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<HTML>
<HEAD>
<TITLE> Zangband FAQ </TITLE>
</HEAD>
<BODY>
<HR>
<P align=center><H1>Zangband Frequently Asked Questions (SPOILERS) v1.2</H1></P>
<HR>
Maintained by 
Steven Samorodin 
(<A HREF="mailto:samorodi@cs.ucdavis.edu">samorodi@cs.ucdavis.edu</A>)
<BR>
Last Modified: 10 December 1997
<P>
For Zangband 2.0.4 - May be inaccurate with other versions
<BR><BR>
Format and some information based on the Angband FAQ.
Much of this FAQ was compiled by
Paul Murray 
(<A HREF=mailto: murray-paul@usa.net>murray-paul@usa.net</A>)
and, based on information provided by, 
Topi Ylinen
(<A HREF="mailto:f1toyl@uta.fi">f1toyl@uta.fi</A>)

<BR>
<BR>
HTML version by: Steven Samorodin (samorodi@cs.ucdavis.edu)
<HR>
<H2> 
               <A NAME="Table of Contents">
                Table of Contents</A>
<BR>
</H2>
<OL>
  <LI> <A HREF="#General Information">General Information</A>
      <UL>
      <LI> a. <A HREF="#What is Zangband">What is Zangband?</A>
      <LI> b. <A HREF="#Why Z">Why Z?</A>
      <LI> c. <A HREF="#So what else is different">
              So what else is different?</A>
      <LI> d. <A HREF="#On what computers can I play">
              On what computers can I play?</A>
      <LI> e. <A HREF="#What is the latest version">
              What is the latest version?</A>
      <LI> f. <A HREF="#How do I get the latest version of this FAQ">
              How do I get the latest version of this FAQ?</A>
      <LI> g. <A HREF="#Who's the current maintainer">
              Who's the current maintainer?</A>
      </UL>
  <LI><A HREF="#Downloading Zangband and Related Material">
       Downloading Zangband and Related Material</A>
      <UL>     
      <LI> a. <A HREF="#FTP Sites">FTP Sites</A>
      <LI> b. <A HREF="#WWW Sites">WWW Sites</A>
      </UL> 
  <LI> <A HREF="#Zangband Magic System">Zangband Magic System</A>
      <UL> 
      <LI> a. <A HREF="#Realms of Magic">Realms of Magic</A>
      <LI> b. <A HREF="#Different classes of magic users">
               Different classes of magic users</A>
      <LI> c. <A HREF="#Spell Effects">Spell Effects</A>
            <UL>
            <LI> i. <A HREF="#Spell Descriptions">Spell Descriptions</A>
            </UL>
      <LI> d. <A HREF="#Spell minimum levels, mana costs and failure rates">
              Spell minimum levels, mana costs and failure rates</A>
      </UL> 
  <LI> <A HREF="#Races in Zangband">Races in Zangband</A>
      <UL> 
      <LI> a. <A HREF="#Race vs. Stat Bonus Chart">
           Race vs. Stat Bonus Chart</A>
      <LI> b. <A HREF="#Race vs. Abilities Chart">
           Race vs. Abilities Chart</A>
      <LI> c. <A HREF="#Racial Intrinsic Ability Chart">
           Racial Intrinsic Ability Chart</A>
      <LI> d. <A HREF="#Racial Activation Chart">
           Racial Activation Chart</A>
      </UL>
  <LI> <A HREF="#Monsters in Zangband">Monsters in Zangband</A>
       <UL>
       <LI> a. <A HREF="#Finish Politics">Finish Politics</A>
       </UL>
  <LI> <A HREF="#Common Changes">Common Changes</A>
       <UL>
       <LI> a. <A HREF="#*Identify* Change">*Identify* Change</A>
       <LI> b. <A HREF="#Teleport Patch">Teleport Patch</A>
       </UL>
  <LI> <A HREF="#Items in Zangband">Items in Zangband</A>
      <UL>
      <LI> a. <A HREF="#Artifacts">Artifacts</A>
      <LI> b. <A HREF="#Ego Items">Ego Items</A>
      </UL>
  <LI> <A HREF="#Miscellanous Changes">Miscellanous Changes</A>
      <UL>
      <LI> a. <A HREF="#Zangband Level Feelings">Zangband Level Feelings</A>
      </UL>
</OL>
<HR>
<H2>
        <A NAME="General Information">
        1. General Information</A> 
</H2>
<H3>
        <A NAME="What is Zangband">
        1a. What is Zangband?</A>
</H3>
Zangband is one of several variants of the popular roguelike game Angband.
For more details on Angband, see the newsgroup 
<A HREF=news:rec.games.roguelike.angband>rec.games.roguelike.angband</A>,
and the Angband FAQ (maintained by Jason Holtzapple 
<A HREF=mailto:jth@paranoia.com> jth@paranoia.com</A>).
It is available in two parts, non-spoilers and spoilers, at:
<BR>
<BR>
<B>Part One - Non-Spoilers</B>:
<P>
Text: 
<A HREF=ftp://rtfm.mit.edu/pub/usenet/news.answers/games/angband-faq>
ftp://rtfm.mit.edu/pub/usenet/news.answers/games/angband-faq</A>
<BR>
Text: <A HREF=http://www.best.com/~holtz/jth/angband/angfaq1.txt>
http://www.best.com/~holtz/jth/angband/angfaq1.txt</A>
<BR>
HTML: <A HREF=http://www.best.com/~holtz/jth/angband/angfaq1.html>
http://www.best.com/~holtz/jth/angband/angfaq1.html</A>

<P>
<B>Part Two - Spoilers</B>:
<P>
Text: <A HREF=http://www.best.com/~holtz/jth/angband/angfaq2.txt>
http://www.best.com/~holtz/jth/angband/angfaq2.txt</A>
<BR>
HTML: <A HREF=http://www.best.com/~holtz/jth/angband/angfaq2.html> 
http://www.best.com/~holtz/jth/angband/angfaq2.html</A>
<HR>
<H3>
        <A NAME="Why Z">
        1b. Why Z?</A>
</H3>
<P>
Zangband introduces creatures, objects and powers from Roger Zelazny's Amber
series to the Tolkien and AD&D influences of standard Angband, hence the Z.
<HR>
<H3>
        <A NAME="So what else is different">
        1c. So what else is different?</A>
</H3>
<P>
Probably the single biggest change in Zangband is that the magic system has
been completely rewritten, based on the game Master of Magic, see 
<A HREF="#Zangband Magic System">section 3</A>.
<P>
The latest version of Zangband also adds a multitude of races, with race
specific atributes and powers. See 
<A HREF="#Races in Zangband">section 4</A> for more details.
<P>
Zangband, along with many of the variants, includes random artifacts, which
should be in mainstream Angband in some form or other by version 2.8.4.

For a more complete list of changes on a version by version basis see the
file <A HREF="z_update.txt">z_update.txt</A> which is distributed with
Zangband.
<HR>
<H3>
        <A NAME="On what computers can I play">
        1d. On what computers can I play?</A>
</H3>
<P>
Zangband should compile and run on any platform that standard Angband will.
Pre-built binaries are available for several types of system, see 
<A HREF="#FTP Sites">section 2a</A>.
<HR>
<H3>
        <A NAME="What is the latest version">
        1e. What is the latest version?</A>
</H3>
<P>
The current version of Zangband is 2.0.4, which is based on Angband 2.8.1.
<HR>
<H3>
        <A NAME="How do I get the latest version of this FAQ">
        1f. How do I get the latest version of this FAQ?</A>
</H3>
<P>
Visit the Zangband Spoiler page:
<BR>
HTML Version:<BR>
<A HREF="http://www.nuxi.com/~samorodi/ZangFAQ/">http://www.nuxi.com/~samorodi/ZangFAQ/</A>
<BR>
or directly:
<BR>
HTML Version:<BR>
<A HREF="http://www.nuxi.com/~samorodi/ZangFAQ/ZangFAQ.html">http://www.nuxi.com/~samorodi/ZangFAQ/ZangFAQ.html</A>
<BR>
or
Text Version:<BR>
<A HREF="http://www.nuxi.com/~samorodi/ZangFAQ/ZangFAQ.txt">http://www.nuxi.com/~samorodi/ZangFAQ/ZangFAQ.txt</A>
<HR>
<H3>
        <A NAME="Who's the current maintainer">
        1g. Who's the current maintainer?</A>
</H3>
<P>
Zangband was created and is maintained by Topi Ylinen. (<A HREF=mailto:f1toyl@uta.fi>f1toyl@uta.fi</A>)
<HR>
Go back to the <A HREF="#Table of Contents">Table of Contents</A>.
<HR>
<H2>
        <A NAME="Downloading Zangband and Related Material">
        2. Downloading Zangband and Related Material</A>
</H2>
<H3>
        <A NAME="FTP Sites">
        2a. FTP Sites</A>
</H3>
<P>
These FTP sites are often not accessible with the FTP function of a web
browser. If you experience trouble, make sure your browser is using passive
FTP or try a non-web browser FTP client.
<P>
Zangband can be downloaded from the unofficial Angband development site at:
<A HREF=ftp://export.andrew.cmu.edu/angband/Variant/>
ftp://export.andrew.cmu.edu/angband/Variant/</A>
<BR>
For version A.B.C, the files you want are:
<BR>
<DD>	zngsrABC.zip		- The source distribution (Topi Ylinen)<BR>
<DD>	zngexABC.zip		- DOS binaries (Topi Ylinen)<BR>
<DD>	zngamABC.lha		- Amiga binaries (Mark Howson)<BR>
<DD>	Zangband-A.B.C-win32.zip- Win32 binaries (Paul Murray)<BR>
<DD>	ZangbandABC.sit.hqx or<BR>
<DD>	ZangbandABC.sit.bin	- Macintosh binaries (Arcum Dagsson)<BR>
<P>
If a new version has just been released, these files may not yet be 
available at these locations. You could try downloading the same filename
from 
<A HREF=ftp://export.andrew.cmu.edu/angband/Incoming/>
ftp://export.andrew.cmu.edu/angband/Incoming/</A>
<P>
Note that you will not be able to see any files in this directory, but if
they are there you should be able to download them. The binary versions
tend to be released several days after the source release, if not more.
<P>
To learn how to use FTP, read the Roguelike games FAQ, posted every week to
<A HREF=rec.games.roguelike.misc>rec.games.roguelike.misc</A>.
<HR>
<H3>
      <A NAME="WWW Sites">
      2b. WWW Sites</A>
</H3>

Official Angband Home Page 
<A HREF="http://www.voicenet.com/~benh/Angband/">http://www.voicenet.com/~benh/Angband/</A>
<BR>
The Unofficial Angband Page
<A HREF="http://www.paranoia.com/~jth/angband/">http://www.paranoia.com/~jth/angband/</A>
<HR>
Go back to the <A HREF="#Table of Contents">Table of Contents</A>.
<HR>
<H2>
        <A NAME="Zangband Magic System">
        3. Zangband Magic System</A>
</H2>
<H3>
        <A NAME="Realms of Magic">
        3a. Realms of Magic</A>
</H3>
<P>
In Zangband there are 5 realms of magic, with each realm representing one 
aspect or type of magic. A description of each realm (taken from Zangband's
online help files) follows:

<P>
LIFE: Life is magic is 'good' magic; it relies mostly on healing and 
protective spells. It does have a few attack spells as well, but these are 
mostly used for harming and banishing foul minions of evil. It is rumoured 
that there is a secret high level prayer which will make the priest (or 
paladin) completely impervious to all forms of hostile action.

