DEVICES--Staffs, Wands, and Rods. Version 0.2.2 Updated 2005-04-14 ============================= Device Skill ============================= Your device skill determines your chance to use staffs, zap rods, aim wands, and activate artifacts. It, like most of your skills, is based upon four things: race, class, and statistics, equipment, and current shape. Each class gives a fixed amount of device skill at birth, plus a set amount for each level (including the first). Each class also gives a modification to device skill. Theoretically, a class could get a set bonus (or penalty) at each level as well, but currently no class does so. Your intelligence, if high enough, also provides a bonus to your device skill. The equipment which can modify your device skill is limited. Amulets of Magical Item Mastery can grant a bonus of from +10 to +60 (each +1 of pval corresponds to a +10 to your device skill). The only ego-items which grant a bonus are gloves of magic mastery, which can modify your skill by +10 to +40. The only normal artifact which grants a bonus is The Set of Steel Gauntlets of Eol, which grant a +30 bonus. Random artifact weapons or gloves might also be found which grant a bonus to device skill. Finally, if you are currently shapechanged your device skill may be affected, either reduced by a percentage or increased by a set amount. For the most part, these modifications will be negative, due to the assumed shape lacking hands or other implements with which to use the devices. Note that all percentage changes round the result down to the nearest smaller integer. if you do not wish to compute your device skill from scratch or may be wearing an item which grants an unknown bonus, your character info screen may give you a rough idea of what your skill is. +-------------+------+-----------+ +--------------+--------------+ | Class | Base | Per Level | | Race | Modification | +-------------+------+-----------+ +--------------+--------------+ | Warrior | 18 | +0.70 | | Human | 0 | | Mage | 36 | +1.30 | | Half-Elf | +3 | | Priest | 32 | +1.00 | | Elf | +8 | | Rogue | 32 | +1.00 | | Hobbit | +8 | | Ranger | 26 | +0.80 | | Gnome | +18 | | Paladin | 16 | +0.60 | | Dwarf | 0 | | Druid | 26 | +0.90 | | Half-Orc | -5 | | Necromancer | 32 | +1.00 | | Half-Troll | -8 | | Assassin | 26 | +1.00 | | Dunadan | +5 | +-------------+------+-----------+ | High Elf | +13 | | Maia | +15 | +-----------------+-------+ | Shadow Fairy | +5 | | Intelligence | Bonus | | Ent | -2 | +-----------------+-------+ | Beorning | -2 | | 3 - 7 | 0 | +--------------+--------------+ | 8 - 14 | +1 | | 15 - 17 | +2 | +----------+--------------+ | 18 / 18/19 | +3 | | Form | Modification | | 18/20 - 18/39 | +4 | +----------+--------------+ | 18/40 - 18/59 | +5 | | Normal | 0% | | 18/60 - 18/79 | +6 | | Mouse | -75% | | 18/80 - 18/99 | +7 | | Ferret | -50% | | 18/100 - 18/109 | +8 | | Hound | -50% | | 18/110 - 18/119 | +9 | | Gazelle | -50% | | 18/120 - 18/129 | +10 | | Lion | -50% | | 18/130 - 18/139 | +11 | | Ent | 0% | | 18/140 - 18/149 | +12 | | Bat | -75% | | 18/150 - 18/159 | +13 | | Werewolf | -50% | | 18/160 - 18/169 | +14 | | Vampire | +25 | | 18/170 - 18/179 | +15 | | Wyrm | +10 | | 18/180 - 18/189 | +16 | | Bear | -50% | | 18/190 - 18/199 | +17 | +----------+--------------+ | 18/200 - 18/209 | +18 | | 18/210 - 18/219 | +19 | | 18/*** | +20 | +-----------------+-------+ +-------------+-------------+ | Description | Skill Value | +-------------+-------------+ | Awful | < 0 | | Very Bad | 0 - 7 | | Bad | 8 - 15 | | Poor | 16 - 23 | | Mediocre | 24 - 31 | | Fair | 32 - 39 | | Good | 40 - 47 | | Very Good | 48 - 63 | | Excellent | 64 - 87 | | Superb | 88 - 111 | | Heroic | 112 - 143 | | Legendary | > 143 | +-------------+-------------+ ========================== Activating Devices ========================== The chance for successfully activating a staff, wand, or rod depends only upon your device skill, the native depth of the device, and whether or not you are confused. This chance is computed as follows: take your base device skill, and divide it by two if you are currently confused. Then subtract from it the lesser of the native depth of the device or 50. If this number (call it n) is less than 3, you have a 1 / (3 * (4 - n)) of succeeeding. If it is greater than or equal to 3, you have an (n - 2) / n chance of succeeding. n | Chance n | Chance n | Chance n | Chance n | Chance ---+-------- ---+-------- ---+-------- ---+-------- ---+-------- -50| 0.6173% -10| 2.3810% 30|93.3333% 70|97.1429% 110|98.1818% -49| 0.6289% -9| 2.5641% 31|93.5484% 71|97.1831% 111|98.1982% -48| 0.6410% -8| 2.7778% 32|93.7500% 72|97.2222% 112|98.2143% -47| 0.6536% -7| 3.0303% 33|93.9394% 73|97.2603% 113|98.2301% -46| 0.6667% -6| 3.3333% 34|94.1176% 74|97.2973% 114|98.2456% -45| 0.6803% -5| 3.7037% 35|94.2857% 75|97.3333% 115|98.2609% -44| 0.6944% -4| 4.1667% 36|94.4444% 76|97.3684% 116|98.2759% -43| 0.7092% -3| 4.7619% 37|94.5946% 77|97.4026% 117|98.2906% -42| 0.7246% -2| 5.5556% 38|94.7368% 78|97.4359% 118|98.3051% -41| 0.7407% -1| 6.6667% 39|94.8718% 79|97.4684% 119|98.3193% -40| 0.7576% 0| 8.3333% 40|95.0000% 80|97.5000% 120|98.3333% -39| 0.7752% 1|11.1111% 41|95.1220% 81|97.5309% 121|98.3471% -38| 0.7937% 2|16.6667% 42|95.2381% 82|97.5610% 122|98.3607% -37| 0.8130% 3|33.3333% 43|95.3488% 83|97.5904% 123|98.3740% -36| 0.8333% 4|50.0000% 44|95.4545% 84|97.6190% 124|98.3871% -35| 0.8547% 5|60.0000% 45|95.5556% 85|97.6471% 125|98.4000% -34| 0.8772% 6|66.6667% 46|95.6522% 86|97.6744% 126|98.4127% -33| 0.9009% 7|71.4286% 47|95.7447% 87|97.7011% 127|98.4252% -32| 0.9259% 8|75.0000% 48|95.8333% 88|97.7273% 128|98.4375% -31| 0.9524% 9|77.7778% 49|95.9184% 89|97.7528% 129|98.4496% -30| 0.9804% 10|80.0000% 50|96.0000% 90|97.7778% 130|98.4615% -29| 1.0101% 11|81.8182% 51|96.0784% 91|97.8022% 131|98.4733% -28| 1.0417% 12|83.3333% 52|96.1538% 92|97.8261% 132|98.4848% -27| 1.0753% 13|84.6154% 53|96.2264% 93|97.8495% 133|98.4962% -26| 1.1111% 14|85.7143% 54|96.2963% 94|97.8723% 134|98.5075% -25| 1.1494% 15|86.6667% 55|96.3636% 95|97.8947% 135|98.5185% -24| 1.1905% 16|87.5000% 56|96.4286% 96|97.9167% 136|98.5294% -23| 1.2346% 17|88.2353% 57|96.4912% 97|97.9381% 137|98.5401% -22| 1.2821% 18|88.8889% 58|96.5517% 98|97.9592% 138|98.5507% -21| 1.3333% 19|89.4737% 59|96.6102% 99|97.9798% 139|98.5612% -20| 1.3889% 20|90.0000% 60|96.6667% 100|98.0000% 140|98.5714% -19| 1.4493% 21|90.4762% 61|96.7213% 101|98.0198% 141|98.5816% -18| 1.5152% 22|90.9091% 62|96.7742% 102|98.0392% 142|98.5915% -17| 1.5873% 23|91.3043% 63|96.8254% 103|98.0583% 143|98.6014% -16| 1.6667% 24|91.6667% 64|96.8750% 104|98.0769% 144|98.6111% -15| 1.7544% 25|92.0000% 65|96.9231% 105|98.0952% 145|98.6207% -14| 1.8519% 26|92.3077% 66|96.9697% 106|98.1132% 146|98.6301% -13| 1.9608% 27|92.5926% 67|97.0149% 107|98.1308% 147|98.6395% -12| 2.0833% 28|92.8571% 68|97.0588% 108|98.1481% 148|98.6486% -11| 2.2222% 29|93.1034% 69|97.1014% 109|98.1651% 149|98.6577% 150|98.6667% For example, suppose you are playing a 35th level High Elf Warrior with an intelligence of 18/65, have been confused by an Umber Hulk, and wish to know your chances of activating that Staff of Teleportation you just bought. Assuming you aren't wearing any equipment which would affect it, your device skill is 61 (18 base from being a Warrior, plus 24 for your level, 13 for being a High Elf, and 6 from intelligence), cut in half to 30 because