%%%%
acid dragon scales

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.
%%%%
amulet of chemistry

An amulet which allows the wearer to extract small amounts of magical energy
from any potion they drink and also enhances the power of their alchemy spells.
The magic restoration effect requires the amulet to attune itself to the
wearer's body while their reserves of magic are full.
%%%%
amulet of dissipation

An amulet which causes magic contamination and negative status effects upon the
wearer to expire twice as quickly with time.
%%%%
amulet of faith

A charm 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.
%%%%
amulet of guardian spirit

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

An amulet that increases the wearer's rate of magic regeneration. In order to
function, it must first attune itself to the wearer's body with full reserves
of magic.
%%%%
amulet of nothing

An amulet with no special properties.
%%%%
amulet of reflection

An amulet which improves its wearer's ability to shield against attacks. If
no shield is worn, the force the amulet emits can serve as a weak shield on
its own. Regardless, any ranged attacks the wearer blocks will be reflected
back toward the attacker.
%%%%
amulet of regeneration

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

An amulet that allows the user to tumble and roll to evade the blows of their
enemies, but only while moving and waiting. While taking other actions
(including climbing stairs) the amulet conveys no benefits.
%%%%
amulet of wildshape

An amulet which improves its wearer's skill with Shapeshifting.
%%%%
animal skin

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.
%%%%
arbalest

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.
%%%%
athame

An ornate and bewitched ritual knife. Even just wielding it will cost a small
piece of your health, but blows made with it against those suffering negative
statuses (other than poison) have increased base damage, up to +4 for two
such baleful ailments.
%%%%
azure gem

[[gem]]

As clear and blue as a cloudless sky or a depthless sea, this gem holds its
secrets locked within impenetrable depths.
%%%%
# the_bakery
baked corpse

A baked corpse. Warm, useless, and dead.
%%%%
bardiche

A long pole with an enormous, cleaving blade on one end.
%%%%
barding

Armour for the scaly midsections of nagas and centaurs.
%%%%
battleaxe

A large war axe with a formidable double-sided head.
%%%%
blade talisman

A jagged cluster of blades, almost impossible to grasp without injury. Causes
long, needle-thin blades to grow from the wearer's body, allowing them to
perform rapid auxiliary melee attacks and even parry blows. Having so many
fragments of metal inside one's body reduces the effectiveness of body armour,
but Shapeshifting skill mitigates this effect as well as increases the damage
dealt.
%%%%
book of air

A primer on the elemental magics of Air. The great minotaur hero Vuxhurn, given
a copy of this book while trapped atop the tower of a wizard with a particularly
perverse sense of humour, used its pages to construct a rudimentary glider and
soared to freedom.
%%%%
book of annihilations

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

A book describing various magical arms and armours. It was written in the midst
of a particularly bloody civil war, and the text is made substantially less
helpful by its author's frequent digressions describing the crimes committed by
the other side.
%%%%
book of battle

An astonishingly vain and self-aggrandising work. The author claims credit for a
wide swathe of weapon-augmenting magics, but seems to have misunderstood or
misrepresented most of them. Only a few of the spells described in the book
actually work.
%%%%
book of beasts

A book of spells focused on the summoning of beasts. Its pages nip at careless
readers' fingers.
%%%%
book of blasting

A book of spells used to set off powerful explosions. This edition's binder
was careful to pad the cover, so that if its reader lacked sufficient caution,
the book, at least, would survive.
%%%%
book of blood

A book of works dedicated to the manipulation of blood, both that of the caster
and of creatures with particularly unusual ichor flowing through their veins.
Some claim it to have been composed by the vampire lord Jory, but it's unclear
why he would deign to share his secrets with others.
%%%%
book of burglary

A book containing spells useful for theft, breaking and entering, and other
miscellaneous larceny.
%%%%
book of callings

An introductory text on the magical summoning of beasts and beings from other
realms.
%%%%
book of cantrips

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.
%%%%
book of chaos

A book of spells that leave the caster's surroundings in a state of complete
disarray. It's not clear why anyone would write such a thing, but it's here.
%%%%
book of conjurations

A book containing an introduction to the destructive magical arts of
Conjurations.
%%%%
book of contraptions

A book of schematics and spells to construct a variety of elaborate mechanisms.
The obvious safety hazards involved with many of them are relegated to a single
footnote on page 157, but to an enterprising adventurer, that might be
considered an upside.
%%%%
book of cryoformation

An illustrated guide to shaping ice into both practical and artistic forms. An
entire chapter is devoted to tables of mineral impurities and their effect on
colour and melting point.
%%%%
book of dangerous friends

A book describing the creation and use of magical entities best kept at arm's
reach. Or, preferably, even farther.
%%%%
book of death

A manuscript containing dark spells of Necromancy. Each page is filled with
grotesque art depicting scenes of disgusting decay.
%%%%
book of debilitation

A spellbook containing spells known for having a particularly unpleasant
effect on their victims. It's considered something of a faux pas in the
wizarding community to be seen with this book in one's collection.
%%%%
book of decay

A book of Necromancy, dictated by the god Kikubaaqudgha to an unfortunate
apostle across the course of a nine-day fugue. The necromancer is said to have
finished the dread work with their own life's blood... but of course this is
just a copy, written in almost entirely normal ink.
%%%%
book of displacement

A book of spells to bring others closer, or sometimes farther, depending on the
user's whim.
%%%%
book of dreams

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

An eclectic spellbook, mingled with rambling philosophical anecdotes about the
twin nature of every action. Even by the end, it remains unclear whether the
author considered there to be some spiritual purity to spells which incorporate
offence and defence into a single motion, or if they just lived a life extremely
pressed for time.
%%%%
book of fire

A book containing advanced spells in the elemental school of Fire, stolen from
the secret college of the djinn.
%%%%
book of fixed level

A book of magic spells.
%%%%
book of fixed theme

A book of magic spells.
%%%%
book of flames

The standard text used in arcane academies by students of the elemental magic
of Fire. Readers are recommended to wear a pair of insulated gloves.
%%%%
book of frost

