OBJ-GOOD.SPO, version 3.0.8, for Angband 3.0.8 Release Date : July 10, 2007 Author : Hugo Kornelis (angband@hugo.isdit.com) Based on OBJ-GOOD.SPO, version 2.30, for Angband 2.7.9v6 (all systems) Release Date : September 2, 1996 Authors : Stephen S. Lee (lee9@fas.harvard.edu) (2.7.8 spoilers) Leonard Dickens (leonard@alw.nih.gov) (2.7.9 update) This spoiler describes how Angband generates good items, great items and artifacts. It also describes the gameplay effects of the various magical powers of good items, great items and artifacts, and it lists all powers of all ego items. Artifacts are listed in a seperate spoiler file ARTIFACT.SPO. Information on normal items can be found in OBJ-DESC.SPO or OBJ-LONG.SPO. Please notify the author of any errors (however minor) that you find. Also, it is my intention to provide complete information rather than easy-to-understand information, so this spoiler is necessarily verbose. Suggestions to improve the format of this spoiler are welcome (especially if they help make this spoiler easier to read). This spoiler was written for Angband 3.0.8. If you want only the most accurate information for another version of Angband, you may wish to acquire another version of this spoiler. (0) NOTES ON NOTATION ----------------- The notation "XdY" indicates a number obtained by rolling an Y-sided die X times. (Thus 4d6 indicates a number from 4 to 24). The notation MB(M) indicates an integer between 0 and M inclusive that is dependent on dungeon depth and has a normal distribution that is centered about M*(Object Generation Level/127), and a standard deviation of M/4 (subject to the range constraints). (1) THE GENERATION OF GOOD AND GREAT ITEMS, EGO ITEMS, AND ARTIFACTS ---------------------------------------------------------------- (1.0) Definitions The "object generation level" (ObGenLev) is generally equal to the current dungeon level (if the object is generated during generation of a new dungeon level) or the average of the current dungeon level and the level of the monster (if the object is dropped by a monster you have slain). Exceptions to this rule include objects in chests and in vaults; chests have their ObGenLev set at the time of the creation of the chest, and objects generated in vaults get bonuses to their ObGenLev. For more details, see OBJ-LONG.SPO and DUNGEON.SPO. A "good" item is a weapon or armour item with a small magical boost to its primary function, a high level book, a Ring of Speed, one of the better amulets, or one of the better potions. A good weapon has from +1 to +10 to hit and +1 to +10 to damage above the base enchantment level for its type, which is almost always (+0,+0). Good armour has +1 to +10 to AC above its base enchantment level, which again is almost always +0. A "great" item is a weapon or armour item with special powers in addition to magical enhancements to its base function. Great items are also referred to in this document as "excellent", and you may also see them called "ego items" in various other places. (1.1) The normal creation sequence When a normal object is created, the game first attempts to create one of the special artifacts 0.1% of the time. Note that this attempt will often fail (see below for more details). If no special artifact is created, the game will randomly generate an object (see OBJ-LONG.SPO for details). When a weapon, a digger, a piece of armour, or a light source is generated, it may pass a "goodness roll" to become a good item. This is a percentage roll with the percent chance of success being equal to 10+ObGenLev, with a maximum of 75. If an object passes its goodness roll, it may then attempt a "greatness roll" to become a great item. This is a second percentage roll with the percent chance of success being equal to the goodness chance divided by 2, with a maximum of 20. If an object does not pass its goodness roll, it may become a cursed item. The chance of being cursed is the same as the chance of being good. If an object is indeed cursed, a second roll will be made to see if it is dreadful. This is a second percentage roll with the percent chance of success being equal to the greatness roll. Here is a table showing the probability of an object being normal, good, great, cursed, or dreadful, at various object generation levels. ObGenLev Normal Good Great Cursed Dreadful 0 81.00% 9.50% 0.50% 8.55% 0.45% 5 72.25% 13.88% 1.13% 11.79% 0.96% 10 64.00% 18.00% 2.00% 14.40% 1.60% 15 56.25% 21.88% 3.13% 16.41% 2.34% 20 49.00% 25.50% 4.50% 17.85% 3.15% 25 42.25% 28.88% 6.13% 18.77% 3.98% 30 36.00% 32.00% 8.00% 19.20% 4.80% 35 30.25% 36.00% 9.00% 19.80% 4.95% 40 25.00% 40.00% 10.00% 20.00% 5.00% 45 20.25% 44.00% 11.00% 19.80% 4.95% 50 16.00% 48.00% 12.00% 19.20% 4.80% 55 12.25% 52.00% 13.00% 18.20% 4.55% 60 9.00% 56.00% 14.00% 16.80% 4.20% 65+ 6.25% 60.00% 15.00% 15.00% 3.75% (1.1.1) When is a normal item changed into an artifact? If a weapon, a digger, or a piece of armour passes the greatness roll, and it is not being generated in the town, the object might be converted into an artifact. The artifact list is checked for artifacts that match the type of object being generated and that do not yet exist. If an artifact is found that meets this condition, it must pass the artifact rarity roll, which succeeds 1 time in the artifact's rarity rating. Each artifact also has a minimum level for creation; if the current dungeon level is less than this value, then to become an artifact the object also must pass the depth roll with a success rate of 1 in two times the difference between the current dungeon level and the artifact's minimum level. If the artifact passes both tests, the object becomes the chosen artifact; else the game will continue checking the artifact list until all artifacts have been tried once. Note that the artifact list is always checked in a fixed order, thus slightly increasing the chance that the artifacts will be created in the order in which they are listed. Also note that even though artifact creation is only attempted when the greatness roll is passed, the artifact chosen might well be a cursed artifact. (For more information on artifacts, including the rarity and minimum level for each individual artifact, see ARTIFACT.SPO). (1.1.2) When is a normal item changed into an ego item? Each weapon, digger, piece of armour, or light source that passes its greatness roll but is not changed into an artifact and each weapon, digger, piece of armour, or light source that passes its dreadful roll, gets a chance to become an ego item. First, the list of ego types is scanned for ego types that can apply to the kind of object being generated. Only ego types whose ego item's level does not exceed the ego generation level are selected. The ego generation level is normally equal to ObGenLev, but there is a 1 in 20 chance that the ego generation level is boosted to: boosted ego generation level = (ObGenLev * 128 / 1d128) + 1. This formula insures that the boosted ego generation level is always at least 1 more than ObGenLev while at the same time making it possible to get a boosted ego generation level of more than 100 even as shallow as 50'. If no ego type meets the above criteria (matching type and maximum level), the object will be generated as a normal object. Otherwise, one random ego type is selected from the list and the object is converted to an ego item of that ego type. The selected ego type may or may not be a cursed ego item, regardless of the outcome of the greatness and dreadful roll. The rarity of different ego-types is reflected in the number of times each ego type is added to the list. Ego types with a rarity of 1 are added 100 times to the list, other ego types are added (100 / rarity) times. NOTE: Some ego types have a rarity that is not a perfect divider of 100. I suspect that this stems from changes to the ego item generation code not being reflected in the rarity of ego types. NOTE: All ego types are listed below, along with their powers, value and rarity. (1.1.3) A touch of magic All weapons (including melee weapons, shooting weapons, ammunition, and diggers) have a chance to get a bonus or penalty to their to-hit, to-dam, and (for diggers only) digging capability. All pieces of armour have a chance to get a bonus or penalty to their AC. The appropriate bonuses are determined by consulting the following table: NORMAL ITEMS (Both goodness roll and cursed roll are failed) Only the bonuses or penalties that normally apply to the type of object being generated apply. See OBJ-LONG.SPO for details. GOOD ITEMS (Goodness roll is passed, but greatness roll is failed) All good armour receives a bonus of 1d5+MB(5) to AC, in addition to the normal bonus or penalty for the type of armour being generated. All good weapons receive a bonus of 1d5+MB(5) to-hit and 1d5+MB(5) to-dam, in addition to the normal bonuses or penalties to-hit and to-dam for the type of weapon being generated. GREAT ITEMS (Greatness roll is passed, but not an ego item or an artifact) All great armour receives a bonus of 1d5+MB(5)+MB(10) to AC, in addition to the normal bonus or penalty for the type of armour being generated. All great weapons receive a bonus of 1d5+MB(5)+MB(10) to-hit and a bonus of 1d5+MB(5)+MB(10) to-dam, in addition to the normal bonuses or penalties to-hit and to-dam for the type of weapon being generated. In addition, great melee weapons and ammunition have a small chance to get boosted damage dice. For a weapon with a damage roll (NdM), the chance of getting improved dice is 1 in 10*N*M, with each success adding one extra damage die, and then the process repeating until the item fails an attempt. The damage dice for all weapons is capped at 9 dice. Example: Some Seeker Bolts (4d5) are generated; they pass the greatness roll but they are not changed into an artifact or ego item. There is a 1 in 200 (10*4*5) chance for these bolts to get another damage die. Assume the bolts are lucky, and succeed. Now they are (5d5). Then they can try again, with a 1 in 250 chance to become (6d5). If this succeeds, the bolts can try for 7d5, then 8d5, etc. EGO ITEMS (not cursed) Consult the list below to find the bonuses that apply for the appropriate ego item type. Add this to the normal bonuses or penalties for the type of object being generated to get the base