nethack-spoilers-3.4.3+20110109.orig/0000755000175000017500000000000011512407661017071 5ustar cjwatsoncjwatsonnethack-spoilers-3.4.3+20110109.orig/gems-343.txt0000644000175000017500000004174411430345752021107 0ustar cjwatsoncjwatsongems-343.txt Last edited 2008-01-11 for NetHack 3.4.3 Gems, stones, and luck in NetHack 3.4 Compiled for 3.2.2 by Kevin Hugo. Updated for 3.4.3 by Dylan O'Donnell . GEMS AND STONES COST WGT PROB ENGR COLORS ~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~~ ~~~~~~ Valuable gems : : dilithium crystal :$4500 1 27* : soft white diamond : 4000 1 24* : hard white ruby : 3500 1 21* : hard red jacinth : 3250 1 18* : hard orange sapphire : 3000 1 15* : hard blue black opal : 2500 1 12* : hard black emerald : 2500 1 9* : hard green turquoise : 2000 1 6* : soft green, blue aquamarine : 1500 1 1* : hard green, blue citrine : 1500 1 3* : soft yellow amber : 1000 1 1* : soft yellowish brown topaz : 900 1 1* : hard yellowish brown jet : 850 1 1* : soft black opal : 800 1 1* : soft white chrysoberyl : 700 1 1* : soft yellow garnet : 700 1 1* : soft red amethyst : 600 1 1* : soft violet jasper : 500 1 1* : soft red fluorite : 400 1 1* : soft green, blue, white, violet jade : 300 1 1* : soft green agate : 200 1 1* : soft orange obsidian : 200 1 1* : soft black Worthless gems : : black glass : 0 1 76 : soft black blue glass : 0 1 77 : soft blue green glass : 0 1 77 : soft green orange glass : 0 1 76 : soft orange red glass : 0 1 77 : soft red violet glass : 0 1 77 : soft violet white glass : 0 1 77 : soft white yellow glass : 0 1 77 : soft yellow yellowish brown glass : 0 1 77 : soft yellowish brown Stones : : luckstone : 60 10 10 : soft gray stone touchstone : 45 10 8 : soft gray stone flintstone : 1 10 10 : soft gray stone loadstone : 1 500 10 : soft gray stone rock : 0 10 100 : soft rock Gems and stones are listed above by category, then by decreasing price. The COST field denotes the base price of each item. WGT specifies the weight (100 zorkmids weighs 1). Gems comprise 8% of all randomly-generated items in the main dungeon, 18% in containers, 0% on the Rogue level, and 10% in hell. PROB is the relative probability of each subtype, except for those marked with an asterisk (valuable gems); the figures so marked instead represent the first level on which the gems can occur (this limitation only applying to the main dungeon, and these restrictions are only reviewed when creating a new level). Permissible valuable gems have roughly equal probabilities of being generated among themselves, always set such that the total for the category as a whole is 171. Loadstones are always generated cursed (except potentially in containers), all others are uncursed. Rocks appear in piles of 6 to 11. Valuable gems, worthless gems, touchstones, and flint stones have a 1/6 chance of appearing in a pile of 2. The ENGR field denotes how the gem appears when you attempt to engrave with it (see below). COLORS specifies the possible appearance of the gem. If more than one color is possible, then one will be randomly chosen for the appearance. Identifying stones ~~~~~~~~~~~~~~~~~~ There are five different types of non-gem stones, and four of them are indistinguishably gray. rock Rocks are immediately identified on examination, and pose little difficulty or challenge to the adventurer. They make a cheap and usually plentiful source of ammunition, should you lack or wish to conserve other ranged attacks. ("Good ol' rock. Nothing beats that." -- Bart Simpson) touchstone Touchstones are most readily distinguished by their effect when rubbed with something hard, such as an iron weapon; they will make a "scritch, scritch" sound. Their primary use is rubbing them with other gems and stones (and, once identified, this is all they _can_ be used for); if blessed (or also if uncursed, for Archeologists and gnomes), the object rubbed with will be identified. The complete table of results that distinguish them is as follows: GRAY STONE GEM GLASS HARD RING ~~~~~~~~~~~~~~~~ ~~~~~~~~ ~~~~~~~~ ~~~~~~~ ~~~~ good touchstone ID ID scritch streak bad touchstone streak scratch scritch streak other gray stone cscratch cscratch scratch cscratch where "streak" denotes coloured streaks, "scratch" uncoloured scratch marks, "cscratch" coloured scratch marks, and "scritch" the sound "scritch scritch". Other types of object may produce coloured streaks or scratches, but will not provide any further useful information. Note that being rubbed on a cursed touchstone may shatter gems or rocks (but not other gray stones). luckstone Luckstones can be identified by their effect (see "Luck" below) with the help of enlightenment, by their valuation by shopkeepers, or by the presence of the guaranteed luckstone at the top of a gems cache in the Gnome King's Wine Cellar version of the bottom level of the Gnomish Mines. (Or, indeed, by the Heart of Ahriman being one). loadstone As noted above, loadstones are almost always generated cursed; furthermore, they autocurse on being dropped or otherwise leaving the main inventory, and a cursed loadstone cannot be let go of. It is therefore best to identify them while they lie on the ground; kicking them will usually elicit a "Thump!" rather than movement across the floor, but being extremely strong (at least 22 strength; 18/** is not sufficient) while wearing kicking boots or being a Samurai or Monk may allow some movement (watch how far it goes). flint stone These exist primarily to make it hard to identify touchstones, loadstones and luckstones, and are best identified by elimination of the other three. They have few special properties, but do inflict somewhat more damage than other stones or gems when used as sling ammunition. Identifying gems ~~~~~~~~~~~~~~~~ (Quoted in part from the spoiler "gems" by Bryan Butler.) "I shall, with cultured taste, Distinguish gems from paste..." -- Reginald Bunthorne, in Gilbert and Sullivan's "Patience" There are now nine methods to identify gems: engraving, throwing at unicorns, killing glass golems, spell of stone to flesh, collecting a large number, scrolls or spells of identify, a touchstone, dipping an amethyst in potions of booze, and finding pre-placed gems. 1. Engraving with gems If a gem is listed as "hard" above, then you will see the following message when you attempt to (E)ngrave with the gem: "You engrave in the with the ." where is the appearance of the gem. All hard gems are valuable, although some colors may have more than one possible identity. If the gem is "soft," you will see this message: "You write in the dust with the ." Soft gems may be valuable or worthless, so you will need an additional method to identify these gems. In either case, you can abort the engraving process by pressing Escape. If you choose to write a message, it will take one turn per character to engrave. Not all types of floor can be engraved upon. You may choose to #name a gem once you know its hardness (e.g., "soft blue"). 2. Throwing gems at unicorns Throwing a gem to a non-tame unicorn can change your luck in one of several ways, depending on whether the gem is worthless or valuable, whether you are the same alignment as the unicorn (white = lawful, gray = neutral, and black = chaotic), and whether the gem type is already identified or named. VALUE ALIGN KNOWN ADVERB LUCK CHANGE ~~~~~ ~~~~~ ~~~~~~~~~~ ~~~~~~~~~~~~ ~~~~~~~~~~~ glass other unknown graciously 0 glass other named (see below*) 0 glass other identified (see below*) 0 glass same unknown graciously 0 glass same named (see below*) 0 glass same identified (see below*) 0 gem other unknown hesitatingly -1 to +1 gem other named hesitatingly -1 to +1 gem other identified hesitatingly -3 to +3 gem same unknown gratefully +1 gem same named gratefully +2 gem same identified gratefully +5 In most cases, the message sequence is as follows: "The neighs! The catches the ." "The accepts your gift." where the color of the unicorn and the color of the gem are appropriate for the situation. comes from the table above, except where the column has a *, in which case there is a different message sequence: "The neighs!" "The catches the ." "The is not interested in your junk." after which the unicorn will promptly drop the "gem". 3. Killing glass golems When a glass golem is destroyed, it leaves behind 2 to 8 worthless pieces of glass (each of which can be any of the colours), and never gems. 4. Spell of stone to flesh The spell of stone to flesh will turn gemstones into meatballs, but leave worthless pieces of glass intact; #name a gem 'valuable' or similar before zapping the spell at it (and rename it afterwards should it be proven untrue), since it won't be around to #name after. 5. Collecting a large number of gems If you wait long enough, you'll accumulate a large number of gems. Since the probabilities of getting worthless pieces of glass are so much higher than getting true gems, you'll acquire them much faster than other gems. So, if you just wait long enough, and look at all of the gems of a certain color that you have, more often than not the gem of which you have the most is the worthless piece of glass. This is a bit risky, and usually takes much more time than other methods. 6. Scrolls and spells of identify You can always use a scroll or spell of identify to determine whether a gem is valuable. You will then recognize all gems of that same type, although you can lose this knowledge from a scroll of amnesia or (master) mind flayer attack. Shopkeepers will buy identified gems based on their full price; this is a good way to get money. 7. Rubbing on a touchstone Being rubbed on a blessed touchstone (or also uncursed for Archeologists, who start with one, and gnomes) will immediately identify any gem, as detailed under "touchstones" above. 8. Dipping amethysts into potions of booze When you dip an amethyst into a potion(s) of booze, the potion will turn into fruit juice ("a-methyst" means not intoxicated). You can use this very special case to identify this type of soft violet gems. 9. Pre-placed gems Certain levels are guaranteed to be generated with diamonds, rubies, emeralds, and amethysts in well-defined positions. Two versions of the bottom level of the Gnomish Mines (the Wine Cellar version and the Mimic of the Mines version) contain concealed chambers with these four types of gems and a guaranteed luckstone, together with assorted other * to confuse identification; the third version's are randomly scattered across the level. The four corner rooms of Fort Ludios (if it is reachable in your game) each contain one of these four types of valuable gems. Other levels may also be generated with piles of gems, but their type is not guaranteed, so these levels are not helpful in determining the identity of gems. Luck ~~~~ Luck is included here because of luckstones. Your luck affects many aspects of the game (too many to mention here), and is actually the sum of two components. Base luck changes with events in the game, and may slowly return to a "baseline" level. Bonus luck, on the other hand, is determined by what kind of luckstone (and certain artifacts) you are carrying. Only a rough idea of your luck is given in the enlightenment list; the meaning of the messages is as follows: TOTAL LUCK MESSAGE ~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <= -10 extremely unlucky -9 to -5 very unlucky -4 to -1 unlucky 0 luck is zero (debug mode only) 1 to 4 lucky 5 to 9 very lucky >= 10 extremely lucky Your bonus luck -- and whether your base luck will return to its baseline level -- is controlled by luckstones and certain Quest Artifacts. The effect of these "luckitems" depends on the number in your main inventory that are blessed, uncursed, and cursed (see table below). Note that you can't do any better than one blessed luckitem, so you might as well keep any others in a bag (where they have no effect) as spares in case your main one is cursed. NUMBER OF LUCKITEMS BAD LUCK GOOD LUCK BONUS LUCK ~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~ ~~~~~~~~~~ ~~~~~~~~~~ None Times out Times out 0 (no message) More cursed than blessed No timeout Times out Equal cursed and blessed No timeout No timeout More blessed than cursed Times out No timeout More cursed than non-cursed -3 "reduced luck" Equal cursed and non-cursed +3 "extra luck" More non-cursed than cursed +3 "extra luck" When you are enlightened about your luck, you are also told if you have bonus luck and if good/bad luck will not time out. Base luck is adjusted by each of the events described below. It cannot be reduced below -10 or increased above +10 beyond the baseline. In addition, every 600 turns (or 300 if you have the Amulet of Yendor or have angered your god), your luck will increase by one if it is less than your baseline luck and bad luck times out, and your luck will decrease by one if your luck is greater than your baseline luck and good luck times out. Your baseline luck is +1 if you started or restored the game during a full moon, -1 if started/restored on Friday the 13th, and 0 if neither or both. BASE ADJ EVENT ~~~~~~~~ ~~~~~ +1 Starting or restoring a game during a full moon. 0 Starting or restoring a game during a new moon. -1 Starting or restoring a game on Friday the 13th. NOTE: The above three are reversed before saving. -2 Break a mirror. -n Breaking n eggs laid by you (at worst -5). +1 Sitting on a throne (sometimes). 0 Throwing a worthless gem at a unicorn. -3 to +3 Throwing valuable gem at cross-aligned unicorn. +1 Throwing unknown valuable gem at co-aligned unicorn. +2 Throwing named valuable gem at co-aligned unicorn. +5 Throwing identified valuable gem at co-aligned unicorn. -1 Hitting a blind floating eye (1 in 500 chance). -1 Jumping in Sokoban. -1 Breaking a boulder in Sokoban. -1 Casting stone-to-flesh on a Sokoban boulder. -1 Polymorphing a Sokoban boulder. -1 Reading a scroll of earth in Sokoban. -1 Being pulled by a thrown iron ball in Sokoban. -1 Hurtling through the air in Sokoban due to Newton's 3rd Law. -1 Walking (as a giant) or squeezing past a Sokoban boulder. -1 Killing a tame or peaceful (sometimes) monster. -2 Killing a peaceful human, and you are not chaotic. -5 Killing a co-aligned unicorn. -5 to -2 Cannibalism (eating your own species), unless a Caveman or orc. Set to 0 Praying with negative base luck (sometimes: "golden glow" boon). -3 Praying on wrong altar. -3 Praying before your prayer timeout has expired. -5 A sacrifice (not your own race) on Moloch's altars in Gehennom. -3 Being converted by trying to convert an altar. -1 Otherwise unsuccessful at converting altar. +1 Successfully converting an altar. -1 Desecrating another god's altar. +2 Sacrificing your own race on your own chaotic altar. -2 Sacrificing your own race on Moloch's altar. -5 Sacrificing your own race, you aren't chaotic. -1 Sacrificing an unidentified fake Amulet of Yendor. -3 Sacrificing an identified fake Amulet of Yendor. +1 Sacrificing, slightly mollifying your god, negative luck. Set to 0 Sacrificing, mollifying your god, negative luck. +1 Sacrificing, having a hopeful feeling, negative luck. Set to 0 Sacrificing, reconciling, negative luck. 0 to +5 Sacrificing, god happy. Acknowledgements ~~~~~~~~~~~~~~~~ Thanks to Bruce Cox for proofreading the original version of this file. Further corrections and clarifications provided by David Damerell, Michael Deutschmann, Rob Ellwood, Yair Friedman, David Grabiner, Adam Kao, Nick Number, Boudewijn Waijers, and Donald Welsh. nethack-spoilers-3.4.3+20110109.orig/abil-343.txt0000644000175000017500000000430111430345752021047 0ustar cjwatsoncjwatsonabil-343.txt Last edited 2003-12-17 for NetHack 3.4.3 Class- and race-dependent abilities and gained intrinsics in NetHack 3.4 Compiled by Dylan O'Donnell . This spoiler doesn't attempt to list the various class and racial modifiers to game activities; just the abilities peculiar to each. Archeologist ~~~~~~~~~~~~ XL 1 : Stealth XL 1 : Speed XL 10: Searching Can use two-weapon combat. Can use uncursed touchstones as blessed. Barbarian ~~~~~~~~~ XL 1 : Poison resistance XL 7 : Speed XL 15: Stealth Can use two-weapon combat. Cave(wo)man ~~~~~~~~~~~ XL 7 : Speed XL 15: Warning Exempt from penalties for cannibalism and eating domestic animals. Healer ~~~~~~ XL 1 : Poison resistance XL 15: Warning Knight ~~~~~~ XL 7 : Speed Can jump as chess knight. Can #turn undead. Can use two-weapon combat. Monk ~~~~ XL 1 : Speed XL 1 : Sleep resistance XL 1 : See invisible XL 3 : Poison resistance XL 5 : Stealth XL 7 : Warning XL 9 : Searching XL 11: Fire resistance XL 13: Cold resistance XL 15: Shock resistance XL 17: Teleport control Exercise wisdom by fasting. Priest(ess) ~~~~~~~~~~~ XL 15: Warning XL 20: Fire resistance Can see objects' blessed/uncursed/cursed status. Can #turn undead. Ranger ~~~~~~ XL 1 : Searching XL 7 : Stealth XL 15: See invisible Rogue ~~~~~ XL 1 : Stealth XL 10: Searching Can use two-weapon combat. Samurai ~~~~~~~ XL 1 : Speed XL 15: Stealth Can use two-weapon combat. Tourist ~~~~~~~ XL 10: Searching XL 20: Poison resistance Can use two-weapon combat. Valkyrie ~~~~~~~~ XL 1 : Cold resistance XL 1 : Stealth XL 7 : Speed A thrown Mjollnir (requires strength 25) will usually return to the hand. Can use two-weapon combat. Wizard ~~~~~~ XL 15: Warning XL 17: Teleport control Gets bonuses rather than penalties for wearing cornuthaums. Warned before reading uncursed spellbooks with possibility of failure. dwarf ~~~~~ XL 1 : Infravision elf ~~~ XL 1 : Infravision XL 4 : Sleep resistance gnome ~~~~~ XL 1 : Infravision Can use uncursed touchstones as blessed. orc ~~~ XL 1 : Infravision XL 1 : Poison resistance Exempt from penalties for cannibalism and eating domestic animals. Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by nyra. nethack-spoilers-3.4.3+20110109.orig/time-343.txt0000644000175000017500000000562311430345747021112 0ustar cjwatsoncjwatsontime-343.txt Last edited 2005-10-03 for NetHack 3.4.3 The effects of real-world time, date and moon phase in NetHack 3.4 Compiled for 3.1.3 by Boudewijn Waijers. Edited for 3.4.3 by Dylan O'Donnell . NetHack is aware of the time in the real world (or, at least, what it's told about it by your system clock). Certain particular times have effects on gameplay. Moon phases and dates ~~~~~~~~~~~~~~~~~~~~~ The date is only checked when the game is started or restored; if you keep playing without saving, you'll continue to see the effects even after the relevant period has passed (or not see the effects even though it has been reached). NetHack divides the month into eight phases of three or four days each: thus the full and new moon will be reported for a rather longer time than your calendar might depict. Full moon: - you have a chance of not being able to tame dogs at night (but you will still make them peaceful and you may try again). - your dog won't whine, yip, bark, or growl, but will always howl when you chat at it, at night (likewise werecreatures). - your baseline luck is increased by one. - werecreatures are usually in their wereform, especially at night. New moon: - there is NO effect on your baseline luck. - if you are hit by a cockatrice's or chickatrice's special hissing attack, and you are NOT carrying a lizard corpse in your main inventory, you will always start turning to stone. Normally, there is only a 1/10 chance. Friday the 13th: - your baseline luck is decreased by one. Note that prayers will be rejected while you have negative luck, so until you manage to redress this, dangerous situations will be that much more dangerous. If Friday 13th happens to be a full moon, the -1 and +1 to baseline luck will cancel out. See gems-343.txt for more discussion of how luck is calculated. Time ~~~~ Night (22:00 - 05:59): - your chance of changing into a werecreature when you are a lycanthrope is 1/60 instead of 1/80 per move. - you have a chance of not being able to tame dogs when the moon is full (but you will still make them peaceful and you may try again). - gremlins can only steal intrinsics at night. - werecreatures can summon more easily. - your dog won't whine, yip, bark, or growl, but will always howl when you chat at it, when it is full moon. - werecreatures are more likely to be in their wereform, particularly when it is full moon. Midnight (0:00 - 0:59): - undead do twice as much damage; - you get a different message when entering a graveyard ("Run away! Run away!" instead of "You have an uncanny feeling..."). nethack-spoilers-3.4.3+20110109.orig/armr-343.txt0000644000175000017500000004246211430345753021114 0ustar cjwatsoncjwatsonarmr-343.txt Last edited 2006-08-26 for NetHack 3.4.3 Armour, its erosion and enchantment, and magic cancellation in NetHack 3.4 Compiled for 3.2.2 by Kevin Hugo. Updated for 3.4.3 by Dylan O'Donnell . ARMOR COST WGT PR AC M EFFECT APPEARANCE ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~ : ~~ ~ ~~~~~~~~ ~~~~~~~~~~ Shirts : : Hawaiian shirt : $ 3 5 8 : 0 C Shops -- T-shirt : 2 5 2 : 0 C Shops -- Suits : : leather jacket : 10 30 12 : 1 L -- leather armor : 5 150 82 : 2 L -- orcish ring mail : 80 250 20 : 2 I # crude ring mail studded leather armor : 15 200 72 : 3 L # -- ring mail : 100 250 72 : 3 I -- scale mail : 45 250 72 : 4 I -- orcish chain mail : 75 300 20 : 4 I # crude chain mail chain mail : 75 300 72 : 5 I # -- elven mithril coat : 240 150 15 : 5 M ### -- splint mail : 80 400 62 : 6 I # -- banded mail : 90 350 72 : 6 I -- dwarvish mithril coat : 240 150 10 : 6 M ### -- bronze plate mail : 400 450 25 : 6 B -- plate mail (tanko) : 600 450 44 : 7 I ## -- crystal plate mail : 820 450 10 : 7 G ## -- Dragon suits : : red dragon scales : 500 40 0 : 3 D Fire -- white dragon scales : 500 40 0 : 3 D Cold -- orange dragon scales : 500 40 0 : 3 D Sleep -- blue dragon scales : 500 40 0 : 3 D Elec -- green dragon scales : 500 40 0 : 3 D Poison -- yellow dragon scales : 500 40 0 : 3 D Acd -- black dragon scales : 700 40 0 : 3 D Disint -- silver dragon scales : 700 40 0 : 3 D Reflect -- gray dragon scales : 700 40 0 : 3 D Magic -- red dragon scale mail : 900 40 0 : 9 D Fire -- white dragon scale mail : 900 40 0 : 9 D Cold -- orange dragon scale mail: 900 40 0 : 9 D Sleep -- blue dragon scale mail : 900 40 0 : 9 D Elec -- green dragon scale mail : 900 40 0 : 9 D Poison -- yellow dragon scale mail: 900 40 0 : 9 D Acd -- black dragon scale mail : 1200 40 0 : 9 D Disint -- silver dragon scale mail: 1200 40 0 : 9 D Reflect -- gray dragon scale mail : 1200 40 0 : 9 D Magic -- Cloaks : : mummy wrapping : 2 3 0 : 0 C #Vis -- orcish cloak : 40 10 8 : 0 C ## coarse mantelet dwarvish cloak : 50 10 8 : 0 C ## hooded cloak leather cloak : 40 15 8 : 1 L # -- cloak of displacement : 50 10 10 : 1 C ##Displ *piece of cloth oilskin cloak : 50 10 10 : 1 C ###Water slippery cloak alchemy smock : 50 10 9 : 1 C #Poi+Acd apron cloak of invisibility : 60 10 10 : 1 C ##Invis *opera cloak clk of magic resistance : 60 10 2 : 1 C ###Magic *ornamental cope elven cloak : 60 10 8 : 1 C ###Stlth faded pall robe : 50 15 3 : 2 C ###Spell -- cloak of protection : 50 10 9 : 3 C ###Prot *tattered cape Helmets : : fedora : 1 3 0 : 0 C -- dunce cap : 1 4 3 : 0 C Stupid conical hat cornuthaum : 80 4 3 : 0 C ##Clair conical hat dented pot : 8 10 2 : 1 I -- elven leather helm : 8 3 6 : 1 L leather hat helmet (kabuto) : 10 30 10 : 1 I *plumed helmet orcish helm : 10 30 6 : 1 I iron skull cap helm of brilliance : 50 50 6 : 1 I Int+Wis *etched helmet hm of opposite alignment: 50 50 6c: 1 I Align *crested helmet helm of telepathy : 50 50 2 : 1 I ESP *visored helmet dwarvish iron helm : 20 40 6 : 2 I hard hat Gloves : : leather gloves (yugake) : 8 10 16 : 1 L *old gloves gauntlets of dexterity : 50 10 8 : 1 L Dex *padded gloves gauntlets of fumbling : 50 10 8c: 1 L Fumble *riding gloves gauntlets of power : 50 30 8 : 1 I Str *fencing gloves Shields : : small shield : 3 30 6 : 1 W -- orcish shield : 7 50 2 : 1 I red-eyed Uruk-hai shield : 7 50 2 : 1 I white-handed elven shield : 7 40 2 : 2 W blue and green dwarvish roundshield : 10 100 4 : 2 I large round large shield : 10 100 7 : 2 I -- shield of reflection : 50 50 3 : 2 S Reflect polished silver Boots : : low boots : 8 10 25 : 1 L walking shoes elven boots : 8 15 12 : 1 L Stlth *mud boots kicking boots : 8 15 12 : 1 I Kick *buckled boots fumble boots : 30 20 12c: 1 L Fumble *riding boots levitation boots : 30 15 12c: 1 L Lev *snow boots jumping boots : 50 20 12 : 1 L Jump *hiking boots speed boots : 50 20 12 : 1 L Speed *combat boots water walking boots : 50 20 12 : 1 L WWalk *jungle boots high boots : 12 20 15 : 2 L jackboots iron shoes : 16 50 7 : 2 I hard shoes Armor is listed above by category, then by increasing armor class, and finally by increasing price. Alternative Japanese names for items are given in parentheses (). The COST field denotes the base price of each item. WGT specifies the weight (100 zorkmids weighs 1). Armor comprises 10% of all randomly-generated items in the main dungeon, 0% in containers, 12% on the Rogue level, and 20% in hell. PR is the relative probability of each subtype; the suffix specifies the chance of blessed/cursed: c Roughly 90% cursed, 9% uncursed, 1% blessed otherwise 13.18% cursed, 78.18% uncursed, 8.64% blessed Initial enchantment depends on whether the item was blessed or cursed, and is exponentially distributed. Armor is never generated erodeproof except for: splint mail at the start of the game for a Samurai, or on the Samurai Quest; as equipment for certain monsters; and sometimes in Rogue level bones piles. Dragon armor is sometimes randomly generated for player-monsters on the Astral Plane, but is otherwise never randomly generated. The base amount that your armor class is reduced (disregarding enchantment or damage) is shown in the AC field. The material of each piece of armor, described by M, affects whether the item can be damaged. In addition, metallic armor may increase your spell failure rate (see spl1-343.txt), and iron helmets protect from falling rock traps. The materials are as follows: M DESCRIPTION ERODES? HINDERS SPELLCASTING? ~ ~~~~~~~~~~~~~~~~ ~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~ B Bronze or copper Corrodes Yes C Cloth Burns/Rots No D Dragon hide No No G Glass No No I Iron Rusts/Corrodes Yes L Leather Burns/Rots No M Mithril No Yes S Silver No Yes W Wood Burns/Rots No (All shields hinder spellcasting to an extent based on their size, regardless of their material; helms of brilliance do not, despite being metal.) Some armors have EFFECTS. The number of hash signs (#) in this column describes the degree of magic cancellation (see below). Other effects are also possible: Acd Gives acid resistance Align Changes your alignment, removes protection, and auto-curses. Clair Wizards get clairvoyance and +1 charisma, others block clairvoyance and get -1 charisma. Cold Gives cold resistance. Dex Adds armor's enchantment to your dexterity. Disint Gives disintegration resistance. Displ Gives displacement. Elec Gives electric shock resistance. ESP Gives telepathy. Fire Gives fire resistance. Fumble You will occasionally fumble. Int+Wis Adds armor's enchantment to your intelligence and wisdom. Invis Gives invisibility. Jump Gives jumping at will. The special restrictions for Knights do not apply while this item is worn. In the figures below, you (@) can jump to the places marked 'X': Knights without boots Anyone with boots ~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~ X X.X XXXXX X...X XXXXX ..@.. XXX@XXX X...X XXXXX X.X XXXXX X Kick Kicking does additional damage, and grants martial arts bonuses. Lev Causes levitation. Does NOT prevent your being drowned by monsters. Magic Gives magic resistance. Does NOT affect magic cancellation. Poison Gives poison resistance. Prot An armor with good AC adjustment and magic cancellation. The protection intrinsic it confers doesn't have any effect beyond this. Reflect Gives reflection. Shops If not covered by body armor or cloak, shopkeepers buy and sell at the same rate as inexperienced (level < 15) Tourists: buy at 1/3 of and sell at 4/3 of the normal price. Sleep Gives sleep resistance. Speed Makes you very fast, the same as a potion of speed or spell of haste self. This is better than a wand of speed or eating a quantum mechanic. Spell Spellcasting is more likely to succeed, and reduces the penalty for metallic armour. Stlth Gives stealth. Str Increases your strength to 25. Stupid Your intelligence and wisdom are fixed at 6; auto-curses; shopkeepers buy and sell at the inexperienced Tourist rate. Vis Overrides invisibility so you are again visible. Water Protects metal body armor from rusting/corroding and prevents grabbing attacks. If cursed, only 2/3 chance of being effective. WWalk Allows you to walk on water or lava. Does NOT prevent your being drowned by monsters, or the heat of lava destroying non-fireproof boots. Finally, some types of armor have a different APPEARANCE when unidentified. Those listed with an asterisk (*) are randomized within their armor category. Boots with the appearance "snow boots" make ice act like normal terrain (but the Fumble armor property still happens at its normal rate). Gloves and boots with the appearance "riding gloves" and "riding boots" give a (non-cumulative) bonus to the chance of successfully saddling a steed. Helmets with the appearance "visored helmet" provide defence against the blinding attack of ravens and the spitting attack of cobras. Armor erosion and enchantment ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (Adapted from the spoiler "enchant.lim" by Peter Snelling and Boudewijn Waijers.) Your armor class is reduced by the base amount shown above. However, if armor is damaged, that amount of reduction is lowered by the greatest degree of erosion (damaged = 1, very damaged = 2, and thoroughly damaged = 3), but that will not lower the AC reduction beyond zero. The armor's material determines what types of attacks can cause damage (see above). There are several ways to prevent erosion. Samurai, Angels, lawful demons, player-monsters, and Roguelike bones piles may be generated with erodeproof armor. Specify "erodeproof","rustproof", "corrodeproof", "fireproof", or "rotproof" when wishing for an armor (any of these will do, and will be ignored if not applicable). You can temporarily prevent rust and corrosion damage by (a)pplying grease to your armor from a can of grease. An item can also be permanently erodeproofed by reading a non-cursed scroll of enchant armor while confused (also removes damage) or a cursed scroll of destroy armor while confused (does not remove damage). Blessed armour is less likely to become damaged (to an extent dependent on your luck). Your AC is then further reduced by the enchantment (e.g., +1) of the armor. The enchantment may be changed by reading scrolls of enchant armor while wearing the armor. One exterior piece of worn armor is semi-randomly selected, so you should remove or cover armor you don't want enchanted. A blessed scroll may add several enchantments, an uncursed scroll adds one enchantment, and a cursed scroll removes one enchantment. Other effects are possible -- notably, dragon scales can be converted to dragon scale mail -- please refer to the spoiler "scrl-343.txt". The enchantment of armor may also be affected by wands or spells of cancellation, spell of drain life if not currently in inventory, or by a disenchanter's special attack. If armor is enchanted above +3 (+5 for cornuthaums if you are a Wizard or for elven armor), then there is a chance of it being destroyed if it is enchanted further. Thus, the maximum safe enchantment is +5 (+7). This is obtained by reading uncursed or blessed scrolls until +3 (+5) is reached, and then reading a blessed scroll. If by chance this results in +4 (+6), you could bring the enchantment back down to +3 (+5) -- by reading a cursed scroll of enchant armor -- before trying again. Magic cancellation ~~~~~~~~~~~~~~~~~~ (Adapted from the spoiler "protect", by Peter Snelling, Boudewijn Waijers, and Michal Pawlak.) Magic cancellation affects the chance of success of the following special melee attacks: fire, cold, electricity, sleep, poison, paralysis, level drain, lycanthropy, teleport, intrinsic speed stealing (shades and skeletons), energy drain, slime, disenchanting, and "sticking to" ("You cannot escape from the mimic!" -- but not grab-attacks by, for example, owlbears or krakens). Note that it does NOT affect the success probability of ray attacks, nor does it help against "defensive attacks" (like a floating eye's paralysis). It does help protect monsters wearing armour with magic cancellation against these attacks by other monsters or by a polymorphed player. The chances of any one of the above special attacks succeeding are calculated in the following way: - The attack must first hit (i.e. pass your AC). You take the associated physical damage (if any) if the hit is successful and you are not resistant to that type of attack. - Some of the attacks succeed only sometimes anyway: 1/3 Drain level and paralysis 1/4 Lycanthropy, steal speed, and drain energy 1/5 Sleep 1/8 Poison - The attack must finally pass the cancellation test. The probability of this depends on the greatest cancellation factor (the number of #s above) among all your armor: None 150/150 (100%) # 101/150 (~67%) ## 52/150 (~35%) ### 3/150 (2%) Monster cancelled 0/150 (0%) If all the above tests have been passed, then you suffer the effect of the special attack. For example: if you are wearing a gray dragon scale mail, and are attacked by a vampire, then 1/3 of his successful bites will end in you losing a level. If you however wear a lowly orcish cloak over your armour (MC=2), the probability will immediately drop to about 1/9 (1/3 * 52/150) and an oilskin cloak will reduce the probability to below 1%. Note that the magical cancellation is different from intrinsic resistances for fire/cold/electricity attacks. If you are hit by a fire attack while fire resistant you get no physical damage, but there's still a chance of losing your scrolls/spellbooks/potions. If you are protected from a fire attack by cancellation, the attack fails and your equipment is safe. Incidentally, if you wondered about the similarity between the name of this property ("magic cancellation") and the name of a certain wand and spell -- it is no accident. Zapping the attacker with the wand/spell of cancellation makes the last test always fail and you will never suffer from special attacks by this creature. Do NOT confuse this property with magic resistance, which is something entirely different; see the spoiler drgn-343.txt. Acknowledgements ~~~~~~~~~~~~~~~~ Thanks to Bruce Cox for proofreading the original version of this file. Further corrections and clarifications provided by Joe Bednorz, Mitch Gold, Topi Linkala, Moi, Pat Rankin, Adrian Rowley, Stanislav Traykov, Warrendy, Eric Wright, and Sascha Wostmann. nethack-spoilers-3.4.3+20110109.orig/misc-343.txt0000644000175000017500000001137211430345751021100 0ustar cjwatsoncjwatsonmisc-343.txt Last edited 2006-07-09 for NetHack 3.4.3 Miscellaneous objects in NetHack 3.4 Compiled for 3.2.2 by Kevin Hugo. Updated for 3.4.3 by Dylan O'Donnell . ITEM COST WGT PROB SYM DAMAGE NUTR ~~~~~~~~~~~~~~~ : ~~~~ ~~~~ ~~~~ : ~~~ ~~~~~~ ~~~~ gold piece : $ 1 0.01 1000 : $ 0 0.01 boulder : 0 6000 100 : ' d20 2000 statue : 0 vary 900 : ' vary 2500 heavy iron ball : 10 480* 0 : 0 d25* 480* iron chain : 0 120 0 : _ d4+1 120 acid venom : 0 1 0 : . 2d6 0 blinding venom : 0 1 0 : . 0 0 Items are listed here by inventory category. Venom is generated only by spitting monsters and cannot be picked up. The COST field denotes the base price of each item. WGT specifies the weight. If the item can be randomly generated, then PROB is the relative probability of the item within that category. All of these items are generated uncursed. SYM is the object symbol. Damage to small and large monsters is the DAMAGE field. Statues do 1 to 6 damage depending on their weight. An additional +d(x*4) of damage is added to iron balls for each x times the ball has been made heavier (cursed scrolls of punishment count double), up to a total damage of 25. If an object can be eaten, its nutrition value is NUTR. Iron balls start out at a weight and nutrition of 480; each time you are further punished, any ball you are chained to has these increased by 160 (320 in the case of a cursed scroll of punishment). Finding spellbooks in statues ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (Adapted in part from the spoiler "statues" by Bryan Butler and Boudewijn Waijers.) Randomly created statues may contain one random spellbook. The chance of a spellbook in a statue depends upon the dungeon level on which the statue was created (if you are visiting a level for the first time while carrying the Amulet, then the depth of the Sanctum will be used instead): Level 1-3 4-5 6-7 8-9 10-11 12-13 20-21 30-31 n*2-(n*2)+1 Prob 0 1/12 2/13 3/14 4/15 5/16 9/20 14/25 (n-1)/(n+10) Statues of tiny monsters never contain spellbooks. Note that the Oracle is located somewhere between levels 5 and 9, so the average chance on that level that a statue contains a spellbook is about (1/12 + 2*2/13 + 2*3/14) / 5 = (1790/2184) / 5 = 16.4%. Since there are always eight centaur statues on that level, the chance of finding no spellbook there is about 26%. The chance of finding just one is about 35%, of two about 24%, of three about 11%. The chances of finding more rapidly approach zero. Note that the player-monster statues (other than Perseus) on the Medusa level will always be empty; the seven or eight monster statues may contain the appropriate monster's starting inventory. Perseus' statue has a 50% chance of containing a blessed +2 scimitar and a 50% chance of containing a sack. If the version of the level is the one with the central island, there is also a 25% chance of +0 levitation boots and 75% chance of a cursed +0 shield of reflection; on the version with a titan, these two chances are reversed. Statues created by stoning a monster contain only the items in the monster's inventory. You can break a statue with a pick axe, dwarvish mattock, wand of striking, or spell of force bolt. Breaking or animating historic statues (the centaur statues of Delphi, the statue of Perseus, the gnome king statue in the Grotto Town version of Minetown, or petrified unique monsters) carries a -1 alignment penalty for Archeologists. What to do with iron chains ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Iron chains are the least useful items in the game since they perform no function as individual objects, have no value to sell to shopkeepers, aren't heavy enough to be a decent weapon, and will always polypile into another chain. Here are several somewhat trivial uses for these objects: * Throw or kick them as missiles. * Food for rock moles (a pet or polyself). * Leave them in the path of hostile metallivores as a distraction. * Polypile enough of them to make another iron golem. Turn it into your pet or polymorph it into a monster worthy of sacrificing. * Polypile enough of them to get another iron golem. Tame it and watch it get killed by a rust monster. Get an amusing message. * Use them to mark the vibrating square. * Carry them in your main inventory to lower the chance that something "good" will be cursed/stolen. * Leave a bones file that will annoy others (using ASCII): "Darn, that's not an altar." Acknowledgements ~~~~~~~~~~~~~~~~ Thanks to Bruce Cox for proofreading the original version of this file. Further corrections and clarifications provided by Aero, Kevin Costello, Philipp Lucas, Pat Rankin, and Rast. nethack-spoilers-3.4.3+20110109.orig/bone-343.txt0000644000175000017500000001507111430345752021071 0ustar cjwatsoncjwatsonbone-343.txt Last edited 2005-06-22 for NetHack 3.4.3 Leaving and loading bones files in NetHack 3.4 Compiled by Dylan O'Donnell While NetHack is a single-player game, a certain amount of interaction between games (and, on a multi-user system, between players) is provided by bones files; levels on which a previous character has died being loaded into a new game for a new character to encounter, complete with the ghost of the former adventurer and their belongings (or indeed ghosts, since bones levels can be themselves left as bones should you die there). On any given system, only one bones file can be waiting at any time for each distinct level. For this purpose, special levels are considered distinct from normal ones; for example, an Oracle level at DL 6 can leave bones despite the prior presence of a stored bones file for a regular Dungeons level at that depth, and can be loaded in at a different depth if that's where the Oracle happens to be located in the new game. Leaving bones files ~~~~~~~~~~~~~~~~~~~ Some levels are ineligible to be saved as bones under any circumstances, and should you die on these levels you will never leave a bones file: Dungeons of Doom levels 1-3* Medusa's Island The Castle Gnomish Mines level 1 (maybe)** Mines' End Sokoban (all levels) Quest home and goal levels Fort Ludios Wizard's Tower top and bottom levels Fake Wizard's Tower with portal Vibrating Square level Moloch's Sanctum Vlad's Tower top and bottom levels Endgame (all levels) Any level with a dungeon branch * This is a consequence of the formula given below ** If at DL3, as a consequence of the formula given below This means that the following levels are eligible to leave bones and have bones files loaded for them (provided they don't contain the entrance to another dungeon branch): Dungeons of Doom (normal) DL 4+ Oracle Big Room Rogue Level Gnomish Mines (normal) DL 4+* Minetown Quest locate and filler levels Gehennom (normal) Valley of the Dead Asmodeus' Lair Juiblex' Swamp Baalzebub's Lair Orcus-town Wizard's Tower middle level Fake Wizard's Tower without portal Vlad's Tower middle level * Stored bones for Mines level 1 may be loaded at DL3, but not left at that depth. If you die on a level that is eligible to leave bones and for which there is not currently a bones file on the system, the chance of one being created is dependent on the depth of that level: 1-(1/(1+(DL/4))) (note that this, combined with NetHack's use of integer arithmetic, means that no level above DL 4 will ever leave bones). The only other factor is that you will not leave bones if you were swallowed or engulfed when you died; "Nothing else. Not how you died, not what level you were, not what's in your inventory, not whether it was loaded as bones, not any intrinsics or god status or nearby monster." (from a Usenet article). When bones are saved, you and your possessions are saved along with them, along with the level layout, objects, and monsters. There are, however, certain modifications made: You leave a corpse, under most circumstances. If you were polymorphed and unchanging, it will be that of your monster form (if that can leave corpses); otherwise, it will be that of your race. No corpse will be left if you are disintegrated, burned to death, die while unchanging and polymorphed into a monster that does not leave corpses, or arise from the dead as a different monster as detailed below. If you are stoned, you will instead leave a statue containing your possessions. If you leave a corpse, a grave is created (with the tombstone bearing your character's name and manner of death) if the location is one where a grave can occur (a non-trapped "floor of a room" square of open space). You become a ghost, under most circumstances. If you died by sliming, you instead arise from the dead as a green slime. If you were killed by any W, you arise from the dead as a wraith; by any M, as a mummy of your race; by any V and you are human, as a vampire; by a ghoul, as a ghoul. In each case, the monster you arise as will be carrying your possessions. If you are stoned, no ghost is created. Items that were in your character's main inventory each have an 80% chance of becoming cursed, if they weren't already. Items that were inside containers are unaffected, whether the container is cursed or not. Some monsters will never be saved in bones: the Wizard of Yendor, your Quest Nemesis and Leader, Vlad the Impaler, and Medusa. Loading bones files ~~~~~~~~~~~~~~~~~~~ When you first arrive at a level for which bones are eligible to be loaded and for which a stored bones file exists on the system, there is a flat 1/3 chance that that file will be loaded. The monsters on the level will have their peaceful status adjusted to suit the character arriving there (for example, just because the dwarves and gnomes on a Mines level were peaceful towards the dwarvish character that died there, doesn't mean they'll be peaceful towards your orc who's found those bones). In particular, this means that the previous character's pets will often be found hostile. Monsters in the bones file that are extinct or genocided in the new game will be removed. Artifacts in the bones file that exist or have existed in the new game will be converted to an ordinary non-artifact object of their type, as will the Quest Artifact for the new character's role. The four Unique Items will become normal items: the Amulet of Yendor a cursed cheap plastic imitation, the Bell of Opening a cursed bell, the Book of the Dead a cursed blank spellbook, and the Candelabrum of Invocation a number of cursed partly-used wax candles corresponding to the number of candles (of any type) as had been in the Candelabrum (at least one). Tins of unique monsters will become empty. Bones compatibility ~~~~~~~~~~~~~~~~~~~ Generally, bones files created by different versions of NetHack, or builds on different platforms or with different compile options, will not be compatible with each other. Bones created by a sufficiently similar build of the same version on a sufficiently similar platform may be compatible enough to be loaded; you can move them into place manually, or use a bones exchange service such as Hearse (http://hearse.krollmark.com/). Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by Kristoffer Björkman, John Cater, Dayv, Jukka Lahtinen, and Spike. nethack-spoilers-3.4.3+20110109.orig/foun-343.txt0000644000175000017500000002201711430345752021113 0ustar cjwatsoncjwatsonfoun-343.txt Last edited 2006-11-16 for NetHack 3.4.3 Quaffing from and dipping objects in fountains in NetHack 3.4 Compiled by Dylan O'Donnell . Quaffing from fountains ~~~~~~~~~~~~~~~~~~~~~~~ Any randomly-generated fountain will have a 1/7 chance of being "magic", or "blessed"; there is no way to tell if a given fountain is magic or not. Quaffing from a magic fountain, non-negative Luck: 3/10: Your hunger is reduced slightly. "The cool draught refreshes you." 7/10: Your wisdom is exercised, and all your attributes are restored to their maximum (same effect as a blessed potion of restore ability). One attribute is increased by 1 (uncursed potion of gain ability effect); if your Luck is 4 or higher, this last effect will increase all your attributes by 1 (blessed potion effect). After this effect, the fountain is no longer magical. "Wow! This makes you feel great!" "A wisp of vapor escapes the fountain..." Quaffing from a non-magic fountain, or magic with negative Luck: 9/30: Your hunger is reduced slightly. (Same as above.) "The cool draught refreshes you." 9/30: No effect. "This tepid water is tasteless." 1/30: You see your attributes and exercise your wisdom (as with a wand or uncursed potion of enlightenment). "You feel self-knowledgeable..." "The feeling subsides..." 1/30: You vomit and your hunger is increased. "The water is foul! You gag and vomit." 1/30: If you are poison resistant, you lose d4 HP; otherwise, you lose d10 HP and d4+2 STR and your constitution is abused. "The water is contaminated!" "Perhaps it is runoff from the nearby farm." (if poison resistant) 1/30: d5+1 water moccasins are created. "An endless stream of snakes pour forth!" (unblind) "You hear something hissing!" (blind) "The fountain bubbles furiously for a moment, then calms." (moccasins genocided) 1/30: A water demon is summoned. It has a 80+DL/100 chance of being hostile (100% if you have the Amulet); if not hostile, he'll grant one wish and then vanish. "You unleash a water demon!" (unblind) "You feel the presence of evil." (blind) "Grateful for his release, he grants you a wish!" (peaceful) "The fountain bubbles furiously for a moment, then calms." (summoning failed) 1/30: A water nymph is summoned. "You attract a water nymph!" (unblind) "You hear a seductive voice." (blind) "A large bubble rises to the surface and pops." (unblind, water nymphs genocided or extinct) "You hear a loud pop." (blind, water nymphs genocided or extinct) 1/30: Each item in your inventory has 1/5 chance of being cursed outright; your hunger is increased and your constitution is abused. "This water's no good!" 1/30: You gain see invisible and your wisdom is exercised. "You see an image of someone stalking you. But it disappears." (unblind) "You feel transparent." (blind, invisible) "You feel very self-conscious. Then it passes." (blind, not invisible) 1/30: You briefly see monsters on that level and exercise your wisdom. "You sense the presence of monsters." If no monsters on the level (other than you), no visible effect. "You have a strange feeling for a moment, then it passes." (beginner not hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "You feel threatened." (not hallucinating) "You get the heebie jeebies." (hallucinating) 1/30: You find a random valuable gem or piece of worthless glass and your wisdom is exercised. If you have already acquired gems or gold from this fountain, a nymph is summoned instead (as above). "You spot a gem in the sparkling waters!" (unblind) "You feel a gem here!" (blind) 1/30: Monsters on the level flee you for a while. "This water gives you bad breath!" 1/30: A number of pools may be created in your vicinity. (Never two orthogonally adjacent, never on your square, the more likely the closer to you.) "Water gushes forth from the overflowing fountain!" (pool created) "Your thirst is quenched." (no pools created) Finally, the fountain has a 1/3 chance of drying up (except in Minetown, where you'll always get one warning). Dipping items in fountains ~~~~~~~~~~~~~~~~~~~~~~~~~~ From art1-343.txt: If you #dip a single ordinary long sword in a fountain, are at least experience level 5, and Excalibur doesn't already exist in your game, then there is a 1/6 chance of something special happening to your long sword. If you are lawful, the long sword is converted into the blessed, rustless, uncorroded, damageproof Excalibur and you exercise your wisdom. If you are neutral or chaotic, your long sword is cursed, loses its rustproofing, may lose an enchantment, and you abuse your wisdom. The fountain then disappears; this will anger the Minetown Watch whether you've been warned or not, if that's where you happen to be. In any other case, the dipping is handled normally. First, the object gets wet and does the appropriate things (scrolls and spellbooks blank, potions dilute, iron objects rust, lit objects go out, grease washes off). Then special effects can happen (only 50% chance if wetting object already caused an effect): 18/30: No special effect. "A strange tingling runs up your arm." (1/18 chance) "You feel a sudden chill." (1/18 chance) No message (16/18 chance) 4/30: The dipped item is uncursed if cursed. "The water glows for a moment." (uncursed, unblind) "A feeling of loss comes over you." (item not cursed) 1/30: The dipped item is cursed outright. No message. 1/30: d5+1 water moccasins are created. "An endless stream of snakes pour forth!" (unblind) "You hear something hissing!" (blind) "The fountain bubbles furiously for a moment, then calms." (moccasins genocided) 1/30: A water demon is summoned. It has a 80+DL/100 chance of being hostile (100% if you have the Amulet); if not hostile, he'll grant one wish and then vanish. "You unleash a water demon!" (unblind) "You feel the presence of evil." (blind) "Grateful for his release, he grants you a wish!" (peaceful) "The fountain bubbles furiously for a moment, then calms." (summoning failed) 1/30: A water nymph is summoned. "You attract a water nymph!" (unblind) "You hear a seductive voice." (blind) "A large bubble rises to the surface and pops." (unblind, water nymphs genocided or extinct) "You hear a loud pop." (blind, water nymphs genocided or extinct) 1/30: A number of pools may be created in your vicinity. (Never two orthogonally adjacent, never on your square, the more likely the closer to you.) "Water gushes forth from the overflowing fountain!" (pool created) "Water sprays all over you." (no pools created) 1/30: You find a random valuable gem or piece of worthless glass and your wisdom is exercised. If you have already acquired a gem or gold from this fountain, pools may be created instead (as above). "You spot a gem in the sparkling waters!" (unblind) "You feel a gem here!" (blind) 1/30 You lose some gold and your wisdom is abused. The amount you lose depends on the amount (GP) you have, as follows: GP <= 10 : 0 zorkmids GP < 100 : GP/10 zorkmids GP <= 10000 : d(GP)/10 zorkmids GP > 10000 : d(10000)/10 zorkmids Gems and gold can now be found in this fountain again. "An urge to take a bath overwhelms you." "You lost some of your gold in the fountain!" 1/30 You find (2 * d(height + 1)) + 5 zorkmids, where "height" is your height above the bottom level of the current dungeon branch; your wisdom is exercised. If you have already acquired a gem or gold from this fountain, there is no effect. "Far below you, you see coins glistening in the water." (unblind) Finally, the fountain has a 1/3 chance of drying up (except in Minetown, where you'll always get one warning); 1/6 if wetting the object caused an effect. Other fountain effects ~~~~~~~~~~~~~~~~~~~~~~ Digging down in a fountain square may create a number of pools in your vicinity. (Never two orthogonally adjacent, never on your square, the more likely the closer to you.) The fountain will then dry up (without warning in Minetown). "Water gushes forth from the overflowing fountain!" (pool created) "Water sprays all over you." (no pools created) Gremlins may multiply in a fountain (you can use the #monster command to do so if you are polyselfed into one). Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by David Damerell, Intoxicated astral medic, and Topi Linkala. nethack-spoilers-3.4.3+20110109.orig/stat-343.txt0000644000175000017500000000576111430345750021124 0ustar cjwatsoncjwatsonstat-343.txt Last edited 2003-12-17 for NetHack 3.4.3 Starting attributes in NetHack 3.4 Compiled for 3.1.3 by Topi Linkala. Updated for 3.4.3 by Dylan O'Donnell . The initial statistics for the various classes are computed as follows: 1. 75 points are divided among the six attributes based on the following table: Player Class STR INT WIS DEX CON CHA REM ~~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~ Archeologist 7-20 10-20 10-20 7-10 7-20 7-10 27 Barbarian 16-30 7- 6 7- 7 15-20 16-30 6- 7 8 Caveman 10-30 7- 6 7- 7 7-20 8-30 6- 7 30 Healer 7-15 7-20 13-20 7-15 11-25 16- 5 14 Knight 13-30 7-15 14-15 8-10 10-20 17-10 6 Priest 7-15 7-10 10-30 7-15 7-20 7-10 30 Monk 10-25 7-10 8-20 8-20 7-15 7-10 28 Ranger 13-30 13-10 13-10 9-20 13-20 7-10 7 Rogue 7-20 7-10 7-10 10-30 7-20 6-10 31 Samurai 10-30 8-10 7- 8 10-30 17-14 6- 8 17 Tourist 7-15 10-10 6-10 7-15 7-30 10-20 28 Valkyrie 10-30 7- 6 7- 7 7-20 10-30 7- 7 27 Wizard 7-10 10-30 7-10 7-20 7-20 7-10 30 The number before the dash gives the minimum value for the attributes. The REMaining points are distributed between the six attributes using the number after the dash as percentage probabilities between different attributes. So, for example, a Ranger gets at least 13/13/13/9/13/7; the sum of those attributes is 68, so 7 points are distributed using 30%, 10%, 10%, 20%, 20%, and 10% as probabilities between the attributes. No attribute can go over the maximum; this depends on race: Player Race STR INT WIS DEX CON CHA ~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ dwarf 18/** 16 16 20 20 16 elf 18 20 20 18 16 18 gnome 18/50 19 18 18 18 18 human 18/** 18 18 18 18 18 orc 18/50 16 16 18 18 16 2. Next, for every attribute there is a 5% chance that it is further adjusted by -2 to +4 points. No attribute can be adjusted over the race maximum or under 3. 3. The last thing that is done is to adjust strength upwards until the character can carry their initial inventory without being burdened; if the character is still burdened at maximum strength, constitution is increased likewise (not beyond maximum). This is especially useful for Tourists, since not only do they have a low strength, their food items also weigh a lot. Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by Jed Davis and Rast. nethack-spoilers-3.4.3+20110109.orig/gazetteer/0000755000175000017500000000000011430345757021071 5ustar cjwatsoncjwatsonnethack-spoilers-3.4.3+20110109.orig/gazetteer/planes.html0000644000175000017500000000270611430345754023243 0ustar cjwatsoncjwatson NetHack Gazetteer: The Elemental Planes

The Elemental Planes

This is a (nominally) upward-extending branch consisting of 5 levels; it is reached by going up from the Top Level of the Dungeons of Doom while carrying the Amulet of Yendor.

Each Plane is linked to the next by a magic portal; no return to previous levels is possible.

The Planes are, in successive order:

All levels in the branch are ineligible to leave bones files.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/ack.html0000644000175000017500000000244311430345754022515 0ustar cjwatsoncjwatson NetHack Gazetteer: Acknowledgements

Acknowledgements

While the Gazetteer is an entirely new and independently-created set of spoilers, much is owed to those who trod similar paths in previous versions: this Gazetteer is therefore dedicated to Paul Waterman, author of the WCST Spoilers for NetHack 3.0; and Boudewijn Waijers, author of dungeon.map and quests.map for NetHack 3.1.3.

Useful criticisms and corrections were provided by: David Corbett, Michael Hedera, Kate Nepveu, Janis Papanagnou, Rast, runcible, Robert Schneck, Jason Short, Ste, Boudewijn Waijers, and Colin Watson.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/water.html0000644000175000017500000000301411430345754023074 0ustar cjwatsoncjwatson NetHack Gazetteer: Plane of Water

Plane of Water

This is the fourth of the five Elemental Planes, reached by a magic portal from the Plane of Fire.

The Plane of Water is ineligible to leave bones files. The entire level is no-teleport and has an undiggable floor.


The level is almost wholly water, with several moving air bubbles. You arrive on the level in a bubble on the left-hand side of the level; the magic portal to the Astral Plane is randomly placed in a bubble on the right of the level, and drifts with that bubble.

Randomly located around the level are nineteen water elementals, eight electric eels, eight giant eels, nine kraken, four sharks, four piranhas, four jellyfish, and four other random monsters.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/bigrm.html0000644000175000017500000002031511430345754023055 0ustar cjwatsoncjwatson NetHack Gazetteer: Big Room

Big Room

The Big Room has a 40% chance of existing in any given dungeon, and is located between levels 10 and 12 of the Dungeons of Doom.

The Big Room is eligible to leave bones files, and may contain the Quest portal.


Maps

The layout of the room will be chosen with equal probability from the following five:

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The dark areas in the above map represent unlit open space.


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|.........................................................................|
|..............---.......................................---..............|
|...............|.........................................|...............|
|.....|.|.|.|.-----.|.|.|.|...................|.|.|.|.|.-----.|.|.|.|.....|
|.....|--------   --------|...................|----------   --------|.....|
|.....|.|.|.|.-----.|.|.|.|...................|.|.|.|.|.-----.|.|.|.|.....|
|...............|.........................................|...............|
|..............---.......................................---..............|
|.........................................................................|
|.........................................................................|
|.........................................................................|
|.........................................................................|
|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|
---------------------------------------------------------------------------

-----------                                                     -----------
|.........|                                                     |.........|
|....{....-------------                             -------------....{....|
---...................------------       ------------...................---
  --.............................---------.............................--  
   --.................................................................--   
    --...............................................................--    
     --.............................................................--     
      --...........................................................--      
      --...........................................................--      
     --.............................................................--     
    --...............................................................--    
   --.................................................................--   
  --.............................---------.............................--  
---...................------------       ------------...................---
|....{....-------------                             -------------....{....|
|.........|                                                     |.........|
-----------                                                     -----------

                            ------------------                            
                    ---------................---------                    
              -------................................-------              
         ------............................................------         
      ----......................................................----      
    ---............................................................---    
  ---................................................................---  
---....................................................................---
|........................................................................|
|........................................................................|
|........................................................................|
---....................................................................---
  ---................................................................---  
    ---............................................................---    
      ----......................................................----      
         ------............................................------         
              -------................................-------              
                    ---------................---------                    
                            ------------------                            
Legend

The Big Room is just what the name suggests, a big room; it contains six random traps, 28 random monsters, and fifteen random objects.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/quest/0000755000175000017500000000000011430345757022232 5ustar cjwatsoncjwatsonnethack-spoilers-3.4.3+20110109.orig/gazetteer/quest/cav.html0000644000175000017500000002104111430345755023665 0ustar cjwatsoncjwatson NetHack Gazetteer: Caveman Quest

Caveman Quest

For information on the Quest branch in general, see the Quest Gazetteer entry.

Quest home level The Caves of the Ancestors
Quest locate level The Dragon's Lair
Quest goal level Tiamat's Chamber
Quest LeaderShaman Karnov
Quest guardiansneanderthals
Quest NemesisThe Chromatic Dragon
Quest ArtifactThe Sceptre of Might

Random monsters on this Quest are generated with the following frequencies:

96/175(55%)bugbear
24/175(14%)random h
24/175(14%)hill giant
6/175(3%)random H
1/7(14%)normal random monster

Maps

The Caves of the Ancestors

   --------   ----------------------------     -----      --------------
  --......|   |..........................--   --...-----  |....--......-----
  |......--  ---......................_...--  |........-- ----....----.....--
  -->...-|  --.............................|  |.........|    |-----|....--..--
   ----..|  |......................---------  ---.......------..-----....|-..|
    ---..|  --....................--      -------------..--.......----..--...|
    |..---   --------S---..--------      --.....-----.......---....| ---|....|
    --..--    --...--.| |..--           --........--..-----..---..--   --...--
     --..--   |......-- --..--          |............--   --..----------...-|
   ------.--- --....--   --..-------------........----   ----..--........^..--
  --...---..-----..--     |.............------------------.^.................|
  |.....---.....------------.....................^.........------...........--
  --......................------------...---------------------- --------...-|
   |.....-----.--..........--------....|.--  --...--..........----     --...--
   --...-- --..|---------.............-|..-- |...................-- ----|....|
    --------..-|  ---..---.........------..----...--..........--..---...|-...|
      ---......---|.....--.---------|........---------..---------..|....--...|
      |..........||..........|      |-.....|...|    |.....|     --........----
      ---..--...----.--.....--      |....----..|    --...--      ----..----
        ---------  ----------       ------  ----     -----          ----
Legend

The two-way magic portal back to the Dungeons of Doom is at the marked point at the far right. Shaman Karnov is next to the co-aligned altar, which also has its attendant priest (the right-hand end of that cavern being considered a temple); a chest is next to him. There are also seven neanderthals in the same large cavern, and one in its entrance passageway. There are a total of twelve bugbears distributed fairly evenly in four chambers of the right-hand side of the level. In addition to the two marked pits in the central passage, there are four other random traps on the level.

The entire level is no-teleport and has undiggable walls and floor. Note that there are several tight diagonal squeezes to be negotiated.


Upper filler level

This is a cavern level, with a hill giant, five bugbears, and a random h; seven random objects; and four random traps.


The Dragon's Lair

   ---------------                   -------------                          
  --.............--                 --...........--                         
  |...............|               ---.............|      ------------       
  --<............--               |...............|   ----..........---     
   --...........--                --.............-| ---...............--    
    ----...------          --------------------...---..................|    
       --...--            --..........--      --...|..................-|    
        --...--           |............|       |-......................|    
         --...----        --..........-- -------......................---   
 ------   --.....-----------------..------..............................--- 
--....--   |-...............|-----.----..................................>| 
|......|  --..|.............S..............---------..................----- 
--....-|---..---------------|...........----   ------...............---     
 ----..--...--              -------------      |....................--      
    --....---              ----               --.....................|      
     ----..-- ---------   --..-----------------..--...............----      
        --..---.......--  |....--.....||....--..-----.......---S--|------   
         --............|  --.......|..--.......--   --.....-- |...--....|   
          -----.......--   --.....---......-----     -------  ---.......|   
              ---------     ------- --------                    ---------   

Legend

There are four bugbears and a hill giant in each of the two caverns at lower left, and five bugbears and a hill giant in the upper-central chamber; there are a further four bugbears, four hill giants, two random h and one random H placed around the level, as well as fifteen random objects and six random traps.

The entire level has undiggable walls and floor. Teleportation is permitted.


Lower filler level(s)

These are cavern levels, with four bugbears, two hill giants, and two random h; twelve random objects; and four random traps.


Tiamat's Chamber

                          ----------------------                            
                         -.....................--                           
                        -.......................--                          
                       -.........................--                         
                      -...........................--                        
                     -.............................--                       
                    -...............................--                      
                   -.................................--                     
                  -...................................--                    
                --.....................................--                   
                |......x................................|                   
                --.....................................--                   
                  -...................................--                    
                   -.................................--                     
                    -...............................--                      
                     -.............................--                       
                      -...........................--                        
                       -.........................--                         
                        -.......................--                          
                         ------------------------                           
Legend

The upstair is located randomly within the hexagon. The Chromatic Dragon, with the Bell of Opening and the Sceptre of Might, is at the point marked 'x'. There are three shriekers on the level, and fourteen random objects. The walls of the Chamber are undiggable; teleportation is permitted.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/quest/kni.html0000644000175000017500000001556311430345755023711 0ustar cjwatsoncjwatson NetHack Gazetteer: Knight Quest

Knight Quest

For information on the Quest branch in general, see the Quest Gazetteer entry.

Quest home level Camelot Castle
Quest locate level The Isle of Glass
Quest goal level The Dragon's Lair
Quest LeaderKing Arthur
Quest guardianspages
Quest NemesisIxoth
Quest Artifact The Magic Mirror of Merlin

Random monsters on this Quest are generated with the following frequencies:

96/175(55%)quasit
24/175(14%)random i
24/175(14%)ochre jelly
6/175(3%)random j
1/7(14%)normal random monster

Maps

Camelot Castle

..................................................
.-----......................................-----.
.|...|......................................|...|.
.---+-------------------++-------------------+|--.
...|...................+^^+...................|...
...|.-------------------++-------------------.|...
...|.|.................|..|.........|.......|.|...
...|.|...\.............+..+.........|...>...|.|...
...|.|.................+..+.........+.......|.|...
...|.|.................|..|.........|.......|.|...
...|.----------------------------------------.|...
...|..........................................|...
.---+----------------------------------------+|--.
.|...|......................................|...|.
.-----..............^.......................-----.
..................................................
Legend

The above core of the level is surrounded by empty ground. The two-way magic portal back to the Dungeons of Doom is at the marked point below the castle walls. King Arthur occupies the throne, where there is also a chest; there are six pages in the throneroom, a peaceful knight in each corner tower, and twelve quasits on the north side of the castle. In addition to the two marked sleeping gas traps inside the doors, there are four other random traps within the mapped area.

The entire level is no-teleport and has undiggable walls and floor.


Upper filler level

This is a swamp-water level, with five quasits and an ochre jelly; eight random objects; and four random traps.


The Isle of Glass

...}}}^^^^^^^^^}}}}^^^^^^^^^^^^^^}}}}.<.
.}}}}...........}}................}}}}..
}}.................................}}}..
^...................................}}}.
^....................................}}.
^................_>....................}
^.......................................
}}...................................}}}
.}}}...............................}}}..
..}}.............................}}}}...
..}}}...........................}}}}}}..
....}}}}^^^^^^^^^}}}^^^^^^^^^}}}}..}}...
Legend

The above core of the level is surrounded by empty swamp. The area around the neutral altar is considered a temple, and has its attendant priest; also in the mapped area are seventeen quasits, seven ochre jellies, one random i and two random j. In addition to the marked magic traps around the Isle's borders, there are seven anti-magic traps. The area also contains fifteen random objects.

The entire level has an undiggable floor. Teleportation is permitted.


Lower filler level(s)

These are swamp-water levels, with four quasits, three ochre jellies, and one random i; eleven random objects; and four random traps.


The Dragon's Lair

....}}}}..}}}..                                                             
.}}}}}...}}..     ..........     .................................          
..}}}}}...}..    ...........    ...................................         
..}}}.......   ...........    ......................................        
...}}}.......    .........     ...............   .....................      
...........    ............    ............     ......................      
............   .............      .......     ....x................         
.............^................            .........................         
...<........^..................   ..................................        
............^................    ....................................       
.........    ......................................................         
.....}}...    .....................................................         
.....}}}....    ....................................................        
......}}}....   ..............   ....................................       
.......}}}....  .............    .....................................      
........}}...    ............    ......................................     
...}}}........     ..........     ..................................        
..}}}}}........     ..........     ..............................           
....}}}}}......       .........     ..........................              
.......}}}}...                                                              
Legend

Ixoth, with the Bell of Opening and the Magic Mirror of Merlin, is at the point marked 'x'. Randomly placed on the level are sixteen quasits, eight ochre jellies, two random i, and one random j. In addition to fifteen random objects that are located at the back of the small cave leading off Ixoth's cavern, there are a further six random objects on the level. The marked traps in the entrance to the lair are spiked pits; there are five further random traps. The walls are undiggable; teleportation is permitted.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/quest/pri.html0000644000175000017500000001544211430345755023716 0ustar cjwatsoncjwatson NetHack Gazetteer: Priest Quest

Priest Quest

For information on the Quest branch in general, see the Quest Gazetteer entry. All levels of the Priest Quest are considered graveyard levels for the purpose of undead monsters leaving corpses.

Quest home level The Great Temple
Quest locate level The Temple of Nalzok
Quest goal level Nalzok's Lair
Quest LeaderThe Arch Priest
Quest guardiansacolytes
Quest NemesisNalzok
Quest ArtifactThe Mitre of Holiness

Random monsters on this Quest are generated with the following frequencies:

96/175(55%)human zombie
24/175(14%)random Z
24/175(14%)wraith
6/175(3%)random W
1/7(14%)normal random monster

Maps

The Great Temple

............................................................................
............................................................................
............................................................................
....................------------------------------------....................
.....^..............|................|.....|.....|.....|....................
....................|..------------..|--+-----+-----+--|....................
....................|..|..........|..|.................|....................
....................|..|..........|..-+---+---+-----+--|....................
..................---..|..........|......|...|...|.....|....................
..................+.^..|...._.....+......|...|...|..>..|....................
..................+.^..|..........+......|...|...|.....|....................
..................---..|..........|......|...|...|.....|....................
....................|..|..........|..-+-----+---+---+--|....................
....................|..|..........|..|.................|....................
....................|..------------..|--+-----+-----+--|....................
....................|................|.....|.....|.....|....................
....................------------------------------------....................
............................................................................
............................................................................
............................................................................
Legend

The two-way magic portal back to the Dungeons of Doom is at the marked point to top left. The Arch Priest is next to the unaligned altar, with a chest next to him; eight acolytes are also in the room, which is considered a desecrated temple. There are twelve human zombies surrounding the Temple. In addition to the two marked dart traps inside the doors, there are four random other traps on the level.

The entire level is no-teleport and has undiggable walls and floor.


Upper filler level

This is an "ordinary" room-and-corridor level, with six rooms (two of which are graveyards). In addition to the usual undead and boxes in the graveyards, the level contains two human zombies and one wraith; nine random objects; and four random traps.


The Temple of Nalzok

........................................
........................................
..........----------+----------.........
..........|........|.|........|.........
..........|....^...|.|...^....|.........
..........|----.----.----.----|.........
..........+.........>.........+.........
..........+........._.........+.........
..........|----.----.----.----|.........
..........|....^...|.|...^....|.........
..........|........|.|........|.........
..........----------+----------.........
........................................
........................................
Legend

The above core of the level is surrounded by empty ground, containing the upstair a little way to the right of the mapped area. The unaligned temple has both its attendant priest and another, hostile, priest of Moloch. The entire mapped area outside the temple is a graveyard, filled with the usual assortment of undead. In addition to the boxes of the graveyard, the four corner chambers of the temple each contain four random objects (except the NW, which contains three); each also contains a marked random trap, and there are two other random traps located in the mapped area.

The entire level has undiggable walls and floor. Teleportation is permitted.


Lower filler level(s)

These are "ordinary" room-and-corridor levels, with six rooms (three of which are graveyards). In addition to the usual undead and boxes in the graveyard, each level contains three human zombies and three wraiths; eleven random objects; and four random traps.


Nalzok's Lair

.L......L.LLL.......LL....
.LLL.......L......LL......
LL.LL.............L.LL....
..........................
..............x.......LL..
....................<.LLL.
LL........................
.LL..........x............
.LL................LL.L...
..LL.....L.LL.......LLL...
.........LLL.........L....
Legend

The above core of the level is surrounded by empty lava plain. Nalzok, with the Bell of Opening and the Mitre of Holiness, is at one of the two points marked 'x' (randomly chosen); also in the mapped area are sixteen human zombies, eight wraiths, two random Z, and one random W; fourteen random objects; four fire traps, and two other random traps. Teleportation is permitted.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/quest/rog.html0000644000175000017500000002246011430345755023711 0ustar cjwatsoncjwatson NetHack Gazetteer: Rogue Quest

Rogue Quest

For information on the Quest branch in general, see the Quest Gazetteer entry.

Quest home level The Thieves' Guild Hall
Quest locate level The Assassins' Guild Hall
Quest goal level Stronghold of the Master Assassin
Quest LeaderThe Master of Thieves
Quest guardiansthugs
Quest NemesisThe Master Assassin
Quest Artifact The Master Key of Thievery

Random monsters on this Quest are generated with the following frequencies:

96/175(55%)leprechaun
24/175(14%)random n
24/175(14%)guardian naga
6/175(3%)random N
1/7(14%)normal random monster

Maps

The Thieves' Guild Hall

--------------------------------->-------------------------------- ---------
|.....|.-|..........|....|......|.|.........|.......+............|-|.......|
|.....|..+..........+....---....S.|...-S----|.-----.|............+.+.......|
|.....+.-|........---......|....|.|...|.....|.|...|.---.....------.--------|
|-----|.-------|..|........------.----|.....|.--..|...-------..............|
|.....|........------+------..........+.....|..|-S---.........------.-----.>
|.....|.------...............-----.}}.--------.|....-------.---....|.+...---
|..-+--.|....|-----.--------.|...|.....+.....|.|....|.....+.+......|.--....|
|..|....|....|....+.|......|.|...-----.|.....|.--...|.....|.|......|..|....|
|..|.-----S----...|^+....-----...|...|.----..|..|.---....--.---S-----.|----|
|..|.|........|...|-----.|.S.....|...|....|----.+.|......|..|.......|.|....|
----.-------..|...|....|.|.|.....|..x----.|...|.|---.....|.|-.......|.---..|
>..........|..S...|....|--.----S----..|...|...+.|..-------.---+-....|...--+|
----------.---------...|......|....S..|.--|...|.|..|...........----.---....|
|........|.........|...+.------....|---.--|...|.--+-.----.----....|.+...--+|
|........|.---+---.-----.-|........|......-----......|..|..|.--+-.|.|S-.|..|
|........|.|.....|........----------.----.......---.--..|-.|....|.-----.|..|
|----....+.|.....----+---............|..---------.+.|...SS.|....|.......|..|
|...--+-----.....|......|.-----------|............|--...||.------+--+---|..|
|..........S.....|......|.|..........S............|.....||...|.....|....|..|
------------------------->--------------------------------------------------
Legend

The two-way magic portal back to the Dungeons of Doom is at the marked point. The Master of Thieves is at the point marked 'x', where there is also a chest; two thugs are in the room with him, and three and four more in the two rooms immediately connecting to his. Three of the four marked downstairs are actually mimics; each of the four also has a water nymph and leprechaun next to it, and there are five more water nymphs and four more leprechauns distributed fairly evenly about the streets; there are also eight chameleons on the level, and sixteen random traps.

The entire level is no-teleport and has undiggable walls and floor.


Upper filler level

This is an "ordinary" room-and-corridor level, with six rooms; five leprechauns, two water nymphs, and two guardian nagas; nine random objects; and eight random traps.


The Assassin's Guild Hall

             ---------------------------------------------------     -------
           ---.................................................|     |.....|
         ---...--------........-------.......................---     ---...|
       ---.....|      ---......|     ---..................----         |-.--
     ---.....---        --------       --..................--         --..|
   ---...-----                       ---|.----.....----.....---      --..--
----..----                       -----..|--  |...---  |.......---   --...|
|...---                       ----....---    |.---    |.........-- --...--
|...|                      ----.....---      ---      |..........---....|
|...----                ----......---                 |...|.......|....--
|......-----          ---.........|               -----...|............|
|..........-----   ----...........---       -------......-|...........--
|..............-----................---     |............|--..........|
|------...............................---   |...........-- |.........--
|.....|..............------.............-----..........--  --........|
|.....|.............--    ---.........................--    |.......--
|.....|.............|       ---.....................---     --......|
|-S----------.......----      |-.................----        |.....--
|..........?|..........--------..............-----           --....|
|...........|............................-----                |....|
------------------------------------------                    ------
Legend

The stairs are located randomly on the level, as are eighteen leprechauns, six guardian nagas, five chameleons, and three random N; six random traps; and fifteen random objects. There is a cursed scroll of teleportation at the marked spot in the lower left.

The entire level has undiggable walls. Teleportation is permitted.


Lower filler level(s)

These are "ordinary" room-and-corridor levels, with six rooms; five leprechauns, two water nymphs, and two guardian nagas; nine random objects; and eight random traps.


Stronghold of the Master Assassin

-----      -------.......................................-------------------
|...|  ----|.....|.......................................|.................|
|...|---...|.....|.......................................|....---------....|
|.---......---..--.................................-----------|.......|....|
|...............|..................................|..|...|...----........--
|.....-----....--.................................--..--..--.....----S----|
|--S---...|....|.................................--........--....|........|
|.........---------..................^..........--....}}....--...|...|....|
|....|.....S......|............................--.....}}.....--..--.------|
|-----.....--.....|...........................--...}}}}}}}}...--....|.....--
|...........--....------S-----........x......--....}}}}}}}}....--..........|
|............--........|...| |..............--.....}}.}}........----------S|
|.............|........|..%| |..............|......}}}}}}}}......|...|.....|
|S-.---.---.--|.---.---|...| |-----------...--........}}.}}.....-|..---....|
|.--|.---.--|.---.-S-..|---| |....|.....|....--....}}}}}}}}....--|..S.---..|
|...|.......|..........|...---....---...S.....|-...}}}}}}}}...--.S..|...|..|
|...|..|....|..........|............|..-|..------.....}}.....--..|--|...|S-|
|...|---....|---.......|----- ......|...|--|    --....}}....--...|..--.--..|
-----.....---.....--.---....--...--------..|     --........--....|.........|
    |.............|..........|.............S...   -S-------|.....|..-----..|
    ----------------------------------------  ......       ----------   ----
Legend

The stairway into the level is randomly placed in one of the rooms on the left side of the level. The Master Assassin, with the Bell of Opening and the Master Key of Thievery, is at the point marked 'x'. The $-shaped pool is stocked with four sharks. There is a tin of chameleon meat at the marked spot in a left-central room. Randomly placed around the level are eighteen leprechauns, eight guardian nagas, five chameleons, and three random N; thirteen random objects; and eleven random traps, in addition to the one marked spiked pit.

The entire level is no-teleport and has undiggable walls. Note that the stairs enter the level in one of the areas cut off from the Master Assassin; you will have to use sneaky means such as phasing, or falling from the level above and hoping (making sure to have a means of return), in order to complete this Quest. This is a deliberate and acknowledged design decision; Rogues are expected to be resourceful!


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/quest/ran.html0000644000175000017500000002002311430345755023673 0ustar cjwatsoncjwatson NetHack Gazetteer: Ranger Quest

Ranger Quest

For information on the Quest branch in general, see the Quest Gazetteer entry.

Quest home level Orion's Camp
Quest locate level The Cave of the Wumpus
Quest goal level The Cavern of Scorpius
Quest LeaderOrion
Quest guardianshunters
Quest NemesisScorpius
Quest ArtifactThe Longbow of Diana

Random monsters on this Quest are generated with the following frequencies:

96/175(55%)forest centaur
24/175(14%)random C
24/175(14%)scorpion
6/175(3%)random s
1/7(14%)normal random monster

Maps

Orion's Camp

TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT..
TTT...................................TT.
TT..TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT..TT
T..TT...............B...............TT..T
T.TT..TTTTTTTTTTTTT.B.TTTTTTTTTTTTT..TT.T
T.T..TT.............B.............TT..T.T
T.T.TT..TTTTTTTTTTTTTTTTTTTTTTTTT..TT.T.T
T.T.T..TT.......................TT..T...T
T.T.T.TT..TTTTTTTTTTTTTTTTTTTTT..TT.TTTTT
T...T.T..TT.|.................^...T.....^
TBBBT.T.TT>.S.......x.........^TTTTTTTTTT
T...T.T..TT.|.................TT....T...T
T.T.T.TT..TTTTTTTTTTTTTTTTTTTTT..TT.T.T.T
T.T.T..TT.......................TT..T.T.T
T.T.TT..TTTTTTTTTTTTTTTTTTTTTTTTT..TT.T.T
T.T..TT.............B.............TT..T.T
T.TT..TTTTTTTTTTTTT.B.TTTTTTTTTTTTT..TT.T
T..TT...............B...............TT..T
TT..TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT..TT
TTT...................................TT.
TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT..
Legend

This mapped area forms the left half of the level; the right half is empty ground, containing the two-way magic portal back to the Dungeons of Doom. Orion is at the point marked 'x', where there is also a chest, surrounded by eight hunters; there are six forest centaurs flanking each set of iron bars, a minotaur outside the entrance to the centre of the grove, and six plains centaurs and two scorpions placed randomly within the grove. In addition to the marked pit trap at the entrance to the grove and the two marked arrow traps at the entrance to the centre, there are two bear traps and one spiked pit placed randomly.

The entire level is no-teleport, and has undiggable walls (at the back of the grove centre) and floor, and petrified trees that are unable to be chopped down.


Upper filler level

This is a woodland level, with two mountain centaurs, three forest centaurs, one scorpion, and one random C; seven random objects; and four random traps.


The Cave of the Wumpus

                         .......  .........  .......              
                ...................       ...................     
             ....        .......             .......        ....  
           ...    .....     .       .....       .     .....    ...
           .   .......... .....  ...........  ..... ..........   .
           .  ..  ..... ..........  <....  .......... .....  ..  .
           .  .     .     .....       .       .....     .     .  .
           .  .   .....         .............         .....   .  .
           .  .  ................  .......  ................  .  .
           .  .   .....            .......            .....   .  .
           .  .     .    ......               ......    .     .  .
           .  .     ...........   .........   ...........     .  .
           .  .          ..........       ..........          .  .
           .  ..  .....     .       .....       .     .....  ..  .
           .   .......... .....  ...........  ..... ..........   .
           .      ..... ..........  .....  .......... .....      .
           .        .     .....       .       .....     .        .
           ...   .......           .......           .......   ...
             ..............     ......>......     ..............  
                .......  .......  .......  .......  .......      
Legend

There is a wumpus sleeping at the downstair; four giant bats, four forest centaurs, eight mountain centaurs, four scorpions and two random s are located randomly, as are eight random objects, and two spiked pits, two teleport traps, and two arrow traps.

The entire level has undiggable walls and floor. Teleportation is permitted.


