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