Randgriz Level 1 of the Dungeon (0, 0, D:1) a +0 club (8, 3, D:1) a quill talisman (10, 2, D:1) a +0 spear (10, 12, D:1) a bat corpse (skeletalised by now) (15, 30, D:1) a +0 dagger (16, 15, D:1) a +0 club (34, 17, D:1) a staff of fire (37, 14, D:1) a +0 hand axe (42, -7, D:1) a +0 spear (47, 27, D:1) a +0 dagger a goblin corpse (skeletalised by now) (50, -8, D:1) a jackal corpse (skeletalised by now) a jackal corpse (skeletalised by now) (70, 35, D:1) a ring of magical power Level 2 of the Dungeon (0, 0, D:2) a +0 sling (5, 0, D:2) a +0 dagger a +0 robe the human corpse of Jessica (skeletalised by now) (14, -3, D:2) a +0 sling (21, 20, D:2) a quokka corpse (skeletalised by now) (35, 21, D:2) a +0 mace (37, 29, D:2) a +0 whip (38, 31, D:2) a +0 leather armour (39, 8, D:2) a ball python corpse (skeletalised by now) (43, 28, D:2) the medusa talisman of the Spider Nest {rElec rC+ Int+3} [medusa talisman] rElec: It insulates you from electricity. rC+: It protects you from cold. Int+3: It affects your intelligence (+3). (54, -4, D:2) a +0 robe Level 3 of the Dungeon (0, 0, D:3) a potion of lignification (2, 0, D:3) the +0 toga "Victory" {*Victory Clar} *Victory: When the wearer kills a threatening monster, it has a chance to gain +1 AC, +1 Slay, and +1 Int, capping at +7. When the wearer uses a scroll or a potion with a hostile monster in sight, its bonuses reset to +0. Unequipping it also resets its bonuses to +0. Clar: It protects you from confusion, rage, mesmerisation and fear. (unseen) (4, 0, D:3) a scroll of teleportation (8, -23, D:3) a +0 club a +0 short sword