crawlSS_052_misc.txt: Decks of cards and other misc items properties Based on Crawl Stone Soup 0.5.2 Last change: 2010-01-10 by E. Grasland (use a fixed-width font like Courier to display the tables correctly) Generic informations ~~~~~~~~~~~~~~~~~~~~ This spoilers covers the items in the "misc" category of your equipment you may find in the Dungeon. Most of these items are meant to be e'v'oked: (w)ield them in your hands and press v to use them. Some items (decks of cards, bottled efreet) disappear after one or more uses, other just remain empty (box of beast) and other can be used undefinitely. Items effects ~~~~~~~~~~~~~ Crystal balls ============= There are 3 types of crystal balls, two are useful but dangerous, the latter is only a curse. * Crystal ball of energy This crystal ball may be used to refill you MP pool. The effect is determined by 1d(Evocation*6), where Evocation is your Evocation skill, or 1d6 if you're confused. If the result is 1 or 2, you (temporary) lose 1 intelligence point. If the result is 3 or 4, your MP pool is set to 0. If the result is 5 or 6, your are confused for 1d10 + 9 (more) turns. If the result is greater than 6, you may gain 2d(Evocation) + 6 MP, depending on your Evocation skill and you % of mana remaining (both the higher, the better). If this test fails, your MP is set to 0 instead. Here are the chance to actually gain MP according to your Evocation skill and your amount of mana remaining: +----------+-----------------------------------------------------+ | | Evocation Skill | |% Mana +-----+-----+-----+-----+-----+-----+-----+-----+-----+ |Remaining | 1 | 2 | 5 | 8 | 10 | 12 | 15 | 20 | 27 | +----------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ | 5% | 100%| 98%| 97%| 96%| 96%| 96%| 96%| 95%| 91%| +----------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ | 10% | 100%| 98%| 96%| 96%| 95%| 94%| 94%| 88%| 51%| +----------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ | 15% | 100%| 97%| 94%| 92%| 91%| 87%| 84%| 64%| 10%| +----------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ | 20% | 100%| 94%| 87%| 84%| 80%| 72%| 64%| 32%| 4%| +----------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ | 25% | 100%| 90%| 77%| 68%| 62%| 51%| 38%| 12%| 4%| +----------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ | 30% | 100%| 83%| 64%| 50%| 40%| 31%| 19%| 5%| 4%| +----------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ | 40% | 100%| 66%| 36%| 21%| 15%| 11%| 7%| 5%| 4%| +----------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ | 50% | 100%| 54%| 23%| 13%| 10%| 8%| 7%| 5%| 4%| +----------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ | 60%--99% | 100%| 50%| 20%| 13%| 10%| 8%| 7%| 5%| 4%| +----------+-----+-----+-----+-----+-----+-----+-----+-----+-----+ "You gaze into the crystal ball." "You feel your power drain away!" (MP set to 0) "You are suffused with power!" (MP restored) * Crystal ball of seeing This crystal ball may be used to map your surroundings (like with the "Sense surroundings" mutation or the scroll or the spell of Magic Mapping). The effect is determined by 1d(Evocation*6), where Evocation is your Evocation skill, or 1d6 if you're confused. If the result is 1 or 2, you (temporary) lose 1 Intelligence point. If the result is 3, 4 or 5, your MP pool is set to 0. If the result ranges from 6 to 10 or if you're in a Labyrinth, your are confused for 1d10 + 9 turns. If the results ranges from 11 to 15, nothing happens. If the results is over 15, and you're not in the Abyss or in the Labyrinth, you'll map 15 tiles around you (in each direction), with a quality depending on your Evocation skill (but each tile has at least 50% chance to be revealed). "You gaze into the crystal ball." "You feel power drain from you!" (MP set to 0) "You see nothing." "You see a map of your surroundings!" * Crystal ball of fixation This crystal ball paralyzes you for 15-40 turns (during which you're slowed, which in effect doubles the paralysis duration). "You gaze into the crystal ball." "You are mesmerised by a rainbow of scintillating colours!" Elemental items =============== Elemental items are Stone of Earth Elementals (Nondescript stone), Air Elemental Fan (Gauzy Fan) and Lamp of Fire (Blazing Lamp). These 3 items may be used to summon respectively Earth, Air and Fire Elementals, and work pretty much the same way. Evoking an elemental item has