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volume13
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part02
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Wrap
Text File
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1992-01-13
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51KB
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790 lines
| 26-29 | Champion | |
| 30 | Lady | |
-----------------------------------------------------
Alignment: Chaotic
These women warriors out of norse mythology are among the fiercest fighters
known. This, of course, is because their main mission in life is to fight
glorious battles and then escort the fallen warriors to the halls of
Valhalla.
The Wizard
------------------------------------------------------
| Starting Equipment: |
| 1 blessed +1 athame |
| 1 uncursed or blessed +0 cloak of magic resistance |
| 1 uncursed or blessed random wand * |
| 2 uncursed or blessed random rings * |
| 3 uncursed or blessed random potions * |
| 3 uncursed or blessed random scrolls * |
| 1 uncursed or blessed random spellbook * |
| 20% chance of 1 uncursed magic marker |
| 20% chance of 1 uncursed blindfold |
|----------------------------------------------------|
| Level | Title | Intrinsics |
|----------------------------------------------------|
| 1-2 | Evoker | |
| 3-5 | Conjurer | |
| 6-9 | Thaumaturge | |
| 10-13 | Magician | |
| 14 | Enchanter | |
| 15 | Enchanter | warning |
| 16 | Enchanter | |
| 17 | Enchanter | teleport control |
| 18-21 | Sorcerer | |
| 22-25 | Necromancer | |
| 26-29 | Wizard | |
| 30 | Mage | |
------------------------------------------------------
Alignment: Neutral
Wizards are considered by many to be a difficult character to play, because
they are very poor fighters when they start. However, with a little bit of
luck, a wizard can end up being one of the most powerful characters in the
game.
* There some are limitations on the generation of random magic items. These
are delineated as follows:
1. No "useless" items will be generated. The following items are considered
(by the game) to be useless items:
potion of hallucination
scroll of amnesia
scroll of fire
ring of aggravate monster
ring of hunger
wand of nothing
2. No ring of levitation will be generated.
3. It is impossible to begin the game with both polymorph and polymorph
control. In other words, if your character has a ring, wand, or spellbook of
polymorph, he/she will not have a ring of polymorph control, and vice-versa.
4. Two of the same ring will not be generated.
-----------------------------------------------------------------------------
Character Stats:
The following is information about each of the major character stats. They
are listed in the order in which they appear on the status line - not in
alphabetical order. All stats can be increased by quaffing potions of gain
ability.
St (Strength): ---------------------
Strength affects various aspects of combat in nethack |St. |Hit|Dam |
(see the HIT PROBABILITY and DAMAGE sections for |-------------------|
details on how these bonuses work). Additionally, |01-05 |-2 | -1 |
strength affects your carrying capacity (see CARRYING |06-07 |-1 | 0 |
CAPACITY section for more details). Also, the |08-15 | 0 | 0 |
distance you can throw objects, your chances of |16 | 0 | +1 |
bashing down a door or kicking open a lock, and your |17 |+1 | +1 |
chances of opening a stuck door (among other things) |18 |+1 | +2 |
are affected by your strength. It is possible to |18/01-18/50|+1 | +3 |
increase strength by eating royal jelly, giant |18/51-18/75|+2 | +3 |
corpses, or wearing gauntlets of power. |18/76-18/90|+2 | +4 |
|18/91-18/99|+2 | +5 |
|18/**-25 |+3 | +6 |
----------------------
-------------------- Dx (Dexterity):
|Dx. | Mle | Msl | Your dexterity is your ability to dodge, your agility,
|------------------| and your manual dexterity, all rolled into one.
|01-03 | -3 | -3 | Dexterity affects how likely you are to hit (see HIT
|04-05 | -2 | -2 | PROBABILITY for more information). Note that on the
|06-07 | -1 | -1 | table to the right, to hit bonuses are different for
|08-14 | 0 | 0 | melee than they are for missile weapons. In other
|15 | +1 | 0 | words, if you are fighting hand to hand, you receive a
|16 | +2 | +1 | different bonus that if you are using a bow, sling,
|17 | +3 | +2 | etc.) Dexterity also affects how well you can use a
|* | * | * | harp. To increase your dexterity, wear gauntlets of
|25 | +11 | +10 | dexterity.
--------------------
* Each bonus continues to increase by one as the stat increases by one, up to
25, which is the maximum the stat can reach.
Co (Constitution): ----------------
Constitution is a measure of how healthy you are. |Co. |HP+|
Constitution affects how quickly your character heals, but |--------------|
the major benefit of constitution is extra hit points as |3 |-2 |
each level is gained. When a character gains a higher |4-6 |-1 |
experience level, the character's current and maximum hit |7-14 | 0 |
points are raised by a random amount. This random amount |15-16 |+1 |
is modified by a bonus which is determined by the |17 |+2 |
constitution of the character (see the table to the right). |18 |+3 |
----------------
In (Intelligence)
Intelligence plays an important part in determining if you will be able to
memorize a spell by reading a spellbook. It also is factored into your
chances of casting any given spell that you have memorized (see MAGIC for
more details on both of these). Finally, intelligence determines how often
your power will recharge (wisdom determined how many points recharge each
time). Your intelligence can also be increased by wearing a helm of
brilliance.
