crawlSS_052_scrolls.txt: Scrolls and their effects Based on Crawl Stone Soup 0.5.2 Last change: 2009-12-09 by E. Grasland (use a fixed-width font like Courier to display the tables correctly) Generic informations ~~~~~~~~~~~~~~~~~~~~ Scrolls are used by 'r'eading them. You can't read a scroll if you are beserking, silenced or in Bat form. You may not be able to read a scroll if you have the "blurry vision" mutation, too (20% chance cumulative per level in this mutation to fail). Be careful as at blurry vision level 3, there's 33% chance that if you fail to read the scroll, it appears blank; in addition you can't identify scrolls of paper. If you are confused, reading any non-blank scroll will be like reading a scroll of random uselessness. If you haven't reach level 1 in Spellcasting, reading a scroll will exercize it (it is the only way to reach level 1). Here's the list of all scrolls: - Acquirement - Blinking - Curse Armour - Curse Weapon - Detect Curse - Enchant Armour - Enchant Weapon I - Enchant Weapon II - Enchant Weapon III - Fear - Fog - Holy Word - Identify - Immolation - Magic Mapping - Noise - Paper - Random Uselessness - Recharging - Remove Curse - Summoning - Teleportation - Torment - Vorpalise weapon - Vulnerability Scroll identification ~~~~~~~~~~~~~~~~~~~~~ Apart from using a scroll or spell of identify, there are several ways to identify your scrolls. Reading one is the most obvious way, but may be dangerous, and will waste one scroll. Note that scrolls of Immolation do not destroy scrolls in your inventory anymore. Reading one of these scrolls with always identify it: - Paper (unless you have the Blurry Vision mutation at level 3) - Random Uselessness - Blinking - Teleportation - Acquirement - Noise - Summoning (unless in a very weird place where the monster couldn't be created) - Fog - Magic Mapping - Torment - Immolation - Vulnerability Reading one of these scrolls will ask for an item to use it on: - Identify (identified if used on an unidentified item) - Enchant Armour (identified if used on a piece of armour and enchantment succeeded) - Recharging (identified if used on a wand, a rod or a weapon of electrocution) As scrolls of identify are much more common, the biggest pile will probably be a scroll of identify. Once those are identified, you'd probably want to use a scroll on an armour if you find scrolls of enchant armour more valuable, or on a wand if you find scrolls of recharging more valuable; if there's no effect, the scroll will be the other one. Reading one of these scrolls may identify it in the right conditions: - Remove Curse (if you were wearing a cursed item) - Detect Curse (if you had at least an item whose cursed status was unknown in your inventory) - Fear (if a monster was in view) - Curse Weapon (if you were wielding an uncursed weapon) - Enchant Weapon I/II/III (if you were wielding a cursed weapon or a non artefact weapon that can sustain an enchantment) - Vorpalise Weapon (if you were wielding a non-permanently branded weapon) - Curse Armour (if you were wielding an uncursed piece of armour) - Holy Word (if a monster was in view and affected, including yourself if you're an undead or a Demonspawn) To maximize your chances to identify an unidentified scroll upon reading, you should read it (by decreasing order of priority): - on a decently "safe" level (for scrolls of Teleportation, Torment and Vulnerability) - with at least an unidentified item in your inventory (for scrolls of Identify and Detect Curse) - while wielding an unbranded weapon that can be enchanted (for scrolls of Enchant Weapon I/II/III, Curse Wepon and Vorpalise Weapon) - while wearing at least one uncursed piece of armour, if possible one you'll want to keep with you (for scrolls of Curse Armour and Enchant Armour) - with a wimpy monster in view (for scrolls of Fear) - with an undead or a demon in view (for scrolls of Holy Word) - while wielding or wearing a cursed item (for scrolls of Remove Curse) The last one may be skipped if you read your rarer scrolls first: you'll probably read a scroll of Curse Weapon or Curse Armour first. If that doesn't work, your most frequent {tried} scroll will probably be a scroll of Remove Curse. A