a (3.3 + 3.3*Evocation)% chance to work (otherwise, nothing will happen). If that's the case, you'll be asked a material to summon the elemental from: * Stone of Earth Elementals: Rock wall or Clear rock wall (which will be destroyed in the process, so you may use this to dig slowly) * Air Elemental Fan: Floor (without cloud) * Lamp of Fire: Lava or Cloud of Fire (the latter will be destroyed in the process) Once the Elemental is summoned, its intial behaviour depends on your elemental magic skills: * Earth: 19% per Earth Magic skill to start friendly (up to 96%), otherwise hostile. * Air: 6% per Air Magic skill to start friendly (up to 96%), otherwise hostile. * Fire: 10% per Fire Magic skill to start friendly (up to 96%), otherwise hostile. Bottled Efreet ============== This item appears as an Sealed bronze flask. Once opened, it will release an Efreet. There's a (50 + 1.7*Evocation)% chance that it will be friendly, otherwise, it will attack you. "You open the flask..." "...and a huge efreet comes out." ""Thank you for releasing me!"" (friendly efreet) "It howls insanely!" (hostile efreet) Box of Beasts ============== This item appears as an Ebony casket. It may be used to summon animals. These animal are summoned, thus you won't be able to dissect their corpses for food if they are killed. There's a (60 + Evocation) % chance to successfully summon a monster. The monster will usually be friendly, but there's 1 chance over (Evocation + 5) chance to be hostile instead; it will be picked among (equal chance for each): - Giant bat - Hound - Jackal - Rat - Ice Beast - Snake - Yak - Butterfly - Brown Snake - Giant Lizard - Hell Hound If the summoning fails, nothing happens, but there's a 17% chance that the box will be turned into an empty ebony casket (useless item). "You open the lid..." "...and something leaps out!" (monster created) "...but nothing happens." (no monster created, but the box isn't empty yet) "...but the box appears empty." (the box is empty) Disc of Storms ============== This item appears as a Grey Disc. It may be used to release powerful (and dangerous) lightning bolts. If you are resistant to electricity, nothing happens. Otherwise, the disc may be activated depending on your Evocation skill (otherwise nothing happens): +------------------+----+----+----+----+----+----+----+----+ |Evocation skill | 0 | 1 | 2 | 5 | 10 | 15 | 20 | 27 | +------------------+----+----+----+----+----+----+----+----+ |Activation chance | 66%| 67%| 69%| 73%| 78%| 83%| 88%| 92%| +------------------+----+----+----+----+----+----+----+----+ When the disc is activated, 2d(1 + Evocation/7) bolts in are emitted towards a random spot around you. Each bolt may be (equal chance for each) a bolt of lightning, a bolt of electricity or an orb of electricity. "Nothing happens" (electricity resistance or Evocation test failed) "The disc glows for a moment, then fades." (Evocation test failed "Little bolts of electricity crackle over the disc." (Evocation test failed) "The disc erupts in an explosion of electricity!" (Disc activated) Lamp of Shadow ============== This item appears as a Bone lantern. Unlike other items, it is not used by Evoking it, but by wielding. Wielding the lantern will reduce your line of sight by 2, and you won't be able to differenciate out-of-sight explored tiles from tiles in view. In addition, for every step performed while wielding this lantern, there's a 13% chance (plus 13% per level of affinity with Death Magic: Robe of Archmagi, Lich transformation, level 13+ Mummy, level 26+ Mummy) that a friendly shadow will be summoned. This comes for a price: while you're wielding it, all your spells suffer 2 negative enhancements (which will usually divide their power by 4). In addition, your Stealth will set to 0. Followers of Zin, Elyvilon and The Shining One incur a piety loss and a penance if they use this item. "The area is filled with flickering shadows." Horn of Geryon ============== This item appears as a Silver Horn, and will be identified as soon as you wield it. It isn't randomly generated, you must kill Geryon in the Vestibule of Hell in order to get it. Evoking it in the Vestibule of Hell will open the gates to Dis, Cocytus, Gehenna and Tartarus. Evoking it elsewhere, a hostile Beast (type '4' ordinary demon) is summoned. This Horn may not be destroyed by jellies. "You produce a weird and mournful sound." (in