[comp.sources.games] v12i020: nh-spoilers2 - NetHack spoiler file, ver 5.35, Part04/05

billr@saab.CNA.TEK.COM (Bill Randle) (02/07/91)

Submitted-by: Paul Waterman <water@wheaton.uucp>
Posting-number: Volume 12, Issue 20
Archive-name: nh-spoilers2/Part04
Supersedes: nh-spoilers: Volume 11, Issue 71-74


#! /bin/sh
# This is a shell archive.  Remove anything before this line, then unpack
# it by saving it into a file and typing "sh file".  To overwrite existing
# files, type "sh file -c".  You can also feed this as standard input via
# unshar, or by typing "sh <file", e.g..  If this archive is complete, you
# will see the following message at the end:
#		"End of archive 4 (of 5)."
# Contents:  spoilers.xae
# Wrapped by billr@saab on Wed Feb  6 15:49:21 1991
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f 'spoilers.xae' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'spoilers.xae'\"
else
echo shar: Extracting \"'spoilers.xae'\" \(45884 characters\)
sed "s/^X//" >'spoilers.xae' <<'END_OF_FILE'
X         max (doesn't up the maximum, though).
X         "You feel charged up."
XConfuse monster
X   Reg - You become confused for 1 to 100 turns.
X         "Your hands begin to glow purple."
X   Bls - You become unconfused if confused.
X         "A red glow surrounds your head."
X   Bld - "Your hands begin to tingle."
X         "A faint buzz surrounds your head."
XCreate monster
X   All - Creates 13 to 17 acid blobs.
XDestroy armor
X   All - Picks a random armor you are wearing, and removes any rustproofing.
X         "Your [armor name] glows purple."
X         "Your bones itch."  (if no armor is being worn)
XEnchant armor
X   Cur - No effect.
X         "Your [armor name] is covered by a mottled black glow."
X   Reg - Rustproofs random armor you are wearing.
X         "Your [armor name] is covered by a shimmering gold shield."
X         "Your [shield name] is covered by a shimmering gold layer."
X   Bld - "Your [armor name] feels warm for a moment."
XEnchant weapon
X   Cur - Removes rust proofing on the weapon you are wielding.
X         "Your [weapon name] is covered by a mottled purple glow."
X   Reg - Rustproofs weapon you are wielding.
X         "Your [weapon name] is covered by a shimmering gold shield."
X   Bld - "Your weapon feels warm for a moment."
XFire
X   All - Does one hit point of damage (unless fire resistant).
X         "The scroll catches fire and you burn your hands."
X         "Oh, look, what a pretty fire in your hands."  (if fire resistant)
X   Bld - "You feal [sic] a pleasant warmth in your hands."  (if fire
X         resistant)
XGenocide
X   Cur - Surrounds you with whatever you are (i.e. wizards).
X   Reg - You genocide whatever you are.
XGold detection
X   All - As normal, but "gold" detected are actually traps.
XIdentify
X   All - No effect.
X         "You identify the scroll as an identify scroll."
XLight
X   All - Darkens room you are in.
XMagic mapping
X   All - Creates an incorrect map of the level.
X         "On this scroll was a map."
XPunishment
X   All - No effect.
X         "You feel guilty."
XRemove curse
X   All - Will unlock iron balls.
X         "You feel like you need some help."
X   Hal - "You feel the power of the Force against you!"
XScare monster
X   All - Aggravates monsters when read.
X         "You hear a sad wailing in the distance."
X         "You hear a sad wailing close by."
XTaming
X   Cur - Causes every monster within five squares of you to become non-
X         peaceful.
X   Reg - Tames every monster within five squares of you, and will calm down
X         angry shopkeepers within five squares of you.
XTeleportation
X   All - Teleports you to a different level.
X
X------------------------------------------------------------------------------
XIDENTIFYING SCROLLS:
X
XUnfortunately, there aren't any easy ways to figure out what a scroll is.
XShort of using and identify scroll (or equivalent) or actually reading it, you
Xcan't tell what a scroll is.
X
X------------------------------------------------------------------------------
XSPELLBOOKS:
X
X  Name             Prob Time Lvl Direct
X---------------------------------------
X| cancellation    | 12 |  8 | 7 |  Y  |
X| cause fear      | 25 |  3 | 3 |  N  |
X| charm monster   | 20 |  3 | 3 |  Y  |
X| clairvoyance    | 15 |  3 | 3 |  N  |
X| cone of cold    | 10 |  8 | 5 | RAY |
X| confuse monster | 37 |  2 | 2 |  Y  |
X| create familiar | 10 |  7 | 6 |  N  |
X| create monster  | 37 |  3 | 2 |  N  |
X| cure blindness  | 27 |  2 | 2 |  Y  |
X| cure sickness   | 32 |  3 | 3 |  N  |
X| detect food     | 37 |  3 | 2 |  N  |
X| detect monsters | 45 |  1 | 1 |  N  |
X| detect treasure | 25 |  5 | 4 |  N  |
X| detect unseen   | 25 |  4 | 3 |  N  |
X| dig             | 22 |  6 | 5 | RAY |
X| extra healing   | 32 |  5 | 3 |  N  |
X| finger of death |  5 | 10 | 7 | RAY |
X| fireball        | 20 |  6 | 4 | RAY |
X| force bolt      | 40 |  2 | 1 |  Y  |
X| genocide        |  5 | 10 | 7 |  N  |
X| haste self      | 33 |  4 | 3 |  N  |
X| healing         | 40 |  2 | 1 |  N  |
X| identify        | 25 |  8 | 5 |  N  |
X| invisibility    | 32 |  5 | 4 |  N  |
X| knock           | 40 |  1 | 1 |  Y  |
X| levitation      | 25 |  4 | 4 |  N  |
X| light           | 45 |  1 | 1 |  N  |
X| magic mapping   | 18 |  7 | 5 |  N  |
X| magic missile   | 45 |  3 | 2 | RAY |
X| polymorph       | 12 |  8 | 6 |  Y  |
X| remove curse    | 25 |  5 | 5 |  N  |
X| restore ability | 25 |  5 | 4 |  N  |
X| sleep           | 50 |  1 | 1 | RAY |
X| slow monster    | 37 |  2 | 2 |  Y  |
X| teleport away   | 15 |  6 | 6 |  Y  |
X| turn undead     | 17 |  8 | 6 |  Y  |
X| wizard lock     | 35 |  3 | 2 |  Y  |
X---------------------------------------
X
XNote:  If they are cursed, or you cannot handle the transcribing, then some
X       bad things may happen.
