Wheaton College Nethack Spoiler File - Revision 3.97 ---- *** WARNING! *** WARNING! *** WARNING! *** WARNING! *** WARNING! *** ---- Read this file at your own risk. Information in this file has been verified as well as possible. However, it is not guaranteed to be 100% correct. In addition, information in this file may "give away" certain key parts of the game. If the game is no longer fun after you have read this file, too bad! ---- *** WARNING! *** WARNING! *** WARNING! *** WARNING! *** WARNING! *** ---- Compiled from various sources (including play, usenet e-mail and news groups, long term experience, source code, and general hearsay) by: Alan Light (alight@wheaton.UUCP) Ken Roth (kroth@wheaton.UUCP) Paul Waterman (water@wheaton.UUCP) ------------------------------------------------------------------------------ Table of Contents: = Introduction ======================== 1. INTRODUCTION 3. CREDITS 2. REVISION NUMBERS 4. USING THE SPOILERS = Game play =========================== 5. CASTLE LEVEL 16. SPECIAL LEVELS 6. CLASS INTRINSICS 17. SPECIAL ROOMS 7. FOUNTAIN EFFECTS 18. STARTING CHARACTERS 8. KICKING 19. STATS 9. LEVEL TITLES 20. SURVIVAL 10. LUCK 21. THRONE EFFECTS 11. PETS 22. UNICORN HORNS 12. PRAYING 23. WISHES 13. REMOVING CURSES 24. GAME MESSAGES 14. ROBBING SHOPS 25. GENERAL HINTS 15. SINK EFFECTS = Game items ========================== 24. AMULETS 39. RING EFFECTS 25. IDENTIFYING AMULETS 40. IDENTIFYING RINGS 26. ARMOR 41. SCROLLS 27. ARMOR EFFECTS 42. SCROLL EFFECTS 28. IDENTIFYING ARMOR 43. CONFUSED SCROLL EFFECTS 29. ARTIFACTS 44. IDENTIFYING SCROLLS 30. FOOD 45. SPELLBOOKS 31. DEAD MONSTERS 46. TOOLS 32. GEMS 47. TOOL EFFECTS 33. POTIONS 48. IDENTIFYING TOOLS 34. POTION QUAFFING EFFECTS 49. WANDS 35. POTION THROWING EFFECTS 50. WAND EFFECTS 36. POTION VAPOR EFFECTS 51. IDENTIFYING WANDS 37. IDENTIFYING POTIONS 52. WEAPONS 38. RINGS = Miscellaneous ======================= 53. KNOWN BUGS 54. COMMAND REFERENCE ------------------------------------------------------------------------------ INTRODUCTION: Once upon a time, there was a game called hack. Hack was a pretty good game, and a lot of people really enjoyed playing it. Then a strange and wonderful creature called "The Dev Team" got hold of it, and hack was never the same again. For starters, it suddenly got a name change, and was called nethack. But the biggest change was in the game itself. No longer was it a fun afternoon show to watch in black and white on a nine inch set. It suddenly became a three dimensional color holovision show with dolby surround sound and much, much more. (Our thanks to the dev team for a job well done.) The problem with this is that people started getting addicted to the action, the adventure, their character getting killed over and over again... In order to prevent the untimely demise of characters whose rated lifespan was about double the actual lifespan, a bunch of people came together and began giving each other hints about how to dodge that nasty shopkeeper, and how to get rid of that awful wizard, and this worked well... for a time. There was still a problem with this, though, for once the suggestion was given, unless carefully hoarded away, it was gone forever, and there were always new people who hadn't heard the suggestions. Thus, the nethack spoiler file was created. Within this file is a large collection of lore about the game of nethack. Some of it may not be true, but we have made the best effort possible to verify all of the information contained herein. Much of it has been verified, corrected, or added since the original posting of revision one on the net. Also, we would like to request that any corrections, modifications, suggestions, etc. be e-mailed directly to water@wheaton.UUCP and not posted to the net. We will attempt to verify any information sent us and then we will both add it to the spoiler file (for the next release) and post an official correction/addition to rec.games.hack. Be warned: If you use the knowledge contained herein, your game will never be the same. Your horizons will suddenly be expanded, but you may end up thinking that the game is less than it once was. That is the risk you must take if you choose to read this file. Good luck, and happy hacking! ------------------------------------------------------------------------------ REVISION NUMBERS: In order to keep a decent idea of how the spoiler file is progressing, we have set up an official policy on how revision numbers will change. Any minor revisions/corrections/amplifications will advance the revision number by .01. New sections added (such as this one), or complete re-writes of existing sections will advance the revision number by .10. Any complete re-write of the entire file (just in case - it might actually happen) will advance the revision number to the next integer. ------------------------------------------------------------------------------ CREDITS: Well, this should actually be a VERY large list. Among others, it should include almost everyone who has posted any hints of value to the net within about the last year (or even longer in some cases). Some people who have made contributions to the cause of these spoilers above and beyond the call of duty, however, are listed here: Kenneth Arromdee Alan Edwards David Goldfarb Laurence Gordon Kate Gregory Dolf Grunbauer David Hairston Michael Heggen G. Hudson Stephen Marino Brajesh K. Singh C. G. J. Thompson, et.al Steve Warren If any of the rest of you out there know you contributed something to the cause, but don't see your name listed here - don't get us wrong. It's not that we're ungrateful! We probably just nuked your name by mistake! And, just for a bigger ego trip, let's list our own names once again. The compilers and editors of this file are: Alan Light (alight@wheaton.UUCP) Ken Roth (kroth@wheaton.UUCP) Paul Waterman (water@wheaton.UUCP) Note: All names are listed in alphabetical order by last name, and not by order of importance of contribution. ------------------------------------------------------------------------------ USING THE SPOILERS: There's really not much to say on this subject, other than a few intuitive pointers. How you use the spoilers is simple: You read them, and apply the knowledge contained within to your game of nethack. However, we do have one major hint for getting at what you want within the file quickly. You will probably notice that the section headings are all in caps (like "INTRODUCTION"), and that they are folowed by a colon in the actual section header. This should make it very simple to get to whatever section you want quickly. Just load the file into your editor (or even use 'more' for that matter), and use the search function (for instance, "/INTRODUCTION:" while in 'more' or 'vi') to look for the section header. Since it's all in caps and followed by a colon, you'll be able to filter out all the extraneous references, and get straight to the section you want. For instance, do you have any idea how many times the word "armor" occurs before the "ARMOR:" section? And now, on to the spoilers themselves! ------------------------------------------------------------------------------ CASTLE LEVEL: Contrary to popular belief, the castle (or stronghold) level is not where the wizard is. The castle level is more of a proving ground - if you can get by it, you can probably finish the game, and if you do finish it, there are excellent rewards (specifically, there is a wand of wishing in one of the outer four rooms). Beware, though. Although this level is littered with loot (four whole rooms full of stuff to start with), it's also littered with monsters. Guards abound, as well as at least four dragons, several lichs, some nagas, and so on. An example castle level is below: ----------------------------------------------------------------------------- |< |}}}}}}}}} }}}}}}}}}| | | | ----|}-------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}| | | | | | |}| |-----------------------------------------------| |}| | | | | | |}| + + |}|---- | | | |}-------------------------------+-----------------------------}| | | --- |}}}}}}| | + | + + |}}}}}}| --- | | | | }| | | | | | |} | | | | | | | }| |----------| |--------+--------|} --| | | | | | | }# { + + \ | ^ ^ ^ ^ ^+ | | | |-- |-- }| |----------| |-----------------|} | | --| | | }| | | | | | |} | | | | --- |}}}}}}| | + | + + |}}}}}}| --- | | | |}-------------------------------+-----------------------------}| | | | | --|}| + + |}| --- | | | |}| |-----------------------------------------------| |}| | | | --- |}-------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}|-- | | | |}}}}}}}}} }}}}}}}}}| | ----------------------------------------------------------------------------- The first hint that you are on the castle level is the fact that you will appear in the upper-left corner of the map, and in a maze to boot. You will also tend to hear 'courtly sounds'. The maze you are in (see map above) is not large, but beware, for a minotaur lurks within, and they are more than a little trouble. After you complete the maze, you will be on a large landing, with the castle in front of you and the moat around it. The moat will drown you in a second, so beware. Also, there are invisible giant eels in the water and they will attack you. The first question asked is: How do I get in? Well, there are many answers, so I will outline several ideas below: If you have sacrificed enough, your god will have given you five musical notes when you pray. Play these notes on an instrument, and the drawbridge will open. If your god hasn't given you the five musical notes, try random notes. You'll get a series of sounds. Use these sounds like the old Master Mind game to determine the correct notes. (One sound means correct note, correct spot. The other means correct note, wrong spot.) Keep trying until the drawbridge comes down. A wand of opening or a spellbook of knock will cause the drawbridge to come down. A wand of striking will disintegrate the portcullis, but you still have to bridge the moat to get in. Try pushing in a boulder, zapping a cone of cold, or using water walking, levitation, or jumping boots. Another method of entering the castle is by polymorphing yourself into a xorn. A xorn can walk through the walls of the castle straight into the middle. Be warned, though - xorns can't swim, so you'll still have to bridge the moat. A final method of getting in is using the back door. Using boots of levitation or water walking (or equivalent items or spells), walk through the moat around to the back of the castle. Pick the lock on the back door and walk in. Be careful of the trapdoors, though! Once you're into the castle, if you're not prepared to fight for your life against ravenous hordes of monsters, there are two ways of getting rid of most of them (albeit forfeiting the experience for killing them). Either use a ring of conflict or walk back over the trapdoors, letting them all go falling down into the upper level of hell as they try to follow you. Kill off the rest, grab the wand of wishing, try sitting on the throne for another wish or two, and then go for the ultimate challenge - the Wizard himself, by teleporting down to level fifty or so. ------------------------------------------------------------------------------ CLASS INTRINSICS: ------------------------------------------------------------------------------ |Chr| Original (Level 1) | 7 | 10 | 15 |17| 20 | ------------------------------------------------------------------------------ | A | fast, stealthy | | auto search | | | | | B | poison resist | fast | | stealthy | | | | C | ---- | fast | | warned | | | | E | auto search, see invisible, sleep resist, fast | | | | H | poison resist | | | warned | | | | K | ---- | fast | | | | | | P | ---- | warned | | | | fire res. | | R | stealthy | | auto search | | | | | S | fast | | | stealthy | | | | T | ---- | | auto search | | | poison res. | | V | stealthy, cold res. | fast | | | --------------| | W | ---- | | | warned | teleport cont. | ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ FOUNTAIN EFFECTS: There are basically two things you can do at a fountain. You can either quaff of dip something. Different effects can occur when you do these as follows: Quaffing at the fountain (chance is out of thirty): Chance Effect ------ ------ 9 The cool draught refreshes you. (Gain 1-10 nutrition) 9 This tepid water is tasteless. (Nothing happens) 1 You feel self knowledgeable... (Lists intrinsics for you) 1 The water is foul! You gag and vomit! (Lose 11-30 food) 1 The water is contaminated! (If poison resistant, lose 1-4 hp. Otherwise, lose 1-10 hp and 3-6 str.) 1 An endless stream of snakes pour forth! (Creates water moccasins) You hear something hissing! (If blind) The fountain bubbles furiously for a moment, then calms (If water moccasins have been genocided) 1 You have unleased a water demon! (Creates water demon) You feel the presence of evil. (If blind) Will give you a wish (20 - dungeon level)% of the time. 1 This water's no good! (Each item you have has a percentage chance of being cursed.) 1 You see an image of someone stalking you. But it disappears. (Intrinsic see invisible gained) 1 You sense the presence of monsters. (Detect monster) 1 You spot a gem in the sparkling waters. (Find gem) 1 You have attracted a water nymph! (Creates water nymph) You hear a seductive voice. (If blind) A large bubble rises to the surface and pops. (If nymphs are genocided) You hear a loud pop. (If blind and nymphs are genocided) 1 This water gives you bad breath. (Monsters flee one round) 1 Water gushes forth from the overflowing fountain. (Note: this cannot happen in a room with a staircase.) Dipping an item at a fountain: If the item is a longsword, your experience level is five or greater, the longsword dipped is not an artifact, and Excalibur does not yet exist in your dungeon, then you have a one out of six chance of gaining Excalibur. "A murky hand from the depths reaches up to bless the sword. As the hand retreats, the fountain disappears." Otherwise (chance is out of thirty): Chance Effect ------ ------ 16 The object gets wet. 4 The water glows for a moment. (Item uncursed) A feeling of loss comes over you. (If item is not cursed) 1 The item is cursed. 1 Water demon (As in quaffing) 1 Water nymph (As in quaffing) 1 Water moccasins (As in quaffing) 1 Spot a gem (As in quaffing) 1 Water gushes forth (As in quaffing) 1 A strange tingling runs up your arm. (Nothing happens) 1 You feel a sudden chill. (Nothing happens) 1 An urge to take a bath overwhelms you. (If gold > 10...) You lost some of your gold in the fountain. 