pax_global_header00006660000000000000000000000064123350330620014507gustar00rootroot0000000000000052 comment=b4456969cd02d75c599a5b86b225c0774697e85d tome-2.3.11-ah/000077500000000000000000000000001233503306200131255ustar00rootroot00000000000000tome-2.3.11-ah/.gitignore000066400000000000000000000001321233503306200151110ustar00rootroot00000000000000*.o *.~* *.#* CMakeFiles CMakeCache.txt cmake_install.cmake install_manifest.txt Makefile tome-2.3.11-ah/BUGS.txt000066400000000000000000000004711233503306200144300ustar00rootroot00000000000000Known Bugs: =========== - If you save the game during the Thieves Quest in Bree, it will not be able to load. - Under Linux the X11 front-end does not work properly when NumLock is on. - Using modules: Automatizer save (+ note save, etc.) don't autocreate the module directory in the save directory hierarchy... tome-2.3.11-ah/CMakeLists.txt000066400000000000000000000050421233503306200156660ustar00rootroot00000000000000# Project definition. PROJECT (tome2) CMAKE_MINIMUM_REQUIRED (VERSION 2.6) # We want a readable feature summary. INCLUDE(FeatureSummary) # Default flags. IF(CMAKE_COMPILER_IS_GNUCC) # Let's set sensible options. SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -pipe -Wall -Wno-unused-value") SET(CMAKE_C_FLAGS_RELEASE "-O2") SET(CMAKE_C_FLAGS_DEBUG "-O0 -g") ENDIF() # Add definitions. ADD_DEFINITIONS(-DUSE_PRECISE_CMOVIE) # # X11 support (OPTIONAL) # FIND_PACKAGE(X11) IF(X11_FOUND) # Add X11 flags/options ADD_DEFINITIONS(-DUSE_X11) INCLUDE_DIRECTORIES(${X11_INCLUDE_DIR}) SET(LIBS ${LIBS} ${X11_LIBRARIES}) ENDIF() # # GTK2 support (OPTIONAL) # FIND_PACKAGE(GTK2) IF(GTK2_FOUND) # Add GTK flags/options ADD_DEFINITIONS(-DUSE_GTK2) INCLUDE_DIRECTORIES(${GTK2_INCLUDE_DIRS}) SET(LIBS ${LIBS} ${GTK2_LIBRARIES}) ENDIF() # # SDL support (OPTIONAL) # FIND_PACKAGE(SDL) IF(SDL_FOUND) # This is a bit roundabout, but we're working around # the FindSDL_* scripts not respecting the REQUIRED # flag. # # the SDL port also requires SDL_image and SDL_ttf FIND_PACKAGE(SDL_image) FIND_PACKAGE(SDL_ttf) IF(SDLIMAGE_FOUND AND SDLTTF_FOUND) # Add SDL flags/options ADD_DEFINITIONS(-DUSE_SDL) INCLUDE_DIRECTORIES(${SDL_INCLUDE_DIR} ${SDLIMAGE_INCLUDE_DIR} ${SDLTTF_INCLUDE_DIR}) SET(LIBS ${LIBS} ${SDLIMAGE_LIBRARY} ${SDLTTF_LIBRARY} ${SDL_LIBRARY} m) ELSE() # Let user know that (and why) we haven't enabled SDL. IF(SDLIMAGE_FOUND) MESSAGE(STATUS "Found SDL and SDL_image, but not SDL_ttf!") ELSEIF(SDLTTF_FOUND) MESSAGE(STATUS "Found SDL and SDL_ttf, but not SDL_image!") ELSE() MESSAGE(STATUS "Found SDL, but not SDL_image nor SDL_ttf!") ENDIF() # add info about finding but not enabling SDL SET_FEATURE_INFO(SDL "not enabled") ENDIF() ENDIF() # # Curses support (OPTIONAL) # FIND_PACKAGE(Curses) IF(CURSES_FOUND) # Add Curses flags/options ADD_DEFINITIONS(-DUSE_GCU) INCLUDE_DIRECTORIES(${CURSES_INCLUDE_DIR}) SET(LIBS ${LIBS} ${CURSES_LIBRARIES}) ENDIF() # # Windows support # if(WIN32) # Add Windows flags/options ADD_DEFINITIONS(-DWINDOWS) SET(EXECUTABLE_OPTIONS WIN32) SET(LIBS ${LIBS} winmm wsock32) endif(WIN32) # # Set the path for loading the library bits. # IF(SYSTEM_INSTALL) SET(DEFAULT_PATH "${CMAKE_INSTALL_PREFIX}/lib/tome") ELSE() SET(DEFAULT_PATH "./lib") ENDIF() ADD_DEFINITIONS(-DDEFAULT_PATH="${DEFAULT_PATH}") # Print out a summary of features. PRINT_ENABLED_FEATURES() # Add the source subdirectory. ADD_SUBDIRECTORY (src) ADD_SUBDIRECTORY (lib) tome-2.3.11-ah/DEBUG.txt000066400000000000000000000001661233503306200145170ustar00rootroot00000000000000Debugging ========= To turn on Debug mode when compiling run cmake with the -DCMAKE_BUILD_TYPE=Debug parameter. tome-2.3.11-ah/README.txt000066400000000000000000000035071233503306200146300ustar00rootroot00000000000000Using the CMake build system ============================ There are basically two options for how to run ToME once built. Option #1 : Run ToME from the build directory ============================================= Simply run the commands below. $ cmake . $ make You should now be able to run $ ./src/tome to start ToME. This is currently the recommended option. Option #2: Run ToME from a system install location ================================================== Run $ cmake -DSYSTEM_INSTALL:BOOL=true . $ make $ sudo make install You can now run ToME from anywhere. You can also use DESTDIR when installing to a different location (useful with e.g. stow or when building distribution packages). Compiling on Ubuntu =================== If you're having trouble compiling on an Ubuntu install you are probably missing the build-essential package. Each frontend requires the additional packages listed below: X11: libx11-dev SDL: libsdl-image1.2-dev, libsdl-ttf2.0-dev ncurses: libncurses5-dev Compiling on OpenBSD ==================== As of February 2010, the OpenBSD package cmake-2.4.8p2 is too old for building ToME. You may need to compile a newer version of CMake. If you have X11, then a bug in CMake may cause a linker error when linking the 'tome' executable. As a workaround, set the environment variable LDFLAGS=-L/usr/X11R6/lib when running CMake. Example: $ env LDFLAGS=-L/usr/X11R6/lib cmake . $ make The SDL frontend also requires these packages: sdl-image, sdl-ttf Compiling on Windows using MinGW ================================ (See http://www.mingw.org/) The source MUST be unpacked in a directory without spaces in the name. To compile on Windows using MinGW, use the commands $ cmake -G "MinGW Makefiles" $ mingw32-make tome-2.3.11-ah/angdos.cfg000066400000000000000000000175661233503306200151000ustar00rootroot00000000000000# File: angdos.cfg # # This file contains configuration data for Angband when compiled # (and run) with the "main-dos.c" file. # # It may also contain configuration data for the Allegro library, # which should (perhaps) precede the Angband configuration data. # # # Optional: graphics driver (Allegro) # # 1 = VGA mode 13h 2 = Mode-X # 3 = VESA 1.x 4 = VBE 2.0 (banked) # 5 = VBE 2.0 (linear) 6 = VBE/AF # 7 = Xtended mode 8 = ATI 18800/28800 # 9 = ATI mach64 10 = Cirrus 64xx # 11 = Cirrus 54xx 12 = Paradise # 13 = S3 14 = Trident # 15 = Tseng ET3000 16 = Tseng ET4000 # 17 = Video-7 # ### gfx_card = ########### Sound-support settings ########## [sound] # Section containing sound configuration information, using the variables: # digi_card = x # Sets the driver to use for playing samples, where x is one of the values: # 0 = none 1 = SB (autodetect breed) # 2 = SB 1.0 3 = SB 1.5 # 4 = SB 2.0 5 = SB Pro # 6 = SB16 7 = GUS (unfinished) # midi_card = x # Sets the driver to use for MIDI music, where x is one of the values: # 0 = none 1 = Adlib (autodetect OPL version) # 2 = OPL2 3 = Dual OPL2 (SB Pro-1) # 4 = OPL3 5 = SB MIDI interface # 6 = MPU-401 7 = GUS (unfinished) # 8 = DIGMID 9 = AWE32 # digi_voices = x # Specifies the minimum number of voices to reserve for use by the digital # sound driver. How many are possible depends on the driver. # midi_voices = x # Specifies the minimum number of voices to reserve for use by the MIDI sound # driver. How many are possible depends on the driver. # flip_pan = x # Toggling this between 0 and 1 reverses the left/right panning of samples, # which might be needed because some SB cards get the stereo image the # wrong way round. # sb_port = x # Sets the port address of the SB (this is usually 220). # sb_dma = x # Sets the DMA channel for the SB (this is usually 1). # sb_irq = x # Sets the IRQ for the SB (this is usually 7). # sb_freq = x # Sets the sample frequency, which defaults to 16129. Possible values are: # 11906 - works with any SB # 16129 - works with any SB # 22727 - on SB 2.0 and above # 45454 - only on SB 2.0 or SB16 (not the stereo SB Pro driver) # fm_port = x # Sets the port address of the OPL synth (this is usually 388). # mpu_port = x # Sets the port address of the MPU-401 MIDI interface (this is usually 330). # Volume Settings: digi_volume = 0 midi_volume = 0 ########### General Angband settings ########## [Angband] Graphics = 0 Sound = 0 Resolution = 2 ########### Screen Resolution 640 x 480 ########## [Mode-1] screen_wid = 640 screen_hgt = 480 Description = bitmap_wid = 8 bitmap_hgt = 8 bitmap_file = 8x8.gif num_windows = 3 [Term-1-0] x = 0 y = 0 cols = 80 rows = 24 tile_wid = 8 tile_hgt = 13 font_wid = 8 font_hgt = 13 font_file = xm8x13b.fnt [Term-1-1] x = 0 y = 336 cols = 80 rows = 24 tile_wid = 4 tile_hgt = 6 font_wid = 4 font_hgt = 6 font_file = xm4x6.fnt [Term-1-2] x = 320 y = 336 cols = 80 rows = 24 tile_wid = 4 tile_hgt = 6 font_wid = 4 font_hgt = 6 font_file = xm4x6.fnt ########### Screen Resolution 640 x 480 ########## [Mode-2] screen_wid = 640 screen_hgt = 480 Description = with new graphics bitmap_wid = 16 bitmap_hgt = 16 bitmap_file = 16x16.gif graf-mode = new num_windows = 3 [Term-2-0] x = 0 y = 0 cols = 80 rows = 24 tile_wid = 8 tile_hgt = 13 font_wid = 8 font_hgt = 13 font_file = xm8x13b.fnt [Term-2-1] x = 0 y = 336 cols = 80 rows = 24 tile_wid = 4 tile_hgt = 6 font_wid = 4 font_hgt = 6 font_file = xm4x6.fnt [Term-2-2] x = 320 y = 336 cols = 80 rows = 24 tile_wid = 4 tile_hgt = 6 font_wid = 4 font_hgt = 6 font_file = xm4x6.fnt ########## Screen Resolution 800 x 600 ########## [Mode-3] screen_wid = 800 screen_hgt = 600 Description = bitmap_wid = 8 bitmap_hgt = 8 bitmap_file = 8x8.gif num_windows = 3 [Term-3-0] x = 0 y = 0 cols = 80 rows = 24 tile_wid = 10 tile_hgt = 17 font_wid = 10 font_hgt = 17 font_file = xm10x17.fnt [Term-3-1] x = 0 y = 408 cols = 80 rows = 24 tile_wid = 5 tile_hgt = 8 font_wid = 5 font_hgt = 8 font_file = xm5x8.fnt [Term-3-2] x = 400 y = 408 cols = 80 rows = 24 tile_wid = 5 tile_hgt = 8 font_wid = 5 font_hgt = 8 font_file = xm5x8.fnt ########## Screen Resolution 800 x 600 ########## [Mode-4] screen_wid = 800 screen_hgt = 600 Description = with new graphics bitmap_wid = 16 bitmap_hgt = 16 bitmap_file = 16x16.gif graf-mode = new num_windows = 3 [Term-4-0] x = 0 y = 0 cols = 80 rows = 24 tile_wid = 10 tile_hgt = 17 font_wid = 10 font_hgt = 17 font_file = xm10x17.fnt [Term-4-1] x = 0 y = 408 cols = 80 rows = 24 tile_wid = 5 tile_hgt = 8 font_wid = 5 font_hgt = 8 font_file = xm5x8.fnt [Term-4-2] x = 400 y = 408 cols = 80 rows = 24 tile_wid = 5 tile_hgt = 8 font_wid = 5 font_hgt = 8 font_file = xm5x8.fnt ########## Screen Resolution 1024 x 768 ########## [Mode-5] screen_wid = 1024 screen_hgt = 768 Description = bitmap_wid = 8 bitmap_hgt = 8 bitmap_file = 8x8.gif num_windows = 3 [Term-5-0] x = 0 y = 0 cols = 80 rows = 24 tile_wid = 12 tile_hgt = 20 font_wid = 12 font_hgt = 20 font_file = xm12x20.fnt [Term-5-1] x = 0 y = 480 cols = 80 rows = 24 tile_wid = 6 tile_hgt = 12 font_wid = 6 font_hgt = 12 font_file = xm6x12.fnt [Term-5-2] x = 481 y = 480 cols = 80 rows = 24 tile_wid = 6 tile_hgt = 12 font_wid = 6 font_hgt = 12 font_file = xm6x12.fnt ########## Screen Resolution 1024 x 768 ########## [Mode-6] screen_wid = 1024 screen_hgt = 768 Description = with new graphics bitmap_wid = 16 bitmap_hgt = 16 bitmap_file = 16x16.gif graf-mode = new num_windows = 3 [Term-6-0] x = 0 y = 0 cols = 80 rows = 24 tile_wid = 12 tile_hgt = 20 font_wid = 12 font_hgt = 20 font_file = xm12x20.fnt [Term-6-1] x = 0 y = 480 cols = 80 rows = 24 tile_wid = 6 tile_hgt = 12 font_wid = 6 font_hgt = 12 font_file = xm6x12.fnt [Term-6-2] x = 481 y = 480 cols = 80 rows = 24 tile_wid = 6 tile_hgt = 12 font_wid = 6 font_hgt = 12 font_file = xm6x12.fnt ########## Screen Resolution 1280 x 1024 ########## [Mode-7] screen_wid = 1280 screen_hgt = 1024 Description = bitmap_wid = 8 bitmap_hgt = 8 bitmap_file = 8x8.gif num_windows = 3 [Term-7-0] x = 0 y = 0 cols = 80 rows = 24 tile_wid = 16 tile_hgt = 25 font_wid = 16 font_hgt = 25 font_file = xm16x25.fnt [Term-7-1] x = 0 y = 610 cols = 80 rows = 24 tile_wid = 8 tile_hgt = 16 font_wid = 8 font_hgt = 16 font_file = xm8x16.fnt [Term-7-2] x = 640 y = 610 cols = 80 rows = 24 tile_wid = 8 tile_hgt = 16 font_wid = 8 font_hgt = 16 font_file = xm8x16.fnt ########## Screen Resolution 1280 x 1024 ########## [Mode-8] screen_wid = 1280 screen_hgt = 1024 Description = with new graphics bitmap_wid = 16 bitmap_hgt = 16 bitmap_file = 16x16.gif graf-mode = new num_windows = 3 [Term-8-0] x = 0 y = 0 cols = 80 rows = 24 tile_wid = 16 tile_hgt = 25 font_wid = 16 font_hgt = 25 font_file = xm16x25.fnt [Term-8-1] x = 0 y = 610 cols = 80 rows = 24 tile_wid = 8 tile_hgt = 16 font_wid = 8 font_hgt = 16 font_file = xm8x16.fnt [Term-8-2] x = 640 y = 610 cols = 80 rows = 24 tile_wid = 8 tile_hgt = 16 font_wid = 8 font_hgt = 16 font_file = xm8x16.fnt ########### Background settings ########## [Background] # Background-0 : Standard background # Background-1 : inven/equip # Background-2 : equip/inven # Background-3 : player (basic) # Background-4 : player (extra) # Background-5 : XXX # Background-6 : XXX # Background-7 : messages # Background-8 : overhead view # Background-9 : monster recall # Background-10 : object recall # Background-11 : XXX # Background-12 : snap-shot # Background-13 : XXX # Background-14 : XXX # Background-15 : borg messages # Background-16 : borg status Background-0 = backgrnd.gif tome-2.3.11-ah/changes.old000066400000000000000000010125021233503306200152360ustar00rootroot0000000000000024/10/1998 - PernAngband 2.9.9a - Added the DragonRider from the Anne McCaffrey's Books, masters of teleportation. - The CTRL+l key leaves the game without saving - Added the Tanker point, like the mana point, but can only be refilled by eating the Firestone (for DragonRiders) - Added the RohanKnight race, fast and wise - Added the Ent race, can grow trees, but slow - Removed some races from Zangband which were not enough tolkienian... - Added the BeastMaster class which can summon pets - Added the Blood of Life - DragonRider now can choose to breathe a bolt, a beam or a ball - Added the Unique level patch from Glenn Vanzanden - Added the Mage Staves , with new ego items: -of Mana : multiply your max mana -of Spell : Increase your spell power -of Mana & Spell : try to find !:) -of Power : Activate for some spell, they carry 2 spells All the ego mage staves have a penalty to damage and to hit - Added The Mage Staff of Gandalf, extremely powerful but even rarer than the One Ring ! - Added the boots of jumping activatable for phase door every 10+d10 turns - Added Helm of the Dwarves and of the Noldor - Beastmasters' pets now give kill experience to the player - Added the Alchemist class which use power batteries to convert magic item - New unique level : Treasure room at level 11 - Replaced the Trump Hound from the Trump realm by the Trump Home spell, which allows the player to access to her/his home from everywhere in the dungeon - Added the new artifact The Ring of F'lar, which belonged to F'lar the powerful DragonRider 26/10/1998 - Added potions of Mutation - Warrior-Mage now can choose Sorcery instead of Arcane - Invisibility, Potion of Invisibility, Ring of Invisibility and The One Ring now has invisibility like in the Lord Of The Rings !!! - Added the parchments from Kamband 30/10/1998 - Ported PernAngband to the new Zangband 2.2.0 - Added the mimic class - Some Zangband bugs are fixed - The DragonRider can now only teleport on known terrain, because they must mentally show the destination to their dragons but to do this they MUST have seen the destination before (like in the Anne McCaffrey books) ! - The Ringwraiths are back! - Some uniques like Bert, Tom, Bill are back, while others (Gandalf, Fangorn) are gone! - Morgoth and Sauron are back as the final quests 01/11/1998 - PernAngband 3.0.0 - All reference to Zangband have been removed - Added monster corpses - Added the Beastmaster Shanty for the beastmaster, the Mimic Tower for the Mimic, and the Weaver Tower, where you can ask for corpse quests - The corpse quests require you to bring back to the weaver some corpse, head,... of a kind of monster, and you'll get a reward, like maybe the full knowledge about this monster, or some armor made with the corpse (maybe dragon scale mail for dragon, ...) - Added susceptibility to fire, for the Ents! They take twice more damage from fire, but it's hopefully cancelled by resist fire. - Changed some artifacts / unique monsters to be more pernish - Added a new armor type : the DragonRider flying suit[9,+0] resist fire/cold - New monster flag : PET , the monster is your pet when it's created - Added the army man which use the PET flag will be used to give you an army in some future quest. 03/11/1998 - The exe file is now pernang.exe(in the dos version) - Replaced the AMBERITE monster flag by the DRAGONRIDER flag - Some Unique will have the PET flag so they will help you ! - All the Amberite are now gone and replaced by DragonRiders or uniques (with some of them friendly) - Can sell the Mage staves in the Weapon smith and Magic shop. - Now when an alchemist tries to extract a power from an item, if he can't it won't show up again in the extractable list the next time - The DragonRider must eat more because of their dragon - The Troll Fortress quest - Added The Battle of the five armies quest !!! 05/11/1998 - Nature spell : Stop breeders - New ego item sword of life, it multiplies your max hitpoints - Now some Mimic forms give you bonuses to blows per round like the Vala: +5 blows !!! - Added a new Unique : The Philosophy Teacher ! - Pink horrors are replaced with 2 Blue horrors when they die - Bloodletters of Khorne drop a blade of chaos when they die - Absorb light mutation bug fixed (I think) - Vampires and vampire mimics no longer can get food in the inns. - Renamed the artifacts with their real names - Replaced the pattern by the Straight Road (idea from GSN-Band) - Replaced the pattern weapons with weapons of Valinor (idea from GSN-Band) - Player and monsters can't pass through the trees (unless they can fly:) - When a Dragonrider dies he drops some firestones - Added the Whip of Gothmog, which can be dropped by Gothmog when killed - Begin to add a new feature : the between - Add a great description of the Ents and the Rohan's Knights from Akhronath 07/11/1998 - The between is fully implemented now. - The dimension door spell is replaced by the between gate. It put a between gate at the player position and at the destination location. And when you walk on the between you are transported on the other between gate. But the between is SO cold that when you are in you lose some hp even if resistant or immune to cold! Only the dragonrider can go between without taking damage. - Stole the Stone of Lore from Oangband ! :) - Monsters can't use the between now because of a bug - Now you can eat corpses and temporarily gain some of the powers of monsters! - Raise Death replaces Terror in the death realm, cast it on a monster corpse on the floor and the monster is brought back to life! 09/11/1998 - Added the boomerang, the player wears them instead of the bow and with the 'f' command (like for the bow) can throw them but them come back ... if they don't break ! - Add 2 boomerang artifacts - Add another dragonrider artifact belonging to Mardra - Add The Anchor of Space-Time, it prevents disruption of the space-time continuum 11/11/1998 - Add the carry slot in the equipment, to wield monsters that can't move :) - Fixed a bug that prevented dragonriders from being summoned - Add a Neuter sex (for the neuter players) :-) - Add the Death Mold race (stolen from Kamband) :-) 13/11/1998 - Add in spell description the bonus of mage staves - Add the scroll of summon never-moving pet for wielding them !:) - When a monster is wielded it can attack monsters when you attack It can sometimes attack the wielder too, because he/she is not in perfect symbiosis - Muar the balrog is back and will drop Calris when killed - Add the Symbiotic realm, like a life realm for your monster - Add the Symbiant class which can be in perfect symbiosis with their monster 15/11/1998 - The number of artifacts is now 132 - Add some spells to the symbiotic realm - Add a spell to use the spells of the monster you wear - Add a light-speed (nearly stop time) spell - Finished the Symbiotic realm, only two books because they can use their monster's powers. 18/11/1998 - Warriors can now spread their attacks after level 34 - The experience factor of the races can now be > than 255 - The DragonRider need more experience to advance (+220%) because it's a REALLY powerful race. - Monsters can now use the between but if they are not immune to cold they will lose some hp - Added a health bar for the monster you are carrying ( MH xxxxx/xxxxx ) - Added sanity (from Kamband) ( the line SN xxxxx/xxxxx in the window) - Stolen the aquatic monsters from Kamband - Add the Gods from Kamband and GSNBand - The Philosophy Teacher now causes insanity !:) - Now only the Symbiants can carry monsters in their inventory, in fact they act like "living-books" !:) - Add the Tactics from ADOM. You can change the tactic in the Character window - Add a new town unique : Mathilde, the science student, she is in my class and giggles all the time, don't kill her ! :) - Fixed bug : The carried monster cannot absorb damage done by itself ! - The Battle of the five armies now has a reward (The Arkenstone) 20/11/1998 - PernAngband 3.0.2 - Now there will be some between gates randomly placed in the levels - If you are in great favor with your god they can resurrect you 22/11/1998 - Add Random artifacts from Kamband - They are junk items which can be activated every few turns and their activation is chosen randomly - Fixed (I think) a bug in the unique levels - Add a flooded level type (enable those levels in the PernAngband options) to make the aquatic monsters more useful - Gandalf and Fangorn are back as Friendly uniques - Changed the Necklace of the Dwarves into The Nauglamir to be more Tolkien-like - Changed The Serpent of the Chaos into Dark God, Mighty Coder from Hell :) - Reworked the corpse system (stolen from Rangband), now they all have different weights based on the monster weight. You can hack up the corpse with 'h' and cure it with 'K'. 24/11/1998 - Add a new Unique : The Physics Teacher ! - Changed the Town layout of Gondolin with the one made by Akhronath with 2 quests : Hunt for Eol and Maeglin's Mine - Add a new Unique : Eol the Dark Elf - Stole the silly messages when you hit a monster from Kamband 26/11/1998 - Add a scroll of Craftmanship to enchant weapon's pval. - The first 300 monsters have received a weight - Add a new spell type : Identify, now you can have a Ball of identification ! - Add a new set of object flags (mainly unused now) :-) - Add a NEVER_BLOW flag for object - Add the NEVER_BLOW flag to The Mage Staff of Gandalf to rebalance it. - Add a new ego item weapon : of Nothing (with the NEVER_BLOW flag) !! :) 29/11/1998 - Add a Harper (bard) class !!! they use music books and most of their spells are prolonged in time, ex: you cast a hiding song, and for each turn you lose some mana (breath) while the effect (invisibility) continues. If you start singing another song the old one is stopped. There is also a spell which costs no mana which is used to stop singing. - Stolen the *Defender* ego-item from Pziband - Stolen the Spectral ego-item from Pziband 01/12/1998 - Added musical instruments : you wear them in the bow slot and you can activate them for a song. The longer the song lasts the longer it'll be charging, you can stop the song by activating it when it sing. - Finished the Harpers - Now the Harper mana stat is Charisma ! - New Artifact : The Palantir of Minas Tirith, which can be activated for the list of the uniques of the level ! - Added 3 new artifacts : The Harp of Master Robinton, The Drum of Piemur, The Flute of Menolly - Added the Micro$oft quest at Minas Anor - Changed the niceness description of the gods - The Harper and ONLY the harper can use a musical instrument without any chance of failure. - The wilderness size is now taken from misc.txt - All the monsters have a weight now ... pfff, it was a lot of work !:) - The Alchemists are easier to play - Add the Vapor quest at Minas Anor - Add the Rebellion in Gondolin(from Akhronath) quest at Gondolin 02/12/1998 - PernAngband 3.0.4 - Changed certain god realm name on the suggestion of Akhronath - Add the bounties list like in Kamband (OK, ok, stolen from Kamband) :) - Add the Fire-lizards, they are friendly - New roguelike command : 'i' for hack up corpse, 'I' for curing meat, 'C' for Sacrificing at altars 05/12/1998 - Add the Power Mage class, like the Corrupted in Kamband, with 100 randomly generated attack spells - Corrected the character generation bug !!!! Thanks to Tim Baker for the fix - Corrected the segmentation fault bug for the object 653. Thanks to Tim baker - Corrected the files.c bug in get_line(). Thanks to Tim baker - Add the GF_DESTRUCTION type of attack to allow Power Mage to have destruction - Changed the names of the songs, Thanks to Akhronath 07/12/1998 - Add the Eggs, some monsters (only Firelizards for the moment) can be found as eggs and will hatch after a certain amount of time based on the monster weight, you can also stop the development by "activating" them ('A' key), or resume the development by activating them an other time. - Add the last of the Gondolin's quest from Akhronath : Invasion of Gondolin (Danger level 90, with some funny stuff like Gothmog, Muar,..., some Great hell wyrms) !!! - Fixed a bug which made it so when you drop your wielded monster you also drop Nothing if you are not a Symbiant - You can imprint some monsters (Firelizards for now), when it has been given an imprint it will follow you on each levels. They may not appear on a certain level but they will be back for the next. To imprint a monster you must find an egg, carry it on you and when it'll hatch you'll give it the imprint - The Harper will begin the game with a Blue Firelizard egg 09/12/1998 - The Black market now generate items based on your level - Add a new shop : The Pet Shop where you can find some eggs 12/12/1998 - Your godly favor will go down when they resurrect you - Repaired a stupid bug : I haven't coded the Satisfy Hunger effect of the Symbiant class !:) - Add the easy floor feature !!! - Add an always small dungeon option - The scrolls of Artifact Creation can now be used on rings and amulets 15/12/1998 - The One Ring is now "just" heavy cursed !:) - Add 3 new vaults 18/12/1998 - Add the fate : you can be fated to meet some monsters or to find an object on a certain level or ..... to DIE (very rare). You don't know your fate until a soothsayer or a scroll of divination shows it to you. You also get a feeling when entering a level where you will meet your fate. In the future there will be more fates, like finding a great vault, an artifact or even, as Murazor the Witch-King of Angmar, to never die by the hands of a mortal !:) - Changed Trump Weapon to Dragon Weapon - Smeagol will now drop ......... A ring of invisibility (because the One Ring would be a little too powerful :) 23/12/1998 - Replaced the Amber notation in the player characteristics by the old one from Vanilla Angband - When the player is on a tree he can be hit by a monster for half normal damage - Paladin and Priests are given a religion at the beginning - In the wizard spoiler creation (A + ") you can chose to make a spoiler for batteries - The random artifacts now have a charging time (no more mass genocide every turn) - Add a Soothsayer at Bree - Add the batteries of extra life, you can now make a sword of Life ! 25/12/1998 - The Alchemists are now better fighters, equal to the rangers - New extremely powerful power for the Alchemist (level 30 and higher) : Artifact creation ! They just have to chose the flags, the name and to suffer the bad side effect like curse equipment, permanent stat loss, high failure rate and ..... they have their artifact ! But they can't give it an activation ! They can also add some bad flags (like cursed, drain exp, ...) to reduce the chance of failure. Merry Christmas ! :) - Add the Runecrafter class, they use runes instead of books (see birth.txt) - Cleaned the Alchemist's code 27/12/1998 - PernAngband 3.0.7 - Added (.... stolen from Sangband) the Pick of Erebor. It can be activated for passing through secret passages in the walls. - The Potion of *Enlightenment* now show every grid of the dungeon, like the debug command 'u', I just think it's more beautiful :) - WOOOOOOOH I'm sorry there was a BIG bug in the PernAngband 3.0.7 release. The game was sometimes hanging without any solution to stop it ! After some hours of debugging I've found it, it resulted from the correction of the bug of the glyph of warding! Now everything works (I hope) - Change the titles of the Runecrafter with the proposition of Jonathan R Lewis - Add TANG, The Angband Newbie Guide made by Chris Weisiger (jmartin@inreach.com) It's in the help directory 29/12/1998 - Fixed a bug which allowed beastmasters to sing when they summon pets! - Fixed the bug in the Fate screen - Some cosmetic changes in the r_info.txt and birth.txt with the help of Chris Weisiger (jmartin@inreach.com) - Add new ego-items for the musical instrument and the horn, there were suggested by Akhronath - New sentence to say for the speaking unique pets - 4 new musical instrument artifacts from Akhronath and I'm happy to declare there is 143 artifacts in PernAngband! - Added, .... stolen, 5 new artifact from Angband/64 31/12/1998 - Add the quiver slot to wield your ammo - A scroll of remove curse have 1 chance into (55-level) to reverse the curse effect ie: a ring of speed (-2) can become a ring of speed (+2) 01/01/1999 - Add a new monster flag : MORTAL, which means that the monster is a mortal being. It's used for the new fate : Never to die by the hand of a mortal being. The orcs are considered mortal, but I'm not sure, it's not mentioned in the silmarillion or the Lord of The Rings, the trolls are immortals along with the dragons, BUT the Dragonriders are mortal and Dark God (Yes, let your joy explode!) :-). But well, don't be afraid your preferred monsters (Morgoth and Sauron) are immortals :-) PS: If someone thinks that a monster should or not be mortal just email me because I'm not certain for some (ok, ok a lot of) monsters 03/01/1999 - Add the ring of precognition which work as if the player had activated the cheat mode (peek into object, monster, vault creation). There is no need to say it's very rare :-) - Add the black breath concept from Tolkien. Beware now the weapons of morgul they confer the black breath! The undead can also give it. 05/01/1999 - Changed the harpers ranking names, some racial histories with the ones from Akhronath - The One Ring is now A LOT more powerful, because at the time you find it you already have one or two immunities, your stats are near the max, plus some other things that made it less useful. Now it confers 5 blows, mana x5 spell power x5, after all Sauron has put the most part of his power in it. I also plan to change the activation. - Add 2 wand artifacts, The Wand of Stone to Mud of Thrain and the Wand of Fire Balls of Mithrandir, they can be recharged at will and will never be destroyed, for this purpose the new RECHARGE flags has been used (note : it works only for the artifacts) 07/01/1999 - The runecaster is a little more playable at low levels and starts with a Rune [Arrow] and a Rune [Fire] 10/01/1999 - The Chaos Warriors now get chaos resistance at level 25 - The Maia mimics get +7 speed, the Vala mimics get +15 speed - Updated the Rebellion in Gondolin and Hunt for Eol quests with the help of Akhronath (zzhou22876@aol.com) 13/01/1999 - Reimplemented the old magic system from vanilla to complement the new one The old mage and priest are come back as the Wizard and the Prior 17/01/1999 - Add susceptibilities to fire, cold, acid, lightning, poison for the monsters. ie: Now a white dragon will take a x3 damage from a fire attack. Thanks to Jerome Wojcik for his help. - Add the pets command (press P) from Zangband 2.2.3 - Changed the Trump realm into the Dragon Realm (mainly just name changes) 19/01/1999 - Changed the activation of the One Ring - The One Ring is now Permanently cursed - The One Ring is no longer aggravating because of it's new summoning ability - It's now possible to run through the grass 21/01/1999 - Add the persistent dungeon option at birth - When a breeder multiplies it have a 7/100 chance of mutating into an other monster. (in general a worse one) This would prevent monster farming abuse :) 24/01/1999 - NEW : the body changing feature! with a new class to use it. Your spirit can leave your body to go into another one but while your spirit is alone your max hp is of 1. When in the corpse of a monster your first blows are the monster's one and you can use it's magical power. Your life is also changed by the monster's one and you gain all it's abilities and resistances while losing those of your real race because you have left your body. - Add a lot of new vaults mainly from Weisiger 28/01/1999 - Death Molds now can teleport onto store entrances - A new randart activation that fires light after absorbing the ambient one 05/02/1999 - Changed the Roguelike commands. Now ^G to sacrifice, $ to hack up a corpse ^O to Cure meat - Updated the command.txt file - Add the AB's gfx for the weapon/armor - Multiple dungeons : The old levels 1-33 are now in the Mirkwood forest with trees and grass, 34-66 are the Land of Mordor with mountain, wall and dirt 67-127 are the Dungeon of Angband with wall and normal floor and occasionally flooded levels (if chosen in the options). The ability to levitate is now a GREAT advantage in the Mirkwood forest ! You can reach Mirkwood from Menegroth, Mordor from Minas Anor and Angband from Gondolin. In the vanilla town there are three stairs. When you take a staircase down in the last level of a dungeon you arrive back in town. 07/02/1999 - PernAngband 3.0.9 - X in the roguelike mode for the pet commands - Updated the magic.txt file with the new classes 09/02/1999 - Updated version.txt, modified dungeon.txt - Shelob is now a little bit more powerful in order to make her the quest monster of the last Mirkwood level. - The Vanilla books are now sellable in the magic shop/temple and the bookstore 13/02/1999 - New class : the Sorcerer, they can't wield any weapon useless it's a Mage Staff and without it they are the WORST fighters of the game even bare-handed. But to compensate this they are the BEST magical class : the can use any book of any realm without having to learn the spell, but they also don't gain any experience from casting a spell. - Added the susceptibilities flags to the monsters. 15/02/1999 - Stolen the exploring system (like the tactic one) from Angband/64 - Fix the bug of vanilla town, now the vanilla town flag is saved - Ents are rebalanced, they have a -9 speed penalty - Tweaked the Troll Fortress quest to make it less easy 21/02/1999 - Corrected some bugs in the town files. The crashing wilderness bug seem to be gone. 23/02/1999 - Fixed the bug of the traps. No more grey "invisible traps" on a level covered with grass, same for the dirt - Updated the Gondolin town and quest with the Akhronath's ones - Enabled the S-lang support - A new script directory is in lib, it contain a file script.sl which indicate every S-lang script files that must be loaded - Add the event's gestion to the slang script. An event is produced in certain conditions (like a keypress,...) and a script can put an handle on it to have a function called each time the event happens. I've made a stupid example that use the key 'y' to shout at the monsters. PS: Take a look at slang.txt in the help directory - Add the load/save function to the script 24/02/1999 - PernAngband 3.1.0 26/02/1999 - I've finally successfully compiled Python. So the S-Lang support is replaced with the python one. The 'y' key and the thieves quest are there too. - Stolen and modified intro.py from Pangband - The random quest bug is fixed (maybe :) ). I say maybe because as for the wilderness one it doesn't happens by me so I can't test it :( - Today one of my dream have become true! With the help of a python script I've made a new quest for the DragonRiders that can be given at the Weyr of Arda in Menegroth. You enter forest area and the only thing you can use is the flame of your dragon(no magic, no wands, ...). And you need to destroy every thread while saving at least 50% of the trees, and your own flame can consume them! 28/02/1999 - Yeah, the wilderness bug is now gone. And a minor bug which looks like the the wilderness one is gone too. It happened when you try under certain conditions to go in the wilderness with an imprinted pet. - Fixed the random quest bug - Fixed the inventory bug that when picking up an object said you have foo in slot r and reorder it after that o the letter is no more r. I know it was really annoying but well it's now gone :) - The undead races now start at night 02/03/1999 - The spectres can now pass through trees and mountains - A new dungeon type at Bree: The Upper reaches of Galgals(level 1-10) ! - Changed the code for the different dungeon types. Now it's a lot easier to add a new dungeon type. I'll maybe make a d_info.txt to define the dungeon types - Add a new dungeon: The Volcano, you reach it by going to the north east of Minas Anor. Level 30-45 05/03/1999 - Spectres can't pass through trees because trees are pure and natural things :) - New dungeon type: The Hell !!! Level 500 to 530, Yes 530 ! With a little present for you at the bottom... if you manage to survive :) I can just said one more thing: don't go there with your level 1 character :) You can reach it near the volcano hole. - Now fire balls can burn the trees - Invisibility now consume a lot of food - Fixed a strange bug with the pool of deep water... It was possible to sacrifice at and to worship (before the crash:) one :). Thanks to Steve Dice - Add a very nasty surprise at level 1.... Moldoux, the defenceless mold with 1 hp no powers, can't move, can't attack... Oh and if it's killed there just one Great Wyrm of Power which can be summoned to avenge it ! 07/03/1999 - The look command doesn't stop anymore on the trees, grass, ... 07/03/1999 - PernAngband 3.1.2 13/03/1999 - Sorcerors have now a bad pseudo-id - Sorcerors have now a -25% penalty of hp - Add a scroll of deincarnation - Add the possibility to engrave the floor with some magic words found in some parchments. The words are in Adunaic(Numeronean), Quenya, Sindarin or any other tongues of Middle Earth. But the parchment also give useless words with the useful ones, so you have to try different combinations. - No more "human" sex when randomly chosen 16/03/1999 - Mathilde will say the right sentences now - Fixed a bug in melee2.c which could produce an x and an y out of the limits - Disabled the engraving command for now because it's too unbalancing... - If you pray while low on hitpoints (< 20%) your god will do something to help you, like summoning pets, curing wounds, killing enemies... 19/03/1999 - There is now a minimum level needed to enter some dungeons, to prevent gaining great objects easily - Fixed the OLD bug of the pink horrors, now only 2 blue horrors will be summoned - Fixed a bug with the tiles for the non unique DragonRiders 21/03/1999 - The Dragon realm users receive some experience for the kills of their pets - The Palantir of Minas Tirith now can teleport you next to the quest monster but it'll take more time to recharge - Fixed the possessor's number of blows bug. Also the town uniques corpses ( Maggot, Martti, Mathilde) can't be used to attack because their attack is moan with no damage - Added a faq (see pern_faq.txt) - Added a new monster ally, the Dolphiner. They came from the planet Pern and can summon dragonriders, their friends. They are men riding dolphins ******************** Attempts to rebalance the game ************************** - Changed the xp modifiers of the new races in an attempt to make them more balanced. Thanks to Shawn Cheng - Invulnerability, Wraith Form and Life Multiplier now consume a *lot* of food - RohanKnight's gain less speed at each levels - Sound attacks of the harpers are less likely to stun... - IMPORTANT NOTE: At the character birth if you choose a forbidden class for your race, you'll be considered as a cheater and the game won't be scored. It's mainly to prevent the too powerful combination of Deathmold Mimic or Deathmold Possessor. The characters made before the next release won't be affected by that - Some more attempts that I don't remember :) - Changed the Mana and life multipliers, now mage staff of mana(100%) will ADD 100% of mana to your max mana and not multiply it by 100 :) ****************************************************************************** 23/03/1999 - Replaced Menegroth by the new Lothlorien skilfully made by Akhronath (zzhou22876@aol.com), with 2 new quests + The Battle of the Five Armies + (only for DragonRiders) The Fight against a Threadfall Thanks again Akhronath ! - Deathmolds can now enter wilderness - Radically changed the score calculation, in the future it'll serve to choose which characters must be turned into monsters. Note that the old score files are compatible but the old scores mean nothing with the new system 26/03/1999 - Changed some aspect of the python implementation to make it more portable - The usleep python function may react strangely - When you pick up the same type of ammo that you wield in your quiver it automatically combine with it - The specials levels are now restricted to a certain depth AND a certain dungeon type - The number of collected bounties now count for the final score - Add a new option to not pick up monster's corpses. It's yes by default. I've made it to avoid losing good characters by auto picking up a great wyrm of power corpse and getting -500 speed ! 28/03/1999 - Reimplemented the player ghosts, but in a different way. First the bone files are a lot more complex to include more aspects of the dead character. Second, only the best characters are allowed to become ghosts when they die, or commit suicide, it's based on their final score. In the bone directory there is a new file which held the name of the bone files that the player want to be used. To add a bone file, put it in the bone directory, add it to the bones.txt file and increment the number of bone file in the same file. When a game is loaded it looks for this file, try to find some unallocated ghosts and modify r_info with the new info from the ghost. When this is done the bone file is not used anymore because all the info is saved in the player savefile. The race/class characteristics are not fully handled now. - Now even with a Mage Staff the Sorcerors have a penalty of -10 to hit/dam - A Vampire can now wield the Phial of Undeath without being scorched, while all the other light artifacts scorch them 30/03/1999 - The Arcane Zap spell now works correctly - Updated the FAQ with the help of Leon Marrick - Updated magic.txt with the help of Leon Marrick - WOH ! Impressive ! Great work indeed ! Well, Andreas Koch has made a powerful graphic editor for PernAngband !!!! And it has also drew some new tiles! The editor is really impressive, you load the graphic file, the prf file and you can assign a tile to every monsters/objects/... you want, just with a click ! It can even scan the *_info.txt to search for new things that are not in the current prf file and to add them ! You just need a big screen resolution(1152x864x16bits works for me) Thanks for the great work Andreas(akoch@rbg.informatik.tu-darmstadt.de) ! - The Archer class as suggested by Mike Hommel . They gain some extra shot and might with levels and can also create ammo with rubble and junks. 05/04/1999 - Fixed a bug in the Weyr of Arda at Lothlorien - Add the artifact's descriptions made by ... well I don't have his/her name. Anyway, great work. - The rings of teleportation can now be activated but they'll be destroyed in the process. It's like a last chance option :) 08/04/1999 - The uniques used in the special levels are no longer shown as killed in the list and can only be created in the special level. Note : This will only affect the new characters. - Fixed : When a Power Mage spell fails it is not cast anyway. - Wall creation works for Power Mage - Divia wrote some missing artifact descriptions 12/04/1999 - Reimplemented the engraving feature. There are some parchments in the dungeon which contain Adunaic/Quenya/Sindarin/... words you can use to engrave the floor with 'x'(']' in the roguelike keyset). You must read them before engraving even if you know the words from your last game. Also the inscription is magical and so needs some mana to work. So there is a new and unique feature : each grid in the dungeon have some mana on it's own. You can sense the mana of one grid by pressing 'X'('[' in the roguelike keyset), but this is not very precise nor easy, it's based on the magical ability. When an inscription is used it decrease the grid's mana and when there is not enough mana the inscription don't work anymore. The maximum mana of each grid is 255. i.e.: when you engrave the protection inscription which use 8 mana on a grid with 80 mana, a monster won't be able to walk on it for 80/8=10 turns, but well, this can save your life ! Note : There are not a lot of inscriptions, if you have some ideas, don't hesitate, email me ! 14/04/1999 - Changes in the r_info for the HAS_EGG flag as suggested by Akhronath - Bloodletters of Khorne only have a 20% chance of dropping Blade of Chaos 17/04/1999 - Raal's Tomes of Destruction have a 20% chance of dropping a Raal's Tome of Destruction - Symbiants are more likely to receive the grow molds mutation 20/04/1999 - Quest monsters can not be pets or breeders - Can now place Trees(T), Mountain(M), Shallow & Deep lava(l, L) and Shallow & Deep water(w, W) in the special levels - Add a new dungeon type: The lost city of Numenor which is mainly composed of water and which can be found to the west of Bree ********************* IMPORTANT ************************* - The savefile from the old versions of PernAngband are no longer compatible with the new one. It's mainly due to the new magic system but also some other changes. I'm sorry but this would be hard to write a converter since all the realm change (they have more spells) and so the books too and also the way to remember which spells are known, forgotten, tried... ********************************************************* 22/04/1999 - Some new graphics from Andreas Koch - Fixed the wilderness generation bug which sometimes hung the computer when trying to go on a wilderness border - The features(in f_info.txt) have some flags now. This allows me to create 2 new types of wall: The Glass walls which you can see through but that you can't pass and the Illusion walls that you can pass but not see through - The screen is now correctly redrawn when leaving/entering a body - Add the Wands of Wall Creation - Death Mold powers have moved to the activation command('U') 24/04/1999 - Your are no longer crushed when flying over trees/mountain without being a DragonRider - The Vanilla feelings are back 26/04/1999 - All the spellbooks are now placed on the top of the inventory. - The Sorcerors can now use the Wizard and Prior books - The new magic system is ready. I'm just waiting for Akhronath and Shawn Cheng. And now adding a new realm or an old fashioned magic system is performed the same way and easily - Add the Illusionists from Kangband. Someone has asked for them so... :) 28/04/1999 - Finished the Valarin Realm - Between gates are now allowed in the vaults. To place them place 2 times a number from 0 to 7. I.e.(from weisiger ): D:XXXXXXXXXXXXXXXXXXXXXXXXX D:#,,,,,X&...@X..**&X....9X D:#...&1X.,,,2X..**&X3...9X D:#...&.X1,,,.X2.**3X....9X D:#,,,,,X&...@X..**&X....9X D:XXXXXXXXXXXXXXXXXXXXXXXXX But BEWARE ! You MUST put the 2 occurrences of the number, no check are done so it'll surely crash or bug if not ! You've been warmed. - You can now walk over the water with a Valarin spell 30/04/1999 - A monster on a between gate when the player is using the other is teleported to the player location - Add some Between vaults from weisiger - Added the Sigaldry realm - The Rings and Amulets are now allowed to be random artifacts - You can use the between gates in the special levels via the numbers 4,5,6,7, 8,9,0 - Alchemists MUST wear gloves (no cesti nor gauntlets) in order to do alchemy. They also begin the game with some gloves - Add a Potion of Learning which allow you to learn one more spell than you normally can. No need to say that they are very rare - The more you learn spells in a realm the more efficient with that realm you are 02/05/1999 - Implemented the Nether Realm 09/05/1999 - Magical stair at the bottom of each dungeon - Reworked the imprinted pet system, now it will work lot better - Add the scrolls of spell which can cast a spell like a book. They must be created by the Sigaldry magic, they can't be randomly generated - Updated the Sigaldry realm - Added Staves of Wishing! You can wish for objects, monsters, spells but NOT FOR ARTIFACTS nor for staves of wishing - Flying monsters can now pass over trees and mountains 11/05/1999 - The game will ask you to choose ammo from your inventory if your quiver is empty 26/05/1999 - Add the Crusade Realm - Add some new inscriptions - It's now possible to add up to 32 realms 03/06/1999 - Wraith form is less powerful since it's not so rare. Now damage is only divided by 5 and armor raised by 50 05/06/1999 - Add the speaking patch from Matt Graham. Just edit the monspeak.txt file to add new entries. And don't hesitate to send me what you've added ! 11/06/1999 - There are fewer gods and each god has one or two preferred races and if one of this race pray to him they gain better benefits. Also the praying effects are more differentiated (based on the different gods) - Add the 'only once' quest type - It's harder to please your deity - The Nazguls are MUCH more powerful (ideas from Akhronath): ******** Quote from Akhronath mail ******** All weapons which are not ego-items cannot harm them, and will be destroyed if the character hits a Nazgul with it. Ego-items which have slay evil or slay undead can harm them, but each hit has a 25% chance of destroying the weapon. Other ego-items can't damage them, and have the same 25% chance of destruction. An artifact weapon will be able to hit them only if the weapon has slay evil or undead, but the weapon will be hit with disenchantment every time it connects (but this is negated with disenchantment resistance on the character). And even these artifacts can be destroyed, although there's only a 5% chance. Other artifacts, of course, can't damage the Nazgul, and still have the 5% destruction chance. When a character does any damage to a Nazgul or is damaged by a Nazgul, he has a 25% chance of being afflicted by the Black Breath. Thenceforth the character will slowly be drained of experience and sanity. The character can stay alive by using restoring and curing potions, but to cure the Black Breath he must either drink a Potion of Life or eat (a new item) Athelas Leaf. (Athelas isn't really eaten, of course, but I can't think of another simple way to implement it.) This will really make the player think twice before going up to a Nazgul, and makes it very useful to carry spare weapons. ******************************************* So if you encounter a Nazgul .... RUN AWAY ! - Sensing the grid's mana is now done by pressing 'x' key to engrave the floor The X key is free for some new function (maybe for the new riding system) 17/06/1999 - When browsing the spells while being a Power Mage there are no more bugs when pressing escape - Removed the forbidden race/class combination feature. But it's always possible to recompile PernAngband with it with the FORBID_BAD_COMBINAISON define(in config.h) - New god : The RNG 19/06/1999 - The priest/prior/paladin's god is now chosen dependent on their race - I have enough of hunting those damn ghost bug which makes them unable to move. So it's now a feature ! They don't move because they are GREAT adventurers who now just want to stand there to find peace :) Hey, fixing bugs is easy this way :)) 22/06/1999 - When 'A'ctivating the first screen showed is the equipment and no more the inventory - Some new gfx drew by Andreas Koch 06/07/1999 - You can place object kind in the special levels instead of artifacts by using 1000+k_idx as the number instead of just the artifact index 17/07/1999 - Add the Yeek race, but not as in Zangband. It's the one from Drangband. I was thinking of a race who advance even quicker than the humans in levels since a long time and I've found it ! So they suffer lots of disadvantages but need less exp than the other races, i.e.: When a DragonRider comes to level 2 a Yeek can already be at level 7 !! - Added the FLY attribute, it allows you to fly over trees and mountains because it's no longer possible with the levitation one. It's also a lot rarer since it's POWERFUL in Galgals and Mirkwood. DragonRiders have it by default. There is also a change in the features flags, CAN_LEVITATE means that you can just avoid them by floating over it (like a pit, water, ...) and CAN_FLY means that you must have the FLY flag to cross it. 19/07/1999 - The monster's drop are now created at the same time as the monster is created. First it disallows scumming of monster drops. And the most important thing is that it will allow me to add the new ability of stealing objects from monsters (everyone will be able to do it, but only Rogue will be excellent at it). For the point of view of the player there is no change. It may produce some strange object disappearance in the late game since all the objects are generated with the dungeon. And thus it may need to increment the maximum size of o_list in misc.txt. If such problems shows up, email me. - Press 'Z'('[' in roguelike mode) to STEAL an item from a monster. The success rate is based on your dexterity, the fact that you are or aren't a Rogue (being one makes it easier), the weight of the object to steal and the base level of the monster. A Rogue will also gain some experience if he/she succeeds. This made them more Rogue and less Warriors. 22/07/199 - Add more graphics from Andreas Koch along with a new version of the editor 26/07/1999 - The resurrection effect of the gods is now harder to get and decreases a lot more your grace. It was ... well ... too powerful for the cost of some crappy artifacts - Finished the Magery realm created by Chris Weisiger (jmartin@inreach.com) 03/08/1999 - I've finally fixed it ! You know, this ugly bug that disallows the darkening of the grass & mud tiles when they have been lit. 18/08/1999 - Yeah ! It's done! The new magic system is finished (I will add Spirit Realm later). The final form is 4 Major Realms : Valarin, Nether, Magery, Shadow and 4 Minor Realms : Crusade, Tribal, Sigaldry, Illusion. The only problem is be that it could be unbalanced, especially the Shadow realm since I've created it :) Anyway it should be great. There are still a lot of old spells but some new coloured funny spells for you to discover, as Control the Ring, Infuse Amulet, Scribe Scroll, Doppleganger, Volcano Flow, Tidal Wave, and a lot of others! The max number of spells a character can learn depends on his class. But generally the player can learn fewer spells than the total number of spells he has in all the books he can read. I want to thank Akhronath (who has the first idea and who write some realms), Shawn Cheng, Chris Weisiger and DSCreamer for their great help. - Moldoux can not appear at any other level than level 1 21/08/1999 - A new version of the Tile Editor plus a full set of graphs (expect the books)! - Moved the dungeon types definitions from tables.c to a new info file in the lib directory: d_info.txt It allows you to add new dungeon types easily. There is also a brand new feature: You can specify which monster flags that are NEEDED for a monster to be generated in the dungeon. There is also an addition of dungeon flags. Here is the structure: N:: D: W::::::: L::<%1>::<%2>::<%3> A::<%1>::<%2>::<%3>:: F: M: S: - The quest rewards are always good - I've finally found and fixed the Mirkwood Spiders Quest 24/08/1999 - Add the MAZE flag to the dungeon type flag list, which instead of a normal dungeon generate a full big maze ! And it's EVIL ! Note that there will be no rooms and no vaults generated, just a plain evil maze The algorithm is from on rec.games.roguelike.development - Note about the dungeons : A dungeon can't have more than 40 levels - You can use SMALLEST, SMALL and BIG as dungeon flags to specify the level's size - 6 new dungeon types: a Graveyard, an Illusory Castle, an Orc cave, a Maze a Dragon's Lair and A Forest with specific gfxs and monsters restrictions - Some new gfx form Andreas Koch mostly to add more flavor to the towns 29/08/1999 - You can add a guardian and a guardian artifact to each dungeons types with the following flags: FINAL_ARTIFACT_artifact_number and FINAL_GUARDIAN_guardian_number 29/08/1999 - PernAngband 4.0.0 01/09/1999 - Fixed the max_dlv non allocation error - Fixed the Tribal realm spell descriptions 01/09/1999 - PernAngband 4.0.0b - New dungeon type, the Netherworld with Muar and the Wand of Fireball of Mithrandir at the bottom - You can't gain a fate before being level 10 - Some cosmetic changes suggested by Akhronath - A new Artifact by Akhronath, The Long Sword of Murazor 4d5, so ... the next time you see a long sword 4d5, beware ... 05/09/1999 - Add a feature flag to allow running - Fixed the Chaos Warriors bug (they were unable to use magic !) - Fixed the Chaos Realm descriptions - You can't rest on a between gate - You can now steal from stores. But beware of the consequences if you fail... - Fixed a bug in that when recalling to the town the player was sometimes placed in the upper left corner 08/09/1999 - Fixed a bug that disallowed the creation of entrances to some vaults 14/09/1999 - Fixed the Dragon Tower bug - Add minimum player level to the random dungeons - Add shafts, you can use them do go up/down for up to 4 levels(but you can't ignore quest levels). Original patch from Static Chaos. Idea from GSN - Add a dungeon flags to forbid generation of doors 27/09/1999 - Some tweaks to the possessor code as written by Static Chaos i.e: You must possess a monster that is able to open to door to do so. The same applies to bashing. Your sex is modified by your body. Lots of tweaks to the spells that can be used... - The racial power of the Dwarves is now the same as The Pick of Erebor activation: they can find hidden passage in the walls - There is 1 chance in 10 that the level is an magical level, which means that each grid will contain more mana than a normal level. - Add some new sentences to the monsters sentence lists 04/10/1999 - Began to add the Druid class. But it's TOTALLY different from the other variant's Druids. They make intense use of the mana flow from within the earth and the elements, thus their spells can regenerate the mana they have used by pumping it from the floor, like the Tunnel spell which will blink the player and will try to absorb enough mana form the grid he/she lands on. They can also (and they are the only to be able to do that) regenerate the mana flow of the earth. They also can use enhanced attack types called Druidic Bolt/Beam/Ball that can follow a mana flow laid by the player. - The Druids can sense precisely the amount of mana of a grid 08/10/1999 - Added some revised graphics by Andreas Koch - Added the code provided by Alexey Guzeev(aga@russia.crosswinds.net) to compile PernAngband under OS/2 with EMX - It's finally fixed ! the damn bug that was crashing the game when leaving a town on certain system (Mac and Windows) ! this will never happen again ! 27/10/1999 - Finished the Druid class. They have 40 spells (8 * 5 books). The spells that activate Mana Runes is not active for now, but it will in a near future. - Add a slightly modified Tom Morton fake artifact patch (it won't print {} at the end) 30/10/1999 - You can inscribe an object with !! to notify the player when it's recharged - Lots of bug fixes thanks to Lothar Lange <100644.2004@compuserve.com> - Lots of new ideas thanks to Lothar Lange <100644.2004@compuserve.com> 30/10/1999 - PernAngband 4.0.1 - "Foolish mortal! Thou hast not pleased me! I'll doom your game with the new horrible DG curse !" Yes I've done it, the DG curse is even worse than the TY one. One of it's most perverse feature is that it can replicate itself to contaminate sane objects that can't be cured. Also if you remove the curse of a DG cursed object, it will recurse itself automatically ! Beware of the horrible Long Sword of Murazor because it carries the ancient morgothian curse ! Oh, there are also some monsters that give the DG Curse when dying ... but I'll let you find whose they are by yourself :-<|> (Dark God makes an evil smile). I can just say one thing : you should *REALLY* *NOT* kill Mathilde... But do not worry she's got much more HP, so you can't kill her anymore :) 01/11/1999 - Add the Rod of Home Summoning, which acts like the old dragon spells "Call Home" 08/11/1999 - Drastically reduced the recharging time of the Dragon Scale mails in order to render them useful. - Added a new weapon ego-item: of Spinning, which will make you spin around in order to hit every monster around you. Note that you'll only get one blow for each monsters whatever your normal number of blow is. - Added (ok stolen) the question in the GSNband FAQ about wrists hurting (it can be useful, so everyone should know) - Rogues and monks gain more and more stealth as they gain levels (SBF) - Added some sentences for the Dwarves (in monspeak.txt) - Added the support of two-handed weapons (from GSN). Thus there are weapons that can be handled with two or one hand (but with one hand it halves the damage). A 2 handed weapon can't be wielded with a shield. - Added the random character name generation from Cthangband - Added rivers (water & lava) from the Steven Fuerst fractal patch. Note that you have to add WATER_RIVER, LAVA_RIVER, WATER_RIVERS or LVA_RIVERS to a dungeon to have some rivers generated (actually in Mordor(lava), Dragon lair (Lava) and Forest(Multiple Water)) - Updated generate.c to the Steven Fuerst fractal patch room generator (using room_alloc), in order to implement the remaining part of the patch easier. But I'm still having problems adapting it to my extended dungeon generator. - Ahah ! I've resolved the problem !! there are now fractal rooms (15%, can be always enabled by specifying the CAVE flag), now the orc caves looks great 10/11/1999 - Added the Caverns(enabled via the CAVERN flag) - Hell has been moved down, it now begins at level 666! :) 12/11/1999 - Add the Static Chaos persistent dungeon patch that save every level of a dungeon (which has the PERSISTENT flag) on disk and reload it instead of regenerating a new level. - Add the Outer World dungeon type (this is an entrance to a place of an incredible stability). It use the PERSISTENT flag and thus will be saved. Only level 50 characters can go there to prevent abuse(like have an old ultra powerful character and a new one and going into the Outer World to exchange some stuff). And yes the saved dungeons are the same for EVERY characters. But to add ... err ... variety, I've put it from level 300 to 305, I've put it to have at least 30 monsters from the beginning AND to have an higher monster generation rate(1/60 instead of 1/160 !), thus you'll NEVER get bored there :) - Implemented the much more complex trap system from Angband/64 thanks to the patch made by Static Chaos. There is 169 traps (see tr_info.txt). Beware that on average the traps are deadlier... - It comes along with a new feature for stat system: temporary stat drain, it's cool 14/11/1999 - Renamed Power Batteries to Essences - The DG_CURSE can put the NEVER_BLOW flag on a weapon ... sadistic !!! 16/11/1999 - DSMs now have been granted the FLY flag 19/11/1999 - The monster memory now colors some important things about the monster (like resists, speed, ...) - Fixed a wand of wishing bug, that made them sometimes NOT use a charge - Moved the special level DeathWatch to the Orc Cave - Moved the special level Treasure Room to the Maze so people are forced to play those dungeons if they want the artifacts - Random quests will only occurs on PRINCIPAL dungeons (the one created by splitting the vanilla dungeon into 4 smaller ones, Galgals, Mirkwood, Mordor and Angband itself) - To prevent too many YASD from the DG curse of Mathilde she has now been granted 22500 hp, but as usual she can't attack :)) - Fixed a bug that disabled the guardian at the bottom of some dungeons 25/11/1999 - Added main-gcu from Angband/64 to allow larger screens - Added the new note command that dumps to a file from "Tom Morton" 27/11/1999 - Added funny time message from Z - Added object experience as suggested by Ceilti - Fixed a bug when the magestaves were cursed 29/11/1999 - Added the small trees (along with a new feature flag: SUPPORT_LIGHT) to replace the walls in the Forest and Mirkwood - Some new gfx from Andreas, and the town of Bree with the new tiles 02/12/1999 - Add 4 dungeons by variaz@hotmail.com: Vanilla Dungeon(only from Vanilla Town, The Small Water Cave, The Sacred Land Of Mountains(if you don't fly ... do not even plan on going there), The Wild Land Of Kurukar(It sure looks great) 04/12/1999 - New dungeon flags: HOT and COLD that affect object decay - Add YA*IF (Yet Another *_info File): wt_info.txt It defines wilderness features *, allowing a better wilderness map. Since it now defines nearly everything a wilderness need to have, the map itself only have to be an array of feature and seed, thus allowing a much bigger wilderness. I also plan to have a Omega wilderness mode where you can have an overview of the wilderness to travel quicker (but time will pass much quicker too:) The structure of w_info is also changed, it's uglier but well .... :) The wilderness size must be EXACTLY the same as the size defined in misc.txt. 06/12/1999 - Scrolls of Reset Recall are now WORKING !!!!! - The new wilderness mode is done ! When you reach the border of a wilderness screen you go to the small scale wilderness map, where you can see all the wilderness map with the towns/dungeons/... A lot of commands are disabled there and moving takes MUCH more time, so beware of the food ! You can enter the big scale mode by pressing > (this allow you to enter towns) NOTE: The Death Molds CAN'T reach the small scale mode because their erratic movements are impossible to handle in such a scale. BEWARE: Your imprinted pets WON'T follow you in the wilderness !!! 11/12/1999 - Add wilderness encounters - Add Oangband rod/wand stacking - Amulets of the Serpent from Sadi Khan : Resist Poison, Dexterity, some AC and Poison breathing 12/12/1999 - PernAngband 4.0.5 18/12/1999 - Updated the makefiles and renamed object3.c to traps.c - Add 5 new essences from Sadi Khan: Force, Darkness, Lightning, Mana and Knowledge - Fixed the bug that was placing the player at the town entrance when leaving a building 20/12/1999 - Add the tool slot. It's actually only used to wield a shovel/pick but I've some plans for it - You can only dig walls if you use a shovel/pick in your tool slot 24/12/1999 - Removed the player ghosts, well in fact made them a compile-time option(see config.h) 26/12/1999 - Added the Necromancer class. But again not quite the same as you've seen before. They can't be killed as easily as the other class. In fact when their HP comes to 0 they don't die but become undead for a while. While being undead their HP is replaced by DP(Death Points) that have a max inferior to the max HP and that are slowly decreasing(1 DP less each turn). They can use all the healing spells/potions/... but this won't stop them from being reduced again. The only way for them to come back in the world of the living is to kill 2 * player_level monsters. 01/01/2000 - Happy New Year ! 02/01/2000 - Add a new curse(as suggested by LucFrench@aol.com). When a weapon has this curse and that the wielder attacks a monster with it, it can clone it ! And it's REALLY REALLY annoying, especially when fighting some kinds of wyrms :) 10/01/2000 - Finally fixed the flags shown on the character display. - The quit without save command(CTRL + L) is now a compile time option disabled by default - The Necromancer class now has 5 spells (used the same way as the mindcrafter powers) 17/01/2000 - Power gained by levelling artifacts has been reduced - New unique monster: The Greater Lag Monster... beware :) - AHAHHAHAH ! I got it ! the wilderness bug that made the game crash when entering a town is fixed ! And the wilderness system has been greatly improved. Now to switch the wilderness mode, just press < or >. Everything should now works properly 16/02/2000 - Each Nazgul will now drop his Ring of Power. They are randomly generated and thus they don't appear in a_info.txt. They always give invisibility, life draining and are heavy cursed. 21/02/2000 - Changed the format of w_info.txt again, it's much more readable now. I also added a additional parameter to the W lines of wf_info to define which letter will be used in w_info.txt - 60x20, this is the scale of the new wilderness, it tries to looks like the 3rd age middle earth map. Thus some dungeons leaved the towns they were used to be to join their "real" place on the map. Only the Upper Reaches of Galgals are still reachable from Bree. 24/03/2000 - Added a small hack from Static chaos to allow running faster with the overhead map enabled. 24/03/2000 - PernAngband 4.0.6 - Possessors now have a MUCH better pseudo id, equal to warrior's one 06/04/2000 - Changed the wilderness map with the one provided by Gwidon S. Naskrent (naskrent@artemida.amu.edu.pl). It's bigger, it's better :) - Fixed a bug with the chasm opening inscription 08/04/2000 - Fixed a bug with the staff of wishing - Druids can now pass through trees - Stairs are now noticed again (when you see one it will stay on your screen even when out of torch radius) 10/04/2000 - When a Necromancer turns into an undead he/she/it gets cured of everything 05/05/2000 - MAYBE fixed the damn wild bug ... again ? oh please GREAT RNG help me ! 08/05/2000 - Added the Notes patch from Chris Kern. That allows you to get a .txt file recording great events in your life, your notes, ... Very useful I think 11/05/2000 - Fixed the artifact wands stacking bug - Removed the Netherworld dungeon - Added the Moria dungeon, it's not random and can be found in ... the moria mountain chain :) There is Muar waiting you at the bottom, guarding the Quarterstaff of Olorin - Waldern, the king of water is back, and he is the final monster of the small water cave, guarding a the Trident of Ulmo. But beware it is more powerful than in vanilla - Dungeon guardians and dungeon guarding's artifacts can only be generated in their respective dungeons - Removed rumors that were still Zangbandish and some others I didn't like :) 14/05/2000 - The MONSTER_PERCENT_ flag can be added to some dungeons to specify the amount of monsters that are affected by the dungeon specific restrictions - Random dungeons now appear on the overhead wilderness view - COULD IT BE !!!!!! yes it could !!!! thanks to Tom Demuyt that sent me a savefile where he wasn't able to learn spells, I may have finally fixed the dreaded spell bug !!!! I say may because I'm waiting for some fellow mac user to compile it to see if it really fixes the bug. - IT WASN'T ! but now it *IS* !!!! That was an other bug. And now Gob, the great Gob, the powerful Gob, found the dreaded mac spell bug !!! thanks Gob !!!! - Changed the price for Runes/Essences to be more accurate - Changed some uniques in r_info to their former vanilla glory - The look command can now show the trap's types 18/05/2000 - Fixed some typos(thanks whimsy) - Began to add the Body parts system to allow more rings, weapons, everything, depending on your current corpse (dragons will have more rings, mariliths 2 weapons, ...) - If your corpse allows the use of more than one weapon, you can use them :) let see a Sorceror using Ringil AND Gandalf ! :) well first he has to find the rare scroll to change body and then to find a corpse that allows 2 weapons - Changed color of shafts (brown now) because they were hardly visible - Flying no longer allows passing over mountains, you MUST have a Climbing Set 22/05/2000 - Fast autoroller as a birth option - E'x'amining books in stores now browses them if your class can read them - Add a bookstore to Lothlorien town 26/05/2000 - When in battle rage(berserk) and using the ascii mode the screen goes all red (as it is white for invulnerability and black for wraithform) - r_info is modified to give all monsters some inventory slots. the format is E:weapon:torso:arms:finger:head:legs 27/05/2000 - PernAngband 4.0.7 - add a new dir to lib, DNGN which contain the definition of the LEVELS not the dungeons. one file for each level named dun$dungeon$.$level$ In it you can have some declarations, like B:dungeontype which will create a stairway to an other dungeon, thus allowing to have "branches" in the dungeons. L:dungeontype and L:level specify which is the "father" dungeon and at which level the stair appear. S:ext means to save the level(and thus to reload it) in the player.ext file so allowing the use of persistent levels(the persistent dungeons option is gone) 29/05/2000 - Necromancers can use the Nether realm in addition to their old set of powers(now accessible through 'U') 01/06/2000 - Boomerangs of spinning are no longer allowed (that was silly) - Increased the rarity of the ULTIMATE artifacts (Magestaff of Gandalf, Longsword of Eru, Seeker Bolt/Xbow of the Elves) - Fixed the displaying of attributes under the 'C'haracter display -04/06/2000 - Players can now choose which kinds of monsters they don't want in their game at birth (wipe all Pern monsters, all Cth, monsters, joke monsters, ..) Note that monsters in fixed quests are not affected. Thanks Static Chaos. - In the Maze you can no longer remember anything, that means everything you see is what it's in your light radius ! MUAHAHHAH, I'm *NASTY* - Archers now get a better chance of not breaking their ammo as they advance levels 08/06/2000 - Note taking bug should be fixed - Fixed a bug with the incarnation code 11/06/2000 - Added the Orc Barracks special level (level 35 of Moria) from Chris Weisiger (jmartin@inreach.com) - The maze is now guarded by The Baby Minotaur who is holding The Steel helm of Hammerhand - The graveyard is guarded by Vecna holding Doomcaller - You can now use the 'l'ook command in the small wilderness view ***********IMPORTANT************ - Between gates are no longer automatic, you must press > while standing on one to activate it ******************************** 16/06/2000 - Revised the Adventurer's guide thanks to Chris Weisiger(jmartin@inreach.com) - You can no more recall from a quest - You can no longer target pets - Re-enabled the "Control the rings" spells of the Shadow realm - Between gates are now purple + 02/07/2000 - Only priest-like characters can use the Valarin realm - Removed all the references to Logrus - Tunnelling rubble will place the standard floor of the current dungeon and not the floor feature - Grow trees no longer crashes when used near the dungeon edge 05/07/2000 - Fixed the character dump resistances - When a full character dump is requested (upon death) the self-knowledge screen is used instead of the grid of abilities, that looks better :) - Fixed a bug in the placement of stairs which sometimes led to a stairway to another dungeon when not requested - Fixed the bug that generated 'unknown' grids - Should now compile (nearly) without any warnings - Fixed the mountain bug that hung the game when entering mountain chains in the wilderness 07/07/2000 - Some more monsters from Angband/64 and some more work on r_info from Static Chaos. That brings the number of monsters to ... 1023 ! - Damage taken from going between is divided by (ac / 50) + 1 So between 0 and 49 ac it's full damage, between 50 and 99 it's half damage and so on - Greater Hell Beasts now have .. 1 hp :) 11/07/2000 - Add the Unbeliever class, they are anti magicians. Great warriors, they have the worst magic device skill of all the classes, they continuously generate an anti-summoning field around them disabling monsters from summoning. The radius of the field increase with levels. After level 20 they can also disrupt the magic continuum, thus getting the same effects as Anti-Magic, Anti-Tele and The Stone of Lore(nobody on the level can teleport) 13/07/2000 - Add an option to auto tunnel walls when bumping into them. NOTE that it'll ALWAYS take a turn then, so beware... - Really fixed the note taking bug (ok stole the fix from Zangband :) ) - Changed the object description so now it's "Smeagol's Corpse" instead of "The Smeagol's Corpse" 13/07/2000 - PernAngband 4.0.9 29/07/2000 - Orc Barrack's between doors are fixed - God favor is reinitialized upon birth - Added the Daemologist class along with a brand new realm and lots of new cool effects(try making all your pets explode ! :) All made by Static Chaos 31/07/2000 - Fixed lots of compilation warnings thanks to Static Chaos - Added the random vaults and crypt vaults from Zangband with the help of Static Chaos - Fixed some bugs pointed out by Bablos - The Ray Rune now relay make a beam and not a pseudo bolt 03/08/2000 - 2 handed weapons wielded with a shield now really restrict your fighting abilities (I forgot to add the code before) :) - Possessors can't leave their body while they wear cursed items - Word of Destruction is no longer allowed in quests - Add a fate spoiler created by Dustin Ragan - Removed the old new player ghosts implementation - Added the new old player ghost implementation (stolen from Drangband) - Rod system have been totally reworked. Now you can find "base" rods without power (rods of nothing) with a certain quality (wooden, iron, ...) on which depends the amount of mana they contain. You can also find rod tips which contain the real spells but cannot be activated alone. You must attach (with the 'z' command) a rod tip to a base rod before using it. The spells of the different rod tips need different amounts of mana (so illumination is less mana-hungry than healing) :). You can also have base rods ego-items (artifacts soon) that can decrease the mana cost of the spell, increase the capacity of the rod, decrease the time needed to zap the rod, ... Oh BTW, you should be eager to get an Adamantite Rod of Healing of the Istari :) Now rods will hopefully be useful. Note that you have to identify the base rod to get the mana indicator - Note files are now playername.nte instead of playername.txt So if you want your note file to be carried to the next version you'd better rename it :) - Fixed a bug that prevented Azog from being generated at the bottom of the Orc Caves 07/08/2000 ****************** IMPORTANT ***************** - Removed the Python support because it was slowing the game, adding weight to the executable (and thus to the archive), was mainly unused, and was never present in some ports ********************************************** 09/08/2000 - Unbelievers are now much better at perception, and actually become even better as they go up levels - Fixed several bugs thanks to Iain McFall - Reset recall is now much nicer to use thanks to Iain (again :) - When a character is infected by the Black Breath it is show in the char screen & dump 15/08/2000 - Cursed mage staves should no longer crash the game when identified - A Marilith can now drop it's corpse when killed - Add the gods spoiler made by Dustin Ragan - Fixed a bug that could eventually crash the game when looking at the quests screen - Fixed a bug in the random junk artifacts that made them cure fear when said to cure confusion - Add the squelch patch from Iain McFall - Boomerangs are now pseudo-id'd 19/08/2000 - The *thanc artifact daggers are less common because they are so powerful 24/08/2000 - The Midas Touch 30k gold limit has been removed (suggestion from Chris) - Fixed (ok ok Iain fixed :) ) several trap related bugs - Squelch now use the pseudo-id thanks to Iain - Pseudo-id inscriptions are no longer part of the real inscription of an object and thus ... it's better :) - Tribal spell "Life Drain" now reduces your stat permanently 30% of the time and the other 70% it can be cured via restore stats pots. The damage is now always 50d50 and is no longer affected by mage staves of spell - Tribal spell "Meditate" no longer hastes/heals you (it still heals your sanity) and the glyphs' radius have been decreased - Add the Trap of Acquirement that will give a great object and then mutate into an other trap. It can never be identified and the color varies. Idea from Iain - When casting charm upon monsters only the non-pet ones will be affected - Elder Aranea HP reduced - Small trees are burned by fire - Randomly activated mutations are no longer activated in the overview wilderness - Ghoulkings are now z instead of p - Thrown potions now give xp when killing by a ball effect - Scrolls of reincarnation have been removed now you can only find scrolls of deincarnation. To reincarnate into a new body 'U'se the appropriate power - Recharging is now useful again - Breeders should be a BIT slower - Reduced mutation chance of breeders from 7% to 3% 03/09/2000 - New, unified store/building code 08/09/2000 - Add quest plots. Feature 75, 76, 77, 78 are now permanent walls but used as quest plot info holders. Before the new building code quest info was stored in the building feature but now all stores/buildings use the same feature(74) and the "special" value defines them. - Add semi-random towns. Now if the ' ' (space) character is used in the town definition this grid will be replaced by the feature calculated by the plasma generator as if it was a normal wilderness screen. So the forest of Lothlorien is plasma generated and not fixed. It add variety and consistency with the rest of the wilderness - All towns are now updated to the new store/building code - Removed the "you are being crushed" bug when going in the overview map thanks to Iain McFall (as usual :) ) 10/09/2000 - When you use a 2 handed weapon and press 'e' the equipment list will show the weapon(and some info) in the shield slot too - Monsters can't have fewer arms than weapons - Mimics have been upgraded. They now have 5 powers. First is to use books of lore as before. Second is invisibility. The other ones are Mimicries. There are 3 mimicries, legs mimicry, wall mimicry and arms mimicry. Legs and arms mimicry will "create" a new body part (or some) for a certain duration. Wall mimicry will make the caster able to walk in walls (he becomes a wall) but ONLY in walls .. not on floor .. so beware with this one 27/09/2000 - For your god to resurrect you need 3 times more grace and your grace will drop to -100000 30/09/2000 - Add exploding ammos (bolt, arrows, shots) thanks to a patch by Static Chaos 13/10/2000 - Add some patches from Kusunose Toru - Neuters get a weight & height 13/10/2000 - PernAngband 4.1.2 14/10/2000 - Building doors can't be erased 28/10/2000 - Fixed a bug in the rod system when attaching form the floor - Added fountains that you can quaff from ('H' in normal mode, 'V' in roguelike mode, yeah I know it was for version number .. but .. mhh who is using it ?:) Thanks to Static Chaos for the patch - You can fill empty options with fountains(thanks static chaos) - Added the Iain McFall Show Monster patch to show all viewable monsters 08/11/2000 - Fixed numerous bugs - Fixed the st_info & ba_info files thanks to Kusunose Toru 16/11/2000 - Godly blasts can't be reflected anymore, so beware, puny mortal !!! :) - Added a whole bunch of new floor features (ice, mud, sand, sandwalls, ...) thanks to Static Chaos. - More spell effect will affect the dungeon, for example, fire will melt ice, nether will kill trees, fire will create ash, cold will freeze water, ... thanks to Static Chaos again :) - Cleaned up the feature code again (that was a REALLY messy part of angband... and especially of Zangband) - Note: Sandwalls can be dug WITHOUT any digging tools - Teleport scrolls/staves are back in the shops - Mages, Wizards and Sorcerors now only get a wand of fire bolt at birth - Finally fixed the Alchemists extracting powers - Fixed numerous bugs thanks to KUSUNOSE Toru - Desert and Glacier wilderness features now really look like desert & glacier :) 18/11/2000 - Debug commands are allowed in the overview map, but beware, do not create objects & monsters there ... - The wilderness map is no longer fully known, you have to explore it - New wild.c file to support all wilderness functions - Maps can be found to reveal some places of the wilderness 27/11/2000 - Exp gaining weapons will gain levels way slower - Ring & Amulet random artifacts will only be "Ring of foo" and not "Ring of Slow digestion of foo" 30/11/2000 - Level gaining Artifacts have been significantly toned down - Sauron lost his chances to drop The One Ring - Blood of Life potions & Staves of Wishing are more rare - Your god wont always resurrect you even if you have enough piety - When leaving corpses, Possessor equipment will be dropped to floor to prevent their form being "lost" - Sandworm lair, a new dungeon - Staves of wishing now only have 1 charge 12/12/2000 - A patch to the alchemist patch from KUSUNOSE Toru, they should now work perfectly - h-system.h fixed so it should compile fine on Linux 29/12/2000 - New r_info.txt with the HAS_LITE flag, thanks to Static Chaos :) - Now some monsters can have a light around them 03/01/2001 - Phial of Galadriel and Phial of Undeath now use the same symbol(yellow ~) 06/01/2001 - Fates now show up in the character dump (thanks Kusunose) - Scrolls of Divination are more friendly now (thanks Kusunose) - Artifacts in monster inventories not yet seen are not shown in the artifact list (thanks Kusunose) 08/01/2001 - Zweihanders are now 2-handed weapons(as they always should have been :) ) 11/01/2001 - Ego Rods are now "xxx rod of egoname of power" and not "xxx rod of power of egoname" - Fixed some typos(parchEment, NumeRoNean, ...) - Fixed a bug with junk randarts 18/01/2001 - Gods now need more sacrifices - Disabled the monster lite feature right now because it's HORRIBLY buggy - The Sandworm Queen will now drop the Sandworm armour when killed 03/02/2001 - Now you can separate a dungeon entrance from a dungeon exit on the wilderness map using the WILD_ix_iy__ox_oy flag in d_info.txt. ix, iy are the coordinates on the wilderness map of the entrance. ox, oy are the coordinates of the exit. Note that each of them(entrance and exit) must have a physical entrance on the wilderness map(that is a line in w_info.txt). When you use the entrance to enter you get to the first level but when you use the exit to enter you get to the last level. So now you can have dungeons that create shortcuts in the map. Or even allow to go in previously unreachable places(like now the dungeon of Moria allows you to reach a secret valley in the Mountains of the Moria which allow getting to some other dungeons) - Fixed a bug with fountains (yeah, fountains of the Blood of Life were quite unbalancing :) - Priests can't use Tribal magic anymore - Mages can't use Crusade & Illusion Magic anymore - Rogues can't use Crusade anymore 05/02/2001 - Found why under certain circumstances forbidden objects could still be generated (and that's also fixed now :) ) - Dungeons & Monsters can now have object themes (yeah I know, I stole that from Zangband, though the dungeon theme was in my head for long, but when I steal I do admit it ...) For example The Sandworm lair is really full of magical items, while the Orc Caves are more on the side of the weapons & armors. And the Dragon Lair is filled with ... oh well everything :) and so on. So it's now really worth to get out of the 4 basic dungeons and see the wild world! All dungeons are done with the themes, it could take a bit longer for the (1031) monsters... :) NOTE: Dragon Scale Mails are considered TREASURES 07/02/2001 - Ego Monsters, yes like Ego items but for monsters. New file re_info.txt defines all possible ego monsters types (skeletons, zombie, ...). It can modify, the flags, spells, level, speed, ac, ... of the monster that is turned into an ego monster. This will increase the randomness of the game, increase the number of monsters from 1031 to .. a lot... :) There are not much ego monsters right now, so feel free to submit them 09/02/2001 - Sorcerors can't use much armor - Beastmasters have been give access to the Tribal realm, the Beastmaster's powers are now available through the 'U' key - Player Raise death spells will now really create an undead. For example you cast raise death upon a kobold corpse and you can get a Skeleton Kobold, or a Zombie or a Spectre one. New Undead types will be added later. And I'm open to ideas naturally - Narya activation is now Healing (500) - Nenya activation is now Healing (800) - Vilya activation is now Healing (900) and cures Black Breath - Daemonologists can now wield their books (in the weapon slot). When used this way, spells are cast in 1/3 of a turn otherwise it takes 5 turns 11/02/2001 - Specialized ESP, like Orc ESP, Troll ESP, Dragon ESP, ... They are less rare than full esp, but full esp is more rare - Fixed a Runecrafter bug which could crash the game if no second rune was selected 11/02/2001 - PernAngband 4.1.5 11/02/2001 - Ents get nearly no sustenance from eating 15/02/2001 - Center player option - Alchemist artifact creation now requires player level magic essences to work. The stats are permanently reduced upon failure (as it always meant to be). You PERMANENTLY lose 100 max hp when trying to create an artifact. This should reduce the number of mad alchemists :) - Dark Swords as a new item type. They generate an antimagic field of 50% minus the sum of the enchantment (a +5+5 one will only do 40%) on a 5 tile radius (also minus the enchantment) - Unbelievers now generate a (player level)% antimagic field on a distance of (player level / 10) - An antimagic field disables any form of magic on the user, and can prevent monsters from casting spells (not breathing). A 50% antimagic field will have a 50% chance of stopping a spell 18/02/2001 - Normal Artifacts. Normal Artifacts are artifacts found directly in k_info that doesn't require a place in a_info. That allow strange artifacts, like wands, rods, staff (those were possible already but ugly), ... and even food - The Rod Tip of Home Summoning is now a Normal Artifact - The Greater Ration of Health is the first (very rare) food artifact ! When eaten it provide +70 hp permanently - The Potion of the Blood of Life is now a Normal Artifact - Invulnerability can no longer appear in fountains - The Ring of Precognition is now a Normal Artifact - The Ring of Wraithform is now a Normal Artifact - The Scroll of Deincarnation is now a Normal Artifact - Hell is now the Nether Realm - Fixed a bug that created stairs at bottoms of dungeons - Extra blows can only be provided by things in the weapon slots - The Scroll of Mass Resurrection - Renamed Warrior-Mage to Warlock 20/02/2001 - The Wand of Stone to Mud of Thrain and The Wand of Fireball of Gandalf got the EASY_USE flag, allowing them to be used even by unskilled characters - As does the Stone of lore 23/02/2001 - Fixed a bug that allowed people in quests to use the '<' key to get to the wilderness timescale - Fixed a quest bug that allowed players to regenerate the quest many times - The Control the Three shadow spell is now much much more effective, since it removes black breath and DG_CURSE. The only little annoying thing is that it requires that player to wear the *THREE* rings. And that can only be accomplished with either the Possessor class (though they CAN'T cast the spell -- no hope for them) or The Scroll of Deincarnation 10/03/2001 - Monks can choose which spell to learn - Fixed a bug with limited ESP description - Fixed a bug in Possessor titles 09/04/2001 - DeathMolds can now teleport onto stores & such (all features that are considered floor by the game) - Objects cannot be dropped on traps anymore - The Sandworm Queen no longer appears multiple times - Harpers wont crash at the start anymore - Panic saves will use the playername.pnc filename (thanks Improv) - Symbiants can't hypnotize monsters that aren't pets anymore 15/04/2001 - Add an old patch from SC which allows dungeons to project an attack every few turns. For example a player in the Nether Realm will be hurt by nether every 3 turns for a damage of 10d10. The syntax is(up to 4 lines): E:d:: - Volcano now does 2d10 damage each 10 turns, beware scrolls on the floor :) - Lost Ruins of Numenor does 1d1 acid damage each turn (water will RUST you) - Cirith Ungol will poison you every 20 turns for 4d4 - Illusory Castle will confuse you every 6 turns for 6d2 - Small Water Cave does 1d1 acid damage each 20 turns (water will RUST you) - Nether Realm is unlightable (as is the Maze) and always empty levels - Nether Realm is now guarded by Tik'srvzllat who guards the Ring of Phasing a powerful ring that allow wraithform and immunity to nether 16/04/2001 - New Race system, Now you select a race AND a race modifier at birth. For example you choose to be a human vampire, or a dwarf skeleton, ... Then some modifiers apply (stats, skills, extra powers, ...). Note that all races can't use all race modifiers - New race modifier, Barbarian, the old barbarian race is gone - New race, the Wood Elf from CathAngband, masters of the bow, with 1 extra might and 1 more if they use bow and are high level enough - Extra Might can now be > 1 - Penalty for priests using non blessed swords/axes/polearms is now (-15,-15) - New weapon category: Axes - Add Weaponmaster class from Gumband, trained into one weapon category, being great with it but bad with anything else 18/04/2001 - Aranruth is a broad sword, 15lb, 3d5 - Fixed lots of spelling errors/typos thanks to Improv - Add a new birth option: Astral (ghosts from Kamband, name from Gumband) It enforces vanilla town and makes you start at level 98, you can't recall and need to reach town - Trap doors can't appear at the last level of dungeons or in non dungeons - The concept of non-dungeon places: some "dungeons" got the FLAT flag meaning they are ... flat, like a forest - The concept of Towers, going up instead of down - Updated birth.txt to take in account the race modifiers - Wood Elves can go through trees - Ammo similar to the one in your quiver will always be picked up 20/04/2001 - The death fate is way different now. When the player enters level he is fated to die on he gets teleported to a special level in a special dungeon. the level is empty, small and full of really out of depth monsters. Recall, genocide, ... are forbidden. There are no stairs, the only way to leave it is to kill every single monster of the level. Then the player is teleported back to town. Chance of surviving are *LOW* but not nonexistent :) - The knowledge rune will now probe monsters - Runecrafters are now playable (new damage formula) even at low levels ! Now lets hope they are not TOO powerful :) - Runecrafters upgraded. They can now: 1) Cast a spell on the fly (as before) 2) Cast a runespell they memorized before (can memorize up to 100) 3) Cast it from a carved runestone (uses 75% mana and does NOT need the runes to be present in the inventory, but consumes the runes during creation and it must be carried around to be used) - Mormegil is now a Darksword and is quite nice - Lesser & Greater Krakens now drop corpses 24/04/2001 - Add random towns in the dungeons. There can be up to 4 towns per dungeons. Not all dungeons (well should say places) can hold towns. Random town shops are took from the possible shops in st_info.txt with the RANDOM flag - Stores in st_info.txt got flags - When carving a Runestone the involved runes are destroyed - Random towns can have different shapes, from vanilla one to hidden one (the stores are placed randomly on the level, without any buildings) - When the player is invisible and does not have see invisible the @ symbol disappears - Cannot locate undetected traps by simply 'l'ooking around - Mariliths cannot use boots 26/04/2001 - The player is no longer "teleported away" when leaving some buildings - Level gaining artifacts rarity have been increased - Death Ray will actually kill the player - Removed traps of death ray (now that death ray insta-kills) - Recharged wands/staves cannot be extracted anymore - Wraithform no longer reduces damage - New hp formula for Possessors - Some sentences for the DarkGod monster to say, based on #angband :) 28/04/2001 - *WARNING*, squelch list has to be checked upon importing an old savefile - Every item can provides blows since Alchemists can't create that many arts now - Wielding a mage staff (even non ego ones) will provide with a decrease of 20% of the casting speed (using 80 energy instead of 100) - Add makefile.bcc thanks to Arch 29/04/2001 - Some Spelling/Grammar fixes in lib/help/ -- Improv - Levelling artifacts will now use a new scheme: There are now groups of abilities (the Fire realm, the Cold Realm and so on) Whenever a weapon goes up a level, it gets to either: 1. become enchanted by +2/+1 2. gain another attribute from a group it already has. 3. gain +1 to hit, and a point. when a weapon gains a certain number of points, it might buy access to a new group. Note that some groups can contain good AND bad abilities - Pet shop now sells scrolls of summon never moving pets - Lots of fixes (ammo weight, god flags, ...) thanks to Kusunose Toru - Towers deactivated for the time begin - Rods considered good 01/05/2001 - PernAngband 4.2.2 - Force attacks will pull away monsters (from Dr) - Fist of Force is now a force attack - Unbelievers can now detect traps at level 25 and destroy them at level 35 Press 'm' 03/05/2001 - GoI no longer protects from insanity - Colored messages - Artifact creation results in a 40hp loss 05/05/2001 - Hermit subrace, magic adepts weaker physically but have more mana reserves - Use upx for exe compression of the DOS version in makefile 07/05/2001 - Fixed makefile difficulties in makefile.org, and uncommented one of the safer sets of CFLAGS/LIBS in that file as a good default -- Improv - Fixed some other spelling problems, notably in cmd7.c -- Improv 13/05/2001 - Reworked the old (ugly) activatable mutations, race powers, ... system to a new unified one. Race, subrace, class powers are defined in the tables in tables.c. Now the new system will allow for artifacts to grant powers, it also allow intrinsic powers (i.e. you quaff The Potion of Blinking and from now on you can blink at will) - There is a 2% chance of gaining the grow mold mutation when eating a slime mold - Priests gets the curse detection power - Oops the Sandworm Queen wasn't confusion resistant :) - Added various granted powers to various artifacts and ego items - Sorceror allowed spellbooks are now in tables.c (Mrealm_choice) - Changed the install rule to do something sensible on Unix. Changed config.h to suit. Default dir for lib is now /usr/lib/games/pernband/ Hopefully this won't make too many people angry -- Improv 15/05/2001 - New GFX by Andreas Koch - Fixed some entries in a_info - Monster memory now tells people when they're facing a Nazgul (Kevin W Thomas) - Fixed a bug in dungeon town generation (Kevin W Thomas) 16/05/2001 - Added makefile.WHICH, fixed up my earlier patches to add a real install rule - Improv - Pseudo id now works for potions, scrolls, wands, staves and rods. Magicians are better at pseudo id-ing those than warriors (SC) - Can only use one ultimate artifact at a time (not that it really matters given that no-one will ever find one :) ) - Fixed a bug preventing The Baby Minotaur from being generated if it was already generated for a previous character using the same savefile 17/05/2001 - Upgraded to latest z-term code - Illusory castle got a guardian, The Glass Golem (a NASTY thing) hoarding The Helm of Knowledge, which auto ids every item you walk onto and activates for insanity + *id* - Crushed all oriental items(nearly) of the game, they just doesn't fit the general theme - Gigantic dungeons (flag DOUBLE) from SC - Ice lair as a Gigantic dungeon from SC - Dragon Lair is gigantic now - Between gates travelling damage is now /2 18/05/2001 - Checked in an EXTREMELY raw and broken version of my z-term changes that produce cmovie files. It's disabled by default, if you want to play with it, play with z-term.c ... Until I incorporate a cmovie player into Pernangband, you can use the one I wrote for MY roguelike MoLD, available at http://www.sourceforge.net/projects/mold/ . Little plug there. -- Improv 21/05/2001 - Moria WILL have downstairs at the bottom 24/05/2001 - New quest code ! Quests are no longer in *_info.txt files but are able to do many new things, and the code is less ugly than it was :) - Random Quests refitted to use new quest code, now each level with a random quest will have a vault with the monsters you need to kill inside, and a princess that is held prisoner (your goal being to save her) - Refitted Thieves quest - New Bree quest, The Lost Hobbit ! save Merton !! - New key, 'y' to give items to monsters - Elven vampires no longer get resist lite, that was silly AND unbalancing - Artifact arrows wont come in piles anymore 26/05/2001 - Removed Wizard & prior classes, Mages & Priests can now use their realms - Refitted Crusade realm, some new (fun) spells - cmovie changes to make it work better. Should have it all cleaned up and portable very soon. -- Improv - Updated pern_faq -- Improv - Power mages start with a 2d4 spells - Fixed a bug which made random artifacts destroyed by auto-squelch. -- Kusunose - Changed spellbooks colors to be more .. accurate - Add the Spirit realm, taking the place that was designed for it a long time ago, the one that tribal used until now, between Valarin and Shadow. Tribal is not removed, but it can only be used by some nature-like classes (like beastmasters, rangers, ...). Some spell names & spellbooks names are took from psiband Psionicists 28/05/2001 - disturb_move option off by default - Bree town totally redesigned by Mynstral to be more accurate the LoTR description of it and to be more .. beautiful :) - New quest in Bree after the hobbit one, The Trolls Glade - Dark Horseman quest required level raised to 35 - Massive updates to tables.c, fixed spelling of several spells, renamed a few, fixed spelling of several lvl-specific class names, renamed a few. Also working on maintainability for race/class restriction code in same file. -- Improv - Entirely replaced TANG.txt with new stuff I wrote -- Improv - Permanent wraithform no more do the "You feel opaque" every few turns - Recoded the passwall() function to be... less ugly and less buggy - Archers learn to protect their arrows from fire as they advance levels - The Toris Mejistos guarded by Ar-Pharazon the Golden at the bottom of the lost ruins of Numenor - Fixed random artifacts activation bug 30/05/2001 - Spell lists are now colored - Spell descriptions when browsing - Half magery spells descriptions done by Parak - The potion of learning is a k_info artifact now - Added color to seen unique list, quests list and a few others 31/05/2001 - Descriptions added to first five Shadow books (Shaun "arch" Sides) - Nazguls lost the DG_CURSE upon death - The Spiders of Mirkwood quest is the first Lothlorien quest - Magestaff of power now increases spell power while magestaff of spell holds 2 spells (switching their previous behaviors) - New ego item system, externalized everything, it's half based on Matthias Kurzke patch - Rewrote e_info.txt for the new ego system, the rarity should look like the same - Bows of Numenor & Lothlorien as new ego items - DSM can be ego - some new ego & tweaks to existing egos - 3 new light types: Everburning torches, Dwarven lanterns and Feanorian lamps - New ego lights: of Brightness, of *Brightness*, of Illumination, of Boldness, of the Shadows, of Infravision, of the Eternal Eye - The Phial of Galadriel is now level 20 rarity 10, the ego lights & other perm lights should be enough until then - Ego light: of Fading, will make non-permanent the permanent lights :) 01/06/2001 - Add auto curse - The One Ring will not be cursed when generated but will have the auto_curse flag, so it is possible to use it and take it off for VERY brief periods... but if it becomes cursed while you're wearing it .. you're stuck with it - The same applies for the Toris Mejistos (except that it's not permacursed) - Moved options around - No more books of lore, they are now Cloaks of Mimicry (and can be ego items or randart) - Monsters that can suicide cannot be random quest monsters - Alchemist artifact creation totally changed. It now takes player level essences of magic and 1 hp to "imbue" a normal non-artifact, non-ego item into a pseudo artifact. You will then wield/wear it and it'll gain some xp when you do (reducing the amount you gain) When you think you have enough xp, you finalize it (actually select the flags that now cost xp) with the xp it has and the pval you choose. - Did more spelling updates on this file -- Improv :) - Finished moving the class-race combos in tables.c to a cleaner format -- Improv 02/06/2001 - Copied Vanilla random artifacts name generator - Random ring & amulets are now "The Ring of foo" - Lights can be random artifacts - Described all Valarin spells - All non spellbook spells (Mindcrafters, necromancers, mimics) got a description - All harper songs described - DragonRiders will learn to fly at level 17 (but they always can levitate), that's an old Divia suggestion - Magestaves of Spell still carry 2 spells, but they are randomly generated using the runespell (magic of the Runecrafters) system - First draft of monsters gaining xp & levels - Magestaff of Mana & Power renamed to Magestaff of Wizardry (suggested by JLE) 03/06/2001 - Beginning work on unifying the load/save code to make maintenance easier -- Improv - load2.c and save.c are now one file, loadsave.c ... Will now be working on moving them to using unified functions so this code will be easier to maintain. -- Improv - Reworked monster AI. A monster can now be enemy, neutral(oriented toward player or monster or full neutral), friendly, pet or companion(will follow you on other levels) - Pets (and other friends) will be less stupid 04/06/2001 - You can now assign a target to a pet - The Phial will now have a similar effect to song of morning (tribal) - The number of companions killed is taken into account in the score - New quest at Lothlorien, the poisoned water, with an unique reward, a DSM of elvenkind (cannot be generated under normal circumstances) - Renamed Nibelungs to Petty Dwarves - New curse, you cannot drop the item 06/06/2001 - Multiple messages will show up as only one message with a multiplier - New Minas Anor layout (MUCH BIGGER) by Mynstral - Fixed the princess not appearing (she WAS there but got killed) 08/06/2001 - Fixed Mormegil (it was possible to use it with magic) - Companions stay even if you use the overview wilderness mode - Some monsters will tease the player but always stay out of melee range - A new pet command to make them forget their target - New ego type for heavy armors (Dwarven) with + to STR and maybe CON - Ammo & diggers doesn't add the tohit/todam to your total - Herbal healing at Gondolin will cure black breath - New store type: Master Archer - Rings can be ego objects now - Scrolls can be ego now (Fireproof) - Wands & Staffs (except of wishing) can be ego item: of Plenty 10/06/2001 - Possessor now have mana (based on INT) and use it to cast the spells of the monster they are using 12/06/2001 - Deathmolds can now use the overview wilderness map but the travel time is higher and there is a chance to not blink right and move onto an undesired square - Changed Summon Cyberdemon to Summon High Demon (with the incoming new JLE demons it'll be nasty) - Added Possessor monsters, they'll hunt corpses and incarnate into them !! Now you must fear even dead monsters - The Phial of Undeath now has a radius of 5 - Unique monsters list is now sorted (but Morgoth is always at the bottom) - Add monster traps from PsiAngband. Rogues can now set them (with the powers menu, 'U' key) Direct quote from Psiband change file: Rogues can set traps for monsters. This requires a "trapping kit" as a trigger and something to "load" the trap with. All scrolls, potions, wands, staffs and rods can be used (with the appropriate trigger) as traps to confuse, poison, teleport, genocide, ... unwary monsters. But standing next to a trap with area effects will hurt the player, too. There are also traps that shoot ammo: hidden catapults, bows and xbows. Some monsters can disarm traps, and a monster that has disarmed one of your traps will learn how to disarm all of them... Ammo Traps can have (+hit,+dam) just like bows. They can also be enchanted. All traps can have a [+AC] showing how hard it is to disarm it. There are also ego and artifact traps. - Add the ego & artifacts trap kits from PsiAngband 15/06/2001 - Hallucination monster attack (JLE will use it for the review of r_info) - You can use up to 5 R_CHAR_x flags in the F: line or re_info.txt to specify races to which the ego powers are available - Crusade realm described - The Star of Elendil now has a light radius of 4 17/06/2001 - The dungeon info file (d_info) now allows more than one monster generation rule. The R: line specifies the percent of monsters affected by the rule and the mode of the rule(AND, NAND, OR, NOR). So it is now possible to have 60% of orcs, 30% of trolls and 10% dragons - New dungeon in Mirkwood, Dol Guldur ! - Sorcerors cannot use Valarin (prayers should not be available to mages) and Tribal (instead they get Spirit) - Fixed some misspellings in lib/help/ -- Kusunose 18/06/2001 - Auto pickup option now defaults to false - Fixed bugs with the cursed ego items - Described the remaining Magery spells 19/06/2001 - Point based character generation 20/06/2001 - Finish cmovie support ! - Added an interface to cmovie (press | key in both normal or roguelike set) It asks for a name (it will add the extension itself) and then if you wish to play or record it. The cmovie files (.cmv) are located in lib/cmov, note that they quickly become huge and so you REALLY should compress them before sending to friends - Fixed a bug that prevented mutations from being correctly cleaned 21/06/2001 - Special artifacts can be placed anywhere in a_info, they just need the INSTA_ART flag - Emptying lite warnings should work now - Added new quest, not found in a castle.. I won't say anything more :) 23/06/2001 - Added 2 new dungeon flags: LIFE_LEVEL will generate levels with a cellular automaton algorithm (looks like a game of life) EVOLVE will make a LIFE_LEVEL be continuously parsed by the cellular automaton algorithm while the player moves, resulting in a living effect - New dungeon: The Heart of the Earth, branching on level 25 of Mirkwood it uses the evolving algorithm :) - Added the new Minas Anor (one map screen total). Fully functional (except for the random terrain via the plasma generator *hint, hint -> DG*) --Mynstral - Moved the rarity of the Phial of Undeath to the one of Galadriel - Add Death Orb monster as suggested by Prfnoff a long time ago. They only move when in LOS. They multiply (quickly) and can hit to parasite which will make a new death orb spawns out of you later - Fixed a bug in cmovie that messed up the recording when the user specified different char than the normal ones - Loadsave work is now pretty much complete. Barring the addition of transparent compression, which might happen later, there shouldn't be any reason why savefile compatibility should ever break again. -- Improv 24/06/2001 - Several bugfixes -- Kusunose Player's symbol was never displayed if VARIABLE_PLAYER_GRAPH or USE_GRAPHICS was #undef'ed Eating a corpse sometimes crashed the game. Stealing from a monster sometimes crashed the game. Nether immunity won't work if player had nether resistance. and some minor bugfixes. - Birth classes selection is now more user friendly 27/06/2001 - D: line enabled in k_info.txt - Added ingame information about the different objects kind one can find It is accessed via the observe key ('I' in original keyset) 28/06/2001 - Add back the Eol quest at Gondolin, but it's now dynamically created (the level layout and trap places are random) 30/06/2001 - Reimplemented Nirnaeth Arnoediad quest at Gondolin, but with a different reward - Add a spoiler menu to the help menu, thanks to Dawnmist - Fixed a bug; Steal Item Trap sometimes crashed the game. -- Kusunose - Working on rewriting more documents in lib/help/ -- Improv 03/07/2001 - Fixed a long-lived bug with power mages. This greatly affects play-balance with them -- no longer will the cost of many of their high level spells be merely 1 mana. Also, removed some of their effects that never really worked anyhow. -- Improv 07/07/2001 - Some more misspellings on this file are fixed. -- Kusunose 11/07/2001 - Cannot add essences to artifacts - Object descriptions are added in the character dump - Notes are saved in lib/note - Priests and paladins begins with 10 times more grace with their god 12/07/2001 - Rods with rod tips attached sells for higher price - Down shafts cannot get you out of a dungeon - Cannot enter water and such in overview mode when too burdened - The no_pickup_corpse option changed to prompt_pickup_heavy which will ask a confirmation before picking up objects that might slow you - Add an menu to the option screen to dump/load options to a pref file - Fixed a bug with dungeon guardians being generated more than once 13/07/2001 - Unique list is now in 2 columns - Race selection screen made more user friendly with race desc 14/07/2001 - Reworked the spell system Now each spell got a level that you increase as you learn it more and more. The higher the spell level is the more damage it does, the more time it lasts and such. Also each class have a specific max on the number of levels they can achieve in each spells. This should help the high mage class since they get twice the max level of mages. Also illusionists gets more than mages. Also note that sometimes one more level wont change anything while 2 or 3 more WILL change. And lastly some spells are not affected by levels at all One last thing, sorcerors cannot learn spells and thus cannot increase their spell level which will always be 1 - Player races now have inherent body parts, so a deathmold cannot use headgear or boots but can wear more rings - New DarkGod sentences by Static Chaos - Fortune cookie by SC 15/07/2001 - The more you known a spell the faster it is to cast - Every class can now choose which spell/prayer to learn - Began reworking the spell bonuses(from spell levels or mage staves) to a much smoother distribution, so if a point if used it WILL have impact. Done the Valarin Realm - Done Magery Realm - Done Symbiotic Realm - Done Music Realm - Done Shadow Realm 16/07/2001 - Done Chaos Realm - Ingame contextual help(on by default, can be turned off in the options) Only few stuff got help right now, but that'll be extended 17/07/2001 - Spell list with levels included in the character dump - Updated docs thanks to Dawnmist 18/07/2001 - Hypertext help system, use up/down/space/- to scroll, left/right to move between links and enter to activate a link - Race mods selection screen upgraded - The k_info artifacts will have a name again(was a stupid bug) - Done Nether Realm - Unified savefile loading screen. Now when the game is started it presents a screen allowing to create new characters or to load/destroy existing ones 19/07/2001 - No more breeders in poisoned quest - Add an option to show exp needed for next level instead of total exp - Objects with the temporary flag will be destroyed when it's timeout becomes 0, allowing spells to summon fiery blades and such - Valarin Realm got a spell to create a temporary Holy Avenger 20/07/2001 - Created a cygwin makefile (makefile.cyg) for Windows -- Dawnmist - Split spoiler help files into true spoilers and newbie help files -- Dawnmist - Continued minor edits of help files. -- Dawnmist - Possessors reworked again Now they get between 1 and 20 mana based on the spell rate of the monster. When you cast a spell the failure rate is determined based on the player level, player wisdom, monster level and spell difficulty. If the spell fails it is still cast but you lose a few mana. If it succeeds you don't lose mana. If it takes you below 0 mana you are forced to leave your corpse. - Done Spirit Realm - Done Tribal Realm 22/07/2001 - fixed a bug in project_meteor() that crashed the game. -- Kusunose - Updated option.txt for exp_need option. -- Dawnmist. - Continued edits on help files. -- Dawnmist. - Done Crusade Realm - Rewrote bldg.txt for Pern 4.x.x. -- Dawnmist. 23/07/2001 - Redone help file colour scheme to allow orange/yellow hyperlinks -- Dawnmist. - Continued edits on help files -- Dawnmist. - Spell checked tables.c -- Dawnmist. - Spell checked this file :-) -- Dawnmist. - Updated features and objects in dungeon.txt help file. -- Dawnmist. - JLE reworked the monster list, some monsters are gone, some monsters are changed and some are new - Along with r_info JLE also modified d_info, big thanks to him - No more quest for shelob in mirkwood(she guards cirith ungol now) Instead you must hunt the necromancer that is said to lurk in dol guldur - As long as sauron his alive the nazguls cannot be permanently slain - Attacking a nazgul no longer destroy artifacts(well it can, but the chance is 1 in 1000) - Done Daemon and Sigaldry realms 24/07/2001 - SURPRISE!! I did something (but what it was is a surprise too) -- Mynstral - Added debug 'B' command, changes body -- Improv - Added colours and hyperlinks throughout command.txt -- Dawnmist - Updated most command descriptions in command.txt -- Dawnmist - Minor updates to some other help files -- Dawnmist 25/07/2001 - Massive merges from my internal cvs tree of loadsave.c Hooked experimental bzlib integration in an #ifdef Gutted the old 'encryption' code Hoping to gut RLE if bzlib changes work out Added nice sentinel function -- Improv - Fixed class selection screen bugs, fixed savefile manager so it will work with unix. -- Improv 26/07/2001 - Added a quest map for Gondolin. -- Mynstral - Gondolon last quest: Invasion of Gondolin ! - Upgraded max suport to the new birth interface thanks to pelpel - Several fixes thanks to pelpel - Add an option to use either the new r_info coloring scheme(based on V one) or the old one(based on Z) 28/07/2001 - Fixed a lock problem with global.svg on multiuser system thanks to pelpel - Done Magic Realm - Done Druidisic Realm 30/07/2001 - One can press 4 (left arrow) in class selection to get back to meta-class selection 02/08/2001 - Updated several *_info files thanks to JLE, new arts, ego, objects, ego monsters - Fixed a bug in ego monsters, now they works perfectly :) 03/08/2001 - Done Illusion Realm - Added macrofaq.txt to help system -- Dawnmist. - Updated/fixed a few problems in the help files, and linked in new macro FAQ -- Dawnmist. - Increased chance for player ghost to appear - No more ego monsters in town - Spectre subrace can only use 1 ring - Made bree and gondolin finally use the plasma generator, and added two terrain features. -- Mynstral 04/08/2001 - Fixed a bug with ego monster generation that inversed ego rarities, thus explaining the incredible numbre of spectres running around 05/08/2001 - Fixed the orc level in the moria - Bladeturner is now an UNTIMATE artifact, but can be activated for invulnerability - Major rewrite of magic and class help files -- Dawnmist. - Fixed a bug with saving/loading while doing invasion of ogondolin quest 07/08/2001 - Fixed Tribal realm - Major rewrite of race modifier help files -- Dawnmist. - Spellchecked this file - Improv - Reintroduced water hounds - Improv - Major rewrite of race help files -- Dawnmist - Graphics for shop doors -- Kusunose - With help of Antimatter, squashed item bugs related to negative pvals and the signedness of some functions. -- Improv - Done Prayer Realm 09/08/2001 - Fixed a bug with evolving dungeon when saved/loaded - Only the quest monsters counts for quest, not clones, not normaly generated ones - undead ego monsters cannot be mortal - Monster ego name can appear before or after the monster name(:B or :A at the end of the W: line) - Object ego name can appear before or after the object name(B or A on the X: line) - Fixed a long-lived item-pickup bug -- Improv 10/08/2001 - Ego monsters will be drawn in gfx mode - Add a birth menu to select the god to worship, druids are forced to get Yavanna, priests and paladins are forced to have a god, others can choose to be atheist - No more multiple artifact arrows - Continued edits on the help files -- Dawnmist - Completed the spell descriptions for the Shadow Realm -- Dawnmist - Vampiric weapons can be sold again - Staff & Wand of nothing of plenty cannot exist - Staff of wishing CAN be of plenty 11/08/2001 - fixed a bug with esp and flags5 not being saved thanks to kevin w.thomas - fixed a bug in nirnaeth quest - Reduced sorceror hp penality to -10% - Removed the screen coloration when berserk/wraith/goi 12/08/2001 - Fixed invasion of gondolin quest - Fixed lightning res amu - Add the Merchant class(thanks static chaos), they can get loans(watch out if you dont pay back quickly) and request items at the merchant guild. they can appraise items, identify items, warp items in chests. They get an object based ESP(see monsters carrying objects) at higher levels, they constantly detect objects around them and they can use portable holes to get a bigger inventory(but items in it weights more) 13/08/2001 - Fixed font-ibm thanks to pelpel - Merchants gets the midas touch - Vanilla town option removed. Astral mode now make the player start in the Halls of Mandos(levels 1-98) which do not have any entrance from the wilderness(or any dungeons). When they get out they are in the wilderness and can start playing normaly. And uniques cannot be generated in the halls of mandos 14/08/2001 - Updated font-ibm and font-win thanks to pelpel - When selecting the number of random quests, * will get a random number - Score list now shows the subrace, but it breaks the compatibility with old ones - Reduced xp needed by monsters to gain levels - Ego items are wishable now. i.e you can ask for "fiery dagger" - Updated font-ibm and font-win thanks to pelpel 14/08/2001 - Added the map for a new quest. -- Mynstral - Finished the Last Alliance quest - Number of companion a player can have at max depends of the class necro gets 1 + (plev / 10), beastmasters 4 + (plev / 10, harpers 5 all others 2 16/08/2001 - Fixed ambushes - Added merchant help - updated mac suport thanks to pelpel - Reduced by about 6mb the memory req - Hidden towns are generable - Fixed a bug with weapon specialty at birth -- Kusunose - New item ability, some rare rings can add %(based on pval) to the chance of getting a critical hit - Objects can now shimmer(ATTR_MULTI), but only base types (k_info) can have the flag - Features can now shimmer, note that this can be slow. Please report if it is unbearable on your machine(you can also disabled the avoid_other option) - Reduced memory footprint again - Reworked the 'U' power menu to be more nicer and intuitive while still allowing macros. Each powers gets a fixed number that can be used as a prefix to the command to bypass the menu. For example teleport is 5 so to directly get teleport one can always do 05U 17/08/2001 - Described Chaos realm - Described Nether realm - Described Sigaldry realm - described Spirit realm - Fixed a bug with random quests - Fixed a bug in note taking, thanks to pelpel - Fixed the interact with visuals menu thanks to pelpel(the fix is not even in vanilla yet :) - Fixed cmovie recording - Merchants can request ego items(same interface as wishes) - Towns in dungeons now get townpeople in it ... leveled townpeople - Eggs are now , instead of o 17/08/2001 - PernAngband 5.0.0 aka "Mirmidonic Carbonizer" - Birth options now appear in the normal option screen, but as read only 18/08/2001 - Special levels reworked - Volcano is now Mount Doom and is found on level 65 of Mordor - fixed help system crash thanks to pelpel 21/08/2001 - fixed the hypnotic gaze bug - reduced between gates damage - daemon books can be enchanted 19/08/2001 - Beginning work on a new, better status screen. For now, it's assigned to the debugging menu as the 'A' command. -- Improv - fatespoil.txt changed to fatespoi.txt - rogues get some shots for their trapkit at birth - Cannot dismiss the princess anymore 23/08/2001 - Fixed the special levels, thanks to mynstral - Described Daemon realm 23/08/2001 - PernAngband 5.0.0b aka "Mirmidonic Carbonizer II" - Default pref files are in lib/pref - Random quests are disabled when using ironman_room - Add auto_more option -- beware it can be very dangerous 24/08/2001 - Increased general store price limit - Trapkits added to squelch list - Fixed a bug when displaying some k_info artifacts - Wand of Gandalf and Thrain are now k_info artifacts - Fixed 2 bugs with rogue traps 25/08/2001 - Necromancers can turn pets into companions 26/08/2001 - Special levels are no more fully known - Fixed fountain bug; shape of XXX did not take effect -- Kusunose - Described Illusion and Tribal realm spells -- Dawnmist. 27/08/2001 - Fixed bug with scrollable list of powers - Added Magical diggers, they grant stone to mud power - Added the Corrupted subrace gaining corruptions as they level thanks to Luc French - Changed mutations to corruptions - Dragonriders are no more considered evil 28/08/2001 - Fixed some cmovie bugs - Fixed *godness* song on non artifacts - Greatly increased herbal healing price in gondolin, since it cures black breath - Fixed bug with store item creation -- Kusunose 29/08/2001 - Totaly rewrote the random artifact system. It now use an external ra_info file to define what power the artifact will get. The format is very similar to e_info(expect it doesnt include the 5 flags sets). Each entry define for which tval/sval it can be applied. Then when the game wants to create a randart it simply defines a number of powers to grab and randomly pick up the powers from ra_info(following the restriction, rarity and levels). This allow a totaly change of the randarts if needed, an easy addition of new powers, ... 30/08/2001 - Hidden doors are now hidden, in mirkwood they will look like trees, in barrow downs they will be mountains or trees, and so on - Beastmasters can turn a pet into a companion 31/08/2001 - Half elf lost the str penality - Half orcs and half Trolls or now Orcs and Trolls - Saved levels are deleted when a new character is created - Renamed Holy Advangers to weapons of Aman, thanks to Timo Pietila for the idea - Cannot reset recall to Mount Doom - The game time is now counted with the elven calendar (reckoning of Imladris) (It isnt PERFECT, every 12 years it should have years of 368 days, but I dont think many will get upset :) A year is 365 days, with 6 months (Tuile, Laire, Yavie, Quelle, Hrive and Coire), 3 middle days(Enderi) and one starting(Yestare) and one ending (Mettare) day. The game begins the 43rd Yavie the year 2890 of the third age, note that it is the birthday of Bilbo :) - Note files (mainly) use the elven calendar to record things 02/09/2001 - Fixed several bugs (runespell deletion, ego wand and staff stacking etc) thanks to oops -- Kusunose 03/09/2001 - Changed the 'Lev xxx' thing to a 3 letter name corresponding to the current place(dungeon, orc cave, ..) - Enabled f_info D: line with an index(0 is general desc, 1 is to (forbid) tunneling) - Changed the way total weight is calculed thanks to Kieron Dunbar - One can edit his background history at birth :) - Lich ego monsters can use the base monster powers - Raise death can bring a lich 04/09/2001 - Enabled E: line in f_info(same format as d_info) - F: lines enabled in lib/dngn files, they specify flags for the level - Fixed a bug with special level generation - Add bleeding and poisoning monster effects from EyAngband - The One Ring quest 05/09/2001 - Fixed the crashing bug after level 100 in angband - Gave Sauron 30% chances to drop The One if it is not already created - Code now allows bi-ego objects, thoght they are impossible to generate yet. It will allow additing weapon/armors qulities(crude, broken, ..) easily - Add a quick start option that let you use the same char as you previous one. Everything is the same execpt life rating 06/09/2001 - Abort menu in the Windows version is now compile option, disabled by default. -- Kusunose 07/09/2001 - When a new day comes the game tells the player(at midnight) - Drain hp and mana are cumulative - Fixed file existence function for dumb systems :) 07/09/2001 - PernAngband 5.0.1 aka "Brunswik Disipator" 09/09/2001 [B]- Turns in scores are based upon the start of the game not of the year [M]- Mimic are REALLY mimics, they can look like any object and appears as objects when looked at. And they got an emperor [I]- Enhanced realm selection menu [B]- Farmer maggot shows up in the unique list [M]- Monster vs monster damage is now x3 to shorten fights 10/09/2001 [P]- Changed the boring Half-Giants race to the much more interresting Beorning race. Descandant of beorn they can all shapeshift into a powerful bear form at will. In bear form you cannot use weapons, gloves, shields and boots. But you get powerful stunning/slowing/wounding attacks (claw, bite, swat, hug) and innate blows. You also get bonuses and minuses to some stats and to to hit, to dam and speed 12/09/2001 [O]- One Ring cannot be dropped by traps [G]- Implemented luck, an invisible stat which can only be approximately known via self knowledge spell/potion. It affects quite a few dice rolls. Each race gets a luck modifier, for most it is 0, but some gets penalities or bonuses(hobbits are a lucky bunch). Some objects also can grant luck 14/09/2001 [D]- The graveyard will now project a raise death spell on all bodies, meaning you'll have to kill a monster, and destroy its body before it get raised back in the form of a skeleton, spectre, lich, ... PS: MOUHAHAHAHHAHA 15/09/2001 [B]- Bugfixes -- Kusunose A message "XXXX blocking your way" was displayed when you went through some walls or trees. Hidden doors remained hidden if they were detected by spells, or if they were opened by monsters and then closed. Thanks to kobayasi. and some minor fixes. 16/09/2001 [m]- Implemented lua scripting language! More on that on the to-be docs You need to get lua3.2 to make it work. [m]- Integrated lua3.2 source into the source, no more need for external librairie [M]- Fixed store lockup bug thanks to Kusunose toru [I]- Partial 8x8 tile update -- Dawnmist. [m]- Cygwin makefile update -- Dawnmist. [P]- Externalized player races and histories 17/09/2001 [P]- Elves cannot be vampire anymore [P]- Hobbits get intrinsinc xtra might with slings at lvl 25 [P]- Extended the possibilities of the player races file, it is now possible to select what flags will be applied at what level and for what pval(if revelant) [B]- Fixed non connected stairs on quests, thanks to luc french [I]- Removed screen dump/load commands, redundant with cmovie, and frees to keys [I]- Y( ( in roguelike keyset) key to chat with monsters [G]- Changed the way to get the lost hobbit quest [B]- Fixed a bug with eat magic corruption 18/09/2001 [G]- System shock when thrown out of one's body while wzearing cursed items [G]- Set the joke/Z/cth monsters off by default [P]- Externalized subraces to p_info [M]- No more joke mosters as quests [m]- Integrated an automatic help file converter(creates html files), command line option -h 28/09/2001 [m]- makefile.org now supports Lua, uses Improv's installation rule in all cases, it also understands make depend as well. Read it, make necessary changes for your system, then make depend followed by make. [B]- validate_bg() referenced a null pointer. [m]- CodeWarrior project file for the Mac port supports Lua. [m]- main-xxx.c for the Mac is now in sync with my Vanilla port -- pelpel 29/09/2001 [B]- Fixed herbal healing price [I]- 16x16 bmp/mask added to the cvs [G]- Cth/Z/Joke monsters options appears in char dump [B]- Fixed Crusade spell book browsing bug (Bug list #33) -- pelpel [B]- Fixed a bug; the first harper book was never sold in the bookstore (Bug list #15) -- Kusunose 30/09/2001 [G]- Increased min player level for some dugneons [I]- Message can be multi colored [m]- Yesterday I got OS 10.1 and found that it fixed the new window position bug (search for (_ _#) in main-crb.c), so I conditionalised the workaround -- pelpel [B]- Fixed the combined rod pricing (Bug list #30) -- pelpel [B]- Typo in files.c: cht_monsters -> cth_monsters. Replaced non-ASCII 0xa0's in angdos.cfg with 0x20 (i.e. space) -- pelpel 01/10/2001 [B]- Monks and Bear form didn't have combat messages -- since many lines in the current flavoured messages mention weapons, I introduced a hack to temporarily disable flavored_attacks for them, then just process messages as usual, and restore the flag later (Bug list #44 and #53) -- pelpel 02/10/2001 [B]- The trap/door destruction spell didn't destroy doors (Bug list #25) -- use of floor_type[rand_int(100)] results in a 'natural' terrain, but isn't compatible with digging etc. Do they need fixing too? -- pelpel [m]- The main window resist resizing in the Windows port, like the Mac ones (Arcum's problem, future Bug list #74 and #75) -- pelpel 07/10/2001 [B]- Fixed PowerMage mana consumption bug (Bug list #114) thanks to krosky -- pelpel 08/10/2001 [B]- Fixed light source stacking bug (Bug list #7) -- Kusunose 21/10/2001 [M]- Add NO_CUT to some monsters 22/10/2001 [I]- Colors to news.txt 25/10/2001 [M]- Added gamma correction function taken from V2.9.x in util.c, since new X11 file requires it, so does my main-gtk.c, ready to be submitted -- pelpel [G]- Cannot use overhead wild map if being recalled 26/10/2001 [B]- Fixed long-lived dragonrider bug (xtra1.c), Darkgod please check to see if the behavior is as you want it -- Improv 27/10/2001 [P]- Externalized classes to p_info.txt [P]- Externalized meta classes to p_info.txt 28/10/2001 [B]- Fixed display of race/subrace/class flags [I]- Add some color to the identify screen [I]- Ignore Acid, elec, fire and cold are merged in identify screen [I]- Inventory/equipment letter are color-coded when *identified* [O]- Item sets ! Some artifacts are working together. If you wear them at the same time you get bonus powers. You can get partial bonuses i.e: You have 2 artifacts of 3 artifacts set, you will get some bonuses for them but not all. [M]- Add NO_CUT flag to monsters needing it thanks to Runescrye 01/11/2001 [B]- Changed king to the actual winner name in the quest dump 03/11/2001 [m]- Upgraded to lua4 [m]- It is now possible to define new magic powers(ala mindcrafter, necro, .. powers) with a small lua script [O]- New item set the Dragon Slayer [m]- New gtk port thanks to pelpel ! [m]- Mac makefile equivalent is updated, now with lua4 for all targets -- pelpel [m]- src/lauxlib.h is synchronised with src/lua/lauxlib.h -- pelpel [m]- LUA_NUM_TYPE in makefile.org is removed because src/lua/llimits.h now has correct (read integer :-) default -- pelpel 04/11/2001 [M]- All dragons now shimmer, according to their breath types(took from LM's 4GAI) That is also thanks to the neat info editor of static chaos :) [m]- Change my email adress to darkgod@pernangband.net, adds ideas@pernangband.net and bugs@pernangband.net thanks to Tom Le [I]- Added gamma correction subcommand to "Interact with colours", and updated main-gtk.c and maid-x11.c to work with that (they formerly used an environment variable for this). Also added gamma correction support to main-ibm.c and main-dos.c. CAVEAT: tiles don't react to changes in gamma immediately, for performance reasons -- pelpel 05/11/2001 [m]- Removed notice of sf_extra value from savefile load code. We probably should make the spot where it loads it a ls_skip and remove that older family of versioning variables -- Improv [m]- Took a stab at code to make a dynamically allocated loadsave section. It's not called because it needs support code that presumably DG will write. With any luck it'll be sufficient to do the job -- Improv [I]- Updates to experimental new status screen -- Improv [B]- Fixed a bug that caused all monsters drop inappropriate things. Hydras now just drop money again. Yay. -- Improv 06/11/2001 [m]- Added an automatic nice changelog generator based on changes.txt. To all people with cvs access, please use the new format for changes.txt. It is activated with the -c flag: pernangband -c changes.txt changes.nice 07/11/2001 [P]- It is possible to define player power(under the U menu) with lua scripts (and thats easy :) 09/11/2001 [B]- (IBM, DOS, GTK) gamma_val is reset as well as old_gamma_val when invalid values are specified, ensuring correct reaction -- pelpel [B]- File-Save was never active in the Gtk port -- pelpel [m]- gamma correction for Windows port. I'm too lazy to save it in preferences, though. May be redundant since many drivers provide similar functions -- pelpel [G]- Flat places no more have stairs, they have ways to next/previous areas that are always placed on the edge of the level [D]- Level borders are now of the same type as the level walls, no more forest surrounded by granite walls [B]- Haste Monster cannot haste as much as before [I]- Pets infight wont disturb the player anymore if disturb_other is off (it is by default). In combinaison with auto_more it will totaly ignore pet messages [O]- New item set, The Trinity [m]- Lua-ified item types(can add new ones with simple lua script) 10/11/2001 [m]- Added Gtk entries in the system pref files, also enabled new graphics for X11/Gtk ports -- pelpel [I]- The target prompt will indicate if the targetted monster is a quest monster or not 12/11/2001 [m]- Updated main-xaw.c to that from the same version as main-x11.c i.e. 2.9.2. It now reacts pref colours and has graphics mode (doesn't work with 8bpp though). CAVEAT: main-x11.c and main-xaw.c should free unused colours after allocating new one. -- pelpel [G]- Troll galde quest only available at night [G]- Genocide is forbiden in the last alliance quest [G]- Invasion of gondolin quest will wait the end of the current quest to be generated 13/11/2001 [m]- Variable savefile ! Lua scripts(or C scripts(quests)) can now add stuff to the savefile without ever breaking the compatibility ! See an example ofthat in test.lua [B]- SPECIAL_GENE objects were generated out of context -- pelpel [B]- Inappropriate monsters could be assigned to randquests in rare occasions. CAVEAT: it now uses an infinite loop to avoid illegal choices! -- pelpel 14/11/2001 [G]- New quest, try cahtting with maggot instead of killing him, you murderer ! [m]- Re-implemented object allocation table caching -- pelpel 15/11/2001 [B]- Inserted /* Paranoia */ code in kind_is_theme() to prevent "(Nothing)" from generated due to missing drop theme in r_info. Player ghosts had this behaviour as far as I know -- pelpel [m]- Changed the rand quest reward generation to make it compatible with yesterday's fix -- pelpel [O]- Added new ego rod, of simplicity, thanks to Runescyre for the idea [m]- Max number of classes, races, subraces and realms is now 64 16/11/2001 [I]- Stole the death screen of KaMband, much nicer :) [P]- Removed the astral option. It is replaced by a subrace, Lostsoul, they have intrinsinc wraithform(until they get back to the surface), start with some identify scrolls and have all levels enlightened [B]- The find artefact fate was able to grant SPECIAL_GENE artefacts -- pelpel 17/11/2001 [D]- Dragon Lair renamed to Erebor, the misty mountains [P]- Rogues gets level/3% more changes of critical hits [D]- The wilderness "borders" are now Ekkaia, the Encircling Sea [I]- I ran out of keys, so I added an extended command mode. Press '#' (')' in roguelike command mode) to acess to it. You can then enter the command name or a shortcut if the command have one(usualy a command have a 1 letter name and a complete name). You can also press ? or help to get the list of commands [I]- The time command is avaiable again for roguelike command set in the form of the t/time extended command [I]- D/html-dump extended command to take an html screenshot [I]- Quest list is now ordered by danger level 18/11/2001 [B]- Attempting to go down shaft gave the message "I see no down staircase here", thanks to Kevin W. Thomas -- pelpel 19/11/2001 [G]- Reduced the Spirit Realm Project Force spell radius as it increase levels [B]- Entering Nether Realm crashed the game, thanks to M.Itakura -- Kusunose [B]- Polymorphing monsters in the wall crashed the game, thanks to to M.Itakura -- Kusunose [B]- Sometimes random quest appeared on deep(dlv>98) Angband -- Kusunose [B]- Cursed EASY_KNOW items were not squelched -- Kusunose [B]- Replaced all checks against RF1_QUESTOR to MFLAG_QUEST -- Kusunose [B]- Shafts were not detected by detect stair spell -- Kusunose 20/11/2001 [G]- Traps have been tweaked down to be a bit less deadly, thanks Runescrye [P]- Summoner class! Thanks to Luc French for the idea and quite a bit of the code [I]- New splash screen made by Jans 21/11/2001 [B]- Mathilde was allowed to use wepaon(when possessed) [I]- Finished all spells description, thanks to Runescrye 22/11/2001 [m]- Quests are lua-ified [m]- flush() is called before *that* DragonRider question, to prevent catastrophic(?) accidents, taken from Kusunose's Japanese version -- pelpel 25/11/2001 [B]- (GTK)Widget instance names should have begun with lowercase letters -- pelpel [B]- (makefile)LUA_NUM_TYPE macro removed (see my 3/11/2001 mod for makefile.org) -- pelpel [D]- Museum(Mathon-house) added to Bree thanks to Kusunose 27/11/2001 [I]- Added an option to allow the @ to turn into a number when health drops. ideas from Mangband/PernMangband 28/11/2001 [m]- ANGBAND_DIR_USER is moved to ~/.pernangband on multiuser systems (Unix, GNU/Linux), according to DG's preference, and against the V/Z way... IMPORTANT NOTE FOR 422color USERS: please move 422color.prf to lib/pref directory -- pelpel 30/11/2001 [B]- I forgot to give Tom Demuyt credits for the Unbelievers idea. 01/12/2001 [m]- Updated makefile.bcc. It now supports lua4. -- Kusunose [B]- The broken sword quest generates the real reward, thanks Dawnmist [m]- Windows port now saves gamma_val in .INI file. -- Kusunose 03/12/2001 [M]- Rejoice ! no more nazguls as random quests 04/12/2001 [m]- Some patches from Kieron, thanks [I]- Kieron save squelch patch, modified to not save from chars to chars it can just be used to dump suqelch to a .prf file and load it 05/12/2001 [P]- New class from Luc French, the Blade, weaponless fighter able to dodge melee & some spells 07/12/2001 [B]- One could steal guardians' artefacts and reenter level to obtain multiple copies (buglist??) -- pelpel [B]- Fates could be lost during level regeneration (auto_scum and/or too many objects/monsters) -- pelpel [B]- (GTK)Fixed terribly stupid menu crash bug -- pelpel [B]- Climbing sets can now be pluralized thanks to John Q. Smith 10/12/2001 [I]- No more annoying infighting monster messages when turning disturb_other off 11/12/2001 [B]- Randquests and special levels must be immune to all types of level regeneration now -- pelpel 12/12/2001 [B]- Fixed alchemist art creation bug that allowed to use 4x exp 13/12/2001 [M]- Krakens lost their 6 ring slots, the tentacles are too big to put rings on them ;) [B]- Bashed down doors weren't revealed -- pelpel [B]- The Phial and other activatable items didn't have (charging) message -- pelpel [B]- There were extra spaces after names of unique corpses -- pelpel 14/12/2001 [B]- Detected traps should prevent running now -- pelpel [B]- The easy disarm code used easy_disarm and always_pickup flags in a very strange way, resulting in undesirable pickup behaviours -- pelpel [B]- "Grass with flowers" shouldn't disturb running now -- pelpel 15/12/2001 [B]- Entrances to vaults used dungeon-themed terrain features, sometimes making it impossible to dig them through -- pelpel [B]- DG's 27/11 mod is conditionalised to avoid doing so in the graphics modes, because it hardcoded characters and breaks the graphics support -- pelpel [B]- Mimic features are cleared when overwritten by streamers, to avoid, say, tree-looking deep water -- pelpel 16/12/2001 [I]- Added overlay graphics for ego monsters, player subraces and traps -- Kusunose [I]- Added 'search by name' feature to '/' command. -- Kusunose 17/12/2001 [I]- Player now drops out of the overhead wilderness view when becoming hungry/ emptying lite [B]- Change in spell stat did not affect Mana/Spells if spell stat were not INT/WIS/CHR, thanks to kobayasi-san. -- Kusunose [B]- Change in WIS did not affect Sanity Points if WIS was not spell stat. -- Kusunose [B]- Costs of Symbiontic power were not displayed in first page, thanks to kobayasi-san. -- Kusunose [B]- Symbiontic power, scare and blind, was misordered, thanks to kobayasi-san. -- Kusunose 18/12/2001 [I]- Graphics overlay for the three X11 ports (untested). It requires USE_TRANSPARENCY and USE_EGO_GRAPHICS. USE_TRANSPARENCY was ugly, but this... -- pelpel [I]- Graphics overlay for the two Macintosh ports, again, untested -- pelpel [I]- Add ra_info.txt (randart generator info file) thanks to Runescrye 19/12/2001 [I]- Graphics overlay for the DOS port (USE_DOS). Also fixed a bug in the overlay support in the Mac ports. I removed always_pict code from the GTK+ port, because it's really slow, judging from the graphics performance on the Mac ports which use the mode to support tile width/height customisation -- pelpel [B]- Left good_item_flag for special levels, but adjusted rating boost a bit, because later fixes made +50 boost unnecessary Also toned down the rating boost for randquests -- pelpel [D]- New quest in Dol Guldur 21/12/2001 [B]- Fixed the very old artefact generation bug (present in Angband 2.7.8 -- 2.8.2) that forced "special artefacts" to be generated in the a_info.txt order. It is really problematic in Pern because of the depth of the Phial -- pelpel 22/12/2001 [B]- A Beorning's father was a Storm Giant sometime, and A Petty-Dwarve was one of several children of a Nibelung. -- Kusunose 23/12/2001 [B]- Fixed a bug that allowed to throw items with CURSE_NO_DROP. -- Kusunose [m]- Added spell spoiler creation in wizard mode. -- Kusunose 24/12/2001 [m]- (Mac)Eliminated busy waits in CheckEvents and TERM_XTRA_DELAY. It works well on my machine, but I left the original code using "#if 1/0" just in case -- pelpel [I]- Player now drops out of overhead wilderness view if a vampire and it's daylight 25/12/2001 [B]- Reintroduced OoD restriction on randquest monsters (until dlev 49) -- pelpel [B]- a fix for RNG problem with 64-bit machines, taken from V(?) -- pelpel 27/12/2001 [I]- Basic IRC facilities! 3 new extended commands: C to connect D to disconnect and : to chat. Highly experimental. [B]- Find artefact fate could cause permanent loss of artefacts. The code now tries to create a randart when there are no good choices instead of always defaults to the Phial -- pelpel [B]- Randquests sometimes requested players to kill slain uniques, making it impossible to continue the game -- pelpel [B]- (Carbon)Removed the dialogue indicating errors in AEProcessAppleEvent, because an r.g.r.a post pointed out that this can be quite annoying and Apple says they should generally be ignored -- pelpel [I]- DOS support for the irc client, needs libsocket: http://www.phekda.freeserve.co.uk/richdawe/lsck/lsck.htm [O]- Updated ra_info, thanks to Runescrye ! [I]- X11 Support for the IRC client. 29/12/2001 [G]- a New randquest type ! [B]- Companions cannot be hurt by the player anymore 30/12/2001 [B]- Reduced all force spells because of the side effects of force attacks [M]- Monster breathing/casting force attacks will bounce the player. Just like player's force attacks bounce monsters :) [M]- Fixed the IRC client some more. 01/01/2001 - PernAngband 5.1.0 aka "Into the Fire" 2002/02/19 [B]- Normal (non-vampire) races didn't get mana regenerated at Inn -- pelpel [B]- The Mathom house acted like a normal shop when selling. -- Kusunose [B]- '-s' crashed the game. Thanks kobayashi for the fix -- pelpel [O]- Combining rod and rod tip now considers rod's cheapness flag. -- Kusunose [B]- Beastmaster Shanty overpayed a bounty if monster's corpses are stacked. -- Kusunose [B]- The random text code left files open in many error cases -- pelpel 2002/02/20 [B]- WeaponMasters were not restricted with their weapons. -- Kusunose [B]- Info text of 'disrupt mind' was described as 'dam'. -- Kusunose [B]- Fixed the "automatic ego filter" bug in the squeltch filter -- pelpel 2002/02/26 [B]- The polymorph random effect could crash the game. Thanks Kevin W. Thomas for the detailed analysis of the problem -- pelpel [B]- Stat draining effect of Black breath could crash the game. Thanks Kevin W. Thomas again for the patch -- pelpel [B]- With easy_disarm set, players were totally safe from detected traps, whatever messages might say -- pelpel [B]- Ego graphics code is now only active when and only when 16x16 tiles are selected -- pelpel [B]- Quest entrances/exits now require players to type '>'/'<' commands to move in/out -- pelpel [m]- Shimmering terrain features no longer shimmer while running/resting, to make them more bearable on slower machines and slow I/O systems like GCU -- pelpel [I]- Incorporated the hopefully improved running code from the CVS version. It uses CAN_RUN and DONT_NOTICE_RUNNING flags for non-conditional checks (i.e. not controlled by the disturbance flags or requiring immunity), so that most running problem can be fixed by editing f_info.txt -- pelpel 2002/02/27 [B]- Many room walls didn't have the CAVE_ROOM flag set -- pelpel [m]- The tunnel code (ordinary one) now performs double check for feat_wall_outer and CAVE_ROOM, so it is safe to use any terrain features for outer wall, including those identical to fill_type. Note: These two changes have very significant effect on the Sacred Land of Mountains. I'm not 100% sure if this is what DG intended, but I believe so reading flags given to it in d_info.txt -- pelpel [D]- There should be less not-at-all secret "secret" doors. This does *not* mean that ancient prob, but those mountains enbedded in plain wall in Barrow-Downs, for example -- pelpel [I]- Inven/equip/item choice in subwindows now clears to the bottom of screen, to avoid glitches and in accordance with the way it worked -- pelpel [I]- Identify and *Identify* don't list known/fully known items in object selection -- pelpel [m]- Depth/field name area is now 13 character long, so that names like "shallow water" will fit, and "Lothlorien" is not truncated in GCU. Also added short dungeon name prefix to the depth-in-feet mode -- pelpel 2002/2/28 [B]- Dungeon town generation could crash the game. Thanks Mogami for the analysis of the problem -- pelpel 1/03/2002 [B]- Supplied missing suid code in 1) savefile removal action in the startup screen, 2) time table lookup, 3) dungeon savefile removal, and 4) bone file removal. Thanks kobayasi for the patch -- pelpel [B]- Less platform-dependent savefile processing code for the game start menu, thanks again for kobayasi. It now uses files.c utility routines for building appropriate savefile names -- pelpel [B]- Magical branding of weapon/ammo, when successful, now sets enchanted item's discount rate to 100%, so that one can no longer make vast profit or easily gain his/her deity's favour. Code adopted from T.o.M.E. 2.0.0 CVS -- pelpel 03/03/2002 [P]- Give Ents scrolls of satisfy hunger instead of some food. -- Kusunose [M]- Added a command to dismiss companions in the pet menu. Code adopted from T.o.M.E. 2.0.0 CVS -- Kusunose 04/03/2002 [B]- '/' in item selection didn't update screen correctly -- pelpel [m]- Moved auto-squelch code from process_player() to process_world() -- pelpel 05/03/2002 [m]- CAVE_TRDT wasn't cleared when a trap is disarmed, which had some subtle effects and forced coders to double check c_ptr->info and c_ptr->t_idx in various places -- pelpel 06/03/2002 [B]- Level generation could cause infinite loop in the Sacred Land of Mountains -- pelpel [B]- Player ghosts were disabled in a way causing special feeling on every level -- pelpel [m]- Changed repeated message code to V-CVS one -- pelpel [m]- Added another graphics mode variable called graphics_mode :), somewhat like use_graphics in ZAngband, but it doesn't require any changes to main-xxx.c. It's set within reset_visuals() and used by map_info(), so that it doesn't have to do streq() each time it is called -- pelpel [B]- Took 64-bit safe RNG from Vanilla -- pelpel 11/04/2002 [B]- Gave SPECIAL_GENE flags to the k_info.txt entries of SPECIAL_GENE special artefacts -- pelpel 20/04/2002 [B]- Player is now guaranteed to have initialive after entering a level. Thanks Joseph William Dixon for the patch -- pelpel 22/04/2002 [m]- Renamed 422colors.prf to 422color.prf, to make it fit with the 8.3 naming convention -- pelpel 24/04/2002 [m]- Add support for multiline comments in lua: --[[ ... ]] 28/04/2002 [B]- Fixed a bug that caused gods start casting nasty effects when player's grace becomes negative. It should have been -60000. -- Kusunose [D]- The inn in Bree is now The Prancing Pony. -- Kusunose [m]- Improved lua interface for defining new 'm' keys, magic powers, quests, ... 05/05/2002 - T.o.M.E. 1.0.0 aka "Between the Darkness and the Light" 02/1/2002 [m]- (Mac, Carbon)Graphics mode performance improvement. When a user chooses a fixed width font (as is almost always the case) and doesn't change tile width & height, the higher_pict method is used instead of *very* slow and inefficient always_pict to draw things -- pelpel 04/1/2002 [B]- Normal (non-vampire) races didn't get mana regenerated at Inn -- pelpel [B]- Fixed the monster casting at other monsters but targetting you bug 11/01/2002 [B]- Sacrificing wands now decreases charges 12/1/2002 [B]- The random text code left files open in many error cases -- pelpel [m]- The prf file loader always searches for the user directory first, then the pref directory if it can't find it there, so that user can override the system defaults keeping the distributed files intact. This also simpifies the pref loading codes in several places -- pelpel 13/01/2002 [B]- Fixed more running problems (FEAT_SAND and FEAT_ASH) -- pelpel [B]- Some routines called malloc/free instead of C_MAKE/C_FREE in the vault generation -- pelpel [B]- One wrong sign in the fractal cave code (vertical average) -- pelpel [B]- Fixed the store info file thanks to wrabhit23 14/01/2002 [B]- Ego items had extra spaces in their names -- pelpel [B]- (XAW)Terminals used wrong names. USE_EGO_GRAPHICS didn't even compile -- pelpel [I]- IRC code for the XAW port. Caveat: it causes a linker error if you USE_X11 and USE_XAW at the same time... -- pelpel [m]- the html help file converter now gets it's header and footer from head.aux and foot.aux in lib/help to help website designer adapt the generated files to whatever they want 19/01/2002 [B]- The Mathom house acted like a normal shop when selling. -- Kusunose [I]- Removed hard-coded direction keys in the skills menu -- pelpel [B]- Many room walls didn't have the CAVE_ROOM flag set -- pelpel [B]- More running problem (small trees in Mirkwood) -- pelpel 20/01/2002 [B]- final artifacts were not generated if they are k_info artifacts. -- Kusunose [B]- Fixed get_com interface for lua 22/01/2002 [B]- Squelch on sense now destroys {good} items if it's told "destroy good", but only when the "strong" pseudo-ID is in effect. Doing so for the "weak" method would be too dangerous -- pelpel [m]- The running code now uses DONT_NOTICE_RUNNING and CAN_RUN terrain feature flags for non-conditional checks, i.e. everything but doors, stairs and alike, and those requiring levitation or immunity -- pelpel 23/01/2002 [m]- Included the lua tutorials by Fearof4s 24/01/2002 [m]- Replaced the field of view code with that from Angband 2.8.3-- -- pelpel [I]- view_special_lite and view_granite_lite that work with non-white terrains (for ASCII mode only, already done for 16x16 tiles) -- pelpel 25/01/2002 [B]- '-s' crashed the game. Thanks kobayashi for the fix -- pelpel [B]- Doors are remembered, so that they work better with easy_open. The easy_open code now performs checks for the perennially hard-to-handle feature mimic field -- pelpel 27/01/2002 [D]- A fair number of dungeon guardians lost their defined artifact drop and got a randart drop instead. The removed arts are back top normal behavior(can be found) [I]- Inven/equip/item choice in subwindows now clears to the bottom of screen, to avoid glitches and in accordance with the way it worked -- pelpel [I]- Identify and *Identify* don't list known/fully known items in object selection -- pelpel 29/01/2002 [B]- monster_carry() could cause permanant artefact loss. A similar code in quests and guardian artefact generation are also fixed -- pelpel [D]- There should be less not-at-all secret "secret" doors. This does *not* mean that ancient prob, but those mountains enbedded in plain wall in Barrow-Downs, for example -- pelpel 20/01/2002 [D]- Some spells can now stay in effect for a while, like a cloud of poison will stay in place and poison everything passing in it [P]- Changed the magic system, it now uses schools of magic instead of realms. A school contains much less spells than a realm. Each spell is unique and dont make others redundant. Also all spells tries to stay usefull for the whole game, by increasing in power and effects with levels. A spell can be assigned to more than more school, in which case all the schools need to be raised to obtain more power. All spells are implemented in lua, to make it easy to tweak them. All spells arent coded yet but my plans are for those schools: Mana, Fire, Water, Air, Earth, Mind, Conveyance, Meta, Temporal, Divination, Nature and Nether It may change somewhat but thats the general idea :) Books are not specific to a school, they can contain any spell from any schools, it is even imaginable to have randomly created books 01/2/2002 [D]- Streamers use small tress instead of trees, a la KAngband and variants that borrowed it's code. And they should look more like streamers in most dungeons -- pelpel [D]- Neither player or monsters can see through, breath, or cast spells over small trees, that are outer wall in Mirkwood -- arena levels were too nasty otherwise... -- pelpel 02/2/2002 [m]- los, player's field of view, and spell/breath projection now all use FF1_NO_VISION for the sake of consistency (in addition to the wall check in case of spell/breath projection) -- pelpel [M]- Added a command to dismiss companions in the pet menu 03/2/2002 [D]- Moved wiz_dark() implementing the maze level from move_player() to process_player(), so that a spellcaster can no longer do magic mapping-- detect monsters--detect traps then casting teleport as often as s/he wishes to make things incredibly easy. Because of my laziness detected traps aren't displayed if they are out of sight. This would require tremendous hack. Anyway, don't worry, they are still remembered -- pelpel [I]- Auto-squelch menu now accepts ^R as an alternative to ^S, to be nice for those who USE_GCU. Thanks Skylar Thompson for the problem report -- pelpel [m]- CAVE_TRDT wasn't cleared when a trap is disarmed, which had some subtle effects and forced coders to double check c_ptr->info and c_ptr->t_idx in various places -- pelpel 06/02/2002 [B]- Do not drop from wild if player were not in wild mode in previous turn; it put player in wrong place and could crash the game. -- Kusunose [B]- Summoning monsters from totems could crash the game. -- Kusunose [B]- The Heavy Crossbow of the Elves was 'the ultimate armor' in the fully identified description. -- Kusunose 07/02/2002 [m]- Added FF1_DOOR flag to open doors for lightning effects in map_info() and have the trap creation code explicitly avoid them, because traps have and should never been performance bottlenecks -- pelpel 08/02/2002 [m]- Some process_world() sections (most notably monster generation and lingering spell effects) are conditionalised so that they don't run in the overhead map -- pelpel [D]- Added a dungeon flag that prevents generation of streamers, and gave it to those with water/lava rivers and places like Numenor and the Sacred Land of Mountains. Maze and evolving levels don't require this. Also made lava deeper (dlev 34 or below). Trees can appear on any flat levels. And eliminated undesirable calls to the RNG in the streamer code -- pelpel [m]- Changed all the signed (!) flags I was able to find to unsigned, because they don't make any sense. Savefile code should be modified as well if we ever care for savefile portability -- pelpel [m]- The tunnel code (ordinary one) now performs double check for feat_wall_outer and CAVE_ROOM (which was added a couple of weeks ago), so it is safe to use any terrain features for outer wall, including those identical to fill_type -- pelpel 09/02/2002 [D]- Rewrote place_new_way() so that it doesn't create unconnected dungeon sections, destroy outer walls of rooms, or dig room corners -- pelpel [I]- Hopefully finished special lighting effects. Now it works this way (with all lighting effects options on): Perma-lit grids and lit walls/doors within sight, and remembered important features = f_info colours, Perma-lit floors and walls/doors out of sight = darker colours, torch-lit "boring" floor = yellow, torch-lit grids out-of-sight = dark grey, blindness = B&W -- pelpel [D]- Angband dungeon now adjusts monster levels to the dungeon level. The monsters here will have a minimun level in the range of: level / 2 to level. So at level 67 the lowest monster you can encounter will be level 33. This means that if a white icky thing is generated it will be a level 33 white icky thing. If the base monster level is higher then nothing is adjusted. 