DAMAGE TYPES--Effects on Monsters, Terrain, and Items Version 0.1.1 Updated 2005-05-04 =============== Effects of Terrain on Damage to Monsters =============== The damage to monsters from wands, rods, and spells, as well as from other monsters' breath weapons, is affected by the terrain on which the target is standing. The adjustment will typically depend on the type of damage which is done, with only certain damage types being affected by certain terrain. Note that not all damage types are affected equally even by those terrain types which affect all damage; see the specific types of damage for more information. +-------------+------------+-------------------------------------+ | Terrain | Adjust | Dam Types | +-------------+------------+-------------------------------------+ | FEAT_RUBBLE | -1 / 4 (a) | All | | FEAT_WATER | -1 / 2 | GF_FIRE, GF_HELLFIRE, GF_PLASMA | | | +1 / 3 | GF_WATER, GF_STORM | | FEAT_LAVA | -1 / 3 | GF_COLD, GF_ICE, GF_WATER, GF_STORM | | | +1 / 5 | GF_FIRE, GF_HELLFIRE, GF_PLASMA | | FEAT_TREE | -1 / 4 (a) | All | +-------------+------------+-------------------------------------+ Notes (a) Monsters who can move have a 1/4 chance to avoid all damage, otherwise apply the listed adjustment. Legend Terrain -- The type of terrain on which the monster is standing. Adjust -- The adjustment applied to the damage done. Positive adjustments increase the damage, negative ones reduce it. Dam Types -- The types of damage which are affected. ======= Damage Types, Resistances, and Other Effects on Monsters ======= +------------------+------+--------------------------+-----+-----+------------+ | Damage type | Terr | Resist? | R # | R D | Other | +------------------+------+--------------------------+-----+-----+------------+ | GF_ROCK | Full | | | | (a) (b) | | GF_SHOT | Full | | | | (b) | | GF_ARROW | | | | | | | GF_MISSILE | | | | | | | GF_PMISSILE | | | | | | | GF_ACID | Full | IM_ACID | 62 | 1/9 | | | GF_ELEC | Full | IM_ELEC | 83 | 1/9 | (c) | | GF_FIRE | Full | IM_FIRE | 118 | 1/9 | | | GF_HELLFIRE | | | | | | | GF_COLD | Full | IM_COLD | 164 | 1/9 | | | GF_POIS | Half | IM_POIS | 237 | 1/9 | | | GF_ICE | Full | IM_COLD | 164 | 1/9 | (d) | | GF_PLASMA | Full | BRTH_PLAS, RES_PLAS | 6 | (e) | | | | | IM_FIRE and IM_ELEC | 46 | (f) | | | | | IM_FIRE xor IM_ELEC | 98 | (g) | | | GF_LITE_WEAK | Half | not HURT_LITE | 524 | 0 | (M) | | GF_LITE | Half | BRTH_LITE | 10 | (e) | (N) | | | | HURT_LITE | 77 | 3/2 | (N) | | GF_DARK | Half | BRTH_DARK | 13 | (e) | | | GF_MORGUL_DARK | | MORGUL_MAGIC | 15 | (g) | | | | | ORC | 20 | (g) | | | GF_CONFUSION | Half | BRTH_CONFU | 4 | (e) | (h) | | | | NO_CONF | 72 | (g) | | | GF_SOUND | Half | BRTH_SOUND | 5 | (e) | (i) | | GF_SHARD | Half | BRTH_SHARD | 6 | (e) | | | GF_INERTIA | Half | BRTH_INER | 3 | (e) | | | GF_GRAVITY | None | BRTH_GRAV | 3 | (e) | (j) | | GF_FORCE | Full | BRTH_FORCE | 4 | (e) | (k) (l) | | GF_WATER | Full | RES_WATER, (m) | 5 | 0 | | | GF_STORM | Full | RES_WATER, (m) | 5 | 0 |(n)(o)(p)(q)| | | | IM_ELEC | 83 | 1/2 | | | GF_NEXUS | None | RES_NEXU, BRTH_NEXUS, (r)| 7 | (e) | (s) | | GF_NETHER | Half | UNDEAD | 77 | 0 | | | | | RES_NETH or BRTH_NETHR | 8 | (e) | | | | | EVIL | 235 | 2/3 | | | GF_CHAOS | Half | BRTH_CHAOS | 12 | (e) | (k) (t) | | GF_DISENCHANT | None | RES_DISE, BRTH_DISE, (u) | 12 | (e) | (O) | | GF_TIME | None | BRTH_TIME | 7 | (e) | | | GF_MANA | Full | | | | | | GF_HOLY_ORB | Half | EVIL | 315 | 3/2 | | | GF_METEOR | Full | | | | | | GF_SPIRIT | None | UNDEAD | 77 | 0 | | | GF_OLD_DRAIN | Half | UNDEAD, DEMON, (v) | 140 | 0 | | | GF_OLD_POLY | None | | | | (w) | | GF_OLD_CLONE | None | | | | (x) | | GF_OLD_HEAL | None | | | | (y) | | GF_OLD_SPEED | None | | | | (z) | | GF_OLD_SLOW | None | | | | (A) | | GF_OLD_SLEEP | None | | | | (B) | | GF_OLD_CONF | None | | | | (C) | | GF_HOLD | None | | | | (D) | | GF_HOLD_UNDEAD | None | | | | (E) | | GF_KILL_WALL | None | not HURT_ROCK | 585 | 0 | | | GF_AWAY_UNDEAD | None | | | | (F) | | GF_AWAY_EVIL | None | | | | (G) | | GF_AWAY_ALL | None | | | | (H) | | GF_TURN_UNDEAD | None | | | | (I) | | GF_TURN_EVIL | None | | | | (J) | | GF_TURN_ALL | None | | | | (K) | | GF_DISP_UNDEAD | None | not UNDEAD | 524 | 0 | | | GF_DISP_EVIL | None | not EVIL | 286 | 0 | | | GF_DISP_NOT_EVIL | None | EVIL | 315 | 0 | | | GF_DISP_DEMON | None | not DEMON | 576 | 0 | | | GF_DISP_DRAGON | None | not DRAGON | 544 | 0 | | | GF_DISP_ALL | None | | | | | | GF_DISP_SMALL_ALL| None | (L) | | | | +------------------+------+--------------------------+-----+-----+------------+ Notes (a) If at least 16 damage is done, there is a 1 / 2 chance that the monster will be stunned for dam / 8 turns (with a maximum of 32 turns if dam > 240). (b) The monster has an ac / 200 chance of not taking any damage. (c) If at least 11 damage is done, there is a 1 / 2 chance that the monster will be stunned for dam / 8 turns (with a maximum of 32 turns if dam > 240). (d) If the monster does not resist, it will be stunned for dam / 12 turns (with a maximum of 20 turns if dam > 240). (e) Equal chances for 3 / 14, 3 / 15, or 3 / 16 damage. (f) Equal chances for 3 / 11, 3 / 12, or 3 / 13 damage. (g) Equal chances for 3 / 5, 3 / 6, or 3 / 7 damage. (h) The monster will be confused