1 Far below, you see coins glistening in the water. (More coins the nearer the surface you are.) ------------------------------------------------------------------------------ KICKING: Kicking is one of the more useful functions in nethack. Basically, you can kick any creature or object within the game. You cannot, however kick anything if you are polymorphed into a monster with no legs (a snake, for instance) or a monster that is too small, if your legs are wounded, if your load is too heavy, or if you are stuck in a pit or bear trap. The effects of kicking certain things are listed below (although be careful - kicking things can make a lot of noise and wake up monsters on the level): Altars - kicking an altar is, in general, a bad idea. Deities can do all sorts of nasty things to you if you get them pissed off. Doors - if a door is locked and you don't have a lock-pick, one way to get through the door is to kick it down. Watch out for lost hit points and wounded legs if you do this, though. Similarly, it is possible to kick down a secret door, even if you haven't found it. So... if you're pretty sure there's a secret door there, and you haven't found it after the last five searches, you might want to try kicking it a bit. Chests - it is possible to break the lock on a locked chest by kicking it. Of course, it is also possible to lose hit points and damage your legs by doing so, so be careful to keep on eye out when at lower experience levels. Empty space - kicking at empty space isn't terribly smart. Although you probably will get away with it, you do have a chance of straining a muscle, which wounds your right leg. Monsters - in general, when you kick a monster you will damage it. Kicking a monster is a good alternative if you have no weapon. It is also a good alternative if you are confused, as you will not then randomly wander around if you miss the monster aimed at. There are however a few exceptions to the rule with kicking monsters... notably, kicking dragons and elephants will do no damage to them, as their skin is too thick. Objects - in general, when you kick an object, it will move in the direction in which you kick it. The distance it moves will depend on your strength and the weight of the object. Fragile objects are not good to kick. For instance, kicking an egg will cause it to go splat, and kicking a potion will generally break it. Of course, this can be a way of identifying potions, as you will then get the vapor effect if the potion has any. Sinks - kicking a sink will produce various effects. 75% of the time, you will merely get the message "Klunk! The pipes vibrate noisily." (or just "Klunk!" if you're blind). Otherwise, there is a 1/3 chance of having a black pudding ooze up from the drain and attack you (assuming they haven't been genocided yet). If this doesn't happen, you have a 1/3 chance of "the dish washer" returning. It just so happens that the dish washer is a succubus/incubus, however, so you might want to watch out for this. Assuming that doesn't happen, you've got a 1/3 chance that a ring (only one per sink) will pop up from the drain in a bunch of muddy waste. Thrones - kicking a throne can have several effects. If your luck is negative, you will always end up destroying the throne and finding several gold pieces in the rubble (probably after a few sore toes, however). If your luck is positive, you have a chance of kicking loose some ornamental coins and gems instead. ------------------------------------------------------------------------------ LEVEL TITLES: ------------------------------------------------------------------------------ | Lvl |Archaeologist|Barbarian |Caveman |Elf |Healer |Knight | ------------------------------------------------------------------------------ | 1-2 |Digger |Plunderer |Troglodyte|Edhel |PreMed |Gallant | | 3-5 |Field Worker |Pillager |Aborigine |Edhel |Med Student |Esquire | | 6-9 |Investigator |Bandit |Wanderer |Ohtar |Medic |Bachelor | |10-13|Exhumer |Brigand |Vagrant |Kano |Intern |Sergeant | |14-17|Excavator |Raider |Wayfarer |Arandur|Doctor |Knight | |18-21|Spelunker |Reaver |Roamer |Hir |Physician |Banneret | |22-25|Speleologist |Slayer |Nomad |Aredhel|Specialist |Chevalier | |26-29|Collector |Chieftain |Rover |Ernil |Surgeon |Seignieur | | 30 |Curator |Conqueror |Pioneer |Elentar|Chief Surgeon|Paladin | ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ | Lvl |Priest |Rogue |Samurai|Tourist |Valkyrie |Wizard | ------------------------------------------------------------------------------ | 1-2 |Aspirant |Footpad |Chigo |Rambler |Stripling |Evoker | | 3-5 |Acolyte |Cutpurse|Bushi |Sightseer |Skirmisher |Conjurer | | 6-9 |Adept |Rogue |Genin |Excursionist|Fighter |Thaumaturge | |10-13|Priest |Pilferer|Genin |Peregrinator|Woman-at-arms|Magician | |14-17|Curate |Robber |Chunin |Traveler |Warrior |Enchanter | |18-21|Canon |Burglar |Chunin |Journeyer |Swashbuckler |Sorcerer | |22-25|Lama |Filcher |Jonin |Voyager |Heroine |Necromancer | |26-29|Patriarch |Magsman |Jonin |Explorer |Champion |Wizard | | 30 |High Priest|Thief |Jonin |Adventurer |Lady |Mage | ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ LUCK: Your luck begins at 0, (+/-1 depending on the moon), and can range from -10 to +10. When modified, it will decrease or increase (time-out) by 1 toward its starting value every 600 moves (300 for angry gods) unless you're carrying a luckstone: blessed => good (positive) luck will not decrease uncursed => good and bad luck will not time-out cursed => bad (negative) luck will not increase. While carrying a luckstone you may still change your luck. To Increase Your Luck: 1. Throw a gem at a unicorn. +5 (identified jewel & co-aligned unicorn) +1 (unidentified jewel) -3 to +3 (identified jewel & non-co-aligned unicorn) 2. Sacrifice on a co-aligned altar. +0 to +5 (monster difficulty factor & sacrifice accepted & favor awarded) Seeing a four-leaf clover is a sign that your luck has improved. =0 (if negative luck & not angry god) +1 (if negative luck & angry god) 3. Sacrifice on a non-co-aligned altar. +1 (if negative luck & not angry god & successful) Chance of success is (3 + exp. level) / (8 + exp. level) 4. Sacrificing a human corpse at a chaotic altar. +2 (chaotic only) 5. Sitting on a throne. +1 (if negative luck, sometimes) 6. Prayer. =0 (if negative luck & not angry god, small chance) To Decrease Your Luck: 1. Killing a co-aligned unicorn. -5 Period. 2. Sacrificing a human. -5 (non-chaotic only) 3. After converting to a new god, trying to sacrifice at the altar of your original god. Conversion is accomplished by sacrificing at a non-co- aligned altar while your god is angry. -5 Regardless. 4. Converting to a new god. -3 Regardless. 5. Praying before your between prayer time-out expires. -3 Always. 6. Breaking a mirror. -2 (Figures, doesn't it?) 7. Killing a friendly human. -2 Period. 8. Killing a pet (or other tame monster). -1 per pet. 9. Desecrating (kicking or digging) a co-aligned altar. -1 (Ouch!) 10. Killing a peaceful monster. -1 (50% chance) 11. Sacrifice at a non-co-aligned altar. -1 (if not angry god & failure) Chance of success is (3 + exp. level) / (8 + exp. level) 12. Hitting a blind monster. -1 (0.2% chance) Robbing shops does not lower your luck. ------------------------------------------------------------------------------ PETS: Pets are one of the most useful things in the dungeons and so should be treated as such. Here are a few useful hints regarding pets: They will eat only what they need in order to survive and will leave food rations alone unless they are very hungry or you throw them one. Pets will become violent if they are too hungry-or if you leave them on a level, go down the stairs and them come back later. You can actually chat to your pet to gain knowledge about how hungry they are. "You feel worried about your Dog/Cat" means that your pet is starving. "You have a sad feeling for a moment" means that your pet has snuffed it. "You hear noises in the distance" means that your pet is in battle. Kittens change into housecats and then large cats, whereas little dogs become dogs then large dogs. Watch out when you are confused, blind, etc. You do not want to accidentally kill your pet. The minute you eat a pet, every non-tame, non-peaceful monster that is on the level will head for you with blood in its eye(s). That is, you gain an intrinsic: Aggravate monster What monsters your pets will attack is directly dependent on the level of the pet and the level of the monster. Pets will not attack monsters more powerful than them. The one exception is if you have on a ring of conflict. If so, your pets will attack anything. (Ever seen a minotaur make doggie pancake? Moral: keep your ring of conflict off if you're near a big nasty.) If you think your pet is a bit wimpy, use a wand of polymorph on him. If this makes him wimpier, don't blame us - try again! A scroll of taming can create more pets for you, but having devils as pets can be a minor problem (although not as much of a problem in current versions). If you meet a wild pet, the best bet is to throw food at it - anything you could eat. Tripe is wonderful, but don't bother throwing rotted corpses. You can even tame pets with names given by other people, i.e. bones levels. A leash will allow you to keep the animal with you at all times (even if you get teleported or go through a trap door), but also tends to make him get in your way more often. A whistle will attract your pet to you when applied. Even better, a magic whistle will teleport your pet to your side when applied. Very useful when going up or down levels with your pet. Pets will not pick up cursed objects or even cross over them, which will help you to avoid these items. However, keep in mind that you may have to clear cursed items from halls if you want your pet to follow you, and that if you throw a food item (especially tripe) on a cursed item, your pet will be trained to step on cursed items in the future. A warning, dead-end corridors can be very bad if there is a cursed item in the exit and the pet is between you and the cursed item (this can happen if your pet kills a creature that was carrying a cursed item). ------------------------------------------------------------------------------ PRAYING: Praying can get you out of a lot of jams in the game of nethack, if your god is pleased with you. On the other hand, if the gods are angry at you, you can get into an awful lot of trouble. If your deity is pleased with you, chances are that your worst problem will be fixed, although all of your problems could be fixed, or none of them might be fixed (this is dependent on your luck). The following are problems that your deity might fix, from worst (in the deities eyes, not necessarily yours!) to least: 1. You are turning to stone. 2. You are being strangled (by an amulet of strangulation). 3. You are sick. 4. You are starving. 5. Your hp are below 5, or your hp are below 1/7 of max. 6. You have lycanthropy. 7. You are stuck in a wall. 8. You are wearing a cursed item which levitates you. 9. You are wearing a cursed blindfold. 10. You are being punished. 11. You have a cursed loadstone or cursed luckstone. 12. You are wielding/wearing a cursed weapon/armor. 13. You are blind. 14. You are hungry. 15. You are poisoned. 16. You have wounded legs. 17. You are stunned. 18. You are confused. 19. You are hallucinating. ------------------------------------------------------------------------------ REMOVING CURSES: There are several ways to uncurse cursed items - and several other ways to get rid of cursed items. First, removing curses: 1: Dipping in fountains will eventually remove the curse from stuff - "The water glows for a moment" indicates that your item has been uncursed. You can dip items even if you are wearing them. 2: Reading a scroll of remove curse will remove the curse from stuff you are wearing. If the scroll of remove curse is blessed, everything in your pack will be uncursed. 3: If you have good relations with your god, your god will uncurse things you are wearing, and occasionally will remove the curse from items in your pack. This will happen when you pray. 4: Reading an uncursed scroll of enchant armor/weapon will remove the curse from armor/weapons you are using. 5: Dipping cursed items in holy water will uncurse them. 6: A wand of cancellation will remove the curse from all items in your pack if you zap yourself with it. Note, however, that it will also remove all enchantments and names (i.e. Stormbringer) on all items in your pack. 7: Having a monster steal your cursed items. Nymphs will steal cursed armor and weapons. Be sure that you have dropped everything else, however, before trying this. Succubi/incubi will also remove cursed armor, sometimes. 8: A scroll of destroy armor can be used to destroy cursed armor. Be sure to take off all your other armor before reading the scroll. 9: Polymorphing yourself into a monster that can't wear armor or use a weapon will cause you to fall out of your armor (or it may destroy your armor altogether) and/or drop your weapon. 10: For those that enjoy risks, rarely, VERY rarely, a magic trap will inform you that 'You feel that someone is helping you'. ------------------------------------------------------------------------------ ROBBING SHOPS: Here we have outlined a few of the standard ways of robbing a shop. Some of them let you get away with it scott-free. Others will send the keystone kops after you. Some will even allow you to keep robbing the shop and selling the stuff back to the shopkeeper until you have all his money! Experiment with these and have fun! For reference, in all the diagrams, @ = shopkeeper, X = you (for clarity), f = cat (or whatever pet you may have), and P = pile of goodies (also for clarity). Method One: Pile everything in the shop up and teleport it out with a wand of teleport. This scatters it on the level for you to find. Enter the shop... Make a pile... Poof! ------------- ------------- ------------- |!!$%%[))...|# |...........|# |.........@.|# |$+$$(![[.@.X# |P....f....@-# |...........-# |+$%]**!$...|f### |.X.........|#### |.X...f.....|#### ------------- ------------- ------------- Method Two: Dig a hole in the wall with a wand of digging or any other handy method of digging, and then kick the stuff out. Two notes, here: 1) kicking potions, eggs, or other fragile items will destroy them. 2) You cannot just kick an item out of the shop - if you do so, the shopkeeper will charge you for it. You have to be outside the shop (i.e., in the wall) while you're kicking it out of the shop. Get positioned... Dig... # Make a pile... (not potions!) ------------- ----------.-- ----------X-- |!!$%%[))...|# |!!$%%[))...|# |!!.f......P|# |$+$$(![[.@.-# |$+$$(![[.@..f |.....!....@.# |+$%]**!$...|Xf## |+$%]**!$...|X### |......!....|#### ------------- ------------- ------------- Kick... # You're rich! ----------X-- ----------.-- |!!.........|# |!!........f|# |.....!....@P# |.....!.....X# |......!f...|#### |......!..@.|#### ------------- ------------- Method Three: Polymorph the shopkeeper into something easier to handle (with a wand of polymorph) and then kill him/her. Of course, once the shopkeeper's gone, you can take what you like, including his or her gold! Enter the shop... Polymorph... Kill shopkeeper! ------------- ------------- ------------- |!!$%%[))...|# |!!$%%[))f..|# |!!$%%[)f...|# |$+$$(![[.@.X# |$+$$(![[..s-# |$+$$(![[...-# |+$%]**!$...|f### |+$%]**!$.X.|#### |+$%]**!$.X.|#### ------------- ------------- ------------- Method Four: If you do not happen to have any props(wands, etc), and have a ration (especially tripe) or two, then this method is for you. It is also the most common: train your pet. Basically, if your pet drops an item right in front of the door to the shop, you can pick it up for free. Throw him food, and he'll keep on doing it! Throw pet food and Let pet in shop... It brings item... take item - it is free! ------------- ------------- ------------- |!!$%%[))*..|# |!!$%%[))...|# |!!$%%[))...|# |$+$$(![[]f.X# |$+$$(![[]f*X# |$+$$(![[].X-# |+$%]**!$(.@|### |+$%]**!$(.@|### |+$%]**!$(f@|### ------------- ------------- ------------- Method Five: Teleport out. Grab everything in the shop and then teleport the heck out of there. This is especially effective if you have teleport control and know where the stairway is. It's even better if you have your pet on a leash, or a magic whistle, so you don't have to worry about leaving your pet behind. But note - the Kops *and* the shopkeeper will be after you. Enter the shop... Grab everything... Poof! ------------- ------------- ------------- |!!$%%[))...|# |...........|# |.........@.|# |$+$$(![[.@.X# |.....f....@-# |...........-# |+$%]**!$...|f### |.X.........|#### |.....f.....|#### ------------- ------------- ------------- Method Six: Push a rock into the shop, then use the rock to block the door. Once the door is blocked, rip off everything in the shop and then teleport out. Although the Kops will be after you, you won't have to deal with a pissed off shopkeeper. Push in a rock... Keep on going... Push it back... ------------- ------------- ------------- |!!