Psionic Angband 1.2.0: an attempt at documentation Brief Summary: Psiband was originally written with two aims: (1) to introduce the idea of Psionics, as existing in AD&D as an optional extra, and (2) to provide a class which was more able - and forced - to rely on spells to actually kill monsters with in the late game, compared to mages. A problem that was perceived with mages is that their attack spells stop being useful about halfway through the dungeon, when many monsters either resist all the spells or simply have too many hit points for the spells to be worthwhile using: in the late game, only the spell of Mana Storm is of any use at actually killing monsters. The result was that mages mainly use their spells for utility and defence, and often rely on hand-to-hand combat until finding the one last and rarest spellbook, then finding that only one spell in it is of any use. The class of the psionicist attempts to rectify this in several ways. Firstly, psionicists are weaker fighters than mages and do not have the spell of Invulnerability available (not that it is necessary for a win with a mage anyway.) Also, most psionic attacks are attack forms that are often unresisted (sound, life draining, meteor, force) or new attack forms that monsters are less likely to resist (three kinds of mental attack, amnesia, disintegration, time.) Also, damage is generally higher (especially for those attacks gained late in the game) and proportional to level, so attack spells remain effective at higher levels. Many weak (or unthematic) utility spells (destroy traps, cure poison, detect enchantment, etc...) have been replaced with more specialized defenses (spells that resist breath weapons or physical attacks or mental attacks) as well as utility spells that help with spell casting (restoring mana or allowing "simultaneous" spells). General (Important) Information: First - Read the entire file! (Maybe not the history of changes) There are many important things about psionic powers that are not at all obvious from their names or even from using them once or twice. A psionic "spell book" is called a focus and a psionic "spell" is a power. There are 18 different psionic foci, divided into 6 disciplines and 3 levels (not to be confused with every other kind of level). Wielding a focus (in the amulet slot) gives you various bonuses and allows you to use its powers. They are destroyed only by electricity: but level 2 foci get saves, and level 3 foci are immune. Higher level foci give better bonuses when wielded and are necessary for certain powers. A few general things. Psionicists are worse fighters than mages and have a max of 2 attacks without Extra Attacks. Most psionic foci give special boni when they are simply wielded - but only psionicists can wield them. Unlike mages, psionicists can wear gloves without penalty and use powers when blind - however, they still can't use psionics when confused. Building up a very long a duration in some powers is impossible, and to try it can be dangerous. The disciplines are Telepathy, Psychoportation, Psychometabolism, Psychokinesis, Metapsionics, and Clairsentience. The 1st level focus in Telepathy, Clairsentience, Psychoportation and Psychometabolism can be bought in the magic shop. The player starts with Telepathy 1 and Clairsentience 1. There are three different kinds of Psionic attack: referred to in the source as "GF_PSI", "GF_PSI2" and "GF_PSI3", and they will be referred to in the rest of this file as Psi-1, Psi-2 and Psi-3. Each of them will not only do damage but also have some other random side effects, which can include confusion, stunning, fear, slow and paralysis. Monster psionics that affect the player can also include amnesia, hallucination and loss of int, wis or mana. The larger the number (Psi-1, 2 or 3), the more likely it is that side-effects occur, and the nastier they will be. Monsters have four psionic attacks (with L denoting monster level): - Psychic Crush (3dL damage, Psi-2): radius 0 ball, affects player only. - Psionic Blast (3dL damage, Psi-1): radius 2 ball. - Mind Wrack (2dL) damage, Psi-3): radius 0 ball. - Psychic Wave (Ld4 damage, Psi-2): beam. Psionic Blast replaces the old "Mind Blast" attack, and Psychic Crush replaces the old "Brain Smash" attack. In addition to this, there are of course the whole assortment of amnesia, confusion, mana drain, slow, terrify and paralyzation spells that we all know and love (???)