OBJ-LONG.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-LONG.SPO, version 2.30, for Angband 2.7.9v6 (all systems) Release Date : September 2, 1996 Author : Stephen S. Lee (lee9@fas.harvard.edu) with the help of : Leonard Dickens (leonard@alw.nih.gov) Craig Lewis (clewis@psl.nmsu.edu) This spoiler describes all major properties of all ordinary objects in Angband. This is the verbose version of the object list; if all you wish is a list of prices and levels, you might be better off looking at the much shorter OBJ-DESC.SPO. Artifacts are described in ARTIFACT.SPO, and ego-items are described in OBJ-GOOD.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. 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). Here is a chart (stolen from object2.c) that shows the probabilities (in percent, to two decimal places) of the possible values of MB(10) by dungeon depth: Dungeon <--------------------- Value of MB(10) ---------------------> depth 0 1 2 3 4 5 6 7 8 9 10 ---------------------------------------------------------------------- 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07 OBJECT GENERATION ----------------- Angband normally generates objects with a level between 0 and the maximum object generation level. The maximum object generation level is usually equal to the current dungeon level (the town being level 0), but there are exceptions: * Objects found in a chest are generated with a maximum object generation level equal to the "power" of the chest + 10. * Objects dropped by a monster that does not have a good or exceptional treasure drop are generated with a maximum object generation level equal to the avarage of the current dungeon level and the level of the monster. * Objects dropped by a monster that do have a good or exceptional treasure drop are generated with a maximum object generation level equal to the avarage of the current dungeon level and the level of the monster + 10. * Objects acquired by reading a Scroll of Acquirement or *Acquirement* are generated with a maximum object generation level equal to the current dungeon level + 10. For ordinary objects, there is a 1 in 1000 chance that the game will try to generate one of the special artifacts (i.e. the artifact rings, amulets, and lights). If an object of good or exceptional quality is generated, this chance is boosted to 1 in 10. See OBJ-GOOD.SPO for more details. If the maximum object generation level is not 0, there is a 5% chance that an object will be created "out of depth", that is, with a higher maximum level. Again, the actual object created may be of any level from 0 to this higher maximum. The out-of-depth generation level is obtained by applying the following formula: out-of-depth level = (max. object generation level * 128 / 1d128) + 1 Hence, the out-of-depth level will always be at least 1 higher than the normal maximum object generation level while even at dungeon level 1, there is a (very small) chance to get an object with object level 100. Angband then creates a list of all objects that are not above the maximum object generation level (or the out-of-depth level if applicable). Chests are omitted from this list when you are opening a chest. If an item of good or exceptional quality is created (based on a monster's treasure drop or when reading a Scroll of Acquirement or *Acquirement*), the list is limited to weapons and armour without penalty (i.e. no broken dagger or rusty armour), arrows, bolts, spellbooks of level 40 and beyond, Ring of Speed, certain amulets, and certain potions. See OBJ-GOOD.SPO for the complete details. The rarity of different objects is reflected in the number of times each object is added to the list. Objects with a rarity of 1 are added 100 times to the list, other objects are added only (100 / rarity) times. NOTE: Some objects have a rarity that is not a perfect divider of 100. I suspect that this stems from changes to the object generation code not being reflected in the object list. From this lists, Angband picks one (40% of the time), two (50% of the time) or three (10% of the time) objects. The object with the highest object level is then created. Ordinarily, the game will generate only a single object at a given location. The exception to this rule is that spikes and ammunition are generated in groups of 6d7. For some of the objects below, two or more level/rarity pairs are given for an item. In this case the object can be generated as an object of any of the given levels (thus making the object more common), although there is no functional difference between objects generated at different levels. NOTE: The level given in this spoiler file is the dungeon level where the object is likely to be found, as explained above. All Angband objects also have an object level. This is used to determine how hard it is to use an object. Almost all objects have an object level equal to the (first) generation level, but there are a few exceptions. A full listing of objects with their object level is in OBJ-DESC.SPO. OBJECT QUALITY -------------- Angband generates objects of five different levels of quality: cursed, normal, good, great, and artifact. All potions, scrolls, wands, staves, rods, food, chests, and junk are considered normal. Rings and amulets may be cursed, normal, or artifacts; weapons and armour may be of any of the five levels of quality. When Angband generates a weapon or piece of armour, it is normal by default (having no magical bonuses or extra powers). It may pass a roll to qualify as a good item; the deeper the dungeon level, the higher the likelihood. (For more information on good items, see OBJ-GOOD.SPO). An object failing the goodness roll then has a chance to be cursed based on another roll. OBJECT PRICING -------------- The base price of an object is given for all items listed here. For any item, each bonus point to-hit, to-dam, and to AC adds 100 gp to the value of an item (unless the item is ammunition, in which case only 5 gp per point is added). Magical bonus points that confer bonuses to strength, intelligence, wisdom, dexterity, constitution, or charisma add value to an item at a rate of 200 gp per point per statistic. (Therefore, an item that grants +3 to strength, dexterity, and constitution will have 1800 gp added to its value). Each plus to stealth or searching adds 100 gp, and each plus to infravision or tunneling (including the normal tunneling bonus for diggers) adds 50 gp, in a similar manner. Weaponry that has base damage above normal will have 100 gp (5 gp for ammo) times the difference in damage dice times the number of damage sides added to the value. (i.e. a flail with base damage 4d6 instead of 2d6 would have an added value of 100*(4-2)*6=1200 gp). For weapons with extra attacks, a bonus of 2000 gp per extra attack is added to the value of the weapon. For objects that grant speed, each plus to speed adds 30000 gp to the value of the item. Each charge of a wand or staff adds 5% to the value of the wand of staff. Good and great items may have price bonuses depending on the item (see OBJ-GOOD.SPO for these). Each individual artifact has its own special price. If you sell an item that you have not identified, the object will usually sell for lower than its actual value. Unidentified weapons and armour sell for an amount equal to that of a normal, non-magical piece of equipment of that sort. If you know the type of a wand or staff, but not the number of charges, it is treated as if it had no charges. Otherwise, unidentified objects have the following values: Type of Item Price Mushroom 5 Scroll 20 Potion 20 Ring 45 Amulet 45 Wand 50 Staff 70 Rod 90 During actual trading, the base price is affected by your charisma, your race, the shopkeeper's race, and whether you are buying or selling. ENCHANTING WEAPONS AND ARMOUR ----------------------------- Enchanting weaponry and armour is a relatively simple affair in a high-magic game such as Angband; there are scrolls, spells, and prayers that will do the enchanting for you. Enchanting will attempt to improve the to-hit or to-dam bonus of a weapon (any kind may be enchanted), or the magical AC bonus of a piece of armour. Some forms of enchanting will try to raise the magical bonuses several times. Also, the to-hit and to-dam bonuses on a weapon are considered independently. To determine the chance of a successful enchant, take the current magical bonus and find the base chance of success on the following table. Current Base Current Base Bonus Success Bonus Success ------------------- ------------------- +0 or less 100.0% +8 30.0% +1 99.0% +9 5.0% +2 95.0% +10 1.0% +3 90.0% +11 0.8% +4 80.0% +12 0.5% +5 70.0% +13 0.3% +6 60.0% +14 0.1% +7 50.0% +15 or more 0.0% If the object being enchanted is an artifact, the chance for success is cut in half. Enchanting a stack of weapons or armour is more difficult. For anything but ammunition, the chance for a successful enchantment is divided by a number equal to the number of objects in the stack. (Example: enchanting 10 +0,+0 long swords will succeed only 10% of the time). For ammunition, 1d(pieces of ammo) is rolled; if this number is 20 or less, and the base success percentage roll succeeds, the enchantment is successful. (Example: a scroll of Enchant Weapon To-Dam used on a stack of 30 +6,+6 bolts will pass this first roll 20 in 30 times; then