the Vestibule of Hell) "Your way has been unbarred." (when the Hell Gates are opened) "You produce a hideous howling noise!" (if you're not in the Vestibule of Hell) Decks of cards ============== Drawing a card from a deck will have an immediate effect, depending on the card (described below) You may draw between 4 and 13 cards from a deck before it runs out of cards and disappear. * Nature of decks There are 14 types of decks: +---------------------+---------------------+---------------------+ |Pure decks |Mixed Decks |Virtual Decks | +---------------------+---------------------+---------------------+ |Deck of Destruction |Deck of Escape |Deck of Transport | |Deck of Dungeons |Deck of War |Deck of Emergency | |Deck of Summoning |Deck of Changes |Deck of Enchantments | |Deck of Wonders |Deck of Defence |Deck of Battle | | | |Deck of Oddities | | | |Deck of Punishments | +---------------------+---------------------+---------------------+ Only Pure and Mixed decks may be found in the Dungeon. Pure decks will only have cards from a specific list, while mixed decks contain cards from the lists of several Pure or Virtual decks (equal chance for each deck): Decks of Escape mix cards from Decks of Transport and Emergency. Decks of War mix cards from Decks of Destruction, Enchantments, Battle, Summoning, Transport and Emergency. Decks of Changes mix cards from Decks of Battle, Dungeons and Wonders. Decks of Defence mix cards from Deck of Emergency and Battle. In addition, drawing from any deck (Pure or Mixed) has a 1% chance to give you a card from the deck of Oddities instead. The deck of Punishments is only used for Nemelex Xobeh's retribution. You have a 2.9% chance per Evocation Skill over level 5 to identify the nature of a deck when you draw a card from one. * Deck power Decks come in three strengths, from the lowest to the highest: Plain, Ornate or Legendary. Many cards have an effect that is scaled according to their power, equal to: Evocation * 9 // Evocation is you Evocation Skill + Piety*(Evocation/27 + 0.93) // If you are a follower of Nemelex Xobeh + Deck Strength // 0 for Plain decks, 150 for Ornate decks and 300 Legendary decks In addition, certain cards may get an improved effect. Improved effects happen only in Ornate with a 0.14*power % chance, and nearly always in Legendary decks. Double improved effects happen only in Legendary decks, with 0.03*(power^2) % chance. * List of cards in each deck +------------+------------+------------+------------++------------+------------+------------+------------++------------+------------+ |Destruction |Dungeons |Summoning |Wonders ||Transports |Emergency |Enchantments|Battle ||Oddities |Punishments | +------------+------------+------------+------------++------------+------------+------------+------------++------------+------------+ |Vitriol |Water |Crusade |Potion ||Portal |Tomb |Elixir |Elixir ||Genie |Wraith | |Flame |Vitrific. |Herd |Focus(#) ||Warp |Banshee | |Battlelust ||Bargain |Wild Magic | |Frost |Map |Pentagram |Shuffle(*) ||Swap |Damnation(*)| |Metamorph. ||Wrath |Wrath | |Venom |Dowsing |Dance |Experience ||Velocity |Solitude | |Helm ||Xom |Xom | |Hammer |Spade |Foxfire |Wild Magic || |Warpwright | |Blade ||Feast |Famine | |Spark |Trowel |Bones |Helix || |Flight | |Shadow ||Famine |Curse | |Pain |Minefield |Repulsiv. |Sage || | | | ||Curse |Tomb | |Torment | | | || | | | || |Damnation | | | | | || | | | || |Portal | | | | | || | | | || |Minefield | +------------+------------+------------+------------++------------+------------+------------+------------++------------+------------+ (#) Rare (*) Not in Plain decks, rare in other decks Each card has an equal chance to be picked in a given deck, with the following exceptions: - Damnation is only in Rare or Legendary decks, and is picked only with a 4% chance (7% in Legendary decks) against 19% for the other cards. - Shuffle is only in Rare or Legendary decks, and is picked only with a 4% chance (7% in Legendary decks) against 19% for the other cards (17% in Legendary decks), except Focus. - Focus is picked only with a 4% chance in Common or Rare decks and 7% in Legendary decks against 19% for the other cards (17% in Legendary decks), except Shuffle. * Card effects Note: (#) refers to the eventual improved effect, (##) to the eventual double improved effect (see above). Specific cards of the Deck of Punishment are