... Animals and other stupid creatures resist psionic attacks: mindless creatures are immune. A monster already suffering from confusion, sleep, paralysis, stunning or fear (whether it was psionically-induced or not) is more susceptible. So is the player, if he is stunned, confused, hallucinating or under the effects of Berserker rage. And resistance to psionically-induced attacks and their side-effects is never entirely certain, either for the monster or the player, unless the monster is totally immune or mindless (the player can never be totally immune.) The player can even be confused, stunned or terrified despite resistance to confusion, sound and fear, although the chances are greatly reduced (see below) by having the relevant resistances, and further reduced by psionic resistance. Monsters may "resist" psionic attacks (this means that they have a better chance of resisting the effects and damage, but the attack might still get through), or be totally immune to them (no damage, no side-effects.) For the player's psionic resistance: a player makes a saving throw (pass/flunk count as +1/0), gets bonus for mental barrier, psionic resistance, or being paralyzed, gets negative points for being confused, stunned, berserk, or hallucinating: and then, the side effects formula comes and usually gives the resists a 50% chance to get around the bad effect, if this is still needed (i.e. the total is now negative): with the exception of free action, which guarantees total protection against paralysis in any case. The side-effects are proportional to the amount of damage done. Telepathy decreases damage (if saving throw is passed) or increases it (if the saving throw is failed) and thus side effects. But usually RES_PSI and a good saving throw should ward off most damage for high-level characters that are sensible enough not to go Berserk while facing PSI3 capable monsters. A list of the Psionic powers follows... Telepathy ~~~~~~~~~ Telepathy 1: +2 wis,chr Mind Thrust - the first psionic attack: a Psi-1 ball spell, of radius 0 (i.e. any monster may be targetted, but it will not affect more than the one monster.) Empathy - If successful, it makes the affected monsters more vulnerable to telepathic attacks. It also cancels the resistance of animals or stupid monsters (mindless ones are still immune.) Mental Barrier - temporary resistance to monster psionics. Also provides temporary resistance to fear and confusion, and sustains int and wis. Temporary and permanent resistances *do* add up... Intimidate - like mage's fear but stronger Sleep - ditto Psionic Blast - psionic Psi-1 ball (radius 2). Telepathy 2: +2 int,wis,chr - sust int,wis Allows access to all the above powers of Telepathy 1, plus... Psychic Crush - psionic Psi-2 attack that is harder to resist: also a radius-0 ball. Mind Wrack - a Psi-3 attack: it does less damage than psionic blast or psychic crush, but the side effects are far harder to resist - and a monster already suffering from psionic side-effects is less likely to resist the full effects of other attacks. Useful not so much for killing monsters as for setting them up for the *next* attack to hurt them more. Telepathy 3: +3 int,wis,chr - sust int,wis - telepathy Allows access to all the powers of Telepathy 1 and 2, plus... Amnesia - each casting causes a monster to cumulatively lose 1/3 of their (total) spells as well as causing them to sleep and a few other things Psychic Wave - a Psi-2 beam spell, affects monsters in a line. Does about 2/3 of the damage done by Psychic Crush, but to more than one monster at once. Psychoportation ~~~~~~~~~~~~~~~ Psychoportation 1: +2 AC Blink - as the old phase door Teleport - obvious enough. Dimension Door - pick any destination within a certain distance - costs an extra turn or more if you pick a bad destination or an extra half turn regardless. Time/Space Anchor - no teleportation for anyone within a certain radius. That includes you, and can even prevent recall. You also resist nexus and time (a resistance found nowhere else). Psychoportation 2: +5 AC, +2 dex Allows access to all Psychoportation 1 powers, plus... Probability Travel - temporarily can teleport level at will with '<' and '>' Banishment - teleport other in a beam (just like everyone else) Time Control - haste self. Time Bolt - a bolt of time (rarely resisted) that gives you a time boost. Psychoportation 3: +10 AC, +6 dex, random teleportation Allows access to all Psychoportation 1 and 2 powers, plus... Recall - another staple Time Shift - gives you a free turn + 1/10th of a free turn... of course, it costs one turn to cast. This one could be broken at high level, although it wouldn't be easy. Psychometabolism ~~~~~~~~~~~~~~~~ Psychometabolism 1: +2 con - sust str,con Cell Adjustment - minor but efficient healing Light Control - light area. Satisfy Hunger - obvious effect Adrenaline Control - like berserk but better (and does not hinder the save against monster psionics.) When it ends, though, you risk a "crash," causing slowness and other unpleasant effects. It is also not safe for the body to handle too much adrenaline: adrenaline poisoning can kill, so do not cast this spell to build up a massive dose of adrenaline for a long time. It and biofeedback cancel each other out, and that's a relatively safe way to end it. Biofeedback - 1/2 damage from most physical attacks Energy containment - temporary resist fire, cold, elec, acid, poison Psychometabolism 2: +2 str,con - sust str,con,dex Allows access to all Psychometabolism 1 powers, plus... Drain Life - like the wand, except you gain hit points (1/2 dmg) Death