5426 lines
303 KiB
Plaintext
5426 lines
303 KiB
Plaintext
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_ _ _ ____ ____ _____
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| | | | | __| | __| |_ _| -----------
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| | | | | |__ |__ | | | ANNOUNCES
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|_____| |____| |____| |_| -----------
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--------------------------------------------------------------
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The absolute best resource file for nethack just got better!
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--------------------------------------------------------------
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PRESENTING:
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The Nethack Spoilers
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Revision 7.00
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Copyright 1991, Paul Waterman
|
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This file contains revision 7.00 of the WCST Spoilers. Revision 7.00
|
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incorporates more changes than any previous release of the spoiler files.
|
||
Many new sections have been added, and the entire file has been re-arranged
|
||
for maximum usefulness. In addition, extensive formatting changes have been
|
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done in order to make the tables and text as readable as possible.
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Essentially, the entire file has been revised.
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For revision 7.00, we will be trying something unique. We will be releasing
|
||
the spoiler files in ASCII format on rec.games.hack and comp.sources.games
|
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(and we have an ongoing commitment to continue doing so in future releases).
|
||
However, in addition, we will be offering a laser printed version of the
|
||
spoilers for sale.
|
||
|
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The commercial version is beautifully formatted on a desktop publishing
|
||
system, and includes "extras" that the public release doesn't have such as
|
||
page numbers, a table of contents, a complete index, and eye-pleasing
|
||
graphics. The entire 100+ pages is spiral bound with durable covers for
|
||
those late night hacking sessions. Additionally, the commercial version
|
||
includes a useful command summary sheet and several "cheat sheets." One of
|
||
these cheat sheets has a complete summary of all objects available within the
|
||
game, and there are also cheat sheets for each object type, which include
|
||
complete price lists, check-off lists, and identifying information.
|
||
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This commercial version is available for $13, plus $2.00 postage and
|
||
handling. Also, quantity discounts are available with as few as five copies,
|
||
so get together with some fellow nethackers from your site and take advantage
|
||
of the lowest price you can get.
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||
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Simply fill out the following form and send it in to get your copy of the
|
||
WCST Nethack Spoilers:
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-----------------------------------------------------------------
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Remit to: Paul Waterman
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WCST Spoilers, 817 College Ave. #1, Wheaton, IL 60187
|
||
Phone: (708) 682-5085
|
||
-----------------------------------------------------------------
|
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|
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Quantity Item Price
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||
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________ WCST Spoiler File @ $13 each (1-4 copies) $________
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@ $12 each (5-10 copies)
|
||
@ $11 each (11-15 copies)
|
||
@ $10 each (16+ copies)
|
||
|
||
Postage and Handling
|
||
|
||
(U.S. and Canada) @ $2 each (1-15 copies)
|
||
@ FREE (16+ copies)
|
||
|
||
(Foreign) @ $5 each (1-15 copies)
|
||
@ $2 each (16+ copies) $________
|
||
|
||
TOTAL $________
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||
|
||
Check or money order payable in U.S. dollars accepted.
|
||
|
||
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Name: ________________________________________________________
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||
|
||
Address: ________________________________________________________
|
||
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________________________________________________________
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________________________________________________________
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|
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_ _ _ ____ ____ _____
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| | | | | __| | __| |_ _|
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| | | | | |__ |__ | | |
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|_____| |____| |____| |_|
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-| |-
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-| |- [-_-_-_-_-_-_-_-] -| |-
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[-_-_-_-_-] | | [-_-_-_-_-]
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| o o | | o o o | | o o |
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||
| | | | | |
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| |__-__| |__-__| |
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||
| o | | o | | o |
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| | o o | _____ | o o | |
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_____----- | | | |:::| | | | -----_____
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||
| | | |:::| | | |
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_-_-|_____|-----|____|:::|____|-----|_____|-_-_
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( (__________---_________________---__________) )
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||
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-------------
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PRESENTS...
|
||
-------------
|
||
|
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The Nethack Spoilers
|
||
Revision 7.00
|
||
Copyright 1991, Paul Waterman
|
||
All Rights Reserved
|
||
|
||
Copyright Paul Waterman, 1991. All rights reserved.
|
||
|
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This document (hereafter referred to as the "public" version of the WCST
|
||
Nethack Spoiler File, or just "the spoilers") is copyrighted material and is
|
||
*not* in the public domain. Permission is hereby granted to you (the user)
|
||
to distribute copies of this document, subject to the following conditions:
|
||
|
||
1) The spoilers may be electronically distributed only in unmodified form.
|
||
Any such distribution must contain the complete document, including the title
|
||
page, copyright notices, and this section.
|
||
|
||
2) The spoilers may be distributed in other than electronic form,
|
||
(specifically, in the form of a printout) only as a direct, unmodified dump
|
||
of the complete document. For instance, if you were to print out a copy of
|
||
the spoilers for distribution, that printout must be an unmodified dump of
|
||
the complete document. Reformatting this document to include multiple
|
||
fonts, graphics, or line drawing, for instance, for distribution is
|
||
specifically prohibited.
|
||
|
||
3) No fee may be charged for the copying or distribution of the spoilers
|
||
other than compensation which shall match the cost of materials for that
|
||
distribution (i.e., you cannot charge for time/labor), not to exceed $5 US.
|
||
(Examples: If you were to print the spoilers out for a friend and the paper
|
||
cost you $0.25, you could ask your friend for $0.25 - not a penny more.)
|
||
|
||
4) The spoilers may not be distributed free in conjunction with any other
|
||
product without the written consent of the author.
|
||
|
||
This document has been compiled from various sources (including play, usenet
|
||
e-mail and news groups, long term experience, source code, and general
|
||
hearsay). Information in this file has been verified as well as possible.
|
||
However, information in this document is not guaranteed to be correct, is
|
||
subject to change without notice, and does not represent a commitment on the
|
||
part of the author.
|
||
|
||
Paul Waterman and WCST are not affiliated with any other group, including but
|
||
not limited to the Nethack Development Team or Wheaton College.
|
||
|
||
Special thanks to:
|
||
Alan Light, for the original compilation of rec.games.hack postings.
|
||
Dan Reifsnyder, for the great graphics.
|
||
Ken Roth, for proving that a human could beat my script to play nethack.
|
||
Laura Waterman, for constant encouragement and intelligent questions.
|
||
Peter Waterman, for showing me what a great artist you are.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Table of Contents:
|
||
|
||
The Beginning
|
||
Introduction
|
||
Revision Numbers
|
||
Credits
|
||
Using The Spoilers
|
||
Commonalities and Generalities
|
||
Common Questions
|
||
General Hints
|
||
The Character
|
||
Alignment
|
||
Carrying Capacity
|
||
Character Classes
|
||
Character Stats
|
||
Score
|
||
Status Line
|
||
The Beasts
|
||
Monster Attacks
|
||
Monster Information
|
||
The Dungeon
|
||
Castle Level
|
||
Special Levels
|
||
The Game
|
||
Damage
|
||
Fountain Effects
|
||
Game Messages
|
||
Hit Probability
|
||
Kicking
|
||
Luck
|
||
Magic
|
||
Pets
|
||
Praying
|
||
Removing Curses
|
||
Robbing Shops
|
||
Sink Effects
|
||
Survival
|
||
Throne Effects
|
||
Unicorn Horns
|
||
Wishes
|
||
The Items
|
||
Amulets
|
||
Identifying Amulets
|
||
Armor
|
||
Armor Effects
|
||
Identifying Armor
|
||
Food
|
||
Food - Corpses
|
||
Gems
|
||
Potions
|
||
Potion Quaffing Effects
|
||
Potion Throwing Effects
|
||
Potion Vapor Effects
|
||
Identifying Potions
|
||
Ring Effects
|
||
Identifying Rings
|
||
Scrolls
|
||
Scroll Effects
|
||
Confused Scroll Effects
|
||
Identifying Scrolls
|
||
Spellbooks
|
||
Tools
|
||
Tool Effects
|
||
Identifying Tools
|
||
Wands
|
||
Wand Effects
|
||
Identifying Wands
|
||
Weapons
|
||
Artifacts
|
||
Appendices
|
||
Nethack Abuse
|
||
Expected In Version 3.1
|
||
|
||
|
||
----------------------------------------------------------
|
||
| The Beginning |
|
||
----------------------------------------------------------
|
||
-----------------------------------------------------------------------------
|
||
Introduction:
|
||
|
||
Once upon a time, there was a game called hack. Hack was a pretty good game,
|
||
and a lot of people really enjoyed playing it. Then a strange and wonderful
|
||
creature called "The Dev Team" got hold of it, and hack was never the same
|
||
again. For starters, it suddenly got a name change, and was called nethack.
|
||
But the biggest change was in the game itself. No longer was it a fun
|
||
afternoon show to watch in black and white on a nine inch set. It suddenly
|
||
became a three dimensional color holovision show with dolby surround sound
|
||
and much, much more. (Our thanks to the dev team for a job well done.)
|
||
|
||
The problem with this is that people started getting addicted to the action,
|
||
the adventure, their character getting killed over and over again... In
|
||
order to prevent the untimely demise of characters whose rated lifespan was
|
||
about double the actual lifespan, a bunch of people came together and began
|
||
giving each other hints about how to dodge that nasty shopkeeper, and how to
|
||
get rid of that awful wizard, and this worked well... for a time.
|
||
|
||
There was still a problem with this, though, for once the suggestion was
|
||
given, unless carefully hoarded away, it was gone forever, and there were
|
||
always new people who hadn't heard the suggestions. Thus, the nethack
|
||
spoiler file was created.
|
||
|
||
Within this file is a large collection of lore about the game of nethack.
|
||
Some of it may not be true, but we have made the best effort possible to
|
||
verify all of the information contained herein. Much of it has been
|
||
verified, corrected, or added since the original posting of revision one on
|
||
the net.
|
||
|
||
Also, we would like to request that any corrections, modifications,
|
||
suggestions, etc. be e-mailed directly to nhspoil@wheaton.UUCP and not posted
|
||
to the net. We will attempt to verify any information sent us and then we
|
||
will both add it to the spoiler file (for the next release) and post an
|
||
official correction/addition to rec.games.hack.
|
||
|
||
Note: Please do not send e-mail to us asking for a copy of the spoilers or
|
||
for a copy of nethack itself (or the source code, etc.). We do not honor
|
||
these requests, and often just ignore them.
|
||
|
||
Be warned: If you use the knowledge contained herein, your game will never
|
||
be the same. Your horizons will suddenly be expanded, but you may end up
|
||
thinking that the game is less than it once was. That is the risk you must
|
||
take if you choose to read this file.
|
||
|
||
Good luck, and happy hacking!
|
||
|
||
-----------------------------------------------------------------------------
|
||
Revision Numbers:
|
||
|
||
In order to keep a decent idea of how the spoiler file is progressing, we
|
||
have set up an official policy on how Revision Numbers will change. Any
|
||
minor revisions corrections or amplifications will advance the revision
|
||
number by .01. New sections added (such as this one), or complete re-writes
|
||
of existing sections will advance the revision number by .10. Any complete
|
||
rewrite of the entire file (just in case - it might actually happen) will
|
||
advance the revision number to the next integer.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Credits:
|
||
|
||
Well, this should actually be a very large list. Among others, it should
|
||
include almost everyone who has posted any hints of value to the net within
|
||
about the last year (or even longer in some cases). Some people who have
|
||
made contributions to the cause of these spoilers above and beyond the call
|
||
of duty, however, are listed here:
|
||
|
||
Kenneth Arromdee
|
||
Bill de Beaubien
|
||
Alan Edwards
|
||
Walter Fergusson
|
||
David Goldfarb
|
||
Laurence Gordon
|
||
Kate Gregory
|
||
Dolf Grunbauer
|
||
David Hairston
|
||
Michael Heggen
|
||
Douglas Henke
|
||
Greg Hudson
|
||
Lucas B. Kruijswijk
|
||
Alan Light
|
||
Stephen Marino
|
||
Andrew Pearce
|
||
Robert Potter
|
||
Ken Roth
|
||
Brajesh K. Singh
|
||
C. G. J. Thompson, et.al
|
||
David Throop
|
||
Steve Warren
|
||
Laura C. Waterman
|
||
Dominik Zemmler
|
||
|
||
If any of the rest of you out there know you contributed something to the
|
||
cause, but don't see your name listed here - don't get us wrong. It's not
|
||
that we're ungrateful! We probably just nuked your name by mistake!
|
||
|
||
Note: All names are listed in alphabetical order by last name, and not by
|
||
order of importance of contribution.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Using The Spoilers:
|
||
|
||
There's really not much to say on this subject, other than a few intuitive
|
||
pointers. How you use the spoilers is simple: You read them, and apply the
|
||
knowledge contained within to your game of nethack.
|
||
|
||
Those of you who are using the commercial version of the spoilers will have a
|
||
complete index at your disposal, which should aid greatly in looking up just
|
||
about anything you'd like to know about. For those of you who are using the
|
||
public version, however, we do have one major hint for getting at what you
|
||
want within the file quickly.
|
||
|
||
The section titles tend to be fairly unique, and are always followed by a
|
||
colon. This should make it very simple to get to whatever section you want
|
||
quickly. Just load the file into your editor (or if you're on a unix system,
|
||
even use 'more' for that matter), and use the search function to look for the
|
||
section. For instance, from within more or vi, use the slash key ("/") and
|
||
what you'd like to search for ("Armor:" for example).
|
||
|
||
This technique is also very useful for finding every reference to a
|
||
particular topic. If you'd like to know about wishing for instance, just
|
||
search for every occurance of the word "wish" in the file.
|
||
|
||
|
||
----------------------------------------------------------
|
||
| Commonalities and Generalities |
|
||
----------------------------------------------------------
|
||
-----------------------------------------------------------------------------
|
||
Common Questions:
|
||
|
||
Q: I've made it to the first level of hell (probably by falling through a
|
||
trap in the castle level), but I can't find any down staircases? How
|
||
can I get down farther?
|
||
A: You'll find that if you're confused and read a scroll of teleportation
|
||
you'll get teleported to a different level. Cursed scrolls of
|
||
teleportation and level teleporters also do this. If you have teleport
|
||
control (via a ring or intrinsic), you can choose what level to teleport
|
||
to. Teleport down to about level fifty and then work your way up.
|
||
|
||
Q: I've got the amulet, and I'm on my way up through the levels of Hell, but
|
||
I'm stuck. I'm in a relatively small area in the middle of the level, I
|
||
can't find a way out, and there's no stairway up - only one going back
|
||
down.
|
||
A: Sounds like you've found Vlad's Tower. Try going back down two levels and
|
||
exiting from the base of the tower. Then try looking in the upper left
|
||
hand corner of the maze for another stairway going up. The tower levels
|
||
always have an up staircase placed there. See the section on SPECIAL
|
||
LEVELS for more information.
|
||
|
||
Q: I've got the amulet, and I'm on my way up, but the Wizard keeps popping in
|
||
and I'm tired of killing him. Is there anything I can do to get him off
|
||
of my case?
|
||
A: Most things you can do won't stop him from coming after you again. I saw
|
||
a post once on rec.games.hack that had about thirty suggestions, but
|
||
none of them would work. Basically, the only way to stop him from
|
||
coming after you is to exploit a "feature" of the game. Wait near the
|
||
up staircase for him. Then, throw a potion of paralysis at him. During
|
||
the 1-15 turns that he will be paralyzed, go up the staircase. He won't
|
||
come after you any more. The reason for this is that the game only
|
||
updates the paralysis counters for creatures on the same level as you -
|
||
thus, it realizes that the Wizard is still around, but paralyzed, and it
|
||
won't un-paralyze him unless you go back to that level. (Incidentally,
|
||
don't count on this working in the next version of nethack.)
|
||
|
||
Q: I'm in the endgame and I'm in a long hallway that runs north-south. I
|
||
can't seem to find a secret door, though, and I can't teleport. How do
|
||
I get to the other side of the level?
|
||
A: Be patient and keep searching. There's a secret door in the upper left
|
||
wall of the corridor. However, there's a lot of nasty creatures in the
|
||
center of the endgame level, so if you're willing to sacrifice the
|
||
experience, and you can polymorph, it might be better to turn into a
|
||
xorn and go around the center area.
|
||
|
||
Q: I've heard a lot about "named weapons," but I can't seem to get one. How
|
||
can I get one?
|
||
A: Well, there are five ways of getting named weapons, also known as
|
||
artifacts. The first, and perhaps most obvious one, is to wish for it.
|
||
When you are asked what you want to wish for, type "a (blessed) (+n)
|
||
[weapon type] named [name]," where blessed and +n (be sure to substitute
|
||
a number for n!) are optional, and the weapon type is correct for that
|
||
named weapon (see the ARTIFACTS section and WISHING section for more
|
||
information). Another way to get a named weapon is to have it given to
|
||
you by your deity. If you sacrifice (#offer) enough, eventually you
|
||
will probably see an object appear at your feet. This will be a named
|
||
weapon. A third way to get a named weapon is to find it. Some of them
|
||
will just be randomly generated (although very rare), so be on the
|
||
lookout. You will know it's named when you pick it up - it's not
|
||
necessary to identify it. You can also gain some of the named weapons
|
||
by simply finding the appropriate weapon type and using the #name
|
||
command. Sting and Orcrist are notable in this regard. Finally, you
|
||
can get Excalibur by #dipping a normal longsword in a fountain (see
|
||
FOUNTAIN EFFECTS for more details about this).
|
||
|
||
Q: I was playing a character and he/she got polymorphed into a new human. I
|
||
was asked to give the character a different name, and now I can't get
|
||
the character back. What do I do?
|
||
A: Nethack allows you to have multiple characters with different names, and
|
||
whenever nethack saves a character it always uses the character's name,
|
||
regardless of whether that character used to have a different name. In
|
||
order to access a character of a particular name (or start one with a
|
||
different name), the easiest thing is to give nethack a -u flag and your
|
||
name. For instance, type "nethack -u name" where "name" is your
|
||
character's name ("Endiel" in my case - and I'll send you updates to the
|
||
spoilers if you can figure out where it came from).
|
||
|
||
Q: I was playing nethack when I hit the '!' key by mistake. Now I'm sitting
|
||
at my prompt, and I don't know what's happened to my game. What gives?
|
||
A: In nethack, the '!' key will create a shell for you. What this does is
|
||
allow you to quickly pop out of nethack in order to do stuff, without
|
||
messing up your nethack game. On most systems, you can exit the shell
|
||
and get back to your nethack game by typing "exit."
|
||
|
||
Q: I've found a hawaiian shirt lying around, and I've heard them mentioned in
|
||
the spoilers. What use are they?
|
||
A: Basically, Hawaiian shirts let you effectively drop your AC by several
|
||
more points, as they can be worn under a suit of armor (the more pieces
|
||
of armor, the better the possible AC). When not enchanted, they don't
|
||
do much good (and actually can do harm, as shopkeepers will try to cheat
|
||
you if they see it). But if it's enchanted and under a suit of armor or
|
||
cloak (where the shopkeeper can't see it), it can be quite useful.
|
||
|
||
Q: I've been punished, and I can't stand lugging around this ball and chain.
|
||
What can I do to get rid of it?
|
||
A: There are several ways to accomplish this. In the meantime, though,
|
||
unless you have a pretty good weapon, pick up the iron ball and wield
|
||
it. To get it off, try reading a scroll (or casting a spell) of remove
|
||
curse. Or, try feeding it to a rust monster, rock mole, or iron golem.
|
||
A nymph may steal it. Or, you can polymorph into a rust monster, rock
|
||
mole, or iron golem, and eat it yourself. Finally, you can polymorph
|
||
into a nymph and remove it. Note that lock-picks and keys won't work to
|
||
get it off.
|
||
|
||
Q: I've come up with some cool ideas for additions/modifications to nethack.
|
||
What should I do with them?
|
||
A: You should send your ideas (also bugs) to nethack-bugs@linc.cis.upenn.edu.
|
||
Don't expect to receive back a confirmation that they received it - the
|
||
nethack-bugs account receives a lot of mail.
|
||
|
||
Q: I'm interested in making some modifications to nethack (or already have
|
||
done so), and think they would make a cool addition to the game. I'd
|
||
like to make these modifications/additions public. What should I do?
|
||
A: Once again, send some e-mail to nethack-bugs@linc.cis.upenn.edu. Here's
|
||
some hints as to what all you should send: 1) If you have already made
|
||
the modifications, make sure it is well documented with comments, and
|
||
then send the changes (*not* the whole source code) to the Dev Team (at
|
||
nethack-bugs...). 2) Send a description of the planned (or finished)
|
||
code changes and how this affects other sections of the code. 3)
|
||
Include a description of how you think the idea will impact the game,
|
||
and why you think your idea is good or necessary. 4) Be prepared for a
|
||
rejection on grounds that appear totally arbitrary to you. If you do,
|
||
consider the reasons given and think about re-working your ideas and
|
||
repeating the process. 5) If you really think your ideas are worthwhile
|
||
but the Dev Team refuses to agree (possible, but unlikely), consider
|
||
distributing them as optional add-ons through net newsgroups such as
|
||
rec.games.hack and comp.sources.games.
|
||
|
||
Q: I have these spoilers, but where can I get a copy of nethack from?
|
||
A: Please don't send e-mail to us! We're not in the habit of sending out
|
||
copies of nethack, and rarely reply to messages asking where to get it
|
||
from. Information is posted on a regular basis on rec.games.hack about
|
||
where to get the latest version of nethack.
|
||
|
||
Q: I was playing nethack via modem from my personal computer when I lost the
|
||
connection. I dialed back into the system immediately, and my login was
|
||
sitting there idle, still playing nethack. What should I do to get it
|
||
to save out?
|
||
A: This problem tends to happen only on unix systems. If you're non-
|
||
technical, and don't know much about unix, you should contact the games
|
||
administrator, system administrator, or any person with superuser
|
||
priveleges and ask them to "please send a hangup signal to my nethack
|
||
process." If you know a little more, you might want to try doing this
|
||
yourself. First of all, find the process ID (PID) of the nethack
|
||
process. This can be accomplished with the 'ps' command (see your
|
||
manual for more information about the ps command). Next, use the 'kill'
|
||
command to send a 'HUP' (hangup) to the process (again, see your manual
|
||
for more information about the kill command). Don't send a 'KILL'
|
||
signal, as this will cause the game to die instantly and not save.
|
||
Sending a 'HUP' should cause the program to exit, saving your game, and
|
||
you should then be able to load it in again normally. If the computer
|
||
won't allow you to kill the process, your nethack game is probably
|
||
running with special priveleges, and you'll need to contact the games
|
||
administrator, system administrator, or a superuser in order to send it
|
||
a hangup signal.
|
||
|
||
-----------------------------------------------------------------------------
|
||
General Hints:
|
||
|
||
Lizard corpses, like food rations, won't ever spoil.
|
||
It is a great idea to give like-aligned priests 400*your level in gold.
|
||
If you attack a rival priest in his temple, his god will fight for him, so
|
||
make it your temple first (i.e. convert the altar).
|
||
A guaranteed way to change your alignment is to kill a unicorn of your
|
||
alignment and offer the fresh corpse at an altar of the god whose
|
||
alignment you wish to convert to.
|
||
Friendly monsters may become tame if you give them the right food (try
|
||
tripe).
|
||
Zombie and mummy corpses are already old corpses, so can't be sacrificed
|
||
(however, they can be eaten before they spoil).
|
||
The bigger the sacrifice, the better the reward.
|
||
Eating a clove of garlic cures lycanthropy. Prayer can too.
|
||
A ring of warning warns: white, pink, red, ruby, purple, and run at black.
|
||
Kicking is great for killing monsters at low levels (especially for Samurais
|
||
and Priests).
|
||
Don't kick in shop doors that are closed for inventory.
|
||
A wand of digging makes a quick way down (use '>' for the direction).
|
||
Fill trap doors with boulders. You can also cross water this way.
|
||
When dipping in holy water, amber means uncursed, light blue means blessed.
|
||
Dipping a corpse in holy water will make it take longer to rot.
|
||
Dipping a dart may identify a potion of sickness (it poisons the dart).
|
||
To make a scroll blank and or holy/unholy water normal, zap a wand of
|
||
cancellation at it.
|
||
To use a wand on yourself, use '.' for the direction.
|
||
Blessed magic lamps always give wishes if they have a charge.
|
||
When you run into a great number of statues, don't look out.
|
||
Zap monsters that engulf you with a wand of digging.
|
||
To find the mimics in a shop, walk in, then back out.
|
||
To create a scroll with a magic marker just write the name of the scroll on a
|
||
blank scroll (i.e. "magic mapping").
|
||
If you are wearing dragon scale mail and get polymorphed, you will polymorph
|
||
into the same type of dragon as your dragon scale mail.
|
||
Being magic resistant prevents teleport traps from working properly.
|
||
You cannot pick up items while levitating, therefore it is not always good to
|
||
be levitating. However, vampire lords levitate but can pick up objects.
|
||
If you want to stop levitating, just fly over a sink, and you will.
|
||
Mirrors may be used to scare some monsters. They also, of course, kill
|
||
Medusa.
|
||
If you cannot eat it now, tin it or freeze it.
|
||
You can wield a cockatrice corpse if you're wearing gloves, but don't go down
|
||
stairs while carrying one, especially if you are overloaded. They are
|
||
wonderful for clearing out zoos, barracks, and throne rooms.
|
||
To determine whether an item is blessed, regular, or cursed, drop it on an
|
||
altar. If the glow is amber, it's blessed. Black means cursed.
|
||
Dropping water or unholy water at a lawful altar will turn it into holy
|
||
water.
|
||
Dropping water (holy or unholy) at a neutral altar will make it normal water.
|
||
Dropping water or holy water at a chaotic altar will make it unholy water.
|
||
A ring of levitation will protect you from a xan (they're real short).
|
||
It is possible to lose telepathy if you are not chaotic and you kill a
|
||
peaceful human.
|
||
Gremlins can steal intrinsics from you.
|
||
It is possible to jump through an escaped trapdoor by hitting '>'.
|
||
|
||
|
||
----------------------------------------------------------
|
||
| The Character |
|
||
----------------------------------------------------------
|
||
-----------------------------------------------------------------------------
|
||
Alignment:
|
||
|
||
Every character and monster in nethack has an alignment. Even some objects
|
||
(specifically artifacts, or named weapons) have alignments. Describing
|
||
exactly what alignment is and what it entails is tricky, however. Expressed
|
||
simply, alignment is what side you've aligned yourself with - good, evil, or
|
||
neither. What is considered "good" and "evil" in nethack is very much the
|
||
traditional medieval picture of good and evil. Thus, a brief description of
|
||
the three alignments and the behavior expected from a character of that
|
||
alignment follows:
|
||
|
||
Chaotic: A chaotic character has basically aligned him/herself with the side
|
||
of evil. He/she likes doing things that would normally be considered "bad"
|
||
just for the joy of it. Chaotics tend to have the attitude of "looking out
|
||
for number one." A chaotic character will probably kill anything that walks,
|
||
just for fun, and will tend to rob shops as a principle.
|
||
|
||
Neutral: Neutrality tends to be a refusal to take sides. The attitude of a
|
||
neutral is basically "live and let live." A character who is neutral
|
||
probably won't kill creatures that aren't bothering it, but won't have any
|
||
qualms about killing those that do. A neutral character won't really care
|
||
about robbing from shops, as long as it will benefit him/her.
|
||
|
||
Lawful: A lawful character has aligned him/herself with the side of good.
|
||
He/she will tend to follow societal rules, even if it won't benefit him/her.
|
||
A lawful character will have the attitude that "there is a higher good."
|
||
Lawful characters usually will try to befriend other creatures, but may
|
||
attempt to hunt down and kill those creatures that are by their very nature
|
||
"evil." (Chaotic monsters especially would be considered to be "evil" by a
|
||
lawful type.) A lawful character would never even think of robbing a shop.
|
||
|
||
Now, here's how alignment works in nethack: There is a number associated
|
||
with your alignment, which will determine if you are "stridently aligned,"
|
||
etc. This number is increased for every action you perform which is in
|
||
keeping with your alignment, and decreased for every action you perform which
|
||
would be against your alignment. Thus, if a lawful character were to rob a
|
||
shop or kill a lawful creature, this alignment would be decreased. If a
|
||
chaotic character, on the other hand, were to do the very same thing, the
|
||
number would be increased.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Carrying Capacity:
|
||
|
||
In order to compute the carrying capacity of a character, you need to know
|
||
three things: the character's strength, level, and if either leg is wounded.
|
||
Strength is divided into two parts, and is shown as str/nn. Str ranges from
|
||
1 to 18 (and can jump to 25 with gauntlets of power), and nn ranges from 01
|
||
to ** (** is used since 100 won't fit in the two digit space).
|
||
|
||
There are two different methods for computing your carrying capacity,
|
||
depending on how your game of nethack was originally compiled. On most
|
||
systems, nethack is compiled with the HARD option set to on. If that is the
|
||
case on your system, use Method 1 for computing your carrying capacity. If
|
||
your system has HARD set to off, use Method 2 for computing your carrying
|
||
capacity.
|
||
|
||
In either case, how strength affects carrying capacity varies depending upon
|
||
the strength. The character's level is always multiplied by five and added
|
||
into the carrying capacity (although in Method 1, you only can count the
|
||
first 16 levels for this), and finally, for each wounded leg (either the
|
||
left, right, or both can be wounded) you have to subtract ten from the
|
||
carrying capacity. Thus, the formulae for figuring out your carrying
|
||
capacity are as follows:
|
||
|
||
Method 1:
|
||
-----------------------------------------------------------------------------
|
||
| Strength | Capacity |
|
||
|---------------------------------------------------------------------------|
|
||
| 1-18 | 5*level + 5*str - 10*(wounded legs) |
|
||
| 18/01-25 | 5*level(up to level 16) + 40 - 10*(wounded legs) |
|
||
-----------------------------------------------------------------------------
|
||
|
||
Method 2:
|
||
-----------------------------------------------------------------------------
|
||
| Strength | Capacity |
|
||
|---------------------------------------------------------------------------|
|
||
| 1-18 | 5*level + 5*str - 10*(wounded legs) |
|
||
| 18/01-18/50 | 5*level + 90 + nn - 10*(wounded legs) |
|
||
| 18/51-18/75 | 5*level + 140 + 2*(nn-50) - 10*(wounded legs) |
|
||
| 18/76-18/90 | 5*level + 190 + 3*(nn-75) - 10*(wounded legs) |
|
||
| 18/91-18/95 | 5*level + 235 + 5*(nn-90) - 10*(wounded legs) |
|
||
| 18/96-18/99 | 5*level + 260 + 10*(nn-95) - 10*(wounded legs) |
|
||
| 18/** | 5*level + 410 - 10*(wounded legs) |
|
||
| 25 | 5*level + 380 - 10*(wounded legs) |
|
||
-----------------------------------------------------------------------------
|
||
|
||
Interestingly enough, with Method 2, a strength of 25 doesn't allow as much
|
||
of a carrying capacity as 18/** does.
|
||
|
||
In either case, when you are levitating, your carrying capacity is
|
||
automatically at maximum.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Character Classes:
|
||
|
||
|
||
The Archeologist
|
||
-----------------------------------------------------
|
||
| Starting equipment: |
|
||
| 1 uncursed or blessed +2 bull whip |
|
||
| 1 uncursed of blessed +0 leather armor |
|
||
| 1 uncursed or blessed +0 fedora |
|
||
| 3 uncursed food rations |
|
||
| 1 uncursed or blessed +(random) pick axe |
|
||
| 1 uncursed or blessed tinning kit |
|
||
| 1 uncursed sack |
|
||
| 10% chance of 1 uncursed tin opener - otherwise |
|
||
| 25% chance of 1 uncursed lamp - otherwise |
|
||
| 10% chance of 1 uncursed magic marker |
|
||
|---------------------------------------------------|
|
||
| Level | Title | Intrinsics |
|
||
|---------------------------------------------------|
|
||
| 1 | Digger | speed, stealth |
|
||
| 2 | Digger | |
|
||
| 3-5 | Field Worker | |
|
||
| 6-9 | Investigator | |
|
||
| 10 | Exhumer | searching |
|
||
| 11-13 | Exhumer | |
|
||
| 14-17 | Excavator | |
|
||
| 18-21 | Spelunker | |
|
||
| 22-25 | Speleologist | |
|
||
| 26-29 | Collector | |
|
||
| 30 | Curator | |
|
||
-----------------------------------------------------
|
||
Alignment: Lawful
|
||
|
||
The archeologist in nethack is basically an Indiana Jones clone. The
|
||
clothing is the same, the abilities are the same, and to all intents and
|
||
purposes, the goals are the same: Survive, explore, and bring back lots of
|
||
exotic treasures!
|
||
|
||
The archeologist starts with the innate ability to identify any gem.
|
||
|
||
|
||
The Barbarian
|
||
-----------------------------------------------------
|
||
| Starting Equipment: |
|
||
| 1 uncursed or blessed +0 two-handed sword |
|
||
| 1 uncursed or blessed +0 axe |
|
||
| 1 uncursed or blessed +0 ring mail |
|
||
| 1 uncursed food ration |
|
||
| 17% chance of 1 uncursed lamp |
|
||
|---------------------------------------------------|
|
||
| Level | Title | Intrinsics |
|
||
|---------------------------------------------------|
|
||
| 1 | Plunderer | poison resistance |
|
||
| 2 | Plunderer | |
|
||
| 3-5 | Pillager | |
|
||
| 6 | Bandit | |
|
||
| 7 | Bandit | speed |
|
||
| 8-9 | Bandit | |
|
||
| 10-13 | Brigand | |
|
||
| 14 | Raider | |
|
||
| 15 | Raider | searching |
|
||
| 16-17 | Raider | |
|
||
| 18-21 | Reaver | |
|
||
| 22-25 | Slayer | |
|
||
| 26-29 | Chieftain | |
|
||
| 30 | Conqueror | |
|
||
-----------------------------------------------------
|
||
Alignment: Chaotic
|
||
|
||
Conan was, is, and always will be the classic example of a barbarian. Good
|
||
wine, good food, good money, and good women are what a barbarian considers to
|
||
be the most important aspects of life, and they will do almost anything in
|
||
their pursuit of these things, including delving deep into the dungeons of
|
||
nethack.
|
||
|
||
|
||
The Caveman
|
||
-----------------------------------------------------
|
||
| Starting Equipment: |
|
||
| 1 uncursed or blessed +1 club |
|
||
| 1 uncursed or blessed +1 bow |
|
||
| 13-42 uncursed or blessed +0 arrows |
|
||
| 1 uncursed or blessed +0 leather armor |
|
||
|---------------------------------------------------|
|
||
| Level | Title | Intrinsics |
|
||
|---------------------------------------------------|
|
||
| 1-2 | Troglodyte | |
|
||
| 3-5 | Aborigine | |
|
||
| 6 | Wanderer | |
|
||
| 7 | Wanderer | speed |
|
||
| 8-9 | Wanderer | |
|
||
| 10-13 | Vagrant | |
|
||
| 14 | Wayfarer | |
|
||
| 15 | Wayfarer | warning |
|
||
| 16-17 | Wayfarer | |
|
||
| 18-21 | Roamer | |
|
||
| 22-25 | Nomad | |
|
||
| 26-29 | Rover | |
|
||
| 30 | Pioneer | |
|
||
-----------------------------------------------------
|
||
Alignment: Lawful
|
||
|
||
"You Jane, Me Stupid." That about sums up the eloquent vocabulary, stunning
|
||
personality, and puissant brain-power of a caveman.