described in the Religion spoiler instead (since annoying Nemelex is the only way to draw them). The decks you may find each card in is indicated by: [Ds] for decks of Destruction [Du] for decks of Dungeons [S] for decks of Summoning [Wo] for decks of Wonders [E] for decks of Escape [Wa] for decks of War [C] for decks of Changes [Df] for decks of Defence [O] for decks of Oddities (1% in any deck) Vitriol ******* [Ds][Wa] You may throw a bolt of acid (67%) or a bolt of degeneration (33%; turns a non-demonic or holy living creature in a Pulsating Lump) in the direction of your choice. Damage and accuracy depend on the card's power. Flame ***** [Ds][Wa] You may throw a fireball (50%) or a bolt of flame (50%) in the direction of your choice. Damage and accuracy depend on the card's power. (#) The bolt of flame is replaced by a bolt of sticky flame. (##) The bolt of flame is replaced by a bolt of fire. Frost ***** [Ds][Wa] You may throw a bolt of frost in the direction of your choice. Damage and accuracy depend on the card's power. (#) The bolt of frost is replaced by a bolt of ice. (##) The bolt of frost is replaced by a bolt of cold. Hammer ****** [Ds][Wa] You may throw a bolt of striking in the direction of your choice. Damage and accuracy depend on the card's power. (#) The bolt of striking is replaced by a stone arrow. (##) The bolt of striking is replaced by a crystal spear. Venom ***** [Ds][Wa] 50%: Olgreb's Toxic Radiance is casted: every non-invisible or poison-resistance creature in view (including you) is poisoned. 50%: You may throw a bolt of poison (as with the "Sting" spell) in the direction of your choice. Damage and accuracy depend on the card's power. (#) The bolt of poison is replaced by a venom bolt. (##) The bolt of poison is replaced by a poison arrow. Spark ***** [Ds][Wa] You may throw a bolt of electricity in the direction of your choice. Damage and accuracy depend on the card's power. (#) The bolt of electricity is replaced by a bolt of lightning. (##) The bolt of electricity is replaced by an orb of electricity. Pain **** [Ds][Wa] You may throw a bolt of pain in the direction of your choice. Damage and accuracy depend on the card's power. (#) The bolt of pain is replaced by a bolt of negative energy. (##) You drain every enemy in sight. Torment ******* [Ds][Wa] Torment is casted around you: every (non tormen-resistant) creature in sight, including you, has its HP halved. Water ***** [Du][C] Every floor tile at a distance of 1 to 4 from you has 50% chance to be turned into shallow water. (#) Every floor tile at a distance of 1 to 6 from you has 25% chance to be turned into shallow water and 25% chance to be turned into deep water. Tiles at a distance of 1 to 2 may then deepened (floor tiles may turn to shallow water and shallow water tiles may turn to deep water). (##) Every visible floor tile is turned into shallow water (50%) or deep water (50%). Beware not to be trapped! Vitrification ************* [Du][C] Rock and stone walls in a radius of 1d(Power/40) + 1 tiles around you are turned to clear rock and stone walls, which allow you (and the other monsters) to see through. (#) Same effect as unimproved. (##) The whole level is vitrified. Map *** [Du][C] Magic mapping is casted around you. The range and efficiency of the mapping depends on the card's power. Dowsing ******* [Du][C] A random spell among Detect Secret Doors, Detect Traps and Telepathy (equal chance for each) is casted. Telepathy behaves like a Detect Creature spell casted each turn, for a duration depending on the card's power. (#) Same effect as unimproved, plus another of these 3 spell is casted (which may be the same). (##) All of the previous spells are casted. Spade ***** [Du][C] You may throw a bolt of digging in the direction of your choice. Range depends on the card's power. Trowel ****** [Du][C] If you're standing on regular floor, there's 93% chance to create an altar to a random god (otherwise no effect). (#) 50%: A Granite Statue (50%) or an Orcish Idol (50%) is created on a random free square around you. 50%: An hostile statue (Ice, Orange or Sliver) and a friendly golem (Clay, Wood, Stone, Iron, Crystal or Toenail) are created adjacent to you. (##) If you're standing on regular floor, a random portal is created. Minefield ********* [Du][C] Each untrapped floor tile at distance 1 or 2 from you has 25% chance to be trapped (random trap). In the Abyss, the traps are replaced by deep water or lava. (#) The range is extended to 4 tiles and the probability to create a trap is increased to 33%. (##) The range is extended to 6 tiles and the probability to create a trap is increased to 50%. Crusade ******* [S][Wa] Abjuration is casted: the duration of each hostile summoning is reduced by 1d(power/4) where power is the card's power (#) Same effect as unimproved, plus: Each monster in sight might turn friendly. This concerns only non-unique, non-magic immune, non-demonic, non-holy and living creatures. A monster will turn friendly if 35*HD is lower than 1d(power), where HD is the monster's HD. This bypasses magic resistance (but not immunity). The monster might either be charmed (75%) or turned permanently friendly (25%). (#) Same effect as improved once, with probabilities for charming and permanently turning friendly the monsters modified to 67% and 33% respectively. Herd **** [S][Wa] You summon up to 1d(power/3) + 1 animals (at least 2), among Bumblebee, War Dog, Sheep, Yak, Hog, Soldier Ant, Wolf, Grizzly Bear, Polar Bear, Black Bear, Giant Snail, Boring Beetle, Gila Monster, Komodo Dragon, Spiny Frog and Hound. There's a 50% chance that all monsters summoned will be the same type. The summoned creatures will usually be friendly, although there's a small chance inversely dependent on power that a few will be hostile. Pentagram ********* [S][Wa] You summon a friendly type '5' demon. (#) You summon a friendly type '2', '3' or '4' demon. (##) You summon a friendly type '1' demon. Dance ***** [S][Wa] You summon a dancing weapon. It will be hostile 25% of the time, friendly otherwise. It won't let a weapon on the ground when defeated. The summoned weapon is a normal dagger or a club (equal chance each), with accuracy and damage bonus between -3 and 0. (#) The summoned weapon is always friendly. It will be a long sword or a hand axe (equal chance each), eventually of flaming (25%) or freezing (25%), with accuracy and damage bonus between -1 and +2. (##) The summoned weapon is always friendly. It will be a katana or an executioner's axe (equal chance each) of speed (50%) or electrocution (50%), with accuracy and damage bonus between +2 and +5. Foxfire ******* [S][Wa] You summon 2 random flying monster among Butterfly, Bumblebee, Insubstantial Wisp and Vapour. Each will be hostile 25% of the time, friendly otherwise. Vapours may not be selected if you can't see invisible. (#) You summon 7 random flying friendly monster among Bumblebee, Insubstantial Wisp, Vapour and Yellow Wasp. Vapours may not be selected if you can't see invisible. (##) You summon 12 random flying friendly monster among Insubstantial Wisp, Vapour, Yellow Wasp and Red Wasp. Vapours may not be selected if you can't see invisible. Bones ***** [S][Wa] You summon a random Large Skeleton, which will be hostile 25% of the time, friendly otherwise. (#) You summon a friendly Skeletal Warrior. (##) You summon a friendly Skeletal Dragon. Repulsiveness ************* [S][Wa] You summon an Ugly Thing, which will be hostile 25% of the time, friendly otherwise. (#) You summon a friendly Ugly Thing or Very Ugly Thing (equal chance each). (##) You summon a friendly Very Ugly Thing. Potion ****** [Wo][C] You get the effect of a random potion among Heal Wounds (27%), Healing (27%), Restore Abilities (18%), Poison (9%), Confusion (9%) and Degeneration (9%). (#) Same effect as unimproved, plus 50% chance to get the effect of a potion of Mutation or Cure Mutation (equal chance for each). (##) Same effect as improved once, plus 20% chance to get the effect of potion of Gain Strength, Gain Dexterity or Gain Intelligence (equal chance for each). Focus ***** [Wo][C] Your best stat is increased by 1 while you worse stat is decreased by 1. This will kill you if your lowest stat is 1. Shuffle ******* [Wo][C] Your Strength, Dexterity and Intelligence are randomly swapped. Experience ********** [Wo][C] If you are below experience level 27, you gain 100 times the power of the card experience points. If you're level 27, you gain instead 50 times the power of the card experience points in your skill pool. (#) Same effect as unimproved. (##) If you are below experience level 27, you gain one level. If you're level 27, your skill pool is filled to 20000 points. Wild Magic ********** [Wo][C] You suffer a random miscast