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-
- .ND "December 10, 1987"
- .TL
- (Net)Hack ``Spoilers'' Reference Manual
- .AF "{amd, ihnp4, microsoft, ucscc}!sco!stevem"
- .AU "Edited by Stephen Marino*"
- .AS x .5i
- .\" This is a kludge to get the date on the cover sheet.
- (Net)Hack is a Rogue-like dungeon game that runs on a variety
- of computer systems in as many implementations. Although much
- of the information in this document is generic to Hack, it is
- slanted toward the newest release, NetHack. This reference is
- neither a man page nor a basic instruction manual. Beginners
- and those who wish to learn strictly from experience should
- refer to the \fIGuide to the Mazes of Menace\fR, a revised
- edition of Ken Arnold's \fIGuide to the Dungeons of Doom\fR
- by Eric S. Raymond. The (Net)Hack ``Spoilers'' Reference Manual
- is an exhaustive compilation of facts,
- strategies, and what are known in the vernacular as SPOILERS.
- The reader is warned that this guide leaves little to the
- imagination. Although probably a bit overwhelming for the
- complete novice, this manual should prove useful
- to those who want to know almost everything about the game.
- .SP 2
- \*(DT
- .\" These are footnotes on the cover sheet.
- .FS *
- Many people are responsible for the text of this document, but it
- is principally the work of Dave Harmon, Greg Samson, Melissa Silvestre,
- Robert Thau, Tony Lazar, ``Daniel G. Winkowski'', Carlton Hommel and
- ``Colonel'' George L. Sicherman, who all created a set of hint files
- for Hack 1.0.1. Also, my thanks to Douglas Rosengard, whose tutorial
- taught me a couple of things even I didn't know.
- My apologies to anyone I've missed.
- .FE
- .AE
- .MT 4
- .CS
- .nr % 0
- .bp
- .ds +3 +2 +0 +0
- .PH ''SPOILERS''
- .PF 'DRAFT'%'12/10/87'
- .ce 3
- \s+2\fB(Net)Hack ``Spoilers'' Reference Manual\fR
- .sp
- \fIEdited by Stephen Marino\fR\s-2
- .sp
- \fB{amd, ihnp4, microsoft, ucscc}!sco!stevem\fR
- .sp
- .H 1 "INTRODUCTION"
- If you are relatively new to Hack, keep the handy reference sheet
- in Appendix A close by. Beware of features that may not apply to
- your version; NetHack features are flagged where possible.
- .P
- Your character begins on level one of a 30+ level dungeon.
- Accompanying you is your faithful dog, which should be named (with the
- ``C'' command). The idea is to kill monsters, gather gold,
- and (eventually) retrieve the Amulet of Yendor. The primary objective, however,
- is to survive, which isn't that easy. To help (or hinder) your progress are
- magic items, traps and other contrivances developed by scores of programmers,
- all calculated to drive the player mad with frustration.
- '
- .H 2 "How to Use this Guide"
- '
- This paper is organized into the following sections:
- .BL
- .LI
- Basic Instructions
- .LI
- Strategy
- .LI
- Rooms and Other Bad Places
- .LI
- To Eat, or Not to Eat
- .LI
- Monsters
- .LI
- Weapons and Armor
- .LI
- Scrolls, Potions, Rings and Wands
- .LI
- Extended Command Set
- .LI
- Special Items
- .LI
- Tricks and Other Non-intuitive Actions
- .LE
- .P
- The basic structure is that of a reference manual, with basic and
- strategy tutorials to the front. The Table of Contents should prove
- useful for quick indexing by subject.
- .H 1 "BASIC INSTRUCTIONS"
- '
- .H 2 "Getting Started"
- '
- There are some basic commands that you
- should be familiar with;
- refer to the command chart in Appendix A
- or the ``?'' command. Learn all the move keys \- diagonal movement can
- be critical.
- This section discusses the most basic considerations of playing the
- game. The first decision to be made is the choice of character to
- do your dirty work.
- '
- .H 2 "Character Classes"
- '
- The table below lists the various character classes, their equipment
- and beginning stats.
- .TS
- tab (#),center,expand,box;
- c c c c c c
- l | l | n n n | l.
- Class or Name#Special Items#St#Ac#Hp#Other
- _
- Archaeologist\(de#pickaxe & icebox#14#7#12
- Cave(wo)man\(de#+1 club#18#8#16
- Elf# #16#9#16#sword
- Fighter\(de# #17#7#14#two-handed sword
- Healer#stethoscope#15#10#16
- Knight\(de#suit of armor#10#3#12#long sword
- Ninja# #10#7#15#katana, shurikens
- Priest(ess)#+1 mace, blessed#15#4#13#2 spellbooks
- Samurai# #16#4#16#katana
- Tourist\(de#camera (w/flash)#11#10#10#+2 darts, lots of food
- Valkyrie#+1 long sword#17#6#16#+3 shield
- Wizard\(de# #16#9#15#lots of magic items
- .TE
- .BL
- .LI "\(de"
- Denotes standard Hack character classes. All others exclusive to
- Nethack. ``Speleologist'' has been renamed ``Archaeologist'' in Nethack.
- Beginning stats shown are also for NetHack.
- .LE
- .P
- Each character has advantages, but some are more unusual than others.
- The Tourist is a weak human being, but is equipped with a
- a camera and inexhaustible flash unit that blinds monsters. The
- Healer (with a stethoscope to diagnose monsters) and the Tourist
- are both weak and difficult to keep alive. (The idea
- is to get by until weapons, armor and magic can be found, so that
- the benefits of the peculiar items can be enjoyed.)
- The Archaeologist/Speleologist starts with a pickaxe
- to dig and box to keep food.
- The remaining characters are self-explanatory.
- '
- .H 2 "Words to the Wise"
- '
- Consider the key points that are listed in this section; they may save
- you time and frustration.
- .H 3 "Choose an appropriate character."
- To start out, choose a character that can survive a few beatings while
- you learn your way around; the archaeologist/speleologist, healer,
- tourist and wizard are virtually unarmed and defenseless.
- .P
- .H 3 "Your best friend is your dog."
- Be patient with your dog; it can save your life.
- You will notice that he gets in your way and sometimes eats what you
- would like to get hold of. He eats what he needs to, but he leaves
- food rations alone unless you throw one to him. If the message is
- displayed: ``You feel worried
- about the dog,'' it means that he is starving. Throw him a tripe ration,
- kill something, or (if you can spare it) toss a food ration.
- The message ``You have a sad feeling for a moment, then it passes,''
- means that your dog has died.
- Many people prefer to leave their dog behind on the first level.
- Considering that your canine is a match for almost any creature in the
- dungeon, you are well-advised to keep it around. A leash
- allows you to keep the animal with you at all times, but also tends
- to make him get in your way more often.
- .P
- .H 3 "Don't let the monster get the upper hand."
- When moving around or running from monsters, the idea is to give them
- as few chances as possible to hit you. If you end a move right
- next to a monster, it will have first crack at you. Some monsters, like
- leprechauns and bats, can leap an extra space and still hit you.
- When moving in a room with monsters in it, plan your moves ahead. Remember
- that you can enter a door only at right angles to the wall, but you can
- attack to or from a door diagonally. This applies to monsters too.
- .H 3 "Beware Swarms of Orcs."
- It is a good idea to use the ``c'' (call) command to name your
- weapon ``Orcrist.'' This will give you a hitting bonus against the
- swarms of orcs you will encounter. Orcs are very common, and if you
- run into one, the others aren't far off.
- .H 3 "Where possible, eat what you kill."
- You must eat food soon after the display indicates you are hungry.
- Dead monsters are a necessary supplement to your diet. Some characters
- start off with little or no food. Not only do corpses ward off
- starvation, but some monsters will give you
- special powers. However, you must be very careful to only eat monsters
- killed within the last few turns and eat only those that are safe for
- consumption. (Refer to the section on Food for more details.)
- .P
- .H 3 "In Hack, relief is spelled E-l-b-e-r-e-t-h."
- One of the most vital tactics in Hack is the use of the E)ngrave command
- in conjunction with the magic word ``Elbereth.'' When written on the
- floor of the dungeon, this word represents a sort of truce with monsters.
- When surrounded
- or close to death, you can ``go under Elbereth,'' as the expression goes,
- and monsters will not attack again until you strike at them first.
- (There are several exceptions;
- see the section on Elbereth under ``Tricks and Other Non-intuitive
- Actions'' for detailed instructions.)
- .H 2 "Learning the Ways of Magic"
- At low levels, you only have to worry about 3 things: your hit points, your
- food supply, and dealing with cursed magic that can temporarily cripple you.
- Two particular items that require great consideration are a wand of
- wishing and a scroll of genocide. These items should not be wasted;
- give some thought to possible uses before you find one. There is more
- than enough information in this document to aid your decision.
- .P
- .H 3 "Test potions and scrolls carefully."
- While playing, it is best to read unknown scrolls and try potions
- before you clear an entire level; scrolls and potions of detection
- will yield ``strange feelings'' if there is nothing to detect.
- (You might drop some gold, a magic item, a food item,
- and ensure that a monster is around before testing to guarantee results.)
- It is also possible to fling potions at monsters and observe their effects
- (see ``Potions'').
- .P
- It is not a good idea to test magic when your hit points are really low;
- scrolls of fire, create monster, and potions of sickness can kill you.
- With most magic items, after testing you will be
- able to identify them the next time you pick one up, or at least have an idea
- what they are. If you are prompted to name an object you've just used
- (usually scrolls) this is the name it will be given if you find it again.
- This document should enable you to recognize these items quickly.
- .P
- In the case of scrolls, there are three whose action is sufficiently
- nasty that it is important to take precautions until they have been
- discovered: Damage Weapon, Destroy Armor and Amnesia. The respective
- dangers are that your weapon will be ruined, your armor destroyed and
- your spells forgotten. One way to prevent this wanton destruction of
- your property is to (prior to reading scrolls) wield an alternate weapon,
- wear an alternate armor or something over your primary armor, and don't
- transcribe spells until you've read the Scroll of Amnesia (``Who was that
- Maude person anyway?'').
- .P
- .H 3 "Zap wands immediately."
- If they are non-directional you will usually
- find out what it is immediately. A non-directional wand that doesn't seem to
- do anything is a wand of secret door detection. You may want to conduct such
- tests in a room where you suspect a secret door, but haven't searched it out
- yet. If it asks for a
- direction, hit <space> to cancel, and next time you have a cooperative monster,
- engrave Elbereth and zap it at the monster in such a way that if it's a
- ``bolt'' wand it won't bounce back at you. (Stand at a diagonal from the
- monster.)
- Don't accidentally hit your dog!
- .P
- .H 3 "Never experiment with rings."
- Use identify scrolls on rings. Be particularly careful with rings (and
- weapons and armor for that matter) from a ghost hoard, which are
- \fIstickeycursed\fR, which means that they are not necessarily cursed
- in the usual sense (with negative enchantment) but they cannot be removed
- without a remove curse. If, for example, you put on a stickeycursed
- ring of levitation, you won't be able to pick up anything, including
- a scroll of remove curse.
- .H 1 "STRATEGY"
- .H 2 "Upper Levels"
- .H 3 "Let the dog fight for you when you are badly hurt or outclassed."
