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- Wheaton College Nethack Spoiler File - Revision 5.35
-
- ---- *** WARNING! *** WARNING! *** WARNING! *** WARNING! *** WARNING! *** ----
-
- Read this file at your own risk. Information in this file has been verified
- as well as possible. However, it is not guaranteed to be 100% correct. In
- addition, information in this file may "give away" certain key parts of the
- game. If the game is no longer fun after you have read this file, too bad!
-
- ---- *** WARNING! *** WARNING! *** WARNING! *** WARNING! *** WARNING! *** ----
-
- Compiled from various sources (including play, usenet e-mail and news groups,
- long term experience, source code, and general hearsay) by:
- Alan Light (alight@wheaton.UUCP)
- Ken Roth (kroth@wheaton.UUCP)
- Paul Waterman (water@wheaton.UUCP)
-
- ------------------------------------------------------------------------------
- Table of Contents:
-
- = Introduction ========================
-
- 1. INTRODUCTION 3. CREDITS
- 2. REVISION NUMBERS 4. USING THE SPOILERS
-
- = Game play ===========================
-
- 5. COMMON QUESTIONS 18. REMOVING CURSES
- 6. CARRYING CAPACITY 19. ROBBING SHOPS
- 7. CASTLE LEVEL 20. SINK EFFECTS
- 8. CLASS INTRINSICS 21. SPECIAL LEVELS
- 9. FOUNTAIN EFFECTS 22. SPECIAL ROOMS
- 10. KICKING 23. STARTING CHARACTERS
- 11. LEVEL TITLES 24. STATS
- 12. LUCK 25. SURVIVAL
- 13. MONSTER ATTACKS 26. THRONE EFFECTS
- 14. MONSTER INFORMATION 27. UNICORN HORNS
- 15. MONSTER INTRINSICS 28. WISHES
- 16. PETS 29. GAME MESSAGES
- 17. PRAYING 30. GENERAL HINTS
-
- = Game items ==========================
-
- 31. AMULETS 47. SCROLLS
- 32. IDENTIFYING AMULETS 48. SCROLL EFFECTS
- 33. ARMOR 49. CONFUSED SCROLL EFFECTS
- 34. ARMOR EFFECTS 50. IDENTIFYING SCROLLS
- 35. IDENTIFYING ARMOR 51. SPELLBOOKS
- 36. FOOD 52. TOOLS
- 37. DEAD MONSTERS 53. TOOL EFFECTS
- 38. GEMS 54. IDENTIFYING TOOLS
- 39. POTIONS 55. WANDS
- 40. POTION QUAFFING EFFECTS 56. WAND EFFECTS
- 41. POTION THROWING EFFECTS 57. IDENTIFYING WANDS
- 42. POTION VAPOR EFFECTS 58. WEAPONS
- 43. IDENTIFYING POTIONS 59. ARTIFACTS
- 44. RINGS 60. HIT PROBABILITY
- 45. RING EFFECTS 61. DAMAGE
- 46. IDENTIFYING RINGS
-
- = Miscellaneous =======================
-
- 62. KNOWN BUGS 64. COMMAND REFERENCE
- 63. NETHACK ABUSE
-
- ------------------------------------------------------------------------------
- INTRODUCTION:
-
- Once upon a time, there was a game called hack. Hack was a pretty good game,
- and a lot of people really enjoyed playing it. Then a strange and wonderful
- creature called "The Dev Team" got hold of it, and hack was never the same
- again. For starters, it suddenly got a name change, and was called nethack.
- But the biggest change was in the game itself. No longer was it a fun
- afternoon show to watch in black and white on a nine inch set. It suddenly
- became a three dimensional color holovision show with dolby surround sound and
- much, much more. (Our thanks to the dev team for a job well done.)
-
- The problem with this is that people started getting addicted to the action,
- the adventure, their character getting killed over and over again... In order
- to prevent the untimely demise of characters whose rated lifespan was about
- double the actual lifespan, a bunch of people came together and began giving
- each other hints about how to dodge that nasty shopkeeper, and how to get rid
- of that awful wizard, and this worked well... for a time.
-
- There was still a problem with this, though, for once the suggestion was
- given, unless carefully hoarded away, it was gone forever, and there were
- always new people who hadn't heard the suggestions. Thus, the nethack spoiler
- file was created.
-
- Within this file is a large collection of lore about the game of nethack.
- Some of it may not be true, but we have made the best effort possible to
- verify all of the information contained herein. Much of it has been verified,
- corrected, or added since the original posting of revision one on the net.
-
- Also, we would like to request that any corrections, modifications,
- suggestions, etc. be e-mailed directly to water@wheaton.UUCP and not posted to
- the net. We will attempt to verify any information sent us and then we will
- both add it to the spoiler file (for the next release) and post an official
- correction/addition to rec.games.hack.
-
- Be warned: If you use the knowledge contained herein, your game will never be
- the same. Your horizons will suddenly be expanded, but you may end up
- thinking that the game is less than it once was. That is the risk you must
- take if you choose to read this file.
-
- Good luck, and happy hacking!
-
- ------------------------------------------------------------------------------
- REVISION NUMBERS:
-
- In order to keep a decent idea of how the spoiler file is progressing, we have
- set up an official policy on how revision numbers will change. Any minor
- revisions/corrections/amplifications will advance the revision number by .01.
- New sections added (such as this one), or complete re-writes of existing
- sections will advance the revision number by .10. Any complete re-write of
- the entire file (just in case - it might actually happen) will advance the
- revision number to the next integer.
-
- ------------------------------------------------------------------------------
- CREDITS:
-
- Well, this should actually be a VERY large list. Among others, it should
- include almost everyone who has posted any hints of value to the net within
- about the last year (or even longer in some cases). Some people who have made
- contributions to the cause of these spoilers above and beyond the call of
- duty, however, are listed here:
-
- Kenneth Arromdee
- Alan Edwards
- David Goldfarb
- Laurence Gordon
- Kate Gregory
- Dolf Grunbauer
- David Hairston
- Michael Heggen
- Greg Hudson
- Lucas B. Kruijswijk
- Stephen Marino
- Andrew Pearce
- Robert Potter
- Brajesh K. Singh
- C. G. J. Thompson, et.al
- David Throop
- Steve Warren
-
- If any of the rest of you out there know you contributed something to the
- cause, but don't see your name listed here - don't get us wrong. It's not
- that we're ungrateful! We probably just nuked your name by mistake!
-
- And, just for a bigger ego trip, let's list our own names once again. The
- compilers and editors of this file are:
- Alan Light (alight@wheaton.UUCP)
- Ken Roth (kroth@wheaton.UUCP)
- Paul Waterman (water@wheaton.UUCP)
-
- Note: All names are listed in alphabetical order by last name, and not by
- order of importance of contribution.
-
- ------------------------------------------------------------------------------
- USING THE SPOILERS:
-
- There's really not much to say on this subject, other than a few intuitive
- pointers. How you use the spoilers is simple: You read them, and apply the
- knowledge contained within to your game of nethack. However, we do have one
- major hint for getting at what you want within the file quickly.
-
- You will probably notice that the section headings are all in caps (like
- "INTRODUCTION"), and that they are folowed by a colon in the actual section
- header. This should make it very simple to get to whatever section you want
- quickly. Just load the file into your editor (or even use 'more' for that
- matter), and use the search function (for instance, type "/INTRODUCTION:"
- while in 'more' or 'vi') to look for the section header. Since it's all in
- caps and followed by a colon, you'll be able to filter out all the extraneous
- references, and get straight to the section you want. For instance, do you
- have any idea how many times the word "armor" occurs before the "ARMOR:"
- section?
-
- And now, on to the spoilers themselves!
-
- ------------------------------------------------------------------------------
- COMMON QUESTIONS:
-
- Q: I was playing a character and he/she got polymorphed into a new human. I
- was asked to give the character a different name, and now I can't get the
- character back. What do I do?
- A: Nethack allows you to have multiple characters with different names, and
- whenever nethack saves a character it always uses the character's name,
- regardless of whether that character used to have a different name. In
- order to access a character of a particular name (or start one with a
- different name), the easiest thing is to give nethack a -u flag and your
- name. For instance, type "nethack -u name" where "name" is your
- character's name ("Endiel" in my case - and I'll send you updates to the
- spoilers if you can figure out where it came from).
-
- Q: I was playing nethack when I hit the '!' key by mistake. Now I'm sitting
- at my prompt, and I don't know what's happened to my game. What gives?
- A: In nethack, the '!' key will create a shell for you. What this does is
- allow you to quickly pop out of nethack in order to do stuff, without
- messing up your nethack game. On most systems, you can exit the shell and
- get back to your nethack game by typing "exit."
-
- Q: I've found a Hawaiian shirt lying around, and I've heard them mentioned in
- the spoilers. What use are they?
- A: Basically, Hawaiian shirts let you effectively drop your AC by several more
- points, as they can be worn under a suit of armor (the more pieces of
- armor, the better the possible AC). When not enchanted, they don't do much
- good (and actually can do harm, as shopkeepers will try to cheat you if
- they see it). But if it's enchanted and under a suit of armor or cloak
- (where the shopkeeper can't see it), it can be quite useful.
-
- Q: I've made it to the first level of Hell (probably by falling through a trap
- in the castle level), but I can't find any down staircases? How can I get
- down farther?
- A: You'll find that if you're confused and read a scroll of teleportation
- you'll get teleported to a different level. Cursed scrolls of
- teleportation and level teleporters also do this. If you have teleport
- control (via a ring or intrinsic), you can use these to teleport down to
- about level fifty and then work your way up.
-
- Q: I've been punished, and I can't stand lugging around this ball and chain.
- What can I do to get rid of it?
- A: There are several ways to accomplish this. In the meantime, though, unless
- you have a pretty good weapon, pick up the iron ball and wield it. To get
- it off, try reading a scroll (or casting a spell) of remove curse. Or, try
- feeding it to a rust monster, rock mole, or iron golem. A nymph may steal
- it. Or, you can polymorph into a rust monster, rock mole, or iron golem,
- and eat it yourself. Finally, you can polymorph into a nymph and remove
- it. Note that lock-picks and keys won't work to get it off.
-
- Q: I've got the amulet, and I'm on my way up through the levels of Hell, but
- I'm stuck. I'm in a relatively small area in the middle of the level, I
- can't find a way out, and there's no stairway up - only one going back
- down.
- A: Sounds like you've found Vlad's Tower. Try going back down two levels and
- exiting from the base of the tower. Then try looking in the upper left
- hand corner of the maze for another stairway going up. The tower levels
- always have an up staircase placed there. See the section on SPECIAL
- LEVELS for more information.
-
- Q: I've got the amulet, and I'm on my way up, but the Wizard keeps popping in
- and I'm tired of killing him. Is there anything I can do to get him off of
- my case?
- A: Most things you can do won't stop him from coming after you again. I saw a
- post once on rec.games.hack that had about thirty suggestions, but none of
- them would work. Basically, the only way to stop him from coming after you
- is to exploit a "feature" of the game. Wait near the up staircase for him.
- Then, throw a potion of paralysis at him. During the 1-15 turns that he
- will be paralyzed, go up the staircase. He won't come after you any more.
- The reason for this is that the game only updates the paralysis counters
- for creatures on the same level as you - thus, it realizes that the Wizard
- is still around, but paralyzed, and it won't un-paralyze him unless you go
- back to that level. (Incidentally, don't count on this working in the next
- version of nethack.)
-
- Q: I'm in the endgame and I'm in a long hallway that runs north-south. I
- can't seem to find a secret door, though, and I can't teleport. How do I
- get to the other side of the level?
- A: Be patient and keep searching. There's a secret door in the upper left
- wall of the corridor. However, there's a lot of nasty creatures in the
- center of the endgame level, so if you're willing to sacrifice the
- experience, and you can polymorph, it might be better to turn into a xorn
- and go around the center area.
-
- Q: I've heard a lot about "named weapons," but I can't seem to get one. How
- can I get one?
- A: Well, there are five ways of getting named weapons, also known as
- artifacts. The first, and perhaps most obvious one, is to wish for it.
- When you are asked what you want to wish for, type "a (blessed) (+n)
- [weapon type] named [name]," where blessed and +n (be sure to substitute a
- number for n!) are optional, and the weapon type is correct for the name
- agree (see the ARTIFACTS section and WISHING section for more information).
- Another way to get a named weapon is to have it given to you by your deity.
- If you sacrifice (#offer) enough, eventually you will probably see an
- object appear at your feet. This will be a named weapon. A third way to
- get a named weapon is to find it. Some of them will just be randomly
- generated (although very rare), so be on the lookout. Oh, you will know
- it's named when you pick it up - it's not necessary to identify it. You
- can also gain some of the named weapons by simply finding the appropriate
- weapon type and using the #name command. Sting and Orcrist are notable in
- this regard. Finally, you can get Excalibur by #dipping a normal longsword
- in a fountain (see FOUNTAIN EFFECTS for more details about this).
-
- ------------------------------------------------------------------------------
- CARRYING CAPACITY:
-
- In order to compute the carrying capacity of a character, you need to know
- three things: the character's strength, level, and if either leg is wounded.
- Strength is divided into two parts, and is shown as str/nn. Str ranges from 1
- to 18 (and can jump to 25 with gauntlets of power), and nn ranges from 01 to
- ** (** is used since 100 won't fit in the two digit space). How strength
- affects carrying capacity varies depending upon the strength. The character's
- level is always multiplied by five and added into the carrying capacity, and
- finally, for each wounded leg (either the left, right or both can be wounded)
- you have to subtract ten from the carrying capacity. Thus, the formulae for
- figuring out your carrying capacity are as follows:
-
- Strength Capacity
- ----------- ----------------------------------------------
- 1-18 5*level + 5*str - 10*(wounded legs)
- 18/01-18/50 5*level + 90 + nn - 10*(wounded legs)
- 18/51-18/75 5*level + 140 + 2*(nn-50) - 10*(wounded legs)
- 18/76-18/90 5*level + 190 + 3*(nn-75) - 10*(wounded legs)
- 18/91-18/95 5*level + 235 + 5*(nn-90) - 10*(wounded legs)
- 18/96-18/99 5*level + 260 + 10*(nn-95) - 10*(wounded legs)
- 18/** 5*level + 410 - 10*(wounded legs)
- 25 5*level + 380 - 10*(wounded legs)
-
- Interestingly enough, a strength of 25 doesn't allow as much of a carrying
- capacity as 18/** does.
-
- ------------------------------------------------------------------------------
- CASTLE LEVEL:
-
- Contrary to popular belief, the castle (or stronghold) level is not where the
- wizard is. The castle level is more of a proving ground - if you can get by
- it, you can probably finish the game, and if you do finish it, there are
- excellent rewards (specifically, there is a wand of wishing in one of the
- outer four rooms). Beware, though. Although this level is littered with loot
- (four whole rooms full of stuff to start with), it's also littered with
- monsters. Guards abound, as well as at least four dragons, several lichs,
- some nagas, and so on. An example castle level is below:
-
- -----------------------------------------------------------------------------
- |< |}}}}}}}}} }}}}}}}}}| | |
- | ----|}-------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}| | | |
- | | |}| |-----------------------------------------------| |}| | |
- | | | |}| + + |}|---- |
- | | |}-------------------------------+-----------------------------}| |
- | --- |}}}}}}| | + | + + |}}}}}}| --- |
- | | | }| | | | | | |} | | |
- | | | | }| |----------| |--------+--------|} --| | |
- | | | | }# { + + \ | ^ ^ ^ ^ ^+ | | |
- |-- |-- }| |----------| |-----------------|} | | --|
- | | }| | | | | | |} | | |
- | --- |}}}}}}| | + | + + |}}}}}}| --- |
- | | |}-------------------------------+-----------------------------}| | |
- | | --|}| + + |}| --- |
- | | |}| |-----------------------------------------------| |}| | |
- | --- |}-------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}|-- | |
- | |}}}}}}}}} }}}}}}}}}| |
- -----------------------------------------------------------------------------
-
- The first hint that you are on the castle level is the fact that you will
- appear in the upper-left corner of the map, and in a maze to boot. You will
- also tend to hear 'courtly sounds'. The maze you are in (see map above) is
- not large, but beware, for a minotaur lurks within, and they are more than a
- little trouble.
-
- After you complete the maze, you will be on a large landing, with the castle
- in front of you and the moat around it. The moat will drown you in a second,
- so beware. Also, there are invisible giant eels in the water and they will
- attack you. The first question asked is: How do I get in? Well, there are
- many answers, so I will outline several ideas below:
-
- If you have sacrificed enough, your god will have given you five musical notes
- when you pray. Play these notes on an instrument, and the drawbridge will
- open. If your god hasn't given you the five musical notes, try random notes.
- You'll get a series of sounds. Use these sounds like the old Master Mind game
- to determine the correct notes. (One sound means correct note, correct spot.
- The other means correct note, wrong spot.) Keep trying until the drawbridge
- comes down.
-
- A wand of opening or a spellbook of knock will cause the drawbridge to come
- down. A wand of striking will disintegrate the portcullis, but you still have
- to bridge the moat to get in. Try pushing in a boulder, zapping a wand of
- cold or fire at the moat, or using water walking, levitation, or jumping
- boots.
-
- Another method of entering the castle is by polymorphing yourself into a xorn.
- A xorn can walk through the walls of the castle straight into the middle. Be
- warned, though - xorns can't swim, so you'll still have to bridge the moat.
-
- A final method of getting in is using the back door. Using boots of
- levitation or water walking (or equivalent items or spells), walk through the
- moat around to the back of the castle. Pick the lock on the back door and
- walk in. Be careful of the trapdoors, though!
-
- Once you're into the castle, if you're not prepared to fight for your life
- against ravenous hordes of monsters, there are two ways of getting rid of most
- of them (albeit forfeiting the experience for killing them). Either use a
- ring of conflict or walk back over the trapdoors, letting them all go falling
- down into the upper level of hell as they try to follow you. Kill off the
- rest, grab the wand of wishing, try sitting on the throne for another wish or
- two, and then go for the ultimate challenge - the Wizard himself, by
- teleporting down to level fifty or so.
-
- ------------------------------------------------------------------------------
- CLASS INTRINSICS:
-
- ------------------------------------------------------------------------------
- |Chr| Original (Level 1) | 7 | 10 | 15 |17| 20 |
- ------------------------------------------------------------------------------
- | A | fast, stealthy | | auto search | | | |
- | B | poison resist | fast | | stealthy | | |
- | C | ---- | fast | | warned | | |
- | E | auto search, see invisible, sleep resist, fast | | |
- | H | poison resist | | | warned | | |
- | K | ---- | fast | | | | |
- | P | ---- | warned | | | | fire res. |
- | R | stealthy | | auto search | | | |
- | S | fast | | | stealthy | | |
- | T | ---- | | auto search | | | poison res. |
- | V | stealthy, cold res. | fast | | | --------------|
- | W | ---- | | | warned | teleport cont. |
- ------------------------------------------------------------------------------
-
- ------------------------------------------------------------------------------
- FOUNTAIN EFFECTS:
-
- There are basically two things you can do at a fountain. You can either quaff
- of dip something. Different effects can occur when you do these as follows:
-
- Quaffing at the fountain (chance is out of thirty):
-
- Chance Effect
- ------ ------
- 9 The cool draught refreshes you. (Gain 1-10 nutrition)
- 9 This tepid water is tasteless. (Nothing happens)
- 1 You feel self knowledgeable... (Lists intrinsics for you)
- 1 The water is foul! You gag and vomit! (Lose 11-30 food)
- 1 The water is contaminated! (If poison resistant, lose 1-4 hp.
- Otherwise, lose 1-10 hp and 3-6 str.)
- 1 An endless stream of snakes pour forth! (Creates water moccasins)
- You hear something hissing! (If blind)
- The fountain bubbles furiously for a moment, then calms (If water
- moccasins have been genocided)
- 1 You have unleased a water demon! (Creates water demon)
- You feel the presence of evil. (If blind)
- Will give you a wish (20 - dungeon level)% of the time.
- 1 This water's no good! (Each item you have has a percentage chance of
- being cursed.)
- 1 You see an image of someone stalking you. But it disappears.
- (Intrinsic see invisible gained)
- 1 You sense the presence of monsters. (Detect monster)
- 1 You spot a gem in the sparkling waters. (Find gem)
- 1 You have attracted a water nymph! (Creates water nymph)
- You hear a seductive voice. (If blind)
- A large bubble rises to the surface and pops. (If nymphs are genocided)
- You hear a loud pop. (If blind and nymphs are genocided)
- 1 This water gives you bad breath. (Monsters flee one round)
- 1 Water gushes forth from the overflowing fountain. (Note: this cannot
- happen in a room with a staircase.)
-
- Dipping an item at a fountain:
-
- If the item is a longsword, your experience level is five or greater, the
- longsword dipped is not an artifact, and Excalibur does not yet exist in your
- dungeon, then you have a one out of six chance of gaining Excalibur. "A murky
- hand from the depths reaches up to bless the sword. As the hand retreats, the
- fountain disappears."
-
- Otherwise (chance is out of thirty):
-
- Chance Effect
- ------ ------
- 16 The object gets wet.
- 4 The water glows for a moment. (Item uncursed)
- A feeling of loss comes over you. (If item is not cursed)
- 1 The item is cursed.
- 1 Water demon (As in quaffing)
- 1 Water nymph (As in quaffing)
- 1 Water moccasins (As in quaffing)
- 1 Spot a gem (As in quaffing)
- 1 Water gushes forth (As in quaffing)
- 1 A strange tingling runs up your arm. (Nothing happens)
- 1 You feel a sudden chill. (Nothing happens)
- 1 An urge to take a bath overwhelms you.
- (If gold > 10...) You lost some of your gold in the fountain.
- 1 Far below, you see coins glistening in the water. (More coins the
- nearer the surface you are.)
-
- ------------------------------------------------------------------------------
- KICKING:
-
- Kicking is one of the more useful functions in nethack. Basically, you can
- kick any creature or object within the game. You cannot, however kick
- anything if you are polymorphed into a monster with no legs (a snake, for
- instance) or a monster that is too small, if your legs are wounded, if your
- load is too heavy, or if you are stuck in a pit or bear trap. The effects of
- kicking certain things are listed below (although be careful - kicking things
- can make a lot of noise and wake up monsters on the level):
-
- Altars - kicking an altar is, in general, a bad idea. Deities can do all
- sorts of nasty things to you if you get them pissed off.
-
- Doors - if a door is locked and you don't have a lock-pick, one way to get
- through the door is to kick it down. Watch out for lost hit points and
- wounded legs if you do this, though. Similarly, it is possible to kick down a
- secret door, even if you haven't found it. So... if you're pretty sure
- there's a secret door there, and you haven't found it after the last five
- searches, you might want to try kicking it a bit.
-
- Chests - it is possible to break the lock on a locked chest by kicking it. Of
- course, it is also possible to lose hit points and damage your legs by doing
- so, so be careful to keep on eye out when at lower experience levels.
-
- Empty space - kicking at empty space isn't terribly smart. Although you
- probably will get away with it, you do have a chance of straining a muscle,
- which wounds your right leg.
-
- Monsters - in general, when you kick a monster you will damage it. Kicking a
- monster is a good alternative if you have no weapon. It is also a good
- alternative if you are confused, as you will not then randomly wander around
- if you miss the monster aimed at. There are however a few exceptions to the
- rule with kicking monsters... notably, kicking dragons and elephants will do
- no damage to them, as their skin is too thick.
-
- Objects - in general, when you kick an object, it will move in the direction
- in which you kick it. The distance it moves will depend on your strength and
- the weight of the object. Fragile objects are not good to kick. For
- instance, kicking an egg will cause it to go splat, and kicking a potion will
- generally break it. Of course, this can be a way of identifying potions, as
- you will then get the vapor effect if the potion has any.
-
- Sinks - kicking a sink will produce various effects. 75% of the time, you
- will merely get the message "Klunk! The pipes vibrate noisily." (or just
- "Klunk!" if you're blind). Otherwise, there is a 1/3 chance of having a black
- pudding ooze up from the drain and attack you (assuming they haven't been
- genocided yet). If this doesn't happen, you have a 1/3 chance of "the dish
- washer" returning. It just so happens that the dish washer is a
- succubus/incubus, however, so you might want to watch out for this. Assuming
- that doesn't happen, you've got a 1/3 chance that a ring (only one per sink)
- will pop up from the drain in a bunch of muddy waste.
-
- Thrones - kicking a throne can have several effects. If your luck is
- negative, you will always end up destroying the throne and finding several
- gold pieces in the rubble (probably after a few sore toes, however). If your
- luck is positive, you have a chance of kicking loose some ornamental coins
- and gems instead.
-
- ------------------------------------------------------------------------------
- LEVEL TITLES:
-
- ------------------------------------------------------------------------------
- | Lvl |Archaeologist|Barbarian |Caveman |Elf |Healer |Knight |
- ------------------------------------------------------------------------------
- | 1-2 |Digger |Plunderer |Troglodyte|Edhel |PreMed |Gallant |
- | 3-5 |Field Worker |Pillager |Aborigine |Edhel |Med Student |Esquire |
- | 6-9 |Investigator |Bandit |Wanderer |Ohtar |Medic |Bachelor |
- |10-13|Exhumer |Brigand |Vagrant |Kano |Intern |Sergeant |
- |14-17|Excavator |Raider |Wayfarer |Arandur|Doctor |Knight |
- |18-21|Spelunker |Reaver |Roamer |Hir |Physician |Banneret |
- |22-25|Speleologist |Slayer |Nomad |Aredhel|Specialist |Chevalier |
- |26-29|Collector |Chieftain |Rover |Ernil |Surgeon |Seignieur |
- | 30 |Curator |Conqueror |Pioneer |Elentar|Chief Surgeon|Paladin |
- ------------------------------------------------------------------------------
-
- ------------------------------------------------------------------------------
- | Lvl |Priest |Rogue |Samurai|Tourist |Valkyrie |Wizard |
- ------------------------------------------------------------------------------
- | 1-2 |Aspirant |Footpad |Chigo |Rambler |Stripling |Evoker |
- | 3-5 |Acolyte |Cutpurse|Bushi |Sightseer |Skirmisher |Conjurer |
- | 6-9 |Adept |Rogue |Genin |Excursionist|Fighter |Thaumaturge |
- |10-13|Priest |Pilferer|Genin |Peregrinator|Woman-at-arms|Magician |
- |14-17|Curate |Robber |Chunin |Traveler |Warrior |Enchanter |
- |18-21|Canon |Burglar |Chunin |Journeyer |Swashbuckler |Sorcerer |
- |22-25|Lama |Filcher |Jonin |Voyager |Heroine |Necromancer |
- |26-29|Patriarch |Magsman |Jonin |Explorer |Champion |Wizard |
- | 30 |High Priest|Thief |Jonin |Adventurer |Lady |Mage |
- ------------------------------------------------------------------------------
-
- ------------------------------------------------------------------------------
- LUCK:
-
- Your luck begins at 0, (+/-1 depending on the moon), and can range from -10 to
- +10. When modified, it will decrease or increase (time-out) by 1 toward its
- starting value every 600 moves (300 for angry gods) unless you're carrying a
- luckstone:
- blessed => good (positive) luck will not decrease
- uncursed => good and bad luck will not time-out
- cursed => bad (negative) luck will not increase.
- While carrying a luckstone you may still change your luck.
-
- To Increase Your Luck:
- 1. Throw a gem at a unicorn.