$%%[))..@| |!!$%%[))..@| |!!$%%[)).@.| |$+$$(![[...-'Xf# |$+$$(![[.'X-f### |$+$$(![[..X'f### |+$%]**!$...| |+$%]**!$...| |+$%]**!$...| ------------- ------------- ------------- Grab everything... Poof! ------------- ------------- |...........| |...........| |..........@'f### |..........@'#### |.X.........| |...........| ------------- ------------- ------------------------------------------------------------------------------ SINK EFFECTS: There are basically three things that you can do with a sink. You can kick it (which is detailed under KICKING), you can quaff from it, or you can drop a ring down it. Quaffing from sink (chance is out of 20): Chance Effect ------ ------ 6 You take a sip of [cold/warm/hot] water. (No effect) 1 You take a sip of very cold water. (No effect) 1 You take a sip of very warm water. (No effect) 1 You take a sip of scalding hot water. (Lose 1-6 hp unless...) It seems quite tasty. (if fire resistant) 1 Eek! There's a sewer rat in the sink! (Creates sewer rat) Eek! There's something squirmy in the sink! (If blind) The sink seems quite dirty. (If sewer rats are genocided) 1 The sink emits a stream of [color] water. (As potion of same color) The sink emits some odd liquid. 1 You find a ring in the sink! (If no ring found yet in this sink) Some dirty water backs up in the drain. (If ring already found in sink) 1 The pipes break! Water spurts out! (Turns sink into fountain) 1 The water moves as though of its own will! (Creates water elemental) But it quiets down. (If water elementals are genocided) 1 Yuk, this water tastes awful. (Adds experience) 1 Gaggg... this tastes like sewage! You vomit. (Lose nutrition) 1 This water contains toxic wastes! You undergo a freakish metamorphosis! (Polymorphs you) 1 You hear clanking from the pipes.... (Nothing happens) 1 You hear snatches of song from among the sewers... (Nothing happens) 1 A murky hand reaches up out of the drain. (Only if hallucinating) Dropping a ring (Note - approximately 95% chance of losing ring): Drop this ring in sink to get this effect... ---------------------- --------------------- Adornment The Faucets flash brightly for a moment. Aggravate Monster* Several Flies buzz Angrily from the sink Cold Resistance The cold faucet flashes brightly for a moment. Conflict* You here loud noises coming from the drain Heat Resistance Hot Faucet flashes brightly Hunger Eats all items in the sink. Increase Damage* The Waters force seems greater,smaller(cursed). Invisibility You don't see Anything happening Levitation* The sink quivers upward for a moment. Poison Resistance* You smell rotten Slime Mold (fruit) Polymorph Momentarily look like a fountain Polymorph Control Momentarily looks like a regularly erupting geyser Protection Ring glows silver,black(cursed). Prot frm Shape Changers The sink Looks Nothing like a fountain Regeneration The ring(sink?) looks as good as new Searching* You thought you lost your ring down the sink, but there it is!(You won't lose it!) See Invisible You see some air in the sink Shock Resistance* Static Electricity (surrounds the sink?) Stealth The sink seems to blend into the floor for a moment Strength* Waters flow seems stronger,weaker(-Str) Teleport Disappears Momentarily Teleport Control The sink looks like it is being beamed aboard somewhere. Warning Glows White(some color) * These rings can be identified w/o benefit of eyesight ------------------------------------------------------------------------------ SPECIAL LEVELS: Nethack has several "special levels." The actual level of each of these varies from game to game, so we can't tell you what level to look for each on, but we can give you a description of each so that you recognize what you're running into. Big Level: Basically, this level is exactly what the name implies. The entire level is one big room. This is a bad level to have aggravate monster on, and a ring of conflict is really handy here. Here's an example: -------------------------------------------------------------------------- |.....d...)...................o...ooo....................................| |..............................o.o.oo....................................| |...............................oo...........Z...........................| |........................................w<.............oo...............| |.......................................................o................| |..............................................P............a............| |.........................i......................f.......................| |?.......................................................................| |.....[..................................................................| |......................!...a................[.............q..............| |...........................a............................................| |...........................aa...........................................| |......................................%.............................T...| |.................................>......................................| |..................................$.......f.............................| -------------------------------------------------------------------------- Castle/Stronghold Level: see section CASTLE LEVEL Oracle of Delphi: The Oracle of Delphi was reknowned in ancient -|-@-- times for her ability to tell the future with admirable accuracy. |.```| For instance, a great king once came to the Oracle and asked if he |....| should send his armies against the armies of another nation. The |..{.| Oracle told him, "I tell you truly. If you do so, you will destroy ------ a mighty army." Enheartened, he attacked, and sure enough, a mighty army was destroyed - his own! The Oracle in nethack will give you minor or major consultations. Minor ones are cheap, and are the same as a fortune cookie. Major ones are expensive, but can give some good clues. The oracle room will have the oracle sitting in a niche in the wall, with statues of mountain, plain, and forest centaurs in front of her, and a fountain in the room. An example is shown above at right. Rogue Level: Rogue was one of the first of the hack and slash games. Hack, Nethack, UltraRogue, Moria, UMoria, Larn, Omega, and undoubtedly many more, were all based on the idea started by rogue. Now, rogue, like early versions of hack, had a very distinctive look. There were always nine rooms on each level, and each wall of each room never had more than one doorway. In memory of rogue, the nethack engineers have added a "rogue level," that looks very much like the original rogue game, and the game will tell you that it seems like you've been on that level before. Here's an example of one: ----- -------------------- --------------------- | +##########+ | | | | | | +#######+ | | | -------------------- | > | ----- | | ----------------+---- # #### ---------------- ---------+------- | | ###########+ | | +############################## | | ---------------- ######## | | # ----------------- # ####### # --------------+--- ------------------------ -------------+---#####+ | | |########+ +# | | | +# | | | < | ------------------------ ----------------- ------------------ Tower Levels: The three tower levels are the three levels that probably generate more confusion that the entire rest of the game combined (a little hyperbole, but not a lot). Basically, the tower levels are three consecutive maze levels in hell. In the center of each of these maze levels is the a section of the tower proper. The tower can only be entered from the lowest level, and there's no exit at the top. Inside the tower are many riches, and vampires galore. On the top level of the tower, you'll find Vlad the Impaler, master of the tower. (Oh, did I forget to mention that he's also a Vampire Lord?) Below is an example of the three tower sections. Put each of them in the center of a maze level, and you've got a tower level! ------------------- ------------------- ------------------- | | L | | M | | U | --- --- --- | o | --- --- --- | i | --- --- --- | p | | | | | | | | w | | | | | | | | d | | | | | | | | p | --------------- | e | --------------- | d | --------------- | e | | | | | | r | | | | | | l | | . . | | r | --| |-- - | --| ------.---- - e | ---+----| |---- - | | + L | | | <| | | \ | .>| L | --| |-- | e | -------- |----- - L | ---+----| |---- | e | | |< | | | v | | |> . | | | e | | . . | | v | --------------- | e | --------------- | v | --------------- | e | | | | | | | | l | | | | | | | | e | | | | | | | | l | --- --- --- | | --- --- --- | l | --- --- --- | | | | | | | ------------------- ------------------- ------------------- Wizard Level: The wizard level is (you guessed it) where the }}}}}}} Wizard of Yendor lives. He has a little room in the middle of }}---}} an otherwise normal maze level. Now, the trick is that this }-- --} little room looks just like the little rooms that are on about }| |} half of the maze levels. Only one of them holds the Wizard of }-- --} Yendor, and the real Amulet of Yendor, though, so don't be }}---}} fooled. The best way to tell where you are in relation to the }}}}}}} Wizard is to put on a blindfold and apply a mirror to yourself (use '.' for direction). After a few tries, this will tell you whether the wizard is above you, below you, or very close. When you're on the same level, trek in towards the middle, get past the moat, break into his home, and take the Amulet! An example of the Wizard's room is above at right. ------------------------------------------------------------------------------ SPECIAL ROOMS: There are many varied and interesting rooms to explore in nethack. Besides your standard room with the possibility of randomly generated items, traps, monsters, etc., there are several special room types that can be found within the dungeon. These are listed below: Beehives: Beehives are (you guessed it) rooms completely filled with ------- killer bees. There are usually one or more queen bees in one as |.aaaa| well. Beehives can be quite nasty for the inexperienced character, -.aaaa| but if you can manage to kill them off, run around picking up the |.aaaa| royal jelly that will be left behind. Eat it, and hey presto - |.aaaa| instant strength! ------- Barracks: The barracks are a room type that will usually only show ------- up on lower levels due to the fact that it will kill of all but the |.@@@@| most powerful characters. Barracks are rooms filled with soldiers. -.@@@@| Be careful not to blow a whistle or play a bugle on the level if you |.@@@@| don't want to face them. Soldiers will always wake up for a whistle |.@@@@| or a bugle, and come to investigate what woke them! ------- David's Treasure Zoo: David's Treasure Zoo is a room totally filled ------- with random monsters of all types and sizes. This room can be quite |.DooQ| deadly, but each monster in the room will carry a sizeable sum of -.aggh| gold, so if you can kill off all of them, you'll probably end up |.dCkq| quite rich. Wands and other ray type weapons, rings of conflict, the |.qoGc| ability to teleport out if you have to can be quite handy here, as in ------- any room filled with monsters. Graveyards: If you have a character with a bad AC, you'd better pray ------- that you don't run into one of these. Graveyards are rooms filled |W WZV| with nasty undead creatures - wraiths and vampires that will drain -ZZSWS| your levels away, and zombies and skeletons and ghosts. (Note that |VSW V| ghosts in a graveyard are randomly generated, although they may take |WWZZ | names from the high score file. Thus, they won't leave ghost ------- stacks.) If you have a character with a good AC, these can be quite a boost: Kill off all the wraiths and eat the corpses to go up many levels! Shops: Shops can be an adventurer's best friend. Note that I said ------- shops, not shopkeepers - shopkeepers can be an adventurer's worst |@??!!| nightmare. Shops come in all sizes and types. There are shops that -.%[))| sell everything, and shops that specialize in an item type (wands, |.[!%(| for instance). Shopkeepers always carry a key and a lot of gold, and |.!?/=| they guard their wares jealously. Check out the section on ROBBING ------- SHOPS for more information on how to rob shopkeepers blind. Throne Rooms: A throne room is a room filled with monsters. The ------- major difference between this room and David's Treasure Zoo is that |.kodk| throne rooms have a throne in them. Sitting on this throne can -.ooG\| produce all sort of interesting effects, and gold can be gotten (if |.dkgh| you're lucky) by kicking the throne. See the THRONE EFFECTS and |.qCoc| KICKING sections for more information about thrones. ------- Vaults: Vaults are scattered about the various levels, and can never ---- be entered except by digging, teleporting, or walking through walls |$$| (they have no doors). Most levels with one of these two by two rooms |$$| filled with gold will also have a closet with a single use teleport ---- trap in it. That teleport trap will teleport you into the vault (just be sure you have a way to get out). Oh, and remember - Croesus was the king who commissioned the vaults, and all of the vault guards know him. ------------------------------------------------------------------------------ STARTING CHARACTERS: Barbarian: poison resistance, lots of strength, dex, con - mind of a slug. Starts off with a Two-Handed Sword. Chaotic at the start. Valkyrie: cold resistance, good overall fighting stats, longsword and +3 shield. Chaotic at the beginning. Samurai: fast, skilled at kicking, essentially Lawful version of Valkyrie, otherwise (but no cold resistance). Starts out with katana and some shurikens, not to mention some fortune cookies. Caveman: Good Strength and Constitution, other stats are bad. Play barbarians instead of these. Starts out with a bow, arrows and a club though. Believe it or not, he is Lawful. Knight: Not so good stats - starts with long sword, has high Wi and Ch. Starts off with some armor though. Of course he is Lawful. Healer: Wimpy fighting stats, poison resistance, gets a stethoscope to start with (extremely useful). Gets extra healing potions to start with (Hint: save until you find holy water if you can). Also starts out with a spellbook of healing and one of extra healing as well and a scalpel as a weapon. A Lawful person. Wizard: Wimpy fighting stats,starts with spellbooks, two rings, athame and gets a cloak of magic resistance (vital at deep levels). The Intelligence is good as to be expected for a Wizard. In the beginning he is Neutral. Elf: Generally OK stats - resists sleep, sees invisible, is fast, has automatic searching. This character is also Lawful. Archaeologist: Similar stats as Wizard, starts with tinning kit (vital), bag, knows all gems at first sight. Is fast and stealthy. Is the exact duplicate of Indiana Jones with the fedora hat and the bullwhip. Definitely a Lawful type. Priest: Knows blessed/cursed state of all items. Poor fighting stats - major stat is Wisdom. Starts out with four holy water potions, and has extra kicking abilities. Also starts with two spellbooks and a mace which can bash open chests. Starts Neutral. Rogue: Good Dexterity, otherwise not particularly good stats. Gets Stealth to start with. This character is Chaotic. Tourist: This is a fun one to play. Starts out with darts, loads of money, 4 magic mapping scrolls, some healing potions, a credit card and the flash camera. Generally quite weak to start off with but the camera is useful for blinding the enemy and the card to open doors, chests, etc. This is a Neutral character. ------------------------------------------------------------------------------ STATS: Str (Strength): Affects the damage you do and more to the point how much stuff you can pick up. You need a Str of 6 minimum to cast spells. To increase this stat, eat royal jelly, giant