MirrMurr Level 1 of the Dungeon (0, 0, D:1) a +0 whip (2, 2, D:1) a +0 club (5, 15, D:1) a +0 plate armour (8, 24, D:1) a +0 short sword (13, 1, D:1) a +0 club (14, -8, D:1) a +0 dagger (18, -10, D:1) a +0 dagger (44, -12, D:1) a +0 mace (44, 32, D:1) a +0 short sword Level 2 of the Dungeon (0, 0, D:2) a +0 dagger (4, -22, D:2) a +0 short sword (24, 11, D:2) the +2 hand axe of Resumed Hostilities {spect, rElec rF+ Int+8 Dex-3} When its wielder attacks, the weapon's spirit leaps out and strikes again. The spirit shares a part of any damage it takes with its wielder. Int: It affects your intelligence (+8). Dex: It affects your dexterity (-3). rF: It protects you from fire. rElec: It insulates you from electricity. (28, -21, D:2) a +0 leather armour (32, 2, D:2) a +0 whip (34, 12, D:2) a +0 ring mail (40, 11, D:2) a +0 club (41, 8, D:2) a +0 robe (55, 12, D:2) a +0 whip (56, 21, D:2) a +0 mace Level 3 of the Dungeon (0, 0, D:3) a scroll of blinking