you are confused. A Staff of Teleportation is a level 40 object, so n would be -10. Therefore, you have only around a 2.4% chance of activating it successfully. Better quaff a !oCCW instead. If you were wearing an Amulet of Magic Mastery +3, on the other hand, your device skill would be 91, cut to 45 because of confusion, which would make n 5, and therefore give you around a 60% chance of activating your staff. ========================== Recharging Devices ========================== There are 8 different ways to recharge items (six spells for six classes, 2 scrolls, and one artifact). No random artifacts may activate for recharging. The strengths of the various methods differ, however, with higher strength being better. +--------------------+-------------------------------------+----------+ | Method | Type | Strength | +--------------------+-------------------------------------+----------+ | Recharge Item I | Mage, Rogue spell | 85 | | Recharge Item II | Mage, Rogue spell | 150 | | Recharge Item III | Mage spell | 220 | | Recharging | Priest, Necromancer, Assassin spell | 140 | | Infusion | Druid spell | 125 | | Recharging | Scroll | 130 | | *Recharging* | Scroll | 200 | | Cloak of Thingol | Artifact | 180 | +--------------------+-------------------------------------+----------+ For rods, the modified recharging strength is equal to the strength of the recharge spell minus the base depth of the rod. If this is less than or equal to 1, the recharging will always fail. Otherwise, there is a one in this number chance that it will fail. If the recharging succeeds, the timeout of the rod is reduced by the power of the recharging method (not the modified recharging strength) times 3d2, to a minimum of 0. Stacks of rods work identically to single rods, except that the timeout reduction is applied to the timeout of the whole stack. For staffs (unstacked or stacked) and unstacked wands, the modified recharging strength is equal to 100 plus the strength of the recharging method minus the level of the device minus eight times the total number of charges, all divided by 15. That is, the base recharging strength for a recharge item III spell (strength 220) applied to a staff of mana storm (level 90) that currently has one charge would be (100 + 220 - 90 - 8 * 1) / 15, or 14. For stacked wands, the modified recharging strength is 100 plus the strength of the recharging method minus the level of the device minus eight times the _average_ number of charges, all divided by 15. As with rods, if this is less than or equal to 1, the recharging will always fail and otherwise there is a one in this number chance of failure. If the recharging did not fail, the wands or staffs will gain a random number of charges between 1 and 1 plus half the base number of charges for the object. If multiple staffs are being recharged, each staff in the stack receives the floor of this number of charges divided by the number of staffs in the stack, with a minimum of 1. If multiple wands are being recharged, the stack of wands gains an additional number of charges equal to half of a random number between 1 and the number of charges just added times one fewer than the number of wands in the stack. However, no stack of wands can gain fewer than 1 or more than 12 charges (note that this limitation does not apply to unstacked wands). Also, artifacts cannot have more than their base number of charges. If the recharging fails, various effects may occur. Artifacts may not be destroyed, so artifact devices are always drained upon failure. For non-artifacts, the possibilities are summarized below. Note that mages will never lose their entire stack of wands from one failed recharging and also have