[Last modified 2005-12-28. See below for recent changes.]
This spoiler attempts to describe quantitatively the effects of all player-castable spells in the 2.3.0 thru 2.3.2 release versions of ToME. It is an outgrowth of my ToME skill spoiler; trying to include all this information in the skill spoiler just made it too verbose, so I broke it out into this new spoiler.
[NOTE: This version is (intended to be) correct for ToME v2.3.0 thru v2.3.2. For versions 2.2.0 thru 2.2.7 of ToME, see the 2.2.x version of this spoiler.
[FURTHER NOTE: The changes in this version relative to the 2.2.x version are still considered preliminary; I've only examined the source code for these versions, not actually played any characters in them yet.]
The primary determiner of a spell's effect is the spell's spell effect level, denoted E; E is computed as your skill level in the spell's school minus the level of the spell, plus one, plus any bonuses conferred by your equipment or (depending on the spell school) your Spell-power skill. This level is the number displayed in the "Level" column when browsing spellbooks. For most purposes, E is rounded down to the nearest integer; where necessary, we will use Eu to denote the unrounded value.
We also define a "scaled" spell effect level (E@N), defined as (Eu×N)/50, rounded down to the nearest integer. As a further refinement, we define (E@N:M) to be the larger of (E@N) and M.
Further notation:
Some spell effects will require some additional description, both of their effects and of how they will be denoted in spell descriptions. All effect durations are specified as multiples of 10 game turns (equivalent to one player turn at normal speed).
Spell schools can have the following annotations:
Spells are listed as "Spell Name (level A, mana B:C, fail D%)". A is the spell's level; your skill level in the school's skill (or Sorcery or Prayer, as noted above) must be at least this high to cast the spell. B and C denote a varying mana cost scaled by spell effect level; the mana cost at spell effect level E is B+(E@(C-B)). C will be omitted if it is equal to B, in which case the spell has constant mana cost. D is the spell's base failure probability; this probability is reduced by 3×(E-1) percent, and by 3×(F-1) percent, where F is an adjustment amount based on the school's spell stat (usually INT), as listed below. The minimum fail rate is also determined by the spell stat.
Some spells are multi-school; this will be noted in the spell annotation described above as "School1+School2". For multi-school spells, the minimum required skill level and spell effect level are computed based on the average of your skill levels in the coresponding school skills (substituting Sorcery or Prayer where appropriate, as described above).
Some spells will have the additional annotation "IC M;N"; this is used with the Inertia Control spell, and is explained therein.
Some spells are available via wands and staffs, as a Wand/Staff of <spell-name>[M|N]. As detailed in the Magic-Device section of the skill spoiler, using such a wand or staff is equivalent to casting the spell at spell effect level E=S+M-L+1, with a minimum of 0 and a maximum of N, where L is the spell's level and S is your skill level in Magic-Device rounded down to the nearest integer; this is the number displayed as "Spell level" in the description of the wand/staff via the 'I'nspect command. Spells that are available via wands or staffs will have the annotation "[M1-M2|N1-N2]", where M1 and M2 are the minimum and maximum allowed values of M for the spell, and similarly for N1 and N2.
As with effect durations, all spell durations are specified as multiples of 10 game turns.
Casts a targeted bolt of mana with damage (3+E)d(1+(E@20:1)).
Uncurses all carried items. If E≥20, also removes heavy curses, as per a Scroll of *Remove Curse*.
Confers temporary resistance to fire, cold, lightning and acid, each with a separate duration of 15+E+1d10.
If E≥5, the player will be near-invulnerable for the duration of the spell, taking no damage from any attack or damaging effect with probability 12 in 13. If E<5, for the duration of the spell any damage taken by the player will lower mana instead of hit points if the player has nonzero mana. The duration of the spell is 3+(E@10:1)+1d5; the spell also terminates immediately if the player attacks any monster, throws anything, casts any spell, or activates any skill-based, racial or ability-based power.
