Wheaton College Nethack Spoiler File - Revision 5.35 ---- *** 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. COMMON QUESTIONS 18. REMOVING CURSES 6. CARRYING CAPACITY 19. ROBBING SHOPS 7. CASTLE LEVEL 20. SINK EFFECTS 8. CLASS INTRINSICS 21. SPECIAL LEVELS 9. FOUNTAIN EFFECTS 22. SPECIAL ROOMS 10. KICKING 23. STARTING CHARACTERS 11. LEVEL TITLES 24. STATS 12. LUCK 25. SURVIVAL 13. MONSTER ATTACKS 26. THRONE EFFECTS 14. MONSTER INFORMATION 27. UNICORN HORNS 15. MONSTER INTRINSICS 28. WISHES 16. PETS 29. GAME MESSAGES 17. PRAYING 30. GENERAL HINTS = Game items ========================== 31. AMULETS 47. SCROLLS 32. IDENTIFYING AMULETS 48. SCROLL EFFECTS 33. ARMOR 49. CONFUSED SCROLL EFFECTS 34. ARMOR EFFECTS 50. IDENTIFYING SCROLLS 35. IDENTIFYING ARMOR 51. SPELLBOOKS 36. FOOD 52. TOOLS 37. DEAD MONSTERS 53. TOOL EFFECTS 38. GEMS 54. IDENTIFYING TOOLS 39. POTIONS 55. WANDS 40. POTION QUAFFING EFFECTS 56. WAND EFFECTS 41. POTION THROWING EFFECTS 57. IDENTIFYING WANDS 42. POTION VAPOR EFFECTS 58. WEAPONS 43. IDENTIFYING POTIONS 59. ARTIFACTS 44. RINGS 60. HIT PROBABILITY 45. RING EFFECTS 61. DAMAGE 46. IDENTIFYING RINGS = Miscellaneous ======================= 62. KNOWN BUGS 64. COMMAND REFERENCE 63. NETHACK ABUSE ------------------------------------------------------------------------------ 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 Greg Hudson Lucas B. Kruijswijk Stephen Marino Andrew Pearce Robert Potter Brajesh K. Singh C. G. J. Thompson, et.al David Throop 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, type "/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! ------------------------------------------------------------------------------ COMMON QUESTIONS: Q: I was playing a character and he/she got polymorphed into a new human. I was asked to give the character a different name, and now I can't get the character back. What do I do? A: Nethack allows you to have multiple characters with different names, and whenever nethack saves a character it always uses the character's name, regardless of whether that character used to have a different name. In order to access a character of a particular name (or start one with a different name), the easiest thing is to give nethack a -u flag and your name. For instance, type "nethack -u name" where "name" is your character's name ("Endiel" in my case - and I'll send you updates to the spoilers if you can figure out where it came from). Q: I was playing nethack when I hit the '!' key by mistake. Now I'm sitting at my prompt, and I don't know what's happened to my game. What gives? A: In nethack, the '!' key will create a shell for you. What this does is allow you to quickly pop out of nethack in order to do stuff, without messing up your nethack game. On most systems, you can exit the shell and get back to your nethack game by typing "exit." Q: I've found a Hawaiian shirt lying around, and I've heard them mentioned in the spoilers. What use are they? A: Basically, Hawaiian shirts let you effectively drop your AC by several more points, as they can be worn under a suit of armor (the more pieces of armor, the better the possible AC). When not enchanted, they don't do much good (and actually can do harm, as shopkeepers will try to cheat you if they see it). But if it's enchanted and under a suit of armor or cloak (where the shopkeeper can't see it), it can be quite useful. Q: I've made it to the first level of Hell (probably by falling through a trap in the castle level), but I can't find any down staircases? How can I get down farther? A: You'll find that if you're confused and read a scroll of teleportation you'll get teleported to a different level. Cursed scrolls of teleportation and level teleporters also do this. If you have teleport control (via a ring or intrinsic), you can use these to teleport down to about level fifty and then work your way up. Q: I've been punished, and I can't stand lugging around this ball and chain. What can I do to get rid of it? A: There are several ways to accomplish this. In the meantime, though, unless you have a pretty good weapon, pick up the iron ball and wield it. To get it off, try reading a scroll (or casting a spell) of remove curse. Or, try feeding it to a rust monster, rock mole, or iron golem. A nymph may steal it. Or, you can polymorph into a rust monster, rock mole, or iron golem, and eat it yourself. Finally, you can polymorph into a nymph and remove it. Note that lock-picks and keys won't work to get it off. Q: I've got the amulet, and I'm on my way up through the levels of Hell, but I'm stuck. I'm in a relatively small area in the middle of the level, I can't find a way out, and there's no stairway up - only one going back down. A: Sounds like you've found Vlad's Tower. Try going back down two levels and exiting from the base of the tower. Then try looking in the upper left hand corner of the maze for another stairway going up. The tower levels always have an up staircase placed there. See the section on SPECIAL LEVELS for more information. Q: I've got the amulet, and I'm on my way up, but the Wizard keeps popping in and I'm tired of killing him. Is there anything I can do to get him off of my case? A: Most things you can do won't stop him from coming after you again. I saw a post once on rec.games.hack that had about thirty suggestions, but none of them would work. Basically, the only way to stop him from coming after you is to exploit a "feature" of the game. Wait near the up staircase for him. Then, throw a potion of paralysis at him. During the 1-15 turns that he will be paralyzed, go up the staircase. He won't come after you any more. The reason for this is that the game only updates the paralysis counters for creatures on the same level as you - thus, it realizes that the Wizard is still around, but paralyzed, and it won't un-paralyze him unless you go back to that level. (Incidentally, don't count on this working in the next version of nethack.) Q: I'm in the endgame and I'm in a long hallway that runs north-south. I can't seem to find a secret door, though, and I can't teleport. How do I get to the other side of the level? A: Be patient and keep searching. There's a secret door in the upper left wall of the corridor. However, there's a lot of nasty creatures in the center of the endgame level, so if you're willing to sacrifice the experience, and you can polymorph, it might be better to turn into a xorn and go around the center area. Q: I've heard a lot about "named weapons," but I can't seem to get one. How can I get one? A: Well, there are five ways of getting named weapons, also known as artifacts. The first, and perhaps most obvious one, is to wish for it. When you are asked what you want to wish for, type "a (blessed) (+n) [weapon type] named [name]," where blessed and +n (be sure to substitute a number for n!) are optional, and the weapon type is correct for the name agree (see the ARTIFACTS section and WISHING section for more information). Another way to get a named weapon is to have it given to you by your deity. If you sacrifice (#offer) enough, eventually you will probably see an object appear at your feet. This will be a named weapon. A third way to get a named weapon is to find it. Some of them will just be randomly generated (although very rare), so be on the lookout. Oh, you will know it's named when you pick it up - it's not necessary to identify it. You can also gain some of the named weapons by simply finding the appropriate weapon type and using the #name command. Sting and Orcrist are notable in this regard. Finally, you can get Excalibur by #dipping a normal longsword in a fountain (see FOUNTAIN EFFECTS for more details about this). ------------------------------------------------------------------------------ CARRYING CAPACITY: In order to compute the carrying capacity of a character, you need to know three things: the character's strength, level, and if either leg is wounded. Strength is divided into two parts, and is shown as str/nn. Str ranges from 1 to 18 (and can jump to 25 with gauntlets of power), and nn ranges from 01 to ** (** is used since 100 won't fit in the two digit space). How strength affects carrying capacity varies depending upon the strength. The character's level is always multiplied by five and added into the carrying capacity, and finally, for each wounded leg (either the left, right or both can be wounded) you have to subtract ten from the carrying capacity. Thus, the formulae for figuring out your carrying capacity are as follows: Strength Capacity ----------- ---------------------------------------------- 1-18 5*level + 5*str - 10*(wounded legs) 18/01-18/50 5*level + 90 + nn - 10*(wounded legs) 18/51-18/75 5*level + 140 + 2*(nn-50) - 10*(wounded legs) 18/76-18/90 5*level + 190 + 3*(nn-75) - 10*(wounded legs) 18/91-18/95 5*level + 235 + 5*(nn-90) - 10*(wounded legs) 18/96-18/99 5*level + 260 + 10*(nn-95) - 10*(wounded legs) 18/** 5*level + 410 - 10*(wounded legs) 25 5*level + 380 - 10*(wounded legs) Interestingly enough, a strength of 25 doesn't allow as much of a carrying capacity as 18/** does. ------------------------------------------------------------------------------ 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 wand of cold or fire at the moat, 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. ------------------------------------------------------------------------------ MONSTER ATTACKS: This section details the number and types of attacks each monster has, as well as how much damage they can do for each attack, and what type of damage is done. Each monster can have from one to five attacks (except the mail daemon, which doesn't attack). These attacks are listed in the order in which they will occur, in the following format: Attack-type Damage (Damage type). Attack types, damage, and damage types are explained below the chart. Name Attacks ------------------------------------------------------------------------------ | acid blob | Defensive LEVd8 (Acid) | | air elemental | Engulf 2d10 | | ape | Claw 1d3, Claw 1d3, Bite 1d6 | | archeologist | Weapon 1d6 | | Asmodeus | Claw 4d4, Magic 6d6 (Cold) | | Baalzebub | Bite 2d6 (Str.), Gaze 2d6 (Stun) | | baby black dragon | Bite 2d6 | | baby blue dragon | Bite 2d6 | | baby crocodile | Bite 1d4 | | baby gray dragon | Bite 2d6 | | baby green dragon | Bite 2d6 | | baby long worm | Bite 1d6 | | baby orange dragon | Bite 2d6 | | baby purple worm | Bite 1d6 | | baby red dragon | Bite 2d6 | | baby white dragon | Bite 2d6 | | baby yellow dragon | Bite 2d6 | | balrog | Weapon 8d4, Weapon 4d6 | | baluchitherium | Claw 5d4, Claw 5d4 | | barbarian | Weapon 1d6 | | barbed devil | Claw 2d4, Claw 2d4, Sting 3d4 | | barrow wight | Claw 1d4, Magic 0d0 (Spell), | | | Weapon 0d0 (Drain Life) | | bat | Bite 1d4 | | black dragon | Breath 4d10 (Disint./Death), Bite 3d8, Claw 1d4, | | | Claw 1d4 | | black naga | Bite 2d6, Spit 1d25 (Acid) | | black naga hatchling | Bite 1d4 | | black pudding | Bite 3d8 (Rust), Defensive 0d0 (Rust) | | black unicorn | Butt 1d12, Kick 1d6 | | blue dragon | Breath 4d6 (Shock), Bite 3d8, Claw 1d4, Claw 1d4 | | blue jelly | Defensive (LEV+1)d6 (Cold) | | bone devil | Weapon 3d4, Sting 2d4 (Str.) | | brown mold | Defensive (LEV+1)d6 (Cold) | | brown