a 50% chance to avoid any bad effects from failing to recharge a staff (there will be no failure message in this case). If a rod is drained, its timeout is increased by 100 and then doubled (as long as it way originally less than 10000 turns). Staffs and wands lose all their charges. Blowing up one of a stack of devices reduces the timeout of a stack of rods or the number of charges in a stack of wands proportionally. Mages: +-------+-----------+-------+-------------+-------------+ | Type | No Effect | Drain | Blow Up One | Blow Up All | +-------+-----------+-------+-------------+-------------+ | Staff | 50% | | 50% | | | Wand | | 33% | 67% | | | Rod | | 90% | 10% | | +-------+-----------+-------+-------------+-------------+ Non-Mages: +-------+-----------+-------+-------------+-------------+ | Type | No Effect | Drain | Blow Up One | Blow Up All | +-------+-----------+-------+-------------+-------------+ | Staff | | | 100% | | | Wand | | | 80% | 20% | | Rod | | 67% | 33% | | +-------+-----------+-------+-------------+-------------+ ================================ Staffs ================================ All staffs weigh 5 lbs. Unidentified staffs have a base cost of 80. Identified staffs have a base cost as shown below, plus a bonus for any charges. This bonus is equal to the base value of the staff times the number of charges currently in the staff, divided by twice the base number of charges for the staff. Staffs will be created with a random number between 1/2 their base number of charges plus one and their full base number of charges. Except for the artifacts, they may be destroyed by either acid or fire. +-----------------------+-------+--------+---------+----------+ | Staff | Depth | Value | Charges | Notes | +-----------------------+-------+--------+---------+----------+ | Darkness | 5 | 0 | 20 | | | Slowness | 48 | 0 | 20 | | | Haste Monsters | 10 | 0 | 20 | | | Summoning | 50 | 0 | 4 | | | Teleportation | 40 | 1500 | 10 | | | Perception | 10 | 350 | 20 | | | Remove Curse | 40 | 500 | 8 | | | Starlight | 35 | 1500 | 13 | | | Light | 5 | 250 | 32 | | | Dungeon Mapping | 20 | 900 | 18 | | | Treasure Location | 5 | 200 | 36 | | | Object Location | 5 | 200 | 36 | | | Trap Location | 8 | 200 | 36 | | | Door/Stair Location | 8 | 300 | 36 | | | Detect Invisible | 5 | 200 | 36 | | | Detect Evil | 20 | 350 | 36 | | | Cure Medium Wounds | 12 | 550 | 18 | | | Curing | 25 | 1000 | 9 | | | Healing | 70 | 5000 | 5 | | | Banish Evil | 55 | 3500 | 8 | | | Sleep Monsters | 15 | 700 | 16 | | | Slow Monsters | 15 | 800 | 16 | | | Speed | 48 | 2000 | 8 | | | Probing | 30 | 1800 | 16 | | | Dispel Evil | 60 | 1200 | 11 | | | Power | 70 | 4000 | 6 | | | Holiness | 70 | 4500 | 6 | | | Earthquakes | 40 | 350 | 14 | | | *Destruction* | 70 | 2500 | 5 | | | Detection | 45 | 2500 | 24 | | | Mana Storm | 90 | 7000 | 6 | | | Starburst | 80 | 6000 | 6 | | | Mass Confusion | 40 | 1500 | 16 | | | Gandalf | 85 | 35000 | 6 | Artifact | | Winds | 50 | 20000 | 6 | Artifact | | Meneltarma | 85 | 30000 | 5 | Artifact | | Radagast | 50 | 20000 | 5 | Artifact | +-----------------------+-------+--------+---------+----------+ Staff Damage Damage Type Range Type Darkness 10 GF_DARK_WEAK (a) (3) Slowness Slows the player for 15 + d30 (additional) turns. Haste Monsters L GF_OLD_SPEED LoS Summoning Summons 1 to 4 monsters around the player. Teleportation Teleports the player randomly 100 squares. Perception Identifies one object. Remove Curse Removes curses on all currently worn objects. Starlight Sends out d8 + 7 sets of meteors. Each set of meteors is targeted on a random location a distance 2 + d4 from the player and affects monsters, terrain, and items within its radius. If the