Note that in addition to the usual skill level requirements for casting Geomancy spells, you must also have a skill level of at least 1 in the Fire, Air, Earth and Water skills, and you must be wielding a Mage Staff. Some Geomancy spells have a higher minimum skill level in one of the subskills of Geomancy; this will be noted in the spell annotation as "<skill-name>:N".
The effects of many Geomancy spells depend on your skill level in the subskills of Geomancy. We define a "scaled" skill level (<skill-name>@N), analogous to the scaled spell effect level notation, defined as (S×N)/50, rounded down to the nearest integer, where S is your unrounded skill level in the named skill. For notational convenience, the notation (<skill-name>@50), which works out to your skill level in the named skill rounded down to the nearest integer, will be shortedned to (<skill-name>).
Some Geomancy effects are common to multiple spells:
The resulting floor type is chosen as follows: First, one of the above possibilities is chosen, with equal probability. If the skill level check succeeds and a probability check of 2×S percent succeeds (where S is your unrounded skill level in the corresponding skill), then that floor type is used; otherwise, another floor type is chosen in the same fashion until both checks succeed.
The resulting wall type is chosen in the same manner as for the floor-change effect above.
Fires a ball effect of radius 1+(E@5); if E≥17, the ball can be targeted, otherwise it is centered on the player. A floor-change effect is applied to all floor squares in the affected area. Can be cast while blind.
The effect of the spell depends on the terrain type at the player's location:
The player's square is converted to type floor (or to grass if it was originally grass with flowers). Can be cast while blind.
Casts a cloud effect centered on the player with radius 1+(E@4:1) and duration 10+(E@20:1). The damage type and base damage depend on the terrain type at the player's location:
The terrain at the player's location is converted to type floor. Can be cast while blind.
Tunnels in the specified direction for distance 5+(E@12:1), starting at the player's location and stopping if a non-tunnelable wall square is hit. A floor-change effect is applied at each square along the tunneling path; a wall-change effect is applied to all tunnelable wall squares adjacent to the tunneling path. At each square along the tunneling path, there is a 20% chance of a branch forming; the branch will be one third the length of the original tunneling path and angled 45 degrees off the original path (equal probability for either side), and is otherwise generated in the same manner as the original path, including the possibility of further sub-branches. Can be cast while blind.
Each time the player moves, a floor-change effect is applied to the square the player just left. Last for 10+E+1d15 moves. Can be canceled by re-casting the spell while it is in effect. Can be cast while blind.
Casts a ball effect of radius 1; the ball is targeted if E≥20, otherwise it is centered on the player. A wall-change effect is applied at each affected square (except the player's location). Can be cast while blind.
Casts a directed persistent wave effect centered on the player with initial radius zero and duration 6+(E@20:1). The base damage and damage type depend on the floor type adjacent to the player in the selected direction:
The adjacent square in the selected direction is converted to type floor. Can be cast while blind.
Summons a friendly monster from an adjacent square. The type of monster summoned is randomly selected from a set of monster types depending on the terrain type and your skill level:
The monster is leveled to monster level 10+(E@120:1) (see notes on monster leveling below). The selected adjacent square is converted to type floor.
Lights the room if player is in a room. If E≥3, additionally casts a ball of "weak" light (only affects light-sensitive monsters) centered on the player with radius 4 and base damage 10. If E≥15, additionally casts a second ball of "strong" light (as breathed by Light hounds, for instance) centered on the player with radius 5+(E@6:1) and base damage 10+(E@100:1).
Creates a Fire golem monster (hence the name) under control of the player. Requires a torch or brass lantern, which will be used up in the casting process. The golem will be leveled to monster level 7+(E@70:1) (see notes on monster leveling below).
Casts a targeted ball with radius 2+(E@5:1) and base damage 20+(E@500:1). If E≥20, the ball does holy fire damage; otherwise, it does fire damage.
Casts a shield effect with duration 10+(E@70:1)+1d20, damage (5+(E@15:1))d(5+(E@7:1)), and +10 armor class. The damage will be unresistable if E≥8; otherwise it will be fire damage.
