To the customizer:

One of the great things about Angband is that it is so customizable, even by those who do not know C programming.  Building on this tradition, Oangband offers new ways to tweak the game to your satisfaction.  In each file within the "edit"  folder is a listing explaining how each object, monster, vault, or feature entry is organized.  This file will build on this rather terse aid and provide you with some of the tools you need to take full advantage of what this game has to offer.  Make /very/ certain you always keep a backup copy or two.  Consult with the newsgroup rec.games.roguelike.angband if you hit a problem you can't solve.

The code that reads these files is unforgiving of spelling or spacing errors, so use existing entries as a guide for making your own.

This file is valid for Oangband 0.3.1, and will be at least slightly inaccurate with any other version, variant, or with Angband itself.


--- A_INFO.TXT ---

	This file lists all standard artifacts.  Random artifacts are stored in your savefile.  Almost everything about a standard artifact may be freely modified.

	Most words or number in an artifact listing are adequately explained in the file itself, but a few warrant special mention:

- Activation index:  You may (in Oangband) give any artifact any available activation by altering this number.  Artifacts with an index of zero do not activate.  Make certain you add the word | ACTIVATE | to the listing of flags (see the Phial of Galadriel for usage).  See Addendum II for the activation list.

- Rarity:  Actifact rarity depends both on the base object kind's rarity and on the artifact's own rarity.  This means that although the most powerful artifacts should also be the rarest, an armour like Bladeturner is rare not because the artifact is rare, but because the base object kind (a suit of Power Dragon Scale Mail) is both exceedingly rare and high-level.  Also, an artifact that is the only one belonging to a not-very-powerful weapon or armour kind (for example, the only sabre or cutlass) should have a lower-than normal rarity.

- Various object flags:  See Addendum I.  Many object flags depend on the pval number, so use the file's own comments to charge the right value.


--- E_INFO.TXT ---

	This file controls most abilities of ego-weapons and armour.  Note that you cannot add new ego-items, make ego-items affect different base object kinds, or charge their rarity without altering the code itself.  On the plus side, you may change ego-item names and many of their characteristics.  See addendum I for object flags.  For example, you may change:
N:114:of Hurt Demon
X:23:10
W:0:0:0:15
F:SLAY_DEMON

to:
N:114:(Druidic)
X:23:15
W:0:0:0:15000
C:0:0:10:3
F:WIS | RES_FIRE | RES_ACID | RES_COLD | RES_ELEC | SLAY_ANIMAL

	Such a weapon would increase Wisdom by 1d3 (between 1 and 3), resist the basic elements, do double damage when hitting a natural creature, grant a bonus to armour class of 1d10, have a bonus to value of 15000, and add 15 to level feeling if generated.  Oangband code does not permit tacking on, say, -15 to Skill and -15 to Deadliness.  "of Fangorn"?


--- F_INFO.TXT ---

	Terrain is almost entirely hard-coded, and is not easily modifiable.  You may freely change the name of terrain and the default symbol and color (see Addendum V for color symbols).  For example, if you wanted tough doors to be obvious, you could make them white.


--- O_INFO.TXT ---

	This file defines some of the qualities of all objects and gold found in the game.  Other effects, especially for food, mushrooms, wands, rods, staffs, scrolls, and potions, can only be altered by changing the code.  Although changing object indexes is almost always a bad idea (although you may use empty object indexes), many other alterations are much safer.  If adding a new object, make certain you use the correct tval figure (copy the tval of another similar object), and use an sval figure that no other object with the same tval has.
	After sval comes the pval figure.  It is used for so many disparate customizations that a full explaination is in order.

- food and mushrooms:  determines food value.  As a comparison, rations have a food value of 5000.
- weapons and armour:  effects all pval-dependant object flags (see Addendum I).  Only weapons and digging tools can make use of the TUNNEL flag.  Digging tools already have a pval, linked to the TUNNEL flag.
- missiles:  pval has no effect.
- rings and amulets:  pval has no effect, except for a few cursed items.
- scrolls and potions:  pval has no effect.
- wands and staffs:  In Oangband only, the number of charges they appear with will range from 1/2 to their full pval.  The pval also effects how many charges they regain when sucessfully recharged.
- rods:  pval determines how long they take to recharge between zaps.  Figure is in normal-speed player turns.
- chests:  pval has no effect.
- spikes and junk:  pval has no effect.
- normal light sources:  the maximum amount of fuel they can hold
- magic books:  pval has no effect.
- treasure:  pval has no effect.
- all objects with the flag "INSTA_ART": pval has no effect, unless added to their entry in a_info.txt.