bonuses. All non-cursed ego armour receives an extra bonus of 1d5+MB(5)+MB(10) to AC. This extra bonus is in addition to the base bonus to AC. All non-cursed ego weapons receive an extra bonus of 1d5+MB(5)+MB(10) to-hit and 1d5+MB(5)+MB(10) to-dam. These extra bonuses are in addition to the base bonuses to-hit and to-dam. In addition, non-cursed ego melee weapons and ammunition have a small chance to get boosted damage dice. For a weapon with a damage roll (NdM), the chance of getting improved dice is 1 in 10*N*M, with each success adding one extra damage die, and then the process repeating until the item fails an attempt. The damage dice for all weapons is capped at 9 dice. Example: a Dagger of Acid (1d4) is generated. There is a 1 in 40 (10*1*4) chance for it to get another damage die. Assume this dagger is lucky, and succeeds. Now it is (2d4). Then it can try again, with a 1 in 80 chance to become (3d4). If this succeeds, the dagger can try for 4d4, then 5d4, etc. EGO ITEMS (cursed) Consult the list below to find the penalties that apply for the appropriate cursed ego item type. Add this to the normal bonuses or penalties for the type of object being generated to get the base penalties. All cursed ego armour receives an extra penalty of 1d5+MB(5)+MB(10) to AC. This extra penalty is in addition to the base penalty to AC. All cursed ego weapons receive an extra penalty of 1d5+MB(5)+MB(10) to-hit and 1d5+MB(5)+MB(10) to-dam. These extra penalties are in addition to the base penalties to-hit and to-dam. If the weapon is a digger, it receives a digging penalty equal to 5+1d5. ARTIFACTS All artifacts have fixed bonuses and penalties. See ARTIFACT.SPO for details. CURSED ITEMS (Cursed roll is passed, but dreadful roll is failed) All cursed armour receives a penalty of 1d5+MB(5) to AC, in addition to the normal bonus or penalty for the type of armour being generated. All cursed weapons receive a penalty of 1d5+MB(5) to-hit and 1d5+MB(5) to-dam, in addition to the normal bonuses or penalties to-hit and to-dam for the type of weapon being generated. If the weapon is a digger, the normal digging bonus is changed to a penalty (i.e. a cursed Orcish Pick would get a -2 digging penalty). DREADFUL ITEMS (Dreadful roll is passed) All dreadful armour receives a penalty of 1d5+MB(5)+MB(10) to AC, in addition to the normal bonus or penalty for the type of armour being generated. All dreadful weapons receive a penalty of 1d5+MB(5)+MB(10) to-hit and a penalty of 1d5+MB(5)+MB(10) to-dam, in addition to the normal bonuses or penalties to-hit and to-dam for the type of weapon being generated. If the weapon is a digger, it receives a digging penalty equal to 5+1d5. (1.2) Generation of guaranteed good objects Sometimes the game generates an object that is guaranteed to be good. This is true of the treasure of most uniques and some powerful monsters, and also some objects created in greater vaults. Good object creation is the same as normal object creation, with the following exceptions: (1) The chance to attempt creation of a special artifact is boosted from the normal 0.1% to 10%. Note that the attempt itself still has a high failure chance (see below for more details). (2) If no special artifact is created, the game will randomly generate an object (see OBJ-LONG.SPO for details), but the maximum object level will be boosted from ObGenLev to ObGenLev+10. Further, only good objects will be created. These include all weapons, ammunition, and armour (excluding sling ammunition, rusty chain mail, filthy rags, and broken daggers/swords), the ten advanced spellbooks, rings of Speed, Amulets of the Magi, Devotion, Weaponmastery, or Trickery, and Potions of Healing, *Healing*, Life, and Augmentation. Objects that are only considered good in some cases are Potions of Restore Mana for spell- casting characters, and Potions of Strength, Intelligence, Wisdom, Dexterity, Constitution, or Charisma for characters that have their corresponding stat currently below maximum (18/100). (3) If a guaranteed good object turns out to be a weapon, a digger, or a piece of armour, the goodness roll is automatically passed. The chance of success on the greatness roll is the same as for normal items. Since the goodness roll is always passed, the cursed and dreadful rolls do not apply. Here is a table showing the probability of a guaranteed good object being good or great at various object generation levels. ObGenLev Good Great 0 95.00% 5.00% 5 92.50% 7.50% 10 90.00% 10.00% 15 87.50% 12.50% 20 85.00% 15.00% 25 82.50% 17.50% 30+ 80.00% 20.00% (4) The chance of being changed into an artifact is the same for a guaranteed good object as for a normal object. However, a guaranteed good object will never be changed into a cursed artifact. (5) If a guaranteed good object is not an artifact, it has the same chance of becoming an ego item as a normal object. However, a guaranteed good object will never become a cursed ego item. (1.3) Generation of guaranteed great objects Additionally, sometimes an object will be created that will automatically be either a great item or an artifact. This occurs for the treasure drops of the uniques Smeagol, Wormtongue, Mim, Ar-Pharazon, Saruman, Glaurung, Feagwath, The Witch-King of Angmar, Maeglin, Cantoras, Ancalagon, Vecna, Gothmog, Sauron, and Morgoth; for objects created by a Scroll of Acquirement or *Acquirement*; and for some objects created in greater vaults. Good object creation is the same as normal object creation, with the following exceptions: (1) If a guaranteed great object turns out to be a weapon, a digger, or a piece of armour, it will automatically pass the greatness roll as well as the goodness roll. (2) If the attempt to change the object into an artifact fails, the attempt is immediately repeated, up to a maximum of four times. This will greatly improve the chance of the guaranteed great object being converted into an artifact if there still exists a non-cursed artifact of matching type; otherwise the repeated attempts will have no effect. (1.4) Generation of the special artifacts The special artifacts comprise the artifact light sources, rings, and amulets. When the game attempts to create a special artifact, it runs through a list of all the special artifacts that have not yet been created. Each item in the list undergoes a rarity check and a minimum depth check, similar to that of the normal artifacts. However, for the special artifacts the minimum depth check is made twice. If these checks succeed then that special artifact is created; otherwise the game goes on to the next artifact in the list. When the list is exhausted, no special artifact is created. Example: Let's suppose that the Phial of Galadriel (the first special artifact in the list) has already been created. You are on dungeon level 6 and have just defeated Wormtongue (normally found on dungeon level 8), who will drop 1 or 2 guaranteed great objects. What is the chance of getting the second special artifact in the list, the Star of Elendil (rarity 25, miminum creation level 30)? The first object created is guaranteed great, so there's a 1 in 10 chance that the game will attempt to create a special artifact. If this succeeds, the Star of Elendil will be the first special artifact attempted. The rarity check will be 1 in 25. The minimum depth check calls for 1 in twice the difference in dungeon levels (2x(30-6)=48); this 1 in 48 chance will have to be made twice. The Star of Elendil will only be created if *all* checks are made; the chance of getting this artifact is therefor equal to 1 in 10x25x48x48, or 1 in 576,000 (about 0.00017%). Since Wormtongue has a drop of 1 or 2 objects, there is a 50% chance that the game will decide to make a second object. This second object will then have the same chance to become the Star of Elendil. This boosts the total chance of getting Elendil to a whopping 0.00026%. (2) A LISTING OF ALL EGO ITEMS -------------------------- (2.0) Notes and definitions In the listing for ego items which follows, all ego types of Angband are listed with their powers. The following column headings are used: Rating:The amount by which the level feeling you get when entering a new level is increased if an item of this ego type is present upon level generation. How these ratings affect level feeling is discussed at length in the spoiler file DUNGEON.SPO. To-Hit:The bonus or penalty to hit that items of this ego type get in addition to the bonus or penalty to hit for the base item and the bonus or penalty to hit listed in (1.1.3) above. To-Dam:The bonus or penalty to damage that items of this ego type get in addition to the bonus or penalty to damage for the base item and the bonus or penalty to damage listed in (1.1.3) above. To AC: The bonus or penalty to armour class that items of this ego type get in addition to the bonus or penalty to armour class for the base item and the bonus or penalty to armour class listed in (1.1.3) above. Lvl: The ego item's level, as described in (1.1.2) above. Rar: The ego item's rarity, as described in (1.1.2) above. Price: The bonus to the ego item's price. Note that this price bonus is applied after calculating the object's base price and after applying all price modifications for any bonuses the item has, as explained in the spoiler file OBJ-LONG.SPO. After the line with the ego item's name and the values for the column headings follow one or more lines, listing all special powers that all items of that ego type possess. A complete description of the meaning of each of these powers follows after the listing. (2.1) WEAPONS ------- (2.1.0) General The weapons of Angband fall into four subcategories: melee weapons (used for close combat), missile weapons (used to combat enemies from a distance), ammunition (which has to be fired by the appropriate shooting weapon), and diggers (generally only used for digging, unless you forget to swap weapons after completing the tunnel). Each of these weapon types has its own list of ego types to choose from. (2.1.1) Melee Weapons The following ego types can apply to all melee weapons, unless stated otherwise. NOTE: Unlike most cursed ego items, a Weapon of Morgul does have a price bonus. The weapon will still be worthless as long as it has a penalty to-hit or to-dam, but after removing those