corpses, or wear gauntlets of power. Dex (Dexterity): Affects the speed of your attacks and the how likely you are to hit. Affects use of harp. To increase, use gauntlets of dexterity. Con (Constitution): High constitution gives you extra hit points whenever you go up a level. Chr (Charisma): Affects the prices a shopkeeper will give you in a shops, and adds to the chance of success with a succubus/incubus. You can increase this with a ring of adornment. Wis (Wisdom): This is what is taken into account when you pray to your god and the chance of getting something from a pilgrim. Increase this with a helm of brilliance. Int (Intelligence): Helps to determine whether you can transcribe a spell or, more to the point, the chance that you'll be able to cast it. This is also increased with a helm of brilliance. ------------------------------------------------------------------------------ SURVIVAL: If you are low on hit points, or are worried about the zoo that you just stumbled across while blind and confused, there are two primary methods to survive beyond running away: engraving Elbereth and a scroll of scare monster. As an interesting note, if you happen to get the message "This water gives you bad breath," you will scare monsters near you away (due to your awful halitosis). Engraving Elbereth: If you engrave "Elbereth" in the dust and keep standing on it, most monsters will not attack you. Note that humans, elves, soldiers, shopkeeper, etc. (in short, all @'s) will not regard Elbereth, and other monsters may throw things at you. Dragons can also still use their breath weapons against you. If you swing at them or throw things at them you will scuff out the engraving, allowing them to attack. Also, in most cases the writing will eventually fade out. How long it takes to fade or scuff is dependent on what you used to engrave. Your fingers will do, but not for long. A weapon is really good, but you tend to dull blades that way (athames will not dull from engraving). Some wands, magic markers, and other objects can also be used to engrave, although it will take a charge to do so (wands of fire or digging are excellent for engraving, for instance). The trick here is to levitate, which will prevent you from scuffing the writing. Scare monster: Monsters (this does not include humans) will not cross a scroll of scare monster. Thus, you can stand on it, and they will not attack you (similar to Elbereth), or you could drop it in a doorway, and the monsters would not come through (good way to cork the bottleneck of a zoo). Every time you drop/pick up a scroll of scare monster it moves toward a cursed state. Drop a blessed scroll, pick it up it is uncursed. Drop that uncursed scroll, pick it up it is cursed. Drop that cursed scroll, pick it up it turns to dust. (Incidentally, placing a scroll of scare monster in a chest and then picking it up later will not change its status.) Thus, if you pick up a scroll that turns to dust, it is a worn out scare monster scroll. One neat trick is to keep blessing the scroll after you use it, so that you can use it over and over again. Note: Minotaurs seems to be an exception to the rule here. Standing on this does nothing against them. ------------------------------------------------------------------------------ THRONE EFFECTS: When you sit upon a throne, you have a one in six chance of having some effect take place. The effects which can take place are as follows (equal chances): 1. You lose 3-6 points from a random attribute, and lose 1-10 hp. 2. One point is added to random attribute. 3. A [massive] charge of electricity shoots through your body! (You lose 1-6 hp if shock resistant. Otherwise you lose 1-30 hp.) 4. You feel much, much better! (If your hp are within 5 of max, add 4 to max. Hp are raised to max, heal blindness, sickness, and bad legs.) 5. You notice you have no gold. (All gold lost) You feel a strange sensation. (If you have no gold) 6. You feel your luck is changing. (If luck + random of [0-4] < 0, +1 luck) Otherise, you can wish for an item. 7. You hear a voice echo: "Thy audience has been summoned, Sire!" (Rather obvious: lots of nasties get summoned.) 8. You hear a voice echo: "By thy imperious order, Sire!" (You get to genocide one creature.) 9. You hear a voice echo: "A curse upon thee for sitting upon this most holy throne." (If luck > 0, blinded for 250-349 turns; else random item cursed) 10. An image forms in your mind. (If luck < 0 or you have intrinsic see invis. - magic maps level) Your vision clarifies. (Otherwise gain see invisible) 11. You feel threatened. (Aggravte monsters if luck < 0) You feel a wrenching sensation. (Otherwise teleport) 12. You are granted a gift of insight. (Identify item(s) in pack) 13. Your mind turns into a pretzel. (You are confused for 16-22 turns) ------------------------------------------------------------------------------ UNICORN HORNS: When a)pplied, an uncursed or blessed unicorn horn can do any or all of the following: cure blindness, stop confusion, stop hallucination, cure sickness, stop stunning, or restore ability. Note that if the unicorn horn is cursed, these effects will be reversed. You can #d)ip a unicorn horn in a potion, and if the potion is a potion of confusion, hallucination, or sickness, the potion will become a potion of water. If it says, "Interesting," the potion is of another type. Unicorn horns will not rust, and they enchant well, so they make ideal weapons, especially against rust monsters, acid blobs, etc. ------------------------------------------------------------------------------ WISHES: There are five ways to get wishes. These are: 1. A wand of wishing (Note for poly-pilers here: It is no longer possible to polymorph something into a wand of wishing.) 2. A magic lamp - djinni appears and is grateful for his release (Also no longer possible to create via a polymorph.) 3. A fountain (water demon appears and is sometimes grateful for his release) Water demons can be summoned by either quaffing or dipping something in the fountain. The demon will usually kill you, but I usually try quaffing in all fountains with low-level characters. 4. Occasionally, a glowing potion will have a djinni in it who is grateful for his release. 5. Sitting on a throne can occasionally give you a wish. (See THRONE EFFECTS) A successful wish places an item into your inventory. To wish effectively, you should wish for an item that can (literally) be placed in your inventory. You could wish for a "wide sword" and get one. Better yet, you could wish for a "+3 wide sword" and you would at least get a wide sword. whether you get the asked for enchantments depends on a random factor that is in part, I believe, based on your luck. You may wish for enchantments as high as +5, but this is an all or nothing proposition. The chances of getting higher enchantments are worse than lower enchantments, so you're better off wishing for "+2 gray dragon scale mail" than let's say "blessed +4 gray dragon scale mail." In any case you would get at least +0 gray dragon scale mail with the odds in your favor for getting the +2 variety. The general modifiers are, of course, blessed, uncursed and cursed. A specific modifier for small missile weapons is poisoned (as it appears in your inventory). Also there are named weapons (artifacts), as in a "blessed +3 wide sword named Stormbringer." Here's a few useful items and the exact wording you need to use to get them: blessed +3 war hammer named Mjollnir blessed +3 broadsword named Stormbringer blessed +3 katana named Snickersnee blessed +3 long sword named Excalibur blessed +3 gray dragon scale mail blessed +3 helm of telepathy blessed +3 pair of speed boots blessed +3 gauntlets of power blessed +3 shield of reflection blessed amulet of life saving blessed cloak of displacement blessed +3 Hawaiian shirt 3 blessed potions of gain ability 3 blessed scrolls of genocide 3 cursed scrolls of genocide (caution is advised!) 3 blessed spellbooks of identify blessed ring of levitation wand of polymorph blessed tinning kit (makes blessed tins) ------------------------------------------------------------------------------ GAME MESSAGES: "You feel a momentary chill." - fire resistance gained "You feel a strange mental acuity." - telepathy gained "You feel controlled." - teleport control gained "You feel feverish." - lycanthropy gained* "You feel foolish." - wisdom decreased "You feel full of hot air." - cold resistance gained "You feel healthy." - poison resistance gained "You feel hardy." - poison resistance gained "Your health currently feels amplified." - shock resistance gained "You feel hidden." - invisibility gained "You feel in control of yourself." - teleport control gained "You feel sensitive." - warning gained "You feel strong." - strength increased "You feel tough." - constitution increased "You feel very firm." - disintegration res. gained "You feel very jumpy." - teleportation gained "You feel vulnerable." - constitution decreased "You feel wide awake." - sleep resistance gained "You hear a low buzzing." - hive on level "You hear an angry drone." - hive on level "You hear the sound of crashing rock." - dwarf, rock mole, or umber hulk "You hear a scepter being pounded in judgement"- throne room on level "You hear someone scream off with her head." - throne room on level "You hear a jackal howling at the moon." - werejackal on level "You hear a slurping sound." - gelatanous cube on level "You hear a gulping sound." - ochre jelly nearby "You hear a gurgling noise." - sink on level "You seem to hear Donald Duck." - fountain on level "You hear a dishwasher." - sink on level "You hear a mumbled curse." - monster trying to curse you "You hear a slow drip." - sink on level "You hear bubbling water." - sink on level "You hear someone counting money." - vault on level "You hear someone cursing shoplifters." - shop on level "You hear the chime of a cash register." - shop on level "You hear someone searching." - you robbed a vault the hard way "You hear the footsteps of a gaurd on patrol." - vault on level "You hear the sound of a door opening." - monster has opened a door "You hear the splashing of a naiad." - fountain on level "You hear water falling on coins." - fountain on level "Your health currently feels amplified!" - shock resistance gained "You hear the howling of CwnAnnwn." - character in bad shape "You hear the wailing of the Banshee." - you have 1 HP left "You hear a sound that reminds you of a trained seal." - zoo on level "You hear a sound that vaguely reminds you of an elephant stepping on a peanut." - zoo on level "You hear a rushing sound." - an invisible swallower just missed you (air elemental, etc.) * Lycanthropy means that you will periodically change into a were-thing. ------------------------------------------------------------------------------ GENERAL HINTS: To stop a cockatrice from turning you to stone, eat a lizard corpse (which will not spoil). Try using the #chat command to talk to Priests that you find in altar rooms. It is a GREAT idea to give like-aligned priests 400*level in gold. If you attack a rival priest in his temple, his god will fight for him, so make it your temple first.(i.e. change altar). A guaranteed way to change your alignment is to kill of a unicorn of your alignment and offer the fresh corpse at an altar of the god whose alignment you wish to convert to. Friendly monsters may become tame if you give them the right food(use tripe). Kicking an altar makes the gods angry. Zombie and mummy corpses are already old corpses, so can't be sacrificed. The bigger the sacrifice, the better the reward. Eating a clove of garlic cures lycanthropy. Prayer does too. Heck, for that matter, drinking holy water does too! You can use a wand of polymorph to polymorph objects. A ring of warning warns: white, pink, red, ruby, purple, and run at black. Kicking is great for killing monsters at low levels (Especially for Samurais and priests). DON'T kick in shop doors that are closed for inventory. A wand of digging makes a quick way down. Fill trapdoors with boulders. You can also cross water this way. Make sure that you get a blessed scroll of charging with a wand of wishing. From one wand of wishing with three charges, you should get the scroll and 6 wishes. #r)ub every lamp you find: if you see a puff of smoke, bless it and try again. Dipping items in potions of holy water blesses them if uncursed, uncurses if cursed. When dipping in holy water, amber means uncursed, light blue means blessed. Dipping a corpse in holy water prolongs it. Dipping a dart may identify a potion of sickness.(It coats the dart) Blessed weapons fight better against undead creatures. Dipping a longsword into a fountain may turn it into Excalibur. Athames write 'Elbereth' very well. One way to fight a superior human fighter is a potion of paralysis. A helm of brilliance will add its defense bonus to your Int and Wis. A rod of cancellation cancels a monster's special effects. Don't use a rod of cancellation on yourself. To make blank scrolls and water, use a wand of cancellation. To use a wand on yourself, use period for the direction. Blessed magic lamps always give wishes if they have a charge. To identify a gray stone, kick it. Lodestones don't move. When you run into a great number of statues, DON'T look out. Cursed and blessed wands function no differently from ordinary wands, except that cursed ones have a small chance of exploding when used. Give Juiblex as much money as he wants, unless you are very high level. Also, he cannot be hurt by cockatrice corpses. Zap monsters that engulf you with a wand of digging. To find the mimics in a shop, walk in, then back out. While wearing a blindfold (with telepathy) apply a mirror in your own direction to figure out where the medusa or wizard is. Need several tries. A pet can be restored to maximum hit points by throwing a potion of healing or a potion of extra healing at it. To create a scroll with a magic marker just write the name of the scroll on a blank scroll (i.e. "magic mapping"). If you are wearing dragon armor and eat a chameleon you will become that dragon. Unicorn horns are useful for fixing a number of problems, especially when they are blessed. Being magic resistant prevents teleport traps from working properly. You cannot pick up item while levitating, therefore it is not always good to be levitating. However, vampire lords levitate but can pick up objects. If you want to stop levitating, just fly over a sink, and you will. Throw a potion of paralysis at the Wizard: he can't reincarnate if he is still alive. Mirrors may be used to scare some monsters. They also, of course, kill Medusa. An instrument can be used to open the castle gates if the gods have told you the correct tune. If you cannot eat it now, tin it or freeze it. You can wield a cockatrice corpse if you're wearing gloves, but don't go down stairs while carrying one, especially if you are overloaded. They are wonderful for clearing out zoos, barracks, and throne rooms. To determine whether an item is blessed, regular, or cursed, drop it on an altar. If the glow is amber, it's blessed. Black means cursed. Dropping water or unholy water at a lawful altar will turn it into holy water. Dropping water (holy or unholy) at a neutral altar will make it normal water. Dropping water or holy water at a chaotic altar will make it unholy water. A ring of levitation will protect you from a xan (they're real short). It is possible to lose telepathy if you are not chaotic and you kill a peaceful human. Gremlins can steal intrinsics from you. It is possible to jump through an escaped trapdoor by hitting >. ------------------------------------------------------------------------------ AMULETS: Note: for all item lists, the "Prob" column lists the relative probability of that particular item being randomly generated (when a level