|
||
|
||
|
||
The Elf
|
||
-----------------------------------------------------
|
||
| Starting Equipment: |
|
||
| 1 uncursed or blessed +0 elven short sword |
|
||
| 1 uncursed or blessed +0 elven bow |
|
||
| 16-35 uncursed or blessed +0 elven arrows |
|
||
| 50% chance of 1 uncursed or blessed +0 mithril |
|
||
| otherwise 1 uncursed or blessed +0 elven cloak |
|
||
| 2 uncursed lembas wafers |
|
||
| 20% chance of 1 uncursed blindfold - otherwise |
|
||
| 17% chance of 1 uncursed lamp |
|
||
|---------------------------------------------------|
|
||
| Level | Title | Intrinsics |
|
||
|---------------------------------------------------|
|
||
| 1 | Edhel | searching, see invis. |
|
||
| | | sleep res., speed |
|
||
| 2-5 | Edhel | |
|
||
| 6-9 | Ohtar | |
|
||
| 10-13 | Kano | |
|
||
| 14-17 | Arandur | |
|
||
| 18-21 | Hir | |
|
||
| 22-25 | Aredhel | |
|
||
| 26-29 | Ernil | |
|
||
| 30 | Elentar | |
|
||
-----------------------------------------------------
|
||
Alignment: Lawful
|
||
|
||
Elves are hardy folk of humanoid stock. Nethack elves are fashioned after
|
||
Tolkien's elves, and as such are tall, thin, and light of foot. Elves have
|
||
excellent vision, and thus are more likely to notice things like secret
|
||
doors.
|
||
|
||
|
||
The Healer
|
||
-----------------------------------------------------
|
||
| Starting Equipment: |
|
||
| 1 uncursed or blessed +0 scalpel |
|
||
| 1 uncursed or blessed +1 pair of leather gloves |
|
||
| 1 uncursed stethoscope |
|
||
| 4 uncursed or blessed potions of healing |
|
||
| 4 uncursed or blessed potions of extra healing |
|
||
| 1 uncursed or blessed wand of sleep |
|
||
| 1 blessed spellbook of healing |
|
||
| 1 blessed spellbook of extra healing |
|
||
| 5 uncursed apples |
|
||
| 4% chance of 1 uncursed lamp |
|
||
|---------------------------------------------------|
|
||
| Level | Title | Intrinsics |
|
||
|---------------------------------------------------|
|
||
| 1-2 | PreMed | poison resistance |
|
||
| 3-5 | Med Student | |
|
||
| 6-9 | Medic | |
|
||
| 10-13 | Intern | |
|
||
| 14 | Doctor | |
|
||
| 15 | Doctor | warning |
|
||
| 16-17 | Doctor | |
|
||
| 18-21 | Physician | |
|
||
| 22-25 | Specialist | |
|
||
| 26-29 | Surgeon | |
|
||
| 30 | Chief Surgeon | |
|
||
-----------------------------------------------------
|
||
Alignment: Lawful
|
||
|
||
The healer has dedicated his life to medicine and have the capability to
|
||
restore hit points through their spells. Healers are not trained in the
|
||
skills of fighting, but when in need, healers can turn their sharpened
|
||
scalpel against a foe.
|
||
|
||
|
||
The Knight
|
||
-----------------------------------------------------
|
||
| Starting Equipment: |
|
||
| 1 uncursed or blessed +0 long sword |
|
||
| 1 uncursed or blessed +2 spear |
|
||
| 1 uncursed or blessed +1 ring mail |
|
||
| 1 uncursed or blessed +0 helmet |
|
||
| 1 uncursed or blessed +0 small shield |
|
||
| 1 uncursed or blessed +0 pair of leather gloves |
|
||
|---------------------------------------------------|
|
||
| Level | Title | Intrinsics |
|
||
|---------------------------------------------------|
|
||
| 1-2 | Gallant | |
|
||
| 3-5 | Esquire | |
|
||
| 6 | Bachelor | |
|
||
| 7 | Bachelor | speed |
|
||
| 8-9 | Bachelor | |
|
||
| 10-13 | Sergeant | |
|
||
| 14-17 | Knight | |
|
||
| 18-21 | Banneret | |
|
||
| 22-25 | Chevalier | |
|
||
| 26-29 | Seignieur | |
|
||
| 30 | Paladin | |
|
||
-----------------------------------------------------
|
||
Alignment: Lawful
|
||
|
||
The knight is considered by many to be one of the hardest nethack characters
|
||
to play. The knight does not start with exceptional items, does not gain
|
||
much as he goes along, and is constrained by many more rules than normal
|
||
characters, because of the code of chivalry that a knight must follow.
|
||
|
||
|
||
The Priest
|
||
-----------------------------------------------------
|
||
| Starting Equipment: |
|
||
| 1 blessed +1 mace |
|
||
| 1 uncursed or blessed +0 chain mail |
|
||
| 1 uncursed or blessed +0 small shield |
|
||
| 4 potions of holy water |
|
||
| 1 uncursed clove of garlic |
|
||
| 2 uncursed or blessed random spellbooks * |
|
||
| 10% chance of 1 uncursed magic marker - otherwise |
|
||
| 10% chance of 1 uncursed lamp |
|
||
|---------------------------------------------------|
|
||
| Level | Title | Intrinsics |
|
||
|---------------------------------------------------|
|
||
| 1-2 | Aspirant | |
|
||
| 3-5 | Acolyte | |
|
||
| 6 | Adept | |
|
||
| 7 | Adept | warning |
|
||
| 8-9 | Adept | |
|
||
| 10-13 | Priest | |
|
||
| 14-17 | Curate | |
|
||
| 18-19 | Canon | |
|
||
| 20 | Canon | fire resistance |
|
||
| 21 | Canon | |
|
||
| 22-25 | Lama | |
|
||
| 26-29 | Patriarch | |
|
||
| 30 | High Priest | |
|
||
-----------------------------------------------------
|
||
Alignment: Neutral
|
||
|
||
The priest is a cleric who has set him/herself apart for service to his/her
|
||
deity. Priests begin the game blessed with the ability to immediately
|
||
determine whether items are cursed, uncursed, or blessed. Also, since many
|
||
orders have injunctions against the shedding of blood, priests are trained in
|
||
kicking instead, and get bonuses when doing so.
|
||
|
||
|
||
The Rogue:
|
||
-----------------------------------------------------
|
||
| Starting Equipment: |
|
||
| 1 uncursed or blessed +0 short sword |
|
||
| 6-15 uncursed +0 daggers |
|
||
| 1 uncursed or blessed +1 leather armor |
|
||
| 1 uncursed potion of sickness |
|
||
| 1 uncursed lock pick (9 charges) |
|
||
| 1 uncursed sack |
|
||
| 20% chance of 1 uncursed blindfold |
|
||
|---------------------------------------------------|
|
||
| Level | Title | Intrinsics |
|
||
|---------------------------------------------------|
|
||
| 1 | Footpad | stealth |
|
||
| 2 | Footpad | |
|
||
| 3-5 | Cutpurse | |
|
||
| 6-9 | Rogue | |
|
||
| 10 | Pilferer | searching |
|
||
| 11-13 | Pilferer | |
|
||
| 14-17 | Robber | |
|
||
| 18-21 | Burglar | |
|
||
| 22-25 | Filcher | |
|
||
| 26-29 | Magsman | |
|
||
| 30 | Thief | |
|
||
-----------------------------------------------------
|
||
Alignment: Chaotic
|
||
|
||
The rogue is an outlaw, a bandit who makes his living off of the misery of
|
||
others. Killing, maiming, and despoiling passing strangers gives a rogue
|
||
great glee.
|
||
|
||
|
||
The Samurai
|
||
-----------------------------------------------------
|
||
| Starting Equipment: |
|
||
| 1 uncursed or blessed +0 katana (long sword) |
|
||
| 1 uncursed or blessed +0 wakizashi (short sword) |
|
||
| 9 uncursed or blessed shurikens (throwing stars) |
|
||
| 1 uncursed or blessed +0 splint mail |
|
||
| 3 uncursed or blessed fortune cookies |
|
||
| 20% chance of 1 uncursed blindfold |
|
||
|---------------------------------------------------|
|
||
| Level | Title | Intrinsics |
|
||
|---------------------------------------------------|
|
||
| 1 | Chigo | speed |
|
||
| 2 | Chigo | |
|
||
| 3-5 | Bushi | |
|
||
| 6-13 | Genin | |
|
||
| 14 | Chunin | |
|
||
| 15 | Chunin | stealth |
|
||
| 16-21 | Chunin | |
|
||
| 22-30 | Jonin | |
|
||
-----------------------------------------------------
|
||
Alignment: Lawful
|
||
|
||
The samurai is an ancient order of Japanese warrior, the oriental equivalent
|
||
of a european knight. The samurai follows the code of bushido, much like the
|
||
knight follows the code of chivalry.
|
||
|
||
Samurai get bonuses when kicking due to their martial arts training.
|
||
|
||
|
||
The Tourist
|
||
-----------------------------------------------------
|
||
| Starting Equipment: |
|
||
| 21-40 uncursed or blessed +2 darts |
|
||
| 10 uncursed random food items |
|
||
| 2 uncursed or blessed potions of extra healing |
|
||
| 4 uncursed or blessed scrolls of magic mapping |
|
||
| 1 uncursed expensive camera |
|
||
| 1 uncursed or blessed +0 hawaiian shirt |
|
||
| 1 uncursed credit card |
|
||
| 4% chance of 1 uncursed tin opener - otherwise |
|
||
| 4% chance of 1 uncursed magic marker - otherwise |
|
||
| 4% chance of 1 uncursed leash |
|
||
|---------------------------------------------------|
|
||
| Level | Title | Intrinsics |
|
||
|---------------------------------------------------|
|
||
| 1-2 | Rambler | |
|
||
| 3-5 | Sightseer | |
|
||
| 6-9 | Excursionist | |
|
||
| 10 | Peregrinator | searching |
|
||
| 11-13 | Peregrinator | |
|
||
| 14-17 | Traveler | |
|
||
| 18-19 | Journeyer | |
|
||
| 20-21 | Journeyer | poison resistance |
|
||
| 22-25 | Voyager | |
|
||
| 26-29 | Explorer | |
|
||
| 30 | Adventurer | |
|
||
-----------------------------------------------------
|
||
Alignment: Neutral
|
||
|
||
"Oh Wanda! Take a look at that beautiful lake! (*CLICK*)" Tourists are just
|
||
what they sound like - loud, hungry, overweight people carrying cameras and
|
||
wearing ugly clothing who have no business being where they are. As
|
||
adventurers, it must be said that playing a tourist is truly a challenge.
|
||
|
||
|
||
The Valkyrie
|
||
-----------------------------------------------------
|
||
| Starting Equipment: |
|
||
| 1 uncursed or blessed +1 long sword |
|
||
| 1 uncursed or blessed +0 dagger |
|
||
| 1 uncursed or blessed +3 small shield |
|
||
| 1 uncursed food ration |
|
||
| 17% chance of 1 uncursed lamp |
|
||
|---------------------------------------------------|
|
||
| Level | Title | Intrinsics |
|
||
|---------------------------------------------------|
|
||
| 1 | Stripling | stealth, cold res. |
|
||
| 2 | Stripling | |
|
||
| 3-5 | Skirmisher | |
|
||
| 6 | Fighter | |
|
||
| 7 | Fighter | speed |
|
||
| 8-9 | Fighter | |
|
||
| 10-13 | Woman-at-arms | |
|
||
| 14-17 | Warrior | |
|
||
| 18-21 | Swashbuckler | |
|
||
| 22-25 | Heroine | |
|
||
| 26-29 | Champion | |
|
||
| 30 | Lady | |
|
||
-----------------------------------------------------
|
||
Alignment: Chaotic
|
||
|
||
These women warriors out of norse mythology are among the fiercest fighters
|
||
known. This, of course, is because their main mission in life is to fight
|
||
glorious battles and then escort the fallen warriors to the halls of
|
||
Valhalla.
|
||
|
||
|
||
The Wizard
|
||
------------------------------------------------------
|
||
| Starting Equipment: |
|
||
| 1 blessed +1 athame |
|
||
| 1 uncursed or blessed +0 cloak of magic resistance |
|
||
| 1 uncursed or blessed random wand * |
|
||
| 2 uncursed or blessed random rings * |
|
||
| 3 uncursed or blessed random potions * |
|
||
| 3 uncursed or blessed random scrolls * |
|
||
| 1 uncursed or blessed random spellbook * |
|
||
| 20% chance of 1 uncursed magic marker |
|
||
| 20% chance of 1 uncursed blindfold |
|
||
|----------------------------------------------------|
|
||
| Level | Title | Intrinsics |
|
||
|----------------------------------------------------|
|
||
| 1-2 | Evoker | |
|
||
| 3-5 | Conjurer | |
|
||
| 6-9 | Thaumaturge | |
|
||
| 10-13 | Magician | |
|
||
| 14 | Enchanter | |
|
||
| 15 | Enchanter | warning |
|
||
| 16 | Enchanter | |
|
||
| 17 | Enchanter | teleport control |
|
||
| 18-21 | Sorcerer | |
|
||
| 22-25 | Necromancer | |
|
||
| 26-29 | Wizard | |
|
||
| 30 | Mage | |
|
||
------------------------------------------------------
|
||
Alignment: Neutral
|
||
|
||
Wizards are considered by many to be a difficult character to play, because
|
||
they are very poor fighters when they start. However, with a little bit of
|
||
luck, a wizard can end up being one of the most powerful characters in the
|
||
game.
|
||
|
||
|
||
* There some are limitations on the generation of random magic items. These
|
||
are delineated as follows:
|
||
|
||
1. No "useless" items will be generated. The following items are considered
|
||
(by the game) to be useless items:
|
||
potion of hallucination
|
||
scroll of amnesia
|
||
scroll of fire
|
||
ring of aggravate monster
|
||
ring of hunger
|
||
wand of nothing
|
||
|
||
2. No ring of levitation will be generated.
|
||
|
||
3. It is impossible to begin the game with both polymorph and polymorph
|
||
control. In other words, if your character has a ring, wand, or spellbook of
|
||
polymorph, he/she will not have a ring of polymorph control, and vice-versa.
|
||
|
||
4. Two of the same ring will not be generated.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Character Stats:
|
||
|
||
The following is information about each of the major character stats. They
|
||
are listed in the order in which they appear on the status line - not in
|
||
alphabetical order. All stats can be increased by quaffing potions of gain
|
||
ability.
|
||
|
||
St (Strength): ---------------------
|
||
Strength affects various aspects of combat in nethack |St. |Hit|Dam |
|
||
(see the HIT PROBABILITY and DAMAGE sections for |-------------------|
|
||
details on how these bonuses work). Additionally, |01-05 |-2 | -1 |
|
||
strength affects your carrying capacity (see CARRYING |06-07 |-1 | 0 |
|
||
CAPACITY section for more details). Also, the |08-15 | 0 | 0 |
|
||
distance you can throw objects, your chances of |16 | 0 | +1 |
|
||
bashing down a door or kicking open a lock, and your |17 |+1 | +1 |
|
||
chances of opening a stuck door (among other things) |18 |+1 | +2 |
|
||
are affected by your strength. It is possible to |18/01-18/50|+1 | +3 |
|
||
increase strength by eating royal jelly, giant |18/51-18/75|+2 | +3 |
|
||
corpses, or wearing gauntlets of power. |18/76-18/90|+2 | +4 |
|
||
|18/91-18/99|+2 | +5 |
|
||
|18/**-25 |+3 | +6 |
|
||
----------------------
|
||
-------------------- Dx (Dexterity):
|
||
|Dx. | Mle | Msl | Your dexterity is your ability to dodge, your agility,
|
||
|------------------| and your manual dexterity, all rolled into one.
|
||
|01-03 | -3 | -3 | Dexterity affects how likely you are to hit (see HIT
|
||
|04-05 | -2 | -2 | PROBABILITY for more information). Note that on the
|
||
|06-07 | -1 | -1 | table to the right, to hit bonuses are different for
|
||
|08-14 | 0 | 0 | melee than they are for missile weapons. In other
|
||
|15 | +1 | 0 | words, if you are fighting hand to hand, you receive a
|
||
|16 | +2 | +1 | different bonus that if you are using a bow, sling,
|
||
|17 | +3 | +2 | etc.) Dexterity also affects how well you can use a
|
||
|* | * | * | harp. To increase your dexterity, wear gauntlets of
|
||
|25 | +11 | +10 | dexterity.
|
||
--------------------
|
||
* Each bonus continues to increase by one as the stat increases by one, up to
|
||
25, which is the maximum the stat can reach.
|
||
|
||
Co (Constitution): ----------------
|
||
Constitution is a measure of how healthy you are. |Co. |HP+|
|
||
Constitution affects how quickly your character heals, but |--------------|
|
||
the major benefit of constitution is extra hit points as |3 |-2 |
|
||
each level is gained. When a character gains a higher |4-6 |-1 |
|
||
experience level, the character's current and maximum hit |7-14 | 0 |
|
||
points are raised by a random amount. This random amount |15-16 |+1 |
|
||
is modified by a bonus which is determined by the |17 |+2 |
|
||
constitution of the character (see the table to the right). |18 |+3 |
|
||
----------------
|
||
|
||
In (Intelligence)
|
||
Intelligence plays an important part in determining if you will be able to
|
||
memorize a spell by reading a spellbook. It also is factored into your
|
||
chances of casting any given spell that you have memorized (see MAGIC for
|
||
more details on both of these). Finally, intelligence determines how often
|
||
your power will recharge (wisdom determined how many points recharge each
|
||
time). Your intelligence can also be increased by wearing a helm of
|
||
brilliance.
|
||
|
||
Wi (Wisdom)
|
||
Wisdom is taken into account when you pray to your god. It also affects how
|
||
many energy points you will gain when you go up an experience level, and how
|
||
many power points you will recharge each time you recharge (intelligence
|
||
affects how often they recharge). Wisdom can be increased by wearing a helm
|
||
of brilliance.
|
||
|
||
Ch (Charisma): ------------------
|
||
"Beauty is only skin deep." Well, in nethack beauty is |Ch. | Mod |
|
||
charisma, and charisma affects a couple of key things in |----------------|
|
||
the game. First of all, charisma affects the prices a |3-5 | *2.00 |
|
||
shopkeeper will give you in a shop (see the table to the |6-7 | *1.66 |
|
||
right for price modifiers). The other major affect is |8-10 | *1.33 |
|
||
that charisma adds to your chances of having a beneficial |11-15 | *1.00 |
|
||
encounter when faced with a succubus/incubus. It is |16-17 | *0.75 |
|
||
possible to increase charisma with a ring of adornment |18 | *0.66 |
|
||
(which nymphs happen to love). |19+ | *0.50 |
|
||
------------------
|
||
-----------------------------------------------------------------------------
|
||
Score:
|
||
|
||
The following formula can be used to compute what any character's score is:
|
||
|
||
player gold (see explanation)
|
||
+ real experience (see explanation)
|
||
+ max dungeon level bonus (see formula)
|
||
-------------------------------------------------------------------
|
||
* ascension bonus (see explanation)
|
||
+ gem values (see explanation)
|
||
+ amulet values (see explanation)
|
||
+ pet bonus (see explanation)
|
||
-------------------------------------------------------------------
|
||
score
|
||
|
||
Player gold: Take the amount of gold the character has in his/her
|
||
possession, and subtract 10% if the character died or was killed (not if
|
||
the character ascended, escaped, or quit).
|
||
|
||
Real experience: This is the number of experience points that have actually
|
||
been gained from slaying monsters, not including experience points that
|
||
may have been gained via potions of gain level, eating wraith corpses,
|
||
etc.
|
||
|
||
Max dungeon level bonus: Compute this bonus as follows: (50 * maximum
|
||
dungeon level visited) + 1000 for each level between 21 and 30 attained
|
||
(a level is considered "attained" if the maximum dungeon level visited
|
||
is greater than that level)
|
||
|
||
Ascension bonus: If the character has ascended to demigod(dess)hood,
|
||
multiply the score computed up to this point by 2. Otherwise, just keep
|
||
it the way it is.
|
||
|
||
Gem values: If you escaped or ascended, add the gold value of each gem
|
||
currently possessed by the character to the score (see GEMS section for
|
||
exact gold values).
|
||
|
||
Amulet values: If you escaped or ascended, add 2 points for each amulet
|
||
possessed with a negative value (i.e. a -2 amulet of protection), add
|
||
500 points for each non-negative amulet possessed (i.e. an amulet of
|
||
reflection), and add 5000 points if the Amulet of Yendor is in your
|
||
character's possession.
|
||
|
||
Pet bonus: If you escaped or ascended, and you did so with pets, add the
|
||
maximum hit points of each pet.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Status Line:
|
||
|
||
|
||
At the bottom of the nethack screen appears a status line. This status line
|
||
(which is really two lines) will give you a lot of information about the
|
||
character being played at a glance. The following is a sample status line:
|
||
|
||
Endiel the Evoker St:9 Dx:16 Co:15 In:15 Wi:10 Ch:13 Neutral S:132
|
||
Dlvl:3 G:325 HP:21(35) Pw:8(11) AC:4 Xp:3/53 T:461
|
||
|
||
Now, item by item we will describe what each part of the status line means:
|
||
|
||
1. "Endiel the Evoker" is the name and rank of the character. The name will
|
||
be either your account name or a name that you have chosen (see COMMON
|
||
QUESTIONS for more information about how to name your character). The rank
|
||
is dependent upon your character class (i.e. wizard, samurai, barbarian,
|
||
etc.) and your experience level (see CLASS RANKS for a list of the ranks).
|
||
|
||
2. "St: 9 Dx:16 Co:15 In:15 Wi:10 Ch:13" is a listing of what the character's
|
||
stats are. Respectively, this line would mean that the character's strength
|
||
is 9, dexterity is 16, constitution is 15, intelligence is 15, wisdom is 10,
|
||
and charisma is 13 (see CHARACTER STATS for more information about what these
|
||
stats mean).
|
||
|
||
3. "Neutral" is the character's alignment. Alignment can be one of three
|
||
things: "Chaotic," "Neutral," or "Good." Alignment is a tricky subject, but
|
||
in general it determines whether you tend to be on the side of "good" or
|
||
"evil" or just sit the fence, and your character's actions are judged
|
||
accordingly. Alignment is initially determined by character class, but can
|
||
also be changed during play via several different methods (see ALIGNMENT for
|
||
more details).
|
||
|
||
4. "S:132" is the character's score. If the character were to quit the game
|
||
at this moment, the score listed would be the score received. There is a
|
||
score penalty for dying. Some compilations of nethack will not show score.
|
||
(For more information on how to compute score, see SCORE.)
|
||
|
||
5. "Dlvl:3" means that this character is on dungeon level three, or the third
|
||
level down. In nethack, dungeon levels are counted downwards, so the first
|
||
level you encounter is level one, and then you go down through levels two,
|
||
three, four, and so on. Level fifty is the lowest level in the dungeon.
|
||
|
||
6. "G:325" is the amount of gold ($) the character has. This character has
|
||
325 gold pieces in his/her possession.
|
||
|
||
7. "HP:21(35)" is two measurements: the character's current and maximum hit
|
||
points (HP). The current hit points are how many you have right now, and the
|
||
maximum is what you can raise your current hit points to. Basically, hit
|
||
points are a measure of how alive you are. Your current hit points are
|
||
decreased when you are hit by a monster, caught in a trap, or do many other
|
||
things that damage you. Hit points are healed naturally over time, or can be
|
||
increased via potions of healing, praying, etc. Maximum hit points is raised
|
||
automatically whenever you go up an experience level, or may be increased via
|
||
praying, quaffing healing potions while your current hit points are equal to
|
||
the maximum, etc.
|
||
|
||
8. "Pw:8(11)" is also two measurements: your current and maximum power.
|
||
Current power is used to cast spells that have been memorized from spell
|
||
books. It is regenerated naturally over time, or can be increased via
|
||
potions of gain energy. Maximum power is increased whenever the character
|
||
increases an experience level, or can be increased by quaffing potions of
|
||
gain energy while current energy is at maximum.
|
||
|
||
9. "AC:4" is the character's armor class. Armor class (AC) is a measure of
|
||
how well protected the character is against blows from hostile monsters.
|
||
Armor class starts at 10, and goes downwards as it gets better. Thus, a
|
||
character with an AC of -10 would be much better than a character with an AC
|
||
of 5. AC can be improved by wearing more or better or more enchanted armor,
|
||
by wearing rings of protection, by having your deity grant you intrinsic
|
||
protection, or by other methods.
|
||
|
||
10. "Xp:3/53" is, once again, two measurements: the character's experience
|
||
level and experience points. Experience points (always the second and larger
|
||
figure) are gained by killing monsters, quaffing potions of gain level, etc.,
|
||
and are the determining factor for what your experience level is. Experience
|
||
points also affect your score. A character's experience level (or just
|
||
"level" for short) determines many other factors about the character, such as
|
||
maximum hit points, power, some intrinsics, ability to convert altars, etc.
|
||
In general, the higher the character's experience level, the better the
|
||
character is.
|
||
|
||
11. "T:461" shows the "time," or the number of moves that the character has
|
||
made. Every time the character does anything, this counter is incremented by
|
||
one. This timer is optional, and can be turned on or off by using the "O"
|
||
key for the options command. In most compilations of nethack it is set to
|
||
off by default.
|
||
|
||
|
||
----------------------------------------------------------
|
||
| The Beasts |
|
||
----------------------------------------------------------
|
||
-----------------------------------------------------------------------------
|
||
Monster Attacks:
|
||
|
||
This section details the number and types of attacks each monster has, as
|
||
well as how much damage they can do for each attack, and what type of damage
|
||
is done. Each monster can have from one to five attacks (except the mail
|
||
daemon, which doesn't attack). These attacks are listed in the order in
|
||
which they will occur, in the following format: Attack-type Damage (Damage
|
||
type)
|
||
|
||
Attack types, damage, and damage types are explained below the chart.
