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MON-BLOW.SPO, version 1.21, for Angband v2.7.9v6 (all systems)
Release Date     : July 12, 1996
Author           : Stephen S. Lee (lee9@fas.harvard.edu)
with the help of : Leonard Dickens (leonard@alw.nih.gov)
                   John Lame (jlame@math.ohio-state.edu)
                   Craig Lewis (clewis@psl.nmsu.edu)

This Angband spoiler describes in detail all three major types of monster
attacks (melee, breath, and spellcasting).

Please notify the author of any errors (however minor) that you find.
Also, it is my intention to provide complete information rather than
easy-to-understand information, so this spoiler is necessarily verbose.
Suggestions to improve the format of this spoiler are welcome (especially
if they help make this spoiler easier to read).

NOTICE
There have been a number of changes between v2.7.9v6 and older versions of
Angband; some of the following information may be inaccurate for older
versions.  If you are playing version 2.7.8 or older, use version 1.10 of
this spoiler (fortunately there have been relatively few changes in monster
attacks between 1.0 and 2.7.8).


+-------------------------------------------------------------------------+
|                           NOTE ON NOTATION                              |
+-------------------------------------------------------------------------+

The notation "XdY" indicates a number obtained by rolling an Y-sided
die X times.  (Thus 4d6 indicates a number from 4 to 24.)

A capital "M" indicates a number equal to the level of a monster making
a given attack.  (Thus a monster normally found at depths of 1000 feet
would have M equal to 20.)

The following abbrevations are used throughout this spoiler to indicate
the effects of some attacks.  In place of X "X max Y" may be written, in
which case X simply has a maximum value of Y.

Blind[X] -- Blinds the character for X turns, unless the character has
  resist blindness.
Confuse[X] -- Confuses the character for X turns, unless the character has
  resist confusion or chaos.
Cut[X] -- Cuts the player (adding X to the cut counter), unless the
  character has resist shards.
Cut![X] -- Cuts the player (adding X to the cut counter), even if the
  character has resist shards.
Paralyze[X] -- Paralyzes the character for X turns, unless the character
  has free action.
Slow[X] -- Slows the character (-10 to speed) for X turns, unless the
  character has free action.
Slow![X] -- Slows the character (-10 to speed) for X turns, even if the
  player has free action.
Stun[X] -- Stuns the character (adding X to the stun counter), unless the
  character has resist sound.
Terrify[X] -- Frightens the character for X turns, unless the character is
  currently resistant to fear.

If the player already is unfortunate enough to already have such an ailment
when hit by an attack that causes that ailment, the ailment duration is
cumulative unless otherwise indicated.

+-------------------------------------------------------------------------+
|                           ELEMENTAL ATTACKS                             |
+-------------------------------------------------------------------------+

The five basic elemental attack forms are fire, cold, acid, electricity,
and poison.  This section describes the effects of such attacks; the
following comments apply regardless of the source of these attacks, so this
is where to look for details if such an attack is mentioned elsewhere.

In all five cases, if the character has immunity to the type of attack that
hits him or her, no harm whatsoever is done to the character.  Divide the
damage done by three if the character has permanent resistance to the
elemental attack; also divide by three if the character has temporary
resistance to the elemental attack.  "Permanent" resistance is the sort of
resistance gained from equipping the appropriate item; "temporary"
resistance arises from a spell, potion, artifact activation, or the like.
Note that equipping more than one item providing an elemental resistance
does not provide additional resistance, though such resistance *is*
cumulative with temporary resistance.

Fire, cold, acid, and electrical attacks can destroy items in a player's
inventory.  The probability of destruction for each vulnerable item is
1% if the attack is for 1-29 damage, 2% if the attack is for 30-59 damage,
or 3% if the attack is for 60 or more damage; damage as considered here is
that *before* resistance is taken into account.  Only complete immunity to
the attack form can prevent or reduce the frequency of inventory damage.
Artifacts cannot be harmed by such attacks; the same applies for any other
objects specifically resistant to harm from the particular elemental
attack.

Other effects of elemental attacks are as follows:

FIRE damage: Fire attacks can destroy soft armor, gloves, cloaks, boots,
  hafted weapons, polearms, bows, arrows, staffs, scrolls, mundane
  spellbooks, or chests in the player's inventory.

COLD damage: Cold attacks can destroy potions, flasks of oil, and empty
  bottles in the player's inventory.