the 60% chance for succesfully enchanting from +6 has to be passed as well. These two rolls combined take the chance of succes to 40%). If an enchantment brings the magical bonus of an item to +0 or greater, it has a chance of breaking any curses present on the item. (Heavy curses may be broken in this way, but permanent curses may not be). The chance of breaking the curse is 25% for each successful to-hit or to-dam enchantment of a weapon, and also 25% for each successful enchantment of armour. DURATION AND STACKING OF EFFECTS -------------------------------- For equippable items, most effects are effective as long as the item is equipped (worn or wielded). These effects are called permanent. For consumables, effects can be permanent (lasting from the moment the item is used until negated by some other effect), instantaneous, or temporary (lasting a limited number of turns). The duration of a temporary effect is cumulative unless noted otherwise (i.e. eating a Mushroom of Blindness while already blind will increase the duration of your blindness by another 199+1d200 turns). Some equippable items can be activated. The effect of an activation is either instantaneaous (e.g. the breath activition of a Dragon Scale Mail) or temporary (e.g. the fire resitance of a Ring of Flames). All the notes about temporary effects of consumables apply to temporary effects of activations as well. Any bonus or penalty to your abilities from an equippable item will always be cumulative with bonuses and penalties from other equippable items and with temporary bonuses and penalties from consumables (i.e. wearing both a Ring of Speed (+5) and Boots of Speed (+2) will bring your speed to +7; quaffing a Potion of Slowness while wearing these items will reduce your speed to (+2+5-10)=-3 for the duration of the slowing effect). All other effects of equippable items are not cumulative. Wearing two Rings of Resist Fire gives exactly the same amount of fire protection as wearing one Ring of Resist Fire; wearing a Ring of Sustain Strength is pointless if you are already wearing an Amulet of Sustenance. In the case of resistance to elemental attacks (acid, fire, cold, and lightning) or poison, a temporary resistance can be combined with a permanent resistance to increase the amount of protection. A Ring of Resist Fire reduces fire damage to 33% of normal damage. Quaffing a Potion of Resist Heat will also (temporarily) reduce fire damage to 33% of normal damage. But quaffing a Potion of Resist Heat while wearing a Ring of Resist Fire will combine these effects for a total reduction of any fire damage to only 11% of normal damage. STANDARD CHANCE TO RESIST ------------------------- The more powerful monsters are less likely to be affected by many of the effects of wands, staves, and rods. The standard chance to resist an effect is based on the monster's monster level and your character level: * Monster levels up to and including 11 have no chance to resist; * Monster levels from 12 up to and including your character level resist if 1d(character level -10) < monster level - 10; * Monster levels > your character level always resist. In the object descriptions below, "standard chance to resist" is used to indicate that this chance applies to the particular effect. DESTRUCTION AND DAMAGING OF OBJECTS ----------------------------------- All objects (except artifacts) can be destructed by using the command to destroy an object ('k' in the original keyset; ^D in the roguelike keyset). But objects can also be damaged or even destroyed by the side-effects of certain attacks, or as a result of throwing or firing them. (a) Objects on the floor Each object on the floor (except artifacts) can be harmed when it is caught in the area of effect of a beam or ball attack (breath or spell). * Acid, cold, fire, and lightning harm each object that is susceptible to that element, unless it ignores that element. * Force, ice, shards, or sound harm each object that would be harmed by cold. * Mana harms all objects. * Meteor attack harms each object that would be damaged by cold or by fire (or both). * Plasma harms each object that would be harmed by acid or by fire (or both). The object listing below details which objects are susceptible to which of the elements (acid, cold, fire, and lightning). If a weapon is harmed, it will be damaged, resulting in a reduction of both its to-hit and to-dam by 1. If a piece of armour is harmed, it will also be damaged, resulting in a reduction of its to-ac by 1. If any other items is harmed, it will be destroyed. Casting an Orb of Draining will immediately destroys all cursed items in its area of effect. (b) Objects in your inventory If you are hit with an attack that is based on acid, cold, fire, or lightning, and you are not immune to that element, than each object in your inventory that can be harmed by that element has a chance to be harmed, just as if it were on the floor (see above). The chance to be harmed depends on the amount of damage for the attack - 1% if you are hit for less than 30 hit points, 2% for 30 through 59 hit points, or 3% if the hit is for 60 hit points or more. For a stack of objects, the chance to be destroyed is tested for each individual item in the stack. Note that objects that you are wearing or wielding in your equipment are always safe! (c) Thrown or fired objects If you throw an object or fire ammunition with your missile weapon, the object thrown or fired can be destroyed. If the objects reaches the target or the maximum range without encountering any target, it won't be destroyed. Otherwise, the chance of destruction is: 100% for Food, Mushrooms, Potions, and Flasks of Oil; 50% for Scrolls, Torches, and Lanterns; 35% for Arrows; 25% for Shots, Bolts, Pebbles, Spikes, and Wands; and 10% for all other objects. EXPLANATION OF THE TABLES ------------------------- In the tables below, all objects of Angband are listed with their properties. The following column headings will be used: Base-AC:The base armour class you get when wearing a specific type of armour. Charges:The number of charges a wand or staff is generated with. Dam: Damage. The amount of damage inflicted on a succesful hit (with a melee weapon being wielded, ammunition being fired or any object being thrown). If all objects in a table inflict the same amount of damage, that amount is stated in the explanation above the table and omitted from the table. Dig: Dig bonus. The bonus applied to digging when using a digger. Items: The number of items in a chest. Level: Object level, as explained in "On the generation of objects". Nutr: Nutritional value. This amount is added to the food counter when the object is eaten of quaffed. This property is only included in tables for food or potions. Price: Base price of the object, as explained in "Object pricing". Power: In the table for missile weapon, this indicates the shot power which is applied as a multiplier on damage inflicted by shots from a particular missile weapon. In the table for chests, this indicates the maximum power a chest may have, as explained in "On the generation of objects" and in the explanation above the table for chests. Rarity: Object rarity, as explained in "On the generation of objects". Rechrg: Recharge time. The number of turns a rod or DSM needs to recharge before it can be zapped or activated again. Rng: Range. Indicates the maximum amount of squares that a shot fired from a missile weapon will travel. To-Hit: The penalty to hit inflicted by wearing a specific type of body armour. Type: The type designation for a melee weapon. See the explanation above the table for melee weapons. Wght: Weight, in pounds. If all objects in a table weigh the same, that weight is stated in the explanation above the table and omitted from the table. +--------------------------------------------------------------------+ | THE OBJECTS OF ANGBAND | +--------------------------------------------------------------------+ ORDINARY FOOD ------------- These food items do no damage when thrown and can't be harmed by acid, cold, fire, or lightning. Nutr Wght Level Rarity Price Hard Biscuit 500 0.2 N/A N/A 1 Pint of Fine Ale 500 0.5 N/A N/A 1 Pint of Fine Wine 1000 1.0 N/A N/A 2 Strip of Beef Jerky 1500 0.2 N/A N/A 2 Slime Mold 3000 0.5 1 1 2 Ration of Food 5000 1.0 0/5/10 1/1/1 3 Piece of Elvish Waybread 7500 0.3 5/10/20 1/1/1 10 Cures 4d8 points of damage and neutralizes poison. MUSHROOMS --------- Mushrooms do no damage when thrown, except where otherwise indicated, and can't be harmed by acid, cold, fire, or lightning. Note that all effects and durations are cumulative, unless explicitly noted otherwise. E.g. eating a Mushroom of Blindness while already blind will extend the duration of the blindness with another 199+1d200 turns. Nutr Wght Level Rarity Price Mushroom of Blindness 500 0.1 5 1 0 Causes blindness that lasts for 199+1d200 turns, unless you have resistance to blindness. Mushroom of Confusion 500 0.1 5 1 0 Induces confusion that lasts for 9+1d10 turns, unless you have resistance to confusion. Mushroom of Paranoia 500 0.1 5 1 0 Induces fear that lasts for 9+1d10 turns, unless you have resistance to fear. Mushroom of Poison 500 0.1 5/5 1/1 0 Poisons you for 9+1d10 turns, unless you have resistance to poison. Mushroom of Hallucination 500 0.1 10 1 0 Causes you to