	The figure expressed as "1d4" or similar in the "P:" row is always the base damage done when that object hits a monster (in this case 1-4 damage).  For melee weapons, this figure is also the amount of base damage they do on a hit.  For missile launchers, in Oangband, the first number controls their damage multiplier (x4, in the case of Heavy Crossbows).

	Most of the other figures will quickly be obvious, but multiple figures for depth and rarity after "A:" may be a little confusing.  We shall use the Potion of Constitution as an example:
	A:26/6:32/6:38/3:48/3  means that this potion will have a rarity of six at 1300', three at 1600' (since 1/6 + 1/6 = 1/3), 1.5 at 1900', and 1 at 2400'.  I ignore certain complexities for this discussion.  This prevents players from invariably hovering at or near, say, 1600' for these important items.

     For most objects, the value for cost is indeed the base value of the item.  However, real treasure values range between 1/2 and the full cost.


--- R_INFO.TXT ---

	This file lists all monsters.  Just about everthing about a monster can be freely modified, within the limits of the game.  Index, name, char, and color work in obvious ways.  
	Monster speed may be 90 (very slow), 100 (slow), 110 (normal speed), 120 (fast), 130 (very fast), or 140 (way too fast).  In rare cases, Oangband has been known to give a monster a speed of 115 as a sort of compromise.  In reality, non-unique monsters may be slightly faster or slower than normal.
	The next pair of values control monster hit points.  A critter with a figure of 2d9 will appear with 2 to 18 HPs.  Many monsters have maximized hit points; in this case, everyone would get 18 HPs.  Neither the number of dice nor the dice sides may be greater than 255.
	The next three figures are often confused, but the file's own comments should make them sufficiently clear.  Depth and rarity work as they do with artifacts.
	Monster experience is a little trickier.  The amount of experience a player will actually receive for a kill is:  experience value shown in r_info.txt * monster depth / player experience level.
	Next, the monster blows are listed.  A monster may never get more than four blows.  Each blow has a type, an effect, and a damage.  The last two may be omitted.
List of monster blows:
HIT - the general-pupose damage-causing attack
TOUCH - non-forcible attack, but can do any number of nasty things to the player
PUNCH - used mostly by druids and ninjas
KICK - used mostly by druids and ninjas
CLAW - used by creature relying on claws, such as a werewolf
BITE - used by any creature relying on jaws or teeth, such as a snake
STING - used by any creature relying on a stinger, such as an ant
BUTT - used by any creature relying on horns or a hard skull.  often does a lot of damage.
CRUSH - used by creatures able to squeeze the player.  Can do even more damage.
ENGULF - used by creatures able to completely surround the player in some way
CRAWL - used by creatures able to climb up the player.  A fairly weak attack
DROOL - our favorite town-dweller's annoying little habit.
SPIT - used by creatures able to hit the player with caustic slime or saliva.  Normally does acid damage or blinds the player.
GAZE - a non-physical attack used by floating eyes.  Can have just about any effect.
WAIL - emit sound to dispel, frighten, or paralyze the player.  Used almost exclusively by ghosts.
SPORE - release spores.  A weaker attack, but one that often reduces stats.
BEG - request gold, etc.  Normally should not have any effect.
INSULT - used by Bolder and Orfax to drive the player bonkers.
MOAN - used by Bill Ferny to gain a little satisfaction before you off him.
REQUEST - Monster attempts to trade with you.  Currently used only by The Desperate Adventurer, and not really designed for use anywhere else.

List of monster blow effects:

Any damage figure shown after any blow type other than HURT and SHATTER is not reduced by player armour.  All blow types accept a damage figure, and a few require one to have any effect.

