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X-NEWS: uwovax rec.games.hack: 3666
Relay-Version: VMS News - V5.8c 29/11/89 VAX/VMS V5.2; site uwovax.uwo.ca
Path: uwovax!ria!watserv1!utgpu!jarvis.csri.toronto.edu!mailrus!uunet!brunix!cs132074
Newsgroups: rec.games.hack
Subject: Spoiler List
Message-ID: <27522@brunix.UUCP>
From: cs132074@cs.brown.edu (Wildebeest)
Date: 1 Feb 90 01:32:41 GMT
Reply-To: cs132074@cs.brown.edu (Wildebeest)
Sender: news@brunix.UUCP
References: <20527.9001310035@opal.warwick.ac.uk>
Organization: Alabama Institute of Automotive Repair
Keywords: massive, spoilers
Lines: 1269
***************************** MEGA WARNING *******************************
***************************** BIG SPOILERS *******************************
In <20527.9001310035@opal.warwick.ac.uk> cstxqdk@warwick.ac.uk (Cat) writes:
>The following file is my version of a Spoilers Guide for nethack version 3.
>It is as yet Incomplete (Believe It) and contains none of the general game
>hints,Monster stats,monster/Food section which I am currently trying to work
>on .
>It does however contain some useful stuff about Rings,Wands,Wishes,Named
>Weapons,Scrolls,Weapons,Armour,Gems,Pets,Tools,Potions,Dragons,spellbooks
>and a few more other things.
>It is a little untidy I suppose but who cares.
This is Cat's original posting plus some corrections & additions of my own.
NETHACK SPOILERS (Version 3)
-----------------------------
The following is taken in part from the source code and from the
knowledge gained by months of playing by myself and others . These spoilers
should only be used be used by those who want to win at all costs and/or want
to know as much as possible abut the game.I do not guarantee for the accuracy
of the hints here but to my knowledge they are correct.There are some sections
which were only discovered by trial and error such as the rings in sinks and
for these I take full credit or blame.Note however that I do not state what I
have discovered for myself and what I have cheated ?? on.
There are a number of nethack "Wizards" who I would like to credit for
contributions to this file and they are the following:
James Beckett jmb@warwick.UUCP
Alan Edwards rush@xanadu.llnl.gov
Robert D.Potter potter@cs.rochester.edu
hairston@henry.ece.cmu.edu
Games Dept games@Neon.Stanford.EDU
Greg Kemnitz kemnitz@gaia.Berkeley.EDU
Eric S. Raymond author of NetHack Spoilers I
To add anything to these hints or even to tell me of the errors which I
Know are present then please mail me or put in the news rec.games.hack which
will eventually filter through to me.
C.G.J.Thompson
cgt@warwick.UUCP
Sections : Characters,PETS
THE Characters
--------------
Before Explaining the characters you need to know what the 6 different
main stats effect.
Str-Strength: Affects the damage you do and your carrying capacity.
You need a at least a Str of 6 to cast spells.
Dex-Dexterirty: Affects the speed of your attacks and how likely you
are to hit.
Con-Constitution: Determines how much your hit points increase when you go up
a level.There is however still the luck factor to be taken
into account.
Chr-Charisma: Affects shop prices and maybe??? other things like the chance
of Elbereth working.
Wis-Wisdom: Affects probability of successful prayer to your god.
Int-Intelligence: Helps to determine whether you can transcribe a spell and
the chance that you'll be able to cast it.
Characters and Special Abilities (Incomplete):
Barbarian: poison resistance, lots of strength, dex, con - mind of a slug.
Starts off with a Two-Handed Sword.
Valkarie: cold resistance, good overall fighting stats, longsword and +3
shield.
Samurai: fast, skilled at kicking, essentially Lawful version of Valkarie,
otherwise (but no cold resistance). Starts out with katana.
Caveman: Good Strength and Constitution, other stats are bad. Play
barbarians instead of these.Starts out with a bow,arrows and a
club though.
Knight: Not so good stats - starts with long sword, has high Wi and Ch.
Not nerely as good a character as it was in earlier versions.
Starts off with some Armour though.
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.
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.
Elf: Generally OK stats - resists sleep, sees invisible, is fast,
has automatic searching.
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.
Priest: Knows blessed/cursed state of all items. Poor fighting stats -
major stat is Wisdom. Starts out with four holy water potions.
Has extra kicking abilities - useful at low levels since Priests
don't use weapons well until they are fifth level or so.Also
starts with two spellbooks (but low int, so they're not much
use) and a mace which can bash open chests.
Rogue: Good Dexterity, otherwise not particularly good stats. Gets
Stealth to start with.
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
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.
PETS
----
To beginners, pets are one of the most useful things in the dungeons and so
should be treated as such. However, to an experienced player they are often
a nuisance, eating corpses that you should have, waking up sleeping
monsters, and getting in your way. The best way to lose a pet is to dump it
on the first level; go down the stairs when the beast isn't next to you.
They will leave food rations alone unless they they are very hungry or you
throw them one.You can actually #chat to your pet to gain knowledge about
how hungry they are. Pets do need food to survive though and they will eat
all the tripe rations they can find as well as dead monsters. Your pets
usually know whats edible for you as well but this is not always the case.If
you get the message "You feel worried about your Dog/Cat" it means that your
pet is starving so feed it if you can.If you get the message "You have a sad
feeling for a moment" it means that it has snuffed it. kittens change into
housecats then large cats while little dogs become dogs then large dogs. DO
NOT kill your pets out-of-hand! Your luck (a hidden but very important
statistic which affects your chances of praying successfully, and other key
actions) will suffer greatly. Once you kill it, though, you can sacrifice
it on an altar to change yourself to the alignment of the altar. Eating your
pet is also a very bad idea; you will get "monsterum aggravatitis," which
will make a lot of normally quiescent monsters wake up and attack you. This
applies to all wild, as well as tame, dogs and cats (but not normally wild
species like wolves and jackals). Pets will not attack monsters that are
much more powerful than them. A ring of conflict will make them fight
anything. Don't test wands out on them; your pets are not invulnerable. 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. If
you find a ``wild'' pet above 8th level or so, or a named monster anywhere,
you are on a ghost level. Watch out for the dog's former owner. Please name
your pets, even if it's moggy or fido. That way, other people will have the
same advantage if you die and become a ghost. On ghost levels killing a
ghost can be difficult enough without killing the ghosts pet as well. A
leash will allow you to keep the animal with you at all times, but also
tends to make him get in your way more often.Pets will not pick up cursed
objects or even cross over them, UNLESS there is food on top of them which
they want to eat. Don't try to maintain more than two tame pets - if you get more than that,
abandon them (save some tripe in case you need to go back to the level - your
pets will have become wild from hunger and try to attack you.)
Kicking
Most characters can kick better than they can use weapons at low levels.
Except for especially dexterous monsters, kicking will almost always
connect. It may do less damage than a sword, but many monsters can still
be killed within two or three kicks, esp on the first four levels or so of
the dungeon. Kicking is often the only way to deal with killer bees and
ants. Kicking a chest is a sure, if painful way to open it; kicking
down a locked door is necessary when you don't have a key. Don't kick
down a shopkeeper's door; he/she is liable to come out and kill you.