Field - pay life for a big nether ball centered on yourself Psychometabolism 3: +3 str,con,dex - sust str,con,dex - hold life Allows access to all Psychometabolism 1 and 2 powers, plus... Double Pain - halves one monster's current hitpoints if they don't save. Complete Healing - as the name implies. The only drawback is that it takes a couple of turns to recover, during which monsters might be beating on you again. A spell that therefore should not be cast on its own, but needs to be combined with other powers, either consecutively (i.e. escape then heal) or concurrently (with the Metapsionic power of "Splice"). The player *does* have access to Dimension Door for the most guaranteed of escapes, after all. Psychokinesis ~~~~~~~~~~~~~ Psychokinesis 1: resist sound Wall of Force - creates a temporary wall of force that bolts and monsters can't cross. It costs more to maintain the further away it is. The 'U' command will let you destroy them. Inertial Barrier - 1/2 dam from monster breaths Project Force - a beam of force with "fading damage": the second monster hit will take less damage than the first, and so on. Sonic Boom - radius 5 ball of sound. Great for clearing rooms full of lice. Psychokinesis 2: resist sound, free action Allows access to all Psychokinesis 1 powers, plus... Disintegrate - does damage and destroys walls, radius 2 Telekinesis - allows you to move objects around on the ground, most usefully to grab an object from a distance (e.g. a stack of arrows, when shooting at monsters with a bow, or a potion of healing from the middle of a room with a Quylthulg in.) The object moves as if it were thrown, rather than being teleported: it will hit the first monster, or wall, in its way. You can even throw things at monsters if you want. Sphere of Cold - a lot of frost damage, radius 1 ball. Fire Eruption - a lot of fire damage, radius 0 ball (one monster only.) Psychokinesis 3: resist sound, shards, free action, feather fall Allows access to all Psychokinesis 1 and 2 powers, plus... Detonate - like meteor storm, radius 2. Unresistable, lots of damage. Balefire - A beam that combines fire and time (resisting one only gives partial resistance) with damage proportional to your current hitpoints. It can have *VERY DANGEROUS* side effects, though, so use it sparingly... although the worst of the side-effects have been removed in version 1.2.0. Metapsionics ~~~~~~~~~~~~ Metapsionics 1: resist fear Allows the player to cast powers from 1st-level foci in the backpack without wielding them. Powers from 2nd-level foci are unavailable. (Wearing this focus and having Telepathy 2 in the backpack, for example: you could cast Psionic Blast, as that is a Telepathy 1 power, but not Psychic Crush which is a Telepathy 2 power.) Cannibalize - convert hit points into mana. WARNING: the conversion rate is not 1 to 1, in fact it is between 2 and 3 hp for each mana point. Intensify - Every level of intensification increases the mana costs of all of your powers by 50% and their damages and durations by a third. i.e. level 3 would double damage and increase costs by 150%. There is a small cost to maintain it. You cannot rest while Intensifying, and this power lasts until the player cancels it. To cancel the power, cast Intensify again, and specify level 0. Receptacle - drain charges to get mana (note: it's best to not to drain wands halfway with this power - now they do damage when they explode) Empower - a powerful recharge Psychic Surgery - restore int,wis,exp - remove fear Metapsionics 2: resist fear, psionics Allows the player to cast powers from 1st and 2nd-level psionic foci in the backpack without wielding them. (However, if you have a 1st-level focus in the backpack, 2nd-level powers cannot be cast from it even though you have Metapsionics 2.) Allows access to all powers from Metapsionics 1, plus... Splice - do several powers in a row - cast it again to end a splice early. Ultrablast - lots of Psi-1 damage to all monsters in line of sight. The mana cost looks big, but it does a LOT of damage. Metapsionics 3: resist fear, psionics, confusion Allows the player to cast powers from all psionic foci in the backpack without wielding them, provided the focus in the backpack is powerful enough to cast the power from normally. Allows access to all powers from Metapsionics 1 and 2, plus... Psychic Drain - a psionic attack that gives you mana. It costs roughly one extra turn. The area affected is ball of random radius, and damage done to monsters is calculated with the Psi-1 formula. *Ultrablast* - massive amount of Psi-2 damage to all monsters in line of sight. Will kill most Ancient Dragons (but not Great Wyrms) in one shot. Now you know why the mana cost is so high. Clairsentience ~~~~~~~~~~~~~~ Clairsentience 1: +3 to searching and pseudo-ID ability Detect Monsters - as the name suggests Awareness - temporary telepathy Reveal Secrets - detect doors, traps, stairs Clairvoyance - magic mapping Metaphysical Analysis - describes all temporary magical effects and level