HURT - reduce player HPs.  Damage can be reduced by armour class.
POISON - Poison the player by damage done if not resistant.
UN_BONUS - Disenchant a random equipped item.
UN_POWER - Drain a random wand, staff, or (in Oangband) rod.
EAT_GOLD - Steal gold.
EAT_ITEM - Steal a random item from the backpack.
EAT_FOOD - Eat food.
EAT_LITE - Drain fuel, always by 250 + randint(250).
ACID - an acidic attack.  damage may be reduced by resistance, etc. to acid.
ELEC - an electrical attack.  damage may be reduced by resistance, etc. to electricity.
FIRE - a fiery attack.  damage may be reduced by resistance, etc. to fire.
COLD - a frosty attack.  damage may be reduced by resistance, etc. to cold.
BLIND - Blind the player based on monster level.
CONFUSE - Confuse the player based on monster level.
TERRIFY - Frighten the player based on monster level.
PARALYZE - Paralyze the player based on monster level.
LOSE_STR - Reduce str.
LOSE_INT - Reduce int.
LOSE_WIS - Reduce wis.
LOSE_DEX - Reduce dex.
LOSE_CON - Reduce con.
LOSE_CHR - Reduce chr.
LOSE_ALL - Reduce all stats.
SHATTER -  Damage can be reduced by armour class.  If this attack does enough damage, cause an earthquake.
EXP_10 - reduces exp by 10d6 + 2%.  Hold life is effective 95% of the time.
EXP_20 - reduces exp by 20d6 + 2%.  Hold life is effective 90% of the time.
EXP_40 - reduces exp by 40d6 + 2%.  Hold life is effective 75% of the time.
EXP_80 - reduces exp by 80d6 + 2%.  Hold life is effective 50% of the time.

Addendum III lists all monster flags.


--- V_INFO.TXT ---

Vaults are almost entirely customizable.  Stay within the size limits of that vault type, and you can pretty well do what you like.  All the figures that define vaults are explained in the file itself, but note that this variant allows you to set maximum and minimum limits on the depth of any vault.  There are three different kinds of vaults in Oangband:  
	Interesting Rooms (type 7) are unique to this variant.  They appear reasonably often at any level.  They are designed to add color and interest to the dungeon without throwing scads of loot or very out of depth monsters at the player.  Of course, you can make an interesting room into a tiny version of the Greater Checkerboard Vault if the spirit moves you.  Interesting rooms are lit just as often as a normal room is on that level, is fully revealed by enlightenment spells, and can be teleported around at will in.  The maximum size of an interesting room is 11 high and 33 long.
	Lesser vaults (type 8) will be familiar to any Angband player.  They appear less frequently, usually at depths greater than 1000', are never initially lit up (unless the entire level is) are (in Oangband) not fully revealed by most enlightenment spells, cannot be teleported around in, and often contain out of depth monsters and neat objects.  The maximum size of a lesser vault is 22 high and 33 long.
	Greater Vaults (type 9) work like lesser vaults on steroids.  They have a maximum size of 44 high and 66 long.

	As Addendum IV reveals, you can add a wide variety of terrain, monsters, and objects to a vault.  Your imagination's the limit!

An example of a vault, with explainations:

N:1:Interesting Room (round)
X:7:0:9:11:10:0
D:  %%%%%%%  
D: %%.....%% 
D:%%.......%%
D:%.1.......%
D:%....1....%
D:%.........%
D:%%.......%%
D: %%...1.%% 
D:  %%%%%%%  

	This interesting room (type 7) adds nothing to level feelings.  It is 9 squares high and 11 long, and may appear at level 10 or deeper (a maximum level of zero means no limit).  Use the cursor to confirm that each of the exactly 9 description lines is exactly 11 characters long.  Make certain your vaults use spaces if necessary to make all the description lines the same length.  Note that this vault, like all others, is completely surrounded by outer granite '%'.


