/usr/share/crawl/dat/descript/ability.txt is in crawl-common 2:0.10.3-3.
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No ability
If you get this description, it is a bug.
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Spit Poison
Spit poison at a targeted monster.
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Blink ability
Randomly translocate a short distance.
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Breathe Energy
Breathe a blast of power at a targeted monster, possibly removing some of its enchantments.
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Breathe Fire
Breathe a blast of fire at a targeted monster, possibly leaving fire clouds in its wake.
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Breathe Frost
Breathe a blast of frost at a targeted monster.
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Breathe Poison Gas
Breathe a blast of poison gas at a targeted monster.
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Breathe Lightning
Release a great discharge of electricity causing an uncontrollable lightning storm.
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Breathe Sticky Flame
Breathe a blast of sticky flame at a targeted monster. As the name suggests, sticky flame will stick around, so the monster may be covered in flames for several rounds until they eventually go out. It may splash on impact.
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Breathe Steam
Breathe a jet of steam at a targeted monster.
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Breathe Noxious Fumes
Breathe a blast of noxious fumes at a targeted monster.
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Bat Form
Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low.
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Bottle Blood
At experience level 6 and higher, Vampires can bottle the blood from non-rotten and blood-containing corpses they are standing on. Doing so requires the capability of wielding your knife, as is the case for butchering.
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Spit Acid
Spit acid at a targeted monster.
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# Both for Fly I and II.
Fly
Start flying.
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Hellfire
Blast your enemies with hellfire.
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Release Delayed Fireball
Instantly release a previously memorised (delayed) fireball without additional cost in terms of magic or hunger.
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Self-Restoration
At the permanent loss of one magic point restore your Strength, Dexterity and Intelligence, and heal a large amount of rotted hit points.
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Device Recharging
At the permanent loss of one magic point recharge a wand or rod.
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Evoke Teleportation
Teleport yourself to a random location on the level.
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Evoke Blink
Randomly translocate a short distance.
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Evoke Berserk Rage
Go berserk. Going berserk greatly, if temporarily, increases your hit points and damage output in melee fights. It will time out quickly if you don't kill anything, but may be extended by multiple kills. While berserk, you cannot perform a number of actions such as, for example, (un)wield a weapon, quaff something, evoke wands or items, or cast spells. Such a rage is usually followed by deep exhaustion, a time during which you are slowed down, cannot berserk again, and occasionally even pass out.
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Evoke Invisibility
Turn yourself invisible for a limited amount of time. Turning invisible increases your magical contamination and may eventually cause glowing.
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Turn Visible
Turn visible again.
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Evoke Levitation
Start levitating. During levitation you can safely cross water and similar obstacles. Be warned, though, that levitation may time out at inopportune moments and cause you to fall to your death. While levitating, you cannot interact with items on the floor or pick them up.
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Stop Levitating
Stop levitating.
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End Transformation
Revert to your normal form, with a short delay.
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# Zin
Recite
Preach to monsters about Zin's laws, which can lead to various results. There are four books you can preach from:
* Book of Abominations: This book deals with the very thing most abhorrent to Zin - chaos in all its forms. These recitations will invoke Zin's most powerful smiting.
* Book of Ablutions: The impure are nearly as loathed by the Law-Giver. Recitations from this book will deal damage to such creatures.
* Book of Apostates: Intelligent creatures who do not worship Zin but do no other evil will be dealt with least harshly. The recitations from this book merely sow confusion. Yet those who dare to worship a god alien to Zin may be permanently deprived of means to spread their foul faith.
* Book of Anathema: Demons and the undead are hated by Zin. This book gives you means to rebuke them.
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Vitalisation
Vitalise yourself, gaining divine stamina and sustenance from Zin. Divine stamina protects you from sickness, poisoning, petrification, confusion and rot, and temporarily boosts and sustains your Strength, Intelligence and Dexterity.
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Imprison
Temporarily imprison a monster surrounded by empty space in walls of silver. The duration of the prison is increased by Invocations skill, but strong enemies will be able to break free more easily.
