# List of artifact modifiers 
# 
# Note:  
#	Attributes (str, dex, etc) are modifiers to the previous 
#	value - positive will increase it by that much, negative 
#	will decrease it.  
# 
#	cursed and damned flags will make the object cursed/damned.  
#	no way to remove cursed/damnedness right now.  If the 
#	object is cursed, the present magic value will become
#	negative (ie, a +1 sword will become -1 cursed.)  
# 
#	immune, protected, vulnerable, path_attuned, path_denied, 
#	path_repelled values are OR'd to existing values.  
# 
#	luck,exp, wc and ac  increase the value by that amount (which means 
#	a negative value will decrease the value)
# 
#	lifesave, reflect_spell, reflect_missile, stealth, xrays, 
#	and make_invisible invisible sets the appropriate value 
#	in the new artifact.  No way to remove these abilities.  
# 
#	if stand_still is set, the object will not be animated 
#	(useful if giving an artifact a new image when the object
#	it is being created from is animated.  
# 
#	nrof is the number of object to be created.  A range 
#	of 1-nrof of objects will be created.  If 0, then the 
#	default number will be used instead.
#
#	hp, maxhp, sp, maxsp, food, level have this:  If the value is
#	positive, it is increased by that amount.  If negative, the
#	artifact is created with that value absolute (ie, hp -5
#	will create and artifact with hp value of 5)
#
#	armour and dam:  If negative, absolute value is used (as in
#	hp, maxhp, etc above).  If positive, it acts as a percentage
#	in increments of 10 (a value of 10 has the normal value, 5
#	would be half normal, 20 twice, etc.
#
#	weight, last_sp, last_heal is in percent (200% would
#	be twice normal, 50% half of normal).  Negative values
#	work the same as armour and dam.
#
#	'value' is a multiplier to the previous value (value 10
#	means the object is worth 10 times normal)
#
#	the 'material', 'attacktype', 'slaying', and 'msg' elements will
#	replace exiting values.
#
#	magic is the mininum magic for an item to become that artifact.
#
#	If the value is not described above, changing it probably is
#	not supported.
#
# This file has been changed around in 0.91.1 to allow better
# control of probability and creation conditions.
#
# Allowed is followed with a comma seperated list of items that
# that artifact is allowed for.  a ! can precede the object name,
# to mean that the object is allowed for all objects except those with
# that name.  The name will be matched to either the normal item
# name, or the name of the archetype.
#
# After the 'Allowed <whatever>' field, a 'chance <value>' field
# follows.  This is how likely the item is to be created.  It is relative
# to other objects of the same type.  What happens is that all of the
# artifacts with the same type are put on 1 list, and their chance
# field is summed together.  Then, when an artifact is created,
# a roll is made based on that sum, and the appropriate artifact
# is chosen.  If the item being transformed can not turn into that
# artifact (magic bonus, difficulty (see below), or just not 'Allowed'), 
# it will be re-rolled, attempting to make an artifact again.  The number
# of re-rolls attempted is determined in the treasure.c file.  IT is,
# by default, 1.
#
# 'difficulty <value>' can also be included before the 'Object <name>'
# field.  If set, the difficulty must be greater or equal to that
# value in order to the object to be created.  This can make it so that
# some items are never created on easy maps.
#
# Because of these changes, general artifact types are no longer allowed.
# This is for a few reasons: 1) With no type, it would not be possible
# to know what lists to put it on.  If it put it on all lists
# presently existing, then the order of this file would become relevant,
# 2) Since chance is now a a field, and different items types have
# different total chances, using a generic chance value could have
# unexpected results.
#
# Various notes:
# chance is meaningless if there is only 1 artifact of a certain
# type.  It will always be generated, no matter what the chance
# is set to.  As such, if adding an artifact for a new type,
# make sure there are at least two, unless you always want
# that specific one to be generated.
#
# running crossfire with -m3 creates a nice list of this
# table.  Good for debugging if you seem to have problems with
# some entry.
#
# Try to keep common types of items together.  For example, keep
# all helmets types together, all weapon types, etc.  From there,
# try to group by subtype (plate mails, leathers, chains, crowns,
# etc.)  This just makes it easier to find stuff.  From their, it
# might be nice to keep them in chance order, but most aren't in
# that right now.
#
# Monsters
# Note: Only generated monsters are affected (just like items) - monsters
# already on the map are not affected.  Also, many of the values (exp, hp,
# maxhp) are fixed addition values, so if creating generic types (like the
# Leader and Chief types), you what to keep the Allowed monsters at roughly
# the same power.
# As of now, 1:10 monsters can become artifact monsters.  This is set in
# time.c
Allowed orc,ogre,goblin
chance 10
Object Leader
type 0
wc 1
ac 1
hp 5
maxhp 5
exp 20
level 1
armour 20
dam 13
end
#
Allowed orc,ogre,goblin
chance 2
Object Chief
type 0
wc 2
ac 2
hp 10
maxhp 10
exp 40
level 2
armour 30
dam 14
end
# Just to fix probability some.
Allowed orc,ogre,goblin
chance 20
Object NONE
end
#
# Helmets
#
Allowed helmet
chance 3
Object Concentration
type 34
value 35
last_heal 20
path_attuned 1024
sp 1
magic 1
end
#
Allowed all
chance 1
Object Blindness
type 34 
is_blind 1
magic 1
cursed 1
end
#
Allowed full helmet,helmet
chance 1
Object Dark Vision
type 34
can_see_in_dark 1
value 10
end
#
Allowed full helmet,helmet
chance 1
Object Might
type 34
value 500
magic 2
Str 1
Con 1
Dex 1
end
#
Allowed full helmet
chance 2
Object Lordliness
type 34
value 50
magic 2
Wis 1
Cha 1
end
#
Allowed full helmet
chance 4
Object Argoth
type 34
value 25
magic 1
ac 1
Cha 1
protected 4
armour 12
msg
  Argoth was an ancient dwarven city
  in a mountain which was infested with
  dragons. The dwarves specialized in
  equipment which helped them survive their
  environment.
