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This spell attempts to send hostile summoned creatures to the place whence they came, or at least shorten their stay in the caster's locality.
This spell attempts to send hostile summoned creatures to the place whence they came, or at least shorten their stay in the caster's locality.
This spell works by converting a small portion of brain matter into alcohol. It affects all intelligent humanoids within the caster's view (presumably including the caster). It is frequently used as an icebreaker at wizard parties.
This spell works by converting a small portion of brain matter into alcohol. It affects all intelligent humanoids within the caster's view (presumably including the caster). It is frequently used as an icebreaker at wizard parties.
This spell causes aberrations to form in the caster's body, leaving the caster in a weakened state (though it is not fatal in and of itself). It may fail to affect those who are already heavily mutated.
This spell causes aberrations to form in the caster's body, leaving the caster in a weakened state (though it is not fatal in and of itself). It may fail to affect those who are already heavily mutated.
This spell inflicts enormous damage upon any creature struck by the bolt of incandescent energy conjured into existence. Unfortunately, it is very difficult to aim and very rarely hits anything. Pity, that.
This spell inflicts enormous damage upon any creature struck by the bolt of incandescent energy conjured into existence. Unfortunately, it is very difficult to aim and very rarely hits anything. Pity, that.
This spell instantly heals any and all wounds suffered by the caster, but also permanently lessens his or her resilience to injury - to a degree dependent on (and inversely related to) magical skill.
This spell instantly heals any and all wounds suffered by the caster, but also permanently lessens his or her resilience to injury - to a degree dependent on (and inversely related to) magical skill.
This spell causes a disc of dense vapour to condense out of the air surrounding the caster. It acts like a normal shield, but its density (and therefore stopping power) depends upon the caster's skill with Ice Magic. The disc is controlled by the caster's mind and thus will not conflict with the wielding of a two-handed weapon.
This spell causes a disc of dense vapour to condense out of the air surrounding the caster. It acts like a normal shield, but its density (and therefore stopping power) depends upon the caster's skill with Ice Magic. The disc is controlled by the caster's mind and thus will not conflict with the wielding of a two-handed weapon.
This spell enchants the caster's hands with magical energy. This energy is released when the caster touches a monster with their bare hands, and may induce a state of confusion in the monster.
This spell enchants the caster's hands with magical energy. This energy is released when the caster touches a monster with their bare hands, and may induce a state of confusion in the monster.
This spell allows the conjurer to create ball lightning. Using the spell is not without risk - ball lightning can be difficult to control.
This spell allows the conjurer to create ball lightning. Using the spell is not without risk - ball lightning can be difficult to control.
This spell allows the caster to control translocations. Be wary that controlled teleports will cause the subject to become contaminated with magical energy.
This spell allows the caster to control translocations. Be wary that controlled teleports will cause the subject to become contaminated with magical energy.
This spell allows short-range translocation, with precise control. Be wary that controlled teleports will cause the subject to become contaminated with magical energy.
This spell allows short-range translocation, with precise control. Be wary that controlled teleports will cause the subject to become contaminated with magical energy.
This spell 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.
This spell 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.
This spell protects the caster from any kind of projectile attack, although particularly powerful attacks (lightning bolts, etc.) are deflected to a lesser extent than lighter missiles.
This spell protects the caster from any kind of projectile attack, although particularly powerful attacks (lightning bolts, etc.) are deflected to a lesser extent than lighter missiles.
Successfully casting this spell gives the caster the ability to instantaneously release a fireball at a later time. Knowing this spell allows the learner to memorise Fireball for no additional spell levels.
Successfully casting this spell gives the caster the ability to instantaneously release a fireball at a later time. Knowing this spell allows the learner to memorise Fireball for no additional spell levels.
This spell tries to lower its target's metabolic rate, inducing hypothermic hibernation. It may have side effects on cold-blooded creatures.
This spell tries to lower its target's metabolic rate, inducing hypothermic hibernation. It may have side effects on cold-blooded creatures.
This spell heats a potion causing it to explode into a large cloud when thrown. The potion must be thrown immediately, as part of the spell, for this to work.
This spell heats a potion causing it to explode into a large cloud when thrown. The potion must be thrown immediately, as part of the spell, for this to work.
