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- 3. If you have good relations with your god, your god will uncurse things you
- are wearing, and occasionally will remove the curse from items in your
- pack. This will happen when you pray.
-
- 4. Reading an uncursed scroll of enchant armor/weapon will remove the curse
- from the armor/weapon that gets enchanted. Similarly, reading a blessed
- scroll of enchant armor/weapon will bless the armor/weapon that gets
- enchanted.
-
- 5. Dipping cursed items in holy water will uncurse them.
-
- 6. A wand of cancellation will remove the curse from all items in your pack
- if you zap yourself with it. Note, however, that it will also remove
- all enchantments and names (i.e. Stormbringer) on all items in your
- pack.
-
- 7. Try having a monster steal your cursed items. Nymphs will steal cursed
- armor and weapons. Be sure that you have dropped everything else,
- however, before trying this. Succubi/incubi will also remove cursed
- armor sometimes.
-
- 8. An uncursed or blessed scroll of destroy armor can be used to destroy
- cursed armor. Be sure to take off all your other armor before reading
- the scroll.
-
- 9. Polymorphing yourself into a monster that can't wear armor or use a weapon
- will cause you to fall out of your armor (or it may destroy your armor
- altogether) and/or drop your weapon.
-
- 10. For those that enjoy risks, rarely, very rarely, a magic trap will inform
- you that 'You feel that someo
-
- -----------------------------------------------------------------------------
- Robbing Shops:
-
- Here we have outlined a few of the standard ways of robbing a shop. Some of
- them let you get away with it scott-free. Others will send the keystone kops
- after you. Some will even allow you to keep robbing the shop and selling the
- stuff back to the shopkeeper until you have all his money! Experiment with
- these and have fun!
-
- For reference, in all the diagrams:
- @ = shopkeeper
- X = you (for clarity)
- f = cat (or whatever pet you may have)
- P = pile of goodies (also for clarity)
- K = Keystone Kops (after you robbed the shop)
-
- Method One: Pile everything in the shop up and teleport it out with a wand
- of teleport. This scatters the items on the level for you to find.
-
- Enter the shop... Make a pile... Poof!
- ------------- ------------- -------------
- |!!$%%[))...|# |...........|# |.........@.|#
- |$+$$(![[.@.X# |P....f....@-# |...........-#
- |+$%]**!$...|f### |.X.........|#### |.X...f.....|####
- ------------- ------------- -------------
-
- Method Two: Dig a hole in the wall with a wand of digging or any other handy
- method of digging, and then kick the stuff out. Two notes, here: 1) kicking
- potions, eggs, or other fragile items will destroy them. 2) You cannot just
- kick an item out of the shop - if you do so, the shopkeeper will charge you
- for it. You have to be outside the shop (i.e., in the wall) while you're
- kicking it out of the shop.
-
- Get positioned... Dig... # Make a pile...
- ------------- ----------.-- ----------X--
- |!!$%%[))...|# |!!$%%[))...|# |!!.f......P|#
- |$+$$(![[.@.-# |$+$$(![[.@..f |.....!....@.#
- |+$%]**!$...|Xf## |+$%]**!$...|X### |......!....|####
- ------------- ------------- -------------
-
- Kick... # You're rich!
- ----------X-- ----------.--
- |!!.........|# |!!........f|#
- |.....!....@P# |.....!.....X#
- |......!f...|#### |......!..@.|####
- ------------- -------------
-
- Method Three: Dig a hole in the wall of the shop. Then dig a hole just
- outside of the shop (by specifying '>' for the digging direction), falling
- through to the next level. Trek back up to the shop, grab everything you can
- carry, walk out of the shop, onto the hole, and hey presto! You're on the
- next level with all the loot, and the Keystone Kops and shopkeeper are still
- back on the previous level. If you don't fall through the trapdoor, don't
- worry - just hit '>' to go down through the hole you made.
-
- X Dig out... ^ Make a pit... ^ Grab stuff...
- -.----------- -.----------- -.-----------
- |!!$%%f))...|# |!!$%%[))...|# |Xf.........|#
- |$+$$(![[.@.-# |$+$$(![[.@.-# |..........@-#
- |+$%]**!$...|#### |+$%]**!$...|#### |...........|####
- ------------- ------------- -------------
-
- X Walk onto pit... ^ You're rich! (and gone!)