- +5 (identified jewel & co-aligned unicorn)
- +1 (unidentified jewel)
- -3 to +3 (identified jewel & non-co-aligned unicorn)
- 2. Sacrifice on a co-aligned altar.
- +0 to +5 (monster difficulty factor & sacrifice accepted & favor
- awarded) Seeing a four-leaf clover is a sign that your luck has
- improved.
- =0 (if negative luck & not angry god)
- +1 (if negative luck & angry god)
- 3. Sacrifice on a non-co-aligned altar.
- +1 (if negative luck & not angry god & successful)
- Chance of success is (3 + exp. level) / (8 + exp. level)
- 4. Sacrificing a human corpse at a chaotic altar.
- +2 (chaotic only)
- 5. Sitting on a throne.
- +1 (if negative luck, sometimes)
- 6. Prayer.
- =0 (if negative luck & not angry god, small chance)
-
- To Decrease Your Luck:
-
- 1. Killing a co-aligned unicorn.
- -5 Period.
- 2. Sacrificing a human.
- -5 (non-chaotic only)
- 3. After converting to a new god, trying to sacrifice at the altar of your
- original god. Conversion is accomplished by sacrificing at a non-co-
- aligned altar while your god is angry.
- -5 Regardless.
- 4. Converting to a new god.
- -3 Regardless.
- 5. Praying before your between prayer time-out expires.
- -3 Always.
- 6. Breaking a mirror.
- -2 (Figures, doesn't it?)
- 7. Killing a friendly human.
- -2 Period.
- 8. Killing a pet (or other tame monster).
- -1 per pet.
- 9. Desecrating (kicking or digging) a co-aligned altar.
- -1 (Ouch!)
- 10. Killing a peaceful monster.
- -1 (50% chance)
- 11. Sacrifice at a non-co-aligned altar.
- -1 (if not angry god & failure)
- Chance of success is (3 + exp. level) / (8 + exp. level)
- 12. Hitting a blind monster.
- -1 (0.2% chance)
-
- Robbing shops does not lower your luck.
-
- ------------------------------------------------------------------------------
- MONSTER ATTACKS:
-
- This section details the number and types of attacks each monster has, as well
- as how much damage they can do for each attack, and what type of damage is
- done. Each monster can have from one to five attacks (except the mail daemon,
- which doesn't attack). These attacks are listed in the order in which they
- will occur, in the following format: Attack-type Damage (Damage type).
-
- Attack types, damage, and damage types are explained below the chart.
-
- Name Attacks
- ------------------------------------------------------------------------------
- | acid blob | Defensive LEVd8 (Acid) |
- | air elemental | Engulf 2d10 |
- | ape | Claw 1d3, Claw 1d3, Bite 1d6 |
- | archeologist | Weapon 1d6 |
- | Asmodeus | Claw 4d4, Magic 6d6 (Cold) |
- | Baalzebub | Bite 2d6 (Str.), Gaze 2d6 (Stun) |
- | baby black dragon | Bite 2d6 |
- | baby blue dragon | Bite 2d6 |
- | baby crocodile | Bite 1d4 |
- | baby gray dragon | Bite 2d6 |
- | baby green dragon | Bite 2d6 |
- | baby long worm | Bite 1d6 |
- | baby orange dragon | Bite 2d6 |
- | baby purple worm | Bite 1d6 |
- | baby red dragon | Bite 2d6 |
- | baby white dragon | Bite 2d6 |
- | baby yellow dragon | Bite 2d6 |
- | balrog | Weapon 8d4, Weapon 4d6 |
- | baluchitherium | Claw 5d4, Claw 5d4 |
- | barbarian | Weapon 1d6 |
- | barbed devil | Claw 2d4, Claw 2d4, Sting 3d4 |
- | barrow wight | Claw 1d4, Magic 0d0 (Spell), |
- | | Weapon 0d0 (Drain Life) |
- | bat | Bite 1d4 |
- | black dragon | Breath 4d10 (Disint./Death), Bite 3d8, Claw 1d4, |
- | | Claw 1d4 |
- | black naga | Bite 2d6, Spit 1d25 (Acid) |
- | black naga hatchling | Bite 1d4 |
- | black pudding | Bite 3d8 (Rust), Defensive 0d0 (Rust) |
- | black unicorn | Butt 1d12, Kick 1d6 |
- | blue dragon | Breath 4d6 (Shock), Bite 3d8, Claw 1d4, Claw 1d4 |
- | blue jelly | Defensive (LEV+1)d6 (Cold) |
- | bone devil | Weapon 3d4, Sting 2d4 (Str.) |
- | brown mold | Defensive (LEV+1)d6 (Cold) |
- | brown pudding | Bite 0d0 (Decay) |
- | bugbear | Weapon 2d4 |
- | captain | Weapon 4d4, Weapon 4d4 |
- | carnivorous ape | Claw 1d4, Claw 1d4, Hug 1d8 |
- | cave spider | Bite 1d2 |
- | caveman | Weapon 2d4 |
- | cavewoman | Weapon 2d4 |
- | Cerberus | Bite 3d6, Bite 3d6, Bite 3d6 |
- | chameleon | Bite 4d2 |
- | Charon | Weapon 1d8, Touch 1d8 (Paralyze) |
- | clay golem | Claw 3d10 |
- | cobra | Bite 2d4 (Str.), Spit 1d25 (Blind) |
- | cockatrice | Bite 1d3, Touch 0d0 (Petrify), |
- | | Defensive 0d0 (Petrify) |
- | crocodile | Bite 4d2, Claw 1d12 |
- | demilich | Touch 3d4 (Cold), Magic 0d0 (Spell) |
- | Demogorgon | Magic 8d6 (Spell), Sting 1d4 (Drain Life), |
- | | Claw 1d6 (Disease), Claw 1d6 (Disease) |
- | demon | Weapon 1d4, Claw 1d4, Bite 1d4 |
- | Dispater | Weapon 4d6, Magic 6d6 (Spell) |
- | djinni | Weapon 2d8 |
- | dog | Bite 1d6 |
- | dust vortex | Engulf 2d8 (Blind) |
- | dwarf | Weapon 1d8 |
- | dwarf king | Weapon 2d6, Weapon 2d6 |
- | dwarf lord | Weapon 2d4, Weapon 2d4 |
- | earth elemental | Claw 4d6 |
- | electric eel | Bite 4d6 (Shock), Touch 0d0 (Wrap) |
- | elf | Weapon 1d8 |
- | elf mummy | Claw 2d4 |
- | elf zombie | Claw 1d7 |
- | elf-lord | Weapon 2d4, Weapon 2d4 |
- | Elvenking | Weapon 2d4, Weapon 2d |
- | energy vortex | Engulf 1d6 (Shock), Engulf 0d0 (Drain Energy), |
- | | Defensive (LEV+1)d4 (Shock) |
- | erinyes | Weapon 2d4 (Str.) |
- | ettin | Weapon 2d8, Weapon 3d6 |
- | ettin mummy | Claw 2d6, Claw 2d6 |
- | ettin zombie | Claw 1d10, Claw 1d10 |
- | fire ant | Bite 1d4 (Fire) |
- | fire elemental | Claw 3d6 (Fire), Defensive (LEV+1)d4 (Fire) |
- | fire giant | Weapon 2d10 |
- | fire vortex | Engulf 1d10 (Fire), Defensive (LEV+1)d4 (Fire) |
- | flesh golem | Claw 2d8, Claw 2d8 |
- | floating eye | Defensive (LEV+1)d70 (Paralyze) |
- | fog cloud | Engulf 1d6 |
- | forest centaur | Weapon 1d8, Kick 1d6 |
- | freezing sphere | Explode 4d6 (Cold) |
- | frost giant | Weapon 2d12 |
- | garter snake | Bite 1d2 |
- | gecko | Bite 1d3 |
- | gelatinous cube | Touch 2d4 (Paralyze), |
- | | Defensive (LEV+1)d4 (Paralyze) |
- | Geryon | Claw 3d6, Claw 3d6, Sting 2d4 (Str.) |
- | ghost | Touch 1d1 |
- | giant | Weapon 2d10 |
- | giant ant | Bite 1d4 |
- | giant bat | Bite 1d6 |
- | giant beetle | Bite 3d6 |
- | giant eel | Bite 3d6, Touch 0d0 (Wrap) |
- | giant mimic | Claw 3d6 (Stick), Claw 3d6 (Stick) |
- | giant mummy | Claw 3d4, Claw 3d4 |
- | giant rat | Bite 1d3 |
- | giant spider | Bite 2d4 (Str.) |
- | giant zombie | Claw 2d8, Claw 2d8 |
- | gnome | Weapon 1d6 |
- | gnome king | Weapon 2d6 |
- | gnome lord | Weapon 1d8 |
- | gnome mummy | Claw 1d6 |
- | gnome zombie | Claw 1d5 |
- | gnomish wizard | Magic 0d0 (Spell) |
- | goblin | Weapon 1d4 |
- | golden naga | Bite 2d6, Magic 4d6 (Spell) |
- | golden naga hatchling | Bite 1d4 |
- | gray dragon | Breath 4d6 (Mag. Mis.), Bite 3d8, Claw 1d4, |
- | | Claw 1d4 |
- | gray ooze | Bite 2d8 (Rust) |
- | gray unicorn | Butt 1d12, Kick 1d6 |
- | green dragon | Breath 4d6 (Str.), Bite 3d8, Claw 1d4, Claw 1d4 |
- | green mold | Defensive LEVd4 (Acid) |
- | Green-elf | Weapon 2d4 |
- | gremlin | Claw 1d6, Claw 1d6, Bite 1d4, Claw 0d0 (Curse) |
- | Grey-elf | Weapon 2d4 |
- | grid bug | Bite 1d1 (Shock) |
- | guard | Weapon 4d10 |
- | guardian naga | Bite 1d6 (Paralyze), Hug 2d4, Spit 1d6 (Str.) |
- | guardian naga hatchling | Bite 1d4 |
- | healer | Weapon 1d6 |
- | hell hound | Bite 3d6, Breath 3d6 (Fire) |
- | hell hound pup | Bite 2d6, Breath 2d6 (Fire) |
- | hezrou | Claw 1d3, Claw 1d3, Bite 4d4 |
- | hill giant | Weapon 2d8 |
- | hill orc | Weapon 1d6 |
- | hobbit | Weapon 1d6 |
- | hobgoblin | Weapon 1d6 |
- | homunculus | Bite 1d3 (Sleep) |
- | horned devil | Weapon 1d4, Claw 1d4, Bite 2d3, Sting 1d3 |
- | housecat | Bite 1d6 |
- | human | Weapon 1d6 |
- | human mummy | Claw 2d4, Claw 2d4 |
- | human zombie | Claw 1d8 |
- | ice devil | Claw 1d4, Claw 1d4, Bite 2d4, Sting 3d4 (Cold) |
- | ice troll | Claw 2d6, Claw 2d6 (Cold), Bite 2d6 |
- | ice vortex | Engulf 1d6 (Cold) |
- | iguana | Bite 1d4 |
- | imp | Claw 1d4 |
- | incubus | Bite 0d0 (Seduce), Claw 1d3, Claw 1d3 |
- | iron golem | Weapon 4d10, Breath 4d6 (Str.) |
- | iron piercer | Bite 3d6 |
- | jabberwock | Bite 2d10, Bite 2d10, Claw 2d10, Claw 2d10 |
- | jackal | Bite 1d2 |
- | jackalwere | Bite 1d4 (Lycanthropy) |
- | jaguar | Claw 1d4, Claw 1d4, Bite 1d8 |
- | Juiblex | Engulf 4d10 (Disease), Spit 3d6 (Acid) |
- | Keystone Kop | Weapon 1d4 |
- | killer bee | Sting 1d3 (Str.) |
- | kitten | Bite 1d6 |
- | knight | Weapon 1d6 |
- | kobold | Weapon 1d4 |
- | kobold lord | Weapon 2d4 |
- | kobold mummy | Claw 1d4 |
- | kobold shaman | Magic 0d0 (Spell) |
- | kobold zombie | Claw 1d4 |
- | Kop Kaptain | Weapon 2d6 |
- | Kop Lieutenant | Weapon 1d8 |
- | Kop Sergeant | Weapon 1d6 |
- | kraken | Claw 2d4, Claw 2d4, Hug 2d6 (Wrap), Bite 5d4 |
- | large cat | Bite 2d4 |
- | large dog | Bite 2d4 |
- | large kobold | Weapon 1d6 |
- | large mimic | Claw 3d4 (Stick) |
- | leather golem | Claw 1d6, Claw 1d6 |
- | lemure | Claw 1d3 |
- | leocrotta | Claw 2d6, Bite 2d6, Claw 2d6 |
- | leprechaun | Claw 1d2 (Steal $) |
- | lich | Touch 1d10 (Cold), Magic 0d0 (Spell) |
- | lieutenant | Weapon 3d4, Weapon 3d4 |
- | little dog | Bite 1d6 |
- | lizard | Bite 1d6 |
- | long worm | Bite 1d4 |
- | lurker above | Engulf 1d8 (Digest) |
- | mail daemon | |
- | manes | Claw 1d3, Claw 1d3, Bite 1d4 |
- | marilith | Weapon 2d4, Weapon 2d4, Weapon 2d4, Weapon 2d4, |
- | | Weapon 2d4 |
- | master lich | Touch 3d6 (Cold), Magic 0d0 (Spell) |
- | Medusa | Claw 1d8, Gaze 0d0 (Petrify), Bite 1d6 (Str.), |
- | | Weapon 2d4 |
- | minotaur | Claw 3d10, Claw 3d10, Butt 2d |
- | Mordor orc | Weapon 1d6 |
- | mountain centaur | Weapon 1d10, Kick 1d6, Kick 1d6 |
- | mountain nymph | Claw 0d0 (Steal), Claw 0d0 (Seduce) |
- | mumakil | Butt 4d12, Bite 2d6 |
- | nalfeshnee | Claw 1d4, Claw 1d4, Bite 2d4, Magic 0d0 (Spell) |
- | Nazgul | Weapon 1d4 (Drain Life), Breath 0d0 (Sleep) |
- | newt | Bite 1d2 |
- | nurse | Claw 2d6 (Heal) |
- | ochre jelly | Engulf 3d6 (Acid), Defensive LEVd6 (Acid) |
- | ogre | Weapon 2d5 |
- | ogre king | Weapon 3d5 |
- | ogre lord | Weapon 2d6 |
- | Olog-hai | Claw 2d8, Weapon 3d6, Bite 2d6 |
- | oracle | Defensive (LEV+1)d4 (Mag. Mis.) |
- | orange dragon | Breath 4d25 (Sleep), Bite 3d8, Claw 1d4, |
- | | Claw 1d4 |
- | orc | Weapon 1d8 |
- | orc mummy | Claw 1d6 |
- | orc shaman | Magic 0d0 (Spell) |
- | orc zombie | Claw 1d6 |
- | orc-captain | Weapon 2d4, Weapon 2d4 |
- | Orcus | Magic 8d6 (Spell), Weapon 3d6, Claw 3d4, |
- | | Claw 3d4, Sting 2d4 (Str.) |
- | owlbear | Claw 1d6, Claw 1d6, Hug 2d8 |
- | pit fiend | Weapon 4d2, Weapon 4d2, Hug 2d4 |
- | pit viper | Bite 1d4 (Str.), Bite 1d4 (Str.) |
- | plains centaur | Weapon 1d6, Kick 1d6 |
- | priest | Weapon 1d6 |
- | priestess | Weapon 1d6 |
- | purple worm | Bite 2d8, Engulf 1d10 (Digest) |
- | python | Bite 1d4 (Str.), Hug 2d4 (Wrap) |
- | quantum mechanic | Claw 1d4 (Teleport) |
- | quasit | Claw 1d2 (Dex.), Claw 1d2 (Dex.), Bite 1d4 |
- | queen bee | Sting 1d8 (Str.) |
- | quivering blob | Touch 1d8 |
- | rabid rat | Bite 2d4 (Con.) |
- | ratwere | Bite 1d4 (Lycanthropy) |
- | red dragon | Breath 6d6 (Fire), Bite 3d8, Claw 1d4, Claw 1d4 |
- | red mold | Defensive (LEV+1)d4 (Fire) |
- | red naga | Bite 2d4, Breath 2d6 (Fire) |
- | red naga hatchling | Bite 1d4 |
- | rock mole | Bite 1d6 |
- | rock piercer | Bite 2d6 |
- | rock troll | Claw 2d8, Weapon 3d6, Bite 2d6 |
- | rogue | Weapon 1d6 |
- | rope golem | Claw 1d6, Hug 6d1 |
- | rothe | Claw 1d3, Bite 1d3, Bite 1d8 |
- | rust monster | Touch 0d0 (Rust), Touch 0d0 (Rust), |
- | | Defensive 0d0 (Rust) |
- | samurai | Weapon 1d8 |
- | scorpion | Claw 1d2, Claw 1d2, Sting 1d4 (Str.) |
- | sergeant | Weapon 2d6 |
- | sewer rat | Bite 1d3 |
- | shopkeeper | Weapon 4d4, Weapon 4d4 |
- | small mimic | Claw 3d4 |
- | snake | Bite 1d6 (Str.) |
- | soldier | Weapon 1d8 |
- | soldier ant | Bite 2d4, Sting 3d4 (Str.) |
- | spotted jelly | Defensive LEVd6 (Acid) |
- | stalker | Claw 4d4 |
- | steam vortex | Engulf 1d8 (Fire) |
- | stone giant | Weapon 2d10 |
- | stone golem | Claw 3d8 |
- | straw golem | Claw 1d2, Claw 1d2 |
- | succubus | Bite 0d0 (Seduce), Claw 1d3, Claw 1d3 |
- | temple priest | Weapon 4d10, Kick 1d4, Magic 0d0 (Cleric Spl) |
- | temple priestess | Weapon 4d10, Kick 1d4, Magic 0d0 (Cleric Spl) |
- | tengu | Bite 1d7 |
- | tiger | Claw 2d4, Claw 2d4, Bite 1d10 |
- | titan | Weapon 2d8, Magic 0d0 (Spell) |
- | titanothere | Claw 2d8 |
- | tourist | Weapon 1d6 |
- | trapper | Engulf 1d10 (Digest) |
- | troll | Claw 4d2, Claw 4d2, Bite 2d6 |
- | umber hulk | Claw 3d4, Claw 3d4, Bite 2d5, Gaze 0d0 (Confuse) |
- | unarmored soldier | Weapon 1d8 |
- | Uruk-hai | Weapon 1d8 |
- | valkyrie | Weapon 1d8 |
- | vampire | Claw 1d6, Bite 1d6 (Drain Life) |
- | vampire bat | Bite 1d6, Bite 0d0 (Str.) |
- | vampire lord | Claw 1d8, Bite 1d8 (Drain Life) |
- | violet fungus | Touch 1d4, Touch 0d0 (Stick) |
- | Vlad the Impaler | Weapon 1d6, Bite 1d6 (Drain Life) |
- | vrock | Claw 1d4, Claw 1d4, Claw 1d8, Claw 1d8, Bite 1d6 |
- | warg | Bite 2d6 |
- | water demon | Weapon 1d3, Claw 1d3, Bite 1d3 |
- | water elemental | Claw 5d6 |
- | water moccasin | Bite 1d6 (Str.) |
- | water nymph | Claw 0d0 (Steal), Claw 0d0 (Seduce) |
- | water troll | Claw 2d8, Claw 2d8, Bite 2d6 |
- | werejackal | Weapon 2d4 |
- | wererat | Weapon 2d4 |
- | werewolf | Weapon 2d4 |
- | white dragon | Breath 4d6 (Cold), Bite 3d8, Claw 1d4, Claw 1d4 |
- | white unicorn | Butt 1d12, Kick 1d6 |
- | winter wolf | Bite 2d6, Breath 2d6 (Cold) |
- | wizard | Weapon 1d6 |
- | Wizard of Yendor | Claw 2d12 (Amulet), Magic 0d0 (Spell) |
- | wolf | Bite 2d4 |
- | wolfwere | Bite 2d6 (Lycanthropy) |
- | wood golem | Claw 3d4 |
- | wood nymph | Claw 0d0 (Steal), Claw 0d0 (Seduce) |
- | Woodland-elf | Weapon 2d4 |
- | wraith | Touch 1d6 (Drain Life) |
- | wumpus | Bite 3d6 |
- | xan | Sting 1d4 (Legs) |
- | xorn | Claw 1d3, Claw 1d3, Claw 1d3, Bite 4d6 |
- | Yeenoghu | Weapon 3d6, Weapon 2d8 (Confuse), |
- | | Weapon 1d6 (Paralyze), Magic 2d6 (Mag. Mis.) |
- | yellow dragon | Breath 4d6 (Acid), Bite 3d8, Claw 1d4, Claw 1d4 |
- | yellow light | Explode 10d20 (Blind) |
- | yellow mold | Defensive (LEV+1)d4 (Stun) |
- | yeti | Claw 1d6, Claw 1d6, Bite 1d4 |
- | zruty | Claw 3d4, Claw 3d4, Bite 3d6 |
- ------------------------------------------------------------------------------
-
- Attack types: The various attack types possible for an attack are listed
- below, with a brief explanation for each.
-
- Attack
- Type Description
- ------ -----------
- Bite - The monster will attempt to bite you.
- Breath - With this attack type, the monster will breathe at you, usually
- breathing a gas, liquid, fire, or the like. The classical
- example of this is the fire breathing dragon (a red dragon in
- nethack and most fantasy role playing games).
- Butt - The monster will head-butt you, much in the same way that a bull
- would, usually in order to bring a horn into play.
- Claw - The monster attacks using its claws.
- Defensive - This attack type will only occur if you successfully attack
- (i.e. hit) the monster in question. I.E. this is a retributive
- strike.
- Engulf - The monster will attempt to engulf you. This can involve
- swallowing you whole, as a purple worm would do, or simply
- surrounding you, as a fog cloud would.
- Explode - With this attack type, the monster will literally explode if you
- come within range of it, and the explosion does the damage.
- Gaze - The monster will look at you in order attack. Usually you have
- to meet the monster's gaze in order for the attack to be
- successful.
- Hug - With this attack type, the monster will use a crushing bear-like
- hug in order to incapacitate you as well as prevent you from
- running away.
- Kick - The monster will kick you. For example, a horse (if it were a
- nethack monster) would probably kick you. Temple priest(ess)s
- also use kicking attacks.
- Magic - The monster will use a magic spell to attack.
- Spit - The monster will spit at you, and if the liquid that is spat
- touches you, the attack is successful. A prime example of this
- type of attack would be the spitting cobra.
- Sting - The monster will attempt to sting you with a stinger.
- Touch - In order to successfully attack with this attack type, the
- monster need only touch you.
- Weapon - The monster in question will use a weapon of some type in order
- to do the damage listed. Thus, monsters with this attack type
- will always be generated with weapons.
-
- Damage: Damage is listed in the format XdY. In this format, X is the number
- of dice rolled to determine the damage, and Y is the number of faces on each
- die rolled. Thus, if '1d6' were listed, it would mean that one six-sided
- die would be rolled to determine the damage, giving a possible range of 1-6.
- If '3d8' were listed, it would mean that three eight-sided dice would be
- rolled to determine the damage, giving a possible range of 3-24.
-
- Note: where "LEV" is listed (i.e. "LEVd4" or "(LEV+1)d4") then substitute
- the monster's level for "LEV."
-
- Note that with some damage types, the damage indicated here will not be used
- for actual hit point damage to the character, but may be used (for example)
- to determine the length of paralyzation or blindness, etc.
-
- Damage types: The various damage types possible for an attack are listed
- below, with a brief explanation for each. The default damage type (i.e. if
- no damage type is listed for the attack) is "Physical."
-
- Damage
- Type Description
- ------ -----------
- Acid - The damage done in this case is via acid. Thus, if you are
- acid resistant (only certain monsters are), you would take
- no damage.
- Amulet - Monsters with this damage type (basically the Wizard of
- Yendor only) will attempt to steal the Amulet of Yendor
- (assuming you have it).
- Blind - This damage type is used in conjuction with the engulf,
- explode, and spit attack types. With the engulf attack
- type, normal damage is done, and you will be blinded until
- you manage to kill the creature or are expelled from it.
- With the explode attack type, you will be blinded for a
- number of rounds equal to the listed damage, but no damage
- will be taken. For the spit attack type, you will take
- normal damage and be blinded for 1-25 rounds.
- Cleric Spl - Monsters with this damage type will cast a random cleric
- spell, having random effects depending upon the spell cast.
- Cold - The damage is done via cold or freezing. Thus, if you are
- cold resistant, no damage will be done. However, this type
- of damage also has a chance of destroying potions.
- Con. - Damage of this type has the possibility of being poisoned.
- If the attack is poisoned, your character will lose 3 to 5
- points of constitution in addition to the normal damage
- taken.
- Confuse - An attack doing damage of this type will confuse you for the
- number of rounds that would normally be damage. (i.e. if
- 1d6 is listed for damage, you would be confused for 1d6
- rounds). No normal damage is received, however.
- Curse - If an attack using this damage type succeeds, the attacking
- monster will "steal" one of your intrinsics.
- Decay - This damage type, in addition to doing normal damage, has
- the capability of decaying organic material. Thus, it can
- damage armor that is organic in nature (i.e. robes, leather
- armor, etc.).
- Dex. - Damage of this type has the possibility of being poisoned.
- If the attack is poisoned, your character will lose 3 to 5
- points of dexterity in addition to the normal damage taken.
- Digest - This damage type occurs only in conjunction with the attack
- type "Engulf." Basically, once the monster has swallowed
- you whole, any damage done if via digestion in the monster's
- stomach.
- Disease - In addition to the normal damage done, you also have a
- chance of becoming sick and eventually dying of it.
- Disint./Death - This type of attack will usually kill you outright.
- However, if the attack is a disintegration beam and you are
- wearing armor, your outermost layer of armor will be
- destroyed instead.
- Drain Energy - Damage of this type is done by draining the amount of damage
- from your store of energy points instead of from hit points.
- Drain Life - Monsters doing this kind of damage have a chance of draining
- an experience level from you in addition to the normal
- damage done.
- Fire - The damage is done via fire or heat. Thus, if you are fire
- resistant, no damage will be done. This type of damage also
- has a chance of catching scrolls and spellbooks on fire, and
- causing potions to boil and burst.
- Heal - This is probably the most unique of all the damage types,
- and is basically reserved for nurses. If you are wearing
- any type of armor, or are wielding any weapon when this
- damage type is done to you, normal damage will occur (unless
- you are a healer, in which case you'll get a fun message).
- If, however, you aren't wearing any armor, and are not
- wielding any weapon, you will actually be healed by the
- attack, and if already at maximum hit points, there is a
- chance that your maximum will be increased by one point.
- Legs - Monsters doing this type of damage attack and do damage
- primarily to your legs. Such damage can incapacitate you
- and prevent you from walking or fighting, especially if
- you're carrying a heavy load.
- Lycanthropy - Monsters with this damage type have a chance of not only
- doing normal damage, but also conferring lycanthropy upon
- you. If you catch lycanthropy (signified by the message,
- "You feel feverish."), you will periodically change form
- into a rat, jackal, or wolf, depending upon which type of
- lycanthrope you got the disease from.
- Mag. Mis. - Attacks with this damage type are made via magic missiles.
- If you are magic resistant, no damage will be sustained.