Casts a wall effect with duration 10+(E@14:1) and damage 40+(E@150:1). The damage is hellfire if E≥6, fire otherwise.
Fires a targeted bolt or beam doing (E@10:1)d(3+(E@35:1)) water damage. The spell will beam with probability 2×(E@85:1) percent.
Casts a cloud of water centered on the player with radius 3+(E@9), damage 3+(E@20:1), and duration 5.
Increases your food level to maximum. If E≥5, cures fear; if E≥12, also confers temporary heroism with duration 25+(E@40:1)+1d25. See below for the effects of heroism.
Casts a wave effect centered on the player, with initial radius zero, base damage 40+(E@200:1), and duration 6+(E@10:1). The damage is of type "wave" -- the target takes water damage and is pushed away from the center of the wave.
Casts a storm effect centered on the player, with radius 1+(E@3), damage 80+(E@200:1), and duration 20+(E@70:1). The damage is of type ice if E≥10, cold otherwise.
Casts a targeted cloud effect with radius 3, base damage 7+(E@150:1) and duration 5+(E@40:1). If E≥30, the cloud does "unbreath" damage, affecting all monsters that breathe; otherwise, it does poison damage.
Confers temporary poison resistance; if E≥15, also confers temporary poison brand to any wielded weapon. The duration is 25+(E@25:1)+1d30.
Confers temporary invisibility, with duration 15+E+1d20 and power E+20 (see below for notes on invisibility).
For duration 50+(E@70:1), breeding monsters will be unable to breed. [Apparently, the spell duration was intended to be 20+(E@70:1)+1d30, but in what is presumably a bug, the code uses 30 instead of randint(30).]
If E≥16, confers temporary flight, otherwise confers temporary levitation. The duration is 5+(E@25:1)+1d10.
Every 10 game turns, for duration 25+(E@25:1)+1d10, damage (5+(E@10:1))d(10+(E@25:1)) is done to a random hostile monster in line of sight. The damage is done in three parts, each doing one third the computed damage (rounded down), with damage types lightning, light and sound.
Casts a shield effect with duration 10+(E@100:1)+1d10 and +10+E armor class. If E<25, does no damage; otherwise, does (2+(E@5:1))d(3+(E@5:1)) unresistable damage.
Casts a beam effect, doing damage 20+1d30 to affected monsters.
Creates a ring of wall squares around the center square. If E<10, the spell centers on the player; if E≥10, the spell can be targeted.
Casts an earthquake effect with radius 4+(E@10:1). If E<10, the spell centers on the player; if E≥10, the spell can be targeted.
Casts a targeted ball of force with radius 1 if E≥12 or 0 if E<12 and base damage 50+E.
Recharges a wand, staff or rod. The power P=60+(E@140:1) of the spell determines the probability of backfire: rods will backfire with probability 1 in (P-L)/5, where L is the level of the rod; wands and staffs will backfire with probability 1 in (100+P-L-8×C)/15, where L is the level of the wand or staff and C is the number of charges currently in the wand or staff (or for a stack of wands, the total charges of the stack divided by the number of wands in the stack). For comparison, a Scroll of Recharging has power 60.
Has the following effects:
Can be cast while blind or confused.
Allows you to "pre-cast" certain spells that will be triggered when your hit points decrease below a percentage of maximum chosen at casting time (choices are 75%, 50% or 25%). Up to (E@4:1) spells may be pre-cast, to a maximum of 4; spells of level greater than 7+(E@35:1) may not be pre-cast. Note that the spell requires 32 player turns to cast.
Teleports player to the destination of the most recent teleportation, yours or a monster's.
Allows you to "schedule" a spell to be repeatedly re-cast at regular intervals, at no mana cost, until you "unschedule" the spell by re-casting Inertia Control. Spells that can be used with Inertia Control are listed with the notation "IC M;N"; (E@10) must be greater than or equal to M to schedule the spell. The scheduled spell will be recast every N×10 game turns (10 game turns corresponds to one player turn at normal speed), unless you are in wilderness mode. While Inertia Control is active, your maximum mana is reduced by four times the mana cost of the scheduled spell.