|
||
|
||
Name Attacks
|
||
-----------------------------------------------------------------------------
|
||
| acid blob | Defensive LEVd8 (Acid) |
|
||
| air elemental | Engulf 2d10 |
|
||
| ape | Claw 1d3, Claw 1d3, Bite 1d6 |
|
||
| archeologist | Weapon 1d6 |
|
||
| Asmodeus | Claw 4d4, Magic 6d6 (Cold) |
|
||
| Baalzebub | Bite 2d6 (Str.), Gaze 2d6 (Stun) |
|
||
| baby black dragon | Bite 2d6 |
|
||
| baby blue dragon | Bite 2d6 |
|
||
| baby crocodile | Bite 1d4 |
|
||
| baby gray dragon | Bite 2d6 |
|
||
| baby green dragon | Bite 2d6 |
|
||
| baby long worm | Bite 1d6 |
|
||
| baby orange dragon | Bite 2d6 |
|
||
| baby purple worm | Bite 1d6 |
|
||
| baby red dragon | Bite 2d6 |
|
||
| baby white dragon | Bite 2d6 |
|
||
| baby yellow dragon | Bite 2d6 |
|
||
| balrog | Weapon 8d4, Weapon 4d6 |
|
||
| baluchitherium | Claw 5d4, Claw 5d4 |
|
||
| barbarian | Weapon 1d6 |
|
||
| barbed devil | Claw 2d4, Claw 2d4, Sting 3d4 |
|
||
| barrow wight | Claw 1d4, Magic 0d0 (Spell), |
|
||
| | Weapon 0d0 (Drain Life) |
|
||
| bat | Bite 1d4 |
|
||
| black dragon | Breath 4d10 (Disint./Death), Bite 3d8, |
|
||
| | Claw 1d4, Claw 1d4 |
|
||
| black naga | Bite 2d6, Spit 1d25 (Acid) |
|
||
| black naga hatchling | Bite 1d4 |
|
||
| black pudding | Bite 3d8 (Rust), Defensive 0d0 (Rust) |
|
||
| black unicorn | Butt 1d12, Kick 1d6 |
|
||
| blue dragon | Breath 4d6 (Shock), Bite 3d8, Claw 1d4, |
|
||
| | Claw 1d4 |
|
||
| blue jelly | Defensive (LEV+1)d6 (Cold) |
|
||
| bone devil | Weapon 3d4, Sting 2d4 (Str.) |
|
||
| brown mold | Defensive (LEV+1)d6 (Cold) |
|
||
| brown pudding | Bite 0d0 (Decay) |
|
||
| bugbear | Weapon 2d4 |
|
||
| captain | Weapon 4d4, Weapon 4d4 |
|
||
| carnivorous ape | Claw 1d4, Claw 1d4, Hug 1d8 |
|
||
| cave spider | Bite 1d2 |
|
||
| caveman | Weapon 2d4 |
|
||
| cavewoman | Weapon 2d4 |
|
||
| Cerberus | Bite 3d6, Bite 3d6, Bite 3d6 |
|
||
| chameleon | Bite 4d2 |
|
||
| Charon | Weapon 1d8, Touch 1d8 (Paralyze) |
|
||
| clay golem | Claw 3d10 |
|
||
| cobra | Bite 2d4 (Str.), Spit 1d25 (Blind) |
|
||
| cockatrice | Bite 1d3, Touch 0d0 (Petrify), |
|
||
| | Defensive 0d0 (Petrify) |
|
||
| crocodile | Bite 4d2, Claw 1d12 |
|
||
| demilich | Touch 3d4 (Cold), Magic 0d0 (Spell) |
|
||
| Demogorgon | Magic 8d6 (Spell), Sting 1d4 (Drain Life), |
|
||
| | Claw 1d6 (Disease), Claw 1d6 (Disease) |
|
||
| demon | Weapon 1d4, Claw 1d4, Bite 1d4 |
|
||
| Dispater | Weapon 4d6, Magic 6d6 (Spell) |
|
||
| djinni | Weapon 2d8 |
|
||
| dog | Bite 1d6 |
|
||
| dust vortex | Engulf 2d8 (Blind) |
|
||
| dwarf | Weapon 1d8 |
|
||
| dwarf king | Weapon 2d6, Weapon 2d6 |
|
||
| dwarf lord | Weapon 2d4, Weapon 2d4 |
|
||
| earth elemental | Claw 4d6 |
|
||
| electric eel | Bite 4d6 (Shock), Touch 0d0 (Wrap) |
|
||
| elf | Weapon 1d8 |
|
||
| elf mummy | Claw 2d4 |
|
||
| elf zombie | Claw 1d7 |
|
||
| elf-lord | Weapon 2d4, Weapon 2d4 |
|
||
| Elvenking | Weapon 2d4, Weapon 2d |
|
||
| energy vortex | Engulf 1d6 (Shock), Engulf 0d0 (Drain Energy), |
|
||
| | Defensive (LEV+1)d4 (Shock) |
|
||
| erinyes | Weapon 2d4 (Str.) |
|
||
| ettin | Weapon 2d8, Weapon 3d6 |
|
||
| ettin mummy | Claw 2d6, Claw 2d6 |
|
||
| ettin zombie | Claw 1d10, Claw 1d10 |
|
||
| fire ant | Bite 1d4 (Fire) |
|
||
| fire elemental | Claw 3d6 (Fire), Defensive (LEV+1)d4 (Fire) |
|
||
| fire giant | Weapon 2d10 |
|
||
| fire vortex | Engulf 1d10 (Fire), Defensive (LEV+1)d4 (Fire) |
|
||
| flesh golem | Claw 2d8, Claw 2d8 |
|
||
| floating eye | Defensive (LEV+1)d70 (Paralyze) |
|
||
| fog cloud | Engulf 1d6 |
|
||
| forest centaur | Weapon 1d8, Kick 1d6 |
|
||
| freezing sphere | Explode 4d6 (Cold) |
|
||
| frost giant | Weapon 2d12 |
|
||
| garter snake | Bite 1d2 |
|
||
| gecko | Bite 1d3 |
|
||
| gelatinous cube | Touch 2d4 (Paralyze), |
|
||
| | Defensive (LEV+1)d4 (Paralyze) |
|
||
| Geryon | Claw 3d6, Claw 3d6, Sting 2d4 (Str.) |
|
||
| ghost | Touch 1d1 |
|
||
| giant | Weapon 2d10 |
|
||
| giant ant | Bite 1d4 |
|
||
| giant bat | Bite 1d6 |
|
||
| giant beetle | Bite 3d6 |
|
||
| giant eel | Bite 3d6, Touch 0d0 (Wrap) |
|
||
| giant mimic | Claw 3d6 (Stick), Claw 3d6 (Stick) |
|
||
| giant mummy | Claw 3d4, Claw 3d4 |
|
||
| giant rat | Bite 1d3 |
|
||
| giant spider | Bite 2d4 (Str.) |
|
||
| giant zombie | Claw 2d8, Claw 2d8 |
|
||
| gnome | Weapon 1d6 |
|
||
| gnome king | Weapon 2d6 |
|
||
| gnome lord | Weapon 1d8 |
|
||
| gnome mummy | Claw 1d6 |
|
||
| gnome zombie | Claw 1d5 |
|
||
| gnomish wizard | Magic 0d0 (Spell) |
|
||
| goblin | Weapon 1d4 |
|
||
| golden naga | Bite 2d6, Magic 4d6 (Spell) |
|
||
| golden naga hatchling | Bite 1d4 |
|
||
| gray dragon | Breath 4d6 (Mag. Mis.), Bite 3d8, Claw 1d4, |
|
||
| | Claw 1d4 |
|
||
| gray ooze | Bite 2d8 (Rust) |
|
||
| gray unicorn | Butt 1d12, Kick 1d6 |
|
||
| green dragon | Breath 4d6 (Str.), Bite 3d8, Claw 1d4, Claw 1d4 |
|
||
| green mold | Defensive LEVd4 (Acid) |
|
||
| Green-elf | Weapon 2d4 |
|
||
| gremlin | Claw 1d6, Claw 1d6, Bite 1d4, Claw 0d0 (Curse) |
|
||
| Grey-elf | Weapon 2d4 |
|
||
| grid bug | Bite 1d1 (Shock) |
|
||
| guard | Weapon 4d10 |
|
||
| guardian naga | Bite 1d6 (Paralyze), Hug 2d4, Spit 1d6 (Str.) |
|
||
| guardian naga hatchling | Bite 1d4 |
|
||
| healer | Weapon 1d6 |
|
||
| hell hound | Bite 3d6, Breath 3d6 (Fire) |
|
||
| hell hound pup | Bite 2d6, Breath 2d6 (Fire) |
|
||
| hezrou | Claw 1d3, Claw 1d3, Bite 4d4 |
|
||
| hill giant | Weapon 2d8 |
|
||
| hill orc | Weapon 1d6 |
|
||
| hobbit | Weapon 1d6 |
|
||
| hobgoblin | Weapon 1d6 |
|
||
| homunculus | Bite 1d3 (Sleep) |
|
||
| horned devil | Weapon 1d4, Claw 1d4, Bite 2d3, Sting 1d3 |
|
||
| housecat | Bite 1d6 |
|
||
| human | Weapon 1d6 |
|
||
| human mummy | Claw 2d4, Claw 2d4 |
|
||
| human zombie | Claw 1d8 |
|
||
| ice devil | Claw 1d4, Claw 1d4, Bite 2d4, Sting 3d4 (Cold) |
|
||
| ice troll | Claw 2d6, Claw 2d6 (Cold), Bite 2d6 |
|
||
| ice vortex | Engulf 1d6 (Cold) |
|
||
| iguana | Bite 1d4 |
|
||
| imp | Claw 1d4 |
|
||
| incubus | Bite 0d0 (Seduce), Claw 1d3, Claw 1d3 |
|
||
| iron golem | Weapon 4d10, Breath 4d6 (Str.) |
|
||
| iron piercer | Bite 3d6 |
|
||
| jabberwock | Bite 2d10, Bite 2d10, Claw 2d10, Claw 2d10 |
|
||
| jackal | Bite 1d2 |
|
||
| jackalwere | Bite 1d4 (Lycanthropy) |
|
||
| jaguar | Claw 1d4, Claw 1d4, Bite 1d8 |
|
||
| Juiblex | Engulf 4d10 (Disease), Spit 3d6 (Acid) |
|
||
| Keystone Kop | Weapon 1d4 |
|
||
| killer bee | Sting 1d3 (Str.) |
|
||
| kitten | Bite 1d6 |
|
||
| knight | Weapon 1d6 |
|
||
| kobold | Weapon 1d4 |
|
||
| kobold lord | Weapon 2d4 |
|
||
| kobold mummy | Claw 1d4 |
|
||
| kobold shaman | Magic 0d0 (Spell) |
|
||
| kobold zombie | Claw 1d4 |
|
||
| Kop Kaptain | Weapon 2d6 |
|
||
| Kop Lieutenant | Weapon 1d8 |
|
||
| Kop Sergeant | Weapon 1d6 |
|
||
| kraken | Claw 2d4, Claw 2d4, Hug 2d6 (Wrap), Bite 5d4 |
|
||
| large cat | Bite 2d4 |
|
||
| large dog | Bite 2d4 |
|
||
| large kobold | Weapon 1d6 |
|
||
| large mimic | Claw 3d4 (Stick) |
|
||
| leather golem | Claw 1d6, Claw 1d6 |
|
||
| lemure | Claw 1d3 |
|
||
| leocrotta | Claw 2d6, Bite 2d6, Claw 2d6 |
|
||
| leprechaun | Claw 1d2 (Steal $) |
|
||
| lich | Touch 1d10 (Cold), Magic 0d0 (Spell) |
|
||
| lieutenant | Weapon 3d4, Weapon 3d4 |
|
||
| little dog | Bite 1d6 |
|
||
| lizard | Bite 1d6 |
|
||
| long worm | Bite 1d4 |
|
||
| lurker above | Engulf 1d8 (Digest) |
|
||
| mail daemon | |
|
||
| manes | Claw 1d3, Claw 1d3, Bite 1d4 |
|
||
| marilith | Weapon 2d4, Weapon 2d4, Weapon 2d4, Weapon 2d4, |
|
||
| | Weapon 2d4 |
|
||
| master lich | Touch 3d6 (Cold), Magic 0d0 (Spell) |
|
||
| Medusa | Claw 1d8, Gaze 0d0 (Petrify), Bite 1d6 (Str.), |
|
||
| | Weapon 2d4 |
|
||
| minotaur | Claw 3d10, Claw 3d10, Butt 2d8 |
|
||
| Mordor orc | Weapon 1d6 |
|
||
| mountain centaur | Weapon 1d10, Kick 1d6, Kick 1d6 |
|
||
| mountain nymph | Claw 0d0 (Steal), Claw 0d0 (Seduce) |
|
||
| mumakil | Butt 4d12, Bite 2d6 |
|
||
| nalfeshnee | Claw 1d4, Claw 1d4, Bite 2d4, Magic 0d0 (Spell) |
|
||
| Nazgul | Weapon 1d4 (Drain Life), Breath 0d0 (Sleep) |
|
||
| newt | Bite 1d2 |
|
||
| nurse | Claw 2d6 (Heal) |
|
||
| ochre jelly | Engulf 3d6 (Acid), Defensive LEVd6 (Acid) |
|
||
| ogre | Weapon 2d5 |
|
||
| ogre king | Weapon 3d5 |
|
||
| ogre lord | Weapon 2d6 |
|
||
| Olog-hai | Claw 2d8, Weapon 3d6, Bite 2d6 |
|
||
| oracle | Defensive (LEV+1)d4 (Mag. Mis.) |
|
||
| orange dragon | Breath 4d25 (Sleep), Bite 3d8, Claw 1d4, |
|
||
| | Claw 1d4 |
|
||
| orc | Weapon 1d8 |
|
||
| orc mummy | Claw 1d6 |
|
||
| orc shaman | Magic 0d0 (Spell) |
|
||
| orc zombie | Claw 1d6 |
|
||
| orc-captain | Weapon 2d4, Weapon 2d4 |
|
||
| Orcus | Magic 8d6 (Spell), Weapon 3d6, Claw 3d4, |
|
||
| | Claw 3d4, Sting 2d4 (Str.) |
|
||
| owlbear | Claw 1d6, Claw 1d6, Hug 2d8 |
|
||
| pit fiend | Weapon 4d2, Weapon 4d2, Hug 2d4 |
|
||
| pit viper | Bite 1d4 (Str.), Bite 1d4 (Str.) |
|
||
| plains centaur | Weapon 1d6, Kick 1d6 |
|
||
| priest | Weapon 1d6 |
|
||
| priestess | Weapon 1d6 |
|
||
| purple worm | Bite 2d8, Engulf 1d10 (Digest) |
|
||
| python | Bite 1d4 (Str.), Hug 2d4 (Wrap) |
|
||
| quantum mechanic | Claw 1d4 (Teleport) |
|
||
| quasit | Claw 1d2 (Dex.), Claw 1d2 (Dex.), Bite 1d4 |
|
||
| queen bee | Sting 1d8 (Str.) |
|
||
| quivering blob | Touch 1d8 |
|
||
| rabid rat | Bite 2d4 (Con.) |
|
||
| ratwere | Bite 1d4 (Lycanthropy) |
|
||
| red dragon | Breath 6d6 (Fire), Bite 3d8, Claw 1d4, Claw 1d4 |
|
||
| red mold | Defensive (LEV+1)d4 (Fire) |
|
||
| red naga | Bite 2d4, Breath 2d6 (Fire) |
|
||
| red naga hatchling | Bite 1d4 |
|
||
| rock mole | Bite 1d6 |
|
||
| rock piercer | Bite 2d6 |
|
||
| rock troll | Claw 2d8, Weapon 3d6, Bite 2d6 |
|
||
| rogue | Weapon 1d6 |
|
||
| rope golem | Claw 1d6, Hug 6d1 |
|
||
| rothe | Claw 1d3, Bite 1d3, Bite 1d8 |
|
||
| rust monster | Touch 0d0 (Rust), Touch 0d0 (Rust), |
|
||
| | Defensive 0d0 (Rust) |
|
||
| samurai | Weapon 1d8 |
|
||
| scorpion | Claw 1d2, Claw 1d2, Sting 1d4 (Str.) |
|
||
| sergeant | Weapon 2d6 |
|
||
| sewer rat | Bite 1d3 |
|
||
| shopkeeper | Weapon 4d4, Weapon 4d4 |
|
||
| small mimic | Claw 3d4 |
|
||
| snake | Bite 1d6 (Str.) |
|
||
| soldier | Weapon 1d8 |
|
||
| soldier ant | Bite 2d4, Sting 3d4 (Str.) |
|
||
| spotted jelly | Defensive LEVd6 (Acid) |
|
||
| stalker | Claw 4d4 |
|
||
| steam vortex | Engulf 1d8 (Fire) |
|
||
| stone giant | Weapon 2d10 |
|
||
| stone golem | Claw 3d8 |
|
||
| straw golem | Claw 1d2, Claw 1d2 |
|
||
| succubus | Bite 0d0 (Seduce), Claw 1d3, Claw 1d3 |
|
||
| temple priest | Weapon 4d10, Kick 1d4, Magic 0d0 (Cleric Spl) |
|
||
| temple priestess | Weapon 4d10, Kick 1d4, Magic 0d0 (Cleric Spl) |
|
||
| tengu | Bite 1d7 |
|
||
| tiger | Claw 2d4, Claw 2d4, Bite 1d10 |
|
||
| titan | Weapon 2d8, Magic 0d0 (Spell) |
|
||
| titanothere | Claw 2d8 |
|
||
| tourist | Weapon 1d6 |
|
||
| trapper | Engulf 1d10 (Digest) |
|
||
| troll | Claw 4d2, Claw 4d2, Bite 2d6 |
|
||
| umber hulk | Claw 3d4, Claw 3d4, Bite 2d5, |
|
||
| | Gaze 0d0 (Confuse) |
|
||
| unarmored soldier | Weapon 1d8 |
|
||
| Uruk-hai | Weapon 1d8 |
|
||
| valkyrie | Weapon 1d8 |
|
||
| vampire | Claw 1d6, Bite 1d6 (Drain Life) |
|
||
| vampire bat | Bite 1d6, Bite 0d0 (Str.) |
|
||
| vampire lord | Claw 1d8, Bite 1d8 (Drain Life) |
|
||
| violet fungus | Touch 1d4, Touch 0d0 (Stick) |
|
||
| Vlad the Impaler | Weapon 1d6, Bite 1d6 (Drain Life) |
|
||
| vrock | Claw 1d4, Claw 1d4, Claw 1d8, Claw 1d8, |
|
||
| | Bite 1d6 |
|
||
| warg | Bite 2d6 |
|
||
| water demon | Weapon 1d3, Claw 1d3, Bite 1d3 |
|
||
| water elemental | Claw 5d6 |
|
||
| water moccasin | Bite 1d6 (Str.) |
|
||
| water nymph | Claw 0d0 (Steal), Claw 0d0 (Seduce) |
|
||
| water troll | Claw 2d8, Claw 2d8, Bite 2d6 |
|
||
| werejackal | Weapon 2d4 |
|
||
| wererat | Weapon 2d4 |
|
||
| werewolf | Weapon 2d4 |
|
||
| white dragon | Breath 4d6 (Cold), Bite 3d8, Claw 1d4, Claw 1d4 |
|
||
| white unicorn | Butt 1d12, Kick 1d6 |
|
||
| winter wolf | Bite 2d6, Breath 2d6 (Cold) |
|
||
| wizard | Weapon 1d6 |
|
||
| Wizard of Yendor | Claw 2d12 (Amulet), Magic 0d0 (Spell) |
|
||
| wolf | Bite 2d4 |
|
||
| wolfwere | Bite 2d6 (Lycanthropy) |
|
||
| wood golem | Claw 3d4 |
|
||
| wood nymph | Claw 0d0 (Steal), Claw 0d0 (Seduce) |
|
||
| Woodland-elf | Weapon 2d4 |
|
||
| wraith | Touch 1d6 (Drain Life) |
|
||
| wumpus | Bite 3d6 |
|
||
| xan | Sting 1d4 (Legs) |
|
||
| xorn | Claw 1d3, Claw 1d3, Claw 1d3, Bite 4d6 |
|
||
| Yeenoghu | Weapon 3d6, Weapon 2d8 (Confuse), |
|
||
| | Weapon 1d6 (Paralyze), Magic 2d6 (Mag. Mis.) |
|
||
| yellow dragon | Breath 4d6 (Acid), Bite 3d8, Claw 1d4, Claw 1d4 |
|
||
| yellow light | Explode 10d20 (Blind) |
|
||
| yellow mold | Defensive (LEV+1)d4 (Stun) |
|
||
| yeti | Claw 1d6, Claw 1d6, Bite 1d4 |
|
||
| zruty | Claw 3d4, Claw 3d4, Bite 3d6 |
|
||
-----------------------------------------------------------------------------
|
||
|
||
Attack types: The various attack types possible for an attack are listed
|
||
below, with a brief explanation for each.
|
||
|
||
Attack Type Description
|
||
------------------------------------------------------------------------
|
||
Bite The monster will attempt to bite you.
|
||
Breath With this attack type, the monster will breathe at you,
|
||
usually breathing a gas, liquid, fire, or the like. The
|
||
classical example of this is the fire breathing dragon
|
||
(a red dragon in nethack and most fantasy role playing
|
||
games).
|
||
Butt The monster will head-butt you, much in the same way
|
||
that a bull would, usually in order to bring a horn into
|
||
play.
|
||
Claw The monster attacks using its claws.
|
||
Defensive This attack type will only occur if you successfully
|
||
attack (i.e. hit) the monster in question. I.E. this is
|
||
a retributive strike.
|
||
Engulf The monster will attempt to engulf you. This can
|
||
involve swallowing you whole, as a purple worm would do,
|
||
or simply surrounding you, as a fog cloud would.
|
||
Explode With this attack type, the monster will literally
|
||
explode if you come within range of it, and the
|
||
explosion does the damage.
|
||
Gaze The monster will look at you in order attack. Usually
|
||
you have to meet the monster's gaze in order for the
|
||
attack to be successful.
|
||
Hug With this attack type, the monster will use a crushing
|
||
bear- like hug in order to incapacitate you as well as
|
||
prevent you from running away.
|
||
Kick The monster will kick you. For example, a horse (if it
|
||
were a nethack monster) would probably kick you. Temple
|
||
priest(ess)s also use kicking attacks.
|
||
Magic The monster will use a magic spell to attack.
|
||
Spit The monster will spit at you, and if the liquid that is
|
||
spat touches you, the attack is successful. A prime
|
||
example of this type of attack would be the spitting
|
||
cobra.
|
||
Sting The monster will attempt to sting you with a stinger.
|
||
Touch In order to successfully attack with this attack type,
|
||
the monster need only touch you.
|
||
Weapon The monster in question will use a weapon of some type
|
||
in order to do the damage listed. Thus, monsters with
|
||
this attack type will always be generated with weapons.
|
||
|
||
Damage: Damage is listed in the format xdy. In this format, x is the number
|
||
of dice rolled to determine the damage, and y is the number of faces on each
|
||
die rolled. Thus, if '1d6' were listed, it would mean that one six-sided die
|
||
would be rolled to determine the damage, giving a possible range of 1-6. If
|
||
'3d8' were listed, it would mean that three eight-sided dice would be rolled
|
||
to determine the damage, giving a possible range of 3-24.
|
||
|
||
Note: where "LEV" is listed (i.e. "LEVd4" or "(LEV+1)d4"), substitute the
|
||
monster's level.
|
||
|
||
Note that with some damage types, the damage indicated here will not be used
|
||
for actual hit point damage to the character, but may be used (for example)
|
||
to determine the length of paralyzation or blindness, etc.
|
||
|
||
|
||
Damage types: The various damage types possible for an attack are listed
|
||
below, with a brief explanation for each. The default damage type (i.e. if
|
||
no damage type is listed for the attack) is "Physical."
|
||
|
||
Damage Type Description
|
||
------------------------------------------------------------------------
|
||
Acid The damage done in this case is via acid. Thus, if you
|
||
are acid resistant (only certain monsters are), you
|
||
would take no damage.
|
||
Amulet Monsters with this damage type (basically the Wizard of
|
||
Yendor only) will attempt to steal the Amulet of Yendor
|
||
(assuming you have it).
|
||
Blind This damage type is used in conjuction with the engulf,
|
||
explode, and spit attack types. With the engulf attack
|
||
type, normal damage is done, and you will be blinded
|
||
until you manage to kill the creature or are expelled
|
||
from it. With the explode attack type, you will be
|
||
blinded for a number of rounds equal to the listed
|
||
damage, but no damage will be taken. For the spit
|
||
attack type, you will take normal damage and be blinded
|
||
for 1-25 rounds.
|
||
Cleric Spl Monsters with this damage type will cast a random cleric
|
||
spell, having random effects depending upon the spell
|
||
cast.
|
||
Cold The damage is done via cold or freezing. Thus, if you
|
||
are cold resistant, no damage will be done. However,
|
||
this type of damage also has a chance of destroying
|
||
potions.
|
||
Con. Damage of this type has the possibility of being
|
||
poisoned. If the attack is poisoned, your character will
|
||
lose 3 to 5 points of constitution in addition to the
|
||
normal damage taken.
|
||
Confuse An attack doing damage of this type will confuse you for
|
||
the number of rounds that would normally be damage.
|
||
(i.e. if 1d6 is listed for damage, you would be confused
|
||
for 1d6 rounds). No normal damage is received, however.
|
||
Curse If an attack using this damage type succeeds, the
|
||
attacking monster will "steal" one of your intrinsics.
|
||
Decay This damage type, in addition to doing normal damage,
|
||
has the capability of decaying organic material. Thus,
|
||
it can damage armor that is organic in nature (i.e.
|
||
robes, leather armor, etc.).
|
||
Dex. Damage of this type has the possibility of being
|
||
poisoned. If the attack is poisoned, your character will
|
||
lose 3 to 5 points of dexterity in addition to the
|
||
normal damage taken.
|
||
Digest This damage type occurs only in conjunction with the
|
||
attack type "Engulf." Basically, once the monster has
|
||
swallowed you whole, any damage done if via digestion in
|
||
the monster's stomach.
|
||
Disease In addition to the normal damage done, you also have a
|
||
chance of becoming sick and eventually dying of it.
|
||
Disint./Death This type of attack will usually kill you outright.
|
||
However, if the attack is a disintegration beam and you
|
||
are wearing armor, your outermost layer of armor will be
|
||
destroyed instead.
|
||
Drain Energy Damage of this type is done by draining the amount of
|
||
damage from your store of energy points instead of from
|
||
hit points.
|
||
Drain Life Monsters doing this kind of damage have a chance of
|
||
draining an experience level from you in addition to the
|
||
normal damage done.
|
||
Fire The damage is done via fire or heat. Thus, if you are
|
||
fire resistant, no damage will be done. This type of
|
||
damage also has a chance of catching scrolls and
|
||
spellbooks on fire, and causing potions to boil and
|
||
burst.
|
||
Heal This is probably the most unique of all the damage
|
||
types, and is basically reserved for nurses. If you are
|
||
wearing any type of armor, or are wielding any weapon
|
||
when this damage type is done to you, normal damage will
|
||
occur (unless you are a healer, in which case you'll get
|
||
a fun message). If, however, you aren't wearing any
|
||
armor, and are not wielding any weapon, you will
|
||
actually be healed by the attack, and if already at
|
||
maximum hit points, there is a chance that your maximum
|
||
will be increased by one point.
|
||
Legs Monsters doing this type of damage attack and do damage
|
||
primarily to your legs. Such damage can incapacitate
|
||
you and prevent you from walking or fighting, especially
|
||
if you're carrying a heavy load.
|
||
Lycanthropy Monsters with this damage type have a chance of not only
|
||
doing normal damage, but also conferring lycanthropy
|
||
upon you. If you catch lycanthropy (signified by the
|
||
message, "You feel feverish."), you will periodically
|
||
change form into a rat, jackal, or wolf, depending upon
|
||
which type of lycanthrope you got the disease from.
|
||
Mag. Mis. Attacks with this damage type are made via magic
|
||
missiles. If you are magic resistant, no damage will be
|
||
sustained.
|
||
Paralyze For most attack types, this kind of damage includes not
|
||
only the normal physical damage, but also the chance of
|
||
being paralyzed for a random time period. However, for
|
||
"Defensive" attacks, no damage is done, and you will be
|
||
paralyzed for the number of rounds listed as damage.
|
||
Petrify Monsters doing this type of damage have a chance of
|
||
turning you to stone. Generally the stoning (as it's
|
||
called) starts with the limbs, and then proceeds to the
|
||
rest of the body.
|
||
Physical The damage done is physical in nature (i.e. a cut to the
|
||
torso, etc.).
|
||
Rust Damage of this type has the capability of rusting metal.
|
||
If the attack type is defensive in nature, the weapon
|
||
you used to attack can rust. Otherwise, any metal armor
|
||
you might be wearing can rust.
|
||
Seduce Monsters with this damage type will attempt to seduce
|
||
you and will steal as many of your items as possible
|
||
while they are seducing you. Incubi/Succubi have
|
||
slightly different effects with this damage type, and
|
||
can have effects ranging from giving you experience to
|
||
outright killing you.
|
||
Shock Damage of this type is done via electrical shock. Thus,
|
||
if you are shock resistant, no damage will be done.
|
||
However, this damage also has a chance of destroying
|
||
wands and rings.
|
||
Sleep If an attack doing sleep damage succeeds, there is a
|
||
chance that you will be put to sleep for a random time
|
||
period in addition to the normal damage. Sleep
|
||
resistance will prevent you from being put to sleep, but
|
||
you will still sustain the normal damage.
|
||
Slow Attacks doing damage of this type have the possibility
|
||
of not only doing normal damage, but also of slowing you
|
||
down to normal speed if you are moving at faster than
|
||
normal speed.
|
||
Spell Monsters with this damage type will cast a random magic-
|
||
user spell, having varying effects depending upon the
|
||
spell cast.
|
||
Steal Monsters with this damage type will attempt to steal an
|
||
item from your inventory.
|
||
Steal $ Monsters with this damage type will attempt to steal any
|
||
gold which you might have.
|
||
Stick If an attack doing damage of this type succeeds, in
|
||
addition to doing the normal damage, you will be unable
|
||
to escape the monster in the next round.
|
||
Str. Damage of this type has the possibility of being
|
||
poisoned. If the attack is poisoned, your character will
|
||
lose 3 to 5 points of strength in addition to the normal
|
||
damage taken.
|
||
Stun An attack doing damage of this type will stun you for
|
||
the number of rounds that would normally be damage.
|
||
(i.e. if 1d6 is listed for damage, you would be stunned
|
||
for 1d6 rounds). In addition to stunning you for this
|
||
time period, you will take damage equal to one-half of
|
||
the time period you are stunned. (I.e., let's say the
|
||
monster can do 1d6 damage. Let's say it rolls a 4 for
|
||
that 1d6. Thus, you would be stunned for 4 rounds, and
|
||
take 2 hit points of damage.) The exception to all this
|
||
is "Defensive" attacks, where you will be stunned as per
|
||
a normal stun attack, but no physical damage is taken.
|
||
Teleport Monsters doing damage of this type can, in addition to
|
||
doing normal damage, teleport you to another spot on the
|
||
level.
|
||
Wrap This is a special damage type which is similar to
|
||
"Stick." However, this damage type is reserved for eels,
|
||
and if successful, in addition to keeping you from
|
||
running away the next round, there is a chance that you
|
||
will be dragged into the water.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Monster Information:
|
||
|
||
Name Lvl Spd AC MR Aln Wgt Nutr Siz
|
||
----------------------------------------------------------------------
|
||
| acid blob | 1 | 3 | 8 | 0 | N | 3 | 30 | S |
|
||
| air elemental | 8 | 36 | 2 | 30 | N | 5 | 0 | L |
|
||
| ape | 4 | 12 | 6 | 0 | N | 50 | 500 | L |
|
||
| archeologist | 1 | 10 | 10 | 1 | L | 45 | 400 | L |
|
||
| Asmodeus | 105 | 12 | -7 | 90 | L | 50 | 500 | L |
|
||
| Baalzebub | 89 | 9 | -5 | 85 | L | 50 | 500 | L |
|
||
| baby black dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L |
|
||
| baby blue dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L |
|
||
| baby crocodile | 3 | 6 | 7 | 0 | N | 20 | 200 | L |
|
||
| baby gray dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L |
|
||
| baby green dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L |
|
||
| baby long worm | 8 | 3 | 5 | 0 | N | 25 | 250 | L |
|
||
| baby orange dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L |
|
||
| baby purple worm | 8 | 3 | 5 | 0 | N | 25 | 250 | L |
|
||
| baby red dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L |
|
||
| baby white dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L |
|
||
| baby yellow dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L |
|
||
| balrog | 16 | 5 | -2 | 75 | C | 45 | 450 | L |
|
||
| baluchitherium | 14 | 12 | 5 | 0 | N | 80 | 800 | L |
|
||
| barbarian | 1 | 10 | 10 | 1 | C | 45 | 400 | L |
|
||
| barbed devil | 8 | 12 | 0 | 35 | L | 45 | 450 | L |
|
||
| barrow wight | 3 | 12 | 5 | 5 | C | 30 | 0 | L |
|
||
| bat | 0 | 22 | 8 | 0 | N | 2 | 20 | S |
|
||
| black dragon | 10 | 9 | -1 | 20 | C | 150 | 1500 | L |
|
||
| black naga | 8 | 14 | 2 | 10 | L | 60 | 400 | L |
|
||
| black naga hatchling | 3 | 10 | 6 | 0 | N | 20 | 100 | L |
|
||
| black pudding | 10 | 6 | 6 | 0 | N | 50 | 500 | L |
|
||
| black unicorn | 4 | 24 | 2 | 70 | C | 30 | 300 | L |
|
||
| blue dragon | 10 | 9 | -1 | 20 | C | 150 | 1500 | L |
|
||
| blue jelly | 4 | 0 | 8 | 10 | N | 2 | 20 | L |
|
||
| bone devil | 9 | 15 | -1 | 40 | C | 45 | 450 | L |
|
||
| brown mold | 1 | 0 | 9 | 0 | N | 5 | 30 | S |
|
||
| brown pudding | 5 | 3 | 8 | 0 | N | 50 | 500 | L |
|
||
| bugbear | 3 | 9 | 5 | 0 | C | 25 | 250 | L |
|
||
| captain | 12 | 4 | -3 | 15 | C | 45 | 400 | L |
|
||
| carnivorous ape | 5 | 12 | 6 | 0 | N | 55 | 550 | L |
|
||
| cave spider | 1 | 12 | 3 | 0 | N | 5 | 50 | S |
|
||
| caveman | 1 | 10 | 10 | 0 | L | 45 | 400 | L |
|
||
| cavewoman | 1 | 10 | 10 | 0 | L | 45 | 400 | L |
|
||
| Cerberus | 12 | 10 | 2 | 20 | C | 50 | 350 | L |
|
||
| chameleon | 6 | 5 | 6 | 10 | N | 10 | 100 | S |
|
||
| Charon | 76 | 18 | -5 | 120 | N | 45 | 400 | L |
|
||
| clay golem | 11 | 7 | 7 | 40 | N | 75 | 0 | L |
|
||
| cobra | 6 | 18 | 2 | 0 | N | 15 | 100 | L |
|
||
| cockatrice | 5 | 6 | 6 | 30 | N | 3 | 30 | S |
|
||
| crocodile | 6 | 9 | 5 | 0 | N | 45 | 400 | L |
|
||
| demilich | 14 | 9 | -2 | 60 | C | 30 | 100 | L |
|
||
| Demogorgon | 106 | 15 | -8 | 95 | C | 50 | 500 | L |
|
||
| demon | 10 | 12 | 4 | 30 | C | 45 | 450 | L |
|
||
| Dispater | 78 | 15 | -2 | 80 | L | 50 | 500 | L |
|
||
| djinni | 7 | 12 | 4 | 30 | N | 40 | 400 | L |
|
||
| dog | 4 | 16 | 5 | 0 | N | 20 | 200 | L |
|
||
| dust vortex | 4 | 20 | 2 | 30 | N | 20 | 0 | L |
|
||
| dwarf | 2 | 6 | 4 | 10 | L | 30 | 300 | L |
|
||
| dwarf king | 6 | 6 | 4 | 20 | L | 30 | 300 | L |
|
||
| dwarf lord | 4 | 6 | 4 | 10 | L | 30 | 300 | L |
|
||
| earth elemental | 8 | 6 | 2 | 30 | N | 50 | 0 | L |
|
||
| electric eel | 7 | 10 | -3 | 0 | N | 10 | 250 | L |
|
||
| elf | 1 | 12 | 10 | 2 | L | 35 | 350 | L |
|
||
| elf mummy | 6 | 12 | 4 | 30 | C | 35 | 350 | L |
|
||
| elf zombie | 3 | 6 | 9 | 0 | C | 35 | 350 | L |
|
||
| elf-lord | 8 | 12 | 5 | 20 | L | 35 | 350 | L |
|
||
| Elvenking | 9 | 12 | 5 | 25 | L | 35 | 350 | L |
|
||
| energy vortex | 6 | 20 | 2 | 30 | N | 20 | 0 | L |
|
||
| erinyes | 7 | 12 | 2 | 30 | L | 45 | 450 | L |
|
||
| ettin | 10 | 12 | 3 | 0 | N | 50 | 500 | L |
|
||
| ettin mummy | 7 | 12 | 4 | 30 | C | 50 | 500 | L |
|
||
| ettin zombie | 6 | 8 | 6 | 0 | C | 50 | 500 | L |
|
||
| fire ant | 3 | 18 | 3 | 10 | N | 3 | 30 | S |
|
||
| fire elemental | 8 | 12 | 2 | 30 | N | 5 | 0 | L |
|
||
| fire giant | 9 | 12 | 4 | 5 | L | 75 | 750 | L |
|
||
| fire vortex | 8 | 22 | 2 | 30 | N | 30 | 0 | L |
|
||
| flesh golem | 9 | 8 | 9 | 30 | N | 60 | 600 | L |
|
||
| floating eye | 2 | 1 | 9 | 10 | N | 1 | 10 | S |
|
||
| fog cloud | 3 | 1 | 0 | 0 | N | 10 | 0 | L |
|
||
| forest centaur | 5 | 18 | 3 | 10 | C | 55 | 600 | L |
|
||
| freezing sphere | 6 | 13 | 4 | 0 | N | 1 | 10 | S |
|
||
| frost giant | 10 | 12 | 3 | 10 | C | 75 | 750 | L |
|
||
| garter snake | 1 | 8 | 8 | 0 | N | 5 | 60 | S |
|
||
| gecko | 1 | 6 | 8 | 0 | N | 2 | 20 | S |
|
||
| gelatinous cube | 6 | 6 | 8 | 0 | N | 30 | 300 | L |
|
||
| Geryon | 72 | 3 | -3 | 75 | L | 50 | 500 | L |
|
||
| ghost | 10 | 3 | -5 | 50 | C | 45 | 0 | L |
|
||
| giant | 6 | 6 | 0 | 0 | L | 75 | 750 | L |
|
||
| giant ant | 2 | 18 | 3 | 0 | N | 1 | 10 | S |
|
||
| giant bat | 2 | 22 | 7 | 0 | N | 3 | 30 | L |
|
||
| giant beetle | 5 | 6 | 4 | 0 | N | 1 | 10 | L |
|
||
| giant eel | 5 | 9 | -1 | 0 | N | 10 | 250 | L |
|
||
| giant mimic | 9 | 3 | 7 | 20 | N | 60 | 500 | L |
|
||
| giant mummy | 8 | 14 | 3 | 30 | C | 75 | 750 | L |
|
||
| giant rat | 1 | 10 | 7 | 0 | N | 3 | 30 | S |
|
||
| giant spider | 5 | 15 | 4 | 0 | N | 10 | 100 | L |
|
||
| giant zombie | 8 | 8 | 6 | 0 | C | 75 | 750 | L |
|
||
| gnome | 1 | 6 | 5 | 4 | N | 10 | 100 | S |
|
||
| gnome king | 5 | 10 | 2 | 20 | N | 20 | 150 | S |
|
||
| gnome lord | 3 | 8 | 4 | 4 | N | 15 | 120 | S |
|
||
| gnome mummy | 4 | 10 | 6 | 20 | C | 10 | 100 | S |
|
||
| gnome zombie | 1 | 6 | 10 | 0 | C | 10 | 100 | S |
|
||
| gnomish wizard | 3 | 10 | 4 | 10 | N | 15 | 120 | S |