for dam / 16 turns (with a maximum of 15 turns if dam > 240). (i) The monster will be stunned for dam / 8 turns (with a maximum of 30 turns if dam > 240). (j) The monster, if it does not breathe gravity, will be teleported randomly a distance of 10 squares. (k) The monster will be stunned for dam / 12 turns (with a maximum of 20 turns if dam > 240). (l) The monster, if it does not breathe force, will be thrust away from the direction of impact a distance of 3 + dam / 20 spaces. (m) If the monster's name begins with "Water", it will resist water. Note that this means that 'Waldern, King of Water' does _not_ resist water, surprisingly enough. (n) If the monster does not resist, there is a 1 / 6 chance that it will take an extra 1 / 2 damage (after terrain adjustments) This will also affect the amount of stunning and confusion that is done. (o) If at least 50 damage is done, there is a 1 / 2 chance that the monster will be stunned for dam / 12 turns (with a maxmimum of 20 turns if dam > 240). (p) If at least 20 damage is done, there is a 1 / 3 chance that the monster will be confused for a random number between 2 and dam / 10 + 1 turns. (q) The monster, if it does not breathe gravity and if either the source of the damage was the player or the monster has less maximum hit points than a random number between 0 and 3 * dam, will be teleported randomly a distance of 10 squares. (r) If the name of the monster begins with "Nexus", it resists nexus. (s) The monster, if it does not breathe nexus or have a name which starts with "Nexus", will be teleported randomly a distance of 2 + dam / 5 squares. (t) The monster will be polymorphed. (u) If the name of the monster begins with "Disen", it resists disenchantment. (v) If the monster is represented by an 'E', a 'g', or a 'v', it resists draining. (w) The monster resists if it is a unique or its level is greater than a random number between 11 and dam - 10. Otherwise, it will be polymorphed. No actual damage will be inflicted in any case. (x) The monster will be healed to its maximum and then if it is currently moving at less than +40 speed, will have its speed increased by 5. It will then be cloned. No actual damage will be inflicted. (y) The monster, instead of taking damage, will be healed an equivalent amount (but not over its maximum). (z) The monster, if it is currently moving at less than +40 speed, will have its speed increased by 10. No actual damage will be inflicted. (A) If the player is a mage or druid, there is a 1 / 3 chance that the spell will be supercharged, doing 1 / 2 more damage. If the spell does not do 1 / 2 more damage (no matter the class of the player), there is a 1 / 6 chance that the spell will do 1 / 3 more damage. If the player has chosen the 'Beguile' specialty, the spell will do 1 / 2 more damage (applied after any supercharging). Then if the monster's level plus 20 (if it is a unique) or level plus 2 (otherwise) is greater than a random number between 1 and the damage, it resists. If the monster does not resist, its current speed is greater than -50, and it is not currently moving at a speed at least 10 less than the base speed for its race, its speed is reduced by 10. No actual damage will be inflicted in any case. (B) If the player is a mage or druid, there is a 1 / 3 chance that the spell will be supercharged, doing 1 / 2 more damage. If the spell does not do 1 / 2 more damage (no matter the class of the player), there is a 1 / 6 chance that the spell will do 1 / 3 more damage. If the player has chosen the 'Beguile' specialty, the spell will do 1 / 2 more damage (applied after any supercharging). Then if the monster's level plus 20 (if it is a unique) or level plus 2 (otherwise) is greater than a random number between 1 and the damage, it resists. If the monster does not resist and it does not have the NO_SLEEP flag, it is given a sleep value of 350. No actual damage will be inflicted in any case. (C) If the player is a mage or druid, there is a 1 / 3 chance that the spell will be supercharged, doing 1 / 2 more damage. If the spell does not do 1 / 2 more damage (no matter the class of the player), there is a 1 / 6 chance that the spell will do 1 / 3 more damage. If the player has chosen the 'Beguile' specialty, the spell will do 1 / 2 more damage (applied after any supercharging). Then if the monster's level plus 20 (if it is a unique), level plus 15 (if it is undead and not a unique) or level plus 2 (otherwise) is greater than a random number between 1 and the damage, it resists. If the monster does not resist and does not have the NO_CONF flag, it will be confused for 3d(dam / 5) + 1 rounds. No actual damage will be inflicted in any case. (D) If a random number between 1 and 3 / 2 the monster's level is greater than twice the player's level or 1 / 4 of the time otherwise, the monster resists. Otherwise, the monster is put into stasis for 4 + d6 turns. No actual damage will be inflicted in any case. (E) If the monster is not undead, it is immune. Otherwise, if a random number between 1 and the monster's level is greater than twice the player's level or 1 / 5 of the time otherwise, the monster resists. Otherwise, the monster is put into stasis for 5 + d7 turns. (F) If the monster is not