1 120 1468 2708 565210 nDirectory 0 ndata 2708 ndungeon 184541 nhistory 187029 noracles 202066 nquest.dat 207993 nrumors 311064 nArc-fila.lev 353879 nArc-filb.lev 354532 nArc-goal.lev 355185 nArc-loca.lev 358244 nArc-strt.lev 361468 nBar-fila.lev 364103 nBar-filb.lev 364501 nBar-goal.lev 365227 nBar-loca.lev 368127 nBar-strt.lev 371044 nCav-fila.lev 373509 nCav-filb.lev 373979 nCav-goal.lev 374601 nCav-loca.lev 376699 nCav-strt.lev 379550 nHea-fila.lev 381940 nHea-filb.lev 382626 nHea-goal.lev 383544 nHea-loca.lev 385562 nHea-strt.lev 387472 nKni-fila.lev 390198 nKni-filb.lev 390660 nKni-goal.lev 391258 nKni-loca.lev 394337 nKni-strt.lev 396329 nMon-fila.lev 398073 nMon-filb.lev 398760 nMon-goal.lev 399415 nMon-loca.lev 400792 nMon-strt.lev 403583 nPri-fila.lev 405958 nPri-filb.lev 406483 nPri-goal.lev 407152 nPri-loca.lev 408809 nPri-strt.lev 409908 nRan-fila.lev 412307 nRan-filb.lev 412777 nRan-goal.lev 413343 nRan-loca.lev 416275 nRan-strt.lev 418400 nRog-fila.lev 420555 nRog-filb.lev 421288 nRog-goal.lev 422021 nRog-loca.lev 425390 nRog-strt.lev 428499 nSam-fila.lev 431674 nSam-filb.lev 432192 nSam-goal.lev 433721 nSam-loca.lev 435958 nSam-strt.lev 439471 nTou-fila.lev 441874 nTou-filb.lev 442344 nTou-goal.lev 442910 nTou-loca.lev 446384 nTou-strt.lev 449320 nVal-fila.lev 452455 nVal-filb.lev 452985 nVal-goal.lev 453563 nVal-loca.lev 455287 nVal-strt.lev 457128 nWiz-fila.lev 459477 nWiz-filb.lev 460162 nWiz-goal.lev 460815 nWiz-loca.lev 464137 nWiz-strt.lev 467180 nair.lev 469758 nasmodeus.lev 473296 nastral.lev 474497 nbaalz.lev 478562 nbigrm-1.lev 479861 nbigrm-2.lev 482564 nbigrm-3.lev 485323 nbigrm-4.lev 488026 nbigrm-5.lev 490737 ncastle.lev 493496 nearth.lev 498194 nfakewiz1.lev 501920 nfakewiz2.lev 502297 nfire.lev 502667 njuiblex.lev 506560 nknox.lev 509247 nmedusa-1.lev 512061 nmedusa-2.lev 514926 nminefill.lev 518217 nminend-1.lev 518887 nminend-2.lev 521933 nminend-3.lev 525153 nminetn-1.lev 527851 nminetn-2.lev 528887 nminetn-3.lev 530120 nminetn-4.lev 531288 nminetn-5.lev 532452 nminetn-6.lev 535034 nminetn-7.lev 536494 noracle.lev 538050 norcus.lev 538902 nsanctum.lev 541881 nsoko1-1.lev 544650 nsoko1-2.lev 545991 nsoko2-1.lev 547362 nsoko2-2.lev 548178 nsoko3-1.lev 549090 nsoko3-2.lev 550202 nsoko4-1.lev 551222 nsoko4-2.lev 551970 ntower1.lev 552753 ntower2.lev 553394 ntower3.lev 553979 nvalley.lev 554736 nwater.lev 558276 nwizard1.lev 561891 nwizard2.lev 563321 nwizard3.lev 564040 # This data file is generated by 'makedefs'. Do not edit. 00004f0b agate 0,2 agate ring 116,1 aklys 190,4 alchemy smock 428,5 aluminum wand 775,2 amber 909,4 amethyst 1147,4 amulet of change 1384,3 amulet of esp 1620,3 amulet of life saving 1852,6 amulet of magical breathing 2309,3 amulet of reflection 2499,2 amulet of restful sleep 2627,3 amulet of strangulation 2794,2 amulet of unchanging 2893,4 amulet of yendor 3205,6 amulet versus poison 3620,3 angled poleaxe 3810,3 apple 4031,4 apron 4268,3 arrow 4474,3 athame 4649,4 aquamarine 4946,2 axe 5078,3 bag 5271,1 bag of holding 5325,6 bag of tricks 5739,4 balsa wand 6009,2 bamboo arrow 6134,3 banana 6313,4 banded mail 6555,4 bardiche 6842,3 battle-axe 7078,3 beaked polearm 7275,3 beartrap 7476,3 bec de corbin 7666,2 bell 7811,4 bell of opening 8064,5 bill-guisarme 8414,3 black dragon scale mail 8611,3 *black dragon scales 8818,3 black gem 9041,4 black onyx ring 9336,1 black opal 9414,2 black potion 9526,2 blindfold 9616,3 blue and green shield 9777,4 blue dragon scale mail 10052,4 *blue dragon scales 10353,5 blue gem 10671,4 book of the dead 10965,5 boomerang 11313,4 boulder 11566,4 bow 11838,3 brass lantern 12025,5 brass ring 12339,1 brass wand 12410,2 brilliant blue potion 12526,1 broad pick 12583,1 broad short sword 12641,2 broadsword 12760,2 bronze plate mail 12910,6 bronze ring 13345,1 bronze spellbook 13417,2 brown potion 13574,1 bubbly potion 13621,1 *buckled boots 13681,1 bugle 13719,4 bullwhip 13987,5 c-ration 14314,6 can of grease 14754,5 candelabrum 15072,2 candelabrum of invocation 15192,2 candle 15350,3 candy bar 15554,3 carrot 15779,4 chain mail 16038,5 cheap plastic imitation of the amulet of yendor 16404,3 chest 16586,2 chrysoberyl 16684,2 circular amulet 16823,2 citrine 16919,2 clay ring 17075,2 clear potion 17158,1 cloak of displacement 17217,5 cloak of invisibility 17571,4 cloak of magic resistance 17853,5 cloak of protection 18223,4 cloth spellbook 18459,2 cloudy potion 18600,1 clove of garlic 18664,3 club 18866,4 coarse mantelet 19156,2 *combat boots 19239,1 concave amulet 19284,2 conical hat 19410,1 copper ring 19436,1 copper spellbook 19501,2 copper wand 19636,2 coral ring 19790,1 cornuthaum 19851,5 *corpse 20238,6 cram ration 20667,4 cream pie 20966,3 credit card 21141,5 crested helmet 21504,1 crossbow 21546,4 crossbow bolt 21817,3 crude arrow 22045,3 crude bow 22247,3 crude chain mail 22452,3 crude dagger 22639,3 crude ring mail 22819,2 crude short sword 22951,2 crude spear 23072,2 crysknife 23197,6 crystal ball 23624,4 crystal plate mail 23926,5 crystal wand 24296,2 curved sword 24429,1 curved wand 24481,2 cyan potion 24605,1 cyan spellbook 24661,3 dagger 24848,5 dark blue spellbook 25171,3 dark brown spellbook 25345,2 dark green potion 25464,1 dark green spellbook 25519,2 dark potion 25661,1 dart 25730,3 dented pot 25912,4 diamond 26177,4 diamond ring 26433,1 dilithium crystal 26508,4 dog eared spellbook 26802,2 double-headed axe 26956,2 drum 27047,3 drum of earthquake 27255,6 dull spellbook 27709,3 dunce cap 27874,2 dusty spellbook 27993,2 dwarvish cloak 28148,4 dwarvish iron helm 28390,3 dwarvish mattock 28565,4 dwarvish mithril-coat 28843,6 dwarvish roundshield 29298,2 dwarvish short sword 29438,4 dwarvish spear 29696,4 ebony wand 29937,2 effervescent potion 30062,2 egg 30149,6 elven arrow 30613,4 *elven boots 30852,4 elven bow 31140,2 elven broadsword 31250,5 elven cloak 31561,6 elven dagger 31964,4 elven leather helm 32204,2 elven shield 32299,2 elven short sword 32414,3 elven spear 32647,3 elven mithril-coat 32877,8 emerald 33449,2 emerald potion 33559,1 emerald ring 33609,1 engagement ring 33685,2 etched helmet 33817,2 eucalyptus leaf 33913,3 expensive camera 34094,6 faded pall 34561,3 fauchard 34721,2 fedora 34826,2 *fencing gloves 34956,1 figurine 34994,3 fire horn 35204,4 fizzy potion 35509,1 flail 35587,3 flint stone 35812,3 fluorite 36035,2 flute 36164,3 food ration 36336,5 forked polearm 36719,3 forked wand 36933,2 fortune cookie 37079,3 frost horn 37280,4 *fumble boots 37584,3 garnet 37748,2 *gauntlets of dexterity 37879,4 *gauntlets of fumbling 38137,3 *gauntlets of power 38303,5 glaive 38623,2 glass orb 38720,2 glass wand 38846,2 glittering spellbook 38964,2 gold piece 39107,2 gold ring 39191,1 gold spellbook 39254,2 golden potion 39392,1 granite ring 39455,1 grappling hook 39518,8 gray dragon scale mail 40090,5 *gray dragon scales 40424,5 gray spellbook 40774,3 gray stone 40938,1 green dragon scale mail 41011,4 *green dragon scales 41254,4 green gem 41513,4 guisarme 41808,2 halberd 41959,2 hard hat 42089,1 *hard shoes 42164,2 harp 42249,3 hawaiian shirt 42430,3 heavy iron ball very heavy iron ball 42618,4 helm of brilliance 42899,5 helm of opposite alignment 43245,7 helm of telepathy 43740,6 helmet 44154,4 hexagonal amulet 44457,2 hexagonal wand 44552,2 *high boots 44676,1 *hiking boots 44740,1 hilted polearm 44795,3 hooded cloak 45003,1 hooked polearm 45080,3 horn 45309,2 horn of plenty 45440,4 huge chunk of meat 45730,3 ice box 45909,5 indigo spellbook 46240,3 iridium wand 46418,2 iron chain 46553,2 iron hook 46696,1 iron wand 46747,2 iron ring 46905,1 *iron shoes 46964,2 iron skull cap 47046,1 ivory ring 47116,1 jacinth 47178,2 *jackboots 47337,1 jade 47395,2 jade ring 47548,2 jasper 47630,3 javelin 47832,3 jet 47995,2 jeweled wand 48136,2 *jumping boots 48295,3 *jungle boots 48471,1 k-ration 48535,4 katana 48782,3 kelp frond 49009,2 key 49147,2 *kicking boots 49259,4 knife 49508,4 lamp 49786,3 lance 49952,5 land mine 50317,3 large box 50499,2 large round shield 50591,4 large shield 50850,4 leash 51121,2 leather armor 51258,4 leather cloak 51509,3 leather drum 51704,2 *leather gloves 51792,2 leather hat 51878,3 leather jacket 52091,2 leather-bound spellbook 52229,3 lembas wafer 52423,5 *levitation boots 52791,5 light blue spellbook 53108,2 light brown spellbook 53265,2 light green spellbook 53391,3 loadstone 53553,2 lock pick 53703,3 long bow 53936,2 long poleaxe 54089,3 long samurai sword 54308,4 long sword 54566,4 looking glass 54824,1 long wand 54902,2 *low boots 55033,1 lucern hammer 55082,3 luckstone 55299,3 lump of royal jelly 55488,5 mace 55813,3 magenta potion 56043,1 magenta spellbook 56100,3 magic flute 56281,4 magic harp 56521,4 magic lamp 56803,4 magic marker 57063,6 magic whistle 57506,2 maple wand 57618,2 marble wand 57737,2 meat ring 57861,2 meat stick 57964,2 meatball 58054,2 melon 58165,3 milky potion 58391,1 mirror 58449,2 moonstone ring 58575,1 morning star 58652,3 mottled spellbook 58878,3 *mud boots 59052,1 mummy wrapping 59127,6 murky potion 59537,1 oak wand 59595,2 obsidian 59727,3 octagonal amulet 59914,2 oil lamp 60022,4 oilskin cloak 60281,5 oilskin sack 60643,6 *old gloves 61047,1 opal 61088,2 opal ring 61243,1 opera cloak 61316,2 orange 61424,4 orange dragon scale mail 61671,4 *orange dragon scales 61935,4 orange gem 62215,4 orange potion 62512,1 orange spellbook 62562,3 orcish arrow 62739,4 orcish bow 62984,3 orcish chain mail 63181,4 orcish cloak 63437,3 orcish dagger 63620,3 orcish helm 63844,3 orcish ring mail 64041,6 orcish shield 64447,3 orcish short sword 64617,2 orcish spear 64756,2 ornamental cope 64909,2 oval amulet 64993,2 *padded gloves 65087,1 pancake 65131,3 pair of lenses 65360,2 papyrus spellbook 65492,2 parchment spellbook 65597,3 partisan 65771,2 pear 65877,3 pearl ring 66064,1 pick-axe 66142,7 piece of cloth 66620,2 pine wand 66733,2 pink potion 66849,1 pink spellbook 66900,2 plaid spellbook 67052,3 plain spellbook 67217,1 plate mail 67287,5 platinum wand 67603,2 plumed helmet 67729,1 pole cleaver 67764,3 pole sickle 67977,3 polished silver shield 68198,4 potion of acid 68450,2 potion of blindness 68565,2 potion of booze 68673,3 potion of confusion 68880,3 potion of enlightenment 69069,4 potion of extra healing 69310,6 potion of fruit juice 69728,2 potion of full healing 69869,6 potion of gain ability 70305,2 potion of gain energy 70439,3 potion of gain level 70623,2 potion of hallucination 70770,3 potion of healing 70967,5 potion of invisibility 71334,3 potion of levitation 71567,4 potion of monster detection 71837,3 potion of object detection 72005,2 potion of oil 72149,2 potion of paralysis 72286,2 potion of polymorph 72427,7 potion of restore ability 72891,3 potion of see invisible 73069,3 potion of sickness 73270,2 potion of sleeping 73429,2 potion of speed 73585,4 potion of water 73854,2 pronged polearm 74009,3 pruning hook 74211,3 puce potion 74429,1 purple spellbook 74486,2 purple-red potion 74641,1 pyramidal amulet 74692,2 quarterstaff 74786,2 ragged spellbook 74897,3 ranseur 75067,3 red dragon scale mail 75246,4 *red dragon scales 75539,4 red gem 75848,4 red spellbook 76141,2 red-eyed shield 76281,4 *riding boots 76535,1 *riding gloves 76585,1 ring mail 76640,4 ring of adornment 76942,2 ring of aggravate monster 77060,3 ring of cold resistance 77220,2 ring of conflict 77340,5 ring of fire resistance 77692,2 ring of free action 77801,2 ring of gain constitution 77906,2 ring of gain strength 78001,2 ring of hunger 78090,2 ring of increase accuracy 78233,2 ring of increase damage 78323,2 ring of invisibility 78432,2 ring of levitation 78548,3 ring of poison resistance 78713,3 ring of polymorph 78886,7 ring of polymorph control 79358,3 ring of protection 79545,2 ring of protection from shape changers 79657,3 ring of regeneration 79853,2 ring of searching 79987,3 ring of shock resistance 80211,2 ring of slow digestion 80331,4 ring of stealth 80630,2 ring of sustain ability 80760,3 ring of teleport control 80965,3 ring of teleportation 81182,5 ring of warning 81539,3 robe 81716,5 rock rock stone 82027,3 rubber hose 82245,4 ruby 82488,4 ruby potion 82793,1 ruby ring 82837,1 runed arrow 82909,4 runed bow 83154,3 runed broadsword 83367,1 runed dagger 83428,3 runed short sword 83629,3 runed spear 83789,3 runed wand 83958,2 runesword 84084,2 sack 84234,4 saddle 84498,2 samurai sword 84652,1 sapphire 84711,2 sapphire ring 84864,1 scale mail 84940,5 scalpel 85293,3 scimitar 85520,2 scroll labeled * 85627,3 scroll of amnesia 85785,2 scroll of blank paper 85911,2 scroll of charging 85998,4 scroll of confuse monster 86285,2 scroll of create monster 86417,2 scroll of destroy armor 86570,3 scroll of earth 86802,2 scroll of enchant armor 86892,3 scroll of enchant weapon 87108,3 scroll of fire 87323,3 scroll of food detection 87480,3 scroll of genocide 87696,4 scroll of gold detection 87962,2 scroll of identify 88068,3 scroll of light 88237,1 scroll of magic mapping 88312,4 scroll of mail 88557,1 scroll of punishment 88605,2 scroll of remove curse 88716,2 scroll of scare monster 88836,4 scroll of stinking cloud 89078,3 scroll of taming 89283,3 scroll of teleportation 89499,4 shield of reflection 89769,2 shining spellbook 89907,2 shiny ring 90066,1 short sword 90135,4 short wand 90378,2 shuriken 90526,2 silver arrow 90651,5 silver bell 90991,2 silver dagger 91096,5 silver dragon scale mail 91429,4 *silver dragon scales 91689,4 silver wand 91965,2 silver ring 92081,1 silver saber 92142,5 silver spear 92493,4 silver spellbook 92807,3 single-edged polearm 93024,3 skeleton key 93244,2 sky blue potion 93369,1 slime mold 93421,3 sling 93606,6 slippery cloak 94022,2 small shield 94111,3 smoky potion 94327,1 *snow boots 94377,2 spear 94475,3 *speed boots 94659,5 spellbook of blank paper 94990,2 spellbook of cancellation 95111,3 spellbook of cause fear 95323,3 spellbook of charm monster 95482,4 spellbook of clairvoyance 95793,2 spellbook of cone of cold 95894,2 spellbook of confuse monster 96051,3 spellbook of create familiar 96233,5 spellbook of create monster 96573,4 spellbook of cure blindness 96866,3 spellbook of cure sickness 97057,2 spellbook of detect food 97150,2 spellbook of detect monsters 97249,4 spellbook of detect treasure 97491,4 spellbook of detect unseen 97736,2 spellbook of dig 97841,2 spellbook of drain life 97994,4 spellbook of extra healing 98280,3 spellbook of finger of death 98444,5 spellbook of fireball 98802,2 spellbook of force bolt 98955,3 spellbook of haste self 99159,5 spellbook of healing 99478,3 spellbook of identify 99670,3 spellbook of invisibility 99837,3 spellbook of jumping 100033,4 spellbook of knock 100279,3 spellbook of levitation 100492,7 spellbook of light 100974,3 spellbook of magic mapping 101145,3 spellbook of magic missile 101351,3 spellbook of polymorph 101522,4 spellbook of protection 101785,3 spellbook of remove curse 101975,2 spellbook of restore ability 102128,3 spellbook of sleep 102338,4 spellbook of slow monster 102573,3 spellbook of stone to flesh 102739,4 spellbook of teleport away 103015,4 spellbook of turn undead 103279,4 spellbook of wizard lock 103538,3 spetum 103724,2 spherical amulet 103820,2 spiked wand 103919,3 splint mail 104096,5 sprig of wolfsbane 104435,4 square amulet 104693,2 staff 104786,2 stained spellbook 104881,3 stamped scroll 105055,2 *statue* 105172,3 steel ring 105380,1 steel wand 105440,2 stethoscope 105550,5 stiletto 105906,5 stout spear 106212,2 studded leather armor 106331,5 swirly potion 106726,1 t-shirt 106801,3 tallow candle 107005,3 tan spellbook 107178,2 tattered cape 107318,2 thick spellbook 107424,3 thin spellbook 107591,3 thonged club 107769,2 throwing spear 107852,2 throwing star 107943,2 tiger eye ring 108052,2 tin 108134,5 tin opener 108504,4 tin wand 108752,2 tin whistle 108874,3 tinning kit 109053,4 tooled horn 109326,2 topaz 109439,3 topaz ring 109623,2 touchstone 109706,4 towel 110005,3 triangular amulet 110215,2 trident 110311,5 tripe ration 110645,4 tsurugi 110888,1 turquoise spellbook 110961,3 turquoise 111136,3 twisted ring 111348,2 two-handed sword 111456,5 unicorn horn 111794,6 unlabeled scroll 112255,1 uranium wand 112309,2 uruk-hai shield 112434,2 vellum spellbook 112521,3 velvet spellbook 112705,2 violet gem 112855,4 violet spellbook 113151,3 visored helmet 113335,1 voulge 113375,3 vulgar polearm 113554,3 *walking shoes 113761,1 wand of cancellation 113813,3 wand of create monster 114044,3 wand of cold 114222,2 wand of death 114359,3 wand of digging 114562,2 wand of enlightenment 114716,2 wand of fire 114824,2 wand of light 114959,1 wand of lightning 115028,3 wand of magic missile 115224,3 wand of make invisible 115451,3 wand of nothing 115614,2 wand of opening 115709,3 wand of polymorph 115871,5 wand of probing 116205,3 wand of secret door detection 116368,2 wand of sleep 116507,2 wand of slow monster 116650,3 wand of speed monster 116867,4 wand of striking 117112,3 wand of teleportation 117266,5 wand of undead turning 117599,3 wand of wishing 117827,7 war hammer 118333,5 *water walking boots 118655,2 wax candle 118794,2 whistle 118906,2 white dragon scale mail 119050,4 *white dragon scales 119335,4 white gem 119636,4 white potion 119931,1 white spellbook 119976,2 white-handed shield 120113,4 wire ring 120369,2 wooden flute 120472,2 wooden harp 120621,2 wooden ring 120728,1 worm tooth 120787,2 worthless * glass 120926,2 wrinkled spellbook 121046,2 ya 121187,3 yellow dragon scale mail 121357,5 *yellow dragon scales 121673,5 yellow gem 122005,4 yellow potion 122301,1 yellow spellbook 122350,2 yellowish brown gem 122508,4 yumi 122813,3 zinc wand 123003,3 giant ant 123121,3 killer bee 123322,3 soldier ant 123559,3 fire ant 123784,4 giant beetle 124055,3 queen bee 124233,6 acid blob 124565,3 quivering blob 124795,2 gelatinous cube 124945,7 chickatrice 125387,2 cockatrice 125521,4 pyrolisk 125782,2 fox 125857,1 jackal coyote 125914,1 little dog large dog dog 125953,3 dingo 126112,2 wolf 126264,2 warg 126361,2 feverish lycanthrop* were* 126494,9 winter wolf cub winter wolf 127166,3 hell hound pup hell hound 127376,3 gas spore 127489,6 floating eye 127910,1 freezing sphere flaming sphere shocking sphere 127988,3 kitten large cat housecat 128128,2 jaguar lynx panther 128284,1 ~eye tiger 128335,3 gremlin 128447,2 ~wing gargoyle 128549,2 winged gargoyle 128692,5 hobbit 128904,5 dwarf dwarf lord dwarf king 129278,2 bugbear 129406,2 mind flayer master mind flayer 129545,3 manes lemure 129692,2 homunculus 129804,1 imp 129871,1 quasit 129913,1 tengu 129967,2 blue jelly 130032,2 spotted jelly 130115,2 ochre jelly 130219,3 kobold large kobold kobold lord 130352,3 kobold shaman 130563,4 leprechaun 130763,3 *mimic 130914,4 *nymph 131170,3 goblin hobgoblin 131304,2 orc hill orc 131434,2 mordor orc uruk-hai 131571,3 orc shaman 131746,3 orc-captain 131943,2 *piercer 131970,5 rothe 132244,1 leocrotta 132317,2 wumpus 132439,3 mumak titanothere baluchitherium mastodon 132635,2 sewer rat gaint rat 132685,2 rabid rat 132780,2 rock mole 132856,2 woodchuck 132985,2 cave spider 133046,2 centipede 133138,2 giant spider 133220,1 scorpion 133292,2 lurker above 133362,3 trapper 133506,4 white unicorn 133649,2 gray unicorn 133786,3 black unicorn 133938,2 pony horse warhorse 134073,3 fog cloud 134165,3 dust vortex 134346,2 ice vortex 134480,2 energy vortex 134605,2 steam vortex 134708,2 fire vortex 134832,3 baby long worm long worm long worm tail 134938,2 baby purple worm 135022,2 purple worm 135131,3 grid bug 135264,1 xan 135327,3 yellow light 135459,2 black light 135598,3 couatl 135742,3 aleax 135937,1 angel 135984,1 ki-rin 136010,1 archon 136071,3 bat giant bat 136201,1 raven 136250,1 vampire bat 136297,2 plains centaur forest centaur mountain centaur 136355,5 baby gray dragon gray dragon 136608,5 baby red dragon red dragon 136907,2 baby white dragon white dragon 137045,4 baby orange dragon orange dragon 137261,2 baby black dragon black dragon 137388,5 baby blue dragon blue dragon 137718,3 baby green dragon green dragon 137920,2 baby yellow dragon yellow dragon 138046,5 stalker invisible stalker 138304,1 air elemental 138375,2 fire elemental 138500,2 earth elemental 138627,3 water elemental 138802,3 lichen 138922,3 brown mold 139113,1 yellow mold 139146,2 green mold 139266,2 red mold 139370,1 shrieker 139402,3 violet fungus 139554,3 gnome gnome lord gnome king 139700,4 gnomish wizard 139970,3 giant stone giant hill giant fire giant frost giant storm giant 140069,2 titan 140212,2 minotaur 140337,4 jabberwock 140522,3 keystone kop kop sergeant kop lieutenant kop kaptain 140650,3 lich demilich 140748,3 master lich arch-lich 140960,5 *mummy 141226,3 * naga hatchling 141363,3 red naga 141519,3 black naga 141694,3 golden naga 141877,4 guardian naga 142162,3 ogre ogre lord ogre king 142302,4 gray ooze 142519,3 brown pudding 142684,4 black pudding 142913,3 green slime 143102,5 quantum mechanic 143375,2 rust monster 143442,5 disenchanter 143789,3 garter snake 143877,2 snake water moccasin pit viper 144000,3 python 144157,4 cobra 144429,4 troll rock troll 144651,7 ice troll 145113,8 water troll 145657,7 olog-hai 146157,8 umber hulk 146656,2 vampire vampire lord 146798,3 vlad the impaler 147005,4 barrow wight 147176,3 wraith 147348,3 nazgul 147508,2 ghost 147640,4 shade 147912,4 xorn 148070,7 monkey 148450,2 ape carnivorous ape 148561,1 owlbear 148618,3 yeti 148846,1 sasquatch 148911,2 * zombie 148943,3 ghoul 149153,1 skeleton 149221,3 straw golem 149342,2 paper golem 149474,2 rope golem 149606,3 gold golem 149806,2 leather golem 149909,2 wood golem 150015,2 flesh golem 150118,3 clay golem 150305,2 stone golem 150448,2 glass golem 150583,2 iron golem 150706,6 human 150998,8 elf woodland-elf green-elf grey-elf elf-lord elvenking 151538,4 doppelganger sandestin chameleon 151816,2 nurse 151944,1 shopkeeper 152017,4 guard 152311,3 prisoner 152480,1 oracle 152540,1 aligned priest high priest 152611,6 soldier sergeant lieutenant captain 152994,3 watchman watch captain 153182,12 medusa 154009,2 wizard of yendor 154087,3 Croesus 154293,2 water demon 154333,3 horned devil barbed devil bone devil ice devil vrock hezrou pit fiend balrog 154548,4 succubus 154800,3 incubus 154974,3 erinys 155146,4 marilith 155429,5 nalfeshnee 155776,6 Juiblex 156194,3 Yeenoghu 156393,2 Orcus 156489,3 Geryon 156660,5 Dispater 156960,2 Baalzebub 157098,4 Asmodeus 157319,3 Demogorgon 157512,7 Death 157907,2 Pestilence 158018,2 Famine 158133,3 War 158312,11 djinni 159027,4 jellyfish 159221,3 piranha 159382,1 shark 159440,1 giant eel 159487,5 electric eel 159819,6 kraken 160213,5 newt 160497,2 gecko iguana 160640,3 lizard 160832,6 baby crocodile crocodile 161221,2 salamander 161320,6 . 161598,0 This is one of the least valuable sorts of gemstone, and is not hard enough to be able to make scratches in rock. A small ring with an agate set into it, designed to be worn on a finger. It does the same amount of damage as a normal club; about as much as a short sword against smaller enemies, but with a large penalty against larger enemies, being no better than a dagger in that situation, and even worse than an axe. This sort of enchanted smock is highly valued by alchemists, because it provides its wearer (but not their equipment) with near-perfect immunity to acids and poisons, both of which are occupational hazards for them; it also provides minimal protection against blows, and occasionally blocks certain types of special attacks used by monsters. A lightweight bar of a mithril-like metal, that can be zapped to release a magical effect, although only a limited number of times. This material, made from hardened sap, is valued as a gemstone, although relatively soft as gemstones go. It is quite valuable, although not as much so as all but the cheapest hard gemstones, and less so than a citrine or aquamarine. This soft gemstone is not all that valuable as gemstones go, although it has another purpose: it removes the alcohol content of drinks it is dipped into, allowing them to be drunk safely without a risk of becoming drunk as a result. Created as a practical joke by some whimsical wizard, it causes its wearer to change from male to female or vice versa; to prevent the victim simply using it again to change back, it disintegrates upon causing such a transformation. It allows its wearer to sense nearby minds, giving them an idea of which intelligent creatures are nearby; the range of this telepathy is much greater if the wearer is blindfolded or otherwise protected from visual distractions. It prevents the wearer's death or permanent disablement. For instance, it can heal lethal wounds, cure deadly diseases, or reverse the transformation of its wearer into a statue; but it can avert nearly any other cause of death, too. If worn, it activates automatically when its wearer would die. However, the strain of saving a life completely destroys the amulet, and recovering from the dead makes most creatures permanently slightly less healthy. It acts as an air supply (or a supply of oxygenated water for water-breathing wearers), meaning that the wearer can survive even in environments in which they could not normally breathe. It reflects most visible rays and gaze attacks aimed at its wearer, sending them back towards the creature that created them. It sometimes, at random, makes its wearer unexpectedly fall into a peaceful sleep; comfortable, but potentially dangerous if there are monsters around at the time. It prevents its wearer breathing, usually leading to a rapid death if it is not removed quickly. It protects the wearer from effects that would change their form into that of a different creature; or, if the wearer is already transformed, prevents them turning back. Note that this also prevents a polymorphed body automatically turning back to survive a lethal injury, so it should be used with caution. The mithril amulet desired by even the gods, it is hard to move via magical means and even harder to move via divine power, thus requiring a mortal hero to rescue it by hand. Even if merely carried, it sometimes gives its owner a mental image of the structure of the nearby dungeon, and wearing or holding it can occasionally give clues as to the path to the portals leading onwards to the homes of the gods. It completely protects its wearer from the effects of most poisons, including naturally poisonous food; but it can do nothing against food that has become rotten and tainted through age. A long pole with an angled axe blade at the end, requiring two hands to hold. Its length prevents it doing more than minimal damage against adjacent enemies, but it can be used to attack enemies slightly further away. A small reddish-green fruit, produced by trees that grow in temperate climates. It makes a nice snack, but is not all that nutritious; as well as being enjoyed by people, it makes a great treat for herbivorous creatures like horses. A simple but heavily reinforced cloth apron, showing marks of discolouration where it has been splashed with all sorts of strange liquids over the years, designed to be worn as a cloak above body armor. An iron projectile with a fledged tail and a pointed tip, designed to be fired from