Teleports player with range 10+(E@8:1). If E≥30, also creates a void jumpgate between player's starting and ending locations.
Destroys adjacent doors and traps. If E≥10, adjacent doors are merely unlocked and revealed if secret instead of being destroyed.
Teleports player with range 100+(E@100:1). Casting time is decreased by E-25 percent. [Yes, I think that does mean casting time is increased when E<25... -ed]
Teleports away all affected monsters. If E<10, affects all monsters along a targeted beam; if 10≤E<20, affects all monsters in a targeted ball of radius 3+(E@4:1); if E≥20, affects all monsters in line of sight. A level-M monster that resists teleportation will resist the spell with probability M percent (100 percent if it is a unique).
Has different effects depending on the target:
For a duration (E@60:1)+1d20, the player can "jump" through walls -- if you try to step into a wall or other unenterable square, the player will pass through the wall in that direction until it comes to a clear square. You can also move up or down levels without stairs using the '<' and '>' keys. Note that the spell has no effect in the wilderness, or on quest levels or other levels where teleporting is disallowed. It also will not allow you to pass through permanent walls or enter vaults.
Detects monsters within radius 10+(E@40). In addition, if E≥30, confers temporary ESP with duration 10+(E@20:1)+1d10.
Detects traps within radius 15+(E@40); in addition, if E≥15, confers temporary see invisible with duration 10+(E@40:1)+1d20.
If E<17, identifies an object; if 17≤E<27, identifies all carried objects and all objects on the floor at the player's location; if E≥27, identifies all carried objects and all objects on the floor in a radius of (E@3:1) around the player.
Detects doors and stairs within radius 10+(E@40:1).
If E<25, maps the surrounding area; if E≥25, maps and wizard-lights the entire level.
Fully identifies an object, as per a Scroll of *Identify*. If cast on the player, confers self-knowledge, as per a Potion of Self-Knowledge.
If E<30, wizard locks a targeted door; if 30≤E<40, creates a glyph of warding at the player's location; if E≥40, creates a glyph of warding at the targeted location.
Attempts to slow all affected monsters, with power 40+(E@160:1) (see notes on slowing below). If E<20, affects a targeted monster; if E≥20, affects all monsters in a targeted ball of radius 1.
Increases player speed by 5+(E@20:1) with duration 10+E+1d10. Has no effect if any temporary speed boost is currently active; in particular, re-casting Essence of Speed while it is already in effect does not increase its duration.
Teleports away all monsters in line of sight, with range 40+(E@160:1). A level-M monster that resists teleportation will resist this effect with probability M percent (100 percent if it is a unique). If E≥15, also attempts to put affected monsters to sleep; an affected level-M monster will resist with probability M-1 in 40+(E@160:1), otherwise its sleep timer will be set to 500. Uniques are immune to the sleep effect.
Attempt to charm affected monsters, with power 10+(E@150:1) (see notes on charming below). If E<15, affects a targeted monster; if 15≤E<35, affects all monsters in a targeted ball of radius 3; if E≥35, affects all monsters in line of sight.
Attempt to confuse affected monsters, with power 10+(E@150:1) (see notes on confusion below). If E<15, affects a targeted monster; if 15≤E<35, affects all monsters in a targeted ball of radius 3; if E≥35, affects all monsters in line of sight.
Cast a shield effect with duration 10+(E@100)+1d10, "damage" (1+(E@7:1))d(5+(E@20:1)), and +10 armor class. The damage done is fear; if the computed damage amount is greater than the monster's level, the monster's fear timer is increased by the computed damage amount.
Attempts to stun affected monsters, with power 10+(E@150:1) (see notes on stunning below). If E<20, affects a targeted monster; if E≥20, affects all monsters in a targeted ball of radius 3.
Creates trees in a radius of 2+(E@7:1) around the player.
Heals 15+(E@35:1) percent of the player's maximum hit points.
Has the following effects:
Increases your hit point regeneration rate by 300+(E@700:1) percent with duration 5+E.