ACID damage: The acid randomly attacks a piece of armor the player is
  wearing, with equal chances of hitting the player's body armor, cloak,
  shield, helm, boots, or gloves.  If the affected armor is not resistant
  to acid damage, and still affords some bonus to AC, it will lose one
  point from its bonus to AC.  If such damage occurs, or the affected armor
  is resistant to acid damage, the damage done to the player is halved.
  Acid can also destroy armor, melee weapons, bows, arrows, bolts, staffs,
  scrolls, chests, and junk in the player's inventory.

ELECTRICAL damage: Electricity can destroy rings and wands in the player's
  inventory.

POISON damage: If the player does not have any form of immunity or
  resistance to poison, the player will be poisoned for a duration that is
  equal to a random number from 1 to the damage done, plus a fixed
  constant.

+-------------------------------------------------------------------------+
|                            THE SAVING THROW                             |
+-------------------------------------------------------------------------+

The character will sometimes be able to avoid the effects of certain
attacks.  The character may evade these attacks by making a successful
saving throw roll.  This chance may be calculated using the following
tables.  Start with the base saving throw for the player's class, and then
add in the race adjustment.  To take level into account, add in the product
of your character's experience level and the class bonus per level
modifier.  To this add the appropriate wisdom modifier.  This will yield
the percent chance of the character successfully making a saving throw.
(Be sure to round down to the nearest integer.)

                                        Bonus to            Bonus to
CLASS    Base  RACE     Adj.   WISDOM   S. Throw   WISDOM   S. Throw
-------------  -------------   -----------------   -----------------
Warrior    18  Human       0   3-7             0   18/130-18/139  10
Mage       30  Half-Elf    3   8-14            1   18/140-18/149  11
Priest     32  Elf         6   15-17           2   18/150-18/159  12
Rogue      28  Hobbit     18   18-18/49        3   18/160-18/169  13
Ranger     28  Gnome      12   18/50-18/69     4   18/170-18/179  14
Paladin    25  Dwarf       9   18/70-18/89     5   18/180-18/189  15
               Half-Orc   -3   18/90-18/99     6   18/190-18/199  16
    Bonus per  Half-Troll -8   18/100-18/109   7   18/200-18/209  17
CLASS   level  Dunedan     5   18/110-18/119   8   18/210-18/219  18
-------------  High-Elf   20   18/120-18/129   9   18/220+        19
Warrior   1.0
Mage      0.9
Priest    1.2
Rogue     1.0
Ranger    1.0
Paladin   1.1


+-------------------------------------------------------------------------+
|                              ARMOR CLASS                                |
+-------------------------------------------------------------------------+

Your character's armor class (AC) is important, for it both makes it harder
for monsters to successfully land a blow in hand-to-hand combat and
sometimes reduces the damage your character takes when he or she does get
hit.

Brackets in the description of a fully identified object always enclose
information on armor class.  To calculate armor class, first add up all the
bracket-enclosed numbers among your character's equipped items.  Any body
armor, shield, helm, gloves, boots, or cloak that is equipped will offer
a contribution to armor class; when fully identified any one of these will
have a pair of numbers enclosed in brackets.  The first member of this pair
is the base armor class provided by the armor, and the second describes the
magical enchantment or curse that further modifies armor class.

Other items that when equipped alter armor class include Rings of
Protection, Flames, Ice, and Acid; Amulets of the Magi; and Holy Avenger
weapons, Defender weapons, and some of the artifact weapons.

Next, your character's dexterity may give a bonus or penalty to armor class.
Use the following table to determine this bonus, and add it to the total
armor class offered by equipped objects.

Dexterity +AC        Dexterity +AC        Dexterity +AC
-------------    -----------------    -----------------
        3  -4      18/50-18/79   3    18/150-18/159  10
        4  -3      18/80-18/89   4    18/160-18/169  11
        5  -2      18/90-18/99   5    18/170-18/179  12
        6  -1    18/100-18/109   6    18/180-18/189  13
     7-14   0    18/110-18/119   7    18/190-18/199  14
    15-17   1    18/120-18/129   8          18/200+  15
 18-18/49   2    18/130-18/149   9

Finally, some temporary magical effects affect armor class as follows:

  Invulnerability    AC +100  (not that it makes any difference :-)
  Blessing           AC +5
  Shield             AC +50
  Berserk Strength   AC -10

+-------------------------------------------------------------------------+
|                             MELEE ATTACKS                               |
+-------------------------------------------------------------------------+

Every monster can have up to four melee attacks on the character in a
round; the attacks are processed independently.