- He is bigger and stronger than you. Don't steal all his kills;
- he can starve to death. He will eat more than he needs, but the more he eats,
- the faster he grows into a big dog. There is no monster except a cockatrice
- that a big dog cannot take on with a reasonable chance of survival.
- .P
- His body is one guaranteed non-hostile food source, provided you don't
- wait so long you die before you can kill him. (Due to the ``You avoid
- hitting your dog feature,'' the only way to kill your dog is with
- a wand or projectile weapon, or hitting him while blind.) Starvation excepted,
- however, (and not then if you have an alternative) DO NOT kill your dog
- out-of-hand! He may get in the way, but he is a powerful ally. Also, the
- minute you eat a dog, every monster on the level will head for you with blood
- in its eye(s). There are a few monsters he will not normally attack, such as
- shopkeepers, and others that he won't attack until he sees you fighting
- them. On the other hand, he will immediately attack bats ond orcs.
- A ring of conflict will make him fight anything.
- Don't test wands out on him; your canine is not invulnerable.
- .P
- If you meet a wild dog, the best bet is to throw food at him \- anything
- you could eat. Tripe
- is wonderful, but don't bother throwing rotted corpses.
- If you find a ``wild'' dog above 8th level or so, or a named monster
- anywhere, you are on a ghost level. Watch out for the dog's former owner.
- Please name your dog, even if it's Ralph. That way, other people will have the
- same advantage if you die and become a ghost.
- .P
- Don't try to maintain more than two tame dogs \- if you get more than
- that, abandon them (save some tripe in case you need to go back to the level)
- or, if you are powerful enough to face enraged hordes, kill and eat the extras
- next time you're hungry. Scrolls of
- taming produce tame monsters that should be treated as polymorphed
- dogs. Tame monsters all eat a lot, except the cockatrice, and you can't eat
- anything he kills.
- (By the way, if you get a tame cockatrice, DO NOT GO AROUND BAREHANDED!
- If you are not wearing gloves, wield anything, even an egg! Otherwise,
- you run a terrible risk of bumping into it with your bare hands and
- becoming petrified.)
- .P
- .H 3 "Don't get careless."
- A major cause of upper-level fatalities, or
- fatalities at any level, is not keeping an eye on your hit points. If you are
- low on hit points, freeze with your hands off the keyboard and figure out what
- to do. Can you get away from the monster? Do you have a secret weapon?
- The first thing to do is often to write Elbereth. (Magic Markers can be used
- to create an indestructable Elbereth that works the same as a scare monster
- scroll; see Magic Marker under ``Tools.'') Even a puny monster can
- kill you if you don't watch your hit points. Monsters to keep an eye on at
- low levels are hobgoblins and acid blobs. If you have 8 or fewer HP,
- a hobgoblin can kill with one blow.
- Getting killed by acid blobs is always embarrassing,
- because the only way they can hurt you is if you hit them. Don't chase acid
- blobs if you're low on HP.
- .P
- .H 3 "You may want to eat a leprechaun and a floating eye."
- The first is a matter of preference, since the ability to teleport
- randomly can be a blessing and a curse.
- The latter, your dog will be happy to kill for you,
- but you will, as usual when he
- kills monsters, have to move fast to prevent him from happily eating it for
- you. You should be able to kill a leprechaun by 3rd level or so.
- in NetHack, wizards gain teleport control at experience level 5, so it
- is a good idea to eat one. (Other character classes gain the same
- ability at experience level 10.)
- You can use a wand to kill a leprechaun,
- but if planning an extended visit in the dungeon, just wear him
- down hand-to hand, perhaps softening him up with a couple of throwing weapons.
- To keep him from stealing all your gold, drop it in a corridor, and once you
- disturb him, defend the door to that corridor. (Remember, he's much
- faster than you are). If he gets your gold anyway, he and the
- gold are still somewhere on the level. Again, the dog may be some help
- in the fight, but you will have to grab the corpse before he does.
- Another strategy is to start with dog well away from both you and leprechaun.
- Throw something at leprechaun from 3 squares or so away, and go under Elbereth.
- He will come up to you, and your dog may fight
- him and kill him at your feet. This works best with you standing in a door
- and your gold behind you in a corridor, and your dog wandering someplace on
- the far side of the room.
- .P
- .H 3 "Try to conserve your missiles and magic."
- You can just take it slow,
- and deal with monsters as leisurely as your food supply (including their
- contributions) permits. If you conserve firepower early, then you can use it
- against tougher monsters when you really need it. On the
- other hand, you might find that your weapons and skill have improved to the
- point where you can deal with tougher monsters.
- Remember, if you use a potion of extra-healing to gain
- 4 HP now, you may not have it when you're down to 10 out of 40 HP.
- A partial exception is wands of wishing.
- You need one good weapon, one rustproof armor (or an elven cloak to protect
- your armor),
- miscellaneous such as 3 tins (usually spinach), or a powerful magic item.
- This applies to wizards, of course \- other types should wish for whatever they
- are short of. Don't wish for scrolls of genocide just yet, either. If you
- are genuinely doing all right, you might save a wish for future needs.
- .P
- In NetHack, the presence of spellbooks makes your choices somewhat different.
- (Refer to the section on Spellbooks in the ``Extended Command Set'' section.
- .P
- .H 3 "Do anything to survive."
- If you are starving and no edible monsters
- in sight, then kill your dog! If you are fainting, down to 2 HP, and cornered
- by a hobgoblin, then zap anything you can, try all your rings, quaff all your
- potions, read all your scrolls. You might be teleported, or discover a ring
- of regeneration or a potion of extra healing, or a wand of fire. If you
- are killed by the rebound of your magic missile, at least you tried.
- '
- .H 2 "Lower Levels"
- '
- .H 3 "Be prepared for crowded rooms."
- Below level 8, Throne Rooms, Treasure Zoos and Beehives become regular
- hazards. If you are reasonably equipped, you can back into the corridor
- and fight the monsters one at a time. If you aren't, it's best to teleport,
- drop a scroll of scare monster, or find some way of retreating to a staircase.
- Bolt wands and spells can be counted on to kill more than one monster at
- a time.
- Don't count on Elbereth to save you when you are badly outnumbered.
- If you've found a ring of conflict, you are well-equipped to
- handle the situation, as the monsters will fight amongst themselves.
- Don't wear it constantly; it is only
- useful when there are two or more monsters near you and the ring consumes
- a great deal of energy.
- In NetHack, a spell of Charm Monster can be used to turn several monsters
- to your side; they will behave like dogs and kill your enemies.
- .H 3 "Rob stores; the risk is worth it."
- You should be robbing stores according to the procedures described in
- the section on ``Shops.'' Stealing may seem unethical, but 50 types of
- monsters bent on killing you gives you a sense of perspective.
- .H 3 "Don't throw away bad potions."
- Throw them at monsters. A potion of sickness can do considerable damage.
- You can also dip your weapon in them. Save potions of confusion. (See
- ``Potions.'')
- .H 3 "Genocide with consideration."
- If you have scrolls (or spell) of genocide, it is best to eliminate
- xans or, if you're short on missiles, cockatrices. Don't genocide dragons;
- you'll need to eat one if you don't find a ring of fire resistance.
- .H 3 "There are eight truly awful monsters in the dungeon; know them."
- In order of fearsomeness: Humans (shopkeepers), Dragons, Demons, Ettins, Eels,
- Cockatrices, Xans, and in NetHack, Nymphs.
- .VL 12
- .LI Humans
- When angered, nothing lowers your hit points quite like a shopkeeper.
- .LI Dragons
- Their flames are fearsome and have been known to travel through walls
- and past boulders. Even with a ring of fire resistance, beware of
- boiling potions that have negative effects. Kill them quickly or run
- away fast.
- .LI Demons
- Demons get multiple hits and tend to replicate. A wand or spell of
- turn undead works well. Blessed weapons also fare well. Use a wand
- of cancellation to prevent replication. Demons usually appear when
- you are fooling with fountains.
- .LI Ettins
- They hit hard and fast, doing about the same damage as a shopkeeper.
- .LI Eels
- Invisible, eels hide in muddy pools (}). When you walk into a room
- with pools, a message is displayed ``It looks rather muddy in here.''
- If you aren't careful, one will quickly pull you in to drown. If you
- have the ability to teleport at will, you will do so automatically.
- .LI
- Cockatrices
- Their touch turns you to stone instantly, their hissing may do the
- same, only more slowly. Dead lizards are useful against them. The
- problem with cockatrices is that, once dead, are still a hazard.
- Don't forget where you left the corpse and don't inadvertantly pick
- it up.
- .LI Xans
- Their pricks eventually render you unable to move, collapsed. Time
- heals you slowly, but royal jelly (found in hives) restores movement
- instantly. Levitation can be used to avoid xans; they are short
- creatures.
- .LI Nymphs
- They are much nastier in NetHack than in other games. Although usually
- asleep, they can wander and hit so fast that, if you have no handy
- killer magic, they can rob you blind. They teleport instantaneously
- unless you use a wand of cancellation. (Think of what could happen to
- you if, in two passes, a nymph has stolen your weapon and your armor.)
- .LE
- .H 3 "To win the game, you must go to hell and back."
- Your principal goal, the Amulet of Yendor is found in the center of Hell,
- guarded by the Wizard of Yendor and his dog, surrounded by a moat.
- Once below level 26, you will notice there are no stairs going down.
- To get to hell, you must read a teleport scroll while confused; you will be
- asked "What level?" Enter ``40'' and to hell you will go.
- You will burn to a crisp without fire resistance.
- You must levitate over the moat or blast the waters with fire and dig
- through the wall to reach the Wizard.
- (If you genocide dogs, the Hell Hound will also be destroyed.)
- .H 1 "ROOMS AND OTHER BAD PLACES"
- Rooms can be empty, filled with traps, treacherous pools with eels,
- or even a beehive. The types of rooms listed in this section are
- much easier to deal with if you have a ring of conflict to force the
- denizens to fight amongst themselves.
- '
- .H 2 "Assorted Shops"
- '
- Shops add much of the spice to hack. Shops
- are rooms filled with goodies guarded by a shopkeeper. Shops
- may specialize in a particular object (armor, weapons, scrolls, wands, rings) or
- they may be general (antiques). There are three things you can do in a shop:
- buy things, sell things, or steal.
- .P
- Buying things is simple. You pick up items and p)ay your shopping bill.
- (Note: prices for magic items are high, but you often may want to buy food or
- a weapon if you aren't equipped to steal.)
- .P
- Selling things is almost as simple. You drop (not throw) the items, and if
- the shopkeeper is interested, he will buy it from you. WARNING: if not
- interested, he may take the item without paying (i.e. the keeper of a
- book shop isn't interrested in your mace or potion).
- .P
- Stealing is harder. You must kill or sleep the shopkeeper or get out past
- him. A nasty but lucrative tactic is to enter a shop, sell everything you can
- to him, including extra rings, cursed items, and/or dead monsters, then take
- (not buy) back everything you want to keep, anything of his you can carry, and
- steal it all, including the gold he paid you. You will
- have to rely on your brains, not your brawn. Note that the shopkeeper usually
- has some treasure of his own that may not appear until he is dead.