- Paralyze - For most attack types, this kind of damage includes not only
- the normal physical damage, but also the chance of being
- paralyzed for a random time period. However, for
- "Defensive" attacks, no damage is done, and you will be
- paralyzed for the number of rounds listed as damage.
- Petrify - Monsters doing this type of damage have a chance of turning
- you to stone. Generally the stoning (as it's called) starts
- with the limbs, and then proceeds to the rest of the body.
- Physical - The damage done is physical in nature (i.e. a cut to the
- torso, etc.).
- Rust - Damage of this type has the capability of rusting metal. If
- the attack type is defensive in nature, the weapon you used
- to attack can rust. Otherwise, any metal armor you might be
- wearing can rust.
- Seduce - Monsters with this damage type will attempt to seduce you
- and will steal as many of your items as possible while they
- are seducing you. Incubi/Succubi have slightly different
- effects with this damage type, and can have effects ranging
- from giving you experience to outright killing you.
- Shock - Damage of this type is done via electrical shock. Thus, if
- you are shock resistant, no damage will be done. However,
- this damage also has a chance of destroying wands and rings.
- Sleep - If an attack doing sleep damage succeeds, there is a chance
- that you will be put to sleep for a random time period in
- addition to the normal damage. Sleep resistance will
- prevent you from being put to sleep, but you will still
- sustain the normal damage.
- Slow - Attacks doing damage of this type have the possibility of
- not only doing normal damage, but also of slowing you down
- to normal speed if you are moving at faster than normal
- speed.
- Spell - Monsters with this damage type will cast a random magic-user
- spell, having varying effects depending upon the spell cast.
- Steal - Monsters with this damage type will attempt to steal an item
- from your inventory.
- Steal $ - Monsters with this damage type will attempt to steal any
- gold which you might have.
- Stick - If an attack doing damage of this type succeeds, in addition
- to doing the normal damage, you will be unable to escape the
- monster in the next round.
- Str. - Damage of this type has the possibility of being poisoned.
- If the attack is poisoned, your character will lose 3 to 5
- points of strength in addition to the normal damage taken.
- Stun - An attack doing damage of this type will stun you for the
- number of rounds that would normally be damage. (i.e. if
- 1d6 is listed for damage, you would be stunned for 1d6
- rounds). In addition to stunning you for this time period,
- you will take damage equal to one-half of the time period
- you are stunned. (I.e., let's say the monster can do 1d6
- damage. Let's say it rolls a 4 for that 1d6. Thus, you
- would be stunned for 4 rounds, and take 2 hit points of
- damage.) The exception to all this is "Defensive" attacks,
- where you will be stunned as per a normal stun attack, but
- no physical damage is taken.
- Teleport - Monsters doing damage of this type can, in addition to doing
- normal damage, teleport you to another spot on the level.
- Wrap - This is a special damage type which is similar to "Stick."
- However, this damage type is reserved for eels, and if
- successful, in addition to keeping you from running away the
- next round, they have a chance of pulling you into the water
- and drowning you.
-
- ------------------------------------------------------------------------------
- MONSTER INFORMATION:
-
- Name Lvl Spd AC MR Aln Wgt Nutr Siz
- ----------------------------------------------------------------------
- | acid blob | 1 | 3 | 8 | 0 | N | 3 | 30 | S |
- | air elemental | 8 | 36 | 2 | 30 | N | 5 | 0 | L |
- | ape | 4 | 12 | 6 | 0 | N | 50 | 500 | L |
- | archeologist | 1 | 10 | 10 | 1 | L | 45 | 400 | L |
- | Asmodeus | 105 | 12 | -7 | 90 | L | 50 | 500 | L |
- | Baalzebub | 89 | 9 | -5 | 85 | L | 50 | 500 | L |
- | baby black dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L |
- | baby blue dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L |
- | baby crocodile | 3 | 6 | 7 | 0 | N | 20 | 200 | L |
- | baby gray dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L |
- | baby green dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L |
- | baby long worm | 8 | 3 | 5 | 0 | N | 25 | 250 | L |
- | baby orange dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L |
- | baby purple worm | 8 | 3 | 5 | 0 | N | 25 | 250 | L |
- | baby red dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L |
- | baby white dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L |
- | baby yellow dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L |
- | balrog | 16 | 5 | -2 | 75 | C | 45 | 450 | L |
- | baluchitherium | 14 | 12 | 5 | 0 | N | 80 | 800 | L |
- | barbarian | 1 | 10 | 10 | 1 | C | 45 | 400 | L |
- | barbed devil | 8 | 12 | 0 | 35 | L | 45 | 450 | L |
- | barrow wight | 3 | 12 | 5 | 5 | C | 30 | 0 | L |
- | bat | 0 | 22 | 8 | 0 | N | 2 | 20 | S |
- | black dragon | 10 | 9 | -1 | 20 | C | 150 | 1500 | L |
- | black naga | 8 | 14 | 2 | 10 | L | 60 | 400 | L |
- | black naga hatchling | 3 | 10 | 6 | 0 | N | 20 | 100 | L |
- | black pudding | 10 | 6 | 6 | 0 | N | 50 | 500 | L |
- | black unicorn | 4 | 24 | 2 | 70 | C | 30 | 300 | L |
- | blue dragon | 10 | 9 | -1 | 20 | C | 150 | 1500 | L |
- | blue jelly | 4 | 0 | 8 | 10 | N | 2 | 20 | L |
- | bone devil | 9 | 15 | -1 | 40 | C | 45 | 450 | L |
- | brown mold | 1 | 0 | 9 | 0 | N | 5 | 30 | S |
- | brown pudding | 5 | 3 | 8 | 0 | N | 50 | 500 | L |
- | bugbear | 3 | 9 | 5 | 0 | C | 25 | 250 | L |
- | captain | 12 | 4 | -3 | 15 | C | 45 | 400 | L |
- | carnivorous ape | 5 | 12 | 6 | 0 | N | 55 | 550 | L |
- | cave spider | 1 | 12 | 3 | 0 | N | 5 | 50 | S |
- | caveman | 1 | 10 | 10 | 0 | L | 45 | 400 | L |
- | cavewoman | 1 | 10 | 10 | 0 | L | 45 | 400 | L |
- | Cerberus | 12 | 10 | 2 | 20 | C | 50 | 350 | L |
- | chameleon | 6 | 5 | 6 | 10 | N | 10 | 100 | S |
- | Charon | 76 | 18 | -5 | 120 | N | 45 | 400 | L |
- | clay golem | 11 | 7 | 7 | 40 | N | 75 | 0 | L |
- | cobra | 6 | 18 | 2 | 0 | N | 15 | 100 | L |
- | cockatrice | 5 | 6 | 6 | 30 | N | 3 | 30 | S |
- | crocodile | 6 | 9 | 5 | 0 | N | 45 | 400 | L |
- | demilich | 14 | 9 | -2 | 60 | C | 30 | 100 | L |
- | Demogorgon | 106 | 15 | -8 | 95 | C | 50 | 500 | L |
- | demon | 10 | 12 | 4 | 30 | C | 45 | 450 | L |
- | Dispater | 78 | 15 | -2 | 80 | L | 50 | 500 | L |
- | djinni | 7 | 12 | 4 | 30 | N | 40 | 400 | L |
- | dog | 4 | 16 | 5 | 0 | N | 20 | 200 | L |
- | dust vortex | 4 | 20 | 2 | 30 | N | 20 | 0 | L |
- | dwarf | 2 | 6 | 4 | 10 | L | 30 | 300 | L |
- | dwarf king | 6 | 6 | 4 | 20 | L | 30 | 300 | L |
- | dwarf lord | 4 | 6 | 4 | 10 | L | 30 | 300 | L |
- | earth elemental | 8 | 6 | 2 | 30 | N | 50 | 0 | L |
- | electric eel | 7 | 10 | -3 | 0 | N | 10 | 250 | L |
- | elf | 1 | 12 | 10 | 2 | L | 35 | 350 | L |
- | elf mummy | 6 | 12 | 4 | 30 | C | 35 | 350 | L |
- | elf zombie | 3 | 6 | 9 | 0 | C | 35 | 350 | L |
- | elf-lord | 8 | 12 | 5 | 20 | L | 35 | 350 | L |
- | Elvenking | 9 | 12 | 5 | 25 | L | 35 | 350 | L |
- | energy vortex | 6 | 20 | 2 | 30 | N | 20 | 0 | L |
- | erinyes | 7 | 12 | 2 | 30 | L | 45 | 450 | L |
- | ettin | 10 | 12 | 3 | 0 | N | 50 | 500 | L |
- | ettin mummy | 7 | 12 | 4 | 30 | C | 50 | 500 | L |
- | ettin zombie | 6 | 8 | 6 | 0 | C | 50 | 500 | L |
- | fire ant | 3 | 18 | 3 | 10 | N | 3 | 30 | S |
- | fire elemental | 8 | 12 | 2 | 30 | N | 5 | 0 | L |
- | fire giant | 9 | 12 | 4 | 5 | L | 75 | 750 | L |
- | fire vortex | 8 | 22 | 2 | 30 | N | 30 | 0 | L |
- | flesh golem | 9 | 8 | 9 | 30 | N | 60 | 600 | L |
- | floating eye | 2 | 1 | 9 | 10 | N | 1 | 10 | S |
- | fog cloud | 3 | 1 | 0 | 0 | N | 10 | 0 | L |
- | forest centaur | 5 | 18 | 3 | 10 | C | 55 | 600 | L |
- | freezing sphere | 6 | 13 | 4 | 0 | N | 1 | 10 | S |
- | frost giant | 10 | 12 | 3 | 10 | C | 75 | 750 | L |
- | garter snake | 1 | 8 | 8 | 0 | N | 5 | 60 | S |
- | gecko | 1 | 6 | 8 | 0 | N | 2 | 20 | S |
- | gelatinous cube | 6 | 6 | 8 | 0 | N | 30 | 300 | L |
- | Geryon | 72 | 3 | -3 | 75 | L | 50 | 500 | L |
- | ghost | 10 | 3 | -5 | 50 | C | 45 | 0 | L |
- | giant | 6 | 6 | 0 | 0 | L | 75 | 750 | L |
- | giant ant | 2 | 18 | 3 | 0 | N | 1 | 10 | S |
- | giant bat | 2 | 22 | 7 | 0 | N | 3 | 30 | L |
- | giant beetle | 5 | 6 | 4 | 0 | N | 1 | 10 | L |
- | giant eel | 5 | 9 | -1 | 0 | N | 10 | 250 | L |
- | giant mimic | 9 | 3 | 7 | 20 | N | 60 | 500 | L |
- | giant mummy | 8 | 14 | 3 | 30 | C | 75 | 750 | L |
- | giant rat | 1 | 10 | 7 | 0 | N | 3 | 30 | S |
- | giant spider | 5 | 15 | 4 | 0 | N | 10 | 100 | L |
- | giant zombie | 8 | 8 | 6 | 0 | C | 75 | 750 | L |
- | gnome | 1 | 6 | 5 | 4 | N | 10 | 100 | S |
- | gnome king | 5 | 10 | 2 | 20 | N | 20 | 150 | S |
- | gnome lord | 3 | 8 | 4 | 4 | N | 15 | 120 | S |
- | gnome mummy | 4 | 10 | 6 | 20 | C | 10 | 100 | S |
- | gnome zombie | 1 | 6 | 10 | 0 | C | 10 | 100 | S |
- | gnomish wizard | 3 | 10 | 4 | 10 | N | 15 | 120 | S |
- | goblin | 0 | 6 | 6 | 0 | C | 10 | 100 | S |
- | golden naga | 10 | 14 | 2 | 70 | L | 60 | 400 | L |
- | golden naga hatchling | 3 | 10 | 6 | 0 | N | 20 | 100 | L |
- | gray dragon | 10 | 9 | -1 | 20 | L | 150 | 1500 | L |
- | gray ooze | 3 | 1 | 8 | 0 | N | 50 | 500 | L |
- | gray unicorn | 4 | 24 | 2 | 70 | N | 30 | 300 | L |
- | green dragon | 10 | 9 | -1 | 20 | L | 150 | 1500 | L |
- | green mold | 1 | 0 | 9 | 0 | N | 5 | 30 | S |
- | Green-elf | 5 | 12 | 5 | 10 | L | 35 | 350 | L |
- | gremlin | 5 | 12 | 2 | 25 | C | 10 | 30 | S |
- | Grey-elf | 6 | 12 | 5 | 10 | L | 35 | 350 | L |
- | grid bug | 0 | 12 | 9 | 0 | N | 5 | 50 | S |
- | guard | 12 | 12 | -1 | 40 | L | 45 | 400 | L |
- | guardian naga | 12 | 16 | 0 | 50 | L | 60 | 400 | L |
- | guardian naga hatchling | 3 | 10 | 6 | 0 | N | 20 | 100 | L |
- | healer | 1 | 10 | 10 | 1 | L | 45 | 400 | L |
- | hell hound | 12 | 14 | 2 | 20 | N | 30 | 300 | L |
- | hell hound pup | 7 | 12 | 4 | 20 | C | 20 | 200 | S |
- | hezrou | 9 | 6 | -2 | 55 | C | 45 | 450 | L |
- | hill giant | 8 | 10 | 6 | 0 | C | 70 | 700 | L |
- | hill orc | 2 | 9 | 6 | 0 | C | 20 | 200 | L |
- | hobbit | 1 | 9 | 7 | 0 | L | 20 | 200 | S |
- | hobgoblin | 1 | 9 | 6 | 0 | C | 20 | 200 | L |
- | homunculus | 2 | 12 | 6 | 10 | C | 20 | 200 | S |
- | horned devil | 6 | 9 | -5 | 50 | L | 45 | 450 | L |
- | housecat | 4 | 16 | 5 | 0 | N | 20 | 200 | S |
- | human | 0 | 12 | 10 | 0 | N | 45 | 400 | L |
- | human mummy | 6 | 12 | 4 | 30 | C | 40 | 400 | L |
- | human zombie | 4 | 6 | 8 | 0 | C | 40 | 400 | L |
- | ice devil | 11 | 6 | -4 | 55 | C | 45 | 450 | L |
- | ice troll | 9 | 10 | 2 | 20 | C | 40 | 300 | L |
- | ice vortex | 5 | 20 | 2 | 30 | N | 30 | 0 | L |
- | iguana | 2 | 6 | 7 | 0 | N | 3 | 30 | S |
- | imp | 3 | 12 | 2 | 20 | C | 1 | 10 | S |
- | incubus | 6 | 12 | 0 | 70 | C | 45 | 450 | L |
- | iron golem | 18 | 6 | 3 | 60 | N | 100 | 0 | L |
- | iron piercer | 5 | 1 | 0 | 0 | N | 40 | 300 | L |
- | jabberwock | 15 | 12 | -2 | 50 | N | 60 | 600 | L |
- | jackal | 0 | 12 | 7 | 0 | N | 25 | 250 | S |
- | jackalwere | 2 | 12 | 7 | 10 | C | 25 | 250 | S |
- | jaguar | 4 | 15 | 6 | 0 | N | 30 | 300 | L |
- | Juiblex | 50 | 3 | -7 | 65 | C | 50 | 250 | L |
- | Keystone Kop | 1 | 6 | 7 | 10 | L | 45 | 200 | L |
- | killer bee | 1 | 18 | -1 | 0 | N | 1 | 10 | S |
- | kitten | 2 | 18 | 6 | 0 | N | 15 | 150 | S |
- | knight | 1 | 10 | 10 | 1 | L | 45 | 400 | L |
- | kobold | 0 | 6 | 7 | 0 | C | 10 | 100 | S |
- | kobold lord | 2 | 6 | 5 | 0 | C | 20 | 200 | S |
- | kobold mummy | 3 | 8 | 6 | 20 | C | 10 | 100 | S |
- | kobold shaman | 1 | 6 | 6 | 10 | C | 15 | 150 | S |
- | kobold zombie | 0 | 6 | 10 | 0 | C | 10 | 100 | S |
- | Kop Kaptain | 4 | 12 | 4 | 20 | L | 45 | 200 | L |
- | Kop Lieutenant | 3 | 10 | 5 | 20 | L | 45 | 200 | L |
- | Kop Sergeant | 2 | 8 | 6 | 10 | L | 45 | 200 | L |
- | kraken | 20 | 3 | 6 | 0 | C | 100 | 1000 | L |
- | large cat | 6 | 15 | 4 | 0 | N | 25 | 250 | S |
- | large dog | 6 | 15 | 4 | 0 | N | 25 | 250 | L |
- | large kobold | 1 | 6 | 6 | 0 | C | 15 | 150 | S |
- | large mimic | 8 | 3 | 7 | 10 | N | 40 | 400 | L |
- | leather golem | 6 | 6 | 6 | 0 | N | 40 | 0 | L |
- | lemure | 3 | 3 | 7 | 0 | C | 10 | 100 | L |
- | leocrotta | 6 | 18 | 4 | 10 | N | 50 | 500 | L |
- | leprechaun | 5 | 15 | 8 | 20 | N | 30 | 300 | S |
- | lich | 11 | 6 | 0 | 30 | C | 30 | 100 | L |
- | lieutenant | 10 | 4 | -2 | 15 | C | 45 | 400 | L |
- | little dog | 2 | 18 | 6 | 0 | N | 15 | 150 | S |
- | lizard | 5 | 6 | 6 | 10 | N | 1 | 40 | S |
- | long worm | 8 | 3 | 5 | 10 | N | 50 | 500 | L |
- | lurker above | 10 | 3 | 3 | 0 | N | 40 | 350 | L |
- | mail daemon | 56 | 24 | 10 | 127 | N | 30 | 300 | L |
- | manes | 1 | 3 | 7 | 0 | C | 10 | 100 | S |
- | marilith | 7 | 12 | -6 | 80 | C | 45 | 450 | L |
- | master lich | 17 | 9 | -4 | 90 | C | 30 | 100 | L |
- | Medusa | 20 | 12 | 2 | 50 | C | 45 | 400 | L |
- | minotaur | 15 | 15 | 6 | 0 | N | 70 | 700 | L |
- | Mordor orc | 3 | 5 | 6 | 0 | C | 20 | 200 | L |
- | mountain centaur | 6 | 20 | 2 | 10 | C | 55 | 500 | L |
- | mountain nymph | 3 | 12 | 9 | 20 | N | 30 | 300 | L |
- | mumakil | 5 | 9 | 0 | 0 | C | 70 | 500 | L |
- | nalfeshnee | 11 | 9 | -1 | 65 | C | 45 | 450 | L |
- | Nazgul | 13 | 12 | 0 | 25 | C | 30 | 0 | L |
- | newt | 0 | 6 | 8 | 0 | N | 2 | 20 | S |
- | nurse | 11 | 6 | 0 | 0 | N | 45 | 400 | L |
- | ochre jelly | 6 | 3 | 8 | 20 | N | 2 | 20 | L |
- | ogre | 5 | 10 | 5 | 0 | C | 60 | 500 | L |
- | ogre king | 7 | 14 | 4 | 60 | C | 70 | 750 | L |
- | ogre lord | 7 | 12 | 3 | 30 | C | 70 | 700 | L |
- | Olog-hai | 13 | 12 | -4 | 0 | C | 40 | 400 | L |
- | oracle | 12 | 0 | 0 | 50 | N | 45 | 400 | L |
- | orange dragon | 10 | 9 | -1 | 20 | L | 150 | 1500 | L |
- | orc | 1 | 9 | 6 | 0 | C | 15 | 150 | L |
- | orc mummy | 5 | 10 | 5 | 20 | C | 15 | 150 | L |
- | orc shaman | 3 | 9 | 5 | 10 | C | 30 | 300 | L |
- | orc zombie | 2 | 6 | 9 | 0 | C | 15 | 150 | L |
- | orc-captain | 5 | 5 | 4 | 0 | C | 35 | 350 | L |
- | Orcus | 66 | 9 | -6 | 85 | C | 50 | 500 | L |
- | owlbear | 5 | 12 | 5 | 0 | N | 70 | 700 | L |
- | pit fiend | 13 | 6 | -3 | 65 | C | 45 | 450 | L |
- | pit viper | 6 | 15 | 2 | 0 | N | 5 | 60 | L |
- | plains centaur | 4 | 18 | 4 | 0 | N | 50 | 500 | L |
- | priest | 1 | 10 | 10 | 2 | N | 45 | 400 | L |
- | priestess | 1 | 10 | 10 | 2 | N | 45 | 400 | L |
- | purple worm | 15 | 9 | 6 | 20 | N | 70 | 700 | L |
- | python | 6 | 3 | 5 | 0 | N | 15 | 100 | L |
- | quantum mechanic* | 7 | 12 | 3 | 10 | N | 2 | 20 | L |
- | quasit | 3 | 15 | 2 | 20 | C | 20 | 200 | S |
- | queen bee | 9 | 24 | -4 | 0 | N | 1 | 10 | S |
- | quivering blob | 5 | 1 | 8 | 0 | N | 20 | 200 | S |
- | rabid rat | 2 | 12 | 6 | 0 | N | 3 | 10 | S |
- | ratwere | 2 | 12 | 6 | 10 | C | 3 | 30 | S |
- | red dragon | 10 | 9 | -1 | 20 | C | 150 | 1500 | L |
- | red mold | 1 | 0 | 9 | 0 | N | 5 | 30 | S |
- | red naga | 6 | 12 | 4 | 0 | C | 60 | 400 | L |
- | red naga hatchling | 3 | 10 | 6 | 0 | N | 20 | 100 | L |
- | rock mole | 3 | 3 | 0 | 20 | N | 3 | 30 | S |
- | rock piercer | 3 | 1 | 3 | 0 | N | 20 | 200 | S |
- | rock troll | 9 | 12 | 0 | 0 | C | 40 | 300 | L |
- | rogue | 1 | 10 | 10 | 1 | C | 45 | 400 | L |
- | rope golem | 4 | 9 | 8 | 0 | N | 20 | 0 | L |
- | rothe | 2 | 9 | 7 | 0 | N | 10 | 100 | L |
- | rust monster | 5 | 18 | 2 | 0 | N | 50 | 500 | L |
- | samurai | 1 | 10 | 10 | 1 | L | 45 | 400 | L |
- | scorpion | 5 | 15 | 3 | 0 | N | 10 | 100 | S |
- | sergeant | 8 | 4 | 0 | 5 | C | 45 | 400 | L |
- | sewer rat | 0 | 12 | 7 | 0 | N | 2 | 20 | S |
- | shopkeeper | 12 | 18 | 0 | 50 | N | 45 | 400 | L |
- | small mimic | 7 | 3 | 7 | 0 | N | 20 | 200 | L |
- | snake | 4 | 15 | 3 | 0 | N | 10 | 80 | S |
- | soldier | 6 | 4 | 3 | 0 | C | 45 | 400 | L |
- | soldier ant | 3 | 18 | 3 | 0 | N | 2 | 20 | S |
- | spotted jelly | 5 | 0 | 8 | 10 | N | 2 | 20 | L |
- | stalker | 8 | 12 | 3 | 0 | N | 40 | 400 | L |
- | steam vortex | 7 | 22 | 2 | 30 | N | 30 | 0 | L |
- | stone giant | 6 | 6 | 0 | 0 | L | 75 | 750 | L |
- | stone golem | 14 | 6 | 5 | 50 | N | 90 | 0 | L |
- | straw golem | 3 | 12 | 10 | 0 | N | 10 | 0 | L |
- | succubus | 6 | 12 | 0 | 70 | C | 45 | 450 | L |
- | temple priest | 12 | 12 | 0 | 50 | L | 45 | 400 | L |
- | temple priestess | 12 | 12 | 0 | 50 | L | 45 | 400 | L |
- | tengu | 6 | 13 | 5 | 30 | L | 30 | 300 | S |
- | tiger | 6 | 12 | 6 | 0 | N | 30 | 300 | L |
- | titan | 16 | 18 | -3 | 70 | L | 90 | 900 | L |
- | titanothere | 12 | 12 | 6 | 0 | N | 65 | 650 | L |
- | tourist | 1 | 10 | 10 | 1 | N | 45 | 400 | L |
- | trapper | 12 | 3 | 3 | 0 | N | 40 | 350 | L |
- | troll | 7 | 12 | 4 | 0 | C | 40 | 400 | L |
- | umber hulk | 9 | 6 | 2 | 25 | N | 50 | 500 | L |
- | unarmored soldier | 6 | 4 | 10 | 0 | C | 45 | 400 | L |
- | Uruk-hai | 3 | 7 | 5 | 0 | C | 30 | 300 | L |
- | valkyrie | 1 | 10 | 10 | 1 | C | 45 | 400 | L |
- | vampire | 10 | 12 | 1 | 25 | C | 40 | 400 | L |
- | vampire bat | 5 | 20 | 6 | 0 | N | 3 | 20 | S |
- | vampire lord | 12 | 14 | 0 | 50 | C | 40 | 400 | L |
- | violet fungus | 3 | 1 | 7 | 0 | N | 10 | 100 | S |
- | Vlad the Impaler | 14 | 18 | -3 | 80 | C | 40 | 400 | L |
- | vrock | 8 | 12 | 0 | 50 | C | 45 | 450 | L |
- | warg | 7 | 12 | 4 | 0 | C | 35 | 350 | L |
- | water demon | 8 | 12 | 4 | 30 | C | 45 | 450 | L |
- | water elemental | 8 | 6 | 2 | 30 | N | 50 | 0 | L |
- | water moccasin | 4 | 15 | 3 | 0 | N | 10 | 100 | S |
- | water nymph | 3 | 12 | 9 | 20 | N | 30 | 300 | L |
- | water troll | 11 | 14 | 4 | 40 | C | 40 | 400 | L |
- | werejackal | 2 | 12 | 7 | 10 | C | 45 | 400 | L |
- | wererat | 2 | 12 | 7 | 10 | C | 45 | 400 | L |
- | werewolf | 5 | 12 | 6 | 20 | C | 45 | 400 | L |
- | white dragon | 10 | 9 | -1 | 20 | C | 150 | 1500 | L |
- | white unicorn | 4 | 24 | 2 | 70 | L | 30 | 300 | L |
- | winter wolf | 7 | 12 | 4 | 0 | N | 30 | 300 | L |
- | wizard | 1 | 10 | 10 | 3 | N | 45 | 400 | L |
- | Wizard of Yendor | 30 | 12 | -8 | 100 | C | 45 | 400 | L |
- | wolf | 5 | 12 | 4 | 0 | N | 25 | 250 | S |
- | wolfwere | 5 | 12 | 4 | 20 | C | 25 | 250 | L |
- | wood golem | 7 | 3 | 4 | 0 | N | 50 | 0 | L |
- | wood nymph | 3 | 12 | 9 | 20 | N | 30 | 300 | L |
- | Woodland-elf | 4 | 12 | 5 | 10 | L | 35 | 350 | L |
- | wraith | 6 | 12 | 4 | 15 | C | 30 | 0 | L |
- | wumpus | 8 | 3 | 2 | 10 | N | 50 | 500 | L |
- | xan | 7 | 18 | -4 | 0 | N | 30 | 300 | S |
- | xorn | 8 | 9 | 2 | 20 | N | 70 | 700 | L |
- | Yeenoghu | 56 | 18 | -5 | 80 | C | 50 | 500 | L |
- | yellow dragon | 10 | 9 | -1 | 20 | L | 150 | 1500 | L |
- | yellow light | 3 | 15 | 0 | 0 | N | 1 | 10 | S |
- | yellow mold | 1 | 0 | 9 | 0 | N | 5 | 30 | S |
- | yeti | 5 | 15 | 6 | 0 | N | 70 | 700 | L |
- | zruty | 9 | 8 | 3 | 0 | N | 60 | 600 | L |
- ----------------------------------------------------------------------
-
- * Just for the physics types, these are the names of the Quantum Mechanics.