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Sanctuary
For a short duration gain safety in a divine refuge. While you are inside the sanctuary, monsters will not attack you, but the protection will disappear at once should you breach the divine peace.
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Cure All Mutations
Cure all your mutations - but only once.
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# The Shining One
Divine Shield
The Shining One grants you a divine shield. Because it is held aloft by godly power, it does not interfere with your equipment. However, it is controlled by your willpower, and your skill with Shields will improve it.
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Cleansing Flame
Invoke a huge blast of divine fury centered on you, severely damaging undead and demons. All other hostiles also take damage, if less so, whereas you and your allies are never affected.
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Summon Divine Warrior
Summon an angel or daeva, powerful warriors against evil. They may be blessed by the Shining One to stay longer in this world.
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# Kikubaaqudgha
Receive Corpses
Create one or more reanimatable monster corpses near yourself. The number and freshness of these are dependent on Necromancy skill.
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Torment
Sacrifice a cadaver to make everyone in sight, including you, experience all the pain that being suffered in its life. This will decimate the resilience of all those who can feel it.
Kikubaaqudgha may choose to protect you from it... or may not.
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# Yredelemnul
Animate Remains
Reanimate a single corpse or skeleton as a follower. Note that zombies and skeletons cannot leave the level they were created on.
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Recall Undead Slaves
Recall your undead followers from anywhere on the level to your immediate surroundings.
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Injury Mirror
Hurt attacking monsters by reflecting damage they do to you back at them.
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Animate Dead ability
Reanimate all corpses and skeletons in your vicinity as followers. Note that zombies and skeletons cannot leave the level they were created on.
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Drain Life
Heal hit points by draining the life force of the monsters surrounding you.
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Enslave Soul
Mark a living intelligent monster's soul as ripe for the taking. Once the marked monster dies, its soul will be yours.
The enslaved soul will retain the monster's faculties, equipment and abilities, as well as some of its innate healing. However, only a relatively uninjured monster can have its soul marked, and only one soul can be enslaved at a time. Furthermore, the duration of the mark is dependent on Invocations skill.
Note that enslaved souls can follow you beyond the level they were created on.
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Animate Remains or Dead
If you get this description, it is a bug.
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# Okawaru
Heroism
Temporarily increase all of your combat skills, including the ability to sneak around or avoid traps.
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Finesse
Greatly increase your combat speed, with no loss of accuracy. This unnatural effect causes small amounts of magic contamination, prolonged exposure to which may be bad for your health.
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# Makhleb
Minor Destruction
Shoot a random harmful blast at the targeted monster.
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Lesser Servant of Makhleb
Summon a minor demon, with a chance of being hostile at low Invocations skill.
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Major Destruction
Shoot a random harmful beam or explosion at the targeted monster.
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Greater Servant of Makhleb
Summon a major demon, with a chance of being hostile at low Invocations skill.
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# Sif Muna
Channel Energy
Replenish your magical reservoir by an amount depending on your Invocations skill.
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Forget Spell
Forget any spell out of the ones you've currently memorised, so as to free memory to learn others.
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# Trog
Burn Spellbooks
Set all spellbooks within your field of vision on fire. The fire is fuelled by Trog's hatred, and Trog likes it most when you don't even care which books of madness burst into flames.
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Berserk
Go berserk. Going berserk greatly, if temporarily, increases your hit points and damage output in melee fights. It will time out quickly if you don't kill anything, but may be extended by multiple kills. While berserk, you cannot perform a number of actions such as, for example, (un)wield a weapon, quaff something, evoke wands or items, or cast spells. Such a rage is usually followed by deep exhaustion, a time during which you are slowed down, and cannot berserk again. Unlike other sources of rage, depending on your piety Trog may occasionally prevent you from passing out.
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Trog's Hand
Invoke a powerful regeneration ability which stacks with all other sources and even allows otherwise non-healing species to regenerate. This will also increase protection from magical effects.
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Brothers in Arms
Summon huge angry allies to wreak havoc.