Summons a pet animal leveled to monster level 25+E (see notes on monster leveling below).
Note that all Udun spells automatically receive a bonus to spell effect level of L×2/3, where L is your experience level.
Drains energy from rods, staffs or wands to increase mana. For wands and staffs, the mana increase will be L×C, where L is the level of the wand or staff and C is the number of charges in the wand or staff (or total number of charges for stacks); for rods, the mana increase will equal the total accumulated energy in the rod. Drained wands and staffs will be destroyed; drained rods will be reduced to zero energy.
Performs genocide, as per the scroll of the same name. If E≥10, optionally performs mass genocide instead, as per the scroll of the same name.
Confers temporary wraith form with duration 20+(E@40:1)+1d30.
Confers temporary Balrog form with duration 5(E@30:1)+1d15. This has the following effects (where L is the player's experience level):
Casts a projection effect with duration (E@80:1)+1d20, radius 1 if E≥45 or 0 if E<45, and base damage 4+(E@40:1). The damage is hellfire if E≥30, fire otherwise.
Casts a shield effect with duration 20+(E@100)+1d10, damage (1+(E@14:1))d(10+(E@15:1)), and -300+(E@100:1) armor class. The damage is unresistable.
Summons a pet demon leveled to monster level 5+(E@100) (see notes on monster leveling below). If E≥35, the demon will be a high demon.
Casts two targeted balls with radius 1+(E@4) and base damage 20+(E@200:1). The damage will be chaos, confusion or charm with equal probability. Only one of the balls is actually targeted; the other ball travels the same distance in the opposite direction.
Destroys a targeted pet and casts a ball of gravity centered on its former location, with radius 2 and base damage H×(20+(E@60))/100, where H is the pet's former hit points.
Casts a targeted cloud of nexus, with radius 7, base damage 20+(E@70:1), and duration 30+(E@100:1).
Confers temporary reflection with duration 5+(E@15)+1d5.
Destroys a targeted pet, healing ((30+E)×(H×100)/M)/100 hit points, where H is the pet's current points and M is its maximum hit points; both divisions are rounded down to the nearest integer. With probability 30-(E@25) percent, the spell will instead turn the pet against you.
Attempts to charm a targeted demon, with power 50+(E@250:1) (see notes on charming below).
Notes on Music spells:
Cancels any lasting spell effect.
Confers a lasting temporary light of radius 5. The light lasts for 5 turns after the spell is canceled.
Casts a lasting slow effect; every turn that the spell is in effect, attempts to slow all monsters in line of sight, with power 10+(E@100:1) (see notes on slowing below). The slowing effect is cumulative; a monster's speed is decreased by 10 every time it fails to resist the spell.
Casts a ball of sound centered on the player, with radius 1+(E@12) and base damage (2+(E@10))d(4+(E@40)). Not a lasting effect.
Casts a lasting confusion effect; every turn that the spell is in effect, attempts to confuse all monsters in line of sight, with power P=10+(E:100:1) (see notes on confusion below).
Casts a lasting healing effect; heals 7+(E@100:1) hit points every turn that the spell is in effect.
Confers lasting temporary effects: heroism, plus super-heroism if E≥10, plus a to-hit and damage bonus of +15 if E≥20, plus resistance to chaos and confusion if E≥25. All effects wear off 5 turns after the spell is canceled. See below for the effects of heroism and super-heroism.
Casts a lasting stunning effect; every turn that the spell is in effect, attempts to stun all monsters in line of sight, with power P=10+(E@90:1) (see notes on stunning below).
Teleports away all monsters within radius 1+(E@12) of the player, with range 10+(E@40). Not a lasting effect. A level-M monster that resists teleportation will resist the spell with probability M percent (100 percent if it is a unique).
Confers a lasting shield effect with +10+E armor class. Also confers lasting +7+(E@10:1) speed if E≥15.
Casts an earthquake effect of radius 2+(E@10:1). Not a lasting effect.
Confers lasting temporary ESP, which wears off 5 turns after the spell is canceled. Also, if E≥10, each turn the spell is in effect, identifies objects on the floor within radius 1+(E@3) of the player.