--- ADDENDUM I:  object flags ---

Pval-dependant object flags.  All these flags only effect wearable items:

STR			 STR + "pval" 
INT			 INT + "pval" 
WIS			 WIS + "pval" 
DEX			 DEX + "pval" 
CON			 CON + "pval" 
CHR			 CHR + "pval" 
MAGIC_MASTERY	 Proficiency with magical items + 10 * "pval" 
STEALTH		 Stealth + "pval" 
SEARCH		 Searching + "pval" 
INFRA			 Infravision + "pval" 
TUNNEL		 Tunnelling + "pval" 
SPEED			 Speed + "pval" 

Other object flags that only effect wearable items:

MIGHT2		(Missile launchers only) Increase damage multiplier by two.
SHOTS			(Missile launchers only) Shoot more rapidly than normal.
MIGHT1		(Missile launchers only) Increase damage multiplier by one.
SLAY_ANIMAL		(Melee weapons only) slays animals 
SLAY_EVIL		(Melee weapons only) slays evil 
SLAY_UNDEAD		(Melee weapons only) slays undead 
SLAY_DEMON		(Melee weapons only) slays demon 
SLAY_ORC		(Melee weapons only) slays orc 
SLAY_TROLL		(Melee weapons only) slays troll 
SLAY_GIANT		(Melee weapons only) slays giant 
SLAY_DRAGON		(Melee weapons only) slays dragon 
THROWING		(Melee weapons only) can be thrown effectively
PERFECT_BALANCE	(Melee weapons only) if also a throwing weapon, is perfectly balanced and can do even damage when thrown.
BRAND_POIS		(Melee weapons only) has poison brand 
BRAND_ACID		(Melee weapons only) has acidic brand 
BRAND_ELEC		(Melee weapons only) has elec brand 
BRAND_FIRE		(Melee weapons only) has fire brand 
BRAND_COLD		(Melee weapons only) has cold brand 

SUST_STR		Sustain STR 
SUST_INT		Sustain INT 
SUST_WIS		Sustain WIS 
SUST_DEX		Sustain DEX 
SUST_CON		Sustain CON 
SUST_CHR		Sustain CHR 
IM_ACID		Grants immunity to acid 
IM_ELEC		Grants immunity to elec 
IM_FIRE		Grants immunity to fire 
IM_COLD		Grants immunity to cold 
RES_ACID		Resist acid 
RES_ELEC		Resist elec 
RES_FIRE		Resist fire 
RES_COLD		Resist cold 
RES_POIS		Resist poison 
RES_FEAR		Resist fear 
RES_LITE		Resist lite 
RES_DARK		Resist dark 
RES_BLIND		Resist blind 
RES_CONFU		Resist confusion 
RES_SOUND		Resist sound 
RES_SHARD		Resist shards 
RES_NEXUS		Resist nexus 
RES_NETHR		Resist nether 
RES_CHAOS		Resist chaos 
RES_DISEN		Resist disenchant 

SLOW_DIGEST		Slow digestion
FEATHER	 	Feather falling 
LITE			Increase light radius by one
REGEN			Regeneration 
TELEPATHY		Telepathy 
SEE_INVIS		See invisible 
FREE_ACT		Free action 
HOLD_LIFE		Hold life 
IMPACT		(Melee weapons only) Earthquake blows 
TELEPORT		Random teleportation 
AGGRAVATE		Aggravate monsters 
DRAIN_EXP		Drains experience constantly
BLESSED		(Melee weapons only) Item has been blessed, and priests and paladins will suffer no penalties when wielding it.
ACTIVATE		Item can be activated 
INSTA_ART		Item always makes an artifact 
LIGHT_CURSE		Item is lightly cursed
HEAVY_CURSE		Item has heavily cursed
PERMA_CURSE		Once put on, item can never be taken off.

Object flags that effect all objects:

IGNORE_ACID		Item cannot be destroyed or damaged by acid
IGNORE_ELEC		Item cannot be destroyed or damaged by electricity
IGNORE_FIRE		Item cannot be destroyed or damaged by fire
IGNORE_COLD		Item cannot be destroyed or damaged by cold

EASY_KNOW		Item is fully known if aware.  For example, once you know one Mushroom of Restoring, you know them all.  This flag should not be given to items whose pvals, armour class, or bonuses to armour class, Skill, or Deadliness can vary.
HIDE_TYPE		Item hides full description of pval-dependant flags.  Used for rings and amulets.
SHOW_MODS		Item shows any bonuses to Skill and Deadliness.  Give this flag to any object whose bonuses to these qualities is of interest.


