# dbm

key: a faded altar of an unknown god
value:
  An ancient altar, stripped of all identifying characteristics by the passage of
  aeons. Praying at it will convert you to an unknown god, and the altar's deity
  will greatly appreciate conversion at so ancient a site of worship.


key: a shattered altar of ashenzari
value:
  A crystal altar which shattered to pieces when Ashenzari was cursed. There is
  still a great power remaining within it: a dark aura holds the shards in
  mid-explosion, suspended in time and space much like the god they herald.


key: a white marble altar of elyvilon
value:
  An altar to Elyvilon the Healer, made from purest white marble and topped by a
  sculpture of the Chalice of Purification.


key: an opulent altar of gozag
value:
  A glittering golden and bejewelled altar to Gozag Ym Sagoz the Greedy, gleaming
  brightly even in the dim dungeon light.


key: a hazy altar of hepliaklqana
value:
  An altar to Hepliaklqana the Forgotten, shrouded in mist and difficult to make
  out clearly. Something about it seems terribly familiar, but it's impossible to
  say exactly why.


key: a viscous altar of jiyva
value:
  A slimy, ever-shifting altar to Jiyva. You're not sure what it's made from, and
  you don't really want to know.


key: a corrupted altar of lugonu
value:
  An altar to Lugonu the Unformed, possibly dedicated to some other power before
  it was irrevocably corrupted.


key: a burning altar of makhleb
value:
  An ever-burning altar to Makhleb the Destroyer. Strange, twisting shapes are
  visible in the flames.


key: a sparkling altar of nemelex xobeh
value:
  An altar sparkling with a lightshow brighter than any gambling den's, to
  attract followers for Nemelex Xobeh.


key: an oddly glowing altar of pakellas
value:
  An altar to Pakellas the Inventive, adorned with strange half-completed devices
  and tools, and glowing with an odd, persistent light.


key: a stormy altar of qazlal
value:
  An altar dedicated to Qazlal Stormbringer, surrounded by fierce winds,
  electrical discharges, puffs of fire and magma, and the occasional tremor.


key: a sacrificial altar of ru
value:
  An altar to Ru the Awakened in the shape of a pair of scales, with a heart in
  one scale and a pictogram representing power and enlightenment in the other.


key: a deep blue altar of sif muna
value:
  An altar of the deepest blue, covered in intricate patterns and writings in
  long forgotten scripts, devoted to Sif Muna the Loreminder.


key: a bloodstained altar of trog
value:
  An altar to Trog the Wrathful, crudely made by what seem to be the hands of
  giants and covered with bloodstains.


key: a hide-covered altar of uskayaw
value:
  An altar to Uskayaw the Reveler. It appears to be hollow and covered in a hide,
  giving it a resonant surface. Carvings on the side depict grouped figures that
  could be dancing or loving or fighting.


key: a radiant altar of vehumet
value:
  An altar, ablaze in the lights of Iskenderun and promising great destructive
  powers to those who would follow Vehumet.


key: a shimmering altar of xom
value:
  An altar constantly shimmering in all visible colours, and probably some
  invisible ones, matching the whims of Xom the Unpredictable.


key: a glowing silver altar of zin
value:
  An altar to Zin the Law-Giver, made from silver as pristine as Zin's followers
  are expected to be, and glowing gently.


key: the endless lava
value:
  A sea of fire and brimstone as far as the eye can see. Anyone venturing across
  it would be roasted in no time.


key: some deep water
value:
  A pool of deep water. Only giant creatures can wade through this, and only
  those well-adapted to water can swim through it; for the rest, the only way
  through is to fly over.


key: some lava
value:
  An intensely hot pool of molten rock, emitting clouds of sulphurous smoke.
  Nothing but the mythical salamander can cross this without flight.


key: some shallow water
value:
  A pool of cloudy, waist-deep water. Those well-adapted to water can swim
  through it; other creatures can wade through it slowly. Non-swimmers will
  occasionally fail to attack in melee when wading through shallow water,
  although large creatures are able to keep their balance and avoid fumbling.


key: the open sea
value:
  An expanse of endless wind and waves, with not a lighthouse in sight. Anyone
  venturing across it would be lost beyond all hope in short order.


key: a wall of the weird stuff which makes up pandemonium
value:
  A wall made from the weird stuff which makes up Pandemonium. It seems to be
  like rock in most other aspects.


key: a crystal wall
value:
  A wall made from polished crystal and imbued with arcane magics. They prevent
  its easy destruction, and make it reflect heat and cold.


key: a translucent rock wall
value:
  A rock wall made from a mineral as translucent as good quality glass. Whether
  it is natural or magical, you cannot tell.


key: a translucent stone wall
value:
  A harder obstacle than rock walls. Only the mightiest magic can shatter stone
  walls. It has been imbued with arcane magics which render it translucent.


key: a translucent unnaturally hard rock wall
value:
  A wall imbued with magic that not only makes it indestructible but also makes
  it translucent like glass.


key: a metal wall
value:
  A wall of bluish-grey metal. As every dungeon electrician knows, it will ground
  even magical bolts of lightning.


key: a shop
value:
  A shop in the dungeon, beyond sight of the world above, manned by a secretive
  and reclusive shopkeeper who cannot be bargained with, grants no refunds, and
  is interested in nothing you may have to sell. Some shops hawk antiques of
  unknown provenance, and offer little hint as to the quality or nature of their
  goods.


key: a tree
value:
  A large tree. While in most places the dim light of the dungeon is not bright
  enough to sustain large plants, there are spots where, with the grace of
  Fedhas, trees as big as those on the surface can grow underground. It is
  susceptible to bolts of lightning and to sufficiently intense sources of fire.


key: an awoken tree
value:
  A large tree that has been enchanted to grant it some limited motility,
  allowing it to lash out out at any adjacent enemies of the creature who awoke
  it. It is susceptible to bolts of lightning and to sufficiently intense sources
  of fire.


key: an iron grate
value:
  A rusted iron grate, brittle enough to be disrupted with a spell or a wand
  quite easily. It is too strong to be breakable by hand, however.


key: an escape hatch in the floor
value:
  A spring-loaded one-way escape hatch set in the dungeon floor, allowing the
  adventurer beset by adversaries to exchange the perils of this level for the
  perils of the next.


key: a sealed passage leading down
value:
  A descending passage sealed tightly by a magical barricade. It is impossible to
  climb through it so long as the magic holds.


key: a sealed passage leading up
value:
  An ascending passage sealed tightly by a magical barricade. It is impossible to
  climb through it so long as the magic holds.


key: a passage of golubria
value:
  An unstable gateway that allows instantaneous travel to another nearby passage
  of Golubria, and will close behind anything passing through it.


key: a portal to somewhere
value:
  A gash-like tear in reality that looks into some terrifying, starry otherworld.
  Thankfully, the magic that opened it also prevents its vacuum from consuming
  and swallowing everything in sight.


key: a gleaming silver wall
value:
  A wall made of pure silver, formed by the power of Zin to temporarily imprison
  a monster within its confines.


key: a gateway leading deeper into the abyss
value:
  A strangely calm gateway amid the roiling landscape of the Abyss. It leads
  further into the depths of the Abyss.


key: a staircase leading out of the dungeon
value:
  This staircase leads back out of the dungeon.

  A staircase leading out of the dungeon. Climbing these stairs will end your
  quest, whether you carry the Orb with you or not.


key: a sealed door
value:
  A door sealed tightly by arcane runes. It refuses to open for any creature not
  recognised by its magic.


key: a runed door
value:
  A door, covered in runic writing. It looks like there is something special
  behind it — perhaps danger, perhaps treasure. You may break the runes by
  opening it like any other door.


key: an alarm trap
value:
  A trap that creates a loud noise to attract nearby monsters. In addition to the
  noise it creates, it will apply an enchantment making monsters all over the
  level aware of your location.


key: a net trap
value:
  A large concealed net hanging from the dungeon's ceiling, rigged to fall onto
  anyone who steps beneath it.


key: a pressure plate
value:
  A trigger of some sort. You cannot tell what kind of trap it is attached to.
  Its complicated detection system will trigger the trap even when someone flies
  over it.


key: a teleport trap
value:
  A magical trap which will displace anyone passing over it to a random place on
  the same dungeon level. It is worn with age, and will dissipate on use.


key: a permanent teleport trap
value:
  A magical trap which will displace anyone passing over it to a random place on
  the same dungeon level.


key: a web
value:
  A spider's web. The spider who left it must have been huge, as it seems to be
  made for trapping {{ return you.genus(true) }} rather than flies.

  Any creature caught in it will send out telltale vibrations, alerting and
  attracting spiders nearby.


key: a zot trap
value:
  A trap which inflicts dangerously unpredictable magical effects on those
  unlucky enough to step on it. You may find yourself thrown into the Abyss,
  contaminated with enormous amounts of wild magic, have mighty fiends summoned
  against you, or the like. The monsters of the dungeon may even trigger it
  themselves to invoke its effects against you.


key: a flickering gateway to a bazaar
value:
  A portal leading to a bazaar, where itinerant merchants gather to sell their
  wares. They never stay in one place for very long.


key: a gateway to a bazaar
value:
  A portal leading to a bazaar, where itinerant merchants gather to sell their
  wares. They will wait for you, but once you get a chance to browse their
  inventory, the merchants will depart in search of other customers.


key: a sand-covered staircase
value:
  A staircase leading to an ossuary. Sand is continuously pouring onto it,
  gradually blocking the entrance.


key: a dark tunnel
value:
  A portal leading to the heart of a volcano. Rocks are falling from the roof and
  sides of the tunnel, filling the entry.


key: a ruined gateway
value:
  A salt-encrusted arch, covered with carved entreaties to the good gods to
  contain the evils sealed therein. Whatever protections this arch once offered
  have finally succumbed to the ravages of time, and a bitter breeze pours forth
  from the distant land beyond.


key: a rocky tunnel leading out of this place
value:
  An unstable passage in the volcanic rock, admitting a draft of cool air from
  beyond. It leads back to the place you came from. You will be unable to return
  here once you pass through it.


key: a portal leading out of this place
value:
  A shimmering magical gate leading back to the place you came from. You will be
  unable to return here once you pass through it.


key: an autumnal tree
value:
  A large tree that appears to be permanently locked in an autumnal moment.
  Leaves, coloured red and gold, fall from its branches and float gracefully to
  the floor, but before they even reach the ground they shimmer and reappear on
  the branches, ready to fall again.


key: a crumbled stone wall
value:
  A stone wall on the brink of collapsing from disrepair but somehow remaining
  standing, seemingly frozen in time.


key: a strange statue
value:
  A statue with strange and alien features. Is it because the statue is worn and
  tarnished that it has become so unrecognisable? Or is it that the subject was
  something demonic and evil?


key: the dimension's edge
value:
  The edge of this tiny, isolated plane, where space itself dissolves into
  oblivion. Entering or affecting this black void is impossible.


key: an iron statue
value:
  A statue of an ancient warrior, festooned with trophies from fallen victims.
  Some dark substance oozes from the gaps in its visor; surely it must be oil..?


key: a tempered metal wall
value:
  Walls of brass and nickel, covered in a thin golden foil steadily peeling away
  in the constant, oppressive heat. Designs depict mortals dealing with devils,
  but the former rarely seem to come out ahead on the exchange.


key: an ice-covered rock wall
value:
  A rock wall coated in a thick layer of ice. Twisted faces glower beneath the
  surface, locked in perpetual grimaces of rage and betrayal.


key: an ice-covered stone wall
value:
  A stone wall coated in a thick layer of ice. Twisted faces glower beneath the
  surface, locked in perpetual grimaces of rage and betrayal.


key: frost-covered floor
value:
  Earth locked within perpetual frost and cold. It seems ageless and changeless,
  as though it has existed in this state for an eternity.


key: a rune-carved clear stone wall
value:
  A strangely slime-free stone wall, with strange lights twinkling within its
  airy confines. Mystical runes are scattered across its surface, seemingly
  referring to a 'Royal Jelly'.


key: a heavily etched metal wall
value:
  A metal wall etched with murals depicting, in great and gruesome detail,
  exactly what will be done to anyone caught stealing from the Vaults.


key: a heavily etched crystal wall
value:
  A crystal wall etched with murals depicting, in great and gruesome detail,
  exactly what will be done to anyone caught stealing from the Vaults.


key: an ice covered gate leading back out of this place
value:
  A portal leading back to the place you came from. Its magic is holding the ice
  at bay, preventing it from blocking the gate. You will be unable to return here
  once you pass through it.


key: a large window
value:
  A window embedded in the side of an enormous metal pipe, allowing observation
  of the water flowing inside.


key: an endless expanse of salt
value:
  A seemingly endless, flat plain, wracked by blinding salt-storms. Anyone
  venturing across it would be lost beyond all hope in short order.


key: a ruined idol
value:
  A monument to the glory of a dead god. The statue has been methodically
  defaced; not a single distinguishing feature remains.


key: an open sea?
value:
  Though it exists in stark defiance of every conventional rule of physics and
  geometry you know to be true, there can be no denying that here, in this tiny
  room, is a vast and terrible sea of impossible size.

  Either that, or it's a blue wall.


key: haloed
value:
  This area is lit by a divine halo, decreasing your stealth, preventing
  invisibility, and increasing the accuracy of attacks against any illuminated
  creatures.


key: umbraed
value:
  This area is wreathed by an umbra, improving your stealth if you are attuned to
  the shadows, and decreasing the accuracy of attacks by those unattuned to the
  shadows.


key: liquefied
value:
  The ground here is liquefied, making movement slow and causing any attempts to
  attack in melee to sometimes fail.


key: disjunction haloed
value:
  This area is bathed in translocational energy, causing creatures to blink away
  from the originator of the energy with an increasing chance the closer they are
  to the caster.


key: acid dragon scales
value:
  The scales of an acid dragon. Although it does not provide its wearer with as
  much protection as the armour made from the scales of some larger dragons, it is
  somewhat lighter and less encumbering. It is also remarkably smooth, letting
  corrosive slime flow off it like water.


key: amulet of faith
value:
  A talisman crafted to call the attention of the gods to its wearer. This divine
  attention makes it easier to please your god, but your god will also take more
  notice of your transgressions. The amulet will drain some of your divine favour
  when removed.


key: amulet of guardian spirit
value:
  An amulet containing a protective spirit which will cause any damage taken to
  be divided between the wearer's reserves of health and magic.


key: amulet of harm
value:
  An amulet created to amplify all damage dealt by the wearer. As an unfortunate
  side effect, it also amplifies all damage dealt to the wearer, albeit to a
  lesser degree. When the effects of the amulet are severed by removing it, the
  magical backlash significantly drains the wearer.


key: amulet of inaccuracy
value:
  An amulet that makes its wearer less accurate in melee combat and when
  targeting monsters via ranged attacks or spells.


key: amulet of magic regeneration
value:
  An amulet that substantially increases the wearer's normal rate of magic
  regeneration. In order to function, it must first attune itself to the wearer's
  body with full reserves of magic.


key: amulet of reflection
value:
  An amulet which exerts a force that blocks some incoming attacks, and can even
  reflect any blocked ranged attacks back towards the attacker.


key: amulet of regeneration
value:
  An amulet that increases the wearer's natural regeneration rate. In order to
  function, it must first attune itself to the wearer's body at full health.


key: amulet of the gourmand
value:
  An amulet that allows its wearer to eat fresh raw meat when not hungry, and
  drastically increases nutrition gained from them. These effects on the wearer's
  digestion are cumulative over time and are initially small.


key: animal skin
value:
  A large piece of thick skin covered in fur, cut from the corpse of an animal
  and worn as a primitive garment. It offers rudimentary protection against harm,
  but, having never been tanned, it carries a light stench of rotting flesh.


key: arbalest
value:
  A large piece of machinery used for firing bolts, braced with steel and cranked
  with a windlass. It takes some time to load and fire.


key: arrow
value:
  A long shafted projectile intended to be shot with a shortbow or longbow,
  fletched with feathers at one end and a point at the other.


key: blowgun
value:
  A long, light tube, open at both ends, through which various types of needles
  are propelled by puffs of breath at enemies. It makes very little noise.


key: book of air
value:
  A primer on the elemental magics of Air. Particularly dedicated students have
  found themselves convinced of their own ability to fly, with tragic results.


key: book of alchemy
value:
  A book focusing on alchemical processes and their use in magic spells,
  collecting the wisdom of many ancient alchemists.


key: book of annihilations
value:
  A tome of arcane fury, greatly sought after by sorcerers. It allows the gifted
  and resourceful to conjure destruction with ease.


key: book of burglary
value:
  A book containing many diverse spells useful for theft, breaking and entering,
  and other miscellaneous larceny.


key: book of cantrips
value:
  A book containing a small selection of very basic magic spells, intended for
  beginners who wish to learn the rudiments of one of the featured magical
  schools.


key: book of changes
value:
  A student's primer to the magic arts of Transmutations, filled with lavish
  illustrations of spellcasting mistakes: half-wizard-half-spiders, blade noses,
  beaked tentacles where legs belong. The text is full of reassurances that these
  almost never happen.


key: book of clouds
value:
  A book of magic spells for creating an assortment of clouds. It is difficult to
  read, as the text is frequently interrupted by descriptions of unusually-shaped
  clouds the author spotted while writing.


key: book of death
value:
  A manuscript containing dark spells of Necromancy. Each page is filled with
  grotesque art depicting scenes of disgusting decay.


key: book of debilitation
value:
  A spellbook containing Hexes that obstruct and impede, compiled by rebels
  fighting an empire long-since passed.


key: book of dreams
value:
  The somniloquent utterings of a famed mystic, using uniquely bizarre imagery
  and cryptic digressions to describe spells drawn from the mystic's visions.


key: book of enchantments
value:
  A spellbook containing an assortment of powerful Hexes and Charms, which
  sparkles and shimmers as the pages are flipped.


key: book of envenomations
value:
  A book of advanced Poison magic, glowing with a sickly green light. Mages with
  a tendency to lick their fingers before turning a page will generally quit the
  habit soon after they begin reading this, one way or another.


key: book of fire
value:
  A book containing advanced spells in the elemental school of Fire, stolen from
  the secret college of the djinn.


key: book of minor magic
value:
  A spellbook containing a variety of simple but useful magical incantations.
  Many prominent spellcasters used this book to begin their arcane studies.


key: book of misfortune
value:
  A spellbook dedicated to the art of inflicting creative calamities on one's
  foes. Superstitious wizards claim that the book itself actually absorbs ill
  fortune, and carry it around as a talisman, but the effects of this seem
  subtle at best.


key: book of party tricks
value:
  A book containing a variety of fun spells guaranteed to liven up any wizarding
  party, as well as a number of toasts, jokes, and party games.


key: book of summonings
value:
  An advanced treatise on Summoning magics, detailing ways of summoning and
  binding creatures from all manners of realms.


key: book of unlife
value:
  An unholy book describing a variety of magical methods for the creation and
  command of undead servants.


key: box of beasts
value:
  A box filled with the bizarre leftovers of a depraved wizard's magical
  experimentations. Opening it might set loose a friendly mutant beast: bizarre
  creatures, each with their own combination of traits. Increased skill with
  Evocations will allow stronger beasts to be released. There is a one in three
  chance of accidentally destroying the box when using it.

  There are six known traits:
   * Bat beasts fly and move very quickly, but erratically.
   * Fire beasts resist and breathe fire.
   * Ox beasts resist cold, are armoured with thick fur, and can knock back foes.
   * Shock beasts resist electricity and can transform into living lightning.
   * Sting beasts resist poison and have a reaching poison-tail attack.
   * Weird beasts can see invisible and attack with constricting tentacles.

  As far as anyone knows, all beasts have exactly two of these traits.


key: buckler
value:
  A small piece of wood and metal, to be strapped on one arm for defence. It is
  cumbersome to wear, and impedes the evasion, spellcasting ability, and attack
  speed of an unskilled wearer.


key: club
value:
  A heavy piece of wood. While clubs are rather primitive weapons, bashing
  someone's skull in with one remains a very popular and effective means of
  dispute resolution.


key: crystal ball of energy
value:
  A magical device which can be used to restore magical energy, with its
  effectiveness increasing with Evocations skill. However, it may fail and drain
  all of those energies completely, or cause other negative mental effects. When
  used with low reserves of magic it becomes increasingly likely to deplete those
  reserves.


key: deck of destruction
value:
  A deck of magical cards, most of which hurl death and destruction at one's foes
  (or, if unlucky, at oneself).


key: disc of storms
value:
  A crackling disc which can unleash a destructive storm of electricity. Its
  effectiveness greatly improves in the hands of one skilled in Evocations.


key: eggplant
value:
  A rotten eggplant which you can throw at the Crawl developers. It's a bug if
  you ever see this message.


key: eudemon blade
value:
  A sacred blade from the forges of Heaven, inhabited by a good spirit. It is a
  favoured weapon of the Shining One's servants, and cannot be wielded by the
  forces of evil.


key: executioner's axe
value:
  A fearsome weapon covered in dried blood and crude engravings of torture and
  death, bearing an enormous axehead.


key: figurine of a ziggurat
value:
  A small figurine made of some strange material, shaped like a stepped pyramid.
  It is remarkably detailed – almost like a real, vast structure, shrunk somehow
  smaller than a human hand.


key: fire dragon scales
value:
  The scales of a fire-breathing dragon. It provides great protection from fire,
  while rendering its wearer more susceptible to cold.


key: fustibalus
value:
  A length of wood with a reinforced sling at one end, able to fire projectiles
  at high velocity. It deals more damage when launching purpose-made ammunition,
  rather than stones found on the floor.


key: gold dragon scales
value:
  The scales of a gold dragon. It is much heavier than most dragon scale armours,
  and grants its wearer resistance to poison, fire and cold.


key: grand grimoire
value:
  A book describing how the mighty among summoners can bend to their will the
  terrible things from betwixt the planes. Many have been the unwary souls,
  however, who have toyed with this tome and been driven mad by unimaginable
  eldritch horrors.


key: horn of geryon
value:
  The horn belonging to Geryon, guardian of the Vestibule of Hell. It has the
  power to call forth demonic beasts. With high Evocations skill, it will call
  greater numbers of beasts, with lower chances of those beasts being hostile.


key: hunting sling
value:
  A piece of cloth and leather for launching stones, adequate for hunting small
  game like rabbits or goblins. It deals more damage when launching purpose-made
  ammunition, rather than rocks found on the floor.


key: ice dragon scales
value:
  The scales of a cold-breathing dragon. It provides great protection from cold,
  while rendering its wearer more susceptible to fire.


key: javelin
value:
  A lightweight spear, designed for throwing.
  {{
      if you.race() == "Halfling"
          or you.race() == "Kobold"
          or you.race() == "Spriggan"
      then
          return "Unfortunately, it is too long and awkward for you to use."
      else
          return ""
      end
  }}


key: lajatang
value:
  A very rare and extremely effective imported weapon, featuring a pole with
  half-moon blades at both ends.


key: lamp of fire
value:
  A magical lamp which can be aimed at a creature to unleash trails of searing
  flame around the target.


key: large rock
value:
  A very large and very heavy stone. {{
      if you.race() == "Ogre"
         or you.race() == "Troll"
     then
         return ""
     else
         return "Only large creatures are capable of throwing it."
     end
  }}


key: large shield
value:
  A large piece of wood and metal, to be strapped on one arm for defence. It is
  cumbersome to wear, and impedes the evasion, spellcasting ability, and attack
  speed of an unskilled wearer.


key: leather armour
value:
  A suit made from layers of tanned animal hide. It provides basic protection
  with almost no hindrance to spellcasting or stealthy movement.


key: lightning rod
value:
  A rod that allows its wielder to fire blasts of lightning. By evoking the rod
  in consecutive turns, the discharge will be sustained and can be redirected to
  new targets. It takes a moment to warm up, making short bursts rather
  ineffective.


key: necronomicon
value:
  An extremely rare book, powerful and sinister. Many foolhardy magicians have
  tried to study this tome, only to find themselves entangled within necromantic
  forces they could not hope to control.


key: needle
value:
  A thin piece of metal, typically coated in some harmful substance. When
  launched from a blowgun it can deliver its toxins into the bloodstream of a
  living or demonic being.


key: phantom mirror
value:
  A hand mirror which can create a reflection of a nearby creature, shattering
  in the process. The reflection's duration increases with Evocations skill and
  decreases with the magic resistance of the target. It is, invariably, slightly
  weaker than the creature it mirrors.


key: phial of floods
value:
  An enchanted vessel brimming over with elemental water. Removing the stopper
  unleashes a torrent of water from the phial and sets free the water elementals
  that dwell within it.


key: plate armour
value:
  A full suit of solid metal plate: cuirass, pauldrons, vambraces, waist plate
  and greaves. It provides excellent protection.


key: potion of ambrosia
value:
  A strange substance, produced by ghost moths. Consuming it causes regeneration
  of health and magic, along with total befuddlement. The two effects are
  fundamentally linked – the regeneration ends the moment the confusion does.


key: potion of cancellation
value:
  A potion which ends most magical effects, good or bad, affecting one who drinks
  it. It also reduces magical contamination.


key: potion of curing
value:
  A potion which heals some wounds, clears the mind and cures poison and disease.
  It can also slightly repair rotting.


key: potion of heal wounds
value:
  A magical healing elixir which causes wounds to close and heal almost
  instantly. It can also repair rotting.


key: potion of lignification
value:
  A potion which transforms the imbiber into an animated tree with branches
  capable of holding weapons. Such a tree is very resilient, although it is
  rooted in place while the transformation lasts, and cannot teleport.


key: potion of resistance
value:
  A potion which grants temporary resistance to a variety of harmful effects:
  fire, cold, electricity, poison, and acid.


key: quad damage
value:
  A mysterious item resembling a rune of some kind. Once evoked, it will make the
  user glow blue and add a reverb to all sound... and there may be other effects
  as well.


key: quicksilver dragon scales
value:
  The scales of a quicksilver dragon. Although it does not provide its wearer
  with as much protection as the scales of some heavier dragons, it is somewhat
  lighter and less encumbering. It is excellent at repelling hostile enchantments
  – and also cannot be enchanted beyond its current form as a result.


key: quick blade
value:
  A carefully wrought dagger which is preternaturally well-balanced, making it
  much easier for even inexperienced handlers to attack with it quickly.


key: ring mail
value:
  A light leather suit reinforced with a covering of metal rings. It is
  protective in combat, but slightly uncomfortable due to the added weight.


key: ring of dexterity
value:
  A ring that increases or decreases the dexterity of its wearer, depending on
  its degree of enchantment.


key: ring of evasion
value:
  A ring that makes its wearer either more or less capable of avoiding attacks,
  depending on its degree of enchantment.


key: ring of fire
value:
  A ring that brings its wearer more in contact with the powers of fire. It
  grants resistance to heat and enhances fire magic, but causes vulnerability to
  cold.


key: ring of flight
value:
  A ring that allows its wearer to fly. Its power cannot be evoked while already
  airborne, making it ill-suited for longer trips above deadly liquid.


key: ring of ice
value:
  A ring that brings its wearer more in contact with the powers of ice. It grants
  resistance to cold and enhances ice magic, but causes vulnerability to heat.


key: ring of intelligence
value:
  A ring that increases or decreases the mental ability of its wearer, depending
  on its degree of enchantment.


key: ring of resist corrosion
value:
  A ring that protects the wearer from acid damage and from corrosion caused by
  acids, although not infallibly so.


key: ring of positive energy
value:
  A ring that protects the life-force of its wearer from negative energy, making
  them partially immune to the draining effects of undead and necromantic magic.


key: ring of protection
value:
  A ring that either protects its wearer from harm or makes them more vulnerable
  to injury, depending on its degree of enchantment.


key: ring of slaying
value:
  A ring that increases or decreases the wearer's effectiveness with ranged
  weapons and melee attacks, depending on its degree of enchantment.


key: ring of strength
value:
  A ring that increases or decreases the physical strength of its wearer,
  depending on its degree of enchantment.


key: robe
value:
  A large, loose-fitting, wide-sleeved outer garment made of light cloth. It
  offers little protection against physical harm, but does not hinder evasion or
  spellcasting.


key: rod of clouds
value:
  A rod that allows its wielder to blast a cone-shaped area in front of them with
  various destructive clouds, their lethality increasing with Evocations skill.


key: sack of spiders
value:
  A woven silk bag. Opening it will release a number of spiders and other
  insects, as well as creating webs nearby. Evocations skill increases its
  effectiveness. There is a one in three chance of accidentally destroying the
  sack when using it.


key: sacred scourge
value:
  A blessed weapon, woven by the saints in Heaven and hated by the unholy. It is
  a favoured weapon of the Shining One's servants.


key: scale mail
value:
  A leather suit covered with metal plates attached to each other in overlapping
  rows to provide full protection, but at the cost of reduced freedom of
  movement.


key: scroll of acquirement
value:
  A wonderful scroll which causes the creation of a valuable item, with the
  reader choosing the type of item to be created. The item produced will be
  heavily biased towards something fitting the reader's skills, and also towards
  gear that hasn't been seen yet, but, alas, nothing is guaranteed.


key: scroll of amnesia
value:
  A scroll that allows its reader to selectively erase one spell from memory to
  recapture the magical energy bound up with it.


key: scroll of blinking
value:
  A scroll that 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.


key: scroll of brand weapon
value:
  A scroll that imbues a weapon with a random brand, such as flame, freezing, or
  venom. Any existing brand will be replaced. Blowguns and artefacts cannot be
  branded in this way.


key: scroll of enchant armour
value:
  A scroll that places an enchantment on a piece of armour chosen by the reader.
  Body armour and bardings can be enchanted up to the same value as their base
  AC. Bucklers, shields and large shields can be enchanted up to +3, +5 or +8
  respectively, and other armour can be enchanted up to +2. Magical artefacts
  cannot be enchanted at all.

  It can also be used to enchant the hides of certain exotic creatures.


key: scroll of enchant weapon
value:
  A scroll that places an enchantment on a weapon chosen by the reader,
  increasing both accuracy and damage. Weapons can be enchanted up to +9. Magical
  artefacts cannot be enchanted at all.


key: scroll of holy word
value:
  A scroll that calls on the good gods to cause great damage to any nearby undead
  or demonic creature — possibly including the reader! It will briefly daze
  monsters that are affected.


key: scroll of recharging
value:
  A scroll that restores the charges of any magical wand or rod chosen by its
  reader. When used on a rod, it increases the rod's maximum charges and
  increases the rate at which it regenerates power.


key: scroll of silence
value:
  A scroll that eliminates all sound near the reader. This makes reading scrolls,
  casting spells, invoking divine abilities, or shouting impossible in the
  reader's vicinity. The scroll's oppressive, unnatural effect will greatly
  hamper stealth.