- .P
- .H 3 "Strategies for dealing with shopkeepers"
- .BL
- .LI
- Teleport out: keystone kops will immediately pursue you; the shopkeeper
- will follow somewhat after, asking "Did you forget to pay?" Beware the
- pies thown by the keystone kops;
- the shopkeeper will get angry if he gets hit and take it out on you.
- .LI
- Dig your way out.
- .LI
- Teleport the shopkeeper away with a wand of teleportation; just
- don't meet him on the way out.
- .LI
- Avoid the shopkeeper: lure the shopkeeper away from the door, then
- zap him with a wand of sleep. Tiptoe around him and make good your
- escape.
- .LI
- Kill the shopkeeper: you better have a wand! Killing humans is very bad
- luck. On the run, these retired barbarians will
- wipe up the floor with you if they catch you. They are faster than you and
- \fBthey ignore Elbereth\fR. If you quaff a potion of invisibility, they will stand
- in front of the door no matter what you shoot or throw. The shopkeeper
- knows who's attacking him, and if you get too close, he'll get you.
- .LI
- Train your dog: this isn't as hard as it sounds. It can be fun if you're not a
- taker of risks. Get your dog inside the shop and sit in the doorway until
- the dog puts an object directly in front of you. You can step forward and
- take the item without being charged for it.
- When he moves away, toss him a tripe ration. Having been rewarded,
- your dog will will bring other objects to you in the same manner.
- (Note: the shopkeeper may stand
- on this critical spot if the dog has displaced him; just be patient.)
- .LI
- If by some chance you have a shop with a bunch of orcs in the back,
- Elbereth one step behind the door, and kill the orcs as they exit the room.
- (You may have to take a step into the room or throw something to wake up the
- orcs). The orcs will carry many items outside the shop for you, and you will
- not be charged for them. The shopkeeper may not even declare his shop
- pillaged.
- .LE
- .P
- Shopkeepers have long memories. They will refuse to let you out
- of a shop if you have stolen any items from it, even if you are not trying
- to steal anything on this visit. Shopkeepers are also crafty enough to
- stay out of your line of fire, unless you are within 2 spaces of the door.
- Make sure you have a means of escape before trying anything, since you will
- have to pay for or steal anything you use up or get stickeycursed by! If you
- know which scroll is teleportation, then you can use one of his, but if trying
- his scrolls out to find a teleport scroll (don't even try it except in a book
- store) you run a risk of being stranded. Trying wands out in a walking-cane
- shop will avoid that problem (since wands are not used up in one shot) but
- if any wand is fired at, or any ray hits (look out for rebounds) the
- shopkeeper, he will get mad! If you really wipe out a shop, the storekeeper
- will declare it pillaged, and instead of buying, he will accept contributions.
- .P
- .H 2 "The Magical Memory Vault"
- This little 2x2 room holds the current
- balance of the Magical Memory Bank. It has no doors connecting it to any
- room or corridor on the level. You may locate it in three ways. 1)
- read a scroll of gold detection. The four piles of gold are unmistakable.
- 2) read a scroll of magic mapping. Any 2x2 rooms on the level not
- connected to any other rooms will be a Magic Memory vault. 3) stumble
- upon one.
- .P
- There are three ways of getting to a Magical Memory vault.
- 1) teleport in. This is the fastest way in, but will you be able to get out
- again? 2) use a wand of digging. 3) Find the phrase ``ad ae?ar um''
- (Latin: \fIad aerarium\fR,``to the money.'') and search it until
- you find a passage that contains a ``single-use'' teleport trap and use it.
- .P
- If you stay in a vault too long, a guard will come by and ask you
- to identify yourself, and if he doesn't know you,
- to drop all your gold. If you have no way to teleport out or defeat
- the guard, you lose both your money and the money you've stolen.
- The key is to identify yourself as ``Croesus'' (as in ``Rich as Croesus.'').
- The guard will then leave you to your looting.
- .P
- In some older versions of Hack (1.0.3) it is also possible to
- deal with the guard this way:
- .AL
- .LI
- Drop your gold, and move one step toward the guard (once he
- gives you room). He will move a step down the corridor.
- .LI
- Take a step back to pick up the gold; the guard will stay put.
- .LI
- Step toward the guard again, till you are next to him (Don't
- hit him!). Drop gold again. He will advance again.
- .LI
- Repeat until guard reaches end of corridor, where he will disappear.
- .LE
- '
- .H 2 "David's Treasure Zoo"
- '
- The zoo corresponds to a monster room (sometimes know as ``party rooms'')
- in Rogue. There are some differences: A zoo is packed with monsters,
- except for the row facing the door. There are no magic items, (except for
- what materializes when you kill a monster) but a pile of gold is under
- every monster. Monsters in a zoo are best dealt with with a ring of
- conflict, but zapping a missile wand (fire, cold, magic missile, death,
- etc.) will kill many monsters. Otherwise, you better run as fast as
- you can away from the zoo and come back when you are better prepared.
- Best thing is to use Elbereth and a strong wand. If a
- leprechaun is in the zoo,
- when you use a wand or a ring of conflict, he will go around picking up the
- gold left by dead monsters. When he has all the gold, he will teleport, which
- is wise of him, because he is carrying a lot of gold.
- Orcs will also pick up gold but, or course, can't teleport.
- '
- .H 2 "Hives"
- '
- Lairs filled with killer bees. Asleep at first, they will swarm if
- you remain long. Hives have several lumps of royal jelly, a substance
- that simultaneously fills your stomach, heals and increases strength.
- It also heals the effect of xan pricks.
- '
- .H 2 "The Morgue"
- '
- These are filled with ghosts with strange names. When
- you disturb their rest, they file out and attack. Note that these
- ghosts are not of former players.
- '
- .H 2 "Throne Rooms"
- '
- Like Treasure Zoos, Throne Rooms are packed with monsters. In order to
- get a crack at the throne, you must clear some of them. A ring of
- conflict is useful. When you approach the throne, use the # sit command
- if you dare.
- Although the message ``you feel somehow out of place...'' is always displayed
- when sitting down, there is a one in three chance that something will happen.
- As with fountains, after a random number of operations, the throne disappears:
- ``The throne vanishes in a puff of logic.''
- .P
- .S 9 10
- .TS H
- tab (#), center, box;
- c c
- l l.
- Message#Effect
- _
- .TH
- ``you feel suddenly weaker.''#Lose 1-2 strength, plus hp damage
- ``you feel suddenly stronger.''#Gain strength
- ``A massive charge of electricity shoots through your body!''#Electrocution, great damage
- ``you feel much, much better!''#Cure all
- ``you notice you have no gold!''#That's correct
- ``you feel your luck is changing.''#Adds to luck or grants a wish
- ``an image forms in your mind.''#Magic mapping
- ``your vision sharpens.''#See invisible
- ``you feel threatened.''#Aggravate monster
- ``you feel a wrenching sensation.''#Teleportation
- ``you are granted a gift of insight!''#Identify pack
- ``your mind turns into a pretzel!''#Confusion
- _
- ``you hear a voice echo:''#[Three possible:]
- ``Your audience has been summoned, Sire!''#A nasty monster appears
- ``By your Imperious order Sire...''#Genocide
- ``A curse upon you for sitting upon this most holy throne!''#Blindness or curse pack items
- .TE
- .S
- '
- .H 2 "Mazes"
- '
- Mazes are found on the lowest levels of the
- dungeon. The exact level may vary depending on your version of hack.
- The maze takes up the entire level, and is inhabited by a variety of
- strong monsters. One peculiarity of the maze is that there are no
- staircases down. All staircases in mazes lead up, even if you had just
- ascended the staircase from a lower level. The only way to get to the second
- or greater maze levels is to fall several levels through a trapdoor. Even
- then, you will have to repeat the fall if you want to return. You may wish to
- save a scroll of mapping for the maze, especially if you possess a ring of
- teleport control. Also useful are potions of object detection (see Amulet),
- monster detection, and blindness (if you have telepathy).
- Every maze is inhabited by a minotaur (m) who carries a wand of digging.
- It is rumored that a wand of wishing can be found on a particular level.
- '
- .H 2 "Traps"
- '
- There are various types of traps, designed to injure, incapacitate,
- or relocate you.
- .VL 22
- .LI "dart trap"
- Small damage, rarely poisoned.
- .LI "arrow trap"
- Greater damage, rarely poisoned.
- .LI "pit trap"
- Small damage, temporary imprisonment. Greater damage if spikes are
- present.
- .LI "bear trap"
- Little damage, temporary imprisonment.
- .LI "sleeping gas trap"
- Sleeping gas is dangerous during battle; you can die while asleep.
- Lasts several turns.
- .LI "teleport trap"
- Send you to random spot on same level.
- .LI "level teleport trap"
- Sends you to a random lower level. Message reads: ``You
- are momentarily blinded by a flash of light.'' It is quite possible to
- teleport to level 30, where, if you do not have fire resistance or a
- ring of fire resistance on your finger (in your pack does you no good!)
- the message is displayed: ``You arrive at the center of the earth \-
- Unfortunately that is where hell is located \- You burn to a crisp.''
- .LI trapdoor
- Drops you to the next level.
- .LI "squeaky board"
- Makes a sharp sound that alerts monsters to your presence.
- .LI "anti-magic field"
- Drains some of your magic energy.
- .LI "water trap"
- Squirts water that can rust your weapons and armor.
- .LI "magic trap"
- Has several effects, some which are familiar, but not all of which are
- real. The following is a list of messages associated with magic
- traps and their meanings. The most common effect is a blinding flash
- of light followed by the creation of one or more monsters around you.
- .LE
- .TS
- expand, tab(#), center, box;
- c c
- l l.
- Message#Effect
- _
- ``You are momentarily blinded by a flash of light.''#Blindness; create monster
- ``You yearn for your distant homeland.''#No effect
- ``Your pack shakes violently!''#No effect
- ``A shiver runs up and down your spine.''#No effect
- ``You hear a distant howling.''#No effect
- ``You hear a deafening roar!''#Create monster
- ``You feel someone is helping you.''#Lift curse
- ``You feel charismatic.''#Tames monsters around you
- ``You feel in touch with the Universal Oneness.''#Lift curse (hallucinating)
- ``You feel like you need some help.''#Lift curse (hallucinating)
- ``A tower of flame bursts from the floor.''#Reduces hit point maximum
- .TE
- .P
- You can still fight and use Elbereth from bear and pit traps.
- All traps can be discovered by searching, or by passing near with a
- ring of searching. A wand of secret door detection may also find them.
- '
- .H 2 "Fountains"
- '
- You can drink (quaff) from fountains or dip things in them. The water
- may bestow certain benefits, but such instances are rare. Most of the
- time you will find ``The cool draught refreshes you.'' Sometimes a gem
- will appear. There is a small
- chance of causing the fountain to overflow. When this happens, stay clear
- of the pools, which are displayed as ``}'' (rather than as fountains,
- ``{''). If you step into one, you will certainly drown, unless you
- have teleport ability. (The game automatically attempts teleportation
- when drowning.) It is also possible to unleash Demons; this
- is likely to be very unlucky. (See ``Monsters.'')
