Wonder rolls 1d100 + (level / 5) then adds up to (25 + level / 2) if the player is a wild talent.
The Chance virtue also influences the results in a very minor fashion.
If the result is less than the following numbers, it has the listed effect:
8: Clones the target monster. The clone has +10 speed and full health.
14: Hastes the target monster.
26: Heals the target monster by 4d6.
31: Polymorphs the target monster.
36: Bolt or beam which does (3 + (level - 1) / 5)d4 damage.
41: Confuses the target monster.
46: Ball which does (20 + (level / 2)) poison damage in 2 radius.
51: Creates a beam of light which illuminates a line and does minor damage to light vulnerable monsters.
56: Bolt or beam which does (3 + (level - 5) / 4)d8 lightning damage.
61: Bolt or beam which does (3 + (level - 5) / 4)d8 cold damage.
66: Bolt or beam which does (3 + (level - 5) / 4)d8 acid damage.
71: Bolt or beam which does (3 + (level - 5) / 4)d8 fire damage.
76: Bolt which does 75 damage to a living monster and heals you correspondingly.
81: Ball which does (30 + (level / 2) lightning damage in 2 radius.
86: Ball which does (40 + level) acid damage in 2 radius.
91: Ball which does (70 + level) ice damage in 3 radius.
96: Ball which does (80 + level) fire damage in 3 radius.
101: Bolt which does (100 + level) damage to a living monster and heals you correspondingly.
106: Destruction in radius 13-18 with power (level * 2)
108: Genocide with power (50 + level).
110: Does 120 untyped damage to every monster in line of sight.
Additionally, there are four bonus effects which have a very very low chance of happening without having high Chance virtue or being a wild talent.
If the die roll is 110 or higher, randomly choose one of the following effects:
> Does 150 untyped damage to every monster in line of sight.
> Attempts to slow every monster in line of sight with power (level).
> Attenots to sleep every monster in line of sight with power (level).
> Heals player for 300 HP.
Call Chaos randomly chooses from the following damage types:
GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
GF_FORCE, GF_INERT, GF_MANA, GF_METEOR,
GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
Then proceeds through a number of checks as follows:
1. There is a 1/4 chance to be a beam. If it is not a beam, it will be a ball.
2. There is a 1/6 chance for the damage type to be rerolled to a type which shows up in the table after GF_HOLY_FIRE (starting with GF_ELEC and going through each row).
[Note: not 100% sure this is how it works. This code is difficult to understand.]
2a. If the previous check passed, then it does 1-150 damage. Ball radius is 2.
3. If 2 did not trigger, there is a 1/3 chance to be a player-centered ball which does 1-500 damage in radius 8.
4. If neither 2, nor 3 triggered, it does 1-250 damage. Ball radius is (3 + (level / 25)).
Call the Void checks if there are any adjacent, non-permanent walls. If there are none, it has the first effect, otherwise it has the second effect.
> The first effect fires a different random one of the following in each of 8 directions from the player's position:
> Rocket which does 175 shards damage in 2 radius.
> Rocket which does 175 mana damage in 3 radius.
> Rocket which does 175 radiation in 4 radius.
> The second effect is Destruction in radius (15 + level + 0-11) with power (level * 8). Then take 1d150 + 100 damage.
> There is a 1/666 chance of the Destruction effect not occuring, you will still take the damage though.
Nature's Wrath's effects are randomly chosen from the following:
> (4 * level + 1y) untyped damage in line of sight & Earthquake & ball which does (200 + (2 * level) + 2y) disintegration damage in (1 + level/12) radius.
> Bolt which does (8 * level) lightning damage.
> Ball which does (level * 5) sound damage in (1 + level/12) radius.
> Ball which does (level * 4) gravity damage in (1 + level/12) radius.
> 3 balls which each do (240 + level * 2 + 2y) of each lightning, fire, and cold, in (1 + level/12) radius. All balls strike the same area.
> Fires 1-3 balls which do (70 + level) shards damage in 1 radius. [Note: the code here is kind of hard to understand, please submit an issue if this is wrong]
Shuffle rolls 1d110 + (level / 5) if you are a rogue, high mage, or sorcerer (otherwise 1d120).
The Chance virtue also influences the results in a very minor fashion.
If the result is less than the following numbers, it has the listed effect:
7: Summons 1d3 very dangerous monsters (based on depth).
14: Summons a demon, possibly unique (based on depth).
18: Procs the Ancient Foul Curse effect.
22: Alerts and hastes all nearby monsters.
26: Lowers your intelligence and wisdom.
30: Summons a random hostile monster or group of hostile monsters from dungeon level * 3/2. Can create a unique.
33: Darkness in 10 radius.
38: Triggers effects, with spell dice of 32.
40: Teleport with range 10.
44: Blesses the caster.
47: Teleport with range 100.
52: Teleport with range 200.
60: Randomly removes nearby walls.
72: Causes your melee attacks to have a chance to put monsters to sleep.
80: Earthquake with radius 5.
82: Summons a friendly monster.
84: Summons a friendly monster.
86: Summons a friendly monster.
88: Summons a friendly monster.
96: Charms a target monster.
101: Creates stone walls in all adjacent squares.
111: Rerolls life rating (and skill caps?) and removes all mutations.
120: Maps and detects traps/doors/stairs/objects on the whole level. Detects all nearby monsters.
If you roll higher than this (only possible via having a high chance virtue). You get XP based on how much you need to level up. With a minimun of 5000.