pudding | Bite 0d0 (Decay) | | bugbear | Weapon 2d4 | | captain | Weapon 4d4, Weapon 4d4 | | carnivorous ape | Claw 1d4, Claw 1d4, Hug 1d8 | | cave spider | Bite 1d2 | | caveman | Weapon 2d4 | | cavewoman | Weapon 2d4 | | Cerberus | Bite 3d6, Bite 3d6, Bite 3d6 | | chameleon | Bite 4d2 | | Charon | Weapon 1d8, Touch 1d8 (Paralyze) | | clay golem | Claw 3d10 | | cobra | Bite 2d4 (Str.), Spit 1d25 (Blind) | | cockatrice | Bite 1d3, Touch 0d0 (Petrify), | | | Defensive 0d0 (Petrify) | | crocodile | Bite 4d2, Claw 1d12 | | demilich | Touch 3d4 (Cold), Magic 0d0 (Spell) | | Demogorgon | Magic 8d6 (Spell), Sting 1d4 (Drain Life), | | | Claw 1d6 (Disease), Claw 1d6 (Disease) | | demon | Weapon 1d4, Claw 1d4, Bite 1d4 | | Dispater | Weapon 4d6, Magic 6d6 (Spell) | | djinni | Weapon 2d8 | | dog | Bite 1d6 | | dust vortex | Engulf 2d8 (Blind) | | dwarf | Weapon 1d8 | | dwarf king | Weapon 2d6, Weapon 2d6 | | dwarf lord | Weapon 2d4, Weapon 2d4 | | earth elemental | Claw 4d6 | | electric eel | Bite 4d6 (Shock), Touch 0d0 (Wrap) | | elf | Weapon 1d8 | | elf mummy | Claw 2d4 | | elf zombie | Claw 1d7 | | elf-lord | Weapon 2d4, Weapon 2d4 | | Elvenking | Weapon 2d4, Weapon 2d | | energy vortex | Engulf 1d6 (Shock), Engulf 0d0 (Drain Energy), | | | Defensive (LEV+1)d4 (Shock) | | erinyes | Weapon 2d4 (Str.) | | ettin | Weapon 2d8, Weapon 3d6 | | ettin mummy | Claw 2d6, Claw 2d6 | | ettin zombie | Claw 1d10, Claw 1d10 | | fire ant | Bite 1d4 (Fire) | | fire elemental | Claw 3d6 (Fire), Defensive (LEV+1)d4 (Fire) | | fire giant | Weapon 2d10 | | fire vortex | Engulf 1d10 (Fire), Defensive (LEV+1)d4 (Fire) | | flesh golem | Claw 2d8, Claw 2d8 | | floating eye | Defensive (LEV+1)d70 (Paralyze) | | fog cloud | Engulf 1d6 | | forest centaur | Weapon 1d8, Kick 1d6 | | freezing sphere | Explode 4d6 (Cold) | | frost giant | Weapon 2d12 | | garter snake | Bite 1d2 | | gecko | Bite 1d3 | | gelatinous cube | Touch 2d4 (Paralyze), | | | Defensive (LEV+1)d4 (Paralyze) | | Geryon | Claw 3d6, Claw 3d6, Sting 2d4 (Str.) | | ghost | Touch 1d1 | | giant | Weapon 2d10 | | giant ant | Bite 1d4 | | giant bat | Bite 1d6 | | giant beetle | Bite 3d6 | | giant eel | Bite 3d6, Touch 0d0 (Wrap) | | giant mimic | Claw 3d6 (Stick), Claw 3d6 (Stick) | | giant mummy | Claw 3d4, Claw 3d4 | | giant rat | Bite 1d3 | | giant spider | Bite 2d4 (Str.) | | giant zombie | Claw 2d8, Claw 2d8 | | gnome | Weapon 1d6 | | gnome king | Weapon 2d6 | | gnome lord | Weapon 1d8 | | gnome mummy | Claw 1d6 | | gnome zombie | Claw 1d5 | | gnomish wizard | Magic 0d0 (Spell) | | goblin | Weapon 1d4 | | golden naga | Bite 2d6, Magic 4d6 (Spell) | | golden naga hatchling | Bite 1d4 | | gray dragon | Breath 4d6 (Mag. Mis.), Bite 3d8, Claw 1d4, | | | Claw 1d4 | | gray ooze | Bite 2d8 (Rust) | | gray unicorn | Butt 1d12, Kick 1d6 | | green dragon | Breath 4d6 (Str.), Bite 3d8, Claw 1d4, Claw 1d4 | | green mold | Defensive LEVd4 (Acid) | | Green-elf | Weapon 2d4 | | gremlin | Claw 1d6, Claw 1d6, Bite 1d4, Claw 0d0 (Curse) | | Grey-elf | Weapon 2d4 | | grid bug | Bite 1d1 (Shock) | | guard | Weapon 4d10 | | guardian naga | Bite 1d6 (Paralyze), Hug 2d4, Spit 1d6 (Str.) | | guardian naga hatchling | Bite 1d4 | | healer | Weapon 1d6 | | hell hound | Bite 3d6, Breath 3d6 (Fire) | | hell hound pup | Bite 2d6, Breath 2d6 (Fire) | | hezrou | Claw 1d3, Claw 1d3, Bite 4d4 | | hill giant | Weapon 2d8 | | hill orc | Weapon 1d6 | | hobbit | Weapon 1d6 | | hobgoblin | Weapon 1d6 | | homunculus | Bite 1d3 (Sleep) | | horned devil | Weapon 1d4, Claw 1d4, Bite 2d3, Sting 1d3 | | housecat | Bite 1d6 | | human | Weapon 1d6 | | human mummy | Claw 2d4, Claw 2d4 | | human zombie | Claw 1d8 | | ice devil | Claw 1d4, Claw 1d4, Bite 2d4, Sting 3d4 (Cold) | | ice troll | Claw 2d6, Claw 2d6 (Cold), Bite 2d6 | | ice vortex | Engulf 1d6 (Cold) | | iguana | Bite 1d4 | | imp | Claw 1d4 | | incubus | Bite 0d0 (Seduce), Claw 1d3, Claw 1d3 | | iron golem | Weapon 4d10, Breath 4d6 (Str.) | | iron piercer | Bite 3d6 | | jabberwock | Bite 2d10, Bite 2d10, Claw 2d10, Claw 2d10 | | jackal | Bite 1d2 | | jackalwere | Bite 1d4 (Lycanthropy) | | jaguar | Claw 1d4, Claw 1d4, Bite 1d8 | | Juiblex | Engulf 4d10 (Disease), Spit 3d6 (Acid) | | Keystone Kop | Weapon 1d4 | | killer bee | Sting 1d3 (Str.) | | kitten | Bite 1d6 | | knight | Weapon 1d6 | | kobold | Weapon 1d4 | | kobold lord | Weapon 2d4 | | kobold mummy | Claw 1d4 | | kobold shaman | Magic 0d0 (Spell) | | kobold zombie | Claw 1d4 | | Kop Kaptain | Weapon 2d6 | | Kop Lieutenant | Weapon 1d8 | | Kop Sergeant | Weapon 1d6 | | kraken | Claw 2d4, Claw 2d4, Hug 2d6 (Wrap), Bite 5d4 | | large cat | Bite 2d4 | | large dog | Bite 2d4 | | large kobold | Weapon 1d6 | | large mimic | Claw 3d4 (Stick) | | leather golem | Claw 1d6, Claw 1d6 | | lemure | Claw 1d3 | | leocrotta | Claw 2d6, Bite 2d6, Claw 2d6 | | leprechaun | Claw 1d2 (Steal $) | | lich | Touch 1d10 (Cold), Magic 0d0 (Spell) | | lieutenant | Weapon 3d4, Weapon 3d4 | | little dog | Bite 1d6 | | lizard | Bite 1d6 | | long worm | Bite 1d4 | | lurker above | Engulf 1d8 (Digest) | | mail daemon | | | manes | Claw 1d3, Claw 1d3, Bite 1d4 | | marilith | Weapon 2d4, Weapon 2d4, Weapon 2d4, Weapon 2d4, | | | Weapon 2d4 | | master lich | Touch 3d6 (Cold), Magic 0d0 (Spell) | | Medusa | Claw 1d8, Gaze 0d0 (Petrify), Bite 1d6 (Str.), | | | Weapon 2d4 | | minotaur | Claw 3d10, Claw 3d10, Butt 2d | | Mordor orc | Weapon 1d6 | | mountain centaur | Weapon 1d10, Kick 1d6, Kick 1d6 | | mountain nymph | Claw 0d0 (Steal), Claw 0d0 (Seduce) | | mumakil | Butt 4d12, Bite 2d6 | | nalfeshnee | Claw 1d4, Claw 1d4, Bite 2d4, Magic 0d0 (Spell) | | Nazgul | Weapon 1d4 (Drain Life), Breath 0d0 (Sleep) | | newt | Bite 1d2 | | nurse | Claw 2d6 (Heal) | | ochre jelly | Engulf 3d6 (Acid), Defensive LEVd6 (Acid) | | ogre | Weapon 2d5 | | ogre king | Weapon 3d5 | | ogre lord | Weapon 2d6 | | Olog-hai | Claw 2d8, Weapon 3d6, Bite 2d6 | | oracle | Defensive (LEV+1)d4 (Mag. Mis.) | | orange dragon | Breath 4d25 (Sleep), Bite 3d8, Claw 1d4, | | | Claw 1d4 | | orc | Weapon 1d8 | | orc mummy | Claw 1d6 | | orc shaman | Magic 0d0 (Spell) | | orc zombie | Claw 1d6 | | orc-captain | Weapon 2d4, Weapon 2d4 | | Orcus | Magic 8d6 (Spell), Weapon 3d6, Claw 3d4, | | | Claw 3d4, Sting 2d4 (Str.) | | owlbear | Claw 1d6, Claw 1d6, Hug 2d8 | | pit fiend | Weapon 4d2, Weapon 4d2, Hug 2d4 | | pit viper | Bite 1d4 (Str.), Bite 1d4 (Str.) | | plains centaur | Weapon 1d6, Kick 1d6 | | priest | Weapon 1d6 | | priestess | Weapon 1d6 | | purple worm | Bite 2d8, Engulf 1d10 (Digest) | | python | Bite 1d4 (Str.), Hug 2d4 (Wrap) | | quantum mechanic | Claw 1d4 (Teleport) | | quasit | Claw 1d2 (Dex.), Claw 1d2 (Dex.), Bite 1d4 | | queen bee | Sting 1d8 (Str.) | | quivering blob | Touch 1d8 | | rabid rat | Bite 2d4 (Con.) | | ratwere | Bite 1d4 (Lycanthropy) | | red dragon | Breath 6d6 (Fire), Bite 3d8, Claw 1d4, Claw 1d4 | | red mold | Defensive (LEV+1)d4 (Fire) | | red naga | Bite 2d4, Breath 2d6 (Fire) | | red naga hatchling | Bite 1d4 | | rock mole | Bite 1d6 | | rock piercer | Bite 2d6 | | rock troll | Claw 2d8, Weapon 3d6, Bite 2d6 | | rogue | Weapon 1d6 | | rope golem | Claw 1d6, Hug 6d1 | | rothe | Claw 1d3, Bite 1d3, Bite 1d8 | | rust monster | Touch 0d0 (Rust), Touch 0d0 (Rust), | | | Defensive 0d0 (Rust) | | samurai | Weapon 1d8 | | scorpion | Claw 1d2, Claw 1d2, Sting 1d4 (Str.) | | sergeant | Weapon 2d6 | | sewer rat | Bite 1d3 | | shopkeeper | Weapon 4d4, Weapon 4d4 | | small mimic | Claw 3d4 | | snake | Bite 1d6 (Str.) | | soldier | Weapon 1d8 | | soldier ant | Bite 2d4, Sting 3d4 (Str.) | | spotted jelly | Defensive LEVd6 (Acid) | | stalker | Claw 4d4 | | steam vortex | Engulf 1d8 (Fire) | | stone giant | Weapon 2d10 | | stone golem | Claw 3d8 | | straw golem | Claw 1d2, Claw 1d2 | | succubus | Bite 0d0 (Seduce), Claw 1d3, Claw 1d3 | | temple priest | Weapon 4d10, Kick 1d4, Magic 0d0 (Cleric Spl) | | temple priestess | Weapon 4d10, Kick 1d4, Magic 0d0 (Cleric Spl) | | tengu | Bite 1d7 | | tiger | Claw 2d4, Claw 2d4, Bite 1d10 | | titan | Weapon 2d8, Magic 0d0 (Spell) | | titanothere | Claw 2d8 | | tourist | Weapon 1d6 | | trapper | Engulf 1d10 (Digest) | | troll | Claw 4d2, Claw 4d2, Bite 2d6 | | umber hulk | Claw 3d4, Claw 3d4, Bite 2d5, Gaze 0d0 (Confuse) | | unarmored soldier | Weapon 1d8 | | Uruk-hai | Weapon 1d8 | | valkyrie | Weapon 1d8 | | vampire | Claw 1d6, Bite 1d6 (Drain Life) | | vampire bat | Bite 1d6, Bite 0d0 (Str.) | | vampire lord | Claw 1d8, Bite 1d8 (Drain Life) | | violet fungus | Touch 1d4, Touch 0d0 (Stick) | | Vlad the Impaler | Weapon 1d6, Bite 1d6 (Drain Life) | | vrock | Claw 1d4, Claw 1d4, Claw 1d8, Claw 1d8, Bite 1d6 | | warg | Bite 2d6 | | water demon | Weapon 1d3, Claw 1d3, Bite 1d3 | | water elemental | Claw 5d6 | | water moccasin | Bite 1d6 (Str.) | | water nymph | Claw 0d0 (Steal), Claw 0d0 (Seduce) | | water troll | Claw 2d8, Claw 2d8, Bite 2d6 | | werejackal | Weapon 2d4 | | wererat | Weapon 2d4 | | werewolf | Weapon 2d4 | | white dragon | Breath 4d6 (Cold), Bite 3d8, Claw 1d4, Claw 1d4 | | white unicorn | Butt 1d12, Kick 1d6 | | winter wolf | Bite 2d6, Breath 2d6 (Cold) | | wizard | Weapon 1d6 | | Wizard of Yendor | Claw 2d12 (Amulet), Magic 0d0 (Spell) | | wolf | Bite 2d4 | | wolfwere | Bite 2d6 (Lycanthropy) | | wood golem | Claw 3d4 | | wood nymph | Claw 0d0 (Steal), Claw 0d0 (Seduce) | | Woodland-elf | Weapon 2d4 | | wraith | Touch 1d6 (Drain Life) | | wumpus | Bite 3d6 | | xan | Sting 1d4 (Legs) | | xorn | Claw 1d3, Claw 1d3, Claw 1d3, Bite 4d6 | | Yeenoghu | Weapon 3d6, Weapon 2d8 (Confuse), | | | Weapon 1d6 (Paralyze), Magic 2d6 (Mag. Mis.) | | yellow dragon | Breath 4d6 (Acid), Bite 3d8, Claw 1d4, Claw 1d4 | | yellow light | Explode 10d20 (Blind) | | yellow mold | Defensive (LEV+1)d4 (Stun) | | yeti | Claw 1d6, Claw 1d6, Bite 1d4 | | zruty | Claw 3d4, Claw 3d4, Bite 3d6 | ------------------------------------------------------------------------------ Attack types: The various attack types possible for an attack are listed below, with a brief explanation for each. Attack Type Description ------ ----------- Bite - The monster will attempt to bite you. Breath - With this attack type, the monster will breathe at you, usually breathing a gas, liquid, fire, or the like. The classical example of this is the fire breathing dragon (a red dragon in nethack and most fantasy role playing games). Butt - The monster will head-butt you, much in the same way that a bull would, usually in order to bring a horn into play. Claw - The monster attacks using its claws. Defensive - This attack type will only occur if you successfully attack (i.e. hit) the monster in question. I.E. this is a retributive strike. Engulf - The monster will attempt to engulf you. This can involve swallowing you whole, as a purple worm would do, or simply surrounding you, as a fog cloud would. Explode - With this attack type, the monster will literally explode if you come within range of it, and the explosion does the damage. Gaze - The monster will look at you in order attack. Usually you have to meet the monster's gaze in order for the attack to be successful. Hug - With this attack type, the monster will use a crushing bear-like hug in order to incapacitate you as well as prevent you from running away. Kick - The monster will kick you. For