--- ADDENDUM II:  activation listings ---

1	Illuminate every 10 - 20 turns
2	magic mapping every 40 - 80 turns
3	light up the level and cast detection every 100 - 200 turns
4	protection from evil every 225 - 450 turns
5	strong dispel evil every 300 - 600 turns
7	frighten monsters every 40 - 80 turns
8	weak dispel all every 55 - 110 turns
10	+10 temporary speed every 150 - 300 turns
11	great fire ball every 275 - 550 turns
12	great cold ball every 325 - 650 turns
13	great electricity ball every 375 - 750 turns
14	wierdness every 450 - 900 turns
15	perilous identify every turn
16	electricity balls in every direction every 1000 turns
17	berserk, bless, and oppose all elements and poison every 400 turns
19	heal 1000 every 888 turns
22	phase door every 2 turns
23	genocide every 500 turns
25	destroy door every turn
26	protection from evil every 200 - 400 turns
29	oppose the four elements every 160 turns
33	large ball of confusing light every 350 turns
40	full detection every 55 - 110 turns
42	heal 500 every 500 turns
44	oppose all elements and poison every 175 turns
45	strong sleep monster every 55 turns
46	recharge every 70 turns
48	teleport every 45 turns
49	restore life levels every 450 turns
53	magic missile every two turns
54	mana bolt every 7 - 14 turns
55	cold bolt every 6 - 12 turns
56	electricity bolt every 4 - 8 turns
57	acid bolt every 5 - 10 turns
59	stone to mud every 3 - 6 turns
60	+10 speed every 200 turns
61	remove fear and cure poison every 5 turns
66	fire bolt every 7 - 14 turns
67	cold bolt every 6 - 12 turns
68	electricity bolt every 5 - 10 turns
69	poison ball every 4 - 8 turns
70	cold ball every 5 - 10 turns
72	cold bolt every 300 turns
82	cold ball every 200 turns
83	fire ball every 200 turns 
93	drain life every 400 turns
97	cold ball every 500 turns
98	stone to mud every 5 turns
102	mass genocide every 1000 turns
104	cure medium wounds and cuts every 3 - 6 turns

108	teleport monster away every 75 turns
109	word of recall every 200 turns
112	confuse monster every 15 turns
115	fire ball every 150 turns
116	+10 speed every 100 - 200 turns
119	identify every 10 turns
120	probe monsters every 20 turns
122	drain life every 70 turns
123	an especially deadly shot every 200 - 400 turns
126	brand bolts every 400 turns
127	brand first missile stack found every 999 turns

135	fire bolt every 7 - 14 turns
136	fire ball every 300 turns
137	fire storm every 800 turns
138	cold bolt every 7 - 14 turns
139	cold ball every 300 turns
140	cold storm every 800 turns
141	acid bolt every 7 - 14 turns
142	acid ball every 300 turns
143	acid storm every 800 turns
144	electrical bolt every 7 - 14 turns
145	electrical ball every 300 turns
146	electrical strike every 800 turns
147	poison bolt every 22 - 44 turns
148	poison cloud every 500 turns
149	sphere of light every 250 turns
150	dispel light-hating every 700 turns
151	dispel undead every 300 turns
152	dispel evil every 400 turns
153	dispel an undead every 200 turns
154	dispel a demon every 200 turns
155	dispel a dragon every 200 turns
156	holy orb every 175 turns
157	blessing every 200 turns
158	frighten every 120 - 240 turns
159	cure serious wounds every 85 turns
160	cure critical wounds every 225 turns
161	cure horrific wounds every 500 turns
162	curing every 500 turns
163	protection from evil every 250 turns
164	strong chaos ball every 600 turns
165	strong shard/sound ball every 600 turns
166	nether ball every 400 turns
167	light line every 6 - 12 turns
168	starlight every 8 - 16 turns
169	earthquake every 40 - 80 turns
170	identify every 30 turns
171	+10 speed every 120 - 240 turns
172	teleport away every 110 turns
173	heroism every 200 turns
174	sound, shard, and confusion balls every 300 turns
175	oppose the four elements
176	oppose the elements and poison
177	long phase door every 10 - 20 turns
178	long teleport every 80 turns
179	word of recall every 350 turns
180	restore life levels every 800 turns
181	restore stats every 800 turns
182	magic shield every 400 turns
183	brand any missile every 999 turns
184	an especially deadly shot every 200 - 400 turns
185	detect normal monsters every 4 - 8 turns
186	detect evil monsters every 4 - 8 turns
187	detect all every 30 - 60 turns
188	magic mapping every 30 - 60 turns
189	detect doors, stairs, and traps every 10 - 10 turns
190	strong confuse monster every 250 turns
191	strong sleep monster every 250 turns
192	strong frighten monster every 250 turns
193	strong slow monster every 250 turns
194	danish evil every 400 turns
195	magical disarming every 7 - 14 turns
196	confuse monsters every 300 turns
197	sleep monster every 300 turns
198	frighten monsters every 300 turns
199	slow monster every 300 turns