penalties, the +1 price bonus reflects the balance of "good" and "bad" effects. Rating To-Hit To-Dam To AC Lvl Rar Price Melee Weapon of Morgul 0 -0 -0 -0 0 5 +1 Slay Undead; Poison Brand; Resist Life Draining; See Invisible; Aggravate; Drain Experience; Heavily Cursed. Melee Weapon of Slay Orc +10 +0 +0 +0 0 6 +2500 Slay Orc. Melee Weapon of Slay Troll +10 +0 +0 +0 0 6 +2500 Slay Troll. Melee Weapon of Slay Giant +14 +0 +0 +0 0 6 +2500 Slay Giant. Melee Weapon of Frost +15 +0 +0 +0 0 8 +3000 Frost Brand; Resist Cold; Ignore Cold. Melee Weapon of Slay Animal +18 +0 +0 +0 0 6 +3000 Slay Animal. Melee Weapon of Slay Evil +18 +0 +0 +0 0 6 +3000 Slay Evil. Melee Weapon of Slay Demon +14 +0 +0 +0 0 6 +3500 Slay Demon. Melee Weapon of Flame +15 +0 +0 +0 0 8 +3500 Fire Brand; Resist Fire; Ignore Fire. Melee Weapon of Slay Dragon +18 +0 +0 +0 0 6 +3500 Slay Dragon. Melee Weapon of Slay Undead +18 +0 +0 +0 0 6 +3500 *** Does not apply to Mace of Disruption! *** Slay Undead. Melee Weapon of *Slay Orc* +14 +0 +0 +0 0 20 +4000 +1d2 to Dexterity; Slay Orc; Sustain Dexterity. Melee Weapon of *Slay Troll* +14 +0 +0 +0 0 20 +4000 +1d2 to Strength; Slay Troll; Regeneration. Melee Weapon of Venom +15 +0 +0 +0 0 8 +4000 Poison Brand. Melee Weapon of *Slay Giant* +16 +0 +0 +0 0 20 +4000 +1d2 to Strength; Slay Giant; Sustain Strength. Melee Weapon of Lightning +20 +0 +0 +0 0 10 +4500 Electricity Brand; Resist Lightning; Ignore Lightning. Melee Weapon (Blessed) +20 +0 +0 +0 0 10 +5000 +1d3 to Wisdom; Blessed; One Random Ability. Melee Weapon of Acid +20 +0 +0 +0 0 10 +5000 Acid Brand; Resist Acid; Ignore Acid. Melee Weapon of *Slay Evil* +20 +0 +0 +0 0 20 +5000 +1d2 to Wisdom; Slay Evil; Blessed; One Random Ability. Melee Weapon of *Slay Animal* +20 +0 +0 +0 0 20 +6000 +1d2 to Intelligence; Slay Animal; Slow Digestion. Melee Weapon of *Slay Demon* +16 +0 +0 +0 0 20 +8000 +1d2 to Intelligence; Execute Demon; Resist Fire. Melee Weapon of *Slay Dragon* +24 +0 +0 +0 0 20 +8000 +1d2 to Constitution; Execute Dragon; Resist Fear. Melee Weapon of *Slay Undead* +24 +0 +0 +0 0 20 +8000 *** Does not apply to Mace of Disruption! *** +1d2 to Wisdom; Execute Undead; See Invisible. Melee Weapon of Extra Attacks +20 +0 +0 +0 0 10 +10000 +1d2 to Attack Speed. Melee Weapon (Defender) +25 +1d4 +1d4 +1d8 0 12 +15000 +1d4 to Stealth; Resist Elements; Ignore Elements; One Random Sustain; Feather Fall; Regeneration; Free Action; See Invisible. Melee Weapon of Westernesse +20 +1d5 +1d5 +0 0 10 +20000 +1d2 to Strength, Dexterity, Constitution; Slay Orc, Troll, Giant; Free Action; See Invisible. Melee Weapon (Holy Avenger) +30 +1d6 +1d6 +1d4 0 12 +20000 +1d4 to Wisdom; Slay Demon, Undead, Evil; Resist Fear; One Random Sustain; Blessed; See Invisible. Melee Weapon of Fury +30 +1d10 +1d10 +0 40 20 +20000 *** Applies only to weapons with unmodified damage 12 or more *** *** and to edged weapons with unmodified damage 10 or more! *** +1d2 to Strength, Attack Speed; Resist Fear; Aggravate; Ignore Acid, Fire. Melee Weapon of Gondolin +30 +1d7 +1d7 +0 30 20 +25000 Slay Orc, Troll, Dragon, Demon; Resist Dark; Permanent Light; Free Action; See Invisible; One Random Ability; Ignore Acid, Fire. (2.1.2) Missile Weapons The following ego types can apply to all missile weapons, unless stated otherwise. Rating To-Hit To-Dam To AC Lvl Rar Price Missile Weapon of the Nazgul 0 -1d10 -1d10 -0 0 2 0 See Invisible; Drain Experience; Cursed. Missile Weapon of Accuracy +10 +1d15 +1d5 +0 0 1 +1000 (No special powers). Missile Weapon of Power +10 +1d5 +1d15 +0 0 1 +1000 (No special powers). Missile Weapon of Extra Might +20 +1d5 +1d10 +0 0 2 +10000 +1 to Shooting Power. Missile Weapon of Extra Shots +20 +1d10 +1d5 +0 0 2 +10000 +1 to Shooting Speed. Sling of Buckland +25 +1d8 +1d8 +0 40 4 +20000 *** Applies only to slings! *** +1d2 to Dexterity, Shooting Speed, Shooting Power; Ignore Acid, Fire. Bow of Lothlorien +30 +1d10 +1d10 +0 50 4 +20000 *** Applies only to (short or long) bows! *** +1d2 to Dexterity, Shooting Power; Free Action; One Random Ability; Ignore Acid, Fire. Crossbow of the Haradrim +30 +1d5 +1d5 +0 50 4 +20000 *** Applies only to light crossbows! *** +1 to Shooting Speed, Shooting Power; Ignore Acid, Fire. (2.1.3) Ammunition The following ego types can apply to each type of ammunition, unless stated otherwise. Rating To-Hit To-Dam To AC Lvl Rar Price Ammunition of Backbiting 0 -1d50 -1d50 +0 0 1 0 Cursed. Ammunition of Wounding +5 +1d5 +1d5 +0 0 4 +20 (No special powers). Ammunition of Slay Animal +10 +0 +0 +0 0 6 +20 Slay Animal. Ammunition of Slay Evil +10 +0 +0 +0 0 6 +20 *** Does not apply to Mithril Arrows or Mithril Bolts! *** Slay Evil. Ammunition of Slay Demon +10 +0 +0 +0 0 8 +25 Slay Demon. Ammunition of Slay Giant +10 +0 +0 +0 0 8 +25 Slay Giant. Ammunition of Slay Undead +10 +0 +0 +0 0 8 +25 Slay Undead. Ammunition of Frost +10 +0 +0 +0 0 6 +30 Frost Brand; Ignore Cold. Ammunition of Flame +10 +0 +0 +0 0 6 +35 Fire Brand; Ignore Fire. Ammunition of Venom +10 +0 +0 +0 0 6 +40 *** Does not apply to Mithril Arrows or Mithril Bolts! *** Poison Brand. Ammunition of Slay Dragon +10 +0 +0 +0 0 8 +40 Slay Dragon. Ammunition of Lightning +10 +0 +0 +0 0 9 +45 Electricity Brand; Ignore Lightning. Ammunition of Acid +10 +0 +0 +0 0 9 +50 Acid Brand; Ignore Acid. Ammunition of Holy Might +20 +1d10 +1d10 +0 40 15 +60 *** Applies only to Seeker or Mithril ammunition! *** Slay Demon, Undead, Evil; Ignore Acid, Fire. (2.1.4) Diggers The following ego types can apply to all diggers, unless stated otherwise. Rating To-Hit To-Dam To AC Lvl Rar Price Digger of Digging +4 +0 +0 +0 0 1 +500 +1d4 to Digging; Acid Brand Digger of Earthquakes +8 +1d10 +1d10 +0 20 4 +3000 +1d6 to Strength, Digging; Acid Brand; Cause Earthquake (2.2) ARMOUR ------ (2.2.0) General You can wear up to six pieces of armour on different body parts: on body (body armour, Dragon Scale Mail or a robe), about body (a cloak), on arm (a shield), on head (a cap, helmet or crown), on hands (gloves, gauntlets or cesti) and on feet (boots). Each of these types of armour has it's own list of ego types. (2.2.1) On body The ego types listed as "Armour of ..." can apply to body armour (excluding Dragon Scale Mail) and robes as well. The ego type listed as "Robe of ..." applies to robes only. Rating To-Hit To-Dam To AC Lvl Rar Price Armour of Vulnerability 0 -0 -0 -1d50 0 2 0 Aggravate; Cursed. Armour of Resist Lightning +10 +0 +0 +0 0 1 +400 Resist Lightning; Ignore Lightning. Armour of Resist Cold +12 +0 +0 +0 0 1 +600 Resist Cold; Ignore Cold. Armour of Resist Fire +14 +0 +0 +0 0 1 +800 Resist Fire; Ignore Fire. Armour of Resist Acid +16 +0 +0 +0 0 1 +1000 Resist Acid; Ignore Acid. Armour (Dwarven) +18 +0 +0 +1d15 0 2 +5000 *** Applies only to heavy metal armour, rusty armour excluded! *** +1d2 to Strength, Constitution, Infravision; Free Action; Ignore Acid, Fire. Armour of Resistance +20 +0 +0 +1d10 0 2 +12500 Resist Elements; Ignore Elements. Armour of Elvenkind +25 +0 +0 +1d10 0 4 +15000 +1d3 to Stealth; Resist Elements; Ignore Elements; One Random Resist. Robe of Permanence +30 +0 +0 +1d20 0 4 +30000 Resist Elements, Life Draining; Ignore Elements; One Random Resist; Sustain All Stats. (2.2.2) About body These ego types can apply to normal cloaks as well as shadow cloaks. Note that shadow cloaks already have a base enchantment of +4 to AC. They will receive the normal bonus for ego objects the extra bonus for the specific ego type in addition to this base enchantment. This means that a Swadow Cloak of Stealth has a maximum AC of [6,+24] and a Shadow Cloak of Aman may even be enchanted up to [6,+44]! Rating To-Hit To-Dam To AC Lvl Rar Price Cloak of Enveloping 0 -1d10 -1d10 -0 0 1 0 Cursed. Cloak of Irritation 0 -1d15 -1d15 -0 0 1 0 Aggravate; Cursed. Cloak of Vulnerability 0 -0 -0 -1d50 0 1 0 Aggravate; Cursed. Cloak of Stealth +10 +0 +0 +0 0 1 +500 +1d3 to Stealth. Cloak of Protection +10 +0 +0 +1d10 0 2 +1500 Resist Shards; Ignore Elements. Cloak of the Magi +15 +0 +0 +1d4 30 3 +2000 +1d2 to Intelligence, Stealth; Sustain Intelligence; One Random Ability; Ignore Acid. Cloak of Aman +20 +0 +0 +1d20 0 6 +4000 +1d3 to Stealth; One Random Resist; Ignore Elements. (2.2.3) On arm The following ego types can apply to all shields, unless stated otherwise. This means that a Shield of Deflection may become an ego item as well, resulting in something like a Shield of Deflection of Preservation with a maximum AC of [10,+50]. Rating To-Hit To-Dam To AC Lvl Rar Price Shield of Vulerability 0 -0 -0 -1d50 0 2 0 Aggravate; Cursed. Shield of Resist Lightning +10 +0 +0 +0 0 1 +400 Resist Lightning; Ignore Lighting. Shield of Resist Cold +12 +0 +0 +0 0 1 +600 Resist Cold; Ignore Cold. Shield of Resist Fire +14 +0 +0 +0 0 1 +800 Resist Fire; Ignore Fire. Shield of Resist Acid +16 +0 +0 +0 0 1 +1000 Resist Acid; Ignore Acid. Shield of Resistance +20 +0 +0 +1d10 0 2 +12500 Resist Elements; Ignore Elements. Shield of Elvenkind +25 +0 +0 +1d10 0 4 +18000 +1d3 to Stealth; Resist Elements; Ignore Elements; One Random Resist. Shield of Preservation +25 +0 +0 +1d20 60 4 +24000 Resist Disenchantment, Life Draining; One Random Resist; Sustain Strength, Constitution, Dexterity; Ignore Elements. (2.2.4) On head The following ego types can apply to helms and caps if they are listed as "Helmet of ...", to crowns if they are listed as "Crown of ...", and to all types of headwear if they are listed as "Headwear of ...". Rating To-Hit To-Dam To AC Lvl Rar Price Crown of Sickliness 0 -0 -0 -0 0 2 0 -1d5 to Strength, Dexterity, Constitution; Cursed. Headwear of Dullness 0 -0 -0 -0 0 2 0 -1d5 to Intelligence, Wisdom, Charisma; Cursed. Helmet of Teleportation 0 -0 -0 -0 0 2 0 Teleportation; Cursed. Helmet of Infravision +11 +0 +0 +0 0 2 +500 +1d5 to Infravision. Helmet of Intelligence +13 +0 +0 +0 0 2 +500 +1d2 to Intelligence; Sustain Intelligence. Helmet of Wisdom +13 +0 +0 +0 0 2 +500 +1d2 to Wisdom; Sustain Wisdom. Helmet of Light +6 +0 +0 +0 0 2 +1000 Resist Light; Permanent Light. Helmet of Beauty +8 +0 +0 +0 0 2 +1000 +1d4 to Charisma; Sustain Charisma. Headwear of Regeneration +10 +0 +0 +0 0 4 +1500 Regeneration. Headwear of Seeing +8 +0 +0 +0 0 2 +2000 +1d5 to Searching; Resist Blindness; See Invisible. Crown of Night and Day +18 +0 +0 +0 35 6 +4000 Resist