This spell hurls an exploding bolt of fire. This spell does not cost additional spell levels if the learner already knows Delayed Fireball.
This spell hurls an exploding bolt of fire. This spell does not cost additional spell levels if the learner already knows Delayed Fireball.
This spell makes the caster aware of the immediate future; while not far enough to predict the result of a fight, it does give the caster ample time to get out of the way of a punch (reflexes allowing).
This spell makes the caster aware of the immediate future; while not far enough to predict the result of a fight, it does give the caster ample time to get out of the way of a punch (reflexes allowing).
This spell creates a concussive explosion within a large body of rock (or other hard material), to the detriment of any who happen to be standing nearby.
This spell creates a concussive explosion within a large body of rock (or other hard material), to the detriment of any who happen to be standing nearby.
This spell surrounds a weapon held by the caster with an aura of freezing cold. It will not affect weapons which are otherwise subject to special enchantments.
This spell surrounds a weapon held by the caster with an aura of freezing cold. It will not affect weapons which are otherwise subject to special enchantments.
This spell extracts the vile and poisonous essences from a corpse. A rotten corpse may produce a stronger potion. You probably don't want to drink the results.
This spell extracts the vile and poisonous essences from a corpse. A rotten corpse may produce a stronger potion. You probably don't want to drink the results.
This spell throws forth a chunk of ice. It is particularly effective against those creatures not immune to the effects of freezing. But as most of its destructive potential comes from strong impact and cutting edges, even cold-resistant creatures are notably affected.
This spell throws forth a chunk of ice. It is particularly effective against those creatures not immune to the effects of freezing. But as most of its destructive potential comes from strong impact and cutting edges, even cold-resistant creatures are notably affected.
This spell attempts to convert all poison within the caster's view into liquid flame. It is very effective against poisonous creatures or those carrying poison potions. It is also an amazingly painful way to eliminate poison from one's own system.
This spell attempts to convert all poison within the caster's view into liquid flame. It is very effective against poisonous creatures or those carrying poison potions. It is also an amazingly painful way to eliminate poison from one's own system.
This spell infuses a weapon held by the caster with unholy energies. It will not affect weapons which are otherwise subject to special enchantments.
This spell infuses a weapon held by the caster with unholy energies. It will not affect weapons which are otherwise subject to special enchantments.
This spell hurls a mighty bolt of lightning. Although this spell inflicts less damage than similar fire and ice spells, it can at once rip through whole rows of creatures.
This spell hurls a mighty bolt of lightning. Although this spell inflicts less damage than similar fire and ice spells, it can at once rip through whole rows of creatures.
This spell bestows a lethal but temporary gravitic field to a crushing implement held by the caster. It will not affect weapons otherwise subject to special enchantments.
This spell bestows a lethal but temporary gravitic field to a crushing implement held by the caster. It will not affect weapons otherwise subject to special enchantments.
This spell tries to lower the metabolic rate of every creature within the caster's view enough to induce hypothermic hibernation. It may have side effects on cold-blooded creatures.
This spell tries to lower the metabolic rate of every creature within the caster's view enough to induce hypothermic hibernation. It may have side effects on cold-blooded creatures.
This spell first transforms the caster into a semi-corporeal apparition receptive to negative energy, then infuses that form with the powers of Death. The caster becomes resistant to cold, poison, magic and hostile negative energies.
This spell first transforms the caster into a semi-corporeal apparition receptive to negative energy, then infuses that form with the powers of Death. The caster becomes resistant to cold, poison, magic and hostile negative energies.
This spell envelops the caster's body in a protective layer of ice, the power of which depends on his or her skill with ice magic. The caster and the caster's equipment are protected from the cold, but the spell will not function for casters already wearing heavy armour. The effects of this spell are boosted if the caster is in ice form.
This spell envelops the caster's body in a protective layer of ice, the power of which depends on his or her skill with ice magic. The caster and the caster's equipment are protected from the cold, but the spell will not function for casters already wearing heavy armour. The effects of this spell are boosted if the caster is in ice form.
This spell drains the heat from the caster and his or her surroundings, causing harm to all creatures not resistant to cold.