undead, it is immune. Otherwise, it will be teleported randomly dam squares. (G) If the monster is not evil, it is immune. Otherwise, it will be teleported randomly dam squares. (H) The monster will be teleported randomly dam squares. (I) If the monster is not undead, it is immune. Otherwise, if the player is a Necromancer, there is a 1 / 2 chance that the spell will be supercharged, doing 1 / 2 more damage. If the player is a Priest, there is a 1 / 4 chance that the spell will do 1 / 2 more damage. If the spell does not do 1 / 2 more damage (no matter the class of the player), there is 1 / 6 chance that it will do 1 / 3 more damage. If the player has chosen the 'Beguile' specialty, the spell will do 1 / 2 more damage (applied after any supercharging). Then if the monster's level plus 10 (if it is a unique) or level plus 2 (otherwise) is greater than a random number between 1 and the damage, it resists. If it does not resist and does not have the NO_FEAR flag, it is made afraid for 3d(dam / 2) + 1 rounds. No actual damage will be inflicted in any case. (J) If the monster is not evil, it is immune. Otherwise, if the player is a Priest, there is a 1 / 2 chance that the spell will be supercharged, doing 1 / 2 more damage. If the player is a Paladin or Necromancer, there is a 1 / 4 chance that the spell will do 1 / 3 more damage. If neither of the above extra damages occurs, there is 1 / 6 chance that it will do 1 / 3 more damage. If the player has chosen the 'Beguile' specialty, the spell will do 1 / 2 more damage (applied after any supercharging). Then if the monster's level plus 20 (if it is a unique), level plus 10 (if it is undead and not a unique) or level plus 2 (otherwise) is greater than a random number between 1 and the damage, it resists. If it does not resist and does not have the NO_FEAR flag, it is made afraid for 3d(dam / 2) + 1 rounds. No actual damage will be inflicted in any case. (K) If the player is a Priest, there is a 1 / 3 chance that the spell will be supercharged, doing 1 / 3 more damage. If this does not occur, there is 1 / 6 chance that it will do 1 / 3 more damage. If the player has chosen the 'Beguile' specialty, the spell will do 1 / 2 more damage (applied after any supercharging). Then if the monster's level plus 20 (if it is a unique or undead) or level plus 2 (otherwise) is greater than a random number between 1 and the damage, it resists. If it does not resist and does not have the NO_FEAR flag, it is made afraid for 4d(dam / 2) + 1 rounds. No actual damage will be inflicted in any case. (L) If the monster has as many hit points as the damage, it is immune. (M) If the monster is undead, evil, or hurt by light and the player has the holy light specialty, there is a 1 / 5 chance that an attempt will be made to frighten it. For this attempt, if a random number between 1 and 10 more than the player's level is at least two more than the monster's level (for non-uniques) or 20 more than the monster's level (for uniques), the monster will be frightened for 3d(level / 2) + 1 turns (even if it normally cannot be frightened). (N) If the monster is undead, evil, or hurt by light and the player has the holy light specialty, there is a 1 / 3 chance that an attempt will be made to frighten it. For this attempt, if a random number between 1 and 15 more than 3 / 2 the player's level is at least two more than the monster's level (for non-uniques) or 20 more than the monster's level (for uniques), the monster will be frightened for 3d(3 * level / 4) + 1 turns (even if it normally cannot be frightened). (O) If the attack is not resisted, the monster will have its mana reduced by 1 / 5 the damage done, up to a maximum of its current mana. Final Notes: i) Uniques may only be killed by the player. If damage is inflicted by a monster that would normally kill one, it is instead reduced to 0 hit points. ii) For all polymorph effects noted above, all uniques are immune. For other monsters, if a random number between 1 and 90 is greater than its level, it will be polymorphed. iii) For all stunning effects noted above, all monsters which breathe either sound or force are immune. Otherwise, if the monster is not currently stunned, it will be stunned for the indicated amount of time (up to a maximum of 200 rounds). If it is currently stunned, it will instead be stunned for an additional 1 / 2 of the indicated amount of time, again up to a maximum of 200 rounds. iv) For all confusion effects noted above, all monsters which have the NO_CONF flag or breathe confusion or chaos are immune. Otherwise, if the monster is not currently confused, it will be confused for the indicated amount of time (up to a maximum of 200 rounds). If it is currently confused, it will instead be confused for an additional 1 / 2 of the indicated amount of time, again up to a maximum of 200 rounds. v) For all fear effects noted above, the monster will be made afraid for an (additional) number of rounds as indicated (up to a maximum of 200 rounds). Legend: Damage Type--the type of damage which is being inflicted upon the monster. Terr--How does terrain affect the damage? Full means the full terrain adjustment applies, Half means that only half of it applies, and None means that the terrain adjustment does not apply. Resist?