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"5Iw v$ns(x$>Iw 1v $oFIw Jv $p)Iw cv $q Iw w$rIw v$x(x$蔅Iw 1v $yIw Jv $zIw cv ${bIw wo$|A^Iw v$(x$Iw 1vAx$˄Iw Jv $Iw w$Iw v$(x$[Iw 1v $cIw Jv $FIw cv $)Iw w6$%Iw vx$迃(x$诃Iw 1v!y$萃Iw Jvay$qIw c$uIw v$S(x$Iw 1v $&Iw w3$"Iw vy$輂(x$謂Iw 1v $Iw Jv $Iw cv $zIw w$YvIw 1v$7(x$Iw c4!z$߁!Iw v$(x$譁Iw 1v $Iw c$Iw v$r(x$=Iw 1v $EIw Jv $(Iw cv $ Iw wv$(x$蹀h|Ĵ[]+$It affects your AC ().$It affects your evasion ($It affects your strength ($It affects your intelligence ($It affects your dexterity ($It affects your accuracy ($It affects your damage-dealing abilities ($It makes you highly vulnerable to fire. $It makes you greatly susceptible to fire. $It makes you susceptible to fire. $It protects you from fire. $It greatly protects you from fire. $It renders you almost immune to fire. $It makes you highly susceptible to cold. $It makes you greatly susceptible to cold. $It makes you susceptible to cold. $It protects you from cold. $It greatly protects you from cold. $It renders you almost immune to cold. $It insulates you from electricity. $It protects you from poison. $It partially protects you from negative energy. $It protects you from negative energy. $It renders you almost immune negative energy. $It protects you from magic. $It makes you much less stealthy. $It makes you less stealthy. $It makes you much more stealthy. $It makes you more stealthy. $It enhances your eyesight. $It lets you turn invisible. $It lets you levitate. $It lets you blink. $It lets you teleport. $It lets you go berserk. $It lets you sense your surroundings. $It makes noises. $It prevents spellcasting. $It causes teleportation. $It prevents most forms of teleportation. $It makes you angry. $It greatly speeds your metabolism. $It speeds your metabolism. $It glows with mutagenic radiation.$It emits mutagenic radiations.$A powerful demon, has a huge, barrel-shaped wispy, insubstantial spindly skeletal horribly deformed spiny waif-like scaly sickeningly deformed bruised and bleeding sickly mass of writhing tentacles for a mass of ropey tendrils for a tree trunk-like hairy furry fuzzy n obese fat slimy wrinkled metallic glassy crystalline muscular n icky swollen lumpy armoured carapaced slender body with small insectoid wings with large insectoid wings with moth-like wings with butterfly wings with huge, bat-like wings with fleshy wings with small, bat-like wings with hairy wings with great feathered wings with shiny metal wings which hovers in mid-air with sacs of gas hanging from its back covered in tiny crawling spiders covered in tiny crawling insects and the head of a crocodile and the head of a hippopotamus and a cruel curved beak for a mouth and a straight sharp beak for a mouth and no head at all and a hideous tangle of tentacles for a mouth and an elephantine trunk and an evil-looking proboscis and dozens of eyes and two ugly heads and a long serpentine tail and a pair of huge tusks growing from its jaw and a single huge eye, in the centre of its forehead and spikes of black metal for teeth and a disc-shaped sucker for a head and huge, flapping ears and a huge, toothy maw in the centre of its chest and a giant snail shell on its back and a dozen heads and the head of a jackal and the head of a baboon and a huge, slobbery tongue which is covered in oozing lacerations and the head of a frog and the head of a yak and eyes out on stalks. It stinks of brimstone. It smells like rotting flesh - yum! It is surrounded by a sickening stench. It seethes with hatred of the living. Tiny orange flames dance around it. Tiny purple flames dance around it. It is surrounded by a weird haze. It glows with a malevolent light. It looks incredibly angry. It oozes with slime. It dribbles constantly. Mould grows all over it. It looks diseased. It looks as frightened of you as you are of it. It moves in a series of hideous convulsions. It moves with an unearthly grace. It hungers for your soul! It leaves a glistening oily trail. It shimmers before your eyes. It is surrounded by a brilliant glow. It radiates an aura of extreme power.This blessed weapon loves nothing more than to sing to its owner, whether they want it to or not. This was the favourite weapon of the old god Trog, before he lost it one day. It induces a bloodthirsty berserker rage in anyone who uses it to strike another. This weapon carries a terrible and highly irritating curse. It is rather unreliable. It is the creation of a mad god, and carries a curse which transforms anyone possessing it into a prune. Fortunately, the curse works very slowly, and one can use it briefly with no consequences worse than slightly purple skin and a few wrinkles. This truly accursed weapon is an instrument of Hell. This dreadful weapon is used at the user's peril. Eerie flames cover its twisted blade. This legendary item can unleash the fury of Hell. It carries some of the powers of the arch-fiend Asmodeus. It rewards the powerful with power and the meek with weakness. It is almost unerringly accurate. It was the magical weapon wielded by the mighty wizard Olgreb before he met his fate somewhere within these dungeons. It grants its wielder resistance to the effects of poison and increases their ability to use venomous magic, and carries magical powers which can be evoked. It is lethally vampiric. Its power varies in proportion to its wielder's intelligence. Using it can be a bit risky. $This weapon may have some hidden properties.$A heavy piece of wood. A long handle with a heavy lump on one end. Like a mace, but with a length of chain between the handle and the lump of metal. A long knife or a very short sword, which can be held or thrown. A simple survival knife. Designed more for utility than combat, it looks quite capable of butchering a corpse. A mace covered in spikes. A sword with a short, slashing blade. A sword with a long, slashing blade. A sword with a very long, heavy blade and a long handle. A long sword with a curved blade. An small axe designed for either hand combat or throwing. A large axe with a double-headed blade. A long stick with a pointy blade on one end, to be held or thrown. A hafted weapon with three points at one end. A long pole with a spiked axe head on one end. A piece of cloth and leather for launching stones, which do a small amount of damage on impact. A curved piece of wood and string, for shooting arrows. It does good damage in combat, and a skilled user can use it to great effect. A long, light tube, open at both ends. Doing very little damage, its main use is to fire poisoned needles from afar. It makes very little noise. A piece of machinery used for firing bolts, which takes some time to load and fire. It does very good damage in combat. A small crossbow, for firing darts. A pole with a large, heavy blade on one end. A sturdy wooden pole. A farm implement, usually unsuited to combat. A giant lump of wood, shaped for an ogre's hands. A giant lump of wood with sharp spikes at one end. The opposite of a morningstar. A small and magically quick sword. A very rare and extremely effective imported weapon, featuring a long single-edged blade. A huge axe. A magical weapon with two razor-sharp blades. A magical weapon with three great razor-sharp blades. The kind of thing you hit nails with, adapted for battle. A large and vicious toothed club. A whip. A sword with a medium length slashing blade. A terrible weapon, forged in the fires of Hell. A terrible weapon, woven in the depths of the inferno. A terrible weapon, molded by fire and brimstone. An axe with a large blade. An axe intended for hand to hand combat. A flail with large spikes on the metal lump. A large and heavy mace. A large and heavy flail. A sword with a broad slashing blade. $Damage rating: $Accuracy rating: $Base attack delay: %%It emits flame when wielded, causing extra injury to most foes and up to double damage against particularly susceptible opponents. It has been specially enchanted to freeze those struck by it, causing extra injury to most foes and up to double damage against particularly susceptible opponents. It has been blessed by the Shining One to harm undead and cause great damage to the unholy creatures of Hell or Pandemonium. Occasionally upon striking a foe it will discharge some electrical energy and cause terrible harm. It is especially effective against all of orcish descent. It poisons the unbranded ammo it fires. It poisons the flesh of those it strikes. It protects the one who wields it against injury (+5 to AC). A truly terrible weapon, it drains the life of those it strikes. It allows its wielder to fire twice when they would otherwise have fired only once. It allows its wielder to attack twice when they would otherwise have struck only once. It inflicts extra damage upon your enemies. It turns projectiles fired from it into bolts of fire. It turns projectiles fired from it into bolts of frost. It inflicts no extra harm, but heals its wielder somewhat when he or she strikes a living foe. It is a weapon blessed by Zin, and can inflict up to fourfold damage when used against the undead. In the hands of one skilled in necromantic magic it inflicts extra damage on living creatures. It warps and distorts space around it. It can be evoked to extend its reach. $It has a curse placed upon it.$This weapon is best used by the strong.$This weapon is better for the strong.$This weapon is best used by the dexterous.$This weapon is better for the dexterous.$It is a one handed weapon.$It can be used with one hand, or more effectively with two (i.e. when not using a shield).$It is a two handed weapon.$It is well-crafted and very durable.$It is most deadly when used with dwarven ammunition.