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- === Zangband Magic System ===
-
- In the official releases of Angband there are only two types magic
- spells: Magic spells and priestly prayers. If the character is a mage,
- ranger or a rogue (s)he can learn magic spells; if (s)he is a priest or
- a paladin, (s)he can learn prayers. All mages can learn the same spells
- and all priests can learn the same spells.
-
- Zangband uses a more complex "realms of magic" system inspired by the
- commercial fantasy strategy game Master of Magic (Microprose), which in
- turn has supposedly borrowed it from the card game Magic the Gathering
- (by Wizards of the Coast). The magic system, as implemented in
- Zangband, consists of seven realms: Life, Arcane, Sorcery, Nature,
- Trump, Chaos and Death.
-
- While any given realm of magic typically includes spells of a certain
- type or theme, each realm should have enough high-level spells to
- remain effective throughout the later stages of the game. The main
- difference lies in how they support your playing strategy. For example,
- some offer attacking spells which let you directly hurt your enemy,
- while others offer spells for protection, healing and gathering
- information.
-
- In general, Life is defensive although it offers some good attacking
- spells against evil monsters, Arcane offers utility spells with limited
- offensive capability, Sorcery offers utility spells and some defensive
- capability, Nature specializes in the elements and offers both
- defensive and offensive spells, Trump specializes in teleportation and
- summoning spells and Chaos and Death are offensive.
-
- In Zangband, spellcasting classes can select either one or two realms
- from those available. Note that certain realms may be prohibited for
- some classes. Since a character can have (at most) two realms of magic,
- and the old spells have been split between the existing realms, on the
- first glance it may seem that this system makes spell-users less
- powerful. However, the opposite holds true. While a given realm of
- magic typically includes spells of a certain type, new ultra powerful
- rare high-level spells have been added to many realms.
-
- Any spell realm should have enough high-level spells even for the later
- stages of the game. The main difference lies in how they support your
- playing strategy: some offer "weapon" spells which let you directly
- hurt your enemy, while others offer spells for protection, healing and
- gathering information.
-
- In standard Angband, there were 9 spellbooks for all spellcasters. In
- Zangband, there are 4 spellbooks per realm. Two of them can be bought
- in the town stores and the remaining two must be found in the dungeon
- (although they may occasionally appear in the Black Market). The
- exception to this rule is the Arcane realm since all Arcane spellbooks
- can be found in the magic shop or book store. Just as one might expect,
- Arcane magic lacks the really powerful high level spells.
-
- A character with two realms of magic will thus need to carry a maximum
- of 8 spellbooks while a character with only one realm of magic will
- only need to carry a maximum of 4 spellbooks. All realms have 32
- spells, and each book contains 8 spells.
-
-
- ***** <ClassSpellAbil>
- === Class Spell Ability ===
-
- Warriors
- Warriors cast no spells. They hate magic. In fact, they even gain
- experience for destroying high level spellbooks.
-
- Mages
- Mages have the least restrictions in choosing and learning spells.
- They can freely choose any two realms when a character is created:
- in the current version, all seven realms are available to them,
- although their natural inclination makes Life magic fairly hard
- for them. Otherwise, a mage tends to learn and cast all the spells
- in his / her realms better than any other character. The ability
- to select both realms of magic (which no other character class can
- do) allows the best support for experimenting and combining
- different realms, and, thus, for different playing strategies as
- well.
-
- Priests
- There are two types of priests in Zangband: the 'ordinary' priests
- who, select Life magic as their primary realm, and the 'dark'
- priests, who select Death magic instead of Life magic. No priest
- can have both realms (unless (s)he was created in Zangband 2.0.0
- or 2.0.1). Priests can also select a secondary realm from the
- other five realms, and should be able to learn all spells in it as
- well, even if not as efficiently as mages. However, when learning
- spells, priests cannot voluntarily decide which spells to study:
- they are rewarded with new prayers by their patron deities, with
- no money-back satisfaction guarantee. It should also be noted that
- since the natural inclination of a priest is towards Life magic,
- priests who select Life magic will be able to learn their prayers
- faster and better than their evil colleagues with Death magic.
-
- Rogues
- There are several subtypes of Rogues in Zangband: the exact 'type'
- is determined by the realm of magic chosen by the Rogue. The
- common Thief, agent of the underworld, will probably be content
- with Arcane magic and its wide applicability. The Burglar, on the
- other hand, is more interested in the Sorcery spells, which allow
- him or her to do the job fast and efficiently. The Assassins'
- partiality for Death magic is well known, and they are feared for
- it. Finally, there is the Card Shark, who will opt for Trump
- magic, and shuffles the decks with amazing proficiency. All Rogues
- have certain limitations on which spells they can learn, and they
- are not too fast to learn new spells.