endmsg
end
#
Allowed !crown
chance 10
Object Ilrya
type 34
value 10
weight 80
end
#
Allowed !crown
chance 5
Object Lythander
type 34
value 20
luck 1
weight 90
end
#
Allowed !crown
chance 20
Object Mass
type 34
value 5
cursed 1
weight 400
end
#
Allowed !crown
chance 2
Object Great Mass
type 34
value 50
damned 1
weight 1000
end
#
Allowed all
chance 6
Object Stupidity
type 34
value 15
magic 1
Int -10
damned 1
end
#
Allowed all
chance 5
Object Uriel
type 34
value 20
ac 1
magic 1
armour 12
protected 8
end
#
Allowed all
chance 3
Object Doom
type 34
damned 1
Str -5
Con -5
Dex -5
Wis -5
Int -5
Pow -5
Cha -5
value 30
magic 1
end
#
Allowed all
chance 20
Object Woe
type 34
cursed 1
Str -1
Con -1
Dex -1
Wis -1
Int -1
Pow -1
Cha -1
luck -1
value 5
end
#
# Crowns start here (subset of helmets )
#
Allowed crown
chance 1
Object the Magi
type 34
value 500
sp 2
Int 2
Pow 2
end
#
Allowed crown
chance 1
Object Fire
type 34
value 100
protected 4
path_attuned 2
path_repelled 4
end
#
Allowed crown
chance 10
Object Lordliness
magic 2
type 34
value 10
Cha 2
end
#
Allowed crown
chance 6
Object Rulership
type 34
value 15
magic 3
Cha 1
Wis 1
end
#
Allowed crown
chance 4
Object Might
type 34
value 25
magic 3
Con 1
Str 1
end
#
# Weapons:
#
Allowed all
chance 10
Object Ilrya
type 15
value 10
weight 80
end
#
Allowed all
chance 5
Object Lythander
type 15
value 20
luck 1
weight 90
end
#
Allowed all
chance 5
Object Fear
type 15
value 30
attacktype 16385
weight 90
end
#
Allowed all
chance 20
Object Woe
type 15
cursed 1
Str -1
Con -1
Dex -1
Wis -1
Int -1
Pow -1
Cha -1
luck -1
value 5
end
#
Allowed all
chance 20
Object Mass
type 15
value 5
cursed 1
weight 300
dam 15
wc -3
end
#
Allowed all
chance 10
Object Sanwe
type 15
value 10
dam 12
end
#
Allowed all
chance 6
Object Zormola
type 15
value 15
weight 80
wc 2
end
#
Allowed all
chance 2
Object Gwormi
type 15
value 50
hp 1
dam 11
magic 2
end
#
Allowed all
chance 2
Object Kragi
type 15
value 50
magic 3
Con 1
dam 11
end
#
Allowed all
chance 6
Object Morgul
type 15
value 15
magic 3
dam 20
wc -3
Str -2
Dex -2
Con -2
damned 1
end
#
Allowed all
chance 5
Object Slay Ogre
type 15
slaying ogre
value 20
magic 1
end
#
Allowed all
chance 3
Object Slay Demon
type 15
slaying demon
value 30
magic 2
end
#
Allowed all
chance 3
Object Doom
type 15
damned 1
Str -5
Con -5
Dex -5
Wis -5
Int -5
Pow -5
Cha -5
value 30
magic 1
end
#
Allowed all
chance 2
Object Crolmi
type 15
value 40
magic 3
Str 1
weight 110
end
#
Allowed all
chance 2
Object Great Mass
type 15
value 50
damned 1
weight 600
dam 25
wc -5
end
#
Allowed all
chance 2
Object Slay Troll
type 15
slaying troll
value 50
magic 2
end
#
Allowed all
chance 2
Object Slay Undead
type 15
slaying undead
value 50
magic 2
end
#
Allowed all
chance 1
Object Slay Dragon
type 15
slaying dragon
value 100
magic 3
end
#
Allowed all
chance 1
Object Slay Beholder
type 15
slaying beholder
value 150
protected 2
magic 3
end
#
Allowed all
chance 1
Object Rhyz
type 15
value 80
magic 4
Str 1
Dex 1
weight 90
end
#
Allowed all
chance 1
Object Glamdri
type 15
value 150
magic 4
protected 2
Int 1
Pow 1
weight 90
end
#
Allowed all
chance 1
Object Berserkergang
type 15
value 15
magic 4
dam 30
wc 7
Str 7
Dex 7
Con 7
Int -10
Wis -10
Cha -15
protected 2
material 256
weight 50
exp 3
hp 2
msg
  This weapon burns with a supernatural rage:
  its anger invests the wielder and empowers
  him.  However, it also clouds his thoughts,
  and drool is very unattractive.