hallucinate for 249+1d250 turns, unless you have resistance to chaos. Mushroom of Sickness 500 0.1 10 1 0 Inflicts 6d6 points of damage, and also reduces constitution by 2.5 to 5 percent, unless you have sustain constitution. Mushroom of Weakness 500 0.1 10 1 0 Inflicts 6d6 points of damage, and also reduces strength by 2.5 to 5 percent, unless you have sustain strength. Mushroom of Naivety 500 0.1 15 1 0 Inflicts 8d8 points of damage, and also reduces wisdom by 2.5 to 5 percent, unless you have sustain wisdom. Mushroom of Stupidity 500 0.1 15 1 0 Inflicts 8d8 points of damage, and also reduces intelligence by 2.5 to 5 percent, unless you have sustain intelligence. Mushroom of Paralysis 500 0.1 20 1 0 Induces paralysis that lasts for 9+1d10 turns, unless you have free action. Mushroom of Cure Paranoia 500 0.1 10 1 25 Removes fear. Mushroom of Cure Blindness 500 0.1 10 1 50 Cures blindness. Mushroom of Cure Confusion 500 0.1 10 1 50 Cures confusion. Mushroom of Cure Poison 500 0.1 10 1 60 Neutralizes poison. Mushroom of Unhealth 500 0.1 15 1 50 Inflicts 10d10 points of damage, and also reduces constitution by 2.5 to 5 percent, unless you have sustain constitution. Can be thrown for 10d10 points of damage. Mushroom of Disease 500 0.1 20 1 50 Inflicts 10d10 points of damage, and also reduces strength by 2.5 to 5 percent, unless you have sustain strength. Can be thrown for 10d10 points of damage. Mushroom of Cure Serious Wounds 500 0.2 15 1 75 Cures 4d8 points of damage. Mushroom of Restore Constitution 500 0.1 20 1 350 Restores constitution to maximum if it is currently below maximum. Mushroom of Restore Strength 500 0.1 20 1 350 Restores strength to maximum if it is currently below maximum. Mushroom of Restoring 500 0.1 20/30/40 8/4/1 1000 Restores to maximum all stats that are currently below maximum. MELEE WEAPONS ------------- The three types of melee weapons are designated thusly: E = Edged Weapon H = Hafted Weapon (may be equipped by priests without penalty) P = Polearm or Axe All weapons may be thrown; this will do the same base damage as when wielding the weapon. All melee weapons can be harmed by acid; hafted weapons, polearms and axes can also be harmed by fire. Broken daggers and broken swords normally have penalties of -2 to hit and -4 to damage. All other weapons are normally +0 and +0. Type Dam Wght Level Rarity Price Broken Dagger E 1d1 0.5 0/5 2/2 1 Broken Sword E 1d2 3.0 0/5 2/2 2 Dagger E 1d4 1.2 0/5/10/20 1/1/1/1 10 Main Gauche E 1d5 3.0 3 1 25 Whip H 1d3 3.0 3 1 30 Spear P 1d6 5.0 5 1 36 Rapier E 1d6 4.0 5 1 42 Small Sword E 1d6 7.5 5 1 48 Sabre E 1d7 5.0 5 1 50 Cutlass E 1d7 11.0 5 1 85 Short Sword E 1d7 8.0 5 1 90 Trident P 1d8 7.0 5 1 120 Mace H 2d4 12.0 5 1 130 Tulwar E 2d4 10.0 5 1 200 Quarterstaff H 1d9 15.0 10 1 200 Ball-and-Chain H 2d4 15.0 20 1 200 War Hammer H 3d3 12.0 5 1 225 Lance P 2d8 30.0 10 1 230 Scimitar E 2d5 13.0 10 1 250 Broad Sword E 2d5 15.0 10/15 1/1 255 Long Sword E 2d5 13.0 10/20 1/1 300 Broad Axe P 2d6 16.0 15 1 304 Battle Axe P 2d8 17.0 15 1 334 Awl-Pike P 1d8 16.0 10 1 340 Bastard Sword E 3d4 14.0 15 1 350 Flail H 2d6 15.0 10 1 353 Pike P 2d5 16.0 15 1 358 Glaive P 2d6 19.0 20 1 363 Lucerne Hammer H 2d5 12.0 10 1 376 Morning Star H 2d6 15.0 10 1 396 Katana E 3d4 12.0 20 1 400 Beaked Axe P 2d6 18.0 15 1 408 Halberd P 3d5 19.0 25 1 430 Great Axe P 4d4 23.0 40 1 500 Lead-Filled Mace H 3d4 18.0 15 1 502 Two-Handed Flail H 3d6 28.0 45 1 590 Lochaber Axe P 3d8 25.0 45 1 750 Two-Handed Sword E 3d6 20.0 30/40 1/1 775 Scythe P 5d3 25.0 45 1 800 Executioner's Sword E 4d5 26.0 40 1 850 Scythe of Slicing P 8d4 25.0 60 3 3500 Blade of Chaos E 6d5 18.0 70 5 4000 Resist Chaos. Mace of Disruption H 5d8 40.0 80 5 4300 Slay Undead. MISSILE WEAPONS --------------- Missile weapons can be used to fire ammunition. The ammunition type must match the missile weapon being wielded. A sling fires pebbles and shots, a bow fires arrows and a crossbow fires bolts. Missile weapons do no damage when thrown, and can be harmed by both acid and fire. When firing ammunition with a missile weapon, the to-hit and to-dam bonus of that weapon are added to your other bonuses and those of the missile. The damage done is then multiplied by the power of the missile weapon, as shown in the table below. Example: You have a Ring of Damage (+4) and a Long Bow (x3) (+2,+2), and you are firing an Arrow (+1,+1). The damage is (1d4 [arrow] +2 [bow] +1 [arrow] +4 [ring]) x3 [bow]. Minimum damage is 24 hit points, maximum is 33. Power Rng Wght Level Rarity Price Sling x2 20 0.5 1/40 1/2 5 Short Bow x2 20 3.0 3/50 1/2 50 Long Bow x3 25 4.0 10/70 1/2 120 Light Crossbow x3 25 11.0 15/60 1/2 140 Heavy Crossbow x4 30 20.0 30/80 1/2 300 AMMUNITION ---------- Ammunition is usually fired from a missile weapon, but it can also be thrown. When thrown, the range is limited to 10 squares. Thrown ammunition does the same amount of damage as fired ammunition, but bonuses from the missile weapon (including the power multiplier) do not apply. Shots and Pebbles are not harmed by acid, cold, fire, or lightning. Bolts can be harmed by acid. Arrows can be harmed by both acid and fire. Dam Wght Level Rarity Price Rounded Pebble 1d2 0.4 0/10 1/2 1 Iron Shot 1d4 0.5 3/40 1/2 2 Mithril Shot 2d4 0.4 40/65 4/1 20 Ignore Acid; +5 to-hit and +5 to-dam. Arrow 1d4 0.2 3/15/50 1/1/1 1 Seeker Arrow 4d4 0.2 55/80 2/2 20 Mithril Arrow 3d4 0.2 50/90 4/3 25 Ignore Acid, Fire. Bolt 1d5 0.3 3/25/60 1/1/1 2 Seeker Bolt 4d5 0.3 65/90 2/2 25 Mithril Bolt 3d5 0.2 60/95 4/3 30 Ignore Acid, Fire. DIGGERS ------- All diggers are capable of tunneling through rock. The dig bonus listed is what a normal digger of its type has; magical diggers have appropriate bonuses or penalties. Diggers can also be used as a normal melee weapon or they can be thrown for the same damage. They can't be harmed by acid, cold, fire, or lightning. Dig Dam Wght Level Rarity Price Shovel +1 1d2 6.0 5 2 10 Pick +1 1d3 15.0 10 2 50 Gnomish Shovel +2 1d2 6.0 20 3 100 Dwarven Shovel +3 1d3 12.0 40 4 200 Orcish Pick +2 1d3 18.0 30 3 300 Dwarven Pick +3 1d4 20.0 50 4 600 Mattock +3 1d8 25.0 50 2 700 ARMOUR ------ You can wear up to six pieces of armour on different body parts (slots in the equipment list): slot g: on body (body armour or a robe), slot h: about body (a cloak), slot i: on arm (a shield), slot j: on head (a cap, helmet or crown), slot k: on hands (gloves, gauntlets or cesti) and slot l: on feet (boots). Each of these types of armour has its own list. Dragon Scale Mail is a special type of body armour; it is dealt with in a separate section following this one. Some of the heavier suits of body armour restrict movement, causing a penalty to-hit. This penalty is listed in the table below. Most normal armour does not possess any bonus to armour class. If a piece of armour does have a base bonus or penalty to armour class, it is listed after the base-AC of the armour. All types of armour can be harmed by acid. In addition, all non-metal body armour, cloaks, gloves, gauntles, cesti, and boots can also be harmed by fire. G) ON BODY To-Hit Base-AC Dam Wght Level Rarity Price Filthy Rag 0 1,-1 0 2.0 0 1 1 Robe 0 2 0 2.0 1/50 1/1 4 Soft Leather Armour 0 4 0 8.0 3 1 18 Soft Studded Leather 0 5 1d1 9.0 3 1 35 Hard Leather Armour -1 6 1d1 10.0 5 1 150 Hard Studded Leather -1 7 1d2 11.0 10 1 200 Leather Scale Mail -1 11 1d1 14.0 15 1 450 Metal Scale Mail -2 13 1d4 25.0 25 1 550 Rusty Chain Mail -5 14,-8 1d4 20.0 25 1 550 Chain Mail -2 14 1d4 22.0 25 1 750 Double Chain Mail -2 16 1d4 25.0 30 1 850 Augmented Chain Mail -2 16 1d4 27.0 30 1 900 Bar Chain Mail -2 18 1d4 28.0 35 1 950 Metal Brigandine Armour -3 19 1d4 29.0 35 1 1100 Partial Plate Armour -3 22 1d6 26.0 45 1 1200 Metal Lamellar Armour -3 23 1d6 34.0 45 1 1250 Full Plate Armour -3 25 2d4 38.0 45 1 1350 Ribbed Plate Armour -3 28 2d4 38.0 50 1 1500 Mithril Chain Mail -1 28 1d4 15.0 55 3 7000 Ignore Acid. Mithril Plate Mail -3 35 2d4 30.0 60 3 15000 Ignore Acid. Adamantite Plate Mail -4 40 2d4 42.0 75 4 20000 Ignore Acid. H) ABOUT BODY Base-AC Dam Wght Level Rarity Price Cloak 1 0 1.0 1/20 1/1 3 Shadow Cloak 6,+4 0 0.5 60 2 4000 I) ON ARM Base-AC Dam Wght Level Rarity Price Small Leather Shield 2 1d1 5.0 3 1 30 Small Metal Shield 3 1d2 6.5 10 1 50 Large Leather Shield 4 1d2 10.0 15 1 120 Large Metal Shield 5 1d3 12.0 30 1 200 Shield of Deflection 10,+10 1d1 10.0 70 4 10000 Ignore Acid. J) ON HEAD Base-AC Dam Wght Level Rarity Price Hard Leather Cap 2 0 1.5 3 1 12 Metal Cap 3 1d1 2.0 10 1 30 Iron Helm 5 1d3 7.5 20 1 75 Steel Helm 6 1d3 6.0 40 1 200 Iron Crown 0 1d1 2.0 45 1 500 Golden Crown 0 1d1 3.0 45 1 1000 Ignore Acid. Jewel Encrusted Crown 0 1d1 4.0 50 1 2000 Ignore Acid. K) ON HANDS Base-AC Dam Wght Level Rarity Price Set of Leather Gloves 1 0 0.5 1 1 3 Set of Gauntlets 2 1d1 2.5 10 1 35 Set of Cesti 5 1d1 4.0 50 1 100 L) ON FEET Base-AC Dam Wght Level Rarity Price Pair of Soft Leather Boots 2 1d1 2.0 3 1 7 Pair of Hard Leather Boots 3 1d1 4.0 5 1 12 Pair of Metal Shod Boots 6 1d1 8.0 20 1 50 Dragon Scale Mail (DSM) ----------------------- All suits of DSM have a weight of 20.0 pounds, inflict 2d4 points of damage when thrown, and can be harmed by acid. All Dragon Scale Mail may be periodically activated for a breath attack corresponding to the type of DSM; all of these attacks have a radius of 2 and do the