[O] [Spoilers] Spoiler update for 0.6.2b

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Archived from groups: rec.games.roguelike.angband (More info?)

I've finished updating all my Oangband spoiler files for version 0.6.2b
and all had at least minor changes, so I'll be posting the updated
versions here. They'll all be posted as replies to this post, in order
to minimize the clutter.

Alex Wilkins
 
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Archived from groups: rec.games.roguelike.angband (More info?)

ATTACKING AND DAMAGE

Version 0.1.2 Update 2004-04-17

======================== Chance to Hit Monsters ========================

To calculate your character's chance to hit a monster in melee, first
take your base melee skill from your race and class and then add in
your level times the bonus each provides per level. Add any bonuses
provided by your equipment (gloves of slaying and the like), except
for your weapon, bow, and quiver. Then add any bonuses or penalties
due to your current status (if you have more than one status, they are
cumulative, except stun and heavy stun are not cumulative with each
other). Next add your bonus from dexterity. If you are currently
shapechanged, apply the appropriate adjustment. Then if your bow
weighs more than your maximum weapon weight by strength, subtract two
for every pound it is over the limit. Do the same for your weapon (if
any).

Then, if you are a druid fighting bare-handed, you get a bonus to hit
of 14 plus your level. For other classes, the martial arts specialty
grants a bonus of half your level when not wielding a weapon. If you
are wielding a weapon, if the weight of the weapon is greater than the
base allowance for your class plus your level times the allowance per
level, you suffer the listed penalty times the number of pounds you
are over the limit, with the given maximum penalty. On the other hand,
if the weight of your weapon is less than the allowance, you gain the
listed bonus times the number of pounds you are under the limit, with
the given maximum bonus. Note that all of this is in addition to any
possible penalty from having insufficient strength to properly wield
your weapon. Next, priests and paladins wielding non-blessed swords
or polearms (but not diggers) suffer a penalty of 10 plus half their
level to hit. Humans wielding swords and dwarves wielding polearms
gain a bonus of 3 plus their level over 7 to hit, while ents wielding
polearms have a 3 plus level over 7 penalty. Finally, add in any
plusses from your weapon's enchantment. Together, all of this
determines your base ability to hit any monster. This is the value on
which your Fighting skill is based; the various descriptors and the
ranges they encompass are also displayed below.

There are two additional modifications which may apply depending on
which monster you choose to attack, however. First, if the monster is
sleeping and you can see it, you gain a bonus to hit based upon your
class. Second, if you cannot see the monster, your melee skill is
halved.

To determine whether you hit a monster, you need to also know the
monster's AC. This is specific to a monster type and can generally be
determined either by killing enough of them or by looking in
monster.txt. The only modifier which may apply is due to the terrain,
which may make the monster easier or more difficult to hit.

There is then a 10% chance that your melee skill and the monster's
AC will be totally ignored: 5% of the time, you will automatically
hit, and the other 5% of the time you will automatically miss.
Otherwise, a random number between 0 and 1 less than your melee skill
will be generated, and if this is greater than or equal to the
monster's AC, you hit.

As a concrete example, consider Sulad, a 16th level Dunadan Druid
attacking a sleeping baby green dragon barehanded. His base melee
skill from race and class is +14 (+2 for being a dunadan and +12 for
being a druid), modified by +11 for his level (0.16 * 16 = 2 for being
a dunadan and 0.60 * 16 = 9 for being a druid), for a total of 25.
His armor (hard leather armor) provides a -1 to hit, but his dexterity
(15) provides a +1, cancelling that out. Since he is fighting
bare-handed and shooting a sling (0.5 lb.), he doesn't suffer any
penalty for having a weapon or bow that is too heavy. Because he is a
druid fighting bare-handed, he gets a +30 bonus to hit (+14 + 16 for
his level), making his modified skill +55. Since the dragon is
sleeping, he gains an additional +8 to hit, making his final skill
+63. A baby green dragon has an AC of 12, meaning that Sulad has a
0.05 + 0.9 * (51 / 63) = 77.857% chance of hitting it.

Suppose Sulad were instead wielding a two-handed flail. In this case,
his melee skill from race, class, equipment, and dexterity remain the
same, but since his strength is only 13 and a two-handed flail weighs
22 lbs., he suffers a -4 penalty to hit from his lack of strength (-2
* 2 lbs. over the limit for his strength). He no longer gains the
druid bonus for fighting bare-handed. The weapon weight allowance for
a 16th level druid is 7.24 lbs., rounded to 7.2 (because all weights
are internally expressed as decipounds). He would therefore suffer an
additional -48 penalty for his weapon's weight (-3.3 * 14.8 lbs. over
the limit), but the maximum penalty for a druid is only -30, making
his modified skill -9 (25 - 4 - 30). Since the dragon is sleeping, he
still gains that +8 to hit, making his final skill -1. Because this is
less than the monster's AC, he will only hit 5% of the time.

+-----------------------------------+ +----------------------------------+
| Melee skill, by race | | Melee skill, by class |
+--------------+--------+-----------+ +-------------+--------+-----------+
| Race | Base + | Per Level | | Class | Base + | Per Level |
+--------------+--------+-----------+ +-------------+--------+-----------+
| Human | 0 | 0 | | Warrior | +25 | +2 |
| Half-Elf | -1 | -0.08 | | Mage | +10 | +0.50 |
| Elf | -1 | -0.12 | | Priest | +16 | +1 |
| Hobbit | -3 | -0.34 | | Rogue | +15 | +1.40 |
| Gnome | -3 | -0.26 | | Ranger | +15 | +1.30 |
| Dwarf | +2 | +0.22 | | Paladin | +19 | +1.52 |
| Half-Orc | +2 | +0.10 | | Druid | +12 | +0.60 |
| Half-Troll | +3 | +0.34 | | Necromancer | +10 | +0.60 |
| Dunadan | +2 | +0.16 | | Assassin | +20 | +1.70 |
| High-Elf | 0 | 0 | +-------------+--------+-----------+
| Maia | +4 | +0.40 |
| Shadow Fairy | -3 | -0.24 | +------------------------+
| Ent | +2 | +0.16 | | + to hit by status (c) |
| Beorning | +2 | +0.12 | +------------+-----------+
+--------------+--------+-----------+ | Status | + to hit |
+------------+-----------+
+-----------------------------------+ | Stun | -5 |
| Maximum weapon weight by strength | | Heavy Stun | -20 |
+-----------------+-----------------+ | Blessed | +10 (+15) |
| Strength | Max Weight | | Heroism | +10 (+15) |
+-----------------+-----------------+ | Berserk | +5 (+10) |
| 3 | 4 lbs. | +------------+-----------+
| 4 | 5 lbs. |
| 5 | 6 lbs. | +------------------------+
| 6 | 7 lbs. | | Shapechanging + to hit |
| 7 | 8 lbs. | +-------------+----------+
| 8 | 10 lbs. | | Shape | + to hit |
| 9 | 12 lbs. | +-------------+----------+
| 10 | 14 lbs. | | Normal | 0 |
| 11 | 16 lbs. | | Mouse | -15 |
| 12 | 18 lbs. | | Ferret | 0 |
| 13 | 20 lbs. | | Hound | 0 |
| 14 | 22 lbs. | | Gazelle | 0 |
| 15 | 24 lbs. | | Lion | +10 |
| 16 | 26 lbs. | | Ent | 0 |
| 17 | 28 lbs. | | Bat | -5 |
| 18 - 18/19 | 30 lbs. | | Werewolf | +20 |
| 18/20 - 18/29 | 35 lbs. | | Vampire | +5 |
| 18/30 - 18/39 | 40 lbs. | | Wyrm | 0 |
| 18/40 - 18/49 | 45 lbs. | | Bear | +5 (a) |
| 18/50 - 18/59 | 50 lbs. | +-------------+----------+
| 18/60 - 18/69 | 55 lbs. |
| 18/70 - 18/79 | 60 lbs. |
| 18/80 - 18/89 | 65 lbs. |
| 18/90 - 18/99 | 70 lbs. |
| 18/100 - 18/149 | 80 lbs. |
| 18/150 - 18/199 | 90 lbs. |
| >= 18/200 | 100 lbs. |
+-----------------+-----------------+

+--------------------------------------------------------------+
| Weight allowances and consequent bonuses/penalties to hit |
+-------------+--------+---------+------+-------+------+-------+
| Class | Allow | per Lev | -/lb | Max - | +/lb | Max + |
+-------------+--------+---------+------+-------+------+-------+
| Warrior | 15 lbs | 0.6 lb | -1.7 | -10 | +0 | +0 |
| Mage | 6 lbs | 0.2 lb | -3.3 | -30 | +0 | +0 |
| Priest | 12 lbs | 0.2 lb | -2.5 | -25 | +0 | +0 |
| Rogue | 10 lbs | 0.2 lb | -3.3 | -25 | +1.7 | +15 |
| Ranger | 12 lbs | 0.26 lb | -2.0 | -20 | +0 | +0 |
| Paladin | 15 lbs | 0.6 lb | -1.7 | -10 | +0 | +0 |
| Druid | 5 lbs | 0.14 lb | -3.3 | -30 | +0 | +0 |
| Necromancer | 6 lbs | 0.2 lb | -3.3 | -30 | +0 | +0 |
| Assassin | 10 lbs | 0.2 lb | -3.3 | -25 | +2.2 | +20 |
+-------------+--------+---------+------+-------+------+-------+

+-------------------------------------+ +----------------------------+
| Bonus to hit sleeping monsters | | Dexterity bonus to hit |
+---------+-------+----------+--------+ +-----------------+----------+
| Level | Rogue | Assassin | Others | | Dexterity | + to hit |
+---------+-------+----------+--------+ +-----------------+----------+
| 1 - 4 | +10 | +7 | +5 | | 3 | -4 |
| 5 - 9 | +12 | +9 | +6 | | 4 | -3 |
| 10 - 14 | +14 | +10 | +7 | | 5 | -2 |
| 15 - 19 | +16 | +12 | +8 | | 6 - 7 | -1 |
| 20 - 24 | +18 | +13 | +9 | | 8 - 14 | 0 |
| 25 - 29 | +20 | +15 | +10 | | 15 | +1 |
| 30 - 34 | +22 | +16 | +11 | | 16 | +2 |
| 35 - 39 | +24 | +18 | +12 | | 17 - 18/19 | +3 |
| 40 - 44 | +26 | +19 | +13 | | 18/20 - 18/49 | +4 |
| 45 - 49 | +28 | +21 | +14 | | 18/50 - 18/69 | +5 |
| 50 | +30 | +22 | +15 | | 18/70 - 18/89 | +6 |
+---------+-------+----------+--------+ | 18/90 - 18/99 | +7 |
| 18/100 - 18/109 | +8 |
+-------------------------------------+ | 18/110 - 18/119 | +9 |
| Monster Melee Terrain bonuses to AC | | 18/120 - 18/129 | +10 |
+-------------------+-----------------+ | 18/130 - 18/139 | +11 |
| Terrain | + to AC | | 18/140 - 18/149 | +12 |
+-------------------+-----------------+ | 18/150 - 18/159 | +13 |
| FEAT_RUBBLE | AC / 7 + 5 | | 18/160 - 18/169 | +14 |
| FEAT_TREE | AC / 7 + 5 (b) | | 18/170 - 18/179 | +15 |
| FEAT_WATER | - AC / 5 | | 18/180 - 18/189 | +16 |
+-------------------+-----------------+ | 18/190 - 18/199 | +17 |
| 18/200 - 18/209 | +18 |
+-------------+-------------+ | 18/210 - 18/219 | +19 |
| Description | Skill Value | | >= 18/220 | +20 |
+-------------+-------------+ +-----------------+----------+
| Awful | < 0 |
| Very Bad | 0 - 9 |
| Bad | 10 - 19 |
| Poor | 20 - 29 |
| Mediocre | 30 - 39 |
| Fair | 40 - 49 |
| Good | 50 - 59 |
| Very Good | 60 - 79 |
| Excellent | 80 - 109 |
| Superb | 110 - 139 |
| Heroic | 140 - 179 |
| Legendary | > 179 |
+-------------+-------------+

Notes:
(a) If the player is 40th level or above, this is +10 instead.
(b) Does not apply if the character is a druid or ranger.
(c) Bonuses in parentheses are those granted with the enhance magic
specialty.

==================== Missile Weapons and Chance to Hit ====================

Your chance to hit with a fired missile is calculated similarly to
your chance to hit with a melee weapon. The only differenes are as
follows: First, your base missile skill from race, class, and level
will be different, so use the table for those below. Next, being
berserk provides a -15 or -10 to hit with a missile weapon (depending
on whether you have the enhance magic specialty), rather than a +5 or
+10 bonus (as in melee). Similarly, most shapechanges will cause a
penalty to hit, as shown in the table below. The penalties for
wielding a weapon or bow that is too heavy for your strength are the
same as in melee.

Instead of the melee bonus for using a specific type of melee weapon,
certain races and classes get bonuses or penalties for using different
types of missile weapons. Rogues gain a bonus to hit of 3 + level / 4
when using a sling, rangers suffer a penalty of level / 7 when using a
crossbow or sling, and druid gain a bonus of level / 7 when using a
sling. Also, humans using crossbows, elves or half-elves (but not
high elves) using bows, and hobbits susing slings gain a bonus of 3 +
level / 7, but dwarves shooting bows suffer a penalty of 3 + level /
7.

Add in your missile launcher and missile's enhantments, rather than
your weapon's. Finally, in missile combat, rogues and assassins gain
no special bonuses to hit sleeping monsters; all classes get only a 5
+ level / 5 bonus to hit.

The monster's AC is the same as with melee combat, with the exception
that the bonuses or penalties from terrain tend to be more severe.

There are three special modifiers which only apply to missile
combat: first, if you are using a missile launcher of accuracy, there
is a 1 / 6 chance that your target's AC will be cut in third (there
will be no message when this happens, unless the launcher has not been
IDed). Second, you suffer a penalty to hit equal to the distance
between yourself and the target. Third, after the above penalty is
applied, you gain a bonus of half your missile skill if this is a
continuation of a piercing attack; if this is the continuation of a
missed attack, your missile skill is redued to two thirds its previous
value. Note that the bonus to hit sleeping monsters is not applied
until after these modifications.

Once your final missile skill and the monster's adjusted AC have both
been calculated, whether you hit the monster is determined in the same
way as with melee combat. Missiles that do not hit the opponent
continue on; if you have the piercing shot specialty and are using a
bow or crossbow, successful hits have a 50% chance of continuing.

+-----------------------------------+ +----------------------------------+
| Missile + to hit, by race | | Missile + to hit, by class |
+--------------+--------+-----------+ +-------------+--------+-----------+
| Race | Base + | Per Level | | Class | Base + | Per Level |
+--------------+--------+-----------+ +-------------+--------+-----------+
| Human | 0 | 0 | | Warrior | +25 | +1.60 |
| Half-Elf | +1 | +0.12 | | Mage | +15 | +0.50 |
| Elf | +2 | +0.20 | | Priest | +15 | +0.50 |
| Hobbit | +2 | +0.16 | | Rogue | +29 | +1.20 |
| Gnome | 0 | 0 | | Ranger | +30 | +1.90 |
| Dwarf | 0 | 0 | | Paladin | +15 | +0.40 |
| Half-Orc | -1 | -0.12 | | Druid | +21 | +0.80 |
| Half-Troll | -2 | -0.16 | | Necromancer | +15 | +0.60 |
| Dunadan | 0 | 0 | | Assassin | +29 | +1.60 |
| High-Elf | +3 | +0.24 | +-------------+--------+-----------+
| Maia | +4 | +0.40 |
| Shadow Fairy | -1 | -0.08 | +-------------------------+
| Ent | -2 | -0.16 | | Shapechanging Missile + |
| Beorning | 0 | 0 | +--------------+----------+
+--------------+--------+-----------+ | Shape | + to hit |
+--------------+----------+
+---------------------------------------+ | Normal | 0 |
| Monster Missile Terrain bonuses to AC | | Mouse | -45 |
+---------------------+-----------------+ | Ferret | -30 |
| Terrain | + to A | | Hound | -30 |
+---------------------+-----------------+ | Gazelle | -30 |
| FEAT_RUBBLE | AC / 5 + 5 | | Lion | -20 |
| FEAT_TREE | AC / 5 + 5 (b) | | Ent | -30 |
| FEAT_WATER | - AC / 4 | | Bat | -35 |
+---------------------+-----------------+ | Werewolf | -10 |
| Vampire | -5 |
| Wyrm | -30 |
| Bear | -25 (a) |
+--------------+----------+

Notes:
(a) If the player is 40th level or above, this is -20 instead.
(b) Does not apply if the character is a druid or ranger.

==================== Thrown Weapons and Chance to Hit ====================

Thrown weapon are handled similarly to missile weapons and the base
thowing skill is calculated in the same manner, with the following
further modifications. First, there are no interations between the
type of item being thrown and the player's race or class (dwarves do
not gain a bonus to hit when throwing axes, nor do they suffer a
penalty when throwing arrows). Second, if the weapon is not a
throwing weapon (dagger, throwing hammer, storm hammer, spear,
throwing axe, or dart), you do not gain any bonuses to hit that may be
granted by your equipment. You also are not affected by certain other
bonuses and penalties; these are those that result from statuses
(except being berserk, which gives a -20 penalty), the bonus from a
high dexterity, the penalty from wielding a weapon or bow that is too
heavy for your strength, and some shapehange bonuses (you still suffer
a -10 penalty when a Vampire, and a -30 penalty when in any other form
than your normal one). Basically, you do not gain any bonus or
penalty which is displayed as a + to hit, rather than directly affeting
your bows/throwing skill. However, you instead gain a bonus of half
again of your base skill and all those modifiers which do affect it.
You then gain the bonus to hit from the weapon being thrown's
enhantment (whether or not it is a throwing weapon), rather than the
bonus from your missile launcher and missile. Third, the only class
which gains a bonus to hit sleeping monsters is the assassin, and only
if throwing a throwing weapon. In this case, they gain a bonus of 15
+ level / 2. Fourth, since throwing weapons of accuracy do not exist
and throwing weapons do not continue beyond their targets, those
modifications do not apply.

The monster's AC is calculated as with a missile weapon, and one this
is known, whether you hit the monster is determined in the same
manner.

========================= Damage in Melee Combat =========================

When computing the amount of damage done by a weapon in melee combat,
two things matter most: the number of dice your weapon uses and the
number of sides on each of those dice. Nearly every other modifier
to your damage affects one of those two things, so raising them can be
crucial.

To compute the amount of damage done by an attack, the first thing
that is checked is whether a critical occurred. If you have the
armsman specialty and can see your opponent, one time out of six you
will get a critical. If you don't get a critical from that, take your
total melee skill versus the monster you hit. Your chance to get a
critical is your melee skill divided by the quantity 240 plus your
melee skill, so a melee skill of 120 means you critical one third of
the time. If you do critical, you have a 1/40 chance of having five
extra dice added to your weapon, a 13/160 chance of having four extra
dice, a 143/480 chance of three, and a 143/240 chance of two. The
mean number of dice that will be added by a critical is 2.535.

Next, compute the average damage from one die for your weapon. This
is equal to half the number of sides plus an additional one half.
This (as with most of the numbers dealing with the damage done) will
be computed without rounding. Then multiply it by the highest value
given below corresponding to an applicable brand or slay that the
weapon possesses. Brands are applicable if the monster that was hit
does not resist that element; slays are applicable if the monster is
of the appropriate type.

If you have the holy light specialty and the monster being attacked is
undead, add 0.4 to the multiplier if the multiplier would otherwise be
3.0 (because of a whip of the balrog), 0.3 if it would otherwise be
2.0 or 2.5 (like a weapon of *slay* orc versus a skeleton orc), and
0.2 if it would otherwise be 1.0, 1.5, or 1.7 (a weapon of slay animal
versus a skeleton serpent, for example). If you have holy light and
the monster is not undead but is evil, add 0.3 to the multiplier if it
would otherwise be 3.0, 0.2 if it would otherwise be 2.0 or 2.5, and
0.1 if it would otherwise be 1.0, 1.5, or 1.7.

Next, multiply the average damage done by 1 + your deadliness
percentage. For example, if your deadliness percentage is 81%,
multiply the average damage done by 1.81. Similarly, if your
deadliness percentage is -81%, multiply the average damage done by
0.19. Note that this multiplier cannot be less than 0 nor more than
3.55.

Next, convert the average damage done back into a number of sides by
multiplying it by two and subtracting one. At this point, you will
likely have a mixed number for the number of sides. Take the
integer portion of this number as the number of sides. You then have
a chance equal to the fractional portion of this number of having one
added to the number of sides.

Finally, roll the total number of dice from your weapon and any
critical with sides as calculated above, and add in a bonus for your
highest applicable brands or slay. This bonus is equal to the
multiplier for the brand or slay times ten minus 10, so a weapon of
*slay* dragon would add a +15 to damage in addition to its multiplier.

+----------------------------+
| Brand and Slay Multipliers |
+---------------+------------+
| Brand/Slay | Mul |
+----------------------+-----+
| No Brand/Slay | 1.0 |
| Slay Animal | 1.7 |
| *Slay* Animal | 2.0 |
| Slay Evil | 1.5 |
| Holy Attack | 1.5 |
| *Slay* Evil | 1.7 |
| Slay Undead | 2.0 |
| *Slay* Undead | 2.5 |
| Slay Demon | 2.0 |
| *Slay* Demon | 2.5 |
| Slay Orc | 2.0 |
| *Slay* Orc | 2.5 |
| Slay Troll | 2.0 |
| *Slay* Troll | 2.5 |
| Slay Giant | 2.0 |
| *Slay* Giant | 2.5 |
| Slay Dragon | 2.0 |
| *Slay* Dragon | 2.5 |
| Acid Brand | 1.7 |
| Electricity Brand | 1.7 |
| Fire Brand | 1.7 |
| Whip of the Balrog | 3.0 |
| Cold Brand | 1.7 |
| Poison Brand | 1.7 |
+----------------------+-----+

======================== Damage in Missile Combat ========================

Damage in missile combat is computed similarly to damage in melee
combat, with one exception--the multiplier from your missile weapon.
Again, the first thing checked is whether you obtained a critical
hit. The marksman specialty gives you a flat 1 in 6 chance of getting
a critical; if this fails (or you don't have the marksman specialty),
your chance to get a critical is your missile skill divided by 360
plus your missile skill. Therefore, a ranger with the marksman
specialty and a total missile skill of 90 has a 1 in 3 chance of
getting a critical (1/6 from marksman + 5/6 * 90 / (360 + 90) from
missile skill = 1/6 + 1/6 = 1/3). If you do critical, you have a 1/50
chance of having three extra dice, a 49/500 chance of two, and a
441/500 chance of one. The mean number of dice added by a critical is
thus 1.138 (slightly less than half the mean number of dice added by a
melee critical).

Next, compute the average damage from one die for your weapon, as with
a melee weapon (half the number of sides, plus one half). Multiply
this by the launcher multiplier. Then multiply by the highest
applicable slay or brand on the weapon (note that paladins do not gain
the effect of temporary elemental brands on their missile weapons);
all brands and slays have the same effects as with melee weapons.
Finally, multiply this number by 1 plus your deadliness; as with melee
weapons, this multiplier cannot be less than 0 nor more than 3.55.

You now have the average damage done by one die for this shot.
Convert the average damage back into a number of sides as with a melee
weapon (multiply by 2, subtract one, and convert to a integer number
of sides by taking the fractional part of the number of sides as the
chance of having the integer portion plus one as the final number of
sides, otherwise you just have the integer portion).

Finally, roll the appropriate number of dice with the computed number
of sides (unless you got a critical, you will only get a single die).
Add an additional 15 points of damage to the rolled amount if you are
firing a weapon of velocity and it activated (1 in 20 chance each
shot). If you have a supershot active (from the activations of either
the Heavy Crossbow of Harad or a random artifact), multiply the damage
by 1.25 and then add an additional 35 points. Finally, assassins add
additional damage based on their level and the type of missile weapon:
half their level when using a sling, 40% of their level when using a
bow, and 1/3 of their level when using a crossbow.

The chance that your ammo breaks is 30% for arrows and 20% for bolts
and shots that pass through an occupied square and 0% for arrows,
bolts, and shots that do not.


There is one special case which is treated completely differently: if
you fire a missile of backbiting, it will strike you instead. In this
case, the number of dice rolled for damage is equal to your launcher
multiplier times either one or two, with a 50% chance for each. Each
die has size equal to four times the size of the missile die. There
is no chance of a critical hit, and the only special damage that
applies is that from a weapon of velocity. You will also sustain cuts
equal to a number between one and three times the damage inflicted.

===================== Damage Using Thrown Weapons =====================

Damage using thrown weapons is similar to that from missile weapons,
with the following exceptions:

* Many weapons have multiple dice.
* Perfectly balanced throwing weapons get twice the normal number
of dice (before critical hits are checked).
* Your chance of a critical hit (after the marksman chance) is based
on 3/2 your skill, rather than just your skill.
* Throwing weapons have their dice multiplied by 2 plus one-twelfth
your level, rounded down (so by 2 for levels 1-11, 3 for 12-23,
* etc.), applied after critical hits are checked.
* Non-throwing weapons (like potions of detonations) do not get
deadliness bonuses from other equipment you may be wearing.
* Supershots do not apply to thrown weapons.

The chance that your item breaks is 0% for perfectly balanced weapons
or items that don't pass through an occupied square, and 1% for other
throwing weapons that miss their targets. For other objects that pass
through an occupied square, the breakage chance is 100% for flasks,
potions, bottles, food, and junk, 40% for lights and scrolls, 30% for
arrows, 20% for wands, shots, bolts, and spikes, and 10% for other
items. Note that artifacts can never break.

The base damage dealt when thrown by all objects without displayed
damage dice is listed below; first the objects that do at least 5
damage on average, then others (objects not listed don't do damage).

Item | Damage
==============================+=======
Average Damage >= 5 |
------------------------------+-------
Mushroom of Unhealth | 8d7
Disease | 8d12
Full Plate Armour | 2d4
Ribbed Plate Armour | 2d4
Mithril Plate Mail | 2d4
Adamantite Plate Mail | 2d4
All Dragon Scale Mails | 2d4
Potion of Lose Life Force | 5d5
Ruination | 8d8
Detonations | 22d22
Death | 12d12
Large wooden chest | 2d5
Small iron chest | 2d4
Large iron chest | 2d6
Small steel chest | 2d4
Large steel chest | 2d6
Small Jeweled chest | 2d4
Large Jeweled chest | 2d6
Flask of oil | 2d6
------------------------------+-------
Average Damage < 5 |
------------------------------+-------
Sling | 2d1
Short Bow | 2d1
Long Bow | 3d1
Light Crossbow | 3d1
Heavy Crossbow | 4d1
Pair of Leather Sandals | 1d1
Soft Leather Boots | 1d1
Hard Leather Boots | 1d1
Metal Shod Boots | 1d1
Dwarven Boots | 1d1
Metal Cap | 1d1
Barbut | 1d2
Iron Helm | 1d3
Steel Helm | 1d3
Iron Crown | 1d1
Golden Crown | 1d1
Jewel-Encrusted Crown | 1d1
Soft Studded Leather | 1d1
Hard Studded Leather | 1d1
Leather Scale Mail | 1d1
Rusty Chain Mail | 1d4
Metal Scale Mail | 1d4
Chain Mail | 1d4
Augmented Chain Mail | 1d4
Double Chain Mail | 1d4
Bar Chain Mail | 1d4
Metal Brigandine Armour | 1d4
Partial Plate Armour | 1d6
Metal Lamellar Armour | 1d6
Mithral Chain Mail | 1d4
Set of Mail Gauntlets | 1d1
Steel Gauntlets | 1d1
Cesti | 1d1
Wicker Shield | 1d2
Small Leather Shield | 1d2
Small Metal Shield | 1d3
Large Leather Shield | 1d4
Large Metal Shield | 1d5
Knight's Shield | 1d6
Body Shield | 1d7
Shield of Deflection | 1d4
All Potions (unless noted) | 1d1
All Wands | 1d1
All Staves | 1d2
All Rods | 1d1
Small wooden chest | 2d3
Iron Spike | 1d1
Wooden Torch | 1d1
Brass Lantern | 1d1
All Junk (unles noted) | 1d1
Gnome Skeleton | 1d2
Elf Skeleton | 1d2
Dwarf Skeleton | 1d2
Human Skeleton | 1d2

============================ Shield Bashes ============================

To be able to shield bash, you must firstly be wearing a shield on
your arm (not on your back), and the monster you are attacking must be
awake, visible, and have a depth of at least half your level. If all
these conditions are satisfied, your base chance to bash is equal to
your melee skill (from race, class, and level only) plus your
dexterity bonus (or penalty) to hit. If you are a warrior or paladin,
add your level; if a mage, druid, or necromancer, divide this by
three. Then if you aren't a druid or a warrior with the martial arts
specialty, if you aren't wielding a weapon your bash chance is
quadrupled and if your weapon's dice times its sides (10 for a 2d5
longsword, for example) times your number of blows is less than three
times your shield's dice times its sides (see below), your bash chance
is doubled. So, for example, a paladin wielding a 2d4 mace and having
two blows would gain the doubled shield bash chance if wearing a
knight's shield or a body shield, since 2 * 4 * 2 = 16 < 1 * 6 * 3.

Shield Type | Base Damage | Shield Weight
----------------------+-------------+---------------
Wicker Shield | 1d2 | 3 lbs
Small Leather Shield | 1d2 | 5 lbs
of the Elements | 1d2 | 5 lbs
Small Metal Shield | 1d3 | 7 lbs
of Thorin | 1d3 | 7 lbs
Large Leather Shield | 1d4 | 11 lbs
of Celegorm | 1d4 | 11 lbs
Large Metal Shield | 1d5 | 13.5 lbs
of Anarion | 1d5 | 12 lbs
Knight's Shield | 1d6 | 16 lbs
of Earendil | 1d6 | 16 lbs
Body Shield | 1d7 | 20 lbs
Shield of Deflection | 1d4 | 8 lbs
of Gil-Galad | 1d4 | 8 lbs

If this bash chance is greater than a random number between zero and
239 plus 9 times the monster's depth, you get a shield bash. The
'quality' of the bash (on which the damage done depends) is equal to
your skill melee skill (race, class, level only) plus one eighth your
weight, plus one eighth the total weight of your equipment, plus 10 /
3 times the weight of your shield (all weights in pounds). If you
have taken the shield mastery specialty, an additional twice the
weight of your shield is added to the bash quality. The base damage
from your shield is rolled, then multiplied by the sum of one
twentieth the bash quality (rounded down) add one seventh your level
(again rounded down). Your strength bonus to deadliness is then
added, and the total capped at 125 damage maximum.

A shield chance also has separate chances for three side effects.
First, if the quality of the bash plus your level is greater than a
random number between 1 and 200 plus 4 times the monster's depth, the
monster is stunned for an (additional) 4 rounds, plus 1 round for
every five levels you have, to maximum of 24 rounds (regardless of how
stunned the monster started out). Second, if the quality of the bash
plus your level is greater than a new random number between 1 and 300
plus 6 times the monster's depth, and the monster is not immune to
confusion, the monster will be confused for an (additional) 4 rounds,
plus 1 round for every five levels you have (no maximum). Third, if
30 plus your dex bonus (or penalty) to hit is less than a random
number between 1 and 60, you lose a number of blows between 1 and your
maximum number of blows (this also affects your chances of getting an
extra attack this round, if you have the fast attacking specialty).

=================== Missile and Thrown Weapon Ranges ===================

Missile and thrown weapons continue in the direction they are fired or
thrown until they either reach the end of their range, hit a wall or
other obstacle, or reach a monster. Missile weapons (but not thrown
weapons) continue after missing a monster, and if you have the
Piercing Shot specialty they have a 50% chance of continuing after a
hit.

The range of a missile weapon is fairly easy to deterimine--it is
simply 10, plus 5 time the multiplier of your missile launcher. This
means that most slings and short bows have range 20, most long bows
and light crossbows range 25, and most heavy crossbows range 30.
Extra might multipliers can and do change these values.

The range of a thrown object is dependent upon your strength and the
weight of the object. Take your strength and add 20. (A strength of
18/xxx is treated as 20 + xx0, with a maximum of 240 for a strength of
18/220 or greater). Multiply this by 10, then divide it by the weight
of the object in tenths of a pound (or by 10, if the object weighs
less than one pound). The maximum distance an object can normally be
thrown is 10 squares, so if the number is greater than 10, reduce it
to 10. Finally, if you have the Mighty Throw specialty, double the
range.

