For EXTRA options for other versions of Zangband, go HERE


Some Extra options for ZAngband 2.6.2
(Patch 1.6)

last updated 05/10/02

These are some extra options that I sometimes use when playing, try them if you like.


NEWS:This patch balances the ShadowMan race and adds a new race TeddyBear (suggested by Ingeborg S. Nordén)
After apply the patch on this page, try the new Branding Patch

Extra Options

These Extra options do NOT affect game-play if NOT used (i.e. no changes were made to the base game and it will play identically to ZAngband if none of the Extra options are used.)

These options can be chosen at any time

To get the the "EXTRA Options" type "=" then choose option "(9) EXTRA Options V1.6"
greater_vault_level
Attempt to place a greater vault in the next dungeon level visited.
There are no penalties for using this option.
lesser_vault_level
Attempt to place a lesser vault in the next dungeon level visited.
There are no penalties for using this option.
random_vault_level
Attempt to place a random vault (greater or lesser) in the next dungeon level visited. The chance of getting a greater vault increases as the dungeon level increases.
There are no penalties for using this option.
generate_small_level
Attempt to generate a small dungeon level
NOTE:These vault options are all cumulative, so with all three ON it is possible to have 3 vaults on a dungeon level AS WELL AS the normal vaults that may be placed there.

These options can be chosen only at Birth

These Extra options are selectable at birth only and are found under the "(9) EXTRA Options V1.6". To get the the "Startup Options" type "=" when creating a character.
birth_mutation
Character will be born with a random mutation. Beastman using this option will be born with their natural birth mutation plus the birth mutation given by this option (i.e. born with 2 mutations).
The penalty for using this option is a 3% experience penalty.
patched_mutations
Instead of a 10% reduction in regeneration rate per mutation (except for beastman who get 10 free mutation before any regeneration penalty and even then they only get a 5% regeneration penalty for each mutation above 10), the standard regeneration penalty is 10% for each mutation above the number of 'free' mutations.
Thus a Beastman Chaos-Warrior gets (1 + 4 + 5 = 10) free mutations and a 5% reduction in regeneration rate for each mutation after the first 10.
The penalty for using this option is a 5% experience penalty for Chaos-Warriors, 3% for all other classes.
very_fast_autoroller
A VERY fast autoroller. The autoroller option (fast or normal) generally leads to better character statistics than by using the 'point based' system for choosing starting stats. Generally up to 3 stats can be maximized by using the autoroller. The fast_autoroller is identical to the normal autoroller just MUCH faster.
There are no penalties for using this option.
speed_monk
Allows Klackon and Sprite monks to receive both their racial and class based speed bonuses.
The penalty for using this option on a Klackon or Sprite monk is a 5% experience penalty.
confu_resis_chaos_war
Chaos warriors receive chaos resistance at level 30, confusion resistance at level 35, and fear resistance at level 40.
The penalty for using this option on a Chaos Warrior is a 5% experience penalty.
never_confu_chaos_war
Chaos warriors are never confused, they DO receive confusion damage (so they still need to get confusion resistance), but they are never confused.
The penalty for using this option on a Chaos Warrior is a 3% experience penalty.
sapient_sensing
Gain a faster stronger pseudo-id.
At level 15 pseudo-identification doubles in speed.
At level 25 all pseudo-identification is 'Strong' (like a warriors).
The penalty for using this option is a 10% experience penalty.
HUMANS
Humans gain extra special abilities when using this option
At level 10 pseudo-identification doubles in speed.
At level 20 all pseudo-identification is 'Strong' (like a warriors).
At level 30 humans gain the racial ability to do research. The research ability identifies an object (same as Identify scroll).
At level 40 humans gain the research ability fully identifies objects (same as *Identify* scroll).
The research ability starts at level 30, is based on the Wisdom statistic, cost 15 to use, and has a difficulty of 10.
The penalty for humans using this option is a 5% experience penalty.
attempt_stairs_building
Attempt to place stairs to the dungeon into every town.
There is no penalty for using this option.
attempt_home_building
Attempt to place a home into every town.
There is no penalty for using this option.
attempt_scroll_building
Attempt to place a scroll shop into every town.
There is no penalty for using this option.
attempt_potion_building
Attempt to place a potion shop into every town.
There is no penalty for using this option.

RACE CHANGES

New Race: Klingon

Klingons are a warrior race, physical aggressive competition is the norm for this race from birth till death. They revel in physical combat, and are the best melee combatants among all the races. Klingon physiology is noted for the multiple redundancy of all major organs. They advance in level very slowly due to their extreme physically aggressive natures.
--------------Racial Power--------------------------------

           Lvl   Cost  Stat  Diff.  Effect
Klingon    30     20   Wis   10     Battle Frenzy (Same as Death spell)

--------------Race Statistic Bonus Table------------------

              STR  INT  WIS  DEX  CON  CHR  Hit Dice  Exp Penalty
Klingon        3   -1    -1   0    4    -2     13         75%

--------------Race Skill Bonus Table----------------------

              Dsrm  Dvce  Save  Stlh  Srch  Prcp  Melee Bows  Infra
Klingon         0     0    9     3     3     7     15   -3     20

New Race: ShadowMan

They are the masters of stealth. It is said they are seen only when they choose to be seen. Their eyes are vestigial, they "see" through their chameleon like skin that is loaded with photoreceptors. They are very resistant to light and darkness attacks.
--------------Racial Power--------------------------------

           Lvl   Cost  Stat  Diff.  Effect
ShadowMan  15     12    Int   12    Dimension Door (Same as Sorcery spell)

--------------Race Statistic Bonus Table------------------

              STR  INT  WIS  DEX  CON  CHR  Hit Dice  Exp Penalty
ShadowMan     -1    2    2   0    -2    -1     9          75%