<P>
SORCERY: Sorcery is a `meta` realm, including enchantment and general 
spells. It provides superb protection spells (such as Teleport spells for 
fleeing and even Globe of Invulnerability), spells to enhance your odds in 
combat (Slow Monster, Haste Self, Confuse Monster) and, most importantly, a 
vast selection of spells for gathering information: in addition to the usual
detection and identify spells, one of the standard spellbooks has a spell 
called Identify True, which gives you full knowledge of a given object! In 
the rare books, there are spells with which you can enchant your items or 
turn unwanted items to gold. However, Sorcery has one weakness: it has no 
spells to deal direct damage to your enemies.

<P>
NATURE: Early levels may be rather difficult for a spellcaster relying on 
Nature magic, as the early spells offer only limited protection, detection 
and curing capabilities. However, at higher levels there are very useful 
offensive spells available, especially should the spellcaster be lucky 
enough to find an extremely rare spellbook called "Nature`s Wrath". Nature 
also has a spell of Herbal Healing, which is the only powerful healing
spell outside the realm of Life magic.

<P>
CHAOS: There are few types of magic more unpredictable and difficult to 
control than Chaos magic. Chaos is the very element of unmaking, and the 
Chaos spells are the most terrible weapons of destruction imaginable. From 
Magic Missile and Acid Bolt to the medium level Fire Ball and and Doom Bolt,
and finally to the awesome spells of Invoke Logrus, Mana Storm and Call the 
Void, Chaos offers an unsurpassable arsenal of attack spells. The caster can
also call on the primal forces of Chaos to induce mutations in his / her 
opponents and even him/herself, but otherwise, Chaos has no protective 
spells. Beware, though, Chaos spells are known to backfire easily and 
produce undesired effects...

<P>
DEATH: There is no fouler nor more evil category of spells than the 
necromantic spells of Death Magic. These spells are relatively hard to 
learn, but at higher levels the spells give the caster power over living and
the (un)dead. Poison, vampirism, death spells and even hellfire can be 
directed by the caster, but the most powerful spells need his / her own 
blood as the focus, often hurting the caster in the process of casting.
<HR>
<H3>
        <A NAME="Different classes of magic users">
        3b. Different classes of magic users</A>
</H3>
<P>
(Taken from Zangband's online help files)

<P>
MAGES: Mages have the least restrictions in choosing and learning spells. 
They can freely choose any two realms when a character is created: in the 
current version, all five realms are available to them, although their 
natural inclination makes Life magic fairly hard for them. Otherwise, a mage
tends to learn and cast all the spells in his / her realms better than any 
other character. The ability select both realms of magic (which no other 
character class can do) allows the best support for experimenting and 
combining different realms, and, thus, for different playing strategies as 
well.

<P>
PRIESTS: There are two types of priests in Zangband: the 'ordinary' priests 
who, select Life magic as their primary realm, and the 'dark' priests, who 
select Death magic instead of Life magic. No priest can have both realms
(unless (s)he was created in Zangband 2.0.0 or 2.0.1). Priests can also 
select a secondary realm from the other three realms, and should be able to 
learn all spells in it as well, even if not as efficiently as mages. However
,when learning spells, priests cannot voluntarily decide which spells to 
study: they are rewarded with new prayers by their patron deities, with no 
money-back satisfaction guarantee. It should also be noted that since the 
natural inclination of a priest is towards Life magic, priests who select 
Life magic will be able to learn their prayers faster and better than their 
evil colleagues with Death magic.

<P>
ROGUES: Rogues who are mostly interested in burglary can select Sorcery, but
Death magic is also available to rogues who wish to work as assassins rather
than burglars. Rogues have certain limitations on which spells they can 
learn, and they are not too fast to learn new spells.

<P>
RANGERS: All rangers are trained in Nature magic, and all Nature spells are 
available to them. They even learn these spells almost as fast as mages. 
They can also select a secondary realm (from Sorcery, Chaos and Death magic)
, but they are slow learners in them, and may find themselves unable to 
learn some of the highest level spells. 

<P>
PALADINS: Paladins are trained in Life magic (only), and they despise the 
other realms of magic (which they regard as the Devil's work). Like priests,
they cannot select which prayers to learn but are rewarded with new prayers 
by their deities. They can learn all Life spells, but not as fast as 
priests. In the most recent version, there is a new subtype of the paladins:
the Death Knight. Death Knights study Death magic instead of Life magic, but
in other respects they are similar to normal paladins. Death Knights can 
learn all Death spells.
<HR>
<H3>
        <A NAME="Spell Effects">
        3c. Spell Effects</A>
</H3>
<H4>
                Objects affected by attacks
</H4>
<PRE>
<U>Object Type		Fire	Cold	Electricty	Acid</U>
TV_CHEST                 y                               y
TV_SHOT
TV_ARROW                 y                               y
TV_BOLT                                                  y
TV_BOW                   y                               y
TV_DIGGING
TV_HAFTED                y                               y
TV_POLEARM               y                               y
TV_SWORD                                                 y
TV_BOOTS                 y                               y
TV_GLOVES                y                               y
TV_HELM	                                                 y
TV_CROWN                                                 y
TV_SHIELD                                                y
TV_CLOAK                 y                               y
TV_SOFT_ARMOR                                            y
TV_HARD_ARMOR                                            y
TV_DRAG_ARMOR                                            y
TV_LITE	                 y
TV_AMULET
TV_RING                                    y
TV_STAFF                 y                               y
TV_WAND                                    y
TV_ROD          
TV_SCROLL                y                               y
TV_POTION                        y
TV_FLASK                         y
TV_FOOD
TV_LIFE_BOOK             y
TV_SORCERY_BOOK          y
TV_NATURE_BOOK           y
TV_CHAOS_BOOK            y
TV_DEATH_BOOK            y
TV_GOLD         
</PRE>