  Certain monsters have innate magical or special abilities which will still be
  usable while silenced.

  The effect starts out with a large radius, which will then shrink, eventually
  covering only the reader, before it times out.


key: scroll of summoning
value:
  A scroll that calls forth several creatures woven from shadow into the shapes
  of those beings found within the reader's immediate vicinity.


key: scroll of torment
value:
  A scroll that calls on the powers of darkness to inflict great pain on any
  nearby creature — including the reader! This halves the resilience of all
  living creatures, although it is never directly fatal.


key: scroll of vulnerability
value:
  A scroll that briefly halves the resistance to hostile enchantments of the
  reader and any nearby beings. The scroll cannot affect those fully immune to
  magic.


key: shield
value:
  A piece of wood and metal, to be strapped on one arm for defence. It is
  cumbersome to wear, and impedes the evasion, spellcasting ability, and attack
  speed of an unskilled wearer.


key: sling bullet
value:
  A small, heavy projectile specially shaped for use with slings. It is more
  effective as ammunition than simple stones.


key: staff of air
value:
  A staff that increases the power of air spells cast by its wielder, and
  insulates them from electricity. If the wielder is skilled in Evocations and
  Air Magic, they can shock those struck by it.


key: staff of cold
value:
  A staff that increases the power of ice spells cast by its wielder, and
  protects them from the effects of cold. If the wielder is skilled in Evocations
  and Ice Magic, they can freeze those struck by it.


key: staff of death
value:
  A staff that increases the power of necromantic spells cast by its wielder, and
  protects them from negative energy. If the wielder is skilled in Evocations and
  Necromancy, they can inflict great pain on those living souls they strike.


key: staff of earth
value:
  A staff that increases the power of earth spells cast by its wielder. If the
  wielder is skilled in Evocations and Earth magic, they can crush those struck
  by it.


key: staff of energy
value:
  A staff that allows its wielder to control magical energy. It allows the
  wielder to cast spells without gaining hunger, and to channel ambient magical
  energy to restore their reserves of magic.


key: staff of fire
value:
  A staff that increases the power of fire spells cast by its wielder, and
  protects them from the effects of fire. If the wielder is skilled in Evocations
  and Fire Magic, they can burn those struck by it.


key: staff of poison
value:
  A staff that increases the power of poisoning spells cast by its wielder, and
  protects them from the effects of poison. If the wielder is skilled in
  Evocations and Poison Magic, they can poison creatures struck by it — even if
  the victims are normally resistant.


key: steam dragon scales
value:
  The scales of a steam-breathing dragon. Unlike the scales of some larger
  dragons, it does not provide its wearer with much protection (beyond a
  resistance to scalding steam), but it is extremely light and supple.


key: stone
value:
  A small chunk of dense but otherwise unremarkable natural mineral. It can be
  thrown by hand or launched with a sling.


key: shadow dragon scales
value:
  The scales of a great umbral dragon. It is heavier than most dragon scale
  armours, but despite this, blends in so well with the shadows as to provide a
  substantial benefit to the wearer's stealth.


key: storm dragon scales
value:
  The scales of a lightning-breathing dragon. It is heavier than most dragon
  scale armours, and gives its wearer resistance to electrical discharges.


key: throwing net
value:
  A mesh of ropes knotted together with weights around the edge, used to entangle
  and entrap targets. Struggling victims can eventually destroy the net and break
  free, if they live long enough.


key: triple crossbow
value:
  A crossbow with three strings arranged in series to provide exceptional power,
  initially designed as a siege weapon and then scaled down. It takes a
  considerable amount of time to load and fire.


key: trishula
value:
  A blessed trident moulded by cleansing flame, with three points symbolising the
  combined might of the three holy gods. It is a favoured weapon of the Shining
  One's servants.


key: wand of disintegration
value:
  A magical device which disrupts the physical structure of anything but the
  hardest walls — even granite statues, to say nothing of flesh.


key: wand of iceblast
value:
  A magical device which throws exploding shards of ice, partially harming even
  creatures resistant to cold.


key: wand of lightning
value:
  A magical device which throws great bolts of lightning. They inflict less
  damage than other similar bolts, but their damage partially bypasses armour
  and they can be bounced off walls to hit targets twice.


key: wand of polymorph
value:
  A magical device which causes a creature to be transmogrified into another
  form. It is especially effective against shape-changing creatures.


key: whip
value:
  A long plaited strip of leather. Originally developed for use in disagreements
  with cattle, this simple weapon is now widely used to settle differences
  between all sorts of creatures.


key: amulet
value:
  A talisman to be worn as jewellery around the neck, charged with arcane powers
  of unknown provenance.


key: deck of cards
value:
  A deck of powerful magical cards painted in the ichor of demons. They may have
  any number of helpful or dangerous effects when drawn.


key: rod
value:
  A magical rod which can wielded and evoked to cast a spell, drawing on a
  self-recharging reservoir of power. It is also robust enough to be used as a
  simple blunt weapon.


key: scroll
value:
  A disposable arcane formula inscribed on parchment by a professional scribe or
  sorcerer. Anyone can evoke the power of the arcane formula by reading it out
  loud, but the nature of that power is not a priori apparent.


key: singing sword
value:
  An enchanted blade which loves nothing more than to sing to its owner, whether
  they want it to or not.


key: wrath of trog
value:
  A bloodstained axe that was the favourite weapon of the old god Trog, before it
  was lost. It induces a bloodthirsty berserker rage in warriors who use it in
  battle.


key: mace of variability
value:
  A weapon with a peculiar reputation — said to be at times peerless in quality,
  and other times virtually useless. No one knows exactly who would have made
  such a weapon, or why, but Xom is probably to blame somehow.


key: glaive of prune
value:
  A purple glaive that was created by a mad god, and carries a curse which
  transforms anyone wielding 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.


key: staff of olgreb
value:
  A staff which was once wielded by the mighty wizard Olgreb. It increases the
  power of its wielder's poison magic, and can be evoked to activate its own
  venomous spells. Its touch may poison even resistant creatures, and it grants
  protection from all venoms while wielded.


key: staff of wucad mu
value:
  A crystal staff overflowing with magical energies. It can be evoked to restore
  large amounts of magical energy, but with the risk of damaging the user's mind.
  Its power depends on the wielder's Evocations skill.


key: vampire's tooth
value:
  An ivory-like dagger that looks like it could have been crafted from the tooth
  of some enormous predatory creature. It is lethally vampiric, and restores a
  greater portion of life to its user than other vampiric weapons.


key: scythe of curses
value:
  A scythe surrounded by an ominous aura of dread. It carries a terrible and
  highly irritating curse, which it busily inflicts on both the wielder and their
  enemies.


key: sceptre of torment
value:
  An accursed golden sceptre, created by some unknown hellish power. It
  frequently causes agonising pain in all those unfortunate enough to gaze upon
  it.


key: sword of zonguldrok
value:
  A blade imbued with the essence of a legendary necromancer. Those slain in its
  presence are reanimated by its power and forced to fight on.


key: sword of cerebov
value:
  A twisted blade, covered in eerie flames. Its demonic power burns away some of
  the fire resistance of those it strikes.


key: staff of dispater
value:
  A legendary staff, granting the power to unleash damnation — although not
  without draining the wielder's vitality in the process.


key: sceptre of asmodeus
value:
  A bright ruby sceptre, carrying some of the powers of the arch-fiend Asmodeus.
  Evoking it can summon fiery demons from their infernal home to do your bidding,
  although they will not remain enslaved for long.


key: faerie dragon scales
value:
  An enchanted suit of armour created from the scales of a rare breed of dragon,
  now thought to be extinct. This prized relic is now one of the last proofs that
  the vividly coloured faerie dragons ever existed.


key: demon blade "bloodbane"
value:
  A blade forged in Hell by the sacrifice of countless tortured souls. It
  inflicts the rage and suffering of those souls upon its wielder.


key: scimitar of flaming death
value:
  A scimitar with a mysteriously smoking blade. Occasionally its heat leaks out,
  covering opponents in magical flame.


key: eveningstar "brilliance"
value:
  A brightly shining eveningstar. It illuminates the dungeon's recesses, but its
  halo may alert enemies to your presence. Its light is hated by the undead, and
  reveals the machinations of those who would prefer to stay invisible.


key: dagger of chilly death
value:
  A dagger made of one huge shard of sapphire. It covers opponents in ice,
  slowing down their movement somewhat.


key: dagger "morg"
value:
  An ugly rusty dagger. Many years ago it was the property of a powerful mage
  called Boris. He got lost in the Dungeon while seeking the Orb.


key: sling "punk"
value:
  A sling made of weird green leather, oozing corrosive slime. Originally the
  weapon of a notorious mischief-maker and general scamp, it's since fallen into
  less savoury hands.


key: bow of krishna "sharnga"
value:
  A wonderful golden longbow that once belonged to a god of distant lands. It can
  fire as fast as thought and hurl divine arrows of terrible power — though,
  sadly, none seem to be available here.


key: giant club "skullcrusher"
value:
  A massive enchanted cudgel that augments the already considerable strength of
  anyone mighty enough to wield it.


key: glaive of the guard
value:
  A glaive commissioned several years ago by a wealthy queen fearful for the
  safety of her vast treasury. No foe, the smith promised, could defeat a guard
  wielding such a weapon!

  It was stolen a few months later, along with the rest of the queen's treasury;
  the guard, it transpired, had been caught napping. Still, it should serve more
  than adequately in the hands of a waking user.


key: sword of jihad
value:
  A sword made of one huge piece of crystal. Legend says it was the Shining One's
  gift to a worshipper. This blade is notorious for inducing bloodthirsty rage in
  both the wielder and all of his or her mortal followers.


key: arbalest "damnation"
value:
  An unholy crossbow, forged in the fires of Gehenna. It transforms the bolts it
  fires with the raw power of its namesake, irresistible by any mortal armour.


key: sword of the doom knight
value:
  An adamantine great sword. Its first wielder was a worshipper of Yredelemnul
  who eschewed the use of magic in combat, preferring to destroy her enemies with
  brute force. Unfortunately for her, not all of her opponents shared her
  limitations.


key: morningstar "eos"
value:
  A jewelled morningstar, glowing brightly with the light of the dawn. It
  illuminates the dungeon's recesses, revealing the machinations of those who
  would prefer to stay invisible.


key: spear of the botono
value:
  A dark and malign artefact. It increases the potency of hexes cast by anyone
  unwise enough to risk wielding it.


key: trident of the octopus king
value:
  A trident stolen many years ago from the Octopus King's garden. Luckily, he
  seems to be in no hurry to get it back.


key: elemental staff
value:
  A powerful staff which used to belong to the leader of the Guild of Five
  Elements. In addition to the protection it provides, those skilled in
  Evocations may discharge powerful blasts of elemental energy when striking with
  it.


key: heavy crossbow "sniper"
value:
  A huge crossbow made of some black material. It is highly damaging, but
  extremely cumbersome to load. It is enchanted to never miss its target.


key: blowgun of the assassin
value:
  This blowgun seems to guide the needle to seek the most lethal point to hit
  the target, packing a nasty punch.


key: lance "wyrmbane"
value:
  An enchanted lance deadly to all dragonkind. It grows more powerful every time
  it inflicts a killing blow on a strong dragon. The more powerful it grows, the
  harder it will be to find a worthy opponent.


key: spriggan's knife
value:
  A dainty little knife which was made by Spriggans, or for Spriggans, or
  possibly from Spriggans. Anyway, it's in some way associated with those fey
  folk.


key: plutonium sword
value:
  A triple sword made of weird glowing metal. It irradiates those it strikes,
  causing a range of unpredictable effects — if they survive the impact of the
  blade itself, that is.


key: great mace "undeadhunter"
value:
  A weapon imbued with magic to disrupt and destroy the forces binding undead
  creatures together. Legends say that, long ago, a lich lord created many
  such weapons to ensure the loyalty of his undead servants. Sadly, this mace
  might be the last one left.


key: whip "snakebite"
value:
  A double-ended whip made from the cured hides of black mambas, and enchanted
  with toxins ranging from ordinary venoms to asphyxiating curare.


key: captain's cutlass
value:
  An infamous weapon, once used by a vile pirate captain to slaughter countless
  innocents. He finally met his destiny when a kraken swallowed his ship, and the
  cutlass was thought to be lost with him. It has the capability to suddenly
  relieve opponents of their weapons, dealing extra damage in the process.


key: storm bow
value:
  A longbow with the colour of dark rain clouds.
  {{
      if you.can_smell() then
          return "It smells like a storm just past, or one about to begin."
      end
  }}


key: large shield of ignorance
value:
  A shield unearthed from the remains of a ruined city. It bears an inscription
  written in an ancient language. Scholars and wise men laboured for countless
  hours to decipher it, and in time, a translation was finally settled on:

  "With a shield like this, who needs to think?"


key: cloak of the thief
value:
  A pitch-black cloak which allows its wearer to excel in the arts of thievery,
  and can be evoked to release thick clouds of smoke for a hasty escape.


key: hat of the bear spirit
value:
  A fur hat once owned by Ukta, a powerful ogre shaman. It houses the spirit of
  an especially mighty bear.


key: boots of the assassin
value:
  A pair of soft boots, specially designed by the Assassin's Guild, that allow
  the wearer to sense potential victims nearby. They also allow the wearer to
  easily find vulnerabilities when attacking unaware opponents, allowing
  effective stabbing attacks with any weapon.


key: lear's hauberk
value:
  A well-made golden hauberk that covers all of its wearer's body parts. It
  includes a chainmail coif, chausses and maille gauntlets.


key: skin of zhor
value:
  The {{
      if you.can_smell() then
          return "smelly "
      end
  }}skin of some strange animal, native to cold and distant lands.


key: gauntlets of war
value:
  A pair of thick steel gauntlets. They were Okawaru's reward for a mighty
  warlord. The owner is destined to die in battle, but what a death it will be!


key: shield of resistance
value:
  A bronze shield, looking almost exactly like a tortoise's shell. It was built
  by the adherents of an obscure minor faith, who imbued it with the power of
  their god. As the god is said to, this shield protects against sword and sling,
  frost and flame.


key: maxwell's patent armour
value:
  A suit of armour created by the famous inventor Maxwell, providing unparalleled
  protective qualities at a very affordable price. His unorthodox materials left
  it with certain shortcomings, but he's yet to have anyone come back for a
  refund.


key: robe of night
value:
  A long black robe made of strange glossy material. It shrouds its wearer in
  darkness, reducing the range of vision. According to legend, it was the gift
  of Ratri the Goddess of the Night to one of her followers.


key: armour of the dragon king
value:
  A suit of armour created from the enchanted scales of a once-mighty king of
  dragons. In his time, titans and lesser dragons struggled with him in vain —
  but as with all things, even he was eventually cast down and undone. Of his
  life and deeds, this is all that remains.


key: hat of the alchemist
value:
  A dirty hat. It bears signs of surviving many weird explosions, which suggests
  it may have means of protecting the head inside from the risks involved with
  alchemy experiments.


key: fencer's gloves
value:
  A pair of gloves made of white silk. They have a natural affinity with the
  riposte, allowing their wielder to retaliate against some missed attacks with
  any weapon, or to retaliate against most attacks when using a long blade.


key: ratskin cloak
value:
  A cloak stitched from the hides of hundreds of hell rats, by an enchantress
  with a magic loom and too much time on her hands. It provides excellent
  protection from rats of all kinds.


key: shield of the gong
value:
  A heavy bronze gong that can be worn as a shield. According to some mystics,
  beating on such a gong can grant the wearer spiritual protection.


key: amulet of the air
value:
  A sky-blue amulet. It must have been given its many protective properties by a
  powerful air mage, although it seems the one thing they lacked was a steady
  hand.


key: ring of shadows
value:
  A black ring that can make its wearer one with the shadows. It creates a dark
  umbra that surrounds the wearer and increases stealth greatly, and reduces the
  accuracy of all those within it.


key: amulet of the four winds
value:
  A pendant made of purest jade. It grants its wearer an immense mystic strength,
  sufficient to shrug off all but the most potent of hostile enchantments.


key: necklace of bloodlust
value:
  A necklace made of bloodstained human and animal teeth, and something that
  appears to be a piece of spine.


key: ring of shaolin
value:
  An unadorned jade ring that gives its wearer an uncanny knowledge of one's
  body, allowing for impressive feats of dexterity.


key: brooch of shielding
value:
  A brooch with an intricate inlaid design, providing a range of magical
  protections. Back in the good old days, every adventurer had one of these handy
  devices. That, and a pony.


key: hat of pondering
value:
  The favourite hat of the slug wizard Gastronok, stained with reddish slime and
  enchanted to aid in his arcane pondering. It has been specially enchanted to
  protect against the effects of salt.


key: obsidian axe
value:
  An axe with a powerful curse placed on it by one of the lords of Pandemonium,
  so that unsuspecting adventurers would unleash demons into this world. Beware,
  for it has ways of taking its wielder under its command...


key: lightning scales
value:
  A set of scales fashioned into armour for a naga's lower body. Faintly
  crackling with electricity, they have been enchanted to allow their wearer to
  slither at almost a human's pace.


key: black knight's horse barding
value:
  A heavy barding made from pitch-black steel and inlaid with plates of black
  diamond. It once protected the steed of the Black Knight during his reign of
  terror. Those who wear it become partially undead, gaining some of the benefits
  without the unfortunate downsides, although the great weight of metal and stone
  slows the wearer somewhat.


key: dragonskin cloak
value:
  An opalescent cloak gleaming with the colours of all kinds of dragons. It
  protects its wearer from most elemental attacks, although somewhat unreliably.


key: ring of the octopus king
value:
  One of the eight rings once worn by the Octopus King and now scattered across
  the land. Each has its own unique enchantment.


key: axe of woe
value:
  As you hold this axe your mind does not feel fully your own. Your body begins
  to exhibit strength far beyond its capabilities, and your movements become
  guided by Makhleb.


key: moon troll leather armour
value:
  A suit of armour rumoured to have been created by enchanting the hide of a
  now-extinct species of troll. Whether the name rings true or is merely
  appropriated to add mystique is something of a mystery. The armour's innate
  powers of regeneration and magical protection, however, are hard to dispute.


key: dark maul
value:
  A large, iron-shod maul specialised for dealing massively powerful blows. Such
  power comes at a price: the maul's head is so heavy it takes a great length of
  time to lift it up for another swing.


key: hat of the high council
value:
  A relic of some ancient wizarding war. Centuries later, it still crackles with
  effects from the residual hexes and magical energies it was once subjected to
  on a daily basis; spellcasters able to get a handle on its power, however, will
  find it enhances the power of their spells.


key: arc blade
value:
  A blade somehow crafted from pure electricity. Striking an enemy with it
  occasionally unleashes a static discharge.


key: demon whip "spellbinder"
value:
  A weapon said to have once been used to keep unruly imprisoned wizards in line;
  it violently disrupts their ability to use magic, inflicting wild and
  unpredictable magical effects on those it strikes.


key: lajatang of order
value:
  A silver-bladed lajatang, once bestowed upon a favoured worshipper of Zin. It
  became the most prized weapon of the many priests of Zin. After their order was
  destroyed, it fell into disuse and vanished from history.


key: great mace "firestarter"
value:
  A huge mace imbued with potent fire magic. It fills those it strikes with
  inner flame, and offers protection against the resulting devastation as well
  as immunity to clouds of flame.


key: orange crystal plate armour
value:
  A suit of armour carved from transparent orange crystal. It provides remarkable
  protection for both mind and body. The wearer can even channel psychic energies
  through the crystal itself, enhancing their magical abilities. However, it's
  rather heavy...


key: majin-bo
value:
  A staff inhabited by a mighty demon, tricked and trapped in this form long
  ago. To survive, she now offers tremendous arcane power at a small price: a
  tiny portion of the caster’s life essence, taken alongside the magic used every
  time its wielder casts a spell.


key: pair of quick blades "gyre" and "gimble"
value:
  Two quick blades joined by a chain. Swinging one compels the wielder to swing
  the other, as if they have minds of their own.


key: maxwell's etheric cage
value:
  A fine mesh cage designed to capture magical energy. Experimental notes suggest
  that research was abandoned when the cage began to capture magical
  contamination almost as effectively. Anyone reckless enough to place it on
  their head would find their magic regeneration dramatically increased, at the
  cost of multiplying any magical contamination received.


key: crown of eternal torment
value:
  A gold crown set with jet-black gems. It permanently afflicts its wearer with
  agonising pain, substantially reducing their resilience but rendering them
  immune to further torments.


key: robe of vines
value:
  A robe woven of living vines. The vines form a symbiotic relationship with
  their wearer, greatly increasing their regeneration, but preventing them from
  being healed by potions and wands.


key: kryia's mail coat
value:
  A coat of armour said to have been forged for Queen Kryia in her old age. She
  continued to insist on leading her armies from the front even into her dotage,
  and as her aging body failed her, this coat helped to enhance the healing
  draughts that kept her alive. The wearer of this garment will have
  significantly increased healing from potions.


key: frozen axe "frostbite"
value:
  A massive axe that looks like it was carved from a glacier, or possibly calved
  from one. It leaves ice crystals in its wake as it swings through the air, and
  grants its wielder immunity to freezing vapours.


key: armour of talos
value:
  A huge and weighty suit of bronze plate armour. Only one with a correspondingly
  huge body can wear it.


key: warlock's mirror
value:
  A handheld array of hexagonal mirrors, synthesized from a truly exotic
  substance and polished to a blinding sheen. A skilled user will find that it
  can reflect almost anything, even spells that pierce through lesser materials
  and hexes with no physical manifestation at all.


key: agnes
value:
  This spriggan is aged and weathered from years of travel in distant lands. Her
  exotic weapon and astonishing speed both speak to the training she received
  there. Underestimate her at your peril!


key: aizul
value:
  Once the primary guardian serpent of a legendary treasure hoard, she was
  disgraced after thieves looted it while she slept. She now slithers about the
  dungeon, seeking vengeance against all would-be looters. She is an accomplished
  spellcaster, but no more deadly in melee combat than others of her kind.


key: antaeus
value:
  Once a hero among the titans, Antaeus grew jealous of the titan queen. In
  single combat he challenged and slew her, and for this crime he was exiled and
  descended into the Hells. Finding the inhabitants of that place no match for his
  might, Antaeus tore from its substance a fourth Hell, Cocytus, a realm born of
  frozen spite.


key: arachne
value:
  Once a talented human weaver, Arachne was cursed by being transformed into her
  present form: half-human, half-spider. Her sympathies now lie with the inhuman
  residents of her new home, and she's eager to dispose of any who would threaten
  them.


key: asmodeus
value:
  Greatest and most cunning of the Lords of Hell, Asmodeus was born when the twin
  fires of greed and treachery first sparked to life within a mortal’s heart.
  His hideous body is perpetually wreathed in flame.


key: asterion
value:
  Once a king infamous for waging bloodthirsty campaigns, Asterion was exiled to
  the depths of the dungeon for his crimes. Here he lurks in his tattered finery,
  dreaming of a new kingdom. In his lust for power, the minotaur king turned to
  the worship of Makhleb, and Makhleb has rewarded him with horrifying
  destructive might.


key: bai suzhen
value:
  A weary draconian with foreign and watery scales. She has come to the Dungeon
  in hopes of resurrecting her mortal husband; a noble cause, for a being once
  known for quarreling with saints and flooding unfortunate temples. If pressed
  to her limits, she will reveal her true form, the mere sight of which struck
  her husband dead. Adventurers may wish they were so lucky!


key: blork the orc
value:
  A particularly fat and ugly orc. He's scavenged a pair of rainbow-coloured
  suspenders from somewhere. They're not helping.


key: boris
value:
  An ancient and powerful lich. Like all true liches, Boris is immortal, and will
  regenerate his desiccated skeletal remains even if completely disintegrated.


key: cerebov
value:
  A violent and wrathful demon, Cerebov appears as a giant humanoid covered in
  shining golden armour and wielding a huge twisted sword.


key: chuck
value:
  Chuck the stone giant loves rocks, the bigger the better! Over the years, he
  has managed to amass quite the collection, including some rare, enchanted ones.


key: crazy yiuf
value:
  A withered old gnoll with a long silver beard, wielding a quarterstaff and
  wearing a cloak. He looks like a figure from mythology! Wait, is his beard held
  on to his ears with hooks?


key: dispater
value:
  Greatest of the Lords of Hell, Dispater was born when first an iron sword drank
  mortal blood. It despises mortal vanities, the pursuit of ‘reason’ and ‘beauty’
  - the only art it enjoys is the art of war.


key: dissolution
value:
  The Pits of Slime used to be a thriving civilization, and Dissolution was the
  prophet of their god. When the city was overtaken by its current residents,
  only Dissolution survived, for he alone turned faithfully to the Slime God.
  Dissolution became a tremendous mass of acidic ooze, yet retained his
  intelligence. He is filled with hatred for anything that can hold a form.


key: donald
value:
  {{
      local descript = "An adventurer just like you, trying to find the Orb."

      if you.race() ~= "Merfolk" and you.race() ~= "Octopode" then
          descript = descript .. " Unlike you, and d"
      else
          descript = descript .. " D"
      end

      descript = descript .. "espite his hatred of it, he takes to water " ..
                             "like a fowl."

      return descript
  }}


key: dowan
value:
  A beautiful but vain deep elf with an aptitude for magic and little else. His
  skills are the perfect complement of his twin sister Duvessa's fighting prowess.
  In search of more powerful spells, he journeys to the surface with his sister.


key: duvessa
value:
  A plain-looking deep elven fighter who is technically brilliant in many forms of
  combat, but over-confident because of it. She is complemented by the magical
  skills of her twin brother, Dowan. She journeys to the surface to challenge
  its greatest champions.


key: edmund
value:
  A jealous sibling of Sigmund (indeed, the youngest of nine brothers). He has
  none of Sigmund's skills in magic, but makes up for it with his skills in
  fighting and a canny head for money. He is eager to prove his superiority by
  killing hapless adventurers with his expensive flail and quick wit.


key: the enchantress
value:
  First and most fearful of her kind, the Enchantress rules over the spriggans of
  the dungeon. She wears an opalescent outfit made of dragon skin that shimmers
  with many colours.


key: ereshkigal
value:
  Greatest and most inexorable of the Lords of Hell, Ereshkigal was born when
  first a mortal breathed her last. Noiselessly she laughs at lives cut short and
  loved ones separated by untimely death, enwreathed in the silence of the grave.


key: fannar
value:
  A cold-hearted elven sorcerer, draped in robes of high office. He whispers
  grimly to himself as he stalks the dungeon, trailing ice crystals through the
  air behind him.


key: frances
value:
  A stout warrior who once bested a powerful lord of Pandemonium in combat,
  gaining control over the demon's realm and thanes. The battle left her with a
  deep facial scar, one that she carries as a badge of honour rather than a
  symbol of shame.


key: frederick
value:
  A svelte fighter-mage with a gold-rimmed monocle, a keen sense of tradition,
  and the blood of the gods running through his veins. He's here looking for a
  worthy opponent, but he's yet to find one.


key: gastronok
value:
  A voracious and surprisingly intelligent slug, devoted to eating everything and
  everyone he comes across, with a pointed hat perched rakishly atop his head. He
  acquired the hat the same way he acquired his intelligence and his knowledge of
  spells: by consuming their former owner, a powerful wizard.


key: geryon
value:
  A huge, three-headed, winged arch-demon, guardian of the four Hells. Legends
  say that his silver horn can summon terrible beasts to aid him in battle.


key: grinder
value:
  An inefficient shadow imp previously employed as a torturer in one of the lower
  circles of Hell. She has a tendency to complain and make inane statements.


key: harold
value:
  A middle-aged bounty hunter, anxious to retire after one final job. He hopes to
  settle down somewhere and live a quiet life with his family, using the money
  from his final bounty: you.


key: ignacio
value:
  While a mortal cannot turn into a demon aside from divine intervention, this is
  what happened to Ignacio after Makhleb saw his love for his job and smiled upon
  him. He is now slated to continue the joy of his life for all eternity.

  Although his new form includes a number of large razor-sharp blades growing
  from his demonic appendages, he kept his favourite axe and is eager to let you
  test its edge.


key: ijyb
value:
  A small and twisted goblin, wearing some ugly blue rags. She claims dominion
  over this level of the dungeon; the punishment for trespassing is death.


key: ilsuiw
value:
  A deadly merfolk water-witch, who uses her dominion over the tides to draw
  unwitting adventurers to their deaths.


key: jessica
value:
  An evil apprentice sorceress. She entered the dungeon hoping to find a quiet,
  secluded place where she could study the darker arts without being disturbed.


key: jorgrun
value:
  A dwarven magician, particularly well-attuned to the dungeon around him. He
  wields powerful earth magic in combat.


key: jory
value:
  Once a simple village peasant, Jory found himself transformed in undeath into a
  powerful creature. Through the countless centuries unlived since then, he has
  honed his skills in combat and magic, and amassed great wealth and many
  possessions.


key: josephine
value:
  A formidable necromancer, committed to her craft even after it left her aged,
  decaying, and half-undead herself.


key: khufu
value:
  An incredibly powerful emperor on the way to godhood. He died quite some time
  ago, but he sees no reason why that should stop him.


key: the lernaean hydra
value:
  A huge beast, mightiest of hydras, infamous in myth and legend. It flows
  through the water faster than a human can run, swatting aside trees as though
  they were matchsticks. Its many heads slaver and gnash constantly as it hunts
  for prey to slake its bottomless appetite.


key: lom lobon
value:
  Stoic and inscrutable, Lom Lobon is an ancient demon infamous for its mastery
  of magic. Rumoured to be the most learned being in the halls of Pandemonium,
  it is at times sought out by mortal wizards who offer their souls in exchange
  for the secrets of the arcane. Lacking the terrible wrath present in most
  demons, Lom Lobon's single eye instead hides a cold, impartial cruelty.


key: louise
value:
  A mighty sorceress, clad from head to toe in heavy armour. Once an adventurer
  looking for the fabled Orb of Zot, she was cast into the Abyss and got
  hopelessly lost there. Toyed with by some greater power, she was stuck on the
  hostile plane for nearly a decade. When she finally emerged from the Abyss,
  Louise had become powerful indeed, but had also gone fully insane. She now
  wanders the halls of the dungeon, seeking other adventurers to share her fate.


key: mara
value:
  This tall and powerful demon is Mara, Lord of Illusions, mighty among dreamers.
  He is capable of creating intricately detailed illusions, so real that they are
  almost as deadly as the creatures they impersonate.


key: margery
value:
  A lithe spellcaster in service to the powers of Hell; it is her duty to ensure
  that the inhabitants of the Dungeon never forget their place. She personally
  slew the ancient dragon from whose hide her strange armour is crafted.


key: maurice
value:
  A sly, conniving thief. In his profession, Maurice is considered a legend — at
  least according to himself. He is skilled, nonetheless, and among all the
  thieves and rogues lured by the Orb, Maurice is undoubtedly the most crafty.


key: menkaure
value:
  A fair and noble ruler of an ancient and mighty kingdom, mummified after an
  early death. His faithful priests subsequently infused him with great and
  powerful magic, seeking to grant him eternal life. Now he is forgotten and
  reduced to mouldering bandages and dry, brittle bones.


key: mennas
value:
  There was once a human priest named Mennas. He travelled far and wide preaching
  of Zin to any who would listen, going even so far as to travel into Orcish
  lands, preaching to orcs about laws and mercy. By all accounts the orcs were
  not happy with Mennas. They demanded he swear Beogh was the one true god, and
  when Mennas remained silent they cut out his tongue.