Lower filler level(s)

These are cavern levels, with four mountain centaurs, two scorpions, and one random C; eleven random objects; and four random traps.


The Cavern of Scorpius

 -----                                                                -----
--...------------------------------------------------------------------...--
|..........................................................................|
--...--------------------------------+---------------------------------...--
 --.-----............-----.......---|.|     ---------- --.......----- --.-- 
  |.||.............................||.|     |........| |.........S..-- |.|  
  |.|--............----.--......----|.|     |.------.| --.......---..--|.|  
  |.| ---.........--  |.|--....------+----- |.|...||.|--------------..||.|  
  |.|-------S---------|.| ------|.........| |.S.---|.S...............--|.|  
  |.|-...---.|  --...-|.|-------|.........|--------|.|---------------- |.|  
  |.|........|  |..<..S.+.......+....\....+........+.---    -------    |.|  
  |.|-...-----  --...----S------|.........|----------..--   |.....---  |.|  
  |.|-------------------..|     |.........| ------  |-..--  |-......---|.|  
  |.|-----.......-----...--     -----+-------....----....----..........|.|  
  |.|..............--..---          |.|   --......--..--.............--|.|  
 --.-----.............--            |.|   |..........----------......|--.-- 
--...--------------------------------+---------------------------------...--
|..........................................................................|
--...------------------------------------------------------------------...--
 -----                                                                -----
Legend

Scorpius, with the Bell of Opening and the Longbow of Diana, occupies the throne, where there is also a chest; surrounding him are six forest centaurs and two mountain centaurs. In each of the corner chambers is a mountain centaur and a scorpion; there are an additional two forest centaurs, two mountain centaurs, two scorpions, two random C and one random s placed around the level. Each of the centaurs in Scorpius' room is standing on a random object; there are five further random objects located randomly around the level, as well as six traps.

The entire level has undiggable walls. Teleportation is permitted.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/quest/hea.html0000644000175000017500000001507311430345755023661 0ustar cjwatsoncjwatson NetHack Gazetteer: Healer Quest

Healer Quest

For information on the Quest branch in general, see the Quest Gazetteer entry.

Quest home level The Temple of Epidaurus
Quest locate level The Temple of Coeus
Quest goal level The Isle of the Cyclops
Quest LeaderHippocrates
Quest guardiansattendants
Quest NemesisThe Cyclops
Quest ArtifactThe Staff of Aesculapius

Random monsters on this Quest are generated with the following frequencies:

96/175(55%)giant rat
24/175(14%)random r
24/175(14%)snake
6/175(3%)random Y
1/7(14%)normal random monster

Maps

The Temple of Epidaurus

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}}}..........}}}}...}}}}}.........................}}}}..}}}}}........}}}}}}}
}}............}}}}}}}}..............................}}}...}}}}......}}}}}}}}
}.....}}}}}}}}}}}}}}}................................}}}}}}}}}}}}}}}}}}}}}}}
}}}}....}}}}}}}}}}}}...................................}}}}}.}}}}}}}}}}}}}}}
}}}}........}}}}}.........-----------------------........}}...}}}}}}}.....}}
}}}............}}}}}....--|.|......S..........S.|--.....}}}}.}}}}}}}.......}
}}}}..........}}}}}.....|.S.|......|----------|S|.|......}}}}}}.}}}.......}}
}}}}}}......}}}}}}......|.|.|..._..|.>.|......|.|.|.....}}}}}}...}}.......}}
}}}}}}}}}}}}}}}}}}}.....+.|.|......S.\.S......|.|.+......}}}}}}.}}}}.......}
}}}...}}}}}...}}}}......|.|.|......|...|......|.|.|.......}}}}}}}}}}}.....}}
}}..^..}}}.....}}}......|.|S|----------|......|.S.|......}}}}}}}}}}}}}}}}}}}
}}}..}}}}}...}}}}.......--|.S..........S......|.|--.....}}}}}}}}}....}}}}}}}
}}}}}}}}}}}}}}}}..........-----------------------..........}}}}}..........}}
}}}}}}}}}}}}}}}}}........................................}}}}}}............}
}}}.............}}}}...................................}}}..}}}}..........}}
}}...............}}}}}................................}}}}...}}}}........}}}
}}}.............}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}....}}}}}}
}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
Legend

The two-way magic portal back to the Dungeons of Doom is at the marked point. Hippocrates occupies the throne, where there is also a chest; there are four attendants in each of the larger rooms flanking the throneroom, the left of which contains a neutral altar. Randomly placed about the level are ten rabid rats, a giant eel, a shark, five random D, five random S, and one other random monster; and six random traps. Note that each snake will have a random object generated at its location for it to potentially hide under.

The entire level is no-teleport and has undiggable walls and floor.


Upper filler level

This is a swamp-water level, with a rabid rat, two giant eels, an electric eel, two random r, four random D, and three random S (with hiding-objects); eight random other objects; and four random traps.


The Temple of Coeus

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}}}}}}}}...............}}}}}}}}
}}}}.....-------------...}}}}}}
}}}}}....|.S.........|....}}}}}
}}}.<....+.|.........|...}}}}}}
}}}......+.|._.......|..}}}}}}}
}}}}.....|.S........>|..}}}}}}}
}}}}}....-------------....}}}}}
}}}}}}}}...............}}}}}}}}
}}}}}}}}}}}........}}}}}}}}}}}}
Legend

The above core of the level is surrounded by empty swamp. The chaotic temple has its priest; also in the mapped area are eight rabid rats, five giant eels, a kraken, two sharks, a random r, five random D, nine random S (with hiding-objects), and one random other monster; fifteen random other objects; and six random traps.

The entire level has an undiggable floor, and the temple chamber itself has undiggable walls. Teleportation is permitted.


Lower filler level(s)

These are swamp-water levels, with two rabid rats, five giant eels, two electric eels, two random r, four random D, and three random S (with hiding-objects); eleven random other objects; and four random traps.


The Isle of the Cyclops

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...}}..............................}}}...
..}}..............................}}.....
..}}..............................}}}....
..}}}...............x..............}}....
.}}}..............................}}}}...
...}}............................}}}...}}
..}}}}...}}}}}..}}}}...}}}}}.....}}...}}.
}....}}}}}...}}}}..}}}}}...}}}}}}}...}}<.
}}}..................................}}}.
Legend

The above core of the level is surrounded by empty swamp. The Cyclops, with the Bell of Opening, the Staff of Aesculapius, and a wand of lightning, is at the point marked 'x'. Randomly placed in the mapped area are three rabid rats, six giant eels, two electric eels, three sharks, two random r, five random D, ten random S (with hiding-objects), and one random other monster; fourteen random other objects; and six traps. Teleportation is permitted.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/quest/wiz.html0000644000175000017500000002035411430345755023733 0ustar cjwatsoncjwatson NetHack Gazetteer: Wizard Quest

Wizard Quest

For information on the Quest branch in general, see the Quest Gazetteer entry.

Quest home level The Lonely Tower
Quest locate level The Tower of Darkness
Quest goal level The Dark One's Dungeon
Quest LeaderNeferet the Green
Quest guardiansapprentices
Quest NemesisThe Dark One
Quest ArtifactThe Eye of the Aethiopica

Random monsters on this Quest are generated with the following frequencies:

96/175(55%)vampire bat
24/175(14%)random B
24/175(14%)xorn
6/175(3%)random W
1/7(14%)normal random monster

Maps

The Lonely Tower

............................................................................
.....................C....CC.C........................C.....................
..........CCC.....................CCC.......................................
........CC........-----------.......C.C...C...C....C........................
.......C.....---------------------...C..C..C..C.............................
......C..C...|----|....\....|----|....C.....C...............................
........C...-|....|.........|....|-............................^............
.......C....||....|.........+....||.........................................
.......C...-----+--.........|....|--........................................
......C....||...............|--S--||........................................
...........||--+---++--------|>.|.SS..........C......C......................
........C..||.....|..|...|...|---.||..CC..C.....C..........C................
.......C...-|.....|..|.---.|.|....|-.................C..C...................
.....C......|-....|..|.....|.|.---|..C..C..........C...........}}}..........
......C.C...-|....|..-----.|.....|-...C.C.C..............C....}}}}}}........
.........C...|----|........|-----|....C..C.....C..CC.C......}}}}}}}}}}}.....
.........CC..---------------------...C.C..C.....CCCCC.C.......}}}}}}}}......
.........C........-----------..........C.C.......CCC.........}}}}}}}}}......
..........C.C.........................C............C...........}}}}}........
......................CCC.C.................................................
Legend

The two-way magic portal back to the Dungeons of Doom is at the marked point. Neferet the Green occupies the throne, with a chest next to her; there are eight apprentices distributed through the Tower. The pond is occupied by three giant eels, and on its nearer bank is a pack of six random B, one random i and one random W; more distant are a further four random B, two random i, and one random W. There are six random traps on the level.

The entire level is no-teleport and has undiggable walls and floor.


Upper filler level

This is an "ordinary" room-and-corridor level, with six rooms; four vampire bats and four random i; nine random objects; and four random traps.


The Tower of Darkness

.............        .......................................................
..............       .............}}}}}}}.}}}}}}}}}}}}}}}}}}}.}}}}}}}.......
..............      ....^.........}.................................}...^...
..............      ..............}.---------S---------------------.}.......
...............     .........C....}.|.............................|.}.......
...............    ....^.....C....}.|.---------------------------.|.}.......
...............    .........CCC.....|.|................^........|.|.........
................   ....C....CCC...}.|.|.---S-------------------.|.|.}.......
.......C..C.....  .....C....CCC...}.|.|.|......+.......+......|.|.|.}.......
.............C..CC.....C....CCC...}.|.|.|......|-------|.^....|.|.|.}.......
.......^........   ....C....CCC...}.|.|.|......|>....^.S......|.|.|.}.......
......C..C.....    ....C....CCC...}.|.|^|......|-------|......|.|.|.}.......
............C..     ...C....CCC...}.|.|.|......+.......+......|.|.|.}...^...
........C......    ....C....CCC...}.|.|.-----------------------.|.|.}.......
....C......C...     ........CCC.....|.|.........................|.|.........
......C..C....      .........C....}.|.--------------------S------^|.}.......
..............      .........C....}.|........^....................|.}.......
...<.........       ..............}.-------------------------------.}.......
.............        .............}.................................}.......
.............        .....^.......}}}}}}}.}}}}}}}}}}}}}}}}}}}.}}}}}}}.......
.............        .......................................................
Legend

Randomly placed on the level are seven vampire bats, twelve random B, and eight random i; and fifteen random objects. The marked trap in the innermost chamber of the Tower is an anti-magic trap; the other five traps inside the Tower are falling rock traps, and the six outside are spiked pits. There are an additional two statue traps, a magic trap, a sleeping gas trap, a polymorph trap, and three dart traps, located randomly about the level.

The level has undiggable walls and floor. Teleportation is permitted.


Lower filler level(s)

These are "ordinary" room-and-corridor levels, with six rooms; two vampire bats, two xorns, two vampire bats, and three random i; nine random objects; and four random traps.


The Dark One's Dungeon

                   -------------                 -------------
                   |...........|                 |...........|
            -------|...........|-----------------|.....<.....|
            |......S...........|..|..|..|..|..|..|...........|
            |......|...........|..|..|..|..|..|..|...........|
            |......|...........|B+-B+-B+-B+-B+-B+|...........|
            |-S----|...........S.................+...........|
            |......|...........|B+-B+-B+-B+-B+-B+|...........|
            |..._..|...........|..|..|..|..|..|..|...........|
            |......|...........|..|..|..|..|..|..|...........|
            -------|...........|-----------------|...........|
                   |...........|                 |...........|
                   -------------                 -------------
Legend

The Dark One, with the Bell of Opening and the Eye of the Aethiopica, occupies the cross-aligned altar (the room being considered an abandoned temple). The small cells have the following (peaceful) occupants, from left to right: top row, empty, a rogue called Pug, a gnomish wizard, empty, empty, and an owlbear; bottom row, a wizard called Newt, a prisoner, empty, another prisoner (asleep), a Grey-elf, and a hill giant. The hostile monsters in the dungeon are placed randomly: eight vampire bats, eleven random B, and eight random i. There are fourteen random objects, and six random traps.

The Dungeon has undiggable walls; teleportation is permitted.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/quest/index.html0000644000175000017500000000532711430345755024234 0ustar cjwatsoncjwatson NetHack Gazetteer: The Quest

The Quest

This is a downward-extending branch consisting of 5 or 6 levels; it is reached by a magic portal in the Dungeons of Doom, 6 or 7 levels below the Oracle level (and therefore between DL 11 and DL 16).

The following special levels are found in this branch:

Quest home(Top level)
Quest locate(3rd level)
Quest goal(Bottom level, 5th or 6th)

The locate and non-special levels are eligible to leave bones; the home and goal levels are not.


Each character class has its own Quest, with its own layout of levels and its own characteristic monsters. For specific details of each, see the individual entries below:

However, all Quests have certain things in common. The Dungeons level with the portal will be signalled by a telepathic message from your Quest Leader. Proceeding from the home level to the second level requires you to be at least XL 14, of pious alignment, have the same alignment (unmasked by a helm of opposite alignment) as you started with, and to have received permission from your Quest Leader (which cannot be obtained unless you meet the prior criteria). The Quest Nemesis on the goal level will be carrying the Bell of Opening, and the Quest Artifact will be generated on the same square; returning with the Artifact to your Leader will get it identified.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/quest/tou.html0000644000175000017500000002166711430345755023741 0ustar cjwatsoncjwatson NetHack Gazetteer: Tourist Quest

Tourist Quest

For information on the Quest branch in general, see the Quest Gazetteer entry.

Quest home level Ankh-Morpork
Quest locate level The Thieves' Guild Hall
Quest goal level The Shades
Quest LeaderTwoflower
Quest guardiansguides
Quest NemesisThe Master of Thieves
Quest Artifact The Platinum Yendorian Express Card

Random monsters on this Quest are generated with the following frequencies:

96/175(55%)giant spider
24/175(14%)random s
24/175(14%)forest centaur
6/175(3%)random C
1/7(14%)normal random monster

Maps

Ankh-Morpork

.......}}....---------..---                                         -----...
........}}...|.......|..|.|-----------------------------------------|...|...
.........}}..|.grave.|..|.|......|......|.............|......|......|...|...
..........}}.|.......|..|.|......+......+.............+......+..\.>.|...|...
...........}}}..........|.|......|......|.............|......|......|...|...
.............}}.........|.-----S----S----S----------S-----S---------|...|...
..............}}}.......|...............................................|...
................}}}.....----S------++--S----------S----------S-----------...
..................}}...........    ..    ...................................
......-------......}}}}........}}}}..}}}}..}}}}..}}}}.......................
......|.....|.......}}}}}}..}}}}   ..   }}}}..}}}}..}}}.....................
......|.....+...........}}}}}}........................}}}..}}}}..}}}..}}}...
......|.....|...........................................}}}}..}}}..}}}}.}}}}
......-------...............................................................
....................................................................^.......
...-------......-------.....................................................
...|.....|......|.....|.....................................................
...|.....+......+.....|.....................................................
...|.....|......|.....|.....................................................
...-------......-------.....................................................
Legend

The two-way magic portal back to the Dungeons of Doom is at the marked point. Twoflower occupies the throne, where there is also a chest; there are eleven guides distributed among the five rooms within the town walls. Outside the gate are two watchmen; in the river are two piranhas, two krakens, and a giant eel; in addition to the usual undead in the marked graveyard, there are twelve giant spiders, eight forest centaurs, two random s and one random C on the level, and nine random traps.

The entire level is no-teleport and has undiggable walls and floor.


Upper filler level

This is a cavern level, with five soldiers, a random C, and a random H; seven random objects; and four random traps.


The Thieves' Guild Hall

----------------------------------------------------------------------------
|....|......|..........|......|......|...|....|.....|......|...............|
|....|......|.--------.|......|......|.|.|....|..}..|......|.------------..|
|grav|--+----.|......|.|-S---+-+-----|.|.S....|.....----+---.|...shop...+..|
|....|....<...|.shop.|.|...|.........|.--------..............|..........|-+|
|....+...}}...+......|.|...|.-------.|..............---+----------------|>.|
|-----........--------.-----.|.....|......------+--.|.......|...........|--|
|............................|.....|.---+-|.......|.|.......|...........|..|
|-----.....---------------...---+---.|....|.......|.------------+--------..|
|....+.....+.........S...|...........|....|--------........................|
|....|.....|barracks.|...|.----------|....|.........---------.------------.|
|....|.....|-------------|.|......|..+....|--------.|.......|.+......S.\.|.|
|....|.....+.........S...|.|......|..|....|.......|.|..zoo..|.|......|...|.|
|--------..|.........|----.-+-------------------+--.|.......+.|----------|.|
|.......+..-----------.........|.........|..........|.......|.|..........|.|
|.......|..............---+---.|.temple..|.-----+-----------|.|.barracks.|.|
|---------+----+-------|.....|.|.........|.|........|.|.....+.|..........+.|
|...........|........|.S.....|.-----+-----.----------.|.....|.------------.|
|..barracks.|........|.|.....|........................|.....|..............|
----------------------------------------------------------------------------
Legend

In addition to the usual occupants of the three barracks, the two general stores, the zoo, and the graveyard, there are sixteen giant spiders and two random s on the level; the marked temple is abandoned (without even an altar remaining). There are nine random traps, and fourteen random objects; in addition, there are two blank scrolls next to the throne (toilet paper...).

The entire level has undiggable walls and floor. Teleportation is permitted.


Lower filler level(s)

These are cavern levels, with two captains, one soldier, two random H, one random s, and one random C; eleven random objects; and four random traps.


The Shades

----------------------------------------------------------------------------
|...x.....|barracks.|..........|..| |.................|........|........|..|
|.........|.........|..........|..| |....--------.....|........|........|..|
|------S--|--+-----------+------..| |....|......|.....|........|........|..|
|.........|.......................| |....|......+.....--+-------------+--..|
|barracks.|.......................| |....|......|..........................|
|-S-----S-|......----------.......| |....|......|..........................|
|..|..|...|......|........|.......| |....-----------.........----..........|
|..+..+...|......|........|.......| |....|.........|.........|}}|.....<....|
|..|..|...|......+........|.......|-|....|.........+.........|}}|..........|
|..|..|...|......|........|.......S.S....|.........|.........----..........|
|---..----|......|........|.......|-|....|.........|.......................|
|.........+......|+B-+B-+B|.......| |....-----------.......................|
|---..----|......|..|..|..|.......| |......................--------------..|
|..|..|...|......--B-B--B--.......| |......................+....shop....|..|
|..+..+...|.......................| |--.---...-----+-----..|............|..|
|--|..----|--+-----------+------..| |.....|...|.........|..|------------|..|
|..+..+...|.........|..........|..| |grave|...|.........|..+....shop....|..|
|..|..|...|barracks.|..........|..| |.....|...|.........|..|............|..|
----------------------------------------------------------------------------
Legend

The Master of Thieves, with the Bell of Opening and the Platinum Yendorian Express Card, occupies the point marked 'x'. The marked locations have their usual occupants (three barracks, two general stores, one graveyard); in addition, the four rooms to lower left have one incubus each, the two rooms at centre left have one succubus each, and the police station in the centre of the left half contains a Kop Kaptain, three Kop Lieutenants, and five Keystone Kops, with each of the three attached cells containing one prisoner. There is also a watchman just inside the left secret door at the halfway division, and randomly placed on the level are sixteen giant spiders and two random s; fourteen random objects; and six random traps. The entire Shades has undiggable walls; teleportation is permitted.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/quest/bar.html0000644000175000017500000002100311430345755023656 0ustar cjwatsoncjwatson NetHack Gazetteer: Barbarian Quest

Barbarian Quest

For information on the Quest branch in general, see the Quest Gazetteer entry.

Quest home level The Camp of the Duali Tribe
Quest locate level The Duali Oasis
Quest goal level The Lair of Thoth Amon
Quest LeaderPelias
Quest guardianschieftains
Quest NemesisThoth Amon
Quest ArtifactThe Heart of Ahriman

Random monsters on this Quest are generated with the following frequencies:

96/175(55%)ogre
24/175(14%)random O
24/175(14%)troll
6/175(3%)random T
1/7(14%)normal random monster

Maps

The Camp of the Duali Tribe

..................................}}........................................
...................................}}.......................................
...................................}}.........................^.............
....................................}}......................................
........--------------......-----....}}}....................................
........|...S........|......+...|...}}}.....................................
........|----........|......|...|....}}.....................................
........|.\..........+......-----....^......................................
........|----........|...............}}.....................................
........|>..S........|...-----.......}}}....................................
........--------------...+...|......}}}}}...................................
.........................|...|.......}}}....................................
...-----......-----......|----........}}....................................
...|...+......|...+..--+-|.............}}...................................
...|...|......|...|..|...|..............}}..................................
...-----......-----..|...|.............}}}}.................................
.....................-----............}}..}}................................
.....................................}}...}}................................
....................................}}...}}.................................
....................................}}....}}................................
Legend

The two-way magic portal back to the Dungeons of Doom is at the marked point at the top right. Pelias occupies the throne; there are four chieftains in the same room, and two more each in the hidden alcoves (the upper of which contains a chest, the lower the downstair). One giant eel is in the upper part of the river, and two in the lower; there are eleven ogres on the right bank of the river, in front of the crossing with the marked spiked pit.

The entire level is no-teleport and has undiggable walls and floor.


Upper filler level

This is a dark open level, with a rock troll, two ogres, and a random O; eight random objects; and four random traps.


The Duali Oasis

..........}}}.........................................                      
...........}}..........................................        .......      
.....<....}}...........-----..........------------------     ..........     
...........}}..........+...|..........|....S...........|..  ............    
..........}}}..........|...|..........|----|...........|...  .............  
...........}}}.........-----..........+....+...........|...  .............  
..........}}}}}}}}}...................+....+...........S.................   
........}}}}}}}}}}}}}^........-----...|----|...........|................    
......}}}}}}}}}}}}}}..}.......+...|...|....S...........|          .^.       
.....}}}}}}}......}..}}}}.....|...|...------------------..         .^.      
....}}}}}}}.........}}}}}}....-----........................      ........   
...}}}}}}}..........}}}}}}}..................................   ..........  
....}}}}}}}........}}}}}}}....................................  ..........  
.....}}}}}^.......}}}}}}}.........-----........................   ....>...  
......}}}..}}}}}}}}}}}}...........+...|.........................    .....   
..........}}}}}}}}}}}.............|...|.........................     ....   
..........}}}}}}}}}...............-----.........................       .    
..............}}}.................................................          
...............}}....................................................       
................}}}...................................................      
Legend

There are two ogres on the island, four ogres and two rock trolls in the large room of the main building, eight ogres and two rock trolls just behind the secret entrance to the caves, and another rock troll in the back cavern; there are a further three ogres, a random O, two rock trolls and two random T placed randomly around the level. In addition to the four marked spiked pits, there are four other random traps on the level. The two hidden side rooms above and below the entrance hall of the main building contain seven and five random objects respectively; there are a further three random objects in the back cavern near the downstair.

The entire level has an undiggable floor. Teleportation is permitted.


Lower filler level(s)

These are cavern levels, with three rock trolls, seven ogres, a random O, and a random T; eleven random objects; and four random traps.


The Lair of Thoth Amon

                              ---------------
                            ---.............----                            
       ------            ----..................-----        ------          
     ---....--        ----.........................|       --....---        
     |.......|        |..........................---      --..._...|        
     |......-------------...........<............|        |.......--        
     |..--......................................--        ---..----         
     --..-----------------.....................--         --..--            
      --..--       --------..................--------------..--             
       --..--      |..S...S..............---................--              
      ----..-----  ------------........--- ------------...---               
      |.........--            ----------              ---..---------        
     --......--..--                           --------  --...--....--       
  ----..|...----..---------------------      --......--   --........|       
 --....------  --..|..................---    |........|    --......--       
 |......|       --......................|    --......---------..----        
 --....--        ---..................---     ------...........--           
  ------           ---..............---            -------------            
                     ----------------
Legend

Thoth Amon, with the Bell of Opening and the Heart of Ahriman, is at the marked cross-aligned altar. Randomly placed on the level are sixteen ogres, two random O, eight rock trolls, and a random T; fourteen random objects; and six random traps. The walls of the Lair are undiggable; teleportation is permitted.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/quest/arc.html0000644000175000017500000002164011430345755023666 0ustar cjwatsoncjwatson NetHack Gazetteer: Archeologist Quest

Archeologist Quest

For information on the Quest branch in general, see the Quest Gazetteer entry.

Quest home level The College of Archeology
Quest locate level The Tomb of the Toltec Kings
Quest goal level The Crypt
Quest LeaderLord Carnarvon
Quest guardiansstudents
Quest NemesisThe Minion of Huhetotl
Quest ArtifactThe Orb of Detection

Random monsters on this Quest are generated with the following frequencies:

24/35(69%)random S
24/175(14%)human mummy
6/175(3%)random M
1/7(14%)normal random monster

Maps

The College of Archeology

............................................................................
............................................................................
............................................................................
............................................................................
....................}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.................
....................}-------------------------------------}.................
....................}|..S......+.................+.......|}....^............
....................}|S---------------+----------|.....>.|}.................
....................}|.|...............|.......+.|.......|}.................
....................}|.|...............|--------.--------|}.................
....................}|.S \.............+.................+..................
....................}|.|...............|--------.--------|}.................
....................}|.|...............|.......+.|.......|}.................
....................}|S---------------+----------|.......|}.................
....................}|..S......+.................+.......|}.................
....................}-------------------------------------}.................
....................}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.................
............................................................................
............................................................................
............................................................................
Legend

The two-way magic portal back to the Dungeons of Doom is at the marked point. Lord Carnarvon occupies the throne, where there is also a chest; there are also eight students in the throneroom. A watchman occupies each of the front anterooms (both the one with the downstair and without). There are three giant eels in the moat, and two random M and eight random S just outside the College door; there are three random S and one random M around the level further away from the building. The level contains six random traps. Note that each snake will have a random object generated at its location for it to potentially hide under.

The entire level is no-teleport and has undiggable walls and floor.


Upper filler level

This is an "ordinary" room-and-corridor level, with six rooms, one human mummy, six random S (with hiding-objects), eight random other objects, and four random traps.


The Tomb of the Toltec Kings

.....................................^......................................
...................................................^........................
........................^...................................................
........................-------------------------------.....................
........................|....|.S......................|.....^...............
.......................^|._..|.|.-+------------------.|.....................
........................|....|.|.|.|.........|......|.|.....................
........................|....|.|.|.|.........|......|.|..............^......
........................|---+|.|.|.|..---....+......|.|^....................
........................|....|.|.|.|--|.|....|......|.|.....................
........................|._..S.|^|.+..S>|--S-----S--|.|^....................
........................|....|.|.|.|--|.|....|......+.|.....................
........................|---+|.|.|.|..---....|.------.|.........^...........
........................|....|.|.|.|.........|.|....+.|.....................
........................|....|.|.|.|.........|+|....|-|.....................
........................|._..|.|.-------------+------.S^....................
........................|....|.S........^.............|.....................
...<....................-------------------------------.....................
.......................^.......^............................................
..........................^.....................^...........................
Legend

There is one altar of each alignment, randomly arranged; each room they are in is considered an abandoned temple. Randomly placed around the level are seven human mummies, two random M, and eighteen random S (with hiding-objects); there are fifteen other random objects. The tomb contains two marked rolling boulder traps; the marked traps outside the building are six spiked pits, five non-spiked pits, a magic trap, a statue trap, and an anti-magic trap; there are two further statue traps, two sleeping gas traps, and three dart traps randomly placed on the level. The scattered engravings "X marks the spot" are random and have no particular significance.

The entire level has undiggable walls and floor. Teleportation is permitted.


Lower filler level(s)

These are "ordinary" room-and-corridor levels, with six rooms, one human mummy, three random M, three random S (with hiding-objects), nine random other objects, and four random traps.


The Crypt

                                  ---------                                 
                                  |..|.|..|                                 
                       -----------|..S.S..|-----------                      
                       |.|........|+-|.|-+|........|.|                      
                       |.S........S..|.|..S........S.|                      
                       |.|........|..|.|..|........|.|                      
                    ------------------+------------------                   
                    |..|..........|.......|..........|..|                   
                    |..|..........+.......|..........S..|                   
                    |..S..........|...<...+..........|..|                   
                    |..|..........|.......|..........|..|                   
                    ------------------+------------------                   
                       |.|........|..|.|..|........|.|                      
                       |.S........S..|.|..S...^..._S.|                      
                       |.|........|+-|.|-+|........|.|                      
                       -----------|..S.S..|-----------                      
                                  |..|.|..|                                 
                                  ---------                                 

Legend

The Minion of Huhetotl, with the Bell of Opening and the Orb of Detection, is at the marked chaotic altar; the room is considered an abandoned temple, and the marked trap in it is a rolling boulder trap. There are six random other traps placed around the level; additionally, eight human mummies, one random M, and eighteen random S (with hiding-objects); and fourteen random other objects. The walls of the Crypt are undiggable; teleportation is permitted.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/quest/mon.html0000644000175000017500000001602311430345755023711 0ustar cjwatsoncjwatson NetHack Gazetteer: Monk Quest

Monk Quest

For information on the Quest branch in general, see the Quest Gazetteer entry.

Quest home level The Monastery of Chan-Sune
Quest locate level The Monastery of the Earth-Lord
Quest goal level Master Kaen's Lair
Quest LeaderThe Grand Master
Quest guardiansabbots
Quest NemesisMaster Kaen
Quest ArtifactThe Eyes of the Overworld

Random monsters on this Quest are generated with the following frequencies:

96/175(55%)earth elemental
24/175(14%)random E
30/175(17%)xorn
1/7(14%)normal random monster

Maps

The Monastery of Chan-Sune

............................................................................
............................................................................
............................................................................
....................------------------------------------....................
.....^..............|................|.....|.....|.....|....................
....................|..------------..|--+-----+-----+--|....................
....................|..|..........|..|.................|....................
....................|..|..........|..-+---+---+-----+--|....................
..................---..|..........|......|...|...|.....|....................
..................+.^..|...._.....+......|...|...|..>..|....................
..................+.^..|..........+......|...|...|.....|....................
..................---..|..........|......|...|...|.....|....................
....................|..|..........|..-+-----+---+---+--|....................
....................|..|..........|..|.................|....................
....................|..------------..|--+-----+-----+--|....................
....................|................|.....|.....|.....|....................
....................------------------------------------....................
............................................................................
............................................................................
............................................................................
Legend

The two-way magic portal back to the Dungeons of Doom is at the marked point in the top left. The Grand Master is next to the unaligned altar; there are also eight abbots in this desecrated temple. Outside the Monastery are eight earth elementals and four xorns. In addition to the two marked dart traps inside the doors, there are four other random traps on the level.

The entire level is no-teleport and has undiggable walls and floor.


Upper filler level

This is an "ordinary" room-and-corridor level, with six rooms; three earth elementals, two xorns, and three random E; nine random objects; and four random traps.


The Monastery of the Earth-Lord

             ---------------------------------------------------     -------
           ---.................................................|     |.....|
         ---...--------........------........................---     ---...|
       ---.....|      --.......|    ----..................----         |-.--
     ---.....---       ---------       --..................--         --..|
   ---...-----                       ---|.----.....----.....---      --..--
----..----                       -----..|--  |...---  |.......---   --...|
|...---                       ----....---    |.---    |.........-- --...--
|...|                      ----.....---      ---      |..........---....|
|...----                ----......---                 |...|.......|....--
|......-----          ---.........|               -----...|............|
|..........-----   ----...........---       -------......-|...........--
|..............-----................---     |............|--..........|
|-S----...............................---   |...........-- |.........--
|.....|..............------.............-----..........--  --........|
|.....|.............--    ---.........................--    |.......--
|.....|.............|       ---.....................---     --......|
|---S--------.......----      |-.................----        |.....--
|...........|..........--------..............-----           --....|
|...........|............................-----                |....|
------------------------------------------                    ------
Legend

The stairs are located randomly on the level, as are fourteen earth elementals, nine xorns, six random traps, and fifteen random objects.

The entire level has undiggable walls. Teleportation is permitted.


Lower filler level(s)

These are "ordinary" room-and-corridor levels, with six rooms; two earth elementals, three xorns, and two random E; eight random objects; and four random traps.


Master Kaen's Lair

.L......L.LLL.......LL....
.LLL.......L......LL......
LL.LL.............L.LL....
..........................
.............._.......LL..
....................<.LLL.
LL........................
.LL.........._............
.LL................LL.L...
..LL.....L.LL.......LLL...
.........LLL.........L....
Legend

The above core of the level is surrounded by empty lava plain. Master Kaen, with the Bell of Opening and the Eyes of the Overworld, is mediatating at an unaligned altar located (with 50/50 probability) at one of the two marked spots (the other being blank). Randomly placed in the mapped area are nine earth elementals and nine xorns; fourteen random objects; four fire traps, and two other random traps. Teleportation is permitted.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/quest/sam.html0000644000175000017500000002153411430345755023703 0ustar cjwatsoncjwatson NetHack Gazetteer: Samurai Quest

Samurai Quest

For information on the Quest branch in general, see the Quest Gazetteer entry.

Quest home level The Castle of the Taro Clan
Quest locate level The Shogun's Castle
Quest goal level The Donjon of Ashikaga Takauji
Quest LeaderLord Sato
Quest guardiansroshi
Quest NemesisAshikaga Takauji
Quest ArtifactThe Tsurugi of Muramasa

Random monsters on this Quest are generated with the following frequencies:

96/175(55%)wolf
24/175(14%)random d
24/175(14%)stalker
6/175(3%)random E
1/7(14%)normal random monster

Maps

The Castle of the Taro Clan

..............................................................}}............
...............................................................}}...........
..........---------------------------------------------------...}}}.........
..........|......|.........|...|..............|...|.........|....}}}}}......
......... |......|..x......S.>.|..............|...S.........|.....}}}}......
..........|......|.........|---|..............|---|.........|.....}}}.......
..........+......|.........+...-------++-------...+.........|......}}.......
..........+......|.........|......................|.........|......}}.......
......... |......---------------------++--------------------|........}}.....
..........|.................................................|.........}}....
..........|.................................................|...........}}..
..........----------------------------------------...-------|............}}.
..........................................|.................|.............}}
.............. ................. .........|.................|.......^......}
............. } ............... } ........|.................|...............
.............. ........}}....... .........|.................|...............
.....................}}}..................|.................|...............
......................}}..................-------------------...............
............................................................................
............................................................................
Legend

The two-way magic portal back to the Dungeons of Doom is at the marked point. Lord Sato is at the point marked 'x', where there is also a chest; there are also eight roshi in the room. On the far side of the river are nine ninja and three wolves; there is also one stalker located randomly on the level, as are six random traps.

The entire level is no-teleport and has undiggable walls and floor.


Upper filler level

This is a swamp-water level, with five wolves, one stalker, and one random d; nine random objects; and four random traps.


The Shogun's Castle

............................................................................
............................................................................
........-----..................................................-----........
........|...|..................................................|...|........
........|...---..}..--+------------------------------+--..}..---...|........
........---...|.....|...|gems|.gd.|....|armr|....|.|...|.....|...---........
..........|...-------...|....|....|....|....|....S.|...-------...|..........
..........---.........------+----+-+-------+-+--------.........---..........
............|..--------.|}........................}|.--------..|............
............|..+........+..........................+........+..|............
..........<.|..+........+..........................+........+..|............
............|..--------.|}........................}|.--------..|............
..........---.........--------+-+-------+-+----+------.........---..........
..........|...-------...|.S....|....|....|....|....|...-------...|..........
........---...|.....|...|>|weap|.gd.|tool|....|....|...|.....|...---........
........|...---..}..--+------------------------------+--..}..---...|........
........|...|..................................................|...|........
........-----..................................................-----........
............................................................................
............................................................................
Legend

There are eight ninja, nine wolves, and one random d roughly evenly distributed around the outside of the walls; three samurai inside each of the marked guardrooms; and nine stalkers placed randomly on the level. Four other rooms contain eight random gems, eight random pieces of armour, eight random weapons, and eight random tools, as marked. There are six random traps on the level.

The entire level has undiggable walls and floor. Teleportation is permitted.


Lower filler level(s)

-------------                                  -------------
|...........|                                  |...........|
|...-----...|----------------------------------|...-----...|
|...|   |...|..................................|...|   |...|
|...-----..........................................-----...|
|...........---S----------------------------S---...........|
----...--------.|..........................|.--------...----
   |...|........+..........................+........|...|   
   |...|........+..........................+........|...|   
----...--------.|..........................|.--------...----
|...........---S----------------------------S---...........|
|...-----..........................................-----...|
|...|   |...|..................................|...|   |...|
|...-----...|----------------------------------|...-----...|
|...........|                                  |...........|
-------------                                  -------------
Legend

The stairs are placed on the above map randomly. Each level contains four wolves, three stalkers, and one random d; nine random objects; and four random traps.


The Donjon of Ashikaga Takauji

           .......................           
       .......---------.---------......       
    ......----.................----......    
   ....----.....-------------.....----....   
  ....--.....----...........----.....--....  
  ...--....---....---------....---....--...  
  ...|....--....---.......---....--....|...  
 ....|...--...---...--+--...---...--...|.... 
 ....|...|....|....--.^.--....|....|...|..<. 
 ....|...|....|....+..x.^+....|........|.... 
 .<..|...|....|....--.^.--....|....|...|.... 
 ....|...--...---...--+--...---...--...|.... 
  ...|....--....---.......---....--....|...  
  ...--....---....----.----....---....--...  
  ....--.....----...........----.....--....  
   ....----.....-------------.....----....   
    ......----.................----......    
       ......-------------------......       
           .......................           

Legend

The upstair is located at one of the two marked spots, chosen randomly. Ashikaga Takauji, with the Bell of Opening and the Tsurugi of Muramasa, is at the point marked 'x'. Randomly placed around the level are five samurai, five ninja, four wolves, nine stalkers, and two random d; fourteen random objects; and six random traps, in addition to the three marked squeaky boards.

The entire level is no-teleport, and has undiggable walls.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/quest/val.html0000644000175000017500000001536311430345755023710 0ustar cjwatsoncjwatson NetHack Gazetteer: Valkyrie Quest

Valkyrie Quest

For information on the Quest branch in general, see the Quest Gazetteer entry.

Quest home level The Shrine of Destiny
Quest locate level The Cave of Surtur
Quest goal level Lord Surtur's Fortress
Quest LeaderThe Norn
Quest guardianswarriors
Quest NemesisLord Surtur
Quest ArtifactThe Orb of Fate

Random monsters on this Quest are generated with the following frequencies:

96/175(55%)fire ant
24/175(14%)random a
24/175(14%)fire giant
6/175(3%)random H
1/7(14%)normal random monster

Maps

The Shrine of Destiny

IIIIII}}}IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
IIII}}}}}IIIIIIII.>IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII...IIIIIIIIIIIIIIIIIIIII
IIII}LL}}IIIIIII..IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII..{..IIIIIIIIIIIIIIIIIIII
IIII}L}}IIIIIII..IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII.....IIIIII}}}IIIIIIIIII
III}}}}}IIIIII..IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII.IIIII}}L}IIIIIIIIII
IIII}IIIIIIII..IIII}}}IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII.IIIII}L}}IIIIIIIIII
IIIIIIIIIIII..IIIII}L}}IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII..IIIII}}}IIIIIIIIIII
IIIIIIII.....IIIIII}}}IIII------------------IIIII}}}III.IIIIIIIIIIIIIIIIIIII
IIIIIII..III...IIIIIIIIIII|................|IIIII}L}II..IIIIIIIIIIIIIIIIIIII
IIIIII..IIIIII......IIIII.|................|.IIII}}}II.IIIIIIIIIIIIIIIIIIIII
IIIII..IIIIIIIIIIII.......+........x.......+...IIIIIII.IIIIIIIIIIIIIIIIIIIII
IIII..IIIIIIIII.....IIIII.|................|.I...IIIII.IIIIIIIIIIIIIIIIIIIII
III..IIIIIIIII..IIIIIIIIII|................|IIII.......IIIIIIIIIIIIIIIIIIIII
IIII..IIIIIII..IIIIIIIIIII------------------IIIIIIIIII...IIIIIIIIIIIIIIIIIII
IIIIII..IIII..IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII}}}}IIII...IIIIIIIIIIIIIIIII
IIIIIII......IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII}LL}}IIIII...IIIIIIIIIIIIIII
IIII}}}I}...IIIIIIIIIII}IIIIIIIIIIIIIIIIIIIIIIII}}}}IIIIIIII...I......IIIIII
III}}L}}IIIIIIIIIIIIII}}}IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII....^....IIIII
IIII}}}IIIIIIIIIIIIII}}L}IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII.......IIIIII
IIIIIIIIIIIIIIIIIIIIII}}}IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
Legend

The two-way magic portal back to the Dungeons of Doom is at the marked point. The Norn occupies the point marked 'x', with a chest next to her; there are eight warriors in the Shrine with her. Distributed fairly evenly across the level are ten fire ants, with two fire giants towards the left side; there are also six fire traps randomly placed.

The entire level is no-teleport and has undiggable walls and floor.


Upper filler level

This is an ice-plain level, with five fire ants, a fire giant, and one random a; nine random objects; and seven random traps.


The Cave of Surtur

}}}}....                      ....}}}}}.
}L}...                          .}}LLL}}
}}}    .......................    }}}LL}
..   ............................   }}}}
.  ...............................  ....
  .................................   ..
....................>...............   .
  ...................................   
.  ..................................  .
..   ..............................   }}
.}}}  ..........................     }L}
.}LL}                             ..}LL}
.}}}}..                         ....}}}}
Legend

The above core of the level is surrounded by empty ice plain, with the upstair off to the lower right; note that the only entrance to the cavern is at the left side. Randomly placed around the mapped area are seventeen fire ants, seven fire giants, two random H and one random a; fifteen random objects; four fire traps, and two other random traps.

The level has undiggable walls and floor. Teleportation is permitted.


Lower filler level(s)

These are lava-plain levels, with three fire ants, three fire giants, and a random a; eleven random objects; five fire traps, and two other random traps.


The Fortress of Lord Surtur

.L............................LLLLL
LLL.........LLLLL.LLLLL.........LLL
.LLL......LLLLLLLLLLLLLLL.......LL.
.LLL.....LLL-----D-----LLL.....L...
..LL....LL---.........---LL.....LLL
.......LL--...LLLLLLL...--LL.....L.
.......LL|...LL.....LL...|LL.......
......LL--..LL.......LL..--LL......
......LL|....^...x...^....|LL......
......LL--..LL.......LL..--LL......
.......LL|...LL.....LL...|LL.......
.......LL--...LLLLLLL...--LL.......
..L.....LL---.........---LL.....LL.
..LL.....LLL-----D-----LLL....LLLL.
..LLL.....LLLLLLLLLLLLLLL...LLLLL..
.LLLL.......LLLLL.LLLLL.....LLLL...
..LL...............................
Legend

The above core of the level is surrounded by empty lava plain, with the upstair off to the right. Lord Surtur, with the Bell of Opening and the Orb of Fate, occupies the point marked 'x'. There are ten fire giants in the outer ring of the Fortress, and a further two fire giants, four fire ants, two random a, and one random H located randomly around the mapped area, as are fourteen random objects. In addition to the two marked squeaky boards, there are four fire traps, another squeaky board, and two other random traps around the area.

The Fortress has undiggable walls, but the marked drawbridges start in the open position; teleportation is permitted.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/sanctum.html0000644000175000017500000000633211430345754023432 0ustar cjwatsoncjwatson NetHack Gazetteer: Moloch's Sanctum

Moloch's Sanctum

This level is located on the bottom level (between the 20th and 24th level) of Gehennom (and therefore between DL 45 and DL 53). It can only be reached by performing the invocation ritual on the Vibrating Square.

Moloch's Sanctum is ineligible to leave bones files. The entire level is no-teleport and blocked to magic mapping.


Map

           --------------
           |............|             -------
     -------............-----         |.....|
     |......................|        --.....|            ---------
  ----....^^^^^^^^^^^.......---------|......----         |.......|
  |.......^---------^.........|......+.........|     ------+---..|
---.......^|.......|^.........--S----|..grave..|     |........|..|
|.........^|..._...|^............|   |.........-------..----------
|.........^|.......|^.........----   |..........|....|..|......|
|.........^|.......|^.........|      --.......----+---S---S--..|
|.........^---------^.........|       |.......|.............|..|
---.......^^^^^^^^^^^.........|       -----+-------S---------S---
  |...........................|          |...| |......|    |....---
  ----.....................----          |...---....---  ---......|
     |.....................|             |..........|    |..<..----
     -------...........-----             --...-------    |.....|
           |...........|                  |...|          |.....|
           -------------                  -----          -------
Legend

The high priest attending the temple of Moloch has, in addition to his usual priestly accoutrements, the Amulet of Yendor. The courtyard surrounding his temple contains nine priests of Moloch, a horned devil, a barbed devil, an erinys, a marilith, and a nalfeshnee; in addition to the standard undead in the marked graveyard, the level also contains two random L and three random V. The temple is surrounded by fire traps, and a secret door is placed randomly on one wall; there are also two more fire traps, a spiked pit, a magic trap, an anti-magic trap, and a sleeping gas trap randomly elsewhere on the level. Four pieces of armour, two tools, a gem, four potions and five scrolls are randomly located about the level, as well as the usual chests in the graveyard. All walls are undiggable; also, the dividing line between the two halves of the level cannot be phased through by polyself into a xorn or earth elemental.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/minesend.html0000644000175000017500000002106211430345754023557 0ustar cjwatsoncjwatson NetHack Gazetteer: Mines' End

Mines' End

This level is located on the bottom level of the Gnomish Mines (and therefore either their 8th or 9th level, and between DL 10 and DL 13).

Mines' End is ineligible to leave bones files. Monster creation on this level is biased towards lawful monsters.


Map details

The end of the Gnomish Mines comes in three different versions, each of which has an equal chance of being used:

Bear in mind that, as elsewhere in the Gnomish Mines, if you are playing a dwarf or gnome, two-thirds of the dwarves or gnomes respectively that are listed in these descriptions will be made random monsters instead.


The Mimic of the Mines

                         ---------     -------------       -------
                         |.......|     |.......|...|       |.....|*
     ---------        ----.......-------...........|       |--...-S-
     |.......|        |..........................-S-      --.......|
     |......-------   |--...........<............|*       |.......--
     |..--........-----..........................|.       |.-..----
     --..--.-----........|.....................--|        |-..--
      --..--.*| -----------..................---.----------..--
       |...--.|    |.*S...S..............---................--
      ----..-----  ------------........--- ------------...--|
      |.........--            ----------              ---...-- -----
     --.....---..--                           --------  --...---...--
  ----..|..-- --..---------------------      --......--  ---........|
---....-----   --..|..................---    |........|    |.......--
|.......|       --......................S*.  --......-|    |--..----
---.--.--        ----.................---     ------..------...--
  |....S*.          |...............|..|         .*S...........|
  ------            --------------------           -------------
Legend

Randomly placed on the level are a gnome king, three gnome lords, two gnomish wizards, nine gnomes, two hobbits, three dwarves, and a random h. In addition to the items enumerated below, there are two random tools, seven random gems, and three other random objects; and six random traps. The walls of the level are undiggable.

Six of the seven spots marked '*', randomly assigned, have a collection of gems or mimics pretending to be gems, as follows:

  • A worthless piece of violet glass, an emerald, a diamond, and a mimic imitating a luckstone.
  • An amethyst, a worthless piece of green glass, a diamond, and a mimic imitating a flint stone.
  • An amethyst, an emerald, a worthless piece of white glass, and a mimic imitating a loadstone.
  • A worthless piece of violet glass, an emerald, a worthless piece of white glass, and a mimic imitating a touchstone.
  • A loadstone, a ruby, and a worthless piece of red glass.
  • A luckstone, a worthless piece of red glass, and a ruby.

The seventh spot is empty.


The Gnome King's Wine Cellar

-----------------------------------------------------                      
|...................................................|                      
|.----------S--.---...---------------------------|..|                      
|.||----   |.|--- |...|..........................|..|                      
|.||...| ---.-.|---...|.............<...............|                **    
|.||...--|.....|....---..........................|..|.               **    
|.||.....|-S-..|....|............................|..|..                    
|.|----..|!.|..---..|----------------------------|..|-.                    
|.|   |..|!.|....|..................................|...                   
|.|   |..|!.|-----..------------------------------..|....                  
|.-----..---|.......|-----------------------     |..|.....                 
|...........|----.--|......................|     |..|.......               
------------|...|.| --------------------.|.-------..|.....|..              
-------------.{.|.|---------------------.|..........|.....|....            
|...............|.S......................|-------------..-----...          
|.---------------.|---------------------.|.........................        
|.................|                    |.....................|........     
-------------------                    --------------------------------
Legend

Randomly placed on the level are a gnome king, three gnome lords, two gnomish wizards, nine gnomes, two hobbits, three dwarves, and a random h. In addition to the items enumerated below, there are two random tools, seven random gems, and three other random objects; and six random traps.

There is a collection of jewels in the marked cavity with the following minima: two diamonds, two random gems (NW); two emeralds, two random gems (NE); one ruby, one emerald, two random gems (SW); two amethysts, one ruby, one random gem, and a luckstone on top (SE). The Gnome King's Wine Cellar (the central-left room) contains nine potions; each marked location contains two potions of booze and one other potion, the northern two being random and the southernmost a potion of object detection. All walls are undiggable except the two vertical walls near the lower-right; the dark area to the right side of the map is unwalled, diggable rock.


The Catacombs

 -----------------------   ---------------------------       -----------------
 |      ...            |   |    ...                  |       |               |
 |      ...            -----    ...                  ---     |               |
 |      ...             ...     ...                    |     |               |
 |                      ...    ---                     |   ---       ------- |
 |                  .......    | |                     |   |         |.....| |
 |         --- ---  .......    ---     -----------     --- |         |.....S |
 |         |.....|  ...........        |.........|       | |         |*....| |
 |         |.....|      .......---     |.........|       ---         ------- |
 |         |..{..|      .......| |     S....<....S                           |
 |         |.....|      ...    ---     |.........|   ---                     |
 |         |.....|      ...            |.........|   | |...                  |
 ----      --- ---      ...---         -----------   ---...    ---     ---   |
  --|..                 ...| |                          ...    | |     | |   |
  |*S..                ----- ---                        ...    | ---   --- ---
  |-|..                |       |...                 ... ...    |   |       |
  |*S..              ---       |...      ---        .{.        |   ---------
  --|..              |         |...      | |        ...        |
    ------------------         ----------- ---------------------
Legend

The blank space comprising the bulk of the above map is filled with a maze linking the marked chambers and open spaces, avoiding the marked pillars. Randomly placed on the level are an ettin mummy, four random e, five random M, and two random V; two diamonds, three emeralds, two rubies, two amethysts, seven other random gems, five random scrolls, four random spellbooks, and three other random objects.

The three spots marked '*' have, randomly allocated, a flint stone, a luckstone, and nothing; the two spots with stones also have level teleport traps. The level is blocked from magic mapping, but the walls are diggable except those of the treasure chambers.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/mines.html0000644000175000017500000000360211430345754023070 0ustar cjwatsoncjwatson NetHack Gazetteer: The Gnomish Mines

The Gnomish Mines

This is a downward-extending branch consisting of 8 or 9 levels; it is reached by a second downstair in the Dungeons of Doom, between DL 2 and DL 4. If the top level is at DL 3, it is ineligible to leave bones due to its depth; otherwise, all levels except Mines' End may leave bones.

The following special levels are found in this branch:

Minetown (3rd or 4th level, DL 5 to DL 8)
Mines' End (Bottom level, DL 10 to DL 13)

All non-special levels are caverns, containing 7 gnomes, 2 dwarves, a gnome lord, 2 random G and one random h. (However, note that if you are playing a dwarf or gnome, two-thirds of these dwarves or gnomes respectively will be made random monsters instead.) 6 random traps are placed on each level, along with one random tool, 3 random loose gems (or piles of gems), and three random other objects; in addition, the rock is more heavily mineralised than the Dungeons of Doom. Monster creation in this branch is biased towards lawful monsters.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/wizard.html0000644000175000017500000001172211430345754023257 0ustar cjwatsoncjwatson NetHack Gazetteer: The Wizard's Tower

The Wizard's Tower

This is an upward-extending set of 3 consecutive levels in Gehennom, of which the bottommost is between the 13th and 18th levels, and the topmost between the 11th and 16th levels (and therefore the Tower is constrained to be between DL 36 and DL 47). The Tower proper is reached by a magic portal in one of the Fake Wizard's Towers. The outer maze may contain the stairs to Vlad's Tower.

All three levels are no-teleport and have undiggable floors; only the middle level is eligible to leave bones files.


Map details

Each level of the Tower consists of a central core (the Tower proper) surrounded by normal maze which contains the stairs allowing passage through Gehennom; it is impossible to reach one area from the other (the outer walls of the Tower being undiggable and unphasable). It is, however, possible to level teleport out of (but not into) the Tower.

Bottom level

----------------------------
|..|............S..........|
|..|..------------------S--|
|..|..|.........|..........|
|..S..|.}}}}}}}.|..........|
|..|..|.}}---}}.|-S--------|
|..|..|.}--^--}.|..|.......|
|..|..|.}|^<^|}.|h.|.......|
|..---|.}--^--}.|i.|.......|
|.....|.}}---}}.|v.|.......|
|.....S.}}}}}}}.|e.|.......|
|.....|.........|..S.....^.|
----------------------------
Legend

You arrive in (and leave) the Tower at the magic portal marked in the lower right. The small central tower contains a vampire lord and a random L; the marked traps are squeaky boards. The moat surrounding it contains two giant eels and two krakens. There is a random D near to the portal, and the marked beehive is filled with its normal queen bee and nine killer bees; in addition, randomly placed around the mapped area (or the long corridor of the outer maze immediately to its right) are three random &, a random D, and a random L; two random scrolls, a random weapon, a random potion, and a random tool. There is a random amulet on the upladder. All walls are undiggable and unphasable save those of the small central tower.


Middle level

----------------------------
|.....|.S...<|.............|
|.....|.-------S--------S--|
|.....|.|.........|........|
|..-S--S|.........|........|
|..|....|.........|------S-|
|..|....|...zoo...|.....|..|
|-S-----|.........|.....|..|
|.......|.........|S--S--..|
|.......|.........|.|......|
|-----S----S------|.|......|
|............|>...S.|......|
----------------------------
Legend

In addition to the usual monsters and gold in the marked zoo, there is a random amulet in the small room in the centre-left; also, randomly placed around the mapped area (or the long corridor of the outer maze immediately to its right) are two scrolls, two potions, and a spellbook; a spiked pit, a sleeping gas trap, an anti-magic trap, and a magic trap. All walls are undiggable and unphasable.


Top level

----------------------------
|.......|..|.........|.....|
|.......S..|.}}}}}}}.|.....|
|..--S--|..|.}}---}}.|---S-|
|..|....|..|.}--^--}.|..|..|
|..|..>.|..|.}|^.^|}.|..|..|
|..|-------|.}--^--}.|..|..|
|..|.......|.}}---}}.|..|..|
|..S.......|.}}}}}}}.|..|..|
|..|.......|.........|..|..|
|..|.......|-----------S-S-|
|..|.......S...............|
----------------------------
Legend

The Wizard of Yendor, with the Book of the Dead, occupies the centre of the small tower; a hell hound and a vampire lord are next to him, and the moat contains four giant eels, four krakens, and two piranhas. Randomly placed around the mapped area (or the long corridor of the outer maze immediately to its right) are four random &, a random D, and a random H; three random spellbooks, two random scrolls, two random potions, and a ruby; and a spiked pit, a sleeping gas trap, an anti-magic trap, and a magic trap (in addition to the four marked squeaky boards). The only entrance to the walkway surrounding the moat is via a secret door randomly located in the west, east, or south walls. All walls are undiggable and unphasable save those of the small central tower.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/medusa.html0000644000175000017500000001501311430345754023232 0ustar cjwatsoncjwatson NetHack Gazetteer: Medusa's Island

Medusa's Island

This level is located in the Dungeons of Doom between 1 and 4 levels above the Castle (and therefore between DL 21 and DL 28).

Medusa's Island is ineligible to leave bones files. The entire level is no-teleport. Monster creation on this level is biased towards chaotic monsters.


Maps

Medusa's island comes in two versions, each of which has a 50% chance of being used.

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}...}}.....}}}}}....}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}...............}
}....}}}}}}}}}}....}}}..}}}}}}}}}}}.......}}}}}}}}}}}}}}}}..}}.....}}}...}}
}....}}}}}}}}.....}}}}..}}}}}}.................}}}}}}}}}}}.}}}}.....}}...}}
}....}}}}}}}}}}}}.}}}}.}}}}}}.-----------------.}}}}}}}}}}}}}}}}}.........}
}....}}}}}}}}}}}}}}}}}}.}}}...|.......^.......S...}}}}}}}}}}}}}}}}}}}....}}
}.....}.}}....}}}}}}}}}.}}....--------+--------....}}}}}}..}}}}}}}}}}}...}}
}......}}}}..}}}}}}}}}}}}}........|.......|........}}}}}....}}}}}}}}}}}}}}}
}.....}}}}}}}}}}}}}}}}}}}}........|.>.....|........}}}}}...}}}}}}}}}.}}}}}}
}.....}}}}}}}}}}}}}}}}}}}}....--------+--------....}}}}}}.}.}}}}}}}}}}}}}}}
}......}}}}}}}}}}}}}}}}}}}}...S.......^.......|...}}}}}}}}}}}}}}}}}.}}}}}}}
}....<..}}}}}}}..}}}}}}}}}}}}.-----------------.}}}}}}}}}}}}}}}}}....}}}}}}
}........}}.}}....}}}}}}}}}}}}.................}}}}}..}}}}}}}}}.......}}}}}
}.......}}}}}}}......}}}}}}}}}}}}}}.......}}}}}}}}}.....}}}}}}...}}..}}}}}}
}.....}}}}}}}}}}}.....}}}}}}}}}}}}}}}}}}}}}}.}}}}}}}..}}}}}}}}}}....}}}}}}}
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Legend

Medusa is waiting on the downstair; there is a random S in each of the top and bottom corridors of her hall, two water trolls in the water to the right of the level, three giant eels and three jellyfish in the water to the left of the level, and ten random other monsters. In addition to the two marked squeaky boards, there are five other random traps on the level.

The statue of Perseus on the downstair has (independently) a 75% chance of containing a cursed +0 shield of reflection, a 25% chance of +0 levitation boots, a 50% chance of a blessed +2 scimitar, and a 50% chance of a sack; up to five other statues of player-monsters with names and classes from the top ten score list may be randomly created in Medusa's chamber, and will be empty. The seven random other statues around the level will contain any equipment their monster type might usually be issued with, but will not have the usual chance of containing a random spellbook.

The walls of Medusa's hall are undiggable.


}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
}------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}}}}}}}}--------------}
}|....|}}}}}}}}}..}.}}..}}}}}}}}}}}}}..}}}}}}|.....--}}}}}}}|............|}
}|..`.|.}}}}}}}}}}}.}...}}..}}}}}}}}}}}}}}}}}|--......}}}}}.|............|}
}S....|.}}}}}}---}}}}}}}}}}}}}}}}}}}}}}}}}}---...|..|}}}}}}.S..----------|}
}|....|.}}}}}}|...}}}}}}}}}.}}...}.}}}}.}}}......----}}}}}}.|............|}
}|....|.}}}}}}|....--}}}}}}}}}}}}}}}}}}}}}}----...-|}}}}}}}.|..--------+-|}
}|....|.}}}}}}}......}}}}...}}}}}}.}}}}}}}}}}}---..|--}}}}}.|..|``S...|..|}
}|..<.|.}}}}}}-....|}}}}}}}------}}}}}}}}}}}}}}|...|`|}}}}}.|..|``|...|..|}
}|....|.}}}}}}}}}---}}}}}}}........}}}}}}}}}}---.|....}}}}}.|..|``|.>.|..|}
}|....|.}}}}}}}}}}}}}}}}}}|....|...|}}}}}}}}--...|---.}}}}}.|..|``|...|..|}
}|.^..|.}}}}}}..}}}}}}}}}}---..--------}}}}}|..---}}}}}}}}}.|..|..-------|}
}|...}|...}}}.}}}}}}...}}}}}|-..........}}}}..--}}}}}}}}}}}.|..|.........|}
}|...}S...}}.}}}}}}}}}}}}}}}|..--------}}}}}}}}}}}}}}...}}}.|..--------..S}
}|...}|...}}}}}}}..}}}}}}----..|....|}}}}}}}}}}}}}}}}}..}}}.|............|}
}|....|}}}}}....}}}}..}}.|.......----}}......}}}}}}.......}}|............|}
}------}}}}}}}}}}}}}}}}}}---------}}}}}}}}}}}}}}}}}}}}}}}}}}--------------}
}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
Legend

Medusa is waiting on the downstair; there is a titan and a gremlin in the entrance hall, six electric eels and three jellyfish in the water to the left of the level, four stone golems and two cobras immediately outside Medusa's room, a random A and a yellow light in the back room of Medusa's hall, and a further thirteen random monsters distributed fairly evenly across the level. In addition to the marked magic trap, there are four other random traps on the level.

The statue of Perseus on the downstair has (independently) a 25% chance of containing a cursed +0 shield of reflection, a 75% chance of +0 levitation boots, a 50% chance of a blessed +2 scimitar, and a 50% chance of a sack; up to five other statues of player-monsters with names and classes from the top ten score list may be randomly created in Medusa's hall, and will be empty. The eight marked statues outside Medusa's room will contain any equipment their monster type might usually be issued with, but will not have the usual chance of containing a random spellbook.

There are marked boulders in the entrance hall and on the right-hand island; the latter has a random wand beneath it. The walls of both the entrance hall and Medusa's hall are undiggable.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/oracle.html0000644000175000017500000000406311430345754023224 0ustar cjwatsoncjwatson NetHack Gazetteer: Oracle

Oracle

The Oracle is located between levels 5 and 9 of the Dungeons of Doom.

The Oracle level is eligible to leave bones files. Monster creation on this level is biased towards neutral monsters.


Map detail

-------------
|`.........`|
|.....`.....|
|...-----...|
|...|.{.|...|
|..`|{.{|`..|
|...|.{.|...|
|...-----...|
|.....`.....|
|`.........`|
-------------
Legend

There are five rooms to the sides of the above area, containing the stairs (in separate rooms), five random monsters, three random traps, and six random objects; they are linked to each other and to the mapped room by corridors. The Oracle is at the centre of the 3*3 room ("Delphi"), amid the fountains; Delphi has a random empty doorway in one wall. The marked statues are two of forest centaurs (NW and SE), two of mountain centaurs (NE and SW), and four of plains centaurs (N, W, S, and E). There are two random monsters in the area surrounding Delphi.

#chatting to the Oracle can get you advice; the charge for a minor oracularity (from the true rumours file) is 50 zorkmids, for a major oracularity (specific, if highly cryptic, information) is 500 + (50*XL); this exercises wisdom, and the first of each type gives a small amount of experience.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/sokoban.html0000644000175000017500000001360311430345754023413 0ustar cjwatsoncjwatson NetHack Gazetteer: Sokoban

Sokoban

This is an upward-extending branch consisting of 4 levels; it is reached by a second upstair in the Dungeons of Doom located on the level immediately below the Oracle level (and therefore between DL 6 and DL 10).

All levels in the branch are no-teleport and ineligible to leave bones files. Level teleport is also forbidden within the branch. Monster creation within this branch is biased towards neutral monsters.

On all Sokoban levels, diagonal movement between boulders or between boulders and walls, pushing boulders diagonally, or picking boulders up, are disallowed actions; all walls are undiggable and unphasable. Certain actions carry -1 Luck penalties:

  • breaking boulders
  • turning boulders to flesh
  • reading scrolls of earth
  • jumping
  • being pulled by a chain attached to a thrown iron ball
  • movement by Newton's Third Law
  • squeezing past boulders

Maps

Each level will be one of two variants, chosen with equal probability. Each level contains four random food items, one random ring, and one random wand (along with lots of boulders). The marked traps on each level are holes (with the exception of the bottom level, where they are pits), and are inescapable.

Bottom level

------  -----                   -------- ------
|....|  |...|                   |<|>...---....|
|.`..----.`.|                   |^|-.``....`..|
|.`......`..|                   |^||..``|.`.`.|
|..--->---`.|                   |^||....|.....|
|---------.---        or        |^|------`----|
|..^^^<|.....|                  |^|    |......|
|..----|`....|                  |^------......|
--^|   |.`...|                  |..^^^^````...|
 |^-----.`...|                  |??-----......|
 |..^^^^`.`..|                  ----   --------
 |??----------
 ---- 
Legend

In addition to the usual items on the level, there are two marked scrolls of earth. The marked traps are pits.


Second level

-----------       -----------             ----          -----------
|....|....---     |.........|            --.>--------   |.........|
|..``|``...>|     |.........|            |..........|   |.........|
|.....`...---     |.........|            |.`-----`-.|   |.........|
|....|....|       |....<....|            |..|...|.`.|   |....<....|
|-.---------      |.........|            |.`.`....`-|   |.........|
|..`.|.....|      |.........|     or     |.`..`..|..|   |.........|
|.``.|`.`.`|      |.........|            |.----`.--.|   |.........|
|..`.....`.|      |.........|            |..`...`.|.--  |.........|
|.```|`..`.----------------+|            |.---`-...`.------------+|
|....|..`.`.^^^^^^^^^^^^^^^.|            |...|..`-.`.^^^^^^^^^^^^.|
-----------------------------            |..`......----------------
			                 -----..|..|
              		                     -------
Legend

Third level

  --------                    --------------------
---.|....|	              |........|...|.....|
|...`....|----------          |.``..-``|.-.|.....|
|.-.``-``|.|.......|          |..|.`.`.|``.|.....|
|.``-......|.......|          |-.|..-..|.-.|..<..|
|.-..`.|...|.......|          |...--.......|.....|
|....-`--`-|...<...|    or    |...|.`.-...-|.....|
|..``..`...|.......|          |.`.|`.|...--|.....|
|.--...|...|.......|          |-`.|..-----------+|
|....-`|---|.......|          |..`....^^^^^^^^^^.|
---..`.-----------+|          |...|.>-------------
  |..`>^^^^^^^^^^..|          --------
  ------------------
Legend

Top level

--------------------------            ------------------------
|>......^^^^^^^^^^^^^^^^.|            |..^^^^^^^^^^^^^^^^^^..|
|.......----------------.|            |..-------------------.|
-------.------         |.|          ----.|    -----        |.|
 |...........|         |.|          |..|`--  --...|        |.|
 |.`.`.`.`.`.|         |.|          |.....|--|.`..|        |.|
--------.----|         |.|          |.``..|..|..`.|        |.|
|...`.`..`.`.|         |.|          --..``|...``.--        |.|
|...`........|         |.|           |`..`...|`..|   ------|.|
-----.--------   ------|.|    or     |.``.|..|..`| --|.....|.|
 |..`.`.`...|  --|.....|.|           |.`.`---|.`.| |x+.....|.|
 |.....`....|  |x+.....|.|           |.......|..-- |-|.....|.|
 |.`.`...`.--  |-|.....|.|           ----.`..|.--  |x+.zoo.+.|
-------.----   |x+.zoo.+.|              ---.--.|   |-|.....|--
|..`.....|     |-|.....|--               |.`...|   |x+.....|
|........|     |x+.....|                 |>.|..|   --|.....|
|...------     --|.....|                 -------     -------
-----            -------
Legend

One of the points marked 'x' (chosen randomly) contains a bag of holding (in the left variant of the level) or an amulet of reflection (in the right variant). In addition to the monsters in the marked zoo, there are two giant mimics imitating boulders randomly placed on the level.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/castle.html0000644000175000017500000001117611430345754023235 0ustar cjwatsoncjwatson NetHack Gazetteer: The Castle

The Castle

This is the lowest level of the Dungeons of Doom, located between the 25th and 29th levels.

The Castle is ineligible to leave bones files. The entire level is no-teleport, and is considered a graveyard level for the purpose of undead monsters leaving corpses.


Map detail

-----------------------------------------------------------------
|}}}}}}}}}.............................................}}}}}}}}}|
|}-------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}|
|}|.....|-----------------------------------------------|.....|}|
|}|.....+...............................................+.....|}|
|}-------------------------------+-----------------------------}|
|}}}}}}|........|..........+...........|.......S.S.......|}}}}}}|
|.....}|........|.barracks.|...........|.store.|.|.store.|}......
|.....}|........------------...........---------S---------}.....|
|.....}D...{....+..........+.........\.S.^...^...^...^..^+......|
|.....}|........------------...........---------S---------}.....|
......}|........|.barracks.|...........|.store.|.|.store.|}.....|
|}}}}}}|........|..........+...........|.......S.S.......|}}}}}}|
|}-------------------------------+-----------------------------}|
|}|.....+...............................................+.....|}|
|}|.....|-----------------------------------------------|.....|}|
|}-------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}|
|}}}}}}}}}.............................................}}}}}}}}}|
-----------------------------------------------------------------
Legend

This central section is flanked on both sides by narrow sections of maze; the upstair is in the left-hand maze, and the one-way upstair from the Valley of the Dead leads to a random location in the right-hand maze. The only way down to the Valley is through one of the five marked trapdoors in the Castle's back corridor; if these are blocked, the only access to Gehennom is via level teleport (the floor of the Castle level is undiggable through).

There are two entrances to the Castle proper. The drawbridge may be opened either by playing the correct tune on a musical instrument (either by listening to the "Mastermind"-like clues*, or by being given the tune by your god); or by more direct means. The alternative is to use whatever means of crossing water you have available to go round to the back door, though the trapdoors in the back corridor will still need to be negotiated.

The Castle moat contains four sharks and four giant eels. The two marked barracks contain their usual complement of soldiers and officers; in addition, each corner tower contains two soldiers, and the atrium eight soldiers and a lieutenant. The throneroom contains 27 monsters, roughly equally chosen from EHLMNORTXZ; the chest is behind the throne. The alcoves between the marked storerooms contain two random dragons each; the storerooms themselves are filled with weapons, armour, food and gems (each of these in one storeroom, at random). Finally, one of the corner towers at random contains a chest holding a wand of wishing.

*Any instrument capable of carrying a tune (bugles, flutes, harps, and horns other than horns of plenty), when played adjacent to either the portcullis square or the moat square where the drawbridge comes down, can open or close the drawbridge by playing the passtune (answer "no" when asked about improvisation). The passtune consists of five notes between A-G; incorrect guesses will give responses of "tumblers clicking" for correct notes in the wrong position, or "gears turning" for correct notes in the right position. Janis Papanagnou has written an automated solver for this version of Mastermind.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/earth.html0000644000175000017500000000634711430345754023071 0ustar cjwatsoncjwatson NetHack Gazetteer: Plane of Earth

Plane of Earth

This is the first of the five Elemental Planes, reached by going up from the top level of the Dungeons of Doom while carrying the Amulet of Yendor.

The Plane of Earth is ineligible to leave bones files. The entire level is no-teleport and has an undiggable floor.


Map


  ...                                                                       
 ....                ..                                                     
 .....             ...                                      ..              
  ....              ....                                     ...            
   ....              ...                ....                 ...      .     
    ..                ..              .......                 .      ..     
                                      ..  ...                        .      
              .                      ..    .                         ...    
             ..  ..                  .     ..                         .     
            ..   ...                        .                               
            ...   ...                                                       
              .. ...                                 ..                     
               ....                                 ..                      
                          ..                                       ...      
                         ..                                       .....     
  ...                                                              ..x      
 ....                                                                       
   ..                                                                       

Legend

You arrive on the level at the point marked 'x'; the magic portal to the Plane of Air is randomly located in any of the caverns except the entrance one. On arrival, the Wizard of Yendor will put in an appearance (helpfully carrying a spellbook of digging); the entrance cavern is also occupied by an Elvenking carrying a guaranteed pick-axe, and a minotaur with a guaranteed wand of digging. The remainder of the level contains 27 earth elementals, eight rock trolls, five stone giants, five pit vipers, three barbed devils, three pit fiends, a rock piercer, an umber hulk, a dust vortex, four stone golems, a scorpion, and a minotaur, distributed fairly evenly through the caverns.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/rogue.html0000644000175000017500000000431011430345754023073 0ustar cjwatsoncjwatson NetHack Gazetteer: Rogue Level

Rogue Level

The Rogue level is located between levels 15 and 18 of the Dungeons of Doom.

The Rogue level is eligible to leave bones files, and may contain the Quest portal.


This level is an homage to NetHack's ancestor, rogue(6); like the levels in rogue, its layout is a 3*3 grid, each space of which can contain either a room or a corridor node. There are no doors, but there may be secret doorways; each room is either lit or unlit.

Monsters randomly generated on this level will all be chosen only from those represented by upper case letters. No corpses will be left by monsters dying on this level.

There is a fake "bones pile", guarded by a ghost named (with equal chances) after one of the three primary authors and developers of rogue (Michael Toy, Kenneth Arnold, Glenn Wichman); this pile contains:

  • d7 food rations (75% chance)
  • either a mace (enchantment +1 to +3)
    or a two-handed sword (enchantment -1 to +3)
  • a +1 bow
  • 25 to 34 +0 arrows
  • either a ring mail (enchantment +0 to +2; 1/3 chance of being rustproof)
    or a plate mail (enchantment -1 to +3; 1/3 chance of being rustproof)
  • an identified cheap plastic imitation of the Amulet of Yendor (50% chance)

Each of these items except the food and the amulet has a 75% chance of being cursed.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/air.html0000644000175000017500000000643311430345754022535 0ustar cjwatsoncjwatson NetHack Gazetteer: Plane of Air

Plane of Air

This is the second of the five Elemental Planes, reached by a magic portal from the Plane of Earth.

The Plane of Air is ineligible to leave bones files. The entire level is no-teleport.


Map

                        CCCC                                                
                       CCCCCC        CCCC                                   
                     CC  CCCCC      CCCCCC                                  
                     CC CCCCCCC     CCCCC                                   
                      CCCCCCCCCC     CCCC                                   
                        CCCC   CC   CCCC                                    
                         CCCC      CC                                       
                       CCCCCCC    CC CCCCCC                                 
                      CCCC       CC C  CCCCC                                
                                CC  CCCCCCCCC                               
                                C  CCCC   CCCCCC                            
                              C C CCCCC   CCCCCCC                           
                             C  CCCCCCC    CCCCCCC                          
                              C CCCCCCCC   CCCCCCCC                         
                               CCCCCCCCCC  CCCCCCCC                         
                             C CCCCCCCCCC CCCCCCCC                          
                             C  CCCCCCCCCCCCCCCC                            
                              C  CCCCCC   CCCCC                             
                            C      CC      CCCC                             
                                           CCC                              
Legend

The dark areas in the map above are empty air. Movement on the Plane of Air without either levitation or flying is hard; there is a 3/4 chance of failing to move, with equal chances of exercising dexterity, abusing it, or neither. Every turn, there is a 1/8 chance of lightning strikes.

The level contains eleven air elementals, three floating eyes, three yellow lights, a couatl, three djinn, nine fog clouds, five energy vortices, five steam vortices, two jabberwocks, five random dragons, and three random E, all placed randomly. You arrive at a random place on the left side of the level; the magic portal to the Plane of Fire is randomly located on the far right of the level.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/orcus.html0000644000175000017500000000550311430345754023112 0ustar cjwatsoncjwatson NetHack Gazetteer: Orcus-town

Orcus-town

This demon prince's lair is located between the 10th and 15th levels of Gehennom (and therefore between DL 35 and DL 44). It may contain the stairs to Vlad's Tower.

Orcus-town is eligible to leave bones files. The entire level is no-teleport.


Map detail

-----------------------------------------------
|.|....|....|....|..............|....|........|
|.|....|....|....|..............|....|........|
|.|....|....|shop|--```-+-------|....`........|
|.|....|....|....|..............+....`........|
|.|....`....|....|..............|....|........|
|.--.-```-+----+--....-------...--------`-+---|
......................|.....|.................|
|.....................|.._..|.................|
|.--+----````-.---....|.....|...----------+---|
|.|....|....|....|....---+---...|......|......|
|.|....`....|....|..............|......|......|
|.|---```---------....`-----....+.shop.|......|
|.|...................`....|....|......|......|
|.|---------+-```--+---....|....|---------+---|
|.|....|.......`......|grav+....|.............|
|.|....+.......|......|....|....|.>...........|
|.|....|.......|......|....|....|.............|
-----------------------------------------------
Legend

This area forms slightly more than half of the level, on the right-hand side; the left side is normal Gehennom-maze, and contains the upstair. All walls on the level are diggable.

Orcus is on the downstair, accompanied by two vampires, two vampire lords, two shades, and a human zombie; in addition to the usual undead in the marked graveyard, there are three vampires, two vampire lords, three human zombies, three ettin zombies, three giant zombies, four shades, five skeletons and five random other monsters randomly placed in the town. The abandoned shops contain standard general store items, and usually a large contingent of mimics; ten random other objects are created in the town. Two magic traps, three fire traps, a spiked pit, an anti-magic trap and a sleeping gas trap are placed randomly.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/juiblex.html0000644000175000017500000000544211430345754023423 0ustar cjwatsoncjwatson NetHack Gazetteer: Juiblex' Swamp

Juiblex' Swamp

This demon lord's lair is located between the 4th and 7th levels of Gehennom (and therefore between DL 29 and DL 36).

Juiblex' swamp is eligible to leave bones files. The entire level is no-teleport.


Map detail

..}}}}}.}}}}}.}}}}}.}}}}}.}}}}}.}}}}}.}}}}}.}}}}}..
.}}}.}}}}}..}}}..}}}}}..}}}..}}}}}..}}}..}}}}}.}}}.
}}}.{.}}..}}.}.}}.}}.}}}...}}}.}}}..}}}..}}}}.{.}}}
.}}}.}}.}}}.}}.}}.}}...}}.}}.....}}.....}....}.}}}.
..}}}..}}}.}}.}}.}}..}}.....}}.}}}.}}.}}}}}}}}}}}..
.}}}..}}}}}.}}.}}.}}...}}}}}.....}}.}}}}}}.....}}}.
}}}..}}...}}..}}.}}}.}}}...}}}.}}}.}.}}}}..}.}..}}}
}}.}}}}...}}}}}.}...}}}..}..}}}.}.}}}.}}}}.....}}}}
}.}}}}.}}.}..}.}}}}}}}..}.}..}}}.}}}.}}..}}...}}}}.
.}}}}.}}}}....}}}}}.}}}..}..}}}.}}}}.}}..}}...}}}.}
}}}}..}}.}}..}}}}...}}}}...}}}.}}}}}.}}}}.}}}}}}.}}
}}}...}}...}}}..}}}}}}}}}}}}.....}}}}.}}...}..}.}}}
.}}}..}}.}}}}....}}..}}}..}}.....}}}}.}}}.}....}}}.
..}}}.}}}}..}}..}}..}}..}}..}}.}}}..}.}..}}}..}}}..
.}}}.}}}}....}}}}..}}....}}}}}}}...}}}....}}}}.}}}.
}}}.{.}}}....}}}..}}}....}}}..}}...}}}....}}}.{.}}}
.}}}.}}}}}..}}}..}}}}}..}}}..}}}}}..}}}..}}}}}.}}}.
..}}}}}.}}}}}.}}}}}.}}}}}.}}}}}.}}}}}.}}}}}.}}}}}..
Legend

This core of the level is surrounded by a similar mixture of land and water (though with two guaranteed islands to ensure at least one place for each stair to go; the upstair is to the right of the above area, and the downstair to the left).

Juiblex is at the exact centre of the map; three lemures occupy the large island on the centre-right of the map above, and all but (a random) one of the marked fountains are actually giant mimics masquerading as fountains. The mapped area also contains six random P, five random b, five random j, five random F, two random m, and two jellyfish; two sleeping gas traps, two anti-magic traps, and two magic traps; six random potions, three random food items, one boulder and finally two random gems (or piles of gems) at the bottom of the pools on the lemures' island.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/README0000644000175000017500000000161311430345757021752 0ustar cjwatsoncjwatsonA Gazetteer of NetHack 3.4 Compiled by Dylan O'Donnell Archive date: 2010-08-10 This tarfile is created automatically; please let me know if it's doing something broken. Also let me know if anything about the Gazetteer itself seems wrong, inaccurate, or otherwise worthy of comment; however, if it's after 2010-08-10 (which it will be, unless you just downloaded this collection today), you may want to check whether a fix has already been made to the latest version of the Gazetteer, which will always live at: http://www.spod-central.org/~psmith/nh/gazetteer/ LICENSE # Redistribution, copying, and editing of these spoilers, with or # without modification, are permitted provided that the following # conditions are met: # # 1. The original contributors to any spoiler must continue to be credited. # 2. Any modifications to the spoiler must be acknowledged and credited. nethack-spoilers-3.4.3+20110109.orig/gazetteer/asmodeus.html0000644000175000017500000000457211430345754023604 0ustar cjwatsoncjwatson NetHack Gazetteer: Asmodeus' Lair

Asmodeus' Lair

This demon prince's lair is located between the 2nd and 7th levels of Gehennom (and therefore between DL 27 and DL 36).

