qw Level 1 of the Dungeon (0, 0, D:1) a +0 ring mail (10, -2, D:1) a +0 robe (16, -13, D:1) a Young Poisoner's Handbook (18, -8, D:1) a +0 club (18, -3, D:1) a potion of magic (24, -6, D:1) a throwing net (30, 0, D:1) a +0 short sword (31, 0, D:1) a +0 mace (32, 4, D:1) a +0 dagger (35, -14, D:1) a +0 mace Level 2 of the Dungeon (0, 0, D:2) a +0 dagger a goblin corpse (13, -46, D:2) a +0 club (16, -27, D:2) a frilled lizard corpse (skeletalised by now) (17, -12, D:2) 2 stones (19, -8, D:2) the +7 falchion of the Brain {flame, *Rage rElec MP+9} It burns those it strikes, dealing additional fire damage. Big, fiery blades are also staple armaments of hydra-hunters. rElec: It insulates you from electricity. MP: It affects your magic capacity (+9). *Rage: It berserks you when you make melee attacks (+20% chance). (22, -43, D:2) a +0 robe (22, -42, D:2) a +0 club (30, -12, D:2) a +0 long sword (37, -51, D:2) a +0 whip (39, -17, D:2) a +0 sling (50, -25, D:2) a +0 dagger (55, -33, D:2) 3 stones (55, -25, D:2) a +0 club Level 3 of the Dungeon (0, 0, D:3) a +0 dagger (8, 0, D:3) a +0 flail a gnoll corpse (15, 4, D:3) a frilled lizard corpse (17, 4, D:3) an adder corpse (19, -12, D:3) a +0 flail