  Whether or not this angel is that same Mennas is something of a mystery, as he
  seems to have difficulty speaking.


key: natasha
value:
  A magical cat. Once a powerful wizard's familiar, Natasha was abandoned after
  her master was consumed by the very necromantic forces he sought to control.
  Now she patrols the dungeon, taking a bloody vengeance with spell and claw upon
  any adventurer who crosses her path.

  This cat doesn't have nine lives, but just one death isn't going to be enough
  to put her down for good.


key: nellie
value:
  A highly intelligent elephant who travelled as part of a circus. One dark
  night, she slipped out of her chain and disappeared into Pandemonium, never to
  be seen again.


key: nergalle
value:
  A withered sorceress, exceptionally cruel even by orc standards. The living
  fear her; the dead obey her every command. She has a soft spot for the latter.


key: nessos
value:
  A centaur warrior, skilled at warfare and deceit. He slew a mighty hydra, and
  now its deadly blood drips, still-fuming, from his arrows.


key: nikola
value:
  A brilliant scientist obsessed with electricity. In his attempts to perfect his
  electric golem, he was involved in a terrible accident, and now phases in and
  out of reality.


key: pikel
value:
  While kobolds are normally slaves, Pikel's rough life, selfish ambition and
  large stature have caused him to rise up and become a slaver himself. He is on
  his way to the Orcish Mines to sell his wares, a selection of timid humans who
  cower with every crack of his whip.


key: polyphemus
value:
  A cyclops shepherd, he is very protective of his charges, whom he watches with
  an undying fervor through his single massive eye. Nevertheless, he won't
  hesitate to use them as projectiles in a pinch; after all, the best defence is
  a good offence.


key: robin
value:
  A mountain hobgoblin, recently come in search of the legendary Orb. Not
  foolhardy or reckless enough to delve into the depths of the Dungeon alone,
  Robin has built a small army of minions. Potential competitors will quickly
  find a stream of screaming goblins flying toward them!


key: roxanne
value:
  A strikingly realistic sapphire statue of a famous earth mage who disappeared
  after a catastrophic spell failure. She is clutching a book.


key: sigmund
value:
  The elder of a pair of brothers who came for the Orb. No one knows what Sigmund
  saw in the dungeon to drive him mad, but his shrewd magical tactics and wicked
  scythe now leave little time for his victims to wonder. Despite his reputation
  as a vicious murderer, his grandiose and dramatic ways have earned him the
  admiration of many denizens of the dungeon.


key: snorg
value:
  A particularly corpulent troll with a short temper and a sizable gut.
  Uninterested in the Orb, Snorg delights in the endless parade of adventurers –
  that is, easy meals — it attracts.


key: sonja
value:
  A graceful kobold assassin. Admire her graceful pirouettes, thrill at her
  daring leaps! But watch out for her knives!


key: terence
value:
  A violent murderer who kills for both pleasure and profit, Terence has been
  forced into hiding after a botched job. There's a price on his head, and he
  can't afford to leave anyone who sees him alive!


key: tiamat
value:
  The earthly avatar of Tiamat, deity of dragonkind, here incarnated as a mighty
  draconian warrior. Her scales seem to shimmer and change colour as you watch.


key: urug
value:
  A coarse and lanky orc. Urug lost her eye in a fight with a harpy, and has
  sworn to slay every last one of them. Unfortunately, the vision in her
  remaining eye is not very good, and she has mistaken you for one.
  {{
      if you.can_smell() then
          return "She smells terrible."
      end
  }}


key: vashnia
value:
  An elite marksnaga who leads a skilled team of sharpshooters. She is
  particularly skilled in translocation magic.


key: the serpent of hell gehenna
value:
  A huge, red-glowing, three-headed dragon, shrouded in damnation. It is
  possessed by the very essence of Gehenna and its eternal fire.


key: the serpent of hell cocytus
value:
  A massive white three-headed dragon, covered with shards of gleaming ice,
  wholly possessed by the nightmarish cold of Cocytus.


key: the serpent of hell dis
value:
  A towering three-headed beast with an army's worth of swords for teeth. Each of
  its scales is a shield with a razored edge.


key: the serpent of hell tartarus
value:
  Seemingly three pairs of lurid magenta eyes hanging in the darkness, the
  outline of a vast, sinuous dragon is just barely perceptible behind. Its malice
  is palpable.


key: air elemental
value:
  A spirit drawn from the elemental plane of air. It exists in this world as a
  swirling vortex of air.


key: alligator snapping turtle
value:
  A particularly large and nasty snapping turtle. Like its smaller relative, it
  can reach out and bite from afar.


key: anaconda
value:
  A very large snake that moves with startling swiftness. It kills not by poison
  but by constricting its prey.


key: ancestor
value:
  A humanoid construct of insubstantial memory, floating through the air. Though
  perhaps somewhat changed in shape and bearing few discernable features, still
  it seems somehow to resemble a warrior from the distantly remembered past.


key: ancient champion
value:
  An unfathomably ancient skeleton. It has hundreds of golden sigils etched onto
  its bones, and pulses with terrible, unholy power.


key: ancient lich
value:
  A lich who, having existed for countless centuries, has grown almost
  unimaginably powerful through the study of dark magic.


key: ancient zyme
value:
  A nexus of sentient cancer and disease, borne aloft perhaps by malice alone.
  Its nature inflicts withering illness on all living beings in its presence.


key: angel
value:
  A divine warrior of the Shining One. It is a towering winged figure of
  unnatural beauty surrounded by an aura of brilliant white light.


key: apocalypse crab
value:
  An opalescent crab with jet black eyes, and chaotic mists effusing from its
  mandibles. Rumours claim that this species is waiting for the end of time.


key: ballistomycete
value:
  A lumpy reddish fungus covered in knobbly rhizome growths, growing well in the
  dank underground dungeon. When active it will occasionally produce giant
  spores, which in turn will give rise to more ballistomycetes.


key: ballistomycete spore
value:
  A deceptively fast, floating ball filled with gas and spores, prone to burst at
  the slightest disturbance.


key: bat
value:
  A large grey bat that, despite being herbivorous, is quite aggressive. It is
  myopic and uses echolocation to navigate.


key: battlemage
value:
  A humanoid construct of insubstantial memory, floating through the air. Though
  perhaps somewhat changed in shape and bearing few discernable features, still
  it seems somehow to resemble a warrior from the distantly remembered past,
  skilled with both conjurations and melee combat.


key: battlesphere
value:
  A small globe of magical energy that follows a spellcaster. It cannot operate
  on its own, yet it will provide fire support, assaulting whatever its conjurer
  casts at with magical missiles that never miss.


key: bennu
value:
  A sacred, self-created sunbird, representative of rebirth. It has ascended
  past the cycles of life and death, and calls upon aspects of both, rising forth
  from death in a burst of unholy flame.


key: blink frog
value:
  A species of frog that possesses the ability to blink at will. It can blink
  itself close to its intended prey, or blink away to escape harm. It is commonly
  found in packs.


key: boggart
value:
  A malevolent and dangerous little sprite. The shadowy illusions it summons may
  not be real, but are deadly all the same.


key: bone dragon
value:
  A mighty undead abomination, pieced together from the broken bones of many
  dragons by powerful necromantic magic. Fortunately, whatever organ produces a
  dragon's fearsome breath was lost in the process.


key: briar patch
value:
  A tangled cluster of thorny briars, sharp enough to pierce thick hide and
  armour. Though the gaps in the copse are plentiful enough to fire missiles
  through, walking through it looks like a painful prospect.


key: brimstone fiend
value:
  A huge and powerful demon wreathed in damnation, with great scaly wings. It is
  one of the most fearsome denizens of any of the Hells.


key: bush
value:
  A woody plant. It looks dry enough to be easily set on fire, and its foliage is
  not very dense, permitting missiles to pass through it. However, it is firmly
  rooted, and requires significant effort to destroy.


key: bullfrog
value:
  An unusually aggressive amphibian that pursues its prey with rapid hops.
  Its croak is loud and distinctive, but unlike its smaller counterparts above
  ground, the dungeon bullfrog is as large as it sounds.


key: butterfly
value:
  A large, brightly coloured butterfly with beautifully patterned wings,
  fluttering incongruously through the darkness of the cave.


key: cacodemon
value:
  A hideously ugly demon of rage and legendary power, it disables its foes before
  blasting them to pieces.


key: catoblepas
value:
  A sluggish black buffalo, its hide encrusted with dull scales. It carries its
  hog-like head just above the ground, protected by a stiff mane of bristles.
  Its fearsome breath turns flesh into stone.


key: centaur warrior
value:
  A muscular centaur, veteran of numerous battles, armed with well-made weapons
  and able to use them skillfully.


key: chaos spawn
value:
  A being of pure chaos, its form is constantly shifting, growing and then losing
  eyes, mouths, claws and tentacles. It corrupts everything it touches.


key: cherub
value:
  A throne-bearer of the gods, whose head is beset by four faces: one of a man,
  one of an ox, one of a lion, one of an eagle. It is one of the angelic beings
  who stand before the good gods, singing eternal hymns of praise to their glory
  and greatness.


key: crawling corpse
value:
  A corpse weakly animated by necromancy. It is easily destroyed, but capable of
  merging with others to form more potent horrors.


key: crimson imp
value:
  A small, ugly minor demon. Its fanged maw seems locked in a permanent malign
  grin, and its horns protrude obscenely from its scaly pate.


key: crystal guardian
value:
  An intricate animated statue made of heavily ensorcelled, tough crystal. It is
  immune to most forms of magic, and is magically charged to toss great bolts of
  fire and cold that are reflected by any surface.


key: curse skull
value:
  A charred skull floating in the air and rotating slowly. Mystic symbols are
  carved into its blackened surface.


key: cyclops
value:
  A giant with one eye in the centre of its forehead. Despite its lack of
  binocular vision, it is able to throw boulders with fearsome accuracy.


key: daeva
value:
  A towering winged figure radiating an aura of brilliant golden light. It is a
  divine agent of the Shining One.


key: dart slug
value:
  A small invertebrate. It hunts prey considerably larger than itself by firing
  chitinous darts, using a concealed air bladder to launch them with remarkable
  range and power.


key: deathcap
value:
  A noxious and deadly fungus suffused with negative energy. While parasitic in
  life, undeath has granted it the ability to absorb its nutrients directly from
  the life force of others.


key: death knight
value:
  A warrior-priest of Yredelemnul that chants unholy homages to the dark god
  and calls forth the dead.


key: death scarab
value:
  A hideous swarming undead insect, exuding death and decay and feeding on the
  life energies of those unfortunate enough to encounter it.


key: death yak
value:
  A larger and beefier relative of the common dungeon yak. Its little red eyes
  gleam with hunger for living flesh.


key: deep elf annihilator
value:
  A deep elf who exults in conjured mayhem and destruction. It is widely hated
  and feared, both for the power and for the precision of its destructive magics.


key: deep elf blademaster
value:
  A champion of the deep elves, who scorns magic and is devoted to the study of
  the sword. It wields two weapons with astonishing dexterity and speed.


key: deep elf death mage
value:
  A deep elf surrounded by a shimmering aura of negative energy, as a result of
  its practice of necromancy and life-sapping magic.


key: deep elf demonologist
value:
  A deep elf who is marked heavily by long years of contact with unnatural
  demonic forces and the creatures of the Abyss.


key: deep elf elementalist
value:
  A deep elf commanding the primal forces of the universe. It is renowned for its
  ability to dig out and pin down even the most elusive foes with powerful,
  unavoidable magic.


key: deep elf mage
value:
  A deep elf learned in the ways of murderous magic. It is capable of casting a
  wide array of harmful spells.


key: deep elf master archer
value:
  A deep elf archer who has devoted a lifetime to the mastery of archery,
  dismissing magic as a frivolous distraction.


key: deep dwarf
value:
  A pale and unnaturally tough-skinned dwarf that dwells far below ground and
  almost never emerges into the sunlit upper world.


key: deep troll earth mage
value:
  A particularly intelligent deep troll. It uses its magic to tunnel through the
  earth and ambush foes.


key: demonic crawler
value:
  A hellish insectoid creature with a long and bloated body, supported by dozens
  of short jointed legs and topped with an almost human head.


key: demonspawn
value:
  A half-mortal, half-demonic creature, with its hellish heritage asserting
  itself through a certain devilish cast to its features.


key: dire elephant
value:
  A huge pachyderm, wilder and fiercer than normal elephants, with a very thick
  hide, powerful legs, and a memory to die for.


key: doom hound
value:
  A demon lapdog of the queen of Tartarus, bound to hunt her enemies. Though it
  may appear alone, it has the terrible power to set creatures of nightmare on
  its victim's trails.


key: draconian
value:
  A brown-scaled humanoid with a reptilian tail and small wings. It is yet to
  develop the distinct colouring and powerful breath weapon of its mature form.


key: draconian knight
value:
  A draconian protected by thick scales, skillful weapon use, and complementary
  magic. It specializes in ice magic and necromancy.


key: draconian monk
value:
  A draconian who has eschewed the study of weaponry and magic in order to train
  in the art of unarmed combat. Its scaly fists, well-thewed legs, and mighty
  tail rain down blows upon its opponents.


key: draconian scorcher
value:
  A cunning draconian who has mastered the inner secrets of the element of fire.
  Its scales are sooty from years of magical pyrotechnics.


key: draconian shifter
value:
  A draconian master of the warp, who can translocate both itself and anyone else
  to any place, either on this world or outside of it.


key: dream sheep
value:
  A drowsy, fluffy ovine whose coat sparkles with motes of dream dust. It gathers
  in herds and fills the air with dream dust, overwhelming its victims and
  putting them to sleep.

  Its wool looks quite flammable.


key: drowned soul
value:
  A cold and hollow apparition of the drowned dead, chained by some lingering
  attachment to the depths in which it perished. It rushes to embrace the living,
  sharing the last moments of its watery fate with whatever it touches.


key: dryad
value:
  A spirit of nature, bound to the forest in which it resides. It is capable of
  calling upon the trees to defend against incursions.


key: earth elemental
value:
  A spirit drawn from the elemental plane of earth, which exists in this world by
  inhabiting a lump of earth and rocks.


key: eidolon
value:
  An ancient skeletal apparition, sheathed in a cloud of mist. Its form glows
  white-hot with debilitating energy.


key: eldritch tentacle
value:
  An immense, squamous appendage of some unseen creature, dripping with ichor and
  tipped with a single, terrible-looking claw.


key: elemental wellspring
value:
  A swirling conflux of elemental water streaming from the elemental plane into
  this one. Powerful spirits and mighty floods flow from it, at the expense of
  the gateway's stability.


key: emperor scorpion
value:
  A giant scorpion with a massive barb on its tail dripping deadly venom. It is
  one of the largest arachnids known to exist.


key: entropy weaver
value:
  A gaunt humanoid with flaking, pale chitin. Its spindly limbs are capable of
  startlingly quick movement and end in razor-sharp talons.


key: ettin
value:
  A two-headed giant, stronger than most, and able to land devastating blows left
  and right with its two huge weapons.


key: faun
value:
  A hybrid with the torso of a human atop the forelegs of a goat. It is fabled
  for its ability to play with the minds of those who intrude into its domain.


key: felid
value:
  A feline creature that has been granted sentience by magical means. It uses the
  gift of speech to demand milk, treats and catnip.


key: fire crab
value:
  A variety of crab prized for its brilliantly jewelled shell. The rarity of the
  shells is only enhanced by its vicious, fiery nature, and its almost
  supernatural ability to expel massive quantities of flames.


key: fire dragon
value:
  A great reptilian beast with powerful claws on its limbs, covered in thick
  red scales and with two huge bat-like wings. Little trails of smoke spill
  from its toothy maw.


key: fire elemental
value:
  A spirit drawn from the elemental plane of fire, which exists in this world as
  a brilliant column of raging flames.


key: fire giant
value:
  A giant with obsidian skin and a wild mane of glowing red hair, holding aloft a
  fiery sword. Fire giants believe that they are destined to unite and burn the
  entire world to cinders.


key: flayed ghost
value:
  A hideous floating undead creature, the anguished spirit of a tortured victim,
  with torn skin hanging from an emaciated body. It restlessly stalks the
  dungeon, inflicting the anguish it felt in life upon those still living.


key: floating eye
value:
  A floating eyeball, said to be one of the servitors of Jiyva. It possesses a
  gaze that can eventually paralyse even the most strong-willed of adventurers.


key: freed slave
value:
  A human who has just been released from magical enslavement. It tries to stand
  proudly, despite its lingering fear and unkempt appearance.


key: frilled lizard
value:
  A lizard with a giant and colourful fringe folded around its neck. It flares
  its impressive frill at its victims while hissing angrily.


key: freezing wraith
value:
  An incorporeal skeletal form surrounded by a cloud of freezing air, likely the
  remains of some unfortunate adventurer. It now floats slowly through the
  dungeon, seeking to share its fate with others.


key: frost giant
value:
  A giant with blue skin and hair like ice and snow. Its eyes are as bleak as
  winter skies. It marches grimly into battle with a great, frosty axe and
  howling blasts of cold.


key: fulminant prism
value:
  A slender prism that crackles with barely-contained destructive energy. Any
  blow which cracks its fragile surface is likely to result in a violent
  explosion.


key: ghost crab
value:
  A crab twisted by proximity to negative energy. Apparitions of the dead swirl
  around it, only barely visible.


key: ghost moth
value:
  A vile interdimensional predator that feeds on the life force of living beings.
  It resembles an enormous, spiny moth.


key: ghoul
value:
  A decayed cadaver, reanimated and accursed with a terrible hunger. It desires
  nothing but to feed on the flesh of the living, and will fell its victims with
  its vicious claws.


key: giant cockroach
value:
  A big brown insect that makes a nasty hissing noise. Contrary to popular myth,
  it is in fact quite susceptible to mutagenic energies.


key: glowing orange brain
value:
  A huge wrinkled brain, floating just off the floor and glowing with mutagenic
  energies. Every now and then it seems to pulsate.


key: gnoll shaman
value:
  A haggard old gnoll, wise and wicked. Its strange chants and ululations send
  other gnolls into a wild frenzy.


key: goblin
value:
  A short, ugly and unfriendly humanoid: squat, broad, flat-nosed,
  sallow-skinned, with a wide mouth and pistachio-shaped eyes.


key: golden dragon
value:
  A great winged dragon covered in shining golden scales. Legends say that its
  blood runs both hot and cold, and is venomous to boot.


key: golden eye
value:
  A tiny and shimmering floating eye, swift as the wind and glistening like gold.
  It has a peculiarly hypnotic look.


key: great orb of eyes
value:
  A levitating ball, covered in malignant eyes and humming with eldritch
  energies. Many is the adventurer ripped limb from limb by its dreadful
  eyeteeth.


key: greater mummy
value:
  An ancient pharaoh, embalmed and cursed to undeath, now capable of great and
  terrifying feats of magic.


key: guardian golem
value:
  A large construct, designed to protect. It can take the blows dealt to others
  upon itself, though it is prone to becoming explosively unstable after heavy
  punishment.


key: guardian serpent
value:
  A rare and distinct member of scaly society, light and swift like a snake, yet
  also intelligent like a naga. It is said that a guardian serpent would rather
  die in battle than leave anything to an intruder.


key: halazid warlock
value:
  An ancient undead sorcerer, exhumed by the living divines Sheza and Sargol and
  forced to labour night and day to anchor them to the world. Even after the fall
  of the divine twins, it works to resurrect its fallen masters.


key: harpy
value:
  A bird-like creature with a human face that roams the coasts endlessly, feared
  for her sharp claws and harrying strikes.


key: hell knight
value:
  A heavily armoured warrior, in league with the powers of Hell, and usually
  accompanied by other unsavoury beings of its ilk.


key: hell rat
value:
  A unusually large rat. Its weird, knobbly orange skin glows with the infernal
  energies that spawned it.


key: hell sentinel
value:
  A towering monolith constructed and possessed by demonic forces. A thousand
  eyes leer through slits in its jagged, spiked armour.


key: hellwing
value:
  A hideous skeletal demon. It swoops through the air on powerful wings of
  ancient withered skin, taking sadistic joy from harrying those who would try to
  flee its grasp.


key: hexer
value:
  A humanoid construct of insubstantial memory, floating through the air. Though
  perhaps somewhat changed in shape and bearing few discernable features, still
  it seems somehow to resemble a warrior from the distantly remembered past,
  ready with debilitating spells and deadly knifework.


key: hobgoblin
value:
  A larger and even uglier goblin, with an even worse temper to match. Many
  foolish young adventurers have underestimated the danger of crossing a
  hobgoblin and paid for it with their lives.


key: holy swine
value:
  A rare celestial version of a usually filthy animal, said to be an angelic
  being who succumbed to hostile magic.


key: howler monkey
value:
  An aggressively territorial primate, known for the astonishing variety and
  volume of noise it can produce.


key: human
value:
  An uppity sort of surface-dwelling, hairless ape. Dwarves think of them as
  fragile, elves think of them as clumsy, and monsters think of them as tasty.


key: hungry ghost
value:
  The undead form of someone who died of starvation. It drains sustenance from
  the bodies of its victims, hoping to inflict its own miserable fate on others.


key: hydra
value:
  A great and nightmarish lacertilian beast. It has many heads, and the potential
  to grow many more!

  Hitting it with any bladed weapon bigger than a short blade risks lopping a
  head off and causing two more to grow in its place. Very large claws, such as
  trolls', are long enough to do the same. Only a weapon branded with flame will
  cauterize the wound and prevent more heads from growing.


key: hyperactive ballistomycete
value:
  A ballistomycete in a state of all-out reproduction. It is constantly ravaged
  by explosions of spores, damaging everything nearby.


key: ice beast
value:
  A terrible creature, formed of snow and crystalline ice. Its feet leave puddles
  of icy water on the floor.


key: ice fiend
value:
  A huge frigid demon covered in frost and wreathed in freezing air. It is one of
  the most terrible denizens of the many Hells.


key: ice statue
value:
  An imposing idol of some nameless arctic god, carved in glistening deep blue
  ice. Freezing vapours swirl about it, and a chill pervades the air.


key: imperial myrmidon
value:
  A warrior initiated in the mysteries of a dying cult, dedicated to serve
  thrones long-fallen. Its blows strip away magical defenses, leaving its foes
  vulnerable to even the simplest hexes.


key: insubstantial wisp
value:
  A thin wisp of floating gas, flickering, disappearing and reforming in a
  disconcertingly random fashion while building up an electrical charge.


key: iron dragon
value:
  A very heavy, slow and apparently flightless dragon. It is named for its
  scales, which are so tough they might be iron. Small flakes of metal trail from
  its nostrils.


key: iron elemental
value:
  A rare and powerful spirit from the elemental plane of earth, it exists in this
  world by inhabiting a hulking mass of iron.


key: iron golem
value:
  A large, ponderous and very solid statue of metal, given the power of
  locomotion through some esoteric means.


key: iron troll
value:
  A great troll, mighty of limb and plated with thick scales that resemble
  lightly rusted iron, especially in their hardness.


key: ironbrand convoker
value:
  A guardian mage clad in pattern-etched armour. It can recite words of power
  to summon distant allies and imbue them with unnatural might.


key: ironheart preserver
value:
  A towering, muscular figure, capable of safeguarding its allies by selflessly
  accepting a portion of the injuries inflicted upon them.


key: jiangshi
value:
  A vampiric thrall bound into servitude by esoteric rituals. Though its rigid
  limbs give it an awkward gait, it moves with surprising speed, leaping upon its
  victims and leeching away their life essence with its vicious claws.


key: juggernaut
value:
  A gigantic humanoid with thick iron plates welded to its skin. It moves with
  alarming speed and deals incredible damage with its immense fists, but must
  rest between blows.


key: jumping spider
value:
  A spider which weaves webs between its front legs and leaps at its prey,
  ensnaring them. The speed with which it leaps is almost supernatural.


key: killer klown
value:
  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 face paint
  or something altogether less pleasant?


key: knight
value:
  A humanoid construct of insubstantial memory, floating through the air. Though
  perhaps somewhat changed in shape and bearing few discernable features, still
  it seems somehow to resemble a warrior from the distantly remembered past,
  well equipped with arms and armour both.


key: kobold
value:
  A small, greyish creature with the look and temperament of a feral dog. No one
  knows for sure where kobolds come from, but ancient demon-gods, evil spirits,
  and meddling wizards have all been suggested as culprits.


key: kraken
value:
  A gargantuan sea monster, capable of devouring entire ships. Its many tentacles
  reach towards the shore and crush any who draw near.


key: large abomination
value:
  A hideous conglomeration of mangled body parts, possessed and altered in ways
  that challenge sanity. Each varies in speed and durability by the nature of
  whatever unfortunates were used to make it.


key: leopard gecko
value:
  A brightly-coloured lizard with huge, sharp teeth. The pads on its toes allow
  it to cling to walls and ceilings.


key: lich
value:
  A powerful wizard who has learned to cheat death itself, now existing as a
  skeletal, desiccated corpse kept intact by a mighty exercise of dark magic.


key: lindwurm
value:
  A small serpentine dragon with a pair of strong forelimbs. Its thick scales
  give off an eerie red glow.


key: lorocyproca
value:
  A tall and gaunt figure, draped in long robes which flow as if alive. It
  thirsts for magical energies.


key: lost soul
value:
  The echo of an unmourned soul. Though the memories of its living self are
  long-faded, it is drawn to the moment of death by some lingering instinct. It
  seizes upon the passage of other souls, losing the last vestiges of its being
  in the memories of another's life.


key: lurking horror
value:
  A formless mass of negative energy, bound to bring terrible torment once the
  forces holding it together dissolve. The alien presence of intruders to the
  Abyss is sure to unravel it, yet it seems perversely drawn toward them; still,
  it seems somehow reluctant to move while being observed.


key: macabre mass
value:
  A fused and twisted collection of body parts, weakly animated by necromancy. It
  is easily destroyed, but capable of merging with others to form more potent
  horrors.


key: mana viper
value:
  A violet-scaled serpent with faintly glowing eyes. It thirsts for magic as well
  as flesh, and its bite can drink dry the magical reservoirs of even a powerful
  mage in no time.


key: manticore
value:
  A hideous cross-breed, bearing the features of a human and a lion, with great
  bat-like wings. Its tail bristles with spikes that can be loosed at potential
  prey.


key: meliai
value:
  A nymphal hybrid, with a winged torso of a human ontop of the stinging abdomen
  of a bee. The meliai serve under many roles: priestesses of nature, nurses to
  the divine, and warrior-champions for their hives.


key: merfolk
value:
  A hybrid with the torso of a human and the tail of a fish. It is capable of
  dwelling both in water and on land, and fiercely defends its domain.


key: merfolk aquamancer
value:
  A slender merfolk mystic with unusually webby hands. Its form shifts and
  glistens as if seen through ocean spray.


key: merfolk avatar
value:
  A beguiling merfolk whose voice mesmerizes listeners. It carries no weapon,
  but its song summons drowned souls to defend the sea against intruders.


key: moth of wrath
value:
  A moth known for its ability to inspire insane rages by touching its foes, or
  merely gazing at its friends. For some inexplicable reason, it was eradicated
  from the surface centuries ago.


key: mummy
value:
  An undead figure covered in bandages and embalming fluids, compelled to walk by
  an ancient curse. It radiates a malign aura.


key: mummy priest
value:
  An ancient servant of a long forgotten god, embalmed and cursed to walk in
  undeath for all eternity.


key: mutant beast
value:
  A bizarre creature, twisted and warped by overexposure to magical radiation.
  Each has a different set of traits.


key: naga
value:
  A hybrid that is human from the waist up; below is a scaly, muscular snakelike
  tail. Its mouth drips with venomous saliva.


key: naga mage
value:
  A naga that has trained in the use of magic, trailed by an eldritch nimbus. It
  is especially skilled in spells dealing with poison and venom.


key: naga ritualist
value:
  An esoteric mystic draped in talismans. It venerates poison as a sacred gift
  and means of spiritual purification.


key: naga sharpshooter
value:
  A naga with exceptionally keen eyesight, adept in the use of ranged weaponry
  and simple magics which allows it to snipe at targets across nearly any
  obstruction.


key: necromancer
value:
  An evil wizard who is devoted to the practice of death magic, the mastery of
  unholy energies, and the raising of corpses into a parody of life.


key: necrophage
value:
  A vile undead creation of the most unholy necromancy, made from the decaying
  corpses of humanoid creatures. It exists to spread disease and decay.


key: neqoxec
value:
  A weirdly shaped demon, pulsing and shifting with mutagenic energies, its belly
  distended with the devoured brains of its victims.


key: obsidian statue
value:
  A beautiful statue of an unknown creature, jet-black like a tear in reality.
  Its eyes glow with an otherworldly, malignant radiance.


key: octopode
value:
  A more intelligent cousin of the mighty kraken, capable of using tools and
  spells. It is fully amphibious, but most of its species choose to stay beneath
  the waves and serve their King.


key: oklob plant
value:
  A very dangerous plant which fends off predators by spraying corrosive vitriol
  at them. Even experienced adventurers give oklob plants a wide berth.


key: oklob sapling
value:
  A young oklob plant. It is more fragile than the mature specimen, but the acid
  it sprays is just as deadly.