This spell drains the heat from the caster and his or her surroundings, causing harm to all creatures not resistant to cold.
This spell tunes the caster's body such that it can instantly pass through solid rock. This can be dangerous, since it is possible for the spell to expire while the caster is en route, and it also takes time for the caster to attune to the rock, during which time they will be helpless.
This spell tunes the caster's body such that it can instantly pass through solid rock. This can be dangerous, since it is possible for the spell to expire while the caster is en route, and it also takes time for the caster to attune to the rock, during which time they will be helpless.
This spell creates a gate allowing long-distance travel in relatively ordinary environments (i.e., the Dungeon only). The portal lasts long enough for the caster and nearby creatures to enter. Casters are never taken past the level limits of the current area.
This spell creates a gate allowing long-distance travel in relatively ordinary environments (i.e., the Dungeon only). The portal lasts long enough for the caster and nearby creatures to enter. Casters are never taken past the level limits of the current area.
This spell is greatly prized by summoners and necromancers, as it allows the caster to recall any friendly creatures nearby to a position adjacent to the caster.
This spell is greatly prized by summoners and necromancers, as it allows the caster to recall any friendly creatures nearby to a position adjacent to the caster.
This spell dramatically but temporarily increases the caster's recuperative abilities, while also increasing the rate of food consumption.
This spell dramatically but temporarily increases the caster's recuperative abilities, while also increasing the rate of food consumption.
This spell reduces the chance of projectile attacks striking the caster. Even powerful attacks such as lightning bolts or dragon breath are affected, although smaller missiles are repelled to a much greater extent.
This spell reduces the chance of projectile attacks striking the caster. Even powerful attacks such as lightning bolts or dragon breath are affected, although smaller missiles are repelled to a much greater extent.
This spell surrounds the caster with a mobile ring of searing flame, and keeps other fire clouds away from the caster. This spell attunes the caster to the forces of fire, increasing their fire magic and giving protection from fire. However, it also makes them much more susceptible to the forces of ice.
This spell surrounds the caster with a mobile ring of searing flame, and keeps other fire clouds away from the caster. This spell attunes the caster to the forces of fire, increasing their fire magic and giving protection from fire. However, it also makes them much more susceptible to the forces of ice.
This spell creates a short blast of high-velocity particles. It works best when the caster provides some source (by wielding a stone), but will do what it can with whatever ambient grit is available.
This spell creates a short blast of high-velocity particles. It works best when the caster provides some source (by wielding a stone), but will do what it can with whatever ambient grit is available.
This spell weaves a creature from shadows and threads of Abyssal matter. The creature thus brought into existence will recreate some type of creature found in the caster's immediate vicinity. The spell even creates appropriate equipment for the creature, which are given a lasting substance by their firm contact with reality.
This spell weaves a creature from shadows and threads of Abyssal matter. The creature thus brought into existence will recreate some type of creature found in the caster's immediate vicinity. The spell even creates appropriate equipment for the creature, which are given a lasting substance by their firm contact with reality.
This spell causes a burst of concussive force around the caster, which will damage most creatures, although those composed of stone, metal or crystal, or otherwise brittle, will particularly suffer. The magic has been known to adversely affect walls.
This spell causes a burst of concussive force around the caster, which will damage most creatures, although those composed of stone, metal or crystal, or otherwise brittle, will particularly suffer. The magic has been known to adversely affect walls.
This spell eliminates all sound near the caster. This makes reading scrolls, casting spells, praying or yelling in the caster's vicinity impossible. (Applies to caster too, of course.) This spell will not hide your presence, since its oppressive, unnatural effect will almost certainly alert any living creature that something is very wrong.
This spell eliminates all sound near the caster. This makes reading scrolls, casting spells, praying or yelling in the caster's vicinity impossible. (Applies to caster too, of course.) This spell will not hide your presence, since its oppressive, unnatural effect will almost certainly alert any living creature that something is very wrong.
This spell releases electric charges against those next to the caster. These may arc to adjacent monsters (or even the caster) before they eventually ground out.
This spell releases electric charges against those next to the caster. These may arc to adjacent monsters (or even the caster) before they eventually ground out.
