
Has the powers of the Potions of Enlightenment, Intelligence, Wisdom, and Self Knowledge; also identifies all items the character is carrying, and detects all treasure, objects, secret doors, stairs, and traps in the immediate area.

Cures 1200 points of damage, cures all stunning, heals all cut damage, neutralizes poison, and cures blindness and confusion.

A greyish horrid mass, which quobbs and quivers spawning monstrosities.

Has no effect apart from providing nourishment. (Note: These are always Light Brown Potions.)

The Armoury is where the town’s armour is fashioned. All sorts of protective gear may be bought and sold here. The deeper into the dungeon you progress the more exotic the equipment you will find stocked in the armoury. However, some armour ty [...]

First restores to maximum any stats below maximum, then permanently increases all stats.

Grants the character berserk strength (30 temporary hit points, resistance to fear, a bonus of +24 to-hit, and a penalty of -10 to AC) for 25+1d25 turns.

The Black Market will sell and buy anything at extortionate prices. However it occasionally has very good items in it. With the exception of artifacts, every item found in the dungeon may appear in the black market.

A Blackguard is a brawler of no principle, who lives for the joy of maiming and killing. Blackguards prefer heavy weapons and shields, and learn a few spells for the purpose of wreaking more destruction. Their lust for blood is legendary, with [...]

Causes blindness that lasts for 199+1d200 turns, unless the character has resistance to blindness.

The Bookseller holds supplies of the simpler books needed by magic users, and will buy the more advanced books which can be found in the dungeon.

Channelers are similar to spell casters. Although they are unable to cast spells themselves, they are able to channel their mana into items. This allows them to use items and expend mana instead of expending charges or usages of the item they [...]

Charisma is a combination of your appearance, personality, and willpower. Charisma is the primary spell casting ability score for mentalism, and the Mana per Level, Power Failure Reduction, and Min Power Failure scores only apply to Mindcrafte [...]

Chosen ones are those who are selected by the Great Ones to act as champions against evil. Although a chosen one lacks the ability to cast spells, they gain a wide variety of passive magical abilities as they increase in level.

Induces confusion for 14+1d20 turns, unless the character has either resist confusion or resist chaos.

Induces confusion that lasts for 9+1d10 turns, unless the character has resistance to either confusion or chaos.

First acts as a Potion of Restore Constitution, then permanently increases constitution.

Constitution is a character’s ability to resist damage to his body, and to recover from damage received. Therefore a character with a high constitution will receive more hit points and also recover them faster while resting. Constitution is le [...]

Cultists are intelligence based arcane spell casters who gain their spell casting ability from one of the Great Old Ones, who serves as their patron. As well as providing the cultist with magic, the patron will also randomly reward (or punish! [...]

Cures 6d8 points of damage, cures all stunning, heals all cut damage, neutralizes poison, and cures blindness and confusion.

Cures 4d8 points of damage, heals half of all cut damage plus another 50 points, and cures blindness and confusion.

Inflicts 5000 points of damage. Death can only be avoided if the character has magical invulnerability.

Inflicts 50d20 points of damage from massive explosions, severe cuts (+5000 to the cut counter), and stunning (+75 to the stun counter). Can also be thrown for 25d25 points of damage.

Dexterity is a combination of agility and quickness. A high dexterity may allow a character to get multiple blows with lighter weapons. Dexterity also increases a character’s chances of hitting with any weapon and of dodging blows from enemies [...]

Inflicts 10d10 points of damage, and also reduces strength unless the character has sustain strength. This may also be thrown to inflict 10d10 points of damage.

Druids are divine spell casters who draw their power from nature. They are experts at casting spells from the nature realm, but are unable to cast spells from other realms. A Druid is a lover of nature, and at one with the natural world. Druid [...]

Dunedain are a race of hardy men from the West. This elder race surpasses human abilities in every field, especially constitution. Their hardiness ensures that their constitution cannot be reduced. They have no infravision.