key: ophan
value:
  A creature from the heavenly realms. It consists of a wheel within a wheel, and
  both of these are covered in eyes; strange flames of holy fire flicker all over
  it.


key: orange crystal statue
value:
  An intricately carved idol of some nameless godling, hewn of translucent orange
  crystal. Its lifeless eyes seem to glitter uncannily with a wicked
  intelligence. It is capable of unleashing a powerful psychic assault upon the
  minds of any who approach it.


key: orb guardian
value:
  A huge, glowing, four-limbed purple creature with heightened senses, created by
  the Orb itself. It guards the Orb with enormous punctiliousness and violence.


key: orb of destruction
value:
  A conjured globe of pure magic that homes onto a designated target, albeit with
  massive inertia. A smart and agile person may move out of its path, causing it
  to miss its target or damage its surroundings. It cannot be avoided by Dodging
  skill, and is able to make sharp turns to hit adjacent targets.


key: orb of fire
value:
  A globe of raw primordial fire, capable of impressive pyrotechnics, and of
  twisting the very flesh of creatures who come into its ken.


key: orb spider
value:
  An eerily glowing spider with strands of pure energy emerging from its
  spinnerets. It seems to want to keep its distance.


key: orc
value:
  An ugly subterranean creature combining the worst features of humans, pigs and
  several other unpleasant creatures. It tends to run in packs or mobs, and
  delights in outbursts of insane violence.


key: orc high priest
value:
  An exalted servant of the orc god Beogh and a master of many black rites, to
  whose aid Beogh will even send beings from the netherworld.


key: orc knight
value:
  A heavily armoured orc, covered in scars from many past battles. It commands
  its brethren in battle, rousing them to greater, more violent efforts with
  bloodcurdling shouts.


key: orc priest
value:
  A servant of Beogh, the ancient and cruel god of the orcs. Beogh rewards its
  devoted prayers by striking down its enemies.


key: orc sorcerer
value:
  An exceptionally competent orcish wizard, in league with hellish and chthonic
  forces and motivated by the purest imaginable strain of malevolence.


key: pandemonium lord
value:
  A formidable demon lord inhabiting the endless halls of Pandemonium. Each one
  is different, with its own set of strengths and weaknesses.


key: peacekeeper
value:
  A four-legged humanoid construct, tasked with recapturing escaped slaves and
  punishing heretics. Long after the fall of the empire it once served, it
  continues to enforce imperial law, knowing no jurisdiction.


key: pearl dragon
value:
  A dragon consecrated to the holy divine powers. Its breath is blessed fire, and
  its claws sear its victims with divine wrath.


key: phantasmal warrior
value:
  A hideous translucent green spirit of a warrior fallen in battle but recalled
  to this plane by unholy magic. The blade it wields is ethereal, rendering those
  it strikes more susceptible to magic.


key: phantom
value:
  A nearly-transparent undead spirit, suspected by some sages to be a degenerate
  form of ghost, with no memories of its former life. It rarely stays in one
  place for long.


key: plant
value:
  A plant that has adapted to grow in the unpleasant dungeon environment,
  somehow thriving even underground in the absence of the sun.


key: player ghost
value:
  The apparition of an unfortunate adventurer, retaining many of the skills and
  abilities the adventurer had in life. It is condemned to haunt this particular
  level of the dungeons, lashing out violently at the next adventurer to cross
  its path.


key: polar bear
value:
  A bear covered in glistening white fur, habituated to cold conditions. Like all
  ursines, it will become enraged if badly hurt or frightened.


key: profane servitor
value:
  A blasphemous being that was once an angel of the Shining One. It now stands as
  unliving proof that not even the holiest of beings are beyond Yredelemnul's
  grasp.


key: quasit
value:
  A cowardly little demon with a long, viciously pointed tail. Its sharp claws
  are coated with a venom that stiffens muscles.


key: queen ant
value:
  A bloated ant, covered in thick chitinous armour and possessing a strong
  poison. It is the sovereign of the colony and, when not disturbed, is
  constantly laying eggs. Once capable of flight, it has long since shed its
  wings; only rudimentary stubs remain.


key: quicksilver dragon
value:
  A long and sinuous dragon, seemingly more neck and tail than anything else. Its
  skin shines like molten mercury, magical energies arc from its pointed snout,
  and it moves with terrifying swiftness.


key: ragged hierophant
value:
  A bedraggled priest, once-fine robes now lined with salt and dust. Forsaken by
  the gods, it now relies on constructs to protect itself.


key: rakshasa
value:
  A demon in the form of a tiger, in search of hidden power and knowledge. It is
  an expert in the art of illusion, and is exceptionally intelligent and cruel.


key: raiju
value:
  A profoundly unnatural hound, crackling with electricity. It travels in packs,
  and covers great distances by bursting into living lightning.


key: red devil
value:
  A larger cousin of the common imp, with a fiendish grin and two short wings
  sprouting from its shoulders. It favours barbed tridents, and taunts its
  victims from afar.


key: redback
value:
  A vicious black spider with a splash of red on its swollen abdomen. Its
  mandibles drip with lethal poison.


key: revenant
value:
  A skeletal form wreathed in cold blue fire, standing astride this life and the
  next. Echoes of the lingering dead flicker within its ghostly flames.


key: river rat
value:
  A rodent with hair of a most peculiar green colour, and a powerful bite. It
  tends to form great swarms with its kin.


key: the royal jelly
value:
  A particularly rich and golden gelatinous thing. Smaller jellies swim and pulse
  just below its surface, ready to burst forth at the slightest touch.


key: rust devil
value:
  A hideous humanoid figure with rust-spotted metal skin, spreading corrosion
  and decay to all it touches.


key: salamander mystic
value:
  A member of the salamander's scholarly caste, possessed of lesser size and
  strength, but wise in the ways of magic.


key: saltling
value:
  A small, human-shaped agglomeration of salt. It was created by the last
  fugitive loyalists of the fallen eastern empire, forced in desperation to
  construct golems from local resources to defend themselves.


key: satyr
value:
  A more intelligent relative of the faun, often found in their company, and far
  more unforgiving of — and dangerous to — interlopers.


key: scorpion
value:
  A loathsome arachnid, armed to the teeth. Its body is covered in a thick
  carapace, its tail is tipped by a venomous sting, and its forelimbs are
  equipped with a pair of sharp grasping claws.


key: seraph
value:
  A six-winged servant of the good gods, of the highest rank of the angelic
  hosts. Its eyes burn with divine fire.


key: servant of whispers
value:
  A member of an order of monks who abandoned their former faith. It now serves
  a minor god of wind and whispers, who allows it to calm the air and, when
  in great need, to break the stillness with divine thunder.


key: shadow
value:
  A wisp of unliving shadow, slipping in and out of the darkness of the dungeon.
  It moves swiftly and silently from one pool of shade to another, striking
  unerringly from the blind spots of those who cannot see it.


key: shadow demon
value:
  A mysterious demonic figure, difficult to distinguish from the darkness around
  it. It weaves the shadows into powerful minions.


key: shadow wraith
value:
  A mist-wreathed skeletal shadow, hanging in mid-air. It drains away the
  life force of living beings.


key: shambling mangrove
value:
  A gnarled mangrove, possessed of sapience and a cantankerous disposition. Its
  roots run deep through the water and soil of its marshy home and can make
  footing very difficult for those who provoke its ire. Marsh fauna are often
  found nesting within its branches, and may not take kindly to being disturbed.


key: shapeshifter
value:
  A disturbing creature with the power to change its form. It is very rarely
  observed alive in its natural state.


key: shard shrike
value:
  An incredibly fast-moving bird, known for impaling its prey on shards of ice
  before tearing them to pieces. It has acclimated to the desolate wastes of
  Cocytus, and is enveloped with an accursed chill.


key: shock serpent
value:
  A sinuous serpent whose body crackles with volatile electricity. Its electric
  shroud can discharge when struck, inflicting a painful shock on any nearby
  foes.


key: silent spectre
value:
  A terrible spirit which brings an unearthly silence to the area around it,
  making it impossible to recite the magical incantations involved with casting
  spells or reading scrolls.


key: sixfirhy
value:
  A small vile creature that moves in bursts, stopping then darting with
  lightning speed. It sprays sparks as it goes.


key: sky beast
value:
  A strange aerial creature formed of clouds and tortured flesh that sparkles
  with electricity and, every so often, slips entirely from view.


key: slave
value:
  A once-proud human who has been magically enslaved, forcing it to perform any
  deed its master commands. However, its magical enslavement lasts only as long
  as its master does, and it would surely appreciate being freed.


key: slime creature
value:
  An icky glob of slime that slithers along the ground, occasionally merging with
  other nearby globs.


key: small abomination
value:
  A hideous mass of body parts. Each varies in speed and durability by the nature
  of whatever unfortunates were used to make it.


key: smoke demon
value:
  An infernal demon that manifests itself as a writhing cloud of smoke. Having
  considerable pyrokinetic powers, it can very effectively attack its enemies
  from afar.


key: snaplasher vine
value:
  A swift and sinuous vine brought alive by a dryad's magic. It can quickly bind
  and entangle the dryad's foes, dragging them back to the forest from which it
  surges.


key: snaplasher vine segment
value:
  Part of a swift and sinuous vine brought alive by a dryad's magic. It can
  quickly bind and entangle the dryad's foes, dragging them back to the forest
  from which it surges.


key: snapping turtle
value:
  A belligerent testudine with an armoured carapace. Its neck is surprisingly
  extensible and can reach out and bite from afar.


key: soldier ant
value:
  A tough ant with a disproportionately large head, strong mandibles, and a
  vicious sting capable of injecting painful venom. It is a soldier, and thus
  tasked with protecting the colony from invaders.


key: soul eater
value:
  A demon that manifests as a malignantly shifting shadow gliding through the
  air. It radiates an intense aura of negative force.


key: spark wasp
value:
  A profoundly unnatural insect covered in vaguely metallic plates. Its stinger
  crackles with electricity, capable of delivering a powerful shock to unwary
  victims, and is capable of closing the distance with them at shockingly
  lethal speed.


key: spectral weapon
value:
  A spirit drawn from a weapon — it never strikes on its own. Damage done to it
  will be partially mirrored onto the caster.


key: spellforged servitor
value:
  A magical construct woven with a portion of a conjurer's magic and bonded with
  a primitive elemental intelligence, summoned from an outer plane. The magic it
  is forged with gives it the capacity to wield some of its creator's destructive
  spells.


key: sphinx
value:
  A fearsome hybrid with a woman's head, a lion's body and the wings of an eagle,
  able to cloud the minds of its foes and wield fell magics.


key: spriggan
value:
  A small humanoid, resembling a human or elf except for the size. It moves at a
  great speed, and loves playing dirty tricks on people.


key: spriggan defender
value:
  An elite, well-equipped spriggan warrior, renowned for its unbelievable agility
  and its prowess with advanced weaponry.


key: spriggan druid
value:
  A spriggan whose connection with the birds and the beasts is exceptionally
  strong. It will call forth nature's wrath against anyone who so much as snaps a
  twig.


key: spriggan rider
value:
  A spriggan that has tamed a hornet as its mount, and is tasked with protecting
  the spriggan fens and cairns from intruders.


key: starcursed mass
value:
  A mass of stellar detritus that glows with the sickly putrescence of a dying
  star, forever shrieking soundlessly in a voice beyond mortal grasp. Its form
  undulates constantly, dividing spontaneously and then withdrawing when
  threatened. When divided, its deafening chorus of screams can overwhelm the
  minds of even the bravest warriors, leaving them stunned and helpless.


key: starspawn tentacle
value:
  The writhing appendage of a tentacled starspawn, capable of grasping nearly any
  prey and dragging it back to be devoured. Any damage dealt to it hurts the
  whole creature.


key: starspawn tentacle segment
value:
  A sinuous length of an extended starspawn tentacle. Any damage dealt to it
  hurts the whole creature.


key: statue
value:
  A piece of sculpted granite with glowing red eyes. Although it is rooted to its
  base, it can still move parts of itself.


key: steam dragon
value:
  A relatively small grey dragon, with a resilient-looking scaly hide and steam
  pouring from its mouth.


key: stone giant
value:
  A gigantic humanoid with grey skin almost as hard as rock. It carries several
  boulders, and is perfectly capable of flinging them a great distance.


key: storm dragon
value:
  A powerful dragon with a hide of thick matte scales almost like blue rubber,
  and enormous scaly wings crackling with sparks.


key: tengu
value:
  A humanoid figure with the head and talons of a bird. Its ferociously combative
  nature belies its fragile appearance.


key: tengu warrior
value:
  A particularly bloodthirsty tengu who has opted to hone its skill in fighting
  and weaponry instead of spellcasting.


key: tentacled starspawn
value:
  A lumbering maw shrouded in a mass of sinuous tentacles. On spotting prey, its
  tentacles lunge outward, dragging victims directly to its waiting gullet.


key: thrashing horror
value:
  A seething mass of yellow flesh. It thrashes erratically, staggering foes
  beneath the weight of its impacts.


key: titan
value:
  A huge, bolt-hurling, lightning-limned humanoid. It is unusually large and
  powerful, even among giants.


key: thorn hunter
value:
  A predatory marsh plant, possessed of motility and a rudimentary intelligence.
  It ensnares its prey with protrusions of spiny brambles and then skewers the
  trapped creatures with its razor-sharp thorns.


key: toenail golem
value:
  A huge animated statue made entirely from toenail clippings. Some people just
  have too much time on their hands.


key: tormentor
value:
  A malign devil covered in all manner of claws, spines, and cruel hooks. It is
  able to inflict torturous agony on those foolish enough to gaze upon it.


key: torpor snail
value:
  A ponderous gastropod with a rock-hard shell. It is said to be in some way
  connected with the god Cheibriados; its very presence slows the movements of
  unwary adventurers, leaving them easy prey for its terrifying, ever-gnashing
  radulae.


key: troll
value:
  A huge and physically powerful humanoid creature. Short on intelligence but
  long on brawn, its thick knobbly hide heals rapidly from most wounds.


key: two-headed ogre
value:
  A huge ogre with two heads on top of its bloated body. It is capable of holding
  a weapon in each giant hand.


key: tzitzimitl
value:
  A horrific fallen divinity, possessing jaws of gnashing stone and a necklace of
  starry organs. It spreads disease and despair, and patiently awaits the end of
  days when it will devour the sun.


key: ugly thing
value:
  An ugly thing. According to legend, it is the otherworldly spawn of a wizard's
  breeding experiment. Yuck.


key: unseen horror
value:
  A creature rarely seen by anyone; those few who have seen one would rather they
  hadn't. It moves erratically.


key: ushabti
value:
  A funerary stone figurine kept in tombs to serve the deceased as they pass
  through the afterlife. It is inscribed with spells to protect the interred for
  eternity.


key: vampire
value:
  A human cursed with vampirism, drifting in a state between life and undeath,
  perpetually hungry for the blood of the living.


key: vampire bat
value:
  A large black bat with vicious fangs that feeds on blood. It is the preferred
  form for vampires in disguise.


key: vampire mage
value:
  A sorcerer who, by accident or design, has been afflicted with the curse of the
  vampire. Regardless, through undeath, it has finally mastered the art of dark
  magic.


key: vampire mosquito
value:
  A mosquito that has fed upon tainted blood and been transformed into a
  revolting and pestilent undead insect, seeking to drain its victims to the last
  drop.


key: vault sentinel
value:
  A vigilant scout, quick to alert its fellows to the presence of intruders. It
  marks such intruders with powerful magic, making them unable to hide from
  pursuit no matter where they flee.


key: vault warden
value:
  A veteran commander, able to seal nearby doorways and staircases to prevent
  intruders from either trespassing further or escaping alive.


key: very ugly thing
value:
  A very ugly thing. According to legend, it is the otherworldly spawn of a
  wizard's breeding experiment. Double yuck!


key: wandering mushroom
value:
  A large, fleshy mushroom that wanders slowly around the dungeon. It is both
  innately curious and incredibly shy, pursuing the objects of its curiosity only
  when out of sight. Noxious spores drift around its cap.


key: war gargoyle
value:
  A rare type of gargoyle, constructed from a solid steel statue and imbued with
  vicious strength, speed, and weaponized breath.


key: water elemental
value:
  A spirit drawn from the elemental plane of water. It exists on this world as
  part of a body of water and can engulf other beings in its form, depriving them
  of breath and voice.


key: water nymph
value:
  A capricious nature spirit, deeply bonded with the waters in which she lives.
  Wherever they flow, so may she, and ponds and rivers surge and leap at her
  whim.


key: wight
value:
  An ancient warrior, kept in a state of perpetual undeath by its desire to die
  with honour in battle.


key: wind drake
value:
  A small but powerful dragon, particularly adept amongst its kin at manipulating
  the currents of air that surround it. It can exhale powerful blasts of wind.


key: wolf spider
value:
  A hairy fast-moving hunting spider with vicious mandibles. It roams the dungeon
  in search of prey, which it kills with its deadly venom.


key: worker ant
value:
  A wingless black insect with sharp mandibles capable of injecting a deadly
  poison. It is a worker, and thus tasked with gathering food — any living being
  it encounters is a potential meal.


key: worldbinder
value:
  A cloud of thick fog, with faint, feeble claws constantly reaching out and then
  fading back into the fog. When threatened, it calls forth creatures banished to
  the void between realities, using them to defend itself.


key: wraith
value:
  A cloud of black mist surrounding an insubstantial skeletal form. Its eyes burn
  bright with unholy malevolence and hunger for life essence, on which it feeds.


key: wretched star
value:
  A conflux of unearthly light and energy, awash in unnatural colours and strange
  forms no normal being was meant to perceive. It fills all those in its presence
  with the disorder of the Abyss.


key: wyvern
value:
  A dragon-like creature with a long, sharply pointed tail. Although smaller and
  less formidable than true dragons, it is nonetheless a foe to be reckoned with.


key: yaktaur
value:
  A hybrid with the torso of a robust human atop the body of a yak. It excels in
  ranged combat, and is also a formidable foe in close quarters.


key: yaktaur captain
value:
  An exceptionally strong and brutish yaktaur, able to order its weaker brethren
  around to do its bidding.


key: ynoxinul
value:
  A winged demon covered in shiny metallic scales. It has a legion of minor
  demons under its command.


key: test spawner
value:
  (If you see this outside wizmode or the arena, this is a bug.)

  Whatever it is, it is capable of spawning countless monsters by casting Shadow
  Creatures, and is virtually undestructible itself.

  To destroy it, lower the central elevator pillar, then pump rockets into the
  hole in its exposed brain when the pillar rises to an appropriate height. You
  can add another rocket while jumping down.

  Oh wait, wrong game.


key: friendly sensed monster
value:
  A friendly monster whose presence has been {{
      if you.god() == "Ashenzari" then
          return "revealed by the power of Ashenzari"
      else
          return "detected"
      end
  }}.


key: master blaster
value:
  A mighty old lich, notorious for blasting people with powerful conjurations at
  the slightest provocation, or just on a whim.


key: statue of wucad mu
value:
  A statue made of a fine glassy orange crystal. It depicts a mystic known as
  Wucad Mu, who mastered the matters of the mind, and is imbued with Wucad Mu's
  powers of mental combat.


key: archer statue
value:
  A statue of a beautiful elven archer, sculpted in finest marble. It holds a
  bow aloft, and appears to be magically animated, letting it use the bow to
  riddle intruders with arrows.


key: bog mummy
value:
  An undead figure preserved by the brackish waters of a bog. It has begun to
  decay heavily, and looks fragile.


key: captured wizard
value:
  A wild-eyed wizard whose tongue has been cut out, frantically mumbling and
  waving its arms but unable to cast a single spell.


key: charred statue
value:
  A statue that has been imbued with flame, allowing it to make use of simple
  fire-based conjurations.


key: cigotuvi's monster
value:
  A terrifying creation that appears to have been constructed from the body parts
  of every monstrous creature imaginable, with writhing tentacles sprouting from
  its form.


key: demonic plant
value:
  A demonic mockery of a plant, covered with mysterious appendages and writhing
  tentacles. It appears to be harmless.


key: dimme
value:
  A terrible creature with demonic ancestry. Its presence is horrifying, but
  supernaturally compelling.


key: drunken dwarf
value:
  A dwarf who seems to be working as an ale quality tester, and is enjoying the
  job a little too much.


key: fire elementalist statue
value:
  An ornately worked statue of an orc holding a torch aloft, hewn from black
  basalt. The air around it shimmers.


key: firespitter statue
value:
  A statue of a large humanoid head, roughly cut from greyish gabbro. Its mouth
  is blackened with scorch-marks, and there is a faint ember glow in its empty
  eyes.


key: oklob plant annihilator
value:
  A mere plant that has somehow attained sentience and the use of magic, by some
  inconceivable sorcery.


key: orb golem
value:
  A metal golem crackling with magical energies. It must have been created by
  a truly devious wizard, or possibly someone who misheard what monsters could
  be found in the Realm of Zot.


key: orb of ice
value:
  A globe of primordial ice, floating in the air. It is said to be a relic of
  ancient times, when the world was a void bracketed by realms of endless fire
  and cold.


key: phase spider
value:
  An otherworldly spider that can move short and medium distances by briefly
  shifting between the planes of reality, in order to better ensnare its prey.


key: pristine statue
value:
  An immaculately sculpted porphyry statue of an archer poised to release a bolt,
  with a full quiver at the hip.


key: water elementalist statue
value:
  A smooth statue of a beautiful merfolk bathing in a fountain, sculpted from
  creamy, faintly pinkish travertine. It glistens softly in the light.


key: witch
value:
  An old and unnaturally ugly human, wearing robes stained with what appears to
  be swamp ooze, cauldron soot and brew ingredients.


key: withered plant
value:
  A plant whose life has been drained away, but with its physical form still
  intact. It looks like it died many {{ if you.branch() == "Crypt" or
  you.branch() == "Tomb" then return "centuries"; else return "years"; end }}
  ago.


key: zin angel
value:
  A divine agent of Zin. It is a towering winged figure with an aura of brilliant
  white light. Its face is marked by a scowl, as if its zeal against any real or
  perceived vice overshadows its goodness.


key: zot statue
value:
  An profoundly disturbing statue, hewn from a single piece of dark gabbro
  scintillating with tiny crystals. It is impossible to tell whether it is
  intended to represent some creature or personage, or to be completely abstract.


key: bag of meat
value:
  One of the legions of abominations created by the sculptors of flesh. It is a
  horrendous imitation of the human form, consisting of an unrecognisable mass of
  meat stitched together with limbs sewn on seemingly at random. Its skin hangs
  off loosely in some places and bulges repulsively in others. Each one bears a
  large symbol carved into its flesh, a mark of pride from its twisted creator.


key: large bag of meat
value:
  One of the legions of abominations created by the sculptors of flesh. Its
  bloated hulk pulsates and throbs constantly with accursed fires. It looks as if
  it could explode into a torrent of viscera at any moment.


key: meat berserker
value:
  One of the legions of abominations created by the sculptors of flesh. Its form
  is large and muscular. It moves swiftly and with impetuous fury, the sole
  thought within its being to rend you apart with great fervour. As it rages, it
  creates a cacophonous din.


key: meat hydra
value:
  One of the legions of abominations created by the sculptors of flesh. Each of
  its eight necks is distended and elongated, connected to a colossal body
  crumpled and dripping with ichor. Its many heads spew blood while writhing and
  convulsing in agony, as it brings torment to itself and anything else that
  beholds its foul visage.


key: meat beast
value:
  One of the legions of abominations created by the sculptors of flesh. Ablaze
  with demonic frenzy, it gores and tramples with ferocity unmatched. Its skin is
  flayed, exposing the glistening tendons and sinew underneath, and the teeth
  inside its cavernous maw are stained with blood.


key: sculptor of flesh
value:
  An artisan of unlife, the sculptor appears as a grim skeletal form. It has six
  long arms ending in mangled hands with broken fingers, upon which it crawls
  like a spider. Its skull is abnormally large and full of holes. Its bones are
  reddened and fractured, inscribed with the unholy spells it weaves to assemble
  its puppets.


key: destroyer
value:
  The destroyers begin to descend upon you. They come in numbers and with wrath,
  maws gaping like abaddon, bottomless and abyssal. They bring your doom and will
  feast on your remains.


key: tyrant
value:
  A colossal mass of bones and skulls, a walking tomb. You hear shrieks and
  screams as it approaches, shattering off bones with each crushing step,
  reassembling itself in eternal unrest.


key: dread
value:
  An affront to existence, a void in which there is only torment and damnation.
  Its unearthly form is torn and twisted, black and hollow. It is bereft of
  rational thought, knowing only hatred and the desire to desecrate your soul.


key: scourge
value:
  A vast serpentine form with raw and diseased skin, seeping bile and pus,
  spouting venom and blight.


key: observer
value:
  You see the unseen, you stare and they stare back. They whisper and laugh, they
  grin and cry, they leer at you with contempt and gaze at you in adoration. They
  are the observers, they are the judge of your worth and will decide your end.


key: wretched soul
value:
  A spectre, struggling to leave the mortal world it is incarcerated in. It
  drains life and unlife from all those it comes into contact with.


key: the meatlord
value:
  You behold the embodiment of filth, corruption and depravity, the Meatlord. His
  foul body is bloated to the extreme, leaking viscous fluid and the stench of
  death. His head is that of a boar with bulging eyes and tusks split in two, his
  snout flares and oozes as he snorts and squeals at the sight of you, his mouth
  is a toothless rift which drools pools of blood and vomits forth disgusting
  remains. His neck is stretched and lops forward, its skin sagging downward. His
  immense gut writhes and distorts as the larvae within await their repugnant
  release. His legs are unrecognisable masses of flesh, covered in protrusions
  and throbbing boils. Your mind reels at the sight of this hideous form and your
  senses begin to shut down in an attempt to preserve your sanity as you choke on
  the oppressive stench.


key: the unspeakable
value:
  You hear the echoes of planets behind the deafening roar of stars as it
  approaches. It is the jaws of the abyss. It brings forth crawling chaos from
  within. It is the last sight you will ever see.


key: acid splash spell
value:
  Spits a glob of acid at a nearby creature, covering it in corrosive slime
  for a short time. It may also splash onto other nearby creatures on impact.


key: airstrike spell
value:
  Causes the air around a creature to twist itself into a whirling vortex of
  meteorological fury. It is especially effective against flying enemies.


key: alistair's intoxication spell
value:
  Converts a small portion of the brain matter of those around you into alcohol,
  confusing all intelligent humanoids within view (although poison-resistant
  creatures may resist the effects). The caster may experience vertigo briefly
  as a result of making contact with other minds. It is frequently used as an
  icebreaker at wizard parties.


key: animate dead spell
value:
  Reanimates all corpses and skeletons in the vicinity as followers. This magic
  is unstable, so eventually those reanimated will crumble to dust. Zombies and
  skeletons cannot leave the level they were created on.


key: animate skeleton spell
value:
  Reanimates a single skeleton as a follower, even if that skeleton is still
  encased in flesh. This magic is unstable, so eventually those reanimated will
  crumble to dust. Skeletons cannot leave the level they were created on.


key: apportation spell
value:
  Pulls the top item or group of similar items from a distant pile to the floor
  near the caster. With low power, items might not be moved all the way to the
  caster's position.

  Extremely powerful magical items, such as the Orb of Zot, may actively resist
  the pull of this spell.


key: aura of abjuration spell
value:
  Continuously abjures hostile summoned creatures in the vicinity of the caster.
  This reduces their remaining time before being sent back where they came from.


key: aura of brilliance spell
value:
  Empowers the magic of nearby wizard allies of the caster, allowing them to
  cast their magic more powerfully and more often, but at the price of fixing
  the caster in place until they no longer have any nearby allies they can
  empower.


key: avatar song spell
value:
  Sings a powerfully haunting song; in addition to making nearby victims
  unwilling to move away from the singer, it calls forth drowned souls from
  any nearby bodies of deep water.


key: awaken earth spell
value:
  Animates some rock walls adjacent to a target – including the target itself if
  it is a rock wall – to create some earth elementals.


key: awaken forest spell
value:
  Gives some limited motility to nearby trees, allowing them to sway their
  branches and shift their roots. Such enchanted trees will lash at any adjacent
  enemy.


key: awaken vines spell
value:
  Causes vines to grow from the ground. The vines will reach out and grab
  interlopers, dragging them towards any nearby trees.


key: battlecry spell
value:
  Inspires nearby allies of the caster to fight more aggressively, increasing
  the strength of their blows.


key: beastly appendage spell
value:
  {{
      if you.race() == "Octopode" then
          return "Causes a vicious spike to grow from one of the caster's " ..
                 "tentacles, increasing the damage of their extra tentacle " ..
                 "attacks."
      else
          return "Causes monstrous horns or talons to grow from the caster's " ..
                 "body, granting them a chance of making an extra attack in " ..
                 "melee. It is not powerful enough to meld armour or enhance " ..
                 "appendages that are already nonhuman."
      end
  }}


key: berserk other spell
value:
  Causes a nearby ally to fly into a berserk rage. Going berserk temporarily
  increases health, speed, and damage dealt in melee.


key: bind souls spell
value:
  Bestows an enchantment on other nearby living creatures that may cause them to
  rise as simulacra after being slain.


key: black mark spell
value:
  Empowers the caster and any nearby allies to debilitate their foes on a
  successful melee attack, allowing them to inflict draining, cause weakness, or
  deplete magical power.


key: blade hands spell
value:
  Causes long, scythe-shaped blades to grow from the caster's hands, increasing
  melee damage to a degree depending on strength and dexterity.

  While transformed, any equipped weapons are melded. The caster also becomes
  unable to evoke wands, and casting spells becomes somewhat more difficult.


key: blink other close spell
value:
  Translocates a targeted enemy a short distance towards the caster. It cannot be
  resisted by usual means of magic resistance.


key: blink other spell
value:
  Randomly translocates a targeted enemy a short distance. It cannot be resisted
  by usual means of magic resistance.


key: blink range spell
value:
  Translocates the caster to a location further away from a targeted enemy, but
  still within sight of the target.


key: blinkbolt spell
value:
  Transforms the caster into a lightning bolt, and translocates the caster to
  the bolt's destination.


key: bolt of inaccuracy spell
value:
  Fires a penetrating bolt of incandescent energy which inflicts enormous damage
  upon any creature it strikes. Unfortunately, it is very difficult to aim and
  rarely hits anything. Pity, that.


key: borgnjor's revivification spell
value:
  Instantly heals any and all wounds suffered by the caster, but also permanently
  lessens their resilience to injury, to a degree dependent on (and inversely
  related to) power.

