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magic.txt
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--- Note that this is severely out of date, and much might not apply
--- to Gumband.
=== Introduction to the Zangband (2.1.0) Magic System ===
In the official releases of Angband there are only two types magic
spells: Magic spells and priestly prayers. If the character is a
mage, ranger or a rogue (s)he can learn magic spells; if (s)he is
a priest or a paladin, (s)he can learn prayers. All mages can
learn the same spells and all priests can learn the same spells.
Zangband uses a more complex "realms of magic" system inspired by
the commercial fantasy strategy game Master of Magic (Microprose),
which in turn has supposedly borrowed it from the card game Magic
the Gathering (by Wizards of the Coast). The magic system, as
implemented in Zangband, consists of seven realms: Life, Sorcery,
Nature, Chaos and Death. In Zangband 2.1.0, two new realms have
been added: Arcane and Trump magic. (See later for details.)
In standard Angband, the type of a character's spell ability was
determined solely by the character class. In Zangband, all
classes can select one (or even two) types from the realms of
magic available. (See later for available realms / class.)
Since a character can have (at most) two realms of magic, and the
old spells have been split between the existing realms, on the
first glance it may seem that this system makes spell-users less
powerful. However, the opposite holds true. While a given realm
of magic typically includes spells of a certain type, new ultra
powerful rare high-level spells have been added to many realms.
Any spell realm should have enough high-level spells even for the
later stages of the game. The main difference lies in how they
support your playing strategy: some offer "weapon" spells which
let you directly hurt your enemy, while others offer spells for
protection, healing and gathering information.
In standard Angband, there were 9 spellbooks for all spell-
casters. In Zangband, there are 4 spellbooks per realm. Two
of them can be bought in a store (Life spellbooks in the town
temple, the rest in the magic shop; of course the Black
market may stock _any_ spellbook). The new Arcane realm
is an exception to this rule: Arcane magic has no high level
spellbooks; all Arcane spellbooks can be bought in the magic
shop. Just as one might expect, Arcane magic lacks the really
powerful high level spells.
A character with two realms of magic will thus need to carry
a maximum of 8 spellbooks while a character with only one
realm of magic (paladins and rogues) will only need to carry
a maximum of 4 spellbooks. All realms have 32 spells, and
each book has 8 spells.
=== Character Classes and Spell Ability ===
WARRIORS: Warriors cast no spells. They hate magic. In fact, they
even gain experience for destroying high level spellbooks.
MAGES: Mages have the least restrictions in choosing and learning
spells. They can freely choose any two realms when a character is
created: in the current version, all seven realms are available to
them, although their natural inclination makes Life magic fairly
hard for them. Otherwise, a mage tends to learn and cast all the
spells in his / her realms better than any other character. The
ability select both realms of magic (which no other character
class can do) allows the best support for experimenting and
combining different realms, and, thus, for different playing
strategies as well.
PRIESTS: There are two types of priests in Zangband: the
'ordinary' priests who, select Life magic as their primary
realm, and the 'dark' priests, who select Death magic
instead of Life magic. No priest can have both realms
(unless (s)he was created in Zangband 2.0.0 or 2.0.1).
Priests can also select a secondary realm from the other
five realms, and should be able to learn all spells in it
as well, even if not as efficiently as mages. However,
when learning spells, priests cannot voluntarily decide
which spells to study: they are rewarded with new prayers
by their patron deities, with no money-back satisfaction
guarantee. It should also be noted that since the natural
inclination of a priest is towards Life magic, priests who
select Life magic will be able to learn their prayers
faster and better than their evil colleagues with Death
magic.
ROGUES: There are several subtypes of Rogues in Zangband:
the exact 'type' is determined by the realm of magic chosen
by the Rogue. The common Thief, agent of the underworld,
will probably be content with Arcane magic and its wide
applicability. The Burglar, on the other hand, is more
interested in the Sorcery spells, which allow him or her to
do the job fast and efficiently. The Assassins' partiality
for Death magic is well known, and they are feared for it.
Finally, there is the Card Shark, who will opt for Trump
magic, and shuffles the decks with amazing proficiency. All
Rogues have certain limitations on which spells they can
learn, and they are not too fast to learn new spells.
RANGERS: All rangers are trained in Nature magic, and all
Nature spells are available to them. They even learn these
spells almost as fast as mages. They can also select a
secondary realm (from Sorcery, Arcane, Trump, Nature,
Chaos and Death), but they are slow learners in them, and
may find themselves unable to learn some of the highest
level spells.