X       1. Paralyzed
X       2. Lose money
X       3. Teleport and paralyze "You feel a wrenching sensation"
X       4. Blindness
X
XBlessed ones will ALWAYS work.
X
X------------------------------------------------------------------------------
XTOOLS:
X
X  Name                 Desc     Prob   Wt  Cost
X-------------------------------------------------
X| bag of holding     | bag     |  20 |  3 | 100 |
X| bag of tricks      | bag     |  20 |  3 | 100 |
X| blindfold          |         |  55 |  2 |  20 |
X| bugle              |         |   6 |  3 |  15 |
X| chest              |         |  35 | 40 |  20 |
X| credit card        |         |   5 |  1 |  10 |
X| crystal ball       |         |  35 | 15 |  60 |
X| drum               |         |   4 |  4 |  25 |
X| drum of earthquake | drum    |   2 |  4 |  25 |
X| expensive camera   |         |   5 |  3 | 200 |
X| figurine           |         |  35 |  5 |  80 |
X| fire horn          | horn    |   2 |  4 |  15 |
X| flute              |         |   6 |  3 |  12 |
X| frost horn         | horn    |   2 |  4 |  15 |
X| harp               |         |   4 | 10 |  50 |
X| horn               |         |   5 |  4 |  15 |
X| ice box            |         |   5 | 40 |  30 |
X| key                |         | 100 |  1 |  10 |
X| lamp               |         | 105 | 10 |  50 |
X| large box          |         |  40 | 40 |  20 |
X| leash              |         |  70 |  3 |  20 |
X| lock pick          |         |  55 |  2 |  20 |
X| magic flute        | flute   |   2 |  3 |  12 |
X| magic harp         | harp    |   2 | 10 |  50 |
X| magic lamp         | lamp    |  20 | 10 |  50 |
X| magic marker       |         |  15 |  1 |  50 |
X| magic whistle      | whistle |  50 |  2 |  10 |
X| mirror             |         |  50 |  3 |  40 |
X| pick-axe           |         |  20 | 10 |  50 |
X| sack               | bag     |  40 |  3 |  20 |
X| skeleton key       | key     |  60 |  1 |  10 |
X| stethoscope        |         |  15 |  2 |  75 |
X| tinning kit        |         |  15 | 10 |  30 |
X| tin opener         |         |  25 |  1 |  30 |
X| whistle            |         | 120 |  2 |  10 |
X-------------------------------------------------
X
X------------------------------------------------------------------------------
XTOOL EFFECTS:
X
XBag of holding - will hold many items without adding their weight to your
X   total pack weight.  Does not work correctly, especially do not bless it
X   while it is full, but curse it when full.  Also, do not put a bag of
X   holding, a bag of tricks, or a wand of cancellation into a bag of holding.
X   Both items and contents will blow up.
XBag of tricks - will allow you to create a monster whenever you activate it.
XBlindfold - makes you blind.  Useful when you have telepathy.
XBugle - will awaken soldiers on level.  Useful for getting into castle.
XChest - holds things, but is very heavy.
XCredit card - can be used to open locked doors.
XCrystal ball - can be used to detect things on level.
XDrum - awakens monsters; may scare them away.
XDrum of earthquake - will initiate an earthquake whose intensity depends on
X   player level.  That is, it creates random pits.
XExpensive camera - can be flashed at monsters to blind them.  Can also blind
X   self (useful if you don't have a blindfold).
XFigurine - when activated will provide a tame pet of the same type as the
X   figurine.
XFire horn - when played will act as a wand of fire; a ray of flame shoots out
X   in desired direction.
XFlute - may calm snakes if player has enough dexterity.  Can also be used to
X   get into the castle.
XFrost horn - when played will act as a wand of cold; a ray of cold shoots out
X   in desired direction.
XHarp - may calm nymph if player has enough dexterity.  Can also be used to get
X   into the castle.
XHorn - will awaken monsters; range depends on player level.  May also scare
X   monsters.
XIce box - will prevent monster corpses from spoiling if they are promptly
X   placed within the ice box.
XKey - differently shaped keys will open differently shaped locks.
XLamp - will light up a room when activated.
XLarge box - holds things, but is very heavy.
XLeash - will keep your pet with you, even if you fall through a trapdoor,
X   teleport, etc.  However, your pet tends to get in your way more.
XLock pick - used to open locked doors and chests.
XMagic flute - may put monsters to sleep; area of effect depends on player
X   level.
XMagic harp - charms monsters; area of effect depends on player level.
XMagic lamp - if rubbed, a djinni will appear.  Djinnis from blessed lamps will
X   always give wishes; from normal lamps may give a wish (random); from cursed
X   lamps they will never give a wish.  May be recharged once with a blessed
X   scroll of charging.
XMagic marker - useful for writing graffiti on dungeon floors.  Also can be
X   used to write spells on blank scrolls.
XMagic whistle - will teleport all of your pets on the level to the same room
X   as you.
XMirror - can scare some monsters.  Also useful for reflecting gaze attacks.
X   Can be used in conjunction with blindfold to determine relative position of
X   medusa or Wizard of Yendor.
XPick-axe - can be used to dig through walls.  Also useful as a weapon.
XSack - will hold items, freeing inventory space.
XSkeleton key - will open any locked door or chest.
XStethescope - will tell you stats on creature applied to (HP, level, AC,
X   gold, etc.).
XTinning kit - allows you to tin monster corpses to take with you.  Heavy.
XTin opener - allows you to open tins easier.
