mora Level 1 of the Dungeon (0, 0, D:1) a +0 leather armour (0, 19, D:1) a stone (1, 4, D:1) a +0 short sword (1, 22, D:1) a stone (1, 23, D:1) a stone (2, 26, D:1) a stone (6, 13, D:1) 24 arrows (9, 33, D:1) a stone (10, -3, D:1) a +0 scale mail (11, 32, D:1) a stone (12, -2, D:1) a +0 club (12, 24, D:1) a +2 dagger of venom (13, 32, D:1) a stone (14, 31, D:1) a stone (17, 32, D:1) 18 poisoned needles (23, -14, D:1) 23 arrows (35, -5, D:1) a +0 mace (36, 17, D:1) a +0 short sword 2 stones (38, 4, D:1) 24 bolts (38, 15, D:1) a stone (39, 15, D:1) 28 stones Level 2 of the Dungeon (0, 0, D:2) 8 tomahawks (3, 32, D:2) 7 tomahawks (4, 15, D:2) 8 javelins (8, -3, D:2) 27 bolts (8, 37, D:2) a +0 club (8, 43, D:2) 14 stones (16, 50, D:2) a +0 club (17, 22, D:2) 8 stones (22, 31, D:2) a +0 club (34, 2, D:2) 6 javelins (49, 7, D:2) a +0 dagger Level 3 of the Dungeon (0, 0, D:3) a +0 dagger (0, 4, D:3) a stone (13, 33, D:3) a +0 ring mail (15, 34, D:3) 16 stones (18, -1, D:3) 20 poisoned needles (22, 31, D:3) a cursed -3 halberd (34, 18, D:3) a +0 mace a +0 short sword (35, 19, D:3) a +0 club a +0 leather armour (49, 3, D:3) a +0 dagger (57, 9, D:3) a cursed -3 whip Level 4 of the Dungeon (0, 0, D:4) a +0 leather armour a +0 giant spiked club (0, 26, D:4) a +0 giant club (6, 2, D:4) 21 stones (12, 33, D:4) 9 sling bullets Level 5 of the Dungeon [Shop] Yghuaxer's Weapon Shoppe a +5 halberd of chopping (462 gold) a +0 hand crossbow (49 gold) the +2 Maxwell's thermic engine {flame, freeze, rF- rC-} (518 gold) 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. Big, fiery blades are also staple armaments of hydra-hunters. It makes you vulnerable to fire. It makes you vulnerable to cold. the +6 dagger of Moral Flaws {pierce, rElec rPois} (716 gold) It inflicts extra damage upon your enemies. It insulates you from electricity. It protects you from poison. a +0 hunting sling (21 gold) the +4 Vampire's Tooth {vamp} (840 gold) It inflicts no extra harm, but heals its wielder when it wounds a living foe. the +4 arbalest "Dainlono" {freeze, rElec} (589 gold) It causes projectiles fired from it to freeze those they strike, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. They can also slow down cold-blooded creatures. It insulates you from electricity. a +5 halberd of protection (445 gold) (0, 0, D:5) a +0 hand axe a cursed +0 ring mail (1, 0, D:5) a +0 leather armour a +0 trident a +0 leather armour (2, 17, D:5) a +4 flail of draining a +0 ring mail (18, 23, D:5) 20 arrows (22, 10, D:5) a +3 rapier of venom a +0 leather armour (25, 26, D:5) 21 sling bullets (31, 24, D:5) a cursed -3 short sword the elf corpse of Duvessa (31, 26, D:5) 16 sling bullets (42, -12, D:5) a +0 shortbow 22 arrows