target location was dark, a radius 0 confusion meteor doing 12 damage is sent out first. Next a radius 1 weak light meteor doing 12 damage is sent out, and then a radius 0 light meteor again doing 12 damage. Finally, if the player's location is dark, a radius 1 weak darkness meteor is sent out doing 0 damage. Light 2d8 GF_LITE_WEAK Ball (2) Dungeon Mapping Maps the area within a radius of 40 of the player. Treasure Location Detects treasure and gold with a radius of 30 of the player. Object Location Detects objects within a radius of 30 of the player. Trap Location Detects traps within a radius of 30 of the player. Door/Stair Locaton Detects doors and stairs within a radius of 30 of the player. Detect Invisible Detects invisible monsters within a radius of 30 of the player. Detect Evil Detects evil monsters within a radius of 30 of the player. Cure Medium Wounds Heals 10 + d20 damage and reduces cuts by 10. Curing Cures blindness, poison, confusion, stunning, and cuts. Healing Heals 300 hit points and cures stunning and cuts. Banish Evil 80 GF_AWAY_EVIL LoS Sleep Monsters L + 10 GF_OLD_SLEEP LoS Slow Monsters L + 10 GF_OLD_SLOW LoS Speed Hastes the player for 15 + d30 turns, or 5 more turns if already hasted. Probing Probes one monster. Dispel Evil 60 GF_DISP_EVIL LoS Power 100 GF_DISP_ALL LoS Holiness 120 GF_DISP_ALL LoS Also protects the player from evil for 2 L + d25 (additional) turns, cuts poison in half and then reduces it by 10, cures fear, stunning, and cuts, and heals 50 hit points. Earthquakes Generates an earthquake with a radius of 10 centered on the player. *Destruction* Destroys the area within a radius of 15 around the player. Detection Detects traps, doors, stairs, treasure, gold, objects, invisible monsters, and normal monsters within a radius of 30 around the player. Mana Storm 125 + d75 GF_MANA Sphere (5, 20) If not a Mage, also inflicts 20 points of damage on the player. Starburst 100 + d67 GF_LITE Sphere (5, 20) Mass Confusion L + 30 GF_OLD_CONF LoS Gandalf Sends out d8 + 7 sets of meteors. Each set of meteors is targeted on a random location a distance 2 + d4 from the player and affects monsters, terrain, and items within its radius. If the target location was dark, a radius 1 confusion meteor doing 30 damage is sent out first. Next a radius 2 weak light meteor doing 30 damage is sent out, and then a radius 1 light meteor again doing 30 damage. Finally, if the player's location is dark, a radius 2 weak darkness meteor is sent out doing 0 damage. Winds 100 + d100 GF_FORCE Sphere (6, 20) and 12 GF_AWAY_ALL Ball (6) Also teleports the player randomly 6 squares. Meneltarma 0 GF_HOLD_UNDEAD LoS Radagast Attempts to map the area within a radius of 30 around each natural creature on the level, with a 1 / 2 chance of success for each creature and a maximum of 15 successes. If at least one success occurred, detects all traps on the level. ================================= Wands ================================= All wands weigh 1 lb. Unidentified wands have a base cost of 80. Identified wands have a base cost as shown below, plus a bonus for any charges. This bonus is equal to the base value of the wand times the number of charges currently in the wand, divided by twice the base number of charges for the wand. Wands will be created with a random number between 1/2 their base number of charges plus one and their full base number of charges. Unless noted below as immune or an artifact, they may be destroyed by lightning. +-----------------------+-------+--------+---------+----------+ | Wand | Depth | Value | Charges | Notes | +-----------------------+-------+--------+---------+----------+ | Heal Monster | 3 | 0 | 15 | | | Haste Monster | 