ability.txt, via maiermrk's patch in [2714722].
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9556 c06c8d41-db1a-0410-9941-cceddc491573
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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, zap wands, evoke 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.
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, zap wands, evoke 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.
Preaching to monsters about Zin's laws leads to various results. It works best on humanoids, worse on undead and demons, and not at all on beasts.
Preach to monsters about Zin's laws which can lead to various results. It works best on humanoids, worse on undead and demons, and not at all on beasts.
If Zin is most pleased with you, you can Vitalise yourself. This will remove a negative affliction from you, or restore one of your attributes. In case neither of these is necessary, it will give you temporary boosts to your attributes instead.
Vitalise yourself. This will remove a negative affliction from you, or restore one of your attributes. In case neither of these is necessary, it will give you temporary boosts to your attributes instead.
Conjures up a divine shield that stacks with an ordinary shield and can be used even when wielding a two-handed weapon, as the Divine Shield is managed by the Shining One.
Conjure up a divine shield that stacks with an ordinary shield and can be used even when wielding a two-handed weapon, as the Divine Shield is managed by the Shining One.
Hurls a huge blast of divine fury, severely damaging undead and demons. All other hostiles also take damage, if less so, whereas allies are never affected.
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.
Summoned Angels and Daevas are powerful warriors against evil. They might be blessed by the Shining One to stay longer or even permanently in this world.
Summon an Angel or Daeva, powerful warriors against evil. They may be blessed by the Shining One to stay longer or even permanently in this world.
Mark a monster's living soul as yours, once the monster dies. The soul will retain at least some of the monster's innate healing ability and faculties, and sometimes even the monster's equipment. However, you can only enslave one soul at any given time. Note that enslaved souls, whether twisted or intact, can leave the level they were created on via stairs.
Mark a monster's living soul as yours, once the monster dies. The soul will retain at least some of the monster's innate healing ability and faculties, and sometimes even the monster's equipment. However, you can only enslave one soul at any given time. Note that enslaved souls, whether twisted or intact, can follow you beyond the level they were created on.
All spellbooks within your line of sight are set on fire. The fire is fueled by Trog's hatred, and Trog likes it most when you don't even care which books of madness burst into flames.
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.
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, zap wands or evoke items. 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.
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, zap wands, evoke 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.
Depending on your Invocations skill, heal a moderate amount of hitpoints. Roughly, Greater Healing will allow you to heal three times the amount of Lesser Healing at a slightly higher piety cost.
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 piety cost.
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 some piety and half the monster's experience level. Otherwise, the monster is unaffected and you gain nothing. In total, this is a net piety loss even if you need just one try.
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 some piety and half the monster's experience value. Otherwise, the monster is unaffected and you gain nothing. In total, this is a net piety loss even if you need just one try.
Draw two cards from your wielded 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.
Draw two cards from any deck in your inventory, 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.
Draw four cards from your wielded deck, mark and remember them, and shuffle them back into the deck. The deck will be inscribed as containing those cards, and doing so will identify the deck.
Draw four cards from any deck in your inventory, 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.