If your character is currently under the magical effect of protection from
evil, and the monster attacking is evil and of equal or lower level than
than the character, the monster may be completely repelled.  This will
occur (49+player's exp. level)% of the time.

If the monster's attack is not repelled by protection from evil, one in
twenty attacks will always miss, and one in twenty attacks will always
succeed, regardless of the level of the monster or the character's AC.

Otherwise, the probability the monster successfully lands a blow is
computed as follows.  Find the attack form in the following list, and take
the number enclosed in parentheses.  To this number add three times the
monster's level; call the resulting total K.  The monster's attack will
connect with a probability of (K-(3/4 of the player's AC)) in K.

(If the character's AC is negative, the attack of any monster will only
fail the minimum 1 time in 20.  If, for a given monster, K<(3/4 of the
character's AC), the monster will have only the minimum 1 in 20 chance
to successfully strike the character.)

Descriptions of the melee attack forms:

attack (60)
  This is the basic attack of pure physical damage.  The damage done is
  reduced by (player's AC*(2/5))%; AC for the purpose of damage reduction
  has a maximum value of 150.

poison (5)
  If the character lacks any sort of resistance to poison, he or she will
  be poisoned (5+1d(monster's level)) points are added to the poison
  counter).

disenchant (20)
  Unless the character has resist disenchantment, a currently equipped
  weapon or piece of armor will be disenchanted, reducing bonuses to-hit,
  to-dam, and to AC by 1 or 2 points; bonuses cannot drop below 0.
  Artifacts have a 3 in 5 chance to resist the disenchantment effect.

drain charges (15)
  Randomly selects an item from the character's inventory; if the item
  chosen is a wand or staff, all of its charges will be drained by the
  attacking monster, which will gain a number of hit points equal to the
  number of charges drained multiplied by the monster's level.  The
  process is repeated until either an item is drained or ten items have
  been picked.  If multiple wands or staffs are in a single slot, all of
  them will be drained.

steal gold (5)
  The monster will attempt to steal gold; if not paralyzed, the character
  can make a Dexterity check to avoid the theft.  To find the percent
  chance of a successful theft evasion, add the appropriate value from the
  below table to the player's level.  If the monster's attempt to steal
  succeeds, or 1 in 3 times otherwise, it will teleport up to 25 squares
  away.

       Base                Base                  Base
   Dex.   %           Dex.    %             Dex.    %
  ---------    ----------------    ------------------
      3   0          14-15    8      18/80-18/89   40
      4   1          16-17    9      18/90-18/99   45
      5   2       18-18/19   10    18/100-18/109   50
      6   3    18/20-18/39   15    18/110-18/119   60
      7   4    18/40-18/49   20    18/120-18/129   70
    8-9   5    18/50-18/59   25    18/130-18/139   80
  10-11   6    18/60-18/69   30    18/140-18/149   90
  12-13   7    18/70-18/79   35          18/150+  100

steal items (5)
  The monster will attempt to steal a single non-artifact object from the
  player's inventory.  If not paralyzed, the character can make a Dexterity
  check to avoid the theft; use the same method listed under "steal gold"
  find the chance of successful evastion.  If the monster's attempt to
  steal succeeds, or 1 in 3 times otherwise, it will teleport up to 25
  squares away from the player.

eat your food (5)
  The monster will attempt to consume one item of food from the character's
  inventory.  (This does include mushrooms.)

absorb light (5)
  Absorbs 250+1d250 turns of light from an equipped torch or lantern.  This
  does not affect artifact lights.

shoot acid (0)
  Inflicts acid damage.

electrify (10)
  Inflicts electrical damage.

burn (10)
  Inflicts fire damage.

freeze (10)
  Inflicts cold damage.

blind (2)
  Has the effect of Blind[10+1dM].

confuse (10)
  Has the effect of Confuse[3+1dM].

terrify (10)
  Has the effect of Terrify[3+1dM] if the character fails a saving throw.

paralyse (2)
  Has the effect of Paralyze[3+1dM] if the character fails a saving throw.

reduce strength (0)
reduce intelligence (0)
reduce wisdom (0)
reduce dexterity (0)
reduce constitution (0)
reduce charisma (0)
  These attacks reduce the appropriate statistic, unless the character
  possesses the relevant sustain against the attack.

