Heedrag Level 1 of the Dungeon (0, 0, D:1) a +0 robe (2, -23, D:1) a +0 leather armour (3, -4, D:1) a +0 club (11, -29, D:1) a +0 whip (13, -37, D:1) a +0 dagger (13, -29, D:1) 10 arrows (13, -13, D:1) 19 arrows (14, -38, D:1) a +0 leather armour (18, -35, D:1) a +0 ring mail (19, -36, D:1) a +0 club (20, -5, D:1) 6 javelins (28, -1, D:1) 17 poisoned needles (46, 6, D:1) 5 stones (49, 19, D:1) a +0 club (55, -16, D:1) a +0 club 22 stones (56, 3, D:1) a +0 dagger 3 stones Level 2 of the Dungeon (0, 0, D:2) a +0 dagger (3, -43, D:2) a +0 club a +0 robe (7, -15, D:2) a +0 club (7, -13, D:2) a cursed +0 club (8, -22, D:2) 3 stones (8, -19, D:2) a +0 club (9, -12, D:2) a +0 club (10, -17, D:2) a +0 dagger 3 stones (15, -7, D:2) 3 stones a +0 dagger (17, -7, D:2) a stone (18, 2, D:2) 22 stones (23, -34, D:2) 26 stones (26, -5, D:2) a +0 hand axe (28, -27, D:2) a +0 short sword (30, -25, D:2) 19 arrows (45, -7, D:2) a +0 club (52, -42, D:2) a +0 mace (53, -28, D:2) 21 bolts Level 3 of the Dungeon (0, 0, D:3) a +0 dagger (3, -2, D:3) a +0 short sword (5, 10, D:3) a +0 dagger (9, 1, D:3) a +0 short sword (10, 11, D:3) a +0 hunting sling 20 stones (17, 10, D:3) 12 stones (20, -5, D:3) a +0 trident (20, 5, D:3) 4 stones (22, 15, D:3) a +2 whip of venom a +0 leather armour (27, -7, D:3) a +0 club (27, 2, D:3) a +0 scale mail (27, 4, D:3) 14 poisoned needles (28, -12, D:3) a goblin corpse (skeletalised by now) (36, 5, D:3) a +0 flail (38, 7, D:3) a +0 dagger (42, -3, D:3) a +0 chain mail (43, 1, D:3) a cursed -2 club Level 4 of the Dungeon (0, 0, D:4) a +0 giant club (12, -23, D:4) the +15 Maxwell's patent armour {-Cast -Tele rElec MR+ rCorr} It insulates you from electricity. It affects your resistance to hostile enchantments. It prevents spellcasting. It prevents most forms of teleportation. It protects you from acid and corrosion. (15, -24, D:4) an adder skeleton (15, 0, D:4) a +0 mace (17, -11, D:4) a +0 whip (18, -19, D:4) a +0 dagger (27, -15, D:4) a cursed +0 buckler (31, -17, D:4) 26 arrows