AMULETS
-------
Name Power, Prob,Weight
------------------------------------------------------
amulet of esp, TELEPAT, 190, 2
amulet of life saving, LIFESAVED, 90, 2
amulet of strangulation, STRANGLED, 150, 2
amulet of restful sleep, SLEEPING, 150, 2
amulet versus poison, POISON_RES, 180, 2
amulet of change, POLYMORPH 150, 2
amulet of reflection, REFLECTING, 90, 2
Amulet of Yendor, 0, 0
The following shapes of Amulets exist: circular,spherical,oval,triangular
pyramidal,square,hexagonal.
FOOD
----
Name, Prob, Wt,Nutrition | Name Prob, Wt,Nutrition
-----------------------------------------------------------------------------
tripe ration, 150, 2, 200 | lump of royal jelly, 0, 1, 200
dead lizard, 35, 1, 40 | cream pie, 25, 1, 100
egg, 75, 1, 80 | candy bar, 7, 1, 100
apple, 10, 1, 50 | fortune cookie, 55, 1, 40
orange, 7, 1, 80 | pancake, 25, 1, 200
pear, 7, 1, 50 | lembas wafer, 20, 1, 800
melon, 7, 1, 100 | cram ration, 20, 3, 600
banana, 7, 1, 80 | food ration, 385, 4, 800
carrot, 15, 1, 50 | pancake, 40, 1, 200
clove of garlic, 5, 1, 40 | K-ration, 0, 1, 400
slime mold, 75, 1, 250 | C-ration, 0, 1, 300
slice of pizza, 75, 1, 250 | tin, 75, 1, 0
WEAPONS
-------
Note on costs: they vary with charisma. Costs shown here are for
charisma of 11.
Projectiles (Missiles & Spears)
Name Desc Prob, Wt, Cost, Sdam, Ldam Weapon
----------------------------------------------------------------------
arrow, 37, 0, 2, 6, 6 Bow
elven arrow, runed arrow 10, 0, 2, 7, 6 Bow
orcish arrow, black arrow 11, 0, 2, 5, 6 Bow
arrow, 58, 0, 2, 6, 6 Bow
silver arrow, 8, 0, 2, 6, 6 Bow
crossbow bolt, 60, 0, 2, 4, 6 Crossbow
dart, 60, 0, 2, 3, 2
shuriken, throwing star 30, 0, 5, 8, 6
boomerang, 15, 3, 20, 9, 9
spear, 55, 3, 5, 6, 8
elven spear, runed spear, 10, 3, 5, 7, 8
orcish spear, black spear, 13, 3, 5, 5, 8
dwarvish spear,shiny spear, 12, 3, 5, 8, 8
spear, 90, 3, 5, 6, 8
javelin, throwing spear, 10, 3, 5, 6, 6
trident, 8, 4, 15, 6, 4
lance, 8, 4, 10, 6, 8
Name Desc Prob Wt Cost Sdam Ldam
-----------------------------------------------------------------
dagger, 25, 2, 4, 4, 3
elven dagger, large runed knife, 8, 2, 4, 5, 3
orcish dagger, large black knife, 10, 2, 4, 3, 3
dagger, 43, 2, 4, 4, 3
athame, 0, 2, 4, 4, 3
scalpel, 0, 1, 4, 4, 3
knife, 25, 2, 4, 3, 3
axe, 50, 3, 8, 6, 4
worm tooth, 0, 3, 2, 2, 2
crysknife, 0, 3, 100, 10, 10
short sword, 6, 3, 10, 6, 8
elven short sword, short runed sword, 2, 3, 10, 8, 8
orcish short sword, short black sword, 3, 3, 10, 5, 8
dwarvish short sword,short shiny sword, 2, 3, 10, 7, 8
short sword, 13, 3, 10, 6, 8
scimitar, curved sword, 6, 4, 15, 8, 8
broadsword, wide sword, 8, 4, 10, 4, 6 +d4 Sdam,+1Ldam
elven broadsword, wide runed sword, 4, 4, 10, 6, 6 +d4 Sdam,+1Ldam
long sword, 60, 4, 15, 8, 12
dwarvish mattock, huge shiny sword, 15, 6, 50, 12, 8 +2d6 large
two-handed sword, 40, 5, 50, 12, 6 +2d6 large
katana, samurai sword, 6, 4, 100, 10, 12
mace, 40, 4, 8, 6, 6 +1 small
morning star, 12, 4, 10, 4, 6 +d4 Sdam,+1Ldam
war hammer, 15, 3, 5, 4, 4 +1 small
club, 10, 3, 4, 6, 3
rubber hose, 0, 2, 4, 6, 3
quarterstaff, staff, 10, 3, 8, 6, 6
aklys, thonged club, 8, 3, 4, 6, 3
flail, 40, 3, 4, 6, 4 +1Sdam,+1d4Ldam
bullwhip, 5, 2, 4, 2, 1
partisan, vulgar polearm, 10, 3, 10, 6, 6 +1 large
ranseur, hilted polearm, 10, 3, 6, 4, 4 +d4 both
spetum, forked polearm, 10, 3, 5, 6, 6 +1Sdam,+d6 Ldam
glaive, single-edged polearm, 15, 3, 6, 6, 10
halberd, angled poleaxe, 16, 3, 10, 10, 6 +1d6 large
bardiche, long poleaxe, 8, 3, 7, 4, 4 +1d4 S,+2d4Ldam
voulge, pole cleaver, 8, 3, 5, 4, 4 +d4 both
fauchard, pole sickle, 11, 3, 5, 6, 8
guisarme, pruning hook, 11, 3, 5, 4, 8 +1d4 small
bill-guisarme, hooked polearm, 8, 3, 7, 4, 10 +1d4 small
lucern hammer, pronged polearm, 10, 3, 7, 4, 6 +1d4 small
bec de corbin, beaked polearm, 8, 3, 8, 8, 6
Bows
bow, 24, 3, 120, 30, 6
elven bow, runed bow, 12, 3, 120, 35, 6
orcish bow, black bow, 12, 3, 120, 25, 6
bow, 48, 3, 120, 30, 6
sling, 40, 2, 20, 4, 6
crossbow, 45, 3, 40, 35, 6
TOOLS
-----
Name Desc Prob Wt Cost | Name Desc Prob Wt Cost
----------------------------------------------------------------------------
leash, 70, 3, 20 | blindfold, 55, 2, 20
mirror, 50, 3, 40 | tinning kit, 15, 10, 30
lock pick, 55, 2, 20 | credit card, 5, 1, 10
key, 100, 1, 10 | skeleton key, key, 60, 1, 10
expensive camera, 5, 3, 200 | magic marker, 15, 1, 50
stethoscope, 15, 2, 75 | tin opener, 25, 1, 30
lamp, 105, 10, 50 | magic lamp, lamp, 20, 10, 50
crystal ball, 35, 15, 60 | figurine, 35, 5, 80
ice box, 5, 40, 30 | large box, 40, 40, 20
chest, 35, 40, 20 | sack, bag, 40, 3, 20
bag of holding, bag, 20, 3, 100 | bag of tricks, bag, 20, 3, 100
whistle, 120, 2, 10 | magic whistle,whistle, 50, 2, 10
flute, 6, 3, 12 | magic flute, flute, 2, 3, 12
horn, 5, 4, 15 | frost horn, horn, 2, 4, 15
fire horn, horn, 2, 4, 15 | harp, 4, 10, 50
magic harp, harp, 2, 10, 50 | bugle, 6, 3, 15
drum, 4, 4, 25 | drum of earthquake,drum, 2, 4, 25
pick-axe, 20, 10, 50 |
When you blow an ordinary whistle you produce a high whistling sound and
your dog, immediately heads in your direction. Particularly useful if you
are teleporting randomly. Magic whistles produce a strange whistling sound,
and teleport your dog to you. Be careful, whistling may also wake up other
denizens of the level.Any Corpses promptly placed in the large or ice box