--Which flags allow a monster to resist this type of damage. If multiple flags are listed, having any one of them causes the monster to resist (unless otherwise noted). If this is prefixed by 'not', any monsters not having this flag resist. Note that the RES_* flags, although they are checked for in the code, are not actually possessed by any monsters at this time. R #--The number of monsters which have this resistance. This is exclusive of monsters which have any greater amount of resistance to this attack type. R D--The proportion of damage done to monsters which resist. If this is 0, all such monsters are immune. Other--Any other effects this attack type will have on monsters. ================= Damage Types and Effects on Terrain ================= Note that these effects, because of the damage requirements, will generally only be generated by monsters, not by the player's attacks. GF_COLD and GF_ICE If the damage is greater than a random number between 301 and 1200 and the terrain is lava, it will be solidified. There is a 1 / 3 chance that it will be changed to floor; otherwise, it will be changed to rubble. GF_FIRE, GF_HELLFIRE, and GF_PLASMA If the damage is greater than a random number between 601 and 2400 and the terrain is either floor or rubble, it will be changed to lava. If the floor is water and the damage is greater than a random number between 201 and 800 + 3 * k, where k is the number of adjacent water squares (in any of the 8 possible directions), the terrain will be changed to floor. If the terrain is forest and the damage is greater than a random number between 101 and 500, the terrain will be changed to floor. GF_WATER and GF_STORM If the terrain is floor and the damage is greater than both 60 and 100 minus k * 20 plus a random number between 0 and 399 (where k is the number of adjacent water squares in any of the 8 possible directions), the terrain will be changed to water. Note that this means that any water attack doing at least 500 damage will always change all affected floor squares to water. ================= Damage Types and Effects on Objects ================= Note that this only applies to objects that are on the floor, not objects being worn or carried by the player or a monster. Acid-hating objects include all arrows, bolts, bows and crossbows, swords, hafted weapons, polearms, helms, crowns, shields, boots, gloves, cloaks, soft and hard armor, dragon scale mail, staffs, scrolls, skeletons, bottles, and junk, unless the object is otherwise immune. Notable things that cannot be affected by acid include shots, diggers, and all spellbooks. Electricity-hating objects include all rings, wands, and rods, unless the object is otherwise immune. Fire-hating objects include all lite sources, arrows, bows and crossbows, hafted weapons, polearms, boots, gloves, cloaks, soft armor, all spellbooks, chests, staffs, and scrolls, unless the object is otherwise immune. Notable things that cannot be affected by fire include swords and hard armor. Cold-hating objects include all potions, oil flasks, and bottles, unless the object is otherwise immune. For attack forms which can affect items on the floor (mainly balls, spheres, and arcs), for each object which can be affected by that attack type the damage done by the attack is checked against a random number between 1 and a threshold which depends on the attack type. If the damage is greater, the object is destroyed unless it possesses the appropriate IGNORE flag. For attack types which can affect more than one class of objects, if an object fits into more than one class the damage is checked against each appropriate theshold and if it is greater at least once, the object is destroyed. For attack types without a threshold, the object is always destroyed unless it possesses the appropriate ignore flag. For attack types without an ignore flag, the object is always destroyed if the damage exceeds the threshold. For attack types with neither a threshold nor an ignore flag, the object is always destroyed. In any case, however, artifacts are always immune. Attack types not listed below do not affect objects on the floor. +--------------+--------------------+-----------+-----------------+ | Attack Type | Affects | Threshold | IGNORE flag | +--------------+--------------------+-----------+-----------------+ | GF_ACID | Acid haters | 50 | TR3_IGNORE_ACID | | GF_ELEC | Electricity haters | 40 | TR3_IGNORE_ELEC | | GF_FIRE | Fire haters | 40 | TR3_IGNORE_FIRE | | GF_COLD | Cold haters | 40 | TR3_IGNORE_COLD | | GF_PLASMA | Fire haters | 40 | TR3_IGNORE_FIRE | | | Electricity haters | 40 | TR3_IGNORE_ELEC | | GF_METEOR | Fire haters | - | TR3_IGNORE_FIRE | | | Cold haters | - | TR3_IGNORE_COLD | | GF_ICE | Cold haters | 40 | - | | GF_SHARD | | | | | GF_FORCE | | | | | GF_SOUND | | | | | GF_MANA | All objects | - | - | | GF_HOLY_ORB | Cursed objects | - | - | | GF_KILL_TRAP | Traps on chests | - | - | +--------------+--------------------+-----------+-----------------+ ============= Effects of Terrain on Damage to the Player ============= The damage to players from monster spells and breaths can also be affected by certain types of terrain. As with monsters, the adjustment will