Dwarves are the headstrong miners and fighters of legend. Since dungeons are the natural home of a dwarf, they are excellent choices for a warrior or priest – or indeed, that combination of the two, the paladin. Dwarves tend to be stronger and [...]

Elves are better magicians than humans, but not as good at fighting. They tend to be smarter and faster than humans, though not as wise or strong. Elves are better at searching, disarming, perception, stealth, archery and magic, but they are n [...]

Grants either 100000 experience points, or half the current experience point total plus 10, whichever is less.

Fanatics are militant followers of a Great Old One, who are granted rewards (and occasional punishments!) by their patron each time they increase in level.

The General Store sells foods, some clothing, torches, oil, shovels and picks. All of these items and some others can be sold back to the general store for money. The general store restocks like every store, but the inventory types never chang [...]

Gnomes are smaller than dwarves but larger than halflings. They, like the halflings, live in the earth in burrow-like homes. Gnomes make excellent mages, and have very good saving throws. They are good at searching, disarming, perception, and [...]

Half-elves tend to be smarter and faster than a human, but not as wise or strong. Half-elves are slightly better at magic, disarming, saving throws, stealth, archery and searching, but they are not as good at hand-to-hand combat. Half-elves ar [...]

Half-Orcs make excellent warriors and decent priests, but are terrible at magic. They are as bad as dwarves at stealth, and horrible at searching, disarming, and perception. Half-Orcs are, let’s face it, ugly. They tend to pay more for goods i [...]

Half-Trolls are incredibly strong, and have more hit points than any other character race. They are also very stupid and slow. They will make great warriors and iffy priests. They are bad at searching, disarming, perception, and stealth. They [...]

Causes the character to hallucinate for 249+1d250 turns, unless the character has resist chaos.

Cures 300 points of damage, cures all stunning, heals all cut damage, neutralizes poison, and cures blindness and confusion.

Grants the character heroism (10 temporary hit points, resistance to fear, and a bonus of +12 to-hit) for 25+1d25 turns.

High-Elves are descended from those among the Elves who heard and answered the call from the Valar at the very beginning of time, before the sun and moon were made, and lived in the Blessed Realm for many thousands of years before returning to [...]

High mages are intelligence based arcane spell casters who specialise in a single realm of magic. As arcane casters, high mages can choose which spells they receive when they research. Whichever realm they choose, they are the best casters of [...]

Hobbits, or Halflings, are very good at shooting, throwing, and have good saving throws. They also are very good at searching, disarming, perception, and stealth; so they make excellent rogues, but prefer to be called burglars. They will be mu [...]

The human is the base character. All other races are compared to them. Humans are average at everything and tend to go up levels faster than any other race due to their shorter life spans. No racial adjustments or intrinsics occur to human cha [...]

First acts as a Potion of Restore Intelligence, then permanently increases intelligence.

Intelligence affects the spellcasting abilities of spellcasters from the arcane and shadow realms: mages, rogues, necromancers and blackguards. Intelligence will affect the number of spells you may learn each level as well as the number of spe [...]

Kobolds are a race of small dog-headed humanoids that dwell underground. They have excellent infravision, and are intrinsically resistant to poisons of all kinds. They have a good dexterity and constitution. However, they are weaker than human [...]

Restores experience and all stats to maximum, cures 5000 points of damage, cures all stunning, heals all cut damage, neutralizes poison, stops hallucination, and cures blindness and confusion.

Mages are the default choice for those who wish to play a magic based character. They are intelligence based arcane spell casters and can therefore choose which spells they research when they increase in level. Mages can choose any two realms [...]

The Magic User’s Shop deals in all sorts of rings, wands, amulets, and staves.

Mindcrafters are able to produce magical effects using only the power of their mind, without the need for learning spells from spell books. Mindcrafters are wisdom based casters, although they do not research spells - instead automatically kno [...]

Monks are melee combatants who attack without weapons. Although they can use weapons, they get special attacks when not using them. These attacks get more powerful as the monk increases in level and the monk also increases in speed as they inc [...]