will not spoil. It is, however, incredibly heavy and you must be carrying
both the box and the corpse to use it; this makes it useless as a portable
refrigerator, but it can be useful as a fixed food stash. You can
look in a crystal ball to find objects, monsters, gold, etc. The Camera Flash
in the direction of any monsters you wish to blind including yourself if you
want to.It usually lasts anything from 3-30 turns. The pick-axe can dig a
hole in any wall (except on the stronghold and EndLevel) or floor (first
causing a pit, then a trapdoor). It can dig into a shop ("This wall seems
too hard to dig into"), but must be applied repeatedly. Do NOT try to
escape a shop by falling through the floor! The shopkeeper will steal all
your possessions as you fall. Shopkeepers, however, will never cross a pit
or other trap. The leash can be used to keep your pet within one square of
you; but this can be annoying. The frost and fire horns produce bolts of
cold and fire when you apply the horn and improvise a tune. The drum of
earthquake creates pits in your near vicinity, and does plenty of general
damage to the level. Bag of tricks: when you try to apply this you will
have monsters appear which can sometimes stop you from starving to death.
The bag of holding is supposed to let you carry things around for less
weight; but, when cursed, it will lose items. A sack will not do this; but
has no weight improvement. Magic Flute Causes sleep in sector around you
and the Magic Harp Causes taming in 1 sector around you most times. The
credit card, lock pick and skeleton key can open any door, or chest. Locked
chests can be kicked or #forced (make sure you are wielding an expendable
weapon when you #force!); the credit card is NOT a tool of payment. The
mirror is used to kill the medusa and also can scare some monsters with
their own reflection .If you are blind and apply it at yourself it can tell
you the level that the medusa is on or if she is dead the level that the
Wizard is on. Magic Marker,see sections on Scrolls and Elbereth. The
crystal ball can be used to detect food,items monsters. The stethoscope is
used to find out the strenght of a monster, ie its current hit points ,maxm
hit points etc, and will find secret doors if applied to a wall. The
tinning kit is used to can dead monsters which can be eaten later, for less
food value but the same chance of getting valuable intrinsics (eg
resistances, etc). Tinned food is also never poisonous.
The can opener or blessed tins (from a blessed kit) can open the
cans in one turn. An ordinary lamp will light a room; a magic lamp
has no oil but can be #rubbed to give a possible wish. #Rub every
lamp you find a few times in case it's magic... it will not always
do something the first time. A puff of smoke is a sure giveaway.
| Cursed | Normal | Blessed
--------------------------------------------------------------------------
Tins | blow up | difficult to open| open instantenously
Magic Lamp | angry djinni | possible wish, | always get a wish
angry/friendly/
tame djinni
Spellbooks | booby-trapped | can read based on| can always read spell
int, exp
ARMOUR
------
Desc Random (DescR): The description changes between games.
Name Desc Wt Cost AC Rust DescR Ability
------------------------------------------------------------------------------
elven leather helm, leather hat, 2, 8, 9, N N
orcish helm, black cap, 3, 10, 9, Y N
dwarvish iron helm, hard hat, 3, 20, 8, Y N
orcish helm, black cap, 3, 10, 9, Y N
fedora, 1, 8, 9, N N
helmet, rusty pot, 2, 10, 9, Y Y
helm of brilliance, plumed hat, 2, 50, 9, Y Y +1 Int
helm of opposite alignment, crested helmet, 2, 50, 9, Y Y
helm of telepathy, visored helmet, 2, 50, 9, Y Y Telepath
### Body Armour ###
dragon scale mail, 5,1000, 1, N N #See Later#
plate mail, 9, 600, 3, Y N
crystal plate mail, 9, 820, 3, N N
bronze plate mail, 9, 400, 4, N N
splint mail, 8, 80, 4, Y N
banded mail, 8, 90, 4, Y N
dwarvish mithril-coat, 2, 240, 4, N N
elven mithril-coat, 2, 240, 5, N N
chain mail, 6, 75, 5, Y N
orcish chain mail, black chain mail, 6, 75, 5, Y N
scale mail, 5, 45, 6, Y N
studded leather armor, 3, 15, 7, N N
ring mail, 4, 100, 7, Y N
orcish ring mail, black ring mail, 5, 80, 8, Y N
leather armor, 2, 5, 8, N N
Hawaiian shirt, 2, 5, 10, N N
### Cloaks ###
mummy wrapping, 2, 2, 10, N N
elven cloak, 2, 60, 9, N N Stealth
orcish cloak, black mantelet, 2, 40, 10, N N
dwarvish cloak, colorful hooded cloak, 2, 50, 10, N N
cloak of protection, 2, 50, 7, N Y Protection
cloak of invisibility, 2, 60, 9, N Y Invisibility
cloak of magic resistance, 2, 60, 9, N Y Antimagic
cloak of displacement, 2, 50, 9, N Y Displaced
Types of cloaks are ornamental cope,opera hood,tattered cape,faded pall,piece of
cloth
### Shields ###
small shield, 2, 3, 9, Y N
elven shield, blue and green shield, 2, 3, 8, Y N
Uruk-hai shield, white-handed shield,4, 3, 9, Y N
orcish shield, red-eyed shield, 3, 3, 9, Y N
large shield, 4, 7, 8, Y N
dwarvish roundshield, large round shield, 4, 7, 8, Y N
small shield, 2, 3, 9, Y N
large shield, 4, 7, 8, Y N
shield of reflection,polished silver shield,3, 50, 8, N N Reflecting
### Gloves ###
leather gloves, 2, 8, 9, N Y
gauntlets of fumbling, 2, 50, 9, Y Y
gauntlets of power, 2, 50, 9, Y Y Str of 25
gauntlets of dexterity, 2, 50, 9, Y Y Dex +1
Types of gloves are old,padded,riding & fencing.