$It is most deadly when used with elven ammunition.$It is most deadly when used with orcish ammunition.$It falls into the 'slings' category. 'bows' category. 'crossbows' category. 'darts' category. 'short blades' category. 'long swords' category. 'axes' category. 'maces and flails' category. 'pole-arms' category. 'staves' category. 'bug' category. A stone. An arrow. A needle. A crossbow bolt. A small throwing weapon. A rock, used by giants as a missile. A purple vegetable. The presence of this object in the game indicates a bug (or some kind of cheating on your part). $When fired from an appropriate launcher, it turns into a bolt of flame. $When fired from an appropriate launcher, it turns into a bolt of ice. $It is coated with poison. $$A cloth robe. A suit made of hardened leather. A leather suit covered in little rings. A leather suit covered in little metal plates. A suit made of interlocking metal rings. A suit made of splints of metal. A suit made of bands of metal. A suit of mail and large plates of metal. A piece of metal, to be strapped on one's arm. It is cumbersome to wear, and slightly slows the rate at which you may attack. A cloth cloak. A piece of metal headgear. A cloth or leather cap. A conical cloth hat. A pair of gloves. A special armour made for Nagas, to wear over their tails. An armour made for centaurs, to wear over their equine half. A pair of sturdy boots. A small shield. Like a normal shield, only larger. It looks like it would fit you well. It is very cumbersome to wear, and slows the rate at which you may attack. The scaly skin of a dragon. I suppose you could wear it if you really wanted to. The stiff and knobbly hide of a troll. I suppose you could wear it if you really wanted to. An incredibly heavy but extremely effective suit of crystalline armour. It is somewhat resistant to corrosion. A magical armour, made from the scales of a fire-breathing dragon. It provides great protection from the effects of fire, but renders its wearer more susceptible to the effects of cold. A magical armour, made from the stiff and knobbly skin of a common troll. It magically regenerates its wearer's flesh at a fairly slow rate (unless already a troll). A magical armour, made from the scales of a cold-breathing dragon. It provides great protection from the effects of cold, but renders its wearer more susceptible to the effects of fire and heat. The soft and supple scaley skin of a steam dragon. I suppose you could wear it if you really wanted to. A magical armour, made from the scales of a steam-breathing dragon. Although unlike the armour made from the scales of some larger dragons it does not provide its wearer with much in the way of special magical protection, it is extremely light and as supple as cloth. The weirdly-patterned scaley skin of a mottled dragon. I suppose you could wear it if you really wanted to. A magical armour made from the scales of a mottled dragon. Although unlike the armour made from the scales of some larger dragons it does not provide its wearer with much in the way of special magical protection, it is as light and relatively uncumbersome as leather armour. The hide of a storm dragon, covered in extremely hard blue scales. I suppose you could wear it if you really wanted to. A magical armour made from the scales of a lightning-breathing dragon. It is heavier than most dragon scale armours, but gives its wearer great resistance to electrical discharges. The extremely tough and heavy skin of a golden dragon, covered in shimmering golden scales. I suppose you could wear it if you really wanted to. A magical armour made from the golden scales of a golden dragon. It is extremely heavy and cumbersome, but confers resistances to fire, cold, and poison on its wearer. The skins of several animals. The slimy, smelly skin of a swamp-dwelling dragon. I suppose you could wear it if you really wanted to. A magical armour made from the scales of a swamp dragon. It confers resistance to poison on its wearer. $Armour rating: $Evasion modifier: It allows its wearer to run at a great speed. It protects its wearer from heat and fire. It protects its wearer from cold. It protects its wearer from poison. It allows its wearer to see invisible things. When activated it hides its wearer from the sight of others, but also increases their metabolic rate by a large amount. It increases the physical power of its wearer (+3 to strength). It increases the dexterity of its wearer (+3 to dexterity). It makes you more clever (+3 to intelligence). It is very cumbersome (-2 to EV, slows movement). It can be activated to allow its wearer to float above the ground and remain so indefinitely. It increases its wearer's resistance to enchantments. It protects its wearer from harm (+3 to AC). It enhances the stealth of its wearer. It protects its wearer from the effects of both cold and heat. It partially protects its wearer from the effects of negative energy. It greatly increases the power of its wearer's magical spells, but is only intended for those who have very little left to learn. It protects its wearer's possessions from damage and destruction. $This armour may have some hidden properties.$$It is well-crafted and unobstructive, and helps its wearer avoid being noticedA stick. Maybe it's magical. A magical device which throws little bits of flame. throws little bits of frost. casts enchantments to slow down the actions of a creature at which it is directed. casts enchantments to speed up the actions of a creature at which it is directed. throws small bolts of destructive energy. can heal a creature's wounds. can render a creature immobile. throws great bolts of fire. throws great bolts of cold. induces confusion and bewilderment in a target creature. hides a creature from the view of others. drills tunnels through unworked rock. throws exploding blasts of flame. causes a creature to be randomly translocated. throws great bolts of lightning. causes a creature to be transmogrified into another form. It doesn't work on you, so don't even try. causes slavish obedience in a creature. throws a bolt of negative energy which drains the life essences of living creatures, but is useless against the undead. can produce a variety of effects. disrupts the physical structure of an object, especially a creature's body. Unfortunately, it has no charges left. A filling ration of dried and preserved meatsbreads. A delicious juicy delicious red or green delicious orange delicious juicy orange delicious yellow small but delicious red small but delicious tropical yellow small tropical dried fruit, probably grown and imported by some amoral multinational as the result of a corrupt trade deal. How it got into this dungeon is anyone's guess of some sort, possibly a grapen almost tasteless green repulsive cucumber-shaped vegetable, which grows on a vinen elongated lump slice strip piece of low-grade gristle, entrails and cereal products encased in an intestinethe delicious honeycomb made by giant beesthe magical substance produced by giant bees to be fed to their queenspizzacheesepreserved dead cow or bulldungeon meatYum! Don't tell me you don't know what that is! It looks rather unpleasant. It looks nice and ripe. In fact, it is rotting away before your eyes. Eating it would probably be unwise. A small bottle of liquid. blessed magical healingn enchanted magic nasty poisonous filling noxious vile and putrid cursed unique truly wonderful and very rare valuable terribly venomous potionfluidelixirbeverageliquidconcoctionsubstancedrink which heals some wounds, clears the mind, and cures diseasescauses wounds to close and heal almost instantlyspeeds the actions of anyone who drinks itgreatly increases the strength and physical power of one who drinks itbeneficial mutationconfers great buoyancy on one who consumes itslows your actionseliminates your control over your own bodyconfuses your perceptions and reduces your control over your own actionshides you from the sight of otherssludge, high in cereal fibrecan do terrible things to your body, brain and reflexescauses your flesh to decay before your very eyes, vital for the existence of most lifegrants a person with an infusion of magical energyrestores the abilities of one who drinks itcan send one into an incoherent rageremoves some or all of any mutations which may be afflicting youdoes very strange things to youIf one uses it when they are at or near full health, it can also slightly repair permanent injuries. A scroll of paper covered in magical writing.This useful magic scroll allows you to determine the properties of any object. Reading the words on this scroll translocates you to a random position. This scroll causes great fear in those who see the one who reads it. This prank scroll, often slipped into a wizard's backpack by a devious apprentice, causes a loud noise. It is not otherwise noted for its usefulness. Reading this scroll removes curses from the items you are using. This scroll allows you to detect the presence of cursed items among your possessions. This scroll opens a conduit to the Abyss and draws a terrible beast to this world for a limited time. This scroll places an enchantment on a weapon, making it more accurate in combat. It may fail to affect weapons already heavily enchanted. This scroll places an enchantment on a piece of armour. This scroll calls on the powers of Hell to inflict great pain on any nearby creature - including you! It is easy to be blinded to the essential uselessness of this scroll by the sense of achievement you get from getting it to work at all.This scroll places a curse on a weapon. This scroll places a curse on a piece of armour. Small writing on the back of the scroll reads: "Warning: contents under pressure. Do not use near flammable objects."This scroll allows its reader to teleport a short distance, with precise control. Be wary that controlled teleports will cause the subject to become contaminated with magical energy. Apart from a label, this scroll is blank. This scroll reveals the nearby surroundings of one who reads it. This scroll induces an irritating disorientation. This wonderful scroll causes the creation of a valuable item to appear before the reader. It is especially treasured by specialist magicians, as they can use it to obtain the powerful spells of their specialty. This scroll places an enchantment on a weapon, making it inflict greater damage in combat. It may fail to affect weapons already heavily enchanted. This scroll enchants a weapon so as to make it far more effective at inflicting harm on its wielder's enemies. Using it on a weapon already affected by some kind of special enchantment (other than that produced by a normal scroll of enchant weapon) is not advised. This scroll restores the charges of any magical wand wielded by its reader. This scroll enchants a weapon to be far more effective in combat. Although it can be used in the creation of especially enchanted weapons, it may fail to affect those already heavily enchanted. A piece of jewellery.This wonderful ring greatly increases the recuperative powers of its wearer, but also considerably speeds his or her metabolism. This ring either protects its wearer from harm or makes them more vulnerable to injury, to a degree dependent on its power. This ring provides protection from heat and fire. This ring provides protection from the effects of poisons and venom. This ring provides protection from cold. This ring increases or decreases the physical strength of its wearer, to a degree dependent on its power. This ring increases the hand-to-hand and missile combat skills of its wearer.This ring allows its wearer to see those things hidden from view by magic. This powerful ring can be activated to hide its wearer from the view of others, but increases the speed of his or her metabolism greatly while doing so. This accursed ring causes its wearer to hunger considerably more quickly. This ring occasionally exerts its power to randomly translocate its wearer to another place, and can be deliberately activated for the same effect. This ring makes its wearer either more or less capable of avoiding attacks, depending on its degree of enchantment. This ring protects its wearer from the loss of their strength, dexterity and intelligence. This ring provides energy to its wearer, so that they need eat less often. This ring increases or decreases the dexterity of its wearer, depending on the degree to which it has been enchanted. This ring increases or decreases the mental ability of its wearer, depending on the degree to which it has been enchanted. This ring increases the ability of its wearer to use magical spells. This ring increases its wearer's reserves of magical power. This ring allows its wearer to hover above the floor. This blessed ring protects the life-force of its wearer from negative energy, making them partially immune to the draining effects of undead and necromantic magic. This ring increases its wearer's resistance to hostile enchantments. This ring brings its wearer more in contact with the powers of fire. He or she gains resistance to heat and can use fire magic more effectively, but becomes more vulnerable to the effects of cold. This ring brings its wearer more in contact with the powers of cold and ice. He or she gains resistance to cold and can use ice magic more effectively, but becomes more vulnerable to the effects of fire. This ring allows its wearer to control the destination of any teleportation, although without perfect accuracy. Trying to teleport into a solid object will result in a random teleportation, at least in the case of a normal teleportation. Also be wary that controlled teleports will contaminate the subject with residual magical energy.This amulet enables its wearer to attempt to enter a state of berserk rage, and increases their chance of successfully doing so. It also partially protects the user from passing out when coming out of that rage. This amulet protects its wearer from some magically induced forms of slowness, and increases the duration of enchantments which speed his or her actions. This amulet protects its wearer from some forms of mental confusion. This amulet repels some of the attacks of creatures which have been magically summoned. This amulet protects the armour and weaponry of its wearer from corrosion caused by acids, although not infallibly so. This amulet allows its wearer to consume meat in various states of decay without suffering unduly as a result. Poisonous or cursed flesh is still not recommended. This amulet protects some of the possessions of its wearer from outright destruction, but not infallibly so. Should the wearer of this amulet be levitated by magical means, he or she will be able to exercise some control over the resulting motion. This allows the descent of staircases and the retrieval of items lying on the ground, for example, but does not deprive the wearer of the benefits of levitation. This amulet makes its wearer less accurate in hand combat. This amulet protects its wearer from mutations, although not infallibly so. $This amulet may have hidden properties.$$This ring may have hidden properties.$staff rod This increases the magical proficiency of its wielder by a considerable degree, increasing the power of their spells. provides a reservoir of magical power to its wielder. increases the power of fire spells cast by its wielder, and protects him or her from the effects of heat and fire. It can burn those struck by it. increases the power of ice spells cast by its wielder, and protects him or her from the effects of cold. It can freeze those struck by it. increases the power of poisoning spells cast by its wielder, and protects him or her from the effects of poison. It can poison those struck by it. allows its wielder to cast magical spells without hungering as a result. increases the power of necromantic spells cast by its wielder. It can cause great pain in those living souls its wielder strikes. increases the power of conjurations cast by its wielder. increases the power of enchantments cast by its wielder. increases the power of summonings cast by its wielder. allows its wielder to smite foes from afar. The wielder must be at least level four to safely use this ability, which costs 4 magic points. allows its wielder to strike foes from afar. contains spells of summoning. contains spells designed to repel one's enemies. contains spells which reveal various aspects of an explorer's surroundings to them. increases the power of air spells cast by its wielder. It can shock those struck by it. increases the power of earth spells cast by its wielder. It can crush those struck by it. allows its caster to channel ambient magical energy for his or her own purposes. contains spells of mayhem and destruction. Casting a spell from it consumes no food, and will not fail.$$$Damage rating: 7 $Accuracy rating: +6 $Attack delay: 120%%$$It falls into the 'staves' category. A stick imbued with magical properties.$A mighty efreet, captured by some wizard and bound into a bronze flask. Breaking the flask's seal will release it to wreak havoc - possibly on you. A magical device which allows one to see the layout of their surroundings. It requires a degree of magical ability to be used reliably, otherwise it can produce unpredictable and possibly harmful results. A magical device for summoning air elementals. It is rather unreliable, and usually requires several attempts to function correctly. Using it carries an element of risk, which is reduced if one is skilled in the appropriate elemental magic. A magical device for summoning fire elementals. It is rather unreliable, and usually requires several attempts to function correctly. Using it carries an element of risk, which is reduced if one is skilled in the appropriate elemental magic.A magical device for summoning earth elementals. It is rather unreliable, and usually requires several attempts to function correctly. Using it carries an element of risk, which is reduced if one is skilled in the appropriate elemental magic.An unholy device which calls on the powers of darkness to assist its user, with a small cost attached. The horn belonging to Geryon, guardian of the Vestibule of Hell. Legends say that a mortal who desires access into one of the Hells must use it in order to gain entry. A magical box containing many wild beasts. One may allow them to escape by opening the box's lid. A deck of highly mysterious and magical cards. One may draw a random card from it, but should be prepared to suffer the possible consequences! A deck of magical cards, depicting a range of weird and wondrous creatures. A magical device which can be used to restore one's reserves of magical energy, but the use of which carries the risk of draining all of those energies completely. This risk varies inversely with the proportion of their maximum energy which the user possesses; a user near his or her full potential will find this item most beneficial. A magical box after its power is spent. A dangerous item which hypnotises anyone so unwise as to gaze into it, leaving them helpless for a significant length of time. This extremely powerful item can unleash a destructive storm of electricity. It is especially effective in the hands of one skilled in air elemental magic, but cannot be used by one who is not a conductor. A talisman which allows entry into Zot's domain. A deck of