indicated amount of damage at the center of the blast. This damage is reduced by 50% at range 1, by 66% at range 2, and by 75% at range 3 (for large balls only). More details on these activations can be found in the spoiler file OBJ-GOOD.SPO. How monster resistances or sensitivities reduce or increase the damage of these breath attacks will be described in the spoiler file MON-DAM.SPO. To-Hit Base-AC Level Rarity Price Black Dragon Scale Mail -2 30,+10 50 8 40000 Resist Acid; Ignore Elements; Activates for breathe acid (130) every 449+1d450 turns. Blue Dragon Scale Mail -2 30,+10 50 8 40000 Resist Lightning; Ignore Elements; Activates for breathe lightning (100) every 449+1d450 turns. Bronze Dragon Scale Mail -2 30,+10 50 8 40000 Resist Confusion; Ignore Elements; Activates for breathe confusion (120) every 449+1d450 turns. Gold Dragon Scale Mail -2 30,+10 50 8 40000 Resist Sound; Ignore Elements; Activates for breathe sound (130) every 449+1d450 turns. Red Dragon Scale Mail -2 30,+10 50 8 40000 Resist Fire; Ignore Elements; Activates for breathe fire (200) every 449+1d450 turns. White Dragon Scale Mail -2 30,+10 50 8 40000 Resist Cold; Ignore Elements; Activates for breathe frost (110) every 449+1d450 turns. Green Dragon Scale Mail -2 30,+10 60 8 60000 Resist Poison; Ignore Elements; Activates for breathe poison (150) every 449+1d450 turns. Pseudo-Dragon Scale Mail -2 30,+10 65 16 60000 Resist Light, Dark; Ignore Elements; Activates for breathe light/darkness (200) every 299+1d300 turns. Chaos Dragon Scale Mail -2 30,+10 80 16 80000 Resist Chaos, Disenchantment; Ignore Elements; Activates for breathe chaos/disenchant (220) every 299+1d300 turns. Law Dragon Scale Mail -2 30,+10 80 16 80000 Resist Sound, Shards; Ignore Elements; Activates for breathe sound/shards (230) every 299+1d300 turns. Balance Dragon Scale Mail -2 30,+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 -2 30,+10 90 32 150000 Resist Elements, Poison; Ignore Elements; Activates for breathe multi-hued (250) every 224+1d225 turns. Power Dragon Scale Mail -3 40,+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. RINGS ----- All rings have a weight of 0.2 pounds, do no damage when thrown, and can be harmed by lightning. The following footnotes apply: * The ring may be cursed (50% chance), in which case the object will have its bonus changed to a penalty and be rendered worthless. # The ring is *always* cursed. ** The ring has the power implied by the ring's name. All powers are explained in OBJ-GOOD.SPO. Rings that resist an element will also ignore that element. Level Rarity Price Ring of Aggravate Monster ** # 5 1 0 Ring of Stupidity # 5 1 0 - (1+MB(5)) to Intelligence. Ring of Teleportation ** # 5 1 0 Ring of Weakness # 5 1 0 - (1+MB(5)) to Strength. Ring of Woe # 50 1 0 - (1+MB(5)) to Wisdom, Charisma; -(5+MB(10)) to AC; Teleportation. Ring of Feather Falling ** 5 1 200 Ring of Searching * 5 1 250 + or - (1+MB(5)) to Searching. Ring of Slow Digestion ** 5 1 250 Ring of Resist Cold ** 10 1 250 Ring of Resist Fire ** 10 1 250 Ring of See Invisible ** 30 1 340 Ring of Sustain Charisma ** 20 1 400 Ring of Sustain Constitution ** 20 1 400 Ring of Sustain Dexterity ** 20 1 400 Ring of Sustain Intelligence ** 20 1 400 Ring of Sustain Strength ** 20 1 400 Ring of Sustain Wisdom ** 20 1 400 Ring of Protection * 10 1 500 + or - (5+1d5+MB(10)) to AC. Ring of Accuracy * 20 1 500 + or - (5+1d3+MB(7)) to-hit. Ring of Damage * 20 1 500 + or - (5+1d3+MB(7)) to-dam. Ring of Constitution * 30 1 500 + or - (1+MB(5)) to Constitution; Sustain Constitution. Ring of Dexterity * 30 1 500 + or - (1+MB(5)) to Dexterity; Sustain Dexterity. Ring of Intelligence * 30 1 500 + or - (1+MB(5)) to Intelligence; Sustain Intelligence. Ring of Strength * 30 1 500 + or - (1+MB(5)) to Strength; Sustain Strength. Ring of Slaying * 40 1 1000 + or - (1d5+MB(5)) to-hit; + or - (1d5+MB(5)) to-dam. Ring of Free Action ** 20 1 1500 Ring of Acid 50 2 3000 +5+1d5+MB(10) to AC; Resist Acid; Ignore Acid; Activates for acid resistance (20+d20 turns) and acid ball (70) every 50+d50 turns. Ring of Flames 50 2 3000 +5+1d5+MB(10) to AC; Resist Fire; Ignore Fire; Activates for fire resistance (20+d20 turns) and fire ball (80) every 50+d50 turns. Ring of Ice 50 2 3000 +5+1d5+MB(10) to AC; Resist Cold; Ignore Cold; Activates for cold resistance (20+d20 turns) and cold ball (75) every 50+d50 turns. Ring of Lightning 50 2 5000 +5+1d5+MB(10) to AC; Resist Lightning; Ignore Lightning; Activates for electricity resistance (20+d20 turns) and electricity ball (85) every 50+d50 turns. Ring of Resist Poison ** 40 2 16000 Ring of Speed (see below to speed) * 75 1 100000 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 :-). AMULETS ------- All amulets have a weight of 0.3 pounds, do no damage when thrown, and can't be harmed by acid, cold, fire, or lightning. The footnotes *, **, and # have the same meaning as the ones in the "Rings" section above. Level Rarity Price Amulet of Teleportation ** # 10 1 0 Amulet of DOOM # 50 1 0 - (1d5+MB(5)) to AC; - (1d5+MB(5)) to All Stats. Amulet of Adornment 10 1 20 (No special powers). Amulet of Infravision * 10 2 200 + or - (+1+MB(5)) to Infravision. Amulet of Slow Digestion ** 15 1 200 Amulet of Resist Acid ** 10 1 300 Amulet of Resist Lightning ** 10 1 300 Amulet of Charisma * 30 1 500 + or - (1+MB(5)) to Charisma; Sustain Charisma. Amulet of Wisdom * 30 1 500 + or - (1+MB(5)) to Wisdom; Sustain Wisdom. Amulet of Searching * 15 1 600 + or - (1d5+MB(5)) to Searching. Amulet of Regeneration ** 30 3 600 Amulet of Resistance 60 8 20000 Resist Elements; Ignore Elements. Amulet of Sustenance 60 6 20000 Sustain All Stats; Resist Life Draining; Slow Digestion; Ignore Elements. Amulet of ESP 60 8 25000 +5+MB(5) to Searching; Telepathy; Ignore Elements. Amulet of Devotion 70 8 30000 +1+MB(3) to Wisdom, Charisma; Resist Fire, Light, Dark, Life Draining; Sustain Wisdom, Charisma; Permanent Light. Amulet of the Magi 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 70 8 30000 +1+MB(3) to Dexterity, Stealth, Searching, Infravision, Speed; Resist Poison, Nexus; Sustain Dexterity. Amulet of Weaponmastery 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. SCROLLS ------- Scrolls may be read either from the inventory or the floor, and disappear when used. To read a scroll, you must have light, and may not be blind or confused. When suffering from amnesia, attempts to read a scroll have a 50% chance of failing; such failure will cost you a turn, but the scroll will not disappear. All scrolls have a weight of 0.5 pounds, do no damage when thrown, and can be harmed by both acid and fire. Level Rarity Price Scroll of Darkness 1 1 0 Darkens an area with a radius of 3 squares around you and blinds you for 3+1d5 turns, unless you have resistance to blindness. If you are in a room, it darkens the entire room as well. Scroll of Summon Monster 1 1 0 Summons 1d3 monsters that are generated at the current dungeon level. If a monster normally appears in groups, a whole group will appear. If a monster normally has escorts, it will appear with escorts. Summoned monsters will appear on squares directly next to you, or as close to you as possible, that are not occupied by another monster, a wall, or a glyph of warding. Scroll of Aggravate Monster 5 1 0 Awakens each sleeping monster within 40 squares of you, and hastes each monster within line of sight unless it is already hasted. Scroll of Trap Creation 10 1 0 It creates traps on all empty squares within a 1-square radius of you. Scroll of Summon Undead 15 1 0 Summons 1d3 non-unique undead monsters that are generated at the current dungeon level. If a monster normally appears in groups, a whole group will appear. If a monster normally has escorts, it will appear with escorts. Summoned monsters will appear on squares directly next to you, or as close to you as possible, that are not occupied by another monster, a wall, or a glyph of warding. Scroll of Curse Armor 50 1 0 Curses the currently equipped body armour, removing all its special powers (except a random power, if it has any), reducing its base AC to 0, and changing its magical AC bonus to a -2d5 penalty. Artifacts have a 1 in 2 chance to resist. Scroll of Curse Weapon 50 1 0 Curses the currently wielded melee weapon, removing all its special powers (except a random power, if it has any), and changing its to-hit and to-dam bonuses to a -2d5 penalty each. Artifacts have a 1 in 2 chance to resist. Scroll of Satisfy Hunger 5 1 10 Magically renders you well-fed (but not satiated). This will also cure a bloated stomach. Scroll of Light 0/3/10 1/1/1 15 Lights up an area with a radius of 2 squares around you and inflicts 2d8 points of damage on each light-sensitive monster within the radius of the spell. If you are in a room, it lights up the entire room as well. Scroll of Object Detection 0 1 15 Detects all objects on the current screen. (The area of effect depends on your screen size). Scroll of Treasure Detection 0 1 15 Detects all treasure on the current screen. (The area of effect depends on your screen size). Scroll of Blessing 1 1 15 Blesses you, giving a bonus of +5 to AC and +10 to-hit, for 6+1d12 turns. Scroll of Detect Invisible 1 1 15 Detects all invisible monsters on the current screen, for one turn only. (The area of effect depends on your screen