example, a horse (if it were a nethack monster) would probably kick you. Temple priest(ess)s also use kicking attacks. Magic - The monster will use a magic spell to attack. Spit - The monster will spit at you, and if the liquid that is spat touches you, the attack is successful. A prime example of this type of attack would be the spitting cobra. Sting - The monster will attempt to sting you with a stinger. Touch - In order to successfully attack with this attack type, the monster need only touch you. Weapon - The monster in question will use a weapon of some type in order to do the damage listed. Thus, monsters with this attack type will always be generated with weapons. Damage: Damage is listed in the format XdY. In this format, X is the number of dice rolled to determine the damage, and Y is the number of faces on each die rolled. Thus, if '1d6' were listed, it would mean that one six-sided die would be rolled to determine the damage, giving a possible range of 1-6. If '3d8' were listed, it would mean that three eight-sided dice would be rolled to determine the damage, giving a possible range of 3-24. Note: where "LEV" is listed (i.e. "LEVd4" or "(LEV+1)d4") then substitute the monster's level for "LEV." Note that with some damage types, the damage indicated here will not be used for actual hit point damage to the character, but may be used (for example) to determine the length of paralyzation or blindness, etc. Damage types: The various damage types possible for an attack are listed below, with a brief explanation for each. The default damage type (i.e. if no damage type is listed for the attack) is "Physical." Damage Type Description ------ ----------- Acid - The damage done in this case is via acid. Thus, if you are acid resistant (only certain monsters are), you would take no damage. Amulet - Monsters with this damage type (basically the Wizard of Yendor only) will attempt to steal the Amulet of Yendor (assuming you have it). Blind - This damage type is used in conjuction with the engulf, explode, and spit attack types. With the engulf attack type, normal damage is done, and you will be blinded until you manage to kill the creature or are expelled from it. With the explode attack type, you will be blinded for a number of rounds equal to the listed damage, but no damage will be taken. For the spit attack type, you will take normal damage and be blinded for 1-25 rounds. Cleric Spl - Monsters with this damage type will cast a random cleric spell, having random effects depending upon the spell cast. Cold - The damage is done via cold or freezing. Thus, if you are cold resistant, no damage will be done. However, this type of damage also has a chance of destroying potions. Con. - Damage of this type has the possibility of being poisoned. If the attack is poisoned, your character will lose 3 to 5 points of constitution in addition to the normal damage taken. Confuse - An attack doing damage of this type will confuse you for the number of rounds that would normally be damage. (i.e. if 1d6 is listed for damage, you would be confused for 1d6 rounds). No normal damage is received, however. Curse - If an attack using this damage type succeeds, the attacking monster will "steal" one of your intrinsics. Decay - This damage type, in addition to doing normal damage, has the capability of decaying organic material. Thus, it can damage armor that is organic in nature (i.e. robes, leather armor, etc.). Dex. - Damage of this type has the possibility of being poisoned. If the attack is poisoned, your character will lose 3 to 5 points of dexterity in addition to the normal damage taken. Digest - This damage type occurs only in conjunction with the attack type "Engulf." Basically, once the monster has swallowed you whole, any damage done if via digestion in the monster's stomach. Disease - In addition to the normal damage done, you also have a chance of becoming sick and eventually dying of it. Disint./Death - This type of attack will usually kill you outright. However, if the attack is a disintegration beam and you are wearing armor, your outermost layer of armor will be destroyed instead. Drain Energy - Damage of this type is done by draining the amount of damage from your store of energy points instead of from hit points. Drain Life - Monsters doing this kind of damage have a chance of draining an experience level from you in addition to the normal damage done. Fire - The damage is done via fire or heat. Thus, if you are fire resistant, no damage will be done. This type of damage also has a chance of catching scrolls and spellbooks on fire, and causing potions to boil and burst. Heal - This is probably the most unique of all the damage types, and is basically reserved for nurses. If you are wearing any type of armor, or are wielding any weapon when this damage type is done to you, normal damage will occur (unless you are a healer, in which case you'll get a fun message). If, however, you aren't wearing any armor, and are not wielding any weapon, you will actually be healed by the attack, and if already at maximum hit points, there is a chance that your maximum will be increased by one point. Legs - Monsters doing this type of damage attack and do damage primarily to your legs. Such damage can incapacitate you and prevent you from walking or fighting, especially if you're carrying a heavy load. Lycanthropy - Monsters with this damage type have a chance of not only doing normal damage, but also conferring lycanthropy upon you. If you catch lycanthropy (signified by the message, "You feel feverish."), you will periodically change form into a rat, jackal, or wolf, depending upon which type of lycanthrope you got the disease from. Mag. Mis. - Attacks with this damage type are made via magic missiles. If you are magic resistant, no damage will be sustained. Paralyze - For most attack types, this kind of damage includes not only the normal physical damage, but also the chance of being paralyzed for a random time period. However, for "Defensive" attacks, no damage is done, and you will be paralyzed for the number of rounds listed as damage. Petrify - Monsters doing this type of damage have a chance of turning you to stone. Generally the stoning (as it's called) starts with the limbs, and then proceeds to the rest of the body. Physical - The damage done is physical in nature (i.e. a cut to the torso, etc.). Rust - Damage of this type has the capability of rusting metal. If the attack type is defensive in nature, the weapon you used to attack can rust. Otherwise, any metal armor you might be wearing can rust. Seduce - Monsters with this damage type will attempt to seduce you and will steal as many of your items as possible while they are seducing you. Incubi/Succubi have slightly different effects with this damage type, and can have effects ranging from giving you experience to outright killing you. Shock - Damage of this type is done via electrical shock. Thus, if you are shock resistant, no damage will be done. However, this damage also has a chance of destroying wands and rings. Sleep - If an attack doing sleep damage succeeds, there is a chance that you will be put to sleep for a random time period in addition to the normal damage. Sleep resistance will prevent you from being put to sleep, but you will still sustain the normal damage. Slow - Attacks doing damage of this type have the possibility of not only doing normal damage, but also of slowing you down to normal speed if you are moving at faster than normal speed. Spell - Monsters with this damage type will cast a random magic-user spell, having varying effects depending upon the spell cast. Steal - Monsters with this damage type will attempt to steal an item from your inventory. Steal $ - Monsters with this damage type will attempt to steal any gold which you might have. Stick - If an attack doing damage of this type succeeds, in addition to doing the normal damage, you will be unable to escape the monster in the next round. Str. - Damage of this type has the possibility of being poisoned. If the attack is poisoned, your character will lose 3 to 5 points of strength in addition to the normal damage taken. Stun - An attack doing damage of this type will stun you for the number of rounds that would normally be damage. (i.e. if 1d6 is listed for damage, you would be stunned for 1d6 rounds). In addition to stunning you for this time period, you will take damage equal to one-half of the time period you are stunned. (I.e., let's say the monster can do 1d6 damage. Let's say it rolls a 4 for that 1d6. Thus, you would be stunned for 4 rounds, and take 2 hit points of damage.) The exception to all this is "Defensive" attacks, where you will be stunned as per a normal stun attack, but no physical damage is taken. Teleport - Monsters doing damage of this type can, in addition to doing normal damage, teleport you to another spot on the level. Wrap - This is a special damage type which is similar to "Stick." However, this damage type is reserved for eels, and if successful, in addition to keeping you from running away the next round, they have a chance of pulling you into the water and drowning you. ------------------------------------------------------------------------------ MONSTER INFORMATION: Name Lvl Spd AC MR Aln Wgt Nutr Siz ---------------------------------------------------------------------- | acid blob | 1 | 3 | 8 | 0 | N | 3 | 30 | S | | air elemental | 8 | 36 | 2 | 30 | N | 5 | 0 | L | | ape | 4 | 12 | 6 | 0 | N | 50 | 500 | L | | archeologist | 1 | 10 | 10 | 1 | L | 45 | 400 | L | | Asmodeus | 105 | 12 | -7 | 90 | L | 50 | 500 | L | | Baalzebub | 89 | 9 | -5 | 85 | L | 50 | 500 | L | | baby black dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L | | baby blue dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L | | baby crocodile | 3 | 6 | 7 | 0 | N | 20 | 200 | L | | baby gray dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L | | baby green dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L | | baby long worm | 8 | 3 | 5 | 0 | N | 25 | 250 | L | | baby orange dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L | | baby purple worm | 8 | 3 | 5 | 0 | N | 25 | 250 | L | | baby red dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L | | baby white dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L | | baby yellow dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L | | balrog | 16 | 5 | -2 | 75 | C | 45 | 450 | L | | baluchitherium | 14 | 12 | 5 | 0 | N | 80 | 800 | L | | barbarian | 1 | 10 | 10 | 1 | C | 45 | 400 | L | | barbed devil | 8 | 12 | 0 | 35 | L | 45 | 450 | L | | barrow wight | 3 | 12 | 5 | 5 | C | 30 | 0 | L | | bat | 0 | 22 | 8 | 0 | N | 2 | 20 | S | | black dragon | 10 | 9 | -1 | 20 | C | 150 | 1500 | L | | black naga | 8 | 14 | 2 | 10 | L | 60 | 400 | L | | black naga hatchling | 3 | 10 | 6 | 0 | N | 20 | 100 | L | | black pudding | 10 | 6 | 6 | 0 | N | 50 | 500 | L | | black unicorn | 4 | 24 | 2 | 70 | C | 30 | 300 | L | | blue dragon | 10 | 9 | -1 | 20 | C | 150 | 1500 | L | | blue jelly | 4 | 0 | 8 | 10 | N | 2 | 20 | L | | bone devil | 9 | 15 | -1 | 40 | C | 45 | 450 | L | | brown mold | 1 | 0 | 9 | 0 | N | 5 | 30 | S | | brown pudding | 5 | 3 | 8 | 0 | N | 50 | 500 | L | | bugbear | 3 | 9 | 5 | 0 | C | 25 | 250 | L | | captain | 12 | 4 | -3 | 15 | C | 45 | 400 | L | | carnivorous ape | 5 | 12 | 6 | 0 | N | 55 | 550 | L | | cave spider | 1 | 12 | 3 | 0 | N | 5 | 50 | S | | caveman | 1 | 10 | 10 | 0 | L | 45 | 400 | L | | cavewoman | 1 | 10 | 10 | 0 | L | 45 | 400 | L | | Cerberus | 12 | 10 | 2 | 20 | C | 50 | 350 | L | | chameleon | 6 | 5 | 6 | 10 | N | 10 | 100 | S | | Charon | 76 | 18 | -5 | 120 | N | 45 | 400 | L | | clay golem | 11 | 7 | 7 | 40 | N | 75 | 0 | L | | cobra | 6 | 18 | 2 | 0 | N | 15 | 100 | L | | cockatrice | 5 | 6 | 6 | 30 | N | 3 | 30 | S | | crocodile | 6 | 9 | 5 | 0 | N | 45 | 400 | L | | demilich | 14 | 9 | -2 | 60 | C | 30 | 100 | L | | Demogorgon | 106 | 15 | -8 | 95 | C | 50 | 500 | L | | demon | 10 | 12 | 4 | 30 | C | 45 | 450 | L | | Dispater | 78 | 15 | -2 | 80 | L | 50 | 500 | L | | djinni | 7 | 12 | 4 | 30 | N | 40 | 400 | L | | dog | 4 | 16 | 5 | 0 | N | 20 | 200 | L | | dust vortex | 4 | 20 | 2 | 30 | N | 20 | 0 | L | | dwarf | 2 | 6 | 4 | 10 | L | 30 | 300 | L | | dwarf king | 6 | 6 | 4 | 20 | L | 30 | 300 | L | | dwarf lord | 4 | 6 | 4 | 10 | L | 30 | 300 | L | | earth elemental | 8 | 6 | 2 | 30 | N | 50 | 0 | L | | electric eel | 7 | 10 | -3 | 0 | N | 10 | 250 | L | | elf | 1 | 12 | 10 | 2 | L | 35 | 350 | L | | elf mummy | 6 | 12 | 4 | 30 | C | 35 | 350 | L | | elf zombie | 3 | 6 | 9 | 0 | C | 35 | 350 | L | | elf-lord | 8 | 12 | 5 | 20 | L | 35 | 350 | L | | Elvenking | 9 | 12 | 5 | 25 | L | 35 | 350 | L | | energy vortex | 6 | 20 | 2 | 30 | N | 20 | 0 | L | | erinyes | 7 | 12 | 2 | 30 | L | 45 | 450 | L | | ettin | 10 | 12 | 3 | 0 | N | 50 | 500 | L | | ettin mummy | 7 | 12 | 4 | 30 | C | 50 | 500 | L | | ettin zombie | 6 | 8 | 6 | 0 | C | 50 | 500 | L | | fire ant | 3 | 18 | 3 | 10 | N | 3 | 30 | S | | fire elemental | 8 | 12 | 2 | 30 | N | 5 | 0 | L | | fire giant | 9 | 12 | 4 | 5 | L | 75 | 750 | L | | fire vortex | 8 | 22 | 2 | 30 | N | 30 | 0 | L | | flesh golem | 9 | 8 | 9 | 30 | N | 60 | 600 | L | | floating eye | 2 | 1 | 9 | 10 | N | 1 | 10 | S | | fog cloud | 3 | 1 | 0 | 0 | N | 10 | 0 | L | | forest centaur | 5 | 18 | 3 | 10 | C | 55 | 600 | L | | freezing sphere | 6 | 13 | 4 | 0 | N | 1 | 10 | S | | frost giant | 10 | 12 | 3 | 10 | C | 75 | 750 | L | | garter snake | 1 | 8 | 8 | 0 | N | 5 | 60 | S | | gecko | 1 | 6 | 8 | 0 | N | 2 | 20 | S | | gelatinous cube | 6 | 6 | 8 | 0 | N | 30 | 300 | L | | Geryon | 72 | 3 | -3 | 75 | L | 50 | 500 | L | | ghost | 10 | 3 | -5 | 50 | C | 45 | 0 | L | | giant | 6 | 6 | 0 | 0 | L | 75 | 750 | L | | giant ant | 2 | 18 | 3 | 0 | N | 1 | 10 | S | | giant bat | 2 | 22 | 7 | 0 | N | 3 | 30 | L | | giant beetle | 5 | 6 | 4 | 0 | N | 1 | 10 | L | | giant eel | 5 | 9 | -1 | 0 | N | 10 | 250 | L | | giant mimic | 9 | 3 | 7 | 20 | N | 60 | 500 | L | | giant mummy | 8 | 14 | 3 | 30 | C | 75 | 750 | L | | giant rat | 1 | 10 | 7 | 0 | N | 3 | 30 | S | | giant spider | 5 | 15 | 4 | 0 | N | 10 | 100 | L | | giant zombie | 8 | 8 | 6 | 0 | C | 75 | 750 | L | | gnome | 1 | 6 | 5 | 4 | N | 10 | 100 | S | | gnome king | 5 | 10 | 2 | 20 | N | 20 | 150 | S | | gnome lord | 3 | 8 | 4 | 4 | N | 15 | 120 | S | | gnome mummy | 4 | 10 | 6 | 20 | C | 10 | 100 | S | | gnome zombie | 1 | 6 | 10 | 0 | C | 10 | 100 | S | | gnomish wizard | 3 | 10 | 4 | 10 | N | 15 | 120 | S | | goblin | 0 | 6 | 6 | 0 | C | 10 | 100 | S | | golden naga | 10 | 14 | 2 | 70 | L | 60 | 400 | L | | golden naga hatchling | 3 | 10 | 6 | 0 | N | 20 | 100 | L | | gray dragon | 10 | 9 | -1 | 20 | L | 150 | 1500 | L | | gray ooze | 3 | 1 | 8 | 0 | N | 50 | 500 | L | | gray unicorn | 4 | 24 | 2 | 70 | N | 30 | 300 | L | | green dragon | 10 | 9 | -1 | 20 | L | 150 | 1500 | L | | green mold | 1 | 0 | 9 | 0 | N | 5 | 30 | S | | Green-elf | 5 | 12 | 5 | 10 | L | 35 | 350 | L | | gremlin | 5 | 12 | 2 | 25 | C | 10 | 30 | S | | Grey-elf | 6 | 12 | 5 | 10 | L | 35 | 350 | L | | grid bug | 0 | 12 | 9 | 0 | N | 5 | 50 | S | | guard | 12 | 12 | -1 | 40 | L | 45 | 400 | L | | guardian naga | 12 | 16 | 0 | 50 | L | 60 | 400 | L | | guardian naga hatchling | 3 | 10 | 6 | 0 | N | 20 | 100 | L | | healer | 1 | 10 | 10 | 1 | L | 45 | 400 | L | | hell hound | 12 | 14 | 2 | 20 | N | 30 | 300 | L | | hell hound pup | 7 | 12 | 4 | 20 | C | 20 | 200 | S | | hezrou | 9 | 6 | -2 | 55 | C | 45 | 450 | L | | hill giant | 8 | 10 | 6 | 0 | C | 70 | 700 | L | | hill orc | 2 | 9 | 6 | 0 | C | 20 | 200 | L | | hobbit | 1 | 9 | 7 | 0 | L | 20 | 200 | S | | hobgoblin | 1 | 9 | 6 | 0 | C | 20 | 200 | L | | homunculus | 2 | 12 | 6 | 10 | C | 20 | 200 | S | | horned devil | 6 | 9 | -5 | 50 | L | 45 | 450 | L | | housecat | 4 | 16 | 5 | 0 | N | 20 | 200 | S | | human | 0 | 12 | 10 | 0 | N | 45 | 400 | L | | human mummy | 6 | 12 | 4 | 30 | C | 40 | 400 | L | | human zombie | 4 | 6 | 8 | 0 | C | 40 | 400 | L | | ice devil | 11 | 6 | -4 | 55 | C | 45 | 450 | L | | ice troll | 9 | 10 | 2 | 20 | C | 40 | 300 | L | | ice vortex | 5 | 20 | 2 | 30 | N | 30 | 0 | L | | iguana | 2 | 6 | 7 | 0 | N | 3 | 30 | S | | imp | 3 | 12 | 2 | 20 | C | 1 | 10 | S | | incubus | 6 | 12 | 0 | 70 | C | 45 | 450 | L | | iron golem | 18 | 6 | 3 | 60 | N | 100 | 0 | L | | iron piercer | 5 | 1 | 0 | 0 | N | 40 | 300 | L | | jabberwock | 15 | 12 | -2 | 50 | N | 60 | 600 | L | | jackal | 0 | 12 | 7 | 0 | N | 25 | 250 | S | | jackalwere | 2 | 12 | 7 | 10 | C | 25 | 250 | S | | jaguar | 4 | 15 | 6 | 0 | N | 30 | 300 | L | | Juiblex | 50 | 3 | -7 | 65 | C | 50 | 250 | L | | Keystone Kop | 1 | 6 | 7 | 10 | L | 45 | 200 | L | | killer bee | 1 | 18 | -1 | 0 | N | 1 | 10 | S | | kitten | 2 | 18 | 6 | 0 | N | 15 | 150 | S | | knight | 1 | 10 | 10 | 1 | L | 45 | 400 | L | | kobold | 0 | 6 | 7 | 0 | C | 10 | 100 | S | | kobold lord | 2 | 6 | 5 | 0 | C | 20 | 200 | S | | kobold mummy | 3 | 8 | 6 | 20 | C | 10 | 100 | S | | kobold shaman | 1 | 6 | 6 | 10 | C | 15 | 150 | S | | kobold zombie | 0 | 6 | 10 | 0 | C | 10 | 100 | S | | Kop Kaptain | 4 | 12 | 4 | 20 | L | 45 | 200 | L | | Kop Lieutenant | 3 | 10 | 5 | 20 | L | 45 | 200 | L | | Kop Sergeant | 2 | 8 | 6 | 10 | L | 45 | 200 | L | | kraken | 20 | 3 | 6 | 0 | C | 100 | 1000 | L | | large cat | 6 | 15 | 4 | 0 | N | 25 | 250 | S | | large dog | 6 | 15 | 4 | 0 | N | 25 | 250 | L | | large kobold | 1 | 6 | 6 | 0 | C | 15 | 150 | S | | large mimic | 8 | 3 | 7 | 10 | N | 40 | 400 | L | | leather golem | 6 | 6 | 6 | 0 | N | 40 | 0 | L | | lemure | 3 | 3 | 7 | 0 | C | 10 | 100 | L | | leocrotta | 6 | 18 | 4 | 10 | N | 50 | 500 | L | | leprechaun | 5 | 15 | 8 | 20 | N | 30 | 300 | S | | lich | 11 | 6 | 0 | 30 | C | 30 | 100 | L | | lieutenant | 10 | 4 | -2 | 15 | C | 45 | 400 | L | | little dog | 2 | 18 | 6 | 0 | N | 15 | 150 | S | | lizard | 5 | 6 | 6 | 10 | N | 1 | 40 | S | | long worm | 8 | 3 | 5 | 10 | N | 50 | 500 | L | | lurker above | 10 | 3 | 3 | 0 | N | 40 | 350 | L | | mail daemon | 56 | 24 | 10 | 127 | N | 30 | 300 | L | | manes | 1 | 3 | 7 | 0 | C | 10 | 100 | S | | marilith | 7 | 12 | -6 | 80 | C | 45 | 450 | L | | master lich | 17 | 9 | -4 | 90 | C | 30 | 100 | L | | Medusa | 20 | 12 | 2 | 50 | C | 45 | 400 | L | | minotaur | 15 | 15 | 6 | 0 | N | 70 | 700 | L | | Mordor orc | 3 | 5 | 6 | 0 | C | 20 | 200 | L | | mountain centaur | 6 | 20 | 2 | 10 | C | 55 | 500 | L | | mountain nymph | 3 | 12 | 9 | 20 | N | 30 | 300 | L | | mumakil | 5 | 9 | 0 | 0 | C | 70 | 500 | L | | nalfeshnee | 11 | 9 | -1 | 65 | C | 45 | 450 | L | | Nazgul | 13 | 12 | 0 | 25 | C | 30 | 0 | L | | newt | 0 | 6 | 8 | 0 | N | 2 | 20 | S | | nurse | 11 | 6 | 0 | 0 | N | 45 | 400 | L | | ochre jelly | 6 | 3 | 8 | 20 | N | 2 | 20 | L | | ogre | 5 | 10 | 5 | 0 | C | 60 | 500 | L | | ogre king | 7 | 14 | 4 | 60 | C | 70 | 750 | L | | ogre lord | 7 | 12 | 3 | 30 | C | 70 | 700 | L | | Olog-hai | 13 | 12 | -4 | 0 | C | 40 | 400 | L | | oracle | 12 | 0 | 0 | 50 | N | 45 | 400 | L | | orange dragon | 10 | 9 | -1 | 20 | L | 150 | 1500 | L | | orc | 1 | 9 | 6 | 0 | C | 15 | 150 | L | | orc mummy | 5 | 10 | 5 | 20 | C | 15 | 150 | L | | orc shaman | 3 | 9 | 5 | 10 | C | 30 | 300 | L | | orc zombie | 2 | 6 | 9 | 0 | C | 15 | 150 | L | | orc-captain | 5 | 5 | 4 | 0 | C | 35 | 350 | L | | Orcus | 66 | 9 | -6 | 85 | C | 50 | 500 | L | | owlbear | 5 | 12 | 5 | 0 | N | 70 | 700 | L | | pit fiend | 13 | 6 | -3 | 65 | C | 45 | 450 | L | | pit viper | 6 | 15 | 2 | 0 | N | 5 | 60 | L | | plains centaur | 4 | 18 | 4 | 0 | N | 50 | 500 | L | | priest | 1 | 10 | 10 | 2 | N | 45 | 400 | L | | priestess | 1 | 10 | 10 | 2 | N | 45 | 400 | L | | purple worm | 15 | 9 | 6 | 20 | N | 70 | 700 | L | | python | 6 | 3 | 5 | 0 | N | 15 | 100 | L | | quantum mechanic* | 7 | 12 | 3 | 10 | N | 2 | 20 | L | | quasit | 3 | 15 | 2 | 20 | C | 20 | 200 | S | | queen bee | 9 | 24 | -4 | 0 | N | 1 | 10 | S | | quivering blob | 5 | 1 | 8 | 0 | N | 20 | 200 | S | | rabid rat | 2 | 12 | 6 | 0 | N | 3 | 10 | S | | ratwere | 2 | 12 | 6 | 10 | C | 3 | 30 | S | | red dragon | 10 | 9 | -1 | 20 | C | 150 | 1500 | L | | red mold | 1 | 0 | 9 | 0 | N | 5 | 30 | S | | red naga | 6 | 12 | 4 | 0 | C | 60 | 400 | L | | red naga hatchling | 3 | 10 | 6 | 0 | N | 20 | 100 | L | | rock mole | 3 | 3 | 0 | 20 | N | 3 | 30 | S | | rock piercer | 3 | 1 | 3 | 0 | N | 20 | 200 | S | | rock troll | 9 | 12 | 0 | 0 | C | 40 | 300 | L | | rogue | 1 | 10 | 10 | 1 | C | 45 | 400 | L | | rope golem | 4 | 9 | 8 | 0 | N | 20 | 0 | L | | rothe | 2 | 9 | 7 | 0 | N | 10 | 100 | L | | rust monster | 5 | 18 | 2 | 0 | N | 50 | 500 | L | | samurai | 1 | 10 | 10 | 1 | L | 45 | 400 | L | | scorpion | 5 | 15 | 3 | 0 | N | 10 | 100 | S | | sergeant | 8 | 4 | 0 | 5 | C | 45 | 400 | L | | sewer rat | 0 | 12 | 7 | 0 | N | 2 | 20 | S | | shopkeeper | 12 | 18 | 0 | 50 | N | 45 | 400 | L | | small mimic | 7 | 3 | 7 | 0 | N | 20 | 200 | L | | snake | 4 | 15 | 3 | 0 | N | 10 | 80 | S | | soldier | 6 | 4 | 3 | 0 | C | 45 | 400 | L | | soldier ant | 3 | 18 | 3 | 0 | N | 2 | 20 | S | | spotted jelly | 5 | 0 | 8 | 10 | N | 2 | 20 | L | | stalker | 8 | 12 | 3 | 0 | N | 40 | 400 | L | | steam vortex | 7 | 22 | 2 | 30 | N | 30 | 0 | L | | stone giant | 6 | 6 | 0 | 0 | L | 75 | 750 | L | | stone golem | 14 | 6 | 5 | 50 | N | 90 | 0 | L | | straw golem | 3 | 12 | 10 | 0 | N | 10 | 0 | L | | succubus | 6 | 12 | 0 | 70 | C | 45 | 450 | L | | temple priest | 12 | 12 | 0 | 50 | L | 45 | 400 | L | | temple priestess | 12 | 12 | 0 | 50 | L | 45 | 400 | L | | tengu | 6 | 13 | 5 | 30 | L | 30 | 300 | S | | tiger | 6 | 12 | 6 | 0 | N | 30 | 300 | L | | titan | 16 | 18 | -3 | 70 | L | 90 | 900 | L | | titanothere | 12 | 12 | 6 | 0 | N | 65 | 650 | L | | tourist | 1 | 10 | 10 | 1 | N | 45 | 400 | L | | trapper | 12 | 3 | 3 | 0 | N | 40 | 350 | L | | troll | 7 | 12 | 4 | 0 | C | 40 | 400 | L | | umber hulk | 9 | 6 | 2 | 25 | N | 50 | 500 | L | | unarmored soldier | 6 | 4 | 10 | 0 | C | 45 | 400 | L | | Uruk-hai | 3 | 7 | 5 | 0 | C | 30 | 300 | L | | valkyrie | 1 | 10 | 10 | 1 | C | 45 | 400 | L | | vampire | 10 | 12 | 1 | 25 | C | 40 | 400 | L | | vampire bat | 5 | 20 | 6 | 0 | N | 3 | 20 | S | | vampire lord | 12 | 14 | 0 | 50 | C | 40 | 400 | L | | violet fungus | 3 | 1 | 7 | 0 | N | 10 | 100 | S | | Vlad the Impaler | 14 | 18 | -3 | 80 | C | 40 | 400 | L | | vrock | 8 | 12 | 0 | 50 | C | 45 | 450 | L | | warg | 7 | 12 | 4 | 0 | C | 35 | 350 | L | | water demon | 8 | 12 | 4 | 30 | C | 45 | 450 | L | | water