qwerrewq Level 1 of the Dungeon (0, 0, D:1) a +0 dagger (11, -12, D:1) 23 stones (14, -23, D:1) a +0 club (22, 12, D:1) a +0 short sword (38, -33, D:1) a +0 dagger (40, -33, D:1) a +0 club (44, -7, D:1) a +0 leather armour (49, -30, D:1) a +0 whip (59, 0, D:1) a +0 dagger (67, -6, D:1) a +0 dagger 2 stones Level 2 of the Dungeon (0, 0, D:2) a +0 mace (0, 2, D:2) a +0 mace (1, -2, D:2) a +0 mace (1, -1, D:2) a +0 mace (1, 1, D:2) a +0 mace (2, -6, D:2) a +0 mace (2, -5, D:2) a +0 mace (2, -3, D:2) a +0 mace (3, -7, D:2) a +0 mace (3, -6, D:2) a +0 mace (3, -5, D:2) a +0 mace (11, 0, D:2) a +0 whip a kobold skeleton (18, -1, D:2) a bat skeleton (26, 2, D:2) the +3 dagger of the Vanishing Youths {elec, rC+ Str+2 Dex-5} It occasionally discharges a powerful burst of electricity upon striking a foe. Str: It affects your strength (+2). Dex: It affects your dexterity (-5). rC: It protects you from cold. (26, 18, D:2) a +0 club (38, 6, D:2) a +0 club (41, 26, D:2) 5 stones a +0 short sword (50, 3, D:2) a +0 leather armour Level 3 of the Dungeon (0, 0, D:3) 27 sling bullets (7, -3, D:3) a scroll of enchant armour (8, -10, D:3) an amulet of reflection (9, -13, D:3) a +0 leather armour (11, -9, D:3) 2 potions of curing