Wi (Wisdom)
Wisdom is taken into account when you pray to your god. It also affects how
many energy points you will gain when you go up an experience level, and how
many power points you will recharge each time you recharge (intelligence
affects how often they recharge). Wisdom can be increased by wearing a helm
of brilliance.
Ch (Charisma): ------------------
"Beauty is only skin deep." Well, in nethack beauty is |Ch. | Mod |
charisma, and charisma affects a couple of key things in |----------------|
the game. First of all, charisma affects the prices a |3-5 | *2.00 |
shopkeeper will give you in a shop (see the table to the |6-7 | *1.66 |
right for price modifiers). The other major affect is |8-10 | *1.33 |
that charisma adds to your chances of having a beneficial |11-15 | *1.00 |
encounter when faced with a succubus/incubus. It is |16-17 | *0.75 |
possible to increase charisma with a ring of adornment |18 | *0.66 |
(which nymphs happen to love). |19+ | *0.50 |
------------------
-----------------------------------------------------------------------------
Score:
The following formula can be used to compute what any character's score is:
player gold (see explanation)
+ real experience (see explanation)
+ max dungeon level bonus (see formula)
-------------------------------------------------------------------
* ascension bonus (see explanation)
+ gem values (see explanation)
+ amulet values (see explanation)
+ pet bonus (see explanation)
-------------------------------------------------------------------
score
Player gold: Take the amount of gold the character has in his/her
possession, and subtract 10% if the character died or was killed (not if
the character ascended, escaped, or quit).
Real experience: This is the number of experience points that have actually
been gained from slaying monsters, not including experience points that
may have been gained via potions of gain level, eating wraith corpses,
etc.
Max dungeon level bonus: Compute this bonus as follows: (50 * maximum
dungeon level visited) + 1000 for each level between 21 and 30 attained
(a level is considered "attained" if the maximum dungeon level visited
is greater than that level)
Ascension bonus: If the character has ascended to demigod(dess)hood,
multiply the score computed up to this point by 2. Otherwise, just keep
it the way it is.
Gem values: If you escaped or ascended, add the gold value of each gem
currently possessed by the character to the score (see GEMS section for
exact gold values).
Amulet values: If you escaped or ascended, add 2 points for each amulet
possessed with a negative value (i.e. a -2 amulet of protection), add
500 points for each non-negative amulet possessed (i.e. an amulet of
reflection), and add 5000 points if the Amulet of Yendor is in your
character's possession.
Pet bonus: If you escaped or ascended, and you did so with pets, add the
maximum hit points of each pet.
-----------------------------------------------------------------------------
Status Line:
At the bottom of the nethack screen appears a status line. This status line
(which is really two lines) will give you a lot of information about the
character being played at a glance. The following is a sample status line:
Endiel the Evoker St:9 Dx:16 Co:15 In:15 Wi:10 Ch:13 Neutral S:132
Dlvl:3 G:325 HP:21(35) Pw:8(11) AC:4 Xp:3/53 T:461
Now, item by item we will describe what each part of the status line means:
1. "Endiel the Evoker" is the name and rank of the character. The name will
be either your account name or a name that you have chosen (see COMMON
QUESTIONS for more information about how to name your character). The rank
is dependent upon your character class (i.e. wizard, samurai, barbarian,
etc.) and your experience level (see CLASS RANKS for a list of the ranks).
2. "St: 9 Dx:16 Co:15 In:15 Wi:10 Ch:13" is a listing of what the character's
stats are. Respectively, this line would mean that the character's strength
is 9, dexterity is 16, constitution is 15, intelligence is 15, wisdom is 10,
and charisma is 13 (see CHARACTER STATS for more information about what these
stats mean).
3. "Neutral" is the character's alignment. Alignment can be one of three
things: "Chaotic," "Neutral," or "Good." Alignment is a tricky subject, but
in general it determines whether you tend to be on the side of "good" or
"evil" or just sit the fence, and your character's actions are judged
accordingly. Alignment is initially determined by character class, but can
also be changed during play via several different methods (see ALIGNMENT for
more details).
4. "S:132" is the character's score. If the character were to quit the game
at this moment, the score listed would be the score received. There is a
score penalty for dying. Some compilations of nethack will not show score.
(For more information on how to compute score, see SCORE.)
5. "Dlvl:3" means that this character is on dungeon level three, or the third
level down. In nethack, dungeon levels are counted downwards, so the first
level you encounter is level one, and then you go down through levels two,
three, four, and so on. Level fifty is the lowest level in the dungeon.