elemental | 8 | 6 | 2 | 30 | N | 50 | 0 | L | | water moccasin | 4 | 15 | 3 | 0 | N | 10 | 100 | S | | water nymph | 3 | 12 | 9 | 20 | N | 30 | 300 | L | | water troll | 11 | 14 | 4 | 40 | C | 40 | 400 | L | | werejackal | 2 | 12 | 7 | 10 | C | 45 | 400 | L | | wererat | 2 | 12 | 7 | 10 | C | 45 | 400 | L | | werewolf | 5 | 12 | 6 | 20 | C | 45 | 400 | L | | white dragon | 10 | 9 | -1 | 20 | C | 150 | 1500 | L | | white unicorn | 4 | 24 | 2 | 70 | L | 30 | 300 | L | | winter wolf | 7 | 12 | 4 | 0 | N | 30 | 300 | L | | wizard | 1 | 10 | 10 | 3 | N | 45 | 400 | L | | Wizard of Yendor | 30 | 12 | -8 | 100 | C | 45 | 400 | L | | wolf | 5 | 12 | 4 | 0 | N | 25 | 250 | S | | wolfwere | 5 | 12 | 4 | 20 | C | 25 | 250 | L | | wood golem | 7 | 3 | 4 | 0 | N | 50 | 0 | L | | wood nymph | 3 | 12 | 9 | 20 | N | 30 | 300 | L | | Woodland-elf | 4 | 12 | 5 | 10 | L | 35 | 350 | L | | wraith | 6 | 12 | 4 | 15 | C | 30 | 0 | L | | wumpus | 8 | 3 | 2 | 10 | N | 50 | 500 | L | | xan | 7 | 18 | -4 | 0 | N | 30 | 300 | S | | xorn | 8 | 9 | 2 | 20 | N | 70 | 700 | L | | Yeenoghu | 56 | 18 | -5 | 80 | C | 50 | 500 | L | | yellow dragon | 10 | 9 | -1 | 20 | L | 150 | 1500 | L | | yellow light | 3 | 15 | 0 | 0 | N | 1 | 10 | S | | yellow mold | 1 | 0 | 9 | 0 | N | 5 | 30 | S | | yeti | 5 | 15 | 6 | 0 | N | 70 | 700 | L | | zruty | 9 | 8 | 3 | 0 | N | 60 | 600 | L | ---------------------------------------------------------------------- * 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) Following is a description of the contents of each column: Lvl - This column contains the level of the monster. Level determines items the monster's hit points, how many experience points it's worth, etc. Spd - This is the monster's speed. Compare this with your standard character's speed of 10. AC - This is the monster's armor class. The lower this is, the harder it will be to hit the monster. MR - This is the magic resistance of the monster, and it is the percentage chance that any spell hitting the monster has of failing. Aln - This is the monster's alignment. C = Chaotic, N = Neutral, and L = Lawful Wgt - This is the weight of the monster. Consequently, it is also the weight of any corpse the monster may leave. Nutr - This is the nutritional value that can be gained from the monster's corpse, if eaten. Siz - This is the size of the monster, as may be used to compute weapon damage. S is smaller than human size, and L is larger than human size. ------------------------------------------------------------------------------ MONSTER INTRINSICS: Name Intrinsics ------------------------------------------------------------------------------ | acid blob | Acid, Amorph., No Eyes, No Limbs, Sleep Res, | | | Stone Res | | air elemental | Fly, No Corpse, No Eyes, No Limbs, Poison, | | | Pois Res | | ape | | | archeologist | No Poly., Tunnel | | Asmodeus | Cold Res, Fire Res, Fly, No Corpse, No Poly., | | | Poison, See Invis | | Baalzebub | Fire Res, Fly, No Corpse, No Poly., Poison, | | | See Invis | | baby black dragon | Disin Res, Fly, No Hands, Thick Hide | | baby blue dragon | Fly, No Hands, Shock Res, Thick Hide | | baby crocodile | No Hands, Swim | | baby gray dragon | Fly, No Hands, Thick Hide | | baby green dragon | Fly, No Hands, Poison, Pois Res, Thick Hide | | baby long worm | No Limbs | | baby orange dragon | Fly, No Hands, Sleep Res, Thick Hide | | baby purple worm | No Limbs | | baby red dragon | Fire Res, Fly, No Hands, Thick Hide | | baby white dragon | Cold Res, Fly, No Hands, Thick Hide | | baby yellow dragon | Acid, Fly, No Hands, Stone Res, Thick Hide | | balrog | Fire Res, Fly, No Corpse, Poison, See Invis | | baluchitherium | No Hands, Thick Hide | | barbarian | No Poly., Poison, Pois Res | | barbed devil | Fire Res, No Corpse, Poison, Thick Hide | | barrow wight | No Corpse, Poison, Pois Res | | bat | Fly, No Hands | | black dragon | Fly, Disin Res, Eggs, No Hands, See Invis, | | | Thick Hide | | black naga | Acid, Eggs, No Limbs, Poison, Pois Res, | | | Stone Res, Thick Hide | | black naga hatchling | No Limbs, Poison, Pois Res, Stone Res, | | | Thick Hide | | black pudding | Amorph., Cold Res, No Eyes, No Limbs, Poison, | | | Pois Res, Shock Res | | black unicorn | No Hands, Poison, Pois Res | | blue dragon | Fly, Eggs, No Hands, See Invis, Shock Res, | | | Thick Hide | | blue jelly | Amorph., Cold Res, No Eyes, No Limbs, Poison, | | | Pois Res | | bone devil | Fire Res, No Corpse, Poison | | brown mold | Cold Res, No Eyes, No Limbs, Poison, Pois Res | | brown pudding | Amorph., Cold Res, No Eyes, No Limbs, Poison, | | | Pois Res, Shock Res | | bugbear | | | captain | No Poly. | | carnivorous ape | | | cave spider | Eggs, No Hands, Poison, Pois Res | | caveman | No Poly. | | cavewoman | No Poly. | | Cerberus | Fire Res, No Hands, No Poly. | | chameleon | No Hands, No Poly. | | Charon | Fire Res, No Corpse, No Poly., Poison, Pois Res, | | | See Invis | | clay golem | No Corpse, Poison, Pois Res, Thick Hide | | cobra | Eggs, No Limbs, Poison, Pois Res, Swim | | cockatrice | Eggs, No Hands, Poison, Pois Res, Stone Res | | crocodile | Eggs, No Hands, Swim, Thick Hide | | demilich | Cold Res, Poison, Regen | | Demogorgon | Fire Res, Fly, No Corpse, No Hands, No Poly., | | | Poison, See Invis | | demon | Fire Res, No Corpse, Poison | | Dispater | Fire Res, Fly, No Corpse, No Poly., Poison, | | | See Invis | | djinni | Fly, No Corpse, No Poly., Poison | | dog | Domestic, No Hands | | dust vortex | Fly, No Corpse, No Eyes, No Limbs, Poison, | | | Pois Res | | dwarf | Tunnel | | dwarf king | Tunnel | | dwarf lord | Tunnel | | earth elemental | No Corpse, No Eyes, No Limbs, Phase, Poison, | | | Pois Res, Stone Res, Thick Hide | | electric eel | Eggs, No Limbs, No Poly., Shock Res, Swim | | elf | No Poly., See Invis, Sleep Res | | elf mummy | No Corpse, Poison, Sleep Res | | elf zombie | No Corpse, Poison, Pois Res, Sleep Res | | elf-lord | Sleep Res | | Elvenking | Sleep Res | | energy vortex | Fly, No Corpse, No Eyes, No Limbs, Poison, | | | Pois Res, Shock Res | | erinyes | Fire Res, No Corpse, Poison | | ettin | | | ettin mummy | No Corpse, Poison | | ettin zombie | No Corpse, Poison, Pois Res | | fire ant | Fire Res, Eggs, No Hands | | fire elemental | Fire Res, Fly, No Corpse, No Eyes, No Limbs, | | | Poison, Pois Res | | fire giant | Fire Res | | fire vortex | Fire Res, Fly, No Corpse, No Eyes, No Limbs, | | | Poison, Pois Res | | flesh golem | Cold Res, Fire Res, Poison, Pois Res, Shock Res | | floating eye | Fly, No Limbs | | fog cloud | Amorph., Fly, No Corpse, No Eyes, No Limbs, | | | Poison, Pois Res | | forest centaur | | | freezing sphere | Cold Res, Fly, No Limbs | | frost giant | Cold Res | | garter snake | Eggs, No Limbs, Swim | | gecko | No Hands | | gelatinous cube | Cold Res, Fire Res, No Eyes, No Limbs, | | | Shock Res, Sleep Res | | Geryon | Fire Res, Fly, No Corpse, No Poly., Poison, | | | See Invis | | ghost | Fly, No Corpse, No Poly., Phase, Poison, | | | Pois Res | | giant | | | giant ant | Eggs, No Hands | | giant bat | Fly, No Hands | | giant beetle | No Hands, Poison, Pois Res | | giant eel | Eggs, No Limbs, No Poly., Swim | | giant mimic | Hide, No Eyes, No Limbs | | giant mummy | No Corpse, Poison | | giant rat | No Hands | | giant spider | Eggs, No Hands, Poison, Pois Res | | giant zombie | No Corpse, Poison, Pois Res | | gnome | | | gnome king | | | gnome lord | | | gnome mummy | No Corpse, Poison | | gnome zombie | No Corpse, Poison, Pois Res | | gnomish wizard | | | goblin | | | golden naga | Eggs, No Limbs, Poison, Pois Res, Thick Hide | | golden naga hatchling | No Limbs, Poison, Pois Res, Thick Hide | | gray dragon | Fly, Eggs, No Hands, See Invis, Thick Hide | | gray ooze | Amorph., No Eyes, No Limbs, Poison, Pois Res | | gray unicorn | No Hands, Poison, Pois Res | | green dragon | Fly, Eggs, No Hands, Poison, Pois Res, | | | See Invis, Thick Hide | | green mold | Acid, No Eyes, No Limbs, Stone Res | | Green-elf | Sleep Res | | gremlin | Poison, Swim | | Grey-elf | Sleep Res | | grid bug | No Corpse, Shock Res | | guard | No Poly. | | guardian naga | Eggs, No Limbs, Poison, Pois Res, Thick Hide | | guardian naga hatchling | No Limbs, Poison, Pois Res, Thick Hide | | healer | No Poly., Poison, Pois Res | | hell hound | Fire Res, No Hands | | hell hound pup | Fire Res, No Hands | | hezrou | Fire Res, No Corpse, Poison | | hill giant | | | hill orc | | | hobbit | | | hobgoblin | | | homunculus | Fly, Poison, Pois Res, Sleep Res | | horned devil | Fire Res, No Corpse, Poison, Thick Hide | | housecat | Domestic, No Hands | | human | No Poly. | | human mummy | No Corpse, Poison | | human zombie | No Corpse, Poison, Pois Res | | ice devil | Cold Res, Fire Res, No Corpse, Poison, See Invis | | ice troll | Cold Res, Regen | | ice vortex | Cold Res, Fly, No Corpse, No Eyes, No Limbs, | | | Poison, Pois Res | | iguana | No Hands | | imp | Regen | | incubus | Fire Res, Fly, No Corpse, Poison | | iron golem | Cold Res, Fire Res, No Corpse, Poison, | | | Shock Res, Thick Hide | | iron piercer | Hide, No Eyes, No Limbs | | jabberwock | Fly | | jackal | No Hands | | jackalwere | No Corpse, No Hands, No Poly., Poison, Regen | | jaguar | No Hands | | Juiblex | Acid, Amorph., Fire Res, Fly, No Corpse, | | | No Poly., Poison, See Invis | | Keystone Kop | | | killer bee | Fly, No Hands, Poison, Pois Res | | kitten | Domestic, No Hands | | knight | No Poly. | | kobold | Poison | | kobold lord | Poison | | kobold mummy | No Corpse, Poison | | kobold shaman | Poison | | kobold zombie | No Corpse, Poison, Pois Res | | Kop Kaptain | | | Kop Lieutenant | | | Kop Sergeant | | | kraken | No Hands, No Poly., Swim | | large cat | Domestic, No Hands | | large dog | Domestic, No Hands | | large kobold | Poison | | large mimic | Hide, No Eyes, No Limbs | | leather golem | No Corpse, Poison, Pois Res | | lemure | No Corpse, Poison, Regen, Sleep Res | | leocrotta | No Hands | | leprechaun | Teleport | | lich | Cold Res, Poison, Regen | | lieutenant | No Poly. | | little dog | Domestic, No Hands | | lizard | No Hands, Stone Res | | long worm | Eggs, No Limbs, No Poly. | | lurker above | Fly, Hide, No Eyes, No Limbs | | mail daemon | Cold Res, Fire Res, Fly, No Corpse, No Poly., | | | Poison, See Invis, Sleep Res, Swim | | manes | No Corpse, Poison | | marilith | Fire Res, No Corpse, Poison, See Invis | | master lich | Cold Res, Fire Res, Poison, Regen | | Medusa | No Poly., Poison, Pois Res, Stone Res | | minotaur | | | Mordor orc | | | mountain centaur | | | mountain nymph | Teleport | | mumakil | No Hands, Thick Hide | | nalfeshnee | Fire Res, No Corpse, Poison | | Nazgul | No Corpse, Poison, Pois Res | | newt | No Hands, Swim | | nurse | No Poly., Poison, Pois Res | | ochre jelly | Acid, Amorph., No Eyes, No Limbs, Stone Res | | ogre | | | ogre king | | | ogre lord | | | Olog-hai | Regen | | oracle | No Poly. | | orange dragon | Fly, Eggs, No Hands, See Invis, Sleep Res, | | | Thick Hide | | orc | | | orc mummy | No Corpse, Poison | | orc shaman | | | orc zombie | No Corpse, Poison, Pois Res | | orc-captain | | | Orcus | Fire Res, Fly, No Corpse, No Poly., Poison, | | | See Invis | | owlbear | | | pit fiend | Fire Res, No Corpse, Poison, See Invis | | pit viper | Eggs, No Limbs, Poison, Pois Res, Swim | | plains