reduce all stats (2)
  Reduces any stats for which the character does not have a sustain.

shatter (60)
  This attack is like a standard attack to cause damage.  Also, if the
  monster can cause earthquakes (currently only Quaker and Morgoth can
  do this), and at least 24 damage was done by the attack, a radius-8
  earthquake centered on the monster will be triggered.  The earthquake
  has the same effect as the spell and the staff effect, with the
  difference that the player can be affected.  If a wall is made on top of
  the player, the player will take 300 damage from being crushed by debris
  if he or she cannot escape the debris.  If the player can escape to
  safety, 1 in 3 times he or she can escape unscathed; otherwise the player
  will take 10d4 damage and be stunned (1d50 points added to the stun
  counter).

lower experience (by 10d6+) (5)  (hold life grants 95% resistance)
lower experience (by 20d6+) (5)  (hold life grants 90% resistance)
lower experience (by 40d6+) (5)  (hold life grants 75% resistance)
lower experience (by 80d6+) (5)  (hold life grants 50% resistance)
  These attacks attempt to reduce the character's experience point total by
  2% plus the amount indicated.  If the player has hold life, this will
  only occur some of the time as indicated above -- and even if the drain
  does succeed in penetrating the hold life barrier, the experience loss is
  reduced by 90%.


MONSTER CRITICAL HITS
---------------------

If a monster scores a particularly effective blow against the player, it
may succeed in scoring a critical hit.  A critical hit either stuns or cuts
the player; a single critical hit cannot do both.

The description of an attack must be of a certain type in order to inflict
a critical hit.

An ordinary hit (i.e. the monster attack description says "hit") can either
cut or stun the player.  Punches, kicks, butts, and crushes can stun the
player.  Claws and bites can cut the player.  No other attack method can
cause a critical hit.

Here's how to determine if a hit is critical: first of all, the attack must
do at least 95% of maximum damage.  Also, if less than 20 damage is done by
the attack, it will only be critical (damage+1) percent of the time.

To calculate the precise effect of the effect, first find the +-------+---+
corresponding value of C on the chart to the right.  Then,    |Damage   C |
add one to C if the damage done by the attack attained the    |-------+---+
absolute maximum possible value.  After that, if at least 20  |  1-11 | 1 |
damage was done, there is a 2% chance that 1 more point is    | 12-18 | 2 |
added to C; the 2% roll is repeated until it fails.           | 19-25 | 3 |
                                                              | 26-33 | 4 |
Then use C on the following tables to determine the severity  | 34-45 | 5 |
of the cut or stunning.  The value is added to the cut or     |   45+ | 6 |
stun counter as appropriate.  (If either cutting or stunning  +-------+---+
is possible, choose one outcome at random.)

Value of C | Amt. of cutting | Amt. of stunning
-----------+-----------------+-------------------
         0 |            none |             none
         1 |             1d5 |              1d5
         2 |           5+1d5 |          10+1d10
         3 |         20+1d20 |          20+1d20
         4 |         50+1d50 |          30+1d30
         5 |       100+1d100 |          40+1d40
         6 |             300 |              100
 7 or more |             500 |              200
-----------+-----------------+-----------------

+-------------------------------------------------------------------------+
|                            BREATH ATTACKS                               |
+-------------------------------------------------------------------------+

Some monsters are able to breathe at the player for damage.  If a monster
does breathe, it has effects as the following chart indicates.  The monster
does damage based on its current hit point total (divided as indicated),
but cannot do more damage than the indicated maximum.  Regular breath
attacks have a radius of 2; powerful breath attacks have a radius of 3.
(Other monsters may be caught in the blast; they take less damage if they
have the appropriate elemental resist or can breathe the substance
themselves, or if other more esoteric criteria are met.)

The "resistance" column indicates how much damage is taken if the character
has resistance against the indicated attack (remember that basic elemental
damage can be reduced further), or "None" if no resistance is possible.

The "destruction" column indicates what sorts of objects on the ground
are destroyed by the breath; "fire" means that fire-sensitive objects are
destroyed, etc.  Artifacts can never be destroyed in this way.

Side effects are also listed.  If "other" is listed, read the paragraphs
below the chart to find out what the other effects are.  A "D" in the
side effects columns indicates the damage done by that particular attack.

One important side note: uniques cannot be reduced to below one hit point
by being caught in the area of a breath attack or a ball spell.

