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 (4, 2, D) a +5 quick blade (unseen) (4, 3, D) a +5 giant spiked club (unseen) (4, 4, D) a +5 bardiche a +5 demon trident (4, 5, D) a +5 broad axe (4, 7, D) a +3 large shield a +3 shield a +3 buckler (4, 8, D) a +5 crystal plate armour +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (10, 1, D) the +6 Majin-Bo {vamp, Archmagi 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 +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, 4, D) a disc of storms (10, 6, D) an uncursed staff of energy 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 +4 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, 0, D) the cursed +0 chain mail of Xom's Righteous Anger {Dex+4} It affects your dexterity (+4). It has a curse placed upon it. (62, 0, D) an uncursed staff of poison (62, 1, D) the cursed +0 halberd "Miug" {elec, -Tele MR++ Dex+5} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It affects your dexterity (+5). It affects your resistance to hostile enchantments. It prevents most forms of teleportation. It has a curse placed upon it. (63, 0, D) a +1 robe of fire resistance (67, 0, D) a +0 hunting sling of freezing (68, 4, D) a +3 vampiric dagger (70, 8, D) an uncursed staff of power (70, 9, D) a +2 plate armour of cold resistance (71, 8, D) Zeid's Volume of Necromancy Spells Type Level a - Pain Necromancy 1 b - Vampiric Draining Necromancy 3 c - Agony Necromancy 5 d - Cigotuvi's Embrace Necromancy 5 e - Simulacrum Ice/Necromancy 6 (71, 16, D) a +4 iron rod (10/10) (71, 17, D) a +2 robe of magic resistance (71, 18, D) a bolt (unseen) (72, 8, D) an uncursed staff of death (72, 16, D) a +3 quarterstaff of speed (72, 17, D) the +4 dagger "Jaodumuno" {pierce, rPois Int+4} It inflicts extra damage upon your enemies. It affects your intelligence (+4). It protects you from poison. (72, 20, D) a bolt (72, 21, D) a basilisk corpse (72, 22, D) 24 bolts a porcupine corpse (73, 3, D) a +3 hand axe of electrocution (73, 16, D) the +11 morningstar "Bopruunn" {elec, *Rage +Rage rC+ rN+++} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It protects you from cold. It renders you almost immune to negative energy. It lets you go berserk. It may make you go berserk in combat. (73, 17, D) a book of Frost