auras Clairsentience 2: +4 to searching and pseudo-ID, resist blind Allows access to all Clairsentience 1 powers, plus... Read Object - Identify Clairsentience 3: +5 to searching and pseudo-ID, res blind, telepathy Allows access to all Clairsentience 1 and 2 powers, plus... Read Aura - *identify* Precognition - You notice out of depth monsters and vaults on level creation. It also gives warnings for cannibalize. Analyze Monster - get full monster recall if it fails its save. In addition to the Metapsionic foci, some other items (not necessarily amulets) can act as metapsionic foci, and allow the casting of psionic powers from foci in the backpack. Of course, a non-psionicist cannot do this, just as a non-mage cannot read a mage spellbook. Certain powers cause you to lose (or gain) part of a turn. Normally, one action takes 100 energy. There are some exceptions: for example, shooting a bow when you have 2 shots/round costs 50 energy per shot. Basically, gaining or losing 1 energy is equivalent to gaining or losing 1% of a turn at normal speed. (So some of the higher level powers must either be cast at a time when the player can afford to miss some turns, or be combined with multiple Time Shifts.) These powers are as follows: Time Shift - Gain 5d(level) energy. Of course, casting it loses 100, for a net energy change of (-95)-(+150) energy at 50th level. Dimension Door - Lose (60 - level) energy. 100 more if the destination is bad. (i.e. "You fail to exit the astral plane correctly.") Psychic Drain - Lose d150 energy. Complete Healing - Lose 350 - 2*level energy. Certain temporary powers do damage if their duration becomes too long. This only happens if you try to "save up" a large amount of adrenaline control, for example. When you take damage, the duration of the spell will be reduced. The effects are as follows: Adrenaline Control - simply does damage. This may be enough to kill you. Biofeedback - the duration is simply reduced ("You speed up your pulse to avoid fainting!" with no other effects.) Three other powers can also kill you: Receptacle, Cannibalize and Death Field. It should be obvious why. Future desired changes: - A monk class could be created (half warrior, half psionicist). - Some way of making rogues more distinctive. - better use of monster status flags - monster AI flags - make regeneration nicer, esp. wrt force walls and other draining effects - make ego lights possible / nonartifact lights with pval? - maybe remake precognition (again...sigh...) - write some more vaults that actually USE the new ~$\| symbols... - target_pt and the telekinesis code should be nicer - graphic support for all the new monsters and items. Where it's at: In case you've forgotten, Psiband sits in "ftp://clockwork.dementia.org/angband/Variant/PsiAngband". Also of possible interest is "Pziband," a merger of Psiband and ZAngband. This is currently no longer maintained since the retirement of Aram Harrow, and the current version at the time of writing (1.1.0, based on the old buggy version 2.1.0e of ZAngband) is buggy. Perhaps something will be done about this one day... Obvious necessities are (a) start with ZAngband 2.1.1c (the latest version of that generation of ZAngband, before ZAngband changed itself radically), and (b) a further upgrade of the code base of that version of ZAngband, from Angband 2.8.1 to 2.9.1, followed by (c) bringing back the psionicist class - possibly as it exists here, but with support for Domination and Shadowform enabled rather than removing them, (d) support for all psionic monsters and powers - and all of the other non-psionic-related new powers and stuff - and finally (e) removal of the old Mindcrafter class, as it is somewhat redundant with the Psionicist class. Note to programmers: Psionic angband adds several internal features to the game. -New attack types, and item and monster flags. These are described elsewhere and can be found in defines.h. -Calling project with "who" set to "-2" will create an attack from neither monster nor player. The global variable "_killer" describes what's on your tombstone. -To use fading damage, set "fade_dam_on" to TRUE before calling project and FALSE afterwards. Credits: Thanks to Keldon Jones, Ivan Tkatchev and Greg Wooledge for allowing Aram to use parts of their code (monster AI, automatic control of dominated monsters and random artifacts respectively). Thanks to Cam Moore, Neal Stangis, and many others for bug reports, suggestions and support. Thanks also to Aram Harrow for originally thinking of this variant, and Matthias Kurzke for taking over the coding duties when Aram left. Finally, I appreciate the efforts of those who compile this for platforms other than Windows. History: 1.2.0 - Now based on Angband 2.9.1. - New maintainers: Matthias Kurzke and Jonathan Ellis. - Number 1.2.0 chosen as the number for the new version to avoid confusion with version 1.1.0 of Pziband. - Savefile compatibility with previous versions abandoned. Future versions will be compatible with 1.2.0. - Used