A book of magic spells, often used as an introduction to the elemental magics
of Ice. Its pages feel unusually brittle, as if they'd crumble at a touch.
%%%%
book of the fortress

A book of spells that purports to make their caster as resilient as a stone
fortress. Its cover is fashioned from thick, magically-reinforced steel, making
the book unreasonably heavy for no obvious benefit.
%%%%
book of geomancy

A book containing basic spells involving the element of Earth. Readers are
recommended to wear a pair of gardening gloves.
%%%%
book of the grave

A heavy tome of necromantic spells. Those who touch it frequently report a
palpable sense of unease, as if something unwholesome were buried between its
very pages.
{{
    if you.can_smell() then
        return "Its vellum smells faintly of dirt and decay."
    end
}}
%%%%
book of hexes

A spellbook containing an assortment of powerful Hexes, which sparkles and
shimmers as the pages are flipped.
%%%%
book of ice

A book of advanced magical spells using the element of Ice. Readers are
recommended to wear a pair of warm gloves.
%%%%
book of iron

An ancient, metal-bound spellbook, covered in dark red blotches. Are they
rust stains, or..?
%%%%
book of lightning

A book that fairly crackles with arcane power.
%%%%
book of maladies

A concise catalogue of afflictions, both magical and mundane, often described
with a disquieting degree of cheerfulness. Most of them operate on timescales
too slow to be useful to an adventurer, but a few sound remarkably efficacious.
%%%%
book of metalworking

A tome of advanced Forgecraft magic. Its pages are regularly inlaid with
technical figures made from elaborate metal filigree, perhaps as an illustration
of the author's own skill with the art described herein.
%%%%
book of minor magic

A spellbook containing a variety of simple but useful magical incantations.
Many prominent spellcasters used this book to begin their arcane studies.
%%%%
book of misfortune

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 good-luck charm, but the effects of this
seem subtle at best.
%%%%
book of movement

A spellbook that seems to leap open at the slightest touch. Its writing flits
from description of one spell to another, giving enough information to truly
understand only a few of them, though all seem to relate to movement in some
way.
%%%%
book of necromancy

A macabre book containing basic Necromancy spells. Readers are recommended to
wear a pair of gloves they don't mind disposing of afterward.
%%%%
book of party tricks

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.
%%%%
book of power

A book of powerful and destructive magic spells, rumbling and shuddering with
barely-contained energies.
%%%%
book of scorching

A magical book, blasted and scoured by long exposure to the desert sun. Upon
its badly-weathered pages lie the secrets to inflicting the desert's dangers
upon the caster's foes.
%%%%
book of sloth

A lazily written book.
%%%%
book of spatial translocations

A basic spellbook on the magical field of Translocations. Many would-be mages
have seen it disappear just as they needed it most.
%%%%
book of spectacle

A book covered in glittering sequins. An impromptu lightshow bursts from every
page, clearly reserving this book for only the tackiest of wizards.
%%%%
book of spontaneous combustion

A heavy tome written with wildly flammable ink. Care must be taken even opening
it, but the power of the spells described therein is undeniable.
{{
    if you.can_smell() then
        return "Its desiccated pages smell faintly of sulphur."
    end
}}
%%%%
book of the spheres

A book containing a well-rounded collection of sphere-related spells. Its
final pages begin to describe a spell titled 'Summon Orb of Zot', but sadly,
the remainder of the book has been completely vaporised.
%%%%
book of storms

A book written by the magician Lan Shi, who was preoccupied with the study and
control of natural phenomena. Most of Shi's works have been lost, but those
still remaining are treasured by wizards lucky (or unscrupulous) enough to get
their hands on a copy.
%%%%
book of the dragon

A magical book of spells which allow some command over dragons and their
aspects.
%%%%
book of the wilderness

A book holding lore ripped from distant and untamed lands, allowing their
denizens to be called forth to serve the reader.
{{
    if you.can_smell() then
        return "It smells distressingly musty."
    end
}}
%%%%
book of the earth

A guide to drawing immense power from the depths of the earth. The original was
written as a collaboration between the hill dwarves and the mountain dwarves, but
its compilation was cut short when a massive wave of earthquakes plunged the hill
dwarves' civilisation into ruin.
%%%%
book of the hunter

A mundane book on hunting. Someone has gone through and covered the book in
corrections and scathing criticisms, crossing out entire sections in favour of
spells that accomplish the same task.
%%%%
book of the moon

A book written by a mad wizard, who had become convinced that the moon far above
was composed, not of shining light, but of rock as solid as that beneath one's feet.
Many of the pages have been mangled beyond recognition, seemingly shredded by a
pair of powerful claws... but what would a troll be doing with a spellbook?
%%%%
book of the senses

A scholarly work, describing the senses used by living creatures to perceive the
world around them. A handful of spells are included to demonstrate the principles
being described.
%%%%
book of transmutation

A meticulous compendium of research notes, filled with formulae for decomposing
and reconstituting all manner of substances. It was written by one of the
legendary alchemists among the sludge elves, before that species mysteriously
vanished from the world. The author appears to have had a strange obsession with
becoming a butterfly, but even if their ultimate aim eluded them, many of the
spells detailed therein are nonetheless quite practical.
%%%%
book of the tundra

A frost-gripped tome describing icy spells, somewhat abridged. The Vaults are
said to hold the full text, but the guardians of that place guard their
treasures jealously.
%%%%
book of the warp

A book of advanced Translocations spells, written by a particularly
misanthropic mage. After its completion, they were never seen again, which may
or may not have been the point.
%%%%
book of touch

A book describing spells requiring very close proximity to their target. The
author seems to have had a low opinion of their wizardly peers, and spends much
of the text describing the hygiene and social etiquette needed to enter close
proximity to other sentient beings.
%%%%
book of unlife