For example, a dagger (1.2 lbs.) thrown by someone with strength
18/39 would have range ((20 + 30) + 20) * 10 / 12 = 58. Since this is
greater than 10, the range is reduced to 10. In fact, any object with
a weight of less than 2.3 lbs has the full range of 10 even when
thrown by someone with a strength of 3, since (3 + 20) * 10 / 23 =
10. On the other hand, a large jeweled chest (weight 65.0 lbs) can
only be thrown ((20 + 220) + 20) * 10 / 650 = 4 spaces, even by
someone with strength 18/220.
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.angband (More info?)

DEVICES--Staffs, Wands, and Rods.

Version 0.2.2 Updated 2005-04-14

============================= Device Skill =============================

Your device skill determines your chance to use staffs, zap rods, aim
wands, and activate artifacts. It, like most of your skills, is based
upon four things: race, class, and statistics, equipment, and current
shape. Each class gives a fixed amount of device skill at birth, plus
a set amount for each level (including the first). Each class also
gives a modification to device skill. Theoretically, a class could
get a set bonus (or penalty) at each level as well, but currently no
class does so. Your intelligence, if high enough, also provides a
bonus to your device skill.

The equipment which can modify your device skill is limited. Amulets
of Magical Item Mastery can grant a bonus of from +10 to +60 (each +1
of pval corresponds to a +10 to your device skill). The only
ego-items which grant a bonus are gloves of magic mastery, which can
modify your skill by +10 to +40. The only normal artifact which grants
a bonus is The Set of Steel Gauntlets of Eol, which grant a +30 bonus.
Random artifact weapons or gloves might also be found which grant a
bonus to device skill.

Finally, if you are currently shapechanged your device skill may be
affected, either reduced by a percentage or increased by a set amount.
For the most part, these modifications will be negative, due to the
assumed shape lacking hands or other implements with which to use the
devices. Note that all percentage changes round the result down to
the nearest smaller integer.

if you do not wish to compute your device skill from scratch or may be
wearing an item which grants an unknown bonus, your character info
screen may give you a rough idea of what your skill is.

+-------------+------+-----------+ +--------------+--------------+
| Class | Base | Per Level | | Race | Modification |
+-------------+------+-----------+ +--------------+--------------+
| Warrior | 18 | +0.70 | | Human | 0 |
| Mage | 36 | +1.30 | | Half-Elf | +3 |
| Priest | 32 | +1.00 | | Elf | +8 |
| Rogue | 32 | +1.00 | | Hobbit | +8 |
| Ranger | 26 | +0.80 | | Gnome | +18 |
| Paladin | 16 | +0.60 | | Dwarf | 0 |
| Druid | 26 | +0.90 | | Half-Orc | -5 |
| Necromancer | 32 | +1.00 | | Half-Troll | -8 |
| Assassin | 26 | +1.00 | | Dunadan | +5 |
+-------------+------+-----------+ | High Elf | +13 |
| Maia | +15 |
+-----------------+-------+ | Shadow Fairy | +5 |
| Intelligence | Bonus | | Ent | -2 |
+-----------------+-------+ | Beorning | -2 |
| 3 - 7 | 0 | +--------------+--------------+
| 8 - 14 | +1 |
| 15 - 17 | +2 | +----------+--------------+
| 18 / 18/19 | +3 | | Form | Modification |
| 18/20 - 18/39 | +4 | +----------+--------------+
| 18/40 - 18/59 | +5 | | Normal | 0% |
| 18/60 - 18/79 | +6 | | Mouse | -75% |
| 18/80 - 18/99 | +7 | | Ferret | -50% |
| 18/100 - 18/109 | +8 | | Hound | -50% |
| 18/110 - 18/119 | +9 | | Gazelle | -50% |
| 18/120 - 18/129 | +10 | | Lion | -50% |
| 18/130 - 18/139 | +11 | | Ent | 0% |
| 18/140 - 18/149 | +12 | | Bat | -75% |
| 18/150 - 18/159 | +13 | | Werewolf | -50% |
| 18/160 - 18/169 | +14 | | Vampire | +25 |
| 18/170 - 18/179 | +15 | | Wyrm | +10 |
| 18/180 - 18/189 | +16 | | Bear | -50% |
| 18/190 - 18/199 | +17 | +----------+--------------+
| 18/200 - 18/209 | +18 |
| 18/210 - 18/219 | +19 |
| 18/*** | +20 |
+-----------------+-------+

+-------------+-------------+
| Description | Skill Value |
+-------------+-------------+
| Awful | < 0 |
| Very Bad | 0 - 7 |
| Bad | 8 - 15 |
| Poor | 16 - 23 |
| Mediocre | 24 - 31 |
| Fair | 32 - 39 |
| Good | 40 - 47 |
| Very Good | 48 - 63 |
| Excellent | 64 - 87 |
| Superb | 88 - 111 |
| Heroic | 112 - 143 |
| Legendary | > 143 |
+-------------+-------------+

========================== Activating Devices ==========================

The chance for successfully activating a staff, wand, or rod depends
only upon your device skill, the native depth of the device, and
whether or not you are confused. This chance is computed as follows:
take your base device skill, and divide it by two if you are currently
confused. Then subtract from it the lesser of the native depth of the
device or 50. If this number (call it n) is less than 3, you have a 1
/ (3 * (4 - n)) of succeeeding. If it is greater than or equal to 3,
you have an (n - 2) / n chance of succeeding.

n | Chance n | Chance n | Chance n | Chance n | Chance
---+-------- ---+-------- ---+-------- ---+-------- ---+--------
-50| 0.6173% -10| 2.3810% 30|93.3333% 70|97.1429% 110|98.1818%
-49| 0.6289% -9| 2.5641% 31|93.5484% 71|97.1831% 111|98.1982%
-48| 0.6410% -8| 2.7778% 32|93.7500% 72|97.2222% 112|98.2143%
-47| 0.6536% -7| 3.0303% 33|93.9394% 73|97.2603% 113|98.2301%
-46| 0.6667% -6| 3.3333% 34|94.1176% 74|97.2973% 114|98.2456%
-45| 0.6803% -5| 3.7037% 35|94.2857% 75|97.3333% 115|98.2609%
-44| 0.6944% -4| 4.1667% 36|94.4444% 76|97.3684% 116|98.2759%
-43| 0.7092% -3| 4.7619% 37|94.5946% 77|97.4026% 117|98.2906%
-42| 0.7246% -2| 5.5556% 38|94.7368% 78|97.4359% 118|98.3051%
-41| 0.7407% -1| 6.6667% 39|94.8718% 79|97.4684% 119|98.3193%
-40| 0.7576% 0| 8.3333% 40|95.0000% 80|97.5000% 120|98.3333%
-39| 0.7752% 1|11.1111% 41|95.1220% 81|97.5309% 121|98.3471%
-38| 0.7937% 2|16.6667% 42|95.2381% 82|97.5610% 122|98.3607%
-37| 0.8130% 3|33.3333% 43|95.3488% 83|97.5904% 123|98.3740%
-36| 0.8333% 4|50.0000% 44|95.4545% 84|97.6190% 124|98.3871%
-35| 0.8547% 5|60.0000% 45|95.5556% 85|97.6471% 125|98.4000%
-34| 0.8772% 6|66.6667% 46|95.6522% 86|97.6744% 126|98.4127%
-33| 0.9009% 7|71.4286% 47|95.7447% 87|97.7011% 127|98.4252%
-32| 0.9259% 8|75.0000% 48|95.8333% 88|97.7273% 128|98.4375%
-31| 0.9524% 9|77.7778% 49|95.9184% 89|97.7528% 129|98.4496%
-30| 0.9804% 10|80.0000% 50|96.0000% 90|97.7778% 130|98.4615%
-29| 1.0101% 11|81.8182% 51|96.0784% 91|97.8022% 131|98.4733%
-28| 1.0417% 12|83.3333% 52|96.1538% 92|97.8261% 132|98.4848%
-27| 1.0753% 13|84.6154% 53|96.2264% 93|97.8495% 133|98.4962%
-26| 1.1111% 14|85.7143% 54|96.2963% 94|97.8723% 134|98.5075%
-25| 1.1494% 15|86.6667% 55|96.3636% 95|97.8947% 135|98.5185%
-24| 1.1905% 16|87.5000% 56|96.4286% 96|97.9167% 136|98.5294%
-23| 1.2346% 17|88.2353% 57|96.4912% 97|97.9381% 137|98.5401%
-22| 1.2821% 18|88.8889% 58|96.5517% 98|97.9592% 138|98.5507%
-21| 1.3333% 19|89.4737% 59|96.6102% 99|97.9798% 139|98.5612%
-20| 1.3889% 20|90.0000% 60|96.6667% 100|98.0000% 140|98.5714%
-19| 1.4493% 21|90.4762% 61|96.7213% 101|98.0198% 141|98.5816%
-18| 1.5152% 22|90.9091% 62|96.7742% 102|98.0392% 142|98.5915%
-17| 1.5873% 23|91.3043% 63|96.8254% 103|98.0583% 143|98.6014%
-16| 1.6667% 24|91.6667% 64|96.8750% 104|98.0769% 144|98.6111%
-15| 1.7544% 25|92.0000% 65|96.9231% 105|98.0952% 145|98.6207%
-14| 1.8519% 26|92.3077% 66|96.9697% 106|98.1132% 146|98.6301%
-13| 1.9608% 27|92.5926% 67|97.0149% 107|98.1308% 147|98.6395%
-12| 2.0833% 28|92.8571% 68|97.0588% 108|98.1481% 148|98.6486%
-11| 2.2222% 29|93.1034% 69|97.1014% 109|98.1651% 149|98.6577%
150|98.6667%

For example, suppose you are playing a 35th level High Elf Warrior
with an intelligence of 18/65, have been confused by an Umber Hulk,
and wish to know your chances of activating that Staff of
Teleportation you just bought. Assuming you aren't wearing any
equipment which would affect it, your device skill is 61 (18 base from
being a Warrior, plus 24 for your level, 13 for being a High Elf, and
6 from intelligence), cut in half to 30 because you are confused. A
Staff of Teleportation is a level 40 object, so n would be -10.
Therefore, you have only around a 2.4% chance of activating it
successfully. Better quaff a !oCCW instead. If you were wearing an
Amulet of Magic Mastery +3, on the other hand, your device skill would
be 91, cut to 45 because of confusion, which would make n 5, and
therefore give you around a 60% chance of activating your staff.

========================== Recharging Devices ==========================

There are 8 different ways to recharge items (six spells for six
classes, 2 scrolls, and one artifact). No random artifacts may
activate for recharging. The strengths of the various methods differ,
however, with higher strength being better.

+--------------------+-------------------------------------+----------+
| Method | Type | Strength |
+--------------------+-------------------------------------+----------+
| Recharge Item I | Mage, Rogue spell | 85 |
| Recharge Item II | Mage, Rogue spell | 150 |
| Recharge Item III | Mage spell | 220 |
| Recharging | Priest, Necromancer, Assassin spell | 140 |
| Infusion | Druid spell | 125 |
| Recharging | Scroll | 130 |
| *Recharging* | Scroll | 200 |
| Cloak of Thingol | Artifact | 180 |
+--------------------+-------------------------------------+----------+

For rods, the modified recharging strength is equal to the strength of
the recharge spell minus the base depth of the rod. If this is less
than or equal to 1, the recharging will always fail. Otherwise, there
is a one in this number chance that it will fail. If the recharging
succeeds, the timeout of the rod is reduced by the power of the
recharging method (not the modified recharging strength) times 3d2, to
a minimum of 0. Stacks of rods work identically to single rods,
except that the timeout reduction is applied to the timeout of the
whole stack.

For staffs (unstacked or stacked) and unstacked wands, the modified
recharging strength is equal to 100 plus the strength of the
recharging method minus the level of the device minus eight times the
total number of charges, all divided by 15. That is, the base
recharging strength for a recharge item III spell (strength 220)
applied to a staff of mana storm (level 90) that currently has one
charge would be (100 + 220 - 90 - 8 * 1) / 15, or 14. For stacked
wands, the modified recharging strength is 100 plus the strength of
the recharging method minus the level of the device minus eight times
the _average_ number of charges, all divided by 15. As with rods, if
this is less than or equal to 1, the recharging will always fail and
otherwise there is a one in this number chance of failure.

If the recharging did not fail, the wands or staffs will gain a random
number of charges between 1 and 1 plus half the base number of charges
for the object. If multiple staffs are being recharged, each staff
in the stack receives the floor of this number of charges divided by
the number of staffs in the stack, with a minimum of 1. If multiple
wands are being recharged, the stack of wands gains an additional
number of charges equal to half of a random number between 1 and the
number of charges just added times one fewer than the number of wands
in the stack. However, no stack of wands can gain fewer than 1 or
more than 12 charges (note that this limitation does not apply to
unstacked wands). Also, artifacts cannot have more than their base
number of charges.

If the recharging fails, various effects may occur. Artifacts may not
be destroyed, so artifact devices are always drained upon failure.
For non-artifacts, the possibilities are summarized below. Note that
mages will never lose their entire stack of wands from one failed
recharging and also have a 50% chance to avoid any bad effects from
failing to recharge a staff (there will be no failure message in this
case). If a rod is drained, its timeout is increased by 100 and then
doubled (as long as it way originally less than 10000 turns). Staffs
and wands lose all their charges. Blowing up one of a stack of
devices reduces the timeout of a stack of rods or the number of
charges in a stack of wands proportionally.

Mages:
+-------+-----------+-------+-------------+-------------+
| Type | No Effect | Drain | Blow Up One | Blow Up All |
+-------+-----------+-------+-------------+-------------+
| Staff | 50% | | 50% | |
| Wand | | 33% | 67% | |
| Rod | | 90% | 10% | |
+-------+-----------+-------+-------------+-------------+

Non-Mages:
+-------+-----------+-------+-------------+-------------+
| Type | No Effect | Drain | Blow Up One | Blow Up All |
+-------+-----------+-------+-------------+-------------+
| Staff | | | 100% | |
| Wand | | | 80% | 20% |
| Rod | | 67% | 33% | |
+-------+-----------+-------+-------------+-------------+

================================ Staffs ================================

All staffs weigh 5 lbs. Unidentified staffs have a base cost of 80.
Identified staffs have a base cost as shown below, plus a bonus for
any charges. This bonus is equal to the base value of the staff times
the number of charges currently in the staff, divided by twice the
base number of charges for the staff. Staffs will be created with a
random number between 1/2 their base number of charges plus one and
their full base number of charges. Except for the artifacts, they may
be destroyed by either acid or fire.

+-----------------------+-------+--------+---------+----------+
| Staff | Depth | Value | Charges | Notes |
+-----------------------+-------+--------+---------+----------+
| Darkness | 5 | 0 | 20 | |
| Slowness | 48 | 0 | 20 | |
| Haste Monsters | 10 | 0 | 20 | |
| Summoning | 50 | 0 | 4 | |
| Teleportation | 40 | 1500 | 10 | |
| Perception | 10 | 350 | 20 | |
| Remove Curse | 40 | 500 | 8 | |
| Starlight | 35 | 1500 | 13 | |
| Light | 5 | 250 | 32 | |
| Dungeon Mapping | 20 | 900 | 18 | |
| Treasure Location | 5 | 200 | 36 | |
| Object Location | 5 | 200 | 36 | |
| Trap Location | 8 | 200 | 36 | |
| Door/Stair Location | 8 | 300 | 36 | |
| Detect Invisible | 5 | 200 | 36 | |
| Detect Evil | 20 | 350 | 36 | |
| Cure Medium Wounds | 12 | 550 | 18 | |
| Curing | 25 | 1000 | 9 | |
| Healing | 70 | 5000 | 5 | |
| Banish Evil | 55 | 3500 | 8 | |
| Sleep Monsters | 15 | 700 | 16 | |
| Slow Monsters | 15 | 800 | 16 | |
| Speed | 48 | 2000 | 8 | |
| Probing | 30 | 1800 | 16 | |
| Dispel Evil | 60 | 1200 | 11 | |
| Power | 70 | 4000 | 6 | |
| Holiness | 70 | 4500 | 6 | |
| Earthquakes | 40 | 350 | 14 | |
| *Destruction* | 70 | 2500 | 5 | |
| Detection | 45 | 2500 | 24 | |
| Mana Storm | 90 | 7000 | 6 | |
| Starburst | 80 | 6000 | 6 | |
| Mass Confusion | 40 | 1500 | 16 | |
| Gandalf | 85 | 35000 | 6 | Artifact |
| Winds | 50 | 20000 | 6 | Artifact |
| Meneltarma | 85 | 30000 | 5 | Artifact |
| Radagast | 50 | 20000 | 5 | Artifact |
+-----------------------+-------+--------+---------+----------+

Staff Damage Damage Type Range Type
Darkness 10 GF_DARK_WEAK (a) (3)
Slowness Slows the player for 15 + d30 (additional) turns.
Haste Monsters L GF_OLD_SPEED LoS
Summoning Summons 1 to 4 monsters around the player.
Teleportation Teleports the player randomly 100 squares.
Perception Identifies one object.
Remove Curse Removes curses on all currently worn objects.
Starlight Sends out d8 + 7 sets of meteors. Each set of meteors
is targeted on a random location a distance 2 + d4
from the player and affects monsters, terrain, and
items within its radius. If the target location was
dark, a radius 0 confusion meteor doing 12 damage is
sent out first. Next a radius 1 weak light meteor
doing 12 damage is sent out, and then a radius 0 light
meteor again doing 12 damage. Finally, if the
player's location is dark, a radius 1 weak darkness
meteor is sent out doing 0 damage.
Light 2d8 GF_LITE_WEAK Ball (2)
Dungeon Mapping Maps the area within a radius of 40 of the player.
Treasure Location
Detects treasure and gold with a radius of 30 of the
player.
Object Location Detects objects within a radius of 30 of the player.
Trap Location Detects traps within a radius of 30 of the player.
Door/Stair Locaton
Detects doors and stairs within a radius of 30 of the
player.
Detect Invisible
Detects invisible monsters within a radius of 30 of
the player.
Detect Evil Detects evil monsters within a radius of 30 of the
player.
Cure Medium Wounds
Heals 10 + d20 damage and reduces cuts by 10.
Curing Cures blindness, poison, confusion, stunning, and
cuts.
Healing Heals 300 hit points and cures stunning and cuts.
Banish Evil 80 GF_AWAY_EVIL LoS
Sleep Monsters L + 10 GF_OLD_SLEEP LoS
Slow Monsters L + 10 GF_OLD_SLOW LoS
Speed Hastes the player for 15 + d30 turns, or 5 more turns
if already hasted.
Probing Probes one monster.
Dispel Evil 60 GF_DISP_EVIL LoS
Power 100 GF_DISP_ALL LoS
Holiness 120 GF_DISP_ALL LoS
Also protects the player from evil for 2 L + d25
(additional) turns, cuts poison in half and then
reduces it by 10, cures fear, stunning, and cuts, and
heals 50 hit points.
Earthquakes Generates an earthquake with a radius of 10 centered
on the player.
*Destruction* Destroys the area within a radius of 15 around the
player.
Detection Detects traps, doors, stairs, treasure, gold, objects,
invisible monsters, and normal monsters within a
radius of 30 around the player.
Mana Storm 125 + d75 GF_MANA Sphere (5, 20)
If not a Mage, also inflicts 20 points of damage on
the player.
Starburst 100 + d67 GF_LITE Sphere (5, 20)
Mass Confusion L + 30 GF_OLD_CONF LoS
Gandalf Sends out d8 + 7 sets of meteors. Each set of meteors
is targeted on a random location a distance 2 + d4
from the player and affects monsters, terrain, and
items within its radius. If the target location was
dark, a radius 1 confusion meteor doing 30 damage is
sent out first. Next a radius 2 weak light meteor
doing 30 damage is sent out, and then a radius 1 light
meteor again doing 30 damage. Finally, if the
player's location is dark, a radius 2 weak darkness
meteor is sent out doing 0 damage.
Winds 100 + d100 GF_FORCE Sphere (6, 20)
and 12 GF_AWAY_ALL Ball (6)
Also teleports the player randomly 6 squares.
Meneltarma 0 GF_HOLD_UNDEAD LoS
Radagast Attempts to map the area within a radius of 30 around
each natural creature on the level, with a 1 / 2
chance of success for each creature and a maximum of
15 successes. If at least one success occurred,
detects all traps on the level.

================================= Wands =================================

All wands weigh 1 lb. Unidentified wands have a base cost of 80.
Identified wands have a base cost as shown below, plus a bonus for
any charges. This bonus is equal to the base value of the wand times
the number of charges currently in the wand, divided by twice the
base number of charges for the wand. Wands will be created with a
random number between 1/2 their base number of charges plus one and
their full base number of charges. Unless noted below as immune or an
artifact, they may be destroyed by lightning.

+-----------------------+-------+--------+---------+----------+
| Wand | Depth | Value | Charges | Notes |
+-----------------------+-------+--------+---------+----------+
| Heal Monster | 3 | 0 | 15 | |
| Haste Monster | 3 | 0 | 15 | |
| Clone Monster | 70 | 0 | 6 | |
| Teleport Away | 35 | 1750 | 8 | |
| Disarming | 30 | 700 | 8 | |
| Door Destruction | 10 | 75 | 18 | |
| Stone to Mud | 10 | 300 | 8 | |
| Light | 3 | 200 | 12 | |
| Sleep Monster | 5 | 500 | 12 | |
| Slow Monster | 5 | 500 | 12 | |
| Confuse Monster | 5 | 500 | 12 | |
| Scare Monster | 10 | 500 | 12 | |
| Drain Life | 55 | 1500 | 5 | |
| Polymorph | 20 | 400 | 9 | |
| Stinking Cloud | 5 | 400 | 9 | |
| Magic Missile | 3 | 200 | 14 | |
| Acid Bolts | 35 | 1000 | 10 | |
| Lightning Bolts | 15 | 600 | 11 | |
| Fire Bolts | 40 | 1200 | 10 | |
| Frost Bolts | 24 | 800 | 11 | |
| Acid Balls | 60 | 2400 | 6 | |
| Lightning Balls | 45 | 1750 | 8 | Immune |
| Fire Balls | 65 | 2750 | 6 | |
| Cold Balls | 50 | 2100 | 7 | |
| Wonder | 3 | 250 | 12 | Immune |
| Annihilation | 90 | 12000 | 5 | Immune |
| Dragon's Flame | 65 | 6000 | 5 | Immune |
| Dragon's Frost | 65 | 6000 | 5 | Immune |
| Dragon's Breath | 70 | 7000 | 5 | Immune |
| Striking | 65 | 3800 | 6 | Immune |
| Storms | 55 | 3000 | 6 | Immune |
| Shrapnel | 20 | 800 | 10 | |
| 'Ilkorin' | 40 | 15000 | 10 | Artifact |
| Saruman | 70 | 27500 | 5 | Artifact |
| Unmaking | 100 | 150000 | 5 | Artifact |
| Ulpion | 70 | 22500 | 6 | Artifact |
+-----------------------+-------+--------+---------+----------+

Wand Damage Damage Type Range Type
Heal Monster 4d6 GF_OLD_HEAL Bolt
Haste Monster L GF_OLD_SPEED Bolt
Clone Monster 0 GF_OLD_CLONE Bolt
Teleport Away MAX_SIGHT * 5 GF_AWAY_ALL Beam
Disarming 0 GF_KILL_TRAP Ball (0)
Door Destruction
0 GF_KILL_DOOR (b)
Stone to Mud 20 + d30 GF_KILL_WALL (c)
Light 4d5 GF_LITE_WEAK (d)
Sleep Monster L + 15 GF_OLD_SLEEP Bolt
Slow Monster L + 15 GF_OLD_SLOW Bolt
Confuse Monster L + 15 GF_OLD_CONF Bolt
Scare Monster L + 20 GF_TURN_ALL Bolt
Drain Life 50 + L GF_OLD_DRAIN Bolt
Polymorph L GF_OLD_POLY Bolt
Stinking Cloud 12 GF_POIS Ball (2)
Magic Missile 2d6 GF_MISSILE Bolt/Beam (20%)
Acid Bolts (5 + L / 10)d8 GF_ACID Bolt/Beam (L%)
Lightning Bolts (3 + L / 14)d8 GF_ELEC Bolt/Beam (L%)
Fire Bolts (6 + L / 8)d8 GF_FIRE Bolt/Beam (L%)
Frost Bolts (4 + L / 12)d8 GF_COLD Bolt/Beam (L%)
Acid Balls 60 + 3 L / 5 GF_ACID Ball (3)
Lightning Balls 40 + 3 L / 5 GF_ELEC Ball (3)
Fire Balls 70 + 3 L / 5 GF_FIRE Ball (3)
Cold Balls 50 + 3 L / 5 GF_COLD Ball (3)
Wonder A wand of wonder acts randomly as one of the above
wands, with equal chances of each.
Annihilation 100 + d(4 L) GF_OLD_DRAIN Bolt
Dragon's Flame 160 GF_FIRE Arc (7, 90)
Dragon's Frost 160 GF_COLD Arc (7, 90)
Dragon's Breath 200 GF_ACID Arc (9, 90)
or (e) 180 GF_ELEC Arc (9, 90)
or 190 GF_COLD Arc (9, 90)
or 210 GF_FIRE Arc (9, 90)
or 200 GF_POIS Arc (7, 120)
Striking (10 + L / 3)d9 GF_METEOR Bolt
Storms (25 + L / 5)d4 GF_STORM Bolt
Shrapnel (4 + L / 14)d8 GF_SHARD Bolt
'Ilkorin' (L / 2)d11 GF_POIS Bolt
and 30 GF_POIS Cloud (6)
Saruman (f) 2 L GF_OLD_SLOW Bolt
2 L GF_OLD_CONF Bolt
or 2 L GF_OLD_SLEEP Bolt
Unmaking (g) d500 GF_CHAOS Bolt
or d400 GF_CHAOS Ball (2)
or d400 GF_CHAOS Cloud (6)
or d600 GF_CHAOS Arc (8, 90)
Ulpion 3 L + d(100) GF_WATER Arc (14, 90)

================================= Rods =================================

All rods weigh 1.5 lbs. Unidentified rods have a base cost of 200.
Identified wands have a base cost as shown below. Rods will be
created fully changed. Unless noted below as immune or an artifact,
they may be destroyed by lightning.

+-----------------------+-------+--------+---------+----------+
| Rod | Depth | Value | Timeout | Notes |
+-----------------------+-------+--------+---------+----------+
| Trap Location | 10 | 700 | 40 | |
| Door/Stair Location | 10 | 700 | 40 | |
| Perception | 55 | 13000 | 10 | |
| Recall | 35 | 4000 | 70 | |
| Illumination | 10 | 800 | 20 | |
| Sense Surroundings | 40 | 3000 | 80 | |
| Probing | 45 | 4000 | 40 | |
| Curing | 65 | 12000 | 700 | |
| Healing | 80 | 25000 | 700 | |
| Restoration | 80 | 25000 | 950 | |
| Speed | 90 | 50000 | 120 | |
| Teleport Away | 65 | 3250 | 40 | |
| Disarming | 35 | 2100 | 25 | |
| Light | 10 | 800 | 24 | |
| Sleep Monster | 30 | 1500 | 25 | |
| Slow Monster | 30 | 1500 | 25 | |
| Drain Life | 75 | 3600 | 20 | |
| Polymorph | 35 | 1200 | 25 | |
| Acid Bolts | 35 | 2700 | 18 | |
| Lightning Bolts | 25 | 2000 | 14 | |
| Fire Bolts | 37 | 3000 | 20 | |
| Frost Bolts | 31 | 2350 | 16 | |
| Acid Balls | 60 | 5000 | 32 | |
| Lightning Balls | 50 | 4000 | 26 | |
| Fire Balls | 65 | 6000 | 34 | |
| Cold Balls | 55 | 4500 | 30 | |
| Lightning Strike | 74 | 12500 | 29 | Immune |
| Northwinds | 78 | 15000 | 32 | Immune |
| Dragonfire | 82 | 17500 | 35 | Immune |
| Glaurung's Blood | 86 | 20000 | 38 | Immune |
| Aggravate Level | 30 | 0 | 40 | |
| Delving | 65 | 12500 | 0 | Artifact |
| 'Mantle of Shadow' | 80 | 20000 | 300 | Artifact |
| Air | 85 | 25000 | 75 | Artifact |
| Portals | 70 | 50000 | 40 | Artifact |
+-----------------------+-------+--------+---------+----------+

Rod Damage Damage Type Range Type
Trap Location Detects all traps within a radius of 30 of the player.
Door/Stair Location
Detects all doors and stairs within a radius of 30 of
the player.
Perception Identifies one object for the player.
Recall Cancels a recall if one is currently active, or sets
the player to recall in 15 + d20 rounds otherwise.
Illumination 2d8 GF_LITE_WEAK Ball (2)
Sense Surroundings
Maps the area within a radius of 30 of the player.
Probing Probes one monster within line of sight of the player.
Curing Cures blindness, poisoning, confusion, stunning, and
cuts.
Healing Heals 500 HP and cures stunning and cuts.
Restoration Restores experience and all statistics.
Speed Hastes the player for 15 + d30 turns if not already
hasted, or an additional 5 turns if hasted.
Teleport Away MAX_SIGHT * 5 GF_AWAY_ALL Beam
Disarming 0 GF_KILL_TRAP Ball (0)
Light 4d5 GF_LITE_WEAK (d)
Sleep Monster L + 10 GF_OLD_SLEEP Bolt
Slow Monster L + 10 GF_OLD_SLOW Bolt
Drain Life 45 + 3 L / 2 GF_OLD_DRAIN Bolt
Polymorph L GF_OLD_POLY Bolt
Acid Bolts 6 + L / 10)d8 GF_ACID Bolt
Lightning Bolts (4 + L / 14)d8 GF_ELEC Bolt
Fire Bolts (7 + L / 8)d8 GF_FIRE Bolt
Frost Bolts (5 + L / 12)d8 GF_COLD Bolt
Acid Balls 60 + 4 L / 5 GF_ACID Ball (1)
Lightning Balls 40 + 4 L / 5 GF_ELEC Ball (1)
Fire Balls 70 + 4 L / 5 GF_FIRE Ball (1)
Cold Balls 50 + 4 L / 5 GF_COLD Ball (1)
Lightning Strike
(18 + L / 3)d8 GF_ELEC Bolt/Beam ((L / 2 - 10)%)
Northwinds (21 + L / 3)d8 GF_COLD Bolt/Beam ((L / 2 - 10)%)
Dragonfire (24 + L / 3)d8 GF_FIRE Bolt/Beam ((L / 2 - 10)%)
Glaurung's Blood
(27 + L / 3)d8 GF_ACID Bolt/Beam ((L / 2 - 10)%)
Aggravate Level Awakens and hastens all monsters on the level.
Delving (h) 300 GF_KILL_WALL Sphere (4, 20)
or 160 + d240 GF_KILL_WALL (c)
'Mantle of Shadow'
If the player is a rogue, gives superstealth for 75
turns (30 more turns if already superstealthy).
Otherwise, gives superstealth for 50 turns (20 more
turns if already superstealthy).
Air (i) 100 GF_GRAVITY Ball (1)
or 100 GF_LITE Ball (1)
or 100 GF_ELEC Ball (1)
Portals Opens a dimension door.

Notes:
(a) Affects all terrain (only) within the radius, and also unlightens
the current room (if any).
(b) Acts as a beam which also affects only terrain and items along its
path.
(c) Acts as a bolt which affects terrain, items, and monsters at its
target.
(d) Acts as a beam which affects terrain and monsters along its path.
(e) A wand of dragon's breath will produce one of the five possible
effects, each with 1 / 5 probability.
(f) The wand of Saruman has a 1 / 2 chance of attempting to slow the
target, then an independent 1 / 2 chance of attempting to confuse
the target. If it does not attempt to confuse the target, it will
attempt to sleep him, her, or it.
(g) The wand of Unmaking has a 4 / 9 chance of releasing one chaos
bolt at the target, a 1 / 9 chance of releasing 8 chaos balls, one
in each of the major directions, a 1 / 18 chance of destroying
everything (as a scroll of *destruction*) with a 5 + d20 radius, a
1 / 18 chance of releasing a chaos cloud centered on top of the
caster, a 5 / 18 chance of releasing a chaos arc at the target,
and a 1 / 18 chance of reducing each of the caster's stats
independently by 20%, with a 1 / 3 chance (for each stat) that the
reduction is permanent. After one of the above effects has taken
place, there is a 1 / 4 chance that another effect occurs (with no
limit on the total number of effects which may occur, as long as
the 1 / 4 chance is hit each time).
(h) If aimed at oneself, the rod of delving produces a sphere;
otherwise, it produces a modified beam.
(i) The rod of air fires eight balls which are targeted randomly a
distance of 3 from the caster. Each has an equal chance of being
gravity, lite, or electricity.