Light, Dark, Blindness; Permanent Light; See Invisible; Ignore Acid. Crown of Serenity +20 +0 +0 +0 0 6 +4000 Resist Fear, Confusion, Sound. Crown of the Magi +15 +0 +0 +0 0 4 +7500 +1d3 to Intelligence; Resist Elements; Ignore Elements; Sustain Intelligence; One Random Ability. Crown of Lordliness +17 +0 +0 +0 0 2 +7500 +1d3 to Wisdom, Charisma; Resist Fear; Sustain Wisdom, Charisma; One Random Ability; Ignore Elements. Crown of Might +19 +0 +0 +0 0 4 +7500 +1d3 to Strength, Dexterity, Constitution; Sustain Strength, Dexterity, Constitution; Free Action; Ignore Elements. Headwear of Telepathy +20 +0 +0 +0 0 6 +50000 Telepathy. (2.2.5) On hands All ego types that are listed as "Handwear of ..." can apply to gloves, gauntlets, of cesti, unless stated otherwise. Rating To-Hit To-Dam To AC Lvl Rar Price Handwear of Clumsiness 0 -0 -0 -0 0 2 0 -1d10 to Dexterity; Cursed. Handwear of Weakness 0 -0 -0 -0 0 2 0 -1d10 to Strength; Cursed. Handwear of Free Action +11 +0 +0 +0 0 4 +1000 Free Action. Handwear of Agility +14 +0 +0 +0 0 6 +1000 +1d5 to Dexterity. Handwear of Slaying +17 +1d5 +1d5 +0 0 4 +1500 (No special powers). Handwear of Power +22 +1d5 +1d5 +0 0 6 +2500 +1d5 to Strength. Gloves of Thievery +22 +1d8 +1d3 +0 40 12 +5000 +1d5 to Dexterity, Searching; Feather Fall; Free Action. Handwear of Combat +22 +1d3 +1d8 +0 50 12 +7000 *** Does not apply to gloves! *** +1d2 to Strength, Constitution; Aggravate. (2.2.6) On feet Rating To-Hit To-Dam To AC Lvl Rar Price Boots of Slowness 0 -0 -0 -0 0 5 0 -1d5 to Speed; Cursed. Boots of Annoyance 0 -0 -0 -0 0 10 0 -1d10 to Stealth, Speed; Aggravate; Cursed. Boots of Slow Descent +7 +0 +0 +0 0 5 +250 Feather Fall. Boots of Stealth +16 +0 +0 +0 0 6 +500 +1d3 to Stealth. Boots of Free Action +15 +0 +0 +0 0 8 +1000 Free Action. Boots of Stability +20 +0 +0 +0 0 10 +5000 Resist Nexus; Feather Fall. Boots of Speed +25 +0 +0 +0 0 24 +100000 +1d10 to Speed. Boots of Elvenkind +30 +0 +0 +0 60 30 +200000 *** Aplies only to (soft or hard) leather boots! *** +1d5 to Stealth, Speed; Feather Fall; Ignore Acid, Fire. (2.3) LIGHT SOURCES ------------- Non-artifact light sources come in two flavours: torches (which can be bought in the town), and lanterns (which can only be found in the dungeon). Both these light sources use some kind of fuel: torches burn up slowly; lanterns need oil to burn. Artifact light sources provide light in a radius of three grids around the player. Regular light sources provide light in a radius of two grids around the player, except for a torch that has less than 1500 turns of light left; these have their light radius reduced to a single grid. Note that there are some other objects as well that emit light. These are all restricted to a radius of a single grid. Note also that light sources do not stack; if you equip more than one item that can emit light, your light radius will be determined by the brightest of these items. Rating To-Hit To-Dam To AC Lvl Rar Price Torch or Lantern of Brightness 10 +0 +0 +0 0 2 +2000 Permanent Light. Lantern (Everburning) 10 +0 +0 +0 0 3 +2500 No Fuel. (3) SOME OTHER "GOOD" ITEMS ----------------------- This section deals with objects that are not considered ego-items, yet are special enough to warrant an addition to rating, thus affecting the level's feeling. These objects are described in detail in the spoiler file for "normal" objects, OBJ-LONG.SPO. They are repeated here to complete the list of objects affecting the level's feeling. (3.1) Dragon Scale Mail ----------------- Dragon Scale Mail (DSM) has a base enchantment of +10 to AC (or +15 if the armour is Power DSM). The bonus to armour class for good or great armour (as detailed in 1.1.3) is added to the base enchantment, so you copuld (in theory) find a Power Dragon Scale Mail(-3)[40,+35]. Each suit of DSM will provide the wearer with one or more resistances and give the wearer the possibility to activate for a breath weapon (detailed in OBJ-LONG.SPO). This makes most DSM far superior to most ego armour, but in gameplay terms it is still considered "normal" armour. In theory, DSM could be found that has an ego enchantment as well. In reality this won't happen, as there are no ego types defined in Angband 3.0.8 that can apply to DSM - so you might as well scratch that Power Dragon Scale Mail of Permanence(-3)[40,+55] from your Christmas wish list. Rating To-Hit To-Dam To AC Lvl Rar Price Black Dragon Scale Mail +30 +0 -2 +10 50 8 40000 Resist Acid; Ignore Elements; Activates for breathe acid (130) every 449+1d450 turns. Blue Dragon Scale Mail +30 +0 -2 +10 50 8 40000 Resist Lightning; Ignore Elements; Activates for breathe lightning (100) every 449+1d450 turns. Bronze Dragon Scale Mail +30 +0 -2 +10 50 8 40000 Resist Confusion; Ignore Elements; Activates for breathe confusion (120) every 449+1d450 turns. Gold Dragon Scale Mail +30 +0 -2 +10 50 8 40000 Resist Sound; Ignore Elements; Activates for breathe sound (130) every 449+1d450 turns. Red Dragon Scale Mail +30 +0 -2 +10 50 8 40000 Resist Fire; Ignore Elements; Activates for breathe fire (200) every 449+1d450 turns. White Dragon Scale Mail +30 +0 -2 +10 50 8 40000 Resist Cold; Ignore Elements; Activates for breathe frost (110) every 449+1d450 turns. Green Dragon Scale Mail +30 +0 -2 +10 60 8 60000 Resist Poison; Ignore Elements; Activates for breathe poison (150) every 449+1d450 turns. Pseudo-Dragon Scale Mail +30 +0 -2 +10 65 16 60000 Resist Light, Dark; Ignore Elements; Activates for breathe light/darkness (200) every 299+1d300 turns. Chaos Dragon Scale Mail +30 +0 -2 +10 80 16 80000 Resist Chaos, Disenchantment; Ignore Elements; Activates for breathe chaos/disenchant (220) every 299+1d300 turns. Law Dragon Scale Mail +30 +0 -2 +10 80 16 80000 Resist Sound, Shards; Ignore Elements; Activates for breathe sound/shards (230) every 299+1d300 turns. Balance Dragon Scale Mail +30 +0 -2 +10 95 32 100000 Resist Sound, Shards, Chaos, Disenchantment; Ignore Elements; Activates for breathe balance (250) every 299+1d300 turns. Multi-Hued Dragon Scale Mail +30 +0 -2 +10 90 32 150000 Resist Elements, Poison; Ignore Elements; Activates for breathe multi-hued (250) every 224+1d225 turns. Power Dragon Scale Mail +30 +0 -3 +15 100 64 300000 Resist Elements, Poison, Light, Dark, Blindness, Confusion, Sound, Shards, Nexus, Nether, Chaos, Disenchantment; Ignore Elements; Activates for breathe the elements (300) every 299+1d300 turns. (3.2) Rings and Amulets ----------------- Rating To-Hit To-Dam To AC Lvl Rar Price Amulet of Devotion +25 +0 +0 +0 70 8 30000 +1+MB(3) to Wisdom, Charisma; Resist Fire, Light, Dark, Life Draining; Sustain Wisdom, Charisma; Permanent Light. Amulet of the Magi +25 +0 +0 *** 70 8 30000 +1d5+MB(5) to AC; +1+MB(3) to Intelligence, Searching; Resist Confusion, Life Draining; Sustain Intelligence; See Invisible; Ignore Elements. Amulet of Trickery +25 +0 +0 +0 70 8 30000 +1+MB(3) to Dexterity, Stealth, Searching, Infravision, Speed; Resist Poison, Nexus; Sustain Dexterity. Amulet of Weaponmastery +25 *** *** +0 70 8 30000 +1+MB(4) to-hit; +1+MB(4) to-dam; +1+MB(2) to Strength; Resist Fear, Disenchantment, Life Draining; Sustain Strength, Constitution. Ring of Speed +25 +0 +0 +0 75 1 100000 +1 or more (see below) to Speed. The speed bonus of a Ring of Speed is determined in a special way. The base speed bonus is 1d5+MB(5). Then, there is a chance for an extra speed boost, as follows: Chance Speed Chance Speed 50% 0 0.78125% +6 25% +1 0.390625% +7 12.5% +2 0.1953125% +8 6.25% +3 0.09765625% +9 3.125% +4 0.048828125% +10 1.5625% +5 (etcetera) There is no limit, so theoretically it is possible to get maxint, but don't count on it :-). A Ring of Speed may also be cursed. A cursed Ring of Speed has it's speed bonus converted to a speed penalty (ie a Ring of Speed(+7) would become a Ring of Speed(-7) {cursed}). A cursed Ring of Speed does not effect the level rating and can't be sold. (4) A DESCRIPTION OF THE MAGICAL POWERS OF ITEMS -------------------------------------------- (4.0) Notes In this spoiler file and in OBJ-LONG.SPO, the spoiler file for normal objects, a shorthand notation is used for many common powers items may possess. The descriptions given in the game (when 'I'nspecting an item) and in the spoiler file ARTIFACT.SPO are slightly more verbose, but still unclear to many new players. The listing below describes all these powers. Each entry in the list consists of four items: the shorthand notation, the description used in the game, the abbreviation for the power on the character information screen, and a complete description of the power. All the magical effects described below apply only if the item is equipped (wielded or worn), unless noted otherwise. (4.1) Cumulative powers Each bonus or penalty that an item conveys stacks with all bonuses and penalties conveyed by other equipped items. So if you are wearing a Ring of Strength (+3), a cursed Ring of Strength (-1), and an Amulet of Trickery with a +2 Strength bonus, your total Strength adjustment will be +3-1+2 = +2. In the shorthand notations below, each bonus will be presented as +n and each penalty will be presented as -n. If a power can be either a bonus or a penalty, it is presented as +/-n. The corresponding shorthand notation in the spoiler files may use a fixed number or a formula, e.g. +3, -1, -(2+1d4), +1d7. In the in-game descriptions below, each bonus or penalty will be presented as +n, -n, +/-n or just n, depending on how the game formats the information. The n will always be replaced by the item's actual modifier (bonus or penalty). Shorthand: +/-n to AC In-game: [*,+/-n] * the first number is the base armour class or [+/-n] Char. info: No individual entry. Listes as part of Armor [x,+y] Description: Increases or decreases your armour class. High armour class reduces the chance that you are hit by various attacks, but it also reduces the amount of damage taken from most attacks that do hit you. The calculations used to determine if a monster hits you and how much damage it does will be described in MON-BLOW.SPO. Shorthand: +/-n to All Stats In-game: It increases/decreases all your stats by n. Char. info: See the seperate entries for +/-n to (stat) Description: Increases or decreases your strength, intelligence, wisdom, dexterity, constitution, and charisma. Beyond the maximum