centaur | | | priest | No Poly. | | priestess | No Poly. | | purple worm | Eggs, No Limbs | | python | Eggs, No Limbs, Poison, Pois Res, Swim | | quantum mechanic | Poison, Teleport | | quasit | Poison, Pois Res, Regen | | queen bee | Fly, No Hands, Poison, Pois Res | | quivering blob | No Eyes, No Limbs, Poison, Pois Res | | rabid rat | No Hands, Poison | | ratwere | No Corpse, No Hands, No Poly., Poison, Regen | | red dragon | Fire Res, Fly, Eggs, No Hands, See Invis, | | | Thick Hide | | red mold | Fire Res, No Eyes, No Limbs, Poison, Pois Res | | red naga | Fire Res, Eggs, No Limbs, Poison, Pois Res, | | | Thick Hide | | red naga hatchling | Fire Res, No Limbs, Poison, Pois Res, Thick Hide | | rock mole | Metalvore, No Hands, Tunnel | | rock piercer | Hide, No Eyes, No Limbs | | rock troll | Regen | | rogue | No Poly. | | rope golem | No Corpse, Poison, Pois Res | | rothe | No Hands | | rust monster | Metalvore, No Hands, Swim | | samurai | No Poly. | | scorpion | Eggs, No Hands, Poison | | sergeant | No Poly. | | sewer rat | No Hands | | shopkeeper | No Poly. | | small mimic | Hide, No Eyes, No Limbs | | snake | Eggs, No Limbs, Poison, Pois Res, Swim | | soldier | No Poly. | | soldier ant | Eggs, No Hands, Poison, Pois Res | | spotted jelly | Acid, Amorph., No Eyes, No Limbs, Stone Res | | stalker | Fly, See Invis | | steam vortex | Fire Res, Fly, No Corpse, No Eyes, No Limbs, | | | Poison, Pois Res | | stone giant | | | stone golem | No Corpse, Poison, Pois Res, Stone Res, | | | Thick Hide | | straw golem | No Corpse, Poison, Pois Res | | succubus | Fire Res, Fly, No Corpse, Poison | | temple priest | No Poly., Shock Res | | temple priestess | No Poly., Shock Res | | tengu | Poison, Pois Res, Teleport, Tel Cont | | tiger | No Hands | | titan | Fly | | titanothere | No Hands, Thick Hide | | tourist | No Poly. | | trapper | Hide, No Eyes, No Limbs | | troll | Regen | | umber hulk | Tunnel | | unarmored soldier | No Poly. | | Uruk-hai | | | valkyrie | Cold Res, No Poly. | | vampire | Fly, Poison, Regen | | vampire bat | Fly, No Hands, Poison, Regen | | vampire lord | Fly, Poison, Regen | | violet fungus | No Eyes, No Limbs, Poison, Pois Res | | Vlad the Impaler | Fly, No Corpse, No Poly., Poison, Regen | | vrock | Fire Res, No Corpse, Poison | | warg | No Hands | | water demon | Fire Res, No Corpse, Poison, Swim | | water elemental | No Corpse, No Eyes, No Limbs, Poison, Pois Res, | | | Swim | | water moccasin | Eggs, No Limbs, Poison, Pois Res, Swim | | water nymph | Swim, Teleport | | water troll | Regen, Swim | | werejackal | No Poly., Poison, Regen | | wererat | No Poly., Poison, Regen | | werewolf | No Poly., Poison, Regen | | white dragon | Cold Res, Fly, Eggs, No Hands, See Invis, | | | Thick Hide | | white unicorn | No Hands, Poison, Pois Res | | winter wolf | Cold Res, No Hands | | wizard | No Poly. | | Wizard of Yendor | Fire Res, Fly, No Poly., Poison, Pois Res, | | | Regen, See Invis, Teleport, Tel Cont | | wolf | No Hands | | wolfwere | No Corpse, No Hands, No Poly., Poison, Regen | | wood golem | No Corpse, Poison, Pois Res, Thick Hide | | wood nymph | Teleport | | Woodland-elf | Sleep Res | | wraith | Fly, Poison, Pois Res | | wumpus | No Hands | | xan | Fly, No Hands, Poison, Pois Res | | xorn | Cold Res, Fire Res, Phase, Stone Res, Thick Hide | | Yeenoghu | Fire Res, Fly, No Corpse, No Poly., Poison, | | | See Invis | | yellow dragon | Acid, Fly, Eggs, No Hands, See Invis, Stone Res, | | | Thick Hide | | yellow light | Fly, No Limbs | | yellow mold | No Eyes, No Limbs, Poison, Pois Res | | yeti | Cold Res | | zruty | | ------------------------------------------------------------------------------ Following is a description of the various intrinsics listed in the monster information section above. Note that not all possible intrinsic flags for each monster were listed, as we consider some of them to be unimportant to play of the game. If an intinsic is preceded with an asterisk (*) here, the corpse of any monster with that intrinsic can confer an intrisic to a player if eaten. See the DEAD MONSTERS section for more information about corpses conferring intrinsics. Intrinsic Description --------- ----------- *Acidic - Monster corpse is acidic when eaten Amorph. - Monster is amorphous and can flow under doors Domestic - Monster can be tamed by throwing food at it *Cold Res - Monster is cold resistant *Disin Res - Monster is resistant to disintegration *Fire Res - Monster is fire resistant Fly - Monster can fly or float in the air Hides - Monster can hide under objects Lay Eggs - Monster can lay eggs Metalvore - Monster is "metallivorous," and will eat all metal encountered No Corpse - Monster will never leave a corpse when killed No Eyes - Monster has no eyes to gaze into or blind No Hands - Monster has no hands to pick things or manipulate objects No Limbs - Monster has no limbs (arms or legs) No Poly. - Player cannot polymorph into this type of monster Phase - Monster can "phase" (i.e. walk through walls, doors, etc.) Poisonous - Monster corpse is poisonous if eaten *Pois Res - Monster is poison resistant Regen - Monster regenerates hit points each round See Invis - Monster can see invisible creatures *Shock Res - Monster is resistant to electrical attacks *Sleep Res - Monster is sleep resistant Stone Res - Monster cannot be turned to stone Swim - Monster can swim through water (moats, etc.) *Teleport - Monster can teleport *Tel Cont - Monster controls where it teleports to Thick Hide - Monster has thick hide (kicking attacks do no damage to it) Tunnel - Monster can tunnel through rock ------------------------------------------------------------------------------ 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: 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 the armor/weapon that gets enchanted. 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: Try 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: An uncursed or blessed 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 Medusa Level: Of all the creatures of Greek mythology, the gorgons ------- were among the most powerful. One of these was the medusa, whose |.``..| visage was so terrible to behold that one look at her countenance -...`.| would turn any living creature instantly to stone. She was finally |...`.| slain by Perseus with the use of a reflective shield given him by |.@..`| Athena. It is rumored that the only two ways to kill a medusa are ------- to fight her without gazing upon her, or to reflect her terrible gaze back upon her, so that she, looking upon her own reflection, should turn to stone. The medusa is raised back to life in nethack, so beware of the level upon which she resides. You will know you are there when you begin to see an inordinately large number of statues, find no other life upon the level, and hear nothing but silence. A sample room in which the medusa might reside is above at right. 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. Incidentally, the traps are squeaky boards which will instantly wake up the Wizard. ------------------------------------------------------------------------------ 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. Temples: A temple is a room that is dedicated to a particular deity. ------- Temples invariably contain an altar to that deity in the center of |.....| the room, and a priest(ess) of that deity nearby. You can give an -..@..| offering to the deity by #chatting to the priest(ess), and will |.._..| perhaps have a blessing bestowed upon you. You'll know you're |.....| entering a temple when you get a message along the lines of "Pilgrim, ------- you enter a holy place." 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) To wish effectively, you should wish for an item (or items) 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. You may wish for an enchantment as high as you want, but your chances of getting it go exponentially downwards after +3. Thus, you're better off wishing for "+2 gray dragon scale mail" than let's say "blessed +4 gray dragon scale mail." In either case you would get at least +0 gray dragon scale mail (although it might be cursed). If the item is one that often comes in multiples (scrolls or potions, for example) instead of having an enchantment, you can wish for several (i.e. 3 scrolls) and have a good chance of getting them. The exceptions to this rule are gold, which you can wish for a lot of, and rocks, which you can wish for as many as you like. The general modifiers to use when wishing 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 +3 cloak of displacement" "blessed +3 Hawaiian shirt" "blessed amulet of life saving" "3 blessed potions of gain ability" "3 blessed scrolls of genocide" "3 cursed scrolls of genocide" (caution is advised) "blessed spellbook of identify" (you can never get more than one spellbook) "blessed ring of levitation" "wand of polymorph" "blessed tinning kit" (makes blessed tins) "figurine of a gray dragon" (for that pet gray dragon you've always wanted) ------------------------------------------------------------------------------ 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: Lizard corpses, like food rations, won't ever spoil. It is a GREAT idea to give like-aligned priests 400*your 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. convert the 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 (try tripe). Zombie and mummy corpses are already old corpses, so can't be sacrificed (however, they can be eaten before they spoil). The bigger the sacrifice, the better the reward. Eating a clove of garlic cures lycanthropy. Prayer can too. You can use a wand of polymorph to polymorph objects as well as monsters. 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 (use '>' for the direction). Fill trapdoors with boulders. You can also cross water this way. When dipping in holy water, amber means uncursed, light blue means blessed. Dipping a corpse in holy water preserves it. Dipping a dart may identify a potion of sickness (it poisons the dart). To make a scroll blank and or holy/unholy water normal, zap a wand of cancellation at it. To use a wand on yourself, use '.' 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. Jubilex 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. 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 scale mail and get polymorphed, you will polymorph into the same type of dragon as your dragon scale mail. 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. Mirrors may be used to scare some monsters. They also, of course, kill Medusa. 