Legend:
L--The player's level.
Depth--The base depth of the object.
Value--The base value of the object.
Charges--The base number of charges for the object.
Timeout--The number of turns that must elapse for the rod to recharge.
Damage--The damage done by the wand, rod, or staff. For devices which
do not cause damage (like haste monster), this is the power of the
effect.
Damage Type--The type of damage done by the device.
Range Type--How the device projects its damage.

============================== Range Types ==============================

Arc (x, y)--Affects monsters, items, and terrain in a radius of x
from the caster in an arc of y degrees centered on the target.
An arc of 0 degrees is treated as a beam with a fixed length (so
it doesn't lose strength with distance), except that it can still
damage items and terrain. An arc of 360 degrees is treated as a
ball, except it will do normal damage at its center (if the caster
were not present) and at radius 1, 2 / 3 damage at distance 2, 1 /
2 at distance 3, 2 / 5 at distance 4, etc. An arc of at least 60
but less than 360 degrees will have the same adjustments to damage
for distance, but will only do damage within the appropriate arc.
An arc more than 0 but less than 60 degrees will have a distance
adjustment to damage of 120 / y (maximum of 25) times the distance
adjustment of the ball of the same radius, with the maximum of
1.
Ball (x)--Affects monsters, items, and terrain in a radius of x
from the target. Ignores monsters between the caster and the
target. Does full damage at its center, 1 / 2 damage at
distance 1 from the center, 1 / 3 at distance 2, etc.
Beam--Affects monsters (only) in the direction in which the device
is aimed. Continue until the end of end of the range, affecting
all monsters within the range. Does not lose strength with
distance.
Bolt--Affects monsters (only) in the direction in which the device
is aimed. Stop after the first monster is hit. Does not lose
strength with distance.
Bolt/Beam (x%)--Act as a beam x% of the time; otherwise, act as a
bolt.
Cloud (x)--Acts as a ball with radius x, except that it will also
affect the player, if he or she is within the given radius of
the target.
LoS--Affects all monsters within line of sight. Does not lose
strength with distance.
Sphere (x, y)--Acts as a ball with radius x which has a distance
adjustment to damage of y / 10 times the distance adjustment of
the ball of the same radius, with a maximum of 1.
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.angband (More info?)

DAMAGE TYPES--Effects on Monsters, Terrain, and Items

Version 0.1.1 Updated 2005-04-14

=============== Effects of Terrain on Damage to Monsters ===============

The damage to monsters from wands, rods, and spells, as well as from
other monsters' breath weapons, is afected by the terrain on which the
target is standing. The adjustment will typically depend on the type
of damage which is done, with only certain damage types being affected
by certain terrain. Note that not all damage types are affected
equally even by those terrain types which affect all damage; see the
specific types of damage for more information.

+-------------+------------+-------------------------------------+
| Terrain | Adjust | Dam Types |
+-------------+------------+-------------------------------------+
| FEAT_RUBBLE | -1 / 4 (a) | All |
| FEAT_WATER | -1 / 2 | GF_FIRE, GF_HELLFIRE, GF_PLASMA |
| | +1 / 3 | GF_WATER, GF_STORM |
| FEAT_LAVA | -1 / 3 | GF_COLD, GF_ICE, GF_WATER, GF_STORM |
| | +1 / 5 | GF_FIRE, GF_HELLFIRE, GF_PLASMA |
| FEAT_TREE | -1 / 4 (a) | All |
+-------------+------------+-------------------------------------+

Notes
(a) Monsters who can move have a 1/4 chance to avoid all damage,
otherwise apply the listed adjustment.

Legend
Terrain -- The type of terrain on which the monster is standing.
Adjust -- The adjustment applied to the damage done. Positive
adjustments increase the damage, negative ones reduce it.
Dam Types -- The types of damage which are affected.

======= Damage Types, Resistances, and Other Effects on Monsters =======

+------------------+------+--------------------------+-----+-----+------------+
| Damage type | Terr | Resist? | R # | R D | Other |
+------------------+------+--------------------------+-----+-----+------------+
| GF_ROCK | Full | | | | (a) (b) |
| GF_SHOT | Full | | | | (b) |
| GF_ARROW | | | | | |
| GF_MISSILE | | | | | |
| GF_PMISSILE | | | | | |
| GF_ACID | Full | IM_ACID | 62 | 1/9 | |
| GF_ELEC | Full | IM_ELEC | 83 | 1/9 | (c) |
| GF_FIRE | Full | IM_FIRE | 118 | 1/9 | |
| GF_HELLFIRE | | | | | |
| GF_COLD | Full | IM_COLD | 164 | 1/9 | |
| GF_POIS | Half | IM_POIS | 237 | 1/9 | |
| GF_ICE | Full | IM_COLD | 164 | 1/9 | (d) |
| GF_PLASMA | Full | BRTH_PLAS, RES_PLAS | 6 | (e) | |
| | | IM_FIRE and IM_ELEC | 46 | (f) | |
| | | IM_FIRE xor IM_ELEC | 98 | (g) | |
| GF_LITE_WEAK | Half | not HURT_LITE | 524 | 0 | (M) |
| GF_LITE | Half | BRTH_LITE | 10 | (e) | (N) |
| | | HURT_LITE | 77 | 3/2 | (N) |
| GF_DARK | Half | BRTH_DARK | 13 | (e) | |
| GF_MORGUL_DARK | | MORGUL_MAGIC | 15 | (g) | |
| | | ORC | 20 | (g) | |
| GF_CONFUSION | Half | BRTH_CONFU | 4 | (e) | (h) |
| | | NO_CONF | 72 | (g) | |
| GF_SOUND | Half | BRTH_SOUND | 5 | (e) | (i) |
| GF_SHARD | Half | BRTH_SHARD | 6 | (e) | |
| GF_INERTIA | Half | BRTH_INER | 3 | (e) | |
| GF_GRAVITY | None | BRTH_GRAV | 3 | (e) | (j) |
| GF_FORCE | Full | BRTH_FORCE | 4 | (e) | (k) (l) |
| GF_WATER | Full | RES_WATER, (m) | 5 | 0 | |
| GF_STORM | Full | RES_WATER, (m) | 5 | 0 |(n)(o)(p)(q)|
| | | IM_ELEC | 83 | 1/2 | |
| GF_NEXUS | None | RES_NEXU, BRTH_NEXUS, (r)| 7 | (e) | (s) |
| GF_NETHER | Half | UNDEAD | 77 | 0 | |
| | | RES_NETH or BRTH_NETHR | 8 | (e) | |
| | | EVIL | 235 | 2/3 | |
| GF_CHAOS | Half | BRTH_CHAOS | 12 | (e) | (k) (t) |
| GF_DISENCHANT | None | RES_DISE, BRTH_DISE, (u) | 12 | (e) | |
| GF_TIME | None | BRTH_TIME | 7 | (e) | |
| GF_MANA | Full | | | | |
| GF_HOLY_ORB | Half | EVIL | 315 | 3/2 | |
| GF_METEOR | Full | | | | |
| GF_SPIRIT | None | UNDEAD | 77 | 0 | |
| GF_OLD_DRAIN | Half | UNDEAD, DEMON, (v) | 140 | 0 | |
| GF_OLD_POLY | None | | | | (w) |
| GF_OLD_CLONE | None | | | | (x) |
| GF_OLD_HEAL | None | | | | (y) |
| GF_OLD_SPEED | None | | | | (z) |
| GF_OLD_SLOW | None | | | | (A) |
| GF_OLD_SLEEP | None | | | | (B) |
| GF_OLD_CONF | None | | | | (C) |
| GF_HOLD | None | | | | (D) |
| GF_HOLD_UNDEAD | None | | | | (E) |
| GF_KILL_WALL | None | not HURT_ROCK | 585 | 0 | |
| GF_AWAY_UNDEAD | None | | | | (F) |
| GF_AWAY_EVIL | None | | | | (G) |
| GF_AWAY_ALL | None | | | | (H) |
| GF_TURN_UNDEAD | None | | | | (I) |
| GF_TURN_EVIL | None | | | | (J) |
| GF_TURN_ALL | None | | | | (K) |
| GF_DISP_UNDEAD | None | not UNDEAD | 524 | 0 | |
| GF_DISP_EVIL | None | not EVIL | 286 | 0 | |
| GF_DISP_NOT_EVIL | None | EVIL | 315 | 0 | |
| GF_DISP_DEMON | None | not DEMON | 576 | 0 | |
| GF_DISP_DRAGON | None | not DRAGON | 544 | 0 | |
| GF_DISP_ALL | None | | | | |
| GF_DISP_SMALL_ALL| None | (L) | | | |
+------------------+------+--------------------------+-----+-----+------------+

Notes
(a) If at least 16 damage is done, there is a 1 / 2 chance that the
monster will be stunned for dam / 8 turns (with a maximum of 32
turns if dam > 240).
(b) The monster has an ac / 200 chance of not taking any damage.
(c) If at least 11 damage is done, there is a 1 / 2 chance that the
monster will be stunned for dam / 8 turns (with a maximum of 32
turns if dam > 240).
(d) If the monster does not resist, it will be stunned for dam / 12
turns (with a maximum of 20 turns if dam > 240).
(e) Equal chances for 3 / 14, 3 / 15, or 3 / 16 damage.
(f) Equal chances for 3 / 11, 3 / 12, or 3 / 13 damage.
(g) Equal chances for 3 / 5, 3 / 6, or 3 / 7 damage.
(h) The monster will be confused for dam / 16 turns (with a maximum of
15 turns if dam > 240).
(i) The monster will be stunned for dam / 8 turns (with a maximum of
30 turns if dam > 240).
(j) The monster, if it does not breathe gravity, will be teleported
randomly a distance of 10 squares.
(k) The monster will be stunned for dam / 12 turns (with a maximum of
20 turns if dam > 240).
(l) The monster, if it does not breathe force, will be thrust away from
the direction of impact a distance of 3 + dam / 20 spaces.
(m) If the monster's name begins with "Water", it will resist water.
Note that this means that 'Waldern, King of Water' does _not_
resist water, surprisingly enough.
(n) If the monster does not resist, there is a 1 / 6 chance that it
will take an extra 1 / 2 damage (after terrain adjustments) This
will also affect the amount of stunning and confusion that is
done.
(o) If at least 50 damage is done, there is a 1 / 2 chance that the
monster will be stunned for dam / 12 turns (with a maxmimum of 20
turns if dam > 240).
(p) If at least 20 damage is done, there is a 1 / 3 chance that the
monster will be confused for a random number between 2 and dam /
10 + 1 turns.
(q) The monster, if it does not breathe gravity and if either the
source of the damage was the player or the monster has less
maximum hit points than a random number between 0 and 3 * dam,
will be teleported randomly a distance of 10 squares.
(r) If the name of the monster begins with "Nexus", it resists nexus.
(s) The monster, if it does not breathe nexus or have a name which
starts with "Nexus", will be teleported randomly a distance of 2 +
dam / 5 squares.
(t) The monster will be polymorphed.
(u) If the name of the monster begins with "Disen", it resists
disenchantment.
(v) If the monster is represented by an 'E', a 'g', or a 'v', it
resists draining.
(w) The monster resists if it is a unique or its level is greater than
a random number between 11 and dam - 10. Otherwise, it will be
polymorphed. No actual damage will be inflicted in any case.
(x) The monster will be healed to its maximum and then if it is
currently moving at less than +40 speed, will have its speed
increased by 5. It will then be cloned. No actual damage will be
inflicted.
(y) The monster, instead of taking damage, will be healed an
equivalent amount (but not over its maximum).
(z) The monster, if it is currently moving at less than +40 speed,
will have its speed increased by 10. No actual damage will be
inflicted.
(A) If the player is a mage or druid, there is a 1 / 3 chance that the
spell will be supercharged, doing 1 / 2 more damage. If the spell
does not do 1 / 2 more damage (no matter the class of the player),
there is a 1 / 6 chance that the spell will do 1 / 3 more damage.
If the player has chosen the 'Beguile' specialty, the spell will
do 1 / 2 more damage (applied after any supercharging). Then if
the monster's level plus 20 (if it is a unique) or level plus 2
(otherwise) is greater than a random number between 1 and the
damage, it resists. If the monster does not resist, its current
speed is greater than -50, and it is not currently moving at a
speed at least 10 less than the base speed for its race, its speed
is reduced by 10. No actual damage will be inflicted in any case.
(B) If the player is a mage or druid, there is a 1 / 3 chance that the
spell will be supercharged, doing 1 / 2 more damage. If the spell
does not do 1 / 2 more damage (no matter the class of the player),
there is a 1 / 6 chance that the spell will do 1 / 3 more damage.
If the player has chosen the 'Beguile' specialty, the spell will
do 1 / 2 more damage (applied after any supercharging). Then if
the monster's level plus 20 (if it is a unique) or level plus 2
(otherwise) is greater than a random number between 1 and the
damage, it resists. If the monster does not resist and it does
not have the NO_SLEEP flag, it is given a sleep value of 350. No
actual damage will be inflicted in any case.
(C) If the player is a mage or druid, there is a 1 / 3 chance that the
spell will be supercharged, doing 1 / 2 more damage. If the spell
does not do 1 / 2 more damage (no matter the class of the player),
there is a 1 / 6 chance that the spell will do 1 / 3 more damage.
If the player has chosen the 'Beguile' specialty, the spell will
do 1 / 2 more damage (applied after any supercharging). Then if
the monster's level plus 20 (if it is a unique), level plus 15
(if it is undead and not a unique) or level plus 2 (otherwise) is
greater than a random number between 1 and the damage, it resists.
If the monster does not resist and does not have the NO_CONF flag,
it will be confused for 3d(dam / 5) + 1 rounds. No actual damage
will be inflicted in any case.
(D) If a random number between 1 and 3 / 2 the monster's level is
greater than twice the player's level or 1 / 4 of the time
otherwise, the monster resists. Otherwise, the monster is put
into stasis for 4 + d6 turns. No actual damage will be inflicted
in any case.
(E) If the monster is not undead, it is immune. Otherwise, if a
random number between 1 and the monster's level is greater than
twice the player's level or 1 / 5 of the time otherwise, the
monster resists. Otherwise, the monster is put into stasis for 5
+ d7 turns.
(F) If the monster is not undead, it is immune. Otherwise, it will be
teleported randomly dam squares.
(G) If the monster is not evil, it is immune. Otherwise, it will be
teleported randomly dam squares.
(H) The monster will be teleported randomly dam squares.
(I) If the monster is not undead, it is immune. Otherwise, if the
player is a Necromancer, there is a 1 / 2 chance that the spell
will be supercharged, doing 1 / 2 more damage. If the player is a
Priest, there is a 1 / 4 chance that the spell will do 1 / 2 more
damage. If the spell does not do 1 / 2 more damage (no matter the
class of the player), there is 1 / 6 chance that it will do 1 / 3
more damage. If the player has chosen the 'Beguile' specialty,
the spell will do 1 / 2 more damage (applied after any
supercharging). Then if the monster's level plus 10 (if it is a
unique) or level plus 2 (otherwise) is greater than a random
number between 1 and the damage, it resists. If it does not
resist and does not have the NO_FEAR flag, it is made afraid for
3d(dam / 2) + 1 rounds. No actual damage will be inflicted in any
case.
(J) If the monster is not evil, it is immune. Otherwise, if the
player is a Priest, there is a 1 / 2 chance that the spell will be
supercharged, doing 1 / 2 more damage. If the player is a Paladin
or Necromancer, there is a 1 / 4 chance that the spell will do 1 /
3 more damage. If neither of the above extra damages occurs,
there is 1 / 6 chance that it will do 1 / 3 more damage. If the
player has chosen the 'Beguile' specialty, the spell will do 1 / 2
more damage (applied after any supercharging). Then if the
monster's level plus 20 (if it is a unique), level plus 10 (if it
is undead and not a unique) or level plus 2 (otherwise) is greater
than a random number between 1 and the damage, it resists. If it
does not resist and does not have the NO_FEAR flag, it is made
afraid for 3d(dam / 2) + 1 rounds. No actual damage will be
inflicted in any case.
(K) If the player is a Priest, there is a 1 / 3 chance that the spell
will be supercharged, doing 1 / 3 more damage. If this does not
occur, there is 1 / 6 chance that it will do 1 / 3 more damage.
If the player has chosen the 'Beguile' specialty, the spell will
do 1 / 2 more damage (applied after any supercharging). Then if
the monster's level plus 20 (if it is a unique or undead) or level
plus 2 (otherwise) is greater than a random number between 1 and
the damage, it resists. If it does not resist and does not have
the NO_FEAR flag, it is made afraid for 4d(dam / 2) + 1 rounds.
No actual damage will be inflicted in any case.
(L) If the monster has as many hit points as the damage, it is immune.
(M) If the monster is undead, evil, or hurt by light and the player
has the holy light specialty, there is a 1 / 5 chance that an
attempt will be made to frighten it. For this attempt, if a
random number between 1 and 10 more than the player's level is at
least two more than the monster's level (for non-uniques) or 20
more than the monster's level (for uniques), the monster will be
frightened for 3d(level / 2) + 1 turns (even if it normally cannot
be frightened).
(N) If the monster is undead, evil, or hurt by light and the player
has the holy light specialty, there is a 1 / 3 chance that an
attempt will be made to frighten it. For this attempt, if a
random number between 1 and 15 more than 3 / 2 the player's level
is at least two more than the monster's level (for non-uniques) or
20 more than the monster's level (for uniques), the monster will
be frightened for 3d(3 * level / 4) + 1 turns (even if it normally
cannot be frightened).

Final Notes:

i) Uniques may only be killed by the player. If damage is inflicted
by a monster that would normally kill one, it is instead reduced
to 0 hit points.
ii) For all polymorph effects noted above, all uniques are immune.
For other monsters, if a random number between 1 and 90 is greater
than its level, it will be polymorphed.
iii) For all stunning effects noted above, all monsters which breathe
either sound or force are immune. Otherwise, if the monster is not
currently stunned, it will be stunned for the indicated amount of
time (up to a maximum of 200 rounds). If it is currently stunned,
it will instead be stunned for an additional 1 / 2 of the indicated
amount of time, again up to a maximum of 200 rounds.
iv) For all confusion effects noted above, all monsters which have the
NO_CONF flag or breathe confusion or chaos are immune. Otherwise,
if the monster is not currently confused, it will be confused for
the indicated amount of time (up to a maximum of 200 rounds). If
it is currently confused, it will instead be confused for an
additional 1 / 2 of the indicated amount of time, again up to a
maximum of 200 rounds.
v) For all fear effects noted above, the monster will be made afraid
for an (additional) number of rounds as indicated (up to a maximum
of 200 rounds).

Legend:
Damage Type--the type of damage which is being inflicted upon the
monster.
Terr--How does terrain affect the damage. Full means the full
terrain adjustment applies, Half means that only half of it
applies, and None means that the terrain adjustment does not apply.
Resist?--Which flags allow a monster to resist this type of damage.
If multiple flags are listed, having any one of them causes the
monster to resist (unless otherwise noted). If this is prefixed by
'not', any monsters not having this flag resist. Note that the
RES_* flags, although they are checked for in the code, are not
actually possessed by any monsters at this time.
R #--The number of monsters which have this resistance. This is
exclusive of monsters which have any greater amount of resistance
to this attack type.
R D--The proportion of damage done to monsters which resist. If
this is 0, all such monsters are immune.
Other--Any other effects this attack type will have on monsters.

================= Damage Types and Effects on Terrain =================

Note that these effects, because of the damage requirements, will
generally only be generated by monsters, not by the player's attacks.

GF_COLD and GF_ICE
If the damage is greater than a random number between 301 and 1200 and
the terrain is lava, it will be solidified. There is a 1 / 3 chance
that it will be changed to floor; otherwise, it will be changed to
rubble.

GF_FIRE, GF_HELLFIRE, and GF_PLASMA
If the damage is greater than a random number between 601 and 2400 and
the terrain is either floor or rubble, it will be changed to lava. If
the floor is water and the damage is greater than a random number
between 201 and 800 + 3 * k, where k is the number of adjacent water
squares (in any of the 8 possible directions), the terrain will be
changed to floor. If the terrain is forest and the damage is greater
than a random number between 101 and 500, the terrain will be changed
to floor.

GF_WATER and GF_STORM
If the terrain is floor and the damage is greater than both 60 and 100
minus k * 20 plus a random number between 0 and 399 (where k is the
number of adjacent water squares in any of the 8 possible directions),
the terrain will be changed to water. Note that this means that any
water attack doing at least 500 damage will always change all affected
floor squares to water.

================= Damage Types and Effects on Objects =================

Note that this only applies to objects that are on the floor, not
objects being worn or carried by the player or a monster.

Acid-hating objects include all arrows, bolts, bows and crossbows,
swords, hafted weapons, polearms, helms, crowns, shields, boots,
gloves, cloaks, soft and hard armor, dragon scale mail, staffs,
scrolls, skeletons, bottles, and junk, unless the object is otherwise
immune. Notable things that cannot be affected by acid include
shots, diggers, and all spellbooks.

Electricity-hating objects include all rings, wands, and rods, unless
the object is otherwise immune.

Fire-hating objects include all lite sources, arrows, bows and
crossbows, hafted weapons, polearms, boots, gloves, cloaks, soft
armor, all spellbooks, chests, staffs, and scrolls, unless the object
is otherwise immune. Notable things that cannot be affected by fire
include swords and hard armor.

Cold-hating objects include all potions, oil flasks, and bottles,
unless the object is otherwise immune.

For attack forms which can affect items on the floor (mainly balls,
spheres, and arcs), for each object which can be affected by that
attack type the damage done by the attack is checked against a random
number between 1 and a threshold which depends on the attack type. If
the damage is greater, the object is destroyed unless it possesses the
appropriate IGNORE flag. For attack types which can affect more than
one class of objects, if an object fits into more than one class the
damage is checked against each appropriate theshold and if it is
greater at least once, the object is destroyed. For attack types
without a threshold, the object is always destroyed unless it
possesses the appropriate ignore flag. For attack types without an
ignore flag, the object is always destroyed if the damage exceeds the
threshold. For attack types with neither a threshold nor an ignore
flag, the object is always destroyed. In any case, however, artifacts
are always immune.

Attack types not listed below do not affect objects on the floor.

+--------------+--------------------+-----------+-----------------+
| Attack Type | Affects | Threshold | IGNORE flag |
+--------------+--------------------+-----------+-----------------+
| GF_ACID | Acid haters | 50 | TR3_IGNORE_ACID |
| GF_ELEC | Electricity haters | 40 | TR3_IGNORE_ELEC |
| GF_FIRE | Fire haters | 40 | TR3_IGNORE_FIRE |
| GF_COLD | Cold haters | 40 | TR3_IGNORE_COLD |
| GF_PLASMA | Fire haters | 40 | TR3_IGNORE_FIRE |
| | Electricity haters | 40 | TR3_IGNORE_ELEC |
| GF_METEOR | Fire haters | - | TR3_IGNORE_FIRE |
| | Cold haters | - | TR3_IGNORE_COLD |
| GF_ICE | Cold haters | 40 | - |
| GF_SHARD | | | |
| GF_FORCE | | | |
| GF_SOUND | | | |
| GF_MANA | All objects | - | - |
| GF_HOLY_ORB | Cursed objects | - | - |
| GF_KILL_TRAP | Traps on chests | - | - |
+--------------+--------------------+-----------+-----------------+
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.angband (More info?)

MONSTER ATTACKS--Melee Attacks, Methods, and Effects

Version 0.1.1 Updated 2005-04-14

========================= Methods of Attack =========================

For the most part, the method of attack that a monster uses has only
two effects--it determines whether or not the attack can cut or stun
the character. The most common method of attack, 'hit', is also the
only one which can cause both cuts and stunning; all others can induce
at most one of the two. Note, however, than any single blow can only
inflict one of the two--if the method could possibly inflict both, for
each blow there is a 50% chance that that blow is allowed to inflict
only cuts and a 50% chance that it is allowed to inflict only stuns,
and this chance is independent for each blow made.

+----------------+------+-------+
| Attack | Cut? | Stun? |
+----------------+------+-------+
| hit | Yes | Yes |
| touch | No | No |
| punch | No | Yes |
| kick | No | Yes |
| claw | Yes | No |
| bite | Yes | No |
| sting | No | No |
| butt | No | Yes |
| crush | No | Yes |
| engulf | No | No |
| crawl on you | No | No |
| drool on you | No | No |
| spit | No | No |
| gaze | No | No |
| wail | No | No |
| release spores | No | No |
| beg | No | No |
| insult | No | No |
| sneer | No | No |
| offer to trade | No | No |
+----------------+------+-------+

The one method which has more than just those two effects is 'offer to
trade', which is used by only one monster (the Desperate Adventurer).
It works as follows: a random slot is chosen from your pack
repeatedly, until a torch, flask of oil, food ration, or scroll
of Word of Recall is found, or until 51 unsuccessfull attempts have
been made. The monster then requests to trade for the entire stack
(if 10 or fewer items are in the stack) or for 9 items plus one fifth
the stack (if more than 10 items are present in the stack). An amount
of gold is offered in trade equal to the base value of all the items
being traded for plus either 600, 700, 800, 900, or 1000 gold, each
with equal probability. If the player accepts, the character gains
the gold and loses the items traded for; otherwise, nothing changes.
In either case, the monster is deleted, and if a unique, is marked as
killed (though no experience is gained).

=========================== Attack Effects ===========================

The attack effect determines both how likely the attack is to hit you,
what resistances may be applicable, and what side effects the attack
may have. The chance to hit is based upon the attack's 'power';
generally, attacks with less severe side effects tend to have greater
power (and thus a greater chance to hit).

There is one important special case, though. Attacks which have no
effect (like a monster that just sneers, rather than sneers to hit or
the like) always hit but do no damage and have no side effects.

+-----------------------------+-------+
| Effect | Power |
+-----------------------------+-------+
| attack | 60 |
| poison | 25 |
| disenchant | 20 |
| drain charges | 15 |
| steal gold | 5 |
| steal items | 5 |
| eat your food | 5 |
| absorb light | 5 |
| shoot acid | 50 |
| electrify | 50 |
| burn | 50 |
| freeze | 50 |
| blind | 2 |
| confuse | 10 |
| terrify | 10 |
| paralyze | 2 |
| reduce strength | 0 |
| reduce intelligence | 0 |
| reduce wisdom | 0 |
| reduce dexterity | 0 |
| reduce constitution | 0 |
| reduce charisma | 0 |
| reduce all stats | 2 |
| shatter | 60 |
| lower experience (by 10d6+) | 5 |
| lower experience (by 20d6+) | 5 |
| lower experience (by 40d6+) | 5 |
| lower experience (by 80d6+) | 5 |
+-----------------------------+-------+


Attack Effects:

'attack'

The most basic form of attack; armor class reduces the amount
of damage taken. The damage is reduced by the proportion of
the character's armor class over 250, with a maximum reduction
of three fifths of the damage for armor classes of at least
150.


'poison'

Poisons the character, if you do not possess both permanent
and temporary resistance to poison. Neither permanent nor
temporary resistance reduces the damage taken, though. Having
one of temporary or permanent resistance reduces the damage
for the purposes of determining how long the character is
poisoned to one third (rounded up). The enhance magic
specialty in combination with temporary resistance reduces it
to a further one sixth (again rounded up). If not already
poisoned, the character's poison counter becomes 4, plus half
the damage dealt (rounded down), plus a random number between
one and half the damage dealt (rounded up). If already
poisoned, the character's poison counter is only increased by
one third the damage dealt (rounded down) plus a random number
betwenn one and a third the damage dealt (rounded up).


'disenchant'

Can disenchant the player's equipment, if you do not possess
resistance to disenchantment. Disenchantment resistance does
not reduce the amount of damage taken, though. Note that this
form of disenchantment cannot force a shapeshifted character
back into normal form, and so cannot damage such a character's
equipment. Assuming that the character is not shapechanged
and does not have disenchantment resistance, a random slot is
chosen (from weapon, bow, body armor, cloak, shield, head,
hands, and feet) and is attempted to be disenchanted. If no
weapon or armor occupies that slot, or if the piece of
equipment in that slot does not have a positive to hit, to
damage, or to AC bonus, nothing happens. Otherwise, artifacts
have a flat 70% chance to resist disenchantment, in which case
nothing happens. For other objects, or if an artifact fails
to resist, it loses 1 point each from its to hit, to damage,
and to AC bonuses, if positive. Each bonus which was at least
+7 to start has an individual 20% chance to lose an additional
point.


'drain charges'

Can drain charges from rods, staffs, and wands in the
character's backpack. To determine whether a item gets
drained and if so which one, a random item is chosen from the
character's backpack. If it is not a wand or staff with at
least one charge, or a rod at least partially charged, a new
item is chosen. If in ten tries a drainable item is not
found, nothing is drained. If a drainable item is found, the
amount of mana the monster gains is determined by adding two
to one twentieth the monster's depth, then multiplying by the
number of total number of charges in the stack (for a stack of
wands or staffs) or by one thirtieth the number of game turns
the stack is from being fully drained (for a stack of rods).
This total, divided by 10 and adding one, is the amount of
mana the monster gains. If one tenth this total is more
enough to bring the monster up to full mana, it also gains
HPs. The number of HPs gained in this case is equal to twice
the quantity the total minus 10 times the number of points
required to restore the monster's mana to full (but not,
unlike with SPs, divided by 10).

Therefore, a monster native to 3000' (level 60) draining a
stack of 2 staffs, each with 25 charges (for a total of 50
charges in the stack) would gain ((2 + 60 / 20) * 50) / 10 + 1
= 26 mana. If the monster only needed 15 mana to regain full
mana, it would instead gain those 15 mana plus
2 * (((((2 + 60 / 20) * 50) / 10) - (15 * 10)) = 200 hit
points.


'steal gold'

Can steal some or all of the character's gold. If the monster
is confused, it can't even attempt to steal. Otherwise, if
the character is paralyzed, it gets no chance to save.
Assuming an unconfused monster and an unparalyzed character,
the chance to avoid theft is determined by the base chance to
avoid theft from dexterity (shown in the table below) added to
the difference between the character's level and half the
monster's level.

If the theft fails, there is a two thirds chance the thief
will blink away but the character's gold will remain
unchanged. If it succeeds, the character will lose one
twelfth their current gold plus between one and twenty-five
gold. If this amount is less than two gold, the character loses
two gold; if it is more than 5000 gold, the character instead
loses one twentieth their current gold plus between one and
2000 gold. However, the character cannot lose more than their
current gold total (if this would otherwise happen, all gold
is lost but no more). The thief will then always blink away.
The distance of the blink is equal to twice the maximum sight
range plus five squares, for a total of 45 squares.


+-----------------+---------------+
| Dexterity | Theft Avoid % |
+-----------------+---------------+
| 3 - 4 | 5% |
| 5 - 6 | 6% |
| 7 - 8 | 7% |
| 9 - 10 | 8% |
| 11 | 9% |
| 12 | 10% |
| 13 | 12% |
| 14 | 14% |
| 15 | 16% |
| 16 | 18% |
| 17 | 20% |
| 18 - 18/09 | 22% |
| 18/10 - 18/19 | 25% |
| 18/20 - 18/29 | 27% |
| 18/30 - 18/39 | 30% |
| 18/40 - 18/49 | 32% |
| 18/50 - 18/59 | 35% |
| 18/60 - 18/69 | 40% |
| 18/70 - 18/79 | 45% |
| 18/80 - 18/89 | 50% |
| 18/90 - 18/99 | 55% |
| 18/100 - 18/109 | 60% |
| 18/110 - 18/109 | 65% |
| 18/120 - 18/109 | 70% |
| 18/130 - 18/109 | 75% |
| 18/140 - 18/109 | 80% |
| 18/150 - 18/109 | 82% |
| 18/160 - 18/109 | 85% |
| 18/170 - 18/109 | 87% |
| 18/180 - 18/109 | 90% |
| 18/190 - 18/109 | 92% |
| 18/200+ | 95% |
+-----------------+---------------+


'steal items'

Can steal one of the character's items. As with the 'steal
gold' attack effect, a confused monster cannot attempt to
steal and a paralyzed player gets no save against an attempt
to steal. The chance to save for an unparalyzed player is the
same as in the 'steal gold' case, except that on an
unsuccessful attempt the thief will always blink away.

On a successful attempt, a random slot is chosen from the
character's pack up to ten times or until a non-artifact
object is chosen. That item (or one item from a stack) is
then stolen by the monster, added to its inventory and removed
from that of the character.