good spot to identify all your scrolls upon reading is the Ecumenical Temple: you'll be very safe and the only scrolls you may not able to identify will be scrolls of Fear and Holy Word (unless you brought a monster with you). You may also identify scrolls by the number you've collected so far; scrolls of Identify are the most frequent (about 18% of all scrolls found), followed by scrolls of Remove Curse (about 13% of all scrolls found), scrolls of Teleportation (about 8% of all scrolls found, 16% in the first 4 levels) and scrolls of Detect Curse (about 6% of all scrolls found, 10% in the first 7 levels and 12% in the first 4 levels). A scroll found in a small pile (2 or 3 scrolls) will never be a scroll of Vorpalise Weapon, Enchant Weapon III, Acquirement, Torment or Holy Word. Scrolls of Immolation, Acquirement, Enchant Weapon III, Summoning and Vulnerability are never generated above level 4; scrolls of Vorpalise Weapon, Torment and Holy word are never generated above level 7. Scrolls effects ~~~~~~~~~~~~~~~ * Scroll of Acquirement You can choose a class of item (weapon, armour, jewellery, book, staff, food, miscellany or gold), and receive a random good item (sometimes an artefact) in this category. The choice isn't totally random: the game tries to give you something interesting and that you can use. "This is a scroll of acquirement!" * Scroll of Blinking You blink to a tile in view of your choice. In the Abyss, there's 91% chance (67% for followers of Lugonu) that blinking will fail. In the Abyss or a Labyrinth, controlled blink is impossible (you randomly blink instead). In the Tomb, controlled blink is allowed only if you have its Rune. In the Slime Pits, controlled blink is allowed only when the Royal Jelly is dead. In the Elven Halls, controlled blink is allowed only if all the sparkling fountains are empty. In the Realm of Zot, controlled blink is allowed only if you have the Orb of Zot. "Blink to where?" "The power of the Abyss keeps you in your place!" (if your blink failed in the Abyss) "A powerful magic interferes with your control of the blink." (controlled blink is impossible here) "You feel a weird sense of stasis." (one of your artefacts prevents teleportation) * Scroll of Curse Armour A random worn uncursed piece of armour is cursed (equal chances for each if several are available). If you aren't wearing any uncursed piece of armour, it has no effect. "[Your armour] glows black for a moment." "Nothing happens." (no uncursed piece of armour worn) * Scroll of Curse Weapon If you haven't an uncursed weapon in hand, no effect. Else, your weapon is cursed. "[Your weapon] glows black for a moment." "Nothing happens." (no uncursed weapon in hand) * Scroll of Detect Curse You detect the curses placed upon the weapons, armours and jewellery in your inventory. "You sense the presence of curses on your possessions." "Nothing happens." (if not carrying any item which cursed state is unknown) * Scroll of Enchant Armour The effect depends on the selected item. Used on a cursed armour (even an artefact), it will uncurse, in addition to the other effects. Used on a non-artefact armour, it may add a +1 enchantement to its AC or blocking value for shields. The maximum enchantment value of a piece of armour is +8 for body armours and bardings, and +2 for other pieces armours and shields. For a body armour or a barding, the enchantment will only succeed with the following probability: +-------------------------+-----+-----+-----+-----+-----+-----+-----+ |Previous AC enchantement | <+3 | +3 | +4 | +5 | +6 | +7 | +8 | +-------------------------+-----+-----+-----+-----+-----+-----+-----+ |Chance to adds +1 to AC | 100%| 62% | 50% | 38% | 25% | 13% | 0% | +-------------------------+-----+-----+-----+-----+-----+-----+-----+ Used on a dragon or troll hide, it will turn it into a dragon armour or a troll leather armour instead of enchanting it. Used on another item, it has no effect. "[Your armour] glows green for a moment." "[Your hide] glows purple and changes!" (dragon or troll hide transformed in armour) "[Your armour] glows silver for a moment." (armour uncursed) "Nothing happens." (no armour worn or selected armour too enchanted) * Scroll