An unholy book describing a variety of magical methods for the creation and
command of undead servants.
%%%%
book of vapours

A book of magic spells for creating an assortment of clouds, vapours and mists.
It is difficult to read, as the text is frequently interrupted by descriptions
of unusually-shaped clouds the author spotted while writing.
%%%%
book of weapons

A book of spells used by rebels against an ancient and evil empire. The rebels
were crushed, but this book was rediscovered years later, found by paladins of
the crusade that finally destroyed the empire and slew its immortal twin
sovereigns.
%%%%
book of wicked creation

A long-forbidden tome, describing spells for various unholy (or, at least,
underhanded) creations. It would be unwise to bring such a book back to the
surface world - better to read it and discard it in some well-hidden location.
%%%%
book of winter

A book of spells written by the sorceress Ellawe, who sought to use her time
productively while trapped inside by particularly harsh weather for over six
months. A postscript details the bloody vengeance she took after discovering
the weather mage responsible.
%%%%
boomerang

A curved, flat, throwing baton designed to return to its user.
%%%%
box of beasts

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 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.
%%%%
broad axe

An axe with langets, spikes, a lengthed haft and a single-bladed crescent head.
%%%%
buckler

A small piece of wood and metal, to be strapped on one arm for defence.
%%%%
chain mail

A suit of armour made entirely out of tiny metal rings.
%%%%
cloak

A cloth cloak.
%%%%
club

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.
%%%%
codex of conductivity

An exhaustive collection of research notes on the effects of electricity upon
everything from sawdust to snozzcumbers, interspersed with spell formulae and
usable technical schematics. The author's handwriting deteriorates shockingly in
the middle of the chapter on spriggan electrophysiology, leading to much
speculation about both their identity and their sense of self-preservation.
%%%%
compendium of siegecraft

An analytical treatise on siege warfare, written in a clear and readable manner.
A majority of its chapters are concerned with logistics and the maintenance of
supply lines, but several detail spells useful for breaching fortifications
(and also other, softer, things).
%%%%
condenser vane

A magical device that condenses ambient energy into various destructive clouds.
When evoked these clouds form around hostile monsters near the user. The
quantity and lethality of these clouds increases with Evocations skill. At low
power it will create noxious fumes, and 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 excruciating misery become
available.
%%%%
corpse

A corpse. Useless and dead.
%%%%
crystal plate armour

An incredibly heavy but extremely effective suit of crystalline armour.
%%%%
dagger

A double-edged fighting knife with a sharp point.
%%%%
dart

A thin piece of metal, typically coated in some harmful substance. When thrown
it can deliver its toxins into the bloodstream of a living or demonic being.
%%%%
decaying skeleton

A decaying skeleton.
%%%%
deck of destruction

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

A deck of magical cards, mainly dealing with various forms of escape.
%%%%
deck of punishment

A deck of magical cards which wreak havoc on the user.
%%%%
deck of summoning

A deck of magical cards, depicting a range of weird and wonderful creatures.
%%%%
demon blade

A terrible weapon, forged in the fires of Hell.
%%%%
demon trident

A terrible three-pronged weapon, moulded by fire and brimstone.
%%%%
demon whip

A terrible weapon, woven in the depths of the inferno.
%%%%
dire flail

A flail with long spikes and a heavy head.
%%%%
double sword

A fearsome weapon with a forked, razor-sharp blade.
%%%%
dragon-coil talisman

An intricate carving, inlaid with dragon tooth and scale. {{
    local desc = "Transforms the wearer into a mighty"

    if you.race():find("Draconian") then
        desc = desc .. " dragon. The wearer retains their innate colour, " ..
                       "becomes resistant to poison, and their breath weapon's " ..
                       "power and recharge rate are greatly increased."
    else
        desc = desc .. " golden dragon. The wearer becomes resistant to fire, " ..
                       "cold, and poison, and gains a powerful breath attack " ..
                       "that inflicts all three types of damage at once, but " ..
                       "only recharges as you gain XP."
    end
    return desc
}}
%%%%
earthy gem

[[gem]]

Deep within this gem, flowing leaves and swaying branches seem to lurk. And
here, a bone picked clean - there, a predator's eyes, staring hungrily out..?
%%%%
eel talisman

A strange sea fossil, adorned with abalone and pearl.
{{
    local hands = you.hand() .. "s"
    return "Causes the wearer's " .. hands
}}
to transform into a pair of wriggling electric eels that sometimes discharge
arcs of electricity through connected targets when used to strike enemies. When
the wearer's health becomes dangerously low, they will discharge an even more
violent voltage.
%%%%
%%%%
eggplant

A rotten eggplant which you can throw at the Crawl developers. It's a bug if
you ever see this message.
%%%%
eudemon blade

A sacred blade from the forges of Heaven, inhabited by a good spirit. It is a
favoured weapon of the Shining One's servants.
%%%%
eveningstar

The opposite of a morningstar. A balanced mace with a long shaft and a metal
head covered in lethal spikes.
%%%%
everburning encyclopedia

A book of magical spells, meticulously organised, dense, and almost entirely
burnt black. Only a few pages are still legible, but the power within still
blasts the reader with a furnace-like heat.
%%%%
executioner's axe

A fearsome weapon covered in dried blood and crude engravings of torture and
death, bearing an enormous axehead.
%%%%
falchion

A long single-edged sword with a slightly curved blade.
%%%%
fen folio

A collection of spells once used by the great swamp civilisations.
%%%%
figurine of a ziggurat

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.
%%%%
fire dragon scales

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

A mace with a short chain connecting the head to the haft.
%%%%
flux bauble

A small glass bauble containing an ominously glowing substance. Crushing it will
flood you with transmutational energy, leaving your physical form unstable at a
fundamental level.

In this state of flux, your melee attacks are much weaker, but each strike will
contaminate whatever you hit with transmutational energy - growing so intense
upon the third strike that it will cause their body to twist and deform,
inflicting significant damage. The lack of certainty in your physical form also
makes you much harder to hit, though you glow in a way that hinders stealth.