11/02/2002 [m]- (Temporary note) Separated staying effect handling code from process_world() and made it a function, so that it can be called in any place with in dungeon() [can be activated by #define pelpel :)] I temporarily placed it after process_player(), but we have to spend some time testing this, seeking for the best turn structure -- pelpel [m]- Auto-squelch is performed *before* a player turn, just before the pack overflow code to prevent some interface problems. This means that squelching occurs as the very last action of a player turn, after monster drops or even after pseudo-ID, so that you don't have to press extra space to squelch items. Another possible arrangement would be within process_world(), right after sensing -- pelpel 12/02/2002 [B]- Fixed a bug in the hook code that may or may not be the cause of various quest-related bugs -- pelpel [D]- Altars now have CAN_RUN flag, so that you no longer see the message "You cannot run in that direction" when trying to run across them -- pelpel [m]- Added flush() before all the quest questions to prevent accidental loss/declination/acceptance of quest rewards/quests, also added very important flush_failure and flush() to the lua interface and put that in the spell failure code, so that spells can be macroed safely -- pelpel [B]- Fixed a bug in the 6 monster randquest thanks to Louis-Frederic Michaud 13/02/2002 [O]- Elvish waybread renamed to lembas, thanks to nimloth [I]- Because I find detection no longer works on panels, added DTrap status line as well as a new disturbance option disturb_detect. Also removed hardcoded row/column positions in the status line code, in preparation for big-screen support -- pelpel 16/02/2002 [I]- Added scrolling target/look code, which is bastardised :) form of Z and V ones -- pelpel [m]- Depth/field name area is now 13 character long, so that names like "shallow water" will fit, and "Lothlorien" is not truncated in GCU. Also added short dungeon name prefix to the depth-in-feet mode -- pelpel [m]- Because map_info() is the #1 bottleneck routine and because I felt hack_map_info_default is incredibly ugly :(, I removed hack_map_info_default and added specialised version of map_info() for use by cmovie and the HTML screen shot saver -- pelpel [B]- Fixed the "automatic ego filter" bug in the squeltch filter -- pelpel [I]- Big screen is sort of working now, but main-xxx.c (have to remove restrinction on size of the PernAngband window) and cmovie are still needing upgrade -- pelpel 17/02/2002 [B]- Made panel_bound() more paranoid about the current dungeon size, to prevent many big screen-related crashes -- pelpel 18/02/2002 [m]- Added 8x8 graphics support to trap display code -- pelpel [m]- Added another graphics mode variable called graphics_mode :), somewhat like use_graphics in ZAngband, but it doesn't require any changes to main-xxx.c. It's set within reset_visuals() and used by map_info(), so that it doesn't have to do streq() each time it is called -- pelpel 19/02/2002 [m]- Added term resize hooks so that one doesn't have to hit the redraw key and alike when s/he resizes windows. Hooked functions are placed in xtra2.c, because they are only related to big screen support and other panel related codes are there. Don't like the way stuffs are initialised -- assumption about max number of terms, setting terms package hooks from within the upper layer codes -- but the existing implementations do it this way, and the "right" way requires changes to main-xxx.c, which I'm too lazy to do... -- pelpel [I]- Big screen support for X11 and XAW ports (already done for Gtk, Mac and Windows ports). Also added an option -o to force the use of 8x8 tiles in graphics mode. Say "-g -- -o" to activate it. And please note that because of the way transparency effect is implemented in X11/XAW/Gtk ports, it is available even with 8x8 tiles -- pelpel 20/02/2002 [B]- Beastmaster Shanty overpayed a bounty if monster's corpses are stacked. -- Kusunose [O]- Combining rod and rod tip now considers rod's cheapness flag. -- Kusunose 22/02/2002 [M]- Restored monster light code, modeled after Steven Fuerst's implementation insteand of APW one this time, but without his support for multiple radii. -- pelpel [M]- Made monster light a run-time option. CAVEAT: It'll cause display weirdness when you turn this option from ON to OFF while playing. Save/Restart or entering new level will fix the problem. Should call forget_mon_lite() when the game detects it... -- pelpel [M]- monster lite option is on by default 23/02/2002 [B]- A failure in disarming traps using easy-disarm caused another attempt at disarming traps (because it calls move_player_aux which calls do_cmd_disarm_aux which calls move_player_aux...), growing call stack infinitely. It's dangerous, and, in fact, players were totally safe from traps (messages said "You set off...", but traps were never activated) -- pelpel [B]- Black breath could crash the game (it's really evil, isn't it :) Thanks Kevin W. Thomas for the patch -- pelpel [m]- Ego graphics code now only tries to use graphics overlays for monsters and players if and only if 16x16 tiles are used -- pelpel [B]- map_info() had problem with walls mimicking floors -- pelpel [m]- Shimmering terrain features no longer shimmer while running or resting to make themselves somewhat more bearable on slower machines -- pelpel 24/02/2002 [m]- Updated lighting effect code so that it works the same as rr9's Angband versions. Also removed hardcoded IBM pseudo graphics code points, so that if anyone is ever interested in updating its font & prf files, s/he can do so freely without editing the source code. And map_info / map_info_default is now fully aware of c_ptr->mimic, so that map edges will not have strange lighting effects etc., hopefully -- pelpel 26/02/2002 [B]- Polymorphing random effect of Chaos Warriors could crash the game. Special thanks for Kevin W. Thomas for the detailed analysis of the problem -- pelpel [I]- Moving onto quest entrance/exit no longer causes annoying automatic stair movements. You have to tell the game '>' or '<' to enter/leave -- pelpel [m]- Renamed see_wall() in cmd1.c to see_obstacle() also added a grid-based version of the function to be used by run_test(), so that those who have immunity and/or levitation can run over lava fields, deep water etc. -- pelpel [O]- There are 2 kinds of spellbooks for the magic schools, the ones that are named "a Spellbook of foo" where foo is a randomly choosen spell (selection is based on the dungeon level) and other names that are fixed books 27/02/2002 [O]- School spellbooks can be fireproof ego items [B]- Dungeon town generation could crash the game. Thanks Mogami for the analysis of the problem -- pelpel 01/03/2002 [B]- Supplied missing suid code in 1) savefile removal action in the startup screen, 2) dungeon savefile removal, and 3) bone file removal. Thanks kobayasi for the patch -- pelpel [m]- Less platform-dependent savefile processing code for the game start menu, thanks again for kobayasi. It now uses files.c utility routines for building appropriate savefile names -- pelpel 03/03/2002 [B]- Special level names wherent corrently displayed if the N: line was the first of the file in lib/dngn 03/03/2002 [m]- Added initialization code to add SPECIAL_GENE flag to final guardians and their artifacts (and DROP_RANDART if there are no final artifacts). -- Kusunose [D]- Put yet another fractal code (unlike the others it's quite simple) in the level filler generator, and added a F: parameter in d_info.txt to control its behaviour. Its syntax is FILL_METHOD_#, where # is 0: use the first filler w/o calling RNG (for Angband, Mirkwood etc.), 1: the same as the previous versions (default), 2: slightly smoothed, 3: more smoothed, or 4: max smoothing (initial step of 8 grids) -- pelpel 04/03/2002 [B]- '/' in item selection didn't update screen correctly -- pelpel [m]- Moved squelch-on-sense code from process_player() to process_world() -- pelpel 04/03/2002 [P]- High intelligence increase mana regeneration rate 06/03/2002 [B]- Level generation could cause infinite loop in the Sacred Land of Mountains -- pelpel [m]- Changed repeated message code to V-CVS one -- pelpel [B]- Player ghosts were disabled in a way causing special feeling on every level -- pelpel 07/03/2002 [m]- Trap display now uses x_attr/x_char of FEAT_TRAP (f_info N:17) 1) if a trap is set on a "boring" terrain in the ASCII mode, where only x_char is used and attr is taken from tr_info.txt XXX XXX XXX or 2) if attr/char for a trap is not defined in prf files in the graphics modes -- pelpel [m]- Removed FAKE_VER_*, because it has been quite long since we lost savefile compatibility with Angband 2.8.1 and info.txt files can be updated by sed/perl/whatever script in a snap -- pelpel [B]- Took 64-bit safe RNG from Vanilla -- pelpel 08/03/2002 [m]- To accommodate the practice of not upgrading version stamp of info.txt files at each release (never done in V-based variants, but common among Z-based ones for historical reasons), version stamp checks against game data files in lib/edit is made a compile time option (VERIFY_VERSION_STAMP), off by default. With this option off, version stamp checks for the binary files are still performed and they always have version signature of the game, not those specified by the V: lines -- pelpel [B]- Wide light radius worked in the small scale wilderness map, where it should have been WILDERNESS_SEE_RADIUS -- pelpel 10/03/2002 [m]- Upgraded the lua bitlib so it can handle stuff like bor(1, 2, 4, 8) 11/03/2002 [M]- Confusion, stunning, charming now works on uniques(those that dont have the corresponding resistance) 24/03/2002 [I]- Stats can now be displayed in a linear mode(from 3 to 37) instead of 3 to 18/***, the option is off by default 25/03/2002 [D]- No more shafts in the halls of mandos [m]- Block comments( --[[...]] ) in Lua enabled 27/03/2002 [D]- Tweaked the door code a bit so that some doors are much harder to find -- pelpel [I]- Added recall depth subcommand to the knowledge menu -- pelpel 03/04/2002 [I]- Removed the flavoured_attack option and made most 'silly' messages off by default. They are now controlled by 'insanity roll', which is d100 roll against (max_sanity - current_sanity) * 100 / max_sanity. The same roll is also used to determine if the game should use silly monster descriptions (in addition to the hallucination effects) -- pelpel 04/04/2002 [I]- The skill interface no longer asks question whenever you increase skills. Changes to skill values are made permanent if the player confirms them when s/he leave the skill menu, otherwise, they are simply ignored -- pelpel [P]- The skill system is ready ! Some small tweakings are needed, but it is mostly ready. Each level you gain a few skill points that you can spend on various skills(like combat, weaponmastery, magic, ...). Most actions are now tied to skills. [P]- Classes revamped as more or less skill templates. Classes now can have specializations which allow starting with somewhat different skill set. [B]- Since streamers can create unconnected dungeon sections, the code for it is moved after stair and player allocation -- pelpel [m]- Reorganised the linkage order of makefile.org a bit, so that similar files are grouped together, also frequently called files are not coupled together with rarely used ones. This *might* help on-demand-paging memory manager a bit -- pelpel [m]- Changed all occurances of " ?" in strings to "? ". --takkaria 08/04/2002 [B]- Some player_type fields and corresponding lua interface definitions were of different types. Fix thanks to rr9. -- pelpel 09/04/2002 [I]- Bigtile patch for windows, x11 and mac ports thanks to Takeshi Mogami 11/04/2002 [B]- Gave SPECIAL_GENE flags to the k_info.txt entries of SPECIAL_GENE special artefacts -- pelpel 15/04/2002 [M]- Revision of the conf/stun/sleep resists for uniques thanks to Runescrye 18/04/2002 [G]- The adventurer quest reward is now either the adventurer or some skills [I]- Asks for a last screenshot upon death 20/04/2002 [I]- You can now dump a frame of a cmovie as an html screenshot(while playing the movie) [P]- New god system, each god will be much more different from all others. Altars are less vital. There are less gods. [m]- Renamed inappropriately called global array 'town' to 'town_info', also moved some boolean town_type members into 'flags', in order to support dungeon town information subcommand of do_cmd_knowledge -- pelpel [m]- Commented out or moved many local variables causing 'unused' warnings, because of badly placed if 0's -- pelpel [B]- Player is now guaranteed to have initialive after entering a level. Thanks Joseph William Dixon for the patch -- pelpel [I]- The commands for skills and spells are swapped. Please use 'G' to learn/ check skills and '$' ('\$' in roguelike) to learn spells. 22/04/2002 [m]- Renamed 422colors.prf to 422color.prf, to make it fit with the 8.3 naming convention -- pelpel 23/04/2002 [O]- Bound the wands & staves damage/power to the Magic skill, attack wands should actually be usefull now 25/04/2002 [P]- Magic skill now allows you to copy spells from books into various objects. Not all objects can contain spells naturally, but most object of the Magi can, and all mage staves [P]- Spectres loses HP while in walls, it was too abusable(and in fact, I never planned to remove it) 28/04/2002 [D]- The inn in Bree is now The Prancing Pony. -- Kusunose 01/05/2002 [D]- Small levels cannot generate full levels anymore [I]- The prompt to cast a spell now understand to press @, which will ask for a spell name, it'll look all books and cast it if you can. It EASES macros, a macro will now look like: 02m@Manathrust\r*t [I]- Message recall now understands bigscreen thanks to pav [I]- Help now understands bigscreen thanks to pav [I]- Skill screen now understands bigscreen thanks to pav [I]- No more pickup prompt with autopickup when inventory is full, thanks to pav 03/05/2002 [B]- The skill increase/decrease code was unable to detect underflow -- pelpel 06/05/2002 [P]- Made running commands exempt from do_nothing processing, because this can be abusable and makes no sense -- you could, for example, hold down movment keys when following Eru and use running when following other deities -- pelpel [I]- Took big screen code for horizontal scrolling of message recalls from Vanilla -- pelpel [I]- You can navigate through option menus with roguelike_keys -- in fact, I didn't know users of the original keyset can go up before I play the latest V and see its code... Taken from Vanilla CVS -- pelpel [m]- Entirely removed function definining macros from script.c, because it can confuse some compilers (a lcc case was reported), and some preprocessor reports syntax error for missing macro arguments -- pelpel [I]- Added big screen support for GCU -- pelpel 12/05/2002 [m]- Some, if not all, command line options are documented -- pelpel [B]- Full map command displayed only half of current dungeon level when bigtile mode is used. Thanks for Takeshi Mogami for tha patch -- Kusunose 19/05/2002 [m]- 1) Slightly reorganised menus in the Mac ports, because there were so many of them on the menu bar. 2) added a switch (-b) to the GCU port to select multiple terms or one big screen. 3) the GTK port issued huge number of fatal warnings if the graphics mode was turned on and off. 4) Compiled latest V CVS with main-gtk.c in T.o.M.E. and fixed some portability problems. -- pelpel [P]- Pseudo-id is now bound to the Combat skill(for weapons/armors) and the Magic skill(potions, ...) [P]- It is now possible to press @ at the 'm' key prompt to select a skill action by it's full name. Thus allowing unbreakable macro: m@Cast a spell\r@Manathrust\r*t [I]- The skill screen cannot be abused to get more skills anymore 27/05/2002 [P]- New god Melkor Bauglir [P]- Weaponmastery, Archery and Barehand skills increase Combat skill much more 02/06/2002 [B]- Various spell effects that polymorph monsters could crash the game. -- Kusunose [B]- Compare weapons command miscalculated muliplying bonus. -- Kusunose 12/06/2002 [P]- Deathmold fetch ability pickups gold and objects(if autopickup is set) thanks to "kenderband" [m]- Exported cur_hgt and cur_wid to lua by request of Fearof4s. (takkaria) 14/02/2002 [m]- Updated the lua help files thanks to Fearof4s and Chris Hadgis 17/06/2002 [B]- Fixed junk artifacts and music instruments stacking bug in stores -- Kusunose 03/07/2002 [M]- Monsters drop stolen gold when killed 04/07/2002 [B]- Capped max number of extra blows at 2 when the limit_blow flag is set in two places -- pelpel 09/07/2002 [B]- Cancelling a scroll of reset recall didn't work. -- Kusunose [O]- Reset recall now lists all the dungeons a player has visited and additionally allow a player to select by name. -- Kusunose 13/07/2002 [O]- Enabled the generation of double ego items. An item cannot get 2 prefix or 2 suffix, it will always be a prefix and a suffix 14/07/2002 [P]- New bounty quest available at the beastmaster shanty! Bring back a corpse and get some monster-lore skill and the ability to learn corpse-preservation skill if you couldn't already 15/07/2002 [P]- Replaced first necromancy spell with Horrify from the old Nether realm and the third spell with absorb soul, provides some health upon monster death 16/07/2002 [m]- Updated lua_ques.txt to fix some misinformation. -- fearoffours 17/07/2002 [B]- One was able to have another entry in the score file for a dead/retired character by loading him/her with the -w option, then answering 'n' to the wizard mode confirmation. Bug report and fix (for Angband 3.0.1, but applicable for all variants) by Hallvard B. Furuseth, Takeshi Mogami and Robert Ruehlmann -- pelpel 22/07/2002 [m]- More lua documentation fixes, particularly adding square brackets to field names on lines that would allow this without mucking up colour formatting. -- fearoffours 23/07/2002 - T.o.M.E 2.0.0 aka "Point of No Return" 24/07/2002 [m]- The splash screen now shows "Tales of Middle Earth" or "Troubles of Middle Earth" randomly. Thanks to Scott Holder for the idea and some code. (takkaria) [m]- makefile.org now defaultds to ./lib for the lib directory [m]- makefile.org is now makefile.std [B]- Fixed a silly bug preventing Polearm masstery from wroking 26/07/2002 [B]- In multiuser installations, notes and cmovie were written under the lib directory using the game's permission, making them inaccessible by the player. I moved them to ~/.tome. Note: This means that a coder shouldn't grab permission before opening files in these directories -- pelpel [B]- There are still inappropriate (and even unbalanced!!!) calls to safe_setuid_grab() and safe_setuid_drop() in the game. Thanks Neil for pointing out those in the macro save commands. There are so many places that I have to look at, but I'm trying... -- pelpel [I]- Better (hopefully) object identification screen 28/07/2002 [m]- Added safe_setuid_grab/safe_setuid_drop to all the functions that access files in the lib directory. I did so even for the game initialisation, knowing that it's very unorthodox. This is because I found some of them in the init[12].c. There's no other sure ways to keep them from messing multiuser installations. -- pelpel [m]- Added makefile.dos, which is a copy of makefile (now), in order to prevent overwriting accidents. Ideally, 'makefile' should be in the .cvsignore, so that every developper can feel at ease with his/her own preferred environment -- pelpel 01/08/2002 [P]- New corruption system, savefiles are compatibles but you will loose all your corruptions. Most corruptions now have a good and a bad effect. Some corruptions depends of others, it means that you can only get them when you have the ones they depend of(i.e: Balrog Form need Balrog Wings, Balrog Aura and balrog Strength to work). Some corruptions can be mutualy exclusive. The list of corruption is totaly rewrote. They are more in-theme now. [B]- Perma curse cannot happen on randarts anymore 02/08/2002 [B]- Player could not pick up items from home if he did not have enough gold. -- Kusunose [B]- Traps of wasting wand dont mess up wands [B]- Dragon helms get resistances 03/08/2002 [B]- No races were allowed to be loremasters [B]- Fixed a bug in Character classes allowed, tahnks to Alex Wilkins [m]- Added Melkor to the gods docs. [B]- Spells cannot be cast while blinded or confused(execpt for a few) [G]- Wielding the One Ring has some ... disadvantages now ... [B]- Poor Melkor didnt had his altar generated in dungeons, while he is the only god for a use of an altar 05/08/2002 [m]- Improved the adventurer guide and added a section for macros to it [P]- All Udun spells are no more multi-school spells [P]- Reorganized the skill tree to remove the Misc skill tree. Alchemy is now under Magic, Antimagic is in Combat and Music in Spirituality 07/08/2002 [B]- Fixed the -1 activation power of some mage staves of spell [G]- Troll Glade/Wight Grave selection is now (usualy) based on the Combat/Magic skills level 08/08/2002 [I]- The game asks confirmation before learning a skill that can exclude an already known one [I]- When 'I'nspecting(or upon *id*) a fully *id* weapon/ammo the game will tell you the damage it would do if you used it(idea from Ey) 10/08/2002 [I]- 'U' power menu is now usable with repeat key 'n' 11/08/2002 [G]- The chance for combat item pseudo-ID now improves exponentially, just like V Warriors (combat skill 0 == plev 0, maxed == plev 50), while that for magic items improves slowly, just like V Rangers and Mages but with higher success rate (more than ten times as frequent as V Rangers) -- pelpel 12/08/2002 [B]- Added missing spell frequency to Fire golem. -- Kusunose [B]- Symbiant cannot pickup a hypnotized pet from a pile. Thanks to kobayasi for the patch. -- Kusunose [P]- Give Ents scrolls of satisfy hunger instead of some food. -- Kusunose [B]- Stats more than 18/220 were displayed incorrectly if linear_stats was ON. -- Kusunose 13/08/2002 [m]- Made chg_to_txt in files.c conditional, so that it won't be included in Windows, Mac and RISCOS ports (they don't call the function, so it has been dead code) -- pelpel [D]- Since Tome generated small levels once in three times when requested, which I think is too often, and in Z and Ey the chance is 1/5 and 1/10 respectively, I lowered the chance to 1/6 -- pelpel [B]- The small_level option had the same effect as always_small_levels -- pelpel [O]- Removed CURSE_NO_DROP from ego items. Players want new curses, and when they get them they complain... 14/08/2002 [I]- Added avoid_shimmer efficiency option to suppress shimmering of terrain features, because I have had problems with them on really big screens -- pelpel [P]- Increased the modifier of the masteries for warriors [P]- New Warrior subclass, the Demonologist, spell enhanced warriors. They use the new Demon school and the renewed Demonblades, Demonshields and Demonhorns. Their spells enhance their fighting potential. They can either be seen as a force of good, fighting against demons with their own powers or as a force of evil fighting to bring corruption to the world. [P]- Sorcerors begin with a robe instead of a dagger [I]- Easy close is now slightly more intelligent in their handling of broken doors -- pelpel 15/08/2002 [O]- Ring/Amulet of Spell, cheap, early objects that can contain a spell [B]- Exploding ammo dont stack with normal ammo 16/08/2002 [B]- Ammo creation is bound to Arechery skill instead of player level [B]- Fixed a bug in related skills, when one increased a skills sometimes the related skills didnt increased 17/08/2002 [m]- Do not grab/drop permissions twice. Thanks to kobayasi for the patch. -- Kusunose 18/08/2002 [B]- Temporal stat drain no longer cancels normal stat drain. -- Kusunose 19/08/2002 [O]- Temple will now stock random spells from god schools, Magic Shop will only stock non god spells and bookstore will contain both [O]- Stores buyable list is now lua defined [B]- The amount of mana in each grid was always magical level. -- Kusunose [P]- Changed the formula to calc the player HP when using possession so that a higher possession skill will be prefered 20/08/2002 [B]- Extracted essences overwrote a weapon slot when inventry was full. -- Kusunose 21/08/2002 [I]- Ingame contextual help is on by default(it was before, but it was bugged..) It is now proccessed by lua, file help.lua and should be much easier to add new sections to than before. So all feel free :) [G]- Added town of Khazad-Dum (where 'exit' from Moria was) with nice Mining supply shop. -- fearoffours 23/08/2002 [I]- Contextual help for the birth screens too. Press ? when over a race, class, ... and it'll bring the specific help for it [M]- Monster ego wont start awake [P]- lost Souls now have see invisible, I know I'm far too nice :) [I]- Contexual help to skill screen, press ? [I]- Easy macro recorder! Just press $ and press a normal key sequence! 26/08/2002 [m]- Removed the autosquelch to replace it with a new Automatizer that should be much more powerful. It lacks a gui, but that should soon change :) 28/08/2002 [I]- The new Automatizer got a GUI :) It should be quite easy to grasp, you define rules to match and action to take. But it does allow very complex rules. 27/08/2002 [m]- Added updated class help documents. Removed extraneous ones. Amended links in birth.txt to reflect changes. Added appropriate entries to help.lua for contextual class help at birth. Thanks to Mef. -- fearoffours [m]- More contextual help: races and god selection at birth, rod tips, rods and trapping kits. -- feaoffours 29/08/2002 [G]- Added new god quest. Given at random time by your god, you have to retrieve a piece of a relic generated at a random level of a randomly places dungeon. More than one of these quests may be given (currently up to 4), though only if you complete previous quests. The relic is only generated once in each dungeon, so look carefully for it. Diving won't help you. -- fearoffours 31/08/2002 [P]- New Water spell: Vapor, it create a low damage wide radius short lasting cloud of water. It is designed to be a cheap attack spell for annoying critters. Beware, random spellbooks & inscribed objects spells will "morph" to other ones, sorry, unavoidable 03/09/2002 [B]- Fix mushrooms stacking for the maggot quest [m]- Fix birth.txt crash -- fearoffours 04/09/2002 [O]- Scythes of Slicing are now vorpal, rarer and deeper 05/09/2002 [G]- Added the fireproofing quest. Visit the Mage tower in lothlorien to get the quest, bring back something for the mage, get books fireproofed in return. -- fearoffours 08/09/2002 [I]- Updated the forgotten IBM pseudographics, based on my unknown work for Pern 4.1.2. Also added an X11 BDF file so that it can be used on the three X ports -- copy graf-ibm.prf to font-x11.prf in your user directory (i.e. ~/.tome) and set the font of main window to the font made from lib/xtra/ang16.bdf. Instruction for installing new X fonts should be found in the bdftopcf, mkfontdir and xset man pages. -- pelpel 10/09/2002 [I]- Current location(town, level, ...) is show in orange when about to recall 17/09/2002 [m]- Updated skill docs, thanks to lemming [m]- More minor help file updates. thanks mef and Chris Hadgis 21/09/2002 [P]- Mindcrafters gets esp even after level 40 22/09/2002 [I]- You can press $ at object destruction prompt to automaticaly create a new rule for the Automatizer about the object being destroyed [B]- Casting "Disperse Magic" when spell level is 20 or more produced a lua error. -- Kusunose [m]- Reformatted the makefile.WHICH file. Do we really need this file anymore? other variants get by without it, I don't really think it's needed... (takkaria) [m]- Reformatted the todo list, removed some entries which have been done. Also added a section for stuff which I will do (one day). (takkaria) [m]- I've reformatted and reorganized a fair bit of notes.c; I've made stuff less hacky and made the function which writes notes to file use my_fputs()... Also replaced some hardcoded buffer sizes with sizeof(). (takkaria) [m]- Removed hardcoded buffer sizes in wizard1.c. (takkaria) 23/09/2002 [M]- Farmer maggot quest provides a better reward, thanks to Revanant Morituri and Wil Hunt for the idea 25/09/2002 [B]- The centre player option failed to do so while running. Thanks Neil Stevens for the patch. -- pelpel [B]- Random Artifact arrows should now stack properly. -- wilh [B]- Mindcrafters lost their ESP at level 40. Now they have it permanently at that level. (p_info.txt) -- wilh [B]- Above bug was supposed to be skill level 40, not clvl 40. Fixed. :) 28/09/2002 [I]- Macro-patch from Mogami, now the macro prf files are portable between Windows, X11 and Mac. It also shows readable triggers like: \[shift-F1] and such 29/09/2002 [m]- Added .cvsignore to the src directory to prevent makefile overwriting accidents from happening. Currently it excludes makefile (developers are expected to update platform-specific makefile if s/he indents to make permanent changes to them), tome, tolua, TOME.EXE and TOLUA.EXE. -- pelpel 01/10/2002 [G]- Alchemy totaly changed! Thanks to John Gilmore for the patch! It has now entered cvs to begin being tested and "balanced" ;) 05/10/2002 [P]- Symbiotic power changed to be bookless 06/10/2002 [P]- Available skills to leanr via random quests are defined in s_info.txt [P]- Trying to mimic when already mimiced(with the skill) will turn you back to normal form [O]- All objects now have a description, thanks to Konijn When identifying an item you can then press 'I'nspect to check it. It si most usefull for scrolls & such, they tell you what exactly they will do [B]- Fixed a bug that made mage staves very costy 07/10/2002 [I]- Replaced font-ibm.prf, graf-ibm.prf, font-win.prf and font-mac.new (a font-mac.prf replacement that has IBM-like pseudographics definitions) with program-generated ones, hopefully up-to-date with recent changes in info.txt files -- pelpel 11/10/2002 [I]- Unusable skills do not show anymore on the skill screen 17/10/2002 [I]- New option to not have the equipment/inventory windows move items around when a prompt ask for an item. Thanks to John Gilmore [B]- Fix a bug of wands in store [B]- Fix an old spelling error: "droped" not "dropped" -- Neil 18/10/2002 [O]- Behold! The new Grand Scheme For Wands, Staves and Rods!;) Now all sticks in the game use the same system as the spells. The unified spell system could we say ;) What does it changes? sticks should now be usefull, jsut as spells are. For example a wand of manathrust is not to be laughed at. Hw does it work? 'I'nspect the stick you want to know about you'll see he details, each stick gets a spell and a base level. The base level means the spell will be cast at that level if you have 0 in the Magic Device skill. If you have Magic Device it increases the level. Works a bit like Spell-power for the spells. Also the distinction of wands/staves is tenuous now, wands are attack stuff and staves not but wands can sometimes NOT be targeted spells 20/10/2002 [P]- Yavanna Kementari as a new Vala, protectress of nature. Along with her priests, the Druids 21/10/2002 [m]- Updated symbiant helpfiles including full list of their new bookless spells in m_symbio.txt -- fearoffours 23/10/2002 [I]- Recording cmovies is now working on a microsecond timeframe, much better looking Let's just hope that silly systems know gettimeofday() 26/10/2002 [m]- Introduced a performance measure for process_world_hook, which I suspect is causing slow movement problems in the reduced map mode. Please read the comment in process_world() [in dungeon.c] for alternative solutions. -- pelpel 27/10/2002 [m]- Changed every instance of "essense" to the correctly-spelled "essence". Update your macros. -- neil [M]- Changed "The Balrog of Moria" to "Durin's Bane". Less of a mouthful, and more in-theme -- fearoffours [M]- added the "spirits". They are the inhabitants of the void. They're nasty. -- fearoffours 28/10/2002 [P]- Typo in Druid description: Kemenari -> Kementari. --fearoffours [B]- Fixed bug where ironman_rooms would give you the number of random quests you played last time, instead of zero. -- neil 29/10/2002 [D]- Added SPIRIT flag to The Void, so that Spirits are actually generated there now -- fearoffours 02/11/2002 [P]- Subraces can now have skill mods [P]- Spells bound to two or more schools now require at least one point in each of the schools to be used [m]- Trimmed down the size of chardumps(removed uselessness from object descriptions) 05/11/2002 [I]- Obvious object flags will show up when 'I'nspecting items when they are only identified(no more need for *id*). Obvious flags are like acid resisatnce on an armor of resist acid and such 06/11/2002 [P]- New skill, Stunning-blows, a haftedmastery subskill, just like critical hits is a subskill of swordmasery. It requires a hafted weapon > 5 lb [O]- Activations are now a_info/k_info/e_info definable with a: lines You can do a:HARDCORE=NAME where NAME is an activation name that is hardcoded in the C source. Or a:SPELL=Name where Name is a "spell" name as defined in the unified spell system(the first defined spell(index 0) cannot be used this way 07/11/2002 [B]- Allow non-artifact, non-ego items with activations be activated. -- neil [I]- Cause of death is now shown in chardumps 08/11/2002 [m]- Added descriptions to Totems, removed redundant need to identify them. -- neil [G]- Yavanna's followers now have a God quest. -- fearoffours [m]- Help docs for Yavanna and Druids, thanks Mef and Massimiliano Marangio. -- fearoffours 09/11/2002 [M]- Only gain exp from pet kills, not from every monsters, when using Monster Lore skill 10/11/2002 [m]- Yes, more help updates. In tome_faq.txt and TANG.txt I added links to skills.txt, magic.txt, birth.txt and gods.txt where appropriate. Removed two references to Pern that got missed in tome_faq.txt.Added a c_priest.txt file for contextual help at birth when choosing a main class. Corrected typo in r_info (SPirit became Spirit). -- fearoffours 11/11/2002 [I]- CTRL+] to save an html screenshot anytime(ie: to preserve the current message) [P]- Necromancers start with corpse preservation skill 13/11/2002 [B]- Don't let the Maggot sling be generated randomly. -- neil 15/11/2002 [m]- Added a new TERM_XTRA call, TERM_XTRA_GET_DELAY which should return the time in microseconds. What time exactly isnt meaningfull but it must be usable to compute the length of time an action takes. [I]- Thanks to the new TERM_XTRA_GET_DELAY the cmovie code is now cleaner and should work fine:) Windows and unix platforms should now be able of microsecond resolution cmovies! [m]- Made all the socket code into z-sock.[ch] and wrapped it into a virtualizing layer so that the rest of the code can use it independantly of the implementation. Currently unix and windows sockets are supported. 16/11/2002 [B]- Prevent the automatizer from treating "good" bows as "average" -- neil [B]- Prevent earthquake damage for characters with wraithform, and prevent some of the damage for characters with semi-wraithform -- neil [B]- Fix spelling of Book of Teleportation -- neil 17/11/2002 [P]- New Meta/Conveyance Spell: Tracker, it will track the last teleportation that happened on the level and teleport you to its destination 18/11/2002 [G]- The Old Mage in Lothlorien will now fireproof staves or scrolls as well as books, making it profitable for non-spellcasters. Currently he has enough errr 'fireproofing material' for 3 books or 4 staves or 12 scrolls, or a combination of these. Check fireprof.lua for the code. -- fearoffours [I]- Skills that have sub-skills in which you do not (and cannot) have points no longer display the redundant +/- sign. thanks lemming for the code. -- fearoffours [m]- Lots and lots of itsy-witsy help file updates. Stunning-blows, other references to Pern, more links to other files... -- fearoffours 19/11/2002 [m]- Compress the grid in the character dump, eliminating blank lines and only showing lines without '+'s for the resistances and sustains page -- neil [m]- Show the Mathom-house contents in the character dump -- neil 21/11/2002 [O]- When 'I'nspecting objects you'll know how you found them [B]- Magelock cannot override permanent walls(or walls for taht matter) and works only in LOS 22/11/2002 [O]- 3 new artifacts of Gothmog, regrouped in an item set [m]- Cleaned up the notes code a little. (takkaria) [P]- Summon skill doesnt caerte drops for partial summons [P]- Summon skill doesnt work in an antimagic field 23/11/2002 [B]- Automatizer should not treat enchanted ammo and tools as average, either. -- neil [B]- Fixed the bug that allowed to use unallowed gods [P]- Lost souls start with many satisfy hunger scrolls, I'm really too nice... [M]- Themed townspeople! In Lothlorien and GOndolin you find elven people and dwarven in Khazad-dum 24/11/2002 [m]- Display in the dump how interesting items were found -- neil [B]- Two-handed artifact weapons now act as such -- neil [O]- Darksword antimagic field now scales on the antimagic skill So using one with 0 in the skill is not worth much [m]- DESTDIR support in makefile.std -- neil 25/11/2002 [B]- Don't mark items as store bought until they are bought -- neil [O]- Distinguish stolen items from bought items -- neil [m]- main-net.c display module which redirects display over the z-sock layer and thus over any ip network to allow to create very lightweight terminals to play ToME everywhere. This is still experimental [B]- Don't show Gondolin twice in the dump -- neil [O]- Cut down the price of Spectral weapon given their .. usefullness [I]- Fixed the bug that told you you could buy more items than you really could. At least when using auto_haggle. Poor sods that dont use it shall burn in hell [I]- Damage info is displayed for items that are only identified 26/11/2002 [G]- OK the god quest is a little easier now, as you're told the dungeon is to the north/south and east/west of you. -- fearoffours [G]- Having autosquelch on will now not affect the essence in the fireproof quest. And the mage gives a warning about the fact it may be easy to destroy it too. -- fearoffours [B]- Fixed the incredible townspeople generation rate [B]- String fixes from lemming -- neil [B]- Don't print discomfort messages when examining and comparing weapons -- neil [I]- new function to the automatizer to detect identified state [I]- Automatizer rules are automatically apply upon exit of the screen or autogeneration of a rule with the 'k' command 28/11/2002 [B]- Add experimental support to the automatizer for marking "bad" rings and amulets -- neil [m]- Distinguish average, disarmed, and empty chests in the automatizer -- neil [B]- Let summoners summon again (patch by masmarangio) -- neil [B]- Remove duplicate warning of an empty quiver (patch by masmarangio) -- neil 29/11/2002 [O]- Let Demonshields and Demonhorns be treated as armor -- neil [m]- Can include string terminators in help file tags i.e: *****foo.txt*7[see:\] it works;)] [m]- Can save screenshots to help file format, this is only usefull to documentation writters and thus the option only appears when wizard mode is activated. It uses the new verbatim mode &&&&& at the line beginning 01/12/2002 [m]- The helpfile typo corrections just keep coming! Added Udun school help, and demonologist school help, thanks Mef and masmarangio. -- fearoffours [m]- Some more spelling errors corrected. Updated warriors skills in the help files -- masmarangio 02/12/2002 [m]- Skill updates for more character classes in the help files. -- masmarangio [m]- Automatizer tutorial added. -- fearoffours [G]- God quest relic is now inscribed to prevent automatizer 'accidents' -- fearoffours 02/12/2002 [O]- Wands/staves are now described this way: a wand of foo[bonus|max] Bonus is the bonus spell levels you get, and max is the limit of spell levels for that wand. It means even if you have Magic Device at level 50 you cannot get a level 50 spell from a wand with max 30. Naturally the max(and bonus) increase with the depth you find the wand/staff :) [P]- Players in monster form can now use barehanded combat, instead of reverting to monster attacks. -- neil [O]- Fix and reduce the wand and staff pricing -- neil [B]- Make the automatizer work independently of the player's body -- neil 03/12/2002 [m]- Clean out some unused variables and some other valid warnings -- neil [B]- Don't spoil things in the dump -- neil 04/12/2002 [m]- Updates of the character races help files -- masmarangio 05/12/2002 [B]- Maiar can't choose a god anymore -- masmarangio [I]- Added a message if you don't have powers but press 'U' -- masmarangio 06/12/2002 [B]- Staves are properly fireproofed now. -- fearoffours [m]- God quest gets more clues to the location, and they're printed in the 'Ctrl-Q'uest screen. I'm too nice. -- fearoffours 07/12/2002 [I]- Added the extended command #quest (or #Q for short) to get quest list because some prts catch the CTRL+Q combo [m]- Added contextual help for wands/staves, also added a section in the help about it. --fearoffours [m]- Some small help file updates (Muar becomes Durin's Bane) -- masmarangio [m]- Added full mindcrafting spell info in the same form as other schools of magic. Removed help on the Music skill, as this will not be included for 2.1.0. Added some other help stuff. -- fearoffours 08/12/2002 [B]- Correct Damage/Round display for bare and bear combat. -- neil [m]- Help now has an alphabetical index! -- fearoffours [B]- Melkor wants you to sacrifice corpses, not raw meat -- neil 09/12/2002 [B]- Fixed an off-by-one error in loadsave.c that caused savefile corruption if the number of monsters or objects saved was maximal -- masmarangio [m]- Removed help on the Druidistic skill since Druids are normal Priests now. Minor changes to the skill example to match human warriors. Updated Option help file, some other minor changes -- masmarangio [O]- Allow Wooden Rods to be sold at the Magic Shop -- neil 10/12/2002 [B]- Corrected the price of enchanted boomerangs and instruments. -- masmarangio [B]- Corrected the used multiplier while 'I'nspecting ammo. Fixed the damage of throwing items / boomerangs -- masmarangio 11/12/2002 [I]- 'Compare weapons' works only with melee weapons, item selection changed. Expanded the description of a god at birth. -- masmarangio 12/12/2002 [m]- Removed Tank Points and firestones. -- neil [m]- Removed PERNANGBAND monster flag and renamed as many Pern monsters, artifacts, and other references as I could find -- neil [M]- Firebirds (formerly firelizards) and Thunderlords are B, not d and D -- neil [B]- Fix some artifact activations -- neil [B]- Fixed (temporarily) item activation and description. Some items could activate for the unified activation, and display the other activation, so further changes are needed. -- masmarangio [I]- Removed the silly 'You are shooting with a flute' message. -- masmarangio 13/12/2002 [m]- Renamed instruments in luckspoi.txt, comment changes -- masmarangio [I]- Added OBJ_FOUND_SELFMADE for items that were created by the player. Alchemist should also use it (not changed yet). Replaced the plain description "in the Town" for items fond on the surface -- masmarangio 14/12/2002 [O]- Monster traps are disarmed by GF_KILL_TRAP and GF_KILL_DOOR -- masmarangio [m]- The description of ACT_DEST_DOOR includes traps, better description of deactivating music instruments. -- masmarangio [M]- Increase Thunderlord rarities -- neil 14/12/2002 -- T.o.M.E 2.1.0 aka "No Surrender, No Retreat" 14/12/2002 [B]- Artifact spoiler was messed up 15/12/2002 [m]- some small help files updates (Melkor, GoI, races) -- masmarangio [B]- some Orc Cave crashes fixed -- masmarangio 16/12/2002 [B]- Fixed the Mushroom Quest: mushrooms are taken before creating the rewards, and these are created even with a full inventory -- masmarangio [B]- Grammar fix for breathing messages -- neil [B]- Changed order of level feelings, removed unused feelings. -- masmarangio [B]- A Rod of Drain Life is needed for vampiric artifacts instead of the Wand. Renamed one ego light of Boldness (now of Fearlessness). -- masmarangio [m]- Updated and reformatted the essence spoiler. -- masmarangio 18/12/2002 [O]- Removed the double pval for Mana-items (40%)(+2). The description of Mana and Life items is now with percents. -- masmarangio [m]- Small updates to m_demono.txt -- fearoffours [m]- Added mindcraft in magic.txt and a paragraph in m_mindcr.txt -- masmarangio 19/12/2002 [B]- Adjusted the melee damage shown in the status screen. -- masmarangio [B]- Spelling errors corrected. Thanks to markrax -- masmarangio [B]- Fixed bashing the trigger doors in the Thieves Quest -- masmarangio [B]- Allow Amulets of the Magi and *Defender* weapons to be sold -- neil [B]- Fix alchemist creation of ego staves, etc. (patch from "oops") -- neil [B]- Don't let gold into the inventory -- neil [B]- Temple doesn't want unblessed edged weapons -- neil [B]- Properly handle obvious flags on non-*ID*d objects (fixes things like resistances grid and selling Blessed weapons in the temple) -- neil [B]- Squelch at different times, to avoid destroying the wrong items -- neil 20/12/2002 [m]- Removed some compiler warnings. Thanks to markrax -- masmarangio [I]- Work / fixes in spoiler creation (items, essences, menu) -- masmarangio [B]- Automatizer: works with graphic modes -- masmarangio [B]- Fixed pval3 for artifact staves and wands in apply_magic -- masmarangio [m]- Corrected some typos and some comments. Thanks to markrax -- masmarangio [m]- Spell description edit -- neil [B]- Exclusive skill fix (patch by markrax) -- neil [B]- Yet more copyediting by markrax -- neil 21/12/2002 [m]- Corrected most of the typos found by vrak. -- masmarangio [B]- Fixed a display bug when passing through walls, thanks jup [B]- Copyediting of lib/edit/* -- markrax [B]- Copyediting of monster description books (lib/file/book-1[0-9].txt) -- markrax [B]- Copyediting of misc. files in lib/file/ -- markrax [B]- Copyediting of most files in lib/help/ -- markrax [B]- Copyediting and description tweaks to tables.c -- markrax [B]- More minor copyediting -- markrax [m]- Minor externs.h code cleanup, remove dups -- markrax [B]- Let keypad 5 key work in X11 target -- markrax [I]- Add columns, tweak UI in character info sheet -- markrax [I]- Updated the artifact spoiler creation -- masmarangio [m]- Corrected some errors in a_info.txt -- masmarangio [B]- Display the arm slot when not wearing a two-handed weapon -- neil [I]- Cleaned up some code in the character info sheet -- masmarangio [B]- Fix drop message for junk artifacts (patch by jup) -- neil 22/12/2002 [m]- Copyediting of lib/edit/k_info.txt -- markrax [m]- Copyediting of lib/edit/al_info.txt -- markrax [m]- Added ENGLISH.txt file with ToME textual conventions -- markrax [m]- Standardized on "Middle-earth" spelling -- markrax [m]- More grammatical fixes (mostly "it's") -- markrax [m]- Removal of many Americanisms, grammatical fixes -- markrax [O]- Centered Map around Minas Anor -- masmarangio [I]- Allowed the user to abort when asked to engrave on a grid. Also, don't let the player engrave on a grid with no mana. Thanks to Pav of angband.~.cz for this patch. -- takkaria [m]- Updated and relocated style guide -- markrax [O]- CURSED two items with HEAVY_CURSE, thanks jup -- markrax [O]- CURSED Ring of Durin (had HEAVY_CURSE), thanks jup -- markrax [B]- Let *Identify* of your pack work the same as an individual *Identify* for the purposes of alchemists -- neil 23/12/2002 [I]- Updated the broken spell spoiler creation (works for the bookless powers). LUA schools should be added -- masmarangio [m]- Parchment titles capitalised. Spacing of artifacts and some americanisms and errors in a_info.txt, tables.c, and other files corrected. -- masmarangio 24/12/2002 [O]- Added description from Sangband to the Shield of Gil-Galad -- masmarangio [B]- tried to prevent printing of alchemy items in spell spoiler -- masmarangio [B]- Fixed two alchemy bugs: Same sval for Rings of Critical Hits and the Ring of Durin. Corrected the sval of Rings of Constitution -- masmarangio 25/12/2002 - Mery xmass! [P]- Boulder throwing skill :) For Ents .. Don't get used to it as I don't know if I'll let it in [B]- Destruction cannot kill quest monsters [B]- The lost temple (god quest) dungeon really cannot be generated in inaccessible places now. -- fearoffours [I]- Unidentified objects are marked in slate(the inventory letter) 26/12/2002 [m]- Updated the skill gain in skills.txt, corrected some spelling errors. Added Boulder-throwing to the help files -- masmarangio 27/12/2002 [B]- Fixed note file problem under windows -- masmarangio [m]- Corrected some americanisms and spelling errors -- masmarangio [B]- Fixed an alchemy error with fireproofed staves, removed tabs from c_prt calls -- masmarangio 28/12/2002 [P]- Added dynamic subrace. This means that "things" in the game can somewhat change your subrace. This is used by the 3 new Vampire corruptions, which when combined will permanently turn you into a full blown Vampire. The Vampire subrace has been removed, it might come back as a template for the corruptions, or not. All others undead subrace will have the same fate. This means that soon you'll be able to turn into an undead rather than start as one. The penalties will be tweaked too so we don't end up with every char being an undead. [B]- Fixed a branding bug that allowed to modify artifacts and ego-items. -- Kusunose [m]- Updated corruption_spoiler_generation (includes index tags, don't show the Lose message for not removable corruptions) and corspoil.txt -- masmarangio 29/12/2002 [I]- Stores/homes inventory letters are colored just like inventory/equipment thanks to Pav [m]- Music system performance improvement -- neil [m]- Added help on pets to dungeon.txt and some clarification about Spell-power affecting only the 11 primary schools of magic. -- fearoffours [m]- Added to Spell-power the other affected Schools (Udun, Demonology, Gods), as well as naming Sorcery in the Udun School help file -- masmarangio 30/12/2002 [O]- init1.c: added two times OBJ_FOUND_SPECIAL -- masmarangio [m]- al_info.txt: removed double acid essences in amulet of resistance, grouped entries for ring of extra attacks, renamed some entries -- masmarangio [m]- wizard1.c: Added IS_CVS to header, create artifacts at 25, not 35, added index in Essence Spoiler. essences.txt: new spoiler file -- masmarangio [m]- cmd1.c: removed a compiler warning. caves.c: simplified a test -- masmarangio [m]- Info on spell-power and multi-school-spell interaction, typo fix in m_mindcr.txt -- fearoffours 31/12/2002 [B]- object2.c: Initialised Artifacts with LEVELS in apply_magic -- masmarangio [O]- generate.c: OBJ_FOUND_MONSTER for final artifacts / objects -- masmarangio [B]- al_info.txt: Svals of Ring of Sustain Con and Dex exchanged -- masmarangio 01/01/2003 - Happy new year !!! [B]- store.c: Fixed bug with prices of wands, indentation -- masmarangio [I]- Better fountain command interface. -- Kusunose [B]- al_info.txt: Added Ammo of slay animal. Amulet of regeneration with new sval. Ego Weapons of Life added -- masmarangio 02/01/2003 [B]- find_ignore_stairs, set or unset, failed to handle some quest related stairs properly. -- pelpel [B]- cmd7.c: Fixed bug with TR4_ART_EXP not set correctly -- masmarangio [O]- cmd7.c: Added OBJ_FOUND_SELFMADE for created items/artifacts -- masmarangio [B]- Don't allow a change from weapon combat if a cursed weapon is wielded -- neil [m]- wizard1.c: Changed position of IS_CVS, added double ego items in essence spoiler. essences.txt: reflects this -- masmarangio 03/01/2003 [B]- wizard2.c: Some bound checks to prevent crashes -- masmarangio [B]- cmd7.c: Fixed reduced capacity of ego rods -- masmarangio [B]- object1.c: Added a "It cannot be destroyed" msg in place of "it has blah% chance of breaking upon hit" for artifact ammo. thanks lemming for fix -- fearoffours 04/01/2003 [O]- e_info.txt: Added indestructible and cursed amulets to simplify alchemy -- masmarangio [B]- cmd7.c: Allow creation of artifacts from single ego items; don't change artifacts and double ego items if you don't wish to create an artifact. Simplified amulet handling and other code fragments -- masmarangio [m]- QUITING-> QUITTING, COMBINAISON->COMBINATION: two cases of typos that I've long been aware of... -- pelpel [D]- Changed the marker(#172) to look like open floor(#1) -- masmarangio [B]- Updated Amulets and Rings in defines.h / defines.txt -- masmarangio [B]- al_info.txt: Amulet of Adornment without pval. cmd7.c: skill >= 25 needed to create artifacts, not > 25 -- masmarangio [B]- Warning about leaving a trap detected zone don't cost energy -- masmarangio 05/01/2003 [m]- First update of commands.txt -- masmarangio [B]- spells2.c, self_knowledge(): f4 through esp were not initialised before referenced. -- pelpel [B]- cmd7.c, extern.h: changed the variable "tocreate" in alchemist_items_check() from bool to int -- masmarangio [B]- xtra1.c, apply_flags(): Added bounds checks for antimagic. -- pelpel [B]- xtra1.c, apply_flags(): changed the type of bit field variables from s32b to u32b, for obvious reasons. -- pelpel [G]- Princess now offer 3 reward and the player selects one 06/01/2003 [B]- cmd7.c: Fixing three bugs in Alchemy: Extracting from double ego items and from stacks of staves, as well as generating all leeched empty items. Problems may still arise when you leech a stack of objects from the floor and essences get dropped over them. Boomerangs can be enchanted now. -- masmarangio [B]- generate.c: Moved the room creating loop (fix from 15/12). Something better should be used than this brute force method -- masmarangio [B]- Minor spelling and grammar fix -- neil [B]- Changed the type of dungeon_flags to u32b, as in types.h -- masmarangio [B]- cmd7.c: Instruments can be enchanted now. -- masmarangio [G]- Applied the Artifact Activation patch -- masmarangio [B]- Fix activations -- neil [G]- Alchemists can no longer make artifacts granting Precognition or Immunity to Nether -- neil [B]- Avoid some bad periods in monster descriptions -- neil 07/01/2003 [P]- p_info.txt: Updated, compacted history-chart. Trolls, Orcs, Elves with new entries, some other small changes. Deleted the unused races -- masmarangio [m]- Added Activations to essence spoiler, new help file created -- masmarangio [B]- Reset the pval of extracted rings and amulets, prevent creation of cursed empty items -- masmarangio [B]- Make ego staves / wands of nothing extractable, disallow empowering of ego items / artifacts that are not wearable (e.g. staves) -- masmarangio 08/01/2003 [I]- squeltch.c: Ask for overwriting rules file and display saving message in the same box -- masmarangio 10/01/2003 [m]- Added a (conservative and preliminary) port to OS X + gcc + makefile. The four *.icns files are faithful conversions of the traditional Angband icons that have long been used by Mac ports, even before Ben. makefile.std itself is not updated. Please read comments in main-crb.c. -- pelpel [m]- Module support. It means that people can write ToME "modules" which will go in lib/mods and contain "variants" that use the same game engine but different lib/foo files. The module selection screen only appears when the game detects more than one module. The new -Mfoo command line option allows to bypass module selection [m]- 'Death' Message of a Nazgul: Choose pronoun 'she' or 'he' according to the sex -- masmarangio [G]- God quest wont trigger for Lost Souls until they reach the surface [m]- Turn off some ToME things when using a non-ToME module -- neil [B]- Fix the monster description messages even better -- neil [B]- Better honor the NO_TARGET flag -- neil [M]- Give Farmer Maggot the NO_TARGET flag -- neil [B]- Fixed (hopefully) the wrong activation bug -- masmarangio [m]- (Mac, Carbon) Modernised file system interface (currently only turned on for Mach-O Carbon port), improved Mach-O Carbon support, incorporated my 32x32 tiles support code for V3.0.2, and more gcc porting note -- pelpel [m]- Let the player see which game module he selected in the character selection screen -- neil 11/01/2003 [B]- Fixed one wrong sval in al_info.txt -- masmarangio [m]- Added makefile and some auxiliary files for developer CD gcc compilation of Carbon port -- pelpel [m]- (OS X Carbon) Changed the format of graphics tiles from PICT in the resource fork to plain PNG files, only for gcc compilation at the moment -- pelpel 12/01/2003 [B]- Alchemy: The song of music instruments, the type of explosive ammo and the level of sticks are not changed by enchanting / leeching the items. -- masmarangio [m]- Expanded the description of Antimagic, small index updates -- masmarangio [I]- wizard2.c: Initialised the lua command (^A >) with the help file index generation -- masmarangio [m]- (OS X Carbon) Cleaned up my recent updates. It's fairly stable now. To do: move to .nib based menu/dialogues, pulling sound out of resource fork, and better sound code. -- pelpel [B]- cmd7.c: Allow extraction of the charges of Sticks of Plenty -- masmarangio 13/01/2003 [m]- preliminary SCANDIR support for gcu, gtk, xaw borrowed from x11 -- neil 14/01/2003 [m]- Modules can control the number of levels over the player level a skill may have allocated now, using max_skill_overage. -- neil [m]- HOOK_FIRE added -- neil [m]- Changed the help files about vampires; classes, races etc. are listed in alphabetical order in birth.txt -- masmarangio [m]- Races & subraces get a starting object list in p_info, less hacks in birth.c [I]- Automatizer can now be used to auto-inscribe items, thanks to jepler [I]- Automatizer can now display rules in a more english like maner, xml mode is also available, switch by pressing 'x', thanks to jepler 15/01/2003 [G]- Summoner can extract totems from skeletons / carapaces. -- masmarangio [B]- Trap of Wasting Wands (affects also Staves) change the Wand/Staff to the of nothing type. Deleted SV_WAND(STAFF)_NASTY_WAND(STAFF), since in the new stick system the worthless sticks don't have the first svals -- masmarangio [B]- Fixed a fountain filling bug, simplified the item_tester -- masmarangio 16/01/2003 [B]- (Mac, OS X) Tilewidth/height code ceased to work because menu API started to return Unicode crap instead of holy ASCII -- pelpel 17/01/2003 [m]- HOOK_EAT added -- neil [O]- New artifact: The Sling of the Thain -- neil 18/01/2003 [B]- empty chests are generated as known (i.e. they were opened) -- masmarangio [B]- do_cmd_rest flushes input if the player can't do so for some reasons and flush_failure is set. Note: flush() doesn't seem to work as it used to do... Any changes have been made to inkey, or some code touches its various control variables? -- pelpel [m]- (Gtk) Added support for the "bigtile" mode. Please start the game with "tome -- -w" if you don't like to see horrible glitches... This is not Gtk-specific problem by the way. Scrolling the map and hitting ^R fixes it too, if you prefer menu command -- pelpel [G]- Trees are now passable by wraith beings. Monsters that fly will pass trees. Dead small trees will be dead small trees. Monsters tunneling will also destroy trees [P]- Extra HP bonus(from quest, melkor, ...) is applied before sorcery penality 19/01/2003 [B]- (Gtk) Fixed problems with wide tile mode when it is used with backing store. Seems more like the problem is in z-term (it only updates every two columns of the dungeon map...), but it works now -- pelpel [B]- (Mac) The asynchronous sound player unlocked and released sound data without confirming its completion. Wrote an alternative implementation that holds data until a channel it is played is reused, to avoid using interrupt-time code (which is quite complicated business in 68K). Because this means that a fairly large amount of data can be locked in memory for a long time, I reduced number of channels used to 4 in Classic and 8 for Carbon -- pelpel 20/01/2003 [G]- Trees/grass can only grow one some terrains(yes that DO exclude lava;) [I]- z) slot is hidden until needed -- thanks to Scott Bigham [I]- Some cosmetic changes and improvements to char dumps -- thanks to Scott Bigham 21/01/2003 [B]- Monster traps: Changed the code so that the new wands and staves are functional in device monster traps. This is commented out with #if 0 since the code must be tested. Perhaps a lua solution is better ? -- masmarangio 22/01/2003 [B]- Deathmolds could use their racial power without spending a turn! [B]- 'U' powers didn't remove Disruption Shield [m]- (Mac, Windows) Added an in-game menu command to view current scoreboard. Taken from the latest [V] (Win port only there), minus the use of display_scores_aux, which I regard first-degree Mega-Hack -- pelpel [G]- Wielding the One Ring now has real disadvantages, you've been warned :) What ? I didn't mention what disadvantages ? Oh yes, I didn't. [G]- Bump required level and difficulty rating of Minas Anor quest, as the trees changes have made it just a little harder. -- neil 23/01/2003 [I]- Hopeless attempts to dig will be noticed to the player -- thanks to jepler [B]- Potions of Cure Water are no more extractable by Alchemy 25/01/2003 [P]- Bard class is back(was called Harper before) with a new Music skill. Instruments carries the spells, and they work a bit like Psi foci in psiband. An instrument (+2) can only play songs that are marked (I) or (II) not (III) or (IV) [B]- Ordered the music songs according to the needed pval, then level. Fixed the svals of artifact instruments, changing the Flute to a Harp. Added a better description of Bards. Please check it ! -- masmarangio 26/01/2003 [B]- An Alchemist can now fireproof spellbooks -- masmarangio [m]- Bard and Music docs are done. Please check em. -- fearoffours [B]- A possessor (the creature, not the class) can only possess whole corpses and skeletons, not pieces of meat -- masmarangio 27/01/2003 [B]- Make wielding more than one demonshield (or demonsword I suppose) work -- neil 28/01/2003 [B]- Possession something while encumbered to the point of having 0 mana allowed free use of body spells without failure [P]- Mana is now function of the Magic skill and either INT or WIS, whichever is higher 30/01/2003 [B]- Possibly the relic in the god quest couldn't have been generated. Wasn't me honest guv. -- fearoffours [G]- The lost temples for god quests now have harder monsters to make the piety gain rather more substantial and obvious I hope. Deeper monsters appear as player clvl increases. -- fearoffours [m]- Help file corrections on Music skill. -- fearoffours 01/02/2003 [B]- Some menus exits when 'e' was hit on some comapilation. Note: '\e' for escape is compiler dependant extension so do not use it. Thanks kobayasi for fix. -- Kusunose [B]- All known staves and wands are displayed as 'Globe of Light' in the Known Object list. Thanks kobayasi for fix. -- Kusunose 08/02/2003 [m]- Make HOOK_QUAFF take an o_ptr, and let HOOK_EAT return the identify success -- neil 12/02/2003 [I]- Useless but fun, when a wield monster takes damage instead of you the monster will be named. If you named it(with the #foo inscription) 16/02/2003 [B]- Chaging the melee style did not update bonuses. Thanks to kobayasi for the patch. -- Kusunose [B]- in automatizer worked even when the player was not aware of the object. It was possible to use this as a free ID. Thanks to kobayasi for the patch. -- Kusunose 24/02/2003 [B]- Cancelling the reward skill sellection could crash the game. -- Kusunose 26/02/2003 [I]- Boomerangs now display damage with 'I'nspecting, thanks to Scott Bigham 27/02/2003 [B]- Inspecting or Identifying something shouldn't infect you with the Black Breath -- neil 28/02/2003 [I]- Genocide and genocide like effects that require monster race now allow targetting of a monster to select the race. Gfx users can now correctly genocide :) 01/03/2003 [I]- d/s and g/p work in both home & stores. Pfft. 02/03/2003 [m]- Fixed a typo in The Dragon Helm of Turin Turambar -- WeZ [G]- Fixed the teleport-level ability of Deathmolds, so they can teleport out of a dungeon, instead of getting a message saying there's only air above them. -- WeZ 04/03/2003 [P]- Probability travel level teleport ability & teleport level spells wont work in some dungeon 05/03/2003 [G]- A new quest! An ultra ending! "Falling Toward Apotheosis" After banning Morgoth spirit in the Void, you can pursue him there to forever end the darkness. But beware, it is more than likely that you will die. But for the few that succeed, the fame will be great! Note: you can only do it if you choosed the way of Good and thus destroyed the One Ring. An evil ultra ending is planned and will come a bit latter. 06/03/2003 [P]- Dwarves get a bonus to axe mastery, as they rightfully should [O]- Cloak of Air. Generates an air bubble around you so you can breath. Just in case you need it .. 08/03/2003 [G]- Another new quest! An old mage in Minas Anor needs help, too. -- neil 12/03/2003 [B]- Non-enemy monsters now won't hold up victory in the Spiders and Library quests. -- neil [B]- Various Library quest fixes -- neil 13/03/2003 [O]- Lebohaum activation is now true to the original material.. [P]- All mages start with 0.1 less mod to Sorcery. Specialists dont have sorcery. Runecrafters dont iether, nor Alchemists. Thaumaturgists do. Specialists also get a bit better Spell-power 16/03/2003 [I]- Only show enemies in the uniques list -- neil 20/03/2003 [m]- The various ?_info.txt files can now include otehr files with the <:file.txt command. This allows people to split up too big files 23/03/2003 [I]- X11 port can now do text selection copy&paste with the mouse, thanks to kieron 27/03/2003 [B]- Mage staves, rod tips, and magic tomes are now "good" items. This should fix the problem of Saruman, Sauron, and others dropping nothing but rods. -- neil 28/03/2003 [I]- Show "ironman_rooms" setting in the character dump -- neil 29/03/2003 [P]- The adventurer quest skill reward will now only provide a modifier of 0.3 if you dont have the skill, but if you have it it will improve the modifier by 0.1 if it is below 0.5 [I]- Automatizer rules now have an module attribute, defaulting to "ToME". The module name is case sensitive, as always. will only destroy items when you're playing the ToME module. -- neil 02/04/2003 [B]- Fix grammar error pointed out by "JanaRaissa" -- neil [B]- Prevent instrument-wielders from firing things, as pointed out by "Chudus" -- neil [B]- Those who can breathe water or don't need to breathe at all should not drown in pools of water, as pointed out by "Zonk" -- neil [B]- Fix Rods of Simplicity for those who need it most, as pointed out by "Zizzo" -- neil 03/04/2003 [O]- Dragon Scale Mail now has more options for egos and random artifacts -- neil 04/04/2003 [B]- Fix god quest temple placement error pointed out by "Fringe Worthy" -- neil 05/04/2003 [I]- Somewhat nicer char screen, thanks to lemmings(I think ;) [B]- No more (broken) pattern vaults -- neil 08/04/2003 [m]- Ability to add timers in lua [B]- Fix spelling: PARCHEMENT -> PARCHMENT. Automatizer rules and other scripts that use PARCHEMENT will still work, though. -- neil 09/04/2003 [M]- Companions and pet uniques can now be killed 11/04/2003 [P]- Trolls cannot get the troll blood corruption [P]- At Monster lore skill level 12 one can turn a pet in a loyal companion. Note that you are limited in companion number [P]- Reduced Necromancy spell failure damage 12/04/2003 [P]- Skill multipliers of Rogues and Assassins are higher now. -- neil [B]- Fixed alchemy making of xtra shots/might [P]- Some skills have more chances to be taugth than others by fumblefinger 13/04/2003 [P]- Melkor Curse spell autocast chance formula changed [O]- Wishing for dual ego items works 14/04/2003 [P]- Spellbinder spell will reveal more info about itself when cast while already active [P]- Increase Mage's Weaponmastery Multiplier by 0.1 -- neil [P]- Experimentally double Barehanded Combat martial arts damage dice to make Monks more attractive -- neil 16/04/2003 [O]- Goods stolen from stores now get a 100% discount. -- neil [P]- One can now steal from more places -- neil 17/04/2003 [B]- Everburning torches, Feanorian Lanterns, and Dwarven Lanterns of Fading couldn't be filled -- neil [B]- The Crumpled Scroll of Mass Resurrection no longer revives special monsters who won't ever appear again anyway. -- neil 18/04/2003 [B]- Gauntlets that contain spells no longer hinder spellcasters -- neil [I]- Some junk removed from the character resistances grid -- neil 18/04/2003 [G]- Bree house is not available from start anymore, you have to get it as a reward from the thieves quest 20/04/2003 [G]- The Lothlorien and Gondolin homes aren't free anymore, either -- neil 21/04/2003 [G]- The Minas Anor and Khazad-dum homes must be won, too -- neil 24/04/2003 [I]- Reworked 16x16 gfx by P_laloli@hotmail.com 25/04/2003 [B]- Fix the case where some birth items wouldn't stack -- neil [B]- Disarming a trap on a stair should not destroy the stair -- neil 26/04/2003 [B]- Player invisibility shouldn't hinder monsters attacking targets other than the player (patch by Jeff Epler) -- neil 27/04/2003 [B]- Mana and Life drains should not cause infinite rest loops -- neil 28/04/2003 [O]- Handmade items like arrows and totems are fully identified -- neil 29/04/2003 [m]- Max skills internaly increased to 200 [G]- Random quest are now disabled when persistent dungeon levels are enabled. -- neil 30/04/2003 [O]- The artifact that had aggravation and a stealth bonus no longer has that useless stealth bonus -- neil [O]- It's now much harder for sentient weapons to get the Acid realm -- neil 01/05/2003 [I]- '+' command(alter terrain) wil ltry to open doors instead of tunneling them 02/05/2003 [P]- Shots now pierce when they used to ricochet in random directions -- neil [P]- Piercing shots are now togglable -- neil [G]- Singing happy drunks will freely accept alcoholic beverages from you. -- fearoffours [m]- Class helpfiles updated to reflect some changes in skill allocation. -- fearoffours [I]- Turned on by default the linear stats display [m]- Chris Hadgis submitetd the first documented package of the ToME API! More comming :) [I]- Maxxed stats now show a "!" in the character screen and dump, too -- neil [P]- If you play something experimental, it now shows up in the character dump. Alchemists and Death Molds are marked as such for now -- neil [P]- Necromantic magic got a new spell: Necromantic Teeth 05/05/2003 [B]- Stone Prison spell would create floor where it shouldn't, possibly trapping you in places like the Eol quest. -- neil 06/05/2003 [G]- Angband now blocks the magic of the Thunderlords' Nest -- neil [B]- Fix activation descriptions patch by Chris Hadgis -- neil 09/05/2003 [I]- ToME should try harder to use proper thematic flooring when appropriate -- neil [B]- Stone Prison should not be able to turn walls into floors. -- neil 11/05/2003 [B]- Sound effects shouldn't give knowledge the player wouldn't otherwise know (like the generation of the relic) -- neil 12/05/2003 [B]- Don't show silly chance to break for exploding ammo -- neil 14/05/2003 [m]- lib/patch directory to contains auto-loaded patches. Each patch must be contained in it's own subdirectory and must contain a patch.lua file with a patch_init() function in it that must return the patch name and version 16/05/2003 [P]- Abilities. Abilities are like skills, but are booleans. That is you either know them or not, there is no scale. One can learn abilities by spending skill points in the abilitie screen(press 'N'). Abilities can have prerequisites to be meet before one can learn them. (Like some can need a stat level, a skill level, ...) Some classes get abilities for free at certain level. Like warriors will get Spread-blows ability at level 25 for free(even if they dont actually meet the prereqs). [P]- All classes now get 4 max blows. But there abilities that can increase the max. Warriors gets them for free at birth, and other classes also get some so they are not less powerful than before the change. This will however help people create warrior-mages for example. [m]- Internal change: Magic Realms are gone. -- neil [I]- No more spell list window flag. It hadn't done anything since ToME 2.0 anyway -- neil [m]- Total savefile compatibility break. Hopefully we can do better from now on -- neil 21/05/2003 [I]- The player now gets warned during race/class/subrace selection that a class is experimental. -- neil 23/05/2003 [B]- Innate monster friendliness shoudln't take precedence over summoned pet or companion status -- neil [B]- The Helm of Knowledge and Automatizer pickup now get along -- neil 26/05/2003 [m]- Initial helpfiles update for Abilities. -- fearoffours 27/05/2003 [I]- Princess quest reward selection is not cancelable 28/05/2003 [P]- New skill: Geomancy, works in combinaison with the 4 elemental skills to produce various effects from the raw elements around teh caster (grass, sand, ...). Elementalists becomes Geomancers now. Thanks to Fubar Obfusco for the detailed idea [P]- Runecraft is not gainable from fumblefingers until it is reworked 29/05/2003 [m]- More help updates - Artifact Creation ability, plus addtions to FAQ and skills.txt and others. Thanks to Michael Beatty for some suggestions. -- fearoffours [I]- Autoroller now uses linear stats when requested [I]- Object window will now display the 'I'nspection of the last manipulated item 30/05/2003 [B]- Resting ignores HP or SP if a drain on HP or SP is induced by an object [O]- Beat down the power of randart rings yet more -- neil 31/05/2003 [m]- Geomancy help. -- fearoffours [O]- heavy Xbows of Siegecraft, thanks to Fang 01/06/2003 [B]- The automatic drop from wilderness should no longer be abusable. No longer can you hit < when you're hungry, cut, poisoned, or sensitive to light during the day -- neil [P]- Far reaching attack ability. When using a long polearm you can attack monsters 1 or even 2 grids away(at the cost of a reduced number of blows) Idea taken from Adamant [O]- Ingeborg S. Norden's artifact bolts added -- neil [P]- Trapping is now an ability instead of a skill. Rogues, but not Assassins, start with it -- neil [m]- Help updated to reflect new abilities. Deathmold question added to FAQ. -- fearoffours 06/06/2003 [P]- Undead Form is now an ability [m]- Documentation for Undead Form added. -- fearoffours 08/06/2003 [m]- Added skill tests abilities to .prf files thanks to Scott Bigham [B]- Thaumaturgy attacks will travel more than one grid when not targeted at a monster thanks to Scott Bigham [I]- Inscription and discount clauses for the automatizer thanks to Scott Bigham 09/06/2003 [O]- Boomerangs now have just a 1% chance to break, have their chance to hit improved by Boomerang-mastery, get sold in shops, and are a bit less rare -- neil 10/06/2003 [G]- The god quest is a (little) bit more forgiving about the direction the dungeon lies in, and you also get an approximation of it's distance. -- fearoffours 11/06/2003 [B]- Thaumaturgy spells could be too weak -- neil [B]- Demonologists couldn't use the Demon Summon spell -- fearoffours 14/06/2003 [P]- Thaumaturgy spell levels now range from 1-50 instead of 1-100, so now one won't get spells with impossible failure rates, as suggested by Jules Bean -- neil 16/06/2003 -- T.o.M.E 2.2.0 aka "Born to the Purple" 18/06/2003 [B]- Fix manwe spell Avatar 19/06/2003 [B]- Silly silly bug in god quest fixed. -- fearoffours 20/06/2003 [B]- Mimics starts with a cloak [B]- Using the @ key in skill menu wont crash [B]- Cannot copy uncopiable spells [B]- Dripping Tread will put feats on the last grid, not the current one 21/06/2003 [m]- Clearer descriptions for spells which require more than one school -- fearoffours [P]- Geomancer tweaks: Geyser's mana progression now matches its damage progression. Geomancy now gives much larger bonuses to its child skills, so Geomancers are now intended to max out the elements. -- neil 22/06/2003 [B]- Potions of Cure Water are inscribed for you to prevent mishaps with the automatizer -- neil [B]- Don't let people travel with extra limbs, to prevent them losing weapons by mistake -- neil [B]- Allow hypnosis of companions, make hypnosis failure messages more useful - neil 23/06/2003 [m]- Mimicry help. Magic help now has it's own menu, other minor help updates. -- fearoffours 29/06/2003 [m]- "Investing in the skill? You might be interested in the ability." links in skills.txt --fearoffours [B]- God quest bug genuinely fixed now -- fearoffours [P]- Bear form will now starts at -5 speed but end at +5 29/06/2003 -- T.o.M.E 2.2.1 aka "There All the Honor Lies" 09/07/2003 [B]- Prevent forbidden staves from being generated 14/07/2003 [B]- Really fix the God quest this time, we hope 15/07/2003 [m]- Mac OS X Module support [m]- Solaris compile workaround from Kevin W. Thomas 16/07/2003 [B]- Fix broken status in auto automatizer rules -- neil [m]- Valid XHTML in the HTML screenshots now -- neil 17/07/2003 [B]- HPUX support -- neil 20/07/2003 -- T.o.M.E 2.2.2 aka 'And Now For a Word' 20/07/2003 [P]- No more involuntary corruptions 02/08/2003 [B]- Fixed crash on 'l'ook in rare conditions, thanks slappy0042 [B]- Fixed inflation of ammo damage display, patch by 'Zizzo' -- neil 05/08/2003 [m]- Help updates - spectres lose hp when passing walls, thieves cannot shoot arrows (very well), non-geomancer mages have a 0.00 modifier to Geomancy. -- fearoffours [m]- Help updates - typo in rm_spec.txt and High-elves have good wisdom -- fearoffours. 08/08/2003 [B]- Tulkas piety gains now match the documentation -- jules 10/08/2003 [m]- helpfiles - Clearer geomancy skill values for non-Geomancer Mages, a note about effect of stealing from shops in skills.txt, and some FAQ additions about FF and random quests. -- fearoffours 13/08/2003 [B]- Manwe, Eru, Yavanna, and Tulkas will not yet you start following them if you are wearing the One -- neil 24/08/2003 [B]- Set number of charges correctly when a wand is stolen -- neil 26/08/2003 [m]- Scott Bigham's tome-autoabil.diff: Adds a new automatizer class , which is true when you have the given ability -- neil 27/08/2003 [m]- Riscos support thanks to Antony Sidwell 30/08/2003 [m]- Savefiles are now stores in ~/.tome/save[/modulename] on multiuser systems [m]- Apply patches based on those from FreeBSD ports -- neil 06/09/2003 [O]- Beaked Axes, Battle Axes and Lochaber Axes are recognized as polearms again. -- neil [O]- Misleading "polearm" description removed from non-polearm Quarterstaff -- neil 14/09/2003 [m]- Added help for 'repeat last command' to command.txt. -- fearoffours 15/09/2003 [B]- Fixed autopickup of ammo crash under some circumstances [B]- Fix monster list mimic bug [B]- Tree Roots incorrect bonuses fixed [B]- Fixed incorrect display of some skill bonuses 15/09/2003 -- T.o.M.E 2.2.3 aka 'The Quality of Mercy' 22/09/2003 [B]- Detect doors and traps displays as costing 3, not 5 now. -- fearoffours [B]- Maeglin quest reward wording altered (saves confusion for sorcerors). -- fearoffours [I]- Adam Bolt's Tiles are now "New Tiles", as others have worked on them and stuff. -- fearoffours 25/09/2003 [B]- Typos in One Ring parchment and Necromancy help fixed. -- fearoffours 27/09/2003 [B]- Typos in ultra-good ending, lost-sword quest rewards and flag description fixed. -- fearoffours [O]- Restore spaces to artifact descriptions -- neil 28/09/2003 [B]- Axemasters now start with a Hatchet -- neil [B]- Fix "analyze monster" activation -- neil 04/10/2003 [B]- Fix library quest breakage of Melkor curses -- neil 05/10/2003 [B]- Fix failure rates for abilities in possessed bodies, patch by 'Slappy' -- neil 06/10/2003 [B]- Monsters detected ONLY by telepathy were not removed from visible monsters list after they had gone out of range. Thanks Slappy for fix. -- fearoffours [B]- Recharged junkarts would not always give a notification message. Thanks Slappy for fix. -- fearoffours [O]- Changed descriptions of some junkart activations. -- fearoffours [B]- Completion of Necromancer quest could be triggered incorrectly. -- fearoffours [D]- "The lava burns you", becomes "you move across the lava" to accomodate IM_FIRE and flying characters. -- fearoffours 07/10/2003 [m]- Applied Ken Dubuc's patches to parsers to make them line ending independant [m]- Savefiles on multiuser systems are now in HOME/.tome/2.2/save, to comply with the new 3.0.0 naming scheme that is coming. People upgrading from 2.2.x to 2.2.4 should move their savefiles there 08/10/2003 [B]- Monsters don't appear to disappear for a turn if you polymorph them -- neil [m]- Setting module to "all" for an automatizer rule makes the rule apply to all modules -- neil 11/10/2003 [B]- Flying semi-wraiths shouldn't be hurt by flying over trees -- neil 13/10/2003 [B]- Recalling to new lost temples could have crashed the game. -- fearoffours [B]- God quest directions could be grammatically incorrect. -- fearoffours 23/10/2003 [B]- Items containing spells should be browsable again -- neil [B]- Random artifact mimicry cloaks should now show up correctly -- neil [B]- Random artifacts that can contain spells will not come with Globe of Light anymore -- neil [B]- Certain non-random artifacts that can contain spells will not come with Globe of Light anymore, either -- neil [B]- Pack overflow/weapon disappearing bug fixed, with big thanks to Kevin W. Thomas for telling me where to look -- neil [m]- Wizard mode is now turned off at birth -- neil [B]- Trap of Divine Wrath would benefit you -- neil [B]- Blood of Life would revive necromancers in undead form -- neil [B]- Hostile monsters won't get free kills of friendly monsters anymore -- neil 28/10/2003 [B]- Eggs work again -- neil [B]- Wishing for ego rods works -- neil 29/10/2003 [B]- Temples now accept blessed boomerangs -- neil [O]- Non-functioning artifact instrument activations removed -- neil [B]- If you learn anti-magic, you stop following any Valar -- neil [P]- Wood Elves and Hobbits weren't getting the extra might bonuses they were entitled to -- neil [B]- typo in v_info.txt -- fearoffours [m]- Help updates: macros and macro recorder, dwarf racial ability, more on dodging, link to m_mimic.txt from skills.txt, object inventory letter colouring significance. -- fearoffours [B]- Old Mage's quest wouldn't always disappear from quest screen when fully rewarded. -- fearoffours 30/10/2003 [m]- Helpfiles updated to reflect that corruptions are permanent and there is no corrupted sub-race. --fearoffours 03/11/2003 [B]- No more shafts in certain places -- neil [B]- Percing shots will not grossly inflate in damage anymore -- neil [B]- No genocide in home quests -- neil 11/11/2003 [B]- Silent Switching can no longer take off permanently cursed items -- neil [B]- Fix memory error in command handling -- neil [B]- Hypnotizing and restoring levelled monsters now works correctly -- neil [B]- permanent_levels marked experimental because it is broken -- neil 17/11/2003 -- T.o.M.E 2.2.4 aka 'A Bug's Life' 19/11/2003 [B]- Fix monster possessor crash -- neil [B]- Fix random quest skill requester -- neil 20/11/2003 [B]- Fix crash when picking up ammo into your quiver that can't be fired with the launcher you are wielding -- neil 22/11/2003 [B]- God quest fix -- neil 24/11/2003 [B]- Disintegrating walls should not bother Yavanna -- neil 01/12/2003 [B]- Yet another try at fixing levelled carried monsters. Their attacks are affected by their level now and their hitpoints are handled better. I should have said this for the last release, but un-hypnotize any pets before upgrading from 2.2.2. Otherwise compatibility is fine. -- neil 05/12/2003 [B]- Semi-wraiths should not be hurt by climbing over mountains -- neil 08/12/2003 [B]- Fixed Flame of Udun spell 10/12/2003 [B]- Diggers are not weapons and should not be displayed as such -- neil [O]- Some items that give damage bonuses will be more clear about it -- neil [M]- Drain attacks can't drain the one artifact wand, staff, or horn -- neil [V] T.o.M.E 2.2.5 aka "Death of a Bug" 23/12/2003 [B]- Prevent recall to Lost Temple before getting the quest -- neil 01/01/2004 [I]- Pressing Escape gets you out of the pet dismissal list -- neil 03/01/2004 [B]- Automatizer now accepts TV_TOTEM -- neil 08/01/2004 [m]- Helpfiles: bearform combat help, music typos, barbarian revisions. -- fearoffours [B]- Some vaults incorrectly named -- fearoffours 15/01/2004 [B]- Wight quest crash fix by 'amaurea' -- neil 16/01/2004 [B]- God choosen at random was broken -- masmarangio 18/01/2004 [B]- Typo in q_one.c (or -> of) 20/01/2004 [B]- Don't use a turn when cancelling a possessor action -- neil 21/01/2004 [B] - summon_true crashed the game with a summon skill < 1 -- masmarangio [B] - test_object_wish: aware status is saved and restored -- masmarangio 27/01/2004 [m] - Typos in the description of arrows, shots, bolts; punctuation in the mushroom quest -- masmarangio 30/01/2004 [m]- HOOK_CALC_BONUS_END hooks 06/02/2004 [m]- Helpfiles: corrected starting equipment of mindcrafters -- masmarangio 07/02/2004 [m] - Backport of old helpfile updates: no Geomancy for Alchemists and Rune- crafters, updated luck spoiler, corruption spoiler in crpt_aux.lua, a link in skills.txt, an example in automatizer.txt. monsters3.c: changed 'golem' to 'creature', since the Mind Steal Spell also allows to control a monster. -- masmarangio [m]- Typo (massage -> message) from the forum -- masmarangio [m]- Capitalisation in the names of junkarts -- masmarangio 13/02/2004 [m]- mindcraft_info: Corrected and expanded the info for mindcraft powers -- masmarangio [m]- Small corrections in luck spoiler, description of Manwe's Blessing and m_mimic.txt -- masmarangio 19/02/2004 [B]- God quest will no longer give inaccurate or misleading directions. It also will now give directions from two static features, and an approximate, relative distance from each of those points. -- fearoffours [V] T.o.M.E 2.2.6 "Won't Get Fooled Again" 27/02/2004 [m]- Missing space in the description of Vecna -- masmarangio 12/03/2004 [B]- Eating some corpses produced a division by 0 error -- masmarangio 15/03/2004 [B]- Wearing an item of life (-100%) reduced the mhp to 0, causing a division by 0 error in cave.c -- masmarangio 16/03/2004 [B]- Corrected the spell selection for monsters: defines.h: Added RF6_S_ANIMALS in RF6_SUMMON_MASK. melee2.c: Updated comments in monst_spell_monst and make_attack_spell. Removed the spells RF4_MULTIPLY, RF4_S_ANIMAL, RF5_SCARE from spell_attack. Corrected the spell numbers of RF6_TELE_AWAY and RF6_TELE_LEVEL in spell_escape (formerly RF6_DARKNESS and RF6_TRAPS were used). Corrected the spell numbers of RF6_TELE_TO, RF6_DARKNESS, RF6_TRAPS, RF6_FORGET in spell_annoy (formerly RF6_RAISE_DEAD, RF6_S_BUG, RF6_S_RNG were used). Added RF4_S_ANIMAL and RF6_S_ANIMALS and limited the spell number to 160 + 31 in spell_summon. -- masmarangio 18/03/2004 [O]- The activation of an items with the ACTIVATE_NO_WIELD flag is described without the line "if it is being worn. " -- masmarangio [B]- Barad-dur doesn't exist, it is still Mordor. Corrected god quest directions to reflect this. -- fearoffours 20/03/2004 [m]- Corrected some typos (mostly from the forum, thanks to Carg85) s_yavann.lua: spell 'grow grass' description: 'a grass' -> on grass q_haunted.c: cave -> building a_info.txt: some missing spaces in the description of artifact bolts corrupt.lua, corspoil.txt: 'teeth allows' -> 'teeth allow' k_info.txt: missing space (Golden Horn of the Thunderlords) s_stick.lua: 'a thunderlords' -> 'a thunderlord' d_info.txt: 'the the land of Rhun' -> 'the land of Rhun' -- masmarangio 23/03/2004 [B]- Fixed the speed of Bearform combat -- masmarangio [m]- Updated luck spoiler -- masmarangio 26/03/2004 [B]- Fix for Flame Imperishable from the forum -- masmarangio [B]- You should now receieve a message about failing the god quest at the correct moment, and not when in a random dungeon. -- fearoffours [m]- The Old Mage's quest will erase from your quest screen when fully rewarded. -- fearoffours 29/03/2004 [B]- Further measures taken to ensure god quest relic is created appropriately. -- fearoffours [B]- Scumming for god quests (by losing and regaining xp) is now prevented. -- fearoffours 02/04/2004 [m]- Backport of mostly old helpfile updates: wrong school in m_divin.txt, comments in spells.lua, deleted hint about shoes in r_hobbit.txt, ability.txt, ab_info.txt: updated Ammo-creation and Far-reaching attack, c_axemas.txt: starting weapon is a hatchet, magic.txt, skills.txt: Updated schools improved by Spell-power, corspoil.txt: Updated the info about permanent corruptions, birth.txt: removed corrupted subrace, vampires are a normal subrace, m_air.txt: Updated description of Noxious Cloud -- masmarangio 03/04/2004 [B]- Fixed device trapkits loaded with rods -- masmarangio 05/04/2004 [B]- Exploding ammo used in trapkits will explode after hitting a monster. -- masmarangio [m]- Corrected Alchemist, Assassin, Axemaster, Rogue helpfiles -- masmarangio 08/04/2004 [B]- Mage staves were without the WIELD_CAST flag -- masmarangio 09/04/2004 [G]- No more nuke traps -- neil 21/04/2004 [m]- skills.txt: Corrected information about Spell-power -- masmarangio 02/05/2004 [B]- Between quest crash fix, also for Thieves and Trolls quests -- masmarangio 07/05/2004 [m]- Capitalisation: Metal Boomerang, Lay of Protection. r_pettyd.txt: magic items -> magically enchanted items -- masmarangio 08/05/2004 [B]- god.lua: The relic could be created in a wrong position -- masmarangio 09/05/2004 [O]- object1.c: Added descriptions for SENS_FIRE (thanks to Scott Bigham) and IMMOVABLE, removed IM_NETHER from the resistances -- masmarangio 10/05/2004 [m]- bounty.lua: Added a period -- masmarangio [B]- cmd7.c: Preserve the spell stored in random spellbooks --masmarangio [O]- Show "to damage" and "to accuracy" messages for yet more confusing items -- neil 11/05/2004 [B]- xtra1.c: Lucky characters (current luck > 0) don't get death fates; fixed a typo in luckspoi.txt (from the forum) -- masmarangio [m]- spells2.c: Typo (vulerable -> vulnerable) -- masmarangio 13/05/2004 [m]- skills.txt: Fixed broken link -- masmarangio [B]- generate.c: Fixed arena levels by refilling the level -- masmarangio 14/05/2004 [m]- Added new help file for the debug commands -- iain_mac 26/05/2004 [B]- Correctly cap the spell levels of wands (patch by 'Sumendar') -- neil [V] T.o.M.E 2.2.7 aka "Stoke Me A Clipper" 04/06/2004 [P]- Class no longer influences the internal Angband 'skills' of Disarming, Magic Devices, Saving Throw, Stealth, Searching, Perception, Hand-to-Hand combat, Missile Combat, and Throwing. ToME skills instead have the same effect for all classes. -- neil 05/06/2004 [G]- Added the new Mimic shapes and updated the old ones -- masmarangio 07/06/2004 [G]- Destroying items manually now takes no time -- neil 10/06/2004 [B]- dungeon.c: Light should consume fuel at a rate of 1 / turn -- masmarangio 11/06/2004 [P]- Water Bite no longer has a damage cap -- neil 12/06/2004 [B]- A store (e.g. the mathom house) can contain up to 255 items (in defines.h STORE_INVEN_MAX limited the number of items to 24) (Note: the limit is stored in a byte in loadsaves.c) -- masmarangio 21/06/2004 [m]- a_info.txt: Updated names of artifacts in the comments -- masmarangio 23/06/2004 [m]- object.pkg: Added psychometry() for easier mindcraft testing. 24/06/2004 [m]- birth.txt, index.txt : Corrected and added abbreviations gen_idx.lua: removed non-existent file and sorted file list [G]- Added the spell Sterilize and Staves of Sterilization from ToME 3.0.0. [D]- Added the first new special level from ToME 3.0.0, Galleon in Helcaraxe -- masmarangio 02/07/2004 [D]- Added the special level Factory in the Illusory Castle -- masmarangio 04/07/2004 [G]- Added the spell Inertia Control from ToME 3.0.0 -- masmarangio 05/072004 [m]- Updated luckspoiler -- masmarangio 09/07/2004 [m]- Typo in s_fire.lua, from the wiki -- masmarangio [m]- rm_skeleton.txt, rm_zombie.txt: They cannot restore life force, and zombies are not resistant to nether -- masmarangio 19/07/2004 [P]- Except for infravision, all innate class or racial effects on skills are gone. All skills have equal effect for all classes, and races now give starting skill bonuses. -- Neil 22/07/2004 [B]- s_meta.lua: Inertia controlled spells are not casted in wilderness mode. s_mana.lua: Inertia level of Disruption Shield is 9 (needed spell level 45) m_meta.txt: Added a list of controllable spells -- masmarangio 24/07/2004 [P]- Mages are more geared toward a mix of Magic and Combat, while Sorcerors have more options than pure Sorcery -- Neil 26/07/2004 [B]- p_info.txt: Archers and Rangers gain the missing Spirituality skill p_info.txt: Removed the old Mimic Cloak (new cloak in player.lua) [m]- Helpfile updates for all character classes. -- masmarangio 30/07/2004 [B]- p_info.txt: Thunderlords start with Stealth -16.000 (from the wiki) [B]- cmd7.c: Fixed Alchemy recharging bug (thanks to Scott) [B]- al_info.txt: Removed the old Mimic Potions -- masmarangio [m]- util.pkg: Added lite_spot() and note_spot() for modules -- masmarangio 31/07/2004 [B]- monspeak.txt: Added some lines for Groo to fix a bug -- masmarangio [B]- files.c: Corrected display of Climb flag, immunity to Nether, negative pvals < -9. Added Sentient, Clone, Spider ESP flags. -- masmarangio 02/08/2004 [m]- g_melkor.txt: Added fire resistance for worshippers of Melkor [B]- files.c: Added flags from the gods and spell schools to the character screen. Added also flags from wielded symbiotes. -- masmarangio 04/08/2004 [m]- p_info.txt: Removed the useless skill Prayer for Maiar -- masmarangio [B]- cmd4.c: Quest list without random quests in DL > 98 -- masmarangio 19/08/2004 [m]- help file documentation restructuring, copying appropriate rewrites from wiki. -- fearoffours 20/08/2004 [B]- randart.c: An item with pval > 0 (e.g. an Elven Cloak) can gain parts with a max_pval = 0 (e.g. resistances and immunities) -- masmarangio 24/08/2004 [m]- Various minor changes to helpfiles, reflecting current changes to documentaiton on the wiki. --fearoffours 28/08/2004 [O]- Removed portable holes as have been useless for as long as merchants have been removed from game. --fearoffours 30/08/2004 [m]- k_info.txt: Fixed name of the commented out portable holes -- masmarangio 14/09/2004 [m]- Fixed some typographical errors, mostly from the wiki: cmd1.c: [The monster] fall -> falls, deleted space (Bug # 80 from the wiki) k_info.txt: Added & for Climbing sets (Bug # 81 from the wiki) q_one.c: You felt -> You fell (Bug # 94 from the wiki) monster2.c: It tries to breed but he fails: he -> it (Bug # 98 from the wiki) bldg.c: Changed wording of the soothsayer (Bug # 106 from the wiki) tables.c: Minor changes in the One Ring quest (Bug # 117 from the wiki) q_invas.c: jumps out of the between -> appears, deleted spaces, added single quotes in direct speech (Bug # 119 from the wiki) q_between.c: Deleted space, changed comments -- masmarangio 20/09/2004 [m]- book-4.txt: Capitalised 'Ring' (Bug # 135 from the wiki) -- masmarangio [B]- ow_info.txt: missing C: lines reduced the purse to 0 -- masmarangio [B]- object1.c: don't wield bolts with instruments and pebbles with boomerangs (Bug # 127 from the wiki) -- masmarangio 21/09/2004 [B]- object1.c: mention_use and describe_use list all available slots, check all weapon weights and distinguish between instruments and bows (Bug # 87) object1.c: Res Chaos implies Res Confusion (for the character screen) xtra1.c: Magical breath implies Water breath (from the wiki) -- masmarangio 23/09/2004 [B]- Z and Cth monster options removed, as in ToME 3. This fixes, among other things, the Death Orb issues. -- neil 24/09/2004 [m]- options.txt: Also removed the options from the help file -- masmarangio [B]- a_info.txt: Corrected two typos (Bugs # 140, 146 from the wiki) k_info.txt: Changed description of Bastard Sword, added RES_CHAOS to the known flags of a Blade of Chaos (it's mentioned in the description) files.c: Terminated highscore strings with \0, changed total_points slightly to prevent an overflow error (Bug # 139 from the wiki) v_info.txt: Corrected the x size of vault 99 and 104 -- masmarangio 28/09/2004 [D]- dungeon.c: Level of the Death dungeon is the minimum level from d_info.txt [B]- dungeon.c: Set dungeon_type to wilderness when recalling out. This should fix the various Moria recalling bugs (Bug # 95) [m]- cmd6.c: replaced the recall activation code by recall_player -- masmarangio [m]- monster1.c: missing spaces in description (Bug # 169) -- masmarangio 29/09/2004 [m]- Modules need to define three new variables to control the chance or random artifact generation. random_artifact_weapon_chance, random_artifact_armor_chance, random_artifact_jewelry_chance control the chance for different types of items. -- neil 30/09/2004 [B]- spells2.c: Redraw trap status after passwall (Bug # 51) store.c: Removed '))' when displaying a large store -- masmarangio 01/10/2004 [m]- mods_aux.lua: Added default values for random artifact generation; updated the skill values -- masmarangio 02/10/2004 [B]- al_info.txt: removed recipe for Scroll of Spell (Bug # 179), added recipe for Staff of Sterilisation (Bug # 77) -- masmarangio [m]- cmd6.c: protect evil -> protection from evil, s_stick.lua: town -> surface q_betwen.c, q_invas.c: speak -> speaks (from the forum) -- masmarangio 03/10/2004 [m]- tr_info.txt: Spelling of Lite (Bug # 182), Armor, Paralyzing -- masmarangio [B]- cmd6.c: Added timeout for junkarts in the activation description (ugly fix) tables.c: Replaced ACT_CURE_POISON by not used ACT_CURE_POIS -- masmarangio [B]- Once a god quest is failed, you will not receive any more god quests. -- fearoffours [m]- The (Ctrl-Q) Quest screen now shows which number god quest you have been given and an additional line in your character dump shows how many have been successfully completed. -- fearoffours [m]- Help updates from the wiki - lots of it Maylith's work, esp FAQ updates. -- fearoffours 04/10/2004 [m]- Corrected the description of the Disarm, Call the Elements and Channel Elements spells (without changing the code) (Bug # 175) -- masmarangio 08/10/2004 [B]- bldg.c: Research item (Bug # 191) and research monster are now paid correctly -- masmarangio [B]- spells2.c: Diggers cannot be enchanted with scrolls -- masmarangio [m]- tome-faq.txt, index.txt: Typo (Bug # 196) -- masmarangio 10/10/2004 [m]- s_info.txt: Antimagic: generates -> generate (Bug # 198) -- masmarangio [B]- files.c: Fixed displayed barehanded damage (Patch from Scott, Bug # 195) -- masmarangio 11/10/2004 [m]- powers.c: replaced the recall power code by recall_player q_troll.c: Fixed typos from the wiki (Bug # 208) -- masmarangio 12/10/2004 [m]- tables.c: Removed harpers and some other small changes (Bug # 212) cmd6.c: Added "and" in the description of ACT_ROHAN (Bug # 213) -- masmarangio 13/10/2004 [m]- m_demono.txt, s_demon.lua: armor -> armour class (Bug # 217) [O]- k_info.txt: Changed comments and descriptions of the items, mostly from the wiki (Bug # 176) and added missing descriptions (IdeaArchive) Added article (&) in the name of armours (Bug # 81), The spelling of some item names was changed: Scroll of Enchant Armour, *Enchant Armour*, Curse Armour, Summon Monsters, Basilard Added COULD2H to the Claymore and MUST2H to the Espadon. [m]- dun3.18: description of DimGates: fills -> fill (Bug # 223) -- masmarangio 15/10/2004 [B]- files.c: Remove / restore CAVE_VIEW before / after saving the game. This solves a long standing bug with the lighting of the dungeon since the temporary arrays that hold the position of the viewed grids are not stored in the save file (Bug # 19). -- masmarangio 16/10/2004 [m]- init1.c: The parser adds missing spaces at the end of the description of artifacts, like it did for objects. -- masmarangio [m]- Race, class and race modifier help files updates to reflect changes in skill bonuses. -- fearoffours 18/10/2004 Some changes to random artifact and scrolls of artifact creation (See Bugs # 206, 222, 226 on the wiki): [m]- externs.h: Moved some functions listed under spells2.c to proper sections [m]- k_info.txt: Added "mundane" to the description of the scroll [B]- cmd6.c: the selection of artifactable items can be escaped now randart.c: *ID* the object before listing the powers, some re-ordering [B]- spells2.c: Re-add diggers to item_tester_artifactable, and limit the selection to normal items due to complains (no ego items or artifacts) [O]- ra_info.txt: Added a STR-increasing part without combat bonuses for diggers [B]- ra_info.txt: Fixed two W-lines with 4 entries and added a missing C-line [O]- e_info.txt: Diggers cannot be of Earthquakes anymore (there are combat boni involved) - perhaps an own ego type should be added... -- masmarangio [m]- q_ultrag.c: Quest texts changed as reported in Bug # 210 -- masmarangio 23/10/2004 [B]- k_info.txt: Reduced throwing damage of totems to 1 -- masmarangio 25/10/2004 [P]- Priests disarm as well as Warriors do now -- neil [B]- st_info.txt: Fixed the changed item names in the stores (StatusReport3) [m]- spells.lua: Sorted the Conveyance spells by level (Bug # 233) -- masmarangio [m]- Helpfiles reflect changes to skills (priest disarming and racial spirituality update). -- fearoffours 01/11/2004 [m]- library.lua: Added OBJ_FOUND_REWARD to the tome (Bug # 237) -- masmarangio 13/11/2004 [B]- Fix for disappearing artifacts (especially guardian artifacts) during load / save thanks to SimonSorc 17/11/2004 [O]- No more blessed boomerangs -- neil [V] T.o.M.E 2.3.0 aka "One more try to get Mages working" 10/12/2004 [B]- Fix loading and saving of skills, I hope. Unfortunately this breaks save compatiability, though. The saves must be deleted again. -- Neil 29/12/2004 [B]- Fix negative skills -- Neil [B]- Don't use weaponmastery combat when weaponmastery skill is negative -- Neil [V] T.o.M.E 2.3.1 aka "2.3.0.1" 2005/05/19 [I]- If easy_disarm is off, don't trigger known traps while walking normally. Added a new extended command "blunder" to let players trigger traps on purpose. -- gwooledge [I]- Lots of documentation, spelling and grammar fixes, including: * the now-outdated race/class ability tables, replaced with skill tables * the missing documentation for the set of extended commands * far too many others to mention here -- gwooledge 2005/05/20 [I]- Added sanity and speed to the character screen (and hence the text dump). Consolidated HP and SP into one line to make room. -- gwooledge 2005/05/21 [B]- Don't allow trap doors on quest levels or on chests. -- gwooledge [I]- Allow shopping to use the correct keys in roguelike mode. -- gwooledge 2005/05/22 [B]- Update view after high-powered globe of light. -- gwooledge 2005/05/26 [I]- Push a certain potion type a little deeper into the dungeon -- Neil [I]- Make piety display light blue when praying, to make it easier to tell when you're praying. -- gwooledge 2005/06/02 [I]- Don't display ordinary resists when there's also an immunity to the same element, in an object description. -- gwooledge [B]- Don't allow use of stairs (any < or > movement command) while rooted to the floor (by the Yavanna spell). -- gwooledge 2005/06/04 [I]- Display the (colored) character for uniques in the Known Uniques list (~2). -- gwooledge 2005/06/05 [I]- Add "Check abilities" extended command/macro. This gives roguelike keyset players a way to access the ability screen other than "\N", although it's still one more keystroke than "\N" is.... -- gwooledge 2005/06/11 [B]- Try again to keep traps from wrecking a certain plot element -- Neil 2005/06/18 [B]- Fix module file handling for multi-user installs. Now character sheets, automatizer file, and the rest will be read and written in ~/.tome/2.3/modulename as they should. -- Neil 2005/06/19 [B]- Try harder to save persistent levels when recalling out -- Neil [B]- Fix all sub-racial skill bonuses, along with Maia racial skill bonuses -- Neil [O]- Prevent random artifact bolts from giving extra blows -- Neil 2005/06/21 [O]- Correct the types of certain artifact trap sets to match their weights and descriptions. -- gwooledge 2005/07/13 [I]- Clean up some offensive messages, patch courtesy of 'The Fury' -- Neil 2005/07/14 [I]- Include the resistances grid on character sheets dumped on death. This makes them consistent with the ones generated before death, and is more informative and useful for post mortem analyses. -- gwooledge 2005/07/15 [P]- Warriors no longer get a secret special three bonus blows spread over the 50 character levels. The three blows are now tied to Weaponmastery. Module authors should adjust accordingly, or their warriors may get three blows they didn't have before. -- Neil 2005/07/16 [O]- Potions of Cure Insanity were too cheap. -- gwooledge 2005/07/24 [I]- Examining a totem will recall the monster it summons -- Neil [I]- Examining a corpse will recall the monster it was -- Neil 2005/07/27 [V] T.o.M.E 2.3.2 aka "Unrealized Reality" 28/07/2005 [G]- Lost sword quest rewards always give a minimum skill modifier of 0.3. -- gwooledge 29/07/2005 [D]- Edit one vault to open up some inaccessible rooms -- Neil 11/08/2005 [B]- Alchemy: disallow repowering double-ego items, unless the character has the artifact creation ability. Based on patch by Andrey Egoshin. -- gwooledge [B]- Lost sword quest skill reward probabilities were computed incorrectly. Fix suggested by Dan Rosenberry. -- gwooledge [I]- Miscellaneous documentation, spelling and grammar fixes. -- gwooledge 12/08/2005 [B]- Don't let a player trick the Valar by getting drained and re-gaining levels -- Neil [I]- Update AC display after fixing armor in the buildings. -- gwooledge 16/08/2005 [B]- Don't allow Runecraft and Thaumaturgy spells to go explode inside walls and seep through -- Neil 17/08/2005 [I]- Fix damage display for Thaumaturgy ball spells. -- gwooledge [O]- Removed pointless slays, brands, and bonuses on Pick of Erebor -- Neil 19/08/2005 [B]- When consuming magic essences, don't stop prematurely. Based on patch by Andrey Egoshin. -- gwooledge 30/08/2005 [B]- Upkeep cost for partial summons was not always charged. -- gwooledge 05/09/2005 [B]- Some staves were being generated with the wrong tval, causing several bugs including (but not limited to) staves being unrechargeable. -- gwooledge 11/09/2005 [B]- Saving throw was not calculated correctly. -- gwooledge 14/09/2005 [P]- All new partial summon upkeep formula -- neil 26/09/2005 [B]- Disallow negative experience alchemy abuses. Based on patch by Andrey Egoshin. -- gwooledge [O]- When examining books, demonology equipment and instruments in stores, show both the object's powers and its spells. -- gwooledge [B]- Nonliving and undead pets won't be angered by lack of breathable air. -- gwooledge [D]- A certain early trap should be less deadly (and appear a bit later). -- gwooledge [I]- Honor exp_need option when displaying object experience. -- gwooledge 27/09/2005 [I]- Restored and updated some missing help files. -- gwooledge [G]- (Mass) Genocide damage is applied all at once to avoid bug #228. -- gwooledge 28/09/2005 [B]- Don't use the "POSIX" setuid calls on Mac OS X, as they apparently break compilation -- neil 29/09/2005 [O]- Junk should stack just like skeletons. Patch by StarweaverBlue. -- gwooledge [M]- Kavlax should be many-headed. -- gwooledge 14/10/2005 [B]- Certain monster spells were hard-coded for the wrong number of equipment slots. -- gwooledge 18/10/2005 [B]- Incorrect operator used in cave generation code. Effect unknown, but it *might* possibly fix some of the Orc cave crashes.-- gwooledge 26/10/2005 [M]- Regular (non-Joke, non-Cth, non-Z) monsters should not breathe nuke, because it has a side effect we don't want in ToME -- Neil 29/10/2005 [O]- Mac OS X builds now put all the game data into the bundle, storing all user data in the user's Library (some preferences in Library/Preferences/net.t-o-m-e.tome.plist, the rest in Library/Application Support/ToME. -- Neil 16/11/2005 [I]- Handling of Command key modified in Mac OS X UI. It should be accessible in macros now if it wasn't before -- Neil 26/11/2005 [B]- Don't allow uniques or quest monsters to just disappear to the move of another monster -- Neil 14/12/2005 - ToME 2.3.3 "Realized Unreality" 15/10/2006 [B]- Remove buggy trap of Stair Movement -- Neil 12/12/2005 [B]- Fix typo in one monster's flags - Iain 31/1/2005 [I]- Fix window position saving on Mac OS, patch by John Love-Jensen -- Neil 19/2/2005 [B]- Fix word wrapping in character sheet, patch from "ZizzoTheInfinite" -- Neil [V] T.o.M.E 2.3.4 aka "An Unexpected Party" tome-2.3.11-ah/changes.txt000066400000000000000000000175361233503306200153120ustar00rootroot00000000000000T.o.M.E 2.3.10 (ah) User Interface: - Always display list of selectable objects, i.e. remove the option of pressing '*' to hide list. - GTK2: Allow running with Shift + arrow keys. (Thanks to Lord Estraven.) - SDL fixes. (Thanks to Lord Estraven.) - System-wide character scores were removed. Use the ladder at http://angband.oook.cz instead. - Panic saves are no longer created. Saving state when memory is likely corrupted seems like a bad idea. - Remove long-obsolete front-ends. - Unix: Removed pointless and error-prone signal handling aimed at preventing cheating. - Removed gamma correction. Game: - Killerbunnies: Character dump now lists companions. - Killerbunnies: Fix dodge messages. - Imported Theme 1.2.0 since this excellent module by Furiosity seems to not be downloadable any more. - Further Thaumaturgy tweaks by Lord Estraven Build: - Setuid support REMOVED; do NOT install ToME as setuid! - Fixes for system installation. Thanks to 'darwin' for reporting. - Fix linking problem with the 'curses' front-end. - Add DEBUG.txt file for information on enabling debugging in builds. T.o.M.E 2.3.9 (ah) User Interface: - Always display list of selectable objects immediately instead of requiring user to press '*'. - Fix display issues with extremely wide terminals. - Automatizer: Fix memory corruption issues. - Remove obsolete and pointless options. Game: - Items are now immediately pseudo-identified upon pickup. - Psycometry now always Identifies regardless of level. - Remove the need to instantly leave for a certain quest. Lots of players would get caught out by this. - A few Mindcraft powers now scale with skill level. (Credit for these goes to Lord Estraven.) - "Far reaching attack" now works for *all* polearms. - Fixes and tweaks for Thaumaturgy to make view/area spells less overpowered and to make bolt/ball spells more useful. (Credit goes to Lord Estraven.) T.o.M.E 2.3.8 (ah) Game: - Fix duration display for the Shapeshift Mimicry power. Thanks to morchant for the fix. - Fix for creating "inventory" and "equipment" rules from the Automatizer UI. Thanks to morchant for the fix. - Fix for Lua code which should hopefully get things working better for OpenBSD users. Thanks to Kernigh for the patch. - Change "molten glass wall" to use a different internal code to hopefully avoid clashes with modules such as Theme. - Removed the check on low fuel on your light source when traveling. It doesn't make sense since you can already travel without any light equipped. Build System: - Added support for building the GTK2 interface; only lightly tested. - Added support for building on Windows with MinGW. Thanks to wino45 for help with this. - Miscellaneous fixes to the CMake files. Thanks to Kernigh for contributing these. T.o.M.E 2.3.7 (ah) - Remove item pval from antimagic field strength calculation since it may be both non-zero and invisible (to the player). - Miscellaneous 64 bit fixes. - Fix Lua errors when hitting while choosing spell. - Killerbunnies: Automatizer: Add patch which adds new and rules. - Killerbunnies: Add "you do not know all your fate" to Fate menu if you haven't been discovered all your fates. - Killerbunnies: Display a message if trying to activate Piercing Shots without the necessary skill levels. T.o.M.E 2.3.6 (ah) - Don't generate impassable glass walls. - Mark *all* quest monsters properly. - Avoid generating up staircases in selected dungeons. - Mimicry cloaks of Abomination now aggravate properly. - Properly handle item set effects with certain traps. - Fix crash bug during character dumps. - Misc. Mimicry fixes. - Prevent immunities from Balrog Form persisting too long. - Fix for loading/saving on Linux distribution using Fortify. - Fix for module directory paths. - Fix miscellaneous problems on 64-bit platforms. - Princess room should now always be generated. - Extra Blows applies to barehand combat too. T.o.M.E 2.3.5 aka "Into the unknown" changes Interface changes: - The X11 and Xaw interfaces now save the dungeon and player when the window is closed. - Fixed cpu churning bug that occurs when using certain window managers and ToME is maximized. Gameplay changes: - Player speed now set correctly when Demon Hide corruption is enabled. - ToME now correctly sets various Balrog flags when player in Balrog form. - ToME now correctly sets the teleport flags when teleport corruption is enabled. - ToME now uses the qrand7.map file when generating princess quests. - Bigs changes for generate.c to get it to produce the princess and thrain rooms. Also code clean up of room geranation code. Object changes: - Slings of Buckland can now be generated. - Wiki Bug 510. Added the WIELD_CAST flag to all artifact instruments to fix problems when casting spells. Misc changes: - Fixed small typo in the commands help file. - Added help for the Mathom House. - Fixed various compile time warnings in various files. - Added makefile support for main-gtk2.c in makefile.std - Values found in documentation for spectral race modifiers now match values found in p_info.txt. - Wiki Bug 837. Removed references to old inscriptions handling code in documentation. - Wiki Bug 564. Do not use the word 'restrict' as a variable name anymore. It conflicts with keywords used by the Sun Studio Compiler. - Wiki Bug 517. Fixed incorrect descriptoin of artifacts in help files. - Changed description of Disarm spell to more accurately reflect what it does. - ToME now correctly compiles main-gtk2.c on 64-bit machines. Bug fixes: - Wiki Bugs 841, 405, 360. Changes to get ToME to correctly build 64-bit executables. - Applied killerbunnies patch to identify objects on grid before squelching. - Applied killer bunnies patch to keep the fate "you are fated to find something special" from creating something special with an inappropriate base object. - Applied killerbunnies patch stops symbiotes from gaining levels simply by being hypnotized and released. - ToME now saves tim_fly, tim_poison, tim_regen and tim_regen_power. - Stores now display the inventory correctly after a purchase. - The race the legends display now works correctly with more than 10 dead characters in history. - Characters are no longer generated with 0 mana points. - Wiki Bug 839. ToME no longer penalizes an object when it is not actually cursed. - Wiki Bug 838. The melee style will now switch correctly from Bear to the primary melee style when switching out of Bear form. - Wiki Bug 826. The inventory and equipment windows now update when the player identifies the entire pack or uses the *Greater Identify* spell. - Wiki Bug 819. No more bogus level leaving messages. - Wiki Bug 722. ToME no longer crashes purple staircases have been trapped. - Wiki Bug 624. Ensure savefiles go to save and not scpt when using modules. - Wiki Bug 537. Partial fix of infinite loop during stair allocation on small levels. - Wiki Bug 530. ToME no longer drops items inappropriately when changing melee styles. - Wiki Bug 528. Character dumps now show the correct number of princess and lost sword quests. - Wiki Bug 526. ToME no longer enters an infinite loop when fighting in bare-hand combat sylte and bare-hand skill is < 1. - Wiki Bug 523. All types of recall check if the user really wants to leave a unique level. - Wiki Bug 506. ToME no longer crashes attempting to drop non-existant artifacts. - Wiki Bug 419. Use SKILL_BOULDER instead of SKILL_ARCHERY when throwing a boulder. - Wiki Bug 411. Black breath no longer gets 3 chances to happen. - Wiki Bug 394 and 393. Inertia Control autocasting can no longer cast a spell when antimagic field > 0 or when wielding a dark sword. - Wiki Bug 334. Companions are no longer saved in dungone save files. - Work around Mac OS 10.4.11 getlogin() bug - Neil - Wiki Bug 397. ToME no longer crashes on XP and Vista systems when viewing quests or other info from the knowledge menu. tome-2.3.11-ah/credits.txt000066400000000000000000000061271233503306200153310ustar00rootroot00000000000000Credit list(lots are still not present here, if you think you should drop me a line please) in no particular order: - Chris Weisiger , lots and lots of stuff, and mainly lots of vaults, a whole magic realm, some special levels, TANG - Ceilti , idea of weapons gaining xp, comments, ideas, lots of PernAngband related posts on rgra - Static Chaos , huge numbers of patches, ideas, ... - Improv , spelling/grammar fixes, ideas, safer_panics patch, some new monster and artifact descriptions, cmovie stuff, and lots of things - Mynstral, new towns and more - Kusunose Toru for LOTS of bugfixes - Akhronath for the ideas of the magic system, new realms and much more oh yeah the Nazguls :) - Jerome Wojcik for monster susceptibilities - Andreas Koch(akoch@rbg.informatik.tu-darmstadt.de) for the tiles, the graphic editor and surely more :) - Gob for the mac ports and a nasty bug fix - Iain McFall for bug fixes, auto squelch and more - Bablos for the amiga port - Arch for the windows port - Dawnmist for the new docs - Jonathan Ellis for the rework of the info files - Hansjoerg Malthaner for the Isometric engine - Pelpel for bugfixes and other mac things - Tom Le for the website hosting - Willam Tanksley for lots of useful comments, ideas and bitching ;) - Tom Demuyt for the unbeliever idea - Luc French for lots of ideas & code - Kieron for some patches - Runescrye for ra_info.txt and surely more :) - Fearof4s for lua patches, lua tutorial, quests and stuff. - Pav Lucistnik for some patches and hosting the CVS - Mef for the huge task of updating class and magic help documents for 2.x and lots and lots of other help updates! - Erik J Brown for some changes to help docs. - vrak (Per-Arne Holtmon Akoe) for magic.txt - Kat B for other help updates. - Chris Hadgis for Luck spoiler, lua *.pkg help docs, and other help docs. - lemming for skills.txt and stuff - Paladin Rithe (Brian Ronk) for birth.txt - John Gilmore for alchemy improvements patch - Massimiliano Marangio for lots and lots of help updates, typo corrections, bug fixes etc. - Neil Stevens for making stable releases - Jeff Epler for automatizer improvements, and certainly more in the future ;) - Scott Bigham for some cool patches - Magua(magua@speakeasy.net) who wrote the java applet to play cmovies online - Maylith for lots of help with the documentation, especially on the wiki - Furiosity for some missing item descriptions - SimonSorc for bugfixes - Greg Wooledge for still more bug fixes - Phillip Neiswanger for tons of bug fixes and mainly 2.3.5 and possibly 2.4.0 - All that I forgot in the list, hit me a bit then email me to get added - All the friendly people of the ToME mailing list - All the friendly people of #angband - TeCGraf for the Lua scripting language(www.lua.org) - Reuben Thomas for the lua bitlib - Waldemar Celes for tolua(automatic wrapper generator for lua, like swig, but this one actually works :) - J.R.R. Tolkien for the best fantasy ever ! tome-2.3.11-ah/lib/000077500000000000000000000000001233503306200136735ustar00rootroot00000000000000tome-2.3.11-ah/lib/CMakeLists.txt000066400000000000000000000004301233503306200164300ustar00rootroot00000000000000INSTALL(FILES module.lua DESTINATION ${DEFAULT_PATH} ) INSTALL(DIRECTORY apex cmov core data dngn edit file help info mods note pref save scpt user xtra DESTINATION ${DEFAULT_PATH} PATTERN "*.raw" EXCLUDE PATTERN "delete.me" EXCLUDE ) tome-2.3.11-ah/lib/apex/000077500000000000000000000000001233503306200146305ustar00rootroot00000000000000tome-2.3.11-ah/lib/apex/.cvsignore000066400000000000000000000000131233503306200166220ustar00rootroot00000000000000scores.raw tome-2.3.11-ah/lib/apex/delete.me000066400000000000000000000000011233503306200164040ustar00rootroot00000000000000atome-2.3.11-ah/lib/cmov/000077500000000000000000000000001233503306200146375ustar00rootroot00000000000000tome-2.3.11-ah/lib/cmov/delete.me000066400000000000000000000000011233503306200164130ustar00rootroot00000000000000atome-2.3.11-ah/lib/core/000077500000000000000000000000001233503306200146235ustar00rootroot00000000000000tome-2.3.11-ah/lib/core/auto.lua000066400000000000000000000532241233503306200163040ustar00rootroot00000000000000-- This file is the core of the Automatizer -- Please do not touch unless you know what you are doing __rules = {} __rules_max = 0 rule_aux = {} -- Rule apply function, does .. nothing function auto_nothing(obj, item) return end function auto_inscribe(obj, item, note) if obj.note ~= 0 then return end msg_print("") obj.note = quark_add(note) return TRUE end -- Rule apply function, pickup object function auto_pickup(obj, item) if item >= 0 then return end if inven_carry_okay(obj) == FALSE then return end msg_print("") object_pickup(-item) return TRUE end -- Rule apply function, destroy item function auto_destroy(obj, item) -- be carefull to what we can destroy -- Unaware things won't be destroyed. if is_aware(obj) == FALSE then return end -- Inscribed things won't be destroyed! if obj.note ~= 0 then return end -- Keep Artifacts -- they cannot be destroyed anyway if is_artifact(obj) == TRUE then return end -- Cannot destroy CURSE_NO_DROP objects local f1, f2, f3, f4, f5, esp = object_flags(obj); if band(f4, TR4_CURSE_NO_DROP) ~= 0 and band(obj.ident, IDENT_CURSED) then return end msg_print("") -- Eliminate the item (from the pack) if item >= 0 then inven_item_increase(item, -obj.number) inven_item_describe(item) inven_item_optimize(item) -- Eliminate the item (from the floor) else floor_item_increase(0 - item, -obj.number) floor_item_describe(0 - item) floor_item_optimize(0 - item) end return TRUE end -- Report the status of an object function object_status(obj) local sense = { [SENSE_CURSED] = "bad", [SENSE_WORTHLESS] = "very bad", [SENSE_AVERAGE] = "average", [SENSE_GOOD_LIGHT] = "good", [SENSE_GOOD_HEAVY] = "good", [SENSE_EXCELLENT] = "very good", [SENSE_SPECIAL] = "special", [SENSE_TERRIBLE] = "terrible", } if is_known(obj) == FALSE then if sense[obj.sense] then return sense[obj.sense] else return "" end else if nil then -- test local osense = -1 local type = select_sense(obj, TRUE, TRUE) if type == 1 then osense = value_check_aux1(obj) elseif type == 2 then osense = value_check_aux1_magic(obj) end print("type : "..type) if sense[osense] then print("sense: "..sense[osense]) return sense[osense] else print("sense: ") return "" end else -- the real one local slot = wield_slot_ideal(obj, TRUE) -- Arts items if is_artifact(obj) == TRUE then if band(obj.ident, IDENT_CURSED) == 0 then return "special" else return "terrible" end -- Ego items elseif (obj.name2 > 0 or obj.name2b > 0) then if band(obj.ident, IDENT_CURSED) == 0 then return "very good" else return "very bad" end -- weapon elseif (slot == INVEN_WIELD) or (slot == INVEN_BOW) or (slot == INVEN_AMMO) or (slot == INVEN_TOOL) then if obj.to_h + obj.to_d < 0 then return "bad" elseif obj.to_h + obj.to_d > 0 then return "good" else return "average" end -- armor elseif (slot >= INVEN_BODY) and (slot <= INVEN_FEET) then if obj.to_a < 0 then return "bad" elseif obj.to_a > 0 then return "good" else return "average" end -- ring elseif slot == INVEN_RING then if (obj.to_d + obj.to_h < 0) or (obj.to_a < 0) or (obj.pval < 0) then return "bad" else return "average" end -- amulet elseif slot == INVEN_NECK then if (obj.pval < 0) then return "bad" else return "average" end -- chests elseif obj.tval == TV_CHEST then if obj.pval == 0 then return "empty" elseif obj.pval < 0 then return "disarmed" else return "average" end else return "average" end end end end -- Recursive function to generate a rule function tree function gen_rule_fct(r) -- It is a test rule (or, and, ...) if r.label == "and" or r.label == "or" then local i local fct_tbl = {} for i = 1, getn(r) do if r[i].label ~= "comment" then tinsert(fct_tbl, gen_rule_fct(r[i])) end end if r.label == "and" then return function(object) local fcts = %fct_tbl local i for i = 1, getn(fcts) do if not fcts[i](object) then return end end return TRUE end elseif r.label == "or" then return function(object) local fcts = %fct_tbl local i for i = 1, getn(fcts) do if fcts[i](object) then return TRUE end end end end -- It is a condition rule (name, type, level, ...) else if r.label == "not" then local f if not r[1] then f = function (object) return TRUE end else f = gen_rule_fct(r[1]) end return function(object) return not %f(object) end elseif r.label == "inventory" then local f if not r[1] then f = function(object) return end else f = gen_rule_fct(r[1]) end return function(object) local i = 0 while i < INVEN_WIELD do if %f(player.inventory(i)) then return TRUE end i = i + 1 end end elseif r.label == "equipment" then local f if not r[1] then f = function(object) return end else f = gen_rule_fct(r[1]) end return function(object) local i = INVEN_WIELD while i < INVEN_TOTAL do if %f(player.inventory(i)) then return TRUE end i = i + 1 end end elseif r.label == "name" then return function(object) if strlower(object_desc(object, -1, 0)) == strlower(%r[1]) then return TRUE end end elseif r.label == "contain" then return function(object) if strfind(strlower(object_desc(object, -1, 0)), strlower(%r[1])) then return TRUE end end elseif r.label == "symbol" then return function(object) if strchar(get_kind(object).d_char) == %r[1] then return TRUE end end elseif r.label == "inscribed" then return function(object) if object.note ~= 0 and strfind(strlower(quark_str(object.note)), strlower(%r[1])) then return TRUE end end elseif r.label == "discount" then local d1 = r.args.min local d2 = r.args.max if tonumber(d1) == nil then d1 = getglobal(d1) else d1 = tonumber(d1) end if tonumber(d2) == nil then d2 = getglobal(d2) else d2 = tonumber(d2) end return function(object) if is_aware(object) == TRUE and object.discount >= %d1 and object.discount <= %d2 then return TRUE end end elseif r.label == "tval" then local tv = r[1] if tonumber(tv) == nil then tv = getglobal(tv) else tv = tonumber(tv) end return function(object) if object.tval == %tv then return TRUE end end elseif r.label == "sval" then assert(r.args.min and r.args.max, "sval rule lacks min or max") local sv1 = r.args.min local sv2 = r.args.max if tonumber(sv1) == nil then sv1 = getglobal(sv1) else sv1 = tonumber(sv1) end if tonumber(sv2) == nil then sv2 = getglobal(sv2) else sv2 = tonumber(sv2) end return function(object) if is_aware(object) == TRUE and object.sval >= %sv1 and object.sval <= %sv2 then return TRUE end end elseif r.label == "status" then return function(object) if object_status(object) == strlower(%r[1]) then return TRUE end end elseif r.label == "state" then if r[1] == "identified" then return function(object) if is_known(object) == TRUE then return TRUE end end else return function(object) if is_known(object) == FALSE then return TRUE end end end elseif r.label == "race" then return function(object) if strlower(get_race_name()) == strlower(%r[1]) then return TRUE end end elseif r.label == "subrace" then return function(object) if strlower(get_subrace_name()) == strlower(%r[1]) then return TRUE end end elseif r.label == "class" then return function(object) if strlower(get_class_name()) == strlower(%r[1]) then return TRUE end end elseif r.label == "level" then assert(r.args.min and r.args.max, "level rule lacks min or max") return function(object) if player.lev >= tonumber(%r.args.min) and player.lev <= tonumber(%r.args.max) then return TRUE end end elseif r.label == "skill" then assert(r.args.min and r.args.max, "skill rule lacks min or max") local s = find_skill_i(r[1]) assert(s ~= -1, "no skill "..r[1]) return function(object) if get_skill(%s) >= tonumber(%r.args.min) and get_skill(%s) <= tonumber(%r.args.max) then return TRUE end end elseif r.label == "ability" then local s = find_ability(r[1]) assert(s ~= -1, "no ability "..r[1]) return function(object) if has_ability(%s) == TRUE then return TRUE end end end end end function auto_inscribe_maker(inscription) return function(...) arg.n = arg.n + 1 arg[getn(arg)] = %inscription return call(auto_inscribe, arg) end end -- Generate a rule from a table function gen_full_rule(t) -- only honor rules for this module if not t.args.module then t.args.module = "ToME" end if not ((t.args.module == "all") or (t.args.module == game_module)) then return function() end end -- Check for which action to do local apply_fct = auto_nothing if t.args.type == "destroy" then apply_fct = auto_destroy elseif t.args.type == "pickup" then apply_fct = auto_pickup elseif t.args.type == "inscribe" then apply_fct = auto_inscribe_maker(t.args.inscription) end -- create the function tree local rf if t[1] then rf = gen_rule_fct(t[1]) else rf = function (object) end end -- create the final function return function(...) local rf = %rf if rf(arg[1]) then if call(%apply_fct, arg) == TRUE then return TRUE end end end end -- Create a function that checks for the rules(passed in xml form) function add_ruleset(s) local tbl = xml:collect(s) local i -- Add all rules for i = 1, getn(tbl) do local t = tbl[i] if t.label == "rule" then -- Create the function tree local fct = gen_full_rule(t) -- Create the test function __rules[__rules_max] = { ["table"] = t, ["fct"] = fct } __rules_max = __rules_max + 1 end end end -- Apply the current rules to an object -- call with at least (object, idx) function apply_rules(...) local i for i = 0, __rules_max - 1 do if call(__rules[i].fct, arg) then return TRUE end end return FALSE end -- Clear the current rules function clean_ruleset() __rules_max = 0 __rules = {} end ------ helper fonctions for the GUI auto_aux = {} auto_aux.stack = { n = 0 } auto_aux.idx = 1 auto_aux.rule = 1 function auto_aux:go_right() if auto_aux.rule[1] and type(auto_aux.rule[1]) == "table" then tinsert(auto_aux.stack, auto_aux.idx) tinsert(auto_aux.stack, auto_aux.rule) auto_aux.rule = auto_aux.rule[1] auto_aux.idx = 1 end end function auto_aux:go_left(sel) local n = getn(auto_aux.stack) if n > 0 then auto_aux.idx = auto_aux.stack[n - 1] auto_aux.rule = auto_aux.stack[n] tremove(auto_aux.stack) tremove(auto_aux.stack) end end function auto_aux:go_down() if getn(auto_aux.stack) > 1 then if auto_aux.stack[getn(auto_aux.stack)][auto_aux.idx + 1] then auto_aux.idx = auto_aux.idx + 1 auto_aux.rule = auto_aux.stack[getn(auto_aux.stack)][auto_aux.idx] end end end function auto_aux:go_up() if getn(auto_aux.stack) > 1 then if auto_aux.stack[getn(auto_aux.stack)][auto_aux.idx - 1] then auto_aux.idx = auto_aux.idx - 1 auto_aux.rule = auto_aux.stack[getn(auto_aux.stack)][auto_aux.idx] end end end function auto_aux:scroll_up() xml.write_off_y = xml.write_off_y - 1 end function auto_aux:scroll_down() xml.write_off_y = xml.write_off_y + 1 end function auto_aux:scroll_left() xml.write_off_x = xml.write_off_x + 1 end function auto_aux:scroll_right() xml.write_off_x = xml.write_off_x - 1 end function auto_aux:adjust_current(sel) if __rules_max == 0 then return end xml.write_off_y = 0 xml.write_off_x = 0 auto_aux.idx = 1 auto_aux.stack = { n = 0 } auto_aux.rule = __rules[sel].table end function auto_aux:move_up(sel) if sel > 0 then local u = __rules[sel - 1] local d = __rules[sel] __rules[sel - 1] = d __rules[sel] = u return sel - 1 end return sel end function auto_aux:move_down(sel) if sel < __rules_max - 1 then local u = __rules[sel] local d = __rules[sel + 1] __rules[sel + 1] = u __rules[sel] = d return sel + 1 end return sel end function auto_aux:new_rule(sel, nam, typ, arg) local r -- nam can also directly be the table itself if type(nam) == "table" then r = { ["table"] = nam, ["fct"] = function (object) end } elseif typ == "inscribe" then if arg == "" then arg = input_box("Inscription?", 79) end r = { ["table"] = { label = "rule", args = { name = nam, type = typ, inscription = arg, module = game_module }, }, ["fct"] = function (object) end } else r = { ["table"] = { label = "rule", args = { name = nam, type = typ, module = game_module }, }, ["fct"] = function (object) end } end tinsert(__rules, sel, r) __rules_max = __rules_max + 1 end function auto_aux:rename_rule(sel, nam) if sel >= 0 and sel < __rules_max then __rules[sel].table.args.name = nam end end function auto_aux:save_ruleset() xml.write = xml.write_file print_hook("clean_ruleset()\nadd_ruleset\n[[\n") local i for i = 0, __rules_max - 1 do xml:print_xml(__rules[i].table, '') end print_hook("]]\n") xml.write = xml.write_screen end function auto_aux:del_self(sel) if auto_aux.rule.label == "rule" then tremove(__rules, sel) __rules_max = __rules_max - 1 return sel - 1 else local idx = auto_aux.idx auto_aux:go_left(sel) tremove(auto_aux.rule, idx) return sel end end auto_aux.types_desc = { ["and"] = { "Check is true if all rules within it are true", xml:collect([[.........]]), function () return xml:collect("") end, }, ["or"] = { "Check is true if at least one rule within it is true", xml:collect([[.........]]), function () return xml:collect("") end, }, ["not"] = { "Invert the result of its child rule", xml:collect([[...]]), function () return xml:collect("") end, }, ["comment"] = { "Comments are meaningless", xml:collect([[Comment explaining something]]), function () local n = input_box("Comment?", 79) if n == "" then return end return xml:collect(""..n.."") end, }, ["name"] = { "Check is true if object name matches name", xml:collect([[potion of healing]]), function () local n = input_box("Object name to match?", 79) if n == "" then return end return xml:collect(""..n.."") end, }, ["contain"] = { "Check is true if object name contains word", xml:collect([[healing]]), function () local n = input_box("Word to find in object name?", 79) if n == "" then return end return xml:collect(""..n.."") end, }, ["inscribed"] = { "Check is true if object inscription contains word", xml:collect([[=g]]), function () local n = input_box("Word to find in object inscription?", 79) if n == "" then return end return xml:collect(""..n.."") end, }, ["discount"] = { "Check is true if object discount is between 2 values", xml:collect([[]]), function () local s = "" return xml:collect(s) end, }, ["symbol"] = { "Check is true if object symbol is ok", xml:collect([[!]]), function () local n = input_box("Symbol to match?", 1) if n == "" then return end return xml:collect(""..n.."") end, }, ["status"] = { "Check is true if object status is ok", xml:collect([[good]]), function () local n = msg_box("[t]errible, [v]ery bad, [b]ad, [a]verage, [G]ood, [V]ery good, [S]pecial?") local t = { ["t"] = "terrible", ["v"] = "very bad", ["b"] = "bad", ["a"] = "average", ["G"] = "good", ["V"] = "very good", ["S"] = "special", } if not t[strchar(n)] then return end return xml:collect(""..t[strchar(n)].."") end, }, ["state"] = { "Check is true if object is identified/unidentified", xml:collect([[identified]]), function () local n = msg_box("[i]dentified, [n]on identified?") local t = { ["i"] = "identified", ["n"] = "not identified", } if not t[strchar(n)] then return end return xml:collect(""..t[strchar(n)].."") end, }, ["tval"] = { "Check is true if object tval(from k_info.txt) is ok", xml:collect([[55]]), function () local n = input_box("Tval to match?", 79) if n == "" then return end return xml:collect(""..n.."") end, }, ["sval"] = { { "Check is true if object sval(from k_info.txt) is between", "2 values", }, xml:collect([[]]), function () local s = "" return xml:collect(s) end, }, ["race"] = { "Check is true if player race is ok", xml:collect([[dunadan]]), function () local n = input_box("Player race to match?", 79) if n == "" then return end return xml:collect(""..n.."") end, }, ["subrace"] = { "Check is true if player subrace is ok", xml:collect([[vampire]]), function () local n = input_box("Player subrace to match?", 79) if n == "" then return end return xml:collect(""..n.."") end, }, ["class"] = { "Check is true if player class is ok", xml:collect([[sorceror]]), function () local n = input_box("Player class to match?", 79) if n == "" then return end return xml:collect(""..n.."") end, }, ["level"] = { "Check is true if player level is between 2 values", xml:collect([[]]), function () local s = "" return xml:collect(s) end, }, ["skill"] = { "Check is true if player skill level is between 2 values", xml:collect([[Divination]]), function () local s = "" n = input_box("Skill name?", 79) if n == "" then return end if find_skill_i(n) == -1 then return end s = s..n.."" return xml:collect(s) end, }, ["ability"] = { "Check is true if player has the ability", xml:collect([[Ammo creation]]), function() local n = input_box("Ability name?", 79) if n == "" then return end if find_ability(n) == -1 then return end return xml:collect(""..n.."") end, }, ["inventory"] = { { "Check is true if something in player's inventory matches", "the contained rule", }, xml:collect([[...]]), function () return xml:collect("") end, }, ["equipment"] = { { "Check is true if something in player's equipment matches", "the contained rule", }, xml:collect([[...]]), function () return xml:collect("") end, }, } function auto_aux:display_desc(sel) local d = auto_aux.types_desc[sel][1] if type(d) == "string" then c_prt(TERM_WHITE, d, 1, 17) else local k, e, i i = 0 for k, e in d do c_prt(TERM_WHITE, e, 1 + i, 17) i = i + 1 end end end function auto_aux:add_child(sel) -- and contain only one match if (auto_aux.rule.label == "rule" or auto_aux.rule.label == "not") and auto_aux.rule[1] then return end if (auto_aux.rule.label == "rule" or auto_aux.rule.label == "equipment") and auto_aux.rule[1] then return end if (auto_aux.rule.label == "rule" or auto_aux.rule.label == "inventory") and auto_aux.rule[1] then return end -- Only and can contain if auto_aux.rule.label ~= "rule" and auto_aux.rule.label ~= "and" and auto_aux.rule.label ~= "or" and auto_aux.rule.label ~= "not" and auto_aux.rule.label ~= "equipment" and auto_aux.rule.label ~= "inventory" then return end -- get it local r = auto_aux.types_desc[sel][3]() if not r then return end -- Ok add it tinsert(auto_aux.rule, r[1]) end function auto_aux.regen_ruleset() local i for i = 0, __rules_max - 1 do __rules[i].fct = gen_full_rule(__rules[i].table) end end -- Easily add new rules function easy_add_rule(typ, mode, do_status, obj) local detect_rule if mode == "tval" then detect_rule = ""..obj.tval.."" elseif mode == "tsval" then detect_rule = ""..obj.tval.."" elseif mode == "name" then detect_rule = ""..strlower(object_desc(obj, -1, 0)).."" end if do_status == TRUE then local status = object_status(obj) if status and not (status == "") then detect_rule = ""..detect_rule..""..status.."" end end local rule = ""..detect_rule.."" auto_aux:new_rule(0, xml:collect(rule)[1], '') auto_aux.regen_ruleset() msg_print("Rule added. Please go to the Automatizer screen (press = then T)") msg_print("to save the modified ruleset.") end tome-2.3.11-ah/lib/core/building.lua000066400000000000000000000005751233503306200171320ustar00rootroot00000000000000__building_actions = {} function add_building_action(a) assert(a.index, "No building action index") assert(a.action, "No building action action") __building_actions[a.index] = a.action end function __bact_activate(bact) if __building_actions[bact] then return __building_actions[bact]() end end add_hook_script(HOOK_BUILDING_ACTION, "__bact_activate", "__bact_activate") tome-2.3.11-ah/lib/core/crpt_aux.lua000066400000000000000000000104201233503306200171500ustar00rootroot00000000000000-- Core functions for corruptions __corruptions = {} __corruptions_max = 0 __corruptions_callbacks_max = 0 -- Get the corruption function player.corruption(c, set) if set then player.corruptions_aux[c + 1] = set player.redraw = bor(player.redraw, PR_BASIC) player.update = bor(player.update, PU_BONUS, PU_TORCH, PU_BODY, PU_POWERS) if (set == TRUE) and (__corruptions[c].gain) then __corruptions[c].gain() end if (set == FALSE) and (__corruptions[c].lose) then __corruptions[c].lose() end else return player.corruptions_aux[c + 1] end end -- Test if we have that corruption -- We must: -- 1) have it or be willing to get it -- 2) have all its dependancies -- 3) have none of its opposing corruptions -- 4) pass the possible tests function test_depend_corrupt(corrupt, can_gain) local i, c if not can_gain then can_gain = FALSE end if can_gain == TRUE then if (player.corruption(corrupt) ~= FALSE) then return FALSE end else if (player.corruption(corrupt) ~= TRUE) then return FALSE end end for c, i in __corruptions[corrupt].depends do if test_depend_corrupt(c) ~= TRUE then return FALSE end end for c, i in __corruptions[corrupt].oppose do if test_depend_corrupt(c) ~= FALSE then return FALSE end end -- are we even allowed to get it? if __corruptions[corrupt].can_gain and (not __corruptions[corrupt].can_gain()) then return FALSE end return TRUE end -- Gain a new corruption function gain_corruption(group) local i, max local pos = {} -- Get the list of all possible ones max = 0 for i = 0, __corruptions_max - 1 do if __corruptions[i].group == group and test_depend_corrupt(i, TRUE) == TRUE and __corruptions[i].random == TRUE and __corruptions[i].allow() then pos[max] = i max = max + 1 end end -- Ok now get one of them if (max > 0) then local ret = rand_int(max) player.corruption(pos[ret], TRUE) cmsg_print(TERM_L_RED, __corruptions[pos[ret]].get_text) return pos[ret] else return -1 end end -- Lose an existing corruption function lose_corruption() local i, max local pos = {} -- Get the list of all possible ones max = 0 for i = 0, __corruptions_max - 1 do if test_depend_corrupt(i) == TRUE and __corruptions[i].removable == TRUE then pos[max] = i max = max + 1 end end -- Ok now get one of them if (max > 0) then local ret = rand_int(max) player.corruption(pos[ret], FALSE) cmsg_print(TERM_L_RED, __corruptions[pos[ret]].lose_text) -- Ok now lets see if it broke some dependancies for i = 0, max - 1 do if player.corruption(pos[i]) ~= test_depend_corrupt(pos[i]) then player.corruption(pos[i], FALSE) cmsg_print(TERM_L_RED, __corruptions[pos[i]].lose_text) end end return pos[ret] else return -1 end end -- Lose all corruptions (for e.g. Potion of New Life) function lose_all_corruptions() local i; for i = 0, __corruptions_max - 1 do lose_corruption() end return -1 end -- Creates a new corruption function add_corruption(c) assert(c.color, "No corruption color") assert(c.name, "No corruption name") assert(c.get_text, "No corruption get_text") assert(c.lose_text, "No corruption lose_text") assert(c.desc, "No corruption desc") assert(c.hooks, "Nothing to do for corruption") if not c.random then c.random = TRUE end if not c.removable then c.removable = TRUE end if not c.allow then c.allow = function() return not nil end end if c.depends == nil then c.depends = {} end if c.oppose == nil then c.oppose = {} end -- We must make sure the other ones opposes too local o, i for o, i in c.oppose do __corruptions[o].oppose[__corruptions_max] = TRUE end local index, h for index, h in c.hooks do add_hook_script(index, "__lua__corrupt_callback"..__corruptions_callbacks_max, "__lua__corrupt_callback"..__corruptions_callbacks_max) setglobal("__lua__corrupt_callback"..__corruptions_callbacks_max, function (...) if test_depend_corrupt(%__corruptions_max) == TRUE then return call(%h, arg) end end ) __corruptions_callbacks_max = __corruptions_callbacks_max + 1 end if type(c.desc) == "table" then local new_desc = "" for index, h in c.desc do new_desc = new_desc..h.."\n" end c.desc = new_desc end __corruptions[__corruptions_max] = c __corruptions_max = __corruptions_max + 1 return (__corruptions_max - 1) end tome-2.3.11-ah/lib/core/dungeon.lua000066400000000000000000000021471233503306200167710ustar00rootroot00000000000000-- Internal lua file in charge of dungeon stuff function place_dungeon(y, x, d_idx) if d_idx then wild_map(y, x).entrance = 1000 + d_idx else wild_map(y, x).entrance = 0 end end function dungeon(d_idx) return d_info[1 + d_idx] end function wild_feat(wild) return wf_info[1 + wild.feat] end function explode_dir(dir) return ddy[dir + 1], ddx[dir + 1] end function rotate_dir(dir, mov) if mov > 0 then if dir == 7 then dir = 8 elseif dir == 8 then dir = 9 elseif dir == 9 then dir = 6 elseif dir == 6 then dir = 3 elseif dir == 3 then dir = 2 elseif dir == 2 then dir = 1 elseif dir == 1 then dir = 4 elseif dir == 4 then dir = 7 end elseif mov < 0 then if dir == 7 then dir = 4 elseif dir == 4 then dir = 1 elseif dir == 1 then dir = 2 elseif dir == 2 then dir = 3 elseif dir == 3 then dir = 6 elseif dir == 6 then dir = 9 elseif dir == 9 then dir = 8 elseif dir == 8 then dir = 7 end end return dir end -- Place a trap for a specific level function place_trap(y, x, level) local old_dun = dun_level dun_level = level %place_trap(y, x) dun_level = old_dun end tome-2.3.11-ah/lib/core/gen_idx.lua000066400000000000000000000123301233503306200167420ustar00rootroot00000000000000-- Place here the list of files to parse files = { "birth.txt", "experien.hlp", "gods.txt", "explore.hlp", "newbie.hlp", "advanced.hlp", "help.hlp", "general.txt", "whattome.txt", "dungeon.txt", "spoiler.hlp", "g_melkor.txt", "skills.txt", "c_bard.txt", "c_druid.txt", "c_lorema.txt", "c_mage.txt", "c_mimic.txt", "c_mindcr.txt", "c_monk.txt", "c_palad.txt", "c_posses.txt", "c_pr_drk.txt", "c_pr_eru.txt", "c_pr_man.txt", "c_symbia.txt", "c_alchem.txt", "c_archer.txt", "c_assass.txt", "c_axemas.txt", "c_demono.txt", "c_geoman.txt", "c_hafted.txt", "c_necro.txt", "c_polear.txt", "c_ranger.txt", "c_rogue.txt", "c_runecr.txt", "c_sorcer.txt", "c_swordm.txt", "c_thaum.txt", "c_unbel.txt", "c_warper.txt", "c_warrio.txt", "m_meta.txt", "rm_skel.txt", "rm_zomb.txt", "luckspoi.txt", "m_air.txt", "dunspoil.txt", "g_eru.txt", "g_manwe.txt", "g_tulkas.txt", "m_divin.txt", "m_mimic.txt", "m_water.txt", "magic.txt", "r_drkelf.txt", "r_dwarf.txt", "r_elf.txt", "r_hielf.txt", "r_hobbit.txt", "r_pettyd.txt", "r_wodelf.txt", "rm_spec.txt", "tome_faq.txt", "ability.txt", "automat.txt", "c_summon.txt", "command.txt", "corspoil.txt", "debug.txt", "m_music.txt", "rm_barb.txt", "macrofaq.txt", "m_necrom.txt", "m_mindcr.txt", "m_symbio.txt", "m_thaum.txt", "magic.hlp", "m_convey.txt", "m_fire.txt", "m_mana.txt", "m_mind.txt", "m_nature.txt", "m_tempo.txt", "m_udun.txt", "m_geoman.txt", "essences.txt", "r_ent.txt", "g_yavann.txt", "defines.txt", "rm_vamp.txt", "inscrip.txt", "m_earth.txt", "option.txt", "attack.txt", "version.txt", "m_demono.txt", "r_beorn.txt", "r_deathm.txt", "r_rohank.txt", "r_hafogr.txt", "r_human.txt", "r_kobold.txt", "r_maia.txt", "r_orc.txt", "r_thlord.txt", "r_troll.txt", "r_yeek.txt", "rm_class.txt", "rm_herm.txt", "rm_lsoul.txt", "wishing.txt", "c_priest.txt", "fatespoi.txt", "gambling.txt", "r_dunad.txt", "r_gnome.txt", "r_hafelf.txt", "c_merch.txt", "spoil_faq.txt", } out_file = "index.txt" index = {} function parse_file(file) local fff = openfile(path_build(ANGBAND_DIR_HELP, file), "r") local line line = read(fff, "*l") while line do local i, j, anchor, name, subname = strfind(line, "~~~~~(%d+)|([%d%a -]+)|([%d%a -]+)") if not i then i, j, anchor, name = strfind(line, "~~~~~(%d+)|([%d%a -]+)") subname = nil end if i then if not index[name] then index[name] = {} end if subname then tinsert(index[name], { __name__ = subname, __file__ = file, __anchor__ = anchor}) else tinsert(index[name], { __name__ = "__primary__", __file__ = file, __anchor__ = anchor}) end end line = read(fff, "*l") end closefile(fff) end function sort_fct(a, b) local i, len a = a.__name__ b = b.__name__ if strlen(a) > strlen(b) then len = strlen(b) else len = strlen(a) end for i = 1, len do local ac = strbyte(a, i) local bc = strbyte(b, i) if ac < bc then return not nil elseif ac > bc then return nil end end if strlen(a) > strlen(b) then return nil else return not nil end end function generate_index() local k, e, index_list for _, e in files do parse_file(e) end index_list = {} for k, e in index do -- Ok either my sort function or lua sort function sucks ass .. sort(e, sort_fct) sort(e, sort_fct) sort(e, sort_fct) sort(e, sort_fct) sort(e, sort_fct) tinsert(index_list, {__name__= k, __table__ = e}) end -- Ok either my sort function or lua sort function sucks ass .. sort(index_list, sort_fct) sort(index_list, sort_fct) sort(index_list, sort_fct) sort(index_list, sort_fct) sort(index_list, sort_fct) index = index_list end function out_link(fff, space, name, file, anchor) write(fff, space.."*****"..file.."*"..anchor.."["..name.."]\n") end function print_index() local i, j, c, new_c local fff = openfile(path_build(ANGBAND_DIR_HELP, out_file), "w") write(fff, [[|||||oy #####R /----------------------------------------\ #####R < Help Index > #####R \----------------------------------------/ This is the index of everything in the T.o.M.E. documentation. #####BHit a letter key to jump to the entries for that letter. Some entries in the index link to the same place as other entries. This is intentional, so that the information you want is easy to find. Don't forget you can browse the help from the *****help.hlp*02[Main menu]. #####sSpotted a problem with the help files, or some content thats missing? #####sContact fearoffours@t-o-m-e.net . ]]) c = ' ' for i = 1, getn(index) do new_c = strbyte(index[i].__name__, 1) if c ~= new_c then c = new_c write(fff, "~~~~~"..c.."\n") write(fff, "*****/"..strchar(c)..out_file.."*"..c.."["..strchar(c).."]\n") end for j = 1, getn(index[i].__table__) do if index[i].__table__[j].__name__ == "__primary__" then out_link(fff, " ", index[i].__name__, index[i].__table__[j].__file__, index[i].__table__[j].__anchor__) end end for j = 1, getn(index[i].__table__) do if index[i].__table__[j].__name__ ~= "__primary__" then out_link(fff, " ", index[i].__table__[j].__name__, index[i].__table__[j].__file__, index[i].__table__[j].__anchor__) end end end closefile(fff) end generate_index() print_index() tome-2.3.11-ah/lib/core/gods.lua000066400000000000000000000014521233503306200162640ustar00rootroot00000000000000-- Gods helper files -- Gods structs __gods_hook = {} __gods_callbacks = {} __gods_callbacks_max = 0 function add_god(q) local i, index, d, z, qq assert(q.name, "No god name") assert(q.desc, "No god desc") assert(q.hooks, "No god hooks") i = add_new_gods(q.name); z = 0 for index, d in q.desc do desc_god(i, z, d); z = z + 1 end __gods_hook[i] = q.hooks for index, d in q.hooks do add_hook_script(index, "__lua__gods_callback"..__gods_callbacks_max, "__lua__gods_callback"..__gods_callbacks_max) setglobal("__lua__gods_callback"..__gods_callbacks_max, d) __gods_callbacks_max = __gods_callbacks_max + 1 end if q.data then for index, d in q.data do -- Besure it exists setglobal(index, d) -- Make it save & load add_loadsave(index, d) end end return i end tome-2.3.11-ah/lib/core/help.lua000066400000000000000000000067631233503306200162720ustar00rootroot00000000000000-- Ingame contextual help -- We use our own hook list as to not overburn the hook proccessor -- with many hooks that would slow down things -- It would be very meaningless if the option is not even on __ingame_hooks = {} __ingame_help_max = 0 function ingame_help(t, ...) -- This function can also be used to call the callbacks if type(t) == "string" then local f = getglobal("__ingame_help_fct_"..t) call(f, arg) return end assert(t.desc or t.fct, "no ingame help desc/fct") assert(t.hook or t.callback, "no ingame help hook/callback") if t.hook then assert(t.event, "no ingame hepl event needed by hook") end -- Set it to only trigger once setglobal("__ingame_help_activated_"..__ingame_help_max, FALSE) -- Save/load it add_loadsave("__ingame_help_activated_"..__ingame_help_max, FALSE) if t.hook then -- If the hok list didnt exist yet, add it if not __ingame_hooks[t.hook] then -- Set it to empty, we'll fill it later __ingame_hooks[t.hook] = {} -- Add the global hook add_hooks { [t.hook] = function (...) if option_ingame_help ~= TRUE then return end local k, e for k, e in __ingame_hooks[%t.hook] do if k ~= "n" then call(e, arg) end end end } end if t.desc then tinsert(__ingame_hooks[t.hook], function (...) local tbl = %t if getglobal("__ingame_help_activated_"..%__ingame_help_max) == FALSE then if call(tbl.event, arg) == TRUE then local k, e for k, e in tbl.desc do msg_print(TERM_YELLOW, e) end setglobal("__ingame_help_activated_"..%__ingame_help_max, TRUE) end end end ) elseif t.fct then tinsert(__ingame_hooks[t.hook], function (...) local tbl = %t if getglobal("__ingame_help_activated_"..%__ingame_help_max) == FALSE then if call(tbl.event, arg) == TRUE then if tbl.fct() == TRUE then setglobal("__ingame_help_activated_"..%__ingame_help_max, TRUE) end end end end ) end else local no_test = FALSE if t.no_test == TRUE then no_test = TRUE end if t.desc then setglobal ( "__ingame_help_fct_"..(t.callback), function (...) local tbl = %t if ((option_ingame_help == TRUE) or (%no_test == TRUE)) and (getglobal("__ingame_help_activated_"..%__ingame_help_max) == FALSE) then local k, e for k, e in tbl.desc do msg_print(TERM_YELLOW, e) end setglobal("__ingame_help_activated_"..%__ingame_help_max, TRUE) end end ) elseif t.fct then setglobal ( "__ingame_help_fct_"..(t.callback), function (...) local tbl = %t if ((option_ingame_help == TRUE) or (%no_test == TRUE)) and (getglobal("__ingame_help_activated_"..%__ingame_help_max) == FALSE) then if call(tbl.fct, arg) == TRUE then setglobal("__ingame_help_activated_"..%__ingame_help_max, TRUE) end end end ) end end __ingame_help_max = __ingame_help_max + 1 end -- Clean up the ingame help seen at birth add_hooks { [HOOK_BIRTH_OBJECTS] = function() local i for i = 0, __ingame_help_max - 1 do setglobal("__ingame_help_activated_"..i, FALSE) end end } function ingame_clean() local i for i = 0, __ingame_help_max - 1 do setglobal("__ingame_help_activated_"..i, FALSE) end end -- helper function, brings up a doc function ingame_help_doc(name, anchor) -- Save screen screen_save(); -- Peruse the help file if not anchor then anchor = 0 end show_file(name, 0, -anchor, 0) -- Load screen screen_load() end tome-2.3.11-ah/lib/core/init.lua000066400000000000000000000054751233503306200163040ustar00rootroot00000000000000-- -- This file is loaded at the initialisation of ToME -- Load the system functions -- -- Name of globals to save tome_dofile_anywhere(ANGBAND_DIR_CORE, "load.lua") -- Very thin xml parser(49 lines ;) tome_dofile_anywhere(ANGBAND_DIR_CORE, "xml.lua") -- various vital helper code tome_dofile_anywhere(ANGBAND_DIR_CORE, "util.lua") tome_dofile_anywhere(ANGBAND_DIR_CORE, "player.lua") tome_dofile_anywhere(ANGBAND_DIR_CORE, "objects.lua") tome_dofile_anywhere(ANGBAND_DIR_CORE, "monsters.lua") tome_dofile_anywhere(ANGBAND_DIR_CORE, "building.lua") tome_dofile_anywhere(ANGBAND_DIR_CORE, "dungeon.lua") tome_dofile_anywhere(ANGBAND_DIR_CORE, "s_aux.lua") tome_dofile_anywhere(ANGBAND_DIR_CORE, "crpt_aux.lua") tome_dofile_anywhere(ANGBAND_DIR_CORE, "mimc_aux.lua") tome_dofile_anywhere(ANGBAND_DIR_CORE, "quests.lua") tome_dofile_anywhere(ANGBAND_DIR_CORE, "gods.lua") -- Load the ingame contextual help tome_dofile_anywhere(ANGBAND_DIR_CORE, "help.lua") -- let the store specific stuff happen! tome_dofile_anywhere(ANGBAND_DIR_CORE, "stores.lua") -------------------------------------------------------------- -------------------------------------------------------------- -------------------------------------------------------------- -------------Here we load the non vital scripts--------------- -----------------------from lib/scpt-------------------------- -------------------------------------------------------------- -------------------------------------------------------------- tome_dofile("init.lua") -- The dofile functions for each patch patch_dofile = {} -- Now load patches function load_patches() scansubdir(ANGBAND_DIR_PATCH) for i = 0, scansubdir_max - 1 do if (scansubdir_result[i + 1] ~= ".") and (scansubdir_result[i + 1] ~= "..") then local dir = path_build(ANGBAND_DIR_PATCH, scansubdir_result[i + 1]) local file = path_build(dir, "patch.lua") if file_exist(file) == TRUE then patch_init = nil tome_dofile_anywhere(dir, "patch.lua", TRUE) unset_safe_globals() if patch_init == nil then set_safe_globals() quit("Patch in "..file.." did not include a patch_init() function") else set_safe_globals() -- create the dofile function patch_dofile[scansubdir_result[i + 1]] = function(f) tome_dofile_anywhere(%dir, f, TRUE) end local name, version = patch_init() if name == nil or version == nil then quit("Patch in "..file.." did not return valid name or version.\nIt must return name, version") end patch_version(name, version) end end end end end load_patches() -------------------------------------------------------------- -------------------------------------------------------------- -------------------------------------------------------------- -- -- Do not thouch after this line -- tome_dofile_anywhere(ANGBAND_DIR_CORE, "load2.lua") tome-2.3.11-ah/lib/core/load.lua000066400000000000000000000014011233503306200162410ustar00rootroot00000000000000-- Savefile stuff -- Do not meddle in the affairs of savefiles for they are subtle and quick to be become incompatible __loadsave_name = {} __loadsave_max = 0 __loadsave_tmp = 0 function add_loadsave(name, default) assert(name, "No variable name to save") assert(default, "No default value") -- if it is a table we must create many entries if type(default) == "table" then for k, e in default do add_loadsave(name.."."..k, e) end else __loadsave_name[__loadsave_max] = { name = name, default = default } __loadsave_max = __loadsave_max + 1 end end -- Example of how to save a table -- NOTE: { 1, 2, 3 } will NOT work, the key MUST be a string --[[ add_loadsave("t", { foo = 7, tab = { a = 1, b = 2, tab = { a=1, b=2, c=3, }, }, }) ]] tome-2.3.11-ah/lib/core/load2.lua000066400000000000000000000030171233503306200163300ustar00rootroot00000000000000-- Savefile helpers -- function called when a key in the variable part ofthe savefile is read -- if the key matches what we need, we use it, otehrwise just ignore it function __savefile_load(key, val) local index, elem for index, elem in __loadsave_name do if (key == elem.name) then dostring(elem.name.." = "..val) end end end -- called when the game is saved, can only save numbers -- assosiate a key with them to allow the loading code to recognize them function __savefile_save() local index, elem for index, elem in __loadsave_name do dostring("__loadsave_tmp = "..elem.name) save_number_key(elem.name, __loadsave_tmp); end end register_savefile(__loadsave_max) add_hook_script(HOOK_LOAD_GAME, "__savefile_load", "__hook_load") add_hook_script(HOOK_SAVE_GAME, "__savefile_save", "__hook_save") -- Parse a flattened(i.e: foo.bar.zog) table path and recrate tables function reconstruct_table(name) for i = 1, strlen(name) - 1 do if strsub(name, i, i) == "." then local tbl = strsub(name, 1, i - 1) if dostring("return "..tbl) == nil then dostring(tbl.."={}") end end end end -- Automagically set unkown variables, otherwise the savefile code -- might get VERY upset do local k, e -- We need to be able to check for unknown globals unset_safe_globals() for k, e in __loadsave_name do reconstruct_table(e.name) if dostring("return "..(e.name)) == nil then dostring((e.name).." = "..(e.default)) end end -- Now taht we did, we set it back, for it is usefull ;) set_safe_globals() end tome-2.3.11-ah/lib/core/mimc_aux.lua000066400000000000000000000042071233503306200171330ustar00rootroot00000000000000-- Mimic shapes helper file __mimics = {} __mimics_max = 1 __mimics_names = {} function add_mimic_shape(t) assert(t.name, "no mimic name") assert(t.desc, "no mimic desc") assert(t.calc, "no mimic calc") assert(t.level, "no mimic level") assert(t.duration, "no mimic duration") if not t.limit then t.limit = 0 end if not t.obj_name then t.obj_name = t.name end t.show_name = '['..t.name..']' -- if it needs hooks, add them if t.hooks then add_hooks(t.hooks) end -- Add it in a name to index hash table __mimics_names[t.name] = __mimics_max __mimics[__mimics_max] = t __mimics_max = __mimics_max + 1 end function resolve_mimic_name(name) if __mimics_names[name] then return __mimics_names[name] else return -1 end end function find_random_mimic_shape(level, limit, realm) local mimic, tries tries = 1000 while tries > 0 do tries = tries - 1 mimic = rand_range(1, __mimics_max - 1) if (not realm) or (__mimics[mimic].realm == realm) then if limit >= __mimics[mimic].limit then if (rand_int(__mimics[mimic].level * 3) < level) and (__mimics[mimic].rarity < 100) and (magik(100 - __mimics[mimic].rarity) == TRUE) then break end end end end if tries > 0 then return mimic else return resolve_mimic_name("Abomination") end end function get_mimic_info(mimic, info) if not __mimics[mimic] then return 0 end return __mimics[mimic][info] end function get_mimic_rand_dur(mimic) return rand_range(__mimics[mimic].duration[1], __mimics[mimic].duration[2]) end function calc_mimic(mimic) return __mimics[mimic].calc() end function calc_mimic_power(mimic) if __mimics[mimic].power then __mimics[mimic].power() end end --- Here comes the only vital shape add_mimic_shape { ["name"] = "Abomination", ["obj_name"] = "Abominable Cloak", ["desc"] = "Abominations are failed experiments of powerful wizards.", ["realm"] = nil, ["level"] = 1, ["rarity"] = 101, ["duration"] = {20, 100}, ["calc"] = function () apply_flags(TR1_SPEED + TR1_STR + TR1_INT + TR1_WIS + TR1_DEX + TR1_CON + TR1_CHR, 0, 0, 0, 0, 0, -10) player.xtra_f3 = bor(player.xtra_f3, TR3_AGGRAVATE) end, } tome-2.3.11-ah/lib/core/monsters.lua000066400000000000000000000005211233503306200171760ustar00rootroot00000000000000-- SYSTEM FILE -- -- Monster stuff, do not touch -- function summon_monster(y, x, lev, friend, typ) if type(typ) == "number" then if friend == TRUE then return summon_specific_friendly(y, x, lev, typ, FALSE) else return summon_specific(y, x, lev, typ) end else return summon_monster_aux(y, x, lev, friend, typ) end end tome-2.3.11-ah/lib/core/objects.lua000066400000000000000000000016061233503306200167620ustar00rootroot00000000000000-- SYSTEM FILE -- -- Lua object funtions -- function create_object(tval, sval) local obj = new_object() object_prep(obj, lookup_kind(tval, sval)) return (obj) end function set_item_tester(tester) if tolua.type(tester) == "number" then lua_set_item_tester(tester, "") end if tolua.type(tester) == "string" then lua_set_item_tester(0, tester) end if tolua.type(tester) == "function" then __get_item_hook_default = tester lua_set_item_tester(0, "__get_item_hook_default") end end function create_artifact(a_idx) local obj local tval, sval tval = a_info[a_idx + 1].tval sval = a_info[a_idx + 1].sval obj = create_object(tval, sval) obj.name1 = a_idx apply_magic(obj, -1, TRUE, TRUE, TRUE) return (obj) end function get_kind(obj) return k_info[obj.k_idx + 1] end function get_item(ask, deny, flags, mask) set_item_tester(mask) return get_item_aux(0, ask, deny, flags) end tome-2.3.11-ah/lib/core/player.lua000066400000000000000000000047771233503306200166410ustar00rootroot00000000000000-- SYSTEM FILE -- -- Lua player funtions -- -- Gods function deity(i) return deity_info[1 + i] end -------- skill stuff --------- -- Easy skill access function skill(i) return s_info[i + 1] end -- Sart a lasting spell function player.start_lasting_spell(spl) player.music_extra = -spl end -- stat mods function player.modify_stat(stat, inc) player.stat_add[1 + stat] = player.stat_add[1 + stat] + inc end -- powers mods function player.add_power(pow) player.powers[1 + pow] = TRUE end -- easier inventory access function player.inventory(i) return player.inventory_real[i + 1] end -- modify mana -- returns TRUE if there is a pb function increase_mana(amt) player.csp = player.csp + amt player.redraw = bor(player.redraw, PR_MANA) if (player.csp < 0) then player.csp = 0 return TRUE end if (player.csp > player.msp) then player.csp = player.msp end return FALSE end -- Return the coordinates of the player whether in wild or not function player.get_wild_coord() if player.wild_mode == TRUE then return player.py, player.px else return player.wilderness_y, player.wilderness_x end end -- Create a new power __power_fct = {} function add_power(p) local i assert(p.name, "No power name!") assert(p.desc, "No power desc!") assert(p.desc_get, "No power desc get!") assert(p.desc_lose, "No power desc lose!") assert(p.stat, "No power stat!") assert(p.level, "No power level!") assert(p.cost, "No power cost!") assert(p.fail, "No power fail!") assert(p.power, "No power power!") i = add_new_power(p.name, p.desc, p.desc_get, p.desc_lose, p.level, p.cost, p.stat, p.fail) __power_fct[i] = p.power return i end function __power_fct_activate(power) if __power_fct[power] then __power_fct[power]() return TRUE else return FALSE end end -- Register in the hook list add_hook_script(HOOK_ACTIVATE_POWER, "__power_fct_activate", "__power_fct_activate") --- Mkeys -- Create a new power __mkey_fct = {} function add_mkey(p) local i assert(p.mkey, "No mkey mkey!") assert(p.fct, "No mkeey fct!") __mkey_fct[p.mkey] = p.fct end function __mkey_fct_activate(power) if __mkey_fct[power] then __mkey_fct[power]() return TRUE else return FALSE end end -- Register in the hook list add_hook_script(HOOK_MKEY, "__mkey_fct_activate", "__mkey_fct_activate") -- Subraces function subrace(racem) return race_mod_info[racem + 1] end function subrace_add_power(subrace, power) for i = 1, 4 do if subrace.powers[i] == -1 then subrace.powers[i] = power return not nil end end return nil end tome-2.3.11-ah/lib/core/quests.lua000066400000000000000000000023771233503306200166630ustar00rootroot00000000000000-- Quest helper files -- Quest structs __quest_hook = {} __quest_callbacks = {} __quest_callbacks_max = 0 __quest_dynamic_desc = {} function add_quest(q) local i, index, d, z, qq assert(q.global, "No quest global name") assert(q.name, "No quest name") assert(q.desc, "No quest desc") assert(q.level, "No quest level") assert(q.hooks, "No quest hooks") i = new_quest(q.name); setglobal(q.global, i) -- Make it save & load add_loadsave("quest("..q.global..").status", QUEST_STATUS_UNTAKEN) if type(q.desc) == "table" then z = 0 for index, d in q.desc do quest_desc(i, z, d); z = z + 1 end else __quest_dynamic_desc[i] = q.desc quest(i).dynamic_desc = TRUE end quest(i).level = q.level if not q.silent then quest(i).silent = FALSE else quest(i).silent = q.silent end __quest_hook[i] = q.hooks for index, d in q.hooks do add_hook_script(index, "__lua__quest_callback"..__quest_callbacks_max, "__lua__quest_callback"..__quest_callbacks_max) setglobal("__lua__quest_callback"..