Magical Items
Magic Spells
Charisma, Intellect, Strength, Dexterity
Each of these will temporarily raise each respective ability from one to ten points each time it is cast, to a maximum of their class allows.
Shield, Hone
These will augment your weapon and armor. Take care not to augment beyond your magic ability!
Teleport
You are your own wizard in the Dungeon, but extensive use drains playing time. It may be used as a defensive, escape measure in battle.
Heal, Blast
Used to restore lost Hit Points or can inflict a better hit on an opponent.
Resurrect
Brings any dead character back to life, eligible for killing again.
Confusion
Distracts your immediate opponent in battle, making them miss and their spells fail more often. Its effect diminishes over the course of the engagement.
Transmute
Permanently changes your opponent's weapon with any augment into something typically to a lesser value.
Cure
Restores ALL lost Hit Points.
Illusion
Summons a fake target for your opponent to engage, instead of taking aim on you.
Disintegrate
Completely atomizes your opponent.
NOTE: All spell-casting attempts are subject to failing or even backfiring.
Deeper dungeons carry more advanced magics among its denizens, as both artifacts and spells, that are beyond the old mage skills in the Square.
Attack
Armor Rusting, Weapon Decay, Big Blast, Morph; and Mana, Life & Level Stealing
Augment
Super Shield & Hone
Potions
+Potion+ of Cure Light Wounds
Can restore any lost hit points
-Vial- of Weakness; +Potion+ of Stamina
Affects strength for the play & current level; + character class ability
Vile -Vial-; +Potion+ of Charm
Affects charisma for the play & current level; + character class ability
-Vial- of Stupidity; +Potion+ of Wisdom
Affects intellect for the play & current level; + character class ability
-Vial- of Clumsiness; +Potion+ of Agility
Affects dexterity for the play & current level; + character class ability
-Vial- of Slaad Secretions
Can lose up to half your character's total hit points
+Potion+ of Mana
Can restore any lost spell power
-Flask- of Fire Water
Can lose up to half your character's total spell power
+Elixir+ of Restoration
Can reactivate your abilities, hit points and spell power for the current level
-Vial- of Crack
Can decimate your abilities for the play & current level, and character class ability
+Potion+ of Augment
Can enhance your abilities for the play & current level, and character class ability
💀 Beaker of Death 💀
Terminates the play
Rings of Power 💍
can be taken off a fallen victim, or found in the Dungeon
Atomic ⚛️
unique: Can resist all transforming attacks and buff decay
Augmenting 🆙
Can enhance active level of ability and melee
Champion 🦄
Can enhance lance handling; awarded by the Crown for attaining a superior Joust winning percentage
Cursed 😠
Can lessen active level of ability
Detection 🔎
Can detect dungeon objects and identify potions
Elven 🧝
Can enhance dexterous speed attacks, except for an Assassin, Fighter, Ranger, or Demon
Faith ✝️
unique: Can life-steal hit points; added powers for a Cleric, Paladin and God
Forbiddance 🧿
Can prevent an opponent from teleporting away
Hell's Fury 👿
Can enhance fighting ability, except for a Cleric, Paladin, and God
Infinity ♾️
unique: Can neutralize opponent's rings, while enhancing the power in your rings
Lucky 🍀
Can enhance charisma ability
Magus 🎱
Can enhance defense against mortal-made attack spells, not incantations
Medusa's 🐍
unique: Can freeze opponent, except against Magus-level spell casters; a Titan's weapon
Moon 🌓
Can absorb mana from opponent, but not against the Undead
Mystic Portal 🕳️
unique: Can teleport, anytime, at some personal cost
Nobility 💸
Can exempt bearer from paying taxes to the Crown
Ogre 👹
unique: Can add to melee attacks
Shade ⚡
Can enhance stealth ability for 1st swing and stealing, at some personal cost
Undying 🖤
unique: Can augment the Undead and provide necromancy; its anti-life power affects a Cleric, Paladin, and God
White Wizard ⚪
unique: Can enhance defense against every attack spell; can allow the ring bearer to teleport, anytime