This spell uses wooden items in the caster's grasp as raw material for a powerful summoning. Note that highly enchanted items, such as wizards' staves, will not be affected.
This spell uses wooden items in the caster's grasp as raw material for a powerful summoning. Note that highly enchanted items, such as wizards' staves, will not be affected.
This spell covers the caster with chunky scales of stone, the durability of which depends on his or her skill with Earth magic. These scales can coexist with other forms of armour, but are in and of themselves extremely heavy and cumbersome. The effects of this spell are increased if the caster is in Statue Form.
This spell covers the caster with chunky scales of stone, the durability of which depends on his or her skill with Earth magic. These scales can coexist with other forms of armour, but are in and of themselves extremely heavy and cumbersome. The effects of this spell are increased if the caster is in Statue Form.
This spell hardens one's skin to a degree determined by one's skill in Earth Magic. This only works on relatively normal flesh; it will aid neither the undead nor the bodily transformed. The effects of this spell are boosted if the caster is in Statue Form.
This spell hardens one's skin to a degree determined by one's skill in Earth Magic. This only works on relatively normal flesh; it will aid neither the undead nor the bodily transformed. The effects of this spell are boosted if the caster is in Statue Form.
This spell converts flesh, blood and other bodily fluids into magical energy. Casters may focus this spell on their own bodies (which can be dangerous but never directly lethal) or can wield freshly butchered flesh in order to draw power into themselves.
This spell converts flesh, blood and other bodily fluids into magical energy. Casters may focus this spell on their own bodies (which can be dangerous but never directly lethal) or can wield freshly butchered flesh in order to draw power into themselves.
This spell summons and binds a powerful dragon to perform the caster's bidding. Beware, for the summons may succeed even as the binding fails.
This spell summons and binds a powerful dragon to perform the caster's bidding. Beware, for the summons may succeed even as the binding fails.
This spell calls forth one of the greater demons of Pandemonium to serve the caster. Beware, for the spell binding it to service may not outlast that which binds it to this world!
This spell calls forth one of the greater demons of Pandemonium to serve the caster. Beware, for the spell binding it to service may not outlast that which binds it to this world!
This spell calls on the powers of Hell to cause agonising injury to any living thing in the caster's vicinity. It carries within itself a degree of danger, for any brave enough to invoke it, for the Symbol also affects its caller and indeed will not function if he or she is immune to its terrible effects. Despite its ominous power, this spell is never lethal.
This spell calls on the powers of Hell to cause agonising injury to any living thing in the caster's vicinity. It carries within itself a degree of danger, for any brave enough to invoke it, for the Symbol also affects its caller and indeed will not function if he or she is immune to its terrible effects. Despite its ominous power, this spell is never lethal.
This spell causes a weapon held in the caster's hand to dance into the air and strike the caster's enemies. It will not function on magical staves and certain willful artefacts.
This spell causes a weapon held in the caster's hand to dance into the air and strike the caster's enemies. It will not function on magical staves and certain willful artefacts.
This spell bestows a lethal but temporary sharpness on a sword held by the caster. It will not affect weapons otherwise subject to special enchantments.
This spell bestows a lethal but temporary sharpness on a sword held by the caster. It will not affect weapons otherwise subject to special enchantments.
This spell allows its caster to imbue a mass of deceased flesh with a magical life force. Casting this spell involves the assembling of several corpses together; the greater the combined mass of flesh available, the greater the chances of success.
This spell allows its caster to imbue a mass of deceased flesh with a magical life force. Casting this spell involves the assembling of several corpses together; the greater the combined mass of flesh available, the greater the chances of success.
This spell steals the life of a living creature and grants it to the caster. Life will not be drained in excess of what the caster can capably absorb.
This spell steals the life of a living creature and grants it to the caster. Life will not be drained in excess of what the caster can capably absorb.