'eat your food'

Can eat one of your food items. A random slot is chosen from
the character's pack up to ten times or until a food item is
found. That item (or one item from a stack) is then eaten by
the monster. No effects that the food would normally have
when eaten or thrown are inflicted upon the monster.


'absorb light'

Will drain some fuel from the character's light source,
assuming one is present, it currently has some fuel, and it is
not an artifact. Each attack will drain a random number
between 251 and 500 turns from the light source, to a minimum
of one turn of light remaining.


'shoot acid'

This damage is one third unresistable and two thirds acid
damage. Therefore, single resistance to acid reduces damage
from this attack effect to five ninths its normal value,
double resistance reduces damage to eleven twenty-sevenths,
and immunity reduces damage to one third. The acid portion of
the damage can have all the normal effects of acid, including
damaging armor, etc.


'electrify'

Similar to the 'shoot acid' effect, except the damage is one
third unresistable and two third electricity damage.


'burn'

Similar to the 'shoot acid' effect, except the damage is one
third unresistable and two third fire damage.


'freeze'

Similar to the 'shoot acid' effect, except the damage is one
third unresistable and two third cold damage.


'blind'

Can blind the character, if they do not have blindness
resistance. If the character is not already blind, they
become blind for 12 plus a random number between one and the
monster's level in turns. Otherwise, they are blinded for an
additional 6 plus a random number between one and half the
monster's level in turns. Note that blindness resistance does
not reduce the damage from the attack.


'confuse'

Can confuse the character, if they do not have confusion
resistance. If the character is not already confused, they
become confused for 5 plus a random number between one and the
monster's level in turns. Otherwise, they are blinded for an
additional 2 plus a random number between one and half the
monster's level in turns. Note that confusion resistance does
not reduce the damage from the attack.


'terrify'

Can frighten the character, if they do not have fear
resistance. The character receives a normal saving throw; if
they succeed that are not made (more) afraid. If it fails and
the character is not already afraid, they are scared for 6
plus a random number between one and the monster's level in
turns. Otherwise, they are scared for an additional 2 plus a
random number between one and half the monster's level in
turns. Note that fear resistance does not reduce the damage
from the attack.


'paralyze'

Can paralyze the character, if they do not have free action.
Even if they do not have free action, they recieve a normal
saving throw to avoid becoming (more) paralyzed; if this
fails, they are paralyzed for 4 plus a random number between
one and half the monster's level in turns, or for 2 plus a
random number between one and one sixth the monster's level
more turns if already paralyzed. Note that all attacks to
paralyze do at least 1 point of damage against a character who
is already paralyzed, to prevent death via starvation. Also
note that free action does not reduce the damage from the
attack.


'reduce strength'

Can reduce the character's strength temporarily, if they do
not have their strength sustained. If the character's
strength is not sustained, a current internal strength of from
3 to 18 will be reduced by 1 point, and a greater strength
will be reduced by 5 percentage points (from 18/100 to 18/95,
for example), but not below 18. Note that also there is
theoretically some randomness in the amount drained from a
high stat, this can only show up when the amount drained is at
least 50% (and the only thing that can drain a stat this
amount is one of the random effects from the one ring), and
even then, only rarely. Note also that having your strength
sustained does not reduce the damage from the attack.


'reduce intelligence'

As 'reduce strength', except it can reduce your intelligence
temporarily.


'reduce wisdom'

As 'reduce strength', except it can reduce your wisdom
temporarily.


'reduce dexterity'

As 'reduce strength', except it can reduce your dexterity
temporarily.


'reduce constitution'

As 'reduce strength', except it can reduce your constitution
temporarily.


'reduce charisma'

As 'reduce strength', except it can reduce your charisma
temporarily.


'reduce all stats'

Can reduce all of the character's stats temporarily, if they
are not sustained. Each stat that is not sustained will be
reduced as described in the 'reduce strength' effect. Note
that sustains do not reduce the damage from the attack.


'shatter'

Damage can be reduced by armor class, as with the 'attack'
effect. In addition, any blow which causes at least 24 points
of damage to the character (after the effects of armor class)
also causes a radius 6 earthquake, centered on the monster.


'lower experience (by 10d6+)'

Can drain some of the character's experience. If the
character has hold life, they have a 95% chance of avoiding
all experience drain. A character without hold life will lose
2% of their current experience plus 10d6 points; one with hold
life who still has experience drained will lose one tenth as
much. Note that hold life does not reduce the damage taken
from the attack, only the experience loss.


'lower experience (by 20d6+)'

As 'lower experience (by 10d6+)', except that hold life only
gives a 90% chance to avoid any experience drain and the
amount lost is 2% of the character's current experience plus
20d6 points, or one tenth that for a character with hold life.


'lower experience (by 40d6+)'

As 'lower experience (by 10d6+)', except that hold life only
gives a 75% chance to avoid any experience drain and the
amount lost is 2% of the character's current experience plus
40d6 points, or one tenth that for a character with hold life.


'lower experience (by 80d6+)'

As 'lower experience (by 10d6+)', except that hold life only
gives a 50% chance to avoid any experience drain and the
amount lost is 2% of the character's current experience plus
80d6 points, or one tenth that for a character with hold life.

=========================== Chance to Hit ===========================

The chance for a monster to hit the character is similar to the chance
for the character to hit a monster. It depends on only four
things--the native depth of the monster, whether it is stunned, the
character's AC, and the terrain the character is standing on. 5% of
the time, the monster will always hit regardless of depth, AC, or
terrain, and 5% of the time, the monster will always miss. The
remaining 90% of the time, the "attack quality" of the monster is
determined. This is power of the attack method (from the table above
in the section on attack effects) added to three times its level
normally, or added to twice its level if it is stunned. The
character's AC is then adjusted for terrain effects as per the table
below. If the character has the unlight specialty and the attacking
monster is on a dark grid (or, due to a bug, if the character is
blind), the character's AC is increased by 10 + 1/8 its current value
(after terrain effects). If the attack quality is at least one, a
random number is generated between 1 and the attack quality, and if
this is greater than three quarters of the character's modified AC,
the attack hits; otherwise, it misses.

+------------------------------+----------------------+
| Terrain | AC Adjustment |
+------------------------------+----------------------+
| Rubble | 5 + 1/8 current AC |
| Trees, for a ranger or druid | 10 + 1/8 current AC |
| Trees, for other classes | 2 + 1/10 current AC |
| Water | - 1/3 current AC |
+------------------------------+----------------------+

If the character has the evasion specialty, he has a chance equal to
his evasion chance out of 100 of avoiding the attack (and all side
effects) anyway. Similarly, if the character is protected from evil
and the monster is evil, there is a chance that the monster could be
repelled instead of the hit doing damage. If the monster's level is
no greater than that 3/2 the character's level, then a random number
between 0 and 100 plus the character's level minus 5/4 the monster's
level is generated; if it is greater than 50, the attack is repelled.

====================== Damage and Side Effects ======================

The damage inflicted by a monster's attack is fairly simple to
compute, compared with that done by the character's attacks. Simply
check the number of dice and number of sides per dice for the given
attack by the given monster (from lib/edit/monster.txt), then roll
that number of dice with that many sides each. There are no modifiers
for deadliness, slays, or anything else.

There are, however, several side effects that monster attacks can
inflict. First is the black breath, which can be inflicted on the
player by deep undead. Any unique undead with native depth of at
least 2000' has a chance equal to 1 in 250 - it's level to inflict the
black breath with each blow that hits the character. Any non-unique
undead with native depth of at least 2500' has a chance equal to 1 in
500 - it's level to inflict the black breath with each blow that
hits.

The second possible side effect from a monster blow is cuts. If the
method of attack used can inflict cuts (from the table above), the
blow is checked for a critical hit. For a monster, a critical hit can
occur whenever blow must deal at least 95% of the maximum possible
damage for that blow (rather than the 90% mentioned in the comments).
If this happens, there is a flat 1/3 chance that no critical
occurs. Even then, if the blow dealt less than 20 points of damage,
there is only a 1% chance per point of damage dealt that a critical
hit occurs.

If a critical hit did occur, its severity must be determined; this is
based upon the damage dealt by the blow as shown in the table below.
If the blow dealt the maximum possible damage it could have, the
severity is increased by one. Finally, if the blow dealt at least 20
points of damage, there is a 1% chance for the severity to be
increased by one; if this occurs, the 1% chance repeats until it does
not occur--note that this may increase the severity of the critical
without bound. On a critical hit, the character's cuts counter is
increased by the amount shown in the table below.

A similar process happens for stuns. If the attack method could stun
the character, the blow is checked for a critical hit. If one occurs,
the character's stun counter is increased as shown in the table below.

+---------+----------+------------+-----------+
| Damage | Severity | Cuts | Stun |
+---------+----------+------------+-----------+
| 1 - 11 | 1 | d5 | d5 |
| 12 - 18 | 2 | 5 + d5 | 8 + d8 |
| 19 - 25 | 3 | 20 + d20 | 15 + d15 |
| 26 - 33 | 4 | 50 + d50 | 25 + d25 |
| 34 - 45 | 5 | 100 + d100 | 35 + d35 |
| 46+ | 6 | 300 | 60 |
| | 7+ | 500 | 100 |
+---------+----------+------------+-----------+
 
G

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Archived from groups: rec.games.roguelike.angband (More info?)

MONSTER RANGED ATTACKS--Ranged Attacks, Methods, and Effects

Version 0.1.1 Updated 2005-04-14

=========================== Ranged Attacks ===========================

There are several types of ranged attacks which for the most part are
treated similarly in many ways: namely, ranged missile attacks, breath
weapons, and spells. All of these will be covered in this spoiler;
however, it will not cover the methods the monsters use to choose a
given ranged attack, only the effects of those attacks once chosen.
It will also not deal deal with ranged attack which don't directly
deal damage; for example, spells which summon monsters, heal the
caster, or teleport the caster or the player.

'spit at you from a distance'
'lash you if nearby'

Mana Cost: 0
Damage Type: Varies

Effect:

Does damage to the character of type and amount according to the
monster's blows. The type of damage dealt will be according to
the effect of the monster's first blow by the table below, and
the amount of damage will be equal to the amount dealt by the
monster's first blow plus half of each of the amounts dealt by
the monster's second through fourth blows. The attack is
treated as a beam with range 3.

+-----------------------------+---------------+-------+
| Attack Effect | Type | Notes |
+-----------------------------+---------------+-------+
| attack | GF_WHIP | a |
| poison | GF_POIS | b |
| disenchant | GF_DISENCHANT | |
| drain charges | GF_DISENCHANT | |
| steal gold | GF_WHIP | a |
| steal items | GF_WHIP | a |
| eat your food | GF_WHIP | a |
| absorb light | GF_WHIP | a |
| shoot acid | GF_ACID | b |
| electrify | GF_ELEC | b |
| burn | GF_FIRE | b |
| freeze | GF_COLD | b |
| blind | GF_DARK | |
| confuse | GF_CONFUSION | |
| terrify | GF_WHIP | a |
| paralyze | GF_CONFUSION | |
| reduce strength | GF_TIME | |
| reduce intelligence | GF_TIME | |
| reduce wisdom | GF_TIME | |
| reduce dexterity | GF_TIME | |
| reduce constitution | GF_TIME | |
| reduce charisma | GF_TIME | |
| reduce all stats | GF_TIME | |
| shatter | GF_WHIP | a |
| lower experience (by 10d6+) | GF_NETHER | |
| lower experience (by 20d6+) | GF_NETHER | |
| lower experience (by 40d6+) | GF_NETHER | |
| lower experience (by 80d6+) | GF_NETHER | |
+-----------------------------+---------------+-------+

a - unesistable
b - one resistance reduces damage to 2/3 normal; two reduce
damage to damage to 4/9 normal. Immunities provide
immunity to damage type.


'throw rocks'
'throw boulders'

Mana Cost: 0
Damage Type: GF_ROCK

Effect:

Does damage based on the power of the monster. The damage done
by all monsters with this attack form is listed below.

+------------------------+-----------------+-----+
| Monster | Damage | Avg |
+------------------------+-----------------+-----+
| Stone troll | 10d5 + 1d7 - 1 | 33 |
| Algroth | 11d7 - 1 | 43 |
| Ice troll | 10d8 + 1d3 - 1 | 46 |
| Cave troll | 10d9 | 50 |
| Half-troll | 10d11 | 60 |
| Water troll | 10d13 | 70 |
| Earth elemental | 10d15 | 80 |
| Olog | 10d14 + 1d3 - 1 | 76 |
| Eldrak | 10d17 + 1d7 - 1 | 93 |
| Ettin | 10d21 | 110 |
| Storm troll | 10d13 + 1d7 - 1 | 73 |
| Bert the Stone Troll | 10d23 + 1d3 - 1 | 116 |
| Bill the Stone Troll | 10d23 + 1d3 - 1 | 116 |
| Tom the Stone Troll | 10d23 + 1d3 - 1 | 116 |
| Rogrog the Black Troll | 10d29 | 150 |
+------------------------+-----------------+-----+

Note that the actual damage done isn't quite that listed above
because of several peculiarities which exist. First, the
actual damage cannot differ by more than 50% from the listed
average damage (which is actually one less that the true
average of the range). If it does, it is altered to be either
50% greater than the listed average if too large, or to be 50%
less than the listed average if too small. For monsters with
average damage of at least 300, the restriction is different:
the actual rolled damage cannot differ by more than 150 from
the average in either direction.

Thess restrictions apply, however, only when the listed average
damage for one of these monsters is at least 10. If it is below
10, the damage rolled is used without modification. That is,
the possible damage rolls for a monster which does 1d11 damage
(average 6) with its ranged attack are 1 2 3 4 5 6 7 8 9 10 11,
not 3 3 3 4 5 6 7 8 9 9 9.


'sling pebbles'
'sling leaden pebbles'
'sling seeker shot'

Mana Cost: 0
Damage Type: GF_SHOT

Effect:

As thrown rocks, except for the difference in damage type. The
damage done by all monsters with this attack form is listed
below.

+----------------+-----------------+-----+
| Monster | Damage | Avg |
+----------------+-----------------+-----+
| Hobbit slinger | 10d5 + 1d7 - 1 | 33 |
| Brigand | 11d7 - 1 | 43 |
| Master rogue | 10d12 + 1d3 - 1 | 66 |
| Master thief | 10d23 + 1d3 - 1 | 116 |
+----------------+-----------------+-----+


'shoot little arrows'
'shoot arrows'
'shoot seeker arrows'
'fire bolts'
'fire crossbow quarrels'
'fire seeker bolts'

Mana Cost: 0
Damage Type: GF_ARROW

As thrown rocks, except for the difference in damage type. The
damage done by all monsters with one of these attack forms is
listed below.

+----------------------------+-----------------+-----+
| Monster | Damage | Avg |
+----------------------------+-----------------+-----+
| Novice ranger | 1d11 | 6 |
| Novice ranger (2) | 1d11 | 6 |
| Novice archer | 1d7 + 9 | 13 |
| Gaveronian daggerman | 10d4 + 1d3 - 1 | 26 |
| Gaveronian huntslady | 10d8 + 1d3 - 1 | 46 |
| Gaveronian berserker | 10d8 + 1d3 - 1 | 46 |
| Gaveronian champion | 10d12 + 1d3 - 1 | 66 |
| Sharpshooter | 10d15 + 1d7 - 1 | 83 |
| Gaveronian chieftain | 10d19 | 100 |
+----------------------------+-----------------+-----+
| Hardened warrior | 10d12 + 1d3 - 1 | 66 |
| Gaveronian champion | 10d12 + 1d3 - 1 | 66 |
| Gaveronian lord of misrule | 10d29 | 150 |
| Warlord | 10d35 + 1d7 - 1 | 183 |
| Erotars, Lord of Gaverone | 10d33 + 1d7 - 1 | 173 |
| Evil Iggy | 10d50 + 1d3 - 1 | 206 |
+----------------------------+-----------------+-----+


'fire little missiles'
'fire missiles'
'fire heavy missiles'

Mana Cost: 0
Damage Type: GF_MISSILE

As thrown rocks, except for the difference in damage type. The
damage done by all monsters with one of these attack forms is
listed below.

+----------------------------+-----------------+-----+
| Monster | Damage | Avg |
+----------------------------+-----------------+-----+
| Manticore | 10d13 + 1d5 - 1 | 72 |
| Giant Chieftain | 10d14 | 75 |
| Hezrou | 10d29 | 150 |
| Baphomet the Minotaur Lord | 10d50 | 255 |
+----------------------------+-----------------+-----+


'whip poisoned darts'
'hurl black darts'

Mana Cost: 0
Damage Type: GF_PMISSILE

As thrown rocks, except for the difference in damage type. The
damage done by all monsters with one of these attack forms is
listed below.

+------------------------------+-----------------+-----+
| Monster | Damage | Avg |
+------------------------------+-----------------+-----+
| Kobold dart-thrower | 1d17 | 9 |
| Hashishin | 10d6 + 1d3 - 1 | 36 |
| Assassin | 10d23 | 120 |
| Gaveronian lord of misrule | 10d26 | 135 |
| Legendary hobbit rogue | 10d27 + 1d9 - 1 | 144 |
| Drolem | 10d62 | 315 |
| Uvatha the Horseman | 10d35 | 180 |
| Harowen the Black Hand | 10d32 | 165 |
| Adunaphel the Quiet | 10d38 | 195 |
| Evil Iggy | 10d36 + 1d3 - 1 | 186 |
| Ren the Unclean | 10d44 | 225 |
| Ji Indur Dawndeath | 10d48 + 1d9 - 1 | 249 |
| Dwar, Dog Lord of Waw | 10d53 | 270 |
| Hoarmurath of Dir | 10d62 | 315 |
| Khamul, the Black Easterling | 10d68 | 345 |
| The Witch-King of Angmar | 10d80 | 405 |
+------------------------------+-----------------+-----+


'breathe acid'
'breathe acid powerfully'

Mana Cost: 0
Damage Type: GF_ACID

Does damage based upon the current HPs of the monster. The
damage done is equal to the half the number of HPs the monster
has, to a maximum of 1600. The breath is a cone with a width of
either 20 degrees for weaker monsters or 40 degrees for monsters
which breathe acid powerfully. The breath does not weaken with
distance and has a maximum range equal to the normal limit of
sight.

+---------------------------+---------+--------+-----+
| Monster | Max Dam | Max HP | Pow |
+---------------------------+---------+--------+-----+
| Baby black dragon | 35 | 70 | No |
| Baby multi-hued dragon | 55 | 110 | No |
| Giant black dragon fly | 18 | 36 | No |
| Young black dragon | 85 | 170 | No |
| Water hound | 45 | 90 | No |
| Water vortex | 24 | 48 | Yes |
| Young multi-hued dragon | 120 | 240 | No |
| Mature black dragon | 180 | 360 | No |
| Mature multi-hued dragon | 205 | 410 | No |
| Ancient black dragon | 350 | 700 | Yes |
| Hezrou | 375 | 750 | No |
| Ancient multi-hued dragon | 700 | 1400 | Yes |
| Living dungeon | 1400 | 2800 | Yes |
| Nightcrawler | 1200 | 2400 | Yes |
| Aether vortex | 174 | 348 | Yes |
| Aether hound | 445 | 890 | No |
| Great Wyrm of Power | 1600 | 3500 | Yes |
| Kavlax the Many-Headed | 400 | 800 | Yes |
| The Defiler | 1600 | 3800 | Yes |
| Ancalagon the Black | 1600 | 5000 | Yes |
+---------------------------+---------+--------+-----+


'breathe lightning'
'breathe lightning powerfully'

Mana Cost: 0
Damage Type: GF_ELEC

As acid breath weapon, except for the damage type.

+---------------------------+---------+--------+-----+
| Monster | Max Dam | Max HP | Pow |
+---------------------------+---------+--------+-----+
| Baby blue dragon | 35 | 70 | No |
| Baby multi-hued dragon | 55 | 110 | No |
| Blue dragon bat | 6 | 12 | No |
| Energy hound | 22 | 45 | No |
| Young blue dragon | 85 | 170 | No |
| Energy vortex | 28 | 56 | Yes |
| Young multi-hued dragon | 120 | 240 | No |
| Mature blue dragon | 180 | 360 | No |
| Mature multi-hued dragon | 205 | 410 | No |
| Ancient blue dragon | 350 | 700 | Yes |
| Ancient multi-hued dragon | 700 | 1400 | Yes |
| Dracolich | 850 | 1700 | Yes |
| Great storm wyrm | 950 | 1900 | Yes |
| Sky Drake | 1050 | 2100 | Yes |
| Aether vortex | 174 | 348 | Yes |
| Aether hound | 445 | 890 | No |
| Great Wyrm of Power | 1600 | 3500 | Yes |
| Kavlax the Many-Headed | 400 | 800 | Yes |
+---------------------------+---------+--------+-----+


'breathe fire'
'breathe fire powerfully'

Mana Cost: 0
Damage Type: GF_FIRE

As acid breath weapon, except for the damage type.

+--------------------------------------+---------+--------+-----+
| Monster | Max Dam | Max HP | Pow |
+--------------------------------------+---------+--------+-----+
| Giant salamander | 24 | 48 | No |
| Baby red dragon | 40 | 80 | No |
| Baby multi-hued dragon | 55 | 110 | No |
| Fire hound | 22 | 45 | No |
| Red dragon bat | 9 | 18 | No |
| Chimera | 105 | 210 | No |
| Young red dragon | 100 | 200 | No |
| Fire vortex | 24 | 48 | Yes |
| Gorgimera | 245 | 490 | No |
| Young multi-hued dragon | 120 | 240 | No |
| Mature red dragon | 190 | 380 | No |
| Hell hound | 135 | 270 | No |
| Mature multi-hued dragon | 205 | 410 | No |
| Herou | 375 | 750 | No |
| Ancient red dragon | 390 | 780 | Yes |
| Nalfeshnee | 215 | 430 | No |
| Ancient multi-hued dragon | 700 | 1400 | Yes |
| Dracolisk | 850 | 1700 | Yes |
| Great hell wyrm | 1150 | 2300 | Yes |
| Balor | 650 | 1300 | Yes |
| Aether vortex | 174 | 348 | Yes |
| Aether hound | 445 | 890 | No |
| Balrog | 1300 | 2600 | Yes |
| Great Wyrm of Power | 1600 | 3500 | Yes |
| Kavlax the Many-Headed | 400 | 800 | Yes |
| Itangast the Fire Drake | 750 | 1500 | Yes |
| The Phoenix | 1000 | 2000 | No |
| Smaug the Golden | 1050 | 2100 | Yes |
| The Balrog of Moria | 950 | 1900 | Yes |
| Glaurung, Father of the Dragons | 1600 | 3200 | Yes |
| Krotus, the Dark Lord | 1600 | 3200 | Yes |
| Lungorthin, the Balrog of White Fire | 1600 | 4000 | Yes |
| Ancalagon the Black | 1600 | 5000 | Yes |
| The Tarrasque | 1600 | 4200 | Yes |
| Gothmog, the High Captain of Balrogs | 1600 | 5700 | Yes |
+--------------------------------------+---------+--------+-----+


'breathe frost'
'breathe frost powerfully'

Mana Cost: 0
Damage Type: GF_COLD

As acid breath weapon, except for the damage type.

+---------------------------+---------+--------+-----+
| Monster | Max Dam | Max HP | Pow |
+---------------------------+---------+--------+-----+
| Baby white dragon | 35 | 70 | No |
| Baby multi-hued dragon | 55 | 110 | No |
| Giant white dragon fly | 7 | 14 | No |
| Cold hound | 22 | 45 | No |
| Young white dragon | 85 | 170 | No |
| Cold vortex | 24 | 48 | Yes |
| Young multi-hued dragon | 120 | 240 | No |
| Mature white dragon | 180 | 360 | No |
| Mature multi-hued dragon | 205 | 410 | No |
| Ancient white dragon | 350 | 700 | Yes |
| Ancient multi-hued dragon | 700 | 1400 | Yes |
| Great ice wyrm | 950 | 1900 | Yes |
| Aether vortex | 174 | 348 | Yes |
| Aether hound | 445 | 890 | No |
| Great Wyrm of Power | 1600 | 3500 | Yes |
| Kavlax the Many-Headed | 400 | 800 | Yes |
| Scatha the Worm | 1150 | 2300 | Yes |
| The Tarrasque | 1600 | 4200 | Yes |
+---------------------------+---------+--------+-----+

'breathe poison'
'breathe poison powerfully'

Mana Cost: 0
Damage Type: GF_POIS

Similar to acid breath weapon, except that the damage done is
equal to one third the monster's current hit points or 500,
whichever is smaller, and the radius of the arc of the breath is
30 degrees for a weaker monster, or 50 degrees for a powerful
one.

+---------------------------------+---------+--------+-----+
| Monster | Max Dam | Max HP | Pow |
+---------------------------------+---------+--------+-----+
| Baby green dragon | 23 | 70 | No |
| Baby multi-hued dragon | 36 | 110 | No |
| Giant green dragon fly | 4 | 14 | No |
| Young green dragon | 56 | 170 | No |
| Air hound | 30 | 90 | No |
| Bat of Gorgoroth | 23 | 70 | No |
| Young multi-hued dragon | 80 | 240 | No |
| Abyss spider | 116 | 350 | No |
| Mature green dragon | 120 | 360 | No |
| Mature multi-hued dragon | 136 | 410 | No |
| Ancient green dragon | 233 | 700 | Yes |
| Nazgul's Steed | 163 | 490 | No |
| Ancient multi-hued dragon | 466 | 1400 | Yes |
| Nightcrawler | 500 | 2400 | Yes |
| Drolem | 500 | 1900 | Yes |
| Aether vortex | 116 | 348 | Yes |
| Aether hound | 296 | 890 | No |
| Great Wyrm of Power | 500 | 3500 | Yes |
| Shelob, Spider of Darkness | 280 | 840 | No |
| The Defiler | 500 | 3800 | Yes |
| Glaurung, Father of the Dragons | 500 | 3200 | Yes |
| Ungoliant, the Unlight | 500 | 6500 | Yes |
| Ancalagon the Black | 500 | 5000 | Yes |
+---------------------------------+---------+--------+-----+


'breathe plasma'
'breathe plasma powerfully'

Mana Cost: 0
Damage Type: GF_COLD

As acid breath weapon, except for the damage type.

+---------------------+---------+--------+-----+
| Monster | Max Dam | Max HP | Pow |
+---------------------+---------+--------+-----+
| Plasma vortex | 115 | 230 | Yes |
| Plasma hound | 450 | 900 | No |
| Aether vortex | 174 | 348 | Yes |
| Aether hound | 445 | 890 | No |
| Great Wyrm of Power | 1600 | 3500 | Yes |
| The Phoenix | 1000 | 2000 | No |
+---------------------+---------+--------+-----+


'breathe light'
'breathe light powerfully'

Mana Cost: 0
Damage Type: GF_LITE

Similar to acid breath weapon, except that the damage done is
equal to three tenths the monster's current hit points or 500,
whichever is smaller.

+---------------------+---------+--------+-----+
| Monster | Max Dam | Max HP | Pow |
+---------------------+---------+--------+-----+
| Pseudo dragon | 39 | 130 | No |
| Light hound | 8 | 27 | No |
| Ethereal drake | 78 | 260 | No |
| Shimmering vortex | 27 | 90 | Yes |
| Ethereal wyrm | 390 | 1300 | Yes |
| Sky Drake | 500 | 2100 | Yes |
| Aether vortex | 104 | 348 | Yes |
| Aether hound | 267 | 890 | No |
| Great Wyrm of Power | 500 | 3500 | Yes |
| The Phoenix | 500 | 2000 | No |
+---------------------+---------+--------+-----+


'breathe darkness'
'breathe darkness powerfully'

Mana Cost: 0
Damage Type: GF_DARK

Similar to light breath weapon, except for the damage type.

+-----------------------+---------+--------+-----+
| Monster | Max Dam | Max HP | Pow |
+-----------------------+---------+--------+-----+
| Pseudo dragon | 39 | 130 | No |
| Dark hound | 8 | 27 | No |
| Shadow drake | 48 | 160 | No |
| Bat of Gorgoroth | 21 | 70 | No |
| Ethereal drake | 78 | 260 | No |
| Abyss spider | 105 | 350 | No |
| Ethereal wyrm | 390 | 1300 | Yes |
| Aether vortex | 104 | 348 | Yes |
| Aether hound | 267 | 890 | No |
| Balrog | 500 | 2600 | Yes |
| Great Wyrm of Power | 500 | 3500 | Yes |
| Krotus, the Dark Lord | 500 | 3200 | Yes |
+-----------------------+---------+--------+-----+


'breathe Night'
'breathe Night powerfully'

Mana Cost: 0
Damage Type: GF_MORGUL_DARK

Similar to light breath weapon, except for the damage type.

+------------------------+---------+--------+-----+
| Monster | Max Dam | Max HP | Pow |
+------------------------+---------+--------+-----+
| Ungoliant, the Unlight | 500 | 6500 | No |
+------------------------+---------+--------+-----+


'breathes confusion'
'breathes confusion powerfully'

Mana Cost: 0
Damage Type: GF_CONFUSION

Similar to light breath weapon, except for the damage type.

+-------------------------+---------+--------+-----+
| Monster | Max Dam | Max HP | Pow |
+-------------------------+---------+--------+-----+
| Young bronze dragon | 54 | 180 | No |
| Giant bronze dragon fly | 5 | 18 | No |
| Mature bronze dragon | 120 | 400 | No |
| Ancient bronze dragon | 219 | 730 | Yes |
| Aether vortex | 104 | 348 | Yes |
| Aether hound | 267 | 890 | No |
| Great Wyrm of Power | 500 | 3500 | Yes |
| Kavlax the Many-Headed | 240 | 800 | Yes |
+-------------------------+---------+--------+-----+


'breathes sound'
'breathes sound powerfully'

Mana Cost: 0
Damage Type: GF_SOUND

Similar to acid breath weapon, except that the damage done is
equal to one quarter the monster's current hit points or 250,
whichever is smaller, and the radius of the arc of the breath is
30 degrees for a weaker monster, or 50 degrees for a powerful
one.

+------------------------+---------+--------+-----+
| Monster | Max Dam | Max HP | Pow |
+------------------------+---------+--------+-----+
| Giant gold dragon fly | 4 | 16 | No |
| Young gold dragon | 47 | 190 | No |
| Vibration hound | 40 | 160 | No |
| Mature gold dragon | 100 | 400 | No |
| Law drake | 137 | 550 | No |
| Balance drake | 150 | 600 | No |
| Ancient gold dragon | 187 | 750 | Yes |
| Sky Drake | 250 | 2100 | Yes |
| Aether vortex | 87 | 348 | Yes |
| Great Wyrm of Law | 250 | 2200 | Yes |
| Great Wyrm of Balance | 250 | 2500 | Yes |
| Aether hound | 222 | 890 | No |
| Great Wyrm of Power | 250 | 3500 | Yes |
| Kavlax the Many-Headed | 200 | 800 | Yes |
+------------------------+---------+--------+-----+

'breathes shards'
'breathes shards powerfully'

Mana Cost: 0
Damage Type: GF_SHARD

Similar to acid breath weapon, except that the damage done is
equal to three tenths the monster's current hit points or 400,
whichever is smaller.

+------------------------+---------+--------+-----+
| Monster | Max Dam | Max HP | Pow |
+------------------------+---------+--------+-----+
| Earth hound | 30 | 100 | No |
| Shardstorm | 28 | 96 | Yes |
| Crystal drake | 120 | 400 | No |
| Law drake | 165 | 550 | No |
| Balance drake | 180 | 600 | No |
| Greate crystal drake | 270 | 900 | Yes |
| Aether vortex | 104 | 348 | Yes |
| Great Wyrm of Law | 400 | 2200 | Yes |
| Great Wyrm of Balance | 400 | 2500 | Yes |
| Aether hound | 267 | 890 | No |
| Great Wyrm of Power | 400 | 3500 | Yes |
| Kavlax the Many-Headed | 240 | 800 | Yes |
+------------------------+---------+--------+-----+


'breathes inertia'
'breathes inertia powerfully'

Mana Cost: 0
Damage Type: GF_INERTIA

Similar to acid breath weapon, except that the damage done is
equal to one third the monster's current hit points or 200,
whichever is smaller.

+---------------------+---------+--------+-----+
| Monster | Max Dam | Max HP | Pow |
+---------------------+---------+--------+-----+
| Inertia hound | 70 | 210 | No |
| Aether vortex | 116 | 348 | Yes |
| Aether hound | 200 | 890 | No |
| Great Wyrm of Power | 200 | 3500 | Yes |
+---------------------+---------+--------+-----+


'breathes gravity'
'breathes gravity powerfully'

Mana Cost: 0
Damage Type: GF_GRAVITY

Similar to inertia breath weapon, except for the damage type.