PALADINS: Paladins are trained in Life magic (only), and they
despise the other realms of magic (which they regard as the
Devil's work). Like priests, they cannot select which prayers
to learn but are rewarded with new prayers by their deities.
They can learn all Life spells, but not as fast as priests.
In the most recent versions, there is a new subtype of the
paladins: the Death Knight. Death Knights study Death magic
instead of Life magic, but in other respects they are similar
to normal paladins. Death Knights can learn all Death spells.
The endless enmity between these two subtypes is most evident
in their attitudes to other realms of magic: an 'ordinary'
detests the other realms of magic (than Life) so strongly
that he or she will even gain experience for destroying their
high-level spellbooks. A Death Knight, on the other hand, is
very tolerant of the other realms -- to annoy Paladins,
perhaps, if for no other reason. A Death Knight will,
however, be very offended by the sight of Life spellbook, and
will do anything to destroy it; and this will even give him
or her experience, if the Life spellbook in question is a
high-level one.
WARRIOR-MAGES: Warrior-mages begin the game with Arcane magic,
and they can freely select another realm of magic. Although
they do not gain new spells as fast as regular mages, they
will eventually learn every spell in both realms, thus
making a very competitive choice for players who appreciate
Arcane magic.
CHAOS WARRIORS: Chaos Warriors are, as one might expect,
trained in Chaos magic. They are not interested in any
other form of magic. They can learn every Chaos spell.
MONKS: The different sects of monks are devoted to different
areas of magic. The typical monk is interested in the harmony
of the nature, and studies Nature magic. An idealist monk would
select Life magic, and try work to benefit his neighbour. But
there also are dark monks, who specialize in Death magic.
A monk can thus select any one of these three Realms. They will
eventually learn all prayers in the discipline of their choice.
MINDCRAFTER: Although the powers of a Mindcrafter may seem like
magic, this is not -- strictly speaking -- the case. They are
mental powers, independent of the ordinary sources of magic.
Consequently, Mindcrafters are not interested in 'magic' and
learn no spells.
HIGH MAGE: High mages are mages who specialize in one particular
field of magic and learn it very well -- much better than the
ordinary mage. For the price of giving up a second realm of
magic, they gain substantial benefits in the mana costs, minimum
levels, and failure rates in the spells of the realm of their
specialty.
=== The Realms of Magic ===
LIFE: Life is magic is 'good' magic; it relies mostly on healing
and protective spells. It does have a few attack spells as well,
but these are mostly used for harming and banishing foul minions
of evil. It is rumoured that there is a secret high level prayer
which will make the priest (or paladin) completely impervious
to all forms of hostile action.
SORCERY: Sorcery is a `meta` realm, including enchantment and
general spells. It provides superb protection spells (such as
Teleport spells for fleeing and even Globe of Invulnerability),
spells to enhance your odds in combat (Slow Monster, Haste Self,
Confuse Monster) and, most importantly, a vast selection of
spells for gathering information: in addition to the usual
detection and identify spells, one of the standard spellbooks
has a spell called Identify True, which gives you full knowledge
of a given object! In the rare books, there are spells with
which you can enchant your items or turn unwanted items to
gold. However, Sorcery has one weakness: it has no spells
to deal direct damage to your enemies.
ARCANE: Even more than Sorcery, Arcane magic is a general purpose
realm of magic. It attempts to encompass all 'useful' spells from
all realms, and almost succeeds, with the probable exception of
*Identify*. This is the downside of Arcane magic: while Arcane
does have all the necessary 'tool' spells for a dungeon delver,
it has no ultra-powerful high level spells. As a consequence, all
Arcane spellbooks can be bought in town. It should also be noted
that the 'specialized' realms (i.e. other than Arcane) usually
offer the same spell at a lower level and cost. Arcane magic is
therefore perhaps not recommendable as one's only realm of magic,
but it should be a very nice addition to fill up the gaps in the
selection of tools spells in another realm.
TRUMP: Trump magic seems an independent source of power, although
its supposed association with Chaos magic has been mentioned in
several places. Although it lacks the unpredictable chaotic side-
effects of Chaos magic, it has a few spells whose exact effets
seem more or less random. One such spell is Shuffle: the Trump
spellbooks actually consist of decks of trumps, and the Shuffle
spell allows the caster to shuffle the deck and pick one card at
random. The effect depends on the card picked, and is not always
pleasant. In the Amber universe, the Trump gateways are also a
major method of transportation: Trump magic has, indeed, an
admirable selection of teleportation spells. Since the Trump
gateways can also be used to summon other creatures, Trump magic
has an equally impressive selection of summoning spells. However,
not all monsters appreciate being drawn to another place by Trump
user. The only summoned creatures whose loyalty is guaranteed are
the Phantasmal Servants, who lack a will of their own (but can
develop one, if you treat them badly).