6. "G:325" is the amount of gold ($) the character has. This character has
325 gold pieces in his/her possession.
7. "HP:21(35)" is two measurements: the character's current and maximum hit
points (HP). The current hit points are how many you have right now, and the
maximum is what you can raise your current hit points to. Basically, hit
points are a measure of how alive you are. Your current hit points are
decreased when you are hit by a monster, caught in a trap, or do many other
things that damage you. Hit points are healed naturally over time, or can be
increased via potions of healing, praying, etc. Maximum hit points is raised
automatically whenever you go up an experience level, or may be increased via
praying, quaffing healing potions while your current hit points are equal to
the maximum, etc.
8. "Pw:8(11)" is also two measurements: your current and maximum power.
Current power is used to cast spells that have been memorized from spell
books. It is regenerated naturally over time, or can be increased via
potions of gain energy. Maximum power is increased whenever the character
increases an experience level, or can be increased by quaffing potions of
gain energy while current energy is at maximum.
9. "AC:4" is the character's armor class. Armor class (AC) is a measure of
how well protected the character is against blows from hostile monsters.
Armor class starts at 10, and goes downwards as it gets better. Thus, a
character with an AC of -10 would be much better than a character with an AC
of 5. AC can be improved by wearing more or better or more enchanted armor,
by wearing rings of protection, by having your deity grant you intrinsic
protection, or by other methods.
10. "Xp:3/53" is, once again, two measurements: the character's experience
level and experience points. Experience points (always the second and larger
figure) are gained by killing monsters, quaffing potions of gain level, etc.,
and are the determining factor for what your experience level is. Experience
points also affect your score. A character's experience level (or just
"level" for short) determines many other factors about the character, such as
maximum hit points, power, some intrinsics, ability to convert altars, etc.
In general, the higher the character's experience level, the better the
character is.
11. "T:461" shows the "time," or the number of moves that the character has
made. Every time the character does anything, this counter is incremented by
one. This timer is optional, and can be turned on or off by using the "O"
key for the options command. In most compilations of nethack it is set to
off by default.
----------------------------------------------------------
| The Beasts |
----------------------------------------------------------
-----------------------------------------------------------------------------
Monster Attacks:
This section details the number and types of attacks each monster has, as
well as how much damage they can do for each attack, and what type of damage
is done. Each monster can have from one to five attacks (except the mail
daemon, which doesn't attack). These attacks are listed in the order in
which they will occur, in the following format: Attack-type Damage (Damage
type)
Attack types, damage, and damage types are explained below the chart.
Name Attacks
-----------------------------------------------------------------------------
| acid blob | Defensive LEVd8 (Acid) |
| air elemental | Engulf 2d10 |
| ape | Claw 1d3, Claw 1d3, Bite 1d6 |
| archeologist | Weapon 1d6 |
| Asmodeus | Claw 4d4, Magic 6d6 (Cold) |