-
- Rangers
- All rangers are trained in Nature magic, and all Nature spells are
- available to them. They even learn these spells almost as fast as
- mages. They can also select a secondary realm (from Sorcery,
- Arcane, Trump, Nature, Chaos and Death), but they are slow
- learners in them, and may find themselves unable to learn some of
- the highest level spells.
-
- Paladins
- Paladins are trained in Life magic (only), and they despise the
- other realms of magic (which they regard as the Devil's work).
- Like priests, they cannot select which prayers to learn but are
- rewarded with new prayers by their deities. They can learn all
- Life spells, but not as fast as priests. Death Knights study Death
- magic instead of Life magic, but in other respects they are
- similar to normal paladins. Death Knights can learn all Death
- spells. The endless enmity between these two subtypes is most
- evident in their attitudes to other realms of magic: an 'ordinary'
- detests the other realms of magic (than Life) so strongly that he
- or she will even gain experience for destroying their high-level
- spellbooks. A Death Knight, on the other hand, is very tolerant of
- the other realms -- to annoy Paladins, perhaps, if for no other
- reason. A Death Knight will, however, be very offended by the
- sight of Life spellbook, and will do anything to destroy it; and
- this will even give him or her experience, if the Life spellbook
- in question is a high-level one.
-
- Warrior-Mages
- Warrior-mages begin the game with Arcane magic, and they can
- freely select another realm of magic. Although they do not gain
- new spells as fast as regular mages, they will eventually learn
- every spell in both realms, thus making a very competitive choice
- for players who appreciate Arcane magic.
-
- Chaos Warriors
- Chaos Warriors are, as one might expect, trained in Chaos magic.
- They are not interested in any other form of magic. They can learn
- every Chaos spell.
-
- Monks
- The different sects of monks are devoted to different areas of
- magic. The typical monk is interested in the harmony of the
- nature, and studies Nature magic. An idealist monk would select
- Life magic, and try work to benefit his neighbor. But there also
- are dark monks, who specialize in Death magic. A monk can thus
- select any one of these three Realms. They will eventually learn
- all prayers in the discipline of their choice.
-
- Mindcrafter
- Although the powers of a Mindcrafter may seem like magic, this is
- not -- strictly speaking -- the case. They are mental powers,
- independent of the ordinary sources of magic. Consequently,
- Mindcrafters are not interested in 'magic' and learn no spells.
-
- High Mage
- High mages are mages who specialize in one particular field of
- magic and learn it very well -- much better than the ordinary
- mage. For the price of giving up a second realm of magic, they
- gain substantial benefits in the mana costs, minimum levels, and
- failure rates in the spells of the realm of their specialty.
-
-
- ***** <MagicRealms>
- === The Realms of Magic ===
-
- Life
- Life is magic is 'good' magic; it relies mostly on healing and
- protective spells. It does have a few attack spells as well, but
- these are mostly used for harming and banishing foul minions of
- evil. It is rumored that there is a secret high level prayer which
- will make the priest (or paladin) completely impervious to all
- forms of hostile action.
-
- Sorcery
- Sorcery is a `meta` realm, including enchantment and general
- spells. It provides superb protection spells (such as Teleport
- spells for fleeing and even Globe of Invulnerability), spells to
- enhance your odds in combat (Slow Monster, Haste Self, Confuse
- Monster) and, most importantly, a vast selection of spells for
- gathering information: in addition to the usual detection and
- identify spells, one of the standard spellbooks has a spell called
- Identify True, which gives you full knowledge of a given object!
- In the rare books, there are spells with which you can enchant
- your items or turn unwanted items to gold. However, Sorcery has
- one weakness: it has no spells to deal direct damage to your
- enemies.
-
- Arcane
- Even more than Sorcery, Arcane magic is a general purpose realm of
- magic. It attempts to encompass all 'useful' spells from all
- realms, and almost succeeds, with the probable exception of
- *Identify*. This is the downside of Arcane magic: while Arcane
- does have all the necessary 'tool' spells for a dungeon delver, it
- has no ultra-powerful high level spells. As a consequence, all
- Arcane spellbooks can be bought in town. It should also be noted
- that the 'specialized' realms (i.e. other than Arcane) usually
- offer the same spell at a lower level and cost. Arcane magic is
- therefore perhaps not recommendable as one's only realm of magic,
- but it should be a very nice addition to fill up the gaps in the
- selection of tools spells in another realm.