endmsg
attacktype 16385
damned 1
end
#
# This item is attack type weaponmagic.  It only happens in weapons that
# are already pretty magical (+3 or better).  Thus, while the chance
# may look high, since there are not that many +3 or better weapons
# created, it will not be created that often.
#
Allowed all
chance 10
Object Magic Hitting
type 15
magic 3
value 20
attacktype 256
end
#
# Daggers (subtype of weapons)
#
Allowed dagger
chance 10
Object Poisoning
type 15
value 20
weight 80
attacktype 1025
end
#
Allowed dagger
chance 10
Object Paralysis
type 15
value 30
weight 80
attacktype 4097
end
#
Allowed dagger
chance 10
Object Madness
type 15
value 10
weight 80
attacktype 33
end
#
# Swords (subtype of weapons)
#
Allowed sword
chance 10
Object Poisoning
type 15
value 10
weight 80
attacktype 1025
end
#
# Shields
#
Allowed all
chance 10
Object Ilrya
type 33
value 10
weight 80 
end
#
Allowed all
chance 20
Object Mass
type 33
value 5
cursed 1
weight 400
end
#
Allowed all
chance 2
Object Great Mass
type 33
value 50
damned 1
weight 1000
end
#
Allowed all
chance 2
Object Deflection
type 33
value 50
magic 2
ac 1
weight 120
msg
  This highly enchanted shield is
  craftfully made to give more
  protection than usual.
endmsg
end
#
Allowed all
chance 1
Object Theodin
type 33
value 80
magic 2
protected 4
end
#
Allowed all
chance 8
Object Gnarg
type 33
value 12
Cha -1
armour 18
end
#
Allowed all
chance 3
Object Doom
type 33
damned 1
Str -5
Con -5
Dex -5
Wis -5
Int -5
Pow -5
Cha -5
value 30
magic 1
end
#
Allowed all
chance 20
Object Woe
type 33
cursed 1
Str -1
Con -1
Dex -1
Wis -1
Int -1
Pow -1
Cha -1
luck -1
value 5
end
#
#
# Armour
#
Allowed all
chance 10
Object Ilrya
type 16
value 10
weight 80
msg
  This armour is made of lighter and more expensive material.
endmsg
end
#
Allowed all
chance 20
Object Mass
type 16
value 5
cursed 1
weight 300
end
#
Allowed all
chance 2
Object Great Mass
type 16
value 50
damned 1
weight 1000
end
#
Allowed all
chance 6
Object Clumsiness
type 16
value 15
Dex -1
cursed 1
end
#
Allowed all
chance 6
Object Protection
type 16
value 15
ac 1
armour 12
magic 3
msg
  The quality of this superb armour
  is extreme; it gives much more
  protection than any made today.
  It is very old, probably from some
  lost civilization who had much
  better skills, but it doesn't look
  worn at all.  It is obviously highly
  enchanted.
endmsg
end
#
Allowed all
chance 6
Object Berwean
type 16
value 15
ac -1
armour 8
last_sp 150
exp 1
weight 70
msg
  This armour is made of very light and
  expensive material.  As a result you
  can move much faster in it, but it gives
  a bit worse protection than normal armour.
endmsg
end
#
Allowed all
chance 3
Object Doom
type 16
damned 1
Str -5
Con -5
Dex -5
Wis -5
Int -5
Pow -5
Cha -5
value 30
magic 1
end
#
Allowed all
chance 20
Object Woe
type 16
cursed 1
Str -1
Con -1
Dex -1
Wis -1
Int -1
Pow -1
Cha -1
luck -1
value 5
end
#
Allowed plate_mail
chance 1
Object Power
type 16
value 150
magic 4
Str 1
protected 4
weight 200
last_sp 5
armour 13
ac 1
msg
  This extremely unique platemail was made
  for the line of dwarven kings in one of the 
  ancient northern kingdoms from which nothing has
  been heard of during the latter centuries.
  Due to magic, it will fit creatures of any size.
  It is highly enchanted, increasing the strength of the 
  wearer and protecting against fire.  
  Unfortunately it is also very heavy, limiting speed somewhat.
endmsg
end
#
Allowed plate_mail
chance 5
Object Prowess
type 16
armour -60
weight 250
ac 1
Str 2
Dex 2
Int -5
Pow -5
value 100
msg
  This very heavy armour gives protection
  greater than normal object.  It is created
  for fighters - the high weight and fact it
  clouds the mind makes it unsuitable for
  mages.  It increases the wearers strength and
  dexterity, making them even more fearsome in
  battle.
endmsg
end
#
Allowed leather_armour,mithril_chainmail
chance 10
Object Irial
type 16
value 10
Cha 1
msg
  This armour, which is of elven origin,
  is beautifully decorated with ancient emblems.
endmsg
end
#
# Robes (subtype of armor)
#
Allowed robe
chance 10
Object Displacement
type 16
value 100
ac 3
msg
  This robe blurs the vision of those trying
  attack, making you more difficult to hit.
endmsg
end
#
Allowed robe
chance 10
Object metal weave
type 16
value 100
weight 150
armour 15
ac 3
msg
  This magical robe is somehow woven of
  metal fibers.
endmsg
end
#
# Rings
#
Allowed all
chance 33
Object Ice
face ring.117
#color_fg light_blue
type 70
value 30
protected 16
path_attuned 4
msg
  This elemental ring is one of those made at 
  the Guild of Magicks by the powerful wizards 
  who survived the ancient war of the elementals.