Asmodeus' lair is eligible to leave bones files. The entire level is no-teleport.


Map detail

---------------------
|.............|.....|
|....^........S.....|
|---+------------...|
|.....|.........|-+-----------------------------------
|..---|.........|....................................|
|..|..S^........|....................................+
|..|..|......>..|....................................|
|..|..|.........|-+-----------------------------------
|..|..-----------...|
|..S..........|.....|
---------------------
Legend

This core of the level is surrounded by normal Gehennom-like maze, and has undiggable walls; the only entrance to the centre of the level is via the right-hand door. The upstair is placed within the maze on the left side of the level.

The right-hand room contains three random &, and a fire trap, a magic trap, and an anti-magic trap, placed at random. The room with the downstair is occupied by Asmodeus, a ghost, and a horned devil; three random V and a random L are placed randomly within the left side of this area. The marked traps are a fire trap just inside the door of Asmodeus' room, and a spiked pit in the top-left chamber; additionally, two magic traps, a sleeping gas trap, an anti-magic trap, and another fire trap are placed randomly within the left side of the area, as are three scrolls, two weapons, two pieces of armour, two potions, and a gem (all chosen randomly).


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/fire.html0000644000175000017500000000617511430345754022712 0ustar cjwatsoncjwatson NetHack Gazetteer: Plane of Fire

Plane of Fire

This is the third of the five Elemental Planes, reached by a magic portal from the Plane of Air.

The Plane of Fire is ineligible to leave bones files. The entire level is no-teleport and has an undiggable floor.


Map

............................................................................
....LLLLLLLL............L.......................LLL.........................
...LL...................L......................LLLL................LL.......
...L.............LLLL...LL....LL...............LLLLL.............LLL........
.LLLL..............LL....L.....LLL..............LLLL..............LLLL......
..........LLLL...LLLL...LLL....LLL......L........LLLL....LL........LLL......
........LLLLLLL...LL.....L......L......LL.........LL......LL........LL...L..
........LL..LLL..LL......LL......LLLL..L.........LL......LLL............LL..
....L..LL....LLLLL.................LLLLLLL.......L......LL............LLLLLL
....L..L.....LL.LLLL.......L............L........LLLLL.LL......LL.........LL
....LL........L...LL......LL.............LLL.....L...LLL.......LLL.........L
.....LLLLLL........L.......LLL.............L....LL...L.LLL......LLLLLLL.....
..........LLLL............LL.L.............L....L...LL.........LLL..LLL.....
...........................LLLLL...........LL...L...L........LLLL..LLLLLL...
.....LLLL.............LL....LL.......LLL...LL.......L..LLL....LLLLLLL.......
.......LLL.........LLLLLLLLLLL......LLLLL...L...........LL...LL...LL........
.........LL.......LL.........LL.......LLL....L..LLL....LL.........LL.x......
..........LLLLLLLLL...........LL....LLL.......LLLLL.....LL........LL........
.................L.............LLLLLL............LL...LLLL.........LL.......
.................................LL....................LL...................
Legend

You arrive on the level at the point marked 'x'; the magic portal to the Plane of Water is randomly located anywhere other than the lower right of the level. Randomly located around the level are a red dragon, a balrog, 19 fire elementals, six fire vortices, six hell hounds, two stone golems, three barbed devils, three pit fiends, five fire giants, a scorpion, a dust vortex, three pit vipers, eight salamanders, a minotaur, and two steam vortices. There are 40 fire traps placed randomly on the level.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/index.html0000644000175000017500000000564411430345754023074 0ustar cjwatsoncjwatson A Gazetteer of NetHack 3.4

A Gazetteer of NetHack 3.4

Here be Dragons

NetHack is a large game. The Mazes of Menace consist of eight branches, containing between them up to 81 individual levels. Many of these are special predefined levels; all have their own challenges and dangers. This Gazetteer attempts to provide the intrepid hacker with an overview of them.

Acknowledgements
Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/ludios.html0000644000175000017500000001000611430345754023250 0ustar cjwatsoncjwatson NetHack Gazetteer: Fort Ludios

Fort Ludios

This is a single-level branch reached by a magic portal from the Dungeons of Doom that is located in a vault between level 11 and Medusa's Island (and therefore between DL 11 and DL 27). Each vault created within that range has a 1/3 chance of containing the portal if it has not already been generated (except vaults created on the level with the portal to the Quest; note further that no vaults will be created on the Big Room or Rogue levels). As a result, Fort Ludios may be inaccessible in any given game if no vault happens to contain the portal.

The Fort itself has a nominal depth of between DL 18 and DL 21 for the purpose of evaluating monster difficulty and other calculations dungeon depth is used for.

Fort Ludios is ineligible to leave bones files. The entire level is no-teleport.


Map

 --------------------------------------------------------------------------
 |........|...............................................................|
 |........|.................................................------------..|
 -------+--.................................................|..........|..|
       |........}}}}}}}....................}}}}}}}..........|.barracks.|..|
       |........}-----}....................}-----}..........--+--+--...|..|
     ---........}|...|}}}}}}}}}}}}}}}}}}}}}}|...|}.................|...|..|
     |..........}---S------------------------S---}.................|...|..|
     |..........}}}|...............|..........|}}}.................+...|..|
 -------..........}|...............S..........|}...................|...|..|
 |.....|..........}|.....vault.....|......\...S}...................|...|..|
 |.....+........}}}|...............|..........|}}}.................+...|..|
 |.zoo.|........}---S------------------------S---}.................|...|..|
 |.....|........}|...|}}}}}}}}}}}}}}}}}}}}}}|...|}.................|...|..|
 |..-S----......}-----}....................}-----}..........--+--+--...|..|
 |..|....|......}}}}}}}....................}}}}}}}..........|.barracks.|..|
 |..|..^.|..................................................|..........|..|
 -----------................................................------------..|
           |..............................................................|
           ----------------------------------------------------------------
Legend

You arrive on (and leave) the level at the magic portal marked in the lower left. All walls on the level are undiggable.

Croesus occupies the throne, with the remainder of the throneroom being filled with the standard throneroom monsters; the zoo and barracks get their regular allocation of random monsters and soldiers and officers respectively. In addition, sixteen soldiers and a lieutenant are scattered around the courtyard surrounding the fort, together with four random dragons; four giant eels occupy the moat.

Each square of the vault contains 600 to 899 zorkmids, and has a 1/3 chance of containing a trap (2/3 land mine, 1/3 spiked pit). The four corner towers contain three diamonds (NW), three rubies (NE), three emeralds (SW) and three amethysts (SE).


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/baalz.html0000644000175000017500000000505311430345754023050 0ustar cjwatsoncjwatson NetHack Gazetteer: Baalzebub's Lair

Baalzebub's Lair

This demon prince's lair is located between the 6th and 9th levels of Gehennom (and therefore between DL 31 and DL 38). It may contain the stairs to Vlad's Tower.

Baalzebub's lair is eligible to leave bones files. The entire level is no-teleport.


Map detail

--------------------------------------------------
.................................................|
--------------------------------------------------
|                                                
|                        ------------            
| ------         ---------..........|            
| |....|  --------...........--------------      
---....---|..................S............|----  
....--....S..----------------|............S.>.|  
---....---|..................|............|----  
| |....|  --------...........-----S--------      
| ------         ---------..........|            
|                        ------------            
|                                                
--------------------------------------------------
.................................................|
--------------------------------------------------
Legend

This is the right-hand side of the level; the left is normal Gehennom maze, and contains the upstair. The central walls are undiggable, and the only entrance is through the gap on the left-hand side.

The rectangular chamber is occupied by Baalzebub, a ghost, a horned devil, and a barbed devil. Three random V and a random L are placed randomly in the central area, as are two fire traps, a sleeping gas trap, a spiked pit, a magic trap, and an anti-magic trap; also three scrolls, two weapons, two pieces of armour, two potions, and a gem (all chosen randomly).


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/vs.html0000644000175000017500000000470411430345754022411 0ustar cjwatsoncjwatson NetHack Gazetteer: The Vibrating Square

The Vibrating Square

This is located on the second-from-bottom level of Gehennom (immediately above Moloch's Sanctum), and therefore between the 19th and 23rd level of that branch (so between DL 44 and DL 52).

The Vibrating Square level is ineligible to leave bones files.

This is an ordinary Gehennom maze level in most respects. Its floor is too hard to dig through, and there is (initially) no downstair; the only way to proceed is to perform the invocation ritual (reading the Book of the Dead while carrying the lit Candelabrum of Invocation within five turns of having rung the Bell of Opening) standing on the Vibrating Square. Successfully doing so will create the downstair to Moloch's Sanctum on the square itself, and demolish the maze in the vicinity to create a ring of fire traps, a ring of clear space, and a wide moat, in an outwards direction from you.

The Vibrating Square can only be located by the message given when passing over it; it cannot be detected by magic mapping, crystal ball, or any other remote means, and it has no special map symbol. There are some constraints on where it will be randomly placed when the level is created (and once placed, it stays where it is):

  • in a corridor (not in a wall)
  • at least five squares from the side of the map
  • at least four squares from the top or bottom of the map
  • not within a circle of eleven squares radius around the upstair
  • not in a straight line with the upstair
  • not on the same square as a trap

It may be on the same square as a boulder or another item.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/gehennom.html0000644000175000017500000000534211430345754023560 0ustar cjwatsoncjwatson NetHack Gazetteer: Gehennom

Gehennom

This is a downward-extending branch consisting of between 20 and 24 levels; it is reached by the trapdoors found in the Castle, the lowest level of the Dungeons of Doom (alternatively, the first level, the Valley of the Dead, is accessible by level teleport from the Dungeons).

The following dungeon branch connects to Gehennom:

Vlad's Tower (9th to 13th level, DL 34 to DL 42)

The following special levels are found in this branch:

Valley of the Dead (1st level, DL 26 to DL 30)
Asmodeus' Lair (2nd to 7th level, DL 27 to DL 36)
Juiblex' Swamp (4th to 7th level, DL 29 to DL 36)
Baalzebub's Lair (6th to 9th level, DL 31 to DL 38)
Orcus-town (10th to 15th level, DL 35 to DL 44)
Wizard's Tower (11th to 18th levels, DL 36 to DL 47; three consecutive levels)
Fake Wizard's Towers (3rd to 6th levels from bottom, DL 40 to DL 51; two levels)
Vibrating Square (2nd level from bottom, DL 44 to DL 52)
Moloch's Sanctum (Bottom level, DL 45 to DL 53)

(Note that some level ranges are interdependent, so certain combinations of branch/level locations are impossible; for more specific information, see individual entries.)

All non-special levels are mazes. All non-special, non-branching levels are eligible to leave bones. Prayer to one's god is impossible throughout the branch; prayers will instead attract the attention of Moloch.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/astral.html0000644000175000017500000000730511430345754023247 0ustar cjwatsoncjwatson NetHack Gazetteer: Astral Plane

Astral Plane

This is the fifth and final of the Elemental Planes, reached by a magic portal from the Plane of Water.

The Astral Plane is ineligible to leave bones files. The entire level is no-teleport and blocked to magic mapping; all walls and floors are undiggable and unphasable.


Map

                              ---------------                              
                              |.............|                              
                              |..---------..|                              
                              |..|.......|..|                              
---------------               |..|.......|..|               ---------------
|.............|               |..|..._...|..|               |.............|
|..---------..--   ---------  |..|.......|..|  ---------   --..---------..|
|..|.......|...-- --.......-- |..|.......|..| --.......-- --...|.......|..|
|..|.......|....---.........--|..----+----..|--.........---....|.......|..|
|..|..._...+.....+...........||.............||...........+.....+..._...|..|
|..|.......|....---.........-----.........-----.........---....|.......|..|
|..|.......|...-- --.......--   -----+-----   --.......-- --...|.......|..|
|..---------..--   ----+----    --.......--    ----+----   --..---------..|
|.............|      |...--------.........--------...|      |.............|
---------------      |.........|...........|.........|      ---------------
                     -------.x.--.........--.x.-------                     
                           |....--.......--....|                           
                           ---...----+----...---                           
                             |...............|                             
                             -----------------                             
Legend

The three high altars are aligned one each of lawful, neutral, and chaotic; it is not discernable from a distance which is which (and the high priests in attendance are similarly anonymised).

The three Riders, Death, Famine, and Pestilence, are placed randomly in the centres of the three round rooms; in each round room there are also four priests and two Angels of Moloch. Each courtyard surrounding the high temples contains two priests and two Angels of each alignment (one each of your alignment will be peaceful). In addition, the level contains three random D, three random L, three random V, and three to six random player-monsters.

Arrival through the portal from the Plane of Water places you randomly at one of the spots marked 'x' in the curved bottom corridor. If you have the conflict intrinsic, one to four hostile Angels will be created around you; otherwise, if your alignment is at least "fervent" (9 or higher), a tame guardian Angel will be created (but will vanish and send in the hostile Angels if you later use conflict in its vicinity).


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/fakewiz.html0000644000175000017500000000372511430345754023423 0ustar cjwatsoncjwatson NetHack Gazetteer: Fake Wizard's Towers

Fake Wizard's Towers

These are located between 1 and 4 levels above the Vibrating Square level (and therefore between the 15th and 22nd levels of Gehennom, and between DL 40 and DL 51).

The level without the portal is eligible to leave bones files; the level with the portal is not.


Map detail

.........
.}}}}}}}.
.}}---}}.
.}--^--}.
.}|^x^|}.
.}--^--}.
.}}---}}.
.}}}}}}}.
Legend

This core of the level is surrounded by normal Gehennom-like maze; the walls are diggable.

These towers are found on two levels; one tower contains a magic portal leading to the bottom level of the (real) Wizard's Tower at the point marked 'x', the other does not (an amulet being there instead). Both contain four squeaky boards (marked), a vampire lord, and a random L; a single kraken is found in the moat of each.

The name "fake wizard's towers" is a reference to earlier versions in which the Wizard of Yendor lived in a similar structure surrounded by maze; these days, he lives in a similar structure surrounded by a much larger tower. Such is upward mobility.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/dungeons.html0000644000175000017500000000520511430345754023600 0ustar cjwatsoncjwatson NetHack Gazetteer: The Dungeons of Doom

The Dungeons of Doom

This is a downward-extending branch consisting of between 25 and 29 levels; it is the branch in which the player begins the game.

The following dungeon branches connect to the Dungeons of Doom:

Elemental Planes(DL 1)
Gnomish Mines(DL 2 to DL 4)
Sokoban(DL 6 to DL 10)
The Quest(DL 11 to DL 16)
Fort Ludios (DL 11 to DL 27, not guaranteed)
Gehennom(DL 25 to DL 29)

The following special levels may be found in this branch:

Top Level(DL 1)
Oracle(DL 5 to DL 9)
Big Room (DL 10 to DL 12, 40% chance)
Rogue Level(DL 15 to DL 18)
Medusa's Island (2nd to 5th level from bottom, DL 21 to DL 28)
The Castle (Bottom level, DL 25 to DL 29)

(Note that some level ranges are interdependent, so certain combinations of branch/level locations are impossible; for more specific information, see individual entries.)

Most non-special levels consist of an "ordinary" room-and-corridor layout; some rooms may be special (see room-343.txt). Levels between Medusa's island and the Castle have a 4/5 chance of being mazes. All non-special, non-branching levels below DL 3 are eligible to leave bones files (which may result in maze levels being encountered outside the range just noted).


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/legend.html0000644000175000017500000000335211430345754023215 0ustar cjwatsoncjwatson NetHack Gazetteer: Legend to Maps

Legend to Maps

Where possible without ambiguity, the maps use the same symbols that NetHack itself uses in the ASCII tty interface (and documented in the Guidebook). The symbols used in the Gazetteer are as follows:

| -  Vertical or horizontal walls       .    Open floor
<    An upstair or upladder             >    A downstair or downladder
+    A door (open or closed)            ^    A trap or magic portal
}    A pool or moat                     {    A fountain
_    An altar                           \    A throne
B    Iron bars                          C    A cloud
D    A drawbridge (open or closed)      I    Ice
K    A sink                             L    Lava
S    A secret door                      T    A tree
%    Food items                         ?    Scrolls
!    Potions                            *    Gems
`    A boulder or statue

Unless otherwise specified, blank space represents solid rock; lowercase letters are labels for special rooms, or else 'x marks the spot'.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/valley.html0000644000175000017500000000707111430345754023255 0ustar cjwatsoncjwatson NetHack Gazetteer: Valley of the Dead

Valley of the Dead

This is the first level of Gehennom (and therefore between DL 26 and DL 30).

The Valley is eligible to leave bones files. The entire level is no-teleport and blocked to magic mapping.


Map

----------------  -------       ------------------   -----------------------
|>.^S.|..|.....|  |.....--      |................|   |......^........| |...|
----|^|.--.---.|  |......--- ----..........-----.-----....---........---.|.|
    |.|.|..| |.| --........| |.............|   |.......---| |-...........|--
    |...S..| |.| |.grave.-----.......------|   |--------..---......-------
-----------| |^| |-......| |....|...-- |...-----................----
|.....S....---.| |.......| |....|...|  |..............-----------
|.....|.|......| |.....--- |......---  |....---.......|
|.....|.|------| |....--   --....-- --------| ----....---------------
|.....|--......---...--     |...--  |.......|    |..................|
|.._.......--........--    --...|   |.......|    |...--.............|
|.....|...----........------....|   |.grave.---- |...--.............--
|.....|--......---...^.......--------..........| |.......---------...--
|.....| |------| ---.......---   |.........----- -----....| |.|  |....---
|.....| |......--- ------..| -----.........|       |.--------.-- |-.....----
------- |.grave..|  |.|....| |.....----....---------...........---.........|
        |........|  |...|..| |.....|  |-.............--------...........----
        --.....-----------^| |....-----.....----------     |......<..----
         |..|..............| |.|..........|.|              |.|........|
         ------------------- ----------------              ------------
Legend

If you arrive by falling or jumping through a Castle trapdoor, you will land within a few squares of the upstair. The unaligned temple on the left is manned by a peaceful priest of Moloch. In addition to the inhabitants of the three marked graveyards, the level also contains six ghosts, three vampire bats, four random M, four random Z, three random V, and a random L. In addition to the boxes in the graveyards, there are four random pieces of armour, four random weapons, three random potions, three random scrolls, two random wands, two random rings, two random spellbooks, three random tools, a ruby, and two other random gems; in addition to the corpses in the graveyards, there are two other corpses of each character class save Monks and Priests. The marked traps: in the top left corridor are two spiked pits and a sleeping gas trap, as you go from the temple to the downstair; the trap in the centre-left is a squeaky board; the other two are dart traps; there are a further two magic traps and two anti-magic traps randomly located.

The entire level has undiggable walls and floor.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/top.html0000644000175000017500000000262611430345754022564 0ustar cjwatsoncjwatson NetHack Gazetteer: Top Level

Top Level

This is the highest level of the Dungeons of Doom, and so located on DL 1.

The top level (as for all levels above DL 4) is ineligible to leave bones files.

This is an ordinary Dungeons room-and-corridor level in almost all respects. It is the level on which the player character begins the game (at the upstair); going up from the level will mean escaping the dungeon (and ending the game) unless you are carrying the Amulet of Yendor, in which case you instead arrive at the Plane of Earth. Cursed potions of gain level can only be used if you are carrying the Amulet.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/vlad.html0000644000175000017500000000546411430345754022713 0ustar cjwatsoncjwatson NetHack Gazetteer: Vlad's Tower

Vlad's Tower

This is an upward-extending branch consisting of 3 levels; it is reached by a second upstair in Gehennom located between the 9th and 13th levels (and therefore between DL 34 and DL 42).

All levels in the branch are no-teleport; only the middle level is eligible to leave bones files. Monster creation in this branch is biased towards chaotic monsters.


Maps

The walls and floor of each level are undiggable.

Bottom level

    --- --- ---  
    |x| |x| |x|    
  ---S---S---S---
  |xS.........Sx|  
----|.........|----
|.>.|.........+...|
|.--|.........|--.|
|.|xS<........Sx|.|
|.---S---S---S---.|
|...|x|.|x|.|x|...|
---.---.---.---.---
  |.............|  
  ---------------  
Legend

There is a random dragon immediately inside the main door of the courtyard, and eight other random monsters on the level. Four of the ten niches marked 'x' will contain a long sword, a lock pick, an elven cloak, and a blindfold; these niches will also contain random traps.


Middle level

  --- --- ---  
  |x| |x| |x|  
---S---S---S---
|xS.........Sx|
--|.------+----
  |......|.<|  
--------.|-----
|xS>.....+..Sx|
---S---S---S---
  |x| |x| |x|  
  --- --- ---  
Legend

The ten niches marked 'x' contain (one randomly assigned to each): two hell hound pups, a winter wolf, two random &, a chest containing an amulet of life saving, a chest containing an amulet of strangulation, a pair of water walking boots, a crystal plate mail, and a spellbook of invisibility.


Top level

  --- --- ---  
  |x| |x| |x|  
---S---S---S---
|.......+.+...|
---+----|.|----
  |...\.|.+>|  
---+----|.|----
|.......+.+...|
---S---S---S---
  |x| |x| |x|  
  --- --- ---  
Legend

Vlad the Impaler, with the Candelabrum of Invocation, occupies the throne; a chest is behind it. Each of the six niches marked 'x' contains a random V and a chest.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/gazetteer/minetown.html0000644000175000017500000003161011430345754023615 0ustar cjwatsoncjwatson NetHack Gazetteer: Minetown

Minetown

This level is located on the 3rd or 4th level of the Gnomish Mines (and therefore between DL 5 and DL 8).

Minetown is eligible to leave bones files. Monster creation on this level is biased towards lawful monsters.


Map details

Minetown comes in seven different versions, each of which has an equal chance of being used:

Bear in mind that, as elsewhere in the Gnomish Mines, if you are playing a dwarf or gnome, two-thirds of the dwarves or gnomes respectively that are listed in these descriptions will be made random monsters instead.


Frontier Town

---------------------------------
|...............................|
|.------------.....------------.|
|.|...|...|..|.....+..|...|...|.|
|.|...|...|fd|.....|..|lgt|...|.|
|.|gen|...|..|.....|..|...|...|.|
|.|...|...|+--.....----+----+--.|
|.-+---+---.....................|
|.............{......{..........|
|.-+----+--....---+--...........|
|.|...|...|---.|....|.-----+---.|
|.|...|...|..+.|....|.|..|....|.|
|.|too|...|..|.|.._.|.+..|....|.|
|.|...|...|..|.|....|.|..|....|.|
|.------------.------.---------.|
|...............................|
---------------------------------
Legend

There are four watchmen and a watch captain randomly placed in the town; the temple has its attendant priest, and also contains two gnomish wizards. There are gnomes in the rooms to SW and NE of the open fountain space, and a gnome lord in the NE corner room. The lighting shop (marked 'lgt') is manned by a shopkeeper named Izchak; the remaining three shops each have a 90% chance of being filled and manned, namely the general store ('gen'), food shop ('fd'), and tool shop ('too').

There are four rooms to the sides of the mapped area, containing the stairs (in separate rooms), three gnomes and a dwarf, and two random traps; they are linked to each other and the town proper by corridors.


Town Square

---------------------------------
|.+..|..|..+....+..|..|..|..+...|
|.|..|..|..|....|..|..|..|..|...|
|.----+-----....----+--+-----...|
|...............................|
|.-+-----+--.......--+---+---...|
|.|..|..|..|......{|....|...|...|
|.|..|..|..|.......|....|...|...|
|.----+-----.......|.._.|foo|...|
|.............{....|....|...|...|
|.-------+-------.----------|...|
|.|....|...|....|.|....|....+...|
|.+.gen|...|lght+.+....|tool|...|
|.|....|...|....|.|....|....|...|
|.---------------.-----------...|
|...............................|
---------------------------------
Legend

There are four watchmen and a watch captain randomly placed in the town; the temple has its attendant priest, and also contains two gnomish wizards. The lighting shop (marked 'lght') is manned by a shopkeeper named Izchak; the remaining three shops each have a 90% chance of being filled and manned, namely the general store ('gen'), food shop ('foo'), and tool shop. There are gnomes in the rooms to west of the open fountain space, between the site of the general store and the lighting shop, and the third in the row of rooms in the NE; there is a gnome lord in the room opposite the lighting shop.

There are four rooms to the sides of the mapped area, containing the stairs (in separate rooms), three gnomes and a dwarf, and two random traps; they are linked to each other and the town proper by corridors.


Alley Town

---------------------------------
|...............................|
|.----....-----.----+--..-----..|
|.|..|---.|...+.+..|..|..|...|..|
|.|..|..|.|._.|.|..|..|..|lgt|..|
|.-+-|tl|.|...|.--------.|...|..|
|....|..|.|...|....+...|.--+--..|
|.{..-+--.----|....|wan|........|
|..........+..|+--.-----..-----.|
|....-+--..|..|..|........+...|.|
|.-+-|..|.----|..|+---....|foo|.|
|.|..|..|.+...|--|...|---.-----.|
|.|..|---.|gen|..|too|..+.......|
|.|..|....|...|..|...|..|.......|
|.----....-----+---------.....{.|
|...............................|
---------------------------------
Legend

There are four watchmen and a watch captain randomly placed in the town; the temple has its attendant priest, and also contains two gnomish wizards. The lighting shop (marked 'lgt') is manned by a shopkeeper named Izchak; the general store ('gen') is also guaranteed to exist, while the two tool shops ('tl' and 'too') have a 30% and 40% chance of existing respectively, the food shop ('foo') 90%, and the wand shop ('wan') 30%. A random G lives in each of the far bottom left room, the upper room between the general store and a tool shop, and the bottom right room.

There are four rooms to the sides of the mapped area, containing the stairs (in separate rooms), three gnomes and a dwarf, and two random traps; they are linked to each other and the town proper by corridors.


College Town

--------------------------------
|..............................|
|...--------.......-----------.|
|...|...|..|------.|..|...|..+.|
|...|boo|..|.....|.|..|lgt|..|.|
|...|...|+-|.._..|.-+-|...|---.|
|...-+---..|.....|....--+--....|
|..........|.....|.............|
|........{.---+---.{...........|
|..............................|
|...--+--...........-+---+--...|
|...|...|-------.---|..|...|...|
|...|too|..|foo+.+..|..|gen|...|
|...|...|..|...|.|..|--|...|...|
|...-----+------.----..-----...|
|..............................|
--------------------------------
Legend

There are four watchmen and a watch captain randomly placed in the town; the temple has its attendant priest, and also contains two gnomish wizards. The lighting shop (marked 'lgt') is manned by a shopkeeper named Izchak; the bookshop ('boo') is guaranteed, and the remaining three shops each have a 90% chance of being filled and manned, namely the general store ('gen'), food shop ('foo'), and tool shop ('too'). The 2x2 non-shop rooms have a chance of being dark; the two in the NE block and the middle of the SE block each contain a random G, and the middle room of the SW block contains two kobold shamans, a kitten, and a random f.

There are four rooms to the sides of the mapped area, containing the stairs (in separate rooms), three gnomes and a dwarf, and two random traps; they are linked to each other and the town proper by corridors.


Grotto Town

-----         ---------
|<..---  ------.......--    -------                       ---------------
|.....---|.........--..|    |.....|          -------      |.............|
--..|....|.---------|..|    |.._..|          |>....|     --+---+--.----+|
 --.|-.....----     ----    |.....|  ------  --....----  |..|...|-.|.+..|
  --|.........|---  -----   ---+---  |..+.|   ---..-..---|..|--+-..--|..|
    ----.|....|..----...--    |.|    |..|.|    ---+-.....-+--........--+|
       -----..|....|.....---- |.|    |..|.------......--................|
    ------ |..|.............---.--   ---|.+..||.......-|..--------+--..--
    |food| --......---...........-----  |.|..||...{....|--|.........|..--
    |....|  |........|...|...........---|.|..|--.......|  |.general.|...|
    ---+--------....-------...---......-|.|------....--|  -----------...|
 ------.---...-|...-|..|..|-...|..---...|.--..|...|....------- |.......--
 |..|-.........|..--|..|..|--.....|-....|........---...-|....| |.-------
 |..+...............-+---+-----..-|..........--....|-...+tool| |.|...S.
-----.....{....----...............|...........|-...|...-|....| |.|...|
|..............-- |-+--.---------.........--..|........|------ |.--+-------
|+-----.........| |...|.|....|  --.......-----|...|....|--------.....|....|
|...| --..------- |...|.+lght|   ---...---    --..|...--......|...{..+..-+|
|...|  ----       ------|....|     -----       -----.....----........|..|.|
-----                   ------                     -------  ---------------
Legend

There are four watchmen and a watch captain randomly placed on the level, along with three dwarves, six gnomes, and two gnome lords; the temple has its attendant priest. The lighting shop (marked 'lght') is manned by a shopkeeper named Izchak; there is also a tool shop, a food shop, and a general store, all marked.

Gnomish wizards live in the room in the far bottom left and the room in front of the secret door at right (behind which is a random ring), a gnome lord in the room in the far bottom right (in the closet of which is a chest) and random G in the room next to the lighting shop and the room at the top of the central corridor. There is a random tool in the room with the downstair, and a statue of a gnome king in the wide lit open space at bottom middle.


Bustling Town

-----................----------------.-
|...|................|...|..|...|...|..
|...+..--+--.........|gen|..|...|...|..
|...|..|...|..-----..|...|..|-+---+--..
-----..|...|--|...|..--+---+-.........-
.......|...|..|too+.............-----..
.......|---|..|...|......--+-...|...|..
----...|...|+------..{...|..|...+...|..
|..+...|lgt|.............|..|...|...|..
|..|...|...|-+-.....---+-------------.-
----...--+-|..|..-+-|..................
..|........|..|..|..|----....---------.
..|..T.....----..|..|...+....|......||.
..|-....{........|..|foo|....+...._.||.
..--..|....T.....--------....|......||.
......|-.....................----------
Legend

There are three watchmen and two watch captains randomly placed in the town, along with six gnomes, three dwarves, and two gnome lords; the temple has its attendant priest. The lighting shop (marked 'lgt') is manned by a shopkeeper named Izchak; there is also a tool shop ('too'), a food shop ('foo') and a general store ('gen'). The dark room between the lighting shop and the tool shop contains a gnome lord and a gnome; the room to the right of the central fountain contains a gnome.

The mapped town area is surrounded by empty cavern level, which is lit and contains the upstair (to the left of the town) and the downstair (to the right).


Bazaar Town

--------------------------------
|..............................|
|.------+--------------..-----.|
|.|....|..|...|....|..+..+...|.|
|.|....|..|...|....|..|..|too|.|
|.-+------|...|+------|..|...|.|
|......|..|...|.|..|..|.-----|.|
|.----.|..|-+--.|..|fd|.|....|.|
|.|..+.-+--..{..-+-|..|.+.._.|.|
|.|..|.............-+--.|....|.|
|.|----+--.----+--......|....|.|
|.|..|...|.+..|..|-+---------|.|
|.|tl|lgt|.|..|gn|....|K.|fd.+.|
|.|..|...|.---|..|....|..|...|.|
|.-+------..{.---------+------.|
|..............................|
--------------------------------
Legend

There are four watchmen and a watch captain randomly placed in the town, along with three gnomes, a gnome lord, and two monkeys; the temple has its attendant priest and also contains two gnomish wizards. The lighting shop (marked 'lgt') is manned by a shopkeeper named Izchak; there is a 50% chance each of two food shops ('fd'), a 50% chance of one tool shop ('tl') and 30% chance of a second ('too'), and a 60% chance of a general store ('gn'). Each of these chances is independent.

The large room immediately to the north of the central fountain contains a gnome and three monkeys; the room immediately to its right contains a random nymph, and the room to the right of that a gnome king. The room to the north of the lower fountain contains a random G.

There are four rooms to the sides of the mapped area, containing the stairs (in separate rooms), three gnomes and a dwarf, and two random traps; they are linked to each other and the town proper by corridors.


Dylan O'Donnell (psmith@spod-central.org)