- -f----------- -.-----------
- |...........|# |......@.K..|#
- |..........@-# |.K...KK..K.-#
- |...........|#### |..KK...K...|####
- ------------- -------------
-
- Method Four: Polymorph the shopkeeper into something easier to handle (with
- a wand of polymorph) and then kill him/her. Of course, once the shopkeeper's
- gone, you can take what you like, including his or her gold!
-
- Enter the shop... Polymorph... Kill shopkeeper!
- ------------- ------------- -------------
- |!!$%%[))...|# |!!$%%[))f..|# |!!$%%[)f...|#
- |$+$$(![[.@.X# |$+$$(![[..s-# |$+$$(![[...-#
- |+$%]**!$...|f### |+$%]**!$.X.|#### |+$%]**!$.X.|####
- ------------- ------------- -------------
-
- Method Five: If you do not happen to have any props (wands, etc), and have a
- ration (especially tripe) or two, then this method is for you. It is also
- the most common: train your pet. Basically, if your pet drops an item right
- in front of the door to the shop, you can pick it up for free. Throw him
- food, and he'll keep on doing it!
-
- Throw pet food and
- Let pet in shop... It brings item... take item - it is free!
- ------------- ------------- -------------
- |!!$%%[))*..|# |!!$%%[))...|# |!!$%%[))...|#
- |$+$$(![[]f.X# |$+$$(![[]f*X# |$+$$(![[].X-#
- |+$%]**!$(.@|### |+$%]**!$(.@|### |+$%]**!$(f@|###
- ------------- ------------- -------------
-
- Method Six: Teleport out. Grab everything in the shop and then teleport the
- heck out of there. This is especially effective if you have teleport control
- and know where the stairway is. It's even better if you have your pet on a
- leash, or a magic whistle, so you don't have to worry about leaving your pet
- behind. But note - the Kops and the shopkeeper will be after you.
-
- Enter the shop... Grab everything... Poof!
- ------------- ------------- -------------
- |!!$%%[))...|# |...........|# |..K....K.@.|#
- |$+$$(![[.@.X# |.....f....@-# |...K.KK....-#
- |+$%]**!$...|f### |.X.........|#### |.....f..KK.|####
- ------------- ------------- -------------
-
- Method Seven: Push a boulder into the shop, then use the boulder to block
- the door. Once the door is blocked, rip off everything in the shop and then
- teleport out. Although the Kops will be after you, you won't have to deal
- with a pissed off shopkeeper.
-
- Push in a rock... Keep on going... Push it back...
- ------------- ------------- -------------
- |!!$%%[))..@| |!!$%%[))..@| |!!$%%[)).@.|
- |$+$$(![[...-'Xf# |$+$$(![[.'X-f### |$+$$(![[..X'f###
- |+$%]**!$...| |+$%]**!$...| |+$%]**!$...|
- ------------- ------------- -------------
-
- Grab everything... Poof!
- ------------- -------------
- |...........| |.KK.....KK.|
- |..........@'f### |.....K....@'####
- |.X.........| |...K..K....|
- ------------- -------------
-
- -----------------------------------------------------------------------------
- Sink Effects:
-
- There are basically three things that you can do with a sink. You can kick
- it (which is detailed under KICKING), you can quaff from it, or you can drop
- a ring down it.
