[O] [Spoilers] Spoiler update for 0.6.2b

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
9 answers Last reply
More about spoilers spoiler update
  1. 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.
  2. 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.
  3. 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 | - | - |
    +--------------+--------------------+-----------+-----------------+
  4. 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 |
    +---------+----------+------------+-----------+
  5. 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)
  6. 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
  7. 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.
  8. 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 |
    +-----------+-------------+
  9. 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."
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