Being skilled with a particular type of weapon will make it easier to
fight with all weapons of this type and make you deal more damage with
them. It is generally recommended to concentrate your efforts on one or
two weapon types to become more powerful in them. Short Blades have a
Being skilled with a particular type of weapon will make it easier to
fight with all weapons of this type and make you deal more damage with
them. It is generally recommended to concentrate your efforts on one or
two weapon types to become more powerful in them. Short Blades have a
Being skilled with a particular type of weapon will make it easier to
fight with all weapons of this type and make you deal more damage with
them. It is generally recommended to concentrate your efforts on one or
Being skilled with a particular type of weapon will make it easier to
fight with all weapons of this type and make you deal more damage with
them. It is generally recommended to concentrate your efforts on one or
Being skilled with a particular type of weapon will make it easier to
fight with all weapons of this type and make you deal more damage with
them. It is generally recommended to concentrate your efforts on one or
Being skilled with a particular type of weapon will make it easier to
fight with all weapons of this type and make you deal more damage with
them. It is generally recommended to concentrate your efforts on one or
Being skilled with a particular type of weapon will make it easier to
fight with all weapons of this type and make you deal more damage with
them. It is generally recommended to concentrate your efforts on one or
Being skilled with a particular type of weapon will make it easier to
fight with all weapons of this type and make you deal more damage with
them. It is generally recommended to concentrate your efforts on one or
Being skilled with a particular type of weapon will make it easier to
fight with all weapons of this type and make you deal more damage with
them. It is generally recommended to concentrate your efforts on one or
Being skilled with a particular type of weapon will make it easier to
fight with all weapons of this type and make you deal more damage with
them. It is generally recommended to concentrate your efforts on one or
Being skilled with a particular type of weapon will make it easier to
fight with all weapons of this type and make you deal more damage with
them. It is generally recommended to concentrate your efforts on one or
Being skilled with a particular type of weapon will make it easier to
fight with all weapons of this type and make you deal more damage with
them. It is generally recommended to concentrate your efforts on one or
Training Throwing will make thrown weapons (as opposed to ones fired
from a launcher) more effective. In particular, it makes weapons of
Training Throwing will make thrown weapons (as opposed to ones fired
from a launcher) more effective. In particular, it makes weapons of
Obviously, the Dodging skill will affect your chance of dodging an
attack, be it melee, ranged or magical. You cannot dodge enchantments,
Obviously, the Dodging skill will affect your chance of dodging an
attack, be it melee, ranged or magical. You cannot dodge enchantments,
A character trained in unarmed combat will occasionally do an
additional melee attack, provided they have the means to do so.
Of course, this skill also trains your proficiency in barehanded
A character trained in unarmed combat will occasionally do an
additional melee attack, provided they have the means to do so.
Of course, this skill also trains your proficiency in barehanded
Now that you have the basic Spellcasting skill, you can learn and cast
spells, if you wish to. In addition, gaining another level in
Spellcasting will occasionally grant you more magic and "spell slots"
Now that you have the basic Spellcasting skill, you can learn and cast
spells, if you wish to. In addition, gaining another level in
Spellcasting will occasionally grant you more magic and "spell slots"
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
spells of this school. Many spells belong to a combination of several
schools, in which case the average skill in these schools will decide
divine ability will be successful. Also, the Invocations skill affects
your magical reserve, just as the Spellcasting skill does, but to a
divine ability will be successful. Also, the Invocations skill affects
your magical reserve, just as the Spellcasting skill does, but to a
What mahouts steer their elephants with. It basically resembles a
fireplace poker with a short, stout handle, and a bluntish spike and
hook for communicating one's desires through the pachyderm's thick