typically depend on the type of damage done, with only certain damage types being affected by certain terrain. Note that not all damage types are affected equally even by those terrain types which affect all damage; see the specific types of damage for more information. +-------------+------------+-------------------------------------+ | Terrain | Adjust | Dam Types | +-------------+------------+-------------------------------------+ | FEAT_RUBBLE | -1 / 6 (a) | All | | FEAT_WATER | -1 / 4 | GF_FIRE, GF_HELLFIRE, GF_PLASMA | | | +1 / 2 | GF_WATER, GF_STORM | | | +1 / 10 | All others | | FEAT_LAVA | -1 / 4 | GF_COLD, GF_ICE, GF_WATER, GF_STORM | | | +1 / 4 | GF_FIRE, GF_HELLFIRE, GF_PLASMA | | FEAT_TREE | -1 / 6 (b) | All | | Dark grids | -1 / 4 | All, if Unlight is possessed | +-------------+------------+-------------------------------------+ Notes: (a) Players have a 1/10 chance to avoid all damage, otherwise apply the listed adjustment. (b) Rangers and druids have a 1/8 chance to avoid all damage, otherwise apply the listed adjustment. ===== Damage Types, Resistances, and Other Effects on the Player ===== +----------------+------+--------------+-------------+ | Damage type | Terr | Resist? | Other | +----------------+------+--------------+-------------+ | GF_ROCK | Full | (a) (b) (c) | (d) | | GF_SHOT | Full | (a) (e) (f) | (g) (h) | | GF_ARROW | Full | (a) (f) (i) | (j) | | GF_MISSILE | Full | (a) (f) (k) | | | GF_PMISSILE | | | (l) | | GF_WHIP | Full | None | | | GF_ACID | Full | Constant (m) | (n) (o) (p) | | GF_ELEC | Full | Constant | (p) (q) (r) | | GF_FIRE | Full | Constant | (p) (s) | | GF_COLD | Full | Constant | (p) (t) (u) | | GF_POIS | Half | Constant | (v) | | GF_PLASMA | Full | Constant (w) | | | GF_HELLFIRE | Full | Mixed (x) | (y) | | GF_ICE | Full | Constant (z) | (A) | | GF_LIGHT | Half | Variable | (B) | | GF_DARK | Half | Variable | (C) | | GF_MORGUL_DARK | Half | Weak (D) | (E) | | GF_CONFUSION | Half | Variable | (F) | | GF_SOUND | Half | Variable | (G) (H) | | GF_SHARD | Full | Weak (I) | (J) (K) | | GF_INERTIA | None | None | (L) | | GF_GRAVITY | None | None | (M) | | GF_FORCE | Full | None | (N) | | GF_WATER | Full | None | (O) | | GF_STORM | Full | Mixed (P) | (Q) | | GF_NEXUS | None | Variable | (R) | | GF_NETHER | Half | Variable | (S) | | GF_CHAOS | Half | V. Variable | (T) | | GF_DISENCHANT | None | Variable | (U) (X) (Y) | | GF_TIME | None | None | (V) | | GF_MANA | Full | None | | | GF_HOLY_ORB | Half | Special (W) | | | GF_METEOR | Full | None | | +----------------+------+--------------+-------------+ Notes: (a) The Evasion specialty grants a chance to completely avoid damage from boulders, shots, and missiles; see the specialty abilities spoiler for more details. (b) Assuming you are not blind, confused, or paralyzed, you have a chance to dodge. Take the sum of -2, twice your dexterity bonus to attack (-8 to 30), the energy you gain each game turn (1 to 49), and 5 times your weight limit in pounds (60 to 300) divided by either 30 or the total weight in pounds of all items in your pack, whichever is greater. If this is greater than a random number between 0 and the monster's level - 1, you dodge the boulder. (c) The character's AC, up to a maximum of 150, reduces damage from this attack. The character's AC (or 150, if smaller) divided by 300 is the proportion of damage actually taken. AC thus provides up to 50% reduction in damage. (d) There is a 1/3 chance the character is stunned for dam / 2 (more) rounds, up to a maximum of 50 (additional) rounds. (e) If the character's base AC (that is, the portion of it from armor, before enchantment but including the effects of the Armor and Shield Mastery specialties) minus 10 is greater than a random number between 0 and the monster's level - 1, the shot glances off your armor. (f) The character's AC, up to a maximum of 150, reduces damage from this attack. The character's AC (or 150, if smaller) divided by 250 is the proportion of damage actually taken. AC thus provides up to 60% reduction in damage. (g) There is a 1/4 chance the character is stunned for dam / 3 (more) rounds, up to a maximum of 30 (additional) rounds. (h) There is a 1/4 chance the character has his cut counter set to or increased by dam / 3, to a maximum of 30. (i) If the character's total AC, to a maximum of 150, is greater than a random number between 1 and 50 plus 5 times the monster's level, the missile misses or glances off armor and does no damage. Otherwise, if a shield is worn and is not on the character's back, and if its base AC (+3, if the character has the Shield Mastery specialty) is greater than a random number between 0 and 48, the missile will deflect off the shield and again do no damage. (j) These is a 1/2 chance the character has his cut counter set to or increased by dam / 2, to a maximum of 50. (k) Assuming you are not blind, confused, or paralyzed, you have a chance to dodge. Take the sum of -32, twice your dexterity bonus to attack (-8 to 30), the energy you gain each game turn (1 to 49), and 5 times your weight limit in pounds (60 to 300) divided by either 30 or the total weight in pounds of all items in your pack, whichever is greater. If this is greater than a random number between 0 and the