-
- Trump
- Trump magic seems an independent source of power, although its
- supposed association with Chaos magic has been mentioned in
- several places. Although it lacks the unpredictable chaotic
- side-effects of Chaos magic, it has a few spells whose exact
- effects seem more or less random. One such spell is Shuffle: the
- Trump spellbooks actually consist of decks of trumps, and the
- Shuffle spell allows the caster to shuffle the deck and pick one
- card at random. The effect depends on the card picked, and is not
- always pleasant. In the Amber universe, the Trump gateways are
- also a major method of transportation: Trump magic has, indeed, an
- admirable selection of teleportation spells. Since the Trump
- gateways can also be used to summon other creatures, Trump magic
- has an equally impressive selection of summoning spells. However,
- not all monsters appreciate being drawn to another place by Trump
- user. The only summoned creatures whose loyalty is guaranteed are
- the Phantasmal Servants, who lack a will of their own (but can
- develop one, if you treat them badly).
-
- Nature
- Early levels may be rather difficult for a spellcaster relying on
- Nature magic, as the early spells offer only limited protection,
- detection and curing capabilities. However, at higher levels there
- are very useful offensive spells available, especially should the
- spellcaster be lucky enough to find an extremely rare spellbook
- called "Nature's Wrath". Nature also has a spell of Herbal
- Healing, which is the only powerful healing spell outside the
- realm of Life magic.
-
- Chaos
- There are few types of magic more unpredictable and difficult to
- control than Chaos magic. Chaos is the very element of unmaking,
- and the Chaos spells are the most terrible weapons of destruction
- imaginable. From Magic Missile and Acid Bolt to the medium level
- Fire Ball and Doom Bolt, and finally to the awesome spells of
- Invoke Logrus, Mana Storm and Call the Void, Chaos offers an
- unsurpassable arsenal of attack spells. The caster can also call
- on the primal forces of Chaos to induce mutations in his/her
- opponents and even him/herself, but otherwise, Chaos has no
- protective spells. Beware, though, Chaos spells are known to
- backfire easily and product undesired effects. This is especially
- true in the version 2.1.0 of Zangband and later, where the forces
- of Chaos can easily twist the hapless individual foolish enough to
- invoke them, turning them horrendous spawns of Chaos.
-
- Death
- There is no fouler nor more evil category of spells than the
- necromantic spells of Death Magic. These spells are relatively
- hard to learn, but at higher levels the spells give the caster
- power over living and the (un)dead. Poison, vampirism, death
- spells and even hellfire can be directed by the caster, but the
- most powerful spells need his / her own blood as the focus, often
- hurting the caster in the process of casting. Should a Death
- wizard find the legendary tome Necronomicon, he can expect to gain
- very great powers indeed, but at a cost: few that have studied the
- accursed tome have retained their sanity.
-
-
- ***** <CastingSpells>
- === On Casting Spells ... ===
-
- Players who select spellcasting characters may notice a few unusual
- phenomena during the course of the game. Here's a few helps and
- hints on what may be happening.
-
- --- Armor and Spell Casting ---
-
- All spellcasting classes are penalized for wielding armor above a
- certain total combined weight. The threshold varies between 30lbs
- for a mage and 40lbs for a paladin. Typically, the more reliant on
- spells/prayers your class is deemed to be, the lower your weight
- allowance. If you exceed your weight limit, your mana will drop.
- This penalty is fairly stiff for low level characters but can
- generally be ignored by high level ones.
-
- --- Mage-Types and Gloves ---
-
- Spellcasters who use INT as the stat determining their spellcasting
- ability will be penalized heavily for wielding armor on their
- hands. The exception to this is that wielding gloves, gauntlets or
- cesti which boost DEX or which grant Free Action will result in no
- penalty. The rationale behind this is that the hands are needed to
- perform intricate gestures that accompany the casting of the spell
- and anything encumbering the hands would interfere with this. The
- priest-type classes (priest, paladin and monk) do not have the same
- restrictions as they are viewed as invoking the power of their
- deity directly through prayer.
-
- --- Casting Spells With Insufficient Mana ---
-
- Occasionally, you may try (either by accident or in desperation) to
- cast a spell when you have insufficient mana to do so. In these
- circumstances you will be told by the game that you do not have
- enough mana to cast the spell and then asked if you want to anyway.
- Casting the spell under these conditions has a drastically reduced
- chance of success and may also result in your constitution being
- damaged. It may also cause you to faint from the effort which will
- effectively paralyze you for several turns (even with free action).