- How many do you know?
-
- Max (Born) Niels (Bohr)
- Wolfgang (Pauli) Paul (Dirac)
- Louis (Broglie) Pascual (Jordan)
- Erwin (Schroedinger) Dick (Feynman)
- Werner (Heisenberg) Sam (Beckett)
-
- Following is a description of the contents of each column:
-
- Lvl - This column contains the level of the monster. Level determines items
- the monster's hit points, how many experience points it's worth, etc.
- Spd - This is the monster's speed. Compare this with your standard
- character's speed of 10.
- AC - This is the monster's armor class. The lower this is, the harder it
- will be to hit the monster.
- MR - This is the magic resistance of the monster, and it is the percentage
- chance that any spell hitting the monster has of failing.
- Aln - This is the monster's alignment. C = Chaotic, N = Neutral, and
- L = Lawful
- Wgt - This is the weight of the monster. Consequently, it is also the
- weight of any corpse the monster may leave.
- Nutr - This is the nutritional value that can be gained from the monster's
- corpse, if eaten.
- Siz - This is the size of the monster, as may be used to compute weapon
- damage. S is smaller than human size, and L is larger than human size.
-
- ------------------------------------------------------------------------------
- MONSTER INTRINSICS:
-
- Name Intrinsics
- ------------------------------------------------------------------------------
- | acid blob | Acid, Amorph., No Eyes, No Limbs, Sleep Res, |
- | | Stone Res |
- | air elemental | Fly, No Corpse, No Eyes, No Limbs, Poison, |
- | | Pois Res |
- | ape | |
- | archeologist | No Poly., Tunnel |
- | Asmodeus | Cold Res, Fire Res, Fly, No Corpse, No Poly., |
- | | Poison, See Invis |
- | Baalzebub | Fire Res, Fly, No Corpse, No Poly., Poison, |
- | | See Invis |
- | baby black dragon | Disin Res, Fly, No Hands, Thick Hide |
- | baby blue dragon | Fly, No Hands, Shock Res, Thick Hide |
- | baby crocodile | No Hands, Swim |
- | baby gray dragon | Fly, No Hands, Thick Hide |
- | baby green dragon | Fly, No Hands, Poison, Pois Res, Thick Hide |
- | baby long worm | No Limbs |
- | baby orange dragon | Fly, No Hands, Sleep Res, Thick Hide |
- | baby purple worm | No Limbs |
- | baby red dragon | Fire Res, Fly, No Hands, Thick Hide |
- | baby white dragon | Cold Res, Fly, No Hands, Thick Hide |
- | baby yellow dragon | Acid, Fly, No Hands, Stone Res, Thick Hide |
- | balrog | Fire Res, Fly, No Corpse, Poison, See Invis |
- | baluchitherium | No Hands, Thick Hide |
- | barbarian | No Poly., Poison, Pois Res |
- | barbed devil | Fire Res, No Corpse, Poison, Thick Hide |
- | barrow wight | No Corpse, Poison, Pois Res |
- | bat | Fly, No Hands |
- | black dragon | Fly, Disin Res, Eggs, No Hands, See Invis, |
- | | Thick Hide |
- | black naga | Acid, Eggs, No Limbs, Poison, Pois Res, |
- | | Stone Res, Thick Hide |
- | black naga hatchling | No Limbs, Poison, Pois Res, Stone Res, |
- | | Thick Hide |
- | black pudding | Amorph., Cold Res, No Eyes, No Limbs, Poison, |
- | | Pois Res, Shock Res |
- | black unicorn | No Hands, Poison, Pois Res |
- | blue dragon | Fly, Eggs, No Hands, See Invis, Shock Res, |
- | | Thick Hide |
- | blue jelly | Amorph., Cold Res, No Eyes, No Limbs, Poison, |
- | | Pois Res |
- | bone devil | Fire Res, No Corpse, Poison |
- | brown mold | Cold Res, No Eyes, No Limbs, Poison, Pois Res |
- | brown pudding | Amorph., Cold Res, No Eyes, No Limbs, Poison, |
- | | Pois Res, Shock Res |
- | bugbear | |
- | captain | No Poly. |
- | carnivorous ape | |
- | cave spider | Eggs, No Hands, Poison, Pois Res |
- | caveman | No Poly. |
- | cavewoman | No Poly. |
- | Cerberus | Fire Res, No Hands, No Poly. |
- | chameleon | No Hands, No Poly. |
- | Charon | Fire Res, No Corpse, No Poly., Poison, Pois Res, |
- | | See Invis |
- | clay golem | No Corpse, Poison, Pois Res, Thick Hide |
- | cobra | Eggs, No Limbs, Poison, Pois Res, Swim |
- | cockatrice | Eggs, No Hands, Poison, Pois Res, Stone Res |
- | crocodile | Eggs, No Hands, Swim, Thick Hide |
- | demilich | Cold Res, Poison, Regen |
- | Demogorgon | Fire Res, Fly, No Corpse, No Hands, No Poly., |
- | | Poison, See Invis |
- | demon | Fire Res, No Corpse, Poison |
- | Dispater | Fire Res, Fly, No Corpse, No Poly., Poison, |
- | | See Invis |
- | djinni | Fly, No Corpse, No Poly., Poison |
- | dog | Domestic, No Hands |
- | dust vortex | Fly, No Corpse, No Eyes, No Limbs, Poison, |
- | | Pois Res |
- | dwarf | Tunnel |
- | dwarf king | Tunnel |
- | dwarf lord | Tunnel |
- | earth elemental | No Corpse, No Eyes, No Limbs, Phase, Poison, |
- | | Pois Res, Stone Res, Thick Hide |
- | electric eel | Eggs, No Limbs, No Poly., Shock Res, Swim |
- | elf | No Poly., See Invis, Sleep Res |
- | elf mummy | No Corpse, Poison, Sleep Res |
- | elf zombie | No Corpse, Poison, Pois Res, Sleep Res |
- | elf-lord | Sleep Res |
- | Elvenking | Sleep Res |
- | energy vortex | Fly, No Corpse, No Eyes, No Limbs, Poison, |
- | | Pois Res, Shock Res |
- | erinyes | Fire Res, No Corpse, Poison |
- | ettin | |
- | ettin mummy | No Corpse, Poison |
- | ettin zombie | No Corpse, Poison, Pois Res |
- | fire ant | Fire Res, Eggs, No Hands |
- | fire elemental | Fire Res, Fly, No Corpse, No Eyes, No Limbs, |
- | | Poison, Pois Res |
- | fire giant | Fire Res |
- | fire vortex | Fire Res, Fly, No Corpse, No Eyes, No Limbs, |
- | | Poison, Pois Res |
- | flesh golem | Cold Res, Fire Res, Poison, Pois Res, Shock Res |
- | floating eye | Fly, No Limbs |
- | fog cloud | Amorph., Fly, No Corpse, No Eyes, No Limbs, |
- | | Poison, Pois Res |
- | forest centaur | |
- | freezing sphere | Cold Res, Fly, No Limbs |
- | frost giant | Cold Res |
- | garter snake | Eggs, No Limbs, Swim |
- | gecko | No Hands |
- | gelatinous cube | Cold Res, Fire Res, No Eyes, No Limbs, |
- | | Shock Res, Sleep Res |
- | Geryon | Fire Res, Fly, No Corpse, No Poly., Poison, |
- | | See Invis |
- | ghost | Fly, No Corpse, No Poly., Phase, Poison, |
- | | Pois Res |
- | giant | |
- | giant ant | Eggs, No Hands |
- | giant bat | Fly, No Hands |
- | giant beetle | No Hands, Poison, Pois Res |
- | giant eel | Eggs, No Limbs, No Poly., Swim |
- | giant mimic | Hide, No Eyes, No Limbs |
- | giant mummy | No Corpse, Poison |
- | giant rat | No Hands |
- | giant spider | Eggs, No Hands, Poison, Pois Res |
- | giant zombie | No Corpse, Poison, Pois Res |
- | gnome | |
- | gnome king | |
- | gnome lord | |
- | gnome mummy | No Corpse, Poison |
- | gnome zombie | No Corpse, Poison, Pois Res |
- | gnomish wizard | |
- | goblin | |
- | golden naga | Eggs, No Limbs, Poison, Pois Res, Thick Hide |
- | golden naga hatchling | No Limbs, Poison, Pois Res, Thick Hide |
- | gray dragon | Fly, Eggs, No Hands, See Invis, Thick Hide |
- | gray ooze | Amorph., No Eyes, No Limbs, Poison, Pois Res |
- | gray unicorn | No Hands, Poison, Pois Res |
- | green dragon | Fly, Eggs, No Hands, Poison, Pois Res, |
- | | See Invis, Thick Hide |
- | green mold | Acid, No Eyes, No Limbs, Stone Res |
- | Green-elf | Sleep Res |
- | gremlin | Poison, Swim |
- | Grey-elf | Sleep Res |
- | grid bug | No Corpse, Shock Res |
- | guard | No Poly. |
- | guardian naga | Eggs, No Limbs, Poison, Pois Res, Thick Hide |
- | guardian naga hatchling | No Limbs, Poison, Pois Res, Thick Hide |
- | healer | No Poly., Poison, Pois Res |
- | hell hound | Fire Res, No Hands |
- | hell hound pup | Fire Res, No Hands |
- | hezrou | Fire Res, No Corpse, Poison |
- | hill giant | |
- | hill orc | |
- | hobbit | |
- | hobgoblin | |
- | homunculus | Fly, Poison, Pois Res, Sleep Res |
- | horned devil | Fire Res, No Corpse, Poison, Thick Hide |
- | housecat | Domestic, No Hands |
- | human | No Poly. |
- | human mummy | No Corpse, Poison |
- | human zombie | No Corpse, Poison, Pois Res |
- | ice devil | Cold Res, Fire Res, No Corpse, Poison, See Invis |
- | ice troll | Cold Res, Regen |
- | ice vortex | Cold Res, Fly, No Corpse, No Eyes, No Limbs, |
- | | Poison, Pois Res |
- | iguana | No Hands |
- | imp | Regen |
- | incubus | Fire Res, Fly, No Corpse, Poison |
- | iron golem | Cold Res, Fire Res, No Corpse, Poison, |
- | | Shock Res, Thick Hide |
- | iron piercer | Hide, No Eyes, No Limbs |
- | jabberwock | Fly |
- | jackal | No Hands |
- | jackalwere | No Corpse, No Hands, No Poly., Poison, Regen |
- | jaguar | No Hands |
- | Juiblex | Acid, Amorph., Fire Res, Fly, No Corpse, |
- | | No Poly., Poison, See Invis |
- | Keystone Kop | |
- | killer bee | Fly, No Hands, Poison, Pois Res |
- | kitten | Domestic, No Hands |
- | knight | No Poly. |
- | kobold | Poison |
- | kobold lord | Poison |
- | kobold mummy | No Corpse, Poison |
- | kobold shaman | Poison |
- | kobold zombie | No Corpse, Poison, Pois Res |
- | Kop Kaptain | |
- | Kop Lieutenant | |
- | Kop Sergeant | |
- | kraken | No Hands, No Poly., Swim |
- | large cat | Domestic, No Hands |
- | large dog | Domestic, No Hands |
- | large kobold | Poison |
- | large mimic | Hide, No Eyes, No Limbs |
- | leather golem | No Corpse, Poison, Pois Res |
- | lemure | No Corpse, Poison, Regen, Sleep Res |
- | leocrotta | No Hands |
- | leprechaun | Teleport |
- | lich | Cold Res, Poison, Regen |
- | lieutenant | No Poly. |
- | little dog | Domestic, No Hands |
- | lizard | No Hands, Stone Res |
- | long worm | Eggs, No Limbs, No Poly. |
- | lurker above | Fly, Hide, No Eyes, No Limbs |
- | mail daemon | Cold Res, Fire Res, Fly, No Corpse, No Poly., |
- | | Poison, See Invis, Sleep Res, Swim |
- | manes | No Corpse, Poison |
- | marilith | Fire Res, No Corpse, Poison, See Invis |
- | master lich | Cold Res, Fire Res, Poison, Regen |
- | Medusa | No Poly., Poison, Pois Res, Stone Res |
- | minotaur | |
- | Mordor orc | |
- | mountain centaur | |
- | mountain nymph | Teleport |
- | mumakil | No Hands, Thick Hide |
- | nalfeshnee | Fire Res, No Corpse, Poison |
- | Nazgul | No Corpse, Poison, Pois Res |
- | newt | No Hands, Swim |
- | nurse | No Poly., Poison, Pois Res |
- | ochre jelly | Acid, Amorph., No Eyes, No Limbs, Stone Res |
- | ogre | |
- | ogre king | |
- | ogre lord | |
- | Olog-hai | Regen |
- | oracle | No Poly. |
- | orange dragon | Fly, Eggs, No Hands, See Invis, Sleep Res, |
- | | Thick Hide |
- | orc | |
- | orc mummy | No Corpse, Poison |
- | orc shaman | |
- | orc zombie | No Corpse, Poison, Pois Res |
- | orc-captain | |
- | Orcus | Fire Res, Fly, No Corpse, No Poly., Poison, |
- | | See Invis |
- | owlbear | |
- | pit fiend | Fire Res, No Corpse, Poison, See Invis |
- | pit viper | Eggs, No Limbs, Poison, Pois Res, Swim |
- | plains centaur | |
- | priest | No Poly. |
- | priestess | No Poly. |
- | purple worm | Eggs, No Limbs |
- | python | Eggs, No Limbs, Poison, Pois Res, Swim |
- | quantum mechanic | Poison, Teleport |
- | quasit | Poison, Pois Res, Regen |
- | queen bee | Fly, No Hands, Poison, Pois Res |
- | quivering blob | No Eyes, No Limbs, Poison, Pois Res |
- | rabid rat | No Hands, Poison |
- | ratwere | No Corpse, No Hands, No Poly., Poison, Regen |
- | red dragon | Fire Res, Fly, Eggs, No Hands, See Invis, |
- | | Thick Hide |
- | red mold | Fire Res, No Eyes, No Limbs, Poison, Pois Res |
- | red naga | Fire Res, Eggs, No Limbs, Poison, Pois Res, |
- | | Thick Hide |
- | red naga hatchling | Fire Res, No Limbs, Poison, Pois Res, Thick Hide |
- | rock mole | Metalvore, No Hands, Tunnel |
- | rock piercer | Hide, No Eyes, No Limbs |
- | rock troll | Regen |
- | rogue | No Poly. |
- | rope golem | No Corpse, Poison, Pois Res |
- | rothe | No Hands |
- | rust monster | Metalvore, No Hands, Swim |
- | samurai | No Poly. |
- | scorpion | Eggs, No Hands, Poison |
- | sergeant | No Poly. |
- | sewer rat | No Hands |
- | shopkeeper | No Poly. |
- | small mimic | Hide, No Eyes, No Limbs |
- | snake | Eggs, No Limbs, Poison, Pois Res, Swim |
- | soldier | No Poly. |
- | soldier ant | Eggs, No Hands, Poison, Pois Res |
- | spotted jelly | Acid, Amorph., No Eyes, No Limbs, Stone Res |
- | stalker | Fly, See Invis |
- | steam vortex | Fire Res, Fly, No Corpse, No Eyes, No Limbs, |
- | | Poison, Pois Res |
- | stone giant | |
- | stone golem | No Corpse, Poison, Pois Res, Stone Res, |
- | | Thick Hide |
- | straw golem | No Corpse, Poison, Pois Res |
- | succubus | Fire Res, Fly, No Corpse, Poison |
- | temple priest | No Poly., Shock Res |
- | temple priestess | No Poly., Shock Res |
- | tengu | Poison, Pois Res, Teleport, Tel Cont |
- | tiger | No Hands |
- | titan | Fly |
- | titanothere | No Hands, Thick Hide |
- | tourist | No Poly. |
- | trapper | Hide, No Eyes, No Limbs |
- | troll | Regen |
- | umber hulk | Tunnel |
- | unarmored soldier | No Poly. |
- | Uruk-hai | |
- | valkyrie | Cold Res, No Poly. |
- | vampire | Fly, Poison, Regen |
- | vampire bat | Fly, No Hands, Poison, Regen |
- | vampire lord | Fly, Poison, Regen |
- | violet fungus | No Eyes, No Limbs, Poison, Pois Res |
- | Vlad the Impaler | Fly, No Corpse, No Poly., Poison, Regen |
- | vrock | Fire Res, No Corpse, Poison |
- | warg | No Hands |
- | water demon | Fire Res, No Corpse, Poison, Swim |
- | water elemental | No Corpse, No Eyes, No Limbs, Poison, Pois Res, |
- | | Swim |
- | water moccasin | Eggs, No Limbs, Poison, Pois Res, Swim |
- | water nymph | Swim, Teleport |
- | water troll | Regen, Swim |
- | werejackal | No Poly., Poison, Regen |
- | wererat | No Poly., Poison, Regen |
- | werewolf | No Poly., Poison, Regen |
- | white dragon | Cold Res, Fly, Eggs, No Hands, See Invis, |
- | | Thick Hide |
- | white unicorn | No Hands, Poison, Pois Res |
- | winter wolf | Cold Res, No Hands |
- | wizard | No Poly. |
- | Wizard of Yendor | Fire Res, Fly, No Poly., Poison, Pois Res, |
- | | Regen, See Invis, Teleport, Tel Cont |
- | wolf | No Hands |
- | wolfwere | No Corpse, No Hands, No Poly., Poison, Regen |
- | wood golem | No Corpse, Poison, Pois Res, Thick Hide |
- | wood nymph | Teleport |
- | Woodland-elf | Sleep Res |
- | wraith | Fly, Poison, Pois Res |
- | wumpus | No Hands |
- | xan | Fly, No Hands, Poison, Pois Res |
- | xorn | Cold Res, Fire Res, Phase, Stone Res, Thick Hide |
- | Yeenoghu | Fire Res, Fly, No Corpse, No Poly., Poison, |
- | | See Invis |
- | yellow dragon | Acid, Fly, Eggs, No Hands, See Invis, Stone Res, |
- | | Thick Hide |
- | yellow light | Fly, No Limbs |
- | yellow mold | No Eyes, No Limbs, Poison, Pois Res |
- | yeti | Cold Res |
- | zruty | |
- ------------------------------------------------------------------------------
-
- Following is a description of the various intrinsics listed in the monster
- information section above. Note that not all possible intrinsic flags for
- each monster were listed, as we consider some of them to be unimportant to
- play of the game. If an intinsic is preceded with an asterisk (*) here, the
- corpse of any monster with that intrinsic can confer an intrisic to a player
- if eaten. See the DEAD MONSTERS section for more information about corpses
- conferring intrinsics.
-
- Intrinsic Description
- --------- -----------
- *Acidic - Monster corpse is acidic when eaten
- Amorph. - Monster is amorphous and can flow under doors
- Domestic - Monster can be tamed by throwing food at it
- *Cold Res - Monster is cold resistant
- *Disin Res - Monster is resistant to disintegration
- *Fire Res - Monster is fire resistant
- Fly - Monster can fly or float in the air
- Hides - Monster can hide under objects
- Lay Eggs - Monster can lay eggs
- Metalvore - Monster is "metallivorous," and will eat all metal encountered
- No Corpse - Monster will never leave a corpse when killed
- No Eyes - Monster has no eyes to gaze into or blind
- No Hands - Monster has no hands to pick things or manipulate objects
- No Limbs - Monster has no limbs (arms or legs)
- No Poly. - Player cannot polymorph into this type of monster
- Phase - Monster can "phase" (i.e. walk through walls, doors, etc.)
- Poisonous - Monster corpse is poisonous if eaten
- *Pois Res - Monster is poison resistant
- Regen - Monster regenerates hit points each round
- See Invis - Monster can see invisible creatures
- *Shock Res - Monster is resistant to electrical attacks
- *Sleep Res - Monster is sleep resistant
- Stone Res - Monster cannot be turned to stone
- Swim - Monster can swim through water (moats, etc.)
- *Teleport - Monster can teleport
- *Tel Cont - Monster controls where it teleports to
- Thick Hide - Monster has thick hide (kicking attacks do no damage to it)
- Tunnel - Monster can tunnel through rock
-
- ------------------------------------------------------------------------------
- PETS:
-
- Pets are one of the most useful things in the dungeons and so should be
- treated as such. Here are a few useful hints regarding pets:
-
- They will eat only what they need in order to survive and will leave food
- rations alone unless they are very hungry or you throw them one.
-
- Pets will become violent if they are too hungry-or if you leave them on a
- level, go down the stairs and them come back later.
-
- You can actually chat to your pet to gain knowledge about how hungry they are.
-
- "You feel worried about your Dog/Cat" means that your pet is starving. "You
- have a sad feeling for a moment" means that your pet has snuffed it. "You hear
- noises in the distance" means that your pet is in battle.
-
- Kittens change into housecats and then large cats, whereas little dogs become
- dogs then large dogs.
-
- Watch out when you are confused, blind, etc. You do not want to accidentally
- kill your pet.
-
- The minute you eat a pet, every non-tame, non-peaceful monster that is on the
- level will head for you with blood in its eye(s). That is, you gain an
- intrinsic: Aggravate monster
-
- What monsters your pets will attack is directly dependent on the level of the
- pet and the level of the monster. Pets will not attack monsters more powerful
- than them. The one exception is if you have on a ring of conflict. If so,
- your pets will attack anything. (Ever seen a minotaur make doggie pancake?
- Moral: keep your ring of conflict off if you're near a big nasty.)
-
- If you think your pet is a bit wimpy, use a wand of polymorph on him. If this
- makes him wimpier, don't blame us - try again!
-
- A scroll of taming can create more pets for you, but having devils as pets
- can be a minor problem (although not as much of a problem in current
- versions).
-
- If you meet a wild pet, the best bet is to throw food at it - anything you
- could eat. Tripe is wonderful, but don't bother throwing rotted corpses.
-
- You can even tame pets with names given by other people, i.e. bones levels.
-
- A leash will allow you to keep the animal with you at all times (even if you
- get teleported or go through a trap door), but also tends to make him get in
- your way more often.
-
- A whistle will attract your pet to you when applied. Even better, a magic
- whistle will teleport your pet to your side when applied. Very useful when
- going up or down levels with your pet.
-
- Pets will not pick up cursed objects or even cross over them, which will help
- you to avoid these items. However, keep in mind that you may have to clear
- cursed items from halls if you want your pet to follow you, and that if you
- throw a food item (especially tripe) on a cursed item, your pet will be
- trained to step on cursed items in the future. A warning, dead-end corridors
- can be very bad if there is a cursed item in the exit and the pet is between
- you and the cursed item (this can happen if your pet kills a creature that
- was carrying a cursed item).
-
- ------------------------------------------------------------------------------
- PRAYING:
-
- Praying can get you out of a lot of jams in the game of nethack, if your god
- is pleased with you. On the other hand, if the gods are angry at you, you can
- get into an awful lot of trouble.
-
- If your deity is pleased with you, chances are that your worst problem will be
- fixed, although all of your problems could be fixed, or none of them might be
- fixed (this is dependent on your luck). The following are problems that your
- deity might fix, from worst (in the deities eyes, not necessarily yours!) to
- least:
- 1. You are turning to stone.
- 2. You are being strangled (by an amulet of strangulation).
- 3. You are sick.
- 4. You are starving.
- 5. Your hp are below 5, or your hp are below 1/7 of max.
- 6. You have lycanthropy.
- 7. You are stuck in a wall.
- 8. You are wearing a cursed item which levitates you.
- 9. You are wearing a cursed blindfold.
- 10. You are being punished.
- 11. You have a cursed loadstone or cursed luckstone.
- 12. You are wielding/wearing a cursed weapon/armor.
- 13. You are blind.
- 14. You are hungry.
- 15. You are poisoned.
- 16. You have wounded legs.
- 17. You are stunned.
- 18. You are confused.
- 19. You are hallucinating.
-
- ------------------------------------------------------------------------------
- REMOVING CURSES:
-
- There are several ways to uncurse cursed items - and several other ways
- to get rid of cursed items:
-
- 1: Dipping in fountains will eventually remove the curse from stuff - "The
- water glows for a moment" indicates that your item has been uncursed.
- You can dip items even if you are wearing them.
-
- 2: Reading a scroll of remove curse will remove the curse from stuff you
- are wearing. If the scroll of remove curse is blessed, everything in
- your pack will be uncursed.
-
- 3: If you have good relations with your god, your god will uncurse things
- you are wearing, and occasionally will remove the curse from items in
- your pack. This will happen when you pray.
-
- 4: Reading an uncursed scroll of enchant armor/weapon will remove the curse
- from the armor/weapon that gets enchanted.
-
- 5: Dipping cursed items in holy water will uncurse them.
-
- 6: A wand of cancellation will remove the curse from all items in your pack
- if you zap yourself with it. Note, however, that it will also remove all
- enchantments and names (i.e. Stormbringer) on all items in your pack.
-
- 7: Try having a monster steal your cursed items. Nymphs will steal cursed
- armor and weapons. Be sure that you have dropped everything else,
- however, before trying this. Succubi/incubi will also remove cursed armor
- sometimes.
-
- 8: An uncursed or blessed scroll of destroy armor can be used to destroy
- cursed armor. Be sure to take off all your other armor before reading the
- scroll.
-
- 9: Polymorphing yourself into a monster that can't wear armor or use a
- weapon will cause you to fall out of your armor (or it may destroy your
- armor altogether) and/or drop your weapon.
-
- 10: For those that enjoy risks, rarely, VERY rarely, a magic trap will inform
- you that 'You feel that someone is helping you'.
-
- ------------------------------------------------------------------------------
- ROBBING SHOPS:
-
- Here we have outlined a few of the standard ways of robbing a shop. Some of
- them let you get away with it scott-free. Others will send the keystone kops
- after you. Some will even allow you to keep robbing the shop and selling the
- stuff back to the shopkeeper until you have all his money! Experiment with
- these and have fun!
-
- For reference, in all the diagrams, @ = shopkeeper, X = you (for clarity),
- f = cat (or whatever pet you may have), and P = pile of goodies (also for
- clarity).
-
- Method One: Pile everything in the shop up and teleport it out with a wand of
- teleport. This scatters it on the level for you to find.
-
- Enter the shop... Make a pile... Poof!
- ------------- ------------- -------------
- |!!$%%[))...|# |...........|# |.........@.|#
- |$+$$(![[.@.X# |P....f....@-# |...........-#
- |+$%]**!$...|f### |.X.........|#### |.X...f.....|####
- ------------- ------------- -------------
-
- Method Two: Dig a hole in the wall with a wand of digging or any other handy
- method of digging, and then kick the stuff out. Two notes, here: 1) kicking
- potions, eggs, or other fragile items will destroy them. 2) You cannot just
- kick an item out of the shop - if you do so, the shopkeeper will charge you
- for it. You have to be outside the shop (i.e., in the wall) while you're
- kicking it out of the shop.
-
- Get positioned... Dig... # Make a pile... (not potions!)
- ------------- ----------.-- ----------X--
- |!!$%%[))...|# |!!$%%[))...|# |!!.f......P|#
- |$+$$(![[.@.-# |$+$$(![[.@..f |.....!....@.#
- |+$%]**!$...|Xf## |+$%]**!$...|X### |......!....|####
- ------------- ------------- -------------
-
- Kick... # You're rich!