XWhistle - when blown, your pets will start heading in your direction.  Other
X   monsters may do likewise, though.
X
X------------------------------------------------------------------------------
XIDENTIFYING TOOLS:
X
XOnce again, make sure that the item is not cursed before playing around with
Xit.  Most tools are fairly obvious as to their function.  For instance, a
Xblindfold is always a blindfold, with no other magical properties.  Certain
Xitems (horns, for instance) will have more than one type that appear the same
Xthough.  Here's how you can figure out what they are:
X
XBags - first of all, drop the bag on the ground and #loot it.  If you feel
Xsomething furry, it's a bag of tricks.  Otherwise, load up until you can't
Xcarry anything more.  Then dump some stuff into the bag (by applying it).  If
Xyou can then pick up more, it's a bag of holding.
X
XDrums - activate the drum.  If it's a drum of earthquake, you'll know it
Ximmediately from the pits opening up around you.
X
XFlutes - try playing the flute when you have several monsters around you.  If
Xthey go to sleep, it's a magical flute.
X
XHarps - try playing the harp when you have several monsters around you.  If
Xthey become charmed (tame), you have a magic harp.
X
XHorns - activate the horn, tell it to improvise, and give it a direction (if
Xit asks).  You'll immediately notice the effect if it's magical.
X
XKeys - try a key on various locks.  If it appears to open all of them, it's
Xprobably a skeleton key.  (Note, however, that a credit card works just as
Xwell, and is lighter.)
X
XLamps - try activating the lamp.  If it has no oil, it's a magic lamp.
X
XWhistles - try blowing it.  If it produces a high whistle, it's normal.  A
Xwierd whistling will be a magic whistle.
X
X------------------------------------------------------------------------------
XWANDS:
X
X  Name                   Prob Cost Direct.
X------------------------------------------
X| cancellation          | 45 | 200 |  Y  |
X| create monster        | 45 | 200 |  N  |
X| cold                  | 40 | 175 | RAY |
X| death                 |  5 | 500 | RAY |
X| digging               | 55 | 150 | RAY |
X| fire                  | 40 | 175 | RAY |
X| light                 | 95 | 100 |  N  |
X| lightning             | 40 | 175 | RAY |
X| locking               | 40 | 150 |  Y  |
X| magic missile         | 50 | 150 | RAY |
X| make invisible        | 45 | 150 |  Y  |
X| nothing               | 25 | 100 |  Y  |
X| opening               | 40 | 150 |  Y  |
X| polymorph             | 45 | 200 |  Y  |
X| probing               | 30 | 150 |  Y  |
X| secret door detection | 50 | 150 |  N  |
X| sleep                 | 50 | 175 | RAY |
X| slow monster          | 55 | 150 |  Y  |
X| speed monster         | 55 | 150 |  Y  |
X| striking              | 75 | 150 |  Y  |
X| teleportation         | 45 | 200 |  Y  |
X| undead turning        | 55 | 150 |  Y  |
X| wishing               |  5 | 500 |  N  |
X------------------------------------------
X
X------------------------------------------------------------------------------
XWAND EFFECTS:
X   Reg. = regular use of wand
X   Eng. = when used to engrave
X   Cur. = nothing different, but makes chance for explosion slightly higher.
X
XCancellation
X   Reg. - Destroys magical abilities of the monster(s) or item(s) aimed at.
X          demons      - cancels ability to summon other demons
X          leprechauns - cancels teleport ability
X          nymphs      - cancels magical allure
X          wraiths     - cancels level drain
XCold
X   Reg. - Does heavy damage along a line.  Will also freeze over pools of
X          water or sections of the moat on the castle level.
X   Eng. - "A few ice cubes drop off your wand."
XCreate monster
X   Reg. - Creates a monster right next to you.
X   Eng. - Creates a monster right next to you.
XDeath
X   Reg. - If it hits, it kills all living things automatically.
X   Eng. - "The bugs on the ground stop moving."
XDigging
X   Reg. - Produces new corridor sections.  Can be used to dig out of creatures
X          that engulf you.
X   Eng. - Identifies the wand.
X          "Gravel flies up from the floor."
XFire
X   Reg. - Does heavy damage to all creatures along line.  Will also evaporate
X          pools of water or sections of the moat on the castle level.
X   Eng. - Identifies the wand.
X          "Flames fly from the wand."
XLight
X   Eng. - Lights up the room.
X   Reg. - Will light up a dark room.
XLightning
X   Reg. - Again, heavy damage in a line, may blind you if you get hit.
X   Eng. - Identifies the wand, and blinds you.
X          "Lightning arcs from the wand.  You are blinded by the flash."
XMagic missile
X   Reg. - Lower damage along a line, but still effective.
X   Eng. - "The ground is riddled by bullet holes."
XMake invisible
X   Reg. - Makes monsters permanently invisible.
X   Eng. - The engraving vanishes.
XPolymorph
X   Reg. - Will polymorph monster or item(s) aimed at into something else.
XProbing
X   Reg. - Gives stats (hp, hp max., gold) on the monster aimed at.
XSecret door detection
X   Reg. - Discovers all secret doors in room, or in sight if in a corridor.
X          Will also detect hidden monsters in the room (i.e. mimics).
XSleep
X   Reg. - Causes monsters to go to sleep.  (Some monsters get saving throw.)
X   Eng. - "The bugs on the ground stop moving."
XSlow monster
X   Reg. - Monster aimed at moves at half normal speed.
X   Eng. - "The bugs on the ground slow down."
XSpeed monster
X   Reg. - Monster aimed at moves at twice normal speed.
X   Eng. - "The bugs on the ground speed up."
XStriking
X   Reg. - Hits the first monster in the direction you aim it.  A wand of
X          striking may also be used to destroy boulders, statues, or the
X          drawbridge on the castle level.
X   Eng. - "The wand unsuccessfully fights your attempt to write."
XTeleport away
X   Reg. - Monster (or item) aimed at is teleported elsewhere on level.
XUndead turning
X   Reg. - Causes undead creatures (zombies, skeletons, etc.) to run away.