__quest_callbacks_max, d) __quest_callbacks_max = __quest_callbacks_max + 1 end if q.data then for index, d in q.data do -- Besure it exists setglobal(index, d) -- Make it save & load add_loadsave(index, d) end end return i end tome-2.3.11-ah/lib/core/s_aux.lua000066400000000000000000000407451233503306200164570ustar00rootroot00000000000000-- Functions to help with spells, do not touch __schools = {} __schools_num = 0 __tmp_spells = {} __tmp_spells_num = 0 function add_school(s) __schools[__schools_num] = s __schools_num = __schools_num + 1 return (__schools_num - 1) end function finish_school(i) local s s = __schools[i] assert(s.name, "No school name!") assert(s.skill, "No school skill!") -- Need hooks? if s.hooks then add_hooks(s.hooks) end new_school(i, s.name, s.skill) end function add_spell(s) __tmp_spells[__tmp_spells_num] = s __tmp_spells_num = __tmp_spells_num + 1 return (__tmp_spells_num - 1) end function finish_spell(must_i) local i, s s = __tmp_spells[must_i] assert(s.name, "No spell name!") assert(s.school, "No spell school!") assert(s.level, "No spell level!") assert(s.mana, "No spell mana!") if not s.mana_max then s.mana_max = s.mana end assert(s.fail, "No spell failure rate!") assert(s.spell, "No spell function!") if not s.info then s.info = function() return "" end end assert(s.desc, "No spell desc!") if not s.random then s.random = SKILL_MAGIC end if s.lasting then assert(type(s.lasting) == "function", "Spell lasting is not function") end if s.stick then local k, e for k, e in s.stick do if type(k) == "table" then assert(e.base_level, "Arg no stick base level") assert(e.max_level, "Arg no stick max level") end end end i = new_spell(must_i, s.name) assert(i == must_i, "ACK ! i != must_i ! please contact the maintainer") if type(s.school) == "number" then __spell_school[i] = {s.school} else __spell_school[i] = s.school end spell(i).mana = s.mana spell(i).mana_max = s.mana_max spell(i).fail = s.fail spell(i).skill_level = s.level __spell_spell[i] = s.spell __spell_info[i] = s.info __spell_desc[i] = s.desc return i end -- Creates the school books array __spell_spell = {} __spell_info = {} __spell_desc = {} __spell_school = {} school_book = {} -- Find a spell by name function find_spell(name) local i i = 0 while (i < __tmp_spells_num) do if __tmp_spells[i].name == name then return i end i = i + 1 end return -1 end -- Find if the school is under the influence of a god, returns nil or the level function get_god_level(sch) if __schools[sch].gods[player.pgod] then return (s_info[__schools[sch].gods[player.pgod].skill + 1].value * __schools[sch].gods[player.pgod].mul) / __schools[sch].gods[player.pgod].div else return nil end end -- Change this fct if I want to switch to learnable spells function get_level_school(s, max, min) local lvl, sch, index, num, bonus local allow_spell_power = TRUE lvl = 0 num = 0 bonus = 0 -- No max specified ? assume 50 if not max then max = 50 end if not min then min = 1 end -- Do we pass tests? if __tmp_spells[s].depend then if __tmp_spells[s].depend() ~= TRUE then return min, "n/a" end end for index, sch in __spell_school[s] do local r, s, p, ok = 0, 0, 0, 0 -- Does it require we worship a specific god? if __schools[sch].god then if __schools[sch].god ~= player.pgod then if min then return min, "n/a" else return 1, "n/a" end end end -- Take the basic skill value r = s_info[(school(sch).skill) + 1].value -- Do we pass tests? if __schools[sch].depend then if __schools[sch].depend() ~= TRUE then return min, "n/a" end end -- Are we under sorcery effect ? if __schools[sch].sorcery then s = s_info[SKILL_SORCERY + 1].value end -- Are we affected by spell power ? -- All teh schools must allow it for it to work if not __schools[sch].spell_power then allow_spell_power = nil end -- Are we under a god effect ? if __schools[sch].gods then p = get_god_level(sch) if not p then p = 0 end end -- Find the higher ok = r if ok < s then ok = s end if ok < p then ok = p end -- Do we need to add a special bonus ? if __schools[sch].bonus_level then bonus = bonus + (__schools[sch].bonus_level() * (SKILL_STEP / 10)) end -- All schools must be non zero to be able to use it if ok == 0 then return min, "n/a" end -- Apply it lvl = lvl + ok num = num + 1 end -- Add the Spellpower skill as a bonus if allow_spell_power then bonus = bonus + (get_skill_scale(SKILL_SPELL, 20) * (SKILL_STEP / 10)) end -- Add bonus from objects bonus = bonus + (player.to_s * (SKILL_STEP / 10)) -- / 10 because otherwise we can overflow a s32b and we can use a u32b because the value can be negative -- The loss of information should be negligible since 1 skill = 1000 internally lvl = (lvl / num) / 10 lvl = lua_get_level(s, lvl, max, min, bonus) return lvl, nil end -- This is the function to use when casting through a stick function get_level_device(s, max, min) local lvl -- No max specified ? assume 50 if not max then max = 50 end lvl = s_info[SKILL_DEVICE + 1].value lvl = lvl + (get_level_use_stick * SKILL_STEP) -- Sticks are limited if lvl - ((spell(s).skill_level + 1) * SKILL_STEP) >= get_level_max_stick * SKILL_STEP then lvl = (get_level_max_stick + spell(s).skill_level - 1) * SKILL_STEP end -- / 10 because otherwise we can overflow a s32b and we can use a u32b because the value can be negative -- The loss of information should be negligible since 1 skill = 1000 internally lvl = lvl / 10 if not min then lvl = lua_get_level(s, lvl, max, 1, 0) else lvl = lua_get_level(s, lvl, max, min, 0) end return lvl end -- The real get_level, works for schooled magic and for innate powers get_level_use_stick = -1 get_level_max_stick = -1 function get_level(s, max, min) if type(s) == "number" then -- Ahah shall we use Magic device instead ? if get_level_use_stick > -1 then return get_level_device(s, max, min) else local lvl, na = get_level_school(s, max, min) return lvl end else return get_level_power(s, max, min) end end -- Can we cast the spell ? function is_ok_spell(s, obj) if get_level(s, 50, 0) == 0 then return nil end if __tmp_spells[s].pval and obj.pval < __tmp_spells[s].pval then return nil end return 1 end -- Get the amount of mana(or power) needed function get_mana(s) return spell(s).mana + get_level(s, spell(s).mana_max - spell(s).mana, 0) end -- Return the amount of power(mana, piety, whatever) for the spell function get_power(s) if check_affect(s, "piety", FALSE) then return player.grace else return player.csp end end -- Return the amount of power(mana, piety, whatever) for the spell function get_power_name(s) if check_affect(s, "piety", FALSE) then return "piety" else return "mana" end end -- Get the level of a power function get_level_power(s, max, min) if not max then max = 50 end if not min then min = 1 end return value_scale(s.get_current_level(), 50, max, min) end -- Changes the amount of power(mana, piety, whatever) for the spell function adjust_power(s, x) if check_affect(s, "piety", FALSE) then inc_piety(GOD_ALL, x) else increase_mana(x) end end -- Get spell school name(s) as a /-separated string. function spell_school_name(s) local xx, sch_str xx = nil sch_str = "" for index, sch in __spell_school[s] do if xx then sch_str = sch_str.."/"..school(sch).name else xx = 1 sch_str = sch_str..school(sch).name end end return sch_str end -- Print the book and the spells function print_book(book, spl, obj) local x, y, index, sch, size, s x = 0 y = 2 size = 0 -- Hack if the book is 255 it is a random book if book == 255 then school_book[book] = {spl} end -- Parse all spells for index, s in school_book[book] do local color = TERM_L_DARK local lvl, na = get_level_school(s, 50, -50) local xx, sch_str if is_ok_spell(s, obj) then if get_mana(s) > get_power(s) then color = TERM_ORANGE else color = TERM_L_GREEN end end sch_str = spell_school_name(s) if na then c_prt(color, format("%c) %-20s%-16s %3s %4s %3d%s %s", size + strbyte("a"), spell(s).name, sch_str, na, get_mana(s), spell_chance(s), "%", __spell_info[s]()), y, x) else c_prt(color, format("%c) %-20s%-16s %3d %4s %3d%s %s", size + strbyte("a"), spell(s).name, sch_str, lvl, get_mana(s), spell_chance(s), "%", __spell_info[s]()), y, x) end y = y + 1 size = size + 1 end prt(format(" %-20s%-16s Level Cost Fail Info", "Name", "School"), 1, x) return y end -- Output the describtion when it is used as a spell function print_spell_desc(s, y) local index, desc, x x = 0 if type(__spell_desc[s]) == "string" then c_prt(TERM_L_BLUE, __spell_desc[s], y, x) else for index, desc in __spell_desc[s] do c_prt(TERM_L_BLUE, desc, y, x) y = y + 1 end end if check_affect(s, "piety", FALSE) then c_prt(TERM_L_WHITE, "It uses piety to cast.", y, x) y = y + 1 end if not check_affect(s, "blind") then c_prt(TERM_ORANGE, "It is castable even while blinded.", y, x) y = y + 1 end if not check_affect(s, "confusion") then c_prt(TERM_ORANGE, "It is castable even while confused.", y, x) y = y + 1 end end -- Output the desc when sued as a device function print_device_desc(s) local index, desc if type(__spell_desc[s]) == "string" then text_out(__spell_desc[s]) else for index, desc in __spell_desc[s] do text_out("\n" .. desc) end end end function book_spells_num(book) local size, index, sch size = 0 -- Hack if the book is 255 it is a random book if book == 255 then return 1 end -- Parse all spells for index, s in school_book[book] do size = size + 1 end return size end function spell_x(book, spl, s) if book == 255 then return spl else local i, x, val i, val = next(school_book[book], nil) x = 0 while x < s do i, val = next(school_book[book], i) x = x + 1 end return val end end function spell_in_book(book, spell) local i, s for i, s in school_book[book] do if s == spell then return TRUE end end return FALSE end -- Returns spell chance of failure for spell function spell_chance(s) local chance, s_ptr s_ptr = spell(s) -- Extract the base spell failure rate if get_level_use_stick > -1 then chance = lua_spell_device_chance(s_ptr.fail, get_level(s, 50), s_ptr.skill_level) else chance = lua_spell_chance(s_ptr.fail, get_level(s, 50), s_ptr.skill_level, get_mana(s), get_power(s), get_spell_stat(s)) end -- Return the chance return chance end function check_affect(s, name, default) local s_ptr = __tmp_spells[s] local a if type(s_ptr[name]) == "number" then a = s_ptr[name] else a = default end if a == FALSE then return nil else return TRUE end end -- Returns the stat to use for the spell, INT by default function get_spell_stat(s) if not __tmp_spells[s].stat then return A_INT else return __tmp_spells[s].stat end end function cast_school_spell(s, s_ptr, no_cost) local use = FALSE -- No magic if (player.antimagic > 0) then msg_print("Your anti-magic field disrupts any magic attempts.") return end -- No magic if (player.anti_magic == TRUE) then msg_print("Your anti-magic shell disrupts any magic attempts.") return end -- if it costs something then some condition must be met if not no_cost then -- Require lite if (check_affect(s, "blind")) and ((player.blind > 0) or (no_lite() == TRUE)) then msg_print("You cannot see!") return end -- Not when confused if (check_affect(s, "confusion")) and (player.confused > 0) then msg_print("You are too confused!") return end -- Enough mana if (get_mana(s) > get_power(s)) then if (get_check("You do not have enough "..get_power_name(s)..", do you want to try anyway?") == FALSE) then return end end -- Invoke the spell effect if (magik(spell_chance(s)) == FALSE) then if (__spell_spell[s]() ~= nil) then use = TRUE end else local index, sch -- added because this is *extremely* important --pelpel if (flush_failure) then flush() end msg_print("You failed to get the spell off!") for index, sch in __spell_school[s] do if __schools[sch].fail then __schools[sch].fail(spell_chance(s)) end end use = TRUE end else __spell_spell[s]() end if use == TRUE then -- Reduce mana adjust_power(s, -get_mana(s)) -- Take a turn if is_magestaff() == TRUE then energy_use = 80 else energy_use = 100 end end player.redraw = bor(player.redraw, PR_MANA) player.window = bor(player.window, PW_PLAYER) end -- Can the spell be randomly found(in random books) function can_spell_random(i) return __tmp_spells[i].random end -- Find a random spell function get_random_spell(typ, level) local spl, tries tries = 1000 while tries > 0 do tries = tries - 1 spl = rand_int(__tmp_spells_num) if (can_spell_random(spl) == typ) and (rand_int(spell(spl).skill_level * 3) < level) then break end end if tries > 0 then return spl else return -1 end end -- Execute a lasting spell function exec_lasting_spell(spl) assert(__tmp_spells[spl].lasting, "No lasting effect for spell "..__tmp_spells[spl].name.." but called as such") return __tmp_spells[spl].lasting() end -- Helper function for spell effect to know if they are or not obvious function is_obvious(effect, old) if old then if old == TRUE or effect == TRUE then return TRUE else return FALSE end else return effect end end -------------------------Sticks------------------------- -- Fire off the spell function activate_stick(spl) local ret = __spell_spell[spl]() local charge, obvious if not ret then charge = FALSE obvious = FALSE else charge = TRUE obvious = ret end return obvious, charge end ----------------------------------- Wand, Staves, Rods specific functions ---------------------------- -- Get a spell for a given stick(wand, staff, rod) function get_random_stick(stick, level) local spl, tries tries = 1000 while tries > 0 do tries = tries - 1 spl = rand_int(__tmp_spells_num) if __tmp_spells[spl].stick and (type(__tmp_spells[spl].stick[stick]) == "table") then if (rand_int(spell(spl).skill_level * 3) < level) and (magik(100 - __tmp_spells[spl].stick[stick].rarity) == TRUE) then break end end end if tries > 0 then return spl else return -1 end end -- Get a random base level function get_stick_base_level(stick, level, spl) -- Paranoia if spl < 0 or spl >= __tmp_spells_num or not __tmp_spells[spl].stick[stick] then return 0 end local min, max = __tmp_spells[spl].stick[stick].base_level[1], __tmp_spells[spl].stick[stick].base_level[2] local range = max - min; -- Ok the basic idea is to have a max possible level of half the dungeon level if range * 2 > level then range = level / 2 end -- Randomize a bit range = m_bonus(range, dun_level) -- And get the result return min + range end -- Get a random max level function get_stick_max_level(stick, level, spl) -- Paranoia if spl < 0 or spl >= __tmp_spells_num or not __tmp_spells[spl].stick[stick] then return 0 end local min, max = __tmp_spells[spl].stick[stick].max_level[1], __tmp_spells[spl].stick[stick].max_level[2] local range = max - min; -- Ok the basic idea is to have a max possible level of half the dungeon level if range * 2 > level then range = level / 2 end -- Randomize a bit range = m_bonus(range, dun_level) -- And get the result return min + range end -- Get the number of desired charges function get_stick_charges(spl) return __tmp_spells[spl].stick.charge[1] + randint(__tmp_spells[spl].stick.charge[2]); end -- Get activation desc function get_activation_desc(spl) local turns if type(__tmp_spells[spl].activate) == 'number' then turns = __tmp_spells[spl].activate else turns = __tmp_spells[spl].activate[1] .. '+d' .. __tmp_spells[spl].activate[2] end return __tmp_spells[spl].desc[1] .. ' every ' .. turns .. ' turns' end -- Compute the timeout of an activation function get_activation_timeout(spl) if type(__tmp_spells[spl].activate) == 'number' then return __tmp_spells[spl].activate else return __tmp_spells[spl].activate[1] + randint(__tmp_spells[spl].activate[2]) end end -- Fire off the spell function activate_activation(spl, item) __spell_spell[spl](item) end ------- Add new GF type ---------- max_gf = MAX_GF function add_spell_type(t) t.index = max_gf max_gf = max_gf + 1 assert(t.color, "No GF color") if not t.monster then t.monster = function() end end if not t.angry then t.angry = function() end end if not t.object then t.object = function() end end if not t.player then t.player = function() end end if not t.grid then t.grid = function() end end add_hooks { [HOOK_GF_COLOR] = function (gf, new_gfx) local t = %t if gf == t.index then return TRUE, t.color[new_gfx + 1] end end, [HOOK_GF_EXEC] = function (action, who, gf, dam, rad, y, x, extra) local t = %t if t.index == gf then return t[action](who, dam, rad, y, x, extra) end end, } return t.index end tome-2.3.11-ah/lib/core/stores.lua000066400000000000000000000013771233503306200166550ustar00rootroot00000000000000-- Take care of all concerning stores function store_buy_list(t) assert(type(t) == "table", "store_buy_list got no table") add_hooks { [HOOK_STORE_BUY] = function (index, name, obj) local tbl = %t local elt = tbl[index] if not elt then elt = tbl[name] end if elt then if elt then if type(elt) == "function" then return TRUE, elt(obj) elseif type(elt) == "table" then local k, e for k, e in elt do if type(e) == "number" then if obj.tval == e then return TRUE, TRUE end else if (obj.tval == e[1]) and (obj.sval >= e[2]) and (obj.sval <= e[3]) then return TRUE, TRUE end end end elseif elt == -1 then return TRUE, FALSE end end end end, } end tome-2.3.11-ah/lib/core/util.lua000066400000000000000000000071371233503306200163130ustar00rootroot00000000000000-- various stuff to make scripters life easier -- Beware of the scary undefined globals function safe_getglobal(x) local v = rawget(globals(), x) if v then return v else error("undefined global variable '"..x.."'") end end function set_safe_globals() settagmethod(tag(nil), "getglobal", safe_getglobal) end function unset_safe_globals() settagmethod(tag(nil), "getglobal", nil) end set_safe_globals() -- Patch modules __patch_modules = {} function patch_version(name, version) assert(not __patch_modules[name], "Patch " .. name .. " already loaded!!!") __patch_modules[name] = version end function patchs_list() local k, e, first first = FALSE for k, e in __patch_modules do if first == FALSE then print_hook("\n\n [Patch modules]\n") first = TRUE end print_hook("\n "..k.." version "..e) end if first == TRUE then print_hook("\n") end end function patchs_display() local k, e for k, e in __patch_modules do msg_print("Patch: "..k.." version "..e) end end -- Better hook interface __hooks_list_callback = {} __hooks_list_callback_max = 0 function add_hooks(h_table, name_prefix) local k, e if not name_prefix then name_prefix = "" end for k, e in h_table do add_hook_script(k, "__"..name_prefix.."__hooks_list_callback"..__hooks_list_callback_max, "__"..name_prefix.."__hooks_list_callback"..__hooks_list_callback_max) setglobal("__"..name_prefix.."__hooks_list_callback"..__hooks_list_callback_max, e) __hooks_list_callback_max = __hooks_list_callback_max + 1 end end -- Wrapper for the real msg_print and cmsg_print -- it understands if we want color or not function msg_print(c, m) if type(c) == "number" then cmsg_print(c, m) else call(%msg_print, { c }) end end -- better timer add function __timers_callback_max = 0 function new_timer(t) assert(t.delay > 0, "no timer delay") assert(t.enabled, "no timer enabled state") assert(t.callback, "no timer callback") local timer if type(t.callback) == "function" then setglobal("__timers_callback_"..__timers_callback_max, t.callback) timer = %new_timer("__timers_callback_"..__timers_callback_max, t.delay) __timers_callback_max = __timers_callback_max + 1 else timer = %new_timer(t.callback, t.delay) end timer.enabled = t.enabled return timer end -- saves all timer values function save_timer(name) add_loadsave(name..".enabled", FALSE) add_loadsave(name..".delay", 1) add_loadsave(name..".countdown", 1) end -- displays a scrolling list function display_list(y, x, h, w, title, list, begin, sel, sel_color) local l = create_list(getn(list)) for i = 1, getn(list) do add_to_list(l, i - 1, list[i]) end %display_list(y, x, h, w, title, l, getn(list), begin - 1, sel - 1, sel_color) delete_list(l, getn(list)) end -- Easier access to special gene stuff function set_monster_generation(monster, state) if type(monster) == "string" then m_allow_special[test_monster_name(monster) + 1] = state else m_allow_special[monster + 1] = state end end function set_object_generation(obj, state) if type(obj) == "string" then m_allow_special[test_item_name(obj) + 1] = state else m_allow_special[obj + 1] = state end end function set_artifact_generation(obj, state) m_allow_special[obj + 1] = state end -- Strings function strcap(str) if strlen(str) > 1 then return strupper(strsub(str, 1, 1))..strsub(str, 2) elseif strlen(str) == 1 then return strupper(str) else return str end end function msg_format(...) msg_print(call(format, arg)) end -- A way to check if the game is now running(as opposed to initialization/character gen) game = {} add_hooks { [HOOK_GAME_START] = function () game.started = TRUE end } tome-2.3.11-ah/lib/core/xml.lua000066400000000000000000000236641233503306200161410ustar00rootroot00000000000000-- The xml module xml = {} function xml:parseargs (s) local arg = {} gsub(s, "(%w+)=([\"'])(.-)%2", function (w, _, a) %arg[w] = a end) return arg end -- s is a xml stream, returns a table function xml:collect (s) local stack = {n=0} local top = {n=0} tinsert(stack, top) local ni,c,label,args, empty local i, j = 1, 1 while 1 do ni,j,c,label,args, empty = strfind(s, "<(%/?)(%w+)(.-)(%/?)>", j) if not ni then break end local text = strsub(s, i, ni-1) if not strfind(text, "^%s*$") then tinsert(top, text) end if empty == "/" then -- empty element tag tinsert(top, {n=0, label=label, args=xml:parseargs(args), empty=1}) elseif c == "" then -- start tag top = {n=0, label=label, args=xml:parseargs(args)} tinsert(stack, top) -- new level else -- end tag local toclose = tremove(stack) -- remove top top = stack[stack.n] if stack.n < 1 then error("nothing to close with "..label) end if toclose.label ~= label then error("trying to close "..toclose.label.." with "..label) end tinsert(top, toclose) end i = j+1 end local text = strsub(s, i) if not strfind(text, "^%s*$") then tinsert(stack[stack.n], text) end if stack.n > 1 then error("unclosed "..stack[stack.n].label) end return stack[1] end -- Viewport coordinates xml.write_out_y = 0 xml.write_out_x = 0 xml.write_out_h = 24 xml.write_out_w = 80 -- Offsets xml.write_off_y = 0 xml.write_off_x = 0 -- Current position xml.write_y = 0 xml.write_x = 0 xml.write_screen = function(color, s) local i for i = 1, strlen(s) do local c = strsub(s, i, i + 1) if c ~= "\n" then if xml.write_y - xml.write_off_y >= 0 and xml.write_y - xml.write_off_y < xml.write_out_h and xml.write_x - xml.write_off_x >= 0 and xml.write_x - xml.write_off_x < xml.write_out_w then Term_putch(xml.write_x - xml.write_off_x + xml.write_out_x, xml.write_y - xml.write_off_y + xml.write_out_y, color, strbyte(c)) end xml.write_x = xml.write_x + 1 else xml.write_x = 0 xml.write_y = xml.write_y + 1 end end end xml.write_file = function (color, s) print_hook(s) end xml.write = xml.write_screen xml.rule2string = { ['name'] = {"Its ", "name", " is"}, ['contain'] = {"Its ", "name", " contains"}, ['symbol'] = {"Its ", "symbol", " is"}, ['inscribed'] = {"Its ", "inscription", " contains"}, ['state'] = {"Its ", "state", " is"}, ['status'] = {"Its ", "status", " is"}, ['tval'] = {"Its ", "tval", " is"}, ['race'] = {"Your ", "race", " is"}, ['subrace'] = {"Your ", "subrace", " is"}, ['class'] = {"Your ", "class", " is"}, ['foo1'] = {"The result of ", "test 1 ", "is"}, ['foo2'] = {"The result of ", "test 2 ", "is"}, ['foo3'] = {"The result of ", "test 3 ", "is"}, } xml.display_english = 1 function xml:display_xml(t, tab) if xml.display_english then xml:english_xml(t, tab) else xml:print_xml(t, tab) end end function xml:english_xml(t, tab, not_flag) local i, k, e local pre, post, recurse local children_not_flag local nextlevel local bcol, ecol = TERM_L_GREEN, TERM_GREEN if xml.write_active and t == auto_aux.rule then bcol, ecol = TERM_VIOLET, TERM_VIOLET end nextlevel = tab .. " " recurse = 1 if t.label == "rule" then if t.args.type == "inscribe" then xml.write(TERM_WHITE, tab) xml.write(ecol, "A rule named \"") xml.write(TERM_WHITE, tostring(t.args.name)) xml.write(ecol, "\" to ") xml.write(bcol, "inscribe") xml.write(ecol, " an item with \"") xml.write(TERM_WHITE, t.args.inscription) xml.write(ecol, "\" when") xml.write(TERM_WHITE, "\n") else xml.write(TERM_WHITE, tab) xml.write(ecol, "A rule named \"") xml.write(TERM_WHITE, tostring(t.args.name)) xml.write(ecol, "\" to ") xml.write(bcol, t.args.type) xml.write(ecol, " when") xml.write(TERM_WHITE, "\n") end elseif t.label == "and" then if not_flag then xml.write(TERM_WHITE, tab) xml.write(ecol, "At least one of the following is false:") xml.write(TERM_WHITE, "\n") else xml.write(TERM_WHITE, tab) xml.write(ecol, "All of the following are true:") xml.write(TERM_WHITE, "\n") end elseif t.label == "or" then if not_flag then xml.write(TERM_WHITE, tab) xml.write(ecol, "All of the following are false:") xml.write(TERM_WHITE, "\n") else xml.write(TERM_WHITE, tab) xml.write(ecol, "At least one of the following are true:") xml.write(TERM_WHITE, "\n") end elseif t.label == "not" then if bcol == TERM_VIOLET or getn(t) == 0 then xml.write(ecol, "(a negating rule)") xml.write(TERM_WHITE, "\n") else nextlevel = tab end children_not_flag = not nil elseif t.label == "inventory" then if not_flag then xml.write(TERM_WHITE, tab) xml.write(ecol, "Nothing in your ") xml.write(bcol, "inventory") xml.write(ecol, " matches the following:") xml.write(TERM_WHITE, "\n") else xml.write(TERM_WHITE, tab) xml.write(ecol, "Something in your ") xml.write(bcol, "inventory") xml.write(ecol, " matches the following:") xml.write(TERM_WHITE, "\n") end elseif t.label == "equipment" then if not_flag then xml.write(TERM_WHITE, tab) xml.write(ecol, "Nothing in your ") xml.write(bcol, "equipment") xml.write(ecol, " matches the following:") xml.write(TERM_WHITE, "\n") else xml.write(TERM_WHITE, tab) xml.write(ecol, "Something in your ") xml.write(bcol, "equipment") xml.write(ecol, " matches the following:") xml.write(TERM_WHITE, "\n") end elseif t.label == "comment" then xml.write(TERM_WHITE, tab) xml.write(TERM_WHITE, "(" .. t[1] .. ")") xml.write(TERM_WHITE, "\n") elseif t.label == "skill" then local s = t[1] if not_flag then xml.write(TERM_WHITE, tab) xml.write(ecol, "Your skill in ") xml.write(bcol, s) xml.write(ecol, " is not from ") xml.write(TERM_WHITE, tostring(t.args.min)) xml.write(ecol, " to ") xml.write(TERM_WHITE, tostring(t.args.max)) xml.write(TERM_WHITE, "\n") else xml.write(TERM_WHITE, tab) xml.write(ecol, "Your skill in ") xml.write(bcol, s) xml.write(ecol, " is from ") xml.write(TERM_WHITE, tostring(t.args.min)) xml.write(ecol, " to ") xml.write(TERM_WHITE, tostring(t.args.max)) xml.write(TERM_WHITE, "\n") end elseif t.label == "ability" then local s = t[1] if not_flag then xml.write(TERM_WHITE, tab) xml.write(ecol, "You do not have the ") xml.write(bcol, s) xml.write(ecol, " ability") xml.write(TERM_WHITE, "\n") else xml.write(TERM_WHITE, tab) xml.write(ecol, "You have the ") xml.write(bcol, s) xml.write(ecol, " ability") xml.write(TERM_WHITE, "\n") end elseif t.label == "level" then if not_flag then xml.write(TERM_WHITE, tab) xml.write(ecol, "Your ") xml.write(bcol, "level") xml.write(ecol, " is not from ") xml.write(TERM_WHITE, tostring(t.args.min)) xml.write(ecol, " to ") xml.write(TERM_WHITE, tostring(t.args.max)) xml.write(TERM_WHITE, "\n") else xml.write(TERM_WHITE, tab) xml.write(ecol, "Your ") xml.write(bcol, "level") xml.write(ecol, " is from ") xml.write(TERM_WHITE, tostring(t.args.min)) xml.write(ecol, " to ") xml.write(TERM_WHITE, tostring(t.args.max)) xml.write(TERM_WHITE, "\n") end elseif t.label == "sval" then if not_flag then xml.write(TERM_WHITE, tab) xml.write(ecol, "Its ") xml.write(bcol, "sval") xml.write(ecol, " is not from ") xml.write(TERM_WHITE, tostring(t.args.min)) xml.write(ecol, " to ") xml.write(TERM_WHITE, tostring(t.args.max)) xml.write(TERM_WHITE, "\n") else xml.write(TERM_WHITE, tab) xml.write(ecol, "Its ") xml.write(bcol, "sval") xml.write(ecol, " is from ") xml.write(TERM_WHITE, tostring(t.args.min)) xml.write(ecol, " to ") xml.write(TERM_WHITE, tostring(t.args.max)) xml.write(TERM_WHITE, "\n") end elseif t.label == "discount" then if not_flag then xml.write(TERM_WHITE, tab) xml.write(ecol, "Its ") xml.write(bcol, "discount") xml.write(ecol, " is not from ") xml.write(TERM_WHITE, tostring(t.args.min)) xml.write(ecol, " to ") xml.write(TERM_WHITE, tostring(t.args.max)) xml.write(TERM_WHITE, "\n") else xml.write(TERM_WHITE, tab) xml.write(ecol, "Its ") xml.write(bcol, "discount") xml.write(ecol, " is from ") xml.write(TERM_WHITE, tostring(t.args.min)) xml.write(ecol, " to ") xml.write(TERM_WHITE, tostring(t.args.max)) xml.write(TERM_WHITE, "\n") end else if xml.rule2string[t.label] then local rule = xml.rule2string[t.label] a, b, c = rule[1], rule[2], rule[3] if not_flag then c = c .. " not" end xml.write(TERM_WHITE, tab) xml.write(ecol, a) xml.write(bcol, b) xml.write(ecol, c) xml.write(ecol, " \"") xml.write(TERM_WHITE, t[1]) xml.write(ecol, "\"") xml.write(TERM_WHITE, "\n") else if not_flag then xml.write(bcol, "Not:\n") tab = tab .. " " xml:print_xml(t, tab) return end end end for i = 1, getn(t) do if type(t[i]) == "string" then -- xml.write(TERM_WHITE, t[i].."\n") else xml:english_xml(t[i], nextlevel, children_not_flag) end end end function xml:print_xml(t, tab) local i, k, e local inside = nil local bcol, ecol = TERM_L_GREEN, TERM_GREEN if xml.write_active and t == auto_aux.rule then bcol, ecol = TERM_VIOLET, TERM_VIOLET end xml.write(bcol, tab.."<"..t.label) for k, e in t.args do xml.write(TERM_L_BLUE, " "..k) xml.write(TERM_WHITE, "=\"") xml.write(TERM_YELLOW, e) xml.write(TERM_WHITE, "\"") end xml.write(bcol, ">") for i = 1, getn(t) do if type(t[i]) == "string" then xml.write(TERM_WHITE, t[i]) else if not inside then xml.write(TERM_WHITE, "\n") end inside = not nil xml:print_xml(t[i], tab.." ") end end if not inside then xml.write(ecol, "\n") else xml.write(ecol, tab.."\n") end end -- t is a table representing xml, outputs the xml code via xml.write() function xml:output(t) local i for i = 1, getn(t) do xml:print_xml(t[i], "") end end tome-2.3.11-ah/lib/data/000077500000000000000000000000001233503306200146045ustar00rootroot00000000000000tome-2.3.11-ah/lib/data/.cvsignore000066400000000000000000000000201233503306200165740ustar00rootroot00000000000000.cvsignore *.rawtome-2.3.11-ah/lib/data/delete.me000066400000000000000000000000001233503306200163570ustar00rootroot00000000000000tome-2.3.11-ah/lib/dngn/000077500000000000000000000000001233503306200146215ustar00rootroot00000000000000tome-2.3.11-ah/lib/dngn/dun1.14000066400000000000000000000001131233503306200156310ustar00rootroot00000000000000# On this level there is a stairway leading to the Heart of the Earth B:10 tome-2.3.11-ah/lib/dngn/dun10.0000066400000000000000000000000651233503306200156320ustar00rootroot00000000000000# Father branch is Mirkwood(1), on level 14 A:1 L:14 tome-2.3.11-ah/lib/dngn/dun11.20000066400000000000000000000001041233503306200157070ustar00rootroot00000000000000# On this level there is a stairway leading to the Nether Realm B:6 tome-2.3.11-ah/lib/dngn/dun11.22000066400000000000000000000000411233503306200157110ustar00rootroot00000000000000#I'm downright evil F:NO_GENO | tome-2.3.11-ah/lib/dngn/dun17.15000066400000000000000000000002351233503306200157260ustar00rootroot00000000000000N:Machine U:s_factory.map D:The clatter of strange machinery surrounds you. F:DESC | NO_GENO | NO_NEW_MONSTER | SPECIAL | NO_STAIR F:ASK_LEAVE | NO_TELEPORT tome-2.3.11-ah/lib/dngn/dun18.0000066400000000000000000000000671233503306200156440ustar00rootroot00000000000000# The level is SAVED in the playername.mz? file #S:mz0 tome-2.3.11-ah/lib/dngn/dun18.1000066400000000000000000000000671233503306200156450ustar00rootroot00000000000000# The level is SAVED in the playername.mz? file #S:mz1 tome-2.3.11-ah/lib/dngn/dun19.11000066400000000000000000000002251233503306200157230ustar00rootroot00000000000000N:Deathwatch U:s_death.map D:This level looks filled with evilness. F:DESC | NO_GENO | NO_NEW_MONSTER | SPECIAL | NO_STAIR F:ASK_LEAVE | NO_TELEPORT tome-2.3.11-ah/lib/dngn/dun2.31000066400000000000000000000001021233503306200156270ustar00rootroot00000000000000# On this level there is a stairway leading to the Mount Doom B:5 tome-2.3.11-ah/lib/dngn/dun22.10000066400000000000000000000001111233503306200157060ustar00rootroot00000000000000# On this level there is a stairway leading to the Small Water Cave B:24 tome-2.3.11-ah/lib/dngn/dun22.5000066400000000000000000000002011233503306200156320ustar00rootroot00000000000000N:Orc Town U:s_orc.map D:You hear orc warcries. F:DESC | NO_GENO | NO_NEW_MONSTER | SPECIAL | NO_STAIR F:ASK_LEAVE | NO_TELEPORT tome-2.3.11-ah/lib/dngn/dun24.0000066400000000000000000000000701233503306200156330ustar00rootroot00000000000000# Father branch is the Moria(22), on level 10 A:22 L:10 tome-2.3.11-ah/lib/dngn/dun29.15000066400000000000000000000002411233503306200157260ustar00rootroot00000000000000N:Galleon U:s_ship.map D:A ship of antique design lies jammed in the ice here. F:DESC | NO_GENO | NO_NEW_MONSTER | SPECIAL | NO_STAIR F:ASK_LEAVE | NO_TELEPORT tome-2.3.11-ah/lib/dngn/dun3.18000066400000000000000000000002161233503306200156430ustar00rootroot00000000000000N:Dim Gates U:s_gates.map D:Visions of death fill your mind. F:DESC | NO_GENO | NO_NEW_MONSTER | SPECIAL | NO_STAIR F:ASK_LEAVE | NO_TELEPORT tome-2.3.11-ah/lib/dngn/dun3.28000066400000000000000000000002171233503306200156450ustar00rootroot00000000000000N:Nameless U:s_name.map D:You sense a powerful artifact here. F:DESC | NO_GENO | NO_NEW_MONSTER | SPECIAL | NO_STAIR F:ASK_LEAVE | NO_TELEPORT tome-2.3.11-ah/lib/dngn/dun3.3000066400000000000000000000002111233503306200155500ustar00rootroot00000000000000N:Crypt U:s_crypt.map D:Looks like a forgotten crypt... F:DESC | NO_GENO | NO_NEW_MONSTER | SPECIAL | NO_STAIR F:ASK_LEAVE | NO_TELEPORT tome-2.3.11-ah/lib/dngn/dun5.0000066400000000000000000000000641233503306200155550ustar00rootroot00000000000000# Father branch is the Mordor, on level 32 A:2 L:31 tome-2.3.11-ah/lib/dngn/dun5.14000066400000000000000000000004341233503306200156430ustar00rootroot00000000000000# The level is SAVED in the playername.mdm file S:mdm # Use the map in s_doom.map file U:s_doom.map # Use Mt Doom as level name N:Mt Doom D:You finally reach the top of Mount Doom, here must lie the Great Fire. F:DESC F:NO_GENO | NO_NEW_MONSTER | SPECIAL | NO_STAIR F:NO_TELEPORT tome-2.3.11-ah/lib/dngn/dun6.0000066400000000000000000000000631233503306200155550ustar00rootroot00000000000000# Father branch is Void(11), on level 20 A:11 L:20 tome-2.3.11-ah/lib/edit/000077500000000000000000000000001233503306200146205ustar00rootroot00000000000000tome-2.3.11-ah/lib/edit/a_info.txt000066400000000000000000002340521233503306200166220ustar00rootroot00000000000000# File: a_info.txt # This file is used to initialize the "lib/raw/a_info.raw" file, which is # used to initialize the "artifact" information for the Angband game. # Do not modify this file unless you know exactly what you are doing, # unless you wish to risk possible system crashes and broken savefiles. # After modifying this file, delete the "lib/raw/a_info.raw" file. # The artifact indexes are defined in "defines.h", and must not be changed. # Artifacts 1-15 are "special", 16-63 are "armor", and 64-127 are "weapons". # Hack -- "Grond" and "Morgoth" MUST have a rarity of one, or they might # not be dropped when Morgoth is killed. Note that they, like the "special" # artifacts, are never created "accidentally". # Artifacts now have descriptions. Special thanks to J.R.R Tolkien, # without whom the words would be unwritten, the images unconceived, # the deed undone. # -Leon Marrick # Contributors: Jeff Butler, Neal Hackler, Ethan Sicotte, Pat Tracy, Divia # Version stamp (required) V:2.0.0 # The Phial of Galadriel N:1:of Galadriel I:39:100:4 W:20:10:10:10000 P:0:1d1:0:0:0 F:ACTIVATE | SEARCH | LITE3 | LUCK F:INSTA_ART | HIDE_TYPE a:HARDCORE=LIGHT D:A small crystal phial, with the light of Earendil's Star contained inside. D:Its light is imperishable, and near it darkness cannot endure. # The Star of Elendil N:2:of Elendil I:39:101:1 W:30:25:5:32500 P:0:1d1:0:0:0 F:ACTIVATE | SEE_INVIS | HOLD_LIFE | F:INSTA_ART | SPEED | LITE3 | LITE1 | HIDE_TYPE a:HARDCORE=MAP_LIGHT Z:detect curses D:The shining Star of the West, a famed heirloom of Elendil's house. # The Arkenstone of Thrain # Was +2 WIS/DEX N:3:of Thrain I:39:102:3 W:50:50:5:50000 P:0:1d1:0:0:0 F:ACTIVATE | SEE_INVIS | HOLD_LIFE | RES_CHAOS | HIDE_TYPE | LUCK F:INSTA_ART | SPEED | RES_LITE | RES_DARK | ESP_ORC | LITE3 a:HARDCORE=THRAIN D:A great globe seemingly filled with moonlight, the famed Heart of the D:Mountain, which splinters the light that falls upon it into a thousand D:glowing shards. # The Amulet of Carlammas N:4:of Carlammas I:40:10:2 W:50:10:3:60000 F:CON | HIDE_TYPE | F:ACTIVATE | RES_FIRE | F:INSTA_ART a:HARDCORE=PROT_EVIL D:A fiery circle of bronze, with mighty spells to ward off evil. # The Amulet of Ingwe N:5:of Ingwe I:40:11:3 W:65:30:3:90000 F:INT | WIS | CHR | SEARCH | INFRA | HIDE_TYPE | F:SEE_INVIS | FREE_ACT | ACTIVATE | F:RES_ACID | RES_COLD | RES_ELEC | F:INSTA_ART a:HARDCORE=DISP_EVIL D:The ancient heirloom of Ingwe, high lord of the Vanyar, against whom nothing D:of evil could stand. # The Necklace 'Nauglamir' N:6:'Nauglamir' I:40:12:3 W:70:50:3:75000 F:STR | CON | DEX | INFRA | HIDE_TYPE | RES_FEAR | F:SEE_INVIS | FREE_ACT | REGEN | LITE3 | SPEED | F:INSTA_ART D:A carencet of gold, set with a multitude of shining gems of D:Valinor. Despite its size, its weight seems as that of gossamer. # The Ring of Flare # (note: pval reduced to 3, otherwise it would probably be preferable # even to The One Ring!) N:7:of Flare I:45:52:3 W:50:35:2:75000 F:STR | CON | CHR | HIDE_TYPE | F:IM_FIRE | ACTIVATE | SEARCH | F:ESP_THUNDERLORD | SEE_INVIS | FLY | F:INSTA_ART a:HARDCORE=DIM_DOOR Z:swap position D:The mighty ring of the Thunderlord Flare that makes the wearer D:strong and healthy. Once a ring of power, it was D:given to Flare by Celegorm when he arrived on Middle-earth with a full nest D:of Thunderlords. # The Ring of Barahir N:8:of Barahir I:45:32:1 W:50:25:2:75000 F:STR | INT | WIS | DEX | CON | CHR | STEALTH | HIDE_TYPE | F:RES_POIS | RES_DARK | ACTIVATE | SEE_INVIS | SEARCH | F:INSTA_ART a:HARDCORE=BARAHIR D:A ring shaped into twinned serpents with eyes of emerald meeting beneath D:a crown of flowers, an ancient treasure of Isildur's house. # The Ring of Tulkas N:9:of Tulkas I:45:33:4 W:70:50:2:175000 F:STR | DEX | CON | HIDE_TYPE | F:ACTIVATE | SPEED | ESP_EVIL | F:INSTA_ART a:HARDCORE=TULKAS D:The treasure of Tulkas, most fleet and wrathful of the Valar. # The Ring of Power 'Narya' N:10:of Power 'Narya' I:45:34:1 W:70:30:2:100000 P:0:1d1:6:6:0 F:STR | INT | WIS | DEX | CON | CHR | SPEED | HIDE_TYPE | LUCK F:ACTIVATE | FREE_ACT | SEE_INVIS | F:SUST_STR | SUST_CON | SUST_WIS | SUST_CHR | SPECIAL_GENE | F:IM_FIRE | RES_NETHER | RES_FEAR | REGEN | F:INSTA_ART a:HARDCORE=NARYA D:The Ring of Fire, set with a ruby that glows like flame. Narya is one D:of the three Rings of Power created by the Elves and hidden by them from D:Sauron. # The Ring of Power 'Nenya' N:11:of Power 'Nenya' I:45:35:2 W:80:40:2:200000 P:0:1d1:9:9:0 F:STR | INT | WIS | DEX | CON | CHR | SPEED | HIDE_TYPE | LUCK F:ACTIVATE | HOLD_LIFE | FREE_ACT | SEE_INVIS | F:SUST_INT | SUST_WIS | SUST_CHR | F:IM_COLD | RES_BLIND | STEALTH | ESP_ALL | F:INSTA_ART a:HARDCORE=NENYA D:The Ring of Adamant, with a pure white stone as centrepiece. Nenya is one D:of the three Rings of Power created by the Elves and hidden by them from D:Sauron. # The Ring of Power 'Vilya' N:12:of Power 'Vilya' I:45:36:3 W:90:50:2:300000 P:0:1d1:12:12:0 F:STR | INT | WIS | DEX | CON | CHR | SPEED | HIDE_TYPE | LUCK F:ACTIVATE | HOLD_LIFE | FREE_ACT | SEE_INVIS | F:FEATHER | SLOW_DIGEST | REGEN | F:SUST_STR | SUST_DEX | SUST_CON | F:IM_ELEC | RES_POIS | RES_DISEN | F:INSTA_ART a:HARDCORE=VILYA D:The Ring of Sapphire, with clear blue gems that shine like stars, D:glittering untouchable despite all that Sauron ever wrought. Vilya is D:one of the three Rings of Power created by the Elves and hidden by them D:from Sauron. # The Ring of Power 'The One Ring' N:13:of Power 'The One Ring' I:45:37:5 W:100:100:2:5000000 P:0:1d1:15:15:0 F:STR | INT | WIS | DEX | CON | CHR | SPEED | HIDE_TYPE | F:ACTIVATE | AUTO_CURSE | HEAVY_CURSE | INVIS | SPELL | MANA | F:SEE_INVIS | REGEN | FREE_ACT | CURSED | CURSE_NO_DROP | F:IM_FIRE | IM_COLD | IM_ELEC | IM_ACID | PERMA_CURSE | F:SUST_STR | SUST_DEX | SUST_CON | F:SUST_INT | SUST_WIS | SUST_CHR | F:RES_BLIND | RES_POIS | RES_DISEN | RES_NETHER | ESP_ALL | F:DRAIN_MANA | DRAIN_HP | DRAIN_EXP | F:INSTA_ART a:HARDCORE=POWER Z:change the world D:"Ash nazg durbatuluk, ash nazg gimbatul, ash nazg thrakatuluk agh D:burzum-ishi krimpatul". Unadorned, made of massive gold, D:set with runes in the foul speech of Mordor, with power so great that it D:inevitably twists and masters any earthly being who wears it. # The Anchor of Space-Time N:14:of Space-Time I:39:105:0 W:30:12:15:50000 P:0:1d1:0:0:0 F:INSTA_ART | LITE1 D:A powerful stone that provides a strong light for any who D:wields it. It is rumoured that it may even protect the wearer from D:the passing of time. # This artifact has a low artifact level to prevent it being worthless for # chars with poor magic skills. # The Stone of Lore N:15:of Lore I:39:106:0 W:15:12:15:20000 P:0:1d1:0:0:0 F:ACTIVATE | SPECIAL_GENE | EASY_USE | LITE1 | F:INSTA_ART a:HARDCORE=STONE_LORE D:A great emerald that fills your mind with images of knowledge and dreadful D:understanding as you stare into its depths. # The Multi-Hued Dragon Scale Mail 'Razorback' N:16:'Razorback' I:38:6:0 W:90:9:500:400000 P:30:2d4:-4:0:25 F:FREE_ACT | IM_ELEC | SPECIAL_GENE | F:RES_FIRE | RES_COLD | RES_POIS | RES_LITE | RES_DARK | F:LITE1 | SEE_INVIS | AGGRAVATE | ESP_DRAGON F:ACTIVATE a:HARDCORE=RAZORBACK D:A massive suit of heavy dragon scales deeply saturated with many colours. D:It throbs with angry energies, and you feel the raw elemental might of D:untamed Lightning as you put it on. # The Power Dragon Scale Mail of Eternity # The ULTIMATE armour N:17:of Eternity I:38:30:0 W:100:16:600:500000 P:50:2d4:-8:0:35 F:HOLD_LIFE | REGEN | ESP_DRAGON | F:RES_ACID | RES_FIRE | RES_COLD | RES_ELEC | RES_POIS | FEATHER | FLY | F:RES_NETHER | RES_NEXUS | RES_CHAOS | RES_LITE | RES_DARK | ULTIMATE | F:RES_SHARDS | RES_SOUND | RES_DISEN | RES_BLIND | RES_CONF | F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD | SPECIAL_GENE F:ACTIVATE a:HARDCORE=BLADETURNER D:A suit of adamant, set with scales of every colour, surrounded in a nimbus D:of perfectly untramelled yet inextricably intermingled and utterly mastered D:powers elemental and ethereal. # The Spear of Melkor N:18:of Melkor I:22:2:-4 W:65:45:200:100000 P:0:4d6:12:24:0 F:STEALTH | WIS | CURSED | HEAVY_CURSE | TY_CURSE | ESP_GOOD | F:DRAIN_MANA | DRAIN_HP | F:RES_DARK | RES_BLIND | RES_LITE | RES_NETHER | BRAND_POIS | RES_CONF D:The mighty spear used once by Melkor to slay the trees of Valinor. # The Adamantite Plate Mail 'Soulkeeper' N:19:'Soulkeeper' I:37:30:2 W:75:9:420:300000 P:40:2d4:-4:0:20 F:CON | F:HOLD_LIFE | SUST_CON | ESP_UNDEAD | RES_CONF | RES_FEAR | F:RES_ACID | RES_COLD | RES_DARK | RES_NETHER | RES_NEXUS | RES_CHAOS | F:ACTIVATE a:HARDCORE=CURE_1000 D:A suit of imperishable adamant, with unconquerable strength to endure evil D:and disruptive magics, that protects the life force of its wearer as D:nothing else can. # The Full Plate Armour of Isildur N:20:of Isildur I:37:15:1 W:30:3:300:50000 P:25:2d4:0:0:25 F:CON | F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | F:RES_SOUND | RES_CONF | RES_NEXUS D:A gleaming steel suit covering the wearer from neck to foot, with runes of D:warding and stability deeply engraved into its surface. # The Metal Brigandine Armour of the Rohirrim N:21:of the Rohirrim I:37:9:2 W:30:3:200:30000 P:19:1d4:0:0:15 F:STR | DEX | SPEED | HIDE_TYPE | RES_FEAR | F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_CONF | RES_SOUND D:A stiff suit of armour composed of small metal plates sewn to an D:inner layer of heavy canvas, and covered with a second layer of D:cloth. Within it is the spirit of Eorl the Young, matchless in combat. # The Mithril Chain Mail 'Belegennon' N:22:'Belegennon' I:37:20:4 W:40:10:150:135000 P:28:1d4:-1:0:20 F:STEALTH | WIS | INT | F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_POIS | F:HOLD_LIFE | RES_DARK | RES_FEAR | F:SEE_INVIS | F:ACTIVATE a:HARDCORE=BELEGENNON D:This wondrous suit of fine-linked chain shimmers as though of pure silver. D:It stands untouched amidst the fury of the elements, and a power of D:concealment rests within. # The Mithril Plate Mail of Celeborn N:23:of Celeborn I:37:25:4 W:40:3:250:150000 P:35:2d4:-3:0:25 F:STR | CHR | HIDE_TYPE | ESP_ORC F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_DARK | F:RES_DISEN | ACTIVATE a:HARDCORE=GENOCIDE D:A shimmering suit of true-silver, forged long ago by dwarven smiths of D:legend. It gleams with purest white as you gaze upon it, and mighty are D:its powers to protect and banish. # The Chain Mail of Arvedui N:24:of Arvedui I:37:4:2 W:20:3:220:32000 P:14:1d4:-2:0:15 F:STR | CHR | HIDE_TYPE | F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_SHARDS | RES_NEXUS D:A hauberk, leggings, and sleeves of interlocking steel rings, well padded D:with leather. You feel strong and tall as Arvedui, last king of Arnor, D:as you put it on. # The Augmented Chain Mail of Caspanion N:25:of Caspanion I:37:6:3 W:25:9:270:40000 P:16:1d4:-2:0:20 F:INT | WIS | CON | HIDE_TYPE | F:RES_ACID | RES_POIS | RES_CONF | ACTIVATE a:HARDCORE=DEST_DOOR D:A hauberk, leggings, and sleeves of interlocking steel rings, strategically D:reinforced at vital locations with a second layer of chain. Magics to D:enhance body and mind lie within, and no door can hope to resist the wearer. # The Thunderlord Coat of Marda N:26:of Marda I:36:16:5 W:70:3:80:80000 P:9:0d0:0:0:25 F:FREE_ACT | RES_BLIND | RES_CONF | RES_FEAR | DRAIN_MANA | F:REFLECT | RES_NEXUS | SH_FIRE | SUST_INT | SUST_CON | SUST_CHR | F:ESP_THUNDERLORD | CON | CHR | INT | F:RES_ACID | RES_ELEC | IM_COLD | RES_COLD | AGGRAVATE | HEAVY_CURSE | F:CURSED D:The flying suit of Marda, very powerful armour that protects D:the wearer from cold. Wonderful as this mighty D:armour is, beware wearing it, for it has been cursed by a D:powerful wizard since Marda had it and is said to have gained D:a couple of undesirable side-effects... # The Thunderlord Coat of Trone N:27:of Trone I:36:16:4 W:30:3:80:65000 P:9:0d0:0:0:20 F:REFLECT | RES_NEXUS | SH_FIRE | FLY | SPECIAL_GENE | F:STEALTH | ESP_THUNDERLORD | CON | INT | SPEED | F:RES_ACID | RES_ELEC | IM_FIRE | RES_COLD D:The flying suit of Trone. It protects the user from fire and D:imps are said to be less annoying with this on. # The Leather Scale Mail 'Thalkettoth' N:28:'Thalkettoth' I:36:11:3 W:20:3:60:25000 P:11:1d1:-1:0:25 F:DEX | SPEED | HIDE_TYPE | SPECIAL_GENE | F:RES_ACID | RES_SHARDS D:A tunic and skirt sewn with thick, overlapping scales of hardened D:leather whose wearer moves with agility and assurance. # The Pair of Soft Leather Boots of Wormtongue N:29:of Wormtongue I:30:2:3 W:40:20:20:50000 P:2:1d1:-10:-10:10 F:INT | DEX | CHR | STEALTH | SEARCH | SPEED | HIDE_TYPE | F:FREE_ACT | FEATHER | RES_DARK | RES_LITE | ESP_GOOD | ESP_UNIQUE Z:panic hit D:The pair of boots used by Grima son of Galmod, also named the Wormtongue: D:a treacherous but persuasive counsellor, ever ready to betray, sneak, D:lie, cheat and steal - but never ready to actually fight. # The Small Metal Shield of Thorin N:30:of Thorin I:34:3:4 W:30:6:65:60000 P:3:1d2:0:0:25 F:STR | CON | HIDE_TYPE | F:FREE_ACT | IM_ACID | RES_SOUND | F:RES_CHAOS | ESP_ORC D:Invoking the strength and endurance of Thorin, King under the Mountain, D:this little metal shield is proof against the Element of Earth. # The Large Leather Shield of Celegorm N:31:of Celegorm I:34:4:0 W:30:3:60:12000 P:4:1d2:0:0:20 F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_LITE | RES_DARK D:This shield emblazoned with a multitude of creatures not seen for ages D:once protected Celegorm, lord of Himlad; around it lies a mystic balance D:that contains the conflicts of the elements. # The Large Metal Shield of Anarion N:32:of Anarion I:34:5:0 W:40:9:120:160000 P:5:1d3:0:0:20 F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | SUST_STR | SUST_INT | F:SUST_WIS | SUST_DEX | SUST_CON | SUST_CHR | ESP_EVIL D:The great metal-bound shield of Anarion, son of Elendil, who Sauron found D:himself powerless to wither or diminish. # The Beaked Axe of Hurin N:33:of Hurin I:22:10:3 W:20:15:180:90000 P:0:2d6:12:20:0 F:STR | CON | HIDE_TYPE | BRAND_ACID | RES_ACID | LITE1 | DRAIN_MANA | F:SLAY_ORC | KILL_DEMON | SLAY_TROLL | ACTIVATE | SHOW_MODS F:MUST2H f:MUST2H a:HARDCORE=HURIN D:Wielded by Hurin Thalion in the Fifth Battle of Beleriand, this D:troll-bane smoked in the black blood of Gothmog's guards. # The Massive Iron Crown of Morgoth N:34:of Morgoth I:33:50:125 W:100:1:20:10000000 P:0:1d1:0:0:0 F:STR | INT | WIS | DEX | CON | CHR | INFRA | HIDE_TYPE | F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_POIS | F:RES_LITE | RES_DARK | RES_CONF | RES_NEXUS | RES_NETHER | F:LITE1 | SEE_INVIS | ESP_ALL | F:CURSED | HEAVY_CURSE | PERMA_CURSE | F:INSTA_ART | SPECIAL_GENE D:Two Silmarils of Feanor blaze from the thunderous crown of twisted D:iron. The corrupted metal feels at once as infernal as hellfire D:and as chilling as the Outer Darkness. One protrusion from the D:crown is abruptly ended where a third jewel might have shone. # The Iron Crown of Beruthiel N:35:of Beruthiel I:33:10:-5 W:40:12:20:0 P:0:1d1:0:0:20 F:STR | DEX | CON | HIDE_TYPE | F:FREE_ACT | SEE_INVIS | ESP_ANIMAL | ESP_EVIL | ESP_NONLIVING | ESP_ALL | F:CURSED | AUTO_CURSE D:The midnight-hued steel circlet of the sorceress-queen Beruthiel, which D:grants extraordinary powers of sight and awareness at a terrible physical D:cost. # The Hard Leather Cap of Thranduil N:36:of Thranduil I:32:2:2 W:20:2:15:50000 P:2:0d0:0:0:10 F:INT | WIS | HIDE_TYPE | F:RES_BLIND | ESP_ORC | ESP_EVIL | ESP_TROLL D:The hunting cap of King Thranduil, to whose ears come all the secrets of D:his forest domain. # The Metal Cap of Thengel N:37:of Thengel I:32:3:3 W:10:2:20:22000 P:3:1d1:0:0:12 F:WIS | CHR | RES_CONF | HIDE_TYPE | LUCK D:A ridged helmet made of steel, and embossed with scenes of valour in fine- D:engraved silver. It grants the wearer nobility, clarity of thought and D:understanding. # The Steel Helm of Hammerhand N:38:of Hammerhand I:32:6:3 W:20:2:60:45000 P:6:1d3:0:0:20 F:STR | DEX | CON | HIDE_TYPE | SPECIAL_GENE | RES_FEAR | F:SUST_STR | SUST_DEX | SUST_CON | F:RES_ACID | RES_NEXUS | RES_COLD | RES_DARK | SLOW_DIGEST | Z:berserk D:A great helm as steady as the heroes of the Westdike. Mighty were the D:blows of Helm, the Hammerhand! # The Dragon Helm of Dor-Lomin N:39:of Dor-Lomin I:32:7:4 W:40:12:75:300000 P:8:1d3:0:0:20 F:STR | DEX | CON | HIDE_TYPE | F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_LITE | RES_BLIND | F:LITE1 | SEE_INVIS | ESP_DRAGON | ESP_THUNDERLORD | ACTIVATE a:HARDCORE=GORLIM D:The legendary dragon helm of Turin Turambar, an object of dread to the D:servants of Morgoth. # The Iron Helm 'Holhenneth' N:40:'Holhenneth' I:32:5:2 W:20:5:75:100000 P:5:1d3:0:0:10 F:INT | WIS | SEARCH | HIDE_TYPE | F:RES_BLIND | SEE_INVIS | ACTIVATE a:HARDCORE=DETECT_ALL D:A famous helm of forged iron granting extraordinary powers of mind and D:awareness. # The Iron Helm of Gorlim N:41:of Gorlim I:32:5:-5 W:20:5:75:0 P:5:1d3:25:25:10 F:INT | WIS | SEARCH | HIDE_TYPE | SHOW_MODS | F:SEE_INVIS | NO_MAGIC | HEAVY_CURSE | TY_CURSE F:RES_DISEN | RES_FEAR | FREE_ACT | RES_ACID | RES_FIRE | RES_POIS | F:IM_COLD | ACTIVATE | DRAIN_HP | F:TELEPORT | CURSED a:HARDCORE=GORLIM D:A headpiece, gaudy and barbaric, that betrayed a warrior when he most D:needed succor. # The Golden Crown of Gondor N:42:of Gondor I:33:11:3 W:40:40:30:125000 P:0:1d1:0:0:15 F:STR | WIS | CON | HIDE_TYPE | SPEED | RES_CONF | RES_SOUND | F:RES_COLD | RES_FIRE | RES_LITE | RES_BLIND | RES_ELEC | RES_CHAOS | F:LITE1 | SEE_INVIS | REGEN | ACTIVATE a:HARDCORE=CURE_700 D:The shining winged circlet brought by Elendil from dying Numenor, emblem of D:Gondor through an age of the world. # The Jewel Encrusted Crown of Numenor # Stolen from Oangband N:43:of Numenor I:33:12:3 W:60:30:40:50000 P:0:1d1:0:0:18 F:INT | DEX | CHR | SEARCH | SPEED | HIDE_TYPE | F:SEE_INVIS | FREE_ACT | RES_DARK | RES_BLIND | F:RES_SHARDS | RES_SOUND | RES_LITE | RES_COLD | F:LITE1 | ACTIVATE | DRAIN_MANA a:HARDCORE=NUMENOR D:A crown of massive gold, set with wondrous jewels of thought and warding, D:worn by the kings of ancient Numenor. Its wearer may go into battle D:always knowing what he faces - unless his own folly blinds him to the D:nature and magnitude of the task. # The Cloak 'Colluin' N:44:'Colluin' I:35:1:0 W:5:45:10:40000 P:1:0d0:0:0:20 F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_POIS | ACTIVATE | ESP_GOOD a:HARDCORE=COLLUIN D:A cape worn by a hero from Valinor, a land utterly beyond the strife D:of Elements. # The Cloak 'Holcolleth' N:45:'Holcolleth' I:35:1:2 W:5:25:10:13000 P:1:0d0:0:0:4 F:INT | WIS | SPEED | STEALTH | HIDE_TYPE | F:RES_ACID | ACTIVATE a:HARDCORE=SLEEP D:This elven-grey mantle possesses great powers of tranquility and of D:concealment, and grants the wearer the knowledge and understanding of D:the Sindar. # The Cloak of Thingol N:46:of Thingol I:35:1:3 W:10:50:10:35000 P:1:0d0:0:0:18 F:DEX | CHR | HIDE_TYPE | F:FREE_ACT | RES_ACID | RES_FIRE | RES_COLD | ACTIVATE a:HARDCORE=RECHARGE D:A sable-hued cloak, with glowing elven-runes to restore magic showing calm D:and clear as moonlight on still water. # The Cloak of Thorongil N:47:of Thorongil I:35:1:0 W:5:10:10:8000 P:1:0d0:0:0:10 F:FREE_ACT | RES_ACID | SEE_INVIS | RES_FEAR D:A cloak of shimmering green and brown that grants sight beyond sight and D:shakes off holding magics, worn by Aragorn son of Arathorn in his youth D:as he adventured under the name of Thorongil. # The Cloak 'Colannon' N:48:'Colannon' I:35:1:3 W:5:20:10:11000 P:1:0d0:0:0:15 F:STEALTH | SPEED | RES_NEXUS | F:RES_ACID | ACTIVATE a:HARDCORE=TELEPORT D:A crystal-blue cape of fine silk worn by a silent messenger of D:the forces of Law. Somehow, its wearer is always able to escape D:trouble. # The Shadow Cloak of Luthien N:49:of Luthien I:35:6:2 W:40:40:5:55000 P:6:0d0:0:0:20 F:INT | WIS | CHR | HIDE_TYPE | SPEED | STEALTH | INVIS | LUCK F:RES_ACID | RES_FIRE | RES_COLD | SPECIAL_GENE | ACTIVATE | SPELL_CONTAIN | WIELD_CAST a:HARDCORE=REST_LIFE D:The opaque midnight folds, inset with a multitude of tiny diamonds, of D:this cloak swirl around you and you feel a hint, a fragment of the D:knowledge and power to restore that lay in Luthien, the most beautiful D:being that ever knew death. # The Shadow Cloak of Tuor N:50:of Tuor I:35:6:4 W:40:40:5:35000 P:6:0d0:0:0:12 F:STEALTH | DEX | HIDE_TYPE | INVIS | WATER_BREATH F:FREE_ACT | IM_ACID | SEE_INVIS | CLIMB D:From the ruin of Gondolin did Tuor escape, through secret ways and travail, D:shielded by his cloak from a multitude of hostile eyes. # The Main Gauche of Azaghal, which wounded Glaurung N:51:of Azaghal I:23:5:0 W:15:30:30:40000 P:0:2d5:12:14:0 F:KILL_DRAGON | IM_FIRE | ESP_DRAGON | RES_FEAR D:The weapon of Azaghal when he wounded Glaurung. It is deadly D:when fighting dragons and is said to make the breaths of fire D:completely harmless. # The Set of Leather Gloves 'Cambeleg' N:52:'Cambeleg' I:31:1:2 W:10:6:5:36000 P:1:0d0:8:8:15 F:STR | CON | HIDE_TYPE | F:FREE_ACT | SHOW_MODS D:A hero's handgear that lends great prowess in battle. # The Set of Leather Gloves 'Cammithrim' N:53:'Cammithrim' I:31:1:0 W:10:3:5:30000 P:1:0d0:0:0:10 F:FREE_ACT | RES_LITE | SUST_CON | LITE1 | ACTIVATE F:SPECIAL_GENE a:HARDCORE=BO_MISS_1 D:These gloves glow so brightly as to light the way for their owner and cast D:magical bolts with great frequency. # The Set of Gauntlets 'Paurhach' N:54:'Paurhach' I:31:2:0 W:10:5:25:15000 P:2:1d1:0:0:15 F:RES_FIRE | ACTIVATE | SPELL_CONTAIN | WIELD_CAST a:HARDCORE=BO_FIRE_1 D:A fiery set of gauntlets that can even shoot fire from the user's D:hands. # The Set of Gauntlets 'Paurnimmen' N:55:'Paurnimmen' I:31:2:4 W:10:5:25:33000 P:2:1d1:0:0:15 F:RES_COLD | ACTIVATE F:SUST_CON | CON | REGEN | SPELL_CONTAIN | WIELD_CAST a:HARDCORE=BO_COLD_1 D:A set of handgear so icy as to be able to fire frost bolts. # The Set of Gauntlets 'Pauraegen' N:56:'Pauraegen' I:31:2:0 W:10:5:25:11000 P:2:1d1:0:0:15 F:RES_ELEC | ACTIVATE | SPELL_CONTAIN | WIELD_CAST a:HARDCORE=BO_ELEC_1 D:A set of handgear with sparks surrounding it, able to fire D:bolts of electricity. # The Set of Gauntlets 'Paurnen' N:57:'Paurnen' I:31:2:0 W:10:5:25:12000 P:2:1d1:0:0:15 F:RES_ACID | ACTIVATE | SPELL_CONTAIN | WIELD_CAST a:HARDCORE=BO_ACID_1 D:A set of handgear so corrosive that it may fire bolts of acid. # The Set of Gauntlets 'Camlost' N:58:'Camlost' I:31:2:-3 W:10:20:25:0 P:2:1d1:-11:-12:0 F:STR | DEX | HIDE_TYPE | DRAIN_MANA | F:RES_POIS | IM_FIRE | IM_COLD | RES_DISEN | RES_NETHER | FREE_ACT | F:AGGRAVATE | SHOW_MODS | HEAVY_CURSE | TY_CURSE | TELEPORT | CURSED D:A pair of gauntlets that sap combat ability, named after the empty hand D:of Beren that once clasped a Silmaril. # The Set of Cesti of Fingolfin N:59:of Fingolfin I:31:5:4 W:40:15:40:110000 P:5:1d1:10:10:20 F:DEX | HIDE_TYPE | LUCK F:FREE_ACT | RES_ACID | ACTIVATE | SHOW_MODS a:HARDCORE=BO_MISS_2 Z:magic missile D:The hand-sheathing of Fingolfin, warrior-king of Elves and Men, who gave D:Morgoth seven mighty wounds and pain that will last forever. # The Pair of Hard Leather Boots of Feanor N:60:of Feanor I:30:3:15 W:40:120:40:300000 P:3:1d1:0:0:20 F:SPEED | HIDE_TYPE | F:RES_NEXUS | ACTIVATE a:HARDCORE=SPEED D:This wondrous pair of leather boots once sped Feanor, creator of the D:Silmarils and the mightiest of the Eldar, along the Grinding Ice and to D:Middle-earth at last. # The Pair of Soft Leather Boots 'Dal-i-thalion' N:61:'Dal-i-thalion' I:30:2:5 W:10:25:20:40000 P:2:1d1:0:0:15 F:DEX | HIDE_TYPE | CHR | SUST_CHR | F:ACTIVATE | FREE_ACT | F:RES_NETHER | RES_CHAOS | RES_CONF | SUST_CON a:HARDCORE=CURE_POISON D:A pair of high-laced shoes, strong against the powers of corruption and D:withering, that grant the wearer extraordinary agility. # The Pair of Metal Shod Boots of Thror N:62:of Thror I:30:6:3 W:30:25:80:15000 P:6:1d1:0:0:20 F:STR | CON | HIDE_TYPE | SPEED | RES_FEAR | CLIMB D:Sturdy footwear of leather and steel as enduring as the long-suffering D:Dwarven King-in-exile who wore them. Of dwarven make, these boots will D:make their wearer completely at home in the mountains. # The Seeker Arrow of Bard # This is, of course, from my 'Artifact Ammo' thread and doesn't need much # explanation. It's rather nasty and deals 1000 or more damage on a # normal hit to a dragon. :) Doesn't put a dent in Sky Drakes and Power # Dragons, tho it's still good for helping to take down Smaug, Tiamat and # the other dragon uniques. # P+ changed name, rarity to 30 N:63:of Bard I:17:2:0 W:55:30:2:50000 P:0:8d4:20:15:0 F:SLAY_ANIMAL | SLAY_EVIL | SLAY_UNDEAD | SLAY_DEMON | F:SLAY_ORC | SLAY_TROLL | SLAY_GIANT | SLAY_DRAGON | KILL_DRAGON | F:BRAND_ACID | BRAND_ELEC | BRAND_FIRE | BRAND_COLD | BRAND_POIS D:Deadliest of arrows, imbued with elemental strength, this shaft is D:feared especially by the wyrmkin. # The Main Gauche of Maedhros N:64:of Maedhros I:23:5:3 W:15:30:30:22500 P:0:2d5:12:15:0 F:INT | DEX | HIDE_TYPE | SPEED | SPECIAL_GENE F:SLAY_TROLL | SLAY_GIANT | FREE_ACT | SEE_INVIS | SHOW_MODS D:A short thrusting blade with a large guard worn by Maedhros the Tall, D:eldest son of Feanor, and wielded with his left hand after the loss of D:his right hand in the pits of Thangorodrim. # The Dagger 'Angrist' N:65:'Angrist' I:23:4:4 W:20:80:12:125000 P:0:2d4:10:15:5 F:DEX | HIDE_TYPE | STEALTH | SEARCH | BRAND_POIS | F:SLAY_EVIL | SLAY_TROLL | SLAY_ORC | BRAND_ACID | F:FREE_ACT | RES_DARK | SUST_DEX | SEE_INVIS | F:SHOW_MODS D:Forged from meteoric iron, this long chopping dagger slices through D:ordinary metal as easily as its title, "Iron Cleaver", suggests. # The Dagger 'Narthanc' N:66:'Narthanc' I:23:4:0 W:4:100:12:12000 P:0:1d4:4:6:0 F:BRAND_FIRE | RES_FIRE | ACTIVATE | SHOW_MODS | LITE1 | LEVELS a:HARDCORE=BO_FIRE_1 D:A fiery dagger finely balanced for deadly throws. # The Dagger 'Nimthanc' N:67:'Nimthanc' I:23:4:0 W:3:100:12:11000 P:0:1d4:4:6:0 F:BRAND_COLD | RES_COLD | ACTIVATE | SHOW_MODS | LEVELS a:HARDCORE=BO_COLD_1 D:A frosty dagger finely balanced for deadly throws. # The Dagger 'Dethanc' N:68:'Dethanc' I:23:4:0 W:5:100:12:13000 P:0:1d4:4:6:0 F:BRAND_ELEC | RES_ELEC | ACTIVATE | SHOW_MODS | LEVELS a:HARDCORE=BO_ELEC_1 D:A dagger covered in sparks and finely balanced for deadly throws. # The Dagger of Rilia N:69:of Rilia I:23:4:0 W:5:40:12:35000 P:0:2d4:4:3:0 F:SLAY_ORC | RES_POIS | RES_DISEN | ACTIVATE | SHOW_MODS | BRAND_POIS a:HARDCORE=BA_POIS_1 D:A large stiletto dagger that glistens with odourless poison, to which the D:wearer seems oddly immune. # The Dagger 'Belangil' N:70:'Belangil' I:23:4:2 W:10:40:12:50000 P:0:2d4:6:9:0 F:DEX | HIDE_TYPE | SPEED | BLOWS | F:BRAND_COLD | RES_COLD | F:SEE_INVIS | SLOW_DIGEST | REGEN | F:ACTIVATE | SHOW_MODS | BRAND_POIS a:HARDCORE=BELANGIL D:A frosty dagger surrounded in a nimbus of ice with a hilt of elk horn and D:an edge to wound the wind. # The Bastard Sword 'Calris' N:71:'Calris' I:23:21:5 W:30:15:140:100000 P:0:5d4:-20:20:0 F:CON | HIDE_TYPE | DRAIN_HP | F:KILL_DRAGON | SLAY_EVIL | SLAY_DEMON | SLAY_TROLL | RES_DISEN | F:AGGRAVATE | CURSED | HEAVY_CURSE | SHOW_MODS | ESP_DRAGON | ESP_DEMON F:AUTO_CURSE F:COULD2H f:COULD2H D:This sword has runes of power incised on its ornate hilt and a single D:blood channel that gleams coldly blue as you grasp this mighty weapon of D:peril. # The Broad Sword 'Aranruth' N:72:'Aranruth' I:23:16:4 W:20:45:150:125000 P:0:3d5:20:12:0 F:STR | DEX | CON | SUST_CON | SUST_STR F:REGEN | FREE_ACT | SEE_INVIS | F:RES_CHAOS | RES_NETHER | HOLD_LIFE | RES_FEAR | F:RES_COLD | F:SLAY_DEMON | SLAY_EVIL | SLAY_DRAGON | SLAY_UNDEAD | F:BRAND_COLD | F:SLOW_DIGEST | SHOW_MODS | HIDE_TYPE | BLESSED D:The beautiful sword of Thingol with a hilt of gold and silver inlay, D:glistening icily enough to freeze the hearts of demons. You feel supple D:and lightfooted as you hold it. # The Broad Sword 'Glamdring' N:73:'Glamdring' I:23:16:1 W:20:20:150:40000 P:0:2d5:10:15:0 F:SEARCH | HIDE_TYPE | BLESSED | SLAY_DEMON | F:SLAY_EVIL | BRAND_FIRE | SLAY_ORC | RES_FIRE | RES_LITE | LITE1 | F:SLOW_DIGEST | SHOW_MODS | ESP_ORC | SPECIAL_GENE | D:This fiery, shining blade earned its sobriquet "Foe-Hammer" from dying orcs D:who dared to come near hidden Gondolin. # The Broad Sword 'Aeglin' N:74:'Aeglin' I:23:16:4 W:20:90:150:95000 P:0:2d5:12:16:0 F:SEARCH | BLESSED | LITE1 | HIDE_TYPE | F:BRAND_ELEC | SLAY_ORC | SLAY_GIANT | SLAY_TROLL | RES_FEAR | F:RES_ELEC | RES_FIRE | RES_BLIND | ESP_ORC | ESP_GIANT | ESP_TROLL | F:SLOW_DIGEST | SHOW_MODS D:Like unto Orcrist and Glamdring, and like them long lost, this sword is D:continually coved in tiny arcs of captive lightning that flash and dance D:eerily in the globe of light they create. # The Broad Sword 'Orcrist' N:75:'Orcrist' I:23:16:3 W:20:20:150:40000 P:0:2d5:10:15:0 F:SEARCH | ESP_ORC | SLAY_DRAGON | ESP_DRAGON | RES_COLD | HIDE_TYPE | F:SLAY_EVIL | BRAND_COLD | SLAY_ORC | RES_COLD | LITE1 | RES_DARK | F:SLOW_DIGEST | SHOW_MODS D:This coldly gleaming blade is called simply "Biter", by orcs who came to D:know its power all too well. # The Two-Handed Sword 'Gurthang' N:76:'Gurthang' I:23:25:2 W:30:30:200:100000 P:0:3d6:13:17:0 F:STR | HIDE_TYPE | VORPAL | ESP_DRAGON | DRAIN_HP | F:RES_FIRE | RES_POIS | BRAND_FIRE | BRAND_POIS | F:KILL_DRAGON | SLAY_TROLL | FREE_ACT | SLOW_DIGEST | REGEN | SHOW_MODS F:MUST2H f:MUST2H D:A giant sword once wielded by mighty Turin, and a great dragonbane which D:bathed in Glaurung's blood: but beware, it will drink the blood of those D:who wield it eventually. # The Two-Handed Sword 'Zarcuthra' N:77:'Zarcuthra' I:23:25:4 W:30:180:250:205000 P:0:4d6:19:21:0 F:STR | CHR | INFRA | HIDE_TYPE | VORPAL | DRAIN_MANA | F:KILL_DRAGON | SLAY_ANIMAL | SLAY_EVIL | BRAND_FIRE | F:SLAY_UNDEAD | SLAY_DEMON | SLAY_TROLL | SLAY_GIANT | SLAY_ORC | F:RES_FIRE | RES_CHAOS | FREE_ACT | SEE_INVIS | AGGRAVATE | SHOW_MODS F:MUST2H f:MUST2H D:Dark and deadly runes stand stark against the naked steel of this awesome D:weapon, and you feel a stunning power of slaying and rending as you D:slowly approach. # The Dark Sword 'Mormegil' N:78:'Mormegil' I:23:33:2 W:30:15:250:0 P:0:6d7:0:0:-20 F:SPEED | IM_FIRE | RES_FIRE | BRAND_FIRE | RES_DISEN | RES_FEAR | F:AGGRAVATE | CURSED | HEAVY_CURSE | SHOW_MODS | LEVELS | TY_CURSE | F:BLOWS | SLAY_DRAGON | RES_CHAOS | ANTIMAGIC_50 | F:DRAIN_MANA | DRAIN_HP | DRAIN_EXP D:A foul, twisted sword with blackened spines and knobs, whose very name is a D:curse upon the lips of Elves and Men. # The Cutlass 'Gondricam' N:79:'Gondricam' I:23:12:3 W:20:8:110:28000 P:0:1d7:10:11:0 F:DEX | STEALTH | HIDE_TYPE | F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | FEATHER | F:SEE_INVIS | REGEN | SHOW_MODS D:Famed sea-defender of Lebennin. A short, slightly curved chopping blade D:with a perfect edge shining cleanly in the sun, an object of hate to the D:men of Umbar who met it in combat. # The Executioner's Sword 'Crisdurian' N:80:'Crisdurian' I:23:28:0 W:40:15:260:111000 P:0:4d5:18:19:0 F:SLAY_DRAGON | SLAY_EVIL | SLAY_UNDEAD | SLAY_TROLL | SLAY_GIANT | F:SLAY_ORC | SEE_INVIS | SHOW_MODS | VORPAL | BRAND_POIS | WOUNDING F:MUST2H f:MUST2H D:A giant's weapon, with a long blade tall and straight thrusting out from a D:massive double-pronged hilt. On its blade are written doomspells against D:both the living and undead. # The Katana 'Aglarang' N:81:'Aglarang' I:23:20:5 W:35:25:50:40000 P:0:8d4:0:0:0 F:DEX | TUNNEL | SPEED | HIDE_TYPE | F:SUST_DEX | SHOW_MODS F:COULD2H f:COULD2H D:An utterly perfect, cleanly chiselled sword, with a edge that effortlessly D:slices rock and bone, and spells to render the wearer lithe and nimble. It D:is combat incarnate. # The Long Sword 'Ringil' N:82:'Ringil' I:23:17:10 W:20:120:130:300000 P:0:4d5:22:25:0 F:SPEED | HIDE_TYPE | RES_FEAR | BLESSED | F:SLAY_EVIL | BRAND_COLD | SLAY_UNDEAD | KILL_DEMON | SLAY_TROLL | F:FREE_ACT | RES_COLD | RES_LITE | LITE1 | SEE_INVIS | SLOW_DIGEST | REGEN | F:ACTIVATE | SHOW_MODS a:HARDCORE=BA_COLD_2 D:The weapon of Fingolfin, High King of the Noldor; it shines like a column D:of ice lit by light unquenchable. Morgoth came but unwillingly to meet it D:of old; his lame foot will remind him of its might should he meet it again. # The Long Sword 'Anduril' N:83:'Anduril' I:23:17:4 W:20:40:130:100000 P:0:3d5:10:15:5 F:STR | DEX | HIDE_TYPE | RES_FEAR | FREE_ACT | BLESSED | LUCK F:SLAY_EVIL | BRAND_FIRE | SLAY_TROLL | SLAY_ORC | FREE_ACT | F:RES_FIRE | SUST_DEX | SEE_INVIS | ACTIVATE | SHOW_MODS | LITE1 F:RES_DISEN | SPECIAL_GENE a:HARDCORE=BA_FIRE_1 D:The famed "Flame of the West", the sword that was broken and is forged D:again. It glows with the essence of fire, its wearer is mighty in combat, D:and no creature of Sauron can withstand it. It will never be stained or D:broken even in defeat. # The Long Sword 'Anguirel' N:84:'Anguirel' I:23:17:2 W:20:30:130:40000 P:0:2d5:8:12:0 F:STR | CON | SPEED | HIDE_TYPE | F:SLAY_EVIL | BRAND_ELEC | SLAY_DEMON | FREE_ACT | RES_ELEC | F:RES_LITE | RES_DARK | SEE_INVIS | SHOW_MODS | VORPAL | WOUNDING F:AGGRAVATE | CURSED D:Forged of black galvorn by the Dark-Elven smith Eol, this blade has the D:living lightning trapped inside. # The Long Sword 'Elvagil' N:85:'Elvagil' I:23:17:2 W:20:8:130:20000 P:0:2d5:5:7:0 F:DEX | CHR | STEALTH | HIDE_TYPE | ESP_ORC | ESP_TROLL F:SLAY_TROLL | SLAY_ORC | FEATHER | SEE_INVIS | SHOW_MODS D:The "Singing Blade", whose wearer can slay Orcs and Trolls in the hidden D:and secret places of the earth. # The Rapier 'Forasgil' N:86:'Forasgil' I:23:7:0 W:15:8:40:15000 P:0:1d6:12:19:0 F:SLAY_ANIMAL | BRAND_COLD | RES_COLD | RES_LITE | SHOW_MODS D:A slender, tapered blade whose wielder strikes icy blows with deadly D:accuracy. # The Sabre 'Careth Asdriag' N:87:'Careth Asdriag' I:23:11:2 W:15:8:50:25000 P:0:2d7:6:8:0 F:DEX | BLOWS | SPEED | CON | F:SLAY_DRAGON | SLAY_ANIMAL | SLAY_TROLL | SLAY_GIANT | F:SLAY_ORC | SHOW_MODS | ESP_ANIMAL D:An heirloom of the Lords of Rhun far to the east, and a name of D:dismay to creatures natural and unnatural. # The Small Sword 'Sting' N:88:'Sting' I:23:8:2 W:20:205:75:100000 P:0:1d6:7:8:0 F:STR | DEX | CON | BLOWS | SPEED | LEVELS | F:ESP_ORC | ESP_UNDEAD | ESP_SPIDER | F:SLAY_EVIL | SLAY_UNDEAD | SLAY_ORC | SLAY_ANIMAL | LITE1 | F:FREE_ACT | RES_LITE | SEE_INVIS | SHOW_MODS | D:"I will give you a name, and I shall call you Sting." The perfect size D:for Bilbo, and stamped forever by the courage he found in Mirkwood, this D:sturdy little blade grants the wearer combat prowess and survival D:abilities they did not know they had. # The Scimitar 'Haradekket' N:89:'Haradekket' I:23:18:2 W:20:8:130:111111 P:0:2d5:9:11:0 F:INT | WIS | BLOWS | F:SLAY_ANIMAL | SLAY_EVIL | SLAY_UNDEAD | SLAY_DRAGON | SLAY_DEMON | F:RES_CHAOS | RES_DISEN | RES_NEXUS | F:SEE_INVIS | BLESSED | F:SHOW_MODS D:A damascened scimitar that seems wondrously easy to hold. Famed in song as D:the "Sickle of Harad", and a deadly foe to the undead. # The Short Sword 'Gilettar' N:90:'Gilettar' I:23:10:2 W:20:8:80:35000 P:0:1d7:3:7:0 F:BLOWS | HIDE_TYPE | F:SLAY_ANIMAL | SLOW_DIGEST | REGEN | SHOW_MODS | SEE_INVIS | RES_DISEN D:A stubby blade worn by Beren, whose horn sounded of old in the glades of D:Brethil. # The Blade of Chaos 'Doomcaller' N:91:'Doomcaller' I:23:30:0 W:70:25:180:250000 P:0:6d5:18:28:-50 F:KILL_DRAGON | SLAY_ANIMAL | SLAY_EVIL | BRAND_COLD | SLAY_TROLL | F:SLAY_ORC | FREE_ACT | RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | F:RES_CHAOS | SEE_INVIS | ESP_EVIL | AGGRAVATE | SHOW_MODS | F:CHAOTIC | VORPAL | BRAND_FIRE | BRAND_POIS | SPECIAL_GENE D:This weapon of wrath, cursed with a violent anger, dives hungrily D:into the flesh of its enemies. It gathers shadows of death into its D:owner as they inflict wounds that will never heal. # The Long Sword 'Vorpal Blade' N:92:'Vorpal Blade' I:23:17:2 W:50:30:150:250000 P:0:5d5:32:32:0 F:VORPAL | SLAY_EVIL | WOUNDING F:FREE_ACT | SEE_INVIS | SLOW_DIGEST | REGEN | SPEED | STR | DEX D:"One, two! One, two! And through, and through, the vorpal blade D:went snicker-snack!" # The Beaked Axe of Theoden N:93:of Theoden I:22:10:3 W:20:15:180:40000 P:0:2d6:8:10:0 F:WIS | CON | HIDE_TYPE | F:SLAY_DRAGON | ESP_EVIL | ESP_UNDEAD | SLOW_DIGEST | ACTIVATE | SHOW_MODS a:HARDCORE=DRAIN_2 D:The narrow axe head of this weapon, finely balanced by a crow's beak, D:would pierce even the armour of Smaug, and its wielder becomes aware of D:the minds of their enemies. # The Glaive of Pain N:94:of Pain I:22:13:0 W:30:155:190:50000 P:0:9d6:0:30:0 F:SHOW_MODS | LEVELS | DRAIN_MANA F:COULD2H f:COULD2H D:The massive chopper that crowns this glaive glows blood-red and black; D:fell spells of annihilation swirl and dance as you swing death's myrmidon D:down. # The Halberd 'Osondir' N:95:'Osondir' I:22:15:3 W:20:8:190:22000 P:0:3d5:6:9:0 F:CHR | HIDE_TYPE | F:BRAND_FIRE | SLAY_UNDEAD | SLAY_GIANT | RES_FIRE | RES_SOUND | F:FEATHER | SEE_INVIS | SHOW_MODS | ESP_GIANT F:COULD2H f:COULD2H D:Lordly and tall did Osondir stand against the wrath of giants, and D:clear-eyed in barrows fell, wielding a halberd glowing ruby red. # The Pike 'Til-i-arc' N:96:'Til-i-arc' I:22:8:2 W:20:15:160:32000 P:0:2d5:10:12:10 F:INT | HIDE_TYPE | F:BRAND_COLD | BRAND_FIRE | SLAY_DEMON | SLAY_TROLL | SLAY_GIANT | ESP_GIANT F:RES_FIRE | RES_COLD | SUST_INT | SLOW_DIGEST | SHOW_MODS | F:COULD2H f:COULD2H D:Within this long thrusting spear lie the spirits of frost giants and fire D:demons, who war forever, trapped by magely spells. # The Spear 'Aeglos' N:97:'Aeglos' I:22:2:4 W:15:45:50:180000 P:0:3d6:15:25:5 F:DEX | WIS | HIDE_TYPE | F:BRAND_COLD | BRAND_ELEC | LITE1 | F:SLAY_TROLL | SLAY_ORC | SLAY_GIANT | KILL_UNDEAD | F:FREE_ACT | RES_COLD | RES_ELEC | RES_LITE | F:SLOW_DIGEST | ACTIVATE | BLESSED | SHOW_MODS | a:HARDCORE=BA_ELEC_2 D:The mighty spear of Gil-galad, famed as "Snow-point" in the songs of D:Elves, against which all the foul corruptions of Sauron dashed in vain. # The Spear of Orome N:98:of Orome I:22:2:4 W:15:45:50:77777 P:0:4d6:15:15:0 F:INT | WIS | SPEED | TUNNEL | INFRA | HIDE_TYPE | SEARCH | F:BRAND_FIRE | F:SLAY_GIANT | SLAY_EVIL | SLAY_DEMON | SLAY_UNDEAD | SLAY_DRAGON | F:RES_FIRE | RES_LITE | HOLD_LIFE | RES_FEAR | F:FEATHER | ESP_GIANT F:SEE_INVIS | F:ACTIVATE | BLESSED | SHOW_MODS a:HARDCORE=STONE_MUD D:The thrusting spear of wise Orome the Vala, strong against giants of frost, D:which can melt rock or flesh with ease. # The Spear 'Nimloth' N:99:'Nimloth' I:22:2:3 W:15:12:50:30000 P:0:1d6:11:13:0 F:STEALTH | RES_DARK | INFRA | SPEED | BLESSED | F:BRAND_COLD | SLAY_UNDEAD | RES_COLD | SEE_INVIS | SHOW_MODS D:A thin spike of thrice-forged steel caps a straight sylvan shaft cut from D:a legendary tree; spells to break the will of the undead and strike cold D:fear into the hearts of foes lie on this perfectly balanced spear. # The Lance of Eorlingas N:100:of Eorlingas I:22:20:2 W:20:23:360:55000 P:0:3d8:3:21:0 F:STR | DEX | SPEED | HIDE_TYPE | RES_FEAR | F:SLAY_EVIL | SLAY_TROLL | SLAY_ORC | SEE_INVIS | SHOW_MODS F:MUST2H f:MUST2H D:"Forth Eorlingas!" To the field of Cormallen came Eorl the Young D:to save beleaguered Gondor, and from his lance fled massive trolls D:and dire wolves. # The Great Axe of Durin N:101:of Durin I:24:25:3 W:30:90:230:150000 P:0:4d4:10:20:15 F:STR | CON | TUNNEL | HIDE_TYPE | ESP_EVIL | RES_FEAR | F:SLAY_DRAGON | KILL_DEMON | SLAY_TROLL | SLAY_ORC | FREE_ACT | F:RES_ACID | RES_FIRE | RES_LITE | RES_DARK | RES_CHAOS | SHOW_MODS | F:BRAND_ACID | BRAND_FIRE F:MUST2H f:MUST2H D:The twin massive axe heads of this ancient demon's dread gleam with D:mithril inlay, which tell sagas of endurance, invoking the powers of D:Khazad-dum to protect the wearer and slay all evils found underground. # The Great Axe of Eonwe N:102:of Eonwe I:24:25:2 W:30:120:230:200000 P:0:4d4:15:18:8 F:STR | INT | WIS | DEX | CON | CHR | HIDE_TYPE | F:SLAY_EVIL | BRAND_COLD | KILL_DEMON | SLAY_UNDEAD | ESP_NONLIVING F:SLAY_ORC | FREE_ACT | IM_COLD | SEE_INVIS | ACTIVATE | F:BLESSED | SHOW_MODS a:HARDCORE=MASS_GENO D:The axe of Eonwe, leader of the Hosts of the West before the gates of D:Thangorodrim, strikes with icy wrath at the undead, disperses hosts of D:evil at a word, and grants Maia-like powers of body and mind. # The Battle Axe of Balli Stonehand N:103:of Balli Stonehand I:22:22:3 W:30:15:170:90000 P:0:3d8:8:11:5 F:STR | CON | STEALTH | HIDE_TYPE | ESP_NONLIVING F:SLAY_DEMON | SLAY_TROLL | SLAY_ORC | FREE_ACT | F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_BLIND | FEATHER | F:SEE_INVIS | REGEN | SHOW_MODS F:COULD2H f:COULD2H D:The twin blades of this weapon were forged in Belegost, and powerful forces D:to resist and endure lie ready for he who shall wield it once more. # The Battle Axe 'Lotharang' N:104:'Lotharang' I:22:22:1 W:30:15:170:21000 P:0:2d8:4:3:0 F:STR | DEX | HIDE_TYPE | F:SLAY_TROLL | SLAY_ORC | ACTIVATE | SHOW_MODS a:HARDCORE=CURE_MW D:A superbly crafted double-bladed axe that slays the creatures of earth and D:allows rapid recovery from their blows. # The Lochaber Axe 'Mundwine' -> of the Dwarves N:105:of the Dwarves I:22:28:10 W:30:8:250:80000 P:0:3d8:12:17:0 F:SLAY_EVIL | TUNNEL | INFRA | SEARCH | SLAY_GIANT | F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_FEAR | F:SHOW_MODS F:COULD2H f:COULD2H D:A massive axe with twin razor-sharp heads, so large that it usually D:requires two hands to wield, intricately engraved in gold with spells D:to ward off the elements and smite evil. # The Broad Axe 'Barukkheled' N:106:'Barukkheled' I:24:11:3 W:20:8:160:50000 P:0:2d6:13:19:0 F:CON | HIDE_TYPE | F:SLAY_EVIL | SLAY_TROLL | SLAY_GIANT | SLAY_ORC | F:SEE_INVIS | SHOW_MODS F:COULD2H f:COULD2H D:A royal heirloom of the southern coast, strong in combat against evil D:creatures of the earth. # The Trident of Wrath N:107:of Wrath I:22:5:2 W:15:35:300:90000 P:0:3d8:16:18:0 F:STR | DEX | HIDE_TYPE | CHAOTIC | DRAIN_MANA | F:SLAY_EVIL | KILL_UNDEAD | RES_LITE | RES_DARK | SEE_INVIS | F:BLESSED | SHOW_MODS F:COULD2H f:COULD2H D:A massive triple-pronged spear, so great it normally requires two hands to D:wield, evoking the spirit of Osse who with it pierced legions of D:evil and undead. # The Trident of Ulmo N:108:of Ulmo I:22:5:4 W:30:90:70:120000 P:0:4d8:15:19:0 F:DEX | HIDE_TYPE | F:SLAY_DRAGON | SLAY_ANIMAL | FREE_ACT | HOLD_LIFE | IM_ACID | F:RES_NETHER | SEE_INVIS | SLOW_DIGEST | REGEN | ACTIVATE | F:BLESSED | SHOW_MODS | WATER_BREATH a:HARDCORE=TELE_AWAY D:The awesome weapon of the Vala Ulmo, Lord of Waters. Mightiest of all the D:powers of good save Manwe himself, Ulmo laughs in scorn at the dread powers D:of the undead, and is utterly in command of the element of water. # The Scythe 'Avavir' N:109:'Avavir' I:22:17:3 W:40:8:250:18000 P:0:5d3:8:8:10 F:DEX | CHR | HIDE_TYPE | F:BRAND_COLD | BRAND_FIRE | FREE_ACT | RES_FIRE | RES_COLD | F:RES_LITE | SEE_INVIS | ACTIVATE | SHOW_MODS F:COULD2H f:COULD2H a:HARDCORE=RECALL D:With elemental powers whose struggles turn this weapon red and purest D:white, this shining reaper bears within it a power of going forth and D:returning. # The Long Sword of the Dawn N:110:of the Dawn I:23:17:3 W:40:160:130:250000 P:0:3d5:20:20:0 F:ACTIVATE | BRAND_FIRE | FREE_ACT | RES_FIRE | INFRA | LEVELS | F:SLAY_EVIL | SLAY_DRAGON | SLAY_UNDEAD | SLAY_DEMON | VORPAL | CLONE | F:CHR | SUST_CHR | RES_FEAR | RES_LITE | RES_BLIND | REGEN | SHOW_MODS a:HARDCORE=DAWN D:Forged in the farthest East by a race of mighty spellcasters, this D:shiny pale sword gleams with the rays of rising sun as you invoke D:its power of commanding legions of powerful immortal warriors... # The Mighty Hammer 'Grond' N:111:'Grond' I:21:50:2 W:100:1:1000:500000 P:0:9d9:25:25:10 F:KILL_DRAGON | SLAY_ANIMAL | SLAY_EVIL | IMPACT | KILL_UNDEAD | NO_MAGIC | F:KILL_DEMON | SLAY_TROLL | SLAY_ORC | RES_ACID | RES_ELEC | RES_FIRE | F:RES_COLD | SEE_INVIS | ESP_ALL | AGGRAVATE | SHOW_MODS | INSTA_ART | F:LEVELS | ACTIVATE | SPECIAL_GENE F:MUST2H f:MUST2H a:HARDCORE=GROND D:The mighty Hammer of the Underworld, blackened by doomspells of shattering, D:whose wielder holds the lives of all Morgoth's servants in his hand. # The Flail 'Totila' N:112:'Totila' I:21:13:2 W:20:8:150:55000 P:0:3d6:6:8:0 F:STEALTH | F:SLAY_EVIL | BRAND_FIRE | RES_FIRE | RES_CONF | ACTIVATE | F:SHOW_MODS | LITE1 F:COULD2H f:COULD2H a:HARDCORE=CONFUSE D:A flail whose head befuddles those who stare as you whirl it around, and D:becomes a fiery comet as you bring it down. # The Two-Handed Flail 'Thunderfist' N:113:'Thunderfist' I:21:18:4 W:45:38:300:160000 P:0:3d6:5:18:0 F:STR | CON | HIDE_TYPE | RES_FEAR | F:SLAY_ANIMAL | BRAND_FIRE | BRAND_ELEC | SLAY_TROLL | SLAY_ORC | F:RES_ELEC | RES_FIRE | RES_DARK | SHOW_MODS | F:MUST2H f:MUST2H D:The long-lost weapon of Kzurin, Dwarven champion of ancient Belegost, D:with runes of strength in its handle, and flames and sparks that roar and D:crackle around its massive head. # The Morning Star 'Bloodspike' N:114:'Bloodspike' I:21:12:4 W:20:30:150:30000 P:0:2d6:8:22:0 F:STR | HIDE_TYPE | BRAND_POIS | F:SLAY_ANIMAL | SLAY_TROLL | SLAY_ORC | RES_NEXUS | SEE_INVIS | F:SHOW_MODS D:You feel strong and firm of foot as you whip the chain-suspended spiked orb D:around - and bathe it in the blood of your foes. # The Morning Star 'Firestar' N:115:'Firestar' I:21:12:0 W:20:100:150:35000 P:0:2d6:5:7:2 F:BRAND_FIRE | IM_FIRE | ACTIVATE | SHOW_MODS | LITE1 a:HARDCORE=FIRESTAR D:A famed battle-lord of old, with a ruddy head, coloured as embers are that D:can yet rise up in wrath. # The Mace 'Taratol' N:116:'Taratol' I:21:5:0 W:20:15:200:50000 P:0:3d4:12:12:0 F:KILL_DRAGON | BRAND_ELEC | IM_ELEC | ACTIVATE | SHOW_MODS F:COULD2H f:COULD2H a:HARDCORE=SPEED D:A great ridged mace that calls around you a nimbus of living lightning; D:you remain utterly untouched even as fat sparks arc around your D:fingers and eyebrows. # The War Hammer of Aule N:117:of Aule I:21:8:4 W:40:75:120:250000 P:0:9d3:19:21:5 F:WIS | TUNNEL | HIDE_TYPE | RES_FEAR | F:KILL_DRAGON | SLAY_EVIL | BRAND_ELEC | SLAY_UNDEAD | SLAY_DEMON | F:FREE_ACT | RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_NEXUS | F:SEE_INVIS | SHOW_MODS F:COULD2H f:COULD2H D:The wondrous hammer of Aule, creator of the wise Dwarven lords of old. D:It bears magics of demolishing that no serpent or demon can withstand, and D:invokes the strength of mountains to ward off the tumult of the elements. # The Quarterstaff 'Nar-i-vagil' N:118:'Nar-i-vagil' I:21:3:3 W:20:18:150:70000 P:0:1d9:10:20:0 F:INT | HIDE_TYPE | F:SLAY_ANIMAL | BRAND_FIRE | RES_FIRE | SHOW_MODS F:COULD2H f:COULD2H D:Named for a fiery star and set with gems of great worth binding mystic D:virtues of protection and thought. # The Quarterstaff 'Eriril' N:119:'Eriril' I:21:3:4 W:20:18:150:20000 P:0:1d9:3:5:0 F:INT | WIS | HIDE_TYPE | ESP_EVIL | SPELL_CONTAIN | WIELD_CAST F:SLAY_EVIL | RES_LITE | SEE_INVIS | ACTIVATE | SHOW_MODS a:HARDCORE=ID_PLAIN D:The radiant golden staff of an Istari of legend, this wizard's companion D:grants keen sight and the knowledge of many hidden things. # The Quarterstaff of Olorin N:120:of Olorin I:21:3:4 W:30:105:150:140000 P:0:2d9:10:13:0 F:INT | WIS | CHR | HIDE_TYPE | SEARCH | BRAND_FIRE | F:SLAY_EVIL | BRAND_FIRE | SLAY_TROLL | SLAY_ORC | SPELL_CONTAIN | WIELD_CAST F:HOLD_LIFE | RES_FIRE | RES_NETHER | SEE_INVIS | ACTIVATE | SHOW_MODS a:HARDCORE=DETECT_XTRA D:A staff tall and sturdy, with rough-hewn runes that invoke the element of D:Earth, and which strikes down all creatures who live in the shadow of D:mountains. # The Mace of Disruption 'Deathwreaker' N:121:'Deathwreaker' I:21:20:6 W:80:38:400:444444 P:0:7d8:18:18:0 F:STR | TUNNEL | HIDE_TYPE | NO_TELE | DRAIN_MANA | F:SLAY_DRAGON | SLAY_ANIMAL | SLAY_EVIL | KILL_UNDEAD | BRAND_FIRE | F:IM_FIRE | RES_DARK | RES_CHAOS | RES_DISEN | AGGRAVATE | F:SHOW_MODS | BRAND_POIS | VAMPIRIC F:MUST2H f:MUST2H D:A weapon so massive it seems beyond the strength of mortals, yet you feel D:the might of giants within you as you heft it. As you grip the handle D:of ebony and steel, coronas of fire blaze and mighty spells to preserve D:magic activate around you. You wield the Fear of Dragons and the Despair D:of the Undead! # The Lucerne Hammer 'Turmil' N:122:'Turmil' I:21:10:4 W:20:15:120:30000 P:0:2d5:10:6:8 F:WIS | INFRA | HIDE_TYPE | F:BRAND_COLD | SLAY_ORC | RES_COLD | RES_LITE | REGEN | F:ACTIVATE | SHOW_MODS | ESP_ORC | ESP_TROLL | ESP_GIANT F:COULD2H f:COULD2H a:HARDCORE=TURMIL D:Wielded by the High Priest of Meneltarma, this great mace gleams coldly as D:though moonlit, and it can strike as mighty a blow spiritually as D:physically. # The Whip of Gothmog N:123:of Gothmog I:21:2:-2 W:20:15:120:100000 P:0:3d6:15:16:0 F:INT | DEX | INFRA | HIDE_TYPE | DRAIN_HP | F:HEAVY_CURSE | CURSED | AGGRAVATE | F:BRAND_FIRE | SLAY_ANIMAL | SLAY_DEMON | RES_FIRE | ESP_SPIDER F:VORPAL | RES_LITE | LITE1 | REGEN | ESP_DEMON | WOUNDING F:SHOW_MODS D:With this unbearably bright whip of flame, the Balrog Gothmog has become D:known for never having lost in combat. # The Long Bow 'Belthronding' N:124:'Belthronding' I:19:13:3 W:40:20:40:35000 P:0:0d0:20:22:0 F:DEX | STEALTH | HIDE_TYPE | F:RES_DISEN | XTRA_SHOTS | SHOW_MODS D:The great bow of Beleg, made of black yew and strung with elven hair that D:faintly shines a pale clear gold. # The Long Bow of Bard N:125:of Bard I:19:13:2 W:30:20:40:20000 P:0:0d0:17:19:0 F:DEX | HIDE_TYPE | ESP_DRAGON | LUCK F:FREE_ACT | XTRA_MIGHT | SHOW_MODS D:The great yew bow of grim-faced Bard, who shot the mightiest arrow that D:songs record. # The Light Crossbow 'Cubragol' N:126:'Cubragol' I:19:23:10 W:50:25:110:50000 P:0:0d0:10:14:0 F:SPEED | HIDE_TYPE | F:RES_FIRE | ACTIVATE | SHOW_MODS a:HARDCORE=CUBRAGOL D:A crossbow that grants fiery speed to he who finds it, and from which D:shoot bolts that blaze with flame unquenchable. # The Mage Staff of Eternity # Really powerful for a mage but extremely rare # The ULTIMATE "weapon" for a Sorceror or a magic class N:127:of Eternity I:6:1:12 W:127:220:20:9000000 P:0:1d4:-19:-19:0 F:INT | CHR | WIS | MANA | SPELL | ACTIVATE | F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | LUCK | SPECIAL_GENE F:SEE_INVIS | ESP_EVIL | ESP_DEMON | NEVER_BLOW | INFRA F:PRECOGNITION | IM_FIRE | ULTIMATE | SPELL_CONTAIN | WIELD_CAST F:COULD2H f:COULD2H a:HARDCORE=GANDALF D:A simple, wooden wizard's staff. Unremarkable in all aspects... D:except that it pulses with overwhelming power. # Boomerang Artifacts # The Metal Boomerang of Beor N:128:of Beor I:15:4:4 W:20:10:20:40000 P:0:4d5:8:12:0 F:DEX | SPEED | F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD D:Beor's boomerang makes its wielder as agile as the winds, D:and as hard to harm. # The Metal Boomerang 'Glimdrir' N:129:'Glimdrir' I:15:4:3 W:40:20:20:60000 P:0:5d5:15:16:0 F:DEX | SPEED | FREE_ACT | BRAND_POIS | SLAY_EVIL | SLAY_UNDEAD | REGEN F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_SOUND | NO_TELE | CURSED D:A powerful boomerang that makes one agile and fast, with a thirst for D:evil and undead creatures, but demands its wielder not teleport, for fear D:of desertion. # The Robe of Incanus [aka Gandalf] N:130:of Incanus I:36:2:3 W:30:20:20:60000 P:2:0d0:0:0:20 F:INT | WIS | SEARCH | HIDE_TYPE | SPELL_CONTAIN | WIELD_CAST F:SUST_INT | SUST_WIS | FREE_ACT | SEE_INVIS | F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | Z:weigh magic D:Gandalf's long, flowing robe. It provides insight and allows the D:wearer to see things not seen by all. # The Sling of the Thain N:131:of the Thain I:19:2:4 W:40:20:40:35000 P:0:0d0:15:15:0 F:HIDE_TYPE | DEX | CON F:RES_NETHER | XTRA_SHOTS | XTRA_MIGHT | SHOW_MODS D:This sling was crafted by Faramir I, Thain of the Shire, just in case D:the nasties of his father's stories ever dare to enter the Shire again. # The Whip 'Lasher' N:134:'Lasher' I:21:2:3 W:20:5:30:50000 P:0:1d6:12:15:0 F:DEX | BLOWS | HIDE_TYPE | F:SLAY_ANIMAL | SLAY_ORC | BRAND_POIS | VORPAL | F:RES_POIS | FREE_ACT | ESP_ORC D:A powerful whip that is deadly against orcs. It poisons your foes D:and is said to go "snicker snack". # The Seeker Arrow 'Bullseye' N:135:'Bullseye' I:17:2:0 W:45:1:2:50000 P:0:7d4:20:15:0 F:SLAY_ANIMAL | SLAY_EVIL | SLAY_UNDEAD | KILL_DEMON | F:SLAY_ORC | SLAY_TROLL | SLAY_GIANT | SLAY_DRAGON | F:BRAND_ACID | BRAND_ELEC | BRAND_FIRE | BRAND_COLD | BRAND_POIS D:A powerful arrow that is feared by even the mightiest demons. # The Rounded Pebble 'Travak' N:136:'Travak' I:16:0:0 W:5:1:2:5000 P:0:3d6:8:5:0 F:BRAND_ACID | BRAND_ELEC | BRAND_FIRE | BRAND_COLD | BRAND_POIS D:A rounded pebble imbued with the powers of the elements. # The Harp of Maglor N:137:of Maglor I:14:59:3 W:60:10:20:100000 P:0:3d4:0:0:0 F:CHR | SPEED | WIS | SEE_INVIS | RES_SOUND | STEALTH | LUCK F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | ESP_UNIQUE | WIELD_CAST D:This harp that once belonged to Maglor makes those who use it seem D:more forceful and convincing. It is also said that those who have D:used it found themselves walking faster, as if to an unheard beat. # The Drum of the Sky N:138:of the Sky I:14:58:2 W:40:10:15:80000 P:0:3d4:0:0:0 F:CHR | SPEED | WIS | SEE_INVIS | RES_SOUND | STEALTH | LUCK F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | WIELD_CAST D:The drum is decorated with the images of the stars, the clouds, the D:Sun guided by Arien and the Moon with Tilion. It imparts to the D:wearer an echo of the beauty of the sky, and protects him from the D:elements day or night. The beat of the drum marks the passage of D:time, and will make time pass differently for the wearer. # The Harp of Daeron N:139:of Daeron I:14:59:1 W:20:10:10:50000 P:0:3d4:0:0:0 F:CHR | SPEED | WIS | RES_SOUND | STEALTH | LUCK F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | WIELD_CAST D:A pretty harp that makes those who play it beautiful, wise and D:fast. # The Dwarven Pick of Erebor N:140:of Erebor I:20:6:5 W:50:15:200:55000 P:0:3d4:0:0:0 F:STR | TUNNEL | SUST_STR | HIDE_TYPE | LITE1 | ACTIVATE | CLIMB F:RES_CHAOS | RES_LITE | RES_DARK a:HARDCORE=EREBOR D:A pick that provides a magical light by which to see while tunnelling. # The Drum of the Druedain N:141:of the Druedain I:14:58:4 W:19:10:15:10000 P:0:3d4:0:0:0 F:ACTIVATE | STEALTH | SEARCH | INFRA | RES_POIS | RES_DARK | WIELD_CAST a:HARDCORE=DRUEDAIN D:The fabled Drum of the Druedain that will protect those who play it D:from darkness and poison attacks. It also aids in the seeing of D:warm-blooded creatures. # The Horn of Rohan N:142:of Rohan I:14:60:2 W:14:10:15:80000 P:0:3d4:0:0:0 F:ACTIVATE | CHR | WIS | ESP_DRAGON | WIELD_CAST a:HARDCORE=ROHAN D:A horn carved from the bones of the Dragon of Ered-Mithrin, this D:heirloom of the House of Eorl bestows to its user the gifts of D:courage and command. # The Horn of Helm N:143:of Helm I:14:60:2 W:16:10:15:15000 P:0:3d4:0:0:0 F:ACTIVATE | STR | CON | IM_COLD | RES_NETHER | RES_FEAR | WIELD_CAST a:HARDCORE=HELM D:Heedless of cold, fearless of darkness -- besiegers fled at the wind D:of the solitary coming of King Helm Hammerhand, proclaimed by a single D:horn-blast in the dead of winter. # The Horn of Boromir N:144:of Boromir I:14:60:3 W:18:10:15:18000 P:0:3d4:0:0:0 F:ACTIVATE | STR | CON | RES_FEAR | RES_FIRE | AGGRAVATE | WIELD_CAST a:HARDCORE=BOROMIR D:Boromir's horn gives courage and endurance to the wearer, provided he does D:not wish to travel in secrecy: for it must always sound when its wielder D:sets forth on a journey. "Loud and clear it sounds in the valleys of the D:hills... and then let all the foes of Gondor flee!" # The Lochaber Axe of Gothmog, which slew Fingon N:145:of Gothmog I:22:28:-4 W:30:8:250:30000 P:0:3d8:14:19:0 F:BRAND_FIRE | IM_FIRE | CHR | ACTIVATE | SHOW_MODS | CURSED | TY_CURSE a:HARDCORE=AXE_GOTHMOG D:The black axe of Gothmog, which struck Fingon at Nirnaeth. Mighty D:spells of evil make it unsafe in any hands but those of its original wielder. # The Seeker Arrow of Gondor N:146:of Gondor I:17:2:0 W:20:5:3:25000 P:0:10d8:10:20:0 F:SLAY_EVIL | SLAY_DEMON D:An arrow that was created to rid the world of demons. # The Long Sword of Eternity # The ULTIMATE weapon for a warrior class N:147:of Eternity I:23:17:10 W:127:220:130:9000000 P:0:5d6:21:26:50 F:LIFE | CON | CHR | LUCK F:SUST_STR | SUST_INT | SUST_WIS | SUST_DEX | SUST_CON | SUST_CHR | F:BRAND_FIRE | BRAND_COLD | BRAND_ELEC | VORPAL | IM_COLD | F:SLAY_EVIL | SLAY_UNDEAD | SLAY_DEMON | SLAY_TROLL | SLAY_DEMON | F:FREE_ACT | RES_FIRE | RES_DARK | LITE1 | SEE_INVIS | SLOW_DIGEST | REGEN | F:ACTIVATE | SHOW_MODS | BLESSED | F:PRECOGNITION | NO_MAGIC | ULTIMATE | SPECIAL_GENE a:HARDCORE=ERU D:A warm light bathes this translucent blade. The power of the fates are D:at the command of its wielder as the weapon passes Supreme Judgment on D:the inhabitants of Angband. # The Robe of Great Luck N:148:of Great Luck I:36:2:60 W:50:120:20:60000 P:-30:0d0:0:0:-20 F:LUCK | HIDE_TYPE | F:FREE_ACT | DRAIN_HP | DRAIN_MANA D:A powerful wizard once created this robe to grant him incredible luck.... D:It seems he forgot to wear it. # The Sling of Farmer Maggot N:149:of Farmer Maggot I:19:2:2 W:10:10:5:20000 P:0:0d0:20:0:0 F:INFRA | SEARCH | HIDE_TYPE | F:XTRA_SHOTS | SHOW_MODS | ACTIVATE | SPECIAL_GENE a:SPELL=Artifact Maggot D:This ordinary seeming leather sling has been raised to legendary D:status amongst generations of hobbit children. Farmer Maggot's D:ability to notice and strike any mushroom thief anywhere within D:his patch almost keeps young poachers at bay, but once they get D:within range they soon flee for less painful pastures, frequently D:with rounded pebbles stinging their backsides... # The Long Sword of Angmar (a.k.a. anti-Ringil) # The next time someone wields an unidentified Long Sword (4d5) ... N:150:of Angmar I:23:17:-10 W:20:40:130:30000 P:0:4d5:-22:-25:0 F:SPEED | STR | WIS | CHR | ESP_UNDEAD F:BRAND_FIRE | SEE_INVIS | SLOW_DIGEST | FREE_ACT | F:VAMPIRIC | NO_TELE | AGGRAVATE | WRAITH | INVIS | F:CURSED | HEAVY_CURSE | DG_CURSE | SHOW_MODS | CLONE | D:Dark flames wreath the naked steel of the Witch-King of Angmar. D:A mighty curse to all those who wield it apart from its master, D:the torture of the wraithworld awaits those who dare. # The Seeker Bolt of Feanor N:151:of Feanor I:18:2:0 W:127:220:130:100000 P:0:5d5:5:6:0 F:BRAND_COLD | BRAND_FIRE | BRAND_ELEC | BRAND_ACID | BRAND_POIS | F:SLAY_DRAGON | SLAY_GIANT | SLAY_TROLL | KILL_UNDEAD | SLAY_ORC | F:SLAY_DEMON | SLAY_EVIL | SPECIAL_GENE D:Made during the war against Morgoth by Feanor, this powerful D:bolt is the bane of Morgoth's power, and has especial strength D:against those foes who are already dead. # The Heavy Crossbow of Eternity # The ULTIMATE bow for an archer class N:152:of Eternity I:19:24:5 W:127:220:130:8000000 P:0:0d0:36:28:0 F:SEE_INVIS | SLOW_DIGEST | FREE_ACT | SPEED | DEX | CON | FLY | LUCK F:XTRA_MIGHT | XTRA_SHOTS | IM_ELEC | REFLECT | INVIS | STEALTH | F:SUST_STR | SUST_INT | SUST_WIS | SUST_DEX | SUST_CON | SUST_CHR | F:RES_CHAOS | RES_DISEN | RES_CONF | RES_BLIND | INFRA | ESP_ORC | ESP_TROLL | ESP_EVIL | F:PRECOGNITION | NO_MAGIC | ULTIMATE | SPECIAL_GENE D:Designed to be used with the Seeker Bolt of Feanor, this Crossbow D:is perfect against the terrible powers of Morgoth. # The Soft Leather Armour of the Sandworm N:153:of the Sandworm I:36:4:5 W:30:3:80:65000 P:30:0d0:0:0:0 F:RES_POIS | RES_ELEC | RES_FIRE | RES_ACID | SPECIAL_GENE F:TUNNEL | STR | STEALTH | INFRA | ESP_ANIMAL D:This powerful piece of armour was made using the remains of D:the Sandworm Queen. # The Lochaber Axe 'Dragonbane' N:154:'Dragonbane' I:22:28:2 W:70:20:260:33000 P:0:3d8:20:20:0 F:BLOWS | KILL_DRAGON | RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | F:RES_POIS | SHOW_MODS D:Forged by the Dwarves to defend their home of Khazad-dum from dragons, D:this axe has been lost to time... until now. # The Light War Axe 'Limbslicer' N:155:'Limbslicer' I:24:8:4 W:15:3:140:12000 P:0:2d5:12:15:0 F:DEX | VORPAL | HIDE_TYPE | SHOW_MODS | WOUNDING D:The Petty-dwarves of Bathak forged this blade, and it shares their thirst D:for blood. # The Broad Axe 'Orchast' N:156:'Orchast' I:24:11:4 W:15:2:170:12000 P:0:2d7:20:14:0 F:DEX | SEARCH | SLAY_ORC | ACTIVATE | HIDE_TYPE | SHOW_MODS F:COULD2H f:COULD2H a:HARDCORE=ORCHAST D:Forged by the dwarves of Khazad-dum in a time of desperation, D:this axe turned many a battle against the invading orcs. # The Hatchet of the Night N:157:of the Night I:24:1:4 W:45:20:45:34000 P:0:2d6:34:22:0 F:DEX | STEALTH | VAMPIRIC | KILL_UNDEAD | RES_DARK | HIDE_TYPE | F:SHOW_MODS | SEE_INVIS | ACTIVATE | DRAIN_EXP a:HARDCORE=NIGHT D:Found on an unmarked grave after a violent storm, this hatchet D:has a sinister aura of darkness and decay. # The Slaughter Axe 'Naturebane' N:158:'Naturebane' I:24:30:3 W:70:20:300:28400 P:0:5d7:31:27:0 F:STR | SLAY_ANIMAL | SUST_STR | RES_SHARDS | RES_NEXUS | FEATHER | F:HIDE_TYPE | SHOW_MODS | ACTIVATE | DRAIN_HP a:HARDCORE=NATUREBANE D:Used by the orcs in their battle at Dagor Bragollach against the elves, this D:axe has a bloodthirst for nature. # The Light War Axe of Ice N:159:of Ice I:24:8:3 W:30:25:140:26550 P:0:2d5:3:15:0 F:INT | CHR | SUST_DEX | BRAND_COLD | IM_COLD | RES_NEXUS | HIDE_TYPE | F:SHOW_MODS D:Crafted of purest ice and held solid by powerful spells, this icy axe D:delivers a chill of death to its victims. # The Iron Helm of Knowledge N:160:of Knowledge I:32:5:-6 W:20:5:75:100000 P:6:1d3:0:0:20 F:LITE1 | HIDE_TYPE | SPECIAL_GENE | LUCK F:AUTO_ID | ACTIVATE a:HARDCORE=KNOWLEDGE D:This helm, designed by Petty-Dwarves ages ago to act as the brain of a D:long lost project, is made of finest glass. Its light banishes all secrets, D:and makes audible whispers from the deceased. ### Trapping Kits ### ### note prices and rarities may have to be adjusted ### # The Catapult Trap Set of Ahromarwar N:161:of Ahromarwar I:46:1:3 W:20:10:40:20000 P:0:0d0:25:15:30 F:STEALTH | AUTOMATIC_99 | XTRA_MIGHT | HIDE_TYPE D:A trap that can almost never be detected. Its missiles may be mere pebbles, D:but fired at an incredibly high velocity to penetrate even the toughest D:hide or armour. # The Device Trap Set 'Hanisbroner's Surprise' N:162:'Hanisbroner's Surprise' I:46:6:3 W:20:20:40:20000 P:0:0d0:0:0:25 F:STEALTH | XTRA_SHOTS | TELEPORT_TO | HIDE_TYPE | AUTOMATIC_99 D:A magical trap, armed with a wand. Unaccountably, its victims keep D:on coming back for more... # The Bolt Trap Set 'Merlion Karc's Demonbane' N:163:'Merlion Karc's Demonbane' I:46:3:2 W:20:20:200:20000 P:0:0d0:17:27:37 F:STEALTH | XTRA_SHOTS | XTRA_MIGHT | HIDE_TYPE | ONLY_DEMON D:A snare set not for animals, or people, but for demons alone, and D:enchanted so that whenever the demon sets foot or claw into the D:(hidden) pentagram, its hide is immediately pierced by many magical D:crossbow bolts. # The Broken Sword 'Narsil' N:164:'Narsil' I:23:2:2 W:20:5:30:2000 P:0:3d2:6:10:0 F:STR | DEX | HIDE_TYPE | BLESSED | F:SLAY_ORC | SLAY_TROLL | RES_FIRE D:The sword that was broken shall be reforged... # The Steel Helm 'Lebohaum' # The name comes from a french parody of dungeon dwelling in mp3 # http://penofchaos.com/warham.htm N:165:'Lebohaum' I:32:6:0 W:20:15:15:25000 P:20:0d0:0:0:80 F:ACTIVATE a:SPELL=Artifact Lebauhaum D:With the Helm 'Lebohaum' your head is safe! # The Power Dragon Scale Mail 'Mediator' N:166:'Mediator' I:38:30:0 W:95:12:500:400000 P:50:2d4:-8:0:35 F:FEATHER | FLY | ESP_DRAGON | F:RES_NEXUS | RES_CHAOS | AGGRAVATE | REGEN | F:RES_SHARDS | RES_SOUND | RES_DISEN | RES_CONF | F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD | F:ACTIVATE a:HARDCORE=MEDIATOR D:A mighty suit of dragon armour, set with the scales of dragons of both D:Law and Chaos, and with power over both. # The Hard Leather Armour of Himring N:167:of Himring I:36:6:0 W:50:20:100:35000 P:6:0d0:0:0:15 F:RES_CHAOS | RES_NETHER | RES_POIS | ACTIVATE a:HARDCORE=PROT_EVIL D:Contained within this studded cuirass of pliable leather is the memory of D:unvanquished Himring, defiant fortress surrounded by the legions of Morgoth. # The Soft Leather Armour 'Hithlomir' N:168:'Hithlomir' I:36:4:4 W:20:3:80:45000 P:4:0d0:0:0:20 F:STEALTH | HIDE_TYPE | SEARCH | F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_DARK D:Familiar with the secret ways hidden in darkness, this leather cuirass is D:truly more than it appears. # The Shield of Deflection of Gil-galad # Description from Sangband N:169:of Gil-galad I:34:10:5 W:70:4:80:65000 P:10:1d3:0:0:20 F:ACTIVATE | F:LITE1 | WIS | CHR | SEARCH | LUCK F:RES_ELEC | RES_ACID | RES_DISEN | RES_DARK | HIDE_TYPE | F:SUST_WIS | SUST_DEX | SUST_CHR a:HARDCORE=GILGALAD D:The legendary shield of Gil-Galad, who fought his way to the gates of D:the Dark Tower, and with whom came light even to Gorgoroth. # The Metal Cap of Celebrimbor N:170:of Celebrimbor I:32:3:3 W:55:12:20:45000 P:3:1d1:0:0:18 F:INT | DEX | CHR | SPELL | SEARCH | F:RES_FIRE | RES_ACID | RES_DISEN | RES_SHARDS | F:ACTIVATE a:HARDCORE=CELEBRIMBOR D:This once belonged to Celebrimbor, maker of the Rings of Power. One who D:knows both fire and acid, from the business of forging and engraving, will D:fear neither: nor have his enchantments ever faded. Celebrimbor was even D:aware of Sauron before Sauron became aware of him, when Sauron put on the D:One Ring for the first time. # The Heavy Crossbow of Umbar N:171:of Umbar I:19:24:2 W:60:20:200:35000 P:0:4d1:18:18:0 F:STR | CON | XTRA_MIGHT | AGGRAVATE | F:RES_LITE | RES_DARK | RES_BLIND | RES_ELEC | F:HIDE_TYPE | ACTIVATE | SHOW_MODS a:HARDCORE=UMBAR D:A great brazen arbalest with arms of gleaming steel, shooting quarrels with D:speed and power for those brave enough to risk betrayal. # The Short Bows of Amrod and Amras, Feanor's twin sons # The Short Bow of Amrod N:172:of Amrod I:19:12:2 W:25:10:30:9000 P:0:0d0:12:15:0 F:STR | CON | XTRA_MIGHT | F:RES_FIRE | RES_ELEC | RES_COLD | REGEN D:This bow, and its twin, belonged to Feanor's last two twin sons, Amrod D:and Amras, who both hunted with the Green-elves for a time. Like the D:twins, the bows are similar, for both protect their wielders from the D:elements: and yet they are also unlike, for this bow gives endurance D:and strength, while the other gives quickness and subtlety. # The Short Bow of Amras N:173:of Amras I:19:12:1 W:25:10:30:9000 P:0:0d0:12:15:0 F:INT | WIS | DEX | XTRA_SHOTS | XTRA_MIGHT | SPEED | F:RES_FIRE | RES_ELEC | RES_COLD | SLOW_DIGEST D:This bow, and its twin, belonged to Feanor's last two twin sons, Amrod D:and Amras, who both hunted with the Green-elves for a time. Like the D:twins, the bows are similar, for both protect their wielders from the D:elements: and yet they are also unlike, for this bow gives quickness D:and subtlety, while the other gives endurance and strength. # The Mattock of Nain N:174:of Nain I:20:7:6 W:60:5:250:30000 P:0:3d8:12:18:0 F:TUNNEL | INFRA | SEARCH | STR | ESP_ORC | CLIMB | F:SLAY_ORC | SLAY_TROLL | SLAY_GIANT | SLAY_DRAGON | F:BRAND_ACID | RES_ACID | RES_DARK | RES_DISEN | F:ACTIVATE a:HARDCORE=STONE_MUD D:Wielded by Nain of the Iron Hills at the Battle of Azanulbizar, this great D:mattock brought victory to the Dwarves over Azog's Orcs - though Nain D:himself fell at the last, even with victory already assured. # The Ball-and-Chain of Fundin Bluecloak N:175:of Fundin Bluecloak I:21:6:4 W:25:100:130:60000 P:0:5d4:13:17:10 F:STR | WIS | SPEED | LITE1 | HIDE_TYPE | F:SLAY_EVIL | SLAY_UNDEAD | F:RES_FIRE | RES_ELEC | RES_NETHER | RES_DISEN | HOLD_LIFE | F:ACTIVATE F:COULD2H f:COULD2H a:HARDCORE=FUNDIN D:The weapon of one of the great dwarven priests, with powers D:to preserve body, soul and enchantments, and the bane of those D:who seek life beyond death. # The Large Leather Shield of the Haradrim N:176:of the Haradrim I:34:4:2 W:35:12:120:25000 P:4:1d2:0:0:15 F:ACTIVATE | F:STR | CON | SUST_STR | SUST_CON | HIDE_TYPE | F:RES_FEAR | RES_BLIND | RES_POIS | AGGRAVATE a:HARDCORE=HARADRIM D:A great shield from the far lands of the South, whose wielder D:will go charging into battle heedless of danger, with the D:strength and endurance of a madman. Nor will he fear poison, for D:the Southron barbarians handle poisoned darts naturally. # The Lead-Filled Mace 'Skullcleaver' N:177:'Skullcleaver' I:21:15:5 W:30:15:500:60000 P:0:5d4:11:23:20 F:STR | TUNNEL | INFRA | HIDE_TYPE | F:CURSED | AGGRAVATE | NO_MAGIC | F:RES_NEXUS | RES_BLIND | RES_SOUND | F:KILL_DRAGON | SLAY_ANIMAL | BRAND_POIS | BRAND_ELEC | F:ACTIVATE F:COULD2H f:COULD2H a:HARDCORE=SKULLCLEAVER D:This mighty bludgeon brings destruction to all around it, and is the D:bane of dragons and magic. # The Set of Gauntlets of Eol N:178:of Eol I:31:2:3 W:55:35:25:40000 P:3:1d1:0:0:15 F:INT | MANA | FREE_ACT | FEATHER | RES_ELEC | RES_DARK | RES_POIS | ACTIVATE F:LUCK | SPELL_CONTAIN | WIELD_CAST a:HARDCORE=EOL D:The iron-shod gauntlets of the Dark Elven smith Eol, tingling with magics D:that he could channel in battle. # The Pair of Hard Leather Boots of Nevrast N:179:of Nevrast I:30:3:3 W:20:8:40:35000 P:3:1d1:0:0:13 F:STEALTH | CON | SPEED | HIDE_TYPE D:Footgear made of bear leather and set with opals, which grant the wearer D:silent, hasted movement. # The Pair of Metal Shod Boots of Gimli N:180:of Gimli I:30:6:4 W:40:8:60:22500 P:4:1d1:5:5:10 F:INFRA | SEARCH | TUNNEL | CLIMB | HIDE_TYPE Z:magic map D:A set of iron-shod boots stamped by Gimli's combat prowess, a peerless D:ally to those journeying through halls of stone under mountains. # The demon garbs of Gothmog # The Demonblade of Gothmog N:181:of Gothmog I:115:55:-20 W:10:0:150:500 P:0:7d6:13:13:0 F:SHOW_MODS | SLAY_DEMON | SLAY_EVIL | BRAND_FIRE | BRAND_POIS F:LUCK | CHAOTIC | LITE1 | WOUNDING | RES_MORGUL | WIELD_CAST F:HEAVY_CURSE | AUTO_CURSE # The Demonshield of Gothmog N:182:of Gothmog I:115:56:4 W:15:0:70:500 P:13:1d1:0:0:13 F:DEX | INVIS | SUST_STR | SUST_CON | SUST_DEX F:FEATHER | SH_FIRE | FREE_ACT | HOLD_LIFE F:HEAVY_CURSE | AUTO_CURSE | WIELD_CAST # The Demonhorn of Gothmog N:183:of Gothmog I:115:57:-5 W:20:0:30:500 P:2:1d1:0:0:13 F:LITE2 | REGEN | ESP_DEMON F:CHR | SLOW_DIGEST | SEE_INVIS F:HEAVY_CURSE | AUTO_CURSE | WIELD_CAST # The Long Sword 'Durandil' # The name comes from a french parody of dungeon dwelling in mp3 # http://penofchaos.com/warham.htm N:184:'Durandil' I:23:17:3 W:5:10:130:500 P:0:2d5:5:6:0 F:RES_FEAR | LUCK F:ACTIVATE | SHOW_MODS a:SPELL=Artifact Durandil D:Don't go adventuring without your Durandil sword! # The Phial of Undeath N:200:of Undeath I:39:103:-5 W:20:10:10:0 P:0:1d1:0:0:0 F:CURSED | INT | WIS | CON | DEX | CHR | STR | ACTIVATE | F:LITE3 | LITE2 | LUCK | MAGIC_BREATH F:INSTA_ART | DG_CURSE | ESP_UNDEAD | a:HARDCORE=UNDEATH D:It appears like the Phial of Galadriel at first - but wait! It D:is a cursed phial created by an evil wizard to lure adventurers D:into wielding it unknowingly. # The template for artifacts corpses N:201: I:9:1:0 W:200:1:10:0 P:0:1d1:0:0:0 F:INSTA_ART | SPECIAL_GENE # The Palantir of Orthanc N:202:of Orthanc I:39:104:2 W:75:60:200:100000 P:0:10d10:0:0:0 F:WIS | INT | SEARCH | INFRA | HIDE_TYPE | ACTIVATE | ESP_ALL | F:SEE_INVIS | RES_BLIND | AGGRAVATE | DRAIN_MANA | LITE2 F:INSTA_ART a:HARDCORE=PALANTIR D:A shining white ball of unbreakable crystal, the ancient Palantiri D:were used by kings of Numenor and later by the Exiles for rapid D:communication between distant lands. Nothing is hidden from one who D:gazes into a Palantir, but the observed will also be aware of the D:observer, as was Sauron when Saruman tried to spy on him with this D:particular Palantir. # The Ring of Phasing N:203:of Phasing I:45:55:15 W:110:0:2:3000000 P:0:1d1:0:0:0 F:SPEED | SEE_INVIS | LUCK | MAGIC_BREATH F:CURSED | HEAVY_CURSE | REGEN F:WRAITH | IM_NETHER | DRAIN_EXP | HOLD_LIFE | SPECIAL_GENE | F:INSTA_ART Z:teleport D:Imbued with the screams of the victims of undead everywhere, this D:ring is more a hole in reality than anything else. Strange forces ripple over D:its surface, giving you visions of a reality considerably less solid than this D:one. You feel your senses reel, and must make a conscious effort not to throw D:this ring as far from you as possible. # The Blue Stone 'Toris Mejistos' N:204:'Toris Mejistos' I:40:18:2 W:50:10:3:60000 Z:restore life F:INT | WIS | HIDE_TYPE | MANA | LUCK F:SUST_INT | SUST_WIS | LITE1 | REGEN F:SLOW_DIGEST | AUTO_CURSE | HEAVY_CURSE F:ESP_GOOD | ESP_EVIL | HOLD_LIFE F:INSTA_ART | SPECIAL_GENE | WATER_BREATH F:SPELL_CONTAIN | WIELD_CAST D:A blue stone, with an incredible number of incredibly small runes of power D:on it. It carries many secrets. # The Ring of Durin - last of the Seven Rings of the Dwarf-lords N:205:of Durin I:45:57:2 W:70:70:2:65000 F:CON | CHR | STR | SUST_CHR | SUST_CON | SUST_STR | HIDE_TYPE | F:ESP_EVIL | AGGRAVATE | HEAVY_CURSE | HOLD_LIFE | DRAIN_EXP | F:RES_DARK | RES_CHAOS | RES_NETHER | RES_COLD | RES_ACID | F:INSTA_ART | SPECIAL_GENE | CURSED Z:Midas touch D:The greatest of the Seven Rings of the Dwarf-lords, and the last to be D:lost. Alone among the Seven, it was not taken by Sauron when he made D:war on the Elves, but was given as a gift from Celebrimbor to King Durin D:III of Moria in token of friendship: nevertheless, Sauron in disguise D:had a hand in its making, and so it is cursed, and draws evil towards it. # The Elfstone 'Elessar' N:206:'Elessar' I:40:19:4 W:60:60:3:40000 P:0:0d0:7:7:10 F:STR | WIS | CHR | SPEED | LITE3 | INSTA_ART | F:RES_FEAR | RES_FIRE | RES_POIS | RES_DISEN | HIDE_TYPE | F:ACTIVATE a:HARDCORE=ELESSAR D:This green gem glows with inner light. Aragorn son of Arathorn wore D:it at the Battle of the Pelennor Fields, and he was himself given the D:name of 'Elessar' by the people of Gondor because of this. # The Jewel 'Evenstar' N:207:'Evenstar' I:40:20:3 W:50:50:3:35000 F:HOLD_LIFE | SUST_CON | SUST_WIS | SUST_INT | LITE1 | CON | F:RES_DARK | RES_COLD | RES_NETHER | REGEN | INSTA_ART | F:ACTIVATE a:HARDCORE=REST_ALL D:A pure white jewel, the last gift of Queen Arwen Undomiel to Frodo D:Baggins, intended to be worn around his neck on the chain that had D:once borne the One Ring. # The Palantir of Minas Ithil (be warned - it's *cursed*!) N:208:of Minas Ithil I:39:107:-3 W:75:60:200:0 P:0:10d10:0:0:-30 F:LIFE | CON | INT | WIS | ESP_ALL | LITE3 | LITE1 F:CURSED | HEAVY_CURSE | TY_CURSE | DRAIN_EXP | F:RES_BLIND | SEE_INVIS | ACTIVATE a:HARDCORE=PALANTIR D:A shining white ball of unbreakable crystal, the ancient Palantiri D:were used by kings of Numenor and later by the Exiles for rapid D:communication between distant lands. This Palantir, however, was D:taken by Sauron long ago, and mastered to his evil uses, to the D:destruction of all others who would gaze into it. # some artifact bolts # The Silver Bolt 'Balefire' N:209:'Balefire' I:18:3:0 W:55:30:2:50000 P:0:6d5:20:15:0 F:ESP_DEMON | ESP_UNDEAD | LITE1 | F:BRAND_FIRE | KILL_DEMON | KILL_UNDEAD | D:This silver-tipped bolt, ablaze with undying celestial fire, D:is especially potent against undead and creatures of the D:netherworld; it even points the way to places where such D:enemies lurk. # The Silver Bolt 'Stone-biter' N:210:'Stone-biter' I:18:3:3 W:55:30:2:50000 P:0:6d5:20:15:0 F:ESP_ORC | ESP_TROLL | F:INFRA | SEARCH | TUNNEL | LUCK F:BRAND_ACID | SLAY_ORC | SLAY_TROLL | D:Wherever it strikes, this silver-tipped bolt eats through rock D:and metal as easily as through flesh. The dwarf-smith who D:crafted Stone-biter also inscribed the shaft with powerful D:doom-spells against the orcs and trolls who had destroyed his D:ancestral home. # The Seeker Bolt 'Heart's Blood' N:211:'Heart's Blood' I:18:2:5 W:85:40:3:35000 P:0:8d5:15:20:0 F:VORPAL | WOUNDING | CRIT | D:The barbed head of this bolt glows deep red with terrible runes D:of destruction; legend has it that Heart's Blood cannot hit its D:mark without causing a mortal wound. # The Seeker Bolt 'Scale-piercer' N:212:'Scale-piercer' I:18:2:0 W:85:40:3:35000 P:0:8d5:15:20:0 F:ESP_DRAGON | RES_FEAR | F:KILL_DRAGON | D:This bolt, crafted from the bones of a Great Wyrm, is less famous D:and less powerful than Bard's black arrow. Nonetheless it enables D:the owner to find dragons unerringly, face them bravely, and kill D:them swiftly. # Artifacts from ToME 3.0.0 for the new maps of Lord Dimwit # The pval was set to the average of the flag values. # The Mage Staff of Forochel N:213:of Forochel I:6:1:3 W:65:70:60:60000 P:0:3d4:-12:-8:0 F:INT | WIS | MANA | SPELL | INFRA | SEE_INVIS F:SUST_INT | SUST_WIS | RES_BLIND | IM_COLD | SENS_FIRE F:SPECIAL_GENE | WIELD_CAST F:COULD2H f:COULD2H D:A shaft of pure, invincible crystal cut from the heart of one D:of the great glaciers ringing the Ice-Bay of Forochel. D:While you hold it, your mind feels as clear as the winter sky. # The Elven Cloak of Mellyrn N:214:of Mellyrn I:35:2:4 W:40:40:5:65000 P:4:0d0:0:0:20 F:HIDE_TYPE | INVIS | DEX | SPEED | STEALTH | LUCK F:SUST_DEX | RES_LITE | RES_DARK | SPECIAL_GENE D:Bearing the same lyrical name as the great trees of Lothlorien D:and containing in its close-woven folds the speed and skill of D:the Galadrim, this grey cloak is ideal for those who travel in D:forests. # The Bluesteel Blade of Ephel Duath N:215:of Ephel Duath I:23:31:-3 W:60:60:50:30000 P:0:2d6:-20:-18:0 F:STR | WIS | CHR | BRAND_POIS | VAMPIRIC | VORPAL F:INVIS | AGGRAVATE | CURSED | HEAVY_CURSE | SHOW_MODS F:SPECIAL_GENE D:This filthy orc-blade is famed for vile deeds of torture and blood, D:and its wielder will never cease to fear treachery. # The Slaughter Axe 'Garachoth' N:216:'Garachoth' I:24:30:2 W:70:300:400:91000 P:0:7d5:18:18:-20 F:STR | CON | SPEED | LEVELS | BLACK_BREATH F:KILL_DEMON | SLAY_ANIMAL | BRAND_FIRE | VORPAL F:RES_FEAR | RES_FIRE | RES_CHAOS | RES_NETHER F:HIDE_TYPE | SHOW_MODS | SPECIAL_GENE D:A ghastly axe with the soul of a demon lord trapped inside, this horrifying D:creation reverberates with the screams of the damned. As you gaze into its D:glassy, translucent blade, it seems that endless sulphrous wastelands D:stretch away from you into the distance, obscured by sheets of fire. # The Set of Cesti 'Skycleaver' N:217:'Skycleaver' I:31:5:1 W:40:45:40:100000 P:5:1d1:16:7:16 F:STR | CON | DEX | CHR | LUCK | FLY F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_POIS F:HIDE_TYPE | SHOW_MODS | SPECIAL_GENE D:The handgear of a legendary dragonslaying hero. The wearer of these D:wyrmskin gauntlets will be versed in all aerial ways, and will fear no D:dragon that walks or flies. # The Pair of Metal Shod Boots of the Machine # Replaced the stealth malus with AGGRAVATE N:218:of the Machine I:30:6:3 W:30:100:170:19000 P:6:1d1:0:0:24 F:INT | SPEED | TUNNEL | AGGRAVATE F:RES_CHAOS | RES_SHARDS | RES_CONF F:ESP_NONLIVING | HIDE_TYPE | SPECIAL_GENE D:A massive pair of adamantine boots studded with gold, the final and D:greatest product of the petty-dwarven magical forge. Despite D:the great powers they contain, they are heavy and awkward enough to D:make quite a racket whenever you move. tome-2.3.11-ah/lib/edit/ab_info.txt000066400000000000000000000053121233503306200167570ustar00rootroot00000000000000# File: ab_info.txt # This file is used to initialize the "lib/data/ab_info.raw" file, which is # used to initialize the "abilities" information for the ToME game. # Do not modify this file unless you know exactly what you are doing, # unless you wish to risk possible system crashes and broken savefiles. # The ToME abilities indexes are defined in "defines.h", and must not be changed. # If you want to add new ones, add them after the tome ones # N:idx:name # D:desc # I:cost(in skill points) # A:action mkey:action desc # Prerequisites # k:level:skill # S:level(linear mode):stats # a:needed ability # E:excluding ability:excluding ability # If you need more sophisticated prereqs use the HOOK_LEARN_ABILITY # Version stamp (required) # Do not forget to update misc.txt with an entry like the following : # Maximum number of traits in ab_info.txt # M:b:50 V:2.2.0 N:0:Spread blows D:If a monster dies to your attack but you still have blows left D:you won't lose the full turn, allowing you to attack some other D:monster in the same turn D:Prereq: Weaponmastery skill@30, Dex@17 I:5 k:30:Weaponmastery S:17:DEX N:1:Tree walking D:Allows you to walk in dense forest D:Prereq: Nature skill@20 I:7 k:20:Nature N:2:Perfect casting D:Allows you to reach 0% failure rate on spells D:Prereq: Magic skill@35 I:6 k:35:Magic N:3:Extra Max Blow(1) D:Increases your max possible blows number by 1 D:Prereq: Combat@10 I:7 k:10:Combat N:4:Extra Max Blow(2) D:Increases your max possible blows number by 1 D:Prereq: Combat@20, Extra Max Blow(1) I:7 k:20:Combat a:Extra Max Blow(1) N:5:Ammo creation D:Allows you to create shots, arrows and bolts from various materials D:Prereq: Archery@10 A:10:Forge ammo I:8 k:10:Archery N:6:Touch of death D:Your melee blows can insta-kill, but you only receive 1/3 of the experience D:Prereq: Necromancy@50, Combat@40, DEX@30, STR@30 A:100:Activate touch of death I:15 k:50:Necromancy k:40:Combat S:30:DEX S:30:STR N:7:Artifact Creation D:In combination with a high alchemy skill this ability will let you D:design your very own artifacts D:Prereq: Alchemy@40, INT@35, WIS@35 I:70 k:40:Alchemy S:35:INT S:35:WIS N:8:Far reaching attack D:You can attack an enemy one square far using a long polearm. D:At high levels of Polearm-mastery skill, you can even hit two enemies at once. D:Prereq: Combat@15, Polearm-mastery@15 I:10 A:102:Far reaching attack k:15:Combat k:15:Polearm-mastery N:9:Trapping D:Ability to set monster traps D:Prereq: Disarming@15 I:10 A:14:Set trap k:15:Disarming N:10:Undead Form D:Ability to turn into a weak undead being when you "die". D:You must then kill enough monsters to absorb enough life energy D:to come back to life. D:Prereq: Necromancy@30, INT@25 I:15 k:30:Necromancy S:25:INT tome-2.3.11-ah/lib/edit/al_info.txt000066400000000000000000001247131233503306200170000ustar00rootroot00000000000000# File: al_info.txt # This file is used to initialize the "lib/raw/al_info.raw" file, which is # used as the alchemist recipes in ToME # Do not modify this file unless you know exactly what you are doing, # unless you wish to risk possible system crashes. # Version stamp (required) V:2.0.0 #Note: when you add anything to this file, you also need to change the M:a #line of misc.txt. Unlike other files, there is no 'count' entry. The #easiest and fastest way to find out what to say in misc.txt is: # # grep '^[Ia]:' :tval:sval:::level:xp # tval and sval describe the required item, they can be left unspecified # for no object, or specify starting with tval for increasingly specific # objects. #F:object flag to be set #D:Description of flag #x:Description of activation (instead of description of flag) #d:Description of required item #p:Description of required item (plural, not used for activations) #a:qty:object_flag_to_be_set Essence_name #define ACT_PET_SUMMON 150 #define ACT_CURE_PARA 151 #define ACT_CURE_HALLU 152 #define ACT_CURE_POIS 153 #define ACT_CURE_HUNGER 154 #define ACT_CURE_STUN 155 #define ACT_CURE_CUTS 156 #define ACT_CURE_FEAR 157 #define ACT_CURE_CONF 158 #define ACT_CURE_BLIND 159 #define ACT_CURING 160 #define ACT_ACQUIREMENT 163 #define ACT_MUT 166 #define ACT_CURE_INSANITY 167 #define ACT_CURE_MUT 168 #define ACT_REST_LIFE 84 #define ACT_REST_ALL 85 #define ACT_CURE_LW 81 #define ACT_CURE_MW 82 #define ACT_CURE_POISON 83 #define ACT_CURE_700 86 #define ACT_CURE_1000 87 #define ACT_LIGHT 111 #define ACT_SUNLIGHT 1 A:0:70:15:0:0:40:40000 x:SUNLIGHT D:Sunlight d:Brass Lantern #define ACT_MAP_LIGHT 112 #define ACT_DETECT_ALL 113 #define ACT_DETECT_XTRA 114 #define ACT_ID_FULL 115 #define ACT_ID_PLAIN 116 #define ACT_GROW_MOLD 197 #define ACT_BO_MISS_1 2 A:0:0:0:0:0:20:4000 x:BO_MISS_1 D:Magic Missile (1) #define ACT_BO_MISS_2 15 A:0:0:0:0:0:30:300000 x:BO_MISS_2 D:Magic Missile (2) #define ACT_BA_MISS_3 24 A:0:0:0:0:0:40:400000 x:BA_MISS_3 D:Ball of Missiles #define ACT_BO_ELEC_1 4 A:0:0:0:0:0:30:300000 x:BO_ELEC_1 D:Bolt of Lightning #define ACT_BA_ELEC_2 12 A:0:0:0:0:0:30:300000 x:BA_ELEC_2 D:Ball of Lightning #define ACT_BA_ELEC_3 18 A:0:0:0:0:0:35:350000 x:BA_ELEC_3 D:Ball of Lightning(2) #define ACT_BA_ELEC_H 172 A:0:0:0:0:0:40:400000 x:BA_ELEC_H D:Ball of Lightning(3) #define ACT_BA_ELEC_4 183 A:0:0:0:0:0:40:400000 x:BA_ELEC_4 D:Ball of Lightning(4) #define ACT_BR_ELEC 184 A:0:0:0:0:0:45:450000 x:BR_ELEC D:Breathe Lightning #define ACT_BO_ACID_1 5 #define ACT_BA_COLD_1 8 #define ACT_BA_ACID_H 173 #define ACT_BA_ACID_4 182 #define ACT_BR_ACID 187 #define ACT_BO_COLD_1 6 #define ACT_BA_COLD_2 11 #define ACT_BA_COLD_3 17 #define ACT_BA_COLD_H 171 #define ACT_BA_COLD_4 180 #define ACT_BR_COLD 185 #define ACT_BO_FIRE_1 7 #define ACT_BA_FIRE_1 9 #define ACT_BA_FIRE_2 16 #define ACT_BA_FIRE_H 170 #define ACT_BA_FIRE_4 181 #define ACT_BR_FIRE 186 #define ACT_BA_POIS_1 3 #define ACT_BA_POIS_4 179 #define ACT_BR_POIS 188 #define ACT_BR_MANY 189 #define ACT_BR_CONF 190 #define ACT_BR_SOUND 191 #define ACT_BR_CHAOS 192 #define ACT_BR_SHARD 193 #define ACT_BR_BALANCE 194 #define ACT_BR_LIGHT 195 #define ACT_BR_POWER 196 #define ACT_ROCKET 22 A:0:0:0:0:0:50:40000 x:ROCKET D:Fire a Rocket #define ACT_JUMP 177 #define ACT_WHIRLWIND 19 #define ACT_CALL_CHAOS 21 #define ACT_DISP_EVIL 23 #define ACT_DISP_GOOD 25 #define ACT_DAWN 61 #define ACT_CHARM_ANIMAL 65 #define ACT_CHARM_UNDEAD 66 #define ACT_CHARM_OTHER 67 #define ACT_CHARM_ANIMALS 68 #define ACT_CHARM_OTHERS 69 #define ACT_SUMMON_ANIMAL 70 #define ACT_SUMMON_PHANTOM 71 #define ACT_SUMMON_ELEMENTAL 72 #define ACT_SUMMON_DEMON 73 #define ACT_SUMMON_UNDEAD 74 #define ACT_RUNE_EXPLO 117 #define ACT_RUNE_PROT 118 #define ACT_SATIATE 119 #define ACT_DEST_DOOR 120 #define ACT_STONE_MUD 121 #define ACT_RECHARGE 122 #define ACT_ALCHEMY 123 #define ACT_DIM_DOOR 124 #define ACT_TELEPORT 125 #define ACT_RECALL 126 #define ACT_SPIN 174 #define ACT_NOLDOR 175 #define ACT_SPECTRAL 176 #define ACT_DEST_TELE 178 #define ACT_DRAIN_1 10 #define ACT_DRAIN_2 13 #define ACT_VAMPIRE_1 14 #define ACT_VAMPIRE_2 20 #define ACT_GILGALAD 26 #define ACT_CELEBRIMBOR 27 #define ACT_SKULLCLEAVER 28 #define ACT_HARADRIM 29 #define ACT_FUNDIN 30 #define ACT_EOL 31 #define ACT_UMBAR 32 #define ACT_NUMENOR 33 #define ACT_KNOWLEDGE 34 #define ACT_UNDEATH 35 #define ACT_THRAIN 36 #define ACT_BARAHIR 37 #define ACT_TULKAS 38 #define ACT_NARYA 39 #define ACT_NENYA 40 #define ACT_VILYA 41 #define ACT_POWER 42 #define ACT_STONE_LORE 43 #define ACT_RAZORBACK 44 #define ACT_BLADETURNER 45 #define ACT_MEDIATOR 46 #define ACT_BELEGENNON 47 #define ACT_GORLIM 48 #define ACT_COLLUIN 49 #define ACT_BELANGIL 50 #define ACT_CONFUSE 51 #define ACT_SLEEP 52 #define ACT_QUAKE 53 #define ACT_TERROR 54 #define ACT_TELE_AWAY 55 #define ACT_BANISH_EVIL 56 #define ACT_GENOCIDE 57 #define ACT_MASS_GENO 58 #define ACT_ANGUIREL 59 #define ACT_ERU 60 #define ACT_FIRESTAR 62 #define ACT_TURMIL 63 #define ACT_CUBRAGOL 64 #define ACT_ELESSAR 75 #define ACT_GANDALF 76 #define ACT_MARDA 77 #define ACT_PALANTIR 78 #define ACT_ROBINTON 79 #define ACT_PIEMUR 80 #define ACT_MENOLLY 88 #define ACT_EREBOR 89 #define ACT_DRUEDAIN 90 #define ACT_ESP 91 #define ACT_BERSERK 92 #define ACT_PROT_EVIL 93 #define ACT_RESIST_ALL 94 #define ACT_SPEED 95 #define ACT_XTRA_SPEED 96 #define ACT_WRAITH 97 #define ACT_INVULN 98 #define ACT_ROHAN 99 #define ACT_HELM 100 #define ACT_BOROMIR 101 #define ACT_HURIN 102 #define ACT_AXE_GOTHMOG 103 #define ACT_MELKOR 104 #define ACT_GROND 105 #define ACT_NATUREBANE 106 #define ACT_NIGHT 107 #define ACT_ORCHAST 108 #define ACT_DEATH 127 #define ACT_RUINATION 128 #define ACT_DESTRUC 129 #define ACT_UNINT 130 #define ACT_UNSTR 131 #define ACT_UNCON 132 #define ACT_UNCHR 133 #define ACT_UNDEX 134 #define ACT_UNWIS 135 #define ACT_STATLOSS 136 #define ACT_HISTATLOSS 137 #define ACT_EXPLOSS 138 #define ACT_HIEXPLOSS 139 #define ACT_SUMMON_MONST 140 #define ACT_PARALYZE 141 #define ACT_HALLU 142 #define ACT_POISON 143 #define ACT_HUNGER 144 #define ACT_STUN 145 #define ACT_CUTS 146 #define ACT_PARANO 147 #define ACT_CONFUSION 148 #define ACT_BLIND 149 #define ACT_DARKNESS 161 #define ACT_LEV_TELE 162 #define ACT_WEIRD 164 #define ACT_AGGRAVATE 165 #define ACT_LIGHT_ABSORBTION 169 #define ACT_MUSIC 200 #***************************Amulets*********************** #SV_AMULET_ADORNMENT I:40:2:4:DARKNESS #SV_AMULET_BRILLANCE I:40:6:1:KNOWLEDGE I:40:6:2:CONFUSION #SV_AMULET_CHARISMA I:40:7:4:DARKNESS #SV_AMULET_DEVOTION I:40:25:1:MAGIC I:40:25:2:CONFUSION I:40:25:8:KNOWLEDGE #SV_AMULET_ESP I:40:22:4:KNOWLEDGE #SV_AMULET_INFRA I:40:26:1:LITE #SV_AMULET_NO_MAGIC I:40:13:4:MAGIC #SV_AMULET_NO_TELE I:40:14:8:TELEPORT #SV_AMULET_REFLECTION I:40:9:10:FORCE I:40:9:10:MANA #SV_AMULET_REGENERATION I:40:30:4:LIFE #SV_AMULET_RESISTANCE I:40:15:4:ACID I:40:15:4:COLD I:40:15:4:FIRE I:40:15:4:LIGHTNING #SV_AMULET_RESIST_ACID I:40:4:4:ACID #SV_AMULET_RESIST_ELEC I:40:29:4:LIGHTNING #SV_AMULET_SEARCHING I:40:5:4:KNOWLEDGE I:40:5:4:LITE #SV_AMULET_SERPENT I:40:17:1:MANA I:40:17:4:ACID #SV_AMULET_SLOW_DIGEST I:40:3:4:LIFE #SV_AMULET_SUSTENANCE I:40:21:8:LIFE #SV_AMULET_TELEPORT I:40:1:8:TELEPORT #SV_AMULET_THE_MAGI I:40:8:1:MAGIC I:40:8:4:KNOWLEDGE #SV_AMULET_TRICKERY #I:40:23:1:MAGIC I:40:23:8:CONFUSION #SV_AMULET_WEAPONMASTERY I:40:24:12:EXPLOSION I:40:24:1:MAGIC #SV_AMULET_WISDOM I:40:28:1:KNOWLEDGE I:40:28:2:CONFUSION #*********Potions****************************** #Note that these first few potions are the ones which #can be thrown for much damage, and are thus an integral part of #the alchemist's arsenal. #SV_POTION_DETONATIONS I:71:22:6:EXPLOSION #SV_POTION_DEATH I:71:23:10:LIFE #SV_POTION_RUINATION I:71:15:5:DARKNESS #SV_POTION_APPLE_JUICE I:71:1:1:LIFE #SV_POTION_AUGMENTATION I:71:55:16:POISON I:71:55:24:CONFUSION I:71:55:6:MAGIC I:71:55:8:EXPLOSION I:71:55:16:LIFE I:71:55:8:LIGHTNING I:71:55:16:DARKNESS #SV_POTION_BESERK_STRENGTH I:71:33:1:FIRE #SV_POTION_BLINDNESS I:71:7:1:DARKNESS #SV_POTION_BOLDNESS I:71:28:1:LITE #SV_POTION_CONFUSION I:71:9:1:CONFUSION #SV_POTION_CURE_CRITICAL I:71:36:4:LIFE #SV_POTION_CURE_LIGHT I:71:34:1:LIFE #SV_POTION_CURE_SERIOUS I:71:35:2:LIFE #SV_POTION_CURING I:71:61:1:LIFE #SV_POTION_DEC_CHR I:71:21:1:MANA I:71:21:8:DARKNESS I:71:21:8:CONFUSION #SV_POTION_DEC_CON I:71:20:1:MANA I:71:20:8:LIFE I:71:20:8:POISON #SV_POTION_DEC_DEX I:71:19:1:MANA I:71:19:8:LIGHTNING I:71:19:8:DARKNESS #SV_POTION_DEC_INT I:71:17:1:MANA I:71:17:8:CONFUSION I:71:17:8:KNOWLEDGE #SV_POTION_DEC_STR I:71:16:1:MANA I:71:16:8:EXPLOSION I:71:16:8:POISON #SV_POTION_DEC_WIS I:71:18:1:MANA I:71:18:8:CONFUSION I:71:18:8:LIFE #SV_POTION_DETECT_INVIS I:71:25:1:DARKNESS I:71:25:1:LITE #SV_POTION_ENLIGHTENMENT I:71:56:8:KNOWLEDGE #SV_POTION_EXPERIENCE I:71:59:30:EXTRALIFE #SV_POTION_HEALING I:71:37:1:EXTRALIFE #SV_POTION_HEROISM I:71:32:1:COLD #SV_POTION_INC_CHR I:71:53:1:MAGIC I:71:53:8:DARKNESS I:71:53:8:CONFUSION #SV_POTION_INC_CON I:71:52:1:MAGIC I:71:52:8:LIFE I:71:52:8:POISON #Potion of Slow Poison I:71:26:1:POISON #Potion of Cure Poison I:71:27:2:POISON #Potion of Poison I:71:6:1:POISON #SV_POTION_INC_DEX I:71:51:1:MAGIC I:71:51:8:LIGHTNING I:71:51:8:DARKNESS #SV_POTION_INC_INT I:71:49:1:MAGIC I:71:49:8:KNOWLEDGE I:71:49:8:CONFUSION #SV_POTION_INC_STR I:71:48:1:MAGIC I:71:48:8:EXPLOSION I:71:48:8:POISON #SV_POTION_INC_WIS I:71:50:1:MAGIC I:71:50:8:CONFUSION I:71:50:8:LIFE #SV_POTION_INFRAVISION I:71:24:1:LITE #SV_POTION_INVIS I:71:8:4:DARKNESS #SV_POTION_INVULNERABILITY I:71:62:10:FORCE I:71:62:4:MAGIC #SV_POTION_LIFE I:71:39:8:EXTRALIFE #SV_POTION_LOSE_MEMORIES I:71:13:20:DARKNESS #SV_POTION_MUTATION I:71:10:12:CHAOS #SV_POTION_NEW_LIFE I:71:63:16:EXTRALIFE #SV_POTION_RESISTANCE I:71:60:2:ACID I:71:60:2:COLD I:71:60:2:FIRE I:71:60:2:LIGHTNING #SV_POTION_RESIST_COLD I:71:31:1:COLD #SV_POTION_RESIST_HEAT I:71:30:1:FIRE #SV_POTION_RESTORE_EXP I:71:41:8:LIFE I:71:41:3:KNOWLEDGE #SV_POTION_RESTORE_MANA I:71:40:12:MANA #SV_POTION_RES_CHR I:71:47:12:LIFE #SV_POTION_RES_CON I:71:46:12:LIFE #SV_POTION_RES_DEX I:71:45:12:LIFE #SV_POTION_RES_INT I:71:43:12:LIFE #SV_POTION_RES_STR I:71:42:12:LIFE #SV_POTION_RES_WIS I:71:44:12:LIFE #SV_POTION_SALT_WATER I:71:5:1:LIGHTNING #SV_POTION_SELF_KNOWLEDGE I:71:58:2:KNOWLEDGE #SV_POTION_SLEEP I:71:11:1:MANA #SV_POTION_SLIME_MOLD I:71:2:1:LIFE #SV_POTION_SLOWNESS I:71:4:1:MANA #SV_POTION_SPEED I:71:29:1:TIME #SV_POTION_STAR_ENLIGHTENMENT I:71:57:12:KNOWLEDGE #SV_POTION_STAR_HEALING I:71:38:4:EXTRALIFE #SV_POTION_WATER I:71:0:1:LIFE #********************************Potion 2********************************* #SV_POTION2_MIMIC 1 I:72:1:2:LIFE #SV_POTION2_CURE_LIGHT_SANITY 14 I:72:14:1:CONFUSION I:72:14:1:DARKNESS #SV_POTION2_CURE_SERIOUS_SANITY 15 I:72:15:2:CONFUSION I:72:15:2:DARKNESS #SV_POTION2_CURE_CRITICAL_SANITY 16 I:72:16:4:CONFUSION I:72:16:4:DARKNESS #SV_POTION2_CURE_SANITY 17 I:72:17:8:CONFUSION I:72:17:8:DARKNESS #SV_POTION2_CURE_WATER 18 #I:72:18:4:EXPLOSION #I:72:18:4:POISON #I:72:18:2:EXTRALIFE #************Rod Tips.**************************** #SV_ROD_ACID_BALL I:66:24:1:MAGIC I:66:24:8:ACID #SV_ROD_ACID_BOLT I:66:20:4:ACID #SV_ROD_COLD_BALL I:66:27:1:MAGIC I:66:27:8:COLD #SV_ROD_COLD_BOLT I:66:23:4:COLD #SV_ROD_CURING I:66:8:3:LIFE #SV_ROD_DETECTION I:66:6:8:KNOWLEDGE #SV_ROD_DETECT_DOOR I:66:1:1:KNOWLEDGE #SV_ROD_DETECT_TRAP I:66:29:1:KNOWLEDGE #SV_ROD_DISARMING I:66:14:4:TELEPORT #SV_ROD_DRAIN_LIFE I:66:18:10:LIFE #SV_ROD_ELEC_BALL I:66:25:1:MAGIC I:66:25:8:LIGHTNING #SV_ROD_ELEC_BOLT I:66:21:4:LIGHTNING #SV_ROD_FIRE_BALL I:66:26:1:MAGIC I:66:26:8:FIRE #SV_ROD_FIRE_BOLT I:66:22:4:FIRE #SV_ROD_HAVOC I:66:28:5:CHAOS #SV_ROD_HEALING I:66:9:4:EXTRALIFE #SV_ROD_IDENTIFY I:66:2:4:MANA I:66:2:4:KNOWLEDGE #SV_ROD_ILLUMINATION I:66:4:4:LITE #SV_ROD_LITE I:66:15:1:LITE #SV_ROD_MAPPING I:66:5:1:KNOWLEDGE I:66:5:8:LITE #SV_ROD_POLYMORPH I:66:19:1:CHAOS #SV_ROD_PROBING I:66:7:20:KNOWLEDGE I:66:7:3:MANA #SV_ROD_RECALL I:66:3:3:FORCE I:66:3:9:TELEPORT #SV_ROD_RESTORATION I:66:10:30:LIFE #SV_ROD_SLEEP_MONSTER I:66:16:1:MANA #SV_ROD_SLOW_MONSTER I:66:17:1:TIME #SV_ROD_SPEED I:66:11:10:TIME #SV_ROD_TELEPORT_AWAY I:66:13:8:TELEPORT #**************************Scrolls ******************** #SV_SCROLL_ACQUIREMENT I:70:46:10:MAGIC #SV_SCROLL_ARTIFACT I:70:52:99:MAGIC #SV_SCROLL_BLESSING I:70:33:1:LIFE #SV_SCROLL_CHAOS I:70:50:2:CHAOS #SV_SCROLL_DARKNESS I:70:0:1:DARKNESS #SV_SCROLL_DETECT_DOOR I:70:29:1:KNOWLEDGE #SV_SCROLL_DETECT_GOLD I:70:26:1:KNOWLEDGE #SV_SCROLL_DETECT_INVIS I:70:30:1:DARKNESS I:70:30:1:KNOWLEDGE #SV_SCROLL_DETECT_ITEM I:70:27:2:KNOWLEDGE #SV_SCROLL_DETECT_TRAP I:70:28:1:KNOWLEDGE #SV_SCROLL_DISPEL_UNDEAD I:70:42:1:EXTRALIFE #SV_SCROLL_ENCHANT_ARMOR I:70:16:3:EXPLOSION #SV_SCROLL_ENCHANT_WEAPON_PVAL I:70:19:10:MAGIC #SV_SCROLL_ENCHANT_WEAPON_TO_DAM I:70:18:3:EXPLOSION #SV_SCROLL_ENCHANT_WEAPON_TO_HIT I:70:17:3:LITE #SV_SCROLL_FIRE I:70:48:1:FIRE #SV_SCROLL_GENOCIDE I:70:44:1:FORCE I:70:44:5:DARKNESS #SV_SCROLL_HOLY_CHANT I:70:34:2:LIFE #SV_SCROLL_HOLY_PRAYER I:70:35:3:LIFE #SV_SCROLL_ICE I:70:49:1:COLD #SV_SCROLL_IDENTIFY I:70:12:1:KNOWLEDGE #SV_SCROLL_LIGHT I:70:24:1:LITE #SV_SCROLL_MAPPING I:70:25:2:KNOWLEDGE I:70:25:5:LITE #SV_SCROLL_MASS_GENOCIDE I:70:45:1:FORCE I:70:45:30:DARKNESS #SV_SCROLL_MONSTER_CONFUSION I:70:36:1:CONFUSION #SV_SCROLL_PHASE_DOOR I:70:8:1:TELEPORT #SV_SCROLL_PROTECTION_FROM_EVIL I:70:37:1:MANA I:70:37:9:LIFE #SV_SCROLL_RECHARGING I:70:22:4:LIGHTNING #SV_SCROLL_REMOVE_CURSE I:70:14:1:LIFE #SV_SCROLL_RESET_RECALL I:70:23:1:FORCE #SV_SCROLL_RUMOR I:70:51:1:LIGHTNING #SV_SCROLL_RUNE_OF_PROTECTION I:70:38:1:EXTRALIFE I:70:38:6:FORCE #SV_SCROLL_SATISFY_HUNGER I:70:32:1:LIFE #SV_SCROLL_STAR_ACQUIREMENT I:70:47:20:MAGIC #SV_SCROLL_STAR_DESTRUCTION I:70:41:12:FORCE #SV_SCROLL_STAR_ENCHANT_ARMOR I:70:20:9:EXPLOSION #SV_SCROLL_STAR_ENCHANT_WEAPON I:70:21:9:EXPLOSION I:70:21:9:LITE #SV_SCROLL_STAR_IDENTIFY I:70:13:1:MAGIC I:70:13:20:KNOWLEDGE #SV_SCROLL_STAR_REMOVE_CURSE I:70:15:1:EXTRALIFE #SV_SCROLL_TELEPORT I:70:9:1:TELEPORT #SV_SCROLL_TELEPORT_LEVEL I:70:10:5:TELEPORT #SV_SCROLL_TRAP_CREATION I:70:7:1:CONFUSION I:70:7:1:TELEPORT #SV_SCROLL_TRAP_DOOR_DESTRUCTION I:70:39:1:FORCE #SV_SCROLL_WORD_OF_RECALL I:70:11:1:FORCE I:70:11:3:TELEPORT #***************************Staves************************ #Globe of Light I:55:3:1:LITE #Fiery Shield I:55:4:2:FIRE I:55:4:1:MANA #Remove Curse I:55:5:2:LIFE #Wings of Winds I:55:6:1:FORCE #Shake I:55:7:4:FORCE #Disarm I:55:8:1:FORCE I:55:8:1:KNOWLEDGE #Teleportation I:55:9:1:TELEPORT #Probability Travel I:55:10:1:MANA I:55:10:1:TELEPORT #11 Recovery I:55:11:1:LIFE #12 Healing I:55:12:1:EXTRALIFE #13 Vision I:55:13:1:LITE #Identify I:55:14:1:KNOWLEDGE I:55:14:1:MANA #Sense Hidden I:55:15:1:KNOWLEDGE #Reveal Ways I:55:16:1:KNOWLEDGE #Sense Monsters I:55:17:1:KNOWLEDGE #Genocide I:55:18:1:FORCE I:55:18:5:DARKNESS #19 Summon I:55:19:1:LIFE I:55:19:1:TELEPORT #Wish I:55:20:99:MAGIC #Mana I:55:21:1:MANA #Sterilize I:55:24:1:POISON I:55:24:1:MANA #********************Wands***************** #MannaThrust I:65:3:4:MANA #FireFlash I:65:4:1:FIRE #FireWall I:65:5:4:FIRE I:65:5:1:MANA #Tidal Wave I:65:6:1:POISON I:65:6:1:ACID I:65:6:1:COLD #Ice Storm I:65:7:4:COLD I:65:7:1:MANA #Wand of Noxious Cloud I:65:8:1:POISON #Poison Blood I:65:9:2:POISON I:65:9:1:LIFE #Thunderstorm I:65:10:4:LIGHTNING #DIG I:65:11:1:FORCE #Stone Prison I:65:12:3:FORCE I:65:12:1:MANA #Strike I:65:13:1:FORCE #Teleport Away I:65:14:1:TELEPORT #Summon Animal I:65:15:4:LIFE I:65:15:1:MANA #MageLock I:65:16:1:FORCE #Slow Monster I:65:17:1:MANA #Essence of Speed I:65:18:1:TIME #Banishment I:65:19:2:TELEPORT #20 Disperse Magic I:65:20:4:LIFE I:65:20:4:MANA #Charm I:65:21:1:MANA I:65:21:1:LIFE #Confuse I:65:22:1:CONFUSION #Deamon Blade I:65:23:1:FORCE I:65:23:1:FIRE #Heal Monster I:65:24:1:LIFE #25 Haste Monster I:65:25:1:MANA #RINGS********************************************************* #ring of poison resistance I:45:20:8:POISON #Ring of Critical Hits I:45:59:8:MANA #Damage I:45:29:1:EXPLOSION #Slaying I:45:30:8:EXPLOSION I:45:30:8:LITE #Sound Resistance I:45:42:4:EXPLOSION I:45:42:4:LITE #Shard Resistance I:45:44:4:EXPLOSION I:45:44:4:TELEPORT #Flying I:45:54:12:TELEPORT #Extra Attacks I:45:49:8:TELEPORT I:45:49:4:TIME #Teleportation I:45:4:8:TELEPORT #Lordly Protection I:45:48:4:TELEPORT I:45:48:12:LITE I:45:48:1:EXTRALIFE #Ring of Ice I:45:19:8:COLD #Ring of Cold Resistance I:45:9:4:COLD #Ring of Flames I:45:18:8:FIRE #Ring of Fire Resistance I:45:8:4:FIRE #Ring of Acid I:45:17:8:ACID #Ring of Disenchantment Resistance I:45:45:8:ACID I:45:45:2:CHAOS #Ring of slow digestion I:45:6:4:LIFE I:45:6:1:TIME #ring of confusion resistance I:45:43:8:CONFUSION #Ring of Stupidity I:45:3:1:CONFUSION #Ring of Blindness Resistance I:45:47:8:LITE #Ring of Accuracy I:45:28:1:LITE #Ring of Searching I:45:23:4:LITE I:45:23:3:KNOWLEDGE #Ring of Chaos I:45:46:8:LITE #Ring of Light and Darkness Resistance I:45:39:8:LITE I:45:39:8:DARKNESS #Ring of Speed I:45:31:12:TIME #ring of Weakness I:45:2:1:POISON #ring of Constitution I:45:27:2:POISON I:45:27:8:LIFE #ring of Strength I:45:24:1:POISON I:45:24:1:EXPLOSION #Ring of Dexterity I:45:26:1:KNOWLEDGE I:45:26:1:LIGHTNING #ring of Sustain Constitution I:45:13:1:POISON I:45:13:4:LIFE I:45:13:1:MANA #ring of Sustain Strength I:45:10:1:POISON I:45:10:1:EXPLOSION I:45:10:1:MANA #ring of Sustain Intelligence I:45:11:1:CONFUSION I:45:11:1:MANA #ring of Intelligence I:45:25:1:CONFUSION I:45:25:12:KNOWLEDGE #Ring of Sustain Wisdom I:45:12:1:MANA I:45:12:4:CONFUSION #Ring of Sustain Dexterity I:45:14:1:MANA I:45:14:1:LIGHTNING #Ring of Sustain Charisma I:45:15:1:MANA I:45:15:1:DARKNESS #Ring of See Invisible I:45:22:8:DARKNESS #Ring of Invisibility I:45:53:8:DARKNESS #Ring of Fear resistance I:45:38:1:MAGIC #Ring of Levitation I:45:7:1:MANA #Ring of Nether Resistance I:45:40:1:MANA I:45:40:12:LIFE #Ring of Nexus Resistance I:45:41:1:MANA #Ring of Free Action I:45:21:1:FORCE #Ring of Protection I:45:16:10:FORCE #Ring of Lightning I:45:56:12:LIGHTNING #EGO ITEMS, in order by e_idx I:1:1:1:MAGIC },/*of Mana*/ I:1:2:2:MAGIC },/*of Power*/ I:1:3:3:MAGIC },/*of Wizardry*/ I:1:4:2:MAGIC },/*of Spell*/ I:1:5:4:ACID },/*of Resist Acid*/ I:1:6:4:LIGHTNING },/*of Resist Lightning*/ I:1:7:4:FIRE },/*of Resist Fire*/ I:1:8:4:COLD },/*of Resist Cold*/ I:1:9:4:ACID },/*of Resistance*/ I:1:9:4:COLD },/*of Resistance*/ I:1:9:4:FIRE },/*of Resistance*/ I:1:9:4:LIGHTNING },/*of Resistance*/ I:1:10:5:ACID },/*Elven*/ I:1:10:5:COLD },/*Elven*/ I:1:10:5:FIRE },/*Elven*/ I:1:10:5:LIGHTNING },/*Elven*/ I:1:11:1:MAGIC },/*of Permanence*/ I:1:11:6:ACID },/*of Permanence*/ I:1:11:6:COLD },/*of Permanence*/ I:1:11:6:FIRE },/*of Permanence*/ I:1:11:6:LIGHTNING },/*of Permanence*/ I:1:12:1:POISON },/*of Leprousness*/ I:1:13:3:MAGIC },/*of Immunity*/ I:1:14:5:MAGIC },/*of Defense*/ I:1:15:4:TELEPORT },/*of Jumping*/ I:1:16:4:ACID },/*of Resist Acid*/ I:1:17:4:LIGHTNING },/*of Resist Lightning*/ I:1:18:4:FIRE },/*of Resist Fire*/ I:1:19:4:COLD },/*of Resist Cold*/ I:1:20:4:ACID },/*of Resistance*/ I:1:20:4:COLD },/*of Resistance*/ I:1:20:4:FIRE },/*of Resistance*/ I:1:20:4:LIGHTNING },/*of Resistance*/ I:1:21:12:FORCE },/*of Reflection*/ I:1:22:8:LIGHTNING },/*of Electricity*/ I:1:23:4:DARKNESS },/*of the Noldor*/ I:1:24:4:KNOWLEDGE },/*of Intelligence*/ I:1:25:4:KNOWLEDGE },/*of Wisdom*/ I:1:26:4:KNOWLEDGE },/*of Beauty*/ I:1:27:12:KNOWLEDGE },/*of the Magi*/ I:1:28:12:EXPLOSION },/*of Might*/ I:1:29:4:MANA },/*of Lordliness*/ I:1:30:8:KNOWLEDGE },/*of Seeing*/ I:1:31:1:LITE },/*of Infravision*/ I:1:32:1:LITE },/*of Light*/ I:1:33:8:KNOWLEDGE },/*of Telepathy*/ I:1:34:4:LIFE },/*of Regeneration*/ I:1:35:4:TELEPORT },/*of Teleportation*/ I:1:40:8:EXPLOSION },/*Dwarven*/ I:1:40:8:FIRE },/*Dwarven*/ I:1:40:8:LIFE },/*Dwarven*/ I:1:40:8:LITE },/*Dwarven*/ I:1:40:8:MANA },/*Dwarven*/ I:1:41:4:FORCE },/*of Protection*/ I:1:42:4:DARKNESS },/*of Stealth*/ I:1:43:4:ACID },/*of Aman*/ I:1:43:4:COLD },/*of Aman*/ I:1:43:4:DARKNESS },/*of Aman*/ I:1:43:4:FIRE },/*of Aman*/ I:1:43:4:LIGHTNING },/*of Aman*/ I:1:44:8:FIRE },/*of Immolation*/ I:1:48:8:LIGHTNING },/*of Electricity*/ I:1:49:1:FORCE },/*of Free Action*/ I:1:50:4:FORCE },/*of Slaying*/ I:1:50:4:LITE },/*of Slaying*/ I:1:51:4:LIGHTNING },/*of Agility*/ I:1:52:4:EXPLOSION },/*of Power*/ I:1:54:2:DARKNESS },/*of Charming*/ I:1:57:3:DARKNESS },/*of Levitation*/ I:1:58:3:DARKNESS },/*of Stealth*/ I:1:59:3:DARKNESS },/*of Free Action*/ I:1:60:5:TIME },/*of Speed*/ I:1:61:2:DARKNESS },/*of Dwarvish Endurance*/ I:1:61:2:EXPLOSION },/*of Dwarvish Endurance*/ I:1:65:4:ACID },/*of Aman*/ I:1:65:4:COLD },/*of Aman*/ I:1:65:4:DARKNESS },/*of Aman*/ I:1:65:4:FIRE },/*of Aman*/ I:1:65:4:LIGHTNING },/*of Aman*/ I:1:66:1:MAGIC },/*(Defender)*/ I:1:66:4:ACID },/*(Defender)*/ I:1:66:4:COLD },/*(Defender)*/ I:1:66:4:FIRE },/*(Defender)*/ I:1:66:4:LIGHTNING },/*(Defender)*/ I:1:67:8:KNOWLEDGE },/*Blessed*/ I:1:68:12:LIFE },/*of Greater Life*/ I:1:68:2:MAGIC },/*of Greater Life*/ I:1:69:4:DARKNESS },/*of Westernesse*/ I:1:69:4:EXPLOSION },/*of Westernesse*/ I:1:69:4:LIGHTNING },/*of Westernesse*/ I:1:69:4:LITE },/*of Westernesse*/ I:1:70:2:TIME },/*of Extra Attacks*/ I:1:71:4:FORCE },/*of Slaying*/ I:1:71:4:LITE },/*of Slaying*/ I:1:72:4:EXPLOSION },/*of Spinning*/ I:1:72:4:LIGHTNING },/*of Spinning*/ I:1:73:4:ACID },/*Acidic*/ I:1:74:4:LIGHTNING },/*Shocking*/ I:1:75:4:FIRE },/*Fiery*/ I:1:76:4:COLD },/*Frozen*/ I:1:77:4:POISON },/*Venomous*/ I:1:78:4:CHAOS },/*Chaotic*/ I:1:79:4:FORCE },/*Sharp*/ I:1:80:4:FORCE },/*of Earthquakes*/ I:1:81:8:CHAOS },/*of Slay Animal*/ I:1:82:8:CHAOS },/*of Slay Evil*/ I:1:83:8:CHAOS },/*of Slay Undead*/ I:1:84:8:CHAOS },/*of Slay Demon*/ I:1:85:8:CHAOS },/*of Slay Orc*/ I:1:86:8:CHAOS },/*of Slay Troll*/ I:1:87:8:CHAOS },/*of Slay Giant*/ I:1:88:8:CHAOS },/*of Slay Dragon*/ I:1:89:12:CHAOS },/*of *Slay Animal**/ I:1:90:12:CHAOS },/*of *Slay Evil**/ I:1:91:12:CHAOS },/*of *Slay Undead**/ I:1:92:12:CHAOS },/*of *Slay Demon**/ I:1:93:12:CHAOS },/*of *Slay Orc**/ I:1:94:12:CHAOS },/*of *Slay Troll**/ I:1:95:12:CHAOS },/*of *Slay Giant**/ I:1:96:12:CHAOS },/*of *Slay Dragon**/ I:1:97:8:LIFE },/*Vampiric*/ I:1:98:4:MAGIC },/*(*Defender*)*/ I:1:98:8:ACID },/*(*Defender*)*/ I:1:98:8:COLD },/*(*Defender*)*/ I:1:98:8:FIRE },/*(*Defender*)*/ I:1:98:8:LIGHTNING },/*(*Defender*)*/ I:1:98:8:POISON },/*(*Defender*)*/ I:1:99:12:TELEPORT },/*of the Thunderlords*/ I:1:100:12:KNOWLEDGE },/*of Gondolin*/ I:1:100:1:MAGIC },/*of Gondolin*/ I:1:101:1:FORCE },/*of Digging*/ I:1:102:12:LIFE },/*Spectral*/ I:1:102:4:MANA },/*Spectral*/ I:1:105:1:LITE },/*of Accuracy*/ I:1:106:2:FORCE },/*of Power*/ I:1:107:2:FORCE },/*of Extra Might*/ I:1:108:1:FORCE },/*of Extra Shots*/ I:1:108:1:LITE },/*of Extra Shots*/ I:1:108:1:TIME },/*of Extra Shots*/ I:1:109:2:FORCE },/*of Lothlorien*/ I:1:109:2:LITE },/*of Lothlorien*/ I:1:110:2:FORCE },/*of the Haradrim*/ I:1:110:2:LITE },/*of the Haradrim*/ I:1:111:2:FORCE },/*of Buckland*/ I:1:111:2:LITE },/*of Buckland*/ I:1:112:1:CHAOS },/*of Slay Animal*/ I:1:113:1:CHAOS },/*of Slay Evil*/ I:1:114:1:CHAOS },/*of Slay Undead*/ I:1:115:1:POISON },/*of Venom*/ I:1:116:1:ACID },/*of Acid*/ I:1:117:12:ACID },/*Elemental*/ I:1:117:12:COLD },/*Elemental*/ I:1:117:12:FIRE },/*Elemental*/ I:1:117:12:LIGHTNING },/*Elemental*/ I:1:117:12:POISON },/*Elemental*/ I:1:118:1:CHAOS },/*of Slay Demon*/ I:1:119:1:CHAOS },/*of Slay Dragon*/ I:1:120:1:FORCE },/*of Slaying*/ I:1:120:1:LITE },/*of Slaying*/ I:1:121:1:LIGHTNING },/*of Lightning*/ I:1:121:1:LITE },/*of Lightning*/ I:1:122:1:FIRE },/*of Flame*/ I:1:122:1:LITE },/*of Flame*/ I:1:123:1:COLD },/*of Frost*/ I:1:123:1:LITE },/*of Frost*/ I:1:124:1:LIFE },/*of Wounding*/ I:1:128:2:ACID },/*of the Eldar*/ I:1:128:2:DARKNESS },/*of the Eldar*/ I:1:129:2:ACID },/*of Power*/ I:1:129:2:COLD },/*of Power*/ I:1:129:2:DARKNESS },/*of Power*/ I:1:129:2:FIRE },/*of Power*/ I:1:129:2:LIGHTNING },/*of Power*/ I:1:130:1:MANA },/*Dragon*/ I:1:131:1:MANA },/*Capacity of */ I:1:132:1:LIFE },/*Cheapness of */ I:1:133:1:TIME },/*Quickness of */ I:1:134:1:TIME },/*Charging of */ I:1:135:3:LIFE },/*the Istari of */ I:1:135:3:MANA },/*the Istari of */ I:1:135:3:TIME },/*the Istari of */ I:1:136:1:LITE },/*of Boldness*/ I:1:137:1:LITE },/*of Fearlessness*/ I:1:138:2:LITE },/*of Illumination*/ I:1:139:2:LITE },/*of Brightness*/ I:1:140:4:LITE },/*of *Brightness**/ I:1:141:4:DARKNESS },/*of the Shadows*/ I:1:141:4:LITE },/*of the Shadows*/ I:1:142:4:DARKNESS },/*of Infravision*/ I:1:142:4:LITE },/*of Infravision*/ I:1:143:8:DARKNESS },/*of the Eternal Eye*/ I:1:144:4:MANA },/*of the Ethereal Eye*/ I:1:146:4:DARKNESS },/*Dwarven*/ I:1:146:4:EXPLOSION },/*Dwarven*/ I:1:146:4:LITE },/*Dwarven*/ I:1:147:1:MAGIC },/*Indestructible*/ I:1:147:4:ACID },/*Indestructible*/ I:1:147:4:COLD },/*Indestructible*/ I:1:147:4:FIRE },/*Indestructible*/ I:1:147:4:LIGHTNING },/*Indestructible*/ I:1:147:4:MANA },/*Indestructible*/ I:1:149:1:FIRE },/*Fireproof*/ I:1:163:3:DARKNESS },/*of the Magi*/ I:1:163:3:KNOWLEDGE },/*of the Magi*/ I:1:163:3:MANA },/*of the Magi*/ I:1:166:4:MAGIC },/*of Preservation*/ I:1:166:4:MANA },/*of Preservation*/ I:1:167:12:MANA },/*of Serenity*/ I:1:168:4:DARKNESS },/*of Night and Day*/ I:1:168:4:LITE },/*of Night and Day*/ I:1:169:1:TIME },/*of the Magi*/ I:1:169:8:KNOWLEDGE },/*of the Magi*/ I:1:170:4:DARKNESS },/*of Invisibility*/ I:1:171:8:DARKNESS },/*of the Bat*/ I:1:171:8:TELEPORT },/*of the Bat*/ I:1:172:4:LIGHTNING },/*of Thievery*/ I:1:173:4:FORCE },/*of Combat*/ I:1:174:4:TELEPORT },/*of Stability*/ I:1:175:4:ACID },/*of Elvenkind*/ I:1:175:4:COLD },/*of Elvenkind*/ I:1:175:4:FIRE },/*of Elvenkind*/ I:1:175:4:LIGHTNING },/*of Elvenkind*/ I:1:176:1:MAGIC },/*of Fury*/ I:1:176:4:CHAOS },/*of Fury*/ I:1:176:4:EXPLOSION },/*of Fury*/ I:1:176:4:MANA },/*of Fury*/ I:1:178:8:FORCE },/*Magical*/ I:1:179:4:KNOWLEDGE },/*Simplicity of */ I:1:180:1:FIRE },/*of Warmth*/ I:1:185:12:LIFE },/*of Life*/ I:1:185:2:MAGIC },/*of Life*/ tome-2.3.11-ah/lib/edit/ba_info.txt000066400000000000000000000064741233503306200167710ustar00rootroot00000000000000# File: ba_info.txt # This file is used to initialize the "lib/raw/ba_info.raw" file, which is # used to initialize the "store/building actions type" information for # the Angband game. # Do not modify this file unless you know exactly what you are doing, # unless you wish to risk possible system crashes and broken savefiles. # N:: # C::: # I::: # Restriction: # 0 = No restrictions # 1 = Restrict to normal & liked # 2 = Restrict to liked # Version stamp (required) V:2.0.0 N:0:Nothing C:0:0:0 I:0:0:. N:1:Sell an item C:0:0:0 I:43:0:s:d N:2:Purchase an item C:0:0:0 I:44:0:p:g N:3:Examine an item C:0:0:0 I:45:0:x N:4:Steal an item C:0:0:0 I:46:0:Z N:5:Rest for the night C:25:20:15 I:17:0:r N:6:Buy food and drink C:3:2:1 I:18:0:f N:7:Listen for rumours C:0:0:0 I:19:0:u N:8:Presage fate C:600:500:480 I:42:0:l N:9:In-Between C:0:0:0 I:12:0:b N:10:Play craps C:0:0:0 I:14:0:c N:11:Spin the wheel C:0:0:0 I:15:0:s N:12:Play dice slots C:0:0:0 I:16:0:d N:13:Game rules C:0:0:0 I:13:0:r N:14:Research item C:1400:1300:1200 I:1:0:a N:15:Town history C:0:0:0 I:2:0:h N:16:Race legends C:0:0:0 I:3:0:l N:17:Look at busts of Kings C:0:0:0 I:5:0:l N:18:Research monster C:1600:1500:1400 I:20:0:r N:19:View bounties C:0:0:0 I:38:0:v N:20:Receive bounty money C:0:0:0 I:39:0:b N:21:Get quest monster C:0:0:0 I:54:0:q N:22:Turn in quest corpse C:0:0:0 I:55:0:m N:23:Compare weapons C:220:200:180 I:21:0:c N:24:Enchant weapon C:750:700:150 I:23:0:w N:25:Enchant armour C:750:700:150 I:24:0:a N:26:Recharge item C:350:300:75 I:25:0:r N:27:Identify possessions C:900:800:100 I:26:0:i N:28:Healing prayer C:600:400:0 I:28:0:h N:29:Restoration C:600:500:100 I:29:0:r N:30:Get share of stolen gold C:0:0:0 I:7:2:g N:31:Enchant arrows C:550:500:100 I:30:0:a N:32:Enchant bow C:550:500:100 I:31:0:b N:33:Recall to dungeon C:300:200:100 I:33:0:r N:34:Teleport to dungeon-level C:15000:10000:1000 I:34:0:t N:35:Get a quest C:0:0:0 I:6:0:q # Restrict to liked/normal N:36:Get a quest C:0:0:0 I:46:1:q N:37:Get a quest C:0:0:0 I:47:0:q N:38:Get a quest C:0:0:0 I:49:0:q N:39:Herbal Healing C:32000:10000:0 I:50:0:h N:40:Song of Lore C:2000:800:50 I:26:0:s N:41:Distribute earnings C:0:0:0 I:7:2:d N:42:Morph restoration C:3000:1500:750 I:37:0:r #for The Mirror N:43:View fate C:500:500:500 I:42:0:v #for The Mirror N:44:Research item C:1500:1500:1500 I:1:0:a #for library in gondol N:45:Research item C:2000:2000:2000 I:1:0:a #for Star-Dome N:46:Identify possessions C:1200:1000:250 I:26:0:i #for Star-Dome N:47:Recharge item C:1200:1000:150 I:25:0:r #for Valarin Temple N:48:Restoration C:1200:1000:200 I:29:0:r #for Sea-Dome N:49:Morph restoration C:1500:1500:1500 I:37:0:r #for The Golden Flower N:50:Enchant arrows C:1100:1000:200 I:30:0:a #for The Golden Flower N:51:Enchant bow C:1100:1000:200 I:31:0:b #for The Fountain N:52:Enchant armour C:1100:1000:200 I:24:0:a #for The Fountain N:53:See Healers C:1100:1000:0 I:28:0:h N:54:Drop an item C:0:0:0 I:43:0:d:s N:55:Get an item C:0:0:0 I:44:0:g:p N:56:Request an item C:0:0:0 I:51:2:r N:57:Ask for loan C:0:0:0 I:52:2:a N:58:Pay back loan C:0:0:0 I:53:2:p N:59:Donate an item C:0:0:0 I:43:0:d # Mage Tower quest in Lothlorien N:60:Get a quest C:0:0:0 I:56:0:q N:61:Get a quest C:0:0:0 I:61:0:q tome-2.3.11-ah/lib/edit/between.map000066400000000000000000000073441233503306200167600ustar00rootroot00000000000000# Created by Mynstral (mynstral@thehelm.com) # Made for PernAngband on 14/08/2001 # Monsters starts awake N:0 # Permanent wall F:X:63:3 # Floor with dirt F:.:88:3 # Floor with grass F:,:89:3 # Tree F:T:96:3 # Floor with grass with a green thunderlord F:G:89:5:955 # Floor with grass with a blue thunderlord F:L:89:5:956 # Floor with grass with a brown thunderlord F:B:89:5:957:0:0:0:0:0:0:2 # Floor with grass with a bronze thunderlord F:z:89:5:958:0:0:0:0:0:0:2 # Floor with dirt with a bronze thunderlord F:Z:88:5:958:0:0:0:0:0:0:2 # Floor with dirt with a gold thunderlord F:D:88:5:959:0:0:0:0:0:0:2 D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX D:X..T.TT..T...T...T...T.....T....T......T...T.,,.....T......T....T...T.T..T..TT...T..T.TT.T.TT.TX D:X.T.TTTTT...T..TT..T..T.T.T.T...T.....T..T.TT,,..T...T.....T..T......T..T.T..T.T.TT.T.T.T..TTT.X D:XTTT.T.T.T.T..TTT.T.T.TTT.T.T.T..T..T.T..T..T.,,..T....T....T..T.T.T..T.T..T.T.TT.T.TT.TT.TTT.TX D:XTTT.T...T....T....T..T.TT..T.T.T...T...GG....,,...GG....T...T...T.TTT.T..TTTT.TT...T.TT..T.T.TX D:X.TTT..T.T..TTTT.T.T..T..T.TT...T......G..L..,,...L..G..T..T.T...T....T.TTTTTT..TTTTT.T..TT..T.X D:XTT.T.TTT.T.T.T.T.T.T.T...T..T...T..T.G..L..B,,.B..L..G....T..T...TT.T.T..TTT.T.TTTT.TTTT..T.T.X D:X.T.TT..T.TT.TTT.T.T.T.T.T.T...T.T.T.G..L..B.,,..B..L..G..T..T...T...T.T.T..TTTT.T.T.TT.T.T.TT.X D:X.TT.T.TTT.T.T.T.T..T.T..T....T..T..G..L..B..,Z...B..L..G..T...T.T..T...T...T.T.T.TTT.T.T.T..T.X D:XT.T.TT.TTTT.TT.T.TTT...T.T.T...T.T.G..L..B..ZDz..B..L..G...T.T...T.T...T..T..T...T..T.TT.T.T.TX D:XTTT..TTTT.T.T.T..T.T....T...T..T.T..G..L..B.,,..B..L..G..T....T...T....T....T..T..TT.T.T.TTT..X D:XTT.TT..T.T.T.T.T...T...T....T.T..T.T.G..L...,,....L..G..T..T...T..T.......T...T....T..T..TT...X D:XTTT.T..T.T..T.T..T...T..T....TT..T.T..GG....,,.....GG...T.T...T.T...T..T.T...T....T...T..T.T..X D:XTT...T.T..T....T....T....T....T...T....T.T..,,,.....T...T..T...T.....T...T...T..T..T...T..T.T.X D:XT..T.T...T...T...T.....T....T....T....T...TTTTTTTT...T...T...T....T.....T......T....T.....T..TX D:XT.T...T...T..T.T...T.T.T..T...T.T...T...T.T...,.T...T...T...T...T..T.....T....T....T...T...T.TX D:XTT.T.T.T.T..T..T.T.T.....T....T..T...T.......,,..T........T...T...T...T...T.....T..T..T...TTT.X D:X..TT...T..T.....T...T....T...T...T...T..T...,,.....T..T..T.....T.T...T...T...T..T..T.T...T.TT.X D:X.TT..T....T.T..T...T..T...T..T.T.T..T..T.T.,,..T..T..T....T..T..T...T.T....T....T...TT.TTTTTT.X D:X.T.TTTTTT.T.T.T...T..T..T.....T.T..T...T.T.,,...T...T......T.....T....T...T..T....T..TT.TTTTTTX D:XTTT.T.T.TTTTT.TTT...T..T...TT.T.T...T.T....,,.T...T.....T.....T....T.......T..T...T.TT.T.T.TT.X D:XTT.T..T.TT.T.T.TT.T...T.T..T.T.......T..T.,,.....T....T....T...........T..T...TT.TTTTTTTTTTTTTX D:XTTTT....TT.T.T.TTTTT.T...T..T.T..T......T.,,T......T....T....T.....T...T...T..TTTT.T.TT.T.TTTTX D:XTT.TTTTTT.T.TT.TTTTTT...T....TT.T...T....,,.T...T....T.....T....T....T....T..TT.T.TTT.T.T.T.TTX D:XTT.T..TTT.T.T.TTTTTTTT.T...T....T....T.T,,.........T....T....T....T...T.T.T.TTT.T.T.T.T..T.T.TX D:XTT.T..TTT..T.T.T.T.TT..T.T.T......T.T.T.,,..T...T...T...T..T...T...T.T.TTT.T.T.T.T.T.T.T.T..T.X D:X.T.T.T.T.T.T..T.T.T.T.T.T..T...T..T.TT.T.,,..T...T.....T.....T.....T..TTT.T.T.TTTTT.T.TTT.TT.TX D:XTT.T.T.T.TTTT.T..T.T.T.TTTT.T..T.T..T.TT.,,.T...T..T..T.......T.T....TTTTT.TTTT.T.TTT.TTTT.T.TX D:XT.T.TT.TTTT.T.T.T.TTT.T.T.TT......T...T...,,..T...T...T....T....T.TTT.T.T.T.T.T.T..T.T.T.T.TT.X D:XT.TTT.T.T.TTTT.T.T.T.T.TTT.TT..T...T...T..,,..T...T....T....T..TT.T.TT.TTTTT.T.T.TT.TT.TT.T.T.T D:XTT.T.T.TT.T.TTTT.T..TT.T.T.TT.T.T.T..T....,,.T...T...T....T..TTTTTTTT.T.T.T.T.T.TT.T.TTTTT.T.TX D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX # Starting position P:17:47 tome-2.3.11-ah/lib/edit/d_info.txt000066400000000000000000000254401233503306200166240ustar00rootroot00000000000000# File: d_info.txt # This file is used to initialize the "lib/raw/d_info.raw" file, which is # used to initialize the "dungeon type" information for the Angband game. # Do not modify this file unless you know exactly what you are doing, # unless you wish to risk possible system crashes and broken savefiles. # Some store indexes are defined in "defines.h", and must not be # changed. # N:: # D:<3 letter short name>: # W:::::: # L::<%1>::<%2>::<%3> # A::<%1>::<%2>::<%3>:: # O:<%treasure>:<%combat>:<%magic>:<%tools> # E:d:: # F: # R:: # M: # S: # Note for : # 0 = No restriction # 1 = AND # 2 = NAND # 3 = OR # 4 = NOR # Version stamp (required) V:2.0.0 ### Wilderness(purely cosmetic, never used) ### N:0:Wilderness D:Wil:a way to the Wilderness W:0:0:0:0:14:500 L:89:80:199:20:1:0 A:96:100:56:0:56:0:57:58 O:20:20:20:20 F:PRINCIPAL | FLAT | NO_RECALL R:100:0 ### The principal dungeons, they were created by spliting the vanilla dungeon ### N:1:Mirkwood D:Mkw:a way to the Mirkwood Forest. W:11:33:5:0:14:160 L:89:95:199:5:88:0 A:96:100:97:0:56:0:202:96 O:20:20:20:20 F:PRINCIPAL | NO_DOORS | NO_DESTROY | FLAT F:FILL_METHOD_0 R:100:0 N:2:Mordor D:Mdr:a door to the Land of Mordor. W:34:66:15:0:14:160 L:88:67:93:33:1:0 L:0:100:0 A:97:50:56:50:56:0:57:97 A:0:100:0 O:20:20:20:20 F:PRINCIPAL | LAVA_RIVER | CAVERN | NO_STREAMERS F:FILL_METHOD_2 R:100:0 N:3:Angband D:Ang:an entrance to the Pits of Angband. W:67:127:30:0:14:160 L:1:100:1:0:1:0 A:56:100:56:0:56:0:57:58 O:20:20:20:20 F:PRINCIPAL | CAVERN | NO_EASY_MOVE | NO_RECALL F:ADJUST_LEVEL_1_2 | ADJUST_LEVEL_1 F:FILL_METHOD_0 R:100:0 N:4:Barrow-Downs D:BDw:a way to the Barrow-Downs. W:1:10:1:0:14:160 L:88:78:89:18:199:4 L:0:95:5 A:96:34:97:66:56:0:57:97 A:100:0:0 O:20:20:20:20 F:PRINCIPAL | FLAT F:FILL_METHOD_3 R:25:1 M:UNDEAD R:75:0 # The Additional dungeons # Mount Doom # Levels 85-99 N:5:Mount Doom D:MDm:a way to the top of the Mount Doom. W:85:99:18:0:14:160 L:86:90:205:10:1:0 A:177:100:0:0:0:0:85:87 O:10:10:30:30 E:2d10:10:FIRE F:CAVE | LAVA_RIVER | NO_RECALL | NO_STREAMERS | NO_UP F:FILL_METHOD_0 | NO_EASY_MOVE R:100:1 M:IM_FIRE # Nether Realm # Levels 666-696 (!!!) # guarded by Tik'srvzllat, who has the Ring of Phasing N:6:Nether Realm D:Nth:a magical portal to the Nether Realm. W:666:696:40:0:14:160 L:102:80:86:15:85:5 A:85:80:87:20:87:0:57:85 A:50:50:0 O:25:25:25:25 E:10d10:3:NETHER F:EMPTY | FORGET | NO_BREATH | NO_EASY_MOVE | NO_SHAFT F:RANDOM_TOWNS | ADJUST_LEVEL_2 | NO_RECALL | NO_STREAMERS F:LAVA_RIVER | FINAL_GUARDIAN_1032 | FINAL_ARTIFACT_203 F:FILL_METHOD_2 | NO_RECALL_OUT | NO_UP R:5:0 R:95:3 M:RES_NETH | R_CHAR_G | R_CHAR_W | R_CHAR_U # The Lost Land of Numenor # levels 35-50 # guarded by Ar-Pharazon the Golden, who has the stone "Toris Mejistos". N:7:Submerged Ruins D:Num:a submerged way to the lost land of Numenor. W:35:50:25:0:14:160 L:84:95:187:5:1:0 A:187:80:84:10:56:10:57:187 A:60:0:40 O:30:30:10:10 E:1d1:1:ACID F:NO_STREAMERS F:FINAL_GUARDIAN_980 | FINAL_ARTIFACT_204 F:FILL_METHOD_3 | WATER_BREATH R:20:0 R:80:3 M:AQUATIC | CAN_SWIM | CAN_FLY # Used for astral mode N:8:Halls of Mandos D:HMa:*A BUG*YOU should see this message!* W:1:98:1:0:14:160 L:1:100:1:0:1:0 O:20:20:20:20 A:56:100:56:0:56:0:57:58 F:RANDOM_TOWNS | NO_RECALL | NO_SHAFT F:FILL_METHOD_0 R:100:2 M:UNIQUE # Cirith Ungol # levels 25-50 # guarded by Shelob. N:9:Cirith Ungol D:CUg:an entrance to Cirith Ungol. W:25:50:10:0:14:160 L:87:5:88:65:16:30 A:97:90:16:10:56:0:16:58 O:30:30:30:10 E:4d4:20:POISON F:FINAL_GUARDIAN_481 F:CIRCULAR_ROOMS F:FILL_METHOD_2 R:2:0 R:49:3 M:SPIDER | R_CHAR_c | R_CHAR_a | R_CHAR_I | R:49:3 M:ORC | R_CHAR_w | R_CHAR_m | R_CHAR_j # The Heart of the Earth # levels 25-36 # guarded by Golgarach, the Living Rock N:10:Heart of the Earth D:HoE:a passage leading into the very heart of the world. W:25:36:10:0:14:160 L:1:100:1:0:1:0 A:56:100:56:0:56:0:57:58 O:40:10:10:20 G:life F:EVOLVE | FINAL_GUARDIAN_1035 | NO_RECALL | NO_SHAFT | NO_UP R:40:3 M:R_CHAR_# | R_CHAR_X | R_CHAR_g | R_CHAR_E | R:30:3 M:PASS_WALL | KILL_WALL | HURT_ROCK R:30:0 # The Void # Levels 128-150 # Where Melkor lurks for the final battle! N:11:The Void D:Vod:a jumpgate to the Void W:128:150:40:0:20:160 L:183:97:102:3:0:0 A:183:90:102:10:0:0:102:102 A:40:60:0 O:25:25:25:25 E:20d6:100:DARK F:EMPTY | FORGET | NO_BREATH | NO_EASY_MOVE | NO_RECALL_OUT | NO_RECALL | F:ADJUST_LEVEL_1_2 | ADJUST_LEVEL_1 | NO_STREAMERS | NO_SHAFT F:FILL_METHOD_2 F:FINAL_GUARDIAN_1044 | R:1:0 R:99:3 M:UNDEAD | DEMON | DRAGON | NONLIVING | SPIRIT # TEST dungeon N:12:Test D:Tst:a way to test dungeon gen W:1:10:1:0:14:160 L:88:78:89:18:199:4 L:0:95:5 A:177:100:0:0:0:0:85:87 A:100:0:0 O:20:20:20:20 F:FILL_METHOD_3 | SMALL R:100:0 G:dungeon2 # The Paths of the Dead # levels 40-70 # Feagwath is there, guarding Doomcaller N:16:Paths of the Dead D:PoD:the entrance to the Paths of the Dead. W:40:70:18:0:24:100 L:88:85:84:15:1:0 A:56:75:87:25:56:0:57:58 O:30:30:30:2 E:1d1:20:RAISE F:FINAL_GUARDIAN_804 | FINAL_ARTIFACT_91 F:FILL_METHOD_3 R:5:0 R:10:3 M:R_CHAR_p R:85:3 M:UNDEAD | NONLIVING # The Illusory Castle # levels 35-52 # Guarded by The Glass Golem guarding The Helm of Knowledge N:17:Illusory Castle D:Ill:an entrance to the Illusory Castle. W:35:52:10:0:24:100 L:1:98:188:2:1:0 A:56:50:189:50:56:0:57:58 O:50:10:20:20 E:6d2:6:CONFUSION F:RANDOM_TOWNS | NO_STREAMERS F:FINAL_GUARDIAN_1033 | FINAL_ARTIFACT_160 F:FILL_METHOD_1 R:30:0 R:70:3 M:STUPID | WEIRD_MIND | SHAPECHANGER | ATTR_MULTI | CHAR_MULTI | RAND_25 | M:RAND_50 | EMPTY_MIND | INVISIBLE | PASS_WALL | KILL_WALL S:BR_CONF | BR_CHAO | BA_CHAO | CONF | FORGET | TRAPS | MULTIPLY # The Maze # Levels 25-37 # Guarded by The Minotaur of the Labyrinth with the Steel Helm of Hammerhand N:18:Maze D:Maz:a small tunnel leading to a maze of twisty little passages, all alike. W:25:37:15:0:20:160 L:1:100:1:0:1:0 A:56:98:48:2:56:0:57:58 O:2:40:10:40 G:maze F:SMALLEST | FORGET F:FINAL_GUARDIAN_1029 | FINAL_ARTIFACT_38 R:80:0 R:20:3 M:R_CHAR_p # The Orc Cave # levels 10-22 # There is Azog with the Wand of Thrain at the bottom N:19:Orc Cave D:Orc:a dark tunnel leading to an Orc Cave. W:10:22:8:0:35:200 L:88:100:1:0:1:0 A:97:100:56:0:56:0:57:97 O:5:50:10:25 F:RANDOM_TOWNS | F:FINAL_OBJECT_810 | FINAL_GUARDIAN_373 | CAVE | F:FILL_METHOD_0 R:30:3 M:TROLL R:20:0 R:50:3 M:ORC | R_CHAR_k | R_CHAR_o | R_CHAR_O # Erebor # levels 60-72 # There is Glaurung N:20:Erebor D:Ere:a tunnel leading into depths of the Lonely Mountain. W:60:72:35:0:20:140 L:88:100:1:0:1:0 A:97:90:87:10:56:0:57:97 O:40:40:40:40 F:BIG | LAVA_RIVER | CAVERN | NO_RECALL | NO_STREAMERS F:CAVE | DOUBLE | FINAL_GUARDIAN_715 | F:FILL_METHOD_2 R:10:0 R:60:1 M:DRAGON | R_CHAR_D R:30:1 M:DRAGON | R_CHAR_d # The Old Forest # levels 13-25 # Old Man Willow protects it N:21:The Old Forest D:OFr:a path into the Old Forest. W:13:25:5:0:15:100 L:88:76:84:16:199:8 L:68:16:16 A:96:100:56:0:56:0:202:96 O:20:5:15:30 F:WATER_RIVERS | NO_DOORS | NO_DESTROY | FLAT | NO_STREAMERS F:RANDOM_TOWNS | FINAL_GUARDIAN_206 F:FILL_METHOD_3 R:30:0 R:40:3 M:ANIMAL R:30:3 M:UNDEAD | R_CHAR_h # The Mines of Moria # levels 30-50 # There is Durin's Bane N:22:Moria D:MoM:a stone door leading to the Mines of Moria. W:30:50:20:0:40:40 L:88:100:1:0:1:0 A:97:100:56:0:56:0:57:97 O:30:50:10:5 F:FINAL_GUARDIAN_872 | WATER_RIVER | BIG | NO_STREAMERS F:FORCE_DOWN F:RANDOM_TOWNS F:WILD_45_30__44_37 F:FILL_METHOD_0 R:40:3 M:ORC R:30:3 M:TROLL | GIANT R:20:3 M:DEMON R:10:0 # The tower of Dol Guldur # Levels 57-70 # The Necromancer (weak Sauron) at the bottom, with the Ring of Durin N:23:Dol Guldur D:TDG:a gate leading to the tower of Dol Guldur. W:57:70:34:0:24:160 L:1:80:174:20:1:0 A:56:100:56:0:56:0:57:58 O:20:1:70:9 F:SMALL | FINAL_GUARDIAN_819 | FINAL_ARTIFACT_205 F:FILL_METHOD_3 R:30:3 M:R_CHAR_p | R_CHAR_P R:10:3 M:ORC | TROLL R:20:3 M:UNDEAD R:30:3 M:DEMON | DRAGON R:10:0 # Dungeons from Variaz # The Small Water Cave # levels 32-34 # The Watcher in the Water is at the bottom N:24:The Small Water Cave D:SWC:the entrance to a small water cave. W:32:34:20:0:14:160 L:84:100:84:0:84:0 A:97:100:56:0:56:0:57:58 O:10:10:30:30 E:1d1:20:ACID F:FINAL_GUARDIAN_517 | NO_RECALL | NO_UP F:FILL_METHOD_0 R:10:0 R:10:3 M:AQUATIC R:40:1 M:IM_COLD S:BA_WATE R:40:3 M:IM_COLD # The Land of Mountains # Trone the rebel Thunderlord is hiding here, with his suit of # thunderlord armour. # Levels 45-70 N:25:The Sacred Land Of Mountains D:LoM:the way to the Sacred Land of Mountains. W:45:70:20:0:14:160 L:89:100:89:0:89:0 A:97:100:56:0:56:0:97:97 O:20:20:20:20 F:RANDOM_TOWNS | FLAT | NO_STREAMERS F:FINAL_GUARDIAN_789 | FINAL_ARTIFACT_27 F:FILL_METHOD_0 R:60:3 M:CAN_FLY R:40:0 # The Land of Rhun # levels 26-40 # Guarded by Ulfang the Black, Morgoth's first Easterling follower. N:26:The Land Of Rhun D:LoR:a way to the Land of Rhun. W:26:40:15:0:14:160 L:89:100:1:0:1:0 A:89:50:96:25:84:25:57:58 O:20:20:20:20 F:RANDOM_TOWNS | FLAT | NO_STREAMERS | FINAL_GUARDIAN_990 F:FILL_METHOD_1 R:30:3 M:R_CHAR_p | R_CHAR_h R:30:3 M:ANIMAL R:40:0 # The Sandworm's Lair # level 22-30 # guarded by the Sandworm Queen (and her children), who will drop her armour N:27:The Sandworm lair D:SwL:a sandhole. W:22:30:12:0:5:200 L:91:85:94:10:93:5 A:98:100:96:0:84:0:94:94 O:15:5:60:20 F:NO_DOORS | SAND_VEIN | F:FINAL_GUARDIAN_1030 | FINAL_ARTIFACT_153 F:FILL_METHOD_0 R:90:3 M:R_CHAR_w R:10:3 S:MULTIPLY # Used by the death fate N:28:Death fate D:Dth:a fated death. W:1:1:1:0:30:255 L:1:100:1:0:1:0 A:1:100:1:0:1:0:1:1 O:1:1:1:1 F:EMPTY | SMALLEST | NO_RECALL | NO_STREAMERS F:FILL_METHOD_0 R:100:0 # The Grinding Ice # levels 20-40 # Guarded by the White Balrog N:29:The Helcaraxe D:Ice:the entrance to the Grinding Ice of the Helcaraxe. W:20:40:10:0:14:160 L:90:0:88:70:84:30 L:90:0:10 A:95:0:56:100:56:0:57:58 A:100:0:0 O:20:20:20:20 E:1d4:15:COLD F:DOUBLE | WATER_RIVER | CAVERN | NO_STREAMERS F:FINAL_GUARDIAN_1034 | F:FILL_METHOD_2 R:100:1 M:IM_COLD # The Lost Temple of "..player.pgod.." # Generated in god quest. # Most dungeon attributes altered during the quest. # See god.lua for details N:30:a lost temple D:LTm:the entrance to a lost temple. W:1:50:1:0:14:160 L:1:100:1:0:1:0 A:56:100:56:0:56:0:57:58 O:20:20:20:20 F:FILL_METHOD_4 | NO_RECALL R:100:0 # N:: # D:<3 letter short name>: # W:::::: # L::<%1>::<%2>::<%3> # A::<%1>::<%2>::<%3>:: # O:<%treasure>:<%combat>:<%magic>:<%tools> # E:d:: # F: # R:: # M: # S: # 0 = No restriction # 1 = AND # 2 = NAND # 3 = OR # 4 = NOR tome-2.3.11-ah/lib/edit/dragons.map000066400000000000000000000017341233503306200167610ustar00rootroot00000000000000# permanent wall F:X:61:0 # Mountain Chain F:^:97:0 # granite F:#:57:0 # up staircase F:<:6:0 # Dirt F:.:88:0 # Dungeon layout D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX D:X^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^X D:X^^^^^.....................^^^^^X D:X^^^.........................^^^X D:X^^...........................^^X D:X^^...........................^^X D:X^.............................^X D:X^.............................^X D:X^.............................^X D:X^.............................^X D:X^.............................^X D:X^.............................^X D:X^.............................^X D:X^.............................^X D:X^.............................^X D:X^.............................^X D:X^.............................^X D:X^^...........................^^X D:X^^...........................^^X D:X^^^........................<^^^X D:X^^^^^.....................^^^^^X D:X^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^X D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX # Starting position P:6:6 tome-2.3.11-ah/lib/edit/e_info.txt000066400000000000000000000737611233503306200166360ustar00rootroot00000000000000# File: e_info.txt # This file is used to initialize the "lib/data/e_info.raw" file, which is # used to initialize the "ego-item" information for the Angband game. # Do not modify this file unless you know exactly what you are doing, # unless you wish to risk possible system crashes and broken savefiles. # After modifying this file, delete the "lib/data/e_info.raw" file. # The ego-item indexes are defined in "defines.h", and must not be changed. # Note that every "ego-item" type has a different "index", and can only be # created from items that belong to a certain "slot" in the equipment, if # one assumes that "ammo" belongs to an imaginary slot (23). However, it # is possible for several "ego-item" types to have the same "textual name", # such as with "Armor of Resistance" and "Shield of Resistance". # === Understanding e_info.txt === # N: serial number : ego type # D: description # T: tval : min sval : max sval # R: rarity # X: position : slot : rating # W: depth : rarity1 : rarity2 : cost # C: to-hit : to-dam : to-ac : pval # r:N:needed flags on the base object # r:F:forbidden flags on the base object # Z: granted_power # F: flags # 'N' indicated the beginning of an entry. The serial number must increase # for each new item. # 'D' contains description. This field is currently not supported. # 'T' is for possible tval and sval value of the base item. # Up to 5 entries are possible. # 'R' stands for rarity, or randomness. It specifies percentual chance # of generated item to have following 'F' flags. I.e. 