The power contained in each bauble is finite, and once it is exhausted by
spreading it to enemies, you will return to your previous form.
%%%%
fortress talisman

A miniature battlement, carved from a piece of shell. Transforms the wearer into
a heavily armoured crab, fusing whatever body armour they are wearing into the
shell in the process. In this form, they are slow-moving, but well-defended and
even capable of wielding a weapon in their large main claw. Despite all this
bulk, they are well-adapted to the water. They can also breathe clouds of rust
at the cost of their own HP, which corrode and weaken enemies.
%%%%
gell's gravitambourine

A copper and tungsten tambourine that vibrates excitedly in your hands, as if
eager to be used.

Just as music brings people together, shaking it with the proper rhythm will
draw a large group of monsters into a narrow space and hold any hostile ones in
place for a short time with inescapable waves of crushing gravity.

The area of effect and duration increases with Evocations skill.
%%%%
gem

A stone of unearthly beauty and almost immeasurable value outside the dungeon.
Within its confines, it is utterly useless.

Zot hoards these gems jealously, and will spitefully smash them soon after an
adventurer enters the branch of the Dungeon in which they rest. Still, a very
quick-moving adventurer might seize one first and keep its precious shards.
Zot cannot track gems outside their home branches, so with truly astonishing
speed, it might be possible to abscond with one still intact... but such a
feat is difficult to credit, and likely pointless besides.

Once the Orb of Zot is taken, Zot will be unable to smash any gems.
%%%%
giant club

A giant lump of wood.
%%%%
giant spiked club

A giant lump of wood with sharp spikes at one end.
%%%%
glaive

A pole with a large, heavy blade on one end.
%%%%
golden dragon scales

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

A pile of glittering gold coins.
%%%%
granite talisman

A heavy stone icon, bearing the countenance of some long-forgotten king or god.
Transforms the wearer into a slow, stone statue. The wearer's stone body is
immune to poison and miasma, and gains resistance to electricity, negative
energy, and torment. Shapeshifting skill increases armour granted.
%%%%
grand grimoire

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.
%%%%
great mace

An enormous metal war club, of great cumbrousness.
%%%%
great sword

A sword with a very long, heavy blade and a long handle.
%%%%
great wizards, vol. ii

A collection of spells from great wizards throughout history. The author seems
to have been extremely enthusiastic, and each wizard is described in voluminous,
comprehensive detail.
%%%%
great wizards, vol. vii

A collection of spells from great wizards throughout history. The author seems
to have been quite tired of their project - the wizards' descriptions are terse
and minimal, meeting the lowest requirement for completeness.
%%%%
halberd

A polearm consisting of an axe blade topped with a spike, mounted on a long
shaft.
%%%%
hammer

A blunt striking weapon, essentially equivalent to a mace.
%%%%
hand axe

A small axe.
%%%%
hand cannon

A machine that fires metal slugs via applied thaumaturgy. Some enchant their
projectiles to fall forward instead of down, others bewitch the slugs with a
fatal attraction to their targets. All are slow, loud, and blast out thick
smoke with each shot.
%%%%
handbook of applied construction

A practical introduction to Forgecraft, covering basic principles and their
common applications.
%%%%
hat

A cloth hat.
%%%%
helmet

A piece of metal headgear.
%%%%
hive talisman

A preserved and decorated hive, still dripping with ambrosial nectar. Transforms
the wearer into a living beehive, filled with the buzz of countless insects
labouring inside them. The nectar produced within greatly increases the wearer's
health and magic regeneration and if they become seriously injured, angry bees
will swarm out to defend their hive.
%%%%
horn of Geryon

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.
%%%%
sling

A piece of cloth and leather for launching stones, adequate for hunting small
game like rabbits or goblins.
%%%%
ice dragon scales

The scales of a cold-breathing dragon. It provides great protection from cold,
while rendering its wearer more susceptible to fire.
%%%%
inkwell talisman

A small bottle filled with mystical ink. Transforms the wearer into a walking
scroll whose body is tattooed with the knowledge of a hundred mages. Being an
omnibus of magical techniques gives them increased skill with all spell schools,
which improves with Shapeshifting skill, but the form's ability to channel such
magic is limited, and it cannot cast spells above level 4.

Its attacks are also very weak, but have a chance of restoring 1 MP when they
hit.
%%%%
ivory gem

[[gem]]

Countless spirits swirl around this gem, shrouding it in a bone-deep chill.
Unwelcome in the Good gods' afterlife, they find here a heaven of their own.
%%%%
jade gem

[[gem]]

Sigils of fire burn deep within this gem, symbol of the eternal compact between
naga and salamander. Their bond is that of the poison which scourges the impure
and the flame which burns away impurity.
%%%%
javelin

A lightweight penetrating spear, designed for throwing. It will pass through the
targets it hits, potentially hitting all targets in its path until it reaches
maximum range.
{{
    if you.race() == "Kobold" or you.race() == "Spriggan" then
        return "Unfortunately, it is too long and awkward for you to use."
    end
}}
%%%%
kite shield

A piece of wood and metal, to be strapped on one arm for defence.
%%%%
lajatang

A very rare and extremely effective weapon, featuring a pole with half-moon
blades at both ends.
%%%%
large rock

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
}}
%%%%
leather armour

A suit made from layers of tanned animal hide. It provides basic protection
with almost no hindrance to spellcasting or stealthy movement.
%%%%
lightning rod

A rod that allows its wielder to fire unavoidable blasts of lightning.
Consecutive evocations cause the discharge to be sustained, which increases the
power level up to four times and allows the blast to be redirected to affect an
area. The strength of the blast increases with Evocations skill and, for
redirected blasts, decreases with the size of the affected area.
%%%%
long sword