NATURE: Early levels may be rather difficult for a spellcaster
relying on Nature magic, as the early spells offer only limited
protection, detection and curing capabilities. However, at
higher levels there are very useful offensive spells available,
especially should the spellcaster be lucky enough to find an
extremely rare spellbook called "Nature`s Wrath". Nature also
has a spell of Herbal Healing, which is the only powerful healing
spell outside the realm of Life magic.
CHAOS: There are few types of magic more unpredictable and
difficult to control than Chaos magic. Chaos is the very
element of unmaking, and the Chaos spells are the most
terrible weapons of destruction imaginable. From Magic
Missile and Acid Bolt to the medium level Fire Ball and
and Doom Bolt, and finally to the awesome spells of
Invoke Logrus, Mana Storm and Call the Void, Chaos offers
an unsurpassable arsenal of attack spells. The caster can
also call on the primal forces of Chaos to induce
mutations in his / her opponents and even him/herself, but
otherwise, Chaos has no protective spells. Beware, though,
Chaos spells are known to backfire easily and product
undesired effects. This is especially true in the version
2.1.0 of Zangband and later, where the forces of Chaos can
easily twist the hapless individual foolish enough to
invoke them, turning them horrendous spawns of Chaos.
DEATH: There is no fouler nor more evil category of spells
than the necromantic spells of Death Magic. These spells
are relatively hard to learn, but at higher levels the
spells give the caster power over living and the (un)dead.
Poison, vampirism, death spells and even hellfire can be
directed by the caster, but the most powerful spells need
his / her own blood as the focus, often hurting the caster
in the process of casting. Should a Death wizard find the
legendary tome Necronomicon, he can expect to gain very
great powers indeed, but at a cost: few that have studied
the accursed tome have retained their sanity.
=== Notes on Summoned / Charmed Creatures ===
A friendly creature can be a mixed blessing. At first sight,
one might think that they can make the game much easier.
It is of course highly satisfying to send your pet Hell Wyrm
into a Troll pit and wait outside, listening for the howls
of agony and terror, the sounds of guts splattering, bones
crunching and so on. But one should not expect to gain any
experience for such a combat: you will only gain experience
for creatures to whom you deliver the death blow yourself.
New experiences require hazards, nobody gains experience by
sitting home watching the TV.
Secondly, friendly monsters are often so eager to destroy
your opponents they may forget all about you, and you get
trampled under their feet as they charge at your foe. They
are not as smart as the regular monsters, since they have
given up their free will to serve you. So don't stand next
to that Snaga when your pet Cyberdemon brandishes its rocket
launcher! Pets are also rather easily irritable. Once you
do something which causes the slightest discomfort to them,
they will revert to their normal behaviour and consider you
their main target. This is something to think about before
lighting up a room if you have pet orcs. Needless to say,
nobody wants to be your friend if you are aggravating them.
Finally, it takes a lot of mental energy to maintain the
control over the charmed monsters. The first monster or the
first few are 'free', but after that maintaining the control
will start taxing your mana regain rate. The higher the sum
of the levels of your pets the less mana you will be able to
regain. Keep this in mind if you have a pet which can summon
or otherwise produce more pets...
=== Hints and Tips ===
If you miss the `old` magic user, try picking Sorcery and Chaos
magic to get the most commonly used mage spells early on (Magic
Missile, Detect Monsters + Traps + etc, Identify).
It is generally a good idea to pick one defensive realm and one
offensive realm. For example try using life or sorcery with
chaos or death magic. Nature is somewhat neutral: it has both
offensive and defensive spells, but is not very generous with
either, not at least early in the game. Nature should work best
with characters who can use other means to survive until they
get the more powerful high level spells.
If you pick the realms always in the same order (e.g. nature
as your first realm and chaos as your second realm, not the
other way around) you will be less confused when trying to
pick the correct spellbook to use in the game.
If you still get confused trying to select the correct spellbook,
try using macros (either the 'full' macros or inscriptions).
=== Spell Lists ===
LIFE: Standard Spellbooks
Book of Common Prayer 1. Detect Evil
2. Cure Light Wounds
3. Bless
4. Remove Fear
5. Call Light
6. Detect Traps and Secret Doors
7. Cure Medium Wounds
8. Satisfy Hunger
High Mass 1. Remove Curse
2. Cure Poison
3. Cure Critical Wounds
4. Sense Unseen
5. Holy Orb
6. Protection from Evil
7. Healing
8. Glyph of Warding
LIFE: Rare Spellbooks
Book of the Unicorn This book has powerful prayers to ward off,
banish and destroy the forces of evil.