              Damage    Max
Damage Type     Done Damage Resistance Destruction  Side effects
acid            HP/3   1600        1/3        acid  Standard acid damage
chaos           HP/6    600  6/(6+1d6)        none  Confuse[9+1d20], other
confusion *     HP/6    400  5/(6+1d6)        none  Confuse[10+1d20]
darkness        HP/6    400  4/(6+1d6)        none  Blind[2+1d5] **
disenchantment  HP/6    500  6/(6+1d6)        none  other
fire            HP/3   1600        1/3        fire  Standard fire damage
force           HP/6    200       None        cold  Stun[1d20]
frost           HP/3   1600        1/3        cold  Standard cold damage
gravity         HP/3    200       None        none  Stun[1d(5+D/3) max 1d35],
                                                    Slow![3+1d4], other
inertia         HP/6    200       None        none  Slow![3+1d4]
light           HP/6    400  4/(6+1d6)        none  Blind[2+1d5] **
lightning       HP/3   1600        1/3       elec.  Standard elec. damage
nether          HP/6    550  6/(6+1d6)        none  other
nexus           HP/3    250  6/(6+1d6)        none  other
plasma          HP/6    150       None  fire/elec.  Stun[1d(5+3D/4) max 1d35]
poison          HP/3    800        1/3        none  Standard poison damage
shards          HP/6    400  6/(6+1d6)        cold  Cut[D]
sound           HP/6    400  5/(6+1d6)        cold  Stun[1d(5+3D/4) max 1d35]
time            HP/3    150       None        none  other

 * Chaos resistance will also reduce damage to the indicated amount.
** Resistance to the breath attack will prevent the blindness side effect.
   Blindness can only occur if the character is not currently blind; i.e.
   the effect is *not* cumulative.  Also, the squares touched by the attack
   are darkened/lit depending on the breath type.

Other side effects
------------------

chaos -- Chaos breath will cause the player to hallucinate for 1d10 turns
  if the player lacks resist chaos.  Chaos breath may also drain experience
  points if the player does not have resistance to either nether or chaos;
  the experience point total is reduced by 2% plus 5000 additional points
  if the player does not have hold life (if the player does have hold life,
  the loss only occurs 1 in 4 times, and the loss is reduced by 90%).

disenchantment -- If the character does not have resist disenchantment,
  this will also attempt to disenchant a random equipped weapon or piece of
  armor, reducing bonuses to-hit, to-dam, and to AC by 1 or 2 points;
  bonuses cannot drop below zero.  Artifacts have a 3 in 5 chance to resist
  the disenchantment effect.

gravity -- Gravity breath also teleports the character up to 5 squares;
  there is no way to resist this effect.

nether -- Unless the character has resist nether, nether breath also
  reduces his or her experience point total by 2% plus 200 additional
  points.  If the character has hold life, the experience point loss only
  occurs 1 in 4 times, and the loss is reduced to 0.2% plus 200 additional
  points.

nexus -- If the character does not have resist nexus, the breath has an
  additional effect; roll 1d7 and apply the appropriate result:
  1, 2, or 3  Teleports the character up to 200 squares (no saving throw)
      4 or 5  Teleports the character to the monster (no saving throw)
           6  Teleport level (saving throw allowed)
           7  Randomly exchange two stats (saving throw allowed)

time -- Time breath has the following side effects:
  50% of the time the character's experience point total is reduced by 2%,
    plus 100 experience points.
  40% of the time one random statistic is reduced.
  10% of the time all six statistics are reduced.
  There is no way to resist any of these extra effects.

Other breath effects on monsters
--------------------------------

chaos -- May polymorph and/or confuse monsters caught in the blast.
confusion -- May confuse monsters caught in the blast.  Monster that cannot
  be confused take less damage.
disenchantment -- Disenchanter eyes and molds resist damage as if they
  breathed disenchantment.
force -- May stun monsters caught in the blast.
gravity -- May teleport monsters caught in the blast up to 10 squares away.
light -- Monsters that are susceptible to light take double damage.
nether -- Evil monsters take half damage; undead take no damage at all.
nexus -- Nexus quylthulgs resist damage as if they breathed nexus.
sound -- May stun monsters caught in the blast.


+-------------------------------------------------------------------------+
|                          MONSTER SPELLCASTING                           |
+-------------------------------------------------------------------------+

The description message (in quotes) is the message you will see when the
monster casts the spell (assuming you can see the monster).