effect. Higher card power will create worse miscasts. Helix ***** [Wo][C] If you already have at least 1 (non intrinsic) mutation, you may gain a random mutation (33%), lose a mutation and gain a random one (33%) or lose a mutation (33%). Otherwise, you gain a random mutation. (#) If you already have at least 1 (non intrinsic) mutation, you may gain a mutation (17% random, 17% good), lose a mutation (17% always, 17% only a bad one) or lose a mutation and gain one (17% lose any mutation and gain a random one, 7% lose only a bad mutation and gain a random one, 7% lose any mutation and gain a good one). Otherwise, you gain a mutation (50% random, 50% good). (##) You may lose a bad mutation (33%), gain a good mutation (33%), lose a bad mutation and gain a random one (17%) or replace a random mutation by a good mutation (17%). Sage **** [Wo][C] A random skill is chosen, weighted towards the ones you're more skilled in. For 200-1999 turns, each time you gain xp, half of this experience is increased by power/13 % (where power is the card's power) and put in this skill. The other half is normally available. (#) The skill chosen is more weighted towards your higher skills. (##) The skill chosen is even more weighted towards your higher skills. Portal ****** [E][Wa] You will randomly teleport after a few turns. (#) The teleportation will be controlled (50%) or instant (50%). (##) The teleportation will be controlled and instant. Warp **** [E][Wa] You randomly blink to an unoccupied tile in view. (#) You may choose the general direction of the blinking (semi-controlled blinking). (##) You may choose the destination tile (controlled blinking). Swap **** [E][Wa] You swap position with a random monster in view (or no effect if there's none). Velocity ******** [E][Wa] Swiftness is casted on you (you movement speed is increased). The duration depends on the card's power. (#) Swiftness and Fly are casted on you (you movement speed is even more increased). The duration depends on the card's power. (##) You are hasted. The duration depends on the card's power. Tomb **** [E][Wa][Df] Every unoccupied tile around you is replaced by a rock wall. There's a small chance (depending on the power of the card) that one (or very unlikely more) tile may not be transformed. Traps and items on a transformed tile are destroyed in the process. Remember that you need a way to get out if you don't want to starve (likely teleportation or digging). Banshee ******* [E][Wa][Df] Every monster failing a magic resistance check is frightened and will start to flee. The chance to fail the check depends on the card's power. Damnation ********* [E][Wa][Df] If no monsters are in view, you are banished to the Abyss. Otherwise, random monsters in view are banished. The maximum number of monsters banished is equal to 1d(1 + Evocation/12 + Piety/240), where Evocation is your Evocation skill and Piety you Piety if you're a follower of Nemelex Xobeh. (#) One additional monster may be banished. (##) Two additional monsters may be banished. Solitude ******** [E][Wa][Df] Dispersal is casted around you: creatures on every tile around you failing a magic resistance test are teleported away in the Dungeon. Creatures succeeding their magic resistance test still have 50% chance to blink. Blink frogs and Prince Ribbit are immune to this effect. Warpwright ********** [E][Wa][Df] A teleportation trap is placed on a random square around you. (#) The location of the trap is revealed. (##) The location of the trap is revealed. Flight ****** [E][Wa][Df] You are transformed into a Spider or a Bat. There's a 25% chance that you'll turn invisible. The durations depend on the card's power. (#) Swiftness and Fly are casted on you (you movement speed is increased). The chance to turn invisible are increased to 33%. The durations depend on the card's power. (##) Swiftness and Fly are casted on you (you movement speed is increased). The chance to turn invisible are increased to 50%. The durations depend on the card's power. In addition, a shaft trap is created beneath you. Elixir ****** [Wa][C][Df] 50%: You get the effect of a potion of Heal Wounds. 