  The wielder is surrounded by a thin, almost 
  invisible, globe of warmth; which protects 
  against cold.  It also grants its holder 
  greater control of cold spells.
endmsg
end
#
Allowed all
chance 28
Object Fire
face ring.117
#color_fg red
type 70
value 35
protected 4
path_attuned 2
msg
  This elemental ring is one of those 
  made at the Guild of Magicks by the 
  powerful wizards who survived the 
  ancient war of the elementals.
  The wielder is surrounded by a thin, 
  almost invisible, globe of coolness; 
  which protects against heat.  It also
  grants the holder greater facility 
  with fire spells.
endmsg
end
#
Allowed all
chance 40
Object Storm
face ring.117
type 70
value 25
protected 8
path_attuned 8
msg
  This elemental ring is one of those made 
  at the Guild of Magicks by the powerful 
  wizards who survived the ancient war 
  of the elementals.  The wielder is 
  surrounded by a thin, almost invisible, 
  grid of force; which protects against 
  electricity.  It also gives facility
  with electricity spells.
endmsg
end
#
Allowed all
chance 13
Object Magic
face ring.117
type 70
value 80
sp 1
Pow 1
protected 2
msg
  Most highlevel wizards receive one of 
  these from their guild when they become 
  its leader.
endmsg
end
#
Allowed all
chance 7
Object Ancient Magic
face ring.117
type 70
value 150
sp 2
Int 1
Pow 1
protected 2
end
#
Allowed all
chance 4
Object High Magic
face ring.117
type 70
value 250
sp 2
Int 2
Pow 2
protected 2
end
#
#  Slaying balrog--aint no such thing as a balrog yet, but.. when there is...
#  Mithrandir's magic ring--gives power according to the ability of the user
#
Allowed all
chance 1
Object Mithrandir
slaying Balrog
face ring.117
type 70
value 350
sp 2
Int 1
Pow 1
protected 6
path_attuned 2
end
#
#  Galadriel's magic ring.  She used it for the protection and healing
#  of her land in Lord of the Rings
#
Allowed all
chance 1
Object Adamant
face ring.117
type 70
value 450
sp 2
Int 2
Pow 2
protected 2
immune 128
path_attuned 257
end
#
#  Elrond's magic ring.  It was the greatest of the three rings.
#
Allowed all
chance 1
Object Elrond
face ring.117
type 70
value 550
sp 3
Int 3
Pow 3
protected 2
immune 65664
path_attuned 259
end
#
#  The One Ring to rule them all
#
Allowed all
chance 1
difficulty 6
Object Ruling
face ring.117
type 70
value 750
sp 5
Int 3
Pow 3
Wis 2
Con -2
Cha -2
msg
  One Ring to rule them all,
  One Ring to find them,
  One Ring to bring them all
  and in the darkness bind them.
endmsg
make_invisible 1
protected 2
vulnerable 640
path_attuned 606
path_repelled 257
end
#
Allowed all
chance 40
Object Acid
face ring.117
type 70
value 25
protected 64
armour -20
msg
  This elemental ring is one of those 
  made at the Guild of Magicks by the 
  powerful wizards who survived the 
  ancient war of the elementals.
  The wielder is surrounded by a thin, 
  almost invisible, globe of base liquid;
  which protects against acid.  It also 
  gives a fair protection against normal attacks.
endmsg
end
#
Allowed all
chance 17
Object Free Action
face ring.117
type 70
value 60
immune 6144
protected 16416
end
#
Allowed all
chance 13
Object Life
face ring.117
type 70
value 80
immune 65664
hp 2
msg
  This semi-elemental ring is one of those
  made at the Guild of Magicks by the powerful
  wizards who survived the ancient war of the elementals.
  The wielder is surrounded by a thin, almost 
  invisible, globe of positive energy; which 
  makes the wielder immune from life draining.
  It also grants an unnatural vitality.