- The CON drain and the paralyzation may happen regardless of whether
- the casting was successful or not.
-
- --- Spell Durations ---
-
- Some spells such as Haste-Self or Resistance grant an effect which
- wears off after a certain period of time. With very few exceptions,
- multiple castings of such spells are not cumulative in terms of the
- duration of the spell. In other words, casting a spell which has a
- duration of 20 turns three times will not result in a duration of
- 60 turns. Typically, the subsequent castings will add only a small
- amount to the total duration.
-
-
- ***** <SpellTypes>
- === Spell Types ===
-
- --- Bolts and Beams ---
-
- A bolt spell is aimed in a direction or at a target but will hit
- the first monster or obstruction in its targeted direction. This
- may or may not be the intended target. Occasionally, you may note
- that your bolt spell hits multiple targets along the line of fire.
- This is because some bolt spells are granted a chance of 'beaming'
- which may be either fixed or level-dependent. A beam will hit every
- target within range along a 'straight' line in the direction in
- which it was aimed.
-
- --- Balls ---
-
- There are two things to remember about ball spells. Firstly, unlike
- bolt spells, they can be aimed at a specific target which allows
- you to target a specific monster as opposed to the first one in the
- direction you are aiming. Secondly, they have a radius (which
- varies from spell to spell). A radius value of one or more will
- result in the spell affecting monsters (and possibly objects, etc)
- around the target in addition to the target itself.
-
- --- Line-of-Sight ---
-
- Line-of-sight spells affect all monsters that that are currently
- in sight of your character. This includes monsters that may not
- currently be visible due to darkness but would be if it was light.
-
- --- Area ---
-
- Area spells affect an area around the player. The size of the area
- can vary considerably. For example, Light Area lights a single room
- while Detect Traps affects a map panel and Genocide the entire
- level.
-
- ***** <Hints>
- === Hints and Tips ===
-
- If you miss the `old` magic user, try picking Sorcery and Chaos magic
- to get the most commonly used mage spells early on (Magic Missile,
- Detect Monsters + Traps + etc, Identify).
-
- It is generally a good idea to pick one defensive realm and one
- offensive realm. For example try using life or sorcery with chaos or
- death magic. Nature is somewhat neutral: it has both offensive and
- defensive spells, but is not very generous with either, not at least
- early in the game. Nature should work best with characters who can use
- other means to survive until they get the more powerful high level
- spells.
-
- If you pick the realms always in the same order (e.g. nature as your
- first realm and chaos as your second realm, not the other way around)
- you will be less confused when trying to pick the correct spellbook to
- use in the game. If you still get confused trying to select the correct
- spellbook, try using macros (either the 'full' macros or inscriptions).
-
-
- ***** <SpellLists>
- === Spell Lists ===
-
-
- LIFE: Standard Spellbooks
-
- Book of Common Prayer
- 1. Detect Evil
- 2. Cure Light Wounds
- 3. Bless
- 4. Remove Fear
- 5. Call Light
- 6. Detect Traps and Secret Doors
- 7. Cure Medium Wounds
- 8. Satisfy Hunger
-
- High Mass
- 1. Remove Curse
- 2. Cure Poison
- 3. Cure Critical Wounds
- 4. Sense Unseen
- 5. Holy Orb
- 6. Protection from Evil
- 7. Healing
- 8. Glyph of Warding
-
-
- LIFE: Rare Spellbooks
-
- Book of the Unicorn
- This book has powerful prayers to ward off, banish and destroy the
- forces of evil.
-
- Blessings of the Grail
- This book has the most powerful prayers of protection and healing,
- as well as prayers of holy visions.
-
-
- SORCERY: Standard Spellbooks
-
- Beginner's Handbook
- 1. Detect Monsters
- 2. Phase Door
- 3. Detect Doors and Traps
- 4. Light Area
- 5. Confuse Monster
- 6. Teleport
- 7. Sleep Monster
- 8. Recharging
-
- Master Sorcerer's Handbook
- 1. Magic Mapping
- 2. Identify
- 3. Slow Monster
- 4. Mass Sleep
- 5. Teleport Away
- 6. Haste Self
- 7. Detection True
- 8. Identify True
-
-
- SORCERY: Rare Spellbooks
-
- Pattern Sorcery
- More powerful spells of detection, information and transportation.
-
- Grimoire of Power
- More powerful enchantments against monsters, spells to enchant
- items, and the Globe of Invulnerability.