monster's level - 1, you dodge the missile. This is exactly the same as the chance to dodge a boulder, except for the constant of -32 rather than -2. (l) Poisoned missiles work exactly as normal missiles, except as follows: i) For most monsters (all except those with Morgul magic--that is, the missile-using ringwraiths and missile-using Deathlord player ghosts), poisoned missiles are exactly as normal missiles except they poison the character by 5 plus the amount of damage done (affected normally by resistances). ii) If a missile-using deathlord player ghost is also an archer and is not adjacent to the character, with probability of 1 - its ranged frequency, the poisoned missile will be exactly as above. iii) If neither of the above is true (that is, if the monster is one of the ringwraiths, a non-archer Deathlord player ghost, or an archer Deathlord where the above check failed), there is a 1-in-5 chance of each of the following: 1) Normal poisoned missile. 2) Normal poisoned missile, plus loss of 200 + 2% of the character's experience (hold life has a 25% chance to reduce the loss to 200 + 0.2% of the character's experience). 3) Normal poisoned missile, plus temporary drain of each of the player's stats by 1 (affected normally by sustains). 4) As 2), plus the character is inflicted with the black breath. 5) As 4). (m) In addition to the effects of normal effects of resistance, if any of the character's equipment is damaged by the acid (or would have been damaged by acid but was immune), the damage to the character is reduced to 2 / 3 (rounded down). (n) If the amount of damage done (before resistances and immunities are applied) is less than 15, there is a 2 / 3 chance nothing is damaged; if from 15 to 24, 1 / 2, and if from 25 to 49, 1 / 3. Otherwise, one of the character's six armor slots is chosen at random and the piece of equipment there (if any) has its armor bonus reduced by 1 (unless it is immune to damage from acid). (o) If the character has no resistance to acid and the amount of damage done is at least 10, there is a 1-in-25 chance the character's charisma will be reduced by 1 (affected normally by sustains). (p) Each object in the character's inventory which can be damaged by the element has a chance of being destroyed. The chance in 1000 is equal to 3 plus 1/15 the damage done (before resistances or immunities, but after any applicable adjustment for equipment getting damaged). Four-fifths of this chance is then reduced by the character's resistances (that is, immunity reduces it by 80%, a 35% resistance reduces it by 26%, etc.). Note that potions and scrolls have a 50% greater chance of being damaged and that rods have a 75% lesser chance. (q) If the character has no resistance to electricity and the amount of damage done is at least 10, there is a 1-in-25 chance the character's dexterity will be reduced by 1 (affected normally by sustains). (r) If at least 30 damage is done (after resistances and immunity) and a random number between 1 and 15 less than the damage done is greater than half the damage (that is, approaching a 1/2 chance as the amount of damage increases), the character's stun counter will be set to or increased by 5 + dam / 20, to a maximum increase of 50. (s) If the character has no resistance to fire and the amount of damage done is at least 10, there is a 1-in-25 chance the character's strength will be reduced by 1 (affected normally by sustains). (t) If the character has no resistance to cold and the amount of damage done is at least 10, there is a 1-in-25 chance the character's constitution will be reduced by 1 (affected normally by sustains). (u) If the damage was done by a monster using Morgul magic, there is a possibility for additional effects. These will never occur if immunity to cold is possessed, will occur 1/3 of the time if resistance is possessed, and always occur otherwise. If additional effects occur, there is a 1/3 chance of each of: i) If the damage done was at least 150 (before resistances), decrease con by 1 (affected normally by sustains). ii) If the damage done was at least 250 (before resistances) and hold life is not possessed, drain 200 + 2% of the character's experience. iii) If the damage done was at least 400 (before resistances), paralyze the character for 2 + 1d3 (more) rounds unless free action is possessed, frighter the character for 10 + d21 (more) rounds unless resist fear is possessed, and drain 200 + 10% of the character's experience unless hold life is possessed. (v) The character's poison counter will be increased based upon the amount of damage done as follows: if both temporary and permanent resistance to poison are possessed, no increase occurs. If exactly one resistance is possessed, the damage for this purpose is divided by 3 (if temporary resistance and the Enhance Magic specialty, by 18). Then, if the character was already poisoned, the increase is equal to a random number between 1/3 and 2/3 the damage done. Otherwise, the increase is 4 plus a random number between 1/2 and all the damage done. (w) Plasma damage actually does half of its damage plus 1 each of fire and electrical damage, each affected normally by resistances and with the normal side effects. (x) Hellfire damage actually