endmsg
end
#
Allowed all
chance 50
Object Halvor
face ring.117
type 70
value 20
Str 1
protected 4096
end
#
Allowed all
chance 25
Object Yordan
face ring.117
type 70
value 40
wc 2
Dex 1
end
#
Allowed all
chance 25
Object Extremity
face ring.117
type 70
value 40
wc 2
Str 2
Dex 2
Con -5
Int -3
Wis -3
Pow -5
damned 1
end
#
Allowed all
chance 33
Object Doom
face ring.117
type 70
damned 1
Str -5
Con -5
Dex -5
Wis -5
Int -5
Pow -5
Cha -5
value 30
end
#
Allowed all
chance 200
Object Woe
type 70
face ring.117
cursed 1
Str -1
Con -1
Dex -1
Wis -1
Int -1
Pow -1
Cha -1
luck -1
value 5
end
#
# Horns:
#
Allowed all
chance 17
Object Plenty
face horn2.111
type 35
sp -36
hp -30
maxhp -30
value 6
end
#
Allowed all
chance 10
Object Fire
type 35
sp -82
hp -40
maxhp -40
value 10
end
#
Allowed all
chance 10
Object Frost
type 35
sp -83
hp -40
maxhp -40
value 10
end
#
Allowed all
chance 33
Object Aggravation
type 35
sp -81
hp -10
maxhp -10
value 3
cursed 1
end
#
Allowed all
chance 20
Object Fools
type 35
sp -81
hp -10
maxhp -10
value 5
luck -2
Int -2
damned 1
end
#
Allowed all
chance 3
Object Eorlingas
type 35
sp -82
hp -100
maxhp -100
value 40
Cha 1
end
#
# Cloaks
#
Allowed all
chance 200
Object Woe
type 87
cursed 1
Str -1
Con -1
Dex -1
Wis -1
Int -1
Pow -1
Cha -1
luck -1
value 5
end
#
Allowed all
chance 50
difficulty 3
Object minor protection
weight 120
type 87
value 20
ac 1
end
#
Allowed all
chance 5
Object Doom
type 87
damned 1
Str -5
Con -5
Dex -5
Wis -5
Int -5
Pow -5
Cha -5
value 30
magic 1
end
#
Allowed all
chance 10
difficulty 3
Object beguilement
type 87
value 100
Cha 2
weight 110
end
#
Allowed all
chance 10
difficulty 5
Object intermediate protection
weight 125
type 87
value 100
ac 2
end
#
Allowed all
chance 3
difficulty 7
Object greater protection
type 87
weight 130
value 300
ac 3
material 256
end
#
Allowed all
chance 3
difficulty 3
Object Protection from Fire
type 87
weight 135
value 400
protected 4
material 256
end
#
Allowed all
chance 3
difficulty 3
Object Warmth
type 87
weight 140
value 350
protected 16
material 256
end
#
Allowed all
chance 3
difficulty 3
Object Insulation
type 87
weight 140
value 350
protected 8
material 256
end
#
Allowed all
chance 2
difficulty 3
Object Acid Proofing
type 87
value 500
weight 90
protected 64
material 256
end
#
Allowed all
chance 1
difficulty 7
Object the Underworld
type 87
value 1000
immune 66240
protected 4192
weight 150
material 256
Cha -4
end
#
Allowed all
chance 1
difficulty 20
Object Invisibility
type 87
value 1000
weight 130
material 256
Str -10
Dex -10
Con -10
msg
  This cloak sucks vitality from the 
  wearer in order to maintain his
  invisibility.
endmsg
make_invisible 1
end
#
#
#Artifact gems!
#
Allowed diamond
chance 60
Object great value
face pretty_crystal.111
stand_still 1
value 10
type 60
weight 110
end
#
Allowed diamond
chance 20
difficulty 3
Object exceptional beauty
face pretty_crystal.111
value 100
stand_still 1
type 60
weight 130
nrof 4
end
#
Allowed diamond
chance 5
difficulty 5
Object flawless beauty
face pretty_crystal.111
value 1000
stand_still 1
type 60
weight 200
nrof 4
end
#
Allowed ruby
chance 60
Object great value
face pretty_ruby.111
stand_still 1
value 10
type 60
weight 110
end
#
Allowed ruby
chance 20
difficulty 3
Object exceptional beauty
face pretty_ruby.111
value 100
stand_still 1
type 60
weight 130
nrof 4
end
#
Allowed ruby
chance 5
difficulty 5
Object flawless beauty
face pretty_ruby.111
value 1000
stand_still 1
type 60
weight 200
nrof 4
end
#
Allowed sapphire
chance 60
Object great value
face pretty_sapphire.111
stand_still 1
value 10
type 60
weight 110
end
# 
Allowed sapphire
chance 20
difficulty 3
Object exceptional beauty
face pretty_sapphire.111
value 100
stand_still 1
type 60
weight 130
nrof 4
end
#
Allowed sapphire
chance 5
difficulty 5
Object flawless beauty
face pretty_sapphire.111
value 1000
stand_still 1
type 60
weight 200
nrof 4
end
#
Allowed emerald
chance 60
Object great value
face pretty_emerald.111
stand_still 1
value 10
type 60
weight 110
end
# 
Allowed emerald
chance 20
difficulty 3
Object exceptional beauty
face pretty_emerald.111
value 100
stand_still 1
type 60
weight 130
nrof 4
end
#
Allowed emerald
chance 5
difficulty 5
Object flawless beauty
face pretty_emerald.111
value 1000
stand_still 1
type 60
weight 200
nrof 4
end
#
#
#Amulets!