|
||
| goblin | 0 | 6 | 6 | 0 | C | 10 | 100 | S |
|
||
| golden naga | 10 | 14 | 2 | 70 | L | 60 | 400 | L |
|
||
| golden naga hatchling | 3 | 10 | 6 | 0 | N | 20 | 100 | L |
|
||
| gray dragon | 10 | 9 | -1 | 20 | L | 150 | 1500 | L |
|
||
| gray ooze | 3 | 1 | 8 | 0 | N | 50 | 500 | L |
|
||
| gray unicorn | 4 | 24 | 2 | 70 | N | 30 | 300 | L |
|
||
| green dragon | 10 | 9 | -1 | 20 | L | 150 | 1500 | L |
|
||
| green mold | 1 | 0 | 9 | 0 | N | 5 | 30 | S |
|
||
| Green-elf | 5 | 12 | 5 | 10 | L | 35 | 350 | L |
|
||
| gremlin | 5 | 12 | 2 | 25 | C | 10 | 30 | S |
|
||
| Grey-elf | 6 | 12 | 5 | 10 | L | 35 | 350 | L |
|
||
| grid bug | 0 | 12 | 9 | 0 | N | 5 | 50 | S |
|
||
| guard | 12 | 12 | -1 | 40 | L | 45 | 400 | L |
|
||
| guardian naga | 12 | 16 | 0 | 50 | L | 60 | 400 | L |
|
||
| guardian naga hatchling | 3 | 10 | 6 | 0 | N | 20 | 100 | L |
|
||
| healer | 1 | 10 | 10 | 1 | L | 45 | 400 | L |
|
||
| hell hound | 12 | 14 | 2 | 20 | N | 30 | 300 | L |
|
||
| hell hound pup | 7 | 12 | 4 | 20 | C | 20 | 200 | S |
|
||
| hezrou | 9 | 6 | -2 | 55 | C | 45 | 450 | L |
|
||
| hill giant | 8 | 10 | 6 | 0 | C | 70 | 700 | L |
|
||
| hill orc | 2 | 9 | 6 | 0 | C | 20 | 200 | L |
|
||
| hobbit | 1 | 9 | 7 | 0 | L | 20 | 200 | S |
|
||
| hobgoblin | 1 | 9 | 6 | 0 | C | 20 | 200 | L |
|
||
| homunculus | 2 | 12 | 6 | 10 | C | 20 | 200 | S |
|
||
| horned devil | 6 | 9 | -5 | 50 | L | 45 | 450 | L |
|
||
| housecat | 4 | 16 | 5 | 0 | N | 20 | 200 | S |
|
||
| human | 0 | 12 | 10 | 0 | N | 45 | 400 | L |
|
||
| human mummy | 6 | 12 | 4 | 30 | C | 40 | 400 | L |
|
||
| human zombie | 4 | 6 | 8 | 0 | C | 40 | 400 | L |
|
||
| ice devil | 11 | 6 | -4 | 55 | C | 45 | 450 | L |
|
||
| ice troll | 9 | 10 | 2 | 20 | C | 40 | 300 | L |
|
||
| ice vortex | 5 | 20 | 2 | 30 | N | 30 | 0 | L |
|
||
| iguana | 2 | 6 | 7 | 0 | N | 3 | 30 | S |
|
||
| imp | 3 | 12 | 2 | 20 | C | 1 | 10 | S |
|
||
| incubus | 6 | 12 | 0 | 70 | C | 45 | 450 | L |
|
||
| iron golem | 18 | 6 | 3 | 60 | N | 100 | 0 | L |
|
||
| iron piercer | 5 | 1 | 0 | 0 | N | 40 | 300 | L |
|
||
| jabberwock | 15 | 12 | -2 | 50 | N | 60 | 600 | L |
|
||
| jackal | 0 | 12 | 7 | 0 | N | 25 | 250 | S |
|
||
| jackalwere | 2 | 12 | 7 | 10 | C | 25 | 250 | S |
|
||
| jaguar | 4 | 15 | 6 | 0 | N | 30 | 300 | L |
|
||
| Juiblex | 50 | 3 | -7 | 65 | C | 50 | 250 | L |
|
||
| Keystone Kop | 1 | 6 | 7 | 10 | L | 45 | 200 | L |
|
||
| killer bee | 1 | 18 | -1 | 0 | N | 1 | 10 | S |
|
||
| kitten | 2 | 18 | 6 | 0 | N | 15 | 150 | S |
|
||
| knight | 1 | 10 | 10 | 1 | L | 45 | 400 | L |
|
||
| kobold | 0 | 6 | 7 | 0 | C | 10 | 100 | S |
|
||
| kobold lord | 2 | 6 | 5 | 0 | C | 20 | 200 | S |
|
||
| kobold mummy | 3 | 8 | 6 | 20 | C | 10 | 100 | S |
|
||
| kobold shaman | 1 | 6 | 6 | 10 | C | 15 | 150 | S |
|
||
| kobold zombie | 0 | 6 | 10 | 0 | C | 10 | 100 | S |
|
||
| Kop Kaptain | 4 | 12 | 4 | 20 | L | 45 | 200 | L |
|
||
| Kop Lieutenant | 3 | 10 | 5 | 20 | L | 45 | 200 | L |
|
||
| Kop Sergeant | 2 | 8 | 6 | 10 | L | 45 | 200 | L |
|
||
| kraken | 20 | 3 | 6 | 0 | C | 100 | 1000 | L |
|
||
| large cat | 6 | 15 | 4 | 0 | N | 25 | 250 | S |
|
||
| large dog | 6 | 15 | 4 | 0 | N | 25 | 250 | L |
|
||
| large kobold | 1 | 6 | 6 | 0 | C | 15 | 150 | S |
|
||
| large mimic | 8 | 3 | 7 | 10 | N | 40 | 400 | L |
|
||
| leather golem | 6 | 6 | 6 | 0 | N | 40 | 0 | L |
|
||
| lemure | 3 | 3 | 7 | 0 | C | 10 | 100 | L |
|
||
| leocrotta | 6 | 18 | 4 | 10 | N | 50 | 500 | L |
|
||
| leprechaun | 5 | 15 | 8 | 20 | N | 30 | 300 | S |
|
||
| lich | 11 | 6 | 0 | 30 | C | 30 | 100 | L |
|
||
| lieutenant | 10 | 4 | -2 | 15 | C | 45 | 400 | L |
|
||
| little dog | 2 | 18 | 6 | 0 | N | 15 | 150 | S |
|
||
| lizard | 5 | 6 | 6 | 10 | N | 1 | 40 | S |
|
||
| long worm | 8 | 3 | 5 | 10 | N | 50 | 500 | L |
|
||
| lurker above | 10 | 3 | 3 | 0 | N | 40 | 350 | L |
|
||
| mail daemon | 56 | 24 | 10 | 127 | N | 30 | 300 | L |
|
||
| manes | 1 | 3 | 7 | 0 | C | 10 | 100 | S |
|
||
| marilith | 7 | 12 | -6 | 80 | C | 45 | 450 | L |
|
||
| master lich | 17 | 9 | -4 | 90 | C | 30 | 100 | L |
|
||
| Medusa | 20 | 12 | 2 | 50 | C | 45 | 400 | L |
|
||
| minotaur | 15 | 15 | 6 | 0 | N | 70 | 700 | L |
|
||
| Mordor orc | 3 | 5 | 6 | 0 | C | 20 | 200 | L |
|
||
| mountain centaur | 6 | 20 | 2 | 10 | C | 55 | 500 | L |
|
||
| mountain nymph | 3 | 12 | 9 | 20 | N | 30 | 300 | L |
|
||
| mumakil | 5 | 9 | 0 | 0 | C | 70 | 500 | L |
|
||
| nalfeshnee | 11 | 9 | -1 | 65 | C | 45 | 450 | L |
|
||
| Nazgul | 13 | 12 | 0 | 25 | C | 30 | 0 | L |
|
||
| newt | 0 | 6 | 8 | 0 | N | 2 | 20 | S |
|
||
| nurse | 11 | 6 | 0 | 0 | N | 45 | 400 | L |
|
||
| ochre jelly | 6 | 3 | 8 | 20 | N | 2 | 20 | L |
|
||
| ogre | 5 | 10 | 5 | 0 | C | 60 | 500 | L |
|
||
| ogre king | 7 | 14 | 4 | 60 | C | 70 | 750 | L |
|
||
| ogre lord | 7 | 12 | 3 | 30 | C | 70 | 700 | L |
|
||
| Olog-hai | 13 | 12 | -4 | 0 | C | 40 | 400 | L |
|
||
| oracle | 12 | 0 | 0 | 50 | N | 45 | 400 | L |
|
||
| orange dragon | 10 | 9 | -1 | 20 | L | 150 | 1500 | L |
|
||
| orc | 1 | 9 | 6 | 0 | C | 15 | 150 | L |
|
||
| orc mummy | 5 | 10 | 5 | 20 | C | 15 | 150 | L |
|
||
| orc shaman | 3 | 9 | 5 | 10 | C | 30 | 300 | L |
|
||
| orc zombie | 2 | 6 | 9 | 0 | C | 15 | 150 | L |
|
||
| orc-captain | 5 | 5 | 4 | 0 | C | 35 | 350 | L |
|
||
| Orcus | 66 | 9 | -6 | 85 | C | 50 | 500 | L |
|
||
| owlbear | 5 | 12 | 5 | 0 | N | 70 | 700 | L |
|
||
| pit fiend | 13 | 6 | -3 | 65 | C | 45 | 450 | L |
|
||
| pit viper | 6 | 15 | 2 | 0 | N | 5 | 60 | L |
|
||
| plains centaur | 4 | 18 | 4 | 0 | N | 50 | 500 | L |
|
||
| priest | 1 | 10 | 10 | 2 | N | 45 | 400 | L |
|
||
| priestess | 1 | 10 | 10 | 2 | N | 45 | 400 | L |
|
||
| purple worm | 15 | 9 | 6 | 20 | N | 70 | 700 | L |
|
||
| python | 6 | 3 | 5 | 0 | N | 15 | 100 | L |
|
||
| quantum mechanic* | 7 | 12 | 3 | 10 | N | 2 | 20 | L |
|
||
| quasit | 3 | 15 | 2 | 20 | C | 20 | 200 | S |
|
||
| queen bee | 9 | 24 | -4 | 0 | N | 1 | 10 | S |
|
||
| quivering blob | 5 | 1 | 8 | 0 | N | 20 | 200 | S |
|
||
| rabid rat | 2 | 12 | 6 | 0 | N | 3 | 10 | S |
|
||
| ratwere | 2 | 12 | 6 | 10 | C | 3 | 30 | S |
|
||
| red dragon | 10 | 9 | -1 | 20 | C | 150 | 1500 | L |
|
||
| red mold | 1 | 0 | 9 | 0 | N | 5 | 30 | S |
|
||
| red naga | 6 | 12 | 4 | 0 | C | 60 | 400 | L |
|
||
| red naga hatchling | 3 | 10 | 6 | 0 | N | 20 | 100 | L |
|
||
| rock mole | 3 | 3 | 0 | 20 | N | 3 | 30 | S |
|
||
| rock piercer | 3 | 1 | 3 | 0 | N | 20 | 200 | S |
|
||
| rock troll | 9 | 12 | 0 | 0 | C | 40 | 300 | L |
|
||
| rogue | 1 | 10 | 10 | 1 | C | 45 | 400 | L |
|
||
| rope golem | 4 | 9 | 8 | 0 | N | 20 | 0 | L |
|
||
| rothe | 2 | 9 | 7 | 0 | N | 10 | 100 | L |
|
||
| rust monster | 5 | 18 | 2 | 0 | N | 50 | 500 | L |
|
||
| samurai | 1 | 10 | 10 | 1 | L | 45 | 400 | L |
|
||
| scorpion | 5 | 15 | 3 | 0 | N | 10 | 100 | S |
|
||
| sergeant | 8 | 4 | 0 | 5 | C | 45 | 400 | L |
|
||
| sewer rat | 0 | 12 | 7 | 0 | N | 2 | 20 | S |
|
||
| shopkeeper | 12 | 18 | 0 | 50 | N | 45 | 400 | L |
|
||
| small mimic | 7 | 3 | 7 | 0 | N | 20 | 200 | L |
|
||
| snake | 4 | 15 | 3 | 0 | N | 10 | 80 | S |
|
||
| soldier | 6 | 4 | 3 | 0 | C | 45 | 400 | L |
|
||
| soldier ant | 3 | 18 | 3 | 0 | N | 2 | 20 | S |
|
||
| spotted jelly | 5 | 0 | 8 | 10 | N | 2 | 20 | L |
|
||
| stalker | 8 | 12 | 3 | 0 | N | 40 | 400 | L |
|
||
| steam vortex | 7 | 22 | 2 | 30 | N | 30 | 0 | L |
|
||
| stone giant | 6 | 6 | 0 | 0 | L | 75 | 750 | L |
|
||
| stone golem | 14 | 6 | 5 | 50 | N | 90 | 0 | L |
|
||
| straw golem | 3 | 12 | 10 | 0 | N | 10 | 0 | L |
|
||
| succubus | 6 | 12 | 0 | 70 | C | 45 | 450 | L |
|
||
| temple priest | 12 | 12 | 0 | 50 | L | 45 | 400 | L |
|
||
| temple priestess | 12 | 12 | 0 | 50 | L | 45 | 400 | L |
|
||
| tengu | 6 | 13 | 5 | 30 | L | 30 | 300 | S |
|
||
| tiger | 6 | 12 | 6 | 0 | N | 30 | 300 | L |
|
||
| titan | 16 | 18 | -3 | 70 | L | 90 | 900 | L |
|
||
| titanothere | 12 | 12 | 6 | 0 | N | 65 | 650 | L |
|
||
| tourist | 1 | 10 | 10 | 1 | N | 45 | 400 | L |
|
||
| trapper | 12 | 3 | 3 | 0 | N | 40 | 350 | L |
|
||
| troll | 7 | 12 | 4 | 0 | C | 40 | 400 | L |
|
||
| umber hulk | 9 | 6 | 2 | 25 | N | 50 | 500 | L |
|
||
| unarmored soldier | 6 | 4 | 10 | 0 | C | 45 | 400 | L |
|
||
| Uruk-hai | 3 | 7 | 5 | 0 | C | 30 | 300 | L |
|
||
| valkyrie | 1 | 10 | 10 | 1 | C | 45 | 400 | L |
|
||
| vampire | 10 | 12 | 1 | 25 | C | 40 | 400 | L |
|
||
| vampire bat | 5 | 20 | 6 | 0 | N | 3 | 20 | S |
|
||
| vampire lord | 12 | 14 | 0 | 50 | C | 40 | 400 | L |
|
||
| violet fungus | 3 | 1 | 7 | 0 | N | 10 | 100 | S |
|
||
| Vlad the Impaler | 14 | 18 | -3 | 80 | C | 40 | 400 | L |
|
||
| vrock | 8 | 12 | 0 | 50 | C | 45 | 450 | L |
|
||
| warg | 7 | 12 | 4 | 0 | C | 35 | 350 | L |
|
||
| water demon | 8 | 12 | 4 | 30 | C | 45 | 450 | L |
|
||
| water elemental | 8 | 6 | 2 | 30 | N | 50 | 0 | L |
|
||
| water moccasin | 4 | 15 | 3 | 0 | N | 10 | 100 | S |
|
||
| water nymph | 3 | 12 | 9 | 20 | N | 30 | 300 | L |
|
||
| water troll | 11 | 14 | 4 | 40 | C | 40 | 400 | L |
|
||
| werejackal | 2 | 12 | 7 | 10 | C | 45 | 400 | L |
|
||
| wererat | 2 | 12 | 7 | 10 | C | 45 | 400 | L |
|
||
| werewolf | 5 | 12 | 6 | 20 | C | 45 | 400 | L |
|
||
| white dragon | 10 | 9 | -1 | 20 | C | 150 | 1500 | L |
|
||
| white unicorn | 4 | 24 | 2 | 70 | L | 30 | 300 | L |
|
||
| winter wolf | 7 | 12 | 4 | 0 | N | 30 | 300 | L |
|
||
| wizard | 1 | 10 | 10 | 3 | N | 45 | 400 | L |
|
||
| Wizard of Yendor | 30 | 12 | -8 | 100 | C | 45 | 400 | L |
|
||
| wolf | 5 | 12 | 4 | 0 | N | 25 | 250 | S |
|
||
| wolfwere | 5 | 12 | 4 | 20 | C | 25 | 250 | L |
|
||
| wood golem | 7 | 3 | 4 | 0 | N | 50 | 0 | L |
|
||
| wood nymph | 3 | 12 | 9 | 20 | N | 30 | 300 | L |
|
||
| Woodland-elf | 4 | 12 | 5 | 10 | L | 35 | 350 | L |
|
||
| wraith | 6 | 12 | 4 | 15 | C | 30 | 0 | L |
|
||
| wumpus | 8 | 3 | 2 | 10 | N | 50 | 500 | L |
|
||
| xan | 7 | 18 | -4 | 0 | N | 30 | 300 | S |
|
||
| xorn | 8 | 9 | 2 | 20 | N | 70 | 700 | L |
|
||
| Yeenoghu | 56 | 18 | -5 | 80 | C | 50 | 500 | L |
|
||
| yellow dragon | 10 | 9 | -1 | 20 | L | 150 | 1500 | L |
|
||
| yellow light | 3 | 15 | 0 | 0 | N | 1 | 10 | S |
|
||
| yellow mold | 1 | 0 | 9 | 0 | N | 5 | 30 | S |
|
||
| yeti | 5 | 15 | 6 | 0 | N | 70 | 700 | L |
|
||
| zruty | 9 | 8 | 3 | 0 | N | 60 | 600 | L |
|
||
----------------------------------------------------------------------
|
||
|
||
Following is a description of the contents of each column:
|
||
|
||
Lvl This column contains the level of the monster. Level determines items
|
||
the monster's hit points, how many experience points it's worth, etc.
|
||
Spd This is the monster's speed. Compare this with your standard
|
||
character's speed of 10.
|
||
AC This is the monster's armor class. The lower this is, the harder it
|
||
will be to hit the monster.
|
||
MR This is the magic resistance of the monster, and it is the percentage
|
||
chance that any spell hitting the monster has of failing.
|
||
Aln This is the monster's alignment. C = Chaotic, N = Neutral, and L =
|
||
Lawful
|
||
Wgt This is the weight of the monster. Consequently, it is also the weight
|
||
of any corpse the monster may leave.
|
||
Nutr This is the nutritional value that can be gained from the monster's
|
||
corpse, if eaten.
|
||
Siz This is the size of the monster, as may be used to compute weapon
|
||
damage. S is smaller than human size, and L is larger than human size.
|
||
|
||
* Just for the physics types, these are the names of the Quantum Mechanics.
|
||
How many do you know?
|
||
|
||
Max (Born) Niels (Bohr)
|
||
Wolfgang (Pauli) Paul (Dirac)
|
||
Louis (de Broglie) Pascual (Jordan)
|
||
Erwin (Schroedinger) Dick (Feynman)
|
||
Werner (Heisenberg) Sam (Beckett)
|
||
|
||
-----------------------------------------------------------------------------
|
||
Monster Intrinsics:
|
||
|
||
Name Intrinsics
|
||
-----------------------------------------------------------------------------
|
||
| acid blob | Acid, Amorph., No Eyes, No Limbs, Sleep Res, |
|
||
| | Stone Res |
|
||
| air elemental | Fly, No Corpse, No Eyes, No Limbs, Poison, |
|
||
| | Pois Res |
|
||
| ape | |
|
||
| archeologist | No Poly., Tunnel |
|
||
| Asmodeus | Cold Res, Fire Res, Fly, No Corpse, No Poly., |
|
||
| | Poison, See Invis |
|
||
| Baalzebub | Fire Res, Fly, No Corpse, No Poly., Poison, |
|
||
| | See Invis |
|
||
| baby black dragon | Disin Res, Fly, No Hands, Thick Hide |
|
||
| baby blue dragon | Fly, No Hands, Shock Res, Thick Hide |
|
||
| baby crocodile | No Hands, Swim |
|
||
| baby gray dragon | Fly, No Hands, Thick Hide |
|
||
| baby green dragon | Fly, No Hands, Poison, Pois Res, Thick Hide |
|
||
| baby long worm | No Limbs |
|
||
| baby orange dragon | Fly, No Hands, Sleep Res, Thick Hide |
|
||
| baby purple worm | No Limbs |
|
||
| baby red dragon | Fire Res, Fly, No Hands, Thick Hide |
|
||
| baby white dragon | Cold Res, Fly, No Hands, Thick Hide |
|
||
| baby yellow dragon | Acid, Fly, No Hands, Stone Res, Thick Hide |
|
||
| balrog | Fire Res, Fly, No Corpse, Poison, See Invis |
|
||
| baluchitherium | No Hands, Thick Hide |
|
||
| barbarian | No Poly., Poison, Pois Res |
|
||
| barbed devil | Fire Res, No Corpse, Poison, Thick Hide |
|
||
| barrow wight | No Corpse, Poison, Pois Res |
|
||
| bat | Fly, No Hands |
|
||
| black dragon | Fly, Disin Res, Eggs, No Hands, See Invis, |
|
||
| | Thick Hide |
|
||
| black naga | Acid, Eggs, No Limbs, Poison, Pois Res, |
|
||
| | Stone Res, Thick Hide |
|
||
| black naga hatchling | No Limbs, Poison, Pois Res, Stone Res, |
|
||
| | Thick Hide |
|
||
| black pudding | Amorph., Cold Res, No Eyes, No Limbs, Poison, |
|
||
| | Pois Res, Shock Res |
|
||
| black unicorn | No Hands, Poison, Pois Res |
|
||
| blue dragon | Fly, Eggs, No Hands, See Invis, Shock Res, |
|
||
| | Thick Hide |
|
||
| blue jelly | Amorph., Cold Res, No Eyes, No Limbs, Poison, |
|
||
| | Pois Res |
|
||
| bone devil | Fire Res, No Corpse, Poison |
|
||
| brown mold | Cold Res, No Eyes, No Limbs, Poison, Pois Res |
|
||
| brown pudding | Amorph., Cold Res, No Eyes, No Limbs, Poison, |
|
||
| | Pois Res, Shock Res |
|
||
| bugbear | |
|
||
| captain | No Poly. |
|
||
| carnivorous ape | |
|
||
| cave spider | Eggs, No Hands, Poison, Pois Res |
|
||
| caveman | No Poly. |
|
||
| cavewoman | No Poly. |
|
||
| Cerberus | Fire Res, No Hands, No Poly. |
|
||
| chameleon | No Hands, No Poly. |
|
||
| Charon | Fire Res, No Corpse, No Poly., Poison, |
|
||
| | Pois Res, See Invis |
|
||
| clay golem | No Corpse, Poison, Pois Res, Thick Hide |
|
||
| cobra | Eggs, No Limbs, Poison, Pois Res, Swim |
|
||
| cockatrice | Eggs, No Hands, Poison, Pois Res, Stone Res |
|
||
| crocodile | Eggs, No Hands, Swim, Thick Hide |
|
||
| demilich | Cold Res, Poison, Regen |
|
||
| Demogorgon | Fire Res, Fly, No Corpse, No Hands, No Poly., |
|
||
| | Poison, See Invis |
|
||
| demon | Fire Res, No Corpse, Poison |
|
||
| Dispater | Fire Res, Fly, No Corpse, No Poly., Poison, |
|
||
| | See Invis |
|
||
| djinni | Fly, No Corpse, No Poly., Poison |
|
||
| dog | Domestic, No Hands |
|
||
| dust vortex | Fly, No Corpse, No Eyes, No Limbs, Poison, |
|
||
| | Pois Res |
|
||
| dwarf | Tunnel |
|
||
| dwarf king | Tunnel |
|
||
| dwarf lord | Tunnel |
|
||
| earth elemental | No Corpse, No Eyes, No Limbs, Phase, Poison, |
|
||
| | Pois Res, Stone Res, Thick Hide |
|
||
| electric eel | Eggs, No Limbs, No Poly., Shock Res, Swim |
|
||
| elf | No Poly., See Invis, Sleep Res |
|
||
| elf mummy | No Corpse, Poison, Sleep Res |
|
||
| elf zombie | No Corpse, Poison, Pois Res, Sleep Res |
|
||
| elf-lord | Sleep Res |
|
||
| Elvenking | Sleep Res |
|
||
| energy vortex | Fly, No Corpse, No Eyes, No Limbs, Poison, |
|
||
| | Pois Res, Shock Res |
|
||
| erinyes | Fire Res, No Corpse, Poison |
|
||
| ettin | |
|
||
| ettin mummy | No Corpse, Poison |
|
||
| ettin zombie | No Corpse, Poison, Pois Res |
|
||
| fire ant | Fire Res, Eggs, No Hands |
|
||
| fire elemental | Fire Res, Fly, No Corpse, No Eyes, No Limbs, |
|
||
| | Poison, Pois Res |
|
||
| fire giant | Fire Res |
|
||
| fire vortex | Fire Res, Fly, No Corpse, No Eyes, No Limbs, |
|
||
| | Poison, Pois Res |
|
||
| flesh golem | Cold Res, Fire Res, Poison, Pois Res, Shock Res |
|
||
| floating eye | Fly, No Limbs |
|
||
| fog cloud | Amorph., Fly, No Corpse, No Eyes, No Limbs, |
|
||
| | Poison, Pois Res |
|
||
| forest centaur | |
|
||
| freezing sphere | Cold Res, Fly, No Limbs |
|
||
| frost giant | Cold Res |
|
||
| garter snake | Eggs, No Limbs, Swim |
|
||
| gecko | No Hands |
|
||
| gelatinous cube | Cold Res, Fire Res, No Eyes, No Limbs, |
|
||
| | Shock Res, Sleep Res |
|
||
| Geryon | Fire Res, Fly, No Corpse, No Poly., Poison, |
|
||
| | See Invis |
|
||
| ghost | Fly, No Corpse, No Poly., Phase, Poison, |
|
||
| | Pois Res |
|
||
| giant | |
|
||
| giant ant | Eggs, No Hands |
|
||
| giant bat | Fly, No Hands |
|
||
| giant beetle | No Hands, Poison, Pois Res |
|
||
| giant eel | Eggs, No Limbs, No Poly., Swim |
|
||
| giant mimic | Hide, No Eyes, No Limbs |
|
||
| giant mummy | No Corpse, Poison |
|
||
| giant rat | No Hands |
|
||
| giant spider | Eggs, No Hands, Poison, Pois Res |
|
||
| giant zombie | No Corpse, Poison, Pois Res |
|
||
| gnome | |
|
||
| gnome king | |
|
||
| gnome lord | |
|
||
| gnome mummy | No Corpse, Poison |
|
||
| gnome zombie | No Corpse, Poison, Pois Res |
|
||
| gnomish wizard | |
|
||
| goblin | |
|
||
| golden naga | Eggs, No Limbs, Poison, Pois Res, Thick Hide |
|
||
| golden naga hatchling | No Limbs, Poison, Pois Res, Thick Hide |
|
||
| gray dragon | Fly, Eggs, No Hands, See Invis, Thick Hide |
|
||
| gray ooze | Amorph., No Eyes, No Limbs, Poison, Pois Res |
|
||
| gray unicorn | No Hands, Poison, Pois Res |
|
||
| green dragon | Fly, Eggs, No Hands, Poison, Pois Res, |
|
||
| | See Invis, Thick Hide |
|
||
| green mold | Acid, No Eyes, No Limbs, Stone Res |
|
||
| Green-elf | Sleep Res |
|
||
| gremlin | Poison, Swim |
|
||
| Grey-elf | Sleep Res |
|
||
| grid bug | No Corpse, Shock Res |
|
||
| guard | No Poly. |
|
||
| guardian naga | Eggs, No Limbs, Poison, Pois Res, Thick Hide |
|
||
| guardian naga hatchling | No Limbs, Poison, Pois Res, Thick Hide |
|
||
| healer | No Poly., Poison, Pois Res |
|
||
| hell hound | Fire Res, No Hands |
|
||
| hell hound pup | Fire Res, No Hands |
|
||
| hezrou | Fire Res, No Corpse, Poison |
|
||
| hill giant | |
|
||
| hill orc | |
|
||
| hobbit | |
|
||
| hobgoblin | |
|
||
| homunculus | Fly, Poison, Pois Res, Sleep Res |
|
||
| horned devil | Fire Res, No Corpse, Poison, Thick Hide |
|
||
| housecat | Domestic, No Hands |
|
||
| human | No Poly. |
|
||
| human mummy | No Corpse, Poison |
|
||
| human zombie | No Corpse, Poison, Pois Res |
|
||
| ice devil | Cold Res, Fire Res, No Corpse, Poison, |
|
||
| | See Invis |
|
||
| ice troll | Cold Res, Regen |
|
||
| ice vortex | Cold Res, Fly, No Corpse, No Eyes, No Limbs, |
|
||
| | Poison, Pois Res |
|
||
| iguana | No Hands |
|
||
| imp | Regen |
|
||
| incubus | Fire Res, Fly, No Corpse, Poison |
|
||
| iron golem | Cold Res, Fire Res, No Corpse, Poison, |
|
||
| | Shock Res, Thick Hide |
|
||
| iron piercer | Hide, No Eyes, No Limbs |
|
||
| jabberwock | Fly |
|
||
| jackal | No Hands |
|
||
| jackalwere | No Corpse, No Hands, No Poly., Poison, Regen |
|
||
| jaguar | No Hands |
|
||
| Juiblex | Acid, Amorph., Fire Res, Fly, No Corpse, |
|
||
| | No Poly., Poison, See Invis |
|
||
| Keystone Kop | |
|
||
| killer bee | Fly, No Hands, Poison, Pois Res |
|
||
| kitten | Domestic, No Hands |
|
||
| knight | No Poly. |
|
||
| kobold | Poison |
|
||
| kobold lord | Poison |
|
||
| kobold mummy | No Corpse, Poison |
|
||
| kobold shaman | Poison |
|
||
| kobold zombie | No Corpse, Poison, Pois Res |
|
||
| Kop Kaptain | |
|
||
| Kop Lieutenant | |
|
||
| Kop Sergeant | |
|
||
| kraken | No Hands, No Poly., Swim |
|
||
| large cat | Domestic, No Hands |
|
||
| large dog | Domestic, No Hands |
|
||
| large kobold | Poison |
|
||
| large mimic | Hide, No Eyes, No Limbs |
|
||
| leather golem | No Corpse, Poison, Pois Res |
|
||
| lemure | No Corpse, Poison, Regen, Sleep Res |
|
||
| leocrotta | No Hands |
|
||
| leprechaun | Teleport |
|
||
| lich | Cold Res, Poison, Regen |
|
||
| lieutenant | No Poly. |
|
||
| little dog | Domestic, No Hands |
|
||
| lizard | No Hands, Stone Res |
|
||
| long worm | Eggs, No Limbs, No Poly. |
|
||
| lurker above | Fly, Hide, No Eyes, No Limbs |
|
||
| mail daemon | Cold Res, Fire Res, Fly, No Corpse, No Poly., |
|
||
| | Poison, See Invis, Sleep Res, Swim |
|
||
| manes | No Corpse, Poison |
|
||
| marilith | Fire Res, No Corpse, Poison, See Invis |
|
||
| master lich | Cold Res, Fire Res, Poison, Regen |
|
||
| Medusa | No Poly., Poison, Pois Res, Stone Res |
|
||
| minotaur | |
|
||
| Mordor orc | |
|
||
| mountain centaur | |
|
||
| mountain nymph | Teleport |
|
||
| mumakil | No Hands, Thick Hide |
|
||
| nalfeshnee | Fire Res, No Corpse, Poison |
|
||
| Nazgul | No Corpse, Poison, Pois Res |
|
||
| newt | No Hands, Swim |
|
||
| nurse | No Poly., Poison, Pois Res |
|
||
| ochre jelly | Acid, Amorph., No Eyes, No Limbs, Stone Res |
|
||
| ogre | |
|
||
| ogre king | |
|
||
| ogre lord | |
|
||
| Olog-hai | Regen |
|
||
| oracle | No Poly. |
|
||
| orange dragon | Fly, Eggs, No Hands, See Invis, Sleep Res, |
|
||
| | Thick Hide |
|
||
| orc | |
|
||
| orc mummy | No Corpse, Poison |
|
||
| orc shaman | |
|
||
| orc zombie | No Corpse, Poison, Pois Res |
|
||
| orc-captain | |
|
||
| Orcus | Fire Res, Fly, No Corpse, No Poly., Poison, |
|
||
| | See Invis |
|
||
| owlbear | |
|
||
| pit fiend | Fire Res, No Corpse, Poison, See Invis |
|
||
| pit viper | Eggs, No Limbs, Poison, Pois Res, Swim |
|
||
| plains centaur | |
|
||
| priest | No Poly. |
|
||
| priestess | No Poly. |
|
||
| purple worm | Eggs, No Limbs |
|
||
| python | Eggs, No Limbs, Poison, Pois Res, Swim |
|
||
| quantum mechanic | Poison, Teleport |
|
||
| quasit | Poison, Pois Res, Regen |
|
||
| queen bee | Fly, No Hands, Poison, Pois Res |
|
||
| quivering blob | No Eyes, No Limbs, Poison, Pois Res |
|
||
| rabid rat | No Hands, Poison |
|
||
| ratwere | No Corpse, No Hands, No Poly., Poison, Regen |
|
||
| red dragon | Fire Res, Fly, Eggs, No Hands, See Invis, |
|
||
| | Thick Hide |
|
||
| red mold | Fire Res, No Eyes, No Limbs, Poison, Pois Res |
|
||
| red naga | Fire Res, Eggs, No Limbs, Poison, Pois Res, |
|
||
| | Thick Hide |
|
||
| red naga hatchling | Fire Res, No Limbs, Poison, Pois Res, |
|
||
| | Thick Hide |
|
||
| rock mole | Metalvore, No Hands, Tunnel |
|
||
| rock piercer | Hide, No Eyes, No Limbs |
|
||
| rock troll | Regen |
|
||
| rogue | No Poly. |
|
||
| rope golem | No Corpse, Poison, Pois Res |
|
||
| rothe | No Hands |
|
||
| rust monster | Metalvore, No Hands, Swim |
|
||
| samurai | No Poly. |
|
||
| scorpion | Eggs, No Hands, Poison |
|
||
| sergeant | No Poly. |
|
||
| sewer rat | No Hands |
|
||
| shopkeeper | No Poly. |
|
||
| small mimic | Hide, No Eyes, No Limbs |
|
||
| snake | Eggs, No Limbs, Poison, Pois Res, Swim |
|
||
| soldier | No Poly. |
|
||
| soldier ant | Eggs, No Hands, Poison, Pois Res |
|
||
| spotted jelly | Acid, Amorph., No Eyes, No Limbs, Stone Res |
|
||
| stalker | Fly, See Invis |
|
||
| steam vortex | Fire Res, Fly, No Corpse, No Eyes, No Limbs, |
|
||
| | Poison, Pois Res |
|
||
| stone giant | |
|
||
| stone golem | No Corpse, Poison, Pois Res, Stone Res, |
|
||
| | Thick Hide |
|
||
| straw golem | No Corpse, Poison, Pois Res |
|
||
| succubus | Fire Res, Fly, No Corpse, Poison |
|
||
| temple priest | No Poly., Shock Res |
|
||
| temple priestess | No Poly., Shock Res |
|
||
| tengu | Poison, Pois Res, Teleport, Tel Cont |
|
||
| tiger | No Hands |
|
||
| titan | Fly |
|
||
| titanothere | No Hands, Thick Hide |
|
||
| tourist | No Poly. |
|
||
| trapper | Hide, No Eyes, No Limbs |
|
||
| troll | Regen |
|
||
| umber hulk | Tunnel |
|
||
| unarmored soldier | No Poly. |
|
||
| Uruk-hai | |
|
||
| valkyrie | Cold Res, No Poly. |
|
||
| vampire | Fly, Poison, Regen |
|
||
| vampire bat | Fly, No Hands, Poison, Regen |
|
||
| vampire lord | Fly, Poison, Regen |
|
||
| violet fungus | No Eyes, No Limbs, Poison, Pois Res |
|
||
| Vlad the Impaler | Fly, No Corpse, No Poly., Poison, Regen |
|
||
| vrock | Fire Res, No Corpse, Poison |
|
||
| warg | No Hands |
|
||
| water demon | Fire Res, No Corpse, Poison, Swim |
|
||
| water elemental | No Corpse, No Eyes, No Limbs, Poison, Pois Res, |
|
||
| | Swim |
|
||
| water moccasin | Eggs, No Limbs, Poison, Pois Res, Swim |
|
||
| water nymph | Swim, Teleport |
|
||
| water troll | Regen, Swim |
|
||
| werejackal | No Poly., Poison, Regen |
|
||
| wererat | No Poly., Poison, Regen |
|
||
| werewolf | No Poly., Poison, Regen |
|
||
| white dragon | Cold Res, Fly, Eggs, No Hands, See Invis, |
|
||
| | Thick Hide |
|
||
| white unicorn | No Hands, Poison, Pois Res |
|
||
| winter wolf | Cold Res, No Hands |
|
||
| wizard | No Poly. |
|
||
| Wizard of Yendor | Fire Res, Fly, No Poly., Poison, Pois Res, |
|
||
| | Regen, See Invis, Teleport, Tel Cont |
|
||
| wolf | No Hands |
|
||
| wolfwere | No Corpse, No Hands, No Poly., Poison, Regen |
|
||
| wood golem | No Corpse, Poison, Pois Res, Thick Hide |
|
||
| wood nymph | Teleport |
|
||
| Woodland-elf | Sleep Res |
|
||
| wraith | Fly, Poison, Pois Res |
|
||
| wumpus | No Hands |
|
||
| xan | Fly, No Hands, Poison, Pois Res |
|
||
| xorn | Cold Res, Fire Res, Phase, Stone Res, |
|
||
| | Thick Hide |
|
||
| Yeenoghu | Fire Res, Fly, No Corpse, No Poly., Poison, |
|
||
| | See Invis |
|
||
| yellow dragon | Acid, Fly, Eggs, No Hands, See Invis, |
|
||
| | Stone Res, Thick Hide |
|
||
| yellow light | Fly, No Limbs |
|
||
| yellow mold | No Eyes, No Limbs, Poison, Pois Res |
|
||
| yeti | Cold Res |
|
||
| zruty | |
|
||
-----------------------------------------------------------------------------
|
||
|
||
Following is a description of the various intrinsics listed in the monster
|
||
information section above. Note that not all possible intrinsic flags for
|
||
each monster were listed, as we consider some of them to be unimportant to
|
||
play of the game. If an intinsic is preceded with an asterisk (*) here, the
|
||
corpse of any monster with that intrinsic can have an effect upon or confer
|
||
an intrisic to a player if eaten. See the FOOD - CORPSES section for more
|
||
information about corpses conferring intrinsics or having other effects.
|
||
|
||
Intrinsic Description
|
||
-----------------------------------------------------------------------------
|
||
*Acidic Monster corpse is acidic when eaten
|
||
Amorph Monster is amorphous and can flow under doors
|
||
Domestic Monster can be tamed by throwing food at it
|
||
*Cold Res Monster is cold resistant
|
||
*Disin Res Monster is resistant to disintegration
|
||
*Fire Res Monster is fire resistant
|
||
Fly Monster can fly or float in the air
|
||
Hides Monster can hide under objects
|
||
Lay Eggs Monster can lay eggs
|
||
Metalvore Monster is "metallivorous," and will eat all metal encountered
|
||
No Corpse Monster will never leave a corpse when killed
|
||
No Eyes Monster has no eyes to gaze into or blind
|
||
No Hands Monster has no hands to pick things or manipulate objects
|
||
No Limbs Monster has no limbs (arms or legs)
|
||
No Poly. Player cannot polymorph into this type of monster
|
||
*Phase Monster can "phase" (i.e. walk through walls, doors, etc.)
|
||
Poison Monster corpse is poisonous if eaten
|
||
*Pois Res Monster is poison resistant
|
||
Regen Monster regenerates hit points each round
|
||
See Invis Monster can see invisible creatures
|
||
*Shock Res Monster is resistant to electrical attacks
|
||
*Sleep Res Monster is sleep resistant
|
||
Stone Res Monster cannot be turned to stone
|
||
Swim Monster can swim through water (moats, etc.)
|
||
*Teleport Monster can teleport
|
||
*Tel Cont Monster controls where it teleports to
|
||
Thick Hide Monster has thick hide (kicking attacks do no damage to it)
|
||
Tunnel Monster can tunnel through rock
|
||
|
||
|
||
----------------------------------------------------------
|
||
| The Dungeon |
|
||
----------------------------------------------------------
|
||
-----------------------------------------------------------------------------
|
||
Castle Level:
|
||
|
||
Contrary to popular belief, the castle (or stronghold) level is not where the
|
||
wizard is. The castle level is more of a proving ground - if you can get by
|
||
it, you can probably finish the game, and if you do finish it, there are
|
||
excellent rewards (specifically, there is a wand of wishing in one of the
|
||
outer four rooms). Beware, though. Although this level is littered with
|
||
loot (four whole rooms full of stuff to start with), it's also littered with
|
||
monsters. Guards abound, as well as at least four dragons, several lichs,
|
||
some nagas, and so on. An example castle level is below:
|
||
|
||
-----------------------------------------------------------------------------
|
||
|< |}}}}}}}}} }}}}}}}}}| | |
|
||
| ----|}-------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}| | | |
|
||
| | |}| |-----------------------------------------------| |}| | |
|
||
| | | |}| + + |}|---- |
|
||
| | |}-------------------------------------------------------------}| |
|
||
| --- |}}}}}}| | + | + + |}}}}}}| --- |
|
||
| | | }| | | | | | |} | | |
|
||
| | | | }| |----------| |-----------------|} --| | |
|
||
| | | | }# { + + \ | ^ ^ ^ ^ ^+ | | |
|
||
|-- |-- }| |----------| |-----------------|} | | --|
|
||
| | }| | | | | | |} | | |
|
||
| --- |}}}}}}| | + | + + |}}}}}}| --- |
|
||
| | |}-------------------------------------------------------------}| | |
|
||
| | --|}| + + |}| --- |
|
||
| | |}| |-----------------------------------------------| |}| | |
|
||
| --- |}-------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}|-- | |
|
||
| |}}}}}}}}} }}}}}}}}}| |
|
||
-----------------------------------------------------------------------------
|
||
|
||
The first hint that you are on the castle level is the fact that you will
|
||
appear in the upper-left corner of the map, and in a maze to boot. You will
|
||
also tend to hear 'courtly sounds'. The maze you are in (see map above) is
|
||
not large, but beware, for a minotaur lurks within, and they are more than a
|
||
little trouble.
