=== Introduction to the Zangband (2.0.2) 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 five realms: Life, Sorcery, Nature, Chaos and Death. (See later for more details.) In standard Angband, the type of a character's spell ability was determined solely by the character class. In Zangband, this holds true only for Paladins: all other 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). A character with two realms of magic will thus need to carry a maximum of 8 spell- books 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 === 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 five 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 three 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: Rogues who are mostly interested in burglary can select Sorcery, but Death magic is also available to rogues who wish to work as assassins rather than burglars. 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, Chaos and Death magic), 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 version, 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 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. 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... 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. === 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. NATURE: Standard Spellbooks Call of the Wild 1. Detect Creatures 2. First Aid 3. Detect Doors and Traps 4. Foraging 5. Daylight 6. Resist Lightning 7. Resist Cold and Fire 8. Cure Poison Nature Mastery 1. Stone to Mud 2. Lightning Bolt 3. Nature Awareness 4. Frost Bolt 5. Ray of Sunlight 6. Entangle 7. Ball of Cold 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. Blink 3. Flash of Light 4. Trap / Door Destruction 5. Touch of Confusion 6. Acid Bolt 7. Fire Bolt 8. Teleport Self Chaos Mastery 1. Plasma Bolt 2. Chaos Bolt 3. Acid Ball 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 Undead 2. Detect Demons 3. Detect Evil 4. Stinking Cloud 5. Black Sleep 6. Resist Poison 7. Stun 8. Terror Black Mass 1. Turn Undead 2. Poison Bolt 3. Drain Life 4. Vampiric Drain 5. Poison Branding 6. Cloud Kill 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.