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* Remove Haunt from the Grand GrimoireChris Campbell2014-07-081-1/+1
| | | | | | | To make it a Necronomicon-unique spell - it was the only highlevel book spell that was in more than one book (even if they were both highlevel books). Thematically it fits better in the Necronomicon, and the Necronomicon also can't really afford to be any slimmer.
* Rework Confusing TouchNicholas Feinberg2014-05-291-1/+1
| | | | | | | | | | | | | | In its previous state, it was fiddly, misleading, and kind of overpowered. So: Raise it to level 2 (& remove it from Cantrips, replacing it with Corona). Remove the stacking-duration effect & increase the initial duration. Set damage of all hits to 0, and make the first successful (confusing) hit end the effect. This should still be useful, but in a level 2 kind of way. We'll see how that pans out.
* Reduce Tukima's Dance to level 3Nicholas Feinberg2014-05-271-2/+2
| | | | | | The new effect compared unfavorably to Enslavement. It works rather a lot better at level 3, and will probably get more use there, too.
* Move the definitions of other -data.h tables into their respective filesreaverb2014-05-141-0/+5
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* Remove the Summon Elemental spellChris Campbell2014-05-061-3/+3
| | | | | | | | It was fairly fiddly and unclear in its mechanics, and elemental summoning is now covered by the elemental evokers (and possibly the storm god at some point in the future too)ยท Moved Summon Forest from the book of the Warp to replace it in the book of Summonings, and added Dispersal to replace it in the book of Wizardry.
* Remove the book of War Chants.Shmuale Mark2014-04-271-4/+6
| | | | With the weapon branding spells gone it was in a pretty sad shape.
* Remove the low-level weapon branding spells.Shmuale Mark2014-04-271-8/+8
| | | | | | | | | | | | | For the most part they were optimal to cast before every fight, making them hugely annoying but too useful to simply ignore. They also encouraged being casted before reading an unidentified scroll, just in case it might be brand weapon. Warp Weapon and Excruciating Wounds obviously do not have the latter problem, and since the spells have noticeable drawbacks they do not have the second problem as much either. The books of Ice, Fire, and Necromancy don't get replacements; they are pretty good anyway. Alchemy and Envenomations get Alistair's.
* Replace Invisibility with Dazzling Spray in the book of MaledictionsChris Campbell2014-04-161-2/+2
| | | | | | | | | Invisibility was the last level 6 spell in a starting book, and was very powerful and game-changing for Enchanters - more so than was appropriate for a starting spell, considering the strength of the rest of the book. Dazzling Spray grants them a weaker alternate method of stabs instead. Added Invisibility to the book of Burglary (replacing Apportation which is which is already in 3 other books).
* Add Summon Mana Viper to the Book of HinderanceDracoOmega2014-03-291-1/+1
| | | | | | | | | | | Replacing Slow (already found in 2 other books, and generally not very appealing in a non-starter book). Despite its side-benefits, Mana Viper was rather outshone in the book of beasts by Monstrous Menagerie which eschews debilitating things for simply killing them. Putting it in some book that doesn't also contain a 'better' summon spell might give more chances for learning it to be appealing to someone.
* Rename Rod of Fiery Destruction to Rod of IgnitionDracoOmega2014-03-291-1/+1
| | | | | | Having rods of both Destruction and Fiery Destruction was a bit awkward in much the same way that Fiends and Dragons were awkward before they each discovered their respective adjectives.
* Empty removed books/rods.Shmuale Mark2014-03-271-9/+9
| | | | This was causing the problem in 8308.
* Fix Book of Beasts order (rchandra).Shmuale Mark2014-03-181-1/+1
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* Re-sort Metabolic Englaciation in spellbooks (simmarine)Chris Campbell2014-03-181-3/+3
| | | | Also remove Ensorcelled Hibernation from the book of Ice.
* Rename Summon Menagerie to Monstrous Menagerie.Steve Melenchuk2014-03-061-2/+2
| | | | Less boring, at least.
* Some summoning book changesDracoOmega2014-03-061-4/+4
| | | | | | | | | | Add Forceful Dismissal to the Grand Grimoire. Put Spellforged Servitor in the Book of Wizardry (replacing Fireball, which still shows up in 3 other books). This is maybe too common a location, but I'm not sure where else to put it right now (Annihilations doesn't feel a good fit to me) and being common during testing sounds okay. Add Summon Menagerie and Summon Mana Viper to the Book of Beasts, removing Sticks to Snakes and Ice Form.