|
||
|
||
After you complete the maze, you will be on a large landing, with the castle
|
||
in front of you and the moat around it. The moat will drown you in a second,
|
||
so beware. Also, there are invisible giant eels in the water and they will
|
||
attack you. The first question asked is: How do I get in? Well, there are
|
||
many answers, so I will outline several ideas below:
|
||
|
||
If you have sacrificed enough, your god will have given you five musical
|
||
notes when you pray. Play these notes on an instrument, and the drawbridge
|
||
will open. If your god hasn't given you the five musical notes, try random
|
||
notes. You'll get a series of sounds. Use these sounds like the old Master
|
||
Mind game to determine the correct notes. (One sound means correct note,
|
||
correct spot. The other means correct note, wrong spot.) Keep trying until
|
||
the drawbridge comes down.
|
||
|
||
A wand of opening or a spellbook of knock will cause the drawbridge to come
|
||
down - but watch out! If you are standing directly in front of the
|
||
drawbridge, it will fall on you and squash you. A wand of striking will
|
||
disintegrate the portcullis, but you still have to bridge the moat to get in.
|
||
Try pushing in a boulder, zapping a wand of cold or fire at the moat, or
|
||
using water walking, levitation, or jumping boots.
|
||
|
||
Another method of entering the castle is by polymorphing yourself into a
|
||
xorn. A xorn can walk through the walls of the castle straight into the
|
||
middle. Be warned, though - xorns can't swim, so you'll still have to bridge
|
||
the moat.
|
||
|
||
A final method of getting in is using the back door. Using boots of
|
||
levitation or water walking (or equivalent items or spells), walk through the
|
||
moat around to the back of the castle. Pick the lock on the back door and
|
||
walk in. Be careful of the trapdoors, though!
|
||
|
||
Once you're into the castle, if you're not prepared to fight for your life
|
||
against ravenous hordes of monsters, there are two ways of getting rid of
|
||
most of them (albeit forfeiting the experience for killing them). Either use
|
||
a ring of conflict or walk back over the trapdoors, letting them all go
|
||
falling down into the upper level of hell as they try to follow you. Kill
|
||
off the rest, grab the wand of wishing, try sitting on the throne for another
|
||
wish or two, and then go for the ultimate challenge - the Wizard himself, by
|
||
teleporting down to level fifty or so.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Special Levels:
|
||
|
||
Nethack has several "special levels." The actual level of each of these
|
||
varies from game to game, so we can't tell you what level to look for each
|
||
on, but we can give you a description of each so that you recognize what
|
||
you're running into.
|
||
|
||
Big Level: Basically, this level is exactly what the name implies. The
|
||
entire level is one big room. This is a bad level to have aggravate monster
|
||
on, and a ring of conflict is really handy here. Here's an example of a big
|
||
level:
|
||
|
||
------------------------------------------------------------------------
|
||
|.....d...).................o...ooo....................................|
|
||
|............................o.o.oo....................................|
|
||
|.............................oo...........Z...........................|
|
||
|......................................w<.............oo...............|
|
||
|.....................................................o................|
|
||
|............................................P............a............|
|
||
|.......................i......................f.......................|
|
||
|?.....................................................................|
|
||
|.....[................................................................|
|
||
|....................!...a................[.............q..............|
|
||
|.........................a............................................|
|
||
|.........................aa...........................................|
|
||
|....................................%.............................T...|
|
||
|...............................>......................................|
|
||
|................................$.......f.............................|
|
||
------------------------------------------------------------------------
|
||
|
||
Castle/Stronghold Level: see section CASTLE LEVEL
|
||
|
||
Medusa Level: Of all the creatures of Greek mythology, the gorgons -------
|
||
were among the most powerful. One of these was the medusa, whose |.``..|
|
||
visage was so terrible to behold that one look at her countenance -...`.|
|
||
would turn any living creature instantly to stone. She was finally |...`.|
|
||
slain by Perseus with the use of a reflective shield given him by |.@..`|
|
||
Athena. It is rumored that the only two ways to kill a medusa are -------
|
||
to fight her without gazing upon her, or to reflect her terrible gaze back
|
||
upon her, so that she, looking upon her own reflection, should turn to stone.
|
||
The medusa is raised back to life in nethack, so beware of the level upon
|
||
which she resides. You will know you are there when you begin to see an
|
||
inordinately large number of statues, hear nothing but silence, etc. A sample
|
||
room in which the medusa might reside is above at right.
|
||
|
||
Oracle of Delphi: The Oracle of Delphi was reknowned in ancient -|-@--
|
||
times for her ability to tell the future with admirable accuracy. |.```|
|
||
For instance, a great king once came to the Oracle and asked if he |....|
|
||
should send his armies against the armies of another nation. The |..{.|
|
||
Oracle told him, "I tell you truly. If you do so, you will destroy ------
|
||
a mighty army." Enheartened, he attacked, and sure enough, a mighty army was
|
||
destroyed - his own! The Oracle in nethack will give you minor or major
|
||
consultations. Minor ones are cheap, and are the same as a fortune cookie.
|
||
Major ones are expensive, but can give some good clues. The oracle room will
|
||
have the oracle sitting in a niche in the wall, with statues of mountain,
|
||
plain, and forest centaurs in front of her, and a fountain in the room. An
|
||
example is shown above at right.
|
||
|
||
Rogue Level: Rogue was one of the first of the hack and slash games. Hack,
|
||
Nethack, UltraRogue, Moria, UMoria, Larn, Omega, and undoubtedly many more,
|
||
were all based on the idea started by rogue. Now, rogue, like early versions
|
||
of hack, had a very distinctive look. There were always nine rooms on each
|
||
level, and each wall of each room never had more than one doorway. In memory
|
||
of rogue, the nethack engineers have added a "rogue level," that looks very
|
||
much like the original rogue game, and the game will tell you that it seems
|
||
like you've been on that level before. Here's an example of one:
|
||
|
||
----- -------------------- ---------------------
|
||
| +##########+ | | |
|
||
| | | +######+ |
|
||
| | -------------------- | > |
|
||
----- | |
|
||
---------------------
|
||
#
|
||
####
|
||
------------- -----------------
|
||
| | ##########+ |
|
||
| +############################## | |
|
||
------------- ######## | |
|
||
# -----------------
|
||
# #######
|
||
# ------------------
|
||
--------------------- -----------------####+ |
|
||
| |########+ +# | |
|
||
| +# | | | < |
|
||
--------------------- ----------------- ------------------
|
||
|
||
Tower Levels: The three tower levels are the three levels that probably
|
||
generate more confusion that the entire rest of the game combined (a little
|
||
hyperbole, but not a lot). Basically, the tower levels are three consecutive
|
||
maze levels in hell. In the center of each of these maze levels is the a
|
||
section of the tower proper. The tower can only be entered from the lowest
|
||
level, and there's no exit at the top. Inside the tower are many riches, and
|
||
vampires galore. On the top level of the tower, you'll find Vlad the
|
||
Impaler, master of the tower. (Oh, did I forget to mention that he's also a
|
||
Vampire Lord?) Below is an example of the three tower sections. Put each of
|
||
them in the center of a maze level, and you've got a tower level!
|
||
|
||
------------------- ------------------- -------------------
|
||
| | L | | M | | U
|
||
| --- --- --- | o | --- --- --- | i | --- --- --- | p
|
||
| | | | | | | | w | | | | | | | | d | | | | | | | | p
|
||
| --------------- | e | --------------- | d | --------------- | e
|
||
| | | | | | r | | | | | | l | | . . | | r
|
||
| --| |-- - | --| ------.---- - e | --------| |---- -
|
||
| | + L | | | <| | | \ | .>| L
|
||
| --| |-- | e | -------- |----- - L | --------| |---- | e
|
||
| | |< | | | v | | |> . | | | e | | . . | | v
|
||
| --------------- | e | --------------- | v | --------------- | e
|
||
| | | | | | | | l | | | | | | | | e | | | | | | | | l
|
||
| --- --- --- | | --- --- --- | l | --- --- --- |
|
||
| | | | | |
|
||
------------------- ------------------- -------------------
|
||
|
||
|
||
|
||
|
||
Wizard Level: The wizard level is (you guessed it) where the Wizard }}}}}}}
|
||
of Yendor lives. He has a little room in the middle of an otherwise }}---}}
|
||
normal maze level. Now, the trick is that this little room looks }--^--}
|
||
just like the little rooms that are on about half of the maze }|^^^|}
|
||
levels. Only one of them holds the Wizard of Yendor, and the real }--^--}
|
||
Amulet of Yendor, though, so don't be fooled. The best way to tell }}---}}
|
||
where you are in relation to the Wizard is to put on a blindfold and }}}}}}}
|
||
apply a mirror to yourself (use '.' for direction). After a few tries, this
|
||
will tell you whether the wizard is above you, below you, or very close.
|
||
When you're on the same level, trek in towards the middle, get past the moat,
|
||
break into his home, and take the Amulet! An example of the Wizard's room is
|
||
above at right. Incidentally, the traps are squeaky boards which will
|
||
instantly wake up the Wizard.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Special Rooms:
|
||
|
||
There are many varied and interesting rooms to explore in nethack. Besides
|
||
your standard room with the possibility of randomly generated items, traps,
|
||
monsters, etc., there are several special room types that can be found within
|
||
the dungeon. These are listed below:
|
||
|
||
Beehives: Beehives are (you guessed it) rooms completely filled -------
|
||
with killer bees. There are usually one or more queen bees in one |.aaaa|
|
||
as well. Beehives can be quite nasty for the inexperienced -.aaaa|
|
||
character, but if you can manage to kill them off, run around |.aaaa|
|
||
picking up the royal jelly that will be left behind. Eat it, and |.aaaa|
|
||
hey presto -instant strength! -------
|
||
|
||
Barracks: The barracks are a room type that will usually only show -------
|
||
up on lower levels due to the fact that it will kill of all but the |.@@@@|
|
||
most powerful characters. Barracks are rooms filled with soldiers. -.@@@@|
|
||
Be careful not to blow a whistle or play a bugle on the level if you |.@@@@|
|
||
don't want to face them. Soldiers will always wake up for a whistle |.@@@@|
|
||
or a bugle, and come to investigate what woke them! -------
|
||
|
||
David's Treasure Zoo: David's Treasure Zoo is a room totally filled -------
|
||
with random monsters of all types and sizes. This room can be quite |.DooQ|
|
||
deadly, but each monster in the room will carry a sizeable sum of -.aggh|
|
||
gold, so if you can kill off all of them, you'll probably end up |.dCkq|
|
||
quite rich. Wands and other ray type weapons, rings of conflict, |.qoGc|
|
||
the ability to teleport out if you have to can be quite handy here, -------
|
||
as in any room filled with monsters.
|
||
|
||
Graveyards: If you have a character with a bad AC, you'd better -------
|
||
pray that you don't run into one of these. Graveyards are rooms |W WZV|
|
||
filled with nasty undead creatures - wraiths and vampires that will -ZZSWS|
|
||
drain your levels away, and zombies and skeletons and ghosts. (Note |VSW V|
|
||
that ghosts in a graveyard are randomly generated, although they may |WWZZ |
|
||
take names from the high score file. Thus, they won't leave ghost -------
|
||
stacks.) If you have a character with a good AC, these can be quite a boost:
|
||
Kill off all the wraiths and eat the corpses to go up many levels!
|
||
|
||
Shops: Shops can be an adventurer's best friend. Note that I said -------
|
||
shops, not shopkeepers - shopkeepers can be an adventurer's worst |@??!!|
|
||
nightmare! Shops come in all sizes and types. There are shops that -.%[))|
|
||
sell everything, and shops that specialize in an item type (wands, |.[!%(|
|
||
for instance). Shopkeepers always carry a key and a lot of gold, |.!?/=|
|
||
and they guard their wares jealously. Check out the section on -------
|
||
ROBBING SHOPS for more information on how to rob shopkeepers blind.
|
||
|
||
Temples: A temple is a room that is dedicated to a particular -------
|
||
deity. Temples invariably contain an altar to that deity in the |.....|
|
||
center of the room, and a priest(ess) of that deity nearby. You can -..@..|
|
||
give an offering to the deity by #chatting to the priest(ess), and |.._..|
|
||
will perhaps have a blessing bestowed upon you. You'll know you're |.....|
|
||
entering a temple when you get a message along the lines of -------
|
||
"Pilgrim, you enter a holy place."
|
||
|
||
Throne Rooms: A throne room is a room filled with monsters. The -------
|
||
major difference between this room and David's Treasure Zoo is that |.kodk|
|
||
throne rooms have a throne in them. Sitting on this throne can -.ooG\|
|
||
produce all sort of interesting effects, and gold can be gotten (if |.dkgh|
|
||
you're lucky) by kicking the throne. See the THRONE EFFECTS and |.qCoc|
|
||
KICKING sections for more information about thrones. -------
|
||
|
||
Vaults: Vaults are scattered about the various levels, and can ----
|
||
never be entered except by digging, teleporting, or walking through |$$|
|
||
walls (they have no doors). Most levels with one of these two by |$$|
|
||
two rooms filled with gold will also have a closet with a single use ----
|
||
teleport trap in it. That teleport trap will teleport you into the vault
|
||
(just be sure you have a way to get out). Oh, and remember - Croesus was the
|
||
king who commissioned the vaults, and all of the vault guards know him.
|
||
|
||
|
||
----------------------------------------------------------
|
||
| The Game |
|
||
----------------------------------------------------------
|
||
-----------------------------------------------------------------------------
|
||
Damage:
|
||
|
||
If you would like to figure out how much damage you can do to a given monster
|
||
upon a successful hit, this section will tell you how. Please note that all
|
||
computations will involve ranges, so you will end up with a minimum and
|
||
maximum amount of damage you can do to a monster.
|
||
|
||
The following formula can be used to compute damage when attacking a monster:
|
||
|
||
weapon damage value (see explanation)
|
||
+ undead/demon bonus (see explanation)
|
||
+ weapon enchantment (see explanation)
|
||
+ relative damage bonus (see explanation)
|
||
+ special bonuses (see chart)
|
||
+ ring bonus (see explanation)
|
||
+ strength bonus (see chart)
|
||
-------------------------------------------------------------------
|
||
total damage done
|
||
|
||
Weapon damage value: The weapon damage value will be listed in the WEAPONS
|
||
section as a minimum and maximum value. Just look up the weapon that you're
|
||
using and take either the small or large monster value depending upon what
|
||
type of monster you're fighting. If the "weapon" you're using isn't really a
|
||
weapon, but is some other object, look at the chart at the end of this
|
||
section for information on the damage values of other objects. Undead/demon
|
||
bonus: If the weapon you are fighting with is blessed, and the monster you
|
||
are fighting is undead or a demon, you will do an extra one to four points of
|
||
damage.
|
||
|
||
Weapon enchantment: This is whatever the "plus" on the weapon is. For
|
||
instance, if it's a +3 crysknife, you can add another +3 here.
|
||
|
||
Relative damage bonus: The relative damage bonus is only figured in for
|
||
artifacts (named weapons). See the section on ARTIFACTS to look up the
|
||
relative damage bonus on a named weapon. Also, please note that if "x2" is
|
||
listed for the relative damage bonus, it means to total everything up to the
|
||
relative damage bonus in the above equation and double it. Then you can
|
||
continue adding the other bonuses.
|
||
|
||
--------------------------------------------------------------------------
|
||
|Special bonuses: | Bonus |
|
||
|------------------------------------------------------------------------|
|
||
|weapon is boomerang, is thrown, and breaks | +1 |
|
||
|weapon is silver arrow, and is used versus a lycanthrope, | |
|
||
| minor demon (except tengus) or major demon | +1-20 |
|
||
|if the weapon drains life (also removes one level from monster) | +1-8 |
|
||
|if the weapon is poisoned (or can kill monster outright) | +1-6 |
|
||
--------------------------------------------------------------------------
|
||
|
||
Ring bonus: The ring bonus is only figured in if you are wearing a ring of
|
||
increase damage. If so, take the enchantment on the ring (for instance, 2 if
|
||
you're wearing a +1 ring of increase damage) and add it in here.
|
||
|
||
-----------------------
|
||
| Strength | Bonus |
|
||
|---------------------|
|
||
| 01-05 | -1 |
|
||
| 06-15 | 0 |
|
||
| 16-17 | +1 |
|
||
| 18 | +2 |
|
||
| 18/01-18/75 | +3 |
|
||
| 18/76-18/90 | +4 |
|
||
| 18/91-18/99 | +5 |
|
||
| 18/**-25 | +6 |
|
||
-----------------------
|
||
|
||
These objects use the following for the weapon damage value:
|
||
----------------------------------------------------------
|
||
| Object | Dam |
|
||
|--------------------------------------------------------|
|
||
| bare hands | 1-2 |
|
||
| boulder | 1-20 |
|
||
| bow (any type when used to bash) | 1-2 |
|
||
| clove of garlic (undead will flee) | 1 |
|
||
| egg | 1 |
|
||
| corpse (depends on size) | 1-5 |
|
||
| heavy iron ball | 1-25 |
|
||
| mirror (also -2 luck) | 1 |
|
||
| potion | 1 |
|
||
----------------------------------------------------------
|
||
|
||
Finally, all other objects except cameras and cream pies use a weapon damage
|
||
value based upon their weight (cameras and cream pies cannot do damage):
|
||
damage value = weight/10 (minimum of 1, maximum of 6)
|
||
|
||
-----------------------------------------------------------------------------
|
||
Fountain Effects:
|
||
|
||
There are basically two things you can do at a fountain. You can either
|
||
quaff of dip something. Different effects can occur when you do these as
|
||
follows:
|
||
|
||
Quaffing at the fountain:
|
||
|
||
-----------------------------------------------------------------------------
|
||
|Chance | Effect |
|
||
|---------------------------------------------------------------------------|
|
||
| 9/30 | "The cool draught refreshes you." |
|
||
| | You gain 1-10 nutrition points (i.e. makes you less hungry). |
|
||
| | |
|
||
| 9/30 | "This tepid water is tasteless." |
|
||
| | Nothing happens. |
|
||
| | |
|
||
| 1/30 | "You feel self knowledgeable..." |
|
||
| | Lists all of your intrinsics for you. |
|
||
| | |
|
||
| 1/30 | "The water is foul! You gag and vomit!" |
|
||
| | You lose 11-30 nutrition points (i.e. makes you hungrier). |
|
||
| | |
|
||
| 1/30 | "The water is contaminated!" |
|
||
| | If you are poison resistant, you will lose 1-4 hit points. |
|
||
| | Otherwise, you will lose 1-10 hit points and 3-6 points of |
|
||
| | strength.) |
|
||
| | |
|
||
| 1/30 | "An endless stream of snakes pour forth!" |
|
||
| | "You hear something hissing!" (if blind) |
|
||
| | "The fountain bubbles furiously for a moment, then calms." (if |
|
||
| | water moccasins have been genocided) |
|
||
| | Creates several water moccasins around you. |
|
||
| | |
|
||
| 1/30 | "You have unleased a water demon!" |
|
||
| | "You feel the presence of evil." (if blind) |
|
||
| | This creates a water demon. The water demon will give you a wish |
|
||
| | (20 - dungeon level)% of the time. |
|
||
| | |
|
||
| 1/30 | "This water's no good!" |
|
||
| | Each item you have has a percentage chance of being cursed. |
|
||
| | |
|
||
| 1/30 | "You see an image of someone stalking you. But it disappears." |
|
||
| | You gain the intrinsic of see invisible. |
|
||
| | |
|
||
| 1/30 | "You sense the presence of monsters." |
|
||
| | You detect monsters, as the spell or potion of detect monster. |
|
||
| | |
|
||
| 1/30 | "You spot a gem in the sparkling waters." |
|
||
| | A gem appears where the fountain is. |
|
||
| | |
|
||
| 1/30 | "You have attracted a water nymph!" |
|
||
| | "You hear a seductive voice." (if blind) |
|
||
| | "A large bubble rises to the surface and pops." (if nymphs have |
|
||
| | been genocided) |
|
||
| | "You hear a loud pop." (if blind and nymphs are genocided) |
|
||
| | Creates a water nymph next to you. |
|
||
| | |
|
||
| 1/30 | "This water gives you bad breath." |
|
||
| | Monsters around you will flee for one round. |
|
||
| | |
|
||
| 1/30 | "Water gushes forth from the overflowing fountain." |
|
||
| | Just exactly like it sounds - creates several pools in the room. |
|
||
| | (Note: this cannot happen in a room with a staircase.) |
|
||
-----------------------------------------------------------------------------
|
||
|
||
Dipping an item at a fountain:
|
||
|
||
If the item is a longsword, your experience level is five or greater, the
|
||
longsword dipped is not an artifact, and Excalibur does not yet exist in your
|
||
dungeon, then you have a one out of six chance of gaining Excalibur. "A
|
||
murky hand from the depths reaches up to bless the sword. As the hand
|
||
retreats, the fountain disappears."
|
||
|
||
Otherwise the following effects can occur:
|
||
|
||
-----------------------------------------------------------------------------
|
||
|Chance | Effect |
|
||
|---------------------------------------------------------------------------|
|
||
|16/30 | "The [object name] gets wet." |
|
||
| | Nothing happens. |
|
||
| | |
|
||
| 4/30 | "The water glows for a moment." |
|
||
| | "A feeling of loss comes over you." (if dipped item is not |
|
||
| | cursed) |
|
||
| | The dipped item will become uncursed if it is currently cursed. |
|
||
| | |
|
||
| 1/30 | No message. |
|
||
| | The item becomes cursed. |
|
||
| | |
|
||
| 1/30 | A water demon is summoned (same messages and effects as in |
|
||
| | quaffing). |
|
||
| | |
|
||
| 1/30 | A water nymph is summoned (same messages and effects as in |
|
||
| | quaffing). |
|
||
| | |
|
||
| 1/30 | Water moccasins are created (same messages and effects as in |
|
||
| | quaffing). |
|
||
| | |
|
||
| 1/30 | You find a gem (same message and effect as in quaffing) |
|
||
| | |
|
||
| 1/30 | The fountain overflows (same message and effect as in quaffing). |
|
||
| | |
|
||
| 1/30 | "A strange tingling runs up your arm." |
|
||
| | Nothing happens. |
|
||
| | |
|
||
| 1/30 | "You feel a sudden chill." |
|
||
| | Nothing happens. |
|
||
| | |
|
||
| 1/30 | "An urge to take a bath overwhelms you." (only if gold > 10...) |
|
||
| | You will lose some of your gold in the fountain. |
|
||
| | |
|
||
| 1/30 | "Far below, you see coins glistening in the water." |
|
||
| | You will find some gold (the lower the dungeon level number, the |
|
||
| | greater the treasure). |
|
||
-----------------------------------------------------------------------------
|
||
|
||
-----------------------------------------------------------------------------
|
||
Game Messages:
|
||
|
||
"The hair on the back of your neck stands up" - graveyard on level
|
||
"You feel a momentary chill." - fire resistance gained
|
||
"You feel a strange mental acuity." - telepathy gained
|
||
"You feel controlled." - teleport control gained
|
||
"You feel feverish." - lycanthropy gained*
|
||
"You feel foolish." - wisdom decreased
|
||
"You feel full of hot air." - cold resistance gained
|
||
"You feel healthy." - poison resistance gained
|
||
"You feel hardy." - poison resistance gained
|
||
"Your health currently feels amplified."- shock resistance gained
|
||
"You feel hidden." - invisibility gained
|
||
"You feel in control of yourself." - teleport control gained
|
||
"You feel sensitive." - warning gained
|
||
"You feel strong." - strength increased
|
||
"You feel tough." - constitution increased
|
||
"You feel very firm." - disintegration resistance gained
|
||
"You feel very jumpy." - teleportation gained
|
||
"You feel vulnerable." - constitution decreased
|
||
"You feel wide awake." - sleep resistance gained
|
||
"You hear a low buzzing." - beehive on level
|
||
"You hear an angry drone." - beehive on level
|
||
"You hear the sound of crashing rock." - dwarf, rock mole, or umber hulk on
|
||
level
|
||
"You hear a jackal howling at the moon."- werejackal on level
|
||
"You hear a slurping sound." - gelatinous cube on level
|
||
"You hear a gulping sound." - ochre jelly nearby
|
||
"You hear a gurgling noise." - sink on level
|
||
"You seem to hear Donald Duck." - fountain on level
|
||
"You hear a dishwasher." - sink on level
|
||
"You hear a mumbled curse." - monster trying to curse you
|
||
"You hear a slow drip." - sink on level
|
||
"You hear bubbling water." - sink on level
|
||
"You hear someone counting money." - vault on level
|
||
"You hear someone cursing shoplifters." - shop on level
|
||
"You hear the chime of a cash register."- shop on level
|
||
"You hear someone searching." - vault on level
|
||
"You hear the sound of a door opening." - monster has opened a door
|
||
"You hear the splashing of a naiad." - fountain on level
|
||
"You hear water falling on coins." - fountain on level
|
||
"Your health currently feels amplified!"- shock resistance gained
|
||
"You hear the howling of CwnAnnwn." - character in bad shape
|
||
"You hear the wailing of the Banshee." - you have 1 HP left
|
||
"You hear a rushing sound." - an invisible swallower just missed
|
||
you
|
||
|
||
* Lycanthropy means that you will periodically change into a were-thing.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Hit Probability:
|
||
|
||
Computing your probability to hit a monster involves many variables, and is
|
||
quite a complicated procedure (which is why the computer does it so much
|
||
better). However, here is an outline of how you can figure out your
|
||
probability of hitting a given monster with a given weapon...
|
||
|
||
First of all, compute your chance to hit by using the following formula:
|
||
|
||
character luck
|
||
+ character level
|
||
+ monster AC (see MONSTER INFORMATION section)
|
||
+ dexterity bonus (see chart)
|
||
+ strength bonus (see chart)
|
||
+ level bonus (see chart)
|
||
+ special bonuses (see chart)
|
||
+ to hit modifier (see chart)
|
||
+ weapon enchantment (see explanation)
|
||
+ relative hit bonus (see explanation)
|
||
- weight modifier (see formula)
|
||
-------------------------------------------------------------------
|
||
chance to hit
|
||
|
||
The chance to hit is out of twenty. Thus, to determine your percentage
|
||
chance of hitting, use the following formula:
|
||
|
||
percent chance to hit = 100 * (chance to hit) / 20
|
||
|
||
|
||
------------------ --------------------- ------------------
|
||
| Dex |Bonus| | Str |Bonus| | Level | Bonus |
|
||
|----------------| |-------------------| |----------------|
|
||
| 01-03 | -3 | | 01-05 | -2 | | 01-03 | +2 |
|
||
| 04-05 | -2 | | 06-07 | -1 | | 04-05 | +1 |
|
||
| 06-07 | -1 | | 08-16 | 0 | | 05-30 | 0 |
|
||
| 08-13 | 0 | | 17-18/50 | +1 | ------------------
|
||
| 15 | +1 | | 18/51-18/99 | +2 |
|
||
| 16 | +2 | | 18/**-25 | +3 |
|
||
| 17 | +3 | ---------------------
|
||
| * | * | * Both the Dex and the bonuse just keep increasing
|
||
| 25 | +11 | by one until the hit maximum at 25 and +11.
|
||
------------------
|
||
|
||
------------------------------------------------------------
|
||
| Special bonuses: | Bonus |
|
||
|----------------------------------------------------------|
|
||
| character is an elf and monster is an orc | +1 |
|
||
| character is trapped | -3 |
|
||
| monster cannot move | +4 |
|
||
| monster is fleeing | +2 |
|
||
| monster is sleeping | +2 |
|
||
| monster is stunned | +2 |
|
||
------------------------------------------------------------
|
||
|
||
------------------------------------------------------------
|
||
| To hit modifier: | Bonus |
|
||
|----------------------------------------------------------|
|
||
| athame | +2 |
|
||
| crysknife | +3 |
|
||
| dagger (elven/orcish) | +2 |
|
||
| dwarvish mattock | -1 |
|
||
| katana | +1 |
|
||
| scalpel | +2 |
|
||
| two handed sword | -1 |
|
||
| blessed weapon vs. undead or demon | +2 |
|
||
| spear (elven/orcish/dwarvish) or javelin vs. | |
|
||
| xorn, dragon, naga, or giant | +2 |
|
||
------------------------------------------------------------
|
||
|
||
Weapon enchantment: This is whatever the "plus" on the weapon is. For
|
||
instance, if it's a +3 crysknife, add +3 for the weapon enchantment.
|
||
|
||
Relative hit bonus: The relative hit bonus is only figured in for artifacts
|
||
(named weapons). See the section on ARTIFACTS to look up the relative hit
|
||
bonus on a named weapon.
|
||
|
||
Weight modifier: the weight modifier is computed as follows (to determine
|
||
carrying capacity, see the section on CARRYING CAPACITY, and to determine
|
||
weight you are carrying, total the weights of all items in your inventory):
|
||
(weight you are carrying - carrying capacity + 40) / 20
|
||
|
||
-----------------------------------------------------------------------------
|
||
Kicking:
|
||
|
||
Kicking is one of the more useful functions in nethack. Basically, you can
|
||
kick any creature or object within the game. You cannot, however kick
|
||
anything if you are polymorphed into a monster with no legs (a snake, for
|
||
instance) or a monster that is too small, if your legs are wounded, if your
|
||
load is too heavy, or if you are stuck in a pit or bear trap. The effects of
|
||
kicking certain things are listed below (although be careful - kicking things
|
||
can make a lot of noise and wake up monsters on the level):
|
||
|
||
Altars - kicking an altar is, in general, a bad idea. Deities can do all
|
||
sorts of nasty things to you if you get them pissed off.
|
||
|
||
Doors - if a door is locked and you don't have a lock-pick, one way to get
|
||
through the door is to kick it down. Watch out for lost hit points and
|
||
wounded legs if you do this, though. Similarly, it is possible to kick down
|
||
a secret door, even if you haven't found it. So... if you're pretty sure
|
||
there's a secret door there, and you haven't found it after the last five
|
||
searches, you might want to try kicking it a bit.
|
||
|
||
Chests - it is possible to break the lock on a locked chest by kicking it. Of
|
||
course, it is also possible to lose hit points and damage your legs by doing
|
||
so, so be careful to keep on eye out when at lower experience levels.
|
||
|
||
Empty space - kicking at empty space isn't terribly smart. Although you
|
||
probably will get away with it, you do have a chance of straining a muscle,
|
||
which wounds your right leg.
|
||
|
||
Monsters - in general, when you kick a monster you will damage it. Kicking a
|
||
monster is a good alternative if you have no weapon. It is also a good
|
||
alternative if you are confused, as you will not then randomly wander around
|
||
if you miss the monster aimed at. There are however a few exceptions to the
|
||
rule with kicking monsters... notably, kicking dragons and other thick-
|
||
skinned creatures will do no damage.
|
||
|
||
Objects - in general, when you kick an object, it will move in the direction
|
||
in which you kick it. The distance it moves will depend on your strength and
|
||
the weight of the object. Fragile objects are not good to kick. For
|
||
instance, kicking an egg will cause it to go splat, and kicking a potion will
|
||
generally break it. Of course, this can be a way of identifying potions, as
|
||
you will then get the vapor effect if the potion has any.
|
||
|
||
Sinks - kicking a sink will produce various effects. 75% of the time, you
|
||
will merely get the message "Klunk! The pipes vibrate noisily." (or just
|
||
"Klunk!" if you're blind). Otherwise, there is a 1/3 chance of having a
|
||
black pudding ooze up from the drain and attack you (assuming they haven't
|
||
been genocided yet). If this doesn't happen, you have a 1/3 chance of "the
|
||
dish washer" returning. It just so happens that the dish washer is a
|
||
succubus/incubus, however, so you might want to watch out for this. Assuming
|
||
that doesn't happen, you've got a 1/3 chance that a ring (only one per sink)
|
||
will pop up from the drain in a bunch of muddy waste.
|
||
|
||
Thrones - kicking a throne can have several effects. If your luck is
|
||
negative, you will always end up destroying the throne and finding several
|
||
gold pieces in the rubble (probably after a few sore toes, however). If your
|
||
luck is positive, you have a chance of kicking loose some ornamental coins
|
||
and gems instead.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Luck:
|
||
|
||
Your luck begins at 0, (+/-1 depending on the moon), and can range from -10
|
||
to +10. When modified, it will decrease or increase (time-out) by 1 toward
|
||
its starting value every 600 moves (300 for angry gods) unless you're
|
||
carrying a luckstone (see TOOLS for more information about luckstones).
|
||
While carrying a luckstone it is still possible to change your luck.
|
||
|
||
Increasing Luck
|
||
|
||
1. Throw a gem at a unicorn.
|
||
+5 luck if the jewel is identified and the unicorn is co-aligned.
|
||
+1 luck if the jewel is unidentified.
|
||
-3 to +3 luck if the jewel is identified and the unicorn is non-co-
|
||
aligned.
|
||
2. Sacrifice on a co-aligned altar.
|
||
+0 to +5 luck if the sacrifice is accepted, depending on monster
|
||
difficulty factor. Seeing a four-leaf clover is a sign that your luck
|
||
has improved.
|
||
=0 if your luck is negative luck your god is not angry.
|
||
+1 luck if your luck is negative and your god is angry.
|
||
3. Sacrifice on a non-co-aligned altar.
|
||
+1 if your luck is negative, the sacrifice is accepted and your god is
|
||
not angry. Chance of success is (3 + exp. level) / (8 + exp. level)
|
||
4. Sacrificing a human corpse at a chaotic altar.
|
||
+2 luck if you are chaotic too.
|
||
5. Sitting on a throne.
|
||
+1 luck if your luck is negative (sometimes).
|
||
6. Prayer.
|
||
=0 if your luck is negative and your god is not angry (small chance)
|
||
|
||
Decreasing Luck
|
||
|
||
1. Killing a co-aligned unicorn.
|
||
-5 luck no matter what.
|
||
2. Sacrificing a human.
|
||
-5 luck if you are non-chaotic.
|
||
3. After converting to a new god, trying to sacrifice at the altar of your
|
||
original god. Conversion is accomplished by sacrificing at a non-co-
|
||
aligned altar while your god is angry.
|
||
-5 luck no matter what.
|
||
4. Converting to a new god.
|
||
-3 luck always.
|
||
5. Praying before your between prayer time-out expires.
|
||
-3 luck. Moral: don't pray too often.
|
||
6. Breaking a mirror.
|
||
-2 luck. (It figures, doesn't it?)
|
||
7. Killing a friendly human.
|
||
-2 luck always.
|
||
8. Killing a pet (or other tame monster).
|
||
-1 luck each time.
|
||
9. Desecrating (kicking or digging) a co-aligned altar.
|
||
-1 luck (Ouch!)
|
||
10. Killing a peaceful monster.
|
||
-1 luck (50% chance).