X          Raises corpses from the dead.
X
XNote:  Many of these wands can be useful to zap yourself with (i.e. make
X   invisible, speed monster).
X
X------------------------------------------------------------------------------
XIDENTIFYING WANDS:
X
XWhen identifying a wand, generally the first thing I do is try to engrave with
Xit.  Many wands will be either be immediately identified upon trying to
Xengrave (for instance, a wand of light will light up the room or a wand
Xwishing will give you a wish), and failing that, you can often figure out what
Xthe wand is based upon the message that you're given.
X
XIf this doesn't work, find a handy monster to zap the wand at (not your pet -
Xthey're not invincible).  Make sure you're standing on a diagonal from the
Xmonster, so the wand won't bounce back at you.  Now, zap the wand and see what
Xhappens.  You'll often be able to immediately figure out what happened.  (A
Xbrief note here:  be careful not to mistake make invisible for teleport - just
Xbecause the monster disappears doesn't mean it's not still there!)
X
XIf you still can't figure out what it is, try zapping it when you're near
Xwhere you think a secret door is (to check for secret door detection) if it's
Xnon-directional, or zap it at a doorway (to check for opening or locking) if
Xit's directional.
X
XFailing all of these tests usually means it's a wand of nothing.
X
X------------------------------------------------------------------------------
XWEAPONS:
X
XFor information about how to compute hit probabilities and possible damage for 
Xeach listed weapon, see the two sections on HIT PROBABILITY and DAMAGE.
X
X                                                                Damage vs.
X  Name                   Description           Prob  Wt  Cost   Small  Large
X-----------------------------------------------------------------------------
X| aklys                | thonged club         |  8 |  3 |   4 | 1-06 | 1-03 |
X| arrow                |                      | 37 |  0 |   2 | 1-06 | 1-06 |
X| athame               |                      |  0 |  2 |   4 | 1-04 | 1-03 |
X| axe                  |                      | 50 |  3 |   8 | 1-06 | 1-04 |
X| bardiche             | long poleaxe         |  8 |  3 |   7 | 2-08 | 3-12 |
X| bec de corbin        | beaked polearm       |  8 |  3 |   8 | 1-08 | 1-06 |
X| bill-guisarme        | hooked polearm       |  8 |  3 |   7 | 2-08 | 1-10 |
X| boomerang            |                      | 15 |  3 |  20 | 1-09 | 1-09 |
X| bow                  |                      | 24 |  3 | 120 | 1-30 | 1-06 |
X| bullwhip             |                      |  5 |  2 |   4 | 1-02 | 1-01 |
X| broadsword           | wide sword           |  8 |  4 |  10 | 2-08 | 2-07 |
X| club                 |                      | 10 |  3 |   4 | 1-06 | 1-03 |
X| crossbow             |                      | 45 |  3 |  40 | 1-35 | 1-06 |
X| crossbow bolt        |                      | 60 |  0 |   2 | 2-05 | 2-07 |
X| crysknife            |                      |  0 |  3 | 100 | 1-10 | 1-10 |
X| dagger               |                      | 25 |  2 |   4 | 1-04 | 1-03 |
X| dart                 |                      | 60 |  0 |   2 | 1-03 | 1-02 |
X| dwarvish mattock     | huge shiny sword     | 15 |  6 |  50 | 1-12 | 3-20 |
X| dwarvish short sword | short shiny sword    |  2 |  3 |  10 | 1-07 | 1-08 |
X| dwarvish spear       | shiny spear          | 12 |  3 |   5 | 1-08 | 1-08 |
X| elven arrow          | runed arrow          | 10 |  0 |   2 | 1-07 | 1-06 |
X| elven bow            | runed bow            | 12 |  3 | 120 | 1-35 | 1-06 |
X| elven broadsword     | wide runed sword     |  4 |  4 |  10 | 2-10 | 2-07 |
X| elven dagger         | large runed knife    |  8 |  2 |   4 | 1-05 | 1-03 |
X| elven short sword    | short runed sword    |  2 |  3 |  10 | 1-08 | 1-08 |
X| elven spear          | runed spear          | 10 |  3 |   5 | 1-07 | 1-08 |
X| fauchard             | pole sickle          | 11 |  3 |   5 | 1-06 | 1-08 |
X| flail                |                      | 40 |  3 |   4 | 2-07 | 2-08 |
X| glaive               | single-edged polearm | 15 |  3 |   6 | 1-06 | 1-10 |
X| guisarme             | pruning hook         | 11 |  3 |   5 | 1-04 | 1-08 |
X| halberd              | angled poleaxe       | 16 |  3 |  10 | 1-10 | 2-12 |
X| javelin              | throwing spear       | 10 |  3 |   5 | 1-06 | 1-06 |
X| katana               | samurai sword        |  6 |  4 | 100 | 1-10 | 1-12 |
X| knife                |                      | 25 |  2 |   4 | 1-03 | 1-03 |
X| lance                |                      |  8 |  4 |  10 | 1-06 | 1-08 |
X| long sword           |                      | 60 |  4 |  15 | 1-08 | 1-12 |
X| lucern hammer        | pronged polearm      | 10 |  3 |   7 | 2-08 | 1-06 |
X| mace                 |                      | 40 |  4 |   8 | 2-07 | 1-06 |
X| morning star         |                      | 12 |  4 |  10 | 2-08 | 2-07 |
X| orcish arrow         | black arrow          | 11 |  0 |   2 | 1-05 | 1-06 |
X| orcish bow           | black bow            | 12 |  3 | 120 | 1-25 | 1-06 |
X| orcish dagger        | large black knife    | 10 |  2 |   4 | 1-03 | 1-03 |
X| orcish short sword   | short black sword    |  3 |  3 |  10 | 1-05 | 1-08 |
X| orcish spear         | black spear          | 13 |  3 |   5 | 1-05 | 1-08 |
X| partisan             | vulgar polearm       | 10 |  3 |  10 | 1-06 | 2-07 |
X| quarterstaff         | staff                | 10 |  3 |   8 | 1-06 | 1-06 |
X| ranseur              | hilted polearm       | 10 |  3 |   6 | 2-08 | 2-08 |
X| rubber hose          |                      |  0 |  2 |   4 | 1-06 | 1-03 |