JLE info.txt patch more or less from vanilla: 52 new monsters, a dozen new artifacts, some more ego-item types, and even some new stuff in k_info.txt - four new amulets, two new missiles, and a new digging tool. (Full documentation is available for that patch separately, the most recent version being for Angband 292.) - And then added the new psionic monsters from Psiband 1.0.7b on to the end of the file, and also brought in psionic resistance for artifacts and ego-types, and some monsters also resist or are immune. - Poison branded weapons are possible, and added. (This change also made for vanilla 2.9.2.) - Weapons of Kill Undead and Kill Demon (x5 slays) added, to match the new nastier Undead and Demons from the JLE patch. - New 'Potion of Adrenaline'. - Help files updated for Psiband. - Psionic attacks code largely rewritten. - Weapons which provide permanent light do x3 base damage against light-sensitive monsters. - New methods of attack include hitting to cause hallucinations, drain mana or drain life (the monster gains the hit points that the player loses.) The latter is mainly for vampire bites: it is now their hand attacks that drain experience. - New pseudo-ID system: pseudo-ID of cursed/non-cursed works separately from pseudo-ID of normal/magic/ego/artifact. Only priests and paladins can tell whether an item is cursed without help: warriors, rangers and rogues can only tell how powerful the item is (a cursed item appears the same as a good item until Identified.) New Amulet of Sensing aids pseudo-ID powers. - Level 3 psionic foci, like dungeon spell books, can be dropped by monsters who drop only "good" or "great" items. - Giants (and anything else with the right flag) throw boulders. - New symbols for vaults: good or great item without monster, really powerful monster without good item, or pile of gold only. Two vaults have been written to use them, perhaps more in future versions. - Shadowform and Domination removed. Replaced by Psychic Wave and Telekinesis. - Most of the penalties for building up too long a duration in psi powers removed. Exceptions: Adrenaline, Biofeedback. Replaced by flat limits, the power simply will not go above a certain duration. - The "deeper" types of pits are more likely at deeper levels. Fewer orc pits, more dragons. Bronze and Gold dragon pits available. - Some items inhibit psionics (reduce max mana, min 20% fail rate.) - Lots of new artifact activations. - Some artifacts drain hit points or mana - slowly, but at a constant rate. Regeneration is a much nicer power for this reason. One should remember that the player naturally regains hp and mana faster at higher levels, so a higher level character may have the ability to wield an artifact that a lower level character could not wield without losing too many hps too fast. Important boundary comes when hps/mana are regained faster when "R"esting than they are lost to the artifact: this happens some time around 20th level for one such artifact, higher if the player is wielding two... - Psionic resistance available as a random resist on Aman cloaks, Elvenkind armor or Permanence robes. - Resist force, inertia and gravity no longer in the game. - For the first time ever, self-knowledge and *ID* display the effects of stuff that wasn't in vanilla, e.g. psi resistance. Self Knowledge also displays temporary effects. - Ending force walls works properly and is coded to the "U" power, or "O" in the roguelike keyset. - Any Recall is prevented by Time-Space Anchor. - The player cannot "R"est while using the "Intensify" psi power. - "titles" for Psionicists supplied (e.g. Empath, Thinker, Transcend, finishing with Psionicist Lord at level 50.) - Most Psychokinesis powers reduced in mana cost, except Balefire. - Sphere of Cold and Fire Eruption do less damage (still more than the mage spells of Frost and Fire Ball.) - The "time travel" side-effect of Balefire removed. Others remain. - Free action now prevents paralysis from psionic attacks totally. No more of this needing RES_PSI and still having to rely on the saving throw nonsense. - New method of handling resistance to psionic attacks from monsters. - Psychic Crush and Mind Wrack more expensive. - A lot of psi spell durations shortened. - Many other bugs fixed. - Unfortunately the autoroller delay has returned. - And there are no longer any pets in the game, since Domination was removed. - There is no longer any support for a collection of "diff" files: all the features originally designed as add-ons to vanilla are now fully integrated into the code, and Psiband is a variant in its own right rather than a code-level patch. 