'R:40' followed # by 'F:SPEED' means, that 40% of item of this ego type will boost speed. # 'X' is for extra information. Position value 'A' means that ego-type name # will appear after base-item name ('Robe of Permanence'), value 'B' means # that ego-type name will appear before base-item name ('Elven Plate Mail'). # Slot is determining in which equipment slots item could be equipped. This # value is currently ignored. Rating determines how level feeling will be # affected. # 'W' is for extra information. Depth is the depth the object is normally # found at, rarity determines how common the object is and cost is the items # value. # 'C' stands for 'creation'. It determines maximal to-hit, to-damage, AC and # stats (pval) values item can get. # 'Z' is granted power. See tables.c, array powers_type_init (lines 4511-4943). # 'F' contains flags. Most are self explaining, rest could be found in source. # Version stamp (required) V:2.0.0 ### Mage Staff ### N:1:of Mana X:A:24:20 T:6:0:255 W:5:3:8:10000 C:-30:-30:0:3 R:100 F:MANA f:MANA R:70 F:PVAL_M2 N:2:of Power X:A:24:30 T:6:0:255 W:5:5:8:20000 C:-30:-30:0:10 R:100 F:SPELL f:SPELL R:70 F:PVAL_M2 N:3:of Wizardry X:A:24:60 T:6:0:255 W:10:1:8:50000 C:-40:-40:0:3 R:100 F:MANA | SPELL R:50 F:PVAL_M2 N:4:of Spell T:6:0:255 X:A:24:60 W:0:2:8:40000 C:0:0:0:0 R:100 F:ACTIVATE F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD ### Body Armor ### N:5:of Resist Acid T:36:0:255 T:37:0:255 X:A:30:16 W:0:4:20:1000 R:100 F:RES_ACID | IGNORE_ACID f:RES_ACID | IGNORE_ACID N:6:of Resist Lightning T:36:0:255 T:37:0:255 X:A:30:10 W:0:4:20:400 R:100 F:RES_ELEC | IGNORE_ELEC f:RES_ELEC | IGNORE_ELEC N:7:of Resist Fire T:36:0:15 T:36:17:255 T:37:0:255 X:A:30:14 W:0:4:20:800 R:100 F:RES_FIRE | IGNORE_FIRE f:RES_FIRE | IGNORE_FIRE N:8:of Resist Cold T:36:0:15 T:36:17:255 T:37:0:255 X:A:30:12 W:0:4:20:600 R:100 F:RES_COLD | IGNORE_COLD f:RES_COLD | IGNORE_COLD N:9:of Resistance T:36:0:255 T:37:0:255 X:A:30:20 W:0:2:20:12500 C:0:0:10:0 R:100 F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD f:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | R:25 F:R_HIGH N:10:Elven T:36:0:255 T:37:0:255 X:B:30:25 W:0:2:20:15000 C:0:0:10:3 R:100 F:STEALTH | ESP_ORC f:STEALTH F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD F:OLD_RESIST R:25 F:RES_POIS # Robe N:11:of Permanence T:36:2:2 X:A:30:30 W:0:1:10:30000 C:0:0:10:0 R:100 F:SUST_STR | SUST_DEX | SUST_CON | SUST_INT | SUST_WIS | SUST_CHR | F:HOLD_LIFE | RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD F:OLD_RESIST R:2 F:R_IMMUNITY # Filthy rags of leprousness N:12:of Leprousness T:36:1:1 X:A:30:0 W:0:1:10:0 C:0:0:0:-6 R:100 F:CON | STR | R_STAT | CURSED # No CURSE_NO_DROP here, players seems to unlike surprises # Mithirl & Adamantite mails & PDSM N:13:of Immunity T:37:25:25 T:37:30:30 T:38:30:30 X:A:30:40 W:60:10:100:30000 C:0:0:5:0 R:100 F:R_IMMUNITY # Ego DSM N:14:of Defense T:38:0:255 X:A:30:5 W:20:40:100:1000 C:0:0:8:0 R:100 F:SUSTAIN # Boots of Jumping N:15:of Jumping T:30:0:255 X:A:35:16 W:0:3:27:500 C:0:0:0:3 Z:blink R:100 F:ACTIVATE a:HARDCORE=JUMP ### Shields ### N:16:of Resist Acid T:115:56:56 T:34:0:5 T:34:7:255 X:A:32:16 W:0:6:22:1000 R:100 F:RES_ACID | IGNORE_ACID f:RES_ACID | IGNORE_ACID N:17:of Resist Lightning T:34:0:5 T:34:7:255 T:115:56:56 X:A:32:10 W:0:6:22:400 R:100 F:RES_ELEC | IGNORE_ELEC f:RES_ELEC | IGNORE_ELEC N:18:of Resist Fire T:34:0:5 T:34:7:255 T:115:56:56 X:A:32:14 W:0:6:22:800 R:100 F:RES_FIRE | IGNORE_FIRE f:RES_FIRE | IGNORE_FIRE N:19:of Resist Cold T:115:56:56 T:34:0:5 T:34:7:255 X:A:32:12 W:0:6:22:600 R:100 F:RES_COLD | IGNORE_COLD f:RES_COLD | IGNORE_COLD N:20:of Resistance T:115:56:56 T:34:0:5 T:34:7:255 X:A:32:20 W:0:2:22:12500 C:0:0:10:0 R:100 F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | f:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD N:21:of Reflection T:115:56:56 T:34:0:5 T:34:7:255 X:A:32:20 W:0:2:22:15000 C:0:0:5:0 R:100 F:REFLECT f:REFLECT F:IGNORE_ELEC | IGNORE_ACID | IGNORE_COLD | IGNORE_FIRE # Metal shields only N:22:of Electricity T:34:3:3 T:34:5:5 T:34:10:10 X:A:32:10 W:0:2:22:400 R:100 F:RES_ELEC | IGNORE_ELEC | SH_ELEC f:SH_ELEC ### Crowns and Helms ### N:23:of the Noldor T:115:57:57 T:32:0:6 T:32:8:99 X:A:33:13 C:0:0:0:2 W:0:1:8:500 R:100 F:DEX | SUST_DEX | ACTIVATE | ESP_ORC a:HARDCORE=NOLDOR N:24:of Intelligence X:A:33:13 C:0:0:0:2 W:0:2:15:500 T:32:0:6 T:32:8:99 T:115:57:57 R:100 F:INT | SUST_INT f:INT N:25:of Wisdom X:A:33:13 W:0:2:15:500 C:0:0:0:2 T:32:0:6 T:32:8:99 T:115:57:57 R:100 F:WIS | SUST_WIS f:WIS N:26:of Beauty X:A:33:8 W:0:2:15:1000 C:0:0:0:4 T:32:0:6 T:32:8:99 T:115:57:57 R:100 F:CHR | SUST_CHR f:CHR # 40% chance of increase spell power N:27:of the Magi X:A:33:15 W:0:1:8:7500 C:0:0:0:3 T:33:0:99 R:100 F:INT | SUST_INT | F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD F:ABILITY | R_HIGH R:40 F:SPELL R:50 F:SPELL_CONTAIN | WIELD_CAST N:28:of Might X:A:33:19 W:0:1:8:2000 C:0:0:0:3 T:33:0:99 R:100 F:STR | DEX | CON | SUST_STR | SUST_DEX | SUST_CON | FREE_ACT F:R_HIGH N:29:of Lordliness X:A:33:17 W:0:1:8:2000 C:0:0:0:3 T:33:0:99 R:100 F:WIS | CHR | SUST_WIS | SUST_CHR F:R_HIGH N:30:of Seeing X:A:33:8 W:0:1:8:1000 C:0:0:0:5 T:32:0:6 T:32:8:99 T:33:0:99 T:115:57:57 R:100 F:SEARCH | RES_BLIND | SEE_INVIS f:SEARCH R:20 F:ESP_ALL N:31:of Infravision X:A:33:11 W:0:1:15:500 C:0:0:0:5 T:32:0:6 T:32:8:99 T:115:57:57 R:100 F:INFRA | HIDE_TYPE f:INFRA N:32:of Light X:A:33:6 W:0:2:15:500 T:32:0:6 T:32:8:99 T:115:57:57 R:100 F:LITE1 | RES_LITE f:LITE1 N:33:of Telepathy X:A:33:20 W:0:1:8:50000 T:33:0:99 R:100 F:ESP_ALL f:ESP_ALL N:34:of Regeneration X:A:33:10 W:0:1:8:1500 T:32:0:6 T:32:8:99 T:33:0:99 T:115:57:57 R:100 F:REGEN f:REGEN N:35:of Teleportation X:A:33:0 W:0:1:7:50 T:32:0:6 T:32:8:99 T:115:57:57 R:100 F:TELEPORT f:TELEPORT R:90 F:CURSED N:36:of Stupidity X:A:33:0 C:0:0:0:-5 W:0:2:7:0 T:32:0:6 T:32:8:99 T:115:57:57 R:100 F:INT | CURSED f:INT # No CURSE_NO_DROP here, players seems to unlike surprises N:37:of Naivety X:A:33:0 C:0:0:0:-5 W:0:2:7:0 T:32:0:6 T:32:8:99 T:115:57:57 R:100 F:WIS f:WIS N:38:of Ugliness X:A:33:0 C:0:0:0:-5 W:0:1:7:0 T:32:0:6 T:32:8:99 T:115:57:57 R:100 F:CHR f:CHR N:39:of Sickliness X:A:33:0 C:0:0:0:-5 W:0:1:7:0 T:33:0:99 R:100 F:STR | DEX | CON N:40:Dwarven T:32:0:6 T:32:8:99 X:B:33:13 C:0:0:0:2 W:0:1:8:500 R:100 F:INFRA | CON | RES_FIRE | ESP_TROLL | ESP_DRAGON ### Cloaks ### N:41:of Protection X:A:31:10 W:0:4:19:1500 C:0:0:10:0 T:35:0:255 R:100 F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD | RES_SHARDS N:42:of Stealth X:A:31:10 W:0:8:18:500 C:0:0:0:3 T:35:0:99 R:100 F:STEALTH f:STEALTH N:43:of Aman X:A:31:20 W:0:1:28:4000 C:0:0:20:3 T:35:0:255 R:100 F:STEALTH | f:STEALTH | F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD F:OLD_RESIST # Aura, Fire N:44:of Immolation X:A:31:16 W:0:1:18:4000 C:0:0:4:0 T:35:0:255 R:100 F:IGNORE_ACID | IGNORE_FIRE | SH_FIRE | RES_FIRE f:SH_FIRE N:45:of Enveloping X:A:31:0 W:0:1:3:0 C:-10:-10:0:0 T:35:0:255 R:100 F:SHOW_MODS N:46:of Vulnerability X:A:31:0 W:0:1:3:0 C:0:0:-50:0 T:35:0:255 R:100 F:AGGRAVATE N:47:of Irritation X:A:31:0 W:0:1:3:0 C:-15:-15:0:0 T:35:0:255 R:100 F:AGGRAVATE | SHOW_MODS # Aura, Electricity N:48:of Electricity X:A:31:16 W:0:1:18:4000 C:0:0:4:0 T:35:0:255 R:100 F:IGNORE_ACID | IGNORE_ELEC | SH_ELEC | RES_ELEC ### Gloves ### N:49:of Free Action X:A:34:11 W:0:4:10:1000 T:31:0:99 R:100 F:FREE_ACT f:FREE_ACT N:50:of Slaying X:A:34:17 W:0:3:10:1500 C:6:6:0:0 T:31:0:99 R:100 F:SHOW_MODS N:51:of Agility X:A:34:14 W:0:2:10:1000 C:0:0:0:5 T:31:0:99 R:100 F:DEX | HIDE_TYPE f:DEX N:52:of Power T:31:0:99 X:A:34:22 W:0:1:10:2500 C:5:5:0:5 R:100 F:STR | SHOW_MODS | HIDE_TYPE f:STR F:R_HIGH # 53 Gauntlets only N:53:of Peace X:A:34:0 W:0:1:3:0 C:-10:-10:0:0 T:31:2:2 R:100 F:HEAVY_CURSE | CURSED # 54 Gloves only N:54:of Charming X:A:34:5 T:31:1:1 W:0:1:11:400 C:0:0:0:6 R:100 F:CHR R:33 F:STEALTH f:STEALTH N:55:of Weakness T:31:0:99 X:A:34:0 W:0:1:3:0 C:0:0:0:-10 R:100 F:STR N:56:of Clumsiness X:A:34:0 W:0:1:3:0 C:0:0:0:-10 R:100 F:DEX T:31:0:99 ### Boots ### N:57:of Levitation X:A:35:7 W:0:8:27:250 T:30:0:99 R:100 F:FEATHER f:FEATHER R:40 F:R_HIGH N:58:of Stealth X:A:35:16 W:0:8:27:500 C:0:0:0:3 T:30:0:99 R:100 F:STEALTH f:STEALTH N:59:of Free Action X:A:35:15 W:0:5:27:1000 T:30:0:99 R:100 F:FREE_ACT f:FREE_ACT N:60:of Speed X:A:35:25 W:0:1:27:200000 C:0:0:0:10 T:30:0:99 R:100 F:SPEED | HIDE_TYPE f:SPEED R:10 F:PVAL_M3 # 61 Metal boots only N:61:of Dwarvish Endurance X:A:35:15 W:0:1:20:5000 C:0:0:0:6 T:30:6:6 R:100 F:CON | INFRA | RES_DARK R:33 F:STR N:62:of Noise X:A:35:0 W:0:1:3:0 T:30:0:99 R:100 F:AGGRAVATE f:AGGRAVATE N:63:of Slowness X:A:35:0 W:0:1:3:0 C:0:0:0:-5 T:30:0:99 R:100 F:SPEED f:SPEED N:64:of Annoyance X:A:35:0 W:0:1:3:0 C:0:0:0:-10 T:30:0:99 R:100 F:SPEED | AGGRAVATE ### Weapons ### N:65:of Aman T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 X:A:24:30 W:0:2:44:20000 C:6:6:4:3 R:100 F:WIS | F:SLAY_EVIL | SLAY_UNDEAD | SLAY_DEMON | F:SEE_INVIS | BLESSED | RES_FEAR | ESP_EVIL F:SUSTAIN | LIMIT_BLOWS R:10 F:BLOWS R:1 F:PVAL_M1 N:66:(Defender) T:125:0:255 T:15:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 X:A:24:25 W:0:2:44:15000 C:4:4:8:4 R:100 F:STEALTH | f:STEALTH | F:FREE_ACT | SEE_INVIS | FEATHER | REGEN | F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD F:SUSTAIN | R_HIGH R:33 F:RES_POIS N:67:Blessed T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 X:B:24:20 W:0:1:44:5000 C:0:0:0:3 R:100 F:WIS | ESP_GOOD F:BLESSED | ABILITY f:BLESSED N:68:of Greater Life T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:20 W:0:1:50:30000 C:5:5:0:3 r:N:MUST2H R:100 F:LIFE | HOLD_LIFE f:LIFE N:69:of Westernesse T:15:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 X:A:24:20 W:0:2:44:20000 C:5:5:0:2 R:100 F:STR | DEX | CON | F:SLAY_ORC | SLAY_TROLL | SLAY_GIANT | F:FREE_ACT | SEE_INVIS | ESP_ORC | ESP_TROLL | ESP_GIANT R:33 F:RES_FEAR R:50 F:RES_MORGUL N:70:of Extra Attacks T:125:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:20 W:0:1:44:10000 C:0:0:0:3 R:100 F:BLOWS f:BLOWS N:71:of Slaying T:125:0:255 T:15:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:15 W:0:2:44:2500 C:0:0:0:0 R:100 F:SLAY_WEAP | WOUNDING N:72:of Spinning T:125:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:18 W:0:1:44:9000 C:8:8:0:2 R:100 F:DEX | STR | VORPAL | ACTIVATE a:HARDCORE=SPIN # The "Elemental" brands (4) (6) N:73:Acidic T:125:0:255 T:15:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:B:24:15 W:0:4:44:5000 R:100 F:BRAND_ACID | RES_ACID | IGNORE_ACID f:BRAND_ACID N:74:Shocking T:125:0:255 T:15:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:B:24:20 W:0:4:44:4500 R:100 F:BRAND_ELEC | RES_ELEC | IGNORE_ELEC f:BRAND_ELEC N:75:Fiery T:125:0:255 T:15:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:B:24:20 W:0:4:44:3500 R:100 F:BRAND_FIRE | RES_FIRE | IGNORE_FIRE | LITE1 f:BRAND_FIRE | N:76:Frozen T:125:0:255 T:15:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:B:24:15 W:0:4:44:3000 R:100 F:BRAND_COLD | RES_COLD | IGNORE_COLD f:BRAND_COLD | N:77:Venomous T:125:0:255 T:15:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:B:24:20 W:0:4:44:4000 R:100 F:BRAND_POIS | RES_POIS f:BRAND_POIS | N:78:Chaotic T:125:0:255 T:21:0:255 T:22:0:255 T:23:0:29 T:23:31:255 T:24:0:255 T:115:55:55 X:B:24:28 W:0:1:44:10000 R:100 F:CHAOTIC | RES_CHAOS | IGNORE_ELEC | IGNORE_ACID | IGNORE_FIRE f:CHAOTIC F:R_ANY N:79:Sharp T:125:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:B:24:20 W:0:2:44:5000 R:100 F:VORPAL f:VORPAL N:80:of Earthquakes T:125:0:255 T:21:0:255 T:115:55:55 X:A:24:20 W:0:1:44:4000 C:10:10:0:6 R:100 F:IMPACT | STR | TUNNEL | HIDE_TYPE f:IMPACT # The "Slay" brands (8) N:81:of Slay Animal T:15:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:18 W:0:6:44:3500 R:100 F:SLAY_ANIMAL f:SLAY_ANIMAL N:82:of Slay Evil T:15:0:255 T:125:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:18 W:0:6:44:3500 R:100 F:SLAY_EVIL f:SLAY_EVIL N:83:of Slay Undead T:15:0:255 T:21:0:19 T:21:21:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:18 W:0:6:44:3500 R:100 F:SLAY_UNDEAD f:SLAY_UNDEAD N:84:of Slay Demon T:15:0:255 T:125:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:14 W:0:6:44:2500 R:100 F:SLAY_DEMON f:SLAY_DEMON N:85:of Slay Orc T:15:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:10 W:0:6:44:2500 R:100 F:SLAY_ORC f:SLAY_ORC N:86:of Slay Troll T:15:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:10 W:0:6:44:2500 R:100 F:SLAY_TROLL f:SLAY_TROLL N:87:of Slay Giant T:15:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:14 W:0:6:44:2500 R:100 F:SLAY_GIANT f:SLAY_GIANT N:88:of Slay Dragon T:15:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:18 W:0:6:44:3500 R:100 F:SLAY_DRAGON f:SLAY_DRAGON # The "Kill" brands (8) N:89:of *Slay Animal* T:15:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:20 W:0:2:44:6000 C:0:0:0:2 R:100 F:INT | SLAY_ANIMAL | SLOW_DIGEST | STEALTH | ESP_ANIMAL f:SLAY_ANIMAL | STEALTH N:90:of *Slay Evil* T:125:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:20 W:0:2:44:6000 C:0:0:0:2 R:100 F:WIS | SLAY_EVIL | BLESSED | ESP_EVIL | RES_FEAR | ABILITY f:SLAY_EVIL | N:91:of *Slay Undead* T:125:0:255 T:15:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:24 W:0:2:44:8000 C:0:0:0:2 R:100 F:WIS | KILL_UNDEAD | SEE_INVIS | ESP_UNDEAD | RES_NETHER f:KILL_UNDEAD | N:92:of *Slay Demon* T:125:0:255 T:15:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:16 W:0:2:44:8000 C:0:0:0:2 R:100 F:INT | KILL_DEMON | ESP_DEMON | RES_FIRE | RES_CHAOS f:KILL_DEMON | N:93:of *Slay Orc* T:15:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:14 W:0:2:44:4000 C:0:0:0:2 R:100 F:DEX | SLAY_ORC | ESP_ORC | SUST_DEX | f:SLAY_ORC | N:94:of *Slay Troll* T:15:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:14 W:0:2:44:4000 C:0:0:0:2 R:100 F:STR | SLAY_TROLL | ESP_TROLL | REGEN | SUST_STR f:SLAY_TROLL | N:95:of *Slay Giant* T:15:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:16 W:0:2:44:4000 C:0:0:0:2 R:100 F:STR | SLAY_GIANT | ESP_GIANT | RES_SHARDS | SUST_STR f:SLAY_GIANT | N:96:of *Slay Dragon* T:15:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:24 W:0:2:44:8000 C:0:0:0:2 R:100 F:CON | KILL_DRAGON | ESP_DRAGON | RES_FEAR | f:KILL_DRAGON F:R_LOW | R_ELEM R:20 F:RES_POIS N:97:Vampiric T:125:0:255 T:23:0:255 T:115:55:55 X:B:24:25 W:0:2:44:10000 C:0:0:0:-2 R:100 F:LIFE | VAMPIRIC | HOLD_LIFE f:LIFE | VAMPIRIC N:98:(*Defender*) T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 X:A:24:35 W:0:1:100:50000 C:-15:-15:20:4 R:100 F:STEALTH | RES_POIS | DEX | CON | WIS | HOLD_LIFE | f:STEALTH F:FREE_ACT | SEE_INVIS | FEATHER | REGEN | F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD F:R_ANY | R_LOW | SUSTAIN R:30 F:R_ANY | R_LOW | SUSTAIN R:20 F:R_ANY | R_LOW | SUSTAIN | R_HIGH R:10 F:R_IMMUNITY | R_ANY N:99:of the Thunderlords T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 X:A:24:22 W:0:1:100:7000 C:4:4:0:2 a:HARDCORE=TELEPORT R:100 F:SLAY_EVIL | KILL_DRAGON | TELEPORT | FREE_ACT | SEARCH | BRAND_ELEC F:REGEN | SLOW_DIGEST | RES_NEXUS | ACTIVATE | FLY | ESP_DRAGON F:R_HIGH R:12 F:ABILITY R:2 F:R_P_ABILITY | PVAL_M3 | LIMIT_BLOWS N:100:of Gondolin T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 X:A:24:26 W:0:1:44:25000 C:7:7:0:3 R:100 F:STR | CON | ESP_EVIL | RES_FEAR | F:SLAY_EVIL | SLAY_TROLL | SLAY_DRAGON | SLAY_DEMON | F:FREE_ACT | SEE_INVIS | LITE1 | RES_DARK | ABILITY | F:IGNORE_ACID | IGNORE_FIRE R:33 F:R_HIGH R:33 F:HOLD_LIFE R:22 F:DEX # Diggers only N:101:of Digging T:20:0:255 X:A:24:4 W:0:1:2:500 C:0:0:0:5 R:100 F:TUNNEL | f:TUNNEL | F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD # More weapons N:102:Spectral T:125:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:B:24:30 W:0:1:5:5000 R:100 F:SLAY_UNDEAD | SEE_INVIS | HOLD_LIFE | DRAIN_HP F:ACTIVATE a:HARDCORE=SPECTRAL N:103:of Morgul T:125:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:0 W:0:1:1:0 C:-20:-20:-10:-10 R:100 F:LUCK F:SEE_INVIS | AGGRAVATE | HEAVY_CURSE | CURSED | BLACK_BREATH | DRAIN_EXP | F:AUTO_CURSE | WOUNDING # No CURSE_NO_DROP here, players seems to unlike surprises N:104:of Nothingness T:125:0:255 T:15:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 X:A:24:0 W:0:1:2:0 C:-100:-100:0:0 R:100 F:NEVER_BLOW | HEAVY_CURSE | CURSED | AUTO_CURSE ### Missile Launchers ### N:105:of Accuracy T:19:0:255 T:15:0:255 X:A:25:10 W:0:8:21:1000 C:15:5:0:0 N:106:of Power T:19:0:255 T:15:0:255 X:A:25:10 W:0:8:21:1000 C:5:15:0:0 N:107:of Extra Might T:19:0:255 X:A:25:20 W:0:4:21:10000 C:5:10:0:1 R:100 F:XTRA_MIGHT | PVAL_M3 | R_ANY f:XTRA_MIGHT | N:108:of Extra Shots T:19:0:255 X:A:25:20 C:10:5:0:1 W:0:4:21:10000 R:100 F:XTRA_SHOTS | PVAL_M2 f:XTRA_SHOTS | # Bows only N:109:of Lothlorien T:19:12:13 X:A:25:20 W:50:2:21:30000 C:10:10:0:2 R:100 F:DEX | XTRA_MIGHT | FREE_ACT | IGNORE_ACID | IGNORE_FIRE | HIDE_TYPE | F:BLESSED | ABILITY # Crossbows only N:110:of the Haradrim T:19:23:24 X:A:25:30 W:50:2:21:20000 C:5:15:0:1 R:100 F:XTRA_MIGHT | XTRA_SHOTS | IGNORE_ACID | IGNORE_FIRE | HIDE_TYPE # Slings only N:111:of Buckland X:A:25:25 W:40:2:21:20000 C:8:8:0:2 T:19:2:2 R:100 F:DEX | XTRA_SHOTS | XTRA_MIGHT | IGNORE_ACID | IGNORE_FIRE | HIDE_TYPE ### Ammo ### N:112:of Slay Animal T:16:0:99 T:17:0:99 T:18:0:99 X:A:23:10 W:0:2:12:25 R:100 F:SLAY_ANIMAL f:SLAY_ANIMAL N:113:of Slay Evil T:16:0:99 T:17:0:99 T:18:0:99 X:A:23:10 W:0:2:12:25 R:100 F:SLAY_EVIL f:SLAY_EVIL N:114:of Slay Undead T:16:0:99 T:17:0:99 T:18:0:99 X:A:23:10 W:0:1:12:35 R:100 F:SLAY_UNDEAD f:SLAY_UNDEAD N:115:of Venom T:16:0:99 T:17:0:2 T:18:0:2 X:A:23:10 R:100 F:BRAND_POIS f:BRAND_POIS W:0:2:12:25 N:116:of Acid T:16:0:99 T:17:0:99 T:18:0:99 X:A:23:10 R:100 F:BRAND_ACID | IGNORE_ACID f:BRAND_ACID | W:0:1:12:30 # 117 All Elements at once - melee weapon N:117:Elemental X:B:24:30 W:10:1:50:26000 T:21:0:99 T:22:0:99 T:23:0:99 T:24:0:99 R:100 F:BRAND_ACID | RES_ACID | IGNORE_ACID F:BRAND_ELEC | RES_ELEC | IGNORE_ELEC F:BRAND_FIRE | RES_FIRE | IGNORE_FIRE F:BRAND_COLD | RES_COLD | IGNORE_COLD F:BRAND_POIS | RES_POIS | DRAIN_MANA f:BRAND_ACID | f:BRAND_ELEC | f:BRAND_FIRE | f:BRAND_COLD | f:BRAND_POIS | N:118:of Slay Demon T:16:0:99 T:17:0:99 T:18:0:99 X:A:23:10 W:0:1:12:35 R:100 F:SLAY_DEMON f:SLAY_DEMON N:119:of Slay Dragon T:16:0:99 T:17:0:99 T:18:0:99 X:A:23:10 R:100 F:SLAY_DRAGON f:SLAY_DRAGON W:0:1:12:35 N:120:of Slaying X:A:23:15 W:0:1:12:20 C:12:12:0:0 R:100 F:DAM_DIE N:121:of Lightning T:16:0:99 T:17:0:99 T:18:0:99 X:A:23:10 R:100 F:BRAND_ELEC | IGNORE_ELEC f:BRAND_ELEC | W:0:1:12:30 N:122:of Flame T:16:0:99 T:17:0:99 T:18:0:99 X:A:23:10 R:100 F:BRAND_FIRE | IGNORE_FIRE f:BRAND_FIRE | W:0:2:12:25 N:123:of Frost T:16:0:99 T:17:0:99 T:18:0:99 X:A:23:10 R:100 F:BRAND_COLD | IGNORE_COLD f:BRAND_COLD | W:0:2:12:25 N:124:of Wounding T:16:0:99 T:17:0:99 T:18:0:99 X:A:23:5 W:0:3:12:20 C:6:6:0:0 N:125:of Backbiting T:16:0:99 T:17:0:99 T:18:0:99 X:A:23:0 W:0:1:2:0 C:-50:-50:0:0 ### Special Broken Items ### # Destroyed Weapon N:126:Shattered T:16:0:99 T:17:0:99 T:18:0:99 X:B:24:0 W:0:1:2:0 C:-5:-5:0:0 # Destroyed Body Armor N:127:Blasted T:16:0:99 T:17:0:99 T:18:0:99 X:B:30:0 W:0:1:2:0 C:0:0:-10:0 # Instruments N:128:of the Eldar T:14:0:59 T:14:61:255 X:A:25:20 W:0:2:3:1000 C:0:0:0:0 R:100 F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD | F:RES_ACID | CHR | SEE_INVIS F:R_ANY | PVAL_M2 R:25 F:PVAL_M1 N:129:of Power T:14:0:59 T:14:61:255 X:A:25:20 W:0:1:3:2000 C:0:0:0:0 R:100 F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD | SUST_CHR | F:RES_FIRE | RES_COLD | RES_ELEC | RES_ACID | CHR | SEE_INVIS F:R_ANY | PVAL_M3 R:50 F:PVAL_M1 R:35 F:PVAL_M1 # Horn, now four different ego items (for different GF_ values) # see items 181, 182 & 183. N:130:Dragon T:14:60:60 X:B:25:20 W:0:1:2:2000 C:0:0:0:0 R:100 F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD | ACTIVATE F:R_ANY | PVAL_M2 R:50 F:PVAL_M1 R:25 F:PVAL_M1 a:HARDCORE=BA_ACID_H # Rods ego N:131:Capacity of T:67:0:255 X:A:51:10 W:0:2:10:1000 C:0:0:0:0 R:100 F:CAPACITY f:CAPACITY N:132:Cheapness of T:67:0:255 X:A:51:10 W:0:2:10:700 C:0:0:0:0 R:100 F:CHEAPNESS f:CHEAPNESS N:133:Quickness of T:67:0:255 X:A:51:15 W:0:3:10:1100 C:0:0:0:0 R:100 F:FAST_CAST f:FAST_CAST N:134:Charging of T:67:0:255 X:A:51:15 W:0:2:10:1500 C:0:0:0:0 R:100 F:CHARGING f:CHARGING N:135:the Istari of T:67:0:255 X:A:51:10 W:0:1:10:10000 C:0:0:0:0 R:100 F:CAPACITY | CHARGING | CHEAPNESS | FAST_CAST | ### Lights ### N:136:of Boldness X:A:0:5 T:39:0:99 W:0:1:5:1000 Z:remove fear N:137:of Fearlessness X:A:0:5 T:39:0:99 W:0:1:10:1500 R:100 F:RES_FEAR N:138:of Illumination X:A:0:5 T:39:0:99 W:0:3:10:1000 Z:illuminate R:10 F:LITE1 R:5 F:LITE2 R:2 F:LITE3 N:139:of Brightness X:A:0:5 T:39:0:99 W:0:3:10:1000 R:100 F:LITE1 f:LITE1 R:60 F:LITE2 R:30 F:LITE3 R:30 F:RES_DARK N:140:of *Brightness* X:A:0:9 T:39:0:99 W:0:1:40:5000 R:100 F:LITE1 F:LITE2 F:LITE3 f:LITE1 f:LITE2 f:LITE3 F:RES_DARK N:141:of the Shadows X:A:0:6 T:39:0:99 W:0:1:20:3000 C:0:0:0:2 R:100 F:INVIS R:70 F:RES_DARK R:50 F:RES_LITE N:142:of Infravision X:A:0:3 T:39:0:99 W:0:1:10:700 C:0:0:0:3 R:100 F:INFRA f:INFRA N:143:of the Eternal Eye X:A:0:7 T:39:0:99 W:0:3:40:4000 C:0:0:0:0 R:100 F:RES_BLIND | SEE_INVIS N:144:of the Ethereal Eye X:A:0:7 T:39:0:99 W:0:3:40:4000 C:0:0:0:0 Z:magic map N:145:of Fading X:A:0:0 T:39:2:99 W:0:1:1:0 C:0:0:0:0 R:100 F:FUEL_LITE # Armor (dwarven): must be heavy metal, and not rusty chain mail N:146:Dwarven T:37:2:255 X:B:30:18 W:0:2:20:5000 C:0:0:15:2 R:100 F:STR | CON | INFRA | FREE_ACT | HIDE_TYPE | F:RES_FEAR | RES_DARK | SUST_STR | SUST_CON | F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD # Ring and Amulet egos N:147:Indestructible X:B:0:2 T:40:0:255 T:45:0:255 W:0:1:10:1000 C:0:0:0:0 R:100 F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD f:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD N:148:Cursed X:B:0:0 T:40:0:255 T:45:0:255 W:0:1:10:0 C:0:0:0:0 R:100 F:AUTO_CURSE f:AUTO_CURSE # Scrolls & school spellbooks & staves N:149:Fireproof X:B:0:1 T:70:0:255 T:111:0:255 T:55:0:255 W:0:1:10:1000 C:0:0:0:0 R:100 F:IGNORE_FIRE f:IGNORE_FIRE # Wands & Staffs(NOT wishing nor nothing) N:150:of Plenty X:A:0:1 T:55:0:29 T:55:32:255 T:65:0:29 T:65:31:255 W:0:1:20:1000 C:0:0:0:3 R:100 F:PVAL_M5 | PVAL_M3 R:50 F:PVAL_M5 | PVAL_M3 R:10 F:PVAL_M5 | PVAL_M3 R:1 F:PVAL_M5 | PVAL_M3 ### Trapping Kits ### N:151:of Extra Might X:A:0:5 T:46:1:3 W:0:1:10:1000 C:20:20:0:2 R:100 F:XTRA_MIGHT f:XTRA_MIGHT N:152:of Extra Shots X:A:0:10 T:46:0:99 W:0:1:10:2000 C:20:20:0:3 R:100 F:XTRA_SHOTS f:XTRA_SHOTS N:153:Automatic X:B:0:15 T:46:0:99 W:0:1:10:3000 C:10:10:0:0 R:100 F:IGNORE_ACID | IGNORE_ELEC | IGNORE_COLD | IGNORE_FIRE | F:AUTOMATIC_5 f:AUTOMATIC_5 N:154:Fully Automatic X:B:0:15 T:46:0:99 W:0:1:15:5000 C:10:10:0:0 R:100 F:IGNORE_ACID | IGNORE_ELEC | IGNORE_COLD | IGNORE_FIRE | F:AUTOMATIC_99 f:AUTOMATIC_99 N:155:Well-hidden X:B:0:5 T:46:0:99 W:0:1:8:1000 C:15:15:5:12 R:100 F:IGNORE_ACID | IGNORE_ELEC | IGNORE_COLD | IGNORE_FIRE | F:STEALTH | HIDE_TYPE f:STEALTH N:156:Complicated X:B:0:10 T:46:0:99 W:0:1:12:2000 C:15:15:30:0 R:100 F:IGNORE_ACID | IGNORE_ELEC | IGNORE_COLD | IGNORE_FIRE N:157:Obvious X:B:0:0 T:46:0:99 W:0:1:1:0 C:-20:-20:-20:-20 R:100 F:STEALTH | CURSED | HIDE_TYPE f:STEALTH N:158:for Dragons X:A:0:5 T:46:0:99 W:0:3:10:500 C:20:20:10:4 R:100 F:STEALTH | ONLY_DRAGON | HIDE_TYPE | XTRA_SHOTS | F:IGNORE_ACID | IGNORE_FIRE N:159:for Demons X:A:0:5 T:46:0:99 W:0:3:10:500 C:20:20:10:4 R:100 F:STEALTH | ONLY_DEMON | HIDE_TYPE | XTRA_SHOTS F:IGNORE_ACID | IGNORE_FIRE N:160:for Animals X:A:0:5 T:46:0:99 W:0:3:10:500 C:20:20:10:4 R:100 F:STEALTH | ONLY_ANIMAL | HIDE_TYPE | XTRA_SHOTS N:161:for Undead X:A:0:5 T:46:0:99 W:0:3:10:500 C:20:20:10:4 R:100 F:STEALTH | ONLY_UNDEAD | HIDE_TYPE | XTRA_SHOTS | KILL_GHOST N:162:for Evil X:A:0:5 T:46:0:99 W:0:3:10:500 C:20:20:10:4 R:100 F:STEALTH | ONLY_EVIL | HIDE_TYPE | XTRA_SHOTS | KILL_GHOST # Lite ego N:163:of the Magi X:A:0:0 T:39:1:99 W:0:1:150:2000 C:0:0:0:3 Z:magic map R:100 F:INT | WIS | CHR R:60 F:INVIS | RES_BLIND R:30 F:R_HIGH R:30 F:PVAL_M2 R:50: F:SPELL_CONTAIN | WIELD_CAST ### New ego-items added by JLE # Armor of Vulnerability (the only cursed armor) N:164:of Vulnerability X:A:30:0 W:0:2:20:0 C:0:0:-50:0 T:36:0:99 T:37:0:99 R:100 F:AGGRAVATE | CURSED # Shield of Vulnerability (the only cursed shield) N:165:of Vulnerability X:A:32:0 W:0:2:22:0 C:0:0:-50:0 T:115:56:56 T:34:0:99 R:100 F:AGGRAVATE | CURSED # Shield of Preservation - N:166:of Preservation X:A:32:25 W:40:2:44:20000 C:-10:-10:20:0 T:115:56:56 T:34:0:99 R:100 F:RES_DISEN | SUST_STR | SUST_CON | SUST_DEX | HOLD_LIFE | R_HIGH | F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD R:33 F:R_LOW R:33 F:R_LOW # Helm/Crown of Serenity N:167:of Serenity X:A:33:20 W:35:1:15:4000 T:32:0:6 T:32:8:99 T:33:0:99 R:100 F:RES_SOUND | RES_CONF | RES_FEAR # Crown of Night and Day N:168:of Night and Day X:A:33:18 W:35:1:15:4000 T:33:0:99 R:100 F:RES_LITE | RES_DARK | LITE1 | SEE_INVIS | RES_BLIND | IGNORE_ACID # Cloak of the Magi N:169:of the Magi X:A:31:15 W:30:1:18:2000 C:-5:-5:5:3 T:35:0:99 R:100 F:INT | SPEED | SUST_INT | FREE_ACT | STEALTH | HIDE_TYPE | IGNORE_ACID R:30 F:SPELL_CONTAIN | WIELD_CAST # Cloak of Invisibility N:170:of Invisibility X:A:31:20 W:40:1:18:3000 C:0:0:10:5 T:35:0:99 R:100 F:STEALTH | HIDE_TYPE | INVIS f:INVIS # Cloak of the Bat N:171:of the Bat X:A:31:15 W:50:1:35:3000 C:-10:-10:10:3 T:35:0:99 R:100 F:SPEED | FLY | RES_DARK | SEE_INVIS | INFRA | HIDE_TYPE | STEALTH # Leather Gloves of Thievery N:172:of Thievery X:A:34:22 W:40:1:15:5000 C:8:3:0:5 T:31:1:1 R:100 F:DEX | SEARCH | SHOW_MODS | FEATHER | FREE_ACT | HIDE_TYPE | IGNORE_ACID R:10 F:SPEED # Gauntlets and Cesti of Combat N:173:of Combat X:A:34:22 W:50:1:15:7000 C:6:8:-20:2 T:31:2:99 R:100 F:STR | CON | SHOW_MODS | AGGRAVATE | HIDE_TYPE | IGNORE_ACID | RES_FEAR | F:DRAIN_HP R:25 F:BLOWS # Boots of Stability N:174:of Stability X:A:35:20 W:0:3:27:5000 T:30:0:99 R:100 F:RES_NEXUS | FEATHER # Boots of Elvenkind (leather boots only) N:175:of Elvenkind X:A:35:30 W:60:1:36:200000 C:0:0:0:5 T:30:2:3 R:100 F:STEALTH | SPEED | HIDE_TYPE | FEATHER | IGNORE_ACID | IGNORE_FIRE | ABILITY # Weapon of Fury (must be big heavy type of weapon, no daggers or whips) N:176:of Fury X:A:24:30 W:40:1:66:20000 T:21:12:99 T:22:10:99 T:23:16:99 T:24:8:99 T:125:0:99 C:10:10:-20:2 R:100 F:STR | BLOWS | AGGRAVATE | RES_FEAR | HIDE_TYPE | F:IGNORE_ACID | IGNORE_FIRE | DRAIN_MANA # Staffs of wishing N:177:of Plenty X:A:0:1 T:55:31:31 W:0:1:20:1000 C:0:0:0:2 R:100 F:PVAL_M2 # Diggers only N:178:Magical T:20:0:255 X:B:24:4 W:0:1:10:500 C:0:0:0:0 Z:stone to mud R:100 # Rod N:179:Simplicity of T:67:0:255 X:A:51:8 W:3:2:8:1000 C:0:0:0:0 R:100 F:EASY_USE f:EASY_USE # Lite ego N:180:of Warmth X:A:0:0 T:39:1:99 W:0:1:10:500 C:0:0:0:0 R:100 F:RES_COLD #Three more horn types, for different activation types... N:181:Dragon T:14:7:7 X:B:25:20 W:0:1:2:2000 C:0:0:0:0 a:HARDCORE=BA_COLD_3 R:100 F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD | N:182:Dragon T:14:7:7 X:B:25:20 W:0:1:2:2000 C:0:0:0:0 a:HARDCORE=BA_ELEC_3 R:100 F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD | N:183:Dragon T:14:7:7 X:B:25:20 W:0:1:2:2000 C:0:0:0:0 a:HARDCORE=BA_FIRE_H R:100 F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD | # Helm of water breathing N:184:of Water Breathing X:A:33:13 C:0:0:0:2 W:15:1:25:1000 T:32:5:10 R:100 F:WATER_BREATH | IGNORE_ACID f:WATER_BREATH # A second of life for non MUST2H weapons, much lower value tho N:185:of Life T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 X:A:24:20 W:0:1:50:30000 C:5:5:0:1 r:F:MUST2H R:100 F:LIFE | HOLD_LIFE f:LIFE # Cloak of Air N:186:of Air X:A:31:10 W:30:1:35:1500 C:0:0:0:0 T:35:0:255 R:100 F:MAGIC_BREATH # Ego DSM N:187:Polished T:38:0:255 X:B:30:5 W:40:25:100:25000 C:0:0:0:0 R:100 F:REFLECT # Ego Heavy Crossbow N:188:of Siegecraft T:19:24:24 X:A:25:30 W:60:5:30:30000 C:10:15:20:2 R:120 F:XTRA_MIGHT | XTRA_SHOTS | REFLECT | IMMOVABLE # N: serial number : ego type # D: description # T: tval : min sval : max sval # R: rarity # X: position : slot : rating # W: depth : rarity1 : rarity2 : cost # C: to-hit : to-dam : to-ac : pval # r:N:needed flags on the base object # r:F:forbidden flags on the base object # Z: granted_power # F: flags tome-2.3.11-ah/lib/edit/evil.map000066400000000000000000000021351233503306200162570ustar00rootroot00000000000000# permanent wall F:X:61:0 # granite F:#:57:0 # Mountain Chain F:^:97:0 # up staircase F:<:6:0 # Dirt F:.:88:0 # Lesser Balrog F:b:88:0:996:0:0:0:0:0:0:2 # Greater Balrog F:B:88:0:807:0:0:0:0:0:0:2 # Pit Fiend F:P:88:0:812:0:0:0:0:0:0:2 # Dungeon layout D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX D:X^..^^^^^^^^^^^^^^^^^^^^^^^^^^^^X D:X^..^^^^^^^^^..^^^^^^^^^^^^^^^^^X D:X^...^^^^^^.........^^^^^^^^^^^^X D:X^^..^^^^^..^^^^..^B^^^^^^^^^^^^X D:X^...^^^^...^^^^^..^^^^^^^^^^^^^X D:X^^..^^^..^^.^^^^^^^^^^^^^^^^^^^X D:X^..^^^^^.....^^^^^.^^^^^^^^^^^^X D:X^^..^^^^..^^.^^^.^......^^^^^^^X D:X^..^^^^..^^...^^...^..^.^^^^^^^X D:X^^..^^^..^^^..^...^^^....^^^^^^X D:X^^^...^.^^^.....^^^^P...<^^^^^^X D:X^^^.....^^^^..^^^^^^^^..^^^^^^^X D:X^^^^^^.^^^^..^^^^^^^^^^^^^^^^^^X D:X^^^^^^^^^^^...^^^^^^^^^^^^^^^^^X D:X^^^^^.^^^^.^..^^^^^^^^^^^^^^^^^X D:X^^^^...^^...^^^...^^^^^^...^^^^X D:X^^^^.^....^^^^.^.....^..^..^^^^X D:X^^^^..^^^^^.....^...^..^^^B^^^^X D:X^^^P........^.....^^^^^^^^^^^^^X D:X^^^^^^...^^^^^^^^^^^^^^^^^^^^^^X D:X^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^X D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX # Starting position P:3:4 tome-2.3.11-ah/lib/edit/f_info.txt000066400000000000000000000452441233503306200166320ustar00rootroot00000000000000# File: f_info.txt # This file is used to initialize the "lib/raw/f_info.raw" file, which is # used to initialize the "terrain feature" information for the Angband game. # Do not modify this file unless you know exactly what you are doing, # unless you wish to risk possible system crashes and broken savefiles. # After modifying this file, delete the "lib/raw/f_info.raw" file. # Note that the terrain feature are grouped into very regular groups, # such that each of the bits in the feature type conveys information. # Note that terrain feature zero contains the "darkness" picture. # Version stamp (required) V:2.0.0 # 0x00 --> nothing N:0:nothing G: :w F:FLOOR # 0x01 --> open floor N:1:open floor G:.:w F:FLOOR | DONT_NOTICE_RUNNING | SUPPORT_LIGHT | CAN_RUN F:SUPPORT_GROWTH # 0x02 -> fountain N:2:fountain G:_:w F:FLOOR | NOTICE | REMEMBER | CAN_RUN D:0:The liquid here seems magical. # 0x03 --> glyph of warding N:3:glyph of warding G:;:y F:FLOOR | NOTICE | SUPPORT_LIGHT | CAN_RUN | REMEMBER D:0:There is a mighty spell of protection here. # 0x04 --> open door N:4:open door G:':U F:FLOOR | NOTICE | REMEMBER | CAN_RUN | DOOR # 0x05 --> broken door N:5:broken door G:':U F:FLOOR | NOTICE | REMEMBER | CAN_RUN | DOOR # 0x06 --> up stairs (perm) N:6:up staircase G:<:w F:FLOOR | PERMANENT | NOTICE | SUPPORT_LIGHT | REMEMBER | CAN_RUN D:0:There is an up staircase here. D:1:You cannot tunnel a stair. # 0x07 --> down stairs (perm) N:7:down staircase G:>:w F:FLOOR | PERMANENT | NOTICE | SUPPORT_LIGHT | REMEMBER | CAN_RUN D:0:There is a down staircase here. D:1:You cannot tunnel a stair. N:8:quest entrance G:>:y F:FLOOR | PERMANENT | REMEMBER | NOTICE | CAN_RUN D:1:You cannot tunnel a quest entrance. N:9:quest exit G:<:y F:FLOOR | PERMANENT | REMEMBER | NOTICE | CAN_RUN D:1:You cannot tunnel a quest exit. N:10:quest down level G:>:r F:FLOOR | PERMANENT | REMEMBER | NOTICE | CAN_RUN N:11:quest up level G:<:r F:FLOOR | PERMANENT | REMEMBER | NOTICE | CAN_RUN N:12:town exit G:>:g F:FLOOR | PERMANENT | REMEMBER | NOTICE | CAN_RUN N:13:shaft down G:>:U F:FLOOR | PERMANENT | REMEMBER | NOTICE | CAN_RUN D:0:There is a shaft down here. D:1:You cannot tunnel a shaft. N:14:shaft up G:<:U F:FLOOR | PERMANENT | REMEMBER | NOTICE | CAN_RUN D:0:There is a shaft up here. D:1:You cannot tunnel a shaft. # 0x0F -> empty fountain N:15:fountain G:_:D F:FLOOR | NOTICE | REMEMBER | CAN_RUN D:0:The fountain seems empty. N:16:web G:+:y F:CAN_PASS | NOTICE | WEB | NOTICE | TUNNELABLE D:1:You tunnel through the web. D:2:a web blocking your way # Trap -- the flags are not used by the program N:17:trap G:^:w F:FLOOR | NOTICE | REMEMBER # 0x12 --> 0x1F -- UNUSED # 0x2x --> locked door (power 0) N:32:door G:+:U M:32 F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | REMEMBER | DOOR F:TUNNELABLE D:1:You bash the boor. # 0x2x --> locked door (power 1) N:33:locked door G:+:U M:32 F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | REMEMBER | DOOR F:TUNNELABLE D:1:You bash the boor. # 0x2x --> locked door (power 2) N:34:locked door G:+:U M:32 F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | REMEMBER | DOOR F:TUNNELABLE D:1:You bash the boor. # 0x2x --> locked door (power 3) N:35:locked door G:+:U M:32 F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | REMEMBER | DOOR F:TUNNELABLE D:1:You bash the boor. # 0x2x --> locked door (power 4) N:36:locked door G:+:U M:32 F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | REMEMBER | DOOR F:TUNNELABLE D:1:You bash the boor. # 0x2x --> locked door (power 5) N:37:locked door G:+:U M:32 F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | REMEMBER | DOOR F:TUNNELABLE D:1:You bash the boor. # 0x2x --> locked door (power 6) N:38:locked door G:+:U M:32 F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | REMEMBER | DOOR F:TUNNELABLE D:1:You bash the boor. # 0x2x --> locked door (power 7) N:39:locked door G:+:U M:32 F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | REMEMBER | DOOR F:TUNNELABLE D:1:You bash the boor. # 0x2x --> jammed door (power 0) N:40:jammed door G:+:U M:32 F:WALL | NO_WALK | CAN_PASS | NO_VISION | REMEMBER | NOTICE F:TUNNELABLE D:1:You bash the boor. # 0x2x --> jammed door (power 1) N:41:jammed door G:+:U M:32 F:WALL | NO_WALK | CAN_PASS | NO_VISION | REMEMBER | NOTICE F:TUNNELABLE D:1:You bash the boor. # 0x2x --> jammed door (power 2) N:42:jammed door G:+:U M:32 F:WALL | NO_WALK | CAN_PASS | NO_VISION | REMEMBER | NOTICE F:TUNNELABLE D:1:You bash the boor. # 0x2x --> jammed door (power 3) N:43:jammed door G:+:U M:32 F:WALL | NO_WALK | CAN_PASS | NO_VISION | REMEMBER | NOTICE F:TUNNELABLE D:1:You bash the boor. # 0x2x --> jammed door (power 4) N:44:jammed door G:+:U M:32 F:WALL | NO_WALK | CAN_PASS | NO_VISION | REMEMBER | NOTICE F:TUNNELABLE D:1:You bash the boor. # 0x2x --> jammed door (power 5) N:45:jammed door G:+:U M:32 F:WALL | NO_WALK | CAN_PASS | NO_VISION | REMEMBER | NOTICE F:TUNNELABLE D:1:You bash the boor. # 0x2x --> jammed door (power 6) N:46:jammed door G:+:U M:32 F:WALL | NO_WALK | CAN_PASS | NO_VISION | REMEMBER | NOTICE F:TUNNELABLE D:1:You bash the boor. # 0x2x --> jammed door (power 7) N:47:jammed door G:+:U M:32 F:WALL | NO_WALK | CAN_PASS | NO_VISION | REMEMBER | NOTICE F:TUNNELABLE D:1:You bash the boor. # 0x30 --> secret door N:48:secret door G:#:w M:56 F:WALL | NO_WALK | CAN_PASS | NO_VISION | DOOR F:DONT_NOTICE_RUNNING F:TUNNELABLE D:1:You tunnel. # 0x31 --> rubble N:49:pile of rubble G:::w F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE F:CAN_FLY | SUPPORT_LIGHT F:TUNNELABLE D:1:You dig in the rubble. # 0x32 --> magma vein N:50:magma vein G:%:s F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING F:TUNNELABLE D:1:You tunnel into the magma vein. # 0x33 --> quartz vein N:51:quartz vein G:%:w F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING F:TUNNELABLE D:1:You tunnel into the quartz vein. # 0x34 --> magma vein + treasure N:52:magma vein G:%:s M:50 F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING F:TUNNELABLE D:1:You tunnel into the magma vein. # 0x35 --> quartz vein + treasure N:53:quartz vein G:%:w M:51 F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING F:TUNNELABLE D:1:You tunnel into the quartz vein. # 0x36 --> magma vein + known treasure N:54:magma vein with treasure G:*:o F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING F:TUNNELABLE D:1:You tunnel into the magma vein. # 0x37 --> quartz vein + known treasure N:55:quartz vein with treasure G:*:o F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING F:TUNNELABLE D:1:You tunnel into the quartz vein. # 0x38 --> granite wall -- basic N:56:granite wall G:#:w F:WALL | NO_WALK | CAN_PASS | NO_VISION | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING F:TUNNELABLE D:1:You tunnel into the granite wall. # 0x39 --> granite wall -- inner N:57:granite wall G:#:w M:56 F:WALL | NO_WALK | CAN_PASS | NO_VISION | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING F:TUNNELABLE D:1:You tunnel into the granite wall. # 0x3A --> granite wall -- outer N:58:granite wall G:#:w M:56 F:WALL | NO_WALK | CAN_PASS | NO_VISION | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING F:TUNNELABLE D:1:You tunnel into the granite wall. # 0x3B --> granite wall -- solid N:59:granite wall G:#:w M:56 F:WALL | NO_WALK | CAN_PASS | NO_VISION | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING F:TUNNELABLE D:1:You tunnel into the granite wall. # 0x3C --> permanent wall -- basic (perm) N:60:permanent wall G:#:w F:WALL | NO_WALK | NO_VISION | PERMANENT | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING # 0x3D --> permanent wall -- inner (perm) N:61:permanent wall G:#:w M:60 F:WALL | NO_WALK | NO_VISION | PERMANENT | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING # 0x3E --> permanent wall -- outer (perm) N:62:permanent wall G:#:w M:60 F:WALL | NO_WALK | NO_VISION | PERMANENT | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING # 0x3F --> permanent wall -- solid (perm) N:63:permanent wall G:#:w M:60 F:WALL | NO_WALK | NO_VISION | PERMANENT | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING N:64:explosive rune G:*:R F:FLOOR | CAN_LEVITATE | CAN_FLY | NOTICE | SUPPORT_LIGHT D:0:This rune seems unstable. N:65:Straight Road startpoint G:*:w F:FLOOR | REMEMBER | NOTICE N:66:section of the Straight Road G:*:B F:FLOOR | REMEMBER | NOTICE N:67:section of the Straight Road G:*:b F:FLOOR | REMEMBER | NOTICE N:68:section of the Straight Road G:*:B F:FLOOR | REMEMBER | NOTICE N:69:section of the Straight Road G:*:b F:FLOOR | REMEMBER | NOTICE N:70:section of the Straight Road G:*:W F:FLOOR | REMEMBER | NOTICE N:71:section of the Straight Road (discharged) G:*:W F:FLOOR | REMEMBER | NOTICE N:72:Straight Road exit G:*:w F:FLOOR | REMEMBER | NOTICE N:73:corrupted section of the Straight Road G:*:D F:FLOOR | REMEMBER | NOTICE # 74 --> shop N:74:Building G:1:U F:FLOOR | PERMANENT | REMEMBER | NOTICE | CAN_RUN # 75 --> 78 Quests index N:75:permanent wall G:#:w F:WALL | NO_WALK | NO_VISION | PERMANENT | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING N:76:permanent wall G:#:w F:WALL | NO_WALK | NO_VISION | PERMANENT | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING N:77:permanent wall G:#:w F:WALL | NO_WALK | NO_VISION | PERMANENT | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING N:78:permanent wall G:#:w F:WALL | NO_WALK | NO_VISION | PERMANENT | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING # 79 --> 83 UNSUSED N:84:stream of shallow water G:~:B S:B:B:B:B:B:B:b F:ATTR_MULTI F:FLOOR | CAN_LEVITATE | CAN_FLY | REMEMBER | SUPPORT_LIGHT | CAN_RUN F:DONT_NOTICE_RUNNING F:SUPPORT_GROWTH # -1 = player level N:85:pool of deep lava G:.:R E:-1d2:1:FIRE F:FLOOR | CAN_LEVITATE | CAN_FLY | REMEMBER | SUPPORT_LIGHT D:0:You move across the deep lava. N:86:stream of shallow lava G:.:r E:-1d1:1:FIRE F:FLOOR | CAN_LEVITATE | CAN_FLY | REMEMBER | SUPPORT_LIGHT D:0:You move across the shallow lava. N:87:dark pit G:#:D F:CAN_LEVITATE | CAN_FLY F:NO_WALK | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING D:0:Ohhh, it is dark and deep. N:88:dirt G:.:U F:FLOOR | SUPPORT_LIGHT | CAN_RUN F:DONT_NOTICE_RUNNING F:SUPPORT_GROWTH N:89:patch of grass G:.:G F:FLOOR | SUPPORT_LIGHT | CAN_RUN F:DONT_NOTICE_RUNNING F:SUPPORT_GROWTH N:90:ice G:.:W E:1d1:50:ICE F:FLOOR | NOTICE N:91:sand G:.:y F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN F:SUPPORT_GROWTH N:92:dead tree G:#:D F:CAN_FLY | CAN_PASS F:WALL | NO_WALK | NO_VISION | NOTICE F:DONT_NOTICE_RUNNING F:TUNNELABLE D:1:You chop away at the dead tree. D:2:a tree blocking your way N:93:ash G:.:s F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN F:SUPPORT_GROWTH N:94:mud G:.:u F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN F:SUPPORT_GROWTH N:95:ice wall G:#:W F:WALL | NO_WALK | CAN_PASS | NO_VISION | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING F:TUNNELABLE D:1:You tunnel into the ice wall... #BOh chilly#w. D:2:an ice wall blocking your way N:96:tree G:#:G F:CAN_FLY | CAN_PASS | SUPPORT_LIGHT F:WALL | NO_WALK | NO_VISION F:DONT_NOTICE_RUNNING F:TUNNELABLE D:1:You chop away at the tree. D:2:a tree blocking your way N:97:mountain chain G:^:U F:CAN_CLIMB | CAN_PASS | SUPPORT_LIGHT F:WALL | NO_WALK | NO_VISION F:DONT_NOTICE_RUNNING F:PERMANENT D:1:You cannot tunnel into such a hard stone. D:2:a hard stone block blocking your way # 0x62 --> sandwall N:98:sandwall G:#:y F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE F:DONT_NOTICE_RUNNING F:TUNNELABLE D:1:You easily dig into the sandwall. D:2:a sandwall blocking your way # 0x63 --> sandwall + treasure N:99:sandwall G:%:y M:98 F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE F:DONT_NOTICE_RUNNING F:TUNNELABLE D:1:You easily dig into the sandwall. D:2:a sandwall blocking your way # 0x64 --> sandwall + known treasure N:100:sandwall with treasure G:*:o F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE F:DONT_NOTICE_RUNNING F:TUNNELABLE D:1:You easily tunnel into the sandwall. D:2:a sandwall blocking your way N:101:high mountain chain G:^:W F:WALL | NO_WALK | NO_VISION | PERMANENT F:DONT_NOTICE_RUNNING D:1:This rock is far too hard. D:2:a very hard stone block blocking your way N:102:nether mist G:.:v S:v:R:r:v:R:r:D E:1d1:40:NETHER F:ATTR_MULTI F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN # A diggable glass wall. N:103:molten glass wall G:.:B F:NO_WALK | WALL | CAN_PASS | TUNNELABLE | NOTICE F:DONT_NOTICE_RUNNING D:1:You tunnel into the molten glass wall... D:2:a molten glass wall blocking your way N:160:Void Jumpgate G:+:v F:FLOOR | REMEMBER | NOTICE | PERMANENT | CAN_RUN D:0:A dark rift opens to the void here. ###### Here are the altars. ###### N:161:Altar of Being G:0:W F:FLOOR | REMEMBER | NOTICE | CAN_RUN D:0:You feel at peace. N:162:Altar of Winds G:0:B F:FLOOR | REMEMBER | NOTICE | CAN_RUN D:0:You grow a desire to become a bird. N:163:Altar of Force G:0:R F:FLOOR | REMEMBER | NOTICE | CAN_RUN D:0:You grow a desire to fight evil. N:164:Altar of Darkness G:0:D F:FLOOR | REMEMBER | NOTICE | CAN_RUN D:0:Images of pain and death fill your mind. N:165:Altar of Nature G:0:g F:FLOOR | REMEMBER | NOTICE | CAN_RUN D:0:You feel the desire to walk in a great forest. # XXX # XXX # XXX # XXX # XXX # XXX # XXX # XXX # Used as a marker for random quests N:172:open floor G:.:w F:FLOOR | CAN_RUN | DONT_NOTICE_RUNNING F:SUPPORT_GROWTH # Underground Tunnel N:173:Underground Tunnel G:#:s F:FLOOR | REMEMBER | SUPPORT_LIGHT | DONT_NOTICE_RUNNING | CAN_RUN D:0:Oh, an underground tunnel! # Tainted water N:174:stream of tainted water G:~:u F:FLOOR | CAN_LEVITATE | CAN_FLY | REMEMBER | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING N:175:monster trap G:;:v F:FLOOR N:176:Void Jumpgate G:+:v F:FLOOR | REMEMBER | NOTICE | PERMANENT | CAN_RUN D:0:A dark rift opens to the void here. N:177:lava wall G:#:R S:R:R:r:r:U:u:R F:ATTR_MULTI F:WALL | NO_WALK | NO_VISION | PERMANENT | DONT_NOTICE_RUNNING D:1:The lava is far too hot to tunnel into it. D:2:a lava wall blocking your way N:178:Great Fire G:%:v S:R:R:y:v:y:v:R E:150d2:1:HELL_FIRE F:ATTR_MULTI F:FLOOR | REMEMBER | NOTICE | PERMANENT D:0:This fire is so powerful it could destroy even the most powerful artifacts. N:179:path to the next area G:>:w F:FLOOR | PERMANENT | NOTICE | REMEMBER | CAN_RUN D:0:There is a path leading to the next area here. D:1:You cannot tunnel a path. N:180:path to the previous area G:<:w F:FLOOR | PERMANENT | NOTICE | REMEMBER | CAN_RUN D:0:There is a path leading to the previous area here. D:1:You cannot tunnel a path. N:181:field G:::g F:FLOOR | PERMANENT | NOTICE | REMEMBER F:DONT_NOTICE_RUNNING D:1:You cannot tunnel a field. N:182:Ekkaia, the Encircling Sea G:*:b S:b:b:b:b:b:b:B F:ATTR_MULTI F:WALL | NO_WALK | NO_VISION | PERMANENT | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING N:183:void G: :d F:FLOOR # XXX 182 - 186 # 187 --> terrain -- deep water N:187:pool of deep water G:~:b S:b:b:b:b:b:b:B F:ATTR_MULTI F:FLOOR | CAN_LEVITATE | CAN_FLY | REMEMBER | SUPPORT_LIGHT # Glass wall -- can see but not pass N:188:glass wall G:.:B F:NO_WALK | WALL | PERMANENT | NOTICE F:DONT_NOTICE_RUNNING D:1:This glass seems to be totaly impenetrable. D:2:a glass wall blocking your way # Illusion wall -- can't see but can pass N:189:illusion wall G:#:w F:FLOOR | NO_VISION | REMEMBER | SUPPORT_LIGHT | DONT_NOTICE_RUNNING D:0:Looks like this wall is not so real. # Grass roof N:190:Grass roof G:#:y F:WALL | NO_WALK | NO_VISION | PERMANENT | DONT_NOTICE_RUNNING # grass roof top N:191:grass roof top G:#:y F:WALL | NO_WALK | NO_VISION | PERMANENT | DONT_NOTICE_RUNNING # grass roof chimney N:192:grass roof chimney G:#:y F:WALL | NO_WALK | NO_VISION | PERMANENT | DONT_NOTICE_RUNNING # brick roof N:193:brick roof G:#:r F:WALL | NO_WALK | NO_VISION | PERMANENT | DONT_NOTICE_RUNNING # brick roof top N:194:brick roof top G:#:r F:WALL | NO_WALK | NO_VISION | PERMANENT | DONT_NOTICE_RUNNING # brick roof chimney N:195:brick roof chimney G:#:r F:WALL | NO_WALK | NO_VISION | PERMANENT | DONT_NOTICE_RUNNING # window N:196:window G:#:w F:WALL | NO_WALK | NO_VISION | PERMANENT | DONT_NOTICE_RUNNING # small window N:197:small window G:#:w F:WALL | NO_WALK | NO_VISION | PERMANENT | DONT_NOTICE_RUNNING # rain barrel N:198:rain barrel G:#:w F:WALL | NO_WALK | NO_VISION | PERMANENT | DONT_NOTICE_RUNNING # grass with flowers N:199:grass with flowers G:;:G F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN F:SUPPORT_GROWTH # cobblestone road N:200:cobblestone road G:.:w F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN # cobblestone with outlet N:201:cobblestone with outlet G:.:w F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN N:202:small tree G:#:g F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN | SUPPORT_LIGHT | REMEMBER F:NO_VISION # Just to have a town entrance picture N:203:town G:*:w F:FLOOR | NOTICE # Underground Tunnel N:204:Underground Tunnel G:^:U F:FLOOR | REMEMBER | SUPPORT_LIGHT | DONT_NOTICE_RUNNING | CAN_RUN D:0:Oh, an underground tunnel! # Fire N:205:a blazing fire G:%:y S:y:y:y:R:r:y:R E:-1d2:1:FIRE D:0:The blazing fire burns you! F:ATTR_MULTI F:FLOOR | CAN_FLY | REMEMBER | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING # Permanent rubble -- town use N:206:pile of rubble G:::w F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE F:CAN_FLY | SUPPORT_LIGHT | PERMANENT D:1:Looks like this pile of rubble is quite hard. # Rocky ground - rougher terrain. N:207:rocky ground G:.:s F:FLOOR | SUPPORT_LIGHT | CAN_RUN F:DONT_NOTICE_RUNNING # cloud-like vapour. Floor for Eru's temple N:208:cloud-like vapour G:.:W S:W:B:B:W:w:W:B F:FLOOR | CAN_LEVITATE | CAN_FLY | SUPPORT_LIGHT F:ATTR_MULTI | CAN_RUN | DONT_NOTICE_RUNNING # condensing water N:209:condensing water G:~:B S:B:B:B:B:B:B:b F:ATTR_MULTI F:FLOOR | CAN_LEVITATE | CAN_FLY | REMEMBER | SUPPORT_LIGHT | CAN_RUN F:DONT_NOTICE_RUNNING # Dense mist. Can pass through, but not see through N:210:dense mist G:#:w S:w:W:s:s:s:w:w F:FLOOR | NO_VISION | REMEMBER | SUPPORT_LIGHT F:ATTR_MULTI | DONT_NOTICE_RUNNING D:0:You wander through the mist. D:1:You cannot tunnel through mist! # Hail-stone wall N:211:hail-stone wall G:#:W F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING F:TUNNELABLE D:1:You tunnel into the hail-stone wall. N:212:dead small tree G:#:D F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN | SUPPORT_LIGHT | REMEMBER F:NO_VISION # New features for the Maps of Lord Dimwit N:213:copper pillar G:#:u S:u:u:u:o:u:u:u F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING | ATTR_MULTI D:1:The copper is too tough to tunnel through. D:2:a copper pillar blocking your way N:214:ethereal wall G:.:w F:WALL | NO_WALK | PERMANENT | NOTICE | DONT_NOTICE_RUNNING D:1:You can't even see your obstruction! D:2:an unseen force blocking your way N:215:glacial wall G:#:B F:WALL | NO_WALK | CAN_PASS | NO_VISION | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING | TUNNELABLE D:1:You tunnel into the glacial wall... #BOh chilly#w. D:2:a hard glacial wall blocking your way N:216:battlement G:#:w F:NO_WALK | CAN_PASS | NOTICE | SUPPORT_LIGHT F:DONT_NOTICE_RUNNING | TUNNELABLE D:1:You tunnel into the battlement. D:2:a hard stone battlement blocking your way tome-2.3.11-ah/lib/edit/fireprof.map000066400000000000000000000030701233503306200171330ustar00rootroot00000000000000# Created by fearoffours (fearoffours@moppy.co.uk) # Made for ToME 2.1.x on 03/09/02 # Permanent wall F:X:63:3 # Floor with dirt F:.:88:3 # shallow lava F:f:86:3 # Deep lava F:F:85:3 ### Random Monsters and/or Items # Random object (upto 3 levels ood) F:!:88:5:0:*21 # red mold F:m:88:5:324 # Chimaera F:H:88:5:341 # Red dragon bat F:b:88:5:377 # Hellhound and # Random object (upto 7 levels ood) on normal floor F:C:88:5:613:*25 # Quest exit F:<:6:3 D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX D:X......m.................H.........b...m......X D:X.............b...............................X D:X.......................m.....m.......H...b.C.X D:X...............m.!........b.............FFFf.X D:X.........m!............H....!........fffFFFffX D:X..................................fffFFFFFFfFX D:XFFf..............................fFFFFff..fffX D:XFFFff........FFFFFF...........fffFFFfff......X D:XfFFFFfff....FFFFFFFf.......fffFFFFFf.........X D:X.fFFFFFFff.FFFFFFFFFfF..fffFFFFFFff..........X D:X..fFFFFFFFffFFFfffFFFfffFFFFFFFFf............X D:X...fFFFFFFFFFFff.ffFFFFFFFFFFFff.............X D:X....fffFFFFFFff...ffFFFFFFFFFf...............X D:X.......ffFFFf.......ffffFFfff................X D:X.........fff.................................X D:X.............................................X D:X.............................................X D:X.............................................X D:X..................................<..........X D:X.............................................X D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX # Starting position P:22:26 tome-2.3.11-ah/lib/edit/haunted.map000066400000000000000000000020151233503306200167450ustar00rootroot00000000000000# permanent wall F:X:61:0 # granite F:#:57:0 # up staircase F:<:6:0 # Floor F:.:1:0 # Locked Door F:D:38:0 # Secret Door F:S:48:0 # Great item F:g:1:0:0:*:* # Dungeon layout D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX D:XXX...D.........................X D:XXX...XXXXXXXXXXXXXXXXXXXXXXXXX.X D:XXX...X....X....X....X....X...X.X D:XXX...X....X....X....X....X...X.X D:XXX...X....X....X....X....X...X.X D:XXXDXXXDXXXXDXXXXDXXXXDXXXXDXXX.X D:XXX.............................X D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX.X D:X.S.....X.....X.....X.....X...X.X D:X.X.....X.....X.....X.....X...X.X D:X.X.....X.....X.....X.....X...X.X D:X.X.....X.....X.....X.....X...X.X D:XgX.....X.....X.....X.....X...X.X D:XXXDXXXXXDXXXXXDXXXXXDXXXXXDXXX.X D:XXX.............................X D:XXXXXXXDXXXXXDXXXXXDXXXXXDXXXXXDX D:XgX<....X.....X.....X.....X.....X D:X.X.....X.....X.....X.....X.....X D:X.X.....X.....X.....X.....X.....X D:X.X.....X.....X.....X.....X.....X D:X.S.....X.....X.....X.....X.....X D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX # Starting position P:3:5 tome-2.3.11-ah/lib/edit/k_info.txt000066400000000000000000003735361233503306200166470ustar00rootroot00000000000000# File: k_info.txt # This file is used to initialize the "lib/data/k_info.raw" file, which is # used to initialize the "object kind" information for the Angband game. # Do not modify this file unless you know exactly what you are doing, # unless you wish to risk possible system crashes and broken savefiles. # After modifying this file, delete the "lib/data/k_info.raw" file. # Available slots are marked with # XXX: 294, 299, 444-464, ... # XXX XXX Add some "IGNORE_XXX" flags to Rings, Amulets, etc. # The old "MULTI_HUED" objects are now "violet", and no other object # is violet, so all six violet objects can be made "multi-hued", though # this would be a heinous hack. XXX XXX # Note that object zero is used for the "stack" picture (unused). # Version stamp (required) V:2.0.0 ##### Something special ##### N:0:something G:&:w ##### Mushrooms ##### N:1:Blindness G:,:d I:80:1:500 W:5:0:1:0 A:5/1 D:'E'ating this mushrooms will blind you. You cannot cast magic D:or see monsters when you are blinded. You can still use magic items or D:quaff potions. N:2:Paranoia G:,:d I:80:2:500 W:5:0:1:0 A:5/1 D:'E'ating this mushroom will make you scared. D:You will not be able to hit your enemies in combat if you're scared. N:3:Confusion G:,:d I:80:3:500 W:5:0:1:0 A:5/1 D:'E'ating this mushroom will confuse you. You will not be able to cast spells, D:use wands, staves or scrolls. You can still quaff potions, though. N:4:Hallucination G:,:d I:80:4:500 W:10:0:1:0 A:10/1 D:'E'ating this mushroom will make you hallucinate. D:You will not be able to recognise any monster or item. N:5:Cure Poison G:,:d I:80:12:500 W:10:0:1:60 A:10/1 D:'E'ating this mushroom will cure you from poison. N:6:Cure Blindness G:,:d I:80:13:500 W:10:0:1:50 A:10/1 D:'E'ating this mushroom will cure you from blindness. N:7:Cure Paranoia G:,:d I:80:14:500 W:10:0:1:25 A:10/1 D:'E'ating this mushroom will cure your paranoia. Paranoia is the state when you are D:too afraid to attack monsters. N:8:Cure Confusion G:,:d I:80:15:500 W:10:0:1:50 A:10/1 D:'E'ating this mushroom will cure your confusion. Confusion is when you are too confused D:to cast spells, zap staves, aim wands or read scrolls. N:9:Weakness G:,:d I:80:6:500 W:10:0:1:0 A:10/1 P:0:5d5:0:0:0 D:'E'ating this mushroom will reduce your strength by one point. N:10:Unhealth G:,:d I:80:10:500 W:15:0:1:50 A:15/1 P:0:10d10:0:0:0 D:'E'ating this mushroom will reduce your constitution by one point. N:11:Restore Constitution G:,:d I:80:18:500 W:20:0:1:350 A:20/1 D:'E'ating this mushroom will restore your constitution. Your constitution D:needs restoring when it is displayed in yellow. N:12:Restoring G:,:d I:80:19:500 W:20:0:1:1000 A:20/8:30/4:40/1 D:'E'ating this mushroom will restore your strength, dexterity, constitution, D:intelligence, wisdom and charisma. These need restoring when they D:are displayed in yellow. N:13:Stupidity G:,:d I:80:8:500 W:15:0:1:0 A:15/1 D:'E'ating this mushroom will reduce your intelligence by one point. D:That's a bad thing. N:14:Naivety G:,:d I:80:9:500 W:15:0:1:0 A:15/1 D:'E'ating this mushroom will reduce your wisdom by one point. D:That's a bad thing. N:15:Poison G:,:d I:80:0:500 W:5:0:1:0 A:5/1:5/1 P:0:4d4:0:0:0 D:'E'ating this mushroom will poison you. Poisoning makes you lose one hitpoint D:per turn until you magically stop the poison or until your body has D:fought off the poison. D:That's a bad thing. N:16:Sickness G:,:d I:80:7:500 W:10:0:1:0 A:10/1 P:0:4d4:0:0:0 D:'E'ating this mushroom will reduce your constitution by one point. D:It will also damage you quite severely in the process. D:That's a bad thing. N:17:Paralysis G:,:d I:80:5:500 W:20:0:1:0 A:20/1 D:'E'ating this mushroom will paralyse you for a certain time. D:Any nearby monsters will take this opportunity to kill you. D:That's a bad thing. N:18:Restore Strength G:,:d I:80:17:500 W:20:0:1:350 A:20/1 D:'E'ating this mushroom will restore your strength. Your strength D:needs restoring when it is displayed in yellow. N:19:Disease G:,:d I:80:11:500 W:20:0:1:50 A:20/1 P:0:10d10:0:0:0 D:'E'ating this mushroom will reduce your strength by one point. D:It will also damage you quite severely in the process. D:That's a bad thing. N:20:Cure Serious Wounds G:,:d I:80:16:500 W:15:0:1:75 A:15/1 D:'E'ating this mushroom will heal several hit points. Your hit points D:need healing when they are displayed in yellow or red. ##### Normal Food ##### N:21:& Ration~ of Food G:,:U I:80:35:5000 W:0:0:10:3 A:0/1:5/1:10/1 D:Lightweight and filling. Not an incredible taste experience, but that'd be asking a bit much. D:You can 'E'at it. N:22:& Hard Biscuit~ G:,:U I:80:32:500 W:0:0:2:1 D:It doesn't look great, and 'E'ating it will only fill your stomach a bit, D:for a short time. N:23:& Strip~ of Venison G:,:u I:80:33:1500 W:0:0:2:2 D:It looks great, and 'E'ating it will fill your stomach well. N:24:& Slime Mold~ G:,:g I:80:36:3000 W:1:0:5:2 A:1/1 D:It looks disgusting, but if you really want to you can 'E'at it. D:Not an incredible taste experience, but that'd be asking a bit much. # New - now Lembas works as a scroll of Satisfy Hunger N:25:& Lembas~ G:,:B I:80:37:0 W:5:0:3:10 A:5/1:10/1:20/1 D:A sort of cake, tasty and sustaining. It even helps to overcome weariness. Its fabrication D:is a secret of the elves. If you 'E'at it, you will be full. N:26:& Pint~ of Fine Ale G:,:y I:80:38:500 W:0:0:5:1 D:A bottle of a dark beer-like beverage. You can drink it by pressing 'E'. N:27:& Pint~ of Fine Wine G:,:r I:80:39:1000 W:0:0:10:2 D:A bottle of fine wine. You can drink it by pressing 'E'. ##### Extra digger ##### N:28:& Mattock~ G:\:D I:20:7:3 W:50:0:250:700 A:50/2 P:0:1d8:0:0:0 F:TUNNEL f:TUNNEL D:This is a digging tool. Use it to dig in walls, destroy doors, or cut wood. # The Blue Stone 'Toris Mejistos' -- see artifact list N:29:& Blue Stone~ G:":B I:40:18:0 W:60:0:3:90000 F:INSTA_ART | SPECIAL_GENE ##### Edged Weapons ##### N:30:& Broken Dagger~ G:|:D I:23:1:0 W:0:0:5:1 A:0/2:5/2 P:0:1d1:-2:-4:0 F:SHOW_MODS D:The blade itself is a foot long and broken off not far above the hilt. N:31:& Bastard Sword~ G:|:W I:23:21:0 W:15:0:140:350 A:15/1 P:0:3d4:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:This is a long, double-edged sword with a plain hilt that could D:be wielded in one or two hands. It's called a "bastard sword" because in D:size, it falls between the broad sword and the two-handed sword, thus not D:having a family of its own. It's typically around 51 inches long. D:It is effective for cutting through tougher armours. It could be used for D:thrusting, but most wielders swing it like a bat. N:32:& Scimitar~ G:|:W I:23:18:0 W:10:0:130:250 A:10/1 P:0:2d5:0:0:0 F:SHOW_MODS D:This oriental blade has 2 edges and is deeply curved. It has a wide D:and very sharp end. It is the forefather of the sabre. N:33:& Tulwar~ G:|:W I:23:15:0 W:5:0:100:200 A:5/1 P:0:2d4:0:0:0 F:SHOW_MODS D:This vicious sword is half sword and half club, with a slight hook on the tip. N:34:& Broad Sword~ G:|:W I:23:16:0 W:10:0:150:255 A:10/1:15/1 P:0:2d5:0:0:0 F:SHOW_MODS D:This broader version of the long sword is a standard weapon in the army D:of Gondolin. N:35:& Short Sword~ G:|:W I:23:10:0 W:5:0:80:90 A:5/1 P:0:1d7:0:0:0 F:SHOW_MODS D:This shorter version of the long sword is a common weapon for rogues D:and mages. N:36:& Blade~ of Chaos G:|:v I:23:30:0 W:70:0:180:4000 A:70/8 P:0:6d5:0:0:0 F:ATTR_MULTI F:RES_CHAOS | CHAOTIC | SHOW_MODS f:RES_CHAOS | CHAOTIC D:A mighty sword which seems to be completely blunt. However, it is a conduit D:into the realms of pure chaos and strikes its victims with the devastating D:might of chaos itself whenever it connects. It gives you resistance to chaos D:and it can polymorph, teleport, confuse or drain hit points from the monster D:you hit. It occasionally causes earthquakes as well. N:37:& Two-Handed Sword~ G:|:W I:23:25:0 W:30:0:200:775 A:30/1:40/1 P:0:3d6:0:0:0 F:SHOW_MODS | MUST2H f:MUST2H D:This blade is lot longer, wider and heavier than a long sword. You have to D:wield it with two hands. This means that wielding a shield makes fighting D:very difficult. N:38:& Main Gauche~ G:|:W I:23:5:0 W:3:0:30:25 A:3/1 P:0:1d5:0:0:0 F:SHOW_MODS D:This blade is sinuously curved and tipped with a harpoon-like end. D:This blade has a large handguard and was designed as an off-hand weapon. D:This short but cruel blade is a favourite among orcs. N:39:& Cutlass~ G:|:W I:23:12:0 W:5:0:110:85 A:5/1 P:0:1d7:0:0:0 F:SHOW_MODS D:This oriental weapon is a short, thick, curving sword D:with a single cutting edge. This simple slashing weapon D:is typically carried by buccaneers, pirates, and sailors. N:40:& Executioner's Sword~ G:|:r I:23:28:0 W:40:0:260:850 A:40/1 P:0:4d5:0:0:0 F:SHOW_MODS | MUST2H f:MUST2H D:These weapons have been built in all sizes. They are custom-made D:for warriors that want to set out and kill their archenemy. These D:blades are rare, costly and very deadly. N:41:& Katana~ G:|:W I:23:20:0 W:20:0:120:400 A:20/1 P:0:3d4:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:The katana is a long blade with only a small disk for a guard. D:Its hilt is long enough for two hands, though it could be used D:with only one hand, and is usually wrapped in cloth or leather. D:The art of forging such swords is largely unknown in this part D:of Middle-earth, and such weapons are typically imported from D:distant lands. N:42:& Long Sword~ G:|:W I:23:17:0 W:10:0:130:300 A:10/1:20/1 P:0:2d5:0:0:0 F:SHOW_MODS D:A long straight sword, tapering to a pronounced point. Mainly good for D:piercing attacks, but it can be used for slashing, too. It is a very D:popular design and has become standard issue in many armies. N:43:& Dagger~ G:|:W I:23:4:0 W:0:0:12:10 A:0/1:5/1:10/1:20/1 P:0:1d4:0:0:0 F:SHOW_MODS D:It's the standard weapon of rogues and thieves. The blade is D:a foot long. N:44:& Rapier~ G:|:W I:23:7:0 W:5:0:40:42 A:5/1 P:0:1d6:0:0:0 F:SHOW_MODS D:The rapier's hilt consisted of a pair of oval guards pierced with holes, D:recurved quillions, and a knuckle guard. The guard is very intricate D:and very effective as protection. N:45:& Sabre~ G:|:W I:23:11:0 W:5:0:50:50 A:5/1 P:0:1d7:0:0:0 F:SHOW_MODS D:A long, one-edged, slightly curved sword with a knuckle guard and short D:hilt. It is two-edged in its lower part. N:46:& Small Sword~ G:|:W I:23:8:0 W:5:0:75:48 A:5/1 P:0:1d6:0:0:0 F:SHOW_MODS D:It's the favourite weapon of strong mages and thieves. The blade is D:about twenty inches long. It's very easy to handle, although it is a lot less D:efficient than the longer and heavier designs. N:47:& Broken Sword~ G:|:D I:23:2:0 W:0:0:30:2 A:0/2:5/2 P:0:1d2:-2:-4:0 F:SHOW_MODS D:Just a hilt and a few inches of blade, broken off in a jagged stump. D:Probably worthless. ##### Hafted Weapons ##### N:48:& Ball-and-Chain~ G:\:D I:21:6:0 W:20:0:150:200 A:20/1 P:0:2d4:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:This weapon has a ball linked with a chain to a wooden handle. D:Preferred tactic is smashing the brains of your opponent. N:49:& Whip~ G:\:D I:21:2:0 W:3:0:30:30 A:3/1 P:0:1d6:0:0:0 F:SHOW_MODS D:Think Doctor Jones. This weapon is light and easy to fight with. D:It has nasty barbs and hooks fixed to the thong to make it useful D:in combat. Whips give easily multiple attacks. N:50:& Flail~ G:\:D I:21:13:0 W:10:0:150:353 A:10/1 P:0:2d6:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:This weapon was originally used to cut corn. More warlike versions D:sport a large blade stuck on a wooden handle. The hinge allows it to get D:past enemy defences or to strike with added momentum when used skillfully. N:51:& Two-Handed Flail~ G:\:y I:21:18:0 W:45:0:280:590 A:45/1 P:0:3d6:0:0:0 F:SHOW_MODS | MUST2H f:MUST2H D:This two-handed version of the flail gives the fighter a fearsome D:weapon that can do a fair amount of damage. It typically has several D:spiked metal lumps on chains. N:52:& Morning Star~ G:\:D I:21:12:0 W:10:0:150:396 A:10/1 P:0:2d6:0:0:0 F:SHOW_MODS D:This weapon consists of a large club with chains that have wooden balls D:with metal spikes on the end. N:53:& Mace~ G:\:D I:21:5:0 W:5:0:120:130 A:5/1 P:0:2d4:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:This weapon is a club ending in a sphere. The sphere is studded D:with metal shards, and thus can both crush and cut your adversary. N:54:& Quarterstaff~ G:\:U I:21:3:0 W:10:0:150:200 A:10/1 P:0:1d9:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:A long, wooden pole, usually the height of the wielder. Four of them can be D:made out of the trunk of one young tree, hence the name. The quarterstaff D:is an excellent weapon for travellers as it doubles both as a walking staff D:and as a deterrent against brigands. The quarterstaff is used more in D:fencing and brawling than melee combat. N:55:& War Hammer~ G:\:D8 I:21:8:0 W:5:0:120:225 A:5/1 P:0:3d3:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:A large hammer, designed to crush skulls with mighty strikes. N:56:& Lead-Filled Mace~ G:\:D I:21:15:0 W:15:0:180:502 A:15/1 P:0:3d4:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:A large, mean mace filled with lead in order to wreak a maximum of havoc. N:57:& Mace~ of Disruption G:\:v I:21:20:0 W:80:0:400:4300 A:80/5 P:0:5d8:0:0:0 F:SLAY_UNDEAD | SHOW_MODS | MUST2H f:MUST2H | SLAY_UNDEAD D:This mace is custom-made for priests that go out to destroy evil. D:It is deadly, especially for undead. N:58:& Lucerne Hammer~ G:\:B I:21:10:0 W:10:0:120:376 A:10/1 P:0:2d5:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:A war hammer combined with a spearpoint, mounted on a long pole. ##### Polearms ##### N:59:& Beaked Axe~ G:/:s I:22:10:0 W:15:0:180:408 A:15/1 P:0:2d6:0:0:0 F:SHOW_MODS | MUST2H f:MUST2H D:This polearm has a beak mounted opposite the blade. N:60:& Glaive~ G:/:s I:22:13:0 W:20:0:190:363 A:20/1 P:0:2d6:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:A polearm with a long, slightly curved knife-like blade. It has spurs on D:the dull side of the blade. It's primarily a slashing and chopping weapon. Glaives D:are often used to protect archers, crossbowmen, and gunners while they reload. D:Outside of combat they are a popular processional weapon and therefore many D:have ornately carved blades. N:61:& Halberd~ G:/:s I:22:15:0 W:25:0:190:430 A:25/1 P:0:3d5:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:The halberd has a broad, short axe blade on a 5 - 6ft long haft, with a D:spearpoint at the top, often a back-spike and occasionally a butt-spike. Used to D:combat heavier armour. It's usually used for cutting and stabbing. It's the most D:versatile polearm in Middle-earth. The axe is used in general melee. The top D:pike is used to pierce armour, or is set against a cavalry charge. The back D:hook could unseat horses, trip opponents, parry a blow, or be a general D:piercing weapon. N:62:& Awl-Pike~ G:/:s I:22:4:0 W:10:0:160:340 A:10/1 P:0:1d8:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:This is a polearm with a long square-sectioned spike on the end. N:63:& Pike~ G:/:s I:22:8:0 W:15:0:160:358 A:15/1 P:0:2d5:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:A staff, 16-18 feet long, that has a small piercing head about 10 inches D:long. The pike is often used by infantry to fend off cavalry. It is very D:effective against mounted troops. N:64:& Spear~ G:/:s I:22:2:0 W:5:0:50:36 A:5/1 P:0:1d6:0:0:0 F:SHOW_MODS D:Spears tend to have a strong, wide, leaf-shaped head with a ridge down the D:middle. The spearhead is attached to the wooden shaft by a socket. The D:sockets are usually riveted to the shaft and some have two small lugs near D:the base of the socket to allow the head to be possibly bound on as well. D:This spear is 7 feet long. N:65:& Trident~ G:/:y I:22:5:0 W:5:0:70:120 A:5/1 P:0:1d8:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:The trident is based on the pitchfork. In fact, when not used as a weapon, D:it is often employed as a pitchfork. It is famous for its uses in D:gladiatorial arenas. It is used much like a spear and could even be thrown D:like one in desperate situations. N:66:& Lance~ G:/:s I:22:20:0 W:10:0:300:230 A:10/1 P:0:2d8:0:0:0 F:SHOW_MODS | MUST2H f:MUST2H D:This is the original polearm. It is shaped like a spear but is bigger. It's D:meant to fend off enemies, not to be thrown. N:67:& Great Axe~ G:/:s I:24:25:0 W:40:0:230:500 A:40/1 P:0:4d4:0:0:0 F:SHOW_MODS | MUST2H f:MUST2H D:A huge and heavy two-headed axe. N:68:& Battle Axe~ G:/:s I:22:22:0 W:15:0:170:334 A:15/1 P:0:2d8:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:Nordic polearm with a broad blade and a hook mounted on the end of the shaft. D:The Nordics' take on the halberd. The polearm of choice for many Nordics, D:ideally suited for slashing, thrusting, and unseating cavalry. N:69:& Lochaber Axe~ G:/:D I:22:28:0 W:45:0:250:750 A:45/1 P:0:3d8:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:Nordic polearm with a broad blade and a hook mounted on the end of the shaft. D:A Nordic version of the halberd. The polearm of choice for many Nordics, D:this weapon is ideally suited for slashing, thrusting, and unseating cavalry. N:70:& Broad Axe~ G:/:s I:24:11:0 W:15:0:160:304 A:15/1 P:0:2d6:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:A one-headed axe made for combat, with an elongated moon-shaped blade. N:71:& Scythe~ G:/:s I:22:17:0 W:45:0:250:800 A:45/1 P:0:5d3:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:A simple farm implement, converted into a weapon by slightly straightening D:its blade and putting it in line with its pole, instead of the typical D:right angle. N:72:& Scythe~ of Slicing G:/:r I:22:30:0 W:80:0:250:10000 A:80/20 P:0:8d4:0:0:0 F:SHOW_MODS | MUST2H | WOUNDING | VORPAL f:MUST2H | VORPAL | WOUNDING D:The simple design of the war scythe, but this one uses a finely crafted and D:incredibly sharp steel blade which causes terrible wounds when it hits. ##### Bows, Crossbows, Slings ##### N:73:& Short Bow~ G:}:U I:19:12:0 W:3:0:30:50 A:3/1:50/2 F:SHOW_MODS D:A piece of bent wood, fitted with a string. Easy to transport and use, but D:its effect is not very impressive. You can 'f'ire it after you 'w'ield it. N:74:& Long Bow~ G:}:U I:19:13:0 W:10:0:40:120 A:10/1:70/2 F:SHOW_MODS D:A bow almost as long as a human. It takes considerable strength and skill to D:use and is rather awkward to carry around inside buildings. Nevertheless, it D:shoots arrows with astonishing force. You can 'f'ire it after you 'w'ield it. N:75:& Light Crossbow~ G:}:s I:19:23:0 W:15:0:110:140 A:15/1:60/2 F:SHOW_MODS D:A metal bow mounted on a wooden stock. It is used for shooting bolts. This D:design is relatively light and not too difficult to cock, but also shoots its D:quarrels with less force. You can 'f'ire with it after you 'w'ield it. N:76:& Heavy Crossbow~ G:}:s I:19:24:0 W:30:0:200:300 A:30/1:80/2 F:SHOW_MODS D:A metal bow mounted on a wooden stock, with attached cocking mechanism. It D:takes considerable time and strength to cock it and it's rather heavy. D:However, it hurls its ammunition with incredible force. You can 'f'ire with D:it after you 'w'ield it. N:77:& Sling~ G:}:u I:19:2:0 W:1:0:5:5 A:1/1:40/2 F:SHOW_MODS D:A simple cloth or leather pouch with two strings attached. It is used to hurl D:pebbles or iron shots. You can 'f'ire with it after you 'w'ield it. ##### Missiles ##### N:78:& Arrow~ G:{:U I:17:1:0 W:3:0:2:1 A:3/1:15/1:50/1 P:0:1d4:0:0:0 F:SHOW_MODS D:A simple metal head on a piece of wood or bamboo, fitted with some feathers. D:You can use it for 'f'iring a bow. N:79:& Seeker Arrow~ G:{:G I:17:2:0 W:55:0:2:20 A:55/2:80/2 P:0:4d4:0:0:0 F:SHOW_MODS D:A precision-made arrow, which allows you to hit precisely the most vulnerable D:place of an opponent. You can use it for 'f'iring a bow. N:80:& Bolt~ G:{:s I:18:1:0 W:3:0:3:2 A:3/1:25/1:60/1 P:0:1d5:0:0:0 F:SHOW_MODS D:A short metal arrow, to be 'f'ired with a crossbow. N:81:& Seeker Bolt~ G:{:B I:18:2:0 W:65:0:3:25 A:65/2:90/2 P:0:4d5:0:0:0 F:SHOW_MODS D:A precision-made bolt, which allows you to hit exactly the most vulnerable D:place of an opponent. You can use it for 'f'iring a crossbow. N:82:& Rounded Pebble~ G:{:s I:16:0:0 W:0:0:4:1 A:0/1:10/2 P:0:1d2:0:0:0 F:SHOW_MODS D:Small round stones. When fired with a sling, they could even hurt a giant. D:You can use them for 'f'iring a sling. N:83:& Iron Shot~ G:{:s I:16:1:0 W:3:0:5:2 A:3/1:40/2 P:0:1d4:0:0:0 F:SHOW_MODS D:Metal balls, made for shooting with slings. You can use them for 'f'iring a D:sling. ##### Shovels and Picks ##### N:84:& Shovel~ G:\:s I:20:1:1 W:1:0:60:10 A:5/2 P:0:1d2:0:0:0 F:TUNNEL f:TUNNEL D:A simple digging tool for shovelling away rubble and maybe even soft rock. N:85:& Gnomish Shovel~ G:\:G I:20:2:2 W:20:0:60:100 A:20/3 P:0:1d2:0:0:0 F:TUNNEL f:TUNNEL D:Crafted by the gnomes, its design profits greatly from the gnomes' expertise D:honed in the burrowing of their hovels. N:86:& Dwarven Shovel~ G:\:B I:20:3:3 W:40:0:120:200 A:40/4 P:0:1d3:0:0:0 F:TUNNEL f:TUNNEL D:The lighter digging tool used by dwarves to remove debris, but also good D:enough to clear away bits of rock when no pick is easily available. N:87:& Pick~ G:\:s I:20:4:1 W:5:0:150:50 A:10/2 P:0:1d3:0:0:0 F:TUNNEL f:TUNNEL D:A heavy digging tool, primarily for earthworking, but also good for tunnelling D:through stone, if one is willing to perform the time-consuming labour. N:88:& Orcish Pick~ G:\:g I:20:5:2 W:30:0:180:300 A:30/3 P:0:1d3:0:0:0 F:TUNNEL f:TUNNEL D:Although orcs tend to dig rather untidy mines and overcome difficulties in D:this work less by skill than mere stubbornness, they have amassed D:quite some expertise in mining, which has gone into this digging tool. N:89:& Dwarven Pick~ G:\:b I:20:6:3 W:50:0:200:600 A:50/4 P:0:1d4:0:0:0 F:TUNNEL f:TUNNEL D:The dwarves, miners of legend, have made this pick, which is so expertly D:crafted that even weaklings can bore through solid rock with it. ##### Armour ##### N:90:& Elven Cloak~ G:(:G I:35:2:0 W:30:0:5:1500 A:30/4 P:4:0d0:0:0:4 F:IGNORE_ACID | IGNORE_COLD | IGNORE_FIRE | IGNORE_ELEC F:STEALTH | SEARCH | LUCK f:STEALTH D:A wonderfully light cloak coloured in brown and green hues. Its colouring D:greatly helps the wearer to avoid undesired attention. Wearing it makes you D:feel lucky and somehow you seem to see what was meant to stay unseen. N:91:& Pair~ of Soft Leather Boots G:]:U I:30:2:0 W:3:0:20:7 A:3/1 P:2:1d1:0:0:0 D:A pair of low boots, comfortable to wear. N:92:& Pair~ of Hard Leather Boots G:]:U I:30:3:0 W:5:0:40:12 A:5/1 P:3:1d1:0:0:0 D:A pair of boots, with hardened leather at the caps, offering a little D:extra protection for the feet. N:93:& Pair~ of Metal Shod Boots G:]:s I:30:6:0 W:20:0:80:50 A:20/1 P:6:1d1:0:0:0 D:Heavy boots, with metal strips at the toes, heels and other vulnerable parts, D:to better protect the wearer's feet from harm. N:94:& Hard Leather Cap~ G:]:u I:32:2:0 W:3:0:15:12 A:3/1 P:2:0d0:0:0:0 D:A piece of protective headgear made from hardened leather, just covering the D:skull. N:95:& Metal Cap~ G:]:s I:32:3:0 W:10:0:20:30 A:10/1 P:3:1d1:0:0:0 D:A metal skullcap with nose and cheekguards. N:96:& Iron Helm~ G:]:s I:32:5:0 W:20:0:75:75 A:20/1 P:5:1d3:0:0:0 D:A large helmet that can protect the entire head. Ventilation and bad vision D:can be a problem, however. N:97:& Steel Helm~ G:]:W I:32:6:0 W:40:0:60:200 A:40/1 P:6:1d3:0:0:0 D:A helmet which protects the entire head. The expensive steel as base material D:allows it to offer very good protection while being fairly light. N:98:& Iron Crown~ G:]:s I:33:10:0 W:45:0:20:500 A:45/1 P:0:1d1:0:0:0 D:An iron circlet which might be worn, but which is purely ornamental unless it D:has special powers. N:99:& Golden Crown~ G:]:y I:33:11:0 W:45:0:30:1000 A:45/1 P:0:1d1:0:0:0 F:IGNORE_ACID D:A gilded crown, which just looks good. Sometimes such headgear also has D:additional properties which might make it worth wearing. N:100:& Jewel Encrusted Crown~ G:]:v I:33:12:0 W:50:0:40:2000 A:50/1 P:0:1d1:0:0:0 F:IGNORE_ACID D:A gorgeous-looking silver crown, adorned with several gems. You might wear it D:on your head, if you really think you're worthy. N:101:& Robe~ G:(:b I:36:2:0 W:1:0:20:4 A:1/1:50/1 P:2:0d0:0:0:0 D:A full-length garment which can be worn on the body. It is not really D:armour, but mages often wear them as they are very light and don't hinder D:movement much. N:102:& Filthy Rag~ G:(:D I:36:1:0 W:0:0:20:1 A:0/1 P:1:0d0:0:0:-1 D:A piece of discarded cloth, smelly and dirty. Eurgh. You're not going to D:wear this, are you? N:103:& Soft Leather Armour~ G:(:U I:36:4:0 W:3:0:80:18 A:3/1 P:4:0d0:0:0:0 D:A leather jerkin, light and unencumbering, but not very protective. N:104:& Soft Studded Leather~ G:(:U I:36:5:0 W:3:0:90:35 A:3/1 P:5:1d1:0:0:0 D:A leather jerkin with metal studs in critical places offering slightly better D:protection. N:105:& Hard Leather Armour~ G:(:U I:36:6:0 W:5:0:100:150 A:5/1 P:6:1d1:-1:0:0 D:A leather armour covering only the body. It is made of hardened leather to D:make it harder to penetrate. It's also a bit harder to move in, as it is D:rather stiff. N:106:& Hard Studded Leather~ G:(:U I:36:7:0 W:10:0:110:200 A:10/1 P:7:1d2:-1:0:0 D:A suit of hardened leather armour, reinforced with metal studs. N:107:& Leather Scale Mail~ G:(:U I:36:11:0 W:15:0:140:450 A:15/1 P:11:1d1:-1:0:0 D:A suit of armour made of overlapping hardened leather scales. It offers good D:protection while still being rather lightweight. N:108:& Metal Scale Mail~ G:[:s I:37:3:0 W:25:0:250:550 A:25/1 P:13:1d4:-2:0:0 D:A suit of overlapping metal scales, sewn onto a leather or cloth jerkin. N:109:& Chain Mail~ G:[:s I:37:4:0 W:25:0:220:750 A:25/1 P:14:1d4:-2:0:0 D:A suit of interlinked metal rings, to be worn over a woollen garment. N:110:& Rusty Chain Mail~ G:[:r I:37:1:0 W:25:0:200:550 A:25/1 P:14:1d4:-5:0:-8 D:This chain mail has rusted beyond repair. It can still be worn, but some of D:the rings have gone missing and the rust has made the suit inflexible. D:Consequently, it offers very poor protection and is cumbersome to move in. N:111:& Augmented Chain Mail~ G:[:s I:37:6:0 W:30:0:270:900 A:30/1 P:16:1d4:-2:0:0 D:A suit of interlinked metal rings, with additional metal plates or scales D:covering vulnerable parts of the wearer. N:112:& Bar Chain Mail~ G:[:s I:37:8:0 W:35:0:280:950 A:35/1 P:18:1d4:-2:0:0 D:A suit of interlinked metal rings, with additional short metal bars added in D:many places to prevent penetration of the armour by piercing attacks. N:113:& Metal Brigandine Armour~ G:[:s I:37:9:0 W:35:0:290:1100 A:35/1 P:19:1d4:-3:0:0 D:This is a leather armour with many small metal plates fixed to it, covering D:it entirely. N:114:& Partial Plate Armour~ G:[:W I:37:12:0 W:45:0:260:1200 A:45/1 P:22:1d6:-3:0:0 D:An armour made of steel plates, covering only the body of the wearer. N:115:& Metal Lamellar Armour~ G:[:W I:37:13:0 W:45:0:340:1250 A:45/1 P:23:1d6:-3:0:0 D:Lamellar consists of small rectangular plates (lames) attached to each other D:at each edge or corner with leather lacings through small holes in the plates. N:116:& Full Plate Armour~ G:[:W I:37:15:0 W:45:0:380:1350 A:45/1 P:25:2d4:-3:0:0 D:A suit of armour made of metal plates, covering the body, arms and upper legs. D:A very effective but very heavy armour. N:117:& Ribbed Plate Armour~ G:[:W I:37:18:0 W:50:0:380:1500 A:50/1 P:28:2d4:-3:0:0 D:This full suit of armour has been strengthened in places to better deflect or D:absorb blows. N:118:& Adamantite Plate Mail~ G:[:G I:37:30:0 W:75:0:420:20000 A:75/4 P:40:2d4:-4:0:0 F:IGNORE_ACID D:A suit of plate armour fashioned from an unbreakable crystal by mage-smiths. N:119:& Mithril Plate Mail~ G:[:B I:37:25:0 W:60:0:300:15000 A:60/3 P:35:2d4:-3:0:0 F:IGNORE_ACID D:A full suit of plate armour, fashioned from the rare true-silver. Only the D:dwarves know the secret of making armour or weapons of this metal. N:120:& Mithril Chain Mail~ G:[:B I:37:20:0 W:55:0:150:7000 A:55/3 P:28:1d4:-1:0:0 F:IGNORE_ACID D:A suit of chain mail, made by dwarven smiths from the rare and precious metal D:also called true-silver. N:121:& Double Chain Mail~ G:[:s I:37:7:0 W:30:0:250:850 A:30/1 P:16:1d4:-2:0:0 D:A suit of chain mail, with an additional layer of mail in some places. # This shield does not belong here N:122:& Shield~ of Deflection G:[:B I:34:10:0 W:70:0:100:10000 A:70/3 P:10:1d1:0:0:10 F:IGNORE_ACID D:A large shield fashioned from a metal alloy that is not subject to corrosion. D:It was especially crafted to better deflect attacks. ### The Cloaks ### N:123:& Cloak~ G:(:g I:35:1:0 W:1:0:10:3 A:1/1:20/1 P:1:0d0:0:0:0 D:A cloth coat typically worn as a loose outer garment. It is spacious enough D:to be worn even over bulky metal armour. N:124:& Shadow Cloak~ G:(:D I:35:6:1 W:60:0:5:7500 A:75/4 P:6:0d0:0:0:4 F:RES_DARK | RES_LITE | STEALTH f:STEALTH D:A rare cloak imbued with magic to radiate a strange twilight, absorbing both D:extreme brightness and darkness. ### The Gloves ### N:125:& Set~ of Leather Gloves G:]:U I:31:1:0 W:1:0:5:3 A:1/1 P:1:0d0:0:0:0 D:Light gloves which do not seriously hinder finger movements, while still D:protecting the hands somewhat. N:126:& Set~ of Gauntlets G:]:U I:31:2:0 W:10:0:25:35 A:10/1 P:2:1d1:0:0:0 D:Metal gloves protecting the hands up to the middle of the lower arm. N:127:& Set~ of Cesti G:]:W I:31:5:0 W:50:0:40:100 A:50/1 P:5:1d1:0:0:0 D:A set of metal gloves with nasty spikes and barbs. Though originally made to D:help in combat, the additional metal on the backs of the hands also offers a D:lot more protection. ### The shields ### N:128:& Small Leather Shield~ G:):U I:34:2:0 W:3:0:50:30 A:3/1 P:2:1d1:0:0:0 D:A small disc of lindenwood, with a leather covering on one side. N:129:& Large Leather Shield~ G:):U I:34:4:0 W:15:0:100:120 A:15/1 P:4:1d2:0:0:0 D:A large oval or rectangular shield. It is made of wood, typically linden, and D:covered with a layer of hardened leather to offer better protection. N:130:& Small Metal Shield~ G:):s I:34:3:0 W:10:0:65:50 A:10/1 P:3:1d2:0:0:0 D:A small shield strengthened with a layer of metal. N:131:& Large Metal Shield~ G:):s I:34:5:0 W:30:0:120:200 A:30/1 P:5:1d3:0:0:0 D:A large piece of wood, rectangular or oval in shape, and covered with metal D:to strengthen it. It's to be worn strapped to the arm not occupied by the D:weapon when fighting. ##### Rings ##### N:132:Strength G:=:d I:45:24:0 W:30:0:2:500 A:30/1 F:STR | HIDE_TYPE f:STR D:This bauble magically improves your strength. N:133:Dexterity G:=:d I:45:26:0 W:30:0:2:500 A:30/1 F:DEX | HIDE_TYPE f:DEX D:This piece of jewellery magically improves your agility. N:134:Constitution G:=:d I:45:27:0 W:30:0:2:500 A:30/1 F:CON | HIDE_TYPE f:CON D:This ring magically grants you health, improving your constitution. N:135:Intelligence G:=:d I:45:25:0 W:30:0:2:500 A:30/1 F:INT | HIDE_TYPE f:INT D:This magical piece of jewellery makes you smarter. N:136:Speed G:=:d I:45:31:0 W:75:0:2:100000 A:75/1 F:SPEED | HIDE_TYPE f:SPEED D:This wonderful ring grants you additional energy, allowing you to act faster. N:137:Searching G:=:d I:45:23:0 W:5:0:2:250 A:5/1 F:SEARCH | HIDE_TYPE f:SEARCH D:This ring magically improves your attention, so you can detect hidden things better. # New : It can be activated but at the cost of its destruction N:138:Teleportation G:=:d I:45:4:0 W:5:0:2:250 A:5/1 a:HARDCORE=DEST_TELE F:CURSED | TELEPORT | EASY_KNOW | ACTIVATE f:TELEPORT D:This ring will uncontrollably send you to different places at its whim. D:You can use its power once at your will, but it will destroy the ring. N:139:Slow Digestion G:=:d I:45:6:0 W:5:0:2:250 A:5/1 F:SLOW_DIGEST | EASY_KNOW f:SLOW_DIGEST D:This magical bauble grants you some sustenance, allowing you to subsist on less food. N:140:Fire Resistance G:=:d I:45:8:0 W:10:0:2:250 A:10/1 F:RES_FIRE | IGNORE_FIRE | EASY_KNOW f:RES_FIRE D:This piece of jewellery grants you some protection from the burning heat of fire. N:141:Cold Resistance G:=:d I:45:9:0 W:10:0:2:250 A:10/1 F:RES_COLD | IGNORE_COLD | EASY_KNOW f:RES_COLD D:This piece of jewellery grants you some protection from the chilling forces of cold. N:142:Levitation G:=:d I:45:7:0 W:5:0:2:200 A:5/1 F:FEATHER | EASY_KNOW f:FEATHER D:When you put on this ring, you will be able to float just above the floor. D:It prevents you from drowning, and all your falls will be painless. N:143:Poison Resistance G:=:d I:45:20:0 W:60:0:2:16000 A:60/2 F:RES_POIS | EASY_KNOW f:RES_POIS D:This magical ring grants protection from poison. D:It is rumoured that in deep dungeons monsters can kill you at once if you D:don't have poison resistance. N:144:Free Action G:=:d I:45:21:0 W:20:0:2:1500 A:20/1 F:FREE_ACT | EASY_KNOW f:FREE_ACT D:This magical bauble prevents you from being held. D:Some monsters will paralyse you and then kill you if you lack free action. N:145:Weakness G:=:d I:45:2:-5 W:5:0:2:0 A:5/1 F:CURSED | STR | HIDE_TYPE f:STR D:This accursed ring will sap your strength, rendering you much weaker as long as you wear it. N:146:Flames G:=:d I:45:18:0 W:50:0:2:3000 A:50/1 P:0:0d0:0:0:15 a:HARDCORE=BA_FIRE_4 F:RES_FIRE | IGNORE_FIRE | ACTIVATE f:RES_FIRE D:This fiery circlet grants you protection, makes fire less dangerous and even D:allows you to call forth a ball of flame. N:147:Acid G:=:d I:45:17:0 W:50:0:2:3000 A:50/1 P:0:0d0:0:0:15 a:HARDCORE=BA_ACID_4 F:RES_ACID | IGNORE_ACID | ACTIVATE f:RES_ACID D:This magical ring is imbued with spells of devouring acid, granting protection against such D:assaults and the ability to shoot acid at your foes. N:148:Ice G:=:d I:45:19:0 W:50:0:2:3000 A:50/1 a:HARDCORE=BA_COLD_4 P:0:0d0:0:0:15 F:RES_COLD | IGNORE_COLD | ACTIVATE f:RES_COLD D:This ring is imbued with supernatural cold, which makes you less vulnerable to such effects D:and occasionally allows you to throw balls of ice at your foes. N:149:Woe G:=:d I:45:0:-5 W:50:0:2:0 A:50/1 F:CURSED | TELEPORT | WIS | CHR | HIDE_TYPE | AUTO_CURSE D:This accursed ring will turn you into a bumbling fool and, in addition, magically D:transports you to places you never wanted to see. It can recurse itself if D:you leave it on too long. N:150:Stupidity G:=:d I:45:3:-5 W:5:0:2:0 A:5/1 F:CURSED | INT | HIDE_TYPE f:INT D:This wicked ring feeds off your intellect, magically making you stupid. N:151:Damage G:=:d I:45:29:0 W:20:0:2:500 A:20/1 F:HIDE_TYPE D:This ring makes your hands magically strong in combat, allowing you to inflict D:greater pain with your hand-to-hand attacks. N:152:Accuracy G:=:d I:45:28:0 W:20:0:2:500 A:20/1 F:HIDE_TYPE D:This ring magically improves your control in combat, allowing you to hit more often. N:153:Protection G:=:d I:45:16:0 W:10:0:2:500 A:10/1 D:This ring creates a magical aura around you, protecting you against the blows of your enemies. N:154:Aggravate Monster G:=:d I:45:1:0 W:5:0:2:0 A:5/1 F:CURSED | AGGRAVATE | EASY_KNOW | AUTO_CURSE f:AGGRAVATE D:This faithless ring will draw opponents' attention towards its hapless owner. N:155:See Invisible G:=:d I:45:22:0 W:30:0:2:340 A:30/1 F:SEE_INVIS | EASY_KNOW f:SEE_INVIS D:This magical piece of jewellery allows your eyes to perceive beings otherwise unseen. N:156:Sustain Strength G:=:d I:45:10:0 W:20:0:2:400 A:20/1 F:SUST_STR | EASY_KNOW f:SUST_STR D:This magical bauble protects your physical force against attacks attempting to drain it. N:157:Sustain Intelligence G:=:d I:45:11:0 W:20:0:2:400 A:20/1 F:SUST_INT | EASY_KNOW f:SUST_INT D:This magical ring protects your intellect against attempts to lower it. N:158:Sustain Wisdom G:=:d I:45:12:0 W:20:0:2:400 A:20/1 F:SUST_WIS | EASY_KNOW f:SUST_WIS D:This magical ring protects you from attempts to make you more foolish. N:159:Sustain Constitution G:=:d I:45:13:0 W:20:0:2:400 A:20/1 F:SUST_CON | EASY_KNOW f:SUST_CON D:This magical ring protects your health, making it impossible for your opponents to lower it. N:160:Sustain Dexterity G:=:d I:45:14:0 W:20:0:2:400 A:20/1 F:SUST_DEX | EASY_KNOW f:SUST_DEX D:This magical ring protects your nerves, so that you will never become clumsy. N:161:Sustain Charisma G:=:d I:45:15:0 W:20:0:2:400 A:20/1 F:SUST_CHR | EASY_KNOW f:SUST_CHR D:This ring magically protects your beauty and charm from attempts to make you ugly. N:162:Slaying G:=:d I:45:30:0 W:40:0:2:1000 A:40/1 F:SHOW_MODS D:This ring magically improves your fighting prowess, allowing to hit more often and harder. ##### Amulets ##### N:163:Brilliance G:":d I:40:6:0 W:50:0:3:1000 A:50/4 F:INT | WIS | HIDE_TYPE | LITE1 D:This talisman grants a sharper wit, greater insight and brightness to light dark places. N:164:Charisma G:":d I:40:7:0 W:30:0:3:500 A:30/1 F:CHR | HIDE_TYPE f:CHR D:This amulet grants beauty beyond mere looks. N:165:Searching G:":d I:40:5:0 W:15:0:3:600 A:15/1 F:SEARCH | HIDE_TYPE f:SEARCH D:This amulet grants keen sight, finding things that are hidden. N:166:Teleportation G:":d I:40:1:0 W:10:0:3:250 A:10/1 F:CURSED | TELEPORT | EASY_KNOW f:TELEPORT D:This amulet nastily throws you all over the place. N:167:Slow Digestion G:":d I:40:3:0 W:15:0:3:200 A:15/1 F:SLOW_DIGEST | EASY_KNOW f:SLOW_DIGEST D:This talisman will make you hungry less quickly when worn. N:168:Acid Resistance G:":d I:40:4:0 W:10:0:3:250 A:10/1 F:RES_ACID | IGNORE_ACID | EASY_KNOW f:RES_ACID D:This magical talisman will make the corroding forces of acid less threatening to your health. N:169:Adornment G:":d I:40:2:0 W:10:0:3:20 A:10/1 F:EASY_KNOW D:This amulet is not magical. It just looks good. ##### Extra armour ##### N:170:& Double Ring Mail~ G:[:s I:37:5:0 W:25:0:230:700 A:25/1 P:15:1d4:-2:0:0 D:A suit of leather armour with metal rings sewn onto it. In addition, in important parts it is D:reinforced with mail. ##### Additional amulets ##### N:171:the Magi G:":d I:40:8:0 W:70:0:3:30000 A:70/8 P:0:0d0:-4:-4:0 F:INT | SUST_INT | SEARCH | SPELL_CONTAIN | WIELD_CAST F:FREE_ACT | RES_BLIND | RES_CONF | F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:This rare amulet is highly desirable for mages, as it makes its wearer smarter, more attentive D:and impervious to magics which would make their own magic-use impossible. N:172:Doom G:":d I:40:0:-5 W:50:0:3:0 A:50/1 F:CURSED | STR | INT | WIS | DEX | CON | CHR | HIDE_TYPE F:AUTO_CURSE | CURSE_NO_DROP D:This wicked amulet will drain all your abilities, turning you into a mere shadow of yourself. It D:is exceedingly hard to get rid of. ##### Scrolls ##### N:173:Enchant Weapon To-Hit G:?:d I:70:17:0 W:15:0:5:125 A:15/1 D:This magical scroll will allow you to improve the accuracy of a weapon in your possession. D:However, weapons which are already very highly enchanted are more difficult to improve D:further. N:174:Enchant Weapon To-Dam G:?:d I:70:18:0 W:15:0:5:125 A:15/1 D:Upon reading this scroll, a magical enchantment will be placed on a weapon in your D:possession, increasing the pain it inflicts when hitting. On very highly enchanted weapons this D:enchantment may fail, wasting the scroll. N:175:Enchant Armour G:?:d I:70:16:0 W:15:0:5:125 A:15/1 D:This scroll will try to enchant a piece of armour in your possession, making it more effective D:in protecting you. Highly enchanted armour is likely not to accept this enchantment, however. N:176:Identify G:?:d I:70:12:0 W:1:0:5:50 A:1/1:5/1:10/1:30/1 D:If you read this scroll, the identity of an item you specify will be laid open to you. N:177:*Identify* G:?:d I:70:13:0 W:30:0:5:1000 A:30/1:50/2:80/1:100/1 D:This scroll will allow you to gain insight into an object's special properties. D:Only the highly magical objects, like rare rings and amulets or very unusual weapons D:and armour possess abilities which warrant the use of this magic. N:178:Rumour G:?:d I:70:51:0 W:1:0:5:10 A:1/1 D:A piece of paper inscribed with a little text. You may meditate over it or ignore it at your D:leisure. N:179:Chaos G:?:d I:70:50:0 W:100:0:5:10000 A:100/8 F:IGNORE_FIRE | IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC D:A piece of paper inscribed with strange shifting runes. Upon reading them, they will release D:a blast of chaotic forces. N:180:Remove Curse G:?:d I:70:14:0 W:10:0:5:100 A:10/1:20/2:40/2 D:A scroll inscribed with a beneficial formula. Upon reading it, evil magics will be removed D:from your possessions. N:181:Light G:?:d I:70:24:0 W:0:0:5:15 A:0/1:3/1:10/1 D:A scroll which will create a permanent magical light, illuminating the surroundings. N:182:Fire G:?:d I:70:48:0 W:50:0:5:1000 A:50/4 F:IGNORE_FIRE D:A piece of paper inscribed with runes glowing brightly red. Upon reading them, a large blast D:of fire will be released. N:183:Ice G:?:d I:70:49:0 W:75:0:5:5000 A:75/6 F:IGNORE_COLD D:A piece of paper inscribed with light-blue runes that radiate a strange cold. Upon reading them, D:a large icy blast will be released. N:184:Summon Monsters G:?:d I:70:4:0 W:1:0:5:0 A:1/1 D:This scroll was made by mischievous sorcerers. If it is read, a few creatures will appear to fight D:you. N:185:Phase Door G:?:d I:70:8:0 W:1:0:5:15 A:1/1 D:Upon reading this scroll, you will be translocated over a short distance. N:186:Teleportation G:?:d I:70:9:0 W:10:0:5:40 A:10/1 D:If you read this scroll, you will immediately be transported to another place on the level. N:187:Teleport Level G:?:d I:70:10:0 W:20:0:5:50 A:20/1 D:This scroll will magically transport you to the level directly above or below, when read. N:188:Monster Confusion G:?:d I:70:36:0 W:5:0:5:30 A:5/1 D:Reading this scroll will cause your hands to glow with a strange mesmerising light that will D:attempt to confuse the next creature you hit with a hand or weapon attack. N:189:Magic Mapping G:?:d I:70:25:0 W:5:0:5:40 A:5/1 D:Reading this scroll will reveal the layout of your immediate surroundings to you. N:190:Rune of Protection G:?:d I:70:38:0 W:50:0:5:500 A:50/2:90/4 D:This scroll is inscribed with a powerful protective incantation. When read, this will erect a D:strong magical ward around the location you currently stand on. Be aware that this magic is D:easily disturbed by already present structures and thus cannot work where an object is lying, or D:on a trap. N:191:*Remove Curse* G:?:d I:70:15:0 W:50:0:5:8000 A:50/2:75/2:85/2:95/1 D:This valuable scroll is inscribed with a powerful blessing capable of dispelling all but the D:mightiest curses which may have been laid on your possessions. N:192:Treasure Detection G:?:d I:70:26:0 W:0:0:5:15 A:0/1 D:This scroll magically reveals the locations of nearby loose change to you. N:193:Object Detection G:?:d I:70:27:0 W:0:0:5:15 A:0/1 D:This scroll shows nearby objects to you. It only makes you aware of items on the floor, D:however, not those carried by creatures. N:194:Trap Detection G:?:d I:70:28:0 W:5:0:5:35 A:5/1:10/1 D:This scroll is very helpful, because it reveals the locations of nearby snares and traps which you D:might otherwise blunder into. ##### Extra ammunition ##### N:195:& Sheaf Arrow~ G:{:o I:17:1:0 W:10:0:4:3 A:15/2:50/2 P:0:1d5:0:0:0 F:SHOW_MODS D:These arrows have bigger arrowheads and bigger feathers. D:They also make bigger holes. N:196:& Mithril Shot~ G:{:B I:16:2:0 W:40:0:4:20 A:40/2:65/1 P:0:3d4:5:5:0 F:SHOW_MODS | IGNORE_ACID D:Sling bullets made from the slags of mithril smelting. They are unusually heavy, hitting D:with great force, and are almost imperishable. ##### Additional scrolls ##### N:197:Door/Stair Location G:?:d I:70:29:0 W:5:0:5:35 A:5/1:10/1:15/1 D:This scroll will reveal nearby passages. N:198:Acquirement G:?:d I:70:46:0 W:20:0:5:100000 A:20/8 D:A great treasure is magically stored within the shimmering runes of this scroll. Reading the D:words will release it. N:199:*Acquirement* G:?:d I:70:47:0 W:60:0:5:200000 A:60/16 D:Several great treasures have been hidden in a magical compartment. This scroll serves as the D:key and will release them when read. N:200:Mass Genocide G:?:d I:70:45:0 W:50:0:5:1000 A:50/4:100/4 D:An astoundingly powerful death spell is stored in the runes of this spell. Reading D:it will annihilate all nearby creatures. Only a few beings of legendary stature D:can withstand it. N:201:Detect Invisible G:?:d I:70:30:0 W:1:0:5:15 A:1/1 D:A minor detection spell is stored in this scroll, showing you the locations of otherwise D:unseen beings for a brief moment. N:202:Aggravate Monster G:?:d I:70:1:0 W:5:0:5:0 A:5/1 D:This nasty scroll will make a loud noise, waking up foes in your vicinity. N:203:Trap Creation G:?:d I:70:7:0 W:10:0:5:0 A:10/1 D:If you read this rather annoying scroll, snares and pitfalls will magically be planted all around D:you, ready to do nasty things to you once you walk onto them. N:204:Trap/Door Destruction G:?:d I:70:39:0 W:10:0:5:50 A:10/1 D:A very specifically destructive spell is written on this scroll. It will smash all traps and all D:doors immediately next to you. N:205:Artifact Creation G:?:d I:70:52:0 W:70:0:5:200000 A:70/16 D:The mighty magic on this scroll will imbue a mundane item you possess with supernatural powers, D:also rendering the object indestructible. N:206:Recharging G:?:d I:70:22:0 W:40:0:5:200 A:40/1 D:This scroll is inscribed with a spell releasing the enchantments used to give wands and D:staves their power, allowing you to replenish their spent charges. N:207:Genocide G:?:d I:70:44:0 W:40:0:5:750 A:40/4:80/4 D:This rare and powerful scroll will annihilate all members of a specified race of monsters in D:your current location, but this will also exact a price of pain from you. N:208:Darkness G:?:d I:70:0:0 W:1:0:5:0 A:1/1 D:This scroll will create a blast of utter darkness, which then fades to leave the immediate D:surroundings in a lasting gloom. The extreme darkness can blind those who are not used to D:it. N:209:Protection from Evil G:?:d I:70:37:0 W:30:0:5:250 A:30/1 D:Upon reading the runes on this piece of paper, a faint aura of holiness will spring into existence D:around you, protecting you from blows of evil creatures, unless they are more powerful than you. N:210:Satisfy Hunger G:?:d I:70:32:0 W:5:0:5:10 A:5/1:20/1:50/1:75/1 D:Reading this scroll will transport a good portion of nourishing gruel directly into your D:stomach. Some people say that this is a ploy of a food producer whose food nobody wants to eat. N:211:Dispel Undead G:?:d I:70:42:0 W:40:0:5:200 A:40/1 D:A powerful exorcism is inscribed on this scroll. When read it will hurt undead abominations D:nearby, possibly even destroying them. N:212:*Enchant Weapon* G:?:d I:70:21:0 W:50:0:5:500 A:50/1 D:Reading this scroll will magically infuse a weapon of your choice, making it more effective D:in combat. N:213:Curse Weapon G:?:d I:70:3:0 W:50:0:5:0 A:50/1 D:This scroll will ruin your weapon beyond repair. Only weapons of legend have a hope of D:escaping destruction, but even they will often be shattered. N:214:*Enchant Armour* G:?:d I:70:20:0 W:50:0:5:500 A:50/1:50/1 D:This scroll will place a great enchantment on a piece of armour of your choice, making it much D:better at protecting you. Mark that improving armours which are already highly enchanted is very D:difficult and will often fail. N:215:Curse Armour G:?:d I:70:2:0 W:50:0:5:0 A:50/1 D:This scroll bears a curse that will tear your armour to shreds. Don't read it! N:216:Summon Undead G:?:d I:70:5:0 W:15:0:5:0 A:15/1 D:These spells scribed by ancient necromancers will call their horrible creatures to haunt you. N:217:Blessing G:?:d I:70:33:0 W:1:0:5:15 A:1/1 D:The recitation of this scroll will grant you a blessing of the Valar, making you more confident D:in attack and defence for a few moments. N:218:Holy Chant G:?:d I:70:34:0 W:10:0:5:40 A:10/1 D:This blessing will give you a holy warrior's prowess in battle for a while. N:219:Holy Prayer G:?:d I:70:35:0 W:25:0:5:80 A:25/1 D:This incantation lets you fight as a warrior of Valinor for quite a while, supreme in attack and D:defence. N:220:Word of Recall G:?:d I:70:11:0 W:5:0:5:150 A:5/1 D:The spell on this scroll will slowly build an ethereal conduit to the town for you if you are in D:a dungeon, and into the dungeon if you are above ground. Upon completion, which takes a while, you D:will suddenly be translocated to the other place. N:221:*Destruction* G:?:d I:70:41:0 W:40:0:5:250 A:40/1 D:This scroll is inscribed with a mighty conjuration which wrecks the dungeon all around you. D:Monsters and objects will be annihilated by this blast; only completely indestructible things can D:withstand it. ##### Potions ##### N:222:Slime Mold Juice G:!:d I:71:2:400 W:0:0:4:2 A:0/1 P:0:1d1:0:0:0 F:FOUNTAIN D:A strange sort of yellowish-green slime, too viscous to even slosh in the bottle. And as I know D:you, you're going to slurp it down. N:223:Apple Juice G:!:d I:71:1:250 W:0:0:4:1 A:0/1 P:0:1d1:0:0:0 F:FOUNTAIN D:A healthy fruit beverage. N:224:Water G:!:d I:71:0:200 W:0:0:4:1 A:0/1 P:0:1d1:0:0:0 F:FOUNTAIN D:A small bottle filled with pure water. N:225:Strength G:!:d I:71:48:0 W:20:0:4:8000 A:20/6:25/3:30/1 P:0:1d1:0:0:0 D:This beneficial potion will magically improve your physical strength. N:226:Weakness G:!:d I:71:16:0 W:3:0:4:0 A:3/1 P:0:3d12:0:0:0 F:FOUNTAIN D:This nasty potion will sap your strength, making you weaker. N:227:Restore Strength G:!:d I:71:42:0 W:25:0:4:300 A:25/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This magical potion will bring back your physical power to its full extent, should it be drained. N:228:Intelligence G:!:d I:71:49:0 W:20:0:4:8000 A:20/6:25/3:30/1 P:0:1d1:0:0:0 D:This nice potion will magically enhance your wit, permanently improving your intellect. N:229:Stupidity G:!:d I:71:17:0 W:20:0:4:0 A:20/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This accursed potion will cloud your intellect, making you stupid. N:230:Restore Intelligence G:!:d I:71:43:0 W:25:0:4:300 A:25/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This beneficial potion will magically heal your brain, restoring drained intelligence. N:231:Wisdom G:!:d I:71:50:0 W:20:0:4:8000 A:20/6:25/3:30/1 P:0:1d1:0:0:0 D:This potion grants great insight, making you wiser. N:232:Naivety G:!:d I:71:18:0 W:20:0:4:0 A:20/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This potion casts a shadow on your knowledge, making you foolish. N:233:Restore Wisdom G:!:d I:71:44:0 W:25:0:4:300 A:25/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This potion benefits the naive, bringing back their wisdom to what it once was. N:234:Charisma G:!:d I:71:53:0 W:20:0:4:1000 A:20/1:25/1 P:0:1d1:0:0:0 D:This potion infuses you with beauty and charm. N:235:Ugliness G:!:d I:71:21:0 W:20:0:4:0 A:20/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This wicked potion slightly twists your features, making you appear less fair. N:236:Restore Charisma G:!:d I:71:47:0 W:20:0:4:300 A:20/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This useful potion restores drained charm. N:237:Curing G:!:d I:71:61:100 W:18:0:4:250 A:18/1:40/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This blessed potion helps to recover from a wide variety of ailments. ### Note! Invulnerability decreases your food... ### N:238:Invulnerability G:!:d I:71:62:-2500 W:90:0:4:100000 A:90/9 P:0:1d1:0:0:0 D:This immensely powerful potion makes your physique almost indestructible for a very short D:time. Very rarely, an attempt to hurt you will still succeed, so don't be too confident. N:239:New Life G:!:d I:71:63:100 W:50:0:4:750000 A:50/20:100/10:120/5 P:0:1d1:0:0:0 D:This potion fundamentally twists your physical features, as if you were another mother's child. D:Your physique will be shaped anew. N:240:Cure Serious Wounds G:!:d I:71:35:100 W:3:0:4:40 A:3/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This beneficial potion will cure some wounds and other inhibiting ailments. N:241:Cure Critical Wounds G:!:d I:71:36:100 W:5:0:4:100 A:5/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This nice potion will cure a good bit of hurt you have suffered and also allows you to recover D:from unhealthy conditions like blood poisoning, confusion or blindness. N:242:Healing G:!:d I:71:37:200 W:15:0:4:300 A:15/1:30/1:60/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This blessed potion greatly heals you and also cures many other ailments from D:which you might suffer. N:243:Constitution G:!:d I:71:52:0 W:20:0:4:8000 A:20/6:25/3:30/1 P:0:1d1:0:0:0 D:This magical concoction greatly improves your health, making you permanently tougher. N:244:Experience G:!:d I:71:59:0 W:65:0:4:25000 A:65/1 P:0:1d1:0:0:0 D:This exceptional drink instills into you knowledge, allowing you to advance further in your trade. N:245:Sleep G:!:d I:71:11:100 W:0:0:4:0 A:0/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This potion was made to help people with bad sleeping disorders to find rest. Surely you don't D:want to take a nap while nasty goblins are searching for you? N:246:Blindness G:!:d I:71:7:0 W:0:0:4:0 A:0/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This slightly poisonous potion temporarily impedes your eyesight, making you unable to see D:a thing. N:247:Booze G:!:d I:71:9:50 W:0:0:4:0 A:0/1 P:0:1d1:0:0:0 F:FOUNTAIN D:A small bottle of a dark brown distilled beverage. By its look and smell, it contains a fair D:amount of still muck and wood alcohol. N:248:Poison G:!:d I:71:6:0 W:3:0:4:0 A:3/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This bottle is filled with a mild but still dangerous liquid poison. Drinking it would be highly D:unwise. N:249:Speed G:!:d I:71:29:0 W:1:0:4:75 A:1/1:40/1:60/1 P:0:1d1:0:0:0 F:FOUNTAIN D:A magical drink which temporarily allows you to act much faster when imbibed. N:250:Slowness G:!:d I:71:4:50 W:1:0:4:0 A:1/1 P:0:1d1:0:0:0 F:FOUNTAIN D:A magical concoction which drains force from you, forcing you to move and act a lot slower, D:until it wears off. N:251:Dexterity G:!:d I:71:51:0 W:20:0:4:8000 A:20/6:25/3:30/1 P:0:1d1:0:0:0 D:A strange magical drink which greatly improves your agility and nimbleness. N:252:Restore Dexterity G:!:d I:71:45:0 W:25:0:4:300 A:25/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This magical brew brings your agility back to its former glory should it have been reduced. N:253:Restore Constitution G:!:d I:71:46:0 W:25:0:4:300 A:25/1 P:0:1d1:0:0:0 F:FOUNTAIN D:A beneficial magical concoction, restoring your damaged health. N:254:Lose Memories G:!:d I:71:13:0 W:10:0:4:0 A:10/1 P:0:1d1:0:0:0 F:FOUNTAIN D:A wicked potion, making you less of an adventurer than by right you should be. N:255:Salt Water G:!:d I:71:5:0 W:0:0:4:0 A:0/1 P:0:1d1:0:0:0 F:FOUNTAIN D:A solution of salt in water, made for curing meat. Drinking it would cause violent nausea. N:256:Enlightenment G:!:d I:71:56:0 W:25:0:4:800 A:25/1:50/1:100/1 P:0:1d1:0:0:0 F:FOUNTAIN D:An exceptional magical drink which lets you "remember" your current location as if you had D:already seen all of it. N:257:Heroism G:!:d I:71:32:0 W:1:0:4:35 A:1/1 P:0:1d1:0:0:0 F:FOUNTAIN D:Quaffing this drink will temporarily make you fight like a hero of great might. N:258:Berserk Strength G:!:d I:71:33:0 W:3:0:4:100 A:3/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This strange drink will instill in you a wild battle rage for a while. N:259:Boldness G:!:d I:71:28:0 W:1:0:4:10 A:1/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This drink will improve your courage, dispelling all fear. N:260:Restore Life Levels G:!:d I:71:41:0 W:40:0:4:400 A:40/1 P:0:1d1:0:0:0 F:FOUNTAIN D:If your life force has been drained, this blessed brew will bring it back. N:261:Resist Heat G:!:d I:71:30:0 W:1:0:4:30 A:1/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This magical potion will make fire flow in your veins, rendering you less vulnerable to outward D:heat. N:262:Resist Cold G:!:d I:71:31:0 W:1:0:4:30 A:1/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This magical potion will for a short while grant you a familiarity with frost, so that you take D:less harm from extreme cold. N:263:Detect Invisible G:!:d I:71:25:0 W:3:0:4:50 A:3/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This magical concoction will temporarily improve your eyesight so that you can see creatures D:otherwise unseen. N:264:Slow Poison G:!:d I:71:26:0 W:1:0:4:25 A:1/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This healthy potion will dilute poisons in your blood. N:265:Neutralise Poison G:!:d I:71:27:0 W:5:0:4:75 A:5/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This powerful antidote will completely negate the effect of poisons currently affecting you. N:266:Restore Mana G:!:d I:71:40:0 W:25:0:4:350 A:25/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This potion infuses the drinker with pure magic force, bringing their magical potential back to D:its full extent. N:267:Infra-vision G:!:d I:71:24:0 W:3:0:4:20 A:3/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This potion temporarily grants or improves the ability to optically perceive heat sources. N:268:Resistance G:!:d I:71:60:100 W:20:0:4:250 A:20/1:45/1:80/1:100/1 P:0:1d1:0:0:0 F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD F:FOUNTAIN D:This great potion infuses you with the power of the elements, so that you can better D:withstand their ravages. ##### Wands ##### # Wand of school spells N:269:Spell G:-:d I:65:1:0 W:3:0:10:100 A:3/1:13/1:23/1:43/1:63/1:83/1 P:0:1d1:0:0:0 F:SPECIAL_GENE N:270:Manathrust G:-:d I:65:3:-1:SPELL=Manathrust W:3:0:10:100 A:3/1 P:0:1d1:0:0:0 N:271:Fireflash G:-:d I:65:4:-1:SPELL=Fireflash W:10:0:10:100 A:10/2 P:0:1d1:0:0:0 N:272:Firewall G:-:d I:65:5:-1:SPELL=Firewall W:20:0:10:100 A:20/1 P:0:1d1:0:0:0 N:273:Tidal Wave G:-:d I:65:6:-1:SPELL=Tidal Wave W:20:0:10:100 A:20/1 P:0:1d1:0:0:0 N:274:Ice Storm G:-:d I:65:7:-1:SPELL=Ice Storm W:15:0:10:100 A:15/1 P:0:1d1:0:0:0 N:275:Noxious Cloud G:-:d I:65:8:-1:SPELL=Noxious Cloud W:5:0:10:100 A:5/2 P:0:1d1:0:0:0 N:276:Poison Blood G:-:d I:65:9:-1:SPELL=Poison Blood W:30:0:10:100 A:30/2 P:0:1d1:0:0:0 N:277:Thunderstorm G:-:d I:65:10:-1:SPELL=Thunderstorm W:40:0:10:100 A:40/2 P:0:1d1:0:0:0 N:278:Dig G:-:d I:65:11:-1:SPELL=Dig W:15:0:10:100 A:15/1 P:0:1d1:0:0:0 N:279:Stone Prison G:-:d I:65:12:-1:SPELL=Stone Prison W:50:0:10:100 A:50/3 P:0:1d1:0:0:0 N:280:Strike G:-:d I:65:13:-1:SPELL=Strike W:30:0:10:100 A:30/1 P:0:1d1:0:0:0 N:281:Teleport Away G:-:d I:65:14:-1:SPELL=Teleport Away W:20:0:10:100 A:20/1 P:0:1d1:0:0:0 N:282:Summon Animal G:-:d I:65:15:-1:SPELL=Summon Animal W:60:0:10:100 A:60/1 P:0:1d1:0:0:0 N:283:Magelock G:-:d I:65:16:-1:SPELL=Magelock W:1:0:10:100 A:3/2 P:0:1d1:0:0:0 N:284:Slow Monster G:-:d I:65:17:-1:SPELL=Slow Monster W:3:0:10:100 A:3/2 P:0:1d1:0:0:0 N:285:Essence of Speed G:-:d I:65:18:-1:SPELL=Essence of Speed W:25:0:10:100 A:25/2 P:0:1d1:0:0:0 N:286:Banishment G:-:d I:65:19:-1:SPELL=Banishment W:45:0:10:100 A:45/2 P:0:1d1:0:0:0 N:287:Disperse Magic G:-:d I:65:20:-1:SPELL=Disperse Magic W:10:0:10:100 A:10/2 P:0:1d1:0:0:0 N:288:Charm G:-:d I:65:21:-1:SPELL=Charm W:15:0:10:100 A:15/1 P:0:1d1:0:0:0 N:289:Confuse G:-:d I:65:22:-1:SPELL=Confuse W:7:0:10:100 A:7/2 P:0:1d1:0:0:0 N:290:Demon Blade G:-:d I:65:23:-1:SPELL=Demon Blade W:60:0:10:100 A:60/1 P:0:1d1:0:0:0 N:291:Heal Monster G:-:d I:65:24:-1:SPELL=Heal Monster W:1:0:10:0 A:1/4 P:0:1d1:0:0:0 N:292:Haste Monster G:-:d I:65:25:-1:SPELL=Haste Monster W:1:0:10:0 A:1/4 P:0:1d1:0:0:0 ##### Extra ammunition ##### N:293:& Flight Arrow~ G:{:y I:17:1:0 W:3:0:1:1 A:3/2 P:0:1d3:0:0:0 F:SHOW_MODS D:An arrow designed for longer flight. Consequently, it is lighter and hits with less force. # XXX N:295:& Boulder~ G:*:W I:11:1:0 W:3:0:50:1 A:3/200 P:0:5d5:0:0:0 F:SPECIAL_GENE D:A big nasty-looking piece of rock. # Used for a quest N:296:& Flame~ Imperishable G:~:v I:11:255:0 W:127:0:4:0 A:127/255 P:0:1d1:0:0:0 T:39:2 F:NORM_ART | FULL_NAME | SPECIAL_GENE F:ACTIVATE | ACTIVATE_NO_WIELD a:SPELL=Artifact Eternal Flame D:An impossibly bright, flickering living flame. It can be used D:once to imbue an object with the power of Eru Iluvatar himself. N:297:& Necromantic Teeth~ G:|:D I:23:34:0 W:0:0:7:10 A:0/1:5/1:10/1:20/1 P:0:1d4:0:0:0 F:SHOW_MODS | VAMPIRIC | SPECIAL_GENE D:This looks like some animal's teeth or at least you think D:it comes from an animal... # The Horn of the Thunderlords N:298:& Golden Horn~ of the Thunderlords G:_:d I:55:23:-1:SPELL=Artifact Thunderlords W:50:10:10:12000 P:0:1d4:0:0:0 A:50/200 T:55:8 F:NO_RECHARGE | EASY_USE | RECHARGED | NORM_ART | FULL_NAME | SPECIAL_GENE D:This horn was given to you as a reward. Blow it if you are in dire need D:of leaving your current location fast. # XXX ##### Staves ##### N:300:Spell G:_:d I:55:1:0 W:5:0:50:100 A:5/1:15/1:35/1:45/1:65/1:75/1:85/1:95/1 P:0:1d2:0:0:0 F:SPECIAL_GENE N:301:Nothing G:_:d I:55:2:-1:SPELL=Nothing W:5:0:50:100 A:5/1 P:0:1d2:0:0:0 N:302:Globe of Light G:_:d I:55:3:-1:SPELL=Globe of Light W:7:0:50:100 A:7/1 P:0:1d2:0:0:0 N:303:Fiery Shield G:_:d I:55:4:-1:SPELL=Fiery Shield W:15:0:50:100 A:15/2 P:0:1d2:0:0:0 N:304:Remove Curses G:_:d I:55:5:-1:SPELL=Remove Curses W:10:0:50:100 A:10/1 P:0:1d2:0:0:0 N:305:Wings of Winds G:_:d I:55:6:-1:SPELL=Wings of Winds W:25:0:50:100 A:25/2 P:0:1d2:0:0:0 N:306:Shake G:_:d I:55:7:-1:SPELL=Shake W:30:0:50:100 A:30/1 P:0:1d2:0:0:0 N:307:Disarm G:_:d I:55:8:-1:SPELL=Disarm W:2:0:50:100 A:2/1 P:0:1d2:0:0:0 N:308:Teleportation G:_:d I:55:9:-1:SPELL=Teleportation W:20:0:50:100 A:20/1 P:0:1d2:0:0:0 N:309:Probability Travel G:_:d I:55:10:-1:SPELL=Probability Travel W:50:0:50:100 A:50/3 P:0:1d2:0:0:0 N:310:Recovery G:_:d I:55:11:-1:SPELL=Recovery W:20:0:50:100 A:20/1 P:0:1d2:0:0:0 N:311:Healing G:_:d I:55:12:-1:SPELL=Healing W:25:0:50:100 A:25/2 P:0:1d2:0:0:0 N:312:Vision G:_:d I:55:13:-1:SPELL=Vision W:30:0:50:100 A:30/1 P:0:1d2:0:0:0 N:313:Identify G:_:d I:55:14:-1:SPELL=Identify W:10:0:50:100 A:10/1 P:0:1d2:0:0:0 N:314:Sense Hidden G:_:d I:55:15:-1:SPELL=Sense Hidden W:10:0:50:100 A:10/1 P:0:1d2:0:0:0 N:315:Reveal Ways G:_:d I:55:16:-1:SPELL=Reveal Ways W:5:0:50:100 A:5/1 P:0:1d2:0:0:0 N:316:Sense Monsters G:_:d I:55:17:-1:SPELL=Sense Monsters W:5:0:50:100 A:5/1 P:0:1d2:0:0:0 N:317:Genocide G:_:d I:55:18:-1:SPELL=Genocide W:55:0:50:100 A:55/2 P:0:1d2:0:0:0 N:318:Summon G:_:d I:55:19:-1:SPELL=Summon W:5:0:50:100 A:5/1 P:0:1d2:0:0:0 N:319:Sterilization G:_:d I:55:24:-1:SPELL=Sterilize W:20:0:50:100 A:20/3 P:0:1d2:0:0:0 N:320:Wish G:_:d I:55:20:-1:SPELL=Wish W:95:0:50:10000 A:95/40 P:0:1d2:0:0:0 F:NO_RECHARGE N:321:Mana G:_:d I:55:21:-1:SPELL=Mana W:60:0:50:100 A:60/2 P:0:1d2:0:0:0 # XXX # ... # XXX ##### School Books ##### N:330:& Tome~ of Magical Energy G:?:B I:111:0:0 W:50:0:30:25000 A:50/4 P:0:1d1:0:0:0 F:FULL_NAME | EASY_KNOW D:The bright blue cover of this tome seems to glow D:with an inner violet light. You feel more attuned D:to raw magic as you hold it. N:331:& Tome~ of the Eternal Flame G:?:R I:111:1:0 W:50:0:30:25000 A:50/4 P:0:1d1:0:0:0 F:FULL_NAME | EASY_KNOW | IGNORE_FIRE D:The cover of this tome is bright red, with flickering D:flames dancing across it once in a while. As you hold D:it, you begin to gain a much closer knowledge of all D:that is fiery. N:332:& Tome~ of the Blowing Wind G:?:b I:111:2:0 W:50:0:30:25000 A:50/4 P:0:1d1:0:0:0 F:FULL_NAME | EASY_KNOW | IGNORE_ELEC D:The pages of this tome have a tendency to turn themselves, D:as though flipped by an errant wind. As you hold it, D:you start feeling wind at your fingertips. N:333:& Tome~ of the Impenetrable Earth G:?:U I:111:3:0 W:50:0:30:25000 A:50/4 P:0:1d1:0:0:0 F:FULL_NAME | EASY_KNOW | IGNORE_ACID D:The solid leather cover of this tome seems permanently D:stained with caked mud and grass. Heavy it is to lift, D:yet strangely comforting to hold - you feel stronger D:and better supported. N:334:& Tome~ of the Everrunning Wave G:?:B I:111:4:0 W:50:0:30:25000 A:50/4 P:0:1d1:0:0:0 F:FULL_NAME | EASY_KNOW D:The cover and pages of this tome seem to be perpetually D:wet, though they are not wet to the touch. As you hold D:it, you begin to understand ocean storms better. N:335:& Tome~ of Translocation G:?:B I:111:5:0 W:50:0:30:25000 A:50/4 P:0:1d1:0:0:0 F:FULL_NAME | EASY_KNOW D:This book seems to flicker strangely. It's one of those books D:with an annoying tendency to disappear when you need it and D:reappear in the unlikeliest places. As you hold it, you start D:to understand what conveyance really means. N:336:& Tome~ of the Tree G:?:G I:111:6:0 W:50:0:30:25000 A:50/4 P:0:1d1:0:0:0 F:FULL_NAME | EASY_KNOW D:The cover of this tome is a bright shade of green, and it gives off D:a healthy, zesty scent that makes your thoughts clearer. As you D:hold it, your heart goes out to all living things upon Arda. N:337:& Tome~ of Knowledge G:?:D I:111:7:0 W:50:0:30:25000 A:50/4 P:0:1d1:0:0:0 F:FULL_NAME | EASY_KNOW D:A thick book with solid leather binding. It looks entirely D:unremarkable, but as you hold it, you feel strangely able D:to learn the inner workings of things and creatures. ##### Chests ##### N:338:& Small wooden chest~ G:~:s I:7:1:0 W:5:0:250:20 A:5/1 P:0:2d3:0:0:0 D:A small wooden box, locked and possibly trapped. You wonder what might be inside. N:339:& Large wooden chest~ G:~:s I:7:5:0 W:15:0:500:60 A:15/1 P:0:2d5:0:0:0 D:A large wooden box. It doesn't seem to be locked - why not risk a look inside? N:340:& Small iron chest~ G:~:s I:7:2:0 W:25:0:300:100 A:25/1 P:0:2d4:0:0:0 D:A small rectangular container made of wood and reinforced with iron corners and latches. N:341:& Large iron chest~ G:~:s I:7:6:0 W:35:0:1000:150 A:35/1 P:0:2d6:0:0:0 D:A big container made of wood, with a heavy iron lock. N:342:& Small steel chest~ G:~:s I:7:3:0 W:45:0:500:200 A:45/1 P:0:2d4:0:0:0 D:A small wooden box with strong steel locks and reinforcements. N:343:& Large steel chest~ G:~:s I:7:7:0 W:55:0:1000:250 A:55/1 P:0:2d6:0:0:0 D:A nearly indestructible chest of wood and steel. The lock doesn't look impenetrable, but it D:might be trapped. N:344:& Ruined chest~ G:~:s I:7:0:0 W:0:0:250:0 A:75/1 D:A broken, empty chest. ##### Various Stuff ##### N:345:& Iron Spike~ G:~:W I:5:0:0 W:1:0:10:1 A:1/1 P:0:1d1:0:0:0 D:A small spur of iron. Ramming one between a door and its frame might jam it. N:346:& Wooden Torch~ G:~:u I:39:0:0:4000 W:1:0:30:2 A:1/1 P:0:1d1:0:0:0 F:EASY_KNOW | LITE1 | FUEL_LITE f:LITE1 | FUEL_LITE D:A piece of wood with an oily rag wrapped around it. When lit, it will give off a little light and D:much smoke. N:347:& Brass Lantern~ G:~:U I:39:1:0:7500 W:3:0:50:35 A:3/1 P:0:1d1:0:0:0 F:EASY_KNOW | IGNORE_FIRE | LITE2 | FUEL_LITE f:LITE2 | FUEL_LITE D:A brass container with a wick emerging from it, protected from draughts by a sheet of greased D:paper. It can be carried by a handle. N:348:& Flask~ of oil G:!:y I:77:0:7500 W:1:0:10:3 A:1/1 P:0:2d6:0:0:0 D:A small clay container, filled with thick oil. The oil is flammable and can be used as lantern D:fuel. N:349:& Empty Bottle~ G:!:w I:2:1:0 W:0:0:2:1 A:0/1 P:0:1d1:0:0:0 D:A small glass bottle. It's empty. ##### Here are the Rod Tips ##### N:350:Havoc G:-:d I:66:28:90 W:95:0:15:150000 A:100/16 P:0:1d1:0:0:0 D:This powerful rod will release great blasts of destructive energy, but there's no knowing what D:this effect will concentrate on. N:351:Door/Stair Location G:-:d I:66:1:10 W:15:0:15:1000 A:15/1 P:0:1d1:0:0:0 D:When fuelled with enough ambient mana, this rod can detect nearby passages. N:352:Trap Location G:-:d I:66:29:8 W:5:0:15:100 A:5/1:10/1:20/1 P:0:1d1:0:0:0 D:Zapping this rod will release a minor detection magic, alerting you of nearby pits and snares. N:353:Probing G:-:d I:66:7:50 W:40:0:15:4000 A:40/4 P:0:1d1:0:0:0 D:A rod of knowledge which will tell you about nearby creatures' health. N:354:Recall G:-:d I:66:3:80 W:30:0:15:4500 A:30/4 P:0:1d1:0:0:0 D:A rod which can transport you from the depths to your home and back. N:355:Illumination G:-:d I:66:4:8 W:20:0:15:1000 A:20/1 P:0:1d1:0:0:0 D:This rod carries a minor spell of brightness, lighting your immediate surroundings whenever D:activated. N:356:Light G:-:d I:66:15:15 W:10:0:15:500 A:10/1 P:0:1d1:0:0:0 D:This rod can shoot a lance of bright light, hurting creatures which lurk in the dark. N:357:Lightning Bolts G:-:d I:66:21:30 W:20:0:15:2000 A:20/1 P:0:1d1:0:0:0 D:This rod shoots a small spark of lightning, zapping the creature it hits. N:358:Frost Bolts G:-:d I:66:23:35 W:25:0:15:2500 A:25/1 P:0:1d1:0:0:0 D:A small but extremely cold shard of ice will fly from this rod to your enemy. N:359:Fire Bolts G:-:d I:66:22:40 W:30:0:15:3000 A:30/1 P:0:1d1:0:0:0 D:This rod fires a magical flaming arrow at your foe, burning it. N:360:Polymorph G:-:d I:66:19:25 W:35:0:15:1200 A:35/1 P:0:1d1:0:0:0 D:This rod of change will cause its target creature to mutate into something else. N:361:Slow Monster G:-:d I:66:17:25 W:30:0:15:1500 A:30/1 P:0:1d1:0:0:0 D:This obstructive rod emits an energy bolt which will slow the creature it hits. N:362:Sleep Monster G:-:d I:66:16:25 W:30:0:15:1500 A:30/1 P:0:1d1:0:0:0 D:This sorcerous rod will cause its target to stop in its tracks. N:363:Drain Life G:-:d I:66:18:30 W:75:0:15:3600 A:75/4 P:0:1d1:0:0:0 D:This necromantic magical rod will hurt a living creature struck by its spell. N:364:Teleport Other G:-:d I:66:13:60 W:45:0:15:1400 A:45/2 P:0:1d1:0:0:0 D:This rod of movement will displace its target to another location. N:365:Disarming G:-:d I:66:14:50 W:35:0:15:2100 A:35/1 P:0:1d1:0:0:0 D:This rod will clear a path for you, triggering and thus rendering harmless all traps on the way. N:366:Lightning Balls G:-:d I:66:25:50 W:55:0:15:4000 A:55/1 P:0:1d1:0:0:0 D:This rod will hurl a large ball of lightning at its target, electrifying all it engulfs. N:367:Cold Balls G:-:d I:66:27:55 W:60:0:15:4500 A:60/1 P:0:1d1:0:0:0 D:This rod will call forth a minor storm of ice which freezes everything in the area of its blast. N:368:Fire Balls G:-:d I:66:26:60 W:75:0:15:5000 A:75/1 P:0:1d1:0:0:0 D:This rod will cause a small storm of flame to rage in a small circular area of your choice. N:369:Acid Balls G:-:d I:66:24:60 W:70:0:15:5500 A:70/1 P:0:1d1:0:0:0 D:This destructive rod will drown its target and its immediate surroundings in caustic acid. N:370:Acid Bolts G:-:d I:66:20:40 W:40:0:15:3500 A:40/1 P:0:1d1:0:0:0 D:This rod will shoot a small glob of powerful acid at its target. N:371:Enlightenment G:-:d I:66:5:40 W:65:0:15:10000 A:65/4 P:0:1d1:0:0:0 D:This rod grants you knowledge of your surroundings. N:372:Perception G:-:d I:66:2:20 W:50:0:15:13000 A:50/8:100/8 P:0:1d1:0:0:0 D:This rod makes you insightful, laying open the identity of your possessions. N:373:Curing G:-:d I:66:8:35 W:65:0:15:15000 A:65/8 P:0:1d1:0:0:0 D:This is a rod with minor healing powers, alleviating many disabling conditions. N:374:Healing G:-:d I:66:9:120 W:80:0:15:20000 A:80/8 P:0:1d1:0:0:0 D:This rod has major healing powers and can restore your health if you have been wounded. N:375:Detection G:-:d I:66:6:80 W:30:0:15:5000 A:30/8 P:0:1d1:0:0:0 D:This rod grants knowledge about all things worthy of notice in your vicinity. N:376:Restoration G:-:d I:66:10:140 W:80:0:15:25000 A:80/16 P:0:1d1:0:0:0 D:This rod lets you remember your previous abilities and gain them back, should they have been D:reduced. N:377:Speed G:-:d I:66:11:100 W:95:0:15:50000 A:95/16 P:0:1d1:0:0:0 D:This energising rod will allow you to act a lot faster for some time. # Ring of Spell N:378:Spell G:=:d I:45:58:0 W:10:0:2:1000 A:10/1 F:SPELL_CONTAIN | WIELD_CAST f:SPELL_CONTAIN D:This ring is a container for spells. Those that are skilled in copying spells can inscribe a D:spell into it. # Amulet of Spell N:379:Spell G:":d I:40:27:0 W:10:0:2:1000 A:10/1 F:SPELL_CONTAIN | WIELD_CAST f:SPELL_CONTAIN D:This amulet is a container for spells. Those that are skilled in copying spells can inscribe a D:spell into it. # XXX # XXX # XXX # XXX # XXX # XXX # XXX # XXX # XXX # XXX # XXX ##### Skeletons ##### N:391:& Broken Skull~ G:~:w I:1:1:0 W:0:0:1:0 A:0/1 P:0:1d1:0:0:0 D:Good old Yorick. So that's where he ended up. N:392:& Broken Bone~ G:~:w I:1:2:0 W:0:0:2:0 A:0/1 P:0:1d1:0:0:0 D:A yellowish bone, broken off. Obviously, its owner no longer has a use for it. N:393:& Canine Skeleton~ G:~:w I:1:4:0 W:1:0:10:0 A:1/1 P:0:1d1:0:0:0 D:Lassie? N:394:& Rodent Skeleton~ G:~:w I:1:3:0 W:1:0:10:0 A:1/1 P:0:1d1:0:0:0 D:The remains of a cat's meal. N:395:& Human Skeleton~ G:~:w I:1:8:0 W:5:0:60:0 A:5/1 P:0:1d2:0:0:0 D:It's dead, Jim. N:396:& Dwarf Skeleton~ G:~:w I:1:7:0 W:5:0:50:0 A:5/1 P:0:1d2:0:0:0 D:The remains of a dwarf who met his or her demise here. N:397:& Elf Skeleton~ G:~:w I:1:6:0 W:5:0:40:0 A:5/1 P:0:1d2:0:0:0 D:A person of about human shape, but considerably more slightly built, has died here long ago. N:398:& Gnome Skeleton~ G:~:w I:1:5:0 W:5:0:30:0 A:5/1 P:0:1d2:0:0:0 D:This was once a gnome. Looks very dead now. ##### Additional weapon ##### N:399:& Great Hammer~ G:\:D I:21:19:0 W:45:0:300:350 A:45/3 P:0:4d6:0:0:0 F:SHOW_MODS D:A massive smith's hammer, so large and heavy it can be used as a weapon. ##### Dragon Scale Mail ##### N:400:& Black Dragon Scale Mail~ G:[:s I:38:1:0 W:60:0:200:50000 A:60/8 P:30:2d4:-2:0:10 a:HARDCORE=BR_ACID F:RES_ACID | FLY | f:RES_ACID | F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:An armour made of a black dragon's hide, containing some of this beast's powers. N:401:& Blue Dragon Scale Mail~ G:[:b I:38:2:0 W:50:0:200:40000 A:50/8 P:30:2d4:-2:0:10 a:HARDCORE=BR_ELEC F:RES_ELEC | FLY | f:RES_ELEC | F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:A piece of dragon hide fashioned into an armour, shimmering bright blue. N:402:& White Dragon Scale Mail~ G:[:w I:38:3:0 W:50:0:200:40000 A:50/8 a:HARDCORE=BR_COLD P:30:2d4:-2:0:10 F:RES_COLD | FLY | f:RES_COLD | F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:An armour fashioned from dragon hide, glistening the white of snow. N:403:& Red Dragon Scale Mail~ G:[:r I:38:4:0 W:60:0:200:50000 A:60/8 P:30:2d4:-2:0:10 a:HARDCORE=BR_FIRE F:RES_FIRE | FLY | f:RES_FIRE | F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:The skin of a dragon made into a suit of armour. It glows a bright red and radiates heat. N:404:& Green Dragon Scale Mail~ G:[:g I:38:5:0 W:50:0:200:40000 A:50/8 P:30:2d4:-2:0:10 a:HARDCORE=BR_POIS F:RES_POIS | FLY | f:RES_POIS | F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:A suit of armour fashioned of dragon hide. It is dirty green and smells awful. N:405:& Multi-Hued Dragon Scale Mail~ G:[:v I:38:6:0 W:90:0:200:150000 A:90/32 P:30:2d4:-2:0:10 a:HARDCORE=BR_MANY F:ATTR_MULTI F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_POIS | FLY | f:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_POIS | F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:A powerful armour made of dragonhide. It glows red, blue, green, black and white. N:406:& Pseudo Dragon Scale Mail~ G:[:v I:38:10:0 W:70:0:200:70000 A:70/16 P:30:2d4:-2:0:10 a:HARDCORE=BR_LIGHT F:RES_LITE | RES_DARK | FLY | F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:A suit of armour made of dragon hide, glowing with a strange light, or is it darkness? N:407:& Law Dragon Scale Mail~ G:[:B I:38:12:0 W:80:0:200:80000 A:80/16 P:30:2d4:-2:0:10 a:HARDCORE=BR_SHARD F:RES_SOUND | RES_SHARDS | FLY | F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:A piece of dragonhide cut and shaped so it can be worn as armour. The scales are very sharp, D:and the roaring of a storm seems to come from it, but you're not afraid of either. N:408:& Bronze Dragon Scale Mail~ G:[:U I:38:14:0 W:50:0:200:40000 A:50/8 P:30:2d4:-2:0:10 a:HARDCORE=BR_CONF F:RES_CONF | FLY | F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:A suit of armour made from dragon skin. Its brownish scales glitter in a dazzling light. N:409:& Gold Dragon Scale Mail~ G:[:y I:38:16:0 W:60:0:200:50000 A:60/8 P:30:2d4:-2:0:10 a:HARDCORE=BR_SOUND F:RES_SOUND | FLY | F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:A suit of golden-hued armour made of dragonhide. The rustle of its scales occasionally D:increases to a loud boom. N:410:& Chaos Dragon Scale Mail~ G:[:v I:38:18:0 W:80:0:200:80000 A:80/16 P:30:2d4:-2:0:10 a:HARDCORE=BR_CHAOS F:ATTR_MULTI F:RES_CHAOS | RES_DISEN | FLY | f:RES_CHAOS | F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:A suit of armour made of dragon hide. It glows in colours you have never seen before. As you D:put it on, you feel like you could change the world and are no longer afraid of your equipment D:losing its magic. N:411:& Balance Dragon Scale Mail~ G:[:v I:38:20:0 W:95:0:200:100000 A:95/32 P:30:2d4:-2:0:10 a:HARDCORE=BR_BALANCE F:RES_CHAOS | RES_DISEN | RES_SOUND | RES_SHARDS | FLY | F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:A suit of armour made of the hide of a dead dragon. When wearing it, you feel like you D:understand the principles of law and chaos, and no longer fear either. N:412:& Power Dragon Scale Mail~ G:[:v I:38:30:0 W:100:0:250:350000 A:100/64 P:40:2d4:-3:0:15 a:HARDCORE=BR_POWER F:ATTR_MULTI F:RES_ACID | RES_FIRE | RES_COLD | RES_ELEC | RES_POIS | FLY | F:RES_NETHER | RES_NEXUS | RES_CHAOS | RES_LITE | RES_DARK | F:RES_SHARDS | RES_SOUND | RES_DISEN | RES_CONF | F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:A suit of armour made of a very thick richly coloured dragonhide. You think you'll never have D:to fear dragons if you put it on. #### PDSM has been restored to (almost) its former glory in Zangband N:413:& Dragon Helm~ G:]:G I:32:7:0 W:45:0:50:10000 A:80/4 P:8:1d3:0:0:10 F:IGNORE_ACID | IGNORE_FIRE | IGNORE_ELEC | IGNORE_COLD D:An iron helmet, covered with a layer of dragonhide. It offers great protection and may grant D:protection against some dragon's attacks, based on the dragon the hide was taken from. N:414:& Dragon Shield~ G:[:G I:34:6:0 W:70:0:100:10000 A:80/4 P:8:1d3:0:0:10 F:IGNORE_ACID | IGNORE_FIRE | IGNORE_ELEC | IGNORE_COLD D:A large shield, with a dragonskin cover. Depending on which dragon the hide came from, it D:might grant protection against some sorts of dragon breath. ##### Extra potions ##### N:415:Death G:!:d I:71:23:0 W:55:0:4:0 A:55/4 P:0:20d20:0:0:0 F:FOUNTAIN D:A potent and very quickly working poison, sometimes utilised by those who wish to end their D:lives. It is immensely toxic and will seriously hurt you even if you just get some of it on your D:hands. N:416:Ruination G:!:d I:71:15:0 W:40:0:4:0 A:40/8 P:0:20d20:0:0:0 F:FOUNTAIN D:This wicked potion will seriously damage your abilities beyond the powers of magical D:restoration. N:417:Detonations G:!:d I:71:22:0 W:60:0:4:10000 A:60/8 P:0:25d25:0:0:0 F:FOUNTAIN D:This bottle is filled with a strange substance which will violently explode if strongly agitated. D:You don't want to know what it might do to your intestines. N:418:Augmentation G:!:d I:71:55:0 W:40:0:4:60000 A:40/16 P:0:1d1:0:0:0 F:FOUNTAIN D:This blessed potion will greatly improve all your abilities, if they can still be improved. N:419:*Healing* G:!:d I:71:38:0 W:40:0:4:1500 A:40/4:60/2:80/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This highly desirable potion will greatly help recovering from wounds, typically healing you D:fully. N:420:Life G:!:d I:71:39:0 W:60:0:4:5000 A:60/4:100/2 P:0:1d1:0:0:0 D:This wonderful potion will fully heal you no matter how badly you're hurt, allow drained D:abilities to recover and remove various other ailments. N:421:Self Knowledge G:!:d I:71:58:0 W:40:0:4:2000 A:40/1 P:0:1d1:0:0:0 F:FOUNTAIN D:A drink of insight, letting you know yourself better. N:422:*Enlightenment* G:!:d I:71:57:0 W:70:0:4:80000 A:70/4 P:0:1d1:0:0:0 F:FOUNTAIN D:This magical concoction will grant you great insight, magically improving your wits and D:wisdom, letting you know precisely who and where you are and what you possess. # XXX # XXX N:425:Fear Resistance G:=:d I:45:38:0 W:10:0:2:300 A:10/2 F:RES_FEAR | EASY_KNOW f:RES_FEAR | D:This ring grants courage, so that you can never become afraid. N:426:Light and Darkness Resistance G:=:d I:45:39:0 W:30:0:2:3000 A:30/2 F:RES_LITE | RES_DARK | EASY_KNOW f:RES_LITE | RES_DARK | D:This ring protects against fluctuations of the light. N:427:Nether Resistance G:=:d I:45:40:0 W:34:0:2:14500 A:34/2 F:RES_NETHER | HOLD_LIFE | EASY_KNOW f:RES_NETHER | D:This blessed ring improves your life force, protecting you from the draining forces of nether D:and other attempts to suck your lifeblood. N:428:Nexus Resistance G:=:d I:45:41:0 W:24:0:2:3000 A:24/2 F:RES_NEXUS | EASY_KNOW f:RES_NEXUS | D:This ring of stability protects you from the warping forces of nexus. N:429:Sound Resistance G:=:d I:45:42:0 W:26:0:2:3000 A:26/2 F:RES_SOUND | EASY_KNOW f:RES_SOUND | D:This ring projects an aura of quiet around you, protecting you from loud noise. N:430:Confusion Resistance G:=:d I:45:43:0 W:22:0:2:3000 A:22/2 F:RES_CONF | EASY_KNOW f:RES_CONF | D:This ring stabilises your mind, protecting you from all kinds of befuddlement. N:431:Shard Resistance G:=:d I:45:44:0 W:25:0:2:3000 A:25/2 F:RES_SHARDS | EASY_KNOW f:RES_SHARDS | D:This piece of jewellery magically toughens your skin, protecting you from flying shrapnel. N:432:Disenchantment Resistance G:=:d I:45:45:0 W:90:0:2:15000 A:90/10 F:RES_DISEN | EASY_KNOW f:RES_DISEN | D:This rare ring of preservation protects your equipment from attempts to sap its magic, also D:causing you to suffer less pain from such attacks. N:433:Chaos Resistance G:=:d I:45:46:0 W:50:0:2:13000 A:50/2 F:RES_CHAOS | RES_CONF | EASY_KNOW f:RES_CHAOS | D:This ring protects you from the horribly warping forces of chaos. N:434:Blindness Resistance G:=:d I:45:47:0 W:60:0:2:7500 A:60/2 F:RES_BLIND | EASY_KNOW f:RES_BLIND | D:This ring magically preserves your eyesight, making you impervious to any attempt to blind D:you. N:435:Lordly Protection G:=:d I:45:48:0 W:100:0:2:100000 A:100/5 F:RES_DISEN | RES_POIS | HOLD_LIFE | FREE_ACT f:RES_DISEN | RES_POIS | HOLD_LIFE | FREE_ACT D:This blessed ring will protect you from disenchantment, poison, attempts to drain your life D:force and holding magic. N:436:Extra Attacks G:=:d I:45:49:0 W:50:0:2:100000 A:50/2 F:BLOWS f:BLOWS D:This powerful ring of fighters greatly enhances your fighting speed, allowing you to attack D:more often in a round of combat. N:437:Cure Light Wounds G:!:d I:71:34:50 W:0:0:4:15 A:0/1:1/1:3/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This healthy drink heals a little damage you have taken. N:438:Clumsiness G:!:d I:71:19:0 W:5:0:4:0 A:5/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This nasty concoction will numb your nerves, making you clumsier. N:439:Sickliness G:!:d I:71:20:0 W:10:0:4:0 A:10/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This unhealthy drink damages your health, reducing your physical constitution. ###### Here start the maps ##### # Map of Bree N:440:Map of Bree G:?:s I:8:200:0 W:3:100:5:100 A:3/3 D:A map, showing the town of Bree and the landscape around it. # Map of Gondolin N:441:Map of Gondolin G:?:s I:8:201:0 W:70:100:5:50000 A:70/3 D:A map detailing the place of the hidden city of Gondolin. Consider yourself lucky someone D:lost a map here, since the location is yet unknown even to Morgoth. # Map of Lothlorien N:442:Map of Lothlorien G:?:s I:8:202:0 W:6:100:5:1000 A:6/3 D:A map vaguely describing the forest of Lothlorien and the elven settlements therein. # Map of Minas Anor N:443:Map of Minas Anor G:?:s I:8:203:0 W:36:100:5:10000 A:36/3 D:A map of the great city of Gondor. # XXX Numbers 444-464 unused # N:465:& Silver Arrow~ G:{:W I:17:3:0 W:55:0:2:35 A:50/4:90/2 P:0:3d4:0:0:0 F:SHOW_MODS | SLAY_EVIL | IGNORE_ACID | IGNORE_FIRE D:An arrow to be shot with a bow, its iron head coated with hallowed silver, D:a material that sears the flesh of all evil creatures. N:466:& Silver Bolt~ G:{:w I:18:3:0 W:50:0:2:40 A:60/4:95/2 P:0:3d5:0:0:0 F:SHOW_MODS | SLAY_EVIL | IGNORE_ACID | IGNORE_FIRE D:This crossbow bolt has a silver tip, blessed by the Valar for fighting evil. N:467:Lightning Resistance G:":d I:40:29:0 W:10:0:3:250 A:10/1 F:RES_ELEC | IGNORE_ELEC | EASY_KNOW f:RES_ELEC | D:This amulet will protect you from electrical discharges and storms. N:468:Wisdom G:":d I:40:28:0 W:30:0:3:500 A:30/1 F:WIS | SUST_WIS | HIDE_TYPE f:WIS | D:This magical amulet will magically make you wiser, and fend off D:attacks that would reduce your wisdom. Beware: if cursed, the D:amulet will do the opposite. N:469:Regeneration G:":d I:40:30:0 W:30:0:3:600 A:30/3 F:REGEN | EASY_KNOW f:REGEN | D:Wearing this amulet will trigger your body's regenerational D:processes quicker and make them proceed faster. N:470:Infravision G:":d I:40:26:0 W:10:0:3:200 A:10/1 F:INFRA | HIDE_TYPE f:INFRA | D:This amulet will increase your ability to sense warm-blooded D:creatures in your vicinity. Beware: if cursed, it will do D:just the opposite. N:471:Devotion G:":d I:40:25:0 W:70:0:3:30000 A:70/8 F:WIS | CHR | SUST_WIS | SUST_CHR | LITE1 | HIDE_TYPE | F:RES_DARK | RES_LITE | RES_FIRE | HOLD_LIFE | D:This blessed amulet will protect your wisdom and charms from D:diminishing, often adding to them as well. It also grants D:some extra protective magics by the grace of the Valar. N:472:Weaponmastery G:":d I:40:24:0 W:70:0:3:30000 A:70/8 F:STR | CON | SUST_STR | SUST_CON | FREE_ACT | HIDE_TYPE | F:RES_FEAR | RES_DISEN | D:The ultimate amulet for a warrior, it will grant protection D:in the face of some evil magics, protect your strength and health, D:also increasing them. Beware: if cursed, the amulet will D:sap your strength and health instead. N:473:Trickery G:":d I:40:23:0 W:70:0:3:30000 A:70/8 F:DEX | SUST_DEX | STEALTH | SPEED | INFRA | HIDE_TYPE | F:RES_NEXUS | RES_POIS D:The ultimate amulet for a rogue or assassin, it protects the D:wearer against some evil magics, granting improvements in D:the abilities vital to these adventurers. Beware: if cursed, D:the amulet will do just the opposite. N:474:Telepathy G:":d I:40:22:0 W:50:0:3:25000 A:50/6 F:ESP_ALL | f:ESP_ALL | F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:This rare and powerful amulet lays bare the minds of monsters D:before the wearer. N:475:Sustenance G:":d I:40:21:0 W:60:0:3:20000 A:60/4 F:SUST_STR | SUST_INT | SUST_WIS | SUST_DEX | SUST_CON | SUST_CHR | F:HOLD_LIFE | SLOW_DIGEST | EASY_KNOW | F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:This blessed amulet will make the wearer impervious to evil magics D:that would sap innate abilities. It also slows down the digestive D:system, making food less necessary on long journeys. # The Palantir of Minas Ithil -- see artifact list N:476:& Palantir~ G:~:y I:39:107:0 W:75:0:200:0 P:0:10d10:0:0:0 F:INSTA_ART # The Elfstone 'Elessar' -- see artifact list N:477:& Elfstone~ G:":g I:40:19:0 W:60:0:3:50000 F:INSTA_ART # The Jewel 'Evenstar' -- see artifact list N:478:& Jewel~ G:":w I:40:20:0 W:50:0:3:35000 F:INSTA_ART # The Ring of Durin -- see artifact list N:479:& Ring~ G:=:d I:45:57:0 W:70:0:2:65000 F:INSTA_ART | SPECIAL_GENE ##### And here starts the gold/gems ##### N:480:copper G:$:u I:100:1:0 W:1:0:0:3 N:481:copper G:$:u I:100:2:0 W:1:0:0:4 N:482:copper G:$:u I:100:3:0 W:1:0:0:5 N:483:silver G:$:s I:100:4:0 W:1:0:0:6 N:484:silver G:$:s I:100:5:0 W:1:0:0:7 N:485:silver G:$:s I:100:6:0 W:1:0:0:8 N:486:garnets G:$:r I:100:7:0 W:1:0:0:9 N:487:garnets G:$:r I:100:8:0 W:1:0:0:10 N:488:gold G:$:y I:100:9:0 W:1:0:0:12 N:489:gold G:$:y I:100:10:0 W:1:0:0:14 N:490:gold G:$:y I:100:11:0 W:1:0:0:16 N:491:opals G:$:W I:100:12:0 W:1:0:0:18 N:492:sapphires G:$:b I:100:13:0 W:1:0:0:20 N:493:rubies G:$:r I:100:14:0 W:1:0:0:24 N:494:diamonds G:$:w I:100:15:0 W:1:0:0:28 N:495:emeralds G:$:g I:100:16:0 W:1:0:0:32 N:496:mithril G:$:B I:100:17:0 W:1:0:0:40 N:497:adamantite G:$:G I:100:18:0 W:1:0:0:80 ##### Objects 498 and 499 are the "Morgoth Artifacts" ##### # These objects, like objects 500 to 511, are never created # without being turned into artifacts. This simplifies the # code for "killing the winner monster". N:498:& Mighty Hammer~ G:\:D I:21:50:0 W:15:0:200:1000 P:0:3d9:0:0:0 F:SHOW_MODS | INSTA_ART | MUST2H | SPECIAL_GENE f:MUST2H N:499:& Massive Iron Crown~ G:]:D I:33:50:0 W:44:0:20:1000 P:0:1d1:0:0:0 F:INSTA_ART | SPECIAL_GENE ##### Objects 500 to 511 are "Special Artifacts" ##### # These objects do not specify "full names" because the artifact name # is added in "obj-desc.c" based on the artifact index ("i_ptr->name1"). # # These objects do specify a "base name", which is used when the object # is "aware" (always true for lites) # # The Lites (and the One Ring) specify "physical colors", which # over-ride the "flavor" colors, if any. Note that the "One Ring" # also has a specific check for "unknown" in which it changes its # name to "a plain gold ring". See "object1.c" # # Note that ALL artifacts are given "IGNORE_ACID/ELEC/FIRE/COLD", # so we do not need to specify that here. # # Note that the "INSTA_ART" flag is used to prevent these objects from # being created without also turning them into artifacts. This flag # must be specified both here and in the artifact template. # # The only reason for having six different "ring" templates and three # different "amulet" templates is to allow each "special artifact" to # have a different "color" and "flavor", and also to allow the use of # special "base names" (such as "Necklace"). # The Phial of Galadriel -- see artifact list N:500:& Phial~ G:~:y I:39:100:0 W:20:0:10:10000 P:0:1d1:0:0:0 F:INSTA_ART # The Star of Elendil -- see artifact list N:501:& Star~ G:~:B I:39:101:0 W:30:0:5:25000 P:0:1d1:0:0:0 F:INSTA_ART # The Arkenstone of Thrain -- see artifact list N:502:& Arkenstone~ G:~:R I:39:102:0 W:60:0:5:60000 P:0:1d1:0:0:0 F:INSTA_ART # The Amulet of Carlammas -- see artifact list N:503:& Amulet~ G:":d I:40:10:0 W:50:0:3:60000 F:INSTA_ART # The Amulet of Ingwe -- see artifact list N:504:& Amulet~ G:":d I:40:11:0 W:60:0:3:90000 F:INSTA_ART # The Necklace 'Nauglamir' -- see artifact list N:505:& Necklace~ G:":d I:40:12:0 W:70:0:3:75000 F:INSTA_ART # The Ring of Barahir -- see artifact list N:506:& Ring~ G:=:d I:45:32:0 W:50:0:2:65000 F:INSTA_ART # The Ring of Tulkas -- see artifact list N:507:& Ring~ G:=:d I:45:33:0 W:90:0:2:150000 F:INSTA_ART # The Ring of Power 'Narya' -- see artifact list N:508:& Ring~ G:=:d I:45:34:0 W:80:0:2:100000 F:INSTA_ART | SPECIAL_GENE # The Ring of Power 'Nenya' -- see artifact list N:509:& Ring~ G:=:d I:45:35:0 W:90:0:2:200000 F:INSTA_ART # The Ring of Power 'Vilya' -- see artifact list N:510:& Ring~ G:=:d I:45:36:0 W:100:0:2:300000 F:INSTA_ART # The Ring of Power 'The One Ring' -- see artifact list N:511:& Ring~ G:=:y I:45:37:0 W:110:0:2:5000000 F:INSTA_ART ### Room for new objects added after 511 (Zangband 2.1.0): 512-575 # XXX # XXX # XXX # XXX # XXX # XXX # XXX # XXX N:520:Reflection G:":d I:40:9:0 W:60:0:3:30000 A:60/4 F:REFLECT | EASY_KNOW f:REFLECT | F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:This wondrous amulet will magically make the wearer D:reflect arrows and bolts launched by adversaries. #521 and 522 cannot have EASY_KNOW because they may be cursed N:521:Anti-Magic G:":d I:40:13:0 W:40:0:3:30000 A:40/4 F:NO_MAGIC f:NO_MAGIC F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:This amulet wards off magic of any kind, good or bad. N:522:Anti-Teleportation G:":d I:40:14:0 W:30:0:3:15000 A:30/4 F:NO_TELE f:NO_TELE F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:This amulet will prevent the space-time continuum from D:being disrupted around the wearer. #523 cannot have EASY_KNOW because it can get random resistances N:523:Resistance G:":d I:40:15:0 W:50:0:3:25000 A:50/4 F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD f:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:This amulet will make the wearer resist the elements. ##### New arms ##### N:524:& Zweihander~ G:|:w I:23:29:0 W:40:0:280:580 A:40/3 P:0:4d6:0:0:0 F:SHOW_MODS | MUST2H f:MUST2H D:This great sword of foreign origin is approximately 6 feet long. The hilt is D:long enough for even four hands to grip. A mighty weapon for a warrior. # Dwarven lantern N:525:& Dwarven Lantern~ G:~:b I:39:3:0 W:15:0:50:5000 A:15/2 P:0:1d1:0:0:0 F:EASY_KNOW | IGNORE_FIRE | LITE2 f:LITE2 D:Made by the dwarves, this lantern provides light in the D:darkest recesses of the earth. N:526:& Splint Mail~ G:[:D I:37:10:0 W:35:0:250:950 A:35/1 P:19:1d4:-2:0:0 D:A suit of metal armour that consists of metal strips applied vertically D:to the backing of chain, leather, or cloth. # Everburning torch N:527:& Everburning Torch~ G:~:R I:39:2:0 W:5:0:50:2500 A:5/1 P:0:1d1:0:0:0 F:EASY_KNOW | IGNORE_FIRE | LITE1 f:LITE1 D:This enchanted torch never needs to be fuelled. N:528:& Trifurcate Spear~ G:/:o I:22:26:0 W:35:0:140:400 A:35/3 P:0:2d9:0:0:0 F:SHOW_MODS D:This deadly spear's point has three branches, suited for inflicting D:greater damage than a regular spear. N:529:& Three Piece Rod~ G:\:u I:21:11:0 W:20:0:120:350 A:20/3 P:0:3d3:0:0:0 F:SHOW_MODS D:A descendant of the threshing flail, consisting of three short wooden D:pieces linked by chain or rope. # Feanorian Lamp N:530:& Feanorian Lamp~ G:~:B I:39:4:0 W:25:0:50:15000 A:25/3 P:0:1d1:0:0:0 F:EASY_KNOW | IGNORE_FIRE | LITE3 f:LITE3 D:Made by the descendants of the Noldo craftsman, this lamp D:contains a part of the flame which burned inside Feanor. N:531:& Fur Cloak~ G:(:W I:35:3:0 W:20:0:30:100 A:20/2:30/2 P:3:0d0:0:0:0 D:A coat made from the fur of various wild animals - it is D:somewhat bulky, but still spacious enough to wear over armour. N:532:Water Curing G:!:d I:72:18:80 W:0:0:4:0 A:0/1 P:0:1d1:0:0:0 F:SPECIAL_GENE D:It is a magical component that can purify water. N:533:& Hatchet~ G:/:s I:24:1:0 W:10:0:60:120 A:10/2 P:0:1d5:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:This is a large axe that could be wielded in one or two hands. It has D:a single blade with a pick on the reverse, designed for armour piercing. ##### New armour ##### N:535:& Rhino Hide Armour~ G:(:s I:36:8:0 W:15:0:110:400 A:15/1 P:8:1d1:-1:0:0 D:A hard leather armour made from the thick hide of a rhinoceros. N:536:& Leather Jacket~ G:(:U I:36:12:0 W:20:0:130:550 A:20/3 P:12:1d2:-1:0:0 D:A garment fashioned from animal hide, resembling a robe that has been D:shortened to waist-length, with straight-cut sleeves and a bit of decorative D:fringe around the collar. ##### New weapons ##### N:537:& Sickle~ G:/:s I:22:3:0 W:10:0:70:110 A:10/3 P:0:2d3:0:0:0 F:SHOW_MODS D:A semicircular blade attached to a short handle, good for chopping D:things up into pieces. # XXX # XXX # XXX # XXX N:542:& Club~ G:\:u I:21:1:0 W:0:0:100:3 A:0/1 P:0:1d4:0:0:0 F:SHOW_MODS D:A stout heavy stick, thicker at one end. Useful for D:shattering and smashing things. N:543:& Broad Spear~ G:/:w I:22:7:0 W:14:0:100:240 A:14/3 P:0:1d9:0:0:0 F:SHOW_MODS D:Designed specifically for foot soldiers combatting cavalry, this spear D:is too heavy to be effective when thrown. N:544:& Khopesh~ G:|:W I:23:14:0 W:10:0:130:190 A:10/2 P:0:2d4:0:0:0 F:SHOW_MODS D:This sword comes from the regions of Far Harad. The blade is straight D:for 18 inches, and then it curves for another 2 feet. N:545:& Flamberge~ G:|:W I:23:26:0 W:40:0:230:600 A:40/2 P:0:3d7:0:0:0 F:SHOW_MODS | MUST2H f:MUST2H D:A large, two-handed sword with a blade that weaves D:left and right until it reaches the hilt. N:546:& Claymore~ G:|:W I:23:23:0 W:40:0:200:600 A:40/2 P:0:2d8:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:Also known as a Claidhmore, or Greatsword, this weapon is favoured D:by powerful mercenaries. The blade is large, straight, and broad, D:almost as large as a two-handed sword. N:547:& Espadon~ G:|:W I:23:24:0 W:40:0:200:600 A:40/3 P:0:2d9:0:0:0 F:SHOW_MODS | MUST2H f:MUST2H D:This is the strictly two-handed version of the bastard sword. D:The blade is of medium length, double-edged, and considerably D:heavy to wield. N:548:& Great Scimitar~ G:|:W I:23:22:0 W:40:0:240:500 A:40/3 P:0:4d5:0:0:0 F:SHOW_MODS | MUST2H f:MUST2H D:This is a larger version of the curved oriental blade. D:Runes of war decorate its golden hilt. ### Trapping Kits N:549:Arrow G:`:r I:46:2:0 W:10:0:60:150 A:10/2:50/2 F:SHOW_MODS D:It must be loaded with arrows, which will be D:fired at the monster who triggers the trap. N:550:Bolt G:`:o I:46:3:0 W:20:0:220:300 A:20/2:50/2 F:SHOW_MODS D:It must be loaded with crossbow bolts, which will D:be fired at the monster who triggers the trap. N:551:& Fauchard~ G:/:s I:22:6:0 W:18:0:155:301 A:18/2 P:0:1d10:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:It is a type of glaive with two ornate hooks on the back D:of the blade. It is typically 8 to 9 feet long. N:552:& Guisarme~ G:/:s I:22:16:0 W:21:0:165:320 A:21/1 P:0:2d5:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:Mounted on a long shaft for maximum reach, this weapon is D:effective at repelling both cavalry and infantry. N:553:& Heavy Lance~ G:/:s I:22:29:0 W:43:0:400:700 A:43/2 P:0:4d8:0:0:0 F:SHOW_MODS | MUST2H f:MUST2H D:This is a shock weapon. Its purpose is to unhorse a rider D:in single combat, or smash through the armour of opposing lines. N:554:& Basilard~ G:|:w I:23:9:0 W:15:0:80:220 A:15/3 P:0:1d8:0:0:0 F:SHOW_MODS D:This is a two-edged dagger with a long blade. A favourite among travellers D:and warriors alike, it can be worn comfortably with plain clothes D:as well as armour. ### Trapping Kits N:555:Catapult G:`:R I:46:1:0 W:1:0:50:40 A:1/2:20/2 F:SHOW_MODS D:It must be loaded with sling bullets, which will D:be fired at the monster who triggers the trap. N:556:& Ring Mail~ G:[:s I:37:2:0 W:20:0:200:500 A:20/1 P:12:1d4:-2:0:0 D:A suit of non-overlapping metal rings sewn onto a D:heavy leather backing. N:557:& Cord Armour~ G:(:y I:36:9:0 W:5:0:80:40 A:5/1 P:6:1d1:0:0:0 D:Fibres of hemp or other natural material woven and knotted D:into a thick, tough fabric. N:558:& Paper Armour~ G:(:w I:36:3:0 W:5:0:30:40 A:5/2 P:4:1d1:0:0:0 D:Thickly pleated sheets of paper assembled together into D:a suit of armour. N:559:& Padded Armour~ G:(:y I:36:10:0 W:2:0:60:40 A:2/1 P:4:1d1:0:0:0 D:Heavy, multi-layered cloth sewn together to cover the body, D:with extra padding between layers. ### Trapping Kits N:560:Fumes G:`:G I:46:4:0 W:2:0:20:50 A:2/2:30/2 D:It must be loaded with potions, which will splatter D:over the monster who triggers the trap. N:561:& Stone and Hide Armour~ G:(:U I:36:15:0 W:35:0:200:500 A:35/7 P:15:1d1:-1:0:0 D:A primitive armour made from a thick hide reinforced by stone shards. ### Trapping Kits N:562:Magic G:`:g I:46:5:0 W:5:0:20:50 A:5/2:40/2 F:IGNORE_ACID | IGNORE_FIRE | IGNORE_COLD | IGNORE_ELEC D:It must be loaded with scrolls, which will release D:their spells at the monster who triggers the trap. N:563:Device G:`:v I:46:6:0 W:20:0:20:50 A:20/2:40/2:60/2 F:IGNORE_ACID | IGNORE_FIRE | IGNORE_COLD | IGNORE_ELEC D:It must be loaded with a magic device (wand, staff, or rod), which D:will fire its spell at the monster who triggers the trap. N:564:Nothing G:?:d I:70:53:0 W:1:0:5:2 A:1/1 P:0:1d1:0:0:0 N:565:Poison G:*:G I:4:1:5 W:0:0:4:2 A:0/1 P:0:1d1:0:0:0 # wand N:566:Nothing G:-:d I:65:2:-1:SPELL=Nothing W:2:0:10:20 A:2/1 P:0:1d1:0:0:0 F:NO_RECHARGE | SPECIAL_GENE N:567:Nothing G:=:d I:45:50:0 W:5:0:2:20 A:5/1 P:0:1d1:0:0:0 N:568:Nothing G:_:d I:55:30:0 W:5:0:50:50 A:5/1 P:0:1d1:0:0:0 F:NO_RECHARGE | SPECIAL_GENE N:569:Nothing G:-:d I:66:0:1 W:5:0:10:50 A:5/1 P:0:1d1:0:0:0 # Here comes the Essences (randomly interspersed with other stuff...) N:570:Explosion G:*:G I:4:2:50 W:0:0:4:2 A:0/1:20/1:40/1:60/1 P:0:1d1:0:0:0 N:571:Teleport G:*:G I:4:3:190 W:0:0:4:2 A:5/1:20/1:40/1:60/1 P:0:1d1:0:0:0 # Amulet of Nothing N:572:Nothing G:":d I:40:16:0 W:10:0:3:20 A:10/1 P:0:1d1:0:0:0 # An artifact potion! The Blood of Life... N:573:& Blood~ of Life G:!:d I:71:3:200 W:70:0:4:10000 A:70/16 P:0:1d1:0:0:0 T:71:2 F:NORM_ART | FULL_NAME D:Quaffing this measure of living blood will imbue your body and soul D:with the power to escape death one time. N:574:Cold G:*:G I:4:4:200 W:0:0:4:2 A:5/1:20/1:40/1:60/1 P:0:1d1:0:0:0 N:575:Fire G:*:G I:4:5:200 W:0:0:4:2 A:5/1:20/1:40/1:60/1 P:0:1d1:0:0:0 N:576:Acid G:*:G I:4:6:200 W:0:0:4:2 A:6/1:20/1:40/1:60/1 P:0:1d1:0:0:0 # Mage staffs (for Sorcerers to wield.) N:577:& Mage Staff~ G:\:B I:6:1:0 W:5:0:12:300 A:5/1:20/1:50/1:80/1 P:0:1d4:0:0:0 F:SHOW_MODS | COULD2H f:COULD2H D:It looks like a simple walking stick, plain and nondescript. D:In the hands of a spellcaster, it can be a deadly weapon. # An extra ring, out of place N:578:Lightning G:=:d I:45:56:0 W:50:0:2:3000 A:50/1 P:0:0d0:0:0:15 a:HARDCORE=BA_ELEC_4 F:RES_ELEC | IGNORE_ELEC | ACTIVATE f:RES_ELEC | D:This sparkling circlet grants you protection, makes electricity less D:dangerous and even allows you to call forth a ball of lightning. # More essences N:579:Life G:*:G I:4:7:300 W:0:0:4:2 A:0/1:20/1:40/1:60/1 P:0:1d1:0:0:0 N:580:Confusion G:*:G I:4:8:100 W:0:0:4:2 A:0/1:20/1:40/1:60/1 P:0:1d1:0:0:0 N:581:Light G:*:G I:4:9:60 W:0:0:4:2 A:0/1:20/1:40/1:60/1 P:0:1d1:0:0:0 # The Ring of Flare -- see artifact list N:582:& Ring~ G:=:y I:45:52:5 W:50:25:2:75000 F:INSTA_ART # Potion of Invisibility N:583:Invisibility G:!:d I:71:8:0 W:3:0:4:50 A:3/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This magical brew will temporarily hide you from sight, and also attunes you D:to this state so that your eyes can still perceive your hidden form. N:584:Chaos G:*:G I:4:10:200 W:20:0:4:2 A:20/1 P:0:1d1:0:0:0 F:ATTR_MULTI # Potion of Corruption N:585:Corruption G:!:d I:71:10:0 W:3:0:4:0 A:20/1:30/1:40/1 P:0:1d1:0:0:0 F:FOUNTAIN D:This concoction of toxic wastes will strangely warp your shape. # Ring of Invisibility N:586:Invisibility G:=:d I:45:53:4 W:50:0:2:10000 A:50/1 F:INVIS | HIDE_TYPE f:INVIS | D:This magical bauble will hide you from sight. ### Just another essence, to confuse the edit file hackers ;) ### N:587:Time G:*:G I:4:11:600 W:20:0:4:2 A:20/1:40/1:60/1 P:0:1d1:0:0:0 ######### Here are the parchments ######## N:588:Deep Thoughts G:?:o I:8:0:0 W:3:0:5:50 A:3/1 D:This parchment contains the thoughts of a powerful D:wizard who departed Middle-earth long ago. N:589:More Deep Thoughts G:?:o I:8:1:0 W:4:0:5:50 A:4/1 D:This parchment contains the thoughts of a powerful D:wizard who departed Middle-earth long ago. N:590:Compendium of Deep Thoughts G:?:o I:8:2:0 W:5:0:5:50 A:5/1 D:This parchment contains the thoughts of a powerful D:wizard who departed Middle-earth long ago. N:591:Artifact Lore Vol. I G:?:o I:8:6:0 W:40:0:5:50 A:40/3 D:This parchment contains information about unique D:artifacts that are rumoured to exist upon Arda. N:592:Artifact Lore Vol. II G:?:o I:8:7:0 W:40:0:5:50 A:40/3 D:This parchment contains information about unique D:artifacts that are rumoured to exist upon Arda. N:593:Artifact Lore Vol. III G:?:o I:8:8:0 W:40:0:5:50 A:40/3 D:This parchment contains information about unique D:artifacts that are rumoured to exist upon Arda. N:594:Monstrous Compendium 1 G:?:o I:8:9:0 W:10:0:5:50 A:10/2 D:This parchment contains a small part of the collected D:lore concerning monsters inhabiting Arda. N:595:Monstrous Compendium 2 G:?:o I:8:10:0 W:11:0:5:50 A:11/2 D:This parchment contains a small part of the collected D:lore concerning monsters inhabiting Arda. N:596:Monstrous Compendium 3 G:?:o I:8:11:0 W:12:0:5:50 A:12/2 D:This parchment contains a small part of the collected D:lore concerning monsters inhabiting Arda. N:597:Monstrous Compendium 4 G:?:o I:8:12:0 W:13:0:5:50 A:13/2 D:This parchment contains a small part of the collected D:lore concerning monsters inhabiting Arda. N:598:Monstrous Compendium 5 G:?:o I:8:13:0 W:14:0:5:50 A:14/2 D:This parchment contains a small part of the collected D:lore concerning monsters inhabiting Arda. N:599:Monstrous Compendium 6 G:?:o I:8:14:0 W:15:0:5:50 A:15/2 D:This parchment contains a small part of the collected D:lore concerning monsters inhabiting Arda. N:600:Monstrous Compendium 7 G:?:o I:8:15:0 W:16:0:5:50 A:16/2 D:This parchment contains a small part of the collected D:lore concerning monsters inhabiting Arda. N:601:Monstrous Compendium 8 G:?:o I:8:16:0 W:17:0:5:50 A:17/2 D:This parchment contains a small part of the collected D:lore concerning monsters inhabiting Arda. N:602:Monstrous Compendium 9 G:?:o I:8:17:0 W:18:0:5:50 A:18/2 D:This parchment contains a small part of the collected D:lore concerning monsters inhabiting Arda. N:603:Monstrous Compendium 10 G:?:o I:8:18:0 W:19:0:5:50 A:19/2 D:This parchment contains a small part of the collected D:lore concerning monsters inhabiting Arda. N:604:Monstrous Compendium 11 G:?:o I:8:19:0 W:20:0:5:50 A:20/2 D:This parchment contains a small part of the collected D:lore concerning monsters inhabiting Arda. #### Here come the shape-shifting potions. #### N:605:& Morphic Oil~ of # G:!:d I:72:1:0 W:5:0:4:100 A:1/3:5/1:10/1 P:0:1d1:0:0:0 F:FULL_NAME | EASY_KNOW D:This concoction can transform your body for a short period of time. # XXX 606 -> 617 # The Mimic's cloaks N:618:& #~ G:(:y I:35:100:0:50 W:5:130:30:100 A:5/1:15/1:35/1:55/1:75/1 P:1:1d1:0:0:0 D:Combined with proper skill, this cloak can make you seem D:like a different creature. Otherwise, it just provides some D:extra protection. # XXX 619 -> 639 # One more essence... N:640:Magic G:*:G I:4:12:700 W:20:0:4:2 A:30/1:50/1:80/1 P:0:1d1:0:0:0 # Here are the corpses N:641:corpse G:~:U I:9:1:3000 W:20:0:80:0 A:30/1 P:0:1d1:0:0:0 F:DECAY D:Whatever happened with this one, it wasn't pretty. N:642:skeleton G:~:U I:9:2:800 W:20:0:2:0 A:30/1 P:0:1d1:0:0:0 D:The sorry, bony remains of some hapless creature. N:643:head G:~:U I:9:3:600 W:20:0:10:0 A:30/1 P:0:1d1:0:0:0 F:DECAY D:2 eyes, 2 ears, a mouth, some hair -- yep, that's a head. N:644:skull G:~:U I:9:4:1000 W:20:0:20:0 A:30/1 P:0:1d1:0:0:0 D:It's a white bony skull, smiling to you without teeth. N:645:raw meat G:~:U I:9:5:1200 W:20:0:10:2 A:30/1 P:0:1d1:0:0:0 F:DECAY D:Yuck, just looking at it makes your stomach upset. # New armour: Thunderlord Coat. (With two low resists, it shouldn't be # at only 5th level. Make it 25th. -JLE...) N:646:& Thunderlord Coat~ G:(:y I:36:16:0 W:5:0:60:400 A:25/1 P:9:1d1:0:0:0 F:RES_FIRE | RES_COLD | D:This suit of thick impregnated cloth is worn by the riders of flying steeds, D:and protects them from extremes of temperatures. # The Stone of Lore -- see artifact list N:647:& Stone~ G:~:g I:39:106:0 W:15:0:15:20000 F:INSTA_ART | SPECIAL_GENE # Here are the boomerangs N:648:& Small Wooden Boomerang~ G:{:y I:15:1:0 W:1:0:60:10 A:1/1:5/2:10/2:20/2 P:0:1d4:0:0:0 D:A small curved piece of wood. N:649:& Wooden Boomerang~ G:{:y I:15:2:0 W:10:0:60:100 A:10/1:20/2 P:0:1d8:0:0:0 D:A strange, curved leaf-shaped piece of wood. N:650:& Small Metal Boomerang~ G:{:y I:15:3:0 W:20:0:60:400 A:20/1:30/2 P:0:3d4:0:0:0 D:A short boomerang with metal blades on the "forward" edges. N:651:& Metal Boomerang~ G:{:y I:15:4:0 W:30:0:60:800 A:30/1:50/2 P:0:4d5:0:0:0 D:A strange curved leaf-shaped piece of wood, its "forward" edges enhanced with metal blades. # The Space-Time Anchor -- see artifact list N:652:& Anchor~ G:~:v I:39:105:0 W:30:0:15:50000 F:INSTA_ART # To convert monsters into objects for wielding them ! ! ! :) # Funny, funny, funny :) # pval the monster idx, pval2 for the monster hp N:653:& ~ G:~:y I:99:1:0 W:127:200:60:0 A:127/255 P:0:0d0:0:0:0 N:654:Summon Never-Moving Pet G:?:d I:70:6:0 W:5:0:5:125 A:5/1:15/1:25/1:35/1:65/1:85/1:95/1 D:A piece of paper, inscribed with runes which will summon an immobile creature to your aid. # XXX # XXX ###The potions of cure insanity, in light, medium, regular, and full ###versions. Cure light's W:x entry reduced to 1, so it doesn't boost level rating when appearing ###at 50' - nyra N:657:Cure Light Insanity G:!:d I:72:14:0 W:1:5:4:15 A:5/1:1/1:3/1 P:0:1d1:0:0:0 F:FOUNTAIN D:A magical potion which drives away irrational quirks of behaviour. N:658:Cure Serious Insanity G:!:d I:72:15:0 W:10:5:4:40 A:10/1 P:0:1d1:0:0:0 F:FOUNTAIN D:A magical brew which will lift shadows that have been cast on your soul. N:659:Cure Critical Insanity G:!:d I:72:16:0 W:15:5:4:100 A:15/3 P:0:1d1:0:0:0 F:FOUNTAIN D:This drink will cure you even of serious mental disorders. N:660:Cure Insanity G:!:d I:72:17:0 W:25:5:4:300 A:25/3 P:0:1d1:0:0:0 F:FOUNTAIN D:This blessed potion can make you completely sane and healthy, even if you have only the D:faintest shred of sanity left. # The Phial of Undeath -- see artifact list. He he he he... N:661:& Phial~ G:~:y I:39:103:0 W:1:0:10:0 P:0:1d1:0:0:0 F:INSTA_ART # Here is the random artifact type. # This is used as a template -- the sval will be chosen later # on in the game to be an index to the random_artifacts array, # which in turn determines: # # Name # Color # Level # Cost N:662:Random Artifact G:~:o I:102:0:0 W:1:0:50:0 A:1/1:10/1:20/1:30/1 F:INSTA_ART | ACTIVATE | ACTIVATE_NO_WIELD N:663:Craftsmanship G:?:d I:70:19:0 W:80:0:5:200000 A:80/16 D:A powerful scroll, desired by many, as it can magically improve the special powers of magical D:weaponry. # A Parchment, not the Artifact N:664:The One Ring G:?:s I:8:4:0 W:10:100:5:50 A:10/2 D:This parchment contains words in the Black Speech and Westron, D:and they seem to speak of a powerful Ring... could it be true? # XXX 665 - 668 were the old music books ### Musical Instruments ### N:669:& Horn~ G:/:W I:14:60:1 W:7:0:30:400 A:7/2:20/1:40/1:80/1 P:0:1d1:0:0:0 F:CON | ACTIVATE | WIELD_CAST D:A simple wind instrument made from brass. If used by inexperienced musicians it sounds D:like somebody making "prbbt!" noises down a drainpipe. N:670:& Drum~ G:/:W I:14:58:1 W:7:0:30:400 A:7/2:20/1:40/1:80/1 P:0:1d1:0:0:0 F:STR | WIELD_CAST D:A sort of clay pot with a bit of skin stretched over its mouth. N:671:& Harp~ G:/:W I:14:59:1 W:7:0:30:400 A:7/2:20/1:40/1:80/1 P:0:1d1:0:0:0 F:CHR | WIELD_CAST D:A number of strings held by a wooden frame. #N:672:& Banjo~ #G:/:W #I:14:2:0 #W:15:0:30:200 #A:15/1 #P:0:1d1:0:0:0 #D:A combination of kithara and tambourine. It looks strange and sounds bad. #N:673:& Lute~ #G:/:W #I:14:3:0 #W:20:0:30:200 #A:20/1 #P:0:1d1:0:0:0 #D:A string instrument, to be plucked with your fingers. #N:674:& Mandolin~ #G:/:W #I:14:4:0 #W:25:0:30:300 #A:25/1 #P:0:1d1:0:0:0 #D:A small string instrument, typically strummed with your fingers or a plectron. # The Palantir of Orthanc -- see artifact list N:675:& Palantir~ G:~:y I:39:104:0 W:75:0:200:100000 P:0:10d10:0:0:0 F:INSTA_ART ### The Monster Egg template; note the theoretical weight of 3 lbs ### N:676:Egg G:,:W I:10:1:0 W:5:0:30:100 A:5/1:15/1:25/1:35/1 P:0:1d1:0:0:0 F:ACTIVATE | ACTIVATE_NO_WIELD ### Two more scrolls ### N:677:Reset Recall G:?:d I:70:23:0 W:20:0:5:125 A:20/1:25/1:35/1 D:A strange formula is inscribed on this scroll, which allows you to define another place as the D:location to which recalls shall move you. N:678:Divination G:?:d I:70:31:0 W:20:0:5:600 A:30/1:45/1:55/1 D:This scroll is inscribed with a ritual which allows you to discern what fate holds in store for D:you. ### Here comes the Runes ### N:679:Self G:?:b I:105:0:0 W:3:5:2:40 A:3/1 P:0:1d1:0:0:0 N:680:Ray G:?:b I:105:2:0 W:10:5:2:300 A:10/1 P:0:1d1:0:0:0 F:IGNORE_COLD | IGNORE_ELEC N:681:Sphere G:?:b I:105:3:0 W:15:5:2:1000 A:15/1 P:0:1d1:0:0:0 F:IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD N:682:Knowledge G:?:b I:104:91:0 W:6:5:2:200 A:6/1 P:0:1d1:0:0:0 N:683:Life G:?:D I:104:53:0 W:3:5:2:200 A:3/1 P:0:1d1:0:0:0 N:684:Fire G:?:r I:104:5:0 W:10:5:2:300 A:10/1 P:0:1d1:0:0:0 F:IGNORE_FIRE N:685:Cold G:?:b I:104:4:0 W:12:5:2:300 A:12/1 P:0:1d1:0:0:0 F:IGNORE_COLD N:686:Lightning G:?:W I:104:1:0 W:13:5:2:300 A:13/1 P:0:1d1:0:0:0 F:IGNORE_ELEC N:687:Acid G:?:B I:104:3:0 W:16:5:2:300 A:16/1 P:0:1d1:0:0:0 F:IGNORE_ACID N:688:Element G:?:g I:104:10:0 W:23:5:2:1000 A:23/1 P:0:1d1:0:0:0 F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD N:689:Chaos G:?:v I:104:30:0 W:26:5:2:2000 A:26/1 P:0:1d1:0:0:0 F:ATTR_MULTI F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD N:690:Mind G:?:D I:104:85:0 W:19:5:2:3000 A:19/1 P:0:1d1:0:0:0 F:IGNORE_ELEC N:691:Holding G:?:B I:104:75:0 W:5:5:2:500 A:5/1 P:0:1d1:0:0:0 F:IGNORE_ACID N:692:Arrow G:?:b I:105:1:0 W:6:5:2:100 A:6/1 P:0:1d1:0:0:0 F:IGNORE_ELEC N:693:Power Surge G:?:b I:105:4:0 W:50:5:2:5000 A:50/1 P:0:1d1:0:0:0 F:IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD | IGNORE_ACID N:694:Armageddon G:?:b I:105:5:0 W:30:5:2:4000 A:30/1 P:0:1d1:0:0:0 F:IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD | IGNORE_ACID N:695:Gravity G:?:G I:104:35:0 W:16:5:2:300 A:16/1 P:0:1d1:0:0:0 F:IGNORE_ACID # And, among the runes, one more essence... N:696:Extra Life G:*:G I:4:13:900 W:50:0:4:2 A:50/1:70/1:90/1 P:0:1d1:0:0:0 # Now, the rest of the runes... N:697:Undeath G:?:G I:104:92:0 W:35:5:2:1000 A:35/1 P:0:1d1:0:0:0 F:IGNORE_ACID N:698:Protection G:?:G I:104:74:0 W:45:5:2:1500 A:45/1 P:0:1d1:0:0:0 F:IGNORE_ACID # XXX # The Ring of Precognition (now a k_info.txt artifact) N:700:& Ring~ of Precognition G:=:d I:45:51:0 W:90:0:2:300000 A:90/100 T:45:23 F:PRECOGNITION | f:PRECOGNITION | F:NORM_ART | FULL_NAME F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:This magical ring allows you to know what you will encounter in the near future. # Athelas, cures Black Breath N:701:& Sprig~ of Athelas G:,:g I:80:40:0 W:25:5:2:450 A:25/2:55/1:85/1 D:'When the black breath blows / And death's shadow grows / D:And all lights pass / Come Athelas! Come Athelas! / D:Life to the dying / In the King's hands lying.' # XXX # XXX # XXX # XXX # XXX # XXX # XXX # XXX # XXX # XXX # XXX # XXX # XXX # XXX # XXX # XXX # XXX # XXX # The Scroll of Deincarnation (now an artifact) N:720:& Old Scroll~ of Deincarnation G:?:d I:70:40:0 W:90:0:5:160000 A:90/140 T:70:51 F:NORM_ART | FULL_NAME F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD D:It allows you to leave your body to reincarnate into D:another one. However, your current body is lost in the process. N:721:& Dark Sword~ G:|:D I:23:33:0 W:25:0:70:500 A:25/1:80/2 P:0:3d7:0:0:0 F:SHOW_MODS | ANTIMAGIC_50 f:ANTIMAGIC_50 D:A strange, very sharp long sword, which seems to drain light from its surroundings. As you D:wield it, you feel much less attuned to magic. N:722:Numenorean for Beginners (I) G:?:s I:8:101:0 W:10:100:5:50 A:10/2 D:These ancient words still contain magic. N:723:Numenorean for Beginners (II) G:?:s I:8:102:0 W:5:100:5:50 A:5/2 D:These ancient words still contain magic. N:724:Advanced Lessons of Numenorean G:?:s I:8:103:0 W:20:100:5:50 A:20/2 D:These ancient words still contain magic. N:725:Advanced Lessons of Sindarin G:?:s I:8:104:0 W:20:100:5:50 A:20/2 D:These ancient words still contain magic. ##### Junk ##### N:726:& Shard~ of Pottery G:~:r I:11:3:0 W:0:0:5:0 A:0/1 P:0:1d1:0:0:0 F:EASY_KNOW D:Half a clay jar -- how many failed artists have taken refuge in these dungeons? N:727:& Broken Stick~ G:~:r I:11:6:0 W:0:0:3:0 A:0/1 P:0:1d1:0:0:0 F:EASY_KNOW D:A piece of rotten wood. # XXX # XXX # XXX # XXX # XXX # XXX # XXX # XXX # XXX # XXX N:738:& Book~ of Beginner Cantrips G:?:w I:111:50:0 W:5:0:30:100 A:5/1 P:0:1d1:0:0:0 D:The blood smudged on the cover makes you wonder how many people had it before you... N:739:& Book~ of Teleportation G:?:w I:111:51:0 W:10:0:30:1000 A:10/1 P:0:1d1:0:0:0 D:A standard spellbook with a few spells. # XXX N:741:& Book~ of Summoning G:?:w I:111:52:0 W:7:0:30:700 A:7/1 P:0:1d1:0:0:0 D:A standard spellbook with a few spells. D:It smells like camel. # XXX # The Potion of Learning - another artifact! N:743:& Potion~ of Learning G:!:d I:71:12:200 W:90:0:4:100000 A:90/25 P:0:1d1:0:0:0 T:71:49 F:NORM_ART | FULL_NAME F:IGNORE_ACID | IGNORE_FIRE | IGNORE_COLD | IGNORE_ELEC D:This old potion is supposed to grant more learning power D:to its user. # XXX # XXX # XXX # XXX # XXX # XXX # XXX N:751:Khuzdul - The Hidden Tongue of the Dwarves G:?:s I:8:105:0 W:2:100:5:50 A:2/2 D:These ancient