a bow (throwing it by hand will only do minimal damage). It sometimes breaks on impact. A special long knife made of iron which works much the same way as a normal dagger, with the usual low damage rate, high accuracy, and bonus against smaller enemies. However, it is unusually hard, being capable of cutting through stone without issues, but unsuited for use as a thrown weapon. This hard gem captures the look of being underwater, and is considered valuable as a result, about as much so as a citrine stone. An iron melee weapon with a broad blade at an angle to its haft, designed for chopping, doing more damage than a dagger, but less than a short sword. It has a bonus against smaller enemies. A small, light and flexible container made of cloth. It is possible to store items inside it; this saves backpack space, circumventing the normal restriction to 52 carried items. Items in bags are also protected from many forms of item-destroying attack. It also magically reduces the weight of items stored inside, meaning that more items can be carried without causing encumbrance issues, although the weight of the items inside will always have some effect. It magically generates monsters; it's possible to reach inside and pull one out, although not to put monsters back in the bag. Trying to do this while the bag is on the floor will instead result in being bitten; and the bag will eventually run out of magical power. An unusually light stick of wood, that can be zapped to release a magical effect, although only a limited number of times. A bamboo projectile with a fledged tail and pointed iron tip, designed to be fired from a bow (throwing it by hand will only do minimal damage). It sometimes breaks on impact. A curved yellow fruit that grows on tropical trees; people and herbivorous animals alike enjoy the taste of the insides, although the peel is generally discarded. It is about as filling as an orange, and noticeably more so than an apple. A suit of body armor made out of overlapping strips of iron, providing extremely good protection against attack, almost as good as plate mail and equivalent to splint mail, although it cannot block special attacks of monsters. Its metallic construction interferes with spellcasting. It is very powerful, doing slightly more damage against smaller enemies than a long sword, but with a huge bonus against larger enemies, against which it is as powerful as a two-handed sword, and more powerful than any other weapon. It is slightly less effective than a two-handed sword (around twice as powerful as a short sword), and has a bonus against large creatures (although not quite as large as a two-handed sword's). A polearm with a beaked end, requiring two hands to hold. Its length prevents it doing more than minimal damage against adjacent enemies, but it can be used to attack enemies slightly further away. A hinged iron device with a powerful spring and sharp teeth. Although it is currently disarmed, if set correctly it will trap monsters that step on it, holding them in place for a while. It is about as effective as a short sword, except that its bonus is against smaller rather than larger enemies, much the same as a battle-axe. A small brass device with a clapper, that makes a ringing noise when shaken. It alerts nearby monsters to your location, meaning that it can be used to tell your pets where you are; although it makes a poor instrument, as it can only play one note. Its magical sound can reveal nearby hidden objects, like secret doors and traps, and even unlock and open nearby doors and containers if powered up by additional holy energy, although it can only be used a very few times before it needs to be magically recharged. Its sound is also one of the keys to unlocking a special vibrating magical door. It is more powerful than a typical short sword, and around as powerful as a broadsword against smaller enemies, but not as powerful as a long sword. It has a small bonus against larger enemies. A hugely protective suit of armour made magically from the scales of a dead black dragon; armour made from dragons protects better than any other. It also protects its wearer from disintegration attacks. Some scales taken from the dead body of a black dragon; wearing it provides moderately good protection to the body, about as much as studded leather or ring mail. It also protects its wearer from disintegration attacks. A black object cut into facets, looking like a gemstone. In general, magical identification or abilities as a jeweller are needed to determine how valuable apparent gemstones are, or even whether they are real or fake; and proof of a stone's value is needed to be able to sell it at a shop. A small ring with a black onyx set into it, designed to be worn on a finger. It is hard, and considered very valuable, about as much so as an emerald and much more so than a normal opal. A glass vial containing black liquid that seems to suck light out of the air around it. A piece of cloth that can be wrapped around the head, blocking out light and blinding its user; it protects against attacks that have to be seen to function. A large wooden shield dyed in shades of cyan, designed to be held in the offhand; it sometimes deflects attacks, more so than a small shield would. Holding a shield makes it harder to do the gestures associated with spellcasting, no matter what material it is made from. A hugely protective suit of armour made magically from the scales of a dead blue dragon; armour made from dragons protects better than any other. It also gives almost perfect protection from the effects of electricity and lightning, although it protects only the wearer, not his or her equipment. Some scales taken from the dead body of a blue dragon; wearing it provides moderately good protection to the body, about as much as studded leather or ring mail. It also gives almost perfect protection from the effects of electricity and lightning, although it protects only the wearer, not his or her equipment. A blue object cut into facets, looking like a gemstone. In general, magical identification or abilities as a jeweller are needed to determine how valuable apparent gemstones are, or even whether they are real or fake; and proof of a stone's value is needed to be able to sell it at a shop. The words in this dreaded book are one of the keys to unlocking a special vibrating magical door; all that is needed is to read them aloud, but only if the door is bathed in a special magical light, and still ringing with the echoes of a special magical sound. Reading it at other times can open a strange and dangerous connection to undeath. A curved piece of wood, designed to be thrown by hand as a projectile. It deals more damage than any single other thrown weapon, and can even sometimes return to its user given enough space, but follows a curved path and sometimes breaks on impact. A huge chunk of rock. It could make for a very powerful weapon, except that it looks very unlikely that a normal-sized person could lift it, or even climb over or around it. Most likely, you'll just have to settle for pushing it out of your way, or squeezing past it. A piece of string with both ends connected to a curved piece of wood; wielding a bow allows arrows to be fired rather than thrown. Bashing monsters with a bow does not do much damage. A brass container with glass panels and a light glowing inside, that can be turned on and off. It is powered by a stored reservoir of lightning energy, which will last approximately three times as long as a wax candle would, but which will run out eventually and which can only be recharged by magical means. A piece of brass bent into a circle, designed to be worn on a finger. A resonant bar of brass, that can be zapped to release a magical effect, although only a limited number of times. A glass vial containing a brightly glowing blue liquid. An oversized iron pick-axe, requiring two hands to hold. An iron melee weapon with a moderately long, and unusually wide, blade, well-balanced for use as an off-hand weapon. An iron sword with a wide slashing blade. It is about as powerful as a short sword against larger enemies, but has a bonus against smaller enemies. A suit of body armour made out of plates of bronze connected by hinges, reinforced to provide extremely good levels of protection against attack, about as good as splint mail (but not quite as good as iron plate mail). Making armour out of bronze makes it immune to rust, although its metallic nature still interferes with spellcasting, and it does not provide protection from special attacks the same way other plate mail does. A piece of bronze bent into a circle, designed to be worn on a finger. A book, its bronzed metal covers needing considerable force to open. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. A glass vial containing an ugly brown liquid. A glass vial containing a white froth made out of bubbles. Stylish boots with an ornate buckle. A long horn made of brass, which can be blown into to play music; the note played depends on how hard you blow. Bugles are also used by soldiers to communicate; one blast of a bugle can change an entire army from lazing around waiting to getting ready for battle. A leather whip, which can theoretically be used as a melee weapon, but which does less damage even than most items not intended as weapons, and no damage at all against particularly thick-skinned monsters. It can, however, wrap itself around items on the ground or held by a monster, and maybe even pull them towards you. The Yendorian army only get to eat two meals a day; when a soldier steps out of line, which happens surprisingly often, they are punished by being given C-rations for that day rather than the more standard K-rations, which are very similar but made of lower-quality food, and so somewhat less nutritious, about three-quarters as much as a K-ration (which translates to a little over one third of a food ration, or around six apples). This steel container can be used to pour a thick layer of grease onto an item, giving it temporary protection from rust, rotting and corrosion, but in some cases making it harder to hold. It only holds a finite amount of grease, though; the only plausible way to refill it deep in a dungeon is via magical means. A decorative gold construction with space to hold up to seven candles, giving off a strong and palpable magical aura. When all seven candles are added to it and lit, it gives off a special magical light that is one of the keys to unlocking a special vibrating magical door. A small but stout white stick of burnable material. When lit, it burns slowly, giving off a dim light for a while; lighting a sufficiently large number of candles at once will make the light brighter. A bar made by forming sugar, milk and other delicious (but not particularly healthy) ingredients into the sort of food that people eat for a treat. Its high sugar content makes it around as filling as two apples would be. An orange vegetable that grows a few inches underground; it can be eaten raw, enjoyed by people and herbivorous animals, and particularly loved as a treat by horses. It is rumoured to help with problems with eyesight, and is about as filling as an apple. A good-quality flexible armoured shirt made out of a large number of tiny linked rings of iron, providing very good protection against attack, better than scale or ring mail, although not as good as splint mail, and sometimes (although not very often) blocking some types of special attack used by monsters. Its metal construction interferes with spellcasting. You feel that something is not right with this amulet, though; on closer inspection, it appears to not be the real Amulet of Yendor, but rather a badly manufactured plastic fake. A very heavy reinforced wooden box that can be locked, designed to have items stored inside it. It is considered somewhat valuable as a gemstone, about as much so as a typical garnet; it is not hard enough to make scratches in rock. A mysterious iron circle, connected to a chain so that it can be worn around a person's neck. The unusual color of this soft gemstone makes it valuable, about as much so as an aquamarine stone, and more so than all but the most valuable soft gems. A piece of fired clay in the shape of a circle, designed to be worn on a finger. A glass vial containing liquid that is as clear as water. In addition to providing minimal protection from attack, and blocking many sorts of special attacks used by monsters with a good success rate, it also makes the wearer appear to be in a different location to the location they are actually in, causing many enemies to attack in the wrong direction until they figure out where the wearer actually is. While worn, it makes both the wearer and their carried and worn equipment invisible, making most creatures incapable of seeing them. It also provides minimal protection to the body from attack, and blocks some types of special attacks used by monsters with a good success rate. In addition to providing minimal protection from attack, it also provides almost perfect protection both from many types of special attacks used by monsters, and from a wide range of magical attacks that do not damage directly, in addition to damage that would be caused directly by magical energy (rather than, say, fire or lightning created by a magical source). It has a powerful repelling aura placed on it, providing moderately good protection from attack (in addition to any protection from body armour), and almost perfect protection from certain types of special attacks used by monsters. A book, carefully bound with an unusual cloth cover. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. A glass vial containing some liquid and a lot of white vapour. A herb mostly used for giving flavour to food; vampires are rumoured to be particularly afraid of its scent. It can be eaten as food, but is not particularly filling, slightly less so than an apple. A short heavy piece of wood designed for bludgeoning enemies in melee. It is about as effective as a short sword against smaller enemies, but instead of a bonus against larger enemies, it has a large penalty, being no better than a dagger in that situation, and even worse than an axe. A cloak coarsely made of blackened cloth, designed to be worn above body armour. Boots in a style commonly worn by soldiers. An irregularly shaped and weirdly dented piece of iron, connected to a chain so that it can be worn around a person's neck. A cone-shaped cloth hat. A decorative circle of copper, designed to be worn on a finger. A book, bound in carved yet tarnishing copper. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. Some springy strands of copper woven into a much thicker wire, that can be zapped to release a magical effect, although only a limited number of times. A circular piece of coral, designed to be worn on a finger. Despite providing no real protection for the head, it can block many special attacks of monsters with a good success rate. It helps focus the mental powers of wizards, making their natural arrogance more effective and occasionally giving them a sense of the surrounding area; but only wizards can pull this feat off, with other adventurers merely looking stupid wearing such a hat. A dead monster. The bodies of monsters can always be eaten, but eating the wrong sort of monster might be dangerous or even fatal; on the other hand, some corpses are very beneficial to eat. Corpses tend to spoil over time, becoming lethally tainted; thus, bodies of monsters that died a long time ago should not be eaten, whether because they were not freshly killed, or because they were undead and killed a second time. The standard sort of ration carried by rangers when going on long journeys, cram is a sort of staple crop that keeps excellently and is somewhat nutritious, although rather bland. It is around three-quarters as nutritious as a typical food ration would be, or about as filling as twelve apples. A hilarious foodstuff used as a projectile by clowns to blind their opponents in an amusing manner. If instead it is eaten, it is around as filling as two apples would be. A small rectangle of plastic, marketed by banks as a method of paying for items without carrying cash. Unfortunately, shops deep in dungeons tend not to be connected to international monetary credit card networks, and wouldn't trust the card to be valid in any case, but maybe the physical properties of the card would come in useful for wedging open locks. An iron helmet with an impressive crest. A mechanical contrivance designed to fire crossbow bolts, with a string under tension that can be wound back slowly and then released; wielding a crossbow allows crossbow bolts to be fired rather than thrown. Bashing monsters with a crossbow does not do much damage. A thick iron quarrel with a sharpened point, designed to be fired from a crossbow (throwing it by hand will only do minimal damage). It sometimes breaks on impact. Crossbows tend to do less damage than ordinary bows, though. A blackened iron projectile with a badly fledged tail and a pointed but crooked tip, designed to be fired from a bow (throwing it by hand will only do minimal damage). It sometimes breaks on impact. A piece of string with both ends connected to a crudely curved piece of blackened wood; wielding a bow allows arrows to be fired rather than thrown. Bashing monsters with a bow does not do much damage. A flexible armoured shirt made out of a large number of tiny linked rings of blackened iron, although made rather crudely; due to being made of metal, it interferes with spellcasting. A long knife or very short sword crudely made of blackened iron, which can be used as a melee weapon, or thrown by hand (with an unusually high rate of fire for skilled users). A low-quality flexible shirt crudely made by linking rings of blackened iron, whose metallic nature interferes with spellcasting. A crude melee weapon with a moderately long blade made of blackened iron, well-balanced for use as an off-hand weapon. A moderately long piece of crude blackened iron, sharpened to a point. It can be thrown by hand or used as a melee weapon. A tooth taken from a dead worm and then magically enchanted to have a very sharp cutting edge, working like a knife, but an unusually effective one, being better than most swords (dealing more damage than a long sword to small enemies, but without the bonus against larger enemies), and more accurate than any other weapon. It needs constant exposure to the body of a living creature to maintain the enchantment, though. Staring into a crystal ball for a long period of time might allow its user to pinpoint various features around them, such as the location of traps; but doing so may backfire on less intelligent users. They also eventually run out of magic after enough use, and require magical means to restore it. A suit of body armour made out of plates of glass connected by hinges, reinforced to provide incredibly good levels of protection against attack, working just as well as its iron equivalent, but without causing spellcasters any problems. It also blocks many special attacks of monsters with a good success rate; however, its glass construction is incredibly heavy. A cylinder of the purest sparkling glass, that can be zapped to release a magical effect, although only a limited number of times. An iron melee weapon with a curved slashing blade. An oddly misshapen magical wand, that can be zapped to release a magical effect, although only a limited number of times. A glass vial containing a bright greenish-blue liquid. A book, with covers showing a picture of the sky; somehow, clouds move across them now and again. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. A long knife or very short sword made of iron, which can be used as a melee weapon, or thrown by hand (with an unusually high rate of fire for skilled users). It does not do much damage (slightly more than a dart, and much less than a typical short sword), but is very accurate, and is better against smaller enemies. A book, whose covers seem to be made out of some sort of denim riveted to the pages. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. A book, covered in rough bark. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. A glass vial containing an ominous dark green liquid. A book, with dark green yet highly reflective covers. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. A glass vial containing liquid that seems to be in constant shadow. A short iron projectile with a pointed tip and fledged tail, designed to be thrown by hand, although it is not very effective at damaging monsters. It sometimes breaks on impact. An iron helmet that's worse for wear due to all the damage it's taken over the years. Nowadays, it only provides minimal protection to the head, although it will turn aside many falling objects; also, note that its metallic nature interferes with spellcasting. This gem is famous for its hardness; although not shaped to be useful as a weapon, it is not damaged at all by scratching into even solid rock. It is also considered one of the most valuable gems in existence, and worth more than almost any other gem. A small ring with a diamond set into it, designed to be worn on a finger. This gem is incredibly valuable (more so than any other), although relatively soft. It resembles nothing else seen in the world; although it theoretically has several scientific uses, they require specialised equipment not found in a dungeon, so its only use to an adventurer is its value. A book, whose pages are dirty, as if it has been read many times. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. An iron melee weapon with two broad blades at angles to its haft, designed for chopping. A leather device which can be banged on to make a loud noise; it is sometimes used as an accompaniment to an orchestra, but cannot play a tune by itself because its notes do not have any particular pitch. The sound of this drum is magically amplified, causing the entire dungeon to vibrate with the sheer volume of the sound, and maybe causing nearby terrain to collapse. Monsters might become angry or scared as a result. The powerful effect of the drum runs through its magical supplies quickly, being usable only a limited number of times before it needs magical recharging; it can still be banged on in such a state, just without the amplification. A nondescript book, that seems not to care for light falling on its covers. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. This nasty cap not only provides no protection to the head or anything else, it makes its wearer foolish and stupid. A book, its covers illegible behind centuries of accumulated dust. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. It shows signs of dwarvish manufacture, but is intended for style purposes rather than as armour, giving no additional protection to the body; however, it blocks certain types of special attacks used by monsters with a good success rate. Its high-quality dwarven manufacture provides moderate protection from damage, and turns aside many falling objects; however, metallic armour interferes with spellcasting. It is about as powerful as a long sword, except with a bonus against smaller enemies rather than larger enemies; but rather difficult to aim. However, its shape means that it can be used to attack rock walls as well as enemies, eventually reducing them to a pile of rubble. A high-quality coat of armour manufactured from mithril by dwarves; its mithril construction makes it immune to rust and corrosion, and very light, whilst still providing extremely good protection against attack, as good as splint mail and almost as good as plate mail. It covers the entire body, providing almost perfect protection from many sorts of special attacks of monsters. However, mithril is still a metal and so still blocks spellcasting. Dwarven shields tend to pack just as much protection as human shields into a smaller physical size, but are no better or worse in combat. Dwarvish manufacture is, as always, slightly better than human manufacture when it comes to weapons, although dwarves are not as experienced at swordsmithing as elves are, leading to slightly less dangerous swords. It has a bonus against larger enemies. Its dwarvish manufacture is even higher quality than typical elvish manufacture; it works as well as a human-manufactured spear or short sword against larger enemies, but unusually for spears, it has no problems against smaller enemies. An unusually black stick of wood, that can be zapped to release a magical effect, although only a limited number of times. A glass vial containing gray liquid whose surface is constantly and rapidly fizzing. A container designed to contain both food for a baby monster and maybe the baby itself, laid by some female egg-laying monster. Eggs might be nutritious or dangerous to eat, depending on what sort of monster laid them; and over time, will either spoil or hatch, depending on whether they were fertilised or not. Eggs are not particularly filling, about as filling as an orange (more filling than an apple; but only about one tenth as much as a food ration). It seems to be of elvish manufacture, designed to avoid the elvish fear of metal, and is of a better quality than a typical human-made arrow; elves are more deadly with it, and have a better rate of fire, when also using an elven bow. These minimally protective leather boots are well-crafted by elves to make almost no sound when walking, allowing their wearer to sneak past sleeping monsters without waking them. As with most armour of elven manufacture, they are particularly tolerant of high levels of enchantment. This bow is of elven manufacture; allegedly it's of higher quality, but only elves can tell the difference. This hardened wooden sword was manufactured by some of the best elven swordsmiths, making it as good as a broadsword or short sword against larger enemies, but with a huge bonus against smaller enemies, against which it is better than a long sword or even katana, and almost as good as a two-handed sword. This sort of cloak is used by elves to help keep their movements silent, allowing its wearer to slip past sleeping monsters without waking them; its elven construction makes it capable of withstanding high levels of magical enchantment. It also provides a minimal level of additional protection to the body, and almost perfect protection against certain types of special attacks used by monsters. Its high-quality elven manufacture makes it do more damage than a typical dagger, almost as much as a short sword against smaller enemies, whilst being just as accurate, but it is just as bad against larger enemies as a typical dagger. A hardened leather hat, reinforced with extra bands of material to work as makeshift armour. The high-quality elven construction of this shield makes it capable of withstanding a high level of enchantment. Elves are experts at sword manufacture, outdoing