* Replace Summon Ugly Thing with Summon Menagerie (pending a better name)DracoOmega2014-03-061-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Summon Ugly Thing was never a particularly impressive spell and the summon cap changes have left it even more underwhelming these days. Still, there is a need for a solid midrange summon available to good god worshipers, and this is a shot at assembling one that might be more interesting than the ubiquitous ugly things. The spell can summon either a manticore, lindwurm, harpy (multiples at higher power), or a sphinx (much rarer except at high power), which I feel are solid midrange creatures with a shared mythological theme and some relatively unobtrusive gimmicks (and more of an emphasis on ranged combat than its immediate 'upgrade' in Summon Hydra). Somewhat similarly to Shadow Creatures, multiple harpies count as a single creature for the purposes of the spell's cap, and the creatures also receive a modest HD boost based on high spellpower (I'm still somewhat divided on this, unlike with Ice Beast, but it does help the spell scale more strongly with spellpower that it otherwise would; perhaps there is some higher-tier creature accessible with high power that could help bridge this gap on its own?) As a natural consequence of Summon Ugly Thing being replaced, Kirke also acquires this spell. This is effectively a buff for her, but as one of the least dangerous midgame uniques, I am sure she can handle it, and a selection of Greek mythological beasts are surely at least as suitable things for her to summon as... whatever ugly things are.
* Replace Mass Abjuration with Aura of AbjurationDracoOmega2014-03-061-1/+1
| | | | | | | | | | | | | | | | | Mass Abjuration was never an especially popular spell at level 6, but the recent changes which cause summons to be automatically abjured upon their caster's death renders its usefulness considerably lower. This experimental change is aimed at making the spell more appealing given how readily available this faux-mass-abjuration already is to everyone. Aura of Abjuration causes the caster to continuously perform a lower power version of Mass Abjuration each turn for a reasonably long duration, sending new summons away shortly after they arrive (given sufficient power). This version could even be a useful pre-cast option for battles with summon-focused enemies and provides tactical options which old Mass Abjuration did not, and might give the spell some play in the current environment.
* Remove Demonic HordeDracoOmega2014-03-061-1/+1
| | | | | | | | This was neither a popular nor powerful nor especially interesting spell, which was basically 'Call Imp, except a lot more of them'. Making the demons more individually powerful only further steps on the toes of the many other demon summoning spells that already exist, so I think it is fine to simply trim it.
* Overhaul Summon Dragon for playersDracoOmega2014-03-061-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Summon Dragon was hit extremely hard by the summon cap, as the effective strength of a summoned monster is superlinear with their quantity, and 2 dragons simply does not provide even remote offensive or defensive parity with equal level spells in other schools, such as tornado or shatter (since killing groups of monsters quickly is a pretty good form of defense). It is true that it could be used in consort with other summon spells to increase its impact, but the same is equally true of pairing tornado with other conjurations. A level 9 spell is a huge investment and its impact should be equally huge, which does not seem at all the case at present. When testing it against other equal-level spells in a range of realistic combat scenarios, Summon Dragon takes more time to defeat even modest encounters than its peers (often much more), while generally exposing the player to more danger in the process (both due to its delay in killing ranged threats and also that you can no longer form an effective screen of dragons with only 2 of them lasting more than a couple turns). In many cases, the difference is extreme. And the fact that the dragons last forever is of limited practical advantage (except in resisting monster abjuration). Raising its summon cap might address this somewhat, but rather than simply making it more spammable in the old sense, I have decided to give it behavior which further distinguishes it from common summon spells while making it suitably impactful for its spell level and the investment that represents. Summon Dragon is replaced by Dragon's Call, which gives the player a temporary status that will continuously summon in dragons adjacent to and attacking random hostiles within the player's LoS. These dragons have an individually short duration and will appear only while hostiles are present (so you cannot build up an army while outside of battle, nor carry your previous army from battle to battle unless they occur with only short delay between them). The delay between summoning each new dragon is proportional to how many you already have, meaning that they will arrive more quickly when you have none, and much more slowly while several are already active. Each new dragon summoned costs the caster a small amount of mp, and the effect will end if you run out. Also, it generates a continuous amount of noise while the status lasts. Finally, there is a somewhat lengthly cooldown between times the effect can be activated. The effect is definitely strong, as befits a level 9 spell, but interestingly it also excells at slightly different situations than other level 9 spells do. It is distinctly less powerful against massed groups of foes, but potentially stronger against a series of moderate to small encounters back-to-back due to its duration. And it definitely (to me, anyway) feels splashy in a way that a level 9 spell ought to. Of course, numbers are still provisional, as always. (For now I have retained the original Summon Dragon as a monster spell, as much of the additional complexity of Dragon's Call does not add much to a monster version over just summoning a couple more dragons in the usual manner)
* Remove the rod of venom.Steve Melenchuk2014-02-261-0/+2
| | | | | | | It had OTR (available through staff of Olgreb), Poisonous Cloud (sort of available through the rod of clouds), and Poison Arrow. A multi-spell rod which duplicates effects of other items and whose sole remaining spell is itself a normal spell does not need to exist.
