monday the Dungeon (3, 2, D) a +5 triple sword (unseen) (3, 3, D) a +5 lajatang (3, 4, D) 1000 sling bullets a +5 fustibalus a +5 hunting sling a +5 longbow 1000 arrows a +5 shortbow a +5 triple crossbow a +5 arbalest a +5 hand crossbow (4, 2, D) a +5 quick blade a +5 rapier a +5 dagger (4, 3, D) a +5 giant spiked club (unseen) (4, 4, D) a +5 bardiche (unseen) (4, 5, D) a +5 executioner's axe a +5 battleaxe a +5 broad axe (4, 7, D) a +3 large shield a +3 shield (4, 8, D) a +5 crystal plate armour +5 gold dragon scales +5 shadow dragon scales +5 storm dragon scales a +5 plate armour (10, 1, D) the +10 dark maul {crush} It inflicts extra damage upon your enemies. the +15 Maxwell's patent armour {-Cast -Tele rElec MR+ rCorr} It insulates you from electricity. It affects your resistance to hostile enchantments. It prevents spellcasting. It prevents most forms of teleportation. It protects you from acid and corrosion. the +18 shield of the Gong {rElec rN+ MR+ EV-5} It affects your evasion (-5). It insulates you from electricity. It protects you from negative energy. It affects your resistance to hostile enchantments. the cursed +14 obsidian axe {chop, +Fly SInv *Curse} It inflicts extra damage upon your enemies. It lets you see invisible. It lets you fly. It may re-curse itself when equipped. It has a curse placed upon it. (10, 6, D) a crystal ball of energy (11, 1, 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 +14 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 will be animated 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 may re-curse itself when equipped. It has a curse placed upon it. the +0 sword of Power the +15 mace of Variability {chaos} Each time it hits an enemy it has a different, random effect. the +7 Singing Sword the +7 longbow "Piercer" {penet, EV-2} Ammo fired by it will pass through the targets it hits, potentially hitting all targets in its path until it reaches maximum range. It affects your evasion (-2). (61, 8, D) a hell hound corpse (skeletalised by now) (61, 16, D) a +0 long sword (62, 8, D) a +2 falchion of electrocution (62, 12, D) a hell hound corpse (skeletalised by now) (62, 17, D) a +0 rapier (63, 8, D) the +6 rapier of Sin {freeze, rElec} 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 can also slow down cold-blooded creatures. It insulates you from electricity. (63, 16, D) a potion of might (63, 17, D) a +2 robe of fire resistance (63, 22, D) a +2 mace of crushing (unseen) (64, 16, D) a +0 short sword (64, 17, D) a book of Battle (67, 0, D) the +3 whip of Trauma {flame, MR+} 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 resistance to hostile enchantments. (70, 8, D) the +3 ring mail of the Special Beggars {rElec rC+ Dex-5 Stlth+} It affects your dexterity (-5). It protects you from cold. It insulates you from electricity. It makes you more stealthy. (70, 9, D) an uncursed ring of flight (71, 8, D) a lamp of fire (71, 9, D) a +6 ring of strength a +6 ring of intelligence a +6 ring of dexterity a manual of Short Blades a +0 robe (71, 17, D) a disc of storms (71, 21, D) a hell hog corpse (skeletalised by now) (71, 26, D) a +0 short sword of flaming (71, 27, D) a +2 glaive of protection (72, 8, D) the +4 Vampire's Tooth {vamp} It inflicts no extra harm, but heals its wielder when it wounds a living foe. (72, 9, D) a sack of spiders (72, 17, D) a Young Poisoner's Handbook (72, 22, D) a +2 scimitar of flaming a hell hog corpse (skeletalised by now) (72, 26, D) a +4 giant spiked club (72, 27, D) the +2 long sword of Gluttony {freeze, MR+} 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 can also slow down cold-blooded creatures. It affects your resistance to hostile enchantments. (73, 16, D) a +1 longbow of freezing (73, 26, D) a cursed ring of loudness (73, 27, D) a book of Battle (75, 1, D) a +3 vampiric lajatang