|
||
11. Sacrifice at a non-co-aligned altar.
|
||
-1 luck if you fail and your god is not angry. Chance of success is (3
|
||
+ exp. level) / (8 + exp. level).
|
||
12. Hitting a blind monster.
|
||
-1 luck (0.2% chance).
|
||
|
||
Robbing shops does not lower your luck.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Magic:
|
||
|
||
Many people have asked for a section which details information about how the
|
||
reading of spellbooks and casting of spells works. Well, here it is!
|
||
|
||
Memorizing spellbooks: If the spellbook is cursed, it will be impossible to
|
||
memorize under any conditions. Otherwise, the following test must be passed
|
||
in order to successfully memorize a spellbook:
|
||
|
||
(your intelligence + 4)
|
||
+ (your experience level / 2)
|
||
- (2 * the spell level of the spellbook)
|
||
------------------------------------------------------------------------
|
||
Must be greater than a randomly generated number from 0 to 20.
|
||
|
||
The possible effects from failing to memorize a spellbook are as follows
|
||
(chances of each effect are equal):
|
||
|
||
1. Your character is teleported.
|
||
"You feel a wrenching sensation."
|
||
2. Your character gains the aggravate monster intrinsic.
|
||
"You feel threatened."
|
||
3. You are blinded for 250 to 349 turns.
|
||
4. You lose all of your gold.
|
||
"You realize that you have no gold."
|
||
5. You become confused for 16 to 22 turns.
|
||
"These runes were just to much to comprehend."
|
||
6. Poison! Gloves, if being worn, are corroded (assuming they're not
|
||
rustproof) by 1 (i.e. +2 gloves become +1, +0 gloves become -1. -2 is
|
||
the worst your gloves will corrode to). If you are poison resistant,
|
||
you will lose 2 points of strength and 1 to 6 hit points. Otherwise,
|
||
you will lose 3 to 6 points of strength and 1 to 10 hit points.
|
||
"The book was coated with contact poison!"
|
||
7. The book explodes, doing 7 to 25 points of damage. If you are magic
|
||
resistant, no damage ensues.
|
||
"As you read the book, it explodes in your face."
|
||
|
||
When a spellbook is successfully memorized, it is placed in the list of
|
||
spells that you know. You will then be able to use that spell (i.e. cast or
|
||
attempt to cast it) from 2 to (10 - the spell level) times before you will
|
||
need to "re-memorize" the spell by reading another spellbook of that type.
|
||
|
||
Casting memorized spells: Attempts to cast a spell while you are confused
|
||
will always fail. Otherwise, in order to successfully cast a spell, the
|
||
following test must be passed:
|
||
|
||
your intelligence
|
||
+ your luck
|
||
- (3 * the level of the spell)
|
||
------------------------------------------------------------------------
|
||
Must be greater than or equal to 0.
|
||
|
||
If a spell is successfully cast, the appropriate effects take place and a
|
||
number of energy points equal to the level of the spell is removed from your
|
||
current EP.
|
||
|
||
If the spell is failed, a number of energy points equal to the level of the
|
||
spell is still removed from your current EP, and the following message is
|
||
given:
|
||
"The air around you crackles as you goof up." or
|
||
"Far out... a light show!" (if you are hallucinating)
|
||
|
||
-----------------------------------------------------------------------------
|
||
Pets:
|
||
|
||
Pets are one of the most useful things in the dungeons and so should be
|
||
treated as such. Here are a few useful hints regarding pets:
|
||
|
||
They will eat only what they need in order to survive and will leave food
|
||
rations alone unless they are very hungry or you throw them one.
|
||
|
||
Pets will become violent if they are too hungry, or if you leave them on a
|
||
level, go down the stairs and them come back later.
|
||
|
||
You can actually chat with your pets to gain knowledge about how hungry they
|
||
are.
|
||
|
||
"You feel worried about your [pet]" means that your pet is starving. "You
|
||
have a sad feeling for a moment" means that your pet has snuffed it. "You
|
||
hear noises in the distance" means that your pet is in battle.
|
||
|
||
Kittens change into housecats and then large cats, whereas little dogs become
|
||
dogs, and then large dogs.
|
||
|
||
Watch out when you are confused, blind, etc. You do not want to accidentally
|
||
kill your pet.
|
||
|
||
The minute you eat a dog or cat, every non-tame, non-peaceful monster that is
|
||
on the level will head for you with blood in its eye(s). That is, you gain
|
||
an intrinsic: Aggravate monster
|
||
|
||
What monsters your pets will attack is directly dependent on the level of the
|
||
pet and the level of the monster. Pets will not attack monsters more
|
||
powerful than them. The one exception is if you have on a ring of conflict.
|
||
If so, your pets will attack anything. (Ever seen a minotaur make doggie
|
||
pancake? Moral: keep your ring of conflict off if you're near a big nasty.)
|
||
|
||
If you think your pet is a bit wimpy, use a wand of polymorph on him. If
|
||
this makes him wimpier, don't blame us - try again!
|
||
|
||
A scroll of taming can create more pets for you, but having devils as pets
|
||
can be a minor problem (although not as much of a problem in current
|
||
versions).
|
||
|
||
If you meet a wild pet, the best bet is to throw food at it - anything you
|
||
could eat. Tripe is wonderful, but don't bother throwing rotted corpses.
|
||
|
||
You can even tame pets with names given by other people, i.e. bones levels.
|
||
|
||
A leash will allow you to keep the animal with you at all times (even if you
|
||
get teleported or go through a trap door), but also tends to make him get in
|
||
your way more often.
|
||
|
||
A whistle will attract your pet to you when applied. Even better, a magic
|
||
whistle will teleport your pet to your side when applied. Very useful when
|
||
going up or down levels with your pet.
|
||
|
||
Pets will not pick up cursed objects or even cross over them, which will help
|
||
you to avoid these items. However, keep in mind that you may have to clear
|
||
cursed items from halls if you want your pet to follow you, and that if you
|
||
throw a food item (especially tripe) on a cursed item, your pet will be
|
||
trained to step on cursed items in the future. A warning: dead-end corridors
|
||
can be very bad if there is a cursed item in the exit and the pet is between
|
||
you and the cursed item (this can happen if your pet kills a creature that
|
||
was carrying a cursed item).
|
||
|
||
-----------------------------------------------------------------------------
|
||
Praying:
|
||
|
||
Praying can get you out of a lot of jams in the game of nethack, if your god
|
||
is pleased with you. On the other hand, if the gods are angry at you, you
|
||
can get into an awful lot of trouble.
|
||
|
||
If your deity is pleased with you, chances are that your worst problem will
|
||
be fixed, although all of your problems could be fixed, or none of them might
|
||
be fixed (this is dependent on your luck). The following are problems that
|
||
your deity might fix, from worst (in the deity's eyes, not necessarily
|
||
yours!) to least:
|
||
|
||
1. You are turning to stone.
|
||
2. You are being strangled (by an amulet of strangulation).
|
||
3. You are sick.
|
||
4. You are starving.
|
||
5. Your hp are below 5, or your hp are below 1/7 of max.
|
||
6. You have lycanthropy.
|
||
7. You are stuck in a wall.
|
||
8. You are wearing a cursed item which levitates you.
|
||
9. You are wearing a cursed blindfold.
|
||
10. You are being punished.
|
||
11. You have a cursed loadstone or cursed luckstone.
|
||
12. You are wielding/wearing a cursed weapon/armor.
|
||
13. You are blind.
|
||
14. You are hungry.
|
||
15. You are poisoned.
|
||
16. You have wounded legs.
|
||
17. You are stunned.
|
||
18. You are confused.
|
||
19. You are hallucinating.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Removing Curses:
|
||
|
||
There are several ways to uncurse cursed items - and several other ways to
|
||
get rid of cursed items:
|
||
|
||
1. Dipping in fountains will eventually remove the curse from stuff - "The
|
||
water glows for a moment" indicates that your item has been uncursed.
|
||
You can dip items even if you are wearing them.
|
||
|
||
2. Reading a scroll of remove curse will remove the curse from stuff you are
|
||
wearing. If the scroll of remove curse is blessed, everything in your
|
||
pack will be uncursed.
|
||
|
||
3. If you have good relations with your god, your god will uncurse things you
|
||
are wearing, and occasionally will remove the curse from items in your
|
||
pack. This will happen when you pray.
|
||
|
||
4. Reading an uncursed scroll of enchant armor/weapon will remove the curse
|
||
from the armor/weapon that gets enchanted. Similarly, reading a blessed
|
||
scroll of enchant armor/weapon will bless the armor/weapon that gets
|
||
enchanted.
|
||
|
||
5. Dipping cursed items in holy water will uncurse them.
|
||
|
||
6. A wand of cancellation will remove the curse from all items in your pack
|
||
if you zap yourself with it. Note, however, that it will also remove
|
||
all enchantments and names (i.e. Stormbringer) on all items in your
|
||
pack.
|
||
|
||
7. Try having a monster steal your cursed items. Nymphs will steal cursed
|
||
armor and weapons. Be sure that you have dropped everything else,
|
||
however, before trying this. Succubi/incubi will also remove cursed
|
||
armor sometimes.
|
||
|
||
8. An uncursed or blessed scroll of destroy armor can be used to destroy
|
||
cursed armor. Be sure to take off all your other armor before reading
|
||
the scroll.
|
||
|
||
9. Polymorphing yourself into a monster that can't wear armor or use a weapon
|
||
will cause you to fall out of your armor (or it may destroy your armor
|
||
altogether) and/or drop your weapon.
|
||
|
||
10. For those that enjoy risks, rarely, very rarely, a magic trap will inform
|
||
you that 'You feel that someo
|
||
|
||
-----------------------------------------------------------------------------
|
||
Robbing Shops:
|
||
|
||
Here we have outlined a few of the standard ways of robbing a shop. Some of
|
||
them let you get away with it scott-free. Others will send the keystone kops
|
||
after you. Some will even allow you to keep robbing the shop and selling the
|
||
stuff back to the shopkeeper until you have all his money! Experiment with
|
||
these and have fun!
|
||
|
||
For reference, in all the diagrams:
|
||
@ = shopkeeper
|
||
X = you (for clarity)
|
||
f = cat (or whatever pet you may have)
|
||
P = pile of goodies (also for clarity)
|
||
K = Keystone Kops (after you robbed the shop)
|
||
|
||
Method One: Pile everything in the shop up and teleport it out with a wand
|
||
of teleport. This scatters the items on the level for you to find.
|
||
|
||
Enter the shop... Make a pile... Poof!
|
||
------------- ------------- -------------
|
||
|!!$%%[))...|# |...........|# |.........@.|#
|
||
|$+$$(![[.@.X# |P....f....@-# |...........-#
|
||
|+$%]**!$...|f### |.X.........|#### |.X...f.....|####
|
||
------------- ------------- -------------
|
||
|
||
Method Two: Dig a hole in the wall with a wand of digging or any other handy
|
||
method of digging, and then kick the stuff out. Two notes, here: 1) kicking
|
||
potions, eggs, or other fragile items will destroy them. 2) You cannot just
|
||
kick an item out of the shop - if you do so, the shopkeeper will charge you
|
||
for it. You have to be outside the shop (i.e., in the wall) while you're
|
||
kicking it out of the shop.
|
||
|
||
Get positioned... Dig... # Make a pile...
|
||
------------- ----------.-- ----------X--
|
||
|!!$%%[))...|# |!!$%%[))...|# |!!.f......P|#
|
||
|$+$$(![[.@.-# |$+$$(![[.@..f |.....!....@.#
|
||
|+$%]**!$...|Xf## |+$%]**!$...|X### |......!....|####
|
||
------------- ------------- -------------
|
||
|
||
Kick... # You're rich!
|
||
----------X-- ----------.--
|
||
|!!.........|# |!!........f|#
|
||
|.....!....@P# |.....!.....X#
|
||
|......!f...|#### |......!..@.|####
|
||
------------- -------------
|
||
|
||
Method Three: Dig a hole in the wall of the shop. Then dig a hole just
|
||
outside of the shop (by specifying '>' for the digging direction), falling
|
||
through to the next level. Trek back up to the shop, grab everything you can
|
||
carry, walk out of the shop, onto the hole, and hey presto! You're on the
|
||
next level with all the loot, and the Keystone Kops and shopkeeper are still
|
||
back on the previous level. If you don't fall through the trapdoor, don't
|
||
worry - just hit '>' to go down through the hole you made.
|
||
|
||
X Dig out... ^ Make a pit... ^ Grab stuff...
|
||
-.----------- -.----------- -.-----------
|
||
|!!$%%f))...|# |!!$%%[))...|# |Xf.........|#
|
||
|$+$$(![[.@.-# |$+$$(![[.@.-# |..........@-#
|
||
|+$%]**!$...|#### |+$%]**!$...|#### |...........|####
|
||
------------- ------------- -------------
|
||
|
||
X Walk onto pit... ^ You're rich! (and gone!)
|
||
-f----------- -.-----------
|
||
|...........|# |......@.K..|#
|
||
|..........@-# |.K...KK..K.-#
|
||
|...........|#### |..KK...K...|####
|
||
------------- -------------
|
||
|
||
Method Four: Polymorph the shopkeeper into something easier to handle (with
|
||
a wand of polymorph) and then kill him/her. Of course, once the shopkeeper's
|
||
gone, you can take what you like, including his or her gold!
|
||
|
||
Enter the shop... Polymorph... Kill shopkeeper!
|
||
------------- ------------- -------------
|
||
|!!$%%[))...|# |!!$%%[))f..|# |!!$%%[)f...|#
|
||
|$+$$(![[.@.X# |$+$$(![[..s-# |$+$$(![[...-#
|
||
|+$%]**!$...|f### |+$%]**!$.X.|#### |+$%]**!$.X.|####
|
||
------------- ------------- -------------
|
||
|
||
Method Five: If you do not happen to have any props (wands, etc), and have a
|
||
ration (especially tripe) or two, then this method is for you. It is also
|
||
the most common: train your pet. Basically, if your pet drops an item right
|
||
in front of the door to the shop, you can pick it up for free. Throw him
|
||
food, and he'll keep on doing it!
|
||
|
||
Throw pet food and
|
||
Let pet in shop... It brings item... take item - it is free!
|
||
------------- ------------- -------------
|
||
|!!$%%[))*..|# |!!$%%[))...|# |!!$%%[))...|#
|
||
|$+$$(![[]f.X# |$+$$(![[]f*X# |$+$$(![[].X-#
|
||
|+$%]**!$(.@|### |+$%]**!$(.@|### |+$%]**!$(f@|###
|
||
------------- ------------- -------------
|
||
|
||
Method Six: Teleport out. Grab everything in the shop and then teleport the
|
||
heck out of there. This is especially effective if you have teleport control
|
||
and know where the stairway is. It's even better if you have your pet on a
|
||
leash, or a magic whistle, so you don't have to worry about leaving your pet
|
||
behind. But note - the Kops and the shopkeeper will be after you.
|
||
|
||
Enter the shop... Grab everything... Poof!
|
||
------------- ------------- -------------
|
||
|!!$%%[))...|# |...........|# |..K....K.@.|#
|
||
|$+$$(![[.@.X# |.....f....@-# |...K.KK....-#
|
||
|+$%]**!$...|f### |.X.........|#### |.....f..KK.|####
|
||
------------- ------------- -------------
|
||
|
||
Method Seven: Push a boulder into the shop, then use the boulder to block
|
||
the door. Once the door is blocked, rip off everything in the shop and then
|
||
teleport out. Although the Kops will be after you, you won't have to deal
|
||
with a pissed off shopkeeper.
|
||
|
||
Push in a rock... Keep on going... Push it back...
|
||
------------- ------------- -------------
|
||
|!!$%%[))..@| |!!$%%[))..@| |!!$%%[)).@.|
|
||
|$+$$(![[...-'Xf# |$+$$(![[.'X-f### |$+$$(![[..X'f###
|
||
|+$%]**!$...| |+$%]**!$...| |+$%]**!$...|
|
||
------------- ------------- -------------
|
||
|
||
Grab everything... Poof!
|
||
------------- -------------
|
||
|...........| |.KK.....KK.|
|
||
|..........@'f### |.....K....@'####
|
||
|.X.........| |...K..K....|
|
||
------------- -------------
|
||
|
||
-----------------------------------------------------------------------------
|
||
Sink Effects:
|
||
|
||
There are basically three things that you can do with a sink. You can kick
|
||
it (which is detailed under KICKING), you can quaff from it, or you can drop
|
||
a ring down it.
|
||
|
||
Quaffing from a sink
|
||
|
||
-----------------------------------------------------------------------------
|
||
|Chance | Effect |
|
||
|---------------------------------------------------------------------------|
|
||
| 6/20 | "You take a sip of [cold/warm/hot] water." |
|
||
| | No effect. |
|
||
| | |
|
||
| 1/20 | "You take a sip of very cold water." |
|
||
| | No effect. |
|
||
| | |
|
||
| 1/20 | "You take a sip of very warm water." |
|
||
| | No effect. |
|
||
| | |
|
||
| 1/20 | "You take a sip of scalding hot water." |
|
||
| | "It seems quite tasty." (if fire resistant) |
|
||
| | You will lose 1-6 hp unless you are fire resistant. |
|
||
| | |
|
||
| 1/20 | "Eek! There's a sewer rat in the sink!" |
|
||
| | "Eek! There's something squirmy in the sink!" (if blind) |
|
||
| | "The sink seems quite dirty." (if sewer rats have been |
|
||
| | genocided) |
|
||
| | A sewer rat will be created adjacent to the sink. |
|
||
| | |
|
||
| 1/20 | "The sink emits a stream of [color] water." |
|
||
| | Will have the effect of a potion of the same color, sometimes |
|
||
| | allowing you to identify a potion type. |
|
||
| | |
|
||
| 1/20 | "You find a ring in the sink!" |
|
||
| | "Some dirty water backs up in the drain." (if ring already found |
|
||
| | in sink) |
|
||
| | You can find up to one random ring in each sink. |
|
||
| | |
|
||
| 1/20 | "The pipes break! Water spurts out!" |
|
||
| | The sink will turn into a fountain. |
|
||
| | |
|
||
|
|
||
| 1/20 | "The water moves as though of its own will!" |
|
||
| | "But it quiets down." (if water elementals are genocided) |
|
||
| | Creates a water elemental adjacent to the sink. |
|
||
| | |
|
||
| 1/20 | "Yuk, this water tastes awful." |
|
||
| | You will gain a few experience points. |
|
||
| | |
|
||
| 1/20 | "Gaggg... this tastes like sewage! You vomit." |
|
||
| | You vomit, making you slightly more hungry. |
|
||
| | |
|
||
| 1/20 | "This water contains toxic wastes! You undergo a freakish |
|
||
| | metamorphosis!" |
|
||
| | You will be polymorphed into a random creature. |
|
||
| | |
|
||
| 1/20 | "You hear clanking from the pipes...." |
|
||
| | No effect. |
|
||
| | |
|
||
| 1/20 | "You hear snatches of song from among the sewers..." |
|
||
| | No effect. |
|
||
| | |
|
||
| 1/20 | "A murky hand reaches up out of the drain." (only if |
|
||
| | hallucinating) |
|
||
| | No effect. |
|
||
-----------------------------------------------------------------------------
|
||
|
||
Dropping a ring down a sink (Note - approximately 95% chance of losing ring):
|
||
|
||
-----------------------------------------------------------------------------
|
||
|Drop this ring in sink. | Get this effect... |
|
||
|---------------------------------------------------------------------------|
|
||
|Adornment | The faucets will flash brightly for a moment. |
|
||
|Aggravate Monster* | Several flies buzz angrily from the sink |
|
||
|Cold Resistance | The cold faucet flashes brightly for a moment. |
|
||
|Conflict* | You here loud noises coming from the drain |
|
||
|Heat Resistance | The hot faucet flashes brightly for a moment. |
|
||
|Hunger | All items on the same square as the sink will be |
|
||
| | "eaten" (i.e. will disappear). |
|
||
|Increase Damage* | The water's force seems [greater/smaller], |
|
||
| | depending whether the ring is plus or minus. |
|
||
|Invisibility | You don't see anything happening. |
|
||
|Levitation* | The sink quivers upward for a moment. |
|
||
|Poison Resistance* | You smell rotten [fruit]. |
|
||
|Polymorph | The sink momentarily looks like a fountain. |
|
||
|Polymorph Control | The sink momentarily looks like a regularly |
|
||
| | erupting geyser. |
|
||
|Protection | Ring glows [silver/black], depending on blessed |
|
||
| | cursed state. |
|
||
|Prot frm Shape Changers | The sink looks nothing like a fountain. |
|
||
|Regeneration | The sink looks as good as new. |
|
||
|Searching* | You thought you lost your ring down the sink, |
|
||
| | but there it is! (You won't lose the ring.) |
|
||
|See Invisible | You see some air in the sink. |
|
||
|Shock Resistance* | Static electricity surrounds the sink. |
|
||
|Stealth | The sink seems to blend into the floor for a |
|
||
| | moment. |
|
||
|Strength* | Waters flow seems [stronger/weaker], depending |
|
||
| | whether the ring is plus or minus. |
|
||
|Teleport | The sink disappears momentarily. |
|
||
|Teleport Control | The sink looks like it is being beamed up. |
|
||
|Warning | The sink glows [color]. |
|
||
-----------------------------------------------------------------------------
|
||
|
||
* These rings can be identified without the benefit of eyesight.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Survival:
|
||
|
||
If you are low on hit points, or are worried about the zoo that you just
|
||
stumbled across while blind and confused, there are two primary methods to
|
||
survive beyond running away: engraving Elbereth and a scroll of scare
|
||
monster. As an interesting note, if you happen to get the message "This
|
||
water gives you bad breath," you will scare monsters near you away (due to
|
||
your awful halitosis).
|
||
|
||
Engraving Elbereth
|
||
|
||
If you engrave "Elbereth" in the dust and keep standing on it, most monsters
|
||
will not attack you. Note that humans, elves, soldiers, shopkeeper, etc. (in
|
||
short, all @'s) will not regard Elbereth, and other monsters may throw things
|
||
at you. Dragons can also still use their breath weapons against you. If you
|
||
swing at them or throw things at them you will scuff out the engraving,
|
||
allowing them to attack. Also, in most cases the writing will eventually
|
||
fade out. How long it takes to fade or scuff is dependent on what you used
|
||
to engrave. Your fingers will do, but not for long. A weapon is really
|
||
good, but you tend to dull blades that way ( athames will not dull from
|
||
engraving). Some wands, magic markers, and other objects can also be used to
|
||
engrave, although it will take a charge to do so (wands of fire or digging
|
||
are excellent for engraving, for instance). The trick here is to levitate,
|
||
which will prevent you from scuffing the writing.
|
||
|
||
Scare monster
|
||
|
||
Monsters (this does not include humans) will not cross a scroll of scare
|
||
monster. Thus, you can stand on it, and they will not attack you (similar to
|
||
Elbereth), or you could drop it in a doorway, and the monsters would not come
|
||
through (good way to cork the bottleneck of a zoo).
|
||
|
||
Every time you drop/pick up a scroll of scare monster it moves toward a
|
||
cursed state. Drop a blessed scroll, pick it up it is uncursed. Drop that
|
||
uncursed scroll, pick it up it is cursed. Drop that cursed scroll, pick it
|
||
up it turns to dust. (Incidentally, placing a scroll of scare monster in a
|
||
chest and then picking it up later will not change its status.) Thus, if you
|
||
pick up a scroll that turns to dust, it is a worn out scare monster scroll.
|
||
One neat trick is to keep blessing the scroll after you use it, so that you
|
||
can use it over and over again.
|
||
|
||
Note: Minotaurs are the exception to the rule. Standing on a scroll of
|
||
scare monster or engraved Elbereth does nothing to stop them from attacking
|
||
you.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Throne Effects:
|
||
|
||
When you sit upon a throne, you have a one in six chance of having some
|
||
effect take place (no effect = "You feel out of place..."). The effects
|
||
which can take place are as follows (equal chances):
|
||
|
||
1. You lose 3-6 points from a random attribute, and lose 1-10 hp.
|
||
2. One point is added to random attribute.
|
||
3. You lose 1-6 hp if shock resistant. Otherwise you lose 1-30 hp.
|
||
"A [massive] charge of electricity shoots through your body!"
|
||
4. If your hit points are within 5 of max, add 4 to your max. Your hit
|
||
points are raised to max, and blindness, sickness, and bad legs will all
|
||
be healed.
|
||
"You feel much, much better!"
|
||
5. You will lose all of your gold.
|
||
"You notice you have no gold."
|
||
"You feel a strange sensation." (if you have no gold)
|
||
6. If your luck + random of [0-4] is less than 0, your luck will increase by
|
||
one. Otherise, you can wish for an item.
|
||
"You feel your luck is changing."
|
||
7. This one's rather obvious: lots of nasties will get summoned.
|
||
"You hear a voice echo: 'Thy audience has been summoned, Sire!'"
|
||
8. You will be given the boon of genociding one creature.
|
||
"You hear a voice echo: 'By thy imperious order, Sire!'"
|
||
9. If your luck is greater than zero, you will be blinded for 250-349 turns.
|
||
Otherwise a random item you possess will be cursed.
|
||
"You hear a voice echo: 'A curse upon thee for sitting upon this most
|
||
holy throne.'"
|
||
10. If your luck is less than zero or you have the intrinsic see invisible,
|
||
the level will be magically mapped for you. Otherwise, you will gain
|
||
the intrinsic of see invisible.
|
||
"An image forms in your mind."
|
||
"Your vision clarifies."
|
||
11. If your luck is less than zero, you will gain the intrinsic of aggravate
|
||
monsters. Otherwise, you will be randomly teleported on the level.
|
||
"You feel threatened."
|
||
"You feel a wrenching sensation."
|
||
12. One or more items in your pack will be identified.
|
||
"You are granted a gift of insight."
|
||
13. You will become confused for 16 to 22 turns.
|
||
"Your mind turns into a pretzel."
|
||
|
||
-----------------------------------------------------------------------------
|
||
Unicorn Horns:
|
||
|
||
When a)pplied, an uncursed or blessed unicorn horn can do any or all of the
|
||
following: cure blindness, stop confusion, stop hallucination, cure
|
||
sickness, stop stunning, or restore ability. Note that if the unicorn horn
|
||
is cursed, these effects will be reversed.
|
||
|
||
You can #d)ip a unicorn horn in a potion, and if the potion is a potion of
|
||
confusion, hallucination, or sickness, the potion will become a potion of
|
||
water. If it says, "Interesting," the potion is of another type.
|
||
|
||
Unicorn horns will not rust, and they enchant well, so they make ideal
|
||
weapons, especially against rust monsters, acid blobs, etc.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Wishes:
|
||
|
||
There are five ways to get wishes. These are:
|
||
|
||
1. A wand of wishing (Note for poly-pilers here: It is no longer possible
|
||
to polymorph another wand into a wand of wishing.)
|
||
2. A magic lamp - djinni appears and is grateful for his release (Also no
|
||
longer possible to create via a polymorph.)
|
||
3. A fountain - water demon appears and is sometimes grateful for his release
|
||
(see FOUNTAIN EFFECTS for more information).
|
||
4. Occasionally, a glowing potion will have a djinni in it who is grateful
|
||
for his release.
|
||
5. Sitting on a throne can occasionally give you a wish. (See THRONE
|
||
EFFECTS)
|
||
|
||
To wish effectively, you should wish for an item (or items) that can
|
||
(literally) be placed in your inventory. You could wish for a "wide sword"
|
||
and get one. Better yet, you could wish for a "+3 wide sword" and you would
|
||
at least get a wide sword. Whether you get the asked for enchantments
|
||
depends on a random factor. You may wish for an enchantment as high as you
|
||
want, but your chances of getting it go exponentially downwards after +3, and
|
||
to zero after +5. Thus, you're better off wishing for "+2 gray dragon scale
|
||
mail" than let's say "blessed +4 gray dragon scale mail." In either case you
|
||
would get at least +0 gray dragon scale mail (although it might be cursed).
|
||
If the item is one that often comes in multiples (scrolls or potions, for
|
||
example) instead of having an enchantment, you can wish for several (i.e. 3
|
||
scrolls) and have a good chance of getting them. The exceptions to this rule
|
||
are gold, which you can wish for a lot of, and rocks, which you can wish for
|
||
as many as you like.
|
||
|
||
The general modifiers to use when wishing are, of course, "blessed,"
|
||
"uncursed," and "cursed." A specific modifier for small missile weapons is
|
||
"poisoned" (as it appears in your inventory). Also there are named weapons
|
||
(artifacts), as in a "blessed +3 wide sword named Stormbringer."
|
||
|
||
Here's a few useful items and the exact wording you need to use to get them:
|
||
|
||
"blessed +3 war hammer named Mjollnir"
|
||
"blessed +3 broadsword named Stormbringer"
|
||
"blessed +3 katana named Snickersnee"
|
||
"blessed +3 long sword named Excalibur"
|
||
"blessed +3 gray dragon scale mail"
|
||
"blessed +3 helm of telepathy"
|
||
"blessed +3 pair of speed boots"
|
||
"blessed +3 gauntlets of power"
|
||
"blessed +3 shield of reflection"
|
||
"blessed +3 cloak of displacement"
|
||
"blessed +3 Hawaiian shirt"
|
||
"blessed amulet of life saving"
|
||
"3 blessed potions of gain ability"
|
||
"3 blessed scrolls of genocide"
|
||
"3 cursed scrolls of genocide" (caution is advised)
|
||
"blessed spellbook of identify" (you never get more than one spellbook)
|
||
"blessed ring of levitation"
|
||
"wand of polymorph"
|
||
"blessed tinning kit" (makes blessed tins)
|
||
"figurine of a gray dragon" (for that pet gray dragon you always wanted)
|
||
|
||
|
||
----------------------------------------------------------
|
||
| The Items |
|
||
----------------------------------------------------------
|
||
-----------------------------------------------------------------------------
|
||
Amulets:
|
||
|
||
Note: for all item lists, the "Prob" column lists the relative probability
|
||
of that particular item being randomly generated (when a level is created, a
|
||
monster is killed, an item is polymorphed, etc.).
|
||
|
||
Name Effect Prob Weight
|
||
--------------------------------------------------------------
|
||
| amulet of change | Polymorph (change sex) | 150 | 2 |
|
||
| amulet of esp | Telepathy | 190 | 2 |
|
||
| amulet of life saving | Life saved | 90 | 2 |
|
||
| amulet of reflection | Reflecting | 90 | 2 |
|
||
| amulet of restful sleep | Sleep | 150 | 2 |
|
||
| amulet of strangulation | Strangled | 150 | 2 |
|
||
| amulet versus poison | Poison resistance | 180 | 2 |
|
||
| Amulet of Yendor | ----- | 0 | 0 |
|
||
--------------------------------------------------------------
|
||
|
||
Amulet of esp - gives intrinsic telepathy.
|
||
Amulet of life saving - will save your life once. After you die it brings
|
||
you back up to max hp. Note that if you choke on something while
|
||
wearing one of these, you're liable to keep right on eating and choke
|
||
again. Also, this won't save you if you genocide whatever you are.
|
||
Amulet of Yendor - no effect from wearing. When in your possession prevents
|
||
level teleport, often prevents normal teleports, randomly maps out
|
||
blocks of level around you, and causes spell casting to take more
|
||
energy.
|
||
Amulet of restful sleep - waits many turns, and then causes you to go to
|
||
sleep (against your will).
|
||
|
||
-----------------------------------------------------------------------------
|
||
Identifying Amulets:
|
||
|
||
Identifying amulets is a process of elimination, starting with determining
|
||
whether or not the amulet is cursed. Determining whether it's cursed is easy
|
||
enough if you're a priest or have a pet on hand. If the amulet is cursed,
|
||
don't wear it - there are too many nasty things cursed amulets can do. If
|
||
the amulet isn't cursed, it's probably either an amulet of esp, life saving,
|
||
reflection, or versus poison. However, watch out - amulets of change often
|
||
aren't cursed. So, if you don't mind risking the possibility of changing
|
||
sexes (and character name), try it on and see what it does. To see if it's
|
||
an amulet of esp, get blinded (put on a blindfold, quaff a potion of
|
||
blindness, etc.). If you can suddenly see all the monsters on the level,
|
||
that's what it is. Next, find a room away from all the monsters, and zap a
|
||
wand at the wall so that it bounces at you (do this with a wand that you're
|
||
immune to, or something non-harmful like a sleep ray). If your medallion
|
||
reflects the ray, it's an amulet of reflection. Finally, try eating
|
||
something poisonous. If it doesn't do you any harm, it's vs. poison. If
|
||
none of these are the case, you know it's an amulet of life saving - one of
|
||
the most valuable items in the game.
|
||
|
||
-----------------------------------------------------------------------------
|
||
|
||
Armor:
|
||
AC
|
||
Name Description Wt Cost Mod Rust
|
||
---------------------------------------------------------------------------
|
||
| banded mail | | 8 | 90 | -6 | Y |
|
||
| bronze plate mail | | 9 | 400 | -6 | N |
|
||
| chain mail | | 6 | 75 | -5 | Y |
|
||
| cloak of displacement | | 2 | 50 | -1 | N |
|
||
| cloak of invisibility | | 2 | 60 | -1 | N |
|
||
| cloak of magic resistance | | 2 | 60 | -1 | N |
|
||
| cloak of protection | | 2 | 50 | -3 | N |
|
||
| crystal plate mail | | 9 | 820 | -7 | N |
|
||
| dragon scale mail | | 5 | 1000 | -9 | N |
|
||
| dwarvish cloak | colorful hooded cloak | 2 | 50 | 0 | N |
|
||
| dwarvish iron helm | hard hat | 3 | 20 | -2 | Y |
|
||
| dwarvish mithril-coat | | 2 | 240 | -6 | N |
|
||
| dwarvish roundshield | large round shield | 4 | 7 | -2 | Y |
|
||
| elven boots | | 3 | 8 | -1 | N |
|
||
| elven cloak | | 2 | 60 | -1 | N |
|
||
| elven mithril-coat | | 2 | 240 | -5 | N |
|
||
| elven shield | blue and green shield | 2 | 3 | -2 | Y |
|
||
| fumble boots | | 4 | 30 | -1 | N |
|
||
| gauntlets of dexterity | | 2 | 50 | -1 | N |
|
||
| gauntlets of fumbling | | 2 | 50 | -1 | N |
|
||
| gauntlets of power | | 2 | 50 | -1 | Y |
|
||
| orcish chain mail | black chain mail | 6 | 75 | -5 | Y |
|
||
| orcish cloak | black mantelet | 2 | 40 | 0 | N |
|
||
| orcish helm | black cap | 3 | 10 | -1 | Y |
|
||
| orcish ring mail | black ring mail | 5 | 80 | -2 | Y |
|
||
| orcish shield | red-eyed shield | 3 | 3 | -1 | Y |
|
||
| fedora | | 1 | 8 | -1 | N |
|
||
| hawaiian shirt | | 2 | 5 | 0 | N |
|
||
| helmet | | 2 | 10 | -1 | Y |
|
||
| helm of brilliance | | 2 | 50 | -1 | Y |
|
||
| helm of opposite alignment | | 2 | 50 | -1 | Y |
|
||
| helm of telepathy | | 2 | 50 | -1 | Y |
|
||
| high boots | jackboots | 4 | 12 | -2 | N |
|
||
| iron shoes | hard shoes | 5 | 16 | -2 | Y |
|
||
| jumping boots | | 4 | 50 | -1 | N |
|
||
| large shield | | 4 | 7 | -2 | Y |
|
||
| leather armor | | 2 | 5 | -2 | N |
|
||
| leather gloves | | 2 | 8 | -1 | N |
|
||
| levitation boots | | 4 | 30 | -1 | N |
|
||
| low boots | walking shoes | 3 | 8 | -1 | N |
|
||
| mummy wrapping | | 2 | 2 | 0 | N |
|
||
| plate mail | | 9 | 600 | -7 | Y |
|
||
| ring mail | | 4 | 100 | -3 | Y |
|
||
| scale mail | | 5 | 45 | -4 | Y |
|
||
| shield of reflection | polished silver shield | 3 | 50 | -2 | N |
|
||
| small shield | | 2 | 3 | -1 | Y |
|
||
| speed boots | | 4 | 50 | -1 | N |
|
||
| splint mail | | 8 | 80 | -6 | Y |
|
||
| studded leather armor | | 3 | 15 | -3 | N |
|
||
| Uruk-hai shield | white-handed shield | 4 | 3 | -1 | Y |
|
||
| water walking boots | | 4 | 50 | -1 | N |
|
||
---------------------------------------------------------------------------
|
||
|
||
-----------------------------------------------------------------------------
|
||
Armor Effects:
|
||
|
||
Cloak of displacement - displaces you, causing first hit against you by a
|
||
monster to miss and other hits to be at a severe disadvantage.
