
Blood Fountain #
Never runs dry
Each use restores one point of life while you are below your maximum. Keep clicking to fill up.
A shrine grants one blessing, or one curse, and goes dark. Fountains, cauldrons and the goat shrine keep their own rules.


Shrines stand in shrine rooms on depths 1 to 8, in the Desecrated Abbey and the Catacombs: a shrine against a wall, a candle on each side, and monsters in the room. Click a shrine to use it. It speaks once, in gold, and goes dark for good.
Each shrine's kind is drawn at random when the level is made. The shrine table holds 24 entries for a game played alone, and the Magical Shrine fills two of them. Changes to your attributes stop at your class's maximum.
23 shrines, in alphabetical order. The message is what the shrine says when you use it.
| Shrine | Message | Effect | Where |
|---|---|---|---|
| Abandoned Shrine | Something long forsaken steadies your hands. (+2 Dexterity) | +2 Dexterity. | Shrine rooms on depths 1 to 8, goat shrines and cauldrons. |
| Creepy Shrine | Cold fingers knot themselves through your sinews. (+2 Strength) | +2 Strength. | Shrine rooms on depths 1 to 8, goat shrines and cauldrons. |
| Cryptic Shrine | Lightning answers the altar's wrath, and your mind floods to the brim. | Casts Nova around you, stronger in deeper areas, and refills your mana. | Shrine rooms on depths 1 to 8, goat shrines and cauldrons. |
| Divine Shrine | Blessed waters rise to meet you, and the wounds of the day close. | Restores all your life and mana and leaves two potions on the floor: a Potion of Full Mana and a Potion of Full Healing on depths 1 to 3, two Potions of Full Rejuvenation deeper down. | Shrine rooms on depths 1 to 8, goat shrines and cauldrons. |
| Eerie Shrine | Voices from beneath press forbidden learning into your skull. (+2 Magic) | +2 Magic. | Shrine rooms on depths 1 to 8, goat shrines and cauldrons. |
| Eldritch Shrine | Every vial you carry curdles into something stranger and stronger. | In your pack and belt, every Potion of Healing or Potion of Mana becomes a Potion of Rejuvenation, and every Potion of Full Healing or Potion of Full Mana becomes a Potion of Full Rejuvenation. | Shrine rooms on depths 1 to 8, goat shrines and cauldrons. |
| Enchanted Shrine | Your spells feed upon one another. One of them starves. (+1 to all spells but one) | If you have learned two or more spells, every one of them gains a level, up to 15, except one picked at random, which loses a level instead. | Shrine rooms on depths 1 to 8 and goat shrines on depths 4 to 8. |
| Fascinating Shrine | Fire is promised to you, and the promise takes its tithe. (Firebolt +2, -10% max mana) | Firebolt gains 2 levels, up to 15, and you learn it if you did not know it. In return you lose a tenth of your base maximum mana for good, even when the spell is already at 15. | Shrine rooms on depths 1 to 8, goat shrines and cauldrons. |
| Glimmering Shrine | Hidden truths crawl to the surface of everything you carry. | Identifies every magic and unique item you carry. | Shrine rooms on depths 1 to 8, goat shrines and cauldrons. |
| Gloomy Shrine | Shadow clots upon your steel: it shields, but it will not bite. (+2 armor, -1 max damage) | Every helm, shield and body armour you carry, worn or in the pack, gains 2 armour. Every weapon you carry loses 1 maximum damage, never below its minimum. | Shrine rooms on depths 1 to 8, goat shrines and cauldrons. |
| Holy Shrine | The world folds like a page, and you are elsewhere. | Casts Phasing, which blinks you to a random spot nearby. | Shrine rooms on depths 1 to 8, goat shrines and cauldrons. |
| Magical Shrine | A pale ward unfolds around you like a shroud. | Casts Mana Shield on you. It has two entries in the shrine table, so it turns up twice as often as any other shrine. | Shrine rooms on depths 1 to 8, goat shrines and cauldrons. |
| Mysterious Shrine | Something within you is unmade, then stitched back crooked. (-1 to all attributes, +6 to one) | Lowers Strength, Magic, Dexterity and Vitality by 1, then raises one of them, picked at random, by 6. | Shrine rooms on depths 1 to 8, goat shrines and cauldrons. |
| Ornate Shrine | Holy light is promised to you, and the promise takes its tithe. (Holy Bolt +2, -10% max mana) | Holy Bolt gains 2 levels, up to 15, and you learn it if you did not know it. In return you lose a tenth of your base maximum mana for good, even when the spell is already at 15. | Shrine rooms on depths 1 to 8, goat shrines and cauldrons. |
| Quiet Shrine | In the hush, your heart learns to beat harder. (+2 Vitality) | +2 Vitality. | Shrine rooms on depths 1 to 8, goat shrines and cauldrons. |
| Religious Shrine | Rust and ruin are absolved. Your gear is whole once more. | Repairs every item you carry to full durability. | Shrine rooms on depths 1 to 8, goat shrines and cauldrons. |
| Sacred Shrine | Thunder is promised to you, and the promise takes its tithe. (Charged Bolt +2, -10% max mana) | Charged Bolt gains 2 levels, up to 15, and you learn it if you did not know it. In return you lose a tenth of your base maximum mana for good, even when the spell is already at 15. | Shrine rooms on depths 1 to 8, goat shrines and cauldrons. |
| Secluded Shrine | The halls whisper their true shape to you. | Reveals the map of the whole level. | Shrine rooms on depths 1 to 8, goat shrines and cauldrons. |
| Spiritual Shrine | Grave-coins weep from nowhere into the hollows of your pack. | Gold for every empty cell of your pack, straight into your purse. Each cell gives 5 to 14 gold in the Desecrated Abbey, 10 to 29 gold in the Catacombs, 15 to 44 gold in the Weeping Caves and 20 to 59 gold in the Abyss. | Shrine rooms on depths 1 to 8, goat shrines and cauldrons. |
| Stone Shrine | The stone exhales, and every hollow staff is filled again. | Recharges every staff you carry to its full charges. | Shrine rooms on depths 1 to 8, goat shrines and cauldrons. |
| Thaumaturgic Shrine | Somewhere, lids creak shut. The emptied coffers remember what they held. | Every chest you have already opened on this level closes again, with new contents. | Shrine rooms on depths 1 to 8. |
| Weird Shrine | Your weapons drink the dark and grow hungry. (+1 max damage) | Raises the maximum damage of the weapons in your hands, and of every weapon in your pack, by 1. | Shrine rooms on depths 1 to 8, goat shrines and cauldrons. |
Fountains stand in rooms of their own, at most one of each kind per level, on depths 1 to 15. The Abyss rarely has such rooms.