-
- Quaffing from a sink
-
- -----------------------------------------------------------------------------
- |Chance | Effect |
- |---------------------------------------------------------------------------|
- | 6/20 | "You take a sip of [cold/warm/hot] water." |
- | | No effect. |
- | | |
- | 1/20 | "You take a sip of very cold water." |
- | | No effect. |
- | | |
- | 1/20 | "You take a sip of very warm water." |
- | | No effect. |
- | | |
- | 1/20 | "You take a sip of scalding hot water." |
- | | "It seems quite tasty." (if fire resistant) |
- | | You will lose 1-6 hp unless you are fire resistant. |
- | | |
- | 1/20 | "Eek! There's a sewer rat in the sink!" |
- | | "Eek! There's something squirmy in the sink!" (if blind) |
- | | "The sink seems quite dirty." (if sewer rats have been |
- | | genocided) |
- | | A sewer rat will be created adjacent to the sink. |
- | | |
- | 1/20 | "The sink emits a stream of [color] water." |
- | | Will have the effect of a potion of the same color, sometimes |
- | | allowing you to identify a potion type. |
- | | |
- | 1/20 | "You find a ring in the sink!" |
- | | "Some dirty water backs up in the drain." (if ring already found |
- | | in sink) |
- | | You can find up to one random ring in each sink. |
- | | |
- | 1/20 | "The pipes break! Water spurts out!" |
- | | The sink will turn into a fountain. |
- | | |
- |
- | 1/20 | "The water moves as though of its own will!" |
- | | "But it quiets down." (if water elementals are genocided) |
- | | Creates a water elemental adjacent to the sink. |
- | | |
- | 1/20 | "Yuk, this water tastes awful." |
- | | You will gain a few experience points. |
- | | |
- | 1/20 | "Gaggg... this tastes like sewage! You vomit." |
- | | You vomit, making you slightly more hungry. |
- | | |
- | 1/20 | "This water contains toxic wastes! You undergo a freakish |
- | | metamorphosis!" |
- | | You will be polymorphed into a random creature. |
- | | |
- | 1/20 | "You hear clanking from the pipes...." |
- | | No effect. |
- | | |
- | 1/20 | "You hear snatches of song from among the sewers..." |
- | | No effect. |
- | | |
- | 1/20 | "A murky hand reaches up out of the drain." (only if |
- | | hallucinating) |
- | | No effect. |
- -----------------------------------------------------------------------------
-
- Dropping a ring down a sink (Note - approximately 95% chance of losing ring):
-
- -----------------------------------------------------------------------------
- |Drop this ring in sink. | Get this effect... |
- |---------------------------------------------------------------------------|
- |Adornment | The faucets will flash brightly for a moment. |
- |Aggravate Monster* | Several flies buzz angrily from the sink |
- |Cold Resistance | The cold faucet flashes brightly for a moment. |
- |Conflict* | You here loud noises coming from the drain |
- |Heat Resistance | The hot faucet flashes brightly for a moment. |
- |Hunger | All items on the same square as the sink will be |
- | | "eaten" (i.e. will disappear). |
- |Increase Damage* | The water's force seems [greater/smaller], |
- | | depending whether the ring is plus or minus. |
- |Invisibility | You don't see anything happening. |
- |Levitation* | The sink quivers upward for a moment. |
- |Poison Resistance* | You smell rotten [fruit]. |
- |Polymorph | The sink momentarily looks like a fountain. |
- |Polymorph Control | The sink momentarily looks like a regularly |
- | | erupting geyser. |
- |Protection | Ring glows [silver/black], depending on blessed |
- | | cursed state. |
- |Prot frm Shape Changers | The sink looks nothing like a fountain. |
- |Regeneration | The sink looks as good as new. |
- |Searching* | You thought you lost your ring down the sink, |
- | | but there it is! (You won't lose the ring.) |
- |See Invisible | You see some air in the sink. |
- |Shock Resistance* | Static electricity surrounds the sink. |
- |Stealth | The sink seems to blend into the floor for a |
- | | moment. |
- |Strength* | Waters flow seems [stronger/weaker], depending |
- | | whether the ring is plus or minus. |
- |Teleport | The sink disappears momentarily. |
- |Teleport Control | The sink looks like it is being beamed up. |
- |Warning | The sink glows [color]. |
- -----------------------------------------------------------------------------
-
- * These rings can be identified without the benefit of eyesight.
-
- -----------------------------------------------------------------------------
- Survival:
-
- If you are low on hit points, or are worried about the zoo that you just
- stumbled across while blind and confused, there are two primary methods to
- survive beyond running away: engraving Elbereth and a scroll of scare
- monster. As an interesting note, if you happen to get the message "This
- water gives you bad breath," you will scare monsters near you away (due to
- your awful halitosis).