A sword with a long, slashing blade.
%%%%
longbow

A long, strong bow made of yew.
%%%%
lupine talisman

A painted eyepatch made from a scrap of wolf pelt. Transforms the wearer into a
vicious werewolf, muscles surging with predatory instinct. Killing enemies with
melee attacks in this form will give a stacking bonus to your damage and
accuracy, and slaying enough of them in a row will cause you to unleash a
vicious howl that makes any still alive cower in fear - and leaves them
susceptible to a devastating leaping takedown.
%%%%
mace

A short club with a metal head.
%%%%
manual

A valuable book which allows one to learn a certain skill faster.
%%%%
maxwell's memoranda

A loosely bound collection of the infamous Maxwell's schemes, diagrams and plans.
Amidst messages written to and by his many minions, allies of convenience and
hated rivals, a patient reader can discover spells of electrifying power.
%%%%
maw talisman

A miniature, desiccated head of some ferocious and hopefully extinct creature.
Transforms the wearer's midsection into a giant mouth, gnashing and ready to devour
foes. This maw confers a powerful bite attack which scales additionally with the
wearer's own strength and can devour slain creatures to temporariy increase
one's regeneration. Unfortunately, it also confers such profound hunger that it
can be difficult to pull oneself away from particularly appetising foes.
%%%%
medusa talisman

A fossilised jellyfish polyp, inscribed with sigils. Causes a mane of long
stinging tendrils to sprout from the wearer's head which lash out at nearby
enemies whenever the wearer attacks, poisoning them. When they feel their host's
life is in danger, they can even turn these poisoned foes to stone.
%%%%
midnight gem

[[gem]]

The stoneborn brought forth this gem from the uttermost depths of the earth as
a gift and a warning: beware Zot! That it lies now within Zot's power is a sure
proof of the perversity of mortals and fate alike.
%%%%
milky-white gem

[[gem]]

Smooth as a spider's silk, white as the eyes of some crawling thing which has
lived too long in the dark, this gem buzzes with a fearful potential. Still, to
a certain eye, it possesses a strange allure...
%%%%
morningstar

A mace with a head covered in short spikes.
%%%%
mossy gem

[[gem]]

Though it drips with mud and muck, still a peculiar dignity attaches itself to
this gem. The people of the Swamp, who first carried this stone, struggled
against insurmountable odds. They failed, but there is much to admire even in
the ruin of their efforts.
%%%%
my sojourn through swampland

While purporting itself to be the personal account of a famous naturalist, it
becomes clear upon reading that this book was compiled from multiple unrelated
sources, including notes from a stagehand of a travelling magical circus. The
travelogue may be fictitious, but some of the spell diagrams carefully
transcribed in the margins seem quite real.
%%%%
necronomicon

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.
%%%%
orb

A sphere of crystal, carried in place of a shield. Magic scintillates within
its interior.
%%%%
orb of zot

An invaluable artefact. Once you have escaped to the surface with it, your
quest is complete.
%%%%
orcbow

A recurved bow, crudely crafted from troll-bone and warg hair. The cave orcs'
use of archery, so unlike their surface-dwelling ancestors, shows the influence
of their elvish allies.
%%%%
pair of boots

A pair of boots. They are worn on the feet, and cover all but the largest
hooves and talons.
%%%%
pair of gloves

A pair of gloves. They are worn on the hands, and cover all but the largest
claws.
%%%%
parchment

A brief text on magic, perhaps excerpted from some larger work. It contains
knowledge of one spell.
%%%%
partisan

A long polearm with sharp protrusions on either side of the spearhead.
%%%%
pearl dragon scales

The nacreous scales of a pearl dragon. It grants its wearer resistance to
negative energies.
%%%%
phantom mirror

A hand mirror which can create a reflection of a nearby creature, clouding
in the process. The reflection's duration increases with Evocations skill and
decreases with the willpower of the target. It is, invariably, slightly weaker
than the creature it mirrors.
%%%%
phial of floods

An enchanted vessel of elemental water. Removing the stopper unleashes a torrent
of water, smashing the target and flooding the nearby area. If any creatures
engulfed by the wave need air to breathe, they'll be unable to cast spells until
they recover. The strength of the torrent and the duration of the flooding
increase with Evocations skill.
%%%%
plate armour

A full suit of solid metal plate: cuirass, pauldrons, vambraces, waist plate
and greaves. It provides excellent protection.
%%%%
potion of ambrosia

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.
%%%%
potion of berserk rage

A potion which can send one into an incoherent rage, granting them a great but
temporary increase to their health, damage, and speed. In exchange, their mind
is clouded by anger, only allowing them to move and attack in melee. The rage
will wear off quickly if they do not attack monsters, and upon expiry, the
imbiber will be fatigued, causing them to slow dramatically and rendering them
unable to berserk again for a short duration.
%%%%
# TAG_MAJOR_VERSION == 34
potion of blood

A potion containing the essence of life.
%%%%
potion of brilliance

A potion which increases the power of the drinker's spells and halves their
magic cost (rounding up).
%%%%
potion of cancellation

A potion which ends most magical effects, good or bad, affecting one who drinks
it. It also reduces magical contamination.
%%%%
potion of curing

A potion which restores a small amount of health, and cures poison and
confusion.
%%%%
potion of enlightenment

A potion which uplifts both the body and mind of its drinkers, lifting them
from the ground and increasing their Will to resist the world's temptations.
%%%%
potion of experience

A truly wonderful and very rare drink, which grants experience when consumed.
%%%%
potion of haste

An enchanted beverage which speeds the actions of anyone who drinks it.
%%%%
potion of heal wounds

A magical healing elixir which causes wounds to close and heal almost
instantly.
%%%%
potion of invisibility

A potion which confers invisibility on one who consumes it.
%%%%
potion of lignification

A potion which transforms the imbiber into an animated tree with sap for blood and
branches capable of holding weapons. Such a tree has minimal evasion but increased
health and natural armour, and is resistant to poison, and immune to torment and
drowning. However, it is rooted in place while the transformation lasts, and
cannot teleport.
%%%%
potion of magic