<H4>
        Unusual attack resistances or effects:
</H4>
<B>Magic missile, Mana, Meteor</B>: Pure damage, cannot be resisted
<BR>
<B>Fire, Cold, Electricity, Poison</B>: Obvious resist, dam19
<BR>
<B>Nuke</B>: is resisted by monsters which resist poison, dam36
      also has a 33% chance of polymorphing the monsters
<BR>
<B>Holy Orb</B>: double damage to evil monsters
<BR>
<B>Plasma, Disenchantment, Nexus</B>: obvious resist, dam36
<BR>
<B>Nether</B>: 0 dam against undead else dam36 if resists nether else dam/2 if evil
<BR>
<B>Water</B>: 0 dam for Water spirits/elementals and Unmakers else dam36 if resists
<BR>
<B>Chaos</B>: Confuse monster by (5+ri(11)+dist)/(dist+1) (even if resisted) 
       Polymorph monster unless resisted.
       Resisted by chaos breathers, and demons 33% of the time, dam36 
<BR>
<B>Shards,Inertia,Time</B>: Resisted by appropriate breathing monsters, dam36
<BR>
<B>Rocket</B>: Resisted by shard breathing monsters, dam/2
<BR>
<B>Sound</B>: Stun monster by (10+ri(15)+dist)/(dist+1) (even if resisted)
       Resisted by sound breathers, dam26
<BR>
<B>Confusion</B>: Confuse monster by (10+ri(15)+dist)/(dist+1) (even if
resisted) Resisted by confusion breathers, dam26 or confusion resistance
dam/2
<BR>
<B>Force</B>: Stun monster by (ri(15)+dist)/(dist+1) (even if resisted)
       Resisted by force breathers, dam36
<BR>
<B>Gravity</B>: Teleport up to 10 squares. Resisted by gravity breathers, dam36
<BR>
<B>Ice</B>: Stun monster by (1+ri(15)/(dist+1), then as for Cold.
<BR>
(Old?) <B>Drain Life</B>: Resisted by undead, demons, nonliving and types E,g,v
<BR>
<B>Death Ray</B>: Resisted by undead and nonliving, uniques, and all
monsters with 1% chance if rlev>((dam/2)+ri(10)) (not working correctly
in 2.0.4) Damage otherwise is fixed at plev*200, regardless of distance
<BR>
(Old?) <B>Ploymorph</B>: Ploymorth monster. Resisted by uniques, and stdResist
<BR>
(Old?) <B>Clone</B>: Monster is fully healed, hasted (max 150 speed), then copied.
<BR>
(Old?) <B>Heal</B>: Adds dam hit points to the monster
<BR>
(Old?) <B>Speed Monster</B>: Haste monster +10 speed (max 150)
<BR>
(Old?) <B>Slow Monster</B>: Slow monster -10 speed (min 60). Resisted by uniques, 
	             and all monsters by stdResist
<BR>
(Old?) <B>Sleep</B>: Sleep 500. Resisted by uniques, sleep resistant, and stdResist
<BR>
<B>Stasis</B>: As (Old?) <B>Sleep</B>, but non resisted by sleep resistant monsters
<BR>
(Old?) <B>Confusion</B>: Confuse by 1+3d[dam/2]. Resistsed by uniques, confusion
                  resistant monsters and stdResist
<BR>
<B>Stun</B>: Stun for 1+[3+(plev/10)]d[dam] Resisted by uniques and stdResist
<BR>
<B>Weak Light</B>: Only affects those monsters which are hurt by light
<BR>
<B>Light</B>: dam26 is monster breathes light, dam*2 if hurt by light
<BR>
<B>Dark</B>: dam26 for orcs, dark breathers and those which are hurt by light
<BR>
<B>Kill Wall</B> (Stone to Mud): Only affects stone/earth-like creatures
<BR>
<B>Away Undead</B>: Teleport undeam dam squares
<BR>
<B>Away Evil</B>: Teleport evil dam squares
<BR>
<B>Away All</B>: Teleport all monsters dam squares
<BR>
<B>Turn Undead</B>: Only affects undead, does 1+3d[dam/2] fear, mResChance
<BR>
<B>Turn Evil</B>: Only affects evil, does 1+3d[dam/2] fear, mResChance
<BR>
<B>Turn All</B>: Does not affect uniques or fear-resistant monsters. As above
<BR>
<B>Dispel Undead</B>: Only affects undead
<BR>
<B>Dispel Evil</B>: Only affects evil
<BR>
<B>Dispel Living</B>: Does not affect undead or nonliving monsters
<BR>
<B>Dispel Demon</B>: Only affects demons
<BR>
<B>Dispel All</B>: affects all monsters
<H4>
                        Side Effects:
</H4>
[Not yet complete]
<BR>
Confusion:
<BR>
Stunning:
<BR>
Fear:
<BR>
Polymorph: Uniques cannot be polymorphed, nor can a non-unique polymorph into
           a unique. Polymorph occurs if ri(90)>rlev, the new monster will 
           have level rlev +- 1+(ri(20)/ri(9)), chosen from a distribution
           affected in some way by 5+(dlev+rlev)/2, with two 2% chances of 
           boosting this by max(5,2+(5+(dlev+rlev)/2)/4)
           It all gets a bit hazy after this, there is lots of table lookups
           and two further chances to boost the monster level. TODO 
<BR>
Teleport:
<BR>
<H4>
                        Notes:
</H4>
<b>plev</b> is used to refer to the player level.
<BR>
<b>mlev</b> is used to refer to monster level.
<BR>
<b>ilev</b> is used to refer to item level.
<BR>
<b>ri(N)</b> is used to refer to randint(N), a random number 1 <= x < N
<BR>
<b>r(dam)</b> is used to refer to the damage done by area-affect spells, and is
equal to (dam + distance to centre of blast)/(distance to centre of blast
+1).
<BR>
The notation <b>{2(Pr),4(Oth)}</b> means 2 is the character is a Priest, else 4
mResChance means the monster has (mlev > ri(max(1,r(plev)-10))+10) chance of
resisting the effect.
<BR>
<b>stdbeam</b> = {plev{Mg},(plev/2){Oth)}
<BR>
<b>beam(x)</b> means x% chance of bolt spell becoming a beam spell.
<BR>
<b>dam19</b> means damage is reduced to 1/9th if monsters resists.
<BR>
<b>dam26</b> means damage is reduced to (dam*2)/(6+ri(6)) if monster resists.
<BR>
<b>dam36</b> means damage is reduced to (dam*3)/(6+ri(6)) if monster resists.
<BR>
<b>stdResist</b> means is resisted if rlev>(10+ri(min(1,dam-10)))
<BR>
<BR>
<HR ALIGN=left WIDTH=50>
<H4>
      <A NAME="Spell Descriptions">
      Spell Descriptions</A>
</H4>
<PRE>
}}}
{{{     Life spells:
{{{       Book of Common Prayer
Detect Evil		Show all evil monsters in current panel
Cure Light Wounds	Heal 2d10 hit points, reduce cuts by 10
Bless			Bless (+5 ac, +10 to-hit) for 12 + ri(12) turns
Remove Fear		Remove fear
Call Light		Light room, do light damage as a ball with damage 
			2d[plev/2] and radius (plev/10)+1) 
Detect Traps and Doors	Show all traps, doors and stairs on panel
Cure Medium Wounds	Heal 4d10 hit points, set cuts to current/2 - 20
Satisfy Hunger		Fill the player with food
}}}
{{{       Migh Mass
Remove Curse		Remove standard curse from an object
Cure Poison		Cure all poisoning
Cure Critical Wounds	Heal 8d10 hit points, remove all stunning and cuts
Sense Unseen		See invisible for 24 + ri(24) turns
Holy Orb		Holy Orb with dam r(3d6+plev+(plev/{2(Pr),4(Oth)}))
			and radius 2, radius 3 for player level 30 and above
Protection from Evil	Protection from Evil for 3*plev +24 more turns
			(Repels attack from lower level evil monsters with
			chance given by ri(100)+plev > 50)
Healing			Heal 300 hit points, remove all stunning and cuts
Glyph of Warding	Creates glyphs around player which monsters cannot 
			summon others onto, teleport onto, or move onto 
			unless they break it (chance ri(550) < monster level)
}}}
{{{       Book of the Unicorn
Turn Undead		Cause fear in all visible undead, amount 
			3d[r(plev)/2]+1, resistance chance mResChance 
Dispel Curse		Remove all normal and heavy curses from objects
Dispel Undead		Do plev*4 damage to all visible undead
Dispel Demons		Do plev*4 damage to all visible demons
Dispel Evil		Do plev*4 damage to all visible evil
Banish      		Teleport away evil creatures, distance 100
Holy Word		Dispel Evil, remove fear, poison, stunning and cuts
Warding True		Create Glypths on all surrounding cave grids
}}}
{{{       Blessings of the Grail
Heroism			+10 hps, remove fear, plus +12 tohit, +10 to max hps
			for 25+ri(25) turns
Prayer			Bless for 48 + ri(48) turns
Healing II		Heal 800 hit points, cure stunning and cuts
Restoration		Restore all stats
Remembrance		Restore lost experience
Healing True		Heal 2000 hit points, remove stunning and cuts
Holy Vision		*Identify* an object
Holy Invulnerability	Invunerable for 7 + ri(7) more turns.
			You to not take damage from any attack <9000 hp
}}}
}}}
{{{     Sorcery Spells:
{{{       Beginner's Handbook
Detect Monsters		Detect all non-invisible monsters on panel
Phase Door		Teleport up to 10 squares
Detect Doors and Traps	Show all traps, doors and stairs on panel
Light Area		As Life Magic's Call Light
Confuse Monster		Confuse non-unique monster (mResChance)
Teleport		Teleport up to (plev*5) squares
Sleep Monster		Sleep non-unique monster (mResChance)
Recharging		Attempt to recharge Rod/Staff/Wand. Chance is given
			by ri((100+(plev*2)-ilev-(10*charges))/15)!=1
			charges += 2 + ri(((plev*2)/(ilev+2))+1)
}}}
{{{       Master Sorcerer's Handbook
Magic Mapping		Map current panel +-ri(10) rows, +-ri(20) columns
Identify		Identify an item
Slow Monster		Slow non-unique monster (mResChance)
Mass Sleep		Sleep all visible non-unique monsters (mResChance)
Teleport Away		Teleport a line monsters up to 100 squares
Haste Self		If not hasted, haste for (plev+ri(20+plev)) turns, else
			hasted for ri(5) more turns.
Detection True		Detect everything on the panel
Identify True		*Identify* an item
}}}
{{{       Pattern Sorcery
Detect Invisibility	Detect invisible monster on panel
Unbarring Ways		Destroy all door next to players
Detect Objs and Treas	Detect objects and treasure on panel
Detect Enchantment	Detect all artifacts, ego-items, potions, scrolls,
			books, rods, wands, staves, amulets, rings and
			'good' weapons and armour on panel
Sense Invisible		See invisible monsters for 25+ri(30)
Probing			Show hit points, general details, abilities, race
			and resistances of all visible monsters
Teleport Level		Move either up or down one dungeon level
Word of Recall		If player is on level 1, and has been lower, reset
			recall depth to level 1. Otherwise if the spell is
			active, cancel it, else recall to town in 15+ri(21)
}}}
{{{       Grimoire of Power
Stasis			Sleep non-unique monster (including those resistant
			to normal sleep spells) (mResChance)
Slow Monsters		Slow Monster for all visible monsters (mResChance)
Explosive Rune		As Life Magic's Glyph of Warding, but if broken by
			moving onto it it gives a fireball of radius 2
			and damage r(2*(7d7+(plev/2))). Breaks at 99 not 550.
Clairvoyance		Magic mapping for the entire dungeon, also lights up
			the dungeon and reveals all objects.
Enchant Weapon		Try to add ri(4)+1 to each of +tohit and +todam
Enchant Armour		Try to add ri(3)+2 to +toac
Alchemy			Turn object to 1/3 of it's value in gold
Globe of Invulnerabil.	As Life Magic's Holy Invunerabil. for 8+ri(8) turns
}}}
}}}
{{{     Nature Spells:
{{{       Call of the Wild
Detect Creatures	Detect normal monsters on current panel
First Aid		Heal 2d8, reduce cuts by 15
Detect Doors and Traps	Detect traps, doors and stairs
Foraging		Fill the player with food
Daylight		As Life Magic's Call Light
Resist Lightning	Resist lightning for 20+ri(20) turns
Resist Cold and Fire	Resists cold and fire for 20+ri(20) turns
Cure Poison		As Life Magic's spell of same name
}}}
{{{       Nature Mastery
Stone to Mud		Turn one non-permanent wall to mud
Lightning Bolt		Elec bolt: dam [3+((plev-5)/4)]d8 (beam(stdbeam-10))
Nature Awareness	Acts as Magic Mapping plus detect traps, doors, 
			stairs and normal monsters
Frost Bolt		Cold bolt: dam [5+((plev-5)/4)]d8 (beam(stdbeam-10))
Ray of Sunlight		Beam of light doing 6d8 damage
Entangle		As Sorcery Magic's Slow Monsters
Ball of Cold		Cold ball: dam r(30+plev), radius 2
Herbal Healing		Heal 1000 hp, cure stunning, cuts and poison
}}}
{{{       Nature's Gifts
Resist Acid		Resist acid for 20+ri(20) turns
Door Building		Create doors in all empty spaces around player
Stair Building		Create stair under the player (may destroy object)
Stone Skin		+50 to ac for 30+ri(20) turns
Resistance True		Resist acid,cold,fire,elec,pois for 20+ri(20) turns
Stone Tell		As Sorcery Magic's Identify True
Wall of Stone		Create walls around player
Protect from Corrosion	Makes one piece of armour ignore acid attacks
}}}
{{{       Nature's Wrath
Decompose		Drain Life r(75) (not undead, demon, nonliving, or
			characters with symbols E,g or v)
Earthquake		Rearrange walls within a radius of 10
Blizzard		Cold ball: dam r(70+plev), radius (plev/12)+1
Lightning Storm		Elec ball: dam r(90+plev), radius (plev/12)+1
Whirlpool		Acid ball: dam r(100+plev), radius (plev/12)+1
Call Sunlight		Light ball: dam r(150), radius 8, plus Clairvoyance
Elemental Branding	Brand fire or cold (25:75), 4+ri(3) +tohit, +todam
Nature's Wrath		As Earthquake but radius 10+(plev/2), dispel
			all monsters for damage 4*plev
}}}
}}}
{{{     Chaos Spells:
{{{       Sign of Chaos
Magic Missile		Magic bolt: dam [3+((plev-1)/5)]d4, beam(stdbeam-10)
Blink			As Sorcery Magic's Phase Door
Flash of Light		As Life Magic's Call Light
Trap / Door Destruction	Destroy traps and doors around player
Touch of Confusion	Confuse the next monster you touch
Acid Bolt		Acid bolt: dam [6+((plev-5)/4)]d8, beam(stdbeam)
Fire Bolt		Fire bolt: dam [8+((plev-5)/4)]d8, beam(stdbeam)
Teleport Self		As Sorcery Magic's Teleport Self
}}}
{{{       Chaos Mastery
Plasma Bolt		Plasma bolt: dam [9+((plev-5)/4)]d8, beam(stdbeam)
Chaos Bolt		Chaos bolt: dam [10+((plev-5)/4)]d8, beam(stdbeam)
Acid Ball		Acid ball: damr( 40+plev), radius 2
Doom Bolt		Magic bolt: dam [11+((plev-5)/4)]d8,
			beam((stdbeam*20)/11)
Fire Ball		Fire ball: dam r(55+plev), radius 2
Teleport Other		As Sorcery Magic's Teleport Away
Word of Destruction	Delete monsters and non-artifacts within a radius
			of 15 from the player, create random cave features
Invoke Logrus		Chaos ball: dam r(66+plev), radius (plev/5)
}}}
{{{       Chaos Channels
Polymorph Wounds	Affects hit points and cuts by [plev]d5, for the 
			better 80% of the time
Polymorph Other		Ploymorph non-unique monster, monster gets saving
			throw of ri(90)>rlev (mResChance)
Nexus Bolt		Nexus bolt: dam [8+((plev-5)/4)]d8, beam(stdbeam)
Arcane Binding		As Sorcery Magic's Recharging but with plev/2 -> 40
Nexus Ball		Nexus ball: dam r(50+plev), radius 2
Alter Reality		Create new level
Polymorph Self		Random effects (up to 3), chosen from rerating 
			hitpoints, Ploymorph Wounds, change race, lose stats
			or switch stats
Chaos Branding		Brand weapon with Chaos brand
}}}
{{{       Armageddon Tome
Magic Grenade		Shard ball: dam r(50+plev), radius 2
Meteor Swarm		Meteor ball: dam r(65+plev), radius 3+(plev/40)
Flame Strike		Fire ball: dam r(150+(2*plev)), radius 8 around player
Nuclear Missile		Nuke ball: dam r(100+plev), radius 2
Call Chaos		Random attack, ball 25% of the time, otherwise beam.
			There is a 1 in 6 chance that the spell will go 
			wild and fire in all directions for dam 75 (beam), 
			dam r(75) radius 2 (ball) each, else dam 150 (beam), 
			dam r(150) radius 3+(plev/35) (ball)
Magic Rocket		Rocket ball: dam r(120+plev), radius 2
Mana Storm		Mana ball: dam r(300+2*plev), radius 4
Call the Void		If you are within one square of a door, wall, seam
			or rubble, does Word of Destruction with radius
			20+plev, and lose 100+ri(150) hitpoints. Otherwise
			cast Rocket,Mana and Nuke balls for r(175) damage
			each with radii 2,3,4 respectively in all directions
}}}
}}}
{{{     Death Spells:
{{{       Black Prayers
Detect Undead		Show all undead monsters in current screen
Detect Demons		Show all demons in current screen
Detect Evil		Show all evil monsters in current screen
Stinking Cloud		Poison ball: dam r(10+(plev/2)), radius 2
Black Sleep		As Sorcery Magic's Sleep Monster
Resist Poison		Resist poison for 20+ri(20) turns
Stun			Stun non-unique monster, [(plev/10)+3]d[r(plev)]+1
			turns (mResChance)
Terror			Frighten non-unique monster for 3d[(r(plev)/2]+1 
			(mResChance)
}}}
{{{       Black Mass
Turn Undead		As Life Magic's Turn Undead
Poison Bolt		Posion beam: dam [6+((plev-5)/4)]d8, beam(stdbeam)
Drain Life		As Nature Magic's Decompose, damage 90
Vampiric Drain		Repeated Decompose for damage 5+ri(15), giving those
			hitpoints to the player. Repeats 2+(plev/15) times
Poison Branding		Brand weapon with posion, 4+ri(3) +tohit, +todam
Cloud Kill		Poison ball: dam r(60+plev), radius (plev/10)+1
Genocide		Delete all non-unique monsters of a given symbol 
			from the level, taking ri(4) damage per monster
Restore Life		Restore lost experience and levels
}}}
{{{       Black Channels
Berserk			+30 hps, remove fear, plus +24 tohit, -10 toac,
			+30 to max hps for 25+ri(25) turns
Remove Curse		As Life Magic's Remove Curse
Dark Bolt		Dark bolt: dam [4+(plev-5)/4]d8, beam(stdbeam)
Nether Bolt		Nether bolt: dam [6+(plev-5)/4]d8, beam(stdbeam)
Ball of Darkness	Dark ball: dam r(40+plev), radius 2
Nether Ball		Nether ball: dam r(55+plev), radius 2
Battle Frenzy		Berserk, if not already hasted then hasted for
			ri(20+(plev/2))+(plev/2) turns, else hasted for
			ri(5) more turns.
Darkness Storm		Dark ball: dam r(120), radius 4
}}}
{{{       Necronomicon
Death Ray		Does plev*200 damage. Resisted by undead, uniques,
			non-living, and by all with chance rlev>ri(10) ***
Annihilation		As Drain Life, 200 damage
Esoteria		(2*plev)% chance of *Identify*, else Identify
Vampiric Branding	Brand vampiric weapon, 4+ri(3) +tohit, +todam
Dispe Living		Do 3*plev damage to all but undead and nonliving
Dispel Creature		Do 3*plev damage to all monsters
Mass Genocide		Delete all non-unique monsters within 20 squares, 
			taking ri(3) dam per monster 
Hellfire		Haly Orb ball: dam r(300), radius 3. Take 50+ri(50) dam
}}}
}}}
</PRE>
<HR>
<H3>
        <A NAME="Spell minimum levels, mana costs and failure rates">
        3d. Spell minimum levels, mana costs and failure rates</A>
</H3>
[Note: This will get tidied up when I have a chance, at the moment it has been
created with some artful use of query-replace and rectangle mode in emacs,
based on the work of Samorodin]
<PRE>
{{{                         Mage            Priest              Ranger  
{{{ Life Magic     Lev. Mana Fail Exp. Lev. Mana Fail Exp. Lev. Mana Fail Exp.
--------------     ------------------- ------------------- ------------------- 
Detect Evil              1, 1, 30, 4      1, 1, 10, 4           n/a           
Cure Light Wounds        3, 2, 35, 4      1, 2, 15, 4           n/a           
Bless                    4, 3, 35, 4      1, 2, 20, 4           n/a           
Remove Fear              5, 5, 35, 4      3, 2, 25, 1           n/a           
Call Light               7, 7, 35, 4      3, 3, 27, 2           n/a           
Detect Traps and Doors   9, 8, 40, 4      4, 4, 28, 2           n/a           
Cure Medium Wounds       12, 12, 40, 3    5, 4, 32, 4           n/a           
Satisfy Hunger           15, 14, 45, 3    7, 5, 38, 4           n/a           
			                                                      