+------------------------+---------+--------+-----+
| Monster | Max Dam | Max HP | Pow |
+------------------------+---------+--------+-----+
| Gravity hound | 70 | 210 | No |
| Sky Drake | 200 | 2100 | Yes |
| Aether vortex | 116 | 348 | Yes |
| Aether hound | 200 | 890 | No |
| Great Wyrm of Power | 200 | 3500 | Yes |
| Kavlax the Many-Headed | 200 | 800 | Yes |
+------------------------+---------+--------+-----+


'breathes force'
'breathes force powerfully'

Mana Cost: 0
Damage Type: GF_FORCE

Similar to acid breath weapon, except that the damage done is
equal to one third the monster's current hit points or 250,
whichever is smaller, and the radius of the arc of the breath is
60 degrees for all monsters, whether powerful or not.

+----------------------------+---------+--------+-----+
| Monster | Max Dam | Max HP | Pow |
+----------------------------+---------+--------+-----+
| Impact hound | 70 | 210 | No |
| Sky Drake | 250 | 2100 | Yes |
| Aether vortex | 116 | 348 | Yes |
| Great Wyrm of Law | 250 | 2200 | Yes |
| Aether hound | 250 | 890 | No |
| Great Wyrm of Power | 250 | 3500 | Yes |
| Baphomet the Minotaur Lord | 250 | 1900 | Yes |
+----------------------------+---------+--------+-----+


'breathes nexus'
'breathes nexus powerfully'

Mana Cost: 0
Damage Type: GF_NEXUS

Similar to acid breath weapon, except that the damage done is
equal to one third the monster's current hit points or 300,
whichever is smaller.

+------------------------+---------+--------+-----+
| Monster | Max Dam | Max HP | Pow |
+------------------------+---------+--------+-----+
| Nexus hound | 53 | 160 | No |
| Nexus vortex | 60 | 180 | Yes |
| Aether vortex | 116 | 348 | Yes |
| Aether hound | 296 | 890 | No |
| Great Wyrm of Power | 300 | 3500 | Yes |
| Kavlax the Many-Headed | 266 | 800 | Yes |
+------------------------+---------+--------+-----+


'breathes nether'
'breathes nether powerfully'

Mana Cost: 0
Damage Type: GF_NETHER

Similar to acid breath weapon, except that the damage done is
equal to three tenths the monster's current hit points or 600,
whichever is smaller.

+-----------------------+---------+--------+-----+
| Monster | Max Dam | Max HP | Pow |
+-----------------------+---------+--------+-----+
| Nether hound | 123 | 410 | No |
| Death drake | 225 | 750 | Yes |
| Dracolich | 510 | 1700 | Yes |
| Dracolisk | 510 | 1700 | Yes |
| Nightcrawler | 600 | 2400 | Yes |
| Aether vortex | 104 | 348 | Yes |
| Hound of Tindalos | 207 | 690 | No |
| Aether hound | 267 | 890 | No |
| Great Wyrm of Power | 600 | 3500 | Yes |
| Krotus, the Dark Lord | 600 | 3200 | Yes |
+-----------------------+---------+--------+-----+


'breathes chaos'
'breathes chaos powerfully'

Mana Cost: 0
Damage Type: GF_CHAOS

Similar to nether breath weapon, except for the damage type.

+-----------------------+---------+--------+-----+
| Monster | Max Dam | Max HP | Pow |
+-----------------------+---------+--------+-----+
| Chaos drake | 150 | 500 | No |
| Balance drake | 180 | 600 | No |
| Jabberwock | 480 | 1600 | No |
| Chaos vortex | 104 | 348 | Yes |
| Chaos hound | 234 | 780 | No |
| Aether vortex | 104 | 348 | Yes |
| Great Wyrm of Chaos | 600 | 2200 | Yes |
| Serpent of Chaos | 510 | 1700 | No |
| Great Wyrm of Balance | 600 | 2500 | Yes |
| Aether hound | 267 | 890 | No |
| Great Wyrm of Power | 600 | 3500 | Yes |
| Storm of Unmagic | 270 | 900 | Yes |
+-----------------------+---------+--------+-----+


'breathes disenchantment'
'breathes disenchantment powerfully'

Mana Cost: 0
Damage Type: GF_DISENCHANT

Similar to acid breath weapon, except that the damage done is
equal to three tenths the monster's current hit points or 400,
whichever is smaller.

+-----------------------+---------+--------+-----+
| Monster | Max Dam | Max HP | Pow |
+-----------------------+---------+--------+-----+
| Chaos drake | 150 | 500 | No |
| Balance drake | 180 | 600 | No |
| Great Wyrm of Chaos | 400 | 2200 | Yes |
| Great Wyrm of Balance | 400 | 2500 | Yes |
| Hound of Tindalos | 207 | 690 | No |
| Aether hound | 267 | 890 | No |
| Great Wyrm of Power | 400 | 3500 | Yes |
| Storm of Unmagic | 270 | 900 | Yes |
| The Tarrasque | 400 | 4200 | Yes |
+-----------------------+---------+--------+-----+


'breathes time'
'breathes time powerfully'

Mana Cost: 0
Damage Type: GF_TIME

Similar to inertia breath weapon, except for the damage type.

+---------------------+---------+--------+-----+
| Monster | Max Dam | Max HP | Pow |
+---------------------+---------+--------+-----+
| Time vortex | 76 | 230 | Yes |
| Time hound | 113 | 340 | No |
| Aether vortex | 116 | 348 | Yes |
| Hound of Tindalos | 200 | 690 | No |
| Aether hound | 200 | 890 | No |
| Great Wyrm of Power | 200 | 3500 | Yes |
| Storm of Unmagic | 200 | 900 | Yes |
+---------------------+---------+--------+-----+


'produce acid balls'
'produce acid storms'

Mana Cost: 4
Damage Type: GF_ACID

Produces a ball of acid centered on the player of radius from 1
to 4, depending on the power of the monster. The actual damage
done is affected by the same restrictions noted for thrown
boulders.

+-------------------------------+-----------------+-----+-----+
| Monster | Damage | Avg | Rad |
+-------------------------------+-----------------+-----+-----+
| Mystic | 6d49 | 150 | 2 |
| Bile Elemental | 6d59 + 1d3 - 1 | 160 | 2 |
| Sorcerer | 6d124 | 375 | 3 |
| Mim, Betrayer of Turin | 6d74 | 225 | 2 |
| Quaker, Master of Earth | 6d107 + 1d3 - 1 | 325 | 2 |
| Adunaphel the Quiet | 6d107 + 1d3 - 1 | 325 | 2 |
| Errata the Mage | 6d149 | 450 | 3 |
| Maeglin, Betrayer of Gondolin | 6d115 + 1d5 - 1 | 350 | 3 |
| Saruman of Many Colors | 6d136 + 1d5 - 1 | 410 | 3 |
| The Mouth of Sauron | 6d174 | 525 | 3 |
| Sauron, the Sorcerer | 6d262 + 1d3 - 1 | 790 | 4 |
+-------------------------------+-----------------+-----+-----+


'produce lightning balls'
'produce lightning storms'

Mana Cost: 4
Damage Type: GF_ELEC

Produce a ball of lightning centered on the player. Less
powerful casters produce balls of a fixed radius of 1 or 2; more
powerful casters have a 2/3 chance to produce a ball of radius 3
or 4 and a 1/3 chance to produce a ball of radius 0 which does
twice the damage.

+-------------------------------+-----------------+-----+-----+
| Monster | Damage | Avg | Rad |
+-------------------------------+-----------------+-----+-----+
| Thunder giant | 6d39 | 120 | 2 |
| Mystic | 6d49 | 150 | 2 |
| Water elemental | 6d27 + 1d3 - 1 | 85 | 1 |
| Giant Chieftain | 6d40 + 1d5 - 1 | 125 | 2 |
| Dark elven sorcerer | 6d82 + 1d3 - 1 | 250 | 2 |
| Storm Troll | 6d35 + 1d5 - 1 | 110 | 2 |
| Master lich | 6d99 | 300 | 2 |
| Master mystic | 6d82 + 1d3 - 1 | 250 | 2 |
| Sorcerer | 6d92 + 1d3 - 1 | 280 | 3 |
| | 6d185 + 1d5 - 1 | 560 | 0 |
| Black reaver | 6d92 + 1d3 - 1 | 280 | 3 |
| | 6d185 + 1d5 - 1 | 560 | 0 |
| Grand master mystic | 6d90 + 1d5 - 1 | 275 | 3 |
| | 6d184 | 555 | 0 |
| Ariel, Queen of Air | 6d99 | 300 | 2 |
| Baphomet the Minotaur Lord | 6d104 | 315 | 3 |
| | 6d210 + 1d5 - 1 | 635 | 0 |
| Errata the Mage | 6d110 + 1d5 - 1 | 335 | 3 |
| | 6d224 | 675 | 0 |
| Maeglin, Betrayer of Gondolin | 6d85 + 1d5 - 1 | 260 | 3 |
| | 6d174 | 525 | 0 |
| Feagwath the Undead Sorcerer | 6d129 | 390 | 3 |
| | 6d260 + 1d5 - 1 | 785 | 0 |
| Pazuzu, Lord of Air | 6d129 | 390 | 3 |
| | 6d260 + 1d5 - 1 | 785 | 0 |
| Vecna, the Emperor Lich | 6d160 + 1d5 - 1 | 485 | 4 |
| | 6d324 | 975 | 0 |
| Lich (player ghost) | 6d104 | 315 | 2 |
+-------------------------------+-----------------+-----+-----+


'produce fire balls'
'produce fire storms'

Mana Cost: 4
Damage Type: GF_FIRE

As acid balls, except for the damage type.

+-----------------------+-----------------+-----+-----+
| Monster | Damage | Avg | Rad |
+-----------------------+-----------------+-----+-----+
| Fire elemental | 6d32 + 1d3 - 1 | 100 | 2 |
| Bodak | 6d24 | 75 | 1 |
| Sorcerer | 6d124 | 375 | 3 |
| Vargo, Tyrant of Fire | 6d99 | 300 | 2 |
| Ren the Unclean | 6d124 | 375 | 3 |
| The Phoenix | 6d140 + 1d5 - 1 | 425 | 3 |
| Errata the Mage | 6d149 | 450 | 3 |
| Sauron, the Sorcerer | 6d262 + 1d3 - 1 | 790 | 4 |
+-----------------------+-----------------+-----+-----+


'produce balls of hellfire'
'invoke storms of Udun-fire'
'call upon the fires of Udun'

Mana Cost: 4
Damage Type: GF_HELLFIRE

As acid balls, except for the damage type.

+--------------------------------------+-------+-----+-----+
| Monster | Dam | Avg | Rad |
+--------------------------------------+-------+-----+-----+
| Balor | 6d129 | 390 | 2 |
| Balrog | 6d209 | 630 | 3 |
| Krotus, the Dark Lord | 6d183 | 552 | 3 |
| Lungorthin, the Balrog of White Fire | 6d209 | 630 | 3 |
| Gothmog, the High Captain of Balrogs | 6d289 | 870 | 4 |
+--------------------------------------+-------+-----+-----+


'produce frost balls'
'produce frost storms'
'produce spheres of deadly cold'
'invoke storms of deadly cold'

Mana Cost: 4
Damage Type: GF_COLD

As acid balls, except for the damage type.

+------------------------------+-----------------+-----+-----+
| Monster | Damage | Avg | Rad |
+------------------------------+-----------------+-----+-----+
| Ogre mage | 6d25 | 75 | 1 |
| Ice elemental | 6d59 | 180 | 2 |
| Dark elven sorcerer | 6d82 + 1d3 - 1 | 250 | 2 |
| Storm troll | 6d36 + 1d5 - 1 | 110 | 2 |
| Nightwing | 6d116 + 1d5 - 1 | 350 | 3 |
| Sorcerer | 6d124 | 375 | 3 |
| Waldern, King of Water | 6d99 | 300 | 2 |
| Ariel, Queen of Air | 6d99 | 300 | 2 |
| Adunaphel the Quiet | 6d107 + 1d3 - 1 | 325 | 2 |
| Errata the Mage | 6d149 | 450 | 3 |
| Hoarmurath of Dir | 6d174 | 525 | 3 |
| Saruman of Many Colors | 6d136 + 1d5 - 1 | 410 | 3 |
| Khamul, the Black Easterling | 6d190 + 1d5 - 1 | 575 | 3 |
| Lich (player ghost) | 6d104 | 315 | 2 |
+------------------------------+-----------------+-----+-----+


'produce stinking clouds'
'produce poison balls'
'produce storms of poison'
'produce clouds of venom'
'produce venomous balls'
'raise storms of venom'

Mana Cost: 4
Damage Type: GF_POISON

Produces a ball of acid centered on the player of radius from 2
to 5, depending on the power of the monster. The actual damage
done is affected by the same restrictions noted for thrown
boulders.

+------------------------------+-----------------+-----+-----+
| Monster | Damage | Avg | Rad |
+------------------------------+-----------------+-----+-----+
| Dark elven mage | 8d2 + 1d7 - 1 | 15 | 2 |
| Gnome mage | 8d2 | 12 | 2 |
| Master yeek | 8d5 + 1d7 - 1 | 27 | 2 |
| Wererat | 8d2 + 1d7 - 1 | 15 | 2 |
| Gnome mage (2) | 8d2 | 12 | 2 |
| Gaveronian necromancer | 8d8 | 36 | 2 |
| Mystic | 8d21 + 1d5 - 1 | 90 | 3 |
| Master mystic | 8d36 + 1d5 - 1 | 150 | 3 |
| Grand master mystic | 8d54 + 1d5 - 1 | 222 | 4 |
| Mimic (large jeweled chest) | 8d85 + 1d3 - 1 | 345 | 4 |
| Wormtongue, Agent of Saruman | 8d4 + 1d3 - 1 | 21 | 2 |
| Ji Indur Dawndeath | 8d61 + 1d3 - 1 | 249 | 4 |
| Saruman of Many Colors | 8d60 + 1d5 - 1 | 246 | 4 |
| Khamul, the Black Easterling | 8d85 + 1d3 - 1 | 345 | 4 |
| Sauron, the Sorcerer | 8d117 + 1d5 - 1 | 474 | 5 |
+------------------------------+-----------------+-----+-----+


'produce spheres of light'
'produce explosions of light'
'invoke starbursts'

Mana Cost: 5
Damage Type: GF_LITE

Produces a ball of acid centered on the player of radius from 1
to 3, depending on the power of the monster. The actual damage
done is affected by the same restrictions noted for thrown
boulders.

+------------------+-----------------+-----+-----+
| Monster | Damage | Avg | Rad |
+------------------+-----------------+-----+-----+
| Priest | 12d2 | 18 | 1 |
| Gnomish wizard | 12d12 + 1d7 - 1 | 81 | 2 |
| Air elmental | 12d14 | 90 | 2 |
| Archpriest | 12d16 + 1d7 - 1 | 105 | 2 |
| Magician | 12d17 | 108 | 2 |
| Patriarch | 12d27 | 168 | 2 |
| Fundin Bluecloak | 12d36 + 1d7 - 1 | 225 | 3 |
| Errata the Mage | 12d44 | 270 | 3 |
+------------------+-----------------+-----+-----+


'produce balls of darkness'
'produce storms of darkness'

Mana Cost: 5
Damage Type: GF_DARK

As acid balls, except for the damage type.

+-------------------------+-----------------+-----+-----+
| Monster | Damage | Avg | Rad |
+-------------------------+-----------------+-----+-----+
| Dark elven priest | 12d5 + 1d7 - 1 | 39 | 1 |
| Demonologist | 12d10 | 66 | 2 |
| Gnomish wizard | 12d12 + 1d7 - 1 | 81 | 2 |
| Necromancer | 12d25 | 156 | 2 |
| Saruman of Many Colours | 12d40 | 246 | 3 |
| Omarax the Eye Tyrant | 12d61 + 1d7 - 1 | 375 | 4 |
| Tselakus, the Dreadlord | 12d54 | 330 | 4 |
| The Mouth of Sauron | 12d51 + 1d7 - 1 | 315 | 3 |
| Sauron, the Sorcerer | 12d78 | 474 | 4 |
+-------------------------+-----------------+-----+-----+


'produce spheres of Night'
'conjure up storms of Night'

Mana Cost: 5
Damage Type: GF_MORGUL_DARK

As acid balls, except for the damage type.

+---------------------------+-----------------+-----+-----+
| Monster | Damage | Avg | Rad |
+---------------------------+-----------------+-----+-----+
| Nightwalker | 12d44 | 270 | 3 |
| Ungoliant, the Unlight | 12d59 | 360 | 4 |
| Morgoth, Lord of Darkness | 12d91 + 1d7 - 1 | 555 | 4 |
+---------------------------+-----------------+-----+-----+


'produce confusion balls'
'produce storms of confusion'

Mana Cost: 6
Damage Type: GF_CONFUSION

As light balls, except for the damage type.

+----------------+-----------------+-----+-----+
| Monster | Damage | Avg | Rad |
+----------------+-----------------+-----+-----+
| Gnomish wizard | 12d12 + 1d7 - 1 | 81 | 2 |
| Magician | 12d17 | 108 | 2 |
+----------------+-----------------+-----+-----+


'produce explosions of sound'
'produce thunderclaps'
'unleash storms of sound'

Mana Cost: 4
Damage Type: GF_SOUND

As light balls, except for the damage type.

+---------------------+-----------------+-----+-----+
| Monster | Damage | Avg | Rad |
+---------------------+-----------------+-----+-----+
| Master mystic | 12d15 + 1d9 - 1 | 100 | 2 |
| Grand master mystic | 12d23 + 1d9 - 1 | 148 | 3 |
+---------------------+-----------------+-----+-----+


'produce blasts of shards'
'produce whirlwinds of shards'
'call up shardstorms'

Mana Cost: 4
Damage Type: GF_SHARD

As light balls, except for the damage type.

+-------------------------+-----------------+-----+-----+
| Monster | Damage | Avg | Rad |
+-------------------------+-----------------+-----+-----+
| Earth elemental | 12d11 | 72 | 2 |
| Magician | 12d17 | 108 | 2 |
| Quaker, Master of Earth | 12d31 + 1d7 - 1 | 195 | 2 |
+-------------------------+-----------------+-----+-----+


'produce little storms'
'produce whirlpools'
'call up raging storms'

Mana Cost: 5
Damage Type: GF_STORM

As acid balls, except for the damage type.

+-----------------------------+-----------------+-----+-----+
| Monster | Damage | Avg | Rad |
+-----------------------------+-----------------+-----+-----+
| Thunder giant | 6d31 | 96 | 2 |
| Water elemental | 6d21 + 1d5 - 1 | 68 | 2 |
| Master mystic | 6d65 + 1d5 - 1 | 200 | 3 |
| Grand master mystic | 6d97 + 1d5 - 1 | 296 | 5 |
| Waldern, King of Water | 6d79 | 240 | 3 |
| Saruman of Many Colours | 6d108 + 1d3 - 1 | 328 | 5 |
| The Mouth of Sauron | 6d139 | 420 | 5 |
| Cantoras, the Skeletal Lord | 6d172 + 1d3 - 1 | 520 | 5 |
| Sauron, the Sorcerer | 6d209 + 1d5 - 1 | 632 | 5 |
+-----------------------------+-----------------+-----+-----+


'produce nether orbs'
'produce nether balls'
'invoke nether storms'

Mana Cost: 6
Damage Type: GF_NETHER

As light balls, except for the damage type.

+-----------------------------+-----------------+-----+-----+
| Monster | Damage | Avg | Rad |
+-----------------------------+-----------------+-----+-----+
| Nightcrawler | 12d41 | 252 | 3 |
| Dreadlord | 12d41 + 1d7 - 1 | 255 | 3 |
| Ji Indur Dawndeath | 12d40 + 1d7 - 1 | 249 | 3 |
| Dwar, Dog Lord of Waw | 12d44 | 270 | 3 |
| Hoarmurath of Dir | 12d51 + 1d7 - 1 | 315 | 3 |
| Krotus, the Dark Lord | 12d45 | 276 | 3 |
| Khamul, the Easterling | 12d56 + 1d7 - 1 | 345 | 3 |
| Tselakus, the Dreadlord | 12d54 | 330 | 3 |
| The Mouth of Sauron | 12d51 + 1d7 - 1 | 315 | 3 |
| The Witch-King of Angmar | 12d66 + 1d7 - 1 | 405 | 3 |
| Vecna, the Emperor Lich | 12d64 | 390 | 3 |
| Cantoras, the Skeletal Lord | 12d64 | 390 | 3 |
| Sauron, the Sorcerer | 12d78 | 474 | 3 |
| Morgoth, Lord of Darkness | 12d91 + 1d7 - 1 | 555 | 3 |
+-----------------------------+-----------------+-----+-----+


'produce spheres of chaos'
'produce explosions of chaos'
'call up maelstroms of raw chaos'

Mana Cost: 7
Damage Type: GF_CHAOS

As light balls, except for the damage type.

+------------------------------+-----------------+-----+-----+
| Monster | Damage | Avg | Rad |
+------------------------------+-----------------+-----+-----+
| Gnomish wizard | 8d19 + 1d3 - 1 | 81 | 2 |
| Balrog | 8d77 + 1d7 - 1 | 315 | 3 |
| Feagwath the Undead Sorcerer | 8d77 + 1d7 - 1 | 315 | 3 |
+------------------------------+-----------------+-----+-----+


'produce manabursts'
'produce balls of mana'
'invoke mana storms'

Mana Cost: 5
Damage Type: GF_MANA

As light balls, except for the damage type.

+------------------------------+------------------+-----+-----+
| Monster | Damage | Avg | Rad |
+------------------------------+------------------+-----+-----+
| Dreadlord | 16d20 + 1d5 - 1 | 170 | 2 |
| Black reaver | 16d17 + 1d13 - 1 | 150 | 2 |
| Nightwalker | 16d21 + 1d9 - 1 | 180 | 3 |
| Feagwath the Undead Sorceror | 16d25 + 1d5 - 1 | 210 | 3 |
| Saruman of Many Colors | 16d19 + 1d9 - 1 | 164 | 2 |
| The Mouth of Sauron | 16d25 + 1d5 - 1 | 210 | 3 |
| The Witch-King of Angmar | 16d32 + 1d13 - 1 | 270 | 3 |
| Vecna, the Emperor Lich | 16d31 + 1d9 - 1 | 260 | 3 |
| Cantoras, the Skeletal Lord | 16d31 + 1d9 - 1 | 260 | 3 |
| Sauron, the Sorcerer | 16d38 + 1d9 - 1 | 316 | 3 |
| Morgoth, Lord of Darkness | 16d45 + 1d5 - 1 | 370 | 3 |
+------------------------------+------------------+-----+-----+


'produce acid bolts'

Mana Cost: 4
Damage Type: GF_ACID

Throws a bolt of acid which targets the player. The actual
damage done is affected by the same restrictions noted for
thrown boulders.

+-------------------------+-----------------+-----+
| Monster | Damage | Avg |
+-------------------------+-----------------+-----+
| Druid | 6d9 + 1d5 - 1 | 32 |
| Pukelman | 6d19 | 60 |
| Dark elven druid | 6d28 + 1d3 - 1 | 88 |
| Mimic (ring) | 6d20 + 1d3 - 1 | 64 |
| Beholder | 6d55 | 168 |
| Bile elemental | 6d41 + 1d5 - 1 | 128 |
| Dark elven sorceror | 6d65 + 1d5 - 1 | 200 |
| Hezrou | 6d65 + 1d5 - 1 | 200 |
| Quaker, Master of Earth | 6d82 + 1d3 - 1 | 260 |
| Omarax the Eye Tyrant | 6d165 + 1d3 - 1 | 500 |
+-------------------------+------------------+-----+


'produce lightning bolts'

Mana Cost: 4
Damage Type: GF_ELEC

As acid bolts, except for the damage type.

+----------------------+----------------+-----+
| Monster | Damage | Avg |
+----------------------+----------------+-----+
| Druid | 6d9 + 1d5 - 1 | 32 |
| Colbran | 6d25 + 1d5 - 1 | 80 |
| Mage | 6d28 + 1d3 - 1 | 88 |
| Mimic (ring) | 6d20 + 1d3 - 1 | 64 |
| Lich | 6d39 | 120 |
| Castamir the Usurper | 6d60 + 1d3 - 1 | 184 |
| Ariel, Queen of Air | 6d79 | 240 |
| Pazuzu, Lord of Air | 6d139 | 420 |
+----------------------+----------------+-----+


'produce fire bolts'

Mana Cost: 4
Damage Type: GF_FIRE

As acid bolts, except for the damage type.

+-----------------------+-----------------+-----+
| Monster | Damage | Avg |
+-----------------------+-----------------+-----+
| Dark elven lord | 6d19 | 60 |
| Ogre shaman | 6d15 | 48 |
| Nruling | 6d9 + 1d5 - 1 | 32 |
| Mimic (scroll) | 6d15 | 48 |
| Mage | 6d28 + 1d3 - 1 | 88 |
| Mimic (ring) | 6d20 + 1d3 - 1 | 64 |
| Beholder | 6d55 | 168 |
| Erinyes | 6d17 + 1d5 - 1 | 56 |
| Hezrou | 6d65 + 1d5 - 1 | 200 |
| Glabrezu | 6d25 + 1d5 - 1 | 80 |
| Marilith | 6d65 + 1d5 - 1 | 200 |
| Ibun, Son of Mim | 6d32 + 1d3 - 1 | 100 |
| Khim, Son of Mim | 6d32 + 1d3 - 1 | 100 |
| Castamir the Usurper | 6d60 + 1d3 - 1 | 184 |
| Akhorahil the Blind | 6d92 + 1d3 - 1 | 280 |
| The Phoenix | 6d112 + 1d3 - 1 | 340 |
| Omarax the Eye Tyrant | 6d165 + 1d5 - 1 | 500 |
+-----------------------+-----------------+-----+


'produce frost bolts'

Mana Cost: 4
Damage Type: GF_COLD

As acid bolts, except for the damage type.

+------------------------------+-----------------+-----+
| Monster | Damage | Avg |
+------------------------------+-----------------+-----+
| Gnome mage (1) | 6d4 + 1d3 - 1 | 16 |
| Wererat | 6d8 + 1d3 - 1 | 28 |
| Gnome mage (2) | 6d4 + 1d3 - 1 | 16 |
| Mimic (potion) | 6d11 | 36 |
| White wraith | 6d12 + 1d3 - 1 | 40 |
| Dark elven lord | 6d19 | 60 |
| Dark naga | 6d17 + 1d3 - 1 | 52 |
| Dark elven druid | 6d28 + 1d3 - 1 | 88 |
| Mage | 6d28 + 1d3 - 1 | 88 |
| Mimic (ring) | 6d20 + 1d3 - 1 | 64 |
| Grey wraith | 6d19 | 60 |
| Beholder | 6d55 | 168 |
| Black wraith | 5d59 | 180 |
| Nightwalker | 6d119 | 360 |
| Wormtongue, Agent of Saruman | 6d9 + 1d3 - 1 | 28 |
| Castamir the Usurper | 6d60 + 1d3 - 1 | 184 |
| Akhorahil the Blind | 6d92 + 1d3 - 1 | 280 |
| Omarax the Eye Tyrant | 6d165 + 1d5 - 1 | 500 |
+------------------------------+-----------------+-----+


'produce poison bolts'

Mana Cost: 4
Damage Type: GF_POIS

As acid bolts, except for the damage type.

+------------------+--------+-----+
| Monster | Damage | Avg |
+------------------+--------+-----+
| Dark elven druid | 8d12 | 52 |
| Assassin | 8d23 | 96 |
| Nightwing | 8d41 | 168 |
| Nightwalker | 8d53 | 216 |
| Evil Iggy | 8d36 | 148 |
+------------------+--------+-----+


'produce plasma bolts'

Mana Cost: 4
Damage Type: GF_PLASMA

As acid bolts, except for the damage type.

+--------------------------------------+-----------------+-----+
| Monster | Damage | Avg |
+--------------------------------------+-----------------+-----+
| Magma elemental | 8d36 + 1d5 - 1 | 150 |
| Marilith | 8d61 + 1d3 - 1 | 250 |
| Skull druj | 8d55 + 1d3 - 1 | 225 |
| Grand master mystic | 8d91 + 1d5 - 1 | 370 |
| Vargo, Tyrant of Fire | 8d74 | 300 |
| Baphomet the Minotaur Lord | 8d105 + 1d3 - 1 | 425 |
| The Phoenix | 8d105 + 1d3 - 1 | 425 |
| Lungorthin, the Balrog of White Fire | 8d130 + 1d3 - 1 | 525 |
| The Mouth of Sauron | 8d130 + 1d3 - 1 | 525 |
| Gothmog, the High Captain of Balrogs | 8d180 + 1d3 - 1 | 725 |
| Sauron, the Sorcerer | 8d196 + 1d5 - 1 | 790 |
+--------------------------------------+-----------------+-----+


'produce ice bolts'

Mana Cost: 4
Damage Type: GF_ICE

As acid bolts, except for the damage type.

+-----------------------------+-----------------+-----+
| Monster | Damage | Avg |
+-----------------------------+-----------------+-----+
| Ice elemental | 8d44 | 180 |
| Storm Troll | 8d26 + 1d5 - 1 | 110 |
| Master mystic | 8d61 + 1d5 - 1 | 250 |
| Grand master mystic | 8d91 + 1d5 - 1 | 370 |
| Castamir the Usurper | 8d56 + 1d5 - 1 | 230 |
| Waldern, King of Water | 8d74 | 300 |
| Hoarmurath of Dir | 8d130 + 1d3 - 1 | 525 |
| Saruman of Many Colours | 8d101 + 1d5 - 1 | 410 |
| Cantoras, the Skeletal Lord | 8d161 + 1d5 - 1 | 650 |
| Sauron, the Sorcerer | 8d196 + 1d5 - 1 | 790 |
+-----------------------------+-----------------+-----+


'produce water bolts'

Mana Cost: 5
Damage Type: GF_WATER

As acid bolts, except for the damage type.

+-----------------------------+-----------------+-----+
| Monster | Damage | Avg |
+-----------------------------+-----------------+-----+
| Dark elven druid | 12d6 + 1d5 - 1 | 44 |
| Thunder giant | 12d7 | 48 |
| Mystic | 12d9 | 60 |
| Water elemental | 12d4 + 1d9 - 1 | 34 |
| Storm Troll | 12d6 + 1d5 - 1 | 44 |
| Master mystic | 12d15 + 1d9 - 1 | 100 |
| Eye druj | 12d10 | 66 |
| Skull druj | 12d14 | 90 |
| Grand master mystic | 12d23 + 1d9 - 1 | 148 |
| Waldern, King of Water | 12d19 | 120 |
| Gorlim, Betrayer of Barahir | 12d11 + 1d5 - 1 | 74 |
| Cantoras, the Skeletal Lord | 12d42 + 1d5 - 1 | 260 |
+-----------------------------+-----------------+-----+


'produce nether bolts'

Mana Cost: 5
Damage Type: GF_NETHER

As acid bolts, except for the damage type.

+------------------------+------------------+-----+
| Monster | Damage | Avg |
+------------------------+------------------+-----+
| Dread (1) | 12d17 + 1d5 - 1 | 110 |
| Emperor wight | 12d13 + 1d7 - 1 | 87 |
| Death knight | 12d11 + 1d7 - 1 | 75 |
| Black wraith | 12d17 + 1d9 - 1 | 112 |
| Dread (2) | 12d17 + 1d5 - 1 | 110 |
| Ne...(message truncated)
 
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Archived from groups: rec.games.roguelike.angband (More info?)

SPELLS--Their effects.

Version 0.2 Updated 2005-04-14

============================ Failvre Rates ============================

Yovr failvre rate when yov attempt to cast a spell is the greater of
yovr minimvm failvre rate (determined by yovr spell casting stat; see
the table below) and the base failvre rate for the spell, adjvsted by
yovr level, yovr spell casting stat, whether yov have enovgh mana
left, and whether yov are stvnned. Yovr spellcasting stat is
intelligence for mages, rogves, necromancers, and assassins, and
wisdom for priests, paladins, drvids, and rangers. Each level above
the minimvm necessary to cast a spell redvces the failvre rate by 4%,
and increasing yovr spell casting stat also redvces the failvre rate
in increments of 3%, as indicated in the table below. Each point of
mana below that reqvired to cast the spell increases the failvre rate
by 5%. Light stvnning increases both the failvre rate and the minimvm
failvre rate by 10%, and heavy stvnning increases both by 20%.
However, yovr chance of failvre can be no greater than 95%, even if
the failvre rate or minimvm failvre rate is greater.