A valuable potion which grants an infusion of magical energy.
%%%%
potion of might

A potion which greatly increases the power of the drinker's melee attacks.
%%%%
potion of moonshine

A potent alcohol, distilled in some dubious corner of the dungeon. Drinking it
reduces the imbiber's accuracy, evasion, and spellcasting success for a while.
%%%%
potion of mutation

A potion which mutates the drinker, removing several mutations then
granting a few random mutations, which are likely (but not guaranteed) to be
beneficial.
%%%%
potion of resistance

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

A potion which makes the drinker attract enemies, translocating them quickly closer
for the duration of the effect. The effect is surprisingly subtle, and unwary
victims may sleep through it entirely.
%%%%
prismatic gem

[[gem]]

Shining with every colour of the rainbow and a few others besides, some
consider this gem 'a bit tacky'. Preposterous!
%%%%
protean talisman

An ever-changing fragment of something primordial; its substance seems to
undulate between flesh and bone and perhaps even metal. A sufficiently skilled
shapeshifter can stabilise it into a useable - if unpredictable - form.

(If your Shapeshifting skill is at least 6, attempting to put this on will
transform it into a random one of: Rimehorn, Scarab, Medusa, or Spore talismans.)
%%%%
quad damage

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.
%%%%
quarterstaff

A sturdy wooden pole, meant for fighting.
%%%%
quicksilver dragon scales

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. The armour repels both attacks on the wearer's
willpower and magical modification of itself - it cannot be enchanted.
%%%%
quick blade

A dagger with an uncanny enchantment upon it, allowing it to strike twice
for every blow its wielder makes. It takes great skill to use to its full
potential.
%%%%
quill talisman

A spiny trinket reminiscent of a cactus. Causes sharp quills to grow all over
the wearer's body which may cause injury to anyone unwise enough to attack them
in melee.
%%%%
rapier

A slender, sharply pointed sword, with an uncommonly elegant design.
%%%%
riddle talisman

An intricate puzzlebox containing an unknowable prize. Transforms the wearer into
a riddle-loving sphinx. In this form, they are {{
    if you.race() == "Felid" then
        return "normally capable of wearing a cloak and barding (though your" ..
               " own diminutive size would prevent this)"
    else
        return "capable of wearing a cloak and barding"
    end
}}, and their melee attacks cause powerful winds to strike their foe which do
increased damage for every open space next to them. They are also masterful
enchanters, casting Hex spells much more easily and ignoring a portion of their
foe's Willpower.

Alas, their love of riddles is so compulsive that even the most hardened
adventurer will be unable to resist posing them to new foes they encounter, no
matter how unwise this may be.
%%%%
rimehorn talisman

A crude ornament carved from the horn of a rare arctic beast - so cold to the
touch that ice still clings to it. Transforms the wearer into a rime yak, a hardy
ungulate that is highly resistant to cold and whose breath is so frigid that it
freezes the walls around itself as it fights. Being so attuned to arctic
temperatures also makes it easier for the wearer to cast Ice magic.
%%%%
ring mail

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

A ring that increases the dexterity of its wearer.
%%%%
ring of evasion

A ring that makes its wearer more capable of avoiding attacks.
%%%%
ring of flight

A ring that grants its wearer flight.
%%%%
ring of intelligence

A ring that increases the intelligence of its wearer.
%%%%
ring of resist corrosion

A ring that protects its wearer from the effects of acid and corrosion.
%%%%
ring of magical power

A ring that increases its wearer's reserves of magical power for so long as it
is worn.
%%%%
ring of poison resistance

A ring that protects its wearer from poison.
%%%%
ring of positive energy

A ring that protects its wearer from the effects of negative energy.
%%%%
ring of protection

A ring that protects its wearer from most sources of damage.
%%%%
ring of protection from cold

A ring that protects its wearer from cold.
%%%%
ring of protection from fire

A ring that protects its wearer from fire.
%%%%
ring of willpower

A ring that increases its wearer's willpower, protecting against certain
magical effects.
%%%%
ring of see invisible

A ring that allows its wearer to see invisible things.
%%%%
ring of slaying

A ring that increases the wearer's accuracy and damage with ranged weapons and
melee attacks.
%%%%
ring of strength

A ring that increases the strength of its wearer.
%%%%
ring of wizardry

A ring that increases the success rate of its wearer's magical spells.
%%%%
robe

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.
%%%%
rune of zot

A charm which allows entry into the Realm of Zot.
%%%%
sack of spiders

A woven silk bag. Opening it will cover the area with webs, spiders, and other
skittering things. Evocations skill increases spider quality, quantity and webbing.
%%%%
sacred scourge

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.
%%%%
sanguine talisman

A vial of roiling blood that pulses with the beat of an unseen heart. Transforms
the wearer into a fearsome vampire - a creature that straddles the border between
life and undeath. They can drink the lifeblood of the living to heal themselves,
and even turn those they slay stealthily into vampiric thralls, but do not heal
in the presence of monsters. At great effort, they may scatter into a swarm of
bats - either to flee or to assail their enemies.
%%%%
sanguine gem

[[gem]]

They who smote down Death herself and buried themselves in a Tomb of their own
making were not shy of their ambitions. Fain to seize upon baubles and
overweening proud, their Lord journeyed into their eternal unrest with this gem
upon their breast.
%%%%
scale mail

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.
%%%%
scarab talisman

A small golden cameo of a beetle. Transforms the wearer into a sun scarab, a
fiery insect that carries around a mote of searing heat and light outside
itself, like a tiny sun.