- Dipping a long sword can be useful (see ``Excalibur'') but there may be
- some initial damage and enchantment may not be achieved before the fountain
- dries up. The best procedure seems to be going under Elbereth before
- dipping. You may see several messages, as summarized here:
- .P
- .so fount.tbl
- .H 1 "FOOD"
- '
- .H 2 "Hunger, Weakness and Death"
- '
- In Rogue, it is best not to eat until the message ``You feel weak'' is
- displayed. Not so with Hack (and especially NetHack). Your strength
- drops by one point when the ``weak'' message is displayed, and there
- may be lasting effects. Eat when you are hungry. If you
- eat two food rations in a row, or an enormous amount of other stuff, you will
- become Satiated ('You're having a hard time getting all that food down').
- \fBDo not eat while satiated\fR. You may choke and die.
- '
- .H 2 "Monsters"
- '
- Eating fresh-killed monster corpses is good for saving your
- rations. However, some are poisonous, and all rot after a short time.
- Eating some monster corpses will give special abilities or effects (see
- the table at the end of this section),
- but may simultaneously do poison damage. Eating rotted (tainted)
- corpses is lethal within 20 turns at most, unless you have a handy healing or
- extra-healing potion. If you do, drink it fast. Poison resistance will not
- protect against rotted corpses.
- '
- .H 2 "Food Items"
- '
- Aside from monsters, food seems to keep forever. Most
- named items have little food value. Food rations however, are a super
- food which will take you from fainting to healthy in one shot. Some pancakes
- also seem to do this. Fortune cookies contain hints from a rumor file.
- Ignore ``clues'' to next level; they are random. Hints about monsters, methods,
- etc. are usually good. Tripe is dog food. If you eat it, it will usually
- behave as a food ration, but you may throw up, and be left only slightly
- better (or worse) than you started. Small food items can at least delay
- starvation. Carrots will cure blindness, and a clove of garlic can be
- wielded against a vampire. A few food
- items (random) are rotten. There is not much you can do about this or the
- minor effects that it may have, but be warned that rotten things have
- only 1/4 the food value.
- '
- .H 2 "Tins"
- '
- Tins take a while to open, and
- you will automatically stop opening the tin if a monster approaches
- (even if you are under Elbereth).
- Tins may contain apple juice (useless) peaches (food),
- rotten meat (causes you to vomit) unknown substance (disgustingly nutritious)
- and the important stuff, spinach. This miracle weed increases your strength
- by a random but potentially large amount. Two or three of them will
- almost certainly turn you into a hulk. Note that monsters will interrupt
- your opening it. If you don't have a can opener, axes, crysknives, and
- daggers help speed up the process of opening tins. To help you, though, they
- have to be wielded, and if you wield a stickeycursed dagger, tough luck.
- '
- .H 2 "Food Attribute Index"
- '
- Levels: satiated, not hungry, hungry, weak, fainting.
- .sp
- Belly limit: 1499 units
- .sp
- Initial food in belly: 900 units.
- .sp
- Probability of rotten food (unless fortune cookie or dead monster): 1/7
- .sp
- Consequences of rotten food:
- .TS
- tab(#),center;
- c c
- l l.
- Chance#Result
- _
- 1 in 4#confusion (2d4)
- 3 in 16#blindness (2d10) (if not blind already)
- 3 in 16#loss of consciousness (1-10)
- 3 in 8#no harm
- .TE
- Value of rotten food: 1/4 normal value.
- .sp
- Eating restores 1 strength point unless it leaves you weak or satiated.
- .P
- .so food.tbl
- .P
- It is possible to use polymorph to change food items. When you kill Kops
- or giants you get cream pies. They are relatively light and you can
- carry many. When you are hungry simply zap a number (2-3) pies into
- food rations. This allows you to carry a lot of food. (It is a good
- idea to always have at least one food ration because you may not be
- able to cast.) You can also polymorph dead bodies with this spell.
- .H 1 "MONSTERS"
- '
- .H 2 "Monster Data Index"
- '
- .so monster.tbl
- .P
- .H 2 "Descriptions"
- .LB 4 0 0 2 a
- .LI
- Acid Blob: Not edible. Does not attack unless confused, but when you hit
- it it may splash you with acid or corrode your weapon or armor. (Elven
- cloaks and leather armor are not affected.) Worth 9 XP; good for
- building your levels at first. However, an acid splash can do as much
- as 8 points of damage. They are slow and easy to avoid. If one is
- blocking your path in a corridor or door, you can lead it into a room
- and dodge around it.
- .LI
- Giant Beetle: Edible. Nothing else special.
- .LI
- Cockatrice: Very dangerous! Any hit will turn you to stone. Even if it
- misses, it has a one in five chance to do so by hissing. Touching a
- dead cockatrice is also lethal, unless you are wearing gloves. If you
- threw things at it, do not try to retrieve them until detect food
- tells you there is no corpse underneath. Don't even think of
- eating it. Gloves allow you to handle dead cockatrices, but not
- necessarily safely (see gloves). A monster
- turned to stone by a living cockatrice eventually become a
- pile of rocks. Monsters you hit with a dead one
- seem to be normal corpses.
- The wand of cancellation does not stop the petrification.
- Typically, the process begins with a message about
- your limbs stiffening. Eating a dead lizard has been known to
- prevent petrification.
- .LI
- Dog: your dog, or that of a previous adventurer. If you throw tripe or
- anything else edible (not rotted corpses) at a wild dog, it becomes tame.
- If you leave a tame dog alone on a level, it instantly goes wild. To
- take a tame dog to another level, use stairs when it is adjacent to you.
- A tame dog will not attack you unless it is confused.
- It can starve to death, and for a while near the end will be confused
- by hunger. If you get ``Sad feelings'' it means
- that your dog has died or been killed. If you feel ``worried'' it means
- that it's dangerously hungry. Dogs are surprisingly powerful. Note:
- if the dog falls down a trap door, it will still be tame \- it only
- goes wild when deserted. Little dogs grow to be big dogs as the game
- wears on. There is nothing except a cockatrice that a big dog cannot
- at least argue with, and have a reasonable chance of killing. It seems
- to kill only for food, with a few exceptions such as acid blobs and
- sometimes kobolds. If you are fighting something and it has a high
- loyalty quotient, it may get the idea.
- NOTE: Dogs will not step on a cursed object. Thus you can drop a
- cursed object (rings do well in a passageway or door and the dog will not
- follow. Later, come back and get him, no worse for the wear.
- (CAVEAT: This may apply only to stickeycursed items.)
- .LI
- Ettin: in D&D, hard to surprise. In hack, hard to kill (meaner than a troll).
- .LI
- Fog Cloud: edible, weak, but difficult to kill. 24XP. A real bargain.
- .LI
- Gelatinous cube: Occasionally paralyzes. 23XP.
- .LI
- Homunculus: bite can put you to sleep. (Rare for wizards) Not edible.
- .LI
- Imp: Poor attack, but hard to hit. You might starve to death trying
- to kill one. Edible.
- .LI
- Jaguar: has multiple attacks, but does not inflict much damage.
- .LI
- Killer Bee: Like orcs, this denizen of the dungeon appears in swarms.
- If you get hit, you may find that the bee's sting is poisoned. If
- you haven't already eaten a killer bee or a scorpion, doing so
- will give you permanent resistance to poison. They also are created
- in swarms by create monster. Unlike orcs, these are individually
- medium-tough monsters, and there is no Orcrist for them. Poison resistance,
- however, takes the sting out of them.
- .LI
- Leocrotta: The leocrotta is a master of hit and run tactics. He tends to
- take three hits and then step back. The leocrotta is a real headache
- when you are fighting other monsters.
- .LI
- Minotaur: The minotaur is the king of the mazes that exist on the lowest
- levels of the dungeon (~27+). One of these bull-headed creatures
- can be found in each maze level. Kill him and you will find a wand of
- digging.
- .LI
- Nurse: tends to a wear a ring, but not always.
- If you remove your armor and go barehanded,
- she heals you and raises your maximum hit points.
- NOTE: Elbereth works to stop her either way. You can either be truly
- defenseless, heal yourself, or fight her. Try to avoid her until you
- have cleared the level. It is bad luck to kill a nurse.
- .LI
- Owlbear: If the owlbear gets a good hit on you, he will embrace you in a
- bear hug! You are then unlikely to be able to escape from its
- clutches short of killing it or teleporting away.
- .LI
- Piercer: can drop from ceiling by surprise.
- If it falls and hits you, it might do up to 30+HP damage.
- Once on the ground, however, is not much of a problem.
- One of the prime reasons to wear a helmet in hack. Edible. 10XP.
- A hanging (hidden) piercer can be found by searching.
- .LI
- Quivering Blob: Edible. Weak and slow.
- .LI
- Giant Rat or Rockmole\(dg: Both are edible. Rockmoles bore into walls
- and corridors, making new passages.
- .LI
- Giant Scorpion or Spider\(dg: poisonous sting. Edible
- for poison resistance.
- Like snakes, scorpions and spiders hide
- under objects. You can turn this to your advantage by throwing
- missiles at them from across the room. They will hide under the first
- one, then sit still for you to hit with many more. Beware of spider
- webs.
- .LI
- Tengu: The tengu tends to engage in guerilla tactics (like the leocrotta).
- Tengus teleport short distances while in melee, and may even be able
- to follow you if you teleport away.
- .LI
- Unicorn: DON'T fight! this is a good guy. Throw gems at it. If the gems
- are valuable, the unicorn will give you something valuble. Throw a gem
- directly at it and it "graciously accepts your gift." This raises
- your luck 5 points, which is useful. It won't tell you
- this, however. If you throw worthless glass at it, it will be insulted
- and refuse the gift. Like the albatross, it is unlucky to kill one.
- .LI
- Violet Fungi: slow, edible. Sticks to you.
- .LI
- Long Worm or Wumpus: Has a long body (~) behind a head (w).
- Only the head can hit,
- though you can hit (and destroy) the worm at any segment. Hitting
- the last segment is by far the best approach.
- You can get a worm tooth out of the corpse. Enchanting that will
- produce a crysknife, a powerful weapon.
- Long worms tend to hit in long bursts; you may get one that
- just sits there while you hit it a few times and then hit you 10 or
- more times. The worm scores hits in quantity rather than quality.
- Avoid attacking the midsection.
- This can divide the long worm in half, creating two short worms.
- It is possible to halve a worm, then split each of
- the halves.
- Find a good running loop (two doors on the same side of a room
- that connect through tunnel) and sneak around to whack at its tail.
- You do not have to kill every single segment to kill the whole worm.
- It is worth 115XP.
- .P
- Some versions of Hack have the wumpus, a strong creature without
- the complications of the long worm.
- .LI
- Xan: pricks your leg. More than one prick ruins your load-carrying
- capacity. Potion of speed or lump or royal jelly will cure.
- A real hazard. Found under
- 20th level. Good candidate for genocide. A ring of levitation allows
- you to rise above them; they are very short.
- .LI
- Yellow light: if it hits, it will blind you and disappear. Blindness is
- temporary (much shorter than from a potion of blindness).
- (See Floating Eye, and potion of blindness.)
- .LI
- Zruty: nothing special. Hits a lot.