### Boots ###
low boots, walking shoes, 3, 8, 9, N N
iron shoes, hard shoes, 5, 16, 8, Y N
high boots, jackboots, 4, 12, 8, N N
speed boots, combat boots, 4, 50, 9, N Y
water walking boots, jungle boots, 4, 50, 9, N Y
jumping boots, hiking boots, 4, 50, 9, N Y
elven boots, mud boots, 3, 8, 9, N Y Stealth
fumble boots, riding boots, 4, 30, 9, N Y
levitation boots, snow boots, 4, 30, 9, N Y
Types of boots are
Gauntlets of power (gives you Storm Giant strength).
Speed boots (make you twice as fast - gives you run-away option).
Jumping Boots allow you to jump upto two squares away.
Helm of telepathy - lets you know what monsters are in nearby rooms
and corridors, without being blind.
Shield of reflection (extremely useful for everything from floating
eyes to dragons).It will reflect glaring eyes and dragons breath.
Cloak of magic resistance: a necessity against higher-level magic-using
critters like liches, golden nagas, and of course the Wiz. These
beasties can kill you in one turn with the "touch of death" otherwise.
Grey dragon scale mail will substitute fine.
The greatest advantage of gloves is in preventing you from getting stoned by
cockatrice cadavers. Gloves allow you to pick up and even wield cockatrice
cadavers, turning monsters to stone right and left until the corpse rots
away. This tactic is not recommended because is very hazardous. If you
subsequently fall down the stairs (as is usual when heavily loaded) you will
touch the cadaver and die.Note that the cadaver will eventually rot away,
so don't throw away your weapon. Various types of armor have different
basic armor classes, and any given suit may have a plus or minus in addition.
Bad armor (eg fumble boots) is almost always minused; other armor can be as
well. Minused armor is almost always cursed (cannot be removed).
DRAGONS
-------
Dragon Scale Mail Armour will also give you the same resistance as eating
the dragon.see later in Wishes section for more details.
Color: breathes: power gained by eating it:
__________________________________________________________________
black disintegration (death) ray disintegration resistance
grey magic missile ?magic resistance?? *
white blast of frost cold resistance
red fire fire resistance
orange sleep ray sleep resistance
yellow acid ?(maybe stone resistance??)
green poison poison resistance
blue lightning shock (lightning) resistance
"?" means that I am not sure--please correct me if you know
* grey dragon scale mail definitely gives magic res; I don't know
about eating a grey dragon.
Apparently one way to achieve all kinds of resistances, including: magic,
fire, sleep, cold, shock, poison and disintegration resistance is to just
keep polymorphing into all colors of dragons, and lay an egg of each color.
Let the eggs hatch. Kill your baby dragons and eat them. (Real easy when
you are a dragon yourself.) You will lose a lot of luck from this; it's a
lot better to use a ring of conflict and have them kill each other. You
only need two items: a ring of polymorph, and a ring of polymorph control.
Warning:
Also there is the worry of dying of system shock caused by the polymorphing
to yourself.
POTIONS
-------
Nam Prob,Cost effect cursed/normal/blessed
---------------------------------------------------------------------------
booze, 45, 50 Confusion
gain energy, 45,150 Adds magic power
fruit juice, 70, 50 Food turns?
gain ability, 45,300 lose stats.+1 to one stat.+1 to all stats
restore ability, 45,100 Cursed nothing.restore 1 stat.restore all
sickness, 45, 50 Lose stats.Blessed nothing.
confusion, 45,100
blindness, 45,150
paralysis, 45,300
speed, 45,200
levitation, 45,200 Blessed Asks no of turns 1-300.
hallucination, 45,100
invisibility, 45,150 Blessed permanent,players choice
see invisible, 45, 50
healing, 65,100
extra healing, 50,100
gain level, 20,300 rise thru ceiling/gain exp lev/gain 1.5 lev
enlightenment, 20,200 know intrinsics.When blessed +1 to Wis&Int
monster detection, 45,150 Cursed They know where you are.
object detection, 45,150
water, clear, 125,100 Or Unholy Holy water.*see later*
__________________________________________________________________________
Potion Standard Message Special Case(s)
__________________________________________________________________________
restore strength Wow! This makes you feel great!
gain energy Magical energies course through your body.
booze Ooph! This tastes like liquid fire!
You feel somewhat dizzy. (Vapor)
invisibility Gee! All of a sudden, your can't see yourself.
For an instant you couldn't
see you right hand. (Vapor)
You feel rather airy.
(Blinded).
fruit juice This tastes like fruit juice.
healing You begin to feel better.
paralysis Your feet are frozen to the floor!
Something seems to be holding
you. (Vapor)
You are motionlessly
suspended. (Levitated)
monster detection You sense the presence of monsters.
You feel threatened. (No monsters)
object detection You sense the presence of objects.
You sense the presence of objects close nearby.
You have a strange feeling. (No objects)
sickness Yech! This stuff tastes like poison.
confusion Huh, What? Where am I?
What a trippy feeling. (Hallucinating)
You feel somewhat dizzy. (Vapor)
gain strength Wow do you feel strong!
speed You are suddenly moving much faster.
Your knees seem more flexible
now. (Vapor)
Your legs get new energy. (Fast)
blindness A cloud of darkness falls upon you.
It suddenly gets dark. (Vapor)
Bummer! Everything is dark! Help!
(Hallucinating)
gain level You feel more experienced.
extra healing You feel much better.
levitation You're floating in the air! (Hallucinating)
hallucination Oh wow! Everything looks so cosmic!
You have a vision for a moment. (Vapor)
holy water You feel full of awe.
This burns like acid. (When you are a Z,V,W or &)
__________________________________________________________________________
Dipping anything in unholy water will curse it, or neutralize it if blessed;
dipping in holy water will bless it, or uncurse it if cursed.
Unholy Water
Escaping from a room. A cursed potion of gain level can levitate you
through ceilings.
Potions of Water and Uses of Holy Water
Water, Holy Water, and Unholy Water are quite useful. Potions of water can
be used to erase worthless scrolls and make scrolls of blank paper (which
then can be made into useful scrolls using a magic marker) (dipping in
fountains will also do this), and to make other potions of water out of
useless potions. Once one has several potions of water, these can be dipped
into a potion of holy water (or dropped on a lawful altar) to make several
potions of holy water. (You should collect all your water potions into one
inventory entry by dropping them before dipping them into a holy water
potion.) One should keep one potion of water for making new holy water at
all times. The same dipping procedure can be used for making unholy water.
When using holy/unholy water, one should dip several of each item if
possible; it only uses up one potion if they are grouped in the same
inventory slot.
Removing Curses
---------------
There are several ways to uncurse cursed items - and several other ways
to get rid of cursed items. First, removing curses:
1: Dipping in fountains will eventually remove the curse from stuff - "The
water glows for a moment" indicates that your item has been uncursed.
You can dip items even if you are wearing them. Dipping in fountains
is somewhat dangerous, since nymphs or water demons can be summoned
(but sometimes water demons are thankful for their release...).
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 luck and are stridently aligned, your god will uncurse things
you are wearing, and occasionally will remove the curse from items in
your pack. This will happen when you pray.