3 | 0 | 15 | | | Clone Monster | 70 | 0 | 6 | | | Teleport Away | 35 | 1750 | 8 | | | Disarming | 30 | 700 | 8 | | | Door Destruction | 10 | 75 | 18 | | | Stone to Mud | 10 | 300 | 8 | | | Light | 3 | 200 | 12 | | | Sleep Monster | 5 | 500 | 12 | | | Slow Monster | 5 | 500 | 12 | | | Confuse Monster | 5 | 500 | 12 | | | Scare Monster | 10 | 500 | 12 | | | Drain Life | 55 | 1500 | 5 | | | Polymorph | 20 | 400 | 9 | | | Stinking Cloud | 5 | 400 | 9 | | | Magic Missile | 3 | 200 | 14 | | | Acid Bolts | 35 | 1000 | 10 | | | Lightning Bolts | 15 | 600 | 11 | | | Fire Bolts | 40 | 1200 | 10 | | | Frost Bolts | 24 | 800 | 11 | | | Acid Balls | 60 | 2400 | 6 | | | Lightning Balls | 45 | 1750 | 8 | Immune | | Fire Balls | 65 | 2750 | 6 | | | Cold Balls | 50 | 2100 | 7 | | | Wonder | 3 | 250 | 12 | Immune | | Annihilation | 90 | 12000 | 5 | Immune | | Dragon's Flame | 65 | 6000 | 5 | Immune | | Dragon's Frost | 65 | 6000 | 5 | Immune | | Dragon's Breath | 70 | 7000 | 5 | Immune | | Striking | 65 | 3800 | 6 | Immune | | Storms | 55 | 3000 | 6 | Immune | | Shrapnel | 20 | 800 | 10 | | | 'Ilkorin' | 40 | 15000 | 10 | Artifact | | Saruman | 70 | 27500 | 5 | Artifact | | Unmaking | 100 | 150000 | 5 | Artifact | | Ulpion | 70 | 22500 | 6 | Artifact | +-----------------------+-------+--------+---------+----------+ Wand Damage Damage Type Range Type Heal Monster 4d6 GF_OLD_HEAL Bolt Haste Monster L GF_OLD_SPEED Bolt Clone Monster 0 GF_OLD_CLONE Bolt Teleport Away MAX_SIGHT * 5 GF_AWAY_ALL Beam Disarming 0 GF_KILL_TRAP Ball (0) Door Destruction 0 GF_KILL_DOOR (b) Stone to Mud 20 + d30 GF_KILL_WALL (c) Light 4d5 GF_LITE_WEAK (d) Sleep Monster L + 15 GF_OLD_SLEEP Bolt Slow Monster L + 15 GF_OLD_SLOW Bolt Confuse Monster L + 15 GF_OLD_CONF Bolt Scare Monster L + 20 GF_TURN_ALL Bolt Drain Life 50 + L GF_OLD_DRAIN Bolt Polymorph L GF_OLD_POLY Bolt Stinking Cloud 12 GF_POIS Ball (2) Magic Missile 2d6 GF_MISSILE Bolt/Beam (20%) Acid Bolts (5 + L / 10)d8 GF_ACID Bolt/Beam (L%) Lightning Bolts (3 + L / 14)d8 GF_ELEC Bolt/Beam (L%) Fire Bolts (6 + L / 8)d8 GF_FIRE Bolt/Beam (L%) Frost Bolts (4 + L / 12)d8 GF_COLD Bolt/Beam (L%) Acid Balls 60 + 3 L / 5 GF_ACID Ball (3) Lightning Balls 40 + 3 L / 5 GF_ELEC Ball (3) Fire Balls 70 + 3 L / 5 GF_FIRE Ball (3) Cold Balls 50 + 3 L / 5 GF_COLD Ball (3) Wonder A wand of wonder acts randomly as one of the above wands, with equal chances of each. Annihilation 100 + d(4 L) GF_OLD_DRAIN Bolt Dragon's Flame 160 GF_FIRE Arc (7, 90) Dragon's Frost 160 GF_COLD Arc (7, 90) Dragon's Breath 200 GF_ACID Arc (9, 90) or (e) 180 GF_ELEC Arc (9, 90) or 190 GF_COLD Arc (9, 90) or 210 GF_FIRE Arc (9, 90) or 200 GF_POIS Arc (7, 120) Striking (10 + L / 3)d9 GF_METEOR Bolt Storms (25 + L / 5)d4 GF_STORM Bolt Shrapnel (4 + L / 14)d8 GF_SHARD Bolt 'Ilkorin' (L / 2)d11 GF_POIS Bolt and 30 GF_POIS Cloud (6) Saruman (f) 2 L GF_OLD_SLOW Bolt 2 L GF_OLD_CONF Bolt or 2 L GF_OLD_SLEEP Bolt Unmaking (g) d500 GF_CHAOS Bolt or d400 GF_CHAOS Ball (2) or d400 GF_CHAOS Cloud (6) or d600 GF_CHAOS Arc (8, 90) Ulpion 3 L + d(100) GF_WATER Arc (14, 90) ================================= Rods ================================= All rods weigh 1.5 lbs. Unidentified rods have a base cost of 200. Identified wands have a base cost as shown below. Rods will be created fully changed. Unless noted below as immune or an artifact, they may be destroyed by lightning. +-----------------------+-------+--------+---------+----------+ | Rod | Depth | Value | Timeout | Notes | +-----------------------+-------+--------+---------+----------+ | Trap Location | 10 | 700 | 40 | | | Door/Stair Location | 10 | 700 | 40 | | | Perception | 55 | 13000 | 10 | | | Recall | 35 | 4000 | 70 | | | Illumination | 10 | 800 | 20 | | | Sense Surroundings | 40 | 3000 | 80 | | | Probing | 45 | 4000 | 40 | | | Curing | 65 | 12000 | 700 | | | Healing | 80 | 25000 | 700 | | | Restoration | 80 | 25000 | 950 | | | Speed | 90 | 50000 | 120 | | | Teleport Away | 65 | 3250 | 40 | | | Disarming | 35 | 2100 | 25 | | | Light | 10 | 800 | 24 | | | Sleep Monster | 30 | 1500 | 25 | | | Slow Monster | 30 | 1500 | 25 | | | Drain Life | 75 | 3600 | 20 | | | Polymorph | 35 | 1200 | 25 | | | Acid Bolts | 35 | 2700 | 18 | | | Lightning Bolts | 25 | 2000 | 14 | | | Fire Bolts | 37 | 3000 | 20 | | | Frost Bolts | 31 | 2350 | 16 | | | Acid Balls | 60 | 5000 | 32 | | | Lightning Balls | 50 | 4000 | 26 | | | Fire Balls | 65 | 6000 | 34 | | | Cold Balls | 55 | 4500 | 30 | | | Lightning Strike | 74 | 12500 | 29 | Immune | | Northwinds | 78 | 15000 | 32 | Immune | | Dragonfire | 82 | 17500 | 35 | Immune | | Glaurung's Blood | 86 | 20000 | 38 | Immune | | Aggravate Level | 30 | 0 | 40 | | | Delving | 65 | 12500 | 0 | Artifact | | 'Mantle of Shadow' | 80 | 20000 | 300 | Artifact | | Air | 85 | 25000 | 75 | Artifact | | Portals | 70 | 50000 | 40 | Artifact | +-----------------------+-------+--------+---------+----------+ Rod Damage Damage Type Range Type Trap Location Detects all traps within a radius of 30 of the player. Door/Stair Location Detects all doors and stairs within a radius of 30 of the player. Perception Identifies one object for the player. Recall Cancels a recall if one is currently active, or sets the player to recall in 15 + d20 rounds otherwise. Illumination 2d8 GF_LITE_WEAK Ball (2) Sense Surroundings Maps the area within a radius of 30 of the player. Probing Probes one monster within line of sight of the player. Curing Cures blindness, poisoning, confusion, stunning, and cuts. Healing Heals 500 HP and cures stunning and cuts. Restoration Restores experience and all statistics. Speed Hastes the player for 15 + d30 turns if not already hasted, or an additional 5 turns if hasted. Teleport Away MAX_SIGHT * 5 GF_AWAY_ALL Beam Disarming 0 GF_KILL_TRAP Ball (0) Light 4d5 GF_LITE_WEAK (d) Sleep Monster L + 10 GF_OLD_SLEEP Bolt Slow Monster L + 10 GF_OLD_SLOW Bolt Drain Life 45 + 3 L / 2 GF_OLD_DRAIN Bolt Polymorph L GF_OLD_POLY Bolt Acid Bolts 6 + L / 10)d8 GF_ACID Bolt Lightning Bolts (4 + L / 14)d8 GF_ELEC Bolt Fire Bolts (7 + L / 8)d8 GF_FIRE Bolt Frost Bolts (5 + L / 12)d8 GF_COLD Bolt Acid Balls 60 + 4 L / 5 GF_ACID Ball (1) Lightning Balls 40 + 4 L / 5 GF_ELEC Ball (1) Fire Balls 70 + 4 L / 5 GF_FIRE Ball (1) Cold Balls 50 + 4 L / 5 GF_COLD Ball (1) Lightning Strike (18 + L / 3)d8 GF_ELEC Bolt/Beam ((L / 2 - 10)%) Northwinds (21 + L / 3)d8 GF_COLD Bolt/Beam ((L / 2 - 10)%) Dragonfire (24 + L / 3)d8 GF_FIRE Bolt/Beam ((L / 2 - 10)%) Glaurung's Blood (27 + L / 3)d8 GF_ACID Bolt/Beam ((L / 2 - 10)%) Aggravate Level Awakens and hastens all monsters on the level. Delving (h) 300 GF_KILL_WALL Sphere (4, 20) or 160 + d240 GF_KILL_WALL (c) 'Mantle of Shadow' If the player is a rogue, gives superstealth for 75 turns (30 more turns if already superstealthy). Otherwise, gives superstealth for 50 turns (20 more turns if already superstealthy). Air (i) 100 GF_GRAVITY Ball (1) or 100 GF_LITE Ball (1) or 100 GF_ELEC Ball (1) Portals Opens a dimension door. Notes: (a) Affects all terrain (only) within the radius, and also unlightens the current room (if any). (b) Acts as a beam which also affects only terrain and items along its path. (c) Acts as a bolt which affects terrain, items, and monsters at its target. (d) Acts as a beam which affects terrain and monsters along its path. (e) A wand of dragon's breath will produce one of the five possible effects, each with 1 / 5 probability. (f) The