- .LE
- .LB 3 0 0 2 A
- .LI
- Giant Ant: poisonous sting can lower your strength. Moves several times
- in one turn.
- .LI
- Giant Bat: jumps around. Not powerful, but so fast that it can hit you and
- get out of hand-to-hand range. Eating corpse causes confusion like
- potion. (No warning message.) Good as dog treat, though.
- .LI
- Centaur: Fast and powerful. Edible, but corpse is heavy.
- .LI
- Dragon: A mega-monster. Nasty attack or breathes fire. The second best reason
- to own a ring of fire resistance at low levels. You may also do
- it the hard way; eating a dragon's corpse
- will give you permanent fire resistance. Unfortunately, a dragon's
- corpse is an unliftable object. Dragons can flame you even through walls
- and past boulders,
- though probably won't hit you. This is particularly common in mazes (level 27+).
- A dragon at the back of a zoo can be useful \- they flame at you, and
- take out any intervening monsters. Dragons can flame you through
- Elbereth. Note that even with fire resistance, the dragon's flames
- can cause your scrolls to burn and your potions to explode on you.
- .LI
- Floating Eye: Gaze can paralyze you, leaving you game for monsters. It
- cannot do this unless you attack it hand-to-hand. Eating corpse makes
- you sick but bestows telepathy; whenever you are blind, you
- know what and where every monster on the level is. This turns yellow
- lights and potions of blindness into potential godsends when you have
- most of the level mapped out. To get corpse without getting frozen,
- stand next to it while your dog kills it, then grab corpse before he
- eats it. (Note for Tourists: use your camera to blind it. A blinded
- floating eye cannot defend itself.) If your dog is deceased, throw
- things at it. Unaffected by wand of cancellation. Wand of invisibility
- prevents them from paralyzing just as blindness does.
- .LI
- Freezing Sphere: eating corpse gives protection from cold as ring, but
- permanent (may do poison damage). Usually gives you a blast.
- You may kill a freezing sphere with projectiles/ray wands or missile
- weapons. Exploding freezing spheres leave no bodies. It is
- easy to kill at a distance (two crossbow bolts). Ring of cold
- resistance will protect you from explosions, as will having eaten a
- sphere corpse.
- .LI
- Gnome: edible.
- .LI
- Hobgoblin: edible \- good food source. Attack can do up to 8 points
- of damage.
- .LI
- Invisible Stalker: this monster is invisible; the letter is what you
- see with ring or potion of see invisible. (Or telepathy)
- Eating corpse confuses you and/or allows you to see invisible
- thereafter (not to mention turn you invisible for a while!)
- .LI
- Jackal: usually edible, but seems to rot fast, or perhaps sometimes start
- a bit rotten, though not enough to kill you, just confuse you.
- .LI
- Keystone Kop: The guys that come to get you when you rob a store. Do not
- eat them! They are poisonous. Keep their pies, though. Killing a
- Kop is bad luck. Pies blind you temporarily, which isn't bad if you
- have telepathy. There is a # wipe command. Their numbers seem to increase
- with the amount stolen.
- .LI
- Leprechaun: if it hits while you are carying gold, will do no damage but
- will teleport away with a lot of gold. If it hits while you have
- no gold, does damage. Can also pick up piles of gold, even from under
- your feet. Eating corpse may do poison damage, but bestows teleportation
- as with the ring, but permanently. Usually have a pile of gold on them,
- including any they took from you. Good for building up experience in
- the lowest levels (40+ XP).
- .LI
- Mimic: Poses as object in shop or elsewhere. Step outside shop, the items
- that vanish are mimics. Once they hit you, they can prevent you from
- moving off the square until they are dead (or you teleport away).
- Edible. (When eaten, you mimic a treasure chest for 30 turns)
- In shops, mimics are usually seen as inverted armor, i.e.
- armor is ``['' and mimics ``].''
- Mimics often mimic doorways (+) or chests of gold ($). They can be
- discovered by searching, including the ring. Wand of cancellation will
- also show them up.
- .LI
- Nymph: Seduces you and swipes many possessions, including at least one armor
- that she talked you into taking off. Or, may just grab an item.
- Either way, she teleports away. Eating corpse is just like eating a
- leprechaun corpse. Kill her, and you get your possessions back. Ignores
- Elbereth. (But see ring of adornment.) You may ignore her charms if
- you zap her with a wand of cancellation. (NetHack nymphs are very fast and
- can pick you clean after a few encounters \- stay away from them.)
- .LI
- Orc: Always appear in swarms. If you see one, there are others.
- Edible in NetHack. May have personal treasure. Scroll
- and wand of monster creation (but not polymorph) may create 8-9 of
- them. Call your weapon Orcrist and whack away. Can carry items around
- that they find on the floor, i.e. in shops.
- .LI
- Purple Worm: Not that hard to deal with, by the time you get to that
- level. They swallow and digest like the trapper, but
- you faster, and towards the end you cannot hit. This is
- their main attack, and it is dangerous.
- .LI
- Quasit or Quantum Mechanic\(dg: Fast (3 spaces and/or attacks per move),
- but little damage per blow. Quantum mechanics will teleport you with
- the message ``You are uncertain of your position.''
- .LI
- Rust Monster: Rusts armor when it hits. Items that will rust: all armor
- (except leather) and helmets. Elven
- cloaks, shields, and gloves are unaffected. An elven cloak will
- protect the armor underneath it from rusting. Note that once you
- start taking off your armor, he cannot harm it, unlike rogue. Takes no
- hit points. Try wand of cancellation. An item may only be rusted to
- -3.
- .LI
- Snake: can hide under items on floor. Can appear in numbers from fountains.
- .LI
- Troll: in D&D and rogue, regenerates its wounds. Hack Trolls do not seem
- to be as nasty as rogue Trolls. Several hits per move.
- .LI
- Umber Hulk: chance of confusing you (as potion) if you catch sight of it.
- Save a potion of blindness (and a potion of healing) for the umber
- hulk if you detect him beforehand. Unlike rogue, umber hulks seem
- to have more than one chance of confusing you.
- .LI
- Vampire: Hits from the vampire reduce your maximum hit points,
- which is almost as unpleasant as wraiths.
- You can drive a vampire away with one hit while wielding a clove of
- garlic.
- .LI
- Wraith: in D&D, drains one level/hit. Drops you an experience level if it
- gets in a good hit. In extreme cases, may take several levels if it
- hits well several times. When you kill it, you will go back up one
- level if you've lost any (but won't get the extra experience points).
- Wraiths usually don't drain levels if you have good armor;
- Eat corpse to gain experience level \- one of the fastest and easiest
- ways to increase your level.
- .LI
- Xorn: In Hack, a xorn is a tough monster, about the same as
- attacking a ettin.
- .LI
- Yeti: gives cold resistance when eaten.
- .LI
- Zombie: edible.
- .LI @)
- Human (you, shopkeeper or guard): Shopkeepers guards will kill you if you
- make them mad. They are tough
- and ignore Elbereth. If you teleport out with unpaid
- items, they will pursue you.
- See shops under other for ways of dealing
- with them. Don't try to genocide shopkeepers. Genociding shopkeepers
- genocides all humans (@). You are a human and thus will vanish too.
- Killing humans, including shopkeepers or guards,
- reduces your luck, an internal variable. It also kills telepathy.
- (but you can then regain it in the usual manner).
- Eating a shopkeeper produces the message: ``You cannibal! You'll be
- sorry for this!''
- You may encounter a shop on a ghost level that has been robbed by the
- ghost. In that case, the shopkeeper is likely to take your money for
- the items stolen by the ghost and even kill you if he's still angry.
- .LI ,)
- Trapper: The trapper possesses a unique attack
- \- it simply swallows and digests you. After being swallowed by a
- trapper, you will get the message ``The trapper digests you'' about
- every third turn. You can still hit him from within, and stand a
- good chance of killing him. If you don't, after about six (6)
- such messages you will get the message "The trapper digests you
- totally!". If such is the case, better luck with your next character.
- If you have been swallowed by a trapper, you may polymorph it into
- some other creature whose digestive tract may be less hostile.
- Wands of digging will blast through his
- stomach, leaving him very weak. Two bolts of cold didn't seem to
- faze him too much. Teleport out if you can. When teleporting out of a
- trapper, a ring of teleport control will let you choose where you want
- to go as usual, but not let you see the level while choosing.
- A wand of teleport monster will take you with the trapper.
- .P
- Digesting seems to be cumulative, so if you escape one trapper
- after 5 digesting messages, be very wary of being swallowed by
- another trapper. He may digest you totally in one turn.
- .LI &)
- Demon: a monster with strength second only to the purple worm,
- with a high armor class and good magic
- resistance. (Note: demons are not resistant
- to fire.) Demons replicate; one demon will
- give rise to a second, and a third, etc. The way to deal with this is
- to back the bunch (or perhaps even just the original) into a dead-end
- and start hacking away. Replicas cannot appear unless there is room next
- to the replicator. This could also be useful when you have some spare
- firepower and need some experience points.
- A wand of cancellation will stop or prevent replication.
- The wand of undead turning makes them turn tail and run.
- .LI ~)
- Lurker Above: another swallowing creature.
- .LI :)
- Chameleon: Whereas the mimic will mimic objects, the chameleon will
- mimic other monsters. When hard pressed, the chameleon will
- revert to its original form. Also unlike the mimic, the chameleon
- changes form constantly. So if you see a monster, and then look
- again and see a different one, it's probably a chameleon.
- Chameleons have all the powers of the monsters
- they emulate. If you see a genocided monster, it is a chameleon.
- .LI "`` '')"
- (a space) Ghost: incredibly hard to hit. Does little damage. Always has
- ``ghost hoard'' that can be obtained by killing the ghost
- or by sneaking around it. Remember all items in these hoards are
- stickeycursed.
- Sneaking around a ghost is easier than destroying it, because they
- move slowly and do little damage per hit. Find a good running loop.
- Don't get caught in a dead end \- you'll either get killed or starve
- to death. If you're getting clobbered by a ghost, do not retreat
- toward an up staircase! If a ghost kills you, you may become a ghost
- on the same level. If many people are ``ghosted''
- there, future dungeon-delvers face the grim prospect of several ghosts and
- their dogs! This can get them killed before they can escape, which
- aggravates the problem. (It may be advisable to ask root or the games
- manager to remove a \fIbones.n\fR level that has reached absurd proportions.)
- In addition, If you are about to die on a ghost level, drop
- everything; When you become a ghost, your hoard will not be stickeycursed
- Ghosts are surprisingly easy to kill if you have a lot of experience
- (level 11+). Worth 175XP.
- .LI ;)
- Giant Eel\(dg: Rumor has it that eels hide under mud and that a unicorn
- can clear the water so that you can see them. They wrap themselves around
- you and pull you into the mud to drown.
- .LI 1)
- Wizard of Yendor: Guardian of the Amulet, a powerful wizard who may
- not stay dead (NetHack).
- .LI 2)
- Mail Daemon: You won't get a crack at this one; this creature delivers
- scrolls of mail to you and quickly departs.
- .LI 9)
- Giant: Powerful creature found on lower levels. Eating one increases
- your strength.