4: Reading an uncursed scroll of enchant armor/weapon will remove the curse
from armor/weapons you are using.
5: Dipping cursed items in holy water will uncurse them.
Getting rid of cursed items when you are wearing them (* = destructive):
1: 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.
2: A scroll of destroy armor can be used to destroy cursed armor. Be sure
to take off all your other armor before reading the scroll. *
3: If you eat a tin of deep-fried monster meat, your rings, gloves, and
weapon will fall on the floor even if these are cursed.
4: 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. *
Holy Water
----------
You can make:
1. holy water by dropping water or unholy water at a lawful altar
2. water by dropping water (holy or unholy) at a neutral altar
3. unholy water at a chaotic altar
Dipping something into Holy Water blesses it. When one has several items
in one inventory entry, you dip them all using the #dip command.
SCROLLS
-------
Name Prob, Cost Effect: Cursed/Neutral/Blessed
-----------------------------------------------------------------------------
enchant armor, 63, 80 random armor -1 black/+1 silver/+[1-3] while
destroy armor, 45, 100 -1 if outermost armor and scroll cursed, else destroys
confuse monster,53, 100 hands glow red, will confuse 1st monster you hit
scare monster, 35, 100 monsters will not walk on or attack onto square
blank paper, 28, 60 can be changed to any scroll w/ magic marker
remove curse, 65, 80 ?/uncurses all objects being worn/uncurses invntry
enchant weapon, 85, 60 weapon in hand -1 glow black /+1 blue /+3 while
create monster, 45, 200 creates unfriendly monster(s)
taming, 15, 200 tames 1 square around you: no message
genocide, 15, 300 summon 4-6 monsters/genocide monster/genocide class
light, 95, 50 darkens room//lights room
teleportation, 55, 100 level teleport/teleport/teleport on demand
gold detection, 33, 100 finds gold
food detection, 25, 100 finds food
identify, 185, 20 identify 1/identify 1-4/identify 1-inventory
magic mapping, 45, 100 lousy map//map of level
amnesia, 35, 200 forget level and some spells
fire, 48, 100 burns you, scrolls, potions, nearby monsters
punishment, 15, 300 heavy iron ball chained to foot//nothing
charging, 15, 300 ?/charges wand by 1/fully recharges wand
Unless stated otherwise, all scrolls identify themselves. Exception:
detect scrolls will give a ``strange feeling'' if there are none of
their objects on the level, and enchant/destroy weapons/armor
will cause twitch/itch if you are not wearing any of the item affected.
All scrolls give strange effects when confused. Some of the key ones:
genocide - genocide humans (incl. you!)
enchant w/a - rustproof
teleport - level teleport
Genocide: everyone's favorite scroll. Also prevents the creation by
scroll or wand of more monsters of the type. Note that genociding
cockatrices does not remove their cadavers (so you still have to watch
those ghost treasure hoards). Some special monsters cannot be genocided
(eg demons). Does not prevent you from polymorphing a monster into the
genocided type or chameleons from assuming that form.
Destroy Armor: Destroys outermost layer of armor. If you are wearing
only armor, it is destroyed. If you are wearing armor and a helmet, the
helmet is destroyed. Elven cloak over armor destroys cloak first.
Enchant weapon: weapon in hand or random if barehanded.
Enchanting a worm tooth turns it into a crysknife, a
powerful weapon. Overenchanted weapons (> +7) evaporate.
Taming: If you get a tame cockatrice, DO NOT GO AROUND BAREHANDED! If
you are not wearing gloves, wield anything, even an egg! Otherwise, you run
a terrible risk of bumping into it with your bare hands and becoming
petrified. Warning: If you abandon a tame monster (on a level) it will go
wild, and will not be pacified by tripe. Tamed ghosts are possible,but
because they do not eat anything, they cannot be rewarded and hence
eventually return to their accustomed hostile state.
Confuse Monster: your hands begin to glow red. The next monster you
hit with a hand-to-hand attack will be confused, and your hands will stop
glowing. A confused monster (assuming it survives the blow that confused it)
will move in random directions, attacking anything in its way.
This includes you (so don't confuse your dog!) or other monsters.
Punishment: this cursed scroll outfits you with a ball and chain,
indicated on the screen by @_0. The ball, if left to drag, may slow you down.
However, it can also be picked up, and if then wielded as a weapon, is
devastatingly effective. It is also very heavy, however, and scrolls
of enchant weapon have no effect on it. The remove curse scroll will cause
ball and chain to come loose; you can drop them then, but I'd suggest
sticking with them if you're strong enough. Also good for getting around
fast. Try picking up the ball, and throwing it in the direction you want
to go. It is possible that this scroll may reduce your luck to 0 for the
duration.
Scare Monster: Every time you drop a scare monster scroll, it loses
blessing; blessed->uncursed->cursed. Cursed scare monster scrolls turn to
dust when you try to pick them up. Monsters will not walk over a scare
monster scroll or attack you when you stand on one. If you read a scare
monster scroll, the message is displayed: ``You hear maniacal laughter in
the distance.'' This will also scare off monsters; but it's better to drop
the scroll. Unlike Elbereth, you can fight from a scare monster scroll.
Blank: this scroll "appears to be blank." This scroll may be utilized
with a magic marker: write the name (type: eg, "enchant weapon, not "ELBIB
YLOH") of a scroll you are already familiar with (i.e. one that you've read
at least once).
It is not a good idea to test magic in general when your hit points
are really low; scrolls of fire, create monster, and potions of sickness can
kill you. With most magic items, after testing you will be able to identify
them the next time you pick one up, or at least have an idea what they
are. If you #name an object you've just used (usually scrolls)
all other objects of the same type will be displayed under that name (if you answered
'n'; otherwise only that individual object will be named). This document
should enable you to recognize these items quickly. In the case of scrolls,
there are two whose action is sufficiently nasty that it is important
to take precautions until they have been discovered:
Destroy Armor and Amnesia.
Your armor will be destroyed and your spells forgotten. One way to
prevent this wanton destruction of your property is to (prior to reading
scrolls) wield an alternate weapon, wear an alternate armor or something
over your primary armor, and don't transcribe spells until you've read the
Scroll of Amnesia (``Who was that Maud person anyway?'').
| Cursed | Normal | Blessed
-----------------------------------------------------------------------------
Enchant weapon | -1 | +1 and uncurse | +3 and bless
Enchant armor | -1 | +1 and uncurse | +1-3 and bless
Genocide | Summon species| genocide species | genocide race
Teleportation | tel. off level| teleport on level| player's choice to tel.
Identify | ident. 1 item | 1 or more items | (better chance for more)
Charging | <unknown> | charges to orig | charges to max,can charge
| | | magic lamps
Create Monster | Create Lots | create one | create one
Punishment | Iron ball | Iron ball | You feel punished.No ball
Magic Mapping |bad quality map| Level mapped
Confuse Monster | Confuse you ? | confuse monster
Blank paper | wrong scroll | correct scroll | scroll stays blessed
light | Darkness | Light
Remove Curse | Curse/Nothing?| Remove curse | Remove all curses
Fire | Damage to Hp permanent |Fire in next squares
Also: Until you have read a scroll of fire, drop all scrolls and potions
before reading an unknown scroll.