50%: Regeneration is casted on you. The duration depends on the card's power. (#) If your HP are higher than half your max HP, same as unimproved effect. If your HP are lower or equal to half your max HP, your HP are restored to their maximum. (##) Your HP and MP are restored to their maximum. Battlelust ********** [Wa][C][Df] You get the effect of a potion of Might. (#) Unless you immediately drink a potion of berserk rage, you'll turn berserk the next turn. (##) Your accuracy and damage are increased by an amount depending on the card's power (at least +6/+6). Metamorphosis ************* [Wa][C][Df] You are transformed into a Spider, an Ice Beast or a Bat (equal chance for each). The duration depends on the card's power. (#) You are transformed into a Statue or get Blade Hands (equal chance for each). The duration depends on the card's power. (##) You are transformed into a Lich or a Dragon (equal chance for each). The duration depends on the card's power. Helm **** [Wa][C][Df] Stoneskin or Forescry (equal chance for each) is casted upon you. (#) Stoneskin, Forescry and Magic Shield each have a 50% chance to be casted upon you. At least one of Stoneskin or Forescry will be successful. Magic Shield grants you a shield with a blocking value of 2 + (Evocation)/6 (not cumulative with a physical shield you might be wearing). (##) Stoneskin, Forescry and Magic Shield each have a 50% chance to be casted upon you. At least one of Stoneskin or Forescry will be successful. You temporary gain 1 level in 0 to 4 resistances among Poison resistance, Electricity resistance, Fire resistance and Cold resistance (equal chances for each). Blade ***** [Wa][C][Df] If you're wielding an unbranded weapon, it temporary receives a random brand among Flaming, Freezing, Venom, Draining, Vorpal, Distortion or Pain. (#) Sure blade is casted (grants at least +5 to accuracy if your weapon is a short blade). (##) Your weapon is animated and will fight for you. Cursed weapons will be hostile instead. Shadow ****** [Wa][C][Df] You get the effect of a potion of invisibility. The duration depends on the card's power. (#) You get the effect of a potion of invisibility and you stealth is increased by a large amount (80). The duration depends on the card's power. (##) You get the effect of a potion of invisibility and you stealth is increased by a large amount (80). The duration depends on the card's power. Genie ***** [O] 25%: You suffer the effect of a potion of degeneration. 25%: You suffer the effect of a potion of decay. 50%: You may select an object for acquirement (as if you read a scroll of acquirement). Bargain ******* [O] For 2d(power) + 2 turns (where power is the card's power), all prices in shops are reduced by 20%. Wrath ***** [O] You suffer the retribution of a a random god. Xom *** [O] You get a random Xom effect. The probability to have a good effect depends on the power of the card. Feast ***** [O] Your satiation level is set to 12000 (Engorged). Famine ****** [O] Your satiation level is set to 500 (Starving). Curse ***** [O] One item at random in your inventory is cursed. Another one may be cursed with a 50% chance. (#) Randomly curse items in your inventory until 1d4 = 4 (on average, 4 items will be cursed). (##) Curses (almost) everything in your inventory; 17% chance to turn your potions into potions of decay. Runes ===== These quest items have no special power, but you need (at least) 3 of them in order to pass through the portal to the realm of Zot. They are each worth 10,000 for scoring purpose. You will always find a rune at the bottom of the following branches: - Swamp: Decaying rune - Snake Pits: Serpentine rune - Vaults: Silver rune - Slime Pits: Slimy rune - Tomb: Golden rune - Dis (Hell): Iron rune - Cocytus (Hell): Icy rune - Gehenna (Hell): Obsidian rune - Tartarus (Hell): Bone rune If you find a named demon lair in Pandemonium, it will contain a rune: - Mnoleg's lair: Glowing rune - Lom Lobon's lair: Magical rune - Cerebov's lair: Fiery rune - Gloorx Vloq's lair: Dark rune Finally, there's always a small chance when you're travelling in the Abyss or in Pandemonium that you'll find a rune (you may even collect several demonic runes if you're lucky, although there's normally only one Abyssal rune): - Pandemonium: Demonic rune - Abyss: Abyssal rune Runes may not be destroyed by jellies nor picked up by monsters. Orb === There's only one orb, it's the Orb of Zot. Once picked, random demons will be summoned while you're going back to the exit. Most ways to destroy items do not work with the Orb - except throwing it in lava or deep water. It is worth 250,000 for scoring purpose.