does 2/3 its damage (rounded down) as fire and 1/3 its damage (rounded up) as darkness, each with the normal resistances and side effects. (y) If the player fails a saving throw against 5/4 the monster's native depth, the following effects occur: i) Frightening for 2 * monster depth + d30 turns, unless resist fear is possessed. ii) Hallucination for 100 + d101 turns, unless resist chaos is possessed. iii) Confusion for 30 + d31 turns, unless resist confusion is possessed. (z) Ice damage actually does all its damage as cold, with the normal resistances and side effects. (A) The player has 5d8 added to the cut counter unless resist shards is possessed and is stunned for d15 (more) rounds unless resist sound is possessed. (B) Unless either resist light or resist blindness is possessed, the player is blinded for 2 + d5 (more) rounds (or only d5 (more) rounds if the damage done was 40 or less). (C) Unless either resist light or resist blindness is possessed, the player is blinded for 2 + d5 (more) rounds. (D) Morgul dark actually does all its damage as darkness, with the normal resistances and side effects. (E) The power of the attack is equal to the amount of damage done (after resistances) times the monster's base depth over 100. However, if the monster is a unique wraith or Sauron, there is a minimum power of 175. This power is then used as follows: i) If a random number between 1 and the power is greater than 21, unless resist fear is possessed both frighten the character for 1d(power) rounds and paralyze the character for 1d3 + 1 rounds (if free action is possessed, there is only a 1/3 chance of paralysis, and it only lasts 1 round). The power is then reduced to 2/3 its previous value (rounded down). ii) If a random number between 1 and the power is greater than 41, the character takes a poison hit equal to the amount of damage done (after resistances) and the power is then reduced to 2/3 its previous value (rounded down). This poison hit is exactly the same as the (v) side effect of poison damage. iii) If a random number between 1 and the power is greater than 81, drain 200 + 2% of the character's experience. If hold life is possessed, there is only a 25% chance of experience drain, and it is only of 200 + 0.2% of the character's experience. In either case, the power is then reduced to 2/3 its previous value (rounded down). iv) If a random number between 1 and the power is greater than 121, attempt to disenchant the player's equipment unless resist disenchantment is possessed (with no chance to revert a shapechange). The power is then reduced to 2/3 its previous value (rounded down). v) If a random number between 1 and the power is greater than 121, cause amnesia in the player unless a saving throw is made versus the power of the attack at this point. The power is then reduced to 2/3 its previous value (rounded down). vi) If a random number between 1 and the power is greater than 161, inflict the player with the black breath (if not already possessed) or drain 20 * level experience permanently (if the character already has the black breath). (F) Unless resist confusion is possessed, confuse the character for 10 + d20 (more) turns. (G) Unless resist sound is possessed, confuse the character (unless resist confusion is possessed) for 1 + damage / 20 (more) rounds, to a maximum of 21, increase the stun counter by damage / 3 + 5 (to a maximum increase of 35), and reduce the character's energy by half the damage unless a save against the amount of damage is made. (H) All items in the character's inventory which can be damaged by cold have a chance of being destroyed equal to 1/13 the damage done in 1000 (1/39 the damage done after resistance if sound resistance is possessed). (I) If a shield is worn and is not on the character's back, there is a chance equal to the base AC of the character's shield (+3 if the Shield Mastery specialty is possessed) over 24 that the damage is reduced. If so, there are equal chances it will be reduced to 6/7, 3/4, 2/3, 3/5, 6/11, or 1/2 its previous value. This is cumulative with any resistance. (J) Unless resist shards is possessed, the cut counter will be increased by the amount of damage done (after shield effects, if any). (K) All items in the character's inventory which can be damaged by cold have a chance of being destroyed equal to 1/20 the damage done in 1000 (1/60 the damage done after resistance if shard resistance is possessed). (L) The character is slowed for 1d5 + 3 rounds (or 1d5 + 5 rounds if at least 100 damage was done). (M) The character is slowed for 1d3 + 1 rounds (or 1d3 + 3 rounds if at least 100 damage was done) and, unless resist sound is possessed, has the stun counter increased by 5 + damage / 5, to a maximum of 35. The character is then teleported a distance of 6 away, though having either resist nexus or feather falling grants a 1/2 chance of avoiding this effect. Assuming it is not resisted, the character takes 2d8 damage and has a 1/3 chance of being stunned for 2d8 (more) rounds if he lands on a tree; 2d14 damage, a 1/3 chance of stunning for 2d14 (more) rounds, and a 2/3 chance of increasing the cut counter by 2 * 2d14 if he lands in rubble, and 4d100 fire damage (with the normal resistances and