#
Allowed all
chance 255
difficulty 5
Object Shielding
face amulet_lif.111
armour -20
type 39
value 20
end
#
Allowed all
chance 100
difficulty 6
Object Empowerment
face amulet_lif.111
type 39
value 40
sp 2
end
#
Allowed all
chance 255
difficulty 6
Object Sorrow
face amulet_lif.111
type 39
value 0
cursed 1
vulnerable 2
end
#
Allowed all
chance 50
difficulty 4
Object Calling Death
face amulet_lif.111
type 39
value 0
damned 1
cursed 1
vulnerable 127
end
#
Allowed all
chance 10
difficulty 10
Object Aetherality
face amulet_lif.111
type 39
value 3000
protected 1
end
#
Allowed all
chance 10
difficulty 10
Object Power
type 39
face amulet_lif.111
sp 7
value 4000
end
#
Allowed all
chance 75
difficulty 7
Object Deflection
reflect_spell 1
face amulet_lif.111
reflect_missile 1
ac 2
armour 10
type 39
value 1000
end
#
Allowed all
chance 50
difficulty 7
Object the Shielded Mind
face amulet_lif.111
type 39
immune 20512
value 1000
end
#
Allowed all
chance 40
difficulty 5
Object Free Action
face amulet_lif.111
type 39
value 300
immune 6144
protected 16416
end
#
Allowed all
chance 5
difficulty 9
Object the Magi
face amulet_lif.111
type 39
sp 5
Int 2
Pow 2
value 5000
protected 2
reflect_spell 1
end
#
Allowed all
chance 30
difficulty 9
Object Holiness
face amulet_lif.111
type 39
Wis 3
value 300
path_attuned 385
end
#
Allowed all
chance 60
difficulty 9
Object Unholiness
face amulet_lif.111
type 39
value 10
path_repelled 257
path_attuned 192
damned 1
cursed 1
end
#
Allowed all
chance 1
difficulty 9
Object Destruction
face amulet_lif.111
type 39
value 800
path_repelled 256
path_attuned 542
path_denied 2048
end
#
# Containers (the following is hack to get a quiver for bolts also)
# It would be better that it would be possible to define object 
# NONE also, and not use the fixed probability.
#
Allowed quiver
chance 100
Object Holding Bolts
type 122
value 100
race crossbow bolts
Str 80
end
#
Allowed quiver
chance 20
Object Holding Arrows
type 122
value 100
Str 80
end
#
Allowed !quiver,!cauldron
chance 100
Object Holding
type 122
value 100
Str 50
end
#
Allowed bag
chance 10
difficulty 7
Object Great Holding
type 122
value 100
Str 75
end
#
# Arrows/Missiles
#
Allowed all
chance 250
Object inaccuracy
type 13
wc -7
cursed 1
end
#
Allowed all
chance 100
difficulty 5
Object accuracy
type 13
value 5
wc 7
dam -8
food 50
end
#
Allowed all
chance 100
Object Fire
attacktype 4
type 13
value 5
end
#
Allowed all
chance 100
Object Frost
attacktype 16
type 13
value 5
end
#
Allowed all
chance 100
difficulty 6
Object Poison
attacktype 1025
type 13
value 5
magic 1
end
#
Allowed all
chance 100
Object Lightning
attacktype 8
type 13
value 5
end
#
Allowed all
chance 50
difficulty 6
Object paralyze
attacktype 4097
type 13
value 8
wc 2
food 80
msg
These missiles have been dipped into some
strange liquid which stuns the enemy.
These missiles also broken much more easily
than normal ones.
endmsg
end
#
Allowed all
chance 20
Object Assassinating Trolls
slaying troll
attacktype 131072
msg
  These missiles are inscribed with 
  powerful runes for the bane of 
  trolls.  A scratch from one of
  these arrows could smite one dead.
endmsg
type 13
value 500
wc 7
dam -20
food 100
nrof 10
level 40
end
#
Allowed all
chance 20
difficulty 5
Object Assassinating Dragons
slaying dragon
attacktype 131072
msg
  These missiles are inscribed with 
  powerful runes for the bane of 
  dragons.  A scratch from one of
  these arrows could smite one dead.
endmsg
type 13
value 1000
wc 7
dam -20
food 100
nrof 10
immune 4
level 50
end
#
Allowed all
chance 20
difficulty 5
Object Blessedness
slaying undead,demon
msg
  These missiles are invested 
  with a great holiness so that
  even a scratch might banish 
  an undead creature or a demon
  back to the hell from which it
  came.
endmsg
attacktype 131072
type 13
value 500
wc 7
dam -20
food 70
nrof 10
level 50
end
#
Allowed arrow
chance 100
difficulty 5
Object Slay Dragon
type 13
value 5
slaying dragon
dam -12
food 10
end
#
Allowed arrow
chance 50
difficulty 8
Object magic
type 13
value 10
attacktype 2
dam -20
wc 6
msg
These magical arrows are very powerful weapon.
endmsg
food 90
end
#
Allowed bolt
chance 1
difficulty 5
Object Demon Slaying
type 13
value 5
slaying demon
magic 4
dam 12
food 10
msg
  This powerful bolt can rip
  right through any demon it
  is shot at, but it tends to
  break very easily.
endmsg
end
#
Allowed bolt
chance 100
difficulty 5
Object silver head
type 13
value 5
slaying vampire
attacktype 2
end
#
Allowed bolt
chance 50
difficulty 8
Object piercing
type 13
value 7
dam -25
wc 6
weight 150
food 10
end
#
Allowed bolt
chance 10
Object Adamantite
type 13
value 10
weight 90
material 256
food 10
end
#
# Bows
#
Allowed all
chance 10
Object accuracy
type 14
value 5
weight 80
wc 4
end
#
Allowed all
chance 40
Object inaccuracy
type 14
value 5
wc -4
cursed 1
end
#
Allowed all
chance 1
difficulty 5
Object Auriga
type 14
weight 80
msg
  This magical bow shoots with
  such force that the arrows 
  sometimes fly right through 
  the target.
endmsg
value 100
wc 5
dam -25
end
#
Allowed bow
chance 5
Object wizard
type 14
value 5
dam -7
msg
This bow is magically enchanted
so that archer's strength doesn't
affect damage made by it.