words still contain magic. N:752:Nandorin for Dummies G:?:s I:8:106:0 W:20:100:5:50 A:20/2 D:These ancient words still contain magic. N:753:Advanced Lessons of Orcish G:?:s I:8:107:0 W:30:100:5:50 A:30/2 D:These ancient words still contain magic. # Here's the Ring of Flying N:755:Flying G:=:d I:45:54:0 W:20:0:2:16000 A:20/3 F:FLY | EASY_KNOW f:FLY | D:This ring is imbued with the power of eagles. It grants you the power of flight. N:756:& Tome~ of the Time G:?:b I:111:8:0 W:50:0:30:25000 A:50/4 P:0:1d1:0:0:0 F:FULL_NAME | EASY_KNOW D:This tome seems to have trouble deciding whether it really exists now. Its flickering pages D:contain all that is known about the currents of time. N:757:& Spellbook~ of # G:?:w I:111:255:0 W:10:0:30:200 A:10/1:20/1:30/1:40/1:50/1:60/1:70/1 P:0:1d1:0:0:0 D:This book contains a single spell within its pages. N:758:& Tome~ of Meta Spells G:?:v I:111:9:0 W:50:0:30:25000 A:50/4 P:0:1d1:0:0:0 F:FULL_NAME | EASY_KNOW | IGNORE_FIRE | ATTR_MULTI D:This tome gives you deeper insights on the works of magic. N:759:& Tome~ of the Mind G:?:B I:111:10:0 W:50:0:30:25000 A:50/4 P:0:1d1:0:0:0 F:FULL_NAME | EASY_KNOW D:This tome has no pages; knowledge is transferred to you if you simply D:hold it. N:760:& Holy Tome~ of Eru Iluvatar G:?:G I:111:20:0 W:50:0:30:25000 A:50/4 P:0:1d1:0:0:0 F:FULL_NAME | EASY_KNOW D:This dusty tome is filled with ancient rituals, D:designed to uncover all that is hidden. N:761:& Holy Tome~ of Manwe Sulimo G:?:B I:111:21:0 W:50:0:30:25000 A:50/4 P:0:1d1:0:0:0 F:FULL_NAME | EASY_KNOW D:A large jewel-encrusted tome that transfers D:wisdom and understanding to its wearer. N:762:& War Tome~ of Tulkas G:?:R I:111:22:0 W:50:0:30:25000 A:50/4 P:0:1d1:0:0:0 F:FULL_NAME | EASY_KNOW D:This tome fills you with glorious visions of total devastation. D:Anyone in your way shall be destroyed. N:763:& Unholy Tome~ of the Hellflame G:?:v I:111:11:0 W:50:0:30:25000 A:50/4 P:0:1d1:0:0:0 F:FULL_NAME | EASY_KNOW | ATTR_MULTI D:This singed book smells like burned flesh. Its power is as evident D:as its thirst for your blood. N:764:& Corrupted Tome~ of Melkor G:?:D I:111:23:0 W:50:0:30:25000 A:50/4 P:0:1d1:0:0:0 F:FULL_NAME | EASY_KNOW D:A black and scarlet flame springs from this tome, issuing D:a thunderous roar under which you think you hear the screams of tormented souls. N:768:& Forest Tome~ of Yavanna G:?:G I:111:24:0 W:50:0:30:25000 A:50/4 P:0:1d1:0:0:0 F:FULL_NAME | EASY_KNOW # for the Library Quest # Tome of PLAYER N:769:Tome of# G:?:v I:111:61:0 W:50:0:30:25000 A:50/4 P:0:1d1:0:0:0 F:FULL_NAME | EASY_KNOW | ATTR_MULTI | SPECIAL_GENE F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD | NORM_ART D:This book has some of your favourite spells inside. # The Ring of Phasing -- see artifact list N:770:& Ring~ G:=:d I:45:55:0 W:110:0:2:300000 A:110/5 F:INSTA_ART | SPECIAL_GENE N:771:[Earth] G:?:R I:114:0:0 W:10:0:30:100 A:10/1 P:0:1d1:0:0:0 F:SPECIAL_GENE D:A heavy lump of rock. As you touch it, you think you can see into the earth and perceive its D:secrets. N:772:[Fire] G:?:R I:114:1:0 W:20:0:30:1000 A:20/1 P:0:1d1:0:0:0 F:SPECIAL_GENE D:A bright red crystal, filled with a liquid flame that scorches you even though the surface of D:the gem is cool to the touch. N:773:[Air] G:?:r I:114:2:0 W:50:0:30:2500 A:50/1 P:0:1d1:0:0:0 F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD F:SPECIAL_GENE D:A completely translucent gem; as you behold it, you hear a great wind and feel like you're D:about to take off and fly away. N:774:[Water] G:?:r I:114:3:0 W:70:0:30:50000 A:70/3 P:0:1d1:0:0:0 F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD F:SPECIAL_GENE D:A large gem, filled with dark blue water. It feels strangely heavy and cold. N:775:[Mana] G:?:r I:114:4:0 W:100:0:30:100000 A:100/3 P:0:1d1:0:0:0 F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD F:SPECIAL_GENE D:A large gem that seems somehow immaterial and is filled with a strange insubstantial... power? # Rod Tip of Home Summoning: now an artifact #N:776:& Great Rod Tip~ of Home Summoning N:776:Home Summoning G:-:d I:66:30:75 W:90:0:15:150000 A:100/14 P:0:1d1:0:0:0 T:66:1 F:NORM_ART | FULL_NAME F:IGNORE_FIRE | IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC D:This rod creates a little hatch, allowing access to your home, no matter how far away the abode D:is. # Additional swords N:777:& Shadow Blade~ G:|:D I:23:32:1 W:50:900:45:2000 A:48/4:60/2:80/1 P:0:4d4:-2:2:0 F:IGNORE_ACID | RES_DARK | STEALTH f:STEALTH D:A thin long sword made of a completely black metal, which reflects no light. N:778:& Bluesteel Blade~ G:|:b I:23:31:0 W:60:1800:50:6000 A:60/20 P:0:1d6:4:0:0 F:SHOW_MODS | VORPAL D:A small sword made of a blueish metal with a strangely rough surface. As anything is hurt D:with it, the weapon will stick inside the wound and cause horrible wounds when torn away. # Amulet N:779:the Serpents G:":G I:40:17:0 W:25:0:3:10000 A:25/1 a:HARDCORE=BA_POIS_4 F:RES_POIS | DEX | ACTIVATE D:A petrified serpent's tongue, hung on a thin chain to be clasped around your neck. It makes you D:like unto snakes, able to wriggle out of tight corners, impervious to poisons and poisonous D:yourself. # Here comes the new Essences N:780:Darkness G:*:G I:4:14:20 W:0:0:4:1 A:0/1:20/1:40/1 P:0:1d1:0:0:0 D:It's a gem that eats all light that reaches it. It's perfectly black. N:781:Knowledge G:*:G I:4:15:100 W:0:0:4:1 A:20/1:30/1:70/1 P:0:1d1:0:0:0 D:It's a blue gem with countless formulae scribbled on it. N:782:Force G:*:G I:4:16:180 W:0:0:4:1 A:10/1:40/1 P:0:1d1:0:0:0 D:It's a green gem that can barely contain the forces in it. N:783:Lightning G:*:G I:4:17:200 W:0:0:4:1 A:28/1 P:0:1d1:0:0:0 D:It's a white gem. Inside you see lightning rage. N:784:Mana G:*:G I:4:18:400 W:0:0:4:1 A:45/2 P:0:1d1:0:0:0 D:It's an everchanging gem. You feel the magic throbbing through it. # The Nine Rings for mortal men doomed to die! When a Nazgul is # destroyed, it drops a Ring of Power with random powers. N:785:Ring~ of Power G:=:d I:45:5:0 W:100:0:2:1 A:100/100 F:INVIS | DRAIN_EXP | CURSED | HEAVY_CURSE | CURSE_NO_DROP f:INVIS F:SPECIAL_GENE | FULL_NAME # To help people climb mountains... N:786:& Climbing Set~ G:`:B I:12:0:0 W:40:0:2:50000 A:40/3 F:CLIMB f:CLIMB D:A bunch of screws and hooks, a small pick and a very long rope. As long as a wall or rock face D:isn't really high, this collection of tools should help you across it. # Parchment to help beginners N:787:Adventurer's Guide to Middle-earth G:?:o I:8:20:0 W:0:0:5:1 A:0/1 D:Read it! ### Demonblades ### N:788:& Demonblade~ G:|:R I:115:55:0 W:10:0:150:500 A:10/1 P:0:4d6:0:0:0 F:SHOW_MODS | SLAY_DEMON | WIELD_CAST D:This blade has been taken from the corpse of a demon. D:Some demonic energy is still coursing through it, helping D:you slay other demons. N:789:& Demonshield~ G:]:R I:115:56:0 W:15:0:70:500 A:15/1 P:5:1d1:0:0:0 F:REGEN | WIELD_CAST D:This shield has been taken from the corpse of a demon. D:Some demonic energy is still coursing through it, giving D:life to any that wield it. N:790:& Demonhorn~ G:[:R I:115:57:0 W:20:0:30:500 A:20/1 P:2:1d1:0:0:0 F:LITE2 | WIELD_CAST D:This horn is about six feet long. Just looking at it makes you nervous. # XXX # XXX ### Rods ### N:793:& Wooden Rod~ of# G:-:u I:67:10:0 W:10:0:15:100 A:5/1:10/1 P:0:1d1:0:0:0 D:The most common rod of all. It's the wood of oak, cut at midnight by a fair maiden. N:794:& Copper Rod~ of# G:-:s I:67:20:0 W:15:0:15:200 A:15/1 P:0:1d1:0:0:0 D:This is the common rod of the dwarves. It is created by chanting incessantly for 48 hours. N:795:& Iron Rod~ of# G:-:D I:67:50:0 W:20:0:15:500 A:20/1 P:0:1d1:0:0:0 D:This is the better version of the copper rod. It has been forged with iron that comes from D:the greatest deeps, where even the dwarves fear to go. # Aluminium only exists since 30 years N:796:& Moonstone Rod~ of# G:-:U I:67:75:0 W:25:0:15:750 A:25/1 P:0:1d1:0:0:0 D:This rod has been fashioned from moonrock. Its alien nature gives it quite a bit of capacity. N:797:& Silver Rod~ of# G:-:s I:67:100:0 W:30:0:15:1000 A:30/1 P:0:1d1:0:0:0 D:This rod is used often used by court mages. Its creation costs an insane amount D:of gold but it is still lesser than a Golden Rod. N:798:& Golden Rod~ of# G:-:y I:67:125:0 W:40:0:15:1250 A:40/2 P:0:1d1:0:0:0 D:These rods are rare, since finding gold that can withstand the great magic D:capacity that this rod holds is very difficult. N:799:& Mithril Rod~ of# G:-:B I:67:160:0 W:50:0:15:1600 A:50/5 P:0:1d1:0:0:0 D:The mithril of this rod comes from very deep, too deep. Unknown powers have been D:infused in this rod, making it the second most powerful type of rod on Middle-earth. N:800:& Adamantite Rod~ of# G:-:v I:67:200:0 W:60:0:15:2000 A:60/10 P:0:1d1:0:0:0 D:This is the rarest and most powerful kind of rod there is. Treasure it! # Greater Ration of Health - artifact food item (!) N:801:& Greater Ration~ of Health G:,:g I:80:41:0 W:90:5:2:60000 A:90/50 T:80:40 F:NORM_ART | FULL_NAME D:This food will, once eaten, permanently add 70 HP. # Scroll of Mass Resurrection - artifact scroll N:802:& Crumpled Scroll~ of Mass Resurrection G:?:d I:70:43:0 W:55:0:5:0 A:55/1 T:70:1 F:NORM_ART | FULL_NAME F:IGNORE_FIRE | IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC D:This magical scroll sends a call to the halls of Mandos, issuing forth all those who have been D:slain by the reader. ### Axes ### N:803:& Cleaver~ G:/:s I:24:2:0 W:13:0:110:175 A:13/1 P:0:2d4:0:0:0 F:SHOW_MODS D:A small axe with a heavy rectangular blade. N:804:& Light War Axe~ G:/:s I:24:8:0 W:16:0:140:300 A:16/1 P:0:2d5:0:0:0 F:SHOW_MODS D:A broad-bladed axe, suited for battle. N:805:& Slaughter Axe~ G:/:G I:24:30:0 W:70:0:300:6000 A:70/8 P:0:5d7:0:0:0 F:SLAY_ANIMAL | SHOW_MODS D:A huge axe, the sort used for slaughtering animals, this weapon is unusually deadly against D:natural creatures. N:806:& Runestone~ G:?:v I:105:255:0 W:10:5:2:300 A:10/3:20/2:30/1:60/1 P:0:1d1:0:0:0 F:IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE | IGNORE_ACID D:A small oval stone. One surface is flat, as if something ought to be scratched or inscribed into D:it. N:807:& Fortune cookie~ G:,:U I:80:42:500 W:0:0:2:10 A:0/1:5/1:10/1 D:A small, sweet bakery product, with a scrap of paper inside. # XXX was the Portable Hole N:809:Critical Hits G:=:d I:45:59:0 W:50:0:2:10000 A:50/3 F:CRIT f:CRIT D:A magical ring to make it likelier for the wearer to hit exceptionally heavily. # The Wand of Stone to Mud of Thrain N:810:& Wand~ of Digging of Thrain G:-:d I:65:26:-1:SPELL=Dig W:10:10:10:3200 A:10/200 P:0:10d10:0:0:0 T:65:6 F:RECHARGE | SPECIAL_GENE | EASY_USE | RECHARGED | NORM_ART | FULL_NAME D:The miner's friend. This wand was used by Thrain to dig into the D:walls of the dungeon. Its indestructible nature makes it quite useful. # The Staff of Holy Fire of Mithrandir N:811:& Gnarled Staff~ of Holy Fire of Mithrandir G:_:d I:55:22:-1:SPELL=Holy Fire of Mithrandir W:50:10:10:12000 P:0:10d4:0:0:0 A:50/200 T:55:8 F:RECHARGE | EASY_USE | RECHARGED | NORM_ART | FULL_NAME D:Mithrandir's staff that throws powerful fire attacks at all enemies. It D:can be recharged without blowing up, for it is built to hold D:much magical energy. ### Summoner totems ### N:812:Partial Totem G:":v I:54:1:0 W:10:10:10:120 P:0:1d1:0:0:0 A:10/200 F:SPECIAL_GENE D:An item which a Summoner can use to animate a copy of a creature that D:only exists by the will of its master. N:813:True Totem G:":v I:54:2:0 W:10:10:10:120 P:0:1d1:0:0:0 A:10/200 F:SPECIAL_GENE D:An item which a Summoner can use to revive a true copy of a creature. ### Holy relics for God Quests ### N:814:& Piece~ of the Relic of Eru G:~:v I:11:7:0 W:0:0:0:1000 A:0/1 P:0:1d1:0:0:0 F:SPECIAL_GENE | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE | IGNORE_ACID D:Although it looks like a piece of junk, it is actually part of an ancient D:relic belonging to Priests of Eru. The relic now lies in pieces, hidden D:from all but but his most dedicated followers. N:815:& Piece~ of the Relic of Manwe G:~:v I:11:8:0 W:0:0:0:1000 A:0/1 P:0:1d1:0:0:0 F:SPECIAL_GENE | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE | IGNORE_ACID D:Although it looks like a piece of junk, it is actually part of an ancient D:relic belonging to Priests of Manwe. The relic now lies in pieces, hidden D:from all but his most dedicated followers. N:816:& Piece~ of the Relic of Tulkas G:~:v I:11:9:0 W:0:0:0:1000 A:0/1 P:0:1d1:0:0:0 F:SPECIAL_GENE | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE | IGNORE_ACID D:Although it looks like a piece of junk, it is actually part of an ancient D:relic belonging to worshippers of Tulkas. The relic now lies in pieces, D:hidden from all but his most dedicated followers. N:817:& Piece~ of the Relic of Melkor G:~:v I:11:10:0 W:0:0:0:1000 A:0/1 P:0:1d1:0:0:0 F:SPECIAL_GENE | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE | IGNORE_ACID D:Although it looks like a piece of junk, it is actually part of an ancient D:relic belonging to Dark Priests. The relic now lies in pieces, hidden D:from all but the most faithful followers of Melkor. N:818:& Piece~ of the Relic of Yavanna G:~:v I:11:11:0 W:0:0:0:1000 A:0/1 P:0:1d1:0:0:0 F:SPECIAL_GENE | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE | IGNORE_ACID D:Although it looks like a piece of junk, it is actually part of an ancient D:relic belonging to Druids. The relic now lies in pieces, hidden D:from all but the most faithful followers of Yavanna. tome-2.3.11-ah/lib/edit/library.map000066400000000000000000000053371233503306200167730ustar00rootroot00000000000000# Permanent wall F:X:63:3 # Granite Wall F:#:57:3 # Cobblestone Road F:O:200:3 # Floor F:.:1:3 # Lich F:l:200:3:518 # Master lich F:L:200:3:658 # Quest exit F:<:6:3 D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX D:X###############################################################X D:X#:7:3:0:0:0:0:0:7 ############### Town Layout ############### D:###################################################################################################################################################################################################### D:#WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW# 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tome-2.3.11-ah/lib/edit/ow_info.txt000066400000000000000000000233271233503306200170300ustar00rootroot00000000000000# File: ow_info.txt # This file is used to initialize the "lib/raw/ow_info.raw" file, which is # used to initialize the "owner info type" information for the Angband game. # Do not modify this file unless you know exactly what you are doing, # unless you wish to risk possible system crashes and broken savefiles. # N:: # I::::: # C::: # L:liked races # H:hated races # Version stamp (required) V:2.0.0 N:0:Bilbo the Friendly(Hobbit) I:20000:170:108:5:15 C:120:100:80 L:Elf | Half-Elf | High-Elf | Dunadan | Hobbit | Dwarf | RohanKnight H:Orc | Troll | DeathMold | Half-Ogre | Beorning | Kobold N:1:Uldrik(Human) I:20000:170:108:1:1 C:120:100:80 L:Dunadan | Hobbit | Human | H:Orc | Troll | DeathMold | Half-Ogre | Beorning | Kobold | N:2:Otick(Human) I:100:170:108:4:10 C:120:100:80 L:Dunadan | Hobbit | Human | H:Orc | Troll | DeathMold | Half-Ogre | Beorning | Kobold | N:3:Merana(Human) I:0:170:108:1:1 C:200:100:95 L:Human H:Orc | Troll | DeathMold | Half-Ogre | Beorning | Kobold | N:4:Mirimbar(High-Elf) I:0:170:108:1:1 C:120:100:80 L:High-Elf | Half-Elf | Elf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:5:Raistlin the Chicken(Human) I:20000:175:108:4:12 C:120:100:80 L:Human H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:6:Sultan the Midget(Gnome) I:30000:170:107:5:15 C:120:100:80 L:Gnome | Dwarf | Petty-Dwarf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:7:Lyar-el the Comely(Elf) I:30000:165:107:6:18 C:120:100:80 L:Elf | Half-Elf | Dark-Elf | High-Elf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:8:Kon-Dar the Ugly(Half-Orc) I:5000:210:115:5:7 C:120:100:80 L:Orc | Troll | Half-Ogre | Beorning | Kobold H:Gnome | Dwarf | Human | RohanKnight | Elf | Half-Elf | High-Elf N:9:Darg-Low the Grim(Human) I:10000:190:111:4:9 C:120:100:80 L:Human H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:10:Decado the Handsome(Dunadan) I:25000:200:112:4:10 C:120:100:80 L:Human | Dunadan | RohanKnight H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:11:Wieland the Smith(Dwarf) I:30000:200:112:4:5 C:120:100:80 L:Gnome | Dwarf | Petty-Dwarf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:12:Arnold the Beastly(Barbarian) I:5000:210:115:6:6 C:120:100:80 N:13:Arndal Beast-Slayer(Half-Elf) I:10000:185:110:5:9 C:120:100:80 L:Elf | Half-Elf | Dark-Elf | High-Elf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:14:Eddie Beast-Master(Half-Orc) I:25000:190:115:5:7 C:120:100:80 L:Orc | Troll | Half-Ogre | Beorning | Kobold H:Gnome | Dwarf | Human | RohanKnight | Elf | Half-Elf | High-Elf N:15:Oglign Dragon-Slayer(Dwarf) I:30000:195:112:4:8 C:120:100:80 L:Gnome | Dwarf | Petty-Dwarf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:16:Aragorn(Dunadan) I:20000:200:112:4:10 C:120:100:80 L:Human | Dunadan | RohanKnight H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:17:Sondar(Human) I:0:200:112:4:10 C:120:100:80 N:18:Celebor(Half-Elf) I:100:170:108:4:10 C:120:100:80 L:Dunadan | Hobbit | Human | H:Orc | Troll | DeathMold | Half-Ogre | Beorning | Kobold | N:19:Sharra(Human) I:25000:200:112:4:10 C:120:100:80 L:Human | Dunadan | RohanKnight H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:20:Hjolgar(Barbarian) I:5000:210:115:6:6 C:120:100:80 #L:Warrior | N:21:Tanistil(Elf) I:5000:210:115:6:6 C:120:100:80 #L:Mage | Sorceror | Thaumaturgist #H:Warrior | N:22:Eldore(Human) I:5000:210:115:6:6 C:120:100:80 #L:Priest #H:Necromancer N:23:Vilios(Human) I:5000:210:115:6:6 C:120:100:80 #L:Paladin #H:Necromancer N:24:Angros(Elf) I:5000:210:115:6:6 C:120:100:80 #L:Ranger N:25:Palano(Thunderlord) I:0:210:115:6:6 C:120:100:80 L:Thunderlord N:26:Ludwig the Humble(Dwarf) I:5000:175:109:6:15 C:120:100:80 L:Gnome | Dwarf | Petty-Dwarf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:27:Gunnar the Paladin(Half-Troll) I:10000:185:110:5:23 C:120:100:80 L:Orc | Troll | Half-Ogre | Beorning | Kobold H:Gnome | Dwarf | Human | RohanKnight | Elf | Half-Elf | High-Elf N:28:Torin the Chosen(High-Elf) I:25000:180:107:6:20 C:120:100:80 L:High-Elf | Half-Elf | Elf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:29:Sarastro the Wise(Human) I:30000:185:109:5:15 C:120:100:80 L:Dunadan | Hobbit | Human | H:Orc | Troll | DeathMold | Half-Ogre | Beorning | Kobold | N:30:Mauser the Chemist(Half-Elf) I:10000:190:111:5:8 C:120:100:80 L:Dunadan | Hobbit | Human | H:Orc | Troll | DeathMold | Half-Ogre | Beorning | Kobold | N:31:Wizzle the Chaotic(Hobbit) I:10000:190:110:6:8 C:120:100:80 L:Elf | Half-Elf | High-Elf | Dunadan | Hobbit | Dwarf | RohanKnight H:Orc | Troll | DeathMold | Half-Ogre | Beorning | Kobold | N:32:Midas the Greedy(Gnome) I:15000:200:116:6:9 C:120:100:80 L:Gnome | Dwarf | Petty-Dwarf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:33:Ja-Far the Alchemist(Elf) I:15000:220:111:4:9 C:120:100:80 L:Elf | Half-Elf | Dark-Elf | High-Elf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:34:Ariel the Sorceress(Half-Elf) I:20000:200:110:7:8 C:120:100:80 L:Dunadan | Hobbit | Human | H:Orc | Troll | DeathMold | Half-Ogre | Beorning | Kobold | N:35:Buggerby the Great(Gnome) I:20000:215:113:6:10 C:120:100:80 L:Gnome | Dwarf | Petty-Dwarf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:36:Inglorian the Mage(Human) I:30000:200:110:7:10 C:120:100:80 L:Dunadan | Hobbit | Human | H:Orc | Troll | DeathMold | Half-Ogre | Beorning | Kobold | N:37:Luthien Starshine(High-Elf) I:30000:175:110:5:11 C:120:100:80 L:High-Elf | Half-Elf | Elf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:38:Gary Gygaz(Half-Troll) I:20000:250:150:10:5 C:120:100:80 #L:Rogue H:Gnome | Dwarf | Human | RohanKnight | Elf | Half-Elf | High-Elf N:39:Histor the Goblin(Half-Orc) I:20000:250:150:10:5 C:120:100:80 #L:Rogue H:Gnome | Dwarf | Human | RohanKnight | Elf | Half-Elf | High-Elf N:40:Zorak the Smart(Dwarf) I:30000:250:150:10:5 C:120:100:80 #L:Rogue H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:41:Tipo the Fair(Human) I:30000:250:150:10:5 C:120:100:80 #L:Rogue H:Orc | Troll | DeathMold | Half-Ogre | Beorning | Kobold | N:42:Dolaf the Greedy(Human) I:10000:175:108:4:12 C:120:100:80 L:Dunadan | Hobbit | Human | H:Orc | Troll | DeathMold | Half-Ogre | Beorning | Kobold | N:43:Odnar the Sage(High-Elf) I:15000:120:105:6:16 C:120:100:80 L:High-Elf | Half-Elf | Elf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:44:Gandar the Neutral(Dark-Elf) I:25000:120:110:7:19 C:120:100:80 L:High-Elf | Half-Elf | Elf H:Orc | Troll | Half-Ogre | Beorning | Kobold N:45:Ro-sha the Patient(Elf) I:30000:140:105:6:12 C:120:100:80 L:Elf | Half-Elf | Dark-Elf | High-Elf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:46:N'rak the Summoner(Human) I:10000:175:108:4:12 C:120:100:80 L:Human | Dunadan | RohanKnight H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:47:Esperion the Beastlover(High-Elf) I:15000:120:105:6:16 C:120:100:80 L:High-Elf | Half-Elf | Elf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:48:Flarim the Shopkeeper(Dunadan) I:25000:120:110:7:19 C:120:100:80 L:Human | Dunadan | RohanKnight H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:49:Tril-akheb the Supreme(Elf) I:30000:140:105:6:12 C:120:100:80 L:Elf | Half-Elf | Dark-Elf | High-Elf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:50:Dorchel(Elf) I:30000:140:105:6:12 C:120:100:80 L:Elf | Half-Elf | Dark-Elf | High-Elf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:51:Galadriel(High-Elf) I:15000:120:105:6:16 C:120:100:80 L:High-Elf | Half-Elf | Elf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:52:Celeborn(High-Elf) I:15000:120:105:6:16 C:120:100:80 L:High-Elf | Half-Elf | Elf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:53:Aulendil(Elf) I:30000:140:105:6:12 C:120:100:80 #L:Warrior | H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:54:Valceronwe(Elf) I:30000:140:105:6:12 C:120:100:80 #L:Mage | Thaumaturgist | Sorceror H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:55:Voronwe(Elf) I:30000:140:105:6:12 C:120:100:80 #L:Priest | Paladin H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:56:Celegail(Elf) I:30000:140:105:6:12 C:120:100:80 #L:Ranger H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:57:Turgon(High-Elf) I:30000:120:105:6:16 C:120:100:80 L:High-Elf | Half-Elf | Elf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:58:Pengolodh(High-Elf) I:0:120:105:6:16 C:120:100:80 L:High-Elf | Half-Elf | Elf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:59:Aerandir(High-Elf) I:0:120:105:6:16 C:120:100:80 L:High-Elf | Half-Elf | Elf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:60:Celebrimbor(High-Elf) I:0:120:105:6:16 C:120:100:80 L:High-Elf | Half-Elf | Elf #L:Warrior | H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:61:Lomelosse(High-Elf) I:0:120:105:6:16 C:120:100:80 L:High-Elf | Half-Elf | Elf | H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:62:Arlindel(High-Elf) I:0:120:105:6:16 C:120:100:80 L:High-Elf | Half-Elf | Elf #L:Harper | Ranger H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:63:Sulraen(High-Elf) I:0:120:105:6:16 C:120:100:80 L:High-Elf | Half-Elf | Elf #L:Mage | Sorceror H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:64:Firiel(High-Elf) I:0:120:105:6:16 C:120:100:80 L:High-Elf | Half-Elf | Elf | H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:65:Earendur(High-Elf) I:0:120:105:6:16 C:120:100:80 L:High-Elf | Half-Elf | Elf H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:66:Glorfindel(High-Elf) I:0:120:105:6:16 C:120:100:80 L:High-Elf | Half-Elf #L:Ranger H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:67:Ecthelion(High-Elf) I:0:120:105:6:16 C:120:100:80 L:High-Elf | Half-Elf #L:Paladin H:Orc | Troll | Half-Ogre | Beorning | Kobold | N:68:Kanris(Human) I:5000:210:115:6:6 C:120:100:80 #L:Merchant #H:Rogue N:69:Barliman Butterbur(Human) I:100:170:108:4:10 C:120:100:80 L:Dunadan | Hobbit | Human | H:Orc | Troll | DeathMold | Half-Ogre | Beorning | Kobold | tome-2.3.11-ah/lib/edit/p_info.txt000066400000000000000000001441771233503306200166510ustar00rootroot00000000000000# File: p_info.txt # This file is used to initialize the "lib/raw/p_info.raw" file, which is # used to initialize the "player race/race mod/class" information for the # Angband game. # Do not modify this file unless you know exactly what you are doing, # unless you wish to risk possible system crashes and broken savefiles. V:2.0.0 ############################################################################## ############################################################################## ############################################################################## ############################################################################## # General skills, that everybody starts with # G:k:value:modifier:skill name G:k:+0:+500:Monster-lore G:k:+1000:+0:Spell-learning G:k:+0:+500:Prayer G:k:+0:+400:Udun G:k:+1000:+1000:Magic-Device ############################################################################## ############################################################################## ############################################################################## ############################################################################## # C:N:index:name # C:D:0:class desc # C:D:1:titles # C:S:str:int:wis:dex:con:chr:mana:bonus blows # C:K:dis:dev:sav:stl:srh:fos:thn:thb # C:X:dis:dev:sav:stl:srh:fos:thn:thb # C:P:hitdie:xp% # C:B:num:wgt:mul # C:C:(H|L):(H|L):base:pl:plus # first (H|L) is for weapons/.. second is for magic things # H = heavy sensing, L = light sensing; result(lower = better) = base / (pl * plev + plus) # C:G:class flags # C:R:level:pval # C:F:flags # C:Z:power # C:E:weapons:torso:arms:finger:head:legs # C:O:tval:sval:xdy # C:k:value:modifier:skill name # C:b:level:ability # Specialities, autoskiller # C:a:N:Name # C:a:D:Desc # C:a:K:lvl 50 skill value:skill name # C:a:k:value:mod:skill name # C:a:b:level:ability # C:a:O:tval:sval:xdy C:N:0:Warrior C:D:0:Simple fighters, they hack away with their trusty weapon. C:D:1:Rookie C:D:1:Soldier C:D:1:Mercenary C:D:1:Veteran C:D:1:Swordsman C:D:1:Champion C:D:1:Hero C:D:1:Baron C:D:1:Duke C:D:1:Lord C:S:5:-2:-2:2:2:-1:0:0 C:K:10:10:0:1:10:10:10:10 C:X:0:0:0:0:0:0:0:0 C:B:4:30:5 C:C:H:L:9000:2:40 C:P:9:0 C:R:30:0 C:F:RES_FEAR C:E:0:0:0:0:0:0 C:O:45:38:1d1 C:O:37:4:1d1 C:k:+2000:+800:Combat C:k:+1000:+850:Weaponmastery C:k:+0:+400:Sword-mastery C:k:+0:+400:Axe-mastery C:k:+0:+400:Hafted-mastery C:k:+0:+400:Polearm-mastery C:k:+1000:+600:Archery C:k:+1000:+900:Sneakiness C:k:+0000:+400:Stealth C:k:+1000:+900:Disarming C:k:+1000:+300:Magic C:k:+1000:+400:Spirituality C:k:+0:+550:Antimagic C:k:+0:+150:Magic-Device C:b:25:Spread blows C:b:1:Extra Max Blow(1) C:b:1:Extra Max Blow(2) # Specialities, autoskiller C:a:N:Warrior C:a:D:Simple fighters, they hack away with their trusty weapon. C:a:O:23:16:1d1 C:a:g:All Gods C:a:N:Swordmaster C:a:D:Fighters specialised in the use of swords C:a:k:+1000:+300:Sword-mastery C:a:k:+0:+100:Weaponmastery C:a:k:+0:+100:Combat C:a:k:+0:-100:Axe-mastery C:a:k:+0:-100:Hafted-mastery C:a:k:+0:-100:Polearm-mastery C:a:O:23:16:1d1 C:a:g:Nobody C:a:g:Manwe Sulimo C:a:g:Tulkas C:a:g:Melkor Bauglir C:a:g:Yavanna Kementari C:a:N:Axemaster C:a:D:Fighters specialised in the use of axes C:a:k:+0:+100:Weaponmastery C:a:k:+0:+100:Combat C:a:k:+1000:+300:Axe-mastery C:a:k:+0:-100:Sword-mastery C:a:k:+0:-100:Hafted-mastery C:a:k:+0:-100:Polearm-mastery C:a:O:24:1:1d1 C:a:g:Nobody C:a:g:Manwe Sulimo C:a:g:Tulkas C:a:g:Melkor Bauglir C:a:g:Yavanna Kementari C:a:N:Haftedmaster C:a:D:Fighters specialised in the use of hafted weapons C:a:k:+1000:+300:Hafted-mastery C:a:k:+0:+500:Stunning-blows C:a:k:+0:+100:Weaponmastery C:a:k:+0:+100:Combat C:a:k:+0:-100:Axe-mastery C:a:k:+0:-100:Sword-mastery C:a:k:+0:-100:Polearm-mastery C:a:O:21:13:1d1 C:a:g:All Gods C:a:N:Polearmmaster C:a:D:Fighters specialised in the use of polearms C:a:k:+1000:+300:Polearm-mastery C:a:k:+0:+100:Weaponmastery C:a:k:+0:+100:Combat C:a:k:+0:-100:Axe-mastery C:a:k:+0:-100:Hafted-mastery C:a:k:+0:-100:Sword-mastery C:a:O:22:8:1d1 C:a:g:All Gods C:a:N:Unbeliever C:a:D:They don't believe in magic and can even prevent its usage around them C:a:k:=0:=0:Prayer C:a:k:=0:=0:Magic C:a:k:=0:=0:Magic-Device C:a:k:=0:=0:Spirituality C:a:k:+1000:+100:Antimagic C:a:O:23:33:1d1 C:a:g:Nobody C:a:N:Demonologist C:a:D:Masters of the school of demonology, they are trained in both melee C:a:D:fighting and using demon spells to enhance their combat potential. C:a:O:115:55:1d1 C:a:k:+0:-50:Combat C:a:k:+0:-100:Weaponmastery C:a:k:+0:+200:Sword-mastery C:a:k:=0:=0:Axe-mastery C:a:k:=0:=0:Hafted-mastery C:a:k:=0:=0:Polearm-mastery C:a:k:+1000:-200:Archery C:a:k:+1000:+900:Sneakiness C:a:k:+1000:+900:Disarming C:a:k:+1000:+400:Magic C:a:k:+1000:+300:Spirituality C:a:k:=0:=0:Antimagic C:a:k:+1000:+1000:Demonology C:a:g:Nobody C:a:g:Manwe Sulimo C:a:g:Tulkas C:a:g:Melkor Bauglir C:N:1:Mage C:D:0:The basic spellcaster with lots of different skills C:D:1:Apprentice C:D:1:Trickster C:D:1:Illusionist C:D:1:Spellbinder C:D:1:Evoker C:D:1:Conjurer C:D:1:Warlock C:D:1:Sorcerer C:D:1:Ipsissimus C:D:1:Archimage C:S:-5:3:0:1:-2:1:50:0 C:K:10:10:0:1:10:10:10:10 C:X:0:0:0:0:0:0:0:0 C:B:4:40:2 C:C:L:H:240000:1:5 C:P:0:30 C:E:0:0:0:0:0:0 C:k:+1000:+900:Magic C:k:+0:+200:Magic-Device C:k:+0:+600:Spell-power C:k:+1000:+600:Mana C:k:+0:+700:Fire C:k:+0:+700:Water C:k:+0:+700:Air C:k:+0:+700:Earth C:k:+0:+700:Temporal C:k:+0:+700:Divination C:k:+0:+700:Conveyance C:k:+0:+700:Nature C:k:+0:+700:Meta C:k:+0:+700:Mind C:k:+0:+700:Necromancy C:k:+0:+700:Runecraft C:k:+0:+700:Thaumaturgy C:k:+1000:+550:Spirituality C:k:+1000:+200:Combat C:k:+700:+500:Weaponmastery C:k:+1000:+900:Sneakiness C:k:+0000:+400:Stealth C:b:1:Perfect casting C:g:All Gods C:a:N:Mage C:a:D:The basic unspecialized warrior-spellcaster C:a:k:+0:+300:Combat C:a:k:+0:+200:Sorcery C:a:k:+0:+300:Mana C:a:k:+0:+200:Fire C:a:k:+0:+200:Water C:a:k:+0:+200:Air C:a:k:+0:+200:Earth C:a:k:+0:+200:Conveyance C:a:k:+0:+200:Nature C:a:k:+0:+200:Temporal C:a:k:+0:+200:Divination C:a:k:+0:+200:Meta C:a:k:+0:+200:Mind C:a:O:23:4:1d1 C:a:O:111:50:1d1 C:a:N:Geomancer C:a:D:The master of the four elements C:a:k:+0:-150:Magic-Device C:a:k:+1000:+100:Spell-power C:a:k:-1000:-600:Mana C:a:k:+1000:+700:Geomancy C:a:k:+1000:+350:Fire C:a:k:+1000:+350:Water C:a:k:+1000:+350:Air C:a:k:+1000:+350:Earth C:a:k:+0:-100:Weaponmastery C:a:O:6:1:1d1 C:a:N:Warper C:a:D:The master of space and time C:a:k:+0:-150:Magic-Device C:a:k:+1000:+100:Spell-power C:a:k:+0:+100:Mana C:a:k:+0:+100:Fire C:a:k:+0:+100:Water C:a:k:+0:+100:Air C:a:k:+0:+100:Earth C:a:k:+0:+500:Conveyance C:a:k:+0:+100:Nature C:a:k:+0:+500:Temporal C:a:k:+0:+500:Divination C:a:k:+0:+100:Meta C:a:k:+0:-100:Weaponmastery C:a:O:23:4:1d1 C:a:O:111:50:1d1 C:a:N:Sorceror C:a:D:The master of all magic schools C:a:k:+0:-200:Magic-Device C:a:k:=0:=0:Weaponmastery C:a:k:=0:=0:Combat C:a:k:+1000:+700:Sorcery C:a:k:+0:+100:Magic C:a:k:-1000:+300:Mana C:a:k:+0:+300:Fire C:a:k:+0:+300:Water C:a:k:+0:+300:Air C:a:k:+0:+300:Earth C:a:k:+0:+300:Conveyance C:a:k:+0:+300:Nature C:a:k:+0:+300:Temporal C:a:k:+0:+300:Divination C:a:k:+0:+300:Meta C:a:k:+0:+300:Mind C:a:k:+0:+200:Necromancy C:a:k:+0:+200:Runecraft C:a:k:+0:+200:Thaumaturgy C:a:O:36:2:1d1 C:a:O:111:50:1d1 C:a:N:Necromancer C:a:D:The master of death, and undeath C:a:k:+0:+100:Weaponmastery C:a:k:+0:+200:Combat C:a:k:+1000:+300:Necromancy C:a:k:-1000:+0:Mana C:a:k:+0:+100:Fire C:a:k:+0:+100:Earth C:a:k:+0:-200:Nature C:a:k:+0:+100:Temporal C:a:k:+0:+200:Mind C:a:k:+1000:+600:Monster-lore C:a:k:+5000:+900:Corpse-preservation C:a:O:23:4:1d1 C:a:O:111:50:1d1 C:a:b:25:Undead Form C:a:N:Runecrafter C:a:D:Runecrafters use the runes found in Middle-earth to create C:a:D:finely tuned spells for each specific situation. C:a:k:+1000:+50:Magic C:a:k:+1000:+300:Runecraft C:a:k:+0:-100:Weaponmastery C:a:O:111:50:1d1 C:a:O:105:1:1d1 C:a:O:104:5:1d1 C:a:O:23:4:1d1 C:a:N:Thaumaturgist C:a:D:Thaumaturgy spells come from within and are different for each character. C:a:D:Since attack is the best defence, all their spells are offensive. C:a:k:-1000:+0:Mana C:a:k:+2000:+50:Magic C:a:k:+1000:+300:Thaumaturgy C:a:k:+0:-100:Weaponmastery C:a:k:+0:-150:Magic-Device C:a:O:23:4:1d1 C:a:O:111:50:1d1 C:a:N:Alchemist C:a:D:Alchemists can quickly create powerful magic items through the correct use C:a:D:of the essences of magic they can extract from magical objects. C:a:k:+2000:+0:Magic C:a:k:+0:-600:Spell-power C:a:k:+0:-600:Necromancy C:a:k:+0:-600:Thaumaturgy C:a:k:+0:+250:Spirituality C:a:k:+0:+500:Combat C:a:k:+0:+200:Weaponmastery C:a:k:-1000:-600:Mana C:a:k:+0:-600:Fire C:a:k:+0:-600:Water C:a:k:+0:-600:Air C:a:k:+0:-600:Earth C:a:k:+0:-600:Conveyance C:a:k:+0:-600:Nature C:a:k:+0:-600:Temporal C:a:k:+0:-200:Divination C:a:k:+0:-200:Meta C:a:k:+0:-600:Mind C:a:k:+1000:+800:Alchemy C:a:k:+0:+50:Magic-Device C:a:O:31:1:1d1 C:a:O:4:2:6d1 C:a:O:2:1:1d1 C:a:O:23:4:1d1 C:a:G:EXPERIMENTAL C:N:2:Archer C:D:0:'Kill them before they see you' could be the motto of the archer class. C:D:0:As deadly with a bow as a warrior is with a sword. C:D:1:Rock Thrower C:D:1:Slinger C:D:1:Great Slinger C:D:1:Tosser C:D:1:Bowman C:D:1:Great Bowman C:D:1:Great Bowman C:D:1:Archer C:D:1:Archer C:D:1:Great Archer C:S:2:1:0:2:1:1:0:0 C:K:10:10:0:1:10:10:10:10 C:X:0:0:0:0:0:0:0:0 C:B:4:35:4 C:C:H:L:9000:2:40 C:P:4:30 C:E:0:0:0:0:0:0 C:k:+1000:+800:Combat C:k:+1000:+500:Weaponmastery C:k:+1000:+750:Archery C:k:+0:+300:Bow-mastery C:k:+0:+300:Crossbow-mastery C:k:+0:+300:Sling-mastery C:k:+0:+300:Boomerang-mastery C:k:+0:%150:Boulder-throwing C:k:+1000:+900:Sneakiness C:k:+0000:+400:Stealth C:k:+1000:+900:Disarming C:k:+1000:+300:Magic C:k:+0:+100:Magic-Device C:k:+1000:+400:Spirituality C:b:2:Ammo creation C:a:N:Archer C:a:D:'Kill them before they see you' could be the motto of the archer class. C:a:D:As deadly with a bow as a warrior is with a sword. C:a:k:+0:+100:Archery C:a:k:+0:+200:Bow-mastery C:a:k:+0:+200:Crossbow-mastery C:a:k:+0:+200:Sling-mastery C:a:k:+0:+200:Boomerang-mastery C:a:k:-1000:-100:Magic C:a:O:19:12:1d1 C:a:O:19:2:1d1 C:a:O:17:1:10d3 C:a:O:17:1:10d3 C:a:g:All Gods C:a:N:Ranger C:a:D:Rangers are capable archers but are also trained in hand to hand combat C:a:D:and nature/conveyance/divination magic schools C:a:k:+0:+400:Magic C:a:k:+0:+500:Nature C:a:k:+0:+500:Divination C:a:k:+0:+500:Conveyance C:a:k:+0:+700:Disarming C:a:k:+0:+50:Sneakiness C:a:k:+0:+200:Monster-lore C:a:O:19:12:1d1 C:a:O:17:1:10d3 C:a:O:23:10:1d1 C:a:g:Nobody C:a:g:Manwe Sulimo C:a:g:Tulkas C:a:g:Yavanna Kementari C:N:3:Rogue C:D:0:Rogues are masters of tricks. They can steal from shops and monsters, C:D:0:and lure monsters into deadly monster traps. C:D:1:Cutpurse C:D:1:Robber C:D:1:Burglar C:D:1:Filcher C:D:1:Sharper C:D:1:Low Thief C:D:1:High Thief C:D:1:Master Thief C:D:1:Assassin C:D:1:Guildmaster C:S:2:1:-2:3:1:-1:0:0 C:K:10:10:0:1:10:10:10:10 C:X:0:0:0:0:0:0:0:0 C:B:4:30:3 C:C:H:H:20000:2:40 C:P:6:25 C:O:23:4:1d1 C:G:EASE_STEAL C:R:3:1 C:F:CRIT C:R:6:1 C:F:CRIT C:R:9:1 C:F:CRIT C:R:12:1 C:F:CRIT C:R:15:1 C:F:CRIT C:R:18:1 C:F:CRIT C:R:21:1 C:F:CRIT C:R:24:1 C:F:CRIT C:R:27:1 C:F:CRIT C:R:30:1 C:F:CRIT C:R:33:1 C:F:CRIT C:R:36:1 C:F:CRIT C:R:39:1 C:F:CRIT C:R:42:1 C:F:CRIT C:R:45:1 C:F:CRIT C:R:48:1 C:F:CRIT C:E:0:0:0:0:0:0 C:k:+1000:+700:Combat C:k:+1000:+700:Weaponmastery C:k:+1000:+300:Sword-mastery C:k:+1000:+500:Critical-hits C:k:+1000:+700:Magic C:k:+0:+550:Magic-Device C:k:+0:+500:Conveyance C:k:+0:+500:Divination C:k:+0:+500:Temporal C:k:+1000:+700:Spirituality C:k:+1000:+2000:Sneakiness C:k:+1000:+1500:Stealth C:k:+1000:+2000:Disarming C:k:+1000:+1000:Backstab C:k:+1000:+2000:Stealing C:k:+1000:+2000:Dodging C:g:All Gods C:b:10:Extra Max Blow(1) C:a:N:Rogue C:a:D:Rogues are masters of tricks. They can steal from shops and monsters, C:a:D:and lure monsters into deadly monster traps. C:a:b:1:Trapping C:a:O:46:1:1d1 C:a:N:Assassin C:a:D:Assassins are stealthy killers. C:a:k:+0:+100:Combat C:a:k:+0:+100:Weaponmastery C:a:k:+0:+300:Sword-mastery C:a:k:+1000:+300:Critical-hits C:a:k:+1000:+300:Boomerang-mastery C:a:k:+0:-500:Magic C:a:k:+0:-400:Conveyance C:a:k:+0:-400:Divination C:a:k:+0:-300:Temporal C:a:k:+0:+500:Stealth C:a:k:+0:-1000:Disarming C:a:k:+0:+1000:Backstab C:a:k:+0:-1800:Stealing C:a:k:+0:-800:Magic-Device C:N:4:Loremaster C:D:0:Loremasters are skilled in most combat and monster skills. C:D:1:Apprentice C:D:1:Apprentice C:D:1:Initiate C:D:1:Initiate C:D:1:Sage C:D:1:Sage C:D:1:Lorekeeper C:D:1:Lorekeeper C:D:1:Loremaster C:D:1:Loremaster C:S:1:-2:1:1:0:1:0:0 C:K:10:10:0:1:10:10:10:10 C:X:0:0:0:0:0:0:0:0 C:B:4:30:3 C:C:H:L:9000:2:40 C:P:8:40 C:E:0:0:0:0:0:0 C:k:+1000:+700:Combat C:k:+1000:+700:Weaponmastery C:k:+1000:+700:Archery C:k:+1000:+700:Barehand-combat C:k:+0:+600:Magic C:k:+1000:+700:Sneakiness C:k:+1000:+700:Stealth C:k:+1000:+700:Disarming C:k:+1000:+700:Spirituality C:k:+1000:+600:Monster-lore C:k:+0:+500:Possession C:k:+1000:+700:Corpse-preservation C:k:+0:+500:Summoning C:k:+0:+500:Symbiosis C:k:+0:+500:Mimicry C:k:+0:+300:Music C:g:All Gods C:a:N:Loremaster C:a:D:Loremasters are skilled in most combat and monster skills. C:a:O:21:3:1d1 C:a:O:36:6:1d1 C:a:O:19:2:1d1 C:a:O:16:0:3d10 C:a:N:Possessor C:a:D:Only the soul matters; a possessor can abandon his/her current body to C:a:D:incarnate in the body of a dead monster, thus gaining its powers C:a:D:and weaknesses. C:a:O:71:37:1d1 C:a:O:23:10:1d1 C:a:O:36:6:1d1 C:a:k:+0:-100:Combat C:a:k:+0:-100:Weaponmastery C:a:k:+0:-300:Archery C:a:k:-1000:-700:Barehand-combat C:a:k:+0:-200:Disarming C:a:k:+0:-200:Spirituality C:a:k:+1000:+300:Possession C:a:k:+0:+200:Corpse-preservation C:a:k:+0:-500:Summoning C:a:k:+0:-500:Symbiosis C:a:k:+0:-500:Mimicry C:a:N:Mimic C:a:D:Disguise is the way of the mimic. Through the use of cloaks of mimicry C:a:D:they can change shape for a limited time. They also can temporarily C:a:D:change part of their anatomy. C:a:O:71:37:1d1 C:a:O:23:4:1d1 C:a:k:+0:+100:Combat C:a:k:+0:+100:Weaponmastery C:a:k:+0:-100:Barehand-combat C:a:k:+1000:+100:Magic C:a:k:+0:+100:Sneakiness C:a:k:+0:+100:Stealth C:a:k:+0:-200:Spirituality C:a:k:+0:-400:Possession C:a:k:+0:+200:Corpse-preservation C:a:k:+0:-500:Summoning C:a:k:+0:-500:Symbiosis C:a:k:+1000:+300:Mimicry C:a:N:Symbiant C:a:D:A symbiant can merge his/her body with one of a monster unable to move C:a:D:by itself. They also have a few spells to help the symbiosis. C:a:O:23:4:1d1 C:a:O:70:6:1d1 C:a:k:+0:+100:Combat C:a:k:+0:+100:Weaponmastery C:a:k:+0:-100:Barehand-combat C:a:k:+1000:+100:Magic C:a:k:+0:+100:Sneakiness C:a:k:+0:+100:Stealth C:a:k:+0:-200:Spirituality C:a:k:+0:-400:Possession C:a:k:+0:+200:Corpse-preservation C:a:k:+0:-500:Summoning C:a:k:+1000:+300:Symbiosis C:a:k:+0:-500:Mimicry C:a:N:Summoner C:a:D:The summoner can conjure monsters from totems made from defeated foes. C:a:O:71:37:1d1 C:a:O:23:10:1d1 C:a:O:36:6:1d1 C:a:k:+0:-100:Combat C:a:k:+0:-100:Weaponmastery C:a:k:+0:-300:Archery C:a:k:-1000:-700:Barehand-combat C:a:k:+1000:+200:Magic C:a:k:+0:+0:Sneakiness C:a:k:+0:+0:Stealth C:a:k:+0:-200:Disarming C:a:k:+0:-200:Spirituality C:a:k:+15000:+100:Monster-lore C:a:k:+0:-500:Possession C:a:k:+0:+300:Corpse-preservation C:a:k:+1000:+200:Summoning C:a:k:+0:-500:Symbiosis C:a:k:+0:-500:Mimicry C:a:N:Monk C:a:D:Barehanded, lightly armoured fighters, they wreak havoc with C:a:D:their bare fists, and can also use a few prayers. C:a:O:71:37:1d1 C:a:O:36:4:1d1 C:a:k:-1000:+200:Combat C:a:k:-1000:-400:Weaponmastery C:a:k:-1000:-300:Archery C:a:k:+0:+200:Barehand-combat C:a:k:+0:+0:Magic C:a:k:+0:+200:Sneakiness C:a:k:+0:+200:Stealth C:a:k:+0:+200:Disarming C:a:k:+0:+200:Spirituality C:a:k:+0:-400:Possession C:a:k:+0:-200:Corpse-preservation C:a:k:+0:-500:Summoning C:a:k:+0:-500:Symbiosis C:a:k:+0:-500:Mimicry C:a:k:+0:+500:Meta C:a:k:+0:+500:Mind C:a:k:+0:+500:Temporal C:a:k:+0:+700:Dodging C:a:N:Bard C:a:D:Bards sing and play songs full of power, beauty or sadness to affect C:a:D:everything that can hear them, using music instruments of various types. C:a:O:71:37:1d1 C:a:O:23:10:1d1 C:a:O:36:2:1d1 C:a:O:14:59:1d1 C:a:k:+1000:+0:Magic C:a:k:-1000:-700:Archery C:a:k:+0:-100:Barehand-combat C:a:k:+0:-100:Disarming C:a:k:+0:+100:Spirituality C:a:k:+0:-500:Possession C:a:k:+0:-100:Summoning C:a:k:+0:-100:Symbiosis C:a:k:+0:-100:Mimicry C:a:k:+1000:+500:Music C:N:5:Priest C:D:0:A priest serves a god (Vala, Maia or Eru himself) to bring down C:D:0:the empire of fear and shadows of Morgoth. C:D:1:Believer C:D:1:Acolyte C:D:1:Adept C:D:1:Curate C:D:1:Canon C:D:1:Priest C:D:1:High Priest C:D:1:Cardinal C:D:1:Inquisitor C:D:1:Pope C:S:-1:-3:3:-1:0:2:0:0 C:K:10:10:0:1:10:10:10:10 C:X:0:0:0:0:0:0:0:0 C:B:4:35:3 C:C:L:H:10000:2:40 C:P:2:20 C:Z:detect curses C:G:GOD_FRIEND | C:E:0:0:0:0:0:0 C:k:+1000:+900:Magic C:k:+0:+600:Spell-power C:k:+0:+600:Necromancy C:k:+0:+600:Mindcraft C:k:+1000:+1000:Spirituality C:k:+1000:+700:Prayer C:k:+2000:+700:Combat C:k:+1000:+700:Weaponmastery C:k:+1000:+900:Sneakiness C:k:+0000:+900:Disarming C:k:+0000:+400:Stealth C:k:+0:+50:Magic-Device C:b:1:Perfect casting C:a:N:Priest(Eru) C:a:D:A priest that serves Eru Iluvatar to bring down C:a:D:the empire of fear and shadows of Morgoth. C:a:O:21:5:1d1 C:a:g:Eru Iluvatar C:a:k:+0:+300:Prayer C:a:k:+0:-600:Necromancy C:a:k:+0:+100:Spell-power C:a:N:Priest(Manwe) C:a:D:A priest that serves Manwe Sulimo to bring down C:a:D:the empire of fear and shadows of Morgoth. C:a:O:21:5:1d1 C:a:g:Manwe Sulimo C:a:k:+0:+300:Prayer C:a:k:+0:-600:Necromancy C:a:k:+0:+50:Weaponmastery C:a:N:Druid C:a:D:A priest that serves Yavanna Kementari to protect C:a:D:and help the regrowth of nature on Arda. C:a:O:21:5:1d1 C:a:g:Yavanna Kementari C:a:k:+0:+300:Prayer C:a:k:+0:-600:Necromancy C:a:k:+0:+50:Weaponmastery C:a:k:+1000:+700:Monster-lore C:a:k:+1000:+700:Summoning C:a:N:Dark-Priest C:a:D:A priest that serves Melkor Bauglir to bring chaos C:a:D:and destruction to Arda. C:a:O:21:5:1d1 C:a:g:Melkor Bauglir C:a:k:+0:+200:Prayer C:a:k:+0:+200:Necromancy C:a:k:+0:-600:Mindcraft C:a:k:+0:+200:Spell-power C:a:k:+1000:+1000:Corpse-preservation C:a:N:Paladin C:a:D:A fighting priest that serves Tulkas to bring down C:a:D:the empire of fear and shadows of Morgoth. C:a:O:23:25:1d1 C:a:g:Tulkas C:a:k:+0:+200:Prayer C:a:k:+0:-600:Necromancy C:a:k:+0:+100:Weaponmastery C:a:k:+0:+100:Combat C:a:k:+0:+900:Barehand-combat C:a:b:1:Extra Max Blow(1) C:a:N:Mindcrafter C:a:D:A priest who has learned to tap in his own mental powers C:a:O:21:5:1d1 C:a:g:Eru Iluvatar C:a:g:Manwe Sulimo C:a:g:Tulkas C:a:g:Melkor Bauglir C:a:g:Yavanna Kementari C:a:k:+0:-300:Prayer C:a:k:+0:-200:Necromancy C:a:k:+1000:+300:Mindcraft C:a:k:+0:+200:Sneakiness C:a:k:+0:+100:Magic-Device ###############################TEST############################### C:N:30:Test C:D:0:Simple testers. C:D:1:Rookie C:D:1:Soldier C:D:1:Mercenary C:D:1:Veteran C:D:1:Swordsman C:D:1:Champion C:D:1:Hero C:D:1:Baron C:D:1:Duke C:D:1:Lord C:S:5:-2:-2:2:2:-1:0:3 C:K:10:10:0:1:10:10:10:10 C:X:0:0:0:0:0:0:0:0 C:B:6:30:5 C:C:H:L:9000:2:40 C:P:9:0 C:R:30:0 C:F:RES_FEAR C:E:0:0:0:0:0:0 C:O:45:38:1d1 C:O:37:4:1d1 C:k:+1000:+800:Combat C:k:+1000:+850:Weaponmastery C:k:+0:+200:Sword-mastery C:k:+0:+200:Axe-mastery C:k:+0:+200:Hafted-mastery C:k:+0:+200:Polearm-mastery C:k:+1000:+600:Archery C:k:+1000:+900:Sneakiness C:k:+1000:+900:Disarming C:k:+1000:+300:Magic C:k:+0:+550:Antimagic C:a:N:Shinny test C:a:D:Simple testers, they test all with their shiny hacks ! C:a:O:23:16:1d1 ###############################TEST############################### ############################################################################## ############################################################################## ############################################################################## ############################################################################## # R: Race definition # R:N:index:name # R:D:race desc # R:S:str:int:wis:dex:con:chr:luck # R:K:dis:dev:sav:stl:srh:fos:thn:thb # R:P:hitdie:xp%:infra:history chart # R:M:b_age:m_age:m_b_ht:m_m_ht:m_b_wt:m_m_wt:f_b_ht:f_m_ht:f_b_wt:f_m_wt # R:E:weapons:torso:arms:finger:head:legs # R:C:allowed classes # R:G:race flags # R:R:level:pval # R:F:flags # R:k:value:modifier:skill name # R:b:level:ability I: R:N:0:Human R:D:Humans are the second born, the Edain. R:D:They are the basic race to which all others are compared. R:D:Average in ability, they can be any class. R:S:0:0:0:0:0:0:0 R:K:0:0:0:0:0:10:0:0 R:P:10:100:0:1 R:M:14:6:72:6:180:25:66:4:150:20 R:E:1:1:1:2:1:1 R:C:Warrior | Archer | Mage | Rogue | Priest | Loremaster R:N:1:Half-Elf R:D:A crossbreed of elf and human, they get the best of the two races. R:S:0:1:1:1:-1:1:0 R:K:2:3:3:1:6:11:-1:5 R:P:9:110:2:4 R:M:24:16:66:6:130:15:62:6:100:10 R:E:1:1:1:2:1:1 R:C:Warrior | Archer | Mage | Rogue | Priest | Loremaster R:G:ELF R:k:+200:+000:Disarming R:k:+300:+000:Magic-Device R:k:+1500:+000:Spirituality R:k:+1000:+000:Stealth R:k:+600:+000:Sneakiness R:k:-100:+000:Weaponmastery R:k:+500:+000:Archery R:N:2:Elf R:D:Elves are the first born, the Eldar. R:D:More spiritual than physical beings, they are weaker than humans R:D:but are more intelligent. R:S:-1:2:2:1:-2:2:0 R:K:5:6:6:2:8:12:-5:15 R:P:8:120:3:5 R:M:75:75:60:4:100:6:54:4:80:6 R:E:1:1:1:2:1:1 R:R:1:0 R:F:RES_LITE | R:C:Warrior | Archer | Mage | Priest | Loremaster R:G:ELF R:k:+500:+000:Disarming R:k:+600:+000:Magic-Device R:k:+3000:+000:Spirituality R:k:+2000:+000:Stealth R:k:+800:+000:Sneakiness R:k:-500:+000:Weaponmastery R:k:+1500:+000:Archery R:N:3:Hobbit R:D:An old but quiet race related to humans. R:D:They are small and quite weak but good at many things. R:S:-2:2:1:3:2:1:5 R:K:15:18:18:5:12:15:-10:20 R:P:7:110:4:10 R:M:21:12:36:3:60:3:33:3:50:3 R:E:1:1:1:2:1:1 R:Z:create food R:G:RESIST_BLACK_BREATH | XTRA_MIGHT_SLING | R:R:1:0 R:F:SUST_DEX | R:C:Warrior | Archer | Mage | Rogue | Loremaster R:k:+0:+300:Sling-mastery R:k:+1500:+000:Disarming R:k:+1800:+000:Magic-Device R:k:+9000:+000:Spirituality R:k:+5000:+000:Stealth R:k:+1200:+000:Sneakiness R:k:-1000:+000:Weaponmastery R:k:+2000:+000:Archery R:N:4:Gnome R:D:Related to dwarves, Gnomes are between Dwarves and Hobbits in size. R:D:Very good at magic use, they are poor as fighters. R:S:-1:2:0:2:1:-2:2 R:K:10:12:12:3:6:13:-8:12 R:P:8:135:4:13 R:M:50:40:42:3:90:6:39:3:75:3 R:E:1:1:1:2:1:1 R:Z:blink R:R:1:0 R:F:FREE_ACT | R:C:Warrior | Mage | Rogue R:k:+1000:+000:Disarming R:k:+1200:+000:Magic-Device R:k:+6000:+000:Spirituality R:k:+3000:+000:Stealth R:k:+600:+000:Sneakiness R:k:-800:+000:Weaponmastery R:k:+1200:+000:Archery R:N:5:Dwarf R:D:The children of Aule, a strong but small race. R:D:Miners and fighters of legend. R:S:2:-2:2:-2:2:-3:0 R:K:2:9:10:-1:7:10:15:0 R:P:11:125:5:16 R:M:35:15:48:3:150:10:46:3:120:10 R:E:1:1:1:2:1:1 R:Z:find secret passages R:R:1:0 R:F:RES_BLIND | R:C:Warrior | Priest R:k:+0:+200:Axe-mastery R:k:+200:+000:Disarming R:k:+900:+000:Magic-Device R:k:+5000:+000:Spirituality R:k:-1000:+000:Stealth R:k:+700:+000:Sneakiness R:k:+1500:+000:Weaponmastery R:k:+500:+000:Archery R:N:6:Orc R:D:Quite strong but not very smart. R:S:2:-1:0:1:1:-4:-3 R:K:-3:-3:-3:-1:0:7:12:-5 R:P:10:110:3:25 R:M:11:4:66:1:150:5:62:1:120:5 R:E:1:1:1:2:1:1 R:Z:remove fear R:R:1:0 R:F:RES_DARK | R:C:Warrior | Archer | Rogue | Priest R:k:-300:+000:Disarming R:k:-300:+000:Magic-Device R:k:-1000:+000:Spirituality R:k:-1000:+000:Stealth R:k:+000:+000:Sneakiness R:k:+1200:+000:Weaponmastery R:k:-500:+000:Archery R:N:7:Troll R:D:They can bear the light of the sun. R:D:They are extremely strong and dumb. R:S:4:-4:-2:-4:3:-6:-4 R:K:-5:-8:-8:-2:-1:5:20:-10 R:P:12:137:3:22 R:M:20:10:96:10:250:50:84:8:225:40 R:E:1:1:1:2:1:1 R:Z:berserk R:R:1:0 R:F:SUST_STR | R:R:15:0 R:F:REGEN | R:C:Warrior R:k:-500:+000:Disarming R:k:-800:+000:Magic-Device R:k:-4000:+000:Spirituality R:k:-2000:+000:Stealth R:k:-100:+000:Sneakiness R:k:+2000:+000:Weaponmastery R:k:-1000:+000:Archery R:N:8:Dunadan R:D:The greatest of the Edain, humans in all respects but R:D:stronger, smarter and wiser. R:S:1:2:2:2:3:2:2 R:K:4:5:5:2:3:13:15:10 R:P:10:180:0:1 R:M:50:50:82:5:190:20:78:6:180:15 R:E:1:1:1:2:1:1 R:R:1:0 R:F:SUST_CON | REGEN | R:C:Warrior | Archer | Mage | Rogue | Priest | Loremaster R:k:+400:+000:Disarming R:k:+500:+000:Magic-Device R:k:+2500:+000:Spirituality R:k:+2000:+000:Stealth R:k:+800:+000:Sneakiness R:k:+1500:+000:Weaponmastery R:k:+1000:+000:Archery R:N:9:High-Elf R:D:Elves are the first born, the Eldar. R:D:High elves are the best of the Eldar, strong, fast, intellectual, though R:D:they sometimes lack wisdom. R:S:1:3:2:3:1:5:0 R:K:4:20:20:4:3:14:10:25 R:P:10:200:4:7 R:M:100:30:90:10:190:20:82:10:180:15 R:E:1:1:1:2:1:1 R:R:1:0 R:F:SEE_INVIS | R:F:RES_LITE | R:G:ELF R:C:Warrior | Archer | Mage | Priest | Loremaster R:k:+400:+000:Disarming R:k:+2000:+000:Magic-Device R:k:+10000:+000:Spirituality R:k:+4000:+000:Stealth R:k:+300:+000:Sneakiness R:k:+1000:+000:Weaponmastery R:k:+2500:+000:Archery R:N:10:Half-Ogre R:D:A crossbreed between a human and an ogre. R:D:They are similar to half-trolls, strong and dumb. R:S:3:-1:-1:-1:3:-3:-2 R:K:-3:-5:-5:-2:-1:5:20:0 R:P:12:130:3:74 R:M:40:10:92:10:255:60:80:8:235:60 R:E:1:1:1:2:1:1 R:Z:set explosive rune R:R:1:0 R:F:SUST_STR | RES_DARK | R:C:Warrior | Priest R:k:-300:+000:Disarming R:k:-500:+000:Magic-Device R:k:-2500:+000:Spirituality R:k:-2000:+000:Stealth R:k:-100:+000:Sneakiness R:k:+2000:+000:Weaponmastery R:k:+000:+000:Archery R:N:11:Beorning R:D:A race of men shapeshifters. R:D:They have the unique power of being able to polymorph to bear forms. R:S:4:-2:-2:-1:3:-5:1 R:K:-6:-8:-6:-2:-1:5:25:5 R:P:12:150:3:75 R:M:40:10:100:10:255:65:80:10:240:64 R:E:1:1:1:2:1:1 R:Z:turn into a bear R:R:1:0 R:F:SUST_STR | R:R:20:1 R:F:STR | R:C:Warrior | Rogue | Loremaster R:k:+1000:+1000:Bearform-combat R:k:-600:+000:Disarming R:k:-800:+000:Magic-Device R:k:-3000:+000:Spirituality R:k:-2000:+000:Stealth R:k:-100:+000:Sneakiness R:k:+2500:+000:Weaponmastery R:k:+500:+000:Archery R:N:12:Kobold R:D:A weaker kind of goblin, related to orcs. R:S:1:-1:0:1:0:-4:0 R:K:-2:-3:-2:-1:1:8:10:-8 R:P:9:125:3:82 R:M:11:3:60:1:130:5:55:1:100:5 R:E:1:1:1:2:1:1 R:Z:poison dart R:R:1:0 R:F:RES_POIS | R:C:Warrior | Archer | Rogue R:k:-200:+000:Disarming R:k:-300:+000:Magic-Device R:k:-1000:+000:Spirituality R:k:-1000:+000:Stealth R:k:+100:+000:Sneakiness R:k:+1000:+000:Weaponmastery R:k:-800:+000:Archery R:N:13:Petty-Dwarf R:D:A nearly extinct subrace of dwarves. R:D:They prefer to live in the darkness. R:S:1:-1:2:0:2:-4:-5 R:K:3:5:10:1:5:10:9:0 R:P:11:135:5:87 R:M:40:12:43:3:92:6:40:3:78:3 R:E:1:1:1:2:1:1 R:Z:detect doors and traps R:R:1:0 R:F:RES_DARK | RES_DISEN | R:C:Warrior | Rogue R:k:+300:+000:Disarming R:k:+500:+000:Magic-Device R:k:+5000:+000:Spirituality R:k:+1000:+000:Stealth R:k:+500:+000:Sneakiness R:k:+000:+000:Weaponmastery R:k:+000:+000:Archery R:N:14:Dark-Elf R:D:Elves are the first born, the Eldar. R:D:Dark elves are rare on Middle-earth and even though not evil R:D:they are not good. R:S:-1:3:2:2:-2:1:-2 R:K:5:15:20:3:8:12:-5:10 R:P:9:150:5:69 R:M:75:75:60:4:100:6:54:4:80:6 R:E:1:1:1:2:1:1 R:Z:magic missile R:R:1:0 R:F:RES_DARK | R:R:20:0 R:F:SEE_INVIS | R:C:Warrior | Archer | Mage | Rogue | Priest R:G:ELF R:k:+0:+200:Magic R:k:+500:+000:Disarming R:k:+1500:+000:Magic-Device R:k:+10000:+000:Spirituality R:k:+3000:+000:Stealth R:k:+800:+000:Sneakiness R:k:-500:+000:Weaponmastery R:k:+1000:+000:Archery R:N:15:Ent R:D:Guardian of the forests of Middle-earth, summoned by Yavanna before R:D:even the elves awoke. It is said 'Trolls are strong, Ents are STRONGER'. R:S:10:-3:2:-5:11:-3:-2 R:K:5:5:20:-6:5:4:15:5 R:P:14:210:5:95 R:M:255:70:72:6:100:25:66:4:100:20 R:E:1:1:1:2:1:1 R:Z:grow trees R:G:NO_STUN | NO_FOOD | R:G:AC_LEVEL | R:R:1:-5 R:F:SPEED | SENS_FIRE | SLOW_DIGEST | R:R:5:0 R:F:SEE_INVIS | R:R:20:0 R:F:ESP_ORC | R:F:ESP_TROLL | ESP_EVIL | R:C:Warrior | Priest | Loremaster R:O:70:32:2d3 R:b:1:Tree walking R:k:+0:+200:Barehand-combat R:k:+0:+600:Boulder-throwing R:k:+500:+000:Disarming R:k:+500:+000:Magic-Device R:k:+10000:+000:Spirituality R:k:-6000:+000:Stealth R:k:+500:+000:Sneakiness R:k:-300:+000:Weaponmastery R:k:-200:+000:Archery R:N:16:RohanKnight R:D:Humans from the land of Rohan, riding the great Mearas. R:D:Fast and powerful in battle. R:S:4:-2:3:1:4:2:0 R:K:10:5:5:-8:1:1:5:5 R:P:10:220:0:84 R:M:20:3:60:3:80:4:54:3:70:4 R:E:1:1:1:2:1:1 R:Z:Rohan Knight's Powers R:R:1:3 R:F:SPEED | R:R:5:1 R:F:SPEED | R:R:10:1 R:F:SPEED | R:R:15:1 R:F:SPEED | R:R:20:1 R:F:SPEED | R:R:25:1 R:F:SPEED | R:R:30:1 R:F:SPEED | R:R:35:1 R:F:SPEED | R:R:40:1 R:F:SPEED | R:R:45:1 R:F:SPEED | R:C:Warrior | Priest R:k:+1000:+000:Disarming R:k:+500:+000:Magic-Device R:k:+2500:+000:Spirituality R:k:-8000:+000:Stealth R:k:+100:+000:Sneakiness R:k:+100:+200:Weaponmastery R:k:+500:+000:Archery R:N:17:Thunderlord R:D:A thunderlord is a Great Eagle of Manwe, ridden by a Maia of Manwe. R:D:They carry the power of wind and thunder. R:S:6:2:1:1:3:8:2 R:K:6:0:10:-16:30:10:15:5 R:P:12:400:0:89 R:M:14:6:180:6:255:25:150:4:230:20 R:E:1:1:1:2:1:1 R:Z:Thunderlord's Powers R:R:1:0 R:F:FEATHER | R:R:4:0 R:F:ESP_DRAGON | R:R:5:0 R:F:RES_ELEC | R:R:10:0 R:F:RES_COLD | R:R:15:0 R:F:RES_ACID | R:R:17:0 R:F:FLY | R:R:35:0 R:F:RES_POIS | R:R:45:0 R:F:IM_ELEC | R:C:Warrior | Mage | Archer | Priest R:k:+600:+000:Disarming R:k:+000:+000:Magic-Device R:k:+5000:+000:Spirituality R:k:-16000:+000:Stealth R:k:+3000:+000:Sneakiness R:k:+1500:+000:Weaponmastery R:k:+500:+000:Archery R:N:18:DeathMold R:D:A pure mass of evilness, DeathMolds cannot move, but they have much more R:D:power than an average race. R:S:10:0:10:0:10:-15:-5 R:K:15:-5:15:25:0:10:25:25 R:P:15:250:10:100 R:M:5:15:10:1:50:1:10:1:50:1 R:E:1:1:1:4:0:0 R:Z:Death Mold's Powers R:G:EXPERIMENTAL R:R:1:0 R:F:IMMOVABLE | HOLD_LIFE | R:F:RES_NETHER | RES_NEXUS | R:C:Mage | Priest R:k:+0:+200:Necromancy R:k:+1500:+000:Disarming R:k:-500:+000:Magic-Device R:k:+7500:+000:Spirituality R:k:+25000:+000:Stealth R:k:+000:+000:Sneakiness R:k:+2500:+000:Weaponmastery R:k:+2500:+000:Archery R:N:19:Yeek R:D:The weakest of all the races, bad at everything except gaining levels quickly. R:S:-5:-5:-5:-5:-5:-5:-5 R:K:-5:-5:-10:0:-5:0:-10:-10 R:P:6:25:2:29 R:M:10:4:40:5:50:10:35:4:45:10 R:E:1:1:1:2:1:1 R:C:Warrior | Archer | Mage | Rogue | Priest | Loremaster R:k:-500:+000:Disarming R:k:-500:+000:Magic-Device R:k:-2500:+000:Spirituality R:k:-5000:+000:Stealth R:k:-500:+000:Sneakiness R:k:-500:+000:Weaponmastery R:k:-500:+000:Archery R:N:20:Wood-Elf R:D:Elves are the first born, the Eldar. R:D:Wood elves live in the great forests of Middle-earth. R:S:-3:2:1:5:-4:1:0 R:K:5:6:6:5:8:12:-25:40 R:P:7:130:4:5 R:M:75:75:60:4:100:6:54:4:80:6 R:E:1:1:1:2:1:1 R:G:XTRA_MIGHT_BOW | R:R:1:1 R:F:XTRA_MIGHT | RES_LITE | R:C:Warrior | Archer | Mage | Priest | Loremaster R:G:ELF R:k:+0:+200:Archery R:b:1:Tree walking R:k:+500:+000:Disarming R:k:+600:+000:Magic-Device R:k:+3000:+000:Spirituality R:k:+5000:+000:Stealth R:k:+800:+000:Sneakiness R:k:-2500:+000:Weaponmastery R:k:+4000:+000:Archery R:N:21:Maia R:D:An old race, dating from before the creation of Arda, the Maiar were R:D:created by Eru to help the Valar in their task. R:S:0:0:0:0:0:0:4 R:K:0:0:0:0:0:10:0:0 R:P:10:100:0:91 R:M:14:6:72:6:180:25:66:4:150:20 R:E:1:1:1:2:1:1 R:G:NO_GOD R:R:1:0 R:F:AGGRAVATE | R:R:20:0 R:F:DRAIN_EXP | R:R:6:1 R:F:STR | INT | WIS | DEX | CON | CHR | R:R:12:1 R:F:STR | INT | WIS | DEX | CON | CHR | R:R:18:1 R:F:STR | INT | WIS | DEX | CON | CHR | R:R:24:1 R:F:STR | INT | WIS | DEX | CON | CHR | R:R:30:1 R:F:STR | INT | WIS | DEX | CON | CHR | R:R:36:1 R:F:STR | INT | WIS | DEX | CON | CHR | R:R:42:1 R:F:STR | INT | WIS | DEX | CON | CHR | R:R:48:1 R:F:STR | INT | WIS | DEX | CON | CHR | R:C:Warrior | Archer | Mage R:k:+000:+000:Disarming R:k:+000:+000:Magic-Device R:k:+000:+000:Spirituality R:k:=0:=0:Prayer R:k:+000:+000:Stealth R:k:+000:+000:Sneakiness R:k:+000:+000:Weaponmastery R:k:+000:+000:Archery ############################################################################## ############################################################################## ############################################################################## ############################################################################## # S: Subrace definition # S:N:index:name # S:D:'A'fter/'B'efore:subrace desc # S:S:str:int:wis:dex:con:chr:luck:mana # S:K:dis:dev:sav:stl:srh:fos:thn:thb # S:P:hitdie:xp%:infra # S:M:b_age:m_age:m_b_ht:m_m_ht:m_b_wt:m_m_wt:f_b_ht:f_m_ht:f_b_wt:f_m_wt # S:E:weapons:torso:arms:finger:head:legs # S:A:allowed races # S:C:'A'llow/'F'orbid:allowed/forbiden classes # S:G:subrace flags # S:R:level:pval # S:F:flags # S:k:value:modifier:skill name # S:b:level:ability # Make the parser actually work :) I: S:N:0: S:D:A:A normal member of the race. S:S:0:0:0:0:0:0:0:100 S:K:0:0:0:0:0:0:0:0 S:P:0:0:0 S:M:0:0:0:0:0:0:0:0:0:0 S:E:0:0:0:0:0:0 S:A:Human | Half-Elf | Elf | Hobbit | Gnome | Dwarf | S:A:Orc | Troll | Dunadan | High-Elf | Half-Ogre | Beorning | S:A:Kobold | Petty-Dwarf | Dark-Elf | Ent | RohanKnight | Thunderlord | S:A:DeathMold | Yeek | Wood-Elf | Maia | # Just a place holder, the actualy setting are done with corruptions, see # corrupt.lua and player.lua S:N:1:Vampire S:D:B:Vampires are powerful undead, wielding great powers. They still fear the S:D:B:sunlight and cannot easily satiate their hunger. S:S:0:0:0:0:0:0:0:100 S:K:0:0:0:0:0:0:0:0 S:P:0:0:0 S:M:0:0:0:0:0:0:0:0:0:0 S:E:0:0:0:0:0:0 S:A:Human | Half-Elf | Hobbit | Gnome | Dwarf | Orc | S:A:Troll | Dunadan | Half-Ogre | Beorning | Kobold | Petty-Dwarf | S:A:Dark-Elf | RohanKnight | Yeek | S:C:A:Mage S:O:70:0:5d3 S:O:70:32:2d3 S:N:2:Spectre S:D:B:Spectres only partially exist in the mortal world and so they can S:D:B:pass through walls. They are somewhat physically weak. S:S:-5:1:1:2:-3:-6:-3:105 S:K:2:8:7:2:2:7:-5:-2 S:P:-4:80:3 S:M:50:15:0:0:-10:-5:0:0:-10:-5 S:E:0:0:0:0:0:0 S:A:Human | Half-Elf | Elf | Hobbit | Gnome | Dwarf | S:A:Orc | Troll | Dunadan | High-Elf | Half-Ogre | Beorning | S:A:Kobold | Petty-Dwarf | Dark-Elf | RohanKnight | Yeek | Wood-Elf | S:C:F:Warrior | Archer S:G:UNDEAD | NO_CUT | NO_FOOD | SEMI_WRAITH | NO_SUBRACE_CHANGE S:R:1:0 S:F:SEE_INVIS | HOLD_LIFE | S:F:SLOW_DIGEST | RES_COLD | RES_POIS | RES_NETHER | S:O:70:32:2d3 S:k:+200:+000:Disarming S:k:+800:+000:Magic-Device S:k:+700:+000:Spirituality S:k:+2000:+000:Stealth S:k:+200:+000:Sneakiness S:k:-500:+000:Weaponmastery S:k:-200:+000:Archery S:N:3:Skeleton S:D:B:Yet an other kind of undead. Their physical 'body' is not very vulnerable S:D:B:to sharp things. S:S:0:-2:-2:0:1:-4:-3:70 S:K:-5:-5:5:-1:-1:8:8:0 S:P:0:45:1 S:M:50:15:0:0:-10:-5:0:0:-10:-5 S:E:0:0:0:0:0:0 S:A:Human | Half-Elf | Elf | Hobbit | Gnome | Dwarf | S:A:Orc | Troll | Dunadan | High-Elf | Half-Ogre | Beorning | S:A:Kobold | Petty-Dwarf | Dark-Elf | RohanKnight | Yeek | Wood-Elf | S:G:UNDEAD | NO_CUT | NO_FOOD | NO_SUBRACE_CHANGE S:R:1:0 S:F:SEE_INVIS | HOLD_LIFE | S:F:RES_POIS | RES_SHARDS | S:R:10:0 S:F:RES_COLD | S:O:70:32:2d3 S:k:-500:+000:Disarming S:k:-500:+000:Magic-Device S:k:+500:+000:Spirituality S:k:-1000:+000:Stealth S:k:-100:+000:Sneakiness S:k:+800:+000:Weaponmastery S:k:+000:+000:Archery S:N:4:Zombie S:D:B:Strong and dumb is a zombie. S:S:2:-6:-6:1:4:-5:-4:70 S:K:-2:-2:5:-1:-1:2:5:0 S:P:3:45:1 S:M:50:15:0:0:0:0:0:0:0:0 S:E:0:0:0:0:0:0 S:A:Human | Half-Elf | Elf | Hobbit | Gnome | Dwarf | S:A:Orc | Troll | Dunadan | High-Elf | Half-Ogre | Beorning | S:A:Kobold | Petty-Dwarf | Dark-Elf | RohanKnight | Yeek | Wood-Elf | S:C:F:Mage S:G:UNDEAD | NO_FOOD | NO_SUBRACE_CHANGE S:R:1:0 S:F:SEE_INVIS | HOLD_LIFE | S:F:SLOW_DIGEST | RES_POIS | S:R:5:0 S:F:RES_COLD | S:O:70:32:2d3 S:k:-200:+000:Disarming S:k:-200:+000:Magic-Device S:k:+500:+000:Spirituality S:k:-1000:+000:Stealth S:k:-100:+000:Sneakiness S:k:+500:+000:Weaponmastery S:k:+000:+000:Archery S:N:5:Barbarian S:D:A:Hardy members of their race, they are strong fighters but poor spellcasters. S:S:2:-3:-2:1:1:-3:1:50 S:K:-2:-10:2:-2:0:1:12:5 S:P:1:25:0 S:M:0:0:0:0:0:0:0:0:0:0 S:E:0:0:0:0:0:0 S:A:Human | Dwarf | Orc | Troll | Half-Ogre | Beorning | S:C:F:Mage S:R:10:0 S:F:RES_FEAR | S:k:-200:+000:Disarming S:k:-1000:+000:Magic-Device S:k:+200:+000:Spirituality S:k:-2000:+000:Stealth S:k:+000:+000:Sneakiness S:k:+1200:+000:Weaponmastery S:k:+500:+000:Archery S:N:6:Hermit S:D:A:Through years of isolation hermits can manage to increase their mana S:D:A:reserves but at the cost of an increased physical weakness. S:S:-3:1:1:-3:-3:1:0:120 S:K:5:10:5:3:4:10:-5:-5 S:P:-3:20:1 S:M:0:0:0:0:0:0:0:0:0:0 S:E:0:0:0:0:0:0 S:A:Human | Half-Elf | Elf | Hobbit | Gnome | Dwarf | S:A:Dunadan | High-Elf | Petty-Dwarf | Dark-Elf | Ent | RohanKnight | S:A:Thunderlord | DeathMold | Yeek | Wood-Elf | Maia | S:C:F:Warrior | Archer S:k:+500:+000:Disarming S:k:+1000:+000:Magic-Device S:k:+500:+000:Spirituality S:k:+3000:+000:Stealth S:k:+400:+000:Sneakiness S:k:-500:+000:Weaponmastery S:k:-500:+000:Archery S:N:8:LostSoul S:D:A:In some very rare occasions souls can come back from the Halls of Mandos. S:S:0:0:0:0:0:0:0:100 S:K:0:0:0:0:0:0:0:0 S:P:0:0:0 S:M:0:0:0:0:0:0:0:0:0:0 S:E:0:0:0:0:0:0 S:G:ASTRAL | NO_SUBRACE_CHANGE S:R:1:0 S:F:SEE_INVIS S:A:Human | Half-Elf | Elf | Hobbit | Gnome | Dwarf | S:A:Orc | Troll | Dunadan | High-Elf | Half-Ogre | Beorning | S:A:Kobold | Petty-Dwarf | Dark-Elf | Ent | RohanKnight | Thunderlord | S:A:DeathMold | Yeek | Wood-Elf | Maia | S:O:70:32:25d2 S:O:70:12:25d3 # Used for corruptions that can change your subrace S:N:9:xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx S:D:A:xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx S:S:0:0:0:0:0:0:0:100 S:K:0:0:0:0:0:0:0:0 S:P:0:0:0 S:M:0:0:0:0:0:0:0:0:0:0 S:E:0:0:0:0:0:0 ############################################################################## ############################################################################## ############################################################################## ############################################################################## # H: Race history # H:index:chance:chart:next chart:social class bonus:desc # Dunadan, Human: 1 -> 2 -> 3 -> 50 -> 51 -> 52 -> 53. # RohanKnight: 84 -> 85 -> 50 -> 51 -> 52 -> 53. # Half-Ogre: 74 -> 20 -> 2 -> 3 -> 50 -> 51 -> 52 -> 53. # Beorning: 75 -> 76 -> 20 -> 2 -> 3 -> 50 -> 51 -> 52 -> 53. # Half-elf: 4 -> 1 -> 2 -> 3 -> 50 -> 51 -> 52 -> 53. # Elf, Wood-elf: 5 -> 6 -> 9 -> 54 -> 55 -> 56. # High-elf: 7 -> 8 -> 9 -> 54 -> 55 -> 56. # Dark-elf: 69 -> 70 -> 71 -> 72 -> 73. # Hobbit: 10 -> 11 -> 3 -> 50 -> 51 -> 52 -> 53. # Gnome: 13 -> 14 -> 3 -> 50 -> 51 -> 52 -> 53. # Dwarf: 16 -> 17 -> 18 -> 57 -> 58 -> 59 -> 60 -> 61. # Petty-Dwarf: 87 -> 88 -> 18 -> 57 -> 58 -> 59 -> 60 -> 61. # Thunderlord: 89 -> 90 -> 93 -> 94. # Maia: 91 -> 92 -> 93 -> 94. # Ent: 95 -> 96. # Troll: 22 -> 23 -> 24 -> 62 -> 63 -> 64 -> 65 -> 66. # Orc 25 -> 26 -> 27 -> 28 -> 80 -> 81 -> 65 -> 66. # Yeek: 29 -> 3 -> 50 -> 51 -> 52 -> 53. # (not used: 78 -> 79 -> 80 -> 81 -> 65 -> 66.) # Kobold: 82 -> 83 -> 80 -> 81 -> 65 -> 66. # Deathmold: 100 -> 101 -> 102 -> 103 -> 104. H:0:10:1:2:25:You are the illegitimate and unacknowledged child H:1:20:1:2:35:You are the illegitimate but acknowledged child H:2:95:1:2:45:You are one of several children H:3:100:1:2:50:You are the first child H:4:40:2:3:65:of a Serf. H:5:65:2:3:80:of a Yeoman. H:6:80:2:3:90:of a Townsman. H:7:90:2:3:105:of a Guildsman. H:8:96:2:3:120:of a Landed Knight. H:9:99:2:3:130:of a Noble Lord. H:10:100:2:3:140:of the Royal Blood Line. H:11:20:3:50:20:You are the black sheep of the family. H:12:80:3:50:55:You are a credit to the family. H:13:100:3:50:60:You are a well-liked child. H:14:25:4:1:40:Your mother was of the Avari. H:15:40:4:1:50:Your father was of the Avari. H:16:65:4:1:60:Your mother was of the Nandor. H:17:80:4:1:60:Your father was of the Nandor. H:18:96:4:1:70:Your mother was of the Sindar. H:19:99:4:1:70:Your father was of the Sindar. H:20:100:4:1:100:Your ancestry traces to Elrond. H:21:60:5:6:50:You are one of several children H:22:100:5:6:55:You are the only child H:23:40:6:9:40:of an Avarin H:24:70:6:9:50:of a Nandorin H:25:100:6:9:60:of a Sindarin H:26:60:7:8:50:You are one of several children H:27:100:7:8:55:You are the only child H:28:75:8:9:50:of a Telerin H:29:95:8:9:55:of a Noldorin H:30:100:8:9:60:of a Vanyarin H:31:40:9:54:80:Ranger. H:32:70:9:54:90:Archer. H:33:87:9:54:110:Warrior. H:34:95:9:54:125:Mage. H:35:99:9:54:140:Prince. H:36:100:9:54:145:King. H:37:85:10:11:45:You are one of several children of a Hobbit H:38:100:10:11:55:You are the only child of a Hobbit H:39:20:11:3:55:Bum. H:40:30:11:3:80:Tavern Owner. H:41:40:11:3:90:Miller. H:42:50:11:3:100:Home Owner. H:43:80:11:3:110:Burglar. H:44:95:11:3:115:Warrior. H:45:99:11:3:125:Mage. H:46:100:11:3:140:Clan Elder. H:47:85:13:14:45:You are one of several children of a Gnome H:48:100:13:14:55:You are the only child of a Gnome H:49:20:14:3:55:Beggar. H:50:50:14:3:70:Braggart. H:51:75:14:3:85:Prankster. H:52:95:14:3:100:Warrior. H:53:100:14:3:125:Mage. H:54:25:16:17:40:You are one of two children of a Dwarven H:55:100:16:17:50:You are the only child of a Dwarven H:56:10:17:18:60:Thief. H:57:35:17:18:80:Smith. H:58:75:17:18:90:Miner. H:59:90:17:18:110:Warrior. H:60:99:17:18:130:Priest. H:61:100:17:18:150:King. H:62:15:18:57:10:You are the black sheep of the family. H:63:85:18:57:50:You are a credit to the family. H:64:100:18:57:55:You are a well liked child. H:65:100:20:2:50:You are the adopted child H:66:100:22:23:50:You are the offspring of a H:67:30:23:24:20:Forest-Troll H:68:60:23:24:25:Cave-Troll H:69:75:23:24:30:Hill-Troll H:70:90:23:24:35:Stone-Troll H:71:95:23:24:40:Snow-Troll H:72:100:23:24:45:Water-Troll H:73:25:24:62:50:Worker. H:74:95:24:62:55:Warrior. H:75:99:24:62:65:Shaman. H:76:100:24:62:80:Clan Chief. H:77:100:25:26:50:You are one of several children of H:78:40:26:27:40:a Snaga H:79:80:26:27:50:an Orc H:80:100:26:27:60:an Uruk H:81:30:27:28:20:Slave H:82:60:27:28:50:Archer H:83:90:27:28:60:Warrior H:84:95:27:28:80:Shaman H:85:100:27:28:100:Chieftain H:86:30:28:80:50:from the Misty Mountains. H:87:60:28:80:50:from the Grey Mountains. H:88:90:28:80:70:from the orc-hold of Mount Gundabad. H:89:100:28:80:80:from the Pits of Angband. H:90:25:29:3:50:You are one of five children of a blue Yeek. H:91:75:29:3:75:You are one of five children of a brown Yeek. H:92:100:29:3:100:You are one of five children of a master Yeek. H:93:20:50:51:50:You have dark brown eyes, H:94:60:50:51:50:You have brown eyes, H:95:70:50:51:50:You have hazel eyes, H:96:80:50:51:50:You have green eyes, H:97:90:50:51:50:You have blue eyes, H:98:100:50:51:50:You have blue-gray eyes, H:99:70:51:52:50:straight H:100:90:51:52:50:wavy H:101:100:51:52:50:curly H:102:30:52:53:50:black hair, H:103:70:52:53:50:brown hair, H:104:80:52:53:50:auburn hair, H:105:90:52:53:50:red hair, H:106:100:52:53:50:blond hair, H:107:10:53:0:50:and a very dark complexion. H:108:30:53:0:50:and a dark complexion. H:109:80:53:0:50:and an average complexion. H:110:90:53:0:50:and a fair complexion. H:111:100:53:0:50:and a very fair complexion. H:112:85:54:55:50:You have light grey eyes, H:113:95:54:55:50:You have light blue eyes, H:114:100:54:55:50:You have light green eyes, H:115:75:55:56:50:straight H:116:100:55:56:50:wavy H:117:75:56:0:50:black hair, and a fair complexion. H:118:85:56:0:50:brown hair, and a fair complexion. H:119:95:56:0:50:blond hair, and a fair complexion. H:120:100:56:0:50:silver hair, and a fair complexion. H:121:99:57:58:50:You have dark brown eyes, H:122:100:57:58:60:You have glowing red eyes, H:123:90:58:59:50:straight H:124:100:58:59:50:wavy H:125:75:59:60:50:black hair, H:126:100:59:60:50:brown hair, H:127:25:60:61:50:a one foot beard, H:128:60:60:61:51:a two foot beard, H:129:90:60:61:53:a three foot beard, H:130:100:60:61:55:a four foot beard, H:131:100:61:0:50:and a dark complexion. H:132:60:62:63:50:You have slime green eyes, H:133:85:62:63:50:You have puke yellow eyes, H:134:99:62:63:50:You have blue-bloodshot eyes, H:135:100:62:63:55:You have glowing red eyes, H:136:33:63:64:50:dirty H:137:66:63:64:50:mangy H:138:100:63:64:50:oily H:139:33:64:65:50:sea-weed green hair, H:140:66:64:65:50:bright red hair, H:141:100:64:65:50:dark purple hair, H:142:25:65:66:50:and green H:143:50:65:66:50:and blue H:144:75:65:66:50:and white H:145:100:65:66:50:and black H:146:33:66:0:50:ulcerous skin. H:147:66:66:0:50:scabby skin. H:148:100:66:0:50:leprous skin. H:149:85:69:70:45:You are one of several children of a Dark Elven H:150:100:69:70:55:You are the only child of a Dark Elven H:151:50:70:71:60:Warrior. H:152:80:70:71:75:Warlock. H:153:100:70:71:95:Noble. H:154:100:71:72:50:You have black eyes, H:155:70:72:73:50:straight H:156:90:72:73:50:wavy H:157:100:72:73:50:curly H:158:100:73:0:50:black hair and a very dark complexion. H:159:25:74:20:25:Your mother was an Ogre, but it is unacknowledged. H:160:100:74:20:25:Your father was an Ogre, but it is unacknowledged. H:161:90:75:76:50:You are a descendant of Beorn to the H:162:100:75:20:100:Your father was Beorn. H:163:13:76:20:55:9th degree. H:164:25:76:20:60:8th degree. H:165:38:76:20:65:7th degree. H:166:50:76:20:70:6th degree. H:167:63:76:20:75:5th degree. H:168:75:76:20:80:4th degree. H:169:88:76:20:85:3rd degree. H:170:100:76:20:90:2nd degree. H:171:100:78:79:50:You are one of several children of H:172:50:79:80:50:a Brown Yeek. H:173:75:79:80:50:a Blue Yeek. H:174:95:79:80:85:a Master Yeek. H:175:100:79:80:120:Boldor, the King of the Yeeks. H:176:25:80:81:50:You have pale eyes, H:177:50:80:81:50:You have glowing eyes, H:178:75:80:81:50:You have tiny black eyes, H:179:100:80:81:50:You have shining black eyes, H:180:20:81:65:50:no hair at all, H:181:40:81:65:50:short black hair, H:182:60:81:65:50:long black hair, H:183:80:81:65:50:bright red hair, H:184:100:81:65:50:colourless albino hair, H:185:100:82:83:50:You are one of several children of H:186:40:83:80:50:a Small Kobold. H:187:75:83:80:55:a Kobold. H:188:95:83:80:65:a Large Kobold. H:189:100:83:80:100:Mughash, the Kobold Lord. H:190:85:84:85:45:You are one of several children H:191:100:84:85:50:You are the first child H:192:60:85:50:40:of a Serf. H:193:85:85:50:55:of a Devoted Mercenary. H:194:96:85:50:60:of a Landed Knight. H:195:99:85:50:100:of a Marshal of the Riddermark. H:196:100:85:50:120:of a King of the Rohirrim. H:197:100:87:88:89:You are one of several children of H:198:30:88:18:20:a Petty-Dwarf Slave. H:199:50:88:18:40:a Petty-Dwarf Thief. H:200:70:88:18:60:a Petty-Dwarf Smith. H:201:90:88:18:75:a Petty-Dwarf Miner. H:202:95:88:18:100:a Petty-Dwarf Shaman. H:203:100:88:18:100:Mim, Betrayer of Turin. H:204:85:89:90:50:You are one of many Manwe Maia. H:205:100:89:90:60:You are the one of the most famous Manwe Maia. H:206:90:90:93:100:Your eagle looks very good. H:207:100:90:93:120:Your eagle is splendid. H:208:10:91:92:20:You are a unnoticed minion of H:209:25:91:92:30:You are a minor servant of H:210:45:91:92:40:You are a subject of H:211:65:91:92:50:You have attached yourself to H:212:85:91:92:65:You are associated with H:213:95:91:92:80:You are a notable follower of H:214:100:91:92:100:You are a celebrated assistant to H:215:20:92:93:55:Nessa. H:216:40:92:93:60:Vana. H:217:50:92:93:65:Tulkas. H:218:80:92:93:75:Mandos. H:219:90:92:93:80:Nienna. H:220:95:92:93:90:Varda. H:221:100:92:93:95:Manwe. H:222:100:93:94:50:In the past you dwelt on earth in the form of H:223:25:94:0:50:various animals. H:224:55:94:0:55:a spirit of forest and river. H:225:70:94:0:60:a beneficent but unseen force. H:226:96:94:0:70:a wise and ancient counsellor. H:227:100:94:0:80:a Wizard of legend. H:228:30:95:96:30:You are of an unknown generation of the Ents. H:229:40:95:96:50:You are of the third generation of the Ents. H:230:60:95:96:60:You are of the second generation of the Ents. H:231:100:95:96:80:You are one of the first beings who awoke on Arda. H:232:50:96:0:50:You have green skin and inflexible members. H:233:100:96:0:50:You have brown skin and inflexible members. H:234:10:100:101:30:You were born in dirty bilge-water, H:235:20:100:101:35:You were born in dirty straw, H:236:30:100:101:40:You were born in wet mud, H:237:40:100:101:45:You were born in a pile of dust, H:238:50:100:101:50:You were born in sand, H:239:60:100:101:50:You were born in pebbles, H:240:70:100:101:55:You were born in a kobold corpse, H:241:80:100:101:60:You were born in dragon droppings, H:242:90:100:101:65:You were born in a pile of bones, H:243:100:100:101:70:You were born in a corpse of a mighty hero, H:244:10:101:102:30:created by rotting flesh. H:245:20:101:102:35:created by a kobold magician. H:246:30:101:102:40:created by a corrupted apprentice. H:247:40:101:102:45:created by a curious mage apprentice. H:248:50:101:102:50:created by an evil Symbiant. H:249:60:101:102:50:created by a practicing Necromancer. H:250:70:101:102:55:created by the Mutant Breeders. H:251:80:101:102:60:created by a curious adventurer. H:252:90:101:102:65:called to life by the Witch-King of Angmar. H:253:100:101:102:70:called to life by Sauron himself. H:254:100:102:103:50:Since then you have given life to H:255:10:103:104:30:no H:256:20:103:104:35:one weak-willed H:257:30:103:104:40:two H:258:40:103:104:45:three H:259:50:103:104:50:four H:260:60:103:104:50:five H:261:70:103:104:55:about twenty H:262:80:103:104:60:dozens of H:263:90:103:104:65:hundreds of H:264:100:103:104:70:uncounted multitudes of H:265:100:104:0:50:foul offspring. ############################################################################## ############################################################################## ############################################################################## ############################################################################## # M:N:idx:color:Meta class name # M:C:class name I: M:N:0:U:Classes -- The Classes of Middle-earth M:C:Warrior M:C:Archer M:C:Rogue M:C:Mage M:C:Priest M:C:Loremaster #M:C:Test #M:C:Chaos-Warrior #M:N:1:B:Spellcasters -- Magic is The One True Way #M:N:2:y:Priests -- Hail the powers of the Ainur #M:C:Mindcrafter #M:N:3:G:Beastfriends -- Monsters are fun #M:C:BeastMaster #M:N:4:v:Others -- The way to your independence #M:C:Harper #M:C:Merchant #M:N:5:o:Tests -- Test is you dare ! #M:C:Test #M:C:Blade #M:C:Black-Knight tome-2.3.11-ah/lib/edit/qrand1.map000066400000000000000000000004521233503306200165060ustar00rootroot00000000000000# Floor F:.:1:6 # Marker F:,:172:6 # Princess F:p:1:6:969 # Lit permanent wall F:x:61:6 # Lit glass wall F:G:188:6 # Door F:D:38:6 # Floor with Trap F:t:1:8:0:0:0:0:* # Deep lava F:F:85:12 # Dungeon layout D: D: xxxxxxx D: xpGF..x D: xGGF,.D D: xFFF..x D: xxxxxxx D: tome-2.3.11-ah/lib/edit/qrand10.map000066400000000000000000000007131233503306200165660ustar00rootroot00000000000000# Floor F:.:1:6 # Marker F:,:172:6 # Princess F:p:1:6:969 # Lit permanent wall F:x:61:6 # Lit glass wall F:G:188:6 # Door F:D:38:6 # Floor with Trap F:t:1:2056:0:0:0:0:* # Deep lava F:F:85:12 # Dungeon layout D: D: xxxxxxx D: xFFFFFx D: xxxxxx,t.ttxxxx D: xFFG,t....t,,,xxx D: xFpG.......t.t.DD D: xFFG,t....t,,,xxx D: xxxxxx,t.ttxxxx D: xFFFFFx D: xxxxxxx D: tome-2.3.11-ah/lib/edit/qrand11.map000066400000000000000000000005761233503306200165760ustar00rootroot00000000000000# Floor F:.:1:6 # Marker F:,:172:6 # Princess F:p:1:6:969 # Lit permanent wall F:x:61:6 # Lit glass wall F:G:188:6 # Door F:D:38:6 # Floor with Trap F:t:1:8:0:0:0:0:* # Deep lava F:L:85:6 # Shallow lava F:l:86:6 # Dungeon layout D: ,llllllll , D:, llLLLLLllll, D:llLLLGGGLLLlll, D:llLLLGpGLLLLlll D:lllLLGGGLLLllll D:lllllLLLLlllll, D:,lllllllllll, D: , ,llllll, tome-2.3.11-ah/lib/edit/qrand12.map000066400000000000000000000006011233503306200165640ustar00rootroot00000000000000# Floor F:.:1:6 # Marker F:,:172:6 # Princess F:p:1:6:969 # Lit permanent wall F:x:61:6 # Lit glass wall F:G:188:6 # Door F:D:38:6 # Floor with Trap F:t:1:8:0:0:0:0:* # Deep water F:W:187:6 # Shallow water F:w:84:6 # Dungeon wayout D: ,wwwwwwww , D:,,wwWWWWWwwww, D:wwWWWGGGWWWwww, D:wwWWWGpGWWWWwww D:wwwWWGGGWWWwwww D:wwwwwWWWWwwwww, D:,wwwwwwwwwww, D: , ,wwwwww, tome-2.3.11-ah/lib/edit/qrand14.map000066400000000000000000000006231233503306200165720ustar00rootroot00000000000000# Floor F:.:1:6 # Marker F:,:172:6 # Princess F:p:1:6:969 # Lit permanent wall F:x:61:6 # Lit glass wall F:G:188:6 # Door F:D:38:6 # Floor with Trap F:t:1:8:0:0:0:0:* # Deep water F:W:84:6 # Shallow water F:w:187:6 # Dungeon wayout D: D: xxxx xxxx D: x,,x x,,x D: xxDxxxxxxxDxx D: D,,,GpG,,,D D: xxDxxxxxxxDxx D: x,,x x,,x D: xxxx xxxx D: tome-2.3.11-ah/lib/edit/qrand5.map000066400000000000000000000005731233503306200165160ustar00rootroot00000000000000# Floor F:.:1:6 # Marker F:,:172:6 # Princess F:p:1:6:969 # Lit permanent wall F:x:61:6 # Lit glass wall F:G:188:6 # Dungeon layout D: D: xxxx.xxxx D: xx.......xx D: xxx..,...,..xxx D: xx.....GGG.....xx D: x......GpG......x D: xx..,..GGG..,..xx D: xxx....,....xxx D: xx.......xx D: xxxx.xxxx D: tome-2.3.11-ah/lib/edit/qrand6.map000066400000000000000000000006231233503306200165130ustar00rootroot00000000000000# Floor F:.:1:6 # Marker F:,:172:6 # Princess F:p:1:6:969 # Lit permanent wall F:x:61:6 # Lit glass wall F:G:188:6 # Door F:D:38:6 # Floor with Trap F:t:1:8:0:0:0:0:* # Deep water F:W:84:6 # Shallow water F:w:187:6 # Dungeon wayout D: D: xxxx xxxx D: xxxx xxxx D: xxxxxxxxxxDxx D: D,,,GpG,,,D D: xxxxxxxxxxDxx D: xxxx xxxx D: xxxx xxxx D: tome-2.3.11-ah/lib/edit/qrand7.map000066400000000000000000000005231233503306200165130ustar00rootroot00000000000000# Floor F:.:1:6 # Marker F:,:172:6 # Princess F:p:1:6:969 # Lit permanent wall F:x:61:6 # Lit glass wall F:G:188:6 # Door F:D:38:6 # Floor with Trap F:t:1:8:0:0:0:0:* # Deep water F:W:84:6 # Shallow water F:w:187:6 # Dungeon wayout D:ttttt D:tGGGt ,x, D:tGpGt x,x D:tGGGt ,x, D:ttttt D: ,x, D: tome-2.3.11-ah/lib/edit/r_info.txt000066400000000000000000017411311233503306200166450ustar00rootroot00000000000000# File: r_info.txt # With new monsters for Zangband 2.2 (or 2.3) # With new monsters for PernAngband 3.x.x # With lots of monsters for PernAngband 4.x.x # With Spirits for ToME 2.1.x # This file is used to initialize the "lib/raw/r_info.raw" file, which is # used to initialize the "monster race" information for the Angband game. # Do not modify this file unless you know exactly what you are doing, # unless you wish to risk possible system crashes and broken savefiles. # After modifying this file, delete the "lib/raw/r_info.raw" file. # PernAngband notes: # Currently, "unique" monsters are just "special" monster races, with # the requirement that only one monster of that race can exist at a time, # and when it is killed, it can never again be generated. # ATTR_CLEAR monsters acquire their attr from the item/floor below them, # and use "white" for the recall window. See "cave.c" for info. # ATTR_MULTI monsters have a "flickering" attr, and use "violet" for the # recall window. See "cave.c" for info. # CHAR_CLEAR monsters use special symbols (.) as given below, # and use those symbols for the recall window. In theory, normally, # these monsters cannot be targetted, and when examined look like normal # floors, until the player "notices" them (perhaps check "awake"). # CHAR_MULTI monsters use special symbols (!, ?, =) as given below, # and use those symbols for the recall window. In theory, normally, # these monsters cannot be targetted, and when examined look like normal # objects, until the player "notices" them (perhaps check "awake"). # Note that there are (a few) normal monsters who are "violet" but not # ATTR_MULTI, and a lot of monsters which are "white" but not ATTR_CLEAR. # Note that currently both CHAR_CLEAR and CHAR_MULTI monsters are treated # as normal monsters that are just a little hard to see. # Note that the monster list underwent several changes for Angband 2.7.9, # including some monster name changes, some symbol redistributions, and # some color changes. # The Umber Hulk joined the Xorn/Xaren (X). The ticks (t) joined the # spiders (S). The townspeople (t) left the people (p). The "Jabberwock" # became the "Chaos beetle" (K). The major demons (&) became (U) and the # minor demons (I) became (u). Multiplying insects (fleas, fruit flies, # hummerhorns) became (I), visually "matching" the multiplying lice (l). # The "ant lions" (a) became "ants" (a). The mummified monsters (M) # joined the zombified monsters (z). The multi-headed hydras (M) left # the reptiles (R). The snakes (J) left the reptiles (R). # Some of the old "red" or "brown" monsters became "pink" if they lower # strength, while some of the old "fire" monsters became simply "red" # monsters. The "dragons" and "hounds" and related monsters underwent # a "color scheme regularization" ('w' = White/Cold, 's' = Black/Acid, # 'o' = Lite/Dark, 'r' = Red/Fire, 'g' = Green/Poison, 'b' = Blue/Elec, # 'u' = Brown/Earth/Force, 'D' = Dark/etc, 'W' = Stone/Inertia/Gravity/etc, # 'v' = Multihued/Chaos/Disenchantment/etc, 'y' = Gold/Sound, 'R' = Nexus, # 'G' = Nether, 'B' = Left-overs, and 'U' = Bronze/Confusion). # In several situations, two or more monsters with identical symbols and # colors were changed so that maximal information is conveyed by the symbol # and color. # The "people" (p), with more than 50 entries, got a new "color scheme" # ('w' = Paladin, 's' = Knight, 'o' = Mystic, 'r' = Mage, 'g' = High Priest, # 'b' = Thief, 'u' = Warrior, 'D' = Death knight, 'W' = Ranger/Archer, # 'v' = Sorcerer, 'y' = Ninja, 'R' = High Mage, 'G' = Priest, 'B' = High # Thief, 'U' = High Warrior). Note that most non-unique "people" already # had these colors, or colors close to these colors. A similar color scheme # was enforced for the "humanoid" (h) monsters as well, more or less. # TY: This is no longer entirely accurate. The monster coloring has been # changed 'back' to pre-2.7.* coloring in several cases. For example, I # prefer "black" thief characters. Also color can be (and should) be used to # convey information, but more importantly it is a visual presentation # of the creature and should be what the creature "looks" like. # Many of the "unique" monsters were changed to "match" the "base" monster # from which they were derived. Angband 2.8.0 may require every "unique" # monster to be based on a "normal" monster, and may enforce color matching. # This may result in the addition of some new monsters, to serve as "base" # monsters, possibly including Ogre captains, Greater Balrogs, Black Trolls, # Vampire Queens, Giant Werewolves, and others. This may be accompanied by # a separation of the monster list into a "normal" monster list (r_info) # with 512 entries, and a "unique" monster list (u_info) with 128 entries, # which will require reorganization of the list. Some new "player ghost" # unique monsters will probably be added at the same time. # Mushrooms look just like food (and use the "," symbol for both the recall # window and for normal display), Creeping coins look just like coins (and # use the "$" symbol for both the recall window and for normal display), and # Trappers/Lurkers can never be seen (and use the "." symbol for the recall # window). All other monsters use "alphabetic" symbols, and "alphabetic" # symbols are used only for monsters. # The "0" and "9" symbols are reserved for internal debugging use. # The "&" symbol is reserved for future use as a special "terrain feature". # The "`" symbol is reserved as an "alternate" open door picture, since # the "'" symbol looks like the "," symbol in some fonts (esp. IBM). # The "x" symbol is free for use as an "attr/char mapping" for annoying # monsters, such as magic mushrooms, drolems, etc. # Certain symbols ("X", "Y", "B", "l", "I", etc) are used by # very few monsters, and could be reorganized somewhat. # There are still too many "p" monsters, perhaps they should be broken up. # As always, you can enforce any "visual picture" you want with a "pref file". ###### Understanding the entries ###### # N: serial number : monster name # G: symbol : color # I: speed : hit points : vision : armor class : alertness # W: depth : rarity : corpse weight : experience for kill # E: weapons : torso : arms : finger : head : leg # O: treasure : combat : magic : tool # B: attack method : attack effect : damage # F: flag | flag | etc # S: spell frequency | # S: spell type | spell type | etc # D: Description # 'N' indicates the beginning of an entry. The serial number must # increase for each new item. Entry 0 is used for the player. # 'G' is for graphics - symbol and color. There are 16 colors, as # follows: # D - Dark Gray w - White s - Gray o - Orange # r - Red g - Green b - Blue u - Brown # d - Black W - Light Gray v - Violet y - Yellow # R - Light Red G - Light Green B - Light Blue U - Light Brown # 'I' is for information - speed, health, vision in tens of feet, # armor class, and alertness. 110 is normal speed. Alertness ranges # from 0 (ever vigilant for intruders) to 255 (prefers to ignore # intruders). # 'W' is for more information - level, rarity, corpse weight (expressed # in deci-pounds) [19 deci-pounds seem to get added to these number # in practice], and experience for killing. # 'E' is for equipment slots - weapon slots, torso slots (the "on body" # and "about body" equipment slots), arm slots (expressed in number # of pairs), finger slots, head slots, and leg slots (expressed # in number of pairs). # 'O' is for object drop chances - % chance to drop treasure, % chance # to drop combat items, % chance to drop magic type items (not # items of good blessing), and % chance to drop tools. The four # percents added together must be equal to or less than 100. If # the percent is less than 100, that is the chance for the monster # to drop junk. # 'B' is for blows - method of attack, effect of attack, and damage # from attack. There may be up to four of these lines; effect and # damage are optional. # 'S' is for spells. The first S: line must be S:1_IN_X with X the # number of monster turns, on average, before the monster will cast # one of its spells. X must not be zero. # 'F' is for flags. These are fairly self-explanatory. As many F: # lines may be used as are needed to specify all the flags and flags # are separated by the '|' symbol. The '|' symbol must also be used # to end all but the last line. # 'D' is for description. As many D: lines may be used as are needed # to describe the monster. Note that lines may need spaces at their # ends to prevent words from running together in the monster memory. # Note that monster zero is used for the "player" picture. # Version stamp (required) V:2.2.0 ##### The Player ##### N:0:Player G:@:w E:1:1:1:2:1:1 O:0:0:0:0 ##### Town monsters ##### N:1:Filthy street urchin G:t:D I:110:1d4:4:1:40 W:0:2:1200:0 E:1:1:1:2:1:1 O:1:1:1:1 B:BEG:* B:TOUCH:EAT_GOLD F:MALE | EVIL | WILD_TOWN | WILD_ONLY | F:RAND_25 | FRIENDS | F:TAKE_ITEM | OPEN_DOOR | DROP_CORPSE | DROP_SKELETON | F:MORTAL | BASEANGBAND | HAS_LITE D:He looks squalid and thoroughly revolting. N:2:Scrawny cat G:f:U I:110:1d2:30:1:10 W:0:3:100:0 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:1d1 F:RAND_25 | WILD_TOO | WILD_GRASS | WILD_TOWN | WILD_ONLY | F:ANIMAL | DROP_CORPSE | DROP_SKELETON | F:MORTAL | BASEANGBAND D:A skinny little furball with sharp claws and a menacing look. N:3:Sparrow G:B:U I:110:1d1:30:1:10 W:0:3:90:0 E:0:1:1:0:1:0 O:0:0:0:0 B:BITE:HURT:1d1 F:RAND_25 | CAN_FLY | WILD_TOWN | WILD_ONLY | F:ANIMAL | DROP_SKELETON | HAS_EGG | IMPRESED | F:MORTAL | BASEANGBAND D:Utterly harmless, except when angry. N:4:Chaffinch G:B:r I:110:1d1:30:1:10 W:0:3:80:0 E:0:1:1:0:1:0 O:0:0:0:0 B:BITE:HURT:1d1 F:RAND_25 | CAN_FLY | WILD_ONLY | WILD_WOOD | WILD_GRASS | F:ANIMAL | DROP_SKELETON | HAS_EGG | IMPRESED | F:MORTAL | BASEANGBAND D:Utterly harmless, except when angry. N:5:Wild rabbit G:r:U I:110:1d2:30:1:10 W:0:3:100:0 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d1 F:RAND_50 | WILD_ONLY | WILD_GRASS | WILD_WOOD | F:ANIMAL | DROP_SKELETON | DROP_CORPSE | F:MORTAL | BASEANGBAND D:It is not a carnivore, but will defend itself if you stray too D:close. N:6:Woodsman G:t:g I:110:3d3:10:1:255 W:0:1:1000:0 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:1d6 F:MALE | WILD_ONLY | WILD_WOOD | F:RAND_25 | DROP_SKELETON | DROP_CORPSE | F:ONLY_GOLD | DROP_60 | HAS_LITE | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:MORTAL | BASEANGBAND D:He has a strong axe with a sharp edge. N:7:Scruffy little dog G:C:U I:110:1d3:20:1:5 W:0:3:300:0 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d1 F:RAND_25 | DROP_SKELETON | DROP_CORPSE | WILD_TOWN | WILD_ONLY | F:ANIMAL | MORTAL | BASEANGBAND D:A thin flea-ridden mutt, growling as you get close. N:8:Farmer Maggot G:h:w I:110:35d10:40:10:3 W:0:4:730:0 E:0:1:1:2:1:1 O:0:100:0:0 #B:MOAN:* #B:MOAN:* F:UNIQUE | MALE | CAN_SPEAK | DROP_CORPSE | F:FORCE_MAXHP | WILD_TOWN | WILD_ONLY | NO_TARGET F:NEVER_MOVE F:OPEN_DOOR | BASH_DOOR | SPECIAL_GENE F:NEUTRAL | NO_DEATH F:MORTAL | BASEANGBAND | HAS_LITE D:He's lost his dogs. He's had his mushrooms stolen. He's not a happy D:hobbit! N:9:Blubbering idiot G:t:W I:110:1d2:6:1:0 W:0:1:1500:0 E:1:1:1:2:1:1 O:0:0:0:0 B:DROOL:* F:MALE | DROP_CORPSE | DROP_SKELETON | WILD_TOWN | WILD_ONLY | F:RAND_25 | DROP_1D2 | TAKE_ITEM | F:MORTAL | BASEANGBAND | HAS_LITE D:He tends to blubber a lot. N:10:Boil-covered wretch G:t:g I:110:1d2:6:1:0 W:0:1:1400:0 E:1:1:1:2:1:1 O:0:0:0:0 B:DROOL:* F:MALE | DROP_SKELETON | DROP_CORPSE | WILD_TOWN | WILD_ONLY | F:RAND_25 | DROP_1D2 | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:MORTAL | BASEANGBAND | HAS_LITE D:Ugly doesn't begin to describe him. N:11:Village idiot G:t:G I:120:4d4:6:1:0 W:0:1:1400:0 E:1:1:1:2:1:1 O:0:0:0:0 B:DROOL:* F:MALE | DROP_CORPSE | DROP_SKELETON | WILD_TOWN | WILD_ONLY | F:RAND_25 | DROP_1D2 | TAKE_ITEM | F:MORTAL | BASEANGBAND | HAS_LITE D:Drooling and comical, but then, what do you expect? N:12:Pitiful-looking beggar G:t:U I:110:1d4:10:1:40 W:0:1:1300:0 E:1:1:1:2:1:1 O:0:0:0:0 B:BEG:* F:MALE | DROP_SKELETON | DROP_CORPSE | F:RAND_25 | WILD_TOWN | WILD_ONLY | DROP_1D2 | F:TAKE_ITEM | OPEN_DOOR | F:MORTAL | BASEANGBAND | HAS_LITE D:You just can't help feeling sorry for him. N:13:Mangy-looking leper G:t:u I:110:1d1:10:1:50 W:0:1:1300:0 E:1:1:1:2:1:1 O:0:0:0:0 B:BEG:* B:TOUCH:DISEASE F:MALE | DROP_CORPSE | DROP_SKELETON | F:RAND_25 | WILD_TOWN | WILD_ONLY | DROP_1D2 | F:TAKE_ITEM | OPEN_DOOR | F:MORTAL | BASEANGBAND | HAS_LITE D:You feel it isn't safe to touch him. N:14:Agent of the black market G:t:b I:110:2d8:10:8:99 W:0:1:1200:0 E:1:1:1:2:1:1 O:25:50:20:5 B:HIT:HURT:1d6 B:TOUCH:EAT_ITEM B:INSULT:* F:MALE | DROP_CORPSE | DROP_SKELETON | F:DROP_60 | WILD_TOWN | F:WILD_SWAMP | WILD_WOOD | WILD_GRASS | WILD_MOUNTAIN | WILD_ONLY | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:EVIL | MORTAL | BASEANGBAND | HAS_LITE D:He 'finds' new wares for the Black Market. From unwary adventurers... N:15:Singing, happy drunk G:t:y I:110:2d3:10:1:0 W:0:1:1100:0 E:1:1:1:2:1:1 O:0:0:0:0 B:BEG:* F:MALE | F:RAND_50 | DROP_SKELETON | DROP_CORPSE | F:ONLY_GOLD | DROP_60 | WILD_TOWN | WILD_ONLY | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:MORTAL | BASEANGBAND | HAS_LITE D:He makes you glad to be sober. N:16:Aimless-looking merchant G:t:o I:110:3d3:10:1:255 W:0:1:1500:0 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:1d3 F:MALE | RAND_50 | F:ONLY_GOLD | DROP_60 | DROP_SKELETON | DROP_CORPSE | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | WILD_TOWN | WILD_ONLY | F:MORTAL | BASEANGBAND | HAS_LITE D:The typical ponce around town, with purse jingling, and looking for more D:amulets of adornment to buy. N:17:Mean-looking mercenary G:t:r I:110:5d8:10:20:250 W:0:1:1700:0 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:1d10 F:MALE | DROP_SKELETON | DROP_CORPSE | F:RAND_50 | DROP_90 | WILD_GRASS | WILD_TOWN | WILD_WOOD | WILD_ONLY | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:EVIL | MORTAL | BASEANGBAND | HAS_LITE D:No job is too low for him. N:18:Battle-scarred veteran G:t:B I:110:7d8:10:30:250 W:0:1:1650:0 E:1:1:1:2:1:1 O:25:50:25:0 B:HIT:HURT:2d6 F:MALE | DROP_SKELETON | DROP_CORPSE | F:RAND_50 | DROP_90 | WILD_TOWN | WILD_ONLY | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:MORTAL | BASEANGBAND | HAS_LITE D:He doesn't take to strangers kindly. N:19:Martti Ihrasaari G:P:w I:109:35d20:50:15:4 W:0:4:2794:0 E:0:1:1:2:1:1 O:50:50:0:0 B:SHOW:* B:SHOW:* F:UNIQUE | MALE | CAN_SPEAK | F:FORCE_MAXHP | DROP_CORPSE | WILD_TOWN | WILD_ONLY | F:ONLY_ITEM | DROP_90 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | F:JOKEANGBAND | HAS_LITE D:He weighs 127 kg. He is the president of some remote country. ##### Normal monsters ##### N:20:Grey mold G:m:s I:110:1d2:2:1:0 W:1:1:20:3 E:0:0:0:0:0:0 O:0:0:0:0 B:SPORE:HURT:1d4 B:SPORE:HURT:1d4 F:NEVER_MOVE | F:STUPID | EMPTY_MIND | F:IM_POIS | DROP_CORPSE | F:NO_CONF | NO_SLEEP | NO_FEAR | F:MORTAL | BASEANGBAND | NO_CUT D:A small strange growth. N:21:Large white snake G:J:w I:100:3d6:4:30:99 W:1:1:600:2 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:HURT:1d1 B:CRUSH:HURT:1d1 F:RAND_50 | WILD_TOO | F:BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:ANIMAL | HAS_EGG | MORTAL | BASEANGBAND D:It is about eight feet long. N:22:Grey mushroom patch G:,:s I:110:1d2:2:1:0 W:1:1:10:1 E:0:0:0:0:0:0 O:0:0:0:0 B:SPORE:CONFUSE:1d4 F:NEVER_MOVE | F:STUPID | EMPTY_MIND | F:IM_POIS | DROP_CORPSE | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:Yum! It looks quite tasty. N:23:Newt G:R:y I:110:2d6:8:12:30 W:1:1:10:2 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d3 B:BITE:HURT:1d3 F:WEIRD_MIND | CAN_SWIM | WILD_TOO | DROP_CORPSE | F:WILD_GRASS | WILD_WASTE | WILD_SHORE | WILD_SWAMP | WILD_MOUNTAIN | F:ANIMAL | HAS_EGG | MORTAL | BASEANGBAND D:A small, harmless lizard. N:24:Giant white centipede G:c:w I:110:3d5:7:10:40 W:1:1:500:2 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:HURT:1d2 B:STING:HURT:1d2 F:RAND_50 | DROP_SKELETON | F:WEIRD_MIND | BASH_DOOR | WILD_TOO | F:ANIMAL | MORTAL | BASEANGBAND D:It is about four feet long and carnivorous. N:25:White icky thing G:i:w I:110:2d5:12:7:10 W:1:1:500:1 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:HURT:1d2 F:RAND_50 | RAND_25 | CAN_SWIM | F:EMPTY_MIND | DROP_CORPSE | BASEANGBAND D:It is a smallish, slimy, icky creature. N:26:Clear icky thing G:i:B I:110:2d5:12:6:10 W:1:1:500:2 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:HURT:1d2 F:ATTR_CLEAR | CAN_SWIM | F:RAND_50 | RAND_25 | F:INVISIBLE | EMPTY_MIND | DROP_CORPSE | BASEANGBAND D:It is a smallish, slimy, icky, blobby creature. N:27:Giant white mouse G:r:w I:110:1d3:8:4:20 W:1:1:600:1 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d2 F:RAND_50 | WILD_TOO | WILD_GRASS | F:CAN_SWIM | F:ANIMAL | DROP_CORPSE | F:MORTAL | BASEANGBAND | S:MULTIPLY D:It is about three feet long with large teeth. N:28:Large brown snake G:J:u I:100:4d6:4:35:99 W:1:1:800:3 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:HURT:1d3 B:CRUSH:HURT:1d4 F:RAND_25 | CAN_SWIM | F:BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:ANIMAL | HAS_EGG | MORTAL | BASEANGBAND D:It is about eight feet long. N:29:Small kobold G:k:y I:110:2d7:20:16:10 W:1:1:800:5 E:1:1:1:2:1:1 O:0:50:0:30 B:HIT:HURT:1d5 F:DROP_60 | WILD_TOO | DROP_SKELETON | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | IM_POIS | F:MORTAL | BASEANGBAND | HAS_LITE D:It is a small, dog-headed humanoid figure. N:30:Kobold G:k:G I:110:3d7:20:16:10 W:2:1:900:5 E:1:1:1:2:1:1 O:0:50:0:30 B:HIT:HURT:1d8 F:DROP_60 | WILD_TOO | F:OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | IM_POIS | F:MORTAL | BASEANGBAND | HAS_LITE D:It is a squat and ugly dog-headed humanoid. N:31:White worm mass G:w:w I:100:4d4:7:1:10 W:1:1:30:2 E:0:0:0:0:0:0 O:0:0:0:0 B:CRAWL:POISON:1d2 F:RAND_50 | RAND_25 | CAN_SWIM | F:STUPID | WEIRD_MIND | F:ANIMAL | IM_POIS | HURT_LITE | NO_FEAR F:MORTAL | BASEANGBAND | NO_CUT S:MULTIPLY D:It is a large slimy mass of worms. N:32:Floating eye G:e:o I:110:3d6:2:6:10 W:1:1:500:1 E:0:0:0:0:0:0 O:0:0:0:0 B:GAZE:PARALYZE F:NEVER_MOVE | CAN_FLY | DROP_CORPSE | F:HURT_LITE | NO_FEAR | BASEANGBAND D:A disembodied eye, floating a few feet above the ground. N:33:Rock lizard G:R:U I:110:3d4:20:4:15 W:1:1:100:2 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d1 F:ANIMAL | CAN_SWIM | WILD_TOO | WILD_MOUNTAIN | F:DROP_CORPSE | HAS_EGG | F:MORTAL | BASEANGBAND D:It is a small lizard with a hardened hide. N:34:Grid bug G:I:v I:110:2d4:10:2:10 W:1:1:10:2 E:0:0:0:0:0:0 O:0:0:0:0 B:BITE:ELEC:1d4 F:RAND_25 | FRIENDS | CAN_FLY | F:STUPID | WEIRD_MIND | F:ANIMAL | NO_FEAR | IM_ELEC | ZANGBAND D:A strange electric bug. N:35:Jackal G:C:U I:110:1d4:10:3:10 W:1:1:400:1 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d1 F:FRIENDS | F:WILD_TOO | WILD_WOOD | WILD_GRASS | DROP_SKELETON | DROP_CORPSE | F:ANIMAL | MORTAL | BASEANGBAND D:It is a yapping snarling dog, dangerous when in a pack. N:36:Soldier ant G:a:u I:110:2d5:10:3:10 W:1:1:300:3 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d2 F:WEIRD_MIND | BASH_DOOR | DROP_SKELETON | F:ANIMAL | WILD_TOO | WILD_GRASS | F:MORTAL | BASEANGBAND D:A large ant with powerful mandibles. N:37:Fruit bat G:b:o I:120:1d6:20:3:10 W:1:1:20:1 E:0:1:1:0:1:0 O:0:0:0:0 B:BITE:HURT:1d1 F:ANIMAL | CAN_FLY | WILD_TOO | WILD_WOOD | WILD_SWAMP | DROP_CORPSE F:MORTAL | BASEANGBAND | AI_ANNOY D:A fast-moving pest. N:38:Insect swarm G:I:u I:120:1d5:20:4:10 W:1:1:100:1 E:0:0:0:0:0:0 O:0:0:0:0 B:BITE:HURT:1d1 B:STING:HURT:1d1 F:ANIMAL | WEIRD_MIND | CAN_FLY | RAND_25 | WILD_TOO | WILD_GRASS | F:WILD_WOOD | WILD_SWAMP | F:MORTAL | SUSCEP_FIRE | BASEANGBAND | NO_CUT D:A lone insect may be harmless, but there's a whole swarm of D:them here! N:39:The Greater hell-beast G:U:s I:120:15d100:10:1:99 W:1:16:2000:2500 E:0:1:0:2:1:0 O:0:0:0:0 B:GAZE:* B:GAZE:* B:CRUSH:* F:EVIL | IM_ACID | IM_ELEC | IM_FIRE | IM_POIS | IM_COLD | UNIQUE | F:RES_NETH | RES_WATE | RES_PLAS | RES_DISE | RES_NEXU | NO_SLEEP | NO_CONF F:KILL_WALL | FORCE_MAXHP | CAN_SWIM | DROP_CORPSE | JOKEANGBAND | HAS_LITE S:1_IN_9 | S:TPORT | BLINK | TELE_AWAY D:This unholy abomination will crush you. Flee while you can! N:40:Shrieker mushroom patch G:,:R I:110:1d1:4:1:0 W:2:1:40:1 E:0:0:0:0:0:0 O:0:0:0:0 F:FORCE_SLEEP | NEVER_MOVE | NEVER_BLOW | F:STUPID | EMPTY_MIND | F:IM_POIS | WILD_TOO | WILD_SWAMP | DROP_CORPSE | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_4 | S:SHRIEK D:Yum! It looks quite tasty. It doesn't sound so nice, though... N:41:Blubbering icky thing G:i:W I:110:5d6:14:4:10 W:2:1:400:8 E:0:0:0:0:0:0 O:20:20:20:20 B:CRAWL:POISON:1d4 B:CRAWL:EAT_FOOD B:DROOL:* B:DROOL:* F:RAND_50 | DROP_90 | CAN_SWIM | DROP_CORPSE | F:EMPTY_MIND | TAKE_ITEM | KILL_BODY | F:IM_POIS | BASEANGBAND D:It is a smallish, slimy, icky, hungry creature. N:42:Metallic green centipede G:c:g I:120:4d4:5:4:10 W:3:1:500:5 E:0:0:0:0:1:0 O:0:0:0:0 B:CRAWL:HURT:1d2 F:RAND_50 | WILD_TOO | DROP_SKELETON F:WEIRD_MIND | BASH_DOOR | F:ANIMAL | MORTAL | BASEANGBAND D:It is about four feet long and carnivorous. N:43:Novice warrior G:p:u I:110:9d4:20:16:5 W:2:1:1600:6 E:1:1:1:2:1:1 O:25:50:0:20 B:HIT:HURT:1d7 B:HIT:HURT:1d6 F:MALE | F:DROP_60 | WILD_TOO | DROP_SKELETON | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:MORTAL | BASEANGBAND | HAS_LITE D:He looks inexperienced but tough. N:44:Novice rogue G:p:b I:110:8d4:20:12:5 W:2:1:1400:6 E:1:1:1:2:1:1 O:50:25:0:20 B:HIT:HURT:1d6 B:TOUCH:EAT_GOLD F:MALE | F:DROP_60 | DROP_SKELETON | DROP_CORPSE | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | WILD_TOO | F:EVIL | MORTAL | BASEANGBAND D:A rather shifty individual. N:45:Novice priest G:p:g I:110:7d4:20:10:10 W:2:1:1500:6 E:1:1:1:2:1:1 O:25:0:50:20 B:HIT:HURT:1d5 F:MALE | F:FORCE_SLEEP | GOOD | WILD_TOO | DROP_SKELETON | DROP_CORPSE | F:DROP_60 | F:OPEN_DOOR | BASH_DOOR | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_12 | S:HEAL | SCARE | CAUSE_1 D:He is tripping over his priestly robes. N:46:Novice mage G:p:r I:110:6d4:20:6:5 W:2:1:1400:6 E:1:1:1:2:1:1 O:25:0:70:0 B:HIT:HURT:1d4 F:MALE | F:FORCE_SLEEP | WILD_TOO | DROP_SKELETON | DROP_CORPSE | F:DROP_60 | F:OPEN_DOOR | BASH_DOOR | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_12 | S:BLINK | BLIND | CONF | MISSILE D:He is leaving behind a trail of dropped spell components. N:47:Yellow mushroom patch G:,:y I:110:1d1:2:1:0 W:2:1:30:2 E:0:0:0:0:0:0 O:0:0:0:0 B:SPORE:TERRIFY:1d6 F:NEVER_MOVE | WILD_TOO | WILD_SWAMP | F:STUPID | EMPTY_MIND | F:IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | F:MORTAL | BASEANGBAND | NO_CUT D:Yum! It looks quite tasty. N:48:White jelly G:j:w I:120:8d8:2:1:99 W:2:1:2000:10 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:POISON:1d2 F:NEVER_MOVE | CAN_SWIM | F:STUPID | EMPTY_MIND | F:IM_POIS | HURT_LITE | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It's a large pile of white flesh. N:49:Giant black ant G:a:D I:110:3d6:8:20:80 W:2:1:500:8 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d4 F:RAND_25 | F:WEIRD_MIND | DROP_SKELETON | F:BASH_DOOR | WILD_TOO | WILD_WOOD | WILD_GRASS | F:ANIMAL | MORTAL | BASEANGBAND D:It is about three feet long. N:50:Salamander G:R:o I:110:4d6:8:20:80 W:2:1:100:10 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:FIRE:1d3 F:RAND_25 | CAN_SWIM | WILD_TOO | WILD_VOLCANO | DROP_CORPSE | F:ANIMAL | IM_FIRE | SUSCEP_COLD | F:MORTAL | BASEANGBAND D:A small black and orange lizard. N:51:White harpy G:H:w I:110:2d5:16:17:10 W:2:1:500:5 E:0:1:1:0:1:0 O:0:0:0:0 B:CLAW:HURT:1d1 B:CLAW:HURT:1d1 B:BITE:HURT:1d2 F:FEMALE | CAN_FLY | WILD_TOO | WILD_MOUNTAIN | F:RAND_50 | DROP_CORPSE | ANIMAL | EVIL | MORTAL | BASEANGBAND D:A flying, screeching bird with a woman's face. N:52:Blue yeek G:y:b I:110:2d6:18:14:10 W:2:1:700:4 E:1:1:1:2:1:1 O:25:0:0:55 B:HIT:HURT:1d5 F:DROP_60 | F:OPEN_DOOR | BASH_DOOR | DROP_CORPSE | F:ANIMAL | IM_ACID | F:MORTAL | BASEANGBAND D:A small humanoid figure. N:53:Grip, Farmer Maggot's dog G:C:w I:120:7d5:30:30:0 W:2:2:600:30 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d6 F:UNIQUE | SPECIAL_GENE F:FORCE_MAXHP | RAND_25 | DROP_CORPSE F:BASH_DOOR | ANIMAL F:MORTAL | BASEANGBAND D:A rather vicious dog belonging to Farmer Maggot. It thinks you are D:stealing mushrooms. N:54:Wolf, Farmer Maggot's dog G:C:w I:120:7d5:30:30:0 W:2:2:650:30 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d6 F:UNIQUE | SPECIAL_GENE F:FORCE_MAXHP | RAND_25 | DROP_CORPSE F:BASH_DOOR F:ANIMAL | MORTAL | BASEANGBAND D:A rather vicious dog belonging to Farmer Maggot. It thinks you are D:stealing mushrooms. N:55:Fang, Farmer Maggot's dog G:C:w I:120:7d5:30:30:0 W:2:2:700:30 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d6 F:UNIQUE | SPECIAL_GENE F:FORCE_MAXHP | RAND_25 | DROP_CORPSE F:BASH_DOOR F:ANIMAL | MORTAL | BASEANGBAND D:A rather vicious dog belonging to Farmer Maggot. It thinks you are D:stealing mushrooms. N:56:Giant green frog G:R:g I:110:2d8:12:8:30 W:2:1:200:6 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d3 F:RAND_25 | WILD_ONLY | WILD_SHORE | WILD_SWAMP | DROP_CORPSE | F:BASH_DOOR | F:ANIMAL | MORTAL | BASEANGBAND D:It is as big as a wolf. N:57:Freesia G:f:u I:120:6d5:30:30:0 W:2:1:450:32 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:1d3 B:CLAW:HURT:1d4 F:UNIQUE | F:FORCE_MAXHP | DROP_SKELETON F:BASH_DOOR | F:ANIMAL F:MORTAL | ZANGBAND D:A striped housecat who enjoys hunting. N:58:Green worm mass G:w:g I:100:6d4:7:3:10 W:2:1:40:3 E:0:0:0:0:0:0 O:0:0:0:0 B:CRAWL:ACID:1d3 F:RAND_50 | RAND_25 | F:STUPID | WEIRD_MIND | F:ANIMAL | IM_ACID | CAN_SWIM | F:HURT_LITE | NO_FEAR | F:MORTAL | BASEANGBAND | NO_CUT S:MULTIPLY D:It is a large slimy mass of worms. N:59:Large yellow snake G:J:y I:100:4d8:5:38:75 W:2:1:1000:9 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:HURT:1d4 B:CRUSH:HURT:1d6 F:RAND_25 | CAN_SWIM | WILD_TOO | DROP_SKELETON | DROP_CORPSE F:BASH_DOOR | HAS_EGG | ANIMAL | MORTAL | BASEANGBAND D:It is about ten feet long. N:60:Cave spider G:S:D I:120:2d6:8:16:80 W:2:1:400:7 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d4 F:FRIENDS | F:WEIRD_MIND | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:ANIMAL | SPIDER | HURT_LITE | F:MORTAL | BASEANGBAND D:It is a black spider that moves in fits and starts. N:61:Crow G:B:s I:120:3d5:40:12:0 W:2:2:300:8 E:0:1:1:0:1:0 O:0:0:0:0 B:BITE:HURT:1d3 B:BITE:HURT:1d3 F:ANIMAL | WILD_TOO | WILD_WOOD | CAN_FLY | DROP_CORPSE F:MORTAL | HAS_EGG | BASEANGBAND D:It is a hooded crow, gray except for the black wings and head. N:62:Wild cat G:f:U I:120:3d5:40:12:0 W:2:2:200:8 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:1d3 B:CLAW:HURT:1d3 F:BASH_DOOR | WILD_TOO | DROP_SKELETON | DROP_CORPSE | F:ANIMAL | MORTAL | BASEANGBAND D:A larger than normal feline, hissing loudly. Its velvet claws conceal a D:fistful of needles. N:63:Smeagol G:h:B I:130:20d20:20:12:5 W:3:2:670:16 E:1:1:1:2:1:1 O:50:50:0:0 B:TOUCH:EAT_GOLD F:UNIQUE | MALE | CAN_SWIM | DROP_SKELETON | DROP_CORPSE | DROP_CHOSEN | F:FORCE_MAXHP | CAN_SPEAK | SMART | F:RAND_50 | RAND_25 | WILD_TOO | F:ONLY_ITEM | DROP_90 | DROP_GOOD | DROP_GREAT | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | INVISIBLE F:EVIL | BASEANGBAND D:Usually known as Gollum. He's been sneaking, and he wants his 'precious.' N:64:Green ooze G:j:g I:120:3d4:8:16:80 W:3:2:300:4 E:0:0:0:0:0:0 O:50:0:25:20 B:CRAWL:ACID:1d3 F:RAND_50 | RAND_25 | DROP_90 | F:STUPID | EMPTY_MIND | F:IM_ACID | IM_POIS | CAN_SWIM | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It's green and it's oozing. N:65:Poltergeist G:G:s I:130:2d5:8:15:10 W:3:1:0:8 E:0:0:0:0:0:0 O:50:5:30:10 B:TOUCH:TERRIFY F:RAND_50 | RAND_25 | CAN_FLY | F:DROP_60 | DROP_90 | F:INVISIBLE | COLD_BLOOD | PASS_WALL | TAKE_ITEM | F:EVIL | UNDEAD | F:IM_COLD | IM_POIS | HURT_LITE | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_15 | S:BLINK D:It is a ghastly, ghostly form. N:66:Yellow jelly G:j:y I:120:10d8:2:1:99 W:3:1:2000:12 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:POISON:1d3 F:NEVER_MOVE | CAN_SWIM | F:STUPID | EMPTY_MIND | F:IM_POIS | HURT_LITE | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_15 | S:DRAIN_MANA D:It's a large pile of yellow flesh. N:67:Metallic blue centipede G:c:b I:120:4d5:6:6:15 W:4:1:770:6 E:0:0:0:0:1:0 O:0:0:0:0 B:CRAWL:HURT:1d3 F:RAND_50 | DROP_SKELETON F:WEIRD_MIND | BASH_DOOR | WILD_TOO | F:ANIMAL | MORTAL | BASEANGBAND D:It is about four feet long and carnivorous. N:68:Raven G:B:D I:120:4d5:40:12:0 W:4:2:500:8 E:0:1:1:0:1:0 O:0:0:0:0 B:BITE:HURT:1d4 B:BITE:HURT:1d4 F:ANIMAL | WILD_TOO | WILD_WOOD | CAN_FLY | DROP_CORPSE F:MORTAL | HAS_EGG | BASEANGBAND D:Larger than a crow, and pitch black. N:69:Giant white louse G:I:w I:120:1d1:6:5:10 W:3:1:100:1 E:0:0:0:0:0:0 O:0:0:0:0 B:BITE:HURT:1d1 F:RAND_50 | RAND_25 | CAN_FLY | F:WEIRD_MIND | ANIMAL | MORTAL | BASEANGBAND S:MULTIPLY D:It is six inches long. N:70:Giant yellow centipede G:c:y I:110:3d6:8:12:30 W:2:1:500:3 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:HURT:1d3 B:STING:HURT:1d3 F:RAND_50 | DROP_SKELETON | F:WEIRD_MIND | BASH_DOOR | WILD_TOO | F:ANIMAL | MORTAL | BASEANGBAND D:It is about four feet long and carnivorous. N:71:Black naga G:n:D I:110:6d8:16:40:120 W:3:1:1700:20 E:0:0:0:0:1:0 O:0:75:20:5 B:CRUSH:HURT:1d8 F:FEMALE | F:RAND_25 | DROP_60 | DROP_CORPSE | F:BASH_DOOR | CAN_SWIM | F:EVIL | MORTAL | BASEANGBAND D:A large black serpent's body with a female torso. N:72:Spotted mushroom patch G:,:o I:110:1d1:2:1:0 W:3:1:30:3 E:0:0:0:0:0:0 O:0:0:0:0 B:SPORE:POISON:2d4 F:NEVER_MOVE | WILD_TOO | WILD_SWAMP | F:STUPID | EMPTY_MIND | F:IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:Yum! It looks quite tasty. N:73:Silver jelly G:j:W I:120:10d8:2:1:99 W:3:2:2000:12 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:EAT_LITE:1d3 B:TOUCH:EAT_LITE:1d3 F:NEVER_MOVE | CAN_SWIM | F:STUPID | EMPTY_MIND | F:IM_POIS | HURT_LITE | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_15 | S:DRAIN_MANA D:It is a large pile of silver flesh that sucks all light from its D:surroundings. N:74:Scruffy-looking hobbit G:h:s I:110:3d5:16:8:10 W:3:1:1000:4 E:1:1:1:2:1:1 O:0:50:0:40 B:HIT:HURT:1d4 B:TOUCH:EAT_GOLD F:MALE | F:DROP_60 | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL F:MORTAL | BASEANGBAND D:A short little guy, in bedraggled clothes. He appears to be looking D:for a good tavern. N:75:Giant white ant G:a:w I:110:3d6:8:16:80 W:3:1:800:7 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d4 F:WEIRD_MIND | BASH_DOOR | WILD_TOO | WILD_GRASS | F:ANIMAL | DROP_SKELETON | F:MORTAL | BASEANGBAND D:It is about two feet long and has sharp pincers. N:76:Yellow mold G:m:y I:110:8d8:2:10:99 W:3:1:30:9 E:0:0:0:0:0:0 O:0:0:0:0 B:SPORE:HURT:1d4 F:NEVER_MOVE | F:STUPID | EMPTY_MIND | F:IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is a strange growth on the dungeon floor. N:77:Metallic red centipede G:c:r I:120:4d8:8:9:20 W:5:1:800:10 E:0:0:0:0:1:0 O:0:0:0:0 B:CRAWL:HURT:2d3 F:RAND_25 | F:WEIRD_MIND | BASH_DOOR | WILD_TOO | DROP_SKELETON F:ANIMAL | MORTAL | BASEANGBAND D:It is about four feet long and carnivorous. N:78:Yellow worm mass G:w:y I:100:4d8:7:4:10 W:3:2:200:4 E:0:0:0:0:0:0 O:0:0:0:0 B:CRAWL:LOSE_DEX:1d3 F:RAND_50 | RAND_25 | CAN_SWIM | F:STUPID | WEIRD_MIND | F:ANIMAL | HURT_LITE | NO_FEAR | F:MORTAL | BASEANGBAND | NO_CUT S:MULTIPLY D:It is a large slimy mass of worms. N:79:Clear worm mass G:w:B I:100:4d4:7:1:10 W:3:2:200:4 E:0:0:0:0:0:0 O:0:0:0:0 B:CRAWL:POISON:1d2 F:ATTR_CLEAR | CAN_SWIM | F:RAND_50 | RAND_25 | F:STUPID | WEIRD_MIND | INVISIBLE | F:ANIMAL | F:IM_POIS | HURT_LITE | NO_FEAR | F:MORTAL | BASEANGBAND | NO_CUT S:MULTIPLY D:It is a disgusting mass of poisonous worms. N:80:Radiation eye G:e:R I:110:3d6:2:6:10 W:3:1:500:6 E:0:0:0:0:0:0 O:0:0:0:0 B:GAZE:LOSE_STR:1d6 F:NEVER_MOVE | CAN_FLY | DROP_CORPSE | F:HURT_LITE | NO_FEAR | BASEANGBAND | HAS_LITE S:1_IN_11 | S:DRAIN_MANA D:A disembodied eye, crackling with energy. N:81:Yellow light G:*:y I:120:2d6:8:12:30 W:4:1:0:4 E:0:0:0:0:0:0 O:0:0:0:0 B:EXPLODE:BLIND F:EMPTY_MIND | CAN_FLY | NONLIVING | SUSCEP_ELEC | F:BASEANGBAND | HAS_LITE | RAND_50 | RAND_25 | NO_CUT D:A fast-moving bright light, apparently totally random in its movement. N:82:Cave lizard G:R:u I:110:3d6:8:16:80 W:4:1:100:8 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d5 F:ANIMAL | CAN_SWIM | DROP_CORPSE | HAS_EGG | F:MORTAL | BASEANGBAND D:It is an armoured lizard with a powerful bite. N:83:Novice ranger G:p:W I:110:6d8:20:8:5 W:4:1:1400:18 E:1:1:1:2:1:1 O:25:45:25:0 B:HIT:HURT:1d5 B:HIT:HURT:1d5 F:MALE | F:FORCE_SLEEP | DROP_SKELETON | DROP_CORPSE F:DROP_60 | F:OPEN_DOOR | BASH_DOOR | WILD_TOO | WILD_WOOD | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_9 | S:ARROW_2 | MISSILE D:An agile hunter, ready and relaxed. N:84:Blue jelly G:j:b I:110:12d8:2:1:99 W:4:1:2000:14 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:COLD:1d6 F:NEVER_MOVE | COLD_BLOOD | F:STUPID | EMPTY_MIND | CAN_SWIM | F:IM_COLD | HURT_LITE | F:NO_CONF | NO_SLEEP | NO_FEAR | SUSCEP_FIRE | BASEANGBAND | NO_CUT D:It's a large pile of pulsing blue flesh. N:85:Creeping copper coins G:$:u I:100:7d8:3:24:10 W:4:3:0:9 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:1d4 B:TOUCH:POISON:2d4 F:ONLY_GOLD | DROP_1D2 | SUSCEP_ACID | F:COLD_BLOOD | BASH_DOOR | F:IM_ELEC | IM_POIS | CHAR_MULTI | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT D:It appears to be a pile of copper coins, until it starts crawling towards you D:on tiny legs. N:86:Giant white rat G:r:W I:110:2d2:8:7:30 W:4:1:200:1 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:POISON:1d3 F:RAND_25 | F:ANIMAL | MORTAL | BASEANGBAND S:MULTIPLY D:It is a very vicious rodent. N:87:Snotling G:o:U I:110:5d5:20:32:30 W:4:1:900:15 E:1:1:1:2:1:1 O:25:50:0:20 B:HIT:HURT:1d6 F:MALE | F:FRIENDS | DROP_60 | RAND_50 | DROP_SKELETON | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | WILD_TOO | WILD_WOOD | F:EVIL | ORC | HURT_LITE | F:MORTAL | BASEANGBAND | HAS_LITE D:Immature Orclings, running wild and screaming all the time. N:88:Swordfish G:~:W I:120:4d7:14:10:20 W:4:2:800:15 E:0:0:0:0:1:0 O:0:0:0:0 B:HIT:HURT:1d5 B:HIT:HURT:1d5 F:ANIMAL | AQUATIC | WILD_TOO | COLD_BLOOD | F:MORTAL | BASEANGBAND D:A fish with a swordlike "beak". N:89:Blue worm mass G:w:b I:100:5d8:7:12:10 W:4:1:40:5 E:0:0:0:0:0:0 O:0:0:0:0 B:CRAWL:COLD:1d4 F:RAND_50 | RAND_25 | F:STUPID | WEIRD_MIND | COLD_BLOOD | F:ANIMAL | IM_COLD | CAN_SWIM | F:HURT_LITE | NO_FEAR | F:MORTAL | SUSCEP_FIRE | BASEANGBAND | NO_CUT S:MULTIPLY D:It is a large slimy mass of worms. N:90:Large grey snake G:J:s I:100:6d8:6:41:50 W:4:1:1300:14 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:HURT:1d5 B:CRUSH:HURT:1d8 F:RAND_25 | CAN_SWIM | DROP_SKELETON | DROP_CORPSE | WILD_TOO | F:BASH_DOOR | HAS_EGG | ANIMAL | MORTAL | BASEANGBAND D:It is about ten feet long. N:91:Skeleton kobold G:s:W I:110:5d8:20:26:40 W:5:1:800:12 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:1d6 F:COLD_BLOOD | EMPTY_MIND | OPEN_DOOR | BASH_DOOR | F:EVIL | UNDEAD | IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is a small animated kobold skeleton. N:92:Ewok G:h:G I:120:3d5:10:10:10 W:9:2:700:20 E:1:1:1:2:1:1 O:50:0:50:0 B:HIT:HURT:1d6 B:HIT:HURT:1d6 F:DROP_60 | OPEN_DOOR | BASH_DOOR | FRIENDS | DROP_CORPSE | F:WILD_TOO | WILD_WOOD | F:MORTAL | JOKEANGBAND S:1_IN_8 S:ARROW_1 D:A cute little bear, full of merchandising potential. N:93:Novice mage G:p:r I:110:6d4:20:6:10 W:6:2:1400:6 E:1:1:1:2:1:1 O:25:0:70:0 B:HIT:HURT:1d4 F:MALE | F:FORCE_SLEEP | F:FRIENDS | DROP_60 | WILD_TOO | DROP_SKELETON | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_12 | S:BLINK | BLIND | CONF | MISSILE D:He is leaving behind a trail of dropped spell components. N:94:Green naga G:n:g I:110:9d8:18:40:120 W:5:1:1700:30 E:0:0:0:0:1:0 O:0:25:0:65 B:CRUSH:HURT:1d8 B:SPIT:ACID:2d6 F:FEMALE | F:RAND_25 | TAKE_ITEM | DROP_60 | DROP_CORPSE | F:BASH_DOOR | CAN_SWIM | WILD_TOO | WILD_SHORE | F:EVIL | IM_ACID | MORTAL | BASEANGBAND D:A large green serpent with a female torso. Her green skin glistens with D:acid. N:95:Giant leech G:w:u I:120:6d8:10:20:50 W:5:1:30:20 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:HURT:3d1 B:BITE:HURT:3d1 F:ANIMAL | AQUATIC | WEIRD_MIND | RAND_25 | BASEANGBAND D:Yech! The disgusting thing only wants your blood! N:96:Barracuda G:~:G I:120:6d8:20:45:20 W:5:2:150:30 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:HURT:1d10 B:BITE:HURT:1d10 F:AQUATIC | ANIMAL | WILD_TOO | COLD_BLOOD | F:MORTAL | BASEANGBAND D:A predatory fish with razor-sharp teeth. N:97:Novice paladin G:p:w I:110:6d8:20:16:5 W:4:1:1700:18 E:1:1:1:2:1:1 O:0:70:25:0 B:HIT:HURT:1d7 B:HIT:HURT:1d7 F:MALE | GOOD | WILD_TOO | DROP_SKELETON | DROP_CORPSE | F:FORCE_SLEEP | F:DROP_60 | F:OPEN_DOOR | BASH_DOOR | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_9 | S:SCARE | CAUSE_1 D:An adventurer both devoutly religious and skilful in combat. D:He seems to consider you an agent of the devil. N:98:Zog G:h:b I:110:13d9:20:20:20 W:5:1:600:25 E:0:1:0:2:1:0 O:50:0:25:20 B:HIT:HURT:1d8 B:HIT:HURT:1d8 B:DROOL:* F:EVIL | OPEN_DOOR | BASH_DOOR | DROP_90 | DROP_SKELETON | F:MORTAL | ZANGBAND D:Drooling, insectoid aliens with disgusting habits. N:99:Blue ooze G:j:b I:110:3d4:8:16:80 W:5:1:300:7 E:0:0:0:0:0:0 O:45:20:20:0 B:CRAWL:COLD:1d4 F:RAND_50 | RAND_25 | DROP_60 | F:STUPID | EMPTY_MIND | CAN_SWIM | F:IM_COLD | SUSCEP_FIRE F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It's blue and it's oozing. N:100:Green glutton ghost G:G:g I:130:3d4:10:20:10 W:5:1:0:15 E:0:0:0:0:0:0 O:30:30:30:5 B:TOUCH:EAT_FOOD:1d1 F:RAND_50 | RAND_25 | F:DROP_60 | DROP_90 | CAN_FLY | F:INVISIBLE | COLD_BLOOD | PASS_WALL | F:EVIL | UNDEAD | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT D:It is a very ugly green ghost with a voracious appetite. N:101:Green jelly G:j:g I:120:22d8:2:1:99 W:5:1:2500:18 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:ACID:1d2 F:NEVER_MOVE | F:STUPID | EMPTY_MIND | CAN_SWIM | F:IM_ACID | HURT_LITE | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is a large pile of pulsing green flesh. N:102:Large kobold G:k:b I:110:13d9:20:32:30 W:5:1:1000:25 E:1:1:1:2:1:1 O:0:90:0:5 B:HIT:HURT:1d10 F:DROP_90 | F:OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | IM_POIS | F:MORTAL | BASEANGBAND | HAS_LITE D:It a man-sized figure with the all too recognisable face of a kobold. N:103:Grey icky thing G:i:s I:110:4d8:14:12:15 W:5:1:500:10 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:HURT:1d5 F:RAND_50 | CAN_SWIM | DROP_CORPSE | F:EMPTY_MIND | BASEANGBAND D:It is a smallish, slimy, icky, nasty creature. N:104:Disenchanter eye G:e:v I:100:7d8:2:10:10 W:5:2:500:20 E:0:0:0:0:0:0 O:0:0:0:0 B:GAZE:UN_BONUS F:ATTR_MULTI | ATTR_ANY | RES_DISE | DROP_CORPSE | F:NEVER_MOVE | CAN_FLY | F:HURT_LITE | NO_FEAR | BASEANGBAND S:1_IN_9 | S:DRAIN_MANA D:A disembodied eye, crackling with magic. N:105:Red worm mass G:w:r I:100:5d8:7:12:10 W:5:1:40:6 E:0:0:0:0:0:0 O:0:0:0:0 B:CRAWL:FIRE:1d6 F:RAND_50 | RAND_25 | SUSCEP_COLD | F:STUPID | EMPTY_MIND | BASH_DOOR | F:ANIMAL | IM_FIRE | CAN_SWIM | F:HURT_LITE | NO_FEAR | F:MORTAL | BASEANGBAND | NO_CUT S:MULTIPLY D:It is a large slimy mass of worms. N:106:Copperhead snake G:J:o I:110:4d6:6:20:1 W:5:1:200:15 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:POISON:2d4 F:RAND_50 | CAN_SWIM | WILD_TOO | DROP_SKELETON | DROP_CORPSE | BASH_DOOR | F:ANIMAL | IM_POIS | HAS_EGG | MORTAL | BASEANGBAND D:It has a copper head and sharp venomous fangs. N:107:Death sword G:|:W I:130:6d6:20:40:0 W:6:5:0:30 E:0:0:0:0:0:0 O:50:0:50:0 B:HIT:HURT:5d5 B:HIT:HURT:5d5 B:HIT:HURT:5d5 B:HIT:HURT:5d5 F:NEVER_MOVE | NONLIVING | NO_FEAR | SUSCEP_ACID | F:STUPID | EMPTY_MIND | COLD_BLOOD | CHAR_MULTI | NO_CONF | NO_SLEEP | F:DROP_90 | EVIL | IM_COLD | IM_FIRE | FORCE_MAXHP | IM_ELEC | IM_POIS | F:BASEANGBAND | HAS_LITE | NO_CUT D:A bloodthirsty blade lurking for prey. Beware! N:108:Purple mushroom patch G:,:v I:110:1d1:2:1:0 W:6:2:40:15 E:0:0:0:0:0:0 O:0:0:0:0 B:SPORE:LOSE_CON:1d2 B:SPORE:LOSE_CON:1d2 B:SPORE:LOSE_CON:1d2 F:NEVER_MOVE | CAN_SWIM | F:STUPID | EMPTY_MIND | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:Yuk! It doesn't look so tasty. N:109:Novice priest G:p:g I:110:7d4:20:10:5 W:6:2:1500:6 E:1:1:1:2:1:1 O:20:50:20:5 B:HIT:HURT:1d5 F:MALE | GOOD | F:FORCE_SLEEP | WILD_TOO | DROP_SKELETON | DROP_CORPSE | F:FRIENDS | DROP_60 | F:OPEN_DOOR | BASH_DOOR | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_12 | S:HEAL | SCARE | CAUSE_1 D:He is tripping over his priestly robes. N:110:Novice warrior G:p:u I:110:9d4:20:16:5 W:6:2:1600:6 E:1:1:1:2:1:1 O:0:95:0:0 B:HIT:HURT:1d7 B:HIT:HURT:1d6 F:MALE | F:FRIENDS | DROP_60 | WILD_TOO | F:OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:MORTAL | BASEANGBAND | HAS_LITE D:He looks inexperienced but tough. N:111:Nibelung G:h:D I:110:8d4:20:12:5 W:6:1:900:6 E:1:1:1:2:1:1 O:90:0:0:5 B:HIT:HURT:1d6 B:TOUCH:EAT_GOLD F:MALE | F:FRIENDS | DROP_60 | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:EVIL | HURT_LITE | RES_DISE | DROP_SKELETON | DROP_CORPSE | F:MORTAL | ZANGBAND | HAS_LITE D:Night dwarfs collecting riches. N:112:The disembodied hand that strangled people G:z:g I:130:7d8:30:15:20 W:6:2:300:20 E:0:0:0:1:0:0 O:0:0:0:0 B:CRUSH:HURT:1d8 F:EMPTY_MIND | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | UNDEAD | IM_POIS | CAN_FLY | UNIQUE | F:NO_CONF | NO_SLEEP | NO_FEAR | ZANGBAND | NO_CUT D:Even today, nobody knows where it lurks... N:113:Brown mold G:m:u I:110:15d8:2:12:99 W:6:1:50:20 E:0:0:0:0:0:0 O:0:0:0:0 B:SPORE:CONFUSE:1d4 F:NEVER_MOVE | F:STUPID | EMPTY_MIND | F:IM_POIS | CAN_SWIM | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:A strange brown growth on the dungeon floor. N:114:Giant brown bat G:b:u I:130:3d8:10:15:30 W:6:1:600:10 E:0:1:1:0:1:0 O:0:0:0:0 B:BITE:HURT:1d3 F:RAND_50 | CAN_FLY | WILD_TOO | WILD_MOUNTAIN | WILD_WOOD | F:ANIMAL | DROP_CORPSE | AI_ANNOY F:MORTAL | BASEANGBAND D:It screeches as it attacks. N:115:Rat-thing G:r:R I:120:9d9:12:20:20 W:6:1:1000:10 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:3d2 B:BITE:HURT:3d1 B:BITE:HURT:3d2 F:EVIL | ANIMAL | DROP_CORPSE | F:MORTAL | ZANGBAND S:1_IN_9 S:SCARE | CONF D:A ratlike creature with a humanlike face. N:116:Novice rogue G:p:b I:110:8d4:20:12:5 W:6:2:1400:6 E:1:1:1:2:1:1 O:50:25:0:20 B:HIT:HURT:1d6 B:TOUCH:EAT_GOLD F:MALE | FRIENDS | F:DROP_60 | DROP_SKELETON | DROP_CORPSE | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | WILD_TOO | F:EVIL | MORTAL | BASEANGBAND D:A rather shifty individual. N:117:Creeping silver coins G:$:s I:100:12d8:4:30:10 W:6:3:0:18 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:1d6 B:TOUCH:POISON:2d6 F:ONLY_GOLD | DROP_60 | DROP_1D2 | F:COLD_BLOOD | BASH_DOOR | SUSCEP_ACID | CHAR_MULTI | F:IM_ELEC | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT D:It appears to be a pile of silver coins, until it starts crawling towards you D:on tiny legs. N:118:Snaga G:o:U I:110:8d8:20:32:30 W:6:1:1600:15 E:1:1:1:2:1:1 O:20:50:5:15 B:HIT:HURT:1d8 F:MALE | F:FRIENDS | DROP_60 | WILD_TOO | DROP_SKELETON | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | ORC | HURT_LITE | F:MORTAL | BASEANGBAND | HAS_LITE D:He is one of the many weaker 'slave' orcs, often mistakenly known as a D:goblin. N:119:Rattlesnake G:J:r I:110:6d7:6:24:1 W:6:1:200:20 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:POISON:2d5 F:RAND_50 | CAN_SWIM | WILD_TOO | DROP_SKELETON | DROP_CORPSE | F:BASH_DOOR | HAS_EGG | ANIMAL | IM_POIS | MORTAL | BASEANGBAND D:It is recognised by the hard-scaled end of its body that is often rattled D:to frighten its prey. N:120:Giant slug G:w:U I:100:12d9:10:25:25 W:6:1:600:25 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:ACID:2d4 B:BITE:ACID:2d6 F:ANIMAL | EMPTY_MIND | KILL_ITEM | KILL_BODY | CAN_SWIM | WILD_TOO | F:DROP_CORPSE | F:MORTAL | BASEANGBAND S:1_IN_10 S:BR_ACID D:It is slowly making its way towards you, eating everything in D:its path... N:121:Giant pink frog G:R:r I:110:5d8:12:16:50 W:7:1:200:16 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:LOSE_STR:2d4 F:RAND_50 | WILD_ONLY | WILD_SHORE | WILD_SWAMP | F:BASH_DOOR | DROP_CORPSE F:ANIMAL | MORTAL | BASEANGBAND D:It looks poisonous. N:122:Dark elf G:h:D I:110:7d10:20:16:20 W:7:2:1200:25 E:1:1:1:2:1:1 O:20:20:50:10 B:HIT:HURT:1d6 B:HIT:HURT:1d6 F:MALE | F:FORCE_SLEEP | F:DROP_90 | F:OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | HURT_LITE | BASEANGBAND | HAS_LITE S:1_IN_10 | S:CONF | DARKNESS | MISSILE D:An elven figure with jet black skin and white hair, his eyes are large and D:twisted with evil. N:123:Zombified kobold G:z:s I:110:6d8:20:14:30 W:7:1:750:14 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:1d2 B:HIT:HURT:1d2 F:EMPTY_MIND | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | UNDEAD | IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is an animated kobold corpse. Flesh falls off in large chunks as it D:shambles forward. N:124:Crypt creep G:s:D I:110:6d8:20:12:14 W:7:2:0:25 E:1:1:1:2:1:1 O:0:0:0:0 B:CLAW:HURT:1d2 B:CLAW:HURT:1d2 B:BITE:POISON F:RAND_25 F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | FRIENDS | F:EVIL | UNDEAD | IM_POIS | IM_COLD | F:NO_CONF | NO_SLEEP | HURT_LITE | BASEANGBAND | NO_CUT S:1_IN_10 S:CAUSE_1 | S_UNDEAD D:A frightening skeletal figure in a black robe. N:125:Rotting corpse G:z:R I:110:8d8:20:20:20 W:8:1:0:15 E:1:1:1:2:1:1 O:0:0:0:0 B:CLAW:POISON:1d3 B:CLAW:POISON:1d3 F:OPEN_DOOR | BASH_DOOR | FRIENDS | F:NO_CONF | NO_SLEEP | UNDEAD | EVIL | NO_FEAR | IM_POIS | F:IM_COLD | COLD_BLOOD | EMPTY_MIND | BASEANGBAND | NO_CUT D:Corpses awakened from their sleep by dark sorcery. N:126:Cave orc G:o:G I:110:11d9:20:32:30 W:7:1:1900:20 E:1:1:1:2:1:1 O:20:70:0:0 B:HIT:HURT:1d8 F:MALE | F:FRIENDS | DROP_60 | DROP_SKELETON | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | ORC | HURT_LITE | F:MORTAL | BASEANGBAND | HAS_LITE D:He is often found in huge numbers in deep caves. N:127:Wood spider G:S:U I:120:3d6:8:16:80 W:7:3:600:15 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d3 B:STING:POISON:1d4 F:FRIENDS | DROP_SKELETON | F:WEIRD_MIND | BASH_DOOR | WILD_TOO | WILD_WOOD | F:ANIMAL | SPIDER | IM_POIS | F:MORTAL | BASEANGBAND D:It scuttles towards you. N:128:Manes G:u:r I:110:8d8:20:32:30 W:7:2:300:16 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:1d8 F:FRIENDS | F:OPEN_DOOR | BASH_DOOR | F:EVIL | DEMON | IM_FIRE | NO_FEAR | BASEANGBAND D:It is a minor but aggressive demon. N:129:Bloodshot eye G:e:r I:110:10d8:2:6:10 W:7:3:550:30 E:0:0:0:0:0:0 O:0:0:0:0 B:GAZE:BLIND:2d6 F:NEVER_MOVE | CAN_FLY | DROP_CORPSE | F:HURT_LITE | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_7 | S:DRAIN_MANA D:A disembodied eye, bloodshot and nasty. N:130:Red naga G:n:r I:110:11d8:20:40:120 W:7:2:1800:40 E:0:0:0:0:1:0 O:50:0:50:0 B:CRUSH:HURT:1d10 B:BITE:LOSE_STR:1d4 F:FEMALE | CAN_SWIM | WILD_TOO | WILD_SHORE | F:RAND_25 | DROP_60 | F:TAKE_ITEM | BASH_DOOR | DROP_CORPSE | F:EVIL | MORTAL | BASEANGBAND D:A large red snake with a woman's torso. N:131:Red jelly G:j:r I:110:26d8:2:1:99 W:7:1:2500:26 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:LOSE_STR:1d5 F:NEVER_MOVE | F:STUPID | EMPTY_MIND | F:HURT_LITE | CAN_SWIM | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is a large pulsating mound of red flesh. N:132:Green icky thing G:i:g I:110:5d8:14:12:20 W:7:2:500:18 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:ACID:2d5 F:RAND_50 | CAN_SWIM | DROP_CORPSE | F:EMPTY_MIND | F:IM_ACID | BASEANGBAND D:It is a smallish, slimy, icky, acidic creature. N:133:Lost soul G:G:W I:110:2d8:12:10:10 W:7:2:0:18 E:0:0:0:0:0:0 O:60:0:25:0 B:HIT:HURT:2d2 B:TOUCH:LOSE_WIS F:RAND_50 | DROP_60 | DROP_90 | CAN_FLY | F:INVISIBLE | COLD_BLOOD | TAKE_ITEM | PASS_WALL | F:EVIL | UNDEAD | F:IM_COLD | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_15 | S:TPORT | DRAIN_MANA D:It is almost insubstantial. N:134:Night lizard G:R:b I:110:4d8:20:16:30 W:7:2:400:35 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d6 B:BITE:HURT:1d6 F:ANIMAL | CAN_SWIM | WILD_TOO | DROP_CORPSE F:MORTAL | HAS_EGG | BASEANGBAND D:It is a black lizard with overlapping scales and a powerful jaw. N:135:Mughash, the Kobold Lord G:k:v I:110:17d10:20:20:20 W:7:3:1100:100 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:1d12 B:HIT:HURT:1d12 B:HIT:HURT:1d12 F:UNIQUE | MALE | CAN_SPEAK F:FORCE_MAXHP | F:ESCORT | ESCORTS | DROP_SKELETON | DROP_CORPSE | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | F:EVIL | IM_POIS | F:MORTAL | BASEANGBAND | HAS_LITE D:Strong and powerful, for a kobold. N:136:Skeleton orc G:s:W I:110:10d8:20:36:40 W:8:1:1700:26 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:2d5 F:COLD_BLOOD | EMPTY_MIND | OPEN_DOOR | BASH_DOOR | F:EVIL | ORC | UNDEAD | F:IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is an animated orc skeleton. N:137:Wormtongue, Agent of Saruman G:p:B I:110:28d10:20:30:20 W:9:2:1500:150 E:1:1:1:2:1:1 O:10:50:35:0 B:HIT:HURT:1d7 B:HIT:HURT:1d7 B:TOUCH:EAT_GOLD B:INSULT:* F:UNIQUE | MALE | CAN_SPEAK | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | DROP_GREAT | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | DROP_SKELETON | F:EVIL | RES_TELE | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_5 | S:HEAL | SLOW | TRAPS | BO_COLD | BA_POIS D:He's been spying for Saruman. He is a snivelling wretch with no morals. N:138:Robin Hood, the Outlaw G:p:G I:120:16d12:20:30:20 W:10:2:1600:150 E:1:1:1:2:1:1 O:20:80:0:0 B:HIT:HURT:1d5 B:HIT:HURT:1d5 B:TOUCH:EAT_GOLD B:TOUCH:EAT_ITEM F:UNIQUE | MALE | FORCE_SLEEP | FORCE_MAXHP | CAN_SPEAK | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | DROP_GREAT | WILD_TOO | WILD_WOOD | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | EVIL | DROP_SKELETON | DROP_CORPSE F:MORTAL | ZANGBAND | HAS_LITE S:1_IN_5 S:ARROW_2 | HEAL | TRAPS D:The legendary archer steals from the rich (you qualify). N:139:Nurgling G:u:o I:110:9d8:20:32:30 W:8:2:800:19 E:1:1:1:2:1:1 O:0:0:0:0 B:BITE:DISEASE:1d8 F:FRIENDS | FRIEND | F:OPEN_DOOR | BASH_DOOR | IM_POIS | F:EVIL | DEMON | IM_FIRE | NO_FEAR | ZANGBAND D:It is a minor demon servitor of Nurgle. It looks like a hairless D:teddy bear, with twisted eyes and rotting, ghoulish skin. N:140:Lagduf, the Snaga G:o:y I:110:22d10:20:32:30 W:8:2:1700:80 E:1:1:1:2:1:1 O:10:80:0:0 B:HIT:HURT:1d11 B:HIT:HURT:1d11 B:HIT:HURT:1d10 B:HIT:HURT:1d10 F:UNIQUE | MALE | EVIL | ORC | FORCE_MAXHP | ESCORT | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | SPECIAL_GENE | F:OPEN_DOOR | BASH_DOOR | CAN_SPEAK | DROP_SKELETON | DROP_CORPSE | F:MORTAL | BASEANGBAND | HAS_LITE D:A captain of a regiment of weaker orcs, Lagduf keeps his troop in order D:with displays of excessive violence. N:141:Brown yeek G:y:u I:110:4d8:18:18:10 W:8:1:800:11 E:1:1:1:2:1:1 O:0:50:0:30 B:HIT:HURT:1d6 F:DROP_60 | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:ANIMAL | IM_ACID | F:MORTAL | BASEANGBAND D:It is a strange small humanoid. N:142:Novice ranger G:p:W I:110:6d8:20:8:5 W:8:2:1500:18 E:1:1:1:2:1:1 O:0:80:0:15 B:HIT:HURT:1d5 B:HIT:HURT:1d5 F:MALE | F:FORCE_SLEEP | FRIENDS | DROP_60 | DROP_SKELETON | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_9 | S:ARROW_2 | MISSILE D:An agile hunter, ready and relaxed. N:143:Giant salamander G:R:R I:110:6d7:6:40:1 W:8:1:600:50 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:FIRE:3d6 F:FORCE_SLEEP | SUSCEP_COLD | F:RAND_25 | F:ANIMAL | IM_FIRE | CAN_SWIM | DROP_CORPSE | F:MORTAL | BASEANGBAND S:1_IN_9 S:BR_FIRE D:A large black and yellow lizard. You'd better run away! N:144:Space monster G:.:d I:110:21d8:30:14:20 W:8:2:0:28 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:TERRIFY:1d4 F:PASS_WALL | NO_CONF | NO_SLEEP | NONLIVING | IM_ACID | CAN_FLY | JOKEANGBAND | NO_CUT D:A black hole in the fabric of reality. N:145:Carnivorous flying monkey G:H:R I:110:20d8:30:20:20 W:8:2:800:30 E:1:1:1:2:1:1 O:0:0:0:0 B:CLAW:HURT:1d8 B:CLAW:HURT:1d8 B:BITE:HURT:5d1 F:ANIMAL | CAN_FLY | WILD_TOO | WILD_WOOD | WILD_MOUNTAIN | F:DROP_CORPSE | MORTAL | ZANGBAND | HAS_LITE D:It looks fantastic, yet frightening. N:146:Green mold G:m:g I:110:21d8:2:14:75 W:8:1:40:28 E:0:0:0:0:0:0 O:0:0:0:0 B:SPORE:TERRIFY:1d4 F:NEVER_MOVE | F:STUPID | EMPTY_MIND | F:IM_ACID | IM_POIS | CAN_SWIM | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is a strange growth on the dungeon floor. N:147:Novice paladin G:p:w I:110:6d8:20:16:5 W:8:2:1500:18 E:1:1:1:2:1:1 O:30:55:10:0 B:HIT:HURT:1d7 B:HIT:HURT:1d7 F:MALE | GOOD | WILD_TOO | DROP_SKELETON | DROP_CORPSE | F:FORCE_SLEEP | F:FRIENDS | DROP_60 | F:OPEN_DOOR | BASH_DOOR | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_9 | S:SCARE | CAUSE_1 D:He thinks you are an agent of the devil. N:148:Lemure G:u:U I:110:13d9:20:32:30 W:8:3:1000:16 E:0:0:0:0:1:0 O:0:0:0:0 B:HIT:HURT:1d8 F:FRIENDS | F:OPEN_DOOR | BASH_DOOR | F:EVIL | DEMON | IM_FIRE | NO_FEAR | BASEANGBAND D:It is the larval form of a major demon. N:149:Hill orc G:o:u I:110:13d9:20:32:30 W:8:1:2000:25 E:1:1:1:2:1:1 O:10:70:10:0 B:HIT:HURT:1d10 F:MALE | F:FRIENDS | DROP_60 | F:OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | ORC | HURT_LITE | F:MORTAL | BASEANGBAND | HAS_LITE D:He is a hardy well-weathered survivor. N:150:Bandit G:p:b I:110:8d8:20:24:10 W:10:2:1500:26 E:1:1:1:2:1:1 O:25:60:0:0 B:HIT:HURT:2d4 B:TOUCH:EAT_GOLD F:MALE | F:DROP_1D2 | WILD_TOO | WILD_WOOD | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | MORTAL | BASEANGBAND | HAS_LITE D:He is after your possessions! N:151:Hunting hawk G:B:u I:120:8d8:30:25:10 W:8:2:800:22 E:0:1:1:0:1:0 O:0:0:0:0 B:CLAW:HURT:1d3 B:CLAW:HURT:1d3 B:BITE:HURT:1d4 F:ANIMAL | NO_FEAR | CAN_FLY | WILD_WOOD | WILD_TOO | DROP_CORPSE F:MORTAL | HAS_EGG | BASEANGBAND D:Trained to hunt and kill without fear. N:152:Phantom warrior G:G:B I:110:5d5:20:10:40 W:8:1:0:15 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:1d11 B:HIT:HURT:1d11 F:PASS_WALL | NO_SLEEP | FRIENDS | COLD_BLOOD | NONLIVING | F:NO_FEAR | EMPTY_MIND | CAN_FLY | BASEANGBAND | NO_CUT D:Spectral creatures that are half real, half illusion. N:153:Gremlin G:u:u I:110:5d5:30:30:20 W:8:3:500:6 E:1:1:1:2:1:1 O:0:0:0:0 B:CLAW:EAT_FOOD:1d2 B:CLAW:EAT_FOOD:1d2 B:BITE:EAT_FOOD:1d3 F:IM_POIS | HURT_LITE | EVIL | DEMON | OPEN_DOOR | F:TAKE_ITEM | CAN_SWIM | F:MORTAL | ZANGBAND S:MULTIPLY D:Don't feed them after midnight! N:154:Yeti G:Y:w I:110:11d9:20:24:10 W:9:3:3500:30 E:1:1:1:2:1:1 O:0:0:0:0 B:CLAW:HURT:1d3 B:CLAW:HURT:1d3 B:BITE:HURT:1d4 F:OPEN_DOOR | BASH_DOOR | WILD_TOO | WILD_MOUNTAIN | DROP_CORPSE | F:ANIMAL | IM_COLD | F:MORTAL | SUSCEP_FIRE | BASEANGBAND D:A large white figure covered in shaggy fur. N:155:Bloodshot icky thing G:i:r I:110:7d8:14:18:20 W:9:3:60:24 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:HURT:1d4 B:CRAWL:ACID:2d4 F:RAND_50 | F:EMPTY_MIND | CAN_SWIM | DROP_CORPSE | F:IM_POIS | BASEANGBAND S:1_IN_11 | S:DRAIN_MANA D:It is a strange, slimy, icky creature. N:156:Giant grey rat G:r:s I:110:2d3:8:12:20 W:9:1:250:2 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:POISON:1d4 F:RAND_25 | F:ANIMAL | IM_POIS | F:MORTAL | BASEANGBAND S:MULTIPLY D:It is a rodent of unusual size. N:157:Black harpy G:H:D I:120:3d8:16:22:10 W:9:1:600:19 E:0:1:1:0:1:0 O:0:0:0:0 B:CLAW:HURT:1d2 B:CLAW:HURT:1d2 B:BITE:HURT:1d3 F:FEMALE | CAN_FLY | WILD_TOO | WILD_MOUNTAIN | DROP_CORPSE | F:RAND_25 | ANIMAL | EVIL | MORTAL | BASEANGBAND D:A woman's face on the body of a vicious black bird. N:158:Skaven G:r:G I:110:11d8:15:25:20 W:9:1:600:20 E:1:1:1:2:1:1 O:35:35:20:0 B:HIT:HURT:1d4 B:HIT:HURT:1d4 F:EVIL | FRIENDS | DROP_60 | DROP_90 | DROP_SKELETON | DROP_CORPSE | F:OPEN_DOOR | MALE | WILD_TOO | WILD_WASTE | WILD_SWAMP | F:MORTAL | ZANGBAND D:A mutated rat-creature from the great waste, it is vaguely D:humanoid in appearance and walks on its hind legs. This race D:serves chaos fervently and is greatly feared by others. N:159:The wounded bear G:q:r I:110:11d10:10:35:10 W:12:1:3000:30 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:1d10 B:CLAW:HURT:1d10 B:BITE:HURT:1d11 F:BASH_DOOR | FORCE_MAXHP | FORCE_SLEEP | UNIQUE | DROP_CORPSE | F:ANIMAL | WILD_ONLY | WILD_WOOD | WILD_GRASS | WILD_MOUNTAIN | F:MORTAL | BASEANGBAND D:A wounded bear, who has occasionally attacked humans. N:160:Cave bear G:q:u I:110:8d8:10:35:10 W:9:1:3000:25 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:1d6 B:CLAW:HURT:1d6 B:BITE:HURT:1d8 F:BASH_DOOR | FORCE_MAXHP | FORCE_SLEEP | DROP_CORPSE | F:ANIMAL | WILD_TOO | WILD_WOOD | WILD_MOUNTAIN | F:MORTAL | BASEANGBAND D:A large bear appears to have made its home in this cave. It is hungry, D:and you are trespassing in its territory. N:161:Rock mole G:r:s I:110:10d10:20:30:75 W:9:2:60:25 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d10 B:BITE:HURT:1d10 F:WEIRD_MIND | BASH_DOOR | KILL_WALL | KILL_ITEM | DROP_CORPSE | F:ANIMAL | MORTAL | BASEANGBAND D:Despite its unimpressive size, this mole creature has fangs powerful D:enough to bore through solid rock. N:162:Mindcrafter G:p:y I:110:9d8:20:15:20 W:16:2:1700:50 E:1:1:1:2:1:1 O:30:40:30:0 B:HIT:HURT:2d4 B:HIT:HURT:2d4 F:MALE | F:FORCE_SLEEP | DROP_90 | WILD_TOO | F:OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | MORTAL | BASEANGBAND | HAS_LITE S:1_IN_3 | S:CONF | BLIND | HOLD | SLOW | MIND_BLAST | S_MONSTER | BLINK D:A master of the mental arts, able to damage or dominate the D:minds of others. N:163:Baby blue dragon G:d:b I:110:10d10:20:30:70 W:9:2:4000:35 E:0:1:0:6:1:0 O:0:0:0:0 B:CLAW:HURT:1d3 B:CLAW:HURT:1d3 B:BITE:HURT:1d5 F:FORCE_MAXHP | FORCE_SLEEP | DROP_CORPSE | F:ONLY_GOLD | DROP_60 | DROP_1D2 | HAS_EGG | IMPRESED | F:OPEN_DOOR | BASH_DOOR | CAN_FLY | F:EVIL | DRAGON | IM_ELEC | BASEANGBAND | ATTR_MULTI | ATTR_MULTI S:1_IN_12 | S:BR_ELEC D:This hatchling dragon is still soft, its eyes unaccustomed to light and D:its scales a pale blue. N:164:Baby white dragon G:d:w I:110:10d10:20:30:70 W:9:2:4000:35 E:0:1:0:6:1:0 O:0:0:0:0 B:CLAW:HURT:1d3 B:CLAW:HURT:1d3 B:BITE:HURT:1d5 F:FORCE_MAXHP | FORCE_SLEEP | CAN_FLY | DROP_CORPSE | F:ONLY_GOLD | DROP_60 | DROP_1D2 | F:OPEN_DOOR | BASH_DOOR | ATTR_MULTI F:EVIL | DRAGON | IM_COLD | SUSCEP_FIRE | HAS_EGG | IMPRESED | BASEANGBAND F:ATTR_MULTI S:1_IN_12 | S:BR_COLD D:This hatchling dragon is still soft, its eyes unaccustomed to light and D:its scales a pale white. N:165:Baby green dragon G:d:g I:110:10d10:20:30:70 W:9:2:4000:35 E:0:1:0:6:1:0 O:0:0:0:0 B:CLAW:HURT:1d3 B:CLAW:HURT:1d3 B:BITE:HURT:1d5 F:FORCE_MAXHP | FORCE_SLEEP | F:ONLY_GOLD | DROP_60 | DROP_1D2 | F:OPEN_DOOR | BASH_DOOR | CAN_FLY | DROP_CORPSE | F:EVIL | DRAGON | IM_POIS | HAS_EGG | IMPRESED | BASEANGBAND | ATTR_MULTI S:1_IN_12 | S:BR_POIS D:This hatchling dragon is still soft, its eyes unaccustomed to light and D:its scales a sickly green. N:166:Baby black dragon G:d:s I:110:10d10:20:30:70 W:9:2:4000:35 E:0:1:0:6:1:0 O:0:0:0:0 B:CLAW:HURT:1d3 B:CLAW:HURT:1d3 B:BITE:HURT:1d5 F:FORCE_MAXHP | FORCE_SLEEP | CAN_FLY | DROP_CORPSE | F:ONLY_GOLD | DROP_60 | DROP_1D2 | F:OPEN_DOOR | BASH_DOOR | F:EVIL | DRAGON | IM_ACID | HAS_EGG | IMPRESED | BASEANGBAND | ATTR_MULTI S:1_IN_12 | S:BR_ACID D:This hatchling dragon is still soft, its eyes unaccustomed to light and D:its scales a dull black. N:167:Baby red dragon G:d:r I:110:10d10:20:30:70 W:9:2:4000:35 E:0:1:0:6:1:0 O:0:0:0:0 B:CLAW:HURT:1d3 B:CLAW:HURT:1d3 B:BITE:HURT:1d5 F:FORCE_MAXHP | FORCE_SLEEP | CAN_FLY | DROP_CORPSE | SUSCEP_COLD | F:ONLY_GOLD | DROP_60 | DROP_1D2 | F:OPEN_DOOR | BASH_DOOR | F:EVIL | DRAGON | IM_FIRE | HAS_EGG | IMPRESED | BASEANGBAND | HAS_LITE F:ATTR_MULTI S:1_IN_11 | S:BR_FIRE D:This hatchling dragon is still soft, its eyes unaccustomed to light and D:its scales a pale red. N:168:Giant red ant G:a:r I:110:4d8:12:34:60 W:9:2:600:22 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d4 B:STING:LOSE_STR:1d4 F:WEIRD_MIND | BASH_DOOR | WILD_TOO | DROP_SKELETON F:ANIMAL | MORTAL | BASEANGBAND | HAS_LITE D:It is large and has venomous mandibles. N:169:Brodda, the Easterling G:p:U I:110:24d10:20:25:20 W:9:2:2200:100 E:1:1:1:2:1:1 O:10:90:0:0 B:HIT:HURT:1d13 B:HIT:HURT:1d13 B:HIT:HURT:1d13 B:HIT:HURT:1d13 F:UNIQUE | MALE | EVIL F:FORCE_MAXHP | CAN_SPEAK | WILD_TOO | DROP_SKELETON | DROP_CORPSE F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR F:MORTAL | BASEANGBAND | HAS_LITE D:A nasty piece of work, Brodda picks on defenceless women and children. N:170:Bloodfang, the Wolf G:C:R I:120:8d6:30:30:20 W:9:1:1600:30 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d12 B:BITE:HURT:1d12 F:BASH_DOOR | WILD_ONLY | WILD_GRASS | WILD_WOOD | DROP_CORPSE | F:ANIMAL | UNIQUE | FORCE_MAXHP | F:MORTAL | BASEANGBAND D:It has been terrorising the nearby villages. N:171:King cobra G:J:g I:110:8d10:8:30:1 W:9:2:300:28 E:0:0:0:0:1:0 O:0:0:0:0 B:SPIT:BLIND:1d2 B:BITE:POISON:3d4 F:RAND_50 | WILD_TOO | WILD_SWAMP | WILD_WOOD | DROP_SKELETON | DROP_CORPSE | F:BASH_DOOR | CAN_SWIM | ANIMAL | IM_POIS | HAS_EGG | MORTAL | BASEANGBAND D:It is a large snake with a hooded face. N:172:Eagle G:B:u I:120:9d9:30:25:10 W:12:2:600:22 E:0:1:1:0:1:0 O:0:0:0:0 B:CLAW:HURT:1d3 B:CLAW:HURT:1d3 B:BITE:HURT:1d6 F:ANIMAL | CAN_FLY | WILD_ONLY | WILD_WASTE | WILD_MOUNTAIN | WILD_WOOD | F:DROP_CORPSE | MORTAL | BASEANGBAND | HAS_EGG D:A magnificent huge predatory bird. N:173:War bear G:q:u I:110:10d10:10:35:10 W:9:1:2000:25 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:1d4 B:CLAW:HURT:1d4 B:BITE:HURT:1d6 F:WEIRD_MIND | BASH_DOOR | FRIENDS | DROP_SKELETON | DROP_CORPSE F:ANIMAL F:MORTAL | BASEANGBAND D:Bears with tusks, trained to kill. N:174:Killer bee G:I:y I:120:2d4:12:34:10 W:9:2:50:22 E:0:0:0:0:0:0 O:0:0:0:0 B:STING:POISON:1d4 B:STING:LOSE_STR:1d4 F:WEIRD_MIND | FRIENDS | CAN_FLY | WILD_TOO | F:ANIMAL | MORTAL | BASEANGBAND D:It is poisonous and aggressive. N:175:Giant spider G:S:v I:110:10d10:8:16:80 W:10:2:700:35 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d10 B:BITE:POISON:1d6 B:BITE:POISON:1d6 B:BITE:HURT:1d10 F:WEIRD_MIND | BASH_DOOR | WILD_TOO | DROP_SKELETON | F:ANIMAL | SPIDER | IM_POIS | F:MORTAL | BASEANGBAND D:It is a vast spider whose bulbous body is bloated with poison. N:176:Giant white tick G:S:w I:100:12d8:12:40:20 W:10:2:200:27 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:POISON:2d6 F:WEIRD_MIND | BASH_DOOR | CAN_FLY | F:ANIMAL | IM_POIS | F:MORTAL | BASEANGBAND D:It is moving slowly towards you. N:177:The Borshin G:g:w I:110:12d20:40:30:0 W:10:2:600:45 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:2d12 B:CRUSH:HURT:2d15 B:TOUCH:TERRIFY F:BASH_DOOR | UNIQUE | FORCE_MAXHP | NO_CONF F:IM_POIS | IM_COLD | NO_FEAR F:MORTAL | CTHANGBAND | NO_CUT D:Pallid and twisted, this creature hates the very sight of you. D:"It looked like something that had started out to be a man but had never D:quite made it. It had been stepped on, twisted, had holes poked into the D:sickly dough of its head-bulge. Bones showed through the transparent flesh D:of its torso and its short legs were as thick as trees, terminating in D:disk-shaped pads from which dozens of long toes hung like roots or worms. D:its arms were longer than its entire body. it was a crushed slug, a thing D:that had been frozen and thawed before it was fully baked. It was - D:'It is the Borshin', said the Lord of Bats." N:178:Dark elven mage G:h:r I:120:7d10:20:16:20 W:10:1:1200:50 E:1:1:1:2:1:1 O:0:0:100:0 B:HIT:HURT:1d6 B:HIT:HURT:1d6 F:MALE | F:FORCE_SLEEP | F:ONLY_ITEM | DROP_1D2 | DROP_SKELETON | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | IM_POIS | HURT_LITE | BASEANGBAND | HAS_LITE S:1_IN_5 | S:BLIND | CONF | MISSILE | DARKNESS | BA_POIS D:A dark elven figure, dressed all in black, hurling spells at you. N:179:Kamikaze yeek G:y:r I:113:4d8:18:18:10 W:10:1:800:10 E:1:1:1:2:1:1 O:0:0:0:0 B:EXPLODE:HURT:15d2 F:OPEN_DOOR | BASH_DOOR | F:ANIMAL | IM_ACID | F:MORTAL | ZANGBAND D:The evil wizard Bruce has trained them to be living weapons. N:180:Orfax, Son of Boldor G:y:B I:120:14d10:18:20:10 W:11:3:600:80 E:1:1:1:2:1:1 O:0:50:50:0 B:HIT:HURT:1d10 B:HIT:HURT:1d9 B:INSULT:* B:INSULT:* F:UNIQUE | MALE | CAN_SPEAK | DROP_CORPSE | F:FORCE_SLEEP | FORCE_MAXHP | F:ESCORT | ESCORTS | F:ONLY_ITEM | DROP_90 | DROP_GOOD | F:SMART | OPEN_DOOR | BASH_DOOR | F:ANIMAL | EVIL | IM_ACID | F:MORTAL | BASEANGBAND S:1_IN_4 | S:HEAL | BLINK | TELE_TO | SLOW | CONF | S:S_MONSTER D:He's just like his daddy! He knows mighty spells, but fortunately he is a D:yeek. N:181:Servant of Glaaki G:z:G I:110:9d9:20:20:20 W:10:1:600:25 E:0:0:0:0:0:0 O:0:0:0:0 B:CRUSH:HURT:1d8 B:CLAW:DISEASE:1d3 F:OPEN_DOOR | BASH_DOOR | FRIENDS | HURT_LITE | F:NO_CONF | NO_SLEEP | UNDEAD | EVIL | NO_FEAR | IM_POIS | F:IM_COLD | COLD_BLOOD | CTHANGBAND | NO_CUT S:1_IN_12 S:CAUSE_1 | SCARE D:"...the hand of a corpse -- bloodless and skeletal, and with D:impossibly long, cracked nails." N:182:Dark elven warrior G:h:u I:110:10d11:20:16:20 W:10:1:1400:50 E:1:1:1:2:1:1 O:10:90:0:0 B:HIT:HURT:1d8 B:HIT:HURT:1d8 F:MALE | F:DROP_1D2 | F:OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | HURT_LITE | BASEANGBAND | HAS_LITE S:1_IN_12 S:MISSILE D:A dark elven figure in armour, ready with his sword. N:183:Sand-dweller G:u:y I:110:9d9:20:20:20 W:10:1:600:30 E:1:1:1:2:1:1 O:20:50:20:5 B:CLAW:HURT:1d6 B:CLAW:HURT:1d6 F:FRIENDS | WILD_TOO | WILD_WASTE | DROP_SKELETON | F:OPEN_DOOR | BASH_DOOR | HURT_LITE | EVIL | DROP_60 | DROP_90 | F:MALE F:MORTAL | CTHANGBAND D:"Rough-skinned, large-eyed, large-eared, with a horrible, D:distorted resemblance to the koala bear facially, though D:his body had an appearance of emaciation." N:184:Clear mushroom patch G:,:B I:120:1d1:4:1:0 W:10:2:30:3 E:0:0:0:0:0:0 O:0:0:0:0 B:SPORE:HURT:1d1 F:ATTR_CLEAR | F:NEVER_MOVE | INVISIBLE | COLD_BLOOD | F:STUPID | EMPTY_MIND | CAN_SWIM | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:MULTIPLY D:Yum! It smells quite tasty. If you could only see it... N:185:Quiver slot G:,:U I:120:1d1:4:1:0 W:10:2:60:3 E:0:0:0:0:0:0 O:0:0:0:0 B:SPORE:CONFUSE:1d1 F:NEVER_MOVE | COLD_BLOOD | F:STUPID | EMPTY_MIND | F:NO_CONF | NO_SLEEP | NO_FEAR | JOKEANGBAND | NO_CUT S:MULTIPLY | S:1_IN_5 | ARROW_1 D:What looks like the remains of a quiver dropped by a past adventurer D:has become overgrown with a strange mold intent on using the contents D:of the quiver to grab prey. N:186:Grishnakh, the Hill Orc G:o:y I:110:25d10:20:20:20 W:10:3:2300:160 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:1d13 B:HIT:HURT:1d11 B:HIT:HURT:1d13 B:HIT:HURT:1d11 F:UNIQUE | MALE | CAN_SPEAK | F:FORCE_MAXHP | SPECIAL_GENE | F:ESCORT | WILD_TOO | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | DROP_SKELETON | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | ORC | IM_POIS | F:MORTAL | BASEANGBAND | HAS_LITE D:He is a cunning and devious orc with a chaotic nature. N:187:Giant tan bat G:b:U I:130:3d8:12:20:50 W:10:2:600:18 E:0:1:1:0:1:0 O:0:0:0:0 B:BITE:TERRIFY:1d3 B:CLAW:HURT:1d2 B:CLAW:HURT:1d2 F:RAND_50 | CAN_FLY | WILD_TOO | WILD_MOUNTAIN | WILD_WOOD | F:FORCE_SLEEP | ANIMAL | DROP_CORPSE | AI_ANNOY | F:MORTAL | BASEANGBAND D:A giant bat, the beating of whose wings produces a strangely unnerving noise. N:188:Owlbear G:H:o I:110:12d12:20:20:20 W:10:1:2000:35 E:0:1:1:0:1:0 O:0:0:0:0 B:CLAW:HURT:1d3 B:CLAW:HURT:1d3 B:CRUSH:HURT:1d10 F:EVIL | ANIMAL | OPEN_DOOR | BASH_DOOR | DROP_CORPSE | F:MORTAL | BASEANGBAND D:A bizarre bear-creature with the claws and the face of an owl. N:189:Blue horror G:u:B I:110:14d9:20:35:20 W:10:3:1200:25 E:1:1:1:2:1:1 O:0:0:0:0 B:CLAW:TERRIFY:1d8 B:CLAW:TERRIFY:1d8 F:FRIENDS | F:OPEN_DOOR | BASH_DOOR | F:EVIL | DEMON | IM_FIRE | NO_FEAR | NO_CONF | ZANGBAND D:An ugly screaming little demon servant of Tzeentch. N:190:Hairy mold G:m:o I:110:15d8:2:15:70 W:10:1:50:32 E:0:0:0:0:0:0 O:0:0:0:0 B:SPORE:POISON:1d3 F:NEVER_MOVE | CAN_SWIM | F:STUPID | EMPTY_MIND | F:IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is a strange hairy growth on the dungeon floor. N:191:Grizzly bear G:q:U I:110:15d15:10:35:10 W:16:2:2600:55 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:1d8 B:CLAW:HURT:1d8 B:BITE:HURT:1d12 B:CRUSH:HURT:1d10 F:WILD_TOO | WILD_WOOD | WILD_MOUNTAIN | DROP_CORPSE | F:ANIMAL | BASH_DOOR | F:MORTAL | BASEANGBAND D:A huge, beastly bear, more savage than most of its kind. N:192:Disenchanter mold G:m:v I:110:16d8:2:20:70 W:10:1:40:40 E:0:0:0:0:0:0 O:0:0:0:0 B:SPORE:UN_BONUS:1d6 F:NEVER_MOVE | F:STUPID | EMPTY_MIND | RES_DISE | F:IM_POIS | ATTR_MULTI | CAN_SWIM | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_11 | S:DRAIN_MANA D:It is a strange glowing growth on the dungeon floor. N:193:Pseudo dragon G:d:o I:110:20d10:20:30:40 W:10:2:10000:150 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:1d3 B:CLAW:HURT:1d3 B:BITE:HURT:1d5 F:FORCE_MAXHP | FORCE_SLEEP | CAN_FLY | DROP_CORPSE | F:DROP_60 | BASH_DOOR | HAS_EGG | F:EVIL | DRAGON | BASEANGBAND | HAS_LITE | ATTR_MULTI S:1_IN_11 | S:CONF | SCARE | BR_LITE | BR_DARK D:A small relative of the dragon that inhabits dark caves. N:194:Tengu G:u:b I:120:16d9:20:32:30 W:10:1:600:40 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:1d8 F:OPEN_DOOR | BASH_DOOR | F:EVIL | DEMON | IM_FIRE | NO_FEAR | RES_TELE | CAN_FLY | BASEANGBAND S:1_IN_3 | S:BLINK | TELE_TO | TELE_AWAY | TPORT D:It is a fast-moving demon that blinks quickly in and out of existence; no D:other demon matches its teleporting mastery. N:195:Creeping gold coins G:$:y I:100:18d8:5:36:10 W:10:3:0:32 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:2d5 B:TOUCH:POISON:3d5 F:ONLY_GOLD | DROP_90 | DROP_1D2 | F:COLD_BLOOD | BASH_DOOR | F:IM_ELEC | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT D:It appears to be a pile of gold coins, until it starts crawling towards you D:on tiny legs. N:196:Wolf G:C:u I:120:6d6:30:30:20 W:10:1:600:30 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d6 F:RAND_25 | FRIENDS | F:BASH_DOOR | WILD_TOO | WILD_WOOD | WILD_WASTE | WILD_MOUNTAIN | F:ANIMAL | DROP_CORPSE | F:MORTAL | BASEANGBAND D:It howls and snaps at you. N:197:Giant fruit fly G:I:G I:120:2d2:8:14:10 W:10:3:100:4 E:0:0:0:0:0:0 O:0:0:0:0 B:BITE:HURT:1d2 F:RAND_50 | RAND_25 | CAN_FLY | WEIRD_MIND | F:ANIMAL | MORTAL | BASEANGBAND S:MULTIPLY D:A fast-breeding, annoying pest. N:198:Panther G:f:D I:120:10d8:40:30:0 W:10:2:1300:25 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:1d8 B:CLAW:HURT:1d8 F:BASH_DOOR | WILD_TOO | WILD_WOOD | WILD_GRASS | DROP_SKELETON | DROP_CORPSE | F:ANIMAL | MORTAL | BASEANGBAND D:A large black cat, stalking you with intent. It thinks you're its next D:meal. N:199:Brigand G:p:b I:110:9d8:20:32:10 W:10:2:1700:35 E:1:1:1:2:1:1 O:25:60:0:0 B:HIT:HURT:2d4 B:TOUCH:EAT_ITEM F:MALE | F:DROP_1D2 | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:EVIL | DROP_SKELETON | F:MORTAL | BASEANGBAND | HAS_LITE D:He is eyeing your backpack. N:200:Hobbes the Tiger G:f:y I:120:12d10:40:30:0 W:10:2:1600:45 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:1d12 B:CLAW:HURT:1d12 B:BITE:HURT:1d5 F:BASH_DOOR | UNIQUE | FORCE_MAXHP | F:ANIMAL | MALE | CAN_SPEAK | DROP_CORPSE | F:MORTAL | JOKEANGBAND D:Fast-moving, with a taste for tuna sandwiches. N:201:Shadow Creature of Fiona G:h:s I:110:11d8:12:12:16 W:10:2:1000:35 E:1:1:1:2:1:1 O:20:30:50:0 B:HIT:HURT:1d8 B:HIT:HURT:1d8 F:BASH_DOOR | OPEN_DOOR | FRIENDS | DROP_60 | IM_POIS | NO_SLEEP | NO_CONF F:MALE | DROP_SKELETON | ZANGBAND D:"There was something unusual about their appearance... For one thing, D:all had uniformly bloodshot eyes. Very, very bloodshot eyes. With them, D:though, the condition seemed normal. For another, all had an extra joint D:to each finger and thumb, and sharp, forward-curving spurs on the backs D:of their hands. All of them had prominent jaws and forty-four teeth, D:most of them longer than human teeth, and several looking to be much D:sharper. Their flesh was grayish and hard and shiny. There were D:undoubtedly other differences also, but those were sufficient to prove D:a point of some sort." N:202:Undead mass G:j:u I:110:8d8:70:12:5 W:10:2:200:33 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:DISEASE:1d6 B:TOUCH:LOSE_CON:1d6 F:UNDEAD | EMPTY_MIND | NO_CONF | NO_SLEEP | IM_POIS | IM_COLD | NO_FEAR | F:HURT_LITE | COLD_BLOOD | EVIL | NEVER_MOVE | BASEANGBAND | NO_CUT S:MULTIPLY D:A sickening mound of decaying flesh, bones, hands and so on. It seems to D:be growing. N:203:Chaos shapechanger G:H:v I:110:20d9:10:14:12 W:11:2:0:38 E:1:1:1:2:1:1 O:20:50:20:6 B:HIT:HURT:1d5 B:HIT:HURT:1d5 B:HIT:CONFUSE:1d3 F:DROP_60 | EVIL | SHAPECHANGER | ATTR_MULTI | ATTR_ANY F:MORTAL | ZANGBAND S:1_IN_5 S:BO_FIRE | BO_COLD | CONF D:A vaguely humanoid form constantly changing its appearance. N:204:Baby multi-hued dragon G:d:v I:110:13d10:20:30:70 W:11:2:5000:45 E:0:1:0:6:1:0 O:0:0:0:0 B:CLAW:HURT:1d4 B:CLAW:HURT:1d4 B:BITE:HURT:1d6 F:ATTR_MULTI | F:FORCE_MAXHP | FORCE_SLEEP | F:ONLY_GOLD | DROP_60 | DROP_1D2 | F:OPEN_DOOR | BASH_DOOR | DROP_CORPSE | F:EVIL | DRAGON | CAN_FLY | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | HAS_EGG | IMPRESED | F:BASEANGBAND | HAS_LITE S:1_IN_12 | S:BR_ACID | BR_FIRE | BR_COLD | BR_ELEC | BR_POIS D:This hatchling dragon is still soft, its eyes unaccustomed to light and D:its scales shimmering with a hint of colour. N:205:Vorpal bunny G:r:w I:120:10d10:40:40:0 W:11:3:600:40 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:6d1 B:BITE:HURT:7d1 F:BASH_DOOR | WILD_TOO | WILD_MOUNTAIN | DROP_CORPSE | F:ANIMAL | MORTAL | ZANGBAND S:1_IN_8 S:BLINK D:It looks very cute, except for the razor sharp teeth. It moans D:ominously as it jumps at your throat! N:206:Old Man Willow G:#:s I:110:32d30:20:20:20 W:25:5:3000:150 E:1:1:1:2:1:1 O:0:50:50:0 B:TOUCH:PARALYZE:1d14 B:TOUCH:PARALYZE:1d14 B:CRUSH:HURT:2d12 F:ANIMAL | NEVER_MOVE | COLD_BLOOD | DROP_RANDART F:EMPTY_MIND | UNIQUE | FORCE_MAXHP | FORCE_SLEEP | F:RES_WATE | IM_POIS | IM_ACID | SUSCEP_FIRE | SPECIAL_GENE | F:DROP_1D2 | DROP_GOOD | ONLY_ITEM | BASEANGBAND | NO_CUT S:1_IN_10 | S:TELE_TO | HOLD | D:The ancient grey willow tree, ruler of the Old Forest. He despises D:trespassers in his territory. "...a huge willow-tree, old and hoary. D:Enormous it looked, its sprawling branches going up like racing arms D:with may long-fingered hands, its knotted and twisted trunk gaping in D:wide fissures that creaked faintly as the boughs moved." N:207:Hippocampus G:H:B I:110:20d9:12:14:10 W:11:1:900:30 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:HURT:2d5 B:BITE:HURT:2d5 F:AQUATIC | WILD_TOO | DROP_CORPSE | F:ANIMAL | MORTAL | BASEANGBAND D:A truly strange hybrid of a horse and a fish. N:208:Zombified orc G:z:s I:110:11d8:20:24:25 W:11:1:1800:30 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:1d4 B:HIT:HURT:1d4 B:HIT:HURT:1d4 F:COLD_BLOOD | EMPTY_MIND | OPEN_DOOR | BASH_DOOR | F:EVIL | ORC | UNDEAD | F:IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is a shambling orcish corpse leaving behind a trail of flesh. N:209:Hippogryph G:H:U I:110:20d9:12:14:10 W:11:1:1500:30 E:0:1:0:2:1:0 O:0:0:0:0 B:HIT:HURT:2d5 B:BITE:HURT:2d5 F:BASH_DOOR | CAN_FLY | WILD_TOO | WILD_MOUNTAIN | WILD_GRASS | F:ANIMAL | DROP_CORPSE | MORTAL | BASEANGBAND D:A strange hybrid of eagle and horse. It looks weird. N:210:Black mamba G:J:D I:120:10d8:10:32:1 W:12:3:300:40 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:POISON:4d4 F:RAND_50 | BASH_DOOR | CAN_SWIM | F:WILD_TOO | WILD_WOOD | WILD_GRASS | WILD_SWAMP | F:ANIMAL | IM_POIS | DROP_SKELETON | DROP_CORPSE | HAS_EGG | F:MORTAL | BASEANGBAND D:It has glistening black skin, a sleek body, and highly venomous fangs. N:211:White wolf G:C:w I:120:7d7:30:30:20 W:12:1:700:30 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d3 B:BITE:HURT:1d4 F:RAND_25 | F:FRIENDS | SUSCEP_FIRE | F:BASH_DOOR | WILD_TOO | WILD_WASTE | F:ANIMAL | IM_COLD | DROP_SKELETON | DROP_CORPSE | F:MORTAL | BASEANGBAND D:A large and muscled wolf from the northern wastes. Its breath is cold and D:icy and its fur coated in frost. N:212:Grape jelly G:j:v I:110:52d8:2:1:99 W:12:3:2600:60 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:EXP_10 F:NEVER_MOVE | F:STUPID | EMPTY_MIND | F:IM_POIS | HURT_LITE | CAN_SWIM | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_11 | S:DRAIN_MANA D:Yum! It looks quite tasty. It is a pulsing mound of glowing flesh. N:213:Nether worm mass G:w:D I:100:5d8:10:15:3 W:12:4:200:6 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:EXP_10 F:RAND_50 | RAND_25 | CAN_SWIM | F:STUPID | WEIRD_MIND | BASH_DOOR | F:ANIMAL | HURT_LITE | NO_FEAR | BASEANGBAND | NO_CUT S:MULTIPLY D:It is a disgusting mass of dark worms, eating each other, the floor, D:the air, you... N:214:Abyss worm mass G:w:D I:100:5d8:10:15:3 W:12:4:200:7 E:0:0:0:0:0:0 O:0:0:0:0 B:CRAWL:EXP_10 F:RAND_50 | RAND_25 | F:STUPID | WEIRD_MIND | BASH_DOOR | EVIL | CAN_SWIM | F:ANIMAL | HURT_LITE | NO_FEAR | KILL_WALL | COLD_BLOOD | INVISIBLE | F:MORTAL | ZANGBAND | NO_CUT S:MULTIPLY D:Even more disgusting dark worms, their essence that of unbeing. N:215:Golfimbul, the Hill Orc Chief G:o:y I:110:26d10:20:60:20 W:12:3:2200:230 E:1:1:1:2:1:1 O:10:90:0:0 B:HIT:HURT:1d13 B:HIT:HURT:1d13 B:HIT:HURT:1d11 B:HIT:HURT:1d11 F:UNIQUE | MALE | F:FORCE_MAXHP | WILD_TOO | SPECIAL_GENE | F:ESCORT | DROP_SKELETON | DROP_CORPSE | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | CAN_SPEAK | F:EVIL | ORC | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:MORTAL | BASEANGBAND | HAS_LITE D:A leader of a band of raiding orcs, he picks on hobbits. N:216:Swordsman G:p:u I:110:12d8:20:34:20 W:12:1:1800:40 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:3d5 B:HIT:HURT:3d5 F:MALE | WILD_TOO | F:DROP_1D2 | DROP_SKELETON | DROP_CORPSE F:OPEN_DOOR | BASH_DOOR F:MORTAL | BASEANGBAND | HAS_LITE D:A warrior of considerable skill. N:217:Skaven shaman G:r:g I:110:10d8:20:15:20 W:12:1:600:36 E:1:1:1:2:1:1 O:0:0:100:0 B:HIT:HURT:1d7 B:HIT:HURT:1d7 F:MALE | WILD_TOO | WILD_SWAMP | WILD_WASTE | F:FORCE_SLEEP | DROP_90 | F:OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | MORTAL | ZANGBAND S:1_IN_8 | S:BLINK | CAUSE_1 | MISSILE | CONF | SCARE D:The shaman of a skaven tribe gets his powers from a mystic D:stone corrupted by chaos, called a Warp Stone. N:218:Baby bronze dragon G:d:U I:110:10d10:20:30:70 W:9:2:4000:35 E:0:1:0:6:1:0 O:0:0:0:0 B:CLAW:HURT:1d3 B:CLAW:HURT:1d3 B:BITE:HURT:1d5 F:FORCE_MAXHP | FORCE_SLEEP | CAN_FLY | DROP_CORPSE | F:ONLY_GOLD | DROP_60 | DROP_1D2 | F:OPEN_DOOR | BASH_DOOR | F:EVIL | DRAGON | NO_CONF | HAS_EGG | IMPRESED | BASEANGBAND | ATTR_MULTI S:1_IN_12 | S:BR_CONF D:This hatchling dragon is still soft, its eyes unaccustomed to light and D:its scales a dull bronze. N:219:Baby gold dragon G:d:y I:110:10d10:20:30:70 W:9:2:4000:35 E:0:1:0:6:1:0 O:0:0:0:0 B:CLAW:HURT:1d3 B:CLAW:HURT:1d3 B:BITE:HURT:1d5 F:FORCE_MAXHP | FORCE_SLEEP | CAN_FLY | DROP_CORPSE | F:ONLY_GOLD | DROP_60 | DROP_1D2 | F:OPEN_DOOR | BASH_DOOR | F:EVIL | DRAGON | NO_STUN | HAS_EGG | IMPRESED | BASEANGBAND | HAS_LITE F:ATTR_MULTI S:1_IN_12 | S:BR_SOUN D:This hatchling dragon is still soft, its eyes unaccustomed to light and D:its scales a pale gold. N:220:Evil eye G:e:D I:110:15d8:2:6:10 W:18:3:600:80 E:0:0:0:0:0:0 O:0:0:0:0 B:GAZE:EXP_10 B:GAZE:EXP_10 F:NEVER_MOVE | EVIL | CAN_FLY | DROP_CORPSE | F:HURT_LITE | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_7 | S:HOLD | TELE_TO D:A huge disembodied eye. As you stare into the black nothingness of its pupil, D:you feel your will and vitality draining away, and are unable to do anything D:except approach it in horrified fascination. N:221:Mine-dog G:C:u I:120:6d6:30:30:20 W:12:4:500:40 E:0:1:0:2:1:0 O:0:0:0:0 B:EXPLODE:HURT:6d6 F:RAND_50 | FRIENDS | BASH_DOOR | ANIMAL | F:MORTAL | ZANGBAND D:An explosive charge has been attached to this poor animal, who D:has been trained to search for its target and detonate. N:222:Hellcat G:f:R I:120:9d8:20:30:30 W:12:1:400:40 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:1d5 B:CLAW:HURT:1d5 B:BITE:HURT:1d8 F:ANIMAL | WEIRD_MIND | FRIENDS | RAND_25 | IM_FIRE | EVIL | SUSCEP_COLD | F:MORTAL | ZANGBAND | HAS_LITE D:It is as large as a tiger, and its yellow eyes are pupilless. N:223:Moon beast G:q:W I:120:9d10:30:30:20 W:12:1:800:57 E:0:1:0:2:1:0 O:50:0:40:5 B:CLAW:HURT:1d3 B:CLAW:HURT:1d3 B:BUTT:HURT:1d6 F:DROP_1D2 | ONLY_ITEM | OPEN_DOOR | BASH_DOOR | F:EVIL | IM_FIRE | ANIMAL | DROP_CORPSE F:MORTAL | ZANGBAND S:1_IN_6 S:HEAL | BLIND | DARKNESS | CONF | CAUSE_2 D:"Great greyish-white slippery things which could expand and D:contract at will, and whose principle shape... was that of a D:sort of toad without any eyes, but with a curious vibrating mass D:of short pink tentacles on the end of its blunt, vague snout." N:224:Master yeek G:y:g I:110:12d9:18:24:10 W:12:2:600:28 E:1:1:1:2:1:1 O:0:0:100:0 B:HIT:HURT:1d8 F:FORCE_SLEEP | F:DROP_60 | F:OPEN_DOOR | BASH_DOOR | F:ANIMAL | EVIL | IM_ACID | DROP_CORPSE | F:MORTAL | BASEANGBAND S:1_IN_4 | S:BLINK | TPORT | BLIND | SLOW | BA_POIS | S:S_MONSTER D:A small humanoid that radiates some power. N:225:Priest G:p:g I:110:12d8:20:22:40 W:12:1:1500:36 E:1:1:1:2:1:1 O:0:20:80:0 B:HIT:HURT:2d3 B:HIT:HURT:2d3 F:MALE | GOOD | F:FORCE_SLEEP | F:DROP_1D2 | F:SMART | OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_3 | S:HEAL | SCARE | CAUSE_2 | S:S_MONSTER D:A robed man dedicated to his god. N:226:Dark elven priest G:h:g I:120:7d10:20:30:30 W:12:1:1200:50 E:1:1:1:2:1:1 O:0:10:90:0 B:HIT:HURT:1d9 B:HIT:HURT:1d10 F:MALE | F:FORCE_SLEEP | F:ONLY_ITEM | DROP_1D2 | F:SMART | OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | HURT_LITE | BASEANGBAND | HAS_LITE S:1_IN_5 | S:HEAL | BLIND | CONF | CAUSE_2 | DARKNESS | MISSILE D:A dark elven figure, dressed all in black, chanting curses and waiting to D:deliver your soul to hell. N:227:Air spirit G:E:B I:130:8d8:12:40:20 W:12:2:0:40 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:1d3 F:RAND_50 | RAND_25 | IM_ELEC | IM_POIS | F:EMPTY_MIND | INVISIBLE | COLD_BLOOD | BASH_DOOR | F:IM_POIS | CAN_FLY | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:A whirlwind of sentient air. N:228:Skeleton human G:s:W I:110:10d8:20:30:30 W:12:1:1500:38 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:1d8 F:EMPTY_MIND | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | UNDEAD | IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is an animated human skeleton. N:229:Zombified human G:z:s I:110:12d8:20:24:20 W:12:1:1500:34 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:1d4 B:HIT:HURT:1d4 F:EMPTY_MIND | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | UNDEAD | IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is a shambling human corpse dropping chunks of flesh behind it. N:230:Tiger G:f:o I:120:12d10:40:40:0 W:12:2:1500:40 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:1d8 B:CLAW:HURT:1d8 B:BITE:HURT:1d6 F:BASH_DOOR | WILD_TOO | WILD_GRASS | WILD_WOOD | WILD_MOUNTAIN | F:ANIMAL | DROP_SKELETON | DROP_CORPSE | F:MORTAL | BASEANGBAND D:One of the largest of its species, a sleek orange and black shape creeps D:towards you, ready to pounce. N:231:Moaning spirit G:G:u I:120:5d8:14:20:10 W:12:2:0:44 E:0:0:0:0:0:0 O:45:15:25:0 B:WAIL:TERRIFY B:TOUCH:LOSE_DEX:1d8 F:FORCE_SLEEP | RAND_25 | F:DROP_60 | DROP_90 | CAN_FLY | F:INVISIBLE | COLD_BLOOD | PASS_WALL | F:EVIL | UNDEAD | IM_COLD | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_15 | S:TPORT | SCARE D:A ghostly apparition that shrieks horribly. N:232:Stegocentipede G:c:u I:120:13d8:12:30:30 W:12:2:1200:40 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:HURT:2d4 B:BITE:HURT:2d4 B:STING:HURT:2d4 F:WEIRD_MIND | BASH_DOOR | F:ANIMAL | DROP_SKELETON | MORTAL | BASEANGBAND D:It is a vast armoured centipede with massive mandibles and a spiked tail. N:233:Spotted jelly G:j:o I:120:13d8:12:18:1 W:12:3:2500:33 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:ACID:1d10 B:TOUCH:ACID:2d6 B:TOUCH:ACID:2d6 F:NEVER_MOVE | F:STUPID | EMPTY_MIND | COLD_BLOOD | F:IM_ACID | IM_POIS | HURT_LITE | CAN_SWIM | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:A strange jelly thing, covered in discoloured blotches. N:234:Drider G:S:b I:110:10d13:8:30:80 W:13:2:2000:55 E:1:1:1:2:1:0 O:0:0:0:0 B:HIT:HURT:1d12 B:HIT:HURT:1d12 B:BITE:POISON:1d6 F:FORCE_SLEEP | F:BASH_DOOR | DROP_SKELETON | F:EVIL | IM_POIS | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_8 | S:CONF | CAUSE_1 | DARKNESS | MISSILE | ARROW_2 D:A dark elven torso merged with the bloated form of a giant spider. N:235:Mongbat G:b:U I:110:10d10:20:80:8 W:13:2:800:65 E:0:1:1:0:1:0 O:0:0:0:0 B:CLAW:HURT:1d4 B:CLAW:HURT:1d4 B:BITE:POISON:1d8 F:ANIMAL | EVIL | FRIENDS | CAN_FLY | FORCE_MAXHP | F:IM_COLD | IM_ELEC | IM_POIS | WEIRD_MIND | DROP_CORPSE F:MORTAL | BASEANGBAND D:Devil-bats, notoriously difficult to kill. N:236:Killer brown beetle G:K:u I:110:13d8:10:40:30 W:13:1:500:38 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:3d4 F:WEIRD_MIND | BASH_DOOR | CAN_FLY | DROP_CORPSE | F:ANIMAL | MORTAL | BASEANGBAND D:It is a vicious insect with a tough carapace. N:237:Boldor, King of the Yeeks G:y:v I:120:20d10:18:24:10 W:13:3:650:200 E:1:1:1:2:1:1 O:0:90:10:0 B:HIT:HURT:1d10 B:HIT:HURT:1d10 B:HIT:HURT:1d9 F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | F:ESCORT | ESCORTS | F:ONLY_ITEM | DROP_90 | DROP_1D2 | DROP_GOOD | F:SMART | OPEN_DOOR | BASH_DOOR | CAN_SPEAK | DROP_CORPSE | F:ANIMAL | EVIL | IM_ACID | F:MORTAL | BASEANGBAND S:1_IN_2 | S:HEAL | BLINK | TPORT | BLIND | SLOW | S:S_KIN | S_MONSTER D:A great yeek, powerful in magic and sorcery, but a yeek all the same. N:238:Ogre G:O:U I:110:13d9:20:33:30 W:13:2:2100:50 E:1:1:1:2:1:1 O:10:85:0:0 B:HIT:HURT:2d8 F:FRIENDS | F:DROP_60 | WILD_TOO | WILD_WOOD | WILD_MOUNTAIN | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | GIANT | F:MORTAL | BASEANGBAND | HAS_LITE D:A hideous, smallish giant that is often found near or with orcs. N:239:Creeping mithril coins G:$:B I:110:20d8:5:50:10 W:13:3:0:45 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:2d5 B:TOUCH:POISON:3d5 F:ONLY_GOLD | DROP_90 | DROP_2D2 | F:COLD_BLOOD | BASH_DOOR | IM_ACID | CHAR_MULTI | F:IM_ELEC | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT D:It appears to be a pile of sentient mithril coins that doesn't like being D:picked up. N:240:Illusionist G:p:R I:110:12d8:20:10:10 W:13:2:1500:50 E:1:1:1:2:1:1 O:20:0:80:0 B:HIT:HURT:2d2 F:MALE | F:FORCE_SLEEP | DROP_1D2 | DROP_SKELETON | DROP_CORPSE F:SMART | OPEN_DOOR | BASH_DOOR | F:EVIL | MORTAL | BASEANGBAND | HAS_LITE S:1_IN_3 | S:HASTE | BLINK | TPORT | BLIND | HOLD | SLOW | CONF | DARKNESS D:A deceptive spell caster. N:241:Druid G:p:G I:110:12d12:20:10:10 W:13:2:1400:50 E:1:1:1:2:1:1 O:20:0:80:0 B:HIT:HURT:2d4 B:HIT:HURT:2d4 F:MALE | WILD_TOO | WILD_WOOD | F:FORCE_SLEEP | DROP_1D2 | DROP_SKELETON | DROP_CORPSE F:SMART | OPEN_DOOR | BASH_DOOR | F:EVIL F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_3 | S:HASTE | BLINK | BLIND | HOLD | SLOW | BO_FIRE | BO_ELEC | S_ANIMAL D:A priest devoted to Nature. N:242:Pink horror G:u:R I:110:15d9:20:35:20 W:13:3:1200:64 E:1:1:1:2:1:1 O:0:0:0:0 B:CLAW:TERRIFY:1d8 B:CLAW:TERRIFY:1d8 B:BITE:CONFUSE:1d6 F:FRIENDS | F:OPEN_DOOR | BASH_DOOR | F:EVIL | DEMON | IM_FIRE | NO_FEAR | NO_CONF | ZANGBAND S:1_IN_8 | S:CONF | SCARE D:An ugly screaming little demon servant of Tzeentch. N:243:Cloaker G:(:g I:130:7d7:20:40:0 W:13:5:60:30 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:PARALYZE:5d5 B:HIT:TERRIFY:5d5 F:NEVER_MOVE | NO_FEAR | F:STUPID | EMPTY_MIND | COLD_BLOOD | CHAR_MULTI | NO_CONF | NO_SLEEP | F:DROP_90 | IM_COLD | FORCE_MAXHP | IM_ELEC | IM_POIS | F:BASEANGBAND | NO_CUT D:It resembles a normal cloak until some poor fool ventures too close! N:244:Black orc G:o:D I:110:12d10:20:36:20 W:13:1:2000:45 E:1:1:1:2:1:1 O:10:50:20:15 B:HIT:HURT:3d4 B:HIT:HURT:3d4 F:MALE | WILD_TOO | DROP_SKELETON | DROP_CORPSE | F:FRIENDS | DROP_60 | F:OPEN_DOOR | BASH_DOOR | F:EVIL | ORC | HURT_LITE | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_9 S:ARROW_2 D:He is a large orc with powerful arms and deep black skin. N:245:Ochre jelly G:j:U I:120:13d8:12:18:1 W:13:3:2300:40 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:ACID:1d10 B:TOUCH:ACID:2d6 B:TOUCH:ACID:2d6 F:STUPID | EMPTY_MIND | COLD_BLOOD | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:IM_ACID | IM_POIS | CAN_SWIM | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:A fast moving highly acidic jelly thing, that is eating away the floor it D:rests on. N:246:Software bug G:I:r I:120:2d2:8:25:10 W:14:1:0:4 E:0:0:0:0:0:0 O:0:0:0:0 B:BITE:HURT:1d2 F:RAND_50 | RAND_25 | F:WEIRD_MIND | BASH_DOOR | CAN_FLY | F:ANIMAL | MORTAL | JOKEANGBAND S:MULTIPLY D:Oh no! They are everywhere! N:247:Lurker G:.:w I:110:20d10:30:25:10 W:14:3:0:80 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:1d8 B:HIT:HURT:1d8 F:CHAR_CLEAR | ATTR_CLEAR | CHAR_MULTI | F:NEVER_MOVE | FORCE_MAXHP | F:EMPTY_MIND | INVISIBLE | COLD_BLOOD | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND D:A strange creature that merges with the dungeon floor, trapping its D:victims by enveloping them within its perfectly disguised form. N:248:Tangleweed G:#:g I:100:5d5:5:5:5 W:10:4:50:10 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:PARALYZE B:HIT:PARALYZE F:FORCE_SLEEP | NEVER_MOVE | STUPID | EMPTY_MIND | FRIENDS | F:KILL_TREES | SUSCEP_FIRE | ANIMAL | F:WILD_ONLY | COLD_BLOOD | WILD_WOOD | WILD_GRASS | F:NO_CONF | NO_SLEEP | NO_FEAR | MORTAL | BASEANGBAND | DROP_60 | NO_CUT D:A mass of vegetation. As you pass near it, it reaches out tendrils to D:ensnare you. You can just make out skeletons of its previous victims D:deep within the thickets. N:249:Vlasta G:R:B I:120:12d6:12:20:12 W:14:3:1000:40 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:BLIND:1d10 B:BITE:BLIND:1d10 F:OPEN_DOOR | DROP_SKELETON | DROP_CORPSE | F:MORTAL | ZANGBAND D:This strange creature looks like a miniature tyrannosaur. It has D:empty, pale eyes and a sharp beak, which it aims at your eyes D:as it jumps at you! N:250:Giant white dragon fly G:F:w I:110:3d8:12:20:50 W:14:2:150:60 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:COLD:1d6 F:FORCE_SLEEP | WILD_TOO | WILD_WASTE | F:RAND_50 | CAN_FLY | SUSCEP_FIRE | F:WEIRD_MIND | BASH_DOOR | F:ANIMAL | IM_COLD | F:MORTAL | BASEANGBAND S:1_IN_10 | S:BR_COLD D:It is a large fly that drips frost. N:251:Snaga sapper G:o:U I:111:8d8:20:32:30 W:14:1:80:15 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:1d8 B:EXPLODE:HURT:20d2 F:MALE | F:WILD_TOO | SUSCEP_FIRE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | ORC | HURT_LITE | F:MORTAL | ZANGBAND | HAS_LITE D:He is one of the many weaker 'slave' orcs, often mistakenly known as a D:goblin. He is equipped with an explosive charge. N:252:Blue icky thing G:i:b I:100:10d6:15:20:20 W:14:4:600:20 E:0:0:0:0:0:0 O:0:0:0:0 B:CRAWL:POISON:1d4 B:CRAWL:EAT_FOOD B:HIT:HURT:1d4 B:HIT:HURT:1d4 F:FORCE_SLEEP | F:RAND_50 | F:OPEN_DOOR | BASH_DOOR | CAN_SWIM | DROP_CORPSE | F:EVIL | IM_POIS | BASEANGBAND S:MULTIPLY | S:1_IN_8 | S:BLIND | CONF | SCARE D:It is a strange, slimy, icky creature, with rudimentary intelligence, D:but evil cunning. It hungers for food, and you look tasty. N:253:Gibbering mouther G:j:o I:110:8d6:15:20:20 W:14:4:2600:20 E:0:0:0:0:0:0 O:0:0:0:0 B:CRAWL:POISON:1d4 F:NEVER_MOVE | EVIL | CAN_SWIM | F:IM_POIS | EMPTY_MIND | NO_FEAR | BASEANGBAND | NO_CUT S:MULTIPLY | S:1_IN_7 | S:SCARE | CONF | BR_LITE D:A chaotic mass of pulsating flesh, mouths and eyes. N:254:Wolfhound of Flora G:C:s I:120:9d9:20:20:0 W:14:2:1600:40 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d5 B:BITE:HURT:1d5 F:ANIMAL | NO_FEAR | FRIENDS | DROP_SKELETON | DROP_CORPSE | F:MORTAL | ZANGBAND D:Well-trained watchdogs, obedient to death. N:255:Hill giant G:P:U I:110:30d15:20:45:50 W:25:1:3500:150 E:1:1:1:2:1:1 O:20:50:20:5 B:HIT:HURT:4d8 B:HIT:HURT:4d8 F:DROP_60 | WILD_TOO | WILD_MOUNTAIN | DROP_SKELETON | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | GIANT | MALE | F:MORTAL | BASEANGBAND | HAS_LITE D:A ten foot tall humanoid with powerful muscles. N:256:Flesh golem G:g:R I:110:12d8:12:30:10 W:14:2:3000:50 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:1d6 B:HIT:HURT:1d6 F:EMPTY_MIND | BASH_DOOR | CAN_SWIM | F:IM_ELEC | IM_COLD | F:NO_CONF | NO_SLEEP | NO_FEAR | NONLIVING | F:MORTAL | BASEANGBAND | NO_CUT D:A shambling humanoid monster with long scars. N:257:Warg G:C:D I:120:8d8:20:20:40 W:16:2:700:40 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d6 B:BITE:HURT:1d6 F:RAND_25 | BASH_DOOR | FRIENDS | F:WILD_TOO | WILD_WOOD | WILD_MOUNTAIN | DROP_SKELETON | DROP_CORPSE | F:ANIMAL | EVIL | MORTAL | BASEANGBAND D:It is a large wolf with eyes full of cunning. N:258:Cheerful leprechaun G:h:G I:120:2d5:8:6:6 W:14:2:800:23 E:1:1:1:2:1:1 O:0:0:0:0 B:TOUCH:EAT_GOLD B:TOUCH:EAT_FOOD F:DROP_60 | ONLY_GOLD | RAND_50 | OPEN_DOOR | MALE | F:GOOD | MORTAL | ZANGBAND S:MULTIPLY | S:1_IN_6 | S:BLINK D:A merry little gnome. N:259:Giant flea G:I:s I:120:1d2:6:7:10 W:14:3:90:3 E:0:0:0:0:0:0 O:0:0:0:0 B:BITE:HURT:1d2 F:RAND_50 | CAN_FLY | WEIRD_MIND | F:ANIMAL | MORTAL | BASEANGBAND S:MULTIPLY D:It makes you itch just to look at it. N:260:Ufthak of Cirith Ungol G:o:g I:110:34d10:20:50:20 W:14:3:2600:250 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:3d5 B:HIT:HURT:3d5 B:HIT:HURT:3d5 B:HIT:HURT:3d5 F:UNIQUE | MALE | F:FORCE_MAXHP | CAN_SPEAK | DROP_SKELETON | DROP_CORPSE | F:ESCORT | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | F:EVIL | ORC | IM_COLD | IM_POIS | F:MORTAL | BASEANGBAND | HAS_LITE D:A strong orc guarding the pass of Cirith Ungol. He is mortally afraid of D:spiders: he was captured by Shelob once, but escaped when she forgot D:completely about him. N:261:Clay golem G:g:U I:110:14d8:12:30:10 W:15:2:3200:60 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:1d8 B:HIT:HURT:1d8 F:EMPTY_MIND | COLD_BLOOD | BASH_DOOR | F:IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:HURT_ROCK | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is a massive animated statue made out of hardened clay. N:262:Black ogre G:O:D I:110:20d9:20:33:30 W:15:2:2300:70 E:1:1:1:2:1:1 O:0:70:0:15 B:HIT:HURT:2d8 B:HIT:HURT:2d8 F:RAND_25 | WILD_TOO | WILD_MOUNTAIN | DROP_CORPSE | F:FRIENDS | DROP_60 | F:OPEN_DOOR | BASH_DOOR | F:EVIL | GIANT | F:MORTAL | BASEANGBAND | HAS_LITE D:A massive orc-like figure with black skin and powerful arms. N:263:Dweller on the threshold G:Y:s I:110:30d8:30:30:20 W:15:5:3000:50 E:1:1:1:2:1:1 O:45:0:40:10 B:GAZE:PARALYZE:4d4 B:GAZE:TERRIFY:3d3 B:GAZE:CONFUSE:3d3 F:NEVER_MOVE | DROP_60 | EVIL | DEMON | DROP_CORPSE | F:IM_POIS | IM_COLD |IM_FIRE | NO_FEAR | NO_CONF | NO_SLEEP F:MORTAL | ZANGBAND S:1_IN_6 S:BO_ACID | S_MONSTER | SCARE | DRAIN_MANA D:A gorilla-shaped arcane guardian with an appetite for mages. N:264:Half-orc G:o:s I:110:16d10:20:40:20 W:15:2:1700:50 E:1:1:1:2:1:1 O:30:30:30:5 B:HIT:HURT:3d4 B:HIT:HURT:3d4 F:MALE | WILD_TOO | F:FRIENDS | DROP_60 | F:OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | ORC | MORTAL | BASEANGBAND | HAS_LITE D:He is a hideous deformed cross-breed of man and orc, combining man's D:strength and cunning with orcish evil. The traitorous wizard Saruman is D:generally believed to be responsible for this abomination. N:265:Dark naga G:n:s I:110:22d11:60:65:60 W:15:2:1900:90 E:0:0:0:0:1:0 O:0:0:80:20 B:STING:HURT:1d10 B:BITE:HURT:1d10 F:FEMALE | F:RAND_25 | DROP_60 | DROP_1D2 | IM_POIS | IM_COLD | RES_WATE | F:OPEN_DOOR | BASH_DOOR | EMPTY_MIND | CAN_SWIM | DROP_CORPSE | F:EVIL | MORTAL | BASEANGBAND S:1_IN_8 S:HOLD | CONF | BO_COLD | HEAL | DARKNESS D:A giant snake-like figure with a woman's torso, talented in magic. N:266:Poison ivy G:#:g I:100:5d5:5:5:5 W:10:4:50:10 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:POISON:2d2 B:HIT:POISON:2d2 F:FORCE_SLEEP | NEVER_MOVE | STUPID | EMPTY_MIND | FRIENDS | F:KILL_TREES | SUSCEP_FIRE | ANIMAL | F:WILD_ONLY | COLD_BLOOD | WILD_WOOD | WILD_GRASS | F:NO_CONF | NO_SLEEP | NO_FEAR | MORTAL | BASEANGBAND | DROP_60 | NO_CUT S:MULTIPLY D:A mass of vegetation. It seems to be growing... N:267:Magic mushroom patch G:,:B I:140:1d1:40:10:0 W:15:2:50:10 E:0:0:0:0:0:0 O:0:0:0:0 B:SPORE:CONFUSE B:SPORE:CONFUSE B:SPORE:HALLU B:SPORE:HALLU F:FORCE_SLEEP | NEVER_MOVE | F:STUPID | RES_TELE | CAN_SWIM | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_2 | S:BLINK | SLOW | SCARE | DARKNESS D:Yum! It looks quite tasty. It seems to glow with an unusual light. N:268:Plaguebearer of Nurgle G:z:o I:110:9d10:20:50:20 W:15:2:2800:75 E:1:1:1:2:1:1 O:50:20:20:10 B:CLAW:DISEASE:2d5 B:CLAW:DISEASE:2d5 B:BUTT:HURT:3d5 F:FORCE_MAXHP | DROP_60 | F:OPEN_DOOR | BASH_DOOR | IM_COLD | F:EVIL | DEMON | UNDEAD | IM_POIS | NONLIVING | ZANGBAND | NO_CUT S:1_IN_8 | S:SCARE | S_ANT | CAUSE_2 | SLOW D:An unfortunate individual, who was killed by the incurable D:disease known as Nurgle's Rot, and was transformed into a D:rotting demon zombie. It has but one eye, and a single D:pale horn in its forehead. N:269:Guardian naga G:n:y I:110:24d11:20:65:120 W:15:2:1900:80 E:0:0:0:0:1:0 O:0:0:80:20 B:CRUSH:HURT:2d8 B:BITE:HURT:1d8 B:BITE:HURT:1d8 F:FEMALE | F:RAND_25 | DROP_60 | DROP_1D2 | DROP_CORPSE F:OPEN_DOOR | BASH_DOOR | CAN_SWIM | F:EVIL F:MORTAL | BASEANGBAND D:A giant snake-like figure with a woman's torso. N:270:Wererat G:r:D I:110:20d8:10:10:10 W:15:2:30:55 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:1d8 B:CLAW:HURT:1d8 B:BITE:HURT:2d6 F:FORCE_SLEEP | F:ONLY_GOLD | DROP_60 | DROP_CORPSE F:OPEN_DOOR | BASH_DOOR | F:ANIMAL | EVIL F:MORTAL | BASEANGBAND S:1_IN_9 | S:BLINK | CAUSE_2 | BO_COLD | BA_POIS | S_KIN D:A large rat with glowing red eyes, which can also assume human form. The wererat D:is a disgusting creature, relishing in filth and disease. N:271:Light hound G:Z:o I:110:6d6:30:30:0 W:15:1:600:50 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:1d4 B:CLAW:HURT:1d4 B:BITE:HURT:1d6 F:FORCE_SLEEP | DROP_CORPSE | F:FRIENDS | F:BASH_DOOR | F:ANIMAL | MORTAL | BASEANGBAND | HAS_LITE S:1_IN_5 | S:BR_LITE D:A brilliant canine form whose light hurts your eyes, even at this distance. N:272:Dark hound G:Z:D I:110:6d6:30:30:0 W:15:1:600:50 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:1d4 B:CLAW:HURT:1d4 B:BITE:HURT:1d6 F:FORCE_SLEEP | DROP_CORPSE | F:FRIENDS | F:BASH_DOOR | HURT_LITE | F:ANIMAL | MORTAL | BASEANGBAND S:1_IN_5 | S:BR_DARK D:A hole in the air in the shape of a huge hound. No light falls upon its D:form. N:273:Flying skull G:s:s I:110:10d10:30:30:20 W:15:3:500:50 E:0:0:0:0:1:0 O:90:0:10:0 B:BITE:POISON:1d3 B:BITE:LOSE_STR:1d4 F:UNDEAD | EVIL | IM_POIS | IM_COLD | WEIRD_MIND | NO_FEAR | CAN_FLY | F:NO_CONF | NO_SLEEP | DROP_60 | BASH_DOOR | FRIENDS | COLD_BLOOD | F:BASEANGBAND | NO_CUT D:A pack of skulls animated by necromantic spells. N:274:Mi-Go G:I:R I:120:13d8:20:30:20 W:15:2:800:80 E:0:0:0:0:1:0 O:0:0:0:0 B:STING:POISON:1d4 B:BITE:LOSE_STR:1d2 F:IM_POIS | IM_COLD | COLD_BLOOD | ANIMAL | EVIL | F:NO_SLEEP | NO_CONF | CAN_FLY | DROP_SKELETON | CTHANGBAND S:1_IN_6 S:CONF | S_MONSTER | S_DEMON D:"They were pinkish things about five feet long; with crustaceous D:bodies bearing vast pairs of dorsal fins or membranous wings and D:several sets of articulate limbs, and with a sort of convoluted D:ellipsoid, covered with multitudes of very short antenna, where D:a head would ordinarily be..." N:275:Giant tarantula G:S:o I:120:10d15:8:32:80 W:15:3:1100:70 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:POISON:1d6 B:BITE:POISON:1d6 B:BITE:POISON:1d6 F:WEIRD_MIND | BASH_DOOR | WILD_TOO | F:ANIMAL | SPIDER | IM_POIS | DROP_SKELETON | F:MORTAL | BASEANGBAND D:A giant spider with hairy black and red legs. N:276:Giant clear centipede G:c:B I:110:5d8:12:30:30 W:15:2:400:30 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:HURT:2d4 B:STING:HURT:2d4 F:ATTR_CLEAR | F:INVISIBLE | WEIRD_MIND | BASH_DOOR | WILD_TOO | F:ANIMAL | DROP_SKELETON | F:MORTAL | BASEANGBAND D:It is about four feet long and carnivorous. N:277:Mirkwood spider G:S:G I:120:9d8:15:25:80 W:15:2:1200:25 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d8 B:BITE:POISON:1d6 B:BITE:POISON:1d6 F:FRIENDS | WILD_TOO | WILD_WOOD | F:WEIRD_MIND | BASH_DOOR | HURT_LITE | F:ANIMAL | SPIDER | EVIL | IM_POIS | DROP_SKELETON | F:MORTAL | BASEANGBAND D:A strong and powerful spider from Mirkwood forest. Cunning and evil, it D:seeks to taste your juicy insides. N:278:Frost giant G:P:w I:110:32d15:20:50:50 W:28:1:4000:180 E:1:1:1:2:1:1 O:20:80:0:0 B:HIT:COLD:5d8 B:HIT:COLD:5d8 F:DROP_60 | WILD_TOO | WILD_WASTE | WILD_MOUNTAIN | F:OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | GIANT | MALE | AURA_COLD | SUSCEP_FIRE | F:IM_COLD | BASEANGBAND | HAS_LITE | MORTAL D:A twelve foot tall giant covered in furs. N:279:Griffon G:H:u I:110:30d8:12:15:10 W:15:1:2500:70 E:0:1:0:2:1:0 O:0:0:0:0 B:HIT:HURT:3d4 B:BITE:HURT:2d6 F:BASH_DOOR | CAN_FLY | WILD_TOO | WILD_WOOD | WILD_MOUNTAIN | WILD_GRASS | F:ANIMAL | DROP_CORPSE | MORTAL | BASEANGBAND D:It is half lion, half eagle. It flies menacingly towards you. N:280:Homunculus G:u:y I:110:8d8:20:32:30 W:15:3:100:40 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:PARALYZE:1d2 B:HIT:HURT:1d10 F:OPEN_DOOR | BASH_DOOR | NONLIVING | CAN_FLY | F:EVIL | DEMON | IM_FIRE | NO_FEAR | BASEANGBAND | HAS_LITE D:It is a small demonic spirit full of malevolence. N:281:Gnome mage G:h:R I:110:7d8:20:20:20 W:15:2:900:40 E:1:1:1:2:1:1 O:20:0:80:0 B:HIT:HURT:1d5 F:MALE | F:FORCE_SLEEP | FRIENDS | DROP_60 | F:OPEN_DOOR | BASH_DOOR | DROP_SKELETON | F:EVIL | MORTAL | BASEANGBAND | HAS_LITE S:1_IN_4 | S:BLINK | DARKNESS | BO_COLD | S:S_MONSTER D:A mage of short stature. N:282:Clear hound G:Z:B I:110:6d6:30:30:0 W:15:1:600:50 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:1d6 B:CLAW:HURT:1d6 B:BITE:HURT:1d8 F:ATTR_CLEAR | F:FRIENDS | DROP_SKELETON | DROP_CORPSE | F:INVISIBLE | BASH_DOOR | F:ANIMAL | MORTAL | BASEANGBAND D:A faint sense of motion in the air, hound shaped, stands before you. N:283:Umber hulk G:X:U I:110:20d10:20:50:10 W:16:1:5000:75 E:0:1:0:2:1:0 O:0:0:0:0 B:GAZE:CONFUSE B:HIT:HURT:1d6 B:HIT:HURT:1d6 B:BITE:HURT:2d6 F:EMPTY_MIND | COLD_BLOOD | F:BASH_DOOR | KILL_WALL | DROP_SKELETON | F:ANIMAL | EVIL | F:IM_POIS | F:HURT_ROCK | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT D:This bizarre creature has glaring eyes and large mandibles capable of D:slicing through rock. N:284:Rust monster G:q:o I:110:20d15:12:55:10 W:16:2:900:50 E:0:1:0:2:1:0 O:0:0:0:0 B:TOUCH:ACID:1d10 B:TOUCH:ACID:1d10 B:TOUCH:ACID:1d10 B:TOUCH:ACID:1d10 F:STUPID | WEIRD_MIND | KILL_ITEM | F:IM_ACID | IM_POIS | DROP_CORPSE | F:NO_CONF | F:MORTAL | BASEANGBAND D:It is a weird, small animal with two antennae popping forth from D:its forehead. It looks hungry. N:285:Ogrillon G:O:W I:110:22d9:20:33:30 W:16:2:2400:75 E:1:1:1:2:1:1 O:20:70:0:10 B:HIT:HURT:2d10 B:HIT:HURT:2d10 F:FRIENDS | DROP_60 | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | GIANT | ORC | F:MORTAL | BASEANGBAND | HAS_LITE D:An unholy hybrid of ogre and orc. N:286:Gelatinous cube G:j:G I:110:36d10:12:18:1 W:16:4:40000:80 E:0:0:0:0:0:0 O:40:30:20:0 B:TOUCH:ACID:1d10 B:TOUCH:ACID:1d10 B:TOUCH:ACID:1d10 F:FORCE_MAXHP | F:DROP_1D2 | DROP_4D2 | F:STUPID | EMPTY_MIND | COLD_BLOOD | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | CAN_SWIM | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is a strange, vast gelatinous structure that assumes cubic proportions D:as it lines all four walls of the corridors it patrols. Through its D:transparent jelly structure you can see treasures it has engulfed, and a D:few corpses as well. N:287:Giant green dragon fly G:F:G I:110:3d8:12:20:50 W:16:2:150:65 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:POISON:1d6 F:FORCE_SLEEP | RAND_50 | RAND_25 | WILD_TOO | WILD_SWAMP | F:WEIRD_MIND | BASH_DOOR | CAN_FLY | F:ANIMAL | IM_POIS | F:MORTAL | BASEANGBAND S:1_IN_10 | S:BR_POIS D:A vast, foul-smelling dragonfly. N:288:Fire giant G:P:r I:110:34d16:20:60:50 W:30:1:5000:220 E:1:1:1:2:1:1 O:20:80:0:0 B:HIT:FIRE:6d8 B:HIT:FIRE:6d8 F:DROP_60 | F:OPEN_DOOR | BASH_DOOR | WILD_TOO | WILD_VOLCANO | SUSCEP_COLD | F:EVIL | GIANT | MALE | AURA_FIRE | DROP_SKELETON | DROP_CORPSE | F:IM_FIRE | BASEANGBAND | HAS_LITE | MORTAL D:A glowing fourteen foot tall giant. Flames drip from its red skin. N:289:Hummerhorn G:I:y I:120:2d2:8:14:10 W:16:4:100:4 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:CONFUSE:2d2 F:RAND_50 | RAND_25 | CAN_FLY | F:WEIRD_MIND | ANIMAL | BASEANGBAND S:MULTIPLY D:A giant buzzing wasp, its stinger drips venom. N:290:Lizard man G:h:G I:110:16d10:20:40:20 W:16:3:1300:55 E:1:1:1:2:1:1 O:50:50:0:0 B:HIT:HURT:4d4 B:HIT:HURT:4d4 F:MALE | CAN_SWIM | IM_ACID | F:FRIENDS | DROP_60 | WILD_TOO | WILD_SHORE | F:OPEN_DOOR | BASH_DOOR | DROP_SKELETON F:EVIL F:MORTAL | BASEANGBAND | HAS_LITE D:Intelligent lizard beings from the depths. N:291:Ulfast, Son of Ulfang G:p:U I:110:37d10:20:40:40 W:16:3:1700:200 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:3d6 B:HIT:HURT:3d6 B:HIT:HURT:3d6 B:HIT:HURT:3d6 F:UNIQUE | CAN_SPEAK | DROP_SKELETON | DROP_CORPSE | F:MALE | F:FORCE_MAXHP | F:ONLY_ITEM | DROP_90 | DROP_GOOD | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:EVIL | MORTAL | BASEANGBAND | HAS_LITE D:A short and swarthy Easterling. N:292:Crebain G:B:D I:120:3d5:40:12:0 W:16:4:500:20 E:0:1:1:0:1:0 O:0:0:0:0 B:CLAW:HURT:1d4 B:CLAW:HURT:1d4 F:ANIMAL | EVIL | MORTAL | FRIENDS | BASEANGBAND | DROP_CORPSE | HAS_EGG | F:WILD_TOO | WILD_WASTE | WILD_MOUNTAIN | WILD_WOOD | WILD_VOLCANO | F:WILD_GRASS | WILD_SWAMP | WILD_SHORE | WILD_OCEAN | CAN_FLY S:1_IN_8 | SHRIEK D:A type of crow, specially bred by the forces of evil as spies; their D:rudimentary intelligence guided by an evil mind has tracked you down, D:and now they seek to alert other evil creatures to your presence. N:293:Berserker G:p:u I:120:60d25:20:80:10 W:45:2:2300:2500 E:1:1:1:2:1:1 O:20:80:0:0 B:HIT:HURT:7d7 B:HIT:HURT:7d7 B:HIT:HURT:7d7 F:MALE | NO_FEAR | NO_STUN | BASH_DOOR | KILL_BODY | FORCE_MAXHP | F:DROP_SKELETON | DROP_CORPSE F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_4 | HASTE | SCARE D:Even the strongest of normal human warriors fears the Berserker - the one who D:can drive himself into such a terrible battle-frenzy that he can survive blows D:which should kill him, and still apparently feel no pain. He tramples weaker D:creatures underfoot in his eagerness to get to his real enemy, and his D:battle-cry strikes terror into his foes. N:294:Quasit G:u:o I:110:6d8:20:30:20 W:16:2:500:50 E:1:1:1:2:1:1 O:0:50:30:10 B:BITE:LOSE_DEX:1d6 B:CLAW:HURT:1d3 B:CLAW:HURT:1d3 F:FORCE_SLEEP | CAN_FLY | F:RAND_25 | F:ONLY_ITEM | DROP_1D2 | F:SMART | INVISIBLE | BASH_DOOR | F:EVIL | DEMON | IM_FIRE | NONLIVING | BASEANGBAND | HAS_LITE S:1_IN_10 | S:BLINK | TPORT | TELE_TO | TELE_LEVEL | BLIND | CONF | SCARE D:The chaotic evil master's favourite pet. N:295:Sphinx G:H:o I:110:60d5:20:60:20 W:17:2:6000:80 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:2d6 B:CLAW:HURT:2d6 F:FORCE_SLEEP | F:ONLY_GOLD | DROP_1D2 | CAN_FLY | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | WILD_TOO | WILD_MOUNTAIN | F:ANIMAL | MORTAL | BASEANGBAND S:1_IN_11 | S:SCARE | CONF D:It will eat you if you cannot answer its riddle. N:296:Imp G:u:g I:110:6d8:20:30:20 W:17:2:400:55 E:0:1:1:0:1:0 O:30:20:50:0 B:HIT:POISON:3d4 B:HIT:POISON:3d4 F:FORCE_SLEEP | CAN_FLY | F:RAND_25 | F:ONLY_ITEM | DROP_1D2 | F:SMART | INVISIBLE | COLD_BLOOD | BASH_DOOR | F:EVIL | DEMON | IM_FIRE | RES_TELE | BASEANGBAND | HAS_LITE S:1_IN_10 | S:BLINK | TPORT | TELE_TO | TELE_LEVEL | BLIND | CONF | SCARE | BO_FIRE D:The lawful evil master's favourite pet. N:297:Forest troll G:T:g I:110:20d10:20:50:40 W:17:1:3000:70 E:1:1:1:2:1:1 O:30:70:0:0 B:HIT:HURT:1d4 B:HIT:HURT:1d4 B:BITE:HURT:1d6 F:MALE | F:FRIENDS | DROP_60 | WILD_TOO | WILD_WOOD | DROP_SKELETON | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | SUSCEP_FIRE | REGENERATE | F:EVIL | TROLL | HURT_LITE | BASEANGBAND D:He is green-skinned and ugly. N:298:Freezing sphere G:*:w I:120:6d6:100:30:0 W:17:1:0:50 E:0:0:0:0:0:0 O:0:0:0:0 B:EXPLODE:COLD:8d8 F:FORCE_SLEEP | CAN_FLY | SUSCEP_FIRE | RAND_50 | RAND_25 | F:EMPTY_MIND | AURA_COLD | F:IM_COLD | NO_FEAR | NO_CONF | NO_SLEEP | NONLIVING | BASEANGBAND | HAS_LITE | NO_CUT D:A semi-sentient snowball, hurling itself at targets at random. N:299:Jumping fireball G:*:r I:120:6d6:100:30:0 W:17:1:0:50 E:0:0:0:0:0:0 O:0:0:0:0 B:EXPLODE:FIRE:8d8 F:FORCE_SLEEP | CAN_FLY | SUSCEP_COLD | F:EMPTY_MIND | AURA_FIRE | RAND_50 | RAND_25 | F:IM_FIRE | NO_FEAR | NO_CONF | NO_SLEEP | NONLIVING | BASEANGBAND | HAS_LITE | NO_CUT D:A semi-sentient fireball that moves around randomly. N:300:Ball lightning G:*:B I:120:6d6:100:30:0 W:17:1:0:50 E:0:0:0:0:0:0 O:0:0:0:0 B:EXPLODE:ELEC:8d8 F:FORCE_SLEEP | CAN_FLY | RAND_25 | RAND_50 | F:EMPTY_MIND | AURA_ELEC | F:IM_ELEC | NO_FEAR | NO_CONF | NO_SLEEP | NONLIVING | BASEANGBAND | HAS_LITE |NO_CUT D:A crackling ball of energy, zooming about seemingly at random. N:301:2-headed hydra G:M:u I:110:100d3:20:60:20 W:17:2:4000:80 E:0:1:0:2:2:0 O:0:0:0:0 B:BITE:HURT:2d6 B:BITE:HURT:2d6 F:FORCE_SLEEP | WILD_TOO | WILD_SHORE | WILD_SWAMP | F:ONLY_GOLD | DROP_1D2 | CAN_SWIM | DROP_SKELETON | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | MOVE_BODY | HAS_EGG | IMPRESED | F:ANIMAL | MORTAL | BASEANGBAND S:1_IN_11 | S:SCARE D:A strange reptilian creature with two heads, guarding its hoard. N:302:Swamp thing G:H:g I:110:8d12:20:60:30 W:17:2:2000:80 E:1:1:1:2:1:1 O:0:0:0:0 B:CLAW:TERRIFY:2d5 B:CLAW:TERRIFY:5d2 F:CAN_SWIM | OPEN_DOOR | BASH_DOOR | WILD_TOO | WILD_SWAMP F:MORTAL | BASEANGBAND D:A creature that was once human, but is now as green as moss. N:303:Water spirit G:E:b I:120:9d8:12:28:40 W:17:2:0:58 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:2d4 B:HIT:HURT:2d4 F:RAND_25 | F:EMPTY_MIND | COLD_BLOOD | BASH_DOOR | F:IM_POIS | IM_ACID | CAN_FLY | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:A whirlpool of sentient liquid. N:304:Giant red scorpion G:S:r I:110:11d8:12:44:20 W:17:1:1000:62 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:2d4 B:STING:LOSE_STR:1d7 F:WEIRD_MIND | BASH_DOOR | WILD_TOO | F:ANIMAL | DROP_SKELETON | F:MORTAL | BASEANGBAND D:It is fast and poisonous. N:305:Earth spirit G:E:u I:120:13d8:10:40:50 W:17:2:0:64 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:1d8 B:HIT:HURT:1d8 F:RAND_25 | F:EMPTY_MIND | COLD_BLOOD | F:PASS_WALL | CAN_FLY | F:IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | HURT_ROCK | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:A whirling form of sentient rock. N:306:Fire spirit G:E:r I:120:10d9:16:30:20 W:18:2:0:75 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:FIRE:2d6 B:HIT:FIRE:2d6 F:RAND_25 | F:EMPTY_MIND | BASH_DOOR | CAN_FLY | SUSCEP_COLD | F:IM_FIRE | IM_POIS | WILD_TOO | WILD_VOLCANO | F:NO_CONF | NO_SLEEP | NO_FEAR | AURA_FIRE | BASEANGBAND | HAS_LITE | NO_CUT D:A whirlwind of sentient flame. N:307:Fire hound G:Z:r I:110:10d6:30:30:0 W:18:1:600:70 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:3d3 B:CLAW:HURT:3d3 B:BITE:FIRE:2d6 F:FORCE_SLEEP | F:FRIENDS | F:BASH_DOOR | SUSCEP_COLD | F:ANIMAL | IM_FIRE | DROP_SKELETON | DROP_CORPSE | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_10 | S:BR_FIRE D:Flames lick at its feet and its tongue is a blade of fire. You can feel a D:furnace heat radiating from the creature. N:308:Cold hound G:Z:w I:110:10d6:30:30:0 W:18:1:600:70 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:3d3 B:CLAW:HURT:3d3 B:BITE:COLD:2d6 F:FORCE_SLEEP | F:FRIENDS | F:BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:ANIMAL | IM_COLD | SUSCEP_FIRE | F:MORTAL | BASEANGBAND S:1_IN_10 | S:BR_COLD D:A hound as tall as a man, this creature appears to be composed of angular D:planes of ice. Cold radiates from it and freezes your breath in the air. N:309:Energy hound G:Z:b I:110:10d6:30:30:0 W:18:1:600:70 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:3d3 B:CLAW:HURT:3d3 B:BITE:ELEC:2d6 F:FORCE_SLEEP | F:FRIENDS | DROP_SKELETON | DROP_CORPSE | F:BASH_DOOR | F:ANIMAL | IM_ELEC | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_10 | S:BR_ELEC D:Saint Elmo's Fire forms a ghostly halo around this hound, and sparks sting D:your fingers as energy builds up in the air around you. N:310:Lesser Mimic G:m:y I:110:10d10:25:30:250 W:18:3:100:60 E:0:0:0:0:0:0 O:10:10:10:10 B:HIT:POISON:3d4 B:HIT:HURT:2d3 B:HIT:HURT:2d3 F:MIMIC | F:FORCE_SLEEP | NEVER_MOVE | SUSCEP_COLD | F:EMPTY_MIND | COLD_BLOOD | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_6 | S:BLIND | CONF | SCARE | CAUSE_2 | BO_COLD D:A strange creature that disguises itself as some object to lure D:unsuspecting adventurers within reach of its venomous claws. N:311:Door mimic G:+:U I:110:10d10:25:30:0 W:18:6:100:70 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:POISON:3d4 B:HIT:CONFUSE:2d3 B:HIT:PARALYZE:2d3 F:CHAR_MULTI | F:FORCE_SLEEP | NEVER_MOVE | F:EMPTY_MIND | COLD_BLOOD | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_6 | S:BLIND | CONF | SCARE | CAUSE_2 | BO_COLD D:A strange creature that disguises itself as a door to lure D:unsuspecting adventurers within reach of its venomous claws. N:312:Blink dog G:C:B I:120:8d8:20:20:10 W:18:2:400:50 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d8 F:RAND_25 | FRIENDS | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:ANIMAL | RES_TELE | MORTAL | BASEANGBAND S:1_IN_4 | BLINK | TELE_TO D:A strange magical member of the canine race, its form seems to shimmer and D:fade in front of your very eyes. N:313:Uruk G:o:B I:110:8d10:20:50:20 W:16:1:2300:60 E:1:1:1:2:1:1 O:20:80:0:0 B:HIT:HURT:3d5 B:HIT:HURT:3d5 F:MALE | F:FORCE_MAXHP | FRIENDS | DROP_60 | F:OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | ORC | IM_POIS | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_9 | S:ARROW_2 D:It is a cunning orc of power, as tall as a man, and stronger. It fears D:little. N:314:Shagrat, the Orc Captain G:o:g I:110:42d10:20:60:20 W:19:2:2600:400 E:1:1:1:2:1:1 O:10:90:0:0 B:HIT:HURT:3d9 B:HIT:HURT:3d9 B:HIT:HURT:3d6 B:HIT:HURT:3d6 F:UNIQUE | MALE | CAN_SPEAK | F:FORCE_MAXHP | SPECIAL_GENE F:ESCORT | DROP_SKELETON | DROP_CORPSE | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | F:EVIL | ORC | IM_POIS | F:MORTAL | BASEANGBAND | HAS_LITE D:He is an orc of power and great cunning, leader of the garrison at Cirith Ungol. N:315:Gorbag, the Orc Captain G:o:g I:110:42d10:20:60:20 W:19:2:2600:400 E:1:1:1:2:1:1 O:10:90:0:0 B:HIT:HURT:3d9 B:HIT:HURT:3d9 B:HIT:HURT:3d6 B:HIT:HURT:3d6 F:UNIQUE | MALE | CAN_SPEAK | F:FORCE_MAXHP | F:ESCORT | DROP_SKELETON | DROP_CORPSE F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | F:EVIL | ORC | IM_POIS F:MORTAL | BASEANGBAND | HAS_LITE D:He is an orc of power and great cunning, leader of the garrison at Minas Morgul. N:316:Shambling mound G:,:g I:110:20d6:20:16:40 W:18:2:3000:75 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:1d8 B:HIT:HURT:1d8 F:ONLY_GOLD | DROP_90 | WILD_TOO | WILD_SWAMP | F:STUPID | EMPTY_MIND | OPEN_DOOR | BASH_DOOR | F:EVIL | NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_4 | S:SHRIEK D:A pile of rotting vegetation that slides towards you with a disgusting D:stench, waking all it nears. N:317:Giant Venus Flytrap G:#:g I:120:10d10:20:5:0 W:15:5:200:30 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:PARALYZE:3d3 B:HIT:PARALYZE:3d3 B:HIT:PARALYZE:3d3 F:NEVER_MOVE | EMPTY_MIND | STUPID | CHAR_CLEAR | CHAR_MULTI | F:WILD_ONLY | WILD_WOOD | WILD_SWAMP | ANIMAL | SUSCEP_FIRE | NO_CUT D:A carnivorous plant that is difficult to detect, until it suddenly snaps shut D:around its prey and releases paralysing enzymes to stop its struggles. N:318:Chaos beastman G:H:u I:110:20d8:20:50:30 W:18:2:2300:75 E:0:0:0:0:0:0 O:25:45:20:0 B:HIT:CONFUSE:3d5 B:HIT:EXP_20:3d5 F:DROP_1D2 F:OPEN_DOOR | BASH_DOOR | NO_CONF | NO_SLEEP | DROP_CORPSE F:EVIL | IM_POIS | IM_FIRE | ATTR_ANY | ATTR_MULTI F:MORTAL | ZANGBAND S:1_IN_8 S:MISSILE | BO_FIRE | CONF | TPORT D:A truly loathsome thing, twisted by chaos, it is a mixture D:of several different kinds of creature. N:319:Daemonette of Slaanesh G:u:R I:120:12d8:20:50:30 W:18:2:2000:75 E:1:1:1:0:1:1 O:30:0:30:40 B:CLAW:CONFUSE:3d5 B:CLAW:CONFUSE:3d5 F:FORCE_MAXHP | DROP_60 | FEMALE | F:OPEN_DOOR | BASH_DOOR | IM_COLD | NO_CONF | NO_SLEEP | F:EVIL | DEMON | IM_POIS | IM_FIRE | ZANGBAND S:1_IN_8 S:SCARE | S_DEMON | CAUSE_2 | CONF | BO_FIRE | BO_COLD D:It is minor female demon, vaguely human-like, but with crab-like D:pincers instead of hands. She wears a rather indecent skimpy D:leather bikini, moves quickly and casts deadly spells! N:320:Giant bronze dragon fly G:F:U I:120:3d8:12:20:50 W:18:2:150:80 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:CONFUSE:1d6 F:FORCE_SLEEP | RAND_50 | RAND_25 | CAN_FLY | F:WEIRD_MIND | BASH_DOOR | WILD_TOO | WILD_MOUNTAIN | F:ANIMAL | NO_CONF | NO_SLEEP | F:MORTAL | BASEANGBAND S:1_IN_10 | S:BR_CONF D:This vast gleaming bronze fly has wings which beat mesmerically fast. N:321:Stone giant G:P:W I:110:35d18:20:75:50 W:33:1:7000:250 E:1:1:1:2:1:1 O:10:90:0:0 B:HIT:HURT:3d8 B:HIT:HURT:3d8 F:DROP_60 | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | GIANT | MALE | WILD_TOO | WILD_MOUNTAIN | BASEANGBAND | HAS_LITE D:It is eighteen feet tall and looking at you. N:322:Giant black dragon fly G:F:s I:120:3d8:12:20:50 W:20:2:150:70 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:ACID:1d6 F:FORCE_SLEEP | RAND_50 | RAND_25 | F:WEIRD_MIND | BASH_DOOR | CAN_FLY | WILD_TOO | WILD_SWAMP | F:ANIMAL | IM_ACID | F:MORTAL | BASEANGBAND S:1_IN_10 | S:BR_ACID D:The size of a large bird, this fly drips caustic acid. N:323:Stone golem G:g:W I:100:28d8:12:75:10 W:19:2:3500:100 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:1d10 B:HIT:HURT:1d10 F:COLD_BLOOD | EMPTY_MIND | BASH_DOOR | F:IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:HURT_ROCK | F:NO_CONF | NO_SLEEP | NO_FEAR | NONLIVING | BASEANGBAND | NO_CUT D:It is a massive animated statue. N:324:Red mold G:m:r I:110:17d8:2:16:70 W:19:1:40:64 E:0:0:0:0:0:0 O:0:0:0:0 B:SPORE:FIRE:4d4 F:NEVER_MOVE | SUSCEP_COLD | F:STUPID | EMPTY_MIND | F:IM_FIRE | IM_POIS | CAN_SWIM | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is a strange red growth on the dungeon floor; it seems to burn with D:flame. N:325:Giant gold dragon fly G:F:y I:120:3d8:12:20:50 W:22:2:150:75 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d6 F:FORCE_SLEEP | F:RAND_50 | RAND_25 | WILD_TOO | WILD_MOUNTAIN | F:WEIRD_MIND | BASH_DOOR | F:ANIMAL | IM_FIRE | CAN_FLY | F:MORTAL | BASEANGBAND S:1_IN_10 | S:BR_SOUN D:Large beating wings support this dazzling insect. A loud buzzing noise D:pervades the air. N:326:Stunwall G:#:W I:110:4d8:45:25:0 W:18:5:1000:50 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:PARALYZE:10d1 B:TOUCH:PARALYZE:10d1 F:NEVER_MOVE | IM_COLD | COLD_BLOOD | IM_ACID | IM_ELEC | NO_FEAR | F:IM_FIRE | IM_POIS | NO_CONF | NO_SLEEP | CHAR_MULTI | F:EMPTY_MIND | HURT_ROCK | ZANGBAND | NO_CUT D:A sentient section of wall. N:327:Ghast G:z:u I:120:30d10:40:40:20 W:30:1:1500:130 E:1:1:1:2:1:1 O:20:35:25:10 B:CLAW:PARALYZE:2d4 B:CLAW:PARALYZE:2d4 B:BITE:LOSE_CON:2d4 B:BITE:LOSE_CHR:2d4 F:DROP_60 | OPEN_DOOR | BASH_DOOR | ESCORT | F:NO_SLEEP | NO_CONF | UNDEAD | EVIL | IM_POIS | IM_COLD | F:COLD_BLOOD | HURT_LITE | CAN_SWIM | BASEANGBAND | NO_CUT D:This vile abomination is a relative of ghouls, and often leads packs D:of them. It smells foul, and its bite carries a rotting disease. N:328:Neekerbreeker G:I:D I:120:3d2:8:18:10 W:19:4:100:4 B:BITE:POISON:2d2 F:RAND_50 | RAND_25 | CAN_FLY | WILD_SWAMP | WILD_TOO | F:WEIRD_MIND | ANIMAL | EVIL | BASEANGBAND S:MULTIPLY | S:1_IN_12 | S:SHRIEK D:Believed to be an evil relative of the cricket, this creature gets its name D:from its incessant squeaking, which can best be described as "neek-breek, D:neek-breek". The noise can drive people frantic, and worse still, can be D:heard for quite some distance, alerting other monsters to your presence. N:329:Huorn G:#:g I:110:50d10:40:45:20 W:19:1:4000:75 E:0:0:0:0:0:0 O:30:30:30:5 B:CRUSH:HURT:3d6 B:CRUSH:HURT:3d6 B:CRUSH:HURT:3d6 B:CRUSH:HURT:3d6 F:DROP_60 | NO_SLEEP | NO_CONF | ANIMAL | WEIRD_MIND | SUSCEP_FIRE | F:RES_WATE | IM_COLD | NEVER_MOVE | WILD_ONLY | WILD_WOOD | F:BASEANGBAND | NO_CUT S:1_IN_9 S:BLINK | TELE_TO D:A very strong near-sentient tree, which has become hostile to other living things. N:330:Bolg, Son of Azog G:o:v I:120:52d10:20:50:20 W:20:4:2300:800 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:3d7 B:HIT:HURT:3d7 B:HIT:HURT:3d7 B:HIT:HURT:3d7 F:UNIQUE | MALE | CAN_SPEAK | F:FORCE_MAXHP | SPECIAL_GENE | F:ESCORT | DROP_SKELETON | DROP_CORPSE | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | F:EVIL | ORC | IM_POIS | F:MORTAL | BASEANGBAND | HAS_LITE D:A large and powerful orc, he looks just like his father. He is tall and D:fast, but fortunately blessed with orcish brains. N:331:Phase spider G:S:B I:120:6d8:15:25:80 W:20:2:500:60 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d8 B:BITE:POISON:1d6 B:BITE:POISON:1d6 F:FRIENDS | WILD_TOO | WILD_WOOD | DROP_SKELETON | F:WEIRD_MIND | BASH_DOOR | CAN_SWIM | F:ANIMAL | SPIDER | IM_POIS | RES_TELE | F:MORTAL | BASEANGBAND S:1_IN_5 | S:BLINK | TELE_TO D:A spider that never seems quite there. Everywhere you look it is just D:half-seen in the corner of one eye. N:332:Lizard king G:h:g I:120:18d11:20:40:20 W:20:3:1600:150 E:1:1:1:2:1:1 O:50:50:0:0 B:HIT:HURT:5d5 B:HIT:HURT:5d5 B:WAIL:TERRIFY F:MALE | CAN_SWIM | IM_ACID | IM_POIS | WILD_SHORE | F:DROP_60 | DROP_1D2 | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | FORCE_MAXHP | F:MORTAL | BASEANGBAND | HAS_LITE D:A lizardman leader. N:333:Landmine G:.:w I:110:6d6:30:25:10 W:20:5:300:50 E:0:0:0:0:0:0 O:0:0:0:0 B:EXPLODE:HURT:25d2 F:CHAR_CLEAR | ATTR_CLEAR | CHAR_MULTI | F:NEVER_MOVE | FORCE_MAXHP | F:EMPTY_MIND | INVISIBLE | COLD_BLOOD | F:NO_CONF | NO_SLEEP | NO_FEAR | JOKEANGBAND | NO_CUT D:It was left here to be used against intruders. N:334:Wyvern G:d:g I:120:100d5:20:65:20 W:22:2:4500:250 E:0:1:1:0:1:0 O:0:0:0:0 B:BITE:HURT:2d6 B:BITE:HURT:2d6 B:BITE:HURT:2d6 B:STING:POISON:1d6 F:FORCE_SLEEP | F:ONLY_GOLD | DROP_2D2 | IM_POIS | CAN_FLY | HAS_EGG | F:OPEN_DOOR | BASH_DOOR | MOVE_BODY | DROP_CORPSE | F:WILD_TOO | WILD_WOOD | WILD_MOUNTAIN | DROP_SKELETON | F:ANIMAL | EVIL | DRAGON | BASEANGBAND | ATTR_MULTI D:A fast-moving and deadly draconian animal. Beware its poisonous sting! N:335:Great eagle G:B:u I:120:100d5:20:65:20 W:20:2:1000:150 E:0:1:1:0:1:0 O:0:0:0:0 B:CLAW:HURT:6d3 B:CLAW:HURT:6d3 B:BITE:HURT:3d6 F:CAN_FLY | F:WILD_ONLY | WILD_MOUNTAIN | WILD_VOLCANO | WILD_WASTE | WILD_WOOD | F:ANIMAL | GOOD | DROP_CORPSE | BASEANGBAND | HAS_EGG D:Greater and more intelligent than most of its kind, this great eagle is D:a messenger between the forces of good. N:336:Livingstone G:#:W I:110:6d8:45:28:20 W:20:4:1000:56 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:2d5 B:HIT:HURT:2d5 F:NEVER_MOVE | IM_COLD | COLD_BLOOD | IM_ACID | IM_ELEC | NO_FEAR | F:IM_FIRE | IM_POIS | NO_CONF | NO_SLEEP | FRIENDS | CHAR_MULTI | HURT_ROCK | F:BASEANGBAND | NO_CUT S:MULTIPLY D:A sentient section of wall. N:337:Earth hound G:Z:u I:110:15d8:30:30:0 W:20:1:600:200 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d8 B:BITE:HURT:1d8 B:CLAW:HURT:3d3 B:CLAW:HURT:3d3 F:FORCE_SLEEP | F:FRIENDS | DROP_SKELETON | DROP_CORPSE | F:BASH_DOOR | F:ANIMAL | MORTAL | BASEANGBAND | NO_CUT S:1_IN_10 | S:BR_SHAR D:A beautiful crystalline shape does not disguise the danger this hound D:clearly presents. Your flesh tingles as it approaches. N:338:Air hound G:Z:g I:110:15d8:30:30:0 W:20:1:600:200 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:POISON:1d8 B:BITE:POISON:1d8 B:CLAW:HURT:3d3 B:CLAW:HURT:3d3 F:FORCE_SLEEP | F:FRIENDS | CAN_FLY | F:BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:ANIMAL | IM_POIS | MORTAL | BASEANGBAND S:1_IN_10 | S:BR_POIS D:Swirling vapours surround this beast as it floats towards you, seemingly D:walking on air. Noxious gases sting your throat. N:339:Sabre-tooth tiger G:f:y I:120:20d14:40:50:0 W:20:2:1800:120 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:1d10 B:CLAW:HURT:1d10 B:BITE:HURT:1d10 B:BITE:HURT:1d10 F:BASH_DOOR | WILD_WOOD | WILD_TOO | WILD_GRASS | F:ANIMAL | DROP_SKELETON | DROP_CORPSE F:MORTAL | BASEANGBAND D:A fierce and dangerous cat, its huge tusks and sharp claws would lacerate D:even the strongest armour. N:340:Acid hound G:Z:s I:110:15d8:30:30:0 W:20:1:600:200 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:ACID:1d8 B:BITE:ACID:1d8 B:CLAW:HURT:3d3 B:CLAW:HURT:3d3 F:FORCE_SLEEP | F:FRIENDS | F:BASH_DOOR | CAN_SWIM | DROP_SKELETON | DROP_CORPSE | F:ANIMAL | IM_ACID | MORTAL | BASEANGBAND S:1_IN_10 | S:BR_ACID D:Footprints are burned in the ground behind this hound as it pads D:around the dungeon. An acrid smell of acid rises from the dog's pelt. N:341:Chimaera G:H:r I:110:20d15:12:15:10 W:20:2:1600:200 E:0:1:0:2:2:0 O:0:0:0:0 B:BUTT:HURT:2d8 B:BITE:HURT:2d10 B:BITE:FIRE:2d6 F:FORCE_SLEEP | CAN_FLY | DROP_CORPSE | SUSCEP_COLD | F:BASH_DOOR | WILD_TOO | WILD_MOUNTAIN | F:IM_FIRE | MORTAL | BASEANGBAND | HAS_LITE S:1_IN_10 | S:BR_FIRE D:It is a strange concoction of goat, lion and dragon, with the heads of all D:three beasts. N:342:Quylthulg G:Q:y I:110:6d8:10:1:0 W:20:1:3000:250 E:0:0:0:0:0:0 O:0:0:0:0 F:FORCE_SLEEP | NEVER_MOVE | NEVER_BLOW F:EMPTY_MIND | INVISIBLE | ANIMAL | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND S:1_IN_4 | S:BLINK | S:S_MONSTER D:It is a strange pulsing mound of flesh. N:343:Sasquatch G:Y:W I:120:20d19:15:40:10 W:20:3:3500:180 E:1:1:1:2:1:1 O:0:0:0:0 B:CLAW:HURT:1d10 B:CLAW:HURT:1d10 B:BITE:HURT:2d8 F:OPEN_DOOR | BASH_DOOR | WILD_TOO | WILD_MOUNTAIN | WILD_WOOD | WILD_WASTE | F:ANIMAL | IM_COLD | DROP_SKELETON | DROP_CORPSE | F:MORTAL | BASEANGBAND D:A tall shaggy, furry humanoid, it could call the yeti brother. N:344:Weir G:C:W I:110:10d12:15:30:40 W:20:2:2010:150 E:1:1:1:2:1:1 O:0:0:0:0 B:BITE:HURT:1d8 B:BITE:HURT:1d8 F:RAND_25 | F:OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:ANIMAL | EVIL | FRIENDS | F:MORTAL | ZANGBAND D:It is a tracker; half human, half beast. N:345:Ranger G:p:W I:110:15d11:20:40:40 W:20:1:1700:55 E:1:1:1:2:1:1 O:20:50:20:0 B:HIT:HURT:5d4 B:HIT:HURT:5d4 F:MALE | F:DROP_1D2 | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:DROP_SKELETON | DROP_CORPSE | BASEANGBAND | MORTAL | HAS_LITE S:1_IN_4 | S:ARROW_2 | MISSILE | BO_COLD | BO_ELEC | BLINK | S_ANIMAL D:A warrior who is at one with nature. A master of both bow and sword, with D:minor spellcasting skills. N:346:Paladin G:p:w I:110:15d11:20:40:40 W:20:1:1700:55 E:1:1:1:2:1:1 O:20:60:0:10 B:HIT:HURT:4d5 B:HIT:HURT:4d5 F:MALE | GOOD | DROP_SKELETON | DROP_CORPSE | F:DROP_1D2 | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:BASEANGBAND | MORTAL | HAS_LITE S:1_IN_4 | S:HEAL | CAUSE_2 | SLOW | SCARE | BLIND D:A warrior for a holy cause. Unfortunately, his god is not yours, and there is D:rivalry even between the various gods of Good, so he is your enemy. N:347:Werewolf G:C:D I:110:20d22:15:30:70 W:20:2:900:150 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:2d6 B:CLAW:HURT:2d6 B:BITE:HURT:2d10 F:RAND_25 | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | DROP_SKELETON | F:ANIMAL | EVIL | MORTAL | BASEANGBAND D:It is a huge wolf with eyes that glow with manly intelligence. N:348:Dark elven lord G:h:s I:120:18d15:20:40:30 W:20:2:1400:500 E:1:1:1:2:1:1 O:0:80:20:0 B:HIT:HURT:3d8 B:HIT:HURT:3d5 F:MALE | FORCE_SLEEP | F:ONLY_ITEM | DROP_2D2 | DROP_SKELETON | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | HURT_LITE | BASEANGBAND | HAS_LITE S:1_IN_5 | S:HASTE | BLIND | CONF | DARKNESS | BO_FIRE | BO_COLD | MISSILE D:A dark elven figure in armour and radiating evil power. N:349:Cloud giant G:P:b I:110:35d20:20:60:50 W:36:1:9000:500 E:1:1:1:2:1:1 O:10:90:0:0 B:HIT:ELEC:8d8 B:HIT:ELEC:8d8 F:DROP_90 | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | GIANT | IM_ELEC | MALE | BASEANGBAND | HAS_LITE D:It is a twenty foot tall giant wreathed in clouds. N:350:Ugluk, the Uruk G:o:v I:110:72d10:20:95:20 W:21:3:2400:600 E:1:1:1:2:1:1 O:10:90:0:0 B:HIT:HURT:3d8 B:HIT:HURT:3d8 B:HIT:HURT:3d5 B:HIT:HURT:3d5 F:UNIQUE | MALE | CAN_SPEAK | F:FORCE_MAXHP | DROP_SKELETON | DROP_CORPSE | F:ESCORT | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | F:EVIL | ORC | IM_FIRE | IM_COLD | IM_POIS F:MORTAL | BASEANGBAND | HAS_LITE D:A strong and cunning orc warrior, the commander of Saruman's orcish horde. N:351:Blue dragon bat G:b:b I:130:4d4:12:26:50 W:21:1:100:54 E:0:1:1:0:1:0 O:0:0:0:0 B:BITE:ELEC:1d3 F:FORCE_SLEEP | F:RAND_50 | F:BASH_DOOR | CAN_FLY | F:ANIMAL | IM_ELEC | AI_ANNOY F:MORTAL | BASEANGBAND S:1_IN_4 | S:BR_ELEC D:It is a glowing blue bat with a sharp tail. N:352:Mimic G:m:y I:110:10d14:30:40:0 W:21:3:100:70 E:0:0:0:0:0:0 O:20:20:20:20 B:HIT:POISON:3d4 B:HIT:POISON:3d4 B:HIT:HURT:2d3 B:HIT:HURT:2d3 F:MIMIC | F:FORCE_SLEEP | NEVER_MOVE | F:EMPTY_MIND | COLD_BLOOD | SUSCEP_FIRE | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_5 | S:BLIND | CONF | SCARE | CAUSE_2 | BO_FIRE | S:S_MONSTER D:A strange creature that disguises itself as an object to lure D:unsuspecting adventurers within reach of its venomous claws. N:353:Ultimate Mimic G:m:y I:110:15d40:30:40:0 W:35:4:100:250 E:0:0:0:0:0:0 O:25:25:25:25 B:BITE:POISON:4d4 B:BITE:POISON:4d4 B:BUTT:CONFUSE:4d4 B:SPIT:BLIND:4d4 F:MIMIC | F:FORCE_SLEEP | NEVER_MOVE | F:EMPTY_MIND | COLD_BLOOD F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_5 | S:BLIND | CONF | SCARE | CAUSE_2 | BA_POIS | S:S_MONSTER D:A strange creature that disguises itself as an object to lure D:unsuspecting adventurers within reach of its venomous claws. N:354:Fire vortex G:v:r I:110:9d9:100:30:0 W:21:1:0:100 E:0:0:0:0:0:0 O:0:0:0:0 B:ENGULF:FIRE:3d3 F:FORCE_SLEEP | RAND_50 | CAN_FLY | WILD_VOLCANO | WILD_TOO | SUSCEP_COLD | F:EMPTY_MIND | BASH_DOOR | POWERFUL | AURA_FIRE | F:IM_FIRE | NO_FEAR | NO_CONF | NO_SLEEP | NONLIVING | BASEANGBAND | HAS_LITE F:NO_CUT S:1_IN_6 | S:BR_FIRE D:A whirling maelstrom of fire. N:355:Acid vortex G:v:s I:110:9d9:100:30:0 W:21:1:0:100 E:0:0:0:0:0:0 O:0:0:0:0 B:ENGULF:ACID:3d3 F:FORCE_SLEEP | RAND_50 | F:EMPTY_MIND | BASH_DOOR | POWERFUL | CAN_FLY | F:IM_ACID | NO_FEAR | NO_CONF | NO_SLEEP | NONLIVING | BASEANGBAND | NO_CUT S:1_IN_6 | S:BR_ACID D:A caustic spinning whirlpool of foaming, steaming water. N:356:Lugdush, the Uruk G:o:v I:110:66d10:20:90:20 W:21:4:2500:550 E:1:1:1:2:1:1 O:10:90:0:0 B:HIT:HURT:3d6 B:HIT:HURT:3d6 B:HIT:HURT:3d6 B:HIT:HURT:3d6 F:UNIQUE | MALE | CAN_SPEAK | F:FORCE_MAXHP | DROP_SKELETON | DROP_CORPSE | F:ESCORT | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | F:EVIL | ORC | IM_POIS | F:MORTAL | BASEANGBAND | HAS_LITE D:A large and powerful orc, captain of one of Saruman's orcish regiments. N:357:Arch-vile G:u:W I:130:11d11:100:30:0 W:21:1:100:300 E:1:1:1:2:1:1 O:0:0:0:0 B:CLAW:HURT:3d9 B:CLAW:HURT:3d9 F:RAND_50 | EVIL | DEMON | FORCE_SLEEP | FORCE_MAXHP | F:OPEN_DOOR | BASH_DOOR | POWERFUL | COLD_BLOOD | F:IM_FIRE | RES_NETH | NO_CONF | NO_SLEEP | NONLIVING | NO_STUN | F:ZANGBAND S:1_IN_3 | S:BA_FIRE | ANIM_DEAD D:A pale, corpse-like lesser demon, who moves very fast and spawns evil D:everywhere. N:358:Cold vortex G:v:w I:110:9d9:100:30:0 W:21:1:0:100 E:0:0:0:0:0:0 O:0:0:0:0 B:ENGULF:COLD:3d3 F:FORCE_SLEEP | RAND_50 | AURA_COLD | COLD_BLOOD | SUSCEP_FIRE | F:EMPTY_MIND | BASH_DOOR | POWERFUL | CAN_FLY | F:IM_COLD | NO_FEAR | NO_CONF | NO_SLEEP | NONLIVING | BASEANGBAND | NO_CUT S:1_IN_6 | S:BR_COLD D:A twisting whirlpool of frost. N:359:Energy vortex G:v:b I:110:9d9:100:30:0 W:21:1:0:100 E:0:0:0:0:0:0 O:0:0:0:0 B:ENGULF:ELEC:3d3 F:FORCE_SLEEP | RAND_50 | CAN_FLY | HAS_LITE | F:EMPTY_MIND | BASH_DOOR | POWERFUL | AURA_ELEC | F:IM_ELEC | NO_FEAR | NO_CONF | NO_SLEEP | NONLIVING | BASEANGBAND | NO_CUT S:1_IN_6 | S:BR_ELEC D:A shimmering tornado of air, sparks crackle along its length. N:360:Globefish G:~:w I:110:10d10:20:30:30 W:21:1:600:111 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:POISON:10d5 B:BITE:POISON:10d5 F:EMPTY_MIND | BASH_DOOR | POWERFUL | AQUATIC | F:IM_POIS | NO_STUN | WILD_TOO | COLD_BLOOD | F:ANIMAL | MORTAL | BASEANGBAND S:1_IN_8 | S:BR_POIS D:This fish is among the most poisonous creatures there are. N:361:Giant firefly G:I:r I:120:3d2:8:18:10 W:24:4:100:4 B:BITE:BLIND:1d2 F:RAND_50 | RAND_25 | CAN_FLY | F:WEIRD_MIND | ANIMAL | BASEANGBAND S:MULTIPLY D:Clouds of these monsters light up the dungeon - so brightly that you can D:barely see through them. N:362:Mummified orc G:z:w I:110:15d8:20:28:75 W:21:1:1700:56 E:1:1:1:2:1:1 O:10:70:0:10 B:HIT:HURT:2d4 B:HIT:HURT:2d4 F:DROP_90 | F:EMPTY_MIND | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | ORC | UNDEAD | F:IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is an orcish figure covered in wrappings. N:363:Wolf chieftain G:C:D I:120:22d22:20:20:5 W:26:5:1000:120 B:CLAW:HURT:2d6 B:CLAW:HURT:2d6 B:BITE:HURT:2d10 B:WAIL:TERRIFY F:ESCORTS | FORCE_MAXHP | IM_COLD | IM_ACID | F:SMART | ESCORT | ANIMAL | EVIL | MORTAL | BASEANGBAND | F:OPEN_DOOR | BASH_DOOR | NO_FEAR | MALE S:1_IN_8 | DARKNESS D:A great wolf-chieftain whose pack is in the service of the Dark Lord, D:and whose howls strike fear into even the boldest heart. N:364:Serpent man G:J:G I:120:15d10:20:40:20 W:22:3:900:75 E:1:1:1:2:1:1 O:25:20:25:20 B:BITE:POISON:5d5 B:BITE:POISON:5d5 F:MALE | CAN_SWIM | IM_POIS | IM_ACID | F:DROP_60 | DROP_2D2 | FRIENDS | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | EVIL | MORTAL | ZANGBAND S:1_IN_8 S:BA_POIS | S_MONSTER | SCARE | HOLD D:"They walked lithely and sinuously erect on pre-mammalian D:members, their pied and hairless bodies bending with great D:suppleness. There was a loud hissing of formulae as they D:went to and fro." N:365:Vampiric mist G:#:D I:110:10d8:12:55:30 W:22:1:0:40 E:0:0:0:0:0:0 O:0:0:0:0 B:ENGULF:EXP_20:1d6 B:ENGULF:EXP_20:1d6 F:RAND_25 | SUSCEP_ELEC | UNDEAD | F:IM_COLD | IM_POIS | IM_ACID | RES_NETH | WILD_TOO | WILD_SWAMP | F:EVIL | EMPTY_MIND | COLD_BLOOD | FRIENDS | BASEANGBAND | NO_CUT D:A cloud of evil, sentient mist. N:366:Killer stag beetle G:K:g I:110:15d8:12:55:30 W:22:1:500:80 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:1d12 B:CLAW:HURT:1d12 F:RAND_25 | WILD_TOO | DROP_CORPSE | F:WEIRD_MIND | BASH_DOOR | F:ANIMAL | CAN_FLY | MORTAL | BASEANGBAND D:It is a giant beetle with vicious claws. N:367:Iron golem G:g:s I:110:80d12:12:80:10 W:22:2:3800:160 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:1d12 F:FORCE_SLEEP | SUSCEP_ACID | F:EMPTY_MIND | COLD_BLOOD | BASH_DOOR | F:IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | NONLIVING | BASEANGBAND | NO_CUT S:1_IN_7 | S:SLOW D:It is a massive metal statue that moves steadily towards you. N:368:Auto-roller G:g:s I:120:70d12:10:80:12 W:22:2:0:230 E:0:0:0:0:0:0 O:0:0:0:0 B:CRUSH:HURT:1d8 B:CRUSH:HURT:1d8 B:CRUSH:HURT:1d8 B:CRUSH:HURT:1d8 F:FORCE_SLEEP | RES_TELE F:EMPTY_MIND | COLD_BLOOD | BASH_DOOR | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS F:NO_FEAR | NO_CONF | NO_SLEEP | NONLIVING | JOKEANGBAND | NO_CUT D:It looks like a huge spiked roller, moving on its own towards you. N:369:Giant yellow scorpion G:S:y I:110:12d8:12:38:20 W:22:1:1200:60 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d8 B:STING:POISON:2d5 F:WEIRD_MIND | BASH_DOOR | WILD_TOO | F:ANIMAL | DROP_SKELETON | F:MORTAL | BASEANGBAND D:It is a giant scorpion with a sharp stinger. N:370:Jade monk G:p:G I:120:10d9:22:45:5 W:23:1:1200:100 E:1:1:1:2:1:1 O:30:0:60:10 B:KICK:HURT:4d1 B:KICK:HURT:4d1 B:HIT:HURT:4d5 B:HIT:HURT:4d5 F:OPEN_DOOR | BASH_DOOR | NO_FEAR | NO_CONF | NO_SLEEP | F:MALE | DROP_60 | DROP_1D2 | IM_FIRE | IM_COLD | IM_POIS | F:DROP_SKELETON | DROP_CORPSE | F:MORTAL | ZANGBAND | HAS_LITE D:A monk trained in martial arts. N:371:Black ooze G:j:D I:90:6d8:10:6:1 W:23:1:400:7 E:0:0:0:0:0:0 O:30:0:40:15 B:TOUCH:ACID:2d6 F:RAND_50 | DROP_60 | STUPID | EMPTY_MIND | CAN_SWIM | F:TAKE_ITEM | KILL_BODY | OPEN_DOOR | BASH_DOOR | F:IM_POIS | NO_FEAR | F:MORTAL | BASEANGBAND | NO_CUT S:MULTIPLY S:1_IN_11 | S:DRAIN_MANA D:It is a strangely moving puddle. N:372:Hardened warrior G:p:u I:110:15d11:20:40:40 W:23:1:1900:60 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:6d5 B:HIT:HURT:6d5 F:MALE | F:DROP_1D2 | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | MORTAL | BASEANGBAND | HAS_LITE D:A scarred warrior who moves with confidence. N:373:Azog, King of the Uruk-Hai G:o:v I:120:94d10:20:80:20 W:23:5:2700:1111 E:1:1:1:2:1:1 O:10:90:0:0 B:HIT:HURT:5d6 B:HIT:HURT:5d5 B:HIT:HURT:5d5 F:UNIQUE | MALE | CAN_SPEAK | F:FORCE_MAXHP | DROP_SKELETON | DROP_CORPSE | F:ESCORT | ESCORTS | SPECIAL_GENE | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | F:EVIL | ORC | IM_POIS | F:MORTAL | BASEANGBAND | HAS_LITE D:He is also known as the King of Khazad-dum. His ego is renowned to be D:bigger than his head. N:374:Fleshhound of Khorne G:C:R I:120:25d25:15:30:70 W:30:3:700:150 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:4d1 B:CLAW:HURT:4d1 B:BITE:HURT:6d1 B:BITE:HURT:6d1 F:BASH_DOOR | DEMON | NO_STUN | NO_FEAR | F:ANIMAL | EVIL | IM_FIRE | NO_SLEEP | NO_CONF | F:RES_NETH | RES_NEXU | RES_DISE | RES_PLAS | ZANGBAND D:A revolting canine creature, a huge demon hound with a somewhat D:reptilian head. N:375:Dark elven warlock G:h:v I:120:7d10:20:16:20 W:23:1:1700:75 E:1:1:1:2:1:1 O:0:0:100:0 B:HIT:HURT:1d6 B:HIT:HURT:1d6 F:MALE | F:FORCE_SLEEP | F:ONLY_ITEM | DROP_1D2 | DROP_SKELETON | DROP_CORPSE F:OPEN_DOOR | BASH_DOOR | FRIENDS F:EVIL | IM_POIS | HURT_LITE | BASEANGBAND | HAS_LITE S:1_IN_5 | S:CONF | MISSILE | DARKNESS | BO_MANA D:A dark elven mage with spells of frightening destructive power. N:376:Master rogue G:p:b I:120:15d9:20:30:40 W:23:2:1600:110 E:1:1:1:2:1:1 O:80:10:10:0 B:HIT:HURT:2d8 B:HIT:HURT:2d8 B:HIT:EAT_GOLD:4d4 F:MALE | DROP_SKELETON | DROP_CORPSE | F:DROP_2D2 | SUSCEP_ELEC | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:EVIL | MORTAL | BASEANGBAND | HAS_LITE D:A thief of great power and shifty speed. N:377:Red dragon bat G:b:r I:130:3d8:12:28:50 W:23:1:100:60 E:0:1:1:0:1:0 O:0:0:0:0 B:BITE:FIRE:1d3 F:FORCE_SLEEP | RAND_50 | SUSCEP_COLD | F:BASH_DOOR | CAN_FLY | DROP_CORPSE | AI_ANNOY F:ANIMAL | IM_FIRE | BASEANGBAND S:1_IN_4 | S:BR_FIRE D:It is a sharp-tailed bat, wreathed in fire. N:378:Killer white beetle G:K:w I:110:18d8:14:55:30 W:23:1:500:85 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:4d5 F:RAND_25 | F:WEIRD_MIND | BASH_DOOR | WILD_TOO | DROP_CORPSE | F:ANIMAL | CAN_FLY | MORTAL | BASEANGBAND D:It is looking for prey. N:379:Ice skeleton G:s:w I:110:16d9:20:34:60 W:23:1:0:70 E:1:1:1:2:1:1 O:20:0:80:0 B:CLAW:COLD:2d3 B:CLAW:COLD:2d3 F:ONLY_ITEM | DROP_90 | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | SUSCEP_FIRE | F:EVIL | UNDEAD | IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is a skeleton covered in frost. N:380:Angamaite of Umbar G:p:U I:110:82d10:25:80:25 W:24:2:2400:400 E:1:1:1:2:1:1 O:0:80:20:0 B:HIT:HURT:4d7 B:HIT:HURT:4d7 B:HIT:HURT:4d6 B:HIT:HURT:4d6 F:UNIQUE | MALE | CAN_SPEAK | DROP_SKELETON | DROP_CORPSE | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_90 | DROP_1D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | F:EVIL | IM_FIRE | IM_ELEC F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_4 | S:SLOW | FORGET D:A Black Numenorean who hates the men of the west. N:381:Forest wight G:W:g I:110:12d8:20:30:30 W:24:1:0:140 E:0:0:0:0:0:0 O:0:50:50:0 B:HIT:HURT:1d6 B:HIT:HURT:1d6 B:TOUCH:EXP_20 F:FORCE_SLEEP | RAND_25 | F:DROP_60 | DROP_90 | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | CAN_FLY | F:EVIL | UNDEAD | IM_COLD | IM_POIS | HURT_LITE | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_10 | S:SCARE | DRAIN_MANA D:It is a ghostly apparition with a humanoid form. N:382:Khim, Son of Mim G:h:o I:110:84d10:20:80:10 W:24:2:2300:300 E:1:1:1:2:1:1 O:10:80:0:10 B:HIT:HURT:3d8 B:HIT:HURT:3d8 B:HIT:HURT:3d7 B:HIT:UN_BONUS F:UNIQUE | MALE | CAN_SPEAK | DROP_SKELETON | DROP_CORPSE F:FORCE_SLEEP | FORCE_MAXHP | RES_TELE F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | F:IM_FIRE | IM_COLD F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_8 | S:HEAL | SLOW | BO_FIRE D:One of the last of the Petty-Dwarves. Khim is a tricky sorcerous little D:being, full of mischief. N:383:Ibun, Son of Mim G:h:o I:110:84d10:20:80:10 W:24:2:2300:300 E:1:1:1:2:1:1 O:10:80:0:5 B:HIT:HURT:3d8 B:HIT:HURT:3d8 B:HIT:HURT:3d7 B:HIT:UN_BONUS F:UNIQUE | MALE | CAN_SPEAK | DROP_SKELETON | DROP_CORPSE | F:FORCE_SLEEP | FORCE_MAXHP | RES_TELE | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | F:IM_FIRE | IM_COLD F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_8 | S:HEAL | SLOW | BO_FIRE D:One of the last of the Petty-Dwarves. Ibun is a tricky sorcerous little D:being, full of mischief. N:384:Meneldor the Swift G:B:u I:140:80d10:20:65:20 W:24:6:1200:360 E:0:1:1:0:1:0 O:0:0:0:0 B:CLAW:HURT:7d3 B:CLAW:HURT:7d3 B:BITE:HURT:3d7 F:CAN_FLY | UNIQUE | FORCE_MAXHP | DROP_CORPSE | CAN_SPEAK | F:WILD_ONLY | WILD_MOUNTAIN | WILD_VOLCANO | PET | F:ANIMAL | GOOD | BASEANGBAND D:Among all the eagles of Middle-earth he is the swiftest, and in his time D:has borne messages between all of the Wise. It was Meneldor who bore the D:Ring-bearer away from the destruction of Mount Doom. N:385:Phantom beast G:G:B I:110:12d12:20:40:40 W:24:1:0:100 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:2d33 B:HIT:HURT:2d44 F:PASS_WALL | NO_SLEEP | COLD_BLOOD | NONLIVING | NO_FEAR | F:FORCE_MAXHP | RES_TELE | EMPTY_MIND | CAN_FLY | BASEANGBAND | NO_CUT D:A creature that is half real, half illusion. N:386:Giant silver ant G:a:W I:110:9d8:10:38:40 W:23:1:800:45 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:ACID:4d4 F:RAND_25 | F:WEIRD_MIND | BASH_DOOR | WILD_TOO | DROP_SKELETON | F:ANIMAL | MORTAL | BASEANGBAND | HAS_LITE D:A giant silver ant with a caustic bite. N:387:4-headed hydra G:M:y I:120:100d6:20:70:20 W:24:2:5000:450 E:0:1:0:2:2:0 O:0:0:0:0 B:BITE:HURT:2d6 B:BITE:HURT:2d6 B:BITE:HURT:2d6 B:BITE:HURT:2d6 F:FORCE_SLEEP | F:ONLY_GOLD | DROP_4D2 | WILD_TOO | WILD_SWAMP | WILD_SHORE | F:OPEN_DOOR | BASH_DOOR | MOVE_BODY | DROP_SKELETON | DROP_CORPSE | F:ANIMAL | MORTAL | BASEANGBAND S:1_IN_7 | S:SCARE D:A strange reptilian creature with four heads, guarding its hoard. N:388:Lesser hell-beast G:U:s I:115:15d100:10:100:50 W:24:4:4000:400 E:0:1:0:2:1:0 O:0:0:0:0 B:GAZE:TERRIFY:1d4 B:GAZE:TERRIFY:1d4 B:CRUSH:HURT:44d1 F:EVIL | IM_ACID | IM_ELEC | IM_FIRE | IM_POIS | IM_COLD | F:RES_NETH | RES_WATE | RES_PLAS | RES_DISE | RES_NEXU | F:KILL_WALL | FORCE_MAXHP | CAN_SWIM | DROP_CORPSE | JOKEANGBAND | HAS_LITE S:1_IN_9 | S:TPORT | BLINK | TELE_AWAY D:This creature just might crush you. N:389:Tyrannosaur G:R:g I:120:200d3:20:70:20 W:24:2:5000:350 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:1d6 B:CLAW:HURT:1d6 B:BITE:HURT:3d6 B:BITE:HURT:3d6 F:FORCE_SLEEP | F:OPEN_DOOR | BASH_DOOR | MOVE_BODY | DROP_CORPSE | F:ANIMAL | MORTAL | ZANGBAND D:A horror from prehistory, reawakened by chaos. N:390:Mummified human G:z:w I:110:17d9:20:34:60 W:24:1:1500:70 E:1:1:1:2:1:1 O:20:40:20:10 B:HIT:HURT:2d4 B:HIT:HURT:2d4 F:ONLY_ITEM | DROP_90 | F:EMPTY_MIND | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | UNDEAD | IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is a human form encased in mouldy wrappings. N:391:Vampire bat G:b:D I:120:9d10:12:40:50 W:24:2:50:150 E:0:1:1:0:1:0 O:0:0:0:0 B:BITE:EXP_40:1d4 B:BITE:EXP_40:1d4 F:RAND_50 | COLD_BLOOD | REGENERATE | CAN_FLY | F:EVIL | ANIMAL | UNDEAD | IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:A blood-sucking bat that flies at your neck hungrily. N:392:Sangahyando of Umbar G:p:U I:110:82d10:25:80:25 W:24:2:2400:400 E:1:1:1:2:1:1 O:0:90:10:0 B:HIT:HURT:4d7 B:HIT:HURT:4d7 B:HIT:HURT:4d7 B:HIT:HURT:4d7 F:UNIQUE | MALE | CAN_SPEAK | DROP_SKELETON | DROP_CORPSE | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_90 | DROP_1D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | F:EVIL | IM_FIRE | IM_ELEC F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_4 | S:SLOW | FORGET D:A Black Numenorean with a blacker heart. N:393:It G:.:W I:110:77d9:25:80:25 W:24:3:500:400 E:0:0:0:0:0:0 O:10:0:90:0 B:GAZE:BLIND:8d8 B:TOUCH:TERRIFY B:GAZE:EXP_40 B:TOUCH:EAT_ITEM F:ONLY_ITEM | DROP_90 | DROP_1D2 | DROP_GOOD | DROP_GREAT | DROP_CORPSE | F:CHAR_MULTI | CHAR_CLEAR | ATTR_CLEAR | INVISIBLE | COLD_BLOOD | F:NO_CONF | UNIQUE | FORCE_MAXHP | NO_SLEEP | CAN_SPEAK | REFLECTING | F:IM_FIRE | IM_ELEC | EMPTY_MIND | EVIL | SMART | RES_TELE | CAN_FLY | F:ZANGBAND S:1_IN_4 S:DRAIN_MANA | BLINK | BLIND | SCARE | CONF | S_UNDEAD | S_MONSTER | S:HEAL | TELE_AWAY | DARKNESS | S_HYDRA | TRAPS | FORGET | TELE_TO | SHRIEK D:Nobody has ever seen It. N:394:Banshee G:G:b I:120:6d8:20:24:10 W:24:2:0:60 E:0:0:0:0:0:0 O:80:0:0:15 B:WAIL:TERRIFY B:TOUCH:EXP_20 F:FEMALE | F:RAND_50 | DROP_1D2 | F:INVISIBLE | COLD_BLOOD | TAKE_ITEM | PASS_WALL | CAN_FLY | F:EVIL | UNDEAD | IM_COLD | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND F:NO_CUT S:1_IN_15 | S:TPORT | DRAIN_MANA D:It is a ghostly woman's form that wails mournfully. N:395:Carrion crawler G:c:o I:110:20d12:15:40:10 W:25:2:700:60 E:0:0:0:0:1:0 O:0:0:0:0 B:STING:PARALYZE:2d6 B:STING:PARALYZE:2d6 F:RAND_25 | F:WEIRD_MIND | BASH_DOOR | DROP_SKELETON | F:ANIMAL | IM_POIS | MORTAL | BASEANGBAND D:A hideous centipede covered in slime and with glowing tentacles around its D:head. N:396:Xiclotlan G:#:D I:110:25d13:15:60:10 W:25:2:6000:60 E:0:0:0:0:0:0 O:0:0:0:0 B:CRUSH:HURT:6d4 B:CRUSH:HURT:6d4 B:BITE:HURT:3d2 F:RAND_25 | SUSCEP_ACID | F:EMPTY_MIND | BASH_DOOR | F:IM_POIS | IM_ELEC | F:MORTAL | CTHANGBAND | NO_CUT D:"...a metallically grey tree... about sixteen feet high with D:very thick cylindrical branches... cylinders further D:divided into six flat circular extensions... and from the top D:of what I had taken for a trunk rose a featureless oval... an D:orifice gaping at the top." N:397:Silent watcher G:g:s I:110:80d25:60:80:0 W:35:3:4000:800 E:3:0:3:3:2:0 O:0:0:0:0 B:GAZE:TERRIFY B:GAZE:PARALYZE B:GAZE:LOSE_STR B:GAZE:HALLU F:EMPTY_MIND | COLD_BLOOD | NONLIVING | NEVER_MOVE | F:IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | EVIL | F:HURT_ROCK | COLD_BLOOD | HURT_LITE | NO_FEAR | F:NO_CONF | NO_SLEEP | NO_STUN | NONLIVING | RES_TELE | BASEANGBAND | NO_CUT S:1_IN_3 | S:SHRIEK | S_MONSTER | S_MONSTERS | HOLD | CONF | MIND_BLAST | DRAIN_MANA D:A figure carved from stone, with three vulture faces whose eyes glow D:with a malevolent light. None escape its vigilance. N:398:Pukelman G:g:D I:110:80d12:12:80:10 W:25:3:10000:600 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:1d12 B:HIT:HURT:3d6 F:FORCE_SLEEP | F:EMPTY_MIND | COLD_BLOOD | BASH_DOOR | F:IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:HURT_ROCK | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_4 | S:SLOW | CONF | BO_ACID D:A stumpy figure carved from stone, with glittering eyes. N:399:Disenchanter beast G:q:v I:110:30d30:12:60:12 W:25:2:2000:250 E:0:1:0:2:1:0 O:0:0:0:0 B:TOUCH:UN_BONUS:1d10 B:TOUCH:UN_BONUS:1d10 B:TOUCH:UN_BONUS:1d10 B:TOUCH:UN_BONUS:1d10 F:STUPID | WEIRD_MIND | RES_DISE | DROP_CORPSE | ATTR_MULTI | F:IM_ACID | IM_POIS | F:NO_CONF | ZANGBAND D:It looks like an anteater, and there is a static feeling D:crackling around its long trunk. N:400:Dark elven druid G:h:G I:120:20d20:15:75:10 W:25:3:1200:500 E:1:1:1:2:1:1 O:10:0:80:10 B:HIT:HURT:1d7 B:HIT:HURT:1d7 B:HIT:HURT:3d8 F:MALE | F:FORCE_SLEEP | F:ONLY_ITEM | DROP_1D2 | DROP_SKELETON | DROP_CORPSE F:OPEN_DOOR | BASH_DOOR | F:EVIL | IM_POIS | HURT_LITE | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE S:1_IN_6 | S:HEAL | CONF | DARKNESS | S:S_MONSTER | S_SPIDER | S_ANIMAL D:A powerful dark elf, with mighty nature-controlling enchantments. N:401:Stone troll G:T:W I:110:23d10:20:50:50 W:25:1:5000:85 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:1d6 B:HIT:HURT:1d6 B:BITE:HURT:3d4 F:MALE | F:FRIENDS | DROP_60 | DROP_SKELETON | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | REGENERATE | F:EVIL | TROLL | HURT_LITE | HURT_ROCK | BASEANGBAND | NO_CUT D:He is a giant troll with scabrous black skin. N:402:Black G:j:d I:111:12d12:12:65:30 W:25:1:0:50 E:0:0:0:0:0:0 O:0:0:0:0 B:ENGULF:EXP_40:2d6 B:ENGULF:EXP_40:2d6 F:RAND_25 | F:IM_COLD | IM_POIS | IM_ACID | RES_NETH | F:EVIL | EMPTY_MIND | COLD_BLOOD | FRIENDS | CTHANGBAND | NO_CUT D:The eldritch blood of Yibb-Tstll is know only as "the Black": it is D:an amorphous substance, which will suck your life and deliver it to D:Yibb-Tstll. N:403:Hill troll G:T:s I:110:21d10:20:65:40 W:21:1:4000:75 E:1:1:1:2:1:1 O:30:70:0:0 B:HIT:HURT:1d5 B:HIT:HURT:1d5 B:BITE:HURT:2d6 F:MALE | F:FRIENDS | DROP_60 | WILD_TOO | WILD_WASTE | WILD_MOUNTAIN | F:DROP_SKELETON | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | SUSCEP_FIRE | REGENERATE | F:EVIL | TROLL | HURT_LITE | BASEANGBAND D:A large troll with an extremely tough and warty hide. N:404:Wereworm G:w:u I:110:100d11:15:70:20 W:25:3:6000:300 E:0:0:0:0:1:0 O:0:0:0:0 B:GAZE:EXP_20 B:CRAWL:ACID:2d4 B:BITE:HURT:1d10 B:BITE:POISON:1d6 F:BASH_DOOR | EVIL | CAN_SWIM | WILD_TOO | WILD_SWAMP | F:ANIMAL | IM_ACID | DROP_CORPSE | F:MORTAL | BASEANGBAND D:A huge wormlike shape dripping acid, twisted by evil sorcery into a foul D:monster that breeds on death. N:405:Killer red beetle G:K:r I:110:20d8:14:50:30 W:25:1:600:90 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:LOSE_STR:4d4 F:RAND_25 | WILD_TOO | F:WEIRD_MIND | BASH_DOOR | DROP_CORPSE | F:ANIMAL | CAN_FLY | MORTAL | BASEANGBAND D:A giant beetle with poisonous mandibles. N:406:Disenchanter bat G:b:v I:130:6d8:12:28:50 W:26:4:50:75 E:0:1:1:0:1:0 O:0:0:0:0 B:HIT:UN_BONUS B:HIT:UN_BONUS F:FORCE_SLEEP | RAND_50 | ANIMAL | MORTAL | ATTR_MULTI | F:DROP_CORPSE | AI_ANNOY | CAN_FLY | BASEANGBAND | WEIRD_MIND D:A giant bat which feeds on raw magical energy. N:407:Gnoph-Keh G:q:s I:110:20d8:12:50:25 W:26:2:1500:95 E:0:1:0:2:1:0 O:20:40:20:10 B:CLAW:COLD:2d4 B:CLAW:COLD:2d4 B:BUTT:HURT:2d9 F:RAND_25 | DROP_90 | DROP_60 F:OPEN_DOOR | BASH_DOOR | AURA_COLD | IM_COLD | SUSCEP_FIRE | F:ANIMAL | DROP_CORPSE | CTHANGBAND S:1_IN_8 S:BR_COLD | BO_ICEE | BO_COLD | BA_COLD D:A creature with a sharp horn: "the hairy myth-thing of the D:Greenland ice, that walked sometimes on two legs, sometimes D:on four, and sometimes on six." N:408:Giant grey ant G:a:s I:110:19d8:10:40:40 W:26:1:700:90 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:2d12 F:RAND_25 | KILL_BODY | DROP_SKELETON F:WEIRD_MIND | BASH_DOOR | F:ANIMAL | BASEANGBAND D:It is an ant encased in shaggy grey fur. N:409:Khufu, the Mummified King G:z:v I:110:85d11:20:40:40 W:26:4:1800:500 E:1:1:1:2:1:1 O:0:80:20:0 B:GAZE:TERRIFY B:HIT:DISEASE:6d6 B:CLAW:LOSE_CON:4d4 B:CLAW:LOSE_CON:4d4 F:UNIQUE | MALE | CAN_SPEAK | UNDEAD | EVIL | ESCORTS | ESCORT | F:FORCE_MAXHP | COLD_BLOOD | IM_POIS | IM_COLD | NO_FEAR | NO_CONF | NO_SLEEP | F:ONLY_ITEM | DROP_90 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | RES_TELE | BASEANGBAND | NO_CUT S:1_IN_5 | S:TRAPS | CAUSE_3 | DARKNESS | S_UNDEAD | SCARE | SLOW | S:S_KIN | ANIM_DEAD D:He is out to have revenge on those who have desecrated his tomb. N:410:Gwaihir the Windlord G:B:u I:130:85d10:20:65:20 W:24:6:1200:360 E:0:1:1:0:1:0 O:0:0:0:0 B:CLAW:HURT:15d2 B:CLAW:HURT:15d2 B:BITE:HURT:3d10 F:CAN_FLY | UNIQUE | FORCE_MAXHP | DROP_CORPSE | CAN_SPEAK | F:WILD_ONLY | WILD_MOUNTAIN | WILD_VOLCANO | PET | F:ANIMAL | GOOD | BASEANGBAND D:The greatest of eagles in the Third Age of Middle-earth, Gwaihir rescued D:Gandalf the Wizard from Orthanc, and has twice brought his flock to the D:aid of Sauron's enemies in battle - first outside the gates of Erebor in D:the Battle of Five Armies, and then before the Black Gate of Mordor itself. N:411:Giant fire tick G:S:R I:110:16d8:14:54:20 W:26:2:200:90 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:FIRE:3d6 F:RAND_25 | SUSCEP_COLD | F:WEIRD_MIND | BASH_DOOR | F:ANIMAL | IM_FIRE | CAN_FLY | F:MORTAL | BASEANGBAND | HAS_LITE D:It is smoking and burning with great heat. N:412:Displacer beast G:f:b I:110:25d10:35:100:20 W:26:2:1800:100 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:2d8 B:HIT:HURT:1d10 B:HIT:HURT:1d10 B:HIT:HURT:1d10 F:INVISIBLE | BASH_DOOR | DROP_CORPSE | F:ANIMAL | MORTAL | BASEANGBAND D:It is a huge black panther, clubbed tentacles sprouting from its shoulders. N:413:Ulwarth, Son of Ulfang G:p:U I:110:85d10:20:40:40 W:26:4:1800:500 E:1:1:1:2:1:1 O:40:60:0:0 B:HIT:HURT:4d6 B:HIT:HURT:4d6 B:HIT:HURT:4d6 F:UNIQUE | MALE | CAN_SPEAK | DROP_SKELETON | DROP_CORPSE | F:FORCE_MAXHP | WILD_TOO | F:ONLY_ITEM | DROP_90 | DROP_GOOD | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:EVIL F:MORTAL | BASEANGBAND | HAS_LITE D:A short and swarthy Easterling. N:414:Werebear G:q:D I:110:25d25:20:50:20 W:24:2:0:200 E:0:1:0:2:1:0 O:25:25:25:20 B:CLAW:HURT:1d10 B:CLAW:HURT:1d10 B:BITE:HURT:2d8 B:CRUSH:HURT:2d6 F:BASH_DOOR | OPEN_DOOR | F:WILD_TOO | WILD_WOOD | WILD_MOUNTAIN | DROP_CORPSE | F:ANIMAL | EVIL | DROP_1D2 | BASEANGBAND D:In the eyes of this bear, there glimmers the faintest light of intelligence. D:And then its form begins to change... The combination of animal cunning, D:human intelligence and the great physical strength of the bear makes for D:a dangerous enemy. N:415:Cave ogre G:O:u I:110:30d9:20:33:30 W:26:2:2500:80 E:1:1:1:2:1:1 O:20:70:0:10 B:HIT:HURT:3d8 B:HIT:HURT:3d8 F:FRIENDS | DROP_60 | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | GIANT | F:MORTAL | BASEANGBAND | HAS_LITE D:A giant orc-like figure with an awesomely muscled frame. N:416:White wraith G:W:w I:110:15d8:20:40:10 W:26:1:0:175 E:0:0:0:0:0:0 O:0:50:50:0 B:HIT:HURT:1d6 B:HIT:HURT:1d6 B:TOUCH:EXP_20 F:FORCE_SLEEP | F:DROP_1D2 | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | CAN_FLY | F:EVIL | UNDEAD | IM_COLD | IM_POIS | HURT_LITE | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_8 | S:SCARE | CAUSE_2 | DARKNESS D:It is a tangible but ghostly form made of white fog. N:417:Angel G:A:o I:110:30d10:30:60:255 W:26:4:2600:220 E:1:1:1:2:1:1 O:0:40:60:0 B:HIT:HURT:3d4 B:HIT:HURT:3d4 B:HIT:HURT:3d4 B:HIT:HURT:3d4 F:FORCE_MAXHP | FORCE_SLEEP | NO_FEAR | F:ONLY_ITEM | DROP_2D2 | GOOD | CAN_FLY | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | POWERFUL | F:IM_ACID | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE S:1_IN_3 | S:BLIND | CONF | SCARE | FORGET D:Who knows why you are now facing an angel as an enemy? Is it a punishment D:from your own god for your sins, or a test of your mettle, or has this angel D:been sent by another god on behalf of someone who wishes to claim the glory D:for his own god? Perhaps you will never know: but it is here, and you must D:fight it. N:418:Ghoul G:z:U I:110:15d9:30:30:20 W:25:1:0:95 E:1:1:1:2:1:1 O:0:45:35:10 B:CLAW:DISEASE:1d4 B:CLAW:DISEASE:1d4 B:BITE:PARALYZE:1d5 F:DROP_60 | OPEN_DOOR | BASH_DOOR | CAN_SWIM | F:EVIL | UNDEAD | FRIENDS | IM_POIS | IM_COLD | NO_CONF | NO_SLEEP | F:COLD_BLOOD | HURT_LITE | BASEANGBAND | NO_CUT S:1_IN_9 S:SCARE | HOLD D:Flesh is falling off in chunks from this decaying abomination. N:419:Mim, Betrayer of Turin G:h:o I:120:11d105:20:80:20 W:27:4:1200:1000 E:1:1:1:2:1:1 O:10:80:10:0 B:HIT:HURT:3d9 B:HIT:HURT:3d9 B:HIT:HURT:3d9 B:HIT:UN_BONUS:3d12 F:UNIQUE | MALE | CAN_SPEAK | F:FORCE_MAXHP | FORCE_SLEEP | DROP_SKELETON | DROP_CORPSE | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | F:EVIL | IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:RES_DISE | RES_TELE | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_6 | S:HEAL | SCARE | BO_ACID | BA_ACID | TPORT | S_MONSTER D:The last of his race, Mim is a Petty-Dwarf. Petty-Dwarves are strange D:creatures, powerful in sorcery and originating in the East. They have D:been hunted nearly to extinction by the High Elves. N:420:Hellblade G:|:v I:120:13d13:20:40:20 W:27:2:0:130 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:EXP_20:2d13 B:HIT:EXP_20:2d13 F:CHAR_MULTI | EVIL | IM_POIS | IM_COLD | F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | SUSCEP_ACID | F:COLD_BLOOD | BASH_DOOR | NONLIVING | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | HAS_LITE | NO_CUT D:A deadly blade of chaos, moving of its own volition. N:421:Killer fire beetle G:K:R I:110:22d8:14:45:30 W:27:1:600:95 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:3d4 B:SPIT:FIRE:4d5 F:WEIRD_MIND | BASH_DOOR | WILD_TOO | WILD_VOLCANO | DROP_CORPSE | F:ANIMAL | IM_FIRE | CAN_FLY | SUSCEP_COLD | F:MORTAL | BASEANGBAND | HAS_LITE D:It is a giant beetle wreathed in flames. N:422:Beast of Nurgle G:q:y I:110:15d7:14:50:30 W:27:2:2300:100 E:0:1:0:2:1:0 O:0:0:0:0 B:TOUCH:POISON:3d3 B:TOUCH:DISEASE:3d3 B:BITE:ACID:4d5 F:WEIRD_MIND | BASH_DOOR | IM_ACID | IM_POIS | F:DEMON | EVIL | IM_FIRE | CAN_FLY | ZANGBAND D:It walks on four legs, but mostly resembles a slug-shaped jelly. D:It even has two disgusting antennae in its head. Yecch! N:423:Creeping adamantite coins G:$:G I:120:20d25:5:50:10 W:27:3:0:60 E:0:0:0:0:0:0 O:0:0:0:0 B:BITE:POISON:3d4 B:TOUCH:POISON:3d5 B:HIT:HURT:1d12 B:HIT:HURT:1d12 F:ONLY_GOLD | DROP_90 | DROP_2D2 | F:COLD_BLOOD | BASH_DOOR | CHAR_MULTI | F:IM_ELEC | IM_ACID | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT D:It appears to be a pile of coins made of precious adamant, slithering toward D:you on lots of tiny legs. N:424:Algroth G:T:o I:110:21d12:20:60:40 W:27:1:6000:150 E:1:1:1:2:1:1 O:10:80:0:10 B:CLAW:POISON:3d3 B:CLAW:POISON:3d3 B:BITE:HURT:1d6 F:FRIENDS | DROP_60 | WILD_WOOD | WILD_MOUNTAIN | WILD_TOO | WILD_SWAMP | F:OPEN_DOOR | BASH_DOOR | DROP_CORPSE | REGENERATE | F:EVIL | TROLL | BASEANGBAND D:A powerful troll form. Venom drips from its needlelike claws. N:425:Flamer of Tzeentch G:,:r I:110:60d15:10:70:20 W:27:2:0:500 E:1:0:1:2:0:0 O:0:0:0:0 B:ENGULF:FIRE:3d6 B:ENGULF:FIRE:3d6 F:FORCE_SLEEP | BASH_DOOR | SUSCEP_COLD | F:IM_FIRE | IM_POIS | AURA_FIRE | DEMON | EVIL | RES_PLAS | F:NO_CONF | NO_SLEEP | NO_FEAR | NONLIVING | ZANGBAND | HAS_LITE S:1_IN_3 | S:BO_FIRE | BA_FIRE D:It looks like an inverted mushroom, with two flexible arms. N:426:Roper G:#:D I:115:30d10:30:60:255 W:27:5:0:235 E:0:0:0:6:0:0 O:0:0:0:0 B:CRUSH:PARALYZE:3d5 B:CRUSH:PARALYZE:3d5 B:CRUSH:PARALYZE:3d5 B:CRUSH:PARALYZE:3d5 F:FORCE_MAXHP | FORCE_SLEEP | NO_FEAR | NEVER_MOVE | F:ONLY_GOLD | DROP_2D2 | DROP_60 | DROP_1D2 | EVIL | F:IM_ACID | IM_POIS | NO_CONF | NO_SLEEP | IM_COLD | IM_FIRE | BASEANGBAND F:NO_CUT S:1_IN_5 | S:BA_FIRE | BA_ELEC | BA_POIS | HASTE | S:TRAPS | SHRIEK | HOLD | CONF D:This creature look like a pillar of rock. However, a closer D:inspection reveals a glaring eye and powerful tentacles, D:which crush its prey and feed it to the creature's hungry D:mouth. N:427:Headless G:H:u I:110:25d12:20:50:40 W:27:1:1600:175 E:1:1:1:2:0:1 O:0:100:0:0 B:HIT:HURT:1d8 B:HIT:HURT:1d8 F:FRIENDS | DROP_60 | OPEN_DOOR | BASH_DOOR | WILD_TOO | F:WILD_MOUNTAIN | WILD_WASTE | DROP_SKELETON | DROP_CORPSE | F:EVIL | ZANGBAND S:1_IN_6 S:SCARE D:Headless humanoid abominations created by a magical mutation. N:428:Vibration hound G:Z:y I:110:25d10:30:30:0 W:27:2:600:250 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:2d8 B:BITE:HURT:2d8 B:CLAW:HURT:3d3 B:CLAW:HURT:3d3 F:FORCE_SLEEP | F:FRIENDS | F:BASH_DOOR | F:ANIMAL | NO_CONF | NO_SLEEP | DROP_SKELETON | DROP_CORPSE | F:MORTAL | BASEANGBAND S:1_IN_5 | S:BR_SOUN D:A blurry canine form which seems to be moving as fast as the eye can D:follow. You can feel the earth resonating beneath your feet. N:429:Nexus hound G:Z:v I:110:25d10:30:30:0 W:27:2:600:250 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:2d8 B:BITE:HURT:2d8 B:CLAW:HURT:3d3 B:CLAW:HURT:3d3 F:FORCE_SLEEP | RES_NEXU | DROP_SKELETON | DROP_CORPSE | F:FRIENDS | F:BASH_DOOR | F:ANIMAL | RES_TELE | NO_SLEEP | MORTAL | BASEANGBAND S:1_IN_5 | S:BR_NEXU D:A locus of conflicting points coalesce to form the vague shape of a huge D:hound. Or is it just your imagination? N:430:Half-ogre G:O:o I:110:35d9:20:33:30 W:27:2:2700:80 E:1:1:1:2:1:1 O:20:70:0:10 B:HIT:HURT:4d8 B:HIT:HURT:4d8 F:FRIENDS | DROP_60 | DROP_CORPSE | SMART | F:OPEN_DOOR | BASH_DOOR | F:EVIL | GIANT | F:MORTAL | BASEANGBAND | HAS_LITE D:A giant, brutish figure, as ugly as an orc, but with some of the D:intelligence of his half-human ancestry. N:431:Lokkak, the Ogre Chieftain G:O:v I:120:15d103:20:100:20 W:32:2:3000:1500 E:1:1:1:2:1:1 O:5:85:0:5 B:HIT:HURT:6d7 B:HIT:HURT:6d7 B:HIT:HURT:6d7 F:UNIQUE | MALE | CAN_SPEAK | WILD_TOO | WILD_SWAMP | WILD_SHORE | F:FORCE_MAXHP | ESCORT | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | CAN_SWIM | F:EVIL | GIANT | IM_POIS | F:MORTAL | BASEANGBAND | HAS_LITE D:An ogre renowned for acts of surprising cruelty, Lokkak is the leader of a large D:band of violent ogres. N:432:Vampire G:V:W I:110:25d12:20:45:10 W:27:1:1700:175 E:1:1:1:2:1:1 O:20:40:20:10 B:HIT:HURT:1d6 B:HIT:HURT:1d6 B:BITE:EXP_20:2d6 B:BITE:EXP_20:2d6 F:FORCE_SLEEP | FORCE_MAXHP | F:COLD_BLOOD | DROP_60 | DROP_1D2 | F:OPEN_DOOR | BASH_DOOR | REGENERATE | CAN_FLY | F:EVIL | UNDEAD | IM_COLD | IM_POIS | HURT_LITE | NO_CONF | NO_SLEEP | F:BASEANGBAND | NO_CUT S:1_IN_9 | S:TELE_TO | HOLD | SCARE | CAUSE_2 | MIND_BLAST | FORGET | DARKNESS D:It is a humanoid with an aura of power. You notice a sharp set of front D:teeth. N:433:Gorgimaera G:H:o I:110:25d20:12:55:10 W:27:2:2300:400 E:0:1:0:2:2:0 O:0:0:0:0 B:BUTT:HURT:2d10 B:BITE:FIRE:2d10 B:GAZE:PARALYZE:2d6 F:FORCE_SLEEP | SUSCEP_COLD | F:BASH_DOOR | CAN_FLY | DROP_CORPSE | F:IM_FIRE | BASEANGBAND S:1_IN_8 | S:BR_FIRE D:The result of evil experiments, this travesty of nature should never be D:alive. It has three heads - goat, dragon and gorgon - all attached to a D:lion's body. N:434:Shantak G:H:D I:120:25d20:12:55:10 W:27:2:6000:280 E:0:1:1:0:1:0 O:0:0:0:0 B:BITE:HURT:1d6 B:BITE:HURT:1d6 B:BITE:HURT:1d6 F:ANIMAL | IM_ACID | EVIL | ELDRITCH_HORROR | CAN_FLY | DROP_CORPSE | F:MORTAL | ZANGBAND S:1_IN_6 S:SCARE | HASTE D:A scaly bird larger than an elephant, with a horse-like head. N:435:Colbran G:g:y I:120:80d12:12:80:10 W:27:2:0:900 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:ELEC:3d8 B:HIT:ELEC:3d8 F:FORCE_SLEEP | F:EMPTY_MIND | COLD_BLOOD | BASH_DOOR | CAN_FLY | F:IM_ELEC | IM_POIS | AURA_ELEC | REFLECTING | F:NO_CONF | NO_SLEEP | NO_FEAR | NONLIVING | BASEANGBAND | NO_CUT S:1_IN_3 | S:BO_ELEC D:A man-shaped form of living lightning, sparks and shocks crackle all over D:this madly capering figure, as it leaps and whirls around and about you. N:436:Spirit naga G:n:w I:110:30d15:20:75:120 W:28:2:0:60 E:0:0:0:0:1:0 O:20:0:80:0 B:CRUSH:HURT:2d8 B:CRUSH:HURT:2d8 B:BITE:HURT:1d8 B:BITE:HURT:1d8 F:FEMALE | F:FORCE_SLEEP | CAN_FLY | F:ONLY_ITEM | DROP_90 | DROP_2D2 | DROP_CORPSE | F:INVISIBLE | OPEN_DOOR | BASH_DOOR | F:EVIL | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_4 | S:HEAL | BLIND | MIND_BLAST | DARKNESS D:A wraithly snake-like form with the torso of a beautiful woman, it is the D:most powerful of its kind. N:437:Corpser G:,:D I:112:30d15:20:75:120 W:28:2:0:65 E:0:0:0:0:0:0 O:0:0:0:0 B:CRUSH:HURT:2d8 B:CRUSH:HURT:2d8 B:CRUSH:HURT:2d8 B:CRUSH:HURT:2d8 F:WILD_TOO | WILD_GRASS | F:INVISIBLE | OPEN_DOOR | BASH_DOOR | F:EVIL | NO_CONF | NO_SLEEP | F:MORTAL | ZANGBAND D:A creature who lives underground and eats surface dwellers that it catches D:with its poisonous tentacle, which is the only part of the creature that D:is ever seen. Perhaps it is better not to see the part which remains D:underground... N:438:Fiend of Slaanesh G:S:R I:120:15d20:12:50:40 W:28:4:0:225 E:0:1:0:2:1:0 O:0:0:0:0 B:STING:POISON:8d1 B:STING:LOSE_STR:8d1 B:WAIL:TERRIFY:1d4 F:BASH_DOOR | F:EVIL | DEMON | ZANGBAND D:Slaanesh's pet, a large scorpion-like creature with a human face and D:reptile skin. N:439:Stairway to Hell G:>:W I:120:15d8:90:40:20 W:28:5:0:125 E:0:0:0:0:0:0 O:0:0:0:0 B:WAIL:UN_BONUS B:WAIL:EXP_20 B:WAIL:EAT_GOLD B:WAIL:EAT_ITEM F:CHAR_MULTI | COLD_BLOOD | EVIL | NO_CONF | NO_SLEEP | NO_FEAR | NONLIVING | F:UNDEAD | FORCE_MAXHP | IM_FIRE | IM_ELEC | IM_POIS | IM_ACID | EMPTY_MIND F:NEVER_MOVE | JOKEANGBAND | HAS_LITE | NO_CUT S:1_IN_15 S:S_DEMON | SHRIEK D:Often found in graveyards. N:440:5-headed hydra G:M:g I:120:100d8:20:80:20 W:28:2:5500:650 E:0:1:0:2:2:0 O:0:0:0:0 B:BITE:POISON:4d4 B:BITE:POISON:4d4 B:BITE:POISON:4d4 B:BITE:POISON:4d4 F:FORCE_SLEEP | F:ONLY_GOLD | DROP_1D2 | DROP_4D2 | DROP_SKELETON | DROP_CORPSE F:BASH_DOOR | MOVE_BODY | CAN_SWIM | F:ANIMAL | IM_POIS | WILD_TOO | WILD_SHORE | WILD_SWAMP | F:MORTAL | BASEANGBAND S:1_IN_5 | S:SCARE | BA_POIS D:A strange reptilian creature with five heads dripping venom. N:441:Barney the Dinosaur G:R:v I:120:110d9:10:90:20 W:29:2:5000:500 E:0:1:0:2:1:0 O:10:0:90:0 B:SHOW:LOSE_INT B:SHOW:LOSE_WIS B:CHARGE:EAT_GOLD B:CHARGE:EAT_GOLD F:DROP_1D2 | DROP_90 | DROP_GOOD | DROP_GREAT | ONLY_ITEM | F:EVIL | MALE | CAN_SPEAK | SMART | RES_TELE | CAN_SWIM | DROP_CORPSE F:ANIMAL | IM_POIS | FORCE_MAXHP | UNIQUE | FORCE_SLEEP F:MORTAL | JOKEANGBAND S:1_IN_3 S:SHRIEK | CONF | S_HYDRA | SLOW | BLIND | DRAIN_MANA S:BA_POIS | BR_CHAO | FORGET | DARKNESS | BR_NUKE D:The lovable purple reptile is making a guest appearance here. N:442:Black knight G:p:s I:120:30d10:20:70:10 W:28:1:2400:240 E:1:1:1:2:1:1 O:0:90:10:0 B:HIT:HURT:5d5 B:HIT:HURT:5d5 B:HIT:HURT:5d5 F:MALE | F:FORCE_SLEEP | DROP_1D2 | F:OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | MORTAL | BASEANGBAND | HAS_LITE S:1_IN_8 | S:BLIND | SCARE | CAUSE_3 | DARKNESS D:He is a figure encased in deep black plate armour; he looks at you D:menacingly. N:443:Seahorse G:~:o I:120:111d7:20:60:20 W:28:2:3000:360 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:PARALYZE:4d5 B:BITE:LOSE_DEX:4d5 B:BITE:LOSE_CON:4d5 F:FORCE_SLEEP | AQUATIC | GOOD | ANIMAL | F:IM_COLD | IM_POIS | IM_FIRE | IM_ELEC | WILD_TOO | WILD_OCEAN F:MORTAL | BASEANGBAND S:1_IN_5 | S:BO_WATE | BO_COLD | BO_ICEE | BO_MANA D:Your mind is filled with admiration as you view this wondrous, D:magical seahorse. N:444:Cyclops G:P:u I:120:60d20:20:90:20 W:45:2:3500:1500 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:9d9 B:HIT:HURT:9d9 F:FORCE_SLEEP | F:DROP_1D2 | TAKE_ITEM | WILD_TOO | WILD_SHORE | WILD_MOUNTAIN | F:BASH_DOOR | OPEN_DOOR | MOVE_BODY | DROP_CORPSE | F:EVIL | IM_POIS | IM_ACID | IM_FIRE | IM_COLD | GIANT | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_8 | S:ARROW_4 D:A gigantic humanoid with but one eye. N:445:Clairvoyant G:p:y I:120:25d10:100:50:10 W:28:3:1600:250 E:1:1:1:2:1:1 O:0:0:90:10 B:HIT:CONFUSE:5d5 B:HIT:TERRIFY:5d5 F:MALE | F:FORCE_SLEEP | DROP_1D2 | DROP_SKELETON | DROP_CORPSE F:OPEN_DOOR | BASH_DOOR | SMART | F:EVIL | MORTAL | BASEANGBAND | HAS_LITE S:1_IN_8 | S:BLIND | MIND_BLAST | HOLD | CAUSE_3 | FORGET | S_MONSTER D:He is using his supernatural talents to bring about your D:destruction. N:446:Purple worm G:w:v I:110:65d8:14:65:30 W:29:4:1000:400 E:0:0:0:0:1:0 O:0:0:0:0 B:HIT:HURT:1d8 B:BITE:ACID:2d8 B:STING:POISON:1d8 F:BASH_DOOR | DROP_CORPSE | F:ANIMAL | IM_ACID | IM_POIS | CAN_SWIM | F:MORTAL | BASEANGBAND D:It is a massive worm form, many feet in length. Its vast maw drips acid D:and poison. N:447:Catoblepas G:q:g I:110:30d10:15:55:40 W:29:2:0:400 E:0:1:0:2:1:0 O:0:0:0:0 B:GAZE:TERRIFY:2d4 B:GAZE:BLIND:2d4 B:BUTT:HURT:2d6 B:BITE:HURT:2d12 F:ONLY_GOLD | DROP_2D2 | DROP_CORPSE F:BASH_DOOR | CAN_SWIM | WILD_TOO | WILD_SWAMP | F:ANIMAL | IM_POIS F:MORTAL | BASEANGBAND D:A strange ox-like form with a huge head but a thin, weak neck, it looks D:like the creation of some deranged alchemist. N:448:Lesser wall monster G:#:W I:110:13d8:20:75:40 W:28:4:0:600 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:2d6 B:HIT:HURT:2d6 B:HIT:HURT:2d6 F:FORCE_SLEEP | COLD_BLOOD | EMPTY_MIND | KILL_WALL | RAND_50 | F:BASH_DOOR | IM_COLD | IM_ACID | IM_FIRE | IM_ELEC | IM_POIS | NONLIVING | F:HURT_ROCK | NO_CONF | NO_SLEEP | CHAR_MULTI | BASEANGBAND | NO_CUT S:MULTIPLY D:A sentient, moving section of wall. N:449:Mage G:p:r I:110:15d8:20:40:10 W:28:1:1500:150 E:1:1:1:2:1:1 O:10:0:90:0 B:HIT:HURT:2d5 B:HIT:HURT:2d5 F:MALE | F:FORCE_SLEEP | F:ONLY_ITEM | DROP_1D2 | DROP_SKELETON | DROP_CORPSE | F:SMART | OPEN_DOOR | BASH_DOOR | F:EVIL | MORTAL | BASEANGBAND | HAS_LITE S:1_IN_3 | S:HASTE | TPORT | TELE_TO | BLIND | CONF | S:BO_FIRE | BO_COLD | BO_ELEC | S:S_MONSTER D:A fat mage with glasses. And considerable power, too - as you can D:tell from the size of his hat. N:450:Mind flayer G:h:v I:110:15d10:20:60:10 W:28:1:1400:200 E:1:1:1:2:1:1 O:0:10:90:0 B:CRUSH:LOSE_INT:2d6 B:GAZE:INSANITY:2d6 F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE F:ONLY_ITEM | DROP_60 | DROP_1D2 | F:OPEN_DOOR | BASH_DOOR | F:EVIL | NO_CONF | NO_SLEEP F:MORTAL | BASEANGBAND S:1_IN_8 | S:BLIND | HOLD | SCARE | MIND_BLAST | BRAIN_SMASH | FORGET D:A humanoid form with a gruesome head, tentacular mouth, and piercing D:eyes. Claws reach out for you and you feel a presence invade your mind. N:451:The Ultimate Dungeon Cleaner G:g:D I:120:70d12:10:80:12 W:28:2:0:555 E:0:0:0:0:0:0 O:0:0:0:0 B:CRUSH:HURT:2d10 B:CRUSH:HURT:2d10 B:CRUSH:HURT:2d10 B:CRUSH:HURT:2d10 F:FORCE_SLEEP | FORCE_MAXHP | KILL_BODY | KILL_ITEM | UNIQUE | REFLECTING | F:EMPTY_MIND | COLD_BLOOD | BASH_DOOR | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS F:NO_FEAR | NO_CONF | NO_SLEEP | NONLIVING | RES_TELE | JOKEANGBAND | NO_CUT D:It looks like a huge spiked roller. It was designed to keep this dungeon D:clean, and you are the biggest spot of dirt in sight. N:452:Deep one G:u:g I:120:35d12:20:50:20 W:28:5:4000:150 E:1:1:1:2:1:1 O:20:80:0:0 B:CLAW:POISON:2d4 B:CLAW:POISON:2d4 B:BITE:HURT:4d4 F:FRIENDS | WILD_TOO | WILD_SHORE | DROP_CORPSE | F:RAND_25 | F:DROP_60 | DROP_90 | F:CAN_SWIM | BASH_DOOR | ELDRITCH_HORROR | RES_TELE | F:EVIL | DEMON | IM_FIRE | IM_COLD | IM_POIS | RES_WATE | CTHANGBAND D:"I thought their predominant color was a greyish-green, D:though they had white bellies. They were mostly shiny and D:slippery, but the ridges of their backs were scaly. Their D:forms vaguely suggested the anthropoid, while their heads were D:the heads of fish, with prodigious bulging eyes that never D:closed. At the sides of their necks were palpitating gills and D:their long paws were webbed." N:453:Basilisk G:R:s I:120:20d30:15:90:30 W:28:3:400:350 E:0:1:0:2:1:0 O:50:0:30:20 B:GAZE:PARALYZE B:BITE:HURT:2d12 B:BITE:HURT:2d12 B:BITE:HURT:2d12 F:ONLY_ITEM | DROP_1D2 | WILD_TOO | WILD_MOUNTAIN | F:OPEN_DOOR | BASH_DOOR | EVIL | IM_POIS | DROP_CORPSE | F:ANIMAL | NO_CONF | NO_SLEEP | CAN_SWIM | F:MORTAL | BASEANGBAND S:1_IN_8 | S:BR_POIS D:An evil reptile that preys on unsuspecting travellers. Its eyes stare D:deeply at you and your soul starts to wilt! N:454:Ice troll G:T:w I:110:24d10:20:56:50 W:28:1:5000:200 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:1d5 B:HIT:HURT:1d5 B:BITE:COLD:2d6 B:BITE:COLD:2d6 F:MALE | F:FRIENDS | DROP_60 | WILD_TOO | WILD_WASTE | DROP_SKELETON | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | SUSCEP_FIRE | REGENERATE | F:EVIL | TROLL | IM_COLD | HURT_LITE | BASEANGBAND D:He is a white troll with powerful clawed hands. N:455:Dhole G:w:s I:110:65d8:14:64:25 W:29:4:1000:555 E:0:0:0:0:1:0 O:0:0:0:0 B:SPIT:ACID:1d8 B:ENGULF:ACID:2d8 B:CRUSH:HURT:4d8 F:ANIMAL | EVIL | KILL_WALL | IM_ACID | ELDRITCH_HORROR | F:CAN_SWIM | FORCE_MAXHP | DROP_CORPSE | F:MORTAL | CTHANGBAND S:1_IN_6 S:BR_ACID D:A gigantic worm dripping with acid. "...even as he looked, one D:reared up several hundred feet and leveled a bleached, viscous end D:at him." N:456:Archangel G:A:B I:110:60d10:30:68:255 W:34:4:4000:1000 E:1:1:1:2:1:1 O:0:40:60:0 B:HIT:HURT:3d5 B:HIT:HURT:3d5 B:HIT:HURT:3d5 B:HIT:HURT:3d5 F:FORCE_MAXHP | FORCE_SLEEP | NO_FEAR | GOOD | F:ONLY_ITEM | DROP_2D2 | CAN_FLY | F:SMART | TAKE_ITEM | OPEN_DOOR | BASH_DOOR | POWERFUL | F:IM_FIRE | IM_COLD | IM_POIS | NO_CONF | NO_SLEEP | RES_TELE | F:BASEANGBAND | HAS_LITE S:1_IN_3 | S:HEAL | HASTE | BLIND | CONF | SCARE D:A lesser angel protected by an aura of holiness. Its muscular form looks D:extremely powerful next to your own frail body. N:457:Greater Mimic G:m:y I:120:10d35:30:60:100 W:29:3:100:200 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:POISON:3d4 B:HIT:POISON:3d4 B:HIT:POISON:3d4 B:HIT:POISON:3d4 F:MIMIC | F:FORCE_SLEEP | NEVER_MOVE | SUSCEP_ACID | F:EMPTY_MIND | COLD_BLOOD | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_4 | S:BLIND | CONF | SCARE | CAUSE_2 | FORGET | S:BO_ACID | BO_FIRE | BO_COLD | BO_ELEC | S:S_MONSTER D:A strange creature that disguises itself as an object to lure D:unsuspecting adventurers within reach of its venomous claws. N:458:Chaos tile G:.:v I:120:3d5:30:60:100 W:29:6:100:200 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:POISON:3d4 B:HIT:CONFUSE:3d4 F:CHAR_MULTI | ATTR_MULTI | ATTR_ANY | F:FORCE_SLEEP | NEVER_MOVE | F:EMPTY_MIND | COLD_BLOOD | F:NO_CONF | NO_SLEEP | NO_FEAR | ZANGBAND | NO_CUT S:MULTIPLY | S:1_IN_4 | S:BLIND | CONF | SCARE | CAUSE_2 | BLINK | S_MONSTER D:It is a floor tile corrupted by chaos. N:459:Young blue dragon G:d:b I:110:27d10:20:50:70 W:29:1:20000:500 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d4 B:CLAW:HURT:2d4 B:BITE:HURT:2d6 F:FORCE_SLEEP | FORCE_MAXHP | WILD_TOO | WILD_MOUNTAIN | WILD_WOOD | F:DROP_2D2 | DROP_CORPSE | ATTR_MULTI F:OPEN_DOOR | BASH_DOOR | CAN_FLY | F:EVIL | DRAGON | IM_ELEC | BASEANGBAND | ATTR_MULTI S:1_IN_10 | S:SCARE | S:BR_ELEC D:It has a form out of legend. Its still-tender scales are a D:deep blue in hue. Sparks crackle along its length. N:460:Young white dragon G:d:w I:110:27d10:20:50:70 W:29:1:20000:500 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d4 B:CLAW:HURT:2d4 B:BITE:HURT:2d6 F:FORCE_SLEEP | FORCE_MAXHP | WILD_TOO | WILD_MOUNTAIN | WILD_WASTE | F:DROP_2D2 | DROP_CORPSE | ATTR_MULTI F:OPEN_DOOR | BASH_DOOR | CAN_FLY | SUSCEP_FIRE | F:EVIL | DRAGON | IM_COLD | BASEANGBAND | ATTR_MULTI S:1_IN_10 | S:SCARE | S:BR_COLD D:It has a form out of legend. Its still-tender scales are a D:frosty white in hue. Icy blasts of cold air come from it as it breathes. N:461:Young green dragon G:d:g I:110:27d10:20:50:70 W:29:1:20000:500 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d4 B:CLAW:HURT:2d4 B:BITE:HURT:2d6 F:FORCE_SLEEP | FORCE_MAXHP | WILD_TOO | WILD_MOUNTAIN | WILD_SWAMP | F:DROP_2D2 | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | CAN_FLY | F:EVIL | DRAGON | IM_POIS | BASEANGBAND | ATTR_MULTI S:1_IN_10 | S:SCARE | S:BR_POIS D:It has a form out of legend. Its still-tender scales are a D:deep green in hue. Foul gas seeps through its scales. N:462:Young bronze dragon G:d:U I:110:27d10:20:50:70 W:29:1:20000:500 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d4 B:CLAW:HURT:2d4 B:BITE:HURT:2d6 F:FORCE_SLEEP | FORCE_MAXHP | WILD_TOO | WILD_MOUNTAIN | F:DROP_2D2 | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | CAN_FLY | F:EVIL | DRAGON | NO_CONF | BASEANGBAND | ATTR_MULTI S:1_IN_10 | S:SCARE | S:BR_CONF D:It has a form out of legend. Its still-tender scales are a D:rich bronze hue, and its shape masks its true form. N:463:Aklash G:T:R I:110:30d8:14:64:25 W:29:4:4000:300 E:1:1:1:2:1:1 O:0:0:0:0 B:CLAW:HURT:1d6 B:CLAW:HURT:1d6 B:BITE:POISON:1d20 B:CRUSH:HURT:2d9 F:TROLL | EVIL | FRIENDS | OPEN_DOOR | BASH_DOOR | DROP_CORPSE | F:IM_POIS | IM_ACID | REGENERATE | ZANGBAND | REGENERATE | S:1_IN_9 | BR_POIS D:Pale, bald, fat, hairless troll creatures. Ugly beyond description. D:Not to mention how bad their breath smells... N:464:Mithril golem G:g:B I:110:80d15:12:100:10 W:30:4:10000:500 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:3d8 B:HIT:HURT:3d8 B:HIT:HURT:5d5 B:HIT:HURT:5d5 F:ONLY_GOLD | DROP_2D2 | F:EMPTY_MIND | COLD_BLOOD | BASH_DOOR | REFLECTING | F:IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | NONLIVING | BASEANGBAND | NO_CUT D:It is a massive statue of purest mithril. It looks expensive! N:465:Skeleton troll G:s:W I:110:20d10:20:55:20 W:30:1:5000:225 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:1d6 B:HIT:HURT:1d6 B:BITE:HURT:3d4 F:EMPTY_MIND | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | TROLL | UNDEAD | F:IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is a troll skeleton animated by dark dweomers. N:466:Skeletal tyrannosaur G:R:w I:120:50d10:20:55:20 W:30:2:6000:225 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:1d8 B:CLAW:HURT:1d8 B:BITE:LOSE_CON:4d6 B:GAZE:TERRIFY F:EMPTY_MIND | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | ANIMAL | UNDEAD | F:IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | ZANGBAND | NO_CUT D:It is the skeleton of a tyrannosaur, animated by dark dweomers. N:467:Beorn, the Shape-Changer G:q:D I:120:20d70:25:60:25 W:28:3:0:1000 E:0:1:0:2:1:0 O:20:60:20:0 B:CLAW:HURT:2d10 B:CLAW:HURT:2d10 B:BITE:HURT:4d8 B:CRUSH:HURT:3d6 F:UNIQUE | MALE | FORCE_MAXHP | FORCE_SLEEP | F:BASH_DOOR | ANIMAL | MOVE_BODY | SMART | PET F:WILD_TOO | WILD_WOOD | WILD_MOUNTAIN | DROP_CORPSE | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | BASEANGBAND S:1_IN_6 | S_ANIMAL D:Beorn is only occasionally seen in human form these days, preferring to D:appear in the shape of a giant black bear: he also prefers the company of D:beasts to that of humans. He has never taken kindly to strangers, even in D:human form - and still less when in bear's shape, as he is now. N:468:Thorondor, Lord of Eagles G:B:u I:130:85d12:20:65:20 W:30:6:1600:555 E:0:1:1:0:1:0 O:0:0:0:0 B:CLAW:HURT:16d2 B:CLAW:HURT:16d2 B:BITE:HURT:4d10 F:CAN_FLY | UNIQUE | FORCE_MAXHP | DROP_CORPSE | CAN_SPEAK | F:WILD_ONLY | WILD_MOUNTAIN | WILD_VOLCANO | PET | F:ANIMAL | GOOD | BASEANGBAND D:Among the mightiest of birds, Thorondor is the messenger of the Valar, and D:brings news of Middle-earth to Valinor itself. Nothing that can be seen D:from the airs of the world is hidden from him. N:469:Giant blue ant G:a:b I:110:8d8:10:50:60 W:30:2:600:80 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:ELEC:5d5 F:RAND_25 | WILD_TOO | DROP_SKELETON F:WEIRD_MIND | BASH_DOOR | F:ANIMAL | IM_ELEC F:MORTAL | BASEANGBAND D:It is a giant ant that crackles with energy. N:470:Grave wight G:W:b I:110:12d10:20:50:30 W:30:1:0:325 E:0:0:0:0:0:0 O:0:50:50:0 B:HIT:HURT:1d7 B:HIT:HURT:1d7 B:TOUCH:EXP_20 F:FORCE_SLEEP | RAND_25 | F:ONLY_ITEM | DROP_1D2 | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | UNDEAD | CAN_FLY | F:IM_COLD | IM_POIS | HURT_LITE | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_8 | S:SCARE | CAUSE_3 | DARKNESS D:It is a ghostly form with eyes that haunt you. N:471:Shadow drake G:d:G I:110:30d10:20:70:70 W:33:3:18000:1100 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d4 B:CLAW:HURT:2d4 B:BITE:EXP_10:3d6 F:FORCE_SLEEP | FORCE_MAXHP | PASS_WALL | F:ONLY_ITEM | DROP_3D2 | CAN_FLY | DROP_CORPSE | F:INVISIBLE | OPEN_DOOR | BASH_DOOR | F:EVIL | DRAGON | NO_CONF | NO_SLEEP | BASEANGBAND | ATTR_MULTI S:1_IN_6 | S:BR_NETH | SLOW | CONF | SCARE | DARKNESS D:It is a dragon-like form wrapped in shadow. Glowing red eyes shine in D:the dark, and it is surrounded by an aura of unearthly cold that chills D:the soul rather than the body. N:472:Manticore G:H:y I:120:25d10:12:15:10 W:30:2:1900:300 E:1:1:1:2:1:0 O:0:0:0:0 B:HIT:HURT:3d4 B:HIT:HURT:3d4 B:HIT:HURT:3d4 B:HIT:HURT:3d4 F:FORCE_SLEEP | FORCE_MAXHP | F:BASH_DOOR | CAN_FLY | WILD_TOO | WILD_WOOD | DROP_CORPSE | F:EVIL | MORTAL | BASEANGBAND S:1_IN_5 | S:ARROW_4 D:It is a winged lion's body with a human torso and a tail covered in D:vicious spikes. N:473:Giant army ant G:a:o I:120:19d6:10:40:40 W:30:3:600:90 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:2d12 F:RAND_25 | KILL_BODY | FRIENDS | DROP_SKELETON F:WEIRD_MIND | BASH_DOOR | F:ANIMAL F:MORTAL | BASEANGBAND D:An armoured form moving with purpose. Powerful on its own, flee when D:hordes of them march. N:474:Killer slicer beetle G:K:y I:110:25d10:14:60:30 W:30:2:600:200 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:5d8 B:BITE:HURT:5d8 F:WEIRD_MIND | BASH_DOOR | WILD_TOO | WILD_GRASS | DROP_CORPSE F:ANIMAL | CAN_FLY | MORTAL | BASEANGBAND D:It is a beetle with deadly sharp cutting mandibles and a rock-hard D:carapace. N:475:Gorgon G:H:b I:110:30d20:12:88:20 W:31:2:3000:275 E:1:1:1:2:1:1 O:0:0:0:0 B:BUTT:HURT:3d9 B:BUTT:HURT:3d9 B:BITE:POISON:1d10 B:KICK:HURT:2d4 F:FORCE_SLEEP | ANIMAL | MOVE_BODY | WILD_TOO | WILD_WOOD | F:BASH_DOOR | IM_POIS | IM_ACID | DROP_CORPSE | F:MORTAL | BASEANGBAND S:1_IN_8 | S:BR_POIS D:A bull-like creature whose skin is made of steel plates. Watch out for D:its deadly breath! N:476:Gug G:P:G I:110:22d11:14:60:30 W:31:2:1500:210 E:2:0:2:4:1:1 O:0:50:50:0 B:BITE:HURT:10d4 B:CLAW:HURT:2d7 B:CLAW:HURT:2d7 B:CLAW:HURT:2d7 F:FORCE_SLEEP | F:DROP_1D2 | TAKE_ITEM | F:BASH_DOOR | OPEN_DOOR | DROP_CORPSE F:EVIL | IM_POIS | IM_ACID | GIANT | ZANGBAND D:A hideous, beastly, four-armed unclean giant: "...large as a D:barrel... The eyes jutted two inches from each side, shaded by D:bony protuberances overgrown of the mouth. That mouth had great D:yellow fangs and ran from the top to the tally." N:477:Ghost G:G:w I:120:13d8:20:30:10 W:31:1:0:350 E:0:0:0:0:0:0 O:30:40:0:20 B:WAIL:TERRIFY B:TOUCH:EXP_20 B:CLAW:LOSE_INT:1d6 B:CLAW:LOSE_WIS:1d6 F:FORCE_SLEEP | RAND_25 | DROP_60 | DROP_1D2 | F:INVISIBLE | COLD_BLOOD | TAKE_ITEM | PASS_WALL | F:EVIL | UNDEAD | IM_COLD | CAN_FLY | F:IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_15 | S:BLIND | HOLD | DRAIN_MANA D:You don't believe in them. N:478:Death watch beetle G:K:D I:110:25d12:16:60:30 W:31:3:800:220 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:5d4 B:WAIL:TERRIFY:5d6 F:WEIRD_MIND | BASH_DOOR | WILD_TOO | DROP_CORPSE | F:ANIMAL | CAN_FLY | MORTAL | BASEANGBAND D:It is a giant beetle that produces a chilling sound. N:479:Mountain ogre G:O:s I:110:40d9:20:33:30 W:30:2:3000:100 E:1:1:1:2:1:1 O:20:70:0:10 B:HIT:HURT:5d8 B:HIT:HURT:5d8 F:FRIENDS | DROP_60 | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | GIANT | F:MORTAL | BASEANGBAND | HAS_LITE D:The largest breed of ogre, he is awesomely strong and awesomely ugly. N:480:Nexus quylthulg G:Q:v I:110:10d12:10:1:0 W:32:1:3000:300 E:0:0:0:0:0:0 O:0:0:0:0 F:FORCE_SLEEP | NEVER_MOVE | NEVER_BLOW | F:INVISIBLE | EMPTY_MIND | RES_NEXU | ANIMAL | F:NO_CONF | NO_SLEEP | NO_FEAR | RES_TELE | BASEANGBAND S:1_IN_1 | S:BLINK | TELE_AWAY D:It is a very unstable, strange pulsing mound of flesh. N:481:Shelob, Spider of Darkness G:S:D I:120:35d100:30:120:80 W:55:3:1400:27000 E:0:1:0:2:1:0 O:20:30:40:0 B:CLAW:POISON:5d6 B:CLAW:POISON:5d6 B:BITE:PARALYZE:5d10 B:STING:LOSE_STR:5d4 F:UNIQUE | FEMALE | F:FORCE_SLEEP | FORCE_MAXHP | SPECIAL_GENE | F:ESCORT | ESCORTS | DROP_CORPSE | F:ONLY_ITEM | DROP_1D2 | DROP_2D2 | DROP_GOOD | DROP_RANDART F:SMART | BASH_DOOR | IM_POIS | IM_ACID | F:ANIMAL | SPIDER | EVIL | HURT_LITE | NO_SLEEP | BASEANGBAND S:1_IN_4 | S:HEAL | BLIND | SLOW | CONF | SCARE | CAUSE_3 | CAUSE_4 | S:TRAPS | BR_DARK | BR_POIS | S:S_SPIDER D:Shelob is an enormous bloated spider, the last daughter of Ungoliant the D:Unlight. Her poison is legendary, as is her ego. She normally guards the D:pass through Cirith Ungol, but occasionally goes out foraging for food to D:feed her voracious appetite. N:482:Giant squid G:~:g I:110:80d10:8:80:80 W:32:3:3000:600 E:3:0:3:6:1:0 O:0:0:0:0 B:CRUSH:HURT:8d4 B:CRUSH:HURT:8d4 B:CRUSH:HURT:8d4 F:IM_ACID | RES_WATE | AQUATIC | ANIMAL | IM_COLD | MOVE_BODY F:FORCE_MAXHP | WILD_TOO | WILD_OCEAN | BASEANGBAND | COLD_BLOOD S:1_IN_8 S:BR_ELEC | BR_ACID | BR_POIS D:Besides being capable of dragging whole ships underwater, D:this creature can also harm you with ranged attacks. N:483:Ghoulking G:z:D I:120:40d12:20:60:10 W:32:2:0:340 E:1:1:1:2:1:1 O:20:40:30:0 B:CLAW:LOSE_STR:3d4 B:CLAW:DISEASE:3d4 B:CLAW:DISEASE:3d4 B:BITE:PARALYZE:3d5 F:DROP_60 | OPEN_DOOR | BASH_DOOR | CAN_SWIM | F:DROP_1D2 | FORCE_MAXHP | ESCORT | FORCE_SLEEP | F:EVIL | UNDEAD | IM_POIS | IM_COLD | NO_CONF | NO_SLEEP | F:COLD_BLOOD | HURT_LITE | BASEANGBAND | NO_CUT S:1_IN_7 S:SCARE | HOLD | DARKNESS | SCARE | S_UNDEAD | ANIM_DEAD D:Flesh is falling off in chunks from this decaying abomination. N:484:Doombat G:b:R I:120:24d14:16:75:30 W:32:2:150:250 E:0:1:1:0:1:0 O:0:0:0:0 B:BITE:FIRE:5d4 B:BITE:FIRE:5d4 B:BITE:FIRE:5d4 F:WEIRD_MIND | BASH_DOOR | AURA_FIRE | CAN_FLY | DROP_CORPSE | F:IM_FIRE | AI_ANNOY | F:ANIMAL | MORTAL | BASEANGBAND D:It is a fast moving creature of chaos, a gigantic black bat D:surrounded by flickering bright red flames. N:485:Ninja G:p:u I:120:13d12:20:60:10 W:32:2:1600:300 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:POISON:3d4 B:HIT:LOSE_STR:3d4 B:HIT:LOSE_STR:3d4 F:MALE | F:DROP_1D2 | F:OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | NO_CONF | NO_SLEEP | F:MORTAL | BASEANGBAND | HAS_LITE D:A humanoid clothed in black who moves with blinding speed. N:486:Memory moss G:,:b I:110:1d2:30:1:5 W:32:3:50:150 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:CONFUSE:1d4 B:HIT:CONFUSE:1d4 F:FORCE_SLEEP | NEVER_MOVE | F:STUPID | EMPTY_MIND | F:NO_CONF | NO_SLEEP | NO_FEAR | F:MORTAL | BASEANGBAND | NO_CUT S:1_IN_6 | S:FORGET D:A mass of vegetation. You don't remember seeing anything like it D:before. N:487:Storm giant G:P:B I:110:40d20:20:60:40 W:40:1:13000:1000 E:1:1:1:2:1:1 O:10:90:0:0 B:HIT:ELEC:10d8 B:HIT:ELEC:10d8 F:FORCE_SLEEP | FORCE_MAXHP | DROP_1D2 | WILD_TOO | WILD_MOUNTAIN | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | AURA_ELEC | DROP_SKELETON | DROP_CORPSE | F:EVIL | GIANT | IM_COLD | IM_ELEC | MALE | BASEANGBAND | HAS_LITE S:1_IN_8 | S:BLINK | TELE_TO | CONF | SCARE | BO_ELEC | BA_ELEC D:It is a twenty-five foot tall giant wreathed in lightning. N:488:Spectator G:e:B I:110:15d13:30:1:5 W:28:2:1600:150 E:0:0:0:0:0:0 O:0:0:0:0 B:GAZE:PARALYZE:1d4 B:GAZE:CONFUSE:1d4 B:BITE:HURT:1d8 F:FORCE_SLEEP | FORCE_MAXHP | F:STUPID | EMPTY_MIND | CAN_FLY | DROP_CORPSE | F:NO_CONF | NO_SLEEP | NO_FEAR | F:MORTAL | BASEANGBAND S:1_IN_6 | S:FORGET | CAUSE_2 | HOLD | SLOW D:A lesser relative of the beholder: a globular body with a large toothy mouth, D:a large central eye, and four smaller eyes on stalks protruding from the top D:of its body. N:489:Bokrug G:R:v I:110:11d90:20:70:50 W:33:7:0:2200 E:1:1:1:2:1:1 O:20:0:80:0 B:BITE:HURT:5d5 B:CRUSH:HURT:2d10 B:CRUSH:HURT:2d10 F:UNIQUE | CAN_SPEAK | F:FORCE_MAXHP | NONLIVING | NO_CONF | NO_FEAR | F:ESCORT | ESCORTS | ELDRITCH_HORROR | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | CAN_SWIM | F:EVIL | IM_COLD | IM_POIS | DEMON | CTHANGBAND S:1_IN_5 S:S_UNDEAD | MIND_BLAST | CAUSE_3 | SCARE | BO_WATE | S_KIN D:A lizard-like Great Old One worshipped by the men of Sarnath. N:490:Biclops G:P:u I:120:65d20:20:90:20 W:48:5:3000:1700 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:10d9 B:HIT:HURT:10d9 F:FORCE_SLEEP | F:DROP_1D2 | TAKE_ITEM | DROP_CORPSE | F:BASH_DOOR | OPEN_DOOR | MOVE_BODY | F:EVIL | IM_POIS | IM_ACID | IM_FIRE | IM_COLD | GIANT | F:MORTAL | ZANGBAND | HAS_LITE S:1_IN_8 | S:ARROW_4 D:Oh, no! Aaargh! It is the most unnatural, most disgusting D:creature imaginable: a two-eyed cyclops! This perversion D:of nature must be exterminated! N:491:Half-troll G:T:U I:110:25d14:20:50:50 W:34:2:3000:400 E:1:1:1:2:1:1 O:20:80:0:0 B:CLAW:HURT:1d5 B:CLAW:HURT:1d5 B:BITE:HURT:2d6 B:BITE:HURT:2d6 F:MALE | F:FRIENDS | F:ONLY_ITEM | DROP_90 | DROP_SKELETON | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | REGENERATE | F:EVIL | TROLL | IM_POIS | BASEANGBAND D:A huge, ugly, half-human in search of plunder. N:492:Ivory monk G:p:w I:120:38d9:22:55:5 W:33:1:1600:900 E:1:1:1:2:1:1 O:40:0:50:10 B:KICK:HURT:8d1 B:HIT:HURT:8d4 B:KICK:HURT:8d1 B:HIT:HURT:8d4 F:OPEN_DOOR | BASH_DOOR | NO_FEAR | NO_CONF | NO_SLEEP | DROP_SKELETON | F:DROP_CORPSE | MALE | DROP_60 | DROP_1D2 | IM_FIRE | IM_COLD | IM_POIS | F:MORTAL | ZANGBAND | HAS_LITE D:A monk trained in the most lethal martial arts. N:493:Bert the Stone Troll G:T:W I:120:11d100:20:70:50 W:34:7:5000:2000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:6d6 B:HIT:HURT:6d6 B:BITE:HURT:3d10 F:UNIQUE | MALE | F:FORCE_MAXHP | F:ESCORT | SPECIAL_GENE | MOVE_BODY | REGENERATE | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | WILD_TOO | WILD_WOOD | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | TROLL | IM_COLD | IM_POIS | HURT_LITE | HURT_ROCK | BASEANGBAND | NO_CUT D:Big, brawny, powerful and with a taste for hobbit. He has friends called D:Bill and Tom. N:494:Bill the Stone Troll G:T:W I:120:11d100:20:70:50 W:34:7:5000:2000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:6d6 B:HIT:HURT:6d6 B:BITE:HURT:3d10 F:UNIQUE | MALE | F:FORCE_MAXHP | F:ESCORT | SPECIAL_GENE | MOVE_BODY | REGENERATE | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | WILD_TOO | WILD_WOOD | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE F:EVIL | TROLL | IM_COLD | IM_POIS | HURT_LITE | HURT_ROCK | BASEANGBAND | NO_CUT D:Big, brawny, powerful and with a taste for hobbit. He has friends called D:Bert and Tom. N:495:Tom the Stone Troll G:T:W I:120:11d100:20:70:50 W:34:7:5000:2000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:6d6 B:HIT:HURT:6d6 B:BITE:HURT:3d10 F:UNIQUE | MALE | F:FORCE_MAXHP | F:ESCORT | SPECIAL_GENE | MOVE_BODY | REGENERATE | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | WILD_TOO | WILD_WOOD | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | TROLL | IM_COLD | IM_POIS | HURT_LITE | HURT_ROCK | BASEANGBAND | NO_CUT D:Big, brawny, powerful and with a taste for hobbit. He has friends called D:Bert and Bill. N:496:Cave troll G:T:u I:110:24d12:20:50:50 W:33:1:6000:350 E:1:1:1:2:1:1 O:20:80:0:0 B:HIT:HURT:3d5 B:HIT:HURT:3d5 B:BITE:HURT:1d8 B:BITE:HURT:1d8 F:MALE | F:FRIENDS | DROP_60 | DROP_SKELETON | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | SUSCEP_FIRE | REGENERATE | F:EVIL | TROLL | IM_POIS | HURT_LITE | BASEANGBAND D:He is a vicious monster, feared for his ferocity. N:497:Anti-paladin G:p:D I:120:30d20:30:50:30 W:33:2:2400:450 E:1:1:1:2:1:1 O:0:50:50:0 B:HIT:HURT:2d6 B:HIT:HURT:1d6 B:HIT:HURT:1d6 F:MALE | OPEN_DOOR | BASH_DOOR | TAKE_ITEM | DROP_1D2 | ONLY_ITEM | F:EVIL | IM_POIS | IM_COLD | NO_CONF | NO_SLEEP | DROP_SKELETON | DROP_CORPSE F:MORTAL | ZANGBAND | HAS_LITE S:1_IN_4 S:HOLD | SCARE | BLIND | CAUSE_3 | TRAPS | DARKNESS | FORGET | HASTE D:An embodiment of all the cardinal vices, he beholds you scornfully. N:498:Chaos master G:p:v I:120:30d10:30:50:5 W:37:3:2300:550 E:1:1:1:2:1:1 O:10:60:10:10 B:HIT:HURT:10d2 B:KICK:HURT:10d2 B:PUNCH:HURT:10d2 B:KICK:HURT:10d2 F:MALE | F:FORCE_SLEEP | FORCE_MAXHP | EVIL | F:ONLY_ITEM | DROP_1D2 | ATTR_ANY | DROP_SKELETON | DROP_CORPSE F:INVISIBLE | OPEN_DOOR | BASH_DOOR | F:IM_ACID | IM_POIS | NO_CONF | NO_SLEEP F:MORTAL | ZANGBAND | HAS_LITE S:1_IN_6 | S:HEAL | S:S_SPIDER | BA_CHAO | S_DEMON D:An adept of chaos, feared for his skill of invoking raw Chaos. N:499:Barrow wight G:W:v I:110:15d10:20:40:10 W:33:3:0:375 E:0:0:0:0:0:0 O:0:50:50:0 B:HIT:HURT:1d8 B:HIT:HURT:1d8 B:TOUCH:EXP_40 F:FORCE_SLEEP | FRIENDS | DROP_60 | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | CAN_FLY | F:EVIL | UNDEAD | IM_COLD | IM_POIS | HURT_LITE | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_8 | S:HOLD | SCARE | CAUSE_2 | DARKNESS D:It is a ghostly nightmare of an entity. N:500:Skeleton ettin G:s:W I:110:45d10:20:50:20 W:33:1:7000:325 E:1:1:1:2:2:1 O:0:0:0:0 B:HIT:HURT:1d9 B:HIT:HURT:1d9 B:BITE:HURT:1d5 B:BITE:HURT:1d5 F:FORCE_MAXHP | F:EMPTY_MIND | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | TROLL | UNDEAD | F:IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is the animated skeleton of a massive two-headed troll. N:501:Chaos drake G:d:v I:110:50d10:20:70:70 W:33:3:18000:1400 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d4 B:CLAW:HURT:2d4 B:BITE:HURT:3d6 F:ATTR_MULTI | ATTR_ANY | CAN_FLY | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_3D2 | RES_DISE | F:OPEN_DOOR | BASH_DOOR | DROP_CORPSE | F:EVIL | DRAGON | F:IM_FIRE | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE S:1_IN_6 | S:SLOW | CONF | SCARE | S:BR_DISE | BR_CHAO D:A dragon twisted by the forces of chaos. It seems first ugly, then fair, D:as its form shimmers and changes in front of your eyes. N:502:Law drake G:d:B I:110:50d10:20:70:70 W:33:3:18000:1400 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d4 B:CLAW:HURT:2d4 B:BITE:HURT:3d6 F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_3D2 | CAN_FLY | F:OPEN_DOOR | BASH_DOOR | DROP_CORPSE | F:DRAGON | EVIL | F:IM_COLD | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE | NO_CUT | ATTR_MULTI S:1_IN_6 | S:SLOW | CONF | SCARE | S:BR_SOUN | BR_SHAR D:This dragon is clever and cunning. It laughs at your puny efforts to D:disturb it. N:503:Balance drake G:d:v I:110:60d10:20:70:70 W:33:3:18000:1600 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d4 B:CLAW:HURT:2d4 B:BITE:HURT:3d6 F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_3D2 | RES_DISE | F:OPEN_DOOR | BASH_DOOR | DROP_CORPSE F:EVIL | DRAGON | CAN_FLY | F:IM_FIRE | IM_COLD | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE | NO_CUT F:ATTR_MULTI S:1_IN_6 | S:SLOW | CONF | SCARE | S:BR_SOUN | BR_SHAR | BR_DISE | BR_CHAO D:A mighty dragon, the balance drake seeks to maintain the Cosmic Balance, D:and despises your feeble efforts to destroy evil. N:504:Ethereal drake G:d:o I:110:40d10:20:70:70 W:33:3:0:1200 E:0:1:0:6:1:0 O:40:50:10:0 B:CLAW:HURT:2d4 B:CLAW:HURT:2d4 B:BITE:HURT:3d6 F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_3D2 | CAN_FLY | F:INVISIBLE | PASS_WALL | F:EVIL | DRAGON | NO_CONF | NO_SLEEP | BASEANGBAND | ATTR_MULTI S:1_IN_6 | S:SLOW | CONF | SCARE | S:BR_LITE | BR_DARK | BR_CONF D:A dragon of great power with control over light and dark, the D:ethereal drake's eyes glare with white hatred from the shadows. N:505:Groo, the Wanderer G:p:U I:120:13d113:20:70:50 W:35:7:5000:2000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:9d1 B:HIT:HURT:6d5 B:HIT:HURT:25d1 B:HIT:HURT:6d5 F:UNIQUE | MALE | WEIRD_MIND | CAN_SPEAK | F:FORCE_MAXHP | WILD_TOO | DROP_CORPSE | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | F:DROP_CHOSEN | F:OPEN_DOOR | BASH_DOOR | F:IM_COLD | IM_POIS | ZANGBAND D:He who laughs at Groo's brains will find there is nothing to laugh D:about... erm, nobody laughs at Groo and lives. N:506:Fasolt the Giant G:P:u I:110:11d111:20:70:50 W:33:4:10000:2000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:7d10 B:HIT:HURT:7d10 B:HIT:EAT_GOLD:2d10 F:UNIQUE | MALE | CAN_SPEAK | F:FORCE_MAXHP | WILD_TOO | DROP_CORPSE | F:ESCORT | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:EVIL | GIANT | IM_COLD | IM_POIS | BASEANGBAND | HAS_LITE D:Big, brawny, powerful and with a greed for gold. N:507:Shade G:G:D I:120:14d20:20:30:10 W:33:3:0:350 E:0:0:0:0:0:0 O:0:0:100:0 B:WAIL:TERRIFY B:TOUCH:EXP_40 B:CLAW:LOSE_INT:1d10 F:FORCE_SLEEP | RAND_25 | F:ONLY_ITEM | DROP_90 | DROP_2D2 | F:INVISIBLE | COLD_BLOOD | TAKE_ITEM | PASS_WALL | F:EVIL | UNDEAD | IM_COLD | IM_POIS | CAN_FLY | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_15 | S:BLIND | HOLD | DRAIN_MANA | FORGET D:A shadowy form clutches at you from the darkness. A powerful undead with D:a deadly touch. N:508:Spectre G:G:U I:120:14d20:20:30:10 W:33:3:0:350 E:0:0:0:0:0:0 O:0:0:100:0 B:WAIL:TERRIFY B:TOUCH:EXP_40 B:CLAW:LOSE_WIS:5d5 F:FORCE_SLEEP | RAND_25 | F:ONLY_ITEM | DROP_90 | DROP_2D2 | CAN_FLY | F:COLD_BLOOD | TAKE_ITEM | PASS_WALL | F:EVIL | UNDEAD | IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_15 | S:BLIND | HOLD | DRAIN_MANA | FORGET D:A phantasmal shrieking spirit. Its wail drives the intense cold of pure D:evil deep within your body. N:509:Water troll G:T:B I:110:36d10:20:50:50 W:35:1:4000:420 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:1d9 B:HIT:HURT:1d9 B:HIT:HURT:2d2 B:HIT:HURT:2d2 F:MALE | WILD_TOO | WILD_SHORE | WILD_SWAMP | F:FORCE_MAXHP | DROP_SKELETON | DROP_CORPSE | F:FRIENDS | DROP_60 | REGENERATE | F:OPEN_DOOR | BASH_DOOR | CAN_SWIM | F:EVIL | TROLL | IM_COLD | IM_POIS | HURT_LITE | BASEANGBAND D:He is a troll that reeks of brackish water and mud. N:510:Fire elemental G:E:r I:110:30d8:12:50:50 W:33:2:0:350 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:FIRE:4d6 B:HIT:FIRE:4d6 F:FORCE_SLEEP | RAND_25 | F:EMPTY_MIND | CAN_FLY | WILD_TOO | WILD_VOLCANO | F:KILL_ITEM | KILL_BODY | BASH_DOOR | POWERFUL | AURA_FIRE | F:IM_FIRE | IM_POIS | IM_ELEC | IM_ACID | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | HAS_LITE | NO_CUT S:1_IN_6 | S:BO_FIRE D:It is a towering inferno of flames. N:511:Cherub G:A:G I:120:100d10:30:68:255 W:39:4:0:2700 E:1:1:1:2:1:1 O:0:90:10:0 B:HIT:HURT:4d3 B:HIT:HURT:3d8 B:HIT:HURT:4d3 B:HIT:HURT:3d8 F:FORCE_SLEEP | FORCE_MAXHP | NO_FEAR | GOOD | CAN_FLY | F:ONLY_ITEM | DROP_1D2 | DROP_2D2 | REFLECTING | RES_TELE F:SMART | TAKE_ITEM | OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE S:1_IN_3 | S:HEAL | HASTE | BLIND | SCARE | MIND_BLAST | BO_FIRE | S:S_MONSTERS D:It is an angel moving very quickly, wielding a holy war hammer and casting D:a volley of powerful spells in your direction. N:512:Water elemental G:E:b I:110:25d8:12:40:50 W:33:2:0:325 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:1d10 B:HIT:HURT:1d10 B:HIT:HURT:1d10 F:FORCE_SLEEP | RAND_25 | F:EMPTY_MIND | COLD_BLOOD | CAN_FLY | F:KILL_BODY | KILL_ITEM | BASH_DOOR | POWERFUL | F:IM_POIS | IM_ACID | IM_FIRE | IM_COLD | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_6 | S:BO_COLD D:It is a towering tempest of water. N:513:Multi-hued hound G:Z:v I:110:30d10:25:40:0 W:33:3:600:600 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:2d8 B:CLAW:HURT:2d8 B:BITE:HURT:4d4 B:BITE:HURT:4d4 F:FORCE_SLEEP | F:FRIENDS | F:BASH_DOOR | ATTR_MULTI | DROP_SKELETON | DROP_CORPSE | F:ANIMAL | NO_CONF | NO_SLEEP | F:IM_ELEC | IM_POIS | IM_ACID | IM_FIRE | IM_COLD | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_5 | S:BR_ACID | BR_POIS | BR_COLD | BR_FIRE | BR_ELEC D:Shimmering in rainbow hues, this hound is beautiful and deadly. N:514:Invisible stalker G:E:y I:130:19d12:20:46:20 W:35:3:0:300 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:1d6 B:HIT:HURT:1d6 B:HIT:HURT:1d6 F:RAND_50 | F:RES_TELE | F:EMPTY_MIND | INVISIBLE | COLD_BLOOD | F:OPEN_DOOR | BASH_DOOR | POWERFUL | F:EVIL | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | NONLIVING F:BASEANGBAND | NO_CUT D:It is impossible to define its form but its violence is legendary. N:515:Carrion crawler G:c:o I:110:20d12:15:40:10 W:34:2:2000:100 E:0:0:0:0:1:0 O:0:0:0:0 B:STING:PARALYZE:2d6 B:STING:PARALYZE:2d6 F:RAND_25 | FRIENDS | DROP_SKELETON | F:WEIRD_MIND | BASH_DOOR | F:ANIMAL | IM_POIS | MORTAL | BASEANGBAND D:A hideous centipede covered in slime and with glowing tentacles around its D:head. N:516:Master thief G:p:b I:130:18d10:20:30:40 W:34:2:1300:350 E:1:1:1:2:1:1 O:90:10:0:0 B:HIT:HURT:2d8 B:HIT:HURT:3d4 B:HIT:EAT_GOLD:4d4 B:HIT:EAT_ITEM:4d5 F:MALE | F:DROP_90 | DROP_2D2 | DROP_SKELETON | DROP_CORPSE | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:EVIL | MORTAL | BASEANGBAND | HAS_LITE S:1_IN_6 S:TRAPS | ARROW_2 | BLINK D:Cool and confident, fast and lithe; protect your possessions quickly! N:517:The Watcher in the Water G:~:v I:120:27d100:30:100:80 W:45:3:7000:12000 E:3:0:3:6:1:0 O:50:50:0:0 B:CRUSH:ACID:8d8 B:CRUSH:POISON:8d8 B:CRUSH:PARALYZE:8d8 F:UNIQUE | FORCE_SLEEP | FORCE_MAXHP | CAN_SWIM | AQUATIC | ANIMAL | F:IM_ACID | IM_COLD | IM_POIS | RES_WATE | RES_TELE | DROP_CORPSE | F:NO_CONF | NO_FEAR | EVIL | COLD_BLOOD | BASEANGBAND | F:ONLY_ITEM | DROP_GOOD | DROP_4D2 | DROP_1D2 | SPECIAL_GENE | DROP_RANDART S:1_IN_5 | BA_WATE | BO_WATE | HOLD | BR_POIS | BO_ICEE | TELE_TO D:A vile creature which seems to consist mostly of tentacles, it seeks to D:drag people to their doom in the water. Few have ever escaped its grasp. N:518:Lich G:L:o I:110:30d10:20:60:60 W:34:2:0:1000 E:1:1:1:2:1:1 O:0:10:90:0 B:TOUCH:EXP_40 B:TOUCH:UN_POWER B:TOUCH:LOSE_DEX:2d8 B:TOUCH:LOSE_DEX:2d8 F:FORCE_SLEEP | FORCE_MAXHP | DROP_1D2 | F:SMART | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | UNDEAD | IM_COLD | IM_POIS | HURT_LITE | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_4 | S:BLINK | TELE_TO | TELE_AWAY | BLIND | HOLD | SLOW | SCARE | S:CAUSE_3 | DRAIN_MANA | BRAIN_SMASH D:It is a skeletal form dressed in robes. It radiates vastly evil power. N:519:Gas spore G:e:g I:110:25d10:30:1:5 W:34:4:0:100 E:0:0:0:0:0:0 O:0:0:0:0 B:EXPLODE:DISEASE:30d2 F:FORCE_SLEEP | F:STUPID | EMPTY_MIND | CAN_FLY | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:From a distance, this creature is often mistaken for the D:much more dangerous beholder. N:520:Master vampire G:V:g I:110:34d20:20:60:10 W:36:1:1600:750 E:1:1:1:2:1:1 O:20:40:30:0 B:HIT:HURT:2d6 B:HIT:HURT:2d6 B:BITE:EXP_40:3d6 B:BITE:EXP_40:3d6 F:FORCE_SLEEP | FORCE_MAXHP | F:DROP_4D2 | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | REGENERATE | CAN_FLY | F:EVIL | UNDEAD | IM_COLD | IM_POIS | HURT_LITE | NO_CONF | NO_SLEEP | F:BASEANGBAND | NO_CUT S:1_IN_6 | S:TELE_TO | HOLD | CONF | SCARE | CAUSE_3 | MIND_BLAST | FORGET | S:DARKNESS | BO_NETH D:It is a humanoid form dressed in robes. Power emanates from its chilling D:frame. N:521:Oriental vampire G:V:s I:110:30d30:20:60:10 W:40:3:0:750 E:1:1:1:2:1:1 O:10:45:35:0 B:HIT:HURT:3d6 B:HIT:HURT:3d6 B:BITE:EXP_40:3d6 B:BITE:EXP_40:3d6 F:FORCE_SLEEP | FORCE_MAXHP | F:DROP_4D2 | CAN_FLY | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | REGENERATE | INVISIBLE | PASS_WALL | F:EVIL | UNDEAD | IM_COLD | IM_POIS | HURT_LITE | NO_CONF | NO_SLEEP | RES_TELE | F:BASEANGBAND | NO_CUT S:1_IN_6 | S:TELE_TO | HOLD | CONF | SCARE | CAUSE_3 | MIND_BLAST | FORGET | S:DARKNESS | BO_NETH D:The oriental vampire can transform into a mist at will. N:522:Greater mummy G:z:y I:110:34d10:30:68:255 W:36:3:0:800 E:1:1:1:2:1:1 O:50:50:0:0 B:CLAW:LOSE_CON:3d6 B:CLAW:DISEASE:3d6 B:GAZE:EXP_40:3d4 B:GAZE:TERRIFY:3d4 F:FORCE_SLEEP | FORCE_MAXHP | NO_FEAR | EVIL | UNDEAD |COLD_BLOOD | F:ONLY_ITEM | DROP_1D2 | DROP_2D2 | RES_TELE | F:SMART | TAKE_ITEM | OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_3 | S:HEAL | HASTE | BLIND | SCARE | S_UNDEAD | ANIM_DEAD | S:BA_POIS | BA_NETH | BA_COLD | DRAIN_MANA | S:MIND_BLAST | CAUSE_3 | DARKNESS | FORGET D:Once a powerful ruler, now an even more powerful undead menace. N:523:Bloodletter of Khorne G:U:r I:120:30d8:20:40:30 W:34:1:0:450 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:EXP_20:13d1 B:HIT:EXP_20:13d1 B:HIT:EXP_20:13d1 F:FORCE_MAXHP | OPEN_DOOR | FRIENDS | DROP_60 | REGENERATE | F:ONLY_ITEM | DROP_CHOSEN | NO_FEAR | NONLIVING | F:EVIL | IM_POIS | IM_COLD | IM_FIRE | DEMON | ZANGBAND | HAS_LITE D:Slender, red-skinned demons twisting in nightmarish shapes. D:They are armed with hellblades, which will suck the life from D:your body. N:524:Giant grey scorpion G:S:s I:120:18d20:12:50:40 W:34:4:1200:275 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:1d6 B:STING:POISON:1d4 F:WEIRD_MIND | BASH_DOOR | WILD_TOO | DROP_SKELETON | F:ANIMAL F:MORTAL | BASEANGBAND D:It is a giant grey scorpion. It looks poisonous. N:525:Earth elemental G:E:u I:100:30d10:10:60:90 W:34:2:0:375 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:4d6 B:HIT:HURT:4d6 B:HIT:HURT:4d6 F:FORCE_SLEEP | F:EMPTY_MIND | COLD_BLOOD | F:KILL_ITEM | KILL_BODY | PASS_WALL | POWERFUL | F:IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | HURT_ROCK | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_8 | S:BO_ACID D:It is a towering form composed of rock with fists of awesome power. N:526:Air elemental G:E:B I:120:30d5:12:50:50 W:34:2:0:390 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:1d10 B:HIT:CONFUSE:1d4 B:HIT:HURT:1d10 F:FORCE_SLEEP | RAND_25 | F:EMPTY_MIND | COLD_BLOOD | CAN_FLY | F:KILL_BODY | KILL_ITEM | BASH_DOOR | POWERFUL | F:IM_ACID | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_8 | S:BO_ELEC D:It is a towering tornado of winds. N:527:Shimmering mold G:m:b I:110:32d8:2:24:70 W:27:1:0:140 B:SPORE:ELEC:5d4 B:SPORE:ELEC:5d4 F:NEVER_MOVE | F:STUPID | EMPTY_MIND | F:IM_ELEC | IM_POIS | CAN_SWIM | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is a strange growth on the dungeon floor, glowing and crackling with sparks. N:528:Gargoyle G:u:s I:110:18d12:10:50:15 W:34:2:3000:110 E:1:1:1:2:1:1 O:0:0:0:0 B:CLAW:HURT:2d6 B:CLAW:HURT:2d6 B:BITE:HURT:1d6 F:DROP_60 | ONLY_GOLD | EVIL | DEMON | FRIENDS | HURT_LITE | F:WILD_TOO | WILD_MOUNTAIN | WILD_WASTE | F:IM_POIS | IM_FIRE | IM_COLD | IM_ELEC | HURT_ROCK | NONLIVING | F:BASEANGBAND | NO_CUT S:1_IN_12 S:BR_ELEC | BR_FIRE D:A weird demon creature with a stone-like skin. N:529:Malicious leprechaun G:h:v I:120:4d5:8:13:8 W:35:4:1200:85 E:1:1:1:2:1:1 O:0:0:0:0 B:TOUCH:EAT_GOLD B:TOUCH:EAT_ITEM F:INVISIBLE | RAND_25 | TAKE_ITEM | COLD_BLOOD | F:HURT_LITE | EVIL | OPEN_DOOR | MALE | F:MORTAL | BASEANGBAND S:MULTIPLY | S:1_IN_6 | S:BLINK | TPORT | TELE_TO | CAUSE_1 D:This little creature has a fiendish gleam in its eyes. N:530:Eog golem G:g:u I:100:100d20:12:125:10 W:34:4:12000:1200 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:8d6 B:HIT:HURT:8d6 B:HIT:HURT:6d6 B:HIT:HURT:6d6 F:ONLY_GOLD | DROP_2D2 | F:EMPTY_MIND | COLD_BLOOD | BASH_DOOR | REFLECTING | F:IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | NONLIVING | BASEANGBAND | NO_CUT D:It is a massive deep brown statue, striding towards you with an D:all-too-familiar purpose. Your magic surprisingly feels much less D:powerful now. N:531:Little Boy G:{:D I:120:12d12:10:80:12 W:35:2:0:200 E:0:0:0:0:0:0 O:0:0:0:0 B:EXPLODE:SHATTER:100d2 F:FORCE_SLEEP | FORCE_MAXHP | UNIQUE | REFLECTING | F:EMPTY_MIND | COLD_BLOOD | BASH_DOOR | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS F:NO_FEAR | NO_CONF | NO_SLEEP | NONLIVING | RES_TELE | JOKEANGBAND | NO_CUT D:A shining machine of death and destruction. N:532:Dagashi G:p:u I:120:13d25:20:70:10 W:35:4:1600:500 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:POISON:3d4 B:HIT:LOSE_STR:3d4 B:HIT:LOSE_STR:3d4 B:HIT:POISON:3d4 F:MALE | F:DROP_1D2 | F:OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | NO_CONF | NO_SLEEP | F:MORTAL | BASEANGBAND | HAS_LITE D:A human warrior, moving with lightning speed. N:533:Headless ghost G:G:u I:120:20d25:20:30:10 W:35:3:0:550 E:0:0:0:0:0:0 O:35:25:25:0 B:TOUCH:TERRIFY B:TOUCH:EXP_40 B:CLAW:LOSE_INT:5d5 B:CLAW:LOSE_WIS:5d5 F:FORCE_SLEEP | RAND_25 | F:ONLY_ITEM | DROP_90 | DROP_2D2 | CAN_FLY | F:COLD_BLOOD | TAKE_ITEM | PASS_WALL | F:EVIL | UNDEAD | IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_15 | S:BLIND | DRAIN_MANA | SCARE | BO_COLD | FORGET D:A phantasmal apparition with no head. N:534:Dread G:G:o I:120:25d20:20:30:10 W:35:2:0:600 E:0:0:0:0:0:0 O:0:50:50:0 B:HIT:HURT:6d6 B:HIT:HURT:6d6 B:HIT:LOSE_STR:3d4 F:FORCE_SLEEP | RAND_25 | F:ONLY_ITEM | DROP_60 | DROP_2D2 | F:TAKE_ITEM | INVISIBLE | COLD_BLOOD | PASS_WALL | F:EVIL | UNDEAD | IM_COLD | IM_POIS | CAN_FLY | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_15 | S:BLIND | HOLD | CONF | DRAIN_MANA | BO_NETH D:It is a form that screams its presence against the eye. Death incarnate, D:its hideous black body seems to struggle against reality as the universe D:itself struggles to banish it. N:535:Leng spider G:S:v I:120:16d20:12:50:40 W:35:4:600:250 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:POISON:1d6 B:STING:POISON:1d6 F:WEIRD_MIND | BASH_DOOR | FRIENDS | ELDRITCH_HORROR | DROP_CORPSE | F:ANIMAL | SPIDER | CTHANGBAND D:Bloated purple spiders with long, bristly legs. N:536:Gauth G:e:s I:110:15d20:20:50:20 W:36:2:1600:600 E:0:0:0:0:0:0 O:0:0:0:0 B:GAZE:UN_BONUS:5d2 B:GAZE:UN_BONUS:5d2 B:GAZE:UN_POWER:5d2 B:GAZE:UN_POWER:5d2 F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | DROP_CORPSE | F:BASH_DOOR | EVIL | BASEANGBAND | MORTAL S:1_IN_5 | S:CAUSE_2 | TELE_AWAY | BA_COLD | BO_ELEC | HOLD | DRAIN_MANA D:Another lesser relative of the beholder, this six-eyed creature feeds on magic. N:537:Smoke elemental G:E:R I:120:15d10:10:80:90 W:36:3:0:375 E:0:0:0:0:0:0 O:0:0:0:0 B:ENGULF:HURT:2d6 B:ENGULF:HURT:2d6 F:FORCE_SLEEP | F:EMPTY_MIND | F:KILL_ITEM | KILL_BODY | BASH_DOOR | POWERFUL | F:IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | CAN_FLY | BASEANGBAND | NO_CUT S:1_IN_5 | S:DARKNESS | BO_FIRE D:It is a towering blackened form, crackling with heat. N:538:Olog G:T:y I:110:42d10:20:50:50 W:36:1:6000:450 E:1:1:1:2:1:1 O:10:90:0:0 B:HIT:HURT:1d12 B:HIT:HURT:1d12 B:BITE:HURT:2d3 B:BITE:HURT:2d3 F:FORCE_MAXHP | OPEN_DOOR | FRIENDS | DROP_60 | REGENERATE | F:SMART | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | TROLL | IM_POIS | BASEANGBAND D:It is a massive troll, more intelligent than most of its kind, with needle- D:sharp fangs. N:539:Halfling slinger G:h:U I:110:30d9:20:40:30 W:35:1:900:330 E:1:1:1:2:1:1 O:100:0:0:0 B:HIT:HURT:2d6 B:HIT:HURT:2d6 F:FORCE_MAXHP | OPEN_DOOR | FRIENDS | DROP_90 | F:SMART | EVIL | IM_POIS | IM_COLD | MALE | DROP_SKELETON | DROP_CORPSE F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_3 S:ARROW_4 D:A rebel halfling who has rejected the halfling tradition of archery. N:540:Gravity hound G:Z:W I:110:35d10:30:30:0 W:35:2:700:500 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:2d8 B:CLAW:HURT:2d8 B:BITE:HURT:2d8 B:BITE:HURT:2d8 F:FORCE_SLEEP | FRIENDS | DROP_SKELETON | DROP_CORPSE | F:BASH_DOOR | F:ANIMAL | NO_CONF | NO_SLEEP | F:MORTAL | BASEANGBAND S:1_IN_5 | S:BR_GRAV D:Unfettered by the usual constraints of gravity, these unnatural creatures D:are walking on the walls and even the ceiling! The earth suddenly feels D:rather less solid as you see gravity warp all around these monsters. N:541:Acidic cytoplasm G:j:s I:120:40d10:12:18:1 W:35:5:3000:180 E:0:0:0:0:0:0 O:50:0:50:0 B:TOUCH:ACID:1d10 B:TOUCH:ACID:1d10 B:TOUCH:ACID:1d10 B:TOUCH:ACID:1d10 F:FORCE_MAXHP | TAKE_ITEM | COLD_BLOOD | F:DROP_1D2 | DROP_4D2 | CAN_SWIM | F:STUPID | EMPTY_MIND | OPEN_DOOR | BASH_DOOR | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_FEAR | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT D:A disgusting animated blob of destruction. Flee its gruesome hunger! N:542:Inertia hound G:Z:W I:110:35d10:30:30:0 W:35:2:700:500 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:2d8 B:CLAW:HURT:2d8 B:BITE:HURT:2d8 B:BITE:HURT:2d8 F:FORCE_SLEEP | FRIENDS | DROP_SKELETON | DROP_CORPSE | F:BASH_DOOR | F:ANIMAL | NO_CONF | NO_SLEEP | F:MORTAL | BASEANGBAND S:1_IN_5 | S:BR_INER D:Bizarrely, this hound seems to be hardly moving at all, yet it approaches D:you with deadly menace. It makes you tired just to look at it. N:543:Impact hound G:Z:u I:110:35d10:30:30:0 W:35:2:700:500 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:2d8 B:CLAW:HURT:2d8 B:BITE:HURT:2d8 B:BITE:HURT:2d8 F:FORCE_SLEEP | F:FRIENDS | F:BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:ANIMAL | NO_CONF | NO_SLEEP F:MORTAL | BASEANGBAND S:1_IN_5 | S:BR_WALL D:A deep brown shape is visible before you, its canine form striking you with D:an almost physical force. The dungeon floor buckles as if struck by a D:powerful blow as it stalks towards you. N:544:Shardstorm G:v:u I:120:32d10:40:12:0 W:37:1:0:800 E:0:0:0:0:0:0 O:0:0:0:0 B:ENGULF:HURT:6d6 F:FORCE_SLEEP | RAND_50 | NONLIVING | CAN_FLY | F:EMPTY_MIND | BASH_DOOR | POWERFUL | F:NO_FEAR | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_4 | S:BR_SHAR D:A howling blast of razor-sharp mountain fragments, kept intact by perilous D:magics. N:545:Ooze elemental G:E:g I:110:13d10:10:80:90 W:36:3:0:300 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:ACID:1d10 B:TOUCH:ACID:1d10 B:TOUCH:ACID:1d10 F:FORCE_SLEEP | F:EMPTY_MIND | COLD_BLOOD | WILD_TOO | WILD_SHORE | WILD_SWAMP | F:KILL_ITEM | KILL_BODY | BASH_DOOR | POWERFUL | F:IM_ACID | IM_FIRE | CAN_SWIM | IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_5 | S:BO_ACID | BA_ACID D:It is a towering mass of filth, an eyesore of ooze. N:546:Young black dragon G:d:s I:110:30d10:20:60:70 W:31:1:20000:700 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d6 B:CLAW:HURT:2d6 B:BITE:HURT:2d8 F:FORCE_SLEEP | FORCE_MAXHP | WILD_TOO | WILD_SWAMP | F:DROP_3D2 | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | CAN_FLY | F:EVIL | DRAGON | IM_ACID | BASEANGBAND | ATTR_MULTI S:1_IN_10 | S:SCARE | S:BR_ACID D:It has a form out of legend. Its still-tender scales are a D:darkest black hue. Acid drips from its body. N:547:Mumak G:q:s I:110:90d10:20:55:100 W:35:3:150000:2100 E:0:1:0:2:1:0 O:0:0:0:0 B:BUTT:HURT:8d6 B:BUTT:HURT:8d6 B:CRUSH:HURT:8d4 F:BASH_DOOR | DROP_CORPSE | F:ANIMAL | MORTAL | BASEANGBAND D:A massive elephantine form with eyes twisted by madness. N:548:Giant fire ant G:a:R I:110:20d10:14:49:40 W:35:1:700:350 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:FIRE:3d12 B:BITE:FIRE:3d12 F:FORCE_MAXHP | KILL_BODY | FRIENDS | DROP_SKELETON F:WEIRD_MIND | BASH_DOOR | SUSCEP_COLD | F:ANIMAL | IM_FIRE F:MORTAL | BASEANGBAND D:A giant ant covered in shaggy fur. Its powerful jaws glow with heat. N:549:Mature white dragon G:d:w I:110:40d10:20:70:70 W:34:1:110000:1200 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d8 B:CLAW:HURT:2d8 B:BITE:HURT:4d8 F:FORCE_SLEEP | FORCE_MAXHP | DROP_4D2 | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | CAN_FLY | WILD_TOO | WILD_WASTE | WILD_MOUNTAIN | F:EVIL | DRAGON | IM_COLD | NO_CONF | NO_SLEEP | SUSCEP_FIRE | BASEANGBAND | F:HAS_LITE | ATTR_MULTI S:1_IN_9 | S:SCARE | S:BR_COLD D:A large dragon, scales gleaming bright white. N:550:Xorn G:X:u I:110:16d10:20:80:10 W:36:2:30000:650 E:0:0:0:3:0:0 O:0:0:0:0 B:HIT:HURT:1d6 B:HIT:HURT:1d6 B:HIT:HURT:1d6 B:HIT:HURT:1d6 F:FORCE_MAXHP | F:EMPTY_MIND | COLD_BLOOD | F:KILL_ITEM | PASS_WALL | F:IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:HURT_ROCK | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT D:A huge creature of the element Earth. Able to merge with its element, it D:has four huge arms protruding from its enormous torso. N:551:Rogrog the Black Troll G:T:D I:120:15d100:20:70:50 W:41:5:9000:5000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:6d7 B:HIT:HURT:6d7 B:BITE:HURT:4d10 B:SPIT:ACID:4d8 F:UNIQUE | MALE | F:FORCE_MAXHP | F:ESCORT | MOVE_BODY | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | DROP_CORPSE | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | REGENERATE | F:EVIL | TROLL | IM_COLD | IM_POIS | BASEANGBAND D:A massive and cruel troll of great power, drool slides caustically down D:his muscular frame. Despite his bulk, he strikes with stunning speed. N:552:Mist giant G:#:B I:120:35d10:20:50:50 W:36:2:0:450 E:0:0:0:0:0:0 O:10:90:0:0 B:CRUSH:HURT:4d8 B:CRUSH:HURT:4d8 B:CRUSH:HURT:4d8 B:BITE:EXP_40:3d9 F:FORCE_MAXHP | OPEN_DOOR | DROP_60 | WILD_TOO | WILD_SWAMP | F:SMART | BASH_DOOR | F:EVIL | GIANT | IM_POIS | CAN_FLY | CTHANGBAND | NO_CUT D:"Two eyes, the colour of a thin, yellow wine, were set high in the D:thing's body; though it had no separate head. A mouthing, obscene slit, D:filled with fangs lay just beneath the eyes. It had no nose or ears... D:Four appendages sprang from its upper parts and its lower body D:slithered along the ground, unsupported by any limbs... incredibly D:disgusting to behold and its amorphous body gave off a stench of death D:and decay..." N:553:Phantom G:G:v I:120:20d25:30:30:20 W:36:3:0:400 E:0:0:0:0:0:0 O:0:0:100:0 B:TOUCH:EXP_80 B:TOUCH:EXP_40 B:CLAW:LOSE_INT:1d10 B:CLAW:LOSE_WIS:1d10 F:FORCE_SLEEP | F:ONLY_ITEM | DROP_1D2 | F:INVISIBLE | COLD_BLOOD | PASS_WALL | CAN_FLY | F:EVIL | UNDEAD | IM_COLD | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND F:NO_CUT S:1_IN_5 | S:FORGET | MIND_BLAST D:An unholy creature of darkness, the aura emanating from this evil being D:saps your very soul. N:554:Grey wraith G:W:s I:110:19d10:20:50:10 W:36:1:0:700 E:0:0:0:0:0:0 O:0:50:50:0 B:HIT:HURT:1d10 B:HIT:HURT:1d10 B:TOUCH:EXP_40 F:FORCE_SLEEP | FORCE_MAXHP | F:DROP_60 | DROP_90 | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | UNDEAD | HURT_LITE | IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_7 | S:HOLD | SCARE | CAUSE_3 | DARKNESS D:A tangible but ghostly form, made of grey fog. The air around it feels D:deathly cold. N:555:Revenant G:W:u I:110:2d111:20:50:10 W:36:1:0:725 E:1:1:1:2:1:1 O:0:0:100:0 B:GAZE:PARALYZE B:CLAW:LOSE_CON:1d10 B:CLAW:LOSE_CON:1d10 B:GAZE:EXP_40 F:FORCE_SLEEP | FORCE_MAXHP | REGENERATE | F:DROP_60 | DROP_90 | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | MOVE_BODY | F:EVIL | UNDEAD | HURT_LITE | IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_7 | S:CONF | SCARE | CAUSE_3 | DARKNESS D:Back from the grave, to wreak vengeance upon the living. A skeletal figure D:wearing a black robe, with eyes that burn with undying hatred. N:556:Young multi-hued dragon G:d:v I:110:32d10:20:60:70 W:32:1:20000:900 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d6 B:CLAW:HURT:2d6 B:BITE:HURT:3d8 F:ATTR_MULTI | F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE F:DROP_1D2 | DROP_3D2 | CAN_FLY | F:OPEN_DOOR | BASH_DOOR | F:EVIL | DRAGON | IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | F:IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE S:1_IN_8 | S:SCARE | S:BR_ACID | BR_FIRE | BR_COLD | BR_ELEC | BR_POIS D:It has a form out of legend. Beautiful scales of shimmering D:and magical colours cover it. N:557:Raal's Tome of Destruction G:?:r I:120:50d15:20:150:15 W:36:4:0:1500 E:0:0:0:0:0:0 O:20:0:80:0 F:NEVER_MOVE | NEVER_BLOW | NONLIVING | F:FORCE_SLEEP | DROP_90 | DROP_GOOD | EVIL | COLD_BLOOD | EMPTY_MIND | F:FORCE_MAXHP | NO_CONF | NO_FEAR | NO_SLEEP | CHAR_MULTI | F:IM_ACID | IM_POIS | IM_COLD | IM_ELEC | SUSCEP_FIRE | RES_NETH | RES_TELE | F:ZANGBAND | HAS_LITE | NO_CUT S:1_IN_2 | S:BO_ACID | BR_FIRE | BO_MANA | BR_COLD | BR_POIS | S:BO_WATE | BA_POIS | BR_NETH D:A sentient arcane tome casting spells with malevolent intent. N:558:Colossus G:g:G I:110:30d100:15:150:10 W:36:4:35000:900 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:10d10 B:HIT:HURT:10d10 B:HIT:HURT:6d6 B:HIT:HURT:6d6 F:FORCE_MAXHP | F:EMPTY_MIND | COLD_BLOOD | BASH_DOOR | F:IM_FIRE | IM_COLD | IM_ELEC | F:IM_POIS | NONLIVING | REFLECTING | F:NO_CONF | NO_SLEEP | NO_FEAR F:MORTAL | BASEANGBAND | NO_CUT S:1_IN_8 S:ARROW_4 D:An enormous construct resembling a titan made from stone. It strides D:purposefully towards you, swinging its slow fists with earth-shattering D:power. N:559:Young gold dragon G:d:y I:110:30d10:20:60:70 W:31:1:20000:700 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d6 B:CLAW:HURT:2d6 B:BITE:HURT:2d8 F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:DROP_3D2 | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | WILD_TOO | WILD_MOUNTAIN | F:EVIL | DRAGON | BASEANGBAND | NO_STUN | HAS_LITE | ATTR_MULTI S:1_IN_10 | S:SCARE | S:BR_SOUN D:It has a form out of legend. Its still-tender scales are a D:tarnished gold hue, and light is reflected from its form. N:560:Mature blue dragon G:d:b I:110:40d10:20:70:70 W:34:1:110000:1200 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d8 B:CLAW:HURT:2d8 B:BITE:HURT:4d8 F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:DROP_4D2 | DROP_CORPSE F:BASH_DOOR | WILD_TOO | WILD_MOUNTAIN | WILD_WOOD | F:EVIL | DRAGON | IM_ELEC | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE F:ATTR_MULTI S:1_IN_9 | S:SCARE | S:BR_ELEC D:A large dragon, scales tinted deep blue. N:561:Mature green dragon G:d:g I:110:40d10:20:70:70 W:34:1:110000:1200 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d8 B:CLAW:HURT:2d8 B:BITE:HURT:4d8 F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:DROP_4D2 | DROP_CORPSE | F:BASH_DOOR | WILD_TOO | WILD_MOUNTAIN | WILD_WOOD | F:EVIL | DRAGON | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE F:ATTR_MULTI S:1_IN_9 | S:SCARE | S:BR_POIS D:A large dragon, scales tinted deep green. N:562:Mature bronze dragon G:d:U I:110:40d10:20:70:70 W:34:1:110000:1200 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d8 B:CLAW:HURT:2d8 B:BITE:HURT:4d8 F:FORCE_SLEEP | FORCE_MAXHP | WILD_TOO | WILD_MOUNTAIN | F:DROP_4D2 | CAN_FLY | F:BASH_DOOR | DROP_CORPSE | F:EVIL | DRAGON | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE | ATTR_MULTI S:1_IN_9 | S:CONF | SCARE | S:BR_CONF D:A large dragon with scales of rich bronze. N:563:Young red dragon G:d:r I:110:30d10:20:60:70 W:31:1:20000:700 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d6 B:CLAW:HURT:2d6 B:BITE:HURT:2d8 F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | SUSCEP_COLD | F:DROP_3D2 | WILD_TOO | WILD_MOUNTAIN | WILD_VOLCANO | F:OPEN_DOOR | BASH_DOOR | DROP_CORPSE F:EVIL | DRAGON | IM_FIRE | BASEANGBAND | HAS_LITE | ATTR_MULTI S:1_IN_10 | S:SCARE | S:BR_FIRE D:It has a form out of legend. Its still-tender scales are a D:deepest red hue. Heat radiates from its form. N:564:Nightblade G:h:D I:120:19d13:20:60:10 W:36:2:1600:315 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:POISON:3d4 B:HIT:POISON:3d4 B:HIT:LOSE_CON:3d4 F:MALE | F:DROP_1D2 | FRIENDS | INVISIBLE | DROP_SKELETON | DROP_CORPSE F:OPEN_DOOR | BASH_DOOR | HURT_LITE | F:EVIL | NO_CONF | NO_SLEEP | ZANGBAND D:A dark elven assassin, so stealthy that he is almost impossible to see. N:565:Trapper G:.:w I:120:60d10:30:75:10 W:36:3:1300:580 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:3d8 B:HIT:HURT:3d8 B:HIT:PARALYZE:15d1 B:HIT:PARALYZE:15d1 F:CHAR_CLEAR | ATTR_CLEAR | CHAR_MULTI | F:NEVER_MOVE | FORCE_MAXHP | F:INVISIBLE | EMPTY_MIND | COLD_BLOOD | F:NO_CONF | NO_SLEEP | NO_FEAR | F:MORTAL | BASEANGBAND D:This creature traps unsuspecting victims D:and paralyzes them, to be slowly digested later. N:566:Bodak G:u:r I:110:35d10:10:68:90 W:36:2:0:750 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:FIRE:4d6 B:HIT:FIRE:4d6 B:GAZE:EXP_20 F:FORCE_SLEEP | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | AURA_FIRE | NONLIVING | F:EVIL | DEMON | IM_FIRE | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND F:HAS_LITE S:1_IN_4 | S:BO_FIRE | BA_FIRE | S:S_DEMON D:It is a humanoid form composed of flames and hatred. N:567:Time bomb G:.:w I:130:12d12:30:40:0 W:36:5:0:50 E:0:0:0:0:0:0 O:0:0:0:0 B:EXPLODE:TIME:30d2 F:CHAR_CLEAR | ATTR_CLEAR | CHAR_MULTI | F:NEVER_MOVE | FORCE_MAXHP | F:EMPTY_MIND | INVISIBLE | COLD_BLOOD | F:NO_CONF | NO_SLEEP | NO_FEAR | JOKEANGBAND | NO_CUT D:It was left here to be used against intruders. N:568:Mezzodaemon G:u:o I:110:40d10:10:68:90 W:36:2:0:750 E:1:1:1:0:1:1 O:0:0:0:0 B:CLAW:HURT:5d6 B:CLAW:HURT:5d6 F:FORCE_SLEEP | PASS_WALL | INVISIBLE | F:IM_POIS | IM_COLD | IM_ACID | IM_FIRE | F:NO_SLEEP | NO_CONF | NO_STUN | NONLIVING | F:EVIL | DEMON | BASEANGBAND S:1_IN_4 | S:BLINK | DARKNESS | S_DEMON D:An ugly demon with insect-like extremities and large bulbous eyes. N:569:Elder thing G:u:G I:110:35d10:10:70:50 W:36:3:0:800 E:0:0:0:0:0:0 O:0:0:0:0 B:CRUSH:HURT:4d6 B:CRUSH:HURT:4d6 B:CRUSH:HURT:4d6 B:TOUCH:LOSE_WIS F:FORCE_SLEEP | OPEN_DOOR | BASH_DOOR | ELDRITCH_HORROR | NONLIVING | F:EVIL | DEMON | IM_POIS | IM_ACID | NO_CONF | NO_SLEEP | RES_TELE | F:CAN_SWIM | CTHANGBAND S:1_IN_4 | S:SCARE | TELE_AWAY | BA_NUKE | CAUSE_4 | BA_POIS | S:CONF | S_DEMON | S_UNDEAD D:"...some ridged barrel-shaped objects with thin D:horizontal arms radiating spoke-like from a central ring and with D:vertical knobs or bulbs projecting from the head and base of the D:barrel. Each of these knobs was the hub of a system of five long, D:flat, triangularly tapering arms arranged around it like the arms D:of a starfish." N:570:Ice elemental G:E:w I:110:35d10:10:60:90 W:37:3:0:650 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:COLD:4d3 B:HIT:HURT:4d6 B:TOUCH:COLD:4d3 F:FORCE_SLEEP | F:EMPTY_MIND | COLD_BLOOD | AURA_COLD | F:KILL_ITEM | KILL_BODY | BASH_DOOR | POWERFUL | F:IM_COLD | IM_ELEC | CAN_SWIM | IM_POIS | IM_ACID | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_5 | S:BO_ICEE | BA_COLD D:It is a towering glacier of ice. N:571:Necromancer G:p:R I:110:28d10:20:50:10 W:36:2:1600:666 E:1:1:1:2:1:1 O:10:0:90:0 B:HIT:HURT:2d6 B:HIT:HURT:2d6 F:MALE | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_1D2 | DROP_SKELETON F:SMART | OPEN_DOOR | BASH_DOOR | F:EVIL F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_3 | S:HASTE | TPORT | TELE_TO | BLIND | HOLD | SCARE | CAUSE_3 | S:BO_NETH | MIND_BLAST | FORGET | S:S_UNDEAD | ANIM_DEAD D:A gaunt figure, clothed in black robes. N:572:The Greater hell magic mushroom were-quylthulg G:Q:s I:120:19d99:50:80:50 W:36:3:0:2500 E:0:0:0:0:0:0 O:0:50:50:0 B:GAZE:EXP_40:4d8 B:GAZE:EXP_40:4d8 B:CRUSH:ACID:8d8 B:CRUSH:ACID:8d8 F:FORCE_MAXHP | FORCE_SLEEP | UNIQUE | NO_STUN | NO_CONF | F:NO_SLEEP| EVIL | IM_ACID | IM_ELEC | IM_FIRE | IM_POIS | F:IM_COLD | RES_NETH | RES_WATE | RES_PLAS | RES_DISE | SMART | F:RES_NEXU | NONLIVING | RES_TELE | KILL_WALL | ELDRITCH_HORROR | F:BASH_DOOR | DEMON | COLD_BLOOD | ANIMAL | CAN_SWIM | F:DROP_GOOD | DROP_GREAT | ONLY_ITEM | DROP_2D2 | JOKEANGBAND | NO_CUT S:1_IN_3 | S:BLINK | SLOW | SCARE | DARKNESS | HEAL | ANIM_DEAD S:TPORT | TELE_AWAY | HASTE | S_MONSTER | DRAIN_MANA | S:S_UNDEAD | S_DEMON | S_DRAGON | S_KIN D:This unholy abomination will crush you too. Flee while you can! N:573:Lorgan, Chief of the Easterlings G:p:v I:120:18d100:25:100:10 W:36:2:0:1200 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:6d6 B:HIT:HURT:6d6 B:HIT:HURT:3d8 B:HIT:HURT:3d8 F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | F:EVIL | IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:BASEANGBAND | HAS_LITE S:1_IN_4 | S:TELE_TO | S_MONSTERS D:A mighty warrior from the east, Lorgan hates everything that he cannot D:control. N:574:Chaos spawn G:e:s I:110:21d21:20:50:20 W:38:2:1900:700 E:0:0:0:0:0:0 O:0:0:0:0 B:GAZE:HURT:10d10 B:GAZE:UN_BONUS:5d2 B:GAZE:EXP_40:5d2 B:GAZE:PARALYZE:5d2 F:FORCE_MAXHP | BASH_DOOR | EVIL | CAN_FLY | ZANGBAND D:It has two eyestalks and a large central eye. Its gaze can kill. N:575:Mummified troll G:z:w I:110:25d10:20:50:50 W:34:1:5000:420 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:4d6 B:HIT:HURT:4d6 F:FORCE_MAXHP | F:DROP_60 | F:EMPTY_MIND | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | REGENERATE | F:EVIL | TROLL | UNDEAD | IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is a massive figure clothed in wrappings. You are wary of its massive D:fists. N:576:Storm of Unmagic G:v:v I:130:32d20:50:40:0 W:53:3:0:4000 B:ENGULF:EXP_80:5d5 B:ENGULF:UN_POWER:5d5 B:ENGULF:UN_BONUS:5d5 B:HIT:LOSE_ALL:5d5 F:ATTR_MULTI | F:FORCE_SLEEP | FORCE_MAXHP | F:RAND_50 | RAND_25 | NONLIVING | CAN_FLY | F:EMPTY_MIND | BASH_DOOR | POWERFUL | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_6 | S:BR_TIME | BR_DISE D:Howling through the disintegrating dungeon, this awesome whirlpool of Unmagic D:rips the enchantments from everything it touches. N:577:Crypt thing G:L:G I:120:80d10:20:60:60 W:37:2:0:2500 E:1:1:1:2:1:1 O:50:50:0:0 B:TOUCH:EXP_40 B:TOUCH:UN_POWER B:TOUCH:LOSE_DEX:2d10 B:TOUCH:LOSE_DEX:2d10 F:FORCE_SLEEP | FORCE_MAXHP | DROP_1D2 | RES_TELE | F:SMART | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | UNDEAD | IM_COLD | IM_POIS | HURT_LITE | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_3 | S:BLINK | TELE_TO | TELE_AWAY | TELE_LEVEL | S:CAUSE_3 | DRAIN_MANA | BRAIN_SMASH D:It is a skeletal form dressed in robes. It looks evil and devious... N:578:Chaos butterfly G:I:G I:120:60d10:40:60:10 W:37:2:0:1000 E:1:1:1:2:1:1 O:0:0:0:0 B:CLAW:HURT:3d7 B:CLAW:HURT:3d7 B:CRUSH:HURT:10d5 F:FORCE_SLEEP | F:CAN_FLY | F:WEIRD_MIND | BASH_DOOR | ATTR_MULTI | ATTR_ANY | F:NO_CONF | NO_SLEEP | MORTAL | ZANGBAND S:1_IN_9 S:BR_CONF | BR_CHAO D:With fractal patterns on its wings, it is clearly one of those butterflies D:that mathematicians keep talking about - the ones that flap their wings on the D:other side of the world to cause storms here. Now's your chance to stop it... N:579:Time elemental G:E:G I:120:35d10:90:70:10 W:39:2:0:1000 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:TIME:3d4 B:TOUCH:TIME:3d4 F:PASS_WALL | IM_POIS | IM_FIRE | IM_ELEC | IM_FIRE | IM_ACID | CAN_FLY | F:NO_CONF | NO_SLEEP | EMPTY_MIND | KILL_ITEM | RAND_50 | F:ZANGBAND | NO_CUT S:1_IN_7 S:SLOW | BR_TIME | D:You have not seen it yet. N:580:Flying polyp G:~:R I:120:35d10:90:70:10 W:37:2:0:1000 E:3:0:3:6:1:0 O:0:0:0:0 B:CRUSH:PARALYZE:8d4 B:CRUSH:PARALYZE:8d4 B:CRUSH:PARALYZE:8d4 F:PASS_WALL | INVISIBLE | FORCE_MAXHP | RES_DISE | F:IM_POIS | IM_COLD | IM_ACID | ELDRITCH_HORROR | F:NO_CONF | NO_SLEEP | EVIL | CAN_FLY | CTHANGBAND |NO_CUT S:1_IN_7 S:BR_WALL | D:"They were only partly material and had the power of aerial motion, D:despite the absence of wings... Suggestions of monstrous plasticity D:and of temporary lapses of visibility..." N:581:The Queen Ant G:a:v I:120:15d100:30:100:10 W:37:2:2000:1000 E:0:1:0:2:1:0 O:50:50:0:0 B:BITE:HURT:2d12 B:BITE:HURT:2d12 B:BITE:HURT:2d8 B:BITE:HURT:2d8 F:UNIQUE | FEMALE | GOOD | DROP_CORPSE F:FORCE_SLEEP | FORCE_MAXHP | F:ESCORT | ESCORTS | CAN_FLY | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | F:WEIRD_MIND | OPEN_DOOR | BASH_DOOR | F:ANIMAL | F:MORTAL | BASEANGBAND S:1_IN_2 | S:S_KIN D:She's upset because you hurt her children. N:582:Will o' the wisp G:E:W I:130:20d10:30:150:0 W:38:4:0:500 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:1d9 B:HIT:HURT:1d9 B:HIT:HALLU:1d9 B:HIT:HALLU:1d9 F:FORCE_SLEEP | FORCE_MAXHP | RAND_50 | F:SMART | EMPTY_MIND | INVISIBLE | F:PASS_WALL | POWERFUL | CAN_FLY | WILD_TOO | WILD_SWAMP | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | NONLIVING | BASEANGBAND | HAS_LITE | NO_CUT S:1_IN_2 | S:BLINK | TPORT | CONF | CAUSE_2 D:A strange ball of glowing light. It disappears and reappears and seems to D:draw you to it. You seem somehow compelled to stand still and watch its D:strange dancing motion. N:583:Shan G:I:B I:120:20d8:20:120:20 W:37:4:0:250 E:0:0:0:0:0:0 O:0:0:0:0 F:IM_POIS | IM_COLD | COLD_BLOOD | ANIMAL | EVIL | F:NO_SLEEP | NO_CONF | CAN_FLY | NEVER_BLOW | CTHANGBAND | S:1_IN_2 S:CONF | HOLD | DRAIN_MANA | FORGET | MIND_BLAST | SHRIEK D:"Those huge lidless eyes which stared with hate at me, the jointed D:tendrils which seemed to twist from the head in cosmic rhythms, D:the ten legs, covered with black shining tentacles and folded into D:the pallid underbelly, and the semi-circular ridged wings covered D:with triangular scales -- all this cannot convey the soul-ripping D:horror of the shape which darted at me. I saw the three mouths D:of the thing move moistly, and then it was upon me." N:584:Magma elemental G:E:o I:110:35d10:10:70:90 W:37:3:0:950 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:FIRE:3d7 B:HIT:HURT:4d6 B:HIT:FIRE:3d7 F:FORCE_SLEEP | F:EMPTY_MIND | AURA_FIRE | WILD_TOO | WILD_VOLCANO | F:KILL_ITEM | KILL_BODY | PASS_WALL | POWERFUL | F:IM_FIRE | IM_ELEC | IM_ACID | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | HAS_LITE | NO_CUT S:1_IN_7 | S:BO_PLAS | BA_FIRE D:It is a towering glowing form of molten rock. N:585:Black pudding G:j:D I:110:40d10:12:18:1 W:37:5:300:50 E:0:0:0:0:0:0 O:90:0:0:0 B:TOUCH:ACID:1d10 B:TOUCH:ACID:1d10 B:TOUCH:ACID:1d10 B:TOUCH:ACID:1d10 F:FORCE_MAXHP | F:FRIENDS | F:DROP_60 | DROP_90 | DROP_1D2 | F:STUPID | EMPTY_MIND | COLD_BLOOD | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | CAN_SWIM | BASEANGBAND | NO_CUT D:A lump of rotting black flesh that slurrrrrrrps across the dungeon floor. N:586:Killer iridescent beetle G:K:v I:110:25d15:16:60:30 W:37:2:600:850 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:ELEC:1d12 B:CLAW:ELEC:1d12 B:GAZE:PARALYZE F:ATTR_MULTI | FORCE_MAXHP | F:WEIRD_MIND | BASH_DOOR | AURA_ELEC | DROP_CORPSE | F:ANIMAL | IM_ELEC | CAN_FLY | F:MORTAL | BASEANGBAND | HAS_LITE D:It is a giant beetle, whose carapace shimmers with vibrant energies. N:587:Nexus vortex G:v:v I:120:32d10:100:40:0 W:37:1:0:800 E:0:0:0:0:0:0 O:0:0:0:0 B:ENGULF:HURT:5d5 F:FORCE_SLEEP | F:RAND_50 | RAND_25 | RES_NEXU | CAN_FLY | F:EMPTY_MIND | BASH_DOOR | POWERFUL | RES_TELE | F:NO_CONF | NO_SLEEP | NO_FEAR | NONLIVING | BASEANGBAND | HAS_LITE | NO_CUT S:1_IN_6 | S:BR_NEXU D:A maelstrom of potent magical energy. N:588:Plasma vortex G:v:R I:120:32d10:100:40:0 W:37:1:0:800 E:0:0:0:0:0:0 O:0:0:0:0 B:ENGULF:FIRE:4d8 B:ENGULF:ELEC:4d8 F:FORCE_SLEEP | SUSCEP_COLD | F:RAND_50 | RAND_25 | RES_PLAS | AURA_FIRE | AURA_ELEC | F:EMPTY_MIND | BASH_DOOR | POWERFUL | F:IM_FIRE | CAN_FLY | F:NO_CONF | NO_SLEEP | NO_FEAR | NONLIVING | BASEANGBAND | HAS_LITE | NO_CUT S:1_IN_6 | S:BR_PLAS D:A whirlpool of intense flame, charring the stones at your feet. N:589:Mature red dragon G:d:r I:110:50d10:20:80:70 W:36:1:110000:1500 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d10 B:CLAW:HURT:2d10 B:BITE:HURT:4d10 F:FORCE_SLEEP | FORCE_MAXHP | WILD_TOO | WILD_MOUNTAIN | WILD_VOLCANO | F:DROP_1D2 | DROP_4D2 | CAN_FLY | DROP_CORPSE | SUSCEP_COLD | F:BASH_DOOR | F:EVIL | DRAGON | IM_FIRE | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE F:ATTR_MULTI S:1_IN_9 | S:CONF | SCARE | S:BR_FIRE D:A large dragon, scales tinted deep red. N:590:Mature gold dragon G:d:y I:110:50d10:20:80:70 W:36:1:110000:1500 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d10 B:CLAW:HURT:2d10 B:BITE:HURT:4d10 F:FORCE_SLEEP | FORCE_MAXHP | WILD_TOO | WILD_MOUNTAIN | F:DROP_1D2 | DROP_4D2 | CAN_FLY | DROP_CORPSE | F:BASH_DOOR | F:EVIL | DRAGON | NO_STUN | NO_SLEEP | BASEANGBAND | HAS_LITE | ATTR_MULTI S:1_IN_9 | S:CONF | SCARE | S:BR_SOUN D:A large dragon with scales of gleaming gold. N:591:Crystal drake G:d:u I:110:45d10:20:70:70 W:33:3:18000:1350 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d4 B:CLAW:HURT:2d4 B:BITE:HURT:3d6 F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE | F:ONLY_ITEM | DROP_3D2 | REFLECTING | F:OPEN_DOOR | BASH_DOOR | CAN_FLY | F:EVIL | DRAGON | IM_COLD | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE | NO_CUT F:ATTR_MULTI S:1_IN_6 | S:SLOW | CONF | SCARE | S:BR_SHAR D:A dragon of strange crystalline form. Light shines through it, dazzling D:your eyes with spectrums of colour. N:592:Mature black dragon G:d:s I:110:50d10:20:80:70 W:36:1:110000:1500 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d10 B:CLAW:HURT:2d10 B:BITE:HURT:4d10 F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | DROP_CORPSE | F:DROP_1D2 | DROP_4D2 | WILD_TOO | WILD_SWAMP | WILD_MOUNTAIN | F:BASH_DOOR | F:EVIL | DRAGON | IM_ACID | NO_CONF | NO_SLEEP | BASEANGBAND | ATTR_MULTI S:1_IN_9 | S:SCARE | S:BR_ACID D:A large dragon, with scales of deepest black. N:593:Mature multi-hued dragon G:d:v I:110:60d10:20:80:70 W:38:1:110000:1800 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d12 B:CLAW:HURT:2d12 B:BITE:HURT:4d12 F:ATTR_MULTI | F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:DROP_2D2 | DROP_4D2 | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | DRAGON | IM_ACID | IM_FIRE | IM_COLD | F:IM_ELEC | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE S:1_IN_7 | S:BLIND | CONF | SCARE | S:BR_ACID | BR_FIRE | BR_COLD | BR_ELEC | BR_POIS D:A large dragon, scales shimmering many colours. N:594:Sky whale G:~:G I:110:80d10:20:75:30 W:38:6:4000:1750 E:0:0:0:0:1:0 O:50:50:0:0 B:CRUSH:HURT:20d2 B:CRUSH:HURT:20d2 B:CRUSH:HURT:20d2 F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:DROP_60 | DROP_90 | DROP_2D2 | DROP_CORPSE | F:BASH_DOOR | SMART | GOOD | F:NO_CONF | NO_SLEEP | RES_NEXU | RES_TELE | RES_DISE F:MORTAL | ZANGBAND S:1_IN_9 | S:BRAIN_SMASH | CONF | SCARE | FORGET | TELE_TO | TELE_AWAY | SHRIEK D:A vastly intelligent whale-like being from the stars. N:595:Draebor, the Imp G:u:v I:120:19d99:12:80:50 W:38:3:3000:3250 E:0:1:1:0:1:0 O:30:20:50:0 B:CLAW:POISON:8d4 B:CLAW:POISON:8d4 B:BITE:HURT:8d8 B:INSULT:* F:ESCORT F:DROP_60 | DROP_90 | DROP_1D2 | DROP_GOOD | ONLY_ITEM | DROP_CORPSE | F:CAN_SWIM | BASH_DOOR | RES_TELE | CAN_SPEAK | F:EVIL | DEMON | IM_FIRE | IM_COLD | IM_POIS | RES_WATE | F:UNIQUE | MALE | FORCE_SLEEP | FORCE_MAXHP | POWERFUL | F:NO_SLEEP | BASEANGBAND | HAS_LITE S:1_IN_5 | S:S_KIN | BLINK | TPORT | TELE_TO | TELE_AWAY | TELE_LEVEL | BLIND | S:CONF | SCARE D:An intensely irritating git of a monster. N:596:Mother Hydra G:u:v I:120:25d99:12:80:50 W:40:3:30000:3250 E:0:1:0:2:2:0 O:0:50:50:0 B:CLAW:POISON:8d4 B:CLAW:POISON:8d4 B:BITE:HURT:8d8 F:ESCORT | F:DROP_60 | DROP_90 | DROP_1D2 | DROP_GOOD | ONLY_ITEM | DROP_CORPSE | F:CAN_SWIM | BASH_DOOR | ELDRITCH_HORROR | RES_TELE | CAN_SPEAK | F:EVIL | DEMON | IM_FIRE | IM_COLD | IM_POIS | RES_WATE | F:UNIQUE | FEMALE | FORCE_SLEEP | FORCE_MAXHP | POWERFUL | F:NO_CONF | F:MORTAL | CTHANGBAND S:1_IN_7 | S:S_HYDRA | S_DEMON | DARKNESS | BA_WATE | BO_ACID | BA_ACID D:The queen of the deep ones. "Vast, Polyphemus-like, and loathsome, it D:darted like a stupendous monster of nightmares..." N:597:Death knight G:p:D I:120:60d10:20:100:10 W:38:1:2700:1111 E:1:1:1:2:1:1 O:0:90:0:10 B:HIT:EXP_20:6d6 B:HIT:HURT:5d5 B:HIT:HURT:5d5 F:FORCE_SLEEP | FORCE_MAXHP | SMART | RES_NETH | F:ONLY_ITEM | DROP_1D2 | DROP_2D2 | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | IM_COLD | BASEANGBAND | HAS_LITE | NO_CUT S:1_IN_5 | S:BLIND | SCARE | CAUSE_3 | BO_NETH | S:S_MONSTERS D:It is a humanoid figure dressed in armour of an ancient form. From beneath D:its helmet, eyes glow a baleful red and seem to pierce you like lances of D:fire. N:598:Castamir the Usurper G:p:R I:120:88d10:20:90:40 W:38:5:0:1600 E:1:1:1:2:1:1 O:10:60:10:10 B:HIT:HURT:5d5 B:HIT:HURT:5d5 B:HIT:HURT:5d5 B:HIT:HURT:5d5 F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | F:SMART | OPEN_DOOR | TAKE_ITEM | BASH_DOOR | F:EVIL | BASEANGBAND | HAS_LITE S:1_IN_2 | S:HEAL | TRAPS | BO_FIRE | BO_COLD | BO_ELEC | BO_ICEE D:A Black Numenorean who usurped the throne of Gondor, he is treacherous and D:evil. N:599:Time vortex G:v:B I:130:32d10:100:40:0 W:38:4:0:800 E:0:0:0:0:0:0 O:0:0:0:0 B:ENGULF:TIME:5d5 F:FORCE_SLEEP | F:RAND_50 | RAND_25 | F:EMPTY_MIND | BASH_DOOR | POWERFUL | CAN_FLY | F:NO_CONF | NO_SLEEP | NO_FEAR | NONLIVING | BASEANGBAND | NO_CUT S:1_IN_6 | S:BR_TIME D:You haven't seen it yet. N:600:Shimmering vortex G:v:o I:140:32d10:100:40:0 W:38:4:0:800 E:0:0:0:0:0:0 O:0:0:0:0 B:ENGULF:BLIND:4d4 B:ENGULF:BLIND:4d4 F:FORCE_SLEEP | F:RAND_50 | RAND_25 | CAN_FLY | F:EMPTY_MIND | BASH_DOOR | POWERFUL | RES_TELE | F:NO_CONF | NO_SLEEP | NO_FEAR | NONLIVING | BASEANGBAND | HAS_LITE | NO_CUT S:1_IN_4 | S:BR_LITE | SHRIEK D:A strange pillar of shining light that hurts your eyes. Its shape changes D:constantly as it cuts through the air towards you. It is like a beacon, D:waking monsters from their slumber. N:601:Ancient blue dragon G:D:b I:120:72d10:20:90:80 W:40:1:170000:2000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d8 B:CLAW:HURT:4d8 B:BITE:ELEC:7d8 F:FORCE_SLEEP | FORCE_MAXHP | F:DROP_3D2 | DROP_4D2 | DROP_CORPSE | F:SMART | BASH_DOOR | POWERFUL | MOVE_BODY | CAN_FLY | F:EVIL | DRAGON | IM_ELEC | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE F:ATTR_MULTI S:1_IN_6 | S:BLIND | CONF | SCARE | S:BR_ELEC D:A huge draconic form. Lightning crackles along its length. N:602:Ancient bronze dragon G:D:U I:120:72d10:20:90:80 W:40:1:170000:2000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d8 B:CLAW:HURT:4d8 B:BITE:HURT:7d8 F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE | F:DROP_3D2 | DROP_4D2 | CAN_FLY | F:SMART | BASH_DOOR | POWERFUL | MOVE_BODY | F:EVIL | DRAGON | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE | ATTR_MULTI S:1_IN_6 | S:BLIND | CONF | SCARE | S:BR_CONF D:A huge draconic form enveloped in a cascade of colour. N:603:Beholder G:e:U I:120:16d100:30:80:10 W:40:3:1600:6000 E:0:0:0:0:0:0 O:0:0:0:0 B:GAZE:EXP_20:2d6 B:GAZE:UN_POWER:2d6 B:GAZE:INSANITY:2d6 B:BITE:HURT:6d6 F:FORCE_SLEEP | FORCE_MAXHP | RES_TELE | CAN_FLY | F:BASH_DOOR | DROP_CORPSE | F:EVIL | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND S:1_IN_2 | S:BLIND | SLOW | CONF | SCARE | DRAIN_MANA | MIND_BLAST | S:FORGET | DARKNESS | BO_ACID | BO_FIRE | BO_COLD | BO_ELEC D:A vile creature with one huge central eye, twelve smaller eyes on stalks, and D:a huge mouth filled with sharp teeth. N:604:Emperor wight G:W:r I:120:38d10:20:40:10 W:38:2:0:1600 E:0:0:0:0:0:0 O:0:40:60:0 B:HIT:HURT:1d12 B:HIT:HURT:1d12 B:TOUCH:EXP_80 B:TOUCH:EXP_80 F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_90 | DROP_4D2 | CAN_FLY | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | UNDEAD | IM_COLD | IM_POIS | HURT_LITE | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_6 | S:HOLD | SCARE | CAUSE_3 | BO_NETH D:Your life force is torn from your body as this powerful unearthly being D:approaches. N:605:Seraph G:A:r I:120:150d10:30:68:255 W:45:4:3100:5000 E:1:1:1:2:1:1 O:0:30:70:0 B:HIT:HURT:4d6 B:HIT:HURT:5d5 B:HIT:HURT:5d5 B:HIT:HURT:4d6 F:FORCE_SLEEP | FORCE_MAXHP | SMART | NO_FEAR | GOOD | CAN_FLY | F:ONLY_ITEM | DROP_1D2 | DROP_2D2 | REFLECTING | RES_TELE F:SMART | TAKE_ITEM | OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE S:1_IN_11 | S:HEAL | HASTE | TELE_AWAY | CONF | BO_MANA | BO_PLAS | S:S_MONSTERS | S_ANGEL D:It is an angel, fast and strong. You are stunned by its extreme holiness D:and try to resist all desires to obey it. N:606:Vargo, Tyrant of Fire G:E:r I:120:24d100:12:50:50 W:43:3:0:4000 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:FIRE:6d6 B:HIT:FIRE:6d6 B:HIT:FIRE:6d6 B:HIT:FIRE:6d6 F:UNIQUE | SUSCEP_COLD | F:FORCE_SLEEP | FORCE_MAXHP | RAND_25 | CAN_SPEAK | F:EMPTY_MIND | CAN_SPEAK | MALE | AURA_FIRE | F:KILL_ITEM | KILL_BODY | BASH_DOOR | POWERFUL | F:IM_FIRE | IM_ACID | IM_POIS | IM_ELEC | NO_STUN | F:NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE | NO_CUT S:1_IN_4 | S:BO_PLAS | BA_FIRE D:A towering fire elemental, Vargo burns everything beyond recognition. N:607:Black wraith G:W:D I:120:50d10:20:55:10 W:38:2:0:1700 E:0:0:0:0:0:0 O:50:0:50:0 B:HIT:HURT:1d12 B:HIT:HURT:1d12 B:TOUCH:EXP_40 B:TOUCH:EXP_40 F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:ONLY_ITEM | DROP_1D2 | DROP_2D2 | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | UNDEAD | IM_COLD | IM_POIS | HURT_LITE | NO_CONF | NO_SLEEP F:BASEANGBAND | NO_CUT S:1_IN_7 | S:BLIND | HOLD | SCARE | CAUSE_3 | BO_NETH D:A figure that seems made of void, its strangely human shape is cloaked in D:shadow. It reaches out at you. N:608:Nightgaunt G:U:D I:110:24d10:20:50:80 W:38:2:0:1000 E:0:0:0:0:0:0 O:50:0:50:0 B:STING:LOSE_STR:1d5 B:TOUCH:PARALYZE:3d4 F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_60 | ELDRITCH_HORROR | F:OPEN_DOOR | BASH_DOOR | POWERFUL | CAN_FLY | F:EVIL | DEMON | F:IM_FIRE | IM_POIS | NO_CONF | NO_SLEEP | ZANGBAND S:1_IN_7 | S:BLIND | CONF | BO_FIRE D:It is a black, horned humanoid with wings. N:609:Baron of hell G:U:U I:110:150d12:10:130:40 W:38:3:0:1000 E:1:1:1:2:1:1 O:0:0:0:0 B:CLAW:HURT:11d2 B:CLAW:HURT:11d2 B:CLAW:HURT:22d1 F:IM_POIS | OPEN_DOOR | BASH_DOOR | MALE | RES_PLAS | IM_FIRE | NONLIVING | F:IM_FIRE | NO_CONF | NO_SLEEP | EVIL | DEMON | FORCE_MAXHP | RES_TELE | F:ZANGBAND | HAS_LITE S:1_IN_2 | S:BO_PLAS D:A minor demon lord with a goat's head, tough to kill. N:610:Scylla G:M:B I:125:100d20:20:100:70 W:42:1:15000:13000 E:0:1:0:2:2:0 O:0:0:0:0 B:BITE:POISON:10d3 B:BITE:POISON:10d3 B:BITE:POISON:10d3 B:BITE:POISON:10d3 F:FORCE_SLEEP | UNIQUE | AQUATIC | FORCE_MAXHP | COLD_BLOOD | F:ONLY_GOLD | DROP_2D2 | DROP_4D2 | DROP_CORPSE | F:BASH_DOOR | MOVE_BODY | EVIL | ZANGBAND | RES_WATE | F:ANIMAL | IM_POIS | IM_FIRE S:1_IN_5 | S:BR_POIS | BR_FIRE | SCARE | CONF | S_HYDRA D:A many-headed sea-monster, this foul creature preys on all those who D:escape the clutches of Charybdis. N:611:Monastic lich G:L:u I:120:12d100:30:80:30 W:39:2:2000:5000 E:1:1:1:2:1:1 O:0:50:50:0 B:KICK:HURT:24d1 B:KICK:HURT:24d1 B:CLAW:EXP_80:4d2 B:CLAW:LOSE_DEX:4d2 F:FORCE_SLEEP | FORCE_MAXHP | SMART | RES_TELE | F:ONLY_ITEM | DROP_2D2 | DROP_4D2 | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | SMART | F:EVIL | UNDEAD | IM_COLD | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND F:NO_CUT S:1_IN_3 | S:BLINK | TELE_TO | BLIND | HOLD | CONF | SCARE | CAUSE_3 | CAUSE_4 | S:DRAIN_MANA | BRAIN_SMASH | ANIM_DEAD D:A skeletal form wrapped in priestly robes. Before its un-death, it D:was a monk in an evil order. N:612:Nether wraith G:W:G I:120:48d10:20:55:10 W:39:2:0:1700 E:0:0:0:0:0:0 O:50:0:50:0 B:HIT:HURT:1d12 B:HIT:HURT:1d12 B:TOUCH:EXP_80 B:TOUCH:EXP_80 F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:ONLY_ITEM | DROP_90 | DROP_4D2 | F:INVISIBLE | COLD_BLOOD | PASS_WALL | F:EVIL | UNDEAD | IM_COLD | IM_POIS | F:HURT_LITE | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_6 | S:BLIND | SCARE | CAUSE_3 | MIND_BLAST | DARKNESS | BO_NETH D:A form that hurts the eye, death permeates the air around it. As it nears D:you, a coldness saps your soul. N:613:Hellhound G:C:r I:120:48d10:25:80:30 W:35:3:600:600 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:FIRE:3d12 B:BITE:FIRE:3d12 B:BITE:FIRE:3d12 F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE F:RAND_25 | FRIENDS | AURA_FIRE | SUSCEP_COLD | F:BASH_DOOR | MOVE_BODY | F:ANIMAL | EVIL | IM_FIRE | BASEANGBAND | HAS_LITE | S:1_IN_5 | BR_FIRE D:It is a giant dog that glows with heat. Flames pour from its nostrils. N:614:7-headed hydra G:M:G I:120:100d10:20:90:20 W:39:2:7000:2000 E:0:1:0:2:2:0 O:0:0:0:0 B:BITE:POISON:3d9 B:BITE:POISON:3d9 B:BITE:POISON:3d9 B:SPIT:BLIND:1d2 F:FORCE_SLEEP | WILD_TOO | WILD_SHORE | WILD_SWAMP | F:ONLY_GOLD | DROP_2D2 | DROP_4D2 | CAN_SWIM | DROP_CORPSE F:BASH_DOOR | MOVE_BODY | F:ANIMAL | IM_POIS | MORTAL | BASEANGBAND S:1_IN_5 | S:SCARE | BA_POIS | S:BR_POIS D:A strange reptilian creature with seven heads dripping venom. N:615:Waldern, King of Water G:E:b I:130:25d100:12:80:50 W:43:3:0:4250 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:8d5 B:HIT:HURT:8d5 B:HIT:HURT:8d5 B:HIT:HURT:8d5 F:UNIQUE | F:FORCE_SLEEP | FORCE_MAXHP | F:EMPTY_MIND | COLD_BLOOD | F:KILL_ITEM | KILL_BODY | BASH_DOOR | POWERFUL | F:IM_ACID | IM_FIRE | IM_POIS | IM_COLD | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_3 | S:BO_ICEE | BO_WATE | BA_COLD | BA_WATE D:A towering water elemental, Waldern is master of all things liquid. D:Wave after wave drowns your frail body. N:616:Kavlax the Many-Headed G:d:v I:120:13d100:20:85:30 W:39:3:90000:3000 E:0:1:0:6:2:0 O:50:50:0:0 B:BITE:HURT:2d12 B:BITE:HURT:2d12 B:BITE:HURT:2d12 B:BITE:HURT:2d12 F:UNIQUE | MALE | ATTR_MULTI | CAN_SPEAK | ATTR_ANY | F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | RES_NEXU | F:OPEN_DOOR | BASH_DOOR | POWERFUL | CAN_FLY | F:EVIL | DRAGON | IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | F:BASEANGBAND | HAS_LITE | S:1_IN_4 | S:BR_ACID | BR_FIRE | BR_COLD | BR_ELEC | BR_SOUN | BR_CONF | S:BR_SHAR | BR_GRAV | BR_NEXU D:A large dragon with a selection of heads, all shouting and arguing as they D:look for prey, but each with its own deadly breath weapon. N:617:Ancient white dragon G:D:w I:120:72d10:20:90:80 W:40:1:170000:2000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d8 B:CLAW:HURT:4d8 B:BITE:COLD:7d8 F:FORCE_SLEEP | FORCE_MAXHP | F:DROP_3D2 | DROP_4D2 | DROP_CORPSE | F:SMART | BASH_DOOR | POWERFUL | MOVE_BODY | CAN_FLY | F:EVIL | DRAGON | IM_COLD | NO_CONF | NO_SLEEP | SUSCEP_FIRE | BASEANGBAND F:HAS_LITE | ATTR_MULTI S:1_IN_6 | S:BLIND | CONF | SCARE | S:BR_COLD D:A huge draconic form. Frost covers it from head to tail. N:618:Ancient green dragon G:D:g I:120:72d10:20:90:80 W:40:1:170000:2000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d8 B:CLAW:HURT:4d8 B:BITE:POISON:7d8 F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE | F:DROP_3D2 | DROP_4D2 | CAN_FLY | F:SMART | BASH_DOOR | POWERFUL | MOVE_BODY | F:EVIL | DRAGON | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE F:ATTR_MULTI S:1_IN_6 | S:BLIND | CONF | SCARE | S:BR_POIS D:A huge draconic form enveloped in clouds of poisonous vapour. N:619:Chthonian G:w:D I:120:100d10:20:90:20 W:39:2:12000:2300 E:0:0:0:0:0:0 O:0:0:0:0 B:CRUSH:SHATTER:3d11 B:CRUSH:SHATTER:3d11 B:TOUCH:LOSE_CON:1d2 B:TOUCH:LOSE_CON:1d2 F:IM_FIRE | RES_PLAS | IM_COLD | IM_POIS | ELDRITCH_HORROR | RES_TELE | F:KILL_WALL | ONLY_GOLD | DROP_4D2 | DROP_2D2 | CAN_SWIM | DROP_CORPSE | F:EVIL | FORCE_MAXHP | CTHANGBAND S:1_IN_5 | S:SCARE | CONF | HOLD | S_DEMON | S:MIND_BLAST | HEAL | HASTE | FORGET | BRAIN_SMASH D:"Flowing tentacles and a pulpy gray-black elongated sack of a body... D:no distinguishing features at all other than the reaching, groping D:tentacles. Or was there -- yes! -- a lump in the upper body of D:the thing... a container of sorts for the brain, ganglia, or D:whichever diseased organ governed this horror's loathsome life!" N:620:Eldrak G:T:r I:110:75d10:20:80:50 W:38:3:7000:1500 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:3d6 B:HIT:HURT:3d6 B:BITE:HURT:3d4 B:BITE:HURT:3d4 F:FORCE_MAXHP | MOVE_BODY | F:ONLY_ITEM | DROP_2D2 | REGENERATE | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | WILD_SHORE | WILD_WOOD | F:EVIL | TROLL | IM_POIS | NO_CONF | NO_SLEEP | DROP_CORPSE | BASEANGBAND D:A massive troll of huge strength. Eldraks are extremely stupid and extremely D:violent. N:621:Ettin G:T:b I:110:15d100:20:100:30 W:39:3:8000:2000 E:1:1:1:2:2:1 O:0:100:0:0 B:HIT:HURT:3d8 B:HIT:HURT:3d8 B:BITE:HURT:3d8 B:BITE:HURT:3d8 F:FORCE_MAXHP | REGENERATE | MOVE_BODY | F:ONLY_ITEM | DROP_1D2 | WILD_TOO | WILD_MOUNTAIN | WILD_WOOD | WILD_SWAMP | F:OPEN_DOOR | BASH_DOOR | DROP_CORPSE | F:EVIL | TROLL | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND D:A massive two-headed troll, larger and stronger than many men together. D:Fortunately, ettins are solitary creatures. They are also living proof that D:two heads are not necessarily more intelligent than one... N:622:Night mare G:q:G I:120:15d100:30:85:0 W:39:3:6000:2900 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:EXP_80:2d6 B:HIT:HURT:3d8 B:HIT:HURT:3d8 B:HIT:CONFUSE:6d6 F:FORCE_MAXHP | F:ONLY_GOLD | DROP_2D2 | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | CAN_FLY | F:EVIL | UNDEAD | IM_COLD | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND F:HAS_LITE | NO_CUT D:A fearsome skeletal horse with glowing eyes that watch you with little D:more than a hatred of all that lives. Its flying hooves do not touch the D:ground. N:623:Vampire lord G:V:b I:120:20d100:20:70:10 W:42:1:1700:1800 E:1:1:1:2:1:1 O:0:70:30:0 B:HIT:HURT:3d6 B:HIT:HURT:3d6 B:BITE:EXP_80:4d6 B:BITE:EXP_80:4d6 F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:DROP_60 | DROP_4D2 | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | REGENERATE | RES_TELE | F:EVIL | UNDEAD | IM_COLD | IM_POIS | HURT_LITE | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_7 | S:BLIND | HOLD | SCARE | CAUSE_3 | CAUSE_4 | DRAIN_MANA | S:BRAIN_SMASH | DARKNESS | BO_NETH D:A foul wind chills your bones as this ghastly figure approaches. N:624:Ancient black dragon G:D:s I:120:10d100:20:90:80 W:41:1:170000:2500 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d9 B:CLAW:HURT:4d9 B:BITE:ACID:7d9 F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:DROP_3D2 | DROP_4D2 | DROP_CORPSE | F:SMART | BASH_DOOR | POWERFUL | MOVE_BODY | F:EVIL | DRAGON | IM_ACID | NO_CONF | NO_SLEEP | BASEANGBAND | ATTR_MULTI S:1_IN_6 | S:BLIND | CONF | SCARE | S:BR_ACID D:A huge draconic form. Pools of acid melt the floor around it. N:625:Weird fume G:#:v I:120:35d10:100:40:0 W:40:2:0:800 E:0:0:0:0:0:0 O:0:0:0:0 B:ENGULF:CONFUSE:8d4 B:ENGULF:CONFUSE:8d4 F:FORCE_SLEEP | F:RAND_50 | RAND_25 | RES_NEXU | AURA_ELEC | IM_FIRE | IM_ELEC | F:EMPTY_MIND | BASH_DOOR | POWERFUL | F:CAN_FLY | ATTR_MULTI | ATTR_ANY | F:NO_CONF | NO_SLEEP | NO_FEAR | NONLIVING | ZANGBAND | NO_CUT S:1_IN_6 | S:BR_CHAO | BR_NEXU | BR_NUKE D:A swirling spiral of mist, constantly changing its appearance. N:626:Spawn of Ubbo-Sathla G:j:v I:120:30d10:100:40:0 W:40:5:0:300 E:0:0:0:0:0:0 O:0:0:0:0 B:CRUSH:ACID:8d4 B:CRUSH:ACID:8d4 F:FORCE_SLEEP | ATTR_MULTI | ATTR_ANY | EVIL | F:RAND_25 | RES_NEXU | AURA_ELEC | IM_FIRE | IM_ELEC | F:EMPTY_MIND | BASH_DOOR | POWERFUL | KILL_BODY | F:CAN_SWIM | NO_CONF | NO_SLEEP | CTHANGBAND | NO_CUT S:MULTIPLY D:Weird, jelly like creatures. No two look the same. N:627:Fat Man G:{:D I:120:14d14:10:80:12 W:40:2:0:200 E:0:0:0:0:0:0 O:0:0:0:0 B:EXPLODE:SHATTER:200d2 