This page explains the effects of The Curse of Topi Ylinen, or the 'Ancient and Foul Curse'. It also describes what can invoke it. === What can it do? === There are several effects. The first six of these can 'fall through'. If one of these effects happen, there is a 1/6 chance that the next effect also happens. That effect could itself fall through, etc. After these effects, there is another 1/3 chance of starting the whole process anew, adding more effects; unless the player has been paralyzed or cyberdemons were summoned in which case the process stops. --- Fall through effects --- 4 in 27 chance: Aggravate monsters. May fall through to: 3 in 27 chance: "hi summon". Summon several strong monsters or groups of monsters around the player. May fall through to: 4 in 27 chance: Summon a monster. May fall through to: 3 in 27 chance: Loose 1/16 of your exp. May fall through to: 5 in 27 chance: Paralyze. Players with free action get a saving throw. Otherwise, paralyze 1d3 turns with free action, and 1d13 without. May fall through to: 3 in 27 chance: Decrease a random stat. May fall through to: 1 in 27 chance: Amnesia - forget all. No fall through. If you don't get the fall through effects, then: 1 in 27 chance: If dungeon level is greater than 65, summon cyberdemons, and stop the process 2 in 27 chance: Decrease all stats. With each stat decrease, there's a 50% chance that it decreases again, etc. And then, of course, if no cyberdemons were summoned and the player isn't paralyzed, there is a 1 in 3 chance of doing it again. === What can invoke it? === 1. Equipment that you use may have the ancient curse. Every 10 game turns (1 normal speed player turn), there is a 1% chance of invoking the curse, for each object with the curse. 2. As one of the effects of releasing wild magic when failing a Chaos spell. 3. As a posible result of the Trump "Shuffle" spell. 4. There is a trap which first summons 2+1d3 monsters, and then, if dungeon level is greater then 1d100, invokes the Curse. Each time the curse is invoked, there's a 1 in 6 chance that it happens again. 5. Dying Amberites have a 50% chance of putting a Blood Curse on you. This curses (some of) your equipment and invokes the Curse 1+1d3 times. 6. As a Chaos Patron 'reward' (either "ty curse", "wrath", or "piss off").