  It is powerful enough to literally pull someone out of Death's Door, although
  the shock will briefly confuse and paralyse the caster. It has no effect on the
  undead.


key: brain feed spell
value:
  Drains a portion of a visible enemy's intelligence. Such a loss is only
  temporary, and can be recovered by gaining experience.


key: call lost soul spell
value:
  Summons a necromantic spectre. These lost souls can enter the bodies of more
  powerful undead to bring them back from brink of demise, or turn dying living
  creatures into spectral versions of themselves.


key: call of chaos spell
value:
  Calls upon the powers of Chaos to empower nearby allies. The effects vary
  wildly and are usually, but not always, positive.


key: call tide spell
value:
  Allows the caster to affect the tidal phase of all water within a large
  distance. Soon after calling it, the waters on the whole level will reach high
  tide. Waters near the caster will reach even higher levels than they would
  normally.


key: cantrip spell
value:
  Casts one of a number of minor spells, aimed at trying to bolster the caster's
  morale. They have no noticeable effect.


key: cause fear spell
value:
  Causes fear in those near to the caster, causing those affected to be unable to
  approach the caster, and to sometimes fail to attack them in melee. Leaving the
  caster's line of sight will end the effect.


key: chain lightning spell
value:
  Releases a massive electrical discharge that arcs from target to target until
  it grounds out. It may ground out harmlessly if there are no targets
  sufficiently close to the caster. Its damage partially bypasses armour.


key: cigotuvi's embrace spell
value:
  Violently mutilates all nearby corpses, wrapping them around the caster to
  serve as both armour and shield. The carrion will fall away over time, faster
  and faster as more is piled on, though increased power will tighten its grasp
  on the caster's body. It has no effect on casters in Statue Form, or with
  Ozocubu's Armour active.


key: cloud cone spell
value:
  Blasts the area near the caster with destructive clouds. At low power, the most
  lethal clouds that can be created are noxious fumes. As power increases, this
  gives way to roaring flames, freezing vapours, and poisonous gas. At the
  highest tiers of power storm clouds, acidic fog and clouds of negative energy
  become available.


key: confusing touch spell
value:
  Enchants the caster's dominant hand with magical energy. This energy is
  released when the caster touches a monster with their bare hand, and may induce
  a state of confusion in the monster.


key: confusion gaze spell
value:
  Induces a state of bewilderment and confusion in a creature's mind, with no
  direct line of fire required.


key: conjure ball lightning spell
value:
  Creates a pack of ball lightnings, which seek out the nearest enemy before
  exploding in a huge blast of electricity. Casters are advised to use caution;
  the lightning is not mindful of what it may hit.

  The magic which keeps ball lightnings cohesive has limited range, so they may
  dissipate harmlessly if allowed to drift too far away from their caster before
  exploding.


key: control winds spell
value:
  Allows limited powers over the flow of air in caster's sight, blowing away or
  dissipating any nearby clouds affecting the caster or their allies.


key: controlled blink spell
value:
  Translocates the caster a short distance, with precise control. Be wary that
  controlled translocations will cause the subject to become contaminated with
  magical energy.


key: corona spell
value:
  Causes a halo of glowing light to surround and effectively outline a creature.
  This glow offsets the dark, musty atmosphere of the dungeon, and makes the
  affected creature appreciably easier to hit.


key: corpse rot spell
value:
  Rapidly accelerates the decomposition of any corpses lying around the caster,
  emitting in the process a foul miasmic vapour, which eats away at the life
  force of any creature it envelops.


key: corrupt body spell
value:
  Instills a corruption within a target, temporarily mutating their body in an
  adverse fashion. It cannot affect artificial beings, and the undead will
  decompose if affected.


key: corrupting pulse spell
value:
  Instills a corruption within all visible targets, temporarily mutating their
  bodies in an adverse fashion. It cannot affect artificial beings, and the
  undead will decompose if affected.


key: crystal bolt spell
value:
  Projects a penetrating projectile with peculiar magical properties. It is
  randomly imbued with either fire or ice, and additionally will reflect from
  walls of any material due to the crystal embedded in the shot.


key: dazzling spray spell
value:
  Fires a spread of scintillating energy bolts from the caster's fingertips. Any
  living creature they strike may be dazzled and left stumbling blindly.


key: death channel spell
value:
  Raises living creatures slain by the caster and their allies, reducing them to
  a state of spectral slavery.


key: death's door spell
value:
  Renders the caster nigh invulnerable to harm for a brief period, but brings
  them dangerously close to death in the process. So close, in fact, that the
  body believes itself to be dead — healing effects will do nothing.

  The caster will receive one warning shortly before the spell expires. With high
  power, the caster will be left more resilient when the effect ends. It has no
  effect on those who are already undead.


key: deflect missiles spell
value:
  Protects the caster from all kinds of projectile attacks, making them
  significantly easier to dodge. It is highly effective against both
  single-target and penetrating attacks. Each time a missile is deflected the
  spell has a chance of expiring, with a lower chance of expiry at high power.


key: delayed fireball spell
value:
  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.


key: dimension anchor spell
value:
  Blocks any translocations attempted by the affected target, be they voluntary
  or not. This includes even some cross-plane effects, although notably not
  Banishment.


key: discord spell
value:
  Drives nearby creatures into an insane frenzy, causing them to mercilessly
  attack anything and everything nearby with great strength and speed.


key: disintegrate spell
value:
  Violently rends apart anything in a small volume of space. It can be used to
  cause severe damage, or remove a chunk of rock.


key: disjunction spell
value:
  Destabilizes the space in a sphere around the caster for a while, causing
  anyone nearby to blink away from the caster. The chance of blinking depends on
  the distance from the caster, being nearly certain when directly adjacent. It
  causes magical contamination when cast.


key: dispersal spell
value:
  Teleports away any creatures within a short distance of the caster. Any
  creature that resists the effect will still be irresistibly blinked a shorter
  distance, and any monster it affects at all has a chance of being confused by
  the warping of space.


key: doom howl spell
value:
  Unleashes a piercing howl that catches and echoes in victims' minds. While
  those echoes linger, nightmarish creatures will hear and track them to their
  source. It can only be used once by a given creature.


key: dragon form spell
value:
  {{
      local desc = "Transforms the caster into a mighty"

      if you.race():find("Draconian") then
          desc = desc .. " dragon"
          if you.race() ~= "Grey Draconian" then
              desc = desc .. ", increasing the power of any innate breath attacks"
          end
          if you.race() == "Red Draconian" then
              desc = desc .. ". The caster becomes highly resistant to fire " ..
                             "and resistant to poison, but vulnerable to cold"
          elseif you.race() == "White Draconian" then
              desc = desc .. ". The caster becomes highly resistant to cold " ..
                             "and resistant to poison, but vulnerable to fire"
          elseif you.race() == "Green Draconian" then
              desc = desc .. " and retaining their innate colour"
          else
              desc = desc .. ". The caster retains their innate colour, and " ..
                             "becomes resistant to poison"
          end
      else
          desc = desc .. ", fire-breathing dragon. The caster becomes highly " ..
                         "resistant to fire and resistant to poison, but " ..
                         "vulnerable to cold"
      end

      desc = desc .. "."

      return desc
  }} The caster's melee damage will be substantially increased to a degree
  depending on strength, and they become much more robust but less evasive.

  While transformed, any equipped weapons and armour are melded.


key: dragon's call spell
value:
  Issues a powerful call to a draconic realm, beckoning forth dragon after dragon
  to engage the summoner's enemies. The spell is taxing to maintain, and each new
  dragon which answers the call will further drain the summoner's magical
  reserves.


key: draining gaze spell
value:
  Causes the target's magic to leak into the air, as though they were hit by an
  antimagic weapon, with no direct line of fire required.


key: dream dust spell
value:
  Overwhelms the target with soporific dream dust, putting them to sleep.
  Additional dream sheep will increase the strength and duration of this effect.


key: ensorcelled hibernation spell
value:
  Lowers its target's metabolic rate, inducing hibernation. After awakening, the
  target will be unable to be put to sleep again for some time.


key: excruciating wounds spell
value:
  Temporarily infuses the weapon held by the caster with the essence of pain
  itself. It will not affect artefact weapons.


key: explosive bolt spell
value:
  Fires a bolt containing fiery energy; on piercing a target, it lets loose an
  explosion that harms nearby creatures as well.


key: flay spell
value:
  Opens painful illusionary wounds on the target's body, which disappear after
  a short time or on the death of the caster. This cannot kill directly, and is
  ineffective against unnatural targets.


key: fire storm spell
value:
  Calls forth a mighty storm of roaring flame directly onto the target, dealing
  damage in a large area and leaving behind short-lived fire vortices. A portion
  of its damage bypasses fire resistance.


key: fireball spell
value:
  Hurls an explosive ball of fire. This spell does not cost any spell levels if
  the learner already knows Delayed Fireball.


key: flash freeze spell
value:
  Freezes the air around a target, causing significant harm and slowing the
  target's movement. It has no effect on targets that are already frozen.


key: forceful invitation spell
value:
  Summons some of the lesser threats from one of the Lair of Beasts, the Snake
  Pit, the Spider Nest, the Swamp, the Shoals, the Orcish Mines, the Elven Halls,
  the Vaults, or the Crypt; the specific branch varies with the caster.


key: fulminant prism spell
value:
  Conjures a prism which unleashes a violent explosion of arcane force after a
  short duration. The prism is extremely fragile and any damage caused to it may
  result in premature detonation.


key: gell's gravitas spell
value:
  Briefly redirects gravity around a target point, causing 'down' to be towards
  that point. All nearby creatures, save the caster, fall helplessly toward that
  point – typically colliding with each other, or with a victim standing there.


key: ghostly sacrifice spell
value:
  Uses an ally's motivating essence to create a blast of negative energy,
  draining any living creature it engulfs. The being used to fuel the spell, no
  matter whether living or construct, is consumed and unmade in the process.


key: throw ally spell
value:
  Throws a nearby ally at the monster's foe, doing minimal damage and landing the
  thrown monster nearby.


key: glaciate spell
value:
  Conjures forth a mighty blast of ice. Creatures within its cone-shaped area of
  effect take damage, with higher damage being dealt to those close to the
  caster. Those hit by the blast are encased in ice, slowing their movement, and
  those killed by the blast may be frozen into solid blocks of ice. A significant
  portion of its damage bypasses cold resistance.


key: haunt spell
value:
  Calls wraiths and ghosts to haunt the caster's target. They will only attack
  the creature they are haunting, and will dissipate quickly once their target
  dies.


key: call down damnation spell
value:
  Blasts a targeted enemy with damnation, with no direct line of fire required.
  These unholy forces harm the victim and anyone adjacent, and are not affected
  by any means of protection, such as armour or resistances. However, certain
  creatures, usually those able to invoke damnation themselves, are entirely
  unscathed by damnation.


key: holy breath spell
value:
  Exhales a large cloud of blessed flame, shining with the glory of the good
  gods. These flames are especially dangerous to undead and demonic creatures,
  and have no effect on holy creatures.


key: holy flames spell
value:
  Traps an enemy in a ring of blessed flame. These flames are especially
  dangerous to undead and demonic creatures, and have no effect on holy
  creatures.


key: hydra form spell
value:
  Transforms the caster into an amphibious, many-headed hydra for a brief
  duration. Its multiple heads strike in all directions. Edible foes slain by the
  gnashing teeth are instantly devoured, reinvigorating the caster in their
  reptilian rampage. The caster gains innate armour and increased health, and
  becomes resistant to poison.

  While transformed, any equipped weapons and armour are melded, and wands cannot
  be evoked. The form's number of heads is fixed upon casting the spell, and
  increases with power.


key: iceblast spell
value:
  Fires a large mass of ice, which explodes on impact. It affects even
  cold-resistant creatures somewhat, due to the strong impact and cutting edges.


key: ice form spell
value:
  Transforms the caster into a frozen ice-creature, light enough to float on
  water. The caster gains a freezing melee attack, and becomes incredibly
  resistant to cold and resistant to poison, but vulnerable to fire.

  While transformed, any equipped weapons and armour are melded, and wands cannot
  be evoked.


key: ignite poison spell
value:
  Converts all nearby poison into liquid flame, burning poisoned creatures from
  within. It also turns clouds of poison and mephitic gases into flame. The
  caster is not affected directly.


key: infestation spell
value:
  Calls forth a plague of scarabs, infesting affected creatures for a duration
  depending on power and causing death scarabs to grow and burst from them upon
  death.


key: infusion spell
value:
  Infuses the caster's melee attacks with magic, drawing from their reserves of
  magical energy to deal additional damage whenever an enemy is hit. It has no
  effect when the caster's magic is depleted.


key: injury bond spell
value:
  Binds the caster to a nearby ally, redirecting half of any damage the target
  suffers to the caster.


key: inner flame spell
value:
  Fills an enemy with an intense fire, to be explosively released upon death. The
  size of the explosion caused is dependent on the size of the target.


key: invisibility spell
value:
  Turns a targeted creature invisible. Turning invisible causes magical
  contamination and may eventually cause glowing, nullifying the invisibility.


key: irradiate spell
value:
  Transmutes an ultra-thin layer of the caster's skin (or equivalent) directly
  into pure magical energy, blasting and deforming adjacent creatures. The caster
  is not left entirely unaffected; some of the magic lingers, enough to leave
  them dangerously contaminated after a few castings.


key: iskenderun's battlesphere spell
value:
  Conjures a small globe of magical energy linked to the caster's own magical
  reserves. While the battlesphere cannot take independent action, it will fire
  volleys of energy at the caster's enemies in sync with its creator's own
  destructive conjurations. With increasing power, the battlesphere lasts longer
  and deals more damage per volley.


key: iskenderun's mystic blast spell
value:
  Throws a crackling sphere of destructive energy. The sphere will sometimes
  explode on impact, and the chance of it doing so is higher if the sphere has
  traveled less distance.


key: leda's liquefaction spell
value:
  Liquefies the ground around the caster, making it difficult to move through.
  Any movement through liquefied ground will be slowed, and attempts to attack
  in melee may fail.

  The effect starts out with a radius depending on power, which will then shrink,
  eventually covering only the caster, before it times out.


key: lee's rapid deconstruction spell
value:
  Fragments a wall or a suitably brittle visible monster into an explosion of
  deadly shrapnel. It can be used on monsters made of ice, bone, or any wall-like
  substance, as well as those turned to stone by petrification. Its damage is
  strongly reduced by armour.

  Targets made from rock, stone, ice or bone will cause a small or medium-sized
  explosion. Metal targets will cause a small but particularly damaging
  explosion, and targets made from crystal will cause a large and extremely
  damaging explosion.

  At high power, this spell is capable of destroying some walls: rock, stone or
  metal walls have a chance of being destroyed with at least 5, 6 or 7 bars of
  power. Crystal walls are particularly brittle and have a chance of being
  destroyed at any power level.


key: legendary destruction spell
value:
  Conjures two explosive magical effects in instant succession. The effects can
  be any mix of Fireball, Iceblast, and Ghostly Fireball.


key: lightning bolt spell
value:
  Fires a mighty bolt of lightning. It inflicts less damage than other similar
  bolts, but its damage partially bypasses armour and it can be bounced off walls
  to hit targets twice.


key: malign gateway spell
value:
  Tears a gash in reality, creating a self-sustained but temporary portal to an
  unknown, tainted otherworld. It requires open space to succeed. After a short
  time, a powerful clawed tentacle will reach through the portal, remaining bound
  to the caster's will for a duration depending on power. With the portal's
  expiry, the tentacle will be severed and turn on the caster.


key: malmutate spell
value:
  Bestows a mutation on a target. The mutation is almost always harmful. It
  cannot affect artificial beings, and the undead will decompose if affected.


key: mara summon spell
value:
  Weaves illusions of the caster. Such illusions have the same physical prowess
  as the original, and can cast the same spells.


key: mesmerise spell
value:
  Makes a targeted creature unwilling to move away from the caster. Leaving the
  caster's line of sight will end the effect.


key: metabolic englaciation spell
value:
  Lowers the metabolic rate of every creature in the caster's vicinity, slowing
  all those who are not resistant to cold. Those especially vulnerable to cold
  will be affected much more strongly, and tougher creatures will be slowed for a
  shorter time.


key: monstrous menagerie spell
value:
  Summons a powerful exotic creature to the caster's aid. It may call forth a
  harpy, manticore or lindwurm, and at high power may summon a sphinx, or an
  entire pack of harpies. With high power the individual creatures will also gain
  increased strength.


key: necromutation spell
value:
  Transforms the caster into a lich — a powerful skeletal figure. The caster
  becomes more resistant to cold and hostile enchantments and completely immune
  to poison, rotting, negative energy and torment, and requires no food at all
  for the duration of the spell. The caster's necromancy spells are increased in
  power, and they gain a draining melee attack. The caster also gains some of the
  more dubious benefits of having an undead body, such as a vulnerability to holy
  damage and Dispel Undead, and an inability to consume potions.


key: olgreb's toxic radiance spell
value:
  Causes the caster to radiate toxic energy, continuously inflicting poison on
  everything nearby for as long as the spell lasts.


key: orb of destruction spell
value:
  Conjures an orb made of pure destructive magic. Compared to most other
  projectiles, these orbs travel at a relatively slow pace. The orbs home onto
  their targets, yet because of their huge inertia, especially agile opponents
  may be able to outmanoeuvre them. The orbs need some time to stabilize, and a
  nascent orb will deal reduced damage.

  Residents of the dungeon are able to maintain the orb until it impacts a
  target, but when cast by you the orb will dissipate upon leaving your line of
  sight.


key: orb of electricity spell
value:
  Hurls a crackling orb of electrical energy, creating a huge explosion on
  impact. Its damage partially bypasses armour.


key: ozocubu's armour spell
value:
  Envelops the caster's body in a protective layer of thick ice. This will slow
  the caster's movement slightly, and provides no special protection against cold.
  The spell will not function for casters already wearing heavy armour (any body
  armour with an encumbrance rating of 5 or more).


key: ozocubu's refrigeration spell
value:
  Drains heat from the caster and their surroundings, causing harm to all
  creatures not resistant to cold and preventing the caster from using potions
  for a brief duration.


key: pain spell
value:
  Inflicts an extremely painful injury upon one living creature. The caster
  suffers minor damage from the backlash.


key: paralysis gaze spell
value:
  Irresistably prevents a creature from taking any action for a short time,
  requiring multiple charges but not line of fire.


key: passage of golubria spell
value:
  Opens two gateways (one always near the caster), which allow instantaneous
  transport to random other open gateways to any creature entering them. There is
  no limit to the number of gateways that can be open at one time, but a gateway
  will close when entered, or after a moderate amount of time.


key: passwall spell
value:
  Tunes the caster's body such that it can instantly pass through solid rock.
  It takes some time for the caster to attune to the rock, during which they will
  be helpless.


key: petrify spell
value:
  Petrifies a targeted creature. If successful, the target is slowed down for a
  while until it is temporarily turned into stone. In this state, the target will
  take less damage upon being hit.


key: phantom mirror spell
value:
  Creates a phantom copy of a creature. The copy will be somewhat fragile, but
  otherwise almost indistinguishable from the original.


key: plane rend spell
value:
  Summons some of the greater threats from one of the Snake Pit, the Spider Nest,
  the Swamp, the Shoals, the Pits of Slime, the Elven Halls, the Vaults, the
  Crypt, the Tomb of Ancients, or the Realm of Zot; the specific branch varies
  with each cast of the spell.


key: poison arrow spell
value:
  Fires a magical arrow coated with the most vile and noxious toxin. Even those
  resistant to poison will be poisoned by it, and a small portion of its direct
  damage bypasses poison resistance.


key: polymorph spell
value:
  Randomly alters the form of a creature. It is especially effective against
  shape-changing creatures.


key: porkalator spell
value:
  Transforms the target into a pig. The target moves swiftly but cannot evoke
  wands or cast spells. The caster's demise will cause the transformation to end.


key: portal projectile spell
value:
  Allows the caster to teleport fired or thrown missiles directly to their
  targets for a short duration, spending an additional small amount of magic for
  each missile. Teleported projectiles have their accuracy greatly increased.


key: primal wave spell
value:
  Conjures a torrent of water that may knock back the target, and creates a
  pool of shallow water for a short duration.


key: random bolt spell
value:
  Fires, at random, a bolt of venom, negative energy, fire, cold, dispelling
  energy, electricity, or acid.


key: recall spell
value:
  Recalls any friendly creatures on the same level to a position adjacent to the
  caster, over a short duration.


key: regeneration spell
value:
  Reanimates parts of the caster's wounds. This unnatural act dramatically but
  temporarily increases the caster's health regeneration, while also speeding
  their metabolism.


key: repel missiles spell
value:
  Reduces the chance of projectile attacks striking the caster, making them
  easier to dodge. Single-target attacks are much easier to repel than
  penetrating attacks. Each time a missile is repelled the spell has a chance of
  expiring, with a lower chance of expiry at high power.


key: resonance strike spell
value:
  Calls a surge of power from the earth, striking an enemy within the caster's
  sight. The spell cascades through nearby constructs, growing in strength with
  each one standing near the target.


key: ring of flames spell
value:
  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 the power of their fire magic and giving protection from fire.
  However, it also makes them much more susceptible to cold.


key: sandblast spell
value:
  Consumes a stone to create a short blast of high-velocity rock shards. Its
  damage is strongly reduced by armour.


key: sap magic spell
value:
  Taints a targeted creature's ability to cast spells. Casting a spell while
  afflicted with this condition may cause the target to lose control over their
  magic, progressively hindering their chances of success as more spells are
  cast.


key: scattershot spell
value:
  Blasts a cone-shaped area in front of the caster with metallic fragments. Its
  damage is strongly reduced by armour.


key: seal doors spell
value:
  Imparts seals on nearby doors and stairs, preventing those not allied with
  the caster from traversing them.


key: searing ray spell
value:
  Fires a continuous ray of arcane energy from the caster's hands. Though
  initially mild, so long as the caster maintains focus upon the spell and
  supplies it with magical power (by waiting in place and not taking any other
  actions), the ray will grow in strength until it becomes a surging beam able to
  tear clean through the ranks of the caster's foes.


key: sentinel's mark spell
value:
  Bestows a strong beacon upon a targeted creature. It announces the presence
  and location of the marked creature to everyone on the same level.


key: shadow creatures spell
value:
  Creates replicas of creatures native to the caster's current location, weaving
  them from shadows and threads of Abyssal matter.


key: shatter spell
value:
  Causes an enormous burst of concussive force around the caster. Flying and
  gelatinous creatures can escape the worst effects, and insubstantial creatures
  are entirely unaffected, but all others will be gravely injured by the blast.
  It may also destroy nearby walls.


key: shroud of golubria spell
value:
  Bends space around the caster's body, protecting them from some blows by
  redirecting their force to the air nearby. Ranged attacks cannot be diverted in
  this way. The shroud is highly unstable, and may fall apart unexpectedly under
  stress.


key: silence spell
value:
  Eliminates all sound near the caster. This makes reading scrolls, casting
  spells, invoking divine abilities, or shouting impossible in the caster's
  vicinity. The spell's oppressive, unnatural effect will greatly hamper stealth.

  Certain monsters have innate magical or special abilities which will still be
  usable while silenced.

  The effect starts out with a radius depending on power, which will then shrink,
  eventually covering only the caster, before it times out.


key: simulacrum spell
value:
  Creates an icy replica from the corpse of the original being. This magic is
  unstable, so eventually the replica will sublimate into a freezing cloud.
  Simulacra cannot leave the level they were created on.


key: siren song spell
value:
  Sings a haunting song, making nearby victims unwilling to move away from the
  singer. Leaving the caster's line of sight will end the effect.


key: sleep spell
value:
  Puts a targeted creature to sleep. Taking damage will typically wake the
  target, and loud sounds can potentially do so as well.


key: song of slaying spell
value:
  Recites ancient verses of battle. Each non-summoned enemy the caster slays in
  combat during this recitation temporarily enhances their melee and ranged
  skills. The bonus only lasts for the duration of the song; casting this spell
  while already singing will start a new song, not extend an existing one.


key: spectral cloud spell
value:
  Creates a cloud of spectral mist, dealing minor damage to all creatures other
  than the undead. Dangerous but short-lived spectral undead creatures will
  coalesce from the mist over time.


key: spectral weapon spell
value:
  Draws out the spirit within a wielded weapon to fight for the caster, with its
  strength increasing with power. It only attacks when the caster does, and its
  kills count as the caster's own. If the weapon is damaged, part of the injury
  will be echoed on the caster's body. Only one spectral weapon can be maintained
  at a time, and only while the original weapon remains wielded.

  Certain powerful named artefacts cannot be affected, and any abilities that
  require evocation skill to trigger will not be active.


key: spellforged servitor spell
value:
  Summons an extraplanar elemental and binds it to a durable shell forged from
  the caster's own magic. The servitor is capable of unleashing some of the
  destructive spells known to its creator, though the strongest and most volatile
  of magics cannot be imbued in this fashion.


key: spider form spell
value:
  Transforms the caster into a venomous, spider-like creature. The caster becomes
  highly evasive and gains a poisonous bite, but gains vulnerability to poison.

  While transformed, any equipped weapons and armour are melded. The caster also
  becomes unable to evoke wands, and casting spells becomes slightly more
  difficult.


key: static discharge spell
value:
  Releases electrical charges against those next to the caster. These may arc to
  other adjacent creatures, or back to the caster, before eventually grounding
  out. It deals reduced damage when arcing to the caster, and bypasses any armour
  the target may have.


key: statue form spell
value:
  Transforms the caster into a slow but extremely robust stone statue. The
  caster's unarmed damage will be increased to a degree depending on strength,
  and all melee attacks will be substantially more powerful. The caster's stone
  body is insulated from electricity and gains resistance to poison, rotting and
  negative energy.

  While transformed, any equipped body armour, gloves and boots are melded.


key: sticks to snakes spell
value:
  Transforms a number of arrows in inventory into short-lived snakes, creating
  more dangerous snakes with higher power.


key: still winds spell
value:
  Brings the air into unnatural stillness across a huge area, preventing anything
  short of a tornado from breaking the calm. The effect takes concentration to
  maintain, and only lasts a short time; if the caster is killed, clouds will
  begin to form again as normal.


key: stoneskin spell
value:
  Hardens the caster's skin. It has no effect on the undead or those under the
  effects of most types of transformation.


key: strip resistance spell
value:
  Greatly reduces the target's magic resistance, making them more vulnerable to
  hostile enchantments.


key: sublimation of blood spell
value:
  Converts some of the caster's blood into magical energy. The process is painful
  but never directly lethal. The efficiency of the conversion increases with the
  spell's power.


key: summon demon spell
value:
  Opens a gate to the realm of Pandemonium and draws forth one of its inhabitants
  to serve the caster for a time. The demon's servitude is not guaranteed, but
  will be more likely with high power.


key: summon dragon spell
value:
  Summons and binds a powerful dragon to perform the caster's bidding. At high
  power it may summon particularly deadly varieties of dragon, or multiple lesser
  dragons at once.


key: summon drakes spell
value:
  Summons multiple drakes, and possibly one true dragon of some kind, barring the
  most powerful ones.


key: summon eyeballs spell
value:
  Summons multiple floating eyeballs that may be able to paralyse, drain,
  confuse, mutate or disintegrate.


key: summon forest spell
value:
  Forcefully intersects a forested plane with this world. It requires open space
  to succeed. While the spell holds, a spirit of the forest will be called forth,
  and the trees of the forest will be awakened to deal damage to nearby enemies.


key: summon greater demon spell
value:
  Calls forth one of the greater demons of Pandemonium to serve the caster. With
  high power, the summoned demon will be less likely to be initially hostile —
  but the strongest demons may eventually turn against their summoner regardless.


key: summon guardian golem spell
value:
  Summons a protective golem. It redirects the injuries of its allies (but not
  the caster) to itself. When sufficiently damaged, it may fill with an inner
  flame, causing it to explode if destroyed. It gains more health at high power.


key: summon horrible things spell
value:
  Opens a gate to the Abyss and calls through one or more hideous abominations
  from that dreadful place. The opening of the gate may drain a portion of the
  caster's intellect.


key: summon illusion spell
value:
  Summons a temporary mirror image of an enemy. Such a copy has the same physical
  prowess as the original, and can cast the same spells.


key: summon lightning spire spell
value:
  Constructs a lightning spire in a nearby location. It can fire bouncing bolts
  of electricity at the caster's foes, but is completely immobile.


key: summon mana viper spell
value:
  Summons a violet-scaled serpent whose bite can swiftly drain the magical
  reserves of nearly any foe. At higher power, the antimagic properties of the
  viper's bite grow even stronger.


key: summon spectral orcs spell
value:
  Summons between one and three spectral orcs, specialised for melee combat
  and equipped with spectral weaponry and armour.


key: summon undead spell
value:
  Summons multiple undead monsters, creating various ghosts, vampires, wraiths
  and other lesser undead.


key: swiftness spell
value:
  Calls forth winds to greatly increase the caster's movement speed. After the
  effect ends, the caster's movements will be sluggish for a time.


key: symbol of torment spell
value:
  Calls on the powers of darkness to cause agonising injury to any living thing
  in the caster's vicinity, cutting their resilience in half. This damage is
  never directly lethal.


key: throw icicle spell
value:
  Fires a shard of ice. Due to its strong impact and cutting edges, a
  significant portion of its damage bypasses cold resistance.


key: tomb of doroklohe spell
value:
  Entombs the caster within walls of rock. These walls will push away objects in
  their way, but their growth is obstructed by the presence of any creature. They
  are not permanent, and will expire after a period of time.


key: tornado spell
value:
  Turns the air around the caster into a mighty vortex, doing tremendous damage
  to everyone caught in it. Those affected will also be swept up into the air and
  tossed around. Only the eye of the storm is a safe place, and it follows the
  caster. The spell's effectiveness is greatly diminished in closed areas.


key: tukima's dance spell
value:
  Animates the weapon of a targeted foe, ripping it from their hands and causing
  it to attack them relentlessly. Once the target dies, the weapon will fall to
  the ground shortly thereafter.