X| scalpel              |                      |  0 |  1 |   4 | 1-04 | 1-03 |
X| scimitar             | curved sword         |  6 |  4 |  15 | 1-08 | 1-08 |
X| spear                |                      | 55 |  3 |   5 | 1-06 | 1-08 |
X| short sword          |                      |  6 |  3 |  10 | 1-06 | 1-08 |
X| shuriken             | throwing star        | 30 |  0 |   5 | 1-08 | 1-06 |
X| silver arrow         |                      |  8 |  0 |   2 | 1-06 | 1-06 |
X| sling                |                      | 40 |  2 |  20 | 1-04 | 1-06 |
X| spetum               | forked polearm       | 10 |  3 |   5 | 2-07 | 2-12 |
X| trident              |                      |  8 |  4 |  15 | 2-07 | 3-12 |
X| two-handed sword     |                      | 40 |  5 |  50 | 1-12 | 3-18 |
X| voulge               | pole cleaver         |  8 |  3 |   5 | 2-08 | 2-08 |
X| war hammer           |                      | 15 |  3 |   5 | 2-05 | 1-04 |
X| worm tooth           |                      |  0 |  3 |   2 | 1-02 | 1-02 |
X-----------------------------------------------------------------------------
X
X------------------------------------------------------------------------------
XARTIFACTS:
X
XArtifacts, also known as named weapons, are the most powerful weapons in the
Xgame.  They can be wished for, granted by your god, and some of them can
X(rarely) be found in shops or dungeons.  Excalibur may be obtained by dipping
Xa longsword in a fountain (see FOUNTAIN EFFECTS), and Sting or Orcrist can be
Xobtained by naming the appropriate weapons.  Polymorphing a regular weapon
Xinto an artifact is no longer possible.
X
XArtifacts may also have special features.  These special features are
Xexplained below.  Finally, all artifacts have an alignment.  This affects your
Xchances of getting a given weapon from your deity (i.e. a lawful god will not
Xbestow a neutral weapon).
X
XCertain weapons will have a monster listed in parentheses under the special
Xsection.  If so, the artifact's bonuses are only gained against that type of
Xmonster.  Against other creatures the artifact fights as a regular weapon of
Xits type.
X
XFor more information on how to compute hit probabilities, how much damage an 
Xartifact does, and what the relative hit and damage bonuses are, see the 
Xfollowing sections on HIT PROBABILITY and DAMAGE.
X
X                Relative Hit Bonus -.  .- Relative Damage Bonus
X  Name           Weapon type        |  |   Special                       Align
X------------------------------------------------------------------------------
X| Cleaver      | Axe              | 3 12 |                               | C |
X| Demonbane    | Long sword       | 5  0 |                      (demons) | L |
X| Dragonbane   | Broadsword       | 5  0 |                      (dragon) | N |
X| Excalibur    | Long sword       | 5 10 | seek, defend, search          | L |
X| Fire brand   | Long sword       | 5  0 | defend, fire                  | N |
X| Frost brand  | Long sword       | 5  0 | defend, cold                  | N |
X| Giantslayer  | Long sword       | 5  0 |                      (giants) | N |
X| Grimtooth    | Orcish dagger    | 2  6 |                               | C |
X| Mjollnir     | War hammer       | 5 24 | shock                         | L |
X| Ogresmasher  | War hammer       | 5  0 |                       (ogres) | L |
X| Orcrist      | Two handed sword | 5  0 |                        (orcs) | L |
X| Snickersnee  | Katana           | 0  8 |                               | L |
X| Sunsword     | Long sword       | 5  0 |                      (undead) | L |
X| Sting        | Elven dagger     | 5  0 | warn                   (orcs) | L |
X| Stormbringer | Broadsword       | 5  2 | defend, drain level           | C |
X| Trollsbane   | Morning star     | 5  0 |                      (trolls) | L |
X| Werebane     | Long sword       | 5  0 |                       (weres) | L |
X------------------------------------------------------------------------------
X
XThese are the special abilities:
X
X          cold - The extra damage done is cold damage, and as a result will
X                 not affect cold resistant creatures.
X        defend - This will defend you against whatever special attack type the
X                 artifact has.  Excalibur and Stormbringer defend against
X                 level draining attacks (even though Excalibur can't drain
X                 levels itself), Frost brand defends against cold cold based
X                 attacks, and Fire brand defends against fire based attacks.
X   drain level - This will drain a level from the creature attacking,
X                 effectively making it less powerful as well as removing eight
X                 hp from it.
X          fire - The extra damage done is fire damage, and as a result will
X                 not affect fire resistant creatures.
X        search - Will aid you in searching, much as a ring of searching.
X          seek - This should (eventually) "aid you in seeking objects."  
X                 Currently, this ability is unimplemented.
X         shock - The extra damage done is electrical damage, and as a result
X                 will not affect shock resistant creatures.
X          warn - Will warn you when more monsters more powerful than you are
X                 around, much as a ring of warning.
X
X------------------------------------------------------------------------------
XHIT PROBABILITY:
X
XComputing your probability to hit a monster involves many variables, and is
Xquite a complicated procedure (which is why the computer does it so much
Xbetter).  However, here is an outline of how you can figure out your
Xprobability of hitting a given monster with a given weapon...
