BlasphemerAmon the Dungeon (3, 2, D) a +5 triple sword a +5 great sword a +5 double sword (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 a +5 athame a +5 rapier a +5 dagger (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?) (7, 7, D) 2 potions of brilliance 2 potions of invisibility 5 potions of haste 4 potions of resistance a potion of experience 5 potions of magic 5 potions of might 2 potions of berserk rage 9 potions of heal wounds 9 potions of curing (10, 0, D) the +6 Majin-Bo {spellvamp, MP+6 Int+6} (still there?) 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} (still there?) Acc+∞: It never misses its target. SInv: It lets you see invisible. It cannot be enchanted further. the +10 dark maul {heavy} (still there?) It cannot be enchanted further. the +15 Maxwell's patent armour {-Tele *Silence rElec Will+ rCorr} (still there?) -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 +18 shield of the Gong {Loud rN+ Will+ rCorr EV-5} (still there?) Loud: It is deafeningly noisy when blocking attacks. rN+: It protects you from negative energy. Will+: It increases your willpower. rCorr: It protects you from acid and corrosion. EV-5: It affects your evasion (-5). It cannot be enchanted further. the +16 obsidian axe {drain, demonic, Mesm ^Drain Fly SInv} (still there?) 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 the quill talisman of Past Mistakes {rElec rC- rN+ Dex+5} [quill talisman] rElec: It insulates you from electricity. rC-: It makes you vulnerable to cold. rN+: It protects you from negative energy. Dex+5: It affects your dexterity (+5). (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 +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 +11 Singing Sword {sonic wave} It cannot be enchanted further. the +8 storm bow {elec, penet} It cannot be enchanted further. (61, 0, D) a +1 leather armour of poison resistance (unseen) (61, 9, D) a +0 club (61, 10, D) a +0 dagger a +0 robe (61, 16, D) a parchment of Passwall (62, 0, D) a +0 war axe of flaming (62, 1, D) 4 potions of haste (62, 9, D) a +0 dagger a +0 robe a +2 spear of venom (62, 16, D) a ring of positive energy (62, 17, D) the +3 Elemental Staff {ele, rElec rF+ rC+ AC+3} rElec: It insulates you from electricity. rF+: It protects you from fire. rC+: It protects you from cold. AC+3: It affects your AC (+3). It cannot be enchanted further. (unseen) (62, 18, D) a shapeshifter corpse (63, 0, D) a +0 spear of venom (unseen) (63, 9, D) a +0 dagger a +0 leather armour (63, 16, D) the amulet of Uczuh {Spirit rF+ Str+4 Int+3} [amulet of guardian spirit] Spirit: It causes incoming damage to be divided between your reserves of health and magic. rF+: It protects you from fire. Str+4: It affects your strength (+4). Int+3: It affects your intelligence (+3). (unseen) (63, 17, D) a +2 scimitar of protection (unseen) (63, 18, D) a +0 short sword a +0 scale mail a +0 buckler (64, 16, D) a +0 morningstar of protection (unseen) (64, 17, D) the +2 robe of the Original Sin {+Blink} +Blink: It lets you blink. It cannot be enchanted further. (unseen) (64, 18, D) a +0 scimitar a +0 leather armour (66, 20, D) a +0 rapier of speed (still there?) a +0 robe (still there?) (67, 0, D) a +3 giant spiked club (68, 0, D) a +6 ring of intelligence (69, 0, D) a wolf corpse (skeletalised by now) (70, 8, D) a +0 heavy great mace (unseen) (70, 9, D) an amulet of faith (71, 16, D) a staff of alchemy (71, 26, D) a +7 dagger of protection (unseen) (71, 27, D) a staff of fire (unseen) (72, 8, D) the +10 dire flail "Gurphaakk" {elec, rN+ Will- Int+4} rN+: It protects you from negative energy. Will-: It decreases your willpower. Int+4: It affects your intelligence (+4). It cannot be enchanted further. (unseen) (72, 17, D) a staff of earth (73, 1, D) a staff of conjuration (unseen) (73, 17, D) a parchment of Sandblast (73, 26, D) a +0 hand axe of flaming (unseen) (73, 27, D) a ring of see invisible (75, 1, D) a +6 ring of dexterity