- ----------X-- ----------.--
- |!!.........|# |!!........f|#
- |.....!....@P# |.....!.....X#
- |......!f...|#### |......!..@.|####
- ------------- -------------
-
- Method Three: Polymorph the shopkeeper into something easier to handle (with
- a wand of polymorph) and then kill him/her. Of course, once the shopkeeper's
- gone, you can take what you like, including his or her gold!
-
- Enter the shop... Polymorph... Kill shopkeeper!
- ------------- ------------- -------------
- |!!$%%[))...|# |!!$%%[))f..|# |!!$%%[)f...|#
- |$+$$(![[.@.X# |$+$$(![[..s-# |$+$$(![[...-#
- |+$%]**!$...|f### |+$%]**!$.X.|#### |+$%]**!$.X.|####
- ------------- ------------- -------------
-
- Method Four: If you do not happen to have any props(wands, etc), and have a
- ration (especially tripe) or two, then this method is for you. It is also the
- most common: train your pet. Basically, if your pet drops an item right in
- front of the door to the shop, you can pick it up for free. Throw him food,
- and he'll keep on doing it!
-
- Throw pet food and
- Let pet in shop... It brings item... take item - it is free!
- ------------- ------------- -------------
- |!!$%%[))*..|# |!!$%%[))...|# |!!$%%[))...|#
- |$+$$(![[]f.X# |$+$$(![[]f*X# |$+$$(![[].X-#
- |+$%]**!$(.@|### |+$%]**!$(.@|### |+$%]**!$(f@|###
- ------------- ------------- -------------
-
- Method Five: Teleport out. Grab everything in the shop and then teleport the
- heck out of there. This is especially effective if you have teleport control
- and know where the stairway is. It's even better if you have your pet on a
- leash, or a magic whistle, so you don't have to worry about leaving your pet
- behind. But note - the Kops *and* the shopkeeper will be after you.
-
- Enter the shop... Grab everything... Poof!
- ------------- ------------- -------------
- |!!$%%[))...|# |...........|# |.........@.|#
- |$+$$(![[.@.X# |.....f....@-# |...........-#
- |+$%]**!$...|f### |.X.........|#### |.....f.....|####
- ------------- ------------- -------------
-
- Method Six: Push a rock into the shop, then use the rock to block the door.
- Once the door is blocked, rip off everything in the shop and then teleport
- out. Although the Kops will be after you, you won't have to deal with a
- pissed off shopkeeper.
-
- Push in a rock... Keep on going... Push it back...
- ------------- ------------- -------------
- |!!$%%[))..@| |!!$%%[))..@| |!!$%%[)).@.|
- |$+$$(![[...-'Xf# |$+$$(![[.'X-f### |$+$$(![[..X'f###
- |+$%]**!$...| |+$%]**!$...| |+$%]**!$...|
- ------------- ------------- -------------
-
- Grab everything... Poof!
- ------------- -------------
- |...........| |...........|
- |..........@'f### |..........@'####
- |.X.........| |...........|
- ------------- -------------
-
- ------------------------------------------------------------------------------
- SINK EFFECTS:
-
- There are basically three things that you can do with a sink. You can kick it
- (which is detailed under KICKING), you can quaff from it, or you can drop a
- ring down it.
-
- Quaffing from sink (chance is out of 20):
-
- Chance Effect
- ------ ------
- 6 You take a sip of [cold/warm/hot] water. (No effect)
- 1 You take a sip of very cold water. (No effect)
- 1 You take a sip of very warm water. (No effect)
- 1 You take a sip of scalding hot water. (Lose 1-6 hp unless...)
- It seems quite tasty. (if fire resistant)
- 1 Eek! There's a sewer rat in the sink! (Creates sewer rat)
- Eek! There's something squirmy in the sink! (If blind)
- The sink seems quite dirty. (If sewer rats are genocided)
- 1 The sink emits a stream of [color] water. (As potion of same color)
- The sink emits some odd liquid.
- 1 You find a ring in the sink! (If no ring found yet in this sink)
- Some dirty water backs up in the drain. (If ring already found in sink)
- 1 The pipes break! Water spurts out! (Turns sink into fountain)
- 1 The water moves as though of its own will! (Creates water elemental)
- But it quiets down. (If water elementals are genocided)
- 1 Yuk, this water tastes awful. (Adds experience)
- 1 Gaggg... this tastes like sewage! You vomit. (Lose nutrition)
- 1 This water contains toxic wastes! You undergo a freakish metamorphosis!
- (Polymorphs you)
- 1 You hear clanking from the pipes.... (Nothing happens)
- 1 You hear snatches of song from among the sewers... (Nothing happens)
- 1 A murky hand reaches up out of the drain. (Only if hallucinating)
-
- Dropping a ring (Note - approximately 95% chance of losing ring):
-
- Drop this ring in sink to get this effect...
- ---------------------- ---------------------
- Adornment The Faucets flash brightly for a moment.
- Aggravate Monster* Several Flies buzz Angrily from the sink
- Cold Resistance The cold faucet flashes brightly for a moment.
- Conflict* You here loud noises coming from the drain
- Heat Resistance Hot Faucet flashes brightly
- Hunger Eats all items in the sink.
- Increase Damage* The Waters force seems greater,smaller(cursed).
- Invisibility You don't see Anything happening
- Levitation* The sink quivers upward for a moment.
- Poison Resistance* You smell rotten Slime Mold (fruit)
- Polymorph Momentarily look like a fountain
- Polymorph Control Momentarily looks like a regularly erupting geyser
- Protection Ring glows silver,black(cursed).
- Prot frm Shape Changers The sink Looks Nothing like a fountain
- Regeneration The ring(sink?) looks as good as new
- Searching* You thought you lost your ring down the sink,
- but there it is!(You won't lose it!)
- See Invisible You see some air in the sink
- Shock Resistance* Static Electricity (surrounds the sink?)
- Stealth The sink seems to blend into the floor for a moment
- Strength* Waters flow seems stronger,weaker(-Str)
- Teleport Disappears Momentarily
- Teleport Control The sink looks like it is being beamed aboard somewhere.
- Warning Glows White(some color)
-
- * These rings can be identified w/o benefit of eyesight
-
- ------------------------------------------------------------------------------
- SPECIAL LEVELS:
-
- Nethack has several "special levels." The actual level of each of these
- varies from game to game, so we can't tell you what level to look for each on,
- but we can give you a description of each so that you recognize what you're
- running into.
-
- Big Level: Basically, this level is exactly what the name implies. The
- entire level is one big room. This is a bad level to have aggravate monster
- on, and a ring of conflict is really handy here. Here's an example:
-
- --------------------------------------------------------------------------
- |.....d...)...................o...ooo....................................|
- |..............................o.o.oo....................................|
- |...............................oo...........Z...........................|
- |........................................w<.............oo...............|
- |.......................................................o................|
- |..............................................P............a............|
- |.........................i......................f.......................|
- |?.......................................................................|
- |.....[..................................................................|
- |......................!...a................[.............q..............|
- |...........................a............................................|
- |...........................aa...........................................|
- |......................................%.............................T...|
- |.................................>......................................|
- |..................................$.......f.............................|
- --------------------------------------------------------------------------
-
- Castle/Stronghold Level: see section CASTLE LEVEL
-
- Medusa Level: Of all the creatures of Greek mythology, the gorgons -------
- were among the most powerful. One of these was the medusa, whose |.``..|
- visage was so terrible to behold that one look at her countenance -...`.|
- would turn any living creature instantly to stone. She was finally |...`.|
- slain by Perseus with the use of a reflective shield given him by |.@..`|
- Athena. It is rumored that the only two ways to kill a medusa are -------
- to fight her without gazing upon her, or to reflect her terrible
- gaze back upon her, so that she, looking upon her own reflection, should turn
- to stone. The medusa is raised back to life in nethack, so beware of the
- level upon which she resides. You will know you are there when you begin to
- see an inordinately large number of statues, find no other life upon the
- level, and hear nothing but silence. A sample room in which the medusa
- might reside is above at right.
-
- Oracle of Delphi: The Oracle of Delphi was reknowned in ancient -|-@--
- times for her ability to tell the future with admirable accuracy. |.```|
- For instance, a great king once came to the Oracle and asked if he |....|
- should send his armies against the armies of another nation. The |..{.|
- Oracle told him, "I tell you truly. If you do so, you will destroy ------
- a mighty army." Enheartened, he attacked, and sure enough, a mighty
- army was destroyed - his own! The Oracle in nethack will give you minor or
- major consultations. Minor ones are cheap, and are the same as a fortune
- cookie. Major ones are expensive, but can give some good clues. The oracle
- room will have the oracle sitting in a niche in the wall, with statues of
- mountain, plain, and forest centaurs in front of her, and a fountain in the
- room. An example is shown above at right.
-
- Rogue Level: Rogue was one of the first of the hack and slash games. Hack,
- Nethack, UltraRogue, Moria, UMoria, Larn, Omega, and undoubtedly many more,
- were all based on the idea started by rogue. Now, rogue, like early versions
- of hack, had a very distinctive look. There were always nine rooms on each
- level, and each wall of each room never had more than one doorway. In memory
- of rogue, the nethack engineers have added a "rogue level," that looks very
- much like the original rogue game, and the game will tell you that it seems
- like you've been on that level before. Here's an example of one:
-
- ----- -------------------- ---------------------
- | +##########+ | | |
- | | | +#######+ |
- | | -------------------- | > |
- ----- | |
- ----------------+----
- #
- ####
- ---------------- ---------+-------
- | | ###########+ |
- | +############################## | |
- ---------------- ######## | |
- # -----------------
- # #######
- # --------------+---
- ------------------------ -------------+---#####+ |
- | |########+ +# | |
- | +# | | | < |
- ------------------------ ----------------- ------------------
-
- Tower Levels: The three tower levels are the three levels that probably
- generate more confusion that the entire rest of the game combined (a little
- hyperbole, but not a lot). Basically, the tower levels are three consecutive
- maze levels in hell. In the center of each of these maze levels is the a
- section of the tower proper. The tower can only be entered from the lowest
- level, and there's no exit at the top. Inside the tower are many riches, and
- vampires galore. On the top level of the tower, you'll find Vlad the Impaler,
- master of the tower. (Oh, did I forget to mention that he's also a Vampire
- Lord?) Below is an example of the three tower sections. Put each of them in
- the center of a maze level, and you've got a tower level!
-
- ------------------- ------------------- -------------------
- | | L | | M | | U
- | --- --- --- | o | --- --- --- | i | --- --- --- | p
- | | | | | | | | w | | | | | | | | d | | | | | | | | p
- | --------------- | e | --------------- | d | --------------- | e
- | | | | | | r | | | | | | l | | . . | | r
- | --| |-- - | --| ------.---- - e | ---+----| |---- -
- | | + L | | | <| | | \ | .>| L
- | --| |-- | e | -------- |----- - L | ---+----| |---- | e
- | | |< | | | v | | |> . | | | e | | . . | | v
- | --------------- | e | --------------- | v | --------------- | e
- | | | | | | | | l | | | | | | | | e | | | | | | | | l
- | --- --- --- | | --- --- --- | l | --- --- --- |
- | | | | | |
- ------------------- ------------------- -------------------
-
- Wizard Level: The wizard level is (you guessed it) where the }}}}}}}
- Wizard of Yendor lives. He has a little room in the middle of }}---}}
- an otherwise normal maze level. Now, the trick is that this }--^--}
- little room looks just like the little rooms that are on about }|^^^|}
- half of the maze levels. Only one of them holds the Wizard of }--^--}
- Yendor, and the real Amulet of Yendor, though, so don't be }}---}}
- fooled. The best way to tell where you are in relation to the }}}}}}}
- Wizard is to put on a blindfold and apply a mirror to yourself
- (use '.' for direction). After a few tries, this will tell you whether the
- wizard is above you, below you, or very close. When you're on the same level,
- trek in towards the middle, get past the moat, break into his home, and take
- the Amulet! An example of the Wizard's room is above at right. Incidentally,
- the traps are squeaky boards which will instantly wake up the Wizard.
-
- ------------------------------------------------------------------------------
- SPECIAL ROOMS:
-
- There are many varied and interesting rooms to explore in nethack. Besides
- your standard room with the possibility of randomly generated items, traps,
- monsters, etc., there are several special room types that can be found within
- the dungeon. These are listed below:
-
- Beehives: Beehives are (you guessed it) rooms completely filled with -------
- killer bees. There are usually one or more queen bees in one as |.aaaa|
- well. Beehives can be quite nasty for the inexperienced character, -.aaaa|
- but if you can manage to kill them off, run around picking up the |.aaaa|
- royal jelly that will be left behind. Eat it, and hey presto - |.aaaa|
- instant strength! -------
-
- Barracks: The barracks are a room type that will usually only show -------
- up on lower levels due to the fact that it will kill of all but the |.@@@@|
- most powerful characters. Barracks are rooms filled with soldiers. -.@@@@|
- Be careful not to blow a whistle or play a bugle on the level if you |.@@@@|
- don't want to face them. Soldiers will always wake up for a whistle |.@@@@|
- or a bugle, and come to investigate what woke them! -------
-
- David's Treasure Zoo: David's Treasure Zoo is a room totally filled -------
- with random monsters of all types and sizes. This room can be quite |.DooQ|
- deadly, but each monster in the room will carry a sizeable sum of -.aggh|
- gold, so if you can kill off all of them, you'll probably end up |.dCkq|
- quite rich. Wands and other ray type weapons, rings of conflict, the |.qoGc|
- ability to teleport out if you have to can be quite handy here, as in -------
- any room filled with monsters.
-
- Graveyards: If you have a character with a bad AC, you'd better pray -------
- that you don't run into one of these. Graveyards are rooms filled |W WZV|
- with nasty undead creatures - wraiths and vampires that will drain -ZZSWS|
- your levels away, and zombies and skeletons and ghosts. (Note that |VSW V|
- ghosts in a graveyard are randomly generated, although they may take |WWZZ |
- names from the high score file. Thus, they won't leave ghost -------
- stacks.) If you have a character with a good AC, these can be quite
- a boost: Kill off all the wraiths and eat the corpses to go up many levels!
-
- Shops: Shops can be an adventurer's best friend. Note that I said -------
- shops, not shopkeepers - shopkeepers can be an adventurer's worst |@??!!|
- nightmare. Shops come in all sizes and types. There are shops that -.%[))|
- sell everything, and shops that specialize in an item type (wands, |.[!%(|
- for instance). Shopkeepers always carry a key and a lot of gold, and |.!?/=|
- they guard their wares jealously. Check out the section on ROBBING -------
- SHOPS for more information on how to rob shopkeepers blind.
-
- Temples: A temple is a room that is dedicated to a particular deity. -------
- Temples invariably contain an altar to that deity in the center of |.....|
- the room, and a priest(ess) of that deity nearby. You can give an -..@..|
- offering to the deity by #chatting to the priest(ess), and will |.._..|
- perhaps have a blessing bestowed upon you. You'll know you're |.....|
- entering a temple when you get a message along the lines of "Pilgrim, -------
- you enter a holy place."
-
- Throne Rooms: A throne room is a room filled with monsters. The -------
- major difference between this room and David's Treasure Zoo is that |.kodk|
- throne rooms have a throne in them. Sitting on this throne can -.ooG\|
- produce all sort of interesting effects, and gold can be gotten (if |.dkgh|
- you're lucky) by kicking the throne. See the THRONE EFFECTS and |.qCoc|
- KICKING sections for more information about thrones. -------
-
- Vaults: Vaults are scattered about the various levels, and can never ----
- be entered except by digging, teleporting, or walking through walls |$$|
- (they have no doors). Most levels with one of these two by two rooms |$$|
- filled with gold will also have a closet with a single use teleport ----
- trap in it. That teleport trap will teleport you into the vault
- (just be sure you have a way to get out). Oh, and remember - Croesus was the
- king who commissioned the vaults, and all of the vault guards know him.
-
- ------------------------------------------------------------------------------
- STARTING CHARACTERS:
-
- Barbarian: poison resistance, lots of strength, dex, con - mind of a slug.
- Starts off with a Two-Handed Sword. Chaotic at the start.
-
- Valkyrie: cold resistance, good overall fighting stats, longsword and +3
- shield. Chaotic at the beginning.
-
- Samurai: fast, skilled at kicking, essentially Lawful version of Valkyrie,
- otherwise (but no cold resistance). Starts out with katana and
- some shurikens, not to mention some fortune cookies.
-
- Caveman: Good Strength and Constitution, other stats are bad. Play
- barbarians instead of these. Starts out with a bow, arrows and a
- club though. Believe it or not, he is Lawful.
-
- Knight: Not so good stats - starts with long sword, has high Wi and Ch.
- Starts off with some armor though. Of course he is Lawful.
-
- Healer: Wimpy fighting stats, poison resistance, gets a stethoscope to
- start with (extremely useful). Gets extra healing potions to
- start with (Hint: save until you find holy water if you can).
- Also starts out with a spellbook of healing and one of extra
- healing as well and a scalpel as a weapon. A Lawful person.
-
- Wizard: Wimpy fighting stats,starts with spellbooks, two rings, athame
- and gets a cloak of magic resistance (vital at deep levels).
- The Intelligence is good as to be expected for a Wizard. In the
- beginning he is Neutral.
-
- Elf: Generally OK stats - resists sleep, sees invisible, is fast,
- has automatic searching. This character is also Lawful.
-
- Archaeologist: Similar stats as Wizard, starts with tinning kit (vital), bag,
- knows all gems at first sight. Is fast and stealthy. Is the
- exact duplicate of Indiana Jones with the fedora hat and the
- bullwhip. Definitely a Lawful type.
-
- Priest: Knows blessed/cursed state of all items. Poor fighting stats -
- major stat is Wisdom. Starts out with four holy water potions,
- and has extra kicking abilities. Also starts with two spellbooks
- and a mace which can bash open chests. Starts Neutral.
-
- Rogue: Good Dexterity, otherwise not particularly good stats. Gets
- Stealth to start with. This character is Chaotic.
-
- Tourist: This is a fun one to play. Starts out with darts, loads of money,
- 4 magic mapping scrolls, some healing potions, a credit card and
- the flash camera. Generally quite weak to start off with but
- the camera is useful for blinding the enemy and the card to open
- doors, chests, etc. This is a Neutral character.
-
- ------------------------------------------------------------------------------
- STATS:
-
- Str (Strength): Affects the damage you do and more to the point how much
- stuff you can pick up. You need a Str of 6 minimum to cast spells. To
- increase this stat, eat royal jelly, giant corpses, or wear gauntlets
- of power.
-
- Dex (Dexterity): Affects the speed of your attacks and the how likely you
- are to hit. Affects use of harp. To increase, use gauntlets of dexterity.
-
- Con (Constitution): High constitution gives you extra hit points whenever you
- go up a level.
-
- Chr (Charisma): Affects the prices a shopkeeper will give you in a shops, and
- adds to the chance of success with a succubus/incubus. You can increase
- this with a ring of adornment.
-
- Wis (Wisdom): This is what is taken into account when you pray to your god
- and the chance of getting something from a pilgrim. Increase this with a helm
- of brilliance.
-
- Int (Intelligence): Helps to determine whether you can transcribe a spell or,
- more to the point, the chance that you'll be able to cast it. This is also
- increased with a helm of brilliance.
-
- ------------------------------------------------------------------------------
- SURVIVAL:
-
- If you are low on hit points, or are worried about the zoo that you just
- stumbled across while blind and confused, there are two primary methods to
- survive beyond running away: engraving Elbereth and a scroll of scare
- monster. As an interesting note, if you happen to get the message "This
- water gives you bad breath," you will scare monsters near you away (due to
- your awful halitosis).
-
- Engraving Elbereth:
-
- If you engrave "Elbereth" in the dust and keep standing on it, most monsters
- will not attack you. Note that humans, elves, soldiers, shopkeeper, etc. (in
- short, all @'s) will not regard Elbereth, and other monsters may throw things
- at you. Dragons can also still use their breath weapons against you. If you
- swing at them or throw things at them you will scuff out the engraving,
- allowing them to attack. Also, in most cases the writing will eventually
- fade out. How long it takes to fade or scuff is dependent on what you used
- to engrave. Your fingers will do, but not for long. A weapon is really good,
- but you tend to dull blades that way (athames will not dull from engraving).
- Some wands, magic markers, and other objects can also be used to engrave,
- although it will take a charge to do so (wands of fire or digging are excellent
- for engraving, for instance). The trick here is to levitate, which will
- prevent you from scuffing the writing.
-
- Scare monster:
-
- Monsters (this does not include humans) will not cross a scroll of scare
- monster. Thus, you can stand on it, and they will not attack you (similar to
- Elbereth), or you could drop it in a doorway, and the monsters would not come
- through (good way to cork the bottleneck of a zoo).
-
- Every time you drop/pick up a scroll of scare monster it moves toward a cursed
- state. Drop a blessed scroll, pick it up it is uncursed. Drop that uncursed
- scroll, pick it up it is cursed. Drop that cursed scroll, pick it up it turns
- to dust. (Incidentally, placing a scroll of scare monster in a chest and then
- picking it up later will not change its status.) Thus, if you pick up a
- scroll that turns to dust, it is a worn out scare monster scroll. One neat
- trick is to keep blessing the scroll after you use it, so that you can use it
- over and over again.
-
- Note: Minotaurs seems to be an exception to the rule here. Standing on this
- does nothing against them.
-
- ------------------------------------------------------------------------------
- THRONE EFFECTS:
-
- When you sit upon a throne, you have a one in six chance of having some effect
- take place. The effects which can take place are as follows (equal chances):
-
- 1. You lose 3-6 points from a random attribute, and lose 1-10 hp.
- 2. One point is added to random attribute.
- 3. A [massive] charge of electricity shoots through your body! (You lose 1-6
- hp if shock resistant. Otherwise you lose 1-30 hp.)
- 4. You feel much, much better! (If your hp are within 5 of max, add 4 to max.
- Hp are raised to max, heal blindness, sickness, and bad legs.)
- 5. You notice you have no gold. (All gold lost)
- You feel a strange sensation. (If you have no gold)
- 6. You feel your luck is changing. (If luck + random of [0-4] < 0, +1 luck)
- Otherise, you can wish for an item.
- 7. You hear a voice echo: "Thy audience has been summoned, Sire!" (Rather
- obvious: lots of nasties get summoned.)
- 8. You hear a voice echo: "By thy imperious order, Sire!" (You get to
- genocide one creature.)
- 9. You hear a voice echo: "A curse upon thee for sitting upon this most holy
- throne." (If luck > 0, blinded for 250-349 turns; else random item cursed)
- 10. An image forms in your mind. (If luck < 0 or you have intrinsic see
- invis. - magic maps level)
- Your vision clarifies. (Otherwise gain see invisible)
- 11. You feel threatened. (Aggravte monsters if luck < 0)
- You feel a wrenching sensation. (Otherwise teleport)
- 12. You are granted a gift of insight. (Identify item(s) in pack)
- 13. Your mind turns into a pretzel. (You are confused for 16-22 turns)
-
- ------------------------------------------------------------------------------
- UNICORN HORNS:
-
- When a)pplied, an uncursed or blessed unicorn horn can do any or all of the
- following: cure blindness, stop confusion, stop hallucination, cure sickness,
- stop stunning, or restore ability. Note that if the unicorn horn is cursed,
- these effects will be reversed.
-
- You can #d)ip a unicorn horn in a potion, and if the potion is a potion of
- confusion, hallucination, or sickness, the potion will become a potion of
- water. If it says, "Interesting," the potion is of another type.
-
- Unicorn horns will not rust, and they enchant well, so they make ideal
- weapons, especially against rust monsters, acid blobs, etc.
-
- ------------------------------------------------------------------------------
- WISHES:
-
- There are five ways to get wishes. These are:
-
- 1. A wand of wishing (Note for poly-pilers here: It is no longer possible
- to polymorph something into a wand of wishing.)
- 2. A magic lamp - djinni appears and is grateful for his release (Also no
- longer possible to create via a polymorph.)
- 3. A fountain (water demon appears and is sometimes grateful for his release)
- Water demons can be summoned by either quaffing or dipping something in
- the fountain. The demon will usually kill you, but I usually try quaffing
- in all fountains with low-level characters.
- 4. Occasionally, a glowing potion will have a djinni in it who is grateful
- for his release.
- 5. Sitting on a throne can occasionally give you a wish. (See THRONE EFFECTS)
-
- To wish effectively, you should wish for an item (or items) that can
- (literally) be placed in your inventory. You could wish for a "wide sword"
- and get one. Better yet, you could wish for a "+3 wide sword" and you would
- at least get a wide sword. Whether you get the asked for enchantments depends
- on a random factor. You may wish for an enchantment as high as you want, but
- your chances of getting it go exponentially downwards after +3. Thus, you're
- better off wishing for "+2 gray dragon scale mail" than let's say "blessed +4
- gray dragon scale mail." In either case you would get at least +0 gray dragon
- scale mail (although it might be cursed). If the item is one that often comes
- in multiples (scrolls or potions, for example) instead of having an
- enchantment, you can wish for several (i.e. 3 scrolls) and have a good chance
- of getting them. The exceptions to this rule are gold, which you can wish for
- a lot of, and rocks, which you can wish for as many as you like.
-
- The general modifiers to use when wishing are, of course, "blessed,"
- "uncursed," and "cursed." A specific modifier for small missile weapons is
- "poisoned" (as it appears in your inventory). Also there are named weapons
- (artifacts), as in a "blessed +3 wide sword named Stormbringer."
-
- Here's a few useful items and the exact wording you need to use to get them:
- "blessed +3 war hammer named Mjollnir"
- "blessed +3 broadsword named Stormbringer"
- "blessed +3 katana named Snickersnee"
- "blessed +3 long sword named Excalibur"
- "blessed +3 gray dragon scale mail"
- "blessed +3 helm of telepathy"
- "blessed +3 pair of speed boots"
- "blessed +3 gauntlets of power"
- "blessed +3 shield of reflection"
- "blessed +3 cloak of displacement"
- "blessed +3 Hawaiian shirt"
- "blessed amulet of life saving"
- "3 blessed potions of gain ability"
- "3 blessed scrolls of genocide"
- "3 cursed scrolls of genocide" (caution is advised)
- "blessed spellbook of identify" (you can never get more than one spellbook)
- "blessed ring of levitation"
- "wand of polymorph"
- "blessed tinning kit" (makes blessed tins)
- "figurine of a gray dragon" (for that pet gray dragon you've always wanted)
-
- ------------------------------------------------------------------------------
- GAME MESSAGES:
-
- "You feel a momentary chill." - fire resistance gained
- "You feel a strange mental acuity." - telepathy gained
- "You feel controlled." - teleport control gained
- "You feel feverish." - lycanthropy gained*
- "You feel foolish." - wisdom decreased
- "You feel full of hot air." - cold resistance gained
- "You feel healthy." - poison resistance gained
- "You feel hardy." - poison resistance gained
- "Your health currently feels amplified." - shock resistance gained
- "You feel hidden." - invisibility gained
- "You feel in control of yourself." - teleport control gained
- "You feel sensitive." - warning gained
- "You feel strong." - strength increased
- "You feel tough." - constitution increased
- "You feel very firm." - disintegration res. gained
- "You feel very jumpy." - teleportation gained
- "You feel vulnerable." - constitution decreased
- "You feel wide awake." - sleep resistance gained
- "You hear a low buzzing." - hive on level
- "You hear an angry drone." - hive on level
- "You hear the sound of crashing rock." - dwarf, rock mole, or umber hulk
- "You hear a scepter being pounded in judgement"- throne room on level
- "You hear someone scream off with her head." - throne room on level
- "You hear a jackal howling at the moon." - werejackal on level
- "You hear a slurping sound." - gelatanous cube on level
- "You hear a gulping sound." - ochre jelly nearby
- "You hear a gurgling noise." - sink on level
- "You seem to hear Donald Duck." - fountain on level
- "You hear a dishwasher." - sink on level
- "You hear a mumbled curse." - monster trying to curse you
- "You hear a slow drip." - sink on level
- "You hear bubbling water." - sink on level
- "You hear someone counting money." - vault on level
- "You hear someone cursing shoplifters." - shop on level
- "You hear the chime of a cash register." - shop on level
- "You hear someone searching." - you robbed a vault the hard way
- "You hear the footsteps of a gaurd on patrol." - vault on level
- "You hear the sound of a door opening." - monster has opened a door
- "You hear the splashing of a naiad." - fountain on level
- "You hear water falling on coins." - fountain on level
- "Your health currently feels amplified!" - shock resistance gained
- "You hear the howling of CwnAnnwn." - character in bad shape
- "You hear the wailing of the Banshee." - you have 1 HP left
- "You hear a sound that reminds you of a trained seal."