Saving throws do not apply unless explicitly mentioned.

Bolt Spells
-----------

Unlike other types of monster spells, bolt spells require a clear line of
sight from the monster to the player to hit the player; if another monster
stands in between, it will be hit and affected by the spell instead of the
player (again, uniques cannot be reduced to below one hit point in this
way).

The "Damage" column describes the effect of the bolt spells.  In some cases
a breath type is indicated in parentheses; in these cases the bolt has all
the personal effects of a breath of that particular type (see above for
details).  For example, a plasma bolt can stun a character lacking resist
sound for up to 35 turns.  If no breath type is indicated, there is no way
to avoid or reduce the resulting hit point loss.

Spell            Damage                     Description
---------------------------------------------------------------------
magic missile    2d6+M/3                    "casts a magic missile."
lightning bolt   4d8+M/3 (lightning)        "casts a lightning bolt."
frost bolt       6d8+M/3 (frost)            "casts a frost bolt."
acid bolt        7d8+M/3 (acid)             "casts an acid bolt."
fire bolt        9d8+M/3 (fire)             "casts a fire bolt."
plasma bolt      10+8d7+M (plasma)          "casts a plasma bolt."
ice bolt         6d6+M (frost), Cut[5d8],   "casts an ice bolt."
                 Stun[1d15]
water bolt       10d10+M, Stun[1d40],       "casts a water bolt."
                 Confuse[5+1d5]
nether bolt      30+5d5+3M/2 (nether)       "casts a nether bolt."
mana bolt        50+1d(7M/2)                "casts a mana bolt."


Ball Spells
-----------

Ball spells affect a circular area centered on the player; the radius
of the blast is two squares for most monsters, but ball spells cast by
powerful monsters have a radius of 3.  In most cases a breath type is
given in parentheses; in these cases the ball spell has all the effects
of breath of the same type (including object destruction and effects on
other monsters).  If no breath type is indicated, there is no way to avoid
or reduce the resulting hit point loss.

Spell            Damage                     Description
--------------------------------------------------------------------------
poison ball      12d2 (poison)              "casts a stinking cloud."
lightning ball   8+1d(3M/2) (lightning)     "casts a lightning ball."
frost ball       10+1d(3M/2) (frost)        "casts a frost ball."
fire ball        10+1d(7M/2) (fire)         "casts a fire ball."
acid ball        15+1d(3M) (acid)           "casts an acid ball."
nether ball      50+10d10+M (nether)        "casts a nether ball."
water ball       50+1d(5M/2), Stun[1d40],   "gestures fluidly.  You are
                 Confuse[5+1d5]              engulfed in a whirlpool."
darkness storm   10d10+5M (darkness)        "invokes a darkness storm."
mana storm       10d10+5M; destroys all     "invokes a mana storm."
                 non-artifacts on the ground

Curses
------

All curses will have the indicated effects unless a successful saving
throw is made, in which case they have NO effect.

                 Damage inflicted
Spell            and/or other effects   Description
--------------------------------------------------------------------------
light wounds     3d8                    "points at you and curses."
serious wounds   8d8                    "points at you and curses horribly."
critical wounds  10d15                  "points at you, incanting terribly!"
mortal wounds    15d15, Cut![10d10]     "points at you, screaming the word
                                          DIE!"
terrify          Terrify[3+1d4]         "casts a fearful illusion."
blind            Blind[12+1d3]          "casts a spell, burning your eyes!"
confuse          Confuse[3+1d4]         "creates a mesmerising illusion."
slow             Slow[3+1d4]            "drains power from your muscles!"
paralyze         Paralyze[3+1d4]        "stares deep into your eyes!"
mind blasting    8d8, Confuse[3+1d4]    "gazes deep into your eyes."
brain smashing   12d15, Confuse[3+1d4], "looks deep into your eyes."
                 Slow![3+1d4], Blind[7+1d8],
                 Paralyze[3+1d4]

Summoning Spells
----------------

All summoning spells summon monster(s) next to the player.  Initial
monsters have to arrive on locations within a range of two squares of
the player that are not already occupied by a monster or a rune of
protection.

All summonings generate monsters at a level equal to the average of
the summoning monster's level (M) and the current dungeon level, plus
five.  I.e., a 31st level monster appearing on dungeon level 28 would
summon monsters generated at level 34.  (34 = (31+28)/2 + 5), rounded
down.)