* Rod of demonology -> Rod of shadows.Steve Melenchuk2014-02-261-4/+4
| | | | | Weaves shadow creatures roughly from D:<evocations power> (including out-of-depth D depths).
* Rod of frigid destruction -> Rod of clouds.Steve Melenchuk2014-02-261-4/+4
| | | | | | | | | | | Sprays clouds over a cone-shaped area in front of the caster. At low power it gives rain, mist, or noxious fumes; mid-tier gives flames, freezing vapour, or poison gas; high-tier gives one of three new cloud types - acidic fog, negative energy, or storm clouds. The targeter is from an experimental implementation of a spell called "Scattershot", hence the name and some of the functionality it provides which goes unused here.
* Glaciate.Steve Melenchuk2014-02-251-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Level 9 Conjuration/Ice; generates a cone-shaped great blast of ice around a specified target. The minimum range of the cone is 3, and the maximum is LOS at maximum spellpower; damage within a minimum-range cone is equivalent to Ice Storm, and falls off with the square of the distance for larger cones. Leaves freezing clouds over the affected area, like Ice Storm; they dissipate really quickly over large areas, though. Targets hit with Glaciate are flash-frozen; they are subject to slow movement for three turns. Targets killed with Glaciate have a 3/5 chance of becoming a block of ice (similar to a pillar of salt). Also contains a monster-castable version of the spell. Replaces Ice Storm; most of Ice Storm's code disappears (ZAP_ICE_STORM is TAG_MAJOR_VERSION == 34'd out). Go fight Lom Lobon to see the monster version. Large chunks of this either originate from a patch from Keanan Smith (Siegurt), seen at https://crawl.develz.org/mantis/view.php?id=7760, or from the following discussion on Tavern: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=9854
* Revamp rod of destruction.wheals2014-02-241-4/+4
| | | | | | | | | | | | The rod of destruction {lightning bolt, fireball, iron shot} is pretty boring, especially compared to the number of rods with unique spells. The new rod of of destruction has only one (L5) spell, "Random Bolt," which zaps a random bolt from the list of venom, draining, fire, cold, quicksilver, lightning, or crystal. The rod will prompt for self-harm if it could bounce, even if the bolt that comes out won't bounce (e.g. fire on rock). This isn't optimal but there's no really other way to do it, as far as I can tell.
* Swap spell levels of Battlesphere and Fulminant PrismChris Campbell2014-02-201-2/+2
| | | | | | Battlesphere 4->5 (it is still incredibly MP-efficient for the damage it can deal), Fulminant Prism 5->4 (it deals Fireball-ish damage but requires some setup to work).
* Revert "Add Summon Forest to the book of Callings (for testing purposes)"Chris Campbell2014-02-181-1/+1
| | | | This reverts commit 48ad3987cb9c79ccd8913825c84764c1ab90cf7f.
* Merge branch 'summon_spells'Chris Campbell2014-02-181-6/+6
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| * Add Summon Forest to the book of Callings (for testing purposes)Chris Campbell2014-02-121-1/+1
| | | | | | | | | | | | It very likely shouldn't be in the starting book ultimately, but since the purpose of the experimental branch is to test the spells, this makes it easier to do so without needing to find the book of the Warp.
| * Remove Summon ScorpionsChris Campbell2014-02-101-2/+2
| | | | | | | | | | | | | | It's already been replaced in the Summoner starting book, and is one of the summon spells that mostly just relies on spamming large numbers of monsters. Alistair's Intoxication is shuffled around in a couple of books to replace it in Envenomations.
| * Tweak some of the new spells.Shayne Halvorson2014-02-101-2/+2
| | | | | | | | | | | | Summon Guardian Golem to level 4 (was 3), move Summon Forest from Callings to Warp. Recall was removed from Warp to make room; it could move to Control if needed.
| * New spell: Summon Guardian Golem (L4 Summ/Hex)Shayne Halvorson2014-02-101-1/+1
| | | | | | | | | | | | The guardian golem is an ally with little attack power, but it can cast injury bond to protect its allies. When below half health it can overheat, causing it to explode on death.
| * New spell: Summon Lightning Spire (L4 Summ/Air)Shayne Halvorson2014-02-101-1/+1
| | | | | | | | Replaces Summon Scorpions in the Book of Callings.
| * New spell: Summon Forest (L5 Summ/Tloc)Shayne Halvorson2014-02-101-1/+1
| | | | | | | | It temporarily changes nearby terrain to trees and water and summons a dryad.
