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Adjust sleep spell, and monk starting spell
Tone down sleep level to 3 (hitting a monster does tend to wake it up), and replace the random monk starting sleep spell with confuse monster, which fits nicely with monk's bare-handed fighting style.
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-2
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doc/fixes3-7-0.txt

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@@ -801,6 +801,7 @@ always give a message when monster changes form via polytrap if seen
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illiterate hero receiving a spellbook from their deity gets the spell shoved
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directly into their mind instead
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adjust levels of sleep, confuse monster, and charm monster spells
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replace monk starting sleep spell with confuse monster
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chargeable rings have a chance of getting charged when hit with electricity
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include/objects.h

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@@ -1211,7 +1211,7 @@ SPELL("fireball", "ragged",
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SPELL("cone of cold", "dog eared",
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P_ATTACK_SPELL, 10, 7, 4, 1, RAY, HI_PAPER, SPE_CONE_OF_COLD),
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SPELL("sleep", "mottled",
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P_ENCHANTMENT_SPELL, 30, 1, 4, 1, RAY, HI_PAPER, SPE_SLEEP),
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P_ENCHANTMENT_SPELL, 30, 1, 3, 1, RAY, HI_PAPER, SPE_SLEEP),
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SPELL("finger of death", "stained",
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P_ATTACK_SPELL, 5, 10, 7, 1, RAY, HI_PAPER, SPE_FINGER_OF_DEATH),
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SPELL("light", "cloth",

src/u_init.c

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@@ -737,7 +737,7 @@ u_init(void)
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skill_init(Skill_K);
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break;
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case PM_MONK: {
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static short M_spell[] = { SPE_HEALING, SPE_PROTECTION, SPE_SLEEP };
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static short M_spell[] = { SPE_HEALING, SPE_PROTECTION, SPE_CONFUSE_MONSTER };
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Monk[M_BOOK].trotyp = M_spell[rn2(90) / 30]; /* [0..2] */
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ini_inv(Monk);

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