AxeManiac Level 1 of the Dungeon (0, 0, D:1) a +0 dagger (1, -23, D:1) a frilled lizard skeleton (2, 1, D:1) a +0 short sword a kobold skeleton (7, -28, D:1) 5 atropa-tipped darts (11, -12, D:1) 4 stones (16, -24, D:1) a rat skeleton (16, -22, D:1) a hobgoblin skeleton (18, 3, D:1) a +0 whip a kobold skeleton (29, -7, D:1) an inkwell talisman (37, 10, D:1) a +0 dagger (42, 12, D:1) a +0 short sword 3 stones (46, -12, D:1) a +0 club (46, 9, D:1) a ball python corpse (skeletalised by now) (49, -13, D:1) a +0 dagger 5 stones a kobold skeleton (51, 14, D:1) a +0 sling (53, -21, D:1) a +0 club 3 stones (53, 17, D:1) a bat corpse (skeletalised by now) Level 2 of the Dungeon (19, -8, D:2) a jackal corpse (skeletalised by now) (20, 12, D:2) a frilled lizard corpse (skeletalised by now) (21, 17, D:2) a +0 whip a +0 robe a +0 dagger (26, -1, D:2) a jackal corpse (skeletalised by now) (27, 25, D:2) a +0 whip (29, 24, D:2) a +0 dagger 4 stones a kobold corpse (skeletalised by now) (30, 28, D:2) a +0 mace (32, 28, D:2) a frilled lizard corpse (skeletalised by now) (48, 6, D:2) a +0 club (49, 32, D:2) a +0 chain mail Level 3 of the Dungeon (12, -18, D:3) the +3 Mad Mage's Maulers {Infuse+∞ VampMP -Cast} Infuse+∞: It empowers its wearer's blows with all of their magic. VampMP: Blows struck in melee replenish the wearer's magic. -Cast: It prevents spellcasting. It cannot be enchanted further. (13, -19, D:3) a +0 club a +0 hand axe (16, -8, D:3) a parchment of Passwall (18, -14, D:3) a +0 chain mail