of Enchant Weapon I If you haven't a weapon or missiles in hand, no effect. If you have a cursed weapon (even an artefact) in hand, it becomes uncursed, in addition to the other effects. If you have a non-artefact weapon in hand, it may gain a +1 to accuracy. If you have missiles in hand, they may gain a +1 enchantment. +------------------------------+-----+-----+-----+-----+-----+-----+-----+ |Previous accuracy enchantment | <+4 | +4 | +5 | +6 | +7 | +8 | +9 | +------------------------------+-----+-----+-----+-----+-----+-----+-----+ |Probability of increasing | 100%| 56% | 44% | 33% | 22% | 11% | 0% | +------------------------------+-----+-----+-----+-----+-----+-----+-----+ "[Your weapon] glows green for a moment." "[Your missiles] glow red for a moment." "[Your weapon] glows silver for a moment." (item was uncursed) "Nothing happens." (no effect, because you have no weapon or ammunition in hand, or because the enchantement is already too high). * Scroll of Enchant Weapon II If you haven't a weapon or missiles in hand, no effect. If you have a cursed weapon (even an artefact) in hand, it becomes uncursed, in addition to the other effects. If you have a non-artefact weapon in hand, it may gain a +1 to damage. If you have missiles in hand, they may gain a +1 enchantement. +-----------------------------+-----+-----+-----+-----+-----+-----+-----+ |Previous damage enchantment | <+4 | +4 | +5 | +6 | +7 | +8 | +9 | +-----------------------------+-----+-----+-----+-----+-----+-----+-----+ |Probability of increasing | 100%| 56% | 44% | 33% | 22% | 11% | 0% | +-----------------------------+-----+-----+-----+-----+-----+-----+-----+ "[Your weapon] glows red for a moment." "[Your missiles] glow red for a moment." "[Your weapon] glows silver for a moment." (item was uncursed) "Nothing happens." (no effect, because you have no weapon or ammunition in hand, or because the enchantement is already too high). * Scroll of Enchant Weapon III If you haven't a weapon or missiles in hand, no effect. If you have a cursed weapon (even an artefact) in hand, it becomes uncursed, in addition to the other effects. If you have a non-artefact weapon in hand, it may a +1 or +2 enchantement to accuracy and to damage (tested independently). If you have missiles in hand, they may gain a a +1 or +2 enchantement. +-----------------------------------------+-----+-----+-----+-----+-----+-----+-----+-----+ |Previous accuracy or damage enchantement | <+3 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +-----------------------------------------+-----+-----+-----+-----+-----+-----+-----+-----+ |Chance to add +0 to enchantment | 0% | 0% | 32% | 43% | 55% | 69% | 89% | 100%| +-----------------------------------------+-----+-----+-----+-----+-----+-----+-----+-----+ |Chance to adds +1 to enchantment | 50% | 72% | 56% | 50% | 41% | 30% | 11% | 0% | +-----------------------------------------+-----+-----+-----+-----+-----+-----+-----+-----+ |Chance to adds +2 to enchantment | 50% | 28% | 12% | 7% | 4% | 1% | 0% | 0% | +-----------------------------------------+-----+-----+-----+-----+-----+-----+-----+-----+ "[Your weapon] glows bright yellow for a while." "Nothing happens." (no effect from the scroll) * Scroll of Fear All non-undead, non-demonic, non-holy creatures in sight start to flee, unless they succeed a (rather difficult) magic resistance check. "[Monster] looks frightened!" (a monster is afraid) "[Monster] resists." (a creature with resisted thanks to its magic resistance) "[Monster] is unaffected." (unnatural creatures are unaffected) * Scroll of Fog Clouds of smoke are created on 1d8+7 tiles around you (including at least the 8 tiles immediately around you). It may be either blue, purple or grey smoke (equal chance for each); only the latter will spread over time. Smoke is harmless in itself, but two successive clouds of smoke will block vision (which can be useful against far ranged attackers). "The scroll dissolves into smoke." * Scroll of Holy Word A holy word is shouted, with a power of 100, plus Piety for followers of The Shining One or Piety/2 for followers of Zin or Elyvilon. The holy word damages all undeads and demons in view for 2d15 + 1d(power)/3 HP, slows them