This solar ember burns adjacent enemies whenever the scarab attacks, and can be
healed by swapping with it. In addition, the scarab's own mandibles can reduce
enemies' fire resistance and Fire spells are easier for the wearer to cast.
%%%%
scarf

A length of stylish fabric. At its creation, enchantments were woven into it,
and as such it cannot accept further enchantment.
%%%%
scimitar

A long sword with a wide, curved blade.
%%%%
scroll of acquirement

A wonderful scroll which causes the creation of a valuable item, with the
reader choosing from a small selection. The items offered will often be a
good match for the reader's skills; and if nothing recommends itself, the
reader can always choose a heap of gold.
%%%%
scroll of amnesia

A scroll that allows its reader to selectively erase one spell from memory to
recapture the magical energy bound up with it.
%%%%
scroll of blinking

A scroll that allows its reader to teleport a short distance, with precise
control.
%%%%
scroll of brand weapon

A scroll that imbues a weapon with a random brand. Any existing brand will be
replaced with a different one, and any brand forbidden by your current god will
not be chosen. Artefacts cannot be branded in this way.

Melee weapons will commonly be branded with the flaming, freezing, heavy,
venom or protection brand (or with the special brand exclusive to the category
of weapon being branded), and rarely with the draining, electrocution, spectral,
vampiric or chaos brand.

Ranged weapons will commonly be branded with the flaming, freezing, heavy or
draining brand, and rarely with the electrocution or chaos brand.
%%%%
scroll of butterflies

A scroll that surrounds its user with a flight of beautiful butterflies, blowing
back other creatures nearby with the flapping of their wings.
%%%%
scroll of enchant armour

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
armour rating. Bucklers, kite shields and tower 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.
%%%%
scroll of enchant weapon

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.
%%%%
scroll of fear

A scroll that causes great fear in nearby foes, causing them to flee until
attacked, cornered, or enough time has passed.

Non-living, undead and plant monsters cannot be feared, and berserk or frenzied
monsters are also immune.
%%%%
scroll of fog

A scroll that surrounds the reader with a dense cloud of fog, which can block
vision temporarily. The fog takes a short time to fully spill out.
%%%%
scroll of identify

A useful magic scroll which identifies the properties of any unknown object.
%%%%
scroll of immolation

A scroll that fills the creatures around the reader with an unstable and
powerful inner flame. This fire is released any time the victims are hit, and
explosively released upon their death. Giant creatures cause bigger explosions.
%%%%
scroll of noise

A prank scroll that creates a loud noise when read.
%%%%
scroll of poison

A scroll that fills the air with poison, covering every unoccupied space in
sight with toxic fumes.
%%%%
scroll of revelation

A scroll that reveals its reader's surroundings. The layout of the current
floor is fully mapped, and everything within a moderate radius, including
both visible and invisible monsters, is momentarily shown.
%%%%
scroll of silence

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.

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.
%%%%
scroll of summoning

A scroll that calls forth several allied creatures woven from shadow into the
shapes of those beings found within the reader's immediate vicinity.
%%%%
scroll of teleportation

A scroll that translocates the reader to a random position after a short delay.
Reading this scroll while waiting for a teleportation will instead cancel it.
%%%%
scroll of torment

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 and cuts down all holy creature resilence by about a third,
although it is never directly fatal.
%%%%
scroll of vulnerability

A scroll that briefly halves the willpower of the reader and any nearby beings,
rendering them vulnerable to many magical effects. The scroll cannot affect
those fully immune to such effects.
%%%%
scythe

A farm implement, usually only used by untrained mobs in combat. In practice,
it's quite similar to a halberd.
%%%%
serpent talisman

A jade snake coiled around a fossilised egg. Transforms the wearer into an
amphisbaena - a legendary two-headed serpent. It is capable of wearing two
pieces of headgear at once and its powerful coils can wind around foes and crush
them to death, but its cold blood leaves it susceptible to being slowed by cold
attacks.
%%%%
shining gem

[[gem]]

Many are the treasures of the Ironbound Order, but none older nor more precious
than this steel-shining gem. The Vaults were first forged to hold it, and none
who gazed within its depths could fault the choice.
%%%%
shimmering gem

[[gem]]

Unearthly energies gently flow along the surface of this gem, guided by the
archmage who first built the Elven Halls. Countless generations of elves
flocked to learn from her, but her foremost pursuit was always the perfection
of this piece of art.
%%%%
shop voucher

A coupon good for one item of any price from any store in the dungeon, to be
used automatically when you would make a purchase that exceeds your funds. How
generous! No refunds. One coupon per purchase per customer. Offer limited by
availability. Void if defaced or otherwise altered. Valid only within the
dungeon of Zot and its subsidiary branches. Additional purchase not required.
%%%%
shortbow

A curved piece of wood and string, for shooting arrows.
%%%%
short sword

A personal stabbing weapon with a short grip.
%%%%
smoky gem

[[gem]]

Swirls of dark smoke seem to lurk in the depths of this gem. Countless dark
deeds were done in the Dungeon even before Zot seized and remade it, and their
dreadful residue now taints every hint of beauty trapped within its confines.
%%%%
spear

A hunting weapon consisting of a wooden shaft with a pointed metal head
fastened on one end.
%%%%
spider talisman

A strange charm made from shed arachnid exoskeletons bound together with silk.
Transforms the wearer into an agile jumping spider who can move swiftly towards
foes and inflict grievous damage on any it catches unaware. It cannot be
ensnared by webs, but its attacks can ensnare its enemies in them. It can also
leap briskly away from many dangers.
%%%%
spore talisman

A small charm made from a still-living mushroom. Transforms one of the wearer's
arms and parts of their lower body into a vibrant mass of multicoloured fungus.
Melee attacks in this form may release spores that weaken their target, as well
as cause mushrooms to sprout on the ground behind them which will release their
own bursts of dazing spores if allowed to grow. Shapeshifting skill increases
the durability of these mushrooms as well as their damage.
%%%%
staff of air

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, dealing electrical damage which
bypasses half of defenders' armour.
%%%%
staff of alchemy

A staff that increases the power of alchemy spells cast by its wielder, and
protects them from the effects of poison. If the wielder is skilled in
Evocations and Alchemy, they can envenom those struck by it.
%%%%
staff of cold

