BlasphemerAmon 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 athame (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 an orb of guile a +3 tower shield a +3 kite shield a +3 buckler (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 +18 shield of the Gong {Loud rN+ Will+ rCorr EV-5} 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} 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 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 +11 Singing Sword {sonic wave} It cannot be enchanted further. the +8 storm bow {elec, penet} It cannot be enchanted further. (59, 37, D) a staff of conjuration (unseen) (59, 38, D) a +0 arbalest (still there?) +1 steam dragon scales (still there?) (59, 39, D) a +3 great sword (still there?) a +0 chain mail (still there?) (60, 36, D) a +1 robe of fire resistance (unseen) (60, 37, D) a +4 rapier of speed (unseen) (61, 0, D) a parchment of Splinterfrost Shell (61, 8, D) a staff of alchemy (unseen) (61, 16, D) a +3 antimagic shortbow (unseen) (61, 18, D) a +0 long sword a +0 robe (61, 26, D) a +1 orcbow of flaming (unseen) (61, 27, D) a +0 orcbow (61, 36, D) a +0 battleaxe (61, 37, D) a staff of air (unseen) (62, 0, D) a +0 hand cannon of draining (62, 1, D) a book of the Fortress (62, 9, D) a +2 rapier of electrocution (62, 16, D) a staff of conjuration (unseen) (62, 26, D) a +0 arbalest a riddle talisman (62, 27, D) a +0 arbalest a staff of necromancy (62, 37, D) the +7 chain mail of Uskayaw's Esteem {Regen+ Dex+2} Regen+: It increases your rate of health regeneration. Dex+2: It affects your dexterity (+2). It cannot be enchanted further. (unseen) (63, 0, D) the air staff of Victory {rElec rC+ Str-2 Dex+2 Hexes Air} [staff of air] rElec: It insulates you from electricity. rC+: It protects you from cold. Str-2: It affects your strength (-2). Dex+2: It affects your dexterity (+2). Hexes: It increases the power of your Hexes spells. Air: It increases the power of your Air spells. (unseen) (63, 8, D) a +1 mace of protection (unseen) (63, 16, D) the +0 leather armour of Disguise {rCorr Str-5 Int+5} rCorr: It protects you from acid and corrosion. Str-5: It affects your strength (-5). Int+5: It affects your intelligence (+5). It cannot be enchanted further. (63, 18, D) a +0 scimitar a +0 scale mail a +0 buckler (63, 19, D) a +0 morningstar of venom (63, 26, D) a +0 orcbow (63, 27, D) a +0 arbalest a +4 glaive of flaming (63, 28, D) a +0 orcbow (63, 37, D) a parchment of Sphinx Sisters (64, 16, D) a staff of cold (64, 18, D) a +0 long sword a +0 robe a +0 buckler (64, 26, D) a +0 heavy great mace (unseen) (64, 27, D) a +0 arbalest (still there?) a +1 partisan of freezing (still there?) (64, 28, D) a +0 arbalest (65, 17, D) a +0 short sword a +0 ring mail (65, 26, D) a staff of cold (unseen) (67, 3, D) a +0 trident (67, 4, D) a +0 club a +0 flail (68, 0, D) the necromancy staff "Imp's Death Toll" {rPois rC+ rN+ Hexes Summ Necro} [staff of necromancy] rPois: It protects you from poison. rC+: It protects you from cold. rN+: It protects you from negative energy. Hexes: It increases the power of your Hexes spells. Summ: It increases the power of your Summonings spells. Necro: It increases the power of your Necromancy spells. (69, 0, D) a +4 mace of holy wrath (unseen) (69, 36, D) a staff of cold (unseen) (70, 8, D) the +1 cloak "Efipaakh" {rF+ Str+3 Slay+3} rF+: It protects you from fire. Str+3: It affects your strength (+3). Slay+3: It affects your accuracy & damage with ranged weapons and melee (+3). It cannot be enchanted further. (70, 36, D) a ring of resist corrosion (70, 37, D) a staff of air (71, 17, D) a +4 scale mail of cold resistance (71, 27, D) a +4 antimagic trident (72, 8, D) the earth staff of Descent {rN+ Dex+4 Ice Earth} [staff of earth] rN+: It protects you from negative energy. Dex+4: It affects your dexterity (+4). Ice: It increases the power of your Ice spells. Earth: It increases the power of your Earth spells. (unseen) (72, 9, D) the +7 mace of Beogh's Wrath {flame, rElec rC+} rElec: It insulates you from electricity. rC+: It protects you from cold. It cannot be enchanted further. (unseen) (72, 17, D) the +6 halberd "Xyong" {flame, Will+ Dex+5} Will+: It increases your willpower. Dex+5: It affects your dexterity (+5). It cannot be enchanted further. (72, 26, D) a sanguine talisman (72, 27, D) a +6 ring of dexterity (72, 36, D) a staff of conjuration (72, 37, D) a staff of earth (72, 38, D) a +1 heavy trident (73, 1, D) a +4 dagger of venom