200	breath electricity every 350 - 700 turns
201	breath cold every 350 - 700 turns
202	breath acid every 350 - 700 turns
203	breath poison every 350 - 700 turns
204	breath fire every 350 - 700 turns
205	breath an element or poison every 350 - 700 turns
206	breath sound every 300 - 600 turns
207	breath confusion every 300 - 600 turns
208	breath chaos every 300 - 600 turns
209	breath sound or shards every 300 - 600 turns
210	breath chaos, disenchantment, sound, or shards every every 300 - 600 turns
211	breath light or dark every 300 - 600 turns
212	breath irresistable every 300 - 600 turns

220	acid ball and oppose acid every 50 - 150 turns
221	electricity ball and oppose acid every 50 - 150 turns
222	fire ball and oppose acid every 50 - 150 turns
223	cold ball and oppose acid every 50 - 150 turns
224	short teleport every 40 - 80 turns


--- ADDENDUM III:  monster flags ---

UNIQUE		Unique Monster
QUESTOR		Quest Monster
MALE			Male gender
FEMALE		Female gender
CHAR_CLEAR		Absorbs symbol
CHAR_MULTI		Changes symbol
ATTR_CLEAR		Absorbs color
ATTR_MULTI		Changes color
FORCE_DEPTH		Appear only at depth specified
FORCE_MAXHP		Start with maximum hitpoints
FORCE_SLEEP		Start out sleeping
FRIEND		Arrive with a friend
FRIENDS		Arrive with some friends
ESCORT		Arrive with some escorts (no groups)
ESCORTS		Arrive with some escorts (groups allowed)
NEVER_BLOW		Never make physical blow
NEVER_MOVE		Never make physical move
RAND_25		Moves randomly (25%)
RAND_50		Moves randomly (50%)
ONLY_GOLD		Drop only gold
ONLY_ITEM		Drop only items
DROP_60		Drop an item/gold (60%)
DROP_90		Drop an item/gold (90%), or (only if drop_chest) (100%)
DROP_1D2		Drop 1d2 items/gold
DROP_2D2		Drop 2d2 items/gold
DROP_3D2		Drop 3d2 items/gold
DROP_4D2		Drop 4d2 items/gold
DROP_GOOD		Drop good items
DROP_GREAT		Drop great items
DROP_CHEST		Drop chests.  This flag can easily unbalance the game.
DROP_CHOSEN		Drop "chosen" items

STUPID		Monster is stupid, and will not select the best spell to cast
SMART			Monster is smart, and will always select the best spell to cast
SPEAKING		Monster can speak
PLAYER_GHOST	Monster is a player ghost.  All player ghosts are also uniques.
INVISIBLE		Monster avoids vision
COLD_BLOOD		Monster avoids infravision
EMPTY_MIND		Monster avoids telepathy
WEIRD_MIND		Monster partially avoids telepathy
MULTIPLY		Monster reproduces
REGENERATE		Monster regenerates
POWERFUL		Monster has strong breath (this only effects radius)
OPEN_DOOR		Monster can open doors
BASH_DOOR		Monster can bash doors
PASS_WALL		Monster can pass walls
KILL_WALL		Monster can destroy walls
MOVE_BODY		Monster can move past weaker or similar monsters
KILL_BODY		Monster can kill monsters
TAKE_ITEM		Monster can pick up items
KILL_ITEM		Monster can crush items
FLYING		Monster can fly.  Effects movement in some terrain types.

