neoul Level 1 of the Dungeon (0, 0, D:1) a +0 dagger (3, 0, D:1) a +0 club 3 stones a kobold skeleton (4, -11, D:1) a +0 dagger (12, -11, D:1) the inkwell talisman of the Marlin {-Tele rN+++ Int+3 SInv} [inkwell talisman] -Tele: It prevents most forms of teleportation. rN+++: It renders you almost immune to negative energy. Int+3: It affects your intelligence (+3). SInv: It lets you see invisible. (13, -20, D:1) a +0 quarterstaff (14, 19, D:1) 5 stones (19, 12, D:1) a +0 dagger (20, 18, D:1) a ring of poison resistance (20, 19, D:1) a ball python corpse (skeletalised by now) (20, 21, D:1) 8 stones (20, 31, D:1) a +0 club (22, -2, D:1) a +0 short sword (24, -20, D:1) 3 poisoned darts (30, -26, D:1) 7 stones (32, 12, D:1) a +0 club (34, 9, D:1) a +3 scale mail (44, 13, D:1) 3 stones (46, 2, D:1) a jackal skeleton (48, 0, D:1) a jackal skeleton (57, -19, D:1) 7 stones Level 2 of the Dungeon (0, 0, D:2) a +0 club (13, 2, D:2) a +0 hammer (16, 16, D:2) a +0 dagger (20, -19, D:2) 5 atropa-tipped darts (24, -4, D:2) a quokka skeleton (25, -2, D:2) 4 poisoned darts (28, -19, D:2) a quill talisman (29, -1, D:2) a bat skeleton (37, 9, D:2) a +0 dagger a goblin skeleton (38, -12, D:2) a rat corpse (skeletalised by now) (41, -13, D:2) a ring of magical power (60, -12, D:2) a +0 flail (65, -13, D:2) 4 javelins