even dwarves when it comes to making short swords, resulting in a sword that damages larger enemies as well as a typical short sword, but does just as well against smaller enemies. Its high-quality elvish manufacture makes it more effective against smaller enemies than a typical spear or short sword (although still not as effective as against larger enemies), and just as effective against larger enemies. A coat of armour manufactured from mithril by elves; its mithril construction makes it immune to rust and corrosion, and very light, whilst still providing very good protection against attack, as good as chain mail; elves are unused to working with metal, though (because it blocks spellcasting), making it not as protective as a dwarvish-made mithril coat would be, although it is specifically designed to withstand high levels of magical enchantment. It covers the entire body, providing almost perfect protection from many sorts of special attacks of monsters. Although not quite as valuable as a ruby or even sapphire, this hard gemstone is nonetheless very valuable. A glass vial containing an emerald green liquid. A small ring with an emerald set into it, designed to be worn on a finger. A small steel ring with a low-valued gemstone set into it, designed to be worn on a finger to demonstrate the love of its wearer. An iron helmet with artistic patterns etched into it with acid, leading to an elegant effect. The leaf of a eucalyptus plant. It is edible but not particularly filling, about half as much as an apple; but can serve as a natural cure for some types of sickness or illness. An expensive plastic device. The manufacturer considers it a way of taking photos to keep a record of your adventure; most adventurers, though, consider it a way of producing a blinding flash of light that both dazzles monsters, and annoys them. Despite the price tag, it is not particularly robust, and is easy to accidentally break with rough handling. Also, it eventually runs out of film; deep in a dungeon, the only way to replace it is via magical means. A cloth cloak, designed to be worn above body armour, with its former colour faded so much, perhaps from sunlight, that it's impossible to tell what it was. It is just as powerful as a typical short sword or spear, with a similar bonus against larger enemies. A stylish cloth hat, which may look fancy but which is useless at protecting the head from anything unless magically enchanted. The sort of gloves worn by duelists. When placed on the ground in the correct manner, this tiny magical statue transforms into a full-sized monster. It's not at all obvious whether the newly-created monster will be happy to see you or hostile. Blowing this magical horn will shoot a powerful beam of flame in a direction of your choice, dealing huge amounts of damage to monsters that do not resist it. However, this will only work a limited number of times before requiring magical recharging. When out of magic, it acts like an ordinary horn. A glass vial containing light blue liquid that constantly forms new bubbles. A heavy iron ball attached to a handle by a chain, which can be swung at an enemy. It does about as much damage as a scimitar, saber or long sword against smaller enemies, but has only a minimal bonus against larger ones. This ordinary stone made of flint has no magical properties, although it does at least make reasonable sling ammunition, and could even be thrown by hand as a weapon in emergencies, although it would not do much damage. This soft gemstone is relatively cheap as gemstones go, although more valuable than jade or agate, or many non-gemstone items. A wooden tube with holes that can be covered by the fingers; blowing sideways across one end and covering different patterns of holes will play different musical notes. An entire pre-prepared meal packaged so that it keeps well during long journeys, rations are the standard food source used by adventurers, and highly nutritious. They are typically made of sandwiches, cereal bars, and other similar easily-to-hold food made from cereal crops and vegetables; and form a complete meal for the entire day, being about as filling as sixteen apples. A very long iron spear with a forked end, requiring two hands to hold. Its length prevents it doing more than minimal damage against adjacent enemies, but it can be used to attack enemies slightly further away. A magic wand that splits into three points at the end, that can be zapped to release a magical effect, although only a limited number of times. A hard biscuit with a slip of paper inside, which might contain useful advice but might be useless, or even lying. It is slightly less nutritious than an apple, and made from flour, milk and sugar. Blowing this magical horn will shoot a powerful beam of cold in a direction of your choice, dealing huge amounts of damage to monsters that do not resist it. However, this will only work a limited number of times before requiring magical recharging. When out of magic, it acts like an ordinary horn. These minimally protective leather boots have an insidious enchantment, making their wearer occasionally noisily trip, slip, or otherwise fail to walk normally. This gemstone is somewhat valuable, a little more so than an amethyst, despite not being hard enough to scratch into solid rock. These leather gloves make their wearer more adept at aiming, archery, accuracy, and similar tasks that need a dexterity or a steady hand; however, these benefits are only seen if the gloves are enchanted, with higher enchantments giving larger benefits. These dubiously enchanted leather gloves make their wearer tend to drop things and similarly fumble, although they still provide minimal protection for the hands. Beneath their unassuming exterior, these gloves are actually gauntlets made of iron (and thus interfere with spellcasting); despite providing only minimal protection to the hands, they are enchanted to provide an enormous boost to strength, making the wearer much stronger than can be achieved without magical aid. It is about as powerful as a short sword, but has an even larger bonus against larger enemies. A large and heavy sphere made of glass, with some sort of magical mist swirling inside it; it is fragile and easily broken. A thick cylinder of glass, that can be zapped to release a magical effect, although only a limited number of times. A book, that glitters strangely as if hugely valuable. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. The major coin used in the Yendorian economy. Each gold piece is worth 1 zorkmid. A glittering circle of gold, designed to be worn on a finger. A book, with pages and cover made from gold leaf. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. A glass vial containing liquid that glows with a golden glow. A circular piece of granite, designed to be worn on a finger. It can be used in combat as a makeshift flail, doing minimal damage (less than even a dagger) against smaller enemies, but decent damage against larger enemies, slightly less than a short sword and about as much as a mace. Its major purpose, though, is to grab hold of things at a distance, either to pull them towards you, or you towards them; large monsters can be attacked at a distance like this. Users with relative familiarity with flail-type weapons will be better at this, though, with inexperienced users likely to mess up and hurt themselves by mistake. A hugely protective suit of armour made magically from the scales of a dead gray dragon; armour made from dragons protects better than any other. It also protects its wearer from a wide range of magical attacks that do not damage directly, as well as damage from pure magic (as opposed to, say, a fireball conjured using magic). Some scales taken from the dead body of a gray dragon; wearing it provides moderately good protection to the body, about as much as studded leather or ring mail. It also protects its wearer from a wide range of magical attacks that do not damage directly, as well as damage from pure magic (as opposed to, say, a fireball conjured using magic). A book, whose cover depicts dismal rainclouds, and even feels rather damp. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. This roughly spherical gray rock is clearly not valuable as a gemstone. A hugely protective suit of armour made magically from the scales of a dead green dragon; armour made from dragons protects better than any other. It also gives its wearer almost perfect protection from the effects of all forms of poison. Some scales taken from the dead body of a green dragon; wearing it provides moderately good protection to the body, about as much as studded leather or ring mail. It also gives its wearer almost perfect protection from the effects of all forms of poison. A green object cut into facets, looking like a gemstone. In general, magical identification or abilities as a jeweller are needed to determine how valuable apparent gemstones are, or even whether they are real or fake; and proof of a stone's value is needed to be able to sell it at a shop. It is as effective as a short sword or spear against larger enemies, but even more effective against smaller enemies than it is against larger ones. It does a huge amount of damage, slightly more than a long sword or even katana, and is slightly better against larger enemies. A well-made reinforced iron hat, designed to protect the head from blows. Reinforced shoes made of iron; their metallic nature interferes with spellcasting. A musical instrument made by stringing many strings onto a wooden frame, each with a slightly different length; plucking a different string allows a different note to be played. A garish and brightly coloured cloth shirt, fitting tightly enough to be worn underneath other sorts of armour, although providing no protection to the body unless magically enchanted. This huge ball of iron seems to have been designed to weight something or someone down; forcing someone to struggle with such an object would be quite the punishment. Its weight would make it a surprisingly good bludgeoning weapon, for someone willing to struggle carrying it. Although this magical helmet provides only minimal protection to the head (in addition to protection from falling objects), it enhances the intellect of the wearer (to a degree depending on how highly enchanted it is), making spellcasting easier. Despite being made of metal, it was designed by mages to avoid interfering with spellcasting. Although this insidious helmet provides the same minimal protection to the head, protection from falling objects, and problems with spellcasting, as pretty much every other iron helmet, it also changes the mental attitude of its wearer to a radically different philosophy; people wearing such a helmet have been known to suddenly dedicate their lives to different gods, perform acts which were once abhorrent to them, and so on. The effect can be reversed by removing the helmet, though. As with other metallic helmets, this one interferes with spellcasting, but it aids mental powers another way; it allows the wearer to sense the minds of nearby intelligent creatures (with a much greater range if its wearer is blindfolded and thus free from visual distractions). It also provides the typical minimal protection to the head and protection from falling objects that other iron helmets provide. This is an ordinary helmet of human manufacture, designed to protect the head from blows; however, it is not as well made as a dwarven helmet would be, and provides only minimal protection for the head, although it turns aside many falling objects. Its metallic nature interferes with spellcasting. An elegant iron hexagon, connected to a chain so that it can be worn around a person's neck. A long and thin hexagonal prism, that can be zapped to release a magical effect, although only a limited number of times. They give the feet a moderate level of protection from attack. Boots designed for supporting the feet on long walks. A very long iron spear with a hilt, requiring two hands to hold. Its length prevents it doing more than minimal damage against adjacent enemies, but it can be used to attack enemies slightly further away. An ordinary cloth cloak with a hood, designed to be worn above body armour. A very long pole with a large sharpened hook at the end, requiring two hands to hold. Its length prevents it doing more than minimal damage against adjacent enemies, but it can be used to attack enemies slightly further away. An imposing musical instrument made out of a hollowed-out bone; it plays different notes depending on how hard it is blown into. Rather than making noise, this magical horn makes food; blowing it will either produce some non-magical food, or a potion containing some non-magical (although not necessarily healthy) liquid. It eventually runs out of magical power, though, becoming useless until magically recharged. An absolutely enormous chunk of meat; you try to visualise what sort of monster it came from, but fail. It is incredibly filling, about as much as two and a half food rations. An extremely heavy plastic box that can be locked, whose interior always stays magically cold. Although any item that fits in the box can be placed inside it, it is designed to store corpses, which do not rot or spoil whilst stored in the box (although it has no ability to freshen corpses that are already rotten or spoilt). A book, where every page is an incredible dark purple, with the writing in bright green. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. An iridium bar painted with rainbow colors, that can be zapped to release a magical effect, although only a limited number of times. This length of chain, made of iron, has no obvious beneficial uses to an adventurer. It looks like it was designed for punishing a prisoner. This is an iron hook at the end of an iron chain. A stick that looks like it was once a bar of a prison cell window, that can be zapped to release a magical effect, although only a limited number of times. A simple circle of iron, designed to be worn on a finger. The solid nature of these shoes gives the feet moderate protection from attack. A crude blackened iron cap, designed to protect the head from blows. A circle carved from ivory, designed to be worn on a finger. This gem is extremely valuable (almost as valuable as a ruby, and more than a sapphire), and hard enough to scratch into solid rock without damaging itself. Knee-high leather boots that cover the entire lower leg. Although not hard enough to scratch into rock, and less valuable than most other gemstones, it is still worth more than an agate or piece of obsidian. A small ring with a piece of jade set into it, designed to be worn on a finger. This gemstone, although relatively cheap as gemstones go, is still quite valuable compared with many other items, and more valuable than fluorite or jade. It is not hard enough to scratch into rock. It has a better range than most spears, but does not have the usual bonus against larger enemies, making it less effective than a typical spear or short sword. This relatively soft gemstone is somewhat valuable, more so than most other similarly soft gemstones, but less so than all hard gemstones. A stick of corundum, lavishly decorated with much more valuable gems. It can be zapped to release a magical effect, although only a limited number of times. These minimally protective leather boots allow the wearer to jump incredibly far in a burst of energy, letting them cross small streams or jump over pits and similar traps. Boots designed for walking through the muddy soil of a jungle. The standard-issue food for the Yendorian Army, K-rations are moderately nutritious, with two being sufficient for a complete meal (two K-rations are around as filling as one food ration, or eight apples), but strictly vegan and rather bland. It was crafted using secret techniques by the best samurai swordsmiths, making it just as good as a typical long sword against large enemies, but better against small enemies; and its balance makes it easier to hit with it. The leaves of a plant that grows underwater. They are edible, but not particularly nutritious, being about half as filling as an apple. A small piece of iron cut into a specific irregular pattern, designed to be recognised by a lock and open it. These minimally protective boots have a hidden hard layer of metal inside, allowing their wearer to kick things with huge and magically-enhanced force, doing substantial damage to monsters or sending objects flying a surprisingly long distance. A small but sharp cutting edge made of iron, more suited for cutting up food than for combat, although it can be used as a melee weapon or thrown by hand. It is not very effective at damaging monsters, but is slightly less bad against small enemies than against large ones. A small brass container, often containing flammable liquid. Lighting it causes the liquid inside to burn slowly, giving off a moderately bright light for a while. A long spear-like pole, designed for use when mounted. Its length prevents it doing more than minimal damage against adjacent enemies, except when riding, although it can always be used to attack enemies slightly further away; when riding, it sometimes shatters on impact. It is about as powerful as a short sword, with a similar bonus against larger enemies. A currently-disarmed explosive iron device. When correctly armed, it explodes when stepped on, doing a lot of damage and normally taking out a chunk of the floor it is placed on. A large and heavy wooden box that can be locked, designed to have items stored inside it. A large circular iron shield, designed to be held in the offhand; it sometimes deflects attacks, more so than a small shield would. Holding a shield makes it harder to do the gestures associated with spellcasting, no matter what material it is made from. A large iron shield of human manufacture, designed to be held in the offhand; it sometimes deflects attacks, more so than a small shield would. Holding a shield makes it harder to do the gestures associated with spellcasting, no matter what material it is made from. A small noose of leather designed to be tied around the neck of a tame animal, in order to stop it running off in the wrong direction. Body armour made from hardened leather; although only providing moderate protection to the body, less than pretty much any sort of metal armour, this construction is favoured by spellcasters because it does not interfere with their magical works. A simple cloak made of leather, designed to be worn above body armour. It provides minimal protection against blows, and occasionally blocks certain types of special attacks used by monsters. The loud bang of this non-magical drum might scare nearby monsters into running away. These are just ordinary leather gloves, providing minimal protection for the hands. It only provides minimal protection from damage, and no protection from falling objects. However, it shows signs of elven manufacture, making it particularly capable of withstanding high levels of enchantment. An ordinary leather jacket, which could be worn as a substitute for body armour but which would only give minimal levels of protection. A book with hardened leather covers, which look like they might once have been part of a coat of armour. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. The elvish take on a food ration, a small but delicious wafer prepared from flour and other plant byproducts, with a surprisingly high energy density; one wafer can serve as a complete meal. Elves prepare them to a secret recipe using organic vegan ingredients. It is about as nutritious as a human-made food ration (or sixteen apples), but considerably lighter. These minimally protective leather boots are enchanted to, once worn, lift their user into the air until they are removed; although this makes it easy to cross water or pass most pits or holes, it makes it impossible to reach the ground or go down stairs, meaning that this sort of boot is rarely worn for long. A book, whose covers glow with a dim yet foreboding light blue glow. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. A book with warped balsa-wood covers. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. A book, with pictures of a grassy field under a green sky on its covers. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. This hated magical stone is not only exceedingly heavy, but has a tendency to curse itself, making it impossible to drop until the curse is lifted. A small oddly-shaped piece of iron. Those who have some understanding of the workings of a lock can use it to fool the lock into opening or closing by manipulating the individual levers of the lock, although this takes some time. An unusually long and well-made bow; wielding a bow allows arrows to be fired rather than thrown. Bashing monsters with a bow does not do much damage. A very long pole with an axe blade at the end, requiring two hands to hold. Its length prevents it doing more than minimal damage against adjacent enemies, but it can be used to attack enemies slightly further away. A special two-handed katana, one of only a few that exist in the world. It is almost twice as powerful as a long sword, and almost three times as powerful as a short sword, with a bonus against larger enemies, yet managing to be as accurate as a dagger. An iron sword with a very long blade, and one of the best one-handed melee weapons in existence. It has a large bonus against larger enemies, but works pretty well (better than a short sword and about as well as a scimitar) even against smaller enemies. A small and unusually reflective, although somewhat fragile, piece of glass. A magic wand almost as long as a spear, that can be zapped to release a magical effect, although only a limited number of times. They give only minimal protection for the feet. It is about as effective as a short sword, except that its bonus is against smaller rather than larger enemies, much the same as a battle-axe, and it has a slightly larger bonus than a battle-axe or bec de corbin. This stone is enchanted to provide luck to its wearer, making several random events give slightly better results on average. In addition, it prevents natural luck wearing off over time. Food produced by bees to feed baby bee princesses, designed to make them grow up into a queen bee. Eating it provides a moderate amount of nutrition, around as much as four apples (four lumps of royal jelly are as filling as a food ration), helps its eater grow stronger, and even provides some small degree of healing. A moderately large club with a heavy iron head, designed for use as a melee weapon. It is about as effective as a short sword, except that its bonus is against smaller rather than larger enemies, much the same as a battle-axe. A glass vial containing a bright reddish-purple liquid. A book, whose cover seems to rapidly change colour between a bluish red and a reddish blue. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. The beautiful magical sounds of this flute tend to make monsters fall asleep, although this enchantment will only work a limited number of times before requiring magical recharging. Even when out of magic, it can be used to play music. The beautiful noise of this magical harp might tame nearby monsters into assisting you rather than fighting, although it only has enough magic to do this a limited number of times, before requiring magical recharging. Even when out of magic, it can still be used to play music. This sort of lamp is powered by the magical aura of a bound djinni, making it capable of burning forever, unless the djinni inside is somehow released. It's hard to tell what its opinion of its imprisonment is, or whether it would be happy to be released. This short and wide plastic pen can be used to draw magical ink onto paper; this can be one of the fastest and most convenient ways to produce magical scrolls and spellbooks from ordinary paper, although considerable familiarity with a scroll or spellbook is needed to be certain it is written correctly. It only contains a finite amount of ink, though; and cannot survive having its ink supply being magically recharged more than once. This whistle is magical, teleporting pets next to you when used; this sort of device never runs out of magic. A stick made of maple wood, that can be zapped to release a magical effect, although only a limited number of times. A long and thin block of marble, that can be zapped to release a magical effect, although only a limited number of times. A small piece of meat bent into a ring, which can be eaten but has only minimal nutritional content. A very thin piece of meat, which can be eaten but has only minimal nutritional content. A tiny ball of meat, delicious as a treat for people or for dogs, but with only minimal nutritional content. A large and substantial green fruit with a high water content. It is more filling than most other fruit, twice as much as an apple and slightly more so than an orange; and is enjoyed by both people and herbivorous animals. A glass vial that seems to contain a milky white liquid. Some monsters are scared of their own reflections, and it can also be useful when used against monsters with a gaze attack. A small ring with a moonstone set into it, designed to be worn on a finger. A club with a large spiked iron head, designed for use as a melee weapon. It is as effective as a short sword or spear against larger enemies, but even more effective against smaller enemies than it is against larger ones. A book, with strange artistic patterns daubed onto the cover, resembling plant life. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. Boots designed for protecting the feet from small puddles or shallow mud. The bandages that formerly wrapped a mummified body. For some reason, unlike most equipment, they don't turn invisible while worn by an invisible person, meaning that invisible people can use them to show other people where they are. They can be worn like a cloak above armour, but provide no protection to the body, although they do occasionally block certain types of special attacks used by monsters. A glass vial containing brown liquid that resembles mud. A heavy oaken stake unsuited for combat, that can be zapped to release a magical effect, although only a limited number of times. This is one of the least valuable sorts of gemstone, being little more than an unusually valuable sort of naturally occuring glass, and thus not hard enough to make scratches in rock. A geometrically perfect iron octagon, connected to a chain so that it can be worn around a person's neck. This particular lamp uses ordinary oil as its energy source, burning for about three times as long as a wax candle when full; unlike a lantern, it can be refilled by dipping its spout into oil and letting the oil flow back into the main body of the lamp. It is very waterproof, designed to protect its wearer and his or her possessions from rain and splashes of water; and covers the body completely, giving almost perfect protection from some types of special attacks used by monsters. However, it is built for dryness rather than for any use as armour, and gives only minimal additional protection from blows. It is possible to store items inside it; this saves backpack space, circumventing the normal restriction to 52 carried items. Items in bags are also protected from many forms of item-destroying attack. The weight of the items inside is still relevant, though. In addition, its oiled waterproof surface prevents water leaking into the bag, making items stored inside the bag immune to water damage. A tattered and worn-out pair of gloves. It is small, round, and considered somewhat valuable as a gemstone, more so than a chrysoberyl or garnet; although not hard enough to scratch into rock. A small ring with an opal set into it, designed to be worn on a finger. A dramatic-looking cloak that's the height of upper-class fashion, designed to be worn above body armour. An orange fruit from a tropical tree, with a tough skin and succulent juicy segments inside, enjoyed by people and by herbivorous animals alike. It is noticeably more filling than an apple, but only about as tenth as filling as a food ration. A hugely protective suit of armour made magically from the scales of a dead orange dragon; armour made from dragons protects better than any other. It also makes its wearer never need sleep, and likewise immune to any effects that would make him or her sleep. Some scales taken from the dead body of a orange dragon; wearing it provides moderately good protection to the body, about as much as studded leather or ring mail. It also makes its wearer never need sleep, and likewise immune to any effects that would make him or her sleep. An orange object cut into facets, looking like a gemstone. In general, magical identification or abilities as a jeweller are needed to determine how valuable apparent gemstones are, or even whether they are real or fake; and proof of a stone's value is needed to be able to sell it at a shop. A glass vial containing a subdued orange liquid. A book, with a weirdly textured cover which might once have been the rind of an orange. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. The dubious quality of its manufacture, and of the iron it is made from, betrays the low-quality orcish manufacture of this arrow. Orcs are used to such arrows, though, and have a better rate of fire with them when also using an orcish bow. The orcish manufacture of this bow is obvious, but it seems to work just as well as more polished products; and orcish archers are actually more familiar with their own awkwardly made products. Its orcish construction makes it lower-quality than human-made chain mail, but it still provides good protection against attack, about as good as scale mail, and sometimes (although not very often) blocks some types of special attack used by monsters. Its poor-quality orcish construction gives no additional protection to the body, although it does block certain types of special attacks used by monsters with a good success rate. Its bad construction betrays its orcish manufacture, leaving it as bad against larger enemies as a typical dagger whilst not even having a bonus against smaller enemies, although it is still as accurate as other daggers. Its crude orcish manufacture provides only minimal protection from damage, although it will turn aside many falling objects. Its metallic nature makes it hard to focus on spellcasting, however. The orcs who constructed it clearly don't know that much about armour manufacture, and seem to have substituted quantity for quality, leading to body armour that only provides moderate protection, about as protective as leather armour, and less so than any other metal armour. However, the huge number of rings sometimes (although not very often) block some types of special attack used by monsters. Orcs use this sort of shield to disconcert their enemies; from a distance, the red eyes are all that can be seen amongst their otherwise entirely blackened equipment. It is made to the same low standard that orcish smiths normally accomplish, being slightly weaker than a human-manufactured short sword. The poor-quality orcish manufacture of this spear makes it less effective than a typical spear or short sword. It works better against larger enemies. A highly ornamental and fashionable cloak, designed to be worn above body armour. A rounded iron ellipse, connected to a chain so that it can be worn around a person's neck. Comfortable gloves with a padded interior. A thin but tasty food made from eggs and flour, often flavoured using sugar and lemon juice. It contains a lot of energy, and is around four times as filling as an apple (with four pancakes being as filling as a food ration). Small pieces of glass designed to cover the eyes, protecting them from direct physical attack and making reading slightly easier. A worryingly intricate book made from compressed reeds, giving off a strong and palpable magical aura. A book whose pages are made from the skins of dead animals via an expensive process. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. It is about as powerful as a typical spear or short sword, with a similar bonus against larger enemies. A light green fruit, where typically both the skin and the flesh is eaten. It is similar to an apple, and about as filling; and enjoyed as food by both people and herbivorous animals. A small iron ring with a pearl set into it, designed to be worn on a finger. An iron axe whose blade is very thin but very long; it is slightly less effective in combat than an ordinary axe, being just as good against small monsters as an ordinary axe or short sword, but with a huge penalty against larger monsters, against which it is no better than a dagger. Its shape means that it can be used to attack rock walls as well as enemies, eventually reducing them to a pile of rubble; and it is more commonly used for that purpose, than in combat. A plain piece of cloth, which could be wrapped around the body in order to serve as a cloak above body armour. A branch of a pine tree, that can be zapped to release a magical effect, although only a limited number of times. A glass vial containing a shockingly pink liquid. A book with light pink pages, smelling suspiciously of perfume. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. A book, with a woven cover that somehow manages to be indescribably boring. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. An empty book, with blank covers and no writing on the pages inside. A heavy iron suit of body armour made out of plates connected by hinges, reinforced to provide incredibly good levels of protection against attack, and blocking many special attacks of monsters with a good success rate. That quantity of metal so close to the body, though, makes spellcasting almost impossible. A runed cylinder made of platinum, that can be zapped to release a magical effect, although only a limited number of times. A fancy iron helmet with a plume. A cleaver with an extremely long handle, requiring two hands to hold. Its length prevents it doing more than minimal damage against adjacent enemies, but it can be used to attack enemies slightly further away. A very long pole with a sickle blade at the end, requiring two hands to hold. Its length prevents it doing more than minimal damage against adjacent enemies, but it can be used to attack enemies slightly further away. A large silver shield, designed to be held in the offhand; it sometimes deflects attacks, more so than a small shield would. Holding a shield makes it harder to do the gestures associated with spellcasting, no matter what material it is made from. The bottle contains a powerful acid, dangerous to drink; allowing acids and water to mix is likewise a bad idea. This potion strikes its drinker unable to see; the effect will wear off eventually but lasts a long time. This potion bottle contains non-magical alcohol, enjoyable but not particularly useful; side-effects of drinking it can include slurred speech, muddled thinking, and inability to walk in a straight line. This potion makes its drinker confused, unable to think straight, talk straight, and occasionally even unable to walk straight. The effect wears off eventually, but not for a long time. Drinking this potion gives its drinker a glimpse of self-knowledge that goes away almost as quickly as it comes, allowing them to know exactly what abilities they have, and exactly what magical effects are operating on them at the time. This potion quickly heals many of its drinker's wounds, leading to a moderate amount of instant healing; this improved potion of healing is almost twice as powerful. Healing potions might sometimes cure status problems too, depending on the problem and the strength of the potion; drinking healing potions when already unwounded might lead to a permanent increase in the amount of damage their drinker can take. The bottle contains the non-magical juice squeezed from a rather interesting foodstuff, marginally nutritious but not particularly useful. This potion quickly heals pretty much all its drinker's wounds, leading to a huge amount of instant healing; this vastly improved potion of healing is around twenty times as powerful. Healing potions might sometimes cure status problems too, depending on the problem and the strength of the potion; drinking healing potions when already unwounded might lead to a permanent increase in the amount of damage their drinker can take. This magical potion permanently makes its drinker stronger, more dexterous, healthier, more intelligent, wiser, or more attractive. This potion contains magical energy; drinking it slightly increases the amount of magical power its wearer's body can store, as well as slightly refilling their reservoir of power. This potion contains liquid knowledge, magically and instantly making its drinker more skillful, experienced, and better in combat and at magic. This potion interferes with the mind and senses, giving its drinker a completely warped sense of reality where they cannot distinguish between monsters even as different as a dragon and an ant. This potion quickly patches up its drinker's minor wounds, leading to a relatively small amount of instant healing. Healing potions might sometimes cure status problems too, depending on the problem and the strength of the potion; drinking healing potions when already unwounded might lead to a permanent increase in the amount of damage their drinker can take. This potion turns its drinker invisible; the invisibility field extends out from the body to some extent, making their equipment invisible as well. The effect is usually temporary, unless the potion is empowered with a holy aura. This potion lifts its drinker into the air, allowing them to float across water and over pits, but leaving them unable to reach the ground or move downstairs. The effect wears off suddenly and unexpectedly after a while, which can be fatal if it happens over water. This potion alerts its drinker to the locations of monsters; the ability to detect monsters has a long range, but does not work upwards or downwards, only sideways. The drinker of this potion gets a sudden insight as to the location of all the treasure on their level, knowing what sort of object is where. The bottle contains non-magical oil, which can be ignited to act as a makeshift light source, or an even more makeshift thrown weapon. Drinking this dangerous potion leaves its drinker unable to move or react in any way for a while, during which they are rather vulnerable. This potion causes anyone who drinks it, or any item dipped into it, to instantly change to a new form (generally, in a random manner); the change is generally permanent, but if a creature changes into a substantially different form (say, a different species), they will change back after a while or reflexively if lethally wounded. Polymorph can be a dangerous effect, often having serious side effects and sometimes even lethal to inexperienced drinkers. This potion reverses the effects of poisons that weaken the body, and effects that drain its drinker's abilities, restoring all abilities up to their previous maximum values. This potion magically enhances its drinker's vision, allowing them to see even invisible monsters. The effect is usually temporary, but can be permanent if the potion is empowered with a holy aura. This contaminated potion is poisonous; drinking it is a bad idea, although it can be used to coat some types of small projectiles for use poisoning enemies. This potion instantly causes its drinker to fall asleep. They wake naturally after a while, or might wake due to noise, injury, or other similar reasons. This potion temporarily makes its drinker move and act considerably faster than a normal person would; it is as good as or better than all other sources of magically fast movement, although two sources of magical speed are redundant, no better than just using one. The water it contains is mostly only useful for getting things wet, but a holy or unholy aura can be transferred from water onto objects dipped into it. A polearm with a pronged end, requiring two hands to hold. Its length prevents it doing more than minimal damage against adjacent enemies, but it can be used to attack enemies slightly further away. A long pole with a sharpened hook at the end, requiring two hands to hold. Its length prevents it doing more than minimal damage against adjacent enemies, but it can be used to attack enemies slightly further away. A glass vial containing a disgustingly-coloured liquid. A book, which offputtingly seems to be somehow covered in bruises. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. A glass vial containing a dark purple-red liquid. An exotic iron pyramid, connected to a chain so that it can be worn around a person's neck. It is about as effective as a short sword against smaller enemies, but has no bonuses based on monster size. A book, looking rather the worse for wear, as if it has been used as a doorstop. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. It is noticeably more powerful than a typical short sword (doing slightly more damage against larger enemies, against which it is just as powerful as against smaller enemies). A hugely protective suit of armour made magically from the scales of a dead red dragon; armour made from dragons protects better than any other. It also gives almost perfect protection from the effects of fire, heat, and flames, although it protects only the wearer, not his or her items. Some scales taken from the dead body of a red dragon; wearing it provides moderately good protection to the body, about as much as studded leather or ring mail. It also gives almost perfect protection from the effects of fire, heat, and flames, although it protects only the wearer, not his or her items. A red object cut into facets, looking like a gemstone. In general, magical identification or abilities as a jeweller are needed to determine how valuable apparent gemstones are, or even whether they are real or fake; and proof of a stone's value is needed to be able to sell it at a shop. A book, with a bizarre cover made of solid red wax. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. A small blackened iron shield with a red eye painted on it, designed to be held in the offhand; it sometimes deflects attacks. Holding a shield makes it harder to do the gestures associated with spellcasting, no matter what material it is made from. Long boots designed for use when riding a horse. Gloves which look designed for using to ride a horse. A flexible shirt made by linking together many rings of iron, in a similar way as is used to make chain mail, but with larger rings and thus lower quality. It provides moderately good protection to the body, almost as good as scale mail, but its metallic construction interferes with spellcasting. It adjusts its wearer's status in the eyes of others, making them more charismatic the more highly enchanted it is. It annoys nearby monsters, making hostile monsters more likely to notice the wearer's presence, and even tame monsters less willing to forgive maltreatment. It protects its wearer (although not their equipment) almost perfectly from the effects of cold and low temperatures. It angers creatures near one who wears it, making them attack anything and everything in a furious rage, even creatures that they would normally never dream of attacking; thus, it might be a useful distraction, but might also cause otherwise peaceful monsters to turn on its wearer. Some monsters may resist the effect, at least some of the time. It protects its wearer (although not their equipment) almost perfectly from the effects of fire and flame. It protects its wearer almost perfectly from effects that would paralyse them and prevent them acting. It adjusts its wearer's constitution, making them healthier the more highly enchanted it is. It adjusts its wearer's strength, making them beefier the more highly enchanted it is. It is flawed in its manufacture, taking a large amount of nutrition from its wearer's body to power itself, but failing to give any benefit. It adjusts its wearer's aim, making them more accurate the more highly enchanted it is. It adjusts its wearer's force in combat, making their attacks more deadly the more highly enchanted it is. While worn, it hides its wearer and their equipment from view, making them impossible to see without magical aid. It lifts its wearer high into the air, making them capable of floating over pits and water, but unable to reach the ground to pick up items or to go down stairs. It completely protects its wearer from the effects of most poisons, including poisonous food, but not food mouldy with age; food poisoning is actually a sort of illness. It is powered by uncontrolled wild magic, occasionally randomly turning the wearer into a different type of creature, which could be very similar or very different. Radical changes will wear off over time, or automatically change back if the new form is fatally injured; slight changes (to a different member of the same race), though, will be permanent. The shock of the repeated changes can sometimes kill inexperienced wearers, so this ring can be risky to use. It allows its wearer some degree of control over effects that would change their form, allowing them to select what sort of new form to change into with a very good chance of success. It adjusts its wearer's resistance to blows, making it harder to injure them the more highly enchanted it is. While worn, it forces nearby shape-changing monsters into their natural form, making them incapable of shifting into more dangerous forms or hiding from the wearer disguised as something else. It causes its wearer to heal more quickly, although it takes more than the usual amount of food energy from its wearer to power it. It sometimes warns the wearer about nearby traps or secret doors, working as well as if the wearer were stopping every turn to search the surrounding area, but without the need for the wearer to actually stop and search. It protects its wearer (although not their equipment) almost perfectly from the effects of electricity and lightning. It provides its wearer with enough energy that they need metabolise no food themselves, although the wearer's food supplies are still needed to power the rings and amulets they wear, and even this ring itself takes a bit of food to power its own effect, so occasional eating is still necessary. It reduces the noise made by its wearer's movements, allowing them to slip right past sleeping monsters without waking them up. It protects its wearer's abilities from changes, making them basically impossible to change; although useful to prevent abilities being drained, it unfortunately also prevents them improving naturally. It allows the wearer to control where otherwise random teleportation effects would cause them to land, or choose to avoid teleporting entirely, although it grants no ability by itself to cause teleports to happen. It randomly teleports its wearer every now and then; some particularly experienced, and maybe magically gifted, wearers will be able to control when it teleports, but other wearers will just have to live with the whims of the uncontrolled wild magic that powers the ring. Additional magic is required to be able to choose the targets of the teleports. It warns the wearer of the existence of potentially dangerous enemies nearby that they cannot otherwise sense, giving a rough estimate of how dangerous a threat each one is. A heavy cloth robe, designed to be worn as a cloak above body armour. It helps its wearer focus on spellcasting, making spells less likely to go wrong; and even provides a moderate amount of protection to the body, along with blocking certain types of special attacks used by monsters almost all the time. This common brownish stone is just a lump of rock, and not particularly useful; it might serve as sling ammunition or as a projectile in emergencies, although would not be particularly effective for either purpose. This moderate length of plastic can be used as a makeshift whip for bludgeoning enemies in melee; doing so does only small amounts of damage, about as much as a dagger (slightly more than a dart, but much less than a typical short sword). This is a slightly impure version of corundum; strangely, the impurities, which give it its famous red colour, also make it much more valuable. It is mostly only useful for its extremely high value, making it coveted treasure, although it is hard enough to scratch into rock without damage to itself. A glass vial containing a ruby-red liquid. A small ring with a ruby set into it, designed to be worn on a finger. A wooden projectile with a fledged tail, and a tip sharpened to a point and hardened by fire, with runes carved into it. It is designed to be fired from a bow (throwing it by hand will only do minimal damage). It sometimes breaks on impact. A piece of string with both ends connected to a curved piece of wood with runes engraved in it; wielding a bow allows arrows to be fired rather than thrown. Bashing monsters with a bow does not do much damage. A large sword with a wide slashing blade, covered in runes. A long knife or very short sword made of sharpened wood, with runes engraved into it, which can be used as a melee weapon, or thrown by hand (with an unusually high rate of fire for skilled users). A hilted melee weapon with a moderately long blade made of hardened and sharpened wood, and covered with runes, well-balanced for use as an off-hand weapon. A moderately long piece of wood, with a tip sharpened to a point and hardened by fire, with runes carved into it. It can be thrown by hand or used as a melee weapon. A stick carved with ominous runes, that can be zapped to release a magical effect, although only a limited number of times. This iron sword has an alien appearance, being about as powerful as a short sword against larger enemies, but with a bonus against smaller enemies. It is possible to store items inside it; this saves backpack space, circumventing the normal restriction to 52 carried items. Items in bags are also protected from many forms of item-destroying attack. The weight of the items inside is still relevant, though. A leather seat designed to fit on the back of a horse, or similarly-shaped animal. Sufficiently friendly horses may let you ride them if first saddled. A very well-crafted long sword made of high-quality iron. This gemstone is extremely valuable, although not worth quite as much as a ruby, and hard enough to scratch into solid stone without damage to itself. A small ring with a sapphire set into it, designed to be worn on a finger. Armour made from many small scales of iron, overlapping to form a flexible pattern, and providing good protection against attack; this alternative construction to a chain-based construction is slightly weaker than high-quality chain mail, but stronger than the similar but lower-quality ring mail. Its metallic nature interferes with spellcasting. A small knife with a tiny but sharp blade, made of some non-magnetic metal. It is as accurate as a dagger, and about as powerful against larger enemies, but does not have the bonus against smaller enemies that a dagger has. It is slightly better than a typical short sword, being equally good against smaller and larger enemies. A rolled up piece of paper with magical writing on it; the only clue to its purpose to someone who does not recognise it is the label written on one side. This scroll partially wipes its reader's memory, potentially causing them to forget item descriptions, maps, and/or spells. Its complete lack of enchantment makes it relatively useless, except for writing on. When read, it refills an item of its user's choice, with either fuel or magical energy (depending on what that item requires to function). Repeatedly charging and discharging an item tends to put quite a strain on it; some items that are charged too many times may break or explode. When read, it makes its reader's hands glow; subsequently touching a monster with the glowing hands causes it to become confused. When read, it magically creates a monster (or possibly several monsters) from nothing. Note that nothing forces the resulting monsters to be friendly. When read, it destroys a random piece of armor worn by its reader. It's not entirely clear why this scroll was invented in the first place; the leading theory is that some perverted wizard used it as an ingenious practical joke. When read, it causes boulders to fall from the ceiling, around and/or above its reader. When read, it magically enhances a random piece of armor worn by its reader to become more protective. Note that there is a limit to how much enchantment armor will stand; enchanting armor too far may destroy it. It magically enhances weapons held in its reader's hands to be more accurate and more damaging. Note that there is a limit to how much enchantment weapons will stand; enchanting weapons too far may destroy them. This rather dangerous scroll explodes in a ball of fire when read; as its reader tends to be at the centre of the blast, reading it can be rather unwise. When read, this scroll informs its reader of the locations of everything edible on the current level. Note that just because it is possible to eat something, that does not necessarily mean that it is safe to eat. When read, this feared and dreaded scroll permanently and irreversibly erases a chosen type of monster from existence, such that from then on it exists only as a memory. Many powerful species of monster are under divine protection, and thus unable to be chosen. Loved by the greedy, this scroll pinpoints the location of all the gold on the current level when read. When read, this highly useful scroll informs its reader as to the exact purpose and enchantment of a chosen item (or possibly more than one item) in their inventory. Reading it causes the nearby area to permanently glow with magical light. Reading the words on this scroll gives their reader a mental image of a map of the current level; some levels are either magically protected from mapping, or too bizarre to successfully map, but in most cases the scroll will work correctly. It contains a message from beyond the dungeon. Reading it attracts punishments from the gods; an incautious reader can end up chained to a heavy iron ball. It lifts curses from its reader's equipment, or maybe even their inventory if it is first empowered with a holy aura. Most monsters cannot bear to hear the words on this scroll spoken aloud, nor bear to read such a scroll lying on the ground, and will flee from it. Such scrolls tend to be fragile and will not survive being repeatedly lifted and dropped. When read, it creates a large cloud of poison nearby; its reader can choose where it is located, and although it must be relatively near, it can be placed so that its reader is not caught in the blast. The words on this scroll try to magically influence the minds of nearby monsters when read out loud, trying to make them change sides and cooperate with their reader. The success rate is far from perfect, though. Reading it instantly transports the wearer to a different location. The scroll has no innate capability to choose any particular location, so by default the teleportation will be to somewhere random, but independent magic might be able to influence the spell's aim. Its polished silver surface makes it work as a mirror, reflecting most visible ray and gaze attacks back at the monster that used them. A book, happily shining as if to demonstrate the magical power within. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. A highly polished circle of steel, designed to be worn on a finger. An iron melee weapon with a moderately long blade and a hilt, well-balanced for use as a weapon to hold in the off-hand with a more powerful weapon in the main hand. It does moderate amounts of damage, with a bonus against larger enemies. What looks like a magician's wand, but is unusually short; it can be zapped to release a magical effect, although only a limited number of times. This weapon, manufactured by dishonourable samurai, can be deadly, with about twice the stopping power of a thrown dagger. A projectile with a fledged tail and pointed tip, made entirely from silver, designed to be fired from a bow (throwing it by hand will only do minimal damage). It sometimes breaks on impact. The expensive design makes this excellent ammo for firing at monsters susceptible to silver, but it is otherwise no better than a normal arrow. A small and ridiculously intricate bell made of silver, giving off a strong and palpable magical aura. A long knife or very short sword made of silver, which can be used as a melee weapon, or thrown by hand (with an unusually high rate of fire for skilled users). Its expensive construction makes it particularly good against monsters vulnerable to silver, but it is no more effective than a normal dagger against typical enemies. A hugely protective suit of armour made magically from the scales of a dead silver dragon; armour made from dragons protects better than any other. Its shiny reflective surface reflects most visible ray and gaze attacks back at the monster that used them. Some scales taken from the dead body of a silver dragon; wearing it provides moderately good protection to the body, about as much as studded leather or ring mail. Its shiny reflective surface reflects most visible ray and gaze attacks back at the monster that used them. A shiny stick of silver, that can be zapped to release a magical effect, although only a limited number of times. A pretty circle of silver, designed to be worn on a finger. A melee weapon with a moderately long slashing blade, similar to a short sword but with a different weight balance. Its silver blade makes it particularly effective against monsters susceptible to that material; even against other monsters, it is slightly better than a typical short sword, being equally good against smaller and larger enemies. A moderately long pointed piece of silver, which can be thrown by hand or used as a melee weapon. Its expensive design makes it especially effective against monsters vulnerable to silver; but it is otherwise no better than a typical spear or short sword. Like most spears, it is better against larger enemies. A book, whose silver pages reflect like perfect mirrors (but unfortunately, are too unwieldy to actually use for that purpose). Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. A very long iron spear with one sharpened edge, requiring two hands to hold. Its length prevents it doing more than minimal damage against adjacent enemies, but it can be used to attack enemies slightly further away. It is magically enchanted to automatically adjust to open any lock, meaning that it can open and close locks very quickly. A glass vial containing an airy light blue liquid. A strange but surprisingly tasty foodstuff. It is also surprisingly nutritious, being around five times as filling as an apple, or just under a third as nutritious as a food ration. A folded piece of cloth, which can be whirled around the head and then released in order to shoot a rock, stone or gemstone with great force; bashing monsters with a sling does not do much damage. The best stones to use with a sling are flint stones, which do as much damage as a short sword (but without a bonus against larger monsters); other rocks and gems will do slightly less damage than a dagger would. A slippery cloak made from heavily oiled cloth, designed to be worn above body armour. A small wooden shield, designed to be held in the offhand; it sometimes deflects attacks. Holding a shield makes it harder to do the gestures associated with spellcasting, no matter what material it is made from. A glass vial that seems to contain liquid smoke. Boots with a broad base, designed to prevent their wearer sinking into snow or slipping on ice. A moderately long pointed piece of iron, which can be thrown by hand or used as a melee weapon, doing about as much damage as a short sword. It works better against larger enemies. Whilst wearing these minimally protective leather boots, the wearer thinks, acts, and moves much faster, allowing them to attempt more attacks in the same space of time, or outrun many enemies; the boots even benefit wearers who are naturally quick on their feet, although not by as much as they would benefit slower wearers. Reading it is not particularly useful; the only sensible use for such a book is to write something on its blank pages. This powerful matter spell completely removes magical effects or abilities from items or monsters in a chosen direction. Many monsters are capable of resisting such effects, though, at least some of the time. This enchantment spell causes monsters to want to run away rather than fight. It is not infallible, though, even against monsters that seem to be affected. This enchantment spell makes nearby monsters friendly to the caster, although not with a perfect chance of success. It is more likely to work with more powerful casters and with less magic-resistant monsters. If it does work, the effect is permanent unless something is done to abuse the affected monsters. This divination spell maps a small area around the caster, showing what the local terrain is like. This attack spell shoots a ray of frost in a chosen direction; more skilled casters will instead create a freezing explosion at a certain nearby location. This enchantment spell causes its caster's hands to glow red, imbuing them with an energy that will confuse the next (or next several) monsters they touch with the glowing hands. This powerful clerical spell, developed by the same mages who originally developed "create monster", creates a tame monster to serve as the caster's pet. For some reason, it often (although far from always) creates common domestic animals, although more often than not it will create a monster common in the local environment instead. This clerical spell creates a monster, or possibly several monsters, nearby; unfortunately, the research behind the spell is incomplete, meaning that the resulting monsters are typically hostile, and attack the caster who created them, although peaceful creatures are created on occasion. This healing spell instantly cures all forms of blindness that might be affecting its caster, although it cannot remove a blindfold or similar piece of equipment that might prevent sight. This healing spell instantly cures all forms of sickness and illness affecting its caster. This divination spell alerts its caster to the locations and identities of nearby items of food. This divination spell alerts its caster to the locations and identities of monsters on the current level. Although for most casters such an insight only lasts an instant, skilled casters can prolong the spell to last considerably longer. This divination spell reveals the locations of items on the current level, and even some clues as to their identities (less skilled casters can discern general shapes, with more skilled casters also able to detect their visual appearances). This divination spell reveals the existence of secret, hidden or invisible monsters or terrain nearby. This matter spell fires a magical ray that is harmless to creatures, but which destroys walls easily, leaving behind a tunnel large enough to walk in. The dark energy of this attack spell (which can be aimed in a chosen direction) drains away some of the life energy of a creature it hits, or maybe some of the magical energy of an object, weakening it. However, it can be resisted, and does not affect creatures that are not alive. This extra-powerful healing spell, about twice as powerful as a basic healing spell, cures wounds suffered by the caster, or by a monster in a chosen direction. This dreaded attack spell shoots a ray of pure radiative energy that instantly kills anything it hits; the only protections against it are dodging the ray, absorbing it with certain types of magical protection, and being dead already (or at least non-alive). If an unwise caster aims this spell at him or herself, not even magical protection will help. This attack spell shoots a ray of flame in a chosen direction; more skilled casters will instead create a fiery explosion at a chosen nearby location. This basic attack spell shoots a small discontinuity of force in a chosen direction; it is moderately good at attacking creatures, but particularly destructive against many sorts of inanimate objects. This enchantment spell invigorates its caster's movements, making them move and act much more quickly than normal for a while. Note that it does not combine well with other sources of magical speed, with only the most powerful having an effect; it is, however, stronger than more permanent forms of fast movement. This is a simple healing spell, which can cure small wounds to some extent. Its caster can either use it to heal him or herself, or shoot it in a chosen direction to heal another creature. This divination spell reveals all properties and enchantments of a random number of chosen items in its caster's inventory, allowing them to know their identities. This escape spell turns its caster temporarily invisible, meaning that they can be seen only by monsters with some other method of detecting their location. The effect wears off after a while. This escape spell allows its caster to immediately once make a surprisingly long (and magically aided) jump, landing a long distance away; it can lead to very fast movement, as the jumps take a comparable length of time to ordinary movement. This matter spell magically and instantly unlocks locks, fastenings and similar restraints in a chosen direction, allowing a person (or maybe just gravity) to easily open whatever was being locked or fastened. This escape spell causes its caster to float in midair, unable to reach the ground, which can be useful for avoiding ground-based hazards. Unfortunately, it takes substantial skill to subsequently be able to determine how long the spell lasts, with only skilled casters being able to guarantee it lasts more than a few turns, and end it when they want; less skilled casters are stuck in midair until the effect ends, which might be almost immediately or not for a long time. This divination spell causes the surrounding area to permanently shine with magical light, revealing anything that might be trying to hide under the cover of darkness. This divination spell gives its caster a mental image of a map of the current level; note that some areas may be either magically warded against mapping, or just too bizarre to be able to map like that. This attack spell shoots a ray made out of bullets of magical energy in a chosen direction. More experienced casters will do substantially more damage with this spell. This matter spell, which can be cast to affect the caster or objects or monsters in a chosen direction, causes random changes to their form; neither objects nor creatures always survive such changes, and anything might resist this rather unpredictable spell. This clerical spell summons a golden haze around its caster, which can sometimes turn aside attacks, making them harder to hit in combat. The effect wears off relatively quickly, though. This clerical spell lifts the effects of curses from its caster's equipment; for more skilled casters, it can even affect the rest of their inventory. This healing spell recovers damage to its caster's abilities, that may have been suffered due to things like poison. Less skilled casters may need to cast it multiple times to fully restore all such damage. This enchantment spell shoots a ray of sleep energy in a chosen direction, making monsters hit by it tend to fall asleep. Many monsters may resist, though, and some (especially those which do not sleep naturally) are immune to it. This enchantment spell slows, or permanently dispels effects which speed, a monster in a chosen direction. It cannot affect items that speed creatures up, though. This healing spell turns rock in a chosen direction into meat; it can be used to reverse the effects of being turned to stone, or just as a way to make random rocks edible. Walls are too large to be affected by such a spell, and must be chopped into smaller pieces first. This escape spell causes the caster, or a monster or object in a chosen direction, to be randomly moved elsewhere on the same level; although this spell itself has no way to control which location, other magic may be able to control such random teleportation. This clerical spell, developed for combating the walking dead, scares and damages such monsters in a chosen direction using an imposing beam of life energy. This sort of magic has been known to have side effects on certain objects which were once living. This matter spell ensures that a chest, large box or doorway in a chosen direction is closed and locked; it will repair or create a door and/or a lock, if necessary, to achieve this. It is about as powerful as a typical long sword, with a similar bonus against larger enemies. A pendulum-like iron sphere, connected to a chain so that it can be worn around a person's neck. This wand is made of iron. It is decorated with iron, and menaces with spikes of iron. It can be zapped to release a magical effect, although only a limited number of times. A suit of body armour made out of vertical strips of iron riveted together, providing extremely good protection against attack, almost as good as plate mail. It also sometimes blocks many sorts of special attacks of monsters, although not with a particularly good success rate. Its metallic construction interferes with spellcasting. A magical herb that is used for defence against werecreatures; eating wolfsbane is one of the few known cures for lycanthropy. It is a vegetable, and can be eaten as food, but it is not particularly nutritious, being slightly less filling than an apple. An ornate iron square, connected to a chain so that it can be worn around a person's neck. A long piece of wood, designed for bludgeoning enemies in melee; it needs two hands to hold. A book, still heavily coloured with the residues of acids and potions spilt onto it. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. A neatly folded piece of paper in an envelope. A stamp in one corner shows that someone has paid for its delivery. A lifelike artist's representation of a monster, carved out of rock. It seems to have no obvious use, although there might potentially be items inside it. Some statues might not be what they seem, either. A simple circle of steel, designed to be worn on a finger. A hefty steel bar, that can be zapped to release a magical effect, although only a limited number of times. A device made from steel that amplifies sounds coming from a particular area; it is very quick to use (being usable at the same time as any other action without taking more time than the other action would take by itself), and can be used to gain an idea of the health of a monster, or to try to ascertain whether or not terrain is not what it seems. A small but sharp knife made of iron, advertised as being useful for self-defence but not particularly useful in combat, although it can be used as a melee weapon or thrown by hand. It is not very effective at damaging monsters, but is slightly less bad against small enemies than against large ones. A moderately long, and unusually wide, pointed piece of iron, which can be thrown by hand or used as a melee weapon. Armour made from hardened leather, with a huge number of small studs embedded in it to turn aside weapons. It provides moderately good protection to the body, about as good as ring mail and almost as good as scale mail, whilst also sometimes (although not very often) blocking some types of special attack used by monsters, all whilst avoiding metal that would interfere with spellcasting. A glass vial containing brown liquid that swirls about of its own accord. A cloth shirt with an allegedly witty slogan written on it, fitting tightly enough to be worn underneath other sorts of armour, although providing no protection to the body unless magically enchanted. It is of rather low quality, made from congealed grease, and thus will not be able to burn for a very long time, about half as long as a higher-quality wax candle would. A book, with covers made from discarded paper bags. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. A cloth cape that's looking rather the worse for wear, that could be worn above body armour as a cloak. A book, with thousands of small pages, most of which seem to have no purpose. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. A book, that's more like a pamphlet or newspaper, being large but only a few pages long. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. An iron club attached to a strip of leather to allow it to be swung at an enemy. A moderately long pointed piece of metal, designed specifically to be thrown at enemies. A tiny iron projectile with a serrated edge, designed to be thrown by hand. It sometimes breaks on impact. A small ring with a tiger-eye gem set into it, designed to be worn on a finger. A metal container designed to stop the food inside it spoiling. Unfortunately, there's no obvious way to open it, except bashing it with a weapon until it breaks (maybe holding something sharp like a dagger would make bashing it open easier?), and there's no label, so the tin would need to be opened to determine its contents (after which it would spoil quickly). Although almost useless in combat, this weirdly shaped piece of iron is useful for attacking small metal cylinders in an attempt to get at the contents inside. When held in the hand, it works even better than a dagger for opening tins of food. A hollow cylinder made of tin, that can be zapped to release a magical effect, although only a limited number of times. This particular whistle is just an ordinary non-magical one, although it will attract the attention of nearby monsters when used, useful to let nearby pets know where you are. This iron device allows pieces of corpses to be placed into tins, preventing them rotting or spoiling and preserving them for later use. It comes with material for a large but finite number of tins; deep in a dungeon, the only plausible way to restore it is via magic. Although this horn is non-magical, its dramatic noise might sometimes scare nearby monsters into running away. Although hard enough to scratch into rock without damage to itself, this gemstone is nonetheless only quite valuable, less so than citrine, turquoise, amber, or any other hard gem. A small ring with a piece of topaz set into it, designed to be worn on a finger. This rock is useful in identifying gems, reacting differently according to what is rubbed on it. Gnomes and archaeologists are skilled with the use of these devices, and can determine a lot about the gem in question; but even an amateur will be able to distinguish fakes from genuine gemstones. This useful piece of cloth is designed to wipe water off wet objects, but has numerous other uses; for instance, it can be used to clean dirty hands and faces, or wrapped around the head to block out light. A dramatic iron triangle, connected to a chain so that it can be worn around a person's neck. A metal spear modified to have three points rather than the usual one, making it much more effective than a normal spear, about as powerful as a long sword but with an even larger bonus against larger enemies, and with a larger bonus still against monsters that live in water. It can be thrown by hand or used as a melee weapon. The stomach of an animal, still full of undigested food. Although humans and most other intelligent races find this disgusting, being able to eat them but with lots of bad side effects, dogs consider this one of the best treats available. This one shows signs of having been more heavily enchanted in the past. A book, whose covers are made from thin slivers of semi-precious blue and green gems. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. Turquoises vary from almost blue to almost green in colour, and are considered very valuable despite their relative softness, more so than pretty much any other soft gem, and almost as valuable as an emerald. Several strands of iron strangely twisted together into a single circle, designed to be worn on a finger. A huge iron sword that requires two hands even to lift. It deals devastating amounts of damage (about twice as much as a short sword) even to small enemies, and has a huge bonus against larger enemies, dealing around two and a half times as much damage as a short sword, and over one and a half times as much damage as a long sword. This horn was taken from the body of a dead unicorn, and is an amazing cure for most ailments, rapidly curing all types of poisons, illnesses, and many other status problems. It could also be used as a weapon, although it is heavy enough that it needs two hands to hold; used for this purpose, it does about twice as much damage as a short sword, or as much as a two-handed sword, against smaller enemies, although it has no bonus against larger enemies. A rolled up piece of paper. It has no writing on it. A worryingly glowing metal stick, that can be zapped to release a magical effect, although only a limited number of times. This particular shield pattern is the mark of the Uruk-hai, a fearsome race of orcs. A book whose pages are made from the skins of specially bred animals via an expensive process. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. A book, with high-quality purple fabric making up its covers. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. A violet object cut into facets, looking like a gemstone. In general, magical identification or abilities as a jeweller are needed to determine how valuable apparent gemstones are, or even whether they are real or fake; and proof of a stone's value is needed to be able to sell it at a shop. A book, whose purple covers are made from some kind of plant, which might even still be alive. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. An iron helmet with an imposing visor. It is noticeably more powerful than a typical short sword (doing slightly more damage against larger enemies, against which it is just as powerful as against smaller enemies). A simple but very long iron spear, requiring two hands to hold. Its length prevents it doing more than minimal damage against adjacent enemies, but it can be used to attack enemies slightly further away. Comfortable leather shoes designed for walking in. Zapping it at a monster or item removes its magical abilities, although some items and monsters may completely or partially resist. It also removes some other sorts of lingering magical effects, such as enchantments and curses. Zapping it creates one, or occasionally more, monsters. Unfortunately, they are quite likely to be hostile, and so the wand is mostly only good if you're looking for a fight. Zapping it produces a ray of cold that freezes all it touches. The ray is capable of bouncing off walls, but has only a limited range. This dreaded wand's zaps produce rays that kill all they touch, although they have no effect on monsters that are dead already. The ray is capable of bouncing off walls, but has only a limited range. Zapping it at a wall or floor creates a tunnel big enough to walk through. If you take out the ground beneath your feet, you'd better expect to fall... Zapping it informs the one who zapped it of their own magical powers, and of their god's opinion of them. Zapping it produces a ray of fire that burns all it touches. The ray is capable of bouncing off walls, but has only a limited range. Zapping it permanently lights up the area near where it was zapped. Zapping it produces a ray of lightning, that bounces off walls, but has only a limited range. In addition to electrifying things it hits, the ray is bright enough to cause temporary blindness. Zapping it at a monster barrages it with magically produced bullets. The damage output is somewhat underwhelming, though. The ray produced by this wand is capable of bouncing off walls, although it has only a limited range. Zapping it at a person or monster causes it to turn invisible, permanently. I suppose you could use it on yourself, but you would then have trouble being seen. Although zapping it seems to have a magical effect, it isn't one that accomplishes anything. Zapping it at a lock causes it to instantly unlock, whether the lock is on a door, a container, or something else. It might be able to open other things, too. Zapping it at a monster or item causes it to change into a different type of monster or item, although items tend to change into similar sorts of item. This sort of magic is relatively uncontrolled, and sometimes works in unintended ways, perhaps damaging or destroying its target, or accidentally making an item into a monster. Zapping it at a monster reveals some information about it, such as its current hitpoint count and inventory. It can determine the inventory of containers, too. Zapping it alerts the one who zapped it to the location of concealed dungeon features, such as secret doors, traps, and portals, nearby. Zapping it produces a soporific ray that causes monsters it hits to fall asleep. The ray can bounce off walls, but has only a limited range. Zapping it at a monster causes it to slow down, acting in slow motion, and thus make it easier to run from and perform fewer attacks. Many monsters can resist the effects, though, with varying chances of doing so. Zapping it at a monster causes it to permanently speed up; and it can also be aimed at its user. This sort of permanent speed boost does not add together with other sorts, though; only the most powerful speeding effect will have any effect. Zapping it causes it to attack everything in a chosen direction, doing moderate damage to creatures and huge damage to many sorts of inanimate object. Anything it is zapped at is instantly teleported to a different square on the same level. Although you can aim this wand at yourself, some unusual environments make it impossible for a person to teleport deliberately. The square on which the teleport ends will be random, unless separate magic is used to be able to control it. Zapping it causes undead monsters in a chosen direction to either flee in fear, or possibly even be destroyed completely. This sort of magic often has unintended side effects on things other than undead that were once alive. This incredibly valuable wand, which can only be recharged once and which can hold at most three charges at a time, grants anyone who zaps it the ability to wish for an item, or stack of similar items, of their choice. Almost anything can be requested, although the wand may find it difficult or impossible to make certain artifacts. Other properties of the items, such as enchantments, may also be specified, but might not be received, and likewise the resulting stack may be smaller than desired. A heavy iron hammer designed specifically for use as a weapon, either wielded in melee or thrown by hand. It is about as effective as a short sword against smaller enemies, but has a penalty rather than a bonus against larger enemies, against which it is no better than an axe and only slightly better than a dagger. These minimally protective leather boots can walk on water as if it were dry land, and so are very useful for crossing lakes and rivers. It is made from high-quality beeswax, allowing it to burn for about twice as long as a typical tallow candle. A small tin device that makes a loud noise when blown through. It does not work well for playing music, though, as it can only play one note. A hugely protective suit of armour made magically from the scales of a dead white dragon; armour made from dragons protects better than any other. It also gives almost perfect protection from the effects of cold and ice, although it protects only the wearer, not his or her items. Some scales taken from the dead body of a white dragon; wearing it provides moderately good protection to the body, about as much as studded leather or ring mail. It also gives almost perfect protection from the effects of cold and ice, although it protects only the wearer, not his or her items. A white object cut into facets, looking like a gemstone. In general, magical identification or abilities as a jeweller are needed to determine how valuable apparent gemstones are, or even whether they are real or fake; and proof of a stone's value is needed to be able to sell it at a shop. A glass vial containing plain white liquid. A book, its covers as white as the pages inside. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. A small iron shield with an ominous white hand painted on it, designed to be held in the offhand; it sometimes deflects attacks. Holding a shield makes it harder to do the gestures associated with spellcasting, no matter what material it is made from. A ring made by connecting together many small pieces of steel wire, designed to be worn on a finger. This non-magical flute is mostly only useful for playing tunes on, although a sufficiently skilled player might be able to use it to charm snakes. Its beautiful noise is sometimes capable of charming nymphs, especially when played by a skilled player. A simple circle of wood, designed to be worn on a finger. A tooth taken from a dead worm, just about usable as a makeshift knife, but less effective in combat than anything designed as a weapon. This appears to be a fake, a piece of glass that looks like it might be a gemstone, but in fact completely valueless. A book, shrunken like a walnut or an ageing balloon. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. This arrow was manufactured by samurai, and is very high quality, putting even elvish ammunition to shame; samurai are particularly skilled with it when using a yumi. A hugely protective suit of armour made magically from the scales of a dead yellow dragon; armour made from dragons protects better than any other. It also gives its wearer almost perfect protection from the effects of acid and corrosive liquids, although it protects only the wearer, not his or her equipment. Some scales taken from the dead body of a yellow dragon; wearing it provides moderately good protection to the body, about as much as studded leather or ring mail. It also gives its wearer almost perfect protection from the effects of acid and corrosive liquids, although it protects only the wearer, not his or her equipment. A yellow object cut into facets, looking like a gemstone. In general, magical identification or abilities as a jeweller are needed to determine how valuable apparent gemstones are, or even whether they are real or fake; and proof of a stone's value is needed to be able to sell it at a shop. A glass vial containing a creamy yellow liquid. A book, its pages yellowing through some former exposure to sunlight. Reading it is dangerous, but a sufficiently skilled reader can learn a spell from it. A yellowish-brown object cut into facets, looking like a gemstone. In general, magical identification or abilities as a jeweller are needed to determine how valuable apparent gemstones are, or even whether they are real or fake; and proof of a stone's value is needed to be able to sell it at a shop. This bow is of top-quality samurai manufacture; although it is normally no more powerful than a standard bow, samurai are particularly familiar with how to gain the best from such a bow. A plain cylinder of zinc, that can be zapped to release a magical effect, although only a limited number of times. It is said that in the Dungeons of Doom, even the ants are large enough to kill a man with their bite, and almost as fast as a horse. As if that weren't bad enough, they are often found in groups. Bees, like ants, are surprisingly fast for their size and are frequently found in groups. Watch out for their poison sting. It is said that they sometimes make hives, deep in the dungeon, where they keep their precious royal jelly. Groups of these deadly insects have been responsible for the deaths of many adventurers. Like all ants, they are often found in groups, and they can outrun most adventurers. They bite, and they also have a poison sting. No one is quite sure whethere the fire ant is native to the dungeon, or an invasive species. Either way, they are just as fast as their non-firey brethren, congregate in groups just as large, and supplement their bite with a strange venom that burns just like fire. One of the slower insects in the dungeon, the giant beetle is tough to kill, but relatively easy to outrun. Like many things in these depths, its corpse is poisonous to eat. Killer bees form colonies centered around a queen. Faster and more dangerous than her workers, the queen is often found in the hive, guarding the precious royal jelly, which is said to belong to her. However, adventurers have also reported seeing queen bees elsewhere in the dungeon. Some have even lived to tell about it. It is not known how a blob of acid can move around on its own. Perhaps it is the result of some wizard's arcane experiments. Attacking one may damage your weapon. Fortunately they are not that fast and can often be avoided. A strange animated blob of protoplasm, this amoeba-like creature is slow and not very dangerous. Adventurers report that they can be safely eaten. The strange gelatinous substance of which this creature is composed can paralyze the unwary adventurer who touches, or is touched by, the cube. However, this only happens if the cube is still alive. Once killed, its corpse can be safely touched, although it is acidic to eat. Gelatinous cubes absorb objects that they find in the dungeon. Durable objects may be recovered if the cube is killed, but organic materials are dissolved. This is the infant form of the dreaded cockatrice. The chick is even slower than the adult but can still turn the unwary to stone. A strange magical chimera, said to be hatched from an egg laid by a rooster and incubated by a snake, if one can believe such legends, the cockatrice is not only dangerous when alive, but even when dead, for merely touching its corpse causes petrification. This reptilian rooster sets its enemies on fire just by looking at them. A fox is just a little bit faster than an ordinary dog. These wild dogs tend to run in packs. An ordinary domestic canine, raised as companions to humans for countless generations, this creature observes the rule, don't bite the hand that feeds you. These wild dogs tend to run in packs. Raised in the trackless wilderness, a dingo is accustomed to running and so is faster than a jackal or coyote. One of the larger and more dangerous breeds of wild dogs, wolves almost always fight in packs. Larger and more dangerous than ordinary wolves, it is said that packs of wargs have been known to keep company with bands of orcs. Of the many creatures of the night who sometimes make their way into the dungeon, lycanthropes are one of the more interesting, if sometimes dangerous. Infected with some kind of strange contagion, they are periodically compelled to change their form, switching back and forth between living as a human and as an animal. However, their condition gives them an affinity that allows them to call for help from their animal brethren. Eating the corpse of an infected creature, or being bitten by one, can cause an adventurer to contract the same fever. This may be cured by eating a sprig of wolfsbane. Lycanthropes are particularly vulnerable to silver weapons. Raised in the frozen north where perpetual winter reigns supreme, these wolves are noted for their freezing cold breath, which blows quickly across the dungeon and can chill the unwary even from a distance. These canine denizens of the infernal depths beneath the dungeon are known to breathe fire and hunt in packs. No one has ever identified the species of subterranean plant that produces these inflated pods. Perhaps it lives within the rocks themselves. Nor is anyone quite certain whether the spores are indeed a method of reproduction for the plant, or merely a defense mechanism, for the pods are pressurized and explode violently when popped, damaging nearby monsters, including any hapless adventurer who may be nearby. By some magic, a giant eyeball floats through the dungeon. Beware its gaze. A magical kamikaze that attacks by exploding, damaging nearby creatures, including any hapless adventurer who manages to get in the way. An ordinary domestic feline, raised as companion to humans since antiquity, this creature generally follows the rule, don't bite the hand that feeds you. This wild feline is faster than many adventurers. This jungle predator is widely believed to be the largest and most dangerous feline creature in the dungeon. This hideous green gargoyle-like creature multiplies in water and is especially dangerous at night. Made of stone carved into hideous features, the gargoyle is inherently immune to petrification, but it is just a little slower than a human. Made of stone carved into hideous features, one would think this creature too heavy to fly, despite the wings. Perhaps it flies by some magical means. It is significantly faster than its wingless brethren. This humanoid creature is about half the height of a man. Most hobbits are quite unassuming, preferring to lead quiet, even idyllic lives, but every now and again one decides to start keeping company with wizards and dwarves, perhaps even elves, and who knows what may happen then? Such an adventurous individual would be particularly likely to show up in a dungeon. Dwarves are shorter and stockier than humans and physically slower but intelligent, fond of mining and of fine craftsmanship. A primitive and frequently solitary goblinoid creature, capable of using items it may find laying around the dungeon, including weapons. This much feared creature's feeding tentacles are capable of holding a victim's head in place, preventing escape while the brain is sucked out. The unresting spirit of a deceased adventurer. Too weak and slow to be a serious threat to most adventurers. What a boring spirit. Just looking at it makes you want to yawn. This spirit has a wicked sense of humor. The quasit's poison can reduce a victim's dexterity. A mischevious spirit capable of controlling its teleportation. A blue jelly defends itself by sucking the heat out of anything that attacks it. The spotted jelly is extremely acidic. The acid may splash onto and damage anything that attacks it. Although slow, this creature does indeed roam the dungeon, looking for unwary adventurers to engulf and digest in its acidic gut. Kobolds are warlike, regarded by most intelligent races as uncivilized, but they are capable of picking up and using items they may find laying around the dungeon, including weapons. They often carry darts. Though most kobolds are untrained in the magical arts, their shamans do possess a basic working knowledge of the psychic disciplines, enough to stun many adventurers who do not expect it of them. A mischevious and elusive spirit that loves to collect gold. Be careful that it does not take yours and then disappear with it to who knows where. Mimics instinctively blend in with their surroundings by pretending to be some inanimate object, perhaps a weapon or tool, or a stairway, for example. The larger varieties are sticky, so it can be tricky to escape once you get into a fight with them. Be careful around nymphs. They love to charm unwary adventurers and steal all their equipment, then disappear to who knows where. Although smaller and weaker than many of their orcish brethren, goblins and hobgoblins may carry both ranged and melee weapons. Traditional enemies of elves and dwarves alike, the orcs normally carry both ranged and melee weapons. They can be trouble in groups. These orcs have sworn allegiance to a particular overlord and may be kitted out with different equipment because of it, but other than that they are similar to other orcs. Though most orcs are untrained in the magical arts, they do retain a guild of shamans, whose knowledge of the psychic disciplines may be enough to stun adventurers who do not expect it of them. A leader among the orcs. This creature ambushes unwary adventurers by hanging from the ceiling, blending in with the natural stalactites and other features, until they sense prey below and attempt to drop on its head. Once revealed, however, piercers are too slow to be a very serious threat. These four-hooved cave-dwelling herbivores are often kept as livestock. This solitary four-footed animal is about as fast as a horse, but not large enough to ride. An opportunistic predator. The wumpus naturally lives in large caves, often in the company of bats. It is large and has a distinctive smell, but it is slow enough that any serious adventurer should be able to avoid it. This very large pachyderm packs quite a wallop. They say that wherever you go, you can always find rats there, even in the dungeons of doom. The contagion this rat carries makes it poisonous. Try not to be bitten. This subterranean rodent has unusually strong teeth, giving it the ability to eat metal. It can also chew through solid rock. This animal's large teeth allow it to tunnel through rock. This is an ordinary, non-poisonous variety of spider, small enough to hide under objects. This many-legged creature has a poisonous bite and likes to hide under objects. This type of spider is poisonous, but too large to hide under objects. The scorpion's sting is poisonous. It can also hide under objects. This strange animal looks just like part of the ceiling. Why, you'd hardly know it was there at all, until it tries to eat you or your pet. This strange animal looks just like part of the floor. Why, you'd hardly know it was there at all, until it tries to eat you or your pet. This noble white steed is symbolically associated with lawfulness. It is said that unicorns have a special fondness for valuable gems. This splendid gray steed is symbolically associated with balance or neutrality. It is said that unicorns have a special fondness for valuable gems. This alarming black steed is symbolically associated with chaos. It is said that unicorns have a special fondness for valuable gems. An ordinary domestic steed, said to follow the rule, don't bite the hand that feeds you. The weather in the dungeons is so dank, there's even animated humidity. The one good thing that can be said about the fog clouds is, once you're inside of one, it's easy to hit. There's plenty of dust in the dungeons. All it takes is a swirl of magically animated air, and suddenly there's dust in your eyes. If you're caught up in this chilling vortex, you'll want to get out as quickly as possible, unless you can stand the cold. Even if you're entirely caught up in the whirly thing, hitting an energy vortex can still shock you. If you're caught up in this whirl of steam, you'll want to get out as quickly as possible, unless you can stand the heat. Even if you're entirely caught up in the whirly thing, hitting a fire vortex can still set you alight. This worm can grow surprisingly large, weaving its wormy way through the dungeon. The most notable thing about this animal is that it will eventually grow up into a full-sized purple worm. The purple worm is noted and feared for its ability to swallow a man first, or a horse for that matter, and then digest its meal. This strange creature only ever moves in cardinal directions. Although this strange insect flies, it stays low to the ground. Perhaps that is why it is known for attacking the feet and legs. A magical kamikaze that attacks by exploding, blinding nearby creatures, including any hapless adventurer who manages to get in the way. A magical kamikaze that attacks by exploding, causing nearby creatures to hallucinate, including any hapless adventurer who gets in the way. Think of the couatl as a supernatural flying poisonous snake. It also has the ability to hold its enemies submersed, drowning them, if there happens to be water available for such a purpose. The aleax is said to be an agent of the gods. A messenger of the gods. An amazing supernatural flying steed, but who can tame one? A powerful supernatural creature, clothed in stunning radiance, the archon has the ability to summon other powerful creatures. These nocturnal winged animals fly erratically. This bird has a tendency to claw at the eyes. Vampire bats fly erratically and have a poisonous bite. Like a human from the waist up but with the body of a horse, centaurs are intelligent and can use both ranged and melee weapons, as well as whatever other items they may find in the dungeon. They are fast, like a horse, and can kick like one too. Dragons, those magical serpents of old, are feared mainly for their dire breath. The breath of gray dragons is made of pure magic and will damage any creature that is not resistant to pure magic. They are immune to this type of attack themselves, as well as to numerous other kinds of magic. Dragons, those magical serpents of old, are feared mainly for their dire breath. Red dragons breathe fire from deep within themselves. Dragons, those magical serpents of old, are feared mainly for their dire breath. The breath of white dragons is cold enough to freeze water instantly, and will damage any creature that is not resistant to cold. Dragons, those magical serpents of old, are feared mainly for their dire breath. The breath of orange dragons causes sleep. Dragons, those magical serpents of old, are feared mainly for their dire breath. The breath of black dragons instantly disintegrates whatever it touches, although it is said that it can be reflected by a sufficiently well polished shield, though the black dragon itself is of course immune to the effects of its own breath. Dragons, those magical serpents of old, are feared mainly for their dire breath. The breath of blue dragons is charged with energy and will damage any creature that is not resistant to such shocks. Dragons, those magical serpents of old, are feared mainly for their dire breath. The breath of green dragons is poisonous. Dragons, those magical serpents of old, are feared mainly for their dire breath. The breath of yellow dragons is highly acidic, as is their blood, which makes them one of the few creatures completely immune to the petrification attacks of cockatrices. This creature is so elusive, it is not even known what it looks like. Made of pure air, animated by some elemental magery, this creature can surround, pick up, and batter its victims to death. Made of pure flame, animated by some elemental magery, this creature can set its victims on fire, and its attackers as well. Made of pure earth, animated by some elemental magery, this creature can exist and move about freely, even within the solid rock between the dungeon's corridors and walls. Made of pure water, animated by some elemental magery, this creature can easily flow through cracks and under doors. Unlike its lesser cousins from the surface, this subterranean lichen is sufficiently animated to move around, albeit slowly, and can grab hold of unwary adventurers who venture too close. This mold is cold to the touch. This mold emits some defensive chemical that stuns its attackers. It also produces vivid hallucinations if ingested. This acidic mold's natural defense is to let a little of itself splash onto anything that attacks it. This mold is hot to the touch. This strange fungus emits a strange high-pitched sound when damaged or attacked. It is said to be delicious and is a favorite food of purple worms. This strange hybrid can grab hold of unwary adventurers who venture too close. It is poisonous to eat and also produces vivid hallucinations. Gnomes are a race of small humanoids native to subterranean environments. They are intelligent but not particularly strong and usually not very well armed, perhaps because weapons smithing is not one of their greater skills. Gnomes are usually friendly to dwarves. Most intelligent races have some who choose to study the magical arts. Gnomes are no exception. These are the legendary giants of old, as tall as trees and strong enough to throw huge boulders around. They have no love for puny humans. These massive beings may look like giants, but they are in fact much more dangerous, due to their spell-casting abilities. This massive chimeric blend of man, bull, and perhaps giant, is vicious and has no fear for any god. Legend says the minotaur inhabits a great maze, guarding against any intruder. Beware this enormous birdlike predator. What manner of adventurer would dare to saddle and ride on of these massive beasts? They say the kops lose interest if you settle your debt with whatever shopkeeper you offended. By some vile necromancy, this being has prolonged life, or perhaps it is merely undeath, far beyond the normal ken of mortal years. Liches can often cast spells, so caution is advised when dealing with them. By some vile necromancy, this being has prolonged life, or perhaps it is merely undeath, far beyond the normal ken of mortal years. This particularly powerful lich is sure to be able to cast spells, perhaps quite dangerous ones, so extreme caution is advised. An embalmed corpse, preserved and animated by some magical means. Who knows how long this creature was dead, before it became undead. Nagas are reptilian chimerae, equally at home on land or in the water. This is just a hatchling, but if it survives it will some day grow into an adult. Nagas are reptilian chimerae, equally at home on land or in the water. This one's red coloring is a sign that it may possess the ability to breathe fire, as some nagas do. Nagas are reptilian chimerae, equally at home on land or in the water. This one's black coloring suggests it may possess the ability to spit a vile acidic venom, as some nagas do. Nagas are reptilian chimerae, equally at home on land or in the water. This one's unnatural golden coloring is a sign that it has mastered the magical arts that nagas sometimes study, as changing the color of one's scales is part of the graduation rite for their magical training. Nagas are reptilian chimerae, equally at home on land or in the water. Some nagas can paralyze their victims, or spit a poisonous venom. These grotesquely bulky humanoid creatures are very strong and can use weapons, but they are generally not intelligent enough to study the magical arts. They can use items that they find in the dungeon, however. This animated acidic sludge is slow, but it can flow through cracks and under doors. Its slimy saliva causes iron to rust, and it can also dissolve spider webs. This magically animated glob of muck causes organic materials, such as leather and wood, to rot. Also, it has the ability to divide when attacked. Fortunately, puddings are slow, so most adventurers can simply outrun them. This magically animated glob of bloody muck causes iron to rust and has the ability to divide when attacked. Fortunately, puddings are slow, so most adventurers can simply outrun them. This magically animated glob of infections sickly green slime can cause unwary adventurers to begin turning to slime themselves. Fortunately, it is slow enough for most adventurers to outrun. If it does get any of its slime on you, you can purify yourself with fire. It is impossible to know everything about this at the same time. This unusual creature does no harm to any living thing, unless the living thing in question is made of iron, which it loves to eat. Fighting this monster won't damage your health but is likely to damage any iron or steel equipment you happen to be wearing or wielding at the time. Rust monsters are too fast for most adventurers to outrun. Fighting this monster will not injure your health, but it may damage your equipment. Garter snakes aren't