-
-
- ARCANE: All Spellbooks
-
- Cantrips for Beginners
- 1. Zap
- 2. Wizard Lock
- 3. Detect Invisibility
- 4. Detect Monsters
- 5. Blink
- 6. Light Area
- 7. Trap & Door Destruction
- 8. Cure Light Wounds
-
- Minor Arcana
- 1. Detect Doors & Traps
- 2. Phlogiston
- 3. Detect Treasure
- 4. Detect Enchantment
- 5. Detect Objects
- 6. Cure Poison
- 7. Resist Cold
- 8. Resist Fire
-
- Major Arcana
- 1. Resist Lightning
- 2. Resist Acid
- 3. Cure Medium Wounds
- 4. Teleport
- 5. Stone to Mud
- 6. Ray of Light
- 7. Satisfy Hunger
- 8. See Invisible
-
- Manual of Mastery
- 1. Recharging
- 2. Teleport Level
- 3. Identify
- 4. Teleport Away
- 5. Elemental Ball
- 6. Detection
- 7. Word of Recall
- 8. Clairvoyance
-
-
-
- TRUMP: Standard Spellbooks
-
- Conjurings & Tricks
- 1. Phase Door
- 2. Mind Blast
- 3. Shuffle
- 4. Reset Recall
- 5. Teleport
- 6. Dimension Door
- 7. Trump Spying
- 8. Teleport Away
-
- Deck of Many Things
- 1. Trump Reach
- 2. Trump Animal
- 3. Phantasmal Servant
- 4. Trump Monster
- 5. Conjure Elemental
- 6. Teleport Level
- 7. Word of Recall
- 8. Banish
-
-
- TRUMP: Rare Spellbooks
-
- Trumps of Doom
- This tome tells you the secrets of the Living Trump treatment, as
- well how to deal the Joker card and how to deal death. It also has
- rather powerful summoning Trumps which may yet prove your own
- Doom...
-
- Five Aces
- A superb collection of the most classic summoning Trumps ever
- crafted.
-
-
- NATURE: Standard Spellbooks
-
- Call of the Wild
- 1. Detect Creatures
- 2. First Aid
- 3. Detect Doors and Traps
- 4. Foraging
- 5. Daylight
- 6. Animal Taming
- 7. Resist Environment
- 8. Cure Wounds & Poison
-
- Nature Mastery
- 1. Stone to Mud
- 2. Lightning Bolt
- 3. Nature Awareness
- 4. Frost Bolt
- 5. Ray of Sunlight
- 6. Entangle
- 7. Summon Animal
- 8. Herbal Healing
-
-
- NATURE: Rare Spellbooks
-
- Nature's Gifts
- Nature's Gifts for protection against the forces of nature and
- hostiles.
-
- Nature's Wrath
- Nature's destructive force harnessed for your use against your
- enemies.
-
-
- CHAOS: Standard Spellbooks
-
- Sign of Chaos
- 1. Magic Missile
- 2. Trap / Door Destruction
- 3. Flash of Light
- 4. Touch of Confusion
- 5. Mana Burst
- 6. Fire Bolt
- 7. Fist of Force
- 8. Teleport Self
-
- Chaos Mastery
- 1. Wonder
- 2. Chaos Bolt
- 3. Sonic Boom
- 4. Doom Bolt
- 5. Fire Ball
- 6. Teleport Other
- 7. Word of Destruction
- 8. Invoke Logrus
-
-
- CHAOS: Rare Spellbooks
-
- Chaos Channels
- Unusual spells that allow you to call on the forces of chaos to
- induce changes in your possessions, in your enemies and in
- yourself.
-
- Armageddon Tome
- The rarest of all spellbooks, filled with the most devastating
- spells.
-
-
- DEATH: Standard Spellbooks
-
- Black Prayers
- 1. Detect Unlife
- 2. Malediction
- 3. Detect Evil
- 4. Stinking Cloud
- 5. Black Sleep
- 6. Resist Poison
- 7. Horrify
- 8. Enslave Undead
-
- Black Mass
- 1. Orb of Entropy
- 2. Nether Bolt
- 3. Terror
- 4. Vampiric Drain
- 5. Poison Branding
- 6. Dispel Good
- 7. Genocide
- 8. Restore Life
-
-
- DEATH: Rare Spellbooks
-
- Black Channels
- Spells that turn you into a bloodthirsty killing machine, and
- which enable you to call upon the nether forces of darkness to
- wreak havoc upon your foes.
-
- Necronomicon
- The legendary tome of unholy visions, death and destruction.
-
- --
- Original : (??)
- Updated : (??)
- Updated : Zangband DevTeam
- Last update: May 16, 2000
-