/var/games/angband/info/obj-long.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.
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Release Date : June 3, 2005
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 3.0.5. 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, Amulet of Devotion,
Amulet of the Magi, Amulet of Trickery, and Amulet of Weaponmastery.
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 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 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 destroyed when it
is caught in the area of effect of a beam or ball attack (breath or
spell).
* Acid, cold, fire, and lightning destroys each object that can be
harmed by that element, unless it also ignores that element.
* Force, ice, shards, or sound destroys each object that would be
destroyed by cold.
* Mana destroys all objects.
* Meteor attack destroys each object that would be destroyed by cold
or by fire (or both).
* Orb of Draining destroys all cursed objects.
* Plasma destroys each object that would be destroyed by acid or by
fire (or both).
The object listing below details which objects can be harmed by which
of the elements (acid, cold, fire, and lightning).
(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
destroyed, unless it ignores that element. The chance of destruction
is 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!
The object listing below details which objects can be harmed by which
of the elements (acid, cold, fire, and lightning).
(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, Flasks of Oil, Sticks, and Shards;
50% for Scrolls, Torches, Lanters, Bones, Skulls, and Skeletons;
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.
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*(# of charges))/15, and destroys
all wands or staves in the stack. If successful, 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, they must first
succeed in breaking the glyph. Their chance to do so is (monster
level) in 550. The glyph will remain where it is, until a monster
succeeds in breaking it.
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, and also
permanently implants this knowledge into your mind, so that you will
never forget it even if hit by magical amnesia.
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 +12 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 and confusion.
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 and confusion.
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 and confusion.
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 and confusion.
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 60000
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 Brass 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 1 square, or used
to fuel another torch, up to a maximum of 5000 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).
Brass 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
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