is created, a monster is killed, an item is polymorphed, etc.). Name Effect Prob Weight ---------------------------------------------------------- | amulet of change | Polymorph(chng sex)| 150 | 2 | | amulet of esp | Telepathy | 190 | 2 | | amulet of life saving | Life saved | 90 | 2 | | amulet of reflection | Reflecting | 90 | 2 | | amulet of restful sleep | Sleep | 150 | 2 | | amulet of strangulation | Strangled | 150 | 2 | | amulet versus poison | Poison resistance | 180 | 2 | | Amulet of Yendor | ----- | 0 | 0 | ---------------------------------------------------------- Amulet of esp - gives intrinsic telepathy. Amulet of life saving - will save your life once. After you die it brings you back up to max hp. Amulet of Yendor - no effect from wearing. When in your possession prevents level teleport, randomly maps out blocks of level around you, and causes spell casting to take more energy. Amulet of restful sleep - waits many turns, and then causes you to go to sleep (against your will). ------------------------------------------------------------------------------ IDENTIFYING AMULETS: Identifying amulets is a process of elimination, starting with determining whether or not the amulet is cursed. Determining whether it's cursed is easy enough if you're a priest or have a pet on hand. If the amulet is cursed, don't wear it - there are too many nasty things cursed amulets can do. If the amulet isn't cursed, it's either an amulet of esp, life saving, reflection, or versus poison. Try it on and see what it does. To see if it's an amulet of esp, get blinded (put on a blindfold, quaff a potion of blindness, etc.). If you can suddenly see all the monsters on the level, that's what it is. Next, find a room away from all the monsters, and zap a wand at the wall so that it bounces at you (do this with a wand that you're immune to, or something non- harmful like a sleep ray). If your medallion reflects the ray, it's an amulet of reflection. Finally, try eating something poisonous. If it doesn't do you any harm, it's vs. poison. If none of these are the case, you know it's an amulet of life saving - one of the most valuable items in the game. ------------------------------------------------------------------------------ ARMOR: AC Name Description Wt Cost Mod Rust --------------------------------------------------------------------------- | banded mail | | 8 | 90 | -6 | Y | | bronze plate mail | | 9 | 400 | -6 | N | | chain mail | | 6 | 75 | -5 | Y | | cloak of displacement | | 2 | 50 | -1 | N | | cloak of invisibility | | 2 | 60 | -1 | N | | cloak of magic resistance | | 2 | 60 | -1 | N | | cloak of protection | | 2 | 50 | -3 | N | | crystal plate mail | | 9 | 820 | -7 | N | | dragon scale mail | | 5 | 1000 | -9 | N | | dwarvish cloak | colorful hooded cloak | 2 | 50 | 0 | N | | dwarvish iron helm | hard hat | 3 | 20 | -2 | Y | | dwarvish mithril-coat | | 2 | 240 | -6 | N | | dwarvish roundshield | large round shield | 4 | 7 | -2 | Y | | elven boots | | 3 | 8 | -1 | N | | elven cloak | | 2 | 60 | -1 | N | | elven mithril-coat | | 2 | 240 | -5 | N | | elven shield | blue and green shield | 2 | 3 | -2 | Y | | fumble boots | | 4 | 30 | -1 | N | | gauntlets of dexterity | | 2 | 50 | -1 | N | | gauntlets of fumbling | | 2 | 50 | -1 | N | | gauntlets of power | | 2 | 50 | -1 | Y | | orcish chain mail | black chain mail | 6 | 75 | -5 | Y | | orcish cloak | black mantelet | 2 | 40 | 0 | N | | orcish helm | black cap | 3 | 10 | -1 | Y | | orcish ring mail | black ring mail | 5 | 80 | -2 | Y | | orcish shield | red-eyed shield | 3 | 3 | -1 | Y | | fedora | | 1 | 8 | -1 | N | | hawaiian shirt | | 2 | 5 | 0 | N | | helmet | | 2 | 10 | -1 | Y | | helm of brilliance | | 2 | 50 | -1 | Y | | helm of opposite alignment | | 2 | 50 | -1 | Y | | helm of telepathy | | 2 | 50 | -1 | Y | | high boots | jackboots | 4 | 12 | -2 | N | | iron shoes | hard shoes | 5 | 16 | -2 | Y | | jumping boots | | 4 | 50 | -1 | N | | large shield | | 4 | 7 | -2 | Y | | leather armor | | 2 | 5 | -2 | N | | leather gloves | | 2 | 8 | -1 | N | | levitation boots | | 4 | 30 | -1 | N | | low boots | walking shoes | 3 | 8 | -1 | N | | mummy wrapping | | 2 | 2 | 0 | N | | plate mail | | 9 | 600 | -7 | Y | | ring mail | | 4 | 100 | -3 | Y | | scale mail | | 5 | 45 | -4 | Y | | shield of reflection | polished silver shield | 3 | 50 | -2 | N | | small shield | | 2 | 3 | -1 | Y | | speed boots | | 4 | 50 | -1 | N | | splint mail | | 8 | 80 | -6 | Y | | studded leather armor | | 3 | 15 | -3 | N | | Uruk-hai shield | white-handed shield | 4 | 3 | -1 | Y | | water walking boots | | 4 | 50 | -1 | N | --------------------------------------------------------------------------- ------------------------------------------------------------------------------ ARMOR EFFECTS: Cloak of displacement - displaces you, causing first hit against you by a monster to miss and other hits to be at a severe disadvantage. Cloak of invisibility - makes you invisible. Cloak of magic resistance - gives you resistance against magic, such that certain spells won't work against you and magic traps like teleport traps won't have any effect on you. Cloak of protection - makes your AC better. Dragon scale mail - depending upon the type of dragon scale mail (red, gray, etc.) it will give you a different immunity. See DEAD MONSTERS for information about what immunity each dragon type provides. Elven boots - gives you stealth (i.e. if you walk into a room, a monster that is asleep will not wake up). Elven cloak - gives you stealth. Fumble boots - makes you drop your weapon, stumble and fall occasionally, etc. Tends to be cursed. Gauntlets of dexterity - increases your dexterity by the defense bonus. Gauntlets of fumbling - makes you drop your weapon, stumble and fall occasionally, etc. Tends to be cursed. Gauntlets of power - increases your strength to 25. Helm of brilliance - adds bonus to your intelligence and wisdom (i.e. a +1 helm will add one point to each). Helm of opposite alignment - changes your alignment to opposite, or if neutral to random alignment. It can be removed to return to the firat alignment. Helm of telepathy - gives you telepathy, as the intrinsic, but you don't have to be blind to use it. When not blind, only gives telepathy in vicinity, not for the entire screen. Jumping boots - allows you to jump up to two squares away. Levitation boots - causes you to levitate. (Nasty if cursed) Shield of reflection - ray attacks (like lightning, fire, gas) are reflected, and also prevents gaze attacks where the monster gazes at you. Note that this will not help if you look at the monster (i.e. the medusa). Especially useful against dragons and floating eyes. Speed boots - doubles your speed. Allows you to have more attacks and be able to run away better. Water walking boots - allows you to safely walk on water. ------------------------------------------------------------------------------ IDENTIFYING ARMOR: Identifying armor is usually pretty simple. First, make sure the armor isn't cursed (again, simple enough if you're a priest of have a pet on hand). Then, simply try it on. Any bonuses will immediately be identified for you. Certain items will also do other things, as listed above, and these effects will show up immediately. The only two types of armor that are somewhat difficult to identify are water walking boots and jumping boots. Jumping boots can be identified by trying to #jump once you've put them on. If you can jump, that's what they are. Water walking boots are only positively identifiable (short of a scroll of identify or equivalent) by taking a step of faith and trying to tread on the wet stuff. ------------------------------------------------------------------------------ ARTIFACTS: Artifacts, also known as named weapons, are the most powerful weapons in the game. They can be wished for, granted by your god, and some of them can (rarely) be found in shops or dungeons. Excalibur may be obtained by dipping a longsword in a fountain (see FOUNTAIN EFFECTS), and Sting or Orcrist can be obtained by naming the appropriate weapons. Polymorphing a regular weapon into an artifact is no longer possible. Artifacts may also have special features. These special features are explained below. Finally, all artifacts have an alignment. This affects your chances of getting a given weapon from your deity (i.e. a lawful god will not bestow a neutral weapon). Certain weapons will have a monster listed in parentheses under the special section. If so, the artifact's bonuses are only gained against that type of monster. Against other creatures the artifact fights as a regular weapon of its type. Damage from an artifact can be computed by taking the normal damage for the weapon type of the artifact and then adding on 1 to x, where x is the damage listed for the type of creature you hit (small or large). If the number listed is zero, simply double the regular damage instead. Damage Name Weapon type S L Special Align ------------------------------------------------------------------------------ | Cleaver | Axe | 3 12 | | C | | Demonbane | Long sword | 5 0 | (demons) | L | | Dragonbane | Broadsword | 5 0 | (dragon) | N | | Excalibur | Long sword | 5 10 | seek, defend, search | L | | Fire brand | Long sword | 5 0 | defend, fire | N | | Frost brand | Long sword | 5 0 | defend, cold | N | | Giantslayer | Long sword | 5 0 | (giants) | N | | Grimtooth | Orcish dagger | 2 6 | | C | | Mjollnir | War hammer | 5 24 | shock | L | | Ogresmasher | War hammer | 5 0 | (ogres) | L | | Orcrist | Two handed sword | 5 0 | (orcs) | L | | Snickersnee | Katana | 0 8 | | L | | Sunsword | Long sword | 5 0 | (undead) | L | | Sting | Elven dagger | 5 0 | warn (orcs) | L | | Stormbringer | Broadsword | 5 2 | defend, drain level | C | | Trollsbane | Morning star | 5 0 | (trolls) | L | | Werebane | Long sword | 5 0 | (weres) | L | ------------------------------------------------------------------------------ These are the special abilities: cold - The extra damage done is cold damage, and as a result will not affect cold resistant creatures. defend - This will defend you against whatever special attack type the artifact has. Excalibur and Stormbringer defend against level draining attacks (even though Excalibur can't drain levels itself), Frost brand defends against cold cold based attacks and Fire brand defends against fire based attacks. drain level - This will drain a level from the creature attacking, effectively making it less powerful as well as removing eight hp from it. fire - The extra damage done is fire damage, and as a result will not affect fire resistant creatures. search - Will aid you in searching, much as a ring of searching. seek - This should "aid you in seeking objects." I'm not sure what exactly this does, and have doubts as to whether it has actually been implemented yet. shock - The extra damage done is electrical damage, and as a result will not affect shock resistant creatures. warn - Will warn you when more monsters more powerful than you are around, much as a ring of warning. ------------------------------------------------------------------------------ FOOD: Name Prob Wt Nutr. Special effects ------------------------------------------------------------------------------ | apple | 10 | 1 | 50 | | | banana | 7 | 1 | 80 | | | candy bar | 7 | 1 | 100 | | | carrot | 15 | 1 | 50 | Cures blindness | | cram ration | 20 | 3 | 600 | | | cream pie | 25 | 1 | 100 | Throw to blind monsters | | clove of garlic | 5 | 1 | 40 | Scares off vampires | | dead lizard | 35 | 1 | 40 | Stops petrification | | egg | 75 | 1 | 80 | Could be deadly! | | food ration | 385 | 4 | 800 | | | fortune cookie | 55 | 1 | 40 | Gives hints, some true | | K-ration | 0 | 1 | 400 | | | lembas wafer | 20 | 1 | 800 | | | lump of royal jelly | 0 | 1 | 200 | Increases strength & fixes bad legs | | melon | 7 | 1 | 100 | | | orange | 7 | 1 | 80 | | | pancake | 40 | 1 | 200 | | | pear | 7 | 1 | 50 | | | slime mold | 75 | 1 | 250 | | | tin | 75 | 1 | 0 | Spinach increases strength* | | tripe ration | 150 | 2 | 200 | Feed to pets | ------------------------------------------------------------------------------ * These may also be a monster type: i.e. floating eyes will give esp. ------------------------------------------------------------------------------ DEAD MONSTERS: The following abbreviations are used under the "Effects" section: aggr monst - You gain the intrinsic aggravate monster. halluc xxx - You hallucinate for xxx turns. stun xxx - You are stunned for xxx turns. The following effects can also be gained by eating certain monster corpses. In general, the higher the monster's level, the greater the chance of gaining an intrinsic. Also, only one of these can be gained per corpse, in the order they are listed: teleport - Gain intrinsic teleport tel cont - Gain intrinsic teleport control fire res - Gain intrinsic fire resistance cold res - Gain intrinsic cold resistance pois res - Gain intrinsic poison resistance shock res - Gain intrinsic shock resistance sleep res - Gain intrinsic sleep resistance disin res - Gain intrinsic disintegration resistance Name Weight Nutr. Effects ------------------------------------------------------------------------------ | ant, giant | 1 | 10 | | | ant, fire | 3 | 30 | fire res | | ant, soldier | 2 | 20 | pois res | | ape | 50 | 500 | | | ape, carnivorous | 55 | 550 | | | baluchitherium | 80 | 800 | | | bat | 2 | 20 | stun 30 | | bat, giant | 3 | 30 | stun 60 | | bat, vampire | 3 | 20 | | | bee, killer | 1 | 10 | pois res (25%) | | bee, queen | 1 | 10 | pois res (25%) | | beetle, giant | 1 | 10 | pois res | | blob, acid | 3 | 30 | stops from turning to stone, sleep res | | blob, quivering | 20 | 200 | pois res | | bugbear | 25 | 250 | | | cat, housecat | 20 | 200 | aggr monst | | cat, kitten | 15 | 150 | aggr monst | | cat, large | 25 | 250 | aggr monst | | centaur, forest | 55 | 600 | | | centaur, mountain | 55 | 500 | | | centaur, plains | 50 | 500 | | | Cerberus | 50 | 350 | fire res | | chameleon | 10 | 100 | polymorphs you | | cobra | 15 | 100 | pois res | | cockatrice | 3 | 30 | turns you to stone | | demilich | 30 | 100 | cold res | | demon | 80 | 800 | | | dog | 20 | 200 | aggr monst | | dog, large | 25 | 250 | aggr monst | | dog little | 15 | 150 | aggr monst | | dragon, baby, all | 50 | 500 | | | dragon, black | 150 | 1500 | disint res | | dragon, blue | 150 | 1500 | shock res | | dragon, green | 150 | 1500 | pois res | | dragon, gray | 150 | 1500 | | | dragon, orange | 150 | 1500 | sleep res | | dragon, red | 150 | 1500 | fire res | | dragon, white | 150 | 1500 | cold res | | dragon, yellow | 150 | 1500 | stops from turning to stone | | dwarf, all | 30 | 300 | | | elf, all | 35 | 350 | aggr mons (if elf), sleep resistance | | ettin | 50 | 500 | gain strength | | floating eye | 1 | 10 | telepathy | | freezing sphere | 1 | 10 | cold res | | gelatinous cube | 30 | 300 | fire res, cold res, shock res, sleep res | | giant | 75 | 750 | gain strength | | giant, fire | 75 | 750 | gain strength, fire res | | giant, frost | 75 | 750 | gain strength, cold res | | giant, hill | 70 | 700 | gain strength | | giant, stone | 75 | 750 | gain strength | | gnome | 10 | 100 | | | gnome king | 20 | 150 | | | gnome lord | 15 | 120 | | | gnomish wizard | 15 | 120 | | | goblin | 10 | 100 | | | gray ooze | 50 | 500 | pois res | | gremlin | 10 | 30 | | | hell hound | 30 | 300 | fire res | | hell hound pup | 20 | 200 | fire res | | hobbit | 20 | 200 | | | hobgoblin | 20 | 200 | | | homunculus | 20 | 200 | pois res, sleep res | | human | 40 | 400 | aggr monst | | imp | 1 | 10 | | | jabberwock | 60 | 600 | | | jackal | 25 | 250 | | | jaguar | 30 | 300 | | | jelly, blue | 2 | 20 | cold res, pois res | | jelly, ochre | 2 | 20 | stops from turning to stone | | jelly, spotted | 2 | 20 | stops from turning to stone | | keystone kop, all | 45 | 200 | aggr monst | | kobold | 10 | 100 | | | kobold, large | 15 | 150 | | | kobold, lord | 20 | 200 | | | kobold, shaman | 15 | 150 | | | leocrotta | 50 | 500 | | | leprechaun | 30 | 300 | teleport | | lich | 30 | 100 | cold res | | lich, master | 30 | 100 | fire res, cold res | | lizard | 1 | 40 | stops from turning to stone | | long worm | 50 | 500 | | | long worm, baby | 25 | 250 | | | lurker above | 40 | 350 | | | medusa | 45 | 400 | turns you to stone | | mimic, giant | 60 | 500 | you mimic a pile of gold for 50 turns | | mimic, large | 40 | 400 | you mimic a pile of gold for 40 turns | | mimic, small | 20 | 200 | you mimic a pile of gold for 20 turns | | minotaur | 70 | 700 | gain strength | | mold, brown | 5 | 30 | cold res, pois res | | mold, green | 5 | 30 | stop from turning to stone | | mold, yellow | 5 | 30 | hall 200, pois res | | mold, red | 5 | 30 | fire res, pois res | | mumakil | 70 | 500 | | | mummie | ** | ** | | | naga, black | 60 | 400 | stop from turning to stone, pois res | | naga, golden | 60 | 400 | pois res | | naga, guardian | 60 | 400 | pois res | | naga, hatchling | 20 | 100 | same as adult (black won't stop stoning) | | naga, red | 60 | 400 | pois res, fire res | | nurse | 40 | 400 | aggr monst, hp maxed | | nymph, all | 40 | 400 | teleport | | ogre | 60 | 500 | | | ogre king | 70 | 750 | | | ogre lord | 70 | 700 | | | Olog-hai | 40 | 400 | | | orc | 15 | 150 | | | orc, captain | 35 | 350 | | | orc, hill | 20 | 200 | | | orc, Mordor | 30 | 300 | | | orc, shaman | 30 | 300 | | | owlbear | 70 | 700 | gain strength | | piercer, iron | 40 | 300 | | | piercer, rock | 20 | 200 | | | pit viper | 5 | 60 | pois res | | python | 15 | 100 | pois res | | pudding, black | 50 | 500 | pois res, cold res, shock res | | pudding, brown | 50 | 500 | pois res, cold res, shock res | | purple worm | 70 | 700 | | | purple worm, baby | 25 | 250 | | | quantum mechanic* | 20 | 200 | toggles speed (fast/normal) | | quasit | 20 | 200 | pois res | | rat, giant | 3 | 30 | | | rat, rabid | 3 | 10 | | | rat, sewer | 2 | 20 | | | rock mole | 3 | 30 | | | rothe | 10 | 100 | | | rust monster | 50 | 500 | | | scorpion | 10 | 100 | pois res (25%) | | snake | 10 | 80 | pois res | | snake, garter | 5 | 60 | | | spider, cave | 5 | 50 | pois res | | spider, giant | 10 | 100 | pois res | | stalker | 40 | 400 | *** | | tengu | 30 | 300 | teleport, tel cont, pois res | | tiger | 30 | 300 | | | titan | 90 | 900 | gain strength | | titanothere | 65 | 650 | | | trapper | 40 | 350 | | | troll | 40 | 400 | | | troll, ice | 40 | 300 | cold res | | troll, rock | 40 | 300 | | | troll, water | 40 | 400 | | | umber hulk | 50 | 500 | | | unicorn | 30 | 300 | pois res | | Uruk-hai | 30 | 300 | | | vampire | 40 | 400 | | | violet fungus | 10 | 100 | hall 200, pois res | | warg | 35 | 350 | | | water moccasin | 10 | 100 | pois res | | werejackal | 45 | 400 | lycanthropy (werejackal) | | wererat | 45 | 400 | lycanthropy (wererat) | | werewolf | 45 | 400 | lycanthropy (werewolf) | | wolf | 25 | 250 | | | wolf, winter | 30 | 300 | cold res | | worm, long | 50 | 500 | | | worm, purple | 70 | 700 | | | wraith | 1 | 10 | gain level (max. level 30) | | wumpus | 50 | 500 | | | xan | 30 | 300 | pois res | | xorn | 70 | 700 | | | yellow light | 1 | 10 | stun 60 | | yeti | 70 | 700 | cold resistance | | zombie | ** | ** | | | zruty | 60 | 600 | | ------------------------------------------------------------------------------ * Just for the physics types, these are the names of the Quantum Mechanics. How many do you know? Max (Born) Niels (Bohr) Wolfgang (Pauli) Paul (Dirac) Louis (Broglie) Pascual (Jordan) Erwin (Schroedinger) Dick (Feynman) Werner (Heisenberg) Sam (Beckett) ** Depends on the values of the original creature ------------------------------------------------------------------------------ GEMS: Name Color Prob Wt Value ------------------------------------------------------------- | amber | yellowish brown | 11 | 1 | 1000 | | amethyst | violet | 19 | 1 | 600 | | aquamarine | green | 10 | 1 | 1500 | | blue glass | blue | 131 | 1 | 0 | | diamond | white | 4 | 1 | 4000 | | dilithium crystal | white | 3 | 1 | 4500 | | emerald | green | 7 | 1 | 2500 | | fluorite | violet | 22 | 1 | 400 | | garnet | red | 17 | 1 | 700 | | green glass | green | 131 | 1 | 0 | | jade | green | 23 | 1 | 300 | | jasper | red | 21 | 1 | 500 | | loadstone | gray | 10 | 50 | 1 | | luckstone | gray | 10 | 1 | 60 | | opal | white | 15 | 1 | 800 | | red glass | red | 131 | 1 | 0 | | ruby | red | 5 | 1 | 3500 | | sapphire | blue | 6 | 1 | 3000 | | topaz | yellowish brown | 13 | 1 | 900 | | turquoise | green | 8 | 1 | 2000 | | violet glass | violet | 131 | 1 | 0 | | white glass | white | 131 | 1 | 0 | | yellowish brown glass | yellowish brown | 131 | 1 | 0 | ------------------------------------------------------------- Note: the color of certain gems are randomly changed as appropriate (although they will all be the same in any given game). For instance, aquamarines can be either blue or green. ------------------------------------------------------------------------------ POTIONS: Name Prob Cost --------------------------------- | blindness | 45 | 150 | | booze | 45 | 50 | | confusion | 45 | 100 | | enlightenment | 20 | 200 | | extra healing | 50 | 100 | | fruit juice | 70 | 50 | | gain ability | 45 | 300 | | gain energy | 45 | 150 | | gain level | 20 | 300 | | hallucination | 45 | 100 | | healing | 65 | 100 | | invisibility | 45 | 150 | | levitation | 45 | 200 | | monster detection | 45 | 150 | | object detection | 45 | 150 | | paralysis | 45 | 300 | | restore ability | 45 | 100 | | see invisible | 45 | 50 | | sickness | 45 | 50 | | speed | 45 | 200 | | water (clear) | 125 | 100 | --------------------------------- ------------------------------------------------------------------------------ POTION QUAFFING EFFECTS: Cur = cursed potion (unless specifically mentioned, same as regular) Reg = regular potion quaffed Bls = blessed potion (unless specifically mentions, same as regular) Cnf = potion quaffed while confused Bld = potion quaffed while blind Hal = potion quaffed while hallucinating Blindness Reg - You become blind for a random time period. "A cloud of darkness falls upon you." Hal - "Bummer! Everything is dark! Help!" Booze Bls - No effect. Reg - You are confused for a random time period. "Ooph! This tastes like liquid fire!" Cur - Knocks you unconscious for a time. "You pass out. You awake with a headache." Hal - "Ooph! This tastes like furniture polish!" Confusion Reg - You are confused for a random time period. "Huh, What? Where am I?" Hal - "What a trippy feeling!" Enlightenment Cur - No effect. "You have an uneasy feeling." Reg - Know intrinsics. "You feel self-knowledgeable..." Bls - Know intrinsics and adds one to Int and Wis. Extra healing Reg - Heals you (or adds 2 points to max. if at max.), and cures blindness and sickness. "You feel much better." Bls - Heals you (or adds 5 pts. to max if at max), and cures blindness and sickness. Fruit juice Cur - "Yecch! This tastes rotten." Reg - Gives small amount of sustenance. "This tastes like [fruit] juice." Hal - "Yecch! This tastes overripe." "This tastes like 10% real [fruit] juice all-natural beverage." Gain ability Cur - No effect. "Ulch! That potion tasted foul!" Reg - Adds one to random stat. Bls - Adds one to all stats. Gain energy Cur - Removes energy points. "You feel lackluster." Reg - Adds to max energy points. "Magical energies course through your body." Gain level Cur - Raises you through the ceiling to the level above. "You rise up, through the ceiling!" Unless you are on level one and don't have the Amulet, or are in the endgame, in which case... "You have an uneasy feeling." Reg - Adds one level (up to max. of level 30) "You feel more experienced." Bls - Takes you halfway to next level as well (or adds xp at level 30) Hallucination Reg - You hallucinate for a random time period. "Oh wow! Everything looks so cosmic!" Healing Reg - Heals you (or adds 1 point to max. if at max.) and cures blindness. "You begin to feel better." Bls - Heals you and cures blindness and sickness. Invisibility Cur - Aggravates monsters. "For some reason, you feel your presence is known." Reg - Makes you invisible for a random time period. "Gee! All of a sudden you can't see yourself." Bls - Player's choice whether permanent or not. Bld - "You feel rather airy." Hal - "Far out, man! You can see right through yourself!" Levitation Cur - Bumps your head on the ceiling Bls - Asks number of turns (1-300) to levitate. Hal - "You're floating in the air!" Monster detection Reg - You are shown where monsters are on level. "You sense the presence of monsters." "You feel threatened." (if no monsters on level) Cur - They know where you are. Object detection Cur - All mimics disguised as objects know where you are. Reg - You are shown where objects are on level. "You sense the presence of objects." "You have a strange feeling." (if no objects on level) Paralysis Reg - You are paralyzed for a random time period. "Your feet are frozen to the floor!" Unless you are levitating, in which case... "You are motionlessly suspended." Restore ability Cur - No effect. "Ulch! This makes you feel mediocre!" Reg - One stat restored. "Wow! This stuff makes you feel good!" Bls - All stats restored. "Wow! This stuff makes you feel great!" See invisible Cur - "Yecch! This tastes rotten." Reg - Cures blindness, see invisible for a random time. "This tastes like [fruit] juice." Bls - Intrinsic see invisible. Hal - "Yecch! This tastes overripe." "This tastes like 10% real [fruit] juice all-natural beverage." Sickness Reg - Stats lost, sickness, and lose hp. "Yech! This stuff tastes like poison." If poison resistant, or a healer, lessened effects. "But in fact it was biologically contaminated [fruit] juice." "Fortunately, you have been immunized." Bls - Does 1 hp damage to you. "But in fact it was mildly stale [fruit] juice." Hal - Stops hallucination. "You are shocked back to your senses." Speed Reg - Heals wounded legs and doubles movement rate temporarily. "You are suddenly moving much faster." "Your legs gain new energy." (if already fast) Water Cur - Unholy water. Will curse items #d)ipped in it. "You feel full of dread." If undead, demon, or chaotic you gain 2-12 hp: "You feel quite proud of yourself." If lawful, you lose 2-12 hp: "This burns like acid!" Reg - Reduces hunger. Will erase scrolls if #d)ipped in it. "This tastes like water." "This tastes like impure water." Bls - Holy water. Cures sickness. Will bless items #d)ipped in it. "You feel full of awe." Cures lycanthropy: "Your affinity to [jackals/rats/wolves] disappears!" "You feel purified." If undead, demon, or chaotic you lose 2-12 hp: "This burns like acid!" ------------------------------------------------------------------------------ POTION THROWING EFFECTS: All = monster hit with a cursed, regular, or blessed potion Cur = monster hit with a cursed potion Reg = monster hit with a regular potion Bls = monster hit with a blessed potion Bld = monster hit with a potion thrown while blind Blindness All - The monster hit becomes temporarily blinded. Booze All - The monster hit becomes confused. Confusion All - The monster hit becomes confused. Extra healing All - The monster hit is healed up to maximum hit points. "The [monster name] looks sound and hale again." Bld - No message. Gain ability All - The monster hit is healed up to maximum hit points. "The [monster name] looks sound and hale again." Bld - No message. Healing All - The monster hit is healed up to maximum hit points. "The [monster name] looks sound and hale again." Bld - No message. Invisibility All - The monster hit becomes invisible. Paralysis All - The mosnter hit becomes paralyzed for 1-25 turns. Restore ability All - The monster hit is healed up to maximum hit points. "The [monster name] looks sound and hale again." Bld - No message. Sickness All - Hit points and maximum hit points of monster hit are halved. "The [monster name] looks rather ill." Bld - No message. Speed All - Slow monsters hit become normal, while normal monsters become fast. Water Cur - Adds 2-12 hit points to undead or demons when hit. "The [monster name] looks healthier." Reg - No effect. In a future version will cause gremlins to multiply. Bls - Does 2-12 hit points of damage to undead or demons when hit. ------------------------------------------------------------------------------ POTION VAPOR EFFECTS: All = cursed, regular, or blessed potion vapor inhaled Cur = cursed potion vapor inhaled Reg = regular potion vapor inhaled Bls = blessed potion vapor inhaled Bld = potion vapor inhaled while blind Blindness All - Blinds you for 1-5 turns. "It suddenly gets dark." Booze All - Causes you to be confused for 1-5 turns. "You feel somewhat dizzy" Confusion All - Causes you to be confused for 1-5 turns. "You feel somewhat dizzy" Extra healing All - Increases current hit points by one if under maximum. Gain ability Cur - No effect. "Ulch! That potion smells terrible!" Reg - Increases a random stat by one if that stat is under maximum. Bls - Increases each stat by one if that stat is under maximum. Halluncination All - No effect. "You have a vision for a moment." Healing All - Increases current hit points by one if under maximum. Invisibility All - No effect. "For an instant you could see through yourself!" Paralysis All - Paralyzes you for 1-5 turns. "Something seems to be holding you." Restore ability Cur - No effect. "Ulch! That potion smells terrible!" Reg - Increases a random stat by one if that stat is under maximum. Bls - Increases each stat by one if that stat is under maximum. Sickness All - Decreases current hit points to 1 if current hit points are under 5. Otherwise, decreases current hit points by 5. Speed All - Speeds you up for 1-5 turns. "Your knees seem more flexible now." ------------------------------------------------------------------------------ IDENTIFYING POTIONS: There are several ways of identifying potions, mostly based upon the messages listed above. If you quaff a potion, you should be able to tell what it was from the info in the quaffing section. Throwing a potion at a monster will often tell you what it was from the effects on that monster (especially if you have a stethescope to examine it with). Finally, potions can often be identified by breaking them and observing the vapor effect. Set the potion down and kick it until it smashes. Then pay close attention to what happens. Oh, and remember - when that red dragon breathes fire at you and your potion boils and explodes, all is not lost. You still get the vapor effect, so you can figure out what the next one like that will do. ------------------------------------------------------------------------------ RINGS: Name Cost ---------------------------------------- | adornment | 100 | | aggravate monster | 150 | | cold resistance | 150 | | conflict | 300 | | fire resistance | 200 | | gain strength | 150 | | hunger | 100 | | increase damage | 150 | | invisibility | 150 | | levitation | 200 | | poison resistance | 150 | | polymorph | 300 | | polymorph control | 300 | | protection | 100 | | protection from shape changers | 100 | | regeneration | 200 | | searching | 200 | | see invisible | 150 | | shock resistance | 150 | | stealth | 100 | | teleport control | 300 | | teleportation | 200 | | warning | 100 | ---------------------------------------- ------------------------------------------------------------------------------ RING EFFECTS: Note that all rings except +0 rings increase your food consumptions to varying degrees. Adornment Will raise your charisma by the bonus on the ring. Cold resistance You become invulnerable to cold, including backblasts from the wand and freezing spheres. Conflict Causes monsters to attack each other instead of you if they are next to each other. Fire resistance You become invulnerable to