WANDS
-----
Name Prob,Cost,Direction? | Name Prob,Cost,Direct
-----------------------------------------------------------------------------
light, 95, 100, N | secret door detection, 50, 150, N
create monster, 45, 200, N | wishing, 5, 500, N
striking, 75, 150, Y | nothing, 25, 100, Y
make invisible, 45, 150, Y | slow monster, 55, 150, Y
speed monster, 55, 150, Y | undead turning, 55, 150, Y
polymorph, 45, 200, Y | cancellation, 45, 200, Y
teleportation, 45, 200, Y | probing, 30, 150, Y
opening, 40, 150, Y | locking, 40, 150, Y
digging, 55, 150, RAY | magic missile, 50, 150, RAY
fire, 40, 175, RAY | sleep, 50, 175, RAY
cold, 40, 175, RAY | death, 5, 500, RAY
lightning, 40, 175, RAY |
RAY means that the wand will hit a number of monsters in a row and if it
bounces will also hit you so watch out.
Wand Types are :glass,balsa,maplepine,oak,ebony,marble,tin,brass,copper,silver
platinum,iridium,uranium,zinc,aluminium,iron,steel,hexagonal,
runed,short,long,curved,forked,spiked,jeweled.
Sleep: of variable duration, and doesn't seem to work on bats. Some
monsters get saving throws (i.e., a chance not to be affected). This is a ray.
Fire, Cold, Lightning, Magic Missile: Cold seems to do the most damage,
missiles do the least, fire seems to have the longest range.
Striking: wand hits the first monster in the direction you point it,
even from a considerable (but not infinite) distance.
Make invisible: makes monster invisible, permanently. Don't use on
dog, you'll just keep tripping over him. Easy to confuse with teleport away.
Use on yourself; but shopkeepers won't let you in and out of shops when
invisible.
Teleportation: monster teleported to random spot on level. Check
to be sure you don't have a wand of make invisible instead. Use on
yourself in emergency; use on objects in shop!
Speed monster: monster moves twice as fast. Use on dog, but watch you
don't trip on him. Zap this at yourself - get archeologist speed.
Slow monster: monster moves at half speed. Some monsters get multiple
attacks every other round (i.e. xorn: 3 claws and bite, or shopkeeper: 2
fists).
Digging: This produces new corridor sections, and doors where the
ray intersects a room wall. Also useful for blasting your way out of a
trapper ,vortex,purple worm.
Undead turning: Scares away undead, but no effect on most monsters.
Undead are: zombies, ghosts, wraiths, vampires, demons and perhaps other
monsters. Destroys weaker undead, causes bigger ones to flee, including
demons. Resurrects corpses.
Create monster: Creates a monster next to you, just like the scroll
..This wand may be useful to keep around if you are ever desperately short on
food. If you are, create a monster, kill it, and feast on the remains!
Cancellation: Should knock out any magical abilities of the monster.
Monsters which are not affected: Rust Monsters, Dragons, Invisible
Stalkers, Chameleons, Cockatrices, Floating Eyes.
(Wildebeest's note: I don't know about this)
Secret door detection: discovers all secret doors in room or in sight
in a corridor. If there are none, a charge is used and the wand seems to do
nothing. This wand also detects shape-changers in the room (e.g. mimics,
piercers). Usually comes in 10+ charges.
Light: lights up dark rooms. Usually comes in 10+ charges.
Probing: Gives stats on a creature in the direction you indicate.
Tells hit points, maximum, how much gold.
Polymorph: Wands of polymorph should be used on piles of items. When
one has a wand of polymorph, one should stack armor, weapons, food, gems, etc
in a huge pile (possibly the collected stuff of several levels). You should
have several screenfuls of stuff in your pile. Now zap at the pile (and make
sure no monsters are in line of sight when you zap). Everything in the pile
will change, and eventually you will get some nice armor, weapons, wands, etc.
You can use more than one pile, which makes picking the objects out of them
easier. Up to 5 piles in a line can be used, although the stuff in the 5th
pile does not always get polymorphed.
If you still have your dog, you can polymorph it in addition to the piles of
stuff until you get something nice.
The wand is also very useful at getting rid of high level critters which
can be hazardous to your health.
Note that ray/straight-line wands are best fired when you are diagonally
aligned with your target so that ricochets can't hit you. ricochets
can be used to hit targets that won't get in straight line of fire
(leprechauns, shopkeepers, etc.), or to get two hits on a target. Shots
into corners bounce straight back at you. Doors can reflect a diagonal
shot back at you, and the wand of fire reflects diagonally back at you
occasionally just for the heck of it. Wands seem to have differing,
and possibly partly random, maximum ranges.
NOTE: When a wand has zero charges left it does in fact have 1 charge left
which can be recovered with a number of tries .Hence a wand of wishing (3)
gives you four wishes.
Identifying Wands
-----------------
The first thing that I do is to zap it when a monster is around.
If it is non-directional you will usually find out what it is immediately.
A non-directional wand that doesn't seem to do anything is a wand of secret
door detection.You may want to conduct such tests in a room where you suspect
a secret door, but haven't searched it out yet. If it asks for a direction
zap it at the monster in such a way that if it's a RAY wand it won't bounce
back at you. (Stand at a diagonal from the monster.) Don't accidentally hit
your pet! Now you may have identified it then and there but some wands just
don't tell you when you zap them although you can usually have a good guess .
Now you can use the engraving Elbereth trick on the wand .The following
section shows you some of the messages that'll appear.
Now there are only four wands left that you cannot discover.They are locking
,opening,undead turning and nothing.locking and opening can be done with doors
while if you still haven't worked it out zap it at the next undead thing you
meet.If nothing happens then it's nothing.
Note: It is an idea to be near a stairway when you zap the wands as it might
be polymorph and who wants to meet a Dragon on Dlev 2.
Engraving with wands
--------------------
Engrave something on the ground with your fingers, then engrave over it
with the wand. For some wands this will generate a unique message.
Some wands can generate a permanent engraving which cannot be erased.
Wand Permanent Message
------------------------------------------------------------------------------
death n The bugs on the ground stop moving
fire y Flames fly from the wand
cold n A few ice cubes drop off your wand
digging y Gravel flies up from the floor
lightning y Lightning arcs from the wand.You are blinded by the flash
magic missile n The ground is riddled by bullet holes
striking n The wand unsuccessfully fights your attempt to write
make invisible n The engraving vanishes
speed monster n The bugs on the ground speed up
polymorph n (Message changes to something weird)
teleportation n The engraving vanishes
opening n ---
nothing n ---
slow monster n The bugs on the ground slow down
undead turning n ---
cancellation n The engraving vanishes
probing n ---
locking n ---
sleep n The bugs on the ground stop moving
WISHES
------
Getting Wishes - (No bugs, just "straightforward" ways)
There are five ways to get wishes. These are:
1. A wand of wishing.
2. A blessed magic lamp (djinni appears and is grateful for his release)
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.
