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nethack-3.1
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oracles.txt
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1992-12-12
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If thy wand hath run out of charges, thou mayst zap it again and again; though
naught will happen at first, verily, thy persistence shall be rewarded, as
one last charge may yet be wrested from it!
-----
Though the shopkeepers be wary, thieves have nevertheless stolen much by using
their digging wands to hasten exits through the pavement.
-----
If thou hast had trouble with rust on thy armor or weapons, thou shouldst
know that thou canst prevent this by, while in a confused state, reading the
magical parchments which normally are used to cause their enchantment.
-----
Behold the cockatrice, whose diminutive stature belies its hidden might. The
cockatrice can petrify any ordinary being it contacts--save those wise
adventurers who eat a dead lizard or blob of acid when they feel themselves
slowly turning to stone.
-----
While some wayfarers rely on finding finished armour in the dungeon, the
resourceful consider dragon scales as truly enchanting raw material and
realize that dragon scale mail is an excellent investment.
-----
It is well known among travelers that extra-healing draughts may clear thy
senses when thou art addled by hallucinations. But never forget, the lowly
potion which makes one sick may be used for the same purpose.
-----
While the consumption of lizard flesh or water beloved of the gods may
straighten thy head after confusion, the application of the horn of a
creature of utmost purity can alleviate many other afflictions as well.
-----
If thou wishest to travel quickly between distant levels, thou must be
able to control thy teleports, and be confused, and read the scroll
which usually teleports thyself around on the level. Daring adventurers
have also performed the same feat sans need for scrolls or potions by
stepping on the correct type of trap.
-----
Almost all adventurers who come this way hope to pass the dread Medusa. To
do this, the best advice is to keep thine eyes blindfolded and to cause the
creature to espy its own reflection in a mirror.
-----
And where it is written "ad aerarium", diligent searching will often reveal
the way to a trap which sends one to the Magic Memory Vault, where the riches
of Croesus are stored; however, escaping from the vault with its gold is much
harder than getting in.
-----
It is well known that wily shopkeepers doth raise their prices whene'er they
espy the garish apparel of the approaching tourist or the countenance of a
disfavored patron. They favor the gentle of manner and the fair of face.
The boor may expect unprofitable transactions.
----- SINKS
The cliche of the kitchen sink swallowing any unfortunate rings that contact
its pernicious surface reflecteth greater truth than many homilies, yet
even so, few hath developed the skill to identify enchanted rings by the
transfigurations effected upon the voracious device's frame.
-----
The meat of enchanted creatures will ofttimes convey magical properties
unto the consumer. A fresh corpse of floating eye doth fetch a high
price among wizards for its utility in conferring Telepathy, by which
the sightless may locate surrounding minds.
-----
The detection of blessings and curses is in the domain of the gods. They will
make this information available to mortals who request it at their places of
worship, or elsewhere for those mortals who devote themselves to the service
of the gods.
-----
At times, the gods may favor worthy supplicants with named blades whose
powers echo throughout legend. Learned wayfarers can reproduce blades of
elven lineage, hated of the orcs, without the need for such intervention.
-----
Adventurers searching for Medusa or the Wizard of Yendor needst not wait until
their dungeon level corresponds with their enemies' to know their location.
Eat a floating eye, blind thyself, and use a mirror in thine own direction,
and provided thou art lucky, thou shalt know the approximate locations of
thine enemies.
-----
There are many stories of a mighty amulet, the origins of which are said
to be ancient Yendor. This amulet doth have awesome power, and the gods
desireth it greatly. Mortals mayst tap only portions of its terrible
abilities. The stories tell of mortals seeing what their eyes cannot
see and seeking places of magical transportation, while having this
amulet in their possession. Others say a mortal must wear the amulet to
obtain these powers. But verily, such power comes at great cost, to
preserve the balance.
-----
It is said that thou mayst gain entry to Moloch's sanctuary, if thou
darest, from a place where the ground vibrates in the deepest depths of
Gehennom. Thou needs must have the aid of three magical items. The
pure sound of a silver bell shall announce thee. The terrible runes,
read from Moloch's book, shall cause the earth to tremble mightily. The
light of an enchanted candelabrum shall show thee the way.
-----
In the nethermost recesses of the dungeon, there standeth a castle, wherein
layeth a wand of wishes. If thou wouldst gain entry, bear with thee an
instrument of music, for the drawbridge may be charmed down with the proper
melody. What notes comprise it only the gods know, but a musical mastermind
may yet succeed by witful improvization. However, the less perspicacious are
not without recourse, should they be prepared to circumambulate the castle to
the postern.
----- ELBERETH
The name of Elbereth may strike fear into the hearts of thine enemies, if
thou doest write it upon the ground at thy feet. If thou maintain the utmost
calm, thy safety will be aided greatly, but beware lest thy clumsy feet scuff
the inscription, cancelling its potence.
-----