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.
%%%%
staff of conjuration

A staff that increases the power of conjurations cast by its wielder. If the
wielder is skilled in Evocations and Conjurations, they can blast those they
strike with pure energy.
%%%%
staff of necromancy

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,
dealing negative energy damage which bypasses armour.
%%%%
staff of earth

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 fracture the ground
beneath those struck by it, dealing substantial damage - though much less to
creatures which fly.
%%%%
staff of fire

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.
%%%%
starry gem

[[gem]]

Odd lights twinkle within the depths of this gem. From what strange stuff is it
made, and from what distant land did it travel?
%%%%
steam dragon scales

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.
%%%%
stone

A small chunk of dense but otherwise unremarkable natural mineral. It can be
thrown to cause minor damage.
%%%%
shadow dragon scales

The scales of a great umbral dragon. It is heavier than most dragon scale
armours, but its encumbrance does not penalise the wearer's stealth. It also
grants additional stealth to the wearer.
%%%%
storm dragon scales

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

Lightning trapped, impossibly, in a bottle. Lets the wearer walk through the air
as a raging, lightning-filled tempest. The wearer's melee attacks are electrified
and strike all adjacent foes. The wearer also flies, gains immunity to poison,
miasma, petrification, constriction, and sticky flame, and also resists
electricity. They can launch themselves as a lightning bolt, blasting through
everything in their way.
%%%%
swamp dragon scales

The scales of a swamp dragon. It confers resistance to poison on its wearer.
%%%%
talisman of death

A grey-black vessel, infused with dark power through a sickening ritual.
Transforms the wearer into an undying offence against life itself.

Foes struck by wearer's melee weapons or hands are weakened, slowed, and drained.
The wearer can also heal themself by tormenting living foes nearby; Shapeshifting
skill increases the amount healed. Further, the wearer resists cold, has enhanced
willpower, and is immune to poison, miasma, negative energy, and torment.

The wearer also gains some of the more dubious benefits of having an undead body.
They are vulnerable to holy damage and Dispel Undead, and cannot consume potions.
%%%%
there-and-back book

A compilation of children's stories about great adventures, always ending with
the traveller returning to the place they started. The love infused into its
pages by countless generations has granted it power, allowing a skilled mage to
transport others by reciting specific passages.
%%%%
throwing net

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.
%%%%
tower shield

A large piece of wood and metal, to be strapped on one arm for defence.
%%%%
tin of tremorstones

A set of dormant, magnetic earth elementals in the form of tiny, very heavy
pebbles. When released, the elementals are drawn magnetically to the center of
nearby monsters, where they literally explode with rage at their rest being
disturbed. Tremorstones usually land slightly off-target, and the user is
always at risk of being hit. However, armour is extremely effective at
repelling the lightweight fragments of rock from a tremorstone's explosion, so
a well-armoured wielder has little to fear. Evocations skill increases the
number of explosions.
%%%%
treatise on traps

An analytical volume discussing methods and materials with which to construct a
dizzying array of traps - from those intended to safeguard a pantry from ants to
ones which would please even the most sadistic dungeon architect.
%%%%
trident

A fishing spear improved with a longer shaft and a three-pronged metal head.
%%%%
trismegistus codex

A magical book
written by a
numerologically obsessed wizard.
Everything from sentence
length to overall
organization is structured.
It's unclear whether
the author thought
this was helpful.
%%%%
triple crossbow

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.
%%%%
triple sword

A formidable weapon created by a master craftsman. The blade of the sword forks
into three great razor-sharp edges.
%%%%
trishula

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.
%%%%
troll leather armour

The stiff and knobbly skin of a troll. It magically regenerates its wearer's
flesh, once attuned to the wearer's body at full health.
%%%%
the unrestrained analects

A collection of spells that assault everything in sight of the caster,
unrestrained by petty limitations like 'needing a clear shot' or 'concern about
collateral damage'.
%%%%
wand of acid

A magical device which throws bolts of corrosive acid.
%%%%
wand of charming

A magical device which causes a creature to become fiercely, but briefly,
loyal to the user.
%%%%
wand of digging

A magical device which drills tunnels through unworked rock.
%%%%
wand of flame

A magical device which throws little puffs of flame.
%%%%
wand of iceblast

A magical device which creates a loud explosion of ice shards, bypassing half
of victims' resistance to cold.
%%%%
wand of light

A magical device which fires a ray of searing light, injuring and blinding
those struck. Only living, undead, demonic and angelic monsters can be blinded,
and tougher monsters will recover their vision more quickly.
%%%%
wand of mindburst

A magical device which launches a psychic attack on a target creature. If it
overcomes their willpower, it 'blows their mind' in a violently literal fashion,
dealing damage that bypasses their armour entirely. It is useless against
mindless creatures.
%%%%
wand of paralysis

A magical device which can render a creature immobile, incapable of moving any
of its limbs.
%%%%
wand of polymorph

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

A magical device which fires a beam of destructive energy, dispelling
enchantments on creatures struck.
%%%%
wand of roots

A magical device which fires a magical seed, entangling its target and adjacent
foes in quick-growing tree roots. Those entangled will be immobilised and take
damage over time until they escape or the roots wither away. The roots will only
sprout from solid ground.
%%%%
wand of warping

A magical device which creates a brief but violent rift in space, damaging
everything caught in its wake and sometimes blinking them a short distance away.
%%%%
war axe

A military axe with a long haft and a single-bladed head.
%%%%
wellspring talisman

A small amphora from which pours a seemingly unending quantity of water.
Transforms the wearer's flesh into elemental water, allowing them to move flexibly
and reach to attack from a great distance, though without the precision needed
to stab from range. From time to time, they can even cause the water around them
to rise up and drown their enemies.

The malleability of this water even allows them to retain the benefits of their
physical mutations, but cold attacks can freeze it solid and fire may cause it
to erupt with steam.
%%%%
whip

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.
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young poisoner's handbook

An introductory book for the magic arts of poison. Readers are recommended to
wear a pair of very thick, non-absorbent gloves.
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