| Baalzebub | Bite 2d6 (Str.), Gaze 2d6 (Stun) |
| baby black dragon | Bite 2d6 |
| baby blue dragon | Bite 2d6 |
| baby crocodile | Bite 1d4 |
| baby gray dragon | Bite 2d6 |
| baby green dragon | Bite 2d6 |
| baby long worm | Bite 1d6 |
| baby orange dragon | Bite 2d6 |
| baby purple worm | Bite 1d6 |
| baby red dragon | Bite 2d6 |
| baby white dragon | Bite 2d6 |
| baby yellow dragon | Bite 2d6 |
| balrog | Weapon 8d4, Weapon 4d6 |
| baluchitherium | Claw 5d4, Claw 5d4 |
| barbarian | Weapon 1d6 |
| barbed devil | Claw 2d4, Claw 2d4, Sting 3d4 |
| barrow wight | Claw 1d4, Magic 0d0 (Spell), |
| | Weapon 0d0 (Drain Life) |
| bat | Bite 1d4 |
| black dragon | Breath 4d10 (Disint./Death), Bite 3d8, |
| | Claw 1d4, Claw 1d4 |
| black naga | Bite 2d6, Spit 1d25 (Acid) |
| black naga hatchling | Bite 1d4 |
| black pudding | Bite 3d8 (Rust), Defensive 0d0 (Rust) |
| black unicorn | Butt 1d12, Kick 1d6 |
| blue dragon | Breath 4d6 (Shock), Bite 3d8, Claw 1d4, |
| | Claw 1d4 |
| blue jelly | Defensive (LEV+1)d6 (Cold) |
| bone devil | Weapon 3d4, Sting 2d4 (Str.) |
| brown mold | Defensive (LEV+1)d6 (Cold) |
| brown pudding | Bite 0d0 (Decay) |
| bugbear | Weapon 2d4 |
| captain | Weapon 4d4, Weapon 4d4 |
| carnivorous ape | Claw 1d4, Claw 1d4, Hug 1d8 |
| cave spider | Bite 1d2 |
| caveman | Weapon 2d4 |
| cavewoman | Weapon 2d4 |
| Cerberus | Bite 3d6, Bite 3d6, Bite 3d6 |
| chameleon | Bite 4d2 |
| Charon | Weapon 1d8, Touch 1d8 (Paralyze) |
| clay golem | Claw 3d10 |
| cobra | Bite 2d4 (Str.), Spit 1d25 (Blind) |
| cockatrice | Bite 1d3, Touch 0d0 (Petrify), |
| | Defensive 0d0 (Petrify) |
| crocodile | Bite 4d2, Claw 1d12 |
| demilich | Touch 3d4 (Cold), Magic 0d0 (Spell) |
| Demogorgon | Magic 8d6 (Spell), Sting 1d4 (Drain Life), |
| | Claw 1d6 (Disease), Claw 1d6 (Disease) |
| demon | Weapon 1d4, Claw 1d4, Bite 1d4 |
| Dispater | Weapon 4d6, Magic 6d6 (Spell) |
| djinni | Weapon 2d8 |
| dog | Bite 1d6 |
| dust vortex | Engulf 2d8 (Blind) |
| dwarf | Weapon 1d8 |
| dwarf king | Weapon 2d6, Weapon 2d6 |
| dwarf lord | Weapon 2d4, Weapon 2d4 |
| earth elemental | Claw 4d6 |
| electric eel | Bite 4d6 (Shock), Touch 0d0 (Wrap) |
| elf | Weapon 1d8 |
| elf mummy | Claw 2d4 |
| elf zombie | Claw 1d7 |
| elf-lord | Weapon 2d4, Weapon 2d4 |
| Elvenking | Weapon 2d4, Weapon 2d |
| energy vortex | Engulf 1d6 (Shock), Engulf 0d0 (Drain Energy), |
| | Defensive (LEV+1)d4 (Shock) |
| erinyes | Weapon 2d4 (Str.) |
| ettin | Weapon 2d8, Weapon 3d6 |
| ettin mummy | Claw 2d6, Claw 2d6 |
| ettin zombie | Claw 1d10, Claw 1d10 |
| fire ant | Bite 1d4 (Fire) |
| fire elemental | Claw 3d6 (Fire), Defensive (LEV+1)d4 (Fire) |
| fire giant | Weapon 2d10 |
| fire vortex | Engulf 1d10 (Fire), Defensive (LEV+1)d4 (Fire) |
| flesh golem | Claw 2d8, Claw 2d8 |
| floating eye | Defensive (LEV+1)d70 (Paralyze) |
| fog cloud | Engulf 1d6 |
| forest centaur | Weapon 1d8, Kick 1d6 |
| freezing sphere | Explode 4d6 (Cold) |
| frost giant | Weapon 2d12 |
| garter snake | Bite 1d2 |
| gecko | Bite 1d3 |
| gelatinous cube | Touch 2d4 (Paralyze), |
| | Defensive (LEV+1)d4 (Paralyze) |
| Geryon | Claw 3d6, Claw 3d6, Sting 2d4 (Str.) |
| ghost | Touch 1d1 |
| giant | Weapon 2d10 |
| giant ant | Bite 1d4 |
| giant bat | Bite 1d6 |
| giant beetle | Bite 3d6 |
| giant eel | Bite 3d6, Touch 0d0 (Wrap) |
| giant mimic | Claw 3d6 (Stick), Claw 3d6 (Stick) |
| giant mummy | Claw 3d4, Claw 3d4 |
| giant rat | Bite 1d3 |
| giant spider | Bite 2d4 (Str.) |
| giant zombie | Claw 2d8, Claw 2d8 |
| gnome | Weapon 1d6 |
| gnome king | Weapon 2d6 |
| gnome lord | Weapon 1d8 |
| gnome mummy | Claw 1d6 |
| gnome zombie | Claw 1d5 |
