[net.games.hack] hackitems/wands

harmon_c@h-sc1.UUCP (david harmon) (03/15/85)

This being a listing of the various types of wands to be found in hack, with
desriptions thereof.  Starred wands have obvious uses in shops.  Most wands
seem to start with 6 charges or thereabouts.   When a wand is out of charges 
and you zap it, "Nothing Happens".


1) wishing("): you usually get 3 wishes, and wishing for wands of wishing pro-
	duces wands with 0 charges left.  When it asks you what you want,
	answer with the exact syntax it would appear in your inventory as, if
	you had identified it with the scroll of ID.  The wand does not ID
	it for you, but if you wish for a scroll and get a scroll, you're 
	probably OK.  If you wish for an illegal item or a non-existent item,
	you get a random one.  You can wish for any plussed item up to +3,
	above that you take your chances.  You can wish for one wand or 3 of
	any other non-plussed item with each wish. Sample wishes are for:
		+3 plate mail/pair of gloves/helmet/elven cloak/crysknife 
		3 potions of gain level
		ring of regeneration/teleport control(#)
		3 tins (There is no way to specify spinach, but the odds are 
	good) 
		3 diamonds (#)

	(#) means I'm not sure of the exact wording.
	/ means wish for *one* of the items listed.

	You may want to wish for 3 rings of regeneration (say) in hopes of 
	selling the extras to a storekeeper before you rob him.  DO NOT
	make wishes when you are too loaded down to carry the items, or you
	will get zilcho!  Wishing for "a wand of wishing (3)" will not work.
	"Illegal" wishes that seem to work often are +7 plate, 3 +3 crysknives
	(but sometimes gives 3 -3 crysknives)  Your luck may influence the 
	cahnce of getting many items.

2*) death("): kills target creature, but sometimes has bad side effects (takes
	half of everything else's hit points, including yours!) This is a ray.
3*) sleep("): of variable duration, and doesn't seem to work on bats.  Some 
	monsters get saving throws-i.e., a chance not to be affected. This 
	is a ray.
4-7) fire, cold, lightning, magic missile("): all fire rays/bolts/zaps which do
	damage to anything they hit. (See note below.)  Cold seems to do the 
	most damage, MMs do the least, fire seems to have the longest range.
8) striking("): wand hits the first monster in the direction you point it, even 
	from a considerable (but not infinite) distance. NOT a ray.
9*) polymorph("): turns one monster into a random other monster. New monster 
	could be anything!  Of course, most people would rather turn a dragon 
	into a bat than vice versa.  Use on your dog intil you get a monster 
	well above norm for your level, or a mega-monster.  May not change all 
	characteristics of the monster (ie, speed may be unchanged).
	Warning: if you polymorph your dog, then leave his level (fall in
	a trapdoor, etc) he will not be tamed merely by throwing food at
	him (need taming scroll). The dungeon apparently forgets he ever
	was your dog.  While it may be fun to polymorph your dog, you are
	better advised to use it against any mega-monsters that you may
	find at the higher level (eg. Dragons, demons, trappers).  Your
	dog is a fairly strong monster in his own right. 
	This wand is almost as useful as digging when you're being digested
	by a trapper or a purple worm; have you ever been inside a nymph?
10) make invisible("): makes monster invisible, permanently. (?while on level?)
	Don't use on doggie, you'll just keep tripping over him. Easy to con-
	fuse with teleport away. No use whatsoever, except to maybe keep you 
	from taking the wand of teleport away for granted.
11*) teleport monster("): monster teleported to random spot on level (?or next 
	room?).  Check to be sure you don't have a wand of invisibility. Note 
	that the monster will usually head straight back home at top speed,
	and if he finds you still there, or on the way out, he will be pissed.
12) haste monster("): monster moves twice as fast. Use on doggie, but watch you
	don't trip on him.
13) slow monster("): monster moves at half speed. Some monsters get multiple 
	attacks every other round (ie. xorn, 3 claws and bite or shopkeeper,
	2 fists).
14*) digging("): This produces new corridor sections, and doors where the ray 
	intersects a room wall.  Within the room, it produces useless fireworks
	like  ********. Naturally, this does not bounce off anything.
	Net info seems to indicate that no monster can enter a dug tunnel.  
	They will go to door (and attack once or twice if fast enough) but can
	never enter.  (WRONG - a monster entered fom the far end of a newly
	dug tunnel.)  (Are you sure you didn't have a wandering monster appear 
	inside the tunnel?) Can dig through/under boulders, such as the one 
	the Amulet is under.  Also useful for blasting your way out of a 
	trapper.
15) undead turning("): somewhat like fear, but no effect on most monsters.  
	Undead are: zombies, ghosts, wraiths, vampires, demons and 
	perhaps other monsters. Destroys weaker undead, causes bigger ones 
	to flee, including(!) demons.
16) create monster("): Creates a monster next to you, just like the scroll.  
	Once I zapped this wand and was immediately surrounded
	by 8 monsters! Semi-Confirmed; it can happen, but it seems to be a 
	random (1 in 10?) occurence on a wand of create monster.  This wand
	may be useful to keep around if you are ever desperately short on
	food.  If you are, create a monster, kill it, and feast on the remains!
	As noted above, there is a random chance that you will create 8
	monsters at once instead of the customary one.
17) cancellation("): Should knock out any magical abilities of the monster. 
	Monsters which are affected: 
		Nymphs 		-- cancels her magical allure.
		Wraiths 	-- cancels life draining.
		Demons 		-- cancels powers of replication.
		Vampires (?) 	-- cancels life draining.
	Monsters which are not affected:
		Rust Monsters 	-- still rusts your armor.
		Dragons 	-- still blow flame at you.
		Invisible Stalkers -- still invisible.
		Chameleons 	-- still pose as different monsters.
		Trappers 	-- still swallow you.
		Cockatrices 	-- still petrify you.
		Floating Eyes   -- still paralyze you.
	Unknown at present:
		Giant Ants, Xans, Leprechauns, Freezing Spheres, Umber Hulks,
		etc.
	Please post if you have any more information!
18) secret door detection("): discovers all secret doors in room or in sight in
	a corridor.  If there are none, a charge is used and the wand seems
	to do nothing.  This is the only non-directional wand without a 
	special message. (?)  This wand also detects shape-changers in the
	room (eg. mimics, piercers). Usually comes in 10+ charges.
19) light("): lights up dark rooms. Usually comes in 10+ charges.

	Also note that ray/straight-line wands are best fired when you are 
diagonally aligned with your target so that ricochets can't hit you.  ric-
ochets can be used to hit targets that won't get in straight line of fire 
(leps, shopkeepers, etc.), or to get two hits on a target.  Shots into corners 
bounce straight back at you.  Doors can reflect a diagonal shot back at you, 
and the wand of fire reflects diagonally back at you occasionally just for the 
heck of it.  Wands seem to have differing, and possibly partly random, maximum
ranges.  For a ray wand, ray just won't reach, for others, there is no effect.
	When you get a wand, try zapping it.  If it is non-directional, (like
*wishing*) you will usually find out what it is immediately.  If not, hit
<ESC> when it asks you what direction, and save it until you reach a monster,
as before.  This lets you ID many wands before you find a monster to test 
them out on, and improves the odds that a partly-tested, directional wand
will turn out to be offensive, rather than secret door detection or light.