Blessings of the Grail This book has the most powerful prayers of
protection and healing, as well as prayers
of holy visions.
SORCERY: Standard Spellbooks
Beginner's Handbook 1. Detect Monsters
2. Phase Door
3. Detect Doors and Traps
4. Light Area
5. Confuse Monster
6. Teleport
7. Sleep Monster
8. Recharging
Master Sorcerer's Handbook 1. Magic Mapping
2. Identify
3. Slow Monster
4. Mass Sleep
5. Teleport Away
6. Haste Self
7. Detection True
8. Identify True
SORCERY: Rare Spellbooks
Pattern Sorcery More powerful spells of detection,
information and transportation.
Grimoire of Power More powerful enchantments against monsters,
spells to enchant items, and the Globe of
Invulnerability.
ARCANE: All Spellbooks
Cantrips for Beginners 1. Zap
2. Wizard Lock
3. Detect Invisibility
4. Detect Monsters
5. Blink
6. Light Area
7. Trap & Door Destruction
8. Cure Light Wounds
Minor Arcana 1. Detect Doors & Traps
2. Phlogiston
3. Detect Treasure
4. Detect Enchantment
5. Detect Objects
6. Cure Poison
7. Resist Cold
8. Resist Fire
Major Arcana 1. Resist Lightning
2. Resist Acid
3. Cure Medium Wounds
4. Teleport
5. Stone to Mud
6. Ray of Light
7. Satisfy Hunger
8. See Invisible
Manual of Mastery 1. Recharging
2. Teleport Level
3. Identify
4. Teleport Away
5. Elemental Ball
6. Detection
7. Word of Recall
8. Clairvoyance
TRUMP: Standard Spellbooks
Conjurings & Tricks 1, Phase Door
2. Mind Blast
3. Shuffle
4. Reset Recall
5. Teleport
6. Dimension Door
7. Trump Spying
8. Teleport Away
Deck of Many Things 1. Trump Reach
2. Trump Animal
3. Phantasmal Servant
4. Trump Monster
5. Conjure Elemental
6. Teleport Level
7. Word of Recall
8. Banish
TRUMP: Rare Spellbooks
Trumps of Doom This tome tells you the secrets of the Living
Trump treatment, as well how to deal the Joker
card and how to deal death. It also has rather
powerful summoning Trumps which may yet prove
your own Doom...
Five Aces A superb collection of the most classic
summoning Trumps ever crafted.
NATURE: Standard Spellbooks
Call of the Wild 1. Detect Creatures
2. First Aid
3. Detect Doors and Traps
4. Foraging
5. Daylight
6. Animal Taming
7. Resist Environment
8. Cure Wounds & Poison
Nature Mastery 1. Stone to Mud
2. Lightning Bolt
3. Nature Awareness
4. Frost Bolt
5. Ray of Sunlight
6. Entangle
7. Summon Animal
8. Herbal Healing
NATURE: Rare Spellbooks
Nature's Gifts Nature's Gifts for protection against
the forces of nature and hostiles.
Nature's Wrath Nature's destructive force harnessed for your
use against your enemies.
CHAOS: Standard Spellbooks
Sign of Chaos 1. Magic Missile
2. Trap / Door Destruction
3. Flash of Light
4. Touch of Confusion
5. Mana Burst
6. Fire Bolt
7. Fist of Force
8. Teleport Self
Chaos Mastery 1. Wonder
2. Chaos Bolt
3. Sonic Boom
4. Doom Bolt
5. Fire Ball
6. Teleport Other
7. Word of Destruction
8. Invoke Logrus
CHAOS: Rare Spellbooks
Chaos Channels Unusual spells that allow you to call on the
forces of chaos to induce changes in your
possessions, in your enemies and in yourself.
Armageddon Tome The rarest of all spellbooks, filled with the
most devastating spells.
DEATH: Standard Spellbooks
Black Prayers 1. Detect Unlife
2. Malediction
3. Detect Evil
4. Stinking Cloud
5. Black Sleep
6. Resist Poison
7. Horrify
8. Enslave Undead
Black Mass 1. Orb of Entropy
2. Nether Bolt
3. Terror
4. Vampiric Drain
5. Poison Branding
6. Dispel Good
7. Genocide
8. Restore Life
DEATH: Rare Spellbooks
Black Channels Spells that turn you into a bloodthirsty
killing machine, and which enable you to
call upon the nether forces of darkness
to wreak havoc upon your foes.
Necronomicon The legendary tome of unholy visions,
death and destruction.