1.0.7b- Some bugs fixed (metapsionics work properly, mind wrack works, monster AI is optional rather than compulsory.) - A bug has been fixed in the pref files: floors appeared as an umlaut instead of a dot, and this had to be fixed through the "%" game command and dumping the resulting alterations to the pref files. - Some of the documentations and help files have been updated. - Resist gravity, instead of being a separate resistance, is now covered by feather fall (as in ZAngband.) - The RES_PSI item flag was actually given to some items, ego-items and artifacts - including the metapsionic foci. - Changes to the *_info.txt files were made by Jonathan Ellis, from suggestions previously published as "283edits.zip" for vanilla. Others as well... - Some exclusively psionic monsters added, also by Jonathan Ellis. (To date, 6 normal monsters and 2 unique.) - Psionic foci changed: now *all* level 3 foci are immune to destruction by electricity, and metapsionics I and II are no longer totally immune. - Some monster psionics knocked down again - no psychic crushes and waves too early in the game, and mind wrack is *rare*. 1.0.7 - Balefire is now more true to the original idea. This means that it is more powerful (less resisted) and has very dangerous side effects. Pet displacement now works. Time control was moved to psychokinesis. Several new powers were added: empathy, intensify, metaphysical analysis, wall of force and time bolt. Psiband is now based on the final version of 2.8.3. Monster psionics were weakened and paralyzed characters resist mental attacks better now. A new option/command was added to order your pets to follow you (instead of going after other monsters). Adrenaline control is slightly weaker, is incompatible with biofeedback and risks cutting out suddenly and causing "crashes" when it ends. High level psionicists have weaker melee skill. Being hungry is more debilitating and more spells cause it. Added a command to remove force walls ('U'). Added detonate and ultrablast side effects. Balefire is cheaper and other PK attacks are more expensive. 1.0.6 - Based on angband 2.8.3 Added Keldon Jones's monster AI (ver 0.1.1) Telepathic attacks are more effective against high level monsters. The pet code for kamband was stolen for dominated monsters, meaning that you no longer have to (or can) micromanage them any more. Dragons fight better. Stunned monsters aren't helpless (a la gw-angband). The RES_PSI item flag is more useful. But not on any items yet... Some monsters have the RES_PSI and IM_PSI flags. Cannibalize has a confirm prompt and precognition warns about it. Spells with durations were weakened. Deep foci are more shallow and rarer. The awareness "float" message has been abbreviated. The awareness high happens earlier. When domination ends you risk a psychic attack from the monster. Adrenaline overdose does more damage. Energy containment ends early more often and doesn't last as long. Biofeedback speeds regeneration and has other minor effects. Certain monster attacks risk causing amnesia. Metapsionic foci work. Monster psionics are weaker and more dependent on monster level. They are also standard - r_info.old is without psionics. OOD monsters in jelly pits, zoos and graveyards no longer contribute to level feeling - instead there is a fixed bonus. Semantic changes, typos fixed, spell descriptions updated, etc.. Failure rates no longer have a 5% minimum. 1.0.5 - Precognition now works. Fixed bug where monsters couldn't become confused. Buffering powers is now dangerous. RES_PSI and IM_PSI were introduced as monster flags. RES_PSI, META_PSI1 and META_PSI2 were introduced as item flags. (metapsionics flags work like binary, for "META_PSI3" use both) Several new psionic attacks were added for monsters (although few monsters actually have them). Psychic drain was toned down. Temporary resistances have a chance of vanishing if you build them up too much. Confused monsters are more susceptible to psionic attacks. Domination wears off faster and the cursor is less buggy. Telepathic attacks have internal probabilities changed. This documentation is more comprehensive. 1.0.4 - The random artifact version is now 0.6.0. The random artifact generator now loads a fresh artifact list whenever it fails to create an appropriate one (instead of reprocessing the old one). 1.0.3 - Replaces "focuses" with "foci" and other semantic changes. Fixes average damage. Uniques resist a few special attacks better and recover faster from being stunned. The "deep" foci are now rarer. Psionic foci are pre-*identified*. The black market level now has a minimum. A few autoroller bugs were fixed. A few internal changes will facilitate eventual random uniques. Non-psionicists no longer get the bonuses from wielding psionic foci. The HEAL2 spell no longer results in hp overflow. 1.0.2 - Fixes almost every remaining bug introduced in ver 1.0.0 (thanks to Cam Moore) - one might call it "semi-stable." 1.0.1 - Fixes random severe bugs (like not wielding foci). 1.0.0 - Brings psionic angband to angband 2.8.2, random artifacts 0.5.1. Makes psionicists more balanced, introduces fading damage. Introduces several bugs in the port. unnumbered - psi_exe.zip and psi_src.zip existed based on angband 2.8.1 This documentation written by Jonathan Ellis (a.k.a. JLE) (jonathan@franz-liszt.freeserve.co.uk) Psiband 1.2.0 by Jonathan Ellis and Matthias Kurzke (mawende@gmx.net)