endmsg
no_strength 1
end
#
#
# SKILLS
#
Allowed lockpicks
chance 100
Object quality
type 43
value 5
Dex 1
end
#
Allowed lockpicks
chance 30
Object high quality
type 43
value 10
Dex 3
end
#
# talismans - 
#
Allowed talisman
chance 50
Object Fire
type 43
value 3
path_attuned 2
path_denied 4
end
#
Allowed talisman
chance 50
Object Frost
type 43
value 3
path_attuned 4
path_denied 2
end
#
Allowed talisman
chance 80
Object Missles
type 43
value 5
path_attuned 16
end
#
Allowed talisman
chance 40
Object Unified Mind
type 43
value 7
path_attuned 1056
Int 3
end
#
Allowed talisman
chance 20
Object Evocation
difficulty 10
type 43
value 9
path_attuned 6208
end
#
Allowed talisman
chance 20
Object Elements
difficulty 10
type 43
value 9
path_attuned 14
end
#
Allowed talisman
chance 3
Object Wizardry
type 43
difficulty 13
value 25
path_attuned 28286
Pow 1
end
#
# holy symbols
#
Allowed holy_symbol
chance 80
Object Probity
type 43
difficulty 5
value 5
path_attuned 257
path_repelled 128
path_denied 0
end
#
Allowed holy_symbol
chance 10
Object Great Virtue
type 43
difficulty 5
value 25
path_attuned 8640
Wis 2
end
#
Allowed holy_symbol
chance 50
Object Calling
type 43
difficulty 5
value 5
path_attuned 64
path_repelled 256
end
#
# DRINK.
#
Allowed water
chance 90
Object the wise
type 54
food 1
value 10
end
#
Allowed water
chance 15
Object emerald
type 54
food 1
value 58
difficulty 3
end
#
Allowed water
chance 13
Object sapphire
type 54
food 1
value 67
difficulty 5
end
#
Allowed water
chance 8
Object ruby
type 54
food 1
value 76
difficulty 5
end
#
Allowed water
chance 3
Object diamond
type 54
food 1
value 191
difficulty 8
end
#
#
# FOOD. Types of food which can effect player status
#
# Note: an item is cursed, the effect is generally reversed!
#
Allowed !waybread
chance 200
Object Poison
type 6
food 10
hp -50
cursed 1
end
#
Allowed !waybread
chance 20
Object Hideous Poison
type 6
food 10
hp -100
Str -1
Con -1
Dex -1
Cha -1
cursed 1
end
#
Allowed mushroom_1, mushroom_2, mushroom_3
chance 150
Object Gourmet
type 6
value 200
food 250
end
#
Allowed mushroom_1, mushroom_2, mushroom_3
chance 5
Object Magic
type 6
value 80
sp 100
end
#
# note the cursed status here!, this mushroom drains mana
#
Allowed mushroom_1, mushroom_2, mushroom_3
chance 15
Object Magic
type 6
value 80
cursed 1
sp 100
end
#
Allowed mushroom_1, mushroom_2, mushroom_3
chance 20
Object Healing
type 6
value 40
hp 50
end
#
Allowed food, mushroom_1, mushroom_2
chance 15
Object Stamina
type 6
value 30
Con 1
end
#
Allowed waybread
chance 100
Object Aelingas
type 6
value 10
Str 1
Con 1
end
#
Allowed mushroom_2, mushroom_3
chance 15
Object Strength
type 6
value 30
Str 1
end
#
Allowed mushroom_1, mushroom_3
chance 15
Object Quickness
type 6
value 30
Dex 1
end
#
Allowed mushroom_1
chance 100
Object Heat Resistance
type 6
value 30
protected 4
end
#
Allowed mushroom_2
chance 100
Object Frost Resistance
type 6
value 30
protected 16
end
#
Allowed mushroom_1, mushroom_2, mushroom_3
chance 10
Object Bravery
type 6
value 100
protected 16384
end
#
Allowed mushroom_3
chance 90
Object Magic Resistance
type 6
value 40
protected 2
end
#
Allowed mushroom_2, mushroom_3
chance 5
Object Life
type 6
value 500
Con 1
protected 65664
end
#
# Potions (incl. dusts, balms and figurine sub-types)  
#
#
# - attack potions
#
Allowed potion_generic
chance 1
Object firestorm
type 5
value 1
sp 1
end
#
Allowed potion_generic
chance 1
Object great firestorm
type 5
sp 2
value 5
end
#
Allowed potion_generic
chance 1
Object black fire
type 5
sp 90
value 8
level -30
end
#
Allowed potion_generic
chance 1
Object firery destruction
type 5
sp 89
value 15
level -60
end
#
Allowed potion_generic
chance 1
Object sunfire
type 5
sp 161
value 5
end
#
Allowed potion_generic
chance 1
Object freezing
type 5
sp 83
value 1
end
#
Allowed potion_generic
chance 1
Object fire
type 5
value 1
sp 82
end
#
Allowed potion_generic
chance 1
Object electric shock
type 5
sp 5
value 1
end
#
# - curative potions
#
Allowed balm_generic
chance 1
Object first aid
type 5
value 1
sp 32
end
#
Allowed potion_generic
chance 1
Object cure vision
type 5
sp 163
value 2
end
#
Allowed potion_generic
chance 1
Object cure sickness
type 5