* | Remove the rod of wardingChris Campbell2014-02-181-0/+2
| | | | | | | | | | | | | | It's one of the various uninteresting multi-spell rods, with Deflect Missiles as the only notable spell most of the time, and DMsl doesn't work as a rod spell with its recent changes (and probably shouldn't be a rod spell even if it did work properly).
* | Remove the Dig spellChris Campbell2014-02-141-3/+3
|/ | | | | | | Allowing cheap, infinite digging out of combat is problematic, and with Felids now able to use wands it's possible for them to dig in places where they really need to for whatever reason, without needing the spell to still exist.
* Turn Portal Projectile into a durationChris Campbell2014-02-091-1/+1
| | | | While active, all shots are portalled at the cost of 1MP per shot.
* Replace rod of fiery destruction spells with explosive boltChris Campbell2014-02-051-3/+3
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* Drop pointless empty lines after or before a brace.Adam Borowski2013-12-211-1/+0
| | | | | I left them only where the contents is not indented, like in a namespace or a template.
* Drop double newlines where they seem to serve no purpose.Adam Borowski2013-12-211-1/+0
| | | | | Sometimes, they're there to emphasize a break between two sections of code, which is good. In a majority of cases, though, they're just inconsistent.
* Remove IOOD from the correct book (doh)Neil Moore2013-11-201-2/+2
| | | | This reverts commit 99e57c105cffc2f381a9b3517fa39663075e3959.
* Remove IOOD from Annihilations.Neil Moore2013-11-201-1/+1
| | | | | It was the only rare-book spell that also occurred in an easy book, since it was added to Book of Power in 0.8.0-a0-5883-gf4d2e18.
* Increase Borgnjor's Revivification to level 8Chris Campbell2013-11-011-1/+1
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* Remove the Polymorph spellChris Campbell2013-10-231-1/+1
| | | | | The wand works fine as a fairly plentiful source of polymorph for players, and the spell is hardly used.
* Remove Song of ShieldingChris Campbell2013-10-221-2/+2
| | | | | | | Just mimicking guardian spirit, even if it works a bit differently, isn't very interesting, and it appears to not be useful anyway. It's also inconsistent in terms of not behaving as a "song" in the same way as Song of Slaying (and making the two songs exclusive would make it even worse).
* Fix some book names in commentsChris Oelmueller2013-08-221-3/+3
| | | | | The "special" apparently was missed in ba7d4b7e00b62146a6ee2a2addbb6033ae714127.
* Give the rod of striking SPELL_MELEE. It's clobberin' time!Adam Borowski2013-07-171-1/+1
| | | | | | | | | | | | | | | | | | | | | Note: a +9 rod with 27 Evoc recharges 0.52 mana per 10 aut, ie, 0.312 per 6 aut (a club and thus rod's mindelay). Should be roughly balanced all the way from D:1 (but not as a starting weapon) to endgame, although its usefulness depends on the character. The sweet spot is 14 M&F 27 Evoc 0 Earth, where it beats all regular competition. For other builds, other top-end choices (dwhip, 2-handers, enhancer staves) are a no-brainer, but having one niche where it shines looks right. Obviously, it's possible I'm on crack, so here are some numbers: +9 dwhip {nothing} 21 +9 great mace {nothing} 23 +9 rod [charged] 32 (short fight) +9 rod [empty] 8 -- sustained 15 staff of earth 34 staff of non-resisted 42
* New spell: Discord.Steve Melenchuk2013-07-151-1/+1
| | | | | | Level 8 Hexes; mass-frenzies everything in LOS. Found in Book of Enchantments.
* Spellbook adjustmentsDracoOmega2013-07-151-3/+3
| | | | | | | | | | Swap Force Lance for Searing Ray in the Book of Conjurations, add upgraded Force Lance to the Book of Wizardry, replacing Lightning Bolt. Also add Fulminant Prism to the Book of Power, replacing Poisonous Cloud (which already has two other sources). This is a fun spell that still has midgame usefulness, so it may see a bit more play if it's more common.
* Make Dragon Form pure Tmut for all speciesChris Campbell2013-07-061-1/+1
| | | | | | | | | | | The massive difference in usefulness for the spell for Draconians and non-Draconians was pretty silly. Draconians even now still have the noticeable advantage of keeping their scale AC. Non-dracs still always turn into fire dragons, possibly this could be changed somehow but randomising it per-cast sounds annoying in situations where some resist is particularly desirable, and basing it on elemental skills seems fiddly.
* Rename the Spirit Shield spell to Song of ShieldingChris Campbell2013-06-251-2/+2
| | | | | | Since it has a different mechanic to the already-existing spirit shield (fully absorbing damage instead of splitting it between health and magic), it needs a different name! Also add a description.