| gnomish wizard | Magic 0d0 (Spell) |
| goblin | Weapon 1d4 |
| golden naga | Bite 2d6, Magic 4d6 (Spell) |
| golden naga hatchling | Bite 1d4 |
| gray dragon | Breath 4d6 (Mag. Mis.), Bite 3d8, Claw 1d4, |
| | Claw 1d4 |
| gray ooze | Bite 2d8 (Rust) |
| gray unicorn | Butt 1d12, Kick 1d6 |
| green dragon | Breath 4d6 (Str.), Bite 3d8, Claw 1d4, Claw 1d4 |
| green mold | Defensive LEVd4 (Acid) |
| Green-elf | Weapon 2d4 |
| gremlin | Claw 1d6, Claw 1d6, Bite 1d4, Claw 0d0 (Curse) |
| Grey-elf | Weapon 2d4 |
| grid bug | Bite 1d1 (Shock) |
| guard | Weapon 4d10 |
| guardian naga | Bite 1d6 (Paralyze), Hug 2d4, Spit 1d6 (Str.) |
| guardian naga hatchling | Bite 1d4 |
| healer | Weapon 1d6 |
| hell hound | Bite 3d6, Breath 3d6 (Fire) |
| hell hound pup | Bite 2d6, Breath 2d6 (Fire) |
| hezrou | Claw 1d3, Claw 1d3, Bite 4d4 |
| hill giant | Weapon 2d8 |
| hill orc | Weapon 1d6 |
| hobbit | Weapon 1d6 |
| hobgoblin | Weapon 1d6 |
| homunculus | Bite 1d3 (Sleep) |
| horned devil | Weapon 1d4, Claw 1d4, Bite 2d3, Sting 1d3 |
| housecat | Bite 1d6 |
| human | Weapon 1d6 |
| human mummy | Claw 2d4, Claw 2d4 |
| human zombie | Claw 1d8 |
| ice devil | Claw 1d4, Claw 1d4, Bite 2d4, Sting 3d4 (Cold) |
| ice troll | Claw 2d6, Claw 2d6 (Cold), Bite 2d6 |
| ice vortex | Engulf 1d6 (Cold) |
| iguana | Bite 1d4 |
| imp | Claw 1d4 |
| incubus | Bite 0d0 (Seduce), Claw 1d3, Claw 1d3 |
| iron golem | Weapon 4d10, Breath 4d6 (Str.) |
| iron piercer | Bite 3d6 |
| jabberwock | Bite 2d10, Bite 2d10, Claw 2d10, Claw 2d10 |
| jackal | Bite 1d2 |
| jackalwere | Bite 1d4 (Lycanthropy) |
| jaguar | Claw 1d4, Claw 1d4, Bite 1d8 |
| Juiblex | Engulf 4d10 (Disease), Spit 3d6 (Acid) |
| Keystone Kop | Weapon 1d4 |
| killer bee | Sting 1d3 (Str.) |
| kitten | Bite 1d6 |
| knight | Weapon 1d6 |
| kobold | Weapon 1d4 |
| kobold lord | Weapon 2d4 |
| kobold mummy | Claw 1d4 |
| kobold shaman | Magic 0d0 (Spell) |
| kobold zombie | Claw 1d4 |
| Kop Kaptain | Weapon 2d6 |
| Kop Lieutenant | Weapon 1d8 |
| Kop Sergeant | Weapon 1d6 |
| kraken | Claw 2d4, Claw 2d4, Hug 2d6 (Wrap), Bite 5d4 |
| large cat | Bite 2d4 |
| large dog | Bite 2d4 |
| large kobold | Weapon 1d6 |
| large mimic | Claw 3d4 (Stick) |
| leather golem | Claw 1d6, Claw 1d6 |
| lemure | Claw 1d3 |
| leocrotta | Claw 2d6, Bite 2d6, Claw 2d6 |
| leprechaun | Claw 1d2 (Steal $) |
| lich | Touch 1d10 (Cold), Magic 0d0 (Spell) |
| lieutenant | Weapon 3d4, Weapon 3d4 |
| little dog | Bite 1d6 |
| lizard | Bite 1d6 |
| long worm | Bite 1d4 |
| lurker above | Engulf 1d8 (Digest) |
| mail daemon | |
| manes | Claw 1d3, Claw 1d3, Bite 1d4 |
| marilith | Weapon 2d4, Weapon 2d4, Weapon 2d4, Weapon 2d4, |
| | Weapon 2d4 |
| master lich | Touch 3d6 (Cold), Magic 0d0 (Spell) |
| Medusa | Claw 1d8, Gaze 0d0 (Petrify), Bite 1d6 (Str.), |
| | Weapon 2d4 |
| minotaur | Claw 3d10, Claw 3d10, Butt 2d8 |
| Mordor orc | Weapon 1d6 |
| mountain centaur | Weapon 1d10, Kick 1d6, Kick 1d6 |
| mountain nymph | Claw 0d0 (Steal), Claw 0d0 (Seduce) |
| mumakil | Butt 4d12, Bite 2d6 |
| nalfeshnee | Claw 1d4, Claw 1d4, Bite 2d4, Magic 0d0 (Spell) |
| Nazgul | Weapon 1d4 (Drain Life), Breath 0d0 (Sleep) |
| newt | Bite 1d2 |
| nurse | Claw 2d6 (Heal) |
| ochre jelly | Engulf 3d6 (Acid), Defensive LEVd6 (Acid) |
| ogre | Weapon 2d5 |
| ogre king | Weapon 3d5 |
| ogre lord | Weapon 2d6 |
| Olog-hai | Claw 2d8, Weapon 3d6, Bite 2d6 |
| oracle | Defensive (LEV+1)d4 (Mag. Mis.) |
| orange dragon | Breath 4d25 (Sleep), Bite 3d8, Claw 1d4, |
| | Claw 1d4 |
| orc | Weapon 1d8 |
| orc mummy | Claw 1d6 |
| orc shaman | Magic 0d0 (Spell) |