Casts alter reality. Not a lasting effect.
Assorted notes on god spells:
[see also: Mana, Divination, Mind]
Confers temporary see invisible with duration 10+(E@100:1)+1d10. If E≥10, also maps the surrounding area. If E≥20, also cures blindness. If E≥30, maps and wizard-lights the entire level. Can be cast while blind.
Identifies a selected object. If E≥14, identifies all carried objects. If E≥30, identifies all carried objects and all objects on the level.
Fully identifies a selected object, as per a Scroll of *Identify*. If E≥10, fully identifies all carried objects.
Creates glyphs of warding on all squares within radius 1+(E@2) of the player.
[see also: Air, Meta, Conveyance]
Cures fear, cancels temporary light, and confers the following effects with duration 30+(E@70:1)+1d40:
Bonuses from the above (as described below) are cumulative.
Confers temporary protection from evil with duration 10+E+1d20; if your level is L, then a level-M evil monster will be unable to hit you with probability 50+L percent if L≥M. If E≥10, also casts a shield effect with the same duration and +(E@30:1) armor class. If E≥20, the shield effect does unresistable damage (1+(E@2:1))d(1+(E@6:1)).
Summons a friendly Great eagle, leveled to monster level 20+(E@70) (see notes on monster leveling below).
Confers temporary Maia form with duration (E@20:1)+1d10. This has the following effects (where L is the player's experience level):
[see also: Earth]
Confers a temporary +15 bonus to-hit and to damage, with duration E+1d10. If E≥20, the next E+1d10 melee attacks will all be critical hits, doing damage 3×D+20, where D is the normal damage of the attack.
Attacks all monsters within radius 1 of the player as though by an ordinary melee attack, except that your number of blows per round is reduced to 1.
Attacks the targeted monster as though by an ordinary melee attack, except that your number of blows per round is set to (E@B:1), where B is your normal number of blows per round.
Has the following effects on the targeted monster:
If E≥5, you are currently praying to Melkor, and your current piety is greater than 5000, there is a chance that these effects will be applied automatically (at no piety cost) each time you hit a monster with a melee attack; the probability of this is (W*(E@100:1))/M percent, where M is the monster's level and W is your WIS scaled to 30 (see below for the definition of this).
All corpses within radius 2+(E@5:1) of the player explode in a ball effect centered on the corpse with radius 7×(20+(E@70:1))/100 and base damage D×(20+(E@70:1))/100, where D is the max hit points of the appropriate monster type. The damage done by the explosions is shards.
Attempts to take control of a targeted monster's actions. The monster will resist with probability M-E+1 in M, where M is the monster's level.
[see also: Water, Earth, Temporal, Nature]
Attempts to charm all animals within a targeted ball of radius (E@2:1), with power 10+(E@170:1) (see notes on charming below).
Attempts to convert random squares within radius (E@4:1) of the player to grass.
Confers temporary bonuses of +10+(E@60:1) to armor class and +10+(E@20:1) to damage for a duration of 10+(E@30:1).
Casts a projection effect with duration 30+(E@150:1)+1d30, radius 1 if E≥25 or 0 if E<25, and base damage 10+E. The damage is water.
Converts an adjacent tree square to a friendly Ent, leveled to monster level 30+(E@70:1) (see notes on monster leveling below).
These are all efffects that temporarily boost combat ability:
These are effects that can be resisted by a monster with a probability based on the monster's level and the power of the spell. If a spell with power P is cast on a level-M monster, then:
Unlike in some of its predecessors, invisibility in ToME is not a binary effect; it has a power level, which determines how powerful a monster must be to see through your invisibility. This is computed as follows: Let I be your total invisibility power and M be the monster's level, modified as follows:
Then the monster will be unable to see you with probability I in M×2.