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. Note that if you choke on something while wearing one of these, you're liable to keep right on eating and choke again. Also, this won't save you if you genocide whatever you are. Amulet of Yendor - no effect from wearing. When in your possession prevents level teleport, often prevents normal teleports, 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 probably either an amulet of esp, life saving, reflection, or versus poison. However, watch out - amulets of change often aren't cursed. So, if you don't mind risking the possibility of changing sexes (and character name), 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 original 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. ------------------------------------------------------------------------------ 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 | | 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 | * | Spinach increases strength** | | tripe ration | 150 | 2 | 200 | Feed to pets | ------------------------------------------------------------------------------ * Variable ** These may also be a monster type: i.e. floating eyes will give esp. ------------------------------------------------------------------------------ DEAD MONSTERS: Eating certain dead monsters (monster corpses) can confer intrinsics or have other effects. Generally intrinsics are conferred by eating a monster with that intrinsic, although certain individual monsters or monster types can also confer intrinsics or have other effects. If you eat a monster with one of the following intrinsics, you will have a chance of gaining that intrinsic yourself. The major exception in all cases are baby dragon corpses, which can never confer intrinsics (so as to prevent polymorph abuse via laying of eggs). Note also that each monster corpse may only confer one of these intrinsics, and they are tested for in the order in which they are listed. Monster Intrinsic Chance of gaining --------- ----------------- Teleport - monster level / 10 Tel. Cont. - monster level / 15 Fire Res - monster level / 15 Cold Res - monster level / 15 Disin Res - monster level / 15 Pois Res - monster level / 15 (exceptions: killer bee and scorpion are 1/4) Shock Res - monster level / 15 Sleep Res - monster level / 15 (exceptions: undead cannot confer this) In addition, the eating the following monster corpses can also have effects as noted: bat - You become stunned for 30 rounds. chameleon - Polymorphs you. floating eye - You gain telepathy. giant bat - You become stunned for 60 rounds. giant mimic - You mimic a pile of gold for 50 rounds. large mimic - You mimic a pile of gold for 40 rounds. lizard - Cures stunning and confusion, and will stop you from turning to stone. nurse - Restores all lost hit points quantum mechanic - If you are currently fast, will bring your speed to normal. Otherwise, doubles your speed. small mimic - You mimic a pile of gold for 20 rounds. stalker - If you are already invisible, you will gain intrinsic invisibility and intrinsic see infisible. Otherwise, you will become invisible for a random time period. Also, you will be stunned for 60 rounds in either case. violet fungus - Makes you hallucinate for 200 rounds. werejackal - You catch lycanthropy (i.e. become a werejackal) wererat - You catch lycanthropy (i.e. become a wererat) werewolf - You catch lycanthropy (i.e. become a werewolf) wraith - Gain one experience level, up to level 30 yellow light - You become stunned for 60 rounds. Finally, other intrinsics or effects may be conferred as follows: Monsters which attack via stunning will cause you to hallucinate for 200 rounds if their corpse(s) are eaten. If you eat a giant corpse, your strength will be increased. Monsters that are acidic when eaten will stop you from turning to stone. ------------------------------------------------------------------------------ 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(s) or item(s) 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. Will also freeze over pools of water or sections of the moat on the castle level. 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. Will also evaporate pools of water or sections of the moat on the castle level. 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. A wand of striking may also be used to destroy boulders, statues, or the drawbridge on the castle level. 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: For information about how to compute hit probabilities and possible damage for each listed weapon, see the two sections on HIT PROBABILITY and DAMAGE. Damage vs. Name Description Prob Wt Cost Small Large ----------------------------------------------------------------------------- | aklys | thonged club | 8 | 3 | 4 | 1-06 | 1-03 | | arrow | | 37 | 0 | 2 | 1-06 | 1-06 | | athame | | 0 | 2 | 4 | 1-04 | 1-03 | | axe | | 50 | 3 | 8 | 1-06 | 1-04 | | bardiche | long poleaxe | 8 | 3 | 7 | 2-08 | 3-12 | | bec de corbin | beaked polearm | 8 | 3 | 8 | 1-08 | 1-06 | | bill-guisarme | hooked polearm | 8 | 3 | 7 | 2-08 | 1-10 | | boomerang | | 15 | 3 | 20 | 1-09 | 1-09 | | bow | | 24 | 3 | 120 | 1-30 | 1-06 | | bullwhip | | 5 | 2 | 4 | 1-02 | 1-01 | | broadsword | wide sword | 8 | 4 | 10 | 2-08 | 2-07 | | club | | 10 | 3 | 4 | 1-06 | 1-03 | | crossbow | | 45 | 3 | 40 | 1-35 | 1-06 | | crossbow bolt | | 60 | 0 | 2 | 2-05 | 2-07 | | crysknife | | 0 | 3 | 100 | 1-10 | 1-10 | | dagger | | 25 | 2 | 4 | 1-04 | 1-03 | | dart | | 60 | 0 | 2 | 1-03 | 1-02 | | dwarvish mattock | huge shiny sword | 15 | 6 | 50 | 1-12 | 3-20 | | dwarvish short sword | short shiny sword | 2 | 3 | 10 | 1-07 | 1-08 | | dwarvish spear | shiny spear | 12 | 3 | 5 | 1-08 | 1-08 | | elven arrow | runed arrow | 10 | 0 | 2 | 1-07 | 1-06 | | elven bow | runed bow | 12 | 3 | 120 | 1-35 | 1-06 | | elven broadsword | wide runed sword | 4 | 4 | 10 | 2-10 | 2-07 | | elven dagger | large runed knife | 8 | 2 | 4 | 1-05 | 1-03 | | elven short sword | short runed sword | 2 | 3 | 10 | 1-08 | 1-08 | | elven spear | runed spear | 10 | 3 | 5 | 1-07 | 1-08 | | fauchard | pole sickle | 11 | 3 | 5 | 1-06 | 1-08 | | flail | | 40 | 3 | 4 | 2-07 | 2-08 | | glaive | single-edged polearm | 15 | 3 | 6 | 1-06 | 1-10 | | guisarme | pruning hook | 11 | 3 | 5 | 1-04 | 1-08 | | halberd | angled poleaxe | 16 | 3 | 10 | 1-10 | 2-12 | | javelin | throwing spear | 10 | 3 | 5 | 1-06 | 1-06 | | katana | samurai sword | 6 | 4 | 100 | 1-10 | 1-12 | | knife | | 25 | 2 | 4 | 1-03 | 1-03 | | lance | | 8 | 4 | 10 | 1-06 | 1-08 | | long sword | | 60 | 4 | 15 | 1-08 | 1-12 | | lucern hammer | pronged polearm | 10 | 3 | 7 | 2-08 | 1-06 | | mace | | 40 | 4 | 8 | 2-07 | 1-06 | | morning star | | 12 | 4 | 10 | 2-08 | 2-07 | | orcish arrow | black arrow | 11 | 0 | 2 | 1-05 | 1-06 | | orcish bow | black bow | 12 | 3 | 120 | 1-25 | 1-06 | | orcish dagger | large black knife | 10 | 2 | 4 | 1-03 | 1-03 | | orcish short sword | short black sword | 3 | 3 | 10 | 1-05 | 1-08 | | orcish spear | black spear | 13 | 3 | 5 | 1-05 | 1-08 | | partisan | vulgar polearm | 10 | 3 | 10 | 1-06 | 2-07 | | quarterstaff | staff | 10 | 3 | 8 | 1-06 | 1-06 | | ranseur | hilted polearm | 10 | 3 | 6 | 2-08 | 2-08 | | rubber hose | | 0 | 2 | 4 | 1-06 | 1-03 | | scalpel | | 0 | 1 | 4 | 1-04 | 1-03 | | scimitar | curved sword | 6 | 4 | 15 | 1-08 | 1-08 | | spear | | 55 | 3 | 5 | 1-06 | 1-08 | | short sword | | 6 | 3 | 10 | 1-06 | 1-08 | | shuriken | throwing star | 30 | 0 | 5 | 1-08 | 1-06 | | silver arrow | | 8 | 0 | 2 | 1-06 | 1-06 | | sling | | 40 | 2 | 20 | 1-04 | 1-06 | | spetum | forked polearm | 10 | 3 | 5 | 2-07 | 2-12 | | trident | | 8 | 4 | 15 | 2-07 | 3-12 | | two-handed sword | | 40 | 5 | 50 | 1-12 | 3-18 | | voulge | pole cleaver | 8 | 3 | 5 | 2-08 | 2-08 | | war hammer | | 15 | 3 | 5 | 2-05 | 1-04 | | worm tooth | | 0 | 3 | 2 | 1-02 | 1-02 | ----------------------------------------------------------------------------- ------------------------------------------------------------------------------ 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. For more information on how to compute hit probabilities, how much damage an artifact does, and what the relative hit and damage bonuses are, see the following sections on HIT PROBABILITY and DAMAGE. Relative Hit Bonus -. .- Relative Damage Bonus Name Weapon type | | 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 (eventually) "aid you in seeking objects." Currently, this ability is unimplemented. 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. ------------------------------------------------------------------------------ HIT PROBABILITY: Computing your probability to hit a monster involves many variables, and is quite a complicated procedure (which is why the computer does it so much better). However, here is an outline of how you can figure out your probability of hitting a given monster with a given weapon... First of all, compute your chance to hit by using the following formula: character luck + character level + monster AC (see MONSTER INFORMATION section) + dexterity bonus (see chart) + strength bonus (see chart) + level bonus (see chart) + special bonuses (see chart) + to hit modifier (see chart) + weapon enchantment (see explanation) + relative hit bonus (see explanation) - weight modifier (see formula) -------------------- chance to hit The chance to hit as a ratio is that many chances out of twenty. Thus, to determine your percentage chance of hitting, use the following formula: percent chance to hit = 100 * (chance to hit) / 20 Dexterity Bonus Strength Bonus Level Bonus ---------------- --------------------- --------------- | 01-03 | -3 | | 01-05 | -2 | | 01-03 | +2 | | 04-05 | -2 | | 06-07 | -1 | | 04-05 | +1 | | 06-07 | -1 | | 08-16 | 0 | | 05-30 | 0 | | 08-13 | 0 | | 17-18/50 | +1 | --------------- | 15 | +1 | | 18/51-18/99 | +2 | | 16 | +2 | | 18/**-25 | +3 | | 17 | +3 | --------------------- | ... | ... | <-- Both the dexterity and bonus just keep going up | 25 | +11 | by one until they hit a max at 25 and +11. ---------------- Special bonuses: Bonus --------------------------------------------------- | character is an elf and monster is an orc | +1 | | character is trapped | -3 | | monster cannot move | +4 | | monster is fleeing | +2 | | monster is sleeping | +2 | | monster is stunned | +2 | --------------------------------------------------- To hit modifier: Bonus ------------------------------------------------------ | athame | +2 | | crysknife | +3 | | dagger (elven/orcish) | +2 | | dwarvish mattock | -1 | | katana | +1 | | scalpel | +2 | | two handed sword | -1 | | blessed weapon vs. undead or demon | +2 | | spear (elven/orcish/dwarvish) or javelin vs. | | | xorn, dragon, naga, or giant | +2 | ------------------------------------------------------ Weapon enchantment: This is whatever the "plus" on the weapon is. For instance, if it's a +3 crysknife, you can add another +3 here. Relative hit bonus: The relative hit bonus is only figured in for artifacts (named weapons). See the section on ARTIFACTS to look up the relative hit bonus on a named weapon. Weight modifier: the weight modifier is computed as follows (to determine carrying capacity, see the section on CARRYING CAPACITY, and to determine weight you are carrying, total the weights of all items in your inventory): (weight you are carrying - carrying capacity + 40) / 20 ------------------------------------------------------------------------------ DAMAGE: If you would like to figure out how much damage you can do to a given monster upon a successful hit, this section will tell you how. Please note that all computations will involve ranges, so you will end up with a minimum and maximum amount of damage you can do to a monster. The following formula can be used to compute damage when attacking a monster: weapon damage value (see explanation) +undead/demon bonus (see explanation) +weapon enchantment (see explanation) +relative damage bonus (see