| orc zombie | Claw 1d6 |
| orc-captain | Weapon 2d4, Weapon 2d4 |
| Orcus | Magic 8d6 (Spell), Weapon 3d6, Claw 3d4, |
| | Claw 3d4, Sting 2d4 (Str.) |
| owlbear | Claw 1d6, Claw 1d6, Hug 2d8 |
| pit fiend | Weapon 4d2, Weapon 4d2, Hug 2d4 |
| pit viper | Bite 1d4 (Str.), Bite 1d4 (Str.) |
| plains centaur | Weapon 1d6, Kick 1d6 |
| priest | Weapon 1d6 |
| priestess | Weapon 1d6 |
| purple worm | Bite 2d8, Engulf 1d10 (Digest) |
| python | Bite 1d4 (Str.), Hug 2d4 (Wrap) |
| quantum mechanic | Claw 1d4 (Teleport) |
| quasit | Claw 1d2 (Dex.), Claw 1d2 (Dex.), Bite 1d4 |
| queen bee | Sting 1d8 (Str.) |
| quivering blob | Touch 1d8 |
| rabid rat | Bite 2d4 (Con.) |
| ratwere | Bite 1d4 (Lycanthropy) |
| red dragon | Breath 6d6 (Fire), Bite 3d8, Claw 1d4, Claw 1d4 |
| red mold | Defensive (LEV+1)d4 (Fire) |
| red naga | Bite 2d4, Breath 2d6 (Fire) |
| red naga hatchling | Bite 1d4 |
| rock mole | Bite 1d6 |
| rock piercer | Bite 2d6 |
| rock troll | Claw 2d8, Weapon 3d6, Bite 2d6 |
| rogue | Weapon 1d6 |
| rope golem | Claw 1d6, Hug 6d1 |
| rothe | Claw 1d3, Bite 1d3, Bite 1d8 |
| rust monster | Touch 0d0 (Rust), Touch 0d0 (Rust), |
| | Defensive 0d0 (Rust) |
| samurai | Weapon 1d8 |
| scorpion | Claw 1d2, Claw 1d2, Sting 1d4 (Str.) |
| sergeant | Weapon 2d6 |
| sewer rat | Bite 1d3 |
| shopkeeper | Weapon 4d4, Weapon 4d4 |
| small mimic | Claw 3d4 |
| snake | Bite 1d6 (Str.) |
| soldier | Weapon 1d8 |
| soldier ant | Bite 2d4, Sting 3d4 (Str.) |
| spotted jelly | Defensive LEVd6 (Acid) |
| stalker | Claw 4d4 |
| steam vortex | Engulf 1d8 (Fire) |
| stone giant | Weapon 2d10 |
| stone golem | Claw 3d8 |
| straw golem | Claw 1d2, Claw 1d2 |
| succubus | Bite 0d0 (Seduce), Claw 1d3, Claw 1d3 |
| temple priest | Weapon 4d10, Kick 1d4, Magic 0d0 (Cleric Spl) |
| temple priestess | Weapon 4d10, Kick 1d4, Magic 0d0 (Cleric Spl) |
| tengu | Bite 1d7 |
| tiger | Claw 2d4, Claw 2d4, Bite 1d10 |
| titan | Weapon 2d8, Magic 0d0 (Spell) |
| titanothere | Claw 2d8 |
| tourist | Weapon 1d6 |
| trapper | Engulf 1d10 (Digest) |
| troll | Claw 4d2, Claw 4d2, Bite 2d6 |
| umber hulk | Claw 3d4, Claw 3d4, Bite 2d5, |
| | Gaze 0d0 (Confuse) |
| unarmored soldier | Weapon 1d8 |
| Uruk-hai | Weapon 1d8 |
| valkyrie | Weapon 1d8 |
| vampire | Claw 1d6, Bite 1d6 (Drain Life) |
| vampire bat | Bite 1d6, Bite 0d0 (Str.) |
| vampire lord | Claw 1d8, Bite 1d8 (Drain Life) |
| violet fungus | Touch 1d4, Touch 0d0 (Stick) |
| Vlad the Impaler | Weapon 1d6, Bite 1d6 (Drain Life) |
| vrock | Claw 1d4, Claw 1d4, Claw 1d8, Claw 1d8, |
| | Bite 1d6 |
| warg | Bite 2d6 |
| water demon | Weapon 1d3, Claw 1d3, Bite 1d3 |
| water elemental | Claw 5d6 |
| water moccasin | Bite 1d6 (Str.) |
| water nymph | Claw 0d0 (Steal), Claw 0d0 (Seduce) |
| water troll | Claw 2d8, Claw 2d8, Bite 2d6 |
| werejackal | Weapon 2d4 |
| wererat | Weapon 2d4 |
| werewolf | Weapon 2d4 |
| white dragon | Breath 4d6 (Cold), Bite 3d8, Claw 1d4, Claw 1d4 |
| white unicorn | Butt 1d12, Kick 1d6 |
| winter wolf | Bite 2d6, Breath 2d6 (Cold) |
| wizard | Weapon 1d6 |
| Wizard of Yendor | Claw 2d12 (Amulet), Magic 0d0 (Spell) |
| wolf | Bite 2d4 |
| wolfwere | Bite 2d6 (Lycanthropy) |
| wood golem | Claw 3d4 |
| wood nymph | Claw 0d0 (Steal), Claw 0d0 (Seduce) |
| Woodland-elf | Weapon 2d4 |
| wraith | Touch 1d6 (Drain Life) |
| wumpus | Bite 3d6 |
| xan | Sting 1d4 (Legs) |
| xorn | Claw 1d3, Claw 1d3, Claw 1d3, Bite 4d6 |
| Yeenoghu | Weapon 3d6, Weapon 2d8 (Confuse), |
| | Weapon 1d6 (Paralyze), Magic 2d6 (Mag. Mis.) |
| yellow dragon | Breath 4d6 (Acid), Bite 3d8, Claw 1d4, Claw 1d4 |
| yellow light | Explode 10d20 (Blind) |