magical cards, full of amusing tricks. A deck of powerful magical cards. An altar to Nemelex Xobeh, built for easy assembly and disassembly. Evoke it to place it on a clear patch of floor, then pick it up again when you've finished. A heavy bronze flask, warm to the touch. A sphere of clear crystal. A fan. A lamp. A lump of rock. A strange lantern made out of ancient bones. A great silver horn, radiating unholy energies. A small black box. I wonder what's inside? A deck of cards. A talisman of some sort. A grey disc. An altar to Nemelex Xobeh, built for easy assembly and disassembly. Evoke it to place on a clear patch of floor, then pick it up again when you've finished. An extremely powerful but unpredictable book of magic. A valuable book of magic which allows one to practise a certain skill greatly. As it is used, it gradually disintegrates and will eventually fall apart. A book of magic spells. Beware, for some of the more powerful grimoires are not to be toyed with. Once you have escaped to the surface with this invaluable artefact, your quest is complete. A corpse. A decaying skeleton. This item should not exist. Mayday! Mayday! $It weighs around aum. $$This spell allows the caster to determine the properties of an otherwise inscrutable magic item. teleports the caster to a random location. causes fear in those near to the caster. causes a loud noise to be heard. removes curses from any items which are being used by the caster. hurls a small bolt of magical energy. hurls an exploding bolt of fire. This spell does not cost additional spell levels if the learner already knows Delayed Fireball. $$Successfully casting this spell gives the caster the ability to instantaneously release a fireball at a later time. Knowing this spell allows the learner to memorise Fireball for no additional spell levels. hurls a sizzling bolt of molten rock. creates a column of roaring flame. digs a tunnel through unworked rock. hurls a great bolt of flames. hurls a great bolt of ice and frost. hurls a mighty bolt of lightning. Although this spell inflicts less damage than similar fire and ice spells, it can at once rip through whole rows of creatures. randomly alters the form of another creature. slows the actions of a creature. speeds the actions of a creature. prevents a creature from moving. enchants the casters hands with magical energy. This energy is released when the caster touches a monster with their bare hands, and may induce a state of confusing in the monster. induces a state of bewilderment and confusion in a creature's mind. forms a mystical bond between the caster and a wielded short blade, making the blade much easier to use. hides a creature from the sight of others. throws a small bolt of flame. throws a small bolt of frost. allows short-range translocation, with precise control. Be wary that controlled teleports will cause the subject to become contaminated with magical energy. conjures up a large cloud of lethally cold vapour. conjures up a large but short-lived cloud of vile fumes. surrounds the caster with a mobile ring of searing flame, and keeps other fire clouds away from the caster. This spell attunes the caster to the forces of fire, increasing their fire magic and giving protection from fire. However, it also makes them much more susceptible to the forces of ice. restores the physical strength of the caster. restores the intelligence of the caster. restores the dexterity of the caster. throws a bolt of poison. hurls a magical arrow of the most vile and noxious toxin. No living thing is completely immune to it's effects. bathes the caster's surroundings in poisonous green light. randomly translocates another creature. heals a small amount of damage to the caster's body. heals a large amount of damage to the caster's body. removes poison from the caster's system. purifies the caster's body, removing poison, disease, and certain malign enchantments. is extremely powerful, but carries a degree of risk. It renders living casters nigh invulnerable to harm for a brief period, but can bring them dangerously close to death (how close depends on one's necromantic abilities). The spell can be cancelled at any time by any healing effect, and the caster will receive one warning shortly before the spell expires. Undead cannot use this spell. allows the caster to selectively erase one spell from memory to recapture the magical energy bound up with it. Casters will be able to memorise this spell should even their minds be otherwise full of magic (i.e., already possessing the maximum number of spells). causes confusion in all who gaze upon the caster. hurls a small bolt of force. smites one creature of the caster's choice. calls on a divine power to repel the unholy. involves the intonation of a word of power which repels and can destroy unholy creatures. alerts the caster to the presence of curses on his or her possessions. summons one or more small creatures to the caster's aid. attempts to send hostile summoned creatures to the place from whence they came, or at least shorten their stay in the caster's locality. summons one or more giant scorpions to the caster's assistance. allows the caster to float in the air. hurls a deadly bolt of negative energy, which drains the life from any living creature it strikes. hurls a lethally sharp bolt of crystal. inflicts enormous damage upon any creature struck by the bolt of incandescent energy conjured into existence. Unfortunately, it is very difficult to aim and very rarely hits anything. Pity, that. conjures forth a great cloud of lethal gasses. creates a mighty storm of roaring flame. reveals traps in the caster's vicinity. randomly translocates the caster a short distance. throws a crackling sphere of destructive energy. summons forth a pestilential swarm. opens a gate to the Abyss and calls through one or more hideous abominations from that dreadful place. The powers who answer this invocation require of casters a portion of their intellect in exchange for this service.causes an otherwise hostile creature to fight on your side for a while. reveals details about the caster's surroundings. heals another creature from a distance. causes the dead to rise up and serve the caster; every corpse within a certain distance of the caster is affected. By means of this spell, powerful casters could press into service an army of the mindless undead. inflicts an extremely painful injury upon one living creature. extends the duration of most beneficial enchantments affecting the caster. attempts to enslave any undead in the vicinity of the caster. raises an inert skeleton to a state of unlife. steals the life of a living creature and grants it to the caster. Life will not be drained in excess of what the caster can capably absorb. calls on the powers of the undead to aid the caster. detects any items lying about the caster's general vicinity. instantly heals any and all wounds suffered by the caster with an attendant, but also permanently lessens his or her resilience to injury -- the severity of which is dependent on (and inverse to) magical skill. burns a creature. freezes a creature. This may temporarily slow the metabolism of a cold-blooded creature. calls forth a spirit from the elemental planes to aid the caster. A large quantity of the desired element must be available; this is rarely a problem for earth and air, but may be for fire or water. The elemental will usually be friendly to casters -- especially those skilled in the appropriate form of elemental magic.drains the heat from the caster and her surroundings, causing harm to all creatures not resistant to cold. conjures a sticky glob of liquid fire, which will adhere to and burn any creature it strikes. calls forth a beast of ice to serve the caster. encases the caster's body in a protective layer of ice, the power of which depends on his or her skill with Ice magic. The caster and the caster's equipment are protected from the cold, but the spell will not function for casters already wearing heavy armour. The effects of this spell are boosted if the caster is in Ice Form. calls forth a minor demon from the pits of Hell. reduces the chance of projectile attacks striking the caster. Even powerful attacks such as lightning bolts or dragon breath are affected, although smaller missiles are repelled to a much greater extent. sends the caster into a temporary psychotic rage. inflicts a great deal of damage on an undead creature. allows its caster to imbue a mass of deceased flesh with a magical life force. Casting this spell involves the assembling several corpses together; the greater the combined mass of flesh available, the greater the chances of success. dramatically but temporarily increases the caster's recuperative abilities, while also increasing the rate of food consumption. uses the bones of a skeleton (or similar materials: the rigid exoskeleton of an insect, for example) to dispense a lethal spray of slicing fragments, allowing its caster to dispense with conjurations in favour of necromancy alone to provide a low-level yet very powerful offensive spell. The use of a large and heavy skeleton (by wielding it) amplifies this spell's effect. banishes one creature to the Abyss. Those wishing to visit that unpleasant place in person may always banish themselves. mutates one creature into a pulsating mass of flesh. throws a magical dart of poison. converts flesh, blood, and other bodily fluids into magical energy. Casters may focus this spell on their own bodies (which can be dangerous but never directly lethal) or can wield freshly butchered flesh in order to draw power into themselves. causes a weapon held in the caster's hand to dance into the air and strike