Never runs dry
Each use restores one point of life while you are below your maximum. Keep clicking to fill up.

Never runs dry
Each use restores one point of mana while you are below your maximum.

One use
Casts Infravision on you, so you see monsters through walls. It lasts longer in deeper areas.

One use
Takes 1 point from one attribute and gives 1 point to another. The fountain decides which two when the level is made.

Depths 4 to 9
A goat shrine room appears only on levels whose monsters include goat-men, so only on depths 4 to 9. The shrine stands in the room, ringed by goat-men who guard it.
A random shrine effect, drawn when you use it: any shrine above except the Thaumaturgic Shrine. The Enchanted Shrine only comes up in the Desecrated Abbey and the Catacombs. One use.
Abyss, depths 13 to 15
Every level from depth 13 to 15 holds one or two cauldrons.
A random shrine effect, drawn when you use it: any shrine above except the Thaumaturgic Shrine. Never the Enchanted Shrine, which belongs to the upper areas. One use.
Small Chest, Chest, Large Chest
Every level from depth 1 to 15 has 5 to 9 small chests, 3 to 5 chests and 1 to 4 large chests. They hold up to one, two and three items. About three items in four are gold. One chest in eight holds only potions of healing or mana and scrolls of Town Portal.
In the Catacombs, the Weeping Caves and the Abyss, one chest in ten is trapped. Opening it fires an arrow, a fire arrow or, below the Catacombs, a nova at you. The large chests on quest maps always hold three magic items or spell books.
Desecrated Abbey, depths 1 to 4
Each level of the Desecrated Abbey has 10 to 14 sarcophagi, and more line the alcoves of the Hollow King's tomb. Three in ten hold an item, most often gold. Two in ten release a skeleton, on levels where skeletons live. The rest are empty.
Barrel
Every level from depth 1 to 15 has 3 to 7 clusters of barrels. Hit one to break it. Two in ten hold an item, a third of those a potion or scroll. Two in ten hide a skeleton, on levels where skeletons live.
Explosive barrels are kegs marked with a skull, though their name is the same. They hold nothing. Broken, one bursts into flame: 8 to 16 fire damage to you if you stand next to it, 1 to 4 to monsters beside it, and every explosive barrel beside it goes off too.
A Library Book or a Bone-Bound Tome gives a spell book one time in five, otherwise a scroll. A bookcase always gives a spell book. Libraries appear in the Desecrated Abbey and the Catacombs.
Depths 4, 8 and 12 each hold a story book ringed by candles. Each run reads one of three series, from depth 4 down:
Four quests start with a book: The Last Paladin, The Ossuary, The Sightless Halls and The Crimson Warmaster.
Lever, Skull Lever
A lever in the Hollow King's tomb opens his treasury. On depth 16, four skull levers each open one seal of Vorthax's fortress, the last one his throne door. See The Hollow King and The Unmaker.

Catacombs and deeper
They stand in rooms of their own below the Desecrated Abbey. Only the first such room of a level holds a working stand or rack; the other stands are empty displays.
An armour stand gives magic light armour on depth 5, medium armour on depths 6 to 9, magic at least half the time, heavy armour on depths 10 to 12 and magic heavy armour from depth 13. A weapon rack gives a magic sword, axe, bow or mace.
Desecrated Abbey and Catacombs
On levels where skeletons live, a room may hold a skull fire ringed by banners and risen skeletons, with a Bone-Bound Tome on either side. Each tome gives a spell book one time in five, otherwise a scroll.
Abyss and some rooms
Each holds one item, most often gold. Every level from depth 13 to 15 has 2 to 5 of them, and they fill some rooms higher up.
A dead hero lies somewhere on depth 9. Search the body for a gift that depends on your class:
Above the Abyss, any chest, sarcophagus or door may be wired to a trap in a nearby wall: one in ten on depth 1, rising to one in four from depth 7. It fires when you open the object. Traps shoot arrows, and from depth 3 also fire bolts, from depth 6 lightning.
The Rogue sees "Trapped" in the name of an armed object. The Trap Disarm skill succeeds with a chance of about 2 × Dexterity − 5 × depth percent.