(Wildebeest's Note: I do not consider this a good idea.)
4. Occasionally, a smoky potion will have a djinni in it who is grateful for his
release.
5. Sitting on a throne can occasionally give you a wish (dependent on luck).
A successful wish places an item into your inventory.
You can wish for items enchanted up to +3, and up to 3 items (if the item is
not weapon, armor, ring, or wand). You can specify whether you
want blessed, uncursed, or cursed items. Wishing is adversely
affected by bad luck.
Useful Items (Not necessarily in order):
blessed +3 war hammer named Mjollnir
blessed +3 broadsword named Stormbringer
blessed +3 katana named Snickersnee
blessed +3 long sword named Excalibur
blessed +3 athame
blessed +3 grey 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 protection
blessed +3 Hawaiian shirt
3 blessed potions of gain level
3 blessed potions of gain ability
a blessed potion of invisibility
a blessed potion of see invisible
3 blessed scrolls of genocide
3 cursed scrolls of genocide ... caution is advised! *
3 blessed spellbooks of identify
3 blessed spellbooks of polymorph
3 blessed spellbooks of cancellation
3 blessed spellbooks of cure sickness
a blessed amulet of life saving
a blessed ring of polymorph control
a blessed ring of levitation
a wand of polymorph
a wand of death
3 potions of holy water.
a ring of conflict. (Useful for killer bees and other hordes)
a ring of polymorph control.
a ring of teleport control.
High pluses (+3) rings of strength, protection, or increase damage.
A blessed tinning kit (makes blessed tins)
A stethoscope
A pick-axe (of course)
You'll need one musical instrument, or a wand of opening, ring of
levitation, or spell of knock, for the drawbridge on the stronghold
level. This is just a five-note game of musical Master Mind.
* The Minotaur Scam
This is a way that a powerful character can get infinite wishes.
If you read a cursed scroll of genocide, it will summon 4-6 of
the monsters. If you do this with minotaurs, you will get
4-6 minotaurs. Do this in a corridor dead end so you only
have to find 1 at a time - minotaurs are very dangerous, and
not affected by scare monster or Elbereth. The advantage of
this is that every dead minotaur has a wand of digging. Put
these in a pile, and polymorph them. Eventually you will
get wands of wishing. Keep the pile going by pulling out wands
of polymorph, and by wishing for more cursed scrolls of genocide.
I prefer the following as do some others.
1. blessed +3 speed boots
The most important item in the game. Most monsters can be killed
without them getting a single hit on you. The exceptions are
missile-throwers and fast monsters such as leocrottas.
2. blessed +3 grey dragon scale mail
Gives magic resistance.
3. a blessed +3 war hammer named Mjollnir
A truly stupendous weapon except against lightning resistant monsters,
notably iron golems, black puddings and blue dragons.
The war hammer named Mjollnir is truly awesome! (see later)
SPELLBOOKS
----------
Name Prob,Delay,Level,Direct | Name Prob,Delay,Level,Direct
------------------------------------------------------------------------------
magic missile, 45, 3, 2, RAY | fireball, 20, 6, 4, RAY
sleep, 50, 1, 1, RAY | cone of cold, 10, 8, 5, RAY
finger of death, 5, 10, 7, RAY | light, 45, 1, 1, N
detect monsters, 45, 1, 1 N | healing, 40, 2, 1, N
knock, 40, 1, 1, Y | force bolt, 40, 2, 1, Y
confuse monster, 37, 2, 2, Y | cure blindness 27, 2, 2, Y
slow monster, 37, 2, 2, Y | wizard lock, 35, 3, 2, Y
create monster, 37, 3, 2, N | detect food, 37, 3, 2, N
cause fear, 25, 3, 3, N | clairvoyance, 15, 3, 3, N
cure sickness, 32, 3, 3, N | charm monster, 20, 3, 3, Y
haste self, 33, 4, 3, N | detect unseen, 25, 4, 3, N
levitation, 25, 4, 4, N | extra healing, 32, 5, 3, N
restore ability, 25, 5, 4, N | invisibility, 32, 5, 4, N
detect treasure, 25, 5, 4, N | remove curse, 25, 5, 5, N
dig, 22, 6, 5, RAY | magic mapping, 18, 7, 5, N
identify, 25, 8, 5, N | turn undead, 17, 8, 6, Y
polymorph, 12, 8, 6, Y | teleport away, 15, 6, 6, Y
create familiar, 10, 7, 6, N | cancellation, 12, 8, 7, Y
genocide, 5, 10, 7, N |
It is usually advisible to try to read the scroll of amnesia before
learning any/many spells as this will result in the loss of most them.
The higher level spells mean that you will gain less spells from a book and
you will have a greater difficulty casting them.
The delay column refers to the turns that you'll spend learning the book .
RINGS
-----
Name Cost | Name Cost
---------------------------------------------------------------------------
adornment, 100 | gain strength, 150
increase damage, 150 | protection, 100
regeneration, 200 | searching, 200
stealth, 100 | levitation, 200
hunger, 100 | aggravate monster, 150
conflict, 300 | warning, 100
poison resistance, 150 | fire resistance, 200
cold resistance, 150 | shock resistance, 150
teleportation, 200 | teleport control, 300
polymorph, 300 | polymorph control, 300
invisibility, 150 | see invisible, 150
protection from shape changers, 100 |
Ring types are wooden,granite,coral,black onyx,moonstone,tiger eye,jade,agate
topaz,sapphire,ruby,diamond,pearl,iron,brass,copper,silver,gold,ivory,emerald,
wire,engagement,shining.
The only effective way to identify rings is to use scrolls of identify or if
you can afford to lose one then drop it down the sinks.
NOTE: all rings increase your food consumptions to varying
degrees.
Adornment: nothing, or increase charisma
Aggravate Monster: You have "monsterum aggravatitis," and wake up all
sleeping monsters.
See Invisible: obvious
Searching: Does one search every turn. Very useful.
Cold Resistance: You are invulnerable to cold, including backblasts from
the wand and freezing spheres.
Fire Resistance: You are invulnerable to fire, including
backblasts from the wand and dragon breath.
Teleport Control: gives you control of teleport destination, no matter
what does the teleporting. Try to teleport into a wall or monster and
you get a random teleport. Gives no control of when you go, just where.
Levitation: You levitate while wearing the ring. You cannot pick up
objects, but can float over water; and levitating over an Elbereth has
the same effect as a scare monster scroll - you can fight without
erasing it.
Conflict: causes monsters to attack each other instead of you, if
they are next to each other.
Stealth: Monsters don't wake up when you enter a room.
Polymorph: Occasionally polymorphs you randomly; but can be controlled with
polymorph control.
Increase Damage: Increases the damage you do to monsters when hitting them.
Protection: Increases your armor class and probably your (internal) saving
throws. Can be +1, +2, etc or cursed -1,-2, etc.
Protection from Shape Changers: Chameleons appear only as ':'.