|
||
Cloak of invisibility - makes you invisible.
|
||
Cloak of magic resistance - gives you resistance against magic, such that
|
||
certain spells won't work against you and magic based traps like
|
||
teleport and polymorph traps won't have any effect on you.
|
||
Cloak of protection - makes your AC better.
|
||
Dragon scale mail - depending upon the type of dragon scale mail (red, gray,
|
||
etc.) it will give you a different immunity. See FOOD - CORPSES for
|
||
information about what immunity each dragon type provides.
|
||
Elven boots - gives you stealth (i.e. if you walk into a room, a monster that
|
||
Elven cloak - gives you stealth.
|
||
Fumble boots - makes you drop your weapon, stumble and fall occasionally,
|
||
etc. Tends to be cursed.
|
||
Gauntlets of dexterity - increases your dexterity by the defense bonus.
|
||
Gauntlets of fumbling - makes you drop your weapon, stumble and fall
|
||
occasionally, etc. Tends to be cursed.
|
||
Gauntlets of power - increases your strength to 25.
|
||
Helm of brilliance - adds bonus to your intelligence and wisdom (i.e. a +1
|
||
helm will add one point to each).
|
||
Helm of opposite alignment - changes your alignment to opposite, or if
|
||
neutral to random alignment. It can be removed to return to the original
|
||
alignment.
|
||
Helm of telepathy - gives you telepathy, as the intrinsic, but you don't have
|
||
to be blind to use it. When not blind, only gives telepathy in
|
||
vicinity, not for the entire screen.
|
||
Jumping boots - allows you to jump up to two squares away.
|
||
Levitation boots - causes you to levitate. (Nasty if cursed)
|
||
Shield of reflection - ray attacks (like lightning, fire, gas) are reflected,
|
||
and also prevents gaze attacks where the monster gazes at you. Note
|
||
that this will not help if you look at the monster (i.e. the medusa).
|
||
Especially useful against dragons and floating eyes.
|
||
Speed boots - doubles your speed. Allows you to have more attacks and be
|
||
able to run away better.
|
||
Water walking boots - allows you to safely walk on water.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Identifying Armor:
|
||
|
||
Identifying armor is usually pretty simple. First, make sure the armor isn't
|
||
cursed (again, simple enough if you're a priest of have a pet on hand).
|
||
Then, simply try it on. Any bonuses will immediately be identified for you.
|
||
Certain items will also do other things, as listed above, and these effects
|
||
will show up immediately. The only two types of armor that are somewhat
|
||
difficult to identify are water walking boots and jumping boots. Jumping
|
||
boots can be identified by trying to #jump once you've put them on. If you
|
||
can jump, that's what they are. Water walking boots are only positively
|
||
identifiable (short of a scroll of identify or equivalent) by taking a step
|
||
of faith and trying to tread on the wet stuff.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Food:
|
||
|
||
Name Prob Wt Nutr. Special effects
|
||
-----------------------------------------------------------------------------
|
||
| apple | 10 | 1 | 50 | |
|
||
| banana | 7 | 1 | 80 | |
|
||
| candy bar | 7 | 1 | 100 | |
|
||
| carrot | 15 | 1 | 50 | Cures blindness |
|
||
| cram ration | 20 | 3 | 600 | |
|
||
| cream pie | 25 | 1 | 100 | Throw to blind monsters |
|
||
| clove of garlic | 5 | 1 | 40 | Scares off vampires |
|
||
| egg | 75 | 1 | 80 | Could be deadly! |
|
||
| food ration | 385 | 4 | 800 | |
|
||
| fortune cookie | 55 | 1 | 40 | Gives hints, some true |
|
||
| K-ration | 0 | 1 | 400 | |
|
||
| lembas wafer | 20 | 1 | 800 | |
|
||
| lump of royal jelly | 0 | 1 | 200 | Increases strength & fixes bad legs |
|
||
| melon | 7 | 1 | 100 | |
|
||
| orange | 7 | 1 | 80 | |
|
||
| pancake | 40 | 1 | 200 | |
|
||
| pear | 7 | 1 | 50 | |
|
||
| slime mold | 75 | 1 | 250 | |
|
||
| tin | 75 | 1 | * | Spinach increases strength** |
|
||
| tripe ration | 150 | 2 | 200 | Feed to pets |
|
||
-----------------------------------------------------------------------------
|
||
|
||
* Variable
|
||
** These may also be a monster type: i.e. floating eyes will give esp.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Food - Corpses:
|
||
|
||
Eating certain dead monsters (monster corpses) can confer intrinsics or have
|
||
other effects. Generally intrinsics are conferred by eating a monster with
|
||
that intrinsic, although certain individual monsters or monster types can
|
||
also confer intrinsics or have other effects.
|
||
|
||
If you eat a monster with one of the following intrinsics, you will have a
|
||
chance of gaining that intrinsic yourself. The major exception in all cases
|
||
are baby dragon corpses, which can never confer intrinsics (so as to prevent
|
||
polymorph abuse via laying of eggs). Note also that each monster corpse may
|
||
only confer one of these intrinsics, and they are tested for in the order in
|
||
which they are listed.
|
||
|
||
Monster
|
||
Intrinsic Chance of gaining
|
||
Teleport - monster level / 10
|
||
Tel. Cont. - monster level / 15
|
||
Fire Res - monster level / 15
|
||
Cold Res - monster level / 15
|
||
Disin Res - monster level / 15
|
||
Pois Res - monster level / 15 (killer bee and scorpion are 1/4)
|
||
Shock Res - monster level / 15
|
||
Sleep Res - monster level / 15 (undead cannot confer this)
|
||
|
||
In addition, eating the following monster corpses can also have effects as
|
||
noted:
|
||
|
||
bat - You become stunned for 30 rounds.
|
||
chameleon - Polymorphs you.
|
||
floating eye - You gain telepathy.
|
||
giant bat - You become stunned for 60 rounds.
|
||
giant mimic - You mimic a pile of gold for 50 rounds.
|
||
large mimic - You mimic a pile of gold for 40 rounds.
|
||
lizard - Cures stunning and confusion, and will stop you from
|
||
turning to stone.
|
||
nurse - Restores all lost hit points
|
||
quantum mechanic - If you are currently fast, will bring your speed to
|
||
normal. Otherwise, doubles your speed.
|
||
small mimic - You mimic a pile of gold for 20 rounds.
|
||
stalker - If you are already invisible, you will gain intrinsic
|
||
invisibility and intrinsic see infisible. Otherwise,
|
||
you will become invisible for a random time period.
|
||
Also, you will be stunned for 60 rounds in either case.
|
||
violet fungus - Makes you hallucinate for 200 rounds.
|
||
werejackal - You catch lycanthropy (i.e. become a werejackal)
|
||
wererat - You catch lycanthropy (i.e. become a wererat)
|
||
werewolf - You catch lycanthropy (i.e. become a werewolf)
|
||
wraith - Gain one experience level, up to level 30
|
||
yellow light - You become stunned for 60 rounds.
|
||
|
||
Finally, other intrinsics or effects may be conferred as follows:
|
||
|
||
Monsters which attack via stunning will cause you to hallucinate for 200
|
||
rounds if their corpse(s) are eaten.
|
||
|
||
If you eat a giant corpse, your strength will be increased.
|
||
|
||
Monsters that are acidic when eaten will stop you from turning to stone.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Gems:
|
||
|
||
Name Prob Wt Value
|
||
-------------------------------------------
|
||
| amber | 11 | 1 | 1000 |
|
||
| amethyst | 19 | 1 | 600 |
|
||
| aquamarine | 10 | 1 | 1500 |
|
||
| blue glass | 131 | 1 | 0 |
|
||
| diamond | 4 | 1 | 4000 |
|
||
| dilithium crystal | 3 | 1 | 4500 |
|
||
| emerald | 7 | 1 | 2500 |
|
||
| fluorite | 22 | 1 | 400 |
|
||
| garnet | 17 | 1 | 700 |
|
||
| green glass | 131 | 1 | 0 |
|
||
| jade | 23 | 1 | 300 |
|
||
| jasper | 21 | 1 | 500 |
|
||
| loadstone | 10 | 50 | 1 |
|
||
| luckstone | 10 | 1 | 60 |
|
||
| opal | 15 | 1 | 800 |
|
||
| red glass | 131 | 1 | 0 |
|
||
| ruby | 5 | 1 | 3500 |
|
||
| sapphire | 6 | 1 | 3000 |
|
||
| topaz | 13 | 1 | 900 |
|
||
| turquoise | 8 | 1 | 2000 |
|
||
| violet glass | 131 | 1 | 0 |
|
||
| white glass | 131 | 1 | 0 |
|
||
| yellowish brown glass | 131 | 1 | 0 |
|
||
-------------------------------------------
|
||
|
||
-----------------------------------------------------------------------------
|
||
Potions:
|
||
|
||
Name Prob Cost
|
||
---------------------------------
|
||
| blindness | 45 | 150 |
|
||
| booze | 45 | 50 |
|
||
| confusion | 45 | 100 |
|
||
| enlightenment | 20 | 200 |
|
||
| extra healing | 50 | 100 |
|
||
| fruit juice | 70 | 50 |
|
||
| gain ability | 45 | 300 |
|
||
| gain energy | 45 | 150 |
|
||
| gain level | 20 | 300 |
|
||
| hallucination | 45 | 100 |
|
||
| healing | 65 | 100 |
|
||
| invisibility | 45 | 150 |
|
||
| levitation | 45 | 200 |
|
||
| monster detection | 45 | 150 |
|
||
| object detection | 45 | 150 |
|
||
| paralysis | 45 | 300 |
|
||
| restore ability | 45 | 100 |
|
||
| see invisible | 45 | 50 |
|
||
| sickness | 45 | 50 |
|
||
| speed | 45 | 200 |
|
||
| water (clear) | 125 | 100 |
|
||
---------------------------------
|
||
|
||
-----------------------------------------------------------------------------
|
||
Potion Quaffing Effects:
|
||
|
||
Cur = cursed potion (unless specifically mentioned, same as regular)
|
||
Reg = regular potion quaffed
|
||
Bls = blessed potion (unless specifically mentions, same as regular)
|
||
Cnf = potion quaffed while confused
|
||
Bld = potion quaffed while blind
|
||
Hal = potion quaffed while hallucinating
|
||
|
||
Blindness
|
||
Reg - You become blind for a random time period.
|
||
"A cloud of darkness falls upon you."
|
||
Hal - "Bummer! Everything is dark! Help!"
|
||
Booze
|
||
Bls - No effect.
|
||
Reg - You are confused for a random time period.
|
||
"Ooph! This tastes like liquid fire!"
|
||
Cur - Knocks you unconscious for a time.
|
||
"You pass out. You awake with a headache."
|
||
Hal - "Ooph! This tastes like furniture polish!"
|
||
Confusion
|
||
Reg - You are confused for a random time period.
|
||
"Huh, What? Where am I?"
|
||
Hal - "What a trippy feeling!"
|
||
Enlightenment
|
||
Cur - No effect.
|
||
"You have an uneasy feeling."
|
||
Reg - Know intrinsics.
|
||
"You feel self-knowledgeable..."
|
||
Bls - Know intrinsics and adds one to Int and Wis.
|
||
Extra healing
|
||
Reg - Heals you (or adds 2 points to max. if at max.), and cures blindness
|
||
and sickness.
|
||
"You feel much better."
|
||
Bls - Heals you (or adds 5 pts. to max if at max), and cures blindness and
|
||
sickness.
|
||
Fruit juice
|
||
Cur - "Yecch! This tastes rotten."
|
||
Reg - Gives small amount of sustenance.
|
||
"This tastes like [fruit] juice."
|
||
Hal - "Yecch! This tastes overripe."
|
||
"This tastes like 10% real [fruit] juice all-natural beverage."
|
||
Gain ability
|
||
Cur - No effect.
|
||
"Ulch! That potion tasted foul!"
|
||
Reg - Adds one to random stat.
|
||
Bls - Adds one to all stats.
|
||
Gain energy
|
||
Cur - Removes energy points.
|
||
"You feel lackluster."
|
||
Reg - Adds to max energy points.
|
||
"Magical energies course through your body."
|
||
Gain level
|
||
Cur - Raises you through the ceiling to the level above.
|
||
"You rise up, through the ceiling!"
|
||
Unless you are on level one and don't have the Amulet, or are in the
|
||
endgame, in which case...
|
||
"You have an uneasy feeling."
|
||
Reg - Adds one level (up to max. of level 30)
|
||
"You feel more experienced."
|
||
Bls - Takes you halfway to next level as well (or adds xp at level 30)
|
||
Hallucination
|
||
Reg - You hallucinate for a random time period.
|
||
"Oh wow! Everything looks so cosmic!"
|
||
Healing
|
||
Reg - Heals you (or adds 1 point to max. if at max.) and cures blindness.
|
||
"You begin to feel better."
|
||
Bls - Heals you and cures blindness and sickness.
|
||
Invisibility
|
||
Cur - Aggravates monsters.
|
||
"For some reason, you feel your presence is known."
|
||
Reg - Makes you invisible for a random time period.
|
||
"Gee! All of a sudden you can't see yourself."
|
||
Bls - Player's choice whether permanent or not.
|
||
Bld - "You feel rather airy."
|
||
Hal - "Far out, man! You can see right through yourself!"
|
||
Levitation
|
||
Cur - Bumps your head on the ceiling
|
||
Bls - Asks number of turns (1-300) to levitate.
|
||
Hal - "You're floating in the air!"
|
||
Monster detection
|
||
Reg - You are shown where monsters are on level.
|
||
"You sense the presence of monsters."
|
||
"You feel threatened." (if no monsters on level)
|
||
Cur - They know where you are.
|
||
Object detection
|
||
Cur - All mimics disguised as objects know where you are.
|
||
Reg - You are shown where objects are on level.
|
||
"You sense the presence of objects."
|
||
"You have a strange feeling." (if no objects on level)
|
||
Paralysis
|
||
Reg - You are paralyzed for a random time period.
|
||
"Your feet are frozen to the floor!"
|
||
"You are motionlessly suspended." (if levitating)
|
||
Restore ability
|
||
Cur - No effect.
|
||
"Ulch! This makes you feel mediocre!"
|
||
Reg - One stat restored.
|
||
"Wow! This stuff makes you feel good!"
|
||
Bls - All stats restored.
|
||
"Wow! This stuff makes you feel great!"
|
||
See invisible
|
||
Cur - "Yecch! This tastes rotten."
|
||
Reg - Cures blindness, see invisible for a random time.
|
||
"This tastes like [fruit] juice."
|
||
Bls - Intrinsic see invisible.
|
||
Hal - "Yecch! This tastes overripe."
|
||
"This tastes like 10% real [fruit] juice all-natural beverage."
|
||
Sickness
|
||
Reg - Stats lost, sickness, and lose hp.
|
||
"Yech! This stuff tastes like poison."
|
||
If poison resistant, or a healer, lessened effects.
|
||
"But in fact it was biologically contaminated [fruit] juice."
|
||
"Fortunately, you have been immunized."
|
||
Bls - Does 1 hp damage to you.
|
||
"But in fact it was mildly stale [fruit] juice."
|
||
Hal - Stops hallucination.
|
||
"You are shocked back to your senses."
|
||
Speed
|
||
Reg - Heals wounded legs and doubles movement rate temporarily.
|
||
"You are suddenly moving much faster."
|
||
"Your legs gain new energy." (if already fast)
|
||
Water
|
||
Cur - Unholy water. Will curse items #d)ipped in it.
|
||
"You feel full of dread."
|
||
If undead, demon, or chaotic you gain 2-12 hp:
|
||
"You feel quite proud of yourself."
|
||
If lawful, you lose 2-12 hp:
|
||
"This burns like acid!"
|
||
Reg - Reduces hunger. Will erase scrolls if #d)ipped in it.
|
||
"This tastes like water."
|
||
"This tastes like impure water."
|
||
Bls - Holy water. Cures sickness. Will bless items #d)ipped in it.
|
||
"You feel full of awe."
|
||
|
||
-----------------------------------------------------------------------------
|
||
Potion Throwing Effects:
|
||
|
||
All = monster hit with a cursed, regular, or blessed potion
|
||
Cur = monster hit with a cursed potion
|
||
Reg = monster hit with a regular potion
|
||
Bls = monster hit with a blessed potion
|
||
Bld = monster hit with a potion thrown while blind
|
||
|
||
Blindness
|
||
All - The monster hit becomes temporarily blinded.
|
||
Booze
|
||
All - The monster hit becomes confused.
|
||
Confusion
|
||
All - The monster hit becomes confused.
|
||
Extra healing
|
||
All - The monster hit is healed up to maximum hit points.
|
||
"The [monster name] looks sound and hale again."
|
||
Bld - No message.
|
||
Gain ability
|
||
All - The monster hit is healed up to maximum hit points.
|
||
"The [monster name] looks sound and hale again."
|
||
Bld - No message.
|
||
Healing
|
||
All - The monster hit is healed up to maximum hit points.
|
||
"The [monster name] looks sound and hale again."
|
||
Bld - No message.
|
||
Invisibility
|
||
All - The monster hit becomes invisible.
|
||
Paralysis
|
||
All - The mosnter hit becomes paralyzed for 1-25 turns.
|
||
Restore ability
|
||
All - The monster hit is healed up to maximum hit points.
|
||
"The [monster name] looks sound and hale again."
|
||
Bld - No message.
|
||
Sickness
|
||
All - Hit points and maximum hit points of monster hit are halved.
|
||
"The [monster name] looks rather ill."
|
||
Bld - No message.
|
||
Speed
|
||
All - Slow monsters hit become normal, while normal monsters become fast.
|
||
Water
|
||
Cur - Adds 2-12 hit points to undead or demons when hit.
|
||
"The [monster name] looks healthier."
|
||
Reg - No effect. In a future version will cause gremlins to multiply.
|
||
Bls - Does 2-12 hit points of damage to undead or demons when hit.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Potion Vapor Effects:
|
||
|
||
All = cursed, regular, or blessed potion vapor inhaled
|
||
Cur = cursed potion vapor inhaled
|
||
Reg = regular potion vapor inhaled
|
||
Bls = blessed potion vapor inhaled
|
||
Bld = potion vapor inhaled while blind
|
||
|
||
Blindness
|
||
All - Blinds you for 1-5 turns.
|
||
"It suddenly gets dark."
|
||
Booze
|
||
All - Causes you to be confused for 1-5 turns.
|
||
"You feel somewhat dizzy"
|
||
Confusion
|
||
All - Causes you to be confused for 1-5 turns.
|
||
"You feel somewhat dizzy"
|
||
Extra healing
|
||
All - Increases current hit points by one if under maximum.
|
||
Gain ability
|
||
Cur - No effect.
|
||
"Ulch! That potion smells terrible!"
|
||
Reg - Increases a random stat by one if that stat is under maximum.
|
||
Bls - Increases each stat by one if that stat is under maximum.
|
||
Halluncination
|
||
All - No effect.
|
||
"You have a vision for a moment."
|
||
Healing
|
||
All - Increases current hit points by one if under maximum.
|
||
Invisibility
|
||
All - No effect.
|
||
"For an instant you could see through yourself!"
|
||
Paralysis
|
||
All - Paralyzes you for 1-5 turns.
|
||
"Something seems to be holding you."
|
||
Restore ability
|
||
Cur - No effect.
|
||
"Ulch! That potion smells terrible!"
|
||
Reg - Increases a random stat by one if that stat is under maximum.
|
||
Bls - Increases each stat by one if that stat is under maximum.
|
||
Sickness
|
||
All - Decreases current hit points to 1 if current hit points are under 5.
|
||
Otherwise, decreases current hit points by 5.
|
||
Speed
|
||
All - Speeds you up for 1-5 turns.
|
||
"Your knees seem more flexible now."
|
||
|
||
-----------------------------------------------------------------------------
|
||
Identifying Potions:
|
||
|
||
There are several ways of identifying potions, mostly based upon the messages
|
||
listed above. If you quaff a potion, you should be able to tell what it was
|
||
from the info in the quaffing section. Throwing a potion at a monster will
|
||
often tell you what it was from the effects on that monster (especially if
|
||
you have a stethescope to examine it with). Finally, potions can often be
|
||
identified by breaking them and observing the vapor effect. Set the potion
|
||
down and kick it until it smashes. Then pay close attention to what happens.
|
||
Oh, and remember - when that red dragon breathes fire at you and your potion
|
||
boils and explodes, all is not lost. You still get the vapor effect, so you
|
||
can figure out what the next one like that will do.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Rings:
|
||
|
||
Name Cost
|
||
----------------------------------------
|
||
| adornment | 100 |
|
||
| aggravate monster | 150 |
|
||
| cold resistance | 150 |
|
||
| conflict | 300 |
|
||
| fire resistance | 200 |
|
||
| gain strength | 150 |
|
||
| hunger | 100 |
|
||
| increase damage | 150 |
|
||
| invisibility | 150 |
|
||
| levitation | 200 |
|
||
| poison resistance | 150 |
|
||
| polymorph | 300 |
|
||
| polymorph control | 300 |
|
||
| protection | 100 |
|
||
| protection from shape changers | 100 |
|
||
| regeneration | 200 |
|
||
| searching | 200 |
|
||
| see invisible | 150 |
|
||
| shock resistance | 150 |
|
||
| stealth | 100 |
|
||
| teleport control | 300 |
|
||
| teleportation | 200 |
|
||
| warning | 100 |
|
||
----------------------------------------
|
||
|
||
-----------------------------------------------------------------------------
|
||
Ring Effects:
|
||
|
||
Note that all rings except +0 rings increase your food consumptions to
|
||
varying degrees.
|
||
|
||
Adornment - Will raise your charisma by the bonus on the ring.
|
||
Cold resistance - You become invulnerable to cold, including backblasts from
|
||
the wand and freezing spheres.
|
||
Conflict - Causes monsters to attack each other instead of you if they are
|
||
next to each other.
|
||
Fire resistance - You become invulnerable to fire, including backblasts from
|
||
the wand and (red) dragon's breath.
|
||
Gain strength - Increments (or decrements if cursed) your strength by the
|
||
appropriate amount.
|
||
Increase damage - Increases the damage you do to monsters when hitting them.
|
||
Poison resistance - You are invulnerable to poison (including poisonous
|
||
corpses, but not rotted ones, and all poison stings, bites, and
|
||
potions).
|
||
Polymorph - Will occasionally cause you to randomly polymorph into another
|
||
creature.
|
||
Polymorph control - Allows you to choose what monster you turn into if you
|
||
get polymorphed.
|
||
Protection - Increases your armor class and (probably) your saving throws by
|
||
the appropriate amount. (Or decreases if cursed.)
|
||
Protection from shape changers - Forces chameleons and other shape changers
|
||
to take on their true form.
|
||
Regeneration - Replenishes HP at about 1 a move, but increases food
|
||
consumption a lot.
|
||
Searching - Will automatically look for hidden traps/doors.
|
||
Shock resistance - Lightning/other electrical resistance.
|
||
Stealth - Monsters don't wake up when you enter a room.
|
||
Teleportation - Teleports you randomly around every once in a while.
|
||
Teleport control - Gives you control of teleport destination, no matter what
|
||
does the teleporting. If you try to teleport into a wall or monster,
|
||
you get a random teleport.
|
||
Warning - Will glow different colors when different monsters are near.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Identifying Rings:
|
||
|
||
To figure out what a ring is, again start by figuring out if the ring is
|
||
cursed or not. If the ring is cursed, don't throw it away! It's a prime
|
||
candidate for identification through the first method: chuck it down a sink,
|
||
and see what happens. See the SINK EFFECTS section for more information
|
||
about what happens when various ring types are thrown down a sink. If the
|
||
ring isn't cursed, it probably is somewhat beneficial. Try it on. If
|
||
something happens immediately, you'll know what it is (levitation, for
|
||
example). Some rings can only be identified after being worn for a while -
|
||
for example, a ring of polymorph will only polymorph you every once in a
|
||
while, and a ring of teleport also only works now and then. Other rings can
|
||
only be guessed at -for instance, if you suddenly can find secret doors
|
||
easier than you have been, it might be a ring of searching. If you suddenly
|
||
are killing monsters more easily, it might be a ring of increase damage.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Scrolls:
|
||
|
||
Name Prob Cost
|
||
-------------------------------
|
||
| amnesia | 35 | 200 |
|
||
| blank paper | 28 | 60 |
|
||
| charging | 15 | 300 |
|
||
| confuse monster | 53 | 100 |
|
||
| create monster | 45 | 200 |
|
||
| destroy armor | 45 | 100 |
|
||
| enchant armor | 63 | 80 |
|
||
| enchant weapon | 85 | 60 |
|
||
| fire | 48 | 100 |
|
||
| food detection | 25 | 100 |
|
||
| genocide | 15 | 300 |
|
||
| gold detection | 33 | 100 |
|
||
| identify | 185 | 20 |
|
||
| light | 95 | 50 |
|
||
| magic mapping | 45 | 100 |
|
||
| punishment | 15 | 300 |
|
||
| remove curse | 65 | 80 |
|
||
| scare monster | 35 | 100 |
|
||
| taming | 15 | 200 |
|
||
| teleportation | 55 | 100 |
|
||
-------------------------------
|
||
|
||
-----------------------------------------------------------------------------
|
||
Scroll Effects:
|
||
|
||
Cur = cursed scroll (unless specifically mentioned, same as regular)
|
||
Reg = regular (uncursed) scroll
|
||
Bls = blessed scroll (unless specifically mentioned, same as regular)
|
||
Bld = messages given while blind
|
||
Hal = messages given while hallucinating
|
||
|
||
Amnesia
|
||
Cur - Complete loss of map and spells.
|
||
Reg - Partial loss of map and spells.
|
||
"Thinking of Maud you forget everything else."
|
||
"Who was that Maud person anyway?"
|
||
"As your mind turns inward on itself, you forget everything else." (if
|
||
your character's name is Maud)
|
||
Bls - Partial loss of map, no loss of spells.
|
||
Hal - "Your mind releases itself from mundane concerns."
|
||
Blank paper
|
||
Reg - No effect.
|
||
"This scroll seems to be blank."
|
||
Charging
|
||
Reg - Charges item to original charges (can charge magic lamps)
|
||
Bls - Charges item to maximum charges (can charge magic lamps)
|
||
Confuse monster (effects are cumulative)
|
||
Cur - You become confused for 1 to 100 turns.
|
||
"You feel confused."
|
||
Reg - The next monster you hit will become confused.
|
||
"Your hands begin to glow red."
|
||
Bls - Next 2-9 monsters hit will become confused.
|
||
"Your hands glow a brilliant red."
|
||
Bld - "Your hands begin to tingle."
|
||
"Your hands tingle very sharply."
|
||
Create monster
|
||
Cur - Creates 13 to 17 random monsters.
|
||
Reg - Creates 1 to 5 random monsters.
|
||
Destroy armor
|
||
Cur - Same as regular, unless outermost armor is also cursed, in which
|
||
case you are stunned for 11-20 rounds.
|
||
"Your [armor name] vibrates."
|
||
Reg - Outermost armor you are wearing is destroyed.
|
||
"Your shield crumbles and turns to dust."
|
||
"Your helmet turns to dust and is blown away."
|
||
"Your gloves vanish."
|
||
"Your boots disintegrate."
|
||
"Your skin itches." (if no armor is being worn)
|
||
Enchant armor
|
||
Cur - Takes 1 point off bonus and curses random armor you are wearing.
|
||
"Your [armor name] glows black for a moment."
|
||
Reg - Adds +1 to bonus and uncurses random armor you are wearing.
|
||
"Your [armor name] glows silver for a moment."
|
||
"Your skin glows then fades." (if no armor is being worn)
|
||
"Your [armor name] glows violently silver for a while, then
|
||
evaporates." (if enchantment fails)
|
||
Bls - Adds +1-3 to bonus and blesses random armor you are wearing.
|
||
"Your [armor name] glows silver for a moment/while."
|
||
Bld - "Your [armor name] feels warm for a moment."
|
||
"Your skin feels warm for a moment." (if no armor is being worn)
|
||
"Your [armor name] violently vibrates for a while, then evaporates."
|
||
(if enchantment fails)
|
||
Enchant weapon**
|
||
Cur - Takes 1 point off bonus of weapon you are wielding.
|
||
"Your [weapon name] glows black for a moment."
|
||
Reg - Adds +1 to bonus and uncurses weapon you are wielding.
|
||
"Your [weapon name] glows blue for a moment."
|
||
Bls - Adds +3 to bonus and blesses weapon you are wielding.
|
||
"Your [weapon name] glows blue for a while."
|
||
Fire
|
||
Cur - You lose 1 to 9 hit points and maximum hit points. Monsters within
|
||
three squares take similar damage.
|
||
Reg - You lose 1 to 6 hit points and maximum hit points. Monsters within
|
||
three squares take similar damage.
|
||
"The scroll erupts in a tower of flame!"
|
||
"You are uninjured." (if fire resistant)
|
||
Bls - You lose 1 to 3 hit points and maximum hit points. Monsters within
|
||
three squares take similar damage.
|
||
This scroll is dangerous! It will burn scrolls and explode potions.
|
||
Food detection
|
||
Reg - Detects all food on the level.
|
||
Genocide
|
||
Cur - Surrounds you with monster you tried to genocide.
|
||
Reg - Allows you to genocide one monster type (ex. 'rothe').
|
||
Bls - Allows you to genocide one monster class (ex. 'q' for quadruped).
|
||
Gold detection
|
||
Cur - As normal, but "gold" detected are actually traps.
|
||
Reg - Detects all gold on level.
|
||
Identify
|
||
Cur - Identifies 1 item.
|
||
Reg - Identifies 1 or more items (hit 'a' instead of 'y').
|
||
Bls - Identifies 1 or more items (better chance).
|
||
Light
|
||
Cur - Darkens room you are in.
|
||
Reg - Lights up room you are in.
|
||
Magic mapping
|
||
Cur - Partial map of the level is drawn.
|
||
"Unfortunately, it is of a very poor quality."
|
||
Reg - Map of the level is drawn.
|
||
"On this scroll is a map."
|
||
Mail
|
||
Reg - No effect.
|
||
"This seems to be junk mail addressed to the finder of the Eye of
|
||
Larn." (The game of Larn sends you junk mail if you win...)
|
||
Punishment
|
||
Cur - Creates a very heavy iron ball and chains it to you.
|
||
Reg - Creates a heavy iron ball and chains it to you, or if you are
|
||
already being punished, your current iron ball becomes very heavy.
|
||
"You are being punished."
|
||
Bls - No effect.
|
||
"You feel guilty."
|
||
Remove curse
|
||
Reg - Removes curses on worn items and will unlock iron balls.
|
||
"You feel like someone is helping you."
|
||
Bls - Removes curses on all items and will unlock iron balls.
|
||
Hal - "You feel in touch with the Universal Oneness."
|
||
Scare monster
|
||
Cur - Aggravates monsters when read.
|
||
"You hear a sad wailing in the distance."
|
||
"You hear a sad wailing close by."
|
||
Reg - Should be dropped and stood upon. When read, monsters will flee for
|
||
a short period of time.
|
||
"You hear maniacal laughter in the distance."
|
||
"You hear maniacal laughter close by."
|
||
Taming
|
||
Cur - Causes every monster within one square of you to become non-peaceful
|
||
Reg - Tames every monster within one square of you, and will calm down
|
||
angry shopkeepers within one square of you.
|
||
Teleportation
|
||
Cur - Teleports you randomly to a different level.
|
||
Reg - Teleports you randomly on the level.
|
||
Bls - Randomly teleports you on the level if you want to.
|
||
|
||
* Determining your chances for successfully enchanting armor is fairly
|
||
simple. Your chance for succeeding (and not causing the item to disintegrate
|
||
due to over enchantment) is totally dependent upon the current bonus of the
|
||
item. If the current bonus is three or less (five or less for elven mithril
|
||
coats), you will always succeed. Otherwise, you have one chance out of
|
||
whatever the current bonus of the item is. In other words, if the bonus is
|
||
+4, you have a 1/4 or 25% chance of being successful. If the bonus is +8,
|
||
you have a 1/8 or 12.5% chance of being successful. Thus, it is
|
||
theoretically possible to enchant armor up to +maxint, but the laws of
|
||
probability would not favor it!
|
||
|
||
** Chances for successfully enchanting weapons are far easier. Basically,
|
||
you will always succeed if the weapon is at +5 or less. Once you're over
|
||
that, you have a 2/3 chance of being successful each time, regardless of the
|
||
bonus.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Confused Scroll Effects:
|
||
|
||
All = cursed, regular, or blessed scroll
|
||
Cur = cursed scroll (unless mentioned, same as non-confused)
|
||
Reg = regular (uncursed) scroll (unless mentioned, same as non-confused)
|
||
Bls = blessed scroll (unless mentioned, same as non-confused)
|
||
Bld = messages given while blind
|
||
Hal = messages given while hallucinating
|
||
|
||
Amnesia
|
||
Reg - Complete loss of map and spells.
|
||
Bls - Complete loss of map, no loss of spells.
|
||
Blank paper
|
||
All - No effect.
|
||
"You try to read the strange patterns on this scroll, but it
|
||
disappears."
|
||
Charging
|
||
All - Puts energy points at max, or at 5-20 points above max if already at
|
||
max (doesn't up the maximum, though).
|
||
"You feel charged up."
|
||
Confuse monster
|
||
Reg - You become confused for 1 to 100 turns.
|
||
"Your hands begin to glow purple."
|
||
Bls - You become unconfused if confused.
|
||
"A red glow surrounds your head."
|
||
Bld - "Your hands begin to tingle."
|
||
"A faint buzz surrounds your head."
|
||
Create monster
|
||
All - Creates 13 to 17 acid blobs.
|
||
Destroy armor
|
||
All - Picks a random armor you are wearing, and removes any rustproofing.
|
||
"Your [armor name] glows purple."
|
||
"Your bones itch." (if no armor is being worn)
|
||
Enchant armor
|
||
Cur - No effect.
|
||
"Your [armor name] is covered by a mottled black glow."
|
||
Reg - Rustproofs random armor you are wearing.
|
||
"Your [armor name] is covered by a shimmering gold shield."
|
||
"Your [shield name] is covered by a shimmering gold layer."
|
||
Bld - "Your [armor name] feels warm for a moment."
|
||
Enchant weapon
|
||
Cur - Removes rust proofing on the weapon you are wielding.
|
||
"Your [weapon name] is covered by a mottled purple glow."
|
||
Reg - Rustproofs weapon you are wielding.
|
||
"Your [weapon name] is covered by a shimmering gold shield."
|
||
Bld - "Your weapon feels warm for a moment."
|
||
Fire
|
||
All - Does one hit point of damage (unless fire resistant).
|
||
"The scroll catches fire and you burn your hands."
|
||
"Oh, look, what a pretty fire in your hands." (if fire resistant)
|
||
Bld - "You feal [sic] a pleasant warmth in your hands." (if fire
|
||
resistant)
|
||
Genocide
|
||
Cur - Surrounds you with whatever you are (i.e. wizards).
|
||
Reg - You genocide whatever you are.
