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.
- Everyone gets 1 free mutation.
- Chaos-Warriors get 4 additional free mutations and only a 5% reduction
in regeneration rate per mutation after that
- Beastman get 5 additional free mutations and only a 5% regeneration
penalty for each mutation after that.
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.
- at birth: Fear Resistant
- at birth: Constitution sustained
- level 15: gain permanent extra melee blow
- level 20: gain regeneration
- level 35: gain permanent extra melee blow
--------------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.
- at birth: light resistance (double strength resistance)
- at birth: darkness resistance (double strength resistance)
- at birth: blindness resistance
- at birth: see invisible
- at birth: telepathy
- gain +1 to stealth for each 10 levels of advancement
--------------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.
- at birth: +5 AC (magical padded armor)
- at birth: see invisible
- at birth: free action
- at birth: resist poison
- at birth: feather fall
- at birth: immunity to cold
- at birth: vulnerability to fire (50% extra damage)
- at birth: feather fall
--------------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)