and scares them. If you are an undead (Mummy, Ghoul or Vampire), your current HP are halved. Followers of Yredelemnul incur a piety loss and a penance if they knowingly read this scroll. "You speak a Word of immense power!" "You are blasted by holy energy!" (undead characters reading the scroll) * Scroll of Identify Used on an unidentified item, you identify it. 20% of the time, you'll be able to identify a second item, and 10% of the time, a third item. Used on another item, it has no effect. "Identify which item?" * Scroll of Immolation A fireball burst and inflict 3d10 damage to all creatures (including you) in a radius of 2 squares around you. Damage is modified by fire resistance/vulnerability. "The scroll explodes in your hands!" * Scroll of Magic Mapping Each tile in a square of 100 tiles * 100 tiles centered on you has 95% chance of becoming explored. No effect in a Labyrinth or the Abyss. "You feel aware of your surroundings." "You feel momentarily disoriented." (in the Abyss or a Labyrinth) * Scroll of Noise A noise is emitted, which may alerts creatures up to 25 squares around you. "You hear a loud clanging noise!" * Scroll of Paper No effect. Unlike other scrolls, it is not destroyed. "This scroll appears to be blank." * Scroll of Random Uselessness Only cosmetic effect. The only noticeable effect is when 4-16 friendly Butterflies are summoned (13% chance). "The dust glows a [strange colour] colour!" "The scroll reassembles itself in your hand!" "[Your weapon] glows [strange colour] for a moment." "Nothing happens." (same as above, if you don't have a weapon in hand) "You hear the distant roaring of an enraged [animal]!" "You smell [smell]." "Your bandages flutter." "You experience a momentary feeling of inescapable doom!" "Your ears itch." "Your brain hurts!" "Your nose twitch suddenly!" "You hear the tinkle of a tiny bell." (summons 4-16 friendly butterflies) "Your hear [noise]." * Scroll of Recharging The effect depends on the selected item. Used on a weapon of electrocution it has the same effect as a scroll of enchant weapon II. Used on a rod, it will increase its max charges by 1 (up to 17) and restore its current charges at its max charges. Used on a wand, you can recharge it by a random number up to the wand's max charges: +----------------+-----------------+-------------+ |Wand type |Charges added(*) |Max. charges | +----------------+-----------------+-------------+ |Invisibility | 2 -- 7 | 9 | |Fireball | 2 -- 7 | 9 | |Teleportation | 2 -- 7 | 9 | |Healing | 2 -- 7 | 9 | |Hasting | 2 -- 7 | 9 | +----------------+-----------------+-------------+ |Lightning | 2 -- 10 | 12 | |Draining | 2 -- 10 | 12 | +----------------+-----------------+-------------+ |Fire | 2 -- 13 | 15 | |Cold | 2 -- 13 | 15 | +----------------+-----------------+-------------+ |Enslavement | 2 -- 22 | 24 | |Disintegration | 2 -- 22 | 24 | |Random effects | 2 -- 22 | 24 | |Flame | 2 -- 22 | 24 | |Frost | 2 -- 22 | 24 | |Slowing | 2 -- 22 | 24 | |Magic Darts | 2 -- 22 | 24 | |Paralysis | 2 -- 22 | 24 | |Confusion | 2 -- 22 | 24 | |Digging | 2 -- 22 | 24 | |Polymorph other | 2 -- 22 | 24 | +----------------+-----------------+-------------+ (*) Mininimum of 3 charges if the wand was empty Used on another item, it has no effect. "[Your rod] glows for a moment." "[Your wand] glows for a moment." "[Your weapon of electrocution] glows red for a moment." "Nothing happens." (if you haven't selected a weapon of electrocution, a wand or a rod) * Scroll of Remove Curse All the cursed items you're wearing become uncursed. "You feel as if something is helping you." "Nothing happens." (if not wearing any cursed item) * Scroll of Summoning Summons a small abomination. It is friendly, unless you're a follower of a "good" god (Zin, The Shining One or Elyvilon). "A horrible Thing appears!" "The small abomination is enraged by your holy aura!" (if you're a follower of a "good" god) * Scroll of Teleportation You teleport to a random destination on the level, after 1d3 + 2 turns have elapsed. The destination will always be a "safe" tile (floor or shallow water, no cloud). If you were already waiting for a teleportation, reading one such scroll cancels the teleportation. In