5 If you get this description, it is a bug.
9 Spit poison at a targeted monster.
13 Randomly translocate a short distance.
15 Breathe Dispelling Energy ability
17 Breathe a blast of power at a targeted monster, possibly removing some of its
23 local desc = "Breathe a blast of fire at a targeted monster"
25 if you.race() == "Red Draconian" then
26 desc = desc .. ", leaving a cloud of flames at the endpoint"
36 Breathe a blast of frost at a targeted monster.
38 Breathe Poison Gas ability
40 Breathe a blast of poison gas at a targeted monster.
42 Breathe Lightning ability
44 Release a great discharge of electricity causing an uncontrollable lightning
47 Breathe Sticky Flame ability
49 Breathe a blast of sticky flame at a targeted monster. As the name suggests,
50 sticky flame will stick around, so the monster may be covered in flames for
51 several rounds until they eventually go out. It may splash on impact.
55 Breathe a jet of steam at a targeted monster.
57 Breathe Noxious Fumes ability
59 Breathe a blast of noxious fumes at a targeted monster.
63 Turn into a speedy vampire bat. In bat form, you can neither interact with
64 items in any form (except picking them up or dropping them), nor cast spells.
65 Note that Bat Form will decrease your current Strength while increasing your
66 Dexterity. Thus, you won't be able to change form if your Strength is too low.
70 At experience level 6 and higher, Vampires can bottle the blood from non-rotten
71 and blood-containing corpses they are standing on.
75 Spit acid at a targeted monster.
79 Start flying. During flight you can safely cross water and similar obstacles.
80 Be warned, though, that flight may time out at inopportune moments and cause
81 you to fall to your death.
85 Blast your enemies with hellfire. This ball of unholy flames explodes on
86 impact, and is not affected by any means of protection such as armour or
87 resistances. However, certain creatures, usually fire-based, are immune to
90 Release Delayed Fireball ability
92 Instantly release a previously prepared (delayed) fireball without additional
93 cost in terms of magic or hunger.
97 Stop singing your Song of Slaying.
99 Self-Restoration ability
101 At the permanent loss of one magic point restore your Strength, Dexterity and
102 Intelligence, and heal any rotted health.
104 Device Recharging ability
106 At the permanent loss of one magic point recharge a wand or rod.
110 Allows making tunnels through soft rock and rusted grates. Using this ability
111 merely states your intent to dig; to actually tunnel you need to move into a
112 wall. Doing so is a little slower than walking, creates some noise and causes
117 Sends you to a random position one to three floors down, as if you jumped into
118 a shaft trap. It takes some time to dig the shaft.
120 Evoke Teleportation ability
122 Teleport yourself to a random location on the level.
128 Evoke Berserk Rage ability
130 Go berserk. Going berserk greatly, if temporarily, increases your health and
131 damage output in melee fights. It will time out quickly if you don't kill
132 anything, but may be extended by multiple kills. While berserk, you cannot
133 perform a number of actions such as, for example, (un)wield a weapon, quaff
134 something, evoke wands or items, or cast spells. Such a rage is usually
135 followed by deep exhaustion, a time during which you are slowed down, cannot
136 berserk again, and occasionally even pass out.
138 Evoke Invisibility ability
140 Turn yourself invisible for a limited amount of time. Turning invisible
141 increases your magical contamination and may eventually cause glowing.
157 Release a thick cloud of fog to obscure vision.
159 Evoke Teleport Control ability
161 Gain the ability to control your next translocation – either by selecting an
162 approximate target for a teleport, or by selecting a direction for a blink. Be
163 wary that controlled translocations will cause the subject to become
164 contaminated with magical energy, and that controlled teleports will take
165 longer to trigger than uncontrolled ones.
167 Evoke Twister ability
169 Summons a tornado nearby. The furious winds can harm friend and foe alike.
171 End Transformation ability
173 Revert to your normal form, with a short delay.
178 Preach to monsters about Zin's laws, which can lead to various results. The
179 recitation will continue for a short while, but will be interrupted by actions
180 such as spellcasting, reading scrolls or quaffing potions. There are four books
182 • Book of Abominations: This book deals with the thing most abhorrent to Zin —
183 chaos in all its forms. These recitations will invoke Zin's most powerful
185 • Book of Ablutions: The impure are nearly as loathed by the Law-Giver.
186 Recitations from this book will deal damage to such creatures.
187 • Book of Apostates: Recitations from this book will sow confusion amongst
188 intelligent creatures. Those who dare to worship a god other than Zin may be
189 permanently deprived of means to spread their foul faith.