normal score of 18, each point of bonus or penalty is translated to 10 percentile points. None of your stats can ever be reduced below 3. Shorthand: +n to Attack Speed In-game: It increases your attack speed by n. Char. info: Blows:+ Description: Increases the number of times you can attack a monster in a single melee move. When you make your move, the game applies all attacks directly after each other, unless the monster dies from one of the attacks, in which case any remaining attacks are lost. Shorthand: +/-n to Charisma In-game: It increases/decreases your charisma by n. Char. info: Green (for bonus) or red (for penalty) n in front of Chr: , CHR: , Chr! or CHR! Lowercase means drained; ! means maximized. Description: Increases or decreases your charisma. Beyond the maximum normal charisma of 18, each point of bonus or penalty is translated to 10 percentile points. Your charisma can never be reduced below 3. Shorthand: +/-n to Constitution In-game: It increases/decreases your constitution by n. Char. info: Green (for bonus) or red (for penalty) n in front of Con: , CON: , Con! or CON! (Lowercase means drained; ! means maximized) Description: Increases or decreases your constitution. Beyond the maximum normal constitution of 18, each point of bonus or penalty is translated to 10 percentile points. Your constitution can never be reduced below 3. Shorthand: +/-n to-dam In-game: (*,+/-n) * the first number is the to-hit modifier Char. info: No individual entry. Listes as part of Melee (+x,+y) or Shoot (+x,+y) Description: Increases or decreases the damage done to an opponent in melee or when firing ammunition. The to-dam modifier of a wielded weapon applies only in melee, and the to-dam modifier of a wielded shooter (bow, crossbow or sling) applies only when firing ammunition. In the latter case, the to-dam modifier of the ammunition applies as well. The calculations used to calculate the damage done when a monster is hit will be described in ATTACK.SPO. Shorthand: +/-n to Dexterity In-game: It increases/decreases your dexterity by n. Char. info: Green (for bonus) or red (for penalty) n in front of Dex: , DEX: , Dex! or DEX! (Lowercase means drained; ! means maximized) Description: Increases or decreases your dexterity. Beyond the maximum normal dexterity of 18, each point of bonus or penalty is translated to 10 percentile points. Your dexterity can never be reduced below 3. Shorthand: +/-n to Digging (aka Tunneling) In-game: It increases/decreases your tunneling by n. Char. info: Tunn.:+ Description: Increases or decreases your effectiveness at digging through rubble or rock. The exact calculation of the chance to dig will be described in ABILITY.SPO. Shorthand: +/-n to-hit In-game: (+/-n,*) * the second number is the to-dam modifier or (-n) (for body armour) Char. info: No individual entry. Listes as part of Melee (+x,+y) or Shoot (+x,+y) Description: Increases or decreases the chance to hit an opponent in melee or when firing ammunition. The to-hit modifier of a wielded weapon applies only in melee, and the to-hit modifier of a wielded shooter (bow, crossbow or sling) applies only when firing ammunition. In the latter case, the to-hit modifier of the ammunition applies as well. The calculations used to determine if an attack hits a monster will be described in ATTACK.SPO. Shorthand: +/-n to Infravision In-game: It increases/decreases your infravison by n. Char. info: Infra:+ Description: Increases or decreases your infravison range by 10 feet (1 square). Shorthand: +/-n to Intelligence In-game: It increases/decreases your intelligence by n. Char. info: Green (for bonus) or red (for penalty) n in front of Int: , INT: , Int! or INT! (Lowercase means drained; ! means maximized) Description: Increases or decreases your intelligence. Beyond the maximum normal intelligence of 18, each point of bonus or penalty is translated to 10 percentile points. Your intelligence can never be reduced below 3. Shorthand: +/-n to Searching In-game: It increases/decreases your searching by n. Char. info: Sear.:+ Description: Increases or decreases your chance to find secret doors and traps. Each +1 to searching increases the chance of finding secret doors and traps while searching by 5%, and the chance to do a spontaneous search while walking or standing still (your perception) by 10%. Shorthand: +n to Shooting Power In-game: It increases your shooting power by n. Char. info: Might:+ Description: Increases the power with which you shoot ammunition from your missile launcher. Each extra point of shooting power increases the maximum range of your missile by 5 squares and increases the damage multiplier by 1. More details on damage calculation will be described in ATTACK.SPO. Shorthand: +n to Shooting Speed In-game: It increases your shooting speed by n. Char. info: Shots:+ Description: Increases the number of times you can fire your missile laucher in each turn. When you fire your launcher, the game will divide the normal energy use by your shooting speed; higher shooting speed means that you'll get your next move sooner. Shorthand: +/-n to Speed In-game: It increases/decreases your speed by n. Char. info: Speed:+ Description: Increases or decreases your speed. The effect of each point of speed is almost linear for speeds in the range from -30 to +30, but rapidly decreasing outside of that range. Full details about speed will be described in ABILITY.SPO. Shorthand: +/-n to Stealth In-game: It increases/decreases your stealth by n. Char. info: Stea.:+ Description: Increases or decreases your stealth rating, but never lower than 0 or higher than 30. Each point of stealth halves the amount of damage you make while moving through the dungeon, thus effectively doubling the time it takes before a monster wakes up from your noise. Shorthand: +/-n to Strength In-game: It increases/decreases your strength by n. Char. info: Green (for bonus) or red (for penalty) n in front of Str: , STR: , Str! or STR! (Lowercase means drained; ! means maximized) Description: Increases or decreases your strength. Beyond the maximum normal strength of 18, each point of bonus or penalty is translated to 10 percentile points. Your strength can never be reduced below 3. Shorthand: +/-n to Wisdom In-game: It increases/decreases your wisdom by n. Char. info: Green (for bonus) or red (for penalty) n in front of Wis: , WIS: , Wis! or WIS! (Lowercase means drained; ! means maximized) Description: Increases or decreases your wisdom. Beyond the maximum normal wisdom of 18, each point of bonus or penalty is translated to 10 percentile points. Your wisdom can never be reduced below 3. (4.2) NON-CUMULATIVE POWERS --------------------- For non-cumulative powers, it makes no difference if you have one, two, three, or 600 objects with that power. The effect is bestowed on you if you have one or more such object equipped. All non-cumulative powers are completely independant of each other and of the cumulative powers, unless explicitly stated otherwise. Because of the large number of non-cumulative powers, this section is divided into three sub-sections: resistances, sustains and other. (4.2.1) Resistances Shorthand: Free Action In-game: It grants you immunity to paralysis. Char. info: FrAct:+ Description: It protects you from most forms of paralysis, but not from paralysis caused by failed attempts to bash a door, casting a spell (or praying a prayer) that takes more mana than you have left, starvation, or being knocked out when the stun counter exceeds 100. It also protects you from spells that drain power from your muscles. Shorthand: Immune Acid In-game: It provides immunity to acid. Char. info: Acid:* Description: It completely protects you, your equipment, and your inventory from being damaged by acid attacks. Shorthand: Immune Cold In-game: It provides immunity to cold. Char. info: Cold:* Description: It completely protects you and your inventory from being damaged by cold attacks. Shorthand: Immune Fire In-game: It provides immunity to fire. Char. info: Fire:* Description: It completely protects you and your inventory from being damaged by fire attacks. Shorthand: Immune Lightning In-game: It provides immunity to lightning. Char. info: Elec:* Description: It completely protects you and your inventory from being damaged by lightning attacks. Shorthand: Resist Acid In-game: It provides resistance to acid. Char. info: Acid:+ Description: It reduces the damage from acid attacks to 33% of normal damage. When combined with temporary resistance to acid, the damage is reduced to only 11%. Shorthand: Resist Blindness In-game: It provides resistance to blindness. Char. info: Blind:+ Description: It also protects you from all forms of blindness. Shorthand: Resist Chaos In-game: It provides resistance to chaos. Char. info: Chaos:+ Description: It reduces the damage from chaos attacks to 6/(6+1d6) of normal damage and protects you from all secondary effects of chaos attacks. It also protects you from all forms of hallucination. Shorthand: Resist Cold In-game: It provides resistance to cold. Char. info: Cold:+ Description: It reduces the damage from cold attacks to 33% of normal damage. When combined with temporary resistance to cold, the damage is reduced to only 11%. Shorthand: Resist Confusion In-game: It provides resistance to confusion. Char. info: Confu:+ Description: It reduces the damage from non-melee confusion attacks to 5/(6+1d6) of normal damage. It also protects you from all forms of confusion. Shorthand: Resist Dark In-game: It provides resistance to dark. Char. info: Dark:+ Description: It reduces the damage from darkness attacks to 4/(6+1d6) of normal damage and protects you from the secondary effect of darkness attacks. Shorthand: Resist Disenchantment In-game: It provides resistance to disenchantment. Char. info: Disen:+ Description: It reduces the damage from non-melee disenchantment attacks to 6/(6+1d6) of normal damage. It also protects your equipment from all forms of disenchantment. Shorthand: Resist Elements In-game: It provides resistance to acid, lightning, fire, and cold. Char. info: See the seperate entries for Resist (element) Description: It reduces the damage from acid, lightning, fire, and cold attacks to 33% of normal damage. When combined with temporary resistance to one or more