What mahouts steer their elephants with. It basically resembles a
fireplace poker with a short, stout handle, and a bluntish spike and
hook for communicating one's desires through the pachyderm's thick
While browsing, you note blood leaking from the pages. Even an
illiterate will feel the sheer impact of arcane fury contained in this
book. It is sought after by sorcerers, for it allows the gifted and
resourceful to command destruction with the ease of a twinkle. Feeble
wizards, however, may well meet their doom when trying to read this
While browsing, you note blood leaking from the pages. Even an
illiterate will feel the sheer impact of arcane fury contained in this
book. It is sought after by sorcerers, for it allows the gifted and
resourceful to command destruction with the ease of a twinkle. Feeble
wizards, however, may well meet their doom when trying to read this
When touching this book, you hear faint screams of tortured souls. Each
and every page is about demons, demons of all kinds and sizes, and how
to unleash them unto this unsuspecting world. Many wizards have proven
too weak to stand the power of this tome. You are not sure whether you
hear the screams of the countless victims, which have been eaten,
When touching this book, you hear faint screams of tortured souls. Each
and every page is about demons, demons of all kinds and sizes, and how
to unleash them unto this unsuspecting world. Many wizards have proven
too weak to stand the power of this tome. You are not sure whether you
hear the screams of the countless victims, which have been eaten,
This fearsome weapon is covered in dried blood and crude engravings of
torture and death, but bears a well-honed blade. The enormous axehead
looks quite capable of dismembering any victim who falls afoul of it,
This fearsome weapon is covered in dried blood and crude engravings of
torture and death, but bears a well-honed blade. The enormous axehead
looks quite capable of dismembering any victim who falls afoul of it,
An extremely rare book, powerful and sinister. Its binding is made from
delicate skin of unknown provenance. Many foolhardy magicians have tried
to study this tome, only to find themselves entangled within necromantic
An extremely rare book, powerful and sinister. Its binding is made from
delicate skin of unknown provenance. Many foolhardy magicians have tried
to study this tome, only to find themselves entangled within necromantic
This scroll enchants a weapon or stack of missiles to be far more
effective in combat. Although it can be used in the creation of
especially enchanted weapons, it may fail to affect those already
This scroll enchants a weapon or stack of missiles to be far more
effective in combat. Although it can be used in the creation of
especially enchanted weapons, it may fail to affect those already
This scroll restores the charges of any magical wand or rod chosen by
its reader, and can also be used to increase the damage dealt by weapons
This scroll restores the charges of any magical wand or rod chosen by
its reader, and can also be used to increase the damage dealt by weapons
Aside from the vendors who've set up their stores at various places in the
dungeon, there are others trying to make a living by traveling from place
to place. Bazaars feature a number of different shops and often have better
stock than the sedentary ones, sometimes even at a bargain.
Once you hear the clinking of coins, be sure to hurry up and find the
Aside from the vendors who've set up their stores at various places in the
dungeon, there are others trying to make a living by traveling from place
to place. Bazaars feature a number of different shops and often have better
stock than the sedentary ones, sometimes even at a bargain.
Once you hear the clinking of coins, be sure to hurry up and find the
Also be warned that their nomadic lifestyle has taught these sellers to
appropriate any items an adventurer might leave behind, and then leave
Also be warned that their nomadic lifestyle has taught these sellers to
appropriate any items an adventurer might leave behind, and then leave
An entrance to the amorphous realm of acids, jellies and slimes.
Any trace of intelligent beings has long been dissolved. Still,
An entrance to the amorphous realm of acids, jellies and slimes.
Any trace of intelligent beings has long been dissolved. Still,
From afar you hear the steady sounds of waves and smell the salty spray.
Upon reaching the Shoals, you are impressed by exotic underground beaches,
making up a few islands in a vast sea. Out of a sudden, a bloodcurdling
scream fills the air, followed by a gurgle. Anxiously, you look around and
From afar you hear the steady sounds of waves and smell the salty spray.