  Ranged weapons and certain powerful named artefacts cannot be affected, and
  any abilities that require evocation skill to trigger will not be active.


key: twisted resurrection spell
value:
  Causes nearby corpses to begin crawling together, merging into horrible
  agglomerations of flesh. More and larger corpses result in more powerful
  creations.


key: vampiric draining spell
value:
  Steals the life of an adjacent living creature and grants it to the caster.
  Life will not be drained in excess of what the caster can capably absorb.


key: wall of brambles spell
value:
  Causes brambles to rapidly grow nearby. They have almost no structural
  strength, but the wicked thorns they bear make their removal difficult. Such
  brambles are sparse enough that almost any missile can pass through unhindered.


key: waterstrike spell
value:
  Causes the water around or under the target to violently swirl, dealing damage.
  It can affect targets standing in or flying above water.


key: weave shadows spell
value:
  Weaves a creature from shadows and threads of Abyssal matter. More powerful
  creatures are summoned with higher power.


key: yara's violent unravelling spell
value:
  Tears apart the bonds that bind enchantments to the target creature,
  transforming the magic into a spray of deadly, mutagenic radiation.


key: ashenzari
value:
  While it seems inconceivable that the divine could be shackled, Ashenzari is
  just that: bound to the sky for eternity, the unbudging god is all-knowing,
  all-seeing. Devoted worshippers are allowed to grasp shreds of this knowledge
  and foresight, but be warned: to Ashenzari, power and blessing and curse are
  all the same thing.


key: beogh
value:
  Beogh is an evil deity, worshipped by the cave orcs native to the dungeon. Only
  orcs may devote their service to Beogh, and they must prove their devotion with
  bloodshed. Especially fervent devotees of Beogh will find orcish followers
  flocking to their banner: it is an age of signs and portents, and the orcs have
  become increasingly certain that the coming of their Messiah is nigh.


key: cheibriados
value:
  Cheibriados is a god of deliberation. Those following Cheibriados travel more
  slowly the further they progress in their faith, and are forbidden from using
  any means to hasten themselves. In the process of so imitating their god, they
  attain perfection of mind and body, and the mysteries of time unfold before
  them. Especially devout followers may even momentarily abandon the flow of
  time and its needless disturbances.


key: dithmenos
value:
  Dithmenos the Shadowed desires all to be darkness. Followers of Dithmenos gain
  a strange and otherwordly affinity to the shadows of their environment. This
  god despises fire, which long ago freed mortals from the tyranny of shadow; its
  use is forbidden by worshippers. Dithmenos favours those who would instead
  destroy sources of fire.


key: elyvilon
value:
  Elyvilon the Healer welcomes all kind souls prepared to help others. Those
  individuals can expect to gain powerful healing abilities, by which they can
  avoid bloodshed. Elyvilon appreciates exploration of the dungeon. Elyvilon's
  followers can convert to the Shining One or Zin while keeping some piety.


key: fedhas
value:
  The god of plant and fungal life, Fedhas Madash demands that followers
  encourage the decomposition of corpses. Fedhas also forbids followers from
  harming any species under Fedhas' protection, and from using any necromantic
  effects that interfere with corpses. In return Fedhas grants a number of
  abilities that promote the growth of plants and fungi. These abilities may
  incidentally prove useful to adventurers.


key: gozag
value:
  Gozag Ym Sagoz the Greedy teaches that the world belongs to the rich. Those
  accepting this principle may exchange their gold for divine assistance.
  Followers of Gozag do not earn piety; the only way to impress this god is by
  amassing a fortune, and worshippers may request as much assistance as they can
  afford. Fortunately, Gozag's worshippers are said to have the touch of gold.


key: hepliaklqana
value:
  Hepliaklqana the Forgotten accepts the worship of those who would remember
  their forebears, and fight alongside the greatest of them all. Acolytes of
  Hepliaklqana sacrifice a small part of their life essence to manifest their
  ancestor into the world; as they explore and form new experiences, they will
  find themselves able to shape and control their ancestor's memory, eventually
  bringing them into the ranks of the mythical heroes.


key: jiyva
value:
  Jiyva is the ancient deity of the slimes. Followers are expected to
  support the spread and satiation of their fellow slimes by allowing them to
  consume items, and are forbidden from harming any slimes. Especially favoured
  followers will become as shapeless as their god, as their attributes and
  mutations shift around under Jiyva's influence.


key: kikubaaqudgha
value:
  Kikubaaqudgha is a terrible Demon-God, served by those who wish to indulge in
  the powers of death. An evil god, Kikubaaqudgha requires worshippers to cause
  the death and destruction of as many creatures as possible. In exchange,
  Kikubaaqudgha offers great assistance to the aspiring necromancer: spellbooks
  filled with dark magic, protection against necromantic backlash, and an endless
  supply of bodies taken from Kikubaaqudgha's vast mausoleum.


key: lugonu
value:
  Banished to the chaotic realm of the Abyss, Lugonu the Unformed seeks followers
  to spread bloodshed and corruption in the overworld. Those who gain Lugonu's
  favour will be granted some of the power of the Abyss itself, allowing them to
  call forth eldritch horrors, and even to travel between the overworld and the
  Abyss at will.


key: makhleb
value:
  Makhleb the Destroyer is a fearsome deity of bloodshed and mortification of the
  flesh. Followers are expected to cleanse others by inflicting suffering and
  death on them in Makhleb's name. Dedicated followers may also access the raw
  energies and hell-spawned servants of chaos, so that they may better break the
  impure world and its false laws for their evil god's glory.


key: nemelex xobeh
value:
  Nemelex is a strange and unpredictable trickster god, whose powers are invoked
  through magical packs of cards painted in the ichor of demons. Followers will
  be granted decks of cards as they traverse the dungeon, and are encouraged to
  trust in the cards to provide them with divine assistance. However, the
  Trickster can also ensure that fortune favours the bold.


key: okawaru
value:
  Okawaru is a dangerous and powerful god of battle. Followers are expected to
  constantly prove themselves in combat, and may channel Okawaru's might to
  enhance their prowess. Okawaru pays little heed to easy victories, but will
  reward worshippers for heroic feats against mighty foes.


key: pakellas
value:
  Pakellas the Inventive believes in the supremacy of devices, magical or
  otherwise, over spells and other forms of magic. Followers, although cut off
  from ambient magical power, are provided with magical energy to empower their
  devices so long as they use them to assert Pakellas' supremacy. Pakellas will
  grant devout worshippers access to increasingly powerful devices.


key: qazlal
value:
  Qazlal Stormbringer is a violent god of tempests, who delights in unleashing
  the forces of nature against the unsuspecting. Those who invite Qazlal's gaze
  will find themselves the eye in a storm of elemental destruction, from which
  only their God can protect them. Pious worshippers of Qazlal will gain the
  ability to direct and control the destructive might of the storm.


key: ru
value:
  Of all the gods, only Ru opposed creation. Not as folly, but as distraction.
  Initiates of Ru can open channels to the powers underlying the visible world by
  renouncing the fetters that bind them here. These sacrifices are not made to
  Ru, but rather given up freely and permanently. Having made such sacrifices,
  initiates will become able to draw upon this immense power to aid themselves,
  eventually gaining the ability to unleash its destructive might against their
  foes.


key: sif muna
value:
  Sif Muna the Loreminder is a contemplative but powerful deity, served by those
  who seek magical knowledge. The Loreminder appreciates followers who triumph
  over their foes and especially the training of spellcasting skills in order to
  do so. The faithful can expect to recieve a supply of spellbooks taken directly
  from Sif Muna's legendary library.


key: the shining one
value:
  Followers of the Shining One are bound to the code of the honourable warrior,
  soldiers in their god's eternal crusade against evil. For forsaking dark magic
  and underhanded tactics, the Shining One rewards them and their allies with the
  power they need to slay demons and the undead. Especially devout warriors can
  even call upon angels in times of need. The Shining One's followers can convert
  to Elyvilon or Zin while keeping some piety.


key: trog
value:
  Trog is an ancient god of anger and violence. Followers are expected to kill in
  Trog's name, and especially to slay wizards and burn their spellbooks. In
  return, worshippers of Trog gain the ability to go berserk at will in combat,
  and will be granted assistance in the form of powerful weapons and mighty
  allies. Followers are absolutely forbidden the use of spell magic.


key: uskayaw
value:
  Uskayaw the Reveler is a god of ecstatic dance. On the surface, Uskayaw
  appreciates many forms of worship, but in the dungeon most worshippers stick to
  the dance of combat. Uskayaw appreciates the passion and rhythm of combat,
  rewarding followers for each strike they deliver and for the damage they deal
  their foes. The longer the dance continues, the greater powers Uskayaw offers.
  When the dance ends, Uskayaw quickly loses interest.


key: vehumet
value:
  Vehumet is a god of the destructive powers of magic. Followers will gain divine
  assistance in commanding 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 proven by the causing of as much carnage and destruction as
  possible.


key: xom
value:
  Xom is a wild and unpredictable god of chaos, who seeks not worshippers but
  playthings with which to toy. Many choose to follow Xom in the hope of
  receiving fabulous rewards and mighty powers, but Xom is nothing if not
  capricious. There is nothing a follower can do to influence Xom's mood.


key: yredelemnul
value:
  Yredelemnul the Dark is a god worshipped by those who seek powers over death
  and the undead. Followers can raise legions of servile undead, and gain a
  number of other useful powers with which to make better use of the souls of
  the living. Yredelemnul especially favours those who would destroy holy
  creatures, which oppose the realm of undeath, and the nonliving, which exist
  outside of it.


key: zin
value:
  Zin is a god of discipline. Followers must remain pure of body and soul,
  refraining from dark magic and chaotic acts, and never consuming the flesh of
  intelligent beings. They must also tithe a fraction of all gold gained,
  preferably followed by donations of more. In exchange, worshippers may invoke
  Zin's wrath upon sinners, and eventually gain various divine protections. Zin's
  followers can convert to Elyvilon or the Shining One while keeping some piety.


key: ashenzari powers
value:
  Ashenzari exhorts followers to garb themselves with curses, and appreciates
  exploration while using cursed armour, jewellery or weapons. Followers will
  soon be granted the ability to scry through walls. Ashenzari will passively
  grant followers increased skills depending on how cursed they are by equipment
  associated with those skills, and will reveal the invisible and grant clarity
  of mind. The truly devout will gain the ability to transfer a portion of their
  knowledge from one skill to another.


key: beogh powers
value:
  Followers of Beogh can smite their foes, and will even gain orcish followers of
  their own, who may be blessed by Beogh in battle and can be recalled as needed.
  Eventually, followers will gain the power to walk on water. Beogh will
  sometimes directly intervene to save a follower's life, and the chosen of
  Beogh will eventually be able to resurrect other fallen orcs.


key: cheibriados powers
value:
  Followers of Cheibriados move more slowly as they gain favour, and are rewarded
  for killing creatures who are faster than they are. As they move slower,
  worshippers of Cheibriados are granted increased attributes. Cheibriados
  rewards the faithful with the power to slow other creatures and the power to
  briefly distort the flow of time. Devout worshippers will gain the ability to
  inflict great harm on all those who move more quickly than they do, and finally
  the ability to step out of the flow of time entirely.


key: dithmenos powers
value:
  Followers of Dithmenos are constantly surrounded in an aura of shadow, the
  extent of which is reflective of their level of devotion. Dithmenos grants
  followers the ability to instantly step into the shadow of nearby creatures,
  provided the shadow is still enough to do so. Dithmenos protects followers by
  occasionally shrouding those struck by attacks in dark smoke. Sufficiently
  pious followers of Dithmenos will find their own shadow will begin to attack on
  its own, and eventually gain the ability to assume the form of a shadow
  themself.


key: elyvilon powers
value:
  The Healer offers followers a number of increasingly powerful means to heal
  themselves from damage and other ill effects. Followers may also attempt to
  pacify hostile monsters and turn them neutral. Elyvilon may directly intervene
  to save a follower's life, and may also occasionally protect the follower's
  allies from death. Especially pious followers can be sure of aid when calling
  upon Elyvilon for protection.


key: fedhas powers
value:
  Plants and fungi will not attack Fedhas' worshippers without provocation.
  Corpses on different levels will rot away; followers can also induce this decay
  directly to create fungi. Fedhas' worshippers may walk through plants or fungi,
  and even fire missiles or spells through them without causing harm. Fedhas
  grants the ability to promote plants and fungi into stronger species. Followers
  can eventually grow a wall of plants and create explosive spores from corpses.
  They are also granted some control over the weather, being able to call
  sunlight and eventually rainstorms.


key: gozag powers
value:
  For Gozag, both flesh and food are inferior to wealth, and therefore all
  monsters are turned to gold upon death. Other monsters may then be briefly
  distracted by imaginings of great wealth. Stalwarts can purchase immediate help
  in the form of potions, and may also pay to attract shopkeepers into the
  dungeon. Particularly well-off adherents may bribe the inhabitants of a branch
  of the dungeon to turn a blind eye to their presence, or even to change their
  allegiance.


key: hepliaklqana powers
value:
  Hepliaklqana's worshippers are served by a guardian formed from a part of their
  life essence, in the shape of their greatest ancestor. This ancestor is at
  first remembered as they were at the start of their fabled adventures, but will
  advance in skill as their descendant does. Hepliaklqana always allows followers
  to recall their ancestor to their side, and, even if the ancestor is destroyed,
  Hepliaklqana will call it forth again not long after. Further advancement in
  Hepliaklqana's service allows worshippers to restore and strengthen their
  ancestor, to swap them with other creatures, and to choose how to remember
  their life's talents.


key: jiyva powers
value:
  Jiyva's followers can request jellies, which will consume nearby items and
  provide sustenance to the follower in doing so. Jiyva will also consume items
  left elsewhere in the dungeon. Followers will later become able to turn
  monsters to slime, and eventually to reshape themselves to remove harmful
  mutations. As their piety grows, Jiyva will, with increasing frequency, drop
  jellies into the dungeon; rearrange followers' attributes based on their skills
  and armour; and mutate followers to better reflect Jiyva's image.


key: kikubaaqudgha powers
value:
  Kikubaaqudgha will send corpses to followers, and enhance servants' necromantic
  prowess with gifts of spellbooks. Kikubaaqudgha will protect followers from the
  effects of necromantic miscasts, and may even shield them from unholy torment.
  Especially fervent followers may invoke torment themselves by sacrificing a
  cadaver, and Kikubaaqudgha will eventually allow followers to either receive
  the Necronomicon, or to have their weapon imbued with pain.


key: lugonu powers
value:
  Followers of Lugonu gain powers to depart the Abyss at will, to bend space
  around themselves, and to banish monsters to the Abyss. Later they will be able
  to corrupt the ordered world, opening a gate for creatures of the Abyss to pass
  through, and to gate themselves directly into this realm of chaos. Lugonu will
  eventually offer to corrupt a follower's weapon, imbuing it with the distorting
  energies of the Abyss, and will protect the follower from the normally harmful
  effects of unwielding such a weapon. Lugonu expects followers to spread
  unceasing chaos in the overworld, and as such does not grant piety to
  worshippers while they remain in the Abyss itself.


key: makhleb powers
value:
  Makhleb offers followers means to inflict immense damage through chaotic,
  destructive attacks. Followers will also be able to call in help from powerful
  demons. Makhleb's powers come with a price in blood. However, Makhleb will
  grant followers renewed health in return for killing beings of all kinds.


key: nemelex xobeh powers
value:
  The Trickster's followers gain various ways to influence fate when playing
  their cards. The effects of the cards will be more powerful with higher piety.
  Later, followers will gain powerful abilities to manipulate the cards, allowing
  them to choose one of three drawn cards, to gain the effects of multiple cards
  at once, and finally to stack decks and re-order their contents.


key: okawaru powers
value:
  Followers of Okawaru will gain the ability to temporarily increase their skills
  in combat, and, much later, to deal much faster blows. Okawaru will eventually
  gift followers with weapons and armour.


key: pakellas powers
value:
  Followers of Pakellas do not regenerate their magic power naturally, and are
  forbidden from using external means to do so; instead, they are granted
  magical energy on killing beings. They may use increasing amounts of magical
  energy to strengthen their devices, temporarily granting them additional
  power, and can also use their magical energy to recharge their devices.
  Sufficiently devout followers will receive new devices from Pakellas, and may
  eventually petition Pakellas to personally charge one of their devices beyond
  its normal limits.


key: qazlal powers
value:
  Followers of Qazlal are protected from all clouds. As a follower of Qazlal
  gains divine favour, they are slowly surrounded by a loud storm, causing
  elemental clouds to appear near them, blocking attacks, and (for the
  particularly devout) deflecting incoming projectiles. Qazlal allows followers
  to incite nature against their foes, causing a localised natural disturbance
  or, for particularly devout followers, a more widespread disaster.
  Followers of Qazlal eventually gain temporary resistances after taking damage,
  and can give life to clouds, turning them into allied elementals.


key: ru powers
value:
  Ru will offer followers a number of sacrifices as they travel the dungeon. On
  accepting these sacrifices, followers will gradually gain an aura of immense
  power. This aura will initially cause foes that attempt to harm them to falter
  and become stricken with maladies. After making further sacrifices, followers
  will be able to draw on this power to restore their health and magic, or to
  make a lightning-fast explosive leap. Exceptional sacrificiants can unleash
  their power in a massive strike against all their foes.


key: sif muna powers
value:
  Sif Muna will grant followers divine energy, allowing them to occasionally cast
  spells even with insufficient reserves of magic. Eventually worshippers will
  gain the ability to rapidly restore their magical energy, and to forget spells
  at will, so as to learn new ones. Sif Muna protects spellcasters against the
  negative effects of miscasting spells. Over time, followers will receive
  spellbooks containing a vast range of spells.


key: the shining one powers
value:
  Followers of the Shining One are surrounded by a halo that reveals their
  enemies to them. Followers will gain power by killing evil beings, and with
  growing piety their life force will be protected. The Shining One will keep
  summoned and charmed allies on their side longer, should the allies prove
  worthy of the crusade. Followers will gain use of a divine shield to protect
  them in battle. Later, they can channel blasts of cleansing flame that are
  particularly damaging to unholy beings, and can call upon powerful divine
  beings as temporary allies. Highly pious followers may request the Shining
  One's blessing upon a weapon. The Shining One may occasionally directly
  intervene to save a follower's life.


key: trog powers
value:
  Trog offers various powers to help followers in battle. Followers will gain the
  ability to go berserk at will, and to rapidly heal their wounds while
  increasing resistance to hostile enchantments. Later, followers may call in
  powerful raging allies. Eventually, Trog will gift followers with weapons
  focused on damage.


key: uskayaw powers
value:
  Worshippers of Uskayaw can stomp to damage foes around them, and rapidly move
  through a line of creatures while confusing them. When a worshipper's dance
  reaches a certain point, Uskayaw will immediately stop all foes so that the
  dancer may take a solo. As the dance continues, Uskayaw will link the emotions
  of foes, forcing them to share their pain. The duration of these effects will
  increase with Invocations skill, and as long as the intensity of the dance is
  sufficient they may be repeated after a short time. If the dance continues
  further, Uskayaw allows worshippers to end it by melding with and then
  violently exploding from a foe, killing it instantly.


key: vehumet powers
value:
  Worshippers of Vehumet will quickly be able to recover their magical energy
  upon killing beings. As they gain favour, they will also gain enhancements to
  their destructive spells — first assistance in casting such spells and then
  increased range for conjurations. Vehumet will offer followers the knowledge of
  increasingly powerful destructive spells as they gain piety.


key: xom powers
value:
  To worship Xom is to live riskily. In a good mood Xom may shower worshippers
  with gifts, while at other times this capricious god could decide to “spice
  things up a little” and send worshippers to their doom. If such toys of Xom
  prove to be interesting, so much the better; if not, well, there'll be other
  playthings...


key: yredelemnul powers
value:
  Yredelemnul gives followers the power to raise skeletons and corpses, to recall
  undead followers to their vicinity, and to heal by draining the life force of
  living creatures. With sufficient piety, Yredelemnul can be called upon to
  mirror a follower's injuries onto attackers. Eventually, followers will gain
  the power to bind a monster's soul, and make it fight for them instead.
  Yredelemnul will sporadically gift followers increasingly powerful undead
  servants.


key: zin powers
value:
  Zin grants followers the ability to preach to the unenlightened masses, and
  powers to vitalise their bodies, protecting them from various afflictions.
  Later, followers gain the ability to imprison their foes temporarily. Followers
  can eventually find temporary safety in a divine refuge. As piety grows,
  followers will be protected from mutation, and Zin may even occasionally
  directly intervene to save a follower's life.


key: ashenzari wrath
value:
  Ashenzari's wrath is constant and unrelenting for its duration. Victims will
  find their skills impaired, and their enemies divinely guided – never losing
  track of them, never ending the hunt.


key: beogh wrath
value:
  Blasphemers against the word of Beogh find themselves assaulted by waves of
  orcish warriors, or by dancing electric weapons. Beogh may also simply smite
  such blasphemers – and when smiting true sinners, Beogh has a heavy hand
  indeed! Those who still worship Beogh will also find their followers regularly
  deserting them.


key: cheibriados wrath
value:
  Offenders against Cheibriados will find their movements remain slow while
  the attention of Cheibriados remains upon them. They may also find themselves
  slowed and exhausted, forced to step from time at unexpected moments, or even
  put to sleep. In very dangerous situations, Cheibriados may unleash wild and
  unpredictable magical effects from the depths of time.


key: dithmenos wrath
value:
  When angered, Dithmenos turns the shadows against victims. Monsters emerge from
  the darkness, both illusions woven from shadow and the very shadow themselves
  turning against sinners. Dithmenos's subtle punishments are, if anything, more
  dangerous: victims find the shadows ripped away from them, hunted with nowhere
  to hide; or find themselves smothered in shadow and sleeping, perhaps forever.


key: elyvilon wrath
value:
  Elyvilon is not a god known for wrath. Still, those earning Elyvilon's ire will
  find themselves hampered in various ways; their weapons will be blunted and
  their blows in combat may be blocked, and they may be afflicted with poison or
  confusion.


key: fedhas wrath
value:
  Those who offend Fedhas will have forces of nature invoked against them in the
  form of pure elemental destruction. Waves of ballistomycete spores will rise
  from nearby corpses, and the worst offenders will be surrounded by animate
  mushrooms and acid-spitting oklob plants.


key: hepliaklqana wrath
value:
  Hepliaklqana believes that the only reasonable punishment for turning one's
  back on the path of memory is to be denied its use. All new experience is
  denied to the unfortunate apostate, until Hepliaklqana decides they have
  been punished enough. The life essence sacrificed to manifest an ancestor will
  not be returned until Hepliaklqana is mollified, and this will not be quick:
  unlike some, Hepliaklqana has a long memory.


key: gozag wrath
value:
  The first of Gozag's punishments is commercial: all shops opened through
  Gozag's intervention shut their doors forever. The disloyal are advised to
  finish their shopping before they launch their betrayal. For as long as Gozag
  remains angered, potions will have a chance to fail when quaffed, and any
  foes that are encountered may be granted potions of their own to assist them
  against the ex-worshipper.


key: jiyva wrath
value:
  Jiyva's vengeance is swift and gurgling. All slimes turn against those who
  offend Jiyva, and Jiyva ensures a plentiful supply of further slimes. Victims,
  too, will find their own bodies becoming unstable; regularly transmuting into
  strange forms and acquiring debilitating mutations, as well as having any gifts
  of slime mutations stripped away from them.


key: kikubaaqudgha wrath
value:
  Kikubaaqudgha's wrath brings forth all the dread powers of necromancy. Victims
  are wracked with torment, assailed by the undead, smothered in miasma, and
  afflicted with a host of other necromantic ailments. Further, Kikubaaqudgha's
  gifts become tainted; those that attempt to use necromantic magic to fend off
  wrath will find it backfiring on them when least expected.


key: lugonu wrath
value:
  Lugonu's ire renders the barrier between reality and the Abyss weak and
  permeable. Space warps, hurling victims across the dungeon, or even directly
  into the Abyss. Lugonu also reaches out and sends the chaotic inhabitants of
  the Abyss against victims, with veteran adventurers facing the greatest horrors
  of the Abyss. Lugonu does not forgive easily, and will not allow ex-worshippers
  to rejoin the fold while Lugonu's wrath still lasts.


key: makhleb wrath
value:
  Those who invite the fury of Makhleb are buried in demons and destruction.
  The greatest punishments are reserved for the strongest sinners; crystal spears
  and Executioners are hurled with abandon only at those Makhleb finds truly
  deserving!


key: nemelex xobeh wrath
value:
  Those who abandon Nemelex Xobeh have all of their gifted decks revoked
  immediately. They are also regularly forced to draw from the deck of
  Punishment, inflicting a range of unpleasant effects including draining,
  hunger, torment and polymorphing, as well as calling upon other gods to assist
  in inflicting wrath.


key: okawaru wrath
value:
  Okawaru's most vicious warriors are sent against rebellious servants. Novices
  find themselves swarmed by packs of ogres and gnolls, while champions are
  surrounded by titans and elvish blademasters.


key: pakellas wrath
value:
  Those that offend Pakellas will find themselves completely unable to make use
  of their devices for the duration of Pakellas's displeasure. Those who abandon
  Pakellas altogether will also continue to be unable to regenerate their magical
  power so long as Pakellas' attention remains on them.


key: qazlal wrath
value:
  Qazlal's wrath is swift and unmistakable. Sinners are stripped of their
  resistances and assaulted by furious elemental creatures, and Qazlal will
  create mighty thunderclaps to alert their foes.


key: ru wrath
value:
  Those who leave Ru's service will not receive any further punishment; however,
  their piety will be lost even upon rejoining, and their sacrifices remain
  forever.


key: sif muna wrath
value:
  Those in Sif Muna's ill graces find the very forces of magic rebelling against
  them. They are confused and stupefied, their magical reserves drained, their
  enchantments unravelled. Casting spells, too, becomes unreliable – and even
  dangerous.


key: the shining one wrath
value:
  The Shining One's wrath is straightforward and unmistakable. Its victims find
  themselves smote with holy fire and beset with holy warriors. Sinners will be
  silenced, and the Shining One will also shout to alert the victim's foes.


key: trog wrath
value:
  Trog's wrath is incandescent. Offenders find themselves swarmed by berserkers –
  from packs of bears to, for the most powerful, mobs of giants and trolls. The
  bodies of those who anger Trog begin to decay, slow, and collapse, and Trog may
  simply smite them directly with fiery rage.


key: uskayaw wrath
value:
  Uskayaw's wrath turns the powers of the dance against the offender. The prude
  will find their foes going berserk and will be forced to helplessly watch as
  foes execute their own solos. When the dance is getting too slow, Uskayaw will
  cause noise to attract more revelers.


key: vehumet wrath
value:
  Those that anger Vehumet find destruction amply heaped upon them. Novices are
  struck by flame and frost; archmages by crystal spears and firestorms. Their
  own conjurations, too, are wont to misfire at the worst possible moments.


key: xom wrath
value:
  Unfaithful ex-followers will find themselves suffering through Xom's bad moods
  for so long as Xom can be bothered to remember about them. Still, Xom's caprice
  remains; the unfaithful are rewarded just as the faithful are punished.


key: yredelemnul wrath
value:
  Those who anger Yredelemnul find themselves beset by legions of the dead.
  Novice adventurers will be assaulted by zombies and skeletons; veterans by
  the strongest of Yredelemnul's undead servants. The victims' own undead
  servants desert them and crumble into dust. A variety of necromantic maladies
  also afflict those stricken by Yredremnul's wrath.


key: zin wrath
value:
  Those under Zin's wrath will find their beneficial mutations stripped away,
  their bellies emptied, their enemies alerted, and their senses confounded by the
  axioms of Law; confusion, fainting and complete paralysis will be their lot.


key: dungeon
value:
  It is still a mystery how this bizarre place was created. Some claim that it is
  the playground of bored gods, whereas others maintain that it was shaped by all
  kinds of species who fled the overworld and shunned the light. No matter what
  its origin, this deep cavern is filled with riches unheard of as well as with
  ample dangers to any intruder. Few have escaped alive, and even fewer have kept
  some sliver of sanity sufficient to tell the tale.


key: temple
value:
  The Ecumenical Temple is a place of peace and refuge from the insanity of the
  dungeon. It usually contains altars to most of the known gods.


key: orcish mines
value:
  The Orcish Mines are filled with the cave orcs native to the Dungeon, their
  humanoid labourers, and piles of freshly mined gold. Enterprising merchants
  have set up trading posts to help relieve the orcs of the latter.


key: elven halls
value:
  The Elven Halls are home to the deep elves, a race that turned their backs on
  the sun long ago. Their halls are filled with riches, but a deadly welcome
  awaits any would-be robbers. In their long seclusion, the deep elves have
  perfected dark sorceries of a power the orcs can only dream of!


key: lair
value:
  Most adventurers find the Lair of Beasts to be an exciting change of climate.
  And indeed, there is something to be said about getting gored, mauled and eaten
  rather than sliced, burnt or stabbed.

  The Lair contains the entrances to one of the Swamp or the Shoals, one of the
  Snake Pit or the Spider Nest, and to the Pits of Slime.


key: swamp
value:
  A swampy wasteland, the Swamp is filled with ooze, muck, flies and large
  slavering carnivorous monsters.

  A dungeon features only one of the Swamp and Shoals branches.


key: shoals
value:
  The exotic underground beaches of the Shoals make up a few small islands in a
  seemingly endless sea. The merfolk have made it their home, alongside many
  dreaded sea creatures.

  A dungeon features only one of the Shoals and Swamp branches.


key: snake pit
value:
  The corridors of the Snake Pit are home to all varieties of serpent, and are
  inhabited by a society of powerful nagas and salamanders.

  A dungeon features only one of the Snake Pit and Spider Nest branches.


key: spider nest
value:
  The crumbling, web-choked caverns of the Spider Nest are packed with poisonous
  arthropods and assorted creepy-crawlies.

  A dungeon features only one of the Spider Nest and Snake Pit branches.


key: slime pits
value:
  The Slime Pits are the amorphous realm of acids, jellies and slimes. Even the
  walls drip with painful acid. Any trace of intelligent beings has long been
  dissolved. Still, there are rumours of great treasures deep down, hidden safely
  away in secret chambers without any entrance.


key: vaults
value:
  Possibly constructed by some powerful madman, the Vaults are said to be home to
  great treasures. The blood spattered liberally around the entrance suggests
  that there is a certain amount of violence, too.


key: crypt
value:
  The Crypt is a huge repository for the ancient dead. The air is chill and
  fetid, the walls cold and damp. Bones are strewn liberally everywhere, and
  every noise echoes worryingly, violating the overbearing silence of the grave.


key: tomb
value:
  The Tomb of the Ancients is a place of damnation, of horrors animated by the
  vilest necromancy. The list of those who have returned from this place of pure
  death is exceedingly short.


key: hell
value:
  The Vestibule of Hell is guarded by Geryon, along with various denizens of
  each of the hells themselves.