- .LE
- .H 1 "WEAPONS AND ARMOR"
- .H 2 "Weapons"
- .P
- .so weapon.tbl
- '
- .H 2 "Armor Items"
- '
- .TS
- box, center, tab (#);
- c c c c c
- l n n n n.
- Name#Chance#Weight#Ac#Protection
- _
- helmet#3#1#9#0
- plate mail#5#5#3#2
- splint mail#7#5#4#1
- banded mail#9#5#4#0
- chain mail#10#5#5#1
- scale mail#10#5#6#0
- ring mail#12#5#7#0
- .TE
- .sp
- The armors below do not rust.
- .TS
- box, center, tab (#);
- c c c c c
- l n n n n.
- Name#Chance#Weight#Ac#Protection
- _
- studded leather#12#3#7#1
- elfin chain mail#1#1#5#3
- bronzeplate mail#6#5#4#0
- crystalplate mail#1#5#3#2
- leather armor#15#3#8#0
- elven cloak#5#0#9#3
- shield#3#0#9#0
- pair of gloves#1#1#9#0
- .TE
- .P
- Protection refers to magical effects.
- .P
- .H 3 "Elven Cloaks"
- Magic cloaks that increase your
- armor class by one and protect you from
- enchantments. Elven cloaks do protect your armor from being
- dissolved by rust monsters or acid blobs. They can be enchanted.
- .H 3 "Helmets"
- Prone to digestion by rust monsters,
- but they protect you from piercers and from rocks dropping on you
- in mazes (if you get that far).
- .H 3 "Gloves"
- These normally improve your armor class by one, but
- their greatest advantage is in preventing you from getting stoned by cockatrice
- cadavers. If you have a wand of wishing, ask for ``a pair of +3 gloves.''
- Gloves allow you to pick up and even wield
- cockatrice cadavers, turning monsters
- to stone right and left until the corpse rots away.
- This tactic is not recommended because is very hazardous. If you
- subsequently fall down the stairs (as is usual when heavily loaded) you will
- touch the cadaver and die. Note also that this is inconsiderate of other
- players, as any player taking your hoard will encounter
- the cockatrice cadaver before they reach the gloves you were using. If you
- have a second pair of gloves, please put them at the bottom of your inventory,
- and the cockatrice at the top, except of course for the gloves you are
- wearing. (drop items above it, then pick them up again).
- Any grave-robber should reach your spare pair and be overloaded before
- he hits the cadaver, allowing him to put on the gloves. Note that the cadaver
- will eventually rot away, so don't throw away your weapon.
- .H 3 "Armor"
- Various types of armor have different basic armor classes, and
- any given suit may have a plus or minus in addition. Minused armor (including
- the other items under this heading) is almost always stickeycursed. Note that
- most armor takes some time to put on or take off, and that once you start
- either process, you will follow through no matter what is attacking you.
- .H 1 "SCROLLS, POTIONS, RINGS AND WANDS"
- '
- .H 2 " Scrolls"
- '
- Unless stated otherwise, all scrolls identify themselves.
- Exception: detect scrolls will give a ``strange feeling'' if there are none of
- their objects on the level, and enchant/damage/destroy weapons/armor will do
- the same if you are not wearing any of the item affected.
- .P
- All scrolls give strange effects when confused or hallucinating.
- .P
- .TS
- tab (#),center,box;
- c c c c
- l n | l n.
- Name#Chance#Name#Chance
- _
- enchant armor#6#genocide#2#
- destroy armor#5#light#10
- confuse monster#5#teleportation#5
- scare monster#4#gold detection#4
- blank paper#3#food detection#1
- remove curse#6#identify#18
- enchant weapon#6#magic mapping#5
- damage weapon#5#amnesia#3
- create monster#5#fire#5
- taming#1#punishment#1
- .TE
- .P
- .AL
- .LI
- genocide: everyone's favorite scroll.
- Also prevents
- the creation by scroll or wand of more monsters of the type.
- Note that genociding cockatrices does not remove their cadavers (so you
- still have to watch those ghost treasure hoards).
- Also, you can't genocide monsters represented by punctuation
- marks (chameleons :, trappers , , demons &, lurkers above ~).
- Does not prevent you from polymorphing a monster into the genocided
- type or chameleons from assuming that form.
- .LI
- destroy armor: Destroys outermost layer of armor. If you are wearing
- only armor, it is destroyed. If you are wearing armor and a helmet,
- the helmet is destroyed. Elven cloak over armor destroys cloak first.
- .LI
- enchant armor: As destroy armor, but +1 added to enchantment.
- Also removes stickeycurse. Don't overdo it; armor tends to
- evaporate if enchanted beyond +3.
- .LI
- enchant weapon: weapon in hand or random if barehanded. Otherwise as
- enchant armor, applied to weapons.
- .P
- Both enchants make item glow green.
- There are two kinds of these \- one makes your weapon glow green
- for a ``moment,'' the other for a ``while.'' The first is +1, the
- second is +2. This also applies to enchant armor, and damage weapon.
- If barehanded (or naked skin for armor) your skin itches or hands
- twitch. Also applies to damage weapon and destroy
- armor. Enchanting a worm tooth turns it into a crysknife, a very
- powerful weapon. Overenchanted weapons (> +3) also evaporate.
- .LI
- damage weapon: -1 added to weapon. No effect on or of stickeycurse.
- Makes item glow black. (see enchant weapon)
- Read on a crysknife, this turns it back into a wormtooth, and
- reports that your weapon seems duller.
- .LI
- food/gold/object/monster detection: briefly see all on level.
- .LI
- magic mapping: all rooms, corridors, secret doors and stairs on level
- revealed. Amnesia is the nemesis.
- .LI
- amnesia: accumulated map of level lost, except for where you're standing.
- In NetHack, the message ``Who was that Maud person anyway'' is displayed.
- This is an inside joke, as previous versions say: ``Thinking of Maud
- you forget everything else.''
- .LI
- teleportation: random spot on level. See ring of teleport control.
- Useful in shops.
- .LI
- fire: reduces your maximum hit points permanently.
- .LI
- taming: difficult to identify. If a monster is in sight, it becomes tame,
- like your dog, but there is no message. The monster is then equivalent
- to a polymorphed dog. Thereafter, scroll is named in inventory.
- Reading it when surrounded by multiple monsters seems to affect only
- the ones nearest you, i.e., a maximum of 8 monsters could be affected.
- Warning: If you abandon a tame monster (on a level) it will go wild,
- and will not be pacified by tripe. Tamed ghosts are possible, but because
- they do not eat anything, they cannot be rewarded and hence
- eventually return to their accustomed hostile state.
- .LI
- identify: identify one item. A few (perhaps 1 in 10) of these will ID
- all items of a type that you own. Use it on rings first, potions
- second. Note that if you choose to ID a)ll items, then you had better
- have one of the special types, or you will only get the first item in
- your inventory identified.
- .LI
- remove curse: gets rid of all stickeycurses on worn items.
- ``You feel like someone is helping you.'' This scroll is very
- important! Anyone wielding a -3 dart, wearing a cursed ring of
- levitation, or dragging about a heavy iron ball can attest to
- this fact.
- .LI
- create monster: one monster in adjacent square, appropriate to level.
- Note if it creates orcs or killer bees, it will make a whole tribe of
- them.
- .LI
- monster confusion: your hands begin to glow blue. The next monster you
- hit with a hand-to-hand attack will be confused, and your hands will
- stop glowing. A confused monster (assuming it survives the blow that
- confused it) will move in random directions, attacking anything in its
- way. This includes you (so don't confuse your dog!) or other
- monsters.
- .LI
- punishment: this cursed scroll outfits you with a ball and chain,
- indicated on the screen by @_0. The ball, if left to drag, may slow
- you down. However, it can also be picked up, and if then wielded as a
- weapon, is devastatingly effective. It is also very heavy, however,
- and scrolls of enchant weapon have no effect on it.
- The remove curse scroll will cause ball and chain to come loose; you
- can drop them then, but I'd suggest sticking with them if you're
- strong enough. Also good for getting around fast. Try picking up the
- ball, and throwing it in the direction you want to go.
- It is possible that this scroll may reduce your luck
- to 0 for the duration.
- .LI
- scare monster: Similar to rogue in use. If you pick up a scroll that
- ``turned to dust,'' it \fIwas\fR a scare monster scroll that had already
- been dropped. If you read a scare monster scroll, the message is displayed:
- ``You hear maniacal laughter in the distance.'' This is the gods laughing
- at your stupidity, for you are supposed to drop the scroll on the floor.
- Monsters will not attack you when you stand on one, nor will they cross it
- if dropped in a corridor. Unlike Elbereth, you can fight from a scare
- monster scroll. You can move on and off the scroll if you avoid picking
- it up; if you pick it up it will turn to dust.
- .LI
- blank: this scroll "appears to be blank." This scroll may be utilized
- with a magic marker: write the name of a scroll you are already familiar
- with (i.e. one that you've read at least once).
- .LE
- .P
- '
- .H 2 "Potions"
- '
- .S 8 10
- .W 7i
- .TS
- center,box;
- c c c
- lw(.9i) | lw(2.3i) | lw(3i).
- Potion Standard Message Special Case(s)
- _
- restore strength Wow! This makes you feel great! T{
- ... looks sound and hale again! (Thrown to monster)
- T}
- gain energy Magical energies course through your body. T{
- You feel feverish. (Confused)
- T}
- whiskey Ooph! This tastes like liquid fire! T{
- You feel somewhat dizzy. (Vapor)
- T}
- invisibility Gee! All of a sudden, your can't see yourself. T{
- For an instant you couldn't see you right hand. (Vapor)
- .br
- You feel rather airy. (Blinded)
- T}
- fruit juice This tastes like fruit juice.
- healing You begin to feel better. T{
- ... looks sound and hale again! (Thrown to monster)
- T}
- paralysis Your feet are frozen to the floor! T{
- Something seems to be holding you. (Vapor)
- .br
- You are motionlessly suspended. (Levitated)
- T}
- monster detection You sense the presence of monsters. T{
- You feel threatened. (No monsters)
- T}
- object detection You sense the presence of objects. T{
- You sense the presence of objects close nearby.
- .br
- You feel a pull downward. (No objects)
- T}
- sickness Yech! This stuff tastes like poison. T{
- ... looks rather ill. (Thrown to monster)
- T}
- confusion Huh, What? Where am I? T{
- What a trippy feeling. (Hallucinating)
- .br
- You feel somewhat dizzy. (Vapor)
- T}
- gain strength Wow do you feel strong! T{
- ... looks sound and hale again! (Thrown to monster)
- T}
- speed You are suddenly moving much faster. T{
- Your knees seem more flexible now. (Vapor)
- .br
- Your legs get new energy. (Fast)
- T}
- blindness A cloud of darkness falls upon you. T{
- It suddenly gets dark. (Vapor)
- .br
- Bummer! Everything is dark! Help! (Hallucinating)
- T}
- gain level You feel more experienced.