sp 68
value 1
end
#
Allowed potion_generic
chance 1
Object cure madness
type 5
sp 125
value 2
end
#
# - protective potions
#
Allowed balm_generic
chance 1
Object ethrealness
type 5
sp 53
value 3
end
#
Allowed balm_generic
chance 1
Object asbestos
type 5
sp 47
value 1
end
#
Allowed balm_generic
chance 1
Object insulation
type 5
sp 46
value 1
end
#
Allowed balm_generic
chance 1
Object warmth
type 5
sp 45
value 1
end
#
Allowed potion_generic
chance 1
Object resist confusion
type 5
value 1
sp 69
end
#
Allowed potion_generic
chance 1
Object resist magic
type 5
sp 52
value 3
end
#
Allowed potion_generic
chance 1
Object resist draining
type 5
value 1
sp 51
end
#
Allowed potion_generic
chance 1
Object resist paralysis
type 5
sp 50
value 1
end
#
Allowed potion_generic
chance 1
Object resist poison
type 5
sp 48
value 1
end
#
Allowed potion_generic
chance 1
Object resist slow
type 5
sp 49
value 1
end
#
Allowed potion_generic
chance 1
Object shock immunity
type 5
sp 96
value 100
end
#
Allowed potion_generic
chance 3
Object ethreality
type 5
sp 103
value 110
end
#
Allowed potion_generic
chance 1
Object magic immunity
type 5
sp 102
value 150
end
#
# - stat potions
#
Allowed potion_generic
chance 1
Object strength
type 5
sp 39
value 1
end
#
Allowed potion_generic
chance 1
Object quickness
type 5
sp 40
value 1
end
#
Allowed potion_generic
chance 1
Object health
type 5
sp 41
value 1
end
#
Allowed balm_generic
chance 1
Object beauty
type 5
sp 42
value 4
end
#
# - misc. potions and balms
#
Allowed balm_generic
chance 1
Object flying
type 5
value 1
sp 54
end
#
Allowed balm_generic
chance 1
Object serpent
type 5
value 1
sp 156
end
#
Allowed balm_generic
chance 1
Object invisible to undead
type 5
sp 27
value 1
end
#
Allowed balm_generic
chance 1
Object transparency
type 5
sp 30
value 1
end
#
Allowed balm_generic
chance 1
Object traveling
type 5
value 1
sp 25
end
#
Allowed potion_generic
chance 1
Object self knowledge
type 5
value 1
sp 24
end
#
Allowed potion_generic
chance 1
Object mystic power
type 5
sp 121
value 8
end
#
Allowed potion_generic
chance 1
Object speed
type 5
level -80
sp 86
value 15
end
#
Allowed potion_generic
chance 1
Object recuperation
type 5
sp 146
value 2
end
#
# - figurines- these summon stuff
#
Allowed figurine_generic
chance 1
Object clay
type 5
sp 9
value 1
level -20
end
#
Allowed figurine_generic
chance 1
Object stone
type 5
sp 11
level -20
value 1
end
#
Allowed figurine_generic 
chance 1
Object whirlwind
type 5
sp 13
level -20
value 1
end
#
Allowed figurine_generic 
chance 1
Object a great wave
type 5
sp 12
level -20
value 1
end
#
Allowed figurine_generic 
chance 1
Object a flame
type 5
sp 10
value 1
level -20
end
#
Allowed figurine_generic 
chance 1
Object a clinched hand
type 5
sp 91
level -20
value 1
end
#
# Dusts. 
#
# - 360 deg effect
#
Allowed dust_generic
chance 1
Object stasis
type 5
value 1
sp 16
end
#
Allowed dust_generic
chance 1
Object frost
type 5
sp 17
value 1
end
#
Allowed dust_generic
chance 1
Object fright
type 5
value 1
sp 20
end
#
Allowed dust_generic
chance 1
Object concussion
type 5
sp 84
value 6
end
#
#Allowed dust_generic
#chance 1
#Object Necrocritis
#type 5
#sp 87
#level -20
#value 20
#end
#
Allowed dust_generic
chance 1
Object repelling undead
type 5
sp 19
level -30
value 1
end
#
Allowed dust_generic
chance 1
Object madness
type 5
sp 64
value 2
end
#
Allowed dust_generic
chance 1
Object ignition
type 5
sp 4
value 2
end
#
Allowed dust_generic
chance 1
Object conflagration
type 5
sp 57
value 4
end
#
Allowed dust_generic
chance 1
Object countermagic
type 5
sp 123
level -30
value 1
end
#
# dusts w/ provide detection
#
Allowed dust_generic
chance 1
Object clairvoyance
type 5
sp 18
value 2
end
#
Allowed dust_generic
chance 1
Object Ibn Gahzi
type 5
sp 135
level -20
value 8
end
#
Allowed dust_generic
chance 1
Object show enchantment
type 5
sp 76
value 1
end
#
Allowed dust_generic
chance 1
Object night vision
type 5
value 1
sp 164
end
#
Allowed dust_generic
chance 1
Object piercing vision
type 5
sp 136
value 6
end
#
Allowed dust_generic
chance 1
Object clinging glow
type 5
sp 162
value 1
end
#
Allowed dust_generic
chance 1
Object Biren's mist
type 5
sp 138
value 1
end
#