  Portals to the Vestibule of Hell are found abundantly in the Depths.


key: dis
value:
  The Iron City of Dis is home to many of the most resilient guardians of hell.
  Those who do not belong in the halls of Dis will find the very earth itself
  opposing them.


key: gehenna
value:
  Gehenna is a realm of lava, flames and damnation. Those who linger will have
  fire and brimstone rained down upon them.


key: cocytus
value:
  Cocytus is a grim and frost-bitten wasteland. Intruders will find the biting
  winds and icy inhabitants of the wastes impeding their progress.


key: tartarus
value:
  Tartarus is a decaying netherworld. Over time, the undead, demons and devils of
  this place drain the life from any who dare to enter.


key: zot
value:
  The Realm of Zot is a region of the dungeon that is so terrifying, so full of
  madness, frenzy and lunacy, that it has been locked securely against random
  trespassers. Only the most demented adventurers would dare gather the required
  keys, break the seal and penetrate deeper — all in the vain hope for a fabled
  artefact no one has ever laid eyes on before.


key: abyss
value:
  The Abyss is a truly bizarre place, ever-changing and twisted. It is filled
  with all sorts of monsters, mostly of demonic nature, whose common aim is to
  feast on intruders. It is also the garbage dump for many sorcerers, who delight
  in sending would-be champions like you to these proving grounds of madness.
  Reportedly, there is some structure to the chaos, as Lugonu seems to concoct
  schemes around this place and its denizens.

  Portals to the Abyss are found abundantly in the Depths.

  The Abyss consists of five infinite levels. The abyssal rune of Zot can be
  found from the third level onwards, and is more common at greater depths.
  Portals back to the dungeon are scattered throughout the Abyss, and are found
  more commonly at greater depths or while carrying the abyssal rune. Killing
  monsters will warp the substance of the Abyss, eventually generating a gateway
  out. Further persistence will wear holes in the Abyss, allowing descent into
  deeper layers.


key: pandemonium
value:
  Pandemonium is an infinite realm of pain and suffering. While there are many
  treasures to be found within, they are guarded by cruel demons and even
  crueller demon lords.

  Portals to Pandemonium are found abundantly in the Depths.

  Pandemonium is endless. Each area of Pandemonium has a small chance of
  containing a portal back to the dungeon, either directly or via the Abyss.

  No fewer than five runes of Zot can be found in Pandemonium:
   • the fiery rune resides in the blazing realm of Cerebov
   • the glowing rune can be found in the contaminated domain of Mnoleg
   • the magical rune is guarded by the arcane powers of Lom Lobon
   • the dark rune is hidden in the shadowy abode of Gloorx Vloq
   • the demonic rune exists in multiple places, owned by less famous lords


key: ziggurat
value:
  A ziggurat is a strange tower constructed of incrementally larger combat
  arenas, each containing greater wealth and even greater danger than the last.
  Beware, for a ziggurat is not a place for the faint of heart: even the bravest
  and most skilled adventurers have met their ends in one. While a portal to
  safety will be present on every level, once left, a ziggurat cannot be
  re-entered.

  One ziggurat is guaranteed in the Depths. Tales tell of an magical item found
  at the bottom of each ziggurat, granting access to a new ziggurat in turn. Such
  an item is also said to be found at the bottom of the Tomb of the Ancients. Each
  time a ziggurat is conquered by exiting it from the final floor, subsequent
  ziggurats will become increasingly dangerous and lucrative.


key: labyrinth
value:
  The labyrinth is a complex, ever-shifting maze designed by subtle and malicious
  minds for reasons long lost to history. Old stories say that the labyrinth was
  constructed as a prison for a fearsome minotaur. More recent stories say this
  beast dwells there still, guarding the labyrinth's sole exit — as well as a
  rich hoard of treasure taken from the bodies of foolish adventurers.


key: bazaar
value:
  While some merchants set up shop in the dungeon, others travel in caravans from
  place to place. The bazaars of these intinerant traders feature a number of
  different shops and often have better stock than the sedentary ones, sometimes
  even at a bargain.


key: trove
value:
  Once upon a time, an enterprising thief and wizard created a system of portals
  leading into the secret treasure troves and chambers of the rich. Too scared to
  loot them himself, he instead charged an extortionate fee for entry to anyone
  who wanted to rifle through them.

  The items inside such troves are likely to be useful, but beware: the wizard is
  long dead, and even while alive he never offered a money-back guarantee.


key: sewer
value:
  Every inhabited place needs to dispose of its waste products. The Dungeon too
  has its stinking sewers and drains, full of filthy water and ignored by most
  but used as hideaways by the disgusting and the desperate. Old tales speak of
  dangerous creatures stalking through the foul-smelling green water, preying on
  each other without mercy. The tales also allude to valuable items accidentally
  washed into the drainage tunnels, forgotten and left to grow mouldy in the damp
  caverns.


key: ossuary
value:
  The ossuary is a small tomb containing the remains and grave goods of some
  distant relatives of the pharaohs, along with the corpses of their retainers
  and household animals. It is undoubtedly riddled with many traps, and its
  undead denizens are unlikely to take kindly to looting.


key: bailey
value:
  The bailey is the still-occupied and well-guarded fortress of an orcish lord.
  The treasures within are protected by both physical barriers and large numbers
  of well-armed humanoid warriors.


key: ice cave
value:
  The ice cave is a desolate cavern shaped from solid ice and filled with the
  echoes of bestial howls. The intricate carvings and statues which once lined
  its walls have been warped and obscured by centuries of slow melting and
  refreezing.


key: volcano
value:
  Built from enormous blocks of obsidian, the volcano's sweltering chambers may
  once have served as a temple to some strange deity, or perhaps the dwelling of
  a mighty fire giant. The air shimmers with oppressive heat, and the dull roar
  of the volcano's heart never ceases.


key: wizlab
value:
  In ages past, the most powerful mages would frequently find or construct small
  realms sealed off from the rest of the world, where they could isolate
  themselves in the pursuit of ever-greater magical knowledge and power. The
  mages are long gone, but many of their arcane laboratories still exist, filled
  with the results of their experiments. Those willing to explore these
  laboratories may find powerful magical treasures, but be warned: any wizard
  capable of constructing such a realm deserved their reputation.


key: depths
value:
  The Depths are the deepest part of the dungeon proper, subject to the
  corrupting influence of the Realm of Zot without being considered a part of it.


key: desolation
value:
  The Desolation was once ruled by the divines Sheza and Sargol. After the dread
  twins were cast down, the good gods reduced their former realm to salt, that
  such a terrible cult would never rise again. Amidst the ruins, only the last
  cultists of the dead gods, their heretical constructs, and the guardians
  of the cult's legendary treasure yet remain.


key: fighting
value:
  Fighting skill increases your accuracy and damage in hand-to-hand combat, and
  also increases your maximum health.


key: short blades
value:
  Short Blades are more effective than any other weapon type at stabbing helpless
  foes.

  Being skilled with Short Blades will allow you to attack more quickly with all
  weapons of this type, as well as increasing your accuracy and damage with them.

  Being skilled with Short Blades increases your effectiveness with Long Blades,
  and vice versa.


key: long blades
value:
  Being skilled with Long Blades will allow you to attack more quickly with all
  weapons of this type, as well as increasing your accuracy and damage with them.

  Being skilled with Long Blades increases your effectiveness with Short Blades,
  and vice versa.


key: axes
value:
  Axes cleave through multiple enemies with a single swing, hitting foes in an
  arc around the wielder.

  Being skilled with Axes will allow you to attack more quickly with all weapons
  of this type, as well as increasing your accuracy and damage with them.

  Being skilled with Axes increases your effectiveness with Maces & Flails and
  Polearms, and vice versa.


key: maces & flails
value:
  Being skilled with Maces & Flails will allow you to attack more quickly with
  all weapons of this type, as well as increasing your accuracy and damage with
  them.

  Being skilled with Maces & Flails increases your effectiveness with Axes and
  Staves, and vice versa.


key: polearms
value:
  Polearms can be evoked with ‘v’ to attack enemies from two spaces away.

  Being skilled with Polearms will allow you to attack more quickly with all
  weapons of this type, as well as increasing your accuracy and damage with them.

  Being skilled with Polearms increases your effectiveness with Axes and Staves,
  and vice versa.


key: staves
value:
  Staves require a relatively low amount of skill to be used most effectively,
  although they lack the high damage potential of some other weapon classes.

  Being skilled with Staves will allow you to attack more quickly with all
  weapons of this type, as well as increasing your accuracy and damage with them.

  Being skilled with Staves increases your effectiveness with Maces & Flails and
  Polearms, and vice versa.


key: slings
value:
  Being skilled with Slings will let you deal more damage when using the
  appropriate launcher and ammunition.

  Being skilled with Slings increases your effectiveness in Throwing, and vice
  versa.


key: bows
value:
  Being skilled with Bows will let you deal more damage when using the
  appropriate launcher and ammunition.


key: crossbows
value:
  Being skilled with Crossbows will let you deal more damage when using the
  appropriate launcher and ammunition.


key: throwing
value:
  Training Throwing will make thrown weapons (such as javelins) and blowguns more
  effective. In particular, it makes weapons of returning more likely to return
  to their thrower, and makes certain magical needles more likely to have an
  effect when fired from a blowgun.

  Being skilled in Throwing increases your effectiveness with Slings, and vice
  versa.


key: armour
value:
  Armour skill increases the AC gained by wearing heavy armour, and it also helps
  lessen the hindrance of heavy armour on melee combat and spellcasting.


key: dodging
value:
  The Dodging skill will affect your chance of dodging an attack, be it melee,
  ranged or magical. Certain types of attack cannot be dodged, however, such as
  enchantments (which must be resisted) and explosions.


key: stealth
value:
  By training Stealth, you can make it less likely that monsters will notice you
  if they are asleep or otherwise unalert, and increase your chances of monsters
  losing track of you after you leave their vision. Note that monsters become
  more suspicious and observant as you descend.

  Stealth skill, along with the weapon skill for your equipped weapon, also
  governs the likelihood of doing a great amount of damage when attacking a
  distracted or helpless creature, as well as the amount of extra damage dealt.


key: shields
value:
  A high Shields skill helps you block melee attacks or projectiles (both magical
  and non-magical) with your equipped shield. Some attacks, such as penetrating
  bolts, cannot be blocked at all.


key: unarmed combat
value:
  Being skilled in Unarmed Combat increases your accuracy, damage and attack
  speed in melee combat when barehanded. It also allows you to occasionally punch
  with your off hand as an additional melee attack, provided your hand is free to
  do so.


key: spellcasting
value:
  Being skilled in Spellcasting slightly increases the success rate and spell
  power of all spells, along with increasing your magical reserves and reducing
  the effects of spell hunger.

  Training Spellcasting also gives you more spell slots to spend on new spells.


key: conjurations
value:
  Conjurations are battle oriented spells, which often work by conjuring up a
  chunk of short-lived matter and propelling it towards the victim to deal direct
  damage. Being skilled in Conjurations usually increases the damage and accuracy
  of such spells, and sometimes affects their range or the size of the area
  affected.

  Being skilled in Conjurations increases the success rate and spell power of
  spells in this school. Many spells belong to a combination of several schools,
  in which case spellcasting success and power will depend on the average skill
  in these schools.


key: hexes
value:
  Hexes try to bestow various enchantments on nearby things. While none do direct
  damage, being ensorcelled can effectively take an opponent out of combat,
  although they often require overcoming an opponent's resistance to hostile
  enchantments to have an effect. Being skilled in Hexes will help overcome this
  resistance.

  Being skilled in Hexes increases the success rate and spell power of spells in
  this school. Many spells belong to a combination of several schools, in which
  case spellcasting success and power will depend on the average skill in these
  schools.


key: charms
value:
  Charms provide you with a number of self-enhancing auras. Training Charms skill
  will often increase the duration or effectiveness of these auras.

  Being skilled in Charms increases the success rate and spell power of spells in
  this school. Many spells belong to a combination of several schools, in which
  case spellcasting success and power will depend on the average skill in these
  schools.


key: summonings
value:
  Summonings deals with summoning creatures from another plane of reality to join
  your army or distract your foes. Increasing Summonings skill may have a number
  of effects depending on the spell, such as longer duration, more powerful
  allies, or lower chances of creating hostile creatures. Note that summoned
  beings do not leave corpses and give no experience when killed, and their
  equipment is as ephemeral as they are.

  Being skilled in Summonings increases the success rate and spell power of
  spells in this school. Many spells belong to a combination of several schools,
  in which case spellcasting success and power will depend on the average skill
  in these schools.


key: necromancy
value:
  Necromancy is the art of draining and gaining life, although most often
  associated with zombies and other undead. As such, Necromancy spells have a
  wide range of effects, ranging from spells to create or control the undead to
  spells granting unholy healing in various forms.

  Being skilled in Necromancy increases the success rate and spell power of
  spells in this school. Many spells belong to a combination of several schools,
  in which case spellcasting success and power will depend on the average skill
  in these schools.


key: translocations
value:
  Translocations focus on the spatial movement of beings or objects, including
  useful spells to translocate yourself over short distances quickly or to
  transport your enemies away from you.

  Being skilled in Translocations increases the success rate and spell power of
  spells in this school. Many spells belong to a combination of several schools,
  in which case spellcasting success and power will depend on the average skill
  in these schools.


key: transmutations
value:
  Transmutations deal with changing shapes. Many Transmutations involve changing
  your own form, but the school also contains spells to cause changes in your
  enemies, or to transform objects around you.

  Being skilled in Transmutations increases the success rate and spell power of
  spells in this school. Many spells belong to a combination of several schools,
  in which case spellcasting success and power will depend on the average skill
  in these schools.


key: fire magic
value:
  Fire Magic focuses mainly on dealing fire damage over long distances, with many
  effective Conjurations.

  Being skilled in Fire Magic increases the success rate and spell power of
  spells in this school. Many spells belong to a combination of several schools,
  in which case spellcasting success and power will depend on the average skill
  in these schools.


key: ice magic
value:
  Ice Magic contains a range of direct damage spells, as well as some defensive
  effects such as spells to craft temporary shields and armour from ice.

  Being skilled in Ice Magic increases the success rate and spell power of spells
  in this school. Many spells belong to a combination of several schools, in
  which case spellcasting success and power will depend on the average skill in
  these schools.


key: air magic
value:
  Air Magic provides spells to deal damage directly with the wind, as well as
  noisy but powerful lightning Conjurations. It also provides some utility
  spells, such as Charms to call the wind to assist your movement or protect you
  from projectile attacks.

  Being skilled in Air Magic increases the success rate and spell power of spells
  in this school. Many spells belong to a combination of several schools, in
  which case spellcasting success and power will depend on the average skill in
  these schools.


key: earth magic
value:
  Earth Magic contains spells able to deal large amounts of direct physical
  damage, which cannot be resisted like fire, cold and lightning damage can. It
  is also linked with some Transmutations, with spells to liquefy the earth
  around you, or to turn your enemies to stone.

  Being skilled in Earth Magic increases the success rate and spell power of
  spells in this school. Many spells belong to a combination of several schools,
  in which case spellcasting success and power will depend on the average skill
  in these schools.


key: poison magic
value:
  Poison Magic provides spells which are highly effective against many natural
  creatures.

  Being skilled in Poison Magic increases the success rate and spell power of
  spells in this school. Many spells belong to a combination of several schools,
  in which case spellcasting success and power will depend on the average skill
  in these schools.


key: invocations
value:
  Your Invocations skill affects the likelihood that an attempt to use divine
  abilities with certain gods will be successful, and often the power of such
  abilities.

  The Invocations skill also affects your magical reserves, but to a lesser
  degree than the Spellcasting skill, and only the highest contribution is used.


key: evocations
value:
  Evocations skill affects your ability to use magical items like wands, rods,
  or other uncommon objects. High skill may increase the power or success rate
  of such items, and may also let you determine the amount of charges a zapped
  wand has left.

  The Evocations skill also affects your magical reserves, but to a lesser degree
  than the Spellcasting skill, and only the highest contribution is used.


key: breathe dispelling energy ability
value:
  Breathes a bolt of dispelling energy at a targeted creature, possibly removing
  some of its enchantments.


key: breathe fire ability
value:
  {{
      local desc = "Breathes a blast of fire at a targeted creature"

      if you.race() == "Red Draconian" then
          desc = desc .. ", leaving a cloud of flames at the endpoint"
      end

      desc = desc .. "."

      return desc
  }}


key: breathe lightning ability
value:
  Releases a great discharge of electricity, causing an uncontrollable lightning
  storm. It partially bypasses armour.


key: breathe steam ability
value:
  Breathes a jet of steam at a targeted location, which will scald any creatures
  it hits and will also obscure vision.


key: bat form ability
value:
  Transforms the user into a swift-moving vampire bat, increasing evasion but
  substantially weakening melee attacks.

  While tranformed, any equipped weapons, armour and rings are melded, and the
  user becomes unable to evoke wands or to cast spells.


key: fly ability
value:
  Starts flight. During flight you can safely cross water and similar obstacles.
  Be warned, though, that some forms of flight are temporary and may expire at
  inopportune moments.


key: hurl damnation ability
value:
  Blasts a targeted enemy with damnation. These unholy forces harm the victim and
  anyone adjacent, and are not affected by any means of protection, such as armour
  or resistances. However, certain creatures, usually those able to invoke
  damnation themselves, are entirely unscathed by damnation.


key: release delayed fireball ability
value:
  Instantly releases a previously prepared (delayed) fireball without additional
  cost in terms of magic or hunger.


key: heal wounds ability
value:
  Heals the user significantly, with a chance of permanently reducing the user's
  maximum magic capacity by one.


key: dig ability
value:
  Allows making tunnels through soft rock and rusted grates. Activating the
  ability has no cost and simply prepares you to start digging; once active,
  moving into a wall will start tunneling. Doing so makes some noise and causes
  hunger, and is a little slower than walking.


key: shaft self ability
value:
  Sends you to a random position one to two floors down, as if you jumped into a
  shaft trap. It takes some time to dig the shaft.


key: evoke invisibility ability
value:
  Turns the user invisible. Turning invisible causes magical contamination and
  may eventually cause glowing, nullifying the invisibility.


key: recite ability
value:
  Preaches to nearby monsters about Zin's laws for a short duration.

  The recitation will have different effects depending on the target: the chaotic
  and unclean will be affected by powerful and damaging effects, undead and
  demons will be affected by weaker rebukes, and any other intelligent creatures
  will have confusion sown amongst them, with heretics and priests of gods other
  than Zin being punished much more strongly. The effectiveness of the recitation
  is increased by Invocations skill.


key: vitalisation ability
value:
  Temporarily provides protection from poison, confusion, petrification, rotting
  and sickness, and increases and sustains your strength, intelligence and
  dexterity. The increases to your attributes are determined by Invocations skill.


key: imprison ability
value:
  Temporarily imprisons a monster in walls of silver. The duration of the prison
  is increased by Invocations skill.


key: sanctuary ability
value:
  Creates a divine refuge for a short duration. While you are inside the
  sanctuary, monsters will not attack you, but the protection will disappear at
  once should you breach the divine peace.


key: divine shield ability
value:
  Grants a temporary divine shield. Because it is held aloft by the Shining One's
  power, it does not interfere with your equipment. The strength and duration
  of the shield are increased by Invocations skill.


key: cleansing flame ability
value:
  Invokes a huge blast of divine fury centered on the user, severely damaging
  undead and demons and dealing damage to all other hostile creatures. The user's
  allies are never affected. The power of the blast is increased by Invocations
  skill.


key: summon divine warrior ability
value:
  Summons a powerful warrior against evil, either an angel or a daeva. The
  duration of their assistance is increased by Invocations skill, and glory in
  battle may lead the Shining One to bless them with an even longer stay.


key: brand weapon with holy wrath ability
value:
  Permanently blesses a weapon of your choice with the holy wrath of the Shining
  One. Demon weapons will be converted into a more powerful sacred weapon. This
  blessing may only be used once, and it cannot be used on artefact weapons.


key: receive corpses ability
value:
  Creates one or more reanimatable monster corpses nearby. The number and
  freshness of these are dependent on Necromancy skill.


key: torment ability
value:
  Sacrifices a cadaver to make all living creatures in sight experience all
  the pain that being suffered in its life. This damage is never directly lethal.
  Kikubaaqudgha may shield you from the effect, depending on your piety.


key: brand weapon with pain ability
value:
  Permanently bloodies a weapon of your choice with the essence of pain
  itself. This blessing cannot be used on artefact weapons. You must choose
  between this gift or that of the Necronomicon, and either gift may only be
  received once.


key: receive necronomicon ability
value:
  Grants you the Necronomicon, a spellbook containing the most powerful and
  sinister secrets of Necromancy. You must choose between this gift or that of
  branding a weapon with pain, and either gift may only be received once.


key: animate remains ability
value:
  Reanimates a single corpse or skeleton as a follower. Zombies and skeletons
  cannot leave the level they were created on.


key: injury mirror ability
value:
  Reflects damage taken for a short duration, hurting attackers whenever any
  damage is taken and reducing piety depending on the amount of damage dealt.


key: animate dead ability
value:
  Reanimates all corpses and skeletons in the vicinity as followers. Zombies and
  skeletons cannot leave the level they were created on.


key: drain life ability
value:
  Drains the life force of any nearby creatures, healing the user depending on
  the damage dealt. The amount of life force drained is increased by Invocations
  skill.


key: enslave soul ability
value:
  Marks a monster's soul as ripe for the taking. Intelligent living, holy and
  demonic monsters can be targeted (excepting most lords of Pandemonium), as
  long as they are relatively uninjured. The duration of the mark is dependent on
  Invocations skill. If the monster dies while still marked, its soul will become
  yours.

  The enslaved soul will retain the monster's faculties, equipment and abilities,
  as well as some of its innate healing. However, only one soul can be enslaved
  at a time.


key: heroism ability
value:
  Temporarily increases all of your combat skills, both offensive and defensive.
  The duration is increased by Invocations skill.


key: minor destruction ability
value:
  Shoots a random harmful blast at the targeted creature. Damage and accuracy
  are increased by Invocations skill.


key: major destruction ability
value:
  Shoots a random harmful beam or explosion at the targeted creature. Damage and
  accuracy are increased by Invocations skill.


key: divine energy ability
value:
  Calls on Sif Muna for divine energy. While active, Sif Muna will allow you to
  cast spells even with insufficient reserves of magic. Doing so will cause you
  to briefly lose access to your magic after the spell is cast.


key: stop divine energy ability
value:
  Stops requesting divine energy from Sif Muna, no longer allowing you to cast
  spells without sufficient magical reserves.


key: channel magic ability
value:
  Dramatically increases the user's regeneration of magical power for a duration
  that increases with Invocations skill.


key: burn spellbooks ability
value:
  Sets all spellbooks within your field of vision on fire. The fire is fuelled by
  Trog's hatred, and it burns hotter than mere parchment would — which can be
  useful if you throw the book under someone's feet first. Trog greatly
  appreciates the burning of spellbooks.


key: berserk ability
value:
  Sends the user into a berserk rage. Going berserk temporarily increases health,
  speed, and damage dealt in melee. It will time out quickly outside of combat,
  but may be extended by multiple kills. While berserk, almost all actions other
  than movement and melee combat are prevented. When the rage expires, the user
  will be briefly slowed and occasionally may even pass out.


key: trog's hand ability
value:
  Invokes a powerful regeneration ability which stacks with all other sources and
  is effective even on those who would not otherwise be able to regenerate. While
  active, the user will also be granted significant protection from hostile
  enchantments.


key: divine protection ability
value:
  Beseeches Elyvilon to save your life. If you are mortally wounded, the Healer
  may undo the killing blow. Especially pious individuals may be certain of this
  help, but in that case, any intervention costs piety (as opposed to merely
  asking for intervention, which is always free). Killing others while asking
  for divine protection will cause penance.


key: purification ability
value:
  Purges your body of negative effects such as poison, confusion, slowness,
  petrification, rotting, and sickness, and fully restores any lost strength,
  dexterity or intelligence.


key: heal other ability
value:
  Heals a creature other than yourself by a moderate amount, depending on
  Invocations skill. Using this ability on hostile monsters will try to turn them
  neutral. This works best on animals, and is less effective on humanoids and
  other intelligent creatures. Undead and demons are harder still to pacify.
  Mindless creatures cannot be pacified, and no monster can be pacified while it
  is asleep.

  Whether the pacification succeeds or not, the invested food, piety and magic
  points are lost. If it does succeed, the monster is healed and you gain half
  the monster's experience value. Otherwise, the monster is unaffected and you
  gain nothing.


key: greater healing ability
value:
  Heals a moderate amount of health, depending on Invocations skill. Greater
  Healing will heal approximately three times as much as Lesser Healing, but at a
  slightly higher total piety cost.


key: divine vigour ability
value:
  Greatly increases your maximum health and magic points, depending on
  Invocations skill. Your current health and magic points will also be increased
  proportionally.


key: bend space ability
value:
  Bends the fabric of space, instantly translocating the user a short distance,
  and possibly also translocating and damaging other adjacent creatures. In
  warping the fabric of space, this ability ignores effects that would usually
  prevent translocations. Invocations skill increases the chance of affecting
  nearby creatures and the damage dealt to those affected.


key: banish ability
value:
  Attempts to banish a creature into the Abyss. If the attempt succeeds, you gain
  some piety and half the creature's experience value. Invocations skill makes it
  harder to resist.


key: corrupt ability
value:
  Corrupts the current level by unleashing Abyssal energies on it. This will
  cause the area nearby to change appearance, and will gate in creatures from the
  Abyss bent on causing destruction. This will not work on levels already
  corrupted or in the Abyss itself. The size of the effect is increased by
  Invocations skill.


key: enter the abyss ability
value:
  Transports you to Lugonu's realm instantly. The effort of even using the
  ability will leave your health depleted.


key: brand weapon with distortion ability
value:
  Permanently corrupts a weapon of your choice with a localized field of
  distortion. This blessing may only be used once, and it cannot be used on
  artefact weapons.


key: triple draw ability
value:
  Draws three cards from any deck in your inventory, and allows you to choose one
  to keep, discarding the other two.


key: deal four ability
value:
  Deals four cards from any unmarked deck in the time it normally takes to draw a
  single card. The rest of the deck is lost. If the deck does not contain enough
  cards, Nemelex will give you one extra card, but you might not like it.


key: stack five ability
value:
  Shows you five cards from any unmarked deck in your inventory, losing the rest
  of the deck, and allows you to sort them into any order. Subsequently, you can
  draw these cards in the order you chose.


key: smiting ability
value:
  Smites any targeted enemy within sight, with no direct line of fire required.
  The strength of the smiting is increased by Invocations skill.


key: give item to named follower ability
value:
  Gives a weapon or piece of armour to a named orcish follower. An orc can only
  ever receive one of these gifts.


key: resurrection ability
value:
  Bring an orc corpse back to life. The orc will be an ally, even if it was not
  already one before it died.


key: fungal bloom ability
value:
  Call up Fedhas to accelerate the natural process of decay, transforming all
  corpses nearby into fast-growing, short-lived toadstools. Zombies, ghouls,
  and necrophages are considered walking corpses, and are affected accordingly;
  zombies rot into skeletons, and ghouls and necrophages rot away entirely,
  granting no experience.


key: sunlight ability
value:
  Calls sunlight down over a small area of the dungeon. Monsters illuminated by
  the light will be easier to hit. Water affected by the sunlight will evaporate.
  In particular, deep water will become shallow water, and shallow water will dry
  up completely, revealing the dungeon floor.


key: growth ability
value:
  Uses fruit to grow a ring of plants around yourself. If a complete ring cannot
  be formed (because you do not have enough fruit), plants will grow on squares
  adjacent to you that are close to monsters. The plants you create gain bonus
  health proportional to your Invocations skill.


key: rain ability
value:
  Causes rain to fall around you, turning the dungeon floor into shallow water
  and shallow water into deep water. This may also allow plants and mushrooms to
  grow in areas that are not directly drenched. Invocations skill increases the
  number of rain-clouds created.


key: reproduction ability
value:
  Creates ballistomycete spores from corpses in your line of sight. The spores will
  explode, causing damage to you or your enemies.


key: evolution ability
value:
  Turns plants and fungi into stronger species. Upgrading fungi requires piety,
  while upgrading plants requires fruit. Upgraded plants gain a bonus to attack
  accuracy proportional to the user's Invocations skill, and oklob plants are
  more likely to spit acid at higher Invocations.


key: slouch ability
value:
  Causes damage to everyone in sight who is moving faster than you, dealing more
  damage with greater differences in speed.


key: step from time ability
value:
  Removes you completely from the flow of time. Things around you will happen at
  their usual busy pace, and monsters will wander and may even forget about you.
  After some time has passed, you will return in the same state as the very
  second you departed. Invocations skill increases the amount of time that passes
  while you're gone.


key: jelly paralyse ability
value:
  Calls on any nearby jellies to cease their item consumption and pray to Jiyva
  for a short duration, with a piety cost depending on the number of jellies that
  are affected.


key: slimify ability
value:
  Coats a wielded weapon or your fists with slime, turning the next living or
  corporeal undead monster hit into a neutral slime.


key: transfer knowledge ability
value:
  Sacrifices part of one of your skills to improve another. The transfer will
  take place gradually as you gain experience.


key: shadow step ability
value:
  Allows you to step into the shadow of any hostile creature within your umbra,
  as long as they are immobile or asleep, landing adjacent to the target.


key: shadow form ability
value:
  Transforms you into a swirling mass of dark shadows. While in this form, you
  are permanently invisible and are immune to poison, draining, torment, and
  hostile enchantments. All incoming damage will be halved, and you will bleed
  smoke on any incoming attack. However, your ability to deal damage in melee and
  with ranged attacks will be halved, your spellcasting power will be greatly
  hampered, and your skills will be further drained when taking damage.
  Invocations skill increases the duration of the transformation.


key: potion petition ability
value:
  Petitions Gozag to sell you the effects of a set of potions. Gozag will offer
  three lists at a time, with varying prices.


key: call merchant ability
value:
  Sends funds to a merchant to help them set up shop at your location. The cost of
  funding a shop increases with the number of shops funded.{{
      if you.race() == "Mummy" then
          return
      end

      local desc = " You will always have the option to fund a shop selling "

      if you.race() == "Ghoul" then
          desc = desc .. "carrion"
      elseif you.race() == "Vampire" then
          desc = desc .. "blood"
      else
          desc = desc .. "food"
      end

      desc = desc .. "."