|
||
Gold detection
|
||
All - As normal, but "gold" detected are actually traps.
|
||
Identify
|
||
All - No effect.
|
||
"You identify the scroll as an identify scroll."
|
||
Light
|
||
All - Darkens room you are in.
|
||
Magic mapping
|
||
All - Creates an incorrect map of the level.
|
||
"On this scroll was a map."
|
||
Punishment
|
||
All - No effect.
|
||
"You feel guilty."
|
||
Remove curse
|
||
All - Will unlock iron balls.
|
||
"You feel like you need some help."
|
||
Hal - "You feel the power of the Force against you!"
|
||
Scare monster
|
||
All - Aggravates monsters when read.
|
||
"You hear a sad wailing in the distance."
|
||
"You hear a sad wailing close by."
|
||
Taming
|
||
Cur - Causes every monster within five squares of you to become non-
|
||
peaceful.
|
||
Reg - Tames every monster within five squares of you, and will calm down
|
||
angry shopkeepers within five squares of you.
|
||
Teleportation
|
||
All - Teleports you to a different level.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Identifying Scrolls:
|
||
|
||
Unfortunately, there aren't any easy ways to figure out what a scroll is.
|
||
Short of using and identify scroll (or equivalent) or actually reading it,
|
||
you can't tell what a scroll is.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Spellbooks:
|
||
|
||
Name Prob Time Lvl Direct
|
||
---------------------------------------
|
||
| cancellation | 12 | 8 | 7 | Y |
|
||
| cause fear | 25 | 3 | 3 | N |
|
||
| charm monster | 20 | 3 | 3 | Y |
|
||
| clairvoyance | 15 | 3 | 3 | N |
|
||
| cone of cold | 10 | 8 | 5 | RAY |
|
||
| confuse monster | 37 | 2 | 2 | Y |
|
||
| create familiar | 10 | 7 | 6 | N |
|
||
| create monster | 37 | 3 | 2 | N |
|
||
| cure blindness | 27 | 2 | 2 | Y |
|
||
| cure sickness | 32 | 3 | 3 | N |
|
||
| detect food | 37 | 3 | 2 | N |
|
||
| detect monsters | 45 | 1 | 1 | N |
|
||
| detect treasure | 25 | 5 | 4 | N |
|
||
| detect unseen | 25 | 4 | 3 | N |
|
||
| dig | 22 | 6 | 5 | RAY |
|
||
| extra healing | 32 | 5 | 3 | N |
|
||
| finger of death | 5 | 10 | 7 | RAY |
|
||
| fireball | 20 | 6 | 4 | RAY |
|
||
| force bolt | 40 | 2 | 1 | Y |
|
||
| genocide | 5 | 10 | 7 | N |
|
||
| haste self | 33 | 4 | 3 | N |
|
||
| healing | 40 | 2 | 1 | N |
|
||
| identify | 25 | 8 | 5 | N |
|
||
| invisibility | 32 | 5 | 4 | N |
|
||
| knock | 40 | 1 | 1 | Y |
|
||
| levitation | 25 | 4 | 4 | N |
|
||
| light | 45 | 1 | 1 | N |
|
||
| magic mapping | 18 | 7 | 5 | N |
|
||
| magic missile | 45 | 3 | 2 | RAY |
|
||
| polymorph | 12 | 8 | 6 | Y |
|
||
| remove curse | 25 | 5 | 5 | N |
|
||
| restore ability | 25 | 5 | 4 | N |
|
||
| sleep | 50 | 1 | 1 | RAY |
|
||
| slow monster | 37 | 2 | 2 | Y |
|
||
| teleport away | 15 | 6 | 6 | Y |
|
||
| turn undead | 17 | 8 | 6 | Y |
|
||
| wizard lock | 35 | 3 | 2 | Y |
|
||
---------------------------------------
|
||
|
||
-----------------------------------------------------------------------------
|
||
Tools:
|
||
|
||
Name Desc Prob Wt Cost
|
||
-------------------------------------------------
|
||
| bag of holding | bag | 20 | 3 | 100 |
|
||
| bag of tricks | bag | 20 | 3 | 100 |
|
||
| blindfold | | 55 | 2 | 20 |
|
||
| bugle | | 6 | 3 | 15 |
|
||
| chest | | 35 | 40 | 20 |
|
||
| credit card | | 5 | 1 | 10 |
|
||
| crystal ball | | 35 | 15 | 60 |
|
||
| drum | | 4 | 4 | 25 |
|
||
| drum of earthquake | drum | 2 | 4 | 25 |
|
||
| expensive camera | | 5 | 3 | 200 |
|
||
| figurine | | 35 | 5 | 80 |
|
||
| fire horn | horn | 2 | 4 | 15 |
|
||
| flute | | 6 | 3 | 12 |
|
||
| frost horn | horn | 2 | 4 | 15 |
|
||
| harp | | 4 | 10 | 50 |
|
||
| horn | | 5 | 4 | 15 |
|
||
| ice box | | 5 | 40 | 30 |
|
||
| key | | 100 | 1 | 10 |
|
||
| lamp | | 105 | 10 | 50 |
|
||
| large box | | 40 | 40 | 20 |
|
||
| leash | | 70 | 3 | 20 |
|
||
| lock pick | | 55 | 2 | 20 |
|
||
| magic flute | flute | 2 | 3 | 12 |
|
||
| magic harp | harp | 2 | 10 | 50 |
|
||
| magic lamp | lamp | 20 | 10 | 50 |
|
||
| magic marker | | 15 | 1 | 50 |
|
||
| magic whistle | whistle | 50 | 2 | 10 |
|
||
| mirror | | 50 | 3 | 40 |
|
||
| pick-axe | | 20 | 10 | 50 |
|
||
| sack | bag | 40 | 3 | 20 |
|
||
| skeleton key | key | 60 | 1 | 10 |
|
||
| stethoscope | | 15 | 2 | 75 |
|
||
| tinning kit | | 15 | 10 | 30 |
|
||
| tin opener | | 25 | 1 | 30 |
|
||
| whistle | | 120 | 2 | 10 |
|
||
-------------------------------------------------
|
||
|
||
-----------------------------------------------------------------------------
|
||
Tool Effects:
|
||
|
||
Bag of holding - will hold many items, only adding part of their weight to
|
||
your total pack weight. Blessing and cursing of bags of holding does
|
||
not currently work correctly. Also, do not put a bag of holding, a bag
|
||
of tricks, or a wand of cancellation into a bag of holding. Both items
|
||
and contents will blow up.
|
||
Bag of tricks - will allow you to create a monster whenever you activate it.
|
||
Blindfold - makes you blind. Useful when you have telepathy.
|
||
Bugle - will awaken soldiers on level. Useful for getting into castle.
|
||
Chest - holds things, but is very heavy.
|
||
Credit card - can be used to open locked doors.
|
||
Crystal ball - can be used to detect things on level.
|
||
Drum - awakens monsters; may scare them away.
|
||
Drum of earthquake - will initiate an earthquake whose intensity depends on
|
||
player level. That is, it creates random pits.
|
||
Expensive camera - can be flashed at monsters to blind them. Can also blind
|
||
self (useful if you don't have a blindfold).
|
||
Figurine - when activated will provide a tame pet of the same type as the
|
||
figurine.
|
||
Fire horn - when played will act as a wand of fire; a ray of flame shoots out
|
||
in desired direction.
|
||
Flute - may calm snakes if player has enough dexterity. Can also be used to
|
||
get into the castle.
|
||
Frost horn - when played will act as a wand of cold; a ray of cold shoots out
|
||
in desired direction.
|
||
Harp - may calm nymph if player has enough dexterity. Can also be used to
|
||
Horn - will awaken monsters; range depends on player level. May also scare
|
||
monsters.
|
||
Ice box - will prevent monster corpses from spoiling if they are promptly
|
||
placed within the ice box.
|
||
Key - differently shaped keys will open differently shaped locks.
|
||
Lamp - will light up a room when activated.
|
||
Large box - holds things, but is very heavy.
|
||
Leash - will keep your pet with you, even if you fall through a trapdoor,
|
||
teleport, etc. However, your pet tends to get in your way more.
|
||
Lock pick - used to open locked doors and chests.
|
||
Magic flute - may put monsters to sleep; area of effect depends on player
|
||
level.
|
||
Magic harp - charms monsters; area of effect depends on player level.
|
||
Magic lamp - if rubbed, a djinni will appear. Djinnis from blessed lamps
|
||
will always give wishes; from normal lamps may give a wish (random);
|
||
from cursed lamps they will never give a wish. May be recharged once
|
||
with a blessed scroll of charging.
|
||
Magic marker - useful for writing graffiti on dungeon floors. Also can be
|
||
used to write spells on blank scrolls.
|
||
Magic whistle - will teleport all of your pets on the level to the same room
|
||
as you.
|
||
Mirror - can scare some monsters. Also useful for reflecting gaze attacks.
|
||
Can be used in conjunction with blindfold to determine relative position
|
||
of medusa or Wizard of Yendor.
|
||
Pick-axe - can be used to dig through walls. Also useful as a weapon.
|
||
Sack - will hold items, freeing inventory space.
|
||
Skeleton key - will open any locked door or chest.
|
||
Stethescope - will tell you stats on creature applied to (HP, level, AC,
|
||
gold, etc.).
|
||
Tinning kit - allows you to tin monster corpses to take with you. Heavy.
|
||
Tin opener - allows you to open tins easier.
|
||
Whistle - when blown, your pets will start heading in your direction. Other
|
||
monsters may do likewise, though.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Identifying Tools:
|
||
|
||
Once again, make sure that the item is not cursed before playing around with
|
||
it. Most tools are fairly obvious as to their function. For instance, a
|
||
blindfold is always a blindfold, with no other magical properties. Certain
|
||
items (horns, for instance) will have more than one type that appear the same
|
||
though. Here's how you can figure out what they are:
|
||
|
||
Bags - first of all, drop the bag on the ground and #loot it. If you feel
|
||
something furry, it's a bag of tricks. Otherwise, load up until you can't
|
||
carry anything more. Then dump some stuff into the bag (by applying it). If
|
||
you can then pick up more, it's a bag of holding.
|
||
|
||
Drums - activate the drum. If it's a drum of earthquake, you'll know it
|
||
immediately from the pits opening up around you.
|
||
|
||
Flutes - try playing the flute when you have several monsters around you. If
|
||
they go to sleep, it's a magical flute.
|
||
|
||
Harps - try playing the harp when you have several monsters around you. If
|
||
they become charmed (tame), you have a magic harp.
|
||
|
||
Horns - activate the horn, tell it to improvise, and give it a direction (if
|
||
it asks). You'll immediately notice the effect if it's magical.
|
||
|
||
Keys - try a key on various locks. If it appears to open all of them, it's
|
||
probably a skeleton key. (Note, however, that a credit card works just as
|
||
well, and is lighter.)
|
||
|
||
Lamps - try activating the lamp. If it has no oil, it's a magic lamp.
|
||
|
||
Whistles - try blowing it. If it produces a high whistle, it's normal. A
|
||
wierd whistling will be a magic whistle.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Wands:
|
||
|
||
Name Prob Cost Direct.
|
||
------------------------------------------
|
||
| cancellation | 45 | 200 | Y |
|
||
| create monster | 45 | 200 | N |
|
||
| cold | 40 | 175 | RAY |
|
||
| death | 5 | 500 | RAY |
|
||
| digging | 55 | 150 | RAY |
|
||
| fire | 40 | 175 | RAY |
|
||
| light | 95 | 100 | N |
|
||
| lightning | 40 | 175 | RAY |
|
||
| locking | 40 | 150 | Y |
|
||
| magic missile | 50 | 150 | RAY |
|
||
| make invisible | 45 | 150 | Y |
|
||
| nothing | 25 | 100 | Y |
|
||
| opening | 40 | 150 | Y |
|
||
| polymorph | 45 | 200 | Y |
|
||
| probing | 30 | 150 | Y |
|
||
| secret door detection | 50 | 150 | N |
|
||
| sleep | 50 | 175 | RAY |
|
||
| slow monster | 55 | 150 | Y |
|
||
| speed monster | 55 | 150 | Y |
|
||
| striking | 75 | 150 | Y |
|
||
| teleportation | 45 | 200 | Y |
|
||
| undead turning | 55 | 150 | Y |
|
||
| wishing | 5 | 500 | N |
|
||
------------------------------------------
|
||
|
||
-----------------------------------------------------------------------------
|
||
Wand Effects:
|
||
|
||
Reg = regular use of wand
|
||
Eng = when used to engrave
|
||
Cur = nothing different, but makes chance for explosion slightly higher.
|
||
|
||
Cancellation
|
||
Reg - Destroys magical abilities of the monster(s) or item(s) aimed at.
|
||
demons- cancels ability to summon other demons
|
||
leprechauns - cancels teleport ability
|
||
nymphs- cancels magical allure
|
||
wraiths - cancels level drain
|
||
Cold
|
||
Reg - Does heavy damage along a line. Will also freeze over pools of
|
||
water or sections of the moat on the castle level.
|
||
Eng - "A few ice cubes drop off your wand."
|
||
Create monster
|
||
Reg - Creates a monster right next to you.
|
||
Eng - Creates a monster right next to you.
|
||
Death
|
||
Reg - If it hits, it kills all living things automatically.
|
||
Eng - "The bugs on the ground stop moving."
|
||
Digging
|
||
Reg - Produces new corridor sections. Can be used to dig out of creatures
|
||
that engulf you.
|
||
Eng - Identifies the wand.
|
||
"Gravel flies up from the floor."
|
||
Fire
|
||
Reg - Does heavy damage to all creatures along line. Will also evaporate
|
||
pools of water or sections of the moat on the castle level.
|
||
Eng - Identifies the wand.
|
||
"Flames fly from the wand."
|
||
Light
|
||
Eng - Lights up the room.
|
||
Reg - Will light up a dark room.
|
||
Lightning
|
||
Reg - Again, heavy damage in a line, may blind you if you get hit.
|
||
Eng - Identifies the wand, and blinds you.
|
||
"Lightning arcs from the wand. You are blinded by the flash."
|
||
Magic missile
|
||
Reg - Lower damage along a line, but still effective.
|
||
Eng - "The ground is riddled by bullet holes."
|
||
Make invisible
|
||
Reg - Makes monsters permanently invisible.
|
||
Eng - The engraving vanishes.
|
||
Polymorph
|
||
Reg - Will polymorph monster or item(s) aimed at into something else.
|
||
Probing
|
||
Reg - Gives stats (hp, hp max., gold) on the monster aimed at.
|
||
Secret door detection
|
||
Reg - Discovers all secret doors in room, or in sight if in a corridor.
|
||
Will also detect hidden monsters in the room (i.e. mimics).
|
||
Sleep
|
||
Reg - Causes monsters to go to sleep. (Some monsters get saving throw.)
|
||
Eng - "The bugs on the ground stop moving."
|
||
Slow monster
|
||
Reg - Monster aimed at moves at half normal speed.
|
||
Eng - "The bugs on the ground slow down."
|
||
Speed monster
|
||
Reg - Monster aimed at moves at twice normal speed.
|
||
Eng - "The bugs on the ground speed up."
|
||
Striking
|
||
Reg - Hits the first monster in the direction you aim it. A wand of
|
||
striking may also be used to destroy boulders, statues, or the
|
||
drawbridge on the castle level.
|
||
Eng - "The wand unsuccessfully fights your attempt to write."
|
||
Teleport away
|
||
Reg - Monster (or item) aimed at is teleported elsewhere on level.
|
||
Undead turning
|
||
Reg - Causes undead creatures (zombies, skeletons, etc.) to run away.
|
||
Raises corpses from the dead.
|
||
|
||
Note: Many of these wands can be useful to zap yourself with (i.e. make
|
||
invisible, speed monster).
|
||
|
||
-----------------------------------------------------------------------------
|
||
Identifying Wands:
|
||
|
||
When identifying a wand, I generally start by engraving anything (usually I
|
||
use 'xxxxx') on a spot with my fingers (use the '-' key when asked what to
|
||
engrave with). Next, I try to engrave with the wand. The reason that I
|
||
engrave something else first is simple: a wand of polymorph will change the
|
||
writing to something else, thus identifying it. Also, a wand of cancellation
|
||
or make invisible will make any writing already on the spot disappear. A
|
||
wand of teleport will teleport the writing to another spot on the level.
|
||
Barring these four wand types, many wands will be either be immediately
|
||
identified upon trying to engrave (for instance, a wand of light will light
|
||
up the room or a wand wishing will give you a wish), and failing that, you
|
||
can often figure out what the wand is based upon the message that you're
|
||
given (see WAND EFFECTS above for effects that occur when engraving).
|
||
|
||
If engraving doesn't identify the wand, find a handy monster to zap the wand
|
||
at (not your pet - they're not invincible). Make sure you're standing on a
|
||
diagonal from the monster, so the wand won't bounce back at you. Now, zap
|
||
the wand and see what happens. You'll often be able to immediately figure
|
||
out what happened. (A brief note here: be careful not to mistake make
|
||
|
||
invisible for teleport - just because the monster disappears doesn't mean
|
||
it's not still there!)
|
||
|
||
If you still can't figure out what it is, try zapping it when you're near
|
||
where you think a secret door is (to check for secret door detection) if it's
|
||
non-directional, or zap it at a doorway (to check for opening or locking) if
|
||
it's directional.
|
||
|
||
Failing all of these tests usually means it's a wand of nothing.
|
||
|
||
-----------------------------------------------------------------------------
|
||
Weapons:
|
||
|
||
For information about how to compute hit probabilities and possible damage
|
||
for each listed weapon, see the two sections on HIT PROBABILITY and DAMAGE.
|
||
|
||
Damage vs.
|
||
Name Description Prob Wt Cost Small Large
|
||
-----------------------------------------------------------------------------
|
||
| aklys | thonged club | 8 | 3 | 4 | 1-06 | 1-03 |
|
||
| arrow | | 37 | 0 | 2 | 1-06 | 1-06 |
|
||
| athame | | 0 | 2 | 4 | 1-04 | 1-03 |
|
||
| axe | | 50 | 3 | 8 | 1-06 | 1-04 |
|
||
| bardiche | long poleaxe | 8 | 3 | 7 | 2-08 | 3-12 |
|
||
| bec de corbin | beaked polearm | 8 | 3 | 8 | 1-08 | 1-06 |
|
||
| bill-guisarme | hooked polearm | 8 | 3 | 7 | 2-08 | 1-10 |
|
||
| boomerang | | 15 | 3 | 20 | 1-09 | 1-09 |
|
||
| bow | | 24 | 3 | 120 | 1-30 | 1-06 |
|
||
| bullwhip | | 5 | 2 | 4 | 1-02 | 1-01 |
|
||
| broadsword | wide sword | 8 | 4 | 10 | 2-08 | 2-07 |
|
||
| club | | 10 | 3 | 4 | 1-06 | 1-03 |
|
||
| crossbow | | 45 | 3 | 40 | 1-35 | 1-06 |
|
||
| crossbow bolt | | 60 | 0 | 2 | 2-05 | 2-07 |
|
||
| crysknife | | 0 | 3 | 100 | 1-10 | 1-10 |
|
||
| dagger | | 25 | 2 | 4 | 1-04 | 1-03 |
|
||
| dart | | 60 | 0 | 2 | 1-03 | 1-02 |
|
||
| dwarvish mattock | huge shiny sword | 15 | 6 | 50 | 1-12 | 3-20 |
|
||
| dwarvish short sword | short shiny sword | 2 | 3 | 10 | 1-07 | 1-08 |
|
||
| dwarvish spear | shiny spear | 12 | 3 | 5 | 1-08 | 1-08 |
|
||
| elven arrow | runed arrow | 10 | 0 | 2 | 1-07 | 1-06 |
|
||
| elven bow | runed bow | 12 | 3 | 120 | 1-35 | 1-06 |
|
||
| elven broadsword | wide runed sword | 4 | 4 | 10 | 2-10 | 2-07 |
|
||
| elven dagger | large runed knife | 8 | 2 | 4 | 1-05 | 1-03 |
|
||
| elven short sword | short runed sword | 2 | 3 | 10 | 1-08 | 1-08 |
|
||
| elven spear | runed spear | 10 | 3 | 5 | 1-07 | 1-08 |
|
||
| fauchard | pole sickle | 11 | 3 | 5 | 1-06 | 1-08 |
|
||
| flail | | 40 | 3 | 4 | 2-07 | 2-08 |
|
||
| glaive | single-edged polearm | 15 | 3 | 6 | 1-06 | 1-10 |
|
||
| guisarme | pruning hook | 11 | 3 | 5 | 1-04 | 1-08 |
|
||
| halberd | angled poleaxe | 16 | 3 | 10 | 1-10 | 2-12 |
|
||
| javelin | throwing spear | 10 | 3 | 5 | 1-06 | 1-06 |
|
||
| katana | samurai sword | 6 | 4 | 100 | 1-10 | 1-12 |
|
||
| knife | | 25 | 2 | 4 | 1-03 | 1-03 |
|
||
| lance | | 8 | 4 | 10 | 1-06 | 1-08 |
|
||
| long sword | | 60 | 4 | 15 | 1-08 | 1-12 |
|
||
| lucern hammer | pronged polearm | 10 | 3 | 7 | 2-08 | 1-06 |
|
||
| mace | | 40 | 4 | 8 | 2-07 | 1-06 |
|
||
| morning star | | 12 | 4 | 10 | 2-08 | 2-07 |
|
||
| orcish arrow | black arrow | 11 | 0 | 2 | 1-05 | 1-06 |
|
||
| orcish bow | black bow | 12 | 3 | 120 | 1-25 | 1-06 |
|
||
| orcish dagger | large black knife | 10 | 2 | 4 | 1-03 | 1-03 |
|
||
| orcish short sword | short black sword | 3 | 3 | 10 | 1-05 | 1-08 |
|
||
| orcish spear | black spear | 13 | 3 | 5 | 1-05 | 1-08 |
|
||
| partisan | vulgar polearm | 10 | 3 | 10 | 1-06 | 2-07 |
|
||
| quarterstaff | staff | 10 | 3 | 8 | 1-06 | 1-06 |
|
||
| ranseur | hilted polearm | 10 | 3 | 6 | 2-08 | 2-08 |
|
||
| rubber hose | | 0 | 2 | 4 | 1-06 | 1-03 |
|
||
| scalpel | | 0 | 1 | 4 | 1-04 | 1-03 |
|
||
| scimitar | curved sword | 6 | 4 | 15 | 1-08 | 1-08 |
|
||
| spear | | 55 | 3 | 5 | 1-06 | 1-08 |
|
||
| short sword | | 6 | 3 | 10 | 1-06 | 1-08 |
|
||
| shuriken | throwing star | 30 | 0 | 5 | 1-08 | 1-06 |
|
||
| silver arrow | | 8 | 0 | 2 | 1-06 | 1-06 |
|
||
| sling | | 40 | 2 | 20 | 1-04 | 1-06 |
|
||
| spetum | forked polearm | 10 | 3 | 5 | 2-07 | 2-12 |
|
||
| trident | | 8 | 4 | 15 | 2-07 | 3-12 |
|
||
| two-handed sword | | 40 | 5 | 50 | 1-12 | 3-18 |
|
||
| voulge | pole cleaver | 8 | 3 | 5 | 2-08 | 2-08 |
|
||
| war hammer | | 15 | 3 | 5 | 2-05 | 1-04 |
|
||
| worm tooth | | 0 | 3 | 2 | 1-02 | 1-02 |
|
||
-----------------------------------------------------------------------------
|
||
|
||
-----------------------------------------------------------------------------
|
||
Artifacts:
|
||
|
||
Artifacts, also known as named weapons, are the most powerful weapons in the
|
||
game. They can be wished for, granted by your god, and some of them can
|
||
a longsword in a fountain (see FOUNTAIN EFFECTS), and Sting or Orcrist can be
|
||
obtained by naming the appropriate weapons. Polymorphing a regular weapon
|
||
into an artifact is no longer possible.
|
||
|
||
Artifacts may also have special features. These special features are
|
||
explained below. Finally, all artifacts have an alignment. This affects
|
||
your chances of getting a given weapon from your deity (i.e. a lawful god
|
||
will not bestow a neutral weapon).
|
||
|
||
Certain weapons will have a monster listed under the what column. If so, the
|
||
artifact's bonuses are only gained against that type of monster. Against
|
||
other creatures the artifact fights as a regular weapon of its type.
|
||
|
||
For more information on how to compute hit probabilities, how much damage an
|
||
artifact does, and what the relative hit and damage bonuses are, see the
|
||
sections on HIT PROBABILITY and DAMAGE.
|
||
|
||
-----------------------------------------------------------------------------
|
||
| | | | |
|
||
| Name | Weapon type Special | What |Al |
|
||
|----------------------------------------------------------------------------
|
||
| Cleaver | Axe 3 | 1 | 2 | | | C |
|
||
| Demonbane | Long sword | 5 | x2 | | demons | L |
|
||
| Dragonbane | Broadsword | 5 | x2 | | dragon | N |
|
||
| Excalibur | Long sword | 5 | 10 | seek, def., search| | L |
|
||
| Fire brand | Long sword | 5 | x2 | defend, fire | | N |
|
||
| Frost brand | Long sword | 5 | x2 | defend, cold | | N |
|
||
| Giantslayer | Long sword | 5 | x2 | | giants | N |
|
||
| Grimtooth | Orcish dagger | 2 | 6 | | | C |
|
||
| Mjollnir | War hammer | 5 | 24 | shock | | L |
|
||
| Ogresmasher | War hammer | 5 | x2 | | ogres | L |
|
||
| Orcrist | Two handed sword | 5 | x2 | | orcs | L |
|
||
| Snickersnee | Katana | 0 | 8 | | | L |
|
||
| Sunsword | Long sword | 5 | x2 | | undead | L |
|
||
| Sting | Elven dagger | 5 | x2 | warn | orcs | L |
|
||
| Stormbringer | Broadsword | 5 | 2 | defend, drain lvl | | C |
|
||
| Trollsbane | Morning star | 5 | x2 | | trolls | L |
|
||
| Werebane | Long sword | 5 | x2 | | weres | L |
|
||
-----------------------------------------------------------------------------
|
||
|
||
These are the special abilities:
|
||
|
||
cold - The extra damage done is cold damage, and as a result will not affect
|
||
cold resistant creatures.
|
||
defend - This will defend you against whatever special attack type the
|
||
artifact has. Excalibur and Stormbringer defend against level draining
|
||
attacks (even though Excalibur can't drain levels itself), Frost brand
|
||
defends against cold cold based attacks (i.e. gives cold resistance),
|
||
and Fire brand defends against fire based attacks (i.e. gives fire
|
||
resistance).
|
||
drain level - This will drain a level from the creature attacking,
|
||
effectively making it less powerful as well as removing eight hp from
|
||
it.
|
||
fire - The extra damage done is fire damage, and as a result will not affect
|
||
fire resistant creatures.
|
||
search - Will aid you in searching, much as a ring of searching.
|
||
seek - This should (eventually) "aid you in seeking objects." Currently, this
|
||
ability is unimplemented.
|
||
shock - The extra damage done is electrical damage, and as a result will not
|
||
affect shock resistant creatures.
|
||
warn - Will warn you when more monsters more powerful than you are around,
|
||
much as a ring of warning.
|
||
|
||
Also, note that Excalibur, if gained via dipping in a fountain or via
|
||
becoming the Hand of Elbereth, will be rust proof. Stormbringer, if gained
|
||
via becoming the Hand of Elbereth will also be rust proof. Stormbringer and
|
||
Excalibur, if gained via other means (including wishing), as well as all
|
||
other named weapons, are not rust proof unless they are rust proofed by a
|
||
player character (i.e. you rust proof it yourself or find it on a bones
|
||
level, and the previous owner had rust proofed it).
|
||
|
||
|
||
----------------------------------------------------------
|
||
| Appendices |
|
||
----------------------------------------------------------
|
||
-----------------------------------------------------------------------------
|
||
Nethack Abuse:
|
||
|
||
This section details several scenarios that most experienced players would
|
||
term "Nethack Abuse." They generally involve characters with specific items
|
||
and specific methods for quickly going up levels or gaining many items. For
|
||
previous versions of nethack this section would have been much larger, but
|
||
the dev team has (quite intelligently) removed many of the more blatant
|
||
methods of abuse (such as polypiling for wands of wishing).
|
||
|
||
Scenario 1: Sinks can be a wonderful means to gain levels, items of all
|
||
sorts, and intrinsics. This is all possible because a sink, when kicked,
|
||
will often disgorge a black pudding, and black puddings divide when attacked.
|
||
This means that with just a few extra props you can quickly gain all the
|
||
aforementioned items. First of all, you'll need some way of protecting
|
||
yourself from the puddings. This is best accomplished by a scroll of scare
|
||
monster or engraving Elbereth on the ground (either use something that will
|
||
make a permanent inscription or have a means of levitating over the
|
||
engraving, because you'll scuff it out otherwise). Do this on a spot
|
||
adjacent to the sink.
|
||
|
||
Next, find a room with a sink in it. You'll need to carefully prepare this
|
||
room for your upcoming fun. Shut (and lock if possible) all the doors into
|
||
the room. If any of the exits don't have doors, engrave Elbereth in the
|
||
doorway to prevent other monsters from bothering you. Also, make sure your
|
||
pet is out of the room, and stays out (it'll probably get killed otherwise).
|
||
Try dropping something cursed in any open doorways. That'll keep it out.
|
||
|
||
Now, go back to the spot that you've prepared next to the sink and kick the
|
||
sink until it disgorges a black pudding. When the black pudding gets close,
|
||
hit it. It'll probably divide. Keep hitting the black puddings - you'll
|
||
often divide them, eventually kill them, and when you run out, kick the sink
|
||
a few more times until you get another one. Eat the fresh black pudding
|
||
corpses to gain intrinsics, pick up the stuff that they leave lying around,
|
||
and soak up those experience points for killing them.
|
||
|
||
Of course, all of this is sweetened immensely if you happen to have an altar
|
||
nearby. Keep sacrificing the black pudding corpses and you'll get all sorts
|
||
of wonderful things!
|
||
|
||
Scenario 2: (This isn't really a major "abuse" type, as it does fall under
|
||
the planned scope of the game, but nevertheless...) Ever found a wand of
|
||
polymorph and wondered what it's useful for? Many people find one useful for
|
||
polymorphing ;pets into something nasty, or for polymorphing themselves and
|
||
hoping to turn into something powerful, but one thing that a lot of people
|
||
don't know is that you can aim a wand of polymorph at an item or pile of
|
||
items, or even up to five piles of items lined up in a row, and it will
|
||
polymorph every item in all the piles. Thus, if you need a particular item,
|
||
this can be a way to get it - just create it yourself via polymorphing!
|
||
|
||
When polypiling (as the resident nethackers term it), it is important to
|
||
remember a few things. First of all, all items will remain within the same
|
||
object class when polymorphed. Thus, a weapon become a different weapon
|
||
after being polymorphed, a ring will become a ring, a scroll will become a
|
||
scroll, etc. There are two exceptions to this rule. The first is that a
|
||
unicorn horn or a worm tooth will become a weapon when polymorphed. The
|
||
second is that a dragon corpse will become dragon scale mail of that type of
|
||
dragon when polymorphed.
|
||
|
||
The next thing to remember is that items will retain charges,
|
||
blessing/curses, bonuses, etc., when polymorphed. Thus, a wand will still
|
||
have the same number of charges after it's polymorphed, a sword will still
|
||
have the same blessing/curse after being polymorphed, and will still be plus
|
||
or minus whatever it was before. Thus, it's a good plan to remove all the
|
||
curses on items (along with any minuses on weapons) before polypiling. This
|
||
can be accomplished by zapping a wand of cancellation at the item(s). Just
|
||
be careful, though, because this will also remove blessings and bonuses that
|
||
the weapon might have, which you might want to keep.
|
||
|
||
The final rule to remember is that certain "polypile abuses" which used to be
|
||
quite common no longer work. You can no longer polymorph a wand into a wand
|
||
of wishing, and you can no longer polymorph a tool into a magic lamp. Thus,
|
||
you can't gain (basically) infinite wishes. Also, it is no longer possible
|
||
to gain named weapons (artifacts) via polypiling.
|
||
|
||
Oh, one of the nice things to remember about poly-piling is that corpses will
|
||
always be turned into a regular type of food, that is not spoiled. So, if
|
||
you kill off a large room full of monsters, pile up the corpses and zap them
|
||
all with the wand of polymorph. You'll end up with a pile of food rations,
|
||
melons, candy bars, slime molds, and the like, which won't spoil, unlike the
|
||
corpses. This can also be a handy trick to get tins of spinach.
|
||
|
||
Scenario 3: Another classical form of nethack abuse is known as the "Troll
|
||
Dance of Death." It is named this because of the fact that trolls have the
|
||
uncanny ability to come back from the dead if the corpse is not disposed of.
|
||
However, no matter how many times a troll dies, you always get experience
|
||
points for killing him, and there's always a chance that he'll be carrying
|
||
something when he dies, even if he wasn't the last time you killed him.
|
||
|
||
Thus, once you have a fairly powerful character, if you want to gain
|
||
experience points and possibility quite a few good items, find a troll and
|
||
engage him in the dance of death. Kill him, then pick up anything good you
|
||
might find on the corpse. Wait for a bit (whilst regaining hit points) until
|
||
he raises from the dead, and then kill him again. You can keep this up
|
||
basically indefinitely, and the only precautions you might want to take are
|
||
to prevent other creatures from entering the room where you're having fun.
|
||
This can be easily accomplished by engraving Elbereth in the doorways. Have
|
||
fun!
|
||
|
||
-----------------------------------------------------------------------------
|
||
Expected In Version 3.1:
|
||
|
||
Many people have wondered about the fabled version 3.1 of Nethack. This new
|
||
version has been in the works by the nethack "Dev Team" for a period of more
|
||
than a year now, and it is still hush-hush, with no release date(s) given or
|
||
projected. We have, however, managed to glean a few pieces of information
|
||
about version 3.1 of nethack, and have included them here for you.
|
||
|
||
STOP DROOLING!
|
||
|
||
All right then... On to the details:
|
||
|
||
Messages will be more verbose when you are using artifacts. For instance,
|
||
Stormbringer currently tells you "The black blade drains life from the
|
||
(insert poor hapless creature's name here)." Fire brand, for instance, might
|
||
say "The fiery blade burns the (monster)," or, if the monster was immune,
|
||
"The (monster) seems not to be affected by the flame of your blade."
|
||
|
||
The bug that has been running around for quite some time now which allows
|
||
bags of holding to hold basically limitless quantities of stuff (by playing
|
||
with the blessed/cursed status of the bag) will be fixed. Thus, some of the
|
||
scores that were being obtained by dilithium crystaldiving will be much more
|
||
difficult to get, because the amount of dilithium you can carry out of the
|
||
dungeon will be severely limited.
|
||
|
||
The entire vision and display system of nethack has been re-written. Among
|
||
other things, this will fix the annoying problem of teleported stuff not
|
||
showing up on your screen or creating blank spots randomly scattered around
|
||
the screen. Question: Will this mean that nethack will now have an improved
|
||
line of sight algorithm, similar to the one currently being used in Moria?
|
||
|
||
New ranged effects have been added. This will allow, for instance, fireballs
|
||
to go until they hit a monster and then explode in a radius around that
|
||
monster, instead of just going in a line like they currently do. It is also
|
||
rumored that various other cloud type effects will be included.
|
||
|
||
There will supposedly be several new special levels and/or rooms, although no
|
||
details as to what exactly these will be are available. Also, nethack's
|
||
level handling capabilities have been re-written so that it will now be very
|
||
easy for the Dev Team (and others!) to add in new special levels or new
|
||
special rooms.
|
||
|
||
It is rumored that some "Nethack Abuses" have been made impossible.
|
||
Specifically, paralyzing the Wizard of Yendor and taking advantage of kicking
|
||
sinks have supposedly been fixed or limited.
|
||
|