--------------Race Skill Bonus Table----------------------

              Dsrm  Dvce  Save  Stlh  Srch  Prcp  Melee Bows  Infra
ShadowMan      15   12    15     7     15    15    -3   -2     60

New Race: TeddyBear

Teddy Bears, like Golems, are magically animated constructs; their non-living bodies cannot be paralyzed or poisoned, and they must depend on magic for sustenance. Their plush bodies resist cold perfectly and protect them from falling damage, but are rather vulnerable to fire. Because they often deal with children's imaginary friends, Teddy Bears can see creatures hidden to human eyes. Their inherent cuddliness prevents Charisma loss; it also allows them to charm adjacent creatures at high levels. However, their non-violent attitudes make gaining experience through combat *much* harder for Teddy Bears.
--------------Racial Power--------------------------------

           Lvl   Cost  Stat  Diff.  Effect
TeddyBear  15     12    Chr   12    Charm Monster (Similar to Sorcery spell)

--------------Race Statistic Bonus Table------------------

              STR  INT  WIS  DEX  CON  CHR  Hit Dice  Exp Penalty
TeddyBear     +1    -1   -1   0    +1   +3     7          125%

--------------Race Skill Bonus Table----------------------

              Dsrm  Dvce  Save  Stlh  Srch  Prcp  Melee Bows  Infra
TeddyBear      15   18    18      5     12    15    -9   +9     30

CLASS CHANGES

Warrior-Mages

Warrior-Mages are free to choose their first magic realm, it does not have to be Arcane magic.

Monks

Monks are free to choose any magic realm: Life, Nature, and Death spell failure rates are unchanged; the other magic realms have spell failure rates identical to that of Warrior-Mages.

New Class: High Priest

There are two types of High priests: the ordinary High priests who, select Life magic as their primary realm, and the 'dark' High priests, who select Death magic instead.

High Priests are identical to normal priests except that they specialize in only ONE magic realm, and start the game with an extra +1 to WIS and -1 to CON (when compared to normal priests). High Priests start the game with a ring of sustain Wisdom instead of a second realm magic book (as normal priests do). Because High priests specialize in just one magic Realm, they are the most powerful magic users in the realm of their choice: learning spells earlier, costing less to cast, and failing less often than any other class.


--- LIFE MAGIC ---

For every level beyond the minimum, the failure rate decreases by 3%.
High INT or WIS will also decrease the failure rate.

Life High-Priest:        Level  Mana  Fail

Detect Evil               1      1     5
Cure Light Wounds         1      1     10
Bless                     1      1     15
Remove Fear               2      1     20
Call Light                2      2     22
Detect Traps/Doors        3      3     23
Cure Medium Wounds        4      3     27
Satisfy Hunger            6      3     33
Remove Curse              5      4     28
Cure Poison               7      4     28
Cure Critical Wounds      7      5     30
Sense Unseen              8      6     28
Holy Orb                  8      6     30
Protection from Evil      9      6     32
Healing                   18     11    50
Glyph of Warding          31     37    80
Exorcism                  12      9    35
Dispel Curse              13      9    65
Dispel Undead+Demons      14      9    40
Day of the Dove           21     13    40
Dispel Evil               22     13    55
Banishment                22     17    65
Holy Word                 36     21    80
Warding True              41     29    65
Heroism                   1      3     30
Prayer                    11     9     30
Bless Weapon              26     33    60
Restoration               31     47    70
Healing True              36     33    60
Holy Vision               36     27    60
Divine Intervention       38     60    65
Holy Invulnerability      41     60    65

--- DEATH MAGIC ---

For every level beyond the minimum, the failure rate decreases by 3%.
High INT or WIS will also decrease the failure rate.

Death High-Priest:       Level  Mana  Fail

Detect Unlife             1      1     20
Malediction               1      1     20
Detect Evil               1      1     20
Stinking Cloud            1      2     20
Black Sleep               2      2     20
Resist Poison             4      7     55
Horrify                   6      6     20
Enslave the Undead        7      6     20
Orb of Entropy            9      8     25
Nether Bolt               10     8     15
Terror                    13     10    35
Vampiric Drain            19     13    45
Poison Brand              25     52    75
Dispel Good               29     24    45
Genocide                  32     24    80
Restore Life              39     32    80
Berserk                    6     12    60
Invoke Spirits             6     8     60
Dark Bolt                  7     7     10
Battle Frenzy             23     16    55
Vampirism True            28     24    40
Vampiric Branding         28     64    50
Darkness Storm            34     28    50
Mass Genocide             36     53    60
Death Ray                 14     13    50
Raise the Dead            20     48    70
Esoteria                  24     28    70
Word of Death             27     24    45
Evocation                 31     24    55
Hellfire                  37     80    70
Ommnicide                 39     68    65
Wraithform                42     60    65

This code is duel licensed under the GPL and Angband licenses.
It is my intent that the GPL be used, but the Angband license is OK if this allows the code to be included in a distribution.

zangband.exe (MS WINDOWS EXECUTABLE)
This executable has all the above compiled into it, just copy it into your ZAngband directory (usually C:\ZAngband) (You MUST download the regular ZAngband 2.6.2 FIRST, see Zangband.org). This file will overwrite the file that are already there.

for those who want to compile the source code themselves: Z262Patch1_6 A patch file of all these 'Extra' options (apply to the original ZAngband 2.6.2 source code) source directory "Zangband\src".


NEWS:After apply the patch on this page, try the new Branding Patch

How to Apply Patches (Win 95/98/NT/2000)

How to create Patches (Win 95/98/NT/2000)