- - zoo on level
- "You hear a sound that vaguely reminds you of an elephant stepping on a peanut."
- - zoo on level
- "You hear a rushing sound." - an invisible swallower just
- missed you (air elemental, etc.)
-
- * Lycanthropy means that you will periodically change into a were-thing.
- ------------------------------------------------------------------------------
- GENERAL HINTS:
-
- Lizard corpses, like food rations, won't ever spoil.
- It is a GREAT idea to give like-aligned priests 400*your level in gold.
- If you attack a rival priest in his temple, his god will fight for him, so
- make it your temple first (i.e. convert the altar).
- A guaranteed way to change your alignment is to kill of a unicorn of your
- alignment and offer the fresh corpse at an altar of the god whose alignment
- you wish to convert to.
- Friendly monsters may become tame if you give them the right food (try tripe).
- Zombie and mummy corpses are already old corpses, so can't be sacrificed
- (however, they can be eaten before they spoil).
- The bigger the sacrifice, the better the reward.
- Eating a clove of garlic cures lycanthropy. Prayer can too.
- You can use a wand of polymorph to polymorph objects as well as monsters.
- A ring of warning warns: white, pink, red, ruby, purple, and run at black.
- Kicking is great for killing monsters at low levels (especially for Samurais
- and priests).
- DON'T kick in shop doors that are closed for inventory.
- A wand of digging makes a quick way down (use '>' for the direction).
- Fill trapdoors with boulders. You can also cross water this way.
- When dipping in holy water, amber means uncursed, light blue means blessed.
- Dipping a corpse in holy water preserves it.
- Dipping a dart may identify a potion of sickness (it poisons the dart).
- To make a scroll blank and or holy/unholy water normal, zap a wand of
- cancellation at it.
- To use a wand on yourself, use '.' for the direction.
- Blessed magic lamps always give wishes if they have a charge.
- To identify a gray stone, kick it. Lodestones don't move.
- When you run into a great number of statues, DON'T look out.
- Jubilex cannot be hurt by cockatrice corpses.
- Zap monsters that engulf you with a wand of digging.
- To find the mimics in a shop, walk in, then back out.
- To create a scroll with a magic marker just write the name of the scroll on a
- blank scroll (i.e. "magic mapping").
- If you are wearing dragon scale mail and get polymorphed, you will polymorph
- into the same type of dragon as your dragon scale mail.
- Being magic resistant prevents teleport traps from working properly.
- You cannot pick up item while levitating, therefore it is not always good to
- be levitating. However, vampire lords levitate but can pick up objects.
- If you want to stop levitating, just fly over a sink, and you will.
- Mirrors may be used to scare some monsters. They also, of course, kill Medusa.
- If you cannot eat it now, tin it or freeze it.
- You can wield a cockatrice corpse if you're wearing gloves, but don't go down
- stairs while carrying one, especially if you are overloaded. They are
- wonderful for clearing out zoos, barracks, and throne rooms.
- To determine whether an item is blessed, regular, or cursed, drop it on an
- altar. If the glow is amber, it's blessed. Black means cursed.
- Dropping water or unholy water at a lawful altar will turn it into holy water.
- Dropping water (holy or unholy) at a neutral altar will make it normal water.
- Dropping water or holy water at a chaotic altar will make it unholy water.
- A ring of levitation will protect you from a xan (they're real short).
- It is possible to lose telepathy if you are not chaotic and you kill a
- peaceful human.
- Gremlins can steal intrinsics from you.
- It is possible to jump through an escaped trapdoor by hitting >.
-
- ------------------------------------------------------------------------------
- AMULETS:
-
- Note: for all item lists, the "Prob" column lists the relative probability
- of that particular item being randomly generated (when a level is created,
- a monster is killed, an item is polymorphed, etc.).
-
- Name Effect Prob Weight
- ----------------------------------------------------------
- | amulet of change | Polymorph(chng sex)| 150 | 2 |
- | amulet of esp | Telepathy | 190 | 2 |
- | amulet of life saving | Life saved | 90 | 2 |
- | amulet of reflection | Reflecting | 90 | 2 |
- | amulet of restful sleep | Sleep | 150 | 2 |
- | amulet of strangulation | Strangled | 150 | 2 |
- | amulet versus poison | Poison resistance | 180 | 2 |
- | Amulet of Yendor | ----- | 0 | 0 |
- ----------------------------------------------------------
-
- Amulet of esp - gives intrinsic telepathy.
- Amulet of life saving - will save your life once. After you die it brings you
- back up to max hp. Note that if you choke on something while wearing one
- of these, you're liable to keep right on eating and choke again. Also,
- this won't save you if you genocide whatever you are.
- Amulet of Yendor - no effect from wearing. When in your possession prevents
- level teleport, often prevents normal teleports, randomly maps out blocks
- of level around you, and causes spell casting to take more energy.
- Amulet of restful sleep - waits many turns, and then causes you to go to
- sleep (against your will).
-
- ------------------------------------------------------------------------------
- IDENTIFYING AMULETS:
-
- Identifying amulets is a process of elimination, starting with determining
- whether or not the amulet is cursed. Determining whether it's cursed is easy
- enough if you're a priest or have a pet on hand. If the amulet is cursed,
- don't wear it - there are too many nasty things cursed amulets can do. If the
- amulet isn't cursed, it's probably either an amulet of esp, life saving,
- reflection, or versus poison. However, watch out - amulets of change often
- aren't cursed. So, if you don't mind risking the possibility of changing
- sexes (and character name), try it on and see what it does. To see if it's an
- amulet of esp, get blinded (put on a blindfold, quaff a potion of blindness,
- etc.). If you can suddenly see all the monsters on the level, that's what it
- is. Next, find a room away from all the monsters, and zap a wand at the wall
- so that it bounces at you (do this with a wand that you're immune to, or
- something non-harmful like a sleep ray). If your medallion reflects the ray,
- it's an amulet of reflection. Finally, try eating something poisonous. If it
- doesn't do you any harm, it's vs. poison. If none of these are the case, you
- know it's an amulet of life saving - one of the most valuable items in the
- game.
-
- ------------------------------------------------------------------------------
- ARMOR:
- AC
- Name Description Wt Cost Mod Rust
- ---------------------------------------------------------------------------
- | banded mail | | 8 | 90 | -6 | Y |
- | bronze plate mail | | 9 | 400 | -6 | N |
- | chain mail | | 6 | 75 | -5 | Y |
- | cloak of displacement | | 2 | 50 | -1 | N |
- | cloak of invisibility | | 2 | 60 | -1 | N |
- | cloak of magic resistance | | 2 | 60 | -1 | N |
- | cloak of protection | | 2 | 50 | -3 | N |
- | crystal plate mail | | 9 | 820 | -7 | N |
- | dragon scale mail | | 5 | 1000 | -9 | N |
- | dwarvish cloak | colorful hooded cloak | 2 | 50 | 0 | N |
- | dwarvish iron helm | hard hat | 3 | 20 | -2 | Y |
- | dwarvish mithril-coat | | 2 | 240 | -6 | N |
- | dwarvish roundshield | large round shield | 4 | 7 | -2 | Y |
- | elven boots | | 3 | 8 | -1 | N |
- | elven cloak | | 2 | 60 | -1 | N |
- | elven mithril-coat | | 2 | 240 | -5 | N |
- | elven shield | blue and green shield | 2 | 3 | -2 | Y |
- | fumble boots | | 4 | 30 | -1 | N |
- | gauntlets of dexterity | | 2 | 50 | -1 | N |
- | gauntlets of fumbling | | 2 | 50 | -1 | N |
- | gauntlets of power | | 2 | 50 | -1 | Y |
- | orcish chain mail | black chain mail | 6 | 75 | -5 | Y |
- | orcish cloak | black mantelet | 2 | 40 | 0 | N |
- | orcish helm | black cap | 3 | 10 | -1 | Y |
- | orcish ring mail | black ring mail | 5 | 80 | -2 | Y |
- | orcish shield | red-eyed shield | 3 | 3 | -1 | Y |
- | fedora | | 1 | 8 | -1 | N |
- | hawaiian shirt | | 2 | 5 | 0 | N |
- | helmet | | 2 | 10 | -1 | Y |
- | helm of brilliance | | 2 | 50 | -1 | Y |
- | helm of opposite alignment | | 2 | 50 | -1 | Y |
- | helm of telepathy | | 2 | 50 | -1 | Y |
- | high boots | jackboots | 4 | 12 | -2 | N |
- | iron shoes | hard shoes | 5 | 16 | -2 | Y |
- | jumping boots | | 4 | 50 | -1 | N |
- | large shield | | 4 | 7 | -2 | Y |
- | leather armor | | 2 | 5 | -2 | N |
- | leather gloves | | 2 | 8 | -1 | N |
- | levitation boots | | 4 | 30 | -1 | N |
- | low boots | walking shoes | 3 | 8 | -1 | N |
- | mummy wrapping | | 2 | 2 | 0 | N |
- | plate mail | | 9 | 600 | -7 | Y |
- | ring mail | | 4 | 100 | -3 | Y |
- | scale mail | | 5 | 45 | -4 | Y |
- | shield of reflection | polished silver shield | 3 | 50 | -2 | N |
- | small shield | | 2 | 3 | -1 | Y |
- | speed boots | | 4 | 50 | -1 | N |
- | splint mail | | 8 | 80 | -6 | Y |
- | studded leather armor | | 3 | 15 | -3 | N |
- | Uruk-hai shield | white-handed shield | 4 | 3 | -1 | Y |
- | water walking boots | | 4 | 50 | -1 | N |
- ---------------------------------------------------------------------------
-
- ------------------------------------------------------------------------------
- ARMOR EFFECTS:
-
- Cloak of displacement - displaces you, causing first hit against you by a
- monster to miss and other hits to be at a severe disadvantage.
- Cloak of invisibility - makes you invisible.
- Cloak of magic resistance - gives you resistance against magic, such that
- certain spells won't work against you and magic traps like teleport traps
- won't have any effect on you.
- Cloak of protection - makes your AC better.
- Dragon scale mail - depending upon the type of dragon scale mail (red, gray,
- etc.) it will give you a different immunity. See DEAD MONSTERS for
- information about what immunity each dragon type provides.
- Elven boots - gives you stealth (i.e. if you walk into a room, a monster that
- is asleep will not wake up).
- Elven cloak - gives you stealth.
- Fumble boots - makes you drop your weapon, stumble and fall occasionally, etc.
- Tends to be cursed.
- Gauntlets of dexterity - increases your dexterity by the defense bonus.
- Gauntlets of fumbling - makes you drop your weapon, stumble and fall
- occasionally, etc. Tends to be cursed.
- Gauntlets of power - increases your strength to 25.
- Helm of brilliance - adds bonus to your intelligence and wisdom (i.e. a +1
- helm will add one point to each).
- Helm of opposite alignment - changes your alignment to opposite, or if neutral
- to random alignment. It can be removed to return to the original alignment.
- Helm of telepathy - gives you telepathy, as the intrinsic, but you don't have
- to be blind to use it. When not blind, only gives telepathy in vicinity,
- not for the entire screen.
- Jumping boots - allows you to jump up to two squares away.
- Levitation boots - causes you to levitate. (Nasty if cursed)
- Shield of reflection - ray attacks (like lightning, fire, gas) are reflected,
- and also prevents gaze attacks where the monster gazes at you. Note that
- this will not help if you look at the monster (i.e. the medusa).
- Especially useful against dragons and floating eyes.
- Speed boots - doubles your speed. Allows you to have more attacks and be able
- to run away better.
- Water walking boots - allows you to safely walk on water.
-
- ------------------------------------------------------------------------------
- IDENTIFYING ARMOR:
-
- Identifying armor is usually pretty simple. First, make sure the armor isn't
- cursed (again, simple enough if you're a priest of have a pet on hand). Then,
- simply try it on. Any bonuses will immediately be identified for you.
- Certain items will also do other things, as listed above, and these effects
- will show up immediately. The only two types of armor that are somewhat
- difficult to identify are water walking boots and jumping boots. Jumping
- boots can be identified by trying to #jump once you've put them on. If you
- can jump, that's what they are. Water walking boots are only positively
- identifiable (short of a scroll of identify or equivalent) by taking a step of
- faith and trying to tread on the wet stuff.
-
- ------------------------------------------------------------------------------
- FOOD:
-
- Name Prob Wt Nutr. Special effects
- ------------------------------------------------------------------------------
- | apple | 10 | 1 | 50 | |
- | banana | 7 | 1 | 80 | |
- | candy bar | 7 | 1 | 100 | |
- | carrot | 15 | 1 | 50 | Cures blindness |
- | cram ration | 20 | 3 | 600 | |
- | cream pie | 25 | 1 | 100 | Throw to blind monsters |
- | clove of garlic | 5 | 1 | 40 | Scares off vampires |
- | egg | 75 | 1 | 80 | Could be deadly! |
- | food ration | 385 | 4 | 800 | |
- | fortune cookie | 55 | 1 | 40 | Gives hints, some true |
- | K-ration | 0 | 1 | 400 | |
- | lembas wafer | 20 | 1 | 800 | |
- | lump of royal jelly | 0 | 1 | 200 | Increases strength & fixes bad legs |
- | melon | 7 | 1 | 100 | |
- | orange | 7 | 1 | 80 | |
- | pancake | 40 | 1 | 200 | |
- | pear | 7 | 1 | 50 | |
- | slime mold | 75 | 1 | 250 | |
- | tin | 75 | 1 | * | Spinach increases strength** |
- | tripe ration | 150 | 2 | 200 | Feed to pets |
- ------------------------------------------------------------------------------
- * Variable
- ** These may also be a monster type: i.e. floating eyes will give esp.
-
- ------------------------------------------------------------------------------
- DEAD MONSTERS:
-
- Eating certain dead monsters (monster corpses) can confer intrinsics or have
- other effects. Generally intrinsics are conferred by eating a monster with
- that intrinsic, although certain individual monsters or monster types can also
- confer intrinsics or have other effects.
-
- If you eat a monster with one of the following intrinsics, you will have a
- chance of gaining that intrinsic yourself. The major exception in all cases
- are baby dragon corpses, which can never confer intrinsics (so as to prevent
- polymorph abuse via laying of eggs). Note also that each monster corpse may
- only confer one of these intrinsics, and they are tested for in the order in
- which they are listed.
-
- Monster
- Intrinsic Chance of gaining
- --------- -----------------
- Teleport - monster level / 10
- Tel. Cont. - monster level / 15
- Fire Res - monster level / 15
- Cold Res - monster level / 15
- Disin Res - monster level / 15
- Pois Res - monster level / 15 (exceptions: killer bee and scorpion are 1/4)
- Shock Res - monster level / 15
- Sleep Res - monster level / 15 (exceptions: undead cannot confer this)
-
- In addition, the eating the following monster corpses can also have effects as
- noted:
-
- bat - You become stunned for 30 rounds.
- chameleon - Polymorphs you.
- floating eye - You gain telepathy.
- giant bat - You become stunned for 60 rounds.
- giant mimic - You mimic a pile of gold for 50 rounds.
- large mimic - You mimic a pile of gold for 40 rounds.
- lizard - Cures stunning and confusion, and will stop you from
- turning to stone.
- nurse - Restores all lost hit points
- quantum mechanic - If you are currently fast, will bring your speed to normal.
- Otherwise, doubles your speed.
- small mimic - You mimic a pile of gold for 20 rounds.
- stalker - If you are already invisible, you will gain intrinsic
- invisibility and intrinsic see infisible. Otherwise, you
- will become invisible for a random time period. Also, you
- will be stunned for 60 rounds in either case.
- violet fungus - Makes you hallucinate for 200 rounds.
- werejackal - You catch lycanthropy (i.e. become a werejackal)
- wererat - You catch lycanthropy (i.e. become a wererat)
- werewolf - You catch lycanthropy (i.e. become a werewolf)
- wraith - Gain one experience level, up to level 30
- yellow light - You become stunned for 60 rounds.
-
- Finally, other intrinsics or effects may be conferred as follows:
-
- Monsters which attack via stunning will cause you to hallucinate for 200
- rounds if their corpse(s) are eaten.
-
- If you eat a giant corpse, your strength will be increased.
-
- Monsters that are acidic when eaten will stop you from turning to stone.
-
- ------------------------------------------------------------------------------
- GEMS:
-
- Name Color Prob Wt Value
- -------------------------------------------------------------
- | amber | yellowish brown | 11 | 1 | 1000 |
- | amethyst | violet | 19 | 1 | 600 |
- | aquamarine | green | 10 | 1 | 1500 |
- | blue glass | blue | 131 | 1 | 0 |
- | diamond | white | 4 | 1 | 4000 |
- | dilithium crystal | white | 3 | 1 | 4500 |
- | emerald | green | 7 | 1 | 2500 |
- | fluorite | violet | 22 | 1 | 400 |
- | garnet | red | 17 | 1 | 700 |
- | green glass | green | 131 | 1 | 0 |
- | jade | green | 23 | 1 | 300 |
- | jasper | red | 21 | 1 | 500 |
- | loadstone | gray | 10 | 50 | 1 |
- | luckstone | gray | 10 | 1 | 60 |
- | opal | white | 15 | 1 | 800 |
- | red glass | red | 131 | 1 | 0 |
- | ruby | red | 5 | 1 | 3500 |
- | sapphire | blue | 6 | 1 | 3000 |
- | topaz | yellowish brown | 13 | 1 | 900 |
- | turquoise | green | 8 | 1 | 2000 |
- | violet glass | violet | 131 | 1 | 0 |
- | white glass | white | 131 | 1 | 0 |
- | yellowish brown glass | yellowish brown | 131 | 1 | 0 |
- -------------------------------------------------------------
-
- Note: the color of certain gems are randomly changed as appropriate (although
- they will all be the same in any given game). For instance, aquamarines can
- be either blue or green.
-
- ------------------------------------------------------------------------------
- POTIONS:
-
- Name Prob Cost
- ---------------------------------
- | blindness | 45 | 150 |
- | booze | 45 | 50 |
- | confusion | 45 | 100 |
- | enlightenment | 20 | 200 |
- | extra healing | 50 | 100 |
- | fruit juice | 70 | 50 |
- | gain ability | 45 | 300 |
- | gain energy | 45 | 150 |
- | gain level | 20 | 300 |
- | hallucination | 45 | 100 |
- | healing | 65 | 100 |
- | invisibility | 45 | 150 |
- | levitation | 45 | 200 |
- | monster detection | 45 | 150 |
- | object detection | 45 | 150 |
- | paralysis | 45 | 300 |
- | restore ability | 45 | 100 |
- | see invisible | 45 | 50 |
- | sickness | 45 | 50 |
- | speed | 45 | 200 |
- | water (clear) | 125 | 100 |
- ---------------------------------
-
- ------------------------------------------------------------------------------
- POTION QUAFFING EFFECTS:
- Cur = cursed potion (unless specifically mentioned, same as regular)
- Reg = regular potion quaffed
- Bls = blessed potion (unless specifically mentions, same as regular)
- Cnf = potion quaffed while confused
- Bld = potion quaffed while blind
- Hal = potion quaffed while hallucinating
-
- Blindness
- Reg - You become blind for a random time period.
- "A cloud of darkness falls upon you."
- Hal - "Bummer! Everything is dark! Help!"
- Booze
- Bls - No effect.
- Reg - You are confused for a random time period.
- "Ooph! This tastes like liquid fire!"
- Cur - Knocks you unconscious for a time.
- "You pass out. You awake with a headache."
- Hal - "Ooph! This tastes like furniture polish!"
- Confusion
- Reg - You are confused for a random time period.
- "Huh, What? Where am I?"
- Hal - "What a trippy feeling!"
- Enlightenment
- Cur - No effect.
- "You have an uneasy feeling."
- Reg - Know intrinsics.
- "You feel self-knowledgeable..."
- Bls - Know intrinsics and adds one to Int and Wis.
- Extra healing
- Reg - Heals you (or adds 2 points to max. if at max.), and cures blindness
- and sickness.
- "You feel much better."
- Bls - Heals you (or adds 5 pts. to max if at max), and cures blindness and
- sickness.
- Fruit juice
- Cur - "Yecch! This tastes rotten."
- Reg - Gives small amount of sustenance.
- "This tastes like [fruit] juice."
- Hal - "Yecch! This tastes overripe."
- "This tastes like 10% real [fruit] juice all-natural beverage."
- Gain ability
- Cur - No effect.
- "Ulch! That potion tasted foul!"
- Reg - Adds one to random stat.
- Bls - Adds one to all stats.
- Gain energy
- Cur - Removes energy points.
- "You feel lackluster."
- Reg - Adds to max energy points.
- "Magical energies course through your body."
- Gain level
- Cur - Raises you through the ceiling to the level above.
- "You rise up, through the ceiling!"
- Unless you are on level one and don't have the Amulet, or are in the
- endgame, in which case...
- "You have an uneasy feeling."
- Reg - Adds one level (up to max. of level 30)
- "You feel more experienced."
- Bls - Takes you halfway to next level as well (or adds xp at level 30)
- Hallucination
- Reg - You hallucinate for a random time period.
- "Oh wow! Everything looks so cosmic!"
- Healing
- Reg - Heals you (or adds 1 point to max. if at max.) and cures blindness.
- "You begin to feel better."
- Bls - Heals you and cures blindness and sickness.
- Invisibility
- Cur - Aggravates monsters.
- "For some reason, you feel your presence is known."
- Reg - Makes you invisible for a random time period.
- "Gee! All of a sudden you can't see yourself."
- Bls - Player's choice whether permanent or not.
- Bld - "You feel rather airy."
- Hal - "Far out, man! You can see right through yourself!"
- Levitation
- Cur - Bumps your head on the ceiling
- Bls - Asks number of turns (1-300) to levitate.
- Hal - "You're floating in the air!"
- Monster detection
- Reg - You are shown where monsters are on level.
- "You sense the presence of monsters."
- "You feel threatened." (if no monsters on level)
- Cur - They know where you are.
- Object detection
- Cur - All mimics disguised as objects know where you are.
- Reg - You are shown where objects are on level.
- "You sense the presence of objects."
- "You have a strange feeling." (if no objects on level)
- Paralysis
- Reg - You are paralyzed for a random time period.
- "Your feet are frozen to the floor!"
- Unless you are levitating, in which case...
- "You are motionlessly suspended."
- Restore ability
- Cur - No effect.
- "Ulch! This makes you feel mediocre!"
- Reg - One stat restored.
- "Wow! This stuff makes you feel good!"
- Bls - All stats restored.
- "Wow! This stuff makes you feel great!"
- See invisible
- Cur - "Yecch! This tastes rotten."
- Reg - Cures blindness, see invisible for a random time.
- "This tastes like [fruit] juice."
- Bls - Intrinsic see invisible.
- Hal - "Yecch! This tastes overripe."
- "This tastes like 10% real [fruit] juice all-natural beverage."
- Sickness
- Reg - Stats lost, sickness, and lose hp.
- "Yech! This stuff tastes like poison."
- If poison resistant, or a healer, lessened effects.
- "But in fact it was biologically contaminated [fruit] juice."
- "Fortunately, you have been immunized."
- Bls - Does 1 hp damage to you.
- "But in fact it was mildly stale [fruit] juice."
- Hal - Stops hallucination.
- "You are shocked back to your senses."
- Speed
- Reg - Heals wounded legs and doubles movement rate temporarily.
- "You are suddenly moving much faster."
- "Your legs gain new energy." (if already fast)
- Water
- Cur - Unholy water. Will curse items #d)ipped in it.
- "You feel full of dread."
- If undead, demon, or chaotic you gain 2-12 hp:
- "You feel quite proud of yourself."
- If lawful, you lose 2-12 hp:
- "This burns like acid!"
- Reg - Reduces hunger. Will erase scrolls if #d)ipped in it.
- "This tastes like water."
- "This tastes like impure water."
- Bls - Holy water. Cures sickness. Will bless items #d)ipped in it.
- "You feel full of awe."
- Cures lycanthropy:
- "Your affinity to [jackals/rats/wolves] disappears!"
- "You feel purified."
- If undead, demon, or chaotic you lose 2-12 hp:
- "This burns like acid!"
-
- ------------------------------------------------------------------------------
- POTION THROWING EFFECTS:
- All = monster hit with a cursed, regular, or blessed potion
- Cur = monster hit with a cursed potion
- Reg = monster hit with a regular potion
- Bls = monster hit with a blessed potion
- Bld = monster hit with a potion thrown while blind
-
- Blindness
- All - The monster hit becomes temporarily blinded.
- Booze
- All - The monster hit becomes confused.
- Confusion
- All - The monster hit becomes confused.
- Extra healing
- All - The monster hit is healed up to maximum hit points.
- "The [monster name] looks sound and hale again."
- Bld - No message.
- Gain ability
- All - The monster hit is healed up to maximum hit points.
- "The [monster name] looks sound and hale again."
- Bld - No message.
- Healing
- All - The monster hit is healed up to maximum hit points.
- "The [monster name] looks sound and hale again."
- Bld - No message.
- Invisibility
- All - The monster hit becomes invisible.
- Paralysis
- All - The mosnter hit becomes paralyzed for 1-25 turns.
- Restore ability
- All - The monster hit is healed up to maximum hit points.
- "The [monster name] looks sound and hale again."
- Bld - No message.
- Sickness
- All - Hit points and maximum hit points of monster hit are halved.
- "The [monster name] looks rather ill."
- Bld - No message.
- Speed
- All - Slow monsters hit become normal, while normal monsters become fast.
- Water
- Cur - Adds 2-12 hit points to undead or demons when hit.
- "The [monster name] looks healthier."
- Reg - No effect. In a future version will cause gremlins to multiply.
- Bls - Does 2-12 hit points of damage to undead or demons when hit.
-
- ------------------------------------------------------------------------------
- POTION VAPOR EFFECTS:
- All = cursed, regular, or blessed potion vapor inhaled
- Cur = cursed potion vapor inhaled
- Reg = regular potion vapor inhaled
- Bls = blessed potion vapor inhaled
- Bld = potion vapor inhaled while blind
-
- Blindness
- All - Blinds you for 1-5 turns.
- "It suddenly gets dark."