ORC			Orc
TROLL			Troll
GIANT			Giant
DRAGON		Dragon
DEMON			Demon
UNDEAD		Undead
EVIL			Evil
ANIMAL		Animal
HURT_LITE		Hurt by light
HURT_ROCK		Hurt by rock remover
IM_ACID		Resist acid a lot
IM_ELEC		Resist elec a lot
IM_FIRE		Resist fire a lot
IM_COLD		Resist cold a lot
IM_POIS		Resist poison a lot
RES_NETH		Resist nether a lot
RES_WATE		Resist water
RES_PLAS		Resist plasma
RES_NEXU		Resist nexus
RES_DISE		Resist disenchantment
NO_FEAR		Cannot be scared
NO_STUN		Cannot be stunned
NO_CONF		Cannot be confused
NO_SLEEP		Cannot be slept

SHRIEK		Aggravate other monsters
BOULDER		Throw a boulder.  damage:  (monster level / 7)d10
ARROW_5		Fire an arrow (heavy).  damage:  8d8
ARROW_1		Fire an arrow (light).  damage:  2d6
ARROW_2		Fire an arrow (medium).  damage:  4d8
ARROW_3		Fire missiles (light).  damage:  5d6
ARROW_4		Fire missiles (heavy).  damage:  8d6
BR_ACID		Breathe Acid.  damage:  monster HP / 2, up to 1600
BR_ELEC		Breathe Elec.  damage:  monster HP / 2, up to 1600
BR_FIRE		Breathe Fire.  damage:  monster HP / 2, up to 1600
BR_COLD		Breathe Cold.  damage:  monster HP / 2, up to 1600
BR_POIS		Breathe Poison.  damage:  monster 2 * HP / 5, up to 800
BR_NETH		Breathe Nether.  damage:  monster HP / 4, up to 550
BR_LITE		Breathe Lite.  damage:  monster HP / 4, up to 400
BR_DARK		Breathe Dark.  damage:  monster HP / 4, up to 400
BR_CONF		Breathe Confusion.  damage:  monster HP / 4, up to 400
BR_SOUN		Breathe Sound.  damage:  monster HP / 4, up to 400
BR_CHAO		Breathe Chaos.  damage:  monster HP / 3, up to 700
BR_DISE		Breathe Disenchant.  damage:  monster HP / 4, up to 400
BR_NEXU		Breathe Nexus.  damage:  monster HP / 4, up to 300
BR_TIME		Breathe Time.  damage:  monster HP / 4, up to 200
BR_INER		Breathe Inertia.  damage:  monster HP / 4, up to 200
BR_GRAV		Breathe Gravity.  damage:  monster HP / 4, up to 200
BR_SHAR		Breathe Shards.  damage:  monster HP / 4, up to 400
BR_PLAS		Breathe Plasma.  damage:  monster HP / 4, up to 200
BR_WALL		Breathe Force.  damage:  monster HP / 4, up to 200

BA_ACID		Acid Ball.  damage:  between 1 and (monster level * 3) + 15
BA_ELEC		Elec Ball.  damage:  between 1 and (monster level * 2) + 8
BA_FIRE		Fire Ball.  damage:  between 1 and (monster level * 3) + 10
BA_COLD		Cold Ball.  damage:  between 1 and (monster level * 2) + 10
BA_POIS		Poison Ball.  damage:  12d2
BA_NETH		Nether Ball.  damage:  50 + monster level + 10d10
BA_WATE		Water Ball.  damage:  between 50 and 2.5 * monster level + 50
BA_MANA		Mana Storm.  damage:  monster level * 5 + 10d10
BA_DARK		Darkness Storm.  damage:  monster level * 5 + 10d10
DRAIN_MANA		Drain mana and heal self
MIND_BLAST		Blast Mind.  If saving throw fails, confuse player and inflict 8d8 damage.  
BRAIN_SMASH		Smash Brain.  If saving throw fails, blind, confuse, slow, and paralyze player and inflict 12d15 damage.
CAUSE_1		Cause Light Wound.  If saving throw fails, inflict 3d8 damage
CAUSE_2		Cause Serious Wound.  If saving throw fails, inflict 8d8 damage
CAUSE_3		Cause Critical Wound.  If saving throw fails, inflict 10d15 damage
CAUSE_4		Cause Mortal Wound.  If saving throw fails, inflict 15d15 damage and a nasty wound
BO_ACID		Acid Bolt.  damage:  7d8 + monster level / 3
BO_ELEC		Elec Bolt.  damage:  4d8 + monster level / 3
BO_FIRE		Fire Bolt.  damage:  9d8 + monster level / 3
BO_COLD		Cold Bolt.  damage:  6d8 + monster level / 3
BO_NETH		Nether Bolt.  damage:  30 + 5d5 + 2 * monster level
BO_WATE		Water Bolt.  damage:  10d10 + monster level
BO_MANA		Mana Bolt.  damage:  between 50 and 3.5 * monster level + 50
BO_PLAS		Plasma Bolt.  damage:  10 + 8d7 + monster level
BO_ICEE		Ice Bolt.  damage:  6d6 + monster level
MISSILE		Magic Missile.  damage:  2d6 + monster level / 3
SCARE			Frighten Player
BLIND			Blind Player
CONF			Confuse Player
SLOW			Slow Player
HOLD			Paralyze Player