of the elements, the damage from attacks using those elements is reduced to only 11%. Shorthand: Resist Fear In-game: It provides resistance to fear. Char. info: Fear:+ Description: It protects you from all forms of fear. Shorthand: Resist Fire In-game: It provides resistance to fire. Char. info: Fire:+ Description: It reduces the damage from fire attacks to 33% of normal damage. When combined with temporary resistance to fire, the damage is reduced to only 11%. Shorthand: Resist Life Draining (aka Hold Life) In-game: It provides resistance to life draining. Char. info: HLife:+ Description: It either reduces by 90% or completely negates the loss of experience points from life draining attacks. The chance to negate the experience loss depends on the type of attack used; this will be detailed in the spoiler file MON-BLOW.SPO. It does not protect you from time or bizarre things. Shorthand: Resist Light In-game: It provides resistance to light. Char. info: Lite:+ Description: It reduces the damage from light attacks to 4/(6+1d6) or normal damage and protects you from the secondary effect of light attacks. It also protects you from blindness normally caused by reading a Scroll of *Destruction*, using a Staff of *Destruction*, or casting the spell (or praying the prayer) Word of Destruction. Shorthand: Resist Lightning In-game: It provides resistance to lightning. Char. info: Elec:+ Description: It reduces the damage from lightning attacks to 33% of normal damage. When combined with temporary resistance to lightning, the damage is reduced to only 11%. Shorthand: Resist Nether In-game: It provides resistance to nether. Char. info: Nethr:+ Description: It reduces the damage from nether attacks to 6/(6+1d6) of normal damage and protects you from the secondary effect of nether attacks. It also protects you from the life draining effect of chaos attacks. Shorthand: Resist Nexus In-game: It provides resistance to nexus. Char. info: Nexus:+ Description: It reduces the damage from nexus attacks to 6/(6+1d6) of normal damage and protects you from the secondary effects of nexus attacks. It also protects you from the effect of spells which teleport level. Shorthand: Resist Poison In-game: It provides resistance to poison. Char. info: Pois:+ Description: It reduces the damage from poison attacks to 33% of normal damage. When combined with temporary resistance to poison, the damage is reduced to only 11%. It also protects you from all forms of poisoning. Shorthand: Resist Shards In-game: It provides resistance to shards. Char. info: Shard:+ Description: It reduces the damage from shards attacks to 5/(6+1d6) of normal damage and protects you from the secondary effect of shards attacks. It also protects you from being cut by ice attacks. Shorthand: Resist Sound In-game: It provides resistance to sound. Char. info: Sound:+ Description: It reduces the damage from sound attacks to 5/(6+1d6) of normal damage. It also protects you from the stunning effects of all force, gravity, ice, plasma, sound, and water attacks. (4.2.2) Sustains Shorthand: Sustain All Stats In-game: It sustains all your stats. Char. info: See the seperate entries for Sustain (stat) Description: It prevents you from most effects and attacks that lower your strength, intelligence, wisdom, dexterity, constitution, or charisma. It does not protect you from time, nexus, bizarre things, and some objects (as described in OBJ-LONG.SPO). Shorthand: Sustain Charisma In-game: It sustains your charisma. Char. info: Dark green s or number (if bonus applies as well in front of Chr: , CHR: , Chr! or CHR! Lowercase means drained; ! means maximized. Description: It prevents you from most effects and attacks that lower your charisma. It does not protect you from time, nexus, bizarre things, and some objects (as described in OBJ-LONG.SPO). Shorthand: Sustain Constitution In-game: It sustains your constitution. Char. info: Dark green s or number (if bonus applies as well in front of Con: , CON: , Con! or CON! Lowercase means drained; ! means maximized. Description: It prevents you from most effects and attacks that lower your constitution. It does not protect you from time, nexus, bizarre things, and some objects (as described in OBJ-LONG.SPO). Shorthand: Sustain Dexterity In-game: It sustains your dexterity. Char. info: Dark green s or number (if bonus applies as well in front of Dex: , DEX: , Dex! or DEX! Lowercase means drained; ! means maximized. Description: It prevents you from most effects and attacks that lower your dexterity. It does not protect you from time, nexus, bizarre things, and some objects (as described in OBJ-LONG.SPO). Shorthand: Sustain Intelligence In-game: It sustains your intelligence. Char. info: Dark green s or number (if bonus applies as well in front of Int: , INT: , Int! or INT! Lowercase means drained; ! means maximized. Description: It prevents you from most effects and attacks that lower your intelligence. It does not protect you from time, nexus, bizarre things, and some objects (as described in OBJ-LONG.SPO). Shorthand: Sustain Strength In-game: It sustains your strength. Char. info: Dark green s or number (if bonus applies as well in front of Str: , STR: , Str! or STR! Lowercase means drained; ! means maximized. Description: It prevents you from most effects and attacks that lower your strength. It does not protect you from time, nexus, bizarre things, and some objects (as described in OBJ-LONG.SPO). Shorthand: Sustain Wisdom In-game: It sustains your wisdom. Char. info: Dark green s or number (if bonus applies as well in front of Wis: , WIS: , Wis! or WIS! Lowercase means drained; ! means maximized. Description: It prevents you from most effects and attacks that lower your wisdom. It does not protect you from time, nexus, bizarre things, and some objects (as described in OBJ-LONG.SPO). (4.2.3) Other Shorthand: Aggravate In-game: It aggravates creatures around you. Char. info: not included Description: It causes each sleeping monster to wake up as soon as you enter it's detection radius. Shorthand: Drain Experience In-game: It drains experience. Char. info: not included Description: It causes you to lose one point of experience per turn. Shorthand: Feather Fall In-game: It makes you fall like a feather. Char. info: Feath:+ Description: It protects you from damage caused by falling in a pit or through a trap door. Shorthand: No Fuel In-game: not included Char. info: not included Description: These lanterns need no oil to spread light. Shorthand: Permanent Light In-game: It lights the dungeon around you. Char. info: PLite:+ Description: For non-cursed items equipped as your light source, this extends your light radius by three squares. For non- cursed items equipped in any other slot, this gives you a light radius of one square, even if you have no light source equipped. Shorthand: Regeneration In-game: It speeds your regeneration. Char. info: Regen:+ Description: It doubles the rate at which lost hit points and mana are restored, and it increases your rate of food consumption by 3 units per turn. Shorthand: See Invisible In-game: It grants you the ability to see invisible things. Char. info: Invis:+ Description: It allows you to see all invisible monsters within line of sight. Shorthand: Slow Digestion In-game: It slows your metabolism. Char. info: S.Dig:+ Description: It reduces your rate of food consuption by 1 unit per turn. Shorthand: Telepathy In-game: It grants you the power of telepathy. Char. info: Telep:+ Description: It allows you to "see" all thinking monsters, up to a distance of 20 squares. No light or line of sight is required and invisible monsters can be detected as well. Monsters without brains are not detected by telepathy and monsters with primitive, instinct-driven brains are only detected sometimes. Shorthand: Teleportation In-game: It induces random teleportation. Char. info: not included Description: It has a 1% chance per turn of teleporting you randomly up to 40 squares away. (4.3) POWERS THAT AFFECT THE ITEM --------------------------- Because of the large number of powers that affect the item, this section is divided into two sub-sections: slays & brands and other. Since these powers affect only the item, none of them are listed on the character screen. (4.3.1) Slays & brands Some melee weapons and some types of ego ammunition have one or more powers that increase the amount of damage done against specific enemies. These include slays (Slay XXXX) and brands (XXXX Brand). Extra damage for slays and brands comes in the form of a multiplier. How exactly this multiplier is applied depends on weapon type. For melee weapons, the base damage is multiplied by the slay & brand multiplier, before any to-dam bonuses are added. For ammunition that is fired (or thrown), the multiplier from slays and brands is applied after adding the applicable to-dam bonuses. See ATTACK.SPO for the complete details. The multipliers from slays and brands do not stack. If a weapon has more than one slay or brand, the highest applicable multiplier will be used. Example: A weapon with both Slay Evil and Acid Brand would do: - Base damage x 1 against non-evil enemies that resist acid; - Base damage x 2 against evil enemies that resist acid; - Base damage x 3 against non-evil enemies that don't resist acid; - Base damage x 3 against evil enemies that don't resist acid. Shorthand: Acid Brand In-game: It is branded with acid. Description: When used to attack a monster that does not resist acid, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. Shorthand: Electricity Brand In-game: It is branded with electricity. Description: When used to attack a monster that does not resist lightning, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. Shorthand: Execute Demon In-game: It is especially deadly against demons. Description: When used to attack a demon, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 5. Shorthand: Execute Dragon In-game: It is especially deadly against dragons. Description: When used to attack a dragon, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 5. Shorthand: Execute Undead In-game: It is especially deadly against undead. Description: When used to attack an undead monster, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 5. Shorthand: Fire Brand