- extra healing You feel much better. T{
- ... looks sound and hale again! (Thrown to monster)
- T}
- levitation You're floating in the air! (Hallucinating)
- hallucination Oh wow! Everything looks so cosmic! T{
- You have a vision for a moment. (Vapor)
- T}
- holy water You feel full of awe. T{
- This burns like acid. (When you are a Z,V,W or &)
- .br
- ... shrieks in pain! (Thrown to a Z,V,W,' ' or &)
- T}
- .TE
- .S
- .W
- '
- .H 2 "Rings"
- '
- .TS
- tab (#),center,box;
- c c c c
- l n | l n.
- Name#Chance#Name#Chance
- _
- adornment#?#protection#?
- aggravate monster#?#protection from shape changers#?
- cold resistance#?#regeneration#?
- conflict#?#searching#?
- fire resistance#?#see invisible#?
- gain strength#?#stealth#?
- hunger#?#teleport control#?
- increase damage#?#teleportation#?
- levitation#?#warning#?
- poison resistance#?##
- .TE
- .P
- .VL 10
- .LI
- NOTE:
- all rings increase your food consumptions to varying degrees.
- .LE
- .P
- .AL
- .LI
- cold resistance: You are invulnerable to cold, including backblasts from
- the wand and freezing spheres.
- .LI
- fire resistance: You are invulnerable to fire, including backblasts from
- the wand and dragon breath.
- .LI
- teleport control: gives you control of teleport destination, no matter what
- does the teleporting. Try to teleport into a wall or monster and you get a
- random teleport. Gives no control of when you go, just where.
- .LI
- regeneration: Regain extra one hit point per round (but increases food
- consumption dramatically).
- .LI
- conflict: causes monsters to attack each other instead of you, if they are
- next to each other.
- .LI
- hunger: Increases hunger.
- .LI
- stealth: Monsters don't wake up when you enter a room.
- .LI
- searching: finds secret doors/traps more easily, and occasionally without
- searching. Does not necessarily work on first try.
- Also finds mimics and piercers.
- .LI
- increase damage: Increases the damage you do to monsters when hitting them.
- .LI
- protection: Increases your armor class and probably your (internal) saving
- throws. Can be +1, +2, etc or cursed -1,-2, etc.
- .LI
- teleportation: teleports you randomly about every once in a while. No way
- to control when, but a ring of teleport control determines where.
- Without this ring, destination
- is random on level. Is usually stickeycursed and uses a great deal of food
- energy.
- .LI
- adornment: useless in rogue, but in Hack it protects against nymphs
- (they're dazzled by it and can't attack).
- .LI
- resistance to poison: You are invulnerable to poison (including poison
- corpses but not rotted ones, and all poison stings, bites, and potions).
- does not protect you from rotted (tainted) meat or potions of sickness.
- .LI
- gain strength: Just what it says. Increments as with ring of protection.
- .LI
- protection from shape changers: Forces chameleons to take on their
- true form (:).
- .LI
- warning: glows in various colors, which may be indications of approaching
- monsters, traps, etc. Code unknown.
- .LI
- levitation: equivalent to a potion of levitation when worn. Has minor
- advantages if you wish to avoid traps, but a cursed ring of levitation
- could spell the end of your character! You are unaffected by traps,
- but you cannot pick anything up or go downstairs.
- .LI
- see invisible: same as potion.
- .P
- You can wear only one of these items on each hand at any time, so
- a stickeycursed ring is a pain when say, you want protection from fire, but
- you're too heavily loaded to take off your increase strength ring, and your
- ring of searching is stuck on.
- .LE
- '
- .H 2 "Wands"
- '
- .TS
- tab (#),center,box;
- c c c c
- l n | l n.
- Name#Chance#Name#Chance
- _
- light#10#cancellation#5
- secret door detection#5#teleportation#5
- create monster#5#make invisible#7
- wishing#1#probing#2
- striking#7#digging#5
- nothing#2#magic missile#10
- slow monster#5#fire#5
- speed monster#5#sleep#5
- undead turning#5#cold#5
- polymorph#5#death#1
- .TE
- .P
- When a wand is out of charges and you zap it, ``Nothing Happens.''
- .P
- .AL
- .LI
- Wishing: you usually get 3 wishes, and wishing for wands of wishing
- produces wands with 0 charges left. When it asks you what you want,
- answer with the exact syntax it would appear in your inventory as, if
- you had identified it with the scroll of ID. The wand does not ID
- it for you, so be sure and keep track of what you've received and
- name the items as necessary.
- If you wish for an illegal item or a non-existent item,
- you get a random one. You can wish for any plussed item up to +3,
- above that you take your chances. You can wish for one wand or 3 of
- any other non-plussed item with each wish. Sample wishes:
- .BL
- .LI
- +3 plate mail/pair of gloves/helmet/elven cloak/crysknife
- .LI
- 3 potions of gain level
- .LI
- ring of regeneration/teleport control(#)
- .LI
- 3 tins (No way to specify spinach, but the odds are good)
- .LE
- .P
- Wishing for ``a wand of wishing (3)'' will not work.
- ``Illegal'' wishes that seem to work often are +7 plate, 3 +3 crysknives
- (but sometimes gives 3 -3 crysknives) Your luck may influence the
- chance of getting many items. In NetHack, it's a good idea to wish for
- rare spellbooks.
- .LI
- Drain Life: usually kills target creature, taking
- half of everything else's hit points, including yours. This is a ray.
- .LI
- Sleep: of variable duration, and doesn't seem to work on bats. Some
- monsters get saving throws (i.e., a chance not to be affected). This
- is a ray.
- .LI
- Fire, Cold, Lightning, Magic Missile: all fire rays/bolts/zaps which do
- damage to anything they hit. (See note below.) Cold seems to do the
- most damage, missiles do the least, fire seems to have the longest range.
- .LI
- Striking: wand hits the first monster in the direction you point it, even
- from a considerable (but not infinite) distance. Not a ray.
- .LI
- Polymorph: turns one monster or thing into a random other.
- Of course, most people would rather turn a dragon
- into a bat than vice versa. Use on your dog intil you get a monster
- well above norm for your level, or a mega-monster. May not change all
- characteristics of the monster (i.e., speed may be unchanged).
- Warning: if you polymorph your dog, then leave his level (fall in
- a trapdoor, etc) he will not be tamed merely by throwing food at
- him (need taming scroll). The dungeon apparently forgets he ever
- was your dog. While it may be fun to polymorph your dog, you are
- better advised to use it against any mega-monsters that you may
- find at the higher level (e.g. Dragons, demons, trappers). Your
- dog is a fairly strong monster in his own right.
- This wand is almost as useful as digging when you're being digested
- by a trapper or a purple worm; have you ever been inside a nymph?
- .LI
- Make invisible: makes monster invisible, permanently.
- Don't use on dog, you'll just keep tripping over him. Easy to
- confuse with teleport away. No use whatsoever, except to maybe keep you
- from taking the wand of teleport away for granted.
- .LI
- Teleport monster: monster teleported to random spot on level.
- Check to be sure you don't have a wand of invisibility. Note
- that the monster will usually head straight back home at top speed,
- and if he finds you still there, or on the way out, he will be pissed.
- .LI
- Haste monster: monster moves twice as fast. Use on dog, but watch you
- don't trip on him.
- .LI
- Slow monster: monster moves at half speed. Some monsters get multiple
- attacks every other round (i.e. xorn: 3 claws and bite, or shopkeeper:
- 2 fists).
- .LI
- Digging: This produces new corridor sections, and doors where the ray
- intersects a room wall. Also useful for blasting your way out of a trapper.
- .LI
- Undead turning: somewhat like fear, but no effect on most monsters.
- Undead are: zombies, ghosts, wraiths, vampires, demons and
- perhaps other monsters. Destroys weaker undead, causes bigger ones
- to flee, including demons.
- .LI
- Create monster: Creates a monster next to you, just like the scroll.
- This wand may be useful to keep around if you are ever desperately short on
- food. If you are, create a monster, kill it, and feast on the remains!
- .LI
- Cancellation: Should knock out any magical abilities of the monster.
- Monsters affected:
- .TS
- center;
- c c
- l l.
- Monster Effect
- _
- Nymphs cancels her magical allure.
- Wraiths cancels life draining.
- Demons cancels powers of replication.
- Leprechauns cancels teleport ability
- .TE
- Monsters which are not affected:
- Rust Monsters, Dragons, Invisible Stalkers, Chameleons, Cockatrices,
- Floating Eyes.
- .LI
- Secret door detection: discovers all secret doors in room or in sight in
- a corridor. If there are none, a charge is used and the wand seems
- to do nothing. This wand also detects shape-changers in the
- room (e.g. mimics, piercers). Usually comes in 10+ charges.
- .LI
- Light: lights up dark rooms. Usually comes in 10+ charges.
- .LI
- Probing: Gives stats on a creature in the direction you indicate. Tells
- hit points, maximum, how much gold.
- .LE
- .H 3 "Don't shoot your own foot off."
- Note that ray/straight-line wands are best fired when you are
- diagonally aligned with your target so that ricochets can't hit you.
- ricochets can be used to hit targets that won't get in straight line of fire
- (leprechauns, shopkeepers, etc.), or to get two hits on a
- target. Shots into corners
- bounce straight back at you. Doors can reflect a diagonal shot back at you,
- and the wand of fire reflects diagonally back at you occasionally just for the
- heck of it. Wands seem to have differing, and possibly partly random, maximum
- ranges.
- .H 3 "Test them first."
- When you get a wand, try zapping it. If it is non-directional, (like
- wishing) you will usually find out what it is immediately. If not, hit
- <ESC> when it asks you what direction, and save it until you reach a monster.
- This lets you ID many wands before you find a monster to test
- them out on, and improves the odds that a partly-tested, directional wand
- will turn out to be offensive, rather than secret door detection or light.
- .H 1 "EXTENDED COMMAND SET"
- These commands are accessed by first entering a pound sign (#)
- followed by the command or a question mark. Not found in all
- versions of Hack.
- .VL 10
- .LI #dip
- Use for every potion that you want to quaff the #dip command,
- dip arrows, bolts or darts in the potion and if it was a potion of :
- Sickness or Paralysis: your dipped weapon gets stronger.
- Holy water: your weapon gets blessed and is better in use
- against the undead. Note that positive potions have a
- positive effect on monsters. The dip command can also be used
- with fountains. (see ``Fountains'' and ``Excalibur.'')
- .LI #pray
- You can pray after intervals of approximately 500 turns.
- Praying restores strength, fills the stomach and heals.
- You can use the option time to see how much time has passed.
- Nothing bad will happen, but be sure that your time has come.
- .LI #sit
- Use this command while you are on an throne (\).
- You might get a wish (Chance 1 in 86) but also you can lose
- your gold or your possessions get cursed or identified.
- .LI #wipe
- Clean your face when dirty.
- .LI #breathe
- First polymorph yourself in a Dragon.
- .LI #remove
- First polymorph into a Nymph
- .LI #cast
- Cast spell. See next section.
- '
- .H 2 "Spells and Spellbooks"
- '
- Spells are found in spellbooks and learned via the ``X'' command.
- Save extra spellbooks; if you read a scroll of amnesia you may
- forget all your spells. Most spellbooks are booby-trapped with
- poison or other effects (``You feel threatened'' accompanied by paralysis)
- and yield no spell.
- .P
- .TS H
- tab (#),center,box;
- c c c c c c
- l n n | l n n.