190 • Book of Anathema: Demons and the undead are hated by Zin. This book gives
191 you means to rebuke them.
195 Vitalise yourself, gaining divine stamina and sustenance from Zin. Divine
196 stamina protects you from sickness, poisoning, petrification, confusion and
197 rot, and temporarily boosts and sustains your Strength, Intelligence and
202 Temporarily imprison a monster in walls of silver. The duration of the prison
203 is increased by Invocations skill.
207 For a short duration gain safety in a divine refuge. While you are inside the
208 sanctuary, monsters will not attack you, but the protection will disappear at
209 once should you breach the divine peace.
211 Cure All Mutations ability
213 Cure all your mutations — but only once.
216 Divine Shield ability
218 The Shining One grants you a divine shield. Because it is held aloft by godly
219 power, it does not interfere with your equipment. The strength and duration
220 of the shield are increased by Invocations skill.
222 Cleansing Flame ability
224 Invoke a huge blast of divine fury centered on you, severely damaging undead
225 and demons. All other hostiles also take damage, if less so, whereas you and
226 your allies are never affected.
228 Summon Divine Warrior ability
230 Summon an angel or daeva, powerful warriors against evil. They may be blessed
231 by the Shining One to stay longer in this world.
234 Receive Corpses ability
236 Create one or more reanimatable monster corpses near yourself. The number and
237 freshness of these are dependent on Necromancy skill.
241 Sacrifice a cadaver to make everyone in sight, including you, experience all
242 the pain that being suffered in its life. This will decimate the resilience of
243 all those who can feel it.
245 Kikubaaqudgha may choose to protect you from it... or may not.
248 Animate Remains ability
250 Reanimate a single corpse or skeleton as a follower. Note that zombies and
251 skeletons cannot leave the level they were created on.
253 Recall Undead Slaves ability
255 Recall your undead followers from anywhere in the dungeon to your immediate
258 Injury Mirror ability
260 Hurt attacking monsters by reflecting damage they do to you back at them,
261 reducing piety depending on the amount of damage that is reflected.
265 Reanimate all corpses and skeletons in your vicinity as followers. Note that
266 zombies and skeletons cannot leave the level they were created on.
270 Heal by draining the life force of the monsters surrounding you.
274 Mark a living intelligent monster's soul as ripe for the taking. Once the
275 marked monster dies, its soul will be yours.
277 The enslaved soul will retain the monster's faculties, equipment and abilities,
278 as well as some of its innate healing. However, only a relatively uninjured
279 monster can have its soul marked, and only one soul can be enslaved at a time.
280 Furthermore, the duration of the mark is dependent on Invocations skill.
282 Note that enslaved souls can follow you beyond the level they were created on.
284 Animate Remains or Dead ability
286 If you get this description, it is a bug.
291 Temporarily increase all of your combat skills, including the ability to sneak
296 Greatly increase your combat speed, with no loss of accuracy.
299 Minor Destruction ability
301 Shoot a random harmful blast at the targeted monster.
303 Lesser Servant of Makhleb ability
305 Summon a minor demon. High Invocations skill reduces the chance of it being
308 Major Destruction ability
310 Shoot a random harmful beam or explosion at the targeted monster.
312 Greater Servant of Makhleb ability
314 Summon a major demon. High Invocations skill reduces the chance of it being
318 Channel Energy ability
320 Replenish your magical reservoir by an amount depending on your Invocations
325 Forget any spell out of the ones you've currently memorised, so as to free
326 memory to learn others.
329 Burn Spellbooks ability
331 Set all spellbooks within your field of vision on fire. The fire is fuelled by
332 Trog's hatred, and it burns hotter than mere parchment would — which can be
333 useful if you throw the book under someone's feet first. Obviously, Trog
334 greatly appreciates using this ability.
338 Go berserk. Going berserk greatly, if temporarily, increases your health and
339 damage output in melee fights. It will time out quickly if you don't kill
340 anything, but may be extended by multiple kills. While berserk, you cannot
341 perform a number of actions such as, for example, (un)wield a weapon, quaff
342 something, evoke wands or items, or cast spells. Such a rage is usually
343 followed by deep exhaustion, a time during which you are slowed down, and
344 cannot berserk again. Unlike other sources of rage, depending on your piety
345 Trog may occasionally prevent you from passing out.
349 Invoke a powerful regeneration ability which stacks with all other sources and
350 even allows otherwise non-healing species to regenerate. While active, you will
351 also be granted powerful protection from hostile enchantments.