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# Elyvilon
Divine Protection
Beseech Elyvilon to save your life. If you are mortally wounded, the Healer may undo the killing blow. Especially pious individuals may be certain of this help, but in that case, any actual intervention costs piety (as opposed to merely asking for intervention, which is always free).
Beware: killing others while asking to be spared yourself is a major sin!
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Lesser Healing
Depending on your Invocations skill, heal a creature other than you by a small amount. Using this ability on hostile monsters will try to make them neutral. This works best on animals, worse on humanoids of your species, still worse on other humanoids, and worst of all on demons and undead. Mindless creatures cannot be pacified, and no monster can be pacified while it is asleep. The chance for successful pacification depends on the healing power.
Whether the pacification succeeds or not, the invested food and magic point are lost. If it does succeed, the monster is healed and you gain half the monster's experience value and possibly some piety. Otherwise, the monster is unaffected and you gain nothing.
You can also heal allies and neutral monsters.
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Lesser Self-Healing
Depending on your Invocations skill, heal a small amount of hit points.
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Purification
Purge your body of all bad effects such as sickness, poisoning, slowness, petrification, confusion and rot, and fully restore your Strength, Dexterity and Intelligence.
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Greater Healing
Depending on your Invocations skill, heal a creature other than you by a moderate amount. Using this ability on hostile monsters will try to make them neutral. This works best on animals, worse on humanoids of your species, still worse on other humanoids, and worst of all on demons and undead. Mindless creatures cannot be pacified, and no monster can be pacified while it is asleep. The chance for successful pacification depends on the healing power, so it is significantly better than using Lesser Healing.
Whether the pacification succeeds or not, the invested food, piety and magic points are lost. If it does succeed, the monster is healed and you gain half the monster's experience value and possibly some piety. Otherwise, the monster is unaffected and you gain nothing.
You can also heal allies and neutral monsters.
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Greater Self-Healing
Depending on your Invocations skill, heal a moderate amount of hit points. Roughly, Greater Healing will allow you to heal three times the amount of Lesser Healing at a slightly higher total piety cost.
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Divine Vigour
Depending on your Invocations skill, restore a large amount of, and temporarily increase, both your hit points and your magic points.
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# Lugonu
Depart the Abyss
Leave the Abyss to return into the branch and level you last were in when you left the dungeon.
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Bend Space
Bend the fabric of space around you, instantly translocating you a small distance, and possibly also translocating and damaging monsters in your vicinity.
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Banish
Attempt to banish a monster into the Abyss.
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Corrupt
Corrupt the current level by unleashing Abyssal energies on it. This will cause the level to largely change appearance, and will gate in demons from the Abyss bent on causing destruction. This will not work on levels already corrupted or in the Abyss.
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Enter the Abyss
Transfer yourself to Lugonu's realm instantly... at the cost of permanently reducing your maximum health and magic. The effort of even using the ability will leave your health and magic depleted.
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# Nemelex Xobeh
Draw One
Choose any deck in your inventory and draw a card from it.
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Peek at Two
Discard one card from any deck in your inventory to draw two cards from the deck, look at them, and shuffle them back into the deck. The deck will be inscribed as containing those two cards, and, if they are different, this will identify the deck.
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Triple Draw
Draw three cards from any deck in your inventory, look at them, and decide which one to keep, discarding the other two.
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Mark Four
Discard between one and three cards from any unmarked deck in your inventory to draw four cards from the deck, mark and remember them, so that you can tell when they are on top, and shuffle them back into the deck. The deck will be inscribed as containing those cards, and doing so will identify the deck.
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Stack Five
Draw five cards from any unmarked deck in your inventory, losing the rest of the deck. Look at the cards and sort them into any order you'd like. Subsequently, you can draw these cards in the order you chose.
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# Beogh
Smiting
Smite an enemy within your field of vision. This doesn't require a direct path, just seeing the enemy is enough.
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Recall Orcish Followers
Recall your orcish followers from anywhere on the level to your immediate surroundings.
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# Fedhas
Sunlight
Call sunlight down over a small area of the dungeon. Monsters illuminated by the light will be easier to hit. Water affected by the sunlight will evaporate. In particular, deep water will become shallow water, and shallow water will dry up completely, revealing the dungeon floor.