- Booze
- All - Causes you to be confused for 1-5 turns.
- "You feel somewhat dizzy"
- Confusion
- All - Causes you to be confused for 1-5 turns.
- "You feel somewhat dizzy"
- Extra healing
- All - Increases current hit points by one if under maximum.
- Gain ability
- Cur - No effect.
- "Ulch! That potion smells terrible!"
- Reg - Increases a random stat by one if that stat is under maximum.
- Bls - Increases each stat by one if that stat is under maximum.
- Halluncination
- All - No effect.
- "You have a vision for a moment."
- Healing
- All - Increases current hit points by one if under maximum.
- Invisibility
- All - No effect.
- "For an instant you could see through yourself!"
- Paralysis
- All - Paralyzes you for 1-5 turns.
- "Something seems to be holding you."
- Restore ability
- Cur - No effect.
- "Ulch! That potion smells terrible!"
- Reg - Increases a random stat by one if that stat is under maximum.
- Bls - Increases each stat by one if that stat is under maximum.
- Sickness
- All - Decreases current hit points to 1 if current hit points are under 5.
- Otherwise, decreases current hit points by 5.
- Speed
- All - Speeds you up for 1-5 turns.
- "Your knees seem more flexible now."
-
- ------------------------------------------------------------------------------
- IDENTIFYING POTIONS:
-
- There are several ways of identifying potions, mostly based upon the messages
- listed above. If you quaff a potion, you should be able to tell what it was
- from the info in the quaffing section. Throwing a potion at a monster will
- often tell you what it was from the effects on that monster (especially if you
- have a stethescope to examine it with). Finally, potions can often be
- identified by breaking them and observing the vapor effect. Set the potion
- down and kick it until it smashes. Then pay close attention to what happens.
- Oh, and remember - when that red dragon breathes fire at you and your potion
- boils and explodes, all is not lost. You still get the vapor effect, so you
- can figure out what the next one like that will do.
-
- ------------------------------------------------------------------------------
- RINGS:
-
- Name Cost
- ----------------------------------------
- | adornment | 100 |
- | aggravate monster | 150 |
- | cold resistance | 150 |
- | conflict | 300 |
- | fire resistance | 200 |
- | gain strength | 150 |
- | hunger | 100 |
- | increase damage | 150 |
- | invisibility | 150 |
- | levitation | 200 |
- | poison resistance | 150 |
- | polymorph | 300 |
- | polymorph control | 300 |
- | protection | 100 |
- | protection from shape changers | 100 |
- | regeneration | 200 |
- | searching | 200 |
- | see invisible | 150 |
- | shock resistance | 150 |
- | stealth | 100 |
- | teleport control | 300 |
- | teleportation | 200 |
- | warning | 100 |
- ----------------------------------------
-
- ------------------------------------------------------------------------------
- RING EFFECTS:
- Note that all rings except +0 rings increase your food consumptions to
- varying degrees.
-
- Adornment
- Will raise your charisma by the bonus on the ring.
- Cold resistance
- You become invulnerable to cold, including backblasts from the wand and
- freezing spheres.
- Conflict
- Causes monsters to attack each other instead of you if they are next to
- each other.
- Fire resistance
- You become invulnerable to fire, including backblasts from the wand and
- (red) dragon's breath.
- Gain strength
- Increments (or decrements if cursed) your strength by the appropriate
- amount.
- Increase damage
- Increases the damage you do to monsters when hitting them.
- Poison resistance
- You are invulnerable to poison (including poisonous corpses, but not rotted
- ones, and all poison stings, bites, and potions).
- Polymorph
- Will occasionally cause you to randomly polymorph into another creature.
- Polymorph control
- Allows you to choose what monster you turn into if you get polymorphed.
- Protection
- Increases your armor class and (probably) your saving throws by the
- appropriate amount. (Or decreases if cursed.)
- Protection from shape changers
- Forces chameleons and other shape changers to take on their true form.
- Regeneration
- Replenishes HP at about 1 a move, but increases food consumption a lot.
- Searching
- Will automatically look for hidden traps/doors.
- Shock resistance
- Lightning/other electrical resistance.
- Stealth
- Monsters don't wake up when you enter a room.
- Teleportation
- Teleports you randomly around every once in a while.
- Teleport control
- Gives you control of teleport destination, no matter what does the
- teleporting. If you try to teleport into a wall or monster, you get a
- random teleport.
- Warning
- Will glow different colours when different monsters are near.
-
- ------------------------------------------------------------------------------
- IDENTIFYING RINGS:
-
- To figure out what a ring is, again start by figuring out if the ring is
- cursed or not. If the ring is cursed, don't throw it away! It's a prime
- candidate for identification through the first method: chuck it down a sink,
- and see what happens. See the SINK EFFECTS section for more information about
- what happens when various ring types are thrown down a sink. If the ring
- isn't cursed, it probably is somewhat beneficial. Try it on. If something
- happens immediately, you'll know what it is (levitation, for example). Some
- rings can only be identified after being worn for a while - for example, a
- ring of polymorph will only polymorph you every once in a while, and a ring of
- teleport also only works now and then. Other rings can only be guessed at -
- for instance, if you suddenly can find secret doors easier than you have been,
- it might be a ring of searching. If you suddenly are killing monsters more
- easily, it might be a ring of increase damage.
-
- ------------------------------------------------------------------------------
- SCROLLS:
-
- Name Prob Cost
- -------------------------------
- | amnesia | 35 | 200 |
- | blank paper | 28 | 60 |
- | charging | 15 | 300 |
- | confuse monster | 53 | 100 |
- | create monster | 45 | 200 |
- | destroy armor | 45 | 100 |
- | enchant armor | 63 | 80 |
- | enchant weapon | 85 | 60 |
- | fire | 48 | 100 |
- | food detection | 25 | 100 |
- | genocide | 15 | 300 |
- | gold detection | 33 | 100 |
- | identify | 185 | 20 |
- | light | 95 | 50 |
- | magic mapping | 45 | 100 |
- | punishment | 15 | 300 |
- | remove curse | 65 | 80 |
- | scare monster | 35 | 100 |
- | taming | 15 | 200 |
- | teleportation | 55 | 100 |
- -------------------------------
-
- ------------------------------------------------------------------------------
- SCROLL EFFECTS:
- Cur = cursed scroll (unless specifically mentioned, same as regular)
- Reg = regular (uncursed) scroll
- Bls = blessed scroll (unless specifically mentioned, same as regular)
- Bld = messages given while blind (yes, believe it or not, they provide for
- the possibility that you may be blind, even though you can't read
- scrolls while blind...)
- Hal = messages given while hallucinating
-
- Amnesia
- Cur - Complete loss of map and spells.
- Reg - Partial loss of map and spells.
- "Thinking of Maud you forget everything else."
- "Who was that Maud person anyway?"
- "As your mind turns inward on itself, you forget everything else."
- (if your character's name is Maud)
- Bls - Partial loss of map, no loss of spells.
- Hal - "Your mind releases itself from mundane concerns."
- Blank paper
- Reg - No effect.
- "This scroll seems to be blank."
- Charging
- Reg - Charges item to original charges (can charge magic lamps)
- Bls - Charges item to maximum charges (can charge magic lamps)
- Confuse monster (effects are cumulative)
- Cur - You become confused for 1 to 100 turns.
- "You feel confused."
- Reg - The next monster you hit will become confused.
- "Your hands begin to glow red."
- Bls - Next 2-9 monsters hit will become confused.
- "Your hands glow a brilliant red."
- Bld - "Your hands begin to tingle."
- "Your hands tingle very sharply."
- Create monster
- Cur - Creates 13 to 17 random monsters.
- Reg - Creates 1 to 5 random monsters.
- Destroy armor
- Cur - Same as regular, unless outermost armor is also cursed, in which case
- you are stunned for 11-20 rounds.
- "Your [armor name] vibrates."
- Reg - Outermost armor you are wearing is destroyed.
- "Your shield crumbles and turns to dust."
- "Your helmet turns to dust and is blown away."
- "Your gloves vanish."
- "Your boots disintegrate."
- "Your skin itches." (if no armor is being worn)
- Enchant armor*
- Cur - Takes 1 point off bonus and curses random armor you are wearing.
- "Your [armor name] glows black for a moment."
- Reg - Adds +1 to bonus and uncurses random armor you are wearing.
- "Your [armor name] glows silver for a moment."
- "Your skin glows then fades." (if no armor is being worn)
- "Your [armor name] glows violently silver for a while, then
- evaporates." (if enchantment fails)
- Bls - Adds +1-3 to bonus and blesses random armor you are wearing.
- "Your [armor name] glows silver for a moment/while."
- Bld - "Your [armor name] feels warm for a moment."
- "Your skin feels warm for a moment." (if no armor is being worn)
- "Your [armor name] violently vibrates for a while, then evaporates."
- (if enchantment fails)
- Enchant weapon**
- Cur - Takes 1 point off bonus of weapon you are wielding.
- "Your [weapon name] glows black for a moment."
- Reg - Adds +1 to bonus and uncurses weapon you are wielding.
- "Your [weapon name] glows blue for a moment."
- Bls - Adds +3 to bonus and blesses weapon you are wielding.
- "Your [weapon name] glows blue for a while."
- Fire
- Cur - You lose 1 to 9 hit points and maximum hit points. Monsters within
- three squares take similar damage.
- Reg - You lose 1 to 6 hit points and maximum hit points. Monsters within
- three squares take similar damage.
- "The scroll erupts in a tower of flame!"
- "You are uninjured." (if fire resistant)
- Bls - You lose 1 to 3 hit points and maximum hit points. Monsters within
- three squares take similar damage.
- This scroll is dangerous. Will burn scrolls and explode potions.
- Food detection
- Reg - Detects all food on the level.
- Genocide
- Cur - Surrounds you with monster you tried to genocide.
- Reg - Allows you to genocide one monster type (ex. 'rothe').
- Bls - Allows you to genocide one monster class (ex. 'q' for quadruped).
- Gold detection
- Cur - As normal, but "gold" detected are actually traps.
- Reg - Detects all gold on level.
- Identify
- Cur - Identifies 1 item.
- Reg - Identifies 1 or more items (hit 'a' instead of 'y').
- Bls - Identifies 1 or more items (better chance).
- Light
- Cur - Darkens room you are in.
- Reg - Lights up room you are in.
- Magic mapping
- Cur - Partial map of the level is drawn.
- "Unfortunately, it is of a very poor quality."
- Reg - Map of the level is drawn.
- "On this scroll is a map."
- Mail
- Reg - No effect.
- "This seems to be junk mail addressed to the finder of the Eye of
- Larn." (The game of Larn sends you junk mail if you win...)
- Punishment
- Cur - Creates a very heavy iron ball and chains it to you.
- Reg - Creates a heavy iron ball and chains it to you, or if you are already
- being punished, your current iron ball becomes very heavy.
- "You are being punished."
- Bls - No effect.
- "You feel guilty."
- Remove curse
- Reg - Removes curses on worn items and will unlock iron balls.
- "You feel like someone is helping you."
- Bls - Removes curses on all items and will unlock iron balls.
- Hal - "You feel in touch with the Universal Oneness."
- Scare monster
- Cur - Aggravates monsters when read.
- "You hear a sad wailing in the distance."
- "You hear a sad wailing close by."
- Reg - Should be dropped and stood upon. When read, monsters will flee
- for a short period of time.
- "You hear maniacal laughter in the distance."
- "You hear maniacal laughter close by."
- Taming
- Cur - Causes every monster within one square of you to become non-peaceful.
- Reg - Tames every monster within one square of you, and will calm down
- angry shopkeepers within one square of you.
- Teleportation
- Cur - Teleports you randomly to a different level.
- Reg - Teleports you randomly on the level.
- Bls - Randomly teleports you on the level if you want to.
-
- * Determining your chances for successfully enchanting armor is fairly simple.
- Your chance for succeeding (and not causing the item to disintegrate due to
- over enchantment) is totally dependent upon the current bonus of the item. If
- the current bonus is three or less (five or less for elven mithril coats), you
- will always succeed. Otherwise, you have one chance out of whatever the
- current bonus of the item is. In other words, if the bonus is +4, you have a
- 1/4 or 25% chance of being successful. If the bonus is +8, you have a 1/8 or
- 12.5% chance of being successful. Thus, it is theoretically possible to
- enchant armor up to +maxint, but the laws of probability would not favor it!
-
- ** Chances for successfully enchanting weapons are far easier. Basically, you
- will always succeed if the weapon is at +5 or less. Once you're over that,
- you have a 2/3 chance of being successful each time, regardless of the bonus.
-
- ------------------------------------------------------------------------------
- CONFUSED SCROLL EFFECTS:
- All = cursed, regular, or blessed scroll
- Cur = cursed scroll (unless mentioned, same as non-confused)
- Reg = regular (uncursed) scroll (unless mentioned, same as non-confused)
- Bls = blessed scroll (unless mentioned, same as non-confused)
- Bld = messages given while blind
- Hal = messages given while hallucinating
-
- Amnesia
- Reg - Complete loss of map and spells.
- Bls - Complete loss of map, no loss of spells.
- Blank paper
- All - No effect.
- "You try to read the strange patterns on this scroll, but it
- disappears."
- Charging
- All - Puts energy points at max, or at 5-20 points above max if already at
- max (doesn't up the maximum, though).
- "You feel charged up."
- Confuse monster
- Reg - You become confused for 1 to 100 turns.
- "Your hands begin to glow purple."
- Bls - You become unconfused if confused.
- "A red glow surrounds your head."
- Bld - "Your hands begin to tingle."
- "A faint buzz surrounds your head."
- Create monster
- All - Creates 13 to 17 acid blobs.
- Destroy armor
- All - Picks a random armor you are wearing, and removes any rustproofing.
- "Your [armor name] glows purple."
- "Your bones itch." (if no armor is being worn)
- Enchant armor
- Cur - No effect.
- "Your [armor name] is covered by a mottled black glow."
- Reg - Rustproofs random armor you are wearing.
- "Your [armor name] is covered by a shimmering gold shield."
- "Your [shield name] is covered by a shimmering gold layer."
- Bld - "Your [armor name] feels warm for a moment."
- Enchant weapon
- Cur - Removes rust proofing on the weapon you are wielding.
- "Your [weapon name] is covered by a mottled purple glow."
- Reg - Rustproofs weapon you are wielding.
- "Your [weapon name] is covered by a shimmering gold shield."
- Bld - "Your weapon feels warm for a moment."
- Fire
- All - Does one hit point of damage (unless fire resistant).
- "The scroll catches fire and you burn your hands."
- "Oh, look, what a pretty fire in your hands." (if fire resistant)
- Bld - "You feal [sic] a pleasant warmth in your hands." (if fire
- resistant)
- Genocide
- Cur - Surrounds you with whatever you are (i.e. wizards).
- Reg - You genocide whatever you are.
- Gold detection
- All - As normal, but "gold" detected are actually traps.
- Identify
- All - No effect.
- "You identify the scroll as an identify scroll."
- Light
- All - Darkens room you are in.
- Magic mapping
- All - Creates an incorrect map of the level.
- "On this scroll was a map."
- Punishment
- All - No effect.
- "You feel guilty."
- Remove curse
- All - Will unlock iron balls.
- "You feel like you need some help."
- Hal - "You feel the power of the Force against you!"
- Scare monster
- All - Aggravates monsters when read.
- "You hear a sad wailing in the distance."
- "You hear a sad wailing close by."
- Taming
- Cur - Causes every monster within five squares of you to become non-
- peaceful.
- Reg - Tames every monster within five squares of you, and will calm down
- angry shopkeepers within five squares of you.
- Teleportation
- All - Teleports you to a different level.
-
- ------------------------------------------------------------------------------
- IDENTIFYING SCROLLS:
-
- Unfortunately, there aren't any easy ways to figure out what a scroll is.
- Short of using and identify scroll (or equivalent) or actually reading it, you
- can't tell what a scroll is.
-
- ------------------------------------------------------------------------------
- SPELLBOOKS:
-
- Name Prob Time Lvl Direct
- ---------------------------------------
- | cancellation | 12 | 8 | 7 | Y |
- | cause fear | 25 | 3 | 3 | N |
- | charm monster | 20 | 3 | 3 | Y |
- | clairvoyance | 15 | 3 | 3 | N |
- | cone of cold | 10 | 8 | 5 | RAY |
- | confuse monster | 37 | 2 | 2 | Y |
- | create familiar | 10 | 7 | 6 | N |
- | create monster | 37 | 3 | 2 | N |
- | cure blindness | 27 | 2 | 2 | Y |
- | cure sickness | 32 | 3 | 3 | N |
- | detect food | 37 | 3 | 2 | N |
- | detect monsters | 45 | 1 | 1 | N |
- | detect treasure | 25 | 5 | 4 | N |
- | detect unseen | 25 | 4 | 3 | N |
- | dig | 22 | 6 | 5 | RAY |
- | extra healing | 32 | 5 | 3 | N |
- | finger of death | 5 | 10 | 7 | RAY |
- | fireball | 20 | 6 | 4 | RAY |
- | force bolt | 40 | 2 | 1 | Y |
- | genocide | 5 | 10 | 7 | N |
- | haste self | 33 | 4 | 3 | N |
- | healing | 40 | 2 | 1 | N |
- | identify | 25 | 8 | 5 | N |
- | invisibility | 32 | 5 | 4 | N |
- | knock | 40 | 1 | 1 | Y |
- | levitation | 25 | 4 | 4 | N |
- | light | 45 | 1 | 1 | N |
- | magic mapping | 18 | 7 | 5 | N |
- | magic missile | 45 | 3 | 2 | RAY |
- | polymorph | 12 | 8 | 6 | Y |
- | remove curse | 25 | 5 | 5 | N |
- | restore ability | 25 | 5 | 4 | N |
- | sleep | 50 | 1 | 1 | RAY |
- | slow monster | 37 | 2 | 2 | Y |
- | teleport away | 15 | 6 | 6 | Y |
- | turn undead | 17 | 8 | 6 | Y |
- | wizard lock | 35 | 3 | 2 | Y |
- ---------------------------------------
-
- Note: If they are cursed, or you cannot handle the transcribing, then some
- bad things may happen.
- 1. Paralyzed
- 2. Lose money
- 3. Teleport and paralyze "You feel a wrenching sensation"
- 4. Blindness
-
- Blessed ones will ALWAYS work.
-
- ------------------------------------------------------------------------------
- TOOLS:
-
- Name Desc Prob Wt Cost
- -------------------------------------------------
- | bag of holding | bag | 20 | 3 | 100 |
- | bag of tricks | bag | 20 | 3 | 100 |
- | blindfold | | 55 | 2 | 20 |
- | bugle | | 6 | 3 | 15 |
- | chest | | 35 | 40 | 20 |
- | credit card | | 5 | 1 | 10 |
- | crystal ball | | 35 | 15 | 60 |
- | drum | | 4 | 4 | 25 |
- | drum of earthquake | drum | 2 | 4 | 25 |
- | expensive camera | | 5 | 3 | 200 |
- | figurine | | 35 | 5 | 80 |
- | fire horn | horn | 2 | 4 | 15 |
- | flute | | 6 | 3 | 12 |
- | frost horn | horn | 2 | 4 | 15 |
- | harp | | 4 | 10 | 50 |
- | horn | | 5 | 4 | 15 |
- | ice box | | 5 | 40 | 30 |
- | key | | 100 | 1 | 10 |
- | lamp | | 105 | 10 | 50 |
- | large box | | 40 | 40 | 20 |
- | leash | | 70 | 3 | 20 |
- | lock pick | | 55 | 2 | 20 |
- | magic flute | flute | 2 | 3 | 12 |
- | magic harp | harp | 2 | 10 | 50 |
- | magic lamp | lamp | 20 | 10 | 50 |
- | magic marker | | 15 | 1 | 50 |
- | magic whistle | whistle | 50 | 2 | 10 |
- | mirror | | 50 | 3 | 40 |
- | pick-axe | | 20 | 10 | 50 |
- | sack | bag | 40 | 3 | 20 |
- | skeleton key | key | 60 | 1 | 10 |
- | stethoscope | | 15 | 2 | 75 |
- | tinning kit | | 15 | 10 | 30 |
- | tin opener | | 25 | 1 | 30 |
- | whistle | | 120 | 2 | 10 |
- -------------------------------------------------
-
- ------------------------------------------------------------------------------
- TOOL EFFECTS:
-
- Bag of holding - will hold many items without adding their weight to your
- total pack weight. Does not work correctly, especially do not bless it
- while it is full, but curse it when full. Also, do not put a bag of
- holding, a bag of tricks, or a wand of cancellation into a bag of holding.
- Both items and contents will blow up.
- Bag of tricks - will allow you to create a monster whenever you activate it.
- Blindfold - makes you blind. Useful when you have telepathy.
- Bugle - will awaken soldiers on level. Useful for getting into castle.
- Chest - holds things, but is very heavy.
- Credit card - can be used to open locked doors.
- Crystal ball - can be used to detect things on level.
- Drum - awakens monsters; may scare them away.
- Drum of earthquake - will initiate an earthquake whose intensity depends on
- player level. That is, it creates random pits.
- Expensive camera - can be flashed at monsters to blind them. Can also blind
- self (useful if you don't have a blindfold).
- Figurine - when activated will provide a tame pet of the same type as the
- figurine.
- Fire horn - when played will act as a wand of fire; a ray of flame shoots out
- in desired direction.
- Flute - may calm snakes if player has enough dexterity. Can also be used to
- get into the castle.
- Frost horn - when played will act as a wand of cold; a ray of cold shoots out
- in desired direction.
- Harp - may calm nymph if player has enough dexterity. Can also be used to get
- into the castle.
- Horn - will awaken monsters; range depends on player level. May also scare
- monsters.
- Ice box - will prevent monster corpses from spoiling if they are promptly
- placed within the ice box.
- Key - differently shaped keys will open differently shaped locks.
- Lamp - will light up a room when activated.
- Large box - holds things, but is very heavy.
- Leash - will keep your pet with you, even if you fall through a trapdoor,
- teleport, etc. However, your pet tends to get in your way more.
- Lock pick - used to open locked doors and chests.
- Magic flute - may put monsters to sleep; area of effect depends on player
- level.
- Magic harp - charms monsters; area of effect depends on player level.
- Magic lamp - if rubbed, a djinni will appear. Djinnis from blessed lamps will
- always give wishes; from normal lamps may give a wish (random); from cursed
- lamps they will never give a wish. May be recharged once with a blessed
- scroll of charging.
- Magic marker - useful for writing graffiti on dungeon floors. Also can be
- used to write spells on blank scrolls.
- Magic whistle - will teleport all of your pets on the level to the same room
- as you.
- Mirror - can scare some monsters. Also useful for reflecting gaze attacks.
- Can be used in conjunction with blindfold to determine relative position of
- medusa or Wizard of Yendor.
- Pick-axe - can be used to dig through walls. Also useful as a weapon.
- Sack - will hold items, freeing inventory space.
- Skeleton key - will open any locked door or chest.
- Stethescope - will tell you stats on creature applied to (HP, level, AC,
- gold, etc.).
- Tinning kit - allows you to tin monster corpses to take with you. Heavy.
- Tin opener - allows you to open tins easier.
- Whistle - when blown, your pets will start heading in your direction. Other
- monsters may do likewise, though.
-
- ------------------------------------------------------------------------------
- IDENTIFYING TOOLS:
-
- Once again, make sure that the item is not cursed before playing around with
- it. Most tools are fairly obvious as to their function. For instance, a
- blindfold is always a blindfold, with no other magical properties. Certain
- items (horns, for instance) will have more than one type that appear the same
- though. Here's how you can figure out what they are:
-
- Bags - first of all, drop the bag on the ground and #loot it. If you feel
- something furry, it's a bag of tricks. Otherwise, load up until you can't
- carry anything more. Then dump some stuff into the bag (by applying it). If
- you can then pick up more, it's a bag of holding.
-
- Drums - activate the drum. If it's a drum of earthquake, you'll know it
- immediately from the pits opening up around you.
-
- Flutes - try playing the flute when you have several monsters around you. If
- they go to sleep, it's a magical flute.
-
- Harps - try playing the harp when you have several monsters around you. If
- they become charmed (tame), you have a magic harp.
-
- Horns - activate the horn, tell it to improvise, and give it a direction (if
- it asks). You'll immediately notice the effect if it's magical.
-
- Keys - try a key on various locks. If it appears to open all of them, it's
- probably a skeleton key. (Note, however, that a credit card works just as
- well, and is lighter.)
-
- Lamps - try activating the lamp. If it has no oil, it's a magic lamp.
-
- Whistles - try blowing it. If it produces a high whistle, it's normal. A
- wierd whistling will be a magic whistle.
-
- ------------------------------------------------------------------------------
- WANDS:
-
- Name Prob Cost Direct.
- ------------------------------------------
- | cancellation | 45 | 200 | Y |
- | create monster | 45 | 200 | N |
- | cold | 40 | 175 | RAY |
- | death | 5 | 500 | RAY |
- | digging | 55 | 150 | RAY |
- | fire | 40 | 175 | RAY |
- | light | 95 | 100 | N |
- | lightning | 40 | 175 | RAY |
- | locking | 40 | 150 | Y |
- | magic missile | 50 | 150 | RAY |
- | make invisible | 45 | 150 | Y |
- | nothing | 25 | 100 | Y |
- | opening | 40 | 150 | Y |
- | polymorph | 45 | 200 | Y |
- | probing | 30 | 150 | Y |
- | secret door detection | 50 | 150 | N |
- | sleep | 50 | 175 | RAY |
- | slow monster | 55 | 150 | Y |
- | speed monster | 55 | 150 | Y |
- | striking | 75 | 150 | Y |
- | teleportation | 45 | 200 | Y |
- | undead turning | 55 | 150 | Y |
- | wishing | 5 | 500 | N |
- ------------------------------------------
-
- ------------------------------------------------------------------------------
- WAND EFFECTS:
- Reg. = regular use of wand
- Eng. = when used to engrave
- Cur. = nothing different, but makes chance for explosion slightly higher.
-
- Cancellation
- Reg. - Destroys magical abilities of the monster(s) or item(s) aimed at.
- demons - cancels ability to summon other demons
- leprechauns - cancels teleport ability
- nymphs - cancels magical allure
- wraiths - cancels level drain
- Cold
- Reg. - Does heavy damage along a line. Will also freeze over pools of
- water or sections of the moat on the castle level.
- Eng. - "A few ice cubes drop off your wand."
- Create monster
- Reg. - Creates a monster right next to you.
- Eng. - Creates a monster right next to you.
- Death
- Reg. - If it hits, it kills all living things automatically.
- Eng. - "The bugs on the ground stop moving."
- Digging
- Reg. - Produces new corridor sections. Can be used to dig out of creatures
- that engulf you.
- Eng. - Identifies the wand.
- "Gravel flies up from the floor."
- Fire
- Reg. - Does heavy damage to all creatures along line. Will also evaporate
- pools of water or sections of the moat on the castle level.
- Eng. - Identifies the wand.
- "Flames fly from the wand."
- Light
- Eng. - Lights up the room.
- Reg. - Will light up a dark room.
- Lightning
- Reg. - Again, heavy damage in a line, may blind you if you get hit.
- Eng. - Identifies the wand, and blinds you.
- "Lightning arcs from the wand. You are blinded by the flash."
- Magic missile
- Reg. - Lower damage along a line, but still effective.
- Eng. - "The ground is riddled by bullet holes."