wand of Saruman has a 1 / 2 chance of attempting to slow the target, then an independent 1 / 2 chance of attempting to confuse the target. If it does not attempt to confuse the target, it will attempt to sleep him, her, or it. (g) The wand of Unmaking has a 4 / 9 chance of releasing one chaos bolt at the target, a 1 / 9 chance of releasing 8 chaos balls, one in each of the major directions, a 1 / 18 chance of destroying everything (as a scroll of *destruction*) with a 5 + d20 radius, a 1 / 18 chance of releasing a chaos cloud centered on top of the caster, a 5 / 18 chance of releasing a chaos arc at the target, and a 1 / 18 chance of reducing each of the caster's stats independently by 20%, with a 1 / 3 chance (for each stat) that the reduction is permanent. After one of the above effects has taken place, there is a 1 / 4 chance that another effect occurs (with no limit on the total number of effects which may occur, as long as the 1 / 4 chance is hit each time). (h) If aimed at oneself, the rod of delving produces a sphere; otherwise, it produces a modified beam. (i) The rod of air fires eight balls which are targeted randomly a distance of 3 from the caster. Each has an equal chance of being gravity, lite, or electricity. Legend: L--The player's level. Depth--The base depth of the object. Value--The base value of the object. Charges--The base number of charges for the object. Timeout--The number of turns that must elapse for the rod to recharge. Damage--The damage done by the wand, rod, or staff. For devices which do not cause damage (like haste monster), this is the power of the effect. Damage Type--The type of damage done by the device. Range Type--How the device projects its damage. ============================== Range Types ============================== Arc (x, y)--Affects monsters, items, and terrain in a radius of x from the caster in an arc of y degrees centered on the target. An arc of 0 degrees is treated as a beam with a fixed length (so it doesn't lose strength with distance), except that it can still damage items and terrain. An arc of 360 degrees is treated as a ball, except it will do normal damage at its center (if the caster were not present) and at radius 1, 2 / 3 damage at distance 2, 1 / 2 at distance 3, 2 / 5 at distance 4, etc. An arc of at least 60 but less than 360 degrees will have the same adjustments to damage for distance, but will only do damage within the appropriate arc. An arc more than 0 but less than 60 degrees will have a distance adjustment to damage of 120 / y (maximum of 25) times the distance adjustment of the ball of the same radius, with the maximum of 1. Ball (x)--Affects monsters, items, and terrain in a radius of x from the target. Ignores monsters between the caster and the target. Does full damage at its center, 1 / 2 damage at distance 1 from the center, 1 / 3 at distance 2, etc. Beam--Affects monsters (only) in the direction in which the device is aimed. Continue until the end of end of the range, affecting all monsters within the range. Does not lose strength with distance. Bolt--Affects monsters (only) in the direction in which the device is aimed. Stop after the first monster is hit. Does not lose strength with distance. Bolt/Beam (x%)--Act as a beam x% of the time; otherwise, act as a bolt. Cloud (x)--Acts as a ball with radius x, except that it will also affect the player, if he or she is within the given radius of the target. LoS--Affects all monsters within line of sight. Does not lose strength with distance. Sphere (x, y)--Acts as a ball with radius x which has a distance adjustment to damage of y / 10 times the distance adjustment of the ball of the same radius, with a maximum of 1.