explanation) +special bonuses (see chart) +ring bonus (see explanation) +strength bonus (see chart) --------------------- total damage done Weapon damage value: The weapon damage value will be listed in the WEAPONS section as a minimum and maximum value. Just look up the weapon that you're using and take either the small or large monster value depending upon what type of monster you're fighting. If the "weapon" you're using isn't really a weapon, but is some other object, look at the chart at the end of this section for information on the damage values of other objects. Undead/demon bonus: If the weapon you are fighting with is blessed, and the monster you are fighting is undead or a demon, you will do an extra one to four points of damage. Weapon enchantment: This is whatever the "plus" on the weapon is. For instance, if it's a +3 crysknife, you can add another +3 here. Relative damage bonus: The relative damage bonus is only figured in for artifacts (named weapons). See the section on ARTIFACTS to look up the relative damage bonus on a named weapon. Also, please note that if a zero is listed for the relative damage bonus, it means to total everything up to the relative damage bonus in the above equation and double it. Then you can continue adding the other bonuses. Special bonuses: Bonus ------------------------------------------------------------------------------ | weapon is boomerang, is thrown, and breaks | +1 | | weapon is silver arrow, and is used versus a lycanthrope, minor | +1-20 | | demon (except tengus) or major demon | | | if the weapon can drain life (also removes one level from monster) | +1-08 | | if the weapon is poisoned (or can kill monster outright) | +1-06 | ------------------------------------------------------------------------------ Ring bonus: The ring bonus is only figured in if you are wearing a ring of increase damage. If so, take the enchantment on the ring (for instance, 2 if you're wearing a +1 ring of increase damage) and add it in here. Strength Bonus --------------------- | 01-05 | -1 | | 06-15 | 0 | | 16-17 | 1 | | 18 | 2 | | 18/01-18/75 | 3 | | 18/76-18/90 | 4 | | 18/91-18/99 | 5 | | 18/**-25 | 6 | --------------------- These objects use the following for the weapon damage value: --------------------------------------------- | bare hands | 1-02 | | boulder | 1-20 | | bow (any type when used to bash) | 1-02 | | clove of garlic (undead will flee) | 1 | | egg | 1 | | corpse (depends on size) | 1-05 | | heavy iron ball | 1-25 | | mirror (also -2 luck) | 1 | | potion | 1 | --------------------------------------------- Finally, all other objects except cameras and cream pies use a weapon damage value based upon their weight (cameras and cream pies cannot do damage): damage value = weight/10 (minimum of 1, maximum of 6) ------------------------------------------------------------------------------ KNOWN BUGS: The following are known bugs in patch level nine of nethack v3.0. Note that we have now included information about progress on these bugs in patch level ten and in v3.1: 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. (Fixed in v3.0.10 and v3.1.) 2. Elves are not generated with elven stuff (weapon and armor) as intended. (Fixed in v3.0.10 and v3.1.0) 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. (Fixed in v3.0.10 and v3.1.0) 4. Blessing or cursing a non-empty bag of holding doesn't properly adjust the weight of the bag. (Still exists in v3.0.10; fixed in v3.1.0.) 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. (Fixed in v3.0.10 and 3.1.0.) 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. (May be fixed in v3.0.10; definitely fixed in v3.1.0.) 7. If the drawbridge of the castle is closed (via a wand of locking), anything on the drawbridge will completely cease to exist. According to nethack-bugs, this is supposed to occur, and is thus, "not a bug." However, try using this trick to make an iron ball that's still attached to you go *poof* and the game will also go *poof*. 8. If you fill the entire level with pits, and then attempt to teleport, the game will crash. According to one member of the dev team, "what a pathological thing to do!" However, it is being worked on. 9. If you teleport items while in a lit room, and any of the teleported items end up being teleported into the same room, they will only show up as blanks until you walk onto them or leave the room. (Will not be fixed in v3.0.n; fixed in v3.1.0 as part of a rewrite of the vision/display routines.) 10. If you hit ^C while in the process of forcing a lock, and then tell the game that you don't want to quit, it will hang on you. 11. If you hit ^C while being prompted for an item type (i.e. in an identify scroll), and then tell the game that you don't want to quit, all further messages and input will show up down in the map area until a redraw has been performed. 12. If you receive a broadcast message while at the -more- prompt, the game will die. (Still unverified by either us or the dev team. If you have any information about this "bug" which was reported on rec.games.hack, please send e-mail to us or the dev team.) ------------------------------------------------------------------------------ NETHACK ABUSE: This section details several scenarios that most experienced players would term "Nethack Abuse." They generally involve characters with specific items and specific methods for quickly going up levels or gaining many items. For previous versions of nethack this section would have been much larger, but the dev team has (quite intelligently) removed many of the more blatant methods of abuse (such as poly-piling for wands of wishing). Scenario 1: Sinks can be a wonderful means to gain levels, items of all sorts, and intrinsics. This is all possible because a sink, when kicked, will often disgorge a black pudding, and black puddings divide when attacked. This means that with just a few extra props you can quickly gain all the aforementioned items. First of all, you'll need some way of protecting yourself from the puddings. This is best accomplished by a scroll of scare monster or engraving Elbereth on the ground (either use something that will make a permanent inscription or have a means of levitating over the engraving, because you'll scuff it out otherwise). Do this on a spot adjacent to the sink. Next, find a room with a sink in it. You'll need to carefully prepare this room for your upcoming fun. Shut (and lock if possible) all the doors into the room. If any of the exits don't have doors, engrave Elbereth in the doorway to prevent other monsters from bothering you. Also, make sure your pet is out of the room, and stays out (it'll probably get killed otherwise). Try dropping something cursed in any open doorways. That'll keep it out. Now, go back to the spot that you've prepared next to the sink and kick the sink until it disgorges a black pudding. When the black pudding gets close, hit it. It'll probably divide. Keep hitting the black puddings - you'll often divide them, eventually kill them, and when you run out, kick the sink a few more times until you get another one. Eat the fresh black pudding corpses to gain intrinsics, pick up the stuff that they leave lying around, and soak up those experience points for killing them. Of course, all of this is sweetened immensely if you happen to have an altar nearby. Keep sacrificing the black pudding corpses and you'll get all sorts of wonderful things! Scenario 2: (This isn't really a major "abuse" type, as it does fall under the planned scope of the game, but nevertheless...) Ever found a wand of polymorph and wondered what it's useful for? Many people find one useful for polymorphing pets into something nasty, or for polymorphing themselves and hoping to turn into something powerful, but one thing that a lot of people don't know is that you can aim a wand of polymorph at an item or pile of items, or even up to five piles of items lined up in a row, and it will polymorph every item in all the piles. Thus, if you need a particular item, this can be a way to get it - just create it yourself via polymorphing! When polypiling (as the resident nethackers term it), it is important to remember a few things. First of all, all items will remain within the same object class when polymorphed. Thus, a weapon become a different weapon after being polymorphed, a ring will become a ring, a scroll will become a scroll, etc. There are two exceptions to this rule. The first is that a unicorn horn or a worm tooth will become a weapon when polymorphed. The second is that a dragon corpse will become dragon scale mail of that type of dragon when polymorphed. The next thing to remember is that items will retain charges, blessing/curses, bonuses, etc., when polymorphed. Thus, a wand will still have the same number of charges after it's polymorphed, a sword will still have the same blessing/curse after being polymorphed, and will still be plus or minus whatever it was before. Thus, it's a good plan to remove all the curses on items (along with any minuses on weapons) before polypiling. This can be accomplished by zapping a wand of cancellation at the item(s). Just be careful, though, because this will also remove blessings and bonuses that the weapon might have, which you might want to keep. The final rule to remember is that certain "polypile abuses" which used to be quite common no longer work. You can no longer polymorph a wand into a wand of wishing, and you can no longer polymorph a tool into a magic lamp. Thus, you can't gain (basically) infinite wishes. Also, it is no longer possible to gain names weapons (artifacts) via polypiling. Oh, one of the nice things to remember about poly-piling is that corpses will always be turned into a regular type of food, that is not spoiled. So, if you kill off a large room full of monsters, pile up the corpses and zap them all with the wand of polymorph. You'll end up with a pile of food rations, melons, candy bars, slime molds, and the like, which won't spoil, unlike the corpses. This can also be a handy trick to get tins of spinach. Scenario 3: Another classical form of nethack abuse is known as the "Troll Dance of Death." It is named this because of the fact that trolls have the uncanny ability to come back from the dead if the corpse is not disposed of. However, no matter how many times a troll dies, you always get experience points for killing him, and there's always a chance that he'll be carrying something when he dies, even if he wasn't the last time you killed him. Thus, once you have a fairly powerful character, if you want to gain experience points and possibility quite a few good items, find a troll and engage him in the dance of death. Kill him, then pick up anything good you might find on the corpse. Wait for a bit (whilst regaining hit points) until he raises from the dead, and then kill him again. You can keep this up basically indefinitely, and the only precautions you might want to take are to prevent other creatures from entering the room where you're having fun. This can be easily accomplished by engraving Elbereth in the doorways. Have fun! ------------------------------------------------------------------------------ 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 |