X
XFirst of all, compute your chance to hit by using the following formula:
X
X     character luck
X   + character level
X   + monster AC         (see MONSTER INFORMATION section)
X   + dexterity bonus    (see chart)
X   + strength bonus     (see chart)
X   + level bonus        (see chart)
X   + special bonuses    (see chart)
X   + to hit modifier    (see chart)
X   + weapon enchantment (see explanation)
X   + relative hit bonus (see explanation)
X   - weight modifier    (see formula)
X   --------------------
X     chance to hit
X
XThe chance to hit as a ratio is that many chances out of twenty.  Thus, to 
Xdetermine your percentage chance of hitting, use the following formula: 
X   percent chance to hit = 100 * (chance to hit) / 20
X
X
XDexterity Bonus     Strength       Bonus      Level    Bonus
X----------------    ---------------------     ---------------
X| 01-03  |  -3 |    |    01-05    |  -2 |     | 01-03 |  +2 |
X| 04-05  |  -2 |    |    06-07    |  -1 |     | 04-05 |  +1 |
X| 06-07  |  -1 |    |    08-16    |   0 |     | 05-30 |   0 |
X| 08-13  |   0 |    |    17-18/50 |  +1 |     ---------------
X| 15     |  +1 |    | 18/51-18/99 |  +2 |
X| 16     |  +2 |    | 18/**-25    |  +3 |
X| 17     |  +3 |    ---------------------
X| ...    | ... | <-- Both the dexterity and bonus just keep going up
X| 25     | +11 |     by one until they hit a max at 25 and +11.
X----------------
X
XSpecial bonuses:                             Bonus
X---------------------------------------------------
X| character is an elf and monster is an orc |  +1 |
X| character is trapped                      |  -3 |
X| monster cannot move                       |  +4 |
X| monster is fleeing                        |  +2 |
X| monster is sleeping                       |  +2 |
X| monster is stunned                        |  +2 |
X---------------------------------------------------
X
XTo hit modifier:                                Bonus
X------------------------------------------------------
X| athame                                       |  +2 |
X| crysknife                                    |  +3 |
X| dagger (elven/orcish)                        |  +2 |
X| dwarvish mattock                             |  -1 |
X| katana                                       |  +1 |
X| scalpel                                      |  +2 |
X| two handed sword                             |  -1 |
X| blessed weapon vs. undead or demon           |  +2 |
X| spear (elven/orcish/dwarvish) or javelin vs. |     |
X|   xorn, dragon, naga, or giant               |  +2 |
X------------------------------------------------------
X
XWeapon enchantment:  This is whatever the "plus" on the weapon is.  For 
Xinstance, if it's a +3 crysknife, you can add another +3 here. 
X
XRelative hit bonus:  The relative hit bonus is only figured in for artifacts 
X(named weapons).  See the section on ARTIFACTS to look up the relative hit 
Xbonus on a named weapon. 
X
XWeight modifier: the weight modifier is computed as follows (to determine 
Xcarrying capacity, see the section on CARRYING CAPACITY, and to determine 
Xweight you are carrying, total the weights of all items in your inventory): 
X   (weight you are carrying - carrying capacity + 40) / 20
X
X------------------------------------------------------------------------------
XDAMAGE:
X
XIf you would like to figure out how much damage you can do to a given monster 
Xupon a successful hit, this section will tell you how.  Please note that all 
Xcomputations will involve ranges, so you will end up with a minimum and 
Xmaximum amount of damage you can do to a monster.
X
XThe following formula can be used to compute damage when attacking a monster:
X
X    weapon damage value   (see explanation)
X   +undead/demon bonus    (see explanation)
X   +weapon enchantment    (see explanation)
X   +relative damage bonus (see explanation)
X   +special bonuses       (see chart)
X   +ring bonus            (see explanation)
X   +strength bonus        (see chart)
X    ---------------------
X    total damage done
X
XWeapon damage value:  The weapon damage value will be listed in the WEAPONS 
Xsection as a minimum and maximum value.  Just look up the weapon that you're 
Xusing and take either the small or large monster value depending upon what 
Xtype of monster you're fighting.  If the "weapon" you're using isn't really a 
Xweapon, but is some other object, look at the chart at the end of this section 
Xfor information on the damage values of other objects.
X
XUndead/demon bonus:  If the weapon you are fighting with is blessed, and the 
Xmonster you are fighting is undead or a demon, you will do an extra one to 
Xfour points of damage.
X
XWeapon enchantment:  This is whatever the "plus" on the weapon is.  For 
Xinstance, if it's a +3 crysknife, you can add another +3 here. 
X
XRelative damage bonus:  The relative damage bonus is only figured in for 
Xartifacts (named weapons).  See the section on ARTIFACTS to look up the 
Xrelative damage bonus on a named weapon.  Also, please note that if a zero is 
Xlisted for the relative damage bonus, it means to total everything up to the 
Xrelative damage bonus in the above equation and double it.  Then you can 
Xcontinue adding the other bonuses.
X
XSpecial bonuses:                                                       Bonus
X------------------------------------------------------------------------------
X| weapon is boomerang, is thrown, and breaks                         | +1    |  
X| weapon is silver arrow, and is used versus a lycanthrope, minor    | +1-20 |
X| demon (except tengus) or major demon                               |       |  
X| if the weapon can drain life (also removes one level from monster) | +1-08 |
X| if the weapon is poisoned (or can kill monster outright)           | +1-06 |
X------------------------------------------------------------------------------
X
XRing bonus:  The ring bonus is only figured in if you are wearing a ring of 
Xincrease damage.  If so, take the enchantment on the ring (for instance, 2 if 
Xyou're wearing a +1 ring of increase damage) and add it in here.
X
XStrength       Bonus
X---------------------
X|    01-05    |  -1 | 
X|    06-15    |   0 |
X|    16-17    |   1 |
X|    18       |   2 |
X| 18/01-18/75 |   3 |
X| 18/76-18/90 |   4 |
X| 18/91-18/99 |   5 |
X| 18/**-25    |   6 |
X---------------------
X
XThese objects use the following for the weapon damage value:
X---------------------------------------------
X| bare hands                         | 1-02 |
X| boulder                            | 1-20 |
X| bow (any type when used to bash)   | 1-02 |
X| clove of garlic (undead will flee) | 1    |
X| egg                                | 1    |
X| corpse (depends on size)           | 1-05 |
X| heavy iron ball                    | 1-25 |
X| mirror (also -2 luck)              | 1    |
X| potion                             | 1    |
X---------------------------------------------
X
XFinally, all other objects except cameras and cream pies use a weapon damage 
Xvalue based upon their weight (cameras and cream pies cannot do damage):
X   damage value = weight/10 (minimum of 1, maximum of 6)
X
X------------------------------------------------------------------------------
XKNOWN BUGS:
X
XThe following are known bugs in patch level nine of nethack v3.0.  Note that 
Xwe have now included information about progress on these bugs in patch level 
Xten and in v3.1:
X
X1.  Saving a character while the moon is full will decrease the character's
Xluck by one.  Restoring a character while the moon is full will not increase
Xthe character's luck by one as intended.  However, starting a character on a
Xfull moon will.  (Fixed in v3.0.10 and v3.1.)