      return desc
  }}


key: bribe branch ability
value:
  Gives 3000 gold to Gozag to spread throughout the inhabitants of the current
  branch, only possible if the branch has intelligent inhabitants. Those monsters
  may then become uninterested in fighting you (with tougher inhabitants having
  an increasing chance of being bribed), and more rarely will join your ranks,
  though they will not leave their home branch. Enemies accepting a bribe will
  lower the remaining bribe fund; upon its exhaustion, bribed enemies will become
  indifferent if they have not become your allies.


key: device surge ability
value:
  Readies a device surge, which triggers on your next usage of a magical device
  to strengthen its power at the cost of some magic. The amount of magical power
  that can be used for a surge varies, but correlates with how devoted a follower
  is to Pakellas.


key: quick charge ability
value:
  Spends two thirds of your current pool of magic to charge a wand or rod. The
  effectiveness of this depends on your current pool of magic and your
  Evocations skill.


key: supercharge ability
value:
  Infuses magical energy into a rod or wand. For a rod, its recharge rate and
  capacity are set to slightly above the normal maximums for such a device;
  for wands, their capacity is significantly increased beyond normal and fully
  charged to this new capacity. This ability may only be used once.


key: upheaval ability
value:
  Calls on the forces of nature to blast a small area with magma, ice, wind,
  or rubble. Invocations skill increases both damage and area affected.


key: elemental force ability
value:
  Causes your elemental clouds to coalesce into friendly elementals. Your
  Invocations skill increases the maximum number of elementals that can be
  created with one use of the ability.


key: disaster area ability
value:
  Blasts the entire area around you with powerful natural forces. Invocations
  skill increases both damage and area affected.


key: draw out power ability
value:
  Taps into your inner power to restore health and magic, as well as freeing your
  body and mind from external constraints, including nets, webs, constriction,
  petrification, slowness, and confusion. The amount of health and magic restored
  increases with piety.


key: power leap ability
value:
  Performs an incredibly fast leap to a targeted location, causing an explosion
  upon landing which damages all adjacent foes. The amount of damage done
  increases with your piety and experience level.


key: apocalypse ability
value:
  Reveals Ru's truth to your enemies, dealing severe damage to all enemies in
  your line of sight. Affected creatures may be paralyzed, slowed or have their
  magic drained. The damage dealt increases with your piety and experience level.


key: sacrifice stealth ability
value:
  Sacrifices stealth, causing you to always be noticed by foes and preventing
  you from having any ranks in the Stealth skill.


key: sacrifice artifice ability
value:
  Sacrifices the ability to evoke any magical items, and prevents you from having
  any ranks in the Evocations skill.


key: sacrifice love ability
value:
  Sacrifices love, causing all creatures to become hostile, even those created
  by you. Monsters that are spell residue and which do not act independently,
  such as orbs of destruction and spectral weapons, are the only things which can
  remain friendly.


key: sacrifice courage ability
value:
  Sacrifices courage, causing you to become terrified of dangerous monsters. Such
  monsters fill you with horror, which reduces the power of your spells and your
  ability to hit and damage monsters in combat.


key: sacrifice arcana ability
value:
  Sacrifices arcana, causing you to lose the ability to use certain schools of
  magic and preventing you from having any ranks in those skills.


key: sacrifice nimbleness ability
value:
  Sacrifices nimbleness, preventing you from having any ranks in the Dodging
  skill. This sacrifice is worth more if you cannot train Armour.


key: sacrifice durability ability
value:
  Sacrifices durability, preventing you from having any ranks in the Armour
  skill. This sacrifice is worth more if you cannot train Dodging.


key: sacrifice a hand ability
value:
  Sacrifices a hand, causing you to lose the ability to use shields{{
      if you.race() ~= "Formicid" then
          return " and two-handed weapons"
      end
  }}, and to be able to wear one fewer ring.


key: sacrifice experience ability
value:
  Sacrifices some of your past experiences, causing you to lose two levels
  immediately and also to have the maximum level you can attain lowered by two.


key: sacrifice skill ability
value:
  Sacrifices your skills, causing you to have all of your skill aptitudes
  decreased by one. This will likely cause you to lose ranks in trained skills.


key: sacrifice an eye ability
value:
  Sacrifices an eye, causing you to have a much harder time hitting targets, as
  if wearing an amulet of inaccuracy.


key: sacrifice resistance ability
value:
  Sacrifices your resistance to extreme temperatures, causing you to become
  vulnerable to heat and cold.


key: reject sacrifices ability
value:
  Rejects all offered sacrifices. Doing so means Ru will take more time
  evaluating your readiness for future sacrifices. Ru will not offer more
  sacrifices while there is an existing offer still extended.

  Each consecutive rejection increases the sacrifice timer significantly.
  Accepting a sacrifice will reset the timer to the standard length.


key: stomp ability
value:
  Stomps down in time with the rhythm of the dance, sending a shockwave through
  all adjacent creatures. The shockwave deals damages the creatures it passes
  through in proportion to the creature's maximum health and the reveler's
  Invocations skill.


key: line pass ability
value:
  Passes through a contiguous line of creatures at superhuman speed, ending up
  in a new location. Any creatures passed through in this way will be confused
  briefly, with the duration of confusion increasing with Invocations skill.


key: grand finale ability
value:
  Merges with a target emotionally and physically, and then bursts forth from
  them, violently splitting them apart and killing them instantly. This ability
  becomes easier to use as the worshipper's piety and Invocations skill increase.

  More violent Uskayaw sects consider their members not to be true worshippers
  until they have performed this rite.


key: convert to beogh ability
value:
  Swears fealty to Beogh, the god of cave orcs. This god demands that all
  non-believers must die, but new believers must be spared and accepted into the
  fold. Beware, for orcs who do not see you convert may still be hostile until
  you have built your reputation!

  All other gods hate Beogh, and do not take desertion lightly.


key: donate gold ability
value:
  Donates half of your gold to Zin, which will increase your piety over time. The
  overall increase is determined by the size of your donation.


key: idealise ability
value:
  Restores your ancestor to an idyllic vision of their best self. Their wounds
  are forgotten and a glow of perfection infuses them, giving them a short-lived
  but dramatic increase in strength, spellcasting, and armour. The quality of the
  healing and duration of the idealisation granted are both improved by the
  Invocations skill.


key: transference ability
value:
  Forces a targeted creature to pass through the realms of memory and exchange
  places with your ancestor.

  With great piety, those near the target will be drained to a degree depending
  on Invocations skill.


key: ancestor life: knight ability
value:
  Remembers your ancestor as a knight, a strong melee combatant with superior
  defenses. This choice is permanent and cannot be undone.


key: ancestor life: battlemage ability
value:
  Remembers your ancestor as a battlemage, a warrior capable of relentless offense
  with both melee and conjurations. This choice is permanent and cannot be undone.


key: ancestor life: hexer ability
value:
  Remembers your ancestor as a hexer, a cunning rogue capable of skilled
  knifework and debilitating spellcasting. This choice is permanent and cannot be
  undone.


key: ancestor identity ability
value:
  Recalls who your ancestor preferred to be known as, correcting their name and
  gender. This does not take any time.


key: velocity card
value:
  The card depicts an empty, well-worn pair of boots. Sand, ashes, and turf
  coat the boots' soles.

  Drawing this card can grant great speed or terrible slowness to foes and allies
  alike. The beneficial aspects depend on card power.


key: the tomb card
value:
  The card depicts a royal crypt, its entrance sealed by a heavy stone slab.

  Drawing this card entombs its user in protective, temporary walls of solid rock.
  At lower power levels or with adjacent creatures, the tomb may be imperfect.


key: exile card
value:
  The card depicts ceaseless hands from a yawning portal overcoming a panicked
  figure.

  Drawing this card will banish one or more nearby creatures to the Abyss,
  possibly including the user.


key: the shaft card
value:
  The card depicts a traveler plummeting into a chasm that has opened beneath
  them.

  Drawing this card will create a shaft beneath the user, and possibly beneath
  their enemies.


key: the elixir card
value:
  The card depicts a smug smile formed out of nine chalices.

  This card rapidly restores the user's health or magic, or both at high power
  levels. It will also heal their allies.


key: the cloud card
value:
  The card depicts an iron gate enshrouded in mist.

  This card imprisons the user's foes in rings of clouds. The type of clouds
  produced will improve with card power.


key: vitriol card
value:
  The card depicts an oklob plant, dripping with its distinctive corrosive sap.

  Drawing this card will unleash a corrosive attack spell.


key: the storm card
value:
  The card depicts a ship at sea sinking in a thunderstorm.

  Drawing it unleashes a storm of wind and thunder clouds.


key: pain card
value:
  The card depicts an iron wheel, menacing with spikes and rusted with blood.

  Drawing this card unleashes a necromantic attack spell.


key: the orb card
value:
  The card depicts a figure surrounded by floating, glowing orbs of energy.

  Drawing this card unleashes one or possibly more destructive orbs of pure magic.


key: degeneration card
value:
  The card depicts a dragon whose scales are sloughing off, revealing a sheep
  underneath.

  Drawing this card will attempt to polymorph and malmutate nearby enemies into
  weaker forms, and will briefly daze those that cannot be polymorphed.


key: wild magic card
value:
  The card depicts a pointy wizard's hat, scorched and resting on a pile of ashes.

  Drawing this card causes wild magic (as if from miscasting a spell) to act upon
  its user's enemies. Each creature affected will restore some of the user's
  magic.


key: the elements card
value:
  The card depicts the figures of great beasts lurking in a sandstorm.

  Drawing this card will summon three beasts of the four elements.


key: the pentagram card
value:
  The card depicts cultists marking out a ritual pentagram on the floor.

  Drawing this card will summon a pair of demons to the user's aid.


key: the dance card
value:
  The card depicts an extravagantly-dressed, masked figure dancing alone in a
  vast room.

  Drawing this card will summon a dancing weapon. Its quality, brand, and
  friendliness are all affected by card power.


key: foxfire card
value:
  The card depicts a swamp at night, suffused with an eerie glow.

  Drawing this card will summon forth flying swarms. Some of their members may
  be hostile.


key: the rangers card
value:
  The card depicts an arrow in a bull's-eye, which has been split by a second
  arrow.

  Drawing this card will summon several archers.


key: the illusion card
value:
  The card depicts someone standing in a hall of mirrors, surrounded by their own
  reflections.

  Drawing this card will summon an illusion of the user. Its power will depend
  upon one's own.


key: wrath card
value:
  The card depicts the hand of the divine, reaching down from the heavens to hurl
  furious lightning.

  Drawing this card will draw a god's wrath against the user.


key: famine card
value:
  The card depicts a gaunt figure crawling along an expanse of dry, cracked
  earth.

  Drawing this card will leave its user on the brink of starvation.


key: the swine card
value:
  The card depicts several feral hogs wallowing in a mud pit.

  Drawing this card will make its user turn pink and root for truffles.


key: torment card
value:
  The card depicts a screaming figure being tortured on the rack.

  Drawing this card will cause agonising injury to the user.


key: the stairs card
value:
  The card depicts water flowing down a set of stairs.

  Drawing this card makes staircases slide towards or away from the user. It is a
  bug if one ever finds it in a deck.


key: a buggy card
value:
  The card depicts a Crawl player filing a bug report on Mantis.

  Drawing this card is a bug, if one ever encounters it as such.


key: a very buggy card
value:
  The card depicts several Crawl players angrily filing several bug reports on
  Mantis.

  Drawing this card is a bug, if one ever encounters it as such.


key: cmd_rest verbose
value:
  Rests while your health and magic regenerate. Resting is interrupted as soon
  as a hostile monster comes into view. If health and magic are both already
  full, resting will wait for 100 turns.


key: cmd_explore verbose
value:
  Automatically explores the current level, collecting items on the way.
  Exploration stops as soon as a hostile monster comes into view, or when you
  encounter new items or features.


key: cmd_interlevel_travel verbose
value:
  Automatically travels to a chosen level or branch. Travel is interrupted by
  monsters coming into view.


key: cmd_display_religion verbose
value:
  Displays your god's likes and dislikes, conduct, and your current religious
  standing and divine abilities.


key: cmd_display_character_status verbose
value:
  Displays details on your current movement speed, attack speed, stealth, magic
  resistance, and any currently active enchantments or status effects.


key: cmd_character_dump verbose
value:
  Dumps detailed information about your character into a file ‘playername.txt’ in
  the morgue directory, to peruse at your leisure. This includes main stats,
  equipment, spells, skills, notes, etc.


key: cmd_autofight verbose
value:
  Moves towards the closest hostile monster, or attacks an adjacent monster with
  your current weapon.


key: flame cloud
value:
  A cloud of raging fire. Any creature not entirely immune to fire will be hurt
  by time spent in the flames.

  Ranged cold attacks passing through the cloud are substantially reduced in
  range, dissipating the cloud in the process.

  If placed near or over water, the heat will generate steam nearby.


key: noxious fumes cloud
value:
  A cloud of vile, choking fumes. Any breathing creature spending time in it will
  be at risk of becoming confused by the gases, unless resistant to poison.
  Tougher, more experienced creatures are less likely to be affected.


key: freezing vapour cloud
value:
  A cloud of freezing air. Any creature not entirely immune to cold will be hurt
  by time spent inside.

  Ranged fire attacks passing through the cloud are substantially reduced in
  range, dissipating the cloud in the process.


key: poison gas cloud
value:
  A cloud of deadly poison. Any creature without resistance to poison will be
  both poisoned and directly harmed by time spent in it.


key: translocational energy cloud
value:
  The remnant of some creature that was recently here but is no longer, banished
  nearby, across the level, or out of reality itself, all the way into the Abyss.
  Some wizards say these are a kind of "allergic reaction" the universe
  produces, in response to magic that warps space in impossible ways; a cosmic
  sneeze. Perhaps metaphysically gross, but otherwise harmless.


key: spreading flames cloud
value:
  A raging forest fire. Any creature not entirely immune to fire will be hurt by
  time spent in the flames. The flames will intermittently flare up and fill
  their surroundings with lesser fires. Any trees unfortunate enough to be nearby
  will often find themselves transformed into more kindling for the fire.

  Ranged cold attacks passing through the cloud are substantially reduced in
  range, dissipating the cloud in the process.

  If placed near or over water, the heat will generate steam nearby.


key: steam cloud
value:
  A cloud of scalding steam. Creatures caught within will be mildly injured,
  and fire resistance will further reduce the damage.


key: calcifying dust cloud
value:
  A petrifying cloud. Creatures caught in the cloud for any length of time will
  find themselves turning to stone, though more experienced creatures may be able
  to resist the effects.


key: blessed fire cloud
value:
  A cloud of divine fire, imbued with holy power. Those in the service of one of
  the good gods will be unaffected by it. All other creatures will be hurt by it,
  with undead and demonic creatures being greatly harmed.


key: foul pestilence cloud
value:
  A cloud of dark miasma. Any living being not subject to Zin's divine protection
  will find themselves poisoned, and may also find their movements slowing and
  their flesh rotting away.


key: seething chaos cloud
value:
  A cloud of seething chaos. A wide variety of unpredictable effects apply to
  those within the clouds, ranging from invisibility to berserk rage to complete
  paralysis.


key: rain cloud
value:
  An extremely localized rainstorm. It may produce pools of shallow water, or
  temporarily deepen existing pools. Beings made entirely out of fire are averse
  to spending much time in the rain.


key: mutagenic fog cloud
value:
  A cloud of pure, unstructured magic, condensed into a scintilliating mist;
  essentially toxic magical waste. Creatures venturing within will find
  themselves increasingly contaminated with magical radiation, sufficient amounts
  of which will inflict negative mutations when dissipating.


key: spectral mist cloud
value:
  A cloud of spectral mist. It causes minor damage to all creatures other than
  the undead. Dangerous but short-lived spectral undead creatures will coalesce
  from the mist over time.


key: acidic fog cloud
value:
  A cloud of flesh-searing acid, which will deal damage and apply corrosion to
  those within it. Resistance to corrosion will provide immunity to its effects.


key: thunder cloud
value:
  A dark storm cloud. It will intermittently strike those within with lightning,
  dealing severe damage to those without resistance to electricity.


key: negative energy cloud
value:
  A cloud of necromantic energy. Living creatures trapped within will find
  themselves drained of their life energies, though protection from negative
  energy will mitigate the effects.


key: salt cloud
value:
  A cloud of rapidly whirling dust and salt. It stings the eyes and skin of any
  creatures caught within, although it is ultimately harmless.


key: fast status
value:
  All of your actions are 50% faster. This causes magical contamination over
  time, and may cause dangerous levels of contamination if you were already
  contaminated before gaining this status.


key: invis status
value:
  You are invisible. Most enemies will be unable to see you and will suffer
  penalties to hit, though they may be able to guess at your general location.
  This causes magical contamination over time, and may cause dangerous levels of
  contamination if you were already contaminated before gaining this status. If
  the status is greyed out, it is active (and causing contamination) but
  ineffective for some reason (for example if you are glowing with contamination
  or standing in shallow water).


key: tele status
value:
  You are about to teleport. While waiting to teleport, attempting to apply the
  status again (such as by using a scroll of teleportation) will cancel the
  teleportation.


key: fly status
value:
  You fly above the ground, and are able to cross water and lava or fight above
  shallow water without penalties. Most types of flight will time out – be sure
  you're not above deadly liquids when that happens!


key: brill status
value:
  You are unnaturally smart. This provides bonuses to your intelligence,
  spellcasting success, and spellpower.


key: rmsl status
value:
  You repel missiles, improving your chance to evade them. This effect, if
  provided by a spell, has a chance to expire with every projectile it repels;
  it otherwise lasts indefinitely.


key: dmsl status
value:
  You deflect missiles, greatly improving your chance to evade them. This effect,
  if provided by a spell, has a chance to expire with every projectile it
  deflects; it otherwise lasts indefinitely.


key: berserk status
value:
  You are hasted, deal increased damage in combat, and have increased HP, but are
  unable to make most actions other than moving and attacking. The status will
  wear off very quickly unless you are attacking monsters, and when it expires
  you will be slowed and unable to berserk again for a short duration, and may be
  paralysed temporarily as well.


key: starving status
value:
  You are starving; death is not far away. While starving, your combat abilities
  are impaired and you are unable to cast spells or use many evoked or divine
  abilities.


key: pois status
value:
  You are poisoned and will continually lose health. While poisoned, your current
  health will be partially recoloured to display the eventual poison damage that
  will be dealt. Poison can be cured immediately by potions of curing.


key: conf status
value:
  You are confused. You may stumble in a random direction when attempting to move
  or attack, and are unable to cast spells or use most items other than potions.
  Confusion can be cured immediately by potions of curing.


key: contam status
value:
  You glow with mutagenic radiation. This can mutate you over time, usually with
  a negative outcome. The colour indicates the severity: the first level (grey)
  is only a warning, and no mutation or loss of stealth will occur from it.


key: drain status
value:
  Your skills have been drained by negative energy, and are less effective.
  This status will not wear off by waiting, but will expire as you gain
  experience. This status has multiple levels, and you can see how much you have
  been drained by looking at the skills screen.


key: breath status
value:
  You are catching your breath, and are unable to use certain abilities (such
  as breath weapons or Zin's recite invocation) until the Breath status expires.


key: held status
value:
  You are held in a net or a spider web. You cannot move freely and will instead
  try to struggle free.


key: constr status
value:
  You are being constricted by an enemy and will take an increasing amount of
  damage over time. You are unable to move (or blink) away from the enemy,
  although you can struggle to escape by attempting to do so, and will become
  increasingly more likely to succeed and break the constriction when doing so
  multiple times.


key: mesm status
value:
  You are mesmerised and cannot move away from the monster mesmerising you. The
  effect can be broken by killing or confusing the responsible monster, breaking
  line of sight with them, or by hearing an extremely loud noise, such as those
  created by lightning or scrolls of noise.


key: fear status
value:
  You are overcome with fear and cannot move towards the monster causing fear in
  you. The effect can be broken by killing or confusing the responsible monster,
  breaking line of sight with them, or by hearing an extremely loud noise, such
  as those created by lightning or scrolls of noise.


key: mark status
value:
  Your location is marked due to the effects of a trap or a spell, and monsters
  will hunt you down more precisely and will be able to detect you even if you
  are not in their vision.


key: fire status
value:
  You are covered with sticky fire, which causes damage over a short duration.
  Entering water will extinguish the flames.


key: barbs status
value:
  There are barbs embedded in your skin, and moving around will cause you to take
  damage. Remaining in place for a short time will allow you to remove the barbs
  without taking damage.


key: sick status
value:
  You have been sickened, and your health will no longer regenerate. Sickness can
  be cured immediately by potions of curing.


key: corr status
value:
  You are corroded, reducing your damage in physical combat and your AC by an
  amount depending on the severity of the corrosion.


key: flay status
value:
  You are covered in illusionary wounds, causing severe damage while the effect
  remains active. Destroying the source of the illusion will restore all health
  lost to the flaying.


key: roots status
value:
  You are held to the ground by animated roots. Your movement speed is slower,
  your evasion is reduced, and you are unable to fly.


key: sap status
value:
  Your magic is sapped. Each time you cast a spell, there is a chance of the
  severity of the effect increasing, which causes your spellcasting success rate
  to fall.


key: brainless status
value:
  Your intelligence has fallen to 0. You are slowed, cannot cast or memorise
  spells, and will usually fail when attempting to read scrolls. The status will
  persist for a short while even after recovering your intelligence.


key: clumsy status
value:
  Your dexterity has fallen to 0. You are slowed, cannot sneak or use shields,
  and are almost entirely unable to dodge. The status will persist for a short
  while even after recovering your dexterity.


key: collapse status
value:
  Your strength has fallen to 0. You are slowed, and your health regeneration is
  greatly reduced. The status will persist for a short while even after
  recovering your strength.


key: dchan status
value:
  You are channeling the dead, causing any living creatures killed in your
  vicinity to be raised as spectral servants.


key: vit status
value:
  You are divinely vitalised, providing protection from poison, confusion,
  petrification, rotting and sickness, and increasing and sustaining your
  strength, intelligence and dexterity.


key: rof status
value:
  You are surrounded by a ring of flame clouds, increasing the power of your fire
  magic and giving protection from fire but also making you much more susceptible
  to cold.


key: stone status
value:
  You are petrified, and completely unable to act. You are very easy to hit,
  but all damage taken is substantially reduced.


key: petr status
value:
  You are turning to stone. Your actions are slowed, all damage taken is slightly
  reduced, and you will soon be completely petrified (gaining the Stone status).


key: slime status
value:
  Your wielded weapon or your fists are coated in slime, and will turn the next
  living or corporeal undead monster you hit into a neutral slime.


key: ddoor status
value:
  You are temporarily invulnerable to harm, but are brought close to death in the
  process and cannot be affected by healing while the effect is active.


key: sil status
value:
  You are silenced. This makes reading scrolls, casting spells, invoking divine
  abilities, or shouting impossible. The oppressive, unnatural effect greatly
  hampers your stealth.


key: mirror status
value:
  You are reflecting any damage taken to your attackers, reducing piety depending
  on the amount of damage dealt.


key: prot status
value:
  You are beseeching Elyvilon to save your life. If you are mortally wounded, the
  Healer may undo the killing blow. Killing others while asking for divine
  protection will cause penance.


key: disjoin status
value:
  You are destabilizing space around yourself, causing nearby monsters to be
  randomly blinked away from you.


key: infus status
value:
  Your melee attacks are infused with magical energy, and will drain your
  reserves of magic to deal additional damage whenever an enemy is hit.


key: slay status
value:
  You are singing a Song of Slaying, providing bonuses to your ranged and melee
  attacks which increase every time you slay a foe in combat.


key: pproj status
value:
  You are teleporting fired or thrown missiles directly to their targets with
  increased accuracy, at the cost of a small amount of magic for each missile.


key: forest status
value:
  You are calling a forested plane into temporary existence, and awakening nearby
  trees to damage your foes.


key: dragoncall status
value:
  You are calling forth mighty dragons to attack your foes. Each dragon which
  answers the call will drain your magical energy.


key: horr status
value:
  You are terrified of nearby monsters, reducing your damage and accuracy in
  combat as well as the power of your spells.


key: ambros status
value:
  You are regenerating health and magic, but are also confused. Curing the
  confusion will also end the regeneration.


key: surge status
value:
  Your next use of an evokable device will have its power enhanced, at the cost
  of some of your magic.


key: blood status
value:
  Your body is covered in congealed blood, serving as armour for as long as you
  remain seriously injured.


key: +cast status
value:
  You may cast spells with insufficient reserves of magic, but doing so will
  cause you to briefly lose access to your magic after the spell is cast.


key: spider status
value:
  You have been transformed into a venomous, spider-like creature. You become
  highly evasive and gain a poisonous bite, but gain vulnerability to poison.

  Any equipped weapons and armour are melded. Your success rate with spells is
  slightly reduced, and you are unable to evoke wands.


key: blade status
value:
  Long, scythe-shaped blades have grown from your hands, increasing your melee
  damage to a degree depending on strength and dexterity.

  Any equipped weapons are melded. Your success rate with spells is somewhat
  reduced, and you are unable to evoke wands.


key: statue status
value:
  You have been transformed into a slow but extremely robust stone statue.
  Your unarmed damage is increased to a degree depending on strength, and in
  addition all of your melee attacks are substantially more powerful. Your stone
  body is insulated from electricity and gains resistance to poison, rotting and
  negative energy.

  Any equipped body armour, gloves and boots are melded.


key: ice status
value:
  You have been transformed into a frozen ice-creature, light enough to float on
  water. You gain a freezing melee attack, and are incredibly resistant to cold
  and resistant to poison, but vulnerable to fire.

  Any equipped weapons and armour are melded, and you are unable to evoke wands.


key: dragon status
value:
  {{
      local desc = "You have been transformed into a mighty"

      if you.race():find("Draconian") then
          desc = desc .. " dragon"
          if you.race() ~= "Grey Draconian" then
              desc = desc .. ", increasing the power of any innate breath attacks"
          end
          if you.race() == "Red Draconian" then
              desc = desc .. ". You are highly resistant to fire and " ..
                             "resistant to poison, but vulnerable to cold"
          elseif you.race() == "White Draconian" then
              desc = desc .. ". You are highly resistant to cold and " ..
                             "resistant to poison, but vulnerable to fire"
          elseif you.race() == "Green Draconian" then
              desc = desc .. " and retaining your innate colour"
          else
              desc = desc .. ". You retain your innate colour, and are " ..
                             "also resistant to poison"
          end
      else
          desc = desc .. ", fire-breathing dragon. You are highly resistant " ..
                         "to fire and resistant to poison, but vulnerable to " ..
                         "cold"
      end

      desc = desc .. "."

      return desc
  }} Your melee damage is substantially increased to a degree depending on
  strength, and you are much more robust but less evasive.

  Any equipped weapons and armour are melded.


key: lich status
value:
  You have been transformed into a lich. You are resistant to cold and hostile
  enchantments and completely immune to poison, rotting, negative energy and
  torment, and require no food at all for the duration of the transformation.
  Your necromancy spells are increased in power, and you gain a draining melee
  attack. However, you are also vulnerable to holy damage and Dispel Undead,
  and are unable to consume potions.


key: bat status
value:
  You have been transformed into a swift-moving bat, increasing your evasion but
  substantially weakening your melee attacks.

  Any equipped weapons, armour and rings are melded, and you are unable to evoke
  wands or cast spells. {{
      if you.race() ~= "Vampire" then
          return "The effectiveness of your melee attacks while " ..
                 "in this form is based on experience level instead of on " ..
                 "Unarmed Combat skill."
      end
  }}


key: pig status
value:
  You have been transformed into a pig. You move quickly but are less effective
  in melee.

  Any equipped weapons, armour and rings are melded, and you are unable to evoke
  wands or cast spells. The effectiveness of your melee attacks while in this
  form is based on experience level instead of on Unarmed Combat skill.


key: app status
value:
  {{
      if you.race() == "Octopode" then
          return "A vicious spike has grown from one of your tentacles, " ..
                 "increasing the damage of your extra tentacle attacks."
      else
          return "Monstrous horns or talons have grown from your body, " ..
                 "granting a chance of making an extra attack in melee."
      end
  }}


key: tree status
value:
  You have been transformed into a tree and are rooted to the ground, unable to
  move or teleport. You have minimal evasion but increased health and natural
  armour, and are resistant to poison and immune to negative energy.

  Any equipped cloak, helmet, gloves, boots and body armour are melded.


key: wisp status
value:
  You have been transformed into an insubstantial wisp of gas. You move quickly
  and are highly evasive, and you occasionally blink at random. You are resistant
  to fire, cold, electricity and acid, and immune to poison, rotting and
  negative energy.

  Any equipped weapons, armour and jewellery are melded, and you are unable to
  evoke wands or cast spells. The effectiveness of your melee attacks while in
  this form is based on experience level instead of on Unarmed Combat skill.


key: fungus status
value:
  You have been transformed into a sentient fungus. You are highly evasive and
  can release spores to cause confusion when attacking in melee, but are unable
  to move when hostile creatures are present. You are resistant to poison and
  immune to negative energy.

  Any equipped cloak, gloves, boots, shield, body armour and weapons are melded,
  and you are unable to evoke wands or cast spells. The effectiveness of your
  melee attacks while in this form is based on experience level instead of on
  Unarmed Combat skill.


key: shadow status
value:
  You have been transformed into a swirling mass of dark shadows. You are
  permanently invisible and are immune to poison, draining, torment, and hostile
  enchantments. All incoming damage is halved, and you bleed smoke on any
  incoming attack. However, your ability to deal damage in melee and with ranged
  attacks is halved, your spellcasting power is greatly hampered, and your skills
  are further drained when taking damage.


key: hydra status
value:
  You have been transformed into an amphibious, many-headed hydra. Your multiple
  heads strike in all directions when attacking, and edible foes that are slain
  are instantly consumed for nutrition and health. You are naturally robust, and
  resistant to poison.

  Any equipped weapons and armour are melded, and you are unable to evoke wands.


key: orb status
value:
  You are near (or perhaps holding) the Orb of Zot, whose energies disrupt
  translocation magic. Teleportation will take longer, all blinks will become
  uncontrolled, and Passage of Golubria will completely fail to work.


key: TIMESTAMP
value:
  :1489271418:1489271418:1489271418:1489271418:1489271418:1489271418:1489271418:1489271418:1489271418:1489271418:1489271418:1489271418:1489271418:1489271418