poisonous, but they tend to be found in groups, and they can hide under items. They can also swim. One of several varieties of poisonous snakes found in the dungeons. They tend to be found in groups, and they can hide under items. They can also swim. Unlike many snakes, pythons aren't poisonous, and they are much too large to hide themselves under objects on the floor. However, they have a habit of grabbing their victims and crushing them to death in their powerful coils or, if water is available, drowning them. One of several varieties of poisonous snakes found in the dungeons. They tend to be found in groups, and they can hide under items. They can also swim, and they can spit a venom that temporarily blinds their venoms. This roughly humanoid creature is even bulkier, and if possible uglier, than an ogre. Its flesh has a regenerative property that allows it to rise and fight again, long after its enemies have left it for dead. Trolls are smart enough to use weapons and other objects that they find laying round the dungeon, and they are particularly fond of polearms, which allow them to hit an enemy from more of a distance than would be possible with a sword or mace. This roughly humanoid creature is even bulkier, and if possible uglier, than an ogre. Its flesh has a regenerative property that allows it to rise and fight again, long after its enemies have left it for dead. Trolls are smart enough to use weapons and other objects that they find laying round the dungeon, and they are particularly fond of polearms, which allow them to hit an enemy from more of a distance than would be possible with a sword or mace. Additionally, the frigid touch of an ice troll can freeze its enemies to death. This roughly humanoid creature is even bulkier, and if possible uglier, than an ogre. Its flesh has a regenerative property that allows it to rise and fight again, long after its enemies have left it for dead. Trolls are smart enough to use weapons and other objects that they find laying round the dungeon, and they are particularly fond of polearms, which allow them to hit an enemy from more of a distance than would be possible with a sword or mace. This particular troll can also swim. This roughly humanoid creature is even bulkier, stronger, and if possible uglier, than an ordinary troll. Like all trolls, its flesh has a regenerative property that allows it to rise and fight again, long after its enemies have left it for dead. They are smart enough to use weapons and other objects that they find laying round the dungeon, and they are particularly fond of polearms, which allow them to hit an enemy from more of a distance than would be possible with a sword or mace. This strange creature lives deep underground, where it tunnels easily through solid rock. Its startling visage can be confusing to behold. Of the many creatures of the night who sometimes make their way into the dungeon, vampires are one of the more dangerous. Their bite drains the life force, and sometimes experiences, from their victims. The lord of all the vampires, Vlad is said to reside in his tower, somewhere deep below the surface, where he keeps a seven-branched candelabrum for some unholy rite. The animated remains of long dead warriors, these warriors know how to use weapons and often carry reasonably good ones. In some cases they can also cast magic spells. Much faster than ordinary ghosts, wraiths can often keep up with a hapless adventurer, and their touch can drain an enemy's life force, or even experiences. Enslaved by a terrible dark lord, these particularly powerful wraiths are bound by a curse to the rings of power that they carry. The spirit of some deceased adventurer who passed this way before. Ghosts are slow and do relatively little damage to the mortal, but they are persistant and can be difficult to eliminate. They also have the ability to pass through doors, walls, and even solid rock. A shade is much stronger and faster than an ordinary ghost, but still slower than most adventurers. Their touch can slow or even paralyze their victims. This bizarre creature lives deep underground, where it moves through solid rock as easily as a bird moves through the air, or a fish through water. It feeds on whatever veins of metal it finds in the rock, or on whatever metal objects it can find laying around in the dungeon. A xorn is just a little slower than a human and has three claws to attack with, plus its bite. This mischevious little animal likes to steal items from other monsters, especially from unwary adventurers. A carnivorous primate that tends to be found in groups. A chimeric creature, similar to a bear but with a large beak. This predator's most notable feature is its tendency to wrap its arms around its victims, effectively preventing them from escaping until it can finish them off. A large, solitary ape native to the frozen northern wastelands. A solitary ape-like creature. A rotting corpse, reanimated by some magical means, this mindless undead creature of the night is less of a threat than whatever hapless and now deceased creature originally inhabited its now rotting flesh. A mindless undead creature mainly known for eating rotted corpses. The bones of some long deceased adventurer, animated by some vile necromancy, the skeleton's touch slows its victims. A golem can be made of almost any material, animated by magic. This one appears to be made of straw, so it can't be very strong. A golem can be made of almost any material, animated by magic. This one appears to be made of paper, so it can't be very strong. A golem can be made of almost any material, animated by magic. This one is made of rope. If it could get one of its loops around one of its enemies, the victim might find it difficult to escape. A golem can be made of almost any material, animated by magic. This one appears to be made of gold. A golem can be made of almost any material, animated by magic. This one appears to be made of leather. A golem can be made of almost any material, animated by magic. This one appears to be made of wood. A golem can be made of almost any material, animated by magic. This one appears to be made of random bits of human and animal flesh, cobbled together into roughly the shape of a man. A golem can be made of almost any material, animated by magic. This one is made of clay, which is the most traditional material for golems. A golem can be made of almost any material, animated by magic. This one appears to be made of stone, so it's probably pretty tough. A golem can be made of almost any material, animated by magic. This one is made of glass. It's stronger than it looks. A golem can be made of almost any material, animated by magic. This one is made of iron, so it's quite strong. Additionally, although golems, being made of inanimate matter, don't normally breathe, this one is magically imbued with the ability to breathe poison gas upon its enemies. Among the various intelligent races, humans are known for being mediocre in almost every way. They are strong enough, but not particularly strong, smart enough, but not particularly strong, capable of learning almost any role or skill, but not especially good at any particular thing. They're also known to adopt practically any moral alignment or cause, so perhaps their real specialty is flexibility. One notable limitation is that their eyes do not perceive infrared light, so they cannot see hot or cold objects in the dark. Generally regarded as one of the wiser and more intelligent races, elves make up for their lack of physical prowess by keeping lore that allows them to fashion generally superior equipment. Elves do not fear the name of Elbereth, for they consider her to be on their side. This strange creature has the ability to alter its shape, appearance, and even behavior to match that of some other creature. A nurse may heal you but probably wants you to take off all your armor. What does it take to run a successful shop in the dungeon? You have to be willing to do business with almost any paying customer, regardless of race, role, or creed. You also have to be tough enough to face down heavily armed thieves and vandals and make them pay, in blood if necessary. It is rumored that these guards are in the employ of an astonishingly wealthy king who keeps his gold hidden in the most inaccessible vaults he can have constructed. Who can say why this poor soul was imprisoned for so long. The oracle knows many things, and will tell many things, for a price. Although each priest serves a particular temple and a particular diety, they are sworn to administer the divine sacriments equally to all petitioners, regardless of creed, and of course they will accept donations for maintenance of the temple from anyone. However, this only goes so far: the priest will only offer the temple's sanctuary to supplicants of the correct faith. The Yendorian military equips its soldiers well, especially the officers. They also receive some training, with particular emphasis on getting out of the bunk when a bugle is sounded. The Minetown Watch is paid to look out for this rough settlement on what was once the frontier of the mining expedition, though the Mines have been dug somewhat closer to the surface these days, even reaching up to intersect with the Dungeon of Doom. In any case, the Watch is primarily concerned with preventing miscreants from damaging the town itself (such as by messing up the fountains or tearing down walls, though the dwarves who built the town in the first place seem to be exempt from this even when they drink too much and go a little off the plan). They also look out for anyone messing around with locks too much. Unlike a metropolitan police force, the Watch does not concern itself with mundane violence between the inhabitants of the town. Interfering with the fighting is above their pay grade. It is said that just looking at this gorgon's face can turn a man to stone. The fabled Wizard of Yendor is said to command such arcane power as to be effectively invincible. But if that is true, one wonders why he has never managed to harness the power of the Amulet of Yendor. Known mostly for his fabulous wealth. Though most demons inhabit the infernal depths of Gehennom, this one's unnatural affinity with water sometimes allows it to show up elsewhere, around lakes or even fountains. It is relatively weak as demons go. One of the infernal demons that inhabits the underworld of Gehennom. Demons are notable for their ability to open infernal gates for their demonic brethren, so that the unwary adventurer may suddenly find himself facing not one demon, but several. This infernal seductress preys upon male adventurers, somehow convincing them to remove all their protective armor. She is a demon, native to the underworld of Gehennom. This infernal seducer preys upon female adventurers, somehow convincing them to remove all their protective armor. He is a demon, native to the underworld of Gehennom. This infernal denizen of the underworld of Gehennom is said to be responsible for weaving the fates of the mortal, but that may be only a myth. What is known for certain is that like all demons, the erinys has the ability to open infernal gates whereby other demons may arrive. One of the infernal demons that inhabits the underworld of Gehennom. Demons are notable for their ability to open infernal gates for their demonic brethren, so that the unwary adventurer may suddenly find himself facing not one demon, but several. The marilith is notable for having six arms, all of which are capable of attacking an enemy. One of the most dangerous of the infernal demons that inhabits the underworld of Gehennom. Demons are notable for their ability to open infernal gates for their demonic brethren, so that the unwary adventurer may suddenly find himself facing not one demon, but several. In addition to this, the nalfeshnee is proficient in the arcane magical arts, providing it with the ability to cast various magical spells. A dangerous demon lord of the underworld of Gehennom, Juiblex rules over an infernal swamp of dread, where it is said that he infects any mortal who ventures into his realm with a deadly illness. A dangerous demon lord of the underworld of Gehennom, Yeenoghu's touch paralyzes his victims. A dangerous demon lord of the underworld of Gehennom, Orcus rules over an infernal mockery of a town. He is known to be fond of zapping a deadly wands at his enemies. An infernal prince of the demon-ridden underworld of Gehennom, Geryon has a poisonous sting, as well as the ability all demons have to open infernal gates to facilitate the arrival of his demonic brethren. He is otherwise unremarkable, and he is slow enough that any adventurer can outrun him. A dangerous infernal prince of the demon-ridden underworld of Gehennom, Dispater is a powerful practitioner of the arcane magical arts. An infernal prince of the demon-ridden underworld, Baalzebub, the the so-called lord of the flies, normally resides in his lair in the depths of Gehennom. Adventurers have reported being stunned at the sight of him. An infernal prince of the demon-ridden underworld, Asmodeus normally resides in his lair in the depths of Gehennom. Adventurers have reported that meeting him may be a chilling experience. An extremely dangerous infernal prince of the demon-ridden underworld, Demogorgon's sting can drain the life force, and even experience, from his victims. Additionally, his touch can infect his victims with a deadly sickness. He is also known to be a dire practitioner of the most arcane of the magical arts. Adventurers have reported being quite stunned by their encounters with him. One of the four riders of the great apocalypse, Death visits the condition named after him upon his victims. You can think of Pestilence as Death's personal assistant. His touch infects his victims with a deadly illness. One of the four riders of the great apocalypse, Famine visits hunger upon his victims. Some adventurers have reported that this can be a quite stunningly negative experience. One of the four riders of the great apocalypse, it is said that War was born a mortal but descended through an immense and deadly dungeon filled with vile monsters, killing everything in his path and taking as pillage not only the best equipment, but also many of the skills and natural abilities of his enemies, until he became so fearsome a warrior that he descended into the depths of the underworld and by some arcane ritual defeated even the high priest of the infernal god Moloch, before arising to the ethereal planes to take his immortal place among his new fellows. Surely such a fantastic myth must be exaggerated, if not altogether made up, for what mortal could ever undertake such a thing? An ancient spirit of faery, tied for long ages to a container, such as a bottle or lamp, it is said that a grateful djinni may grant its benefactor a wish, but an angry one is a fierce foe. This remarkable creature has a poison sting. Fortunately it can only live in the water, so the prudent adventurer who remains on land should be fairly safe. This predatory fish is known for its voracious appetite. A large predatory fish, at home in the water. All eels live in water, but the giant eels found in the dank waters deep beneath the surface are said to use the water they live in as a weapon to drown any enemy they can catch off guard. Since they hide submerged beneath the surface, even a land-dwelling creature wandering past the shore may be quickly pulled to its doom. All eels live in water, but the great eels found in the dank waters deep beneath the surface are said to use the water they live in as a weapon to drown any enemy they can catch off guard. Since they hide submerged beneath the surface, even a land-dwelling creature wandering past the shore may be quickly pulled to its doom. Some adventurers have reported a quite shocking experience. This legendary creature of the great deep inhabits the darkest waters deep beneath the surface, where it lurks, hiding in the water, waiting for some hapless prey to wander within reach of its vile tentacles, so that it can grab hold and draw its meal to a violent watery death. Some adventurers, low on food, have reported surviving by killing and eating these small, weak reptiles. An energizing experience no doubt. One of several varieties of four-footed reptile that sometimes crawls down through cracks and small caves from the surface to find its way into even the uppermost portions of the dungeons. One of several varieties of four-footed reptile that sometimes crawls down through cracks and small caves from the surface to find its way into even the uppermost portions of the dungeons. It is said that the corpse of a lizard remains safe to eat even long after it is killed, and some adventurers have reported that eating them can ease stiffening muscles and promote limberness. A large, predatory lizard. It is said that they can grow to be up to twice the size of a horse. Unlike their small, weak, amphibious cousins found in the surface world, the great subterranean salamanders found in the depths of the underworld are smart enough to use weapons, not that they really need them when their mere touch is enough to set their enemies on fire. }!The Dungeons of DoomDrogued’’’’Roracled’’’’ Obigrm (’’’’Bmedusaū’d’’’’castle’’d’’’’The Gnomish Mines’’’’SokobanThe QuestFort Ludios’’’’GehennomThe Elemental Planes’’’’Gehennom Gvalleyd’’’’Vsanctum’’d’’’’juiblexd’’’’Jbaalzd’’’’Basmodeusd’’’’Awizard1 d’’’’wizard2d Xwizard3d Yorcus d’’’’Ofakewiz1ś’d’’’’Ffakewiz2ś’d’’’’GVlad's Tower ’’’’The Gnomish MinesDMminetnd’’’’Tminend’’d’’’’EThe QuestQx-strtd’’’’x-locad’’’’Lx-goal’’d’’’’Sokoban$’’’’soko1d’’’’soko2d’’’’soko3d’’’’soko4d’’’’Fort LudiosKknox’’d’’’’KVlad's Towertower’’’’Ttower1d’’’’The Elemental Planesž’’’Eastrald’’’’waterd’’’’fired’’’’aird’’’’earthd’’’’dummyd’’’’NetHack History file for release 4.3.0-beta3 This file was last updated by Alex Smith, 2017-09-01 Behold, mortal, the origins of NetHack... Jay Fenlason wrote the original Hack with help from Kenny Woodland, Mike Thome, and Jon Payne. Andries Brouwer did a major re-write, transforming Hack into a very different game, and published (at least) three versions (1.0.1, 1.0.2, and 1.0.3) for UNIX(tm) machines to the Usenet. Don G. Kneller ported Hack 1.0.3 to Microsoft(tm) C and MS-DOS(tm), producing PC HACK 1.01e, added support for DEC Rainbow graphics in version 1.03g, and went on to produce at least four more versions (3.0, 3.2, 3.51, and 3.6). R. Black ported PC HACK 3.51 to Lattice(tm) C and the Atari 520/1040ST, producing ST Hack 1.03. Mike Stephenson merged these various versions back together, incorporating many of the added features, and produced NetHack version 1.4. He then coordinated a cast of thousands in enhancing and debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3. Later, Mike coordinated a major rewrite of the game, heading a team which included Ken Arromdee, Jean-Christophe Collet, Steve Creps, Eric Hendrickson, Izchak Miller, Eric S. Raymond, John Rupley, Mike Threepoint, and Janet Walz, to produce NetHack 3.0c. The same group subsequently released ten patch- level revisions and updates of 3.0. NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three of them and Kevin Darcy later joined the main development team to produce subsequent revisions of 3.0. Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm Meluch, Stephen Spackman and Pierre Martineau designed overlay code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the Macintosh. Along with various other Dungeoneers, they continued to enhance the PC, Macintosh, and Amiga ports through the later revisions of 3.0. Headed by Mike Stephenson and coordinated by Izchak Miller and Janet Walz, the development team which now included Ken Arromdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Raymond, and Eric Smith undertook a radical revision of 3.0. They re-structured the game's design, and re-wrote major parts of the code. They added multiple dungeons, a new display, special individual character quests, a new endgame and many other new features, and produced NetHack 3.1. Ken Lorber, Gregg Wonderly and Greg Olson, with help from Richard Addison, Mike Passaretti, and Olaf Seibert, developed NetHack 3.1 for the Amiga. Norm Meluch and Kevin Smolkowski, with help from Carl Schelin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported NetHack 3.1 to the PC. Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim Lennan, Rob Menke, and Andy Swanson developed NetHack 3.1 for the Macintosh, porting it for MPW. Building on their development, Barton House added a Think C port. Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith ported NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua Delahunty, is responsible for the VMS version of NetHack 3.1. Michael Allison ported NetHack 3.1 to Windows NT. Dean Luick, with help from David Cohrs, developed NetHack 3.1 for X11. Warwick Allison wrote a tiled version of NetHack for the Atari; he later contributed the tiles to the DevTeam and tile support was then added to other platforms. The 3.2 development team, comprised of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, released version 3.2 in April of 1996. Version 3.2 marked the tenth anniversary of the formation of the development team. In a testament to their dedication to the game, all thirteen members of the original development team remained on the team at the start of work on that release. During the interval between the release of 3.1.3 and 3.2, one of the founding members of the development team, Dr. Izchak Miller, passed away. That release of the game was dedicated to him by the development and porting teams. Version 3.2 proved to be more stable than previous versions. Many bugs were fixed, abuses eliminated, and game features tuned for better game play. During the lifespan of NetHack 3.1 and 3.2, several enthusiasts of the game added their own modifications to the game and made these "variants" publicly available: Tom Proudfoot and Yuval Oren created NetHack++, which was quickly renamed NetHack--. Working independently, Stephen White wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and his own NetHack-- to produce SLASH. Larry Stewart-Zerba and Warwick Allison improved the spellcasting system with the Wizard Patch. Warwick Allison also ported NetHack to use the Qt interface. Warren Cheung combined SLASH with the Wizard Patch to produce Slash'em, and with the help of Kevin Hugo, added more features. Kevin later joined the DevTeam and incorporated the best of these ideas in NetHack 3.3. The final update to 3.2 was the bug fix release 3.2.3, which was released simultaneously with 3.3.0 in December 1999 just in time for the Year 2000. The 3.3 development team, consisting of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August of 2000. Version 3.3 offered many firsts. It was the first version to separate race and profession. The Elf class was removed in preference to an elf race, and the races of dwarves, gnomes, and orcs made their first appearance in the game alongside the familiar human race. Monk and Ranger roles joined Archeologists, Barbarians, Cavemen, Healers, Knights, Priests, Rogues, Samurai, Tourists, Valkyries and of course, Wizards. It was also the first version to allow you to ride a steed, and was the first version to have a publicly available web-site listing all the bugs that had been discovered. Despite that constantly growing bug list, 3.3 proved stable enough to last for more than a year and a half. The 3.4 development team initially consisted of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul Winner, with Warwick Allison joining just before the release of NetHack 3.4.0 in March 2002. As with version 3.3, various people contributed to the game as a whole as well as supporting ports on the different platforms that NetHack runs on: Pat Rankin maintained 3.4 for VMS. Michael Allison maintained NetHack 3.4 for the MS-DOS platform. Paul Winner and Yitzhak Sapir provided encouragement. Dean Luick, Mark Modrall, and Kevin Hugo maintained and enhanced the Macintosh port of 3.4. Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas, and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft Windows platform. Alex Kompel contributed a new graphical interface for the Windows port. Alex Kompel also contributed a Windows CE port for 3.4.1. Ron Van Iwaarden maintained 3.4 for OS/2. Janne Salmijarvi and Teemu Suikki maintained and enhanced the Amiga port of 3.4 after Janne Salmijarvi resurrected it for 3.3.1. Christian `Marvin' Bressler maintained 3.4 for the Atari after he resurrected it for 3.3.1. After several years, no further NetHack releases had come out, but various forks of NetHack had sprung up in the meantime. The two leading "variant" forks were SporkHack by Derek Ray, and UnNetHack by Patric Mueller; also of note was the public server nethack.alt.org maintained by Pasi Kallinen, which had many minor patches, and which was popular enough to effectively establish an official variant of NetHack in its own right. A large ecosystem of separate patches also grew up over this time period, to try to compensate for the lack of official releases. All these variants freely shared code and ideas, as the development processes, or at least code snapshots, were publicly available. AceHack 3.6.0 was the first AceHack release, skipping a version number to avoid clashes with official versions of NetHack (as at the rate at which official releases weren't arriving, it seemed unlikely that there would ever be a NetHack 3.6.0; even a NetHack 3.5.0 was looking dubious). Mostly written by Alex Smith, it made major changes to NetHack's interface, in an attempt to make it more usable, as well as minor changes to other parts of the game. Many of the changes came from UnNetHack in particular, which had similar interface goals (although a different approach to difficulty and balance). Later, Daniel Thaler wrote his own fork, NitroHack, using lessons learnt from his previous work on Vulture (a graphical user interface to the original NetHack, and more recently UnNetHack). It was a major code cleanup, making the code more properly abstracted and network-capable, as well as replacing the interface with a more fully-featured curses-based one. It quickly became clear that AceHack and NitroHack had similar goals, and had implemented different parts of the work first, so it made sense to try to merge them. NetHack 4 was the result, a combination of AceHack and NitroHack. Of course, development did not stop there. One notable development was that the variant GruntHack (by Grunt) resumed active development (although it has since ceased again); and although its goals are rather different from NetHack 4's, it also contained a large number of bugfixes, most of which have been ported over to NetHack 4, helping reduce the number of issues inherited from 3.4.3. Another was the creation of DynaHack, by Tung Nguyen; originally a merge of UnNetHack and NitroHack, it has since taken on a life of its own, and has become a fruitful source both for taking changes from UnNetHack, and of bugfixes in and interface improvements to the NitroHack code on which NetHack 4 is based. Finally, of course, there are many changes made specifically for NetHack 4; Alex Smith moved over from AceHack and now contributes mostly to NetHack 4 among the variants, and more recently Sean Hunt has been making major improvements to NetHack 4 as well. We would also like to thank all the playtesters on nethack4.org (especially ZsbĆ”n Ambrus, who was responsible for most of the bug reports before 4.3 went into beta, and Morwen, who did much of the playtesting in the later 4.3 betas). And finally, thank you for playing our game. We hope you have fun! - - - - - - - - - - From time to time, some depraved individual out there in netland sends a particularly intriguing modification to help out with the game. The Gods of the Dungeon sometimes make note of the names of the worst of these miscreants in this, the list of Dungeoneers: Adam Aronow Izchak Miller Mike Stephenson Alex Kompel J. Ali Harlow Norm Meluch Andreas Dorn Janet Walz Olaf Seibert Andy Church Janne Salmijarvi Pasi Kallinen Andy Swanson Jean-Christophe Collet Pat Rankin Ari Huttunen Jochen Erwied Paul Winner Barton House John Kallen Pierre Martineau Benson I. Margulies John Rupley Ralf Brown Bill Dyer John S. Bien Ray Chason Boudewijn Waijers Johnny Lee Richard Addison Bruce Cox Jon W{tte Richard Beigel Bruce Holloway Jonathan Handler Richard P. Hughey Bruce Mewborne Joshua Delahunty Rob Menke Carl Schelin Keizo Yamamoto Robin Johnson Chris Russo Ken Arnold Roderick Schertler David Cohrs Ken Arromdee Roland McGrath David Damerell Ken Lorber Ron Van Iwaarden David Gentzel Ken Washikita Ronnen Miller David Hairston Kevin Darcy Ross Brown Dean Luick Kevin Hugo Sascha Wostmann Del Lamb Kevin Sitze Scott Bigham Deron Meranda Kevin Smolkowski Scott R. Turner Dion Nicolaas Kevin Sweet Stephen Spackman Dylan O'Donnell Lars Huttar Stephen White Eric Backus Malcolm Ryan Steve Creps Eric Hendrickson Mark Gooderum Steve Linhart Eric R. Smith Mark Modrall Steve VanDevender Eric S. Raymond Marvin Bressler Teemu Suikki Erik Andersen Matthew Day Tim Lennan Frederick Roeber Merlyn LeRoy Timo Hakulinen Gil Neiger Michael Allison Tom Almy Greg Laskin Michael Feir Tom West Greg Olson Michael Hamel Warren Cheung Gregg Wonderly Michael Sokolov Warwick Allison Hao-yang Wang Mike Engber Yitzhak Sapir Helge Hafting Mike Gallop Irina Rempt-Drijfhout Mike Passaretti The NetHack 4 distribution also contains contributions from: Alex Korol J. Ali Harlow Ray Chason Alex Smith Jafet Raz Andrew Apted Jared Minch Roderick Schertler Andrew Rios Jeroen Demeyer Russell Harmon Brent Dalager John Harris Ryan Karl Christian Stegen Jukka Lahtinen Sam Dennis Clive Crous Kelly Youngblood Sean Hunt Corey Casto Luke Franceschini Sgeo Dainokata Marcin Kościelnicki Shmuale Mark Daniel Thaler Marco Bonetti So-Miya Denzi Mathew Hodson Stanislav Traykov Derek Ray Michael Deutschmann stef70 Derrick Sund Mikko Juola Stephen Demos Edger Misty De Meo Tatsuya Edoardo Spadolini Nathan Eady Tim Visher Eric S. Raymond Nephi Trevor Cook Fredrik Ljungdahl Pasi Kallinnen Tung Nguyen GreyKnight Patric MĆ¼ller Vincent Ho Grunt Paul Pliska Wan-ichi Haruko Numata Paula Breton Zmy Hojita Discordia quuxplusone ZsbĆ”n Ambrus # This data file is generated by 'makedefs'. 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Might’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!LK4I KI õõd’õõd’õõd’õõd’õõd’õõd’,ō dh’,ō dh’,ō dh’,ō dh’,ōdh’,ōdh’,ōdh’,ōdh’,ōdh’,ōdh’,ō dh’,ō!dh’,ō"dh’,ōõõdh’,ōõõdh’,ōõõdh’,ōõõdh’’’ōõõdh’’’ōõõdH’Øō dH’ØōdH’Øō#dH’ØōõõdH’ØōõõdH’ØōõõdH’ØōõõdH’’’ōõõdH’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!LG G OOK (#   #,K$/ d 9 d õõd’õõd’õõd’õõd’Xō#d@’’qōd@’’qōd@’’qōd@’’qōd@’’qōd@’’qōd@’’qōd@’’qō d@’’,ō/dh’,ō0dh’,ō1dh’,ōCdh’,ōEdh’,ō3 dh’,ō5dh’,ō7dh’,ō? dh’,ōA dh’,ōC dh’,ōE dh’’’’’¾’"d(’}!õõõõõõd’õõd’õõd’õõd’ 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( ( ' õõd’õõd’õõd’õõd’õõd’õõd’ fōdH’Yōõõdr’’Yōõõdr’’Yōõõdr’’’’ōõõdr’’’ōõõdr’;ōõõd;’’;ōõõd;’’;ōõõd;’’;ōõõd;’’;ōõõd;’’;ōõõd;’’<ōõõd;’’<ōõõd;’’:ōõõd;’’:ōõõd;’’’’ōõõd;’’’ōõõdD’’’ōõõdD’’’ōõõdD’’’ōõõdD’’’ōõõdD’’’ōõõdS’’’ōõõdS’’’ōõõdS’’’ōõõdS’’’ōõõdS’’’ōõõdS’’’ōõõdS’’’ōõõdS’’’ōõõdS’’’ōõõdS’’’’’=d)The Staff of Aesculapius’’’’’d/’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!          õõd’õõd’õõd’õõd’õõd’õõd’#Yōõõdr’’Yōõõdr’’Yōõõdr’’Yōõõdr’’Yōõõdr’’Yōõõdr’’Yōõõdr’’Yōõõdr’’’’ōõõdr’;ōõõd;’’;ōõõd;’’;ōõõd;’’;ōõõd;’’;ōõõd;’’<ōõõd;’’<ōõõd;’’=ōõõd;’’:ōõõd;’’:ōõõd;’’’’ōõõd;’’’ōõõd;’’’ōõõdD’’’ōõõdD’’’ōõõdD’’’ōõõdD’’’ōõõdD’’’ōõõdS’’’ōõõdS’’’ōõõdS’’’ōõõdS’’’ōõõdS’’’ōõõdS’’’ōõõdS’’’ōõõdS’’’ōõõdS’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!L  OOK    ## ' ' ./0 2 K%  õõd’õõd’õõd’õõd’õõd’õõd’ Yō% d@’’rōd@’’rō d@’’rō d@’’rō d@’’rō( d@’’rō( d@’’rō( d@’’rō( d@’’Yōõõdr’’Yōõõdr’’Yōõõdr’’Yōõõdr’’Yōõõdr’’Yōõõdr’’Yōõõdr’’Yōõõdr’’Yōõõdr’’Yōõõdr’’;ōõõd;’’:ōõõd;’’’’ōõõd;’’’’ōõõdD’’’ōõõdD’’’ōõõdD’’’ōõõdD’’’ōõõdD’’’ōõõdS’’’ōõõdS’’’ōõõdS’’’ōõõdS’’’ōõõdS’’’’’¾’% d(’}!õõõõõõd’õõd’õõd’õõd’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’’’ōõõdi’9ōõõdj’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!õõõõõõd’õõd’õõd’õõd’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’’’ōõõdi’9ōõõdj’9ōõõdj’9ōõõdj’ ’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!LKK d d d õõd’õõd’õõd’õõd’õõd’gō2dD’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’’’ōõõdi’’’ōõõdi’9ōõõdj’9ōõõdj’9ōõõdj’9ōõõdj’9ōõõdj’9ōõõdj’9ōõõdj’9ōõõdj’’’ōõõdj’’’’’Ķ2d(The Magic Mirror of Merlin’’’’’’’!dõ’’’’’’’’!dõ’’’’’’’’!dõ’’’’’’’’!dõ’’’’’’’’!dõ’’’’’’’’"dõ’’’’’’’’"dõ’’’’’’’’"dõ’’’’’’’’"dõ’’’’’’’’"dõ’’’’’’’’#dõ’’’’’’’’#dõ’’’’’’’’#dõ’’’’’’’’#dõ’’’’’’’’#dõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!( '   &4 d d d d d d d d d d d d d d d d d dddddddd d d d d ddddddddddddddd dõõdõõdõõdõõdõõdõõdõõd5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’5ōõõdi’’’ōõõdi’’’ōõõdj’9ōõõdj’9ōõõdj’9ōõõdj’9ōõõdj’9ōõõdj’9ōõõdj’9ōõõdj’’’ōõõdj’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!2OO1-  + $- - 1(ddõõd’õõd’õõd’õõd’Zō d@’’Lōd@’Lō d@’Lō-d@’Lō- d@’sōd@’’sōd@’’sōd@’’sō d@’’sō d@’’sō d@’’5ōdi’5ōdi’5ōdi’5ōdi’5ōdi’5ōdi’5ōdi’5ōdi’5ōdi’5ō di’5ō"di’5ō$di’’’’’¾’ d(’}!XE’’’’’’’õõ’’ōõõdE’’’’’’’’õõdõ’’’’’’’’’’ōõõdE’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõd’ęōõõdX’’™ōõõdE’’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõõõd’’’ōõõdE’™ōõõdE’’’’’’’’’õõdõ’’’’’’’’õõd’’’ōõõdX’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõd’™ōõõdE’’’’’’’’’õõdõ’’}!XE’’’’’’’õõ’’ōõõdX’’’’’’’’õõdõ’’’’’’’’’’ōõõdX’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõd’’’ōõõdE’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõõõd’’’ōõõdE’™ōõõdE’’’’’’’’’õõdõ’’’’’’’’õõd’’’ōõõdX’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõd’™ōõõdE’’’’’’’’’õõdõ’’}!   ’’õõd õõd õõd õõd õõd’õõd’hō’’d@’’™ōõõdE’’™ōõõdE’’™ōõõdE’’™ōõõdE’’™ōõõdE’’™ōõõdE’’™ōõõdE’’™ōõõdE’’™ōõõdE’’ęōõõdX’’ęōõõdX’’ęōõõdX’’ęōõõdX’’ęōõõdX’’ęōõõdX’’ęōõõdX’’ęōõõdX’’ęōõõdX’’’’’’Ļ’’d(The Eyes of the Overworld’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!LXEKKõõõõõõd’õõd’õõd’õõd’õõd’õõd’™ōõõdE’’™ōõõdE’’™ōõõdE’’™ōõõdE’’™ōõõdE’’™ōõõdE’’™ōõõdE’’™ōõõdE’’™ōõõdE’’™ōõõdE’’™ōõõdE’’™ōõõdE’’™ōõõdE’’™ōõõdE’’ęōõõdX’’ęōõõdX’’ęōõõdX’’ęōõõdX’’ęōõõdX’’ęōõõdX’’ęōõõdX’’ęōõõdX’’ęōõõdX’’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!LOOK!   " " (.4&*.4& , 0 4 (.4K4   d dõõd’õõd’õõd’õõd’[ō d@’’tō d@’’tō d@’’tō d@’’tō d@’’tō!d@’’tō!d@’’tō! d@’’tō! d@’’™ō%dE’’™ō%dE’’™ōdE’’™ōAdE’’™ō dE’’™ō< dE’’™ōdE’’™ō7dE’’ęōdX’’ęō; dX’’ęō dX’’ęōdX’’}!’’’’’’’õõņōõõdZ’’’’’’’’’õõdõ’’’’’’’’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõd’ņōõõdZ’’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõõõd’’’’’’’’õõdõ’’’’’’’’õõd’āōõõdW’’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõd’’’’’’’’õõdõ’’}!’’’’’’’õõņōõõdZ’’āōõõdW’’’’’’’’’õõdõ’’’’’’’’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõd’ņōõõdZ’’āōõõdW’’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõõõd’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõd’ņōõõdZ’’āōõõdW’’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõd’’’’’’’’õõdõ’’}!   õõd õõd õõd õõd õõd’õõd’iō’’d&’’ņōõõdZ’’ņōõõdZ’’ņōõõdZ’’ņōõõdZ’’ņōõõdZ’’ņōõõdZ’’ņōõõdZ’’ņōõõdZ’’ņōõõdZ’’ņōõõdZ’’ņōõõdZ’’ņōõõdZ’’ņōõõdZ’’ņōõõdZ’’ņōõõdZ’’ņōõõdZ’’’’ōõõdZ’’’’ōõõdZ’’āōõõdW’’āōõõdW’’āōõõdW’’āōõõdW’’āōõõdW’’āōõõdW’’āōõõdW’’āōõõdW’’’’ōõõdW’’’’’’O’’d[The Mitre of Holiness’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!(    '        +d’d’ d’ d’õõd’õõd’d@’’’’’’’’dõ’’’’’’’’dõ’’’’’’’’dõ’’’’’’’’ dõ’’’’’’’’ dõ’’’’’’’’ dõ’’’’’’’’ dõ’’’’’’’’dõ’’’’’’’’dõ’’’’’’’’dõ’’’’’’’’dõ’’’’’’’’ dõ’’’’’’’’ dõ’’’’’’’’ dõ’’’’’’’’ dõ’}!LOOK!   " " (.4&*.4& , 0 4 (.4K4   d dõõd’õõd’õõd’õõd’\ō d@’’uō d@’’uō d@’’uō d@’’uō d@’’uō!d@’’uō!d@’’uō! d@’’uō! d@’’ņō%dZ’’ņō%dZ’’ņōdZ’’ņōAdZ’’ņō dZ’’ņō< dZ’’ņōdZ’’ņō7dZ’’ņōdZ’’ņō; dZ’’ņō dZ’’ņōdZ’’’’’’¾’ d(’}! ’õõõõõõd’õõd’õõd’õõd’ƒōõõdC’ƒōõõdC’‚ōõõdC’‚ōõõdC’‚ōõõdC’’’ōõõdC’`ōõõds’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!’õõõõõõd’õõd’õõd’õõd’ƒōõõdC’ƒōõõdC’ƒōõõdC’ƒōõõdC’’’ōõõdC’`ōõõds’`ōõõds’ ’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!LK     %%% %* .3 5AK õõd’õõd’õõd’õõd’õõd’õõd’jō% ds’‚ō$ dC’‚ō$ dC’‚ō$ dC’‚ō% dC’‚ō% dC’‚ō& dC’ƒō& dC’ƒō& dC’ƒōdC’ƒōGdC’ƒōdC’ƒōGdC’‚ōõõdC’‚ōõõdC’ƒōõõdC’ƒōõõdC’’’ōõõdC’’’ōõõdC’`ōds’`ōHds’`ōds’`ōHds’`ō) ds’`ō! ds’`ōõõds’`ōõõds’’’ōõõds’’’’’A% d)The Longbow of Diana’’’’¾’% d(’’’’’’’’$ dõ’’’’’’’’$ dõ’’’’’’’’$ dõ’’’’’’’’% dõ’’’’’’’’% dõ’’’’’’’’& dõ’’’’’’’’& dõ’’’’’’’’& dõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!766õõd õõd õõdõõdõõdõõdSōdq~ōõõdB’~ōõõdB’~ōõõdB’~ōõõdB’‚ōõõdC’‚ōõõdC’‚ōõõdC’‚ōõõdC’ƒōõõdC’ƒōõõdC’ƒōõõdC’ƒōõõdC’ƒōõõdC’ƒōõõdC’ƒōõõdC’ƒōõõdC’`ōõõds’`ōõõds’`ōõõds’`ōõõds’’’ōõõds’’’ōõõds’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!)2L(((  d d( d õõd õõdõõd$]ō d@’’vō d@’’vō d@’’vō d@’’vō d@’’vō d@’’vō d@’’vō d@’’vō d@’’®ō! dH‚ōdC’‚ōdC’‚ōdC’‚ōdC’‚ōdC’‚ōdC’‚ō dC’‚ō dC’‚ō dC’‚ō dC’‚ō dC’‚ō dC’‚ōdC’‚ōdC’‚ōdC’‚ōdC’‚ōdC’‚ōdC’ōõõdC’ōõõdC’ōõõdC’ōõõdC’ōõõdC’ōõõdC’`ōõõds’`ōõõds’’’’’¾’ d(’}!’’’’’’’õõ>ōõõdl’’’’’’’’õõdõ’’’’’’’’>ōõõdl’ĒōõõdN’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõd’õõd’Cōõõdn’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõõõd’õõd’’’ōõõdl’ĒōõõdN’’’’’’’’õõdõ’’’’’’’’õõd’õõd’>ōõõdl’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõd’õõd’>ōõõdl’Cōõõdn’’’’’’’’õõdõ’’}!’’’’’’’õõ>ōõõdl’’’’’’’’õõdõ’’’’’’’’>ōõõdl’ĒōõõdN’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõd’õõd’Cōõõdn’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõõõd’õõd’’’ōõõdl’ĒōõõdN’’’’’’’’õõdõ’’’’’’’’õõd’õõd’>ōõõdl’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõd’õõd’>ōõõdl’Cōõõdn’’’’’’’’õõdõ’’}!LKK %d õõd’õõd’õõd’õõd’õõd’õõd’õõd’õõd’õõd’õõd’õõd’'kō& d@’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’’’ōõõdl’’’ōõõdl’ĒōõõdN’ĒōõõdN’ĒōõõdN’ĒōõõdN’ĒōõõdN’ĒōõõdN’ĒōõõdN’ĒōõõdN’’’ōõõdN’’’ōõõdN’’’ōõõdN’Cōõõd:’Cōõõd:’Cōõõd:’Cōõõd:’Cōõõd:’:ō3d;’:ō5 d;’:ō7d;’:ō: d;’’’’’Ä& d(The Master Key of ThieveryC  d%’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!LKKõõõõõõd’õõd’õõd’õõd’õõd’õõd’!>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’>ōõõdl’’’ōõõdl’ĒōõõdN’ĒōõõdN’ĒōõõdN’ĒōõõdN’ĒōõõdN’ĒōõõdN’ĒōõõdN’’’ōõõdN’’’ōõõdN’’’ōõõdN’Cōõõd:’Cōõõd:’Cōõõd:’Cōõõd:’Cōõõd:’’’’’0 d?’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!L  OO!K . ?   # E89 %'1  4 AC&E':< 0 . > J 2DJ? 2ADK’’õõd’õõd’õõd’õõd’õõd’õõd’õõd’õõd’õõd’õõd’õõd’õõd’õõd’õõd’õõd’õõd’&Aōžždm’’staircase down@ōżżdm’’staircase down?ōüüdm’’staircase down^ō$ d@’’wō d@’’wō d@’’wō d@’’wōd@’’wō d@’’wō!d@’’wōd@’’wō# d@’’wō$ d@’’>ō dl’Cō dn’Cō!dn’>ō!dl’CōJdn’>ōJdl’>ōdl’Cōdn’Cōdn’>ōdl’Cō&dn’>ō-dl’Cō;dn’>ō>dl’CōGdn’>ō' dl’Cōdn’Cōd:’Cōd:’Cōd:’Cōõõd:’Cōõõd:’Cōõõd:’Cōõõd:’Cōõõd:’’’’’¾’$ d(’}!’õõõõõõd’õõd’õõd’õõd’’’ōõõdd’’ōõõdd’’ōõõdd’’ōõõdd’’ōõõdd’’ōõõdd’’–ōõõdE’’ ’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!<;++õõõõõõd’õõd’õõd’õõd’’’ōõõdd’’ōõõdd’’ōõõdd’’ōõõdd’’ōõõdd’’–ōõõdE’’–ōõõdE’’–ōõõdE’’ ’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!-* ,   ,’’  d d dõõd’õõd’õõd’õõd’õõd’õõd’lō d@’’Rōõõd@’Rōõõd@’Rōõõd@’Rōõõd@’Rōõõd@’xōõõd@’xōõõd@’xōõõd@’xōõõd@’xōõõd@’ōõõdd’’ōõõdd’’ōõõdd’’ōõõdd’’’’ōõõdd’’’’ōõõdd’’–ōõõdE’’–ōõõdE’’–ōõõdE’’–ōõõdE’’–ōõõdE’’–ōõõdE’’–ōõõdE’’–ōõõdE’’–ōõõdE’’’’’’( d)The Tsurugi of Muramasa’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!LK551  ! #( +* -/     3 3 < < K õõd’õõd’õõd’õõd’õõd’õõd’!xōd@’xōd@’ōdd’’ōdd’’xōd@’ōdd’’ōdd’’xōd@’xōd@’ō8dd’’xō9d@’ō:dd’’ō;dd’’xō8d@’ō9dd’’xō:d@’’’ō;dd’’ō<dd’’–ōõõdE’’–ōõõdE’’–ōõõdE’’–ōõõdE’’–ōõõdE’’–ōõõdE’’–ōõõdE’’–ōõõdE’’–ōõõdE’’Rōd@’Rōd@’Rō d@’Rō d@’Rō!d@’Rō"d@’ ’’’’’’’d*’’’’’’’’d*’’’’’’’’d*’’’’’’’’d*’’’’’’’’d*’’’’’’’’d*’’’’’’’’d*’’’’’’’’d*’’’’’’’’(d[’’’’’’’’)d[’’’’’’’’*d[’’’’’’’’+d[’’’’’’’’(d[’’’’’’’’)d[’’’’’’’’*d[’’’’’’’’+d[’’’’’’’’ d)’’’’’’’’ d)’’’’’’’’ d)’’’’’’’’ d)’’’’’’’’d)’’’’’’’’d)’’’’’’’’d)’’’’’’’’d)’’’’’’’’% d(’’’’’’’’& d(’’’’’’’’' d(’’’’’’’’( d(’’’’’’’’%d(’’’’’’’’&d(’’’’’’’’'d(’’’’’’’’(d(’}!L> FOOK  &&''22Kõõd’õõd’õõd’õõd’õõd’õõd’_ōd@’’yōd@’’yōd@’’yōd@’’yōd@’’yōd@’’yōd@’’yōd@’’yōd@’’xō@d@’ōAdd’’xōCd@’xōEd@’xōEd@’ōEdd’’xōFd@’xōFd@’xōHd@’ōK dd’’xōId@’xōDd@’–ōõõdE’’’’’’¾’d(’}!’õõõõõõd’õõd’õõd’õõd’ōõõd@’ōõõd@’ōõõd@’ōõõd@’ōõõd@’’’ōõõdH’’’ōõõdC’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!’õõõõõõd’õõd’õõd’õõd’ōõõd@’ōõõd@’ōõõd@’’’ōõõdH’’’ōõõdH’’’ōõõdC’’’ōõõds’’ ’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!LK               */*2 %)/77>@G<G<G  ’ ’    " $ 0’8’F’3 ’3’;;KFõõd’õõd’õõd’õõd’õõd’õõd’&^ōd@’_ōõõds’’_ōõõds’’_ōõõds’’_ōõõds’’_ōõõds’’_ōõõds’’_ōõõds’’_ōõõds’’_ōõõds’’_ōõõds’’_ōõõds’’_ōõõds’’_ōõõds’’_ōõõds’’_ōõõds’’_ōõõds’’’’ōõõds’’’’ōõõds’’ōd&’’ōd&’’ ōd&’’ ōd&’’ ōd&’’ ōd&’’³ō dK’²ō dK’²ō dK’²ōdK’°ōdK’°ōdK’°ō dK’°ō dK’°ō dK’ō d@’’ō d@’’ō d@’’ō! d@’#’’’’Ęd(The Platinum Yendorian Express Card’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!L#K>G   5 ;?H (  ’’$’*-’5:’’"’IJ  ’’  ’ ’  ’  ’’ ! ’# $ &) ’+1’+ 1 ’,3’5;’=G’7;’? 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( ' ' 0õõd õõd õõd õõd õõd’õõd’ōõõda’’ōõõda’’ōõõda’’ōõõda’’ōõõda’’ōõõda’’ōõõda’’ōõõda’’ōõõda’’ōõõda’’ōõõda’’ōõõda’’ōõõda’’ōõõda’’ōõõda’’ōõõda’’ōõõda’’’’ōõõda’’’’ōõõdH’©ōõõdH’©ōõõdH’©ōõõdH’©ōõõdH’©ōõõdH’©ōõõdH’©ōõõdH’’’ōõõdH’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!L                                                                            BBOOK*  + + 5õõd õõd õõd õõd õõd õõd aō# d@’’{ōd@’’{ō d@’’{ō d@’’{ō d@’’{ō*d@’’{ō* d@’’{ō* d@’’{ō* d@’’ō da’’ōda’’ōda’’ō da’’ō da’’ō- da’’ō6da’’ō7da’’ō:da’’ō?da’’©ōdH’©ō dH’’’’’¾’$ d(’}!’’’’’’’õõ’’ōõõdi’’’’’’’’õõdõ’’’’’’’’’’ōõõdi’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõd’€ōõõdB’’€ōõõdB’’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõõõd’’’ōõõdi’€ōõõdB’’’’’’’’’õõdõ’’’’’’’’õõd’’’ōõõdi’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõd’€ōõõdB’’’’’’’’’õõdõ’’}!’’’’’’’õõ’’ōõõdX’’’’’’’’õõdõ’’’’’’’’’’ōõõdi’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõd’’’ōõõdX’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõõõd’’’ōõõdi’€ōõõdB’’’’’’’’’õõdõ’’’’’’’’õõd’’’ōõõdi’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõd’€ōõõdB’’’’’’’’’õõdõ’’}!L   !#$&')*,-/0 0 ! # $ & ' ) * , - / 0 2<  !$'*-0! $ ' * - 0 1 K7 õõd’õõd’õõd’õõd’õõd’õõd’$nō d@’’’’ōõõdB’’’ōõõdB’’’ōõõdB’’’ōõõdB’’’ōõõdB’’’ōõõdB’’’ōõõdB’’’ōõõdB’’’ōõõdB’’’ōõõdB’’’ōõõdB’’’ōõõdi’’’ōõõdi’’’ōõõdi’’’ōõõdi’’’ōõõdi’’’ōõõdi’’’ōõõdi’€ōõõdB’’€ōõõdB’’€ōõõdB’’€ōõõdB’’€ōõõdB’’€ōõõdB’’€ōõõdB’’€ōõõdB’’’’ōõõdi’Qō#d@’Pugéō/dYUō d@Newt ō, d@’Øō/ dH¤ō&dG’ō# d@’ō) d@’’’’² d"The Eye of the Aethiopica’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!L###################################################K%A). 8= 060 6 0 6 -+:7 77 // K0 d  d d d Hd H d -dA d7d' d9 dõõdõõdõõdõõd5 dõõdõõdõõdõõdõõd’’ōõõdB’’’ōõõdB’’’ōõõdB’’’ōõõdB’’’ōõõdB’’’ōõõdB’’’ōõõdB’’’ōõõdB’’’ōõõdB’’’ōõõdB’’’ōõõdB’’’ōõõdB’’’ōõõdi’’’ōõõdi’’’ōõõdi’’’ōõõdi’’’ōõõdi’’’ōõõdi’’’ōõõdi’€ōõõdB’’€ōõõdB’’€ōõõdB’’€ōõõdB’’€ōõõdB’’€ōõõdB’’€ōõõdB’’’’ōõõdi’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!L####################################################################################??OOK#1+ 1 !   " #    K õõd’õõd’õõd’õõd’õõd’õõd’bōd@’’|ōd@’’|ōd@’’|ōd@’’|ō d@’’|ō d@’’|ō d@’’|ō d@’’|ō d@’’;ō>d;’’;ōEd;’’;ōCd;’’’’ō< dB’’’ō< dW’’’ō< dB’’’ō< dB’’’ō< di’’’ō= dB’’’ō= dB’’’ō= dB’’’ō#dB’’’ō#di’’’ō$dB’’’ō"dB’’’ō"di’’’ōCdW’’’ō dB’’’’’¾’d(’}! AWhat a strange feeling! You notice that there is no gravity here.ÖYou hear a voice say: 'We have now reached our cruising altitude of 30,000 ft. Please remain in your seat with your seatbelt fastened when the seatbelt sign is illuminated. Thank you for flying Yendorian Airlines.'L""""""""""""""""""""""""####"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""######""""""""####""""""""""""""""""""""""""""""""""""""""""""""""""""""""##""#####""""""######"""""""""""""""""""""""""""""""""""""""""""""""""""""""##"#######"""""#####"""""""""""""""""""""""""""""""""""""""""""""""""""""""""##########"""""####"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""####"""##"""####"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""####""""""##""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""#######""""##"######"""""""""""""""""""""""""""""""""""""""""""""""""""""""####"""""""##"#""#####""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""##""#########"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""#""####"""######""""""""""""""""""""""""""""""""""""""""""""""""""""""""""#"#"#####"""#######""""""""""""""""""""""""""""""""""""""""""""""""""""""""#""#######""""#######""""""""""""""""""""""""""""""""""""""""""""""""""""""""#"########"""########""""""""""""""""""""""""""""""""""""""""""""""""""""""""##########""########""""""""""""""""""""""""""""""""""""""""""""""""""""""#"##########"########"""""""""""""""""""""""""""""""""""""""""""""""""""""""#""################""""""""""""""""""""""""""""""""""""""""""""""""""""""""""#""######"""#####"""""""""""""""""""""""""""""""""""""""""""""""""""""""""#""""""##""""""####""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""###""""""""""""""""""""""""""""""N7N68NOOfireK2—ōõõdE’—ōõõdE’—ōõõdE’—ōõõdE’—ōõõdE’—ōõõdE’—ōõõdE’—ōõõdE’—ōõõdE’—ōõõdE’—ōõõdE’ōõõde’ōõõde’ōõõde’uōõõdy’uōõõdy’uōõõdy’xōõõdA’’’’ōõõdD’’’’ōõõdD’’’’ōõõdD’’’’ōõõdD’’’’ōõõdD’’’’ōõõdE’’’’ōõõdE’’’’ōõõdE’’’’ōõõdJ’’’’ōõõdJ’’6ōõõd&’6ōõõd&’6ōõõd&’iōõõdv’iōõõdv’iōõõdv’iōõõdv’iōõõdv’iōõõdv’iōõõdv’iōõõdv’iōõõdv’lōõõdv’lōõõdv’lōõõdv’lōõõdv’lōõõdv’mōõõdv’mōõõdv’mōõõdv’mōõõdv’mōõõdv’}!’ EEE   d d õõdõõdõõd õõdõõd1ō d&’’äō dW’’ō d&’’’’ōõõdL’’’’ōõõdV’’’’ōõõdV’’’’ōõõdV’’ ’’’’’’’õõd[’’’’’’’’õõd[’’’’’’’’õõd)’’’’’’’’õõd)’’’’’’’’õõd*’’’’’’’’õõd!’’’’’’’’õõd!’’’’’’’’õõd?’’’’’’’’õõd?’’’’’’’’õõd?’!   õõdõõd õõd’’ōõõd&’’’’ōõõd&’’’’ōõõd&’’}!You arrive on the Astral Plane! Here the High Temples of the aligned gods are located. You sense alarm, hostility, and excitement in the air!‰You enter Oma's Diner. You look around for the favourite tables of the aligned gods. The regular crowd begins muttering among themselves.K-,%3  , =J "( @F    %% %3 9 ? JJ ’%žC żB d@’d@’ d@’ d@’z dA’z dA’4ō’’d&’$ d@’% d@’& d@’$ d@’z& dA’z% dA’3ōžžd&’8 d@’7d@’7 d@’7 d@’z6 dA’z6 dA’5ōżżd&’ d@’ d@’d@’ d@’ d@’ d@’z dA’z dA’z dA’z dA’z dA’z dA’ d@’! d@’" d@’( d@’) d@’* d@’zdA’z dA’z dA’z*dA’z+dA’z+ dA’<d@’=d@’>d@’< d@’= d@’> d@’z=dA’z>dA’z?dA’z= dA’z> dA’z? dA’’’ōõõdL’’’ōõõdL’’’ōõõdL’’’ōõõdV’’’ōõõdV’’’ōõõdV’’’ōõõdD’’’ōõõdD’’’ōõõdD’}!’1 EEE. ,õõd õõd õõdõõdõõd õõdõõd0ō#d&’’äō%dW’’ō d&’’"ō&d&’’’’ōõõdL’’’’ōõõdV’’’’ōõõdV’’’’ōõõdV’’ ’’’’’’’õõd[’’’’’’’’õõd[’’’’’’’’õõd)’’’’’’’’õõd)’’’’’’’’õõd*’’’’’’’’õõd!’’’’’’’’õõd!’’’’’’’’õõd?’’’’’’’’õõd?’’’’’’’’õõd?’}!KIJõõõõõõd’õõd’õõd’õõd’õõd’õõd’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!K   22  23I3I 3 IJõõõõõõd’õõd’õõd’õõd’õõd’õõd’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!KIJõõõõõõd’õõd’õõd’õõd’õõd’õõd’’’ōdõ’’’’ō dõ’’’’ōdõ’’’’ō%dõ’’’’ō1dõ’’’’ō=dõ’’’’ōIdõ’’’’ōdõ’’’’ō dõ’’’’ōdõ’’’’ō%dõ’’’’ō1dõ’’’’ō=dõ’’’’ōCdõ’’’’ō dõ’’’’ō dõ’’’’ō dõ’’’’ō% dõ’’’’ō1 dõ’’’’ō= dõ’’’’ōC dõ’’’’ōdõ’’’’ō dõ’’’’ōdõ’’’’ō%dõ’’’’ō1dõ’’’’ō=dõ’’’’ōIdõ’’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!KIJõõõõEEõõd’õõd’õõd’õõd’õõd’õõd’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!JHHõõõõõõd’õõd’õõd’õõd’õõd’õõd’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!’? =DN= >%*)[:: ZXTROMHENL> 9> %  '-' - 171 7 8< 8 <  6 6 '7/// / 7 .0/&8/  . 0   7  >> (d,d0d4d7d8ōd@’’ō d@’’ō d@’’ō d@’’ō d@’’ō d@’’ō d@’’ō d@’’ō d@’’ōd@’’ōd@’’ō9d@’’ō;d@’’ōd@’’ōd@’’ō9d@’’ō;d@’’’’ō/dD’’’’ō/dD’’’’ō/ dD’’’’ō/ dD’’;ōd;’’;ō d;’’;ō9d;’’;ō9 d;’’:ōd;’’:ōd;’’:ō9d;’’:ō9d;’’’’ōd’’’’’ōdž’’’’ō!dż’’’’ō$dü’’’’ōdū’’’’ōdś’’’’ō"dł’’’’ō%dų’’’’ōd÷’’’’ōdö’’’’ō!d’’’’’ō$dž’’’’ōdż’’’’ōdü’’’’ō"dū’’’’ō dś’’’’ō dł’’’’ō! dų’’’’ō$ d÷’’’’ō dö’’’’ō d’’’’’ō" dž’’’’ō% dż’’’’ō dü’’’’ō dū’’’’ō! dś’’’’ō$ dł’’;’’’’’’’'d’’’’’’’’’(d’’’’’’’’’)d’’’’’’’’’*d’’’’’’’’’+d’’’’’’’’’,d’’’’’’’’’-d’’’’’’’’’'d’’’’’’’’’(d’’’’’’’’’)d’’’’’’’’’*d’’’’’’’’’+d’’’’’’’’’,d’’’’’’’’’-d’’’’’’’’’1dž’’’’’’’’2dž’’’’’’’’3dž’’’’’’’’4dž’’’’’’’’5dž’’’’’’’’6dž’’’’’’’’7dž’’’’’’’’1dž’’’’’’’’2dž’’’’’’’’3dž’’’’’’’’4dž’’’’’’’’5dž’’’’’’’’6dž’’’’’’’’7dž’’’’’’’’' dż’’’’’’’’( dż’’’’’’’’) dż’’’’’’’’* dż’’’’’’’’+ dż’’’’’’’’, dż’’’’’’’’- dż’’’’’’’’' dż’’’’’’’’( dż’’’’’’’’) dż’’’’’’’’* dż’’’’’’’’+ dż’’’’’’’’, dż’’’’’’’’- dż’’’’’’’’1 dü’’’’’’’’2 dü’’’’’’’’3 dü’’’’’’’’4 dü’’’’’’’’5 dü’’’’’’’’6 dü’’’’’’’’7 dü’’’’’’’’1 dü’’’’’’’’2 dü’’’’’’’’3 dü’’’’’’’’4 dü’’’’’’’’5 dü’’’’’’’’6 dü’’’’’’’’7 dü’’’’’¾’’’d(’’’’’n’õõd/’’’’’¾’%d(’’’Elbereth}! [Well done, mortal! But now thou must face the final Test... Prove thyself worthy or perish!LEEKA Kair> ōCd@’’®ōCdH’’™ō4 dE’™ō5 dE’Śō5 dT’’§ō6 dH’’ÕōFdS’’"ōEd&’’§ōEdH’’’ōGd'’’)ōF d&’’™ōFdE’™ō<dE’§ō=dH’’™ō>dE’™ō=dE’`ō>ds’’Mō?dp’’Żō(dU’’jō*dv’’Śō&dT’’™ō'dE’™ō)dE’™ō&dE’§ō'dH’’™ō+dE’’ō%d'’’Õō+dS’’Õō+ dS’’Śō, dT’’™ōdE’™ōdE’’ōd'’’™ōdE’ŚōdT’’ŚōdT’’)ōd&’’™ōdE’ÕōdS’’™ōdE’™ōdE’®ōdH’’™ōdE’ŚōdT’’™ōdE’™ōdE’ÕōdS’’"ō d&’’™ō dE’Śō dT’’™ō dE’™ō dE’§ō dH’’’ō d'’’)ō d&’’™ō dE’™ō dE’"ōd&’’™ōdE’ŚōdT’’™ōdE’™ōdE’’’’’Ŗ’õõd`’}!’ NNNNOOwizard3dddd’’ōdL’’ßōdV’’=ōd;’’}!’ NNNNdddd’’ōdL’’ßōdV’’=ōd;’’’’’’’’’d"’}! LEEKA Kwater(õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd õõd >ōõõdD’’*ōõõd&’’˜ōõõdE’˜ōõõdE’nōõõdv’’ōõõdd’’©ōõõdH’’"ōõõd&’’ōõõdd’’’ōõõd'’’)ōõõd&’’˜ōõõdE’˜ōõõdE’ōõõdd’’˜ōõõdE’˜ōõõdE’`ōõõds’’©ōõõdH’’ōõõdd’’jōõõdv’’nōõõdv’’˜ōõõdE’˜ōõõdE’˜ōõõdE’ōõõdd’’˜ōõõdE’’ōõõd'’’ÕōõõdS’’ÕōõõdS’’nōõõdv’’˜ōõõdE’˜ōõõdE’©ōõõdH’’˜ōõõdE’nōõõdv’’nōõõdv’’)ōõõd&’’˜ōõõdE’ÕōõõdS’’Eōõõd:’Eōõõd:’®ōõõdH’’Eōõõd:’mōõõdv’’Eōõõd:’Eōõõd:’©ōõõdH’’"ōõõd&’’˜ōõõdE’nōõõdv’’˜ōõõdE’˜ōõõdE’ōõõdd’’©ōõõdH’’)ōõõd&’’˜ōõõdE’˜ōõõdE’"ōõõd&’’Eōõõd:’mōõõdv’’Eōõõd:’Eōõõd:’’’’’Ŗ’õõd`’’’’’Ŗ’õõd`’’’’’Ŗ’õõd`’’’’’Ŗ’õõd`’’’’’Ŗ’õõd`’}! ’’’’Ŗ’õõd`’’’’’Ŗ’õõd`’3 2DN2 2 2DN2..FPbj2 2’’õõdõõdõõdõõdõõdõõd!Aōžždm’’fountainAōżżdm’’fountainAōüüdm’’fountain+ōd&’’4ō+di’’4ō,di’’4ō-di’’’’ōd’’’’’ōdž’’’’ōdż’’’’ōdü’’’’ōdü’’’’ō dż’’’’ō dž’’’’ō d’’’’’ōõõdj’’’’ōõõdj’’’’ōõõdj’’’’ōõõdj’’’’ōõõdP’’’’ōõõdP’’’’ōõõdP’’’’ōõõdP’’’’ōõõdb’’’’ōõõdb’’’’ōõõdb’’’’ōõõdF’’’’ōõõdF’’’’ōõõdF’’’’ōõõdm’’’’ōõõdm’’8ōõõd;’’8ōõõd;’’ ’’’’’’’+d*’’’’’’’’-d*’’’’’’’’+ d!’’’’’’’’, d!’’’’’’’’- d!’’’’’’’’õõd!’’’’’’’’õõd!’’’’’’’’õõd!’’’’’’’’õõd%’’’’’’’’õõd%’’’’’’’’õõd%’’’’’Ŗ’õõd`’}!LOO %. # .0  . 0    >G  ?BD D ?BKō+ d@’ō d@’’ō d@’’ō d@’’ō d@’’ōd@’’ōd@’’ōd@’’ō(d@’’ōd@’’ō d@’’ō(d@’’ō6d@’’ō6d@’’ō6 d@’’ō9 d@’’ō9 d@’’ōd@’’’’ō dD’’’’ō1 dD’’’’ō!dD’’’’ō!dD’’;ōd;’’;ō d;’’;ō0d;’’;ō0 d;’’ ’’’’‡’d*’’’’’‡’d*’’’’’‡’d*’’’’’Œ’ d*’’’’’Œ’ d*’’’’’Œ’ d*’’’’’ˆ’.d*’’’’’ˆ’/d*’’’’’ˆ’0d*’’’’’–’. d*’’’’’–’/ d*’’’’’–’0 d*’}!KOO2OON. J-# )  - .&&  . $ õõd’õõd’õõd’õõd’õõd’&d& dō$ d@’;ō d;’’;ō d;’’;ōd;’’8ōd;’’8ōd;’’8ōd;’’Ūō3dT’’Ūō@ dT’’’’ō&dS’’’’ō& dS’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’L«$ d`Perseus’’’’‡õõK[’’’’•õõ[’’’’’!õõ2)’’’’Ą’õõ2(’’’’’«’õõd`’’’’’«’õõd`’’’’’«’õõd`’’’’’«’õõd`’’’’’«’õõd`’’’’’«’õõd`’’’’’«’õõd`’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!KOO=HOON;IJ=HGH CE G<I D  dõõd’õõd’õõd’õõd’!ōD d@’'ōdg’’­ōdH’’<ō d;’’<ō d;’’<ō d;’’<ō d;’’<ō d;’’<ō d;’’8ōd;’’8ōd;’’8ōd;’’’ō@d'’’ōAd'’’ō@ d'’’ōA d'’×ō@ dS’×ōA dS’’’ōHdA’’uōH dy’’’ōdõ’’’’ō dõ’’’’ō dõ’’’’ō1 dõ’’’’ō0dõ’’’’ōAdõ’’’’ōFdõ’’’’ōFdõ’’’’ōAdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’’’ōõõdõ’’L«D d`Perseus’’’’‡õõ[’’’’•õõK[’’’’’!õõ2)’’’’Ą’õõ2(’’’’’«’@d`’’’’’«’Ad`’’’’’«’@ d`’’’’’«’A d`’’’’’«’@ d`’’’’’«’A d`’’’’’«’@ d`’’’’’«’A d`’’’’’Ŗ’d`’’’’’’’’4 d/’’’’’Ŗ’4 d`’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!’õõõõõõd’õõd’õõd’õõd’õõd’õõd’ ¢ōõõdG’’¢ōõõdG’’¢ōõõdG’’¢ōõõdG’’¢ōõõdG’’¢ōõõdG’’¢ōõõdG’’£ōõõdG’’+ōõõdh’’+ōõõdh’’’’ōõõdG’’’’ōõõdG’’’’ōõõdh’’’’’’’’’õõd*’’’’’’’’õõd*’’’’’’’’õõd*’’’’’’’’õõd(’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!K )22B (23BJ$õõd’õõd’õõd’õõd’õõd’õõd’ ’’ō’’dm’’luckstone ’’ōžždm’’loadstone’’ōżżdm’’flint ’’ōüüdm’’touchstone„ōõõdG’’£ōõõdG’’£ōõõdG’’£ōõõdG’’¤ōõõdG’’¤ōõõdG’’¢ōõõdG’’¢ōõõdG’’¢ōõõdG’’¢ōõõdG’’¢ōõõdG’’¢ōõõdG’’¢ōõõdG’’¢ōõõdG’’¢ōõõdG’’*ōõõdh’’*ōõõdh’’+ōõõdh’’+ōõõdh’’+ōõõdh’’’’ōõõdh’’’’’’‡’’’d*’’’’’Œ’’’d*’’’’’¤’’’d*’’’’’œ’žžd*’’’’’Œ’žžd*’’’’’–’žžd*’’’’’‡’żżd*’’’’’£’żżd*’’’’’–’żżd*’’’’’œ’üüd*’’’’’Œ’üüd*’’’’’¤’üüd*’’’’’ž’ūūd*’’’’’ˆ’ūūd*’’’’’¦’ūūd*’’’’’ˆ’śśd*’’’’’ž’śśd*’’’’’„’śśd*’’’’’’’’õõd*’’’’’’’’õõd*’’’’’’’’õõd*’’’’’’’’õõd*’’’’’’’’õõd*’’’’’’’’õõd*’’’’’’’’õõd*’’’’’’’’õõd(’’’’’’’’õõd(’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’}!K0    45J5JJJ575=$ õõd’õõd’õõd’õõd’õõd’õõd’„ōõõdG’’£ōõõdG’’£ōõõdG’’£ōõõdG’’¤ōõõdG’’¤ōõõdG’’¢ōõõdG’’¢ōõõdG’’¢ōõõdG’’¢ōõõdG’’¢ōõõdG’’¢ōõõdG’’¢ōõõdG’’¢ōõõdG’’¢ōõõdG’’*ōõõdh’’*ōõõdh’’+ōõõdh’’+ōõõdh’’+ōõõdh’’’’ōõõdh’’&’’’’ ’ d!’’’’’ ’ d!’’’’’’’’ d!’’’’’ ’ d!’’’’’ ’ d!’’’’’’’’ d!’’’’’ ’ d!’’’’’ ’ d!’’’’’’ d!’’’’’‡’Ed*’’’’’’’’Ed*’’’’’‡’Ed*’’’’’’’’Ed*’’’’’Œ’Fd*’’’’’’’’Fd*’’’’’Œ’Fd*’’’’’’’’Fd*’’’’’Œ’Ed*’’’’’’’’Ed*’’’’’ˆ’Ed*’’’’’’’’Ed*’’’’’ˆ’Fd*’’’’’–’Fd*’’’’’’’’Fd*’’’’’–’Fd*’’’’’„’Fd*’’’’’’’’õõd*’’’’’’’’õõd*’’’’’’’’õõd*’’’’’’’’õõd*’’’’’’’’õõd*’’’’’’’’õõd*’’’’’’’’õõd*’’’’’’’’õõd(’’’’’’’’õõd(’’’’’’’’õõdõ’’’’’’’’õõdõ’’’’’’’’õõdõ’ 2You are now entering the Gnome King's wine cellar. 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AYou find yourself suspended in an air bubble surrounded by water.LOO3KOOastral<;ōõõd;’’;ōõõd;’’;ōõõd;’’;ōõõd;’’;ōõõd;’’;ōõõd;’’;ōõõd;’’;ōõõd;’’<ōõõd;’’<ōõõd;’’<ōõõd;’’<ōõõd;’’<ōõõd;’’<ōõõd;’’<ōõõd;’’<ōõõd;’’=ōõõd;’’=ōõõd;’’=ōõõd;’’=ōõõd;’’=ōõõd;’’=ōõõd;’’=ōõõd;’’=ōõõd;’’=ōõõd;’’:ōõõd;’’:ōõõd;’’:ōõõd;’’:ōõõd;’’9ōõõd;’’9ōõõd;’’9ōõõd;’’9ōõõd;’’8ōõõd;’’8ōõõd;’’8ōõõd;’’8ōõõd;’’’’ōõõd;’’’’ōõõd;’’’’ōõõd;’’’’ōõõd;’’šōõõdE’šōõõdE’šōõõdE’šōõõdE’šōõõdE’šōõõdE’šōõõdE’šōõõdE’šōõõdE’šōõõdE’šōõõdE’šōõõdE’šōõõdE’šōõõdE’šōõõdE’šōõõdE’šōõõdE’šōõõdE’šōõõdE’}!’ N N N N           ddddõõd õõdõõdõõdōd@’ōdd’’ßōdV’’=ōd;’’;ōd;’’=ō d;’’;ō d;’’=ōd;’’;ōd;’’=ōd;’’;ōd;’’9ōd;’’9ōd;’’’’ōõõdD’’’’ōõõdH’’’’ōõõd&’’’’ōõõd&’’’’ōõõd&’’’’ōõõd&’’ ’’’’i’d+’’’’’ˆ’õõd*’’’’’’’’õõd!’’’’’’’’õõd!’’’’’’’’õõd?’’’’’’’’õõd?’’’’’’’’õõd+’’’’’’’’õõd+’’’’’’’’õõd+’}!’ N N N N        õõd õõdõõdõõd’’’’’’’õõd!’’’’’’’’õõd!’’’’’’’’õõd?’’’’’’’’õõd?’’’’’’’’õõd+’’’’’’’’d"’}!’ N N N N   OOfakewiz1               d d d d ’’ō dL’’ßō dV’’=ōd;’’;ōd;’’=ōd;’’;ōd;’’’’ōõõdL’’’’ōõõdD’’’’ō dD’’’’ōõõd&’’’’ōõõd&’’’’ōõõd&’’’’’’’’’õõd)’’’’’’’’õõd!’’’’’’’’õõd?’’’’’’’’õõd?’’’’’’’’õõd(’’’’’’’’ d"’