the caster's enemies. It will not function on magical staves and certain willful artefacts. should only be available from Dispater's staff. So how are you reading this? (describe.cc)opens a gate to the realm of Pandemonium and draws forth one of its inhabitants to serve the caster for a time. calls forth a small swarm of small demons to do battle with the caster's foes. calls forth one of the greater demons of Pandemonium to serve the caster. Beware, for the spell binding it to service may not outlast that which binds it to this world! rapidly accelerates the decomposition of any corpses lying around the caster, emitting inprocess a foul miasmic vapour, which eats away at the life force of any creature it envelops. bestows a lethal but temporary sharpness on a sword held by the caster. It will not affect weapons otherwise subject to special enchantments. sets a weapon held by the caster ablaze. It will not affect weapons otherwise subject to special enchantments. surrounds a weapon held by the caster with an aura of freezing cold. It will not affect weapons which are otherwise subject to special enchantments. infuses a weapon held by the caster with unholy energies. It will not affect weapons which are otherwise subject to special enchantments. crushes a nearby creature with waves of gravitational force. hurls a large and heavy metal bolt at the caster's foes. hurls a sharp spine of rock outward from the caster. entombs the caster within four walls of rock. These walls will destroy most objects in their way, but their growth is obstructed by the presence of any creature. Beware - only the unwise cast this spell without reliable means of escape. covers the caster with chunky scales of stone, the durability of which depends on his or her skill with Earth magic. These scales can coexist with other forms of armour, but are in and of themselves extremely heavy and cumbersome. The effects of this spell are increased if the caster is in Statue Form. throws a bolt of electricity. imbues its caster with the ability to achieve great movement speeds. Flying spellcasters can move even faster.grants to the caster the ability to fly through the air. protects the caster from electric shocks. hurls a crackling orb of electrical energy which explodes with immense force on impact. allows the caster to detect any creatures within a certain radius. removes some or all toxins from the caster's system. allows the caster to control translocations. Be wary that controlled teleports will cause the subject to become contaminated with magical energy. envenoms missile ammunition held by the caster. temporarily coats any sharp bladed weapon with poison. Will only work on weapons without an existing enchantment.protects the caster from exposure to all poisons for a period of time. produces a noise emanating from a place of the caster's own choosing. causes aberrations to form in the caster's body, leaving the caster in a weakened state (though it is not fatal in and of itself). It may fail to affect those who are already heavily mutated. is greatly prized by summoners and necromancers, as it allows the caster to recall any friendly creatures nearby to a position adjacent to the caster. creates a gate allowing long-distance travel in relatively ordinary environments (i.e., the Dungeon only). The portal lasts long enough for the caster and nearby creatures to enter. Casters are never taken past the level limits of the current area. cuts the resilience of a target creature in half, although it will never cause death directly. temporarily transforms the caster into a venomous, spider-like creature. Spellcasting is slightly more difficult in this form. This spell is not powerful enough to allow the caster to slip out of cursed equipment. disrupts space around another creature, causing injury.violently rends apart anything in a small volume of space. Can be used to cause severe damage.causes long, scythe-shaped blades to grow from the caster's hands. It makes spellcasting somewhat difficult. This spell is not powerful enough to force a cursed weapon from the caster's hands.temporarily transforms the caster into a slow-moving (but extremely robust) stone statue. temporarily transforms the caster's body into a frozen ice-creature. temporarily transforms the caster into a great, fire-breathing dragon. first transforms the caster into a semi-corporeal apparition receptive to negative energy, then infuses that form with the powers of Death. The caster becomes resistant to cold, poison, magic and hostile negative energies. raises living creatures slain by the caster into a state of unliving slavery as spectral horrors. calls on the powers of Hell to cause agonising injury to any living thing in the caster's vicinity. It carries within itself a degree of danger, for any brave enough to invoke it, for the Symbol also affects its caller and indeed will not function if he or she is immune to its terrible effects. Despite its ominous power, this spell is never lethal. protects the caster from any kind of projectile attack, although particularly powerful attacks (lightning bolts, etc.) are deflected to a lesser extent than lighter missiles. throws a heavy sphere of metal which explodes on impact into a rain of deadly, jagged fragments. It can rip a creature to shreds, but proves ineffective against heavily-armoured targets. throws forth a chunk of ice. It is particularly effective against those creatures not immune to the effects of freezing, but the half of its destructive potential that comes from its weight and cutting edges cannot be ignored by even cold-resistant creatures. conjures forth a raging blizzard of ice, sleet and freezing gasses. zaps at random a nearby creature with a powerful electrical current.causes the air around a creature to twist itself into a whirling vortex of meteorological fury. weaves a creature from shadows and threads of Abyssal matter. The creature thus brought into existence will recreate some type of creature found in the caster's immediate vicinity. The spell even creates appropriate equipment for the creature, which are given a lasting substance by their firm contact with reality. creates a short burst of flame.tunes the caster's body such that it can instantly pass through solid rock. This can be dangerous, since it is possible for the spell to expire while the caster is en route, and it also takes time for the caster to attune to the rock, during which time they will be helpless. attempts to convert all poison within the caster's view into liquid flame. It is very effective against poisonous creatures or those carrying poison potions. It is also an amazingly painful way to eliminate poison from one's own system. uses wooden items in the caster's grasp as raw material for a powerful summoning. Note that highly enchanted items, such as wizard's staves, will not be affected. summons a canine to the caster's aid.summons and binds a powerful dragon to perform the caster's bidding. Beware, for the summons may succeed even as the binding fails. attempts to tame animals in the caster's vicinity. It works best on animals amenable to domestication. tries to lower its target's metabolic rate, inducing hypothermic hibernation. It may have side effects on cold-blooded creatures. tries to lower the metabolic rate of every creature within the caster's view enough to induce hypothermic hibernation. It may have side effects on cold-blooded creatures. is beloved by lazy dungeoneers everywhere, for it can greatly reduce time-consuming searches. enables the caster to perceive things that are shielded from ordinary sight. makes the caster aware of the immediate future; while not far enough to predict the result of a fight, it does give the caster ample time to get out of the way of a punch (reflexes allowing). creates a shower of colourful butterflies. How pretty!temporarily binds a localized warp field to the invoker's weapon. This spell is very dangerous to cast, as the field is likely to effect the caster as well. eliminates all sound near the caster. This makes reading scrolls, casting spells, praying or yelling in the caster's vicinity impossible. (Applies to caster too, of course.) This spell will not hide your presence, since its oppressive, unnatural effect will almost certainly alert any living creature that something is very wrong. causes a burst of concussive force around the caster, which will damage most creatures, although those composed of stone, metal or crystal, or otherwise brittle, will particularly suffer. The magic has been known to adversely affect walls. tries to teleport away any monsters directly beside the caster. releases electric charges against those next to the caster. These may arc to adjacent monsters (or even the caster) before they eventually ground out. applies a localized spatial distortion to the detriment of some nearby creature. causes a halo of glowing light to surround and effectively outline a creature. This glow offsets the dark, musty atmosphere of the dungeon, and thereby makes the affected creature appreciably easier to hit.works by converting a small portion of brain matter into alcohol. It affects all intelligent humanoids within the caster's view (presumably including the caster). It is frequently used as an icebreaker at wizard parties. is an Elvish magic, which draws upon the viewing creature's credulity and the caster's comeliness to charm, confuse or render comatose. heats a potion causing it to explode into a large cloud when thrown. The potion must be thrown immediately, as part of the spell, for this to work. extracts the vile and poisonous essences from a corpse. A rotten corpse may produce a stronger potion.