353 Brothers in Arms ability
355 Summon huge angry allies to wreak havoc.
358 Divine Protection ability
360 Beseech Elyvilon to save your life. If you are mortally wounded, the Healer may
361 undo the killing blow. Especially pious individuals may be certain of this
362 help, but in that case, any actual intervention costs piety (as opposed to
363 merely asking for intervention, which is always free).
365 Beware: killing others while asking to be spared yourself is a major sin!
367 Lesser Healing ability
369 Depending on your Invocations skill, heal a small amount of health.
373 Purge your body of all bad effects such as sickness, poisoning, slowness,
374 petrification, confusion and rot, and fully restore your Strength, Dexterity
379 Depending on your Invocations skill, heal a creature other than you by a
380 moderate amount. Using this ability on hostile monsters will try to make them
381 neutral. This works best on animals, worse on humanoids of your species, still
382 worse on other humanoids, and worst of all on demons and undead. Mindless
383 creatures cannot be pacified, and no monster can be pacified while it is
386 Whether the pacification succeeds or not, the invested food, piety and magic
387 points are lost. If it does succeed, the monster is healed and you gain half
388 the monster's experience value. Otherwise, the monster is unaffected and you
391 You can also heal allies and neutral monsters.
393 Greater Healing ability
395 Depending on your Invocations skill, heal a moderate amount of health.
396 Roughly, Greater Healing will allow you to heal three times the amount of
397 Lesser Healing at a slightly higher total piety cost.
399 Divine Vigour ability
401 Greatly increase your maximum health and magic points, depending on
402 Invocations skill. Your current health and magic points will also be
403 increased proportionally.
406 Depart the Abyss ability
408 Leave the Abyss to return to the place you came from.
412 Bend the fabric of space around you, instantly translocating you a small
413 distance, and possibly also translocating and damaging monsters in your
414 vicinity. In warping the fabric of space, this ability ignores effects that
415 would usually prevent translocations.
419 Attempt to banish a creature into the Abyss. If the attempt succeeds, you gain
420 some piety and half the creature's experience value.
424 Corrupt the current level by unleashing Abyssal energies on it. This will cause
425 the level to largely change appearance, and will gate in demons from the Abyss
426 bent on causing destruction. This will not work on levels already corrupted or
429 Enter the Abyss ability
431 Transfer yourself to Lugonu's realm instantly. The effort of even using the
432 ability will leave your health and magic depleted.
437 Draw three cards from any deck in your inventory, look at them, and decide
438 which one to keep, discarding the other two.
442 Deal four cards from any unmarked deck in the time it normally takes to draw a
443 single card. The rest of the deck is lost. If the deck does not contain enough
444 cards, Nemelex will give you one extra card, but you might not like it.
448 Draw five cards from any unmarked deck in your inventory, losing the rest of
449 the deck. Look at the cards and sort them into any order you'd like.
450 Subsequently, you can draw these cards in the order you chose.
455 Smite an enemy within your field of vision. This doesn't require a direct path,
456 just seeing the enemy is enough.
458 Recall Orcish Followers ability
460 Recall your orcish followers from anywhere in the dungeon to your immediate
465 Stop recalling your followers.
467 Give Item to Named Follower ability
469 Give a weapon or piece of armour to a named orcish follower. An orc can only
470 ever receive one of these gifts.
475 Call sunlight down over a small area of the dungeon. Monsters illuminated by
476 the light will be easier to hit. Water affected by the sunlight will evaporate.
477 In particular, deep water will become shallow water, and shallow water will dry
478 up completely, revealing the dungeon floor.
482 Use fruit to grow a ring of plants around yourself. If a complete ring cannot
483 be formed (because you do not have enough fruit), plants will grow on squares
484 adjacent to you that are close to monsters. The plants you create gain bonus
485 health proportional to your Invocations skill.
489 Cause rain to fall around yourself, turning the dungeon floor into shallow
490 water and shallow water into deep water. This is likely to allow plants and
491 mushrooms to grow in areas not directly drenched.
495 Create giant spores from corpses in your line of sight. The spores will
496 explode, causing damage to you or your enemies.
500 Turn plants and fungi into stronger species. Upgrading fungi requires piety,
501 while upgrading plants requires fruit. Upgraded plants gain a bonus to attack
502 accuracy proportional to the user's Invocations skill, and oklob plants are
503 more likely to spit acid at higher Invocations.