F:FORCE_SLEEP | FORCE_MAXHP | UNIQUE | REFLECTING | F:EMPTY_MIND | COLD_BLOOD | BASH_DOOR | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS F:NO_FEAR | NO_CONF | NO_SLEEP | NONLIVING | RES_TELE | JOKEANGBAND | NO_CUT | NO_STUN D:A shining machine of death and destruction. N:628:Malekith the Accursed G:h:v I:125:25d100:20:70:10 W:44:2:3500:7500 E:1:1:1:2:1:1 O:50:0:50:0 B:HIT:HURT:12d9 B:HIT:HURT:12d9 F:MALE | REGENERATE | UNIQUE | CAN_SPEAK | F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE F:ONLY_ITEM | DROP_90 | DROP_4D2 | DROP_GOOD | F:SMART | OPEN_DOOR | BASH_DOOR | F:EVIL | HURT_LITE | ZANGBAND | HAS_LITE S:1_IN_2 | S:HEAL | TELE_TO | BLIND | CONF | CAUSE_3 | DARKNESS | FORGET | HOLD | S:S_MONSTER | S_MONSTERS | S_DEMON | TPORT | BA_NETH | MIND_BLAST | S:S_KIN D:One of the oldest and most powerful dark elves, Malekith is a master D:sorcerer devoted to evil. The left side of his face is pale, and the other D:is dark. His hair is long and white. N:629:Shadowfax, steed of Gandalf G:q:v I:130:30d100:20:100:50 W:40:3:2600:2000 E:0:1:0:2:1:0 O:0:0:0:0 B:KICK:HURT:5d5 B:KICK:HURT:5d5 B:BITE:HURT:6d6 F:FORCE_MAXHP | UNIQUE | ANIMAL | GOOD | F:REGENERATE | BASH_DOOR | IM_FIRE | IM_COLD | IM_ELEC | F:IM_POIS | NO_FEAR | DROP_CORPSE | F:MORTAL | BASEANGBAND D:Shadowfax is the chief of the "Mearas", the greatest of all horses that are D:bred in the fields of Rohan. Although the Mearas should technically be only D:ridden by the royal family of Rohan, only Gandalf the Wizard has ever D:succeeded in taming Shadowfax: and even then, Shadowfax will not be subjected D:to a bridle or saddle, but must be ridden bareback. N:630:Spirit troll G:G:G I:110:10d100:20:90:5 W:40:3:0:900 E:0:0:0:0:0:0 O:10:90:0:0 B:HIT:HURT:3d6 B:HIT:HURT:3d5 B:HIT:HURT:3d5 F:FORCE_MAXHP | F:DROP_90 | F:INVISIBLE | PASS_WALL | CAN_FLY | F:EVIL | TROLL | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT D:A weird ghostly troll-like being from the ethereal plane. N:631:War troll G:T:b I:120:50d10:20:100:50 W:40:3:6500:800 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:5d5 B:HIT:HURT:5d5 B:BITE:HURT:3d5 B:BITE:HURT:3d5 F:FORCE_MAXHP | SUSCEP_FIRE | REGENERATE | F:DROP_90 | REGENERATE | FRIENDS | F:OPEN_DOOR | BASH_DOOR | DROP_CORPSE | F:EVIL | TROLL | IM_POIS | NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND D:A massive troll, equipped with a scimitar and heavy armour. N:632:Disenchanter worm mass G:w:v I:100:10d8:7:5:10 W:40:3:50:30 E:0:0:0:0:0:0 O:0:0:0:0 B:CRAWL:UN_BONUS:1d4 F:RAND_50 | RES_DISE | ATTR_MULTI | CAN_SWIM | F:STUPID | WEIRD_MIND | BASH_DOOR | F:ANIMAL | HURT_LITE | NO_FEAR | BASEANGBAND | NO_CUT S:MULTIPLY D:It is a strange mass of squirming worms. Magical energy crackles D:around its disgusting form. N:633:Rotting quylthulg G:Q:u I:120:48d10:20:1:0 W:45:1:3000:3000 E:0:0:0:0:0:0 O:0:0:0:0 F:FORCE_SLEEP | FORCE_MAXHP | NEVER_MOVE | NEVER_BLOW | F:INVISIBLE | EMPTY_MIND | ANIMAL | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND S:1_IN_2 | S:BLINK | TPORT | S:S_UNDEAD D:It is a pulsing flesh mound that reeks of death and putrefaction. N:634:Lesser titan G:P:y I:120:24d100:30:80:15 W:56:3:30000:6000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:CONFUSE:9d9 B:HIT:CONFUSE:9d9 B:HIT:CONFUSE:9d9 B:HIT:CONFUSE:9d9 F:FORCE_SLEEP | FORCE_MAXHP | F:DROP_GOOD | DROP_4D2 | DROP_SKELETON | DROP_CORPSE | F:SMART | TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:EVIL | GIANT | MALE | BASEANGBAND | HAS_LITE S:1_IN_3 | S:HEAL | TELE_TO | SCARE | S:S_MONSTERS D:It is a humanoid figure thirty feet tall that gives off an aura of power D:and hate. N:635:9-headed hydra G:M:r I:120:100d12:20:95:20 W:40:2:8000:3000 E:0:1:0:2:2:0 O:0:0:0:0 B:BITE:FIRE:3d10 B:BITE:FIRE:3d10 B:BITE:FIRE:3d10 B:BITE:FIRE:3d10 F:FORCE_SLEEP | WILD_TOO | WILD_SHORE | WILD_SWAMP | F:ONLY_GOLD | DROP_3D2 | DROP_4D2 | CAN_SWIM | F:OPEN_DOOR | BASH_DOOR | MOVE_BODY | DROP_CORPSE | F:ANIMAL | IM_FIRE | MORTAL | BASEANGBAND S:1_IN_4 | S:SCARE | BO_FIRE | BR_FIRE D:A strange reptilian creature with nine smouldering heads. N:636:Enchantress G:p:R I:130:52d10:20:60:10 W:40:4:1700:2100 E:1:1:1:2:1:1 O:0:0:100:0 B:HIT:HURT:2d6 B:HIT:HURT:2d6 B:HIT:HURT:2d8 F:FEMALE | F:FORCE_SLEEP | FORCE_MAXHP | DROP_SKELETON | DROP_CORPSE F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | F:EVIL | NO_CONF | NO_SLEEP F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_2 | S:BLIND | S:S_DRAGON D:This elusive female spellcaster has a special affinity for dragons, without D:whom she rarely fights. N:637:Ranger chieftain G:p:W I:120:50d20:20:60:10 W:41:2:1800:1800 E:1:1:1:2:1:1 O:30:50:20:0 B:HIT:HURT:5d5 B:HIT:HURT:5d5 B:HIT:HURT:5d5 F:MALE | INVISIBLE | F:FORCE_SLEEP | FORCE_MAXHP | DROP_SKELETON | DROP_CORPSE F:ONLY_ITEM | DROP_2D2 | TAKE_ITEM | F:SMART | OPEN_DOOR | BASH_DOOR | F:EVIL | NO_CONF | NO_SLEEP | IM_FIRE | IM_ELEC | IM_COLD | IM_POIS | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_4 | S:S_MONSTERS | S:ARROW_2 | ARROW_3 | ARROW_4 | MISSILE | BO_FIRE | BO_ELEC | BA_COLD | S:HASTE | BLINK | S_ANIMALS D:A chieftain among the Rangers. His understanding of nature gives him D:powerful elemental spells to use against you, in addition to his skills D:as an archer and a warrior. Furthermore, he is a master of camouflage, so D:you will need magically enhanced seeing to spot him. N:638:Sorcerer G:p:R I:130:52d10:20:60:10 W:40:2:1700:2150 E:1:1:1:2:1:1 O:0:0:100:0 B:HIT:HURT:2d8 B:HIT:HURT:2d8 B:HIT:HURT:2d8 F:MALE | F:FORCE_SLEEP | FORCE_MAXHP | DROP_SKELETON | DROP_CORPSE | F:ONLY_ITEM | DROP_90 | DROP_4D2 | F:OPEN_DOOR | BASH_DOOR | F:EVIL | NO_CONF | NO_SLEEP | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_2 | S:BLINK | TELE_TO | BLIND | CONF | CAUSE_3 | TRAPS | S:BO_ACID | BA_FIRE | BA_COLD | S:S_MONSTER | S_UNDEAD | S_DRAGON D:A human figure in robes, he moves with magically improved speed, and his D:hands are ablur with spell casting. N:639:Xaren G:X:s I:120:32d10:20:80:10 W:40:1:500000:1200 E:0:0:0:3:0:0 O:0:0:0:0 B:HIT:HURT:3d4 B:HIT:HURT:3d4 B:HIT:HURT:3d4 B:HIT:HURT:3d4 F:FORCE_MAXHP | SUSCEP_ACID | F:EMPTY_MIND | COLD_BLOOD | F:ONLY_GOLD | DROP_2D2 | F:KILL_ITEM | PASS_WALL | F:IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:HURT_ROCK | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT D:It is a tougher relative of the Xorn. Its hide glitters with metal ores. N:640:Giant roc G:B:u I:110:80d13:20:70:10 W:40:3:6000:1000 E:0:1:1:0:1:0 O:0:0:0:0 B:CRUSH:HURT:8d12 B:CRUSH:HURT:8d12 B:HIT:ELEC:12d12 F:BASH_DOOR | CAN_FLY | WILD_MOUNTAIN | WILD_WOOD | F:ANIMAL | IM_ELEC | DROP_CORPSE | SUSCEP_ACID | HAS_EGG F:MORTAL | BASEANGBAND D:A vast legendary bird, its iron talons rake the most impenetrable of D:surfaces and its screech echoes through the many winding dungeon corridors. N:641:Minotaur G:H:U I:130:100d10:13:25:10 W:40:2:15000:2100 E:1:1:1:2:1:1 O:0:0:0:0 B:BUTT:HURT:4d6 B:BUTT:HURT:4d6 B:BUTT:HURT:2d6 B:BUTT:HURT:2d6 F:BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | MORTAL | BASEANGBAND D:It is a cross between a human and a bull. N:642:Medusa, the Gorgon G:n:v I:120:24d100:30:100:5 W:40:3:4000:9000 E:1:1:1:2:0:1 O:30:35:35:0 B:GAZE:EXP_80 B:GAZE:PARALYZE B:HIT:HURT:8d6 B:HIT:HURT:8d6 F:UNIQUE | FEMALE | DROP_CORPSE | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_1D2 | DROP_2D2 | DROP_GOOD | F:SMART | OPEN_DOOR | BASH_DOOR | F:EVIL | IM_ACID | IM_FIRE | IM_POIS | F:MORTAL | BASEANGBAND S:1_IN_2 | S:HOLD | SCARE | CAUSE_3 | BO_FIRE | BO_PLAS | BA_ACID | S:S_HYDRA | S_KIN D:One of the original three ugly sisters. Her face could sink a thousand D:ships. Her scales rattle as she slithers towards you, venom dripping from D:her ghastly mouth. N:643:Death drake G:D:G I:120:21d100:25:100:80 W:45:2:170000:10000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d10 B:CLAW:HURT:4d10 B:BITE:EXP_80:7d10 F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_2D2 | DROP_4D2 | RES_TELE F:INVISIBLE | TAKE_ITEM | CAN_FLY | F:PASS_WALL | POWERFUL | MOVE_BODY | RES_NETH | F:EVIL | DRAGON | IM_COLD | NO_CONF | NO_SLEEP | BASEANGBAND | ATTR_MULTI S:1_IN_6 | S:SLOW | CONF | SCARE | S:BR_NETH D:It is a dragon-like form wrapped in darkness. You cannot make out its D:true form but you sense its evil. N:644:Ancient red dragon G:D:r I:120:10d100:20:90:80 W:41:1:170000:2500 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d9 B:CLAW:HURT:4d9 B:BITE:FIRE:7d9 F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE F:DROP_3D2 | DROP_4D2 | CAN_FLY | SUSCEP_COLD | F:SMART | BASH_DOOR | POWERFUL | MOVE_BODY | F:EVIL | DRAGON | IM_FIRE | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE F:ATTR_MULTI S:1_IN_6 | S:BLIND | CONF | SCARE | S:BR_FIRE D:A huge draconic form. Wisps of smoke steam from its nostrils and the D:extreme heat surrounding it makes you gasp for breath. N:645:Ancient gold dragon G:D:y I:120:10d100:20:90:80 W:41:1:170000:2500 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d9 B:CLAW:HURT:4d9 B:BITE:HURT:7d9 F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE F:DROP_3D2 | DROP_4D2 | CAN_FLY | F:SMART | BASH_DOOR | POWERFUL | MOVE_BODY | F:EVIL | DRAGON | NO_STUN | NO_SLEEP | BASEANGBAND | HAS_LITE | ATTR_MULTI S:1_IN_6 | S:BLIND | CONF | SCARE | S:BR_SOUN D:A huge draconic form wreathed in a nimbus of light. Its roar stuns and D:deafens you. N:646:Great crystal drake G:D:U I:120:21d100:25:100:80 W:45:2:170000:10000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d10 B:CLAW:HURT:4d10 B:BITE:HURT:7d10 F:FORCE_SLEEP | FORCE_MAXHP | REFLECTING | DROP_CORPSE F:ONLY_ITEM | DROP_2D2 | DROP_4D2 | CAN_FLY | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:EVIL | DRAGON | IM_COLD | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE | NO_CUT F:ATTR_MULTI S:1_IN_6 | S:SLOW | CONF | SCARE | S:BR_SHAR D:A huge crystalline dragon. Its claws could cut you to shreds and its D:teeth are razor sharp. Strange colours ripple through it as it moves in D:the light. N:647:Wyrd sister G:p:v I:125:50d11:20:60:10 W:40:4:1600:1900 E:1:1:1:2:1:1 O:10:0:80:0 B:CLAW:HURT:2d6 B:CLAW:HURT:2d6 B:CLAW:HURT:2d8 F:FEMALE | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_2D2 | DROP_SKELETON F:OPEN_DOOR | BASH_DOOR | F:EVIL | NO_CONF | NO_SLEEP F:MORTAL | ZANGBAND S:1_IN_2 | S:BLIND | S:S_DEMON | CONF | SCARE | DARKNESS | BA_CHAO D:This old crone is rumoured to be a witch of chaos... but you don't D:really believe in witches, do you? N:648:Vrock G:U:s I:110:40d10:20:50:80 W:40:2:2700:2000 E:1:1:1:2:1:1 O:0:50:50:0 B:HIT:HURT:3d4 B:CRUSH:HURT:8d12 B:CRUSH:HURT:8d12 F:FORCE_SLEEP | FORCE_MAXHP | F:FRIENDS | F:ONLY_ITEM | DROP_60 | F:OPEN_DOOR | BASH_DOOR | POWERFUL | F:EVIL | DEMON | IM_FIRE | NO_CONF | NO_SLEEP | BASEANGBAND S:1_IN_8 | S:BLIND | CONF D:It is a demon with a long neck and raking claws. N:649:Death quasit G:u:D I:130:44d10:20:80:0 W:40:3:600:1000 E:1:1:1:2:1:1 O:0:50:50:0 B:BITE:LOSE_DEX:3d6 B:CLAW:HURT:3d3 B:CLAW:HURT:3d3 F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_90 | DROP_2D2 | DROP_4D2 | NONLIVING | F:SMART | INVISIBLE | PASS_WALL | CAN_FLY | F:EVIL | DEMON | IM_FIRE | IM_POIS | RES_TELE F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND S:1_IN_10 | S:BLIND | CONF | SCARE | CAUSE_3 | FORGET | S:S_DEMON D:It is a demon of small stature, but its armoured frame moves with D:lightning speed and its powers make it a tornado of death and destruction. N:650:Giganto, the Gargantuan G:~:s I:110:80d10:20:75:30 W:38:6:8000:1750 E:0:1:0:0:1:0 O:60:40:0:0 B:CRUSH:HURT:30d2 B:CRUSH:HURT:30d2 B:CRUSH:HURT:30d2 F:FORCE_SLEEP | FORCE_MAXHP | CAN_SWIM | IM_FIRE | F:DROP_60 | DROP_90 | DROP_2D2 | UNIQUE | WEIRD_MIND | F:BASH_DOOR | SMART | EVIL | IM_COLD | DROP_CORPSE F:RES_WATE | WILD_OCEAN | F:MORTAL | ZANGBAND S:1_IN_9 | S:BR_NUKE | BA_WATE D:A gargantuan mutant whale, who has grown legs that enable it to walk D:on dry land as well. N:651:Strygalldwir G:U:W I:120:12d100:90:60:10 W:41:3:5000:8000 E:1:1:1:2:1:1 O:20:0:80:0 B:CLAW:HURT:5d5 B:CLAW:HURT:5d5 B:HIT:LOSE_STR:4d4 B:TOUCH:EXP_80:8d1 F:UNIQUE | CAN_SPEAK | F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | F:INVISIBLE | COLD_BLOOD | PASS_WALL | MOVE_BODY | NONLIVING | NO_SLEEP | NO_CONF| F:OPEN_DOOR | BASH_DOOR | IM_POIS | IM_COLD | DEMON | EVIL | ZANGBAND S:1_IN_3 | S:CAUSE_3 | HOLD | SCARE | BLIND | BO_ACID | S_DEMON | S:FORGET | BO_NETH | MIND_BLAST | DARKNESS D:"it was well over six feet in height, with great branches of antlers D:growing out of its forehead. Nude, its flesh was a uniform ash-gray D:in color. It appeared to be sexless, and it had gray, leathery wings D:extending far out behind it." N:652:Fallen angel G:A:s I:130:100d25:30:90:255 W:49:6:0:8000 E:1:1:1:2:1:1 O:0:50:50:0 B:GAZE:EXP_40:4d4 B:GAZE:EXP_40:4d4 B:HIT:HURT:6d6 B:HIT:HURT:6d6 F:FORCE_SLEEP | F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD | NO_FEAR | EVIL | REFLECTING | F:SMART | TAKE_ITEM | OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | RES_TELE | RES_NETH | F:CAN_FLY | BASEANGBAND | HAS_LITE S:1_IN_3 | S:TELE_TO | BLIND | SCARE | CAUSE_2 | CAUSE_4 | S:S_DEMON | BO_NETH D:An angelic being, who was mighty once, but dared defy its Creator. N:653:Giant headless G:H:u I:110:30d12:20:50:40 W:41:2:4000:900 E:1:1:1:2:1:0 O:0:100:0:0 B:HIT:HURT:4d8 B:HIT:HURT:4d8 B:HIT:HURT:4d8 F:FRIENDS | DROP_60 | DROP_90 | OPEN_DOOR | BASH_DOOR | F:DROP_SKELETON | DROP_CORPSE F:EVIL | ZANGBAND S:1_IN_6 S:SCARE | BA_NUKE | BLIND D:Giant headless humanoid abominations created by a magical mutation. N:654:Judge Fire G:s:R I:120:18d100:90:70:10 W:41:3:0:12000 E:1:1:1:2:1:1 O:0:50:50:0 B:HIT:FIRE:5d5 B:HIT:FIRE:5d5 B:GAZE:EXP_80 B:WAIL:TERRIFY F:UNIQUE | MALE | CAN_SPEAK | SUSCEP_COLD | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | POWERFUL | F:OPEN_DOOR | BASH_DOOR | MOVE_BODY | F:EVIL | UNDEAD | SUSCEP_COLD | IM_POIS | IM_FIRE | RES_PLAS | F:NO_CONF | NO_SLEEP | JOKEANGBAND | HAS_LITE | NO_CUT | NO_STUN S:1_IN_3 | S:CAUSE_3 | BO_FIRE | BA_FIRE | BR_FIRE | BO_PLAS S:DARKNESS | S_MONSTER | S_DEMON | S_UNDEAD | TPORT | BLINK | SCARE D:One of the Dark Judges, he has come to punish your crime of living. D:He looks like a skeleton enveloped in flames. N:655:Ubbo-Sathla, the Unbegotten Source G:j:W I:120:20d100:90:80:10 W:41:3:0:13500 E:0:0:0:0:0:0 O:30:50:0:10 B:CRUSH:ACID:5d5 B:HIT:POISON:5d5 B:CRUSH:ACID:5d5 B:HIT:POISON:5d5 F:UNIQUE | CAN_SPEAK | NO_STUN | NO_SLEEP | NO_CONF | NO_STUN | F:FORCE_SLEEP | FORCE_MAXHP | ELDRITCH_HORROR | ESCORT | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | REGENERATE | SUSCEP_FIRE | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | KILL_BODY | F:EVIL | SUSCEP_FIRE | IM_COLD | IM_POIS | CTHANGBAND | NO_CUT D:"There, in the gray beginning of Earth, the formless mass that was D:Ubbo-Sathla reposed amid the slime and the vapors. Headless, D:without organs or members..." N:656:Judge Mortis G:z:G I:120:18d100:90:70:10 W:41:3:0:13000 E:1:1:1:2:1:1 O:0:75:0:15 B:HIT:POISON:5d5 B:HIT:DISEASE:5d5 B:TOUCH:LOSE_ALL B:TOUCH:EXP_80 F:UNIQUE | MALE | CAN_SPEAK | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | MOVE_BODY | F:EVIL | UNDEAD | SUSCEP_FIRE | IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | JOKEANGBAND | NO_CUT | NO_STUN S:1_IN_3 | S:BLIND | SCARE | CAUSE_3 | BO_ACID | BO_NETH | BR_POIS | S:BR_NETH | BO_NETH | BLINK | TPORT | ANIM_DEAD S:BO_POIS | S_UNDEAD D:Another Dark Judge, he is a rotting humanoid with a cow's skull as D:his head. N:657:Dark elven sorcerer G:h:R I:130:80d10:20:70:10 W:41:2:1300:3000 E:1:1:1:2:1:1 O:0:0:100:0 B:HIT:HURT:2d8 B:HIT:HURT:2d8 B:HIT:HURT:2d8 F:MALE | F:FORCE_SLEEP | FORCE_MAXHP | DROP_SKELETON | DROP_CORPSE F:ONLY_ITEM | DROP_90 | DROP_4D2 | F:SMART | OPEN_DOOR | BASH_DOOR | F:EVIL | HURT_LITE | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE S:1_IN_2 | S:HEAL | BLINK | TELE_TO | BLIND | CONF | CAUSE_3 | DARKNESS | S:BO_ACID | BA_FIRE | BA_COLD | ANIM_DEAD S:S_MONSTER | S_UNDEAD | S_DEMON | MISSILE D:A dark elven figure, dressed in deepest black. Power seems to crackle D:from his slender frame. N:658:Master lich G:L:r I:120:18d100:20:80:50 W:41:2:1800:7000 E:1:1:1:2:1:1 O:10:45:25:10 B:TOUCH:EXP_80 B:TOUCH:UN_POWER B:TOUCH:LOSE_DEX:2d12 B:TOUCH:LOSE_DEX:2d12 F:FORCE_SLEEP | FORCE_MAXHP | SMART | RES_TELE | F:ONLY_ITEM | DROP_2D2 | DROP_4D2 | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | UNDEAD | IM_COLD | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND F:NO_CUT S:1_IN_3 | S:BLINK | TELE_TO | BLIND | HOLD | CONF | SCARE | CAUSE_3 | CAUSE_4 | S:DRAIN_MANA | BRAIN_SMASH | S_UNDEAD D:A skeletal form wrapped in robes. Powerful magic crackles along its D:bony fingers. N:659:Byakhee G:U:D I:110:40d10:20:40:80 W:41:3:1300:1500 E:0:0:0:0:0:0 O:0:50:50:0 B:CLAW:LOSE_STR:3d4 B:BITE:EXP_20:3d4 F:FORCE_SLEEP | FORCE_MAXHP | FRIENDS | F:ONLY_ITEM | DROP_2D2 | ELDRITCH_HORROR | F:OPEN_DOOR | BASH_DOOR | POWERFUL | CAN_FLY | F:EVIL | DEMON | IM_FIRE | NO_CONF | NO_SLEEP | CTHANGBAND S:1_IN_9 | S:BO_FIRE | S:S_DEMON | CONF D:"There flapped rhythmically a horde of tame, trained, hybrid D:winged things... not altogether crows, nor moles, nor buzzards, D:nor ants, nor decomposed human beings, but something I cannot D:and must not recall." N:660:Eol, the Dark Elf G:h:D I:130:80d30:20:100:60 W:49:2:1400:25000 E:1:1:1:2:1:1 O:10:40:40:10 B:HIT:HURT:3d8 B:HIT:HURT:3d8 B:HIT:HURT:3d8 F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE | CAN_SPEAK | F:ONLY_ITEM | DROP_4D2 | DROP_2D2 | DROP_GOOD | DROP_CHOSEN | F:SMART | IM_ELEC | IM_COLD | IM_POIS | IM_FIRE | F:REFLECTING | OPEN_DOOR | BASH_DOOR | SPECIAL_GENE | F:HURT_LITE | BASEANGBAND | HAS_LITE S:1_IN_3 | S:HEAL | BLINK | TELE_TO | BLIND | CONF | CAUSE_4 | DARKNESS | S:BA_NETH | BA_ELEC | BA_ACID | BA_FIRE | BA_COLD | BO_MANA | S:S_MONSTERS | S_UNDEAD | S_DRAGON | S_DEMON D:A lord of the Teleri, Eol is a mighty metalsmith, the first D:one ever to forge weapons of meteorite iron. His dark D:countenance glares at you in disdain. N:661:Archon G:A:y I:130:100d35:30:140:255 W:55:5:3200:12000 E:1:1:1:2:1:1 O:0:100:0:0 B:GAZE:TERRIFY:4d4 B:GAZE:TERRIFY:4d4 B:HIT:HURT:8d6 B:HIT:HURT:8d6 F:FORCE_SLEEP | F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD | NO_FEAR | GOOD | REFLECTING | F:SMART | TAKE_ITEM | OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | RES_TELE | CAN_FLY F:BASEANGBAND | HAS_LITE S:1_IN_3 | S:TELE_TO | BLIND | SCARE | CAUSE_2 | CAUSE_4 | BO_MANA | S:S_ANGEL D:Never a more heavenly being have you seen. The very holiness of its D:presence makes you deeply respect it. Few creatures can match the powers D:of an Archon; fewer still live to tell the tale after attacking one. N:662:Formless spawn of Tsathoggua G:U:D I:110:22d20:20:40:80 W:41:2:0:1850 E:0:0:0:0:0:0 O:35:45:0:10 B:HIT:ACID:2d4 B:HIT:ACID:2d4 B:CRUSH:HURT:3d4 B:BITE:ACID:6d6 F:FORCE_SLEEP | FORCE_MAXHP | ELDRITCH_HORROR | NONLIVING | F:ONLY_ITEM | DROP_90 | REGENERATE | RES_TELE | F:OPEN_DOOR | BASH_DOOR | POWERFUL | CAN_SWIM | F:EVIL | DEMON | NO_CONF | NO_SLEEP | SUSCEP_FIRE | IM_POIS | CTHANGBAND | NO_CUT S:1_IN_9 | S:BO_FIRE | BO_ACID | S:S_DEMON | MIND_BLAST | DARKNESS | D:"...living things that oozed along stone channels... D:But they were not toads like Tsathoggua himself. Far worse -- D:they were amorphous lumps of viscous black slime that took D:temporary shapes for various purposes." N:663:Hunting horror G:U:D I:110:30d17:20:90:80 W:42:2:0:2300 E:0:0:0:0:0:0 O:45:35:0:10 B:BITE:LOSE_DEX:1d3 B:BITE:POISON:1d3 B:CRUSH:HURT:9d4 F:FORCE_SLEEP | FORCE_MAXHP | ELDRITCH_HORROR | F:ONLY_ITEM | DROP_1D2 | F:OPEN_DOOR | BASH_DOOR | POWERFUL | CAN_FLY | F:EVIL | DEMON | HURT_LITE | IM_POIS | F:IM_FIRE | NO_CONF | NO_SLEEP | CTHANGBAND S:1_IN_9 | S:BLIND | CONF | S_DEMON | BR_DARK D:"And in the air there were great viperine creatures, D:which had curiously distorted heads, and grotesquely great D:clawed appendages, supporting themselves with ease by the aid D:of black rubbery wings of singularly monstrous dimensions." N:664:Undead beholder G:e:u I:120:27d100:30:100:10 W:45:3:1600:8000 E:0:0:0:0:0:0 O:0:0:0:0 B:GAZE:EXP_40:3d6 B:GAZE:UN_POWER:3d6 B:GAZE:INSANITY:3d6 B:BITE:EXP_40:7d6 F:FORCE_SLEEP | FORCE_MAXHP | RES_TELE | F:COLD_BLOOD | BASH_DOOR | F:EVIL | UNDEAD | CAN_FLY | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_2 | S:SLOW | CONF | CAUSE_4 | DRAIN_MANA | MIND_BLAST | FORGET | S:BO_MANA | BO_NETH | BRAIN_SMASH | BA_FIRE | BA_COLD | BO_ACID | S:S_UNDEAD | ANIM_DEAD D:A beholder which has cheated death. Black nether storms rage around the D:bloodshot pupil of its central giant eye, and light seems to bend as it D:sucks its power from the very air around it. Your soul chills as it drains D:your vitality for its evil enchantments. N:665:Shadow G:G:D I:120:10d20:30:30:20 W:37:3:0:400 E:0:0:0:0:0:0 O:90:10:0:0 B:TOUCH:EXP_80 B:TOUCH:EXP_40 B:CLAW:LOSE_INT:1d10 B:CLAW:LOSE_WIS:1d10 F:FORCE_SLEEP | CAN_FLY | F:ONLY_ITEM | DROP_1D2 | POWERFUL | REGENERATE | HURT_LITE | F:INVISIBLE | COLD_BLOOD | PASS_WALL | RES_NETH | F:EVIL | UNDEAD | IM_COLD | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND F:NO_CUT S:1_IN_8 | S:BO_NETH | TELE_TO | SLOW D:A mighty spirit of darkness of vaguely humanoid form. Razor-edged claws D:reach out to end your life as it glides towards you, seeking to suck the D:energy from your soul to feed its power. N:666:Iron lich G:L:s I:120:22d100:30:100:10 W:42:4:0:10000 E:0:0:0:0:1:0 O:0:0:100:0 B:BUTT:COLD:3d6 B:BUTT:FIRE:3d6 B:BUTT:ELEC:3d6 F:FORCE_SLEEP | FORCE_MAXHP | REFLECTING | F:COLD_BLOOD | BASH_DOOR | CAN_FLY | SUSCEP_ACID | F:EVIL | UNDEAD | POWERFUL | SMART | F:IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | RES_TELE | F:ONLY_ITEM | DROP_60 | DROP_GOOD | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_2 | S:BA_WATE | BA_FIRE | BO_ICEE | BA_ELEC | BA_COLD | S:CAUSE_4 | DRAIN_MANA | BRAIN_SMASH | S_UNDEAD D:It is a huge, twisted grey skull floating through the air. Its cold eyes D:burn with hatred towards all who live. N:667:Dread G:G:o I:120:25d20:20:30:10 W:42:1:1000:600 E:0:0:0:0:0:0 O:0:50:50:0 B:HIT:HURT:6d6 B:HIT:HURT:6d6 B:HIT:LOSE_STR:3d4 F:FORCE_SLEEP | F:RAND_25 | FRIENDS | CAN_FLY | F:ONLY_ITEM | DROP_60 | F:TAKE_ITEM | INVISIBLE | COLD_BLOOD | PASS_WALL | F:EVIL | UNDEAD | IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_15 | S:BLIND | HOLD | CONF | DRAIN_MANA | BO_NETH D:It is a form that screams its presence against the eye. Death incarnate, D:its hideous black body seems to struggle against reality as the universe D:itself struggles to banish it. N:668:Greater basilisk G:R:D I:120:20d100:25:100:15 W:42:2:3000:10000 E:0:1:0:2:1:0 O:0:50:50:0 B:GAZE:PARALYZE:3d12 B:GAZE:PARALYZE:3d12 B:BITE:POISON:2d12 B:BITE:POISON:2d12 F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | POWERFUL | F:OPEN_DOOR | BASH_DOOR | EVIL | IM_POIS | DROP_CORPSE | F:ANIMAL | NO_CONF | NO_SLEEP | CAN_SWIM | F:MORTAL | BASEANGBAND S:1_IN_8 S:BR_POIS | BR_DARK | BR_NEXU D:A large basilisk, whose shape resembles that of a great wyrm. N:669:Charybdis G:~:r I:120:20d100:20:100:70 W:42:1:15000:13000 E:0:0:0:0:1:0 O:50:50:0:0 B:ENGULF:HURT:10d8 B:ENGULF:HURT:10d8 B:ENGULF:HURT:10d8 F:AQUATIC | EVIL | UNIQUE | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_3D2 | DROP_GOOD | F:SMART | POWERFUL | MOVE_BODY | NEVER_MOVE | F:IM_ACID | IM_FIRE | IM_COLD | RES_WATE | COLD_BLOOD | F:IM_ELEC | IM_POIS | NO_STUN | ZANGBAND S:1_IN_5 | S:BA_WATE D:A monstrous dweller of the depths; its hungry maw has been the doom D:of innumerable sailors! N:670:Jack of Shadows G:p:s I:150:30d100:70:150:4 W:60:4:2300:10000 E:1:1:1:2:1:1 O:20:80:0:0 B:HIT:HURT:5d10 B:HIT:HURT:5d10 B:HIT:EAT_ITEM:2d10 B:HIT:EAT_ITEM:2d10 F:MALE | FORCE_MAXHP | CAN_SPEAK | REFLECTING | DROP_SKELETON | DROP_CORPSE | F:REGENERATE | F:IM_ACID | IM_ELEC | IM_COLD | IM_FIRE | IM_POIS | RES_TELE | F:ONLY_ITEM | DROP_3D2 | DROP_GOOD | DROP_GREAT | UNIQUE | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | SMART | POWERFUL | F:MORTAL | ZANGBAND S:1_IN_3 S:BLIND | HEAL | BA_DARK | HASTE | CONF | D:Deriving his strength from the shadows, this king of thieves D:steals only for the challenge. N:671:Zephyr Lord G:W:v I:130:80d10:20:70:10 W:43:2:600:3000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:EXP_20:8d2 B:HIT:LOSE_STR:8d2 B:HIT:LOSE_CON:8d2 F:MALE | ATTR_MULTI | UNDEAD | EVIL | F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:IM_FIRE | IM_COLD | IM_ACID | IM_ELEC | IM_POIS | F:ONLY_ITEM | DROP_90 | DROP_4D2 | F:SMART | OPEN_DOOR | BASH_DOOR | F:NO_STUN | NO_CONF | NO_SLEEP | ZANGBAND | NO_CUT S:1_IN_5 | S:SHRIEK | S_HOUND D:An undead master of the vicious Zephyr hounds. N:672:Juggernaut of Khorne G:g:D I:120:90d19:12:90:10 W:43:3:6000:2500 E:1:1:1:2:1:1 O:0:0:0:0 B:BUTT:HURT:6d6 B:CRUSH:HURT:8d6 B:CRUSH:HURT:8d6 B:BUTT:HURT:6d6 F:COLD_BLOOD | BASH_DOOR | REFLECTING | KILL_ITEM | F:IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | NONLIVING | ZANGBAND | NO_CUT D:A great, vicious beast whose flesh is made of steel and whose D:blood is fire. It charges at you ignoring everything else. N:673:Mumak G:q:s I:110:90d10:20:55:100 W:63:2:150000:2100 E:0:1:0:2:1:0 O:0:0:0:0 B:BUTT:HURT:8d6 B:BUTT:HURT:8d6 B:CRUSH:HURT:8d4 F:FRIENDS | DROP_CORPSE | F:BASH_DOOR | ANIMAL | MORTAL | BASEANGBAND D:A massive elephantine form with eyes twisted by madness. N:674:Judge Fear G:W:D I:120:18d100:90:70:10 W:43:4:0:12000 E:1:1:1:2:1:1 O:100:0:0:0 B:GAZE:TERRIFY B:GAZE:EXP_40 B:GAZE:EXP_40 B:GAZE:HURT:2d20 F:UNIQUE | MALE | CAN_SPEAK | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | F:INVISIBLE | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | MOVE_BODY | F:EVIL | UNDEAD | IM_FIRE | IM_COLD | IM_POIS | F:HURT_LITE | NO_CONF | NO_SLEEP | JOKEANGBAND | NO_CUT | NO_STUN S:1_IN_3 | S:BLIND | HOLD | SCARE | CAUSE_3 | MIND_BLAST | BRAIN_SMASH | S:S_UNDEAD | DRAIN_MANA | FORGET | ANIM_DEAD D:A Dark Judge, reputedly so frightening that his gaze can kill. N:675:Ancient multi-hued dragon G:D:v I:120:21d100:25:100:80 W:43:1:170000:13000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d10 B:CLAW:HURT:4d10 B:BITE:HURT:7d10 F:ATTR_MULTI | F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | DROP_CORPSE F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | F:SMART | OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:EVIL | DRAGON | IM_ACID | IM_FIRE | IM_COLD | F:IM_ELEC | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE S:1_IN_5 | S:BLIND | CONF | SCARE | S:BR_ACID | BR_FIRE | BR_COLD | BR_ELEC | BR_POIS D:A huge draconic form. Many colours ripple down its massive frame. Few D:live to see another. N:676:Ethereal dragon G:D:o I:120:21d100:25:100:80 W:45:2:170000:10000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d10 B:CLAW:HURT:4d10 B:BITE:HURT:7d10 F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_2D2 | DROP_4D2 | F:INVISIBLE | CAN_FLY | F:PASS_WALL | POWERFUL | MOVE_BODY | F:DRAGON | NO_CONF | NO_SLEEP | BASEANGBAND | ATTR_MULTI S:1_IN_6 | S:BLIND | CONF | S:BR_LITE | BR_DARK | BR_CONF D:A huge dragon emanating from the ethereal plane, this terrible creature is D:a master of light and dark. Its form disappears from sight as it cloaks D:itself in unearthly shadows. N:677:Dark young of Shub-Niggurath G:U:g I:120:12d100:20:75:80 W:43:2:0:5000 E:0:0:0:0:0:0 O:0:40:30:20 B:CRUSH:HURT:5d6 B:CRUSH:HURT:5d6 B:BITE:LOSE_STR:1d6 B:BITE:LOSE_STR:1d6 F:FORCE_SLEEP | FORCE_MAXHP | ELDRITCH_HORROR | F:ONLY_ITEM | DROP_1D2 | NONLIVING | CAN_SWIM | F:OPEN_DOOR | BASH_DOOR | POWERFUL | HURT_LITE | F:EVIL | DEMON | IM_FIRE | NO_CONF | NO_SLEEP | RES_TELE | CTHANGBAND S:1_IN_9 | S:BLIND | CAUSE_2 | S:S_DEMON | HEAL D:"Something black in the road, something that wasn't a tree. D:Something big and black and ropy, just squatting there, waiting, D:with ropy arms squirming and reaching... It came crawling up the D:hillside... and it was the black thing of my dreams... that black, D:ropy, slimy jelly tree-thing out of the woods. It crawled up and it D:flowed up on its hoofs and mouths and snaky arms." N:678:Colour out of space G:.:v I:120:12d100:20:100:10 W:43:2:0:8000 E:0:0:0:0:0:0 O:35:35:10:10 B:TOUCH:LOSE_ALL:7d6 B:TOUCH:LOSE_ALL:7d6 F:FORCE_SLEEP | FORCE_MAXHP | RAND_25 | F:INVISIBLE | PASS_WALL | CAN_FLY | F:ONLY_ITEM | DROP_1D2 | DROP_4D2 | ATTR_MULTI | ATTR_ANY | F:CHAR_CLEAR | SMART | COLD_BLOOD | EVIL | F:IM_COLD | IM_FIRE | IM_ACID | IM_ELEC | IM_POIS | F:NO_STUN | NO_CONF | NO_SLEEP | CTHANGBAND | HAS_LITE | NO_CUT S:1_IN_9 | S:DRAIN_MANA | BR_DISE | BR_NETH | TPORT D:"The shaft of phosphorescence from the well... was no longer shining D:out, it was pouring out; and as the shapeless stream of unplaceable D:colour left the well it seemed to flow directly into the sky." N:679:Quaker, Master of Earth G:E:u I:110:28d100:10:97:90 W:43:3:0:4500 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:6d6 B:HIT:HURT:6d6 B:HIT:HURT:6d6 B:HIT:SHATTER:10d10 F:UNIQUE | MALE | CAN_SPEAK | F:FORCE_SLEEP | FORCE_MAXHP | F:EMPTY_MIND | COLD_BLOOD | KILL_WALL | F:KILL_ITEM | KILL_BODY | PASS_WALL | POWERFUL | F:IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:HURT_ROCK | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT | NO_STUN S:1_IN_6 | S:BO_ACID | BA_ACID D:A towering stone elemental stands before you. The walls and ceiling are D:reduced to rubble as Quaker advances. N:680:Death leprechaun G:h:D I:120:6d6:8:13:8 W:44:6:0:85 E:1:1:1:2:1:1 O:0:0:0:0 B:TOUCH:EXP_40:1d10 B:TOUCH:EAT_GOLD B:TOUCH:EAT_ITEM F:INVISIBLE | RAND_25 | TAKE_ITEM | COLD_BLOOD | SMART | F:HURT_LITE | EVIL | OPEN_DOOR | MALE | UNDEAD | RES_NETH | ZANGBAND | NO_CUT S:MULTIPLY | S:1_IN_6 | S:BLINK | TPORT | TELE_TO | CAUSE_3 | ANIM_DEAD D:Nasty undead little creatures. They are chanting the name of the D:sinister wizard who created them: 'Bruce! Bruce..!' N:681:Chaugnar Faugn, Horror from the Hills G:q:D I:110:20d100:10:125:90 W:44:4:0:6250 E:0:0:0:0:0:0 O:0:0:0:0 B:CRUSH:HURT:10d10 B:CRUSH:HURT:10d10 B:BITE:LOSE_CON:8d2 B:BITE:LOSE_CON:8d1 F:UNIQUE | CAN_SPEAK | EVIL | DEMON | F:FORCE_SLEEP | FORCE_MAXHP | NEVER_MOVE | F:ELDRITCH_HORROR | POWERFUL | F:IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:HURT_ROCK | F:NO_CONF | NO_FEAR | CTHANGBAND S:1_IN_6 | S:HOLD | CAUSE_4 | CONF | SCARE | FORGET | BRAIN_SMASH | S:MIND_BLAST | CAUSE_3 | S_DEMON | S_MONSTERS D:"The ears were webbed and tentacled, the trunk terminated in D:a huge flaring disk at least a foot in diameter... Its forelimbs D:were bent stiffly at the elbow, and its hands... rested palms D:upward on its lap." N:682:Lloigor G:v:B I:120:100d15:20:100:20 W:44:2:0:6000 E:0:0:0:0:0:0 O:90:0:10:0 B:ENGULF:LOSE_CON:4d10 B:ENGULF:LOSE_CON:4d10 B:ENGULF:LOSE_CON:4d10 F:FORCE_SLEEP | ELDRITCH_HORROR | PASS_WALL | F:INVISIBLE | DROP_2D2 | DROP_4D2 | CAN_FLY | F:OPEN_DOOR | BASH_DOOR | MOVE_BODY | POWERFUL | F:SMART | IM_FIRE | IM_COLD | IM_ELEC | IM_ACID | IM_POIS | F:MORTAL | CTHANGBAND | HAS_LITE | NO_CUT S:1_IN_4 | S:BR_WALL | TELE_AWAY | BR_GRAV | S:S_KIN | MIND_BLAST | BLIND | BLINK D:"Invisible ones from the stars... They sometimes took forms... D:but existed as vortices of power in their natural state." N:683:Utgard-Loke G:P:v I:120:40d100:30:125:15 W:44:3:0:13500 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:COLD:12d12 B:HIT:COLD:12d12 B:HIT:COLD:12d12 B:HIT:COLD:12d12 F:ESCORT | UNIQUE | IM_COLD | AURA_COLD | DROP_CORPSE | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | MOVE_BODY | F:SMART | TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:EVIL | GIANT | MALE | ZANGBAND | HAS_LITE S:1_IN_3 | S:HEAL | TELE_TO | S:S_KIN | BR_COLD D:A frost giant chieftain, unusually smart for a giant. N:684:Quachil Uttaus, Treader of the Dust G:z:D I:120:50d66:30:80:15 W:44:3:0:20000 E:1:1:1:2:1:1 O:0:0:100:0 B:CLAW:HURT:50d1 B:TOUCH:TIME:1d50 B:TOUCH:TIME:1d50 F:ESCORT | UNIQUE | IM_COLD | ELDRITCH_HORROR | RES_NETH | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | KILL_BODY | DROP_GREAT | F:SMART | TAKE_ITEM | OPEN_DOOR | BASH_DOOR | NO_SLEEP | NO_CONF F:EVIL | UNDEAD | DEMON | REGENERATE | CTHANGBAND | NO_CUT S:1_IN_3 | S:BR_TIME | SLOW | HASTE | HEAL D:"It was a figure no larger than a young child, but severe and D:shriveled as some millenial mummy. Its hairless head, its D:unfeatured face, borne on a neck of skeleton thinness, were D:lined with a thousand reticulated wrinkles. The body was like D:that of some monstrous, withered abortion that had never drawn D:breath. The pipelike arms, ending in bony claws, were outhrust as if D:enclosed in a posture of an eternal dreadful grasping." N:685:Shoggoth G:j:D I:140:50d20:20:80:20 W:44:2:0:2500 E:0:0:0:0:0:0 O:30:70:0:0 B:CRUSH:ACID:5d6 B:CRUSH:ACID:5d6 B:CRUSH:ACID:5d6 B:CRUSH:HURT:9d9 F:REGENERATE | ONLY_ITEM | KILL_ITEM | DROP_2D2 | DROP_90 | DROP_60 F:BASH_DOOR | EVIL | NO_CONF | NO_SLEEP | KILL_BODY | CAN_SWIM | F:FORCE_MAXHP | FORCE_SLEEP | HURT_LITE | POWERFUL | F:IM_ACID | IM_FIRE | RES_PLAS | IM_POIS | IM_COLD | IM_ELEC | RES_TELE F:CTHANGBAND | HAS_LITE | NO_CUT D:"The nightmare, plastic column of fetid, black iridescence oozed D:tightly onward... A shapeless congerie of protoplasmic bubbles, D:faintly self-luminous and with myriads of temporary eyes forming D:and unforming as pustules of greenish light all over the D:tunnel-filling front that bore down upon us, crushing the frantic D:penguins and slithering over glistening floor that it and its D:kind had swept so evilly free of all litter. Still came that eldritch D:mocking cry -- 'Tekeli-li! Tekeli-li!'" N:686:Judge Death G:W:D I:120:45d50:90:90:10 W:43:3:0:14000 E:1:1:1:2:1:1 O:0:20:80:0 B:CLAW:POISON:10d5 B:CLAW:POISON:10d5 B:CLAW:EXP_40:10d1 B:GAZE:TERRIFY F:UNIQUE | MALE | CAN_SPEAK | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | F:SMART | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | MOVE_BODY | F:EVIL | UNDEAD | IM_ELEC | IM_COLD | SUSCEP_FIRE | F:IM_POIS | NO_CONF | NO_SLEEP | JOKEANGBAND | NO_CUT | NO_STUN S:1_IN_3 | S:BLIND | HOLD | SCARE | CAUSE_4 | BA_FIRE | BA_NETH | ANIM_DEAD S:S_MONSTERS | S_UNDEAD | S_HI_UNDEAD | DRAIN_MANA | D:The most powerful Dark Judge, whose touch means death. N:687:Ariel, Queen of Air G:E:B I:130:27d100:12:50:50 W:43:3:0:4750 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:4d6 B:HIT:CONFUSE:4d4 B:HIT:HURT:4d6 B:HIT:CONFUSE:4d4 F:UNIQUE | FEMALE | AURA_ELEC | CAN_SPEAK | F:FORCE_SLEEP | FORCE_MAXHP | F:RAND_25 | CAN_FLY | F:EMPTY_MIND | COLD_BLOOD | F:KILL_ITEM | KILL_BODY | BASH_DOOR | POWERFUL | F:IM_ACID | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_5 | S:BO_ELEC | BA_COLD | BA_ELEC D:A towering air elemental, Ariel the sorceress avoids your blows D:with her extreme speed. N:688:11-headed hydra G:M:R I:120:100d18:20:100:20 W:44:2:8500:6000 E:0:1:0:2:2:0 O:0:0:0:0 B:BITE:FIRE:3d12 B:BITE:FIRE:3d12 B:BITE:FIRE:3d12 B:BITE:FIRE:3d12 F:FORCE_SLEEP | WILD_TOO | WILD_SHORE | WILD_SWAMP | F:ONLY_GOLD | DROP_2D2 | DROP_4D2 | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | MOVE_BODY | F:ANIMAL | IM_FIRE | CAN_SWIM | F:MORTAL | BASEANGBAND S:1_IN_4 | S:SCARE | BO_FIRE | BO_PLAS | BA_FIRE | BR_FIRE D:A strange reptilian hybrid with eleven smouldering heads. N:689:Patriarch G:p:G I:120:52d10:20:60:10 W:40:2:1800:1800 E:1:1:1:2:1:1 O:0:10:90:0 B:HIT:HURT:3d4 B:HIT:HURT:3d4 B:HIT:HURT:3d5 F:MALE | F:FORCE_SLEEP | FORCE_MAXHP | DROP_SKELETON | DROP_CORPSE | F:ONLY_ITEM | DROP_90 | DROP_2D2 | F:SMART | OPEN_DOOR | BASH_DOOR | F:EVIL | NO_CONF | NO_SLEEP | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_2 | S:HEAL | BLIND | HOLD | CAUSE_4 | CAUSE_3 | ANIM_DEAD | S:S_MONSTERS | S_UNDEAD D:An evil priest, dressed all in black. Deadly spells hit you at an D:alarming rate as his black spiked mace rains down blow after blow on your D:pitiful frame. N:690:Dreadmaster G:G:y I:120:12d100:20:100:10 W:44:2:1000:8000 E:0:0:0:0:0:0 O:10:40:25:10 B:HIT:HURT:6d6 B:HIT:HURT:6d6 B:HIT:LOSE_STR:3d4 B:HIT:LOSE_STR:3d4 F:FORCE_SLEEP | FORCE_MAXHP | RAND_25 | F:ONLY_ITEM | DROP_1D2 | DROP_4D2 | CAN_FLY | F:SMART | TAKE_ITEM | INVISIBLE | COLD_BLOOD | PASS_WALL | F:EVIL | UNDEAD | IM_COLD | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND F:NO_CUT S:1_IN_9 | S:TELE_LEVEL | BLIND | HOLD | CONF | CAUSE_4 | DRAIN_MANA | BO_NETH | S:S_UNDEAD D:It is an unlife of power almost unequalled. An affront to existence, its D:very touch abuses and disrupts the flow of life, and its unearthly limbs, D:of purest black, crush rock and flesh with ease. N:691:Drolem G:g:g I:120:30d100:25:130:30 W:44:3:40000:12000 E:0:1:0:6:1:0 O:0:0:0:0 B:CLAW:HURT:3d10 B:CLAW:HURT:3d10 B:BITE:POISON:5d10 B:BITE:POISON:5d10 F:FORCE_SLEEP | FORCE_MAXHP | RES_TELE | F:EMPTY_MIND | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:DRAGON | IM_FIRE | IM_COLD | F:IM_ELEC | IM_POIS | CAN_SWIM | F:NO_CONF | NO_SLEEP | NO_FEAR | NONLIVING | BASEANGBAND | NO_CUT F:ATTR_MULTI S:1_IN_6 | S:BLIND | SLOW | CONF | ARROW_3 | S:BR_POIS D:A constructed dragon, the drolem has massive strength. Powerful spells D:weaved during its creation make it a fearsome adversary. Its eyes show D:little intelligence, but it has been instructed to destroy all it meets. N:692:Scatha the Worm G:D:W I:120:22d100:30:130:70 W:46:2:210000:17000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d10 B:CLAW:HURT:4d10 B:BITE:COLD:4d14 B:BITE:COLD:4d14 F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | SUSCEP_FIRE | F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD | DROP_CORPSE F:BASH_DOOR | POWERFUL | MOVE_BODY | CAN_FLY | F:EVIL | DRAGON | IM_COLD | NO_CONF | BASEANGBAND | HAS_LITE S:1_IN_4 | S:CONF | CAUSE_3 | S:BR_COLD D:An ancient and wise dragon, Scatha has grown clever over the long years. D:His scales are covered with frost, and his breath sends a shower of ice D:into the air. N:693:Warrior of the Dawn G:p:R I:120:25d25:20:70:20 W:45:2:1600:500 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:5d5 B:HIT:HURT:5d5 F:IM_POIS | IM_FIRE | IM_ELEC | IM_ACID | IM_COLD | F:NO_SLEEP | NO_FEAR | F:FRIENDS | F:MALE | OPEN_DOOR | BASH_DOOR | ZANGBAND | HAS_LITE D:Fierce, barbaric warriors, armed with great spiked clubs, and surrounded D:in an aura of scarlet. Whenever one of them is slain, another appears D:out of nowhere to take his place. N:694:Lesser black reaver G:L:D I:120:25d100:20:120:50 W:45:3:2600:12000 E:0:0:0:0:0:0 O:0:0:100:0 B:HIT:UN_BONUS:4d8 B:HIT:UN_BONUS:4d8 B:HIT:LOSE_STR:4d6 B:HIT:LOSE_STR:4d6 F:FORCE_SLEEP | FORCE_MAXHP | SMART | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | CAN_SWIM | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | UNDEAD | IM_COLD | IM_POIS | RES_TELE F:NO_CONF | NO_SLEEP | KILL_WALL | NO_FEAR F:MORTAL | BASEANGBAND | NO_CUT S:1_IN_3 | S:TELE_TO | BLIND | HOLD | CONF | CAUSE_3 | DRAIN_MANA | S:MIND_BLAST | BA_NETH | ANIM_DEAD D:A humanoid form, black as night, advancing steadily and unstoppably. N:695:Zoth-Ommog G:R:v I:120:25d100:12:50:50 W:45:4:0:18000 E:0:0:0:0:0:0 O:0:0:0:0 B:CRUSH:HURT:25d3 B:CRUSH:HURT:25d3 B:BITE:LOSE_DEX:2d10 B:BITE:LOSE_CON:2d10 F:UNIQUE | CAN_SPEAK | F:FORCE_SLEEP | FORCE_MAXHP | F:RAND_25 | CAN_SWIM | ELDRITCH_HORROR | F:KILL_ITEM | BASH_DOOR | POWERFUL | F:EVIL | IM_ACID | IM_COLD | IM_ELEC | IM_POIS | F:NO_FEAR | CTHANGBAND S:1_IN_5 | S:S_MONSTER | SCARE | CAUSE_4 | S_HYDRA | S_SPIDER | S:BA_NETH | BA_POIS | BA_ACID | CAUSE_3 | HOLD | MIND_BLAST D:"A body shaped like a road-based, truncated cone. A flat, blunt, D:wedge-shaped, vaguely reptilian head surmounts this conical torso, D:and the head is almost entirely hidden behind swirling tresses. D:This hair, or beard and mane, consists of thickly carved and D:coiling ropes, like serpents or worms... Through this repulsive D:Medusa-mane of ropy tendrils, two fierce, serpent-like eyes D:glare in a horrible intermingling of cold, inhuman mockery and D:what I can only describe as gloating menace." N:696:Grand master thief G:p:b I:130:15d100:50:75:40 W:46:2:0:1500 E:1:1:1:2:1:1 O:70:10:10:10 B:HIT:EAT_ITEM:5d5 B:HIT:EAT_ITEM:5d5 B:HIT:EAT_GOLD:5d5 B:HIT:EAT_GOLD:5d5 F:MALE | DROP_2D2 | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:EVIL | BASEANGBAND S:1_IN_2 | S:BLINK | TPORT | TELE_TO | CONF | TRAPS | ARROW_2 D:A class of its own: you are already too late to protect your possessions - D:and he seems to have studied magic too, and is a master of setting traps. N:697:Smaug the Golden G:D:R I:120:24d100:30:150:80 W:48:2:230000:23000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d12 B:CLAW:HURT:4d12 B:BITE:FIRE:5d14 B:BITE:FIRE:5d14 F:UNIQUE | MALE | REFLECTING | CAN_FLY | DROP_CORPSE | F:FORCE_SLEEP | FORCE_MAXHP | CAN_SPEAK | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | DROP_GREAT | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:SMART | EVIL | DRAGON | IM_FIRE | BASEANGBAND F:HAS_LITE S:1_IN_4 | S:CONF | CAUSE_3 | S:BR_FIRE D:Smaug is one of the Uruloki that still survive, a fire-drake of immense D:cunning and intelligence. His speed through air is matched by few other D:dragons, his dragonfire is legendary, and his hide is D:armoured with diamonds. He is believed to be the greatest dragon still D:surviving into the Third Age. N:698:The Stormbringer G:|:D I:120:13d123:20:99:20 W:45:2:0:13333 E:0:0:0:0:0:0 O:0:0:0:0 B:WAIL:TERRIFY B:HIT:EXP_80:64d1 B:HIT:EXP_80:64d1 B:HIT:EXP_80:8d8 F:CHAR_MULTI | EVIL | IM_POIS | IM_COLD | IM_FIRE | RES_NETH | F:FORCE_SLEEP | UNIQUE | FORCE_MAXHP | CAN_FLY | F:COLD_BLOOD | BASH_DOOR | NONLIVING | F:NO_CONF | NO_SLEEP | NO_FEAR | ZANGBAND | HAS_LITE | NO_CUT | NO_STUN D:The mightiest of hellblades, a black runesword which thirsts for D:your soul. N:699:Knight Templar G:p:w I:120:60d20:20:60:10 W:44:2:1800:2000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:5d5 B:HIT:HURT:5d5 B:HIT:HURT:5d5 F:IM_POIS | IM_FIRE | IM_ELEC | IM_ACID | IM_COLD | GOOD | F:RES_NETH | RES_NEXU | RES_DISE | RES_TELE | DROP_SKELETON | DROP_CORPSE F:NO_SLEEP | NO_CONF | NO_FEAR | NO_STUN | F:DROP_2D2 | DROP_90 | REFLECTING | F:MALE | OPEN_DOOR | BASH_DOOR | FORCE_MAXHP | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_4 | S:HEAL | CAUSE_3 | CAUSE_4 | HASTE | SCARE | BLIND | S_ANGEL D:It seems that the more devout the person, the more likely they are to cross D:the boundary between piety and sanctimoniousness. And such is the case with D:the Order of the Knights Templar; they are among the most pious and D:powerful of the religious knightly orders, but noted for their intolerance. D:Thus it is Morgoth's will that is unwittingly done, as the forces of good D:are set against each other. N:700:Leprechaun fanatic G:h:r I:123:6d6:8:13:8 W:46:6:800:80 E:1:1:1:2:1:1 O:0:0:0:0 B:EXPLODE:HURT:20d3 F:RAND_25 | TAKE_ITEM | SMART | F:EVIL | OPEN_DOOR | MALE | F:MORTAL | ZANGBAND S:MULTIPLY | S:1_IN_6 | S:BLINK | TPORT | TELE_TO D:These leprechauns are not afraid to die for their cause. They are D:carrying explosives and making terrorist strikes... N:701:Dracolich G:D:G I:120:35d100:25:120:80 W:55:2:180000:18000 E:0:1:0:6:1:0 O:10:50:40:0 B:CLAW:HURT:4d12 B:CLAW:HURT:4d12 B:BITE:EXP_80:7d14 F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | RES_TELE | F:COLD_BLOOD | CAN_FLY | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:EVIL | DRAGON | UNDEAD | IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT | ATTR_MULTI S:1_IN_6 | S:CONF | SCARE | S:BR_COLD | BR_NETH D:The skeletal form of a once-great dragon, enchanted by magic most D:perilous. Its animated form strikes with speed and drains life from its D:prey to satisfy its hunger. N:702:Greater titan G:P:o I:120:38d100:30:125:15 W:66:3:50000:23500 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:CONFUSE:12d12 B:HIT:CONFUSE:12d12 B:HIT:CONFUSE:12d12 B:HIT:CONFUSE:12d12 F:FORCE_SLEEP | FORCE_MAXHP | DROP_SKELETON | DROP_CORPSE | F:ONLY_ITEM | DROP_4D2 | DROP_1D2 | DROP_GOOD | MOVE_BODY | F:SMART | TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:EVIL | GIANT | MALE | BASEANGBAND | HAS_LITE S:1_IN_3 | S:HEAL | TELE_TO | S:S_MONSTERS D:A forty foot tall humanoid that shakes the ground as it walks. The power D:radiating from its frame shakes your courage, its hatred inspired by your D:defiance. N:703:Dracolisk G:D:R I:120:35d100:25:120:80 W:55:2:180000:18000 E:0:1:0:6:1:0 O:0:50:40:10 B:CLAW:HURT:4d12 B:CLAW:HURT:4d12 B:BITE:FIRE:7d14 B:GAZE:PARALYZE F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | RES_NEXU | RES_TELE | F:ANIMAL | EVIL | DRAGON | IM_ACID | IM_FIRE | NO_CONF | NO_SLEEP | F:BASEANGBAND | ATTR_MULTI S:1_IN_6 | S:HOLD | SCARE | S:BR_FIRE | BR_NEXU D:A mixture of dragon and basilisk, the dracolisk stares at you with deep D:piercing eyes, its evil breath burning the ground where it stands. N:704:Winged Horror G:B:D I:120:25d80:30:80:5 W:48:3:4500:4000 B:CLAW:HURT:3d8 B:CLAW:HURT:3d8 B:BITE:EXP_40:4d6 B:BITE:EXP_40:4d6 F:ANIMAL | MORTAL | EVIL | CAN_FLY | BASH_DOOR | IM_COLD | IM_POIS F:WILD_TOO | WILD_WASTE | WILD_WOOD | WILD_SWAMP | BASEANGBAND S:1_IN_6 S:BR_NETH | BR_DARK | BR_POIS D:A terrifying sight: a winged creature greater than any bird you have ever D:seen, and with no feathers on its horrid black leathery wings. Descended D:from a creature of an older world perhaps, bred by Sauron to be a winged D:steed for his Ringwraiths. N:705:Spectral tyrannosaur G:R:G I:120:70d50:25:120:30 W:46:3:0:15000 E:0:0:0:0:0:0 O:20:20:20:20 B:BITE:EXP_40:2d13 B:BITE:EXP_40:2d13 B:BITE:LOSE_STR:5d8 B:GAZE:TERRIFY F:FORCE_SLEEP | FORCE_MAXHP | F:EVIL | UNDEAD | ANIMAL | RES_NEXU | RES_TELE F:NO_CONF | NO_FEAR | NO_SLEEP | F:IM_POIS | IM_ACID | IM_COLD | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | MOVE_BODY | ZANGBAND | NO_CUT S:1_IN_6 | S:HOLD | SCARE | S:BR_NEXU | BR_POIS | BR_NETH D:A deadly undead horror which looks like a skeletal tyrannosaur D:surrounded by a sickly green glow. N:706:Yibb-Tstll, the Patient One G:P:D I:120:99d21:20:100:20 W:46:2:0:16000 E:0:0:0:0:0:0 O:0:0:100:0 B:TOUCH:LOSE_ALL:1d166 B:TOUCH:LOSE_ALL:1d166 F:UNIQUE | FORCE_SLEEP | FORCE_MAXHP | F:ELDRITCH_HORROR | NEVER_MOVE | REGENERATE | POWERFUL | F:DROP_2D2 | DROP_4D2 | DROP_GOOD | ONLY_ITEM | F:SMART | IM_FIRE | IM_COLD | IM_ELEC | IM_ACID | IM_POIS | CTHANGBAND S:1_IN_4 | S:BR_NUKE | S_DEMON | DARKNESS | S_UNDEAD | ANIM_DEAD S:BR_NEXU | BR_CHAO D:"There, about the pulsating body of the Ancient One, hugely D:winged reptilian creatures without faces cluttered and clutched D:at a multitude of blackly writhing, pendulous breasts! Its eyes D:moved quickly, independently -- sliding with vile viscosity over D:the whole rotten surface of Yib-Tstll's pulpy, glistening head!" N:707:Ghatanothoa G:v:D I:120:100d20:20:100:20 W:46:2:0:16000 E:0:0:0:0:0:0 O:0:0:100:0 B:CLAW:LOSE_INT:5d10 B:CLAW:LOSE_WIS:5d10 B:BITE:CONFUSE:5d10 F:FORCE_SLEEP | ELDRITCH_HORROR | PASS_WALL | UNIQUE | F:INVISIBLE | DROP_2D2 | DROP_4D2 | CAN_FLY | DROP_GOOD | ONLY_ITEM | F:OPEN_DOOR | BASH_DOOR | MOVE_BODY | POWERFUL | NO_CONF | NO_SLEEP | F:SMART | IM_FIRE | IM_COLD | IM_ELEC | IM_ACID | IM_POIS | F:MORTAL | CTHANGBAND | NO_CUT S:1_IN_4 | S:BR_WALL | TELE_AWAY | BR_GRAV | TELE_LEVEL | S_DEMON | S_UNDEAD | S_KIN | S:BRAIN_SMASH | HASTE | BLIND | BLINK | BR_INER | CAUSE_3 | CAUSE_4 D:The chief among the creatures known as Lloigor. Ghatanothoa, unlike most of D:his kind, has assumed a shape, and one which is too horrible to describe: D:"Nothing I could say could even adumbrate the loathsome, unholy, non-human, D:extra-galactic horror and hatefulness and unutterable evil of that forbidden D:spawn of black chaos, and illimitable night." N:708:Ent G:#:G I:110:40d100:30:120:15 W:46:3:0:12500 E:1:1:1:2:1:1 O:30:50:20:0 B:CRUSH:HURT:12d13 B:CRUSH:HURT:12d13 B:CRUSH:HURT:12d13 B:CRUSH:HURT:12d13 F:FORCE_SLEEP | FORCE_MAXHP | PET | SUSCEP_FIRE | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | MOVE_BODY | F:SMART | TAKE_ITEM | KILL_WALL | BASH_DOOR | F:GOOD | BASEANGBAND | NO_CUT D:A tree-herd: a sentient, moving tree. Its wrath is fearsome, and it could D:split stones and even the very rock of Isengard with its roots. N:709:Hru G:P:s I:120:40d100:30:150:15 W:54:3:40000:14500 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:SHATTER:12d13 B:HIT:SHATTER:12d13 B:HIT:SHATTER:12d13 B:HIT:SHATTER:12d13 F:FORCE_SLEEP | FORCE_MAXHP | HURT_ROCK | F:ONLY_GOLD | DROP_4D2 | MOVE_BODY | KILL_WALL | F:SMART | TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:EVIL | GIANT | MALE | HAS_LITE | NO_CUT D:A rock giant, a being made of living stone. N:710:Itangast the Fire Drake G:D:R I:120:22d100:30:120:70 W:47:2:220000:20000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d10 B:CLAW:HURT:4d10 B:BITE:FIRE:4d14 B:BITE:FIRE:4d14 F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | DROP_CORPSE F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD | SUSCEP_COLD | F:BASH_DOOR | POWERFUL | MOVE_BODY | F:EVIL | DRAGON | IM_FIRE | BASEANGBAND | HAS_LITE S:1_IN_4 | S:CONF | CAUSE_3 | S:BR_FIRE D:A mighty ancient dragon, Itangast's form scorches your flesh. Wisps of D:smoke curl up from his nostrils as he regards you with disdain. N:711:Death mold G:m:D I:140:100d20:200:60:0 W:47:1:100:1000 E:0:0:0:0:0:0 O:0:0:0:0 B:SPORE:UN_BONUS:7d7 B:SPORE:UN_BONUS:7d7 B:SPORE:UN_BONUS:7d7 B:SPORE:EXP_80:5d5 F:FORCE_SLEEP | NEVER_MOVE | CAN_SWIM | F:EVIL | IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is the epitome of all that is evil, in a mold. Its lifeless form draws D:power from sucking the souls of those that approach it; a nimbus of pure D:evil surrounds it. Luckily for you, it can't move... N:712:Fafner the Dragon G:D:G I:120:25d110:30:130:80 W:48:2:170000:25000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d12 B:CLAW:HURT:4d12 B:BITE:FIRE:5d14 B:BITE:POISON:5d14 F:UNIQUE | MALE | SUSCEP_COLD | F:FORCE_SLEEP | FORCE_MAXHP | CAN_SPEAK | DROP_CORPSE | F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:BASH_DOOR | POWERFUL | MOVE_BODY | INVISIBLE | F:EVIL | DRAGON | IM_FIRE | IM_POIS | ZANGBAND | F:HAS_LITE S:1_IN_3 | S:CONF | CAUSE_3 | S:BR_FIRE | BR_POIS | SCARE | CAUSE_3 | CONF D:The mighty dragon of myth, Fafner was a giant who slew his D:brother to win a treasure hoard, and then transformed himself D:into a dragon, greedily watching over his gold. N:713:Charon, Boatman of the Styx G:W:B I:120:28d100:30:100:10 W:47:3:0:25000 E:1:1:1:2:1:1 O:0:0:0:0 B:WAIL:LOSE_ALL B:TOUCH:UN_POWER B:HIT:EXP_80:8d12 B:HIT:EAT_GOLD:8d12 F:UNIQUE | MALE | SMART | CAN_SWIM | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_GOLD | DROP_3D2 | DROP_4D2 | F:COLD_BLOOD | PASS_WALL | OPEN_DOOR | BASH_DOOR | MOVE_BODY | F:EVIL | UNDEAD | IM_COLD | IM_POIS | F:NO_STUN | NO_CONF | NO_SLEEP | RES_TELE | ZANGBAND | NO_CUT S:1_IN_3 | S:BLIND | HOLD | SCARE | CAUSE_3 | DARKNESS | S:BO_ICEE | BO_NETH | BA_COLD | BA_NETH | BA_WATE | S:S_UNDEAD D:The ferryman across the river Styx to the land of the dead. D:He wishes to receive payment for your entry. N:714:Quickbeam, the Ent G:#:G I:120:40d100:30:120:15 W:47:3:0:13500 E:1:1:1:2:1:1 O:10:50:20:10 B:CRUSH:HURT:12d13 B:CRUSH:HURT:12d13 B:CRUSH:HURT:12d13 B:CRUSH:HURT:12d13 F:FORCE_SLEEP | FORCE_MAXHP | UNIQUE | CAN_SPEAK | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | MOVE_BODY | SUSCEP_FIRE | F:SMART | TAKE_ITEM | KILL_WALL | BASH_DOOR | F:GOOD | PET | BASEANGBAND | NO_CUT D:Unusually hasty, for an ent. Quickbeam hates evil creatures, and orcs in D:particular, since the destruction of his beloved rowan-trees to feed the D:fires of Orthanc. N:715:Glaurung, Father of the Dragons G:D:R I:130:120d100:20:125:70 W:70:2:300000:50000 E:0:1:0:6:1:0 O:30:70:0:0 B:CLAW:HURT:5d12 B:CLAW:HURT:5d12 B:BITE:FIRE:8d14 B:BITE:POISON:8d14 F:UNIQUE | MALE | CAN_SPEAK | DROP_CORPSE | F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | DROP_RANDART F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD | DROP_GREAT | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:SMART | EVIL | DRAGON | IM_POIS | IM_FIRE | F:BASEANGBAND | HAS_LITE S:1_IN_3 | S:BLIND | CONF | SCARE | S:BR_FIRE | BR_POIS | BR_SOUN | S_HI_DRAGON D:Glaurung is the father of all dragons, and was for a long time the most D:powerful. Though this is no longer so, he still has full command over D:his brood and can command them to appear whenever he so wishes. He is D:the definition of dragonfire. N:716:Behemoth G:H:B I:120:50d100:25:180:30 W:49:3:6000:16000 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:FIRE:5d8 B:BITE:FIRE:5d8 B:CRUSH:HURT:3d15 B:CRUSH:HURT:3d15 F:FORCE_SLEEP | FORCE_MAXHP | CAN_SWIM | ANIMAL | AQUATIC | F:IM_FIRE | IM_ACID | IM_COLD | IM_POIS | DROP_CORPSE | F:NO_CONF | NO_SLEEP | NO_FEAR | F:MORTAL | BASEANGBAND S:1_IN_9 S:BR_FIRE D:A great water-beast, with an almost impenetrable skin. N:717:Garm, Guardian of Hel G:C:b I:120:30d100:20:120:70 W:49:2:0:25000 E:0:1:0:2:1:0 O:50:50:0:0 B:CLAW:HURT:7d13 B:CLAW:HURT:7d13 B:BITE:HURT:8d13 B:BITE:HURT:8d13 F:UNIQUE | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | MOVE_BODY | RES_NETH | F:ANIMAL | EVIL | IM_FIRE | NO_SLEEP | ZANGBAND S:1_IN_3 | S:BR_NETH | BR_COLD | BR_DARK | S:S_HOUND | S_UNDEAD D:Garm is a gigantic hound, whose job is to guard that none escapes D:the tortures of Hel, the place of punishment for the wicked D:and cowardly dead. N:718:Greater wall monster G:#:W I:120:15d40:20:80:20 W:44:4:0:900 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:3d6 B:HIT:HURT:3d6 B:HIT:HURT:3d6 F:FORCE_SLEEP | COLD_BLOOD | EMPTY_MIND | PASS_WALL | RAND_50 | F:BASH_DOOR | IM_COLD | IM_ACID | IM_FIRE | IM_ELEC | IM_POIS | NONLIVING | F:HURT_ROCK | NO_CONF | NO_SLEEP | CHAR_MULTI | CAN_FLY | BASEANGBAND F:NO_CUT S:MULTIPLY | D:A sentient, moving section of wall. N:719:Nycadaemon G:U:o I:120:29d99:20:80:80 W:51:3:0:10000 E:1:1:1:2:1:1 O:50:0:50:0 B:TOUCH:TERRIFY B:CLAW:HURT:6d6 B:CLAW:HURT:6d6 B:CLAW:HURT:6d6 F:FORCE_SLEEP | FORCE_MAXHP | AURA_FIRE | NONLIVING | F:REGENERATE | IM_ACID | IM_COLD | IM_FIRE | CAN_FLY | F:NO_SLEEP | NO_STUN | NO_CONF | EVIL | DEMON | F:INVISIBLE | KILL_WALL | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | BASEANGBAND S:1_IN_4 | S:HOLD | BLINK | CONF | S_DEMON | BRAIN_SMASH | BR_NETH D:A loathsome, sturdy, winged, horned demon, with talons that could tear D:a stone wall down. N:720:Barbazu G:U:G I:120:120d10:25:60:80 W:55:2:0:3000 E:1:1:1:2:1:1 O:20:40:20:20 B:HIT:HURT:4d10 B:HIT:HURT:4d10 B:HIT:LOSE_CON:10d2 B:STING:POISON:5d5 F:FORCE_SLEEP | FORCE_MAXHP | FRIENDS | F:ONLY_ITEM | DROP_1D2 | NONLIVING | BASEANGBAND | F:OPEN_DOOR | BASH_DOOR | POWERFUL | F:EVIL | DEMON | IM_POIS | NO_CONF | NO_SLEEP S:1_IN_7 | S:SCARE | S_DEMON D:A foul, humanoid creature with a long tail, clawed hands and feet, D:and a disgusting, wiry, snaky beard. They are the elite shock troops D:of the hells, capable of a terrifying berserk fury. N:721:Goat of Mendes G:q:D I:120:18d111:30:66:40 W:50:3:0:6666 E:0:1:0:2:1:0 O:0:0:100:0 B:GAZE:TERRIFY B:BUTT:HURT:6d6 B:BITE:EXP_40 B:BITE:LOSE_CON F:EVIL | DEMON | FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_2D2 F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | SMART | NONLIVING | F:NO_CONF | NO_SLEEP | HURT_LITE | IM_FIRE | IM_COLD | ZANGBAND S:1_IN_4 | S:BLIND | CONF | BRAIN_SMASH | SCARE | ANIM_DEAD S:BA_NETH | FORGET | S_UNDEAD | DRAIN_MANA | S:S_DEMON | CAUSE_4 | BA_COLD D:It is a demonic creature from the lowest hell, vaguely resembling a D:large black he-goat. N:722:Nightwing G:W:D I:120:60d60:20:120:10 W:61:4:0:10000 E:1:1:1:2:1:1 O:0:0:100:0 B:TOUCH:POISON:6d5 B:TOUCH:POISON:6d5 B:HIT:UN_BONUS:6d8 B:HIT:UN_BONUS:6d8 F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | F:SMART | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | RES_TELE | F:EVIL | UNDEAD | IM_COLD | IM_POIS | HURT_LITE | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_4 | S:BLIND | SCARE | CAUSE_4 | BRAIN_SMASH | S:BO_MANA | BO_NETH | BA_NETH | S_UNDEAD D:Everywhere colours seem paler and the air chiller. At the centre of the D:cold stands a mighty figure. Its wings envelop you in the chill of death D:as the nightwing reaches out to draw you into oblivion. Your muscles sag D:and your mind loses all will to fight as you stand in awe of this mighty D:being. N:723:Maulotaur G:H:s I:130:250d13:13:50:10 W:50:2:40000:4500 E:1:1:1:2:1:1 O:0:50:50:0 B:HIT:SHATTER:8d8 B:HIT:SHATTER:8d8 B:BUTT:HURT:4d6 B:BUTT:HURT:4d6 F:ONLY_ITEM | DROP_60 | DROP_GOOD | RES_TELE | F:BASH_DOOR | STUPID | DROP_CORPSE | F:EVIL | IM_FIRE | FORCE_SLEEP | FORCE_MAXHP | F:MORTAL | BASEANGBAND S:1_IN_5 | S:BO_PLAS | BA_FIRE D:It is a belligerent minotaur with a destructive magical arsenal, armed D:with a hammer. N:724:Nether hound G:Z:G I:120:60d10:30:100:0 W:51:2:800:5000 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:2d12 B:CLAW:HURT:2d12 B:BITE:HURT:2d12 B:BITE:HURT:2d12 F:FORCE_SLEEP | F:FRIENDS | RES_NETH | DROP_SKELETON | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:ANIMAL | NO_CONF | NO_SLEEP | F:MORTAL | BASEANGBAND | NO_CUT S:1_IN_5 | S:BR_NETH D:You feel a soul-tearing chill upon viewing this beast, a ghostly form of D:darkness in the shape of a large dog. N:725:Time hound G:Z:B I:130:60d10:30:100:0 W:51:2:800:5000 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:2d12 B:CLAW:HURT:2d12 B:BITE:HURT:2d12 B:BITE:HURT:2d12 F:FORCE_SLEEP | F:FRIENDS | F:OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:ANIMAL | NO_CONF | NO_SLEEP | F:MORTAL | BASEANGBAND S:1_IN_5 | S:BR_TIME D:You get a terrible sense of deja vu, or is it a premonition? All at once D:you see a little puppy and a toothless old dog. Perhaps you should give D:up and go to bed. N:726:Plasma hound G:Z:R I:120:60d10:30:100:0 W:51:2:800:5000 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:HURT:2d12 B:CLAW:HURT:2d12 B:BITE:HURT:2d12 B:BITE:HURT:2d12 F:FORCE_SLEEP | SUSCEP_COLD | F:FRIENDS | RES_PLAS | F:OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:ANIMAL | IM_FIRE | NO_CONF | NO_SLEEP | F:MORTAL | BASEANGBAND | HAS_LITE | NO_CUT S:1_IN_5 | S:BR_PLAS D:The very air warps as pure elemental energy stalks towards you in the D:shape of a giant hound. Your hair stands on end and your palms itch as D:you sense trouble. N:727:Demonic quylthulg G:Q:r I:120:48d10:20:1:0 W:45:1:3000:3000 E:0:0:0:0:0:0 O:0:0:0:0 F:FORCE_SLEEP | FORCE_MAXHP | NEVER_MOVE | NEVER_BLOW | F:INVISIBLE | EMPTY_MIND | ANIMAL | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND S:1_IN_2 | S:BLINK | TPORT | S:S_DEMON D:A pile of pulsing flesh that glows with an inner hellish fire. The world D:itself seems to cry out against it. N:728:Great Storm Wyrm G:D:b I:120:40d100:30:150:80 W:63:2:190000:20000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d12 B:CLAW:HURT:4d12 B:BITE:ELEC:6d14 B:BITE:ELEC:6d14 F:FORCE_SLEEP | FORCE_MAXHP | AURA_ELEC | CAN_FLY | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:BASH_DOOR | POWERFUL | MOVE_BODY | DROP_CORPSE | F:EVIL | DRAGON | IM_ELEC | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE F:ATTR_MULTI S:1_IN_4 | S:BLIND | CONF | SCARE | S:BR_ELEC D:A vast dragon of power. Storms and lightning crash around its titanic D:form. Deep blue scales reflect the flashes and highlight the creature's D:great muscles. It regards you with contempt. N:729:Ulik the Troll G:T:v I:130:35d100:30:120:30 W:51:4:16000:18000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:SHATTER:20d12 B:HIT:SHATTER:20d12 B:BITE:POISON:6d14 F:UNIQUE | MALE | CAN_SPEAK | F:FORCE_SLEEP | FORCE_MAXHP | SPECIAL_GENE | F:ONLY_ITEM | DROP_1D2 | DROP_4D2 | DROP_GOOD | F:DROP_90 | REGENERATE | KILL_WALL | RES_TELE | KILL_BODY | F:OPEN_DOOR | BASH_DOOR | DROP_CORPSE | F:EVIL | TROLL | IM_POIS | F:IM_ELEC | IM_COLD | IM_FIRE | BASEANGBAND D:Ulik is the strongest troll who has ever lived. He could challenge D:the immortals and pound them to dust with his great strength. N:730:Baphomet the Minotaur Lord G:H:v I:130:35d100:30:120:30 W:58:4:16000:18000 E:1:1:1:2:1:1 O:0:80:20:0 B:BUTT:HURT:12d13 B:BUTT:HURT:12d13 B:HIT:HURT:10d10 B:HIT:HURT:10d10 F:UNIQUE | MALE | CAN_SPEAK | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_1D2 | DROP_4D2 | DROP_GOOD | F:BASH_DOOR | DROP_CORPSE | F:EVIL | IM_FIRE | IM_POIS | F:MORTAL | BASEANGBAND S:1_IN_6 | S:SLOW | ARROW_4 | BO_MANA | BO_PLAS | BA_ELEC | S:BR_WALL D:A fearsome bull-headed monster, Baphomet swings a mighty axe as he curses D:all that defy him. N:731:Hell knight G:p:D I:120:15d100:20:100:10 W:52:1:2200:10000 E:1:1:1:2:1:1 O:0:40:60:0 B:HIT:HURT:10d5 B:HIT:HURT:10d5 B:HIT:EXP_80:10d5 B:HIT:EXP_80:10d5 F:FORCE_SLEEP | FORCE_MAXHP | SMART | IM_FIRE | IM_COLD | IM_POIS | F:ONLY_ITEM | DROP_1D2 | DROP_2D2 | RES_NETH | RES_NEXU | RES_PLAS | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | IM_COLD | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_5 | S:BLIND | SCARE | CAUSE_3 | BA_NETH | BA_FIRE | BO_PLAS S:S_MONSTERS | S_DEMON D:It is a humanoid form dressed in armour of ancient style. From beneath D:its helmet, eyes glow with hellfire. N:732:Bull Gates G:p:D I:140:25d100:40:90:0 W:52:3:1600:20000 E:1:1:1:2:1:1 O:50:50:0:0 B:CHARGE:EAT_GOLD:5d5 B:CHARGE:EAT_ITEM:5d5 B:SPIT:BLIND:10d5 B:DROOL:DISEASE:8d5 F:UNIQUE | MALE | CAN_SPEAK | DROP_SKELETON | DROP_CORPSE F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_1D2 | DROP_4D2 | DROP_GOOD | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:IM_POIS | EVIL | RES_TELE F:MORTAL | JOKEANGBAND | HAS_LITE S:1_IN_6 | S:TRAPS | S_BUG D:He may not code worth a dime, but he certainly knows how to make money. N:733:Santa Claus G:h:r I:150:25d100:90:100:10 W:52:3:2600:45000 E:1:1:1:2:1:1 O:20:20:20:20 B:HIT:LOSE_CHR:5d5 B:TOUCH:LOSE_ALL:10d1 B:TOUCH:LOSE_ALL:10d1 B:CHARGE:EAT_GOLD F:UNIQUE | MALE | CAN_SPEAK | REFLECTING | DROP_SKELETON | DROP_CORPSE F:FORCE_SLEEP | FORCE_MAXHP | SMART | F:ONLY_ITEM | DROP_2D2 | DROP_4D2 | DROP_GOOD | DROP_GREAT | F:NO_STUN | NO_SLEEP | F:IM_ELEC | IM_FIRE | IM_POIS | IM_COLD | F:COLD_BLOOD | RES_TELE | JOKEANGBAND | HAS_LITE S:1_IN_3 | S:CAUSE_4 | HOLD | DRAIN_MANA | SCARE | BLIND | S:S_UNDEAD | S_HI_UNDEAD | S_HI_DRAGON | S_UNIQUE | S:BA_NETH | FORGET | TRAPS | BRAIN_SMASH | TELE_AWAY D:Why would anybody want to kill Santa Claus? To get all the presents, D:of course! N:734:Eihort, the Thing in the Labyrinth G:j:R I:120:33d100:50:90:10 W:53:3:0:45000 E:0:0:0:0:0:0 O:0:0:100:0 B:BITE:PARALYZE:8d1 B:CRUSH:HURT:10d10 B:CRUSH:HURT:10d10 B:CRUSH:HURT:10d10 F:UNIQUE | CAN_SPEAK | ESCORT | REGENERATE | F:FORCE_SLEEP | FORCE_MAXHP | ELDRITCH_HORROR | F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:SMART | OPEN_DOOR | BASH_DOOR | MOVE_BODY | F:EVIL | IM_ACID | IM_FIRE | IM_COLD | IM_POIS | F:HURT_LITE | NO_SLEEP | RES_TELE | CTHANGBAND | NO_CUT S:1_IN_4 | S:S_UNDEAD | S_DEMON | S_MONSTER | BLINK | BA_ACID | FORGET D:"Then came pale movement in the well, and something clambered D:up from the dark, a bloated blanched oval supported on myriad D:fleshless legs. Eyes formed in the gelatinous oval and stared D:at him." N:735:The King in Yellow G:L:y I:120:32d100:90:100:10 W:53:3:0:50000 E:0:0:0:0:0:0 O:50:0:40:10 B:CRUSH:HURT:12d12 B:CRUSH:HURT:12d12 B:GAZE:LOSE_WIS:5d10 B:GAZE:TERRIFY:5d10 F:UNIQUE | MALE | CAN_SPEAK | ATTR_MULTI | ATTR_ANY | F:FORCE_SLEEP | FORCE_MAXHP | CTHANGBAND | F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:SMART | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | MOVE_BODY | F:EVIL | UNDEAD | IM_ACID | IM_FIRE | IM_COLD | IM_POIS | F:HURT_LITE | NO_CONF | NO_SLEEP | RES_TELE | NO_CUT S:1_IN_2 | S:S_DEMON | S_UNDEAD | S_KIN | SCARE | CAUSE_3 | CAUSE_4 | ANIM_DEAD S:TELE_AWAY | TPORT | BRAIN_SMASH | CONF D:The King in Yellow is an Avatar of Hastur: "He has no D:face, and is twice as tall as a man. He wears pointed shoes under D:his tattered, fantastically colored robes, and a streamer of silk D:appears to fall from the pointed tip of his hood. At times he appears D:to be winged; at others, haloed." N:736:Great unclean one G:U:g I:120:80d80:30:150:20 W:53:3:0:17500 E:0:0:0:0:0:0 O:50:0:50:0 B:BITE:DISEASE:10d10 B:BITE:ACID:10d10 B:BITE:POISON:10d10 B:BITE:CONFUSE:10d10 F:DEMON | EVIL | NONLIVING | CAN_SWIM | F:FORCE_SLEEP | FORCE_MAXHP | ONLY_ITEM | DROP_2D2 | ELDRITCH_HORROR | F:OPEN_DOOR | BASH_DOOR | SMART | POWERFUL | DROP_GOOD | KILL_BODY | F:IM_ACID | IM_COLD | IM_ELEC | IM_POIS | NO_CONF | NO_SLEEP F:KILL_ITEM | ZANGBAND S:1_IN_3 S:BR_ACID | BR_POIS | BR_NUKE | SCARE | ANIM_DEAD S:CAUSE_3 | CAUSE_4 | S_DEMON | S_UNDEAD D:This disgusting demon resembles a shambling pile of rotting D:green flesh, with dozens of mouths drooling and leaving a D:trail of foul-smelling goo behind. Nurgle must be D:proud of himself to have created this atrocity! N:737:Lord of Chaos G:p:v I:130:45d55:30:80:5 W:60:3:0:17500 E:1:1:1:2:1:1 O:0:0:100:0 B:KICK:HURT:20d2 B:KICK:HURT:10d2 B:HIT:POISON:20d1 B:HIT:LOSE_ALL:15d1 F:MALE | F:FORCE_SLEEP | FORCE_MAXHP | DROP_SKELETON | F:ONLY_ITEM | DROP_4D2 | ATTR_MULTI | EVIL | SHAPECHANGER | ATTR_ANY | F:INVISIBLE | OPEN_DOOR | BASH_DOOR | SMART | POWERFUL | EVIL | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | NO_CONF | NO_SLEEP | F:ZANGBAND | HAS_LITE S:1_IN_2 | S:HEAL | MIND_BLAST | BA_CHAO | S:S_SPIDER | S_HOUND | S_DEMON D:He is one of the few true masters of the art, being extremely skillful in D:all forms of unarmed combat and controlling the Chaos D:with disdainful ease. N:738:Old Sorcerer G:p:R I:130:52d25:20:60:10 W:54:2:0:5000:0 E:1:1:1:2:1:1 O:0:0:100:0 B:HIT:HURT:6d8 B:HIT:HURT:6d8 B:HIT:HURT:6d8 F:MALE | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_4D2 | F:OPEN_DOOR | BASH_DOOR | TAKE_ITEM | F:EVIL | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE S:1_IN_2 | S:BLINK | TELE_TO | BLIND | CONF | CAUSE_3 | CAUSE_4 | TRAPS | S:BO_ACID | BA_FIRE | BA_COLD | BA_POIS | S:S_MONSTER | S_DEMON | S_HI_DRAGON | S_UNDEAD D:A human figure in robes, he moves with magically improved speed, and his D:hands are ablur with spell casting. You stagger at the mighty sound of his D:spells as they echo hollowly through the dungeon. N:739:Ethereal hound G:Z:G I:120:60d15:30:100:0 W:55:3:900:6000 E:0:0:0:0:0:0 O:0:0:0:0 B:BITE:HURT:2d12 B:BITE:HURT:2d12 B:BITE:HURT:2d12 B:CLAW:HURT:2d12 F:FORCE_SLEEP | FRIENDS | F:INVISIBLE | PASS_WALL | F:ANIMAL | NO_CONF | NO_SLEEP | F:MORTAL | BASEANGBAND S:1_IN_5 | S:BR_NETH D:A pale green hound. Pulsing red lines and strange fluorescent light D:hint at internal organs best left to the imagination. N:740:Lesser kraken G:~:G I:120:30d100:30:150:80 W:54:2:8000:20000 E:3:0:3:0:1:0 O:25:25:50:0 B:CRUSH:HURT:16d12 B:CRUSH:HURT:16d12 B:CRUSH:HURT:16d12 B:CRUSH:HURT:16d12 F:FORCE_SLEEP | FORCE_MAXHP | AQUATIC | WILD_TOO | WILD_OCEAN | F:ONLY_ITEM | DROP_3D2 | DROP_GOOD | DROP_CORPSE | F:BASH_DOOR | POWERFUL | MOVE_BODY | SMART | RES_WATE | F:EVIL | IM_ELEC | NO_CONF | NO_SLEEP | IM_POIS | IM_FIRE | BASEANGBAND S:1_IN_4 | S:BLIND | CONF | SCARE | CAUSE_4 | CAUSE_3 | S:BA_WATE | DARKNESS | BR_DARK | TELE_TO D:An enormously fearsome and powerful inhabitant of the depths. It D:resembles a gargantuan octopus and its evil is almost tangible. N:741:Great Ice Wyrm G:D:w I:120:40d100:30:150:80 W:63:2:190000:20000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d12 B:CLAW:HURT:4d12 B:BITE:COLD:6d14 B:BITE:COLD:6d14 F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | AURA_COLD | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | SUSCEP_FIRE | F:BASH_DOOR | POWERFUL | MOVE_BODY | DROP_CORPSE F:EVIL | DRAGON | IM_COLD | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE F:ATTR_MULTI S:1_IN_4 | S:BLIND | CONF | SCARE | S:BR_COLD D:An immense dragon capable of awesome destruction. You have never felt D:such extreme cold, or witnessed such an icy stare. Begone quickly or feel D:its wrath! N:742:Demilich G:L:U I:120:35d100:20:100:50 W:54:2:3000:12500 E:0:0:0:0:0:0 O:0:0:100:0 B:TOUCH:EXP_80 B:TOUCH:UN_POWER B:TOUCH:LOSE_DEX:4d12 B:TOUCH:LOSE_DEX:4d12 F:FORCE_SLEEP | FORCE_MAXHP | SMART | RES_TELE | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_GOOD | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | CAN_FLY | F:EVIL | UNDEAD | IM_COLD | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND F:NO_CUT S:1_IN_3 | S:BLINK | TELE_TO | BLIND | HOLD | CONF | SCARE | CAUSE_3 | CAUSE_4 | S:DRAIN_MANA | BRAIN_SMASH | S_HI_UNDEAD | S_UNDEAD | FORGET | S_DEMON | S:TPORT | HEAL | ANIM_DEAD D:A lich who is partially immaterial, on its way to a new, ethereal form. N:743:The Phoenix G:B:r I:120:36d100:60:130:0 W:54:3:6000:40000 E:0:1:1:0:1:0 O:0:50:50:0 B:BITE:FIRE:12d6 B:BITE:FIRE:12d6 B:HIT:FIRE:9d12 B:HIT:FIRE:9d12 F:UNIQUE | CAN_SPEAK | RES_PLAS | AURA_FIRE | F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | SUSCEP_COLD | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | F:ANIMAL | IM_ACID | IM_FIRE | IM_ELEC | IM_POIS | NO_CONF | NO_SLEEP F:BASEANGBAND | HAS_LITE | REGENERATE S:1_IN_3 | S:BO_FIRE | BO_PLAS | BA_FIRE | S:BR_FIRE | BR_LITE | BR_PLAS D:A massive glowing eagle bathed in flames. The searing heat chars your D:skin and melts your armour. N:744:Nightcrawler G:W:D I:120:80d60:20:160:10 W:69:3:10000:1500 E:0:0:0:0:1:0 O:40:0:50:10 B:STING:LOSE_CON:8d8 B:STING:LOSE_CON:8d8 B:BITE:ACID:10d10 B:BITE:ACID:10d10 F:FORCE_SLEEP | SMART | KILL_WALL | CAN_SWIM | FORCE_MAXHP | F:ONLY_ITEM | DROP_1D2 | DROP_2D2 | DROP_GOOD | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | UNDEAD | IM_FIRE | IM_COLD | IM_POIS | RES_TELE | F:HURT_LITE | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_4 | S:BLIND | SCARE | BRAIN_SMASH | S:BO_MANA | BO_NETH | BA_NETH | BR_NETH | S_UNDEAD D:This intensely evil creature bears the form of a gargantuan black worm. D:Its gaping maw is a void of blackness, and acid drips from its steely hide. D:It is like nothing you have ever seen before, and a terrible chill runs D:down your spine as you face it. N:745:Lord of Change G:U:v I:130:50d70:30:150:20 W:54:3:0:17000 E:0:1:1:0:1:0 O:0:0:100:0 B:CLAW:CONFUSE:10d10 B:CLAW:CONFUSE:10d10 B:BITE:BLIND:12d12 F:DEMON | EVIL | ATTR_MULTI | DROP_GOOD | MOVE_BODY | NONLIVING | F:FORCE_SLEEP | FORCE_MAXHP | ONLY_ITEM | DROP_2D2 | ELDRITCH_HORROR | F:INVISIBLE | OPEN_DOOR | BASH_DOOR | SMART | POWERFUL | CAN_FLY | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | NO_CONF | NO_SLEEP | F:ZANGBAND S:1_IN_3 S:MIND_BLAST | BA_CHAO | SCARE | BRAIN_SMASH | DRAIN_MANA | S:S_HOUND | S_DEMON | S_DRAGON | TPORT | HASTE | CONF | SCARE | S:TELE_AWAY | FORGET D:The most powerful of Tzeentch's servitors. This demon looks like D:a huge bird-creature, with the head of a predatory bird and D:fantastically multi-coloured wings. N:746:Keeper of Secrets G:H:G I:130:60d70:30:150:20 W:54:3:0:17000 E:2:0:2:2:1:1 O:0:0:100:0 B:HIT:CONFUSE:10d10 B:HIT:TERRIFY:10d10 B:HIT:BLIND:10d10 B:HIT:TERRIFY:10d10 F:DEMON | EVIL | DROP_GOOD | NONLIVING | CAN_SWIM | F:FORCE_SLEEP | FORCE_MAXHP | ONLY_ITEM | DROP_2D2 | ELDRITCH_HORROR | F:OPEN_DOOR | BASH_DOOR | SMART | POWERFUL | MOVE_BODY | F:IM_ACID | IM_FIRE | IM_COLD | IM_POIS | NO_CONF | NO_SLEEP | ZANGBAND S:1_IN_3 S:SCARE | BRAIN_SMASH | DRAIN_MANA | S:BR_CONF | S_DEMON | S_UNDEAD | TPORT | HEAL | S:TELE_AWAY D:This demonic keeper of forbidden secrets looks like a hairless D:minotaur with extra arms, decorated with tattoos and nose rings. D:It is the embodiment of Slaanesh's perverted magic. N:747:Shudde M'ell G:w:s I:125:100d40:20:90:20 W:59:2:0:23000 E:0:0:0:0:0:0 O:0:0:0:0 B:CRUSH:SHATTER:55d2 B:CRUSH:SHATTER:55d2 B:TOUCH:LOSE_CON:1d2 B:TOUCH:LOSE_CON:1d2 F:IM_FIRE | RES_PLAS | IM_COLD | IM_POIS | ELDRITCH_HORROR | RES_TELE | F:KILL_WALL | ONLY_GOLD | DROP_4D2 | DROP_2D2 | CAN_SWIM | F:EVIL | FORCE_MAXHP | SMART | UNIQUE | CTHANGBAND | NO_STUN S:1_IN_5 | S:SCARE | CONF | HOLD | S_DEMON | S_KIN | S:HEAL | HASTE | FORGET | BRAIN_SMASH | S:BR_DARK | BR_ACID | BR_DISE D:The most powerful and most evil of all Chthonians. D:"A great gray thing a mile long chanting and exuding strange acids... D:charging through the depths of the earth at a fantastic speed, in a D:dreadful fury... melting basaltic rocks like butter under a blowtorch." N:748:Hand druj G:s:y I:130:60d10:20:110:10 W:57:2:10:18000 E:0:0:0:1:0:0 O:0:0:0:0 F:FORCE_SLEEP | FORCE_MAXHP | NEVER_MOVE | NEVER_BLOW | RES_TELE | F:SMART | COLD_BLOOD | CAN_SWIM | F:EVIL | UNDEAD | IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_1 | S:TELE_AWAY | BLIND | CONF | SCARE | CAUSE_3 | FORGET | DARKNESS | S:BO_FIRE | BO_ACID | BO_COLD | BO_ELEC D:A skeletal hand floating in the air, motionless except for its flexing D:fingers. N:749:Eye druj G:s:r I:130:10d100:20:90:10 W:58:2:2:21000 E:0:0:0:0:0:0 O:0:0:0:0 F:FORCE_SLEEP | FORCE_MAXHP | NEVER_MOVE | NEVER_BLOW | RES_TELE | F:SMART | COLD_BLOOD | F:EVIL | UNDEAD | CAN_SWIM | F:IM_FIRE | IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_1 | S:BO_MANA | BO_NETH | BA_NETH | BRAIN_SMASH | S_UNDEAD D:A bloodshot eyeball floating in the air, you'd be forgiven for assuming it D:harmless. N:750:Skull druj G:s:o I:130:14d100:20:120:10 W:59:2:1000:24000 E:0:0:0:0:1:0 O:0:0:0:0 F:FORCE_SLEEP | FORCE_MAXHP | NEVER_MOVE | RES_TELE | F:SMART | COLD_BLOOD | F:EVIL | UNDEAD | CAN_SWIM | F:IM_FIRE | IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_1 | S:SLOW | CAUSE_4 | MIND_BLAST | BRAIN_SMASH | TRAPS | BO_PLAS | S:BO_NETH | BA_WATE | S_UNDEAD D:A glowing skull possessed by sorcerous power. It need not move, but D:merely blast you with mighty magic. N:751:Chaos vortex G:v:v I:140:32d20:100:80:0 W:53:1:0:4000 E:0:0:0:0:0:0 O:0:0:0:0 B:ENGULF:CONFUSE:5d5 B:ENGULF:CONFUSE:5d5 B:ENGULF:HURT:5d5 B:ENGULF:HURT:5d5 F:ATTR_MULTI | ATTR_ANY | FORCE_SLEEP | F:RAND_50 | RAND_25 | CAN_FLY | F:EMPTY_MIND | BASH_DOOR | POWERFUL | F:NO_CONF | NO_SLEEP | NO_FEAR | NONLIVING | BASEANGBAND | NO_CUT S:1_IN_6 | S:BR_CHAO D:Void, nothingness, spinning destructively. N:752:Aether vortex G:v:v I:130:40d20:100:40:0 W:54:2:0:5000 E:0:0:0:0:0:0 O:0:0:0:0 B:ENGULF:ELEC:5d5 B:ENGULF:FIRE:5d5 B:ENGULF:ACID:5d5 B:ENGULF:COLD:5d5 F:ATTR_MULTI | ATTR_ANY | FORCE_SLEEP | CAN_FLY | F:RAND_50 | RAND_25 | AURA_COLD | RES_WATE | RES_DISE | F:EMPTY_MIND | BASH_DOOR | POWERFUL | RES_NETH | RES_NEXU | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | AURA_FIRE | AURA_ELEC | F:NO_CONF | NO_SLEEP | NO_FEAR | NONLIVING | RES_PLAS | BASEANGBAND | NO_CUT S:1_IN_6 | S:BR_ACID | BR_FIRE | BR_COLD | BR_ELEC | BR_POIS | BR_LITE | S:BR_DARK | BR_SOUN | BR_CONF | BR_CHAO | BR_SHAR | BR_NETH | S:BR_WALL | BR_INER | BR_TIME | BR_GRAV | BR_PLAS | BR_NEXU D:An awesome vortex of pure magic, power radiates from its frame. N:753:Nidhogg, the Hel-Drake G:D:D I:120:39d111:20:133:70 W:55:2:260000:25000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:LOSE_CON:8d12 B:CLAW:LOSE_CON:8d12 B:BITE:EXP_80:8d15 B:BITE:EXP_80:8d15 F:UNIQUE | CAN_FLY | RES_NETH | F:FORCE_SLEEP | FORCE_MAXHP | SMART | F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD | IM_POIS | F:BASH_DOOR | POWERFUL | MOVE_BODY | CAN_SPEAK | IM_ACID | F:EVIL | DRAGON | IM_FIRE | NO_SLEEP | IM_COLD | ZANGBAND | F:HAS_LITE S:1_IN_5 | S:CAUSE_3 | BR_NETH | BR_COLD | S:BR_ACID | BR_POIS | S:S_DRAGON | S_UNDEAD D:In the bowels of Hel, the dread Nidhogg, a dragon blacker than the D:night, feasts on the essences of the dead. N:754:The Lernaean Hydra G:M:v I:120:45d100:20:140:20 W:55:2:13000:20000 E:0:1:0:2:2:0 O:0:0:0:0 B:BITE:POISON:8d6 B:BITE:POISON:8d6 B:BITE:FIRE:12d6 B:BITE:FIRE:12d6 F:UNIQUE | SUSCEP_COLD | F:FORCE_SLEEP | FORCE_MAXHP | SMART | DROP_CORPSE | F:ONLY_GOLD | DROP_3D2 | DROP_4D2 | WILD_TOO | WILD_SHORE | WILD_SWAMP | F:OPEN_DOOR | BASH_DOOR | KILL_BODY | POWERFUL | REGENERATE | F:ANIMAL | IM_FIRE | IM_POIS | F:NO_CONF | NO_STUN | CAN_SWIM | F:MORTAL | BASEANGBAND S:1_IN_3 | S:SCARE | S:BO_FIRE | BO_PLAS | BA_FIRE | BA_POIS | S:BR_FIRE | BR_POIS | S_HYDRA | S_KIN D:A massive legendary hydra. It has twelve powerful heads. Its many eyes D:stare at you as clouds of smoke and poisonous vapour rise from its D:seething form. It grows new heads as fast as you chop them off. N:755:Thuringwethil, the Vampire Messenger G:V:v I:130:50d100:20:145:10 W:67:3:1500:23000 E:1:1:1:2:1:1 O:0:50:50:0 B:BITE:EXP_80:6d6 B:BITE:EXP_80:6d6 B:HIT:CONFUSE:6d6 B:HIT:CONFUSE:6d6 F:UNIQUE | FEMALE | SPECIAL_GENE | F:FORCE_SLEEP | FORCE_MAXHP | SMART | CAN_SPEAK | CAN_FLY | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | REGENERATE | F:EVIL | UNDEAD | IM_COLD | IM_POIS | HURT_LITE | NO_CONF | NO_SLEEP | NO_STUN F:RES_TELE | BASEANGBAND | NO_CUT S:1_IN_3 | S:BLIND | HOLD | SCARE | CAUSE_3 | CAUSE_4 | DRAIN_MANA | S:BRAIN_SMASH | BA_NETH | S_KIN | S_HI_UNDEAD D:Chief messenger between Sauron and Morgoth, she is the most deadly of her D:vampire race on Middle-earth. At first she is charming to meet, but her D:wings and eyes give away her true form. N:756:Great Hell Wyrm G:D:r I:120:50d100:30:150:80 W:67:2:190000:23000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d12 B:CLAW:HURT:4d12 B:BITE:FIRE:6d14 B:BITE:FIRE:6d14 F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | DROP_CORPSE | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | SUSCEP_COLD | F:BASH_DOOR | POWERFUL | MOVE_BODY | AURA_FIRE | F:EVIL | DRAGON | IM_FIRE | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE F:ATTR_MULTI S:1_IN_4 | S:BLIND | CONF | SCARE | S:BR_FIRE D:A vast dragon of immense power. Fire leaps continuously from its huge D:form. The air around it scalds you. Its slightest glance burns you, and D:you realise how truly insignificant you are. N:757:Hastur the Unspeakable G:H:b I:120:55d95:20:150:10 W:55:4:0:23000 E:2:0:2:4:1:0 O:25:25:25:10 B:CRUSH:HURT:14d8 B:CRUSH:HURT:14d8 B:BITE:EXP_80:6d6 B:BITE:EXP_80:6d6 F:UNIQUE | ELDRITCH_HORROR | CAN_SWIM | F:FORCE_SLEEP | FORCE_MAXHP | SMART | CAN_SPEAK | AURA_ELEC | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | POWERFUL | SMART | NONLIVING | F:EVIL | DEMON | IM_COLD | IM_POIS | HURT_LITE | NO_SLEEP | F:RES_TELE | CTHANGBAND S:1_IN_3 | S:BLIND | HOLD | SCARE | CAUSE_4 | DRAIN_MANA | S:BRAIN_SMASH | BA_WATE | S_DEMON | HASTE | S:TPORT | TELE_AWAY | TELE_TO | HEAL | BR_DARK | BR_NETH D:His form is partially that of a reptile, partially that of a gigantic D:octopus. He will destroy you. N:758:Bloodthirster G:U:r I:130:60d70:30:180:20 W:55:3:0:18500 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:50d1 B:HIT:HURT:50d1 B:HIT:HURT:50d1 F:DEMON | EVIL | DROP_GOOD | REGENERATE | CAN_FLY | NONLIVING | F:FORCE_SLEEP | FORCE_MAXHP | ONLY_ITEM | DROP_4D2 | ELDRITCH_HORROR | F:OPEN_DOOR | BASH_DOOR | RES_NETH | RES_NEXU | RES_TELE | MOVE_BODY | F:IM_ACID | IM_FIRE | IM_COLD | IM_POIS | NO_CONF | NO_SLEEP | NO_FEAR F:CAN_FLY | ZANGBAND | HAS_LITE D:Khorne's mightiest servant, a winged hound-demon walking on D:two paws and wielding a mighty axe and a whip in the other D:two. Intelligent, bloodthirsty eyes leer at you from inside D:the blood-soaked demon armour. N:759:Draconic quylthulg G:Q:g I:120:48d10:20:1:0 W:45:1:3000:3000 E:0:0:0:0:0:0 O:0:0:0:0 F:FORCE_SLEEP | FORCE_MAXHP | NEVER_MOVE | NEVER_BLOW | F:INVISIBLE | EMPTY_MIND | ANIMAL | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND S:1_IN_2 | S:BLINK | TPORT | S:S_DRAGON D:It looks like it was once a dragon corpse, now deeply infected with D:magical bacteria that make it pulse in a foul and degrading way. N:760:Nyogtha, the Thing that Should not Be G:j:D I:130:55d99:20:120:20 W:56:2:0:20000 E:0:0:0:0:0:0 O:50:0:40:10 B:CRUSH:ACID:10d6 B:CRUSH:ACID:10d6 B:CRUSH:ACID:10d6 B:CRUSH:HURT:16d16 F:UNIQUE | ELDRITCH_HORROR | F:FORCE_SLEEP | FORCE_MAXHP | CAN_SPEAK | SMART | CAN_SWIM | F:ONLY_ITEM | DROP_1D2 | DROP_4D2 | DROP_GOOD | F:REGENERATE | ONLY_ITEM | KILL_ITEM | DROP_2D2 | DROP_90 | DROP_60 | F:BASH_DOOR | EVIL | NO_CONF | NO_SLEEP | KILL_BODY | F:FORCE_MAXHP | FORCE_SLEEP | HURT_LITE | POWERFUL | RES_NETH | NONLIVING | F:IM_ACID | IM_FIRE | RES_PLAS | IM_POIS | IM_COLD | IM_ELEC | RES_TELE F:CTHANGBAND | NO_CUT S:1_IN_5 | S:BRAIN_SMASH | MIND_BLAST | HASTE | TPORT | S:S_DEMON | S_UNDEAD | S_HI_UNDEAD | S_KIN | S:BR_DARK | BR_NUKE | BR_ACID | BR_POIS D:"...a little finger of blackness crept out from beneath its edge D:a great wave of iridescent blackness, neither liquid nor solid, D:a frightful gelatinous mass." N:761:Ahtu, Avatar of Nyarlathotep G:#:D I:130:50d110:30:120:15 W:56:3:0:22500 E:1:1:1:2:1:1 O:0:30:60:10 B:CRUSH:HURT:13d13 B:CRUSH:FIRE:10d10 B:CRUSH:HURT:13d13 B:CRUSH:FIRE:10d10 F:FORCE_SLEEP | FORCE_MAXHP | UNIQUE | CAN_SPEAK | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | MOVE_BODY | F:SMART | TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:EVIL | DEMON | NONLIVING | ELDRITCH_HORROR | CTHANGBAND | NO_CUT | NO_SLEEP | NO_CONF | NO_STUN S:1_IN_6 S:BR_FIRE | S_DEMON | CAUSE_4 | BR_PLAS | BR_NETH | BRAIN_SMASH | S:S_UNDEAD | BA_DARK D:"Higher already than the giants of the forest ringing it, the D:fifty-foot-thick column... sprouted a ring of tendrils, ruddy and D:golden and glittering overall with inclusions of quartz." N:762:Fundin Bluecloak G:h:B I:130:50d100:25:195:10 W:56:2:1400:20000 E:1:1:1:2:1:1 O:0:80:20:0 B:HIT:HURT:10d10 B:HIT:HURT:8d6 B:HIT:HURT:8d6 B:HIT:HURT:8d6 F:UNIQUE | MALE | CAN_SPEAK | DROP_CORPSE F:FORCE_SLEEP | FORCE_MAXHP | PET | F:ONLY_ITEM | DROP_1D2 | DROP_4D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | NO_CONF | NO_SLEEP | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_4 | S:HEAL | BLIND | CONF | SCARE | CAUSE_3 | CAUSE_4 | BRAIN_SMASH | S:FORGET | S_MONSTERS | S_ANIMALS D:He is one of the greatest dwarven priests to walk the earth. Fundin has D:earned a high position in the church, and his skill with both weapon and D:spell only justify his position further. His combination of both dwarven D:strength and priestly wisdom are a true match for any adventurer. N:763:Bile Demon G:U:R I:120:35d100:40:90:80 W:61:2:0:12000 E:1:0:1:2:1:0 O:30:70:0:0 B:HIT:HURT:8d8 B:HIT:HURT:8d8 B:CRUSH:ACID:9d9 B:CRUSH:ACID:9d9 F:FORCE_SLEEP | FORCE_MAXHP | BASEANGBAND | F:ONLY_ITEM | DROP_3D2 | DROP_GOOD | F:BASH_DOOR | POWERFUL | NONLIVING | F:EVIL | DEMON | IM_POIS | IM_ACID | NO_CONF | NO_SLEEP S:1_IN_6 | S:BR_POIS | BR_ACID | S_DEMON | BLIND | CONF | ARROW_4 D:It's big. It's fat. It's red. It's ugly. It's got a severe attack of D:highly poisonous flatulence. And its insides are corrosive. All of which D:go together to make the single most repulsive sight - and smell - you have D:ever experienced. N:764:Uriel, Angel of Fire G:A:R I:130:55d100:40:160:10 W:61:3:3400:25000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:FIRE:4d12 B:HIT:FIRE:4d12 B:HIT:HURT:10d10 B:HIT:HURT:10d10 F:UNIQUE | MALE | CAN_SPEAK | NO_FEAR | GOOD | AURA_FIRE | REFLECTING | F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | SUSCEP_COLD | F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD | NO_SLEEP F:SMART | TAKE_ITEM | OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:IM_ACID | IM_FIRE | IM_ELEC | IM_POIS | RES_TELE | BASEANGBAND | HAS_LITE S:1_IN_2 | S:TELE_TO | BLIND | S:BO_FIRE | BO_MANA | BA_FIRE | S:BR_FIRE | BR_PLAS | S:S_ANGEL D:A creature of godly appearance. You dare not challenge Uriel's supremacy. D:Those who stood against him before are but a memory, cremated by his D:mastery of elemental fire. N:765:Azriel, Angel of Death G:A:D I:130:60d100:40:170:10 W:62:3:3400:30000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:EXP_80:10d5 B:HIT:EXP_80:10d5 B:HIT:HURT:10d10 B:HIT:HURT:10d10 F:UNIQUE | MALE | CAN_SPEAK | RES_NETH | NO_FEAR | GOOD | F:FORCE_SLEEP | FORCE_MAXHP | SMART | REFLECTING | AURA_COLD | F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD | CAN_FLY | NO_SLEEP F:SMART | TAKE_ITEM | OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | RES_TELE | BASEANGBAND F:HAS_LITE S:1_IN_2 | S:TELE_TO | BLIND | S:BO_MANA | BO_NETH | BA_NETH | S:BR_NETH | S:S_ANGEL D:Azriel commands awesome power, his visage holy enough to shrivel your D:soul. You shriek with disbelief as his mastery of death draws you to your D:grave. It is truly beyond all but the mightiest of warriors to stand D:against him and live. N:766:Ancalagon the Black G:D:D I:140:180d100:40:170:70 W:90:1:330000:60000 E:0:1:0:6:1:0 O:60:40:0:0 B:CLAW:HURT:10d12 B:CLAW:HURT:10d12 B:BITE:HURT:10d14 B:BITE:HURT:10d14 F:UNIQUE | MALE | CAN_FLY | DROP_CORPSE | F:FORCE_SLEEP | FORCE_MAXHP | F:ESCORT | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | DROP_GREAT | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:EVIL | DRAGON | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | NO_CONF | F:BASEANGBAND | HAS_LITE S:1_IN_3 | S:BR_ACID | BR_FIRE | BR_DISI | BR_WALL | BR_TIME | S:S_HI_DRAGON | S_KIN D:"Rushing Jaws" is his name, and death is his game; the greatest and most D:terrible of all dragonkind, his power dismayed even the Valar for a time. N:767:Daoloth, the Render of the Veils G:U:s I:120:72d100:20:125:70 W:58:3:0:27500 E:0:0:0:0:0:0 O:0:0:100:0 B:TOUCH:CONFUSE:5d12 B:TOUCH:CONFUSE:5d12 B:TOUCH:CONFUSE:5d12 B:TOUCH:CONFUSE:5d12 F:UNIQUE | CAN_SPEAK | F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:IM_ACID | IM_FIRE | IM_POIS | IM_COLD | ELDRITCH_HORROR | F:NEVER_MOVE | RES_NEXU | REFLECTING | PASS_WALL F:NO_CONF | NO_SLEEP | NO_CUT | NO_STUN | NO_FEAR | CTHANGBAND S:1_IN_3 | S:TELE_AWAY | S_MONSTERS | TELE_LEVEL | BR_NEXU | TPORT | BLINK D:"Not shapeless, but so complex that the eye could recognise no D:describable shape. There were hemispheres and shining metal, D:coupled by long plastic rods. The rods were of a flat gray color, D:so that he could not make out which were nearer; they merged into D:a flat mass from which protruded individual cylinders. As he looked D:at it, he had a curious feeling that eyes gleamed from between D:these rods; but wherever he glanced at the construction, he saw D:only the spaces between them." N:768:Nightwalker G:W:D I:130:80d70:20:175:10 W:73:3:75000:20000 E:1:1:1:2:1:1 O:30:0:70:0 B:HIT:UN_BONUS:10d10 B:HIT:UN_BONUS:10d10 B:HIT:UN_BONUS:7d7 B:HIT:UN_BONUS:7d7 F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | CAN_SWIM | F:SMART | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | RES_TELE | F:EVIL | UNDEAD | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:HURT_LITE | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_4 | S:BLIND | SCARE | BRAIN_SMASH | S:BO_MANA | BO_NETH | BA_NETH | S_UNDEAD D:A huge giant garbed in black, more massive than a titan and stronger than D:a dragon. With terrible blows, it breaks your armour from your back, D:leaving you defenceless against its evil wrath. It can smell your fear, D:and you in turn smell the awful stench of death as this ghastly figure D:strides towards you menacingly. N:769:Gabriel, the Messenger G:A:w I:130:75d100:40:180:10 W:64:3:3500:35000 E:1:1:1:2:1:1 O:0:40:60:0 B:HIT:UN_BONUS:6d8 B:HIT:FIRE:6d8 B:HIT:BLIND:10d10 B:HIT:BLIND:10d10 F:UNIQUE | MALE | FORCE_MAXHP | CAN_SPEAK | NO_SLEEP | GOOD | F:FORCE_SLEEP | FORCE_MAXHP | SMART | AURA_ELEC | REFLECTING | RES_TELE F:ESCORT | CAN_FLY | F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:SMART | TAKE_ITEM | OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | BASEANGBAND | HAS_LITE S:1_IN_2 | S:TELE_TO | BLIND | BO_MANA | S:S_ANGEL | S_KIN D:Commanding a legion of angels, Gabriel will destroy you for your sins. He D:will crush you like the pitiful insignificant being he sees you to be. D:Your very soul will be taken into judgement by his supreme authority as he D:cleanses the world of evil. N:770:Artsi, the Champion of Chaos G:h:v I:130:11d666:25:175:10 W:59:2:1600:20000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:EXP_80:10d10 B:HIT:EXP_80:10d10 B:HIT:EXP_80:10d10 F:UNIQUE | MALE | CAN_SPEAK | ATTR_MULTI | F:FORCE_SLEEP | FORCE_MAXHP | SMART | DROP_CORPSE F:ONLY_ITEM | DROP_1D2 | DROP_4D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | RES_NEXU | RES_NETH | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | NO_CONF | NO_SLEEP | F:ZANGBAND | HAS_LITE S:1_IN_4 | S:BA_FIRE | BA_CHAO | CONF | TPORT | S_DEMON | BR_CHAO | BA_MANA D:He is one of the greatest warriors of chaos to walk the earth. D:His bloody blade has slain thousands and tens of thousands, and still D:hungers for more. N:771:Saruman of Many Colours G:p:v I:120:70d100:100:100:0 W:60:1:1600:35000 E:1:1:1:2:1:1 O:0:0:100:0 B:HIT:UN_BONUS:6d8 B:HIT:UN_BONUS:6d8 B:HIT:HURT:5d5 B:HIT:HURT:5d5 F:UNIQUE | MALE | ATTR_MULTI | CAN_SPEAK | F:FORCE_SLEEP | FORCE_MAXHP | REFLECTING | RES_TELE F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:DROP_GREAT | DROP_CHOSEN | F:SMART | OPEN_DOOR | BASH_DOOR | F:EVIL | IM_FIRE | IM_COLD | F:IM_ELEC | IM_POIS | BASEANGBAND | HAS_LITE S:1_IN_2 | S:HEAL | HASTE | TPORT | TELE_AWAY | BLIND | CONF | SCARE | S:CAUSE_4 | MIND_BLAST | FORGET | TRAPS | ANIM_DEAD | BO_MANA | S:BO_ICEE | BA_ACID | BA_FIRE | BA_COLD | BA_WATE | BA_CHAO | S:S_UNDEAD | S_DEMON | S_HI_DRAGON | S_ANIMALS D:Originally known as the White, Saruman fell prey to Sauron's wiles. He D:searches forever for the One Ring, to become a mighty Sorcerer-King of the D:world. N:772:Harowen the Black Hand G:p:B I:140:25d100:30:36:0 W:51:3:0:20000 E:1:1:1:2:1:1 O:90:10:0:0 B:TOUCH:EAT_GOLD:5d5 B:TOUCH:EAT_ITEM:5d5 B:HIT:BLIND:10d5 B:HIT:POISON:8d5 F:UNIQUE | MALE | CAN_SPEAK | SMART | F:FORCE_SLEEP | FORCE_MAXHP | MOVE_BODY | F:ONLY_ITEM | DROP_1D2 | DROP_4D2 | DROP_GOOD | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:IM_POIS | BASEANGBAND S:1_IN_6 | S:TELE_TO | TRAPS D:He is a master of disguise, an expert of stealth, a genius at traps, and D:moves with blinding speed. Check your pockets! N:773:Osyluth G:U:W I:130:40d100:20:75:80 W:65:2:0:13000 E:1:1:1:2:1:1 O:20:40:20:20 B:HIT:LOSE_CHR:8d8 B:HIT:LOSE_CHR:8d8 B:BITE:POISON:10d10 B:STING:LOSE_STR:9d9 F:FORCE_SLEEP | FORCE_MAXHP | NONLIVING | F:ONLY_ITEM | DROP_3D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY F:EVIL | DEMON | NO_CONF | NO_SLEEP | INVISIBLE | BASEANGBAND | F:IM_ACID | IM_ELEC | IM_POIS | IM_COLD | IM_FIRE | NO_CUT S:1_IN_6 | S:BA_ELEC | BA_COLD | BO_ICEE | SCARE | S_DEMON D:It is a demon made almost entirely out of bones. It is humanoid, but with D:a large tail similar to that of a giant scorpion, and emits a foul smell D:of decay and rot. They are despised even in the hells. N:774:Dreadlord G:G:r I:120:30d100:20:150:10 W:62:2:0:20000 E:0:0:0:0:0:0 O:10:10:60:10 B:HIT:EXP_40:6d6 B:HIT:EXP_40:6d6 B:HIT:LOSE_STR:4d6 B:HIT:LOSE_STR:4d6 F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | F:INVISIBLE | COLD_BLOOD | TAKE_ITEM | PASS_WALL | F:EVIL | UNDEAD | CAN_FLY | F:IM_COLD | IM_POIS | NO_CONF | NO_SLEEP | RES_TELE | BASEANGBAND | NO_CUT S:1_IN_3 | S:HOLD | DRAIN_MANA | BLIND | S_UNDEAD | CONF | S:SCARE | TELE_TO | TPORT | BRAIN_SMASH | ANIM_DEAD S:BA_NETH | DARKNESS D:It is a massive form of animated death, its colour deeper than black. It D:drinks in light, and space around it is twisted and torn by the weight of D:its evil. It is unlife and it knows nothing but the stealing of souls and D:the stench of death. Flee its hunger! N:775:Greater kraken G:~:G I:120:40d100:30:175:80 W:60:2:10000:25000 E:3:0:3:0:1:0 O:10:80:0:10 B:CRUSH:HURT:15d15 B:CRUSH:HURT:15d15 B:CRUSH:HURT:15d15 B:CRUSH:HURT:15d15 F:FORCE_SLEEP | FORCE_MAXHP | AQUATIC | WILD_TOO | WILD_OCEAN | F:ONLY_ITEM | DROP_3D2 | DROP_GOOD | DROP_CORPSE | F:BASH_DOOR | POWERFUL | MOVE_BODY | SMART | RES_WATE | F:EVIL | IM_ELEC | NO_CONF | NO_SLEEP | IM_POIS | IM_FIRE | BASEANGBAND S:1_IN_3 | S:BLIND | CONF | SCARE | CAUSE_4 | CAUSE_3 | TELE_TO | TELE_AWAY | S:BA_WATE | DARKNESS | BR_DARK | BR_ACID | BR_POIS D:An enormously fearsome and powerful inhabitant of the depths. It D:resembles a gargantuan octopus and its evil is almost tangible. N:776:Archlich G:L:B I:120:45d100:20:120:50 W:64:2:0:20000 E:0:0:0:0:0:0 O:0:0:100:0 B:TOUCH:EXP_80 B:TOUCH:UN_POWER B:TOUCH:LOSE_DEX:8d12 B:TOUCH:LOSE_DEX:8d12 F:FORCE_SLEEP | FORCE_MAXHP | SMART | RES_TELE | CAN_FLY | F:ONLY_ITEM | DROP_4D2 | DROP_2D2 | DROP_GOOD | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | PASS_WALL | F:EVIL | UNDEAD | IM_COLD | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND F:NO_CUT S:1_IN_3 | S:BLINK | TELE_TO | BLIND | HOLD | SCARE | CAUSE_4 | S:DRAIN_MANA | BRAIN_SMASH | S_HI_UNDEAD | FORGET | S:TPORT | HEAL | S_DEMON | BA_NETH | ANIM_DEAD D:A lich who has reached its ultimate evolutionary stage: a completely D:immaterial state. N:777:The Cat Lord G:f:v I:130:48d100:100:200:0 W:66:3:0:30000 E:0:1:0:2:1:0 O:30:60:0:10 B:CLAW:CONFUSE:12d12 B:CLAW:LOSE_DEX:2d12 B:CLAW:BLIND:10d5 B:BITE:PARALYZE:15d1 F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | F:ESCORT | ESCORTS | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | F:INVISIBLE | OPEN_DOOR | BASH_DOOR | F:IM_FIRE | IM_COLD | IM_POIS | NO_CONF | BASEANGBAND S:1_IN_3 | S:TELE_TO | S_KIN D:Master of all things feline, the Cat Lord moves with catlike stealth. N:778:Jabberwock G:H:v I:130:32d100:35:125:255 W:68:3:2300:19000 E:0:1:0:2:1:0 O:20:50:20:0 B:CLAW:HURT:10d10 B:CLAW:HURT:10d10 B:BITE:HURT:10d10 B:BITE:HURT:10d10 F:ATTR_MULTI | F:FORCE_SLEEP | FORCE_MAXHP | RES_TELE | F:ONLY_ITEM | DROP_60 | DROP_90 | F:BASH_DOOR | CAN_FLY | DROP_CORPSE | F:ANIMAL | MORTAL | BASEANGBAND | S:1_IN_5 | S:CAUSE_4 | S:BR_CHAO D:'Twas brillig, and the slithy toves / Did gyre and gimble in the wabe: / D:All mimsy were the borogoves, / And the mome raths outgrabe. / D:"Beware the Jabberwock, my son! / The jaws that bite, the claws that catch!" N:779:Chaos hound G:Z:v I:120:60d30:30:100:0 W:65:2:900:10000 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:2d12 B:BITE:HURT:2d12 B:BITE:HURT:2d12 B:CLAW:HURT:2d12 F:ATTR_MULTI | ATTR_ANY | DROP_SKELETON | DROP_CORPSE | F:FORCE_SLEEP | FRIENDS | BASH_DOOR | F:ANIMAL | NO_CONF | NO_SLEEP | BASEANGBAND S:1_IN_5 | S:BR_CHAO D:A constantly changing canine form, this hound rushes towards you as if D:expecting mayhem and chaos ahead. It appears to have an almost kamikaze D:relish for combat. You suspect all may not be as it seems. N:780:Vlad Dracula, Prince of Darkness G:V:D I:130:70d100:20:166:10 W:76:4:1800:33333 E:1:1:1:2:1:1 O:0:10:90:0 B:BITE:EXP_80:8d8 B:BITE:EXP_80:8d8 B:HIT:CONFUSE:8d8 B:HIT:CONFUSE:8d8 F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | SMART | CAN_SPEAK | CAN_FLY | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | REGENERATE | F:EVIL | UNDEAD | IM_COLD | IM_POIS | HURT_LITE | NO_CONF | NO_SLEEP | F:RES_TELE | ZANGBAND | NO_CUT S:1_IN_3 | S:BLIND | HOLD | SCARE | CAUSE_3 | CAUSE_4 | DRAIN_MANA | S_HI_UNDEAD | S:BRAIN_SMASH | BA_NETH | S_KIN | DARKNESS | BA_DARK D:The most feared of all vampires, the Prince of Darkness himself. N:781:Beholder hive-mother G:e:y I:120:40d100:30:80:10 W:67:3:2600:17000 E:0:0:0:0:0:0 O:0:0:0:0 B:BITE:EXP_80:6d6 B:GAZE:PARALYZE:5d5 B:GAZE:INSANITY:5d5 B:GAZE:UN_POWER:5d5 F:FORCE_SLEEP | FORCE_MAXHP | RES_TELE | CAN_FLY | F:BASH_DOOR | FEMALE | SMART | DROP_CORPSE | F:EVIL | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND S:1_IN_2 | S:BLIND | CONF | FORGET | SCARE | DRAIN_MANA | BRAIN_SMASH | S:BA_DARK | BO_MANA | BA_ACID | BA_FIRE | BA_COLD | BO_NETH | S:S_KIN D:A hive mother of the race of beholders, she can summon her brood to her aid D:whenever she wishes. N:782:Leviathan G:~:v I:120:50d100:40:180:30 W:67:3:300000:28000 E:0:1:0:6:1:0 O:0:0:0:0 B:BITE:FIRE:5d12 B:BITE:FIRE:5d12 B:CRUSH:HURT:6d15 B:CRUSH:HURT:6d15 F:FORCE_SLEEP | FORCE_MAXHP | AQUATIC | WILD_TOO | WILD_OCEAN | F:IM_FIRE | IM_ACID | IM_COLD | IM_POIS | F:ANIMAL | NO_CONF | NO_SLEEP | NO_FEAR | DROP_CORPSE | BASEANGBAND S:1_IN_9 S:BR_FIRE | BR_ACID | BR_DARK | BR_POIS | BA_WATE | S:S_DRAGON | S_HYDRA | HEAL | CONF | DARKNESS D:An enormous, terrible sea-monster, the true master of the ocean. N:783:Great Wyrm of Chaos G:D:v I:120:60d100:40:170:100 W:75:2:190000:29000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:5d12 B:CLAW:HURT:5d12 B:BITE:HURT:7d14 B:BITE:HURT:7d14 F:ATTR_MULTI | ATTR_ANY | F:FORCE_SLEEP | FORCE_MAXHP | RES_DISE | DROP_CORPSE | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:BASH_DOOR | POWERFUL | MOVE_BODY | CAN_FLY | F:EVIL | DRAGON | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE S:1_IN_4 | S:BLIND | CONF | SCARE | S:BR_CHAO | BR_DISE | S:S_DRAGON | S_HI_DRAGON D:A massive dragon of changing form. As you watch, it appears first fair D:and then foul. Its body is twisted by chaotic forces as it strives to D:stay real. Its very existence distorts the universe around it. N:784:Great Wyrm of Law G:D:B I:120:60d100:40:170:100 W:75:2:190000:29000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:5d12 B:CLAW:HURT:5d12 B:BITE:HURT:7d14 B:BITE:HURT:7d14 F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:BASH_DOOR | POWERFUL | MOVE_BODY | CAN_FLY | F:EVIL | DRAGON | NO_STUN | NO_SLEEP | BASEANGBAND | HAS_LITE | NO_CUT F:ATTR_MULTI S:1_IN_4 | S:BLIND | CONF | SCARE | S:BR_SOUN | BR_SHAR | S:S_DRAGON | S_HI_DRAGON D:A massive dragon of powerful intellect. It seeks to dominate the universe D:and despises all other life. It sees all who do not obey it as mere D:insects to be crushed underfoot. N:785:Great Wyrm of Balance G:D:v I:120:70d100:40:170:100 W:80:2:190000:31000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:6d12 B:CLAW:HURT:6d12 B:BITE:HURT:8d14 B:BITE:HURT:8d14 F:DRAGON | EVIL | DROP_CORPSE | F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:BASH_DOOR | POWERFUL | MOVE_BODY | RES_DISE | F:NO_STUN | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE | NO_CUT | ATTR_MULTI S:1_IN_4 | S:BLIND | CONF | SCARE | S:BR_SOUN | BR_CHAO | BR_SHAR | BR_DISE | S:S_DRAGON | S_HI_DRAGON D:A massive dragon, it is thousands of D:years old and seeks to maintain the Cosmic Balance. It sees you as an D:upstart troublemaker without the wisdom to control your actions. N:786:Shambler G:E:W I:130:50d100:40:150:50 W:67:4:9000:22500 E:0:0:0:0:0:0 O:20:20:60:0 B:CLAW:HURT:3d12 B:CLAW:HURT:3d12 B:CRUSH:HURT:8d12 B:CRUSH:HURT:8d12 F:FORCE_SLEEP | FORCE_MAXHP | RES_TELE | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | CAN_SWIM | DROP_CORPSE | F:BASH_DOOR | OPEN_DOOR | POWERFUL | MOVE_BODY | F:NO_CONF | NO_SLEEP | EVIL | ZANGBAND | NO_CUT S:1_IN_3 | S:BR_ELEC D:This elemental creature is power incarnate; it looks like a huge polar bear D:with a huge gaping maw instead of a head. N:787:Gelugon G:U:w I:130:45d100:20:100:80 W:69:3:0:14000 E:2:1:2:0:0:1 O:20:60:20:0 B:CLAW:COLD:6d10 B:CLAW:COLD:6d10 B:BITE:COLD:9d9 B:HIT:PARALYZE:8d8 F:FORCE_SLEEP | FORCE_MAXHP | BASEANGBAND | NONLIVING | F:ONLY_ITEM | DROP_GOOD | DROP_4D2 | CAN_FLY | F:OPEN_DOOR | BASH_DOOR | POWERFUL | REGENERATE | F:EVIL | DEMON | IM_COLD | NO_CONF | NO_SLEEP S:1_IN_6 S:BR_COLD | BR_SHAR | BA_COLD | BO_ICEE | S_HI_DEMON | S:SLOW | SCARE | HOLD D:This demon from the ice planes is a truly terrifying sight. It has an D:extremely large, insect-like body towering a full twelve feet tall, with D:great claws on its hands and pincers on its mouth, and its head bulges D:with great multi-faceted eyes. Its tail is covered with razor-sharp D:spikes. N:788:Glaaki G:~:v I:130:52d99:20:150:10 W:67:2:0:36000 E:0:0:0:0:1:0 O:0:0:100:0 B:STING:HURT:20d1 B:STING:DISEASE:20d1 B:CRUSH:HURT:3d20 F:UNIQUE | CAN_SPEAK | ATTR_MULTI | ELDRITCH_HORROR | F:NO_STUN | RES_NEXU | RES_WATE | CAN_SWIM | REGENERATE | F:FORCE_SLEEP | FORCE_MAXHP | EVIL | SMART | DEMON | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:NO_STUN | F:IM_POIS | IM_COLD | IM_ACID | CTHANGBAND S:1_IN_5 S:BA_WATE | S_HYDRA | S_DRAGON | S_DEMON | SCARE | S:BLIND | CONF | CAUSE_4 | BR_POIS D:"From an oval body protruded countless thin, pointed spines of D:multi-colored metal; at the more rounded end of the oval a D:circular, thick-lipped mouth formed the centre of a spongy D:face, from which rose three yellow eyes on thin stalks. Around D:the underside of the body were many white pyramids, presumably D:used for locomotion. The diameter of the body must have been D:at least ten feet at its least wide..." N:789:Trone, the Rebel Thunderlord G:B:D I:130:80d100:20:120:80 W:72:2:400000:45000 E:1:1:1:2:1:1 O:50:50:0:0 B:HIT:HURT:12d10 B:HIT:HURT:12d10 B:CHARGE:HURT:10d10 B:CHARGE:HURT:10d10 F:UNIQUE | MALE | CAN_SPEAK | RES_TELE | SPECIAL_GENE | F:FORCE_MAXHP | REGENERATE | THUNDERLORD | CAN_FLY | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | DROP_GREAT | F:SMART | OPEN_DOOR | BASH_DOOR | DROP_CHOSEN | F:EVIL | IM_FIRE | IM_COLD | IM_POIS | F:MORTAL | HAS_LITE S:1_IN_4 | S:TELE_TO | SCARE | BR_TIME | BR_FIRE | S:BO_MANA | S_THUNDERLORD D:As the Thunderlords came from afar to help the elves, Trone and his rebel D:wing came to defend Morgoth! He is an evil and powerful Thunderlord. N:790:Great Wyrm of Many Colours G:D:v I:120:70d100:40:170:255 W:80:2:190000:31000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:6d12 B:CLAW:HURT:6d12 B:CLAW:HURT:8d14 B:BITE:HURT:8d14 F:ATTR_MULTI | CAN_FLY | F:FORCE_SLEEP | FORCE_MAXHP | AURA_FIRE | AURA_ELEC | RES_TELE | F:IM_FIRE | IM_ACID | IM_POIS | IM_COLD | IM_ELEC | AURA_COLD | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:BASH_DOOR | POWERFUL | MOVE_BODY | DROP_CORPSE | F:DRAGON | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE S:1_IN_4 | S:BR_POIS | BR_ELEC | BR_ACID | BR_FIRE | BR_COLD | S:CONF | SCARE | BLIND D:A huge dragon whose scales shimmer in myriad hues. N:791:Marda, rider of gold Laronth G:B:y I:130:100d85:100:100:50 W:75:6:420000:35000 E:1:1:1:2:1:1 O:50:50:0:0 B:HIT:HURT:12d15 B:HIT:HURT:12d15 B:HIT:HURT:12d15 B:HIT:HURT:12d15 F:UNIQUE | FEMALE | CAN_SPEAK | THUNDERLORD | ONLY_ITEM | RES_TELE | F:DROP_CHOSEN | DROP_CORPSE | DROP_SKELETON | CAN_FLY | F:FORCE_SLEEP | FORCE_MAXHP | F:DROP_4D2 | DROP_1D2 | DROP_GOOD | DROP_60 | DROP_90 | F:EVIL | IM_POIS | IM_ELEC | SMART | REGENERATE | OPEN_DOOR | BASH_DOOR | F:MORTAL | HAS_LITE S:1_IN_4 | S:SCARE | BLIND | TPORT | BLINK | TELE_AWAY | TELE_TO | S:BR_FIRE | BA_MANA | S_THUNDERLORD D:Former leader among the Thunderlords, she and Trone have fallen under the D:control of Morgoth. Laronth, her eagle, can summon Thunderlords to her aid. N:792:Tselakus, the Dreadlord G:G:R I:130:65d100:20:150:10 W:68:2:1000:35000 E:1:1:1:2:1:1 O:0:80:20:0 B:HIT:HURT:10d10 B:HIT:HURT:10d10 B:HIT:LOSE_STR:4d6 B:HIT:LOSE_STR:4d6 F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | CAN_SPEAK | CAN_FLY | F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:INVISIBLE | COLD_BLOOD | PASS_WALL | F:EVIL | UNDEAD | IM_COLD | AURA_COLD | F:IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT | NO_STUN S:1_IN_3 | S:BLIND | HOLD | CONF | S:BA_DARK | BA_NETH | S:S_WRAITH | S_HI_UNDEAD | S_KIN D:This huge affront to existence twists and tears at the fabric of space. D:Darkness itself recoils from the touch of Tselakus as he leaves a trail D:of death and destruction. Mighty claws rend reality as he D:annihilates all in his path to your soul! N:793:Sky Drake G:D:B I:130:60d100:40:200:255 W:77:2:220000:40000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:6d12 B:CLAW:HURT:6d12 B:BITE:ELEC:8d14 B:BITE:ELEC:8d14 F:FORCE_SLEEP | FORCE_MAXHP | AURA_ELEC | AURA_COLD | DROP_CORPSE | F:IM_ELEC | EVIL | CAN_FLY | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:BASH_DOOR | POWERFUL | MOVE_BODY | F:DRAGON | NO_CONF | NO_SLEEP | RES_TELE | BASEANGBAND | HAS_LITE F:ATTR_MULTI S:1_IN_4 | S:BR_ELEC | BR_GRAV | BR_LITE | S:S_DRAGON | S_HI_DRAGON | S:SCARE | BLIND D:The mightiest elemental dragon of air, it can destroy you with ease. N:794:Eilinel the Entrapped G:p:D I:120:90d10:10:40:1 W:42:10:0:3500 E:1:1:1:2:1:1 O:20:20:50:10 B:HIT:HURT:3d5 B:HIT:HURT:3d5 B:TOUCH:UN_POWER:3d3 B:TOUCH:UN_BONUS:3d3 F:UNIQUE | FEMALE | F:FORCE_MAXHP | F:DROP_1D2 | DROP_2D2 | DROP_3D2 | DROP_GOOD | F:SMART | OPEN_DOOR | BASH_DOOR | F:EVIL | UNDEAD | IM_COLD | IM_FIRE | NO_CONF | NO_SLEEP | ZANGBAND | NO_CUT | NO_STUN S:1_IN_2 | S:BLINK | TELE_TO | HEAL | S_MONSTER | BO_ACID | BO_MANA | CAUSE_3 D:In life, she was the wife of Gorlim. In death, her shade was D:entrapped by Morgoth and used to trick her husband into betraying D:Barahir. Now she is totally entrapped by Morgoth's power, and uses D:her magic to do his bidding. N:795:Horned Reaper G:U:B I:130:50d100:40:120:80 W:72:3:0:18000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:11d11 B:HIT:HURT:11d11 B:HIT:HURT:11d11 B:HIT:HURT:11d11 F:FORCE_SLEEP | FORCE_MAXHP | REGENERATE | NONLIVING | F:ONLY_ITEM | DROP_GOOD | DROP_4D2 | DROP_2D2 | BASEANGBAND | F:OPEN_DOOR | BASH_DOOR | KILL_BODY | POWERFUL | F:EVIL | DEMON | NO_CONF | NO_SLEEP | CAN_FLY | F:IM_FIRE | IM_COLD | IM_POIS | IM_ACID | IM_ELEC S:1_IN_5 | S:HASTE | SLOW | SCARE | S_HI_DEMON D:A giant humanoid demon wielding a massive, heavy and sharp scythe. Feared D:by foes and friends alike when it flies into one of its berserk rages, the D:Horned Reaper will cut down anything in its path between it and you - even D:the minions it has just summoned. N:796:The Norsa G:H:B I:130:100d100:20:125:70 W:70:4:16000:47500 E:0:1:0:2:1:0 O:50:0:50:0 B:CRUSH:ACID:8d12 B:CRUSH:FIRE:8d12 B:CRUSH:ELEC:8d12 B:CRUSH:POISON:10d14 F:ATTR_MULTI | ELDRITCH_HORROR | DROP_CORPSE | F:UNIQUE | CAN_SPEAK | AURA_FIRE | AURA_ELEC | AURA_COLD | F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | DROP_GREAT | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | EVIL | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:ZANGBAND S:1_IN_2 | S:BLIND | CONF | SCARE | S:BR_NETH | BR_CHAO | BR_TIME | BR_GRAV | BR_DISI | S:S_HI_DRAGON | S_MONSTERS D:An elephantine horror with five trunks, each capable of breathing D:destructive blasts. It is said that it is better to face the fury D:of a thousand raging lions than the Norsa! N:797:Rhan-Tegoth G:S:b I:130:90d100:20:125:70 W:70:4:0:42500 E:0:1:0:2:1:0 O:0:50:50:0 B:CLAW:HURT:8d12 B:CRUSH:LOSE_STR:5d12 B:CLAW:HURT:8d12 B:CRUSH:ACID:5d12 F:ELDRITCH_HORROR | CAN_SWIM | EVIL | F:UNIQUE | CAN_SPEAK | AURA_FIRE | AURA_ELEC | F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:IM_ACID | IM_ELEC | IM_POIS | NO_SLEEP | RES_WATE | CTHANGBAND S:1_IN_5 | S:S_DEMON | BR_ACID | S_UNDEAD | S_KIN | CONF | SCARE | S:MIND_BLAST | BR_CONF D:"An almost globular torso, with six long, sinuous limbs terminating D:in crab-like claws. From the upper end a subsidiary globe bulged D:forward bubble-like; its triangle of three staring, fishy eyes, D:its foot-long and evidently flexible proboscis, and a distended D:lateral system analogous to gills, suggested that it was a head." N:798:Black reaver G:L:D I:120:50d100:20:170:50 W:74:3:1900:23000 E:0:0:0:0:0:0 O:0:60:40:0 B:HIT:UN_BONUS:6d8 B:HIT:UN_BONUS:6d8 B:HIT:LOSE_STR:4d6 B:HIT:LOSE_STR:4d6 F:FORCE_SLEEP | FORCE_MAXHP | SMART | CAN_SWIM | F:ONLY_ITEM | DROP_1D2 | DROP_2D2 | DROP_GOOD | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | UNDEAD | IM_COLD | IM_POIS | RES_TELE | F:NO_CONF | NO_SLEEP | KILL_WALL | NO_FEAR | F:MORTAL | BASEANGBAND | NO_CUT S:1_IN_3 | S:TELE_TO | BLIND | HOLD | CONF | CAUSE_3 | CAUSE_4 | DRAIN_MANA | S:BRAIN_SMASH | BA_MANA | BA_NETH | S_UNDEAD D:A humanoid form, black as night, advancing steadily and unstoppably, even D:the very rock of the dungeon cannot prevent it reaching you. N:799:Master mindcrafter G:p:y I:120:80d10:20:60:10 W:40:2:1700:2000 E:1:1:1:2:1:1 O:20:40:40:0 B:HIT:HURT:4d5 B:HIT:HURT:4d5 B:HIT:HURT:4d5 F:MALE | ONLY_ITEM | FORCE_SLEEP | FORCE_MAXHP | DROP_4D2 | F:SMART | BASH_DOOR | TAKE_ITEM | MOVE_BODY | F:EVIL | IM_FIRE | IM_ELEC | IM_POIS | BASEANGBAND | F:NO_CONF | NO_SLEEP | NO_STUN | NO_FEAR S:1_IN_2 | S:HEAL | BLIND | HOLD | CONF | SCARE | TPORT | BA_COLD | BA_FIRE | S:MIND_BLAST | BRAIN_SMASH | S_MONSTERS | TELE_AWAY | BLINK | BO_NETH D:A mindcrafter of the highest order. Powerful and evil, and a dangerous D:enemy: a master of mind over matter, of his own mind, and of the minds of D:others, who slavishly follow him into battle when he calls them. N:800:Greater demonic quylthulg G:Q:R I:120:15d100:20:1:0 W:71:2:5000:10500 E:0:0:0:0:0:0 O:0:0:0:0 F:FORCE_SLEEP | FORCE_MAXHP | NEVER_MOVE | NEVER_BLOW | F:INVISIBLE | EMPTY_MIND | ANIMAL | RES_TELE | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND S:1_IN_2 | S:BLINK | TELE_TO | S:S_HI_DEMON D:A massive pulsating mound of flesh, glowing with an inner hellish light. N:801:Greater draconic quylthulg G:Q:G I:120:15d100:20:1:0 W:71:2:5000:10500 E:0:0:0:0:0:0 O:0:0:0:0 F:FORCE_SLEEP | FORCE_MAXHP | NEVER_MOVE | NEVER_BLOW | F:INVISIBLE | EMPTY_MIND | ANIMAL | RES_TELE | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND S:1_IN_2 | S:BLINK | TELE_TO | S:S_HI_DRAGON D:A massive mound of scaled flesh, throbbing and pulsating with multi-hued D:light. N:802:Greater rotting quylthulg G:Q:U I:120:15d100:20:1:0 W:71:2:5000:10500 E:0:0:0:0:0:0 O:0:0:0:0 F:FORCE_SLEEP | FORCE_MAXHP | NEVER_MOVE | NEVER_BLOW | F:INVISIBLE | EMPTY_MIND | ANIMAL | RES_TELE | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND |NO_CUT S:1_IN_2 | S:BLINK | TELE_TO | S:S_HI_UNDEAD D:A massive pile of rotting flesh. A disgusting stench fills the air as it D:throbs and writhes. N:803:Null, the Living Void G:.:d I:110:50d100:30:100:20 W:72:2:0:32500 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:LOSE_ALL:6d16 B:TOUCH:EXP_80:6d16 B:TOUCH:UN_POWER:6d16 F:PASS_WALL | NONLIVING | IM_ACID | CAN_FLY | F:ONLY_ITEM | DROP_2D2 | DROP_4D2 | DROP_GOOD | SMART | EMPTY_MIND | F:ELDRITCH_HORROR | IM_COLD | RES_NETH | NO_STUN | UNIQUE | NO_SLEEP | NO_CONF | NO_FEAR | F:REGENERATE | ZANGBAND | NO_CUT S:1_IN_5 S:BR_NETH | BRAIN_SMASH | SCARE | S_UNDEAD | S_HI_UNDEAD | S:DRAIN_MANA | HEAL | ANIM_DEAD D:A black hole in the fabric of reality. It simply is not there. N:804:Feagwath, the Undead Sorcerer G:L:y I:130:60d100:20:85:50 W:77:2:1900:30000 E:1:1:1:2:1:1 O:0:50:50:0 B:TOUCH:EXP_80:6d12 B:TOUCH:UN_POWER:6d12 B:TOUCH:LOSE_DEX:6d12 B:TOUCH:LOSE_DEX:6d12 F:UNIQUE | MALE | CAN_SPEAK | RES_TELE | F:FORCE_SLEEP | FORCE_MAXHP | F:ESCORT | SPECIAL_GENE | F:ONLY_ITEM | DROP_2D2 | DROP_4D2 | DROP_GOOD | DROP_GREAT | F:SMART | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | UNDEAD | IM_COLD | F:IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_2 | S:BLINK | TELE_TO | HOLD | SCARE | CAUSE_4 | S:BRAIN_SMASH | TRAPS | BA_MANA | S:BO_MANA | BA_NETH | S:S_MONSTERS | S_UNDEAD | S_KIN | ANIM_DEAD D:A stench of corruption and decay surrounds this sorcerer, who has clearly D:risen from the dead to continue his foul plots and schemes. N:805:Omarax the Eye Tyrant G:e:v I:130:65d100:30:80:10 W:73:3:600:25000 E:0:0:0:0:0:0 O:0:0:0:0 B:GAZE:UN_BONUS:6d6 B:GAZE:UN_POWER:6d6 B:GAZE:INSANITY:6d6 B:BITE:EXP_80:8d8 F:UNIQUE | MALE | CAN_SPEAK | RES_TELE | F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:SMART | BASH_DOOR | F:EVIL | IM_POIS | F:BASEANGBAND S:1_IN_2 | S:BLIND | CONF | FORGET | SCARE | DRAIN_MANA | BRAIN_SMASH | S:BA_DARK | BO_MANA | BA_NETH | BA_ACID | BA_FIRE | BA_COLD | S:S_KIN D:A beholder of great size and age, floating in the air. His gaze seems to D:shred your soul and his spells crush your will. He is ancient, his history D:steeped in forgotten evils, his atrocities numerous and sickening. N:806:Tsathoggua, the Sleeper of N'kai G:R:D I:130:66d100:30:80:100 W:74:4:0:16500 E:0:0:0:0:0:0 O:0:50:50:0 B:CRUSH:LOSE_ALL:5d6 B:CRUSH:ACID:5d6 B:CRUSH:LOSE_ALL:5d6 B:CRUSH:ACID:5d6 F:UNIQUE | CAN_SPEAK | RES_TELE | ELDRITCH_HORROR | F:FORCE_SLEEP | FORCE_MAXHP | DROP_1D2 | DROP_2D2 | F:ONLY_ITEM | DROP_GOOD | MOVE_BODY | F:SMART | BASH_DOOR | F:EVIL | DEMON | IM_POIS | IM_ACID | IM_COLD | F:NO_CONF | NO_SLEEP | CTHANGBAND | HAS_LITE | NO_CUT S:1_IN_2 | S:S_DEMON | S_MONSTERS | S_UNDEAD | HOLD | SCARE | MIND_BLAST | S:BR_ACID | BR_NETH | CAUSE_4 D:"...the formless bulking of a couchant mass. And the mass stirred D:a little... and put forth with infinite slothfulness a huge and D:toad-shaped head. And the head opened its eyes very slowly, as if D:half awakened from slumber, so that they were visible as two slits D:of oozing phosphor in the black browless face." N:807:Greater Balrog G:U:v I:130:75d100:40:140:40 W:80:3:0:25000 E:1:1:1:2:1:1 O:0:50:50:0 B:HIT:FIRE:8d12 B:HIT:FIRE:8d12 B:CRUSH:HURT:7d12 B:TOUCH:UN_POWER F:FORCE_SLEEP | FORCE_MAXHP | AURA_FIRE | CAN_FLY | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | NONLIVING | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | SMART | F:EVIL | DEMON | IM_FIRE | NO_CONF | NO_SLEEP | KILL_WALL | F:RES_NETH | RES_PLAS | REGENERATE | BASEANGBAND | HAS_LITE S:1_IN_3 | S:BLIND | CONF | BRAIN_SMASH | S:BR_FIRE | BA_NETH | BA_FIRE | BR_PLAS | BO_PLAS | S:S_HI_DEMON | S_UNDEAD | S_DEMON | D:Originally of the semi-divine Maiar, this evil spirit swore allegiance D:to Morgoth at the beginning of time and is now one of his most terrible D:demonic servants. With its flaming whip and sword it seeks to destroy you. N:808:Ungoliant, the Unlight G:S:D I:130:130d100:8:160:80 W:75:1:1500:35000 E:0:1:0:2:1:0 O:20:0:80:0 B:CLAW:POISON:8d6 B:CLAW:POISON:8d6 B:BITE:PARALYZE:8d10 B:STING:LOSE_STR:8d4 F:UNIQUE | FEMALE | F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | F:SMART | BASH_DOOR | IM_ACID | F:ANIMAL | SPIDER | EVIL | IM_POIS | HURT_LITE | NO_CONF | NO_SLEEP F:BASEANGBAND S:1_IN_3 | S:HEAL | BLIND | SLOW | CONF | SCARE | DARKNESS | BA_DARK | S:BR_POIS | BR_DARK | S_SPIDER D:This enormous, hideous spirit of void is in the form of a spider of D:immense proportions. She is surrounded by a cloud of Unlight as she sucks D:in all living light into her bloated body, and breathes out the blackest of D:darkness. She is always ravenously hungry and would even eat herself to D:avoid starvation. N:809:Atlach-Nacha, the Spider God G:S:D I:120:110d100:8:160:80 W:73:1:2000:31000 E:0:1:0:2:1:0 O:60:0:40:0 B:BITE:POISON:3d9 B:BITE:LOSE_STR:3d9 B:STING:POISON:2d9 B:STING:LOSE_STR:2d9 F:UNIQUE | CAN_SPEAK | ELDRITCH_HORROR | RES_TELE | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | F:SMART | BASH_DOOR | MOVE_BODY | NONLIVING | F:ANIMAL | SPIDER | EVIL | IM_POIS | HURT_LITE | NO_CONF | NO_SLEEP | F:CTHANGBAND S:1_IN_3 | S:SCARE | BLIND | CONF | HOLD | BR_POIS | S:DARKNESS | BR_DARK | S_KIN | S_HI_DEMON D:"...there was a kind of face on the squat ebon body, low down amid D:the several-jointed legs. The face peered up with a weird expression D:of doubt and inquiry..." N:810:Y'golonac G:H:R I:120:130d99:8:160:80 W:75:1:0:37500 E:0:0:0:0:0:0 O:0:0:100:0 B:TOUCH:LOSE_INT:1d20 B:BITE:HURT:40d1 B:TOUCH:LOSE_WIS:1d20 B:BITE:HURT:40d1 F:UNIQUE | CAN_SPEAK | ELDRITCH_HORROR | RES_TELE | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | F:SMART | BASH_DOOR | MOVE_BODY | NONLIVING | F:EVIL | IM_POIS | CTHANGBAND S:1_IN_3 | S:SCARE | BLIND | CONF | HOLD | HASTE | DRAIN_MANA | HASTE | S:CAUSE_3 | CAUSE_4 | DARKNESS | FORGET | S_DEMON | S_HOUND | S:TPORT | TELE_TO D:"He saw why the shadow on the frosted pane yesterday had been D:headless and he screamed... but before he could scream out his D:protest his breath was cut off, as the hands descended on his D:face and the wet red mouths opened in their palms." N:811:Aether hound G:Z:v I:120:60d40:30:100:0 W:74:3:1000:10000 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:3d12 B:BITE:HURT:3d12 B:CLAW:HURT:3d12 B:CLAW:HURT:3d12 F:ATTR_MULTI | ATTR_ANY | F:FORCE_SLEEP | CAN_FLY | F:FRIENDS | RES_NETH | RES_PLAS | RES_NEXU | RES_DISE | F:BASH_DOOR | AURA_FIRE | AURA_ELEC | AURA_COLD | F:DROP_CORPSE | DROP_SKELETON | F:ANIMAL | IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_5 | S:BR_ACID | BR_FIRE | BR_COLD | BR_ELEC | BR_POIS | S:BR_LITE | BR_DARK | BR_SOUN | BR_CONF | BR_CHAO | BR_SHAR | S:BR_NETH | BR_DISE | BR_WALL | BR_INER | BR_TIME | S:BR_GRAV | BR_PLAS | BR_NEXU D:A shifting, swirling form. It seems to be all colours and sizes and D:shapes, though the dominant form is that of a huge dog. You feel very D:uncertain all of a sudden. N:812:Pit Fiend G:U:o I:130:60d100:30:120:75 W:77:3:0:22000 E:1:1:1:2:1:1 O:0:100:0:0 B:CLAW:FIRE:8d10 B:CLAW:FIRE:8d10 B:BITE:POISON:7d10 B:BITE:LOSE_CON:7d10 F:FORCE_SLEEP | FORCE_MAXHP | REGENERATE | NONLIVING | F:ONLY_ITEM | DROP_GOOD | DROP_4D2 | DROP_2D2 | BASEANGBAND | F:OPEN_DOOR | BASH_DOOR | MOVE_BODY | POWERFUL | CAN_FLY | F:EVIL | DEMON | IM_FIRE | IM_POIS | NO_CONF | NO_SLEEP S:1_IN_5 | S:S_HI_DEMON | S_HI_DRAGON | BR_FIRE | BR_POIS | BR_CHAO | BA_CHAO | S:SCARE | BA_FIRE | CAUSE_4 D:Appearing as a giant, clawed and winged humanoid with a scaly red body D:and massive fangs dripping a foul green liquid, the Pit Fiend is a D:dreadful enemy from the lowest depths of the hells. They are often the D:commanders of vast demon armies. N:813:The Serpent of Chaos G:J:v I:130:66d100:30:180:150 W:75:2:0:25000 E:0:0:0:0:1:0 O:40:40:20:0 B:CRUSH:POISON:15d10 B:CRUSH:CONFUSE:15d10 B:CRUSH:UN_BONUS:10d15 B:CRUSH:UN_POWER:10d15 F:UNIQUE | ATTR_MULTI | ATTR_ANY | AURA_FIRE | AURA_COLD | F:FORCE_SLEEP | FORCE_MAXHP | POWERFUL | REGENERATE | F:DROP_2D2 | DROP_4D2 | DROP_GOOD | DROP_GREAT | F:OPEN_DOOR | BASH_DOOR | ANIMAL | EVIL | CAN_FLY | F:KILL_ITEM | KILL_BODY | F:NO_CONF | NO_SLEEP | NO_STUN | NO_FEAR | ZANGBAND | F:IM_COLD | IM_FIRE | IM_POIS S:1_IN_3 | S:BR_CHAO | BR_DISI | BA_CHAO | BR_NETH | BR_MANA | S:S_MONSTERS | S_HI_DEMON | S_HI_DRAGON D:Writhing coil upon coil, this mighty spawn of Chaos constantly disintegrates D:and reforms before your dazzled eyes. It gazes balefully upon you with its D:one remaining eye, and seeks to destroy you utterly. N:814:Yig, Father of Serpents G:J:b I:130:111d60:100:100:15 W:76:1:2300:37500 E:0:0:0:0:1:0 O:80:0:20:0 B:CLAW:POISON:8d10 B:CLAW:POISON:8d10 B:CRUSH:HURT:8d15 B:BITE:HURT:100d1 F:UNIQUE | MALE | CAN_SPEAK | SMART | RES_TELE | ANIMAL | F:ESCORT | ESCORTS | CAN_SWIM | ELDRITCH_HORROR | F:OPEN_DOOR | BASH_DOOR | F:FORCE_SLEEP | FORCE_MAXHP | F:DROP_4D2 | DROP_1D2 | DROP_GOOD | DROP_60 | DROP_90 | ONLY_ITEM | F:EVIL | IM_POIS | IM_ACID | IM_ELEC | REGENERATE | ZANGBAND S:1_IN_4 | S:BR_POIS | BR_NUKE | BR_ACID | S_HYDRA | S_KIN | S_DEMON | D:"The half-human father of serpents... the snake-god of the central D:plains tribes -- presumably the primal source of the more D:southerly Quetzalcoatl or Kukulcan -- was odd, half-anthropomorphic D:devil." N:815:Unmaker G:E:v I:120:6d66:60:50:60 W:77:4:0:10000 E:0:0:0:0:0:0 O:20:50:20:0 B:TOUCH:LOSE_ALL:10d10 B:TOUCH:UN_BONUS:10d10 B:TOUCH:UN_POWER:10d10 F:KILL_WALL | KILL_ITEM | KILL_BODY | NO_FEAR | F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:ATTR_MULTI | SHAPECHANGER | ATTR_ANY | F:DROP_60 | DROP_GOOD | POWERFUL | AURA_ELEC | AURA_FIRE | AURA_COLD | F:BASH_DOOR | IM_ELEC | IM_FIRE | RES_NEXU | IM_COLD | ZANGBAND | F:IM_POIS | IM_ACID | RES_PLAS | RES_DISE | COLD_BLOOD | NONLIVING | RAND_50 F:NO_CUT S:MULTIPLY | S:1_IN_5 | S:BR_CHAO D:Spawned from the Pits of the Abyss, it is a mass of sentient Chaos, D:spreading uncontrollably and destroying everything in its path. N:816:Cyberdemon G:U:u I:120:70d101:90:90:90 W:77:4:15000:30000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:1d50 B:HIT:HURT:1d50 B:HIT:HURT:1d50 B:HIT:HURT:1d50 F:RAND_25 | EVIL | DEMON | F:DROP_2D2 | DROP_GOOD | ONLY_ITEM | RES_TELE | SUSCEP_ACID | F:IM_POIS | IM_FIRE | FORCE_SLEEP | FORCE_MAXHP | NONLIVING F:MORTAL | ZANGBAND | HAS_LITE S:1_IN_4 | S:ROCKET D:Reverbrant metal steps announce the arrival of this huge creature, D:half demon half machine. It has an unsurpassable firepower. N:817:Hela, Queen of the Dead G:p:G I:130:74d100:60:110:10 W:74:3:8000:45000 E:1:1:1:2:1:1 O:0:0:100:0 B:TOUCH:LOSE_ALL:50d1 B:TOUCH:EXP_80:50d1 B:TOUCH:UN_BONUS:50d1 F:UNIQUE | FEMALE | CAN_SPEAK | POWERFUL | RES_TELE | F:FORCE_SLEEP | FORCE_MAXHP | SMART | F:ONLY_ITEM | DROP_1D2 | DROP_GREAT | DROP_GOOD | F:INVISIBLE | OPEN_DOOR | BASH_DOOR | CAN_FLY | F:EVIL | RES_NETH | IM_COLD | IM_POIS | F:IM_FIRE | NO_CONF | NO_SLEEP | ZANGBAND | HAS_LITE S:1_IN_3 | S:CAUSE_3 | CAUSE_4 | HAND_DOOM | TELE_TO | HOLD | S:S_UNDEAD | S_HI_UNDEAD | S_HI_DRAGON | FORGET | SCARE | BLIND | S:BA_DARK | BA_NETH | HEAL | ANIM_DEAD D:The Norse ruler of Hel is a merciless queen, who ever hunts for more D:souls to add to her collection of tortured spirits. She arrives in D:an ominous green robe, a certain sign of impending doom, to claim D:as her own those who die an ignoble death. N:818:The Mouth of Sauron G:p:v I:130:90d100:60:100:10 W:78:3:1900:38000 E:1:1:1:2:1:1 O:0:0:100:0 B:HIT:UN_BONUS:6d8 B:HIT:UN_BONUS:6d8 B:TOUCH:UN_POWER B:TOUCH:UN_POWER F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | SMART | F:ONLY_ITEM | DROP_1D2 | DROP_4D2 | DROP_GOOD | F:INVISIBLE | OPEN_DOOR | BASH_DOOR | F:EVIL | IM_FIRE | IM_COLD | F:IM_ELEC | BASEANGBAND | HAS_LITE S:1_IN_2 | S:TELE_TO | HOLD | CAUSE_3 | TRAPS | ANIM_DEAD | S:BO_PLAS | BA_DARK | BA_MANA | BA_FIRE | BA_WATE | BA_NETH S:S_HI_DEMON | S_HI_UNDEAD D:The Mouth of Sauron is a mighty spell caster. So old that even he cannot D:remember his own name, his power and evil are undeniable. He believes D:unshakeably that he is unbeatable and laughs as he weaves his awesome D:spells. N:819:The Necromancer of Dol Guldur G:p:v I:130:82d100:60:100:10 W:75:3:1900:40000 E:1:1:1:2:1:1 O:0:0:100:0 B:HIT:UN_BONUS:6d8 B:HIT:UN_POWER:6d8 B:HIT:BLIND:6d8 B:HIT:CONFUSE:6d8 F:UNIQUE | MALE | CAN_SPEAK | POWERFUL | RES_TELE | F:FORCE_SLEEP | FORCE_MAXHP | SMART | F:ONLY_ITEM | DROP_1D2 | DROP_GREAT | DROP_GOOD | SPECIAL_GENE | F:INVISIBLE | OPEN_DOOR | BASH_DOOR | F:EVIL | IM_FIRE | IM_COLD | F:IM_ELEC | NO_CONF | NO_SLEEP | BASEANGBAND S:1_IN_2 | S:CAUSE_3 | TELE_TO | BA_FIRE | DRAIN_MANA | HOLD | S:TRAPS | BA_WATE | BO_PLAS | BA_NETH | S:BA_MANA | BA_DARK | S_HI_UNDEAD | BA_CHAO | HAND_DOOM | ANIM_DEAD D:The dark master of the terrible fortress of southern Mirkwood. It is D:rumoured that this is in fact none other than Sauron in disguise: D:although if this is so, he has yet to reveal his full power - and perhaps D:will not do so while his deception lasts, in the hope of keeping it going. N:820:Lisa, rider of gold Romth G:B:y I:130:65d100:100:100:15 W:78:6:420000:35500 E:1:1:1:2:1:1 O:50:50:0:0 B:HIT:HURT:10d15 B:HIT:HURT:10d15 B:HIT:HURT:10d15 B:HIT:HURT:10d15 F:UNIQUE | FEMALE | THUNDERLORD | RES_TELE | CAN_FLY | GOOD | F:OPEN_DOOR | BASH_DOOR | DROP_CORPSE | DROP_SKELETON | CAN_SPEAK | F:FORCE_SLEEP | FORCE_MAXHP | PET | F:DROP_4D2 | DROP_1D2 | DROP_GOOD | DROP_60 | DROP_90 | ONLY_ITEM | F:IM_COLD | IM_POIS | IM_ACID | IM_ELEC | REGENERATE | F:MORTAL | HAS_LITE S:1_IN_4 | S:TPORT | TELE_TO | BR_FIRE | S_THUNDERLORD | S:TELE_AWAY | HEAL | BA_NETH | BO_NETH | BA_FIRE | BO_FIRE D:She came to help you. N:821:Master quylthulg G:Q:B I:120:30d100:20:1:0 W:76:2:7000:15000 E:0:0:0:0:0:0 O:0:0:0:0 F:FORCE_SLEEP | FORCE_MAXHP | NEVER_MOVE | NEVER_BLOW | F:INVISIBLE | EMPTY_MIND | ANIMAL | RES_TELE | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND S:1_IN_2 | S:S_MONSTERS | S_HI_UNDEAD | S_HI_DRAGON | S_HI_DEMON | S_ANIMALS | BLINK | TELE_TO D:A giant seething mass of flesh, overwhelming you with monster after monster. N:822:Qlzqqlzuup, the Lord of Flesh G:Q:v I:130:50d100:30:1:0 W:79:3:10000:20000 E:0:0:0:0:0:0 O:20:20:20:20 F:UNIQUE | RES_TELE | F:FORCE_SLEEP | FORCE_MAXHP | NEVER_MOVE | NEVER_BLOW | F:ONLY_ITEM | DROP_4D2 | F:INVISIBLE | ATTR_MULTI | EMPTY_MIND | ANIMAL | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND S:1_IN_1 | S:S_MONSTERS | S_ANGEL | S_HOUND | S_HYDRA | S_SPIDER | S_ANT | S_ANIMALS | S:S_HI_UNDEAD | S_HI_DRAGON | S_HI_DEMON | S_WRAITH | S_UNIQUE | S_KIN D:A gigantic seething mass of flesh, Qlzqqlzuup changes colours in front D:of your eyes. Pulsating first one colour then the next, it knows only it D:must bring help to protect itself. N:823:Cthugha, the Living Flame G:E:R I:133:50d100:30:1:20 W:78:3:0:17500 E:0:0:0:0:0:0 O:0:0:100:0 B:TOUCH:BLIND B:TOUCH:FIRE:12d10 B:TOUCH:FIRE:12d10 B:TOUCH:FIRE:12d10 F:UNIQUE | RES_TELE | AURA_FIRE | IM_FIRE | CAN_FLY | RES_PLAS | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_4D2 | SMART | ELDRITCH_HORROR | F:EVIL | KILL_ITEM | KILL_BODY | F:NO_CONF | NO_SLEEP | NO_FEAR | CTHANGBAND | HAS_LITE | NO_CUT S:1_IN_4 | S:BR_FIRE | S_KIN D:"But even though we had shielded our eyes, it was impossible not D:to see the great amorphous shapes streaming skyward from the D:accursed place, nor the equally great being hovering like a cloud D:of living fire above the trees." N:824:Flare, rider of bronze Moonth G:B:U I:130:70d100:100:100:15 W:79:5:400000:38500 E:1:1:1:2:1:1 O:50:50:0:0 B:HIT:HURT:15d15 B:HIT:HURT:15d15 B:HIT:HURT:15d15 B:HIT:HURT:15d15 F:UNIQUE | MALE | THUNDERLORD | RES_TELE | CAN_FLY | CAN_SPEAK | F:OPEN_DOOR | BASH_DOOR | DROP_CORPSE | DROP_SKELETON | F:FORCE_SLEEP | FORCE_MAXHP | PET | GOOD | F:DROP_4D2 | DROP_1D2 | DROP_GOOD | DROP_60 | DROP_90 | ONLY_ITEM | F:IM_COLD | IM_POIS | IM_ACID | IM_ELEC | IM_FIRE | REGENERATE | F:MORTAL | HAS_LITE S:1_IN_4 | S:SCARE | TPORT | TELE_TO | S_THUNDERLORD | S:TELE_LEVEL | HEAL | BR_FIRE | BR_TIME | ROCKET D:A leader from afar, he has come with his eagle to help you in D:your battle. Having already saved his home, he now wants to save Arda! N:825:Maeglin, the Traitor of Gondolin G:h:D I:130:60d100:220:120:20 W:81:2:1400:35000 E:1:1:1:2:1:1 O:30:70:0:0 B:HIT:HURT:8d8 B:HIT:HURT:8d8 B:HIT:HURT:8d8 B:HIT:HURT:8d8 F:UNIQUE | MALE | F:FORCE_MAXHP | CAN_SPEAK | SMART | EVIL | AI_SPECIAL | F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD | DROP_GREAT | F:OPEN_DOOR | BASH_DOOR | KILL_WALL | MOVE_BODY | TAKE_ITEM | F:IM_FIRE | IM_COLD | IM_POIS | SPECIAL_GENE | F:REGENERATE | REFLECTING | DROP_SKELETON | DROP_CORPSE | BASEANGBAND F:HAS_LITE S:1_IN_6 | S:S_MONSTERS | S_WRAITH | S_HI_UNDEAD | S:S_HI_DRAGON | S_HI_DEMON | S_UNIQUE | S_ANIMALS D:The son of Eol the Dark Elf, Maeglin is every bit as evil as his father D:and more. His greed for gold led him to betray the Hidden Kingdom of D:Gondolin to Morgoth's forces. He is a mighty warrior himself, and some D:of Morgoth's greatest servants answer to his call. N:826:Cyaegha G:e:G I:130:64d100:90:120:10 W:80:3:0:44444 E:0:0:0:0:0:0 O:20:50:30:0 B:CRUSH:HURT:15d15 B:CRUSH:HURT:15d15 B:CRUSH:HURT:15d15 B:CRUSH:HURT:15d15 F:UNIQUE | CAN_SPEAK | RES_TELE | ELDRITCH_HORROR | CAN_FLY | F:FORCE_SLEEP | FORCE_MAXHP | SMART | F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | MOVE_BODY | F:EVIL | DEMON | IM_ACID | IM_ELEC | F:IM_COLD | IM_POIS | CTHANGBAND | HAS_LITE S:1_IN_3 | S:TELE_AWAY | BLIND | HOLD | SCARE | BRAIN_SMASH | S:BR_DARK | BA_DARK | BR_NETH | HAND_DOOM | S:S_HI_UNDEAD | S_DEMON | S_MONSTERS | S_HYDRA D:"...it was a gigantic eye staring down at them. Around the eye, D:the sky split; deep clefts opened through which the darkness D:began to ooze, a darkness blacker than the night, which crawled D:down as a set of slimy tentacles, taking on more form, more D:definite shape... something was standing, outlined against D:the black sky, something which had tentacles of darkness D:and a green-glowing eye." N:827:Pazuzu, Lord of Air G:U:b I:140:55d100:40:125:10 W:82:2:0:30000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:ELEC:12d12 B:HIT:ELEC:12d12 B:HIT:ELEC:12d12 B:HIT:ELEC:12d12 F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | F:INVISIBLE | OPEN_DOOR | BASH_DOOR | F:EVIL | DEMON | IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | F:IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND S:1_IN_3 | S:MIND_BLAST | BO_ELEC | BO_MANA | BA_ELEC | S_HI_DEMON D:A winged humanoid demon from the Planes of Hell, Pazuzu grins inhumanely at you D:as he decides your fate. N:828:Ithaqua the Windwalker G:Y:B I:140:55d100:40:125:10 W:82:2:0:32500 E:1:1:1:2:1:1 O:0:0:100:0 B:CLAW:COLD:12d12 B:CLAW:COLD:12d12 B:CRUSH:ELEC:12d12 B:CRUSH:ELEC:12d12 F:UNIQUE | CAN_SPEAK | ESCORT | RES_TELE | F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | AURA_COLD | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | AURA_ELEC | F:INVISIBLE | OPEN_DOOR | BASH_DOOR | NONLIVING | F:EVIL | DEMON | IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | F:IM_POIS | NO_CONF | NO_SLEEP | CTHANGBAND S:1_IN_3 | S:BO_MANA | SCARE | BR_COLD | S_DEMON | BO_ELEC | BA_ELEC | S:MIND_BLAST | CAUSE_4 | BA_CHAO | BA_WATE | S_HI_UNDEAD | S_KIN D:The Wendigo, moving so fast that you can see little except two D:glowing eyes burning with hatred. N:829:Greater Hellhound G:C:r I:120:48d30:25:80:30 W:78:2:600:600 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:FIRE:5d12 B:BITE:FIRE:5d12 B:BITE:FIRE:5d12 F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE F:RAND_25 | FRIENDS | AURA_FIRE | SUSCEP_COLD | F:BASH_DOOR | MOVE_BODY | F:ANIMAL | EVIL | IM_FIRE | BASEANGBAND | HAS_LITE | S:1_IN_5 | BR_FIRE D:It is a giant dog that glows with heat. Flames pour from its nostrils. N:830:Cantoras, the Skeletal Lord G:s:v I:140:75d100:20:120:80 W:84:2:0:45000 E:1:1:1:2:1:1 O:50:0:50:0 B:GAZE:EXP_80:5d5 B:GAZE:EXP_80:5d5 B:TOUCH:POISON:5d5 B:TOUCH:POISON:5d5 F:UNIQUE | MALE | CAN_SPEAK | RES_TELE | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | DROP_GREAT | F:SMART | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | UNDEAD | IM_FIRE | IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_2 | S:TELE_TO | SLOW | SCARE | CAUSE_4 | BRAIN_SMASH | S:BO_ICEE | BO_MANA | BA_WATE | BA_NETH | S:S_HI_UNDEAD | ANIM_DEAD D:A legion of evil undead druj animating the skeleton of a once mighty D:sorcerer. His power is devastating and his speed unmatched in the D:underworld. Flee his wrath! N:831:Mephistopheles, Lord of Hell G:U:r I:140:30d222:20:150:50 W:84:2:0:42500 E:1:1:1:2:1:1 O:0:100:0:0 B:GAZE:EXP_80:10d5 B:GAZE:TERRIFY:10d5 B:TOUCH:FIRE:4d15 B:TOUCH:UN_POWER:4d15 F:MALE | UNIQUE | CAN_SPEAK | CAN_FLY | F:FORCE_SLEEP | FORCE_MAXHP | OPEN_DOOR | BASH_DOOR | MOVE_BODY | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | DROP_GREAT | F:IM_FIRE | RES_PLAS | RES_NETH | AURA_FIRE | F:NO_CONF | NO_SLEEP | NONLIVING | EVIL | DEMON | F:ESCORTS | IM_COLD | IM_POIS | ZANGBAND | HAS_LITE S:1_IN_3 | S:TELE_TO | SCARE | HOLD | BRAIN_SMASH | S:S_DEMON | S_HI_UNDEAD | S_UNDEAD | S:BR_FIRE | BR_NETH | S_HI_DEMON | HAND_DOOM | ANIM_DEAD D:A duke of hell, in the flesh. N:832:Godzilla G:R:v I:130:85d100:50:185:20 W:84:2:900000:35000 E:0:1:0:2:1:0 O:100:0:0:0 B:CLAW:POISON:5d10 B:CLAW:POISON:5d10 B:BITE:HURT:20d10 B:CRUSH:UN_BONUS:5d12 F:UNIQUE | CAN_SWIM | DROP_CORPSE F:FORCE_SLEEP | FORCE_MAXHP | RES_PLAS | RES_DISE | RES_TELE F:ONLY_ITEM | DROP_2D2 | DROP_4D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:EVIL | IM_FIRE | IM_COLD | IM_POIS F:MORTAL | JOKEANGBAND S:1_IN_2 | S:BR_DISE | BR_PLAS | BR_NUKE | BR_POIS | BR_ACID D:Godzilla rose from the contaminated sea. This terrible creature could D:level whole cities in anger. N:833:Abhoth, Source of Uncleanness G:j:G I:130:80d105:50:150:0 W:85:3:0:40000 E:0:0:0:0:0:0 O:0:0:100:0 B:TOUCH:ACID:11d11 B:TOUCH:DISEASE:11d11 B:TOUCH:ACID:11d11 B:TOUCH:POISON:11d11 F:ONLY_ITEM | DROP_1D2 | CAN_SWIM | F:DROP_GOOD | DROP_GREAT | F:CAN_SPEAK | EVIL | UNIQUE | NEVER_MOVE | FORCE_MAXHP | FORCE_SLEEP | F:IM_ACID | IM_POIS | IM_COLD | IM_ELEC | RES_NETH | RES_WATE | RES_NEXU | F:NO_FEAR | NO_CONF | NO_SLEEP | DEMON | SMART | ELDRITCH_HORROR | F:COLD_BLOOD | RES_DISE | NO_STUN | CTHANGBAND | NO_CUT S:1_IN_6 | S:S_MONSTERS | S_DEMON | S_HI_DRAGON | S_HI_UNDEAD | HEAL | S:TELE_AWAY | TPORT | CAUSE_4 | BRAIN_SMASH | DRAIN_MANA | S:BR_NUKE | BR_POIS | BR_CHAO | BR_NEXU | ANIM_DEAD D:"...in the pool [there was] a grayish, horrid mass that nearly choked D:it from rim to rim. Here, it seemed, was the ultimate source of all D:miscreation and abomination. For the gray mass quobbed and quivered, D:and swelled perpetually; and from it, in manifold fission, were D:spawned the anatomies that crept away on every side through the D:grotto." N:834:Ymir, the Ice Giant G:P:w I:130:86d110:50:160:20 W:71:2:0:32500 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:COLD:9d11 B:HIT:HURT:9d11 B:HIT:COLD:9d11 B:HIT:HURT:9d11 F:UNIQUE | CAN_SPEAK | SUSCEP_FIRE | F:FORCE_SLEEP | FORCE_MAXHP | RES_TELE | RES_NETH | RES_WATE | MALE | F:ONLY_ITEM | DROP_2D2 | DROP_4D2 | DROP_GOOD | EVIL | ESCORT | GIANT | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | TAKE_ITEM | RES_DISE | F:EVIL | IM_COLD | IM_POIS | SUSCEP_FIRE | F:COLD_BLOOD | AURA_COLD | DROP_CORPSE | ZANGBAND | HAS_LITE | NO_CUT S:1_IN_5 | S:BR_COLD | BO_ICEE | DARKNESS | TELE_TO | S_KIN | S_HI_UNDEAD | S:TELE_AWAY | HAND_DOOM D:Ymir is one of the oldest beings in existence. He looks like a giant D:humanoid made of ice. N:835:Loki, the Trickster G:P:D I:130:110d100:50:160:20 W:85:2:0:75000 E:1:1:1:2:1:1 O:0:0:100:0 B:HIT:BLIND:6d11 B:HIT:UN_BONUS:6d11 B:HIT:UN_POWER:6d11 F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | RES_TELE | RES_NETH | RES_PLAS | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | DROP_GREAT | EVIL | AURA_FIRE | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | TAKE_ITEM | CAN_SPEAK | F:EVIL | IM_FIRE | NO_CONF | NO_SLEEP | IM_POIS | SUSCEP_COLD | GIANT | F:REGENERATE | ZANGBAND | HAS_LITE S:1_IN_5 | S:SHRIEK | HASTE | HEAL | DRAIN_MANA | TPORT | TELE_TO | TELE_AWAY | S:TELE_LEVEL | FORGET | S_HI_DEMON | HAND_DOOM | S_HI_UNDEAD | S:S_UNIQUE | S_HI_DRAGON | BA_DARK | BA_MANA | ANIM_DEAD D:Loki, the god of mischief, is a nasty person. He will use every D:dirty trick in the book, and then some. In the end, his half-giant D:heritage is bound to show, as he will defect to the side of the D:giants and fight against the other gods of Asgard. N:836:Star-spawn of Cthulhu G:U:G I:130:75d100:90:90:90 W:86:2:0:44000 E:0:0:0:0:0:0 O:0:0:100:0 B:CLAW:POISON:1d30 B:CLAW:ACID:1d30 B:TOUCH:UN_POWER:1d10 B:CRUSH:UN_BONUS:2d33 F:RAND_25 | KILL_ITEM | OPEN_DOOR | BASH_DOOR | RES_NETH | ELDRITCH_HORROR | F:DROP_1D2 | DROP_2D2 | DROP_90 | ONLY_ITEM | FORCE_SLEEP | FORCE_MAXHP | F:EVIL | DEMON | IM_POIS | IM_COLD | IM_ACID | IM_ELEC | RES_TELE | NONLIVING | F:POWERFUL | IM_FIRE | CAN_SWIM | CTHANGBAND S:1_IN_3 S:SCARE | CONF | S_DEMON | S_UNDEAD | DRAIN_MANA | BR_ACID | S:BR_FIRE | TPORT | S_MONSTERS | BRAIN_SMASH | BR_NETH | S:HEAL | MIND_BLAST | BA_NUKE | ANIM_DEAD D:The last remnants of sanity threaten to leave your brain as you D:behold this titanic bat-winged, octopus-headed unholy abomination. D:"They all lay in stone houses in their great city of R'lyeh, D:preserved by the spells of mighty Cthulhu for a glorious D:resurrection when the stars and the earth might once more D:be ready..." N:837:Surtur, the Fire Giant G:P:r I:130:86d110:50:160:20 W:71:2:0:32500 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:FIRE:9d11 B:HIT:HURT:9d11 B:HIT:FIRE:9d11 B:HIT:HURT:9d11 F:UNIQUE | SUSCEP_COLD | F:FORCE_SLEEP | FORCE_MAXHP | RES_TELE | RES_NETH | RES_PLAS | MALE | F:ONLY_ITEM | DROP_2D2 | DROP_4D2 | DROP_GOOD | EVIL | AURA_FIRE | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | TAKE_ITEM | CAN_SPEAK | F:EVIL | IM_FIRE | NO_CONF | NO_SLEEP | IM_POIS | SUSCEP_COLD | GIANT | F:ZANGBAND | HAS_LITE S:1_IN_5 | S:BR_FIRE | BR_PLAS | BLIND | TELE_TO | S_KIN | S:HAND_DOOM | TELE_AWAY | S_HI_DEMON D:Surtur is another of the most ancient of all creatures. He is a demonic D:giant of fire, who is destined to set the nine worlds afire with his D:accursed sword of doom on the day of Ragnarok. N:838:The Tarrasque G:R:v I:130:130d100:50:185:20 W:84:2:50000:35000 E:1:1:1:2:1:1 O:20:50:25:5 B:HIT:HURT:10d10 B:HIT:HURT:10d10 B:TOUCH:UN_POWER:10d10 B:TOUCH:UN_POWER:10d10 F:UNIQUE | ATTR_MULTI | F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE | F:ONLY_ITEM | DROP_2D2 | DROP_4D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:EVIL | IM_FIRE | IM_COLD | NO_SLEEP | BASEANGBAND S:1_IN_2 | S:BR_FIRE | BR_COLD | BR_DISE D:The Tarrasque is a massive reptile of legend, rumoured to be unkillable D:and immune to magic. Fear its anger, for its devastation is unmatched! N:839:Lungorthin, the Balrog of White Fire G:U:v I:130:80d100:20:125:80 W:88:2:14000:37000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:FIRE:8d12 B:HIT:FIRE:8d12 B:CRUSH:HURT:8d12 B:TOUCH:UN_POWER F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | F:ESCORT | ESCORTS | CAN_FLY | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:EVIL | DEMON | IM_FIRE | F:NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE S:1_IN_4 | S:BLIND | CONF | SCARE | S:BR_FIRE | BR_PLAS | S:S_HI_DEMON | S_UNDEAD D:A massive form cloaked in flame. Lungorthin stares balefully at you with D:eyes that smoulder red. The dungeon floor where he stands is scorched by D:the heat of his body. N:840:Draugluin, Sire of All Werewolves G:C:v I:130:80d100:80:90:90 W:83:2:1000:40000 E:0:1:0:2:1:0 O:0:0:100:0 B:CLAW:HURT:6d8 B:CLAW:HURT:6d8 B:BITE:POISON:6d6 B:BITE:POISON:6d6 F:UNIQUE | MALE | CAN_SPEAK | F:FORCE_SLEEP | FORCE_MAXHP | F:ESCORT | ESCORTS | DROP_CORPSE | F:RAND_25 | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | MOVE_BODY | F:ANIMAL | EVIL | IM_POIS | BASEANGBAND S:1_IN_3 | S:SCARE | S_MONSTERS | S_HOUND D:Draugluin provides Sauron with a fearsome personal guard. He is an D:enormous wolf inhabited by a human spirit. He is chief of all his kind. N:841:Shuma-Gorath G:e:G I:130:85d100:50:150:0 W:88:3:0:47000 E:0:0:0:0:0:0 O:0:0:100:0 B:CRUSH:HURT:12d12 B:CRUSH:HURT:12d12 B:GAZE:LOSE_INT:2d12 B:GAZE:LOSE_WIS:2d12 F:ONLY_ITEM | DROP_1D2 | CAN_SWIM | F:DROP_GOOD | DROP_GREAT | F:CAN_SPEAK | EVIL | UNIQUE | NEVER_MOVE | FORCE_MAXHP | FORCE_SLEEP | F:IM_ACID | IM_POIS | IM_COLD | IM_ELEC | RES_NETH | RES_WATE | RES_NEXU | F:NO_FEAR | NO_CONF | NO_SLEEP | DEMON | SMART | ELDRITCH_HORROR | F:COLD_BLOOD | RES_DISE | CTHANGBAND | NO_CUT S:1_IN_2 | S:FORGET | HEAL | HAND_DOOM | BA_MANA | TPORT | TELE_AWAY | S:TELE_LEVEL | CONF | BLIND | BRAIN_SMASH | DRAIN_MANA | S:S_MONSTERS | S_KIN | S_HI_DEMON | S_HOUND | S_HYDRA | S:S_UNIQUE | S_HI_UNDEAD | S_HI_DRAGON | ANIM_DEAD D:Shuma-Gorath is one of the immortal lords of chaos. The true form of D:this blasphemous horror is a huge, all-seeing eye surrounded by tentacles. N:842:Tulzscha, the Green Flame G:E:G I:130:100d100:90:100:50 W:89:4:0:45000 E:0:0:0:0:0:0 O:0:100:0:0 B:HIT:HURT:2d50 B:HIT:HURT:2d50 B:HIT:HURT:2d50 B:HIT:HURT:2d50 F:RAND_25 | EVIL | DEMON | AURA_FIRE | AURA_COLD | ELDRITCH_HORROR | F:DROP_2D2 | DROP_4D2 | DROP_GOOD | ONLY_ITEM | RES_TELE | F:IM_POIS | IM_FIRE | FORCE_SLEEP | FORCE_MAXHP | NONLIVING | F:IM_COLD | IM_ACID | IM_ELEC | RES_NEXU | RES_NETH | RES_PLAS | F:REGENERATE | UNIQUE | CTHANGBAND | HAS_LITE | NO_CUT | NO_SLEEP | NO_FEAR S:1_IN_3 | S:BR_NEXU | BR_NETH | BR_COLD | BR_FIRE D:"A belching column of sick greenish flame... spouting volcanically D:from the depths profound and inconceivable, casting no shadows as D:healthy flame should, and coating the nitrous stone with a nasty, D:venomous verdigris. For all that seething combustion no warmth D:lay, but only the clamminess of death and corruption." N:843:Oremorj, the Cyberdemon Lord G:U:u I:130:90d100:90:90:90 W:89:4:0:50000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:2d50 B:HIT:HURT:2d50 B:HIT:HURT:2d50 B:HIT:HURT:2d50 F:RAND_25 | EVIL | DEMON | SUSCEP_ACID | F:DROP_2D2 | DROP_GOOD | ONLY_ITEM | RES_TELE | DROP_GREAT | UNIQUE | NO_SLEEP | F:IM_POIS | IM_FIRE | FORCE_SLEEP | FORCE_MAXHP | NONLIVING | JOKEANGBAND | F:HAS_LITE S:1_IN_3 | S:ROCKET | S_HI_DEMON D:The mightiest of Cyberdemons, their lord and ruler. N:844:Vecna, the Emperor Lich G:L:v I:130:80d100:100:100:0 W:92:3:0:45000 E:1:1:1:2:1:1 O:0:50:50:0 B:HIT:EXP_80:7d12 B:HIT:LOSE_DEX:7d12 B:HIT:UN_POWER:7d12 B:HIT:UN_POWER:7d12 F:UNIQUE | MALE | CAN_SPEAK | RES_TELE F:FORCE_SLEEP | FORCE_MAXHP | F:ESCORT | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | DROP_GREAT | F:SMART | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | UNDEAD | F:IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | NO_SLEEP | BASEANGBAND F:NO_CUT S:1_IN_3 | S:TPORT | BLIND | SCARE | CAUSE_4 | BRAIN_SMASH | S:BA_MANA | BO_MANA | BA_FIRE | BA_NETH | S:S_MONSTERS | S_HI_DEMON | S_HI_UNDEAD | S_KIN | HAND_DOOM | ANIM_DEAD D:The greatest of all undead sorcerers, even the gods once feared him. This D:ancient shadow of death wilts every living thing it passes. N:845:Yog-Sothoth, the All-in-One G:j:v I:130:66d99:100:100:20 W:90:3:0:45000 E:0:0:0:0:0:0 O:0:0:100:0 B:TOUCH:HURT:40d5 B:TOUCH:LOSE_CON:16d2 B:TOUCH:LOSE_CON:16d2 F:UNIQUE | CAN_SPEAK | SMART | ELDRITCH_HORROR | RES_TELE F:PASS_WALL | FORCE_SLEEP | FORCE_MAXHP | AURA_ELEC | AURA_FIRE | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | ATTR_MULTI | ATTR_ANY | AURA_COLD | F:SMART | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | NONLIVING | CAN_FLY | F:EVIL | IM_ACID | IM_COLD | IM_ELEC | IM_POIS | IM_FIRE | NO_CONF | NO_SLEEP F:CTHANGBAND | HAS_LITE | NO_CUT S:1_IN_3 | S:BO_MANA | BRAIN_SMASH | BA_MANA | S_MONSTERS | S_HI_DEMON | S:BA_CHAO | S_DEMON | S_HI_UNDEAD | S_HOUND | BR_MANA | BR_DISI D:"Great globes of light massing towards the opening... the breaking D:apart of the nearest globes, and the protoplasmic flesh that D:flowed blackly outward to join together and form that eldritch, D:hideous horror from outer space... whose mask was a congeries D:of iridescent globes... who froths as primal slime in nuclear D:chaos forever beyond the nethermost outposts of space and time!" N:846:Fenris Wolf G:C:D I:130:70d100:80:90:40 W:90:2:0:35000 E:0:1:0:2:1:0 O:20:0:80:0 B:BITE:HURT:20d6 B:CLAW:HURT:8d8 B:CLAW:HURT:8d8 B:BITE:HURT:20d6 F:UNIQUE | CAN_SPEAK | DROP_CORPSE | F:FORCE_SLEEP | FORCE_MAXHP | F:RAND_25 | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | KILL_BODY | NO_SLEEP F:ANIMAL | EVIL | IM_POIS | IM_FIRE | IM_COLD | ZANGBAND S:1_IN_8 | S:BR_DARK | BR_POIS | BR_COLD D:The immensely huge wolf who would swallow the sun to satisfy its D:hunger - and leave the gods for dessert. N:847:Great Wyrm of Power G:D:v I:130:111d111:40:160:70 W:85:4:220000:47500 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:8d12 B:CLAW:HURT:8d12 B:BITE:HURT:10d14 B:BITE:HURT:10d14 F:FORCE_SLEEP | FORCE_MAXHP | MOVE_BODY | AURA_FIRE | REFLECTING | AURA_ELEC | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | AURA_COLD | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | RES_NETH | RES_DISE | F:DRAGON | GOOD | RES_TELE | DROP_CORPSE | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | NO_CONF | NO_SLEEP | F:RES_NEXU | RES_PLAS | CAN_FLY | BASEANGBAND | HAS_LITE | NO_CUT F:ATTR_MULTI S:1_IN_4 | S:S_HI_DRAGON | S_DRAGON | S_KIN | S:BR_ACID | BR_ELEC | BR_FIRE | S:BR_COLD | BR_POIS | BR_NETH | BR_LITE | BR_DARK | S:BR_CONF | BR_SOUN | BR_CHAO | BR_DISE | BR_NEXU | S:BR_TIME | BR_INER | BR_GRAV | BR_SHAR | BR_PLAS | S:BR_WALL | BR_MANA | BR_DISI D:The mightiest of all dragonkind, a great wyrm of power is seldom D:encountered in our world. It can crush stars with its might. N:848:Shub-Niggurath, Black Goat of the Woods G:U:D I:130:65d99:100:100:20 W:91:3:0:47500 E:0:0:0:0:0:0 O:0:0:100:0 B:CRUSH:LOSE_WIS:20d5 B:CRUSH:LOSE_INT:20d5 B:BITE:LOSE_STR:10d2 B:BITE:LOSE_CON:10d2 F:UNIQUE | CAN_SPEAK | FEMALE | ELDRITCH_HORROR | AURA_ELEC | RES_TELE | F:ATTR_MULTI | FORCE_SLEEP | FORCE_MAXHP | PASS_WALL | ATTR_ANY | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | DROP_90 | NONLIVING | CAN_FLY | F:SMART | OPEN_DOOR | BASH_DOOR | REGENERATE | DEMON | AURA_COLD | F:EVIL | IM_ACID | IM_COLD | IM_POIS | NO_CONF | NO_SLEEP | CTHANGBAND S:1_IN_3 | S:BO_MANA | BRAIN_SMASH | BA_DARK | S_MONSTERS | S:CAUSE_4 | HEAL | BR_CHAO | BR_CONF | BR_POIS | BR_NUKE | S:BA_CHAO | S_HI_DEMON | S_HI_UNDEAD | S_UNIQUE | ANIM_DEAD D:This horrendous outer god looks like a writhing cloudy mass filled D:with mouths and tentacles. N:849:Nodens, Lord of the Great Abyss G:P:W I:130:75d99:100:100:20 W:81:3:0:48000 E:1:1:1:2:1:1 O:0:50:50:0 B:HIT:HURT:2d66 B:HIT:HURT:2d66 B:HIT:HURT:2d66 B:HIT:HURT:2d66 F:UNIQUE | CAN_SPEAK | MALE | F:FORCE_SLEEP | FORCE_MAXHP | PASS_WALL | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | DROP_90 | DROP_GREAT | F:SMART | OPEN_DOOR | BASH_DOOR | REGENERATE | CAN_FLY | F:GOOD | IM_ACID | IM_COLD | IM_POIS | IM_FIRE | IM_ELEC | F:RES_NEXU | RES_NETH | RES_WATE | ZANGBAND | HAS_LITE S:1_IN_1 | S:TELE_AWAY | TELE_TO | TELE_LEVEL | TPORT | S:BO_MANA | BA_MANA | S_MONSTERS | HEAL | S:CAUSE_4 | HASTE | HAND_DOOM | S:S_ANGEL | S_UNIQUE D:The hoary Lord of the Great Abyss seems a wizened man, D:but appearances can be deceiving. N:850:Carcharoth, the Jaws of Thirst G:C:D I:130:90d100:80:110:10 W:94:1:3400:40000 E:0:1:0:2:1:0 O:30:10:60:0 B:CLAW:POISON:9d12 B:CLAW:POISON:9d12 B:BITE:FIRE:9d12 B:BITE:FIRE:9d12 F:UNIQUE | MALE | CAN_SPEAK | DROP_CORPSE F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | AURA_FIRE | F:SMART | OPEN_DOOR | BASH_DOOR | MOVE_BODY | F:ANIMAL | EVIL | IM_FIRE | IM_POIS | BASEANGBAND S:1_IN_3 | S:BR_DARK | BR_POIS | BR_FIRE | BR_NETH | S_HOUND D:The first guard of Angband, Carcharoth, also known as 'The Red Maw', is D:the largest wolf to ever walk the earth. He is highly intelligent and a D:deadly opponent in combat. N:851:Nyarlathotep, the Crawling Chaos G:U:r I:130:90d99:100:100:20 W:93:3:0:49000 E:0:0:0:0:0:0 O:0:50:50:0 B:CRUSH:LOSE_CON:30d4 B:CRUSH:LOSE_STR:30d4 B:GAZE:LOSE_INT:1d50 B:GAZE:LOSE_WIS:1d50 F:UNIQUE | CAN_SPEAK | ELDRITCH_HORROR | RES_TELE | NONLIVING | F:FORCE_SLEEP | FORCE_MAXHP | PASS_WALL | DEMON | RES_NEXU | F:SHAPECHANGER | ATTR_MULTI | ATTR_ANY | MALE | AURA_ELEC | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | DROP_GREAT | DROP_90 | F:SMART | OPEN_DOOR | BASH_DOOR | REGENERATE | AURA_COLD | F:EVIL | IM_ACID | IM_POIS | IM_FIRE | NO_CONF | NO_SLEEP | CTHANGBAND S:1_IN_3 | S:TELE_AWAY | TELE_TO | TELE_LEVEL | TPORT | BR_NEXU | BA_CHAO | S:BA_MANA | BA_FIRE | S_MONSTERS | BRAIN_SMASH | MIND_BLAST | S:CAUSE_4 | HASTE | S_HI_UNDEAD | S_HI_DRAGON | ANIM_DEAD | S:S_ANGEL | HEAL | S_SPIDER | S_HOUND | S_HI_DEMON | HAND_DOOM D:Nyarlathothep is the messenger, the heart and the soul of the outer gods. D:He is a shapechanger capable of assuming thousands of nightmarish forms. D:One of them looks like this: "A tall, slim figure with the young face of D:an antique pharaoh, gay with prismatic robes and crowned with a D:pshent that glowed with inherent light... the fascination of a D:dark god or fallen archangel, and around whose eyes there lurked D:the languid sparkle of capricious humor." N:852:Azathoth, the Daemon Sultan G:E:B I:130:99d99:100:150:100 W:93:3:0:50000 E:0:0:0:0:0:0 O:0:50:0:50 B:CRUSH:HURT:35d5 B:CRAWL:ACID:35d5 B:CRUSH:HURT:35d5 B:CRAWL:ACID:35d5 F:UNIQUE | ELDRITCH_HORROR | RES_TELE F:FORCE_SLEEP | FORCE_MAXHP | KILL_WALL | DEMON | AURA_FIRE | AURA_ELEC | F:ATTR_MULTI | ESCORTS | ESCORT | POWERFUL | ATTR_ANY | NONLIVING | F:KILL_ITEM | KILL_WALL | CAN_SWIM | AURA_COLD F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | DROP_90 | RES_DISE | F:STUPID | OPEN_DOOR | BASH_DOOR | REGENERATE | EMPTY_MIND | F:EVIL | IM_ACID | IM_POIS | IM_FIRE | NO_CONF | NO_SLEEP | NO_STUN | CTHANGBAND F:HAS_LITE | NO_CUT S:1_IN_5 | S:S_DEMON | BR_CHAO | BR_DISE | BR_MANA | BA_WATE | BR_DISI D:"That last amorphous blight of nethermost confusion which D:blasphemes and bubbles at the centre of all infinity -- D:the boundless daemon sultan Azathoth, whose name no lips D:dare speak aloud, and who gnaws hungrily in inconceivable, D:unlighted chambers beyond time amidst the muffled, maddening D:beating of vile drums and the thin monotonous whine of D:accursed flutes." N:853:Huan, Wolfhound of the Valar G:C:W I:130:90d100:50:160:10 W:93:2:3400:40000 E:0:1:0:2:1:0 O:30:10:60:0 B:CLAW:COLD:9d12 B:CLAW:COLD:9d12 B:BITE:COLD:9d12 B:BITE:COLD:9d12 F:UNIQUE | MALE | CAN_SPEAK | DROP_CORPSE F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | AURA_COLD | F:SMART | OPEN_DOOR | BASH_DOOR | KILL_BODY | F:ANIMAL | GOOD | F:IM_COLD | IM_ACID | IM_ELEC | BASEANGBAND S:1_IN_5 | S:BR_COLD | BR_SHAR | BR_SOUN | BR_LITE | D:The wolfhound of the Valar, Huan has served many masters in his time, from D:Celegorm son of Feanor to Beren son of Barahir: but now he runs wild and D:acknowledges no master save himself, as he hunts alone for his nemesis - D:Carcharoth, the terrible wolf of Angband. N:854:Jormungand the Midgard Serpent G:J:v I:130:120d120:100:200:0 W:94:1:3000:45000 E:0:1:0:2:1:0 O:0:0:0:0 B:CRUSH:HURT:20d10 B:CRUSH:HURT:20d10 B:BITE:HURT:5d50 F:UNIQUE | FORCE_MAXHP | FORCE_SLEEP | WILD_TOO | WILD_OCEAN | WILD_SWAMP | F:MOVE_BODY | KILL_WALL | IM_FIRE | IM_POIS | IM_ACID | IM_COLD | COLD_BLOOD | F:RES_WATE | RES_PLAS | RES_NEXU | NO_STUN | REGENERATE | DROP_CORPSE | F:NO_CONF | NO_SLEEP | ZANGBAND S:1_IN_3 S:BA_WATE | BR_MANA | BR_NETH | BR_POIS | BR_DISI | S_KIN D:The Midgard Serpent is so huge that its body surrounds the world of D:mortal men. It could grind even the gods into lifeless pulp. N:855:The Destroyer G:g:v I:130:140d140:100:200:0 W:94:1:0:45000 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:30d9 B:HIT:HURT:30d9 B:HIT:HURT:30d9 B:HIT:HURT:30d9 F:UNIQUE | NONLIVING | NO_FEAR | FORCE_MAXHP | FORCE_SLEEP | REFLECTING | F:MOVE_BODY | KILL_WALL | IM_FIRE | IM_ELEC | IM_POIS | IM_ACID | IM_COLD | F:RES_NETH | RES_WATE | RES_PLAS | RES_NEXU | NO_STUN | REGENERATE | F:NO_CONF | NO_SLEEP | NO_STUN | CAN_FLY | F:EMPTY_MIND | COLD_BLOOD | BASH_DOOR | ZANGBAND | NO_CUT S:1_IN_3 | S:BR_DISI | BO_MANA D:The Destroyer was built by the Norse deities to be their ultimate weapon D:against the space gods who had arrived to judge the world. Unfortunately, D:the Destroyer has gone berserk and is destroying everything it sees. The D:mystical Destroyer is nearly indestructible, and it is said that when it D:uses its power of complete disintegration, the day of Ragnarok is near. N:856:Gothmog, the High Captain of Balrogs G:U:v I:130:120d100:100:140:0 W:95:1:17000:43000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:FIRE:9d12 B:HIT:FIRE:9d12 B:CRUSH:HURT:8d12 B:TOUCH:UN_POWER F:UNIQUE | MALE | CAN_SPEAK | CAN_FLY | F:FORCE_SLEEP | FORCE_MAXHP | F:ESCORT | ESCORTS | KILL_WALL | AURA_FIRE | NONLIVING | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | DROP_GREAT | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:EVIL | DEMON | F:IM_FIRE | IM_ELEC | BASEANGBAND | HAS_LITE S:1_IN_3 | S:BLIND | CONF | SCARE | S:BR_FIRE | S_KIN | S:S_HI_DEMON | S_HI_UNDEAD D:Gothmog is the Chief Balrog in Morgoth's personal guard. He is renowned D:for slaying three High Kings of the Noldor Elves, and he has never been D:defeated in combat. With his whip of flame and awesome fiery breath he D:saved his master from Ungoliant's rage. N:857:Great Cthulhu G:U:g I:130:100d100:100:140:100 W:97:2:4000:62500 E:0:0:0:0:0:0 O:0:50:50:0 B:CRUSH:HURT:50d4 B:CLAW:UN_POWER:15d2 B:CLAW:UN_BONUS:15d2 B:TOUCH:DISEASE:100d1 F:UNIQUE | CAN_SPEAK | DEMON | ELDRITCH_HORROR | NONLIVING | F:FORCE_SLEEP | FORCE_MAXHP | ESCORT | ESCORTS | SMART | RES_PLAS | RES_NEXU | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | REGENERATE | RES_NETH | F:ONLY_ITEM | DROP_2D2 | DROP_4D2 | DROP_1D2 | DROP_GOOD | F:DROP_GREAT | RES_DISE | RES_TELE | CAN_SWIM | F:EVIL | DEMON | IM_FIRE | IM_POIS | IM_ELEC | IM_ACID | NO_CONF | NO_SLEEP | F:CTHANGBAND S:1_IN_3 S:TPORT | SCARE | BLIND | MIND_BLAST | BRAIN_SMASH | DRAIN_MANA | S:BR_POIS | BR_ACID | BR_FIRE | CONF | DARKNESS | FORGET | S_HI_UNDEAD | S:BR_NUKE | BR_NETH | BR_CHAO | BR_DISE | BR_DARK | BR_PLAS | BR_CONF S:BR_NEXU | S_HI_DEMON | BR_DISI | HAND_DOOM | S:ANIM_DEAD D:This creature is death incarnate. "A monster of vaguely anthropoid D:outline, but with an octopus-like head whose face was a mass of D:feelers, a scaly, rubbery-looking body, prodigious claws on hind D:fore feet, and long, narrow wings behind. This thing... was a D:somewhat bloated corpulence... It lumbered slobberingly into sight D:and gropingly squeezed its gelatinous green immensity through the D:black doorway... A mountain shambled or walked." N:858:Sarko, rider of gold Foronth G:B:y I:145:99d111:100:165:0 W:97:6:420000:65000 E:1:1:1:2:1:1 O:50:50:0:0 B:HIT:HURT:12d12 B:HIT:HURT:12d12 B:HIT:FIRE:12d12 B:HIT:FIRE:12d12 F:UNIQUE | FEMALE | DROP_CORPSE | F:ATTR_MULTI | THUNDERLORD | RES_TELE | PET | CAN_SPEAK | F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | GOOD | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | DROP_GREAT | F:DROP_CHOSEN | REFLECTING | AURA_FIRE | AURA_ELEC | F:SMART | OPEN_DOOR | BASH_DOOR | MOVE_BODY | REGENERATE | F:IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | POWERFUL | F:MORTAL | HAS_LITE S:1_IN_4 | S:TPORT | TELE_TO | BR_FIRE | BR_TIME | S_THUNDERLORD | TELE_AWAY | D:Foronth is the first Eagle queen, and Sarko the first to discover D:the Firebirds, the ancestor of the Thunderlord eagles. She will try to D:help you! N:859:The Unicorn of Order G:q:w I:130:66d100:30:170:150 W:75:2:0:65000 E:0:1:0:2:1:0 O:25:50:25:0 B:KICK:UN_POWER:13d13 B:KICK:UN_POWER:12d12 B:BUTT:UN_BONUS:11d11 B:BITE:TIME:10d10 F:UNIQUE | FORCE_SLEEP | FORCE_MAXHP | REFLECTING | AURA_COLD | F:ONLY_ITEM | DROP_2D2 | DROP_4D2 | DROP_GOOD | DROP_GREAT | F:SMART | KILL_BODY | POWERFUL | BASH_DOOR | REGENERATE | CAN_FLY | F:ANIMAL | GOOD | IM_ACID | IM_COLD | IM_ELEC | F:NO_CONF | NO_SLEEP | NO_FEAR | NO_STUN | RES_TELE | ZANGBAND S:1_IN_3 | S:BR_SOUN | BR_LITE | BR_TIME | BR_SHAR | BR_MANA | S:S_MONSTERS | HEAL | S_ANGEL D:The Unicorn of Order, who once stole an eye from the great Serpent D:of Chaos, regards you as a mortal meddling in the affairs of immortals, D:and thus is attempting to eliminate you. N:860:Sauron, the Sorcerer G:p:v I:130:100d225:100:160:0 W:99:1:2300:50000 E:1:1:1:2:1:1 O:0:0:100:0 B:HIT:UN_BONUS:10d12 B:HIT:UN_BONUS:10d12 B:HIT:UN_POWER:8d12 B:HIT:UN_POWER:8d12 F:UNIQUE | MALE | CAN_SPEAK | REFLECTING | F:FORCE_SLEEP | FORCE_MAXHP | FORCE_DEPTH | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | DROP_GREAT | F:SMART | OPEN_DOOR | BASH_DOOR | MOVE_BODY | REGENERATE | NO_SLEEP | NO_FEAR | NO_CONF | F:EVIL | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:RES_TELE | BASEANGBAND | HAS_LITE S:1_IN_2 | S:TPORT | TELE_LEVEL | BLIND | CONF | SCARE | CAUSE_4 | S:BRAIN_SMASH | FORGET | BO_ICEE | BO_MANA | BO_PLAS | S:BA_MANA | BA_FIRE | BA_WATE | BA_NETH | BA_DARK | BA_CHAO | S:S_MONSTERS | S_HI_DEMON | S_HI_UNDEAD | S_HI_DRAGON | S_WRAITH | S_UNIQUE | S:HAND_DOOM | ANIM_DEAD D:Mighty in spells and enchantments, he created the One Ring. D:His eyes glow with power and with his gaze he seeks to destroy D:your soul. He has many servants, and rarely fights without them. N:861:DarkGod, the Mighty Coder of Hell G:P:B I:155:180d100:111:175:0 W:127:1:1600:66666 E:2:0:2:6:1:1 O:20:20:20:20 B:GAZE:EAT_GOLD:20d10 B:HIT:SHATTER:20d10 B:BITE:LOSE_ALL:10d12 B:TOUCH:UN_POWER F:UNIQUE | CAN_SPEAK | ATTR_MULTI | ATTR_ANY | MALE | F:FORCE_MAXHP | WEIRD_MIND | DROP_CORPSE | DROP_SKELETON | F:REFLECTING | AURA_FIRE | AURA_ELEC | AURA_COLD | F:ONLY_ITEM | DROP_1D2 | DROP_2D2 | DROP_3D2 | DROP_4D2 | F:DROP_GOOD | DROP_GREAT | RES_NETH | INVISIBLE | F:SMART | KILL_WALL | KILL_BODY | POWERFUL | RES_TELE | F:REGENERATE | CAN_FLY | CAN_SWIM | DG_CURSE | WYRM_PROTECT | F:EVIL | IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF |NO_FEAR | NO_STUN | RES_TELE F:MORTAL | JOKEANGBAND | HAS_LITE S:1_IN_2 | S:S_THUNDERLORD | BR_CHAO | BA_CHAO | ROCKET | BRAIN_SMASH | S_HI_DEMON | S:BR_NETH | HASTE | BR_MANA | S_HI_UNDEAD | S_HI_DRAGON | TRAPS | FORGET | S:BR_NUKE | BR_POIS | BR_DISI | HAND_DOOM | HEAL | TPORT | TELE_TO | S:S_BUG | S_RNG | D:He is the master of coding; none can match his skill. He created the D:Variant Maintainer, the RNGs, and the software bugs. Bull Gates is D:nothing next to him. Do not think that since he loves the novels of D:Tolkien he is to be ignored! He wishes to translate your soul into D:assembler, the one hitch being that he must kill you first. If you D:encounter him, pray your deity holds you in good stead. N:862:Morgoth, Lord of Darkness G:P:D I:140:200d150:100:150:0 W:100:1:200000:60000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:SHATTER:24d10 B:HIT:SHATTER:24d10 B:HIT:LOSE_ALL:10d12 B:TOUCH:UN_POWER F:UNIQUE | CAN_SPEAK | MALE | F:FORCE_SLEEP | FORCE_MAXHP | FORCE_DEPTH | F:ONLY_ITEM | DROP_1D2 | DROP_2D2 | DROP_3D2 | DROP_4D2 | F:DROP_GOOD | DROP_GREAT | DROP_CHOSEN | RES_NETH | F:SMART | KILL_WALL | MOVE_BODY | AURA_COLD | F:REGENERATE | POWERFUL | F:EVIL | IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_STUN | NO_SLEEP | NO_FEAR | RES_TELE | BASEANGBAND | HAS_LITE S:1_IN_3 | S:BRAIN_SMASH | S:BA_MANA | BO_MANA | BA_NETH | BA_CHAO | BA_DARK | ANIM_DEAD | S:S_MONSTERS | S_UNIQUE | S_HI_DEMON | S_HI_UNDEAD | S_HI_DRAGON | S:ROCKET | BR_NETH | BR_DISI | HAND_DOOM | S_WRAITH D:He was the most powerful of the Valar, the equal of Manwe. D:He is the Master of the Pits of Angband. His figure is like a black D:mountain crowned with Lightning. He rages with everlasting anger, his D:body scarred by Fingolfin's eight mighty wounds. He can never rest from D:his pain, but seeks forever to dominate all that is light and good in the D:world. He is the origin of man's fear of darkness and created many foul D:creatures with his evil powers. Orcs, Dragons, and Trolls are his most D:foul corruptions, causing much pain and suffering in the world to please D:him. His disgusting visage, twisted with evil, is crowned with iron, the D:two remaining Silmarils forever burning him. Grond, the mighty Hammer of D:the Underworld, cries defiance as he strides towards you to crush you to a D:pulp! N:863:Human Warrior G:p:u I:110:9d8:10:10:0 W:0:20:1700:0 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:5d8 F:MALE | F:PET | FRIENDS | WILD_ONLY | F:ONLY_GOLD | DROP_1D2 | F:OPEN_DOOR | BASH_DOOR F:DROP_CORPSE | F:MORTAL | BASEANGBAND | HAS_LITE D:They are used as the main assault force of the human kings. D:They will help you in some quests. N:864:Elven archer G:h:W I:110:9d7:10:10:0 W:0:20:1400:0 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:2d8 F:MALE | F:PET | FRIENDS | WILD_ONLY | F:ONLY_GOLD | DROP_1D2 | F:OPEN_DOOR | BASH_DOOR F:DROP_CORPSE | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_1 | S:ARROW_2 | ARROW_1 | ARROW_2 | ARROW_1 | D:They are used as the main assault force of the elven kings. D:They will help you in some quests. N:865:Dwarven warrior G:h:U I:110:8d8:10:10:0 W:0:20:1500:0 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:6d8 F:MALE | F:PET | FRIENDS | WILD_ONLY | F:ONLY_GOLD | DROP_1D2 | F:OPEN_DOOR | BASH_DOOR F:DROP_CORPSE | F:MORTAL | BASEANGBAND | HAS_LITE D:They are used as the main assault force of the dwarven kings. D:They will help you in some quests. N:866:Elite uruk G:o:w I:110:10d10:20:50:0 W:20:1:2000:70 E:1:1:1:2:1:1 O:10:90:0:0 B:HIT:HURT:8d5 B:HIT:HURT:8d5 F:MALE | F:FORCE_MAXHP | FRIENDS | DROP_60 | F:OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | ORC | IM_POIS | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_8 | S:ARROW_2 D:It is a cunning orc of power, taller than a man, and stronger. It fears D:little. N:867:The Philosophy Teacher G:p:r I:120:50d100:30:50:0 W:56:1:1900:20000 E:1:1:1:2:1:1 O:20:20:20:20 B:GAZE:CONFUSE:15d5 B:GAZE:PARALYZE:15d5 B:TOUCH:INSANITY:5d5 B:TOUCH:EXP_40:5d5 F:FEMALE | UNIQUE | FORCE_MAXHP | F:ONLY_ITEM | DROP_1D2 | DROP_2D2 | DROP_GOOD | DROP_GREAT | F:CAN_SPEAK | WEIRD_MIND | DROP_SKELETON | DROP_CORPSE | F:EVIL | NO_CONF | NO_SLEEP | JOKEANGBAND | HAS_LITE S:1_IN_3 S:BR_CONF | BR_SOUN | BR_CHAO | BR_TIME | S:HOLD | SCARE | SLOW | CONF | FORGET D:She is a feared teacher, mistress of chaos and strangely minded. D:She wants to take your mind. Fear her and flee while you can. N:868:The Variant Maintainer G:p:B I:160:10d10:30:50:0 W:10:1:1700:3000 E:1:1:1:2:1:1 O:20:20:20:20 B:INSULT:* B:HIT:INSANITY:1d8 B:HIT:LOSE_WIS:1d8 F:ONLY_ITEM | DROP_2D2 | UNIQUE | CAN_FLY | F:DROP_GOOD | WEIRD_MIND | CAN_SPEAK | F:RAND_50 | RAND_25 | INVISIBLE | EVIL | F:MORTAL | JOKEANGBAND | HAS_LITE S:1_IN_2 S:S_BUG | S_RNG | BR_CONF D:A deranged programmer, scattering bizarre ideas and bad code everywhere. N:869:Random Number Generator G:I:b I:130:1d6:10:50:0 W:10:1:0:10 E:0:0:0:0:0:0 O:20:20:20:20 B:INSULT:* B:MOAN:* B:HIT:CONFUSE:1d6 F:DROP_1D2 | EVIL | F:EMPTY_MIND | RAND_50 | RAND_25 | JOKEANGBAND S:MULTIPLY D:A feared creation of the Variant Maintainer, it tries to generate Morgoth D:in the town and the One Ring in the magic shop. N:870:Rocket mine G:.:R I:110:20d8:20:3:10 W:50:10:0:100 E:0:0:0:0:0:0 O:0:0:0:0 B:SPORE:POISON:10d5 F:NEVER_MOVE | IM_POIS | NONLIVING | IM_ACID | STUPID | F:FORCE_MAXHP | UNDEAD | EVIL | JOKEANGBAND | NO_CUT S:1_IN_4 S:ROCKET | ARROW_4 D:It was left here to be used against intruders. N:871:Bouncing mine G:.:B I:120:20d15:50:5:10 W:70:10:0:200 E:0:0:0:0:0:0 O:0:0:0:0 B:SPORE:POISON:10d5 F:NEVER_MOVE | IM_POIS | NONLIVING | IM_ACID | STUPID | F:FORCE_MAXHP | UNDEAD | EVIL | JOKEANGBAND | NO_CUT S:1_IN_3 S:ROCKET | ARROW_4 | BLINK | BR_POIS | BR_CHAO | BR_NEXU D:It was left here to be used against intruders. N:872:Durin's Bane G:U:v I:130:30d100:20:100:80 W:50:3:13000:30000 E:1:1:1:2:1:1 O:0:50:50:0 B:HIT:FIRE:6d12 B:HIT:FIRE:6d12 B:CRUSH:HURT:5d12 B:TOUCH:UN_POWER F:UNIQUE | MALE | SPECIAL_GENE | DROP_RANDART F:FORCE_SLEEP | FORCE_MAXHP | KILL_WALL | F:ESCORT | ESCORTS | DROP_CORPSE | NONLIVING | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | DROP_CHOSEN | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:EVIL | DEMON | IM_FIRE | F:NO_CONF | BASEANGBAND | HAS_LITE S:1_IN_4 | S:CONF | SCARE | S:BR_FIRE | S:S_UNDEAD | S_DEMON D:A huge Balrog surrounded by raging pillars of fire, this is indeed a D:terrible opponent. Wielding a great whip of fire and a blazing sword, his D:fury blisters your skin and melts your flesh! N:873:The Icky Queen G:i:v I:120:40d10:20:50:10 W:20:5:3000:400 E:0:0:0:0:0:0 O:40:30:10:10 B:CRAWL:POISON:3d4 B:CRAWL:EAT_FOOD:3d4 B:TOUCH:ACID:3d5 B:HIT:HURT:3d5 F:UNIQUE | FEMALE | F:FORCE_MAXHP | CAN_SPEAK | SMART | ESCORT | ESCORTS | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | DROP_CORPSE | F:WEIRD_MIND | TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:EVIL | IM_ACID | IM_ELEC | IM_FIRE | IM_COLD | IM_POIS | F:MORTAL | BASEANGBAND S:1_IN_5 | S:DRAIN_MANA | BLIND | CONF | SCARE | S_KIN D:And you thought her offspring were icky! N:874:Rot jelly G:j:u I:120:20d8:2:30:99 W:5:1:2000:15 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:EAT_FOOD:2d3 B:TOUCH:LOSE_CHR:2d3 F:NEVER_MOVE | F:STUPID | EMPTY_MIND | CAN_SWIM | F:HURT_LITE | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:It is a large pile of rotting flesh, whose touch spoils your food. The terrible D:smell it exudes is also very hard to get rid of... N:875:Death G:G:D I:130:50d100:200:120:5 W:80:6:3000:25000 E:1:1:1:2:1:1 O:10:80:20:0 B:HIT:HURT:20d5 B:HIT:HURT:20d5 B:TOUCH:EXP_80:20d5 B:TOUCH:EXP_80:20d5 F:UNIQUE | F:FORCE_MAXHP | DROP_CORPSE | F:DROP_GOOD | DROP_GREAT | DROP_60 | DROP_1D2 | F:OPEN_DOOR | BASH_DOOR | PASS_WALL | NO_SLEEP | NO_STUN | NO_CONF | F:EVIL | UNDEAD | JOKEANGBAND | NO_CUT D:"And I looked, and behold a pale horse: and his name that sat on him was D:Death, and Hell followed with him. And power was given unto them over the D:fourth part of the earth, to kill with sword, and with hunger, and with D:death, and with the beasts of the earth." N:876:Famine G:G:U I:130:50d100:200:120:5 W:77:6:3000:25000 E:1:1:1:2:1:1 O:10:80:20:0 B:TOUCH:EAT_FOOD:20d4 B:GAZE:UN_BONUS:20d4 B:WAIL:LOSE_INT:10d5 B:WAIL:LOSE_DEX:10d5 F:UNIQUE | MALE | F:FORCE_MAXHP | DROP_CORPSE | F:DROP_GOOD | DROP_GREAT | DROP_60 | DROP_1D2 | F:OPEN_DOOR | BASH_DOOR | PASS_WALL | NO_STUN | NO_SLEEP | NO_CONF | F:EVIL | UNDEAD | JOKEANGBAND | NO_CUT D:One of the horsemen of the apocalypse, before you lies Famine. A D:figure so gaunt that the shape of the bones beneath are revealed, D:Famine rides a pale grey mare that appears near death. N:877:Pestilence G:G:G I:130:50d100:200:120:5 W:74:6:3000:25000 E:1:1:1:2:1:1 O:10:80:20:0 B:TOUCH:POISON:20d4 B:TOUCH:POISON:20d4 B:TOUCH:DISEASE:16d5 B:TOUCH:DISEASE:16d5 F:UNIQUE | MALE | F:FORCE_MAXHP | DROP_CORPSE | F:DROP_GOOD | DROP_GREAT | DROP_60 | DROP_1D2 | F:OPEN_DOOR | BASH_DOOR | PASS_WALL | NO_SLEEP | NO_STUN | NO_CONF | F:EVIL | UNDEAD | JOKEANGBAND | NO_CUT S:1_IN_2 | S:S_ANT | S_SPIDER D:One of the horsemen of the apocalypse, before you lies Pestilence. D:At first, it looks like a human, but then you notice ants, worms, and D:worse peeking out of the flesh. Pestilence rides a purple horse with D:skin that bulges and occasionally gives hints of the vermin within. N:878:War G:G:r I:130:50d100:200:120:5 W:71:6:3000:25000 E:1:1:1:2:1:1 O:10:80:20:0 B:TOUCH:PARALYZE:20d4 B:WAIL:CONFUSE:20d4 B:GAZE:BLIND:20d4 B:WAIL:TERRIFY:20d4 F:UNIQUE | MALE | F:FORCE_MAXHP | DROP_CORPSE | F:DROP_GOOD | DROP_GREAT | DROP_60 | DROP_1D2 | F:OPEN_DOOR | BASH_DOOR | PASS_WALL | NO_SLEEP | NO_STUN | NO_CONF | NO_FEAR | F:EVIL | UNDEAD | JOKEANGBAND | NO_CUT S:1_IN_2 | S:S_MONSTER D:One of the horsemen of the apocalypse, before you lies War. A healthy and D:hearty warrior, War grins a little too wide at you as he prepares for D:combat. War rides a large well-groomed yellow horse that leaves behind D:puddles of blood where its hooves touch the ground. ##### Some aquatic monsters. ##### N:879:Pike G:~:s I:125:2d7:80:35:0 W:2:1:100:7 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:HURT:2d3 F:ANIMAL | AQUATIC | STUPID | DROP_CORPSE | COLD_BLOOD | F:MORTAL | BASEANGBAND D:It's a common fresh-water predatory fish. N:880:Electric eel G:J:B I:110:15d15:15:40:70 W:20:2:500:145 E:0:1:0:2:1:0 O:0:0:0:0 B:TOUCH:ELEC:2d7 B:TOUCH:ELEC:2d7 B:TOUCH:ELEC:2d7 F:AQUATIC | ANIMAL | RAND_25 | IM_ELEC | RES_WATE | F:WILD_TOO | WILD_OCEAN | COLD_BLOOD | F:MORTAL | BASEANGBAND D:This serpentine creature can create a deadly voltage. Better watch out! N:881:Giant crayfish G:~:R I:90:4d10:6:100:20 W:4:1:1200:10 E:0:0:0:0:1:0 O:0:0:0:0 B:CLAW:HURT:3d4 