nethack-spoilers-3.4.3+20110109.orig/mon2-343.txt0000644000175000017500000007711611430345751021030 0ustar cjwatsoncjwatsonmon2-343.txt Last edited 2004-08-12 for NetHack 3.4.3 Monster generation and disposal in NetHack 3.4 Compiled by Dylan O'Donnell . SPECIES DIF FREQ GRP ALN SIZE WGT NUTR GEN CORPSE% ~~~~~~~~~~~~~~~~~~~~~~ ~~~ ~~~~ ~~~ ~~~ ~~~~~~ ~~~~ ~~~~ ~~~ ~~~~~~~ a giant ant 4 3 Sml 0 tiny 10 10 Yes 33 a killer bee 5 2 Lrg 0 tiny 1 5 Yes 33 a soldier ant 6 2 Sml 0 tiny 20 5 Yes 33 a fire ant 6 1 Sml 0 tiny 30 10 Yes 25 a giant beetle 6 3 0 large 10 10 Yes 100 a queen bee 12 X 0 tiny 1 5 Yes 25 b acid blob 2 2 0 tiny 30 10 Yes 33 b quivering blob 6 2 0 small 200 100 Yes 50 b gelatinous cube 8 2 0 large 600 150 Yes 100 c chickatrice 7 1 Sml 0 tiny 10 10 Yes 25 c cockatrice 8 5 0 small 30 30 Yes 50 c pyrolisk 8 1 0 small 30 30 Yes 33 d jackal 1 3 Sml 0 small 300 250 Yes 50 d fox 1 1 0 small 300 250 Yes 33 d coyote 2 1 Sml 0 small 300 250 Yes 33 d werejackal 4 X -7 small 300 250 No 33# d little dog 3 1 0 small 150 150 Yes 33 d dog 5 1 0 medium 400 200 Yes 33 d large dog 7 1 0 medium 800 250 Yes 33 d dingo 5 1 0 medium 400 200 Yes 33 d wolf 6 2 Sml 0 medium 500 250 Yes 50 d werewolf 7 X -7 medium 500 250 No 33# d warg 8 2 Sml -5 medium 850 350 Yes 50 d winter wolf cub 7 2* Sml -5 small 250 200 Yes 50 d winter wolf 9 1* 0 large 700 300 Yes 100 d hell hound pup 9 1# Sml -5 small 200 200 Yes 33 d hell hound 14 1# 0 medium 600 300 Yes 33 e gas spore 2 1 0 small 10 0 Yes 0 e floating eye 3 5 0 small 10 10 Yes 50 e freezing sphere 8 2* 0 small 10 0 Yes 0 e flaming sphere 8 2 0 small 10 0 Yes 0 e shocking sphere 8 2 0 small 10 0 Yes 0 f kitten 3 1 0 small 150 150 Yes 33 f housecat 5 1 0 small 200 200 Yes 33 f jaguar 6 2 0 large 600 300 Yes 100 f lynx 7 1 0 small 600 300 Yes 33 f panther 7 1 0 large 600 300 Yes 100 f large cat 7 1 0 small 250 250 Yes 33 f tiger 8 2 0 large 600 300 Yes 100 g gremlin 8 2 -9 small 100 20 Yes 50 g gargoyle 8 2 -9 medium 1000 200 Yes 50 g winged gargoyle 11 1 -12 medium 1200 300 Yes 33 h hobbit 2 2 6 small 500 200 Yes 50 h dwarf 4 3 4 medium 900 300 Yes 50 h bugbear 5 1 -6 large 1250 250 Yes 100 h dwarf lord 6 2 5 medium 900 300 Yes 50 h dwarf king 8 1 6 medium 900 300 Yes 33 h mind flayer 13 1 -8 medium 1450 400 Yes 33 h master mind flayer 19 1 -8 medium 1450 400 Yes 33 i manes 3 1 Lrg -7 small 100 0 Yes 0 i homunculus 3 2 -7 tiny 60 100 Yes 33 i imp 4 1 -7 tiny 20 10 Yes 25 i lemure 5 1# Lrg -7 medium 150 0 Yes 0 i quasit 7 2 -7 small 200 200 Yes 50 i tengu 7 3 7 small 300 200 Yes 50 j blue jelly 5 2 0 medium 50 20 Yes 50 j spotted jelly 6 1 0 medium 50 20 Yes 33 j ochre jelly 8 2 0 medium 50 20 Yes 50 k kobold 1 1 -2 small 400 100 Yes 33 k large kobold 2 1 -3 small 450 150 Yes 33 k kobold lord 3 1 -4 small 500 200 Yes 33 k kobold shaman 4 1 -4 small 450 150 Yes 33 l leprechaun 4 4 0 tiny 60 30 Yes 33 m small mimic 8 2 0 medium 300 200 Yes 50 m large mimic 9 1 0 large 600 400 Yes 100 m giant mimic 11 1 0 large 800 500 Yes 100 n wood nymph 5 2 0 medium 600 300 Yes 50 n water nymph 5 2 0 medium 600 300 Yes 50 n mountain nymph 5 2 0 medium 600 300 Yes 50 o goblin 1 2 -3 small 400 100 Yes 50 o hobgoblin 3 2 -4 medium 1000 200 Yes 50 o orc 3 X Lrg -3 medium 850 150 Yes 33 o hill orc 4 2 Lrg -4 medium 1000 200 Yes 50 o Mordor orc 5 1 Lrg -5 medium 1200 200 Yes 33 o Uruk-hai 5 1 Lrg -4 medium 1300 300 Yes 33 o orc shaman 5 1 -5 medium 1000 300 Yes 33 o orc-captain 7 1 -5 medium 1350 350 Yes 33 p rock piercer 4 4 0 small 200 200 Yes 50 p iron piercer 6 2 0 medium 400 300 Yes 50 p glass piercer 9 1 0 medium 400 300 Yes 33 q rothe 4 4 Sml 0 large 400 100 Yes 100 q mumak 7 1 -2 large 2500 500 Yes 100 q leocrotta 8 2 0 large 1200 500 Yes 100 q wumpus 9 1 0 large 2500 500 Yes 100 q titanothere 13 2 0 large 2650 650 Yes 100 q baluchitherium 15 2 0 large 3800 800 Yes 100 q mastodon 22 1 0 large 3800 800 Yes 100 r sewer rat 1 1 Sml 0 tiny 20 12 Yes 25 r giant rat 2 2 Sml 0 tiny 30 30 Yes 33 r rabid rat 4 1 0 tiny 30 5 Yes 25 r wererat 4 X -7 tiny 40 30 No 25# r rock mole 4 2 0 small 30 30 Yes 50 r woodchuck 4 X 0 small 30 30 Yes 33 s cave spider 3 2 Sml 0 tiny 50 50 Yes 33 s centipede 4 1 0 tiny 50 50 Yes 25 s giant spider 7 1 0 large 100 100 Yes 100 s scorpion 8 2 0 small 50 100 Yes 50 t lurker above 12 2 0 huge 800 350 Yes 100 t trapper 14 2 0 huge 800 350 Yes 100 u white unicorn 6 2 7 large 1300 300 Yes 100 u gray unicorn 6 1 0 large 1300 300 Yes 100 u black unicorn 6 1 -7 large 1300 300 Yes 100 u pony 4 2 0 medium 1300 250 Yes 50 u horse 7 2 0 large 1500 300 Yes 100 u warhorse 9 2 0 large 1800 350 Yes 100 v fog cloud 4 2 0 huge 0 0 Yes 0 v dust vortex 6 2 0 huge 0 0 Yes 0 v ice vortex 7 1* 0 huge 0 0 Yes 0 v energy vortex 9 1 0 huge 0 0 Yes 0 v steam vortex 9 2# 0 huge 0 0 Yes 0 v fire vortex 10 1# 0 huge 0 0 Yes 0 w baby long worm 9 0 0 large 600 250 Yes 100 w baby purple worm 9 0 0 large 600 250 Yes 100 w long worm 9 2 0 gigant 1500 500 Yes 100 w purple worm 17 2 0 gigant 2700 700 Yes 100 x grid bug 1 3 Sml 0 tiny 15 0 Yes 0 x xan 9 3 0 tiny 300 300 Yes 33 y yellow light 5 4 0 small 0 0 Yes 0 y black light 7 2 0 small 0 0 Yes 0 z zruty 11 2 0 large 1200 600 Yes 100 A couatl 11 1* Sml 7 large 900 0 No 0 A Aleax 12 1* 7 medium 1450 0 No 0 A Angel 19 1* 12 medium 1450 0 No 0 A ki-rin 21 1* 15 large 1450 0 No 0 A Archon 26 1* 15 large 1450 0 No 0 B bat 2 1 Sml 0 tiny 20 20 Yes 25 B giant bat 3 2 0 small 30 30 Yes 50 B raven 6 2 0 small 40 20 Yes 50 B vampire bat 7 2 0 small 30 20 Yes 50 C plains centaur 6 1 0 large 2500 500 Yes 100 C forest centaur 8 1 -1 large 2550 600 Yes 100 C mountain centaur 9 1 -3 large 2550 500 Yes 100 D baby gray dragon 13 0 0 huge 1500 500 Yes 100 D baby silver dragon 13 0 0 huge 1500 500 Yes 100 D baby red dragon 13 0 0 huge 1500 500 Yes 100 D baby white dragon 13 0 0 huge 1500 500 Yes 100 D baby orange dragon 13 0 0 huge 1500 500 Yes 100 D baby black dragon 13 0 0 huge 1500 500 Yes 100 D baby blue dragon 13 0 0 huge 1500 500 Yes 100 D baby green dragon 13 0 0 huge 1500 500 Yes 100 D baby yellow dragon 13 0 0 huge 1500 500 Yes 100 D gray dragon 20 1 4 gigant 4500 1500 Yes 100 D silver dragon 20 1 4 gigant 4500 1500 Yes 100 D red dragon 20 1 -4 gigant 4500 1500 Yes 100 D white dragon 20 1 -5 gigant 4500 1500 Yes 100 D orange dragon 20 1 5 gigant 4500 1500 Yes 100 D black dragon 20 1 -6 gigant 4500 1500 Yes 100 D blue dragon 20 1 -7 gigant 4500 1500 Yes 100 D green dragon 20 1 6 gigant 4500 1500 Yes 100 D yellow dragon 20 1 7 gigant 4500 1500 Yes 100 E stalker 9 3 0 large 900 400 Yes 100 E air elemental 10 1 0 huge 0 0 No 0 E fire elemental 10 1 0 huge 0 0 No 0 E earth elemental 10 1 0 huge 2500 0 No 0 E water elemental 10 1 0 huge 2500 0 No 0 F lichen 1 4 0 small 20 200 Yes 50 F brown mold 2 1 0 small 50 30 Yes 33 F yellow mold 2 2 0 small 50 30 Yes 50 F green mold 2 1 0 small 50 30 Yes 33 F red mold 2 1 0 small 50 30 Yes 33 F shrieker 2 1 0 small 100 100 Yes 33 F violet fungus 5 2 0 small 100 100 Yes 50 G gnome 3 1 Sml 0 small 650 100 Yes 33 G gnome lord 4 2 0 small 700 120 Yes 50 G gnomish wizard 5 1 0 small 700 120 Yes 33 G gnome king 6 1 0 small 750 150 Yes 33 H giant 8 X 2 huge 2250 750 Yes 100 H stone giant 8 1 Sml 2 huge 2250 750 Yes 100 H hill giant 10 1 Sml -2 huge 2200 700 Yes 100 H fire giant 11 1 Sml 2 huge 2250 750 Yes 100 H frost giant 13 1* Sml -3 huge 2250 750 Yes 100 H storm giant 19 1 Sml -3 huge 2250 750 Yes 100 H ettin 13 1 0 huge 1700 500 Yes 100 H titan 20 1 9 huge 2300 900 No 100 H minotaur 17 X 0 large 1500 700 Yes 100 J jabberwock 18 1 0 large 1300 600 Yes 100 K Keystone Kop 3 X Lrg 9 medium 1450 200 Yes 33 K Kop Sergeant 4 X Sml 10 medium 1450 200 Yes 33 K Kop Lieutenant 5 X 11 medium 1450 200 Yes 33 K Kop Kaptain 6 X 12 medium 1450 200 Yes 33 L lich 14 1 -9 medium 1200 0 Yes 0 L demilich 18 1 -12 medium 1200 0 Yes 0 L master lich 21 1# -15 medium 1200 0 Yes 0 L arch-lich 29 1# -15 medium 1200 0 Yes 0 M kobold mummy 4 1 -2 small 400 50 Yes 33*# M gnome mummy 5 1 -3 small 650 50 Yes 33*# M orc mummy 6 1 -4 medium 850 75 Yes 33*# M dwarf mummy 6 1 -4 medium 900 150 Yes 33*# M elf mummy 7 1 -5 medium 800 175 Yes 33*# M human mummy 7 1 -5 medium 1450 200 Yes 33*# M ettin mummy 8 1 -6 huge 1700 250 Yes 100*# M giant mummy 10 1 -7 huge 2050 375 Yes 100*# N red naga hatchling 4 0 0 large 500 100 Yes 100 N black naga hatchling 4 0 0 large 500 100 Yes 100 N golden naga hatchlin 4 0 0 large 500 100 Yes 100 N guardian naga hatchl 4 0 0 large 500 100 Yes 100 N red naga 8 1 -4 huge 2600 400 Yes 100 N black naga 10 1 4 huge 2600 400 Yes 100 N golden naga 13 1 5 huge 2600 400 Yes 100 N guardian naga 16 1 7 huge 2600 400 Yes 100 O ogre 7 1 Sml -3 large 1600 500 Yes 100 O ogre lord 9 2 -5 large 1700 700 Yes 100 O ogre king 11 2 -7 large 1700 750 Yes 100 P gray ooze 4 2 0 medium 500 250 Yes 50 P brown pudding 6 1 0 medium 500 250 Yes 33 P black pudding 12 1 0 large 900 250 Yes 100 P green slime 8 1# 0 large 400 150 Yes 100 Q quantum mechanic 9 3 0 medium 1450 20 Yes 50 R rust monster 8 2 0 medium 1000 250 Yes 50 R disenchanter 14 2# -3 large 750 200 Yes 100 S garter snake 3 1 Lrg 0 tiny 50 60 Yes 25 S snake 6 2 0 small 100 80 Yes 50 S water moccasin 7 X Lrg 0 small 150 80 Yes 33 S pit viper 9 1 0 medium 100 60 Yes 33 S python 8 1 0 large 250 100 Yes 100 S cobra 10 1 0 medium 250 100 Yes 33 T troll 9 2 -3 large 800 350 Yes 100 T ice troll 12 1* -3 large 1000 300 Yes 100 T rock troll 12 1 -3 large 1200 300 Yes 100 T water troll 13 X -3 large 1200 350 Yes 100 T Olog-hai 16 1 -7 large 1500 400 Yes 100 U umber hulk 12 2 0 large 1200 500 Yes 100 V vampire 12 1 -8 medium 1450 400 Yes 33*# V vampire lord 14 1 -9 medium 1450 400 Yes 33*# V Vlad the Impaler 18 X -10 medium 1450 0 No 0 W barrow wight 7 1 -3 medium 1200 0 Yes 0 W wraith 8 2 -6 medium 0 0 Yes 50* W Nazgul 17 1 -17 medium 1450 0 Yes 0 X xorn 11 1 0 medium 1200 700 Yes 33 Y monkey 4 1 0 small 100 50 Yes 33 Y ape 6 2 Sml 0 large 1100 500 Yes 100 Y owlbear 7 3 0 large 1700 700 Yes 100 Y yeti 7 2 0 large 1600 700 Yes 100 Y carnivorous ape 8 1 0 large 1250 550 Yes 100 Y sasquatch 9 1 2 large 1550 750 Yes 100 Z kobold zombie 1 1 -2 small 400 50 Yes 33*# Z gnome zombie 2 1 -2 small 650 50 Yes 33*# Z orc zombie 3 1 Sml -3 medium 850 75 Yes 33*# Z dwarf zombie 3 1 Sml -3 medium 900 150 Yes 33*# Z elf zombie 4 1 Sml -3 medium 800 175 Yes 33*# Z human zombie 5 1 Sml -3 medium 1450 200 Yes 33*# Z ettin zombie 7 1 -4 huge 1700 250 Yes 100*# Z giant zombie 9 1 -4 huge 2050 375 Yes 100*# Z ghoul 5 1 -2 small 400 0 Yes 0 Z skeleton 14 X 0 medium 300 0 No 0 ' straw golem 4 1 0 large 400 0 No 0 ' paper golem 4 1 0 large 400 0 No 0 ' rope golem 6 1 0 large 450 0 No 0 ' gold golem 6 1 0 large 450 0 No 0 ' leather golem 7 1 0 large 800 0 No 0 ' wood golem 8 1 0 large 900 0 No 0 ' flesh golem 10 1 0 large 1400 600 No 100 ' clay golem 12 1 0 large 1550 0 No 0 ' stone golem 15 1 0 large 1900 0 No 0 ' glass golem 18 1 0 large 1800 0 No 0 ' iron golem 22 1 0 large 2000 0 No 0 @ human 2 X 0 medium 1450 400 No 33 @ wererat 3 1 -7 medium 1450 400 No 33 @ werejackal 3 1 -7 medium 1450 400 No 33 @ werewolf 6 1 -7 medium 1450 400 No 33 @ elf 12 X -3 medium 800 350 No 33 @ Woodland-elf 6 2 Sml -5 medium 800 350 Yes 50 @ Green-elf 7 2 Sml -6 medium 800 350 Yes 50 @ Grey-elf 8 2 Sml -7 medium 800 350 Yes 50 @ elf-lord 11 2 Sml -9 medium 800 350 Yes 50 @ Elvenking 11 1 -10 medium 800 350 Yes 33 @ doppelganger 11 1 0 medium 1450 400 Yes 33 @ nurse 13 3 0 medium 1450 400 Yes 50 @ shopkeeper 15 X 0 medium 1450 400 No 33 @ guard 14 X 10 medium 1450 400 No 33 @ prisoner 14 X 0 medium 1450 400 No 33 @ Oracle 13 X 0 medium 1450 400 No 33 @ aligned priest 15 X 0 medium 1450 400 No 33 @ high priest 30 X 0 medium 1450 400 No 33 @ soldier 8 1 Sml -2 medium 1450 400 Yes 33 @ sergeant 10 1 Sml -3 medium 1450 400 Yes 33 @ lieutenant 12 1 -4 medium 1450 400 Yes 33 @ captain 14 1 -5 medium 1450 400 Yes 33 @ watchman 8 X Sml -2 medium 1450 400 Yes 33 @ watch captain 12 X -4 medium 1450 400 Yes 33 @ Medusa 25 X -15 large 1450 400 No 100 @ Wizard of Yendor 34 X X medium 1450 400 No 33 @ Croesus 22 X 15 medium 1450 400 No 33 ghost 12 X -5 medium 1450 0 No 0 shade 14 X 0 medium 1450 0 No 0 & water demon 11 X -7 medium 1450 0 No 0 & horned devil 9 2# 11 medium 1450 0 No 0 & succubus 8 1 -9 medium 1450 0 No 0 & incubus 8 1 -9 medium 1450 0 No 0 & erinys 10 2# Sml 10 medium 1450 0 No 0 & barbed devil 10 2# Sml 8 medium 1450 0 No 0 & marilith 11 1# -12 large 1450 0 No 0 & vrock 11 2# Sml -9 large 1450 0 No 0 & hezrou 12 2# Sml -10 large 1450 0 No 0 & bone devil 13 2# Sml -9 large 1450 0 No 0 & ice devil 14 2# -12 large 1450 0 No 0 & nalfeshnee 15 1# -11 large 1450 0 No 0 & pit fiend 16 2# -13 large 1450 0 No 0 & balrog 20 1# -14 large 1450 0 No 0 & Juiblex 26 X -15 large 1500 0 No 0 & Yeenoghu 31 X -15 large 900 0 No 0 & Orcus 36 X -20 huge 1500 0 No 0 & Geryon 36 X 15 huge 1500 0 No 0 & Dispater 40 X 15 medium 1500 0 No 0 & Baalzebub 45 X 20 large 1500 0 No 0 & Asmodeus 53 X 20 huge 1500 0 No 0 & Demogorgon 57 X -20 huge 1500 0 No 0 & Death 34 X 0 medium 1450 1 No 100 & Pestilence 34 X 0 medium 1450 1 No 100 & Famine 34 X 0 medium 1450 1 No 100 & djinni 8 X 0 medium 1500 0 No 0 & sandestin 15 1# -5 medium 1500 0 No 0 ; jellyfish 5 X 0 small 80 20 Yes 33 ; piranha 6 X Sml 0 small 60 30 Yes 33 ; shark 9 X 0 large 500 350 Yes 100 ; giant eel 7 X 0 huge 200 250 Yes 100 ; electric eel 10 X 0 huge 200 250 Yes 100 ; kraken 22 X -3 huge 1800 1000 Yes 100 : newt 1 5 0 tiny 10 20 Yes 33 : gecko 2 5 0 tiny 10 20 Yes 33 : iguana 3 5 0 tiny 30 30 Yes 33 : baby crocodile 4 0 0 medium 200 200 Yes 33 : lizard 6 5 0 tiny 10 40 Yes 100 : chameleon 7 2 0 tiny 100 100 Yes 33 : crocodile 7 1 0 large 1450 400 Yes 100 : salamander 12 1# -9 medium 1500 400 No 33 @ archeologist 12 X 3 medium 1450 400 No 100 @ barbarian 12 X 0 medium 1450 400 No 100 @ caveman 12 X 1 medium 1450 400 No 100 @ cavewoman 12 X 1 medium 1450 400 No 100 @ healer 12 X 0 medium 1450 400 No 100 @ knight 12 X 3 medium 1450 400 No 100 @ monk 11 X 0 medium 1450 400 No 100 @ priest 12 X 0 medium 1450 400 No 100 @ priestess 12 X 0 medium 1450 400 No 100 @ ranger 12 X -3 medium 1450 400 No 100 @ rogue 12 X -3 medium 1450 400 No 100 @ samurai 12 X 3 medium 1450 400 No 100 @ tourist 12 X 0 medium 1450 400 No 100 @ valkyrie 12 X -1 medium 1450 400 No 100 @ wizard 12 X 0 medium 1450 400 No 100 @ Lord Carnarvon 22 X 20 medium 1450 400 No 33 @ Pelias 22 X 0 medium 1450 400 No 33 @ Shaman Karnov 22 X 20 medium 1450 400 No 33 @ Hippocrates 22 X 0 medium 1450 400 No 33 @ King Arthur 23 X 20 medium 1450 400 No 33 @ Grand Master 30 X 0 medium 1450 400 No 33 @ Arch Priest 30 X 0 medium 1450 400 No 33 @ Orion 22 X 0 medium 1450 400 No 33 @ Master of Thieves 24 X -20 medium 1450 400 No 33 @ Lord Sato 23 X 20 medium 1450 400 No 33 @ Twoflower 22 X 0 medium 1450 400 No 33 @ Norn 23 X 0 medium 1450 400 No 33 @ Neferet the Green 23 X 0 medium 1450 400 No 33 & Minion of Huhetotl 23 X -14 large 1450 0 No 0 @ Thoth Amon 22 X -14 medium 1450 0 No 0 D Chromatic Dragon 23 X -14 gigant 4500 1700 No 100 H Cyclops 23 X -15 huge 1900 700 No 100 D Ixoth 22 X -14 gigant 4500 1600 No 100 @ Master Kaen 31 X -20 medium 1450 400 No 33 & Nalzok 23 X -127 large 1450 0 No 0 s Scorpius 17 X -15 medium 750 350 No 33 @ Master Assassin 20 X 18 medium 1450 400 No 33 @ Ashikaga Takauji 19 X -13 medium 1450 0 No 0 H Lord Surtur 19 X 12 huge 2250 850 No 100 @ Dark One 20 X -10 medium 1450 0 No 0 @ student 7 X 3 medium 1450 400 No 33 @ chieftain 7 X 0 medium 1450 400 No 33 @ neanderthal 7 X 1 medium 1450 400 No 33 @ attendant 7 X 3 medium 1450 400 No 33 @ page 7 X 3 medium 1450 400 No 33 @ abbot 8 X 0 medium 1450 400 No 33 @ acolyte 8 X 0 medium 1450 400 No 33 @ hunter 7 X -7 medium 1450 400 No 33 @ thug 7 X -3 medium 1450 400 No 33 @ ninja 7 X 3 medium 1450 400 No 33 @ roshi 7 X 3 medium 1450 400 No 33 @ guide 8 X 0 medium 1450 400 No 33 @ warrior 7 X -1 medium 1450 400 No 33 @ apprentice 8 X 0 medium 1450 400 No 33 This file was originally automatically generated. DIF is the monster's difficulty value. Monsters will start being eligible for random generation when the average of your experience level and your dungeon level is equal to DIF; they will be considered too weak for generation when your dungeon level is 7*DIF or greater. (For this purpose, once you have the Amulet of Yendor your dungeon level is considered to be that of the Sanctum, and in the endgame to be the depth of the Sanctum plus half your experience level.) The level of your god's appreciation of a sacrificed corpse is also dependent on the corpse's DIF. FREQ is the relative frequency of monster generation. An X in this field means the monster will not be randomly generated, and only appears in certain circumstances or on predefined levels. A monster with 0 frequency will only be randomly generated in a dungeon branch or on a dungeon level biased towards a specific alignment (not necessarily its own). '*' denotes monsters that will not be randomly generated in Gehennom; '#' monsters that will not be randomly generated outside it. The GRP field indicates if monsters are generated in large groups (2 to 11 monsters at a time) or small groups (2 to 4 monsters at a time). These groups will be smaller if you are at a low (less than 5) experience level. Large-group monsters have a 1/3 chance of being generated in a small group instead; small-group monsters a 1/2 chance of being generated as singletons. ALN is the strength of alignment of the monster: positive numbers denote lawful monsters, negative chaotic, zero neutral. The Wizard of Yendor is non-aligned. Certain special levels and certain dungeon branches are biased towards creation of monsters of a specific alignment (see the NetHack Gazetteer for details); furthermore, lawful monsters will not be randomly generated in Gehennom. The SIZE field shows the physical size of the monster. Though establishing a realistic scale for NetHack isn't something that can be easily done, the following guidelines are given (metric conversion approximate): SIZE : tiny small medium large huge gigantic Scale : < 2' 2'-4' 4'-7' 7'-12' 12'-25' "off the scale" : (< 0.5m) (0.5m-1m) (1m-2m) (2m-4m) (4m-8m) WGT specifies the weight of the monster or its corpse (100 zorkmids weigh 1). Statues of that monster weigh (1.5 * WGT). NUTR specifies the nutrition value of a corpse when eaten (a monster swallowed whole gives half its nutrition). GEN indicates if a monster is able to be genocided. CORPSE% gives the percentage chance of a monster leaving a corpse when killed (assuming the circumstances are such that it can leave a corpse at all; not disintegrated, digested, drowned, stoned...). No corpses will be left by monsters dying on the Rogue level. '#' indicates that the corpse left will be of a different monster (the human form of lycanthropes, the basic race for undead). Monsters marked with a '*' are less likely to leave corpses on levels with graveyards (for this purpose, the Castle and all levels of the Priest Quest are considered graveyard levels, as is any level on which undead have been summoned by the cursed Book of the Dead or Bell of Opening): 1/9 the chance if killed by you, 1/3 otherwise (eg, by a trap or another monster). Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by Roger Carbol, nyra, Shaman, Dan Shiovitz, Jonas Wolz, and Zwanth. nethack-spoilers-3.4.3+20110109.orig/art2-343.txt0000644000175000017500000003475611430345751021030 0ustar cjwatsoncjwatsonart2-343.txt Last edited 2006-05-04 for NetHack 3.4.3 Magicbane and artifact selection strategy in NetHack 3.4 Compiled for 3.2.2 by Kevin Hugo. Updated for 3.4.3 by Dylan O'Donnell . Magicbane ~~~~~~~~~ [Adapted from a spoiler courtesy of David Grabiner.] Magicbane has several special effects when wielded that make this artifact a very useful item. It resists 95% of curses thrown at you, gives magic resistance, and can engrave without dulling. As a weapon, it may (depending on the monster's magic resistance saving throw) add additional damage and magical effects. ENCHANT NORMAL PROBE STUN SCARE SCARE SCARE SCARE AVE DMG +STUN +CANCL +ST+CN ~~~~~~~ ~~~~~~ ~~~~~ ~~~~ ~~~~~ ~~~~~ ~~~~~~ ~~~~~~ ~~~~~~~ Damage 2d4 3d4 4d4 4d4 5d4 5d4 6d4 -- Ave dmg 5.0 7.5 10.0 10.0 12.5 12.5 15.0 -- +0 60% 1.8% 18.2% 0.9% 9.1% 0.9% 9.1% 7.66 +1 60% 3.6% 16.4% 1.8% 8.2% 1.8% 8.2% 8.57 +2 60% 5.5% 14.5% 2.7% 7.3% 2.7% 7.3% 9.48 +3 60% 10.9% 19.1% 1.8% 3.2% 1.8% 3.2% 10.01 +4 60% 13.6% 16.4% 2.3% 2.7% 2.3% 2.7% 10.92 +5 60% 16.4% 13.6% 2.7% 2.3% 2.7% 2.3% 11.83 +6 60% 22.3% 12.7% 3.2% 1.8% 0% 0% 12.49 +7 60% 25.5% 9.5% 3.6% 1.4% 0% 0% 13.40 +8 60% 28.6% 6.4% 4.1% 0.9% 0% 0% 14.31 +9 60% 36.4% 3.6% 0% 0% 0% 0% 15.09 more 60% 40% 0% 0% 0% 0% 0% 6.00+bonus The above table describes the chance that each of the magical attacks will occur, assuming that the monster fails the magic resistance saving throw it gets to reduce their probability. The ENCHANTment of Magicbane affects these probabilities; note that higher enchantments reduce the likelihood of the better attacks. (Negative enchantments have the same probabilities as at +0.) Even the NORMAL, non-magical damage that occurs 60% of the time has an extra d4 damage above that of a normal athame unless the monster resists. If any magical attacks occur, additional d4s of damage are added; at most one of the individual attacks may cause a magical effect as detailed below. The PROBE attack usually does nothing special beyond adding the d4 for the magical attack; if no other effect has occurred, there is a 1 in (3 * (absolute value of enchantment)) chance that the probe is insightful, giving the effect of a wand of probing. A probe is always insightful if Magicbane is at +0. "The magic-absorbing blade probes !" "The magic-absorbing blade prods !" (hallucinating) The STUN attack causes an additional d4 damage; if none of the later effects have occurred and been successful, it stuns the monster (or you, for 3 (more) turns, if you are being attacked by Magicbane). "The magic-absorbing blade stuns !" "The magic-absorbing blade amazes !" (hallucinating) The SCARE attack causes an additional d4 damage; if not combined with a CANCEL attack, causes the monster to flee for 3 (more) turns; the monster has a 50% chance of being given an opportunity to resist this effect. If you are being attacked by Magicbane and aren't magic-resistant, this effect paralyses you for 3 (more) turns. "The magic-absorbing blade scares !" "The magic-absorbing blade tickles !" (hallucinating) Finally, the CANCEL attack causes another additional d4 damage and has the same effect as a spell of cancellation (but with a fixed level of 10 for resistance saving throw purposes). If the monster has the ability to cast spells, the effect adds one to your current and maximum spell energy. The monster may resist. If you are hit with Magicbane and you don't have magic-resistance, you are cancelled and lose one current and maximum spell energy. "The magic-absorbing blade cancels !" "The magic-absorbing blade purges !" In addition, any magical attack has a 1 in 12 chance of confusing the defender. The AVE DMG column in the table above summarizes the expected average damage for each enchantment level; it includes bonuses due to enchantment but not to weapon skills (athames are in the dagger class). (Again, note that a monster with a high base magic resistance saving throw may reduce the severity of the attacks that occur, as well as averting the potential magical effects; the quoted figures are for monsters with 0 MR.) The Damage row lists the amount of damage each type of attack causes; the average of each attack type is given in the Ave dmg row. For those source divers who are interested in how the above values were obtained, the following table may help: Enchant +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 more * Probes/11 1 2 3 4 5 6 7 8 9 10 11 * Stuns/11 10 9 8 7 6 5 4 3 2 1 0 Scare roll 4 4 4 2 2 2 1 1 1 0 0 Cancel roll 2 2 2 1 1 1 0 0 0 0 0 Die roll 1 Can Can Can Can Can Can Sca Sca Sca * * Die roll 2 Can Can Can Sca Sca Sca * * * * * Die roll 3 Sca Sca Sca * * * * * * * * Die roll 4 Sca Sca Sca * * * * * * * * Roll 5-8 * * * * * * * * * * * Roll 9-20 ----------- Normal, non-magical damage ------------- What is the best enchantment for Magicbane? If you simply want to cause the most damage, then the table indicates that you should enchant it as high as possible (safely to +7). Fortunately, your odds of magic- resistance, curse-resistance, and engraving do not depend upon the enchantment. However, if you want to maximize the best magical attacks of this artifact, it should be enchanted to +2. Note that the only difference in the magical attacks between the +0 and the +2 Magicbane is a 3.7% change between probing and stunning. Magicbane is generally not the best weapon for combat, although medium-level characters with good dagger skill and poor skills in other weapon may find it their best choice. Higher-level characters may want to wield it as their regular weapon to absorb curses while they are travelling through the dungeon, switching to something else to fight powerful monsters. Which artifact should I choose? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [Adapted from a spoiler courtesy of David Grabiner.] If you get an early wish and decide to use it for a weapon, or if you have accumulated several artifact weapons, which weapon you should wield depends highly on your class because of the class limits on weapon skills. ARTIFACT weapons that are worth keeping are listed in the table below. Some artifacts are not listed, because they are only effective against a small subset of monsters. The SKILL category of each artifact is listed, as well as the maximum skill level for each class (ABCH KMPRaRo STVW): - means restricted to unskilled, b means basic skill, s means skilled, and E means expert. Note that if you receive an artifact as a gift by crowning or sacrificing, any restriction on its weapon class will be removed and you will be able to advance to basic skill. The table also indicates the damage range of each artifact against typical SMALL creatures, LARGE creatures, and major DEMONs. The damage calculations assume that the artifact is enchanted as shown, you have expert skill, and that the artifact's special attacks apply to the monster; the Longbow of Diana assumes that you are using normal +0 arrows fired at a rate of up to 4 a round (expert Ranger). Damage against major demons further assumes that the weapon is blessed and that the demon hates silver, is fire-resistant, and is drain-resistant. Finally, the table summarizes the average damage against major demons (DAVE), which are often the nastiest creatures in the dungeon. Magicbane's actual damage is slightly greater due to its special attacks, but it doesn't make a difference here. ARTIFACT SKILL ABCH KMPRaRo STVW SMALL LARGE DEMON DAVE ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~ ~~~~ ~~~~~~~ ~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~ +2 Magicbane (MB) Dagger bbbs b--E E bEEE 6-12 6-11 7-15 11.0 +7 Staff Aesculapius Quarterstaff sbEE -bEb - bbbE 19-36 19-36 12-19 15.5 +7 Stormbringer (SB) Broadsword -s-- s--- s sbs- 13-27 13-26 12-20 16.0 +7 Grimtooth Dagger bbbs b--E E bEEE 11-18 11-18 12-22 17.0 +7 Sunsword Long sword -s-- E--- s EbE- 10-17 10-21 11-25 18.0 +7 Fire Brand Long sword -s-- E--- s EbE- 18-32 18-40 11-25 18.0 +7 Vorpal Blade Long sword -s-- E--- s EbE- 11-18 11-22 12-26 19.0 +7 Longbow Diana Bow -bs- b-bE - Eb-- 1-32 1-32 2-48 19.9 +7 Snickersnee Long sword -s-- E--- s EbE- 11-27 11-29 12-33 22.5 +7 Excalibur (EX) Long sword -s-- E--- s EbE- 11-27 11-31 12-35 23.5 +7 Cleaver Axe -Es- s--s - -bEs 12-27 13-29 14-33 23.5 +7 Sceptre of Might Mace -sEb s-E- s -b-b 20-30 18-28 20-32 26.0 +7 Mjollnir (MJ) Hammer -Es- b-Eb b -bE- 12-38 11-37 12-41 26.5 +7 Tsurugi Muramasa Two-hand swd -E-- s--- b EbE- 11-32 13-37 14-41 27.5 +7 Demonbane Long sword -s-- E--- s EbE- 10-17 10-21 20-44 32.0 +7 Frost Brand (FB) Long sword -s-- E--- s EbE- 18-32 18-40 20-44 32.0 +7 Grayswandir (GS) Saber Eb-b s--- s bsb- 18-32 18-32 20-56 38.5 Six artifacts are particularly good all-purpose weapons and will be considered further. * Magicbane (MB) has several magical effects (see section above) that make it a good weapon even though it doesn't cause much damage (particularly if you are limiting its enchantment to +2 to maximise its special attacks). Magicbane is also good if you don't have magic resistance or are short of ways to remove curses. * Stormbringer (SB) permanently drains levels from monsters -- although some species are resistant, including major demons -- and will attack tame or peaceful creatures without confirmation, so it's bad if you're trying to keep a pet. * Excalibur (EX) is easy to get if you are lawful (dip a long sword in a fountain), has automatic searching, and is a somewhat effective weapon. * Mjollnir (MJ) causes lightning damage, and when thrown by a Valkyrie with strength 25, will usually return to your hand. Being a hammer, it is good for classes who are restricted from blades. However, it may destroy useful wands and rings carried by monsters. * Frost Brand (FB) causes cold damage, which makes it an excellent all-around weapon. However, it may freeze useful potions carried by monsters. Although Fire Brand similarly causes fire damage, most major demons are fire-resistant. * Grayswandir (GS) doubles most of its damage (working best when fully enchanted) and causes silver damage. Even though Grayswandir causes the most damage to major demons, Frost Brand is slightly better against ordinary large monsters. The table below compares these six artifacts for each character CLASS. The EARLY GAME recommendation assumes that you will quickly reach maximum skill in the weapon and that the weapon is enchanted to +2, which might be expected from wishing or limited enchantment. The LATE GAME recommendation assumes that you are maximally skilled and that the weapon is enchanted as in the above table. If a weapon is listed with a slash, this means that several are comparable and the choice may depend on other factors. An artifact is listed in parentheses if its skill starts as restricted; you will usually want to obtain it or a weapon of its class as a divine gift in order to unrestrict the skill before using it. The weapons listed include any weapon which could reasonably be the best for that class, as well as weapons which may be obtained without a wish and which are close in quality: * Excalibur is a good weapon early in the game for lawful characters, because it does almost as much damage as Frost Brand and can be obtained without a wish; its lack of double damage makes it inferior later, as Frost Brand's damage and strength bonuses will be doubled. * The Staff of Aesculapius and the Tsurugi of Muramasa, Quest Artifacts for Healers and Samurai, are powerful weapons; they have the disadvantage of requiring two hands, but both do more damage early in the game than any other available weapon. The Tsurugi becomes inferior late in the game, because its damage bonus is not doubled; the Staff is at a disadvantage in Gehennom because it will lose its double damage against level-drain-resistant demons. * The Longbow of Diana, Quest Artifact for Rangers, is a highly useful back-up weapon for fighting at a distance, but has the disadvantage of extremely variable damage depending on the vagaries of multiple shots, and the fact that the supply of arrows is unenchanted. CLASS EX FB GS MB MJ SB EARLY GAME LATE GAME ~~~~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~~~~~~~~~~~~~ ~~~~~~~~~ Arc - - E b - - GS GS Bar s s b b E s MJ FB Cav - - - b s - MJ/(FB)/(EX) (FB)/(GS)/MJ Hea - - b s - - SoA/MB/(MJ)/GS SoA/(FB)/GS Kni E E s b b s FB/MJ/EX FB Mon - - - - - - None None Pri - - - - E - MJ/(FB)/(EX) (FB)/MJ/(GS) Ran - - - E b - MB/LoD MJ Rog s s s E b s MJ/SB/MB FB/GS Sam E E b b - s ToM/FB/EX FB Tou b b s E b b MJ/MB GS/FB Val E E b E E s MJ/EX FB/MJ Wiz - - - E - - MB (FB)/(GS) It's interesting that Magicbane does so well early in the game; this is a side effect of the weapon skills. Even for those classes which don't have it listed, it's a good artifact to wish for because it serves other useful purposes (magic resistance, engraving, and curse resistance). It's a useful weapon to keep as your main weapon after you have killed the Wizard; you can switch to Frost Brand when a lot of nasties appear, because Magicbane takes a long time to kill them, and powerful creatures will resist Magicbane's special attacks. Acknowledgements ~~~~~~~~~~~~~~~~ Thanks again to David Grabiner. Corrections and clarifications provided by Joe Bednorz, Steven Bush, Andreas Dorn, Kate Nepveu, Mike Ruskai, Darshan Shaligram, and Boudewijn Waijers. nethack-spoilers-3.4.3+20110109.orig/pot2-343.txt0000644000175000017500000002633711430345750021037 0ustar cjwatsoncjwatsonpot2-343.txt Last edited 2006-05-16 for NetHack 3.4.3 Potions, alchemy, and other miscellaneous properties in NetHack 3.4 Compiled for 3.2.2 by Kevin Hugo. Updated for 3.4.3 by Dylan O'Donnell . Smoky and milky potions ~~~~~~~~~~~~~~~~~~~~~~~ Potions with the appearance "smoky" may release a djinni and lead to a wish. Each time you or another monster quaff a smoky potion, there is a chance of creating a djinni, depending on the number of djinn that have already been created in the game: DJINN: 0 1 2 3 4 5 n >=120 PROB: 1/13 1/15 1/17 1/19 1/21 1/23 1/(13+2*n) 0 When the djinni appears, the potion is used up and one of five outcomes can occur. The relative chance of these outcomes depends on whether the smoky potion was blessed, uncursed, or cursed: BLESSED UNCURSED CURSED OUTCOME ~~~~~~~ ~~~~~~~~ ~~~~~~ ~~~~~~~ 80% 20% 5% Grants one wish, then disappears. "I am in your debt. I will grant one wish!" 5% 20% 5% Remains as a pet. "Thank you for freeing me!" 5% 20% 5% Remains as a peaceful monster. "You freed me!" 5% 20% 5% Speaks, then vanishes. "It is about time!" 5% 20% 80% Remains as a hostile monster. "You disturbed me, fool!" If the potion had been quaffed by a monster, you will only get a peaceful or vanishing djinni. NOTE: There is no way to get a wish from the djinni other than the first outcome above. In a similar manner, potions with the appearance "milky" may summon a ghost. Each time you or another monster quaff a milky potion, there is a chance of creating a ghost, depending on the number of ghosts that have already been created in the game: GHOSTS: 0 1 2 3 4 5 n >=120 PROB: 1/13 1/15 1/17 1/19 1/21 1/23 1/(13+2*n) 0 When the ghost appears, the potion is used up. If the potion was quaffed by a monster, that monster is paralyzed for 3 turns. Otherwise, if you are unblind, you are paralyzed for 3 turns. In either case, the effect of the potion does not take place (since there was no actual potion in the bottle to drink). There is a limit of 120 djinn (or ghosts) per game. Beyond this limit, they are extinct and no more can be created. Cancelling and diluting potions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are several ways to turn potions into water. If potions of sickness, see invisible, or fruit juice are hit by a wand or spell of cancellation, they become uncursed potions of fruit juice, with the same amount of dilution as before the cancellation. Potions of oil and booze become uncursed but otherwise remain the same. Other potions will become uncursed potions of water. You can also change potions of blindness, confusion, or hallucination into uncursed water -- or potions of sickness into fruit juice -- by #dipping a unicorn horn into these potions. Note that if you had quaffed these potions, you would have suffered bad effects that could have been cured by the unicorn horn in any case. You can also #dip an amethyst stone into booze to convert it into fruit juice ("a-methyst" means not intoxicated.) In either of these cases, only one potion will be converted, regardless of the number of potions in the inventory slot. Finally, you can turn any potion except acid into water by #dipping it into an uncursed potion of water or fountain (the latter may cause bad effects as well). If you are over a pool or moat but not levitating, you can also #dip into that water. Furthermore, if you swim under water or fall into water, your potions have a chance of getting wet. If you #dip a potion of acid or it gets wet it does 1 to 10 points of damage. Getting potions wet happens in two stages. After one dipping, the potions will become diluted, but will have their same blessed state. Diluted potions have exactly their same effects as undiluted potions (with minor exceptions for booze and fruit juice). Getting diluted potions wet again then converts them into uncursed water. Note that water cannot be diluted. Holy water ~~~~~~~~~~ (Adapted from the spoiler "water" by Maurice Vliege.) Once you have potions of water, you can convert them to holy water at an altar with your same alignment. Drop any unholy water or uncursed water that you wish to convert onto the altar, and #pray. If your god was pleased with you, they will all be converted to holy water. To make unholy water, you must find an altar of a different alignment than your own that is not in Gehennom. Drop any holy water or uncursed water that you wish to convert onto the altar, and #pray. All of the potions will be converted to unholy water. It does not matter if your god was pleased before, but your god will be upset after the prayer. Holy and unholy water may also be found randomly, may appear in bones piles from other characters, and can be wished for. Holy water may be part of your initial inventory (Priests start with four). A more obscure way to acquire holy or unholy water is to wield some uncursed potions of water, take off all other worn items, and read a non-cursed scroll of remove curse while confused. You have a 25% chance of creating holy water and 25% chance of creating unholy water this way, and it doesn't need any altars! Blessed scrolls of remove curse will have the same effect on each item in your inventory individually (try splitting up the water into different slots by #naming); be careful of other items in inventory becoming cursed. Once you have holy water, you can uncurse any cursed item or bless any uncursed items by the dipping the item into a potion of holy water. Similarly, dipping a blessed item into unholy water makes it uncursed, and dipping an uncursed item into unholy water makes it cursed. (Dipping a blessed item into holy water or a cursed item into unholy water doesn't do anything in particular: "Interesting...".) In all cases where the status is changed, one of the potions of (un)holy water is used in the process. By dipping several uncursed potions of water into a potion of (un)holy water, you can continue to make more (un)holy water indefinitely (as long as you have uncursed water). Dipping an item in holy or unholy water does NOT rust, blank, dilute, or otherwise damage it. Dipping and mixing potions ~~~~~~~~~~~~~~~~~~~~~~~~~~ (Adapted from a posting by Paul Brinkley.) The effects of #dipping various objects into potions is summarized in the table below. You are first prompted for the item to be DIPPED, and then the potion to dip it INTO. One of the potions dipped into will be used up, unless there was no effect or the potions were cancelled by the dipping (unicorn horn or amethyst). Except where shown, it doesn't matter if potions are diluted before dipping. You can mix two non-water potions (or groups of potions) of different types by dipping one into the other; this procedure is commonly referred to as "alchemy". There is a 10% chance of an explosion (always if the DIPPED is cursed or acid) which makes you breathe vapors of the DIPPED potion, abuses your strength, and makes you lose one of each potion. Otherwise, the DIPPED potion(s) may become a different type of potion, which will always be uncursed and diluted, and you use up one of the INTO potions. The possible mixtures are also described in the table below. DIPPED INTO RESULT ~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~ ~~~~~~ cursed object holy water uncursed object uncursed object holy water blessed object blessed object unholy water uncursed object uncursed object unholy water cursed object acid uncursed water potion boils undiluted potion uncursed water diluted potion diluted potion uncursed water uncursed water scroll/spellbook uncursed water blank scroll/spellbook (unless mail) iron object uncursed water may rust any potion itself "That is a potion bottle, not a Klein bottle!" any potion same type No effect. "Interesting..." .................................................................. booze enlightenment confusion booze gain energy/level hallucination confusion gain energy/level 1/3 enlightenment, 2/3 booze enlightenment booze confusion enlightenment fruit juice booze enlightenment levitation 2/3 gain level, 1/3 same as "other combination" below extra healing gain energy/level full healing full healing gain energy/level gain ability fruit juice enlightenment booze fruit juice gain energy/level see invisible fruit juice sickness sickness fruit juice speed booze gain energy/level booze hallucination gain energy/level confusion 1/3 enlightenment, 2/3 booze gain energy/level extra healing full healing gain energy/level full healing gain ability gain energy/level fruit juice see invisible gain energy/level healing extra healing healing gain energy/level extra healing healing speed extra healing levitation enlightenment 2/3 gain level, 1/3 same as "other combination" below sickness fruit juice sickness speed fruit juice booze speed healing extra healing undiluted potion other combination 1/2 evaporates, 1/4 sickness, 1/8 random potion, 1/8 water diluted potion other combination uncursed water .................................................... unicorn horn blindness, uncursed water confusion, (regardless of cursedness of horn, hallucination as opposed to below results) unicorn horn sickness fruit juice (uncursed or cursed) amethyst booze fruit juice (uncursed or cursed) missile weapon sickness poisoned weapon poisoned weapon healing, unpoisoned weapon extra healing, full healing anything (other polymorph polymorphed object of same class than X of poly) (may resist: "Nothing happens." "Nothing seems to happen." if polymorphs to same item) anything lit oil Explosion and/or damage weapon cursed oil Greasy fingers damaged weapon other oil May lose one damage depending on type oil/magic lamp other oil Lamp is filled and made non-magic All other combinations No effect. "Interesting..." Acknowledgements ~~~~~~~~~~~~~~~~ Thanks to Bruce Cox for proofreading the original version of this file. Further corrections and clarifications provided by Big Al, Ken Cuvelier, David Goldfarb, Alex Pounds, and Irina Rempt. nethack-spoilers-3.4.3+20110109.orig/amul-343.txt0000644000175000017500000001543211430345751021104 0ustar cjwatsoncjwatsonamul-343.txt Last edited 2004-02-06 for NetHack 3.4.3 Amulets and their properties in NetHack 3.4 Compiled for 3.2.2 by Kevin Hugo. Updated for 3.4.3 by Dylan O'Donnell . AMULET COST WGT PROB EAT ~~~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~~ ~~~ ~~~~ : ~~~ amulet of change : $150 20 130c : Y amulet of ESP : 150 20 175 : Y amulet of life saving : 150 20 75 : amulet of magical breathing : 150 20 65 : Y amulet of reflection : 150 20 75 : amulet of restful sleep : 150 20 135c : Y amulet of strangulation : 150 20 135c : Y amulet of unchanging : 150 20 45 : Y amulet versus poison : 150 20 165 : Y imitation AoY : 0 20 0 : Amulet of Yendor : 30000 20 0 : Amulets are listed in alphabetical order above. The COST field denotes the base price of each amulet. WGT specifies the weight (100 zorkmids weighs 1). Amulets comprise 1% of all randomly-generated items in the main dungeon, 1% in containers, and 4% in hell. PROB is the relative probability of each subtype; the suffix specifies the chance of blessed/cursed: c 0.5% blessed, 9% uncursed, 90.5% cursed otherwise 5% blessed, 90% uncursed, 5% cursed Imitation Amulets of Yendor may be found on the bones pile of the Rogue level (50% chance), with "double trouble" Wizards of Yendor when you don't have the real Amulet (50% chance), and with the player-monsters on the Astral Plane (100%). The real Amulet of Yendor is carried by the high priest(ess) of Moloch. Except as noted below, the effects of amulets are controllable by putting on and removing the amulet. If the EAT field is Y, then it is possible to obtain an effect permanently by polymorphing into a metallivore (rock mole, rust monster, or xorn) and eating the amulet. There is only a 1/5 chance of obtaining the effect this way ("Magic spreads through your body as you digest the amulet."). Eating an amulet of unchanging will not confer unchanging, but instead return you to your natural form ("un-change" you). The appearances of the first nine types of amulets are randomized from the following descriptions: circular spherical oval triangular pyramidal square concave hexagonal octagonal Both the imitation and real Amulets of Yendor appear as an "Amulet of Yendor"; they can be distinguished by identifying each individual copy, naming the real one, or by placing each inside a container (the real one will not fit). The possible imitation Amulet on the Rogue level is always pre-identified. Wearing an amulet will increase the rate at which you get hungry (see food-343.txt). Amulet effects ~~~~~~~~~~~~~~ amulet of change When either worn or eaten, it toggles your character's gender between male and female. Gender has the following effects in the game: Only female monsters can lay eggs. Eggs in a male character's inventory may hatch tame monsters. Males are seduced by succubi, females are seduced by incubi. Nymphs "seduce" males and "charm" females. The Cave(wo)man and Priest(ess) classes have different names. It determines how you are addressed (purely cosmetic). If you are polymorphed into a single-sex monster, your base gender will be altered but not your current one, with the exception that an incubus will change into a succubus and vice versa. "You are suddenly very feminine/masculine!" "You don't feel like yourself." (polymorphed into single-sex monster, but character's base sex has changed) "The amulet disintegrates!" amulet of ESP When worn, you will see monsters that have a brain when they are nearby, or anywhere on the level when you are blind. If eaten, the intrinsic telepathy only works when blind. No messages. amulet of life saving When worn, your life will be saved if you die; the amulet then disintegrates. No message when put on. No effect when eaten (nice try). amulet of magical breathing When either worn or eaten, you gain amphibiousness and unbreathing. You can swim under water and cannot be strangled or choked. No messages. amulet of reflection When worn, rays from wands, spells, and breath attacks can be reflected. No message when put on. No effect when eaten (nice try). amulet of restful sleep When worn or eaten, you will fall asleep within 1 to 100 turns. You awaken within 1 to 20 turns or when disturbed. If you continue wearing an amulet of restful sleep, the cycle will repeat. No message. amulet of strangulation When worn, you are strangled to death in 6 turns. When eaten, you instantly choke, with 1/20 chance of survival. Exceptions are made if you have unbreathing from an amulet of magical breathing or polyself. "It constricts your throat!" amulet of unchanging When worn, you are prevented from changing your current form by polymorph or other means, and are also protected from being slimed; any sliming in progress is halted. No message when put on. When eaten, you are "un-changed" to your natural form. amulet versus poison When either worn or eaten, you gain poison resistance. No message. cheap plastic imitation of the Amulet of Yendor No effect or message when put on. Cannot be eaten. Amulet of Yendor When carried, you get all of the following (mostly bad): You get clairvoyance, if it is not blocked. When casting spells, your energy is drained. Hunger is increased (additional to normal amulet hunger). Your luck timeout is increased. Monster difficulty will depend on your deepest level reached, not your current dungeon level. Monsters are less likely to be generated asleep. When going up levels in Gehennom, you may teleport down 0 to 3 levels instead. The chance depends on your alignment: UP L N C +1 75.0% 75.0% 75.0% 0 6.25 8.33 12.5 -1 6.25 8.33 12.5 -2 6.25 8.33 0.0 -3 6.25 0.0 0.0 You cannot level teleport. Teleportation within the level is blocked 1/3 of the time. The Wizard can teleport or level teleport to find you. The Wizard will try to steal the Amulet. You are permitted to enter the Plane of Earth by taking the upstairs, or quaffing a cursed potion of gain level, from dungeon level 1. You can activate the endgame portals. When worn or wielded, you get messages about the amulet getting "hotter" as you approach magic portals. No message when putting on. Cannot be eaten. (Would you sacrifice yourself, then?) Acknowledgements ~~~~~~~~~~~~~~~~ Thanks to Bruce Cox for proofreading the original version of this file. Further corrections and clarifications by Philipp Lucas, Jeff MacDonald, obscurity, Darshan Shaligram, Donald Welsh, and Yoshi348. nethack-spoilers-3.4.3+20110109.orig/hppw-343.txt0000644000175000017500000001066211430345752021125 0ustar cjwatsoncjwatsonhppw-343.txt Last edited 2003-12-17 for NetHack 3.4.3 HP and power starting values, level increases, and regeneration in NetHack 3.4 Compiled by Dylan O'Donnell . Initial hit points ~~~~~~~~~~~~~~~~~~ Characters start with a fixed number of hit points according to their role: Arc Bar Cav Hea Kni Mon Pri Ran Rog Sam Tou Val Wiz 11 14 14 11 14 12 12 13 10 13 8 14 10 modified by racial bonuses: Dwa Elf Gno Hum Orc +4 +1 +1 +2 +1 Hit point gain per level ~~~~~~~~~~~~~~~~~~~~~~~~ This varies according to whether your character is "high level" or not; more experienced characters generally gain HP more slowly. High level characters are those that have reached the following experience levels: Arc Bar Cav Hea Kni Mon Pri Ran Rog Sam Tou Val Wiz 14 10 10 20 10 10 10 12 11 11 14 10 12 The base HP (and max HP) increment when gaining an experience level is: Arc Bar Cav Hea Kni Mon Pri Ran Rog Sam Tou Val Wiz low: +d8 +d10 +d8 +d8 +d8 +d8 +d8 +d6 +d8 +d8 +d8 +d8 +d8 high: +1 +2 +2 +1 +2 +1 +1 +1 +1 +1 +0 +2 +1 with racial modifiers: Dwa Elf Gno Hum Orc low: +d3 +1 +1 +d2 +1 high: +2 +1 +0 +1 +0 and a bonus or penalty for constitution: 3 : -2 4-6 : -1 7-14 : +0 15-16 : +1 17 : +2 18 : +3 19+: +4 You will always gain at least one HP when gaining a level. Hit point regeneration ~~~~~~~~~~~~~~~~~~~~~~ If your hit points are reduced below their maximum level, they will usually regenerate over time. HP do not regenerate during the period of invulnerability while praying to a receptive god. If you are polymorphed into another monster, you will regain 1 HP every 20 turns provided you are no worse than Burdened (every turn, ignoring encumbrance, if you have the regeneration intrinsic); the exception is if you are a sea monster out of water, when you will lose 1 HP each turn (but never to zero). If you are in your normal form, the frequency and amount of HP you regenerate depends on your experience level and constitution. Unless you have regeneration, you will not regain HP if you are moving or fighting while Stressed or worse (indeed, doing so while Strained will cause you to lose 1 HP every 30 turns, every 10 turns while Overtaxed, until you don't have enough stamina to move or you pass out). If your experience level (XL) is 10 or less: regain 1 HP every number of turns depending on the following table: XL: 1 2 3 4 5 6 7 8 9 10 TURNS: 15 11 9 8 7 6 5 5 4 3 If your experience level (XL) is 11 or greater: every 3 turns, regain HP depending on CON. CON = 3-12 : 1 HP. CON = 13+ : d(CON), but no more than XL-9. If you have regeneration: gain 1 HP on any turn which you would not otherwise. Initial power ~~~~~~~~~~~~~ Characters start the game with an amount of magical power dependent on their role: Arc Bar Cav Hea Kni Mon Pri Ran Rog Sam Tou Val Wiz 1 1 1 1+d4 1+d4 2+d2 4+d3 1 1 1 1 1 4+d3 modified by racial bonuses: Dwa Elf Gno Hum Orc +0 +2 +2 +1 +1 Power gain per level ~~~~~~~~~~~~~~~~~~~~ For some roles only, this varies according to whether your character is "high level" or not; more experienced characters may gain power slightly more quickly. High level characters are those that have reached the following experience levels: Hea Kni Mon Pri Wiz 20 10 10 10 12 The amount of power gained is determined by rolling a die with ((WIS / 2) + X) sides. X is usually 1, but is 2 for high level Healers, Knights, Monks, and Priests, and low level Wizards; and is 3 for high level Wizards. This die-roll is modified by racial bonuses or penalties: Dwa Elf Gno Hum Orc -1 +2 +1 +1 +0 and the outcome may be subject to a further multiplier: Bar, Val: x0.75 Hea, Kni: x1.5 Pri, Wiz: x2 It is possible (in the case of dwarves) not to gain power when gaining a level. Power regeneration ~~~~~~~~~~~~~~~~~~ When you use power, it slowly returns to its maximum level at a rate dependent on your experience level (XL), role, wisdom, and intelligence. Non-Wizards: every (38 - XL) * 2/3 turns Wizards: every (38 - XL) * 1/2 turns (Or every turn if carrying the Eye of the Aethiopica): regain d(((WIS + INT) / 15) + 1) power points. Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by Christian Cooper and Rast. nethack-spoilers-3.4.3+20110109.orig/mon1-343.txt0000644000175000017500000006156011430345751021023 0ustar cjwatsoncjwatsonmon1-343.txt Last edited 2006-10-20 for NetHack 3.4.3 Monsters and their basic properties and attacks in NetHack 3.4 Compiled for 3.2.2 by Kevin Hugo. Updated for 3.4.3 by Dylan O'Donnell . SPECIES LEV SPD AC MR RESISTS ATTACKS ~~~~~~~~~~~~~~~~~~~~~~ ~~~ ~~~ ~~ ~~ ~~~~~~~~ ~~~~~~~ a giant ant 2 18 3 0 1d4 a killer bee 1 18 -1 0 P 1d3P a soldier ant 3 18 3 0 P 2d4 3d4P a fire ant 3 18 3 10 F 2d4 2d4F a giant beetle 5 6 4 0 P 3d6 a queen bee 9 24 -4 0 P 1d8P b acid blob 1 3 8 0 spa* (1d8A) b quivering blob 5 1 8 0 sP 1d8 b gelatinous cube 6 6 8 0 FCSEpa* 2d4. (1d4.) c chickatrice 4 4 8 30 P* 1d2 0d0* (0d0*) c cockatrice 5 6 6 30 P* 1d3 0d0* (0d0*) c pyrolisk 6 6 6 30 FP G2d6F d jackal 0 12 7 0 1d2 d fox 0 15 7 0 1d3 d coyote 1 12 7 0 1d4 d werejackal 2 12 7 10 p 1d4@ d little dog 2 18 6 0 1d6 d dog 4 16 5 0 1d6 d large dog 6 15 4 0 2d4 d dingo 4 16 5 0 1d6 d wolf 5 12 4 0 2d4 d werewolf 5 12 4 20 p 2d6@ d warg 7 12 4 0 2d6 d winter wolf cub 5 12 4 0 C 1d8 B1d8C d winter wolf 7 12 4 20 C 2d6 B2d6C d hell hound pup 7 12 4 20 F 2d6 B2d6F d hell hound 12 14 2 20 F 3d6 B3d6F e gas spore 1 3 10 0 [X4d6] e floating eye 2 1 9 10 (0d70.) e freezing sphere 6 13 4 0 C X4d6C e flaming sphere 6 13 4 0 F X4d6F e shocking sphere 6 13 4 0 E X4d6E f kitten 2 18 6 0 1d6 f housecat 4 16 5 0 1d6 f jaguar 4 15 6 0 1d4 1d4 1d8 f lynx 5 15 6 0 1d4 1d4 1d10 f panther 5 15 6 0 1d6 1d6 1d10 f large cat 6 15 4 0 2d4 f tiger 6 12 6 0 2d4 2d4 1d10 g gremlin 5 12 2 25 P 1d6 1d6 1d4 0d0i g gargoyle 6 10 -4 0 * 2d6 2d6 2d4 g winged gargoyle 9 15 -2 0 * 3d6 3d6 3d4 h hobbit 1 9 10 0 W1d6 h dwarf 2 6 10 10 W1d8 h bugbear 3 9 5 0 W2d4 h dwarf lord 4 6 10 10 W2d4 W2d4 h dwarf king 6 6 10 20 W2d6 W2d6 h mind flayer 9 12 5 90 W1d4 2!I 2!I 2!I h master mind flayer 13 12 0 90 W1d8 2!I 2!I 2!I 2!I 2!I i manes 1 3 7 0 sp 1d3 1d3 1d4 i homunculus 2 12 6 10 SP 1d3S i imp 3 12 2 20 1d4 i lemure 3 3 7 0 Sp 1d3 i quasit 3 15 2 20 P 1d2!D 1d2!D 1d4 i tengu 6 13 5 30 P 1d7 j blue jelly 4 0 8 10 CP (0d6C) j spotted jelly 5 0 8 10 a* (0d6A) j ochre jelly 6 3 8 20 a* E3d6A (3d6A) k kobold 0 6 10 0 p W1d4 k large kobold 1 6 10 0 p W1d6 k kobold lord 2 6 10 0 p W2d4 k kobold shaman 2 6 6 10 p M0d0+ l leprechaun 5 15 8 20 1d2$ m small mimic 7 3 7 0 a 3d4 m large mimic 8 3 7 10 a 3d4m m giant mimic 9 3 7 20 a 3d6m 3d6m n wood nymph 3 12 9 20 0d0- 0d0- n water nymph 3 12 9 20 0d0- 0d0- n mountain nymph 3 12 9 20 0d0- 0d0- o goblin 0 6 10 0 W1d4 o hobgoblin 1 9 10 0 W1d6 o orc 1 9 10 0 W1d8 o hill orc 2 9 10 0 W1d6 o Mordor orc 3 5 10 0 W1d6 o Uruk-hai 3 7 10 0 W1d8 o orc shaman 3 9 5 10 M0d0+ o orc-captain 5 5 10 0 W2d4 W2d4 p rock piercer 3 1 3 0 2d6 p iron piercer 5 1 0 0 3d6 p glass piercer 7 1 0 0 a 4d6 q rothe 2 9 7 0 1d3 1d3 1d8 q mumak 5 9 0 0 4d12 2d6 q leocrotta 6 18 4 10 2d6 2d6 2d6 q wumpus 8 3 2 10 3d6 q titanothere 12 12 6 0 2d8 q baluchitherium 14 12 5 0 5d4 5d4 q mastodon 20 12 5 0 4d8 4d8 r sewer rat 0 12 7 0 1d3 r giant rat 1 10 7 0 1d3 r rabid rat 2 12 6 0 p 2d4!C r wererat 2 12 6 10 p 1d4@ r rock mole 3 3 0 20 1d6 r woodchuck 3 3 0 20 1d6 s cave spider 1 12 3 0 P 1d2 s centipede 2 4 3 0 P 1d3P s giant spider 5 15 4 0 P 2d4P s scorpion 5 15 3 0 P 1d2 1d2 1d4P t lurker above 10 3 3 0 E1d8d t trapper 12 3 3 0 E1d10d u white unicorn 4 24 2 70 P 1d12 1d6 u gray unicorn 4 24 2 70 P 1d12 1d6 u black unicorn 4 24 2 70 P 1d12 1d6 u pony 3 16 6 0 1d6 1d2 u horse 5 20 5 0 1d8 1d3 u warhorse 7 24 4 0 1d10 1d4 v fog cloud 3 1 0 0 sp* E1d6 v dust vortex 4 20 2 30 sp* E2d8b v ice vortex 5 20 2 30 csp* E1d6C v energy vortex 6 20 2 30 sdep* E1d6E E0d0e (0d4E) v steam vortex 7 22 2 30 fsp* E1d8F v fire vortex 8 22 2 30 fsp* E1d10F (0d4F) w baby long worm 8 3 5 0 1d6 w baby purple worm 8 3 5 0 1d6 w long worm 8 3 5 10 1d4 w purple worm 15 9 6 20 2d8 E1d10d x grid bug 0 12 9 0 ep 1d1E x xan 7 18 -4 0 P 1d4x y yellow light 3 15 0 0 fcsdepa* X10d20b y black light 5 15 0 0 fcsdepa* X10d12h z zruty 9 8 3 0 3d4 3d4 3d6 A couatl 8 10 5 30 p 2d4P 1d3 H2d4w A Aleax 10 8 0 30 csep W1d6 W1d6 1d4 A Angel 14 10 -4 55 csep W1d6 W1d6 1d4 M2d6M A ki-rin 16 18 -5 90 2d4 2d4 3d6 M2d6+ A Archon 19 16 -6 80 fcsep W2d4 W2d4 G2d6b 1d8 M4d6+ B bat 0 22 8 0 1d4 B giant bat 2 22 7 0 1d6 B raven 4 20 6 0 1d6 1d6b B vampire bat 5 20 6 0 sp 1d6 0d0P C plains centaur 4 18 4 0 W1d6 1d6 C forest centaur 5 18 3 10 W1d8 1d6 C mountain centaur 6 20 2 10 W1d10 1d6 1d6 D baby gray dragon 12 9 2 10 2d6 D baby silver dragon 12 9 2 10 2d6 D baby red dragon 12 9 2 10 f 2d6 D baby white dragon 12 9 2 10 c 2d6 D baby orange dragon 12 9 2 10 s 2d6 D baby black dragon 12 9 2 10 d 2d6 D baby blue dragon 12 9 2 10 e 2d6 D baby green dragon 12 9 2 10 p 2d6 D baby yellow dragon 12 9 2 10 a* 2d6 D gray dragon 15 9 -1 20 B4d6M 3d8 1d4 1d4 D silver dragon 15 9 -1 20 c B4d6C 3d8 1d4 1d4 D red dragon 15 9 -1 20 F B6d6F 3d8 1d4 1d4 D white dragon 15 9 -1 20 C B4d6C 3d8 1d4 1d4 D orange dragon 15 9 -1 20 S B4d25S 3d8 1d4 1d4 D black dragon 15 9 -1 20 D B4d10D 3d8 1d4 1d4 D blue dragon 15 9 -1 20 E B4d6E 3d8 1d4 1d4 D green dragon 15 9 -1 20 P B4d6P 3d8 1d4 1d4 D yellow dragon 15 9 -1 20 a* B4d6A 3d8 1d4 1d4 E stalker 8 12 3 0 4d4 E air elemental 8 36 2 30 p* E1d10 E fire elemental 8 12 2 30 fp* 3d6F (0d4F) E earth elemental 8 6 2 30 fcp* 4d6 E water elemental 8 6 2 30 p* 5d6 F lichen 0 1 9 0 0d0m F brown mold 1 0 9 0 CP (0d6C) F yellow mold 1 0 9 0 P (0d4s) F green mold 1 0 9 0 a* (0d4A) F red mold 1 0 9 0 FP (0d4F) F shrieker 3 1 7 0 P F violet fungus 3 1 7 0 P 1d4 0d0m G gnome 1 6 10 4 W1d6 G gnome lord 3 8 10 4 W1d8 G gnomish wizard 3 10 4 10 M0d0+ G gnome king 5 10 10 20 W2d6 H giant 6 6 0 0 W2d10 H stone giant 6 6 0 0 W2d10 H hill giant 8 10 6 0 W2d8 H fire giant 9 12 4 5 F W2d10 H frost giant 10 12 3 10 C W2d12 H storm giant 16 12 3 10 E W2d12 H ettin 10 12 3 0 W2d8 W3d6 H titan 16 18 -3 70 W2d8 M0d0+ H minotaur 15 15 6 0 3d10 3d10 2d8 J jabberwock 15 12 -2 50 2d10 2d10 2d10 2d10 K Keystone Kop 1 6 10 10 W1d4 K Kop Sergeant 2 8 10 10 W1d6 K Kop Lieutenant 3 10 10 20 W1d8 K Kop Kaptain 4 12 10 20 W2d6 L lich 11 6 0 30 Csp 1d10C M0d0+ L demilich 14 9 -2 60 Csp 3d4C M0d0+ L master lich 17 9 -4 90 FCsp 3d6C M0d0+ L arch-lich 25 9 -6 90 FCsep 5d6C M0d0+ M kobold mummy 3 8 6 20 csp 1d4 M gnome mummy 4 10 6 20 csp 1d6 M orc mummy 5 10 5 20 csp 1d6 M dwarf mummy 5 10 5 20 csp 1d6 M elf mummy 6 12 4 30 csp 2d4 M human mummy 6 12 4 30 csp 2d4 2d4 M ettin mummy 7 12 4 30 csp 2d6 2d6 M giant mummy 8 14 3 30 csp 3d4 3d4 N red naga hatchling 3 10 6 0 FP 1d4 N black naga hatchling 3 10 6 0 Pa* 1d4 N golden naga hatchlin 3 10 6 0 P 1d4 N guardian naga hatchl 3 10 6 0 P 1d4 N red naga 6 12 4 0 FP 2d4 B2d6F N black naga 8 14 2 10 Pa* 2d6 S0d0A N golden naga 10 14 2 70 P 2d6 M4d6+ N guardian naga 12 16 0 50 P 1d6. S1d6P H2d4 O ogre 5 10 5 0 W2d5 O ogre lord 7 12 3 30 W2d6 O ogre king 9 14 4 60 W3d5 P gray ooze 3 1 8 0 FCPa* 2d8R P brown pudding 5 3 8 0 CEPa* 0d0r P black pudding 10 6 6 0 CEPa* 3d8R (0d0R) P green slime 6 6 6 0 cepa* 1d4@ (0d0@) Q quantum mechanic 7 12 3 10 p 1d4t R rust monster 5 18 2 0 0d0R 0d0R (0d0R) R disenchanter 12 12 -10 0 4d4" (0d0") S garter snake 1 8 8 0 1d2 S snake 4 15 3 0 P 1d6P S water moccasin 4 15 3 0 P 1d6P S pit viper 6 15 2 0 P 1d4P 1d4P S python 6 3 5 0 1d4 0d0 H1d4w H2d4 S cobra 6 18 2 0 P 2d4P S0d0b T troll 7 12 4 0 W4d2 4d2 2d6 T ice troll 9 10 2 20 C W2d6 2d6C 2d6 T rock troll 9 12 0 0 W3d6 2d8 2d6 T water troll 11 14 4 40 W2d8 2d8 2d6 T Olog-hai 13 12 -4 0 W3d6 2d8 2d6 U umber hulk 9 6 2 25 3d4 3d4 2d5 G0d0c V vampire 10 12 1 25 sp 1d6 1d6V V vampire lord 12 14 0 50 sp 1d8 1d8V V Vlad the Impaler 14 18 -3 80 sp W1d10 1d10V W barrow wight 3 12 5 5 csp W0d0V M0d0+ 1d4 W wraith 6 12 4 15 csp* 1d6V W Nazgul 13 12 0 25 csp W1d4V B2d25S X xorn 8 9 -2 20 fc* 1d3 1d3 1d3 4d6 Y monkey 2 12 6 0 0d0- 1d3 Y ape 4 12 6 0 1d3 1d3 1d6 Y owlbear 5 12 5 0 1d6 1d6 H2d8 Y yeti 5 15 6 0 C 1d6 1d6 1d4 Y carnivorous ape 6 12 6 0 1d4 1d4 H1d8 Y sasquatch 7 15 6 0 1d6 1d6 1d8 Z kobold zombie 0 6 10 0 csp 1d4 Z gnome zombie 1 6 10 0 csp 1d5 Z orc zombie 2 6 9 0 csp 1d6 Z dwarf zombie 2 6 9 0 csp 1d6 Z elf zombie 3 6 9 0 csp 1d7 Z human zombie 4 6 8 0 csp 1d8 Z ettin zombie 6 8 6 0 csp 1d10 1d10 Z giant zombie 8 8 6 0 csp 2d8 2d8 Z ghoul 3 6 10 0 csp 1d2. 1d3 Z skeleton 12 8 4 0 csp* W2d6 1d6< ' straw golem 3 12 10 0 sp 1d2 1d2 ' paper golem 3 12 10 0 sp 1d3 ' rope golem 4 9 8 0 sp 1d4 1d4 H6d1 ' gold golem 5 9 6 0 spa 2d3 2d3 ' leather golem 6 6 6 0 sp 1d6 1d6 ' wood golem 7 3 4 0 sp 3d4 ' flesh golem 9 8 9 30 FCSEP 2d8 2d8 ' clay golem 11 7 7 40 sp 3d10 ' stone golem 14 6 5 50 sp* 3d8 ' glass golem 16 6 1 50 spa 2d8 2d8 ' iron golem 18 6 3 60 fcsep W4d10 B4d6P @ human 0 12 10 0 W1d6 @ wererat 2 12 10 10 p W2d4 @ werejackal 2 12 10 10 p W2d4 @ werewolf 5 12 10 20 p W2d4 @ elf 10 12 10 2 S W1d8 @ Woodland-elf 4 12 10 10 S W2d4 @ Green-elf 5 12 10 10 S W2d4 @ Grey-elf 6 12 10 10 S W2d4 @ elf-lord 8 12 10 20 S W2d4 W2d4 @ Elvenking 9 12 10 25 S W2d4 W2d4 @ doppelganger 9 12 5 20 s W1d12 @ nurse 11 6 0 0 P 2d6H @ shopkeeper 12 18 0 50 W4d4 W4d4 @ guard 12 12 10 40 W4d10 @ prisoner 12 12 10 0 W1d6 @ Oracle 12 0 0 50 (0d4M) @ aligned priest 12 12 10 50 e W4d10 1d4 M0d0+ @ high priest 25 15 7 70 fsep W4d10 2d8 M2d8+ M2d8+ @ soldier 6 10 10 0 W1d8 @ sergeant 8 10 10 5 W2d6 @ lieutenant 10 10 10 15 W3d4 W3d4 @ captain 12 10 10 15 W4d4 W4d4 @ watchman 6 10 10 0 W1d8 @ watch captain 10 10 10 15 W3d4 W3d4 @ Medusa 20 12 2 50 P* W2d4 1d8 G0d0* 1d6P @ Wizard of Yendor 30 12 -8 100 FP 2d12- M0d0+ @ Croesus 20 15 0 40 W4d10 ghost 10 3 -5 50 csdp* 1d1 shade 12 10 10 0 csdp* 2d6. 1d6< & water demon 8 12 -4 30 fp W1d3 1d3 1d3 & horned devil 6 9 -5 50 fp W1d4 1d4 2d3 1d3 & succubus 6 12 0 70 fp 0d0& 1d3 1d3 & incubus 6 12 0 70 fp 0d0& 1d3 1d3 & erinys 7 12 2 30 fp W2d4P & barbed devil 8 12 0 35 fp 2d4 2d4 3d4 & marilith 7 12 -6 80 fp W2d4 W2d4 2d4 2d4 2d4 2d4 & vrock 8 12 0 50 fp 1d4 1d4 1d8 1d8 1d6 & hezrou 9 6 -2 55 fp 1d3 1d3 4d4 & bone devil 9 15 -1 40 fp W3d4 2d4P & ice devil 11 6 -4 55 fcp 1d4 1d4 2d4 3d4C & nalfeshnee 11 9 -1 65 fp 1d4 1d4 2d4 M0d0+ & pit fiend 13 6 -3 65 fp W4d2 W4d2 H2d4 & balrog 16 5 -2 75 fp W8d4 W4d6 & Juiblex 50 3 -7 65 fpa* E4d10# S3d6A & Yeenoghu 56 18 -5 80 fp W3d6 W2d8c 1d6. M2d6M & Orcus 66 9 -6 85 fp W3d6 3d4 3d4 M8d6+ 2d4P & Geryon 72 3 -3 75 fp 3d6 3d6 2d4P & Dispater 78 15 -2 80 fp W4d6 M6d6+ & Baalzebub 89 9 -5 85 fp 2d6P G2d6s & Asmodeus 105 12 -7 90 fcp 4d4 M6d6C & Demogorgon 106 15 -8 95 fp M8d6+ 1d4V 1d6# 1d6# & Death 30 12 -5 100 fcsep* 8d8z 8d8z & Pestilence 30 12 -5 100 fcsep* 8d8z 8d8z & Famine 30 12 -5 100 fcsep* 8d8z 8d8z & djinni 7 12 4 30 p* W2d8 & sandestin 13 12 4 60 * W2d6 W2d6 ; jellyfish 3 3 6 0 P 3d3P ; piranha 5 12 4 0 2d6 ; shark 7 12 2 0 5d6 ; giant eel 5 9 -1 0 3d6 0d0w ; electric eel 7 10 -3 0 E 4d6E 0d0w ; kraken 20 3 6 0 2d4 2d4 H2d6w 5d4 : newt 0 6 8 0 1d2 : gecko 1 6 8 0 1d3 : iguana 2 6 7 0 1d4 : baby crocodile 3 6 7 0 1d4 : lizard 5 6 6 10 * 1d6 : chameleon 6 5 6 10 4d2 : crocodile 6 9 5 0 4d2 1d12 : salamander 8 12 -1 0 Fs W2d8 1d6F H2d6 H3d6F @ archeologist 10 12 10 1 W1d6 W1d6 @ barbarian 10 12 10 1 p W1d6 W1d6 @ caveman 10 12 10 0 W2d4 @ cavewoman 10 12 10 0 W2d4 @ healer 10 12 10 1 p W1d6 @ knight 10 12 10 1 W1d6 W1d6 @ monk 10 12 10 2 1d8 1d8 @ priest 10 12 10 2 W1d6 @ priestess 10 12 10 2 W1d6 @ ranger 10 12 10 2 W1d4 @ rogue 10 12 10 1 W1d6 W1d6 @ samurai 10 12 10 1 W1d8 W1d8 @ tourist 10 12 10 1 W1d6 W1d6 @ valkyrie 10 12 10 1 c W1d8 W1d8 @ wizard 10 12 10 3 W1d6 @ Lord Carnarvon 20 12 0 30 W1d6 @ Pelias 20 12 0 30 p W1d6 @ Shaman Karnov 20 12 0 30 W2d4 @ Hippocrates 20 12 0 40 p W1d6 @ King Arthur 20 12 0 40 W1d6 W1d6 @ Grand Master 25 12 0 70 fsep 4d10 2d8 M2d8+ M2d8+ @ Arch Priest 25 12 7 70 fsep W4d10 2d8 M2d8+ M2d8+ @ Orion 20 12 0 30 W1d6 @ Master of Thieves 20 12 0 30 * W2d6 W2d6 2d4- @ Lord Sato 20 12 0 30 W1d8 W1d6 @ Twoflower 20 12 10 20 W1d6 W1d6 @ Norn 20 12 0 80 c W1d8 W1d6 @ Neferet the Green 20 12 0 60 W1d6 M2d8+ & Minion of Huhetotl 16 12 -2 75 fp* W8d4 W4d6 M0d0+ 2d6- @ Thoth Amon 16 12 0 10 p* W1d6 M0d0+ M0d0+ 1d4- D Chromatic Dragon 16 12 0 30 FCSDEPa* B6d8z M0d0+ 2d8- 4d8 4d8 1d6 H Cyclops 18 12 0 0 * W4d8 W4d8 2d6- D Ixoth 15 12 -1 20 F* B8d6F 4d8 M0d0+ 2d4 2d4- @ Master Kaen 25 12 -10 10 P* 16d2 16d2 M0d0+ 1d4- & Nalzok 16 12 -2 85 fp* W8d4 W4d6 M0d0+ 2d6- s Scorpius 15 12 10 0 P* 2d6 2d6- 1d4# @ Master Assassin 15 12 0 30 * W2d6P W2d8 2d6- @ Ashikaga Takauji 15 12 0 40 * W2d6 W2d6 2d6- H Lord Surtur 15 12 2 50 F* W2d10 W2d10 2d6- @ Dark One 15 12 0 80 * W1d6 W1d6 1d4- M0d0+ @ student 5 12 10 10 W1d6 @ chieftain 5 12 10 10 p W1d6 @ neanderthal 5 12 10 10 W2d4 @ attendant 5 12 10 10 p W1d6 @ page 5 12 10 10 W1d6 W1d6 @ abbot 5 12 10 20 8d2 3d2s M0d0+ @ acolyte 5 12 10 20 W1d6 M0d0+ @ hunter 5 12 10 10 W1d4 @ thug 5 12 10 10 W1d6 W1d6 @ ninja 5 12 10 10 W1d8 W1d8 @ roshi 5 12 10 10 W1d8 W1d8 @ guide 5 12 10 20 W1d6 M0d0+ @ warrior 5 12 10 10 W1d8 W1d8 @ apprentice 5 12 10 30 W1d6 M0d0+ This file was originally automatically generated. LEV is the base experience level (hit dice) of the monster; a value of 50 or greater means the monster will have 2*(LEV-6) hit points. SPD is the monster's speed, from 1 (slowest) to 36 (fastest), where a human has a normal speed of 12. AC is the armor class. MR is the base magic resistance saving throw percentage. The actual chance of a monster's resisting an effect against which it gets a saving throw is MR/(100 - ML + EL), where ML is the monster's current level and EL is the effect level (the player's experience level for spells, 12 for wands and traps, 10 for tools and artifact weapons, 9 for scrolls, 6 for potions, and 5 for rings). RESISTS lists monster resistances and conveyances. Lowercase letters mean that the monster is itself resistant to the attack; uppercase letters mean that eating the corpse may also convey the resistance to the player. F Fire C Cold S Sleep D Disintegration (NOT death) E Electric shock P Poison A Acid * Stoning ATTACKS lists each of the monster's attacks. The prefix letter, if any, specifies how the attack is made: No letter means a direct attack B Breath E Engulf G Gaze H Hugging or crushing M Magic (spell) S Spit W Uses weapon X Explodes () Defensive response when the monster is attacked [] Defensive response when the monster is killed A suffix letter, if any, specifies the type of damage: No letter means normal physical damage A Acid C Cold D Disintegration (NOT death) E Electric shock F Fire H Heal M Magic missiles P Poison (drains strength) R Rust or corrode metal S Sleep V Drain level b Blind (no physical damage) c Confuse (no physical damge) d Digest e Drain magic energy (no physical damage) h Hallucination i Remove intrinsic m Stick to you r Rot organics s Stun t Teleport you w Wrap and drown you x Prick legs z Special monster attack (see note) . Paralyse + Cast spell (magical or clerical) - Steal something " Disenchant something & Seduce and disrobe you < Slow ! Drain ability (C - CON, D - DEX, I - INT) # Disease (see note) $ Steal gold * Turn to stone @ Lycanthropy or turn to slime Note that if a monster has two disease, pestilence or famine attacks (not death), no more than one will be effective in a given turn; if the first is successful, the second is converted to a stun attack instead. Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by Big Al, Joe Bednorz, Bruce Cox, and Kate Nepveu. nethack-spoilers-3.4.3+20110109.orig/drgn-343.txt0000644000175000017500000002701711430345752021103 0ustar cjwatsoncjwatsondrgn-343.txt Last edited 2005-06-03 for NetHack 3.4.3 The dragon resistances in NetHack 3.4 Compiled by Dylan O'Donnell . There are nine basic colours of dragon in NetHack 3.4. These breathe eight different types of dragonbreath; a resistance can be acquired (either intrinsic or extrinsic) to each of these types, and these are therefore sometimes referred to as the "dragon resistances". This spoiler discusses how to acquire these resistances and the protection they give. Note that, as a general rule, any intrinsics acquired solely by experience level can be lost by being drained below that level. acid resistance acquired by Wearing: yellow dragon scales or scale mail, or an alchemy smock. Being polymorphed into: spotted or ochre jelly, glass piercer, (baby) yellow dragon, green mold, black naga (hatchling), gold or glass golem, or any of bmyP. protects against Acid attacks of ochre jellies, *yellow dragons, black nagas, Juiblex, and the *Chromatic Dragon. *Passive acid attacks of acid blobs, spotted and ochre jellies, and green molds. Damage from eating acidic corpses (acid blob, gelatinous cube, spotted or ochre jelly, (baby) yellow dragon, green mold, black naga (hatchling), and all P). Damage from thrown or quaffed potions of acid. * = may still corrode armour. cold resistance acquired by Wearing: white dragon scales or scale mail, or a ring of cold resistance. Eating: gelatinous cube, winter wolf (cub), blue jelly, white dragon, brown mold, frost giant, gray ooze, brown or black pudding, ice troll, yeti, flesh golem, or the Chromatic Dragon; ring of cold resistance. "You feel full of hot air." Polymorphing into: gelatinous cube, winter wolf (cub), freezing sphere, blue jelly, ice vortex, Aleax, (baby) white dragon, silver dragon, earth elemental, brown mold, frost giant, ice troll, xorn, yeti, flesh or iron golem, ice devil, or any of yLMPWZ. Reaching: XL 1 as Valkyrie; XL 13 as Monk. "You feel warm!" "You feel cooler!" (level drain loss) Wielding: Frost Brand. Granted when crowned. May be lost by night-time gremlin attack. "You feel cooler." protects against *Cold attacks of winter wolf (cub)s, freezing spheres, ice vortices, silver and white dragons, all liches, ice trolls, ice devils, Asmodeus, and the Chromatic Dragon. Passive cold attacks of blue jellies and brown molds. *Damage from Frost Brand's cold attack. *Damage from zapped or broken wands of cold and the cone of cold spell. Reduces slipping on ice. * = may still freeze potions. disintegration resistance acquired by Wearing: black dragon scales or scale mail. Eating: black dragon or the Chromatic Dragon. "You feel very firm." "You feel totally together, man." (hallucinating) Polymorphing into: energy vortex, black or yellow light, (baby) black dragon. protects against Disintegration attacks of black dragons and the Chromatic Dragon. *Wide-angle disintegration beams of angry gods. * = May still disintegrate armour. fire resistance acquired by Wearing: red dragon scales or scale mail, or a ring of fire resistance. Eating: fire ant, gelatinous cube, pyrolisk, hell hound (pup), red dragon, red mold, fire giant, red naga (hatchling), gray ooze, flesh golem, the Wizard of Yendor, salamander, the Chromatic Dragon, Ixoth, or Lord Surtur; ring of fire resistance. "You feel a momentary chill." "You be chillin'." (hallucinating) Polymorphing into: fire ant, gelatinous cube, pyrolisk, hell hound (pup), flaming sphere, steam or fire vortex, black or yellow light, (baby) red dragon, fire elemental, red mold, fire giant, master lich, arch-lich, red naga (hatchling), gray ooze, xorn, flesh or iron golem, horned devil, succubus, incubus, barbed devil, marilith, vrock, hezrou, bone devil, ice devil, nalfeshnee, pit fiend, balrog, or salamander. Reaching: XL 11 as Monk; XL 20 as Priest. "You feel cool!" "You feel warmer!" (level drain loss) Wielding: Fire Brand. Carrying: The Mitre of Holiness. Granted when crowned. May be lost by night-time gremlin attack. "You feel warmer." protects against *Fire attacks of fire ants, pyrolisks, hell hound (pup)s, flaming spheres, steam and fire vortices, red dragons, fire elementals, red nagas, salamanders, the Chromatic Dragon, and Ixoth. Passive fire attacks of fire elementals and red molds, *Damage from Fire Brand's fire attack. *Damage from scrolls and zapped or broken wands of fire, and fireball spell. Damage from scalding hot water from a sink and lit potions of oil. *Damage from the pillar of fire spell cast by monster. *Reduces damage from fire traps and chest fire traps, and lava. * = may still boil potions and burn armour, scrolls and spellbooks. magic resistance acquired by Wearing: gray dragon scales or scale mail, or a cloak of magic resistance. Polymorphing into: (baby) gray dragon. Wielding: Magicbane. Carrying: Orb of Detection, Sceptre of Might, Magic Mirror of Merlin, Eyes of the Overworld, Platinum Yendorian Express Card, or Eye of the Aethiopica. protects against Magic missile attacks of Angels, gray dragons, Yeenoghu, and the Chromatic Dragon. Passive magic missile attack of the Oracle. Prevents instadeath and reduces chance of damage from death attack of Death. Zapped wands of death. Damage from zapped or broken wands of striking, magic missiles, and broken wands of cancellation, create monster, digging, light make invisible, polymorph, sleep, slow monster, speed monster, teleportation, and undead turning; and spells of force bolt, magic missile, and finger of death. Scaring attacks of Magicbane; reduces chance of special effects. "Touch of death", destroy armour, drain strength, and confusion spells cast by monsters; paralysis and stunning spells' effect reduced to one turn; psi bolt's and open wounds' damage halved. Thrown potions of polymorph. Damage from exploding spellbooks. Polymorph, antimagic, teleport, and level teleport traps. Reduces damage from cross-aligned artifact blast. Reduces number of objects cursed from a "malignant aura"-type curse. poison resistance acquired by Wearing: green dragon scales or scale mail, an alchemy smock, a ring of poison resistance, or an amulet versus poison. Eating: killer or queen bee, soldier ant, giant beetle, quivering blob, gremlin, homunculus, quasit, tengu, blue jelly, white or gray or black unicorn, xan, green dragon, brown or yellow or red mold, shrieker, violet fungus, gray ooze, black or brown pudding, snake, water moccasin, pit viper, cobra, flesh golem, nurse, Medusa, the Wizard of Yendor, jellyfish, the Chromatic Dragon, Master Kaen, or any of csN; amulet versus poison; ring of poison resistance. "You feel healthy." "You feel especially healthy." (already poison resistant through XL) Polymorphing into: killer or queen bee, soldier ant, giant beetle, werejackal, werewolf, wererat, gremlin, manes, homunculus, lemure, quasit, tengu, blue jelly, rabid rat, white or gray or black unicorn, couatl, Aleax, vampire bat, (baby) green dragon, air or earth or fire or water elemental, brown or yellow or red mold, shrieker, violet fungus, quantum mechanic, snake, water moccasin, pit viper, cobra, horned devil, succubus, incubus, barbed devil, marilith, vrock, hezrou, bone devil, ice devil, nalfeshnee, pit fiend, balrog, jellyfish, or any of bcksvxyLMNPVWZ'. Reaching: XL 1 as Barbarian, Healer or an orc; XL 3 as Monk; XL 20 as Tourist. "You feel healthy!" (Monk) "You feel hardy!" (Tourist) Granted when crowned. May be lost by night-time gremlin attack. "You feel a little sick!" protects against Poison attacks of killer and queen bees, soldier ants, quasits, rabid rats, centipedes, giant spiders, scorpions, couatls, vampire bats, green dragons, guardian nagas, snakes, water moccasins, pit vipers, cobras, iron golems, Medusa, erinyes, bone devils, Orcus, Geryon, Baalzebub, jellyfish, the Chromatic Dragon, and the Master Assassin. Effects of eating poisonous corpses: killer or queen bee, soldier ant, giant beetle, werejackal, werewolf, wererat, gremlin, homunculus, rabid rat, giant spider, scorpion, xan, vampire bat, (baby) green dragon, yellow mold, guardian naga, green slime, quantum mechanic, snake, water moccasin, pit viper, cobra, Medusa, jellyfish, salamander, the Chromatic Dragon, Scorpius, and all k. Damage from stinking clouds. Prevents instakill and reduces damage from poisoned weapons and poison dart traps, poison-spike pits, and poison gas/needle chest traps. Reduces damage from "contaminated water" from a sink. Reduces effects of potions of sickness and contact-poisoned spellbooks. shock resistance acquired by Wearing: blue dragon scales or scale mail, or a ring of shock resistance. Eating: gelatinous cube, blue dragon, storm giant, black or brown pudding, flesh golem, electric eel, or the Chromatic Dragon; ring of shock resistance. "Your health currently feels amplified!" "You feel grounded in reality." (hallucinating) Polymorphing into: gelatinous cube, shocking sphere, energy vortex, grid bug, black or yellow light, Aleax, (baby) blue dragon, storm giant, arch-lich, black or brown pudding, green slime, flesh or iron golem, or electric eel. Reaching: XL 15 as Monk. "You feel insulated!" "You feel conductive!" (level drain loss) Granted when crowned. protects against *Electricity attacks of shocking spheres, energy vortices, grid bugs, blue dragons, electric eels, and the Chromatic Dragon. Passive electricity attacks of energy vortices. *Damage from Mjollnir's electricity attack. *Damage from zapped or broken wands of lightning. *Damage from lightning bolt spell cast by monster. Lightning bolts from angry gods. *Electricity traps on chests. Reduces damage from electric-chair thrones. * = may still destroy wands and rings. sleep resistance acquired by Wearing: orange dragon scales or scale mail. Eating: gelatinous cube, homunculus, orange dragon, flesh golem, elf, Woodland-elf, Green-elf, Grey-elf, elf-lord, Elvenking, or the Chromatic Dragon; ring of free action. "You feel wide awake." Polymorphing into: manes, homunculus, lemure, Aleax, vampire bat, (baby) orange dragon, Woodland-elf, Green-elf, Grey-elf, elf-lord, Elvenking, salamander, or any of bvyLMVWZ' Reaching: XL 1 as Monk; XL 4 as an elf. "You feel awake!" "You feel tired!" (level drain loss) Granted when crowned. protects against Sleep attacks of homunculi, orange dragons, Nazgul, and the Chromatic Dragon. Spells of sleep, and the sleep effect of zapped or broken wands of sleep. Amulets of restful sleep. Quaffed and thrown potions of sleeping. Sleeping gas traps. Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by Michael Gusovsky, Nathan Moore, Joseph S. Myers, Kate Nepveu, and Irina Rempt. nethack-spoilers-3.4.3+20110109.orig/prst-343.txt0000644000175000017500000000637111430345750021137 0ustar cjwatsoncjwatsonprst-343.txt Last edited 2003-12-17 for NetHack 3.4.3 Donating to priests in NetHack 3.4 Compiled by Dylan O'Donnell . Chatting to priests ~~~~~~~~~~~~~~~~~~~ Priests will only be willing to chat if they are still peaceful, in their own aligned temple, and have freedom of action; trying to talk to a priest otherwise will arouse his wrath. If the priest is talkative, #chatting to him can have various results: If you have no visible money, the priest will not ask for a donation; if additionally you are co-aligned with him, and your alignment is non-negative, your wisdom is exercised, and he will give you "two bits for an ale" (2 zorkmids; just one if that's all he has, or if he has no money he will "preach the virtues of poverty.) Otherwise, you will be asked "for a contribution to the temple". The outcome depends on how much you donate (in relation to your experience level), and what proportion of your visible gold this represents. 0 zorkmids : "Thou shalt regret thine action!" -1 to alignment : if co-aligned, otherwise no effect. 1 zorkmid to : If donation less than one-third of current visible gold, (200*XL)-1 : "Cheapskate"; otherwise "I thank thee for thy contribution" : and exercise wisdom. 200*XL to : "Thou art indeed a pious individual." If donation (400*XL)-1 : one-third of current visible gold or less, no further : effect. Otherwise, "I bestow on thee a blessing" and gain : clairvoyance for 500 to 999 (more) turns; additionally, : if co-aligned and alignment -4 or worse, +1 to alignment. 400*XL to : A possibility of receiving protection, as detailed below; (600*XL)-1 : if protection not granted, same effects as next case. 600*XL or : "Thy selfless generosity is deeply appreciated." If greater : co-aligned and donation greater than one-third of current : visible gold, +2 to alignment (or, if alignment negative : and more than 5000 turns since this effect last occurred, : alignment instead restored to 0); otherwise, no effect. Protection from priests ~~~~~~~~~~~~~~~~~~~~~~~ If you donate between 400 times your experience level in gold and 1 less than 600 times your experience level to any temple priest (regardless of alignment), you may receive divine protection as a result, which manifests as an improvement in your armour class. This depends on your intrinsic (naked, ringless and spell-less) AC as follows: 10 : AC reduced by 2 to 4. 2 to 9 : AC reduced by 1. -9 to 1 : 1/(10-(AC)) chance of AC being reduced by 1. -10 or less : No reduction in AC. So, intrinsic AC can (with enough money) be easily reduced to 1; reductions below this point immediately become increasingly unlikely; and -10 is a hard limit for AC improvement by this method. (Other means of gaining intrinsic protection, such as divine gift from prayer or eating rings of protection, will still be available.) If AC is reduced by donation, "Thy devotion has been rewarded"; otherwise, "Thy selfless generosity is deeply appreciated", and alignment may be improved as detailed above. Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by Jason Short. nethack-spoilers-3.4.3+20110109.orig/thrn-343.txt0000644000175000017500000001005511430345750021114 0ustar cjwatsoncjwatsonthrn-343.txt Last edited 2004-02-16 for NetHack 3.4.3 Sitting on and kicking thrones in NetHack 3.4 Compiled by Dylan O'Donnell . Sitting on a throne ~~~~~~~~~~~~~~~~~~~ (Adapted from a spoiler by Kevin Hugo.) There is a 2/3 chance that nothing happens. "You feel somehow out of place..." "You feel very comfortable here." (polymorphed into royal monster) Otherwise, there is an equal 1/13 chance of one of the following: * You lose d4+2 points from a random attribute, and d10 hit points. * You gain 1 point to a random attribute. * If shock resistant, you lose d6 hit points. "An electric shock shoots through your body!" Otherwise, you lose d30 hit points. "A massive electric shock shoots through your body!" In both cases, your constitution is abused. Items in inventory are NOT at risk of explosion. * If you are within 5 hit points of maximum, your max HP is increased by 4; hit points are then restored to maximum whether increased or not. Also cures all blindness, all sickness, and wounded legs. "You feel much, much better!" * If you have any gold in your main inventory, it's all taken away. "You notice you have no gold!" Otherwise, no effect. "You feel a strange sensation." * If your luck is d5 or more below zero, your luck is increased by one. "You feel your luck is changing." Otherwise, you get to make a wish. * d10 throneroom monsters appear around you. "Thy audience hath been summoned, !" * You get to genocide one species, as for an uncursed scroll of genocide. "A voice echoes: "By thy Imperious order, ..."" * If your luck is positive, you are blinded for 250 to 349 (more) turns; otherwise, your inventory is randomly cursed (as for a "malignant aura"). "A curse upon thee for sitting upon this most holy throne!" * If your luck is non-negative and you don't already have intrinsic see invisible, you acquire that intrinsic. "Your vision becomes clear." Otherwise, if the level can be magic-mapped, it is. "An image forms in your mind." Or, if the level cannot be mapped, you are confused for d30 (more) turns. "A terrible drone fills your head!" * If you have negative luck, you wake all monsters on the level. "You feel threatened." Otherwise, you are teleported within the level. "You feel a wrenching sensation." * You can identify items from your inventory: # items: 1 2 3 4 all chance: 1/5 1/5 1/5 1/5 1/5 "You are granted an insight." * You are confused for 15+d7 (more) turns. "Your mind turns into a pretzel!" Whether anything happened or not, if you are still sitting on the throne (haven't teleported away), there is a 1/3 chance that the throne will then disappear. "The throne vanishes in a puff of logic." Kicking a throne ~~~~~~~~~~~~~~~~ If you have negative luck, or the throne has previously been looted, there is a 1/3 chance of destroying the throne, leaving behind d200 gold pieces. "CRASH! You destroy the throne." "CRASH! You destroy it." (if blind) If the throne is not destroyed in this manner, you have positive luck, and the throne has not previously been looted, there is a 1/3 chance of dislodging some loot: 300 to 500 gold pieces, and a number (more with higher luck) of gems. "You kick loose some ornamental coins and gems!" "You kick something loose!" (if blind) If neither of the above effects occur, there is a 1/4 chance that you may trigger a (hidden, and untriggerable any other way) trap door. "The floor opens up under you!" followed by "The hole in the ceiling above you closes up." If you didn't get any of the above, you get a hurt foot; your dexterity and strength, are abused, 1/3 chance of your right leg being hurt for 6 to 10 turns, and you lose d5 HP (d3 HP if your constitution is greater than 15). "Ouch! That hurts!" nethack-spoilers-3.4.3+20110109.orig/rint-343.txt0000644000175000017500000003262211430345750021121 0ustar cjwatsoncjwatsonrint-343.txt Last edited 2004-10-05 for NetHack 3.4.3 Ring intrinsics in NetHack 3.4 Compiled by Dylan O'Donnell . This spoiler covers all intrinsics that may be granted by wearing rings, other than the dragon resistances already dealt with in drgn-343.txt: how to acquire them (in addition to their ring source), how to lose them, and what effects they have. Note that, as a general rule, any intrinsics acquired solely by experience level can be lost by being drained below that level. aggravate monster acquired by Wearing or eating a ring of aggravate monster. Eating a corpse of your own natural race (werecorpses and Kops count as human), or a little dog, dog, large dog, kitten, housecat or large cat; Cave(wo)men and orcs are exempt from this. Sacrificing a former pet. Intrinsic aggravate monster may be lost by night-time gremlin attack. "You feel less attractive." effects Mistreated pets become untame more quickly. Sleeping monsters (other than leprechauns, nymphs, and jabberwocks) will always wake up at your approach unless you are stealthy. cold resistance [See drgn-343.txt] conflict acquired by Wearing or eating a ring of conflict. #invoking the Sceptre of Might (Cave(wo)man Quest Artifact). effects Increases hunger rate by 50% of normal (except from Sceptre). Nearby monsters in line of sight may attack each other instead of you. Even peaceful monsters and pets may attack you. Steeds may throw you. Monsters lose restraint in attacking *trices. Pets lose restraint in attacking peaceful monsters. Mistreated pets become untame more quickly. d4 hostile Angels created on Astral Plane in place of tame guardian Angel. fire resistance [See drgn-343.txt] free action acquired by Wearing a ring of free action. (Not eating; that confers sleep resistance.) effects Protects against paralysis attacks of gelatinous cubes, guardian nagas, ghouls, shades, and Yeenoghu. Protects against passive paralysis attacks of gelatinous cubes and floating eyes. Paralysis and stunning spells cast by monsters have their effect reduced to one turn. Protects against quaffed or thrown potions of paralysis or sleeping. Protects against paralysis effect of chest traps. Protects against self-paralysis from looking into a mirror as a floating eye. hunger acquired by Wearing or eating a ring of hunger. effects Increases hunger rate by 50% of normal. invisibility acquired by Wearing or eating a ring of invisibility. Wearing a cloak of invisibility. Quaffing a potion of invisibility (lasts 31 to 45 (more) turns if non-blessed). Zapping a wand of make invisible at yourself. Eating a stalker (lasts 50 to 149 turns if not already invisible; if only temporarily invisible, made permanent ("You feel hidden!")). Polymorphing into a stalker or black light. #invoking the Orb of Detection (Archeologist Quest Artifact). Intrinsic invisibility may be lost to night-time gremlin attack. "You feel paranoid." effects No effect from looking into a mirror. Monsters without see invisible will be less likely to be aware of your location for approaching and attacking you. Monsters without see invisible have a to-hit penalty when attacking you. Shopkeepers will prevent you entering their shop. If polymorphed into a monster with a gaze attack or defence, you cannot use it against monsters without see invisible. levitation acquired by Wearing or eating a ring of levitation (the latter for 10 to 200 turns). Wearing levitation boots. Quaffing a potion of levitation (lasts 10 to 149 (more) turns if not blessed, 250 to 299 (more) turns if blessed). Casting a spell of levitation (lasts 10 to 149 (more) turns if unskilled or basic, 250 to 299 (more) turns if skilled or expert). #invoking the Heart of Ahriman (Barbarian Quest Artifact). Polymorphing into any e. May be lost by passing over a sink (unless polymorphed into e, or acquired by eating a ring). If the only source(s) of levitation are from a blessed potion, a skilled or expert spell, and/or the Heart of Ahriman, you can stop levitating with '>' at will. effects Cannot jump, set bear traps or land mines, dig downwards with an implement, sit, untrap traps, or spin webs. Cannot engrave other than with wands of magic missile, digging, fire, or lightning. Cannot pick up (except possibly by applying a bullwhip), feel, eat, sacrifice, loot, lock or unlock items on the floor. Cannot dip items into fountains or water. Cannot quaff from fountains or sinks. Cannot push boulders. Cannot mount non-flying steeds unless levitating at will. Fragile items will usually break when dropped. When punished, iron balls will not drag you into traps they move onto. Kicking requires wall, stone or door to brace against; doors cannot be kicked open. Kicking and throwing may lead to floating in opposite direction. Kicking tiny monsters may "miss wildly" and abuse dexterity. Can pass over pits, holes, trap doors, squeaky boards, bear traps, water or lava safely. (Pits and holes in Sokoban will still trap you.) Land mines have a chance of not being triggered, and will not wound your legs. Engravings will not be eroded by you. Improved chances of avoiding death by drawbridge. Can move freely when fumbling, over ice or on the Plane of Air. Carrying capacity is at maximum. Cannot descend stairs or ladders. You are out of reach of xans' attacks. You escape the dungeon rather than dying by level teleporting to levels between -9 and -1. poison resistance [See drgn-343.txt] polymorph control acquired by Wearing or eating a ring of polymorph control. effects You can choose what monster to become when polymorphed (if that monster is available to be polymorphed into at all); still 1/5 chance of "You feel like a new !". You are immune from system shock. You can decline a lycanthropic change of form. polymorphitis acquired by Wearing or eating a ring of polymorph. effects Every turn there is a 1% chance that you will polymorph (for 500 to 999 turns, unless you polymorph again earlier; reduced if monster form higher level than you). protection acquired by Wearing or eating a ring of protection. Wearing a cloak of protection. Casting a spell of protection (temporary). Donating between 400 and 600 times your experience level in gold to any temple priest. Praying to a god whom thou hast pleased with thy progress. Intrinsic protection may be lost by night-time gremlin attack ("You feel vulnerable."), by angering your god, by changing alignment, by killing a co-aligned priest, or by attempting to wear a helm of opposite alignment (and being prevented) on the Quest. effects Your armour class is reduced by the amount of protection. protection from shape changers acquired by Wearing or eating a ring of protection from shape changers. effects Chameleons, doppelgangers, and sandestins take their natural form rather than shapeshifting. (Giant, large) mimics take their natural form rather than mimicking. Werejackals, werewolves, and wererats take their human forms and cannot summon help. Protects against lycanthropy-infecting attacks of werejackals, werewolves, and wererats. regeneration acquired by Wearing or eating a ring of regeneration. Wielding the Staff of Aesculapius (Healer Quest Artifact). Polymorphing into an imp, quasit, vampire bat, or any of LTV. Being in animal form while lycanthropic. effects If in natural form, regain 1 HP on turns you would not normally heal up; negates slowing effect of encumbrance on healing. If not in natural form, regain 1 HP per turn no matter what. Exercises strength every five turns if from eating a ring. Increases hunger rate by 50% of normal (if regeneration ring-derived). searching acquired by Wearing or eating a ring of searching. Wielding Excalibur. Reaching XL 9 as a Monk, XL 10 as an Archeologist, Rogue or Tourist; or from the start as a Ranger. "You feel perceptive!" effects Automatically search the surrounding squares each turn. see invisible acquired by Wearing or eating a ring of see invisible. Quaffing a potion of see invisible (lasts 750 to 849 (more) turns if non-blessed). Quaffing from a fountain (if blind and invisible, "You feel very self-conscious"; if blind and not invisible, "You feel transparent"; if not blind, "You see an image of someone stalking you."). Sitting on a throne ("Your vision becomes clear"). Being crowned. Eating a stalker while invisible. Polymorphing into a (master) mind flayer, black light, Aleax, any adult dragon, stalker, sasquatch, Woodland-elf, Green-elf, Grey-elf, elf-lord, Elvenking, marilith, ice devil, pit fiend, or balrog. Reaching XL 15 as a Ranger; or from the start as a Monk. No message. Intrinsic see invisible may be lost by night-time gremlin attack. "You thought you saw something!" "You tawt you taw a puttie tat!" (hallucinating) effects You can see monsters which would otherwise not be seen due to their invisibility. You can see yourself while invisible. shock resistance [See drgn-343.txt] slow digestion acquired by Wearing a ring of slow digestion (can't be eaten). effects Eliminates normal turn-by-turn food consumption. Protects against digestion attacks of lurkers above, trappers, and purple worms; you do no damage with digestion attacks when polymorphed into these monsters. stealth acquired by Wearing or eating a ring of stealth. Wearing an elven cloak or elven boots. Carrying the Heart of Ahriman (Barbarian Quest Artifact). Praying to a god whom thou hast pleased with thy progress. Reaching XL 5 as a Monk, XL 7 as a Ranger, or XL 15 as a Barbarian or Samurai; or from the start as an Archeologist, Rogue or Valkyrie. "You feel stealthy!" Intrinsic stealth may be lost by night-time gremlin attack. "You feel clumsy." effects Sleeping monsters will not be awakened by your approach (other than ettins, who have a 90% chance of overcoming this). Monsters in a throne room, zoo, graveyard or swamp will not be awakened by your entrance. sustain ability acquired by Wearing (not eating) a ring of sustain ability. effects Your base attributes will not be altered in either direction by anything other than polymorph. (The effective value may be modified by extrinsic factors, but the base value will be fixed.) teleport control acquired by Wearing or eating a ring of teleport control. Carrying the Master Key of Thievery (Rogue Quest Artifact). Eating a tengu or the Wizard of Yendor. "You feel in control of yourself." "You feel centered in your personal space." (hallucinating) Polymorphing into a tengu. Reaching XL 17 as a Monk or Wizard. "You feel controlled!" "You feel uncontrolled!" (level drain loss) effects When teleported or level teleported, you can choose the location or level you wish to go to (unless unconscious or stunned; confusion may result in a level teleport being random). You will always try to use teleportitis to escape drowning. teleportitis acquired by Wearing or eating a ring of teleportation. Eating a tengu, leprechaun, any nymph, or the Wizard of Yendor. "You feel very jumpy." "You feel diffuse." (hallucinating) Polymorphing into a tengu, leprechaun, any nymph, or quantum mechanic. Intrinsic teleportitis may be lost by night-time gremlin attack. "You feel less jumpy." effects Each turn you have a 1/85 chance of teleporting. If you are at least XL 12 (XL 8 if a Wizard), or polymorphed into a teleporting monster, you can use the ^T command to teleport at will. You may attempt to teleport in order to escape drowning. warning acquired by Wearing or eating a ring of warning. Carrying the Orb of Fate or the Master Key of Thievery (Valkyrie and Rogue Quest Artifacts). Reaching XL 7 as a Monk, or XL 15 as a Cave(wo)man, Healer, Priest(ess) or Wizard. "You feel sensitive!" effects Non-trivial monsters in your vicinity are shown with a symbol indicating their difficulty. warning against specific monsters acquired by Wielding Sting (specific to orcs). effects You are able to see monsters against which you are warned specifically no matter where they are on the level. The following rings do not grant intrinsics, but instead alter combat modifiers by their enchantment when worn or eaten: increase accuracy (modifies to-hit roll) increase damage (modifies damage roll) The following rings do not grant intrinsics, but instead modify attribute values when worn or eaten (note that the attribute changes from eating the rings will not last when polymorphed, so can only affect the metallivore or gelatinous cube form that ate the ring): adornment (Charisma) gain constitution (Constitution) gain strength (Strength) Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by Kent Paul Dolan, Samson Gafkjen, David Goldfarb, Kate Nepveu, Pat Rankin, Jason Short, and Boudewijn Waijers. nethack-spoilers-3.4.3+20110109.orig/tool-343.txt0000644000175000017500000007274211430345750021131 0ustar cjwatsoncjwatsontool-343.txt Last edited 2006-11-17 for NetHack 3.4.3 Tools, their properties, and the invocation items in NetHack 3.4 Compiled for 3.2.2 by Kevin Hugo. Updated for 3.4.3 by Dylan O'Donnell . TOOL COST WGT PROB CHG APPEARANCE ~~~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~ ~~~~~~~~~~ Containers : : sack : $ 2 15 35 : bag large box : 8 350 40 : -- chest : 16 600 35 : -- ice box : 42 900 5 : -- bag of holding : 100 15 20 : bag bag of tricks : 100 15 20 : 20 bag oilskin sack : 100 15 5 : bag Unlocking tools : : credit card* : 10 1 15 : -- lock pick (osaku) : 20 4 60 : -- skeleton key : 10 3 80 : key Light sources : : tallow candle : 10 2 20 : candle wax candle : 20 2 5 : candle brass lantern : 12 30 30 :1499 -- oil lamp : 10 20 45 :1499 lamp magic lamp : 50 20 15 : lamp Candelabrum of Invocation : 5000 10 0 : candelabrum Instruments : : tin whistle : 10 3 100 : whistle magic whistle : 10 3 30 : whistle bugle : 15 10 4 : -- wooden flute : 12 5 4 : flute magic flute : 36 5 2 : 8 flute tooled horn : 15 18 5 : horn frost horn : 50 18 2 : 8 horn fire horn : 50 18 2 : 8 horn horn of plenty : 50 18 2 : 20 horn leather drum : 25 25 4 : drum drum of earthquake : 25 25 2 : 8 drum wooden harp (koto) : 50 30 4 : harp magic harp : 50 30 2 : 8 harp bell : 50 30 2 : -- Bell of Opening : 5000 10 0 : 3 silver bell Traps : : beartrap : 60 200 0 : -- land mine : 180 300 0 : -- Weapon-Tools : : pick-axe : 50 100 20 : -- grappling hook : 50 30 5 : iron hook unicorn horn : 100 20 0 : -- Other tools : : expensive camera* : 200 12 15 : 99 -- mirror : 10 13 45 : looking glass crystal ball : 60 150 15 : 5 glass orb lenses : 80 3 5 : -- blindfold : 20 2 50 : -- towel : 50 2 50 : -- saddle* : 150 200 5 : -- leash : 20 12 65 : -- stethoscope : 75 4 25 : -- tinning kit : 30 100 15 : 99 -- tin opener : 30 4 35 : -- can of grease : 20 15 15 : 25 -- figurine : 80 50 25 : -- magic marker : 50 2 15 : 99! -- Tools are listed above by category. The COST field denotes the base price of each item. WGT specifies the weight (100 zorkmids weighs 1). The existence of some items depends on options chosen when the program was compiled; they are noted with an asterisk (*). Tools comprise 8% of all randomly-generated items in the main dungeon, 0% in containers, 0% on the Rogue level, and 12% in hell. PROB is the relative probability of each subtype. See below for more details on item generation. If the CHG field is not blank, then the tool can be charged by a scroll of charging or the Platinum Yendorian Express Card. The number shows the maximum number of initial charges. An exclamation mark (!) indicates that the tool can only be recharged once. Finally, some items have a different APPEARANCE until they are identified. Note that many tools share the same appearance with other types of tools. Using containers ~~~~~~~~~~~~~~~~ Containers are generated uncursed, with the CONTENTS described below. Containers will not be generated containing tools, weapons, armour or rocks. Containers in your initial inventory will be empty. If the container can be LOCKED, then there is an 80% chance that it will be generated locked and a different 10% chance that it will be trapped. Not all containers FIT into other containers. Some containers have special EFFECTS. All of the containers except ice boxes can be eaten by gelatinous cubes; the contents will be engulfed but unharmed. CONTAINER CONTENTS LOCKED FIT EFFECTS ~~~~~~~~~~~~~~ ~~~~~~~~~~~~ ~~~~~~ ~~~ ~~~~~~~ sack 0-1 items No Yes -- large box 0-3 items Yes No -- chest 0-5 items Yes No -- ice box 0-20 corpses No No Suspends rotting of corpses. bag of holding 0-1 items No Yes May reduce weight. bag of tricks 1-20 charges No Yes Bites you / creates monsters. oilskin sack 0-1 items No Yes May prevent water damage. Quantum mechanics may carry a large box containing either a live or dead housecat named Schroedinger's Cat. The state of the cat is not determined until the box is opened. There is nothing special about this cat; it is just a silly physics joke. The weight of a bag of holding (wgt) -- including the 15 for the bag itself -- depends on the weight of its contents (cwgt) and its blessed status: blessed: wgt = 15 + cwgt/4 + 1 uncursed: wgt = 15 + cwgt/2 + 1 cursed: wgt = 15 + cwgt*2 You may also lose items when you use a cursed bag of holding; each item in the bag has a 1/13 chance of disappearing each time you apply or loot the bag. Putting any of the following (and ONLY the following) items into any bag of holding will cause it to explode: (another) bag of holding bag of tricks (with non-zero charge) wand of cancellation (with non-zero charge) It is sometimes possible to put one of these items into nested sacks and/or oilskin sacks and then place them safely inside a bag of holding. The chance of an explosion occurring then depends on the amount of nesting: sacks: 0 1 2 3 4 5 6 7 8 n odds: 1/1 2/2 3/4 4/8 5/16 6/32 7/64 8/128 9/128 (n+1)/128 When a bag of tricks is #looted, it will bite you (1 to 10 hit points damage) and become identified. If you (a)pply it and it has charges left, it will create one monster 22 out of 23 times, and create 2 to 8 monsters 1 out of 23 times. "Nothing happens" when you apply a bag with zero charges. Bags of tricks are generated with 1 to 20 charges. If the bag has more than 10 charges, a blessed scroll of charging will add 6 to 10 charges, otherwise it will add 6 to 15 charges; an uncursed scroll will always add 1 to 5 charges. Cannot be charged higher than 50 charges. When ungreased bags get wet, their contents may also get wet. Greasing a bag will prevent this, but there is a 50% chance each time of the grease washing off. A non-cursed oilskin sack will also prevent this; if the oilskin sack is cursed, there is a 1/3 chance that the contents can get wet. Boxes and chests are all waterproof. If a container (other than a bag of holding) is kicked, thrown, or dropped from a height, fragile contents (glass items (other than worthless glass) and eggs) may be destroyed. Kicking a locked large box or chest may also break it open (see below). Using unlocking tools ~~~~~~~~~~~~~~~~~~~~~ Each of the tools, wands, and spells listed below can be used for locking and unlocking doors, large boxes, and chests. Not all methods can LOCK or UNLOCK. DOOR and BOX represent the probability (in percent) of succeeding each turn when attempting to unlock doors and large boxes or chests respectively; it may be based on your Dexterity and you will fail after 50 turns. ROGUEs may get an additional percentile bonus for using an implement (the numbers before and after the slash being added to DOOR/BOX respectively). The per-turn probability of picking the lock is halved if you use a cursed credit card, lock pick, or skeleton key. All unlocking tools are generated uncursed. TOOL LOCK UNLOCK DOOR BOX ROGUE ~~~~~~~~~~~~~~~ ~~~~ ~~~~~~ ~~~~~~ ~~~~~~ ~~~~~ credit card No Yes 2*Dex Dex 20/20 lock pick Yes Yes 3*Dex 4*Dex 30/25 skeleton key Yes Yes 70+Dex 75+Dex 0/0 wand/spell open No Yes 100 100 0/0 wand/spell lock Yes No 100 100 0/0 Using any of the first three types will exercise your dexterity, even if you don't succeed. Please note that a credit card has no special effects in shops, although you can unlock a shop "Closed for inventory" and you can buy and sell it like any other item. If a watchman or watch captain sees you pick a door with any tool, he may get upset; if he warns you off, a trap is automatically added to the door in question. Wands of opening and locking and the spells of knock and wizard lock always work in one turn and can be performed from a distance. Zapped opening will also unlock doors in the same turn, will lower drawbridges, and can remove a ball and chain (as will ringing the blessed Bell of Opening). Zapped closing will close a door in the same turn (if there are no objects in the way; creating one if necessary) and will raise drawbridges. You can also attempt to break a lock on a large box or chest by #forcing it with a suitable weapon or kicking it open. This may EXERCISE your dexterity or strength, but may also destroy any WEAPON you use, the CONTAINER and/or some of the CONTENTS (possibly restricted to fragile ones, namely glass items (other than worthless glass) and eggs): METHOD WEAPON CONTAINER CONTENTS EXERCISE ~~~~~~ ~~~~~~ ~~~~~~~~~ ~~~~~~~~ ~~~~~~~~ Blunt weapon No Yes Yes STR Edged weapon Yes No No DEX Kicking -- No Fragile No Using light sources ~~~~~~~~~~~~~~~~~~~ Light sources are generated to stay lit for the number of TURNS noted below. They are GENERATED in the quantity and blessed state shown. Cursed light sources will sometimes not light. LIGHT SOURCE TURNS GENERATED ~~~~~~~~~~~~~ ~~~~~~~~~~~~ ~~~~~~~~~ tallow candle 200 1 to 7; 10% blessed, 80% uncursed, 10% cursed wax candle 400 1 to 7; 10% blessed, 80% uncursed, 10% cursed brass lantern 1000 to 1499 10% blessed, 80% uncursed, 10% cursed oil lamp 1000 to 1499 10% blessed, 80% uncursed, 10% cursed magic lamp Infinite 25% blessed, 50% uncursed, 25% cursed potion of oil 400 1/8 blessed, 3/4 uncursed, 1/8 cursed Sunsword Infinite 10% blessed, 80% uncursed, 10% cursed Candles can also be applied to the Candelabrum of Invocation. Brass lanterns and oil lamps can be refilled by a scroll of charging; a blessed scroll will refill them to 1500 turns, an uncursed scroll will add 750 turns to a maximum of 1500. Oil lamps with 1000 or fewer turns left can also be refilled with potions of oil, getting twice the remaining turns in the potion of oil. (Attempting to refill an oil lamp with a *lit* potion of oil, or while the lamp is lit, will cause an explosion dealing 6 to 36 points of damage). No lamp can be filled beyond 1500 turns. The artifact weapon Sunsword will act as a light source whenever wielded, either by you or by a monster. If you wish for a magic lamp, you will instead get an ordinary oil lamp. Magic lamps never run out of power, and may summon a djinni and lead to a wish when #rubbed. Each time you rub the lamp, there is a 1/3 chance that "You see a puff of smoke" and another 1/3 chance that "Nothing happens"; in either case, just try again. The remaining 1/3 of the time a djinni appears, the lamp is identified and turned into an oil lamp, and one of five outcomes can occur. The relative chance of these outcomes depends on whether the lamp was blessed, uncursed, or cursed: BLESSED UNCURSED CURSED OUTCOME ~~~~~~~ ~~~~~~~~ ~~~~~~ ~~~~~~~ 80% 20% 5% Grants one wish, then disappears. "I am in your debt. I will grant one wish!" 5% 20% 5% Remains as a pet. "Thank you for freeing me!" 5% 20% 5% Remains as a peaceful monster. "You freed me!" 5% 20% 5% Speaks, then vanishes. "It is about time!" 5% 20% 80% Remains as a hostile monster. "You disturbed me, fool!" NOTE: There is no way to get a wish from the djinni other than the first outcome above. There is a limit of 120 djinn per game. Beyond this limit, they are extinct and no more can be created. Using instruments ~~~~~~~~~~~~~~~~~ All instruments are generated uncursed. In this section, "nearby" means within some distance from you that depends on your experience level. Depending on your system, configuration, and options, sounds may also be produced on your system's speaker. tin whistle Wakes nearby monsters and calls nearby pets. "You produce a high whistling sound." (non-cursed) "You produce a shrill whistling sound." (cursed) magic whistle non-cursed Teleports pets next to you. "You produce a strange whistling sound." (not hallucinating) "You produce a normal whistling sound." (hallucinating) cursed 50% chance of acting as non-cursed; otherwise, wakes nearby monsters and calls nearby pets. "You produce a high-pitched humming noise." horn of plenty Created with 1 to 20 charges. If more than 10 charges, blessed scrolls of charging add 6 to 10 charges, otherwise 6 to 15 charges. Uncursed scrolls of charging add 1 to 5 charges. Cannot be charged higher than 50 charges. No effect if no charges. Creates some food (including royal jelly) or a potion of water, fruit juice, booze, acid, sickness, or oil. The blessed/uncursed/cursed state of the object produced is the same as the horn. leather drum Awakens and may scare nearby monsters. Abuses wisdom. "You beat a deafening row!" drum of earthquake Created with 4 to 8 charges. Blessed scrolls of charging add 2 to 8 charges; uncursed scrolls 1 to 4 charges. Drums cannot have more than 20 charges. Creates several pits around you, and angers peaceful monsters in the vicinity. Awakens and may scare all monsters on the level. "You produce a heavy, thunderous rolling! The entire dungeon is shaking around you!" bell Doesn't work under water or when swallowed. non-cursed Wakes nearby monsters and calls nearby pets. cursed There is a 1/4 chance of summoning a nymph (with no inventory), if they aren't already genocided or extinct. There is a further chance that the bell breaks, and/or that you are paralyzed or the nymph is made fast. Wakes nearby monsters and calls nearby pets. The following instruments can be used to play notes to open the Castle drawbridge. You will hear one "gear turn" for each correct note in the right position and one "tumbler click" for each correct note in the wrong position. However, if you improvise, you will get the EFFECT shown; some monsters may resist. Charged instruments are created with 4 to 8 charges. Blessed scrolls of charging add 2 to 8 charges; uncursed scrolls 1 to 4 charges. They can never have more than 20 charges. INSTRUMENT EFFECT ~~~~~~~~~~~~~~~~~~ ~~~~~~ bugle Awaken and anger soldiers on level, abuse wisdom. wooden flute Make nearby snakes peaceful (if enough dexterity and experience), exercise dexterity. magic flute May put nearby monsters to sleep, exercise dexterity. tooled horn Awaken and may scare nearby monsters, abuse wisdom. frost horn Same as a wand of cold other than dealing 6 to 66 base damage (plus 6 to 33 against fire resistant monsters). fire horn Same as a wand of fire other than dealing 6 to 66 base damage (plus 6 to 33 against cold resistant monsters). wooden harp (koto) Make nearby nymphs peaceful (if enough dexterity and experience), exercise dexterity. magic harp May tame nearby monsters, exercise dexterity. Using other tools ~~~~~~~~~~~~~~~~~ Unless noted, all items in this section are generated uncursed. Not all of them are actual tools; a few items of other object types can also be a)pplied. beartrap or land mine If you successfully #untrap one of these traps, the trap becomes a tool. You can pick up the tool and later re-arm the trap at your current location by (a)pplying the tool. bullwhip This weapon can also be applied to get yourself out of a pit, unwield or steal another monster's weapon, hit a monster, whip your steed into a gallop, or grab objects off the floor while levitating. pick-axe You can dig by (a)pplying a pick-axe or dwarvish mattock. Specify > to dig downward (first makes a pit, then a hole), or a direction to dig through rock, walls, or doors, or to smash up statues or boulders. axe or battle-axe These weapons can also be applied to chop down doors or trees. cream pie You can apply this food item to blind yourself for 1 to 25 (more) turns. eucalyptus leaf non-blessed Acts like a tin whistle (see instruments, above). blessed Acts like a blessed magic whistle (see instruments, above). Each use has a 1/49 chance of unblessing the leaf. grappling hook You can apply this tool to grab an object at a distance, hit a monster (or, if small, drag it towards you), drag yourself in a direction, or hit yourself for 10 to 19 points of damage. If you are at least skilled in flail, you can attempt to choose between the first three options (with a 50% chance of accuracy if skilled, 95% if expert); otherwise, the effect will be randomly chosen. unicorn horn non-cursed Randomly fixes one or more of the following troubles: sickness, blindness, hallucination, vomiting, confusion, stunning, and loss of an attribute. The approximate chances of fixing a certain number of troubles are shown here: # Troub: 0 1 2 3 4 5 6 7 blessed: 22.7% 22.7% 19.5% 15.4% 10.7% 5.7% 2.6% 0.8% uncursed: 35.4% 35.4% 22.9% 6.3% 0 0 0 0 cursed You get one of the following: illness, blindness, confusion, stunning, hallucination, or a decremented attribute. Unicorn horns don't fix stoning, sliming, strangulation, or wounded legs. #dipping a unicorn horn in a potion of blindness, confusion, or hallucination turns the potion into uncursed water. Dipping it in a potion of sickness produces non-blessed fruit juice. Unicorn horns also make a fairly good weapon. They are two-handed. expensive camera Generated with 30 to 99 charges. An uncursed scroll of charging will add 10 to 20 charges, and then bring the camera to a minimum of 50 charges. A blessed scroll of charging will add 15 to 30 charges, and then bring the camera to a minimum of 50 charges (75 if between 51 and 74). A camera may never have more than 127 charges. You can get several humorous messages by applying it in certain situations. A cursed camera has a 50% chance of blinding you when applied. Otherwise, you can blind monsters. mirror Cursed mirrors only work half of the time. You can get several humorous messages by applying it in certain situations (especially hallucinating; try underwater or at yourself while polymorphed into a floating eye). You can use a mirror to make a monster's gaze attacks work against itself (if the monster isn't cancelled): vampire or ghost No reflection Medusa Turns to stone floating eye Paralyzed, if it is not invisible umber hulk Confused nymph or succubus Steals the mirror, if she is not invisible Otherwise, you have a 4 out of 5 chance of scaring the monster in that direction for 2 to 8 turns. The monster cannot be a unicorn or humanoid, must have eyes and be unblind, and must be able to see invisible if it is invisible. Breaking any mirror (except by kicking a container) carries a -2 penalty to luck. crystal ball Generated 1/4 blessed, 1/2 uncursed, 1/4 cursed. Generated with 1 to 5 charges. (If your Quest Artifact is a crystal ball, it is always generated with 5 charges.) Blessed scrolls of charging set the ball to 6 charges. Uncursed scrolls of charging add one charge, to a maximum of 5. Applying a crystal ball will cause you to be immobile (in a trance) for 1 to 10 turns. There are several humorous messages if used when hallucinating. non-cursed You may look for an object, monster or symbol (including traps and portals, ^, but not stairs or other dungeon features). There is an (intelligence in 20) chance of success; otherwise, you suffer the same effects as a cursed crystal ball. cursed One of the following happens: nothing, you are confused, you are blinded, you hallucinate, or the ball explodes (not if an artifact). lenses These protect you from being blinded by ravens, spat venom or thrown cream pies. They increase the effectiveness of searching, and reduce the failure rate and time taken to learn spells from spellbooks. blindfold You can controllably blind yourself by (a)pplying it or (P)utting it on. A cursed blindfold cannot be removed by yourself. towel You can controllably blind yourself (like a blindfold) by (P)utting it on. A cursed towel cannot be removed by yourself. When (a)pplied, a towel can clean greasy hands (e.g., from a tin of greasy food) or clean a cream pie off your face. A cursed towel has a 1/3 chance of causing each of these problems, or else it works normally. If you (E)ngrave with a towel, you can rub out writing in the dust. saddle You can (a)pply it to a monster (equines, quadrupeds, dragons, jabberwocks, ki-rin or couatls) in order to be able to ride it in future. Chance of successfully saddling depends on dexterity, charisma, tameness of monster and riding skill; Knights receive a bonus, as does wearing riding boots or gloves. leash You can (a)pply it to a tame monster to keep it nearby. Once you have leashed a monster, you can release it by re-(a)pplying the leash. A cursed leash can't be removed by yourself, and moving too far from your pet may cause it to be choked and take damage. stethoscope A stethoscope can be (a)pplied once each turn without taking any time. If you use it more than that, each application takes one turn. You can get several humorous messages by applying it in certain situations. A cursed stethoscope has a 50% chance of only hearing your own heartbeat. Otherwise, you can use it to find the status of adjacent monsters or of yourself or your steed (though this latter use may be interfered with if engulfed by a monster), and find secret doors and passages. tinning kit Created with 30 to 99 charges. An uncursed scroll of charging will add 10 to 20 charges, and then bring the kit to a minimum of 50 charges. A blessed scroll of charging will add 15 to 30 charges, and then bring the kit to a minimum of 50 charges (75 if between 51 and 74). A tinning kit may never have more than 127 charges. You can convert corpses into tins. The corpse must be uneaten and have non-zero nutrition. The resulting tin is blessed/uncursed/cursed the same way as the tinning kit that produced it. Blessed tins are not poisonous or rotten, and can be opened in one turn. Cursed tins always contain rotten food. Tins have the same chance of giving an intrinsic as the equivalent corpse; the blessed/cursed status of the tin does NOT affect the chance. Some people tin unique monsters as souvenirs. You cannot tin the endgame Riders. tin opener Mostly useless. Wield the tin opener and you can e)at a tin in one turn. can of grease Generated 5% blessed, 90% uncursed, 5% cursed. Created with 1 to 25 charges. If more than 10 charges, blessed scrolls of charging add 6 to 10 charges, otherwise 6 to 15 charges. Uncursed scrolls of charging add 1 to 5 charges. Cannot be charged higher than 50 charges. When a)pplying a can of grease, you have a 50% chance of dropping it if it is cursed or you have fumbling. Otherwise, you can grease an item to protect it or its contents from water or acid damage. If the can of grease is cursed or you specify no object, you get your fingers greasy. Greased outer body armour will protect against grabbing attacks, and greased helmets will protect against (master) mind flayer's tentacles; however, the grease has a 50% chance of wearing off after each attack against which it protects, and grease on cursed armour will only be effective 1/3 of the time. You can also use the can of grease or a potion of oil to #untrap a squeaky board. figurine Generated 1/8 blessed, 3/4 uncursed, and 1/8 cursed. Applying a figurine creates that monster in an adjacent square of your choosing. It will fail if the square is occupied, or if the species is genocided. The chance of a tame or peaceful monster depends on the blessed state of the figurine: blessed uncursed cursed tame 80% 10% 10% peaceful 10% 80% 10% hostile 10% 10% 80% Cursed figurines can spontaneously transform when carried, after 201 to 9200 turns in inventory. magic marker Generated with 30 to 99 charges. Can only be recharged once. An uncursed scroll of charging will add 10 to 20 charges, and then bring the marker to a minimum of 50 charges. A blessed scroll of charging will add 15 to 30 charges, and then bring the marker to a minimum of 50 charges (75 if between 51 and 74). You can write scrolls and spellbooks from blank ones. See the spoilers "scrl-343.txt" and "spl1-343.txt" for details. The blessed/uncursed/ cursed status of the resulting item depends on the marker and scroll/spellbook: blessed uncursed cursed blessed blessed blessed uncursed uncursed blessed uncursed cursed cursed uncursed cursed cursed You can also (E)ngrave graffiti on the floor with a magic marker. Invocation items ~~~~~~~~~~~~~~~~ The three unique invocation items (Bell, Book, and Candelabrum) cannot be placed in a container or destroyed in any way. They have special effects when (a)pplied or #invoked and you are NOT on the vibrating square: Bell of Opening Obtained from your Quest Nemesis. Created with 3 charges. Blessed scrolls of charging add 1 to 3 charges, uncursed scrolls of charging add 1 charge. Cannot be charged higher than 5 charges. uncharged Acts like a regular bell. Will not break. blessed If you are swallowed, you are expelled. " opens its mouth!" (if animal) Else you unlock and open nearby containers and doors, find nearby secret passages and non-statue traps, open nearby drawbridges, and are unpunished. Items must be in your visual range. uncursed If you are swallowed, you are expelled. " opens its mouth!" (if animal) Else same effect as a wand of secret door detection -- you find nearby secret doors, secret passages, non-statue traps, mimics, and hiding and invisible monsters. cursed If you are swallowed, "Nothing happens." Else you summon undead and wake nearby monsters. Candelabrum of Invocation Obtained from Vlad the Impaler. blessed or uncursed The Candelabrum acts like an ordinary light source if at least one candle is applied to it. It will last as many turns as the first candle that was applied would have burned. cursed The Candelabrum won't light. Book of the Dead Obtained from the Wizard of Yendor. blessed Undead creatures in your sight are made peaceful; nearby ones sharing your alignment may be tamed, others may flee. uncursed No effect. "Your ancestors are annoyed with you!" "The headstones in the cemetery begin to move!" "Oh my! Your name appears in the book!" cursed You summon undead. To complete the invocation, you must be standing on the vibrating square and have the non-cursed Candelabrum of Invocation with seven candles attached (the candles can be any type(s), and even cursed), the non-cursed Bell of Opening with at least one charge, and the non-cursed Book of the Dead. The Candelabrum burns out twice as fast when on the vibrating square. The Bell must be rung within 5 turns before the invocation. The Book must be read last. Sascha Wostmann described a good way to remember the sequence: 1. Make some light, to read by. 2. Ring the bell, to get the attention of an audience. 3. Finally, read the book. Good luck! Acknowledgements ~~~~~~~~~~~~~~~~ Thanks to Bruce Cox for proofreading the original version of this file. Further corrections and clarifications provided by Kevin Buhr, A C, Paul Collins, Andreas Dorn, Kieron Dunbar, Vladimir Florinski, Douglas Freyburger, David Goldfarb, David Grabiner, Kaidur Heliste, Ivan, Philipp Lucas, ManaUser, pervect, Pat Rankin, Irina Rempt, Vasilisha, David Wescott, and Yoshi348. nethack-spoilers-3.4.3+20110109.orig/room-343.txt0000644000175000017500000002112511430345750021115 0ustar cjwatsoncjwatsonroom-343.txt Last edited 2003-12-17 for NetHack 3.4.3 Special rooms, shops, and level sounds in NetHack 3.4 Compiled by Dylan O'Donnell . This spoiler only considers the special rooms that can be generated randomly in the main Dungeons of Doom. Certain special levels have their own predefined special rooms (shops in Minetown and the Tourist Quest, zoos in Sokoban and the Wizard's Tower, and many others). Special rooms ~~~~~~~~~~~~~ The usual name describing the room is given first, then in brackets the chance of creation, the range of Dungeon Levels within the Dungeons of Doom in which the room is eligible to be created, and any other constraints on generation. Following this is a list of messages (level sounds) which may be given when on a level which has that room, and messages given when entering the room (as opposed to greetings from its occupant, if any). The chances listed are cumulative; once one type of special room has been created, no others are eligible to be created, and they are considered in order. No special rooms from this list will be created on the Oracle, Big Room, Rogue, Medusa or Castle levels. Shop (3/DL, DL 2+, not below Medusa, suitable room) "You hear someone cursing shoplifters." "You hear the chime of a cash register." "You hear Neiman and Marcus arguing!" (hallucinating) "This shop appears to be deserted." (entering, no shopkeeper) Contains a shopkeeper and stock. See the section "Shops" below for what that stock may consist of. Throne room (1/6, DL 5+) "You hear the tones of courtly conversation." "You hear a sceptre pounded in judgment." "Someone shouts "Off with head!"" "You hear Queen Beruthiel's cats!" (hallucinating) "You enter an opulent throne room!" (entering) Contains a throne and a chest. Filled with sleeping monsters selected (according to depth) from the classes koCDGHT and bugbears. Leprechaun hall (1/8, DL 6+, leprechauns not genocided/extinct) No level sounds. "You enter a leprechaun hall!" (entering) Filled with sleeping leprechauns and gold. Zoo (1/7, DL 7+) "You hear a sound reminiscent of an elephant stepping on a peanut." "You hear a sound reminiscent of a seal barking." "You hear Doctor Doolittle!" (hallucinating) "Welcome to David's treasure zoo!" (entering) Filled with random sleeping monsters and gold. Temple (1/5, DL 9+) No level sounds. "You have a forbidding feeling." (entering, priest of different alignment to altar) "You have a strange forbidding feeling." (entering, priest present, cross-aligned or your alignment worse than -3) "You experience a strange sense of peace." (entering, priest present otherwise) "You have an eerie feeling..." (entering, lost priest) "You feel like you are being watched." (entering, lost priest) "A shiver runs down your ." (entering, lost priest) Contains an altar and a priest or priestess aligned with it. If in a co-aligned temple and your alignment is better than -4, you receive sanctuary; monsters will not enter, and monsters already in the temple will not attack you directly (although they can still use ranged attacks). Some monsters (Riders, high priests, all A) ignore sanctuary. Beehive (1/5, DL 10+, killer bees not genocided/extinct) "You hear a low buzzing." "You hear an angry drone." "You hear bees in your bonnet!" (hallucinating, wearing helmet) "You hear bees in your (nonexistent) bonnet!" (hallucinating, no helmet) "You enter a giant beehive!" (entering) Contains lumps of royal jelly (created on roughly 1/3 squares). Filled with sleeping killer bees and one sleeping queen bee. Graveyard (1/6, DL 12+) "You suddenly realize it is unnaturally quiet." "The on the back of your stands up." "The on your seems to stand up." (hallucinating) "You have an uncanny feeling..." (entering between 0100-2359) " away! away!" (entering between 0000-0059) Contains corpses (created on roughly 1/5 of squares), chests or boxes (1/10) and graves (1/5). Filled with sleeping monsters selected (according to depth) from the classes ZV&, wraiths, and ghosts. Anthole (1/8, DL 13+) No level sounds. "You enter an anthole!" (entering) Contains food (created on roughly 1/3 of squares). Filled with sleeping giant ants, soldier ants or fire ants (equal chances of each). Barracks (1/4, DL 15+, soldiers not genocided/extinct) "You hear blades being honed." "You hear loud snoring." "You hear dice being thrown." "You hear General MacArthur!" (hallucinating) "You enter a military barracks!" (entering) "You enter an abandoned barracks." (entering, empty) Contains chests or boxes (created on roughly 1/20 of squares). Filled with sleeping monsters selected (according to depth) from soldiers, sergeants, lieutenants, and captains. Swamp (1/6, DL 16+) "You hear mosquitoes!" "You smell marsh gas!" "You hear Donald Duck!" (hallucinating) "It looks rather muddy down here." (entering) "It feels rather humid down here." (entering, blind) Up to five rooms on the level become swamp rooms, with a chequered pattern of pools possibly containing giant eels, electric eels, or piranhas, alternating with dry land possibly containing a random fungus. Cockatrice nest (1/8, DL 17+, cockatrices not genocided/extinct) No level sounds. "You enter a disgusting nest!" (entering) Contains statues of player-monsters (created on roughly 1/3 of squares) containing up to four random items. Filled with sleeping cockatrices. Vault (independent approximately 35% chance) "You hear the footsteps of a guard on patrol." "You hear Ebenezer Scrooge!" (hallucinating) "You hear someone searching." (looted) "You hear someone counting money." (unlooted) "You hear the quarterback calling the play." (unlooted, hallucinating) 2x2 isolated room containing gold (amount depending on depth). May contain the portal to Fort Ludios (1/3 chance for each vault created between level 11 and Medusa, except on the level with the Quest portal, unless portal already created). Miscellaneous level sounds ~~~~~~~~~~~~~~~~~~~~~~~~~~ "You hear bubbling water." (fountain) "You hear water falling on coins." (fountain) "You hear the splashing of a naiad." (fountain) "You hear a soda fountain!" (fountain, hallucinating) "You hear a slow drip." (sink) "You hear a gurgling noise." (sink) "You hear dishes being washed!" (sink, hallucinating) "You hear a strange wind." (Oracle) "You hear convulsive ravings." (Oracle) "You hear snoring snakes." (Oracle) "You hear someone say "No more woodchucks!"" (Oracle, hallucinating) "You hear a loud ZOT!" (Oracle, hallucinating) Shops ~~~~~ Shops have a base 3/DL chance of being created between level 2 and Medusa, provided there is a suitable room to put them in (no stairs, only one door), and provided that there are enough rooms on the level to start with (minimum 3, 4 for a branch level). Note that this means that there will always be a shop on each of levels 2 and 3 if the conditions are right (which in practice turns out to only be the case about 45% of the time). There are eleven types of shop; of these, one (lighting) can only appear in Minetown. Their probabilities of random creation and their stock distribution are: SHOP PROB STOCK ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~:~~~~~:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ general : 44% : 100% random used armor dealership : 14 : 90% armour, 10% weapons second-hand bookstore : 10 : 90% scrolls, 10% spellbooks liquor emporium : 10 : 100% potions antique weapons outlet : 5 : 90% weapons, 10% armour delicatessen : 5 : 83% food, 5% fruit juice, 5% water, : : 4% booze, 3% ice box jewelers : 3 : 85% rings, 10% gems, 5% amulets quality apparel and accessories: *3 : 90% wands, 5% leather gloves, : : 5% elven cloak hardware store : 3 : 100% tools rare books : *3 : 90% spellbooks, 10% scrolls lighting store : 0 : 40% tallow candle, 32% wax candle, : : 10% oil lamp, 5% brass lantern, : : 3% magic lamp PROB is the percentage chance of a random shop being of this type. Shops with probabilities marked * may not be larger than 20 squares; if they would otherwise be (about half the time), they are converted into general stores instead. Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by Eva Myers, Robert Schneck, and Seraphim. nethack-spoilers-3.4.3+20110109.orig/wan2-343.txt0000644000175000017500000004133111430345747021017 0ustar cjwatsoncjwatsonwan2-343.txt Last edited 2006-08-17 for NetHack 3.4.3 Breaking wands, cancelling, and polymorphing in NetHack 3.4 Compiled for 3.2.2 by Kevin Hugo. Updated for 3.4.3 by Dylan O'Donnell . Breaking wands ~~~~~~~~~~~~~~ (Adapted from a spoiler by Jeffrey Robertson.) You can destroy a wand by (a)pplying it. You will be prompted for confirmation, and you must have hands and a strength of at least 10. Wands with no charges and some wands listed below have no effect ("But nothing else happens..."). Most wands will produce an explosion when broken. The explosion causes damage to yourself and any monsters that were in the adjacent squares when you broke the wand. This damage can be reduced or eliminated if you (or the monster) has an appropriate resistance. Damage is also reduced to 1/2 for Healers and Knights and to 1/5 for Monks, Priests, and Wizards. Further effects can occur as if you had zapped yourself with the wand. The explosion can also affect objects in your inventory, on your square, and on adjacent squares, and affect locations as if they were zapped. Finally, some types of wands have explosions that make you identify the wand. Specific effects are detailed below. In any case, you destroy the wand and owe the cost if it was unpaid. WAND EFFECTS ~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~ cancellation There is an explosion from 1 to (4*charges) damage. Monsters and objects in the affected squares are cancelled. cold There is an explosion of cold with (8 * charges) damage. Potions may freeze. You identify the wand. create monster There is an explosion from 1 to (4*charges) damage. You are surrounded by monsters. death There is an explosion of death with (16 * charges) damage. Non-living monsters and demons resist this damage. You identify the wand. digging There is an explosion from 1 to (4*charges) damage. You are surrounded by pits and holes. enlightenment No effects. fire There is an explosion of fire with (8 * charges) damage. Armor, scrolls and spellbooks may burn. Potions may boil. Burns away slime. You identify the wand. light There is an explosion from 1 to (4*charges) damage. You are blinded for (charges+1)d25 turns; surrounding monsters may also be blinded, and gremlins take damage. The room is lit. lightning There is an explosion of lightning with (16 * charges) damage. Rings and other wands may explode. You are blinded. You identify the wand. locking No effects. magic missile There is an explosion of magic missiles with (4 * charges) damage. You identify the wand. make invisible There is an explosion from 1 to (4*charges) damage. You and surrounding monsters are made invisible (in your case, a 10% chance of its being permanent, a 90% chance of it lasting for (charges) to (250*charges) (more) turns). nothing No effects. opening No effects. polymorph There is an explosion from 1 to (4*charges) damage. Monsters and objects in the affected squares are polymorphed. probing No effects. secret door detection No effects. sleep There is an explosion from 1 to (4*charges) damage. You and surrounding monsters may be put to sleep. slow monster There is an explosion from 1 to (4*charges) damage. You and surrounding monsters are slowed. speed monster There is an explosion from 1 to (4*charges) damage. You and surrounding monsters are sped up. striking "A wall of force smashes down around you!" There is an explosion from 1 to (charges+1)d6 damage. You and surrounding monsters are hit by a force bolt. Fragile objects in your and adjacent squares may be destroyed. teleportation There is an explosion from 1 to (4*charges) damage. Monsters and objects in the affected squares are teleported. undead turning There is an explosion from 1 to (4*charges) damage. Monsters and objects in the affected squares are turned. wishing No effects. Not really a good idea. Cancelling ~~~~~~~~~~ (Adapted from the spoiler "cancel", by Boudewijn Waijers.) Monsters (including you) can be cancelled when hit by wands or spells of cancellation, and sometimes by Magicbane. The monster may resist. Also, when a gremlin (including you) manages to steal an intrinsic from a monster, the monster is automatically cancelled as well. Cancelled monsters cannot use most of their special attacks against you (ongoing effects of previous attacks will continue, however): Blind you with light Cast spells at you Charm you Confuse you Drain your constitution Drain your dexterity Explode in your face Paralyse you Poison you Put you to sleep Rust, rot or disenchant something, offensive or defensive Seduce you Slime you Slow you down Spit at you Steal an item (other than the Unique Items) Steal intrinsics Steal your gold Stick to you Stun you Teleport you away Use acid offensively against you Use its breath weapon Use its cold attack, offensive or defensive Use its electricity attack, offensive or defensive Use its fire attack or gaze, offensive or defensive Wrap itself around you Many monsters also lose abilities specific to their species as well: Medusa's gaze cannot turn you to stone Medusa cannot be turned to stone with a reflecting item A black or brown pudding cannot divide A clay golem will die A chickatrice or cockatrice can't turn you to stone by hissing A demon cannot summon other demons A floating eye cannot be paralysed with a mirror A lycanthrope cannot change you into another one A lycanthrope cannot summon help A lycanthrope cannot polymorph into their wereform by attacking A mimic cannot revert to mimicking an object A nurse won't heal you with its attack A nymph or succubus won't steal your mirror if you apply it A tengu cannot teleport An umber hulk cannot be confused with a mirror A xan's prick doesn't weaken you Note that some attacks aren't susceptible to cancellation: Defensive acid splashing Disease attacks Famine's hunger attack Mind-flaying attacks Physical blinding attacks Physical damage attacks The Oracle's magic defences Touch of Death Wizard or Quest Nemesis stealing the Amulet, Bell, Book or Candelabrum When a monster cannot use a certain attack on you, it normally cannot use it on another monster either. A wand or spell of cancellation will also affect objects on the floor, or objects in your inventory if you zap yourself. However, it does not affect other monster's inventories or the contents of containers. Affected objects will always become uncursed. Specific effects are described below: OBJECT RESULT ~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~ weapon uncursed +0 weapon, same erodeproofing armor uncursed +0 armor, same erodeproofing scroll of mail uncursed scroll of mail other scrolls uncursed scroll of blank paper spellbook of cancellation uncursed spellbook of cancellation Book of the Dead uncursed Book of the Dead other spellbooks uncursed spellbook of blank paper potion of sickness uncursed potion of fruit juice, same dilution potion of see invisible uncursed potion of fruit juice, same dilution potion of fruit juice uncursed potion of fruit juice, same dilution potion of booze uncursed potion of booze, same dilution potion of oil uncursed potion of oil, same dilution other potions uncursed potion of water charged ring uncursed +0 ring wand of cancellation uncursed, still charged other wands uncursed, uncharged, can't wrest last charge Bell of Opening uncursed Bell of Opening (0) Candelabrum of Invocation uncursed, same number of candles attached charged magic tools uncursed, uncharged charged non-magic tools uncursed, still charged uncharged tools uncursed, unaltered containers uncursed, still same type, contents unchanged Note that cancellation won't work on corpses; if it is resurrected, the monster will still function exactly the same as if the monster had not been cancelled when it was still alive. Polymorphing ~~~~~~~~~~~~ You can use a wand or spell of polymorph on both monsters and objects. The beam acts over a maximum distance of 6 to 13 squares, and cannot be reflected. Polymorph traps may also affect monsters, but not objects. Potions of polymorph can be quaffed to polymorph yourself, thrown at a target, or used to dip an object into. Quaffing from a sink has a 1/20 chance of polymorphing you. When a monster (including you) is affected, the monster may change into a different species. Magic resistance will prevent a monster from polymorphing, unless the monster zapped itself (or yourself). Some monsters may also resist the attack, as well. A polymorphing monster has a 1/25 chance of dying of system shock, unless it is a natural shapeshifter. Objects in the monster's or your inventory are not affected, nor are objects dropped as a result of the polymorph. There are several special cases when you are polymorphed. If you are wearing an amulet of unchanging, you will not polymorph. If you have polymorph control, you can choose the creature you wish to be polymorphed into. If you are wearing dragon armour, you will become that type of dragon (unless you have polymorph control) and will lose your cloak and shirt; the armour will merge with your skin and be unharmed if not broken by a further polymorph. If you have lycanthropy, you turn into that were-creature (or vice versa); if you are a vampire, you become a vampire bat (or vice versa). If you have none of the above, you have a (19 - Constitution) in 20 chance of getting system shock ("You shudder for a moment", lose 1 to 30 HP, and abuse your constitution); if this does not occur, there is a 1/5 chance (which also applies to controlled polymorphs) that you become a "new man/woman/" rather than a different monster, and your level, hit points, energy, and statistics will be randomly adjusted. How long you are polymorphed depends on your experience level and the level of the monster you became (this prevents abuse by low-level characters); you will not revert while you have unchanging. You can always return to your natural form by losing all of your hit points (in a pinch by throwing objects upwards (<) and letting them hit you) unless you have unchanging; in this case, you will simply die. Other monsters remain the same species indefinitely (except true shapeshifters). You can also polymorph objects. Many people call this "polypiling", because they painstakingly collect items, line them up into several piles, and polymorph them all at once. Each item may become a new item in the same object class. The objects retain their blessed/cursed state, erosion, erosionproofing, traps, and poisoning. Wands keep their number of charges, whereas weapons and armor keep their enchantment. Worn items are removed on polymorphing. Magical objects (see the next section) will tend not to polymorph into non-magical ones, and vice versa; the probabilities of this for the object classes that have members of each kind are as below. class magical -> non-magical non-magical -> magical ~~~~~ : ~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~ armour : 54% 0.6% gem : 92% negligible potion : 1.7% 41% scroll : negligible 92% spellbook : negligible 95% tool : 60% 0.3% wand : negligible 93% You will eventually lose some objects. Items appearing in quantities of 2 or more have a (quantity in 1000) chance of merging into one object. Items also have a probability of "shuddering": 1/3 if a wand or cursed, 1/8 if uncursed, 1/12 if blessed (if in quantities greater than 4, 100%, 1/4, and 1/6, respectively). This will decrease the quantity of the item randomly, cause any remainder not to be polymorphed, and has a one in (luck + 45) chance per object of creating a golem from the material of the shuddered item (provided at least two items total remain in the pile). Scrolls of mail will never merge or shudder. There are some limitations to polypiling. You can't change scrolls of mail, wands of polymorph, potions of polymorph, spellbooks of polymorph, Rider corpses, the invocation items, or the Amulet of Yendor. Artifacts have a much higher chance of resisting polymorph than non-artifacts; the result of a polymorph will never be an artifact. Eggs laid by you become other types of eggs, still laid by you. Spellbooks will become more faded, wands have their recharge count incremented. Magic markers will be considered to have been recharged once. Crocodile corpses become non-cursed fireproof +0 low boots. Containers lose all of their contents. There are limits to converting stones (e.g. rocks and luckstones) into gems and glass; you won't get more than four. Note that balls and chains become (surprise!) balls and chains. You can never create the following objects through polypiling: magic lamps wands of wishing wands of polymorph potions of polymorph spellbooks of polymorph and, since the probabilities of the new item are the same as for random generation of that object class, you'll never get anything you wouldn't find randomly created in the dungeon either. Magical objects ~~~~~~~~~~~~~~~ (Adapted from a spoiler by Peter Snelling) To maximise the results from polymorphing objects, it's useful to know which objects the game considers "magical" and which not. Magical armour (all other being non-magical): cloak of displacement dunce cap alchemy smock cornuthaum cloak of invisibility helm of brilliance cloak of magic resistance helm of opposite alignment elven cloak helm of telepathy robe cloak of protection elven boots kicking boots gauntlets of dexterity fumble boots gauntlets of fumbling levitation boots gauntlets of power jumping boots speed boots shield of reflection water walking boots all dragon scale mail (but not dragon scales) Magical tools (all other being non-magical): bag of holding magic whistle bag of tricks magic flute magic lamp frost horn crystal ball fire horn unicorn horn horn of plenty figurine magic harp magic marker drum of earthquake Magical stones (the remaining gems and stones are non-magical): luckstone loadstone touchstone Non-magical potions (all other being magical): booze fruit juice sickness water acid oil No weapon, food, boulder, or statue is magical. All non-blank scrolls are magical (except non-polyable scrolls of mail). All non-blank spellbooks are magical. All wands except nothing are magical. All rings (except meat rings, which are food) are magical. All non-fake amulets are magical. All Unique Items are magical, but can't be polymorphed anyway. Acknowledgements ~~~~~~~~~~~~~~~~ Thanks to Bruce Cox for proofreading the original version of this file. Further corrections and clarifications provided by Joe Bednorz, Roger Breitenstein, David Corbett, Kent Paul Dolan, Michael Deutschmann, David Gale, Wes Irby, Toni Keskitalo, Bruce Labbate, Oberon, Jason Parker, Pat Rankin, Irina Rempt, Stanislav Traykov, and Jeremy Turner. nethack-spoilers-3.4.3+20110109.orig/tabs-343.txt0000644000175000017500000011023111430345750021067 0ustar cjwatsoncjwatsontabs-343.txt Last edited 2006-05-03 for NetHack 3.4.3 Consolidated item tables for NetHack 3.4 Compiled for 3.2.2 by Kevin Hugo. Updated for 3.4.3 by Dylan O'Donnell . AMULET COST WGT PROB EAT ~~~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~~ ~~~ ~~~~ : ~~~ amulet of change : $150 20 130c : Y amulet of ESP : 150 20 175 : Y amulet of life saving : 150 20 75 : amulet of magical breathing : 150 20 65 : Y amulet of reflection : 150 20 75 : amulet of restful sleep : 150 20 135c : Y amulet of strangulation : 150 20 135c : Y amulet of unchanging : 150 20 45 : Y amulet versus poison : 150 20 165 : Y imitation AoY : 0 20 0 : Amulet of Yendor : 30000 20 0 : WEAPON (Table 1) COST WGT PROB MATL APPEARANCE ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~~ ~~~~~~~~~~ Dagger : : orcish dagger : $ 4 10 12 : IRON crude dagger dagger : 4 10 30 : IRON -- silver dagger : 40 12 3 : SILV -- athame : 4 10 0 : IRON -- elven dagger : 4 10 10 : WOOD runed dagger Knife : : worm tooth : 2 20 0 : NONE -- knife (shito) : 4 5 20 : IRON -- stiletto : 4 5 5 : IRON -- scalpel : 6 5 0 : METL -- crysknife : 100 20 0 : MINL -- Axe : : axe : 8 60 40 : IRON -- battle-axe : 40 120* 10 : IRON double-headed axe Pick-axe : : pick-axe : 50 100 tool : IRON -- dwarvish mattock : 50 120* 13 : IRON broad pick Short sword : : orcish short sword : 10 30 3 : IRON crude short sword short sword (wakizashi) : 10 30 8 : IRON -- dwarvish short sword : 10 30 2 : IRON broad short sword elven short sword : 10 30 2 : WOOD runed short sword Broadsword : : broadsword (ninja-to) : 10 70 8 : IRON -- runesword : 300 40 0 : IRON runed broadsword elven broadsword : 10 70 4 : WOOD runed broadsword Long sword : : long sword : 15 40 50 : IRON -- katana : 80 40 4 : IRON samurai sword Two-handed sword : : two-handed sword : 50 150* 22 : IRON -- tsurugi : 500 60* 0 : METL long samurai sword Scimitar : : scimitar : 15 40 15 : IRON curved sword Saber : : silver saber : 75 40 6 : SILV -- Club : : club : 3 30 12 : WOOD -- aklys : 4 15 8 : IRON thonged club Mace : : mace : 5 30 40 : IRON -- Morning star : : morning star : 10 120 12 : IRON -- Flail : : flail (nunchaku) : 4 15 40 : IRON -- grappling hook : 50 30 tool : IRON iron hook Hammer : : war hammer : 5 50 15 : IRON -- Quarterstaff : : quarterstaff : 5 40* 11 : WOOD staff Polearm : : partisan : 10 80* 5 : IRON vulgar polearm fauchard : 5 60* 6 : IRON pole sickle glaive (naginata) : 6 75* 8 : IRON single-edged polearm bec-de-corbin : 8 100* 4 : IRON beaked polearm spetum : 5 50* 5 : IRON forked polearm lucern hammer : 7 150* 5 : IRON pronged polearm guisarme : 5 80* 6 : IRON pruning hook ranseur : 6 50* 5 : IRON hilted polearm voulge : 5 125* 4 : IRON pole cleaver bill-guisarme : 7 120* 4 : IRON hooked polearm bardiche : 7 120* 4 : IRON long poleaxe halberd : 10 150* 8 : IRON angled poleaxe Spear : : orcish spear : 3 30 13 : IRON crude spear spear : 3 30 50 : IRON -- silver spear : 40 36 2 : SILV -- elven spear : 3 30 10 : WOOD runed spear dwarvish spear : 3 35 12 : IRON stout spear Javelin : : javelin : 3 20 10 : IRON throwing spear Trident : : trident : 5 25 8 : IRON -- Lance : : lance : 10 180 4 : IRON -- Bow : : orcish bow : 60 30 12 : WOOD crude bow bow : 60 30 24 : WOOD -- elven bow : 60 30 12 : WOOD runed bow yumi : 60 30 0 : WOOD long bow orcish arrow : 2 1 20 : IRON crude arrow arrow : 2 1 55 : IRON -- silver arrow : 5 1 12 : SILV -- elven arrow : 2 1 20 : WOOD runed arrow ya : 4 1 15 : METL bamboo arrow Sling : : sling : 20 3 40 : LEAT -- flintstone : 1 10 gems : MINL -- other rocks/gems/glass : vary vary gems : vary -- Crossbow : : crossbow : 40 50 45 : WOOD -- crossbow bolt : 2 1 55 : IRON -- Dart : : dart : 2 1 60 : IRON -- Shuriken : : shuriken : 5 1 35 : IRON throwing star Boomerang : : boomerang : 20 5 15 : WOOD -- Whip : : bullwhip : 4 20 2 : LEAT -- rubber hose : 3 20 0 : PLAS -- Unicorn horn : : unicorn horn : 100 20* tool : BONE -- Two weapon combat : -- -- none : NONE -- Riding : -- -- none : NONE -- Bare-handed combat : -- -- hand : NONE -- Martial arts : -- -- hand : NONE -- WEAPON (Table 2) ABCH KMPRaRo STVW +HIT SDAM SAVG LDAM LAVG ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~~~ ~~~~ Dagger : bbbs b--E E bEEE orcish dagger : +2 d3 2.0 d3 2.0 dagger : +2 d4 2.5 d3 2.0 silver dagger : +2 d4 2.5 d3 2.0 athame : +2 d4 2.5 d3 2.0 elven dagger : +2 d5 3.0 d3 2.0 Knife : b-sE b--s E ss-s worm tooth : d2 1.5 d2 1.5 knife (shito) : d3 2.0 d2 1.5 stiletto : d3 2.0 d2 1.5 scalpel : +2 d3 2.0 d3 2.0 crysknife : +3 d10 5.5 d10 5.5 Axe : -Es- s--s - -bEs axe : d6 3.5 d4 2.5 battle-axe : d8+d4 7.0 d6+2d4 8.5 Pick-axe : Esb- b--b - -bs- pick-axe : d6 3.5 d3 2.0 dwarvish mattock : -1 d12 6.5 d8+2d6 11.5 Short sword : bE-s s--b E EEsb orcish short sword : d5 3.0 d8 4.5 short sword (wakizashi) : d6 3.5 d8 4.5 dwarvish short sword : d7 4.0 d8 4.5 elven short sword : d8 4.5 d8 4.5 Broadsword : -s-- s--- s sbs- broadsword (ninja-to) : 2d4 5.0 d6+1 4.5 runesword : 2d4 5.0 d6+1 4.5 elven broadsword : d6+d4 6.0 d6+1 4.5 Long sword : -s-- E--- s EbE- long sword : d8 4.5 d12 6.5 katana : +1 d10 5.5 d12 6.5 Two-handed sword : -E-- s--- b EbE- two-handed sword : d12 6.5 3d6 10.5 tsurugi : +2 d16 8.5 d8+2d6 11.5 Scimitar : ss-b b--- s bsb- scimitar : d8 4.5 d8 4.5 Saber : Eb-b s--- s bsb- silver saber : d8 4.5 d8 4.5 Club : ssEs b-E- s ---s club : d6 3.5 d3 2.0 aklys : d6 3.5 d3 2.0 Mace : -sEb s-E- s -b-b mace : d6+1 4.5 d6 3.5 Morning star : -sb- s-Eb b -b-- morning star : 2d4 5.0 d6+1 4.5 Flail : -bs- b-Es b sb-- flail (nunchaku) : d6+1 4.5 2d4 5.0 grappling hook : d2 1.5 d6 3.5 Hammer : -Es- b-Eb b -bE- war hammer : d4+1 3.5 d4 2.5 Quarterstaff : sbEE -bEb - bbbE quarterstaff : d6 3.5 d6 3.5 Polearm : --sb s-ss b sbss partisan : d6 3.5 d6+1 4.5 fauchard : d6 3.5 d8 4.5 glaive (naginata) : d6 3.5 d10 5.5 bec-de-corbin : d8 4.5 d6 3.5 spetum : d6+1 4.5 2d6 7.0 lucern hammer : 2d4 5.0 d6 3.5 guisarme : 2d4 5.0 d8 4.5 ranseur : 2d4 5.0 2d4 5.0 voulge : 2d4 5.0 2d4 5.0 bill-guisarme : 2d4 5.0 d10 5.5 bardiche : 2d4 5.0 3d4 7.5 halberd : d10 5.5 2d6 7.0 Spear : -sEb sbss b bbsb orcish spear : d5 3.0 d8 4.5 spear : d6 3.5 d8 4.5 silver spear : d6 3.5 d8 4.5 elven spear : d7 4.0 d8 4.5 dwarvish spear : d8 4.5 d8 4.5 Javelin : --sb sbsE - bbbb javelin : d6 3.5 d6 3.5 Trident : -ssb b-sb - -bbb trident : d6+1 4.5 3d4 7.5 Lance : ---- E-b- - sbs- lance : d6 3.5 d8 4.5 Bow : -bs- b-bE - Eb-- orcish bow : d2 1.5 d2 1.5 bow : d2 1.5 d2 1.5 elven bow : d2 1.5 d2 1.5 yumi : d2 1.5 d2 1.5 orcish arrow : d5 3.0 d6 3.5 arrow : d6 3.5 d6 3.5 silver arrow : d6 3.5 d6 3.5 elven arrow : d7 4.0 d6 3.5 ya : +1 d7 4.0 d7 4.0 Sling : s-Es --bE - -bbs sling : d2 1.5 d2 1.5 flintstone : d6 3.5 d6 3.5 other rocks/gems/glass : d3 2.0 d3 2.0 Crossbow : ---- sbbE E -b-- crossbow : d2 1.5 d2 1.5 crossbow bolt : d4+1 3.5 d6+1 4.5 Dart : b--E --bE E -E-E dart : d3 2.0 d2 1.5 Shuriken : ---s -bbs s Eb-b shuriken : +2 d8 4.5 d6 3.5 Boomerang : E-E- --bE - -b-- boomerang : d9 5.0 d9 5.0 Whip : E--- ---b - -b-- bullwhip : d2 1.5 1 1.0 rubber hose : d4 2.5 d3 2.0 Unicorn horn : s-bE --s- - -s-- unicorn horn : +1 d12 6.5 d12 6.5 Two weapon combat : bb-- s--- E Ess- Riding : bb-- E--b b sbsb Bare-handed combat : EMMb E-bb E -sEb d2 1.5 d2 1.5 Martial arts : ---- -G-- - M--- d4 2.5 d4 2.5 ARMOR COST WGT PR AC M EFFECT APPEARANCE ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~ : ~~ ~ ~~~~~~~~ ~~~~~~~~~~ Shirts : : Hawaiian shirt : $ 3 5 8 : 0 C Shops -- T-shirt : 2 5 2 : 0 C Shops -- Suits : : leather jacket : 10 30 12 : 1 L -- leather armor : 5 150 82 : 2 L -- orcish ring mail : 80 250 20 : 2 I # crude ring mail studded leather armor : 15 200 72 : 3 L # -- ring mail : 100 250 72 : 3 I -- scale mail : 45 250 72 : 4 I -- orcish chain mail : 75 300 20 : 4 I # crude chain mail chain mail : 75 300 72 : 5 I # -- elven mithril coat : 240 150 15 : 5 M ### -- splint mail : 80 400 62 : 6 I # -- banded mail : 90 350 72 : 6 I -- dwarvish mithril coat : 240 150 10 : 6 M ### -- bronze plate mail : 400 450 25 : 6 B -- plate mail (tanko) : 600 450 44 : 7 I ## -- crystal plate mail : 820 450 10 : 7 G ## -- Dragon suits : : red dragon scales : 500 40 0 : 3 D Fire -- white dragon scales : 500 40 0 : 3 D Cold -- orange dragon scales : 500 40 0 : 3 D Sleep -- blue dragon scales : 500 40 0 : 3 D Elec -- green dragon scales : 500 40 0 : 3 D Poison -- yellow dragon scales : 500 40 0 : 3 D Acd -- black dragon scales : 700 40 0 : 3 D Disint -- silver dragon scales : 700 40 0 : 3 D Reflect -- gray dragon scales : 700 40 0 : 3 D Magic -- red dragon scale mail : 900 40 0 : 9 D Fire -- white dragon scale mail : 900 40 0 : 9 D Cold -- orange dragon scale mail: 900 40 0 : 9 D Sleep -- blue dragon scale mail : 900 40 0 : 9 D Elec -- green dragon scale mail : 900 40 0 : 9 D Poison -- yellow dragon scale mail: 900 40 0 : 9 D Acd -- black dragon scale mail : 1200 40 0 : 9 D Disint -- silver dragon scale mail: 1200 40 0 : 9 D Reflect -- gray dragon scale mail : 1200 40 0 : 9 D Magic -- Cloaks : : mummy wrapping : 2 3 0 : 0 C #Vis -- orcish cloak : 40 10 8 : 0 C ## coarse mantelet dwarvish cloak : 50 10 8 : 0 C ## hooded cloak leather cloak : 40 15 8 : 1 L # -- cloak of displacement : 50 10 10 : 1 C ##Displ *piece of cloth oilskin cloak : 50 10 10 : 1 C ###Water slippery cloak alchemy smock : 50 10 9 : 1 C #Poi+Acd apron cloak of invisibility : 60 10 10 : 1 C ##Invis *opera cloak clk of magic resistance : 60 10 2 : 1 C ###Magic *ornamental cope elven cloak : 60 10 8 : 1 C ###Stlth faded pall robe : 50 15 3 : 2 C ###Spell -- cloak of protection : 50 10 9 : 3 C ###Prot *tattered cape Helmets : : fedora : 1 3 0 : 0 C -- dunce cap : 1 4 3 : 0 C Stupid conical hat cornuthaum : 80 4 3 : 0 C ##Clair conical hat dented pot : 8 10 2 : 1 I -- elven leather helm : 8 3 6 : 1 L leather hat helmet (kabuto) : 10 30 10 : 1 I *plumed helmet orcish helm : 10 30 6 : 1 I iron skull cap helm of brilliance : 50 50 6 : 1 I Int+Wis *etched helmet hm of opposite alignment: 50 50 6c: 1 I Align *crested helmet helm of telepathy : 50 50 2 : 1 I ESP *visored helmet dwarvish iron helm : 20 40 6 : 2 I hard hat Gloves : : leather gloves (yugake) : 8 10 16 : 1 L *old gloves gauntlets of dexterity : 50 10 8 : 1 L Dex *padded gloves gauntlets of fumbling : 50 10 8c: 1 L Fumble *riding gloves gauntlets of power : 50 30 8 : 1 I Str *fencing gloves Shields : : small shield : 3 30 6 : 1 W -- orcish shield : 7 50 2 : 1 I red-eyed Uruk-hai shield : 7 50 2 : 1 I white-handed elven shield : 7 50 2 : 2 W blue and green dwarvish roundshield : 10 100 4 : 2 I large round large shield : 10 100 7 : 2 I -- shield of reflection : 50 50 3 : 2 S Reflect polished silver Boots : : low boots : 8 10 25 : 1 L walking shoes elven boots : 8 15 12 : 1 L Stlth *mud boots kicking boots : 8 15 12 : 1 I Kick *buckled boots fumble boots : 30 20 12c: 1 L Fumble *riding boots levitation boots : 30 15 12c: 1 L Lev *snow boots jumping boots : 50 20 12 : 1 L Jump *hiking boots speed boots : 50 20 12 : 1 L Speed *combat boots water walking boots : 50 20 12 : 1 L WWalk *jungle boots high boots : 12 20 15 : 2 L jackboots iron shoes : 16 50 7 : 2 I hard shoes FOOD COST WGT PROB NUTR NUTR/WGT TIME ~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~~ ~~~~~~~~ ~~~~ Meat : : meatball : $ 5 1 0 : 5 5 1 meat ring : 5 1 0 : 5 5 1 meat stick : 5 1 0 : 5 5 1 egg : 9 1 85 : 80 80 1 tripe ration : 15 10 140 : 200 20 2 huge chunk of meat : 105 400 0 : 2000 5 20 corpse : 5 vary 0 : vary vary vary Fruits and vegetables : : kelp frond : 6 1 0 : 30 30 1 eucalyptus leaf : 6 1 3 : 30 30 1 clove of garlic : 7 1 7 : 40 40 1 sprig of wolfsbane : 7 1 7 : 40 40 1 apple : 7 2 15 : 50 25 1 carrot : 7 2 15 : 50 25 1 pear : 7 2 10 : 50 25 1 banana : 9 2 10 : 80 40 1 orange : 9 2 10 : 80 40 1 melon : 10 5 10 : 100 20 1 slime mold : 17 5 75 : 250 50 1 People food : : fortune cookie : 7 1 55 : 40 40 1 candy bar : 10 2 13 : 100 50 1 cream pie : 10 10 25 : 100 10 1 lump of royal jelly : 15 2 0 : 200 100 1 pancake : 15 2 25 : 200 100 2 C-ration : 20 10 0 : 300 30 1 K-ration : 25 10 0 : 400 40 1 cram ration : 35 15 20 : 600 40 3 food ration (gunyoki) : 45 20 380 : 800 40 5 lembas wafer : 45 5 20 : 800 160 2 tin : 5 10 75 : vary vary vary SCROLL COST WGT PROB MRKR APPEARANCE ~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~~ ~~~~~~~~~~ mail : $ 0 5 0 : 2 stamped identify : 20 5 180 : 14 light : 50 5 90 : 8 blank paper : 60 5 28 : 0 unlabeled enchant weapon : 60 5 80 : 16 enchant armor : 80 5 63 : 16 remove curse : 80 5 65 : 16 confuse monster : 100 5 53 : 12 destroy armor : 100 5 45 : 10 fire : 100 5 30 : 8 food detection : 100 5 25 : 8 gold detection : 100 5 33 : 8 magic mapping : 100 5 45 : 8 scare monster : 100 5 35 : 20 teleportation : 100 5 55 : 20 amnesia : 200 5 35 : 8 create monster : 200 5 45 : 10 earth : 200 5 18 : 8 taming : 200 5 15 : 20 charging : 300 5 15 : 16 genocide : 300 5 15 : 30 punishment : 300 5 15 : 10 stinking cloud : 300 5 15 : 20 SPELLBOOK COST WGT PROB LVL READ MRKR BONUS APPEARANCE ~~~~~~~~~~~~~~~~ : ~~~~~ ~~~ ~~~~ : ~~~ ~~~~ ~~~~ ~~~~~ ~~~~~~~~~~ blank paper : $ 0 50 18 : 0 0 0 plain Book of the Dead : 10000 20 0 : 7 0 0 papyrus attack : : force bolt : 100 50 35 : 1 2 10 drain life : 200 50 10 : 2 2 20 magic missile : 200 50 45 : 2 2 20 Wiz cone of cold : 400 50 10 : 4 21 40 Val fireball : 400 50 20 : 4 12 40 finger of death : 700 50 5 : 7 80 70 healing : : healing : 100 50 40 : 1 2 10 + cure blindness : 200 50 25 : 2 2 20 + cure sickness : 300 50 32 : 3 6 30 Hea+ extra healing : 300 50 27 : 3 10 30 + stone to flesh : 300 50 15 : 3 2 30 restore ability : 400 50 25 : 4 15 40 Mon+ divination : : detect monsters : 100 50 43 : 1 1 10 light : 100 50 45 : 1 1 10 detect food : 200 50 30 : 2 3 20 clairvoyance : 300 50 15 : 3 6 30 Sam detect unseen : 300 50 20 : 3 8 30 identify : 300 50 20 : 3 12 30 detect treasure : 400 50 20 : 4 15 40 Rog magic mapping : 500 50 18 : 5 35 50 Arc enchantment : : sleep : 100 50 50 : 1 1 10 confuse monster : 200 50 30 : 2 2 20 slow monster : 200 50 30 : 2 2 20 cause fear : 300 50 25 : 3 6 30 charm monster : 300 50 20 : 3 6 30 Tou clerical : : protection : 100 50 18 : 1 3 10 create monster : 200 50 35 : 2 3 20 remove curse : 300 50 25 : 3 10 30 Pri+ create familiar : 600 50 10 : 6 42 60 turn undead : 600 50 16 : 6 48 60 Kni escape : : jumping : 100 50 20 : 1 3 10 haste self : 300 50 33 : 3 8 30 Bar invisibility : 400 50 25 : 4 15 40 Ran levitation : 400 50 20 : 4 12 40 teleport away : 600 50 15 : 6 36 60 matter : : knock : 100 50 35 : 1 1 10 wizard lock : 200 50 30 : 2 3 20 dig : 500 50 20 : 5 30 50 Cav polymorph : 600 50 10 : 6 48 60 cancellation : 700 50 15 : 7 64 70 POTION COST WGT PROB APPEARANCE ~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~~~~~~~~ booze (sake) : $ 50 20 42 : fruit juice : 50 20 42 : see invisible : 50 20 42 : sickness : 50 20 42 : confusion : 100 20 42 : extra healing : 100 20 47 : hallucination : 100 20 40 : healing : 100 20 57 : restore ability : 100 20 40 : sleeping : 100 20 42 : water : 100 20 92 : clear blindness : 150 20 40 : gain energy : 150 20 42 : invisibility : 150 20 40 : monster detection : 150 20 40 : object detection : 150 20 42 : enlightenment : 200 20 20 : full healing : 200 20 10 : levitation : 200 20 42 : polymorph : 200 20 10 : speed : 200 20 42 : acid : 250 20 10 : oil : 250 20 30 : gain ability : 300 20 42 : gain level : 300 20 20 : paralysis : 300 20 42 : RING COST WGT PROB CHG ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~ meat ring : $ 5 1 0 : adornment : 100 3 1 : Y hunger : 100 3 1c : protection : 100 3 1 : Y protection from shape changers : 100 3 1 : stealth : 100 3 1 : sustain ability : 100 3 1 : warning : 100 3 1 : aggravate monster : 150 3 1c : cold resistance : 150 3 1 : gain constitution : 150 3 1 : Y gain strength : 150 3 1 : Y increase accuracy : 150 3 1 : Y increase damage : 150 3 1 : Y invisibility : 150 3 1 : poison resistance : 150 3 1 : see invisible : 150 3 1 : shock resistance : 150 3 1 : fire resistance : 200 3 1 : free action : 200 3 1 : levitation : 200 3 1 : regeneration : 200 3 1 : searching : 200 3 1 : slow digestion : 200 3 1 : teleportation : 200 3 1c : conflict : 300 3 1 : polymorph : 300 3 1c : polymorph control : 300 3 1 : teleport control : 300 3 1 : WAND COST WGT PROB CHG TYPE ~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~ ~~~~ light : $100 7 95 : 15 NODIR nothing : 100 7 25 : 15 BEAM digging : 150 7 55 : 8 RAY enlightenment : 150 7 15 : 15 NODIR locking : 150 7 25 : 8 BEAM magic missile : 150 7 50 : 8 RAY make invisible : 150 7 45 : 8 BEAM opening : 150 7 25 : 8 BEAM probing : 150 7 30 : 8 BEAM secret door detection : 150 7 50 : 15 NODIR slow monster : 150 7 50 : 8 BEAM speed monster : 150 7 50 : 8 BEAM striking : 150 7 75 : 8 BEAM undead turning : 150 7 50 : 8 BEAM cold : 175 7 40 : 8 RAY fire : 175 7 40 : 8 RAY lightning : 175 7 40 : 8 RAY sleep : 175 7 50 : 8 RAY cancellation : 200 7 45 : 8 BEAM create monster : 200 7 45 : 15 NODIR polymorph : 200 7 45 : 8 BEAM teleportation : 200 7 45 : 8 BEAM death : 500 7 5 : 8 RAY wishing : 500 7 5 : 3! NODIR TOOL COST WGT PROB CHG APPEARANCE ~~~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~ ~~~~~~~~~~ Containers : : sack : $ 2 15 35 : bag large box : 8 350 40 : -- chest : 16 600 35 : -- ice box : 42 900 5 : -- bag of holding : 100 15 20 : bag bag of tricks : 100 15 20 : 20 bag oilskin sack : 100 15 5 : bag Unlocking tools : : credit card* : 10 1 15 : -- lock pick (osaku) : 20 4 60 : -- skeleton key : 10 3 80 : key Light sources : : tallow candle : 10 2 20 : candle wax candle : 20 2 5 : candle brass lantern : 12 30 30 :1499 -- oil lamp : 10 20 45 :1499 lamp magic lamp : 50 20 15 : lamp Candelabrum of Invocation : 5000 10 0 : candelabrum Instruments : : tin whistle : 10 3 100 : whistle magic whistle : 10 3 30 : whistle bugle : 15 10 4 : -- wooden flute : 12 5 4 : flute magic flute : 36 5 2 : 8 flute tooled horn : 15 18 5 : horn frost horn : 50 18 2 : 8 horn fire horn : 50 18 2 : 8 horn horn of plenty : 50 18 2 : 20 horn leather drum : 25 25 4 : drum drum of earthquake : 25 25 2 : 8 drum wooden harp (koto) : 50 30 4 : harp magic harp : 50 30 2 : 8 harp bell : 50 30 2 : -- Bell of Opening : 5000 10 0 : 3 silver bell Traps : : beartrap : 60 200 0 : -- land mine : 180 300 0 : -- Weapon-Tools : : pick-axe : 50 100 20 : -- grappling hook : 50 30 5 : iron hook unicorn horn : 100 20 0 : -- Other tools : : expensive camera* : 200 12 15 : 99 -- mirror : 10 13 45 : looking glass crystal ball : 60 150 15 : 5 glass orb lenses : 80 3 5 : -- blindfold : 20 2 50 : -- towel : 50 2 50 : -- saddle* : 150 200 5 : -- leash : 20 12 65 : -- stethoscope : 75 4 25 : -- tinning kit : 30 100 15 : 99 -- tin opener : 30 4 35 : -- can of grease : 20 15 15 : 25 -- figurine : 80 50 25 : -- magic marker : 50 2 15 : 99! -- GEMS AND STONES COST WGT PROB ENGR COLORS ~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~~ ~~~~~~ Valuable gems : : dilithium crystal :$4500 1 27* : soft white diamond : 4000 1 24* : hard white ruby : 3500 1 21* : hard red jacinth : 3250 1 18* : hard orange sapphire : 3000 1 15* : hard blue black opal : 2500 1 12* : hard black emerald : 2500 1 9* : hard green turquoise : 2000 1 6* : soft green, blue aquamarine : 1500 1 1* : hard green, blue citrine : 1500 1 3* : soft yellow amber : 1000 1 1* : soft yellowish brown topaz : 900 1 1* : hard yellowish brown jet : 850 1 1* : soft black opal : 800 1 1* : soft white chrysoberyl : 700 1 1* : soft yellow garnet : 700 1 1* : soft red amethyst : 600 1 1* : soft violet jasper : 500 1 1* : soft red fluorite : 400 1 1* : soft green, blue, white, violet jade : 300 1 1* : soft green agate : 200 1 1* : soft orange obsidian : 200 1 1* : soft black Worthless gems : : black glass : 0 1 76 : soft black blue glass : 0 1 77 : soft blue green glass : 0 1 77 : soft green orange glass : 0 1 76 : soft orange red glass : 0 1 77 : soft red violet glass : 0 1 77 : soft violet white glass : 0 1 77 : soft white yellow glass : 0 1 77 : soft yellow yellowish brown glass : 0 1 77 : soft yellowish brown Stones : : luckstone : 60 10 10 : soft gray stone touchstone : 45 10 8 : soft gray stone flintstone : 1 10 10 : soft gray stone loadstone : 1 500 10 : soft gray stone rock : 0 10 100 : soft rock ITEM COST WGT PROB SYM DAMAGE NUTR ~~~~~~~~~~~~~~~ : ~~~~ ~~~~ ~~~~ : ~~~ ~~~~~~ ~~~~ gold piece : $ 1 0.01 1000 : $ 0 0.01 boulder : 0 6000 100 : ' d20 2000 statue : 0 vary 900 : ' d20 2500 heavy iron ball : 10 480* 0 : 0 d25* 480* iron chain : 0 120 0 : _ d4+1 120 acid venom : 0 1 0 : . 2d6 0 blinding venom : 0 1 0 : . 