size). Scroll of Phase Door 1 1 15 Teleports you randomly up to 10 squares away. Scroll of Monster Confusion 5 1 30 Enchants you with an aura of confusion that causes you hands to glow red. When you hit a monster in melee, the magical aura disappears from your hands and an attempt is made to confuse the monster. If the monster resists confusion, it won't be affected. Other monsters have a (monster level) in 100 chance to resist the effect, and will be confused for 10 + (1d(character level - 1) / 5) turns if they fail to resist. Scroll of Door/Stair Location 5/10/15 1/1/1 35 Detects all doors and stairs on the current screen. (The area of effect depends on your screen size). Scroll of Trap Detection 5/10 1/1 35 Detects all traps on the current screen. (The area of effect depends on your screen size). Scroll of Magic Mapping 5 1 40 Maps out a portion of the level that is slightly larger than the current screen. (The area of effect depends on your screen size). Scroll of Holy Chant 10 1 40 Blesses you, giving a bonus of +5 to AC and +10 to-hit, for 12+1d24 turns. Scroll of Teleportation 10 1 40 Teleports you randomly up to 100 squares away. Scroll of Identify 1/5/10/30 1/1/1/1 50 Reveals all normal (magical but non-hidden) powers of one object. Scroll of Trap/Door Destruction 10 1 50 Destroys all traps and doors within a 1-square radius of you. Scroll of Teleport Level 20 1 50 Teleports you 1 level up or 1 level down (chosen at random). The direction will always be down from the town, and always up from level 99 if Sauron is still alive or level 100 if Morgoth is still alive. This scroll has no effect when the option to restrict the use of stairs and recall is set. Scroll of Protection from Evil 30 1 50 Protects you from evil for 1d25+level*3 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. Scroll of Holy Prayer 25 1 80 Blesses you, giving a bonus of +5 to AC and +10 to-hit, for 24+1d48 turns. Scroll of Remove Curse 10 1 100 Removes all ordinary curses from all equipped items. Heavy or permanent curses are not affected. Scroll of Enchant Armor 15 1 125 Makes one attempt to improve the armour class bonus of a piece of armour. This attempt might fail, based on the current armour class bonus, as detailed above. Scroll of Enchant Weapon To-Dam 15 1 125 Makes one attempt to improve the to-dam bonus of a weapon. This attempt might fail, based on the current to-dam bonus, as detailed above. Scroll of Enchant Weapon To-Hit 15 1 125 Makes one attempt to improve the to-hit bonus of a weapon. This attempt might fail, based on the current to-hit bonus, as detailed above. Scroll of Word of Recall 5 1 150 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 scroll has no effect when the option to restrict the use of stairs and recall is set, unless Morgoth is dead. Scroll of Dispel Undead 40 1 200 Inflicts 60 points of damage on each undead monster within line of sight. Scroll of Recharging 40 1 200 Adds charges to a stack of wands or staves. Failure occurs 1 time in (160-level of wand or staff-10*(average # of charges))/15, and destroys one wand or staff. If the attempt succeeds, the stack gains 2+1d(60/(2+level of wand or staff)+1) charges. Scroll of *Destruction* 40 1 250 All spaces in a 15-square radius around you are darkened and all monsters in the area of effect are removed. Each space (except the epicenter) in the area of effect that is not a stair, a permanent wall, of currently holding an artifact, is destroyed, removing all objects from it and replacing it by either a random type of wall or by floor. You will also be blinded for 10+1d10 turns, unless you have resistance to blindness or light. This scroll has no effect when used in the town. Scroll of *Enchant Armor* 50/50 1/1 500 Makes 2 + 1d3 attempts to improve the armour class bonus of a piece of armour. Each attempt might fail, based on the current armour class bonus, as detailed above. Scroll of *Enchant Weapon* 50 1 500 Makes 1d3 attempts to improve the to-hit bonus and 1d3 attempts to improve the to-dam bonus of a weapon. Each attempt might fail, based on the current to-hit or to-dam bonus, as detailed above. Scroll of Rune of Protection 60/90 4/1 500 Inscribes a glyph of warding beneath you. Summoned monsters can't appear on the glyph. If a monster attempts to move onto the glyph or melee you while you are standing on the glyph, it must first succeed in breaking the glyph. Its chance to do so is (monster level) in 550. The glyph will remain where it is, until a monster succeeds in breaking it, or until you leave the level. Scroll of Banishment 40/80 4/2 750 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. Scroll of *Identify* 25/40/70 1/1/1 1000 Reveals all normal and hidden powers of one object. Scroll of Mass Banishment 50/95 4/4 1000 Removes all monsters within 20 squares of you. Uniques are not affected. You take 1d3 points of damage for every monster removed. Scroll of *Remove Curse* 50/95 2/1 8000 Removes all ordinary and heavy curses from all equipped objects. Permanent curses are not affected. Scroll of Acquirement 20 8 100000 Creates one good object on the floor near you. Scroll of *Acquirement* 60 16 200000 Creates 1+1d2 good objects on the ground near you. POTIONS ------- All potions have a weight of 0.4 pounds, and unless otherwise indicated inflict 1 point of damage when thrown. They can be harmed by cold. Nutr Level Rarity Price Potion of Blindness 0 0 1 0 Causes blindness that lasts for 99+1d100 turns, unless you have resistance to blindness. Potion of Salt Water 0 0 1 0 Induces vomiting, which results in severe hunger and 4 turns of paralysis (even if you have free action), but also neutralizes poison. Potion of Confusion 50 0 1 0 Induces confusion that lasts for 14+1d20 turns, unless you have resistance to confusion. Potion of Sleep 100 0 1 0 Induces paralyzation for 3+1d4 turns, unless you have free action. Potion of Slowness 50 1 1 0 Slows you down (-10 to speed) for 15+1d25 turns. Potion of Poison 0 3 1 0 Poisons you for 9+1d15 turns, unless you have resistance to poison. Potion of Weakness 0 3 1 0 Reduces strength by 2.5 to 5 percent, unless you have sustain strength. Potion of Clumsiness 0 5 1 0 Reduces dexterity by 2.5 to 5 percent, unless you have sustain dexterity. Potion of Lose Memories 0 10 1 0 Drains 25% of your experience points, unless you have resistance to life draining. Potion of Sickliness 0 10 1 0 Reduces constitution by 2.5 to 5 percent, unless you have sustain constitution. Potion of Naivety 0 20 1 0 Reduces wisdom by 2.5 to 5 percent, unless you have sustain wisdom. Potion of Stupidity 0 20 1 0 Reduces intelligence by 2.5 to 5 percent, unless you have sustain intelligence. Potion of Ugliness 0 20 1 0 Reduces charisma by 2.5 to 5 percent, unless you have sustain charisma. Potion of Ruination 0 40 8 0 Inflicts 10d10 points of damage and decreases both current and maximum value of all stats by 6 to 12.5 percent, even if you have stat sustains. Potion of Death 0 55 4 0 Inflicts 5000 points of damage. Death can only be avoided if you have magical invulnerability, which just happens not to be available in the current version of Angband. Potion of Water 200 0 1 1 Has no special effect. (Note: These are always Clear Potions). Potion of Apple Juice 250 0 1 1 Has no special effect. (Note: These are always Light Brown Potions). Potion of Slime Mold Juice 400 0 1 2 Has no special effect. (Note: These are always Icky Green Potions). Potion of Boldness 0 1 1 10 Removes fear. Potion of Cure Light Wounds 50 0/1/3 1/1/1 15 Cures 2d8 points of damage, heals 10 points worth of cuts, and cures blindness. Potion of Infravision 0 3 1 20 Extends the radius of your infravision by 50 feet for 100+1d100 turns. Potion of Slow Poison 0 1 1 25 Halves the remaining duration of any current poisoning. Potion of Resist Cold 0 1 1 30 Grants you temporary resistance to cold for 10+1d10 turns. Potion of Resist Heat 0 1 1 30 Grants you temporary resistance to fire for 10+1d10 turns. Potion of Heroism 0 1 1 35 Cures 10 points of damage, removes fear and grants you heroism (resistance to fear, and a bonus of +12 to-hit) for 25+1d25 turns. Potion of Cure Serious Wounds 100 3 1 40 Cures 4d8 points of damage, heals half of all cut damage plus another 50 points, and cures blindness and confusion. Potion of Detect Invisible 0 3 1 50 Enables you to see invisible monsters for 12+1d12 turns. Potion of Speed 0 1/40 1/1 75 Hastes you (+10 to speed) for 15+1d25 turns, or 5 additional turns if you already are temporarily hasted. Potion of Neutralize Poison 0 5 1 75 Neutralizes poison. Potion of Berserk Strength 0 3 1 100 Cures 30 points of damage, removes fear, and grants you berserk strength (resistance to fear, a bonus of +24 to-hit, and a penalty of -10 to AC) for 25+1d25 turns. Potion of Cure Critical Wounds 100 5 1 100 Cures 6d8 points of damage, cures all stunning, heals all cut damage, neutralizes poison, and cures blindness, confusion, and amnesia. Potion of Healing 200 15/60 1/1 300 Cures 300 points of damage, cures all stunning, heals all cut damage, neutralizes poison, and cures blindness, confusion and amnesia. Potion of Restore Charisma 0 20 1 300 Restores charisma to maximum if it is currently below maximum. Potion of Restore Constitution 0 25 1 300 Restores constution to maximum if it is currently below maximum. Potion