Remove Curse             16, 16, 45, 4    7, 6, 38, 5           n/a           
Cure Poison              17, 17, 50, 4    9, 6, 38, 4           n/a           
Cure Critical Wounds     18, 18, 50, 4    9, 7, 40, 4           n/a           
Sense Unseen             19, 19, 50, 4    10, 8, 38, 4          n/a           
Holy Orb                 20, 20, 50, 4    10, 8, 40, 4          n/a           
Protection from Evil     23, 23, 50, 4    11, 8, 42, 4          n/a           
Healing                  30, 30, 55, 5    20, 16, 60, 7         n/a           
Glyph of Warding         35, 70, 75, 5    33, 55, 90, 15        n/a           
                                                                              
Turn Undead              25, 25, 50, 75   15, 12, 50, 50        n/a           
Dispel Curse             28, 25, 70, 150  16, 14, 80, 60        n/a           
Dispel Undead            30, 30, 60, 75   17, 14, 55, 70        n/a           
Dispel Demons            33, 30, 60, 75   20, 14, 55, 70        n/a           
Dispel Evil              35, 35, 70, 75   25, 20, 70, 120       n/a           
Banish                   35, 55, 80, 115  25, 25, 80, 250       n/a           
Holy Word                39, 40, 80, 125  39, 32, 95, 200       n/a           
Warding True             46, 70, 80, 150  44, 44, 80, 250       n/a           
			                                                      
Heroism                  9, 9, 50, 40     5, 5, 50, 80          n/a           
Prayer                   25, 25, 50, 50   15, 14, 50, 100       n/a           
Healing II               35, 65, 80, 115  30, 40, 80, 130       n/a           
Restoration              40, 90, 80, 200  35, 70, 90, 230       n/a           
Remembrance              42, 90, 80, 225  35, 70, 90, 250       n/a           
Healing True             45, 90, 80, 115  40, 50, 80, 130       n/a           
Holy Vision              48, 50, 80, 100  40, 40, 80, 200       n/a           
Holy Invulnerability     50, 100, 80, 250 45, 90, 85, 250       n/a          
}}}			                                                      
{{{ Sorcery Magic  Lev. Mana Fail Exp. Lev. Mana Fail Exp. Lev. Mana Fail Exp.
-----------------  ------------------- ------------------- ------------------- 
Detect Monsters          1, 1, 23, 4      2, 1, 23, 4       3, 2, 35, 2       
Phase Door               1, 2, 24, 4      3, 2, 24, 4       3, 3, 35, 2       
Detect Doors and Traps   3, 3, 25, 1      4, 3, 25, 1       5, 4, 40, 2       
Light Area               3, 3, 30, 1      5, 4, 30, 1       7, 4, 40, 2       
Confuse Monster          4, 4, 30, 1      6, 5, 30, 1       9, 6, 40, 2       
Teleport                 5, 5, 35, 5      7, 6, 35, 5       11, 8, 45, 2      
Sleep Monster            6, 5, 30, 4      9, 7, 30, 4       13, 8, 40, 3      
Recharging               7, 7, 75, 9      11, 10, 75, 9     17,17, 90, 4      
                                                                              
Magic Mapping            9, 7, 75, 8      13, 11, 75, 8     20, 19, 85, 4     
Identify                 10, 7, 75, 8     14, 12, 75, 6     23, 25, 90, 3     
Slow Monster             11, 7, 75, 7     15, 13, 75, 7     25, 25, 60, 3     
Mass Sleep               13, 7, 50, 6     16, 14, 50, 6     27, 25, 85, 3     
Teleport Away            18, 12, 60, 8    22, 15, 60, 8     31, 27, 70, 3     
Haste Self               22, 12, 60, 8    27, 17, 65, 10    34, 35, 70, 4     
Detection True           28, 20, 70, 15   30, 22, 70, 15    38, 37, 70, 8     
Identify True            33, 30, 75, 20   36, 33, 75, 20    42, 40, 90, 10    
			                                                      
Detect Invisibility      1, 1, 25, 8      2, 2, 25, 8       3, 2, 85, 10      
Unbarring Ways           3, 3, 25, 12     5, 5, 25, 12      11, 5, 80, 15     
Detect Objs and Treas    3, 3, 25, 15     7, 7, 25, 15      15, 7, 75, 20     
Detect Enchantment       10, 10, 70, 40   12, 12, 70, 40    15, 20, 70, 25    
Sense Invisible          14, 10, 60, 25   16, 16, 60, 25    19, 23, 65, 20    
Probing                  17, 17, 85, 50   19, 19, 85, 50    23, 25, 60, 20    
Teleport Level           20, 18, 60, 25   22, 22, 60, 25    27, 27, 60, 15    
Word of Recall           25, 25, 75, 19   27, 27, 75, 19    35, 35, 75, 13    
                                                                              