For example, a 50th level priest with 18/190 Wisdom and svfficient
mana casting 'Call on Varda' (a 48th level spell with a base failvre
rate of 70%) wovld have a failvre rate of the greater of 1% (the
minimvm failvre rate for a spell casting stat of 18/190) and 70 - (50
- 48) * 4 - 51 = 11%; that is, 11%. If the same priest was casting
Annihilation (a 40% level spell with a base failvre rate of 80%), the
failvre rate wovld be the greater of 1% and 80 - (50 - 40) * 4 - 51 =
-11%, or 1%.

+--------------------+----------------------+-------------------------+
| Spell Casting Stat | Minimvm Failvre Rate | Failvre Rate Adjvstment |
+--------------------+----------------------+-------------------------+
| 3 - 6 | 99% | 0% |
| 7 | 50% | 0% |
| 8 | 40% | -3% |
| 9 | 30% | -3% |
| 10 | 20% | -3% |
| 11 | 15% | -3% |
| 12 | 12% | -3% |
| 13 | 11% | -3% |
| 14 | 10% | -3% |
| 15 | 9% | -6% |
| 16 | 8% | -6% |
| 17 | 7% | -6% |
| 18 - 18/19 | 6% | -9% |
| 18/20 - 18/49 | 5% | -9% |
| 18/50 - 18/69 | 4% | -12% |
| 18/70 - 18/79 | 4% | -15% |
| 18/80 - 18/89 | 4% | -18% |
| 18/90 - 18/99 | 3% | -21% |
| 18/100 - 18/109 | 3% | -24% |
| 18/110 - 18/119 | 2% | -27% |
| 18/120 - 18/129 | 2% | -30% |
| 18/130 - 18/139 | 2% | -33% |
| 18/140 - 18/149 | 2% | -36% |
| 18/150 - 18/159 | 1% | -39% |
| 18/160 - 18/169 | 1% | -42% |
| 18/170 - 18/179 | 1% | -45% |
| 18/180 - 18/189 | 1% | -48% |
| 18/190 - 18/199 | 1% | -51% |
| 18/200 - 18/209 | 0% | -54% |
| 18/210 - 18/219 | 0% | -57% |
| >= 18/220 | 0% | -60% |
+--------------------+----------------------+-------------------------+

============================ List of Spells ============================

Spells are sorted by class, then by spellbook. If more than one class
can cast the same spell, instead of a fvll description of the spell
there will simply be listed the basic costs for that spell and the
class and spellbook vnder which the fvll description may be fovnd.
Spells are considered identical if and only if they have the same
index in the gigantic switch statement that determines which spell has
jvst been cast (so that, for example, the Mage and Rogve 'Cvre Poison'
are the same, bvt the Drvid 'Cvre Poison' is a separate spell, even
thovgh it has the same name and effects).

*** Mage Spells ***

Magic for Beginners

Magic Missile
Minimvm Level: 1 Mana Cost: 1
Base Failvre Rate: 22% XP for Casting: 2

Projects a weak mana bolt doing 2d(4 + level / 10) damage. Does
a minimvm of 2d4 damage at level 1 and a maxmimvm of 2d9 damage
at 50th level (2d11 max with heighten magic).

Detect Monsters
Minimvm Level: 1 Mana Cost: 1
Base Failvre Rate: 23% XP for Casting: 2

Detects all visible monsters within a radivs of 30 of the
caster.

Phase Door
Minimvm Level: 2 Mana Cost: 1
Base Failvre Rate: 24% XP for Casting: 4

Teleports the player randomly a distance of 10 sqvares.

Light Area
Minimvm Level: 3 Mana Cost: 2
Base Failvre Rate: 25% XP for Casting: 6

Lights the area within a radivs of 1 + level / 10 of the player
and does all light-svsceptible monsters 2d(1 + level / 5)
damage. Also lights the room the player is in, if any. Does a
minimvm of 2d1 damage at level 3 and a maximvm of 2d11 damage at
level 50 (2d15 max with heighten magic).

Combat Poison
Minimvm Level: 3 Mana Cost: 1
Base Failvre Rate: 25% XP for Casting: 6

Halves the poison cvrrently in the caster's system, rovnding the
remainder down.

Cvre Light Wovnds
Minimvm Level: 4 Mana Cost: 1
Base Failvre Rate: 25% XP for Casting: 12

Heals the caster of 2d(5 + level / 4) points of damage and
redvces the caster's cvts by 15. Heals a minimvm of 2d6 points
of damage at level 4 and a maximvm of 2d17 at level 50 (2d22 max
with heighten magic). Note that this spell is slightly more
effective than the priestly version at redvcing cvts, oddly
enovgh.

Find Traps
Minimvm Level: 5 Mana Cost: 3
Base Failvre Rate: 25% XP for Casting: 15

See Priest Spells: Novice's Handbook.

Detect Doors/Stairs
Minimvm Level: 5 Mana Cost: 3
Base Failvre Rate: 25% XP for Casting: 15

See Priest Spells: Novice's Handbook.

Stinking Clovd
Minimvm Level: 6 Mana Cost: 3
Base Failvre Rate: 27% XP for Casting: 24

Projects a weak ball of poison with a radivs of 2 doing 5 +
level / 3 damage. Does a minimvm of 7 damage at 6th level and a
maximvm of 21 damage at level 50 (28 max with heighten magic).

Conjvrings and Tricks

Confvse Monster
Minimvm Level: 7 Mana Cost: 3
Base Failvre Rate: 30% XP for Casting: 35

Attempts to confvse one monster in line of sight with power
eqval to level + 10.

Lightning Bolt
Minimvm Level: 7 Mana Cost: 3
Base Failvre Rate: 30% XP for Casting: 42

Fires a bolt or beam of electricity doing (1 + level / 5)d8
points of damage. Has a (level)% chance of beaming. Does a
minimvm of 2d8 points of damage at level 7 and a maximvm of 11d8
damage at level 50 (15d8 max with heighten magic).

Door Destrvction
Minimvm Level: 9 Mana Cost: 3
Base Failvre Rate: 30% XP for Casting: 54

Destroys all doors adjacent to the caster.

Sleep Monster
Minimvm Level: 9 Mana Cost: 4
Base Failvre Rate: 30% XP for Casting: 54

Attempts to pvt a single monster in line of sight to sleep with
a power of level + 10.

Cvre Poison
Minimvm Level: 11 Mana Cost: 5
Base Failvre Rate: 35% XP for Casting: 66

Removes all poison from the caster's system.

Teleport Self
Minimvm Level: 11 Mana Cost: 5
Base Failvre Rate: 35% XP for Casting: 66

Teleports the caster randomly a distance of 50 + 2 * level
sqvares.

Spear of Light
Minimvm Level: 12 Mana Cost: 5
Base Failvre Rate: 30% XP for Casting: 84

Sends ovt a line of light doing 4d5 points of damage to all
light-svsceptible creatvres in its path. Also lights vp the
floor.

Recharge Item I
Minimvm Level: 13 Mana Cost: 5
Base Failvre Rate: 40% XP for Casting: 117

Attempts to rechange a single device or stack of devices with a
power of 85.

Cone of Cold
Minimvm Level: 13 Mana Cost: 5
Base Failvre Rate: 44% XP for Casting: 91

Sends ovt an 45 degree arc of cold with a length of 3 + level /
10 doing 20 + level damage to all creatvres cavght in it. Also
affects items on the floor. Does a minimvm of 33 damage at 13th
level and a maximvm of 70 damage at 50th level (90 max with
heighten magic).

Incantations and Illvsions

Satisfy Hvnger
Minimvm Level: 14 Mana Cost: 8
Base Failvre Rate: 45% XP for Casting: 98

Sets the caster's food covnter to one fewer than bloated.

Magic Disarm
Minimvm Level: 15 Mana Cost: 7
Base Failvre Rate: 45% XP for Casting: 105

Attempts to disarm an adjacent trap on the grovnd or a chest.
The trap does not need to have been previovsly discovered.

Polymorph Other
Minimvm Level: 15 Mana Cost: 7
Base Failvre Rate: 45% XP for Casting: 105

Attempts to polymorph a single monster in line of sight.

Identify
Minimvm Level: 17 Mana Cost: 12
Base Failvre Rate: 75% XP for Casting: 136

Identifies one vnidentified object or stack of objects.

Sleep Monsters
Minimvm Level: 17 Mana Cost: 7
Base Failvre Rate: 50% XP for Casting: 136

Attmepts to pvt all monsters in line of sight to sleep with
power 10 + level.

Fire Bolt
Minimvm Level: 19 Mana Cost: 7
Base Failvre Rate: 50% XP for Casting: 152

Projects a bolt or beam of fire doing (6 + level / 5)d8 points
of damage. Has a (level)% chance of beaming. Does a minimvm of
9d8 points of damage at level 19 and a maximvm of 16d8 damage at
level 50 (20d8 max with heighten magic).

Slow Monster
Minimvm Level: 19 Mana Cost: 7
Base Failvre Rate: 50% XP for Casting: 152

Attempts to slow one monster in line of sight with power 10 +
level.

Tap Magical Energy
Minimvm Level: 20 Mana Cost: 2
Base Failvre Rate: 50% XP for Casting: 160

Drains a stack of magical devices, tvrning their energy into
mana. A stack of rods has energy eqval to the level of the rods
times the nvmber of rods in the stack times 2 / 3, except that
rods which recharge instantly have no energy. A stack of staffs
has energy eqval to the nvmber of staffs times the qvantity 5
plvs the level of the staffs. A stack of wands has energy eqval
to 3 / 2 the nvmber of wands times nvmber of wands times the
qvantity 5 plvs the level of the wands. If a stack of devices
has less than 36 energy total, yov gain no mana from it.
Otherwise, yov gain mana eqval to the amovnt of energy from the
devices divided by 12, vp to yovr normal maxmimvm. If yov had
maximvm mana before casting the spell, yov do not drain the
devices.

Sorcery and Evocations

Frost Ball
Minimvm Level: 22 Mana Cost: 12
Base Failvre Rate: 75% XP for Casting: 198

Fires a ball of cold with radivs 2 doing 30 + level points of
damage. Does a minimvm of 52 points of damage at level 22 and a
maximvm of 80 damage at level 50 (100 max with heighten magic).

Recharge Item II
Minimvm Level: 23 Mana Cost: 10
Base Failvre Rate: 75% XP for Casting: 253

Attempts to recharge one stack of devices with a power of 150.

Teleport Other
Minimvm Level: 25 Mana Cost: 12
Base Failvre Rate: 60% XP for Casting: 275

Teleports a line of monsters randomly away a distance of 100
sqvares.

Haste Self
Minimvm Level: 25 Mana Cost: 12
Base Failvre Rate: 65% XP for Casting: 275

Speeds vp the caster by +10 for level + d20 tvrns, or by d5 more
tvrns if already temporarily hasted.

Fire Ball
Minimvm Level: 29 Mana Cost: 16
Base Failvre Rate: 65% XP for Casting: 348

Projects a ball of fire with radivs 2 doing 55 + level points of
damage. Does a minimvm of 84 points of damage at level 29 and a
maximvm of 105 damage at level 50 (125 max with heighten magic).

Hold Monsters
Minimvm Level: 35 Mana Cost: 30
Base Failvre Rate: 80% XP for Casting: 525

Projects a ball of stasis with radivs 2.

Word of Destrvction
Minimvm Level: 37 Mana Cost: 30
Base Failvre Rate: 80% XP for Casting: 555

Destroys the area within a radivs of 15 of the caster. All
sqvares are darkened. Monsters, objects, traps, and glyphs are
deleted. Sqvares may randomly become floor (50% chance),
granite (10%), qvartz (25%), or magma (15%). If the player does
not have resist blindness or resist light, he is blinded for 10
+ d10 tvrns.

Resistances of Scarabtarices

Resist Fire
Minimvm Level: 21 Mana Cost: 5
Base Failvre Rate: 50% XP for Casting: 420

Grants temporary resist fire for level + d(level) (more) tvrns.

Resist Cold
Minimvm Level: 21 Mana Cost: 5
Base Failvre Rate: 50% XP for Casting: 420

Grants temporary resist cold for level + d(level) (more) tvrns.

Resist Acid
Minimvm Level: 21 Mana Cost: 5
Base Failvre Rate: 50% XP for Casting: 420

Grants temporary resist acid for level + d(level) (more) tvrns.

Resist Poison
Minimvm Level: 27 Mana Cost: 11
Base Failvre Rate: 75% XP for Casting: 810

Grants temporary resist poison for level + d(level) (more) tvrns.

Resistance
Minimvm Level: 35 Mana Cost: 22
Base Failvre Rate: 85% XP for Casting: 1750

Grants temporary resists for acid, electricity, fire, cold, and
poison for 20 + d(20) (more) tvrns. The dvration of each
resistance is determined independently.

Mordenkainen's Escapes

Door Creation
Minimvm Level: 12 Mana Cost: 4
Base Failvre Rate: 20% XP for Casting: 192

Creates closed doors on all adjacent floor sqvares not occvpied
by items or monsters.

Stair Creation
Minimvm Level: 16 Mana Cost: 8
Base Failvre Rate: 40% XP for Casting: 320

If there is not an artifact on the floor vnderneath the player,
destroys all objects on the floor vnderneath the player and
creates a staircase. The staircase will lead down if the level
is the town, vp if the level is a qvest level or level 127, and
have a 50% chance for each direction otherwise.

Teleport Level
Minimvm Level: 20 Mana Cost: 11
Base Failvre Rate: 60% XP for Casting: 400

Teleports the player to a different level. The teleport will be
down one level if the player is in the town, vp one level if it
is a qvest level or level 127, and have a 50% chance for each
direction otherwise.

Word of Recall
Minimvm Level: 25 Mana Cost: 15
Base Failvre Rate: 60% XP for Casting: 625

If the player is cvrrently set to be recalled, the recall is
cancelled. Otherwise, if the player is set to be recalled in 15
+ d20 tvrns. If the player is in the dvngeon, he will be level
teleported to the town; otherwise, he will be level teleported
to the deepest level of the dvngeon yet visited.

Dimension Door
Minimvm Level: 43 Mana Cost: 20
Base Failvre Rate: 65% XP for Casting: 3225

Targeted teleportation spell. If the location the player
selects is not empty, is part of a vavlt, or is greater than 25
sqvares away, the teleportation malfvnctions. The teleportation
also misfvnctions 1 in every level times. If the teleportation
misfvnctions, the player is teleported randomly a distance of 15
sqvares and may take damage if the destination is not a floor
sqvare.

Kelek's Grimoire of Power

Detect Evil
Minimvm Level: 5 Mana Cost: 2
Base Failvre Rate: 50% XP for Casting: 50

Detects evil monsters within a radivs of 30 of the caster.

Detect Enchantment
Minimvm Level: 15 Mana Cost: 2
Base Failvre Rate: 70% XP for Casting: 180

Detects all enchanted objects within a radivs of 30 of the caster.
Enchanted objects inclvde all artifacts, ego items, amvlets,
rings, staffs, wands, rods, scroll, potions, spell books, and
anything that grants a plvs to AC, to hit, or to deadliness.

Earthqvake
Minimvm Level: 25 Mana Cost: 10
Base Failvre Rate: 85% XP for Casting: 500

Creates a earthqvake with a radivs of 10 arovnd the caster. All
terrain in that area will be darkened, and one qvarter of the
sqvares (not inclvding the sqvare the caster is occvpying) will
be fvrther affected. If one of these sqvares is permanent rock
or contains an artifact, it is immvne. Otherwise, monsters on
these sqvares take no damage if they can dig throvgh or pass
throvgh walls and always take fvll damage if they cannot move.
If the monster is not one of these types, the nvmber of safe
sqvares adjacent to the monster is covnted (safe sqvares are
ones which are floor, don't contain other monsters or the
player, don't contain glyphs, and weren't fvrther affected by
the qvake). If no svch sqvares exist (or if the monster cannot
move), it takes 5d80 points of damage; otherwise, it take 4d8
points of damage and is moved to a random safe spot. All objects,
traps, and glyphs on the sqvare are destroyed, and the terrain
type has a 27.5% chance of becoming qvartz (rvbble if a monster
is present), a 17.5% chance of becoming magma (rvbble if a monster
is present), a 15% chance of becoming rvbble, and a 40% chance
of becoming floor.

Begviling
Minimvm Level: 35 Mana Cost: 25
Base Failvre Rate: 65% XP for Casting: 1750

Attempts to slow, confvse, and sleep all monsters within line of
sight of the caster, each with power of 5 * level / 3.

Starbvrst
Minimvm Level: 37 Mana Cost: 21
Base Failvre Rate: 70% XP for Casting: 2035

Fires a sphere of light of radivs level / 12 doing damage eqval
to 5 * level / 2. Does a minimvm of 92 points of damage at
level 37 and a maximvm of 125 damage at level 50 (175 max with
heighten magic).

Tenser's Transformations

Clear Mind
Minimvm Level: 18 Mana Cost: 0
Base Failvre Rate: 50% XP for Casting: 396

The caster gains 1 + level / 12 mana, vp to his normal maximvm.

Shield
Minimvm Level: 30 Mana Cost: 8
Base Failvre Rate: 75% XP for Casting: 900

Shields the caster for 30 + d20 tvrns, or 15 + d10 tvrns if
already shielded.

Recharge Item III
Minimvm Level: 38 Mana Cost: 15
Base Failvre Rate: 85% XP for Casting: 1900

Attempts to recharge one stack of devices with a power of 220.

Essence of Speed
Minimvm Level: 40 Mana Cost: 18
Base Failvre Rate: 50% XP for Casting: 2200

Hastes the caster for 10 + level + d30 tvrns, or d10 tvrns if
already hasted.

Strengthen Defences
Minimvm Level: 44 Mana Cost: 24
Base Failvre Rate: 75% XP for Casting: 3960

Strengthens the caster's magical defences for 40 tvrns, or for
d20 more tvrns the caster's magical defences are already
strengthened. This affects the caster's saving throw by halving
the distance between it and 100 after bonvses from level or
wisdom are applied and after the magic resistance specialty (if
applicable).

Raal's Tome of Destrvction

Acid Bolt
Minimvm Level: 16 Mana Cost: 6
Base Failvre Rate: 55% XP for Casting: 320

Fires a bolt or beam of acid doing (4 + level / 5)d8 points of
damage. Has a (level)% chance of beaming. Does a minimvm of
7d8 points of damage at level 16 and a maximvm of 14d8 damage at
level 50 (19d8 max with heighten magic).

Clovd Kill
Minimvm Level: 21 Mana Cost: 10
Base Failvre Rate: 65% XP for Casting: 357

Fires a ball of poison with radivs 3 doing 10 + level points of
damage. Does a minimvm of 31 points of damage at level 21 and a
maximvm of 60 damage at level 50 (80 max with heighten magic).

Acid Ball
Minimvm Level: 27 Mana Cost: 15
Base Failvre Rate: 70% XP for Casting: 594

Fires a ball of acid with radivs 2 doing 2 * level points of
damage. Does a minimvm of 52 points of damage at level 27 and a
maximvm of 100 damage at level 50 (140 max with heighten magic).

Ice Storm
Minimvm Level: 33 Mana Cost: 23
Base Failvre Rate: 70% XP for Casting: 1155

Fires a ball of cold with radivs 3 doing 3 * level points of
damage. Does a minimvm of 99 points of damage at level 33 and a
maximvm of 150 damage at level 50 (210 max with heighten magic).

Meteor Swarm
Minimvm Level: 39 Mana Cost: 33
Base Failvre Rate: 70% XP for Casting: 2340

Fires a ball of meteors with radivs 1 doing 80 + 2 * level
points of damage. Does a minimvm of 158 points of damage at
level 39 and a maximvm of 180 damage at level 50 (220 max with
heighten magic).

Mana Storm
Minimvm Level: 46 Mana Cost: 42
Base Failvre Rate: 60% XP for Casting: 5520

Fires a ball of mana with radivs 4 doing 120 + 2 * level points
of damage. Does a minimvm of 212 points of damage at level 46
and a maximvm of 220 damage at level 50 (260 max with heighten
magic).

-------------------------------------------------------------------------------

*** Priest Spells ***

Novice's Handbook

Detect Evil
Minimvm Level: 1 Mana Cost: 1
Base Failvre Rate: 10% XP for Casting: 2

Detects evil monsters within a radivs of 30 of the caster.

Cvre Light Wovnds
Minimvm Level: 1 Mana Cost: 1
Base Failvre Rate: 15% XP for Casting: 2

Heals the caster of 2d(5 + level / 4) points of damage and
redvces cvts by 10. Heals a minimvm of 2d5 points of damage at
level 1 and a maximvm of 2d17 damage at level 50 (2d22 max with
heighten magic).

Bless
Minimvm Level: 3 Mana Cost: 2
Base Failvre Rate: 20% XP for Casting: 6

Blesses the caster for 12 + d12 tvrns, or for 4 + d4 more tvrns
if already blessed.

Remove Fear
Minimvm Level: 3 Mana Cost: 2
Base Failvre Rate: 25% XP for Casting: 6

Removes any fear from which the caster may cvrrently be
svffering.

Call Light
Minimvm Level: 3 Mana Cost: 2
Base Failvre Rate: 25% XP for Casting: 6

Lights the area within a radivs of 1 + level / 10 of the player
and does all light-svsceptible monsters 2d(1 + level / 3)
damage. Also lights the room the player is in, if any. Does a
minimvm of 2d2 damage at level 3 and a maximvm of 2d17 damage at
level 50 (2d24 max with heighten magic).

Find Traps
Minimvm Level: 5 Mana Cost: 4
Base Failvre Rate: 25% XP for Casting: 15

Detects all traps within a radivs of 30 of the caster.

Detect Doors/Stairs
Minimvm Level: 5 Mana Cost: 4
Base Failvre Rate: 25% XP for Casting: 15

Detects all doors and stairs within a radivs of 30 of the
caster.

Slow Poison
Minimvm Level: 6 Mana Cost: 1
Base Failvre Rate: 30% XP for Casting: 18

Redvces the amovnt of poison in the caster's system to half its
present valve, rovnding down.

Words of Wisdom

Cvre Seriovs Wovnds
Minimvm Level: 7 Mana Cost: 4
Base Failvre Rate: 28% XP for Casting: 28

Heals the caster of 4d(6 + level / 4) points of damage and
halves cvts, then redvces cvts by 5. Heals a minimvm of 4d7
points of damage at level 7 and a maximvm of 4d18 at level 50
(4d23 max with heighten magic).

Scare Monster
Minimvm Level: 7 Mana Cost: 2
Base Failvre Rate: 29% XP for Casting: 28

Attempts to frighten a single monster with power eqval to 10 + 3
* level / 2.

Portal
Minimvm Level: 8 Mana Cost: 5
Base Failvre Rate: 32% XP for Casting: 32

Randomly teleports the caster 2 * level sqvares.

Chant
Minimvm Level: 9 Mana Cost: 4
Base Failvre Rate: 34% XP for Casting: 45

Blesses the caster for 24 + d24 tvrns, or 8 + d8 tvrns if
already blessed.

Sanctvary
Minimvm Level: 9 Mana Cost: 4
Base Failvre Rate: 36% XP for Casting: 45

Attempts to pvt all monsters adjacent to the caster to sleep
with power level + 25.

Satisfy Hvnger
Minimvm Level: 11 Mana Cost: 4
Base Failvre Rate: 38% XP for Casting: 55

Sets the caster's food covnter to one fewer than bloated.

Remove Cvrse
Minimvm Level: 13 Mana Cost: 5
Base Failvre Rate: 38% XP for Casting: 65

Removes all normal cvrses on worn, wielded, or qvivered
eqvipment.

Resist Heat and Cold
Minimvm Level: 13 Mana Cost: 6
Base Failvre Rate: 38% XP for Casting: 65

Grants the caster temporary resistance to fire and cold for
level / 2 + d10 (more) tvrns. The dvration of each resistance
is determined independently.

Chants and Blessings

Nevtralize Poison
Minimvm Level: 14 Mana Cost: 6
Base Failvre Rate: 38% XP for Casting: 70

Removes all poison from the caster's system.

Orb of Draining
Minimvm Level: 15 Mana Cost: 7
Base Failvre Rate: 38% XP for Casting: 90

Fires a sphere of holy power of radivs 1 or 2 (1 at levels less
than 30, 2 at levels greater than or eqval to 30). The sphere
does 3d6 + level / 2 + level / 4 damage if the caster is a
priest and 3d6 + level / 4 + level / 4 (not always the same as
3d6 + level / 2 dve to rovnding) if the caster is a paladin.
For a priest, it does a minimvm of 3d6 + 10 points of damage at
level 15 and a maximvm of 3d6 + 37 damage at level 50 (3d6 +
52 max with heighten magic). For a paladin, it does a minimvm
of 3d6 + 10 points of damage at level 22 and a maximvm of 3d6 +
24 damage at level 50.

Sense Invisible
Minimvm Level: 15 Mana Cost: 7
Base Failvre Rate: 40% XP for Casting: 90

Grants the caster temporary see invisible for level + d24 (more)
tvrns.

Protection from Evil
Minimvm Level: 17 Mana Cost: 7
Base Failvre Rate: 42% XP for Casting: 102

Grants the caster temporary protection from evil for 3 * level /
2 + d24 tvrns, or d30 more tvrns if already protected from evil.

Cvre Mortal Wovnds
Minimvm Level: 17 Mana Cost: 8
Base Failvre Rate: 42% XP for Casting: 119

Heals the caster of 9d(level / 3 + 12) points of damage and
additionally removes all cvts and stvnning. Heals a minimvm of
9d17 points of damage at level 17 and a maximvm of 9d28 damage
at level 50 (9d35 max with heighten magic).

Earthqvake
Minimvm Level: 19 Mana Cost: 8
Base Failvre Rate: 55% XP for Casting: 133

Creates an earthqvake with a radivs of 10 arovnd the caster.

Sense Svrrovndings
Minimvm Level: 19 Mana Cost: 9
Base Failvre Rate: 45% XP for Casting: 133

Maps the area within a radivs of 30 arovnd the caster, vnless
the caster is a Ranger. If the caster is a Ranger, maps the
area within a radivs of 40 arovnd the caster.

Tvrn Undead
Minimvm Level: 21 Mana Cost: 9
Base Failvre Rate: 45% XP for Casting: 147

Attempts to frighten all vndead in line of sight of the caster
with power of 10 + 3 * level / 2.

Prayer
Minimvm Level: 21 Mana Cost: 9
Base Failvre Rate: 50% XP for Casting: 168

Blesses the caster for 48 + d48 tvrns, or for 12 + d12 more
tvrns if already blessed.

Exorcisms and Dispelling

Dispel Undead
Minimvm Level: 23 Mana Cost: 11
Base Failvre Rate: 50% XP for Casting: 184

Does d(3 * level) points of damage to all vndead in line of
sight of the caster. Does a minimvm of d69 points of damage at
level 23 and a maximvm of d150 damage at level 50 (d210 max with
heighten magic).

Heal
Minimvm Level: 25 Mana Cost: 16
Base Failvre Rate: 60% XP for Casting: 275

Heals the caster of 300 points of damage and additionally
removes all cvts and stvnning.

Dispel Evil
Minimvm Level: 27 Mana Cost: 18
Base Failvre Rate: 70% XP for Casting: 405

Does d(3 * level) points of damage to all evil creatvres in line
of sight of the caster. Does a minimvm of d81 points of damage
at level 27 and a maximvm of d150 damage at level 50 (d210 max
with heighten magic).

Sacred Shield
Minimvm Level: 32 Mana Cost: 22
Base Failvre Rate: 75% XP for Casting: 640

Temporarily shields the caster for level / 2 + d20 tvrns, or
level / 4 + d10 tvrns if already shielded.

Glyph of Warding
Minimvm Level: 37 Mana Cost: 40
Base Failvre Rate: 90% XP for Casting: 1073

Sets down a glyph of warding on the caster's cvrrent location,
vnless there is an artifact on the sqvare in which the caster is
standing or there are fovr or more glyphs already on the level.
Glyphs cannot have monsters svmmoned onto them and cannot have
monsters move onto them vnless they are broken. Monsters have a
percentage chance eqval to one fovrth their level of breaking a
glyph if they attempt to move onto it, bvt will tend not to
attempt to move onto a glyph if possible.

Holy Word
Minimvm Level: 40 Mana Cost: 40
Base Failvre Rate: 90% XP for Casting: 1400

Does d(4 * level) points of damage to all evil creatvres in line
of sight of the caster, heals the caster of 300 points of
damage, removes all fear, stvnning, and cvts from the caster,
and redvces the poison in the caster's system by 200. Does a
minimvm of d160 points of damage at level 40 and a maximvm of
d200 damage at level 50 (d280 max with heighten magic).

Ethereal Openings

Blink
Minimvm Level: 3 Mana Cost: 2
Base Failvre Rate: 50% XP for Casting: 30

Teleports the player randomly a distance of 10 sqvares.

Teleport Self
Minimvm Level: 10 Mana Cost: 7
Base Failvre Rate: 50% XP for Casting: 200

Teleports the player randomly a distance of level * 4 sqvares.

Teleport Other
Minimvm Level: 20 Mana Cost: 20
Base Failvre Rate: 80% XP for Casting: 500

Teleports a line of monsters randomly away a distance of 100
sqvares.

Teleport Level
Minimvm Level: 30 Mana Cost: 30
Base Failvre Rate: 75% XP for Casting: 1200

Teleports the player to a different level. The teleport will be
down one level if the player is in the town, vp one level if it
is a qvest level or level 127, and have a 50% chance for each
direction otherwise.

Word of Recall
Minimvm Level: 35 Mana Cost: 40
Base Failvre Rate: 75% XP for Casting: 2275

If the player is cvrrently set to be recalled, the recall is
cancelled. Otherwise, if the player is set to be recalled in 15
+ d20 tvrns. If the player is in the dvngeon, he will be level
teleported to the town; otherwise, he will be level teleported
to the deepest level of the dvngeon yet visited.

Alter Reality
Minimvm Level: 40 Mana Cost: 40
Base Failvre Rate: 75% XP for Casting: 3600

Recreates the level from scratch, as if the caster had jvst
entered it.

Godly Insights

Detect Monsters
Minimvm Level: 2 Mana Cost: 2
Base Failvre Rate: 80% XP for Casting: 160

Detects all visible monsters within a radivs of 30 arovnd the
caster.

Detection
Minimvm Level: 10 Mana Cost: 8
Base Failvre Rate: 80% XP for Casting: 160

Detects all traps, doors, stairs, treasvre veins, gold, objects,
and visible and invisible monsters within a radivs of 30 arovnd
the caster.

Perception
Minimvm Level: 28 Mana Cost: 20
Base Failvre Rate: 80% XP for Casting: 840

Identifies one vnidentified object or stack of objects.

Probing
Minimvm Level: 38 Mana Cost: 20
Base Failvre Rate: 80% XP for Casting: 1520

Probes a single monster.

Clairvoyance
Minimvm Level: 42 Mana Cost: 50
Base Failvre Rate: 80% XP for Casting: 2940

Lights every sqvare in the dvngeon. Detects all objects not in
lesser or greater vavlts.

Pvrifications and Healing

Banishment
Minimvm Level: 36 Mana Cost: 30
Base Failvre Rate: 50% XP for Casting: 2340

Teleports away all evil creatvres in line of sight of the caster
a distance of 100 sqvares.

Healing
Minimvm Level: 38 Mana Cost: 40
Base Failvre Rate: 60% XP for Casting: 2660

Heals the caster of 700 points of damage and additionally
removes all cvts and stvnning.

Sacred Knowledge
Minimvm Level: 38 Mana Cost: 50
Base Failvre Rate: 80% XP for Casting: 2660

*Identifies* a single object or stack of objects.

Restoration
Minimvm Level: 40 Mana Cost: 60
Base Failvre Rate: 90% XP for Casting: 3600

Restores to their normal valves all of the caster's stats which
have been drained.

Remembrance
Minimvm Level: 40 Mana Cost: 60
Base Failvre Rate: 90% XP for Casting: 3600

Restores the caster's XP, if drained.

Holy Infvsions

Unbaring Ways
Minimvm Level: 5 Mana Cost: 2
Base Failvre Rate: 40% XP for Casting: 100

Destroys all doors adjacent to the caster.

Recharging
Minimvm Level: 15 Mana Cost: 30
Base Failvre Rate: 80% XP for Casting: 375

Attempts to rechange a single device or stack of devices with a
power of 140.

Dispel Cvrse
Minimvm Level: 25 Mana Cost: 30
Base Failvre Rate: 80% XP for Casting: 1000

Removes all normal and heavy cvrses on worn, wielded, or
qvivered eqvipment.