of Restore Dexterity 0 25 1 300 Restores dexterity to maximum if it is currently below maximum. Potion of Restore Intelligence 0 25 1 300 Restores intelligence to maximum if it is currently below maximum. Potion of Restore Strength 0 25 1 300 Restores strength to maximum if it is currently below maximum. Potion of Restore Wisdom 0 25 1 300 Restores wisdom to maximum if it is currently below maximum. Potion of Restore Mana 0 25/70 1/1 350 Restores mana points to maximum if it is currently below maximum. Potion of Restore Life Levels 0 40 1 400 Restores experience points to maximum if it is currently below maximum. Potion of Enlightenment 0 25 1 800 Lights up, maps out, and detects all objects on the complete current dungeon level. Potion of Charisma 0 20 1 1000 Increases maximum charisma (by 1 or 2 points if currently <18, or by 15-40% of the distance to 18/100 with a minimum of 1 if currently >18), then sets current charisma to the new maximum. Potion of *Healing* 0 40/80 2/2 1500 Cures 1200 points of damage, cures all stunning, heals all cut damage, neutralizes poison, and cures blindness, confusion, and amnesia. Potion of Self Knowledge 0 40 1 2000 Gives you knowledge of all special powers (whether intrinsic, temporary, or provided by a magical item) you currently possess. Potion of Life 0 60/100 4/4 5000 Restores experience and all stats to maximum, cures 5000 points of damage, cures all stunning, heals all cut damage, neutralizes poison, stops hallucination, and cures blindness, confusion, and amnesia. Potion of Constitution 0 30 1 8000 Increases maximum constitution (by 1 or 2 points if currently <18, or by 15-40% of the distance to 18/100 with a minimum of 1 if currently >18), then sets current constitution to the new maximum. Potion of Dexterity 0 30 1 8000 Increases maximum dexterity (by 1 or 2 points if currently <18, or by 15-40% of the distance to 18/100 with a minimum of 1 if currently >18), then sets current dexterity to the new maximum. Potion of Intelligence 0 30 1 8000 Increases maximum intelligence (by 1 or 2 points if currently <18, or by 15-40% of the distance to 18/100 with a minimum of 1 if currently >18), then sets current intelligence to the new maximum. Potion of Strength 0 30 1 8000 Increases maximum strength (by 1 or 2 points if currently <18, or by 15-40% of the distance to 18/100 with a minimum of 1 if currently >18), then sets current strength to the new maximum. Potion of Wisdom 0 30 1 8000 Increases maximum wisdom (by 1 or 2 points if currently <18, or by 15-40% of the distance to 18/100 with a minimum of 1 if currently >18), then sets current wisdom to the new maximum. Potion of Detonations 0 60 8 10000 Inflicts 50d20 points of damage from massive explosions, severe cuts (+5000 to the cut counter), and stunning (+75 to the stun counter). Can also be thrown for 25d25 points of damage. Potion of Experience 0 65 1 25000 Grants either 100000 experience points, or half the current experience point total plus 10, whichever is less. Potion of Augmentation 0 40 16 60000 Increases the maximum value for all stats (by 1 or 2 points if currently <18, or by 15-40% of the distance to 18/100 with a minimum of 1 if currently >18), then sets the current value for all stats to the new maximum. Potion of *Enlightenment* 0 70 4 80000 Lights up, maps out, and detects all objects on the complete current dungeon level; increases maximum intelligence and wisdom (by 1 or 2 points if currently <18, or by 15-40% of the distance to 18/100 with a minimum of 1 if currently >18), then sets current intelligence and wisdom to the new maximum; gives you knowledge of all special powers (whether intrinsic, temporary, or provided by a magical item) you currently possess; reveals all normal (magical but non-hidden) powers of all items you are carrying; detects all treasure, doors, stairs, and traps on the current screen. (The area of effect for the detection depends on your screen size). WANDS ----- All wands have a weight of 1.0 pounds, inflict 1 point of damage when thrown, and can be harmed by lightning. The number of charges a wand is generated with is listed under "Charges". If two or more wands of the same type are in your inventory, on the same floor space, in the same shop, or in your home, they will combine into a stack. The charges will be spread evenly over all wands in the stack (i.e. a wand with 2 charges and a wand with 6 charges combine to a stack of 2 wands with 8 charges; removing one wand from the stack will result in 2 wands with 4 charges each). The stacking will not occur if the number of charges of either or both wands is unknown, if the wands have different discounts and the option to merge discounts when stacking is set, or if the wands have different inscriptions and the option to merge inscriptions when stacking is set. Some wands will shoot 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 wand effects will be described in the spoiler file MON-DAM.SPO. Charges Level Rarity Price Wand of Haste Monster 8+1d20 3 1 0 Hastes a single monster, increasing it's speed by +10 unless it's speed is already +50 or better. This effect is permanent, and stacks with other hasting effects. Wand of Heal Monster 8+1d20 3 1 0 Cures a single monster for 4d6 points of damage. Wand of Clone Monster 3+1d5 15/50 1/1 0 Fully heals a single monster and hastes it (increasing it's speed by +10 unless it's speed is already +50 or better; this effect is permanent, and stacks with other hasting effects). If the monster is next to an empty space and not a unique, a new monster of the same type will be created, at full health and normal speed. Wand of Trap/Door Destruction 6+1d8 10 1 100 Produces a beam that destroys all doors, disarms all traps, and unlocks all chests caught in it. Wand of Light 6+1d10 3 1 200 Produces a beam that lights up all squares caught in it and inflicts 6d8 points of damage on light-sensitive monsters on those squares. Wand of Magic Missile 6+1d10 3 1 200 Fires a magic missile that inflicts 3d4 points of damage, with a 20% chance of getting a magic beam that inflicts the same damage on each monster caught in it. Wand of Wonder 8+1d15 3 1 250 Ignore Fire, Cold, Acid, Lightning; Has a random effect chosen from the various wand effects, except Dragon's Flame, Dragon's Frost, Dragon's Breath, Annihilation. Wand of Stone to Mud 3+1d4 10 1 300 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. Wand of Teleport Other 6+1d5 20 1 350 Produces a beam that teleports each monster caught in it up to 100 squares away. Wand of Stinking Cloud 6+1d8 5 1 400 Shoots a radius-2 ball that inflicts 12 points of poison damage at its center. Wand of Polymorph 6+1d8 20 1 400 Attempts to polymorph a single monster. Uniques are not affected. Other monsters have the standard chance to resist. If a monster fails this chance, it still gets a (monster level) in 90 chance to avoid the effect. If the monster fails this second chance as well, the game attempts to generate a new, single, non-unique monster (with monster generation level equal to the average of monster level and dungeon level + 5) that is no more than 20 monster levels away from the original monster; the original monster then transforms into the new monster, at full health. Wand of Confuse Monster 6+1d12 5 1 500 Attempts to confuse a single monster for 3d5+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 12 and up are not affected. Wand of Sleep Monster 8+1d15 5 1 500 Attempts to put to sleep a single monster. Uniques and monsters that resist sleep are not affected. Other monsters have the standard chance to resist. Wand of Slow Monster 6+1d10 5 1 500 Attempts to slow down a single monster, decreasing it's speed by -10 unless it's speed is already -40 or worse. This effect is permanent, and stacks with other slowing effects. Uniques are not affected. Other monsters have the standard chance to resist. Wand of Scare Monster 3+1d5 10 4 500 Attempts to scare a single monster, causing it to flee in terror for 3d5+1 turns, or the same amount of additional turns if the monster already is scared. Uniques, monsters that resist fear, and monsters of monster level 12 and up are not affected. Wand of Lightning Bolts 6+1d8 15 1 600 Shoots a bolt that inflicts 6d6 points of lightning damage, with a 20% chance of getting a beam that inflicts the same damage on each monster caught in it. Wand of Disarming 4+1d5 20 1 700 Produces a beam that disarms all traps, unlocks all locked doors and chests, and reveals all secret doors caught in it. Wand of Frost Bolts 6+1d5 20 1 800 Shoots a bolt that inflicts 6d8 points of cold damage, with a 20% chance of getting a beam that inflicts the same damage on each monster caught in it. Wand of Acid Bolts 6+1d8 30 1 950 Shoots a bolt that inflicts 10d8 points of acid damage, with a 20% chance of getting a beam that inflicts the same damage on each monster caught in it. Wand of Fire Bolts 6+1d8 30 1 1000 Shoots a bolt that inflicts 12d8 points of fire damage, with a 20% chance of getting a beam that inflicts the same damage on each monster caught in it. Wand of Lightning Balls 4+1d8 35 1 1200 Ignore Lightning; Shoots a radius-2 ball that inflicts 64 points of lightning damage at its center. Wand of Drain Life 3+1d3 50 1 1200 Inflicts 150 points of damage on a single monster that is not undead, a demon, an