X
X2.  Elves are not generated with elven stuff (weapon and armor) as intended.
X(Fixed in v3.0.10 and v3.1.0)
X
X3.  When a bag of holding is placed inside another bag of holding, an
Xexplosion is created - this isn't a bug.  What is a bug is that if a bag of
Xholding is on the ground, you #loot it, tell it you want to put somthing in
Xit, and put another bag of holding in it, the dungeon will collapse.  (Fixed 
Xin v3.0.10 and v3.1.0)
X
X4.  Blessing or cursing a non-empty bag of holding doesn't properly adjust the
Xweight of the bag.  (Still exists in v3.0.10; fixed in v3.1.0.)
X
X5.  If you are wearing an amulet of life saving and try to eat something
Xwhile satiated, the amulet will save your life and then you will continue
Xyour meal and promptly die again.  (Fixed in v3.0.10 and 3.1.0.)
X
X6.  When a tame monster attacks another monster and the other monster is not
Xaffected due to intrinsic immunities, you will get a message (ex: "The red
Xmold doesn't seem hot!") regardless of whether your pet is in sight or not.  
X(May be fixed in v3.0.10; definitely fixed in v3.1.0.)
X
X7.  If the drawbridge of the castle is closed (via a wand of locking),
Xanything on the drawbridge will completely cease to exist.  According to 
Xnethack-bugs, this is supposed to occur, and is thus, "not a bug."  However, 
Xtry using this trick to make an iron ball that's still attached to you go 
X*poof* and the game will also go *poof*.
X
X8.  If you fill the entire level with pits, and then attempt to teleport, the
Xgame will crash.  According to one member of the dev team, "what a 
Xpathological thing to do!"  However, it is being worked on.
X
X9.  If you teleport items while in a lit room, and any of the teleported items
Xend up being teleported into the same room, they will only show up as blanks
Xuntil you walk onto them or leave the room.  (Will not be fixed in v3.0.n; 
Xfixed in v3.1.0 as part of a rewrite of the vision/display routines.)
X
X10. If you hit ^C while in the process of forcing a lock, and then tell the
Xgame that you don't want to quit, it will hang on you.
X
X11. If you hit ^C while being prompted for an item type (i.e. in an identify
Xscroll), and then tell the game that you don't want to quit, all further
Xmessages and input will show up down in the map area until a redraw has been
Xperformed.
X
X12. If you receive a broadcast message while at the -more- prompt, the game
Xwill die.  (Still unverified by either us or the dev team.  If you have any 
Xinformation about this "bug" which was reported on rec.games.hack, please send 
Xe-mail to us or the dev team.)
X
X------------------------------------------------------------------------------
XNETHACK ABUSE:
X
XThis section details several scenarios that most experienced players would
Xterm "Nethack Abuse."  They generally involve characters with specific items
Xand specific methods for quickly going up levels or gaining many items.  For
Xprevious versions of nethack this section would have been much larger, but the
Xdev team has (quite intelligently) removed many of the more blatant methods of
Xabuse (such as poly-piling for wands of wishing).
X
XScenario 1:  Sinks can be a wonderful means to gain levels, items of all
Xsorts, and intrinsics.  This is all possible because a sink, when kicked, will
Xoften disgorge a black pudding, and black puddings divide when attacked.  This
Xmeans that with just a few extra props you can quickly gain all the
Xaforementioned items.
X
XFirst of all, you'll need some way of protecting yourself from the puddings.
XThis is best accomplished by a scroll of scare monster or engraving Elbereth
Xon the ground (either use something that will make a permanent inscription or
Xhave a means of levitating over the engraving, because you'll scuff it out
Xotherwise).  Do this on a spot adjacent to the sink.
X
XNext, find a room with a sink in it.  You'll need to carefully prepare this
Xroom for your upcoming fun.  Shut (and lock if possible) all the doors into
Xthe room.  If any of the exits don't have doors, engrave Elbereth in the
Xdoorway to prevent other monsters from bothering you.  Also, make sure your
Xpet is out of the room, and stays out (it'll probably get killed otherwise).
XTry dropping something cursed in any open doorways.  That'll keep it out.
X
XNow, go back to the spot that you've prepared next to the sink and kick the
Xsink until it disgorges a black pudding.  When the black pudding gets close,
Xhit it.  It'll probably divide.  Keep hitting the black puddings - you'll
Xoften divide them, eventually kill them, and when you run out, kick the sink a
Xfew more times until you get another one.  Eat the fresh black pudding corpses
Xto gain intrinsics, pick up the stuff that they leave lying around, and soak
Xup those experience points for killing them.
X
XOf course, all of this is sweetened immensely if you happen to have an altar
Xnearby.  Keep sacrificing the black pudding corpses and you'll get all sorts
Xof wonderful things!
X
XScenario 2:  (This isn't really a major "abuse" type, as it does fall under 
Xthe planned scope of the game, but nevertheless...)  Ever found a wand of 
Xpolymorph and wondered what it's useful for?  Many people find one useful for 
Xpolymorphing pets into something nasty, or for polymorphing themselves and 
Xhoping to turn into something powerful, but one thing that a lot of people 
Xdon't know is that you can aim a wand of polymorph at an item or pile of 
Xitems, or even up to five piles of items lined up in a row, and it will 
Xpolymorph every item in all the piles.  Thus, if you need a particular item, 
Xthis can be a way to get it - just create it yourself via polymorphing!