- Make invisible
- Reg. - Makes monsters permanently invisible.
- Eng. - The engraving vanishes.
- Polymorph
- Reg. - Will polymorph monster or item(s) aimed at into something else.
- Probing
- Reg. - Gives stats (hp, hp max., gold) on the monster aimed at.
- Secret door detection
- Reg. - Discovers all secret doors in room, or in sight if in a corridor.
- Will also detect hidden monsters in the room (i.e. mimics).
- Sleep
- Reg. - Causes monsters to go to sleep. (Some monsters get saving throw.)
- Eng. - "The bugs on the ground stop moving."
- Slow monster
- Reg. - Monster aimed at moves at half normal speed.
- Eng. - "The bugs on the ground slow down."
- Speed monster
- Reg. - Monster aimed at moves at twice normal speed.
- Eng. - "The bugs on the ground speed up."
- Striking
- Reg. - Hits the first monster in the direction you aim it. A wand of
- striking may also be used to destroy boulders, statues, or the
- drawbridge on the castle level.
- Eng. - "The wand unsuccessfully fights your attempt to write."
- Teleport away
- Reg. - Monster (or item) aimed at is teleported elsewhere on level.
- Undead turning
- Reg. - Causes undead creatures (zombies, skeletons, etc.) to run away.
- Raises corpses from the dead.
-
- Note: Many of these wands can be useful to zap yourself with (i.e. make
- invisible, speed monster).
-
- ------------------------------------------------------------------------------
- IDENTIFYING WANDS:
-
- When identifying a wand, generally the first thing I do is try to engrave with
- it. Many wands will be either be immediately identified upon trying to
- engrave (for instance, a wand of light will light up the room or a wand
- wishing will give you a wish), and failing that, you can often figure out what
- the wand is based upon the message that you're given.
-
- If this doesn't work, find a handy monster to zap the wand at (not your pet -
- they're not invincible). Make sure you're standing on a diagonal from the
- monster, so the wand won't bounce back at you. Now, zap the wand and see what
- happens. You'll often be able to immediately figure out what happened. (A
- brief note here: be careful not to mistake make invisible for teleport - just
- because the monster disappears doesn't mean it's not still there!)
-
- If you still can't figure out what it is, try zapping it when you're near
- where you think a secret door is (to check for secret door detection) if it's
- non-directional, or zap it at a doorway (to check for opening or locking) if
- it's directional.
-
- Failing all of these tests usually means it's a wand of nothing.
-
- ------------------------------------------------------------------------------
- WEAPONS:
-
- For information about how to compute hit probabilities and possible damage for
- each listed weapon, see the two sections on HIT PROBABILITY and DAMAGE.
-
- Damage vs.
- Name Description Prob Wt Cost Small Large
- -----------------------------------------------------------------------------
- | aklys | thonged club | 8 | 3 | 4 | 1-06 | 1-03 |
- | arrow | | 37 | 0 | 2 | 1-06 | 1-06 |
- | athame | | 0 | 2 | 4 | 1-04 | 1-03 |
- | axe | | 50 | 3 | 8 | 1-06 | 1-04 |
- | bardiche | long poleaxe | 8 | 3 | 7 | 2-08 | 3-12 |
- | bec de corbin | beaked polearm | 8 | 3 | 8 | 1-08 | 1-06 |
- | bill-guisarme | hooked polearm | 8 | 3 | 7 | 2-08 | 1-10 |
- | boomerang | | 15 | 3 | 20 | 1-09 | 1-09 |
- | bow | | 24 | 3 | 120 | 1-30 | 1-06 |
- | bullwhip | | 5 | 2 | 4 | 1-02 | 1-01 |
- | broadsword | wide sword | 8 | 4 | 10 | 2-08 | 2-07 |
- | club | | 10 | 3 | 4 | 1-06 | 1-03 |
- | crossbow | | 45 | 3 | 40 | 1-35 | 1-06 |
- | crossbow bolt | | 60 | 0 | 2 | 2-05 | 2-07 |
- | crysknife | | 0 | 3 | 100 | 1-10 | 1-10 |
- | dagger | | 25 | 2 | 4 | 1-04 | 1-03 |
- | dart | | 60 | 0 | 2 | 1-03 | 1-02 |
- | dwarvish mattock | huge shiny sword | 15 | 6 | 50 | 1-12 | 3-20 |
- | dwarvish short sword | short shiny sword | 2 | 3 | 10 | 1-07 | 1-08 |
- | dwarvish spear | shiny spear | 12 | 3 | 5 | 1-08 | 1-08 |
- | elven arrow | runed arrow | 10 | 0 | 2 | 1-07 | 1-06 |
- | elven bow | runed bow | 12 | 3 | 120 | 1-35 | 1-06 |
- | elven broadsword | wide runed sword | 4 | 4 | 10 | 2-10 | 2-07 |
- | elven dagger | large runed knife | 8 | 2 | 4 | 1-05 | 1-03 |
- | elven short sword | short runed sword | 2 | 3 | 10 | 1-08 | 1-08 |
- | elven spear | runed spear | 10 | 3 | 5 | 1-07 | 1-08 |
- | fauchard | pole sickle | 11 | 3 | 5 | 1-06 | 1-08 |
- | flail | | 40 | 3 | 4 | 2-07 | 2-08 |
- | glaive | single-edged polearm | 15 | 3 | 6 | 1-06 | 1-10 |
- | guisarme | pruning hook | 11 | 3 | 5 | 1-04 | 1-08 |
- | halberd | angled poleaxe | 16 | 3 | 10 | 1-10 | 2-12 |
- | javelin | throwing spear | 10 | 3 | 5 | 1-06 | 1-06 |
- | katana | samurai sword | 6 | 4 | 100 | 1-10 | 1-12 |
- | knife | | 25 | 2 | 4 | 1-03 | 1-03 |
- | lance | | 8 | 4 | 10 | 1-06 | 1-08 |
- | long sword | | 60 | 4 | 15 | 1-08 | 1-12 |
- | lucern hammer | pronged polearm | 10 | 3 | 7 | 2-08 | 1-06 |
- | mace | | 40 | 4 | 8 | 2-07 | 1-06 |
- | morning star | | 12 | 4 | 10 | 2-08 | 2-07 |
- | orcish arrow | black arrow | 11 | 0 | 2 | 1-05 | 1-06 |
- | orcish bow | black bow | 12 | 3 | 120 | 1-25 | 1-06 |
- | orcish dagger | large black knife | 10 | 2 | 4 | 1-03 | 1-03 |
- | orcish short sword | short black sword | 3 | 3 | 10 | 1-05 | 1-08 |
- | orcish spear | black spear | 13 | 3 | 5 | 1-05 | 1-08 |
- | partisan | vulgar polearm | 10 | 3 | 10 | 1-06 | 2-07 |
- | quarterstaff | staff | 10 | 3 | 8 | 1-06 | 1-06 |
- | ranseur | hilted polearm | 10 | 3 | 6 | 2-08 | 2-08 |
- | rubber hose | | 0 | 2 | 4 | 1-06 | 1-03 |
- | scalpel | | 0 | 1 | 4 | 1-04 | 1-03 |
- | scimitar | curved sword | 6 | 4 | 15 | 1-08 | 1-08 |
- | spear | | 55 | 3 | 5 | 1-06 | 1-08 |
- | short sword | | 6 | 3 | 10 | 1-06 | 1-08 |
- | shuriken | throwing star | 30 | 0 | 5 | 1-08 | 1-06 |
- | silver arrow | | 8 | 0 | 2 | 1-06 | 1-06 |
- | sling | | 40 | 2 | 20 | 1-04 | 1-06 |
- | spetum | forked polearm | 10 | 3 | 5 | 2-07 | 2-12 |
- | trident | | 8 | 4 | 15 | 2-07 | 3-12 |
- | two-handed sword | | 40 | 5 | 50 | 1-12 | 3-18 |
- | voulge | pole cleaver | 8 | 3 | 5 | 2-08 | 2-08 |
- | war hammer | | 15 | 3 | 5 | 2-05 | 1-04 |
- | worm tooth | | 0 | 3 | 2 | 1-02 | 1-02 |
- -----------------------------------------------------------------------------
-
- ------------------------------------------------------------------------------
- ARTIFACTS:
-
- Artifacts, also known as named weapons, are the most powerful weapons in the
- game. They can be wished for, granted by your god, and some of them can
- (rarely) be found in shops or dungeons. Excalibur may be obtained by dipping
- a longsword in a fountain (see FOUNTAIN EFFECTS), and Sting or Orcrist can be
- obtained by naming the appropriate weapons. Polymorphing a regular weapon
- into an artifact is no longer possible.
-
- Artifacts may also have special features. These special features are
- explained below. Finally, all artifacts have an alignment. This affects your
- chances of getting a given weapon from your deity (i.e. a lawful god will not
- bestow a neutral weapon).
-
- Certain weapons will have a monster listed in parentheses under the special
- section. If so, the artifact's bonuses are only gained against that type of
- monster. Against other creatures the artifact fights as a regular weapon of
- its type.
-
- For more information on how to compute hit probabilities, how much damage an
- artifact does, and what the relative hit and damage bonuses are, see the
- following sections on HIT PROBABILITY and DAMAGE.
-
- Relative Hit Bonus -. .- Relative Damage Bonus
- Name Weapon type | | Special Align
- ------------------------------------------------------------------------------
- | Cleaver | Axe | 3 12 | | C |
- | Demonbane | Long sword | 5 0 | (demons) | L |
- | Dragonbane | Broadsword | 5 0 | (dragon) | N |
- | Excalibur | Long sword | 5 10 | seek, defend, search | L |
- | Fire brand | Long sword | 5 0 | defend, fire | N |
- | Frost brand | Long sword | 5 0 | defend, cold | N |
- | Giantslayer | Long sword | 5 0 | (giants) | N |
- | Grimtooth | Orcish dagger | 2 6 | | C |
- | Mjollnir | War hammer | 5 24 | shock | L |
- | Ogresmasher | War hammer | 5 0 | (ogres) | L |
- | Orcrist | Two handed sword | 5 0 | (orcs) | L |
- | Snickersnee | Katana | 0 8 | | L |
- | Sunsword | Long sword | 5 0 | (undead) | L |
- | Sting | Elven dagger | 5 0 | warn (orcs) | L |
- | Stormbringer | Broadsword | 5 2 | defend, drain level | C |
- | Trollsbane | Morning star | 5 0 | (trolls) | L |
- | Werebane | Long sword | 5 0 | (weres) | L |
- ------------------------------------------------------------------------------
-
- These are the special abilities:
-
- cold - The extra damage done is cold damage, and as a result will
- not affect cold resistant creatures.
- defend - This will defend you against whatever special attack type the
- artifact has. Excalibur and Stormbringer defend against
- level draining attacks (even though Excalibur can't drain
- levels itself), Frost brand defends against cold cold based
- attacks, and Fire brand defends against fire based attacks.
- drain level - This will drain a level from the creature attacking,
- effectively making it less powerful as well as removing eight
- hp from it.
- fire - The extra damage done is fire damage, and as a result will
- not affect fire resistant creatures.
- search - Will aid you in searching, much as a ring of searching.
- seek - This should (eventually) "aid you in seeking objects."
- Currently, this ability is unimplemented.
- shock - The extra damage done is electrical damage, and as a result
- will not affect shock resistant creatures.
- warn - Will warn you when more monsters more powerful than you are
- around, much as a ring of warning.
-
- ------------------------------------------------------------------------------
- HIT PROBABILITY:
-
- Computing your probability to hit a monster involves many variables, and is
- quite a complicated procedure (which is why the computer does it so much
- better). However, here is an outline of how you can figure out your
- probability of hitting a given monster with a given weapon...
-
- First of all, compute your chance to hit by using the following formula:
-
- character luck
- + character level
- + monster AC (see MONSTER INFORMATION section)
- + dexterity bonus (see chart)
- + strength bonus (see chart)
- + level bonus (see chart)
- + special bonuses (see chart)
- + to hit modifier (see chart)
- + weapon enchantment (see explanation)
- + relative hit bonus (see explanation)
- - weight modifier (see formula)
- --------------------
- chance to hit
-
- The chance to hit as a ratio is that many chances out of twenty. Thus, to
- determine your percentage chance of hitting, use the following formula:
- percent chance to hit = 100 * (chance to hit) / 20
-
-
- Dexterity Bonus Strength Bonus Level Bonus
- ---------------- --------------------- ---------------
- | 01-03 | -3 | | 01-05 | -2 | | 01-03 | +2 |
- | 04-05 | -2 | | 06-07 | -1 | | 04-05 | +1 |
- | 06-07 | -1 | | 08-16 | 0 | | 05-30 | 0 |
- | 08-13 | 0 | | 17-18/50 | +1 | ---------------
- | 15 | +1 | | 18/51-18/99 | +2 |
- | 16 | +2 | | 18/**-25 | +3 |
- | 17 | +3 | ---------------------
- | ... | ... | <-- Both the dexterity and bonus just keep going up
- | 25 | +11 | by one until they hit a max at 25 and +11.
- ----------------
-
- Special bonuses: Bonus
- ---------------------------------------------------
- | character is an elf and monster is an orc | +1 |
- | character is trapped | -3 |
- | monster cannot move | +4 |
- | monster is fleeing | +2 |
- | monster is sleeping | +2 |
- | monster is stunned | +2 |
- ---------------------------------------------------
-
- To hit modifier: Bonus
- ------------------------------------------------------
- | athame | +2 |
- | crysknife | +3 |
- | dagger (elven/orcish) | +2 |
- | dwarvish mattock | -1 |
- | katana | +1 |
- | scalpel | +2 |
- | two handed sword | -1 |
- | blessed weapon vs. undead or demon | +2 |
- | spear (elven/orcish/dwarvish) or javelin vs. | |
- | xorn, dragon, naga, or giant | +2 |
- ------------------------------------------------------
-
- Weapon enchantment: This is whatever the "plus" on the weapon is. For
- instance, if it's a +3 crysknife, you can add another +3 here.
-
- Relative hit bonus: The relative hit bonus is only figured in for artifacts
- (named weapons). See the section on ARTIFACTS to look up the relative hit
- bonus on a named weapon.
-
- Weight modifier: the weight modifier is computed as follows (to determine
- carrying capacity, see the section on CARRYING CAPACITY, and to determine
- weight you are carrying, total the weights of all items in your inventory):
- (weight you are carrying - carrying capacity + 40) / 20
-
- ------------------------------------------------------------------------------
- DAMAGE:
-
- If you would like to figure out how much damage you can do to a given monster
- upon a successful hit, this section will tell you how. Please note that all
- computations will involve ranges, so you will end up with a minimum and
- maximum amount of damage you can do to a monster.
-
- The following formula can be used to compute damage when attacking a monster:
-
- weapon damage value (see explanation)
- +undead/demon bonus (see explanation)
- +weapon enchantment (see explanation)
- +relative damage bonus (see explanation)
- +special bonuses (see chart)
- +ring bonus (see explanation)
- +strength bonus (see chart)
- ---------------------
- total damage done
-
- Weapon damage value: The weapon damage value will be listed in the WEAPONS
- section as a minimum and maximum value. Just look up the weapon that you're
- using and take either the small or large monster value depending upon what
- type of monster you're fighting. If the "weapon" you're using isn't really a
- weapon, but is some other object, look at the chart at the end of this section
- for information on the damage values of other objects.
-
- Undead/demon bonus: If the weapon you are fighting with is blessed, and the
- monster you are fighting is undead or a demon, you will do an extra one to
- four points of damage.
-
- Weapon enchantment: This is whatever the "plus" on the weapon is. For
- instance, if it's a +3 crysknife, you can add another +3 here.
-
- Relative damage bonus: The relative damage bonus is only figured in for
- artifacts (named weapons). See the section on ARTIFACTS to look up the
- relative damage bonus on a named weapon. Also, please note that if a zero is
- listed for the relative damage bonus, it means to total everything up to the
- relative damage bonus in the above equation and double it. Then you can
- continue adding the other bonuses.
-
- Special bonuses: Bonus
- ------------------------------------------------------------------------------
- | weapon is boomerang, is thrown, and breaks | +1 |
- | weapon is silver arrow, and is used versus a lycanthrope, minor | +1-20 |
- | demon (except tengus) or major demon | |
- | if the weapon can drain life (also removes one level from monster) | +1-08 |
- | if the weapon is poisoned (or can kill monster outright) | +1-06 |
- ------------------------------------------------------------------------------
-
- Ring bonus: The ring bonus is only figured in if you are wearing a ring of
- increase damage. If so, take the enchantment on the ring (for instance, 2 if
- you're wearing a +1 ring of increase damage) and add it in here.
-
- Strength Bonus
- ---------------------
- | 01-05 | -1 |
- | 06-15 | 0 |
- | 16-17 | 1 |
- | 18 | 2 |
- | 18/01-18/75 | 3 |
- | 18/76-18/90 | 4 |
- | 18/91-18/99 | 5 |
- | 18/**-25 | 6 |
- ---------------------
-
- These objects use the following for the weapon damage value:
- ---------------------------------------------
- | bare hands | 1-02 |
- | boulder | 1-20 |
- | bow (any type when used to bash) | 1-02 |
- | clove of garlic (undead will flee) | 1 |
- | egg | 1 |
- | corpse (depends on size) | 1-05 |
- | heavy iron ball | 1-25 |
- | mirror (also -2 luck) | 1 |
- | potion | 1 |
- ---------------------------------------------
-
- Finally, all other objects except cameras and cream pies use a weapon damage
- value based upon their weight (cameras and cream pies cannot do damage):
- damage value = weight/10 (minimum of 1, maximum of 6)
-
- ------------------------------------------------------------------------------
- KNOWN BUGS:
-
- The following are known bugs in patch level nine of nethack v3.0. Note that
- we have now included information about progress on these bugs in patch level
- ten and in v3.1:
-
- 1. Saving a character while the moon is full will decrease the character's
- luck by one. Restoring a character while the moon is full will not increase
- the character's luck by one as intended. However, starting a character on a
- full moon will. (Fixed in v3.0.10 and v3.1.)
-
- 2. Elves are not generated with elven stuff (weapon and armor) as intended.
- (Fixed in v3.0.10 and v3.1.0)
-
- 3. When a bag of holding is placed inside another bag of holding, an
- explosion is created - this isn't a bug. What is a bug is that if a bag of
- holding is on the ground, you #loot it, tell it you want to put somthing in
- it, and put another bag of holding in it, the dungeon will collapse. (Fixed
- in v3.0.10 and v3.1.0)
-
- 4. Blessing or cursing a non-empty bag of holding doesn't properly adjust the
- weight of the bag. (Still exists in v3.0.10; fixed in v3.1.0.)
-
- 5. If you are wearing an amulet of life saving and try to eat something
- while satiated, the amulet will save your life and then you will continue
- your meal and promptly die again. (Fixed in v3.0.10 and 3.1.0.)
-
- 6. When a tame monster attacks another monster and the other monster is not
- affected due to intrinsic immunities, you will get a message (ex: "The red
- mold doesn't seem hot!") regardless of whether your pet is in sight or not.
- (May be fixed in v3.0.10; definitely fixed in v3.1.0.)
-
- 7. If the drawbridge of the castle is closed (via a wand of locking),
- anything on the drawbridge will completely cease to exist. According to
- nethack-bugs, this is supposed to occur, and is thus, "not a bug." However,
- try using this trick to make an iron ball that's still attached to you go
- *poof* and the game will also go *poof*.
-
- 8. If you fill the entire level with pits, and then attempt to teleport, the
- game will crash. According to one member of the dev team, "what a
- pathological thing to do!" However, it is being worked on.
-
- 9. If you teleport items while in a lit room, and any of the teleported items
- end up being teleported into the same room, they will only show up as blanks
- until you walk onto them or leave the room. (Will not be fixed in v3.0.n;
- fixed in v3.1.0 as part of a rewrite of the vision/display routines.)
-
- 10. If you hit ^C while in the process of forcing a lock, and then tell the
- game that you don't want to quit, it will hang on you.
-
- 11. If you hit ^C while being prompted for an item type (i.e. in an identify
- scroll), and then tell the game that you don't want to quit, all further
- messages and input will show up down in the map area until a redraw has been
- performed.
-
- 12. If you receive a broadcast message while at the -more- prompt, the game
- will die. (Still unverified by either us or the dev team. If you have any
- information about this "bug" which was reported on rec.games.hack, please send
- e-mail to us or the dev team.)
-
- ------------------------------------------------------------------------------
- NETHACK ABUSE:
-
- This section details several scenarios that most experienced players would
- term "Nethack Abuse." They generally involve characters with specific items
- and specific methods for quickly going up levels or gaining many items. For
- previous versions of nethack this section would have been much larger, but the
- dev team has (quite intelligently) removed many of the more blatant methods of
- abuse (such as poly-piling for wands of wishing).
-
- Scenario 1: Sinks can be a wonderful means to gain levels, items of all
- sorts, and intrinsics. This is all possible because a sink, when kicked, will
- often disgorge a black pudding, and black puddings divide when attacked. This
- means that with just a few extra props you can quickly gain all the
- aforementioned items.
-
- First of all, you'll need some way of protecting yourself from the puddings.
- This is best accomplished by a scroll of scare monster or engraving Elbereth
- on the ground (either use something that will make a permanent inscription or
- have a means of levitating over the engraving, because you'll scuff it out
- otherwise). Do this on a spot adjacent to the sink.
-
- Next, find a room with a sink in it. You'll need to carefully prepare this
- room for your upcoming fun. Shut (and lock if possible) all the doors into
- the room. If any of the exits don't have doors, engrave Elbereth in the
- doorway to prevent other monsters from bothering you. Also, make sure your
- pet is out of the room, and stays out (it'll probably get killed otherwise).
- Try dropping something cursed in any open doorways. That'll keep it out.
-
- Now, go back to the spot that you've prepared next to the sink and kick the
- sink until it disgorges a black pudding. When the black pudding gets close,
- hit it. It'll probably divide. Keep hitting the black puddings - you'll
- often divide them, eventually kill them, and when you run out, kick the sink a
- few more times until you get another one. Eat the fresh black pudding corpses
- to gain intrinsics, pick up the stuff that they leave lying around, and soak
- up those experience points for killing them.
-
- Of course, all of this is sweetened immensely if you happen to have an altar
- nearby. Keep sacrificing the black pudding corpses and you'll get all sorts
- of wonderful things!
-
- Scenario 2: (This isn't really a major "abuse" type, as it does fall under
- the planned scope of the game, but nevertheless...) Ever found a wand of
- polymorph and wondered what it's useful for? Many people find one useful for
- polymorphing pets into something nasty, or for polymorphing themselves and
- hoping to turn into something powerful, but one thing that a lot of people
- don't know is that you can aim a wand of polymorph at an item or pile of
- items, or even up to five piles of items lined up in a row, and it will
- polymorph every item in all the piles. Thus, if you need a particular item,
- this can be a way to get it - just create it yourself via polymorphing!
-
- When polypiling (as the resident nethackers term it), it is important to
- remember a few things. First of all, all items will remain within the same
- object class when polymorphed. Thus, a weapon become a different weapon after
- being polymorphed, a ring will become a ring, a scroll will become a scroll,
- etc. There are two exceptions to this rule. The first is that a unicorn horn
- or a worm tooth will become a weapon when polymorphed. The second is that a
- dragon corpse will become dragon scale mail of that type of dragon when
- polymorphed.
-
- The next thing to remember is that items will retain charges, blessing/curses,
- bonuses, etc., when polymorphed. Thus, a wand will still have the same number
- of charges after it's polymorphed, a sword will still have the same
- blessing/curse after being polymorphed, and will still be plus or minus
- whatever it was before. Thus, it's a good plan to remove all the curses on
- items (along with any minuses on weapons) before polypiling. This can be
- accomplished by zapping a wand of cancellation at the item(s). Just be
- careful, though, because this will also remove blessings and bonuses that the
- weapon might have, which you might want to keep.
-
- The final rule to remember is that certain "polypile abuses" which used to be
- quite common no longer work. You can no longer polymorph a wand into a wand
- of wishing, and you can no longer polymorph a tool into a magic lamp. Thus,
- you can't gain (basically) infinite wishes. Also, it is no longer possible to
- gain names weapons (artifacts) via polypiling.
-
- Oh, one of the nice things to remember about poly-piling is that corpses will
- always be turned into a regular type of food, that is not spoiled. So, if you
- kill off a large room full of monsters, pile up the corpses and zap them all
- with the wand of polymorph. You'll end up with a pile of food rations,
- melons, candy bars, slime molds, and the like, which won't spoil, unlike the
- corpses. This can also be a handy trick to get tins of spinach.
-
- Scenario 3: Another classical form of nethack abuse is known as the "Troll
- Dance of Death." It is named this because of the fact that trolls have the
- uncanny ability to come back from the dead if the corpse is not disposed of.
- However, no matter how many times a troll dies, you always get experience
- points for killing him, and there's always a chance that he'll be carrying
- something when he dies, even if he wasn't the last time you killed him.
-
- Thus, once you have a fairly powerful character, if you want to gain
- experience points and possibility quite a few good items, find a troll and
- engage him in the dance of death. Kill him, then pick up anything good you
- might find on the corpse. Wait for a bit (whilst regaining hit points) until
- he raises from the dead, and then kill him again. You can keep this up
- basically indefinitely, and the only precautions you might want to take are to
- prevent other creatures from entering the room where you're having fun. This
- can be easily accomplished by engraving Elbereth in the doorways. Have fun!
-
- ------------------------------------------------------------------------------
- COMMAND REFERENCE:
-
- This command reference is provided as a handy guide to what commands are
- available in nethack. Simply clip it out of the spoiler file, print it out,
- and keep it handy when playing nethack.
-
- .-----------------------------------------------------------------------------.
- | Directions: | Move commands: | Num-pad cmds: |
- | y k u 7 8 9 | <dir> - move one space | |
- | \|/ \|/ | SHFT<dir> - move until run into thing | j - jump |
- | h-.-l 4-.-6 | g<dir> - move until interesting thing | k - kick |
- | /|\ /|\ | G<dir> - same (not branching corridors) | l - loot |
- | b j n 1 2 3 | ^<dir> - same (not branching corridors) | N - name |
- | num-pad | m<dir> - move without pickup | u - untrap |
- |-------------------------------------------------------------|---------------|
- | Misc: | Game cmds: | Ext-cmds: |
- | ? - help | ^D - kick o - open z - zapwand | #c - chat |
- | Q - quit | ^T - 'port p - pay Z - zapspel | #d - dip |
- | S - save | a - apply P - puton < - up | #f - force |
- | ! - shell | A - armor q - quaff > - down | #j - jump |
- | ^Z - suspend | c - close r - read ^ - trap_id | #l - loot |
- | O - options | C - call R - remove $ - gold | #m - monster |
- | / - whatis | d - drop s - search + - spells | #N - name |
- | \ - known | D - seldrop t - throw . - rest | #o - offer |
- | v - version | e - eat T - takeoff , - pickup | #p - pray |
- | V - history | E - engrave w - wield @ - ptoggle | #r - rub |
- | X - explore | i - invent W - wear : - look | #s - sit |
- | ^A - again | I - selinv x - spells | #t - turn |
- | ^R - redraw |----------------------------------------------| #u - untrap |
- | ^P - prevmsg | Nethack Quick Command Reference | #v - version |
- | # - extcmd | Wheaton College Nethack Spoiler File | #w - wipe |
- `-----------------------------------------------------------------------------'
-