/var/games/angband/info/obj-good.spo is in angband-doc 3.0.3.5.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 | OBJ-GOOD.SPO, version 3.0.5, for Angband 3.0.5 (all systems)
Release Date : June 3, 2005
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 3.0.5. 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 armoir item with a small magical boost to
its primary function, a high level book, a Ring of Speed, or one of
the better amulets. 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, or a piece of armour 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, or piece of armour that passes its greatness roll
but is not changed into an artifact and each weapon, digger, or piece
of armour 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 only weapons, ammunition and
armour (excluding sling ammunition, rusty chain mail, filthy rags, and
broken daggers/swords), the ten advanced spellbooks, rings of speed,
and amulets of the magi, devotion, weaponmastery, or trickery.
(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! ***
+1 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.
(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 3.0.5 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 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 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 up to 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).
(4.2.1) 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: Permanent Light
In-game: It lights the dungeon around you.
Char. info: PLite:+
Description: For items equipped as your light source, this gives you a
light radius of three squares. For items equipped in
other slots, this extends your light radius by one
square.
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.
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 +12 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 +12
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, maximum experience
by 18.75% of current experience 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 poisondamage 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.
Note: The activation "cure wounds (4d7)" will actually cure 4d8
points of damage.
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.
Note: If you abort this spell while selecting which bolts to
brand, the charge is still expended.
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 will result in all wands or
staves in the stack being destroyed. If the attempt to
recharge is successful, the stack of wands or staves
gains 2+1d(1+60/(2+level of wand or staff)) charges.
Note: If you abort this spell while selecting which items to
recharge, the charge is still expended.
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 nine radius-3 balls (eight shot in each of the
cardinal directions, stopping at the first monster or
wall, with a maximum range of 18 grids; one centered
around you), 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.
|