X
XWhen polypiling (as the resident nethackers term it), it is important to 
Xremember a few things.  First of all, all items will remain within the same 
Xobject class when polymorphed.  Thus, a weapon become a different weapon after 
Xbeing polymorphed, a ring will become a ring, a scroll will become a scroll, 
Xetc.  There are two exceptions to this rule.  The first is that a unicorn horn 
Xor a worm tooth will become a weapon when polymorphed.  The second is that a 
Xdragon corpse will become dragon scale mail of that type of dragon when 
Xpolymorphed. 
X
XThe next thing to remember is that items will retain charges, blessing/curses, 
Xbonuses, etc., when polymorphed.  Thus, a wand will still have the same number 
Xof charges after it's polymorphed, a sword will still have the same 
Xblessing/curse after being polymorphed, and will still be plus or minus 
Xwhatever it was before.  Thus, it's a good plan to remove all the curses on 
Xitems (along with any minuses on weapons) before polypiling.  This can be 
Xaccomplished by zapping a wand of cancellation at the item(s).  Just be 
Xcareful, though, because this will also remove blessings and bonuses that the 
Xweapon might have, which you might want to keep.
X
XThe final rule to remember is that certain "polypile abuses" which used to be 
Xquite common no longer work.  You can no longer polymorph a wand into a wand 
Xof wishing, and you can no longer polymorph a tool into a magic lamp.  Thus, 
Xyou can't gain (basically) infinite wishes.  Also, it is no longer possible to 
Xgain names weapons (artifacts) via polypiling.
X
XOh, one of the nice things to remember about poly-piling is that corpses will 
Xalways be turned into a regular type of food, that is not spoiled.  So, if you 
Xkill off a large room full of monsters, pile up the corpses and zap them all 
Xwith the wand of polymorph.  You'll end up with a pile of food rations, 
Xmelons, candy bars, slime molds, and the like, which won't spoil, unlike the 
Xcorpses.  This can also be a handy trick to get tins of spinach.
X
XScenario 3:  Another classical form of nethack abuse is known as the "Troll 
XDance of Death."  It is named this because of the fact that trolls have the 
Xuncanny ability to come back from the dead if the corpse is not disposed of.  
XHowever, no matter how many times a troll dies, you always get experience 
Xpoints for killing him, and there's always a chance that he'll be carrying 
Xsomething when he dies, even if he wasn't the last time you killed him.
X
XThus, once you have a fairly powerful character, if you want to gain 
Xexperience points and possibility quite a few good items, find a troll and 
Xengage him in the dance of death.  Kill him, then pick up anything good you 
Xmight find on the corpse.  Wait for a bit (whilst regaining hit points) until 
Xhe raises from the dead, and then kill him again.  You can keep this up 
Xbasically indefinitely, and the only precautions you might want to take are to 
Xprevent other creatures from entering the room where you're having fun.  This 
Xcan be easily accomplished by engraving Elbereth in the doorways.  Have fun!
X
X------------------------------------------------------------------------------
XCOMMAND REFERENCE:
X
XThis command reference is provided as a handy guide to what commands are
Xavailable in nethack.  Simply clip it out of the spoiler file, print it out,
Xand keep it handy when playing nethack.
X
X.-----------------------------------------------------------------------------.
X|  Directions:   | Move commands:                             | Num-pad cmds: |
X| y k u   7 8 9  |     <dir> - move one space                 |               |
X|  \|/     \|/   | SHFT<dir> - move until run into thing      |  j - jump     |
X| h-.-l   4-.-6  |    g<dir> - move until interesting thing   |  k - kick     |
X|  /|\     /|\   |    G<dir> - same (not branching corridors) |  l - loot     |
X| b j n   1 2 3  |    ^<dir> - same (not branching corridors) |  N - name     |
X|        num-pad |    m<dir> - move without pickup            |  u - untrap   |
X|-------------------------------------------------------------|---------------|
X| Misc:        | Game cmds:                                   | Ext-cmds:     |
X|  ? - help    | ^D - kick        o - open        z - zapwand |  #c - chat    |
X|  Q - quit    | ^T - 'port       p - pay         Z - zapspel |  #d - dip     |
X|  S - save    |  a - apply       P - puton       < - up      |  #f - force   |
X|  ! - shell   |  A - armor       q - quaff       > - down    |  #j - jump    |
X| ^Z - suspend |  c - close       r - read        ^ - trap_id |  #l - loot    |
X|  O - options |  C - call        R - remove      $ - gold    |  #m - monster |
X|  / - whatis  |  d - drop        s - search      + - spells  |  #N - name    |
X|  \ - known   |  D - seldrop     t - throw       . - rest    |  #o - offer   |
X|  v - version |  e - eat         T - takeoff     , - pickup  |  #p - pray    |
X|  V - history |  E - engrave     w - wield       @ - ptoggle |  #r - rub     |
X|  X - explore |  i - invent      W - wear        : - look    |  #s - sit     |
X| ^A - again   |  I - selinv      x - spells                  |  #t - turn    |
X| ^R - redraw  |----------------------------------------------|  #u - untrap  |
X| ^P - prevmsg |       Nethack Quick Command Reference        |  #v - version |
X|  # - extcmd  |    Wheaton College Nethack Spoiler File      |  #w - wipe    |
X`-----------------------------------------------------------------------------'
END_OF_FILE
if test 45884 -ne `wc -c <'spoilers.xae'`; then
    echo shar: \"'spoilers.xae'\" unpacked with wrong size!
fi
# end of 'spoilers.xae'
fi
echo shar: End of archive 4 \(of 5\).
cp /dev/null ark4isdone
MISSING=""
for I in 1 2 3 4 5 ; do
    if test ! -f ark${I}isdone ; then
	MISSING="${MISSING} ${I}"
    fi
done
if test "${MISSING}" = "" ; then
    echo You have unpacked all 5 archives.
    rm -f ark[1-9]isdone
else
    echo You still need to unpack the following archives:
    echo "        " ${MISSING}
fi
##  End of shell archive.
exit 0