HASTE			Speed self.  Increase speed by +5 per cast
HEAL			Heal self.  Heal self by monster level * 4
BLINK			Teleport Short
TPORT			Teleport Long
TELE_TO		Move player to monster
TELE_AWAY		Move player far away
TELE_LEVEL		Move player vertically
DARKNESS		Create Darkness
TRAPS			Create Traps
FORGET		Cause amnesia
S_MONSTER		Summon Monster
S_MONSTERS		Summon Monsters
S_ANT			Summon Ants
S_SPIDER		Summon Spiders
S_HOUND		Summon Hounds
S_ANGEL		Summon Angel
S_DEMON		Summon Demon(s)
S_UNDEAD		Summon Undead
S_DRAGON		Summon Dragon
S_HI_UNDEAD		Summon Greater Undead
S_HI_DRAGON		Summon Ancient Dragons
S_WRAITH		Summon Unique Wraiths
S_UNIQUE		Summon Unique Monsters



--- ADDENDUM IV:  vault codes ---

Definition of "good" in Oangband:  
   - Increased chance of special artifact
   - If a weapon or armour, will have plusses.  Better chance for ego-item or better.
   - Any other object will be quite good for that depth and likely be very useful.

Definition of "great" in Oangband:  
   - Increased chance of special artifact (same as "good")
   - If a weapon or armour, will be an ego-item or better.
   - Any other object will be quite good for that depth (same as "good").


'%' granite (outer)
'#' granite (inner)
'X' permenant wall
'.' floor

'@' lava
'x' water
';' tree
':' rubble
'*' treasure seam

'^' secret trap
'+' secret door

alphabetical characters (A-Z, a-z):  monster races, except for 'X' 
and 'x'.  Monster is biased towards being in-depth, plus 3.  It has 
a 21% of being 3 more out of depth, and 9% of being another 3 out 
of depth, for a total of 9.  Any alphabetic race can be specified, 
other than 'X' or 'x'.


'~' chest

All specific items below have a bonus of three to their object 
generation level.  Both weapons and armour are guaranteed "good", 
food is never guaranteed "good", and all other specific items will 
be guaranteed "good" 25% of the time.

']' armour
'|' a melee or missile weapon
'=' ring
'"' amulet
'!' potion
'?' scroll
'_' staff
'-' wand or rod
',' food or mushroom

'&' 50% chance of object, otherwise a trap
'$' ordinary treasure

'1' equal chance of ordinary trap, object, or monster.  If an object, will be of "good" quality 25% of the time.
'2' monster + 3
'3' object + 3
'4' 50% chance of object + 4, and also 50% of monster + 4
'5' object + 7
'6' monster + 7
'7' object + 15
'8' monster + 20
'9' both good object + 5 and monster + 15
'0' both great object + 15 and monster + 30

'`', '{', '}', '/', and '\': reserved for (possible) later terrain 
expansion


--- ADDENDUM V:  color symbols ---

'd': black
'w': light grey
's': medium grey
'o': orange
'r': dark red
'g': dark green
'b': dark blue
'u': deep brown
'D': dark grey
'W': white
'v': violet
'y': yellow
'R': red
'G': light green
'B': light blue
'U': light brown


Have fun customizing the game, and please share your best ideas with others on the Angband newsgroup.


Leon Marrick,
Maintainer of Oangband 0.3.0,
10/24/98