Stasis                   10, 10, 40, 20   13, 13, 40, 20    20, 20, 45, 5     
Slow Monsters            15, 15, 75, 70   17, 17, 75, 70    27, 25, 70, 50    
Explosive Rune           25, 30, 95, 160  27, 30, 95, 160   37, 60, 95, 120   
Clairvoyance             30, 40, 80, 120  33, 40, 80, 120   40, 40, 95, 120   
Enchant Weapon           40, 80, 95, 200  42, 80, 95, 200   45, 80, 95, 200   
Enchant Armour           40, 100, 95, 200 42, 100, 95, 200  45, 100, 95, 200  
Alchemy                  42, 50, 90, 175  45, 50, 90, 175   50, 50, 90, 175   
Globe of Invulnerabil.   45, 70, 75, 250  48, 70, 75, 250       n/a           
}}}
{{{ Nature Magic   Lev. Mana Fail Exp. Lev. Mana Fail Exp. Lev. Mana Fail Exp.
----------------   ------------------- ------------------- ------------------- 
Detect Creatures         1, 1, 23, 4      2, 1, 25, 4       3, 1, 35, 2       
First Aid                3, 3, 25, 3      5, 3, 25, 4       4, 3, 40, 2       
Detect Doors and Traps   3, 3, 25, 1      5, 4, 25, 1       4, 4, 40, 3       
Foraging                 4, 4, 35, 4      6, 5, 35, 4       5, 7, 55, 2       
Daylight                 4, 4, 50, 5      6, 5, 50, 5       6, 7, 50, 3       
Resist Lightning         4, 5, 50, 5      6, 6, 50, 5       7, 7, 50, 3       
Resist Cold and Fire     5, 5, 50, 5      7, 7, 50, 5       8, 7, 50, 3       
Cure Poison              5, 5, 35, 4      7, 7, 35, 4       9, 7, 45, 3       
			                                                      
Stone to Mud             5, 5, 40, 6      7, 7, 40, 6       9, 7, 80, 4       
Lightning Bolt           5, 5, 30, 6      8, 7, 30, 6       10, 7, 40, 3      
Nature Awareness         7, 6, 45, 6      9, 10, 40, 6      11, 9, 40, 4      
Frost Bolt               7, 6, 40, 6      10, 10, 40, 6     12, 9, 55, 4      
Ray of Sunlight          9, 6, 30, 5      11, 11, 30, 5     14, 9, 55, 4      
Entangle                 17, 20, 65, 7    20, 20, 65, 7     18, 20, 65, 8     
Ball of Cold             19, 12, 55, 8    23, 23, 55, 8     23, 20, 65, 4     
Herbal Healing           40, 100, 95, 50  42, 100, 95, 50   40, 100, 95, 50   
			                                                      
Resist Acid              4, 5, 50, 50     6, 6, 50, 10      6, 6, 50, 10      
Door Building            7, 7, 20, 28     9, 9, 20, 28      10, 10, 50, 25    
Stair Building           9, 12, 40, 44    11, 12, 40, 44    12, 12, 50, 25    
Stone Skin               10, 12, 75, 120  12, 13, 75, 120   14, 15, 70, 60    
Resistance True          15, 20, 85, 60   18, 20, 85, 60    20, 30, 85, 70    
Stone Tell               37, 40, 90, 200  39, 40, 90, 200   38, 40, 90, 200   
Wall of Stone            38, 45, 75, 200  40, 50, 85, 250   40, 55, 90, 250   
Protect from Corrosion   40, 90, 90, 250  42, 90, 90, 250   42, 80, 90, 250   
			                                                      
Decompose                18, 18, 90, 99   20, 20, 90, 90    20, 20, 90, 90    
Earthquake               20, 18, 60, 25   22, 22, 60, 24    25, 28, 60, 150   
Blizzard                 25, 25, 75, 29   27, 27, 75, 29    30, 35, 75, 125   
Lightning Storm          30, 27, 75, 35   32, 30, 75, 29    32, 29, 75, 35    
Whirlpool                35, 30, 85, 65   37, 32, 85, 65    36, 33, 75, 45    
Call Sunlight            37, 35, 90, 100  39, 37, 90, 100   40, 35, 75, 100   
Elemental Branding       40, 90, 95, 250  42, 90, 95, 250   41, 80, 95, 250   
Nature's Wrath           40, 75, 65, 150  44, 80, 65, 150   42, 80, 75, 150   
}}}
{{{ Chaos Magic    Lev. Mana Fail Exp. Lev. Mana Fail Exp. Lev. Mana Fail Exp.
---------------    ------------------- ------------------- ------------------- 
Magic Missile            1, 1, 22, 4      2, 1, 22, 4       3, 1, 20, 1       
Blink                    1, 2, 24, 4      3, 2, 24, 4       3, 3, 35, 2       
Flash of Light           2, 2, 26, 4      4, 3, 26, 4       5, 3, 35, 2       
Trap / Door Destruction	 3, 4, 30, 6      5, 4, 30, 6       7, 5, 45, 2       
Touch of Confusion       5, 5, 30, 1      7, 5, 30, 4       7, 6, 40, 2       
Acid Bolt                9, 7, 50, 5      11, 6, 50, 5      20, 16, 50, 6     
Fire Bolt                13, 9, 50, 6     15, 10, 50, 6     25, 20, 60, 3     
Teleport Self            15, 9, 35, 5     17, 11, 35, 5     25, 20, 60, 3     
			                                                      
Plasma Bolt              17, 12, 50, 7    19, 13, 50, 7     27, 23, 60, 5     
Chaos Bolt               19, 14, 50, 9    21, 16, 50, 9     30, 25, 60, 8     
Acid Ball                20, 15, 70, 20   23, 17, 70, 20    33, 27, 70, 13    
Doom Bolt                23, 16, 50, 11   25, 18, 50, 11    35, 31, 70, 10    
Fire Ball                25, 18, 65, 12   27, 20, 65, 12    37, 35, 75, 15    
Teleport Other           25, 20, 60, 8    29, 22, 60, 8     39, 29, 65, 5     
Word of Destruction      30, 20, 80, 15   33, 23, 80, 15    43, 30, 95, 15    
Invoke Logrus            35, 40, 85, 40   37, 42, 85, 40    48, 50, 85, 30    
			                                                      
Polymorph Wounds         7, 7, 80, 19     9, 9, 80, 19      11, 11, 80, 11    
Polymorph Other          11, 7, 45, 9     14, 11, 45, 9     22, 20, 60, 30    
Nexus Bolt               13, 11, 70, 20   17, 14, 70, 20    24, 22, 70, 20    
Arcane Binding           16, 14, 80, 35   20, 16, 80, 35    28, 25, 80, 45    
Nexus Ball               20, 20, 70, 35   25, 22, 70, 35    33, 28, 70, 35    
Alter Reality            30, 25, 85, 150  35, 27, 85, 150   38, 35, 85, 150   
Polymorph Self           42, 50, 85, 250  45, 55, 95, 250   42, 75, 95, 250   
Chaos Branding           45, 90, 80, 250  48, 90, 90, 250   48, 100, 90, 250  
			                                                      
Magic Grenade            20, 20, 66, 8    22, 22, 66, 8     30, 30, 66, 8     
Meteor Swarm             35, 35, 85, 35   37, 37, 85, 35    40, 45, 85, 35    
Flame Strike             37, 35, 75, 40   39, 37, 75, 50    42, 42, 75, 42    
Nuclear Missile          39, 40, 75, 50   41, 42, 75, 50    45, 45, 75, 50    
Call Chaos               41, 45, 85, 100  43, 45, 85, 100   48, 48, 85, 100   
Magic Rocket             43, 45, 80, 150  45, 47, 90, 150   50, 50, 90, 150   
Mana Storm               45, 50, 85, 200  47, 50, 95, 200       n/a           
Call the Void            49, 100, 85, 250 50, 100, 95, 250      n/a           
}}}			                                                      
{{{ Death Magic    Lev. Mana Fail Exp. Lev. Mana Fail Exp. Lev. Mana Fail Exp.
---------------    ------------------- ------------------- ------------------- 
Detect Undead            1, 1, 25, 4      1, 1, 25, 4       5, 1, 40, 3       
Detect Demons            1, 1, 25, 4      2, 2, 25, 4       5, 2, 40, 3       
Detect Evil              2, 2, 25, 4      3, 3, 25, 4       7, 3, 50, 3       
Stinking Cloud           3, 3, 27, 3      5, 4, 27, 4       9, 5, 40, 3       
Black Sleep              5, 5, 30, 4      7, 7, 30, 4       11, 8, 40, 3      
Resist Poison            7, 10, 75, 6     9, 11, 75, 6      17, 25, 75, 4     
Stun                     7, 7, 30, 4      10, 11, 30, 4     19, 19, 50, 3     
Terror                   9, 9, 30, 4      11, 12, 40, 5     21, 21, 50, 3     
                                                                              
Turn Undead              11, 11, 40, 5    13, 13, 40, 5     23, 23, 55, 3     
Poison Bolt              13, 12, 30, 4    15, 15, 30, 4     25, 25, 50, 3     
Drain Life               18, 18, 50, 10   20, 20, 50, 10    27, 27, 75, 4     
Vampiric Drain           23, 20, 60, 16   25, 23, 60, 16    30, 30, 80, 5     
Poison Branding          30, 75, 50, 30   33, 75, 90, 30    40, 80, 95, 20    
Cloud Kill               33, 35, 60, 16   35, 35, 60, 16    45, 40, 60, 9     
Genocide                 37, 25, 95, 25   40, 30, 95, 100       n/a           
Restore Life             45, 50, 95, 150  50, 52, 95, 150       n/a           
			                                                      
Berserk                  10, 20, 80, 180  13, 20, 80, 180   25, 30, 80, 125   
Remove Curse             10, 15, 80, 30   13, 15, 80, 30    25, 25, 80, 100   
Dark Bolt                11, 11, 30, 15   14, 15, 30, 15    27, 27, 40, 40    
Nether Bolt              15, 15, 30, 30   17, 17, 30, 30    30, 30, 50, 40    
Ball of Darkness         23, 20, 50, 50   25, 25, 50, 50    35, 35, 50, 40    
Nether Ball              29, 25, 50, 50   33, 33, 50, 50    40, 40, 50, 40    
Battle Frenzy            33, 35, 60, 125  35, 35, 60, 125   45, 45, 80, 100   
Darkness Storm           40, 40, 70, 200  44, 44, 80, 200       n/a           
			                                                      