fire, including backblasts from the wand and (red) dragon's breath. Gain strength Increments (or decrements if cursed) your strength by the appropriate amount. Increase damage Increases the damage you do to monsters when hitting them. Poison resistance You are invulnerable to poison (including poisonous corpses, but not rotted ones, and all poison stings, bites, and potions). Polymorph Will occasionally cause you to randomly polymorph into another creature. Polymorph control Allows you to choose what monster you turn into if you get polymorphed. Protection Increases your armor class and (probably) your saving throws by the appropriate amount. (Or decreases if cursed.) Protection from shape changers Forces chameleons and other shape changers to take on their true form. Regeneration Replenishes HP at about 1 a move, but increases food consumption a lot. Searching Will automatically look for hidden traps/doors. Shock resistance Lightning/other electrical resistance. Stealth Monsters don't wake up when you enter a room. Teleportation Teleports you randomly around every once in a while. Teleport control Gives you control of teleport destination, no matter what does the teleporting. If you try to teleport into a wall or monster, you get a random teleport. Warning Will glow different colours when different monsters are near. ------------------------------------------------------------------------------ IDENTIFYING RINGS: To figure out what a ring is, again start by figuring out if the ring is cursed or not. If the ring is cursed, don't throw it away! It's a prime candidate for identification through the first method: chuck it down a sink, and see what happens. See the SINK EFFECTS section for more information about what happens when various ring types are thrown down a sink. If the ring isn't cursed, it probably is somewhat beneficial. Try it on. If something happens immediately, you'll know what it is (levitation, for example). Some rings can only be identified after being worn for a while - for example, a ring of polymorph will only polymorph you every once in a while, and a ring of teleport also only works now and then. Other rings can only be guessed at - for instance, if you suddenly can find secret doors easier than you have been, it might be a ring of searching. If you suddenly are killing monsters more easily, it might be a ring of increase damage. ------------------------------------------------------------------------------ SCROLLS: Name Prob Cost ------------------------------- | amnesia | 35 | 200 | | blank paper | 28 | 60 | | charging | 15 | 300 | | confuse monster | 53 | 100 | | create monster | 45 | 200 | | destroy armor | 45 | 100 | | enchant armor | 63 | 80 | | enchant weapon | 85 | 60 | | fire | 48 | 100 | | food detection | 25 | 100 | | genocide | 15 | 300 | | gold detection | 33 | 100 | | identify | 185 | 20 | | light | 95 | 50 | | magic mapping | 45 | 100 | | punishment | 15 | 300 | | remove curse | 65 | 80 | | scare monster | 35 | 100 | | taming | 15 | 200 | | teleportation | 55 | 100 | ------------------------------- ------------------------------------------------------------------------------ SCROLL EFFECTS: Cur = cursed scroll (unless specifically mentioned, same as regular) Reg = regular (uncursed) scroll Bls = blessed scroll (unless specifically mentioned, same as regular) Bld = messages given while blind (yes, believe it or not, they provide for the possibility that you may be blind, even though you can't read scrolls while blind...) Hal = messages given while hallucinating Amnesia Cur - Complete loss of map and spells. Reg - Partial loss of map and spells. "Thinking of Maud you forget everything else." "Who was that Maud person anyway?" "As your mind turns inward on itself, you forget everything else." (if your character's name is Maud) Bls - Partial loss of map, no loss of spells. Hal - "Your mind releases itself from mundane concerns." Blank paper Reg - No effect. "This scroll seems to be blank." Charging Reg - Charges item to original charges (can charge magic lamps) Bls - Charges item to maximum charges (can charge magic lamps) Confuse monster (effects are cumulative) Cur - You become confused for 1 to 100 turns. "You feel confused." Reg - The next monster you hit will become confused. "Your hands begin to glow red." Bls - Next 2-9 monsters hit will become confused. "Your hands glow a brilliant red." Bld - "Your hands begin to tingle." "Your hands tingle very sharply." Create monster Cur - Creates 13 to 17 random monsters. Reg - Creates 1 to 5 random monsters. Destroy armor Cur - Same as regular, unless outermost armor is also cursed, in which case you are stunned for 11-20 rounds. "Your [armor name] vibrates." Reg - Outermost armor you are wearing is destroyed. "Your shield crumbles and turns to dust." "Your helmet turns to dust and is blown away." "Your gloves vanish." "Your boots disintegrate." "Your skin itches." (if no armor is being worn) Enchant armor* Cur - Takes 1 point off bonus and curses random armor you are wearing. "Your [armor name] glows black for a moment." Reg - Adds +1 to bonus and uncurses random armor you are wearing. "Your [armor name] glows silver for a moment." "Your skin glows then fades." (if no armor is being worn) "Your [armor name] glows violently silver for a while, then evaporates." (if enchantment fails) Bls - Adds +1-3 to bonus and blesses random armor you are wearing. "Your [armor name] glows silver for a moment/while." Bld - "Your [armor name] feels warm for a moment." "Your skin feels warm for a moment." (if no armor is being worn) "Your [armor name] violently vibrates for a while, then evaporates." (if enchantment fails) Enchant weapon** Cur - Takes 1 point off bonus of weapon you are wielding. "Your [weapon name] glows black for a moment." Reg - Adds +1 to bonus and uncurses weapon you are wielding. "Your [weapon name] glows blue for a moment." Bls - Adds +3 to bonus and blesses weapon you are wielding. "Your [weapon name] glows blue for a while." Fire Cur - You lose 1 to 9 hit points and maximum hit points. Monsters within three squares take similar damage. Reg - You lose 1 to 6 hit points and maximum hit points. Monsters within three squares take similar damage. "The scroll erupts in a tower of flame!" "You are uninjured." (if fire resistant) Bls - You lose 1 to 3 hit points and maximum hit points. Monsters within three squares take similar damage. This scroll is dangerous. Will burn scrolls and explode potions. Food detection Reg - Detects all food on the level. Genocide Cur - Surrounds you with monster you tried to genocide. Reg - Allows you to genocide one monster type (ex. 'rothe'). Bls - Allows you to genocide one monster class (ex. 'q' for quadruped). Gold detection Cur - As normal, but "gold" detected are actually traps. Reg - Detects all gold on level. Identify Cur - Identifies 1 item. Reg - Identifies 1 or more items (hit 'a' instead of 'y'). Bls - Identifies 1 or more items (better chance). Light Cur - Darkens room you are in. Reg - Lights up room you are in. Magic mapping Cur - Partial map of the level is drawn. "Unfortunately, it is of a very poor quality." Reg - Map of the level is drawn. "On this scroll is a map." Mail Reg - No effect. "This seems to be junk mail addressed to the finder of the Eye of Larn." (The game of Larn sends you junk mail if you win...) Punishment Cur - Creates a very heavy iron ball and chains it to you. Reg - Creates a heavy iron ball and chains it to you, or if you are already being punished, your current iron ball becomes very heavy. "You are being punished." Bls - No effect. "You feel guilty." Remove curse Reg - Removes curses on worn items and will unlock iron balls. "You feel like someone is helping you." Bls - Removes curses on all items and will unlock iron balls. Hal - "You feel in touch with the Universal Oneness." Scare monster Cur - Aggravates monsters when read. "You hear a sad wailing in the distance." "You hear a sad wailing close by." Reg - Should be dropped and stood upon. When read, monsters will flee for a short period of time. "You hear maniacal laughter in the distance." "You hear maniacal laughter close by." Taming Cur - Causes every monster within one square of you to become non-peaceful. Reg - Tames every monster within one square of you, and will calm down angry shopkeepers within one square of you. Teleportation Cur - Teleports you randomly to a different level. Reg - Teleports you randomly on the level. Bls - Randomly teleports you on the level if you want to. * Determining your chances for successfully enchanting armor is fairly simple. Your chance for succeeding (and not causing the item to disintegrate due to over enchantment) is totally dependent upon the current bonus of the item. If the current bonus is three or less (five or less for elven mithril coats), you will always succeed. Otherwise, you have one chance out of whatever the current bonus of the item is. In other words, if the bonus is +4, you have a 1/4 or 25% chance of being successful. If the bonus is +8, you have a 1/8 or 12.5% chance of being successful. Thus, it is theoretically possible to enchant armor up to +maxint, but the laws of probability would not favor it! ** Chances for successfully enchanting weapons are far easier. Basically, you will always succeed if the weapon is at +5 or less. Once you're over that, you have a 2/3 chance of being successful each time, regardless of the bonus. ------------------------------------------------------------------------------ CONFUSED SCROLL EFFECTS: All = cursed, regular, or blessed scroll Cur = cursed scroll (unless mentioned, same as non-confused) Reg = regular (uncursed) scroll (unless mentioned, same as non-confused) Bls = blessed scroll (unless mentioned, same as non-confused) Bld = messages given while blind Hal = messages given while hallucinating Amnesia Reg - Complete loss of map and spells. Bls - Complete loss of map, no loss of spells. Blank paper All - No effect. "You try to read the strange patterns on this scroll, but it disappears." Charging All - Puts energy points at max, or at 5-20 points above max if already at max (doesn't up the maximum, though). "You feel charged up." Confuse monster Reg - You become confused for 1 to 100 turns. "Your hands begin to glow purple." Bls - You become unconfused if confused. "A red glow surrounds your head." Bld - "Your hands begin to tingle." "A faint buzz surrounds your head." Create monster All - Creates 13 to 17 acid blobs. Destroy armor All - Picks a random armor you are wearing, and removes any rustproofing. "Your [armor name] glows purple." "Your bones itch." (if no armor is being worn) Enchant armor Cur - No effect. "Your [armor name] is covered by a mottled black glow." Reg - Rustproofs random armor you are wearing. "Your [armor name] is covered by a shimmering gold shield." "Your [shield name] is covered by a shimmering gold layer." Bld - "Your [armor name] feels warm for a moment." Enchant weapon Cur - Removes rust proofing on the weapon you are wielding. "Your [weapon name] is covered by a mottled purple glow." Reg - Rustproofs weapon you are wielding. "Your [weapon name] is covered by a shimmering gold shield." Bld - "Your weapon feels warm for a moment." Fire All - Does one hit point of damage (unless fire resistant). "The scroll catches fire and you burn your hands." "Oh, look, what a pretty fire in your hands." (if fire resistant) Bld - "You feal [sic] a pleasant warmth in your hands." (if fire resistant) Genocide Cur - Surrounds you with whatever you are (i.e. wizards). Reg - You genocide whatever you are. Gold detection All - As normal, but "gold" detected are actually traps. Identify All - No effect. "You identify the scroll as an identify scroll." Light All - Darkens room you are in. Magic mapping All - Creates an incorrect map of the level. "On this scroll was a map." Punishment All - No effect. "You feel guilty." Remove curse All - Will unlock iron balls. "You feel like you need some help." Hal - "You feel the power of the Force against you!" Scare monster All - Aggravates monsters when read. "You hear a sad wailing in the distance." "You hear a sad wailing close by." Taming Cur - Causes every monster within five squares of you to become non- peaceful. Reg - Tames every monster within five squares of you, and will calm down angry shopkeepers within five squares of you. Teleportation All - Teleports you to a different level. ------------------------------------------------------------------------------ IDENTIFYING SCROLLS: Unfortunately, there aren't any easy ways to figure out what a scroll is. Short of using and identify scroll (or equivalent) or actually reading it, you can't tell what a scroll is. ------------------------------------------------------------------------------ SPELLBOOKS: Name Prob Time Lvl Direct --------------------------------------- | cancellation | 12 | 8 | 7 | Y | | cause fear | 25 | 3 | 3 | N | | charm monster | 20 | 3 | 3 | Y | | clairvoyance | 15 | 3 | 3 | N | | cone of cold | 10 | 8 | 5 | RAY | | confuse monster | 37 | 2 | 2 | Y | | create familiar | 10 | 7 | 6 | N | | create monster | 37 | 3 | 2 | N | | cure blindness | 27 | 2 | 2 | Y | | cure sickness | 32 | 3 | 3 | N | | detect food | 37 | 3 | 2 | N | | detect monsters | 45 | 1 | 1 | N | | detect treasure | 25 | 5 | 4 | N | | detect unseen | 25 | 4 | 3 | N | | dig | 22 | 6 | 5 | RAY | | extra healing | 32 | 5 | 3 | N | | finger of death | 5 | 10 | 7 | RAY | | fireball | 20 | 6 | 4 | RAY | | force bolt | 40 | 2 | 1 | Y | | genocide | 5 | 10 | 7 | N | | haste self | 33 | 4 | 3 | N | | healing | 40 | 2 | 1 | N | | identify | 25 | 8 | 5 | N | | invisibility | 32 | 5 | 4 | N | | knock | 40 | 1 | 1 | Y | | levitation | 25 | 4 | 4 | N | | light | 45 | 1 | 1 | N | | magic mapping | 18 | 7 | 5 | N | | magic missile | 45 | 3 | 2 | RAY | | polymorph | 12 | 8 | 6 | Y | | remove curse | 25 | 5 | 5 | N | | restore ability | 25 | 5 | 4 | N | | sleep | 50 | 1 | 1 | RAY | | slow monster | 37 | 2 | 2 | Y | | teleport away | 15 | 6 | 6 | Y | | turn undead | 17 | 8 | 6 | Y | | wizard lock | 35 | 3 | 2 | Y | --------------------------------------- Note: If they are cursed, or you cannot handle the transcribing, then some bad things may happen. 