B:CLAW:HURT:3d4 F:ANIMAL | AQUATIC | STUPID | WEIRD_MIND | DROP_CORPSE | COLD_BLOOD | F:MORTAL | BASEANGBAND D:A man-sized, heavily armoured fresh-water relative of the lobster. N:882:Mermaid G:h:G I:110:5d8:50:30:0 W:4:1:1600:20 E:1:1:1:2:1:0 O:20:50:10:5 B:TOUCH:LOSE_WIS B:TOUCH:INSANITY:2d3 B:TOUCH:CONFUSE F:FEMALE | RAND_25 | DROP_60 | SMART | AQUATIC | NO_CONF | DROP_CORPSE | F:MORTAL | ZANGBAND D:A green-skinned humanoid with a fishtail. Beware - there are rumours D:of adventures losing their minds under the fearsome D:charms of mermaids. N:883:Box jellyfish G:~:B I:110:10d10:20:30:75 W:10:2:3000:25 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:PARALYZE:1d6 B:TOUCH:PARALYZE:1d6 F:ANIMAL | AQUATIC | IM_POIS | WILD_TOO | COLD_BLOOD | F:MORTAL | BASEANGBAND D:A strange water creature, whose touch can be deadly. N:884:Giant piranha G:~:g I:120:6d8:30:20:10 W:10:2:300:40 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:HURT:5d1 B:BITE:HURT:5d1 F:NO_SLEEP | WILD_TOO | COLD_BLOOD | F:FRIENDS | AQUATIC | ANIMAL | F:MORTAL | BASEANGBAND D:A very large and bloodthirsty fish. N:885:Piranha G:~:g I:120:2d6:20:8:5 W:3:1:200:8 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:HURT:1d6 F:FRIENDS | AQUATIC | ANIMAL | WILD_TOO | COLD_BLOOD | F:MORTAL | BASEANGBAND D:Bloodthirsty fish who can smell your blood from a great distance. N:886:Bullywug G:h:g I:110:6d10:20:15:0 W:7:1:700:25 E:1:1:1:2:1:1 O:30:40:10:10 B:HIT:HURT:2d4 B:HIT:HURT:2d4 F:MALE | ONLY_ITEM | DROP_1D2 | SMART | AQUATIC | DROP_CORPSE | FRIENDS | F:MORTAL | BASEANGBAND | HAS_LITE | COLD_BLOOD D:A vaguely humanoid creature, it looks like a cross between a hobbit and a D:frog. N:887:Bullywug warrior G:h:g I:110:8d10:20:15:0 W:8:1:750:35 E:1:1:1:2:1:1 O:15:60:10:10 B:HIT:HURT:2d5 B:HIT:HURT:2d5 F:MALE | ONLY_ITEM | DROP_1D2 | SMART | AQUATIC | DROP_CORPSE | F:MORTAL | BASEANGBAND | HAS_LITE | COLD_BLOOD D:A member of the frog-people clan. He is wielding a long, sharp shark tooth. N:888:Bullywug shaman G:h:g I:110:6d10:20:15:0 W:8:1:800:35 E:1:1:1:2:1:1 O:25:10:50:10 B:HIT:HURT:1d6 B:HIT:HURT:1d6 F:MALE | ONLY_ITEM | DROP_1D2 | SMART | AQUATIC | DROP_CORPSE | F:MORTAL | BASEANGBAND | HAS_LITE | COLD_BLOOD S:1_IN_5 | S:BLIND | CONF | DARKNESS | BO_COLD | HEAL | MISSILE | CAUSE_2 D:A leader of a clan of frog-people, he is cloaked in a cloak made of D:shark skin. N:889:Whale G:~:G I:110:22d22:15:50:70 W:20:4:9000:175 E:0:0:0:0:1:0 O:0:0:0:0 B:CRUSH:HURT:1d20 B:CRUSH:HURT:1d20 F:RAND_25 | FORCE_MAXHP | RES_WATE | F:ANIMAL | AQUATIC | WILD_TOO | F:MORTAL | BASEANGBAND D:Although it looks like a fish and lives in water, it is in fact D:a mammal. And it is huge! N:890:Sand mite G:~:B I:110:3d10:5:25:80 W:10:2:500:25 E:0:0:0:0:0:0 O:0:0:0:0 B:BITE:POISON:3d6 B:BITE:POISON:3d6 F:AQUATIC | ANIMAL | IM_POIS | FRIENDS | F:CHAR_CLEAR | ATTR_CLEAR | DROP_CORPSE | COLD_BLOOD | F:MORTAL | BASEANGBAND S:MULTIPLY D:A relative of crabs and shrimp, this is a tiny creature that inhabits sandy D:bottoms. It has a pair of dangerous-looking claws. N:891:Octopus G:~:g I:105:60d6:60:60:60 W:15:2:1200:60 E:3:0:3:6:1:0 O:0:0:0:0 B:SPIT:BLIND:1d3 B:CRUSH:HURT:6d3 B:CRUSH:HURT:6d3 B:CRUSH:HURT:6d3 F:RAND_25 | IM_COLD | RES_WATE | AQUATIC | ANIMAL | WILD_TOO | COLD_BLOOD | F:MORTAL | BASEANGBAND D:It doesn't move very fast, but when it does - watch out! N:892:Giant octopus G:~:g I:115:100d6:10:35:5 W:30:1:1800:180 E:3:0:3:6:1:0 O:0:0:0:0 B:SPIT:BLIND:1d4 B:CRUSH:HURT:8d4 B:CRUSH:HURT:8d4 B:CRUSH:PARALYZE:8d4 F:AQUATIC | SMART | IM_POIS | ANIMAL | NO_CONF | NO_SLEEP | F:NO_FEAR | SMART | WEIRD_MIND | DROP_CORPSE | COLD_BLOOD | F:MORTAL | BASEANGBAND S:1_IN_15 | S:DARKNESS | SLOW | CONF | SCARE D:A cunning and dangerous undersea opponent. N:893:Eye of the deep G:e:b I:120:16d100:10:20:40 W:40:3:1600:6000 E:0:0:0:0:0:0 O:0:0:0:0 B:GAZE:EXP_20:2d6 B:GAZE:UN_POWER:2d6 B:GAZE:INSANITY:2d6 B:BITE:HURT:6d6 F:EVIL | IM_POIS | NO_CONF | NO_SLEEP | AQUATIC | F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | RES_TELE | F:SMART | DROP_CORPSE | BASEANGBAND S:1_IN_2 | S:BLIND | SLOW | CONF | SCARE | DRAIN_MANA | MIND_BLAST | S:FORGET | DARKNESS | BO_WATE | BO_ICEE | BO_MANA | BO_COLD D:A beholder that inhabits the depths of the sea, sleeping and pondering D:alien thoughts for centuries. Occasionally, it will float to the D:surface to wreck the lives of surface dwellers. N:894:Murk dweller G:S:s I:110:200d5:70:30:0 W:27:3:3000:800 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:POISON:5d10 B:CLAW:PARALYZE B:STING:INSANITY:5d10 B:STING:UN_BONUS F:AQUATIC | ANIMAL | WEIRD_MIND | FORCE_MAXHP | HURT_LITE | F:EVIL | SMART | NO_CONF | NO_SLEEP | DROP_CORPSE | F:MORTAL | BASEANGBAND S:1_IN_5 | S:BA_POIS | BR_DARK | BLIND | BR_POIS | SLOW | CONF | MIND_BLAST | S:BRAIN_SMASH | DARKNESS D:A gigantic aquatic monster, somewhat resembling a cross between a D:lobster and a spider. It is coated in poisonous slime and noxious D:parasites. This foul creature hides in the silt of the deep ocean floor, D:waiting to trap unsuspecting prey. N:895:Drowned soul G:G:B I:110:9d8:5:33:50 W:11:1:0:30 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:BLIND:3d3 B:TOUCH:POISON:2d4 B:WAIL:TERRIFY F:COLD_BLOOD | EMPTY_MIND | EVIL | AQUATIC | UNDEAD | IM_COLD | INVISIBLE | F:IM_POIS | NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_8 S:BLIND | HOLD | CONF D:A ghastly victim of drowning, forever doomed to wander the ocean waters D:looking for revenge. N:896:Tiger shark G:~:g I:120:10d5:100:32:0 W:12:1:3000:40 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:HURT:4d4 F:RAND_25 | AQUATIC | ANIMAL | STUPID | DROP_CORPSE | F:MORTAL | BASEANGBAND D:A small species of shark, although the teeth are still as deadly. N:897:Hammerhead shark G:~:g I:115:16d10:20:59:20 W:16:3:1500:40 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:HURT:3d4 B:BUTT:HURT:3d4 B:BITE:HURT:3d4 F:ANIMAL | AQUATIC | WILD_TOO | COLD_BLOOD | F:MORTAL | BASEANGBAND D:A hungry shark with a strange head. N:898:Great white shark G:~:w I:120:100d6:20:70:20 W:24:2:5000:250 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:HURT:4d6 B:BITE:HURT:4d6 B:BITE:HURT:4d6 F:FORCE_SLEEP | AQUATIC | COLD_BLOOD | F:ANIMAL MORTAL | BASEANGBAND D:A very large carnivorous fish. N:899:Aquatic golem G:g:b I:100:25d10:35:75:10 W:19:1:0:100 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:3d10 B:HIT:HURT:3d10 F:COLD_BLOOD | EMPTY_MIND | AQUATIC | F:IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT D:An ingenious gnomish invention -- a golem designed for underwater D:usage. N:900:Aquatic kobold G:k:B I:110:13d9:10:30:15 W:5:1:1500:35 E:1:1:1:2:1:1 O:0:50:0:30 B:HIT:HURT:1d10 F:DROP_90 | EVIL | IM_POIS | AQUATIC | DROP_CORPSE | F:MORTAL | BASEANGBAND D:Yes, your favourite denizen of evil also comes in an aquatic variety. N:901:White shark G:~:W I:120:30d10:20:50:10 W:18:1:3000:100 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:HURT:3d5 B:BITE:HURT:3d5 B:BITE:HURT:3d5 F:ANIMAL | AQUATIC | WILD_TOO | COLD_BLOOD | F:MORTAL | BASEANGBAND D:A fast-moving hunter of the depths. When this creature moves, D:everybody in the water is in danger! N:902:Scrag G:T:B I:110:40d10:20:50:50 W:35:1:5000:440 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:1d10 B:HIT:HURT:1d10 B:HIT:HURT:3d2 B:HIT:HURT:3d2 F:MALE | F:FORCE_MAXHP | AQUATIC | REGENERATE | F:FRIENDS | DROP_60 | WILD_TOO | WILD_OCEAN | F:OPEN_DOOR | BASH_DOOR | RES_WATE | F:EVIL | TROLL | IM_COLD | IM_POIS | HURT_LITE | BASEANGBAND D:A troll of the sea, he reeks of brine. N:903:Jaws G:~:w I:130:100d20:200:80:70 W:40:2:7000:2000 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:HURT:11d2 B:BITE:HURT:22d1 B:BITE:HURT:11d2 B:BITE:HURT:22d1 F:FORCE_MAXHP | UNIQUE | MOVE_BODY | F:WILD_OCEAN | WILD_TOO | COLD_BLOOD | F:BASH_DOOR | IM_COLD | IM_ELEC | IM_POIS | ANIMAL | AQUATIC | F:NO_CONF | NO_SLEEP | F:MORTAL | ZANGBAND D:The biggest white shark who has ever lived, it is hunting for you now! N:904:Aquatic elf G:h:b I:110:14d8:30:30:6 W:9:1:1400:25 E:1:1:1:2:1:0 O:20:20:50:10 B:HIT:HURT:3d4 F:MALE | AQUATIC | SMART | DROP_CORPSE | F:FRIENDS | DROP_60 | ZANGBAND | HAS_LITE D:A sleek form vaguely shaped like a dolphin, except with a humanoid D:head and arms. The facial features are decidedly elven. N:905:Aquatic elven warrior G:h:b I:110:20d8:40:35:5 W:10:1:1500:35 E:1:1:1:2:1:0 O:20:60:10:10 B:HIT:HURT:4d4 B:HIT:HURT:4d4 F:MALE | AQUATIC | FRIENDS | SMART | DROP_60 | DROP_CORPSE | ZANGBAND | F:HAS_LITE D:An aquatic elf trained in all forms of combat. N:906:Aquatic elven shaman G:h:b I:110:12d8:30:30:6 W:10:1:1400:35 E:1:1:1:2:1:0 O:10:10:70:10 B:TOUCH:UN_BONUS F:MALE | AQUATIC | SMART | DROP_2D2 | DROP_CORPSE | ZANGBAND | F:HAS_LITE S:1_IN_12 | S:BO_MANA | BO_COLD | S_MONSTERS D:A wizened aquatic elf skilled in the magical arts. You can see an D:iridescent film coating the water around him. N:907:Stargazer G:~:y I:100:15d9:10:25:30 W:21:1:800:60 E:0:0:0:0:1:0 O:0:0:0:0 B:GAZE:PARALYZE F:AQUATIC | ANIMAL | SMART | RAND_25 | DROP_CORPSE | F:MORTAL | BASEANGBAND S:1_IN_10 | S:S_MONSTER D:A giant fish shaped like a flounder. There are two enormous eyes D:occupying half of the creature's body. N:908:Elder stargazer G:~:y I:100:20d10:15:25:30 W:29:1:1000:75 E:0:0:0:0:1:0 O:0:0:0:0 B:GAZE:PARALYZE B:GAZE:CONFUSE F:AQUATIC | ANIMAL | SMART | DROP_CORPSE | F:MORTAL | BASEANGBAND S:1_IN_10 | S:S_MONSTERS D:A stargazer a bit larger than average, covered with barnacles. N:909:Flounder G:~:s I:100:10d5:5:25:30 W:13:1:700:55 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:HURT:2d6 F:AQUATIC | ANIMAL | RAND_25 | INVISIBLE | ATTR_CLEAR | DROP_CORPSE | F:MORTAL | BASEANGBAND D:A flattened fish which is able to change body colouring for D:camouflage. N:910:Giant turtle G:R:G I:110:5d8:10:14:30 W:7:1:3000:30 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:HURT:2d2 B:BITE:HURT:2d2 F:ANIMAL | AQUATIC | DROP_CORPSE | F:MORTAL | BASEANGBAND D:A giant turtle with flippers, adapted for life in the ocean. N:911:Baby dragon turtle G:d:W I:110:10d10:20:60:50 W:9:1:20000:35 E:0:1:0:6:1:0 O:0:0:0:0 B:CLAW:HURT:1d3 B:CLAW:HURT:1d3 B:BITE:HURT:1d5 F:FORCE_MAXHP | FORCE_SLEEP | DROP_CORPSE | F:ONLY_GOLD | DROP_60 | DROP_1D2 | F:EVIL | DRAGON | AQUATIC | BASEANGBAND | ATTR_MULTI S:1_IN_12 | S:BR_SOUN D:A newly-hatched dragon turtle. It still hasn't grown a proper shell. N:912:Young dragon turtle G:d:W I:110:30d10:20:70:70 W:31:1:80000:700 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d6 B:CLAW:HURT:2d6 B:BITE:HURT:2d8 F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE | F:DROP_3D2 | F:EVIL | DRAGON | AQUATIC | BASEANGBAND | ATTR_MULTI S:1_IN_11 | S:SCARE | S:BR_SOUN D:A dragon-like creature inhabiting lightless reaches of ocean caves. It has D:a long neck with a tiny head, and four massive flippers. It has a soft and D:flexible shell. N:913:Mature dragon turtle G:d:W I:110:50d10:20:80:70 W:38:1:170000:1500 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:2d10 B:CLAW:HURT:2d10 B:BITE:HURT:4d10 F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE | F:DROP_4D2 | F:EVIL | DRAGON | NO_CONF | NO_SLEEP | AQUATIC | BASEANGBAND | HAS_LITE F:ATTR_MULTI S:1_IN_9 | S:SCARE | S:BR_SOUN D:A large dragon turtle, covered with a tough white shell. N:914:Ancient dragon turtle G:D:W I:120:70d10:20:90:80 W:41:1:220000:2500 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d8 B:CLAW:HURT:4d8 B:BITE:HURT:7d8 F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE | F:DROP_1D2 | DROP_4D2 | F:SMART | AQUATIC | POWERFUL | MOVE_BODY | F:EVIL | DRAGON | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE | ATTR_MULTI S:1_IN_9 | S:BLIND | CONF | SCARE | S:BR_SOUN D:A huge dragon turtle. You can see many barnacles covering its body. N:915:Fastitocalon G:D:g I:120:40d100:25:150:30 W:52:3:250000:16000 E:0:1:0:6:1:0 O:0:0:0:0 B:BITE:HURT:5d8 B:BITE:HURT:5d8 B:CRUSH:POISON:3d10 B:CRUSH:POISON:3d10 F:FORCE_SLEEP | FORCE_MAXHP | RES_TELE | AQUATIC | WILD_TOO | WILD_OCEAN | F:IM_FIRE | IM_ACID | IM_COLD | IM_POIS | F:DRAGON | NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | ATTR_MULTI S:1_IN_6 | S:BR_FIRE | BR_ACID | BR_SOUN | BA_WATE D:A huge aquatic dragon-turtle, its shell is as large as a small island. N:916:Undead stargazer G:~:y I:100:18d9:10:25:30 W:25:1:0:100 E:0:0:0:0:1:0 O:0:0:0:0 B:GAZE:PARALYZE B:GAZE:EXP_20 F:AQUATIC | ANIMAL | SMART | INVISIBLE | UNDEAD | BASEANGBAND | NO_CUT S:1_IN_10 | S:S_UNDEAD | S_MONSTER D:A stargazer brought back from the dead under control of some unholy D:sorceror. N:917:Killer whale G:~:w I:120:20d50:12:55:30 W:25:1:9500:85 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:HURT:7d4 B:BITE:HURT:7d4 F:AQUATIC | WILD_TOO | WILD_OCEAN | F:ANIMAL | MORTAL | BASEANGBAND D:An almost beautiful, deadly beast. N:918:Merrow G:O:B I:110:30d9:20:33:30 W:28:2:2300:80 E:1:1:1:2:1:1 O:20:70:0:10 B:HIT:HURT:3d8 B:HIT:HURT:3d8 F:FRIENDS | DROP_60 | DROP_CORPSE | AQUATIC | WILD_TOO | WILD_OCEAN | F:OPEN_DOOR | BASH_DOOR | RES_WATE | IM_COLD | IM_POIS | F:EVIL | GIANT | F:MORTAL | BASEANGBAND | HAS_LITE D:A great ogre of the sea, it is violent and stupid. N:919:Water naga G:n:B I:110:30d10:10:55:10 W:24:1:1600:60 E:0:0:0:0:1:0 O:40:0:50:10 B:CRUSH:HURT:2d8 B:CRUSH:HURT:2d8 B:BITE:POISON:1d8 B:BITE:POISON:1d8 F:FEMALE | F:AQUATIC | DROP_CORPSE | F:ONLY_ITEM | DROP_90 | DROP_2D2 | F:EVIL | NO_CONF | NO_SLEEP | SMART | F:MORTAL | BASEANGBAND S:1_IN_7 | S:DARKNESS | CAUSE_3 | BO_ICEE D:A naga adapted to underwater life. She has a fish-like tail and a pair D:of gills. N:920:Devilfish G:~:s I:105:10d5:10:10:5 W:12:1:900:60 E:0:0:0:0:1:0 O:0:0:0:0 F:NEVER_BLOW | ATTR_MULTI | AQUATIC | NO_CONF | DROP_CORPSE | F:MORTAL | ZANGBAND S:1_IN_4 | S:BR_CHAO | BR_LITE | BR_SOUN | BR_DISE | BR_TIME D:A disgusting fish, it has a large gaping mouth and a small lantern dangling D:from an outgrowth on its head. N:921:Undead devilfish G:~:D I:105:10d5:10:10:5 W:15:1:0:75 E:0:0:0:0:1:0 O:0:0:0:0 F:NEVER_BLOW | ATTR_MULTI | AQUATIC | INVISIBLE | NO_CONF | UNDEAD | F:ZANGBAND | NO_CUT S:1_IN_4 | S:BR_NETH | BR_DISE | BR_TIME | BR_NEXU | BR_POIS D:A devilfish brought back from the dead. N:922:Moby Dick, the White Whale G:~:w I:120:100d25:200:80:70 W:50:2:10000:2500 E:0:0:0:0:1:0 O:0:0:0:0 B:CRUSH:HURT:10d10 B:CRUSH:HURT:10d10 B:CRUSH:HURT:10d10 B:CRUSH:HURT:10d10 F:FORCE_MAXHP | UNIQUE | MOVE_BODY | F:WILD_OCEAN | WILD_TOO | COLD_BLOOD | F:BASH_DOOR | IM_COLD | IM_ELEC | IM_POIS | ANIMAL | AQUATIC | F:MORTAL | JOKEANGBAND S:1_IN_6 | BA_WATE D:The mightiest whale of the seas, he has sunk many ships in his time. With D:a mere flick of his tail he can create a mighty whirlpool, to the ruin D:of all who would travel the ocean. N:923:Aquatic hound G:Z:B I:110:15d5:60:60:0 W:20:1:600:200 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:CONFUSE:2d8 B:BITE:HURT:2d8 B:CLAW:POISON:2d8 F:FRIENDS | DROP_CORPSE | F:ANIMAL | AQUATIC | F:MORTAL | BASEANGBAND S:1_IN_10 | S:BO_ICEE | BO_WATE D:A dog with a finned tail and large, muscular flippers for hind legs. D:It has a rubbery skin instead of fur. N:924:Water demon G:U:B I:110:35d20:30:50:10 W:40:1:0:1000 E:0:0:0:0:1:0 O:20:60:20:0 B:HIT:HURT:3d4 B:GAZE:POISON:8d12 B:CLAW:INSANITY:8d12 F:FORCE_SLEEP | FORCE_MAXHP | F:FRIENDS | SMART | F:ONLY_ITEM | DROP_60 | F:AQUATIC | POWERFUL | F:EVIL | DEMON | IM_ACID | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE S:1_IN_8 | S:BO_ICEE | BA_WATE D:A hideous scaled demon, it is a sleek form with many fins but no visible D:arms or legs. It has a toothed gaping maw, reminiscent of a caricature D:of a shark's jaws. N:925:Ixitxachitl G:~:s I:110:12d8:20:30:20 W:12:1:1600:40 E:0:0:0:0:1:0 O:0:0:0:0 B:STING:POISON:2d5 B:STING:POISON:2d5 F:ANIMAL | EVIL | AQUATIC | IM_POIS | WILD_TOO | COLD_BLOOD | F:MORTAL | BASEANGBAND D:An intelligent devil-ray of the depths. N:926:Ixitxachitl priest G:~:s I:110:10d10:20:40:20 W:19:1:1600:80 E:0:0:0:0:1:0 O:0:0:0:0 B:STING:POISON:2d7 B:STING:POISON:2d7 F:ANIMAL | EVIL | AQUATIC | IM_POIS | WILD_TOO | COLD_BLOOD | F:MORTAL | BASEANGBAND S:1_IN_6 S:TELE_TO | HEAL | SCARE | CAUSE_2 | BLIND | S_MONSTER D:A devil-ray of the depths, with priestly magic. N:927:Vampiric ixitxachitl G:~:D I:110:15d15:20:50:20 W:26:1:1800:120 E:0:0:0:0:1:0 O:0:0:0:0 B:STING:POISON:3d8 B:STING:EXP_40:3d8 F:ANIMAL | EVIL | AQUATIC | RES_NETH | IM_POIS | WILD_TOO | F:BASEANGBAND | COLD_BLOOD S:1_IN_6 S:HEAL | SCARE | CAUSE_3 | BLIND | FORGET | HASTE D:A devil-ray of the depths, with vampiric powers. N:928:Mathilde, the Science Student G:h:y I:110:220d100:40:10:3 W:0:4:1100:0 E:0:1:1:2:1:1 O:20:20:20:20 F:UNIQUE | FEMALE | CAN_SPEAK | DROP_CORPSE | DROP_SKELETON | F:FORCE_MAXHP | WILD_TOWN | WILD_ONLY | RAND_25 F:ONLY_ITEM | DROP_90 | DROP_GOOD | F:OPEN_DOOR | DG_CURSE | F:MORTAL | JOKEANGBAND | HAS_LITE D:She loves joking, and she's constantly giggling. A very happy girl. D:Beware, it is rumoured that Dark God has put a mighty curse on her. N:929:Child spirit G:G:W I:120:5d5:8:15:10 W:5:3:0:0 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:TERRIFY B:TOUCH:HURT:3d4 F:INVISIBLE | COLD_BLOOD | PASS_WALL | UNDEAD | F:IM_COLD | IM_POIS | NO_CONF | NO_SLEEP | SMART | PET | UNDEAD | F:BASEANGBAND | NO_CUT D:A helpful spirit from beyond the grave. N:930:Young spirit G:G:W I:120:8d8:8:15:10 W:10:3:0:0 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:TERRIFY B:TOUCH:HURT:9d4 F:INVISIBLE | COLD_BLOOD | PASS_WALL | UNDEAD | F:IM_COLD | IM_POIS | NO_CONF | NO_SLEEP | SMART | PET | UNDEAD | F:BASEANGBAND | NO_CUT D:A helpful spirit from beyond the grave. N:931:Mature spirit G:G:W I:120:16d16:8:15:10 W:40:3:0:0 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:TERRIFY B:TOUCH:HURT:18d4 F:INVISIBLE | COLD_BLOOD | PASS_WALL | UNDEAD | F:IM_COLD | IM_POIS | NO_CONF | NO_SLEEP | SMART | PET | UNDEAD | F:BASEANGBAND | NO_CUT D:A helpful spirit from beyond the grave. N:932:Experienced spirit G:G:W I:120:18d18:8:15:10 W:60:3:0:0 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:TERRIFY B:TOUCH:HURT:20d4 F:INVISIBLE | COLD_BLOOD | PASS_WALL | UNDEAD | F:IM_COLD | IM_POIS | NO_CONF | NO_SLEEP | SMART | PET | UNDEAD | F:BASEANGBAND | NO_CUT D:A helpful spirit from beyond the grave. N:933:Wise spirit G:G:W I:120:25d25:8:15:10 W:90:3:0:0 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:TERRIFY B:TOUCH:HURT:30d4 F:INVISIBLE | COLD_BLOOD | PASS_WALL | UNDEAD | F:IM_COLD | IM_POIS | NO_CONF | NO_SLEEP | SMART | PET | UNDEAD | F:BASEANGBAND | NO_CUT D:A helpful spirit from beyond the grave. N:934:Fangorn the Treebeard, Lord of the Ents G:#:G I:120:50d100:30:120:15 W:52:3:6000:15500 E:1:1:1:2:1:1 O:0:50:50:0 B:CRUSH:HURT:13d13 B:CRUSH:HURT:13d13 B:CRUSH:HURT:13d13 B:CRUSH:HURT:13d13 F:FORCE_SLEEP | FORCE_MAXHP | UNIQUE | CAN_SPEAK | SUSCEP_FIRE | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | MOVE_BODY | DROP_CORPSE | F:SMART | TAKE_ITEM | BASH_DOOR | KILL_WALL | NO_SLEEP | F:GOOD | PET | BASEANGBAND | NO_CUT D:The first being to awoke on Arda, apart from the Valar themselves. He is the D:first, oldest, greatest and most respected of all the Ents: and though he is D:slow to anger, he is a terrible foe when roused. N:935:Gandalf the Grey G:p:s I:120:49d101:101:100:0 W:60:7:1600:35000 E:1:1:1:2:1:1 O:0:0:100:0 B:HIT:UN_BONUS:6d8 B:HIT:UN_BONUS:6d8 B:HIT:TERRIFY:5d5 B:HIT:TERRIFY:5d5 F:UNIQUE | MALE | CAN_SPEAK | PET | DROP_CORPSE | F:FORCE_SLEEP | FORCE_MAXHP | REFLECTING | RES_TELE | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:SMART | OPEN_DOOR | BASH_DOOR | F:GOOD | IM_FIRE | IM_COLD | F:IM_ELEC | IM_POIS | BASEANGBAND | HAS_LITE S:1_IN_2 | S:HEAL | HASTE | TPORT | TELE_AWAY | BLIND | CONF | SCARE | S:CAUSE_4 | BRAIN_SMASH | FORGET | TRAPS | S:BA_FIRE | BO_FIRE | BO_PLAS | BO_MANA | CAUSE_4 | S:S_MONSTERS | S_ANGEL | S_DRAGON | S_KIN D:The wizard who opposed Sauron and, in the end, was the only D:one of the Istari to succeed in his task. Gandalf is very D:wise and specialises in fire magic. N:936:Nar, the Dwarf G:h:y I:110:45d10:25:70:25 W:17:2:1400:250 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:3d5 B:HIT:HURT:3d5 B:HIT:HURT:3d5 B:HIT:HURT:3d5 F:UNIQUE | MALE | F:FORCE_MAXHP | FORCE_SLEEP | F:OPEN_DOOR | BASH_DOOR | F:IM_FIRE | IM_COLD | IM_POIS | F:DROP_CORPSE | DROP_SKELETON | BASEANGBAND | HAS_LITE S:1_IN_6 | S:HEAL | BLIND | CONF | CAUSE_2 | MIND_BLAST D:The friend and companion of the dwarven king Thror, he went mad with D:grief after Thror's death at the hands of Azog the Orc. With torn beard D:and ragged clothes, he seems to have fixed on you as a convenient target D:to vent his anger. N:937:Novice mindcrafter G:p:y I:110:6d8:20:10:5 W:8:1:900:18 E:1:1:1:2:1:1 O:0:50:0:30 B:HIT:HURT:1d6 F:DROP_60 | WILD_TOO | FRIENDS | F:OPEN_DOOR | DROP_SKELETON | DROP_CORPSE | F:MORTAL | BASEANGBAND | HAS_LITE | NO_CONF | NO_SLEEP S:1_IN_12 | BLIND | SLOW | CONF | SCARE D:A novice in the arts of mind over matter. N:938:Great Swamp Wyrm G:D:g I:120:40d100:30:150:80 W:63:2:190000:20000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d12 B:CLAW:HURT:4d12 B:BITE:POISON:6d14 B:BITE:POISON:6d14 F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:BASH_DOOR | POWERFUL | MOVE_BODY | DROP_CORPSE | F:EVIL | DRAGON | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE F:ATTR_MULTI S:1_IN_4 | S:BLIND | CONF | SCARE | S:BR_POIS D:A truly enormous dragon with great powers. The foul gases issuing D:from the beast nearly make you vomit; and while you may try to hold D:your breath as you fight it, it sees no reason to do likewise. N:939:Great Bile Wyrm G:D:s I:120:50d100:30:150:80 W:67:2:190000:23000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d12 B:CLAW:HURT:4d12 B:BITE:ACID:6d14 B:BITE:ACID:6d14 F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:BASH_DOOR | POWERFUL | MOVE_BODY | DROP_CORPSE | F:EVIL | DRAGON | IM_ACID | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE F:ATTR_MULTI S:1_IN_4 | S:BLIND | CONF | SCARE | S:BR_ACID D:A huge and very powerful dragon. Great steaming pools of acid drip from D:its form onto the ground. You shudder when you see the acid eating away D:the very stones of the dungeon - what could it do to you? N:940:Blue Firebird G:B:B I:120:4d5:8:15:10 W:5:3:100:0 E:0:1:0:6:1:0 O:0:0:0:0 B:CLAW:HURT:3d4 B:CLAW:FIRE:5d4 F:IM_COLD | IM_FIRE | IM_POIS | NO_CONF | NO_SLEEP | IMPRESED | F:CAN_FLY | SMART | PET | DROP_CORPSE | HAS_EGG | GOOD | F:MORTAL | HAS_LITE S:1_IN_10 S:TELE_TO | D:The ancestors of the Eagles of the Thunderlords, these are D:friendly funny flying creatures with power. N:941:Green Firebird G:B:G I:120:4d5:10:15:10 W:7:3:110:0 E:0:1:0:6:1:0 O:0:0:0:0 B:CLAW:HURT:4d4 B:CLAW:FIRE:5d4 F:IM_COLD | IM_FIRE | IM_POIS | NO_CONF | NO_SLEEP | IMPRESED | F:CAN_FLY | SMART | PET | DROP_CORPSE | HAS_EGG | GOOD | F:MORTAL | HAS_LITE S:1_IN_10 S:TELE_TO | D:The ancestors of the Eagles of the Thunderlords, these are D:friendly funny flying creatures with power. N:942:Brown Firebird G:B:u I:120:5d5:10:15:10 W:10:3:120:0 E:0:1:0:6:1:0 O:0:0:0:0 B:CLAW:HURT:5d4 B:CLAW:FIRE:7d4 F:IM_COLD | IM_FIRE | IM_POIS | NO_CONF | NO_SLEEP | IMPRESED | F:CAN_FLY | SMART | PET | DROP_CORPSE | HAS_EGG | GOOD | F:MORTAL | HAS_LITE S:1_IN_10 S:TELE_TO | D:The ancestors of the Eagles of the Thunderlords, these are D:friendly funny flying creatures with power. N:943:Bronze Firebird G:B:U I:120:6d5:15:15:10 W:13:3:130:0 E:0:1:0:6:1:0 O:0:0:0:0 B:CLAW:HURT:6d4 B:CLAW:FIRE:7d4 F:IM_COLD | IM_FIRE | IM_POIS | NO_CONF | NO_SLEEP | IMPRESED | F:CAN_FLY | SMART | PET | DROP_CORPSE | HAS_EGG | GOOD | F:MORTAL | HAS_LITE S:1_IN_10 S:TELE_TO | D:The ancestors of the Eagles of the Thunderlords, these are D:friendly funny flying creatures with power. N:944:Gold Firebird G:B:y I:120:6d5:20:15:10 W:15:3:140:0 E:0:1:0:6:1:0 O:0:0:0:0 B:CLAW:HURT:6d4 B:CLAW:FIRE:8d4 F:IM_COLD | IM_FIRE | IM_POIS | NO_CONF | NO_SLEEP | IMPRESED | F:CAN_FLY | SMART | PET | DROP_CORPSE | HAS_EGG | GOOD | F:MORTAL | HAS_LITE S:1_IN_10 S:TELE_TO | D:The ancestors of the Eagles of the Thunderlords, these are D:friendly funny flying creatures with power. N:945:High-elven ranger G:h:G I:120:50d30:20:70:0 W:40:3:1400:500 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:10d8 B:HIT:HURT:10d8 F:MALE | FRIENDS | OPEN_DOOR | BASH_DOOR | F:GOOD | DROP_SKELETON | DROP_CORPSE | SMART | PET | F:IM_ACID | IM_COLD | RES_WATE | RES_NETH | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_2 | S:ARROW_4 D:An elf cloaked in green wielding a longbow. N:946:Uvatha the Horseman G:W:D I:120:24d100:90:60:10 W:40:13:0:10000 E:0:0:0:0:0:0 O:30:30:30:10 B:HIT:HURT:6d6 B:HIT:HURT:6d6 B:HIT:EXP_80:4d6 B:HIT:EXP_80:4d6 F:UNIQUE | MALE | F:FORCE_MAXHP | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | NAZGUL | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | MOVE_BODY | DROP_CHOSEN | F:EVIL | UNDEAD | IM_COLD | IM_POIS | HURT_LITE | NO_CONF | NO_SLEEP | F:BASEANGBAND | SPECIAL_GENE | NO_CUT D:A tall black Ringwraith, he is a master of horsemanship. He longs D:to taste your blood. N:947:Adunaphel the Quiet G:W:D I:120:27d100:90:60:10 W:43:13:0:13000 E:1:1:1:2:1:1 O:30:30:30:10 B:HIT:HURT:6d6 B:HIT:HURT:6d6 B:TOUCH:EXP_80:5d6 B:TOUCH:EXP_80:5d6 F:UNIQUE | FEMALE | F:FORCE_SLEEP | FORCE_MAXHP | NAZGUL | DROP_CHOSEN | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | F:INVISIBLE | COLD_BLOOD | PASS_WALL | MOVE_BODY | F:EVIL | UNDEAD | IM_COLD | IM_POIS | HURT_LITE | NO_CONF | NO_SLEEP | F:BASEANGBAND | NO_CUT S:1_IN_3 | S:BLIND | HOLD | SCARE | CAUSE_3 | FORGET | S:BO_ACID | BO_FIRE | BO_COLD | BO_NETH | S:S_MONSTER D:A sorceress in life, Adunaphel quickly fell under Sauron's sway and the D:power of the rings. N:948:Akhorahil the Blind G:W:D I:120:30d100:90:70:10 W:45:13:0:15000 E:1:1:1:2:1:1 O:30:30:30:10 B:HIT:HURT:7d6 B:HIT:HURT:7d6 B:GAZE:EXP_80:6d6 B:WAIL:TERRIFY:6d6 F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | NAZGUL | DROP_CHOSEN | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | MOVE_BODY | F:EVIL | UNDEAD | IM_FIRE | IM_COLD | IM_POIS | F:HURT_LITE | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_3 | S:BLIND | HOLD | SCARE | CAUSE_3 | DARKNESS | S:BO_FIRE | BO_COLD | BO_NETH | S:S_MONSTERS D:A mighty sorcerer king, Akhorahil was blind in life. With powerful D:enchantments, he created jewelled eyes that enabled him to see better than D:any ordinary man ever could. N:949:Ren the Unclean G:W:D I:120:35d100:90:70:10 W:48:13:0:18000 E:1:1:1:2:1:1 O:30:30:30:10 B:HIT:HURT:7d7 B:HIT:HURT:7d7 B:TOUCH:EXP_80:6d7 B:WAIL:TERRIFY:6d7 F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | NAZGUL | DROP_CHOSEN | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | F:INVISIBLE | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | MOVE_BODY | F:EVIL | UNDEAD | IM_FIRE | IM_COLD | IM_POIS | F:HURT_LITE | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_3 | S:BLIND | HOLD | SCARE | CAUSE_3 | BO_FIRE | BO_NETH | BA_FIRE | S:S_MONSTER D:Ren was an insane eastern king who believed himself to be the son of a D:volcano god. At an early age his sanity was destroyed by a plague that D:wiped out his family, and he never recovered. N:950:Ji Indur Dawndeath G:W:D I:120:40d100:90:70:10 W:52:13:0:22000 E:0:0:0:0:0:0 O:30:30:30:10 B:HIT:HURT:8d7 B:HIT:HURT:8d7 B:TOUCH:EXP_40:6d7 B:TOUCH:EXP_40:6d7 F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | NAZGUL | DROP_CHOSEN | F:INVISIBLE | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | MOVE_BODY | F:EVIL | UNDEAD | IM_FIRE | IM_COLD | IM_POIS | F:HURT_LITE | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_3 | S:BLIND | HOLD | SCARE | CAUSE_3 | S:BA_FIRE | BA_NETH | BA_COLD | BA_ELEC | BA_ACID | S:S_UNDEAD D:This Ringwraith was a weak-minded sorcerer-king who fell easily under D:Sauron's power. N:951:Dwar, Dog Lord of Waw G:W:D I:120:45d100:90:90:10 W:56:13:0:25000 E:0:1:0:2:1:0 O:30:30:30:10 B:HIT:HURT:8d8 B:HIT:HURT:8d8 B:BITE:EXP_40:6d7 B:WAIL:TERRIFY:6d7 F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | NAZGUL | DROP_CHOSEN | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | F:SMART | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | MOVE_BODY | F:EVIL | UNDEAD | IM_FIRE | IM_COLD | IM_POIS | F:HURT_LITE | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_3 | S:BLIND | HOLD | SCARE | CAUSE_3 | BA_FIRE | BA_NETH | S:S_MONSTERS | S_UNDEAD | S_HOUND D:Dwar had a special affinity for dogs in life, and can still command them D:at will. He howls manically as he reaches out to destroy you. N:952:Hoarmurath of Dir G:W:D I:130:60d100:90:100:10 W:64:13:0:30000 E:0:0:0:0:0:0 O:30:30:30:10 B:HIT:HURT:9d9 B:HIT:HURT:9d9 B:TOUCH:EXP_80:6d7 B:WAIL:TERRIFY:6d7 F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | SMART | F:ONLY_ITEM | DROP_2D2 | DROP_4D2 | DROP_GOOD | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | MOVE_BODY | F:EVIL | UNDEAD | IM_COLD | IM_POIS | NAZGUL | DROP_CHOSEN | F:HURT_LITE | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_3 | S:BLIND | HOLD | SCARE | CAUSE_3 | CAUSE_4 | MIND_BLAST | S:BO_COLD | BA_COLD | BA_NETH | S:S_UNDEAD D:A Ringwraith powerful in fell sorcery, he yearns for the life he has D:exchanged for an unlife of everlasting torment. N:953:Khamul, the Black Easterling G:W:D I:130:70d100:90:100:10 W:72:13:2600:40000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:9d10 B:HIT:HURT:9d10 B:TOUCH:EXP_80:7d7 B:TOUCH:EXP_80:7d7 F:UNIQUE | MALE | CAN_SPEAK | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD | NAZGUL | DROP_CHOSEN | F:SMART | COLD_BLOOD | OPEN_DOOR | BASH_DOOR | MOVE_BODY | F:EVIL | UNDEAD | IM_ACID | IM_FIRE | IM_COLD | IM_POIS | F:HURT_LITE | NO_CONF | NO_SLEEP | RES_TELE | BASEANGBAND | NO_CUT S:1_IN_2 | S:TELE_LEVEL | BLIND | HOLD | SCARE | CAUSE_3 | CAUSE_4 | BO_MANA | S:BA_FIRE | BA_COLD | BA_NETH | ANIM_DEAD | S:S_HI_UNDEAD | S_KIN D:He was the warrior-king of the East, now a Ringwraith. Khamul is a powerful opponent, his skill in D:combat awesome and his form twisted by evil cunning. N:954:The Witch-King of Angmar G:W:D I:130:90d100:90:120:10 W:80:14:1800:60000 E:1:1:1:2:1:1 O:30:30:30:10 B:HIT:HURT:10d10 B:HIT:HURT:10d10 B:HIT:EXP_80:7d7 B:HIT:EXP_80:7d7 F:UNIQUE | MALE | CAN_SPEAK | RES_TELE F:FORCE_SLEEP | FORCE_MAXHP | SMART | F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | MOVE_BODY | NAZGUL | F:EVIL | UNDEAD | DROP_CHOSEN | F:IM_COLD | IM_POIS | HURT_LITE | NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_2 | S:TELE_AWAY | BLIND | HOLD | SCARE | CAUSE_3 | BRAIN_SMASH | S:BO_MANA | BA_NETH | S_WRAITH | S:S_KIN | S_HI_UNDEAD | S_HI_DRAGON | S_MONSTERS | ANIM_DEAD D:The Chief of the Ringwraiths. A fell being of devastating power, his D:spells are lethal and his combat blows crushingly hard. He moves at D:speed, and commands legions of evil to do his bidding. It is said that he D:is fated never to die by the hand of mortal man. N:955:Green Thunderlord G:B:g I:120:50d50:20:100:50 W:30:4:30000:10000 E:1:1:1:2:1:1 O:50:50:0:0 B:HIT:HURT:8d6 B:HIT:HURT:8d6 F:FEMALE | F:THUNDERLORD | DROP_SKELETON | DROP_CORPSE | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | F:IM_FIRE | REGENERATE | OPEN_DOOR | BASH_DOOR | F:RES_TELE | NO_CONF | NO_SLEEP | CAN_FLY | HAS_LITE S:1_IN_4 | S:BR_FIRE | S:BLINK | TELE_AWAY D:A Thunderlord. Among the weaker breeds, but still dangerous. N:956:Blue Thunderlord G:B:b I:120:60d60:20:100:50 W:40:4:30000:20000 E:1:1:1:2:1:1 O:50:50:0:0 B:HIT:HURT:8d7 B:HIT:HURT:8d7 F:MALE | SMART | F:THUNDERLORD | DROP_SKELETON | DROP_CORPSE | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | F:IM_FIRE | REGENERATE | OPEN_DOOR | BASH_DOOR | F:RES_TELE | NO_CONF | NO_SLEEP | CAN_FLY | HAS_LITE S:1_IN_4 | S:BR_FIRE | S:TPORT | BLINK D:A Thunderlord. Among the weaker breeds, but still dangerous. N:957:Brown Thunderlord G:B:u I:130:70d70:30:100:50 W:50:4:30000:20000 E:1:1:1:2:1:1 O:50:50:0:0 B:HIT:HURT:8d9 B:HIT:HURT:8d9 F:MALE | SMART | F:THUNDERLORD | DROP_SKELETON | DROP_CORPSE | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | F:IM_FIRE | REGENERATE | OPEN_DOOR | BASH_DOOR | F:RES_TELE | NO_CONF | NO_SLEEP | CAN_FLY | HAS_LITE S:1_IN_4 | S:BR_FIRE | S:TPORT | BLINK D:A Thunderlord. Beware its flame. N:958:Bronze Thunderlord G:B:U I:130:80d80:30:100:50 W:60:5:30000:20000 E:1:1:1:2:1:1 O:50:50:0:0 B:HIT:HURT:10d9 B:HIT:HURT:10d9 F:MALE | SMART | F:THUNDERLORD | DROP_SKELETON | DROP_CORPSE | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | F:IM_FIRE | REGENERATE | OPEN_DOOR | BASH_DOOR | F:RES_TELE | NO_CONF | NO_SLEEP | CAN_FLY | HAS_LITE S:1_IN_4 | S:BR_FIRE | BR_TIME | S:TPORT | BLINK D:A Thunderlord, mightiest among the males. N:959:Gold Thunderlord G:B:y I:130:90d90:30:100:50 W:70:5:30000:20000 E:1:1:1:2:1:1 O:50:50:0:0 B:HIT:HURT:10d9 B:HIT:HURT:10d9 B:HIT:HURT:10d9 B:HIT:HURT:10d9 F:FEMALE | SMART | F:THUNDERLORD | DROP_SKELETON | DROP_CORPSE | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | F:IM_FIRE | REGENERATE | OPEN_DOOR | BASH_DOOR | F:RES_TELE | NO_CONF | NO_SLEEP | CAN_FLY | HAS_LITE S:1_IN_4 | S:BR_FIRE | BR_TIME | S:TPORT | BLINK | TELE_TO | TELE_AWAY | S:S_THUNDERLORD D:A Thunderlord, among the queens of their kind. N:960:Blood Sprout G:,:g I:140:3d5:10:1:0 W:50:1:50:3 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:HURT:3d15 B:TOUCH:HURT:3d15 B:TOUCH:HURT:3d15 B:TOUCH:HURT:3d15 F:STUPID | EMPTY_MIND | KILL_TREES | F:IM_POIS | IM_ELEC | IM_ACID | IM_COLD | F:NO_CONF | NO_SLEEP | NO_FEAR | F:MORTAL S:MULTIPLY D:A kind of giant mycorrhiza, corrupted into a carnivore by Morgoth. N:961:Gorlim, Betrayer of Barahir G:p:s I:120:16d100:20:120:40 W:41:3:1800:7000 E:1:1:1:2:1:1 O:20:80:0:0 B:HIT:HURT:8d6 B:HIT:HURT:8d6 B:HIT:UN_BONUS:6d8 B:HIT:UN_BONUS:6d8 F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE | DROP_SKELETON | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | F:SMART | OPEN_DOOR | BASH_DOOR | F:IM_ACID | IM_COLD | IM_ELEC | IM_POIS | NO_CONF | NO_SLEEP | BASEANGBAND F:HAS_LITE S:1_IN_2 | S:CAUSE_3 | BO_WATE | BO_MANA D:This sad creature - once a mighty warrior - betrayed his former friends to D:Morgoth's army in return for, he thought, safety for himself and his wife. D:And so he fell under Morgoth's power and became little more than a mindless D:servant of evil, even though the other side of his "bargain" was not kept. N:962:The Blubbering idiot, agent of black market, Simon the weak G:t:W I:110:5d11:10:16:0 W:5:1:1500:50 E:1:1:1:2:1:1 O:0:0:0:0 B:CLAW:HURT:2d5 B:TOUCH:EAT_ITEM B:TOUCH:INSANITY:2d5 B:TOUCH:INSANITY:2d5 F:MALE | DROP_CORPSE | DROP_SKELETON | WILD_TOO | F:RAND_25 | UNIQUE | STUPID | MALE | FORCE_MAXHP | F:TAKE_ITEM | CAN_SPEAK | CAN_SWIM | EVIL | F:MORTAL | JOKEANGBAND | HAS_LITE S:1_IN_8 S:SHRIEK D:He tends to blubber a lot, he was a simple blubbering idiot before he lost D:himself in the dungeon and fell under Morgoth's will. D:Now he is a mindless servant of Morgoth. Destroy him - if you can... N:963:Aranea G:S:r I:120:20d10:20:45:50 W:30:2:1000:250 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:POISON:2d8 B:CLAW:POISON:2d8 B:BITE:POISON:2d6 B:BITE:POISON:2d6 F:DROP_SKELETON | FORCE_MAXHP | FRIENDS | F:OPEN_DOOR | BASH_DOOR | HURT_LITE | F:ANIMAL | SPIDER | EVIL | IM_POIS | BASEANGBAND S:1_IN_4 S:BO_FIRE | SLOW | HOLD | CAUSE_3 | MISSILE D:A red arachnid with legs weaving spells in the air. N:964:Elder aranea G:S:v I:120:30d20:20:65:50 W:40:3:1800:2500 E:0:1:0:2:1:0 O:0:0:0:0 B:CLAW:POISON:5d8 B:CLAW:POISON:5d8 B:BITE:HALLU:5d6 B:BITE:HALLU:5d6 F:DROP_SKELETON | FORCE_MAXHP | F:OPEN_DOOR | BASH_DOOR | HURT_LITE | SMART | F:ANIMAL | SPIDER | EVIL | IM_FIRE | IM_POIS | BASEANGBAND S:1_IN_6 S:SLOW | HOLD | DRAIN_MANA | MIND_BLAST | HEAL | S:BA_FIRE | BO_FIRE | CAUSE_3 | S_SPIDER D:A vast, bloated arachnid, master of its brood: among the more terrible of D:Ungoliant's descendants, this is a monster such as those who haunted the dread D:valley of Nan Dungortheb long ago. N:965:Giant brown tick G:S:u I:110:16d8:12:50:20 W:25:2:400:27 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:POISON:2d6 B:STING:BLIND:1d1 F:WEIRD_MIND | BASH_DOOR | CAN_FLY | F:ANIMAL | IM_POIS | MORTAL | BASEANGBAND D:It is moving slowly towards you. N:966:Wavelord G:p:b I:120:16d100:30:120:40 W:61:3:1800:7000 E:1:1:1:2:1:1 O:20:50:10:5 B:HIT:HURT:8d9 B:HIT:COLD:8d9 B:HIT:HURT:8d9 B:HIT:COLD:8d9 F:SMART | PET | DROP_CORPSE | FRIENDS | WILD_SHORE | WILD_OCEAN | WILD_TOO | F:IM_POIS | AQUATIC | CAN_SWIM | DROP_USEFUL | F:NO_CONF | NO_SLEEP | NO_FEAR | DROP_GOOD | DROP_3D2 | F:MORTAL | REGENERATE | TAKE_ITEM | GOOD | SUSCEP_FIRE | F:RES_WATE | RES_NEXU | HAS_LITE S:1_IN_4 S:BO_WATE | BA_WATE | BO_ICEE D:The Dolphiners came with the Thunderlords from their far home. D:These friendly beings ride their sharks into combat to assist you. N:967:Novice possessor (soul) G:G:D I:110:1d1:30:1:10 W:10:3:10:0 E:0:0:0:0:0:0 O:0:0:0:0 F:SMART | POSSESSOR | F:BASEANGBAND | NO_CUT D:It does not look that powerful. N:968:Bat of Gorgoroth G:b:g I:120:20d10:20:30:30 W:28:3:150:100 E:0:1:1:0:1:0 O:0:0:0:0 B:BITE:POISON:1d10 B:CLAW:HURT:1d4 F:DROP_60 | RAND_25 | MOVE_BODY | CAN_FLY | DROP_CORPSE | F:BASH_DOOR | MOVE_BODY | FRIENDS | WEIRD_MIND | F:ANIMAL | IM_POIS | AI_ANNOY | MORTAL | BASEANGBAND S:1_IN_8 | S:SCARE | BR_POIS | BR_DARK D:Fed with horrid meats and grown to enormous size, this slavering creature D:seeks livelier prey. N:969:The Princess G:p:y I:110:1d1:40:250:3 W:0:4:730:0 E:0:1:1:2:1:1 O:0:0:1:0 F:FEMALE | CAN_SPEAK F:FORCE_MAXHP | SPECIAL_GENE | NO_TARGET F:NEVER_MOVE | NEVER_BLOW | GOOD | NO_DEATH | RES_TELE F:MORTAL | BASEANGBAND | UNIQUE | PET | D:The princess of an unknown kingdom, you need to save her! N:970:Merton Proudfoot, the lost hobbit G:h:v I:110:1d1:40:250:3 W:1:1:730:0 E:0:1:1:2:1:1 O:0:0:0:1 F:MALE | CAN_SPEAK F:FORCE_MAXHP | SPECIAL_GENE F:NEVER_MOVE | NEVER_BLOW | GOOD | NO_TARGET F:MORTAL | BASEANGBAND | UNIQUE | PET | NO_DEATH D:The poor hobbit got lost in the dreadful maze! N:971:The Wight-King of the Barrow-downs G:W:v I:120:38d22:30:45:0 W:46:3:0:22000 E:0:0:0:0:0:0 O:15:55:15:0 B:HIT:HURT:2d10 B:WAIL:PARALYZE:2d6 B:TOUCH:EXP_80:4d8 B:TOUCH:EXP_80:4d8 F:SPECIAL_GENE | FORCE_MAXHP | SMART | CAN_SPEAK | F:DROP_4D2 | DROP_2D2 | COLD_BLOOD | UNIQUE | F:CAN_SWIM | CAN_FLY | EVIL | UNDEAD | IM_COLD | IM_POIS | HURT_LITE | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_4 | S:HOLD | SCARE | CAUSE_3 | BA_NETH D:He has lived in the Barrow-Downs for centuries after his first death at the D:hands of the Witch-King of Angmar. A once loyal captain under the D:Witch-King's command, he now awaits a time when his undead forces shall D:rise again to avenge their deaths. N:972:Adventurer G:@:U I:115:3d20:50:50:10 W:0:3:100:0 O:50:50:0:0 B:HIT:HURT:2d6 B:PUNCH:HURT:1d7 B:KICK:HURT:1d8 F:SPECIAL_GENE | SMART | OPEN_DOOR F:FORCE_MAXHP | CAN_SWIM | BASEANGBAND | F:NO_SLEEP | NO_CONF D:A great warrior. N:973:Experienced possessor (soul) G:G:D I:120:5d5:30:50:10 W:30:3:10:0 O:0:0:0:0 F:SMART | POSSESSOR | F:BASEANGBAND | NO_CUT S:1_IN_9 S:S_KIN D:It does not look that powerful. N:974:Old possessor (soul) G:G:D I:130:10d10:30:100:10 W:95:3:10:0 O:0:0:0:0 F:SMART | POSSESSOR | F:BASEANGBAND | NO_CUT S:1_IN_4 S:S_KIN D:It does not look that powerful. N:975:Death orb G:E:D I:130:40d100:255:75:0 W:80:5:10:5000 E:0:0:0:0:0:0 O:0:0:0:0 B:ENGULF:PARASITE:20d10 B:ENGULF:ACID:6d5 B:ENGULF:EXP_80:6d5 B:ENGULF:LOSE_ALL:6d5 F:FORCE_MAXHP | ZANGBAND | KILL_ITEM | KILL_WALL | KILL_BODY | F:NONLIVING | COLD_BLOOD | EMPTY_MIND | CAN_SWIM | F:NO_CONF | NO_SLEEP | NO_STUN | REGENERATE | F:IM_ACID | IM_FIRE | IM_ELEC | IM_COLD | IM_POIS | F:RES_NETH | RES_PLAS | RES_WATE | RES_DISE | RES_NEXU | F:DEATH_ORB | NO_CUT D:A small, apparently unassuming orb which spawns death and destruction. N:976:Bronze dragon worm G:w:U I:100:10d15:10:40:80 W:20:3:4500:12 E:0:0:0:0:1:0 O:0:0:0:0 B:CLAW:HURT:3d3 B:CLAW:HURT:3d3 B:BITE:HURT:3d5 F:RAND_50 | RAND_25 | F:DROP_60 | ONLY_GOLD | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | DRAGON | NO_CONF | F:MORTAL | BASEANGBAND | ATTR_MULTI S:MULTIPLY | S:1_IN_6 | BR_CONF D:You thought dragons used eggs, but this worm has the scales, and the bad D:breath, and the fiery eyes, of a real dragon. Its scales glitter in D:a multitude of perplexing and distracting ways. N:977:Gold dragon worm G:w:y I:100:10d15:10:40:80 W:20:3:4500:12 E:0:0:0:0:1:0 O:0:0:0:0 B:CLAW:HURT:3d3 B:CLAW:HURT:3d3 B:BITE:HURT:3d5 F:RAND_50 | RAND_25 | F:DROP_60 | ONLY_GOLD | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | DRAGON | NO_STUN | F:MORTAL | BASEANGBAND | ATTR_MULTI S:MULTIPLY | S:1_IN_6 | BR_SOUN D:You thought dragons used eggs, but this worm has the scales, and the bad D:breath, and the fiery eyes, of a real dragon. You can feel the air itself D:vibrating as you near it. N:978:Moldoux, the Defenceless Mold G:m:v I:100:1d1:1:1:0 W:1:1:20:3 E:0:0:0:0:0:0 O:0:0:0:0 F:NEVER_MOVE | UNIQUE | F:STUPID | EMPTY_MIND | F:IM_POIS | FORCE_DEPTH | F:NO_CONF | NO_SLEEP | NO_FEAR | F:MORTAL | WYRM_PROTECT | ONLY_DEPTH | JOKEANGBAND | NO_CUT D:A small strange growth. It seems to be defenceless... N:979:The Physics Teacher G:p:w I:120:65d100:30:120:15 W:62:3:100000:13500 E:1:1:1:2:1:1 O:20:20:20:20 B:TOUCH:LOSE_INT:13d13 B:TOUCH:LOSE_WIS:13d13 B:GAZE:PARALYZE B:WAIL:EXP_80 F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | CAN_SPEAK | DROP_CORPSE | F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | DROP_GREAT | F:PASS_WALL | MOVE_BODY | AURA_FIRE | F:SMART | OPEN_DOOR | BASH_DOOR | F:EVIL | ANIMAL | DEMON | UNDEAD | JOKEANGBAND | NO_CUT S:1_IN_3 S:BR_FIRE | BR_PLAS | BR_TIME | BA_WATE | ROCKET | S:FORGET D:A keeper of forbidden wisdom, this Teacher bombards you with his mastery D:over elements of matter. N:980:Ar-Pharazon the Golden G:p:y I:130:50d100:30:45:255 W:55:1:0:2500 E:1:1:1:2:1:1 O:20:70:10:0 B:HIT:HURT:8d12 B:HIT:HURT:8d12 B:HIT:HURT:8d12 B:HIT:HURT:8d12 F:FORCE_SLEEP | FORCE_MAXHP | UNIQUE | CAN_SPEAK | SPECIAL_GENE | F:ONLY_ITEM | DROP_1D2 | DROP_2D2 | DROP_GOOD | DROP_SKELETON | DROP_CORPSE | F:SMART | TAKE_ITEM | OPEN_DOOR | BASH_DOOR | MOVE_BODY | BASEANGBAND | F:HAS_LITE | AQUATIC S:1_IN_6 | S:HEAL | HASTE | TELE_AWAY | S_MONSTERS | S_KIN D:Last and proudest king of ancient Numenor. Corrupted by power and D:avarice, he fell victim to Sauron's wiles, tried to fight the immortals D:themselves, and condemned Numenor to oblivion. N:981:Doppelganger G:@:w I:1:1d1:1:1:1 E:0:0:0:0:0:0 O:0:0:0:0 F:NEVER_MOVE | NEVER_BLOW | DOPPLEGANGER | BASEANGBAND | HAS_LITE D:It looks like you... N:982:Marylene, Heartbreakeress of the Netherworld G:P:W I:155:200d120:155:175:0 W:127:1:1600:66666 E:1:1:1:2:1:1 O:30:30:30:10 B:GAZE:PARALYZE:20d15 B:HIT:EXP_80:20d17 B:BITE:LOSE_ALL:10d12 B:TOUCH:INSANITY:12d9 F:UNIQUE | CAN_SPEAK | ATTR_MULTI | ATTR_ANY | FEMALE | F:FORCE_MAXHP | WEIRD_MIND | DROP_CORPSE | DROP_SKELETON | F:REFLECTING | AURA_FIRE | AURA_ELEC | AURA_COLD | F:ONLY_ITEM | DROP_1D2 | DROP_2D2 | DROP_3D2 | DROP_4D2 | F:DROP_GOOD | DROP_GREAT | RES_NETH | INVISIBLE | F:SMART | KILL_WALL | KILL_BODY | POWERFUL | RES_TELE | F:REGENERATE | CAN_FLY | CAN_SWIM | WYRM_PROTECT | F:EVIL | IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | NO_STUN | RES_TELE | DEMON | F:MORTAL | DG_CURSE | JOKEANGBAND | HAS_LITE S:1_IN_1 | S:BR_CHAO | BA_CHAO | BRAIN_SMASH | SHRIEK | BR_CONF | BR_SOUN | S:BR_NETH | HASTE | TRAPS | FORGET | BR_DISE | BR_TIME | MIND_BLAST | S:HEAL | TPORT | TELE_TO | CAUSE_1 | CAUSE_2 | CAUSE_3 | CAUSE_4 | BLIND | S:CONF | SLOW | HOLD | S_ANGEL | S_UNIQUE D:A woman of mind-shattering beauty, none can match her beauty. She is perfect, D:and totally evil. She loves nothing but herself and her evil is as D:great as her beauty. No one can stand against her, even DarkGod. D:As you see her approaching, you feel your heart breaking. D:She is the perfection, don't even try against her; you will surely lose D:your mind... N:983:The Greater Lag Monster G:U:v I:110:60d100:40:10:3 W:95:4:730:0 E:0:0:0:0:0:0 O:40:40:0:10 B:GAZE:PARALYZE:20d15 B:HIT:HURT:15d10 B:TOUCH:EXP_80:10d5 B:TOUCH:EAT_ITEM F:RAND_50 | TAKE_ITEM | FORCE_MAXHP | UNIQUE | F:DROP_3D2 | DROP_GOOD | DROP_GREAT | WYRM_PROTECT | F:NO_CONF | NO_SLEEP | NO_FEAR | NO_STUN | RES_TELE | DEMON | F:EVIL | WEIRD_MIND | RES_NETH | INVISIBLE | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | JOKEANGBAND | NO_CUT S:1_IN_2 S:CONF | SHRIEK | BR_CONF | BR_TIME | BR_INER | BR_GRAV | BRAIN_SMASH | S:SCARE | BLIND | SLOW | HOLD | HASTE | HEAL | TELE_TO | FORGET | S:S_HI_DEMON | S_MONSTERS | S_HYDRA | S_HI_DRAGON | S_HI_UNDEAD | S_ANGEL | S:S_HOUND | S_UNIQUE | D:It is even worse than the RNG, coming from Mangband, D:it seeks to crush you to pulp... and surely can. N:984:Hrungnir, the Stone Giant G:P:W I:130:99d110:50:160:20 W:78:2:0:45000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:SHATTER:9d11 B:HIT:SHATTER:9d11 B:HIT:HURT:9d11 B:HIT:HURT:9d11 F:UNIQUE | SUSCEP_ACID | HURT_ROCK | F:FORCE_SLEEP | FORCE_MAXHP | RES_TELE | RES_NETH | RES_PLAS | MALE | F:ONLY_ITEM | DROP_2D2 | DROP_4D2 | DROP_GOOD | EVIL | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | TAKE_ITEM | CAN_SPEAK | F:EVIL | IM_FIRE | IM_POIS | GIANT | F:ZANGBAND | HAS_LITE | NO_CUT S:1_IN_5 | S:BR_WALL | BR_GRAV | BR_SHAR | BLIND | TELE_TO | S_KIN | S_MONSTERS | S:HAND_DOOM | TELE_AWAY | D:Hrungnir is the strongest of all the Stone Giants: one who would even dare D:to challenge Thor himself to single combat. N:985:Bullroarer the Hobbit G:h:U I:120:6d10:16:8:10 W:5:3:1000:90 E:1:1:1:2:1:1 O:25:55:0:20 B:HIT:HURT:1d8 B:HIT:HURT:1d8 F:UNIQUE | MALE | CAN_SPEAK | DROP_CORPSE | DROP_SKELETON | F:FORCE_MAXHP | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | F:MORTAL | BASEANGBAND | HAS_LITE D:He is a sturdy hobbit who is renowned for his unusual strength and D:vigour. He can prove a troublesome opponent. N:986:3-headed hydra G:M:o I:120:100d5:20:65:20 W:20:2:4500:350 E:0:1:0:2:2:0 O:0:0:0:0 B:BITE:HURT:2d6 B:BITE:HURT:2d6 B:BITE:HURT:2d6 F:FORCE_SLEEP | WILD_TOO | WILD_SHORE | WILD_SWAMP | CAN_SWIM | F:DROP_CORPSE | DROP_SKELETON | ONLY_GOLD | DROP_2D2 | F:OPEN_DOOR | BASH_DOOR | MOVE_BODY | F:ANIMAL | MORTAL | BASEANGBAND S:1_IN_9 | S:SCARE D:A strange reptilian creature with three heads, guarding its hoard. N:987:Uldor the Accursed G:p:U I:110:10d100:20:70:40 W:28:4:2000:600 E:1:1:1:2:1:1 O:10:90:0:0 B:HIT:HURT:4d6 B:HIT:HURT:4d6 B:HIT:HURT:4d6 B:HIT:HURT:4d6 F:UNIQUE | MALE | CAN_SPEAK | DROP_CORPSE | DROP_SKELETON | F:FORCE_MAXHP | F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:EVIL | MORTAL | BASEANGBAND | HAS_LITE S:1_IN_10 | S_KIN D:An evil and cunning man from the East. Having once sworn allegiance to the D:sons of Feanor, it was Uldor's treachery that turned the tide of the Battle D:of Unnumbered Tears in Morgoth's favour. N:988:Mystic G:p:o I:120:35d10:30:50:5 W:33:3:1400:500 E:1:1:1:2:1:1 O:30:0:60:10 B:KICK:HURT:10d2 B:KICK:HURT:10d2 B:KICK:HURT:10d2 B:KICK:HURT:10d2 F:MALE | F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE | DROP_SKELETON | F:ONLY_ITEM | DROP_1D2 | F:INVISIBLE | OPEN_DOOR | BASH_DOOR | F:IM_ACID | IM_POIS | NO_CONF | NO_SLEEP | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_6 | S:HEAL | S:S_SPIDER | S_ANIMAL D:An adept at unarmed combat, the mystic strikes with stunning power. He D:can summon help from nature and is able to focus his power to ease any D:pain. N:989:Elder vampire G:V:r I:120:34d100:20:90:10 W:54:3:1700:4500 E:1:1:1:2:1:1 O:0:70:30:0 B:HIT:HURT:4d6 B:HIT:HURT:4d6 B:BITE:EXP_80:5d6 B:BITE:EXP_80:5d6 F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:DROP_60 | DROP_4D2 | DROP_GOOD | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | REGENERATE | RES_TELE | F:EVIL | UNDEAD | IM_COLD | IM_POIS | HURT_LITE | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT S:1_IN_7 | S:BLIND | HOLD | SCARE | CAUSE_3 | CAUSE_4 | DRAIN_MANA | S:BRAIN_SMASH | DARKNESS | BO_NETH | S_UNDEAD D:A terrible robed undead figure, this creature has existed in its D:unlife for many centuries by stealing the life of others. It can D:summon the very shades of its victims from beyond the grave to D:come enslaved to its aid. N:990:Ulfang the Black G:p:U I:120:25d100:20:90:40 W:44:5:2100:1200 E:1:1:1:2:1:1 O:10:90:0:0 B:HIT:HURT:5d8 B:HIT:HURT:5d8 B:HIT:HURT:5d8 B:HIT:HURT:5d8 F:UNIQUE | MALE | CAN_SPEAK | DROP_CORPSE | DROP_SKELETON | F:FORCE_MAXHP | IM_FIRE | IM_COLD | IM_ELEC | SPECIAL_GENE | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | DROP_RANDART F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | F:EVIL | MORTAL | BASEANGBAND | HAS_LITE S:1_IN_10 | S_KIN | S_MONSTERS D:A short and swarthy Easterling dressed in black. He and his three sons D:once openly swore allegiance to the High Elves, but were secretly in the D:pay of Morgoth. N:991:Demonologist G:p:R I:120:28d10:20:50:10 W:36:2:1100:700 E:1:1:1:2:1:1 O:0:0:100:0 B:HIT:HURT:2d6 B:HIT:HURT:2d6 B:HIT:HURT:2d6 F:MALE | F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE | DROP_SKELETON F:RES_NETH | RES_NEXU | F:ONLY_ITEM | DROP_1D2 | F:SMART | OPEN_DOOR | BASH_DOOR | F:EVIL | MORTAL | BASEANGBAND | HAS_LITE S:1_IN_2 | S:TPORT | HOLD | S:S_DEMON | BO_FIRE D:A figure twisted by evil standing in robes of deepest crimson. N:992:Hezrou G:U:g I:110:52d10:20:40:80 W:41:3:2100:2500 E:1:1:1:2:1:1 O:0:50:50:0 B:HIT:HURT:3d4 B:HIT:HURT:3d4 F:FORCE_SLEEP | FORCE_MAXHP | FRIENDS F:ONLY_ITEM | DROP_2D2 | F:OPEN_DOOR | BASH_DOOR | POWERFUL | F:EVIL | DEMON | IM_FIRE | NO_CONF | NO_SLEEP | NONLIVING F:BASEANGBAND S:1_IN_9 | S:BO_FIRE | S:S_DEMON D:It is a demon of lizard form with cruel-looking jaws. N:993:Glabrezu G:U:U I:110:70d10:20:40:80 W:43:2:2300:3000 E:1:1:1:2:1:1 O:0:50:50:0 B:HIT:HURT:3d4 B:HIT:HURT:3d4 F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_90 | F:OPEN_DOOR | BASH_DOOR | POWERFUL | F:EVIL | DEMON | IM_FIRE | NO_CONF | NO_SLEEP | NONLIVING | F:BASEANGBAND S:1_IN_9 | S:BO_FIRE | S:S_DEMON D:It is a demon with arms and pincers, its form a true mockery of life. N:994:Nalfeshnee G:U:r I:110:90d10:20:50:80 W:45:2:6000:5000 E:1:1:1:2:1:1 O:0:50:50:0 B:HIT:HURT:3d4 B:HIT:HURT:3d4 B:HIT:HURT:3d4 F:FORCE_SLEEP | FORCE_MAXHP | AURA_FIRE F:ONLY_ITEM | DROP_1D2 | F:OPEN_DOOR | BASH_DOOR | POWERFUL | F:EVIL | DEMON | F:IM_FIRE | NO_CONF | NO_SLEEP | NONLIVING F:BASEANGBAND S:1_IN_9 | S:BLIND | CONF | S:BR_FIRE | S:S_DEMON D:It is a large demon with the head of a giant boar. Flames run up and down D:its length. N:995:Marilith G:U:y I:120:20d70:20:75:80 W:47:2:3000:7000 E:3:0:3:4:1:0 O:0:50:50:0 B:HIT:HURT:3d6 B:HIT:HURT:3d6 B:HIT:HURT:3d6 B:HIT:HURT:3d6 F:FEMALE | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_1D2 | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | POWERFUL | F:EVIL | DEMON | IM_FIRE | NO_CONF | NO_SLEEP | NONLIVING | F:BASEANGBAND S:1_IN_9 | S:BLIND | CAUSE_2 | S:S_DEMON D:She is a demon of female form with many arms, each bearing deadly weapons. N:996:Lesser Balrog G:U:v I:120:20d100:20:50:80 W:49:2:9000:10000 E:1:1:1:2:1:1 O:0:50:50:0 B:HIT:FIRE:4d12 B:HIT:FIRE:4d12 B:CRUSH:HURT:3d12 B:TOUCH:UN_POWER F:FORCE_SLEEP | FORCE_MAXHP | AURA_FIRE | KILL_WALL | F:ONLY_ITEM | DROP_1D2 | DROP_2D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:EVIL | DEMON | IM_FIRE | NO_CONF | NO_SLEEP | NONLIVING | F:BASEANGBAND | HAS_LITE S:1_IN_4 | S:BLIND | CONF | S:BR_FIRE | S:S_DEMON D:It is a massive humanoid demon wreathed in flames. N:997:Master mystic G:p:o I:130:11d100:30:60:5 W:50:3:1600:6000 E:1:1:1:2:1:1 O:40:0:40:20 B:KICK:HURT:10d2 B:KICK:HURT:10d2 B:HIT:POISON:20d1 B:HIT:PARALYZE:15d1 F:MALE | F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE | DROP_SKELETON | F:ONLY_ITEM | DROP_1D2 | DROP_2D2 | F:INVISIBLE | OPEN_DOOR | BASH_DOOR | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_3 | S:HEAL | S:S_SPIDER | S_ANIMALS D:A lord of all that is natural, skilled in the mystic ways. He is a master D:of martial arts and is at one with nature, able to summon help from the D:wild if need be. N:998:Grand master mystic G:p:o I:130:22d100:30:80:5 W:57:3:1800:15000 E:1:1:1:2:1:1 O:40:0:40:20 B:KICK:HURT:20d2 B:KICK:HURT:10d2 B:HIT:POISON:20d1 B:HIT:PARALYZE:15d1 F:MALE | F:FORCE_SLEEP | FORCE_MAXHP | DROP_CORPSE | DROP_SKELETON | F:ONLY_ITEM | DROP_4D2 | F:INVISIBLE | OPEN_DOOR | BASH_DOOR | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | NO_CONF | NO_SLEEP | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_2 | S:HEAL | MIND_BLAST | S:S_SPIDER | S_HOUND | S_ANIMALS D:He is one of the few true masters of the art, being extremely skillful in D:all forms of unarmed combat and controlling the world's natural creatures D:with disdainful ease. N:999:Erinyes G:U:u I:110:24d10:20:50:80 W:38:2:0:1000 E:1:1:1:2:1:1 O:0:50:50:0 B:HIT:HURT:3d4 B:TOUCH:LOSE_STR:1d5 F:FEMALE | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_60 | F:OPEN_DOOR | BASH_DOOR | POWERFUL | F:EVIL | DEMON | F:IM_FIRE | IM_POIS | NO_CONF | NO_SLEEP | F:BASEANGBAND S:1_IN_7 | S:BLIND | CONF | BO_FIRE D:It is a lesser demon of female form; however, she takes little time to D:show her true colours. N:1000:Novice mindcrafter G:p:y I:110:6d8:20:10:5 W:4:1:900:18 E:1:1:1:2:1:1 O:0:50:0:30 B:HIT:HURT:1d6 F:DROP_60 | WILD_TOO | F:OPEN_DOOR | DROP_SKELETON | DROP_CORPSE | F:MORTAL | BASEANGBAND | HAS_LITE | NO_CONF | NO_SLEEP S:1_IN_9 | BLIND | SLOW | CONF | SCARE D:A novice in the arts of mind over matter. N:1001:Polyphemus, the Blind Cyclops G:P:g I:130:65d100:40:140:40 W:69:3:40000:29000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:11d10 B:HIT:SHATTER:11d10 B:HIT:HURT:11d10 B:HIT:SHATTER:11d10 F:UNIQUE | MALE | BASEANGBAND | HAS_LITE | CAN_SWIM | F:FORCE_SLEEP | FORCE_MAXHP | RAND_25 | DROP_CORPSE | F:DROP_2D2 | DROP_3D2 | DROP_GOOD | ONLY_ITEM | KILL_ITEM | F:BASH_DOOR | KILL_BODY | F:EVIL | GIANT | IM_ACID | IM_POIS | IM_FIRE | IM_COLD | S:1_IN_5 | S:BO_WATE | BA_WATE | BO_ICEE | BA_ACID | ARROW_4 D:No ordinary cyclops, but the son of a sea-god: he wields the powers of D:elemental water as well as the considerable strength of a cyclops. His D:one eye was blinded long ago by the warrior Odysseus, but he has trained D:himself to hear so well that it nearly makes up for his disability. N:1002:Great Wyrm of Perplexity G:D:U I:120:40d100:30:150:80 W:63:2:190000:20000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d12 B:CLAW:HURT:4d12 B:BITE:CONFUSE:6d14 B:BITE:CONFUSE:6d14 F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:SMART | BASH_DOOR | POWERFUL | MOVE_BODY | DROP_CORPSE | F:EVIL | DRAGON | NO_CONF | NO_SLEEP | BASEANGBAND | HAS_LITE | ATTR_MULTI S:1_IN_4 | S:BLIND | CONF | SCARE | S:BR_CONF D:A dragon of great size and power. Its polished bronze scales reflect the D:light in strange and confusing patterns, and you find it hard to keep your D:mind on the job of fighting for your life. N:1003:Hound of Tindalos G:Z:s I:120:60d15:30:100:0 W:59:3:600:8000 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:TIME:2d12 B:BITE:TIME:2d12 B:CLAW:HURT:2d12 B:CLAW:HURT:2d12 F:FORCE_SLEEP | FRIENDS | RES_NETH | F:INVISIBLE | PASS_WALL | EVIL | CAN_FLY | F:ANIMAL | NO_CONF | NO_SLEEP | CTHANGBAND S:1_IN_5 | BLINK | TELE_TO | S:BR_NETH | BR_TIME D:"They are lean and athirst!... All the evil in the universe D:was concentrated in their lean, hungry bodies. Or had they D:bodies? I saw them only for a moment, I cannot be certain." N:1004:Great Wyrm of Thunder G:D:y I:120:50d100:30:150:80 W:67:2:190000:23000 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:4d12 B:CLAW:HURT:4d12 B:BITE:HURT:6d14 B:BITE:HURT:6d14 F:FORCE_SLEEP | FORCE_MAXHP | CAN_FLY | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:BASH_DOOR | POWERFUL | MOVE_BODY | DROP_CORPSE | F:EVIL | DRAGON | NO_CONF | NO_SLEEP | NO_STUN | BASEANGBAND | HAS_LITE F:ATTR_MULTI S:1_IN_4 | S:BLIND | CONF | SCARE | S:BR_SOUN D:A dragon of gigantic proportions, with destructive abilities to match. The D:sheer loudness of its roar leaves you stunned and unable to think clearly D:enough to defend yourself adequately. N:1005:Silver mouse G:r:W I:110:1d3:8:4:20 W:4:1:200:1 E:0:1:0:2:1:0 O:0:0:0:0 B:BITE:EAT_LITE:1d2 F:RAND_25 | CAN_SWIM | ANIMAL | F:DROP_CORPSE | MORTAL | BASEANGBAND S:MULTIPLY D:It is about three feet long with large teeth. As the light of your lamp falls D:on it, it seems to grow stronger. N:1006:The Rat King G:r:v I:120:20d12:30:30:0 W:18:1:950:32 E:1:1:1:2:1:1 O:0:0:0:0 B:CLAW:HURT:3d2 B:CLAW:HURT:3d2 B:BITE:DISEASE:4d2 B:BITE:DISEASE:4d2 F:UNIQUE | ESCORT | ESCORTS | FORCE_MAXHP | F:BASH_DOOR | ANIMAL | NO_CONF | NO_SLEEP F:MORTAL | BASEANGBAND D:A massive rat. He's the leader of the pack. N:1007:Vort the Kobold Queen G:k:v I:110:12d10:20:20:20 W:7:3:1000:100 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:HURT:1d10 B:HIT:HURT:1d10 F:UNIQUE | FEMALE | CAN_SPEAK | F:FORCE_MAXHP | F:ESCORT | ESCORTS | DROP_SKELETON | DROP_CORPSE F:ONLY_ITEM | DROP_1D2 | DROP_GOOD | F:OPEN_DOOR | BASH_DOOR | F:EVIL | IM_POIS | F:MORTAL | BASEANGBAND | HAS_LITE S:1_IN_6 | MISSILE | HEAL | CAUSE_1 | CONF D:Where Mughash is the strongest of his kind, his consort Vort is the D:wisest: she is her tribe's chief shamaness. N:1008:Giant black louse G:I:D I:120:1d2:6:7:10 W:14:1:100:3 E:0:0:0:0:0:0 O:0:0:0:0 B:BITE:HURT:1d2 F:RAND_50 | RAND_25 | CAN_FLY | WEIRD_MIND | F:ANIMAL | MORTAL | BASEANGBAND S:MULTIPLY D:It is six inches long. N:1009:Fire Phantom G:G:r I:120:10d100:20:90:40 W:34:5:0:1200 E:0:0:0:0:0:0 O:0:0:100:0 B:HIT:HURT:5d5 F:UNIQUE | MALE | CAN_SPEAK F:FORCE_MAXHP | UNDEAD | NO_CONF | NO_SLEEP | REGENERATE | NO_STUN | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | PASS_WALL | F:MORTAL | BASEANGBAND | HAS_LITE | NO_CUT S:1_IN_6 S:BR_FIRE | HOLD | CONF | SCARE | MIND_BLAST D:He's back from the grave for vengeance on those who D:burnt him. He has no mercy for those in his way. N:1010:The Insane Player G:p:v I:120:18d100:25:100:10 W:36:2:1500:1200 E:1:1:1:2:1:1 O:20:20:20:20 B:HIT:HURT:3d8 F:UNIQUE | MALE | CAN_SPEAK | ATTR_MULTI | F:FORCE_MAXHP | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | DROP_SKELETON | DROP_CORPSE F:OPEN_DOOR | BASH_DOOR | RAND_25 | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR F:JOKEANGBAND | HAS_LITE S:1_IN_4 | S:TELE_TO | SHRIEK | SCARE D:Once a powerful adventurer, this poor fighter has seen a few too many D:software bugs in his time. Any shred of lucidity is long gone, but D:he still remains dangerous. He wanders aimlessly through the dungeon D:randomly striking at foes both real and imagined, all the while screaming D:out at the world that caused his condition. N:1011:Glaryssa, Succubus Queen G:U:W I:120:12d100:90:60:10 W:41:3:3000:8000 E:1:1:1:2:1:1 O:0:50:50:0 B:CLAW:HURT:5d5 B:HIT:LOSE_STR:4d4 B:TOUCH:EXP_80:8d3 F:UNIQUE | FEMALE | CAN_SPEAK | F:FORCE_SLEEP | FORCE_MAXHP | NO_SLEEP | NO_CONF F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | F:COLD_BLOOD | PASS_WALL | MOVE_BODY | NONLIVING | F:OPEN_DOOR | BASH_DOOR | IM_POIS | IM_COLD | DEMON | EVIL | F:ZANGBAND S:1_IN_3 | S:CAUSE_3 | HOLD | BLIND | BO_ACID | S_DEMON | S:FORGET | BO_NETH | MIND_BLAST | DARKNESS D:Drop dead gorgeous - literally. N:1012:Vermicious Knid G:j:s I:110:90d10:20:55:100 W:44:2:1400:2100 E:0:0:0:0:0:0 O:40:30:20:10 B:TOUCH:TERRIFY:4d6 B:CRAWL:HURT:4d6 B:ENGULF:HURT:4d6 F:FRIENDS | EVIL | IM_COLD | SMART | F:COLD_BLOOD | NO_FEAR | WEIRD_MIND | F:OPEN_DOOR | ONLY_ITEM | DROP_2D2 | HURT_ROCK | F:NONLIVING | F:JOKEANGBAND | NO_CUT D:An amorphous shape that looks like wet grey clay with two pale eyes. D:It is totally silent as it oozes towards you. N:1013:Bone golem G:g:w I:120:35d100:20:170:50 W:61:3:5000:23000 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:UN_BONUS:8d8 B:HIT:UN_BONUS:8d8 B:HIT:LOSE_STR:6d6 B:HIT:LOSE_STR:6d6 F:FORCE_SLEEP | FORCE_MAXHP | EMPTY_MIND | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | F:EVIL | UNDEAD | IM_COLD | IM_POIS | IM_FIRE | IM_ELEC | RES_TELE | F:NO_CONF | NO_SLEEP | NO_FEAR | NONLIVING | BASEANGBAND | NO_CUT S:1_IN_3 | S:TELE_TO | CAUSE_4 | DRAIN_MANA | S:BRAIN_SMASH | BA_NETH | S_HI_UNDEAD D:A skeletal form, black as night, constructed from the bones of its D:previous victims. N:1014:Snake of Yig G:J:b I:120:48d10:25:80:30 W:38:4:2000:600 E:0:0:0:0:1:0 O:0:0:0:0 B:BITE:POISON:3d12 F:FORCE_SLEEP | FORCE_MAXHP | F:RAND_25 | FRIENDS | AURA_FIRE | F:BASH_DOOR | MOVE_BODY | DROP_SKELETON | DROP_CORPSE | F:ANIMAL | HAS_EGG | EVIL | IM_FIRE | IM_POIS | F:MORTAL | ZANGBAND S:1_IN_5 | S:BR_POIS D:It is a giant snake that drips with poison. N:1015:Bronze golem G:g:o E:2:1:2:4:1:1 O:0:0:0:0 I:120:40d100:25:170:50 W:65:3:5500:26000 B:HIT:HURT:10d10 B:HIT:HURT:10d10 B:HIT:HURT:10d10 B:HIT:HURT:10d10 F:FORCE_MAXHP | FORCE_SLEEP | EMPTY_MIND | COLD_BLOOD | F:OPEN_DOOR | BASH_DOOR | IM_FIRE | IM_ELEC | IM_POIS | RES_TELE | F:NO_CONF | NO_SLEEP | NO_STUN | NO_FEAR | NONLIVING | BASEANGBAND | NO_CUT S:1_IN_3 | S:BO_PLAS | BA_FIRE | BR_FIRE | BA_ELEC | S_HI_DEMON | TELE_TO D:A gigantic four-armed animated bronze statue, glowing with great heat. N:1016:Dimensional shambler G:h:B I:120:40d10:30:68:255 W:29:6:1100:400 E:0:0:0:0:0:0 O:20:40:40:0 B:HIT:HURT:3d5 B:HIT:HURT:3d5 B:HIT:HURT:3d5 F:FORCE_MAXHP | FORCE_SLEEP | NO_FEAR | GOOD | F:ONLY_ITEM | DROP_2D2 | NONLIVING | F:SMART | TAKE_ITEM | OPEN_DOOR | BASH_DOOR | POWERFUL | F:IM_FIRE | IM_COLD | IM_POIS | NO_CONF | NO_SLEEP | RES_TELE | F:CTHANGBAND S:1_IN_3 | S:HEAL | HASTE | BLIND | CONF | SCARE | TPORT | BLINK D:A shabby humanoid with a wrinkled skin. It seems to shift D:in and out of existence as you watch. N:1017:Cultist G:p:G I:110:14d8:20:22:40 W:17:1:1500:36 E:1:1:1:2:1:1 O:10:0:90:0 B:HIT:HURT:4d3 F:MALE | F:FORCE_SLEEP | F:DROP_1D2 | EVIL | F:DROP_SKELETON | DROP_CORPSE | F:SMART | OPEN_DOOR | BASH_DOOR | F:MORTAL | CTHANGBAND | HAS_LITE S:1_IN_3 | S:HEAL | SCARE | CAUSE_2 | S:S_MONSTER | MIND_BLAST D:A robed humanoid dedicated to a demonic outer god. N:1018:Cult leader G:p:G I:120:52d14:20:60:10 W:47:2:1800:1800 E:1:1:1:2:1:1 O:20:0:80:0 B:HIT:HURT:6d4 B:HIT:HURT:6d4 F:MALE | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_90 | DROP_2D2 | F:SMART | OPEN_DOOR | BASH_DOOR | F:DROP_SKELETON | DROP_CORPSE | F:EVIL | NO_CONF | NO_SLEEP | F:MORTAL | CTHANGBAND | HAS_LITE S:1_IN_2 | S:HEAL | BLIND | HOLD | CONF | CAUSE_3 | S:S_MONSTER | S_UNDEAD | S_DEMON | BA_CHAO | BRAIN_SMASH D:An evil priest, dressed all in black and devoted to one of the netherworld D:demons that call themselves "the outer gods". N:1019:Servitor of the outer gods G:H:y I:130:100d35:30:140:255 W:41:6:2100:15000 E:0:0:0:0:0:0 O:10:20:70:0 B:GAZE:TERRIFY:4d4 B:HIT:HURT:8d6 F:FORCE_SLEEP | F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD | NO_FEAR | REFLECTING | F:SMART | TAKE_ITEM | OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | NONLIVING | F:RES_TELE | ELDRITCH_HORROR | SHAPECHANGER | ATTR_MULTI | F:CTHANGBAND S:1_IN_3 | S:TELE_TO | BLIND | SCARE | CAUSE_2 | CAUSE_4 | BO_MANA | S:S_UNDEAD D:"Toad-like creatures which seemed constantly to be changing shape and D:appearance, and from whom emanated, by some means I could not distinguish, D:a ghostly ululation, a piping." August Derleth - "The Lurker at The D:Threshold". N:1020:Avatar of Nyarlathotep G:p:R I:120:25d25:20:70:20 W:45:2:0:500 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:HURT:5d5 F:IM_POIS | IM_FIRE | IM_ELEC | IM_ACID | IM_COLD | F:NO_SLEEP | NO_FEAR | SHAPECHANGER | ELDRITCH_HORROR | NONLIVING | F:MALE | OPEN_DOOR | BASH_DOOR | F:CTHANGBAND | HAS_LITE D:The Crawling Chaos with a thousand forms. Nyarlathotep is amused at your D:puny attempts to kill him, and will keep coming back for another go D:until he gets bored with the game. N:1021:Thiazi, the Storm Giant G:P:B I:130:99d110:50:160:20 W:78:2:0:45000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:ELEC:9d11 B:HIT:HURT:9d11 B:HIT:ELEC:9d11 B:HIT:HURT:9d11 F:UNIQUE | SUSCEP_COLD | CAN_FLY | F:FORCE_SLEEP | FORCE_MAXHP | RES_TELE | RES_NETH | RES_PLAS | MALE | F:ONLY_ITEM | DROP_2D2 | DROP_4D2 | DROP_GOOD | EVIL | AURA_ELEC | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | TAKE_ITEM | CAN_SPEAK | F:EVIL | IM_FIRE | IM_POIS | SUSCEP_COLD | GIANT | DEMON F:ZANGBAND | HAS_LITE S:1_IN_5 | S:BR_ELEC | BR_PLAS | BR_MANA | BLIND | TELE_TO | S_KIN | S_HI_DRAGON | S:HAND_DOOM | TELE_AWAY D:Thiazi is the greatest of all the Storm Giants: when travelling, he takes D:the form of a giant eagle. It was he who succeeded in kidnapping Iduna and D:her apples of youth from Asgard itself. N:1022:Hypnos, Lord of Sleep G:p:G I:130:51d99:20:150:10 W:67:2:5000:36000 E:1:1:1:2:1:1 O:0:0:100:0 B:TOUCH:LOSE_ALL:2d25 B:GAZE:PARALYZE:1d20 B:GAZE:TERRIFY:1d20 B:GAZE:BLIND:1d20 F:UNIQUE | MALE | CAN_SPEAK | ATTR_MULTI | F:NO_STUN | RES_DISE | RES_NEXU | CAN_FLY | F:FORCE_SLEEP | FORCE_MAXHP | EVIL | SMART | DROP_CORPSE F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | F:NO_SLEEP | NO_CONF | NO_STUN | IM_POIS | IM_COLD | IM_FIRE | IM_ACID F:ZANGBAND | HAS_LITE S:1_IN_3 S:BR_NEXU | BR_CHAO | HOLD | SLOW | BR_INER | BA_NUKE | S:MIND_BLAST | BRAIN_SMASH | CONF | BLIND | TELE_TO | HEAL | S:TELE_AWAY | TELE_LEVEL | TPORT | S_UNDEAD | S_DEMON | DRAIN_MANA D:"Young with the youth that is outside time, and with a handsome D:bearded face, curved, smiling lips, Olympian brow; and dense locks D:waving and poppy-crowned." N:1023:Blue dragon worm G:w:B I:100:10d15:10:40:80 W:20:3:4500:12 E:0:0:0:0:1:0 O:0:0:0:0 B:CLAW:HURT:3d3 B:CLAW:HURT:3d3 B:BITE:HURT:3d5 F:RAND_50 | RAND_25 | F:DROP_60 | ONLY_GOLD | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | DRAGON | IM_ELEC | F:MORTAL | BASEANGBAND | ATTR_MULTI S:MULTIPLY | S:1_IN_6 | BR_ELEC D:You thought dragons used eggs, but this worm has the scales, and the bad D:breath, and the fiery eyes, of a real dragon. Sparks fly from its jaws. N:1024:White dragon worm G:w:W I:100:10d15:10:40:80 W:20:3:4500:12 E:0:0:0:0:1:0 O:0:0:0:0 B:CLAW:HURT:3d3 B:CLAW:HURT:3d3 B:BITE:HURT:3d5 F:RAND_50 | RAND_25 | F:DROP_60 | ONLY_GOLD | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | DRAGON | IM_COLD | F:MORTAL | BASEANGBAND | ATTR_MULTI S:MULTIPLY | S:1_IN_6 | BR_COLD D:You thought dragons used eggs, but this worm has the scales, and the bad D:breath, and the fiery eyes, of a real dragon. Its breath condenses in the air. N:1025:Green dragon worm G:w:G I:100:10d15:10:40:80 W:20:3:4500:12 E:0:0:0:0:1:0 O:0:0:0:0 B:CLAW:HURT:3d3 B:CLAW:HURT:3d3 B:BITE:HURT:3d5 F:RAND_50 | RAND_25 | F:DROP_60 | ONLY_GOLD | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | DRAGON | IM_POIS | F:MORTAL | BASEANGBAND | ATTR_MULTI S:MULTIPLY | S:1_IN_6 | BR_POIS D:You thought dragons used eggs, but this worm has the scales, and the bad D:breath, and the fiery eyes, of a real dragon. You can smell foul gases D:on its breath. N:1026:Black dragon worm G:w:s I:100:10d15:10:40:80 W:20:3:4500:12 E:0:0:0:0:1:0 O:0:0:0:0 B:CLAW:HURT:3d3 B:CLAW:HURT:3d3 B:BITE:HURT:3d5 F:RAND_50 | RAND_25 | F:DROP_60 | ONLY_GOLD | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | DRAGON | IM_ACID | F:MORTAL | BASEANGBAND | ATTR_MULTI S:MULTIPLY | S:1_IN_6 | BR_ACID D:You thought dragons used eggs, but this worm has the scales, and the bad D:breath, and the fiery eyes, of a real dragon. Acidic drool drips from its jaws. N:1027:Red dragon worm G:w:R I:100:10d15:10:40:80 W:20:3:4500:12 E:0:0:0:0:1:0 O:0:0:0:0 B:CLAW:HURT:3d3 B:CLAW:HURT:3d3 B:BITE:HURT:3d5 F:RAND_50 | RAND_25 | F:DROP_60 | ONLY_GOLD | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | DRAGON | IM_FIRE | F:MORTAL | BASEANGBAND | ATTR_MULTI S:MULTIPLY | S:1_IN_6 | BR_FIRE D:You thought dragons used eggs, but this worm has the scales, and the bad D:breath, and the fiery eyes, of a real dragon. Smoke comes from its mouth. N:1028:Multi-hued dragon worm G:w:v I:100:10d20:10:40:80 W:23:3:4500:12 E:0:0:0:0:1:0 O:0:0:0:0 B:CLAW:HURT:3d3 B:CLAW:HURT:3d3 B:BITE:HURT:3d5 F:RAND_50 | RAND_25 | ATTR_MULTI | F:DROP_60 | ONLY_GOLD | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | F:EVIL | DRAGON | IM_ELEC | IM_FIRE | IM_ACID | IM_COLD | IM_POIS | F:MORTAL | BASEANGBAND S:MULTIPLY | S:1_IN_6 | BR_ELEC | BR_COLD | BR_FIRE | BR_ACID | BR_POIS D:You thought dragons used eggs, but this worm has the scales, and the bad D:breath, and the fiery eyes, of a real dragon. Its scales shimmer different D:colours as you watch. N:1029:The Minotaur of the Labyrinth G:H:s I:130:150d10:13:25:10 W:40:2:17500:3100 E:1:1:1:2:1:1 O:0:0:0:0 B:BUTT:HURT:4d6 B:BUTT:HURT:4d6 B:BUTT:HURT:3d6 B:BUTT:HURT:3d6 F:BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:EVIL | UNIQUE | SPECIAL_GENE | F:MORTAL | BASEANGBAND D:It is a cross between a human and a bull. N:1030:The Sandworm Queen G:w:v I:120:30d20:10:40:80 W:30:3:4500:12 E:0:0:0:0:1:0 O:30:60:0:10 B:CLAW:ACID:5d4 B:CLAW:POISON:5d4 B:BITE:FIRE:5d4 B:BITE:ELEC:5d4 F:FORCE_MAXHP | DROP_60 | ONLY_ITEM | DROP_GREAT | DROP_GOOD | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | FEMALE | POWERFUL | SPECIAL_GENE | REFLECTING | F:EVIL | ANIMAL | IM_ELEC | IM_FIRE | IM_ACID | IM_POIS | ESCORT | F:MORTAL | BASEANGBAND | EMPTY_MIND | UNIQUE | NO_CONF S:1_IN_2 | BR_POIS | S_KIN D:Queen and mother of the sandworms, fear her and her prolific children. N:1031:Sandworm G:w:y I:115:10d15:10:40:80 W:27:6:4500:12 E:0:0:0:0:1:0 O:0:0:0:0 B:CLAW:POISON:4d4 B:CLAW:POISON:4d4 B:CLAW:POISON:4d4 B:BITE:HURT:5d5 F:RAND_25 | F:FORCE_MAXHP | DROP_CORPSE | POWERFUL | F:EVIL | IM_ELEC | IM_FIRE | IM_POIS | EMPTY_MIND | F:MORTAL | BASEANGBAND S:MULTIPLY D:Offbreed of the Sandworm Queen, they are harmless alone... N:1032:Tik'srvzllat G:G:v I:142:180d100:200:170:0 W:127:2:1000:350000 E:1:1:1:2:1:1 O:50:0:50:0 B:GAZE:UN_BONUS:10d10 B:GAZE:TIME:10d10 B:GAZE:INSANITY:10d10 B:GAZE:INSANITY:10d5 F:UNIQUE | SPECIAL_GENE | F:FORCE_MAXHP | POWERFUL | F:ONLY_ITEM | DROP_3D2 | DROP_4D2 | DROP_GOOD | DROP_GREAT | F:INVISIBLE | COLD_BLOOD | PASS_WALL | WEIRD_MIND | F:EVIL | UNDEAD | IM_COLD | IM_FIRE | IM_ACID | IM_ELEC | AURA_COLD | F:IM_POIS | RES_NETH | BASEANGBAND | NO_CUT S:1_IN_2 | S:S_UNDEAD | S_DEMON | S_DRAGON | S:S_UNIQUE | S_WRAITH | S_HI_DEMON | S:S_HI_UNDEAD | S_HI_DRAGON | S_KIN | S:BR_DISE | BA_NETH D:A disembodied and barely sentient mind, Tik'srvzllat floated D:through the void for eons before being awakened by sorcery, pulled D:into the nether realm, and shaped into the being you see before you. D:A flickering purple outline of a sphere, with eerie yellow-purple D:mist circling rapidly around it, Tik'srvzllat threatens your sanity D:with its appearance alone. N:1033:The Glass Golem G:g:W I:130:100d15:200:170:0 W:52:4:0:2000 E:0:0:0:0:0:0 O:0:0:0:0 B:HIT:INSANITY:5d6 B:HIT:INSANITY:6d6 B:HIT:INSANITY:7d6 B:HIT:INSANITY:6d6 F:COLD_BLOOD | EMPTY_MIND | KILL_WALL | FORCE_MAXHP | POWERFUL | SPECIAL_GENE | F:BASH_DOOR | IM_COLD | IM_ACID | IM_FIRE | IM_ELEC | IM_POIS | NONLIVING | F:ESCORTS | ESCORT | UNIQUE | NO_SLEEP | NO_CONF | NO_FEAR | NO_STUN F:CHAR_MULTI | CAN_FLY | BASEANGBAND | NO_CUT S:1_IN_4 S:BR_CONF | BR_LITE | BR_DARK | BR_WALL S:S_KIN | TELE_LEVEL | SHRIEK D:One of the last creations of the petty dwarves of Ludarin, its existence D:explains their destruction. A creation of finest glass, the body of this D:creature bends and amplifies light in a way that makes you unsure of its D:position. You feel somewhat dizzy as the radiant light reflects off the D:walls, the ceiling and your gear. N:1034:The White Balrog G:U:W I:120:25d100:20:100:100 W:50:3:12000:25000 E:1:1:1:2:1:1 O:0:50:50:0 B:HIT:COLD:4d12 B:HIT:COLD:4d12 B:CRUSH:HURT:3d12 B:TOUCH:UN_POWER F:UNIQUE | FORCE_SLEEP | FORCE_MAXHP | AURA_COLD | CAN_FLY | F:ONLY_ITEM | DROP_2D2 | DROP_GOOD | NONLIVING | DROP_RANDART F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | SMART | F:EVIL | DEMON | IM_COLD | NO_CONF | KILL_WALL | BASEANGBAND | F:HAS_LITE | SPECIAL_GENE S:1_IN_4 | S:BLIND | CONF | BRAIN_SMASH | S:BR_COLD | BO_COLD | BA_NETH | S_UNDEAD | S_DEMON D:It is a massive humanoid demon wreathed in frost, wielding a cruel looking D:pike in its hands. N:1035:Golgarach, the Living Rock G:#:W I:120:50d30:20:100:40 W:45:2:0:1500 E:0:0:0:0:0:0 O:60:0:40:0 B:HIT:HURT:4d6 B:HIT:HURT:4d6 B:HIT:HURT:4d6 F:FORCE_SLEEP | COLD_BLOOD | EMPTY_MIND | PASS_WALL | KILL_BODY | ESCORT | F:BASH_DOOR | IM_COLD | IM_ACID | IM_ELEC | IM_POIS | NONLIVING | UNIQUE F:HURT_ROCK | NO_CONF | NO_SLEEP | NO_CUT | CHAR_MULTI | BASEANGBAND | SPECIAL_GENE F:NO_CUT | DROP_RANDART S:1_IN_10 | S_KIN | BO_ACID | BA_FIRE D:Deep in the heart of the earth, even the rock itself is sentient D:and has learned to despise intruders. N:1036:Atlas, the Titan G:P:s I:130:100d100:30:160:15 W:76:3:70000:37000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:SHATTER:13d13 B:HIT:CONFUSE:13d13 B:HIT:SHATTER:13d13 B:HIT:CONFUSE:13d13 F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | F:ONLY_ITEM | DROP_GOOD | DROP_4D2 | KILL_BODY | KILL_WALL | F:SMART | TAKE_ITEM | OPEN_DOOR | BASH_DOOR | DROP_CORPSE | F:EVIL | GIANT | HURT_ROCK | BASEANGBAND | HAS_LITE | F:IM_FIRE | IM_COLD | IM_ACID | IM_ELEC | IM_POIS D:The strongest of all the Titans. Legend has it that he once held the sky D:on his shoulders; and the mountain range that now does so is named after him. N:1037:Kronos, Lord of the Titans G:P:v I:130:130d100:30:150:15 W:87:3:80000:42000 B:HIT:CONFUSE:12d12 B:HIT:CONFUSE:12d12 B:HIT:CONFUSE:12d12 B:HIT:CONFUSE:12d12 E:1:1:1:2:1:1 O:0:100:0:0 F:UNIQUE | MALE | F:FORCE_SLEEP | FORCE_MAXHP | MOVE_BODY | F:ONLY_ITEM | DROP_4D2 | DROP_3D2 | DROP_GOOD | F:SMART | TAKE_ITEM | BASH_DOOR | HAS_LITE | F:EVIL | GIANT | ESCORT | BASEANGBAND | DROP_CORPSE | F:IM_FIRE | IM_COLD | IM_ACID | IM_POIS | IM_ELEC S:1_IN_3 | S:BR_FIRE | BR_COLD | BR_SHAR | BR_SOUN | ROCKET | S:S_MONSTERS | S_KIN | TELE_TO | HEAL D:The lord of the Titans, he has broken loose from his confinement in D:the nether hells to seek revenge on the world. N:1038:Water hound G:Z:r I:110:12d6:30:30:0 W:43:1:600:150 B:BITE:HURT:1d6 B:CLAW:HURT:1d4 B:CLAW:HURT:1d4 E:0:1:0:2:1:0 O:0:0:0:0 F:FORCE_SLEEP | BASH_DOOR | DROP_CORPSE | FRIENDS F:ANIMAL | IM_COLD | MORTAL | BASEANGBAND | RES_WATE | NO_CUT S:1_IN_5 | BA_WATE D:The sound of a hundred waterfalls rushes through your ears as D:a huge wave of water, vaguely hound-shaped, rushes towards you. N:1039:Improv, the mighty MoLD G:m:v I:150:170d100:40:140:0 W:127:2:3000:50000 E:3:0:3:6:1:0 O:20:20:20:20 B:SPORE:UN_BONUS:10d10 B:SPORE:EXP_80:10d10 B:SPORE:TIME:10d10 B:SPORE:TIME:10d10 F:UNIQUE | NEVER_MOVE | CAN_SWIM | F:FORCE_MAXHP | WEIRD_MIND | DROP_CORPSE | F:REFLECTING | AURA_ELEC | ONLY_ITEM | DROP_4D2 | F:DROP_GOOD | DROP_GREAT | FORCE_SLEEP | RES_NETH | F:SMART | POWERFUL | RES_TELE | REGENERATE | CAN_FLY | F:DG_CURSE | WYRM_PROTECT | EVIL | F:IM_ACID | IM_FIRE | IM_ELEC | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | NO_STUN | F:JOKEANGBAND | HAS_LITE | RES_WATE | NO_CUT S:1_IN_2 | S:S_HI_DRAGON | S_KIN | BR_DISI | HEAL | TPORT | S:TELE_LEVEL | TELE_TO D:An assistant to DarkGod, Improv has chosen the form of a dense D:purple smog for his incarnation into Middle-earth. It travels the D:dungeons, killing software bugs and creating random artifacts for D:guests to find. N:1040:Emperor Mimic G:m:y I:120:50d50:30:60:100 W:40:3:100:200 E:0:0:0:0:0:0 O:25:25:25:25 B:HIT:POISON:5d5 B:HIT:POISON:5d5 B:HIT:POISON:5d5 B:HIT:POISON:5d5 F:MIMIC | UNIQUE F:FORCE_SLEEP | F:EMPTY_MIND | COLD_BLOOD | F:IM_ACID | IM_FIRE | IM_ELEC | IM_COLD | IM_POIS | F:NO_CONF | NO_SLEEP | NO_FEAR | BASEANGBAND | NO_CUT S:1_IN_1 | S:BLIND | CONF | SCARE | CAUSE_4 | CAUSE_3 | FORGET | S:BA_ACID | BA_FIRE | BA_COLD | BA_ELEC | S:S_MONSTER | S_KIN | SHRIEK | BRAIN_SMASH | TRAPS D:A strange creature that disguises itself as an object to lure D:unsuspecting adventurers within reach of its venomous claws. N:1041:Melinda Proudfoot G:h:v I:110:1d1:40:250:3 W:1:1:730:0 E:0:1:1:2:1:1 O:0:0:0:1 F:FEMALE | CAN_SPEAK F:FORCE_MAXHP | SPECIAL_GENE F:NEVER_MOVE | NEVER_BLOW | GOOD | NO_TARGET F:MORTAL | BASEANGBAND | UNIQUE | NEUTRAL | NO_DEATH D:She seems to seek someone, you may help... N:1042:Thrain, the King Under the Mountain G:h:B I:110:1d1:40:250:3 W:60:1:730:0 E:0:1:1:2:1:1 O:0:0:0:1 F:MALE | CAN_SPEAK F:FORCE_MAXHP | SPECIAL_GENE F:NEVER_MOVE | NEVER_BLOW | GOOD | NO_TARGET F:MORTAL | BASEANGBAND | UNIQUE | NEUTRAL | NO_DEATH D:He must have suffered horrible tortures... N:1043:Fire golem G:g:r I:115:3d20:50:50:10 W:0:3:100:0 E:1:1:1:2:1:1 O:0:0:0:0 B:HIT:HURT:2d6 B:HIT:HURT:2d6 B:HIT:FIRE:3d6 B:HIT:FIRE:3d6 F:BASH_DOOR | AURA_FIRE | HAS_LITE F:IM_FIRE | SPECIAL_GENE F:NO_CONF | NO_SLEEP | NO_FEAR | NONLIVING | NO_STUN F:MORTAL | BASEANGBAND | NO_CUT | AI_PLAYER S:1_IN_10 | S:BR_FIRE D:A sentient mass of pure fire. N:1044:Melkor, Lord of Darkness G:G:v I:150:300d300:100:150:0 W:150:1:200000:60000 E:1:1:1:2:1:1 O:25:25:25:25 B:HIT:ABOMINATION:3d10 B:HIT:TIME:24d10 B:HIT:INSANITY:24d10 B:HIT:LOSE_ALL:24d10 F:UNIQUE | CAN_SPEAK | MALE | F:FORCE_MAXHP | SPIRIT F:ONLY_ITEM | DROP_1D2 | DROP_2D2 | DROP_3D2 | DROP_4D2 | F:DROP_GOOD | DROP_GREAT | DROP_CHOSEN | RES_NETH | F:SMART | KILL_WALL | MOVE_BODY | AURA_FIRE | F:REGENERATE | POWERFUL | SPECIAL_GENE | CAN_FLY | KILL_TREES F:EVIL | IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | F:NO_CONF | NO_STUN | NO_SLEEP | NO_FEAR | RES_TELE | BASEANGBAND | S:1_IN_4 | S:BRAIN_SMASH | S:BA_MANA | BO_MANA | BA_NETH | BA_CHAO | BA_DARK | ANIM_DEAD | S_KIN | S:S_MONSTERS | S_UNIQUE | S_HI_DEMON | S_HI_UNDEAD | S_HI_DRAGON | S:BR_NETH | BR_DISI | HAND_DOOM | S_WRAITH | HEAL | BRAIN_SMASH | S:DRAIN_MANA | TELE_TO | DARKNESS | SHRIEK D:He was the most powerful of the Valar, the equal of Manwe. D:You banned him here, in the Void, and now you must destroy him D:forever. However here in the Void, his spirit gained much power D:for he is closer to the Flame Imperishable. He is coming to you in pure D:madness, which makes him even more dangerous. You are on the verge D:of dying! ## Here are the Spirits, inhabitants of the Void, all called "Spirit" making it hard to know what we are up against ## ## Note: I am nasty heheh :) # Spirit of nether N:1045:Spirit G:G:v I:120:40d80:30:50:20 W:128:2:0:5000 E:0:1:1:2:0:0 O:25:0:75:0 B:TOUCH:EXP_80:10d10 B:TOUCH:EXP_80:10d10 F:SPIRIT | BASEANGBAND | NEVER_MOVE | EMPTY_MIND | NO_CUT | F:COLD_BLOOD | INVISIBLE S:1_IN_1 | S:BA_NETH D:This strange, almost intangible spirit keeps assaulting you! # Spirit of annoyance (hahaha AI_ANNOY and MULTIPLY) N:1046:Spirit G:G:B I:130:40d20:30:70:70 W:144:4:0:500 E:0:0:0:0:0:0 O:5:5:5:0 B:TOUCH:POISON:10d10 B:CRAWL:POISON:10d10 B:CRAWL:EAT_ITEM:10d9 B:BITE:UN_BONUS:9d9 F:SPIRIT | BASEANGBAND | WEIRD_MIND | FRIENDS | F:AI_ANNOY | PASS_WALL S:MULTIPLY D:These things multiply at an apparently unstoppable rate! # Spirit of movement N:1047:Spirit G:G:B I:130:10d80:50:65:10 W:132:1:10:5500 E:0:0:0:0:0:0 O:0:0:0:0 B:TOUCH:LOSE_DEX:2d3 B:TOUCH:PARALYZE:1d12 B:TOUCH:PARALYZE:1d12 F:SPIRIT | BASEANGBAND | NO_SLEEP | PASS_WALL | WEIRD_MIND S:1_IN_2 | S:SLOW | BLINK | HOLD | HASTE D:Coming towards you quickly, it seems intent on moving faster than you. # Spirit of confusion N:1048:Spirit G:G:v I:120:40d80:80:85:0 W:135:2:0:5500 E:0:0:0:0:0:0 O:0:0:0:0 B:ENGULF:HALLU:16d8 B:ENGULF:HALLU:16d8 B:ENGULF:CONFUSE:16d8 B:ENGULF:CONFUSE:16d8 F:SPIRIT | BASEANGBAND | RES_NEXU | AURA_ELEC | IM_FIRE | IM_ELEC | F:EMPTY_MIND | BASH_DOOR | POWERFUL | CAN_FLY | ATTR_MULTI | F:NO_CONF | NO_SLEEP | NO_FEAR | NO_CUT S:1_IN_3 | S:BR_CHAO | BR_NEXU | BR_CONF D:A swirling mass, constantly changing its appearance. # Spirit of brawn N:1049:Spirit G:G:U I:130:140d100:50:180:30 W:145:3:10000:8000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:SHATTER:18d18 B:HIT:CONFUSE:18d18 B:HIT:SHATTER:18d18 B:HIT:CONFUSE:18d18 F:SPIRIT | BASEANGBAND | DROP_4D2 | KILL_BODY | KILL_WALL | F:OPEN_DOOR | BASH_DOOR | DROP_CORPSE | KILL_TREES | F:EVIL | GIANT | HURT_ROCK | BASEANGBAND | HAS_LITE | F:IM_FIRE | IM_COLD | IM_ACID | IM_ELEC | IM_POIS D:Strong and swarthy, this spirit could bend metal with his bare hands. # Spirit of Wyrms N:1050:Spirit G:G:v I:130:151d151:50:190:50 W:147:8:10000:87500 E:0:1:0:6:1:0 O:50:50:0:0 B:CLAW:HURT:10d15 B:CLAW:HURT:10d15 B:BITE:HURT:14d18 B:BITE:HURT:14d18 F:SPIRIT | FORCE_MAXHP | MOVE_BODY | AURA_FIRE | REFLECTING | AURA_ELEC | F:ONLY_ITEM | DROP_2D2 | DROP_3D2 | DROP_4D2 | DROP_GOOD | AURA_COLD | F:OPEN_DOOR | BASH_DOOR | POWERFUL | RES_NETH | RES_DISE | F:DRAGON | GOOD | RES_TELE | DROP_CORPSE | KILL_TREES | F:IM_ACID | IM_FIRE | IM_COLD | IM_ELEC | IM_POIS | NO_CONF | NO_SLEEP | F:RES_NEXU | RES_PLAS | CAN_FLY | BASEANGBAND | HAS_LITE | NO_CUT S:1_IN_3 | S:S_HI_DRAGON | S_DRAGON | S_KIN | S:BR_ACID | BR_ELEC | BR_FIRE | S:BR_COLD | BR_POIS | BR_NETH | BR_LITE | BR_DARK | S:BR_CONF | BR_SOUN | BR_CHAO | BR_DISE | BR_NEXU | S:BR_TIME | BR_INER | BR_GRAV | BR_SHAR | BR_PLAS | S:BR_WALL | BR_MANA | BR_DISI D:This spirit bears a remarkable similarity to some of the most powerful D:types of dragonkind found in Middle-earth. It appears to be even more D:fearsome though! # Spirit of snakes N:1051:Spirit G:G:g I:130:150d100:40:80:20 W:133:3:90:750 E:1:1:1:2:1:1 O:25:20:25:20 B:BITE:POISON:15d15 B:BITE:POISON:15d15 B:BITE:LOSE_ALL:10d12 F:SPIRIT | CAN_SWIM | IM_POIS | IM_ACID | F:DROP_60 | DROP_2D2 | FRIENDS | DROP_CORPSE | F:OPEN_DOOR | BASH_DOOR | EVIL | BASEANGBAND S:1_IN_4 | S:BA_POIS | S_MONSTER | SCARE | HOLD D:It slides towards you, a horrible scaly, slidy thing. # Spirit of seeing N:1052:Spirit G:G:v I:130:95d110:60:130:10 W:141:3:60:50000 E:0:0:0:0:0:0 O:0:0:0:0 B:GAZE:UN_BONUS:12d12 B:GAZE:UN_POWER:12d10 B:GAZE:INSANITY:12d14 B:GAZE:LOSE_ALL:6d6 F:SPIRIT | BASH_DOOR | EVIL | IM_POIS | F:CAN_FLY | BASEANGBAND S:1_IN_2 | S:BLIND | CONF | FORGET | SCARE | DRAIN_MANA | BRAIN_SMASH | S:BA_DARK | BO_MANA | BA_NETH | BA_ACID | BA_FIRE | BA_COLD D:You will find it difficult to avoid being seen by this spirit! And D:once it has you in its sight, beware! # Spirit of unseeing N:1053:Spirit G:.:W I:120:55d50:20:130:80 W:142:6:60:4000 E:0:0:0:0:0:0 O:10:0:90:0 B:TOUCH:UN_BONUS:12d12 B:TOUCH:UN_POWER:12d10 B:TOUCH:INSANITY:12d14 B:TOUCH:LOSE_ALL:6d6 F:SPIRIT | CAN_FLY | REFLECTING | F:SMART | BASH_DOOR | COLD_BLOOD | INVISIBLE | EMPTY_MIND | F:EVIL | BASEANGBAND | CHAR_MULTI | CHAR_CLEAR | ATTR_CLEAR S:1_IN_3 | S:DRAIN_MANA | BLINK | BLIND | SCARE | CONF | S:HEAL | TELE_AWAY | DARKNESS | TRAPS | FORGET | SHRIEK D:Hopefully you will kill this spirit before you realise it exists. # Spirit of ickyness N:1054:Spirit G:G:g I:130:80d80:30:60:10 W:138:4:300:40000 E:0:0:0:0:0:0 O:40:30:10:10 B:CRAWL:POISON:12d14 B:CRAWL:EAT_FOOD:12d14 B:TOUCH:ACID:13d15 B:HIT:HURT:13d15 F:SPIRIT | BASEANGBAND | F:EMPTY_MIND | OPEN_DOOR | BASH_DOOR | F:EVIL | IM_ACID | IM_ELEC | IM_FIRE | IM_COLD | IM_POIS | F:EMPTY_MIND S:1_IN_4 | S:DRAIN_MANA | BLIND | CONF | SCARE | S_KIN D:A horrible slimy spirit, that seems to ooze evilness. I wouldn't get D:too close to it if I were you. # Spirit of friendship N:1055:Spirit G:G:W I:130:35d100:40:150:100 W:136:3:200:10000 E:0:1:0:2:1:0 O:50:50:0:0 B:BITE:HURT:12d12 B:BITE:HURT:12d12 B:BITE:HURT:12d8 B:BITE:HURT:12d8 F:SPIRIT | BASEANGBAND | F:ESCORT | ESCORTS | F:OPEN_DOOR | BASH_DOOR S:1_IN_2 | S:S_KIN D:This spirit appears to have lots of friends! # Spirit of abomination N:1056:Spirit G:G:d I:130:40d80:30:125:125 W:134:2:200:5000 E:0:0:0:0:0:0 O:50:0:50:0 B:WAIL:TERRIFY:8d9 B:HIT:HURT:10d10 B:HIT:ABOMINATION:6d10 B:HIT:ABOMINATION:6d10 F:SPIRIT | BASEANGBAND | F:EVIL | UNDEAD | IM_POIS | IM_COLD | NO_CONF | NO_SLEEP | F:COLD_BLOOD | HURT_LITE | NO_CUT S:1_IN_3 | S:SCARE | HOLD | DARKNESS | SCARE D:It seems to have been woken from the dead, this spirit. It lumbers D:towards you, seeking to turn you into a form as hideous as its own! ### Here come the spirits of ### # # Spirit of strength N:1057:Spirit G:G:u I:120:140d100:50:180:170 W:129:2:10000:8000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:LOSE_STR:4d8 B:HIT:LOSE_STR:4d8 B:HIT:LOSE_STR:4d8 F:SPIRIT | BASEANGBAND | DROP_2D2 | KILL_BODY | KILL_WALL | F:BASH_DOOR | EVIL | GIANT | HURT_ROCK | F:IM_FIRE | IM_COLD | IM_ACID | IM_ELEC | IM_POIS D:It is coming for you, this massive imposing tower of strength. D:It appears almost unstoppable! # Spirit of intelligence N:1058:Spirit G:G:r I:140:80d100:50:100:10 W:131:2:10000:8000 E:1:1:1:2:1:1 O:0:0:100:0 B:HIT:LOSE_INT:4d8 B:HIT:LOSE_INT:4d8 B:HIT:LOSE_INT:4d8 F:EVIL | SPIRIT | BASEANGBAND | DROP_2D2 | F:OPEN_DOOR | SMART | F:IM_FIRE | IM_COLD | IM_ACID | IM_ELEC | IM_POIS S:1_IN_2 | S:HASTE | TPORT | TELE_TO | BLIND | CONF | S:BO_MANA | BO_FIRE | BO_COLD | BO_ELEC | D:This spirit looks very clever, cunning almost. # Spirit of wisdom N:1059:Spirit G:G:G I:130:120d100:50:200:130 W:137:2:10000:8000 E:1:1:1:2:1:1 O:0:50:50:0 B:HIT:LOSE_WIS:4d8 B:HIT:LOSE_WIS:4d8 B:HIT:LOSE_WIS:4d8 F:EVIL | SPIRIT | BASEANGBAND | DROP_2D2 | F:OPEN_DOOR | F:IM_FIRE | IM_COLD | IM_ACID | IM_ELEC | IM_POIS S:1_IN_2 | S:HEAL | MIND_BLAST | CAUSE_4 | SCARE | S:DRAIN_MANA | BRAIN_SMASH | FORGET | D:This spirit has something of a priestly look about it. # Spirit of dexterity N:1060:Spirit G:G:W I:160:120d100:50:160:50 W:139:2:10000:8000 E:1:1:1:2:1:1 O:0:50:25:25 B:HIT:LOSE_DEX:4d8 B:HIT:LOSE_DEX:4d8 B:HIT:LOSE_DEX:4d8 F:EVIL | SPIRIT | BASEANGBAND | DROP_2D2 | F:OPEN_DOOR | SMART | F:IM_FIRE | IM_COLD | IM_ACID | IM_ELEC | IM_POIS S:1_IN_1 | S:ARROW_4 D:This spirit moves almost too quickly for you to see him. # Spirit of constitution N:1061:Spirit G:G:s I:120:140d100:50:180:50 W:143:2:10000:8000 E:1:1:1:2:1:1 O:0:50:0:50 B:HIT:LOSE_CON:4d8 B:HIT:LOSE_CON:4d8 B:HIT:LOSE_CON:4d8 F:EVIL | SPIRIT | BASEANGBAND | DROP_2D2 | BASH_DOOR | F:IM_FIRE | IM_COLD | IM_ACID | IM_ELEC | IM_POIS D:This spirit moves slower than most, but thunders on and on D:towards you. # Spirit of charisma N:1062:Spirit G:G:b I:140:80d100:50:120:90 W:146:2:10000:8000 E:1:1:1:2:1:1 O:70:10:10:10 B:HIT:LOSE_CHR:4d8 B:HIT:LOSE_CHR:4d8 B:HIT:LOSE_CHR:4d8 F:SPIRIT | BASEANGBAND | DROP_2D2 | F:OPEN_DOOR | EVIL | TAKE_ITEM | F:IM_FIRE | IM_COLD | IM_ACID | IM_ELEC | IM_POIS S:1_IN_2 | S:TRAPS | ARROW_3 | BLINK | TELE_TO | CONF D:There is something attractive about this spirit, and it seems D:to have a full purse. ### Here come some elemental spirits ### # # Spirit of flickering fire N:1063:Spirit G:G:r I:120:60d100:50:65:80 W:130:1:5:6000 E:1:1:1:2:1:1 O:25:60:0:15 B:HIT:FIRE:10d8 B:HIT:FIRE:10d8 B:HIT:FIRE:10d8 F:SPIRIT | BASEANGBAND | AI_ANNOY | IM_FIRE | AURA_FIRE | HAS_LITE S:1_IN_2 | S:BO_FIRE | BA_FIRE D:Flickering towards you, and then away, this spirit will burn you badly! # Spirit of icy cold N:1064:Spirit G:G:w I:120:60d100:50:65:80 W:148:1:5:6000 E:1:1:1:2:1:1 O:25:60:0:15 B:HIT:COLD:10d8 B:HIT:COLD:10d8 B:HIT:COLD:10d8 F:SPIRIT | BASEANGBAND | IM_COLD | AURA_COLD | F:COLD_BLOOD | BASH_DOOR S:1_IN_2 | S:BO_COLD | BA_COLD D:The temperature around you drops as soon as you set eyes on this spirit. # Spirit of corrosion (acid) N:1065:Spirit G:G:s I:120:60d100:50:65:80 W:146:1:5:6000 E:1:1:1:2:1:1 O:25:60:0:15 B:HIT:ACID:10d8 B:HIT:ACID:10d8 B:HIT:ACID:10d8 F:SPIRIT | BASEANGBAND | IM_ACID | BASH_DOOR | KILL_TREES S:1_IN_2 | S:BO_ACID | BA_ACID D:The very fabric of the void heals itself where this spirit walks. # Spirit of shocking (electricity) N:1066:Spirit G:G:b I:120:60d100:50:65:80 W:149:1:5:6000 E:1:1:1:2:1:1 O:25:60:0:15 B:HIT:ELEC:10d8 B:HIT:ELEC:10d8 B:HIT:ELEC:10d8 F:SPIRIT | BASEANGBAND | IM_ELEC | AURA_ELEC | BASH_DOOR S:1_IN_2 | S:BO_ELEC | BA_ELEC D:The air crackles as this spirit approaches, and you smell singed flesh. # Spirit of Valaraukar (Balrogs) N:1067:Spirit G:G:v I:130:130d100:100:140:10 W:149:1:170:43000 E:1:1:1:2:1:1 O:0:100:0:0 B:HIT:FIRE:11d12 B:HIT:FIRE:11d12 B:CRUSH:HURT:10d12 B:TOUCH:UN_POWER F:SPIRIT | CAN_FLY | KILL_WALL | AURA_FIRE | NONLIVING | F:ONLY_ITEM | DROP_2D2 | EVIL | DEMON | F:OPEN_DOOR | BASH_DOOR | POWERFUL | MOVE_BODY | F:IM_FIRE | IM_ELEC | BASEANGBAND | HAS_LITE S:1_IN_3 | S:BLIND | CONF | SCARE | BR_FIRE D:Carrying a whip of fire, this spirit looks not dissimilar to a certain D:Balrog. # Spirit of shadows N:1068:Spirit G:G:d I:130:30d100:70:150:4 W:140:4:2300:10000 E:1:1:1:2:1:1 O:20:80:0:0 B:HIT:HURT:10d10 B:HIT:HURT:10d10 B:TOUCH:EXP_80:20d8 B:TOUCH:EXP_40:20d8 F:SPIRIT | BASEANGBAND | REFLECTING | REGENERATE | F:IM_ACID | IM_ELEC | IM_COLD | IM_FIRE | IM_POIS | RES_TELE | F:TAKE_ITEM | OPEN_DOOR | BASH_DOOR | SMART | POWERFUL S:1_IN_3 | S:BLIND | HEAL | BA_DARK | HASTE | CONF D:Deriving his strength from the shadows, this spirit D:steals only for the challenge. # Spirit of vampire or something N:1069:Spirit G:G:W I:130:50d50:30:90:10 W:143:2:1700:18000 E:1:1:1:2:1:1 O:0:70:30:0 B:HIT:HURT:10d9 B:HIT:HURT:9d9 B:BITE:EXP_80:9d9 B:BITE:EXP_80:9d9 F:SPIRIT | FORCE_SLEEP | CAN_FLY | F:DROP_60 | DROP_4D2 | F:COLD_BLOOD | OPEN_DOOR | BASH_DOOR | REGENERATE | RES_TELE | F:EVIL | UNDEAD | IM_COLD | IM_POIS | HURT_LITE | F:NO_CONF | NO_SLEEP | BASEANGBAND | NO_CUT | SPIRIT S:1_IN_3 | S:BLIND | HOLD | SCARE | CAUSE_3 | CAUSE_4 | DRAIN_MANA | S:BRAIN_SMASH | DARKNESS | BO_NETH D:Your blood curdles and your bones chill as this spirit approaches. # Spirit of unresistability (hehehehe) N:1070:Spirit G:G:v I:140:40d100:40:70:20 W:149:4:1200:20000 E:1:1:1:2:1:1: O:0:0:0:100 B:HIT:SHATTER:18d10 B:HIT:SHATTER:18d10 B:HIT:LOSE_ALL:8d8 B:TOUCH:UN_POWER F:BASEANGBAND | SPIRIT | SMART | F:OPEN_DOOR | BASH_DOOR | POWERFUL | F:RES_NEXU | RES_NETH | F:NO_CONF | NO_SLEEP | NO_FEAR | F:IM_POIS | IM_ELEC | IM_ACID | IM_COLD | S:1_IN_2 | S:BA_MANA | BR_PLAS | BR_TIME | ROCKET | HAND_DOOM | FORGET | BA_WATE D:This spirit appears to be afraid of very little, and confident in its D:ability to destroy you. # Spirit of time N:1071:Spirit G:G:G I:130:80d100:40:110:0 W:150:3:800:50000 E:0:1:0:2:1:0 O:0:0:0:0 B:TOUCH:TIME:6d12 B:TOUCH:TIME:6d12 B:TOUCH:TIME:6d12 B:TOUCH:TIME:6d12 F:OPEN_DOOR | BASH_DOOR | DROP_SKELETON | DROP_CORPSE | F:ANIMAL | NO_CONF | NO_SLEEP | F:SPIRIT | BASEANGBAND S:1_IN_2 | S:BR_TIME | SLOW | HASTE | HOLD D:All at once you see that which is to come and that which has gone before. # Spirit of Gold N:1072:Spirit G:G:y I:130:50d80:20:110:100 W:130:4:80:8000 E:0:1:0:2:1:0 O:100:0:0:0 B:TOUCH:EAT_GOLD:7d15 B:TOUCH:EAT_GOLD:7d15 B:HIT:POISON:6d12 B:HIT:POISON:6d12 F:ONLY_GOLD | SPIRIT | BASEANGBAND | F:DROP_4D2 | DROP_4D2 | DROP_4D2 | REFLECTING | COLD_BLOOD | REGENERATE | F:BASH_DOOR | MOVE_BODY | IM_ELEC | IM_COLD | IM_POIS | F:RES_TELE | NO_FEAR | NO_STUN | NO_CONF | NO_SLEEP S:1_IN_4 | S:ARROW_4 | HEAL | FORGET D:It is the very essence of financial greed... # Spirit of doom N:1073:Spirit G:G:D I:136:60d70:40:70:30 W:134:2:60:8000 E:1:1:1:2:1:1 O:0:10:90:0 B:HIT:HURT:14d14 B:HIT:HURT:14d14 B:HIT:HURT:14d14 F:SMART | OPEN_DOOR | BASH_DOOR | F:EVIL | NO_CONF | NO_SLEEP | F:SPIRIT | BASEANGBAND | HAS_LITE S:1_IN_2 | S:HAND_DOOM | CAUSE_4 | DARKNESS D:The very presence of this creature fills the air with an aura of doom. D:You feel waves of depression descending on you as it approaches. # Spirit of etherealism (?) N:1074:Spirit G:G:o I:120:40d100:30:120:40 W:141:3:1700:10000 E:0:1:0:6:1:0 B:CLAW:HURT:14d10 B:CLAW:HURT:14d10 B:BITE:HURT:17d10 F:INVISIBLE | CAN_FLY | SPIRIT | WEIRD_MIND | F:PASS_WALL | POWERFUL | MOVE_BODY | F:EVIL | NO_CONF | NO_SLEEP | BASEANGBAND | SPIRIT S:1_IN_2 | S:BLIND | CONF | S:BR_LITE | BR_DARK | BR_CONF D:This sprit seems to flicker in and out of this plane, and is a master D:of light and dark. # Spirit of orc (boring huh) N:1075:Spirit G:G:v I:120:90d10:30:160:100 W:142:3:2700:11111 E:1:1:1:2:1:1 O:10:90:0:0 B:HIT:HURT:10d10 B:HIT:HURT:10d10 B:HIT:HURT:10d10 F:OPEN_DOOR | BASH_DOOR | F:EVIL | ORC | IM_POIS | ONLY_ITEM | F:MORTAL | BASEANGBAND | HAS_LITE | SPIRIT D:Stupid but strong, this spirit has an orcish aura about him. ### Here endeth the Spirits ### N:1076:Neil, the Sorceror G:h:v # *Not* enough hitpoints I:110:50d100:20:30:30 # Bottom of Erebor W:72:100:330:50000 E:1:1:1:2:1:1 O:0:5:90:5 # Sorceror, not warrior B:HIT:HURT:1d1 B:HIT:HURT:1d1 F:OPEN_DOOR | SMART | MALE | DROP_SKELETON | DROP_CORPSE F:MORTAL | HAS_LITE | JOKEANGBAND | UNIQUE # Trone, of course F:CAN_FLY | REFLECTING | IM_FIRE # Thorin F:IM_ACID | FORCE_MAXHP # No cold or random gen... waiting on elven rings only at bottom of Erebor F:SPECIAL_GENE # Dig F:KILL_WALL # Obvious resistances F:NO_CONF | NO_SLEEP | NO_STUN | NO_FEAR # Well, he's been there a while F:ONLY_ITEM | DROP_4D2 | DROP_GOOD | DROP_GREAT # Essence of speed, Manathrust, Noxious Cloud, and Fireflash S:1_IN_1 | S:HASTE | BO_MANA | BA_POIS | BA_FIRE D:He looks like he is looking for something, and the flecks of dragon D:blood on his face tell you he means business! tome-2.3.11-ah/lib/edit/ra_info.txt000066400000000000000000000424431233503306200170050ustar00rootroot00000000000000# File: ra_info.txt # This file is used to initialize the "lib/raw/ra_info.raw" file, which is # used to initialize the "randart parts" information for the Angband game. # Do not modify this file unless you know exactly what you are doing, # unless you wish to risk possible system crashes and broken savefiles. # After modifying this file, delete the "lib/raw/ra_info.raw" file. # N:index # X:power value:max number of time it can appear on one object # T:tval:min sval:max sval (up to 20 T: lines) # W:mininum player level to create it:rarity1:rarity2 # C:max to dam:max to hit:max to AC:max to pval # F:flags # Version stamp (required) V:2.0.0 # General info, number of powers G:100:1d5:1 G:14:0d0:1 G:10:0d0:1 G:3:0d0:1 ### Mage Staff randarts ### N:1 X:10:1 T:6:0:255 W:5:1:4 C:-5:-5:0:5 F:MANA N:2 X:14:1 T:6:0:255 W:10:1:8 C:-10:-10:0:5 F:SPELL N:3 X:5:1 T:6:0:255 W:1:1:4 C:-3:-3:0:5 F:INT ### Weapons ### # + To damage N:4 X:5:2 T:15:0:255 T:16:0:255 T:17:0:255 T:18:0:255 T:19:0:255 T:22:0:255 T:24:0:255 T:115:55:55 W:1:1:2 C:10:0:0:0 # + To Damage for swords N:5 X:5:2 T:23:0:255 T:115:55:55 W:1:1:2 C:9:0:0:0 # + To damage for hafted weapons N:6 X:5:2 T:21:0:255 W:1:1:2 C:11:0:0:0 # + To hit N:7 X:5:2 T:15:0:255 T:16:0:255 T:17:0:255 T:18:0:255 T:19:0:255 T:22:0:255 T:24:0:255 T:115:55:55 W:1:1:2 C:0:10:0:0 # + To Hit for swords N:8 X:5:2 T:23:0:255 T:115:55:55 W:1:1:2 C:0:11:0:0 # + To Hit for hafted weapons N:9 X:5:2 T:21:0:255 W:1:1:2 C:0:9:0:0 N:10 X:15:1 T:24:0:255 T:115:55:55 W:15:1:25 C:4:0:0:0 F:VORPAL N:11 X:15:1 T:23:2:2 T:23:9:9 T:23:11:33 T:115:55:55 W:15:1:25 C:2:2:0:0 F:VORPAL N:12 X:15:1 T:22:30:30 W:10:1:16 C:6:-2:0:0 F:VORPAL N:13 X:15:1 T:22:17:17 T:22:3:3 T:22:0:15 W:15:1:25 C:4:0:0:0 F:VORPAL N:14 X:10:1 T:15:0:255 T:16:0:255 T:17:0:255 T:18:0:255 T:22:0:255 T:24:0:255 T:115:55:55 W:4:1:10 C:5:2:0:0 F:BRAND_POIS N:15 X:10:1 T:23:0:255 T:115:55:55 W:4:1:10 C:4:3:0:0 F:BRAND_POIS N:16 X:10:1 T:21:0:255 W:4:1:10 C:5:2:0:0 F:BRAND_POIS N:17 X:11:1 T:15:0:255 T:16:0:255 T:17:0:255 T:18:0:255 T:22:0:255 T:24:0:255 W:5:1:11 C:3:1:0:0 F:BRAND_FIRE A:BRAND_COLD N:18 X:11:1 T:23:0:255 T:115:55:55 W:5:1:11 C:2:2:0:0 F:BRAND_FIRE A:BRAND_COLD N:19 X:11:1 T:21:0:255 W:5:1:11 C:4:0:0:0 F:BRAND_FIRE A:BRAND_COLD N:20 X:12:1 T:15:0:255 T:16:0:255 T:17:0:255 T:18:0:255 T:22:0:255 T:24:0:255 W:5:1:11 C:5:1:0:0 F:BRAND_COLD A:BRAND_FIRE N:21 X:12:1 T:23:0:255 T:115:55:55 W:5:1:11 C:4:2:0:0 F:BRAND_COLD A:BRAND_FIRE N:22 X:12:1 T:21:0:255 W:5:1:11 C:6:0:0:0 F:BRAND_COLD A:BRAND_FIRE N:23 X:13:1 T:15:0:255 T:16:0:255 T:17:0:255 T:18:0:255 T:22:0:255 T:24:0:255 W:5:1:13 C:4:0:0:0 F:BRAND_ELEC N:24 X:13:1 T:23:0:255 T:115:55:55 W:5:1:13 C:3:1:0:0 F:BRAND_ELEC N:25 X:13:1 T:21:0:255 W:5:1:13 C:5:-1:0:0 F:BRAND_ELEC N:26 X:15:1 T:15:0:255 T:16:0:255 T:17:0:255 T:18:0:255 T:22:0:255 T:24:0:255 W:7:1:15 C:3:0:0:0 F:BRAND_ACID N:27 X:15:1 T:23:0:255 T:115:55:55 W:7:1:15 C:2:1:0:0 F:BRAND_ACID N:28 X:15:1 T:21:0:255 W:7:1:15 C:4:0:0:0 F:BRAND_ACID N:29 X:5:1 T:21:0:255 W:15:1:35 C:15:2:0:0 F:IMPACT N:30 X:5:1 T:18:0:255 T:19:0:255 T:22:0:255 T:24:0:255 W:2:1:9 C:2:2:0:6 F:STR N:31 X:5:1 T:23:0:255 T:115:55:55 W:2:1:9 C:0:4:0:6 F:STR N:32 X:5:1 T:21:0:255 W:1:1:7 C:4:0:0:6 F:STR N:33 X:3:1 T:18:0:255 T:19:0:255 T:20:0:255 T:22:0:255 T:24:0:255 W:1:1:6 C:0:0:0:6 F:CHR N:34 X:3:1 T:23:0:255 T:115:55:55 W:2:1:6 C:-1:1:0:6 F:CHR N:35 X:2:1 T:21:0:255 W:2:1:6 C:1:-1:0:5 F:CHR N:36 X:4:1 T:18:0:255 T:19:0:255 T:20:0:255 T:22:0:255 T:24:0:255 W:2:1:8 C:0:0:0:4 F:INT N:37 X:4:1 T:21:0:255 W:2:1:8 C:1:-1:0:4 F:INT N:38 X:4:1 T:23:0:255 T:115:55:55 W:2:1:8 C:-1:1:0:4 F:INT N:39 X:6:1 T:18:0:255 T:19:0:255 T:20:0:255 T:22:0:255 T:24:0:255 W:3:1:10 C:0:0:0:6 F:CON N:40 X:6:1 T:23:0:255 T:115:55:55 W:3:1:10 C:-1:1:0:6 F:CON N:41 X:6:1 T:21:0:255 C:1:-1:0:6 F:CON N:42 X:4:1 T:18:0:255 T:19:0:255 T:20:0:255 T:22:0:255 T:24:0:255 W:2:1:8 C:0:0:0:5 F:WIS N:43 X:4:1 T:21:0:255 W:2:1:9 C:1:-1:0:6 F:WIS N:44 X:4:1 T:23:0:255 T:115:55:55 W:2:1:9 C:-1:1:0:5 F:WIS N:45 X:4:1 T:18:0:255 T:19:0:255 T:20:0:255 T:22:0:255 T:24:0:255 W:2:1:7 C:0:0:0:5 F:DEX N:46 X:4:1 T:23:0:255 T:115:55:55 W:2:1:7 C:-1:1:0:6 F:DEX N:47 X:4:1 T:21:0:255 W:2:1:7 C:1:-1:0:5 F:DEX N:48 X:4:1 T:21:0:255 W:9:1:14 C:3:0:0:6 F:TUNNEL N:49 X:40:1 T:22:0:255 T:24:0:255 W:30:1:100 C:0:-4:0:3 F:BLOWS N:50 X:40:1 T:23:0:255 T:115:55:55 W:30:1:100 C:-1:-3:0:3 F:BLOWS N:51 X:40:1 T:21:0:255 W:30:1:100 C:1:-5:0:3 F:BLOWS N:52 X:50:1 T:18:0:255 T:19:0:255 T:22:0:255 T:24:0:255 W:40:1:90 C:-2:-2:0:5 F:SPEED N:53 X:50:1 T:21:0:255 W:40:1:90 C:-1:-3:0:5 F:SPEED N:54 X:50:1 T:23:0:255 T:115:55:55 W:40:1:90 C:-3:-1:0:5 F:SPEED N:55 X:12:1 T:18:0:255 T:22:0:255 T:21:0:255 T:23:0:255 T:24:0:255 T:115:55:55 W:11:1:20 C:10:10:0:0 F:CHAOTIC N:56 X:8:1 T:18:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 W:11:1:20 C:-10:-10:0:0 F:CHAOTIC N:57 X:12:1 T:18:0:255 T:22:0:255 T:24:0:255 W:15:1:20 C:4:0:0:4 F:VAMPIRIC N:58 X:12:1 T:21:0:255 W:15:1:20 C:5:-1:0:0 F:VAMPIRIC N:59 X:12:1 T:23:0:19 T:115:55:55 W:15:1:20 C:3:1:0:4 F:VAMPIRIC N:60 X:11:1 T:15:0:255 T:16:0:255 T:17:0:255 T:18:0:255 T:22:0:255 T:24:0:255 W:10:1:10 C:0:0:0:0 F:SLAY_ANIMAL N:61 X:11:1 T:21:0:255 W:10:1:10 C:1:-1:0:0 F:SLAY_ANIMAL N:62 X:11:1 T:23:0:255 T:115:55:55 W:10:1:10 C:-1:1:0:0 F:SLAY_ANIMAL N:63 X:19:1 T:15:0:255 T:16:0:255 T:17:0:255 T:18:0:255 T:22:0:255 T:24:0:255 W:15:1:17 C:0:0:0:0 F:SLAY_EVIL N:64 X:19:1 T:21:0:255 W:15:1:15 C:1:-1:0:0 F:SLAY_EVIL N:65 X:19:1 T:23:0:255 T:115:55:55 W:15:1:17 C:-1:1:0:0 F:SLAY_EVIL N:66 X:15:1 T:15:0:255 T:16:0:255 T:17:0:255 T:18:0:255 T:22:0:255 T:24:0:255 W:13:1:15 C:0:0:0:0 F:SLAY_UNDEAD A:KILL_UNDEAD N:67 X:15:1 T:21:0:255 W:13:1:15 C:1:-1:0:0 F:SLAY_UNDEAD A:KILL_UNDEAD N:68 X:15:1 T:23:0:255 T:115:55:55 W:13:1:15 C:-1:1:0:0 F:SLAY_UNDEAD A:KILL_UNDEAD N:69 X:5:1 T:15:0:255 T:16:0:255 T:17:0:255 T:18:0:255 T:22:0:255 T:24:0:255 W:11:1:25 C:0:0:0:0 F:SLAY_DEMON A:KILL_DEMON N:70 X:5:1 T:21:0:255 W:11:1:25 C:1:-1:0:0 F:SLAY_DEMON A:KILL_DEMON N:71 X:5:1 T:23:0:255 T:115:55:55 W:11:1:25 C:-1:1:0:0 F:SLAY_DEMON A:KILL_DEMON N:72 X:10:1 T:15:0:255 T:16:0:255 T:17:0:255 T:18:0:255 T:22:0:255 T:24:0:255 W:3:1:10 C:0:0:0:0 F:SLAY_ORC N:73 X:10:1 T:21:0:255 W:3:1:10 C:1:-1:0:0 F:SLAY_ORC N:74 X:10:1 T:23:0:255 T:115:55:55 W:3:1:10 C:-1:1:0:0 F:SLAY_ORC N:75 X:11:1 T:15:0:255 T:16:0:255 T:17:0:255 T:18:0:255 T:22:0:255 T:24:0:255 W:15:2:17 C:0:0:0:0 F:SLAY_TROLL N:76 X:11:1 T:21:0:255 W:15:2:17 C:1:-1:0:0 F:SLAY_TROLL N:77 X:11:1 T:23:0:255 T:115:55:55 W:15:2:17 C:-1:1:0:0 F:SLAY_TROLL N:78 X:10:1 T:15:0:255 T:16:0:255 T:17:0:255 T:18:0:255 T:22:0:255 T:24:0:255 W:20:1:20 C:0:0:0:0 F:SLAY_GIANT N:79 X:10:1 T:21:0:255 W:20:1:20 C:-1:1:0:0 F:SLAY_GIANT N:80 X:10:1 T:23:0:255 T:115:55:55 W:20:1:20 C:0:0:0:0 F:SLAY_GIANT N:81 X:20:1 T:15:0:255 T:16:0:255 T:17:0:255 T:18:0:255 T:22:0:255 T:24:0:255 W:17:1:20 C:0:0:0:0 F:SLAY_DRAGON A:KILL_DRAGON N:82 X:20:1 T:21:0:255 W:17:1:20 C:1:-1:0:0 F:SLAY_DRAGON A:KILL_DRAGON N:83 X:20:1 T:23:0:255 T:115:55:55 C:-1:1:0:0 W:17:1:20 F:SLAY_DRAGON A:KILL_DRAGON N:84 X:31:1 T:15:0:255 T:16:0:255 T:17:0:255 T:18:0:255 T:22:0:255 T:24:0:255 W:17:1:35 C:0:0:0:0 F:KILL_DRAGON A:SLAY_DRAGON N:85 X:31:1 T:21:0:255 W:17:1:35 C:1:-1:0:0 F:KILL_DRAGON A:SLAY_DRAGON N:86 X:31:1 T:23:0:255 T:115:55:55 W:17:1:35 C:-1:1:0:0 F:KILL_DRAGON A:SLAY_DRAGON N:87 X:15:1 T:18:0:255 T:22:0:255 T:24:0:255 W:5:1:10 C:-2:-2:0:0 F:BLESSED A:CURSED N:88 X:15:1 T:21:0:255 W:5:1:7 C:-1:-3:0:0 F:BLESSED A:CURSED N:89 X:15:1 T:23:0:255 T:115:55:55 W:5:1:10 C:-3:-1:0:0 F:BLESSED A:CURSED N:90 X:-5:1 T:15:0:255 T:16:0:255 T:18:0:255 T:19:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 W:1:1:20 C:0:0:0:0 F:CURSED A:BLESSED N:93 X:-10:1 T:18:0:255 T:19:0:255 T:20:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 W:1:1:20 C:0:0:0:0 F:AGGRAVATE A:STEALTH N:94 X:13:1 T:18:0:255 T:19:0:255 T:20:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 W:1:1:15 C:0:0:0:0 F:LITE1 A:RES_LITE N:95 X:40:1 T:19:0:255 W:20:1:38 C:0:0:0:3 F:XTRA_MIGHT N:96 X:40:1 T:19:0:255 W:20:1:38 C:0:0:0:0 F:XTRA_SHOTS N:97 X:25:1 T:23:0:255 T:24:0:255 T:22:17:17 T:22:3:3 T:22:0:15 T:115:55:55 W:14:1:23 C:3:0:0:0 F:WOUNDING N:98 X:60:1 T:15:0:255 T:16:0:255 T:17:0:255 T:18:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 W:27:1:50 C:0:0:0:0 F:KILL_UNDEAD A:SLAY_UNDEAD N:99 X:45:1 T:15:0:255 T:16:0:255 T:17:0:255 T:18:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 W:25:1:34 C:0:0:0:0 F:KILL_DEMON A:SLAY_DEMON N:100 X:20:1 T:18:0:255 T:21:0:255 T:22:0:255 T:23:0:255 T:24:0:255 T:115:55:55 W:15:1:25 C:2:0:0:0 Z:BERSERK N:101 X:15:1 T:20:0:255 T:21:0:255 W:20:1:35 C:0:0:0:0 Z:EARTHQUAKE N:102 X:5:1 T:20:0:255 W:2:1:9 C:0:0:0:6 F:STR ### Armor ### N:295 X:60:1 T:36:0:255 T:37:0:255 W:20:1:90 C:-70:-70:0:2 F:LIFE N:296 X:7:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 W:1:1:14 C:0:0:0:0 F:SUST_STR N:297 X:6:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 T:6:0:255 W:1:1:12 C:0:0:0:0 F:SUST_INT N:298 X:6:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 T:6:0:255 W:1:1:12 C:0:0:0:0 F:SUST_WIS N:299 X:5:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 W:1:1:11 C:0:0:1:0 F:SUST_DEX N:300 X:9:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 W:1:1:16 C:0:0:0:0 F:SUST_CON N:301 X:4:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 W:1:1:9 C:0:0:0:0 F:SUST_CHR N:302 X:50:1 T:36:0:255 T:37:0:255 T:38:0:255 W:30:1:70 C:0:0:0:0 F:IM_ACID N:303 X:50:1 T:34:0:255 T:115:56:56 W:30:1:90 C:0:0:0:0 F:IM_ACID N:304 X:50:1 T:35:0:255 W:30:1:80 C:0:0:0:0 F:IM_ACID N:305 X:45:1 T:36:0:255 T:37:0:255 T:38:0:255 W:30:1:78 F:IM_ELEC N:306 X:45:1 T:34:0:255 T:115:56:56 W:30:1:98 C:0:0:0:0 F:IM_ELEC N:307 X:45:1 T:35:0:255 W:30:1:88 C:0:0:0:0 F:IM_ELEC N:308 X:55:1 T:36:0:255 T:37:0:255 T:38:0:255 W:30:1:86 C:0:0:0:0 F:IM_FIRE N:309 X:55:1 T:34:0:255 T:115:56:56 T:35:0:255 W:30:1:95 C:0:0:0:0 F:IM_FIRE N:310 X:47:1 T:36:0:255 T:37:0:255 T:38:0:255 W:30:1:90 C:0:0:0:0 F:IM_COLD N:311 X:47:1 T:34:0:255 T:115:56:56 T:35:0:255 W:30:1:90 C:0:0:0:0 F:IM_COLD N:312 X:47:1 T:35:3:3 W:30:1:100 C:0:0:0:0 F:IM_COLD N:313 X:35:1 T:34:0:255 T:38:0:255 T:115:56:56 W:20:1:45 C:0:0:0:0 F:REFLECT N:314 X:35:1 T:34:10:10 T:115:56:56 W:10:1:15 C:0:0:0:0 F:REFLECT N:315 X:17:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 T:40:0:255 T:45:0:255 T:6:0:255 W:5:1:7 C:0:0:0:0 F:FREE_ACT N:316 X:23:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 W:8:1:14 C:0:0:0:0 F:HOLD_LIFE N:317 X:15:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 T:40:0:255 T:45:0:255 W:1:1:10 C:0:0:0:0 F:RES_ACID N:318 X:15:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 T:40:0:255 T:45:0:255 W:1:1:10 C:0:0:0:0 F:RES_FIRE N:319 X:13:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 T:40:0:255 T:45:0:255 W:1:1:9 C:0:0:0:0 F:RES_ELEC N:320 X:12:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 T:40:0:255 T:45:0:255 W:1:1:8 C:0:0:0:0 F:RES_COLD N:321 X:20:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 T:40:0:255 T:45:0:255 W:5:1:18 C:0:0:0:0 F:RES_POIS N:322 X:15:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 T:40:0:255 T:45:0:255 W:6:1:15 C:0:0:0:0 F:RES_FEAR N:323 X:10:1 T:30:0:255 T:31:0:255 T:33:0:255 T:34:0:255 T:115:56:56 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 T:40:0:255 T:45:0:255 W:5:1:10 C:0:0:0:0 F:RES_LITE N:324 X:10:1 T:32:0:255 T:115:57:57 W:1:1:7 C:0:0:0:0 F:RES_LITE N:325 X:15:1 T:32:0:255 T:115:57:57 W:5:1:15 C:0:0:0:0 F:LITE1 A:RES_LITE N:326 X:17:1 T:32:0:255 T:115:57:57 W:10:1:20 C:0:0:0:0 F:LITE2 A:RES_LITE N:327 X:20:1 T:32:0:255 T:115:57:57 W:15:1:25 C:0:0:0:0 F:LITE3 A:RES_LITE N:328 X:15:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 T:40:0:255 T:45:0:255 W:10:1:15 C:0:0:0:0 F:RES_DARK N:329 X:20:1 T:115:57:57 T:32:0:255 T:40:0:255 T:45:0:255 T:6:0:255 W:13:1:27 C:0:0:0:0 F:RES_BLIND N:330 X:17:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 T:40:0:255 T:45:0:255 W:13:1:18 C:0:0:0:0 F:RES_SOUND N:331 X:15:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:115:56:57 T:34:0:255 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 T:40:0:255 T:45:0:255 W:17:1:15 C:0:0:0:0 F:RES_NEXUS N:332 X:19:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 T:40:0:255 T:45:0:255 W:16:1:19 C:0:0:0:0 F:RES_SHARDS N:333 X:30:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 T:40:0:255 T:45:0:255 W:30:1:50 C:0:0:0:0 F:RES_NETHER N:334 X:25:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 T:40:0:255 T:45:0:255 W:25:1:30 F:RES_CHAOS N:335 X:20:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 T:40:0:255 T:45:0:255 T:6:0:255 W:25:1:35 C:0:0:0:0 F:RES_CONF N:336 X:25:1 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 T:40:0:255 T:45:0:255 C:0:0:0:0 W:23:1:32 F:RES_DISEN N:337 X:20:1 T:35:0:255 W:10:1:17 C:0:0:0:0 F:SH_FIRE | RES_FIRE N:338 X:22:1 T:35:0:255 W:10:1:20 C:0:0:0:0 F:SH_ELEC | RES_ELEC N:339 X:18:1 T:115:57:57 T:32:0:255 T:33:0:255 T:40:0:255 T:45:0:255 T:6:0:255 W:5:1:15 C:0:0:0:0 F:SEE_INVIS N:340 X:14:1 T:30:0:255 T:40:0:255 T:45:0:255 W:5:1:13 C:0:0:0:0 F:FEATHER A:FLY N:341 X:80:1 T:35:0:255 T:30:0:255 T:6:0:255 W:40:1:90 C:0:0:0:0 F:FLY A:FEATHER N:342 X:30:1 T:115:57:57 T:32:0:255 T:33:0:255 W:20:1:30 C:0:0:0:0 Z:MIND BLAST N:343 X:30:1 T:115:57:57 T:32:0:255 T:33:0:255 W:20:1:30 C:0:0:0:0 Z:TELEKINESIS N:344 X:35:1 T:31:0:255 W:25:1:40 C:0:0:0:0 Z:MIDAS TOUCH N:345 X:15:1 T:31:0:255 C:0:0:0:0 Z:COLD TOUCH N:346 X:30:1 T:35:0:255 W:20:1:27 C:0:0:0:0 Z:BLINK A:RES_NEXUS ### + To AC ### N:347 X:15:4 T:30:0:255 T:31:0:255 T:32:0:255 T:33:0:255 T:34:0:255 T:115:56:57 T:35:0:255 T:36:0:255 T:37:0:255 T:38:0:255 T:6:0:255 W:1:1:5 C:0:0:5:0 ### + To Dam (Only Gloves) ### N:348 X:40:1 T:31:0:255 W:1:1:45 C:10:0:0:0 ### + To Hit (Only Gloves) ### N:349 X:35:1 T:31:0:255 W:1:1:40 C:0:10:0:0 # N:index # X:power value:max number of time it can appear on one object # T:tval:min sval:max sval (up to 20 T: lines) # W:mininum player level to create it:rarity1:rarity2 # C:max to dam:max to hit:max to AC:max to pval # F:flags # Helm of water breathing N:350 X:50:1 T:32:5:10 W:20:1:25 C:0:0:0:0 F:WATER_BREATH ### Amulets And Rings ### N:442 X:15:1 T:40:0:255 T:45:0:255 W:5:1:17 C:0:0:0:5 F:STR N:443 X:11:1 T:40:0:255 T:45:0:255 W:3:1:12 C:0:0:0:5 F:DEX N:444 X:13:1 T:40:0:255 T:45:0:255 W:5:1:15 C:0:0:0:5 F:WIS N:445 X:13:1 T:40:0:255 T:45:0:255 W:1:1:15 C:0:0:0:5 F:INT N:446 X:7:1 T:40:0:255 T:45:0:255 W:1:1:15 C:0:0:0:5 F:CHR N:447 X:18:1 T:40:0:255 T:45:0:255 W:7:1:20 C:0:0:0:5 F:CON N:448 X:15:1 T:40:0:255 T:45:0:255 W:5:1:15 C:0:0:0:0 F:SUST_STR N:449 X:20:1 T:40:0:255 T:45:0:255 W:7:1:20 C:0:0:0:0 F:SUST_CON N:450 X:7:1 T:40:0:255 T:45:0:255 W:1:1:15 F:SUST_CHR N:451 X:11:1 T:40:0:255 T:45:0:255 W:1:1:11 F:SUST_DEX N:452 X:13:1 T:40:0:255 T:45:0:255 W:5:1:13 F:SUST_INT N:453 X:13:1 T:40:0:255 T:45:0:255 W:5:1:13 F:SUST_WIS N:454 X:40:1 T:45:0:255 C:0:0:0:5 W:25:1:55 F:INVIS N:455 X:70:1 T:45:0:255 C:0:0:0:5 W:40:1:90 F:SPEED N:456 X:17:1 T:40:0:255 T:45:0:255 W:5:1:16 C:0:0:0:0 F:SLOW_DIGEST A:REGEN N:457 X:20:1 T:40:0:255 T:45:0:255 W:7:1:19 C:0:0:0:0 F:REGEN A:SLOW_DIGEST N:458 X:15:1 T:40:0:255 T:45:0:255 T:35:0:255 W:10:1:16 C:0:0:0:4 F:STEALTH A:AGGRAVATE N:459 X:7:1 T:40:0:255 T:45:0:255 W:1:1:12 C:0:0:0:6 F:SEARCH N:460 X:10:1 T:40:0:255 T:45:0:255 W:1:1:12 C:0:0:0:4 F:INFRA N:461 X:80:1 T:45:0:255 W:40:1:95 C:0:0:0:3 F:BLOWS N:462 X:70:1 T:45:0:255 W:38:1:75 C:0:0:0:0 F:FLY A:FEATHER N:463 X:80:1 T:45:0:255 W:43:1:85 C:0:0:0:5 F:CRIT ### Lights ### N:501 X:15:1 T:39:0:255 T:6:0:255 W:5:1:15 F:LITE1 N:502 X:20:1 T:39:0:255 W:10:1:25 C:0:0:0:0 F:LITE2 N:503 X:30:1 T:39:0:255 W:20:1:35 C:0:0:0:0 F:LITE3 N:504 X:15:1 T:39:0:255 W:10:1:15 C:0:0:0:0 F:RES_LITE N:505 X:18:1 T:39:0:255 W:11:1:17 C:0:0:0:0 F:RES_DARK N:506 X:20:1 T:39:0:255 W:15:1:22 C:0:0:0:0 F:SEE_INVIS N:507 X:12:1 T:39:0:255 W:1:1:10 C:0:0:0:4 F:SEARCH N:508 X:12:1 T:39:0:255 W:1:1:15 C:0:0:0:4 F:INFRA N:509 X:21:1 T:39:0:255 W:5:1:20 C:0:0:0:0 Z:ILLUMINATE N:510 X:35:1 T:39:0:255 W:20:1:27 C:0:0:0:0 Z:MAGIC MAP N:511 X:30:1 T:39:0:255 W:20:1:24 C:0:0:0:0 Z:DETECT CURSES N:512 X:25:1 T:39:0:255 W:20:1:17 C:0:0:0:0 Z:DAZZLE N:513 X:40:1 T:39:0:255 W:20:1:50 Z:DETECT DOORS AND TRAPS tome-2.3.11-ah/lib/edit/re_info.txt000066400000000000000000000120201233503306200167750ustar00rootroot00000000000000# File: re_info.txt # This file is used to initialize the "lib/raw/re_info.raw" file, which is # used to initialize the "monster ego race" information for the Angband game. # Do not modify this file unless you know exactly what you are doing, # unless you wish to risk possible system crashes and broken savefiles. # Version stamp (required) # Most values can be used with the +, -, % and = operators, = will set the # monster value, + and - will modify it based on the normal monster # % will apply that percentage to the monster value # defaults : NO DEFAULT, MUST precise one # N:x:ego name # G:x:y (x=monster letter, y=colour, use * to use the same as the standard monster) # I:speed:(dice)d(side):aaf:ac:sleep # W:lev:rarity:weight:xp:place('B'efore or 'A'fter) # E:weapon:torso:arms:finger:head:legs # B:method:effect:(dice)d(side) (up to x4 lines) # F:flags that the standard monster MUST have - at least ONE of the R_CHAR_x # flags (if present, to determine which monster letters can have this ego # type), plus ALL of the rest # H:flags that the standard monster MUST NOT have # M:monster flags to add for the ego-type # O:monster flags to remove, use MF_ALL for all # S:monster spells to add for the ego-type # T:monster spells to remove, use MF_ALL for all V:2.0.0 # A few undeads, to be created by the ANIM_DEAD spell N:1:Skeleton G:s:* I:%100:+1d+1:+0:+5:-5 W:+5:13:%30:%95:B F:DROP_SKELETON H:UNDEAD | NONLIVING | R_CHAR_Z | R_CHAR_A | R_CHAR_E | R_CHAR_g M:DROP_SKELETON | UNDEAD | IM_COLD | IM_POIS | NO_FEAR | NO_CONF | M:NO_SLEEP | EMPTY_MIND | COLD_BLOOD | STUPID | EVIL O:GOOD | DROP_CORPSE | FRIEND | FRIENDS | ESCORT | ESCORTS | SMART | O:DROP_GREAT | DROP_GOOD | RAND_25 | RAND_50 | MORTAL T:MF_ALL N:2:Zombie G:z:* I:%95:%110d%100:%90:+10:-5 W:+10:14:%70:%100:B F:DROP_CORPSE H:UNDEAD | NONLIVING | R_CHAR_Z | R_CHAR_A | R_CHAR_E | R_CHAR_g M:DROP_CORPSE | UNDEAD | IM_COLD | IM_POIS | NO_FEAR | NO_CONF M:NO_SLEEP | EVIL | EMPTY_MIND | COLD_BLOOD | STUPID | EVIL O:GOOD | DROP_SKELETON | FRIEND | FRIENDS | ESCORT | ESCORTS | SMART O:DROP_GREAT | DROP_GOOD | RAND_25 | RAND_50 | MORTAL T:MF_ALL N:3:Lich G:L:* I:%100:+0d+1:+10:+20:-10 W:+30:22:+0:%200:B B:TOUCH:LOSE_DEX:+0d+0 B:TOUCH:LOSE_DEX:+0d+0 B:TOUCH:UN_POWER:+0d+0 B:TOUCH:EXP_40:+0d+0 F:DROP_SKELETON | SMART | R_CHAR_h | R_CHAR_p | R_CHAR_P | R_CHAR_O H:UNDEAD | NONLIVING | R_CHAR_Z | R_CHAR_A | R_CHAR_E | R_CHAR_g M:UNDEAD | IM_COLD | IM_POIS | NO_FEAR | NO_CONF M:NO_SLEEP | SMART | EVIL | COLD_BLOOD O:DROP_SKELETON | GOOD | DROP_CORPSE | FRIEND | FRIENDS | ESCORT | ESCORTS | O:DROP_GREAT | RAND_25 | RAND_50 | MORTAL S:1_IN_4 | S:BLINK | TELE_TO | TELE_AWAY | BRAIN_SMASH | DRAIN_MANA | CAUSE_3 | S:BLIND | HOLD | SLOW | SCARE N:4:Spectral G:G:* I:+10:%80d%100:+10:+20:-5 W:+20:20:%10:%110:B B:*:EXP_20:+0d+0 B:*:EXP_20:+0d+0 F:DROP_CORPSE H:UNDEAD | NONLIVING | R_CHAR_Z | R_CHAR_A | R_CHAR_E | R_CHAR_g M:UNDEAD | IM_COLD | IM_POIS | NO_FEAR | NO_CONF M:NO_SLEEP | PASS_WALL | EVIL | COLD_BLOOD O:GOOD | DROP_CORPSE | FRIEND | FRIENDS | ESCORT | ESCORTS | O:DROP_GREAT | EMPTY_MIND | RAND_50 | MORTAL S:1_IN_5 | BLIND | HOLD | SCARE T:MF_ALL N:5:Captain G:*:v I:+5:%150d%100:+5:%120:-2 W:+5:4:%120:%150:A B:*:*:+0d+1 B:*:*:+0d+1 B:*:*:+0d+1 B:*:*:+0d+1 F:R_CHAR_o | R_CHAR_y | R_CHAR_k | BASEANGBAND M:FORCE_MAXHP | FRIENDS | SMART | DROP_1D2 N:6:Chieftain G:*:* I:+10:%200d%100:+10:%120:-3 W:+5:4:%120:%200:A B:*:*:+1d+2 B:*:*:+1d+2 B:*:*:+1d+2 B:*:*:+1d+2 F:R_CHAR_T | R_CHAR_P | R_CHAR_O | BASEANGBAND M:FORCE_MAXHP | FRIENDS | SMART | DROP_1D2 N:7:Shaman G:*:r I:+0:%90d%100:+10:%90:+0 W:+2:1:%90:%120:A F:R_CHAR_o | R_CHAR_k | R_CHAR_n | BASEANGBAND M:SMART | FORCE_MAXHP | DROP_1D2 O:FRIENDS S:1_IN_6 | MISSILE | CAUSE_1 | CONF | BLINK N:8:Priest G:*:G I:+0:%90d%100:+10:%90:+0 W:+3:2:%90:%120:A F:R_CHAR_T | R_CHAR_P | R_CHAR_O | BASEANGBAND M:FRIENDS | SMART | FORCE_MAXHP | DROP_1D2 S:1_IN_6 | CAUSE_2 | MISSILE | DARKNESS | CONF | SCARE | BLINK N:9:Mage G:*:r I:+0:%150d%100:+10:%120:+0 W:+5:4:%120:%150:A B:*:*:+0d+0 B:*:*:+0d+0 B:HIT:HURT:=2d=8 B:HIT:HURT:=2d=8 F:R_CHAR_O | BASEANGBAND M:SMART | FORCE_MAXHP | DROP_1D2 O:FRIENDS S:1_IN_6 | BA_COLD | BO_FIRE | TRAPS | HEAL | HOLD | S_MONSTER | TPORT N:10:Archer G:*:W I:+0:+0d+0:+0:+0:+0 W:+1:1:%100:%110:A F:R_CHAR_y | R_CHAR_k | R_CHAR_O | R_CHAR_o | BASEANGBAND S:1_IN_4 | ARROW_2 N:11:Rogue G:*:b I:+2:+0d+0:+0:+10:-30 W:+1:2:%90:%100:A B:*:EAT_GOLD:+0d+0 F:R_CHAR_y | R_CHAR_k | R_CHAR_o # For townpeople N:12:Elven G:*:* I:+2:+0d+0:+0:+0:+0 W:+0:15:+0:+0:B F:WILD_TOWN H:ANIMAL # For townpeople N:13:Dwarven G:*:* I:+2:+0d+0:+0:+0:+0 W:+0:15:+0:+0:B F:WILD_TOWN H:ANIMAL # N:x:ego name # G:x:y x is the char, y the attribute, * means the normal one # I:speed:(dice)d(side):aaf:ac:sleep # W:lev:rarity:weight:xp:place('B'efore or 'A'fter) # F:flags that the normal monster *must* have # H:flags that the normal monster *must not* have # M:monster flags that the ego-monster adds # O:monster flags to remove (use MF_ALL for all) # S:monster spells that the ego-monster adds # T:monster spells to remove (use MF_ALL for all) tome-2.3.11-ah/lib/edit/readme.txt000066400000000000000000000106311233503306200166170ustar00rootroot00000000000000# File: a_info.txt # This file is used to initialize the "artifact" information for the Angband game. # This is were you find Cubragol, The Phial , Ringil etc. # File: ba_info.txt # This file is used used to initialize the "store/building actions type" information for the Angband game. # This is where you find the ID numbers for 'Presage fate', 'Play craps' , 'Sell an item' etc. # File: d_info.txt # This file is used to used to set the dungeons for the Angband game. # This is where you find 'Barrow Downs', 'The Maze' , 'Mordor' etc. # File: e_info.txt # This file is used to initialize the "ego-item" information for the Angband game. # This is where you find 'Helms of the Noldor' , 'Filthy rags of leprousness' , 'Boots of Jumping' etc. # File: f_info.txt # This file is used to used to initialize the "terrain feature" information for the Angband game. # This is where you find the ID numbers for 'Underground tunnel' , 'grass with flowers' , 'open floor' etc. # File: k_info.txt # This file is used to initialize the "object kind" information for the Angband game. # This is where you find 'Katanas' , 'Mushrooms of Sickness' , 'Jewel Encrusted Crowns' etc. # File: misc.txt # This file contains a lot of 'maximums ' for the Angband game. # This is where you find 'Maximum number of skills in s_info.txt' , #'Maximum number of items in k_info.txt' , 'Maximum number of artifacts in a_info.txt' etc. # File: ow_info.txt # This file is used to initialize the "owner info type" information for the Angband game. # This is where you find 'Bilbo the Friendly(Hobbit)' , 'Raistlin the Chicken(Human)' , # Inglorian the Mage(Human) etc. # File: p_info.txt # This file is used to initialize the "player race/race mod/class" information for the Angband game. # You will find here races like 'Humans' , subraces like 'Vampire', classes like 'Monk' # File: r_info.txt # This file is used to initialize the "monster race" information for the Angband game. # You will find here monsters like 'Marylene, Heartbreakeress of the Netherworld', # 'The Minotaur of the Labyrinth' , 'Morgoth, Lord of Darkness' etc. # File: ra_info.txt # This file is used to initialize the "randart parts" information for the Angband game. # Here you will find info for random artefacts made of 'Mage Staves' , 'Lights' , 'Gloves' etc. # File: re_info.txt # This file is used to initialize the "monster ego race" information for the Angband game. # Here you will find ego monster types like 'Spectral','Skeleton','Archer' etc. # File: s_info.txt # This file is used to initialize the "skills" information for the ToME game. # Here you will find player & monster skills, 8you can use their IDs in other files(?), # You will find skills like 'Bearform-combat' , 'Necromancy' , 'Spell-power' etc. # File: set_info.txt # This file is used to initialize the "lib/raw/set_info.raw" file, which is # used to initialize the "item set" information for the Angband game. # You find linked Items like 'The bow of Bard' & 'The arrow of Bard' # It is like totally unclear to me what this does, especially because # the big spider doesnt drop Sting, hint hint ! # File: special.txt # Contains terrain parsings for the special levels now being kept in seperate map files # You will find there entries as in f_info.txt # File: st_info.txt # This file is used to initialize the "store info type" information for the Angband game. # You will find there stores like 'Armoury' , 'Temple' , 'The Mathom-house' etc. # File: t_info.txt # Includes the town definitions of the game Angband # You will find here the towns like 'Gondor' , 'Bree' , 'Lothlorien' etc. # File: t_pref.txt # Defines the preferences for the town features # You will find there entries as in f_info.txt # File: tr_info.txt # This file comes from Angband64 written by Jurriaan Kalkman # and describes the traps items can have # You will find traps like 'Summon Fast Quylthulgs Trap' , 'Wisdom Trap' etc. # File: v_info.txt # This file is used to initialize the "vault template" information for the Angband game. # You will find vaults like 'The I in the Storm' , 'Greater vault (mortuary temple of sety)' , # 'Lesser vault (amenhotep I)' etc. # File: W_info.txt # This is the wilderness # Change the dimensions at your perils, most likely the game will crash !!! # File: wf_info.txt # This file is used to initialize the "wilderness feats" information for the Angband game. # You will stuff like 'Ekkaia, the Encircling Sea' , 'mountain' , 'Minas Anor' etc. tome-2.3.11-ah/lib/edit/s_crypt.map000066400000000000000000000072361233503306200170120ustar00rootroot00000000000000# Special level "The Forgotten Crypt" in The Pits of Angband # # Created for PernAngband 5.0.1 on 18/8/01 # Written by Mynstral (mynstral@thehelm.com) %:special.txt ### Guaranteed Monsters # Vampire on normal floor F:a:1:0:432 # Ghoul on normal floor F:b:1:0:418 # Rotting Quylthulg on normal floor F:c:1:0:633 # Master Vampire on normal floor F:d:1:0:520 # Vampire Lord on normal floor F:e:1:0:623 # Greater Rotting Quylthulg on normal floor F:f:1:0:802 # Ghast on normal floor F:g:1:0:327 # Undead Beholder on normal floor F:h:1:0:664 # Thuringwethil, the Vampire Messenger on normal floor F:i:1:0:755 # Black Reaver on normal floor F:j:1:0:798 ### Random Monsters and/or Items # Random monster (upto 5 levels ood) on normal floor F:&:1:0:*75 # Random monster (upto 11 levels ood) on normal floor F:@:1:0:*81 # Random monster (upto 9 levels ood) and # Random object (upto 7 levels ood) on normal floor F:8:1:0:*79:*77 # Random monster (upto 40 levels ood) and # Random object (upto 20 levels ood F:9:1:0:*110:*90 # Random monster (upto 3 levels ood) F:-:1:0:*73 # Random object (upto 7 levels ood) F:=:1:0:0:*77 ### Guaranteed Items # The Shadow Cloak of Luthien on normal floor F:1:1:0:0:0:0:49 D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX D:XA.%@=-=-X8XX6...XX.XXLLL..c..LLLXX.XX...7XX8X=-=-...5X D:X.%%@=-=-X99X.....X..XLL..X%X..LLX..XhVV..X99X=-=-..GGX D:X%%@@...XXX9XX....XX.XX...X.X...XX.XXVVVVXX9XXX=-=.XGGX D:X@@@....X8X-=XgggggX..X..dX4Xd..X..XWWWWWX-=X8X-=-.XGGX D:X......XX%XX=XXgddgXX.XX8GXXXG8XX.XXWWWWXX-XX%XX...XGGX D:XIXIXXIX*X=X-=XgddggX..X8G^.^G8X..XWWWWWX-=X.X.X&&&XGGX D:XXXIXIXX*X-XX=XXggggXX.XXG^.^GXX.XXWWWWXX-XX.X.XX&&XGGX D:XXXXXIX**X=-X=-XIIXXXX..XG^.^GX..XVWWWVX=-XX.XddX@@XGGX D:X^^^^XX**X=-XX=XXIXIIXX.XX^.^XX.XXVVVVXX-XX%.XedXX@XGGX D:X^^f^Xe**X%%.X=-XXIXXIXbbX^.^XbbX.VV.XX=-XbX.XXXIX@IIGX D:X^^^XXe..X...XX=-XXXIXXXbXX.XXbXX...XX=-XXbX.XaaaXXXIGX D:X^^XXbbb.XGGG.XX=-XXIIXXbbXDXbbX...XX=-XXbbX.XaaaaXXIGX D:X^XXcbab.XVdG.cXX=-XXXIXXabXbaXX.XXX=-XXbbbX.XaaaaaXXfX D:X%XbbbbbbXVWG.%.XX.DbXDXXXbXbXXXDXbD.XX....G.XGGGGGGX%X D:XX.bababa%eWG.%.BXXXbcbbbbX.XbbbbcbXXXC...fX.%.......XX D:X%XbbbbbbXVWG.%.XX.DbXDXXXbXbXXXDXbD.XX....G.XGGGGGGX%X D:X8XXcbab.XVdG.cXX=-XXX.XXabXbaXXLXXX=-XXbbbX.XaaaaaXX.X D:X88XXbbb.XGGG.XX=-XX...XbbXDXbbXLLLXX=-XXbbX.XaaaaXXX.X D:XXXIXXe..X...XX=-XX.GGXXbXX.XXbXXILIXX=-XXbX.XaaaXXXX.X D:X9889Xe**X%%.X=-XXG.GdXbbX^.^XbbXILLIXX=-XbX.XXXIXhGG.X D:XXIXXXX**X=-XX=XXdG.GXX.XX^.^XX.XXILIIXX-XX%.XedXXXXX.X D:X99999X**X=-X=-XGGG..X..XI^a^IX..XILLIIX=-XX.XddX..eeeX D:XXXXIXXX*X=XX-XX....XX.XXI^a^IXX.XXILLIXX=XX.X.XX.GGGGX D:X^^^^^cX*X-X=-X.....X..X.I^a^I.X..XIILLIX=-X.X.Xdddd..X D:XllllX^XX%XX=XXG.GGXX.XX.IXXXI.XX.XXIILIXX-XX%XXXXXXX.X D:X^^^cl^=X8X-=XeG.GeX..X...X4X...X..XILLLIX-=X8X.aaaaaaX D:XLLX^l^-XXX9XXGG.GXX.XX...X.X...XX.XXLLLLXX9XXX.GGGGGGX D:X..L^l^=-X99X.....X..XWW..X%X..WWX..XLLLL.X99XXbbbbb..X D:X7.L^l^=-X8XX5...XX.XXWWW..c..WWWXX.XXLL.AXX8XXbbbbb.6X D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX D:XXXXXXXIIIIXIIIIXXIIIXIIIIXXIIIXXXXggggXc..cXaaaaXbb.CX D:XIIIIIXIXXIIIXXIIXIXIXIXXIXXIXIXXXXgddg%....%aaaa%bb..X D:XIXXXIXIXXXXXXXXIIIXIXIIXIXXIXIXXXXggggXc..cXaaaaXbbbbX D:XIXXXIIIXIIIIIIXXXXXIXXIXIXIIXIXXXXXXXXXXIIXXXXXXXXXXXX D:X..XXXXXXIXXXXIXIIIXIXIIXIXIXXIXXXXVVVjXddddXe..eX....X D:XB.IIIIIXIIIXIIXIXIXIIIXXIXIXIIXIIIVVVEX....%.ee.%.hh.X D:X..XXXXIXXXIXIXXIXIXXXXXIIXIXIXXIXXVVVjXddddXe..eX....X D:XIXXXIXIIIXIXIIIIXIIIIXIIXXIXIXXIXXXXXXXXXXXXXXXXXXDDXX D:XIXXXIXXXIIIXXXXXXXXXIXIXXIIXIIIIXXGGGGXgggdddeIVX....X D:XIIXXIXXXXXXXIIIIXXIXXXIIIIXXXXXXXXE.heDgggaaaiG1X....X D:XXIIIIIIIIIIIIXXIIIIXIIIXXXXXXXXXXXGGGGXgggdddeIVX..j>X D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ### Starting location P:17:29 tome-2.3.11-ah/lib/edit/s_death.map000066400000000000000000000165711233503306200167400ustar00rootroot00000000000000# Special level "Deathwatch" in the Orc Caves # # Created for PernAngband 5.0.1 on 18/8/01 # Altered by Mynstral (mynstral@thehelm.com) %:special.txt ### Guaranteed monsters # Snaga on normal floor F:a:1:0:118 # Cave orc on normal floor F:b:1:0:126 # Hill orc on normal floor F:c:1:0:149 # Black orc on normal floor F:d:1:0:244 # Half-orc on normal floor F:e:1:0:264 # Uruk on normal floor F:f:1:0:313 # orc captain on normal floor F:g:1:0:285 # Lagduf on normal floor F:h:1:0:140 # Grishnakh on normal floor F:i:1:0:186 # Golfimbul on normal floor F:j:1:0:215 ### Guaranteed items # Thalkettoth on normal floor F:1:1:0:0:0:0:28 # Maedhros on normal floor F:2:1:0:0:0:0:64 # Cammithrim on normal floor F:3:1:0:0:0:0:53 ### Dungeon Design D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX D:X XXXXXXXXXXXX X D:X X..........X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X D:X X....>.....X X.XdX.X.X.XcX.X.X...XcX.X.XcX.X.XgXd+2X X D:X X..........X XDXDXDXDXDXDXDXDX...XDXDXDXDXDXDXDXDXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X D:X XXXXXDXXXXXX X...............D...D...............X X...f............a...XXXXX.......b..f....a....+1X X D:X X.X XDXDXDXDXDXDXDXDX..cXDXDXDXDXDXDXDXDX X........b...........XXXXX...a..........b.....XXX X D:X X.X X.XcX.XcXdX.X.X.X...XcX.XdXcX.X.X.XgX XXXXXXXXXXDDXXXXXXXXXXXXXXXXXXXXXXXXDDXXXXXXXXX X D:X X.X XXXXXXXXXXXXXXXXX.c.XXXXXXXXXXXXXXXXX XXXXXXXXXXDDXXXXXXXXXXXXXXXXXXXXXXXXDDXXXXXXXXX X D:X X.X XXX X...X X...........f...a....XXXXX....b.a...........b.X X D:X XX.XX X.XXXXXXXXXXXXDDDXXXXX X..f...b.............XXXXX..a....f.....b..a...X X D:X XX...XX XXXDXXXXXXXXX.......c.XX XXXXXXXXXXDDXXXXXXXXXXXXXXXXXXXXXXXXDDXXXXXXXXX X D:X XX.....XX XdD........D...c......dX X........a...............a....................X X D:X XX.......XX XXXDXXXXXXXX......c....X Xf....b..........f............a.........f.....X X D:X X.........X XeX XX.........XX X.............a.......b...........a...........X X D:X XXXXX.XXXXX X.X XXXXDDDXXXX X....a...............................a........X X D:X X.X X.X X...X XXXXXXXXXXXXXXXXXXXXX...XXXXXXXXXXXXXXXXXXXXXXX X D:X X.X X.X X...X X...X X D:X X.X X.X XX...XX X.b.X X D:X X.X X.X XX.....XX X...X X D:X XXDXX XXXX X.X XX.......XX X..bX X D:X X...XXXX..X XdX XX...ccc...XX X...X X D:X X...+..D..X X.X XX....ccc...dXX X...X X D:X X...XXXX..X X.X XX.d..ccicc....XX XXXXXXXXXXXXXDDDXXXXXXXXXXXX X D:X XX.XX XXXX X.X XX......ccc..g...XX XX......a...............f...XX X D:X X.X X.X XX...g...ccc.......XX XXX..f.........................XX XXXXX X D:X X.X X.X X......g.........g..X XX..................b....a.......XX Xa.aX X D:X X.X XgX XXXX..XXXXXXX..XXXXXX XX.....a.........a..............a..XX X.a.X X D:X X.X X.X X..X X..X XXXXXXXX..........f........................XX XDXXX X D:X X.X X.X Xd.XXXXXXX..XXXXXXX X.....D...b.................b...f...........XXXXXXXXXXX.X X D:X X.X X.X X...c.......D.....X X.....D...........a..h.............a........D......a....X X D:X X.X X.X X.......c.g.D.....X X...XXXX.....b.............................XXXXXXXXXXXX.X X D:X XXXX.XXXX X.X XXXXXXXXXXXXXXXX..XXXXXXX X...X XX..............a......a...........XX X.X X D:X X.......X X.X X........XXXXXXX...X XX.........f.............f.......XX X.X X D:X XXX...XXX X.X X..d...............X XX.....b...........b.........f.XX XaX X D:X X.......X X.X X........XXXXXXX...X XX..........b................XX X.X X D:X XXXX.XXXX X.X XXXXXXXXXX XXXXX XXXXXXXXXXXXDDDDDXXXXXXXXXXXX X.X X D:X X.X XDXXXXXXXXXXXXXXX X.....X X.X X D:X X.X X..d...e......d.XXXXXXXXXXX XXXXXXXXXXXX X.b...X X.X X D:X X.X X....e..g.......D.........X X.d..gg..eeX XXX.....XX X.X X D:X X.X XXXXX X..g..d.....e...XXXXXXXXDDXXXXXXXX....gg..eeXXXXX XX...XXX..XXX XXXXXXDXX X D:X X.X XeeeX XDXXXXXXXXXXXXXXX Xg.d.......D.e..e..gg..eej+3+% XX....XXX....XXXXXX XXX...D..aX X D:X X.X Xeg.X XX.XX X....e....eD.e.....gg..eedXXX% X.............X...X XaD...X...X X D:X XXXX.XXX XX+XXXX...X X.d........XXXX....gg..eeXX % XXXXX XXXXXXXXXXXX..D...X XXX..aX...X X D:X X......X XX.......X XXXX...e...d..XXXX...dgg..eeX % X...X XX.....D..XXXXXX XXXXXXXDXX X D:X X......X X.g.....XXXXXX X..D....g..e..Dd.XXXXXXXXXXXX % XXXDXX X......X..X....X X...X X D:X X......X X...d...DeeeeX X..XXXXXXXXXXXX..X + X...X XXXXXXXX..X....X X...X X D:X X......X X.....e.XXXXXX XXXX XXXX % X...XXXXXX X....D..D....X XXXXXXXXDXDXXXX X D:X XXXDDXXXXXXXXXXXXXX+XXXXXX % X....X...X X..XXX..XXXXXXXXX X.....a..X....X X D:X X........%........X %+%%....D...XXXXXX.D..D.....+.X X........X....X X D:X XXXXXXXXXXXXXXXXXXX XXXXXX..........X..X.....XXX XXXXXXXXXXXXXXX X D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ### Starting Location P:51:125 tome-2.3.11-ah/lib/edit/s_doom.map000066400000000000000000000136011233503306200166000ustar00rootroot00000000000000# Mount Doom ### Terrain Features # Permanent Wall F:X:177:0 # Lava Wall F:#:177:0 F: :177:0 # Great Fire F:$:178:0 # Fire F:%:205:0 # Hidden Door F:+:48:0:0:0:0:0:0:0:177 # Normal Door F:D:32:0 # Shallow Lava F:.:86:0 # Deep Lava F:L:85:0 # Treasure (random) on shallow lava F:*:86:0:0:* # Trap (random) on deep lava F:^:85:0:0:0:0:0:* # Trap (random) on shallow lava F:t:86:0:0:0:0:0:* # up staircase F:<:6:0 ### Guaranteed Monsters # Greater Balrog on deep lava F:A:85:0:807 # Greater Balrog on shallow lava F:a:86:0:807 # Lesser Balrog on deep lava F:B:85:0:996 # Lesser Balrog on shallow lava F:b:86:0:996 # Pit Fiend on deep lava F:C:85:0:812 # Pit Fiend on shallow lava F:c:86:0:812 # Great Wyrm of Power on deep lava F:E:85:0:847 # Great Wyrm of Power on shallow lava F:e:86:0:847 # Bone Golem on deep lava F:F:85:0:1013 # Bone Golem on shallow lava F:f:86:0:1013 # Dracolisk on deep lava F:G:85:0:703 # Dracolisk on shallow lava F:g:86:0:703 # Nycadaemon on deep lava F:H:85:0:719 # Nycadaemon on shallow lava F:h:86:0:719 # Barbazu on deep lava F:I:85:0:720 # Barbazu on shallow lava F:i:86:0:720 # Plasma Hounds on deep lava F:J:85:0:726 # Plasma Hounds on shallow lava F:j:86:0:726 # Hell knight on deep lava F:K:85:0:731 # Hell knight on shallow lava F:k:86:0:731 # Nightcrawler on deep lava F:M:85:0:744 # Nightcrawler on shallow lava F:m:86:0:744 # Aether Hound on deep lava F:N:85:0:811 # Aether Hound on shallow lava F:n:86:0:811 # Eye druj on deep lava F:O:85:0:749 # Eye druj on shallow lava F:o:86:0:749 # Skull druj on deep lava F:P:85:0:750 # Skull druj on shallow lava F:p:86:0:750 # Great Hell Wyrm on deep lava F:Q:85:0:756 # Great Hell Wyrm on shallow lava F:q:86:0:756 # Nightwalker on deep lava F:R:85:0:768 # Nightwalker on shallow lava F:r:86:0:768 # Osyluth on deep lava F:S:85:0:773 # Osyluth on shallow lava F:s:86:0:773 # Great Wyrm of Many Colours on deep lava F:U:85:0:790 # Great Wyrm of Many Colours on shallow lava F:u:86:0:790 # Horned Reaper on deep lava F:V:85:0:811 # Horned Reaper on shallow lava F:v:86:0:811 # Bronze Golem on deep lava F:W:85:0:1015 # Bronze Golem on shallow lava F:w:86:0:1015 ### Random Monsters and/or Items # Random monster on deep lava F:!:85:0:*99 # Random monster on shallow lava F:1:86:0:*99 # Random monster (upto 10 levels ood) on deep lava F:@:85:0:*109 # Random monster (upto 10 levels ood) on shallow lava F:2:86:0:*109 # Random monster and # Random object on deep lava F:&:85:0:*99:*99 # Random monster and # Random object on shallow lava F:7:86:0:*99:*99 # Random monster (upto 10 levels ood) and # Random object (upto 5 levels ood) on deep lava F:(:85:0:*109:*104 # Random monster (upto 10 levels ood) and # Random object (upto 5 levels ood) on shallow lava F:9:86:0:*109:*104 D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX D:X #%%NNLL...JJJ....LL# ############## X D:X ##### #NNNN...Ljjjjj..LLL# #############################################..1!!!!...L### X D:X##.LL## #nNNN...LLJJj.LLLLL# #L....&!&!&....L%%%%%%%L..mRR%R%%M%MML%LL...DL...!1&..@L%%# X D:X#LL<..# #nn.LL.LLLL...%%%LL# #..##########################################LLL....LLL%%%# X D:X##%LL## #....LLL%%LLL..^LLL# #.L# #LL2.t..q.LLL## X D:X ###+# #D##############+#######.L# ##%%.LLLL&L...# X D:X #!# #.# #.......L%%# ##%%LL..2...t.## X D:X #^# #.############ ##########+# XXXXXXXXXX ##.9.t.LLLLL## X D:X #.# #LL%%%%LL...p# #11111# X########X ###############.2..LQ#+# X D:X ##.# ############D## #11211# X#9....9#X #o.....t...# ###^L..#(# X D:X #L## ##%%V## #12221# XXXXXX#..$$..#XXXXXX#LLLLKkk...# ###D#### X D:X ##!# ##.VH^%## #12221# X######t....m######X#LLLLkkk.LL# #.# X D:X #.# ##.iH%%hv## #11211### X#sSSSrrt%.mVVVLLe#X#.LL.kkk...# ##.# X D:X ###D######### #tiI%HHhvL# #11111+9# X#rRssRr.%.mVvvm..#X#%...LLL...# ##Lo###### X D:X #.^t^LLL...L## #.LIH%Hc..# ######### X#.MmmM..%..MMLLL.#X#%%......L&# ##.L##EBBB# X D:X #.jJ%%%L....L# ##..ICCL.## X#.L..L..%ttL.....#X########D### #.####LAAB## X D:X #JJJJL%LLL&..# ##..L.L## X#9LLL...%..LL(LLq#X #..L..# #.LL..LB%%L# X D:X #J%J..LLL%%LL## ##.t.## X######......######X #L.#### ###..LL%%%L## X D:X #jJJ^..bL%LL..## ##D################# XXXXXX#.LUUL.#XXXXXX #.L# #.PL%%%@(L# X D:X ##....BABLL..L.## #.uLL^L..L%^^..L%%# X#.L%%LL#X #L.#### ###.L%LL..##X D:X ##....B%%L.....## #################L# X#LLL..t#X #..twW# #L..LL...+pX D:X ###....LLL...LLL####################.# X#%L..7.#X #####L# ###LL...1###oX D:X #9+L%%L...LLL....D.+..%%oF.%%^..%%LL.# X#LLLLt.#X #p# #%%%!@..## #tX D:X ##################L###.L###..###.L#### X#7tt.LL#X #.# ######### #EX D:X ##################.# ############## X#.LLLL.#X ######D###################LX D:X ##11!!!&LL.+(#L# X#LL%%LL#X #G..LLL.LL...D..LL....^LLL%X D:X ##1!!!%%%%Lp###L# X#L%%%%Q#X #..LF....K...##############X D:X ##!!%%%%%LLL..#.# XXXXDDXXXX########.LLLL..KKK..#### X D:X ##.LLLLLLL...+.# #%%%%%%%%%%%%%+LL7..LL.k..L+o7# X D:X ############### ############################### X D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ### Starting location P:6:6 tome-2.3.11-ah/lib/edit/s_factory.map000077500000000000000000000135351233503306200173220ustar00rootroot00000000000000# Map "s_factory.map" # # Special Level "Foul Factory" in the Illusory Castle # # Created for ToME 3.x on 11/11/2003 # Written by Lord Dimwit (lorddimwit@hotmail.com) # # Middle-game dungeon # Comments: This level isn't designed to kill the player, really, just # induce such severe aggravation that their head explodes. There are # two parts of it, the "abusive trickery" part that leads the player # through a horrendous maze of strategically placed glass walls, permanent # walls, and ethereal walls (like permanent walls only invisible, very awful), # followed by a "Factory" stage that follows more traditional patterns of # throwing monsters systematically at the player. # Backported to ToME 2.x by Massimiliano Marangio on 02/07/2004 # Replaced the letter : by R for Rubble # Changed the starting position to 21:51 # Corrected the exits of the jumpgates ### F:::::::::: ### Terrain Features # Permanent wall F:X:61:4 # Fake wall F:I:189:0 # Ethereal wall F:#:214:0 # Copper Pillar F:;:213:0 # Mountains F:M:97:0 # granite F:G:57:4 # Floor F:.:1:0 # Deep Water F:~:187:4 # Ash F:,:93:4 # Fire F:%:205:0 # Deep lava F:L:85:0 # Shallow lava F:l:86:0 # Glass Wall F:_:188:0 # Rubble F:R:49:0 # Trees F:T:96:0 # Tainted water F:t:174:0 # Chasm F:C:87:0 # up staircase F:<:6:0 # down staircase F:>:7:0 # between gate 1 F:1:160:6:0:0:0:0:0:845 # between gate 2 F:2:160:6:0:0:0:0:0:846 # between gate 3 F:3:160:6:0:0:0:0:0:4370 # between gate 4 F:4:160:6:0:0:0:0:0:3339 # between gate 5 F:5:160:6:0:0:0:0:0:4119 # between gate 6 F:6:160:6:0:0:0:0:0:6659 # between gate 7 F:7:160:6:0:0:0:0:0:9257 # between gate 8 F:8:160:6:0:0:0:0:0:8018 # between gate 9 F:9:160:6:0:0:0:0:0:9298 # between gate A F:A:160:6:0:0:0:0:0:805 # between gate B F:B:160:6:0:0:0:0:0:831 # between gate D F:D:160:6:0:0:0:0:0:809 # between gate E F:E:160:6:0:0:0:0:0:2826 # between gate F F:F:160:6:0:0:0:0:0:2831 # between gate H F:H:160:6:0:0:0:0:0:4631 # between gate J F:J:160:6:0:0:0:0:0:7198 # between gate K F:K:160:6:0:0:0:0:0:7990 # between gate N F:N:160:6:0:0:0:0:0:9253 # Treasure on floor F:$:1:0:0:*65 # Trap (random) on floor F:^:1:0:0:0:0:0:* ### Monsters # Eog Golem on floor F:g:1:0:530 # Clay Golem on floor F:a:1:0:261 # Aquatic Golem in water (OK, just for show) F:?:187:0:899 # Stone Golem on floor F:b:1:0:323 # Iron Golem on floor F:c:1:0:367 # Colbran on floor F:d:1:0:435 # Mithril golem on floor F:e:1:0:464 # Colossus on floor F:f:1:0:558 # Drolem on floor F:h:1:0:691 # Demonic Q on shallow lava F:Q:86:0:727 # Livingstone on floor F:i:1:0:336 # Random monster (upto 8 levels ood) on normal floor F:&:1:0:*58 ### Items # Broken Stick F:s:1:0:0:727 ### Guaranteed Items # The Boots of the Machine F:*:205:0:0:0:0:218 ### Level layout D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX D:X..e.e...I.......Xe..c.a..ca.c.....1X..3..XQQX,llllllllllllll2XX#Gi.X.X..XLABLX..X D:X.XXX...XXX.....XXXe.c..XXX__XX__XXXX.;.;.XllX,ll,ll,XXXXXXXXXXi.X#.XiXXXXL%%LXXXX D:X&XXXe.XX~XXeeeXX~XXe..XX~~~~~~ttttXX.....X,,,,Ll,ll,X..XII.X.X.i.XXG_XXXXL%%LXXXX D:X..&..XX~~~XXeXX~?~XX.&X~~~~t~ttttttX.;.;.X,lllll,ll,XX_..XX.XX#X..X#XXf.X_GG_X.fX D:XGXGXGX?~~~~_c_~~~~~X.&XX~~~~t~ttttXX.....X,L,,,,,lL,.X.#XXi..G.XXiX..XX.........X D:X.....XX~~?XXcXX~~~XXa..XXX__XX__XXXX.;.;.X,L,.XXX%L%XXXXcXX.XXX.X.X.X.XX.X.ff.X.X D:XXgXgXgXX~XXcccXX?XXXXX.a^^a.^^a...bXXXGXXX%L%XX.XX%XXa.aXIX.Xi#.XiXI.X.X........X D:XgXgXgXgXXX^^^^^XXX,ccXXXXXXXXXXXb.XX#...#XX%XX.XI_XX....X.X.#XXXIX.#GX.X.X....X.X D:X.......4X.^^5^^.X.c.c..c..c.c..c.XX.#...#.XXXIXX.X.a.c..XXi..I.X._.X.XXX...&&...X D:X..&&...XXXXXXXXXXc,c,c.XX_XX..ccXX..#...#..XX#iiX.X.a..a.XX.#XX._X.XX.XX.X....X.X D:X......XXEX,,,c,c,cc,ccXXMRMXXc.XX...#...#...XXX#iXXXXXc..IXGX.XXiX.....X........X D:XXXXXXXX..X,,,,,,,,,,,XXM..RMXXXX$$XXX...XXX$$XX..XX_GXXXXXX.Ii.X_X.X#XXX.X....X.X D:XT.T._.g.gXX,C,,,.,C,c_M.R.R.MXX$$$XXX...XXX$$$XX..XIXIXII.i.XX_.X.XX.XXXXGGGGGGXX D:X.T.T_.....XXlXXXXXlXFXXM..RMXX$$XXXXX...XXXXX$$XX.#.XX.X_X_XXI#.XXIIX.Xeee...eeeX D:X..T._.g..g.XlX_D_XlXXXXXM.MXX$$$#....%%%....#$$$X.X..XX_G.#.X.XXIXX..cXXXX...XXXX D:XMMMMX...&..XlX_._XlX6..XXXXXX$$$#....%*%....#$$$X._X#iX.XX..G_Xi.XXd..XLl#_._#lLX D:Xs.s._..&.&.XlX_._XlX..gg....X$$$#....%%%....#$$$X.IIX.X..XIXX.X.G#X..dXLl#_._#lLX D:X.s.s_g....XXlXXGXXlXX.g..d&.XX$$XXXXX...XXXXX$$XXXX._XG#X.XX.X_X.XX.c.XXXX...XXXX D:XXXXXXXXXXIXLLLXGXLLLXgg.g.d..XX$$$XXX...XXX$$$XX<...XiXX.X.Xi.X.X.Xd..X.........X D:Xgg.gXg.gXIXL%LXGXL%LXGXXX__XXXXX$$XXX...XXX$$XXXXXXIXXiX#XX#XX#X_XX...XXXXXXXIXXX D:X^^X^X^X^X^XX_XXGXX_XXGXXg..g.%.XX...X...X...XX.GI.X._iXXG...I..I.GX..dIX#I#I#I#IX D:X^^X^X^X^X^Xhl,&c.a&g.l.XX.g.g%RRXX..X###X..XX..#_X..XXX_iXXIXiXi_.Xc..X.IX.XXXIXX D:X^^X^X^X^X^X&,,,l&,lac.&.__.g.%.R.XX...>...XX#X.X..XX#.._X.X.X.#.XGX.X.XX_XX.X#i.X D:XH.Xg.gXg.gXla,ca&,f.fl.leXX..%R.RRXX.....XX.G.XX#XXI.XX.#.XGXXXiX.#X.XX.i._X.XGX# D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXGXXXXXXXG.X..X#XXX.XX.XXI._XIX.XIXXI#.XXX.X D:X,.,G,&&,ee,ff,hgg,&&,,,.,,I7XXXc..aX.;.;.X&..XXXG#XX.G.XXX..XG######.G.#..##..iXX D:X^X,G.&&.ee,ff..gg,&&,.,,,,XXX..MRM.X.....X.....XXX.IIX.XGI.XX..IXXXXXXXXXXX._.X._ D:X^X,XXXXXXXXXXX.XXXXXX,,.XXX..$.....X.;.;.Xh..&...GXXXGXi#IXX.IXX..#.....#.XX##XXX D:X^X,llL,LlLL,LXXXlll,XXXXX..aMR..$.cX.....X.....XXXX8XXXXXXXX#IX###..##.#..#XI.XKX D:X^XlLCCCCCCCCLllll%%l.R.R.R.R..M.R..X.;.;.X&..XXX.#X#.i.#.XXX#X...###.#.##.#.X#IXX D:X^X,lL,llL,Ll,XXX,lllXXXXXc.M..R.c..X.....XXXXX#.#.XIX#Xi.X...X###.#####.#...X#XXX D:X^X,XXXXXXXXXXX.XXXXXX,.,XXX...$.M..X.;.;.Xh.##i#.#XX_IX.#X.##I....#.#.###.##X#I.X D:X^X.G,&&,,gg.&.,ee,ff,,.,.,XXXa..R..X.....X..#.###.XIXX.X.X.##XX####..#..###II.X.X D:X,,,G,&&,,gg.&h.ee,ff,..,.,I^XXXM..9X.;J;.Xh.##.###..iiX#.X....II.....#....IX..XNX D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ### Starting location P:21:51 tome-2.3.11-ah/lib/edit/s_gates.map000066400000000000000000000122131233503306200167430ustar00rootroot00000000000000# Special Level "The Dimensional Gates" in the Pits of Angband # # Created for PernAngband 5.0.1 on 18/8/01 # Written by Mynstral (mynstral@thehelm.com) %:special.txt ### Gauranteed monsters # Quylthulg on normal floor F:a:1:0:342 # Demonic Quylthulg on normal floor F:b:1:0:727 # Draconic Quylthulg on normal floor F:c:1:0:759 # Rotting Quylthulg on normal floor F:d:1:0:633 # Greater Draconic Quylthulg on normal floor F:e:1:0:801 # Greater Rotting Quylthulg on normal floor F:f:1:0:802 # Great Hell Wyrm on normal floor F:g:1:0:756 # Master Quythulg on normal floor F:h:1:0:821 ### Random monsters and/or items # Random monster (upto 5 levels ood) on normal floor F:&:1:0:*90 # Random monster (upto 11 levels ood) on normal floor F:@:1:0:*96 # Random monster (upto 9 levels ood) and # Random object (upto 7 levels ood) on normal floor F:8:1:0:*94:*92 # Random monster (upto 40 levels ood) and # Random object (upto 20 levels ood F:9:1:0:*125:*105 ### Guaranteed items # The Ring of Power 'Narya' on normal floor F:1:1:0:0:0:0:10 ### Level design D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX D:X*****...@%...aX.X9@********%%%%%%X9.VV....Xd.............A^^.......dX D:X*****...@%...aX.X@@********%%%%%%X.VVVV.X.XX.............B^^........X D:X*****...@%...aX.X99*XXX****%%88%%XVVWWVVX..XX.............^^.......9X D:X*****...@%...aX.X@@XXdXX***%%88%%XVVWWVVX...XX............^^.......CX D:X*****...@%...aX.X@XX...XX**%%%%%%X.VVVV.X.X..XX..........5^^........X D:X........@%...aX.XXX.....XX*%%%%%%X9.VV..X.XX..XX.........F^^.......dX D:X%X......@%...aX.X........XIXXXXXXXXXXX..X..XX..XXXXIXXXXXXXXXXXXXXXXX D:X.XXX....@%...aX.X..........XXX..>X...X..X...XX..XXXaXaXaXaXaXaXaXaXaX D:X...XXX..@%...aI.X..........XXX7..X...D..X.X..XX..XX.................X D:X.....XXX@%...aX.X..........XXXXXXXXXXX..X.XX..XX..XX................X D:X.......XXX...aX.X..........XXXXXXXaG....X..XX..XX..XX...............X D:X..X......XXX.XX%XX^^^^^X...XXXXXXXaG....X...XX..XX..XX..............X D:X^^XX.......XXX***X^^^^^X...XIIII7XXXXXXXXXX..XX..XX..XXXXXXXXXXXX+X8X D:X^^XX.........X.6.X^^^^^X...XIXXXXX&&&&&&&&XX..XX..XX...........cX.XXX D:X..XXX........X***X^^^^^X...XIXXXXX.........XX..XX..XXXXXXXXXXXXXX..XX D:X^^X8X........XXXXX^^^^^X...XIIIIIXVVV.......XX..XX.............bXX..X D:X..X8XX................XX...XXXXXIXVVVV.......XX..XXXXXXXXXXXXXXXXXX+X D:X^^X88X................XX...XIIIIIXVVVVVV..@...XX.^^^^^^^^^^^^^a.....X D:X^^X99XX...............XX...XIXXXXX4..VVVV......XXXXXXXXXXXXXXXXXXXXXX D:X..X999X...............XX...XIXXXXXXXXX.VVVV....***********.........bX D:X^^XIIIXX..............XX...XIX...5..fX...VVVVV.@....................X D:X..X....X........d.....XX...XIXf......X...VVVVVVV...............@....X D:X^^X....XX............XXX...XIXXXXXXXXX.......VVVVVVV................X D:X^^X&&&&&X............XXX...XIIIIIXe...........VVVVVVVVVVVV..........X D:X..X%%%.%XX..........XXX....XXXXXIX.............@VVVVVVVVVVVV@.......X D:X^^X88%.%8X.........XXX.....XXXXXIX...................VVVVVVVVVV.....X D:X..X%%%.%%XX........XX......XXXXXIX@.....................VVVVVVVVVVVVX D:X^^X......cX......XXXX......XXXXXIX........@..........@....VVVVVVVVVVX D:X^^^......cXX888XXXXX......dIIIIIIX.........................b.VVV...6X D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXgLLLLLgXXXXXXXXXXXXXXXXXXXXXXXXXXX D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXLLLLXXLLLLLLXXXXXXXXXXXXXXXXXXXXXXXX D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXgLLLLLXXXXXgLLLLLLLXXgXXXXXXXXXXXXXXXXXX D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXLLLLgXXXXXXXXXXXXXXLLLLLLLXXXXXXXXXXXXXXXX D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXLLXXXXXXXXXXXXXXXXXXgXXXLLLgXXXXXXXXXXXXXX D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXLgXXXXXXXXXXXXXXXXXXXXXXXXLLLLXXXXXXXXXXXX D:XXXXXXXXXXXXXXXXXXXfXXXXXXXXLXXXXXXXXXXXXXXXXXXXXXXXXXgLLLLXXXXXXXXXXX D:XXXXXXXXXXXXXXXXXXX.XXXXXXXghgXXXXbXXXXXXXXaXXXXXXXXXXXXXXLLLLgXXXXXXX D:XXXXXXXXXXXXXXXXXXX.XXXXXXXg1gXXXX.XXXXXXXX.XXXXXXXXXXXXXXXXgLLXXXXXXX D:XXXXXXXXXXXXXXXXXXX^XXXXXXXXXXXXXX^XXXXXXXX^XXXXXXXXXXXXXXXXXXLXXXXXXX D:XXXXXXXXXXXXXXX4..^^^..^^^.......^^^......^^^.........EXXXXXXXLXXXXXXX D:XXXXXXXXXXXXXXXXXXXXXXXX^XXXXXXXXX^XXXXXXXX^XXXXXXXXXXXXXXXXXLLXXXXXXX D:XXXXXXXXXXXXXXXXXXXXXXXX.XXXXXXXXX.XXXXXXXX.XXXXXXXXXXXXXXXXLLLXXXXXXX D:XXXXXXXXXXXXXXXXXXXXXXXX.XXXXXXXXXcXXXXXXXXaXXXXXXXXXXXXXXXLLXXXXXXXXX D:XXXXXXXXXXXXXXXXXXXXXXXXeXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXgLLLXXXXXXXXXX D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXLLLXXXXXXXXXXX D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXLLXgXXXXXXXXXXX D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXLLXXXXXXXXXXXXXX D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXLLXXXXXXXXXXXXXXX D:X...dXXXXXXXXXXe..0XXXXXXXXXXXXXXXD..EXXXXXXXXXXXXXXLLXXXXXXXXXXXcc..X D:X...dXXXXXXXXXX....XXXXXXXXXXXXXXX....XXXXXXXXXXXXXX.XXXXXXXXXXXX....X D:XA...XXXXXXXXXXF..eXXXXXXXXXXXXXXXC...XXXXXXXXXXXXXX0XXXXXXXXXXXX...BX D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX # Starting location P:11:37 tome-2.3.11-ah/lib/edit/s_info.txt000066400000000000000000000262171233503306200166460ustar00rootroot00000000000000# File: s_info.txt # This file is used to initialize the "lib/data/s_info.raw" file, which is # used to initialize the "skills" information for the PernAngband game. # Do not modify this file unless you know exactly what you are doing, # unless you wish to risk possible system crashes and broken savefiles. # After modifying this file, delete the "lib/data/s_info.raw" file. # The skill indexes are defined in "defines.h", and must not be changed. # N:idx:name # D:desc # A:action mkey:action desc # I:rate # E:exclusive skill:exclusive skill # O:skill:opposing skill%percent # A:skill:friendly skill%percent # T:father:child # Version stamp (required) V:2.0.0 ################################## MAGIC ################################## N:56:Magic-Device D:Eases the use of magical devices, such as wands, staves and rods D:It also helps pseudo-id of magic objects I:1000 F:RANDOM_GAIN N:54:Spell-learning D:You should not see that ! that is a BUG! #A:18:Learn a spell from a realm I:1000 F:HIDDEN N:41:Sorcery D:Ability to use all the magic schools as if their skill was sorcery D:But the price to channel that much magic is your health A:17:Cast a spell I:1000 N:1:Conveyance D:Ability to learn and use spells from the Conveyance school D:Spells use the intelligence stat A:17:Cast a spell I:1000 F:RANDOM_GAIN N:2:Mana D:Ability to learn and use spells from the Mana school D:Spells use the intelligence stat A:17:Cast a spell I:1000 N:3:Fire D:Ability to learn and use spells from the Fire school D:Spells use the intelligence stat A:17:Cast a spell I:1000 N:4:Air D:Ability to learn and use spells from the Air school D:Spells use the intelligence stat A:17:Cast a spell I:1000 N:5:Water D:Ability to learn and use spells from the Water school D:Spells use the intelligence stat A:17:Cast a spell I:1000 N:6:Nature D:Ability to learn and use spells from the Nature school D:Spells use the intelligence stat A:17:Cast a spell I:1000 N:7:Earth D:Ability to learn and use spells from the Earth school D:Spells use the intelligence stat A:17:Cast a spell I:1000 N:10:Divination D:Ability to learn and use spells from the Divination school D:Spells use the intelligence stat A:17:Cast a spell I:1000 F:RANDOM_GAIN N:11:Temporal D:Ability to learn and use spells from the Temporal school D:Spells use the intelligence stat A:17:Cast a spell I:1000 N:14:Meta D:Ability to learn and use spells from the Meta school D:Spells use the intelligence stat A:17:Cast a spell I:1000 N:51:Mind D:Ability to learn and use spells from the Mind school D:Spells use the intelligence stat A:17:Cast a spell I:1000 N:55:Udun D:Ability to learn and use spells from the Udun school D:Spells use the intelligence stat A:17:Cast a spell I:1000 F:HIDDEN N:13:Demonology D:Ability to use incantations from the Demonblades D:Spells use the intelligence stat A:17:Cast a spell I:1000 N:31:Necromancy D:Ability to harness the powers of the dead D:Spells use the intelligence stat A:7:Use Necromancy I:1000 F:RANDOM_GAIN G:60 N:34:Runecraft D:Ability to combine magic runes to create your own spells D:Runespells use the dexterity stat A:9:Use Runespells I:1000 N:43:Thaumaturgy D:Ability to gain and cast innate spells D:Spells use the intelligence stat A:8:Cast a thaumaturgy spell I:1000 F:RANDOM_GAIN N:15:Magic D:General ability to do magic, also affects mana reserves and D:magic device ability. Helps pseudo-id of magic objects A:19:Copy a spell I:1000 F:RANDOM_GAIN N:45:Spell-power D:Ability to increase the power of spells I:1000 N:59:Geomancy D:Ability to understand the raw elemental forces of nature and use D:them to your advantage. Most spells need Fire/Water/Earth/Air skills A:101:Use Geomancy I:1000 # All magic skills affect magic skill f:Magic-Device:Magic%7 f:Spell-power:Magic%20 f:Sorcery:Magic%20 f:Mana:Magic%10 f:Fire:Magic%10 f:Air:Magic%10 f:Water:Magic%10 f:Earth:Magic%10 f:Geomancy:Fire%45 f:Geomancy:Earth%45 f:Geomancy:Air%45 f:Geomancy:Water%45 f:Conveyance:Magic%10 f:Divination:Magic%10 f:Nature:Magic%10 f:Temporal:Magic%10 f:Meta:Magic%10 f:Mind:Magic%10 f:Udun:Magic%10 f:Demonology:Magic%10 f:Necromancy:Magic%4 f:Runecraft:Magic%12 f:Thaumaturgy:Magic%6 ################################## COMBAT ################################## N:16:Combat D:General ability to fight and to pseudo-id armour and weapons D:It also allows the use of heavier armour without penalties I:1000 F:RANDOM_GAIN N:17:Weaponmastery D:General ability to use melee weapons I:1000 F:RANDOM_GAIN N:18:Sword-mastery D:Ability to use swords I:1000 N:19:Axe-mastery D:Ability to use axes I:1000 N:20:Polearm-mastery D:Ability to use polearms I:1000 N:21:Hafted-mastery D:Ability to use hafted weapons I:1000 N:22:Backstab D:Ability to backstab fleeing and sleeping monsters to increase damage I:1000 N:23:Archery D:General ability to use ranged weapons I:1000 F:RANDOM_GAIN N:24:Sling-mastery D:Ability to use slings A:23:Fire piercing shots I:1000 N:25:Bow-mastery D:Ability to use bows A:23:Fire piercing shots I:1000 N:26:Crossbow-mastery D:Ability to use crossbows A:23:Fire piercing shots I:1000 N:27:Boomerang-mastery D:Ability to use boomerangs I:1000 N:58:Boulder-throwing D:Ability to make and throw boulders A:21:Tear down a wall to create boulders I:1000 N:42:Barehand-combat D:Ability to fight barehanded I:1000 F:RANDOM_GAIN G:70 N:47:Bearform-combat D:Ability to fight in bear form I:1000 F:HIDDEN | AUTO_HIDE N:52:Critical-hits D:Ability to deal critical hits with swords < 5lb I:1000 N:57:Stunning-blows D:Ability to stun opponents when doing critical hits with hafted weapons > 5 lb I:1000 # List of combat friendly skills # Melee: Specific masteries improve generic mastery f:Critical-hits:Sword-mastery%5 f:Sword-mastery:Weaponmastery%25 f:Axe-mastery:Weaponmastery%25 f:Polearm-mastery:Weaponmastery%25 f:Stunning-blows:Hafted-mastery%5 f:Hafted-mastery:Weaponmastery%25 # Ranged: Specific masteries improve generic mastery f:Sling-mastery:Archery%25 f:Bow-mastery:Archery%25 f:Crossbow-mastery:Archery%25 f:Boomerang-mastery:Archery%25 # All combat skills improve Combat f:Weaponmastery:Combat%50 f:Sword-mastery:Combat%7 f:Axe-mastery:Combat%7 f:Polearm-mastery:Combat%7 f:Hafted-mastery:Combat%7 f:Archery:Combat%50 f:Sling-mastery:Combat%7 f:Bow-mastery:Combat%7 f:Crossbow-mastery:Combat%7 f:Boomerang-mastery:Combat%7 f:Barehand-combat:Combat%50 f:Boulder-throwing:Combat%40 # No more, let's see how it turns out # Sorcery and Weaponmastery aren't exactly friendly to each other #O:Sorcery:Weaponmastery%100 #O:Sorcery:Archery%100 #O:Sorcery:Barehand-combat%100 #O:Weaponmastery:Sorcery%100 #O:Archery:Sorcery%100 #O:Barehand-combat:Sorcery%100 ############################### SPIRITUALITY SKILLS ########################### N:28:Spirituality D:General ability to use spiritual skills and also influence your Saving Throw I:1000 F:RANDOM_GAIN N:53:Prayer D:Ability to learn and use spells from the gods' schools D:Spells use the wisdom stat and cost piety instead of mana A:17:Cast a spell I:1000 N:12:Druidistic D:Ability to learn and use prayers from the Druidistic realm D:Nature powers use the wisdom stat A:1:Cast a druidistic spell I:1000 N:29:Mindcraft D:Ability to focus the powers of the mind D:Mindpowers use the wisdom stat A:2:Use Mindcraft I:1000 F:RANDOM_GAIN G:50 N:9:Music D:Ability to learn and sing songs D:Songs use the charisma stat A:17:Cast a spell I:1000 f:Prayer:Spirituality%10 f:Druidistic:Spirituality%10 f:Mindcraft:Spirituality%10 f:Music:Spirituality%10 f:Prayer:Magic%10 f:Druidistic:Magic%10 f:Mindcraft:Magic%10 f:Music:Magic%10 ################################## MISC SKILLS ############################### N:30:Misc D:Not a real skill, it is only used to regroup some skills I:0 N:33:Antimagic D:Ability to generate an antimagic field A:3:Use antimagic I:1000 F:RANDOM_GAIN G:80 N:39:Alchemy D:Ability to use essences to modify/create magic items A:5:Use Alchemy I:1000 # Antimagic exclude all magic E:Magic-Device:Antimagic E:Mana:Antimagic E:Geomancy:Antimagic E:Fire:Antimagic E:Air:Antimagic E:Water:Antimagic E:Earth:Antimagic E:Conveyance:Antimagic E:Divination:Antimagic E:Temporal:Antimagic E:Meta:Antimagic E:Mind:Antimagic E:Nature:Antimagic E:Udun:Antimagic E:Sorcery:Antimagic E:Demonology:Antimagic E:Runecraft:Antimagic E:Necromancy:Antimagic E:Mindcraft:Antimagic E:Music:Antimagic E:Prayer:Antimagic E:Druidistic:Antimagic E:Thaumaturgy:Antimagic ################################## SNEAKINESS SKILLS ############################### N:35:Sneakiness D:General ability at the sneakiness skills. D:It also affects the searching abilities I:0 F:RANDOM_GAIN N:36:Stealth D:Ability to move unnoticed, silently I:0 F:RANDOM_GAIN N:37:Disarming D:Ability to disarm the various traps I:0 F:RANDOM_GAIN N:40:Stealing D:Ability to steal objects A:15:Steal object I:0 N:46:Dodging D:Ability to dodge blows and bolts A:16:Check dodge chance I:0 f:Stealth:Sneakiness%15 f:Disarming:Sneakiness%10 f:Backstab:Sneakiness%5 f:Stealing:Sneakiness%15 f:Dodging:Sneakiness%10 ################################## MONSTER SKILLS ################################ N:48:Monster-lore D:General ability at the monster related skills, ability to gain experience D:from friendly kills. It also affects the number of companions you can have I:0 A:22:Turn pet into companion F:RANDOM_GAIN N:44:Summoning D:Ability to create totems from monsters and use them to summon monsters A:13:Manipulate totems I:1000 F:RANDOM_GAIN G:60 N:49:Corpse-preservation D:Ability not to destroy the monsters' corpses when killing them I:0 N:50:Possession D:Ability to incarnate into monsters A:11:Use the possession skill I:0 N:8:Symbiosis D:Ability to enter in symbiosis with monsters unable to move by themselves D:Spells use the intelligence stat A:20:Use symbiotic powers I:1000 F:RANDOM_GAIN G:70 N:32:Mimicry D:Ability to use cloaks of mimicry to change form A:6:Use Mimicry I:1000 F:RANDOM_GAIN G:80 f:Possession:Monster-lore%10 f:Corpse-preservation:Monster-lore%10 f:Summoning:Monster-lore%10 f:Symbiosis:Monster-lore%10 f:Mimicry:Monster-lore%10 ################################## SKILL TREE ################################ T:Main:Combat T:Combat:Weaponmastery T:Weaponmastery:Sword-mastery T:Sword-mastery:Critical-hits T:Weaponmastery:Axe-mastery T:Weaponmastery:Hafted-mastery T:Hafted-mastery:Stunning-blows T:Weaponmastery:Polearm-mastery T:Combat:Archery T:Archery:Sling-mastery T:Archery:Bow-mastery T:Archery:Crossbow-mastery T:Archery:Boomerang-mastery T:Combat:Barehand-combat T:Combat:Bearform-combat T:Combat:Boulder-throwing T:Combat:Antimagic T:Main:Sneakiness T:Sneakiness:Stealth T:Sneakiness:Disarming T:Sneakiness:Backstab T:Sneakiness:Stealing T:Sneakiness:Dodging T:Main:Magic T:Magic:Magic-Device T:Magic:Spell-power T:Magic:Sorcery T:Magic:Mana T:Magic:Geomancy T:Magic:Meta T:Magic:Conveyance T:Magic:Divination T:Magic:Temporal T:Magic:Mind T:Magic:Nature T:Magic:Udun T:Magic:Demonology T:Magic:Necromancy T:Magic:Runecraft T:Magic:Thaumaturgy T:Magic:Alchemy T:Geomancy:Fire T:Geomancy:Water T:Geomancy:Air T:Geomancy:Earth T:Main:Spirituality T:Spirituality:Prayer T:Spirituality:Mindcraft T:Spirituality:Music T:Main:Monster-lore T:Monster-lore:Summoning T:Monster-lore:Corpse-preservation T:Monster-lore:Possession T:Monster-lore:Symbiosis T:Monster-lore:Mimicry tome-2.3.11-ah/lib/edit/s_name.map000066400000000000000000000064421233503306200165670ustar00rootroot00000000000000# Special level "The Nameless Level" in the Pits of Angband # # Created for PernAngband 5.0.1 on 18/8/01 # Written by Mynstral (mynstral@thehelm.com) %:special.txt # Great Storm Wyrm on normal floor F:a:1:0:728 # Mature Red Dragon on normal floor F:b:1:0:589 # Mature White Dragon on normal floor F:c:1:0:549 # Ancient Blue Dragon on normal floor F:d:1:0:601 # Ancient Black Dragon on normal floor F:e:1:0:624 # Ancient Multi-hued Dragon on normal floor F:f:1:0:675 # Great Hell Wyrm on normal floor F:g:1:0:756 # Great Wyrm of Many Colours on normal floor F:h:1:0:790 # Great Ice Wyrm on normal floor F:i:1:0:741 # Sky Drake on normal floor F:j:1:0:793 ### Random Monsters and/or Items # Random monster (upto 5 levels ood) on normal floor F:&:1:0:*100 # Random monster (upto 11 levels ood) on normal floor F:@:1:0:*106 # Random monster (upto 9 levels ood) and # Random object (upto 7 levels ood) on normal floor F:8:1:0:*104:*102 # Random monster (upto 40 levels ood) and # Random object (upto 20 levels ood F:9:1:0:*135:*115 # Random monster (upto 3 levels ood) F:-:1:0:*98 # Random object (upto 7 levels ood) F:=:1:0:0:*102 ### Guaranteed Items # The Multi-Hued Dragon Scale Mail 'Razorback' on normal floor F:1:1:0:0:0:0:16 ### Level Design D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX D:X.....LLLLLLLLL.....XXX.G=-&&=-G^.........>X D:X.LLL...........LLLXX...G=-&.=-G^........1.X D:X.L9L.LLLLLLLLLLLLX%...EGE.=&.FG^..........X D:X.L99.L&..........X%....G..&-..G^....j.....X D:X.LLLLL&LLLLLLLLL.LXX...G=-=&-=G^..........X D:X....&&&L.......L.L*XXX.G-=&&-=G^^^^^^^^^^^X D:XLLLLLLLL.LLLLL..&L**XXXXXXXGGGG%XXXXXXXXXXX D:XXXXXXLL..L***LLLLLLLX^^^^8Xi....%@@^^.^^@@X D:X5..8X.&.XXXXXX......D^^^^8XIIIIIXbb^^.^^ccX D:X...8X...XA...X.LLLLLX^^^^8X.....X..^^.^^..X D:X...8X.XXXC...X.LL...XXXIXXX^^^^^X..^^.^^..X D:XGXXXX.LfX7...X&LL.L.Xa^^^aXf...fX..^^.^^..X D:X.X5XL.L*XB...X&&..L.X^b^b^X^^^^^X..^^.^^..X D:X.X^XL.L*XXXXXXLLLLL.X^^7^^X.....X..^^.^^..X D:X.X^XL.L***fXL.....&&X^b^b^XIIIIIX..^^.^^..X D:X.X^XL.LLLLLXL.LLLLLLXa^^^aXi....X..^^.^^..X D:X.X^XL.........XXXXXXXXX%XXXXXXXXX..^^.^^..X D:X.X^XXXXXXXXXXLX^...^Xe-^=dX^^..&X..^^.^^..X D:X.X^^^^^^^^^^XLX.^^^.X-^^^=X^^..&X..^^.^^..X D:X.XXXXXXXXXX^X8Xf^B^.%^^6^^%^^C.&X..^^.^^..X D:X.LLLLLLLLL+^XXX.^^^.X-^^^=X^^..&X..^^.^^..X D:X.XXXXXXXXXXXXXX^...^Xd-^=eX^^..&X..^^.^^..X D:X.Xbbbbb......XXXXXXXXXX%XXXXXXXXX..^^.^^..X D:X.XbbbbXXXX^^^^XX....X^^^^^X...h.X..^^.^^..X D:X.XbbbXX^^XXX^^^XX...X^ccc^X....0X..^^.^^..X D:X.XbbXX.^X%bXX^^^XX..X^.A.^X.....X..^^0^^..X D:X.IbXX..XXbbbXX^^^XX.X^ccc^XIXXXXXXXXXXXXXXX D:X.XXX..XX.....X%^^^XXX^^^^^XlllllllllllllllX D:X.X99.XXW......XX^^^XXXXXXXXlllllllllllllllX D:X.X99XXWWW...a..XX^^.XXllllllLLLLLlXXXX%XXXX D:X.XXXX..WWW.....cXX^.XXXXXlllllllllXVVVVVVVX D:X.X8.....WWW....ccX^.X^^^XLLLlLLLLLXVVVVVVVX D:X.X%XXXXXXXWW...cXXX.X+X^XlllllllllXV%%%%%VX D:X.X.......XWWW..X%^X.XLX^XlLLLLLLLLXV%8^8%VX D:X.XXXXXX%.X.WWWXX^^X.XLX^XlllllllllXV%^a^%VX D:X.X.IIIIX.X..WXX..XXcXLX^XLLLlLLLLlXV%^^^%VX D:X.X%XXXIX.X..XX..XXccXLX^XlglllLgllXV%^^^%VX D:X.Xa.6XIX.X.XX..XXcccXLX^XlllllXXXXXV%^a^%VX D:X+XXX.XIX.X.X99XXccccXLX^XXXXXXX888XV%8^8%VX D:X%%%Xa%.X.%8X99XcccccXLX^^^^^^4X...XV%%%%%VX D:X%.%XXXXXXXXXXXXIXXXXXLXXXXXXXXX...XVVVVVVVX D:X.%%+..........................G..4X...F...X D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ### Starting Location P:43:4 tome-2.3.11-ah/lib/edit/s_orc.map000066400000000000000000000070001233503306200164210ustar00rootroot00000000000000# Special level "The Orc Barracks" in the Pits of Angband # # Created for PernAngband 5.0.1 on 18/8/01 %:special.txt #Y:40:118:126:149:264:238:285:313:330:404:15:0:0:35:22 # Shrieker F:a:1:0:40 # snaga F:b:1:0:118 # cave orc F:c:1:0:126 # hill orc F:d:1:0:149 # half orc F:e:1:0:264 # ogre F:f:1:0:238 # ogrillion F:g:1:0:285 # bolg F:h:1:0:330 # uruk F:i:1:0:313 # black orc F:j:1:0:244 ### Random Monsters and/or Items # Random monster (upto 5 levels ood) on normal floor F:&:1:0:*35 # Random monster (upto 11 levels ood) on normal floor F:@:1:0:*46 # Random monster (upto 9 levels ood) and # Random object (upto 7 levels ood) on normal floor F:8:1:0:*44:*42 # Random monster (upto 40 levels ood) and # Random object (upto 20 levels ood F:9:1:0:*75:*55 # Random monster (upto 3 levels ood) F:-:1:0:*38 # Random object (upto 7 levels ood) F:=:1:0:0:*42 ### Guaranteed Items # The stone of lore F:1:1:0:0:0:0:15 ### Level Design D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX D:Xa.......................ccccccccc.......................aX D:X.lllllllllllllllllllllllllllllllllllllllllllllllllllllll.X D:X.l......................ccccccccc.....g.g..............l.X D:X.l.XXXXXXXXXXXXXXXXXXXXXXXXX.XXXXXXXXXXDXXXXXXXXXXXXXX.l.X D:X.l.Xa.......efX1Xfe.......aX.X.aaa.D.gX.XacbdddccjjjaX.l.X D:X.l.D........efG.Gfe........D.D.bbb.XXXX.XcfbcbcbbjjeeX.l.X D:X.l.X........efX.Xfe........X.X.bbb.D.gX.XfbbgdcbdbjjjX.l.X D:X.l.XXXXXX...efG.Gfe...XXXXXX.X.bbb.XXXX.XebdcfbdccejjX.l.X D:X.l.X.c..XXX.efX.Xfe.XXXcc.aX.D.ccc.D.gX.XcfcbgeebdebfX.l.X D:X.l.D..d..aXXXfX.XfXXXe.....D.X.ccc.XXXX.XedbcdbcdcggeX.l.X D:X.l.X........XXX.XXX..bbb.ddX.X.ddd.D.gX.XdgfcfegbeebcX.l.X D:X.l.X..f.c.bf.G...G.c..cc...X.D.ddd.XXXX.XcbeefccbfbdbX.l.X D:X.l.X.d..bb.d.Gi.iG...cbb.bdX.X.eee.D.gX.XbgcfbgcfdebcX.l.X D:X.l.X.cc...c..G.7.G.cc..d.e.X.X.eee.XXXX.XcbdfeccdbcdbX.l.X D:X.l.X..b.f.bbXGGGGGX.bbb.bb.X.D.f.f.D.gX.XfdebbdgeefgdX.l.X D:X.l.D.c..dbbXXa...aXXX..d...D.X.f.f.XXXX.DdefddbcbdbddX.l.X D:X.l.X...c.XXX..g.g...XXX...bX.X.....D..XGXXeegcefdcefcX.l.X D:X.l.Xbb..aXg.gggjgggg.gX.bbaXDXaaa..XXjIa8XacbddbegbdaX.l.X D:X.l.XXXXXXXXDXXXXXXXXDXXXXXXXaXXXXXXXXXXXXXXXXXXXXXXXXX.l.X D:X.l........................Da.aD........................l.X D:X.l.XXXXXXXXXXXXXXXXXXXXXXXXXaXXXXXXXXXXXXXXXXXXXXXXXXX.l.X D:X.l.....eeeeee.........fffXXXDXXXfff.........eeeeee.....l.X D:X.l.....eeeeee.........fffX.....Xfff.........eeeeee.....l.X D:X.llllllllllllllllllllllllX.....Xllllllllllllllllllllllll.X D:Xa.....................XXXXGGGGGXXXX.....................aX D:XXXXXXXXXXIXXXXXXXXXXXXXgafff>fffagXXXXXXXXXXXXXIXXXXXXXXXX D:XjjjX.#########.XfffXXgggfffffffffgggXXfffX.#########.XjjjX D:XfffX...........XeeeXggggjjj...jjjggggXgggX...........XfffX D:XfffXGGGDX.XXXXXX...Xgggg....h....ggggX...XXXXXX.XDGGGXfffX D:Xgg......X.X........Xgggg.........ggggX........X.X......eeX D:Xgg....ggX.X.XXXXXX.XXgggggggggggggggXX.XXXXXX.X.Xee....eeX D:Xgg....ggX.X.X......XXXXgggggggggggXXXX......X.X.Xee....eeX D:Xgg....ggX.X.X.XXXXXX..XXXXfffffXXXX..XXXXXX.X.X.Xee....eeX D:Xgg....ggX.X.X.........#.4XXXDXXX4.#.........X.X.Xee....eeX D:Xgg....ggX.X.XXXXXXXXXIXXXXa...aXXXXIXXXXXXXXX.X.Xee....eeX D:Xgg....ggX.X.Xigfedcba.XiX..X#X..XiX.abcdefgiX.X.Xee....eeX D:Xgg....ggX.X.XGGGGGGGGGX....X.X....IGGGGGGGGGX.X.Xee....eeX D:XggggggggX.X.X@@@@@@@@@IXXXaX7XaXXXX@@@@@@@@@X.X.XeeeeeeeeX D:XggggggggI.X+XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX+X.IeeeeeeeeX D:XaaaaagggX.......................................XeeeaaaaaX D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ### Starting Location P:22:31 tome-2.3.11-ah/lib/edit/s_ship.map000077500000000000000000000165371233503306200166230ustar00rootroot00000000000000# s_ship.map # # Special Level "Arvedui's Galleon" in the Helcaraxe# # # Created for ToME 3.x on 9/11/03 # # Written by Lord Dimwit (lorddimwit@hotmail.com) # Middle-game dungeon # Comments: This large level is a variation on the classic 'ghost ship' theme; # the ship was caught in the Helcaraxe and everyone on board died. The polar waters # surrounding the ship contain some unpleasant surprises for inquisitive and unwary # adventurers--the hardest monsters on the map are actually there. # Ported to ToME 2.x on 6/6/04 by masmarangio # # Changed the starting position to 28:122 # Replaced the undefined letter 'c' with '.' # The exits of the between gates pointed to incorrect positions. # I'm not sure esp. about the correct exit of gate #3. #%:special.txt ### Terrain Features # up staircase F:<:6:0 # down staircase F:>:7:0 # Permanent wall F:X:61:4 # Glacial Wall F:#:215:4 # Ice Wall F:M:95:4 # Deep Water F: :187:4 # Fog F:*:210:4 # Shallow water F:~:84:4 # Ice F:.:90:4 # Hidden Door F:+:48:0 # Normal Door F:=:32:0 # Ash F:,:93:4 # Fake wall F:I:189:4 ### Monsters # Leviathan in deep water F:L:187:0:782 # Greater Kraken in deep water F:K:187:0:775 # Lesser Kraken in deep water F:k:187:0:740 # Giant Squid in deep water F:s:187:0:482 # Killer Whale in deep water F:w:187:0:917 # Drowned Soul in shallow water F:G:84:0:895 # Ancient White Dragon on ice F:D:90:0:617 # Mature White Dragon on ice F:d:90:0:549 # Ice Troll on ice F:T:90:0:454 # Headless Ghost on ice F:H:90:0:533 # Shadow on ice F:g:90:0:665 # Young White Dragon on ice F:b:90:0:460 # Zombified Human on ice F:z:90:0:229 # Greater mummy on ice F:m:90:0:522 # Cold Hound on ice F:Z:90:0:308 # Giant White Dragon Fly on ice F:F:90:0:250 # Ice Elemental on ice F:E:90:0:570 # Yeti on ice F:Y:90:0:154 # Ice skeleton on ice F:i:90:0:379 # Skeleton human on ice F:h:90:0:228 # Ghost on ice (apologies to Eldridge Cleever) F:W:90:0:477 # Hand druj on ice F:S:90:0:748 # Eye druj on ice F:J:90:0:749 # Dread on ice F:o:90:0:534 # Dreadmaster on ice F:O:90:0:690 # Night mare on ice F:q:90:0:622 # Random monster (upto 5 levels ood) on ice F:&:90:0:*40 # Random monster (upto 9 levels ood) and # Random object (upto 7 levels ood) on ice F:8:90:0:*44:*42 # Treasure (random) on ice F:$:90:0:0:*47 # Treasure (good) on ice F:%:90:0:0:*60 # Trap (random) on ice F:^:90:0:0:0:0:0:* # Trap (random) on shallow water F:t:84:0:0:0:0:0:* # Trap (random) on fog F:@:210:0:0:0:0:0:* # Human skeleton on ice F:x:90:0:0:395 ### Between Gates # between gate 3: was 711 F:3:160:6:0:0:0:0:0:1136 # between gate A: was 6247 F:A:160:6:0:0:0:0:0:6761 # between gate 4: was 3339 F:4:160:6:0:0:0:0:0:3853 # between gate B: was 3085 F:B:160:6:0:0:0:0:0:3599 ### Guaranteed Items # The Mage Staff of Forochel F:!:90:0:0:0:0:213 ### Level Design D:XXXXXXXXXXXXXXXX XXXXXXXXXXXX XXXXXXX XXXXXXXXXXXXXXX XXXX D:X###############..~ .#. k w ~.#XX######### .~~ s G..#####.. w .###.######X##~~ .GX.### D:X####%####...~ ~.~ s .#.X#~~.##### .~ s w G..#.##.#.XGG~XXk~.####A####.~X ~~.X... 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