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archive:games:spoil700.nh
                 _ _ _   ____   ____   _____
                | | | | |  __| |  __| |_   _| -----------
                | | | | | |__  |__  |   | |    ANNOUNCES
                |_____| |____| |____|   |_|   -----------
  1. ————————————————————-

The absolute best resource file for nethack just got better!

  1. ————————————————————-
                               PRESENTING:
                           The Nethack Spoilers
                              Revision 7.00
                      Copyright 1991, Paul Waterman

This file contains revision 7.00 of the WCST Spoilers. Revision 7.00 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 done in order to make the tables and text as readable as possible. Essentially, the entire file has been revised.

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 (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.

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.

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.

Simply fill out the following form and send it in to get your copy of the WCST Nethack Spoilers:

  1. —————————————————————-

Remit to: Paul Waterman

               WCST Spoilers, 817 College Ave. #1, Wheaton, IL 60187
       Phone:  (708) 682-5085
    -----------------------------------------------------------------
    Quantity   Item                                           Price
    ________   WCST Spoiler File  @ $13 each (1-4 copies)   $________
                                  @ $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 $________
          Check or money order payable in U.S. dollars accepted.
       Name: ________________________________________________________
    Address: ________________________________________________________
             ________________________________________________________
             ________________________________________________________
                       _ _ _   ____   ____   _____
                      | | | | |  __| |  __| |_   _|
                      | | | | | |__  |__  |   | |
                      |_____| |____| |____|   |_|
  1. | |-
  2. | |- [-_-_-_-_-_-_-_-] -| |-

[-_-_-_-_-] | | [-_-_-_-_-]

               | o   o |    |  o   o   o  |    | o   o |
                |     |     |             |     |     |
                |     |__-__|             |__-__|     |
                |  o  |     |      o      |     |  o  |
                |     | o o |    _____    | o o |     |
     _____----- |     |     |    |:::|    |     |     | -----_____
                |     |     |    |:::|    |     |     |
            _-_-|_____|-----|____|:::|____|-----|_____|-_-_
           ( (__________---_________________---__________) )
  1. ————

PRESENTS…

  1. ————
                         The Nethack Spoilers
                             Revision 7.00
                     Copyright 1991, Paul Waterman
                          All Rights Reserved

Copyright Paul Waterman, 1991. All rights reserved.

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
  1. ———————————————————

| The Beginning |

  1. ———————————————————

—————————————————————————– 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.

  1. ———————————————————

| Commonalities and Generalities |

  1. ———————————————————

—————————————————————————– 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 '>'.

  1. ———————————————————

| The Character |

  1. ———————————————————

—————————————————————————– 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)

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
——————
01-03 -3 -3
04-05 -2 -2
06-07 -1 -1
08-14 0 0
15 +1 0
16 +2 +1
17 +3 +2
* * *
25 +11 +10

——————– * 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 |

  1. —————

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 |

  1. —————–

—————————————————————————– 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.

  1. ———————————————————

| The Beasts |

  1. ———————————————————

—————————————————————————– 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

  1. ———————————————————

| The Dungeon |

  1. ———————————————————

—————————————————————————– 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:


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—————————————————————————–

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:


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————————————————————————

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:

  1. —- ——————– ———————

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——————— —————– ——————

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!

——————- ——————- ——————-

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————— e ————— v —————
l e
— — — — — — 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.

  1. ———————————————————

| The Game |

  1. ———————————————————

—————————————————————————– 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
* *
25 +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.

  1. 5 luck no matter what.

2. Sacrificing a human.

  1. 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.

  1. 3 luck always.

5. Praying before your between prayer time-out expires.

  1. 3 luck. Moral: don't pray too often.

6. Breaking a mirror.

  1. 2 luck. (It figures, doesn't it?)

7. Killing a friendly human.

  1. 2 luck always.

8. Killing a pet (or other tame monster).

  1. 1 luck each time.

9. Desecrating (kicking or digging) a co-aligned altar.

  1. 1 luck (Ouch!)

10. Killing a peaceful monster.

  1. 1 luck (50% chance).

11. Sacrifice at a non-co-aligned altar.

  1. 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. 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)
  1. ———————————————————

| The Items |

  1. ———————————————————

—————————————————————————– 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 *

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).

  1. ———————————————————

| Appendices |

  1. ———————————————————

—————————————————————————– 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.

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