the Abyss, the delay has 80% chance of being increased by 1d10 + 4 turns, and there's a 20% chance that a new Abyss level will be created. You may control the teleportation if you have a teleport control intrinsic (ring of teleport control, mutation, artefact...), but: - In the Abyss and the Labyrinth, controlled teleportation is impossible. - In the Tomb, controlled teleportation is allowed only if you have its Rune. - In the Slime Pits, controlled teleportation is allowed only when the Royal Jelly is dead. - In the Elven Halls, controlled teleportation is allowed only if all the sparkling fountains are empty. - In the Realm of Zot, controlled teleportation is allowed only if you have the Orb of Zot. Even if your teleportation is controlled, you may land a few square away from your destination. If your landing square is occupied, a random teleportation happens (so try to avoid destinations close to walls). "You feel strangely unstable." "You feel strangely stable." (teleportation cancelled) "You have a feeling this translocation may take a while to kick in..." (delay increased in the Abyss) "You feel a weird sense of stasis." (one of your artefacts prevents teleportation) "Oops! Maybe something was there already." (landing square occupied) * Scroll of Torment All creatures (including you) within a radius of 8 squares get their HP halved. You take 5% less damage per level of negative energy resistance (50% of your HP with no resistance, 45% at level 1, 40% at level 2 and 35% at level 3). Undeads (including you if you're a Mummy, a Ghoul or a Bloodless Vampire), Demons (including you if you're a Demonspawn with the "Torment resistance" mutation), non-living monsters, plants and Shadow dragons are unaffected. Unaffected characted cannot cast Torment. Followers of Zin, Elyvilon and The Shining One incur a piety loss and a penance if they knowingly read this scroll. "Your body is wracked with pain!" "[Monster] convulses!" "You feel a surge of unholy energy." (you are immune to Torment) * Scroll of Vorpalize Weapon If you haven't a weapon in hand, if your weapon in hand is an artefact or a blowgun, or if it has a permanent brand, no effect. Else, your weapon is vorpalised if it had no permanent brand, or has its temporary brand turned permanent. Temporary Pain and Distortion brands cannot be turned permanent, you'll suffer instead respectively a Torment effect or a high-level Translocation miscast effect (probably Banishment). If a brand was made permanent, an area damaging effect (depending on the brand) is casted - be careful, fire brand may destroy scrolls, freezing brand may destroy potions, poison brand may poison you, draining may drain xp from you. "[Your weapon] emits a brilliant flash of light!" "You feel strangely frustrated." (if your weapon already had a permanent brand) "[Your weapon]'s sharpness seems more permanent." (your weapon is permanently vorpalised) "[Your weapon]'s heaviness feels very stable." (idem, for club-like weapons) "[Your weapon] is engulfed in an explosion of flames!" (your weapon permanently gets the "flaming" brand) "[Your weapon] glows brilliantly blue for a moment." (your weapon permanently gets the "freezing" brand) "[Your weapon] thirsts for the lives of mortals!" (your weapon permanently gets the "draining" brand) "[Your weapon] seems more permanently poisoned." (your weapon permanently gets the "poisoned" brand) "[Your weapon] shriek out in agony!" (your weapon had a temporary "pain" brand) "[Your weapon] twongs alarmingly." (your weapon had a temporary "distortion" brand) "Nothing happens." (if you weren't wielding an adequate weapon). * Scroll of Vulnerability All (good or bad) magical enchantments affecting you get their duration reduced to 1 turn (2 for Levitation). All following enchantments affecting any creature in view will be dispelled: Slow, Haste, Fear, Confusion, Invisibility, Corona, Charm, Petrifying. In addition, everybody (including you) has its magic resistance halved for 40 turns, except creatures totally immune to magic. You magic contamination decreases by 1d5 points. "Magic dampens around you!" Acknowledgments ~~~~~~~~~~~~~~~ Thanks to Jukka Kuusisto and Eva Myers for their corrections.