In-game: It is branded with fire. Description: When used to attack a monster that does not resist fire, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. Shorthand: Frost Brand In-game: It is branded with frost. Description: When used to attack a monster that does not resist cold, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. Shorthand: Poison Brand In-game: It is branded with poison. Description: When used to attack a monster that does not resist poison, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. Shorthand: Slay Animal In-game: It slays animals. Description: When used to attack a natural monster, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 2. Shorthand: Slay Demon In-game: It slays demons. Description: When used to attack a demon, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. Shorthand: Slay Dragon In-game: It slays dragons. Description: When used to attack a dragon, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. Shorthand: Slay Evil In-game: It slays all evil creatures. Description: When used to attack an evil monster, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 2. Shorthand: Slay Giant In-game: It slays giants. Description: When used to attack a giant, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. Shorthand: Slay Orc In-game: It slays orcs. Description: When used to attack an orc, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. Shorthand: Slay Troll In-game: It slays trolls. Description: When used to attack a troll, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. Shorthand: Slay Undead In-game: It slays undead. Description: When used to attack an undead monster, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. (4.3.2) Other Shorthand: Activates for xxx every n turns In-game: It activates for xxx every n turns. Description: When equipped, the item can be activated to call up the effect described as "xxx". After each activation, the item has to recharge for "n" turns before it can be activated again. Note that (unlike rods) equippable items will only recharge while equipped. A complete description of all activations can be found in (4.5) below. Shorthand: Blessed In-game: It is blessed by the gods. Description: For edged weapons, polearms and axes, this allows priests and paladins to wield the weapon without incurring a -2 penalty to-hit and to-dam. For hafted weapons, this has no effect. Shorthand: Cause Earthquake In-game: It creates earthquakes on impact. Description: If a successful hit with this weapon or digger in melee combat deals more than 50 points of damage BEFORE any bonus to-dam is applied and BEFORE critical hits are taken in account, but AFTER any extra damage from slays or brands is added, a 10-square radius earthquake will be caused around you. All grids in the radius are darkened; all grids (except the epicenter) have a 15% chance to be damaged. Each damaged grid is replaced by a random type of wall if it was floor, or by floor if it wasn't. If a damaged grid is occupied by a monster that can't bore through rock or pass through walls, the monster takes 4d8 points of damage and moves to a non-damaged, nonoccupied grid adjacent to the damaged grid. If there is no grid available, or if the monster can't move, the monster is lost inside the rock forever. Shorthand: Cursed In-game: It is cursed. Description: Once equipped, it is impossible to take off the object. The curse can be broken by using a scroll of Remove Curse or *Remove Curse*, a Staff of Remove Curse, or a prayer of Remove Curse or Dispel Curse. It can also be broken by enchanting the to-hit, to-dam or to AC modifier of the object to above zero. Shorthand: Heavily Cursed In-game: It is heavily cursed. Description: Once equipped, it is impossible to take off the object. The curse can be only broken by using a scroll of *Remove Curse* or a prayer of Dispel Curse, or by enchanting the to-hit, to-dam or to AC modifier of the object to above zero. Shorthand: Ignore Acid In-game: It cannot be harmed by acid. Description: The item can not in any way be damaged or destroyed as a side effect of acid attacks, regardless of whether the item is in your equipment, in your inventory, or on the floor. Shorthand: Ignore Cold In-game: It cannot be harmed by cold. Description: The item can not in any way be damaged or destroyed as a side effect of cold attacks, regardless of whether the item is in your equipment, in your inventory, or on the floor. Shorthand: Ignore Elements In-game: It cannot be harmed by the elements. Description: The item can not in any way be damaged or destroyed as a side effect of acid, cold, fire, or lightning attacks, regardless of whether the item is in your equipment, in your inventory, or on the floor. Shorthand: Ignore Fire In-game: It cannot be harmed by fire. Description: The item can not in any way be damaged or destroyed as a side effect of fire attacks, regardless of whether the item is in your equipment, in your inventory, or on the floor. Shorthand: Ignore Lightning In-game: It cannot be harmed by electricity. Description: The item can not in any way be damaged or destroyed as a side effect of lightning attacks, regardless of whether the item is in your equipment, in your inventory, or on the floor. Shorthand: Permanently Cursed In-game: It is permanently cursed. Description: Once equipped, it is impossible to take off the object. This curse can not be broken in any way. (4.4) Random powers ------------- Some ego items have a random power in addition to the fixed list of powers. This power is determined when the item is generated, but you can only find out what it is by using a Scroll of *Identify* or by experimenting. If you identify an object with a random power, the description will include "It might have hidden powers". Only after reading a Scroll of *Identify* will this be replaced by a description of the power that was picked for the object. The random power will also not be visible on the character information screen as long as it is not known. Note that most powers of artifacts are hidden as well. You need to use a Scroll of *Identify* to show their powers as well. But unlike the random powers of some ego items, the powers of artifacts are not random at all. The powers of all artifacts are listed in the spoiler file ARTIFACT.SPO. For the random powers of ego items, reading a Scroll of *Identify* or experimenting are the ONLY ways to find out which of the powers is picked as the random power. For some items, the random power chosen might be the same as one of the fixed powers of the ego type. There is no code that attempts to prevent this. Example: all Melee Weapons of Gondolin have Permanent Light, Free Action, See Invisible and One Random Ability; this ability has a 3 in 8 chance to be any of Permanent Light, Free Action, or See Invisible, so only 5 out of 8 Melee Weapons of Gondolin will actually have an extra ability. Shorthand: One Random Ability In-game: It might have hidden powers. Description: The item has one of the powers Feather Fall, Free Action, Permanent Light, Regeneration, Resist Life Draining, See Invisible, Slow Digestion, or Telepathy; all with equal probability. Shorthand: One Random Resist In-game: It might have hidden powers. Description: The item has one of the powers Resist Blindness, Resist Chaos, Resist Confusion, Resist Disenchantment, Resist Dark, Resist Fear, Resist Light, Resist Nether, Resist Nexus, Resist Poison, Resist Shards, or Resist Sound; all with equal probability. Shorthand: One Random Sustain In-game: It might have hidden powers. Description: The item has one of the powers Sustain Charisma, Sustain Constitution, Sustain Dexterity, Sustain Intelligence, Sustain Strength, or Sustain Wisdom; all with equal probability. (4.5) Activations ----------- Many activations involve the shooting of some kind of ball. For all ball effects, damage is reduced by range. The amount of damage at the center is listed in the descriptions. This damage is reduced by 50% at range 1, by 66% at range 2, and by 75% at range 3 (for large balls only). How monster resistances or sensitivities reduce or increase the damage of various activations will be described in the spoiler file MON-DAM.SPO. Note that a character that suffers from the effects of amnesia has a 50% chance to fail in activating an item. If the attempt fails, the turn is lost. Activation: a magical arrow (n) Description: Fires a magical arrow that inflicts n points of damage. Activation: acid bolt (n) Description: Shoots a bolt that inflicts n points of acid damage. Activation: acid resistance (n turns) and acid ball (m) Description: Shoots a radius-2 ball that inflicts m points of acid damage at its center, and gives you temporary resistance to acid for n turns. Activation: banishment Description: Removes all monsters represented by a chosen symbol from the level. Uniques are not affected. You take 1d4 points of damage for every monster removed. Activation: berserk rage (n turns) Description: Grants you berserk strength (resistance to fear, a bonus of +24 to-hit, and a penalty of -10 to AC) for n turns. Activation: berserk rage, bless, and resistance Description: Cures 30 points of damage, removes fear, grants you berserk strength (resistance to fear, a bonus of +24 to-hit, and a penalty of -10 to AC) for 50+1d50 turns, blesses you (a bonus of +5 to AC and +10 to-hit) for 50+1d50 turns, and gives you temporary resistance to acid, cold, fire, lightning, and poison, for 50+1d50 turns each. Activation: bizarre things Description: One of the following effects is chosen at random: * 40% chance of a bolt that inflicts 250 points of mana damage; * 30% chance of a radius-3 ball that inflicts 300 points of mana damage at its center; * 20% chance of decreasing both current and maximum value of all stats by 12.5 to 25 percent, and both maximum and current experience by 25%, regardless of sustained stats or resistance to life draining; * 10% chance of inflicting 1000 points of damage on all monsters within line of sight. Note: Sustained stats and resistance to life draining offer no protection against the possible malevolent effects of this activation. Activation: breathe acid (n) Description: Shoots a radius-2 ball that inflicts n points of acid damage at its center. Activation: breathe