Death Ray                20, 20, 75, 50   25, 25, 75, 50    35, 35, 75, 50    
Annihilation             27, 25, 75, 50   30, 30, 75, 50    38, 38, 75, 50    
Esoteria                 30, 40, 95, 250  35, 45, 95, 250   40, 45, 95, 200   
Vampiric Branding        32, 90, 70, 90   40, 90, 70, 90    45, 100, 90, 100  
Dispel Living            33, 35, 70, 40   40, 40, 70, 40    48, 50, 30, 75    
Dispel Creature          37, 35, 80, 70   42, 40, 80, 70    50, 50, 90, 75    
Mass Genocide            40, 75, 80, 100  45, 75, 80, 100       n/a           
Hellfire                 42, 45, 95, 250  48, 45, 95, 250       n/a           
}}}
}}}
{{{                        Rogue            Paladin             
{{{ Life Magic     Lev. Mana Fail Exp. Lev. Mana Fail Exp.
--------------     ------------------- -------------------
Detect Evil                  n/a          1, 1, 30, 4        
Cure Light Wounds            n/a          2, 2, 35, 4        
Bless                        n/a          3, 3, 35, 4        
Remove Fear                  n/a          4, 3, 35, 4        
Call Light                   n/a          5, 4, 35, 4        
Detect Traps and Doors       n/a          8, 5, 40, 4        
Cure Medium Wounds           n/a          11, 9, 40, 3       
Satisfy Hunger               n/a          13, 10, 45, 3      
			                                     
Remove Curse                 n/a          14, 11, 45, 4      
Cure Poison                  n/a          15, 15, 50, 4      
Cure Critical Wounds         n/a          17, 15, 50, 4      
Sense Unseen                 n/a          18, 15, 50, 4      
Holy Orb                     n/a          18, 15, 50, 4      
Protection from Evil         n/a          19, 15, 50, 4      
Healing                      n/a          30, 25, 55, 5      
Glyph of Warding             n/a          35, 70, 75, 5      
                                                             
Turn Undead                  n/a          25, 20, 50, 75     
Dispel Curse                 n/a          28, 24, 70, 150    
Dispel Undead                n/a          30, 24, 60, 75     
Dispel Demons                n/a          33, 24, 60, 75     
Dispel Evil                  n/a          35, 32, 70, 75     
Banish                       n/a          35, 55, 80, 115    
Holy Word                    n/a          39, 38, 80, 125    
Warding True                 n/a          46, 60, 80, 150    
			                                     
Heroism                      n/a          9, 9, 50, 40       
Prayer                       n/a          25, 20, 50, 50     
Healing II                   n/a          35, 60, 80, 115    
Restoration                  n/a          40, 80, 80, 200    
Remembrance                  n/a          40, 80, 80, 225    
Healing True                 n/a          45, 80, 80, 115    
Holy Vision                  n/a          45, 45, 80, 100    
Holy Invulnerability         n/a          50, 100, 80, 250   
}}}
{{{ Sorcery Magic  Lev. Mana Fail Exp. Lev. Mana Fail Exp.
-----------------  ------------------- -------------------
Detect Monsters          5, 1, 50, 1            n/a           
Phase Door               7, 2, 55, 1            n/a           
Detect Doors and Traps   8, 3, 65, 1            n/a           
Light Area               9, 3, 65, 1            n/a           
Confuse Monster          13, 6, 75, 1           n/a           
Teleport                 15, 7, 75, 1           n/a           
Sleep Monster            17, 9, 75, 1           n/a           
Recharging               21, 12, 80, 1          n/a           
                                                             
Magic Mapping            25, 14, 80, 1          n/a           
Identify                 27, 15, 80, 1          n/a           
Slow Monster             29, 17, 75, 2          n/a           
Mass Sleep               30, 20, 80, 4          n/a           
Teleport Away            31, 23, 80, 5          n/a           
Haste Self               32, 25, 70, 6          n/a           
Detection True           35, 30, 80, 12         n/a           
Identify True            40, 35, 75, 20         n/a           
			                                     
Detect Invisibility      5, 1, 25, 8            n/a           
Unbarring Ways           9, 3, 65, 5            n/a           
Detect Objs and Treas    9, 3, 65, 5            n/a           
Detect Enchantment       13, 10, 70, 5          n/a           
Sense Invisible          15, 10, 60, 10         n/a           
Probing                  15, 20, 80, 20         n/a           
Teleport Level           15, 17, 60, 30         n/a           
Word of Recall           30, 35, 75, 15         n/a           
                                                             
Stasis                   15, 15, 40, 10         n/a           
Slow Monsters            20, 20, 70, 50         n/a           
Explosive Rune           35, 40, 95, 100        n/a           
Clairvoyance             37, 40, 80, 100        n/a           
Enchant Weapon           43, 80, 80, 100        n/a           
Enchant Armour           44, 100, 80, 100       n/a           
Alchemy                  45, 50, 70, 100        n/a           
Globe of Invulnerabil.       n/a                n/a          
}}}			                                     
[Rogues and Paladins cannot take Nature or Chaos magics]
{{{ Death Magic    Lev. Mana Fail Exp. Lev. Mana Fail Exp.
---------------    ------------------- -------------------
Detect Undead            5, 2, 40, 1      1, 1, 25, 4        
Detect Demons            7, 2, 40, 1      3, 2, 25, 4        
Detect Evil              9, 5, 50, 1      4, 3, 25, 4        
Stinking Cloud           13, 7, 60, 1     6, 5, 27, 4        
Black Sleep              15, 7, 80, 1     8, 8, 30, 4        
Resist Poison            17, 15, 80, 1    10, 11, 75, 6      
Stun                     19, 17, 30, 1    12, 12, 30, 4      
Terror                   19, 19, 30, 1    14, 14, 40, 5      
                                                             
Turn Undead              21, 21, 60, 3    16, 16, 40, 5      
Poison Bolt              23, 23, 75, 4    18, 18, 30, 4      
Drain Life               27, 25, 75, 4    22, 22, 50, 10     
Vampiric Drain           30, 30, 75, 4    27, 25, 60, 16     
Poison Branding          35, 35, 75, 5    35, 75, 90, 30     
Cloud Kill               45, 45, 60, 10   40, 35, 60, 16     
Genocide                     n/a          45, 35, 95, 100    
Restore Life                 n/a          50, 52, 95, 150    
			                                     
Berserk                  20, 25, 80, 100  15, 20, 80, 180    
Remove Curse             23, 20, 40, 20   15, 20, 80, 30     
Dark Bolt                28, 28, 75, 25   18, 20, 30, 15     
Nether Bolt              33, 30, 75, 25   20, 20, 30, 30     
Ball of Darkness         38, 35, 75, 25   30, 25, 50, 50     
Nether Ball              42, 40, 75, 35   35, 35, 50, 50     
Battle Frenzy            46, 45, 75, 40   40, 40, 60, 125    
Darkness Storm           50, 50, 75, 50   48, 50, 80, 200    
			                                     
Death Ray                30, 30, 80, 50   30, 35, 75, 50     
Annihilation             32, 32, 80, 50   33, 35, 75, 50     
Esoteria                 32, 40, 90, 150  38, 45, 95, 250    
Vampiric Branding        45, 100, 90, 100 42, 100, 70, 90    
Dispel Living                n/a          45, 45, 70, 40     
Dispel Creature              n/a          47, 45, 80, 70     
Mass Genocide                n/a          48, 75, 80, 100    
Hellfire                     n/a          50, 75, 95, 250    
}}}
}}}
{{{ Key:
--------
Lev:     Level required to cast spell
Mana:    Mana required to cast spell
Fail:    Initial fail rate, reduced by 3 for each player level higher than
	 the spell level, and according to your INT/WIS adjustment
Exp/Lev: When casting the spell for the first time, you gain this number
	 times the spell level in experience.
}}}
}}}
</PRE>
<HR>

Go back to the <A HREF="#Table of Contents">Table of Contents</A>.
<HR>
<H2>
        <A NAME="Races in Zangband">
        4. Races in Zangband</A>
</H2>
<P>
[The information in this section is provided entirely by Mr. Samorodin]
<P>
<H4>Zangband v2.0.4 Race Spoiler Charts v0.04</H4>
<P> 
Below are charts which show racial statistic bonuses (e.g.
Strength), racial ability modifiers (e.g. Stealth) and racial
intrinsic abilities (e.g. Yeeks resist Acid). 
 
<HR>
<H4>
        <A NAME="Race vs. Stat Bonus Chart"> Race vs. Stat Bonus Chart</A>
</H4>
<PRE>
<U>
Race        Str.  Int.  Wis.  Dex.  Con.  Chr. 
</U>
Human          0     0     0     0     0     0 
Half-Elf      -1    +1    +1    +1    -1    +1 
Elf           -1    +2    +2    +1    -2    +2 
Hobbit        -2    +2    +1    +3    +2    +1 
Gnome         -1    +2     0    +2    +1    -2 
Dwarf         +2    -2    +2    -2    +2    -3 
Half-Orc      +2    -1     0     0    +1    -4 
Half-Troll    +4    -4    -2    -4    +3    -6 
Amberite      +1    +2    +2    +2    +3    +2 
High-Elf      +1    +3    +2    +3    +1    +5 
Barbarian     +3    -2    -1    +1    +2    -2 
Half-Ogre     +3    -1    -1    -1    +3    -3 
Half-Giant    +4    -2    -2    -2    +3    -3 
Half-Titan    +5    +1    +1    -2    +3    +1 
Cyclops       +4    -3    -3    -3    +4    -6 
Yeek          -2    +1    +1    +1    -2    +7 
Klackon       +2    -1    -1    +1    +2    -2 
Kobold        +1    -1     0    +1     0    -4 
Nibelung      +1    -1    +2     0    +2    -4 
Dark Elf      -1    +3    +2    +2    -2     1 
Draconian     +2    +1    +1    +1    +2    -3 
Mind Flayer   -3    +4    +4     0    -2    -5 
Imp           -1    -1    -1    +1    +2    -3 
Golem         +4    -5    -5     0    +4    -4 
Skeleton       0    -2    -2     0    +1    -4 
Zombie        +2    -6    -6    +1    +4    -5 
</PRE>
<HR>
<H4>
        <A NAME="Race vs. Abilities Chart">
        Race vs. Abilities Chart</A>
</H4>
<PRE>
<U>
Race       r_dis  r_dev  r_sav  r_stl  r_srh  r_fos  r_thn r_thb hitdie exp_mod
</U>
Human        0      0      0      0      0    10      0      0     10     100  
Half-Elf     2      3      3      1      6    11     -1      5      9     110 
Elf          5      6      6      2      8    12     -5     15      8     120
Hobbit      15     18     18      5     12    15    -10     20      7     110 
Gnome       10     12     12      3      6    13     -8     12      8     135 
Dwarf        2      9      9     -1      7    10     15      0     11     125 
Half-Orc    -3     -3     -3     -1      0     7     12     -5     10     110
Half-Troll  -5     -8     -8     -2     -1     5     20    -10     12     137 
Amberite     4      5      5      2      3    13     15     10     10     225  
High-Elf     4     20     20      4      3    14     10     25     10     200 
Barbarian   -2    -10      2     -1      1     7     12     10     11     120  
Half-Ogre   -3     -5     -5     -2     -1     5     20      0     12     130 
Half-Giant  -6     -8     -6     -2     -1     5     25      5     13     140 
Half-Titan  -5      5      2     -2      1     8     25      0     14     225 
Cyclops     -4     -5     -5     -2     -2     5     20     12     13     130 
Yeek         2      4     10      3      2    10     -5     -5      7     100 
Klackon     10      5      5      0     -1    10      5      5     12     125 
Kobold      -2     -3     -2     -1      1     8     10     -8      9     125 
Nibelung     3      5     10      1      5    10      9      0     11     135 
Dark Elf     5     15     10      3      8    12     -5     10      9     150
Draconian   -2      5      3      0      1    10      5      5     11     250 
Mind Flayer 10     25     10      2      5    12    -10     -5      9     140 
Imp         -3      2     -1      1     -1    10      5     -5     10     110 
Golem       -5     -5     10     -1     -1     8     20      0     12     135 
Skeleton    -5     -5      5     -1     -1     8     10      0     10     110 
Zombie      -5     -5      8     -1     -1     5     15      0     13     110 

