BlasphemerAmon the Dungeon (3, 2, D) a +5 triple sword a +5 great sword a +5 double sword a +5 demon blade (3, 3, D) a +5 lajatang (unseen) (3, 4, D) a +5 sling a +5 longbow a +5 orcbow a +5 shortbow a +5 triple crossbow a +5 arbalest a +5 hand cannon (4, 2, D) a +5 quick blade a +5 athame a +5 rapier a +5 dagger (4, 3, D) a +5 giant spiked club a +5 giant club a +5 great mace a +5 demon whip (4, 4, D) a +5 bardiche a +5 partisan a +5 demon trident (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} (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 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 +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 +2 trident of venom (unseen) (61, 11, D) a black bear corpse (skeletalised by now) (61, 16, D) a staff of fire (unseen) (61, 26, D) a scroll of brand weapon (62, 8, D) a +6 ring of dexterity (62, 9, D) a +3 chain mail of poison resistance (unseen) (62, 26, D) a +0 buckler of cold resistance (unseen) (62, 27, D) a +1 shortbow of flaming (unseen) (62, 29, D) a +0 halberd a +0 robe (63, 0, D) a +1 vampiric triple sword (unseen) (63, 11, D) a black bear corpse (skeletalised by now) (63, 16, D) the +2 Maxwell's thermic engine {flame, freeze, rev} It cannot be enchanted further. (63, 17, D) a +1 quarterstaff of speed (unseen) (63, 26, D) a staff of alchemy (unseen) (63, 27, D) a +4 scimitar of electrocution (unseen) (64, 16, D) a staff of cold (64, 17, D) a +1 ring mail of willpower (unseen) (64, 26, D) a ring of protection from cold (64, 27, D) the amulet "Nunuit" {RegenMP+ Str+6 Dex+4 Stlth+} [amulet of magic regeneration] RegenMP+: It increases your rate of magic regeneration. Str+6: It affects your strength (+6). Dex+4: It affects your dexterity (+4). Stlth+: It makes you more stealthy. (unseen) (65, 26, D) a condenser vane (67, 0, D) a +5 flail of holy wrath (unseen) (68, 0, D) the +1 shortbow of Ybuyledd {flame, rF+ Str+2} rF+: It protects you from fire. Str+2: It affects your strength (+2). It cannot be enchanted further. (69, 0, D) a staff of air (unseen) (70, 9, D) the +10 sling of Conservatism {flame, ^Contam Int+5 Dex+3} ^Contam: It causes magical contamination when unequipped. Int+5: It affects your intelligence (+5). Dex+3: It affects your dexterity (+3). It cannot be enchanted further. (70, 12, D) a ball python skeleton (71, 8, D) a +0 chain mail of command (71, 12, D) a water moccasin skeleton (71, 17, D) the alchemy staff of the Pharaoh's Fist {*Corrode rElec rPois Fire Alch} [staff of alchemy] *Corrode: It may corrode you when you take damage. rElec: It insulates you from electricity. rPois: It protects you from poison. Fire: It increases the power of your Fire spells. Alch: It increases the power of your Alchemy spells. (unseen) (71, 23, D) a +0 trident a merfolk skeleton (71, 26, D) a staff of fire (unseen) (71, 27, D) a staff of conjuration (unseen) (72, 9, D) a +3 orcbow of freezing (unseen) (72, 13, D) a +0 dire flail a naga skeleton (72, 16, D) the +2 trident of Terra Cotta {entangle, rC+ SInv} rC+: It protects you from cold. SInv: It lets you see invisible. It cannot be enchanted further. (72, 19, D) a +0 orcbow (72, 21, D) a +0 trident a +0 trident a merfolk skeleton (72, 27, D) a +2 hand axe of electrocution (73, 16, D) a staff of alchemy (unseen) (73, 17, D) a +6 ring of dexterity (73, 26, D) a staff of conjuration (unseen) (73, 27, D) a +1 mace of holy wrath (unseen) (74, 3, D) a +0 long sword (75, 1, D) a staff of fire (unseen)