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Growth
Use fruit to grow a ring of plants around yourself. If a complete ring cannot be formed (because you do not have enough fruit), plants will grow on squares adjacent to you that are close to monsters. The plants you create gain bonus HP proportional to your invocations skill.
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Rain
Cause rain to fall around yourself, turning the dungeon floor into shallow water and shallow water into deep water.
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Reproduction
Create giant spores from corpses in your line of sight. The spores will explode, causing damage to you or your enemies.
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Evolution
Turn plants and fungi adjacent to you into stronger species. Upgrading fungi requires piety, upgrading plants requires fruit. Plants upgraded gain a bonus to attack accuracy proportional to the user's invocations skill, and oklob plants are more likely to spit acid at higher invocations.
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# Cheibriados
Bend Time
Attempt to slow down everyone adjacent to you. High Invocations skill makes it harder to resist.
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Temporal Distortion
Warp the flow of time around you, causing monsters to skip forwards in time relative to you.
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Slouch
Cause damage to everyone in sight who is moving faster than you. Those magically hasted will be hurt particularly painfully.
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Step From Time
Remove yourself from the flow of time. Things around you will happen at their usual busy pace, monsters will wander, perishable items will decay, plants will grow. After some time has passed, you will return in the same state as the very second you departed.
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Renounce Religion
Renounce your faith. This will make your character leave your god (and usually anger said god).
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# Jiyva
Request Jelly
Create a neutral jelly that will wander the floor and digest items.
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Slimify
Coat a wielded weapon or your fists with slime, turning the next living or undead monster hit into a neutral slime.
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Cure Bad Mutation
Remove a randomly selected bad mutation.
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# Ashenzari
Scrying
Gain astral sight to see through walls. This is not enough to let you target spells and abilities, even those that work through glass.
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Transfer Knowledge
Sacrifice part of one of your skills to improve another.
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End Transfer Knowledge
Abort an ongoing skill transfer.
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# Zotdef
Make dart trap
Create a dart trap at the targeted location.
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Make oklob sapling
Plant an oklob sapling with the ability to spit acid at the targeted location.
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Make arrow trap
Create an arrow trap at the targeted location.
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Make plant
Cause a plant to grow at the targeted location.
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Remove Curse
Uncurse all of your equipment.
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Make burning bush
Plant a burning bush with the ability to throw fire and see invisible monsters at the targeted location.
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Make altar
Create an altar to a chosen god at your location.
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Make grenades
Spawn a number of explosive giant spores around you.
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Make oklob plant
Plant a fully grown oklob plant with the ability to spit acid at the targeted location.
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Make net trap
Create a net trap at the targeted location.
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Make ice statue
Construct a statue with various icy abilities at the targeted location.
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Make spear trap
Create a spear trap at the targeted location.
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Make alarm trap
Create an alarm trap to alert you to the presence of monsters at the targeted location.
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Make mushroom circle
Grow a circle of fungi centred at the targeted location.
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Make bolt trap
Create a bolt trap at the targeted location.
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Make crystal statue
Construct a statue with the ability to confuse monsters at the targeted location.
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Make needle trap
Create a poisonous needle trap at the targeted location.
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Zot-teleport
Perform a controlled teleport.
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Make water
Create a pool of shallow water at your location.
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Make axe trap
Create an axe trap at the targeted location.
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Make lightning spire
Construct a lightning spire with the ability to throw electricity at the targeted location.
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Make silver statue
Construct a statue with the ability to summon friendly demons at the targeted location.
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Make bazaar
Create a portal to a bazaar at your location.
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Acquire gold
Acquire a large quantity of gold.
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Make oklob circle
Grow a circle of oklob plants centred at the targeted location.
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Sage
Funnel some of your earned experience towards a certain skill and train it faster than normal.
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Acquirement
Acquire a chosen type of item.
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Make blade trap
Create a blade trap at the targeted location.
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Make curse skull
Construct a curse skull with the ability to summon the undead at the targeted location, at the cost of a necromantic backlash to yourself.
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