508 Attempt to slow down everyone adjacent to you. High Invocations skill makes it
511 Temporal Distortion ability
513 Warp the flow of time around you, causing monsters to skip forwards in time
518 Cause damage to everyone in sight who is moving faster than you, dealing more
519 damage with greater differences in speed.
521 Step From Time ability
523 Remove yourself from the flow of time. Things around you will happen at their
524 usual busy pace, monsters will wander, perishable items will decay, plants will
525 grow. After some time has passed, you will return in the same state as the very
529 Request Jelly ability
531 Create a neutral jelly that will wander the floor and digest items.
533 Jelly Paralyse ability
535 Call on any nearby jellies to cease their item consumption and pray to Jiyva
536 for a short duration. This ability costs piety depending on the number of
537 jellies that are affected.
541 Coat a wielded weapon or your fists with slime, turning the next living or
542 corporeal undead monster hit into a neutral slime.
544 Cure Bad Mutation ability
546 Remove a randomly selected bad mutation.
551 Gain astral sight to see through walls. This is not enough to let you target
552 spells and abilities, even those that work through glass.
554 Transfer Knowledge ability
556 Sacrifice part of one of your skills to improve another.
558 End Transfer Knowledge ability
560 Abort an ongoing skill transfer.
565 If a creature within your umbra is still enough for you to focus on its shadow,
566 this ability allows you to step through that shadow to immediately be placed
567 adjacent to that creature.
571 This invocation transforms you into a swirling mass of dark shadows. While in
572 this form, you are permanently invisible and are immune to poison, draining,
573 torment, and hostile enchantments. All incoming damage will be halved, and you
574 will bleed smoke on any incoming attack. However, your ability to deal damage
575 in melee will be halved, your spellcasting power will be greatly hampered, and
576 your skills will be further drained when taking damage.
579 Potion Petition ability
581 Petition Gozag to sell you the effects of a set of potions. Gozag will offer
582 three lists at a time, with varying prices.
584 Call Merchant ability
586 Through Gozag, send funds to a merchant to help them set up shop in the
587 dungeon. The shop may appear in an unvisited area of the dungeon, or near your
588 location if there are no other appropriate locations for a store. The cost of
589 funding a shop increases with the number of shops funded.
591 You will always have the option to fund a food shop, provided you are a race
592 that requires food. Ghouls and vampires will find corpses and blood in their
593 respective food shops.
597 Give 3000 gold to Gozag to spread throughout the inhabitants of the current
598 branch, only possible if the branch has intelligent native monsters. Those
599 native to a bribed branch will occasionally become uninterested in fighting you
600 (with tougher inhabitants having an increasing chance of being bribed), and
601 more rarely will join your ranks. Enemies' becoming less hostile will lower the
602 remaining bribe fund; upon its exhaustion, bribed enemies will resume
608 Calls on the forces of nature to blast a small area with magma, ice, wind,
611 Elemental Force ability
613 Causes elemental clouds around you to coalesce into elementals. Your own
614 clouds create friendly elementals; hostile clouds create hostile elementals;
615 natural clouds create neutral elementals.
617 Disaster Area ability
619 Blasts the entire area around you with powerful natural forces.
622 Draw Out Power ability
624 Tap into your inner power to restore health and magic, as well as freeing your
625 body and mind from external constraints, including nets, webs, constriction,
626 petrification, slowness, and confusion. The amount of health and magic restored
627 increases with piety.
629 Using this ability exhausts and slightly drains you.
633 Use the power that infuses you to perform an incredibly fast leap. On landing,
634 that power explodes outward, damaging all foes adjacent to you. The amount of
635 damage done increases with your piety and experience level.
637 Using this ability exhausts you.
641 You reveal Ru's truth to your enemies. All enemies in your line of sight are
642 dealt severe damage and may be rendered mute or paralyzed or slowed. The damage
643 dealt by this power increases with your piety and experience level.
645 Using this ability exhausts and severely drains you.
647 Sacrifice Purity ability
649 Adherents who choose to sacrifice their purity will be offered a single
650 mutation. The mutation can be one of deterioration, deformed body, uncontrolled
651 shouting, worse device healing, clumsiness, weakness or dopiness.
653 If you make this sacrifice, your powers granted by Ru will become stronger in
654 proportion to the value of the sacrifice, and you may gain new powers as well.