Teleportation: teleports you ranomly about every once in a while. No way to
control when,but a ring of teleport control determines where. Without
this ring, destination is random on level.
Resistance to Poison: You are invulnerable to poison (including poison
corpses but not rotted ones, and all poison stings, bites, and potions).
It does not protect you from rotted (tainted) meat or potions of sickness.
Gain Strength: Just what it says. Increments as with ring of protection.
Protection from Shape Changers: Forces chameleons to take on their true form :
Regeneration Replenishes HP at about 2 a move.increases food consumption lots
Hunger: Same as Regeneration, but no HP effect.
Conflict All monster's will attack each other before you.This will also
cause your pets to attack shopkeepers and your other pets
Searching Will automatically look for hidden traps/doors.
Warning Will glow different colours when different monsters are near.
Fire, Cold Resistance: obvious
Shock Resistance Resistance to electrical, not system shock.
PolyMorph Control Now What monster Do you wish to turn into when you hit
the polymorph trap or use that wand on yourself.
Emperor lich or vampire lord seems to be the best
thing to polymorph into in general, since these can
wear armor, have nice abilities, and are strong enough
to carry your pack.
Most or all items in a ghost pile will be cursed (but not necessarily minused).
Rings And Sinks
---------------
Adornment The Faucets flash brightly for a moment.
Aggravate Monster Several Bees 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 Rattles down the drainpipe
Increase Damage The Waters force seems greater,smaller(cursed).
Invisibilty You don't see Anything happening
Levitation The sink quivers upward for a moment.
Poison Resistance You smell rotten Slime Mold
Polymorph Momentarily look like a fountain
Polymorph Control Momentarily looks like a regularly errupting geyser
Protection Ring glows silver,black(cursed).
Prot from Shape ChangersThe sink Looks Nothing like a fountain
Regeneration The ring looks as good as new
Searching You thought you lost your ring down the sink
See Invisible You see some air in the sink
Shock Resistance Static Electriicty
Stealth The sink seems to blend into the floor for a moment
Strength Waters force seems stronger,weaker(-Str)
Teleport Disappears Momentarily
Teleport Control Beamed aboard momentarily
Warning Glows White
GEMS
----
Name Desc Prob,Wt,Value| Name Desc Prob,Wt,Value
------------------------------------------------------------------------------
dilithium crystal,white, 3, 1, 4500| diamond, white, 4, 1, 4000
ruby, red, 5, 1, 3500| sapphire, blue, 6, 1, 3000
emerald, green, 7, 1, 2500| turquoise, green, 8, 1, 2000
aquamarine, green, 10, 1, 1500| amber, yellow/b,11, 1, 1000
topaz, y/brown, 13, 1, 900| opal, white, 15, 1, 800
garnet, red, 17, 1, 700| amethyst, violet, 19, 1, 600
jasper, red, 21, 1, 500| fluorite, violet, 22, 1, 400
jade, green, 23, 1, 300| piece of white glass, 131, 1, 0
piece of blue glass, 131, 1, 0| piece of red glass, 131, 1, 0
piece of y/brown glass 131, 1, 0| piece of green glass, 131, 1, 0
piece of violet glass, 131, 1, 0| luckstone, gray, 10, 1, 60
loadstone, gray, 10,50, 1|
Useful and Worthless Gems:
To determine usefulness of gems, try dropping them in shops. They will be
ignored by the shopkeeper if they are worthless pieces of glass, or will
be sold for several hundred gold pieces if they are a jewel of some kind.
Once you know whether something is worthless or not, you can "call" it
glass or jewel, and can identify the jewels when you have an identify scroll.
This trick also works for picking up gems already in the shop - worthless
pieces of glass will be worth a few gold pieces, and jewels will be several
hundred gold.
Throwing gems at unicorns of your alignment gives you luck - as does
sacrificing (#offer) fresh corpses at altars.
Luck from throwing gems to unicorns:
Gem Thrown Alignment Luck change
------------------------------------------
Unidentified | Any | +1
Known Glass | Any | +0
Known Valuable | Own | +5
Known Valuable | Other | random -3 - +3
Luck runs on a -10 to +10 scale, except on new moons, when it is -11
to +9, and full moons, when it is -9 to +11.
Eating a human/soldier/medusa/shopkeeper/werehuman corpse reduces
your luck to minimum.
The same with sacrificing one at an altar, unless you are chaotic.
The altar changes to chaotic, and demon lords may be summoned.
This is bad. If they ask for bribes, pay them.
Weapon Names and their effects
------------------------------
Named weapons are given to you by your god for sacrifices at altars.They
can also be found in shops very rarely and in the dungeons . In fact
one of the best methods of getting a named weapon is the polymorph
trick where you polymorph a pile of useless weapons and can get a named
one.Either that or wish for one.
The special features are only a few things that I have been able to
work out.There are bound to be more features for each weapon which I have
not been able to work out.The Alignment is ,I think, used for the chances
of getting the weapon from your god.ie If you're Neutral you'll only get
those weapons and not stuff like Stormbringer.
Weapon Name Adds Dam(S,L) Special Features Alignment
-------------------------------------------------------------------------
KATANA, Snickersnee, 0, 8 Lawful
LONG_SWORD, Excalibur, 5, 10 No regen,Searching,Defender Lawful
AXE, Cleaver, 3, 12 Chaotic
ORCISH_DAGGER, Grimtooth, 2, 6 Chaotic
DAGGER, Grimtooth, 2, 6 Chaotic
TWO_HANDED_SWORD,Orcrist, 5, 0 Slay Orcs Lawful
ELVEN_DAGGER, Sting, 5, 0 Warning, Slay Orcs Lawful
DAGGER, Sting, 5, 0 Warning, Slay Orcs Lawful
LONG_SWORD, Frost Brand, 5, 0 Defender, Cold Dam, Neutral
LONG_SWORD, Fire Brand, 5, 0 Defender, Fire Dam, Neutral
BROADSWORD, Stormbringer, 5, 2 Defender, Drain Level Chaotic
** Stormbringer only has a 2 because it can drain a level, providing 8 more.**
LONG_SWORD, Sunsword, 5, 0 Lawful
BROADSWORD, Dragonbane, 5, 0 Slay Dragons Neutral
LONG_SWORD, Demonbane, 5, 0 Lawful
LONG_SWORD, Werebane, 5, 0 Lawful
LONG_SWORD, Giantslayer 5, 0 Neutral
WAR_HAMMER, Ogresmasher, 5, 0 Slay Ogre Lawful
WAR_HAMMER, Mjollnir 5,24 Electrical Dam, Lawful
MORNING_STAR, Trollsbane, 5, 0 Slay Troll Lawful
The Weapons Orcrist and Sting can be named with the #name command while
trying to name another of these will result in failure.
-------------------------------------------------------------------------
|Curtis Yarvin | cs132074@cs.brown.edu | "There is no operating |
|Wildebeest | ----------------------| system but UNIX, and C is |
|"Shave the Fuzzies"| its language." - Creed of The True Believer |
|------------------------------------------------------------------------