1. Paralyzed 2. Lose money 3. Teleport and paralyze "You feel a wrenching sensation" 4. Blindness Blessed ones will ALWAYS work. ------------------------------------------------------------------------------ TOOLS: Name Desc Prob Wt Cost ------------------------------------------------- | bag of holding | bag | 20 | 3 | 100 | | bag of tricks | bag | 20 | 3 | 100 | | blindfold | | 55 | 2 | 20 | | bugle | | 6 | 3 | 15 | | chest | | 35 | 40 | 20 | | credit card | | 5 | 1 | 10 | | crystal ball | | 35 | 15 | 60 | | drum | | 4 | 4 | 25 | | drum of earthquake | drum | 2 | 4 | 25 | | expensive camera | | 5 | 3 | 200 | | figurine | | 35 | 5 | 80 | | fire horn | horn | 2 | 4 | 15 | | flute | | 6 | 3 | 12 | | frost horn | horn | 2 | 4 | 15 | | harp | | 4 | 10 | 50 | | horn | | 5 | 4 | 15 | | ice box | | 5 | 40 | 30 | | key | | 100 | 1 | 10 | | lamp | | 105 | 10 | 50 | | large box | | 40 | 40 | 20 | | leash | | 70 | 3 | 20 | | lock pick | | 55 | 2 | 20 | | magic flute | flute | 2 | 3 | 12 | | magic harp | harp | 2 | 10 | 50 | | magic lamp | lamp | 20 | 10 | 50 | | magic marker | | 15 | 1 | 50 | | magic whistle | whistle | 50 | 2 | 10 | | mirror | | 50 | 3 | 40 | | pick-axe | | 20 | 10 | 50 | | sack | bag | 40 | 3 | 20 | | skeleton key | key | 60 | 1 | 10 | | stethoscope | | 15 | 2 | 75 | | tinning kit | | 15 | 10 | 30 | | tin opener | | 25 | 1 | 30 | | whistle | | 120 | 2 | 10 | ------------------------------------------------- ------------------------------------------------------------------------------ TOOL EFFECTS: Bag of holding - will hold many items without adding their weight to your total pack weight. Does not work correctly, especially do not bless it while it is full, but curse it when full. Also, do not put a bag of holding, a bag of tricks, or a wand of cancellation into a bag of holding. Both items and contents will blow up. Bag of tricks - will allow you to create a monster whenever you activate it. Blindfold - makes you blind. Useful when you have telepathy. Bugle - will awaken soldiers on level. Useful for getting into castle. Chest - holds things, but is very heavy. Credit card - can be used to open locked doors. Crystal ball - can be used to detect things on level. Drum - awakens monsters; may scare them away. Drum of earthquake - will initiate an earthquake whose intensity depends on player level. That is, it creates random pits. Expensive camera - can be flashed at monsters to blind them. Can also blind self (useful if you don't have a blindfold). Figurine - when activated will provide a tame pet of the same type as the figurine. Fire horn - when played will act as a wand of fire; a ray of flame shoots out in desired direction. Flute - may calm snakes if player has enough dexterity. Can also be used to get into the castle. Frost horn - when played will act as a wand of cold; a ray of cold shoots out in desired direction. Harp - may calm nymph if player has enough dexterity. Can also be used to get into the castle. Horn - will awaken monsters; range depends on player level. May also scare monsters. Ice box - will prevent monster corpses from spoiling if they are promptly placed within the ice box. Key - differently shaped keys will open differently shaped locks. Lamp - will light up a room when activated. Large box - holds things, but is very heavy. Leash - will keep your pet with you, even if you fall through a trapdoor, teleport, etc. However, your pet tends to get in your way more. Lock pick - used to open locked doors and chests. Magic flute - may put monsters to sleep; area of effect depends on player level. Magic harp - charms monsters; area of effect depends on player level. Magic lamp - if rubbed, a djinni will appear. Djinnis from blessed lamps will always give wishes; from normal lamps may give a wish (random); from cursed lamps they will never give a wish. May be recharged once with a blessed scroll of charging. Magic marker - useful for writing graffiti on dungeon floors. Also can be used to write spells on blank scrolls. Magic whistle - will teleport all of your pets on the level to the same room as you. Mirror - can scare some monsters. Also useful for reflecting gaze attacks. Can be used in conjunction with blindfold to determine relative position of medusa or Wizard of Yendor. Pick-axe - can be used to dig through walls. Also useful as a weapon. Sack - will hold items, freeing inventory space. Skeleton key - will open any locked door or chest. Stethescope - will tell you stats on creature applied to (HP, level, AC, gold, etc.). Tinning kit - allows you to tin monster corpses to take with you. Heavy. Tin opener - allows you to open tins easier. Whistle - when blown, your pets will start heading in your direction. Other monsters may do likewise, though. ------------------------------------------------------------------------------ IDENTIFYING TOOLS: Once again, make sure that the item is not cursed before playing around with it. Most tools are fairly obvious as to their function. For instance, a blindfold is always a blindfold, with no other magical properties. Certain items (horns, for instance) will have more than one type that appear the same though. Here's how you can figure out what they are: Bags - first of all, drop the bag on the ground and #loot it. If you feel something furry, it's a bag of tricks. Otherwise, load up until you can't carry anything more. Then dump some stuff into the bag (by applying it). If you can then pick up more, it's a bag of holding. Drums - activate the drum. If it's a drum of earthquake, you'll know it immediately from the pits opening up around you. Flutes - try playing the flute when you have several monsters around you. If they go to sleep, it's a magical flute. Harps - try playing the harp when you have several monsters around you. If they become charmed (tame), you have a magic harp. Horns - activate the horn, tell it to improvise, and give it a direction (if it asks). You'll immediately notice the effect if it's magical. Keys - try a key on various locks. If it appears to open all of them, it's probably a skeleton key. (Note, however, that a credit card works just as well, and is lighter.) Lamps - try activating the lamp. If it has no oil, it's a magic lamp. Whistles - try blowing it. If it produces a high whistle, it's normal. A wierd whistling will be a magic whistle. ------------------------------------------------------------------------------ WANDS: Name Prob Cost Direct. ------------------------------------------ | cancellation | 45 | 200 | Y | | create monster | 45 | 200 | N | | cold | 40 | 175 | RAY | | death | 5 | 500 | RAY | | digging | 55 | 150 | RAY | | fire | 40 | 175 | RAY | | light | 95 | 100 | N | | lightning | 40 | 175 | RAY | | locking | 40 | 150 | Y | | magic missile | 50 | 150 | RAY | | make invisible | 45 | 150 | Y | | nothing | 25 | 100 | Y | | opening | 40 | 150 | Y | | polymorph | 45 | 200 | Y | | probing | 30 | 150 | Y | | secret door detection | 50 | 150 | N | | sleep | 50 | 175 | RAY | | slow monster | 55 | 150 | Y | | speed monster | 55 | 150 | Y | | striking | 75 | 150 | Y | | teleportation | 45 | 200 | Y | | undead turning | 55 | 150 | Y | | wishing | 5 | 500 | N | ------------------------------------------ ------------------------------------------------------------------------------ WAND EFFECTS: Reg. = regular use of wand Eng. = when used to engrave Cur. = nothing different, but makes chance for explosion slightly higher. Cancellation Reg. - Destroys magical abilities of the monster aimed at. demons - cancels ability to summon other demons leprechauns - cancels teleport ability nymphs - cancels magical allure wraiths - cancels level drain Cold Reg. - Does heavy damage along a line. Eng. - "A few ice cubes drop off your wand." Create monster Reg. - Creates a monster right next to you. Eng. - Creates a monster right next to you. Death Reg. - If it hits, it kills all living things automatically. Eng. - "The bugs on the ground stop moving." Digging Reg. - Produces new corridor sections. Can be used to dig out of creatures that engulf you. Eng. - Identifies the wand. "Gravel flies up from the floor." Fire Reg. - Does heavy damage to all creatures along line. Eng. - Identifies the wand. "Flames fly from the wand." Light Eng. - Lights up the room. Reg. - Will light up a dark room. Lightning Reg. - Again, heavy damage in a line, may blind you if you get hit. Eng. - Identifies the wand, and blinds you. "Lightning arcs from the wand. You are blinded by the flash." Magic missile Reg. - Lower damage along a line, but still effective. Eng. - "The ground is riddled by bullet holes." Make invisible Reg. - Makes monsters permanently invisible. Eng. - The engraving vanishes. Polymorph Reg. - Will polymorph monster or item(s) aimed at into something else. Probing Reg. - Gives stats (hp, hp max., gold) on the monster aimed at. Secret door detection Reg. - Discovers all secret doors in room, or in sight if in a corridor. Will also detect hidden monsters in the room (i.e. mimics). Sleep Reg. - Causes monsters to go to sleep. (Some monsters get saving throw.) Eng. - "The bugs on the ground stop moving." Slow monster Reg. - Monster aimed at moves at half normal speed. Eng. - "The bugs on the ground slow down." Speed monster Reg. - Monster aimed at moves at twice normal speed. Eng. - "The bugs on the ground speed up." Striking Reg. - Hits the first monster in the direction you aim it. Eng. - "The wand unsuccessfully fights your attempt to write." Teleport away Reg. - Monster (or item) aimed at is teleported elsewhere on level. Undead turning Reg. - Causes undead creatures (zombies, skeletons, etc.) to run away. Raises corpses from the dead. Note: Many of these wands can be useful to zap yourself with (i.e. make invisible, speed monster). ------------------------------------------------------------------------------ IDENTIFYING WANDS: When identifying a wand, generally the first thing I do is try to engrave with it. Many wands will be either be immediately identified upon trying to engrave (for instance, a wand of light will light up the room or a wand wishing will give you a wish), and failing that, you can often figure out what the wand is based upon the message that you're given. If this doesn't work, find a handy monster to zap the wand at (not your pet - they're not invincible). Make sure you're standing on a diagonal from the monster, so the wand won't bounce back at you. Now, zap the wand and see what happens. You'll often be able to immediately figure out what happened. (A brief note here: be careful not to mistake make invisible for teleport - just because the monster disappears doesn't mean it's not still there!) If you still can't figure out what it is, try zapping it when you're near where you think a secret door is (to check for secret door detection) if it's non-directional, or zap it at a doorway (to check for opening or locking) if it's directional. Failing all of these tests usually means it's a wand of nothing. ------------------------------------------------------------------------------ WEAPONS: The damage that a given weapon will do is 1 through x, where x is the damage listed for that weapon against the type of creature that you just hit (small or large - anything larger than human is considered large). Certain weapons also get additional bonuses due to the weapon type. Finally, any magical enchantments that your weapon might have (i.e. +3, etc.) are added onto damage in a direct one-to-one ratio. Damage Name Description Prob Wt Cost S L ----------------------------------------------------------------------- | aklys | thonged club | 8 | 3 | 4 | 6 3 | | arrow | | 37 | 0 | 2 | 6 6 | | athame | | 0 | 2 | 4 | 4 3 | | axe | | 50 | 3 | 8 | 6 4 | | bardiche | long poleaxe | 8 | 3 | 7 | 4 4 | | bec de corbin | beaked polearm | 8 | 3 | 8 | 8 6 | | bill-guisarme | hooked polearm | 8 | 3 | 7 | 4 10 | | boomerang | | 15 | 3 | 20 | 9 9 | | bow | | 24 | 3 | 120 | 30 6 | | bullwhip | | 5 | 2 | 4 | 2 1 | | broadsword | wide sword | 8 | 4 | 10 | 4 6 | | club | | 10 | 3 | 4 | 6 3 | | crossbow | | 45 | 3 | 40 | 35 6 | | crossbow bolt | | 60 | 0 | 2 | 4 6 | | crysknife | | 0 | 3 | 100 | 10 10 | | dagger | | 25 | 2 | 4 | 4 3 | | dart | | 60 | 0 | 2 | 3 2 | | dwarvish mattock | huge shiny sword | 15 | 6 | 50 | 12 8 | | dwarvish short sword | short shiny sword | 2 | 3 | 10 | 7 8 | | dwarvish spear | shiny spear | 12 | 3 | 5 | 8 8 | | elven arrow | runed arrow | 10 | 0 | 2 | 7 6 | | elven bow | runed bow | 12 | 3 | 120 | 35 6 | | elven broadsword | wide runed sword | 4 | 4 | 10 | 6 6 | | elven dagger | large runed knife | 8 | 2 | 4 | 5 3 | | elven short sword | short runed sword | 2 | 3 | 10 | 8 8 | | elven spear | runed spear | 10 | 3 | 5 | 7 8 | | fauchard | pole sickle | 11 | 3 | 5 | 6 8 | | flail | | 40 | 3 | 4 | 6 4 | | glaive | single-edged polearm | 15 | 3 | 6 | 6 10 | | guisarme | pruning hook | 11 | 3 | 5 | 4 8 | | halberd | angled poleaxe | 16 | 3 | 10 | 10 6 | | javelin | throwing spear | 10 | 3 | 5 | 6 6 | | katana | samurai sword | 6 | 4 | 100 | 10 12 | | knife | | 25 | 2 | 4 | 3 3 | | lance | | 8 | 4 | 10 | 6 8 | | long sword | | 60 | 4 | 15 | 8 12 | | lucern hammer | pronged polearm | 10 | 3 | 7 | 4 6 | | mace | | 40 | 4 | 8 | 6 6 | | morning star | | 12 | 4 | 10 | 4 6 | | orcish arrow | black arrow | 11 | 0 | 2 | 5 6 | | orcish bow | black bow | 12 | 3 | 120 | 25 6 | | orcish dagger | large black knife | 10 | 2 | 4 | 3 3 | | orcish short sword | short black sword | 3 | 3 | 10 | 5 8 | | orcish spear | black spear | 13 | 3 | 5 | 5 8 | | partisan | vulgar polearm | 10 | 3 | 10 | 6 6 | | quarterstaff | staff | 10 | 3 | 8 | 6 6 | | ranseur | hilted polearm | 10 | 3 | 6 | 4 4 | | rubber hose | | 0 | 2 | 4 | 6 3 | | scalpel | | 0 | 1 | 4 | 4 3 | | scimitar | curved sword | 6 | 4 | 15 | 8 8 | | spear | | 55 | 3 | 5 | 6 8 | | short sword | | 6 | 3 | 10 | 6 8 | | shuriken | throwing star | 30 | 0 | 5 | 8 6 | | silver arrow | | 8 | 0 | 2 | 6 6 | | sling | | 40 | 2 | 20 | 4 6 | | spetum | forked polearm | 10 | 3 | 5 | 6 6 | | trident | | 8 | 4 | 15 | 6 4 | | two-handed sword | | 40 | 5 | 50 | 12 6 | | voulge | pole cleaver | 8 | 3 | 5 | 4 4 | | war hammer | | 15 | 3 | 5 | 4 4 | | worm tooth | | 0 | 3 | 2 | 2 2 | ----------------------------------------------------------------------- ------------------------------------------------------------------------------ KNOWN BUGS: The following are known bugs in patch level nine of nethack v3: 1. Saving a character while the moon is full will decrease the character's luck by one. Restoring a character while the moon is full will not increase the character's luck by one as intended. However, starting a character on a full moon will. 2. Elves are not generated with elven stuff (weapon and armor) as intended. 3. When a bag of holding is placed inside another bag of holding, an explosion is created - this isn't a bug. What is a bug is that if a bag of holding is on the ground, you #loot it, tell it you want to put somthing in it, and put another bag of holding in it, the dungeon will collapse. 4. Blessing or cursing a non-empty bag of holding doesn't properly adjust the weight of the bag. 5. If you are wearing an amulet of life saving and try to eat something while satiated, the amulet will save your life and then you will continue your meal and promptly die again. 6. When a tame monster attacks another monster and the other monster is not affected due to intrinsic immunities, you will get a message (ex: "The red mold doesn't seem hot!") regardless of whether your pet is in sight or not. 7. If the drawbridge of the castle is closed (via a wand of locking), anything on the drawbridge will completely cease to exist. ------------------------------------------------------------------------------ COMMAND REFERENCE: This command reference is provided as a handy guide to what commands are available in nethack. Simply clip it out of the spoiler file, print it out, and keep it handy when playing nethack. .-----------------------------------------------------------------------------. | Directions: | Move commands: | Num-pad cmds: | | y k u 7 8 9 | - move one space | | | \|/ \|/ | SHFT - move until run into thing | j - jump | | h-.-l 4-.-6 | g - move until interesting thing | k - kick | | /|\ /|\ | G - same (not branching corridors) | l - loot | | b j n 1 2 3 | ^ - same (not branching corridors) | N - name | | num-pad | m - move without pickup | u - untrap | |-------------------------------------------------------------|---------------| | Misc: | Game cmds: | Ext-cmds: | | ? - help | ^D - kick o - open z - zapwand | #c - chat | | Q - quit | ^T - 'port p - pay Z - zapspel | #d - dip | | S - save | a - apply P - puton < - up | #f - force | | ! - shell | A - armor q - quaff > - down | #j - jump | | ^Z - suspend | c - close r - read ^ - trap_id | #l - loot | | O - options | C - call R - remove $ - gold | #m - monster | | / - whatis | d - drop s - search + - spells | #N - name | | \ - known | D - seldrop t - throw . - rest | #o - offer | | v - version | e - eat T - takeoff , - pickup | #p - pray | | V - history | E - engrave w - wield @ - ptoggle | #r - rub | | X - explore | i - invent W - wear : - look | #s - sit | | ^A - again | I - selinv x - spells | #t - turn | | ^R - redraw |----------------------------------------------| #u - untrap | | ^P - prevmsg | Nethack Quick Command Reference | #v - version | | # - extcmd | Wheaton College Nethack Spoiler File (Rev 2) | #w - wipe | `-----------------------------------------------------------------------------'