656 Sacrifices cannot be taken back.
658 Sacrifice Words ability
660 Adherents who choose to sacrifice their words lose the ability to use magical
661 scrolls while threatened.
663 If you make this sacrifice, your powers granted by Ru will become stronger in
664 proportion to the value of the sacrifice, and you may gain new powers as well.
666 Sacrifices cannot be taken back.
668 Sacrifice Drink ability
670 Adherents who choose to sacrifice drink lose the ability to drink potions while
673 If you make this sacrifice, your powers granted by Ru will become stronger in
674 proportion to the value of the sacrifice, and you may gain new powers as well.
676 Sacrifices cannot be taken back.
678 Sacrifice Essence ability
680 Adherents who choose to sacrifice their essence will be given the choice to
681 accept or deny a sacrifice. The sacrifice offered is one of the following:
682 reduced magic pool, MR-, or increased spellcasting difficulty.
684 If you make this sacrifice, your powers granted by Ru will become stronger in
685 proportion to the value of the sacrifice, and you may gain new powers as well.
687 Sacrifices cannot be taken back.
689 Sacrifice Health ability
691 Adherents who choose to sacrifice their health will be given the choice to
692 accept or deny a sacrifice. The sacrifice offered is one of the following:
693 reduced health, penalties to Evasion, or penalties to AC.
695 If you make this sacrifice, your powers granted by Ru will become stronger in
696 proportion to the value of the sacrifice, and you may gain new powers as well.
698 Sacrifices cannot be taken back.
700 Sacrifice Stealth ability
702 Adherents who choose to sacrifice their stealth will always be noticed by foes
703 and cannot have ranks in the Stealth skill.
705 If you make this sacrifice, your powers granted by Ru will become stronger in
706 proportion to the value of the sacrifice, and you may gain new powers as well.
708 Sacrifices cannot be taken back.
710 Sacrifice Artifice ability
712 Adherents who choose to sacrifice artifice may not evoke the latent power of
713 magical objects and their Evocations skill is set to 0.
715 If you make this sacrifice, your powers granted by Ru will become stronger in
716 proportion to the value of the sacrifice, and you may gain new powers as well.
718 Sacrifices cannot be taken back.
720 Sacrifice Love ability
722 Adherents who choose to sacrifice love are despised by all. All creatures,
723 even those summoned by the adherent, become hostile. Monsters that are spell
724 residue and which do not act independently, such as orbs of destruction and
725 spectral weapons, are the only things which can remain friendly.
727 If you make this sacrifice, your powers granted by Ru will become stronger in
728 proportion to the value of the sacrifice, and you may gain new powers as well.
730 Sacrifices cannot be taken back.
732 Sacrifice Courage ability
734 Adherents who choose to sacrifice their courage become terrified of dangerous
735 monsters. Such monsters fill them with horror, which reduces the adherents'
736 ability to hit and damage monsters in combat, and the power of the adherents'
739 If you make this sacrifice, your powers granted by Ru will become stronger in
740 proportion to the value of the sacrifice, and you may gain new powers as well.
742 Sacrifices cannot be taken back.
744 Sacrifice Arcana ability
746 Adherents who choose to sacrifice their arcana lose the ability to use certain
747 schools of magic. Any magic that includes a sacrificed school cannot be cast.
748 Those magic skills cannot be trained.
750 If you make this sacrifice, your powers granted by Ru will become stronger in
751 proportion to the value of the sacrifice, and you may gain new powers as well.
753 Sacrifices cannot be taken back.
755 Sacrifice Nimbleness ability
757 Adherents who choose to sacrifice their nimbleness lose the ability to train
758 the Dodging skill and have that skill set to 0. This sacrifice is worth more
759 if you cannot train Armour.
761 If you make this sacrifice, your powers granted by Ru will become stronger in
762 proportion to the value of the sacrifice, and you may gain new powers as well.
764 Sacrifices cannot be taken back.
766 Sacrifice Durability ability
768 Adherents who choose to sacrifice their durability lose the ability to train
769 the Armour skill and have that skill set to 0. This sacrifice is worth more
770 if you cannot train Dodging.
772 If you make this sacrifice, your powers granted by Ru will become stronger in
773 proportion to the value of the sacrifice, and you may gain new powers as well.
775 Sacrifices cannot be taken back.
777 Sacrifice a Hand ability
779 Adherents of every species who choose to sacrifice a hand lose the ability to
780 use shields and can wear one fewer ring. Non-formicids also lose the ability
781 to wield two-handed weapons.