0 0 See the related spoiler files for full descriptions of each of the above fields. nethack-spoilers-3.4.3+20110109.orig/scrl-343.txt0000644000175000017500000011164611430345753021117 0ustar cjwatsoncjwatsonscrl-343.txt Last edited 2006-05-04 for NetHack 3.4.3 Scrolls and their effects in NetHack 3.4 Compiled for 3.2.2 by Kevin Hugo. Updated for 3.4.3 by Dylan O'Donnell . SCROLL COST WGT PROB MRKR APPEARANCE ~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~~ ~~~~~~~~~~ mail : $ 0 5 0 : 2 stamped identify : 20 5 180 : 14 light : 50 5 90 : 8 blank paper : 60 5 28 : 0 unlabeled enchant weapon : 60 5 80 : 16 enchant armor : 80 5 63 : 16 remove curse : 80 5 65 : 16 confuse monster : 100 5 53 : 12 destroy armor : 100 5 45 : 10 fire : 100 5 30 : 8 food detection : 100 5 25 : 8 gold detection : 100 5 33 : 8 magic mapping : 100 5 45 : 8 scare monster : 100 5 35 : 20 teleportation : 100 5 55 : 20 amnesia : 200 5 35 : 8 create monster : 200 5 45 : 10 earth : 200 5 18 : 8 taming : 200 5 15 : 20 charging : 300 5 15 : 16 genocide : 300 5 15 : 30 punishment : 300 5 15 : 10 stinking cloud : 300 5 15 : 20 Scrolls are listed above by increasing price, then alphabetically. The COST field denotes the base price of each item. WGT specifies the weight (100 zorkmids weighs 1). Scrolls comprise 16% of all randomly-generated items in the main dungeon, 18% in containers, 22% on the Rogue level, and 1% in hell. PROB is the relative probability of each subtype. Scrolls appear 1/8 cursed, 3/4 uncursed, and 1/8 blessed. Scrolls of mail exist only if this ability was compiled into your copy of the game, and if you have the "mail" option enabled. When new email arrives (or every 1999+d(3000) turns if playing on an Amiga or DOS platform), the "mail daemon" will deliver a scroll of mail. All of these scrolls are considered uncursed, and they cannot be changed into another object in any way. MRKR specifies the value used to determine the number of magic marker charges needed to write a scroll of that type, or zero if it cannot be written. The actual number of charges used will be a random amount from MRKR/2 to MRKR-1; if your marker has fewer than MRKR/2 charges, you will be unable to attempt to write the scroll. Wizards have a base 1/3 chance of writing an unknown scroll, and all other classes have a base 1/15 chance; your chance generally improves with higher luck, to a maximum of about 98% for Wizards and 32% for other classes. You can only write scrolls on blank paper, which can be made by getting any scroll wet (except mail) or cancelling any scroll (except mail). Failure to write the scroll will cause the blank scroll to be used up. You can select non-blank scrolls to write on, but this will abuse your wisdom and you will be told, "That scroll is not blank!" Some types of scrolls have the same APPEARANCE when unidentified. The appearance of the remaining scrolls are are randomized from the following descriptions: ZELGO MER JUYED AWK YACC NR 9 XIXAXA XOXAXA XUXAXA PRATYAVAYAH DAIYEN FOOELS LEP GEX VEN ZEA PRIRUTSENIE ELBIB YLOH VERR YED HORRE VENZAR BORGAVVE THARR YUM YUM KERNOD WEL ELAM EBOW DUAM XNAHT ANDOVA BEGARIN KIRJE VE FORBRYDERNE HACKEM MUCHE VELOX NEB FOOBIE BLETCH TEMOV GARVEN DEH READ ME Scroll messages and effects ~~~~~~~~~~~~~~~~~~~~~~~~~~~ (Adapted from the spoiler "scrolls", by Ian Burrell.) In order to read a scroll, you must either be unblind or know the APPEARANCE of the scroll. When a scroll is read, it will be used up and disappear (except blank paper). The effects depend on the blessing of the scroll. Non-cursed means either blessed or uncursed. If you are confused while reading the scroll, "you mispronounce the magic words" and may obtain a different effect. Some scrolls have a different message for "beginners"; a character is considered a beginner until accumulating 2000 score points (1000 for Wizards). amnesia All Sokoban maps are immune from the effects of amnesia. cursed or you are NOT confused You forget all of the current level. non-cursed and confused You forget 6/7 of the current level. In addition, if uncursed or cursed You forget any number of spells. In every case, You have a 1/3 chance of forgetting up to 25% of all known level maps and a separate 1/3 chance of forgetting up to 25% of object identities. You forget all traps on your current level, forget whether you are punished, and abuse your wisdom. "Your mind releases itself from mundane concerns." (hallucinating) "As your mind turns inward on itself, you forget everything else." (your character's name is Maud); "Who was that Maud person anyway?" (otherwise, 50%) "Thinking of Maud you forget everything else." (otherwise, 50%) The scroll is (re-)identified. blank paper You identify the scroll; it will not be used up. "This scroll seems to be blank." (unblind) "You don't remember there being any magic words on this scroll." (blind) charging blessed You identify the scroll and select an item. "This is a charging scroll." If the item can't be charged, no effect. "You have a feeling of loss." Otherwise, the item is charged by a larger amount (see wan1-343.txt, tool-343.txt, or ring-343.txt for specifics). Wands and rings may explode (see below). "Your spins clockwise for a moment." "Your glows blue for a moment." (unblind) "Your vibrates for a moment." (blind) uncursed You identify the scroll and select an item. "This is a charging scroll." If the item can't be charged, no effect. "You have a feeling of loss." Otherwise, the item is charged by a smaller amount (see wan1-343.txt, tool-343.txt, or ring-343.txt for specifics). Wands and rings may explode (see below). "Your spins clockwise for a moment." "Your glows white for a moment." (unblind) "Your glows blue for a moment." (unblind) "Your glows briefly." (unblind) "Your vibrates briefly." (blind) cursed You identify the scroll and select an item. "This is a charging scroll." If it is a ring, it loses 1 to 2 points of enchantment and may explode (see below). "Your spins counterclockwise for a moment." For other items, if it is blessed or has zero charges, no effect other than incrementing the recharged counter (although wands may explode; see below). "Nothing happens." Otherwise, it is set to zero charges. Wands may explode (see below). "Your vibrates briefly." confused If your energy is at maximum, you gain 5d4 maximum energy. Your energy is increased to maximum. "You feel charged up!" Previously-recharged wands have a chance of exploding if you attempt to charge them further; wands of wishing will always explode, others have a chance depending on the number of times (x) recharged: (x^3)/(7^3). PREV RCHG %EXPLODE %CUMULATIVE ~~~~~~~~~ ~~~~~~~~ ~~~~~~~~~~~ 0 0 0 1 0.29 0.29 2 2.33 2.62 3 7.87 10.28 4 18.66 27.02 5 36.44 53.62 6 62.97 82.83 7 100 100 When a ring with a positive enchantment is charged, it has an (enchantment before) in 7 chance of exploding. Rings with enchantments of <= -5 or >= +7 will always explode when charged. confuse monster blessed You will confuse the next 2 to 9 (more) monsters you hit. (Once this number reaches 40, each blessed scroll will only allow confusion of one additional monster.) "Your glow a brilliant red." (unblind) "Your glow an even more brilliant red." (unblind, more) "Your tingle very sharply." (blind) "Your tingle even more sharply." (blind, more) uncursed You will confuse the next (one more) monster you hit. "Your begin to glow red." (unblind) "Your begin to glow red even more." (unblind, more) "Your begin to tingle." (blind) "Your begin to tingle even more." (blind, more) cursed or polymorphed into non-@ You are confused for 1 to 100 (more) turns. "You feel confused." blessed and confused You are no longer confused. "A faint glow surrounds your ." (unblind) "A faint buzz surrounds your ." (blind) uncursed and confused You are confused for 1 to 100 (more) turns. "Your begin to glow purple." (unblind) "Your begin to tingle." (blind) create monster blessed Creates one monster beside you. uncursed Creates one (72/73 chance) or 2 to 5 (1/73 chance) monsters around you. cursed Creates 13 (72/73 chance) or 14 to 17 (1/73 chance) monsters around you. confused Creates 13 (72/73 chance) or 14 to 17 (1/73 chance) acid blobs around you. No messages. The scroll is identified if the new monsters are seen. destroy armor not wearing armor Abuses your strength and constitution. "You have a strange feeling for a moment, then it passes." (beginner not hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "Your bones itch." (confused) "Your skin itches." (not confused) blessed or uncursed Destroys one random worn piece of armor. "Your cloak crumbles and turns to dust!" "Your armor turns to dust and falls to the !" "Your shirt crumbles into tiny threads and falls apart!" "Your helmet turns to dust and is blown away!" "Your gloves vanish!" "Your boots disintegrate!" "Your shield crumbles away!" cursed Selects one random worn piece of armor. If the armor is not cursed, then same effect as an uncursed scroll. Otherwise, you are stunned for 10 to 19 (more) turns and your armor loses one enchantment if it is -6 or greater. "Your vibrates." non-cursed and confused Removes (rust|fire)proofing from one random worn piece of armor. "Your glows purple for a moment." (unblind) "Your vibrates for a moment." (blind) cursed and confused Makes one random worn armor (rust|fire)proof. "Your glows purple for a moment." (unblind) "Your vibrates for a moment." (blind) Does NOT repair damage. earth blessed Creates a boulder on each open square around you. "The ceiling rumbles around you!" uncursed Creates a boulder on the same square as you and on each open square around you. "The ceiling rumbles above you!" cursed Creates a boulder on the same square as you. "The ceiling rumbles above you!" blessed and confused Creates 2-6 rocks on each open square around you. "The ceiling rumbles around you!" uncursed and confused Creates 2-6 rocks on the same square as you and each open square around you. "The ceiling rumbles above you!" cursed and confused Creates 2-6 rocks on the same square as you. "The ceiling rumbles above you!" No effect on the Rogue level or in the endgame outside the Plane of Earth. In Sokoban, there is a -1 penalty to Luck. Boulders do d20 damage, rocks d3 each; damage is capped at 2 if the monster/player underneath is wearing a metal helmet. Only solid, non-amorphous, non-phasing creatures are damaged. enchant armor not wearing armor Exercises (abuses if cursed) strength and constitution. "You have a strange feeling for a moment, then it passes." (beginner not hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "Your skin glows then fades." (unblind) "Your skin feels warm for a moment." (blind) blessed One exterior piece of worn armor is selected semi-randomly. If enchantment already above +3 (+5 for elven armor or a Wizard's cornuthaum), there is a 1 in (current enchantment) chance that it WON'T be vaporized. If it is vaporized: "Your violently glows silver for a while, then evaporates." (no "silver" if shield of reflection or silver dragon scales or scale mail) Dragon scales become dragon scale mail, gain one enchantment, and are blessed. "Your merges and hardens!" Other armor can gain several enchantments: Current enchantment -3 to -1 +0 to +2 +3 to +5 +6 to +8 +9 or more ~~~~~~~~~~~~~~~~~~~ ~~~~~~~~ ~~~~~~~~ ~~~~~~~~ ~~~~~~~~ ~~~~~~~~~~ Additional possible 1 to 4 1 to 3 1 to 2 1 0 to 1 "Your glows silver for a moment." (+1) "Your glows silver for a while." (more than +1) "Your violently glows silver for a moment." (+0) (no "silver" if shield of reflection or silver dragon scales or scale mail) The armor is blessed. If your armor is enchanted beyond the safe limit, it may vibrate: "Your suddenly vibrates unexpectedly." (unblind) "Your suddenly vibrates again." (blind) NOTE: If you were blind, then "glows silver" is replaced by "vibrates". uncursed One exterior piece of worn armor is selected semi-randomly. If enchantment already above +3 (+5 for elven armor or a Wizard's cornuthaum), there is a 1 in (current enchantment) that it WON'T be vaporized. If it is vaporized: "Your violently glows silver for a while, then evaporates." (no "silver" if shield of reflection or silver dragon scales or scale mail) Dragon scales become dragon scale mail. "Your merges and hardens!" Other armor gains +1 enchantment (only a chance if already +9 or more). "Your glows silver for a moment." (+1) "Your violently glows silver for a moment." (+0) (no "silver" if shield of reflection or silver dragon scales or scale mail) If cursed, the armour is uncursed. If your armor is enchanted beyond the safe limit, it may vibrate: "Your suddenly vibrates unexpectedly." (unblind) "Your suddenly vibrates again." (blind) NOTE: If you were blind, then "glows silver" is replaced by "vibrates". cursed One exterior piece of worn armor is selected semi-randomly. If enchantment already below -3 (-5 for elven armor or a Wizard's cornuthaum), there is a 1 in (current absolute enchantment) that it WON'T be vaporized. If it is vaporized: "Your violently glows black for a while, then evaporates." (no "black" if black dragon scales or scale mail) Otherwise armor loses one enchantment and is cursed. "Your glows black for a moment." (unblind) (no "black" if black dragon scales or scale mail) "Your vibrates for a moment." (blind) non-cursed and confused One exterior piece of worn armor is selected semi-randomly and made (rust|fire)proof. "Your is covered by a shimmering golden shield/layer!" (unblind) "Your feels warm for a moment." (blind) If that armor had damage, it is repaired. "Your looks as good as new!" (unblind) "Your feels as good as new!" (blind) cursed and confused One exterior piece of worn armor is selected semi-randomly and any (rust|fire)proofing removed. "Your is covered by a mottled black glow!" (unblind) "Your feels warm for a moment." (blind) If the armor's enchantment was affected, then you identify the scroll as well. enchant weapon not wielding a weapon Exercises (abuses if cursed) dexterity. "You have a strange feeling for a moment, then it passes." (beginner not hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "Your twitch." (non-cursed) "Your itch." (cursed) blessed If your weapon was cursed, it is made uncursed. If your weapon is a worm tooth, it becomes an unfixed crysknife. "Your weapon seems sharper now." Otherwise, weapons currently enchanted above +5 have a 2/3 chance of being destroyed. "Your violently glows blue for a while and then evaporates." (unblind) "Your evaporates." (blind) Other weapons can gain several enchantments: Current enchantment -3 to -1 +0 to +2 +3 to +5 +6 to +8 +9 or more ~~~~~~~~~~~~~~~~~~~ ~~~~~~~~ ~~~~~~~~ ~~~~~~~~ ~~~~~~~~ ~~~~~~~~~~ Additional possible 1 to 4 1 to 3 1 to 2 1 0 to 1 "Your glows blue for a moment." (+1 unblind) "Your glows blue for a while." (more than +1 unblind) "Your violently glows blue for a while." (+0 unblind) Magicbane warns you if it is enchanted to +0 or above. "Your right flinches!" (2 or more added and now at +2 or more) "Your right itches!" (otherwise) Elven weapons, artifacts, and sometimes other weapons vibrate when they are enchanted above +5. "Your suddenly vibrates unexpectedly." uncursed If your weapon was cursed, it is made uncursed. If your weapon is a worm tooth, it becomes an unfixed crysknife. "Your weapon seems sharper now." Otherwise, weapons currently enchanted above +5 have a 2/3 chance of being destroyed. "Your violently glows blue for a while and then evaporates." (unblind) "Your evaporates." (blind) Other weapons gain +1 enchantment (only a chance if already +9 or more). "Your glows blue for a moment." (+1 unblind) "Your violently glows blue for a while." (+0 unblind) Magicbane warns you if it is enchanted to +0 or above. "Your right itches!" Elven weapons, artifacts, and sometimes other weapons vibrate when they are enchanted above +5. "Your suddenly vibrates unexpectedly." cursed If your weapon is a crysknife, it becomes a worm tooth. "Your weapon seems duller now." Artifacts (except Sting and Orcrist) will resist. "Your faintly glows black." (unblind) Otherwise, weapons currently enchanted below -5 have a 2/3 chance of being destroyed. "Your violently glows blue for a while and then evaporates." (unblind) "Your evaporates." (blind) Other weapons lose one enchantment. "Your glows black for a moment." (unblind) Elven weapons, artifacts, and sometimes other weapons vibrate if they are still enchanted above +5. "Your suddenly vibrates unexpectedly." non-cursed and confused (Rust|Fire)proofs your weapon. If it is a crysknife, it becomes fixed. "Your is covered by a shimmering golden shield!" (unblind) "Your weapon feels warm for a moment." (blind) If it had damage, it is repaired. "Your looks as good as new!" (unblind) "Your feels as good as new!" (blind) cursed and confused Removes (rust|fire)proofing from your weapon. "Your is covered by a mottled purple glow!" (unblind) "Your weapon feels warm for a moment." (blind) NOTE: The grammar of the above messages is changed if more than one item is wielded. fire blessed An explosion of fire occurs, causing 3 to 5 hit points of damage to you and surrounding monsters if not fire resistant. Armor, scrolls, and spellbooks may burn; potions may explode; slime is burnt away. "The water around you vaporizes violently!" (under water) "The scroll erupts in a tower of flame!" (otherwise) uncursed An explosion of fire occurs, causing 2 to 3 hit points of damage to you and surrounding monsters if not fire resistant. Armor, scrolls, and spellbooks may burn; potions may explode; slime is burnt away. "The water around you vaporizes violently!" (under water) "The scroll erupts in a tower of flame!" (otherwise) cursed An explosion of fire occurs. causing 1 to 2 hit points of damage to you and surrounding monsters if not fire resistant. Armor, scrolls, and spellbooks may burn; potions may explode; slime is burnt away. "The water around you vaporizes violently!" (under water) "The scroll erupts in a tower of flame!" (otherwise) confused If fire-resistant, "Oh, look, what a pretty fire in your ." (unblind) "You feel a pleasant warmth in your ." (blind) Otherwise, you lose 1 hit point. "The scroll catches fire and you burn your ." You always identify the scroll. food detection blessed You acquire the food appraisal intrinsic, which will warn you when you next (only) eat food that could be dangerous or would break a currently-unbroken conduct. If no food on that level, "You sense a lack of food nearby." (saw some before, already have food appraisal.) "You sense a lack of food nearby. Your starts to tingle." (saw some before, no food appraisal.) "You have a strange feeling for a moment, then it passes." (beginner hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "Your twitches then starts to tingle." (non-beginner, no current food appraisal) "Your twitches." (non-beginner with food appraisal already) Otherwise, you detect comestibles on that level. "You smell food nearby. Your starts to tingle." (just on your square, no current food appraisal) "You smell food nearby." (just on your square, already have food appraisal) "Your starts to tingle and you smell food." (elsewhere, no current food appraisal) "Your continues to tingle and you smell food." (elsewhere, already have food appraisal) uncursed If no food on that level, "You sense a lack of food nearby." (saw some before) "You have a strange feeling for a moment, then it passes." (beginner not hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "Your nose twitches." (otherwise) Otherwise, you detect comestibles on that level. "You smell food nearby." (if just on your square) "Your nose tingles and you smell food." (if elsewhere) cursed If no potions on that level, "You sense a lack of food nearby." (saw some before) "You have a strange feeling for a moment, then it passes." (beginner not hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "Your nose twitches." (otherwise) Otherwise, you detect potions on that level. "You smell food nearby." (if just on your square) "Your nose tingles and you smell food." (if elsewhere) confused If no potions on that level, "You sense a lack of something nearby." (saw some before) "You have a strange feeling for a moment, then it passes." (beginner not hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "Your nose twitches." (otherwise) Otherwise, you detect potions on that level. "You smell something nearby." (if just on your square) "Your nose tingles and you smell something." (if elsewhere) genocide Always identified when read. "You have found a scroll of genocide!" blessed (even if confused) You can genocide an entire class of monsters (all species with the same symbol); or you can choose 'none'. "What class of monsters do you wish to genocide?" "Wiped out all ." "You feel dead inside." (@ or your own race while polymorphed) NOTE: Not all species can be genocided. NOTE: Even if you don't have 'showrace' selected, dwarf players are still considered dwarves ('h'), gnome players gnomes ('G') and orc players orcs ('o') and can be self-genocided accordingly. uncursed You can genocide one species; or you can choose 'none'. "What monster do you want to genocide? [type the name]" "Wiped out all ." "You feel dead inside." (your own role or race while polymorphed) If hallucinating, the message will claim "Wiped out all " but you are unaffected (unless you actually did choose your role, race, or current form). NOTE: Not all species can be genocided. cursed You are surrounded by 4 to 6 monsters of one species, if they are not already genocided or extinct (more than 9 Nazgul, 3 erinyes, or 120 other already created). If you choose 'none', a monster species will be selected at random. The monsters will carry nothing. "What monster do you want to genocide? [type the name]" "Sent in some ." confused and uncursed You genocide your own role. "Wiped out all ." "Wiped out all ." (hallucinating and polymorphed) "You feel dead inside." (while polymorphed) confused and cursed You are surrounded by 4 to 6 monsters of your own role. The monsters will carry nothing. "Sent in some ." "Sent in some ." (hallucinating and polymorphed) gold detection blessed or uncursed If no gold, gold objects (if scroll blessed), or gold golems on that level outside your inventory, no effect. "You have a strange feeling for a moment, then it passes." (beginner not hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "You feel like a million zorkmids!" (polymorphed into gold golem) "You feel worried about your future financial situation." (carrying gold coins) "You feel materially poor." (not carrying gold coins) Otherwise, you detect gold (and, if scroll blessed, gold objects), even buried or in containers, and gold golems on that level. "You notice some gold between your ." (if just on your square) "You feel very greedy, and sense gold!" (if elsewhere) cursed or confused If no traps on that level, no effect. "You have a strange feeling for a moment, then it passes." (beginner not hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "Your stop itching." (otherwise) Otherwise, you detect traps (spaces with the ^ symbol) on that level. If the scroll is cursed, the traps are shown as gold ($ symbol); if you are hallucinating, they will appear as random objects; otherwise, they appear as known traps. The vibrating square is NOT shown. "Your itch." (if just on your square) "You feel very greedy" (cursed) "You feel entrapped." (otherwise) identify Always identified when read. blessed You can identify items from your inventory: # items: 1 2 3 4 all chance: 1/5 1/5 1/5 1/5 1/5 If your luck is positive, then 1 item becomes 2 items. "This is an identify scroll." uncursed You can identify items from your inventory: # items: 1 2 3 4 all chance: 21/25 1/25 1/25 1/25 1/25 "This is an identify scroll." cursed You can identify one item from your inventory. "This is an identify scroll." confused You merely identify the scroll. "You identify this as an identify scroll." light Swallowed, engulfed, or underwater No area is actually lit or darkened. "It seems even darker in here than before." (cursed or confused) "'s is lit. " (animal) " shines briefly." (whirly monster) " glistens." (other swallowed) blessed An area of radius 9 is lit. "A lit field surrounds you!" uncursed An area of radius 5 is lit. "A lit field surrounds you!" cursed or confused An area of radius 5 (9 if blessed) is darkened. Light sources in your inventory (other than Sunsword) are snuffed out. "Suddenly, the only light left comes from Sunsword!" (if wielding it) "You are surrounded by darkness!" (otherwise) If unblind, you identify the scroll. If on the Rogue level, rooms are lit/darkened instead of areas. magic mapping non-mappable level You become confused for 1 to 30 (more) turns. "Your mind is filled with crazy lines!" "Wow! Modern art." (hallucinating) "Your spins in bewilderment." (not hallucinating) blessed or uncursed You identify the scroll and map the entire level. "A map coalesces in your mind!" Blessed scrolls also reveal secret doors. cursed or confused You identify the scroll and map 1/7 of the squares of the level. "A map coalesces in your mind!" "Unfortunately, you can't grasp the details." (cursed but not confused) mail Note: You must have the MAIL option compiled into your program and the 'mail' option enabled. The scroll is identified when read. If found in a bones pile: "This seems to be junk mail addressed to the finder of the Eye of Larn." On a system capable of checking new mail, is only generated when mail is received: You read your new mail with the program specified in the MAILREADER environment variable. On an Amiga or DOS platform, is generated every 1999+d(3000) turns (the first time, after 99+d(2000) turns. The message is randomly chosen: "It reads: "Please disregard previous letter."" "It reads: "Welcome to NetHack."" "It reads: "Report bugs to ."" "It reads: "Only Amiga makes it possible."" (Amiga) "It reads: "CATS have all the answers."" (Amiga) "Unfortunately you cannot see what it says." (blind) The scroll cannot be converted to another type by any means. punishment Always identified when read. blessed or confused No effect. "You feel guilty." uncursed "You are being punished for your misbehavior!" If you were already being punished, the ball's weight increases by 160. Else if polymorphed into an amorphous, swirly, or non-solid creature, a heavy iron ball drops to the floor. "A ball and chain appears, then falls away." Otherwise, you are chained to a heavy iron ball and chain. cursed "You are being punished for your misbehavior!" If you were already being punished, the ball's weight increases by 320. Else if polymorphed into an amorphous, swirly, or non-solid creature, a heavy iron ball drops to the floor. "A ball and chain appears, then falls away." Otherwise, you are chained to a heavy iron ball and chain. remove curse blessed All cursed items in your main inventory become uncursed. Removes a ball and chain (punishment). "You feel like someone is helping you." (not hallucinating) "You feel in touch with the Universal Oneness." (hallucinating) uncursed All cursed worn or wielded items (weapons, armor, amulets, rings, and eyewear), stackable quivered weapons (or, if wielding a sling, gems or stones), applied leashes, and loadstones in main inventory are uncursed. Removes a ball and chain (punishment). "You feel like someone is helping you." (not hallucinating) "You feel in touch with the Universal Oneness." (hallucinating) cursed Removes a ball and chain (punishment). "You feel like someone is helping you." (not hallucinating) "You feel in touch with the Universal Oneness." (hallucinating) "The scroll disintegrates." blessed and confused All UNCURSED items have a 25% chance of being blessed and a 25% chance of being cursed. You are NOT unpunished. "You feel like you need some help." (not hallucinating) "You feel the power of the Force against you!" (hallucinating) uncursed and confused All UNCURSED worn or wielded items (weapons, armor, amulets, rings, and eyewear), stackable quivered weapons (or, if wielding a sling, gems or stones), applied leashes, and loadstones in main inventory have a 25% chance of being blessed and a 25% chance of being cursed. You are NOT unpunished. "You feel like you need some help." (not hallucinating) "You feel the power of the Force against you!" (hallucinating) cursed and confused No effect. "The scroll disintegrates." "You feel like you need some help." (not hallucinating) "You feel the power of the Force against you!" (hallucinating) scare monster dropped Most monsters will become frightened when adjacent to the square, just like engraving Elbereth. Blind or peaceful creatures, minotaurs, shopkeepers, vault guards, the Wizard, the endgame Riders, and all A and @ are unaffected. picked up If blessed, becomes uncursed. Otherwise, if cursed or if previously picked up uncursed, the scroll(s) disintegrate. "The scroll turns to dust as you pick it up." (one) "The scrolls turn to dust as you pick them up." (several) blessed or uncursed You will cause monsters within your visual range to flee. Some monsters can resist the effect. "You hear maniacal laughter close by." (something was affected) "You hear maniacal laughter in the distance." (no creature affected) cursed or confused You will wake up, unparalyze, and unscare monsters within your visual range. "You hear sad wailing close by." (something was affected) "You hear sad wailing in the distance." (no creature affected) stinking cloud Always identified when read. "You have found a scroll of stinking cloud!" Creates a gas cloud around a centre square you specify. This square must be visible to you and within the following range: ..... ....... ......... ........... ........... .....@..... ........... ........... ......... ....... ..... or there will be no effect ("You smell rotten eggs."). blessed The cloud has a radius of 4 around the centre square, and will dissipate after d3+7 turns; any living, breathing, non-poison-resistant creature within it is blinded and takes d12+5 damage before the last four turns of the cloud's life, d6+5 in the penultimate two turns, and d3+5 in the last two. uncursed The cloud has a radius of 3 around the centre square, and will dissipate after d3+5 turns; any living, breathing, non-poison-resistant creature within it is blinded and takes d8+5 damage before the last two turns of the cloud's life, after which d4+5. cursed The cloud has a radius of 2 around the centre square, and will dissipate after d3+3 turns; any living, breathing, non-poison-resistant creature within it is blinded and takes d4+5 damage. taming blessed or uncursed Tames monsters within a one square radius. Also calms shopkeepers. Some monsters can resist. No messages. cursed Angers monsters within a one square radius. " gets angry!" non-cursed and confused Tames monsters within an 11x11 square area. Also calms shopkeepers. Some monsters can resist. No messages. cursed and confused Angers monsters within an 11x11 square area. " gets angry!" teleportation blessed If you don't have teleport control, you can choose whether to teleport. "Do you wish to teleport?" If you are on a non-teleport level, no effect. "A mysterious force prevents you from teleporting!" Otherwise, one-third of the time if you are carrying the Amulet of Yendor, no effect. "You feel disoriented for a moment." Otherwise, you teleport to a random or controlled position on the same level. You will identify the scroll. uncursed If you are on a non-teleport level, no effect. "A mysterious force prevents you from teleporting!" Otherwise, one-third of the time if you are carrying the Amulet of Yendor, no effect. "You feel disoriented for a moment." Otherwise, you teleport to a random or controlled position on the same level. You identify the scroll if you have teleport control, don't see your old position, or are radius 4 or more from your old position. cursed or confused If you are not carrying the Amulet of Yendor, you teleport to another level. If you have teleport control, you can choose which level (with limits); if you are confused, there is a chance that the teleport may be random regardless. Acknowledgements ~~~~~~~~~~~~~~~~ Thanks to Bruce Cox for proofreading the original version of this file. Further corrections and clarifications provided by Joe Bednorz, Christian Cooper, Andreas Dorn, Josh Giesbrecht, Alon Lischinsky, Kate Nepveu, Pat Rankin, Rast, Martin Read, Irina Rempt, Jason Short, Hans van der Meulen, and Eric Wright. nethack-spoilers-3.4.3+20110109.orig/art1-343.txt0000644000175000017500000005455411430345747021032 0ustar cjwatsoncjwatsonart1-343.txt Last edited 2006-10-24 for NetHack 3.4.3 Artifacts and their properties in NetHack 3.4 Compiled for 3.2.2 by Kevin Hugo. Updated for 3.4.3 by Dylan O'Donnell . ARTIFACT ITEM COST GENER ALN +HIT +DAM ATTACK DEFEND ~~~~~~~~~~~~~ ~~~~~~~~~~~~ ~~~~ ~~~~~ ~~~ ~~~~ ~~~~ ~~~~~~ ~~~~~~ Demonbane long sword $2500 aborw L +d5 x2 demons Excalibur long sword 4000 bcdw L ! +d5 +d10 lev, search Grayswandir silver saber 8000 borw L +d5 x2 silver hallu Snickersnee katana 1200 borw LS +0 +d8 Sunsword long sword 1500 aborw L +d5 x2 undead O Detection crystal ball 2500 bq w LA! mgc, spell S Might mace 2500 bq w LC! +d5 x2 align mgc M Mirr Merlin mirror 1500 bq w LK! mgc Mitre Holiness helm brllnce 2000 bq w LP! undead, fire T Muramasa tsurugi 4500 bq w LS! +0 +d8 bisect luck Cleaver battle axe 1500 b orw NB +d3 +d6 Giantslayer long sword 200 b orw N +d5 x2 giants Magicbane athame 3500 b orw NW +d3 +d4 magic mgc, curse Mjollnir war hammer 4000 b orw NV +d5 +d24 elec Vorpal Blade long sword 4000 bcorw N +d5 +d1 behead H Ahriman luckstone 2500 b q w NB! +5 x2 luck stealth S Aesculapius quarterstaff 5000 b q w NH! +0 x2 lev lev, regen Eyes Overworld lenses 2500 b q w NM! mgc PYEC credit card 7000 b q w NT! mgc, spell Orb of Fate crystal ball 3500 b q w NV! luck spell, phys Eye Aethiopica amulet ESP 4000 b q w NW! mgc, spell Grimtooth orcish dagger 300 b orw C +d2 +d6 Orcrist elv brdswd 2000 bnorw C +d5 x2 orcs Sting elv dagger 800 bnorw C +d5 x2 orcs warn, web Stormbringer runesword 8000 bcorw C ! +d5 +d2 lev lev L Diana bow 4000 b q w CRa! +d5 0 reflect M Key Thievery skeleton key 3500 b q w CRo! warn, phys Dragonbane broadsword 500 borw +d5 x2 dragon Fire Brand long sword 3000 borw +d5 x2 fire fire Frost Brand long sword 3000 borw +d5 x2 cold cold Ogresmasher war hammer 200 borw +d5 x2 ogres Trollsbane morning star 200 borw +d5 x2 trolls Werebane silver saber 1500 borw +d5 x2 were were Bell Opening silver bell 5000 g Can Invocation candelabrum 5000 g Book Dead papyrus spbk 10000 g Amulet Yendor amulet Yendor 30000 g Artifacts are listed above by alignment, then alphabetically with the Quest Artifacts listed later. The name of each ARTIFACT may have been abbreviated to fit in the table above; see below for the official name. Artifacts are special instances of ordinary objects, and have all of the behaviors and properties of the ordinary ITEM in addition to those granted by the particular artifact; they are however considerably more valuable, as indicated by the COST field. The GENER field specifies all of the possible ways that a particular artifact may be generated. Each artifact can only be generated _once_ per game -- it cannot be generated again, even if the player never found the artifact, if the artifact is stolen, or if the artifact is destroyed. Note that in some cases, an ordinary object may be converted into an artifact, but no artifact will be converted into another artifact. The meaning of the letters are as follows: a Humanoid angelic species have a 5% chance of being generated with a blessed, rustproof Demonbane or Sunsword; 100% for Archons. b All artifacts on the current level are saved when a character dies and creates a bones file. If a new character visits the same level and loads the bones file, the same artifacts will be created, except under the following conditions. If the artifact was already created in the new player's game or is the new player's Quest Artifact, then the artifact reverts to its ordinary object. The Unique Items (Bell of Opening, Candelabrum of Invocation, Book of the Dead, and Amulet of Yendor) will revert into ordinary objects (cursed bell, pile of used candles, cursed spellbook of blank paper, and cursed fake amulet of Yendor, respectively). c If you pray and your god is very pleased, you may be crowned and get a good artifact, though Wizards and Monks may instead receive a spellbook of finger of death or restore ability respectively. If a lawful character is wielding an ordinary long sword when crowned, it becomes Excalibur. Neutrals get Vorpal Blade, regardless of what they are wielding (if already wielding it, it goes "snicker-snack!"). Chaotics get Stormbringer, regardless of what they are wielding. You can only be crowned once. If you were restricted to unskilled in the weapon class of your alignment's artifact, the restriction is removed so you may advance to basic skill. d If you #dip a single ordinary long sword in a fountain, are at least experience level 5, and Excalibur doesn't already exist in your game, then there is a 1/6 chance of something special happening to your long sword. If you are lawful, the long sword is converted into the blessed, rustless, uncorroded, damageproof Excalibur and you exercise your wisdom. If you are neutral or chaotic, your long sword is cursed, loses its rustproofing, may lose an enchantment, and you abuse your wisdom. g This Unique Item is an essential part of the game, and can only be obtained by killing (or stealing it from) the appropriate Nemesis. These items are specially protected from being destroyed. They also do not count toward the number of artifacts that have been generated. n An ordinary item can be converted into this artifact by #naming it. The item must be singular, not already an artifact, of the same type as the new artifact, and the new artifact must not already exist. Answer that you want to #name a single item, and provide the short name of the artifact (i.e. "Sting" instead of "elven dagger named Sting"). o This item may be given (non-cursed, and erodeproof if applicable) as a gift from your god when #offering corpses. You must sacrifice a fresh corpse at a co-aligned altar, be in good standing with your god, have non-negative luck, and be at least experience level 3. You will only get artifacts that are of your alignment or none, and some classes get certain artifacts as their first gift (if available). Your first gift will always be co-aligned. Orcs will never receive elven weapons, or vice versa. The chance that you will be given a gift depends on the number of artifacts already created in the game and how many of them were gifts; the chance is 1/(10+(2*artifacts*gifts)). If you receive a weapon artifact this way and were restricted in its weapon class to unskilled, the restriction is removed so you may advance to basic skill. r This artifact may be randomly generated in place of a regular item (1/20 chance for each weapon). In particular, antique weapons outlets appear to frequently carry artifacts because a large number of weapons are randomly generated there. The player-monsters on the Astral Plane also have a 50% chance that the weapon they are generated will be upgraded to one of these random artifacts. q This is a Quest Artifact. If you are of the same class as the artifact, you can only obtain it by completing your Quest. Otherwise it can only be obtained by bones levels or wishing. If you are neither the same class nor the same alignment, you cannot pick it up, wield it, or wear it. w This artifact can be wished for. You may specify either the short name of the artifact (e.g. "Magicbane") or the long name ("athame named Magicbane"); capitalization does not matter. You cannot wish for Unique Items or your own Quest Artifact; there are also limitations on wishing for other classes' Quest Artifacts based on your class and alignment (see "q" above). The chance of getting an artifact from each wish depends on the number of artifacts already created in the game: ARTIFACTS 0 1 2 3 4 5 6 n CHANCE 100% 100% 2/3 2/4 2/5 2/6 2/7 2/(n+1) The first letter of the ALN column indicates the alignment of the artifact (Lawful, Neutral, or Chaotic), if any. When playing a class which can have multiple alignments, the alignment of the Quest Artifact will be adjusted to match the character's starting alignment. A second letter specifies the class aligned to the artifact; alignments of these artifacts will also be adjusted if necessary. It also indicates which Quest Artifact belongs to each class, and for artifacts available as sacrifice gifts denotes that the artifact is the guaranteed first gift for that class. Intelligent artifacts are indicated with a ! symbol. All three conditions are considered each time you attempt to wish for, pick up, wield, wear, invoke, apply, or steal an artifact: * If the artifact is intelligent, then in order to touch the artifact safely, you must have the same alignment as the artifact, must be of the same class (or no class is specified), must have non-negative alignment, and must not be in the form of something the artifact specially attacks. Otherwise, you will be blasted by the artifact's power, sustain 4d10 damage (2d10 if you have magic resistance), and abuse your wisdom. If you are of the wrong class and fail at least one of the other conditions above, then the artifact will furthermore "evade your grasp!" and you will not be able to use it at all. * If the artifact is not intelligent, then you have only a 1/4 chance of being blasted if you have a different alignment from the artifact or have negative alignment (these two criteria not applying for unaligned artifacts), or are in the form of something the artifact specially attacks; damage is 4d4 (2d4 if you have magic resistance). In any case, you will be able to use the artifact. * Orcrist and Sting will never blast non-orcs. Intelligent artifacts furthermore have an 80% chance of resisting being cursed by "malignant aura"-type curses. The +HIT column specifies any bonuses when calculating to-hit, and +DAM lists any bonuses or multiplier to damage. For some artifacts, these adjustments only apply when hitting a specific type of monster. See weap-343.txt to find out how these values are used in weapons calculations. Additional damage due to level drain, bisecting, or beheading are not included in the table above, but are listed in the weapon descriptions below. Note that the chance of certain weapon artifact effects are based on your to-hit die roll. This means that if you always hit a monster, the effect occurs with the published percentage; however, if you only hit a monster 1 in 20, then every hit you make causes the effect. The ATTACK and DEFEND fields list a brief summary of the offensive and defensive effects of each artifact; see the sections below for full descriptions of each artifact's abilities. The effects of the Bell of Opening, Candelabrum of Invocation, and Book of the Dead are documented in tool-343.txt. The powers of the Amulet of Yendor are listed in amul-343.txt. Lawful artifacts ~~~~~~~~~~~~~~~~ [Adapted from the spoilers "artifacts" by Boudewijn Waijers and "damages" by Henri Block and Hisashi Yoshida.] Demonbane (lawful long sword) Carried No effect. Wielded +d5 to hit and x2 damage only against demons (all & except Death, Pestilence, Famine, the mail daemon, sandestins, and djinn). Invoked No effect. Excalibur (lawful long sword) Carried No effect. Wielded +d5 to hit and +d10 damage to all monsters. Confers level drain resistance and automatic searching. Manual and automatic searching have their chance of success modified by Excalibur's enchantment. Even eyeless monsters will be able to locate you. Demon princes will be generated hostile. Invoked No effect. Grayswandir (lawful silver saber) Carried No effect. Wielded +d5 to hit and x2 damage to all monsters. Confers hallucination resistance. Silver damage against silver-hating creatures (a normal effect of silver sabers). Invoked No effect. Snickersnee (lawful katana) Carried No effect. Wielded +d8 damage to all monsters. Invoked No effect. Note: Do not confuse this artifact with Vorpal Blade. Sunsword (lawful long sword) Carried No effect Wielded +d5 to hit and x2 damage only against undead (ghosts, shades, and all LMVWZ). Acts as a light source. Prevents blinding from light-based sources. Invoked No effect. The Orb of Detection (lawful* Archeologist crystal ball) Carried Confers magic resistance and telepathy. Half damage when attacked by spells. Invoked Toggles invisibility on/off. The Sceptre of Might (lawful* Caveman mace) Carried Confers magic resistance. Wielded +d5 to hit and x2 damage only against monsters not of its alignment. Invoked Toggles conflict on/off. The Magic Mirror of Merlin (lawful Knight mirror) Carried Confers magic resistance and telepathy. Knights get double damage when: turning undead in any way; using a spell of force bolt, magic missile, unskilled/basic cone of cold, or drain life; or using a wand of striking. Applied or wielded Speaks to you (gives random rumour, from the true file if blessed, the false file if cursed, or either if uncursed). Invoked No effect. The Mitre of Holiness (lawful* Priest helm of brilliance) Carried Confers fire resistance. Worn Priests take half damage from undead (ghosts, shades, and all LMVWZ) and demons (all & except Death, Pestilence, Famine, the mail daemon, djinn, and sandestins). Increase in intelligence and wisdom (normal helm effects). Invoked Boost in spell energy. The Tsurugi of Muramasa (lawful Samurai tsurugi) Carried Acts as luckstone. Wielded +d8 damage to all monsters. 5% chance (based on your to-hit roll) of extra damage: Monsters engulfing you are instantly killed. Damage is doubled against big monsters. All other monsters are instantly killed. Invoked No effect. Neutral artifacts ~~~~~~~~~~~~~~~~~ [Adapted from the spoilers "artifacts" by Boudewijn Waijers and "damages" by Henri Block and Hisashi Yoshida.] Cleaver (neutral* battle axe) Carried No effect. Wielded +d3 to hit and +d6 damage to all monsters. Invoked No effect. Giantslayer (neutral long sword) Carried No effect. Wielded +d5 to hit and x2 damage only against giants, stone giants, hill giants, fire giants, frost giants, storm giants, giant mummies, giant zombies, Cyclops, and Lord Surtur. Note that it does not affect ettins or titans. Invoked No effect. Magicbane (neutral* athame) Carried No effect. Wielded +d3 to hit to all monsters; +d4 damage to monsters that do not resist. May also probe, stun, scare, cancel, or confuse (see art2-343.txt). Confers magic resistance. Protects inventory against 95% of curses. Invoked No effect. Note: You can also engrave "Elbereth" with any non-cursed athame and it won't dull the weapon. Mjollnir (neutral* war hammer) Carried No effect. Wielded +d5 to hit and +d24 damage against monsters that are NOT shock- resistant. May explode rings (other than shock resistance) or wands (other than lightning) carried by the target. Can only be thrown when you have strength 25 (such as with gauntlets of power) and you are wielding it. When thrown by Valkyries there is a 99% chance that the artifact will return to you: if you are not confused, stunned, blind, hallucinating, or fumbling, there is a further 99% chance it will return directly to your hand, otherwise it will either land at your feet or hit you (50/50 chance). Can only be kicked one square. Invoked No effect. Note: Does NOT provide shock resistance! Vorpal Blade (neutral long sword) Carried No effect. Wielded +d5 to hit and +1 damage to all monsters. Instantly kills Jabberwocks. 5% chance (based on your to-hit roll) of instantly killing monsters by beheading. Monster must not be headless, amorphous, non-corporeal, or swallowing you. Worms must be hit on their head segment. Invoked No effect. Note: Do not confuse this artifact with Snickersnee. The Heart of Ahriman (neutral* Barbarian luckstone) Carried Confers stealth. +d5 to hit if thrown or slung at a monster; x2 damage if slung. Invoked Levitation; you can stop this levitation with '>' at will, or by invoking the Heart again. The Staff of Aesculapius (neutral Healer quarterstaff) Carried No effect. Wielded x2 damage to all non-level-drain-resistant monsters (all except undead, demons, were-creatures, and Death). Drains levels (1 to 8 hp) from non-level-drain-resistant monsters. Confers hungerless regeneration and protection from level drain. Invoked Heals half hp loss, cures sickness, unblinds (except from cream or venom) and unslimes. The Eyes of the Overworld (neutral* Monk lenses) Carried Confer magic resistance. Worn Confer astral vision (X-ray vision and blinding immunity). Prevent stunning effect of Archons' radiant gaze. Invoked Enlightenment. The Platinum Yendorian Express Card (neutral Tourist credit card) Carried Confers magic resistance and telepathy. Half damage when attacked by spells. Invoked Charges objects like a scroll of charging with the same blessed/ cursed status. Only Tourists can perform blessed charging. The Orb of Fate (neutral* Valkyrie crystal ball) Carried Confers warning and half spell damage. Half damage when attacked physically. Acts as a luckstone. Invoked Level teleport. The Eye of the Aethiopica (neutral* Wizard amulet of ESP) Carried Confers magic resistance and faster energy regeneration. Half damage when attacked by spells. Worn Confers telepathy (normal amulet effect). Invoked Transports you to the closest visited level of any dungeon branch you have already visited. Will not work if you have the Amulet of Yendor or are in the endgame. Chaotic artifacts ~~~~~~~~~~~~~~~~~ [Adapted from the spoilers "artifacts" by Boudewijn Waijers and "damages" by Henri Block and Hisashi Yoshida.] Grimtooth (chaotic orcish dagger) Carried No effect. Wielded +d2 to hit and +d6 damage to all monsters. Invoked No effect. Orcrist (chaotic elven broadsword) Carried No effect. Wielded +d5 to hit and x2 damage only against orcs (all o, orc mummies, and orc zombies). Invoked No effect. Sting (chaotic elven dagger) Carried No effect. Wielded +d5 to hit and x2 damage only against orcs (all o, orc mummies, and orc zombies). Confers the warning intrinsic, specifically attuned to orcs. Cuts through all webs. Invoked No effect. Stormbringer (chaotic runesword) Carried No effect. Wielded Attacks tame and peaceful monsters without confirmation. +d5 to hit and +d2 damage to all non-level-drain-resistant monsters (all except undead, demons, were-creatures, and Death). Drains levels (1 to 8 hp) from non-level-drain-resistant monsters, healing the wielder by half (rounded down) the damage so inflicted. Protects from level drain. Invoked No effect. The Longbow of Diana (chaotic* Ranger bow) Carried Confers telepathy. Wielded Confers reflection. +d5 to hit when firing arrows against all monsters. Invoked Creates 7-16 uncursed arrows if uncursed, 7-21 blessed arrows if blessed, 6-11 cursed arrows if cursed. The Master Key of Thievery (chaotic Rogue skeleton key) Carried Confers warning and teleport control. Half damage when attacked physically. Applied or wielded Speaks to you (gives random rumour, from the true file if blessed, the false file if cursed, or either if uncursed). Invoked Untraps boxes and doors with 100% success. Unaligned artifacts ~~~~~~~~~~~~~~~~~~~ [Adapted from the spoilers "artifacts" by Boudewijn Waijers and "damages" by Henri Block and Hisashi Yoshida.] Dragonbane (unaligned broadsword) Carried No effect. Wielded +d5 to hit and x2 damage only against dragons (all D). Invoked No effect. Fire Brand (unaligned long sword) Carried No effect. Wielded +d5 to hit and x2 damage against monsters that are NOT fire-resistant. May boil potions or burn paper (other than scrolls of fire, spellbooks of fireball, or the Book of the Dead) carried by the target. Confers fire resistance. Invoked No effect. Frost Brand (unaligned long sword) Carried No effect. Wielded +d5 to hit and x2 damage against monsters that are NOT cold-resistant. May freeze potions (other than oil) carried by the target. Confers cold resistance. Invoked No effect. Ogresmasher (unaligned war hammer) Carried No effect. Wielded +d5 to hit and x2 damage only against ogres (all O). Invoked No effect. Trollsbane (unaligned morning star) Carried No effect. Wielded +d5 to hit and x2 damage only against trolls (all T). Invoked No effect. Werebane (unaligned silver saber) Carried No effect. Wielded +d5 to hit and x2 damage only against were-creatures in both human and creature forms. Attacks of were-creatures will not transfer lycanthropy. Silver damage against silver-hating creatures (a normal effect of silver sabers). Invoked No effect. * These artifacts are adjusted if necessary to match the starting alignment of a player of their class. Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by Joe Bednorz, Patrick Clot, Bruce Cox, David Damerell, Kieron Dunbar, Rob Ellwood, Harold Hill, Scott Hill, Olli Mannisto, Greg Nowak, Jaakko Rajakallio, Pat Rankin, Martin Read, Newell Rose, Darshan Shaligram, and Stanislav Traykov. nethack-spoilers-3.4.3+20110109.orig/intr-343.txt0000644000175000017500000004647611430345750021135 0ustar cjwatsoncjwatsonintr-343.txt Last edited 2006-03-28 for NetHack 3.4.3 Miscellaneous intrinsics in NetHack 3.4 Compiled by Dylan O'Donnell . This spoiler covers all the intrinsics that are neither dragon resistances (see drgn-343.txt) nor conferred by wearing rings (see rint-343.txt). It does not cover statuses (confusion, hallucination, etc); the dividing line is sometimes blurry, but as a general rule of thumb if it appears on the status line it's a status, not an intrinsic. Note that, as a general rule, any intrinsics acquired solely by experience level can be lost by being drained below that level. amphibiousness acquired by Polymorphing into a floating eye, water elemental, newt, (baby) crocodile, or any ;. effects You can enter water safely. Eels' drowning attacks will not drown you. Fog clouds' moisture attacks will not harm you. astral vision acquired by Wearing the Eyes of the Overworld (Monk Quest Artifact). effect Spaces within a radius 3 are visible even if dark or if line of sight is blocked. Blinding has no effect on your ability to see. blinding resistance acquired by Wielding Sunsword (light-based only). Wearing lenses or a visored helmet (physical-based only). effects Light-based resistance protects against the blinding attacks of yellow lights and Archons, and blinding from lightning bolts, engraving with a wand of lightning, failed use of a crystal ball, magic traps, and expensive cameras. Physical-based resistance protects against the blinding attack of ravens and cobras, but not against dust vortices or thrown cream pies. Note that being blinded already, or being polymorphed into a form that has no eyes, is an absolute defence against blinding. clairvoyance acquired by Wearing a cornuthaum as a Wizard. Donating between 200*XL and (400*XL)-1 zorkmids, more than 1/3 your current visible gold, to a priest (lasts 500 to 999 (more) turns per donation). Carrying the Amulet of Yendor. effects Maps a 12x20 rectangle around you every so often (50% chance every fifteenth turn). Blocked by wearing a cornuthaum when not a Wizard. Exercises wisdom every five turns. displacement acquired by Wearing a cloak of displacement. effects Monsters may believe your location to be in your vicinity rather than at your actual location (doesn't fool priests or shopkeepers). 1/4 chance of finding you anyway, and remembering your location until you move away. flying acquired by Polymorphing into killer or queen bee, winged gargoyle, (master) mind flayer, homunculus, lurker above, xan, couatl, titan, jabberwock, wraith, succubus, incubus, balrog, or any of vyBDEV. Riding a couatl, ki-rin, jabberwock, or any D. effects Can pass over pits, holes, trap doors, squeaky boards, bear traps, water or lava safely. (Pits and holes in Sokoban will still trap you.) Land mines have a chance of not being triggered, and will not wound your legs. Improved chances of avoiding death by drawbridge. Can move freely over ice or on the Plane of Air. Wounded legs do not reduce your carrying capacity. No ill effects from descending stairs when encumbered, fumbling or punished. You are out of reach of xans' attacks. You escape the dungeon rather than dying by level teleporting to levels between -9 and -1. food appraisal acquired by Reading a blessed scroll of food detection or casting a spell of detect food at skilled or expert (lasts until you receive a warning). effects You are warned before eating food that may be tainted, petrify you, slime you, be rotten, poison you, break a Monk's vegetarian conduct, be acidic, be rustproof if you are polymorphed into a rust monster, break vegan conduct, or break vegetarian conduct. Warnings occur in that order of preference, and you are given the choice of whether to continue eating. fumbling acquired by Wearing gauntlets of fumbling or fumble boots. Walking on ice without either wearing snow boots or being polyed into a monster with cold resistance (not lasting effect). effects Abuses dexterity every five turns. Every d20 turns, you'll slip or trip if you attempt to move that turn; if you're carrying more than a certain amount, you'll make noise and alert nearby monsters; if you're riding, you'll fall off. You fall going downstairs. Your dexterity is abused if you try to move through a closed door. Saddling ridable monsters is less likely to succeed. Attempting to mount a steed will always fail. Digging with an implement may not succeed, and may cause it to hit you or be dropped. Your chance of disarming a dungeon trap is halved. You have no chance of disarming a chest or door trap. You have no chance of escaping traps. Setting traps can cause them to go off. Applying cans of grease can cause you to drop them. Reduces likelihood of applying a bullwhip having desired effect, and can make you drop it instead. Kicking monsters or objects is less likely to be successful. Mjollnir will hit a Valkyrie's arm rather than be caught on its return. Returning boomerangs will hit you rather than be caught. The following items will end up on the floor rather than in your inventory: potions of oil that you light (if one of several), wished-for items, tins made with a tinning kit, food from a horn of plenty, scrolls of mail, gems thrown at you while you're a unicorn, items stolen as a nymph, weapons snagged with a bullwhip, arrows created by the Longbow of Diana, saddles removed from a steed, and written scrolls and spellbooks. half physical damage acquired by Carrying the Orb of Fate or the Master Key of Thievery (Valkyrie and Rogue Quest Artifacts). Wearing the Mitre of Holiness (Priest(ess) Quest Artifact) as a Priest(ess) (only against physical attacks from demons and undead). effects Halves damage from physical monster attacks, falling piercers, exploding gas spores, effects of poison, thrown/spat objects, and bites from carnivorous bags. Halves damage from geyser spells cast by monsters. Halves damage from rust traps as an iron golem. Halves energy drain and exhaustion from bad sex. Does not protect against total digestion attacks. half spell damage acquired by Carrying the Orb of Detection, the Platinum Yendorian Express Card, the Orb of Fate, or the Eye of the Aethiopica (Archeologist, Tourist, Valkyrie, and Wizard Quest Artifacts). effects Halves damage from cold attack of Asmodeus. Halves damage from psi bolt, pillar of fire, lightning bolt, and open wounds spells cast by monsters. Halves duration of stunning, confusion, blinding, and paralysis spells cast by monsters. Reduces attribute loss from strength drain spells cast by monsters. Halves damage from psychic blast of (master) mind flayers. Halves damage from wands zapped by monsters. Halves damage from scrolls of fire read by monsters. Reduces number of objects cursed from a "malignant aura"-type curse. hallucination resistance acquired by Wielding Grayswandir. Polymorphing into a black light. effects Protects against hallucination from quaffing potions, applying cursed unicorn horns, applying crystal balls, or triggering chest traps. Protects against hallucination from eating yellow molds, violet fungi or abbots. Protects against the hallucination attack of black lights. infravision acquired by Being an unpolymorphed dwarf, elf, gnome or orc by race. Polymorphing into a stalker, pit viper, python, Woodland-elf, Green-elf, Grey-elf, elf-lord, Elvenking, horned devil, succubus, incubus, barbed devil, marilith, vrock, hezrou, bone devil, ice devil, nalfeshnee, pit fiend, balrog, or any of hikoAGHLMOTZ. effects Warm-blooded, fire-based, or ice-based monsters are visible if in line of sight, even if their location is dark. invulnerability acquired by Praying successfully (for the duration of the prayer). effects Monsters will not attack; being swallowed has no ill effects. No exertion damage suffered from overencumbrance. No HP regeneration. No hunger increase. Teleportitis, polymorphitis, and lycanthropy will not kick in. All timers other than luck normalisation are halted. jumping acquired by Wearing jumping boots. From the start as a Knight. Casting the spell 'jump' (temporary). effects You can use the #jump command to move to distant, visible, open squares; how far you can jump depends on the source of the intrinsic. Knights can jump as the chess piece; boots allow jumping as if the spell were cast at unskilled level ('u' below). Casting the spell allows you one jump of a distance depending on the level of the spell. eee esbubse suuuuus ebuuuuube euuu@uuue ebuuuuube suuuuus esbubse eee Jumping out of bear traps will wound your leg. Jumping in Sokoban carries a -1 luck penalty. level-drain resistance acquired by Wielding Excalibur, Stormbringer or the Staff of Aesculapius (Healer Quest Artifact). Polymorphing into a horned devil, succubus, incubus, barbed devil, marilith, vrock, hezrou, bone devil, ice devil, nalfeshnee, pit fiend, balrog, or any of LMVWZ. effects Protects against drain life attacks of Demogorgon, (succubi and incubi if #SEDUCE undefined), and all VW. Protects against drain life attacks of Stormbringer or the Staff of Aesculapius. Protects against drain life result from unfavourable succubus or incubus encounter. Protects against "Thou must relearn thy lessons!" command of angry god. Protects against zapping drain life spell at yourself. life saving acquired by Wearing an amulet of life saving. effects If you die (other than by genocide or by (master) mind flayer intelligence drain), you are revived, at the cost of your amulet. lycanthropy acquired by Being bitten by a werejackal, werewolf or wererat in their animal form. Eating a werejackal, werewolf or wererat. May be lost by eating a sprig of wolfsbane, quaffing a potion of holy water, or prayer. effects Each turn in your natural form, you have a 1/80 chance (1/60 at night) of changing into your wereform for 500 to 999 turns. Uncontrolled polymorph will cause you to change from animal to natural form or vice versa. You are immune from system shock. Holy water vapour will cause you to return to natural form, but will not cure lycanthropy. Quaffed or vaporous unholy water will cause you to assume animal form. In animal form, you can summon 1 to 5 pets with the #monster command: wererat: 2/3 sewer rat, 2/9 giant rat, 1/9 rabid rat werejackal: jackal werewolf: 4/5 wolf, 1/5 winter wolf This uses 10 energy and exercises wisdom. magical breathing [See unbreathing] monster detection acquired by Quaffing a blessed potion of monster detection or casting a spell of detect monster at skilled or expert (for 21 to 60 (more) turns unless already at 300 or more turns, whereupon each use only gives 1 more turn). effects All monsters on the level are displayed. phasing acquired by Polymorphing into an earth elemental or a xorn. effects You can enter most walls or stone. You are immune from death by drawbridge. You can pass through pits safely. You can kick objects out of pits (as a xorn). reflection acquired by Wearing silver dragon scales or scale mail, a shield of reflection, or an amulet of reflection. Wielding the Longbow of Diana (Ranger Quest Artifact). Polymorphing into a silver dragon. effects Rays striking you rebound in the direction they came from without effect (lightning may still blind you). Protects against gaze attack of Medusa, and may stone her in return. Protects against passive paralysis attack of floating eyes. sickness resistance acquired by Polymorphing into a ghoul, or any F. effects Protects against disease attacks of Juiblex, Demogorgon, and Scorpius. Protects against pestilence attacks of Pestilence. Protects against food poisoning from old corpses. Protects against illness from applying cursed unicorn horns. speed acquired by ("fast"): Eating a quantum mechanic. "Your velocity suddenly seems very uncertain! You seem faster." Praying to a god whom thou hast pleased with thy progress. Zapping yourself with a wand of speed monster. Reaching XL 7 as a Barbarian, Cave(wo)man, Knight or Valkyrie; or from the start as an Archeologist, Monk or Samurai. "You feel quick!" "You feel slow!" (level drain loss) ("very fast"): Wearing speed boots. Quaffing a potion of speed (lasts 160 to 169 (more) turns if blessed, 100 to 109 (more) turns if uncursed, 40 to 49 (more) turns if cursed). Casting a spell of haste self (lasts 100 to 109 (more) turns if unskilled or basic, 160 to 169 (more) turns if skilled or expert). Breathing vapours of potion of speed (lasts 1 to 5 (more) turns). Intrinsic speed may be lost by night-time gremlin attack ("You feel slower."), zapping yourself with a wand of slow monster, the slowing attacks of skeletons and shades, the start of the stoning process, part of the sliming process, or eating a quantum mechanic ("Your velocity suddenly seems very uncertain! You seem slower."). effects If fast, your average speed is 1/3 greater than normal; if very fast, 2/3 greater than normal. stoning resistance acquired by Polymorphing into an acid blob, gelatinous cube, chickatrice, cockatrice, (winged) gargoyle, spotted or ochre jelly, (baby) yellow dragon, air, earth, fire or water elemental, green mold, black naga (hatchling), wraith, xorn, skeleton, stone golem, lizard, or any of vyP. effects Protects against stoning attacks of chickatrices, cockatrices and Medusa. Protects against stoning from eating a chickatrice, cockatrice or Medusa corpse, or a cockatrice egg. Protects against stoning from biting, stinging, butting, hugging, engulfing, tentacling, or attempting to saddle a chickatrice or cockatrice, or touching, clawing, striking, or untrapping one barehanded, or kicking one barefooted. Protects against stoning from barehanded feeling, picking up, tinning, sacrificing, snagging, stealing, placement in container, removal from container, throwing, or wielding of chickatrice or cockatrice corpses. Protects against stoning from barefoot kicking of chickatrice or cockatrice corpses. Protects against stoning from being hit by a wielded, thrown or fallen-on chickatrice or cockatrice corpse. Protects against stoning from being hit by a cockatrice egg. swimming acquired by Polymorphing into a gremlin, water nymph, woodchuck, water elemental, rust monster, water troll, newt, (baby) crocodile, or any of S;. effects You can move through water on the surface and without hindrance. telepathy acquired by Wearing a helm of telepathy or an amulet of ESP (including the Eye of the Aethiopica, the Wizard Quest Artifact). Praying to a god whom thou hast pleased with thy progress. Carrying the Orb of Detection, the Magic Mirror of Merlin, the Longbow of Diana, or the Platinum Yendorian Express Card (Archeologist, Knight, Ranger, and Tourist Quest Artifacts respectively). Eating a floating eye or a (master) mind flayer. "You feel a strange mental acuity." "You feel in touch with the cosmos." (hallucinating) Eating an amulet of ESP. Polymorphing into a floating eye or a (master) mind flayer. Intrinsic telepathy may be lost by night-time gremlin attack ("Your senses fail."), or by killing (formerly) peaceful humans if not chaotic. effects You can see monsters with minds anywhere on the level when you are blind. With extrinsic telepathy you can also see nearby monsters with minds when not blind (even through walls and in darkness). (Master) mind flayers' psychic blasts are more likely to lock on. unbreathing acquired by Wearing or eating an amulet of magical breathing. Polymorphing into an acid blob, gas spore, freezing, flaming, or shocking sphere, (winged) gargoyle, vampire bat, earth elemental, or any of jmvyFLMPVWXZ'. effects [Note that amphibiousness is a subset of these effects.] You will vomit rather than choke on excess food. You are not affected by stinking clouds. You are not affected by sleeping gas traps. You are not affected by potion vapours if you are also polymorphed into an eyeless monster. You can enter water safely. Eels' drowning attacks will not drown you. Fog clouds' moisture attacks will not harm you (unless you are a salamander, flaming sphere, or fire elemental or vortex). unchanging acquired by Wearing an amulet of unchanging. effects Prevents polyself from potions, wands, spells, traps, eating chameleons or doppelgangers, or quaffing from sinks, Prevents death by cancellation as a clay golem. You will not change form as a result of polymorphitis or lycanthropy. Eating mimic corpses will not cause you to mimic gold or oranges. Existing polyself will not wear off; death is death, and does not cause reversion to your natural form. You will not revert to your natural form if you genocide your current form. Protects against sliming attacks of green slimes. Protects against being slimed from eating, mindflaying or engulfing a green slime. water walking acquired by Wearing water walking boots. effects You can walk safely over water (other than on the Plane of Water); you can reach it to dip objects into it. You will not sink into lava (though the heat will still affect you and your inventory, including burning away non-fireproof boots; in the latter case, you will not sink until you move). wounded legs acquired by Pricking attack of a xan (1/2 left, 1/2 right; 1 to (60-DEX) turns). Land mine explosions (both; 41 to 75 turns). Being pulled out of or jumping out of a bear trap (2/3 left, 1/3 right; 500 to 1499 turns). Trying to jump out of solidified lava (both; 11 to 20 turns). Fumbling with a cursed digging-tool (right; 6 to 10 turns). Kicking things or nothings (right; 6 to 10 turns). Falling or being thrown off your steed (both; 5 to 9 turns). Note that if you're riding, your steed's legs may be wounded instead of yours. effects Reduces dexterity by one temporarily. Abuses dexterity every five turns (if your legs). Your carrying capacity is reduced (double if both legs wounded). You cannot jump or kick. Attempting to mount a steed will always fail. Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by Joe Bednorz, David Corbett, David Goldfarb, Arien Malec, David Ploog, Jason Short, mana user, and Boudewijn Waijers. nethack-spoilers-3.4.3+20110109.orig/scor-343.txt0000644000175000017500000000273311430345750021113 0ustar cjwatsoncjwatsonscor-343.txt Last edited 2003-12-17 for NetHack 3.4.3 Calculation of player's score in NetHack 3.4 Compiled by Dylan O'Donnell 4*XP points for each monster killed. 10 points for each wand identified by engraving or zapping. 10 points for each potion identified by quaffing. 10 points for each scroll identified by reading. 9 points for each squeaky board oiled/greased. 4 points for each tripe ration eaten when not a carnivorous non-humanoid. 4 points for "Yuk, this water tastes awful" from quaffing from a sink. The first oracle of each type: Minor (if not yet major): 21 points. Minor (if already major): 9 points. Major (if not yet minor): 210 + (21 * XL) points. Major (if already minor): 90 + (9 * XL) points. Then at the end of the game: 1 point for each zorkmid more than starting gold ( * 90% if game ended in death). 50 * (DL-1) points where DL is the deepest level reached. 1000 points for each dungeon level reached beyond 20, to a maximum of 10000 points. The score so far is doubled if you ascended. Then, if you escaped the dungeon or ascended, you receive points for items in inventory: Value of amulets and valuable gems (see amul-343.txt and gems-343.txt) Value of artifacts (2.5 * cost of artifact - see art1-343.txt), including invocation items. and finally points for adjacent pets equivalent to their total current hit points. Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by Andreas Dorn. nethack-spoilers-3.4.3+20110109.orig/weap-343.txt0000644000175000017500000013201211430345747021101 0ustar cjwatsoncjwatsonweap-343.txt Last edited 2007-05-03 for NetHack 3.4.3 Weapons, weapon skills, and combat modifiers in NetHack 3.4 Compiled for 3.2.2 by Kevin Hugo. Updated for 3.4.3 by Dylan O'Donnell . WEAPON (Table 1) COST WGT PROB MATL APPEARANCE ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~~ ~~~~~~~~~~ Dagger : : orcish dagger : $ 4 10 12 : IRON crude dagger dagger : 4 10 30 : IRON -- silver dagger : 40 12 3 : SILV -- athame : 4 10 0 : IRON -- elven dagger : 4 10 10 : WOOD runed dagger Knife : : worm tooth : 2 20 0 : NONE -- knife (shito) : 4 5 20 : IRON -- stiletto : 4 5 5 : IRON -- scalpel : 6 5 0 : METL -- crysknife : 100 20 0 : MINL -- Axe : : axe : 8 60 40 : IRON -- battle-axe : 40 120* 10 : IRON double-headed axe Pick-axe : : pick-axe : 50 100 tool : IRON -- dwarvish mattock : 50 120* 13 : IRON broad pick Short sword : : orcish short sword : 10 30 3 : IRON crude short sword short sword (wakizashi) : 10 30 8 : IRON -- dwarvish short sword : 10 30 2 : IRON broad short sword elven short sword : 10 30 2 : WOOD runed short sword Broadsword : : broadsword (ninja-to) : 10 70 8 : IRON -- runesword : 300 40 0 : IRON runed broadsword elven broadsword : 10 70 4 : WOOD runed broadsword Long sword : : long sword : 15 40 50 : IRON -- katana : 80 40 4 : IRON samurai sword Two-handed sword : : two-handed sword : 50 150* 22 : IRON -- tsurugi : 500 60* 0 : METL long samurai sword Scimitar : : scimitar : 15 40 15 : IRON curved sword Saber : : silver saber : 75 40 6 : SILV -- Club : : club : 3 30 12 : WOOD -- aklys : 4 15 8 : IRON thonged club Mace : : mace : 5 30 40 : IRON -- Morning star : : morning star : 10 120 12 : IRON -- Flail : : flail (nunchaku) : 4 15 40 : IRON -- grappling hook : 50 30 tool : IRON iron hook Hammer : : war hammer : 5 50 15 : IRON -- Quarterstaff : : quarterstaff : 5 40* 11 : WOOD staff Polearm : : partisan : 10 80* 5 : IRON vulgar polearm fauchard : 5 60* 6 : IRON pole sickle glaive (naginata) : 6 75* 8 : IRON single-edged polearm bec-de-corbin : 8 100* 4 : IRON beaked polearm spetum : 5 50* 5 : IRON forked polearm lucern hammer : 7 150* 5 : IRON pronged polearm guisarme : 5 80* 6 : IRON pruning hook ranseur : 6 50* 5 : IRON hilted polearm voulge : 5 125* 4 : IRON pole cleaver bill-guisarme : 7 120* 4 : IRON hooked polearm bardiche : 7 120* 4 : IRON long poleaxe halberd : 10 150* 8 : IRON angled poleaxe Spear : : orcish spear : 3 30 13 : IRON crude spear spear : 3 30 50 : IRON -- silver spear : 40 36 2 : SILV -- elven spear : 3 30 10 : WOOD runed spear dwarvish spear : 3 35 12 : IRON stout spear Javelin : : javelin : 3 20 10 : IRON throwing spear Trident : : trident : 5 25 8 : IRON -- Lance : : lance : 10 180 4 : IRON -- Bow : : orcish bow : 60 30 12 : WOOD crude bow bow : 60 30 24 : WOOD -- elven bow : 60 30 12 : WOOD runed bow yumi : 60 30 0 : WOOD long bow orcish arrow : 2 1 20 : IRON crude arrow arrow : 2 1 55 : IRON -- silver arrow : 5 1 12 : SILV -- elven arrow : 2 1 20 : WOOD runed arrow ya : 4 1 15 : METL bamboo arrow Sling : : sling : 20 3 40 : LEAT -- flintstone : 1 10 gems : MINL -- other rocks/gems/glass : vary vary gems : vary -- Crossbow : : crossbow : 40 50 45 : WOOD -- crossbow bolt : 2 1 55 : IRON -- Dart : : dart : 2 1 60 : IRON -- Shuriken : : shuriken : 5 1 35 : IRON throwing star Boomerang : : boomerang : 20 5 15 : WOOD -- Whip : : bullwhip : 4 20 2 : LEAT -- rubber hose : 3 20 0 : PLAS -- Unicorn horn : : unicorn horn : 100 20* tool : BONE -- Two weapon combat : -- -- none : NONE -- Riding : -- -- none : NONE -- Bare-handed combat : -- -- hand : NONE -- Martial arts : -- -- hand : NONE -- WEAPON (Table 2) ABCH KMPRaRo STVW +HIT SDAM SAVG LDAM LAVG ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~~~ ~~~~ Dagger : bbbs b--E E bEEE orcish dagger : +2 d3 2.0 d3 2.0 dagger : +2 d4 2.5 d3 2.0 silver dagger : +2 d4 2.5 d3 2.0 athame : +2 d4 2.5 d3 2.0 elven dagger : +2 d5 3.0 d3 2.0 Knife : b-sE b--s E ss-s worm tooth : d2 1.5 d2 1.5 knife (shito) : d3 2.0 d2 1.5 stiletto : d3 2.0 d2 1.5 scalpel : +2 d3 2.0 d3 2.0 crysknife : +3 d10 5.5 d10 5.5 Axe : -Es- s--s - -bEs axe : d6 3.5 d4 2.5 battle-axe : d8+d4 7.0 d6+2d4 8.5 Pick-axe : Esb- b--b - -bs- pick-axe : d6 3.5 d3 2.0 dwarvish mattock : -1 d12 6.5 d8+2d6 11.5 Short sword : bE-s s--b E EEsb orcish short sword : d5 3.0 d8 4.5 short sword (wakizashi) : d6 3.5 d8 4.5 dwarvish short sword : d7 4.0 d8 4.5 elven short sword : d8 4.5 d8 4.5 Broadsword : -s-- s--- s sbs- broadsword (ninja-to) : 2d4 5.0 d6+1 4.5 runesword : 2d4 5.0 d6+1 4.5 elven broadsword : d6+d4 6.0 d6+1 4.5 Long sword : -s-- E--- s EbE- long sword : d8 4.5 d12 6.5 katana : +1 d10 5.5 d12 6.5 Two-handed sword : -E-- s--- b EbE- two-handed sword : d12 6.5 3d6 10.5 tsurugi : +2 d16 8.5 d8+2d6 11.5 Scimitar : ss-b b--- s bsb- scimitar : d8 4.5 d8 4.5 Saber : Eb-b s--- s bsb- silver saber : d8 4.5 d8 4.5 Club : ssEs b-E- s ---s club : d6 3.5 d3 2.0 aklys : d6 3.5 d3 2.0 Mace : -sEb s-E- s -b-b mace : d6+1 4.5 d6 3.5 Morning star : -sb- s-Eb b -b-- morning star : 2d4 5.0 d6+1 4.5 Flail : -bs- b-Es b sb-- flail (nunchaku) : d6+1 4.5 2d4 5.0 grappling hook : d2 1.5 d6 3.5 Hammer : -Es- b-Eb b -bE- war hammer : d4+1 3.5 d4 2.5 Quarterstaff : sbEE -bEb - bbbE quarterstaff : d6 3.5 d6 3.5 Polearm : --sb s-ss b sbss partisan : d6 3.5 d6+1 4.5 fauchard : d6 3.5 d8 4.5 glaive (naginata) : d6 3.5 d10 5.5 bec-de-corbin : d8 4.5 d6 3.5 spetum : d6+1 4.5 2d6 7.0 lucern hammer : 2d4 5.0 d6 3.5 guisarme : 2d4 5.0 d8 4.5 ranseur : 2d4 5.0 2d4 5.0 voulge : 2d4 5.0 2d4 5.0 bill-guisarme : 2d4 5.0 d10 5.5 bardiche : 2d4 5.0 3d4 7.5 halberd : d10 5.5 2d6 7.0 Spear : -sEb sbss b bbsb orcish spear : d5 3.0 d8 4.5 spear : d6 3.5 d8 4.5 silver spear : d6 3.5 d8 4.5 elven spear : d7 4.0 d8 4.5 dwarvish spear : d8 4.5 d8 4.5 Javelin : --sb sbsE - bbbb javelin : d6 3.5 d6 3.5 Trident : -ssb b-sb - -bbb trident : d6+1 4.5 3d4 7.5 Lance : ---- E-b- - sbs- lance : d6 3.5 d8 4.5 Bow : -bs- b-bE - Eb-- orcish bow : d2 1.5 d2 1.5 bow : d2 1.5 d2 1.5 elven bow : d2 1.5 d2 1.5 yumi : d2 1.5 d2 1.5 orcish arrow : d5 3.0 d6 3.5 arrow : d6 3.5 d6 3.5 silver arrow : d6 3.5 d6 3.5 elven arrow : d7 4.0 d6 3.5 ya : +1 d7 4.0 d7 4.0 Sling : s-Es --bE - -bbs sling : d2 1.5 d2 1.5 flintstone : d6 3.5 d6 3.5 other rocks/gems/glass : d3 2.0 d3 2.0 Crossbow : ---- sbbE E -b-- crossbow : d2 1.5 d2 1.5 crossbow bolt : d4+1 3.5 d6+1 4.5 Dart : b--E --bE E -E-E dart : d3 2.0 d2 1.5 Shuriken : ---s -bbs s Eb-b shuriken : +2 d8 4.5 d6 3.5 Boomerang : E-E- --bE - -b-- boomerang : d9 5.0 d9 5.0 Whip : E--- ---b - -b-- bullwhip : d2 1.5 1 1.0 rubber hose : d4 2.5 d3 2.0 Unicorn horn : s-bE --s- - -s-- unicorn horn : +1 d12 6.5 d12 6.5 Two weapon combat : bb-- s--- E Ess- Riding : bb-- E--b b sbsb Bare-handed combat : EMMb E-bb E -sEb d2 1.5 d2 1.5 Martial arts : ---- -G-- - M--- d4 2.5 d4 2.5 Weapons are listed above first by skill class, then by increasing damage. Alternative Japanese names are listed in parentheses (). The COST field denotes the base price of each weapon. WGT specifies the weight (100 zorkmids weighs 1); an asterisk (*) signifies that the weapon requires two hands to wield. Weapons comprise 10% of all randomly-generated items in the main dungeon, 0% in containers, 12% on the Rogue level, and 20% in hell. PROB is the relative probability of each subtype. If an object is mergable, then 6d6 (6 to 36) quantity is generated. Weapons have a roughly 10% chance of being blessed, roughly 10% of being cursed, and roughly 10% chance of a non-zero enchantment (exponentially distributed). Poisonable weapons (all arrows, crossbow bolts, darts, and shuriken) have a 1% chance of being generated poisoned. Pick axes, unicorn horns, grappling hooks, gems, glass, rocks, two-weapon combat, riding, bare-handed combat, and martial arts are also listed here for their weapon skills and damage, even though they are not technically weapons. The MATL column describes the material of the weapon. This affects whether the weapon can be damaged (eroded); see the section below to find out how to repair and prevent damage. MATL DESCRIPTION ERODES? ~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~ BONE Horn or bone No IRON Iron Rusts/Corrodes LEAT Leather Burns/Rots METL Other metal No MINL Mineral No NONE Not an item or unusual material No PLAS Plastic or rubber No SILV Silver No WOOD Wood Burns/Rots Some character classes know the true identity of some or all weapons at the start of the game. Weapons whose identity has not yet been established will have the APPEARANCE listed. Each character class has a limit to the amount of skill that can be obtained in each weapon class. The maximum skill level is noted under the ABCH KMPRaRo STVW columns: - for restricted (cannot advance beyond unskilled), b for basic skill, s for skilled, E for expert, M for master, and G for grand master. Weapon skills are explained further below. Finally, information about each weapon's ability to hit and cause damage is listed. A few weapons have an additional bonus to hit, listed in the +HIT column. The base amount of damage to small ("tiny", "small", and "medium") and large ("large", "huge", and "gigantic") monsters is given in the SDAM and LDAM fields, and is expressed in terms of die rolls. For example, 2d6 means 2 dice which can each range from 1 to 6, for a total from 2 to 12. The average amount of damage (useful for comparing weapons) against small and large monsters is given under SAVG and LAVG. Weapon skills ~~~~~~~~~~~~~ "First lesson," Jon said. "Stick them with the pointy end." -- George R.R. Martin, "A Game of Thrones" The table of weapons above is organized by "skill classes". Continued use of a weapon gives you practice in its skill class. With enough practice in a skill class and experience levels, you may have the opportunity to advance your skill level in that skill class. This will in turn lead to an improvement in your chance to hit and the damage produced by weapons in that class. NEEDED WEAPON 2-WEAP SKILL LEVEL HITS EXP +HIT +DAM +HIT +DAM ~~~~~~~~~~~ ~~~~ ~~~ ~~~~ ~~~~ ~~~~ ~~~~ Unskilled 0 0 -4 -2 -9 -3 Basic 20 1 0 0 -7 -1 Skilled 80 2 +2 +1 -5 0 Expert 180 3 +3 +2 -3 +1 NEEDED RIDING BARE-HAND MARTIAL SKILL LEVEL HITS EXP +HIT +DAM +DAM +DAM ~~~~~~~~~~~ ~~~~ ~~~ ~~~~ ~~~~ ~~~~~~~~~ ~~~~~~~ Unskilled 0 0 -2 0 0 +1 Basic 20 1 -1 0 +1 +3 Skilled 80 1 0 +1 +1 +4 Expert 180 2 0 +2 +2 +6 Master 320 2 -- -- +2 +7 Grand master 500 3 -- -- +3 +9 There are specifically two requirements needed to advance a skill class: a number of successful hits by any weapon in the skill class and a number of experience levels. A hit is considered successful if it causes more than one point of damage to a monster, regardless if the weapon is wielded or thrown. The particular damage value used for this determination is described in "Calculating damage" below. The number of HITS needed to advance to a particular SKILL LEVEL is shown in the tables above; this is cumulative from the beginning of the game (although if you start at basic level in a skill you will be pre-credited with the 20 hits needed to achieve it). For advancing riding skill, 100 turns spent moving is equivalent to one hit. The other criterion used to advance skill levels is experience levels. Each time you gain an experience level, you earn a "skill slot" that is used up when you an advance a skill. Thus you can earn a maximum of 29 skill slots, by advancing from level 1 to level 30. If you lose an experience level, you lose the associated skill slot; if that skill slot was used to enhance a skill, you will lose the most recently earned skill and are refunded the remaining skill slots from that skill level. The tables above also lists the number of additional EXPerience levels (skill slots) needed to advance to that skill level (note the difference between the two tables). Unlike the number of hits, this number is not cumulative. Thus, it takes 2 skill slots to advance a weapon from basic to skilled, no matter if you started with it as basic or unskilled. Note that these slots are shared with spell skills. When you start the game, you will have basic skill for the weapons and weapon-tools in your initial inventory, have basic skill in bare-handed combat if you can advance it beyond expert, basic skill in riding if a Knight, and will be unskilled in all other weapon categories. When you reach the point when you can advance a skill category, you will see the message, "You feel more confident in your (weapon/fighting) skills." You can then advance the skill using the #enhance command (alt-e on some systems). You may choose to not advance a skill level if you want to reserve the skill slots for a different skill. After advancing a skill, if you are ready to advance another skill (possibly the same one), you will get the message "You feel you could be more dangerous!" The #enhance command can also be used at any time to check your current skill levels. Of course, there are limits to how much you can advance a particular skill category. Each character class has different maximum levels for each skill category, as can be seen in weapons table 2 above. These differences help to distinguish the various character classes late in the game. For example, note that many of the fighter classes have skill with swords, whereas Priests are restricted from edged weapons but are good with bludgeons and missiles. Note that you can usually advance your starting weapons and your Quest Artifact (if it is a weapon) to expert skill. The term "restricted" is used to describe skill categories that are permanently unskilled. They do not appear in the #enhance menu, although you will see skills that are unskilled and can be advanced. If you receive an artifact weapon from crowning or sacrificing, and the artifact's skill category is restricted, then the restriction will be removed and you will be able to advance that skill to basic level; only hits made after the unrestriction count towards this advancement. Note that only character classes who are unrestricted in two-weapon skill are able to use the #twoweapon command in their unpolymorphed form. Weapon skills affect your game by adding a bonus to your chance to hit and your damage. The WEAPON +HIT and +DAM columns in the table above shows the amount of this bonus for each skill level. If you attack a monster while not wielding any weapon, you will cause either bare-handed damage (d2) or martial arts (d4) damage. You only cause one or the other, depending on your character class. These skills can be enhanced just like weapon skills -- even to levels beyond those of weapons (master and grand master) -- and have their own +DAMage bonuses. The martial arts bonus also applies when attacking a monster by kicking it. Calculating the chance to hit ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (Adapted from the spoiler "weapons", by Robert DeLoura and Boudewijn Waijers.) There are four ways to attack a monster with a weapon. You can hit the monster directly by wielding the weapon and stepping into that monster's square. If no weapon is wielded, you use your bare-handed or martial arts skill. Second, you can use the throw command to throw a weapon or any other object (just type the object's inventory letter), or the fire command to throw the object currently in your quiver. Missiles (such as arrows) are fired from launchers (such as bows) by wielding the launcher and throwing the missile. Third, you can kick an object at a monster, or just kick a monster in an adjacent square. Finally, you can apply a wielded polearm (lances are, for combat purposes, considered polearms) at a monster at a distance: if your skill in that weapon is basic or worse, the monster must be exactly two squares away orthogonally; if skilled, it may also be a knight's-move away; if expert (can only apply to lances), anywhere at two moves' distance. It is possible that you may hit with more than one weapon in a turn: * If you are using two-weapon combat, then if your primary weapon hits and is not destroyed in the process, and the monster is not dislodged from its position, your secondary weapon also automatically hits. * When firing any arrows from any bow, bolts from a crossbow, stones from a sling, or throwing daggers, darts or shuriken, there may be a chance that several get shot in one turn. The maximum number starts at 1, and receives the following additions: + 1 if you are skilled in the weapon. + 2 if you are expert in the weapon. + 1 if you are a Ranger, a Rogue throwing daggers, or a Samurai firing ya from a yumi. + 1 if you are an elf firing elven arrows from an elven bow. + 1 if you are an orc firing orcish arrows from an orcish bow. + If this results in a maximum higher than the number of missiles you have, the maximum is reduced to that number. The number actually fired on any given turn is d(maximum). This can be capped by giving a numerical prefix to the fire or throw command; doing so will only decrease, never increase the number you fire. Your chance to hit is based on the sum of the following items. The larger the number, the better your chance to hit. The following are added to all attacks: + The target monster's armor class. + Your experience level, or your hit dice if you are polymorphed. + Your total numerical luck, which can range from -13 to +13. + A bonus based on your dexterity (see DEXT +HIT in the table below). + Your increase accuracy bonus (such as from rings). + 1 if you are in elven form and are attacking an orc (any o or orcish undead). + 2 if the target monster was asleep. It will awaken, whether you hit or miss it. + 4 if the target monster was paralyzed. There is a 10% chance that the monster will be unfrozen. The following are added only when attacking a monster directly with a wielded weapon or bare-handed (melee attacks): + 1 bonus for attacking directly. + A bonus based on your strength (see STRENGTH +HIT in the table below). + 1 if you are XL 1 or 2 (game-balancing beginner's luck). + -1 if you are burdened, -3 if stressed, -5 if strained. You cannot attack in any way if you are overtaxed or overloaded. + -3 if you are trapped. + 2 if the target monster was stunned. + 2 if the target monster was fleeing. + -20 if you are a Monk wearing body armour. + If you are a barehanded Monk not wearing body armour or a shield, 2 plus your experience level divided by three. The following are added only when attacking by throwing, firing or kicking a weapon, or applying a polearm (long- and medium-range attacks): + -1 penalty for attacking from a distance. + +2 to -4, depending on your distance to the target monster. + -2 to +5, depending on the size of the target monster. + 2 with a heavy iron ball. + 4 with a boomerang. + 2 with throwing weapons (daggers (except athames), knives (except scalpels and worm teeth), spears, javelins, war hammers, aklys, darts, shuriken). + -2 with non-throwing weapons. + 6 with a boulder. + 1 if you are an elf or Samurai wielding any bow and shooting any arrow. This bonus is 2 when an elf uses an elven bow or a Samurai uses a yumi. + Some gloves are a hindrance if you wield any bow class. Gauntlets of power are -2, and gauntlets of fumbling are -3. + -4 if you throw or kick a missile without wielding a matching launcher: LAUNCHER(S) MISSILE(S) ~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ orcish bow, bow, elven bow, orcish arrow, arrow, silver arrow, yumi elven arrow, ya sling gems and stones crossbow crossbow bolt + Enchantment of the launcher you are wielding, if you threw or kicked a matching missile. + -1 if your launcher is damaged, -2 if it is very damaged, or -3 if it is thoroughly damaged. This only applies when you kick or throw a matching missile. + An artifact launcher +HIT bonus, if any applies. If the target monster is being attacked with a weapon or weapon-tool -- your (primary) wielded one when attacking directly or with a polearm, or the missile if thrown or kicked -- there are additional bonuses based on that object: + The object's enchantment. + The object type's to-hit bonus. See +HIT in weapons table 2. + A weapon skill +HIT bonus if not using two weapons; see WEAPON +HIT in the weapon skills table above, for the current skill level of that weapon. + A penalty if using two weapons and/or riding while poorly skilled; see 2-WEAP +HIT and RIDING +HIT in the weapon skills table above. (For the former purpose, your skill is considered to be the lower of your actual two-weapon skill and your skill in your primary weapon.) + An additional -2 if using two weapons while riding, regardless of skill. + 2 for blessed weapon(-tool) against a demon or undead monster. + 2 for weapons in spear class against X, D, J, N, or H. + 2 for a trident against snakes or sea monsters out of water. + 4 for a trident against any swimmer in water. + 2 for weapons in pick-axe class against xorns and earth elementals. + An artifact +HIT bonus, if any applies. A die from 1 to 20 is rolled and compared to the to-hit total. If the die roll is less than the to-hit total (or equal when throwing or kicking), you hit the monster and inflict damage as described below; otherwise, you miss the monster. The die roll is also used in determining if certain "chance" artifact effects occur (e.g., beheading or Magicbane's special attacks). There are also some special cases. If you are swallowed or engulfed by a monster, then direct or thrown attacks always succeed, although you will be unable to kick or apply polearms. Unicorns will always catch gems and glass that is thrown or kicked at them, causing no damage. Your Quest Leader will always catch your Quest Artifact, and return it to you if peaceful. Here is the table of attribute adjustments: STRENGTH DEXT : STRENGTH DEXT ATTRIBUTE +HIT +DAM +HIT : ATTRIBUTE +HIT +DAM +HIT ~~~~~~~~~~~~~ ~~~~ ~~~~ ~~~~ : ~~~~~~~~~~~~~ ~~~~ ~~~~ ~~~~ 3 -2 -1 -3 : 18/76 - 18/90 +2 +4 -- 4 to 5 -2 -1 -2 : 18/91 - 18/99 +2 +5 -- 6 to 7 -1 0 -1 : 18/** +3 +6 -- 8 to 14 0 0 0 : 19 +3 +6 +5 15 0 0 +1 : 20 +3 +6 +6 16 0 +1 +2 : 21 +3 +6 +7 17 +1 +1 +3 : 22 +3 +6 +8 18 +1 +2 +4 : 23 +3 +6 +9 18/01 - 18/50 +1 +3 -- : 24 +3 +6 +10 18/51 - 18/75 +2 +3 -- : 25 +3 +6 +11 Calculating damage ~~~~~~~~~~~~~~~~~~ (Adapted from the spoiler "weapons", by Robert DeLoura and Boudewijn Waijers.) If you hit directly without wielding anything, you inflict either bare- handed base damage (d2) or martial arts base damage (d4). No base damage occurs against shades. If the base damage is more than one point, you exercise that weapon skill. Added to this is a d4 bonus if wearing blessed gloves while fighting undead or demons, or d20 if wearing a silver ring(s) and no gloves while fighting a silver-hating monster. There is also a small chance of stunning your opponent and causing it to stagger back a space (if it can); this will only happen if you are wearing neither body armour nor shield and are in your natural form. Damage from weapons, weapon-tools, gems, stones, ball, or chain is the total of the following: + Impacting object's base damage (SDAM or LDAM above, accordingly) + Impacting object's enchantment (weapon and weapon-tool only) ------------------------------------------------------------------------ = Subtotal A # Subtotal A is set to zero if attacking thick-skinned creature with item made of venom, wax, food, paper, cloth, or leather (namely, a bullwhip). Thick-skinned creatures include: gargoyle, winged gargoyle, all mimics, mumak, titanothere, baluchitherium, mastodon, all baby and adult dragons (D), earth elemental, all baby and adult nagas (N), xorn, skeleton, gold golem, wood golem, clay golem, stone golem, glass golem, iron golem, horned devil, barbed devil, shark, crocodile, salamander, Chromatic Dragon, and Ixoth. # Subtotal A is set to zero if attacking a shade without silver. # Heavy iron ball sets subtotal A to 1-25, depending on weight. + d4 if using a blessed item against undead or demon. Undead include all liches (L), all mummies (M), all vampires (V), all wraiths/wights (W), all zombies (Z), ghosts, and shades. Demons are all & except Death, Pestilence, Famine, the mail daemon, djinn, and sandestins. This bonus can't be doubled. + d4 if using an axe or battle axe against a wooden creature (namely, wood golems). This bonus can't be doubled. + d20 if silver weapon against silver-hating creature. These include all were-creatures (in both human and creature form); all vampires (V); all demons (&) except Death, Pestilence, Famine, the mail daemon, djinn, and sandestins; shades; and all imps (i) except tengu. This bonus can't be doubled. + erosion penalty from whichever of rust/fire damage or rot/corrosion damage is greater (-1 = damaged, -2 = very damaged, -3 = thoroughly damaged). This won't reduce subtotal B beyond 1. ------------------------------------------------------------------------ = Subtotal B. This is the value that must be greater than one for the hit to be counted toward a weapon skill. + If you are a Rogue in natural form hitting a fleeing monster, aren't stuck or using two weapons, and subtotal B is more than one point, you strike from behind with an additional random damage from 1 to your experience level. + 2d10 for a successful joust (2d2 if with a secondary weapon). This bonus can't be doubled. To joust successfully, you need to hit with a lance in melee while riding (and not fumbling or stunned), and the chance is dependent on your skill in lance (or, if two-weaponing, the lower of your skill in two-weapon combat and in lance): 20% at unskilled, 40% at basic, 60% at skilled, 80% at expert. The monster will be stunned for a turn and thrown back a square (if possible). There is a small chance that the lance will break (dependent on your Luck). Successfully jousting will always exercise your weapon skill. + 1 if you're a Samurai using ya with a yumi, or are an elf using elven arrows with an elven bow. Polymorph doesn't count. + Artifact damage bonus, doubling, and/or special attacks. This may apply only against certain creatures. See art1-343.txt. ------------------------------------------------------------------------ = Total damage Hitting directly with a launcher, hitting directly with a missile, using the wrong missile with a launcher, or using a polearm at close range (unless mounted) causes only d2 damage (zero against shades) and does not exercise your weapon skill. If you attack directly with a boomerang, there's a chance (decreasing with higher Luck) that the boomerang breaks, causing another 1 point of damage (no damage to shades). Damage from other objects are as follows. No weapon skills are exercised. OBJECT DAMAGE ~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ corpses 2 to 8, depending on size. Cockatrice/chickatrice corpses (nicknamed "rubber chickens") turn monsters to stone, or do no damage if monster is stoning- resistant. eggs 1, penalize luck if you laid it, and no increase damage bonus. Cockatrice/chickatrice eggs (nicknamed "stoning grenades") turn monsters to stone, or do no damage if monster is stoning-resistant. clove of garlic 1, makes undead (but NOT demons) flee for 2d4 (more) turns. cream pie, 0, blinds target; no increase damage bonus. blinding venom acid venom 2d6 to monsters not acid resistant; no increase damage bonus. potions See pot1-343.txt. expensive camera 0, breaks camera, no increase damage bonus. mirror 1, breaks mirror (even on shades) with a -2 penalty to your luck. boulder d20. heavy iron ball 1 to 25, depending on weight and subject to rusting. iron chain d4+1, subject to rusting. other objects 1 to 6, depending on weight. Silver objects receive a +d20 bonus against a silver-hating creature (see above for list). Additional damage can occur to all of the above attacks (even against shades; however, the first two bonuses are not applied if your current damage total is less than one): + Your increase damage bonus (such as from rings), unless if noted above. + The STRENGTH +DAM bonus from the attributes adjustment table above. This won't occur if you aren't allowed the increase damage bonus, or if you're firing a missile from a launcher. + If you scored a hit that exercises a weapon skill, the +DAM bonus for that weapon skill or for two-weapon combat skill (and for riding skill if applicable, unless using two weapons). If fighting with two weapons, your skill for this purpose is considered to be the lower of your actual two-weapon skill and your skill in the single weapon scoring the hit. + If you hit a non-poison-resistant monster with a fired poisoned missile, there's a 10% chance of an instant kill, else you inflict d6 more damage. Your total damage is limited from being negative. If you are allowed an increase damage bonus, you will score at least 1 point of damage. When you attack a monster and are polymorphed into a creature, you usually use the attacks of your polymorphed form. However, if you are in a form that can use a weapon, are wielding something, and attempt a weapon, claw, kick, bite, sting, touch, butt, or tentacle attack, then you will attack with the wielded object instead. You may sometimes shatter your opponent's weapon if you are wielding a two-handed weapon, or are a Samurai wielding a katana with nothing in your off-hand. Your skill with your weapon must be skilled or better. The chance depends upon your weapon's erosion and the ability of your opponent's weapon to resist; it is about 2.5% under the best circumstances. This attack also causes the monster to flee for 2d3 (more) turns. Some monsters fight back passively when attacked. Also, when a black or brown pudding is hit directly with an iron weapon, it will be cloned after taking damage. What's the relationship between launcher and missile modifiers? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A very brief summary (for the full details, see the above two sections) of which effects enchantments, erosions, and artifact combat bonuses will have when using a launcher and missile in the correct combination: MODIFIER TO HIT DAMAGE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~:~~~~~~~~~~~~~~~~~~ Launcher enchantment : YES NO Launcher erosion : YES NO Launcher artifact to-hit bonus : YES NO Launcher artifact damage bonus : N/A N/A Missile enchantment : YES YES Missile erosion : NO YES Missile artifact to-hit bonus : YES NO Missile artifact damage bonus : NO YES Choosing an early weapon ~~~~~~~~~~~~~~~~~~~~~~~~ Most players know that the best weapons in NetHack are artifacts (see art1-343.txt and art2-343.txt). However, you usually won't find a good artifact weapon until you are well into a game. Which weapons should you use until then? The best general advice is to use the same weapon preferences that monsters use. Their choices of wielded weapons for hand-to-hand combat, from most to least preferred, are as follows: cockatrice/chickatrice corpse, tsurugi, runesword, dwarvish mattock, two-handed sword, battle-axe, katana, unicorn horn, crysknife, trident, long sword, elven broadsword, broadsword, scimitar, silver saber, morning star, elven short sword, dwarvish short sword, short sword, orcish short sword, mace, axe, dwarvish spear, silver spear, elven spear, spear, orcish spear, flail, bullwhip, quarterstaff, javelin, aklys, club, pick-axe, rubber hose, war hammer, silver dagger, elven dagger, dagger, orcish dagger, athame, scalpel, knife, worm tooth. If monsters can attack you from a distance with a ranged weapon or polearm, they will use them in the following order: halberd, bardiche, spetum, bill-guisarme, voulge, ranseur, guisarme, glaive, lucern hammer, bec-de-corbin, fauchard, partisan, lance, dwarvish spear, silver spear, elven spear, spear, orcish spear, javelin, shuriken, ya, silver arrow, elven arrow, arrow, orcish arrow, crossbow bolt, silver dagger, elven dagger, dagger, orcish dagger, knife, flint stone, rock, loadstone, luckstone, dart, boomerang (not yet implemented), cream pie. Classes that are good fighters usually start with good weapons (for example, BKRaSV), but other classes may want to switch to a different type of weapon as soon as possible. During the first few levels of the game, you can #untrap dart and arrow traps to get some ranged weapons to throw. Daggers (especially elven) are often left by monsters in the first few levels and in the mines, and have a +2 to-hit bonus. Pick-axes (good to practice skill for dwarvish mattock), unicorn horns, and quarterstaffs (from wood golems) appear somewhat later in the game and are good choices for certain classes. Note that you will start out unskilled in weapon categories other than your starting weapons, which makes fighting with other weapons difficult until you can advance them to basic. Using petrifying corpses requires gloves and has other risks. Naturally, there are other ways to fight and defend yourself as well. Weapon enchantment and erosion ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (Adapted from the spoiler "enchant.lim" by Peter Snelling and Boudewijn Waijers.) Your weapon's enchantment (e.g., -1, +0, +2) affects both your chance to hit monsters and the amount of damage produced. However, damage is reduced if your weapon has been eroded by rust/fire or corrosion/rotting. Some weapons are made of materials that do not erode (see weapons table 1), but others must be specially protected to prevent erosion. This section explains how to enchant your weapon and protect it from erosion. All of the weapons and tools listed above can only be enchanted by reading scrolls of enchant weapon. You must wield the weapon first. The effect is dependent upon the blessed status of the scroll and the weapon's enchantment before reading the scroll. A blessed scroll adds 1 or more enchantments, based on the current enchantment (see table below). An uncursed scroll adds only one enchantment. Cursed scrolls remove one enchantment; however, artifacts other than Sting or Orcrist are not affected by cursed scrolls of enchant weapon. Current enchantment -3 to -1 +0 to +2 +3 to +5 +6 to +8 +9 or more ~~~~~~~~~~~~~~~~~~~ ~~~~~~~~ ~~~~~~~~ ~~~~~~~~ ~~~~~~~~ ~~~~~~~~~~ Additional possible 1 to 4 1 to 3 1 to 2 1 0 to 1 A blessed or uncursed scroll will further make a cursed weapon uncursed, and will convert a worm tooth into a crysknife. Cursed scrolls will convert a crysknife into a worm tooth. There is also a 2/3 chance of your weapon being destroyed if it was more than +5 (less than -5) before reading a non-cursed (cursed) scroll. Thus, the maximum safe enchantment for a weapon is +7. This is obtained by reading uncursed or blessed scrolls until +5 is reached, and then reading a blessed scroll. If by chance this results in +6, you should bring the enchantment back down to +5 -- by engraving one letter with the weapon or by reading a cursed scroll of enchant weapon -- before trying again. Note: Engraving works only for weapons with edges, and for athames only when they are cursed. Weapons may also lose enchantments when zapped with a spell of drain life or used to hit a disenchanter, but may resist; artifacts will resist more than ordinary weapons. The artifact Magicbane has special attack effects that decrease in frequency as the enchantment is increased. See art2-343.txt for a discussion on why enchantment to +2 is the optimal point to maximise these. A special case occurs if you are confused while reading a scroll of enchant weapon. Blessed or uncursed scrolls of enchant weapon while confused will remove any rust, fire, corrosion or rot damage and erodeproof your weapon. The weapon's current enchantment does not matter. In the special case of crysknives, they become "fixed"; unfixed crysknives have a 100% chance of reverting to a worm tooth when they cease to be carried (possibly within a container) by you or a monster, fixed only 10%. Reading a cursed scroll of enchant weapon while confused removes any erodeproofing but will not otherwise damage your weapon. You can also choose a weapon that doesn't damage (such as one made of silver), temporarily protect your weapon by applying a layer of grease from a can of grease, or #dip a damaged metallic weapon into a non-cursed potion of oil to remove one level of each type of damage. Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by Joe Bednorz, Aaron Bell, Mark Bever, Patrick Clot, David Corbett, Kieron Dunbar, David Grabiner, Troy Holly, Ivan, Eva Myers, nyra, Janis Papanagnou, Pat Rankin, David Richerby, and Shaman. nethack-spoilers-3.4.3+20110109.orig/spl2-343.txt0000644000175000017500000011472711430345753021037 0ustar cjwatsoncjwatsonspl2-343.txt Last edited 2006-03-28 for NetHack 3.4.3 Spell effects in NetHack 3.4 Compiled for 3.2.2 by Kevin Hugo. Updated for 3.4.3 by Dylan O'Donnell . Spell effects ~~~~~~~~~~~~~ Many attack spells have their damage affected by your experience level (XL) and your INTelligence, according to modifiers referred to in the following descriptions as 'spell damage' and 'damage bonus'. spell damage = (XL/2) +1 if INT < 10: damage bonus = -3 if INT = 14-18 and XL > 4: damage bonus = 1 if INT > 18 and XL > 4: damage bonus = 2 Otherwise: damage bonus = 0 Each spell is annotated with its school and its type. NODIR spells do not ask for a direction. BEAM spells ask for a direction, but do not show a visibly animated effect when cast. RAY spells produce a ray which is animated on the screen. DISTANT spells ask for a position at which to cast the spell. BEAM and RAY spells cannot be aborted; if you try to cancel them at the direction prompt, "The magical energy is released!" in the direction in which you last took an action (possibly towards yourself). Monsters are not angered by spells of dig, knock, (extra) healing, stone to flesh (except stone golems), turn undead (if not undead and none of their inventory was affected), or wizard lock; being zapped (or missed by) other spells will cause peaceful monsters to become hostile. cancellation (matter, BEAM) Same effect as a wand of cancellation. zap monster Some monsters may resist. Clay golems are killed "Some writing vanishes from head!" Weremonsters return to human form. The monster is cancelled. zap downwards Any engraving at the location is removed. zap object Object is cancelled. zap self All items in your inventory are cancelled. If you are polymorphed into a clay golem, you revert to your normal form. "Some writing vanishes from your head!" (if not blind) cause fear (enchantment, NODIR) Same effect as reading an uncursed scroll of scare monster. You will cause monsters within your visual range to flee. Some monsters can resist the effect. "You hear maniacal laughter in the distance." (no creature affected) No message otherwise. charm monster (enchantment, NODIR) Same effect as reading an uncursed scroll of taming. Tames monsters within a one square radius. Also calms shopkeepers. Some monsters can resist. No messages. clairvoyance (divination, NODIR) You immediately map a rectangle around you up to 12 rows by 20 columns. Clairvoyance can be blocked. "You sense a pointy hat on top of your ." (if wearing cornuthaum and not a Wizard) cone of cold (attack, RAY/DISTANT) unskilled or basic Same effect as a wand of cold. zap monster The location of the monster is revealed, if unseen. If monster is cold resistant, no effect. Otherwise, does spell damage to (6 * spell damage) damage, plus damage bonus. It does an additional spell damage to (3 * spell damage) damage if the monster is fire resistant. This damage is all doubled if you are a Knight with the Magic Mirror of Merlin. Some monsters may resist and take half damage. Potions in the monster's inventory may be destroyed. "The cone of cold rips into the ." (if swallowed) "The cone of cold hits the ." (otherwise) zap self If you are not cold resistant, does 12 to 72 damage. "You imitate a popsicle!" (not cold resistant) "You feel a little chill." (cold resistant) May freeze potions in your inventory. zap location If water, it freezes (except on Plane of Water). "The water freezes." (normal water, in sight) "The moat is bridged with ice!" (moat, in sight) "You hear a crackling sound." (water, out of sight) "The water freezes for a moment." (Plane of Water, in sight) "You hear a soft crackling." (Plane of Water, out of sight) If lava, it solidifies. "The lava cools and solidifies." (lava, in sight) If closed door, it is destroyed. The ray is halted. "The door freezes and shatters!" (in sight) "You feel cold." (otherwise) skilled or expert You may choose a location at which to cast explosions of cold. This location may be no more than 10 squares away, and must be in sight and open space. This spell cannot be used underwater or on the Plane of Water; if used while swallowed, it is automatically cast on your own location. "Your mind fails to lock onto that location!" (out of sight) "The spell dissipates over the distance!" (too far) "You're joking! In this weather?" (underwater) "You had better wait for the sun to come out." (Plane of Water) 2 to 9 explosions follow; the first is centred at the location you chose, subsequent ones randomly at any of the nine squares around that point (unless swallowed). Each explosion affects the surrounding squares, as above; monsters and yourself will take spell damage plus damage bonus damage if not cold resistant (some monsters may resist and take half damage); this damage is doubled for fire resistant monsters. Potions in inventories may be destroyed. " is caught in the ball of cold!" "You are caught in the ball of cold!" Any explosions that would be centred on yourself do not take place, but instead do damage as 'zap self' above. confuse monster (enchantment, NODIR) unskilled or basic Same effect as an uncursed scroll of confuse monster. If polymorphed into non-@, you are confused for 1 to 100 turns. "You feel confused." Otherwise, you will confuse the next (one more) monster you hit. "Your begin to glow red." (unblind) "Your begin to glow red even more." (unblind, more) "Your tingle." (blind) "Your tingle even more." (blind, more) skilled or expert Same effect as a blessed scroll of confuse monster. If polymorphed into non-@, you are confused for 1 to 100 turns. "You feel confused." Otherwise, you will confuse the next 2 to 9 (more) monsters you hit. (Once this number reaches 40, each blessed scroll will only allow confusion of one additional monster.) "Your glow a brilliant red." (unblind) "Your glow an even more brilliant red." (unblind, more) "Your tingle very sharply." (blind) "Your tingle even more sharply." (blind, more) create familiar (clerical, NODIR) A monster of your starting pet type (kitten, little dog or pony; 1/3 chance) or random monster (2/3 chance) is created. In any case, it becomes your pet if it is capable of being tamed. No messages. create monster (clerical, NODIR) Same effect as an uncursed scroll of create monster. Creates one (72/73 chance) or 2 to 5 (1/73 chance) monsters around you. No messages. cure blindness (healing, NODIR) Cures all forms of blindness not due to a blindfold or towel. "You can see again." (not hallucinating) "Far out! Everything is all cosmic again!" (hallucinating) cure sickness (healing, NODIR) Cures all forms of sickness (both illness and food poisoning), and sliming. "You are no longer ill." (if sick) "The slime disappears!" (if slimed) "What a relief!" detect food (divination, NODIR) unskilled or basic Same effect as an uncursed scroll of food detection. If no food on that level, no effect. "You sense a lack of food nearby." (saw some before) "You have a strange feeling for a moment, then it passes." (beginner not hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "Your nose twitches." (otherwise) Otherwise, you detect comestibles on that level. "You smell food nearby." (if just on your square) "Your nose tingles and you smell food." (if elsewhere) Note that casting this spell does not cause hunger loss. skilled or expert Same effect as a blessed scroll of food detection. You acquire the food appraisal intrinsic, which will warn you when you next (only) eat food that could be dangerous or would break a currently-unbroken conduct. If no food on that level, "You sense a lack of food nearby." (saw some before, already have food appraisal.) "You sense a lack of food nearby. Your starts to tingle." (saw some before, no food appraisal.) "You have a strange feeling for a moment, then it passes." (beginner hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "Your twitches then starts to tingle." (non-beginner, no current food appraisal) "Your twitches." (non-beginner with food appraisal already) Otherwise, you detect comestibles on that level. "You smell food nearby. Your starts to tingle." (just on your square, no current food appraisal) "You smell food nearby." (just on your square, already have food appraisal) "Your starts to tingle and you smell food." (elsewhere, no current food appraisal) "Your continues to tingle and you smell food." (elsewhere, already have food appraisal) detect monsters (divination, NODIR) unskilled or basic Same effect as an uncursed potion of monster detection. You briefly see monsters on that level and exercise your wisdom. "You sense the presence of monsters." If no monsters on the level (other than you or your steed), no effect. "You have a strange feeling for a moment, then it passes." (beginner not hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "You feel threatened." (not hallucinating) "You get the heebie jeebies." (hallucinating) skilled or expert Same effect as a blessed potion of monster detection. You detect monsters for 21 to 60 (more) turns (if already at least 300 turns, just one more turn) and exercise your wisdom. No message if not already detecting monsters. "You feel lonely." (no monsters on level other than you or steed) detect treasure (divination, NODIR) Same effect as an uncursed potion of object detection. You detect objects on that level and exercise your wisdom. "You sense the presence of objects." (not hallucinating) "You sense the presence of something." (hallucinating) "You sense the absence of objects." (not hallucinating) "You sense the absence of something." (hallucinating) If no objects on level and none had appeared on the map, no effect. "You have a strange feeling for a moment, then it passes." (beginner not hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "You feel a lack of something." (otherwise) If there are only objects in your inventory, you exercise your wisdom. "You sense objects nearby." (not hallucinating) "You sense something nearby." (hallucinating) If you are skilled or expert, you additionally know the appearance of all objects on that level (and in your inventory) as if you had seen them. detect unseen (divination, NODIR) Same effect as a wand of secret door detection. Secret doors and corridors, non-statue traps, mimics, and hidden and invisible monsters in an area of radius 8 are revealed. No messages. dig (matter, RAY) Same effect as a wand of digging. zap monster If swallowed by a non-vortex non-elemental, you are expelled and the monster is reduced to 1 hit point. "You pierce stomach wall!" (if animal) zap upwards If not on the Planes of Air or Water or underwater, causes a rock to fall on your head doing 1 to 6 damage (1 to 2 if wearing a metal helmet). "The beam bounces off the and hits the !" (on stairs) "You loosen a rock from the . It falls on your ." zap downwards If standing on stairs, same effect as zapping upwards. If in a pit or another trap on a hard-floored level, or a magic portal on any level, or phasing within a wall on a level with non-diggable walls, no effect. "The here is too hard to dig in." If on an altar or throne, no effect. "The is too hard to break apart." If on a sink, turns it into a fountain. "The pipes break! Water spurts out!" If on a fountain, creates a number of pools nearby. "Water gushes forth from the overflowing fountain!" (made at least one) "Water sprays all over you." (didn't) If over, on or in water or lava, wakes nearby monsters. "The sloshes furiously for a moment, then subsides." If on a lowered drawbridge or its portcullis, it is destroyed. Things in the vicinity are very likely to die. "The drawbridge collapses into the !" (if still moat or lava) "The drawbridge disintegrates!" (if iced or dried up) "You are blown apart by flying debris." (died standing on portcullis) "You are hit by a huge chunk of metal!" (died on drawbridge) If standing on same spot as a boulder, it is destroyed. An existing pit has a 50% chance of just having any spikes removed; otherwise any trap is destroyed. "The boulder settles into the pit." (existing pit, 50% chance). "KADOOM! The boulder falls in!" (otherwise) If on a grave, it is excavated. "You dig a pit in the grave." Otherwise, digs a pit if on a hard-floored level, or a hole if not. "You dig a in the ." zap sideways The range of the digging ray is 8 to 25 squares through open space. Doors and walls count as 3 spaces; stone as two. If not in a non-mazelike Dungeon level or the Plane of Earth, the ray will halt after the first obstacle against which it has taken effect; on those levels it will continue. Known, closed doors will be destroyed; secret doors and diggable walls will be converted into empty doorways; diggable stone into open corridor spaces. "The door is razed!" (closed door) "The wall glows then fades." (undiggable wall) "The rock glows then fades." (undiggable rock) drain life (attack, BEAM) zap monster The location of the monster is revealed, if unseen. If the monster is drain resistant or resists, no effect. Otherwise, does 1 to 8 damage (2 to 16 if a Knight with the Magic Mirror of Merlin) plus damage bonus and drains the monster one level. " suddenly seems weaker!" zap object Any charges or enchantments on the item will be reduced by one if it does not resist. zap self If you are not drain resistant, you lose one experience level. extra healing (healing, BEAM) zap monster The location of the monster is revealed, if unseen. If Pestilence, does 1 to 12 damage. Otherwise, restores 6 to 48 hit points to monster and unblinds it. Mimics using the "strange object" symbol change to using a real one. "The seems a more vivid than before." (mimic mimicking object) " looks much better." (non-mimic in sight) If the monster is tame or peaceful, then if you are a Healer or lawful, your alignment increases by 1; if you are a chaotic non-Healer your alignment decreases by 1. zap self You regain 6 to 48 hit points, and blindness is cured. "You feel much better." finger of death (attack, RAY) Same effect as a wand of death. zap monster If monster is Death, his maximum HP are increased by 50% (to a limit of 999) and he is healed to maximum HP. If monster is magic resistant, a demon, or non-living, no effect. Otherwise, kills the monster. "The finger of death rips into the ." (if swallowed) "The finger of death hits the ." (otherwise) zap location If closed door, halts ray. "The door absorbs your spell!" zap self If you are a demon or a non-living monster, no effect. "You seem no deader than before." Otherwise, you die. "You irradiate yourself with pure energy! You die." fireball (attack, RAY/DISTANT) unskilled or basic zap self Explodes as below, on your own location, doing 6 to 36 damage. "You explode a fireball on top of yourself!" Otherwise, fires a ray that explodes when it reaches a monster (centred on its location) or an obstacle (centred on the square immediately before it). The nine surrounding squares are affected thus: affected location If ice, it melts. "The ice crackles and melts." (in sight) No message (otherwise) If a pool, evaporates to leave a pit. "The water evaporates." (in sight) "You hear hissing gas." (otherwise) If other water, no effect. "Some water evaporates." (in sight) "You hear hissing gas." (otherwise) If fountain, it dries up. "Steam billows from the fountain." (in sight) No message (otherwise). If closed door, it is destroyed. The ray is halted. "The door is consumed in flames!" (in sight) "You smell smoke." (otherwise) If a spider web, it burns away. "A web bursts into flames!" (in sight) No message (otherwise) object If scroll or spellbook, may be destroyed. Scrolls of fire, spellbooks of fireball and the Book of the Dead will resist. "You see a puff of smoke." (not blind) "You smell a whiff of smoke." (blind) monster or yourself Does 12 to 72 damage if not fire resistant (some monsters may resist and take half damage); this damage is doubled for cold resistant monsters. Flammable armour may be damaged and flammable items in inventories destroyed. Burns away slime. " is caught in the fireball!" "You are caught in the fireball!" skilled or expert You may choose a location at which to cast explosions of fire. This location may be no more than 10 squares away, and must be in sight and open space. This spell cannot be used underwater or on the Plane of Water; if used while swallowed, it is automatically cast on your own location. "Your mind fails to lock onto that location!" (out of sight) "The spell dissipates over the distance!" (too far) "You're joking! In this weather?" (underwater) "You had better wait for the sun to come out." (Plane of Water) 2 to 9 explosions follow; the first is centred at the location you chose, subsequent ones randomly at any of the nine squares around that point (unless swallowed). Each explosion affects the surrounding squares and monsters (doing spell damage plus damage bonus damage) as above. Any explosions that would be centred on yourself do damage as zap self' above. force bolt (attack, BEAM) Same effect as a wand of striking. zap monster The location of the monster is revealed, if unseen. If the monster is magic resistant, no effect. If monster's AC is less than a random number between -9 and 10, and it is not swallowing you, the strike misses. "The spell misses ." Otherwise, does 2 to 24 points of damage (4 to 48 if you are a Knight with the Magic Mirror of Merlin) plus damage bonus. Some monsters may resist and take half damage. Fragile objects in monster's inventory may be broken, as 'zap object' below. "The spell hits ." zap downwards If on a lowered drawbridge or its portcullis, it is destroyed. Things in the vicinity are very likely to die. "The drawbridge collapses into the !" (if still moat or lava) "The drawbridge disintegrates!" (if iced or dried up) "You are blown apart by flying debris." (died standing on portcullis) "You are hit by a huge chunk of metal!" (died on drawbridge) Any engraving at the location is corrupted. zap upwards If on the portcullis of an open drawbridge, it is destroyed. Effects as 'zap downwards' above. Otherwise, if not underwater or on the Quest home level or the Plane of Air or Water, there is a 2/3 chance of causing a rock to fall on your head doing 1 to 6 damage (1 to 2 if wearing a metal helmet). "A rock is dislodged from the ceiling and falls on your ." zap location If drawbridge or its portcullis, it is destroyed. Effects as 'zap downwards' above. If secret door or closed door, door is broken, waking nearby monsters; trapped doors are additionally destroyed, waking slightly less nearby monsters. "A door appears in the wall!" (secret door, in sight) "The door crashes open!" (untrapped, in sight) "You hear a crashing sound." (untrapped, not in sight) "KABOOM!! You see a door explode." (trapped, in sight) "You hear a distant explosion." (trapped, not in sight) zap object Statue traps will be activated. "Instead of shattering, the statue suddenly comes alive!" "Instead of shattering, the statue suddenly disappears!" (invisible) Non-trapped statues and boulders will be broken into 8 to 66 rocks. Breaking a boulder in Sokoban has a -1 penalty to Luck. No message. Fragile objects may be broken. Breaking a mirror has -2 penalty to Luck. Breaking your own eggs has a -1 penalty to Luck per egg (to a maximum of 5). " shatters!" (potion, in sight) " shatters into a thousand pieces!" (tool, in sight) "You hear something shatter!" (potion or tool, out of sight) "Splat!" (egg) "What a mess!" (cream pie, in sight) zap self If you have magic resistance, no effect. "Boing!" Otherwise, does 2 to 24 points of damage and abuses strength. "You bash yourself!" haste self (escape, NODIR) You become very fast (like speed boots) for 100 to 109 (more) turns (160 to 169 (more) turns if skilled or expert) and exercise your dexterity. "You are suddenly moving much faster." (was slow) "You are suddenly moving faster." (was fast) "Your get new energy." (was already very fast) healing (healing, BEAM) zap monster The location of the monster is revealed, if unseen. If Pestilence, does 1 to 6 damage. Otherwise, restores 6 to 24 hit points to monster and unblinds it. Mimics using the "strange object" symbol change to using a real one. "The seems a more vivid than before." (mimic mimicking object) " looks much better." (non-mimic in sight) If the monster is tame or peaceful, then if you are a Healer or lawful, your alignment increases by 1; if you are a chaotic non-Healer your alignment decreases by 1. zap self You regain 6 to 24 hit points. "You feel better." identify (divination, NODIR) Same effect as a blessed scroll of identify with luck ignored. You can identify items from your inventory: # items: 1 2 3 4 all chance: 1/5 1/5 1/5 1/5 1/5 invisibility (escape, NODIR) If wearing a mummy wrapping, no effect. "You feel rather itchy under your ." Otherwise, same effect as an uncursed potion of invisibility. You become invisible for 31 to 45 (more) turns. No message (if blind). "Gee! All of a sudden, you can't see yourself." (not hallucinating) "Gee! All of a sudden, you can see right through yourself." (not hallucinating, see invisible) "Far out, man! You can't see yourself." (hallucinating) "Far out, man! You can see right through yourself." (hallucinating, see invisible) jumping (escape, NODIR) If you are swallowed, held stuck, underwater, levitating, on the Plane of Air or of Water, or have wounded legs, no effect. "You bounce around a little." (swallowed) "You writhe a little in the grasp of ." (stuck) "You swish around a little." (underwater) "You flail around a little." (levitating or on Plane of Air/Water) "Your is/are in no shape for jumping." (wounded legs) If you are mounted and your steed is trapped or has wounded legs, no effect. " is stuck in a trap." (trapped) " is in no shape for jumping." (wounded legs) Otherwise, you can jump. The maximum DISTANCE (square of hypotenuse of x and y distance) depends on your SKILL in escape spells: SKILL : unskilled basic skilled expert DISTANCE : 9 12 15 18 Jumping out of bear traps will wound your leg. Jumping in Sokoban carries a -1 luck penalty. knock (matter, BEAM) Same effect as a wand of opening. zap monster If you are being swallowed, you are expelled. " opens its mouth!" (animal, not blind) "You feel a sudden rush of air!" (animal, blind) If the monster is saddled, the saddle is dropped. No message. Otherwise, no effect. zap downwards If on Quest home level and not permitted to descend, no effect (nice try). "The stairs seem to ripple momentarily." If phasing through closed portcullis, drawbridge opens. "You see a drawbridge going down!" zap upwards If phasing through closed portcullis, as 'zap downwards' above. zap location If closed drawbridge, it is opened. Anything in its moat square is quite likely to die. "You see a drawbridge down!" "You are crushed underneath the drawbridge." (died) If secret door, it is revealed (but still closed). "A door appears in the wall!" If locked door, it is unlocked (but still closed). "The door unlocks!" Otherwise, no effect. zap object If iron chain attached to you, it is removed and you become unpunished. No message. If chest or large box, it becomes unlocked, or lock mended if broken. "Klick!" (if locked) No message for fixing lock. Otherwise, no effect. zap self No effect. "Your chain quivers for a moment." (if punished) levitation (escape, NODIR) unskilled or basic Same effect as an uncursed potion of levitation. You levitate for 10 to 149 (more) turns. "You start to float in the air!" (not hallucinating) "Up, up, and awaaaay! You're walking on air!" (hallucinating) "You float up, out of the pit!" (were trapped in pit) "You float up, only your is still stuck." (still in bear trap) "It feels as though you'd lost some weight." (Water Plane) "You gain control over your movements." (Air Plane) skilled or expert Same effect as a blessed potion of levitation. You levitate for 250 to 299 (more) turns. You can land at will. Same messages as above. light (divination, NODIR) Same effect as an uncursed scroll of light. If swallowed, engulfed, or underwater no area is actually lit or darkened. "'s is lit. " (animal) " shines briefly." (whirly monster) " glistens." (other swallowed) Otherwise, an area of radius 5 is lit. "A lit field surrounds you!" If on the Rogue level, rooms are lit/darkened instead of an area. magic mapping (divination, NODIR) Same effect as an uncursed scroll of magic mapping. If on a non-mappable level you become confused for 1 to 30 turns. "Your head spins as something blocks the spell!" Otherwise, you map the entire level. "A map coalesces in your mind!" magic missile (attack, RAY) Same effect as a wand of magic missile. zap monster The location of the monster is revealed, if unseen. If monster is magic resistant, no effect. Otherwise, does spell damage to (6 * spell damage) plus damage bonus damage, doubled if you are a Knight with the Magic Mirror of Merlin. Some monsters may resist and take half damage. "The magic missile rips into the ." (if swallowed) "The magic missile hits the ." (otherwise) zap location If closed door, halts ray. "The door absorbs your spell!" zap self If you are magic resistant, no effect. "The missiles bounce!" Otherwise, does 4 to 24 damage. "Idiot! You've shot yourself!" polymorph (matter, BEAM) Same effect as a wand of polymorph. zap monster If the monster is magic resistant or resists, no effect. Otherwise, 1/25 chance of monster dying from system shock unless it is a natural shapeshifter. " shudders!" If no system shock, monster polymorphs into a new form. No message. zap downwards Any engraving at the location is changed into a randomly chosen engraving. zap object Object may be polymorphed into a new object. Some objects may resist. zap self If you are not unchanging, you polymorph into a new form. protection (clerical, NODIR) You gain a temporary AC bonus determined by a factor based on your experience level, decreased by a factor determined by your existing amount of protection from this spell (if any) and your existing non-spell AC. "The around you begins to shimmer with a golden haze." "The golden haze around you becomes more dense." (already protected) "Your skin feels warm for a moment." (no bonus earnt) This bonus is reduced at a rate of 1 point for every 10 turns (every 20 turns if cast at expert level). "The golden haze around you becomes less dense." (bonus reduced) "The golden haze around you disappears." (bonus down to zero) remove curse (clerical, NODIR) unskilled or basic Same effect as an uncursed scroll of remove curse. All cursed worn or wielded items (weapons, armor, amulets, rings, and eyewear), stackable quivered weapons (or, if wielding a sling, gems or stones), applied leashes, and loadstones in main inventory are uncursed. Removes a ball and chain (punishment). "You feel like someone is helping you." (not hallucinating) "You feel in touch with the Universal Oneness." (hallucinating) skilled or expert Same effect as a blessed scroll of remove curse. All cursed items in your main inventory become uncursed. Removes a ball and chain (punishment). Same messages as above. restore ability (healing, NODIR) unskilled or basic Same effect as an uncursed potion of restore ability. Restores one random lost statistic to its previous maximum amount. "Wow! This makes you feel good!" skilled or expert Same effect as a blessed potion of restore ability. Restores all lost statistics to their previous maximum amount. "Wow! This makes you feel great!" "Wow! This makes you feel better!" (other things wrong with you) sleep (enchantment, RAY) Same effect as a wand of sleep. zap monster The location of the monster is revealed, if unseen. If monster is sleep resistant or resists, no effect. Otherwise, monster falls asleep for spell damage to (6 * spell damage) (more) turns (to a maximum of 127 more turns). "The sleep ray rips into the ." (if swallowed) "The sleep ray hits the ." (otherwise) zap location If closed door, halts ray. "The door absorbs your spell!" zap self If you have sleep resistance, no effect. "You don't feel sleepy!" Otherwise, fall asleep for 1 to 50 turns. "The sleep ray hits you!" slow monster (enchantment, BEAM) Same effect as a wand of slow monster. zap monster The monster becomes slow, or normal speed if fast. If you are engulfed by a vortex or air elemental, you are expelled. Some monsters may resist. "You disrupt ! A huge hole opens up..." (expelled) " seems to be moving slower." (slowed, not swallowed) zap self If you currently have the speed intrinsic, it is lost. "You slow down" (not wearing speed boots) "Your quickness feels less natural." (wearing speed boots) stone to flesh (healing, BEAM) zap monster If a stone golem, becomes a flesh golem (unless the latter are extinct or genocided). " turns to flesh!" " looks rather fleshy for a moment." (no flesh golems) Otherwise, no effect. zap upwards No effect. "Nothing happens." (if underwater or on the Quest home level or the Plane of Air or Water) "Blood drips on your ." (otherwise) zap downwards Any stone (other than headstone) engraving at the location is corrupted. "The edges on the floor get smoother." (if not hallucinating) "The floor runs like butter!" (if hallucinating) Otherwise, no effect. "Nothing happens." (if under or over water, on ice, or on the Plane of Air or Water) "Blood boils at your ." (in lava) "Blood boils beneath your ." (levitating over lava) "Blood pools at your ." (otherwise) "Blood pools beneath your ." (otherwise, levitating) zap object If object is made of mineral or gemstone material, it is converted into a meatball (rock/stone), meat stick (wand), meat ring (ring) or huge chunk of meat (boulder). Converting Sokoban boulders to flesh incurs a -1 luck penalty. "You smell the odor of meat." (if herbivorous) "You smell a delicious smell" (otherwise) Statues and figurines may be animated if they are of fleshy monsters (if of other monsters, will become meatballs as above). The animation fails if the monster is genocided (leaving a corpse, or an unchanged object if the monster does not leave corpses). If the statue is of a unique monster or a quest guardian monster, it will animate as a doppelganger unless the statue was created by actually stoning such a monster. No message if animation fails. "The comes to life!" "The moves!" (non-living monster) "The disappears!" (invisible monster) "The figurine animates!" zap self If you are polymorphed into a stone golem, you turn into a flesh golem unless they are genocided. If you are being turned to stone, the process is stopped. "You feel limber" (non-hallucinating) "What a pity - you just ruined a future piece of art!" (hallucinating with charisma <= 15) "What a pity - you just ruined a future piece of fine art!" (hallucinating with charisma > 15) Stone objects in your inventory are affected as above. teleport away (escape, BEAM) Same effect as a wand of teleportation. zap monster A priest(ess) in his or her temple resists. " resists your magic!" Riders have a 12/13 chance of being teleported to a square next to you. Otherwise, the monster is teleported to a random location on the same level. If you were engulfed by it, you go with it, unless you are on a no-teleport level, in which case you cease to be engulfed and remain at your original location. "You are no longer inside the !" (was engulfed on a no-teleport level) No message (otherwise). If the monster is unseen and does not move, its location is revealed. zap downwards Any engraving on the location will be teleported to a random position on the same level. zap object Rider corpses are immediately revived. Otherwise, the object is teleported to a random location on the same level. zap self If you are on a non-teleport level, no effect. "A mysterious force prevents you from teleporting!" Otherwise, one-third of the time if you are carrying the Amulet of Yendor or within the Wizard of Yendor's tower, no effect. "You feel disoriented for a moment." Otherwise, you teleport to a random or controlled position on the same level. turn undead (clerical, BEAM) Same effect as a wand of undead turning. zap monster Corpses in monster's inventory revive, eggs are rejuvenated. Undead monsters take 1 to 8 points of damage (2 to 16 if you are a Knight with the Magic Mirror of Merlin) plus damage bonus, their location is revealed if unseen, and they flee if they do not resist. No message. zap object Eggs are rejuvenated. Corpses are revived. No messages. zap self Corpses in your inventory revive, eggs are rejuvenated. If you are undead, you are stunned for 1 to 30 (more) turns. "You feel frightened and stunned." (not already stunned) "You feel frightened and even more stunned." (already stunned) Otherwise, no effect. "You shudder in dread." wizard lock (matter, BEAM) Same effect as a wand of locking. zap downwards If on a lowered drawbridge or its portcullis, raises drawbridge. Things in the vicinity are very likely to die. "You see a drawbridge up!" "You tumble towards the closed portcullis!" (standing on drawbridge) "The drawbridge closes in..." (died) "You pass through it!" (phasing) "You are crushed by the falling portcullis!" (died standing under portcullis) If on a trap door, closes and removes the trap door. "A trap door beneath you closes up then vanishes." "You see a swirl of beneath you." (not previously seen) "You hear a twang followed by a thud." (blind) Otherwise, no effect. zap upwards If on a portcullis, raises the drawbridge as 'zap downwards' above. Otherwise, no effect. zap location If lowered drawbridge or portcullis, raises drawbridge. Things in the vicinity are very likely to die. "You see a drawbridge up!" If doorway on Rogue level, becomes secret door if clear of obstruction. "You hear a swoosh." (blind) "A cloud of dust springs up in the older, more primitive doorway." "The cloud quickly dissipates." (if obstructed) "The doorway vanishes!" (otherwise) If empty doorway with trap, no effect. "A cloud of dust springs up in the doorway, but quickly dissipates." If an empty doorway, broken door, or open or closed door, becomes locked door. "A cloud of dust springs up and assembles itself into a door!" (empty) "The broken door reassembles and locks!" (broken) "The door swings shut and locks!" (open) "The door locks!" (closed) Otherwise, no effect. zap object If chest or large box, is locked (and lock mended if broken). "Klunk!" (if not already locked) Otherwise, no effect. Acknowledgements ~~~~~~~~~~~~~~~~ Thanks to Bruce Cox for proofreading the original version of this file. Further corrections and clarifications provided by Michael Allison, Jules Bean, Joe Bednorz, Vladimir Florinski, David Grabiner, Wes Irby, Keiran, Bruce Labbate, Philipp Lucas, Monte Mitzelfelt, Kate Nepveu, Petrosky, Rast, Jason Short, David Wang, and Sascha Wostmann. nethack-spoilers-3.4.3+20110109.orig/README0000644000175000017500000000265311512407165017756 0ustar cjwatsoncjwatson*-343.txt A collection of spoilers for NetHack 3.4 Compiled by Dylan O'Donnell, Kevin Hugo, et al. Maintained by Dylan O'Donnell Archive date: 2011-01-08 This tarfile is created automatically; please let me know if it's doing something broken. Also let me know if anything about the spoilers themselves seems wrong, inaccurate, or otherwise worthy of comment; however, if it's after 2011-01-08 (which it will be, unless you just downloaded this collection today), you may want to check whether a fix has already been made to the latest version of the spoilers, which will always live at: http://www.spod-central.org/~psmith/nh/ LICENSE Those spoilers originally compiled by Kevin Hugo, by Dylan O'Donnell, or by Boudewijn Waijers, are subject to the following conditions: # Redistribution, copying, and editing of these spoilers, with or # without modification, are permitted provided that the following # conditions are met: # # 1. The original contributors to any spoiler must continue to be credited. # 2. Any modifications to the spoiler must be acknowledged and credited. Those originally compiled by anybody else are subject to whatever license that anybody else placed on them. In most cases this is going to be an implicit license which looks reasonably like the one above, but if you're going to do anything particularly rash with them you may care to check with the originator first (if you can find them). nethack-spoilers-3.4.3+20110109.orig/xplv-343.txt0000644000175000017500000003041311430345747021140 0ustar cjwatsoncjwatsonxplv-343.txt Last edited 2003-12-17 for NetHack 3.4.3 Experience levels and rank titles in NetHack 3.4 Compiled by Dylan O'Donnell . (Based partly on the 3.1.3 spoiler 'exper' by Boudewijn Waijers) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ XL: XP : Archeologist : Barbarian : Caveman : Healer : : : : : (Cavewoman) : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1: 0 : Digger : Plunderer : Troglodyte : Rhizotomist : 2: 20 : : (Plunderess) : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3: 40 : Field Worker : Pillager : Aborigine : Empiric : 4: 80 : : : : : 5: 160 : : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6: 320 : Investigator : Bandit : Wanderer : Embalmer : 7: 640 : : : : : 8: 1280 : : : : : 9: 2560 : : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 10: 5120 : Exhumer : Brigand : Vagrant : Dresser : 11: 10000 : : : : : 12: 20000 : : : : : 13: 40000 : : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 14: 80000 : Excavator : Raider : Wayfarer : Medicus ossium : 15: 160000 : : : : (Medica ossium) : 16: 320000 : : : : : 17: 640000 : : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 18: 1280000 : Spelunker : Reaver : Roamer : Herbalist : 19: 2560000 : : : : : 20: 5120000 : : : : : 21: 10000000 : : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 22: 20000000 : Speleologist : Slayer : Nomad : Magister : 23: 30000000 : : : : (Magistra) : 24: 40000000 : : : : : 25: 50000000 : : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 26: 60000000 : Collector : Chieftain : Rover : Physician : 27: 70000000 : : (Chieftainess) : : : 28: 80000000 : : : : : 29: 90000000 : : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 30: 100000000 : Curator : Conqueror : Pioneer : Chirurgeon : : : : (Conqueress) : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ XL: XP : Knight : Monk : Priest : : : : : (Priestess) : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1: 0 : Gallant : Candidate : Aspirant : 2: 20 : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3: 40 : Esquire : Novice : Acolyte : 4: 80 : : : : 5: 160 : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6: 320 : Bachelor : Initiate : Adept : 7: 640 : : : : 8: 1280 : : : : 9: 2560 : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 10: 5120 : Sergeant : Student of Stones : Priest : 11: 10000 : : : (Priestess) : 12: 20000 : : : : 13: 40000 : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 14: 80000 : Knight : Student of Waters : Curate : 15: 160000 : : : : 16: 320000 : : : : 17: 640000 : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 18: 1280000 : Banneret : Student of Metals : Canon : 19: 2560000 : : : (Canoness) : 20: 5120000 : : : : 21: 10000000 : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 22: 20000000 : Chevalier : Student of Winds : Lama : 23: 30000000 : (Chevaliere) : : : 24: 40000000 : : : : 25: 50000000 : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 26: 60000000 : Seignieur : Student of Fire : Patriarch : 27: 70000000 : (Dame) : : (Matriarch) : 28: 80000000 : : : : 29: 90000000 : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 30: 100000000 : Paladin : Master : High Priest : : : : (High Priestess) : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ XL: XP : Ranger : Rogue : Samurai : Tourist : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1: 0 : Tenderfoot : Footpad : Hatamoto : Rambler : 2: 20 : : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3: 40 : Lookout : Cutpurse : Ronin : Sightseer : 4: 80 : : : : : 5: 160 : : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6: 320 : Trailblazer : Rogue : Ninja : Excursionist : 7: 640 : : : (Kunoichi) : : 8: 1280 : : : : : 9: 2560 : : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 10: 5120 : Reconnoiterer : Pilferer : Joshu : Peregrinator : 11: 10000 : (Reconnoiteress) : : : (Peregrinatrix) : 12: 20000 : : : : : 13: 40000 : : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 14: 80000 : Scout : Robber : Ryoshu : Traveler : 15: 160000 : : : : : 16: 320000 : : : : : 17: 640000 : : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 18: 1280000 : Arbalester : Burglar : Kokushu : Journeyer : 19: 2560000 : : : : : 20: 5120000 : : : : : 21: 10000000 : : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 22: 20000000 : Archer : Filcher : Daimyo : Voyager : 23: 30000000 : : : : : 24: 40000000 : : : : : 25: 50000000 : : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 26: 60000000 : Sharpshooter : Magsman : Kuge : Explorer : 27: 70000000 : : (Magswoman) : : : 28: 80000000 : : : : : 29: 90000000 : : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 30: 100000000 : Marksman : Thief : Shogun : Adventurer : : : (Markswoman) : : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ XL: XP : Valkyrie : Wizard : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1: 0 : Stripling : Evoker : 2: 20 : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3: 40 : Skirmisher : Conjurer : 4: 80 : : : 5: 160 : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6: 320 : Fighter : Thaumaturge : 7: 640 : : : 8: 1280 : : : 9: 2560 : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 10: 5120 : Woman-at-arms* : Magician : 11: 10000 : : : 12: 20000 : : : 13: 40000 : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 14: 80000 : Warrior : Enchanter : 15: 160000 : : (Enchantress) : 16: 320000 : : : 17: 640000 : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 18: 1280000 : Swashbuckler : Sorcerer : 19: 2560000 : : (Sorceress) : 20: 5120000 : : : 21: 10000000 : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 22: 20000000 : Heroine* : Necromancer : 23: 30000000 : : : 24: 40000000 : : : 25: 50000000 : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 26: 60000000 : Champion : Wizard : 27: 70000000 : : : 28: 80000000 : : : 29: 90000000 : : : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 30: 100000000 : Lady* : Mage : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ *: "Man-at-arms", "Hero", or "Lord" in the case of a male Valkyrie (possible via amulet of change or polyself). Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by Dayv, Daniel Johnson, and Nelson Lu. nethack-spoilers-3.4.3+20110109.orig/sink-343.txt0000644000175000017500000000771711430345750021120 0ustar cjwatsoncjwatsonsink-343.txt Last edited 2004-07-15 for NetHack 3.4.3 Effects of kicking and quaffing from sinks in NetHack 3.4 Compiled by Dylan O'Donnell . Quaffing from sinks ~~~~~~~~~~~~~~~~~~~ 11/20: No effect. One of the following messages: "You take a sip of (very) water." "You hear clanking from the pipes..." "You hear snatches of song from among the sewers..." "From the murky drain, a hand reaches up... --oops--" (only if hallucinating) 1/20: If you are fire resistant, no effect; otherwise, you lose d6 hit points. "You take a sip of scalding hot water." "It seems quite tasty." (fire resistant) 1/20: A sewer rat is generated (unless genocided or extinct). "Eek! There's a sewer rat in the sink!" (unblind) "Eek! There's something squirmy in the sink!" (blind) "The sink seems quite dirty." (genocided or extinct) 1/20: You suffer the effect of quaffing a random uncursed potion (other than water). "Some liquid flows from the faucet." (unblind) "Some odd liquid flows from the faucet." (blind) 1/20: If you have already acquired a ring from this sink (by quaffing or kicking), no effect; otherwise, a random ring is created and your wisdom exercised. "You find a ring in the sink!" "Some dirty water backs up in the drain." (already got one) 1/20: The sink becomes a fountain. "The pipes break! Water spurts out!" 1/20: A water elemental is created (unless extinct). "The water moves as though of its own will!" "But it quiets down." (extinct) 1/20: You gain one experience point. "Yuk, this water tastes awful." 1/20: You vomit and your hunger is increased. "Gagg... this tastes like sewage! You vomit." 1/20: If you have unchanging, no effect; otherwise, you polymorph. "This water contains toxic wastes!" "You undergo a freakish metamorphosis!" (polymorph) Kicking sinks ~~~~~~~~~~~~~ 4/5: Your dexterity is exercised. "Klunk! The pipes vibrate noisily." 1/5: Something else, as follows: If you haven't yet got a black pudding from the sink, 1/3 chance of one being generated and your dexterity being exercised. "A ooze gushes up from the drain!" (unblind) "You hear a gushing sound." (blind) If you didn't get a pudding and haven't yet had a dish washer, 1/3 chance of one being summoned (an incubus if a female humanoid, a succubus if a male humanoid, otherwise an equal chance of either), and your dexterity being exercised. "The dish washer returns!" (unblind) "Something returns!" (blind), and If you didn't get either of the above, 1/3 chance of a random ring being created provided the sink hasn't yet given one through kicking or quaffing, and your wisdom and dexterity being exercised. "Flupp! Muddy waste pops up from the drain." (unblind) "Flupp! You hear a sloshing sound." (blind) "You see a ring shining in its midst." (unblind, ring created) If you didn't get any of the above, you get a hurt foot. Your dexterity and strength are abused, there is a 1/3 chance of your right leg being hurt for 5 to 10 turns, and you lose d5 HP (d3 HP if your constitution is greater than 15). "Ouch! That hurts!" Other sink effects ~~~~~~~~~~~~~~~~~~ Sinks, as the name suggests, will cause anything in the air above them to fall to the floor: thrown weapons, or you when levitating (inflicting d8 + 24 - CON damage, plus d3 for each weapon or stack of weapons on the square). Dropping rings onto a sink will usually cause them to be lost down it, with a message that may enable you to identify the ring; see ring-343.txt for a list of these effects. Digging down on a sink square will convert it into a fountain as in the quaffing result above ("The pipes break! Water spurts out!"). Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by Topi Linkala and Seraph. nethack-spoilers-3.4.3+20110109.orig/wan1-343.txt0000644000175000017500000010357711430345750021023 0ustar cjwatsoncjwatsonwan1-343.txt Last edited 2004-07-18 for NetHack 3.4.3 Wands and their effects in NetHack 3.4 Compiled for 3.2.2 by Kevin Hugo. Revised and updated for 3.4.3 by Dylan O'Donnell . WAND COST WGT PROB CHG TYPE ~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~ ~~~~ light : $100 7 95 : 15 NODIR nothing : 100 7 25 : 15 BEAM digging : 150 7 55 : 8 RAY enlightenment : 150 7 15 : 15 NODIR locking : 150 7 25 : 8 BEAM magic missile : 150 7 50 : 8 RAY make invisible : 150 7 45 : 8 BEAM opening : 150 7 25 : 8 BEAM probing : 150 7 30 : 8 BEAM secret door detection : 150 7 50 : 15 NODIR slow monster : 150 7 50 : 8 BEAM speed monster : 150 7 50 : 8 BEAM striking : 150 7 75 : 8 BEAM undead turning : 150 7 50 : 8 BEAM cold : 175 7 40 : 8 RAY fire : 175 7 40 : 8 RAY lightning : 175 7 40 : 8 RAY sleep : 175 7 50 : 8 RAY cancellation : 200 7 45 : 8 BEAM create monster : 200 7 45 : 15 NODIR polymorph : 200 7 45 : 8 BEAM teleportation : 200 7 45 : 8 BEAM death : 500 7 5 : 8 RAY wishing : 500 7 5 : 3! NODIR Wands are listed above by increasing price, then alphabetically. The COST field denotes the base price of each item. WGT specifies the weight (100 zorkmids weighs 1). Wands comprise 4% of all randomly-generated items in the main dungeon, 6% in containers, 5% on the Rogue level, and 8% in hell. PROB is the relative probability of each subtype. They appear 1/34 cursed, 16/17 uncursed, and 1/34 blessed. The CHG field specifies the maximum number of charges that a wand normally has. An exclamation (!) denotes that a wand of wishing may only be recharged once. Wands of wishing start with 1 to 3 charges; otherwise, the wand starts with a number of charges at most 4 less than its maximum. Each time you (z)ap or (E)ngrave with a wand, you use one charge. A wand with zero charges left has a 1 in 121 chance of wresting a last charge and then turning to dust each time it is zapped (this won't happen if the wand was cancelled but not recharged). Cancelling a wand will make it uncursed and (except for wands of cancellation) it will get zero charges. Wands may be recharged by scrolls of charging or by the Platinum Yendorian Express Card. Previously-recharged wands have a chance of exploding (up to a maximum of 100% for a 7:x wand or a wand of wishing); see scrl-343.txt. A cursed scroll will have no effect on a blessed wand or a wand with no charges; otherwise, "Your vibrates briefly" and it gets zero charges. An uncursed scroll will bring the number of charges to a random number from 1 to a random number between 5 and the maximum charges shown above (or for a wand of wishing a random number from 1 to 3); a blessed scroll will bring the number of charges in the wand to a random number from 5 to the maximum charges shown above, or for a wand of wishing to three charges. If it already has that number of charges, it gains one more charge. A wand of wishing charged beyond three charges will explode. "Your briefly." if the new enchantment is below the maximum; "Your for a moment." otherwise. The TYPE of wand denotes the behavior when it is zapped. NODIR wands do not ask for a direction. BEAM wands ask for a direction, but do not show a visibly animated effect when zapped. RAY wands produce a ray which is animated on the screen; if you are unblind when you zap the wand, you will also identify that type of wand. The appearances of wands are randomized from the following descriptions: glass balsa crystal maple pine oak ebony marble tin brass copper silver platinum iridium zinc aluminum uranium iron steel hexagonal short runed long curved forked spiked jeweled Zapping wands ~~~~~~~~~~~~~ Nondirectional wands will be identified if you saw their effect (e.g., you found a secret door with a wand of secret door detection). If the wand produces a visible ray or beam, you will identify the wand if you were unblind. The range of a RAY (other than digging) will be 7 to 13 squares; this range may be lessened by the ray causing effects or bouncing. Zapping a RAY wand upwards or downwards is equivalent to restricting the ray to a range of 1. BEAM wands have a range of 6 to 13, which can similarly be lessened, and will not bounce; they will be identified if you observe an effect caused by them. Cursed wands have a 1% chance of exploding when zapped; this does 1 to 6 points of damage for each charge in the wand, plus an additional 2 to 12 points of damage, and abuses your strength. Monsters are not angered by wands of digging, locking, nothing, opening, probing, or undead turning (if not undead and none of their inventory was affected); being zapped with (or missed by) other wands will cause peaceful monsters to become hostile if you were the zapper. cancellation (BEAM) zap monster Some monsters may resist. Clay golems are killed. "Some writing vanishes from head!" Weremonsters return to human form. The monster is cancelled. zap downwards Any engraving at the location is removed. zap object Object is cancelled. zap self All items in your inventory are cancelled. If you are polymorphed into a clay golem, you revert to your normal form unless you have unchanging. "Some writing vanishes from your head!" (if not blind) "Your amulet grows hot for a moment, then cools." (unchanging) cold (RAY) zap monster The location of the monster is revealed, if unseen. If monster is cold resistant, no effect. Otherwise, does 6 to 36 damage. It does an additional 6 to 18 damage if the monster is fire resistant. Some monsters may resist and take half damage. Potions in the monster's inventory may be destroyed. "The bolt of cold rips into the ." (if swallowed) "The bolt of cold hits the ." (otherwise) zap self If you are not cold resistant, does 12 to 72 damage. "You imitate a popsicle!" (not cold resistant) "You feel a little chill." (cold resistant) May freeze potions in your inventory. zap location If water, it freezes (except on Plane of Water). "The water freezes." (normal water, in sight) "The moat is bridged with ice!" (moat, in sight) "You hear a crackling sound." (water, out of sight) "The water freezes for a moment." (Plane of Water, in sight) "You hear a soft crackling." (Plane of Water, out of sight) If lava, it solidifies. "The lava cools and solidifies." (lava, in sight) If closed door, it is destroyed. The ray is halted. "The door freezes and shatters!" (in sight) "You feel cold." (otherwise) monster zaps you If you are riding a non-reflective monster, 1/3 chance of hitting your steed instead. (Effects as "zap monster" above.) If you are not cold resistant, does 6 to 36 damage. "You don't feel cold." (cold resistant) Potions in your inventory may be destroyed. create monster (NODIR) zap 22/23 chance of creating a monster adjacent to you. 1/23 chance of creating 2 to 8 monsters around you. monster zaps Creates a monster adjacent to the monster. If you are both in water, the monster created will be a giant eel; if it is in water and you are on land, it will be a crocodile; otherwise the monster will be random. death (RAY) zap monster If monster is Death, his maximum HP are increased by 50% (to a limit of 999) and he is healed to maximum HP. If monster is magic resistant, a demon, or non-living, no effect. Otherwise, kills the monster. "The death ray rips into the ." (if swallowed) "The death ray hits the ." (otherwise) zap location If closed door, halts ray. "The door absorbs your bolt!" zap self If you are a demon or a non-living monster, no effect. "The wand shoots an apparently harmless beam at you." Otherwise, you die. "You irradiate yourself with pure energy! You die." monster zaps you If you are magic resistant or polymorphed into a demon or a non-living monster, no effect. "You aren't affected." (magic resistant) "You seem unaffected." (demon or non-living) Otherwise, you die. digging (RAY) zap monster If swallowed by a non-vortex non-elemental, you are expelled and the monster is reduced to 1 hit point. "You pierce stomach wall!" (if animal) zap upwards If not on the Planes of Air or Water or underwater, causes a rock to fall on your head doing 1 to 6 damage (1 to 2 if wearing a metal helmet). "The beam bounces off the and hits the !" (on stairs) "You loosen a rock from the . It falls on your ." zap downwards If standing on stairs, same effect as zapping upwards. If in a pit or another trap on a hard-floored level, or a magic portal on any level, or phasing within a wall on a level with non-diggable walls, no effect. "The here is too hard to dig in." If on an altar or throne, no effect. "The is too hard to break apart." If on a sink, turns it into a fountain. "The pipes break! Water spurts out!" If on a fountain, creates a number of pools nearby. "Water gushes forth from the overflowing fountain!" (made at least one) "Water sprays all over you." (didn't) If over, on or in water or lava, wakes nearby monsters. "The sloshes furiously for a moment, then subsides." If on a lowered drawbridge or its portcullis, it is destroyed. Things in the vicinity are very likely to die. "The drawbridge collapses into the !" (if still moat or lava) "The drawbridge disintegrates!" (if iced or dried up) "You are blown apart by flying debris." (died standing on portcullis) "You are hit by a huge chunk of metal!" (died on drawbridge) If standing on same spot as a boulder, it is destroyed. An existing pit has a 50% chance of just having any spikes removed; otherwise any trap is destroyed. "The boulder settles into the pit." (existing pit, 50% chance). "KADOOM! The boulder falls in!" (otherwise) If on a grave, it is excavated. "You dig a pit in the grave." Otherwise, digs a pit if on a hard-floored level, or a hole if not. "You dig a in the ." zap sideways The range of the digging ray is 8 to 25 squares through open space. Doors and walls count as 3 spaces; stone as two. If not in a non-mazelike Dungeon level or the Plane of Earth, the ray will halt after the first obstacle against which it has taken effect; on those levels it will continue. Known, closed doors will be destroyed; secret doors and diggable walls will be converted into empty doorways; diggable stone into open corridor spaces. "The door is razed!" (closed door) "The wall glows then fades." (undiggable wall) "The rock glows then fades." (undiggable rock) monster zaps If monster is on level 1 upstairs, fountain, throne, sink, grave, altar or drawbridge, no effect. "The digging ray is ineffective." If level has hard floors, no effect. "The here is too hard to dig in." (if in sight) Otherwise, creates a hole and falls through it. "You hear something crash through the ." (out of sight) " has made a hole in the . through..." (otherwise) enlightenment (NODIR) zap Same effect as quaffing an uncursed potion of enlightenment. fire (RAY) zap monster The location of the monster is revealed, if unseen. If monster is fire resistant, no effect. Otherwise, does 6 to 36 damage. It does an additional 7 damage if the monster is cold resistant. Some monsters may resist and take half damage. Flammable armour worn by the monster may be burnt, and flammable objects in the monster's inventory may be destroyed. "The bolt of fire rips into the ." (if swallowed) "The bolt of fire hits the ." (otherwise) zap location If ice, it melts. "The ice crackles and melts." (in sight) No message (otherwise) If a pool, evaporates to leave a pit. "The water evaporates." (in sight) "You hear hissing gas." (otherwise) If other water, no effect. "Some water evaporates." (in sight) "You hear hissing gas." (otherwise) If fountain, it dries up. "Steam billows from the fountain." (in sight) No message (otherwise). If closed door, it is destroyed. The ray is halted. "The door is consumed in flames!" (in sight) "You smell smoke." (otherwise) If a web, it burns away. "A web bursts into flames!" (in sight) No message (otherwise). zap object If scroll or spellbook, may be destroyed. Scrolls of fire, spellbooks of fireball and the Book of the Dead will resist. "You see a puff of smoke." (not blind) "You smell a whiff of smoke." (blind) zap self If you are not fire resistant, does 12 to 72 points of damage. "You've set yourself afire!" (not fire resistant) "You feel rather warm" (fire resistant) If polymorphed into an iron golem, restores 12 to 72 hit points and exercises your strength. "Strangely, you feel better than before." May cause fire damage to worn armour and destroy flammable items in inventory. Burns away slime. monster zaps you If you are riding a non-reflective monster, 1/3 chance of hitting your steed instead. (Effects as "zap monster" above.) If you are not fire resistant, does 6 to 36 damage. "You don't feel hot!" (fire resistant) If polymorphed into an iron golem, restores 6 to 36 hit points and exercises your strength. "Strangely, you feel better than before." May cause fire damage to worn armour and destroy flammable items in inventory. Burns away slime. light (NODIR) zap Same effect as reading an uncursed scroll of light. lightning (RAY) zap monster The location of the monster is revealed, if unseen. If not swallowed and monster is not blinding resistant, blinds monster for 1 to 50 (more) turns (to a maximum of 127 more turns). If monster is not shock resistant, does 6 to 36 damage. Some monsters may resist and take half damage. Rings and wands in the monster's inventory may be destroyed. "The bolt of lightning rips into the ." (if swallowed) "The bolt of lightning hits the ." (otherwise) zap location If closed door, it is broken. The ray is halted. "The door splinters!" (in sight) "You hear crackling." (otherwise) zap self If you are not shock resistant, does 12 to 72 damage and abuses your constitution. "You shock yourself!" (not shock resistant) "You zap yourself, but seem unharmed." (shock resistant) If polymorphed into a flesh golem, restores 2 to 12 hit points and exercises your strength. "Strangely, you feel better than before." May explode wands and rings in your inventory. If you do not resist blinding, you are blinded for 1 to 100 turns. "You are blinded by the flash!" monster zaps you If you are riding a non-reflective monster, 1/3 chance of hitting your steed instead. (Effects as "zap monster" above; you may still be blinded as below.) If you are not shock resistant, does 6 to 36 damage and abuses your constitution. "You aren't affected." (shock resistant) If polymorphed into a flesh golem, restores 1 to 6 hit points and exercises your strength. "Strangely, you feel better than before." May explode wands and rings in your inventory. If you do not resist blinding, you are blinded for 6 to 300 turns. "You are blinded by the flash!" locking (BEAM) zap downwards If on a lowered drawbridge or its portcullis, raises drawbridge. Things in the vicinity are very likely to die. "You see a drawbridge up!" "You tumble towards the closed portcullis!" (standing on drawbridge) "The drawbridge closes in..." (died) "You pass through it!" (phasing) "You are crushed by the falling portcullis!" (died standing under portcullis) If on a trap door, closes and removes the trap door. "A trap door beneath you closes up then vanishes." "You see a swirl of beneath you." (not previously seen) "You hear a twang followed by a thud." (blind) Otherwise, no effect. zap upwards If on a portcullis, raises the drawbridge as 'zap downwards' above. Otherwise, no effect. zap location If lowered drawbridge or portcullis, raises drawbridge. Things in the vicinity are very likely to die. "You see a drawbridge up!" If doorway on Rogue level, becomes secret door if clear of obstruction. "A cloud of dust springs up in the older, more primitive doorway." "The cloud quickly dissipates." (if obstructed) "The doorway vanishes!" (otherwise) If empty doorway with trap, no effect. "A cloud of dust springs up in the doorway, but quickly dissipates." If an empty doorway, broken door, or open or closed door, becomes locked door. "A cloud of dust springs up and assembles itself into a door!" (empty) "The broken door reassembles and locks!" (broken) "The door swings shut and locks!" (open) "The door locks!" (closed) Otherwise, no effect. zap object If chest or large box, is locked (and lock mended if broken). "Klunk!" (if not already locked) Otherwise, no effect. magic missile (RAY) zap monster The location of the monster is revealed, if unseen. If monster is magic resistant, no effect. Otherwise, does 2 to 12 damage. Some monsters may resist and take half damage. "The magic missile rips into the ." (if swallowed) "The magic missile hits the ." (otherwise) zap location If closed door, halts ray. "The door absorbs your bolt!" zap self If you are magic resistant, no effect. "The missiles bounce!" Otherwise, does 4 to 24 damage. "Idiot! You've shot yourself!" monster zaps you If you are riding a non-reflective monster, 1/3 chance of hitting your steed instead. (Effects as "zap monster" above.) If you are magic resistant, no effect. "The missiles bounce off!" Otherwise, does 2 to 12 damage (1 to 6 if half spell damage) and abuses your strength. "The magic missile hits you!" make invisible (BEAM) zap monster If not already invisible, the monster becomes invisible. " turns transparent!" (not already invisible, and you can see invisible or otherwise still sense the monster) No message. (otherwise, or if swallowed) zap downwards Any engraving at the location is removed. zap object No effect. (There is stub code for invisible objects, but it is not yet implemented) zap self If you are wearing a mummy wrapping, no effect. "You feel rather itchy under your ." Otherwise, gain permanent invisibility. No message (if blind or already invisible) "Gee! All of a sudden, you can't see yourself." (not hallucinating) "Gee! All of a sudden, you can see right through yourself." (not hallucinating, see invisible) "Far out, man! You can't see yourself." (hallucinating) "Far out, man! You can see right through yourself." (hallucinating, see invisible) monster zaps itself Monster becomes invisible. "Suddenly you cannot see ." (no see invisible) " body takes on a strange transparency." (not hallucinating, see invisible.) " body takes on a normal transparency." (hallucinating, see invisible.) nothing (BEAM) zap No effect. opening (BEAM) zap monster If you are being swallowed, you are expelled. " opens its mouth!" (animal, not blind) "You feel a sudden rush of air!" (animal, blind) If the monster is saddled, the saddle is dropped. No message. Otherwise, no effect. zap downwards If on Quest home level and not permitted to descend, no effect (nice try). "The stairs seem to ripple momentarily." If phasing through closed portcullis, drawbridge opens. "You see a drawbridge going down!" zap upwards If phasing through closed portcullis, as 'zap downwards' above. zap location If closed drawbridge, it is opened. Anything in its moat square is quite likely to die. "You see a drawbridge down!" "You are crushed underneath the drawbridge." (died) If secret door, it is revealed (but still closed). "A door appears in the wall!" If locked door, it is unlocked (but still closed). "The door unlocks!" Otherwise, no effect. zap object If iron chain attached to you, it is removed and you become unpunished. No message. If chest or large box, it becomes unlocked, or lock mended if broken. "Klick!" (if locked) No message for fixing lock. Otherwise, no effect. zap self No effect. "Your chain quivers for a moment." (if punished) polymorph (BEAM) zap monster If the monster is magic resistant or resists, no effect. Otherwise, 1/25 chance of monster dying from system shock unless it is a natural shapeshifter. " shudders!" If no system shock, monster polymorphs into a new form. No message. zap downwards Any engraving at the location is changed into a randomly chosen engraving. zap object Object may be polymorphed into a new object. Some objects may resist. zap self If you are not unchanging, you polymorph into a new form. monster zaps itself Monster polymorphs into a new form. probing (BEAM) zap monster The location of the monster is revealed, if unseen. Shows the status of the monster, and lists its inventory. zap upwards No effect. "You probe towards the . Your probe reveals nothing." zap downwards Will zap objects even if buried. "You probe beneath the ." zap object Shows contents of the object, if any, and supplies its appearance if unknown. zap self Shows your status. The appearance of any object in inventory that has not been seen is supplied. secret door detection (NODIR) zap Secret doors and corridors, non-statue traps, mimics, and hidden and invisible monsters in an area of radius 8 are revealed. sleep (RAY) zap monster The location of the monster is revealed, if unseen. If monster is sleep resistant or resists, no effect. Otherwise, monster falls asleep for 6 to 127 (more) turns (to a maximum of 127 more turns). "The sleep ray rips into the ." (if swallowed) "The sleep ray hits the ." (otherwise) zap location If closed door, halts ray. "The door absorbs your bolt!" zap self If you have sleep resistance, no effect. "You don't feel sleepy!" Otherwise, fall asleep for 1 to 50 turns. "The sleep ray hits you!" monster zaps you If you are riding a non-reflective monster, 1/3 chance of hitting your steed instead. (Effects as "zap monster" above.) If you are not sleep resistant, fall asleep for 6 to 300 turns. "You don't feel sleepy." (sleep resistant) slow monster (BEAM) zap monster The monster becomes slow, or normal speed if fast. If you are engulfed by a vortex or air elemental, you are expelled. Some monsters may resist. "You disrupt ! A huge hole opens up..." (expelled) " seems to be moving slower." (slowed, not swallowed) zap self If you currently have the speed intrinsic, it is lost. "You slow down" (not wearing speed boots) "Your quickness feels less natural." (wearing speed boots) speed monster (BEAM) zap monster The monster becomes fast, or normal speed if slow. Some monsters may resist. " is suddenly moving faster." (sped up, not swallowed) zap self If you don't currently have the speed intrinsic, gain it and exercise dexterity. "You speed up." (not very fast) "Your quickness feels more natural" (very fast) Otherwise, no effect. monster zaps itself The monster becomes fast. " is suddenly moving faster." striking (BEAM) zap monster The location of the monster is revealed, if unseen. If the monster is magic resistant, no effect. "Boing!" If monster's AC is less than a random number between -9 and 10, and it is not swallowing you, the strike misses. "The wand misses ." Otherwise, does 2 to 24 points of damage (4 to 48 if you are a Knight with the Magic Mirror of Merlin). Some monsters may resist and take half damage. Fragile objects in monster's inventory may be broken, as 'zap object' below. "The wand hits ." zap downwards If on a lowered drawbridge or its portcullis, it is destroyed. Things in the vicinity are very likely to die. "The drawbridge collapses into the !" (if still moat or lava) "The drawbridge disintegrates!" (if iced or dried up) "You are blown apart by flying debris." (died standing on portcullis) "You are hit by a huge chunk of metal!" (died on drawbridge) Any engraving at the location is corrupted. zap upwards If on the portcullis of an open drawbridge, it is destroyed. Effects as 'zap downwards' above. Otherwise, if not underwater or on the Quest home level or the Plane of Air or Water, there is a 2/3 chance of causing a rock to fall on your head doing 1 to 6 damage (1 to 2 if wearing a metal helmet). "A rock is dislodged from the ceiling and falls on your ." zap location If drawbridge or its portcullis, it is destroyed. Effects as 'zap downwards' above. If secret door or closed door, door is broken, waking nearby monsters; trapped doors are additionally destroyed, waking slightly less nearby monsters. "A door appears in the wall!" (secret door, in sight) "The door crashes open!" (untrapped, in sight) "You hear a crashing sound." (untrapped, not in sight) "KABOOM!! You see a door explode." (trapped, in sight) "You hear a distant explosion." (trapped, not in sight) zap object Statue traps will be activated. "Instead of shattering, the statue suddenly comes alive!" "Instead of shattering, the statue suddenly disappears!" (invisible) Non-trapped statues and boulders will be broken into 8 to 66 rocks. Breaking a boulder in Sokoban has a -1 penalty to Luck. No message. Fragile objects may be broken. Breaking a mirror has -2 penalty to Luck. Breaking your own eggs has a -1 penalty to Luck per egg (to a maximum of 5). " shatters!" (potion, in sight) " shatters into a thousand pieces!" (tool, in sight) "You hear something shatter!" (potion or tool, out of sight) "Splat!" (egg) "What a mess!" (cream pie, in sight) zap self If you have magic resistance, no effect. "Boing!" Otherwise, does 2 to 24 points of damage and abuses strength. "You bash yourself!" monster zaps you If you have magic resistance, no effect. "Boing!" Otherwise, does 2 to 24 points of damage (1 to 12 if half spell damage). "The wand hits you!" teleportation (BEAM) zap monster A priest(ess) in his or her temple resists. " resists your magic!" Riders have a 12/13 chance of being teleported to a square next to you. Otherwise, the monster is teleported to a random location on the same level. If you were engulfed by it, you go with it, unless you are on a no-teleport level, in which case you cease to be engulfed and remain at your original location. "You are no longer inside the !" (was engulfed on a no-teleport level) No message (otherwise). If the monster is unseen and does not move, its location is revealed. zap downwards Any engraving on the location will be teleported to a random position on the same level. zap object Rider corpses are immediately revived. Otherwise, the object is teleported to a random location on the same level. zap self If you are on a non-teleport level, no effect. "A mysterious force prevents you from teleporting!" Otherwise, one-third of the time if you are carrying the Amulet of Yendor, no effect. "You feel disoriented for a moment." Otherwise, you teleport to a random or controlled position on the same level. monster zaps itself If you are on a non-teleport level, no effect. "A mysterious force prevents from teleporting!" Otherwise, the monster is teleported to a random location on the same level. monster zaps you [This will only be used if the monster is carrying the Amulet of Yendor] Same as 'zap self' above. undead turning (BEAM) zap object Eggs are rejuvenated. Corpses are revived. If the corpse has a ghost on the same level, the ghost is rejoined with the body and the resulting monster is confused. " is suddenly drawn into its former body!" No messages otherwise. zap monster Corpses in monster's inventory revive (as above), eggs are rejuvenated. Undead monsters take 1 to 8 points of damage (2 to 16 if you are a Knight with the Magic Mirror of Merlin), their location is revealed if unseen, and they flee if they do not resist. No message. zap self Corpses in your inventory revive (as above), eggs are rejuvenated. If you are undead, you are stunned for 1 to 30 (more) turns. "You feel frightened and stunned." (not already stunned) "You feel frightened and even more stunned." (already stunned) Otherwise, no effect. "You shudder in dread." wishing (NODIR) zap You receive a wish unless your luck is less than a random number between -4 and 0. You may wish for "nothing" if you do not want to receive anything (thus preserving wishless conduct). Engraving with wands ~~~~~~~~~~~~~~~~~~~~ Use the (E)ngrave command to engrave with a wand. It will use one charge (possibly wresting the last) from the wand. Depending on the type of the wand, you can get one of the messages below if you are unblinded, not levitating, and over a writable floor. Some messages are the same for different types of wands, some messages require an engraving already on that square, and some wands will not provide any means of identification this way. Nondirectional wands will act as if they were zapped. If you didn't wrest the last charge from the wand, you can write a message in the dust (or engrave if specified below). These messages provide (perhaps in combination with judicious zapping) a safe method of identifying many wands. WAND ENGRAVING ~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~ cancellation If there already is an engraving, it is erased: "The engraving on the vanishes!" cold If a burned-in engraving exists, it is erased: "The engraving on the vanishes!" After writing in the dust: "A few ice cubes drop from the wand." create monster Same effect as zapping wand. death "The bugs on the stop moving!" (Same as sleep.) digging "This is a wand of digging!" You can engrave a message. enlightenment Same effect as zapping wand. fire "This is a wand of fire!" You can burn a message. light Same effect as zapping wand. lightning "This is a wand of lightning!" You can burn a message, and you are blinded for 1 to 50 turns. locking No message. magic missile You can write a message in the dust, after which "The is riddled by bullet holes!" make invisible If there already is an engraving, it is erased: "The engraving on the vanishes!" nothing Same effect as zapping wand -- no message! opening No message. polymorph If an engraving already exists, it becomes a randomly chosen engraving; otherwise, no message. probing No message. secret door detection Same effect as zapping wand. sleep "The bugs on the stop moving!" (Same as death.) slow monster "The bugs on the slow down!" speed monster "The bugs on the speed up!" striking "The wand unsuccessfully fights your attempt to write!" teleportation If there already is an engraving, it is teleported: "The engraving on the vanishes!" undead turning No message. wishing Same effect as zapping wand. Acknowledgements ~~~~~~~~~~~~~~~~ Thanks to Bruce Cox for proofreading the original version of this file. Further corrections and clarifications provided by Vladimir Florinski, David Grabiner, Bruce Labbate, Eva Myers, Kate Nepveu, David Wang, and Gary D. Young.nethack-spoilers-3.4.3+20110109.orig/food-343.txt0000644000175000017500000004366311430345752021105 0ustar cjwatsoncjwatsonfood-343.txt Last edited 2010-02-03 for NetHack 3.4.3 Food and hunger in NetHack 3.4 Compiled for 3.2.2 by Kevin Hugo. Updated for 3.4.3 by Dylan O'Donnell . FOOD COST WGT PROB NUTR NUTR/WGT TIME ~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~~ ~~~~~~~~ ~~~~ Meat : : meatball : $ 5 1 0 : 5 5 1 meat ring : 5 1 0 : 5 5 1 meat stick : 5 1 0 : 5 5 1 egg : 9 1 85 : 80 80 1 tripe ration : 15 10 140 : 200 20 2 huge chunk of meat : 105 400 0 : 2000 5 20 corpse : 5 vary 0 : vary vary vary Fruits and vegetables : : kelp frond : 6 1 0 : 30 30 1 eucalyptus leaf : 6 1 3 : 30 30 1 clove of garlic : 7 1 7 : 40 40 1 sprig of wolfsbane : 7 1 7 : 40 40 1 apple : 7 2 15 : 50 25 1 carrot : 7 2 15 : 50 25 1 pear : 7 2 10 : 50 25 1 banana : 9 2 10 : 80 40 1 orange : 9 2 10 : 80 40 1 melon : 10 5 10 : 100 20 1 slime mold : 17 5 75 : 250 50 1 People food : : fortune cookie : 7 1 55 : 40 40 1 candy bar : 10 2 13 : 100 50 1 cream pie : 10 10 25 : 100 10 1 lump of royal jelly : 15 2 0 : 200 100 1 pancake : 15 2 25 : 200 100 2 C-ration : 20 10 0 : 300 30 1 K-ration : 25 10 0 : 400 40 1 cram ration : 35 15 20 : 600 40 3 food ration (gunyoki) : 45 20 380 : 800 40 5 lembas wafer : 45 5 20 : 800 160 2 tin : 5 10 75 : vary vary vary Comestibles are listed above by category, then by increasing nutrition. Japanese names of items are listed in parentheses (). The COST field denotes the base price of each item. WGT specifies the weight (100 zorkmids weighs 1). Food comprises 20% of all randomly-generated items in the main dungeon, 15% in containers, 22% on the Rogue level, and 16% in hell. PROB is the relative probability of each subtype. Eggs not laid by you have a roughly 1/3 probability of hatching. Tins are 1/6 spinach and are 5% blessed, 90% uncursed, and 5% cursed. All other comestibles will be generated uncursed. The nutrition of each item is listed under NUTR. The cost of all items are based on the nutrition by the formula COST = (NUTR / 20) +5, with fractions rounded off. Note that several previously archived spoilers did not correctly round their costs. The ratio of nutrition to weight is listed in the NUTR/WGT column; lembas wafers have the best ratio. The amount of time needed to completely eat an item is given under TIME. Hunger and nutrition ~~~~~~~~~~~~~~~~~~~~ (Adapted from the spoiler "food" by Bryan Butler and J. Ali Harlow.) Each of the following conditions is checked on the turns shown; if it is the case, then you lose one more point of nutrition that turn. Rings and amulets cause additional hunger as shown; the only exception is a ring that can be charged but is at +0. A ring of slow digestion prevents base ordinary food consumption, but still causes ring hunger. You can therefore consume a maximum of 64 nutrition in 20 turns (if all of these conditions were met). HOW OFTEN CAUSE ~~~~~~~~~~~~~ ~~~~~ Each turn Ordinary food consumption, if carnivorous or herbivorous and not wearing a ring of slow digestion. When asleep, only about 10% as much is needed. Odd turns Regeneration from anything other than an artifact. Odd turns Encumbrance is stressed or worse. Even turns Hunger intrinsic (e.g., from a ring). Even turns Conflict from anything other than an artifact. Turn 4 of 20 Ring worn on left hand (except a +0 ring). Turn 8 of 20 Amulet worn. Turn 12 of 20 Ring worn on right hand (except a +0 ring). Turn 16 of 20 Carrying the Amulet of Yendor. Naturally, eating some food will make you gain the amount of nutrition in the food. Your level of nutrition is described as follows: 2000 or more Death from choking (under certain circumstances) 1000 or more Satiated 150 to 999 Not hungry 50 to 149 Hungry 0 to 49 Weak Below zero Fainting Below (-200)-(20*CON) Death from starvation Corpses ~~~~~~~ (Adapted from the spoiler "corpses", by Boudewijn Waijers and Peter Snelling.) When a monster is killed, the probability of leaving a corpse depends on several factors: PROB CONDITIONS ~~~~ ~~~~~~~~~~ 0% Killed by digestion or disintegration. 0% Killed by stoning (creates a statue instead). 0% Corpses are never generated on the Rogue level. 0% Non-flesh golems leave objects instead of a corpse. 0% Some monsters never leave a corpse (e.g., Vlad, liches). 100% Lizards, monsters of large size or bigger. 100% The Riders and player-monsters on the Astral Plane. 1/2 Frequent monster that is not tiny 1/3 Monster appears infrequently or is tiny (but not both). 