elemental, a golem, or a vortex. Wand of Cold Balls 2+1d6 40 1 1500 Ignore Cold; Shoots a radius-2 ball that inflicts 96 points of cold damage at its center. Wand of Acid Balls 2+1d5 50 1 1650 Ignore Acid; Shoots a radius-2 ball that inflicts 120 points of acid damage at its center. Wand of Fire Balls 2+1d4 50 1 1800 Ignore Fire; Shoots a radius-2 ball that inflicts 144 points of fire damage at its center. Wand of Dragon's Flame 1+1d3 50 4 2400 Ignore Fire, Cold, Acid, Lightning; Shoots a radius-3 ball that inflicts 200 points of fire damage at its center. Wand of Dragon's Frost 1+1d3 50 4 2400 Ignore Fire, Cold, Acid, Lightning; Shoots a radius-3 ball that inflicts 160 points of cold damage at its center. Wand of Dragon's Breath 1+1d3 60 4 2400 Ignore Fire, Cold, Acid, Lightning; Shoots a radius-3 ball that inflicts 200, 160, 200, 180, or 120 points of fire, cold, acid, lightning, resp. poison damage at its center (damage type chosen at random). Wand of Annihilation 1+1d2 60 4 3000 Ignore Fire, Cold, Acid, Lightning; Inflicts 250 points of damage on a single monster that is not undead, a demon, an elemental, a golem, or a vortex. STAVES ------ All staves have a weight of 5.0 pounds, inflict 1d2 points of damage when thrown, and can be harmed by both acid and fire. The number of charges a staff is generated with is listed under "Charges". If two or more staves of the same type are in your inventory, on the same floor space, in the same shop, or in your home, they will combine into a stack. The charges will be spread evenly over all staves in the stack (i.e. a staff with 2 charges and a staff with 6 charges combine to a stack of 2 staves with 8 charges; removing one staff from the stack will result in 2 staves with 4 charges each). The stacking will not occur if the number of charges of either or both staves is unknown, if the staves have different discounts and the option to merge discounts when stacking is set, or if the staves have different inscriptions and the option to merge inscriptions when stacking is set. Charges Level Rarity Price Staff of Darkness 8+1d8 5/50 1/1 0 Darkens an area with a radius of 3 squares around you and blinds you for 3+1d5 turns, unless you have resistance to blindness. If you are in a room, it darkens the entire room as well. Staff of Haste Monsters 8+1d8 10 1 0 Hastes each monster within line of sight, increasing it's speed by +10 unless it's speed is already +50 or better. This effect is permanent, and stacks with other hasting effects. Staff of Summoning 1+1d3 10/50 1/1 0 Summons 1d4 monsters that are generated at the current dungeon level. If a monster normally appears in groups, a whole group will appear. If a monster normally has escorts, it will appear with escorts. Summoned monsters will appear on squares directly next to you, or as close to you as possible, that are not occupied by another monster, a wall, or a glyph of warding. Staff of Slowness 8+1d8 40 1 0 Slows you down (-10 to speed) for 15+1d30 turns. Staff of Detect Invisible 8+1d15 5 1 200 Detects all invisible monsters on the current screen, for one turn only. (The area of effect depends on your screen size). Staff of Object Location 6+1d15 5 1 200 Detects all objects on the current screen. (The area of effect depends on your screen size). Staff of Treasure Location 8+1d20 5 1 200 Detects all treasure on the current screen. (The area of effect depends on your screen size). Staff of Light 8+1d20 5 1 250 Lights up an area with a radius of 2 squares around you and inflicts 2d8 points of damage on each light-sensitive monster within the radius of the spell. If you are in a room, it lights up the entire room as well. Staff of Cure Light Wounds 6+1d5 5 1 350 Cures 1d8 points of damage. Staff of Door/Stair Location 6+1d8 10 1 350 Detects all doors and stairs on the current screen. (The area of effect depends on your screen size). Staff of Trap Location 6+1d5 10 1 350 Detects all traps on the current screen. (The area of effect depends on your screen size). Staff of Detect Evil 8+1d15 20 1 350 Detects all evil monsters on the current screen, for one turn only. (The area of effect depends on your screen size). Staff of Earthquakes 3+1d5 40 1 350 Causes a 10-square radius earthquake around you. All spaces in the radius are darkened; all spaces (except the epicenter) have a 15% chance to be damaged. If a damaged space 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 space adjacent to the damaged space. If there is no space available, or if the monster can't move, the monster is removed. Each damaged non-floor space is replaced by floor. Each damaged floor space is replaced by a random type of wall and all objects on it are removed, unless one of them is an artifact (in that case, the damaged floor space is unaffected and all objects are retained). This staff has no effect when used in the town. Staff of Perception 5+1d15 10 1 400 Reveals all normal (magical but non-hidden) powers of one object. Staff of Remove Curse 4+1d3 40 1 500 Removes all ordinary curses from all equipped items. Heavy or permanent curses are not affected. Staff of Sleep Monsters 6+1d5 10 1 700 Attempts to put to sleep each monster within line of sight. Uniques and monsters that resist sleep are not affected. Other monsters have the standard chance to resist. Staff of Enlightenment 5+1d5 20 1 750 Maps out a portion of the level that is slightly larger than the current screen. (The area of effect depends on your screen size). Staff of Slow Monsters 6+1d5 10 1 800 Attempts to slow down each monster within line of sight, decreasing it's speed by -10 unless it's speed is already -40 or worse. This effect is permanent, and stacks with other slowing effects. Uniques are not affected. Other monsters have the standard chance to resist. Staff of Starlight 6+1d5 20 1 800 Produces eight beams of light, in each of the cardinal directions, that light up all squares caught in them and inflicts 6d8 points of damage on light-sensitive monsters on those squares. Staff of Curing 4+1d3 25 1 1000 Cures all stunning, heals all cut damage, neutralizes poison, and cures blindness and confusion. Staff of Speed 4+1d3 40 1 1000 Hastes you (+10 to speed) for 15+1d30 turns, or 5 additional turns if you already are temporarily hasted. Staff of Dispel Evil 4+1d3 50 1 1200 Inflicts 60 points of damage on each evil monster within line of sight. Staff of Teleportation 5+1d4 20 1 2000 Teleports you randomly up to 100 squares away. Staff of Probing 2+1d6 30 1 2000 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). Staff of *Destruction* 1+1d3 50/70 1/1 2500 All spaces in a 15-square radius around you are darkened and all monsters in the area of effect are removed. Each space (except the epicenter) in the area of effect that is not a stair, a permanent wall, of currently holding an artifact, is destroyed, removing all objects from it and replacing it by either a random type of wall or by floor. You will also be blinded for 10+1d10 turns, unless you have resistance to blindness or light. This staff has no effect when used in the town. Staff of Banishment 1+1d2 70 4 3500 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. Staff of Power 1+1d3 70 2 4000 Inflicts 120 points of damage on each monster within line of sight. Staff of Holiness 2+1d2 70 2 4500 Inflicts 120 points of damage on each evil monster within line of sight, cures 50 points of damage, cures all stunning, heals all cut damage, neutralizes poison, removes fear, and also 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. Staff of the Magi 2+1d2 70 2 4500 Restores both intelligence and mana points to maximum if either or both are currently below maximum. Staff of Healing 1+1d2 70 2 5000 Cures 300 points of damage, cures all stunning, and heals all cut damage. RODS ---- All rods have a weight of 1.5 pounds, inflict 1 point of damage when thrown, and are harmed by lightning. Rods in your inventory have only 1/4th of the normal chance to be destroyed. After a rod is zapped, the rod needs to recharge for the number of turns listed under the "Recharge" column before it can be zapped again. If two or more rods of the same type are in your inventory, on the same floor space, in the same shop, or in your home, they will combine into a stack. The stacking will not occur if the rods have different discounts and the option to merge discounts when stacking is set, or if the rods have different inscriptions and the option to merge inscriptions when stacking is set. If some rods in a stack are recharging, then all energy added to the rods each turn is added to the most recharged rod. Example: one Rod of Trap Location (recharge time: 50 turns) from a stack is zapped and starts recharging. After 10 turns, a second rod from the same stack is zapped. The next 20 turns, the first rod will recharge at double speed, while the second rod won't recharge at all; after the first rod is fully recharged, it will take another 50 turns before the second rod is recharged as well. If some rods are taken from a stack, then the recharging rods will be taken first. This applies to dropping from your inventory (you'll keep the charged rods and drop the ones that are charging), but also to picking up (you'll pick up the charging rods and leave the charged rods alone). Some rods will shoot 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 