783 If you make this sacrifice, your powers granted by Ru will become stronger in
784 proportion to the value of the sacrifice, and you may gain new powers as well.
786 Sacrifices cannot be taken back.
788 Sacrifice Experience ability
790 Adherents who choose to sacrifice their experience will lose two levels
791 immediately and also have the maximum level they can attain lowered by two
794 If you make this sacrifice, your powers granted by Ru will become stronger in
795 proportion to the value of the sacrifice, and you may gain new powers as well.
797 Sacrifices cannot be taken back.
799 Sacrifice Skill ability
801 Adherents who choose to sacrifice their skills will get -1 to all of their
802 skill aptitudes. This will likely cause the adherent to lose ranks in skills
805 If you make this sacrifice, your powers granted by Ru will become stronger in
806 proportion to the value of the sacrifice, and you may gain new powers as well.
808 Sacrifices cannot be taken back.
810 Sacrifice an Eye ability
812 Adherents who choose to sacrifice their eye will have a much harder time hitting
813 their targets, to the same degree as if they were wearing two amulets of
816 If you make this sacrifice, your powers granted by Ru will become stronger in
817 proportion to the value of the sacrifice, and you may gain new powers as well.
819 Sacrifices cannot be taken back.
821 Sacrifice Resistance ability
823 Adherents who choose to sacrifice their resistance will become vulnerable to
824 extreme heat and cold.
826 If you make this sacrifice, your powers granted by Ru will become stronger in
827 proportion to the value of the sacrifice, and you may gain new powers as well.
829 Sacrifices cannot be taken back.
831 Reject Sacrifices ability
833 Adherents who cannot bring themselves to make any offered sacrifice may reject
834 the offers. Doing so means Ru will take more time evaluating the adherent's
835 readiness for future sacrifices. Ru will not offer more sacrifices while there
836 is an existing offer still extended.
838 Each consecutive rejection increases the sacrifice timer significantly.
839 Accepting a sacrifice will reset the timer to the standard length.
841 Renounce Religion ability
843 Renounce your faith. This will make your character leave your god (and usually
846 Convert to Beogh ability
848 Swear your fealty to Beogh, the god of cave orcs. This god demands that all
849 non-believers must die, but new believers must be spared and accepted into the
850 fold. Beware, for orcs who haven't seen you convert may still be hostile until
851 you've built your reputation!
853 All other gods hate Beogh, and don't take desertion lightly.
856 Make oklob sapling ability
858 Plant an oklob sapling with the ability to spit acid at the targeted location.
860 Make arrow trap ability
862 Create an arrow trap at the targeted location.
866 Cause a plant to grow at the targeted location.
870 Uncurse all of your equipment.
872 Make burning bush ability
874 Plant a burning bush with the ability to throw fire and see invisible monsters
875 at the targeted location.
879 Create an altar to a chosen god at your location.
881 Make grenades ability
883 Spawn a number of explosive giant spores around you.
885 Make oklob plant ability
887 Plant a fully grown oklob plant with the ability to spit acid at the targeted
890 Make net trap ability
892 Create a net trap at the targeted location.
894 Make ice statue ability
896 Construct a statue with various icy abilities at the targeted location.
898 Make spear trap ability
900 Create a spear trap at the targeted location.
902 Make alarm trap ability
904 Create an alarm trap to alert you to the presence of monsters at the targeted
907 Make mushroom circle ability
909 Grow a circle of fungi centred at the targeted location.
911 Make bolt trap ability
913 Create a bolt trap at the targeted location.
915 Make crystal statue ability
917 Construct a statue with the ability to confuse monsters at the targeted
920 Make needle trap ability
922 Create a poisonous needle trap at the targeted location.
926 Perform a controlled teleport.
930 Create a pool of shallow water at your location.
932 Make lightning spire ability
934 Construct a lightning spire with the ability to throw electricity at the
937 Make obsidian statue ability
939 Construct a statue with the ability to summon friendly demons at the targeted
944 Create a portal to a bazaar at your location.
948 Acquire a large quantity of gold.
950 Make oklob circle ability
952 Grow a circle of oklob plants centred at the targeted location.
956 Acquire a chosen type of item.
958 Make blade trap ability
960 Create a blade trap at the targeted location.
962 Make curse skull ability
964 Construct a curse skull with the ability to summon the undead at the targeted
965 location, at the cost of a necromantic backlash to yourself.