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.
These will augment your weapon and armor. Take care not to augment beyond your magic ability!
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.
Used to restore lost Hit Points or can inflict a better hit on an opponent.
Brings any dead character back to life, eligible for killing again.
Distracts your immediate opponent in battle, making them miss and their spells fail more often. Its effect diminishes over the course of the engagement.
Permanently changes your opponent's weapon with any augment into something typically to a lesser value.
Restores ALL lost Hit Points.
Summons a fake target for your opponent to engage, instead of taking aim on you.
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.
Armor Rusting, Weapon Decay, Big Blast, Morph; and Mana, Life & Level Stealing
Super Shield & Hone
Can restore any lost hit points
Affects strength for the play & current level; + character class ability
Affects charisma for the play & current level; + character class ability
Affects intellect for the play & current level; + character class ability
Affects dexterity for the play & current level; + character class ability
Can lose up to half your character's total hit points
Can restore any lost spell power
Can lose up to half your character's total spell power
Can reactivate your abilities, hit points and spell power for the current level
Can decimate your abilities for the play & current level, and character class ability
Can enhance your abilities for the play & current level, and character class ability
Terminates the play
unique: Can resist all transforming attacks and buff decay
Can enhance active level of ability and melee
Can enhance lance handling; awarded by the Crown for attaining a superior Joust winning percentage
Can lessen active level of ability
Can detect dungeon objects and identify potions
Can enhance dexterous speed attacks, except for an Assassin, Fighter, Ranger, or Demon
unique: Can life-steal hit points; added powers for a Cleric, Paladin and God
Can prevent an opponent from teleporting away
Can enhance fighting ability, except for a Cleric, Paladin, and God
unique: Can neutralize opponent's rings, while enhancing the power in your rings
Can enhance charisma ability
Can enhance defense against mortal-made attack spells, not incantations
unique: Can freeze opponent, except against Magus-level spell casters; a Titan's weapon
Can absorb mana from opponent, but not against the Undead
unique: Can teleport, anytime, at some personal cost
Can exempt bearer from paying taxes to the Crown
unique: Can add to melee attacks
Can enhance stealth ability for 1st swing and stealing, at some personal cost
unique: Can augment the Undead and provide necromancy; its anti-life power affects a Cleric, Paladin, and God
unique: Can enhance defense against every attack spell; can allow the ring bearer to teleport, anytime