qw Level 1 of the Dungeon (0, 0, D:1) 3 stones (0, 13, D:1) a +0 short sword (6, -8, D:1) a +0 dagger (12, -6, D:1) 2 stones (20, 12, D:1) 2 potions of invisibility (21, 23, D:1) 2 stones (27, 14, D:1) a +0 club 5 stones (31, -4, D:1) a +0 dagger (32, 13, D:1) a +0 hand axe (36, 0, D:1) a +0 short sword (43, -13, D:1) a +1 dagger Level 2 of the Dungeon (0, 0, D:2) a +0 mace (1, -17, D:2) a +0 hand axe (23, -5, D:2) a +0 club (23, -1, D:2) a scroll of poison (25, -4, D:2) a +0 robe (26, 10, D:2) a potion of invisibility (28, -10, D:2) a +0 club (29, -9, D:2) a +0 club (38, -12, D:2) a +0 robe a +0 dagger Level 3 of the Dungeon [Shop] Depneuce's Book Emporium a Necronomicon (728 gold) a book of Conjurations (260 gold) a book of Flames (390 gold) a book of Death (572 gold) a book of Callings (260 gold) the Parchment of Peregrination and Putrescence (598 gold) Spells Type Level a - Ignite Poison Fire/Transmutation/Poison 3 b - Gell's Gravitas Translocation 3 c - Summon Forest Summoning/Translocation 5 d - Disjunction Translocation 8 a book of Misfortune (468 gold) Great Wizards, Vol. VII (390 gold) a book of Weapons (364 gold) (0, 0, D:3) a +0 war axe (1, -4, D:3) a +0 dagger a +0 leather armour (1, -3, D:3) a +0 club (1, -2, D:3) a +0 dagger a +0 robe (2, -2, D:3) a +0 mace 3 stones (3, 4, D:3) a +0 war axe (7, -8, D:3) a +0 dagger a +0 robe (44, -5, D:3) a +0 dagger (47, 7, D:3) a +0 whip a +0 leather armour a +0 mace a +0 leather armour (48, -6, D:3) a +0 hand axe (48, 9, D:3) a +0 short sword (49, 8, D:3) a +0 club (51, 17, D:3) a ring of protection from cold a +0 leather armour a +0 robe (53, 15, D:3) 4 stones Level 4 of the Dungeon [Shop] Kouvusiv's Antique Weapon Shop the +2 broad axe of the Briny Deep {elec, rF+ rCorr Int-5 Dex+5} (712 gold) It occasionally discharges a powerful burst of electricity upon striking a foe. Int: It affects your intelligence (-5). Dex: It affects your dexterity (+5). rF: It protects you from fire. rCorr: It protects you from acid and corrosion. a +0 spear (54 gold) the +8 great sword "Grim" {protect, MP+9} (1326 gold) It grants its wielder temporary protection when it strikes (+7 to AC). MP: It affects your magic capacity (+9). a +0 whip (45 gold) a +4 flail of protection (471 gold) a +0 hand axe (54 gold) a +0 rapier (72 gold) the +8 arbalest of the Pillar {flame, rF+ rN+ Str+2} (1269 gold) Any ammunition fired from it burns those it strikes, dealing additional fire damage. Str: It affects your strength (+2). rF: It protects you from fire. rN: It protects you from negative energy. a +0 mace (54 gold) a +0 spear (54 gold) a +0 mace (54 gold) (0, 0, D:4) a +0 ring mail (4, 13, D:4) a +0 mace (6, 22, D:4) a +0 hand axe (14, 9, D:4) a +0 dagger a +0 mace a +0 club a +0 leather armour a +0 club (15, 8, D:4) a +0 club (17, 49, D:4) a +0 ring mail (26, 30, D:4) an adder skeleton (34, 25, D:4) a +0 club a goblin skeleton