<U>Key</U>:
r_dis = Disarming (modified by INT and DEX) 
r_dev = Magic device ability (modified by INT) 
r_sav = Saving throw (modified by WIS) 
r_stl = Stealth adjustment 
r_srh = Searching ability 
r_fos = Searching Frequency 
r_thn = Fighting ability 
r_thb = Bow and Throwing ability 
hitdie = race get this as a base hit die per level (modified by class) 
exp base = percent modifier for advancing to next level 
</PRE>
<HR>
<h4>
        <A NAME="Racial Intrinsic Ability Chart">
        Racial Intrinsic Ability Chart</A>
</H4>
<PRE>
<U>
Race        Intrinsic Abilitity     Racial Activation Ability/Level Gained
</U>
Human       None                    None 
Half-Elf    None                    None   
Elf         Res. Light              None 
Hobbit      Sus. Dex                None 
Gnome       FA                      Blink (range 10 + lev feet),level 5 
Dwarf       Res. Blindness          Detect traps, doors,& stairs, level 5 
Half-Orc    Res. Dark               *Remove Fear, level 3  
Half-Troll  Sus. Str, Regen(15)     *Remove Fear, +30 HP, Heroism?, level 10   
            SD(15 -if Warrior) 
Amberite    Sus. Con, Regen         **Shadow Shifting, 30& Walk the Pattern, 40
High-Elf    Res. Light, SI          None 
Barbarian   Res. Fear               Remove Fear, +30 HP,Heroism?, level 8 
Half-Ogre   Res. Dark, Sus. Str     Create explosive rune, level 25 
Half-Giant  Res. Shards, Sus. Str   Stone to mud, level 20 
Half-Titan  Res. Chaos              Probing, level 35 
Cyclops     Res. Sound              Throw Boulder, level 20 
Yeek        Res. Acid, Imm.Acid(20) Scare Monster, level 15 
Klackon     Res. Confusion          Haste Self, level 30 
Kobold      Res. Poison             Throw Poison Dart, level 12 
Nibelung    Res. Dark, Disenchant   Detect, traps, doors, &stairs, level 10 
Dark Elf    Res. Dark, SI(20)       Magic Missile, level 3 
Draconian   FF, Res. Fire(5),       ***Breath Weapon, level 1 
            Cold(10), Acid(15),      
            Lightning(20),Poison(35) 
Mind Flayer Sus. Int, Wis, SI(15)   Confuse Monster & Stun Monster, level 15   
            Telepathy(40) 
Imp         Res. Fire, SI(10)       Fire Bolt 9 < plev < 30,Fire Ball plev >=30
Golem       Res. Poison, FA, SI     Toughen Skin (+50 to AC), level 20
            HL(35) 
Skeleton    Res. Poison, Shards,SI  Restore Life Levels, level 30
            HL, Res. Cold(10) 
Zombie      Res. Poison, Nether,SI  Restore Life Levels, level 30 
            HL, Res. Cold(5) 
 
<U>Key</U>:
Res = Resist 
Sus = Sustain 
FA = Free Action 
SI = See Invisible 
HL = Hold Life 
FF = Feather fall 
SD = Slow Digestion 
plev = Character Level 
 
An abilitiy with a number in parenthesis means that a character
of that race gains that ability at the level specified in
parens.  E.g. Zombies gain Resist Cold at 5th level. 
 
<U>Notes</U>:
*    It is twice as difficult for non-warrior character of this
     race to use this ability. 
**   Pattern Walking - remove poison, stunning, cuts, blindness,fear,
     restore all stats, restore level, and one other thing(set_image(0)?)
     Shadow Shifting - generates a new level, like the Alter Reality spell. 
***  66%/33% chance of fire/cold breath with a plev/100 chance of one 
     of the following instead: 
        <U>Class</U>            <U>Breath Type</U> 
        Warrior, Ranger: 1/3 Normal Missile, 2/3 Shards 
        Mage:            1/3 Mana, 2/3 Disenchant 
        Priest, Paladin: 1/3 Holy Orb, 2/3 Sound 
        Rogue:           Poison 
     Damage: Ball Attack - damage r(2*plev), radius 1+(plev/15)
</PRE>
<HR>
<B>
        <A NAME="Racial Activation Chart"> 
        Racial Activation Chart</A> </B>
<PRE>
<U>
Race        MinLev   Cost   Stat  Diff  Explanation 
</U>
Gnome          5   5+lev/5  Int    12   Blink, range10+lev feet 
Dwarf          5       5    Wis    12   Detect traps, doors, and stairs 
Half-Orc       3       5    Wis   5/10* Remove Fear 
Half-Troll    10      12    Wis   6/12* Remove Fear, +30 HP, Heroism 
Amberite 
  shdw shift  30      50    Int    50   Alter Reality 
  ptrn walk   40      75    Wis    50   Cure-all** (see explanation above) 
Barbarian      8      10    Wis   6/12* Remove Fear, +30 HP, Heroism 
Half-Ogre     25      35    Int    15   Create Explosive Rune, damage... 
Half-Giant    20      10    Str    12   Bash Walls (stone-to-mud) 
Half-Titan    35      20    Int    12   Probing 
Cyclops       20      15    Str    12   Throw Boulder, damage (3*plev)/2 
Yeek          15      15    Wis    10   Scare Monster
Klackon       30      20    Dex    14   Haste Self, duration ???
Kobold        12       8    Dex    14   Throw poison dart, damage plev 
Nibelung      10       5    Wis    10   Detect traps, doors, and stairs 
Dark Elf       3       2    Int     9   Magic Missile, damage 3+((plev-1)/5 D4 
Draconian      1     plev   Con    12   Breath Weapon***(see explanation above)
Mind Flayer   15      12    Int    14   Confuse and Stun monster 
Imp            9      15    Wis    15   Fire bolt lev<30 then ball dmg plv rad2
Golem         20      15    Con     8   Shield, +50 added to AC, dur 30+D20
Skeleton      30      30    Wis    18   Restore Life Levels 
Zombie        30      30    Wis    18   Restore Life Levels 
 
* First number applies to warriors, second to all other classes 
 
MinLev = Minimum level ability can be used. 
Cost = All activations use mana if available else they use hit points.  
Stat = This statistic is used to help determine if ability activation 
       is successful. 
Diff = Difficulty.   
</PRE>
<HR>
Go back to the <A HREF="#Table of Contents">Table of Contents</A>.
<HR>
<H2>
        <A NAME="Monsters in Zangband">
        5. Monsters in Zangband</A>
</H2>
<H3>
                <A NAME="5a. Finish Politics">
                5a. Finish Politics</A>
</H3>
<PRE>
[From usenet post by Topi Ylinen]
Ok, here's the 'official' explanation: 
When the original code for Zangband was written years ago, we were voting for
the new president. There were a number of strong candidates, among them 
the democrat Martti Ahtisaari (who would be elected in the vote) and 
Paavo Vyrynen. These two were very likely to carry on to the second round
of the vote (since nobody seemed likely to gain more than 50% of the votes,
required to win the first round so completely that no second round would
be needed). 

Martti Ahtisaari weighed 127 kg at the time, and played Mr. Nice-guy. He had
a career in the UN, and he would always do things which made him look unselfish
and diplomatic. That's why Martti Ihrasaari says what he says in Zangband
(Ahtisaari = "Ahti's Island", Ihrasaari = "Fat Island"). 

Paavo Vyrynen is a much better known figure to the Finns. He's the kind of
political gambler who would always do anything (sell his mother, burn his
kids, or whatever) if it profited him. He would change his opinions and
decisions immediately if he believed that gave him some kind of advantage.
He's not the kind of person you would trust (or if you did, I'd call you
a fool). Curiously, during the elections, books were published that 
told all kinds of nasty things about the major candidates, but -- surprise,
surprise -- no such book was published about Paavo Vyrynen. What a 
coincidence. When Mr Vyrynen heard he didn't make it to the second
round, he cried in front of tv cameras...
(The books thing explains why Mr Vaaranen said what he did in Zangband --
Vaaranen should actually be Vrnen, "the wrongful one").

Why you get to chop these politicians to pieces? Well, I am not normally
interested in politics, it is just the obligatory pun at the prominent
politicians of the time, adapted to Angband standards.
</PRE>

<HR>
Go back to the <A HREF="#Table of Contents">Table of Contents</A>.
<HR>
<HR>
<H2>
        <A NAME="Common Changes">
        6. Common Changes</A>
</H2>
This section describes some common changes folks have discussed on the
newsgroup to make Zangband a better game.  
<H3>
                <A NAME="*Identify* Change">
                6a. *Identify* Change</A>
</H3>
<PRE>
From: Eric Wright <wright@spike.physics.ncsu.edu>
Newsgroups: rec.games.roguelike.angband
Subject: Re: Zangband Ego Effects?
Date: Tue, 02 Dec 1997 08:15:48 -0500

...snip...

To find more *identify* scrolls, make the following change
to k_info.txt:

Old version...

N:177:*Identify*
G:?:d
I:70:13:0
W:30:0:5:1000
A:30/1

New version:

N:177:*Identify*
G:?:d
I:70:13:0
W:10:0:5:500
A:10/1:20/1:30/1:40/1:60/1

This will make them level 10 items, rather than level 30.
They will show up more frequently on levels 10, 20, 30, 40,
and 60, they will cost half as much in the black market
(around 1800 with 18 CHR and good racial match).

Most people don't have too much of a problem with this
change to Zangband (or any other random artifact game).

E

-- 
FOR SALE:  Parachute.  Used once.  Never opened.  Slightly stained.
</PRE>

<H3>
                <A NAME="Teleport Patch">
                6b. Teleport Patch</A>
</H3>
<PRE>
From: wooledge@kellnet.com (Greg Wooledge)
Newsgroups: rec.games.roguelike.angband
Subject: Zangband 2.0.4 teleport patch
Date: Fri, 05 Dec 1997 13:57:56 GMT

This is a very simple little patch that I put together for a character
of mine who's got a Trump Weapon.  There's an option (disturb_other)
which currently does nothing in Zangband; I've made this patch to assign
it a useful function.  If the option is set (on), and you're wearing
an uncursed item with the TELEPORT flag, then you will be prompted
"Teleport? (y/n)" every once in a while; if you answer 'y' then you'll
be teleported.  So far, that's the default behavior in Zangband.  What
my patch changes is twofold:

	* If the option is not set (off), then you will *NOT* be prompted,
	  and you will never be teleported randomly.