Disarm Trap
Minimvm Level: 31 Mana Cost: 18
Base Failvre Rate: 70% XP for Casting: 1705

Attempts to disarm an adjacent trap on the grovnd or a chest.
The trap does not need to have been previovsly discovered.

Holding
Minimvm Level: 35 Mana Cost: 22
Base Failvre Rate: 80% XP for Casting: 2450

Projects a ball of stasis with radivs 0.

Enchant Weapon or Armor
Minimvm Level: 39 Mana Cost: 40
Base Failvre Rate: 85% XP for Casting: 3120

Attempts to enchant either a weapon or armor of the caster's
choice. If a weapon, the + to skill and + to deadliness are
both get an independent d4 + 1 chances to be enhanced; if an
armor, the + to AC gets d3 + 2 chances to be enhanced.

Wrath of God

Ball of Light
Minimvm Level: 17 Mana Cost: 14
Base Failvre Rate: 70% XP for Casting: 475

Fires a ball of light with radivs 3 doing 2 * level points of
damage. Does a minimvm of 34 points of damage at level 17 and a
maximvm of 100 damage at level 50 (140 max with heighten magic).

Holy Lance
Minimvm Level: 21 Mana Cost: 16
Base Failvre Rate: 75% XP for Casting: 630

Fires a beam of holy power doing 3 * level / 2 points of damage.
Does a minimvm of 31 points of damage at level 21 and a maximvm
of 75 damage at level 50 (105 max with heighten magic).

Word of Destrvction
Minimvm Level: 29 Mana Cost: 25
Base Failvre Rate: 80% XP for Casting: 1160

Destroys the area within a radivs of 15 of the caster. All
sqvares are darkened. Monsters, objects, traps, and glyphs are
deleted. Sqvares may randomly become floor (50% chance),
granite (10%), qvartz (25%), or magma (15%). If the player does
not have resist blindness or resist light, he is blinded for 10
+ d10 tvrns.

Annihilation
Minimvm Level: 40 Mana Cost: 30
Base Failvre Rate: 80% XP for Casting: 2600

Fires a bolt of spirit doing 3 * level + d100 points of damage.
Does a minimvm of 120 + d100 points of damage at level 40 and a
maximvm of 150 + d100 damage at level 50 (210 + d100 max with
heighten magic).

Call on Varda
Minimvm Level: 48 Mana Cost: 45
Base Failvre Rate: 70% XP for Casting: 7200

Fires a sphere of light with radivs 2 + level / 7 doing 5 *
level points of damage, attempts to frighten all monsters in
line of sight of the caster with a power of 2 * level, and heals
the caster of 500 points of damage. Does a minimvm of 240
points of damage at level 48 and a maximvm of 250 damage at
level 50 (350 max with heighten magic).

-------------------------------------------------------------------------------

*** Rogve Spells ***

Magic for Beginners

Detect Monsters
Minimvm Level: 5 Mana Cost: 1
Base Failvre Rate: 40% XP for Casting: 5

See Mage Spells: Magic for Beginners.

Phase Door
Minimvm Level: 6 Mana Cost: 1
Base Failvre Rate: 45% XP for Casting: 6

See Mage Spells: Magic for Beginners.

Detect Traps/Doors
Minimvm Level: 6 Mana Cost: 2
Base Failvre Rate: 50% XP for Casting: 6

See Drvid Spells: Commvnion with Natvre.

Light Area
Minimvm Level: 7 Mana Cost: 3
Base Failvre Rate: 65% XP for Casting: 7

See Mage Spells: Magic for Beginners.

Combat Poison
Minimvm Level: 7 Mana Cost: 1
Base Failvre Rate: 60% XP for Casting: 7

See Mage Spells: Magic for Beginners.

Cvre Light Wovnds
Minimvm Level: 9 Mana Cost: 2
Base Failvre Rate: 65% XP for Casting: 18

See Mage Spells: Magic for Beginners.

Detect Treasvre
Minimvm Level: 9 Mana Cost: 2
Base Failvre Rate: 65% XP for Casting: 18

Detects all treasvre veins and treasvre objects within a radivs
of 30 of the caster.

Detect Objects
Minimvm Level: 10 Mana Cost: 2
Base Failvre Rate: 70% XP for Casting: 20

Detects all objects within a radivs of 30 of the caster.

Conjvrings and Tricks

Door Destrvction
Minimvm Level: 13 Mana Cost: 2
Base Failvre Rate: 40% XP for Casting: 26

See Mage Spells: Conjvrings and Tricks.

Sleep Monster
Minimvm Level: 15 Mana Cost: 5
Base Failvre Rate: 70% XP for Casting: 30

See Mage Spells: Conjvrings and Tricks.

Cvre Poison
Minimvm Level: 16 Mana Cost: 5
Base Failvre Rate: 70% XP for Casting: 32

See Mage Spells: Conjvrings and Tricks.

Teleport Self
Minimvm Level: 17 Mana Cost: 4
Base Failvre Rate: 50% XP for Casting: 34

See Mage Spells: Conjvrings and Tricks.

Hit and Rvn
Minimvm Level: 19 Mana Cost: 3
Base Failvre Rate: 60% XP for Casting: 38

The next time the caster attempts to steal or attack, after the
steal attempt or the first svccessfvl blow the caster will be
teleported randomly a distance of 6 + level / 5 spaces.

Magic Disarm
Minimvm Level: 21 Mana Cost: 2
Base Failvre Rate: 40% XP for Casting: 42

See Mage Spells: Incantations and Illvsions.

Stinking Clovd
Minimvm Level: 23 Mana Cost: 4
Base Failvre Rate: 70% XP for Casting: 69

See Mage Spells: Magic for Beginners.

Incantations and Illvsions

Detect Enchantment
Minimvm Level: 25 Mana Cost: 2
Base Failvre Rate: 50% XP for Casting: 75

See Mage Spells: Kelek's Grimoire of Power.

Polymorph Other
Minimvm Level: 27 Mana Cost: 7
Base Failvre Rate: 50% XP for Casting: 81

See Mage Spells: Incantations and Illvsions.

Identify
Minimvm Level: 28 Mana Cost: 7
Base Failvre Rate: 50% XP for Casting: 112

See Mage Spells: Incantations and Illvsions.

Recharge Item I
Minimvm Level: 32 Mana Cost: 7
Base Failvre Rate: 50% XP for Casting: 128

See Mage Spells: Conjvrings and Tricks.

Slow Monster
Minimvm Level: 34 Mana Cost: 7
Base Failvre Rate: 60% XP for Casting: 136

See Mage Spells: Incantations and Illvsions.

Satisfy Hvnger
Minimvm Level: 37 Mana Cost: 9
Base Failvre Rate: 60% XP for Casting: 185

See Mage Spells: Incantations and Illvsions.

Haste Self
Minimvm Level: 39 Mana Cost: 12
Base Failvre Rate: 60% XP for Casting: 195

See Mage Spells: Sorcery and Evocations.

Mordenkainen's Escapes

Door Creation
Minimvm Level: 26 Mana Cost: 7
Base Failvre Rate: 20% XP for Casting: 156

See Mage Spells: Mordenkainen's Escapes.

Stair Creation
Minimvm Level: 30 Mana Cost: 8
Base Failvre Rate: 40% XP for Casting: 180

See Mage Spells: Mordenkainen's Escapes.

Teleport Level
Minimvm Level: 34 Mana Cost: 11
Base Failvre Rate: 60% XP for Casting: 204

See Mage Spells: Mordenkainen's Escapes.

Slip into the Shadows
Minimvm Level: 36 Mana Cost: 12
Base Failvre Rate: 70% XP for Casting: 252

See Assassin Spells: Blood Novitiate.

Word of Recall
Minimvm Level: 40 Mana Cost: 15
Base Failvre Rate: 60% XP for Casting: 400

See Mage Spells: Mordenkainen's Escapes.

Teleport Other
Minimvm Level: 42 Mana Cost: 16
Base Failvre Rate: 85% XP for Casting: 126

See Mage Spells: Sorcery and Evocations.

Tenser's Transformations

Sense Invisible
Minimvm Level: 30 Mana Cost: 4
Base Failvre Rate: 40% XP for Casting: 300

See Priest Spells: Chants and Blessings.

Probing
Minimvm Level: 35 Mana Cost: 15
Base Failvre Rate: 50% XP for Casting: 525

See Priest Spells: Godly Insights.

Shield
Minimvm Level: 37 Mana Cost: 15
Base Failvre Rate: 60% XP for Casting: 592

See Mage Spells: Tenser's Transformations.

Recharge Item II
Minimvm Level: 40 Mana Cost: 22
Base Failvre Rate: 60% XP for Casting: 800

See Mage Spells: Sorcery and Evocations.

Resistance
Minimvm Level: 42 Mana Cost: 25
Base Failvre Rate: 60% XP for Casting: 882

See Mage Spells: Resistances of Scarabtarices.

Day of Misrvle
Minimvm Level: 47 Mana Cost: 25
Base Failvre Rate: 50% XP for Casting: 925

Makes the player hasted for 30 + d30 tvrns, ignoring any cvrrent
hasting. Also makes the player berserk for an independent 30 +
d30 (more) tvrns.

-------------------------------------------------------------------------------

*** Ranger Spells ***

Call of the Wild

Detect Life
Minimvm Level: 3 Mana Cost: 1
Base Failvre Rate: 30% XP for Casting: 3

See Drvid Spells: Call of the Wild.

Foraging
Minimvm Level: 3 Mana Cost: 1
Base Failvre Rate: 35% XP for Casting: 3

See Drvid Spells: Call of the Wild.

Call Light
Minimvm Level: 5 Mana Cost: 2
Base Failvre Rate: 35% XP for Casting: 5

See Drvid Spells: Call of the Wild.

Detect Traps/Doors
Minimvm Level: 5 Mana Cost: 4
Base Failvre Rate: 45% XP for Casting: 5

See Drvid Spells: Commvnion with Natvre.

Combat Poison
Minimvm Level: 7 Mana Cost: 1
Base Failvre Rate: 35% XP for Casting: 14

See Drvid Spells: Call of the Wild.

Door Destrvction
Minimvm Level: 7 Mana Cost: 2
Base Failvre Rate: 30% XP for Casting: 14

See Drvid Spells: Call of the Wild.

Blink
Minimvm Level: 9 Mana Cost: 4
Base Failvre Rate: 60% XP for Casting: 18

See Drvid Spells: Call of the Wild.

Disarm Trap
Minimvm Level: 9 Mana Cost: 6
Base Failvre Rate: 60% XP for Casting: 9

See Drvid Spells: Book of Combat.

Commvnion with Natvre

Cvre Poison
Minimvm Level: 10 Mana Cost: 5
Base Failvre Rate: 40% XP for Casting: 20

See Drvid Spells: Commvnion with Natvre.

Sleep Creatvre
Minimvm Level: 11 Mana Cost: 5
Base Failvre Rate: 45% XP for Casting: 33

See Drvid Spells: Commvnion with Natvre.

Frighten Creatvre
Minimvm Level: 13 Mana Cost: 5
Base Failvre Rate: 40% XP for Casting: 39

See Drvid Spells: Commvnion with Natvre.

Creatvre Knowledge
Minimvm Level: 13 Mana Cost: 3
Base Failvre Rate: 40% XP for Casting: 39

Partially probes a single monster. Yov learn the monster's HP
and MP to within 25% and learn the monster's flags (with chances
of omissions). The flags learned (and their respective chances
of omission) are whether the monster is natvral (1 / 20), evil
(1 / 10), vndead (1 / 20), a demon (1 / 20), an orc (1 / 20), a
troll (1 / 20), a giant (1 / 10), a dragon (1 / 20), resistant to
acid (1 / 5), resistant to electricity (1 / 5), resistant to
fire (1 / 5), resistant to cold (1 / 5), and resistant to poison
(1 / 5).

Sense Svrrovndings
Minimvm Level: 15 Mana Cost: 5
Base Failvre Rate: 45% XP for Casting: 45

See Priest Spells: Chants and Blessings.

Snvff Small Life
Minimvm Level: 16 Mana Cost: 5
Base Failvre Rate: 70% XP for Casting: 48

See Drvid Spells: Commvnion with Natvre.

Heroism
Minimvm Level: 18 Mana Cost: 8
Base Failvre Rate: 70% XP for Casting: 72

Heals the caster of 20 points of damage, removes all fear from
the caster, and makes the caster heroic fom 20 + d20 tvrns (or
10 + d10 more tvrns if already heroic).

Gifts of Natvre

Resist Poison
Minimvm Level: 21 Mana Cost: 6
Base Failvre Rate: 50% XP for Casting: 84

See Drvid Spells: Gifts of Natvre.

Resist Fire & Cold
Minimvm Level: 23 Mana Cost: 7
Base Failvre Rate: 50% XP for Casting: 115

See Drvid Spells: Gifts of Natvre.

Detect All
Minimvm Level: 25 Mana Cost: 7
Base Failvre Rate: 50% XP for Casting: 150

See Drvid Spells: Gifts of Natvre.

Resist Acid & Lightning
Minimvm Level: 27 Mana Cost: 8
Base Failvre Rate: 55% XP for Casting: 216

See Drvid Spells: Book of Combat.

Identify
Minimvm Level: 35 Mana Cost: 15
Base Failvre Rate: 70% XP for Casting: 455

See Drvid Spells: Book of Combat.

Create Athelas
Minimvm Level: 41 Mana Cost: 45
Base Failvre Rate: 75% XP for Casting: 656

See Drvid Spells: Book of Combat.

Natvral Vitality
Minimvm Level: 46 Mana Cost: 1
Base Failvre Rate: 70% XP for Casting: 1104

See Drvid Spells: Gifts of Natvre.

Melian's Lore

Detect Evil
Minimvm Level: 22 Mana Cost: 1
Base Failvre Rate: 25% XP for Casting: 132

See Drvid Spells: Melian's Lore.

Tvrn Stone to Mvd
Minimvm Level: 25 Mana Cost: 10
Base Failvre Rate: 40% XP for Casting: 250

See Drvid Spells: Call of the Wild.

Probing
Minimvm Level: 31 Mana Cost: 6
Base Failvre Rate: 50% XP for Casting: 403

See Necromancer Spells: Mysteries of Angmar.

Sight beyond Sight
Minimvm Level: 32 Mana Cost: 5
Base Failvre Rate: 65% XP for Casting: 480

See Drvid Spells: Melian's Lore.

Teleport Monster
Minimvm Level: 35 Mana Cost: 15
Base Failvre Rate: 70% XP for Casting: 665

See Drvid Spells: Gifts of Natvre.

Herbal Healing
Minimvm Level: 45 Mana Cost: 20
Base Failvre Rate: 70% XP for Casting: 1530

See Drvid Spells: Melian's Lore.

Bombadil's Songs

Song of Frightening
Minimvm Level: 27 Mana Cost: 10
Base Failvre Rate: 40% XP for Casting: 675

See Drvid Spells: Melian's Lore.

Song of Lvlling
Minimvm Level: 27 Mana Cost: 10
Base Failvre Rate: 40% XP for Casting: 675

See Drvid Spells: Bombadil's Songs.

Song of Protection
Minimvm Level: 30 Mana Cost: 15
Base Failvre Rate: 55% XP for Casting: 900

See Drvid Spells: Bombadil's Songs.

Song of Dispelling
Minimvm Level: 35 Mana Cost: 20
Base Failvre Rate: 60% XP for Casting: 1225

See Drvid Spells: Bombadil's Songs.

Song of Renewal
Minimvm Level: 48 Mana Cost: 60
Base Failvre Rate: 60% XP for Casting: 1920

See Drvid Spells: Bombadil's Songs.

-------------------------------------------------------------------------------

*** Paladin Spells ***

Novice's Handbook

Detect Evil
Minimvm Level: 3 Mana Cost: 1
Base Failvre Rate: 30% XP for Casting: 3

See Priest Spells: Novice's Handbook.

Bless
Minimvm Level: 4 Mana Cost: 1
Base Failvre Rate: 35% XP for Casting: 4

See Priest Spells: Novice's Handbook.

Remove Fear
Minimvm Level: 5 Mana Cost: 1
Base Failvre Rate: 35% XP for Casting: 5

See Priest Spells: Novice's Handbook.

Call Light
Minimvm Level: 7 Mana Cost: 2
Base Failvre Rate: 35% XP for Casting: 7

See Priest Spells: Novice's Handbook.

Cvre Light Wovnds
Minimvm Level: 8 Mana Cost: 2
Base Failvre Rate: 35% XP for Casting: 16

See Priest Spells: Novice's Handbook.

Slow Poison
Minimvm Level: 9 Mana Cost: 2
Base Failvre Rate: 40% XP for Casting: 18

See Priest Spells: Novice's Handbook.

Resist Fire & Cold
Minimvm Level: 10 Mana Cost: 4
Base Failvre Rate: 45% XP for Casting: 20

See Drvid Spells: Gifts of Natvre.

Scare Monster
Minimvm Level: 11 Mana Cost: 4
Base Failvre Rate: 40% XP for Casting: 22

See Priest Spells: Words of Wisdom.

Words of Wisdom

Chant
Minimvm Level: 11 Mana Cost: 4
Base Failvre Rate: 45% XP for Casting: 22

See Priest Spells: Words of Wisdom.

Blink
Minimvm Level: 13 Mana Cost: 4
Base Failvre Rate: 50% XP for Casting: 39

See Priest Spells: Ethereal Openings.

Resist Acid & Lightning
Minimvm Level: 13 Mana Cost: 4
Base Failvre Rate: 40% XP for Casting: 39

See Drvid Spells: Book of Combat.

Nevtralize Poison
Minimvm Level: 15 Mana Cost: 6
Base Failvre Rate: 50% XP for Casting: 45

See Priest Spells: Chants and Blessings.

Protection from Evil
Minimvm Level: 17 Mana Cost: 6
Base Failvre Rate: 50% XP for Casting: 51

See Priest Spells: Chants and Blessings.

Find Traps
Minimvm Level: 18 Mana Cost: 6
Base Failvre Rate: 70% XP for Casting: 54

See Priest Spells: Novice's Handbook.

Detect Doors/Stairs
Minimvm Level: 18 Mana Cost: 6
Base Failvre Rate: 70% XP for Casting: 54

See Priest Spells: Novice's Handbook.

Cvre Mortal Wovnds
Minimvm Level: 20 Mana Cost: 9
Base Failvre Rate: 50% XP for Casting: 80

See Priest Spells: Chants and Blessings.

Exorcism and Dispelling

Satisfy Hvnger
Minimvm Level: 21 Mana Cost: 8
Base Failvre Rate: 45% XP for Casting: 84

See Priest Spells: Words of Wisdom.

Orb of Draining
Minimvm Level: 22 Mana Cost: 6
Base Failvre Rate: 45% XP for Casting: 88

See Priest Spells: Chants and Blessings.

Remove Cvrse
Minimvm Level: 23 Mana Cost: 11
Base Failvre Rate: 45% XP for Casting: 92

See Priest Spells: Words of Wisdom.

Portal
Minimvm Level: 23 Mana Cost: 6
Base Failvre Rate: 50% XP for Casting: 92

See Priest Spells: Words of Wisdom.

Sense Invisible
Minimvm Level: 25 Mana Cost: 8
Base Failvre Rate: 50% XP for Casting: 125

See Pries
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.angband (More info?)

SPECIALTY ABILITIES

Version 0.2.1 Update 2004-05-17

====================== List of Specialty Abilities ======================

Armor Mastery

The player's body armor has its base AC increased by 2 / 3 of its
normal amount. For example, instead of

The Power Dragon Scale Mail 'Bladeturner' (-8) [50, +35]

you would effectively have

The Power Dragon Scale Mail 'Bladeturner' (-8) [83, +35] .

Armor Proficiency

The maximum amount of armor that the player can wear without a
penalty to mana is increased by five pounds. In addition the
weight over this limit necessary to reduce the player's mana to
zero is increased by an additional fifteen pounds. For example, a
mage can normally wear 25 lbs. of armor without a penalty to mana,
and is reduced to 0 mana after a further 60 lbs. (for a total of
85). With this specialty, the mage can wear 30 lbs. of armor
without a penalty and is reduced to 0 mana after a further 75
lbs. (for a total of 105).

Armsman

When attacking with a melee weapon and the opponent is visible,
you get a free 1 / 6 chance of inflicting a critical. If this
chance fails, you still have your normal skill-based chance of a
critical hit.

Athletics

Gives a +2 bonus to and partially sustains and dexterity and
constitution. Any attack that would drain either and is affected
by sustains (i.e., not time attacks) has only a 50% chance of
reducing the stat.

Beguile

Increases the power of slow, sleep, confusion, and fear effects
from spells and devices by 50%. Note that this does not affect
the power of these effects from other sources, including a druid's
confusion blows and scrolls of confuse monster.

Clarity

Gives a +2 bonus to and partially sustains intelligence and
wisdom. Any attack that would drain either and is affected by
sustains (i.e., not time attacks) has only a 50% chance of
reducing the stat.

Enhance Magic

Increases the length of time beneficial timed abilities last by
50%. The abilities affected by this are temporary see invisible,
temporary ESP, superstealth, temporary elemental brands, temporary
infravision, temporary haste, protection from evil, heightened
magical defences, heroism, berserk, blessing, magical shielding,
and temporary resistances. In addition, temporary resistances to
acid, electricity, fire, cold, and poison now reduce damage to
1/18 normal, rather than 1/3 normal. The following status effects
also gain power:

Status | Without | With
-----------------------+------------+-----------
heightened defences | +25 AC | +35 AC
blessing | +5 AC | +10 AC
| +10 to-hit | +15 to-hit
shield of protection | +50 AC | +65 AC
| +35 AC | +50 AC [for a necromancer]
heroism | +10 to-hit | +15 to-hit
| +5 to-dam | +10 to-dam
berserk | +5 to-hit | +10 to-hit
| +15 to-dam | +20 to-dam
| -10 AC | -15 AC
haste | +10 speed | +13 speed
temporary infravision | +30' infra | +50' infra

Evasion

Gives a chance to evade melee attacks and fired boulders, shots,
bolts, arrows and missiles. The exact chance to evade depends on
your dexterity, level, and armor weight. To get any evasion
chance, your total armor weight must be less than 15 lbs. plus 0.3
lbs. per level. If your total armor weight is less than 60% this
amount (9 lbs. plus 0.18 lbs. per level, rounded down to the
nearest tenth lb.), you get the full evasion chance listed in the
table below; otherwise, you get the reduced chance.

| Melee | Missile | Melee | Missile
Dexterity | Evasion | Evasion | E Chance | E Chance
| Chance | Chance | (Reduced) | (Reduced)
-----------------+---------+---------+-----------+-----------
3 - 10 | 25% | 33.3% | 12% | 16.0%
11 | 26% | 34.7% | 13% | 17.3%
12 | 27% | 36.0% | 13% | 17.3%
13 | 28% | 37.3% | 14% | 18.7%
14 | 29% | 38.7% | 14% | 18.7%
15 | 30% | 40.0% | 15% | 20.0%
16 | 31% | 41.3% | 15% | 20.0%
17 | 32% | 42.7% | 16% | 21.3%
18 - 18/19 | 33% | 44.0% | 16% | 21.3%
18/20 - 18/39 | 34% | 45.3% | 17% | 22.7%
18/40 - 18/69 | 35% | 46.7% | 17% | 22.7%
18/70 - 18/99 | 36% | 48.0% | 18% | 24.0%
18/100 - 18/129 | 37% | 49.3% | 18% | 24.0%
18/130 - 18/159 | 38% | 50.7% | 19% | 25.3%
18/160 - 18/189 | 39% | 52.0% | 19% | 25.3%
18/190+ | 40% | 53.3% | 20% | 26.7%

Level | Max Weight | Max Weight
| (full) | (reduced)
-------+------------+------------
1 | 9.1 lbs. | 15.3 lbs.
5 | 9.9 lbs. | 16.5 lbs.
10 | 10.8 lbs. | 18.0 lbs.
15 | 11.7 lbs. | 19.5 lbs.
20 | 12.6 lbs. | 21.0 lbs.
25 | 13.5 lbs. | 22.5 lbs.
30 | 14.4 lbs. | 24.0 lbs.
35 | 15.3 lbs. | 25.5 lbs.
40 | 16.2 lbs. | 27.0 lbs.
45 | 17.1 lbs. | 28.5 lbs.
50 | 18.0 lbs. | 30.0 lbs.

Extra Trap

Gives the ability to have two monster traps set on the same level,
rather than only one.

Fast Attacking

Gives a chance at a single extra melee blow each round. The
chance is equal to the number of blows the character gets divided
by eight. This specialty applies to attacks both with and without
weapons.

Fast Casting

The amount of energy required to cast a spell is reduced by (5 +
(your level - level of the spell) / 2. The energy required to
cast a spell whose level is more than 25 below yours is further
reduced by the difference in level less 25; however, the minimum
amount of energy used for any spell is 50, regardless of spell or
caster levels. Normally, it takes 100 energy to cast a spell.
With this specialty, a 50th level mage casting a 11th level spell
would take 100 - 5 - (50 - 11) / 2 - (50 - 11 - 25) = 62 energy;
this is a speedup of (100 - 62) / 62 or around 61%. The same mage
casting Mana Storm (a 46th level spell) would take 93 energy, for
a speedup of around 7.5%.

Fury

Each time you take damage or attack in melee, you gain a temporary
boost to speed. When taking damage, this boost is equal to 1 plus
the one tenth the percentage of your hit points just lost rounded
to the nearest tenth, up to a maximum bonus of +2.5 plus 3/20
points of speed per level. After you kill a monster, you gain a
bonus in tenths of a speed point equal to three times the amount
of energy used this round in killing the monster (100, except for
warriors level 40 or greater who kill the opponent with fewer than
a full round's complement of blows, where it is proportional to
the number of blows used to kill the enemy) divided by twice the
amount of energy you gain each game turn (10 at normal speed, 20
at +10 speed, 30 at +20 speed, 38 at +30 speed), with a minimum of
0.1 point. Fractional boosts of at least 0.5 points of speed are
rounded up for purposes of calculating your actual speed (though
they are stored to the nearest tenth for aggregating cumulative
fury boosts); fractional boosts of less are rounded down. Each
boost is cumulative with earlier bursts, subject to rounding
errors and the maximum mentioned before. This boost decays at a
rate of +1 every 10 game turns (one normal-speed player turn).

Harmony

Each time you cast a spell successfully, you regain a percentage
of your normal maximum HPs. This percentage is equal to 3% plus
1% per 3 mana the spell costs to cast, up to a maximum of 10% (for
a spell that costs at least 21 mana). This is in addition to any
HP that may be gained due to the spell itself (so, for example, a
character with 700 max HP casting Call on Varda, a 45 mana spell,
would heal 570 points of damage: 500 from the spell itself and 70
additional points because of harmony (3% + 45 / 3 = 20%, but the
max gain is 10%, and 10% * 700 = 70).

Heighten Magic

Your caster level is increased, depending on how many spells you
have cast recently, to a minimum of 1 and a maximum of 7 plus one
per four levels (rounded down to the nearest tenth of a point).
Each spell cast increases the bonus to your caster level by 2 (up
to the maximum for your player level); however, this bonus decays
at a rate of 1 to 1.3 per 10 game turns (1 normal-speed player
turn) down to the minumum bonus of 1 level. The decay is 1 per 10
game turn if your current bonus is no more than 6.4 levels, 1.1 if
it is from 6.5 to 11.9, 1.2 if from 12.0 to 17.4, and 1.3 if at
least 17.5. Bonuses of at least 0.5 are rounded up to the nearest
level for purposes of determining your actual caster level;
smaller bonuses are rounded down. For example, a level 2 caster
has a maximum spell level bonus of 7.5 levels; at this maximum
bonus, then, all spells he casts will act as if cast by a level 10
caster for purposes of damage, duration, etc. (2 + 7.5 rounded up
to 8). In your status, '(heightened)' means that your level is
increased by from 4.5 to 9.4, '(Heightened!)' by from 9.5 to 15.4,
and '(**Heightened**)' by 15.5 or more. This does not affect
which spells you can learn, only their power when cast. Note that
not all spells increase in power with increased caster level (Cure
Poison, for example).

Holy Light

Your light radius increases by one, you gain resistance to light,
you gain additional melee damage versus undead and evil beings,
and light spells and effects have a chance of scaring undead,
evil, or light-susceptible beings.

Against undead, you gain an additional 0.4 slay modifier when you
would normally have a 3.0 multiplier (wielding a whip of the
balrog against a non-fire resistant undead), an additional 0.3
modifier when you would normally have a 2.0 or 2.5 (a mace of
*slay* orc versus a skeleton orc, for example), and an additional
0.2 modifier otherwise; this is cumulative with all other
applicable slays and brands. For example, a flail of melting
versus non-acid resistant undead would act as if it had a 1.9
muliplier, rather than 1.7, and against acid-resistant undead
would have a 1.2 multiplier rather than 1.0. Against evil beings,
you gain an additional 0.3 slay modifier when you would normally
have a 3.0 multiplier, an additional 0.2 modifier when you would
normally have a 2.0 or 2.5, and an additional 0.1 modifier
otherwise.

Weak light spells (anything which only damages light-susceptible
creatures, like illumination spells, rods of light, and the like)
gain a 1 in 5 chance of attempting to scare any undead, evil, or
light-susceptible being. In addition, any creature on which this
1 in 5 chance succeeds will be damaged by the light, regardless of
whether it is light-susceptible or whether the attempt to scare it
succeeds. For the attempt to scare, 2 more than the monster's
level (or 20 more than its level for uniques) is compared versus
a random number between one and 10 more than the player's level;
if it is no greater, the monster is scared for 1 + 3d(level/2)
turns. Normal light damage (Ball of Light, light hound breath,
etc.) has a 1 in 3 chance of attempting to scare any undead, evil,
or light-susceptible being. In this case, 2 more than the
monster's level (or 20 more than its level for uniques) is
compared versus a random number between one and 15 more than three
halves the player's level, and if it is no greater, the monster is
scared for 1 + 3d(3*level/4) turns.

Magic Resistance

Your saving throw is increased by half the distance between a
perfect saving throw (100) and its current value, after
adjustments for level and wisdom. However, if your current saving
throw is at least 80%, you gain a constant +10% bonus instead
(this can be useful because certain instances, like the save for
disenchantment to return a shapeshifted character to normal form,
require saves that can be failed even with a 100% saving throw).

Marksmanship

The equivalent of Armsman, except for ranged weapons. When
attacking with a ranged weapon (even one not necessarily intended
as such, like a thrown suit of plate mail) and the opponent is
visible, you get a free 1 / 6 chance of inflicting a critical. If
this chance fails, you still have your normal skill-based chance
of a critical hit.

Martial Arts

Makes a warrior similar to a druid with Power Strike. You gain a
level / 2 bonus to hit when unarmed, lose the doubled chance of a
shield bash when attacking without a weapon (as a druid), and do
damage as a druid with Power Strike when attacking without a
weapon, except with a 1/6 chance of a power strike, rather than
1/8.

Meditation

Your mana restoration rate is doubled. Multiplies with the 50%
increase in mana restorion from the regeneration attribute of
equipment (for a total of triple the normal mana restoration
rate).

Mighty Throw

Doubles the distance to which you can throw items. This doubling
increases the maximum distance to which light objects can be
thrown from 10 squares to 20.

Phasewalking

You gain a saving throw versus monster spells that teleport you to
the monster or teleport you away and against the nexus effects
that do the same thing. You also gain immunity to the monster
spell and nexus effect of teleport level. In addition, after
teleporting yourself (including phase door, but _not_ teleport
level) by any means, you gain a bonus to speed of 2 plus one tenth
the distance that the method used teleports you, up to a maximum
bonus of +2.5 plus 3/20 points of speed per level. This bonus
decays at a rate of +1 per 10 game turns (one normal-speed player
turn). This speed bonus is combined with the speed bonus from the
Fury specialty (if any) and the combined bonus is subject to the
same maximum and decay rate. The distance various methods of
teleportation transport you are listed below, organized according
to distance at 50th level.

Method | Distance
-------------------------------------+----------------
Staff of Winds | 6
Scroll of Phase Door | 10
Phase Door spell | 10
Blink spell | 10
The Mithril Chain Mail 'Belegennon' | 10
Hit and Run spell | 6 + level / 5
Dimension Door spell | distance moved (max 25)
Rod of Portals | distance moved (max 25)
Random artifact teleport self | 30
Amulet of Escaping | 40
Portal spell | 2 * level
Scroll of Teleportation | 100
Staff of Teleportation | 100
The Cloak 'Colannon' | 100
Teleport Self spell [mage/rogue] | 50 + 2 * level
Teleport Self spell [priest] | 4 * level
Random artifact major displacement | 200

Piercing Shot

Successful bow and crossbow attacks have a 50% chance of
continuing. If there is another target in the line of fire, your
normal total attack bonus on that target (after modifications for
distance) is increased by 50%. If this attack hits, there is
again a 50% chance for a pierce, and so on.