balance (n) Description: Shoots a radius-2 ball that inflicts n points of chaos, disenchantment, shards, or sound damage at its center. The type of damage is chosen at random and can be different for each activation. If chaos is chosen, it has a chance to confuse or polymorph surviving monsters in the area of effect. If sound is chosen, it has a chance to stun surviving monsters in the area of effect. Activation: breathe chaos/disenchant (n) Description: Shoots a radius-2 ball that inflicts n points of chaos or disenchantment damage at its center. The type of damage is chosen at random and can be different for each activation. If chaos is chosen, it has a chance to confuse or polymorph surviving monsters in the area of effect. Activation: breathe confusion (n) Description: Shoots a radius-2 ball that inflicts n points of confusion damage at its center, and has a chance to confuse surviving monsters in the area of effect. Activation: breathe fire (n) Description: Shoots a radius-2 ball that inflicts n points of fire damage at its center. Activation: breathe frost (n) Description: Shoots a radius-2 ball that inflicts n points of cold damage at its center. Activation: breathe light/darkness (n) Description: Shoots a radius-2 ball that inflicts n points of darkness or light damage at its center. The type of damage is chosen at random and can be different for each activation. If light is chosen, all light-sensitive monsters in the area of effect take double damage. Activation: breathe lightning (n) Description: Shoots a radius-2 ball that inflicts n points of lightning damage at its center. Activation: breathe multi-hued (n) Description: Shoots a radius-2 ball that inflicts n points of acid, cold, fire, lightning, or poison damage at its center. The type of damage is chosen at random and can be different for each activation. Activation: breathe poison (n) Description: Shoots a radius-2 ball that inflicts n points of poison damage at its center. Activation: breathe sound (n) Description: Shoots a radius-2 ball that inflicts n points of sound damage at its center, and has a chance to stun surviving monsters in the area of effect. Activation: breathe sound/shards (n) Description: Shoots a radius-2 ball that inflicts n points of shards or sound damage at its center. The type of damage is chosen at random and can be different for each activation. If sound is chosen, it has a chance to stun surviving monsters in the area of effect. Activation: breathe the elements (n) Description: Shoots a radius-2 elemental ball that inflicts n points of unresistable damage at its center. Activation: clairvoyance Description: Lights up, maps out, and detects all objects on the complete current dungeon level. Detects all doors, stairs, and traps on the current screen. Note: The area of effect for the detection depends on your screen size. Activation: cold resistance (n turns) and cold ball (m) Description: Shoots a radius-2 ball that inflicts m points of cold damage at its center, and gives you temporary resistance to cold for n turns. Activation: confuse monster Description: Attempts to confuse a single monster for 3d10+1 turns, or half that amount of additional turns if the monster already is confused. Uniques, monsters that resist confusion, monsters that breathe chaos or confusion, and monsters of monster level 22 and up are not affected. Monsters of monster level 12 through 21 resist if 1d10 < monster level - 10. Activation: cure wounds (n) Description: Cures n points of damage and heals half of all cut damage plus another 50 points. Activation: detection Description: Detects all treasure, objects, doors, stairs, traps, and monsters on the current screen. Note: The area of effect depends on your screen size. Activation: dispel evil (xn) Description: Inflicts (your character level x n) points of damage on each evil monster within line of sight. Activation: door and trap destruction Description: Destroys all traps and doors within a 1-square radius of you. Activation: drain life (n) Description: Inflicts n points of damage on a single monster that is not undead, a demon, an elemental, a golem, or a vortex. Activation: electricity resistance (n turns) and electricity ball (m) Description: Shoots a radius-2 ball that inflicts m points of lightning damage at its center, and gives you temporary resistance to lightning for n turns. Activation: fire ball (n) Description: Shoots a radius-2 ball that inflicts n points of fire damage at its center. Activation: fire bolt (n) Description: Shoots a bolt that inflicts n points of fire damage. Activation: fire branding of bolts Description: One stack of bolts is branded with fire. In addition, the game makes 1d3+4 attempts to improve the to-hit bonus and 1d3+4 attempts to improve the to-dam bonus of this stack. Each of these attempts might fail, based on the current to-hit or to-dam bonus and the size of the stack, as detailed in OBJ-LONG.SPO. The activation has no effect if the bolts are already branded, have a slay, are broken, or are cursed. Activation: fire resistance (n turns) and fire ball (m) Description: Shoots a radius-2 ball that inflicts m points of fire damage at its center, and gives you temporary resistance to fire for n turns. Activation: frost ball (n) Description: Shoots a radius-2 ball that inflicts n points of cold damage at its center. Activation: frost bolt (n) Description: Shoots a bolt that inflicts n points of cold damage. Activation: haste self (n turns) Description: Hastes you (+10 to speed) for n turns, or 5 additional turns if you already are temporarily hasted. Activation: heal (n) Description: Cures n points of damage and heals all cut damage. Activation: identify Description: Reveals all normal (magical but non-hidden) powers of one object. Activation: illumination Description: Lights up an area with a radius of 2 squares around you and inflicts 2d15 points of damage on any light-sensitive monsters within the radius of the spell. If you are in a room, it lights up the entire room as well. Activation: large fire ball (n) Description: Shoots a radius-3 ball that inflicts n points of fire damage at its center. Activation: large frost ball (n) Description: Shoots a radius-3 ball that inflicts n points of cold damage at its center. Activation: large lightning ball (n) Description: Shoots a radius-3 ball that inflicts n points of lightning damage at its center. Activation: lightning bolt (n) Description: Shoots a bolt that inflicts n points of lightning damage. Activation: magic mapping Description: Maps out a portion of the level that is slightly larger than the current screen. Note: The area of effect depends on your screen size. Activation: magic missile (n) Description: Fires a magic missile that inflicts n points of damage. Activation: mana bolt (n) Description: Shoots a bolt that inflicts n points of mana damage. Activation: mass banishment Description: Removes all monsters within 20 squares of you. Uniques are not affected. You take 1d3 points of damage for every monster removed. Activation: phase door Description: Teleports you randomly up to 10 squares away. Activation: probing Description: Probes each monster within line of sight, giving information on the current hit points of the monster and many of its characteristics and abilities (excluding its melee, spellcasting, and breath attacks). Activation: protection from evil Description: Protects you from evil for a duration of 1d25 plus three times your character level turns: all melee attacks by evil monsters have a chance of 50 in (your character level + 1d100) to be repelled, unless the monster's level is higher than your character level. Activation: recharge item I Description: Adds charges to a stack of wands or staves. There is a 1 in (160-(# of charges*10)-level of wand or staff)/15 chance of failure, which drains all charges from the stack. If the attempt succeeds, the stack gains 2+1d(1+60/(2+level of wand or staff)) charges. Activation: remove fear and cure poison Description: Removes fear and neutralizes poison. Activation: resistance (n turns) Description: Gives you temporary resistance to acid, cold, fire, lightning, and poison, for n turns each. Activation: restore life levels Description: Restores experience points to maximum if it is currently below maximum. Activation: sleep II Description: Attempts to put all monsters in squares directly adjacent to the character location to sleep. Uniques and monsters that resist sleep are not affected. Other monsters have the standard chance to resist (see OBJ-LONG.SPO). Activation: star ball (n) Description: Shoots eight radius-3 balls (one in each of the cardinal directions, stopping at the first monster or wall, with a maximum range of 18 grids), each inflicting n points of lightning damage at its center. Activation: starlight (10d8) Description: Produces eight beams of light, in each of the cardinal directions, that light up all squares caught in them and inflict n points of damage on each monster on those squares, or double that amount for light-sensitive monsters. Activation: stinking cloud (n) Description: Shoots a radius-3 ball that inflicts n points of poison damage at its center. Activation: stone to mud Description: Produces a beam that destroys the first section of wall it hits, unless it is a permanent wall. Each monster caught in the beam that is susceptible to rock remover takes 20+1d30 points of damage. Activation: teleport Description: Teleports you randomly up to 100 squares away. Activation: teleport away Description: Produces a beam that teleports each monster caught in it up to 100 squares away. Activation: word of recall Description: Teleports you from the dungeon to the town or from the town to the deepest level you have visited in the dungeon. If you are in the dungeon but above the deepest level you have visited, you are given the option to reset the recall depth. If you do so, future recalls will take you to your current level, or to the deepest level you have visited after resetting recall depth. The recall effect is not immediate; it is delayed by 14+1d20 turns. During that delay, the spell can be canceled by invoking the spell of recall again. This activation has no effect when the option to restrict the use of stairs and recall is set, unless Morgoth is dead.