| yellow mold | Defensive (LEV+1)d4 (Stun) |
| yeti | Claw 1d6, Claw 1d6, Bite 1d4 |
| zruty | Claw 3d4, Claw 3d4, Bite 3d6 |
-----------------------------------------------------------------------------
Attack types: The various attack types possible for an attack are listed
below, with a brief explanation for each.
Attack Type Description
------------------------------------------------------------------------
Bite The monster will attempt to bite you.
Breath With this attack type, the monster will breathe at you,
usually breathing a gas, liquid, fire, or the like. The
classical example of this is the fire breathing dragon
(a red dragon in nethack and most fantasy role playing
games).
Butt The monster will head-butt you, much in the same way
that a bull would, usually in order to bring a horn into
play.
Claw The monster attacks using its claws.
Defensive This attack type will only occur if you successfully
attack (i.e. hit) the monster in question. I.E. this is
a retributive strike.
Engulf The monster will attempt to engulf you. This can
involve swallowing you whole, as a purple worm would do,
or simply surrounding you, as a fog cloud would.
Explode With this attack type, the monster will literally
explode if you come within range of it, and the
explosion does the damage.
Gaze The monster will look at you in order attack. Usually
you have to meet the monster's gaze in order for the
attack to be successful.
Hug With this attack type, the monster will use a crushing
bear- like hug in order to incapacitate you as well as
prevent you from running away.
Kick The monster will kick you. For example, a horse (if it
were a nethack monster) would probably kick you. Temple
priest(ess)s also use kicking attacks.
Magic The monster will use a magic spell to attack.
Spit The monster will spit at you, and if the liquid that is
spat touches you, the attack is successful. A prime
example of this type of attack would be the spitting
cobra.
Sting The monster will attempt to sting you with a stinger.
Touch In order to successfully attack with this attack type,
the monster need only touch you.
Weapon The monster in question will use a weapon of some type
in order to do the damage listed. Thus, monsters with
this attack type will always be generated with weapons.
Damage: Damage is listed in the format xdy. In this format, x is the number
of dice rolled to determine the damage, and y is the number of faces on each
die rolled. Thus, if '1d6' were listed, it would mean that one six-sided die
would be rolled to determine the damage, giving a possible range of 1-6. If
'3d8' were listed, it would mean that three eight-sided dice would be rolled
to determine the damage, giving a possible range of 3-24.
Note: where "LEV" is listed (i.e. "LEVd4" or "(LEV+1)d4"), substitute the
monster's level.
Note that with some damage types, the damage indicated here will not be used
for actual hit point damage to the character, but may be used (for example)
to determine the length of paralyzation or blindness, etc.
Damage types: The various damage types possible for an attack are listed
below, with a brief explanation for each. The default damage type (i.e. if
no damage type is listed for the attack) is "Physical."
Damage Type Description
------------------------------------------------------------------------
Acid The damage done in this case is via acid. Thus, if you
are acid resistant (only certain monsters are), you
would take no damage.
Amulet Monsters with this damage type (basically the Wizard of
Yendor only) will attempt to steal the Amulet of Yendor
(assuming you have it).