	* If the option is set, but you answer 'n', you will not be
	  disturbed.

This offers the following advantages:

	* You may turn on the disturb_other option when you're in a
	  dangerous situation in which you'd like to be randomly
	  teleported if possible.

	* You may rest, even with the option on, for a specified number
	  of turns simply by pressing 'n' whenever necessary.  This is
	  useful if you're resting 100 turns so you won't lose your
	  level feeling before going downstairs, or if you're town
	  scumming, etc.

*** dungeon.c.orig	Thu Dec  4 13:57:23 1997
--- dungeon.c	Thu Dec  4 13:57:25 1997
***************
*** 992,1001 ****
          if ((f3 & TR3_TELEPORT) && (rand_int(100)<1))
          {
-             disturb(0,0);
              if (o_ptr->ident & IDENT_CURSED)
                  /* Teleport player */
                  teleport_player(40);
!             else if (get_check("Teleport? "))
                  teleport_player(50);
          }
          
--- 992,1006 ----
          if ((f3 & TR3_TELEPORT) && (rand_int(100)<1))
          {
              if (o_ptr->ident & IDENT_CURSED)
+             {
                  /* Teleport player */
                  teleport_player(40);
!                 disturb(0,0);
!             }
!             else if (disturb_other && get_check("Teleport? "))
!             {
                  teleport_player(50);
+                 disturb(0,0);
+ 	    }
          }
          
-- 
# Greg Wooledge                         # "Daddy, why do those people have to
# wooledge@kellnet.com                  #   use Microsoft Windows?"
# http://kellnet.com/wooledge/main.html # "Don't stare, son; it's not polite."
#        --  Crack RC5-64 now! http://www.distributed.net/rc5/  --
</PRE>

<HR>
Go back to the <A HREF="#Table of Contents">Table of Contents</A>.
<HR>
<H2>
        <A NAME="Items in Zangband">
        7. Items in Zangband</A>
</H2>
Julian Lighton <jl8e@fragment.com> provided the artifact information and
some of the ego item information.  The ego item information was also
supplemented by a post by Stephen S. Lee (lee9@login6.fas.harvard.edu).
I have done my best to verify and add all of the changes to items, but
please feel free to send me corrections and/or additions.

<H3>
                <A NAME="Artifacts">
                7a. Artifacts</A>
</H3>
This section only shows the random abilities that are determined at
run-time.  All other abilities for these artifacts can be determined by
reading the lib/a_info.txt file.
<P>
<B>Terror Mask</B>: if warrior, EGO_XTRA_ABILITY and a high resist
        else heavy curse, aggravate, ty_curse

<P>
<B>Julian</B>, <B>Arvedui</B>, <B>Caspanion</B>, <B>Hithlomir</B>,
<B>Rohirrim</B>, <B>Celegorm</B>, <B>Anarion</B>,
<B>Thranduil</B>, <B>Luthien</B>, <B>Thror</B>, <B>Thorin</B>,
<B>Nimthanc</B>, <B>Dethanc</B>, <B>Narthanc</B>, <B>Sting</B>,
<B>Turmil</B> all get a high resist.

<P>
<B>Maedhros</B>, <B>Glamdring</B>, <B>Orcrist</B>, <B>Anduril</B>,
<B>Zarcuthra</B>, <B>Gurthang</B>, <B>Soulsword</B>, <B>Brand</B> all get
a high resist (50%) or EGO_XTRA_ABILITY

<P>
<B>Nenya</B>, <B>Vilya</B>, <B>Beruthiel</B>, <B>Fingolfin</B>,
<B>Thingol</B>, <B>Ulmo</B>, <B>Gandalf</B> get EGO_XTRA_ABILITY.

<P>
<B>The One Ring</B>, <B>Amber</B>, <B>Aule</B> get a high resist and
EGO_XTRA_ABILITY.

<H3>
                <A NAME="Ego Items">
                7b. Ego Items</A>
</H3>
In all cases the random abilities that Zangband adds to these ego items
have been included.  In some cases the abilities from the e_info.txt file
have been extracted as well.  Eventually all of the abilities for these
items will be listed here.

<H4>
<U>Weapons</U>
</H4>

<B>Trump Weapon</B>:<BR>
Slay Evil, Teleportation, Free Action, Regeneration, Slow Digestion,
Resist Nexus and a Searching bonus.  They activate for teleport every
50+1d50 turns.  They also get a random high resistance, and have a 1 in 5
chance of getting slay demon as well.  1 in 7 chance of EGO_XTRA_ABILITY.
One annoying thing about these items (especially if you are using the
roguelike keyset) is that they ask you if you want to teleport every so
often.  See the section on the <A HREF="#Teleport Patch">teleport
patch</A> for a fix to this.

<P>
<B>Vampirics</B>:<BR> 
Hold Life, Vampiric drain. 
This sucks life from non-undead opponents and gives it to you.  *Very*
powerful ability, making Vampirics competitive with even artifact
weaponry.

<P>
<B>Chaotic Weapons</B>:<BR>
Resist Chaos, Chaotic [randomly drains the enemy (dunno
what effect it actually has), confuses the enemy or cause an earthquake.
Could do more, not sure.], and get a random resistance (low or high).
<P>
<B>Pattern Weapons</B>:<BR>
Slay Evil, Slay Demon, Slay Undead, Free Action, See Invisible and a
bonus to STR and CON.  They also get a 1 in 3 chance of Hold Life, a 1 in
3 chance of a dexterity bonus, and a 1 in 5 chance of Resist Fear, along
with a random high resistance.

<P>
<B>Weapons of Slaying</B>:<BR>
33% chance of double damage dice, else at least +1 to both # of dice, and
size of dice.  (For each of them, it adds one, then rolls a random number
from 1 to the current value. If this is one, it does this again.) 1 in 5
chance of poison brand.  If a sword-type weapon, then 1 in 3 chance of
Vorpal.

<P>
<B>Westernesse weapons</B> have a 1 in 3 chance of getting Resist Fear.
Bonus to str, dex and con.  Slay Orc, Troll, Giant, Free Action, See
Invisitble.

<P>
<B>Defenders</B> get a high resist, and 1 in 3 chance of Resist Poison.
(If the high resist rolled is Resist Poison, that's the only high resist
you'll get -- high resists aren't rerolled just because the weapon
already has the ability.)

<P>
<B>Blessed Weapons</B>: Blessed, EGO_XTRA_ABILITY
<P>
<B>
Slay Undead</B> weapons all get Hold Life.  
<BR>
<B>*Slay* Undead</B> weapons get additional Resist Nether.
<B>
<P>
*Slay Evil*</B> weapons are blessed and get resist fear.
<P>
<B>
Holy Avengers</B> have a 1 in 4 chance of getting extra blows,
EGO_XTRA_SUSTAIN.

<P>
<B>Slay Dragon</B> weapons get a random low resist.  
<BR>
<B>*Slay Dragon*</B> weaponry has a 1 in 3 chance of getting an
additional Resist Poison, plus it gets another resistance, which is
limited to low resists and Resist Poison (1 in 7 poison, otherwise low).

<P>
<B>Earthquakes:</B> 33% chance of extra attacks.
<P>
<B>Bow of Extra Might</B> give a random_resistance (any except for immunities).

<H4>
<U>Armour</U>
</H4>
<P>
Crowns:
<DD><B>Magi</B>: random high resist, EGO_XTRA_POWER
<DD><B>Might</B>: random high resist
<DD><B>Lordliness</B>: random high resist
<DD><B>Seeing</B>: 1 in 3 chance of telepathy.

<P><B>Helm of Seeing</B>: 1 in 3 chance of telepathy.

<P>
<B>Gauntlets of Power</B>, <B>Boots of Slow Descent</B>: random high resist.
<P>
<B>Armor of Resistance</B> resistance plus has a 1 in 4 chance of getting
Resist Poison, plus a random high resist.  
<BR>
<B>Shields of Resistance</B> resistance plus a random high resist.

<P>
<B>Cloak of Aman</B>: EGO_XTRA_POWER

<P>
<B>Robe of Permanence</B>: EGO_XTRA_POWER

<P>
<B>Armor of Elvenkind</B>: EGO_XTRA_POWER

<P>
<B>Helmets and crowns of Seeing</B> have a chance of granted telepathy (1 in 7
for helmets, 1 in 3 for crowns).

<P>
<B>Dragon Sheilds/Helm</B> always gives you at least 1
random_resistance.  After
that you have a 50% chance getting a second, another 50% chance of
getting a third and so on.  Each resistances is determined  as follows: 1
in 4 chance of getting a low resist or poison resistance, and a 3 in 4
chance of getting a high resist not including fear, poison, light or
darkness.  

<H4>
<U>Other</U>
</H4>
<B>Ring of Lordly Protection</B>:
large plus to AC (at least +10), hold life, free action, resist
disenchantment, and one guaranteed high resist (excluding fear and
poison) with each time it gets one, 25% chance of getting another.

<P><B>Amulet of the Magi</B>: 1 in 3 chance of slow digestion.

<H4><U>Notes:</U></H4>
<B>high resist</B>: one of blind, conf, sound, shards, nether, nexus, chaos,
disen, light, dark, fear, poison
<BR>
<B>low resist</B>: one of fire, cold, acid, elec
<BR>
<B>any resist</B>: 12 in 34 chance of low. otherwise high.
<BR>
<B>EGO_XTRA_SUSTAIN</B>: sustain con and sustain chr are slightly (42 in 256,
instead of 43 in 256) less likely
<BR>
<B>EGO_XTRA_POWER</B>: one of blind, conf, sound (24 in 256 each), shards,
nether, nexus, chaos, disen, poison, dark, light (23 in 256)
<BR>
<B>EGO_XTRA_ABILITY</B>: one of feather fall, light, see invis, telepathy,
slow digest, regen, free action, hold life.

<P>
Things are actually more complex than this becuase there is a bias that
hs been introduced based upon your class/race(?) which can affect random
resistance generation.  For instance I have seen a Sheild of Resistance
with no high resist and heard about a dragon shield that gave acid
immunity.

<HR>
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<H2>
        <A NAME="Miscellanous Changes">
        8. Miscellanous Changes</A>
</H2>
This section includes some miscellaneous things that Zangband changes
from Vanilla Angband.
<H3>
                <A NAME="Zangband Level Feelings">
                8a. Zangband Level Feelings</A>
</H3>
<PRE>
"Looks like any other level."
"You feel there is something special about this level."
"You nearly faint as horrible visions of death fill your mind!"
"This level looks very dangerous.",
"You have a very bad feeling...",
"You have a bad feeling...",
"You feel nervous.",
"You feel your luck is turning...",
"You don't like the look of this place.",
"This level looks reasonably safe.",
"What a boring place..."
</PRE>
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