Power Siphon

When a monster in your line of sight (not necessarily visible)
casts a spell, you gain mana equal to the amount the spell cost to
cast. The line of sight check is applied after the spell occurs,
so, for example, you would not gain mana if a monster teleported
you away (unless you happened to land still in line of sight of
the caster) but you would gain mana if a monster teleported to
you. The amount of mana the various monster spells cost is given
below.

Spell | Cost
--------------------------------------+------
Shriek for help | 1
Acid balls/storms | 4
Lightning balls/storms | 4
Fire balls/storms | 4
Frost balls/storms | 4
Stinking clouds/poison balls/storms | 4
Light spheres/explosions/starbursts | 5
Darkness balls/storms | 5
Confusion balls/storms | 6
Sound explosions/storms/thunderclaps | 4
Shard blasts/storms/whirlwinds | 4
Little/raging storms/whirlpools | 5
Nether orbs/balls/storms | 6
Chaos spheres/explosions/maelstroms | 7
Manabursts/balls/storms | 5
Acid bolts | 4
Lightning bolts | 4
Fire bolts | 4
Frost bolts | 4
Poison bolts | 4
Plasma bolts | 4
Ice bolts | 4
Water bolts | 5
Nether bolts | 5
Mana bolts | 4
Sparks of lightning | 3
Lances of ice | 6
Nether Beams/lances/rays of death | 7
Fire columns/enveloping/flamestrikes | 7
Thrust/hurl/throw you away | 5
Haste self | 6
Restore mana | 0
Heal self | 0
Cure ailments | 3
Blink self | 1
Teleport self | 6
Teleport to you | 4
Teleport you to it | 4
Teleport you away | 8
Teleport level | 8
Create darkness | 1
Create traps | 2
Cause amnesia | 6
Drain mana | 0
Dispel Magic | 5
Cause mind blasting | 3
Cause brain smashing | 4
Cause wounds | 4
Create hunger | 2
Terrify | 1
Blind | 3
Confuse | 4
Slow | 5
Paralyze | 6
Summon minions/similar monsters | 12
Summon a monster | 10
Summon monsters | 15
Summon ants | 10
Summon spiders | 12
Summon hounds | 14
Summon natural creatures | 15
Summon thieves | 15
Summon Bill, Bert, and Tom | 5
Summon a dragon | 14
Summon ancient dragons | 20
Summon a demon | 14
Summon greater demons | 20
Summon an undead | 12
Summon greater undead | 20
Summon the Ringwraiths | 20
Summon unique monsters | 20

Power Strike

With each bare-handed attack, gives a one in eight chance of
performing a power strike. This increases the level of the attack
by one unless the attack was already a stormwind chop (from a
punch to a kick, for example), causes the attack to do maximum
damage for that type, and two thirds of the time attempts to
confuse the monster being attacked. On average, this means that a
power attack does slightly more than twice as much damage as a
normal attack and the specialty increases a druid's average
barehanded damage output by slightly over one eighth.

Regeneration

Your hit point restoration rate is doubled. Multiplies with the
doubled increase in hit point restorion from the regeneration
attribute of equipment (for a total of quadruple the normal hit
point restoration rate).

Shield Mastery

Your shield's base AC value doubles, your chance for a deflection
of enemy missile fire and partial blocking of shards attacks is
treated as if your shield had a base AC value three higher (not
cumulative with the previous bonus), which provides a 6.25% better
chance of deflecting missiles and a 12.5% better chance of partial
blocking of shards attacks (reduces damage by from 1/7 to 1/2),
and increases the damage from shield bashes by 1% of the base
damage for a shield bash for every tenth of a pound the shield
weighs. The base damage for a shield bash depends on your shield:

Shield Type | Base Damage | Shield Weight
----------------------+-------------+---------------
Wicker Shield | 1d2 | 3 lbs
Small Leather Shield | 1d2 | 5 lbs
of the Elements | 1d2 | 5 lbs
Small Metal Shield | 1d3 | 7 lbs
of Thorin | 1d3 | 7 lbs
Large Leather Shield | 1d4 | 11 lbs
of Celegorm | 1d4 | 11 lbs
Large Metal Shield | 1d5 | 13.5 lbs
of Anarion | 1d5 | 12 lbs
Knight's Shield | 1d6 | 16 lbs
of Earendil | 1d6 | 16 lbs
Body Shield | 1d7 | 20 lbs
Shield of Deflection | 1d4 | 8 lbs
of Gil-Galad | 1d4 | 8 lbs

No shield bash can ever do more than 125 points of damage,
regardless of the effects of this specialty.

Soul Siphon

Whenever a monster dies that is neither a demon, undead, nor
stupid (most worm masses, mushrooms, molds, oozes, and jellies),
you gain 2 points of mana, plus 1 mana for each 30 maximum hit
points the monster has. If (from killing a large monster, or
multiple monsters simultaneously) you gain mana sufficient to
restore you to full mana and more than your level in mana in
excess, you take 2d8 points of damage. You cannot gain more than
your normal maximum in mana from this ability.

Unlight

Your stealth is increased by six if your current square is unlit
(or you are blind) and three otherwise, your light radius is
reduced by one (to a minimum of one and a maximum of two), you
gain resist darkness, and you are treated for purposes of
searching, disarming and opening chests, opening doors, disarming
traps, stealing, setting and modifying traps, gaining and casting
spells, and reading scrolls as if your square was lit (even if it
isn't). You also retain the chance to dodge boulders and missiles
even while blind. Normally, if your square is unlit, your
searching, opening disarming, and stealing abilities are reduced
to one tenth normal, and you cannot set or modify traps, gain or
cast spells, or read scrolls, nor can you dodge boulders or
missiles while blind. In addition, when being attacked from an
unlit square (or while you are blind), your AC is increased by 10
plus one eighth its normal value. Similarly, if your current
square is unlit (or you are blind), all damage from ranged attacks
(whether spells, breaths, missiles, or the like) is reduced by
1/4, cumulative with any other terrain modifiers than may be in
effect.
 
G

Guest

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Archived from groups: rec.games.roguelike.angband (More info?)

TRAPS--Dungeon Traps, Chest Traps, and Player Traps.

Version 0.1.1 Updated 2005-04-14

======================= Dungeon Trap Creation =======================

Once it is known that a trap will be placed, a random trap is chosen
from the subset of the ten traps whose minimum depth is no more than
the current dungeon level. That is, at 50' there is a 50% chance each
for a gas trap or a playment movement trap, while at 5050' there is a
10% chance for each of the ten types of traps.

+----------------------+------------+
| Type | Min. Depth |
+----------------------+------------+
| trap door | 100' * |
| pit | 100' |
| dart | 400' |
| discolored spot | 250' |
| gas trap | 50' |
| summoning rune | 150' |
| dungeon alteration | 1000' |
| character alteration | 3000' |
| teleportation | 50' |
| murder hole | 200' |
+----------------------+------------+

(*) - trap doors are also disallowed on quest levels and on the
bottom floor of the dungeon (6350').


======================== Dungeon Trap Effects ========================

Note that all once a trap is generated, everything about it will be
consistent (that is, a pit trap of daggers will always be a pit trap
of daggers no matter how many times you fall in it, etc.).

Trap: trap door

Moves the player one level deeper than currently, with all the
normal effects. If the player does not possess feather falling,
does 2d8 points of damage as well.


Trap: pit trap

The base nastiness of this trap is equal to a random number between
one and the current dungeon level, with a 1/20 chance to increase
this by 20 and (if the 1/20 roll fails) a 1/5 chance to increase
this by 10. Depending on the nastiness of the trap, one of the
following things will happen. Note that in all cases, feather
falling will avoid all damage and side effects.

If the nastiness is more than 80, then there is 2/3 chance that it
is a pit of daggers. If it is a pit of daggers, there is a further
1/6 chance that the daggers are morgul blades, in which case the
player is infected with the black breath, is dealt 20d15 points of
damage, has a 1/2 chance to summon 2 + 1d3 appropriate for one level
deeper than the current level, plus one fifth the player's current
depth (to a maximum of 4). Morgul traps disappear after being
triggered once. If the daggers are not morgul blades, the player
will be hit by 5 + 1d10 daggers, each of which does 3d4 points of
damage. In either case, the player's cuts counter will be increased
by a number between one and the total amount of damage inflicted.

If the nastiness is more than 55 and it isn't a pit of daggers,
there is a 2/3 chance that it is a poisonous spiked pit. A
poisonous spiked pit does 2d6 points of damage and the player has an
85% chance to be impaled on poisonous spikes, in which case the
damage is multiplied by (3 + 1d6) and the player's cut counter is
increased by a random number between one and the multiplied damage.
The player then takes a hit of poison equal to the multiplied
damage. With both temporary and permanent resist poison, this does
nothing. With only one, the size of the hit is reduced to 1 / 3
(and to 1 / 6 of the already reduced amount, rounded up, with both
temporary poison resistance and the enhance magic specialty). If
the player is not currently poisoned, this sets the poison counter
to 4 plus a random number between half (rounded up) and the full
amount of the hit. If the player is already poisoned, the poison
counter is increased by between one third (rounded down) and two
thirds (rounded up) the amount of the hit.

If the nastiness is more than 30 and it isn't one of the above
types, there is a 2/3 chance that it is a spiked pit. A spiked pit
does 2d6 points of damage and the player has an 85% chance to be
impaled on spikes, in which case the damage is multiplied by (2 +
1d4) and the player's cut counter is increased by a random number
between one and the multiplied damage.

Otherwise, the pit is a normal pit which does only 2d6 points of
damage.


Trap: dart trap

To hit a player, a dart trap attacks as a monster with an attack
power equal to 50 plus the current depth. If the dart misses,
nothing happens. If it hits, the trap has an equal 1/6 chance to
target each of the six stats. Its nastiness is equal to a random
number between one and the current dungeon level. If this is
greater than 50, there is a 1/3 chance that the targetted stat will
be decreased 1d4 times; otherwise, it will only be decreased once.
In either case, sustains apply as normal.


Trap: discolored spot

The nastiness of a discolored spot is equal to a random number
between one and the current dungeon level, with a 1/5 chance that
this is increased by 10. If the nastiness is at least 50, there is
a 1/2 chance that it does 6d30 damage; otherwise, it does 4d8. The
damage done is a random elemental type, with 1/4 chance of each of
fire, cold, electricity, and acid. Resistances (both temporary and
permanent) and immunities apply as normal, and all normal side
effects of elemental damage may occur.


Trap: gas trap

A gas trap has an equal 1/4 chance of being each of the following
types:

1] Blindness trap

Blinds the player for 15 + 1d30 (more) turns, unless resist
blindness is possessed.

2] Confusion trap

Confuses the player for 10 + 1d20 (more) turns, unless resist
confusion is possessed.

3] Poison trap

With both temporary and permanent resist poison, nothing
happens. With the temporary resist and enhance magic, sets the
poison counter to 6 (or increases it by 1 if already
poisoned). With exactly one of the permanent resist and the
temporary resist without the specialty, sets the poison counter
to 8 + 1d4 (or increases it by 2 + 1d3 if already poisoned).
With no resist, sets the poison counter to 16 + 1d13 (or
increases it by 8 + 1d9 if already poisoned).

4] Sleep trap

Paralyzes the player for 5 + 1d10 (more) turns, unless free
action is possessed. Though I'd be curious as to how you could
set off a sleep trap while already paralyzed...


Trap: summoning rune

Summoning traps all disappear after being triggered once. If the
current depth is at least 400', there a 1/5 chance of this being a
den of thieves trap, in which case 2 + 1d3 thieves are summoned,
each appropriate for one level deeper than the current level plus
an additional one fifth the current level (to a maximum of 4).
Otherwise, there 1/8 chance to summon a single unique appropriate
for six levels deeper than the than the current level plus an
additional one fifth the current level (to a maximum of 4).
Otherwise, 2 + 1d3 monsters will be summoned, each appropriate for
one level deeper than the current level plus an additional one
fifth the current level (to a maximum of 4).


Trap: dungeon alteration

Dungeon alteration traps disappear after being triggered once. The
nastiness of one of these traps is equal to a random number between
one and the current dungeon level, with a 1/5 chance that this is
increased by 10. If the nastiness is greater than 60, there is a
1/12 chance that the entire level is destroyed, the player is
confused for 10 + 1d20 (more) turns ignoring confusion resistance,
blinded for 15 + 1d30 (more) turns ignoring blindness resistance,
has the stun counter increased the 50 + d50, and takes 15d15 points
of damage. Otherwise, if the nastiness is greater than 20, there is
a 1/4 chance that a radius 10 earthquake is triggered centered on
the trap. If this does not occur and the nastiness is at least 5,
there is a 1/2 chance that a rock will fall on the player's head,
doing 2d10 points of damage and adding 10 + 1d10 to the stun
counter. Finally, if none of the above occur, the player will take
1d8 points of damage.


Trap: character alteration

Character alteration traps disappear after being triggered once.
The following things have a chance of occuring:

1] trap of drain wands (15% chance)

A random item is chosen 20 times from the player's pack. The
first time (if any) a rod, staff, or wand is chosen, it is
drained of energy. For a rod, this means its timeout is set to
double the normal recharging time for the stack. For a wand or
staff, all charges are drained from the stack.

2] trap of forgetting (20% chance)

If a normal saving throw is failed, the character suffers
amnesia, forgetting the layout of the level and the identities of
all non-*ID*ed objects in the pack.

3] trap of alter reality (15% chance)

Regerates the dungeon level (as the alter reality spell).

4] trap of remold player (25% chance)

If a normal saving throw is failed, two random stats of the
player's are swapped. Note that unlike the similar effect of
nexus damageeffect, resist nexus does not help against this
trap.

5] time ball trap (15% chance)

Fires a ball of time centered on the player doing 75 points of
damage.

6] trap of software bugs (10% chance)

Confuses the player for 10 + 1d20 (more) turns unless resist
confusion is possessed, causes the player to hallucinate for d40
(more) turns unless resist chaos is possessed, and summons 2 +
1d4 software bugs.


Trap: teleportation

Teleports the player a distance of 250 squares.


Trap: murder hole

Does one of the following, with 1/3 chance of each:

1] If the current level is less than 40, fires a shot doing 2d3
points of damage; otherwise, fires a seeker shot doing 3d7
points of damage.

2] If the current level is less than 55, fires an arrow doing 2d4
points of damage; otherwise, fires a seeker arrow doing 3d9
points of damage.

3] If the current level is les than 65, fires a bolt doing 2d5
points of damage; otherwise, fires a seeker bolt doing 3d11
points of damage.

The trap attacks the player as a monster with an attack power equal
to 75 plus the current depth. If it misses no damage is done. If
it hits, there is a 1/2 chance of a critical (which multiplies the
damage done by (1 + 1d2) and an independent 1/2 chance of a gouge,
which multiplies the damage by 3/2 and increments the cut counter by
a random number between one and the total damage done (after all
multipliers are applied).

In each case, one of the appropriate typo of ammo is created,
identified, and dropped on the ground near the trap.


======================== Chest Trap Creation ========================

The type of trap (if any) placed on a chest and its level depend only
on the type of chest. Deeper chests have a greater chance to have at
least one trap and, in general, more and deadlier traps if they have
at least one. The trap on a given chest is determined by taking the
native depth of the chest, adding 20, and subtracting 4d9 (yielding a
number between the depth - 16 and the depth + 16). If this is greater
than the chest's native depth (which occurs 3036/6561, or .46273,
probability) then the trap is instead determined by adding 1d4 to the
native depth of the chest. If this final value is less than 5, it is
increased to 5 (this can only occur with small wooden chests); if
greater than 99 it is decreased to 99 (this cannot happen with any
currently existing chest). This number is the trap's level and is
then used to look into the array of chest traps duplicated below. In
cases where multiple traps are separated by a comma below, all listed
traps will be present on the chest.

For example, suppose there were a small steel chest (native depth 65)
and the 4d9 roll was 13. Then the native depth plus 20 minus the roll
would be 72, which is greater than the native depth, so we roll 1d4
instead and add it to the native depth. If this 1d4 roll is 2, we
have 67 for the index in the trap. Looking in the table below, we see
that this chest will have three traps--one which poisons, one which
paralyzes, and one which drains constitution.

+----+----------------+----+----------------+----+----------------+
| # | Trap (s) | # | Trap (s) | # | Trap (s) |
+----+----------------+----+----------------+----+----------------+
| 0 | None | 34 | explode | 68 | bird summon |
| 1 | poison | 35 | bird summon | 69 | scatter |
| 2 | -str | 36 | None | 70 | typed summon |
| 3 | -con | 37 | summon | 71 | pois,para,scat |
| 4 | -str | 38 | explode | 72 | typed summon |
| 5 | -con | 39 | ele summon | 73 | explode,summon |
| 6 | None | 40 | explode,summon | 74 | typed summon |
| 7 | poison | 41 | bird summon | 75 | explode,summon |
| 8 | poison | 42 | explode | 76 | explode,summon |
| 9 | -str | 43 | bird summon | 77 | explode,summon |
| 10 | -con | 44 | ele summon | 78 | typed summon |
| 11 | poison | 45 | bird summon | 79 | explode,summon |
| 12 | scatter | 46 | None | 80 | bird summon |
| 13 | -str, -con | 47 | ele summon | 81 | scat, t summon |
| 14 | -str, -con | 48 | -str, -con | 82 | typed summon |
| 15 | summon | 49 | pois,para,-str | 83 | bird summon |
| 16 | None | 50 | ele summon | 84 | -str, -con |
| 17 | -str | 51 | bird summon | 85 | typed summon |
| 18 | scatter | 52 | ele summon | 86 | typed summon |
| 19 | paralysis | 53 | typed summon | 87 | typed summon |
| 20 | -str, -con | 54 | bird summon | 88 | ele summon |
| 21 | summon | 55 | poison, para | 89 | typed summon |
| 22 | paralysis | 56 | bird summon | 90 | runes of evil |
| 23 | -str | 57 | explode,summon | 91 | poison, para |
| 24 | -con | 58 | ele summon | 92 | typed summon |
| 25 | explode | 59 | typed summon | 93 | runes of evil |
| 26 | None | 60 | bird summon | 94 | typed summon |
| 27 | ele summon | 61 | explode,summon | 95 | runes of evil |
| 28 | -con, poison | 62 | bird summon | 96 | runes of evil |
| 29 | -str, -con | 63 | scatter | 97 | typed summon |
| 30 | explode,summon | 64 | -str, -con | 98 | runes of evil |
| 31 | bird summon | 65 | typed summon | 99 | runes, explode |
| 32 | poison, summon | 66 | bird summon +----+----------------+
| 33 | ele summon | 67 | pois,para,-con |
+----+----------------+----+----------------+

For the actual chests currently in Oangband, their native depths and
the distribution of traps to be found on them are listed below. The
number is parentheses is the actual number of times out of 6561 that
the trap will occur. Underneath each chest, the traps (or
combinations of traps) that may occur on that chest are listed in
order of frequency.

+--------------------------------+-------------------+
| Chest | Depth |
| Trap | Probability |
+--------------------------------+-------------------+
| Small wooden chest | 15 |
| scatter | 0.17969 (1179) |
| -str | 0.15683 (1029) |
| -str, -con | 0.14266 (936) |
| None | 0.13397 (879) |
| paralysis | 0.11568 (759) |
| poison | 0.11522 (756) |
| -con | 0.08139 (534) |
| summon | 0.07453 (489) |
| Large wooden chest | 25 |
| -str, -con | 0.17893 (1174) |
| None | 0.13397 (879) |
| -con, poison | 0.11568 (759) |
| elemental summon | 0.11568 (759) |
| paralysis | 0.10516 (690) |
| -str | 0.09480 (622) |
| explode | 0.07453 (489) |
| -con | 0.07376 (484) |
| summon | 0.06995 (459) |
| scatter | 0.03597 (236) |
| poison | 0.00152 (10) |
| Small iron chest | 40 |
| bird summon | 0.29903 (1962) |
| explode | 0.22694 (1489) |
| elemental summon | 0.22481 (1475) |
| explode, summon | 0.08733 (573) |
| summon | 0.06401 (420) |
| None | 0.05868 (385) |
| poison, summon | 0.02514 (165) |
| -str, -con | 0.00853 (56) |
| -con, poison | 0.00533 (35) |
| -con | 0.00015 (1) |
| Large iron chest | 50 |
| bird summon | 0.33257 (2182) |
| elemental summon | 0.30391 (1994) |
| typed summon | 0.11568 (759) |
| poison, paralysis, -str | 0.07315 (480) |
| -str, -con | 0.06950 (456) |
| None | 0.05868 (385) |
| explode | 0.03063 (201) |
| explode, summon | 0.01280 (84) |
| summon | 0.00304 (20) |
| Small steel chest | 65 |
| bird summon | 0.37311 (2448) |
| scatter | 0.18518 (1215) |
| typed summon | 0.12101 (794) |
| poison,paralysis, -con | 0.11568 (759) |
| explode, summon | 0.08230 (540) |
| -str, -con | 0.07315 (480) |
| elemental summon | 0.03657 (240) |
| poison, paralysis | 0.01280 (84) |
| poison, paralysis, -str | 0.00015 (1) |
| Large steel chest | 75 |
| explode, summon | 0.49123 (3223) |
| typed summon | 0.31519 (2068) |
| poison, paralysis, scatter | 0.05715 (375) |
| bird summon | 0.05486 (360) |
| scatter | 0.04648 (305) |
| poison, paralysis, -con | 0.02514 (165) |
| -str, -con | 0.00853 (56) |
| Small Jeweled chest | 85 |
| typed summon | 0.53071 (3482) |
| bird summon | 0.11888 (780) |
| elemental summon | 0.11568 (759) |
| explode, summon | 0.10272 (674) |
| -str, -con | 0.07315 (480) |
| scatter, typed summon | 0.05715 (375) |
| poison, paralysis, scatter | 0.00152 (10) |
| scatter | 0.00015 (1) |
| Large Jeweled chest | 95 |
| runes of evil | 0.42478 (2787) |
| typed summon | 0.35329 (2318) |
| runes of evil, explode | 0.11568 (759) |
| poison, paralysis | 0.05715 (375) |
| elemental summon | 0.03292 (216) |
| -str, -con | 0.00853 (56) |
| bird summon | 0.00594 (39) |
| scatter, typed summon | 0.00152 (10) |
| explode, summon | 0.00015 (1) |
+--------------------------------+-------------------+


========================= Chest Trap Effects =========================

Trap: -str
Appears as: Poison Needle

Does 1d4 points of damage to the player and reduces strength by 1
until restored (if not sustained).


Trap: -con
Appears as: Poison Needle

Does 1d4 points of damage to the player and reduces constitution by
1 until restored (if not sustained).


Trap: poison
Appears as: Gas Trap

With both temporary and permanent resist poison, nothing happens.
With the temporary resist and enhance magic, sets the poison counter
to 6 (or increases it by 1 if already poisoned). With exactly one
of the permanent resist and the temporary resist without the
specialty, sets the poison counter to 8 + 1d4 (or increases it by 2
+ 1d3 if already poisoned). With no resist, sets the poison counter
to 16 + 1d13 (or increases it by 8 + 1d9 if already poisoned).


Trap: paralysis
Appears as: Gas Trap

If the player has free action, does nothing. Otherwise, paralyzes
for 10 + d20 turns.


Trap: summon
Appears as: Summoning Runes

Summons 2 + 1d3 monsters appropriate for one level deeper than the
level of the trap on the chest, plus one fifth the player's current
depth (to a maximum of 4).


Trap: explode
Appears as: Explosion Device

Does 5d8 points of damage to the player and destroys the chest.


Trap: scatter
Appears as: A Strange Rune

Generates the chest objects as if the chest had been opened normally
and places all objects at random clear locations on the current
dungeon level.


Trap: elemental summon
Appears as: Summoning Runes

Summons 5 + 1d3 elementals appropriate for one level deeper than the
level of the trap on the chest, plus one fifth the player's current
depth (to a maximum of 4).


Trap: bird summon
Appears as: Summoning Runes

First fires 3 + 1d3 balls of force centered on the chest, each of
which has radius 7 and does one fifth the trap's level in damage.
Then it summons one fifth the trap's level + 1d5 birds appropriate
for one level deeper than the level of the trap on the chest, plus
one fifth the player's current depth (to a maximum of 4).


Trap: typed summon
Appears as: Summoning Runes

Does one of the following, with 1/4 chance of each:

1] 2 + 1d3 times, projects a ball of fire centered on the chest
which has radius 5 and does 10 damage, then summons a demon
appropriate for one level deeper than the level of the trap on
the chest, plus one fifth the player's current depth (to a
maximum of 4). Note that demons summoned may be hit by
subsequent balls of fire if they are within the radius.

2] Summons 2 + 1d3 dragons appropriate for one level deeper than
the level of the trap on the chest, plus one fifth the player's
current depth (to a maximum of 4).

3] Summons 3 + 1d5 hybrids appropriate for one level deeper than
the level of the trap on the chest, plus one fifth the player's
current depth (to a maximum of 4).

4] Summons 2 + 1d3 vortices appropriate for one level deeper than
the level of the trap on the chest, plus one fifth the player's
current depth (to a maximum of 4).


Trap: runes of evil
Appears as: Gleaming Black Runes

Attempts to foist 4 + 1d3 "tricks" on the player. Each individual
trick may be avoided by a roll of the player's saving throw or less
on a die with twice the trap's level in sides (and note that since
the minimum trap level for runes of evil is 90, even a perfect
saving throw will not guarantee avoiding a trick). Each trick not
avoided does one of the following, with 1/6 chance for each:

1] Does 5d20 damage to the player.

2] Adds 200 to the player's cuts counter.

3] Paralyzes the player for 2 + 1d6 (more) turns, or adds 10 +
d100 to the player's stun counter instead if free action is
possessed.

4] Attempts to disenchant a random slot on the player. Note that
resist disenchantment does _not_ help to avoid this, but being
shapechanged is a perfect defense. Artifacts still receive
their normal chance to avoid disenchantment.

5] Reduces each of the player's unsustained stats by 1.

6] Fires a ball of nether of radius 1 doing 150 points of damage
centered on the chest.


======================== Player Trap Effects ========================

When a monster enters a square containing a player's trap, the first
thing checked is to see whether it ignores the trap completely because
it can either fly over or simply pass through it. The chance for a
monster to be affected by a given trap is listed below according to
the type of trap. Ghost refers to any monster which can pass through
walls; flying to any non-ghost which flies, and normal to any monster
not in one of the previous two categories.

+-----------+--------+--------+-------+
| Trap | Normal | Flying | Ghost |
+-----------+--------+--------+-------+
| Net | 1 / 3 | 1 | 0 |
| Spirit | 0 | 0 | 1 |
| Stasis | 1 | 1 | 1 |
| Lightning | 1 | 1 | 1 / 4 |
| Other | 1 | 1 / 4 | 1 / 4 |
+-----------+--------+--------+-------+

Assuming they don't avoid the trap completely, intelligent monsters
have a chance to disarm traps. The monster's disarming skill is equal
to 40 plus twice its level, to a maximum of 215 (for monsters native
to 4400' or deeper). Then a random number is generated between one
and the monster's disarming skill is compared against 15 less than
the player's disarming skill; if greater, the trap is disarmed.

Finally, if the trap would affect the monster and isn't disarmed, all
monsters get one final chance to avoid a trap if they have previously
triggered a trap and are still wary. In this case, a new random
number is generated between one and the monster's disarming skill and
compared against half of the quantity 15 less than the player's
disarming skill; if greater, the monster avoids the trap this time.

Wariness works as follows: unless it is stupid, each time a monster
triggers a trap it has a 1/4 chance of becoming wary. A monster which
is not stupid will _always_ become wary if it has fewer than half its
maximum HPs after the trap takes effect (even if the trap itself does
no damage). Afterward, every turn that the monster takes while it can
see the player, it has a 1/4 chance of losing its wariness.

Assuming that the trap affects the monster and wasn't disarmed or
avoided, its base power (which determines its effectiveness) is
determined by taking the level of the player plus 1 / 25 the level of
the player squared. Then a random number is generated between one and
this value and added to half this value plus three. This final result
is the power of the trap; its average value for each character level
is listed in the table below.

+----+-------+----+-------+----+-------+----+-------+----+-------+
| Lv | Value | Lv | Value | Lv | Value | Lv | Value | Lv | Value |
+----+-------+----+-------+----+-------+----+-------+----+-------+
| 1 | 4 | 11 | 18 | 21 | 41.5 | 31 | 72 | 41 | 111.5 |
| 2 | 5.5 | 12 | 20 | 22 | 44 | 32 | 75.5 | 42 | 115.5 |
| 3 | 6 | 13 | 22 | 23 | 47.5 | 33 | 79.5 | 43 | 119.5 |
| 4 | 7.5 | 14 | 24 | 24 | 50 | 34 | 83.5 | 44 | 124 |
| 5 | 9.5 | 15 | 27.5 | 25 | 53.5 | 35 | 87.5 | 45 | 129.5 |
| 6 | 10.5 | 16 | 29.5 | 26 | 56 | 36 | 90 | 46 | 133.5 |
| 7 | 11.5 | 17 | 31.5 | 27 | 59.5 | 37 | 94 | 47 | 138 |
| 8 | 13.5 | 18 | 33.5 | 28 | 62 | 38 | 98 | 48 | 143.5 |
| 9 | 15.5 | 19 | 36 | 29 | 65.5 | 39 | 102 | 49 | 148 |
| 10 | 17.5 | 20 | 39.5 | 30 | 69.5 | 40 | 107.5 | 50 | 153.5 |
+----+-------+----+-------+----+-------+----+-------+----+-------+

If the monster is currently wary of traps (see above), this power is
reduced by a factor of 3. If it isn't wary, a random number is
generated between 1 and the player's disarming skill, and if this is
more than 50 greater than the monster's level, the trap scores a
critical and its power is increased by 1 / 2.

The damage actually done by the trap depends on its power and the type
of the trap, as discussed below.

1] Base trap

Does the trap's power in damage to the monster which triggered
it. This is the most damaging trap, though it has no special
abilities.

2] Sturdy trap

Does 3 / 4 the trap's power in damage.

3] Netted trap

Does 3 / 4 the trap's power in damage.

4] Confusion trap

A random number is generated between 0 and one fewer than 3 / 2
the trap's power, then (10 + the monster's level) is subtracted
from it. If the monster can be confused and this value is
greater than 0, the monster is confused for 4 + this number of
turns, or 2 + half this number of turns if already confused.

5] Poison gas trap

Fires a ball of poison with radius 3 doing half the trap's power
in damage and centered on the trap. This trap can therefore hit
many monsters each time the trap is triggered.

6] Spirit trap

Does 3 / 4 the trap's power in damage.

7] Lightning trap

Fires a ball of electricity with radius 0 doing 7 / 8 the trap's
power in damage and centered on the trap. The advantages this
offers of the base trap are the side effects of lightning damage
(stunning) and unavoidability for flying monsters.

8] Explosive trap

Fires two radius 1 balls, each of which is centered on the trap,
has radius 1, and does 3 / 8 the trap's power in damage. The
first ball does fire damage; the second does shard damage.

9] Portal trap

Teleports the target a distance of 5 plus 1 / 10 the trap's
power squares.

10] Stasis trap

Puts the target in stasis for 3 + 1 / 12 the trap's power in
turns.

After the trap has been set off, it has a chance to be destroyed.
Explosive and stasis traps are always destroyed, sturdy traps are
destroyed 1 / 8 of the time, and all other traps are destroyed 1 / 3
of the time, as listed in the table below.

+-----------+-------------+
| Trap | Dest Chance |
+-----------+-------------+
| Explosive | 1 |
| Stasis | 1 |
| Sturdy | 1 / 8 |
| Other | 1 / 3 |
+-----------+-------------+
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.angband (More info?)

Alex Wilkins wrote:
> I've finished updating all my Oangband spoiler files for version 0.6.2b
> and all had at least minor changes, so I'll be posting the updated
> versions here. They'll all be posted as replies to this post, in order
> to minimize the clutter.
>
> Alex Wilkins

Nice, but ...

Got a summary of just the changes?

--
http://www.gnu.org/philosophy/right-to-read.html
Palladium? Trusted Computing? DRM? Microsoft? Sauron.
"One ring to rule them all, one ring to find them
One ring to bring them all, and in the darkness bind them."