Blind This damage type is used in conjuction with the engulf,
explode, and spit attack types. With the engulf attack
type, normal damage is done, and you will be blinded
until you manage to kill the creature or are expelled
from it. With the explode attack type, you will be
blinded for a number of rounds equal to the listed
damage, but no damage will be taken. For the spit
attack type, you will take normal damage and be blinded
for 1-25 rounds.
Cleric Spl Monsters with this damage type will cast a random cleric
spell, having random effects depending upon the spell
cast.
Cold The damage is done via cold or freezing. Thus, if you
are cold resistant, no damage will be done. However,
this type of damage also has a chance of destroying
potions.
Con. Damage of this type has the possibility of being
poisoned. If the attack is poisoned, your character will
lose 3 to 5 points of constitution in addition to the
normal damage taken.
Confuse An attack doing damage of this type will confuse you for
the number of rounds that would normally be damage.
(i.e. if 1d6 is listed for damage, you would be confused
for 1d6 rounds). No normal damage is received, however.
Curse If an attack using this damage type succeeds, the
attacking monster will "steal" one of your intrinsics.
Decay This damage type, in addition to doing normal damage,
has the capability of decaying organic material. Thus,
it can damage armor that is organic in nature (i.e.
robes, leather armor, etc.).
Dex. Damage of this type has the possibility of being
poisoned. If the attack is poisoned, your character will
lose 3 to 5 points of dexterity in addition to the
normal damage taken.
Digest This damage type occurs only in conjunction with the
attack type "Engulf." Basically, once the monster has
swallowed you whole, any damage done if via digestion in
the monster's stomach.
Disease In addition to the normal damage done, you also have a
chance of becoming sick and eventually dying of it.
Disint./Death This type of attack will usually kill you outright.
However, if the attack is a disintegration beam and you
are wearing armor, your outermost layer of armor will be
destroyed instead.
Drain Energy Damage of this type is done by draining the amount of
damage from your store of energy points instead of from
hit points.
Drain Life Monsters doing this kind of damage have a chance of
draining an experience level from you in addition to the
normal damage done.
Fire The damage is done via fire or heat. Thus, if you are
fire resistant, no damage will be done. This type of
damage also has a chance of catching scrolls and
spellbooks on fire, and causing potions to boil and
burst.
Heal This is probably the most unique of all the damage
types, and is basically reserved for nurses. If you are
wearing any type of armor, or are wielding any weapon
when this damage type is done to you, normal damage will
occur (unless you are a healer, in which case you'll get
a fun message). If, however, you aren't wearing any
armor, and are not wielding any weapon, you will
actually be healed by the attack, and if already at
maximum hit points, there is a chance that your maximum
will be increased by one point.
Legs Monsters doing this type of damage attack and do damage
primarily to your legs. Such damage can incapacitate
you and prevent you from walking or fighting, especially
if you're carrying a heavy load.
Lycanthropy Monsters with this damage type have a chance of not only
doing normal damage, but also conferring lycanthropy
upon you. If you catch lycanthropy (signified by the
message, "You feel feverish."), you will periodically
change form into a rat, jackal, or wolf, depending upon
which type of lycanthrope you got the disease from.
Mag. Mis. Attacks with this damage type are made via magic
missiles. If you are magic resistant, no damage will be
sustained.
Paralyze For most attack types, this kind of damage includes not
only the normal physical damage, but also the chance of
being paralyzed for a random time period. However, for
"Defensive" attacks, no damage is done, and you will be
paralyzed for the number of rounds listed as damage.
Petrify Monsters doing this type of damage have a chance of
turning you to stone. Generally the stoning (as it's
called) starts with the limbs, and then proceeds to the
rest of the body.
Physical The damage done is physical in nature (i.e. a cut to the
torso, etc.).
Rust Damage of this type has the capability of rusting metal.
If the attack type is defensive in nature, the weapon
you used to attack can rust. Otherwise, any metal armor
you might be wearing can rust.
Seduce Monsters with this damage type will attempt to seduce
you and will steal as many of your items as possible
while they are seducing you. Incubi/Succubi have
slightly different effects with this damage type, and
can have effects ranging from giving you experience to
outright killing you.
Shock Damage of this type is done via electrical shock. Thus,
if you are shock resistant, no damage will be done.
However, this damage also has a chance of destroying
wands and rings.
Sleep If an attack doing sleep damage succeeds, there is a
chance that you will be put to sleep for a random time
period in addition to the normal damage. Sleep
resistance will prevent you from being put to sleep, but
you will still sustain the normal damage.
Slow Attacks doing damage of this type have the possibility
of not only doing normal damage, but also of slowing you
down to normal speed if you are moving at faster than
normal speed.
Spell Monsters with this damage type will cast a random magic-
user spell, having varying effects depending upon the
spell cast.
Steal Monsters with this damage type will attempt to steal an
item from your inventory.