Upon reaching the Shoals, you are impressed by exotic underground beaches,
making up a few islands in a vast sea. Out of a sudden, a bloodcurdling
scream fills the air, followed by a gurgle. Anxiously, you look around and
Pandemonium, colloquially known as Pan, is an infinite realm of pain and
suffering. Pan contains four special runes, as well as generic ones, in
addition to lots of loot. All these treasures are guarded by demons and
cruel Pan lords. Many a hero, confusing confidence with megalomania, has
Pandemonium, colloquially known as Pan, is an infinite realm of pain and
suffering. Pan contains four special runes, as well as generic ones, in
addition to lots of loot. All these treasures are guarded by demons and
cruel Pan lords. Many a hero, confusing confidence with megalomania, has
The Abyss is a truly bizarre place, everchanging 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
The Abyss is a truly bizarre place, everchanging 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
# For an explanation of how to read wpnnoise.txt and how to
# add new messages, see monster_speech.txt in the docs
# For an explanation of how to read wpnnoise.txt and how to
# add new messages, see monster_speech.txt in the docs
"When Peleus, some distance away, saw him torn apart by the frightful
wound he shouted: 'Accept this tribute to the dead, at least, Crantor,
dearest of youths, ' and with his powerful arm, he hurled his ash spear,
at full strength, at Demoleon. It ruptured the ribcage, and stuck
quivering in the bone. The centaur pulled out the shaft minus its head
(he tried with difficulty to reach that also) but the head was caught
in his lung. The pain itself strengthened his will: wounded, he reared
up at his enemy and beat the hero down with his hooves. Peleus received
the resounding blows on helmet and shield, and defending his upper arms,
and controlling the weapon he held out, with one blow through the arm
"When Peleus, some distance away, saw him torn apart by the frightful
wound he shouted: 'Accept this tribute to the dead, at least, Crantor,
dearest of youths, ' and with his powerful arm, he hurled his ash spear,
at full strength, at Demoleon. It ruptured the ribcage, and stuck
quivering in the bone. The centaur pulled out the shaft minus its head
(he tried with difficulty to reach that also) but the head was caught
in his lung. The pain itself strengthened his will: wounded, he reared
up at his enemy and beat the hero down with his hooves. Peleus received
the resounding blows on helmet and shield, and defending his upper arms,
and controlling the weapon he held out, with one blow through the arm
"Khrysaor, married to Kallirhoe, daughter of glorious Okeanos, was father to
the triple-headed Geryon, but Geryon was killed by the great strength of
Herakles at sea-circled Erytheis beside his own shambling cattle on that day
when Herakles drove those broad-faced cattle toward holy Tiryns, when he
crossed the stream of Okeanos and had killed Orthos and the oxherd Eurytion
"Khrysaor, married to Kallirhoe, daughter of glorious Okeanos, was father to
the triple-headed Geryon, but Geryon was killed by the great strength of
Herakles at sea-circled Erytheis beside his own shambling cattle on that day
when Herakles drove those broad-faced cattle toward holy Tiryns, when he
crossed the stream of Okeanos and had killed Orthos and the oxherd Eurytion
"A BOGGART intruded himself, upon what pretext or by what authority is
unknown, into the house of a quiet, inoffensive, and laborious farmer; and,
when once it had taken possession it disputed the right of domicile with the
legal mortal tenant, in a very unneighbourly and arbitrary manner. In
particular, it seemed to have a great aversion to children. As there is no
point on which a parent feels more acutely than that of the maltreatment of
his offspring, the feelings of the father and more particularly of his good
dame, were daily, ay, and nightly, harrowed up by the malice of this
"A BOGGART intruded himself, upon what pretext or by what authority is
unknown, into the house of a quiet, inoffensive, and laborious farmer; and,
when once it had taken possession it disputed the right of domicile with the
legal mortal tenant, in a very unneighbourly and arbitrary manner. In
particular, it seemed to have a great aversion to children. As there is no
point on which a parent feels more acutely than that of the maltreatment of
his offspring, the feelings of the father and more particularly of his good
dame, were daily, ay, and nightly, harrowed up by the malice of this
# monspeak.txt contains the messages of monsters that "talk"
# to the player, or at least the biggest part there-of.
# monspeak.txt contains the messages of monsters that "talk"
# to the player, or at least the biggest part there-of.
You can search for items and dungeon features by name (or a substring of the
name). In the list of search results, you can select a search result by its
You can search for items and dungeon features by name (or a substring of the
name). In the list of search results, you can select a search result by its
You can also examine shops and items in the search results by pressing <w>?</w> and
then hitting the hotkey for the search result. This will give a description
You can also examine shops and items in the search results by pressing <w>?</w> and
then hitting the hotkey for the search result. This will give a description
You can search for dungeon features by name: all shops will be found by a
search for <w>shop</w> (including shops that do not have "shop" in their name);
You can search for dungeon features by name: all shops will be found by a
search for <w>shop</w> (including shops that do not have "shop" in their name);
If you are playing with Tiles you can butcher (or bottle) a single
corpse on the ground by clicking the <w>left mouse button</w> while pressing
If you are playing with Tiles you can butcher (or bottle) a single
corpse on the ground by clicking the <w>left mouse button</w> while pressing