$$You probably don't want to drink the results. creates a concussive explosion within a large body of rock (or other hard material), to the detriment of any who happen to be standing nearby. transforms the caster's body into an insubstantial cloud. The caster becomes immaterial and nearly immune to physical harm, but is vulnerable to magical fire and ice. While insubstantial the caster is, of course, unable to interact with physical objects (but may still cast spells). creates a short blast of high-velocity particles. It works best when the caster provides some source (by wielding a stone), but will do what it can with whatever ambient grit is available. causes the flesh of all those near the caster to rot. It will affect the living and many of the corporeal undead. implants a shuggoth seed, the larval parasitic form of the fearsome shuggoth, in a living host. The shuggoth seed will draw life from its host and then hatch, whereupon a fully grown shuggoth will burst from the unfortunate host's chest. bestows a lethal but temporary gravitic field to a crushing implement held by the caster. It will not affect weapons otherwise subject to special enchantments. causes a disc of dense vapour to condense out of the air surrounding the caster. It acts like a normal shield, but its density (and therefore stopping power) depends upon the caster's skill with Ice Magic. The disc is controlled by the caster's mind and thus will not conflict with the wielding of a two-handed weapon. hardens the one's skin to a degree determined by one's skill in Earth Magic. This only works on relatively normal flesh; it will aid neither the undead nor the bodily transformed. The effects of this spell are boosted if the caster is in Statue Form. uses a piece of a flesh in hand to create a replica of the original being out of ice. This magic is unstable so eventually the replica will sublimate into a freezing cloud, if it isn't hacked or melted into a small puddle of water first. allows the conjurer to create ball lightning. Using the spell is not without risk - ball lighting can be difficult to control. causes a slight spatial distortion around a monster in line of sight of the caster, causing injury. allows the caster to transfer the force of a weapon strike to any target the caster can see. This spell will only deliver the impact of the blow; magical side-effects and enchantments cannot be transferred in this way. The force transferred by this spell has little to do with one's skill with weapons, and more to do with personal strength, translocation skill, and magic ability. allows the caster to swap positions with an adjacent being. allows the caster to pull the top item or group of similar items from a distant pile to the floor near the caster. The mass of the target item(s) will make the task more difficult, with some items too massive to ever be moved by this spell. Using this spell on a group of items can be risky; insufficient power will cause some of the items to be lost in the infinite void.apparently does not exist. Casting it may therefore be unwise. Please contact Dungeon Tech Support at /dev/null for details. A small, powerless larva of killer bee.A small twisted demon with long sharply pointed tail.A winged holy being of unnatural beauty. It's surrounded by aura of brilliant golden light. A remarkably nondescript person. How odd!A black ant with poisonous pincers, about the size of a large dog.A giant ant with large mandibles and a vicious sting.A bloated insect, covered in thick chitinous armour.Now you know where all those ants keep coming from!A baby ant. Isn't it cute?A huge black bat.A hybrid with the torso of a human atop the body of a large horse. It looks strong and aggressive. Like a centaur, but half yak. It looks very strong and aggressive. The Red Devil is slightly shorter than a human, but muscular and covered in spikes and horns. Two short wings sprout from its shoulders.A hideous decaying form.$It smells great!$It stinks.A small humanoid demon covered in brown hair. Watch out - it may have fleas!A man-sized demon covered in glittering ice.A strange and nasty blue thing. It looks cold.A hideous humanoid figure with metal skin.A large, two headed humanoid. Most often seen wielding two weapons, so that the heads will have one less thing to bicker about.A lumpy grey fungus, growing well in the dank underground dungeon.A race of short, ugly and unfriendly humanoids.A fearsome hunting dog.A huge black dog, with glowing red eyes and smoke pouring from its fanged mouth.A vicious dog, trained to kill.Its neck is protected by massive spiked collar.A small, ugly minor demon.A small, dog-like scavenger. Packs of these creatures roam the underworld, searching for carrion to devour.A giant bee, bearing a deadly barb which can sting repeatedly.Even larger and more dangerous-looking than its offspring, this creature wants you out of its hive. Now!A very large and fat hairy bee.A hideous cross-breed, bearing the features of a human and a lion, with great bat-like wings. Its tail bristles with spikes, which can be loosed at potential prey.A vile undead creation of the most unholy necromancy, these creatures are made from the decaying corpses of humanoid creatures. They exist to spread disease and decay, and gain power from the decaying corpses of other beings.An undead humanoid creature created from the decaying corpse by some unholy means of necromancy. It exists to spread disease and decay, and gains powerfrom the decaying corpses same way as necrophage does.An ugly subterranean race, orcs combine the worst features of humans, pigs, and several other unpleasant creatures.A heavily armoured orc, covered in scars from many past battles.A servant of the ancient and cruel gods of the orcs, dressed in long robe. he's mumbling some strange prayers. Hope that they will remain unheard.An exalted servant of the orc god.An orc who draws magical power from Hell.A very large and strong looking orc.An armoured orc, obviously experienced in the ways of hacking other creatures apart.While orcs are generally quite stupid, occasionally one develops an aptitude for magic.A transparent man-like undead spirit.Rats which have grown large and aggressive in the pestilential dungeon environment.A very large grey rat.A very large rat, with hair and skin of a most peculiar green colour.A huge rat, with weird knobbly orange skin.It glows with unholy energies. A giant black scorpion, its body covered in thick armour plating, and its tail tipped by a nasty venomous sting.A slimy mauve worm with a greatly distended head.A vicious red worm which swims through molten rock.A great black worm, its many-segmented body covered in spiky plates of chitinous armour. Acidic venom drips from its toothy maw.A large slimy worm, adept at swimming through the muck of this foul swamp.A giant worm, with unusually large teeth.An ugly thing. Yuck.A very ugly thing. Double yuck.A swirling cloud of flame.A crazily shifting twist in the fabric of reality.A hideous form, created or summoned by some arcane process.A huge and hideous form, created or summoned by some arcane process.A giant wasp covered with thick plates of yellow chitinous armour.A huge red wasp with a viciously barbed stinger.A corpse raised to undeath by necromancy. A large corpse raised to undeath by necromancy. An ice replica of a monster, that's animated by the powers of necromancy. A giant with one eye in the centre of its forehead. Despite their lack of binocular vision, cyclopes throw boulders with fearsomely accuracy.A great reptilian beast, covered in thick green scales and with two huge bat-like wings. Little trails of smoke spill from its toothy maw.A great dragon covered in shining golden scales. Like a normal dragon, only white and covered in frost.A very heavy and apparently flightless dragon.A small dragon with strangely mottled scales.A long and sinuous dragon, seemingly more neck and tail than anything else. Its skin shines like molten mercury, and magical energies arc from its pointed snout.A great shadowy shape, radiating evil and death.A huge undead abomination, pieced together from the broken bones of many dragons.A relatively small grey dragon, with steam pouring from its mouth.A huge and very powerful dragon. Sparks crackle along its enormous scaly wings.A slimy dragon, covered in swamp muck. Poisonous gasses dribble from its snout.A huge red glowing dragon, burning with hellfire. A small and slimy dragon, covered in swamp muck. It smells horrible.A small dragon, puffing clouds of smoke.A huge ogre with two heads on top of a bloated ogre body. It is capable of holding a weapon in each giant hand.One of the most fearsome denizens of any Hell. A huge and powerful demon wreathed in hellfire, with great scaly wings.One of the most terrible denizens of the many Hells, the Ice Fiend is a huge icy figure, covered in frost and wreathed in freezing air.One of the most terrible denizens of the many Hells, this horrible being appears as a great mass of writhing shadows which occasionally reveal a huge, horned skeleton.A volatile floating ball of spores, covered in knobbly rhizome growths.A larger and stronger relatives of goblins.A terrible creature, formed of snow and crystalline ice. Its feet leave puddles of icy water on the floor.Reputedly the creation of an ancient demon-god, kobolds are small goblin-like creatures with canine heads.An unusually large kobold.A kobold who has learned to summon and direct demons.A wizard who didn't want to die, a Lich is a skeletal, desiccated corpse kept alive by a mighty exercise of necromancy. These undead creatures can wield great magic and are best avoided by all but the most confident.A lich who has grown