Invisibility power conferred by worn items are cumulative with each other and with temporary invisibility power; temporary invisibility effects are cumulative in time, using the power of the most recently activated temporary effect. For comparison, here are the power levels of common sources of invisibility:
Monsters in ToME can gain levels and become more powerful by killing monsters to gain experience, much like the player does. In some cases (the Angband dungeon, some relic quests), monsters are artificially raised to a higher level on creation; such a monster is described herein as "leveled to monster level N". Each time a monster gains a level, it may gain any or all of the following modifications:
For a "leveled" monster, these effects are applied once for each difference in level between the monster's default level and the target level (if the latter is less than the former, no change is made). This can produce some truly horrific monsters: a Kobold (default monster level 2) leveled to monster level 50, for instance, will on average have 3d7+268 hit points, +29 speed, armor class 40 and a 15d8 melee attack.
Some of the effects described above include stat-based adjustments; for reference, we list here the numerical amounts of said adjustments. For some purposes (mostly table lookup), a stat value is converted internally to a stat index, as delineated in the second column.
Stat | Stat index | Min fail rate | Fail rate adj |
---|---|---|---|
3 | 0 | 99% | 0 |
4 | 1 | 99% | 0 |
5 | 2 | 99% | 0 |
6 | 3 | 99% | 0 |
7 | 4 | 99% | 0 |
8 | 5 | 50% | 1 |
9 | 6 | 30% | 1 |
10 | 7 | 20% | 1 |
11 | 8 | 15% | 1 |
12 | 9 | 12% | 1 |
13 | 10 | 11% | 1 |
14 | 11 | 10% | 1 |
15 | 12 | 9% | 2 |
16 | 13 | 8% | 2 |
17 | 14 | 7% | 2 |
18-18/09 | 15 | 6% | 3 |
18/10-18/19 | 16 | 6% | 3 |
18/20-18/29 | 17 | 5% | 3 |
18/30-18/39 | 18 | 5% | 3 |
18/40-18/49 | 19 | 5% | 3 |
18/50-18/59 | 20 | 4% | 4 |
18/60-18/69 | 21 | 4% | 4 |
18/70-18/79 | 22 | 4% | 5 |
18/80-18/89 | 23 | 4% | 5 |
18/90-18/99 | 24 | 3% | 6 |
18/100-18/109 | 25 | 3% | 7 |
18/110-18/119 | 26 | 2% | 8 |
18/120-18/129 | 27 | 2% | 9 |
18/130-18/139 | 28 | 2% | 10 |
18/140-18/149 | 29 | 2% | 11 |
18/150-18/159 | 30 | 1% | 12 |
18/160-18/169 | 31 | 1% | 13 |
18/170-18/179 | 32 | 1% | 14 |
18/180-18/189 | 33 | 1% | 15 |
18/190-18/199 | 34 | 1% | 16 |
18/200-18/209 | 35 | 0% | 17 |
18/210-18/219 | 36 | 0% | 18 |
18/220+ | 37 | 0% | 19 |
Another stat-based concept sometimes used in the game is that of a "scaled" stat. This will be denoted herein as a stat "scaled to N", and is defined as (I×N)/37, rounded down to the nearest integer, where I is the stat index of the stat in question, as listed above.
Corrected Divine Aim piety cost, as noted by vfb.
Corrected descriptions of Genocide spell and level-based bonus for Udun spells, as reported in the ToME forums
Added bonus blows per round from Maia and Balrog form, as noted by vfb.
Only weapon attacks will trigger a projection effect, not barehand or bear-form attacks.
Added a convenience link back to the 2.2.x spell spoiler.
Updated for 2.3.x. Notable differences include:
Added some internal cross-links from various terminology used in some spell descriptions to definitions of same.
Add cross-links from god spells to school spells provided by that god.
Grow Barrier requires skill level 12 in Earth.
Banishment is dual-school Temporal+Conveyance.
Expanded notes for Essence of Speed to note that re-casting it while in effect does not increase duration.
Added annotations for spells available via wands and staffs, indicating the allowed range of base level and max level for each spell.
Added a table of contents.
Oops, Essence of Speed is level 15... :-}
CSS tweaks.
Added piety level and praying requirement for auto-application of the Curse spell.
Initial release.