This table shows the summoning type (the same as that listed in the monster
recall), the maximum number of monsters summoned ("N"), whether uniques
can be called up by the spell ("U"), what types of monsters may appear
(a letter of course indicates a monster symbolized by that letter), and
the description the game gives you when the monster performs the summons
(provided that your character is not blind).

Note: If a monster normally appears in groups, or is a unique that has an
escort, an entire group or unique with escorts can be summoned; the extra
monsters can appear outside the normal two-square summoning range, and do
not count towards N.

Summoning Type   N U  Monster(s)         Description
-----------------------------------------------------------------------
a monster        1 Y  any monster        "summons help!"
monsters         8 Y  any monster        "summons monsters!"
ants             6 N  'a'                "summons ants."
spiders          6 N  'S'                "summons spiders."
hounds           6 N  'C' or 'Z'         "summons hounds."
hydras           6 N  'M'                "summons hydras."
an angel         1 N  'A'                "summons an angel."
a demon          1 N  any demon          "summons a hellish adversary!"
an undead        1 N  any undead         "summons an undead adversary!"
a dragon         1 N  any dragon         "summons a dragon!"
Greater Undead   8 Y  'L', 'V', or 'W'   "summons greater undead!"
Ancient Dragons  8 Y  'D'                "summons ancient dragons!"
Ring Wraiths     8 Y  'W' and unique *   "summons mighty undead opponents!"
Unique Monsters  8 Y  any unique *       "summons special opponents."

* If this fails to summon the desired number of monsters, greater undead
  are summoned instead.


Other Spells
------------

The message the game gives you is given in parentheses, following the name
of the spell used in the monster recall.

drain mana ("draws psychic energy from you!")
  Drains 1+((1dM)/2) mana points from the player, giving the monster six hit
  points per drained mana point, up to the monster's maximum hit points.

haste-self ("concentrates on his/her/its body.")
  Speeds up the spellcasting monster (+10 to speed for the first time the
  spell is cast, and +2 for each subsequent casting, up to a maximum of a
  +20 bonus to the monster's normal speed).

heal-self ("concentrates on his/her/its wounds.")
  Restores 6M hit points to the spellcasting monster (in this case current
  hit points may not exceed maximum hit points).  This spell will also
  remove any fear of your character that the monster may currently have.

blink-self ("blinks away.")
  Teleports the spellcasting monster up to 10 squares away.

teleport-self ("teleports away.")
  Teleports the spellcasting monster up to 45 squares away.

teleport to ("commands you to return!")
  Teleports the player next to the spellcasting monster.

teleport away ("teleports you away.")
  Teleports the player up to 100 squares away.

teleport level ("gestures at your feet.")
  Teleports the player one level up or down (random); the player can only
  be teleported down from the town, or up from level 99 (if Sauron is
  alive) or level 100 (if Morgoth is alive).  This has no effect if the
  player has resist nexus or makes a successful saving throw.

create darkness ("gestures in shadow.")
  Causes all squares within 3 squares of the player to become unlit,
  including any rooms that touch the radius of effect.

create traps ("casts a spell and cackles evilly.")
  Creates traps on all squares surrounding the player.  Traps are not
  created on squares containing objects or stairs.

cause amnesia ("tries to blank your mind.")
  Attempts to cause amnesia in the player (causing the player to forget
  the map of the current dungeon level, as well as the precise identity
  of all objects currently equipped or in the player's inventory).  This
  has no effect if the player makes a successful saving throw.  In
  addition, any items that have been *Identified* are not forgotten by
  your character.


+-------------------------------------------------------------------------+
|                         OTHER MONSTER ATTACKS                           |
+-------------------------------------------------------------------------+

There are a number of other monster abilities that are treated similar to
breath attacks and spells but are neither; these are as follows:

shriek for help ("makes a high pitched shriek.")
  This aggravates monsters, waking all monsters within 40 squares of the
    player and speeding up those within line of sight.
fire an arrow ("fires an arrow.")   [1d6 damage]
fire arrows ("fires an arrow!")     [3d6 damage]
fire a missile ("fires a missile.") [5d6 damage]
fire missiles ("fires a missile!")  [7d6 damage]
  In these attacks, the monsters fires a projectile at the player that does
    the indicated damage.  If a monster is in between the monster and the
    player, the intervening monster is hit instead.  Regardless of what is
    hit, there is no way to resist the damage.