mighty over countless years. An undead figure covered in bandages and embalming fluids, compelled to walk by an ancient curse. It radiates a malign aura to those who intrude on its domain. An ancient warrior, embalmed and cursed to walk in undeath for eternity.The embalmed and undead corpse of an ancient rulerservant of darknessAn attractiveA strange hybrid; human from the chest up, with a scaly, muscular torso trailing off like that of a snake. These nagas are often used as guardians by powerful creatures.It looks strong and aggressive.An eldritch nimbus trails its motions. It bears scars of many past battles. A larger, uglier and fatter relative of orcs and goblins.A rare breed of ogre, skilled in the use of magic.Few plants can grow in the unpleasant dungeon environment, but some have managed to adapt and even thrive underground in the absence of the sun.A vicious plant, dripping with vitriol.A type of demon who comes to the material world in search of power and knowledge. Rakshasas are experts in the art of illusion, among other things.The common dungeon snake. A large black snake. A large brown snake.A very large grey python.A burning red snake which rears up from pools of lava and tries to bite you.The lesser dungeon snake.A large yellow tubular reptile.Several times the size of a normal newt, but still not really impressive.A lizard with pads on its toes allowing it to cling to walls and ceilings. It's much larger than a normal gecko... perhaps it's something in the water?A huge lizard with great crunching jaws.A large lizard with brightly coloured stripes and splotches.An enormous monitor lizard. It's more than capable of preying on large animals. Bits of fetid and rotting flesh from its last few meals are stuck in its teeth.A small serpentine dragon with a pair of strong forelimbs. Its thick scales give off an eerie green glow.A huge, nasty-looking creature. Its thick and knobbly hide seems to heal almost instantly from most wounds.A stooped troll.A great troll, plated with thick scales of rusty iron.An enormous and very nasty-looking humanoid creature. Its rocky hide seems to heal almost instantaneously from most wounds.These creatures are usually unseen by the eyes of most, and those few who have seen them would rather not have.A powerful undead. It wants to drink your blood! A powerful warrior, with skills undiminished by undeath.Undeath has not lessened this powerful mage.This undead spirit appears as a cloud of black mist surrounding an insubstantial skeletal form. Its eyes burn bright with unholy malevolence.A cloud of freezing air surrounding an incorporeal skeletal form.A mist-wreathed skeletal shadow hanging in mid-air, this creature is almost invisible even to your enhanced sight. The common dungeon yak, covered in shaggy yak hair and bearing a nasty pair of yak horns.A larger and beefier relative of the common dungeon yak. Its little red eyes gleam with hunger for living flesh.A dragon-like creature with long sharply pointed tail. Although smaller and less formidable than true dragons, wyverns are nonetheless a foe to be reckoned with.A giant eyeball, with a captivating stare.A levitating ball, covered in malignant eyes.A huge eyeball, encased in a levitating globe of incandescent energy. A huge and strangely deformed eyeball, pulsating with light. Beauty is certainly nowhere to be found in this beholder. These hovering horrors are especially loathed by wizards.An ancient warrior, kept in a state of undeath by its will to live.A large hairy spider with vicious mandibles, roaming the dungeon in search of food.A vicious black spider with a splash of red on its swollen abdomen. Its mandibles drip with lethal poison.An wisp of unliving shadow, drifting on the edge of vision.The undead form of someone who died of starvation, this creature wants the same thing to happen to you!A large multicoloured butterfly with beautifully patterned wings.A large, fat mushroom.A huge and muscular figure engulfed in a cloud of searing flame.A huge wrinkled brain, floating just off the floor. Every now and then it seems to pulsate.A huge black beetle with great crunching mandibles and very hard chitinous armour.A large brown beetle with huge, rock-crushing mandibles.A huge grey beetle with an almost impenetrable rocky carapace.Unholy magic keeps a disembodied undead skull hovering above the floor. It has a nasty set of teeth.A large muscular human with the head of a bull. It makes its home in secluded labyrinths.An icky glob of slime, which slithers along the ground.A frightful demon, covered in roaring hellfire.This malign devil is covered in all manner of claws, spines and cruel hooks.A skeletal form wielding a giant scythe. It has come for your soul!This greater demon looks like a shadow gliding through the air towards you. It radiates an intense aura of negative power.A weird and hideous cross between beast and human.A shapeshifter who has lost control over its transformations, and is constantly changing form.A weird creature with the power to change its form. It is very rarely observed alive in its natural state.A large arachnid with vicious poisoned mouth-parts.A large creature with the hindquarters of a horselion and the wings, head, and talons of a great eagle. A great reptilian beast, distantly related to the dragon. It has many heads, and the potential to grow many more!A skeleton compelled to unlife by the exercise of necromancy.The vicious and heavily armed skeleton of a humanoid creature, animated by unholy power.A heavily armoured warrior, in league with the powers of Hell.An rather eccentric person, dabbling in all sorts of arcanities.A wizard specializing in the practices of necromantic magic.A taller and better equipt relative of goblins and orcs.A huge animated clay statue.An animated wooden statue.A huge animated stone statue.A huge animated metal statue.A huge animated crystal statue.A huge animated statue made entirely from toenail clippings. Some people just have too much time on their hands.An animated figure made completely of electricity. A spirit drawn from the elemental plane of earth, which exists in this world by inhabiting a lump of earth and rocks.A spirit drawn from the elemental plane of fire, which exists in this world as a brilliant column of raging flames.A spirit drawn from the elemental plane of air. It exists in this world as a swirling vortex of air, often dissipating and reforming.A spirit drawn from the elemental plane of water. It exists on this world as part of a body of water.A hideous translucent green undead spirit.A disembodied toe, hanging in the air and radiating an intense field of negative energy.A revolting glob of writhing flesh.A disgusting glob of grey sludge.A viscous liquid, flowing along the floor in search of organic matter to corrode. A putrid mass of decaying flesh. A pulsating lump of protoplasm. A pulsating mass of acidic protoplasm. It can and will eat almost anything, and grows a little each time...A frosty blob of bright blue cytoplasm. A lump of sickly green flesh, dripping with lethal acid.A pulsating glob of transparent flesh, waiting just below the surface to sting you with its many tentacles.A particularly rich and golden gelatinous thing. A huge ruddy humanoid with bright hair. A huge blue humanoid with hoarfrost hair.Although one of the smaller giant varieties, this hill giant is still big enough to be dangerous.A gigantic humanoid with grey skin almost as hard as rock. It carries several boulders - are you up for a game of 'catch'?This lightning-limned humanoid is unusually large and powerful, even among giants.A hideous undead creature, with torn skin hanging from an emaciated body.A thin wisp of floating gas.A normally invisible cloud of weird-looking vapour.A weapon dancing in the air. A huge grey slug with folds of wrinkled skin. A huge and disgusting gastropod. A huge and disgusting gastropod with light green shell. A stupid woolly animal, with murder in its eyes. A large, fat and very ugly pig. A large, fat and very ugly pig, suckled in the pits of Hell. A huge, bloated mosquito. It looks diseased.It has a lot of legs.A huge and irritating fly.It probably didn't get this big by eating little insects.A very large and vicious-looking carnivorous frog. Its knobbly brown skin blends in with the rough rock of your surroundings.Although slightly smaller than its cousin, the giant brown frog, the spiny frog makes up for lack of size by being covered in wickedly barbed spines and spurs.A weird-looking frog, constantly blinking in and out of reality.A large brown cockroach.A huge winged fiend with incredibly tough skin.A hideous stone statue come to life.A hideous metal statue come to life.A hideous melting stone statue come to life.One of the race of elves which inhabits this dreary cave.