side effects) if landing in lava. (N) The charecter is stunned for d20 (more) rounds, unless resist sound is possessed, and is thrust 3 + damage / 20 squares away from the source of the damage, taking 4d100 fire damage (with the normal resistances and side effects) if landing in lava. (O) The character has a 1/2 chance of being stunned for 5 + damage / 10 rounds unless resist sound is possessed and a 1/2 chance of being confused for 1d4 + 2 rounds unless resist confusion is possessed. (P) Storm damage is 1/2 pure damage (unresistable). There is 1/3 chance the full damage is then dealt electrical damage; otherwise, only 1/4 damage is dealt as electrical (the normal resistances and side effects apply in either case). There are then independent 1/2 chances of 1/4 the damage being dealt as cold and as acid damage (normal resistances and side effects apply). Thus, in the worst case, the character might take double the nominal damage from the effec. (Q) There is a 1/2 chance that the character is confused for 1d(damage / 3) + 5 turns, unless resist confusion is possessed. If feather fall is not possessed and a random number between 0 and 1 less than half the damage done is greater than the character's level, there is a 2/3 chance that the character is teleported 6 squares away (possibly suffering damage as in the gravity teleportation side effect). (R) If the character does not posess resist nexus, one of the following occurs: i) With 3/7 probability, the player is teleported a distance of 200 squares, possibly suffering damage. ii) With 2/7 probability, the player is teleported adjacent to the source of the damage. iii) With 1/7 probability, if the player fails a normal saving throw he is level teleported. iv) With 1/7 probability, if the player fails a normal saving throw he has two random stats swapped. (S) If the character does not possess resist nether, the attack drains 200 + 2% of the character's experience, unless hold life is possessed. If it is, there is a 75% chance no experience is lost and a 25% chance that 200 + 0.2% of the character's experience is drained. (T) If the character does not possess resist chaos, he hallucinates for d10 (more) rounds. If he does not possess resist confusion either, he is confused for 9 + d20 (more) rounds. If neither resist chaos nor resist nether is possessed, 2000 + 2% of the character's experience is drained (75% chance of no exp drain if hold life is possessed with 25% chance of a 500 + 0.2% drain). (U) If the character does not possess resist disenchantment, attempt to disenchant one item. First, if the character is currently shapechanged, a random number between 1 and the amount of damage inflicted is greater than 20 plus 1/3 the damage, and a saving throw against 150 is failed, the character reverts to normal form. (If the character does not revert, all equipment is safe.) One of the character's eight slots is then chosen at random (6 armor, 1 weapon, 1 bow). If anything is present in that slot and it has a bonus that could be disenchanted (either a to-hit bonus, a to-deadliness bonus, or a to-AC bonus), each of its three bonuses are reduced by 1 (with an independent 1/5 chance for each bonus which began as +7 or greater to be reduced by 2 instead). However, artifacts have a 70% chance of resisting and remaining unharmed. (V) One of the following effects will occur: i) With 1/2 probability, drain 200 + 2% of the character's experience (hold life has no effect). ii) With 2/5 probability, drain one of the character's statistics to 3/4 its current value (sustains have no effect), to a minimum of 3. iii) With 1/10 probability, drain all of the character's statistics to 3/4 their current values (sustains have no effect), each to a minimum of 3. (W) Necromancers and assassins take full damage; all other classes take only half damage. (X) If the character does not resist disenchantment, his mana is reduced by 1 / 5 the damage done, but not below 0 in any case. (Y) If the character does not resist disenchantment, each temporary magical effect he has must make a saving throw against 1 / 5 the damage done or be dispelled. Legend: Damage Type--the type of damage which is being inflicted upon the player. Terr--How does terrain affect the damage? Full means the full terrain adjustment applies, Half means that only half of it applies, and None means that the terrain adjustment does not apply. Resist?--'Constant' means that the resistance amount always applies exactly (so a 35% resistance will always reduce damage by exactly 35%, never less and never more). 'Variable' means that the actual resistance amount can differ by up to 1 / 10 of either the nominal amount or the nominal remainder, whichever is greater. This is determined independently for each attack. For example, a 35% resistance could reduce damage by from anywhere between 32% and 38%, while an 80% resistance could reduce damage by from anywhere between 78% and 82%. 'V. Variable' is the same as Variable, except that the actual resistance amount can differ by up to 1 / 5 of either the normal resistance or the nominal remainder, whichever is greater. 'None' means that no resistance for the damage type exists. Other--Any other effects this attack type will have on the player.