- Name#Chance#Level#Name#Chance#Level
- _
- .TH
- magic missile#4#2#detect unseen#4#3
- fireball#2#4#extra healing#3#3
- sleep#6#1#charm monster#3#3
- cone of cold#1#5#levitation#3#4
- finger of death#1#7#restore strength#2#4
- healing#6#1#invisibility#3#4
- detect monsters#5#1#detect treasure#3#4
- force bolt#4#1#dig#2#5
- light#5#1#remove curse#2#5
- confuse monster#5#2#magic mapping#2#5
- cure blindness#3#2#identify#1#5
- slow monster#4#2#turn undead#1#6
- create monster#4#2#polymorph#1#6
- detect food#5#2#create familiar#1#6
- haste self#3#3#teleport away#2#6
- cause fear#4#3#cancellation#1#7
- cure sickness#3#3#genocide#1#7
- .TE
- .P
- There most powerful spellbooks are, in order of importance: Polymorph,
- Genocide, Identify, Charm Monster, Magic Mapping, Digging and Finger of
- Death.
- .P
- The polymorph spell works on objects as well as monsters, although
- the object type remains consistent. You can lay down a pile of objects
- and cast the spell until you collect those desired. There is no
- limit to the number of objects you can polymorph at one time.
- A high level characters can even polymorph themselves. To accomplish
- this, enter a period (.) when prompted for the direction. There are
- certain disadvantages to self-polymorphing. If you polymorph into a
- non-humanoid creature, you will not be able to use your weapon or
- armor. Although you inherit all the creatures characteristics, this
- may also include low hit points.
- .P
- Note that healing and extra healing do not increase your hitpoints
- past the maximum (in NetHack 1.4 or later).
- .H 1 "ITEMS (Tools, Gems, etc.)"
- .H 2 "Tools"
- Tools are ``applied'' with the ``a'' command.
- '
- .H 3 "Whistles"
- When you blow an ordinary whistle (syntax is ``a whistle'')
- you produce a high whistling sound and your dog,
- immediately heads in your direction. Particularly useful if you are
- teleporting randomly. Magic whistles (syntax is ``magic
- whistle'') produce a strange whistling sound, and teleport your dog to you.
- Be careful, whistling may also wake up other denizens of the level.
- .P
- .H 3 "Icebox"
- This is the Archaeologist/Speleologist's ``large box.'' Corpses
- promptly placed in it will not spoil. It is, however, incredibly heavy and
- you must be carrying both the box and the corpse to use it. You may want to
- leave it on the first level and go back for it when you've had some spinach.
- .P
- .H 3 "Camera"
- Tourists start out with this one. Flash in the direction of a
- monster to temporarily dazzle the monster.
- .P
- .H 3 "Pickaxe"
- Archaeologist's handy tool. Can be used to dig down or
- around. Will even get in a shop if you're persistent, though the shopkeeper
- will ask you to leave it outside.
- .P
- .H 3 "Leash"
- Supposedly quite handy, though code isn't clean yet (dropping the leash
- still leaves fido tethered to you).
- .H 3 "Can Opener"
- The best thing to open tins with.
- '
- .H 2 "Amulet"
- '
- The Amulet of Yendor, the lengendary item from the days of Rogue, is
- found on level 40, guarded by the Wizard of Yendor and his faithful
- Hell Hound. (See the section on lower level ``Strategy'' for a
- discussion of obtaining the Amulet.)
- You can also wish the Amulet, but you will get a cheap
- imitation amulet instead.
- '
- .H 2 "Gems"
- '
- .TS
- tab(#),center, box;
- c c c
- l n n.
- Name#Chance#Value
- _
- dilithium crystal#1#4500
- diamond#1#4000
- ruby#1#3500
- sapphire#1#3000
- emerald#1#2500
- turquoise#1#2000
- aquamarine#1#1500
- tourmaline#1#1000
- topaz#1#900
- opal#1#800
- garnet#1#700
- amethyst#1#650
- agate#2#600
- onyx#2#550
- jasper#2#500
- jade#2#450
- .TE
- .H 1 "TRICKS AND OTHER NON-INTUITIVE ACTIONS"
- .H 2 "Elbereth"
- If you E)ngrave Elbereth with your bare hands (-), it acts
- as a sign of peace. Most monsters are then unable to attack you as
- long as you do not move off the square or fight a monster next to you.
- Exceptions are dragons, which breathe fire, angry shopkeepers, and
- (in NetHack only) any creature normally armed with a projectile weapon:
- .TS
- center;
- c c
- l l.
- Monster weapon
- _
- centaurs crossbow bolts
- orcs darts
- kops cream pies
- .TE
- (In Nethack, you cannot throw
- things from an Elbereth, but you can still use wands. There is also a
- chance of inadvertently smudging the word, thus breaking the spell.)
- Other than movement or hand-to-hand fighting, you
- can do anything on an Elbereth, such as quaffing potions, reading scrolls, etc.
- .P
- Note that if you step off the square, or violate it by fighting, the letters
- are disturbed and the inscription is no good anymore. However, you can write
- it again on the next turn, even on the same square. If you teleport off the
- square, you are no longer protected, but if you find it again, it will be
- undisturbed and potent. A NetHack Magic Marker can draw an indelible
- Elbereth that you can fight from.
- .H 2 "Orcrist"
- If your weapon in hand is named Orcrist, it gets a hefty bonus
- on damage (rumored to be +10) against orcs.
- .H 2 "Excalibur"
- Dipping a long sword you have called Excalibur is rumored to eventually
- yield a +5 long sword (after some initial damage). There are possible
- complications (see ``Fountains'').
- .H 2 "Hit Points and Nurses"
- Ironically, nurses do a great deal of damage in battle. However, if you
- unwield your weapon and strip yourself of all armor, a nurse will heal
- you. She will even go so far as to continue past your maximum hit
- points. It is possible to follow a nurse around and gain scores of
- hit points.
- .H 2 "Your Score"
- Beyond mere survival, an important aspect of the game is your score.
- You get points for gold, gems (if you leave the dungeon with
- them), and the Amulet. (The first amulet is worth 5000, each successive
- (genuine) amulet doubles your score.) You also seem to get points for the
- following things: levels descended to (so dungeon-diving may help),
- and magic items identified or possibly just tried out (or possibly
- just accumulated). And also, experience points, seemingly 4-for-1.
- Leaving the dungeon with a pet (especially an experienced one) is
- also worth points. Mapping out rooms, and possibly discovering
- secret doors may add to your score.
- .H 2 "Luck"
- This is an internal variable that can make life in the dungeon
- much easier or much harder. Little is known about it, but it probable affects
- your chances of finding secret doors, waking up monsters, saving vs. magic,
- and possibly hitting and being hit by monsters. Giving gems to a unicorn is
- increases your luck by one point, while killing/eating humans, unicorns, dogs
- kops and nurses decreases your luck by \fIfive\fR points. Throwing a worthless
- piece of glass to a unicorn costs you one point, as does playing during
- the unlucky phase of the moon. Note that when the moon is full, you see
- the message ``You are lucky, full moon tonight!'' and your luck is
- \fIincreased\fR by one point.
- It is also rumored that there is also a small chance to
- decrease it slightly by killing defenseless (blinded) monsters.
- The absolute range of luck is -10 to +10, and you begin with a value
- from 1 to 4, inclusive (ignoring the phase of the moon).
- .bp
- .ce 1
- \fBAPPENDIX A: HACK REFERENCE SHEET\fR
- .S 8 10
- .TS
- tab (#),center,expand,box;
- c s s s s s
- c c c c c c
- c l | c l | c l.
- COMMAND SUMMARY
- _
- \fIx\fR#Command#\fIx\fR#Command#\fIx\fR#Command
- _
- a#apply, use#j#move down#s#search
- b#move down-left#k#move up#t#throw in direction
- c#call item#l#move right#u#move up-right
- d#drop item#m#skip over#v#program version
- e#eat food#n#move down-right#w#wield weapon
- <#up stairs#o#display options#x#list spells
- >#down stairs#p#pay off shopkeeper#:#look
- h#move left#q#quaff potion#z#zap wand
- i#inventory#r#read scroll#?#this list
- _
- A#take off some armor#J#run down#S#save game
- B#run down-left#K#run up#T#take off armor
- C#name something#L#run right#U#run up-right
- D#drop objects#,#pick up all#V#game history
- E#engrave#N#run down-right#W#wear armor
- ^R#redraw screen#O#set options#X#transcribe
- ^P#last message#P#put on ring#Y#run up-left
- H#run left#Q#quit game#\e#list discovered items
- I#select inventory#R#take off ring#/#identify
- .TE
- .P
- .TS
- tab (#),center,expand,box;
- c c c c c c c c c
- c l l | c l l | c l l.
- N#Name#Attack#N#Name#Attack#N#Name#Attack
- _
- A#giant ant#saps strength#V#vampire#lowers max. HP#r#rockmole
- B#bat##W#wraith#takes levels#s#scorpion#poison stings
- C#centaur##X#xorn#+hits#s#giant spider
- D#dragon#flames#Y#yeti##t#tengu#teleports
- E#floating eye#transfixes#Z#zombie##u#unicorn#friendly
- F#freezing sphere#cold blasts#a#acid blob#corrodes#v#violet fungi#holds
- G#gnome##b#giant beetle##w#long worm#divides
- H#hobgoblin##c#cockatrice#petrifies#w#wumpus
- I#invisible stalker##d#dog##x#xan#pricks
- J#jackal##e#ettin#tough#y#yellow light#blinds
- K#keystone kop#throws pies#f#fog cloud##z#zruty
- K#kobold##g#gel. cube#freezes# #ghost#tough
- L#leprechaun#steals gold#h#homunculus#sleep#@#shopkeeper#tough
- M#mimic#chest(])#i#imp##`#lurker above#swallows
- N#nymph#steals items#j#jaguar##,#trapper#swallows
- O#orc#uses darts#k#killer bee#poison stings#:#chameleon#changes
- P#purple worm#swallows#l#leocrotta##;#giant eel
- Q#quasit#FAST#m#minotaur##demon#replicates
- Q#quantum mech.#teleports you#n#nurse#heals#1#Wizard#magic
- R#rust monster#rusts armor#o#owlbear#hugs#2#mail daemon#delivers mail
- S#snake#poison bites#p#piercer#drops#9#giant#throws boulders
- T#troll#regenerates#q#quiv. blob#
- U#umber hulk#confuses#r#giant rat#
- .TE
- .P
- .TS
- tab (%),center,expand,box;
- c s s s s s
- c c c c c c
- l l || l n | l n.
- EXTENDED COMMAND SET/EXPERIENCE LEVELS
- _
- Command%Effect%Level%Points%Level%Points
- _
- #breathe:%to breathe fire%1 =%initial%8 =%640
- #cast:%to cast spells%2 =%10%9 =%1280
- #dip:%to dip an item%3 =%20%10 =%2560
- #pray:%to pray%4 =%40%11 =%5120
- #remove:%to steal an item%5 =%80%12 =%10240
- #sit:%to sit on a throne%6 =%160%13 =%20480
- #wipe:%to wipe eyes%7 =%320%14 =%40960
- .TE
- .S
- .TC
-