1/4 Monster both appears infrequently and is tiny. There is a further reduction of the above chances for undead creatures that die on a graveyard level: by 1/9 if it was killed by you or by 1/3 if it was not killed by you (e.g., by a trap or another monster). This means that wraiths have a better chance of leaving a corpse if you lead them to a stairway and let them follow you to a non-graveyard level, a technique called "wraith luring". For this purpose, the Castle and all levels of the Priest Quest are considered graveyard levels, as is any level on which undead have been summoned by the cursed Book of the Dead or Bell of Opening. The nutrition, weight, and time needed to eat corpses is determined by the type of monster. The blessed/cursed status of corpses adjusts how fast they become tainted; corpses on an ice surface age half as fast, corpses do not age while in iceboxes, and lizard and lichen corpses never become tainted (though they do become too old for sacrifice). Vampires, mummies, and zombies leave corpses that are already considered old. Tainted corpses do not provide either nutrition or intrinsics. (Adapted from a spoiler by Sascha Wostmann.) You can acquire useful intrinsics by eating certain corpses or tins. The blessed/cursed status does *not* change the likelihood of getting an intrinsic. If the monster has more than one conferrable intrinsic, one is randomly picked, with equal probability among all possible. The CHANCE that the picked intrinsic is conferred varies among the different intrinsics; some are based on the level of the monster (LEV). If you get the intrinsic, you will get a MESSAGE (the second one if you are hallucinating). INTRINSIC CHANCE MESSAGE ~~~~~~~~~~~~~~~~~ ~~~~~~ ~~~~~~~ Fire resistance LEV/15 "You feel a momentary chill." "You be chillin'." Sleep resistance LEV/15 "You feel wide awake" Cold resistance LEV/15 "You feel full of hot air" Disintegration LEV/15 "You feel very firm." resistance "You feel totally together, man." Shock resistance LEV/15 "Your health currently feels amplified!" "You feel grounded in reality." Poison resistance LEV/15 "You feel healthy." ("You feel especially healthy." if you had previously acquired non-permanent poison resistance by other means.) Note: 25% better chance if killer bee or scorpion. Teleport LEV/10 "You feel very jumpy." "You feel diffuse." Teleport control LEV/12 "You feel in control of yourself." "You feel centered in your personal space." Telepathy 100% "You feel a strange mental acuity." "You feel in touch with the cosmos." Some corpses or tins have additional effects: :bjDFNP If you eat a lizard or any acidic monster, a possible stoning process is stopped. "You feel limber" (non-hallucinating) "What a pity - you just ruined a future piece of art!" (hallucinating with charisma <= 15) "What a pity - you just ruined a future piece of fine art!" (hallucinating with charisma > 15) : Eating a lizard has the supplemental effect of reducing stunning or confusion timeouts to 2 turns, if higher. : Eating a newt ("eye of newt") may cause you to gain 1 to 3 energy (2/3 chance, always if at two-thirds maximum energy or below). If this would take you above your maximum energy, there is a 1/3 chance that your maximum energy will be increased by one. "You feel a mild buzz." :@ Eating a chameleon or doppelganger makes you polymorph once. (Eating doppelgangers may also be considered cannibalism if you are human.) h a (master) mind flayer has a 50% chance of increasing your INT by one. Otherwise, it confers telepathy. m Eating a mimic makes you mimic a pile of gold (or, if hallucinating, an orange) for some turns, unless you have unchanging. The larger the mimic the longer you imitate. During this time, you are shown as a $-sign or %-sign. If you are attacked, you revert to your previous form. yB Eating a bat will make you stunned for 30 (more) turns, or 60 (more) turns for a giant bat. In theory, this also holds for yellow lights (but they don't leave corpses in recent versions). E When you eat a stalker's corpse and you are not invisible, you'll become invisible for 50 to 149 turns. If you're already invisible, you become permanently invisible and get the "see invisible" intrinsic. In both cases, you are stunned for 60 (more) turns. F@ If the monster has a stun or hallucination attack or is a violet fungus, you get hallucination for (another) 200 turns. H Eating a giant, stone giant, hill giant, fire giant, frost giant, storm giant, or Lord Surtur will increase your strength. If you had less than 18 strength, then you have a 19/24 chance of gaining one point, or a 1/24 chance each of gaining 2 to 6 points. If you had 18 strength or more, then you gain 1 to 10 points (equally likely), or just one point if you had strength 18/85 or more, up to 18/** (or your racial maximum if lower). P Eating a green slime's corpse (unless polymorphed into a green slime, a salamander, a flaming sphere, or a fire vortex or elemental; or you have unchanging or were being slimed already) will slime you to death in 10 turns. Q A quantum mechanic's corpse makes you toggle your speed. If you were not currently fast, you'll get fast; otherwise, you lose the speed. W Eating a wraith's corpse lets you gain a level (unless the corpse is rotten and rots away completely). df If you eat any of little dog, dog, large dog, kitten, housecat, or large cat, you'll get the intrinsic "aggravate monster" unless you are a Caveman or an orc. "You feel that eating the was a bad idea." c@ If you eat a cockatrice, chickatrice, or Medusa's corpse and you are neither stoning resistant nor are you polymorphed into a golem, you'll be instantly killed by stoning. @hGK Eating something of your own species (Kops are human) is considered cannibalism unless you are a Caveman or an orc. You get the intrinsic "aggravate monster" and lose 2 to 5 luck. @ Eating a were-creature makes you a lycanthrope of the same kind and may be considered cannibalism if you are human. @ Eating a nurse heals you up to max hitpoints and may be considered cannibalism if you are human. & Eating Death, Pestilence or Famine is instantly fatal. Tins ~~~~ (Adapted from a spoiler by Sascha Wostmann.) You get up to 50 moves to open a tin; otherwise, you give up. If you are wielding a tin opener, it takes one turn; any dagger or crysknife, 3 turns; or a pick-axe or axe, 6 turns. Failing this, if you have greasy fingers the tin will be dropped (if carried), otherwise it will take 10+d(500/(DEX+STR)) turns to open (18/xx strengths being mapped to the range 19-21). Blessed tins "open like magic" in one turn. Cursed tins have a 1/8 chance of exploding and will always contain rotten food, so they won't give any nutrition but will make you even more hungry. Tins made by you with a tinning kit are always homemade if not cursed. All other tins are one of these fifteen possibilities: pureed (500), deep fried (60), homemade (50), pickled (40), soup (20), stir fried (80), candied (100), boiled (50), dried (55), szechuan (70), french fried (40), sauteed (95), broiled (80), smoked (50), or rotten (-50). The number in the parentheses is the nutrition value of each. You cannot tell in advance what type a given tin is. When you eat deep fried or french fried food, you get slippery fingers for up to 15 rounds, making you drop your wielded weapon. You can shorten the time by (a)pplying a towel. Don't forget to pick your weapon up again. You can obtain intrinsics from eating tins, with the same chance that you would have from eating the monster's corpse. Note that the chance of getting an intrinsic does not change if the tin is blessed or cursed. One of the most useful tins is the tin of spinach. If the tin is cursed, you lose strength equivalent to eating a giant corpse. Otherwise, eating the spinach "makes you feel like Popeye" (or Swee'pea while hallucinating) and gives you more strength equivalent to a giant corpse. Tins of spinach have a nutrition of 600. Other food ~~~~~~~~~~ (Adapted from a spoiler by Sascha Wostmann.) Eating a sprig of wolfsbane cures lycanthropy. A carrot cures blindness. Ever seen a rabbit with glasses? (It won't help with being creamed or envenomed, though.) Eating a fortune cookie gives you a rumor. You can also just (r)ead it without eating the cookie. The rumour is from the true file if the cookie is blessed, the false file if cursed, or either if uncursed. Eating a lump of royal jelly increases (decreases if cursed) your strength by one. If the jelly was cursed, you lose up to 20 hit points, otherwise you gain up to 20 HP and your wounded legs heal. If your actual HP would become higher than your maximum HP, there is a 1/17 chance of increasing your maximum HP by one. Eating a cockatrice egg is a real bad idea if you're not polymorphed into something that resists stoning. However, they are very useful when thrown at monsters. Eating green slime is also an extremely bad idea unless you're polymorphed into something fiery or a slime yourself (or have unchanging). Eating a eucalyptus leaf cures sickness or vomiting. They can also be a)pplied to give the effect of a tin whistle (cursed or uncursed) or a magic whistle (blessed; this has a 1/49 chance of unblessing the leaf). Eating tripe may make you vomit (50% chance) unless you are a Caveman or an orc, or polymorphed into a carnivorous non-humanoid. In addition to eating them, cream pies may be thrown to blind their target, or you can a)pply one directly to blind yourself. Eating objects ~~~~~~~~~~~~~~ (Adapted from a spoiler by Sascha Wostmann.) There are some conditions before you can eat an object. If you are polymorphed into a metallivore (rock mole, rust monster, or xorn), you may eat objects made of metal. If you are polymorphed into a gelatinous cube, the object is organic, and the object doesn't contain other objects, you may eat it. This is different for real gelatinous cubes, which can eat a container and hold the non-organic contents of that container engulfed. So when such a beasty eats your chest with all the artifacts, you may find them on its corpse. You can never eat Unique Items such as the Amulet or the invocation artifacts. Eating something that isn't actually food always takes only one move. The code addresses this issue by stating, "[We don't want] to deal with partly eaten plate mails, players who polymorph back to human in the middle of their metallic meal, etc...." Eating rings has a 1/3 chance of conferring the intrinsic of the ring. Eating amulets has a 1/5 chance of having an effect. Not all intrinsics can be acquired this way. See the spoilers "amul-343.txt" and "ring-343.txt". When you eat a leash with a monster on the other side, this monster gets unleashed. If you eat the iron ball or the chain while you are punished, the punishment is gone. If you eat the chain, the ball is still available to use as a weapon or to throw. When you try to eat something rustproof while being polymorphed into a rust monster, you spit it out non-rustproof and get stunned a few rounds. Eating a poisoned weapon has the same effect as eating poisonous corpses. You get poisoned if you're not resistant. Eating a non-cursed trident exercises wisdom. (This is apparently a US-centric pun having something to do with a brand of chewing gum.) "That was pure chewing satisfaction!" Eating a non-cursed flint stone exercises constitution. "Yabba-dabba delicious!" (Note however that there are no monsters capable of eating flint stones in the present version.) Acknowledgements ~~~~~~~~~~~~~~~~ Thanks to Bruce Cox for proofreading the original version of this file. Further corrections and clarifications by Kieron Dunbar, Stephen S. Lee, Topi Linkala, Jim Monk, Ryan Murray, Rast, Robert R. Schneck, StarChaser, Mike Stevenson, and Boudewijn Waijers. nethack-spoilers-3.4.3+20110109.orig/ring-343.txt0000644000175000017500000002226511430345750021106 0ustar cjwatsoncjwatsonring-343.txt Last edited 2005-06-02 for NetHack 3.4.3 Rings and their generic properties in NetHack 3.4 Compiled for 3.2.2 by Kevin Hugo. Updated for 3.4.3 by Dylan O'Donnell . RING COST WGT PROB CHG ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~ meat ring : $ 5 1 0 : adornment : 100 3 1 : Y hunger : 100 3 1c : protection : 100 3 1 : Y protection from shape changers : 100 3 1 : stealth : 100 3 1 : sustain ability : 100 3 1 : warning : 100 3 1 : aggravate monster : 150 3 1c : cold resistance : 150 3 1 : gain constitution : 150 3 1 : Y gain strength : 150 3 1 : Y increase accuracy : 150 3 1 : Y increase damage : 150 3 1 : Y invisibility : 150 3 1 : poison resistance : 150 3 1 : see invisible : 150 3 1 : shock resistance : 150 3 1 : fire resistance : 200 3 1 : free action : 200 3 1 : levitation : 200 3 1 : regeneration : 200 3 1 : searching : 200 3 1 : slow digestion : 200 3 1 : teleportation : 200 3 1c : conflict : 300 3 1 : polymorph : 300 3 1c : polymorph control : 300 3 1 : teleport control : 300 3 1 : Rings are listed in increasing order of base COST, then alphabetically by name. WGT specifies the weight (100 zorkmids weighs 1). Rings comprise 3% of all randomly-generated items in the main dungeon, 5% in containers, 5% on the Rogue level, and 8% in hell. PROB is the relative probability of each subtype; the suffix specifies the chance of blessed/cursed: c 90% cursed, 10% uncursed, 0% blessed charged 42.93% cursed, 41.33% uncursed, 15.73% blessed Courtesy of Bruce Cox: +ve +0 -ve blessed 181/1200 1/240 7/3000 = 59/375 uncursed 1/3 1/60 19/300 = 31/75 cursed 19/1200 1/240 307/750 = 161/375 otherwise 10% cursed, 90% uncursed, 0% blessed Rings of invisibility carried by Nazguls are always cursed. The CHG field is Y if the ring can be charged. The initial enchantment has an exponentially-weighted probability, but tends to be in the range of -3 to +3. When a ring with a positive enchantment is charged, it has an (enchantment before) in 7 chance of exploding. Rings with enchantments of <= -5 or >= +7 will always explode when charged. Otherwise, blessed charging adds 1 to 3 points of enchantment, cursed charging removes 1 to 2 points, and uncursed charging always adds +1. Therefore, the highest possible enchantment is +9 by charging (and +10 by random generation). You may repeatedly enchant and unenchant a ring. The effects of rings are controllable by putting on and removing the ring. Most rings will confer an intrinsic or a combat or stat modifier; see rint-343.txt and drgn-343.txt for descriptions of the intrinsics involved. It is possible to obtain an effect permanently by polymorphing into a metallivore or gelatinous cube (depending on the appearance of the ring; see below) and eating the ring. There is only a 1/3 chance of obtaining the effect this way ("Magic spreads through your body as you digest the ring."). Note that the effect of eating rings that affect stats (gain constitution, gain strength, adornment) will not persist when you change from this form. Eating a ring of free action will confer sleep resistance instead. Rings of slow digestion may not be eaten ("This ring is indigestible!"). Meat rings have no effect when worn, but can be eaten as normal food (see food-343.txt). The appearances of other rings are randomized from the following descriptions. These can be eaten by any metallivore (rock mole, rust monster, or xorn): pearl iron twisted steel wire engagement shiny The following can additionally be eaten by metallivores not restricted to rustprone metals (rock mole or xorn): bronze brass copper silver gold The following can be eaten by gelatinous cubes: wooden These appearances cannot be eaten by any monster: granite opal clay coral black onyx moonstone tiger eye jade agate topaz sapphire ruby diamond ivory emerald You can determine the appearance of already identified rings using the discoveries command (\). Wearing a ring (other than a chargeable ring at +0) will increase the rate at which you get hungry; see food-343.txt. Identifying rings using sinks ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ When a ring is dropped on top of a sink, you will get a message that can help you identify the ring. Note that most messages require that you are not blind, and the ring of hunger requires that there is a (preferably worthless) object already on the sink; if these are not the case, you will just get "You hear the ring bouncing down the drain pipe." Except for the rings of searching and slow digestion, there is a 95% chance that the ring will fall down the drain and you will lose it forever. RING MESSAGE ~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~ meat ring "Several flies buzz around the sink." Works when blind. adornment "The faucets flash brightly for a moment." hunger If you are unblind and there are any items on the sink (except ball or chain) and they fail a resistance roll, they disappear: "Suddenly, vanishes from the sink!" protection "The sink glows silver/black for a moment." depending on non-negative/negative enchantment. prot from shape changers "The sink looks nothing like a fountain." stealth "The sink seems to blend into the floor for a moment." sustain ability "The water flow seems fixed." Works when blind. warning "The sink glows white for a moment." aggravate monster "Several flies buzz angrily around the sink." Works when blind. cold resistance "The cold water faucet flashes brightly for a moment." gain constitution "The water flow seems greater/lesser now." depending on non-negative/negative enchantment. Works when blind. gain strength "The water flow seems stronger/weaker now." depending on non-negative/negative enchantment. Works when blind. increase accuracy "The water flow hits/misses the drain." depending on non-negative/negative enchantment. Works when blind. increase damage "The water's force seems greater/smaller now." depending on non-negative/negative enchantment. Works when blind. invisibility "You don't see anything happen to the sink." poison resistance "You smell rotten ." Works when blind. see invisible "You see some air in the sink." shock resistance "Static electricity surrounds the sink." Works when blind. fire resistance "The hot water faucet flashes brightly for a moment." free action "You see the ring slide right down the drain!" levitation "The sink quivers upward for a moment." Works when blind. regeneration "The sink looks as good as new." searching "You thought your ring got lost in the sink, but there it is!" You never lose the ring. Works when blind. slow digestion "The ring is regurgitated!" You never lose the ring. Works when blind. teleportation "The sink momentarily vanishes." conflict "You hear loud noises coming from the drain." Works when blind. polymorph "The sink momentarily looks like a fountain." polymorph control "The sink momentarily looks like a regularly erupting geyser." teleport control "The sink looks like it is being beamed aboard somewhere." Acknowledgements ~~~~~~~~~~~~~~~~ Thanks to Bruce Cox for proofreading the original version of this file. Further corrections and clarifications provided by Irina Rempt. nethack-spoilers-3.4.3+20110109.orig/gods-343.txt0000644000175000017500000000502611430345752021101 0ustar cjwatsoncjwatsongods-343.txt Last edited 2003-12-17 for NetHack 3.4.3 Gods, races and alignments in NetHack 3.4 Compiled by Dylan O'Donnell . Gods and alignments ~~~~~~~~~~~~~~~~~~~ The format of this spoiler is as follows: Role (mythos from which gods are drawn) Lawful: Lawful god(dess) (races that can start as lawful in this role) Neutral: Neutral god(dess)(races that can start as neutral in this role) Chaotic: Chaotic god (races that can start as chaotic in this role) Archeologist (Central American) Lawful: Quetzalcoatl (humans, dwarves) Neutral: Camaxtli (humans, gnomes) Chaotic: Huhetotl Barbarian (Hyborian) Lawful: Mitra Neutral: Crom (humans) Chaotic: Set (humans, orcs) Cave(wo)man (Babylonian) Lawful: Anu (humans, dwarves) Neutral: Ishtar (humans, gnomes) Chaotic: Anshar Healer (Greek) Lawful: Athena Neutral: Hermes (humans, gnomes) Chaotic: Poseidon Knight (Celtic) Lawful: Lugh (humans) Neutral: Brigit Chaotic: Manannan Mac Lir Monk (Chinese) Lawful: Shan Lai Ching (humans) Neutral: Chih Sung-tzu (humans) Chaotic: Huan Ti (humans) Priest(ess) (Random) Priests are assigned the pantheon of one of the other roles at random on starting the game. Thus a human Priest can worship any of the 36 gods; elven Priests are always chaotic. Ranger (Roman) Lawful: Mercury Neutral: Venus (humans, gnomes) Chaotic: Mars (humans, elves, orcs) Rogue (Nehwon) Lawful: Issek Neutral: Mog Chaotic: Kos (humans, orcs) Samurai (Japanese) Lawful: Amaterasu Omikami (humans) Neutral: Raijin Chaotic: Susanowo Tourist (Discworld) Lawful: Blind Io Neutral: The Lady (humans) Chaotic: Offler Valkyrie (Norse) Lawful: Tyr (humans, dwarves) Neutral: Odin (humans) Chaotic: Loki Wizard (Egyptian) Lawful: Ptah Neutral: Thoth (humans, gnomes) Chaotic: Anhur (humans, elves, orcs) Races and alignments ~~~~~~~~~~~~~~~~~~~~ Races can thus play the following roles: Dwarves (Law): Arc Cav Val Elves (Cha): PriRan Wiz Gnomes (Neu): Arc CavHea Ran Wiz Humans (Law): Arc Cav KniMonPri Sam Val Humans (Neu): ArcBarCavHea MonPriRan TouValWiz Humans (Cha): Bar MonPriRanRog Wiz Orcs (Cha): Bar RanRog Wiz Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by Rast. nethack-spoilers-3.4.3+20110109.orig/crwn-343.txt0000644000175000017500000000513511430345752021117 0ustar cjwatsoncjwatsoncrwn-343.txt Last edited 2004-03-10 for NetHack 3.4.3 Crowning and its consequences in NetHack 3.4 Compiled for 3.1.3 by Boudewijn Waijers. Updated for 3.4.3 by Dylan O'Donnell When you pray a lot of nice things can happen. If you are in good standing with your god ("piously aligned"; at least +20) and sufficiently lucky ("extremely lucky"; at least +10), one of these things is that you may be "crowned" by your god. If this happens, you are not only granted a title (visible with enlightenment or at the end of the game), but some other effects (most of them beneficial) happen as well. The title you will gain is the following: Lawful: Hand of Elbereth Neutral: Envoy of Balance Chaotic: Glory of Arioch Then, you gain some useful intrinsics (if you didn't have them already, of course): * cold resistance * fire resistance * poison resistance * sleep resistance * shock resistance * see invisible Next, you may gain an item, depending on your class and alignment: * Wizards will receive a (blessed) spellbook of finger of death unless they are already carrying one, or are wielding Vorpal Blade or Stormbringer. * Monks will receive a (blessed) spellbook of restore ability unless they are already carrying one, or are wielding an artifact. If these classes do not receive a spellbook, or for any other class: * Lawful: If you are wielding (as primary, if two-weaponing) a non-artifact long sword, it is changed into Excalibur if that does not yet exist in your game. * Neutral: If Vorpal Blade does not yet exist in your game, it is created at your feet. * Chaotic: If Stormbringer does not yet exist in your game, it is created at your feet. If you received a weapon gift, it is blessed, unrusted and made rustproof, and set to at least +1. If you received no gift (or you received a spellbook gift of a spell that you already knew), your currently-wielded (primary) weapon (or weapon-tool) receives the same enhancements, and your skill in it is unrestricted. In all cases, your skill in the appropriate alignment gift weapon is unrestricted whether you got it or not: long sword for lawfuls and neutrals, broad sword for chaotics. There is, of course, a disadvantage to balance all this generosity: after crowning, your average prayer time-out (the time you have to wait between prayers) is greatly increased. So, if you already have a decent weapon and the above intrinsics, being named is a BAD thing. If you pray often enough, it WILL happen eventually, though. Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by Annie Kang. nethack-spoilers-3.4.3+20110109.orig/spl1-343.txt0000644000175000017500000005260011430345750021022 0ustar cjwatsoncjwatsonspl1-343.txt Last edited 2006-03-28 for NetHack 3.4.3 Spells (learning, practising, and casting) in NetHack 3.4 Compiled for 3.2.2 by Kevin Hugo. Updated for 3.4.3 by Dylan O'Donnell . SPELLBOOK COST WGT PROB LVL READ MRKR BONUS APPEARANCE ~~~~~~~~~~~~~~~~ : ~~~~~ ~~~ ~~~~ : ~~~ ~~~~ ~~~~ ~~~~~ ~~~~~~~~~~ blank paper : $ 0 50 18 : 0 0 0 plain Book of the Dead : 10000 20 0 : 7 0 0 papyrus attack : : force bolt : 100 50 35 : 1 2 10 drain life : 200 50 10 : 2 2 20 magic missile : 200 50 45 : 2 2 20 Wiz cone of cold : 400 50 10 : 4 21 40 Val fireball : 400 50 20 : 4 12 40 finger of death : 700 50 5 : 7 80 70 healing : : healing : 100 50 40 : 1 2 10 + cure blindness : 200 50 25 : 2 2 20 + cure sickness : 300 50 32 : 3 6 30 Hea+ extra healing : 300 50 27 : 3 10 30 + stone to flesh : 300 50 15 : 3 2 30 restore ability : 400 50 25 : 4 15 40 Mon+ divination : : detect monsters : 100 50 43 : 1 1 10 light : 100 50 45 : 1 1 10 detect food : 200 50 30 : 2 3 20 clairvoyance : 300 50 15 : 3 6 30 Sam detect unseen : 300 50 20 : 3 8 30 identify : 300 50 20 : 3 12 30 detect treasure : 400 50 20 : 4 15 40 Rog magic mapping : 500 50 18 : 5 35 50 Arc enchantment : : sleep : 100 50 50 : 1 1 10 confuse monster : 200 50 30 : 2 2 20 slow monster : 200 50 30 : 2 2 20 cause fear : 300 50 25 : 3 6 30 charm monster : 300 50 20 : 3 6 30 Tou clerical : : protection : 100 50 18 : 1 3 10 create monster : 200 50 35 : 2 3 20 remove curse : 300 50 25 : 3 10 30 Pri+ create familiar : 600 50 10 : 6 42 60 turn undead : 600 50 16 : 6 48 60 Kni escape : : jumping : 100 50 20 : 1 3 10 haste self : 300 50 33 : 3 8 30 Bar invisibility : 400 50 25 : 4 15 40 Ran levitation : 400 50 20 : 4 12 40 teleport away : 600 50 15 : 6 36 60 matter : : knock : 100 50 35 : 1 1 10 wizard lock : 200 50 30 : 2 3 20 dig : 500 50 20 : 5 30 50 Cav polymorph : 600 50 10 : 6 48 60 cancellation : 700 50 15 : 7 64 70 Spellbooks are listed above by school, then increasing level. The COST field denotes the base price of each item. WGT specifies the weight (100 zorkmids weighs 1). Spellbooks comprise 4% of all randomly-generated items in the main dungeon, 12% in containers, 0% on the Rogue level, and 0% in hell. PROB is the relative probability of each subtype. They appear 1/34 cursed, 16/17 uncursed, and 1/34 blessed. There is also a chance of obtaining a spellbook (if possible, one you haven't learnt yet and whose school you're unrestricted in) from praying when your god is pleased. A Wizard will usually receive a blessed spellbook of finger of death when crowned; a Monk, a blessed spellbook of restore ability. The level (LVL) of a spell controls how difficult it is to cast and how much energy is required. Normal spellbooks cost 100 times their level. READ indicates the number of turns needed to successfully read a particular spellbook. MRKR specifies the maximum number of magic marker charges needed to write a spellbook of that type, or zero if it cannot be written. You may note that this number is 10 times the spell level. The actual number of charges used will be a random amount from MRKR/2 to MRKR-1. Wizards have a base 1/3 chance of writing an unknown book, and all other classes have a base 1/15 chance; your chance generally improves with higher luck, to a maximum of about 98% for Wizards and 32% for other classes. You can only write on spellbooks of blank paper, which can be made by getting any spellbook wet, cancelling any spellbook (except spellbooks of cancellation), or reading a spellbook until it is too faint to be read anymore. The Book of the Dead can't be blanked by any means. You can select non-blank spellbooks to write on, but this will abuse your wisdom and you will be told, "That spellbook is not blank!" Some spells provide a BONUS against spell failure. Each character class has a particular spell that they are good at casting (noted with class identifier). In addition, the spells marked with a plus (+) are emergency spells that grant an additional bonus. See the section on calculating spell failure below for details. Note that this column does NOT list which spellbooks a character may start with. Some types of spellbooks have the same APPEARANCE when unidentified. The appearance of the remaining spellbooks are are randomized from the following descriptions: parchment vellum ragged dog eared mottled stained cloth leather white pink red orange yellow velvet light green dark green turquoise cyan light blue dark blue indigo magenta purple violet tan plaid light brown dark brown gray wrinkled dusty bronze copper silver gold glittering shining dull thin thick Reading spellbooks ~~~~~~~~~~~~~~~~~~ Each spellbook takes a certain number of turns to READ it, noted above. (Wearing lenses will reduce this number by, on average, one-third.) If the spellbook is cursed, you will fail to learn the spell, will be paralyzed for the given number of turns, and will be subject to a bad effect (chosen randomly, with worse effects only being able to be caused by higher-level spells): * You are teleported randomly. "You feel a wrenching sensation." * Monsters on the level are woken and unparalysed. "You feel threatened." * You are blinded for 250 to 349 turns. "A cloud of darkness falls upon you." "Oh, bummer! Everything is dark! Help!" (hallucinating) "Your vision seems to dim for a moment but is normal now" (blindness overcome by Eyes of the Overworld) "Your vision seems to dim for a moment but is happier now." (blindness overcome by Eyes of the Overworld, hallucinating) * You lose your gold in inventory, if any. "You notice you have no gold!" "You feel a strange sensation." (no gold to lose) * You become confused for 16 to 22 turns. "These runes were just too much to comprehend." * You are poisoned (1 to 10 damage, 3 to 6 strength loss; if poison resistant, 1 to 6 damage, 1 to 2 strength loss). Gloves will protect you from this, but ungreased metal gloves will be corroded. "The book was coated with contact poison!" * You get blasted by explosive energy (7 to 25 damage unless magic resistant). "As you read the book, it radiates explosive energy in your !" "The book radiates explosive energy, but you are unharmed!" (magic resistance) There is a 1/3 chance that the book then crumbles to dust. If the spellbook is uncursed, there is a random chance of the same effects happening as for a cursed spellbook, depending on your INTelligence, your experience level (XL),and the spellbook's level (LVL): 1 - ((INT + 4 +(XL/2) - (2 * LVL)) / 20) (If you are wearing lenses, the factor of 4 is increased to 6.) Wizards will be warned if this chance is non-zero and given the option to abort the reading attempt. Blessed spellbooks never cause these bad effects. You will never learn a spellbook while confused, and attempting while you are has a 1/3 chance of destroying the spellbook (except the Book of the Dead). "Being confused you have difficulties in controlling your actions. You accidentally tear the spellbook to pieces." (book destroyed). "You find yourself reading the line over and over again." (book not destroyed) If you are interrupted while reading, you may continue your efforts by reading the same spellbook again. When you successfully read a spellbook, there are four outcomes. If you do not yet know the spell, "You add the to your repertoire", ("You learn the " if the first spell you have learnt), identify the spellbook, get 20000 turns use of the spell, and increment the number of times you've studied that particular spellbook. For spells already known, if the book has four or more times previously been studied or polymorphed, "This spellbook is too faint to be read anymore" and the spellbook turns into blank paper. Otherwise, if you had 1000 or fewer turns use of the spell remaining, then "Your knowledge of the is keener", you have 20000 turns' use of the spell again, you exercise your wisdom, and the number of times you've studied that particular spellbook is incremented. But if "You know the quite well already", then there is no further effect and the number of times you've studied the spellbook is unchanged. Reading a spellbook will give you 20000 turns during which that spell can be used freely. If you use the spell towards the end of this time, you will get warning messages: 1001 to 20000 turns left No message. 101 to 1000 turns left "Your knowledge of this spell is growing faint." 1 to 100 turns left "You strain to recall the spell." Expiry of this time is denoted by an asterisk (*) next to the level in the spell's listing. If you try to cast an expired spell, "Your knowledge of this spell is twisted" and you will become stunned and/or confused for a number of turns depending on the spell's level (LVL): CHANCE CONFUSED STUNNED ~~~~~~ ~~~~~~~~~~~ ~~~~~~~ 40% 3 * (LVL+1) 0 30% 2 * (LVL+1) (LVL+1) 20% (LVL+1) 2 * (LVL+1) 10% 0 3 * (LVL+1) You may reset the time left to 20000 turns by rereading the spellbook after the usage time has been reduced to 1000 turns. Reading the Book of the Dead has immediate effect. If you are standing on the vibrating square with a lit Candelabrum of Invocation with its quota of seven candles, and have rung the Bell of Opening there within the last four turns, and all three items are uncursed, then the staircase to Moloch's Sanctum is opened. Otherwise, the invocation fails, and a message is given to suggest why this may be the case. Outside of an invocation situation, if the Book is blessed you will tame nearby co-aligned undead, and render any other undead in sight peaceful and cause them to flee; if it is uncursed, there is no effect beyond a random message; if it is cursed, some undead will be summoned, corpses in your inventory revived and eggs in your inventory rejuvenated. Spell skills ~~~~~~~~~~~~ Since the integration of the "wizard patch" into NetHack 3.3, characters have had individual skill levels associated with particular groups of spells, in a manner analogous to the weapon skills. As with weapons, continued use of a spell gives you practice in its spell school. With enough practice in a school of magic and experience levels, you may have the opportunity to advance your skill level in that school. This will in turn lead to reduced failure rates and an improvement in effects caused by spells in that school. There are specifically two requirements needed to advance a spell school: a number of successful castings of any spell in the school and a number of experience levels. Castings to a total of 20 are needed to achieve basic level, 80 to become skilled, and 180 to become expert, with each spell cast contributing a number equal to its level to this total. These are cumulative from the beginning of the game (though if you start out at basic level in a school you are precredited with the 20 castings that would have been needed to achieve it). The other criterion used to advance skill levels is experience levels. Each time you gain an experience level, you earn a "skill slot" that is used up when you an advance a skill. Thus you can earn a maximum of 29 skill slots, by advancing from level 1 to level 30. If you lose an experience level, you lose the associated skill slot; if that skill slot was used to enhance a skill, you will lose the most recently earned skill and are refunded the remaining skill slots from that skill level. Going from unskilled to basic or basic to skilled costs one slot; going from skilled to expert costs two slots. Note that these slots are shared with weapon skills. When you start the game, Healers and Monks will have basic skill in the healing school, Priests in clerical and Wizards in attack and enchantment; you will be unskilled in all other schools. When you reach the point when you can advance a skill category, you will see the message, "You feel more confident in your spell casting skills." You can then advance the skill using the #enhance command (alt-e on some systems). You may choose to not advance a skill level if you want to reserve the skill slots for a different school or weapon class. After advancing a skill, if you are ready to advance another skill (possibly the same one), you will get the message "You feel you could be more dangerous!" The #enhance command can also be used at any time to check your current skill levels. Different classes can reach different maximum levels in the spell schools, as follows: School Arc Bar Cav Hea Kni Mon Pri Ran Rog Sam Tou Val Wiz ~~~~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ attack : b s b - s b - - - s - b E healing : b - - E s E E b - - - - s divination : E - - - - b E E s - b - E enchantment : - - - - - b - - - - b - s clerical : - - - - s s E - - s - - s escape : - - - - - b - b s - s b E matter : b - s - - b - - s - - - E The term "restricted" is used to describe schools in which you are permanently unskilled. They do not appear in the #enhance menu, although you will see schools that are unskilled and can be advanced. Spell failure ~~~~~~~~~~~~~ There are some preliminary needs that must be met for any spellcasting. The spell must be already known and have been (re)learnt less than 20000 turns ago. You need at least 11 nutrition (weak, near fainting) unless you are casting a spell of detect food. You must have a strength of at least 4, must have a free hand (both can't be welded to weapons and/or a shield), and must not be overtaxed. Finally, each attempt to cast a spell drains energy equal to 5 times the spell's level (randomly up to three times this amount if you have the Amulet) for a successful casting, or half as much for a failure. (See hppw-343.txt for details of how fast you will regain this energy.) Your hunger increases by twice the amount of energy that would be drained for a success regardless, but it will not make you faint. For Wizards, this hunger loss is reduced by an amount depending on intelligence; halved for INT of 15, quartered for INT of 16, or eliminated entirely for INT of 17 or greater. There are three factors that cause spells to fail: - Your armor. Metallic body armor, metallic helmets (except helm of brilliance), metallic gloves, metallic shoes, and any shield (although a small shield is not as bad) will penalize you. Fighter- type classes are not penalized as much as the other classes. The following items are "safe" for spellcasting: All shirts All dragon scales and dragon scale mails Leather jacket, leather armor, studded leather armor Crystal plate mail All cloaks and robes Elven leather helm, fedora, helm of brilliance Cornuthaum All gloves except gauntlets of power All boots except iron shoes and kicking boots So the "best" armor class you could achieve for spellcasting -- not including your intrinsic protection or item enchantments -- is with any shirt, any dragon scale mail, a robe, a helm of brilliance, gauntlets of dexterity, and high boots. Of course, there are other combinations that yield a lower AC or spellcasting ability but have strategic advantages. - The level of the spell, as shown above (LVL). - If you are confused, the spell will always fail. There are seven factors that improve spellcasting success: + Your class. Each class has its own base ability, armor penalties, bonuses for emergency spells, and a spell that they are especially good at. See the table below. + Your armor. Robes help offset a penalty for wearing metallic body armour, or grant an outright bonus if worn without it. + Your intelligence (Arc, Bar, Cav, Ran, Rog, Sam, Tou, Wiz) or wisdom (Hea, Kni, Mon, Pri, Val). + Your experience level. + Your skill in the school of the spell. + Certain "emergency" spells get an extra bonus. They are noted with a plus (+) in the above BONUS column. The amount of the bonus depends on your class. Note that Rangers and Tourists are actually penalized for these spells. + If you have the teleport intrinsic ("teleportitis"), you may be able to perform a self-teleport (^T) without using the teleport away spell. You also must be at least experience level 12 (8 if a Wizard) or be polymorphed into a teleporting monster, may not be overtaxed, must have at least 6 strength, and need 100 nutrition and 19 energy (both of which are consumed). If you fall into water with teleportitis or as a teleporting monster, you may automatically attempt to cast a self-teleport to get out. Finally, characters with teleportitis will always teleport at random intervals. To calculate spell failure, you first need to sum together the penalties marked with a number sign (#) below. An increasing total penalty is worse for spellcasting, and is limited to a maximum of 20. # The "BASE" value from the table below, depending on the character's class. # If an "emergency" spell (noted with a + above), the "EMERG" field. # If wearing any shield, the amount in the "SHIELD" field. # If wearing metallic body armor, the amount in the "SUIT" field. If also wearing a robe, only add half the amount (rounded down). # If wearing a robe without metallic armour, *subtract* the amount in the "SUIT" field. # If wearing a metallic helmet other than the helm of brilliance, add 4. (Metal helmets interfere with the mind.) # Metallic gloves add 6 (casting channels through the hands). # Metallic boots add 2 (all metal interferes to some degree). # Add -4 if the spell is special to that class (see table). CLASS BASE EMERG SHIELD SUIT STAT SPECIAL SPELL ~~~~~ ~~~~ ~~~~~ ~~~~~~ ~~~~ ~~~~ ~~~~~~~~~~~~~ Arc 5# 0# 2# 10# Int Magic mapping Bar 14# 0# 0# 8# Int Haste self Cav 12# 0# 1# 8# Int Dig Hea 3# -3# 2# 10# Wis Cure sickness Kni 8# -2# 0# 9# Wis Turn undead Mon 8# -2# 2# 20# Wis Restore ability Pri 3# -2# 2# 10# Wis Remove curse Ran 9# 2# 1# 10# Int Invisibility Rog 8# 0# 1# 9# Int Detect treasure Sam 10# 0# 0# 8# Int Clairvoyance Tou 5# 1# 2# 10# Int Charm monster Val 10# -2# 0# 9# Wis Cone of cold Wiz 1# 0# 3# 10# Int Magic missile Next, calculate a base chance of success, which is 5.5 times your intelligence or wisdom STAT, depending on your class. This chance is modified by the following factors: # SKILL level (unskilled = 0, basic = 1, skilled = 2, expert = 3) # spell level (LVL) # experience level (XL) according to this formula: difficulty = (LVL * 4) - (SKILL * 6) - (XL/3) - 5 If this is positive, your chance is reduced according to another formula: chance = base chance - square root of ((900 * difficulty) + 2000) Otherwise, it will be increased with diminishing returns: the absolute value is multiplied by (15/LVL), capped at 20, and added to the base chance. The resulting chance is clipped to the range of 0% to 120% success. If you are wearing a shield larger than a small shield, the chance is then reduced to 1/4 its amount (except if it is the special spell for your class -- then it is only halved). Finally, the chance of success is adjusted by your total penalty using the following formula: chance = (chance * (20-penalty) / 15) - penalty The result is clipped to the range of 0% to 100% success. Acknowledgements ~~~~~~~~~~~~~~~~ Thanks to Bruce Cox for proofreading the original version of this file. Further corrections and clarifications provided by Joe Bednorz, Jason Brown, Snibor Eoj, Monte Mitzelfelt, Petrosky, Pat Rankin, Pekka Rousu, Pekka Savola, Robert R. Schneck, Darshan Shaligram, Jason Short, and Sascha Wostmann. nethack-spoilers-3.4.3+20110109.orig/invt-343.txt0000644000175000017500000001146011430345751021123 0ustar cjwatsoncjwatsoninvt-343.txt Last edited 2004-02-16 for NetHack 3.4.3 Starting inventories by class and race in NetHack 3.4 Compiled by Dylan O'Donnell . Where unspecified, items can be either blessed or uncursed; multiples of items may be split between blessed and uncursed items. Archeologist +2 bullwhip +0 leather jacket +0 fedora 3 to 6 uncursed food rations +0 pick-axe uncursed tinning kit (30 to 99 charges) uncursed touchstone uncursed sack Following chances of ONE of: 10% uncursed tin opener 22.5% uncursed oil lamp 6.75% uncursed magic marker (30 to 99 charges) Barbarian 50% chance of: +0 two-handed sword +0 axe otherwise: +0 battle-axe +0 short sword +0 ring mail 1 or 2 uncursed food rations 17% chance of uncursed oil lamp Caveman +1 club +2 sling 10 to 20 flint stones 18 to 33 uncursed rocks +0 leather armor Healer 1001 to 2000 gold pieces +0 scalpel +1 leather gloves 5 to 10 uncursed apples blessed spellbook of healing blessed spellbook of extra healing blessed spellbook of stone to flesh 4 potions of healing 4 potions of extra healing wand of sleep (4 to 8 charges) uncursed stethoscope 4% chance of uncursed oil lamp Knight +1 long sword +1 lance +1 ring mail +0 helmet +0 small shield +0 leather gloves 10 to 20 uncursed apples 10 to 20 uncursed carrots (And their pony starts with an uncursed saddle) Monk +2 leather gloves +1 robe 3 to 6 uncursed food rations 5 to 10 apples 5 to 10 oranges 3 to 6 fortune cookies random scroll (not enchant weapon) 33% chance each of: blessed spellbook of healing blessed spellbook of protection blessed spellbook of sleep 3 potions of healing Following chances of ONE of: 20% uncursed magic marker (30 to 99 charges) 8% uncursed oil lamp Priest blessed +1 mace +0 robe +0 small shield 1 or 2 uncursed cloves of garlic 1 or 2 uncursed sprigs of wolfsbane 2 random different spellbooks (healing, divination or clerical only) 4 potions of holy water Following chances of ONE of: 10% uncursed magic marker (30 to 99 charges) 9% uncursed oil lamp Ranger +1 dagger +1 bow 50 to 59 +2 arrows (1% chance poisoned if chaotic) 30 to 39 +0 arrows (1% chance poisoned if chaotic) +2 cloak of displacement (elves: +2 elven cloak) 4 to 8 uncursed cram rations (elves: 4 to 8 uncursed lembas wafers) Rogue +0 short sword 6 to 15 uncursed +0 daggers +1 leather armor uncursed potion of sickness uncursed lock pick uncursed sack 20% chance of uncursed blindfold Samurai +0 katana +0 wakizashi +0 yumi 26 to 45 +0 ya rustproof +0 splint mail 20% chance of uncursed blindfold Tourist 1 to 1000 gold pieces 21 to 40 +2 darts +0 Hawaiian shirt 10 to 20 random food items 4 scrolls of magic mapping 2 potions of extra healing uncursed expensive camera (30 to 99 charges) uncursed credit card Following chances of ONE of: 4% uncursed tin opener 3.8% uncursed leash 3.7% uncursed towel 3.5% uncursed magic marker (30 to 99 charges) Valkyrie +1 long sword +0 dagger +3 small shield 1 or 2 uncursed food rations 17% chance of uncursed oil lamp Wizard blessed +1 quarterstaff +0 cloak of magic resistance 3 random scrolls blessed spellbook of force bolt 3 random potions 2 random different rings random wand 1 random other spellbook (any school) Following chances of ONE of: 20% uncursed magic marker (29 to 99 charges) 16% uncursed blindfold Race-specific equipment is as follows: HUMAN ELF GNOME ORC ~~~~~ : ~~~ : ~~~~~ : ~~~ short sword : : : orcish short sword ring mail : : : orcish ring mail dagger : elven dagger : dagger : orcish dagger bow : elven bow : crossbow : orcish bow arrow : elven arrow : crossbow bolt : orcish arrow In addition, all non-Wizard orcs get 2 to 4 additional random food items; and elven Priests and Wizards get a random uncursed musical instrument, one of wooden flute, tooled horn, wooden harp, bell, bugle, and leather drum. The following items will never be created in initial inventory: Scrolls of amnesia, blank paper, or fire Spellbooks of blank paper, or of level higher than 3 Potions of acid or hallucination Rings of aggravate monster, hunger, or levitation Wands of nothing or of wishing (except as guaranteed by explore mode) The combination of potions/rings/spellbooks/wands of polymorph with a ring of polymorph control is also excluded. Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by Big Al, Patrick Clot, Vladimir Florinski, Annie Kang, Pat Rankin, and Rast. nethack-spoilers-3.4.3+20110109.orig/abbr-343.txt0000644000175000017500000001660111430345752021054 0ustar cjwatsoncjwatsonabbr-343.txt Last edited 2006-08-01 for NetHack 3.4.3 Acronyms and abbreviations found in rec.games.roguelike.nethack Originally written by Satoshi Asami. Revised, corrected, added to, pruned, and updated by Boudewijn Waijers, Adam Dawes, and Sascha Wostmann. Revised, etc. for 3.4.3 by Dylan O'Donnell . NetHack, being the addictive game that it is, obviously leaves the player vastly less time to write messages for newsgroups than would otherwise be the case. As a result, the Usenet newsgroup rec.games.roguelike.nethack is liable to be full of cryptic acronyms and abbreviations. This document contains a list of all the more popular (and some of the less popular) acronyms that you might find while reading the newsgroup. Some people may consider knowledge of some of the item names mentioned to be spoilers; such people are hereby warned. Acronyms and abbreviations in common use across Usenet as a whole are not covered; there are plenty of other FAQs out there that explain those. Some general abbreviations and usages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ rgrn rec.games.roguelike.nethack (also r.g.r.n.). SLASH Super Lotsa Added Stuff Hack - a variant of NetHack. SLASH'EM Super Lotsa Added Stuff Hack: Extended Magic - another, and the most commonly played, variant of NetHack. NHTNG NetHack - The Next Generation - another variant of NetHack. vanilla Not a variant of NetHack. The official DevTeam release version (the "default" flavour of the game for discussion). YKYBPTMNW... You Know You've Been Playing Too Much NetHack When... (also YKYPNTLW... You know you've played NetHack too long (or: late) when...). IDHTS[C]IFOM I Don't Have The Source [Code] In Front Of Me. UTSL Use The Source, Luke. TDTTOE The DevTeam Think of Everything. NHIN[A]D&D NetHack Is Not [Advanced] Dungeons & Dragons (so don't expect it to necessarily work the same way). NHINRL NetHack Is Not Real Life (so don't expect it to necessarily work that way either). DYWYPI? Do You Want Your Possessions Identified? ESP Extra-Sensory Perception; a synonym for telepathy. RNG Random Number Generator (also Random Number God). foo Metasyntactic variable replacing whatever's appropriate for the context. Eg, 'fooproof' means 'rustproof or fireproof or corrodeproof or rotproof'. b/u/c, buc blessed/uncursed/cursed. MMV Magic Memory Vault. MR Magic resistance. MC Magic cancellation (not the same thing). AK Ascension Kit (the gear you consider indispensable for winning the game). NAO nethack.alt.org, a public NetHack server. Yet another... ~~~~~~~~~~~~~~ YASD Yet Another Stupid Death. YAAD Yet Another Annoying Death. YAAP Yet Another Ascension Post. YAFAP Yet Another First Ascension Post. YAFM Yet Another Funny Message. YAFMC Yet Another Funny Message Combination. YAFP Yet Another Funny Prompt. YANI Yet Another New/Nifty Idea/Item. YAOI Yet Another Old Idea/Item (a standard riposte to YANI. No relation to Japanese _yaoi_). Monsters, gods ~~~~~~~~~~~~~~ WoY, Wiz, Wizard of Yendor (Yendor spelled backwards = Rodney). Rodney foocubus incubus or succubus (also *cubus). footrice chickatrice or cockatrice (also 'trice, *trice). A.O. Amaterasu Omikami (Samurai lawful goddess). Levels and places ~~~~~~~~~~~~~~~~~ VotD Valley of the Dead. VS Vibrating Square. A note on object abbreviations ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The following convention has become popular amongst many rgrn posters for object abbreviations: the (ASCII) symbol used within the game to represent the object precedes the abbreviation to make things clearer. So, for example, a potion of confusion would be abbreviated to "!PoC". However, the redundancy involved offends some people's sense of elegance, and you will find both PoC and !oC (not to mention PoConf) as alternative representations of the same item. Also, a lowercase 'b', 'u' or 'c' may sometimes be prepended to the abbreviation to denote blessed/uncursed/cursed status; for example, 'b?SoG' might be used to indicate a blessed scroll of genocide. The lists below only include the items most commonly referred to by abbreviations; but any object might be referred to by an abbreviation on the same general schema (usually only once context for it has been established). Amulets ~~~~~~~ "AoESP Amulet of ESP "AoLS Amulet of Life Saving "AoMB Amulet of Magical Breathing "AoY Amulet of Yendor "EotA Eye of the Aethiopica (aka "Eye of the Tapioca") Weapons ~~~~~~~ *Brand Fire Brand or Frost Brand Mojo Mjollnir Stormy Stormbringer ToM Tsurugi of Muramasa Vorpy Vorpal Blade Armour ~~~~~~ [DSM, [GDSM, Dragon scale mail, with the colour specified as required. [SDSM, etc. Beware, there are two G ones (Gray and Green; the former is usually meant) and two B ones (Black and Blue, ditto; and yes, we've heard all the succubus/bullwhip/iron chain jokes already). [LB, [BoL Levitation Boots (Boots of Levitation) [SB, [BoS Speed Boots (Boots of Speed) [WWB, [BoWW Water Walking Boots (Boots of Water Walking) [CoMR Cloak of Magic Resistance [GoD Gauntlets of Dexterity [GoP Gauntlets of Power [HoB Helm of Brilliance [HoOA Helm of Opposite Alignment [HoT Helm of Telepathy [SoR Shield of Reflection Scrolls ~~~~~~~ ?SoC Scroll of Charging ?SoCM Scroll of Create Monster or Scroll of Confuse Monster (make clear which one you mean!) ?SoEA Scroll of Enchant Armour ?SoEW Scroll of Enchant Weapon ?SoG Scroll of Genocide ?SoI, ?SoID Scroll of Identify ?SoMM Scroll of Magic Mapping ?SoRC Scroll of Remove Curse Spells and spellbooks ~~~~~~~~~~~~~~~~~~~~~ +FoD Finger of Death +StF Stone to Flesh +BotD Book of the Dead Potions ~~~~~~~ !PoEH Potion of Extra Healing !PoFH Potion of Full Healing !PoGA Potion of Gain Ability !PoGL Potion of Gain Level !PoOD Potion of Object Detection Rings ~~~~~ =RoC Ring of Conflict =RoL Ring of Levitation =RoPC Ring of Polymorph Control =RoTC Ring of Teleport Control Wands ~~~~~ /WoW Wand of Wishing /WoC Wand of Cancellation or Wand of Cold (make clear which one you mean!) /WoCM Wand of Create Monster /WoD Wand of Death or Wand of Digging (make clear which one you mean!) /WoP Wand of Polymorph or Wand of Probing (make clear which one you mean!) /WoT Wand of Teleportation /WoUT Wand of Undead Turning Tools ~~~~~ (BoH Bag of Holding (UH Unicorn Horn (EotO Eyes of the Overworld (OoF Orb of Fate (PYEC Platinum Yendorian Express Card (BoO Bell of Opening nethack-spoilers-3.4.3+20110109.orig/pot1-343.txt0000644000175000017500000010166411430345750021033 0ustar cjwatsoncjwatsonpot1-343.txt Last edited 2010-07-05 for NetHack 3.4.3 Potions and their direct effects in NetHack 3.4 Compiled for 3.2.2 by Kevin Hugo. Updated for 3.4.3 by Dylan O'Donnell . POTION COST WGT PROB APPEARANCE ~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~~~~~~~~ booze (sake) : $ 50 20 42 : fruit juice : 50 20 42 : see invisible : 50 20 42 : sickness : 50 20 42 : confusion : 100 20 42 : extra healing : 100 20 47 : hallucination : 100 20 40 : healing : 100 20 57 : restore ability : 100 20 40 : sleeping : 100 20 42 : water : 100 20 92 : clear blindness : 150 20 40 : gain energy : 150 20 42 : invisibility : 150 20 40 : monster detection : 150 20 40 : object detection : 150 20 42 : enlightenment : 200 20 20 : full healing : 200 20 10 : levitation : 200 20 42 : polymorph : 200 20 10 : speed : 200 20 42 : acid : 250 20 10 : oil : 250 20 30 : gain ability : 300 20 42 : gain level : 300 20 20 : paralysis : 300 20 42 : Potions are listed above by increasing cost, then alphabetically. Alternative Japanese names for items are given in parentheses (). The COST field denotes the base price of each item. WGT specifies the weight (100 zorkmids weighs 1). Potions comprise 16% of all randomly-generated items in the main dungeon, 18% in containers, 22% on the Rogue level, and 1% in hell. PROB is the relative probability of each subtype. They appear 1/8 cursed, 3/4 uncursed, and 1/8 blessed. Some types of potions have the same APPEARANCE when unidentified. The appearance of the remaining potions are are randomized from the following descriptions: ruby pink orange yellow emerald dark green cyan sky blue brilliant blue magenta purple-red puce milky swirly bubbly smoky cloudy effervescent black golden brown fizzy dark white murky Potion messages and effects ~~~~~~~~~~~~~~~~~~~~~~~~~~~ (Adapted from the WCST spoiler "spoil803".) What happens when you (q)uaff a potion usually depends on whether the potion was blessed, uncursed, or cursed. If a monster can quaff a potion, the effects upon the monster are documented below; all other potions won't be quaffed by monsters. When a potion hits a monster, the monster will be awoken and has an 80% chance of losing one hit point (but not killed), and then suffers the effects described below. If you didn't see the monster get hit, you will be told, "Crash!". Monsters are not angered by potions of (extra|full) healing, (gain|restore) ability, speed, invisibility, water thrown at gremlins, or unholy water thrown at werecreatures, demons or undead; other potions will cause peaceful monsters to become hostile if you were the thrower. If a potion hits you, you lose 1 to 2 hit points and get the effects of breathing vapors described below unless the potion has a specific effect for hitting you. You may also breathe vapors if you are near a potion when it breaks (e.g., it hit a monster, was hit by a wand of striking, or was kicked). If you are polymorphed into an unbreathing monster, the vapours will get into your eyes for the same effect. If you are polymorphed into a monster that neither breathes nor has eyes, vapours will have no effect. acid Cures stoning. If you are acid resistant, no effect. "This tastes sour." (not hallucinating) "This tastes tangy." (hallucinating) blessed You lose 1 to 4 hit points, and abuse your constitution. "This burns a little!" uncursed You lose 1 to 8 hit points, and abuse your constitution. "This burns like acid!" cursed You lose 2 to 16 hit points, and abuse your constitution. "This burns a lot!" hits monster The monster loses the same number of hit points as you would on quaffing the potion. Some monsters may resist. " shrieks in pain!" " writhes in pain!" (silent monster) hits you May be thrown by monsters. If you are acid resistant, no effect. Otherwise, same effect as quaffing potion. vapors Abuses your constitution. blindness blessed You are blinded for 125 to 324 (more) turns. "A cloud of darkness falls upon you." (was unblind, not hallucinating) "Oh, bummer! Everything is dark! Help!" (was unblind, hallucinating) "You have a peculiar feeling for a moment, then it passes." (was blind, not hallucinating) "You have a normal feeling for a moment, then it passes." (was blind, hallucinating) "Your vision seems to dim for a moment but is normal now." (blindness overcome by Eyes of the Overworld, not hallucinating) "Your vision seems to dim for a moment but is happier now." (blindness overcome by Eyes of the Overworld, hallucinating) uncursed You are blinded for 250 to 449 (more) turns. (Same messages as above) cursed You are blinded for 375 to 574 (more) turns. (Same messages as above) hits monster The monster is blinded for 64 to 126 (more) turns, or 64 to 95 if the monster resists. Monster blindness does not last longer than 127 turns, and (of course) the monster must have eyes. vapors May be thrown by monsters. You become blind for 1 to 5 (more) turns. "It suddenly gets dark." (were unblind and not asleep) booze blessed You gain 30 nutrition. You heal one hit point (if necessary; undiluted only). You abuse your wisdom. "Ooph! This tastes like liquid fire!" (undiluted, not hallucinating) "Ooph! This tastes like dandelion wine!" (undiluted, hallucinating) "Ooph! This tastes like watered down liquid fire!" (diluted, not hallucinating) "Ooph! This tastes like watered down dandelion wine!" (diluted, hallucinating) uncursed You gain 20 nutrition. You heal one hit point (if necessary; undiluted only). You are confused for 3 to 24 (more) turns. You abuse your wisdom. (Same messages as above) cursed You gain 10 nutrition. You heal one hit point (if necessary; undiluted only). You are confused for 3 to 24 (more) turns. You pass out for 1 to 15 turns. You abuse your wisdom. (Same messages as above) hits monster The monster becomes confused. Some monsters may resist. vapors You become confused for 1 to 5 (more) turns. "You feel somewhat dizzy." confusion blessed You are confused for 8 to 14 (more) turns. "Huh, What? Where am I?" (not hallucinating, not already confused) "What a trippy feeling!" (hallucinating, not already confused) "You have a peculiar feeling for a moment, then it passes." (not hallucinating, already confused)) "You have a normal feeling for a moment, then it passes." (hallucinating, already confused)) uncursed You are confused for 16 to 22 (more) turns. (Same messages as above) cursed You are confused for 24 to 30 (more) turns. (Same messages as above) hits monster The monster becomes confused. Some monsters may resist. vapors May be thrown by monsters. You become confused for 1 to 5 (more) turns. "You feel somewhat dizzy." enlightenment blessed You gain one point of intelligence and one point of wisdom. You see your attributes and exercise your wisdom. "You feel self-knowledgeable..." "The feeling subsides." uncursed You see your attributes and exercise your wisdom. "You feel self-knowledgeable..." "The feeling subsides." cursed You abuse your wisdom. "You have an uneasy feeling..." hits monster No effect. vapors No effect. extra healing blessed You gain 8 to 64 hit points. If this would put you above your maximum hit points, then your maximum is increased by 5 and your hit points become this new maximum. Cures sickness, blindness, and hallucination. Exercises constitution and strength. "You feel much better." uncursed You gain 6 to 48 hit points. If this would put you above your maximum hit points, then your maximum is increased by 2 and your hit points become this new maximum. Cures sickness, blindness, and hallucination. Exercises constitution and strength. "You feel much better." cursed You gain 4 to 32 hit points, up to your maximum. Cures blindness and hallucination. Exercises constitution and strength. "You feel much better." quaffed by monster The monster gains the same number of hit points as if you quaffed it. If this would put the monster above its maximum hit points, its maximum is increased by 2 (even if cursed, 5 if blessed) and its hit points become this new maximum. The monster is unblinded. " looks much better." (if seen) hits monster If Pestilence, its current and maximum hit points are halved. May resist. "Pestilence looks rather ill." (if seen) Otherwise, the monster is restored to maximum hit points. " looks sound and hale again." (if seen) vapors You heal up to 2 hit points, and exercise your constitution. No message. fruit juice blessed You gain 30 nutrition (15 if diluted). "This tastes like juice." (undiluted, not hallucinating) "This tastes like 10% real juice all-natural beverage." (undiluted, hallucinating) "This tastes like reconstituted juice." (diluted, not hallucinating) "This tastes like 10% real reconstituted juice all-natural beverage." (diluted, hallucinating) uncursed You gain 20 nutrition (10 if diluted). (Same messages as above) cursed You gain 10 nutrition (5 if diluted). "Yecch! This tastes rotten." (not hallucinating) "Yecch! This tastes overripe." (hallucinating) hits monster No effect. vapors No effect. full healing blessed You gain 400 hit points. If this would put you above your maximum hit points, then your maximum is increased by 8 and your hit points become this new maximum. If you have lost any experience levels, one level is restored, to a maximum of half the levels you have lost. Cures sickness, blindness, and hallucination. Exercises constitution and strength. "You feel completely healed." uncursed You gain 400 hit points. If this would put you above your maximum hit points, then your maximum is increased by 4 and your hit points become this new maximum. Cures sickness, blindness, and hallucination. Exercises constitution and strength. "You feel completely healed." cursed You gain 400 hit points, up to your maximum. Cures blindness and hallucination. Exercises constitution and strength. "You feel completely healed." quaffed by monster The monster's maximum hit points are increased by 4 (even if cursed, 8 if blessed) and its hit points become this new maximum. The monster is unblinded. " looks completely healed." (if seen) hits monster If Pestilence, its current and maximum hit points are halved. May resist. "Pestilence looks rather ill." (if seen) Otherwise, the monster is restored to maximum hit points. " looks sound and hale again." (if seen) vapors You heal up to 3 hit points, and exercise your constitution. No message. gain ability blessed If you have sustain ability, no effect. "You have a peculiar feeling for a moment, then it passes." (not hallucinating) "You have a normal feeling for a moment, then it passes." (hallucinating) Otherwise, all statistics are increased by one (up to maximum). "You feel strong!" (strength) "You feel smart!" (intelligence) "You feel wise!" (wisdom) "You feel agile!" (dexterity) "You feel tough!" (constitution) "You feel charismatic!" (charisma) "Your cap constricts briefly, then relaxes again." (you can't change wisdom or intelligence with dunce cap) "You're already as as you can get." (if already maximum) uncursed If you have sustain ability, no effect. Otherwise, one random statistic not at maximum is increased by one. Up to six tries to pick a statistic are made. If only one stat was raisable, there is a 33.49% chance that it will do nothing! (Same messages as above) cursed No effect. "Ulch! That potion tasted foul!" hits monster The monster is restored to maximum hit points. " looks sound and hale again." (if seen) vapors If cursed, no effect. "Ulch! That potion smells terrible!" "Your eyes sting." (unbreathing) If uncursed, one random statistic is RESTORED by one. No message. If blessed, all statistics are RESTORED by one. No message. gain energy blessed Your energy and maximum energy are increased by 7 to 11. Your wisdom is exercised. "Magical energies course through your body." uncursed Your energy and maximum energy are increased by 2 to 6. Your wisdom is exercised. "Magical energies course through your body." cursed Your energy and maximum energy are decreased by 2 to 6, but not below zero. Your wisdom is exercised. "You feel lackluster." hits monster No effect. vapors No effect. gain level blessed You get more hit points and energy. "You feel more experienced." If less than level 30, you gain one experience level and skill advancement slot. "Welcome to experience level ." Your experience is set to a random amount midway to the next level (or increased by what that would have been, if you're already at XL 30). uncursed You get more hit points and energy. "You feel more experienced." If less than level 30, you gain one experience level and skill advancement slot. "Welcome to experience level ." cursed If you have the Amulet and are on dungeon level 1, you go to the Plane of Earth. "You rise up, through the !" If there is no level directly above you, or you are in Sokoban or inside the top level of the Wizard's Tower, nothing happens. "You have an uneasy feeling." Otherwise, you go to the next higher dungeon level. "You rise up, through the !" quaffed by monster Same effect (and limits) to monster as if you quaffed it, except that monsters with the Amulet can't ascend to the Plane of Earth. Monsters gaining experience may grow into a more powerful class of monster; if the new class is genocided, the monster is killed! hits monster No effect. vapors No effect. hallucination blessed You hallucinate for 300 to 499 (more) turns unless you have hallucination resistance from wielding Grayswandir. "You have a normal feeling for a moment, then it passes." (already hallucinating) "You have a peculiar feeling for a moment, then it passes." (not already hallucinating, hallucination resistance) "Oh wow! Everything looks so cosmic!" (not already hallucinating, no hallucination resistance, not blind) "Oh wow! Everything feels so cosmic!" (not already hallucinating, no hallucination resistance, blind) uncursed You hallucinate for 600 to 799 (more) turns. (Same messages as above) cursed You hallucinate for 900 to 1099 (more) turns. (Same messages as above) hits monster No effect. vapors No effect. "You have a momentary vision." healing blessed You gain 8 to 32 hit points. If this would put you above your maximum hit points, then your maximum is increased by 1 and your hit points become this new maximum. Cures sickness and blindness, and exercises constitution. "You feel better." uncursed You gain 6 to 24 hit points. If this would put you above your maximum hit points, then your maximum is increased by 1 and your hit points become this new maximum. Cures blindness, and exercises constitution. "You feel better." cursed You gain 4 to 16 hit points, up to your maximum. Exercises constitution. "You feel better." quaffed by monster The monster gains the same number of hit points as if you quaffed it. If this would put the monster above its maximum hit points, its maximum is increased by 1 (even if cursed) and its hit points become this new maximum. The monster is unblinded. " looks better." (if seen) hits monster If Pestilence, its current and maximum hit points are halved. May resist. "Pestilence looks rather ill." (if seen) Otherwise, the monster is restored to maximum hit points. " looks sound and hale again." (if seen) vapors You heal up to 1 hit point, and exercise your constitution. No message. invisibility blessed You become permanently invisible. "You have a peculiar feeling for a moment, then it passes." (already invisible, blind or wearing a mummy wrapping, and not hallucinating) "You have a normal feeling for a moment, then it passes." (already invisible or blind or wearing a mummy wrapping, and hallucinating) "Gee! All of a sudden, you can't see yourself." (not hallucinating) "Gee! All of a sudden, you can see right through yourself." (not hallucinating, see invisible) "Far out, man! You can't see yourself." (hallucinating) "Far out, man! You can see right through yourself." (hallucinating, see invisible) uncursed You become invisible for 31 to 45 (more) turns. (Same messages as above) cursed You become invisible for 31 to 45 (more) turns. (Same messages as above) You aggravate monsters for a moment. "For some reason, you feel your presence is known." quaffed by monster The monster becomes invisible unless wearing a mummy wrapping. "Suddenly you cannot see ." (can't see invisible) " body takes on a strange transparency." (see invisible and not hallucinating) " body takes on a normal transparency." (see invisible and hallucinating) If cursed, you are awoken and told the monster's position. "For some reason, presence is known to you." "You feel aggravated at ." (already awake) "Aggravated, you are jolted into full consciousness." (was unconscious) hits monster The monster becomes invisible unless wearing a mummy wrapping. vapors No effect. "For an instant you couldn't see yourself!" (not already invisible, not blind) "For an instant you could see right through yourself!" (not already invisible, not blind, see invisible) levitation blessed You levitate for 250 to 299 (more) turns. "You start to float in the air!" (not hallucinating) "Up, up, and awaaaay! You're walking on air!" (hallucinating) "You float up, out of the pit!" (were trapped in pit) "You float up, only your is still stuck." (still in bear trap) "It feels as though you'd lost some weight." (Water Plane) "You gain control over your movements." (Air Plane) You can stop levitating with '>' at will. uncursed You levitate for 10 to 149 (more) turns. (Same messages as above) cursed You levitate for 10 to 149 (more) turns. (Same messages as above) You lose any ability to land at will. If you were already levitating or on the water level, "You have a peculiar feeling for a moment, then it passes." (not hallucinating) "You have a normal feeling for a moment, then it passes." (hallucinating) Else if you are on a up staircase or up ladder, the < command is attempted. It might not succeed (e.g., stressed). Otherwise, you suffer 1 to 10 points of damage (1 if wearing any hat). "You hit your on the ." hits monster No effect. vapors No effect. monster detection blessed You detect monsters for 21 to 60 (more) turns (if already at least 300 turns, just one more turn) and exercise your wisdom. No message if not already detecting monsters. "You feel lonely." (no monsters on level) "You have a peculiar feeling for a moment, then it passes." (already detecting monsters, not hallucinating) "You have a normal feeling for a moment, then it passes." (already detecting monsters and hallucinating) uncursed You briefly see monsters on that level and exercise your wisdom. "You sense the presence of monsters." If no monsters on the level (other than you), no visible effect. "You have a strange feeling for a moment, then it passes." (beginner not hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "You feel threatened." (not hallucinating) "You get the heebie jeebies." (hallucinating) cursed You briefly see monsters on that level and exercise your wisdom. (Same messages as above) Any monsters that are asleep or paralyzed are awoken. "Monsters sense the presence of you." hits monster No effect. vapors No effect. object detection If no objects on level and none had appeared on the map, no effect. "You have a strange feeling for a moment, then it passes." (beginner not hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "You feel a lack of something." (otherwise) If there are only objects in your inventory, you exercise your wisdom. "You sense objects nearby." (not hallucinating) "You sense something nearby." (hallucinating) blessed You detect objects on that level and exercise your wisdom. "You sense the presence of objects." (not hallucinating) "You sense the presence of something." (hallucinating) "You sense the absence of objects." (not hallucinating) "You sense the absence of something." (hallucinating) You know the appearance of all objects on that level (and in your inventory) as if you had seen them. uncursed You detect objects on that level and exercise your wisdom. (Same messages as above) cursed You detect objects on that level and exercise your wisdom. (Same messages as above) Mimics will appear as objects. hits monster No effect. vapors No effect. oil You can #untrap a squeaky board with a potion of oil or can of grease. Potions of oil can be lit by (a)pplying them. If quaffing a lit potion: If you are a monster that likes fire, you exercise your wisdom. "Ahh, a refreshing drink." Otherwise, you lose 3 to 12 hit points (1 to 4 if fire resistant), and abuse your wisdom. "You burn your ." blessed or uncursed You abuse your wisdom. "That was smooth!" cursed You abuse your wisdom. "This tastes like castor oil." hits monster or you No effect if unlit. If lit, splatters oil, causing an explosion of fire with 4 to 16 damage. vapors No effect. paralysis blessed If you have free action, no effect. "You stiffen momentarily." Otherwise, you are paralyzed for 13 to 22 turns and abuse your dexterity. "You are motionlessly suspended." (levitating or on Air or Water Planes) "You are frozen in place!" (riding) "Your are frozen to the !" (otherwise) uncursed If you have free action, no effect; otherwise, you are paralyzed for 25 to 34 turns and abuse your dexterity. (Same messages as above) cursed If you have free action, no effect; otherwise, you are paralyzed for 37 to 46 turns and abuse your dexterity. (Same messages as above) hits monster If not already paralyzed, the monster is paralyzed for 1 to 25 turns. Otherwise, no effect. vapors May be thrown by monsters. If you have free action, no effect. "You stiffen momentarily." Otherwise, you are paralyzed for 1 to 5 (more) turns, and your dexterity is abused. "Something seems to be holding you." polymorph quaffed You polymorph into a new monster unless you have unchanging. "You feel a little strange." (not hallucinating) "You feel a little normal." (hallucinating) hits you You polymorph into a new monster unless you have unchanging or magic resistance. "You feel a little strange." (not hallucinating) "You feel a little normal." (hallucinating) hits monster Same effect as a wand of polymorph. quaffed by monster The monster polymorphs into a new monster. " suddenly mutates!" vapors Abuses your constitution. restore ability blessed Restores all lost statistics to their previous maximum amount. "Wow! This makes you feel great!" "Wow! This makes you feel better!" (other things wrong with you) uncursed Restores one random lost statistic to its previous maximum amount. "Wow! This makes you feel good!" cursed No effect. "Ulch! This makes you feel mediocre!" hits monster The monster is restored to maximum hit points. " looks sound and hale again." (if seen) vapors If cursed, no effect. "Ulch! That potion smells terrible!" "Your eyes sting." (unbreathing) If uncursed, one random statistic is restored by one. No message. If blessed, all statistics are restored by one. No message. see invisible blessed You see invisible permanently and are unblinded. "This tastes like juice." (undiluted, not hallucinating) "This tastes like 10% real juice all-natural beverage." (undiluted, hallucinating) "This tastes like reconstituted juice." (diluted, not hallucinating) "This tastes like 10% real reconstituted juice all-natural beverage." (diluted, hallucinating) "You can see through yourself, but you are visible!" (invisible without previous see invisible) uncursed You see invisible for 750 to 849 (more) turns and are unblinded. (Same messages as above) cursed You see invisible for 750 to 849 (more) turns. "Yecch! This tastes rotten." (not hallucinating) "Yecch! This tastes overripe." (hallucinating) hits monster No effect. vapors No effect. sickness blessed "Yecch! This stuff tastes like poison." "(But in fact it was mildly stale juice.)" If you are not a Healer, you lose one hit point, even if poison- resistant. You no longer hallucinate. "You are shocked back to your senses!" uncursed "Yecch! This stuff tastes like poison." If you are a Healer, no effect. "Fortunately, you have been immunized." If you are poison-resistant, one randomly-chosen statistic drops by one unless you have sustain ability, and your constitution is abused. "(But in fact it was biologically contaminated juice.)" Otherwise, one randomly-chosen statistic drops by 3 to 6 unless you have sustain ability, you lose 1 to 10 hit points, and you abuse your constitution. You no longer hallucinate. "You are shocked back to your senses!" cursed "Yecch! This stuff tastes like poison." If you are a Healer, no effect. "Fortunately, you have been immunized." If you are poison-resistant, one randomly-chosen statistic drops by one unless you have sustain ability, and your constitution is abused. "(But in fact it was biologically contaminated juice.)" Otherwise, one randomly-chosen statistic drops by 3 to 6 unless you have sustain ability, you lose 6 to 15 hit points, and you abuse your constitution. You no longer hallucinate. "You are shocked back to your senses!" quaffed by Pestilence Its maximum hit points are increased by 4 and its hit points become this new maximum. It is unblinded. "Pestilence looks completely healed." (if seen) hits monster If Pestilence, restored to maximum hit points. "Pestilence looks sound and hale again." (if seen) If monster is poison-resistant, no effect. " looks unharmed." (if seen) Otherwise, the monster's current and maximum hit points are halved. Some monsters may resist. " looks rather ill." (if seen) vapors If you are a Healer, no effect. You lose 5 hit points (but not below 1) and abuse your constitution. No message. sleeping blessed If you have sleep resistance or free action, no effect. "You yawn." Otherwise, you fall asleep for 13 to 22 turns. "You suddenly fall asleep!" uncursed If you have sleep resistance or free action, no effect. "You yawn." Otherwise, you fall asleep for 25 to 34 turns. "You suddenly fall asleep!" cursed If you have sleep resistance or free action, no effect. "You yawn." Otherwise, you fall asleep for 37 to 46 turns. "You suddenly fall asleep!" hits monster The monster falls asleep for 1 to 12 turns. Some monsters may resist. " falls asleep." (if not resisted) vapors May be thrown by monsters. If you have free action or sleep resistance, no effect. "You yawn." Otherwise, you are paralysed for 1 to 5 turns and your dexterity is abused. "You feel rather tired." speed blessed You become very fast (like speed boots) for 160 to 169 (more) turns and exercise your dexterity. "You are suddenly moving much faster." (was slow) "You are suddenly moving faster." (was fast) "Your get new energy." (was already very fast) You heal your legs if wounded. uncursed You become very fast (like speed boots) for 100 to 109 (more) turns and exercise your dexterity. "You are suddenly moving much faster." (was slow) "You are suddenly moving faster." (was fast) "Your get new energy." (was already very fast) You heal your legs if wounded. cursed You become very fast (like speed boots) for 40 to 49 (more) turns and exercise your dexterity. "You are suddenly moving much faster." (was slow) "You are suddenly moving faster." (was fast) "Your get new energy." (was already very fast) quaffed by or hits monster If the monster was slow, it gets normal speed. If the monster was normal speed, it becomes fast. " is suddenly moving faster." (seen quaffing) vapors You become very fast for 1 to 5 (more) turns, and exercise your dexterity. "Your knees seem more flexible now." (not already fast) water Note: Water is usually used to dip things into, instead of quaffed. blessed If you are undead, a demon, or chaotic, you abuse your constitution and lose 2 to 12 hit points. "This burns like acid!" Otherwise, all sicknesses are cured and you exercise your constitution and wisdom. "You feel full of awe!" Lycanthropy is cured. "Your affinity to disappears!" (chaotic) "You feel purified." (non-chaotic) uncursed You get 1 to 10 nutrition. "This tastes like water." cursed If you are undead, a demon, or chaotic, you heal 2 to 12 hitpoints (but your maximum remains the same) and exercise your constitution. "You feel quite proud of yourself." Else if you are lawful, you lose 2 to 12 hit points and abuse your constitution. "This burns like acid!" Otherwise, you abuse your constitution. "You feel full of dread." In all cases, if you are a lycanthrope in your @ form, you will change to your wereform. hits monster Gremlins will multiply, with the new gremlin having half as many maximum hit points. Undead, demons and werecreatures will get 2 to 12 damage from holy water, and are healed by 2 to 12 hit points by unholy water; werecreatures will be forced into human form by holy water, or beast form by unholy water. " shrieks in pain!" (holy water) " writhes in pain!" (holy water, silent monster) " looks healthier." (unholy water) Iron golems will take 1 to 6 damage. " rusts." (if seen) vapors If you are a gremlin, you multiply with the new gremlin having half as many maximum hit points as you. "You multiply." If the potion is holy water and you are a lycanthrope in your wereform, you will revert to your @ form. If the potion is unholy water and you are a lycanthrope in your @ form, you will change to your wereform. Acknowledgements ~~~~~~~~~~~~~~~~ Thanks to Bruce Cox for proofreading the original version of this file. Further corrections and clarifications provided by Abram Booth, Kirk, Philipp Lucas, Chris Mears, Greg Nowak, and Joseph S. Myers. nethack-spoilers-3.4.3+20110109.orig/wish-343.txt0000644000175000017500000003563111347674103021126 0ustar cjwatsoncjwatson NetHack Wishing Spoiler Original 3.3 Wishing Spoiler by Peter Snelling (snellingATnortelnetworks.com) Extensions & changes for 3.4 by Stanislav Traykov (stanislavATtortoises.org) With contributions from Philipp Lucas, S., David Corbett, Seraphim, Rast, tomandcatherine, Big Al, Erik Hesselink, and many other people in rec.games.roguelike.nethack Contents * General Wishing Guidelines * How many, what enchantment, blessed? * What to Wish For? + High Priority + Medium Priority + Low Priority + Specific Needs & Remedies + Without Wishing * Quest Artifacts * About this document ... General Wishing Guidelines There are 5 ways to get a wish: 1. Wands of wishing: generated with up to 3 charges. Empty (0:0) ones can be recharged only once with a scroll of charging (or equivalent). This will bring the number of charges to d3 with normal or 3 with blessed charging. Also, you have a 1/121 chance of getting a final zap from an empty wand, after which it will turn to dust. So once you've recharged it and used up all wishes, you can get one final wish by zapping it repeatedly. Tip #1: If you don't have the means to recharge it, make sure you use your first wish on something to do this with. Blessed scrolls of charging are the most obvious way, but if you've already seen one of those, wish for a magic marker instead. Tip #2: If your luck is d5 or more below zero, you will not get a wish (``Unfortunately, nothing happens''). 2. A magic lamp: #rubbing it repeatedly will eventually release a djinni. If the lamp is blessed, there is a 4/5 chance of getting a wish (1/5 if uncursed, 1/20 if cursed). Once you get the djinni from a magic lamp, it becomes a normal lamp, and can't be recharged to give you another wish. Some players save magic lamps if they don't desperately need a wish, since they are permanent light sources. 3. A fountain: Quaffing or dipping at a fountain has a 1/30 chance of releasing a water demon who has a (20 - dungeon level)/100 chance of giving you a wish. 4. Quaffing a smoky potion: There is a 1/(13 + 2*djinnis created in the game) chance of it containing a djinni. If the potion was blessed, it will grant you a wish 4/5 of the time (1/5 if uncursed, 1/20 if cursed). 5. Sitting on a throne: If your luck is not d5 or more below zero, you have a 1/39 chance of getting a wish. After you sit on a throne, it can vanish in a puff of logic. Considering all factors, the overall chance for getting at least one wish from a throne, if your luck is at least zero and you don't kick it, is very close to 3/40. (Or exactly that if you have teleport control and make sure you teleport away from the throne, if it makes you teleport.) Other than the wand, these methods have a possibility of a hazardous outcome. If you do get a wish, remember that you are not always given an artifact when you wish for it (``For a moment, you feel something in your body part, but it disappears!'') and that only your god can unrestrict weapon skills (by crowning or when granting you a weapon). The odds for getting an artifact are inversely proportional to the number of artifacts already created in the game. The following table is from the artifacts spoiler by Kevin Hugo and Dylan O'Donnell: Number of artifacts 0 1 2 3 4 5 6 n Chance 1 1 2/3 2/4 2/5 2/6 2/7 2/n+1 There is no reliable way to wish for another wish. Don't waste a wish on another wand of wishing or a magic lamp. The only possible way is to wish for blessed smoky potions, which have a possibility of giving you a wish. Note that NetHack accepts both British and American English, so you can wish for ``a blessed can of grey dragon meat''. Samurai can also use the English names, and other classes may use the Japanese ones. How many, what enchantment, blessed? When wishing for a ``stackable'' item, you should always ask for more than one. The random number generator may only give you one, but it doesn't hurt to ask. Similarly, you should specify an enchantment, since you'll get +0 if it fails. Asking for it to be blessed (or cursed) and/or fooproof doesn't hurt and is guaranteed to work if your luck is non-negative. Asking for a specific number of charges using ``(x:y)'' or ``+x'' is possible, but for anything except rings, the lower of a random value and your number is chosen. Ring charges are treated as enchantments below. Opinions differ on whether it is better to wish for quantities of 2 or 3 and enchantments of +2 or +3. A summary of the odds (thanks to Dylan O'Donnell) follows: Quantity Chance Average Enchantment Chance Average 1 1 1 +1 1 +1 2 2/3 1.66 +2 4/5 +1.6 3 1/2 2 +3 3/5 +1.8 4 1/3 2 +4 2/5 +1.6 5 1/6 1.66 +5 1/5 +1 6 0 1 +6 0 +0 The exceptions to the above table are candles (up to 7 are guaranteed), missile weapons (up to 20), and gold pieces (up to 5000). As with everything else, this is situation dependent. For example, if you really need two charging scrolls, play it safe and only ask for two. What to Wish For? Answer: It depends. It depends on your character class, on your playing style, on your game situation, on your NetHack ethics (eg. polypiling, wishing for artifacts), the number of wishes, and your current inventory. The general consensus for an early wish is gray or silver dragon scale mail, since they provide important intrinsics you can't easily get elsewhere-you eventually want both magic resistance and reflection, and these are good ways to get them. Gray dragon scale mail is considered better for most classes as magic resistance protects from some potentially nasty traps. Also, an amulet of reflection could be waiting in Sokoban. One of the most powerful tools you can wish for is a magic marker. It can be used to write scrolls or spellbooks. This is reliable only if the resulting object is already known. The base chance of writing an unknown scroll or spellbook is 1/15 (1/3 for wizards). This will improve with higher luck and reach about 32% (98% for wizards) at maxed-out luck. Many useful spellbooks are low-level, and that means cheap. A spellbook of magic missile, for example, costs maximum 19 charges and is thus not worth wishing for, if you are a wizard. Speed boots are also a popular choice, especially for characters without intrinsic speed. But even these are situation dependent: * If you haven't found a bag after the Mines and Sokoban, a bag of holding might make sense. * If you're burdened and wimpy, perhaps gauntlets of power * If you're a poor typist, perhaps an amulet of life saving * If it's a wand, wish for scrolls of charging. * etc. Take a look at the Specific Needs section if your condition needs some help right now. Remember that you need to consider your situation before you can pick the best item. High Priority 2 blessed scrolls of charging if it's from a wand blessed +2 gray dragon scale mail magic resistance blessed +2 silver dragon scale mail if magic-protected blessed greased fireproof +2 cloak of magic resistance if you have SDSM blessed fireproof +2 pair of speed boots makes you very fast blessed rustproof +2 gauntlets of power esp. for a Valkyrie uncursed magic marker for b/u/c scrolls blessed amulet of life saving there's one at Vlad's blessed wand of polymorph zap at a pile of junk blessed spellbook of polymorph high-level wizards Medium Priority blessed tinning kit for getting resistances, Str blessed greased rustproof +2 helm of brilliance for spellcasters blessed +2 Grayswandir sears demons & undead. Law blessed rustproof +2 Frost Brand Few monsters resist cold blessed rustproof +2 Mjollnir Few monsters resist shock. Neu blessed rustproof +2 Magicbane absorbs curses, Neu blessed rustproof +2 Stormbringer tough to control, Cha blessed ring of levitation usually found before endgame blessed ring of polymorph control Poly into a Xorn or Vamp Lord 2 blessed scrolls of genocide genocide races Low Priority blessed ring of free action prevents paralysis blessed ring of conflict blessed greased rustproof +2 helm of telepathy extrinsic telepathy rustproof +2 helm of opposite alignment protection loss! blessed fireproof +2 gauntlets of dexterity won't hinder spell-casting blessed greased fireproof +2 robe for challenged spellcasters blessed greased fireproof +2 oilskin cloak prevents grabbing, drowning blessed greased fireproof +2 cloak of displacement cancellation of 2 blessed fireproof +2 T-shirt enchant & wear for extra AC blessed amulet of magical breathing no choking, allows swimming 2 cursed scrolls of genocide Caution is advised blessed spellbook of identify wizards should write one Specific Needs & Remedies 2 blessed potions of gain ability increases all stats blessed ring of slow digestion hungry situations blessed cockatrice corpse Gloves and lots of caution are advised blessed ring of teleport control if you got teleport without control blessed magic marker if holy water is very scarce blessed greased bag of holding usually found in Soko or the Mines blessed figurine of an Archon still the best pet Without Wishing The following are useful items, but usually there are ways to get them-or the advantages they provide-without wishing (or by wishing for something else). blessed luckstone One is at mine bottom 7 blessed wax candles Mine town usually has enough blessed fireproof +2 levitation boots in 1/4 of Perseus statues blessed +2 shield of reflection in 3/4 of Perseus statues blessed amulet of reflection could be at last Sokoban level blessed fireproof +2 water walking boots in Vlad's Tower blessed rustproof +2 Excalibur for lawful characters blessed spellbook of magic missile wizards can write one Note that Valkyries and wizards have guaranteed first sacrifice gifts-Mjollnir and Magicbane. Additionally, praying can result in being crowned, which can give you Excalibur (Law), Vorpal Blade (Neu), or Stormbringer (Cha). Be sure to wield a long sword while praying to get Excalibur. Creating it by dipping a long sword into a fountain is easier still. Also, obtaining a dragon scale mail is sometimes possible before getting the first wish opportunity. If you find dragon scales, you can create your own mail by wearing the scales as your only armor and reading a noncursed scroll of enchant armor. Blessed scrolls will additionally bless the new armor and increase it's enchantment by one (scales enchantment is preserved otherwise). Quest Artifacts You cannot wish for your own quest artifact. However, it is possible to wish for the quest artifacts of other classes. As with any artifacts, your odds are inversely proportional to the number of artifacts already created. Quest artifacts may not be as powerful for other classes and will blast you with their power when picked up, worn, or wielded. If you are not of their alignment, they will evade your grasp and you will not be able to use them at all (your own quest artifact's alignment will be adjusted to yours). Wish for Align Cl Only for intended class blessed Orb of Detection Law A blessed rustproof +2 Sceptre of Might Law C blessed Magic Mirror of Merlin Law K 2x damage with some spells blessed rustproof +2 Mitre of Holiness Law P 1/2 dmg from undead&demons blessed +2 Tsurugi of Muramasa Law S blessed Platinum Yendorian Express Card Neu T blessed charging blessed Orb of Fate Neu V blessed Eye of the Aethiopica Neu W blessed Heart of Ahriman Neu B blessed fireproof +2 Staff of Aesculapius Neu H blessed Eyes of the Overworld Neu M blessed fireproof +2 Longbow of Diana Cha Ra blessed Master Key of Thievery Cha Ro Quest artifact weapons are usually a poor choice, though the Staff or the Sceptre might be practical with some roles, especially in situations where you cannot unrestrict skills. There are few cases where lawful or chaotic characters will wish for others' quest artifacts at all (unless they intend to change alignment). The Tsurugi loses much of its appeal, because it needs both hands. The others in the lawful section just lack power compared to other wishes. The Key is sometimes chosen when you need teleport control and warning. Neutral quest artifacts are much more powerful. Depending on role, you may wish for any one of them, except the pretty useless Heart. Consult an artifacts spoiler for their effects. About this document ... NetHack Wishing Spoiler This document was generated using the LaTeX2HTML translator Version 2002 (1.62) The command line arguments were: latex2html -split 0 -nonavigation -noaddress wish.tex The translation was initiated on 2004-03-03 You may find newer versions at http://nh.gmuf.com/ Distribution of modified versions of this document is permitted only if all contributors and changes are credited. This version may be freely used/copied. __________________________________________________________________