$This one is just common soldier.This soldier has learned some magic.This one bears the scars of battles past.Mana crackles between this one's long fingers.This one is a mage specialized in the ancient art of summoning servantsof hurling energies of destruction.This one is a servant of the deep elves' god.This one is an exalted servant of the deep elves' god.This mage specialized in demonology, and is marked heavily from long years in contact with unnatural demonic forces.This one likes destructive magics more than most, and is better at them.This mighty spellcaster draws power from Hell.A strong negative aura surrounds this one.This one is remarkably plain looking.A small and mischievous minor demon. A vaguely humanoid blob of putrid white flesh. A chattering and shrieking minor demon. An ugly, twisted little minor demon. A small flying demon. A weirdly shaped demon. A bright orange demon with a venomous stinger. A hideous skeletal demon, with wings of ancient withered skin. A writhing cloud of smoke hanging in the air. A demon with shiny metallic scales. A horribly powerful demon. A bloated form covered in oozing sores and exhaling clouds of lethal poison. A blue greater demon. A huge and very powerful demon, wreathed in fire and shadows. A hideously ugly demon of rage and legendary power. A long and bloated body, supported by dozens of short legs and topped with an evil-looking head. A demonic figure shining with the light and fury of a fallen star.A small and shadowy minor demon.A mysterious demonic figure, constantly blurring into multiple shadows of itself.A tall and gaunt figure, draped in long robes which flow as if alive.A huge and slithery arch-demon, guarding the gates of Hell. The lord of the Iron City of Dis. One of the arch-demons who dwell in the depths of Hell. A great titan who lives in the depths of Cocytus. A fearsome arch-fiend who rules the deathly netherworld of Tartarus. A heavily armed and armoured guardian of the Vaults. A charred skull floating in the air and rotating slowly. Mystic symbols carved into its blackened surface indicate its resistance to almost any form of attack. A huge and glowing purple creature, created by the Orb to defend itself. A divine agent of the Shining One. It manifests as a winged figure obscured by an aura of brilliant golden light. A hideous glowing apparition.A writhing mass of tentacles, all covered in putrid mucous.A large creature with a human head, the body of a lion, and the wings of a huge bird.A shambling undead, related to the ghoul.A comical figure full of life and laughter. It looks very happy to see you... but is there a slightly malicious cast to its features? Is that red facepaint or something altogether less pleasant? Join in the fun, and maybe you'll find out!A huge moth, as violent as it is hairy.A dreadful undead cob of corn.A twisted little sprite-goblin. Beware of its magical tricks!A fish which lives in lava.A fish of unusual size.This is what happens when you give your pet goldfish too much food!A small and slimy eel, crackling with electrical discharge.n awesomely powerful legendary great mighty powerfuln experiencedn average weaklingThe apparition of %s the %s, a%s %s %s.$An apparently harmless pile of gold coins hides a nasty venomous shapechanging predator.An apparently abandoned weapon, actually a vicious little beast in disguise.An apparently abandoned suit of finely-made armour, actually a vicious little beast in disguise.An ancient parchment covered in arcane runes. Did it just twitch?A delicious looking magical drink. Go on, pick it up!An oddity of nature, ball lightning bounces around behaving almost, but not quite, entirely unlike regular lightning. A globe of raw primordial fire, capable of impressive pyrotechnics.A small marsupial. Don't call it a rat.A weirdly glowing figure, dancing through the twisted air of Pandemonium. An ancient and strangely serene demon. It regards you coldly from the huge glowing eye in the centre of its forehead. A violent and wrathful demon, Cerebov appears as a giant human covered in shining golden armour and wielding a huge twisted sword. A shadowy figure clothed in profound darkness. An evil human fighter.An evil apprentice sorceress.An evil and spry old human, whose eyes twinkle with madness. Sigmund wields a nasty looking scythe.A lightly armoured warrior.A fair-haired magess.An adventurer like you, trying to find the Orb.A powerful spellcaster, dressed in a long robe.Looks like a mercenary.A comely spellweaver.An ugly elderly figure, dressed in Druidic clothes.An evil human bounty hunter.A skilled warrior.A tall bounty hunter.A lanky warrior.An evil warrior who looks inexplicably like a rodent.An unusually heavily armoured spellcaster.A wizened spellcaster.A stout warrior, bearing a deep facial scar.An evil berserker.A fat, evil dwarf in a stupid looking hat.An evil mercenary with unusually large ears.A tan, fit and thoroughly evil surfer.A svelte fighter-mage with unfortunate facial hair.A lithe spellcaster.A small and twisted goblin, wearing some ugly blue rags.A particularly fat and ugly orc.An especially cunning ogre magess.A rude orc.A hairy troll.An ancient and mighty dragon.An ancient lich. The air around his shrouded form crackles with evil energy. A vile creature with an elongated head, spiked tail and wicked six-fingered claws. Its awesome strength is matched by its umbrage at being transported to this backwater dimension. A large and strong grey canine.A particularly large and evil looking wolf, usually found in the company of orcs.The common dungeon bear.A large, nasty bear with grey fur.A large and very strong bear covered in glistening white fur. A small black bear.A strange half-human half-snake creature covered in thick red scales and thorns.If this monster is a "program bug", then it's recommended that you save your game and reload. Please report monsters who masquerade as program bugs or run around the dungeon without a proper description to the authorities.() Religion You are not religious. Zin is an ancient and revered God, dedicated to the establishment of order and the destruction of the forces of chaos and night. Valued worshippers can gain a variety of powers useful in the fight against the evil, but must abstain from the use of necromancy and other forms of unholy magic. Zin appreciates long-standing faith as well as sacrifices of valued objects. The Shining One is a powerful crusading deity, allied with Zin in the fight against evil. Followers may be granted with the ability to summarily dispense the wrath of heaven, but must never use any form of evil magic and should fight honourably. The Shining One appreciates long-standing persistence in the endless crusade, as well as the dedicated destruction of unholy creatures.Kikubaaqudgha is a terrible Demon-God, served by those who seek knowledge of the powers of death. Followers gain special powers over the undead, and especially favoured servants can call on mighty demons to slay their foes. Kikubaaqudgha requires the deaths of living creatures as often as possible, but is not interested in the offering of corpses except at an appropriate altar.Yredelemnul is worshipped by those who seek powers over death and the undead without having to learn to use necromancy. Followers can raise legions of servile undead and gain a number of other useful (if unpleasant) powers. Yredelemnul appreciates killing, but prefers corpses to be put to use rather than sacrificed.Xom is a wild and unpredictable God of chaos, who seeks not worshippers but playthings to toy with. Many choose to follow Xom in the hope of receiving fabulous rewards and mighty powers, but Xom is nothing if not capricious. Vehumet is a God of the destructive powers of magic. Followers gain various useful powers to enhance their command of the hermetic arts, and the most favoured stand to gain access to some of the fearsome spells in Vehumet's library. One's devotion to Vehumet can be proved by the causing of as much carnage and destruction as possible.Okawaru is a dangerous and powerful God of battle. Followers can gain a number of powers useful in combat as well as various rewards, but must constantly prove themselves through battle and the sacrifice of corpses and valuable items.Makhleb the Destroyer is a fearsome God of chaos and violent death. Followers, who must constantly appease Makhleb with blood, stand to gain various powers of death and destruction. The Destroyer appreciates sacrifices of corpses and valuable items.Sif Muna is a contemplative but powerful deity, served by those who seek magical knowledge. Sif Muna appreciates sacrifices of valuable items, and the casting of spells as often as possible.Trog is an ancient God of anger and violence. Followers are expected to kill in Trog's name and sacrifice the dead, and in return gain power in battle and occasional rewards. Trog hates wizards, and followers are forbidden the use of spell magic. Nemelex is a strange and unpredictable trickster God, whose powers can be invoked through the magical packs of cards which Nemelex paints in the ichor of demons. Followers receive occasional gifts, and should use these gifts as as much as possible. Offerings of any type of item are also appreciated.Elyvilon the Healer is worshipped by the healers (among others), who gain their healing powers by long worship and devotion. Although Elyvilon prefers a creed of pacifism, those who crusade against evil are not excluded. Elyvilon appreciates the offering of weapons. God of Program Bugs is a weird and dangerous God and his presence should be reported to dev-team. Title - Teddy BearBogy the Lord of the BugsMaster of ArcaneGreat TricksterGreat SlayerLord of DestructionChampion of ChaosLord of DarknessMaster of Eternal DeathMaster of Thousand BattlesChampion of LightDivine WarriorChampion of LawBelieverSinnerNoviceDeaconPriestElderHigh PriestXom's favourite toyToyBug Favour - %s is ambivalent towards you.%s is neutral towards you.%s is ready to forgive your sins.%s well remembers your sins.%s is annoyed with you.%s's wrath is upon you!You are under penance.You should show more discipline.You've transgressed heavily! Be penitent!Godly wrath is upon you!You are ignored.%s is noncommittal.You are beneath notice.%s has noted your presence.%s is most pleased with you.A rising star in the eyes of %s.A shining star in the eyes of %s.A prized avatar of %s. Granted powers : (Cost) oftensometimescarefully%s %s watches over you during prayer. None. You are protected from some of the side-effects of death magic. 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