rod effects will be described in the spoiler file MON-DAM.SPO. Rechrg Level Rarity Price Rod of Trap Location 50 5 1 100 Detects all traps on the current screen. (The area of effect depends on your screen size). Rod of Light 9 10 1 500 Produces a beam that lights up all squares caught in it and inflicts 6d8 points of damage on light-sensitive monsters on those squares. Rod of Door/Stair Location 70 15 1 1000 Detects all doors and stairs on the current screen. (The area of effect depends on your screen size). Rod of Illumination 30 20 1 1000 Lights up an area with a radius of 2 squares around you and inflicts 2d8 points of damage on each light-sensitive monster within the radius of the spell. If you are in a room, it lights up the entire room as well. Rod of Polymorph 25 35 1 1200 Attempts to polymorph a single monster. Uniques are not affected. Other monsters have the standard chance to resist. If a monster fails this chance, it still gets a (monster level) in 90 chance to avoid the effect. If the monster fails this second chance as well, the game attempts to generate a new, single, non-unique monster (with monster generation level equal to the average of monster level and dungeon level + 5) that is no more than 20 monster levels away from the original monster; the original monster then transforms into the new monster, at full health. Rod of Teleport Other 25 45 2 1400 Produces a beam that teleports each monster caught in it up to 100 squares away. Rod of Sleep Monster 18 30 1 1500 Attempts to put to sleep a single monster. Uniques and monsters that resist sleep are not affected. Other monsters have the standard chance to resist. Rod of Slow Monster 20 30 1 1500 Attempts to slow down a single monster, decreasing it's speed by -10 unless it's speed is already -40 or worse. This effect is permanent, and stacks with other slowing effects. Uniques are not affected. Other monsters have the standard chance to resist. Rod of Lightning Bolts 11 20 1 2000 Fires a bolt that inflicts 6d6 points of lightning damage, with a 10% chance of getting a beam that inflicts the same damage on each monster caught in it. Rod of Disarming 30 35 1 2100 Produces a beam that disarms all traps, unlocks all locked doors and chests, and reveals all secret doors caught in it. Rod of Frost Bolts 13 25 1 2500 Fires a bolt that inflicts 10d8 points of cold damage, with a 10% chance of getting a beam that inflicts the same damage on each monster caught in it. Rod of Fire Bolts 15 30 1 3000 Fires a bolt that inflicts 16d8 points of fire damage, with a 10% chance of getting a beam that inflicts the same damage on each monster caught in it. Rod of Acid Bolts 12 40 1 3500 Fires a bolt that inflicts 12d8 points of acid damage, with a 10% chance of getting a beam that inflicts the same damage on each monster caught in it. Rod of Drain Life 23 75 4 3600 Inflicts 150 points of damage on a single monster that is not undead, a demon, an elemental, a golem, or a vortex. Rod of Recall 60 30 4 4000 Ignore Lightning; 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 rod has no effect when the option to restrict the use of stairs and recall is set, unless Morgoth is dead. Rod of Probing 50 40 4 4000 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). Rod of Lightning Balls 23 55 1 4000 Shoots a radius-2 ball that inflicts 64 points of lightning damage at its center. Rod of Cold Balls 25 60 1 4500 Shoots a radius-2 ball that inflicts 96 points of cold damage at its center. Rod of Detection 99 30 8 5000 Ignore Lightning; Detects all treasure, objects, doors, stairs, traps, and monsters on the current screen. (The area of effect depends on your screen size). Rod of Fire Balls 30 75 1 5000 Shoots a radius-2 ball that inflicts 144 points of fire damage at its center. Rod of Acid Balls 27 70 1 5500 Shoots a radius-2 ball that inflicts 120 points of acid damage at its center. Rod of Enlightenment 99 65 4 10000 Maps out a portion of the level that is slightly larger than the current screen. (The area of effect depends on your screen size). Rod of Perception 10 50 8 13000 Ignore Lightning; Reveals all normal (magical but non-hidden) powers of one object. Rod of Curing 999 65 8 15000 Ignore Lightning; Cures all stunning, heals all cut damage, neutralizes poison, and cures blindness and confusion. Rod of Healing 999 80 8 20000 Ignore Lightning; Cures 500 points of damage, cures all stunning, and heals all cut damage. Rod of Restoration 999 80 16 25000 Ignore Lightning; Restores experience points and all stats to maximum if any of them are below maximum. Rod of Speed 99 95 16 50000 Ignore Lightning; Hastes you (+10 to speed) for 15+1d30 turns, or 5 additional turns if you already are temporarily hasted. SPELLBOOKS ---------- All spellbooks have a weight of 3.0 pounds, inflict 1 point of damage when thrown, and can be harmed by fire. An overview of the spells in each of the books is available in another spoiler file, BOOKS.SPO. A full description of the effect of each of the spells, as well as many other details about the magic system in Angband, can be found in MAGIC.SPO. MAGE SPELLBOOKS Level Rarity Price Book of Magic Spells [Magic for Beginners] 5 1 25 Book of Magic Spells [Conjurings and Tricks] 10 1 100 Book of Magic Spells [Incantations and Illusions] 20 1 400 Book of Magic Spells [Sorcery and Evocations] 30 1 800 Book of Magic Spells [Resistances of Scarabtarices] 40 1 10000 Ignore Elements. Book of Magic Spells [Raal's Tome of Destruction] 50 1 20000 Ignore Elements. Book of Magic Spells [Mordenkainen's Escapes] 60 1 30000 Ignore Elements. Book of Magic Spells [Tenser's Transformations] 70 2 50000 Ignore Elements. Book of Magic Spells [Kelek's Grimoire of Power] 80 4 90000 Ignore Elements. PRIEST SPELLBOOKS Level Rarity Price Holy Book of Prayers [Beginners Handbook] 5 1 25 Holy Book of Prayers [Words of Wisdom] 10 1 100 Holy Book of Prayers [Chants and Blessings] 20 1 300 Holy Book of Prayers [Exorcism and Dispelling] 30 1 900 Holy Book of Prayers [Ethereal Openings] 40 1 5000 Ignore Elements. Holy Book of Prayers [Godly Insights] 50 1 10000 Ignore Elements. Holy Book of Prayers [Purifications and Healing] 60 1 30000 Ignore Elements. Holy Book of Prayers [Holy Infusions] 80 2 50000 Ignore Elements. Holy Book of Prayers [Wrath of God] 100 4 100000 Ignore Elements. CHESTS ------ Each chest has a "power", which is use to determine the maximum object generation level for objects found in the chest. Chests may also be trapped, with the danger posed by the traps generally increasing with the chest's power. The number of items in a chest is given in the table below. For large chests, all items in the chest will be objects. For small chests, 75% of the items will be treasure and only 25% will be objects. The listed price applies to an empty chest, but will also be used when selling an unopened chest. Chests can be harmed by both acid and fire. If a chest is destroyed, all objects in it are destroyed as well. Items Power Dam Wght Level Rarity Price Ruined chest 0 N/A 0 25.0 75 1 0 Small wooden chest 2 1d5 2d3 25.0 5 1 20 Large wooden chest 2 1d15 2d5 50.0 15 1 60 Small iron chest 4 1d25 2d4 30.0 25 1 100 Large iron chest 4 1d35 2d6 100.0 35 1 150 Small steel chest 6 1d45 2d4 50.0 45 1 200 Large steel chest 6 1d55 2d6 100.0 55 1 250 MISCELLANEOUS OBJECTS --------------------- These objects have no magical properties, but do have various functions as explained in the table. Iron Spikes and Lanterns can not be harmed by acid, cold, fire, or lightning. Wooden Torches can be harmed by fire. Flasks of Oil can be harmed by cold. Dam Wght Level Rarity Price Iron Spike 1d1 1.0 1 1 1 Can be placed in doors to make them harder to open. Multiple spikes may be used on a single door. Each of the first 7 spikes will increase the door's resistance to bashing. Placing more than 7 spikes in one door will not have any further effect. Wooden Torch 1d1 3.0 1 1 2 Can be equipped as a light source with a radius of 2 squares, or 1 square if there are less than 1500 turns of light remaining. Can also be used to fuel another torch, up to a maximum of 6000 turns of light. Flask of oil 2d6 1.0 1 1 3 Can be used to fuel a brass lantern with 7500 turns of light, up to a maximum of 15000 turns of light. When thrown, it is considered lit, which explains the relatively high damage (which occurs even if the monster is resistant to fire). Lantern 1d1 5.0 3 1 35 Ignore Fire; Can be equipped as a light source with a radius of 2 squares, or used to fuel another brass lantern, up to a maximum of 15000 turns of light. JUNK OBJECTS ------------ The junk objects have no use. They were included in prior versions of Angband to add flavor to the game. They are no longer generated in version 3.0.5 of Angband, but they still exist as valid object types in order to maintain savefile compatibility. All junk items can be harmed by acid. In addition, empty bottles can be harmed by cold as well. Dam Wght Level Rarity Price Broken Bone 1d1 0.2 n/a n/a 0 Broken Skull 1d1 0.1 n/a n/a 0 Broken Stick 1d1 0.3 n/a n/a 0 Empty Bottle 1d1 0.2 n/a n/a 0 Shard of Pottery 1d1 0.5 n/a n/a 0 Canine Skeleton 1d1 1.0 n/a n/a 0 Rodent Skeleton 1d1 1.0 n/a n/a 0 Dwarf Skeleton 1d2 5.0 n/a n/a 0 Elf Skeleton 1d2 4.0 n/a n/a 0 Gnome Skeleton 1d2 3.0 n/a n/a 0 Human Skeleton 1d2 6.0 n/a n/a 0