-
- Engraving Elbereth
-
- If you engrave "Elbereth" in the dust and keep standing on it, most monsters
- will not attack you. Note that humans, elves, soldiers, shopkeeper, etc. (in
- short, all @'s) will not regard Elbereth, and other monsters may throw things
- at you. Dragons can also still use their breath weapons against you. If you
- swing at them or throw things at them you will scuff out the engraving,
- allowing them to attack. Also, in most cases the writing will eventually
- fade out. How long it takes to fade or scuff is dependent on what you used
- to engrave. Your fingers will do, but not for long. A weapon is really
- good, but you tend to dull blades that way ( athames will not dull from
- engraving). Some wands, magic markers, and other objects can also be used to
- engrave, although it will take a charge to do so (wands of fire or digging
- are excellent for engraving, for instance). The trick here is to levitate,
- which will prevent you from scuffing the writing.
-
- Scare monster
-
- Monsters (this does not include humans) will not cross a scroll of scare
- monster. Thus, you can stand on it, and they will not attack you (similar to
- Elbereth), or you could drop it in a doorway, and the monsters would not come
- through (good way to cork the bottleneck of a zoo).
-
- Every time you drop/pick up a scroll of scare monster it moves toward a
- cursed state. Drop a blessed scroll, pick it up it is uncursed. Drop that
- uncursed scroll, pick it up it is cursed. Drop that cursed scroll, pick it
- up it turns to dust. (Incidentally, placing a scroll of scare monster in a
- chest and then picking it up later will not change its status.) Thus, if you
- pick up a scroll that turns to dust, it is a worn out scare monster scroll.
- One neat trick is to keep blessing the scroll after you use it, so that you
- can use it over and over again.
-
- Note: Minotaurs are the exception to the rule. Standing on a scroll of
- scare monster or engraved Elbereth does nothing to stop them from attacking
- you.
-
- -----------------------------------------------------------------------------
- Throne Effects:
-
- When you sit upon a throne, you have a one in six chance of having some
- effect take place (no effect = "You feel out of place..."). The effects
- which can take place are as follows (equal chances):
-
- 1. You lose 3-6 points from a random attribute, and lose 1-10 hp.
- 2. One point is added to random attribute.
- 3. You lose 1-6 hp if shock resistant. Otherwise you lose 1-30 hp.
- "A [massive] charge of electricity shoots through your body!"
- 4. If your hit points are within 5 of max, add 4 to your max. Your hit
- points are raised to max, and blindness, sickness, and bad legs will all
- be healed.
- "You feel much, much better!"
- 5. You will lose all of your gold.
- "You notice you have no gold."
- "You feel a strange sensation." (if you have no gold)
- 6. If your luck + random of [0-4] is less than 0, your luck will increase by
- one. Otherise, you can wish for an item.
- "You feel your luck is changing."
- 7. This one's rather obvious: lots of nasties will get summoned.
- "You hear a voice echo: 'Thy audience has been summoned, Sire!'"
- 8. You will be given the boon of genociding one creature.
- "You hear a voice echo: 'By thy imperious order, Sire!'"
- 9. If your luck is greater than zero, you will be blinded for 250-349 turns.
- Otherwise a random item you possess will be cursed.
- "You hear a voice echo: 'A curse upon thee for sitting upon this most
- holy throne.'"
- 10. If your luck is less than zero or you have the intrinsic see invisible,
- the level will be magically mapped for you. Otherwise, you will gain
- the intrinsic of see invisible.
- "An image forms in your mind."
- "Your vision clarifies."
- 11. If your luck is less than zero, you will gain the intrinsic of aggravate
- monsters. Otherwise, you will be randomly teleported on the level.
- "You feel threatened."
- "You feel a wrenching sensation."
- 12. One or more items in your pack will be identified.
- "You are granted a gift of insight."
- 13. You will become confused for 16 to 22 turns.
- "Your mind turns into a pretzel."
-
- -----------------------------------------------------------------------------
- Unicorn Horns:
-
- When a)pplied, an uncursed or blessed unicorn horn can do any or all of the
- following: cure blindness, stop confusion, stop hallucination, cure
- sickness, stop stunning, or restore ability. Note that if the unicorn horn
- is cursed, these effects will be reversed.
-
- You can #d)ip a unicorn horn in a potion, and if the potion is a potion of
- confusion, hallucination, or sickness, the potion will become a potion of
- water. If it says, "Interesting," the potion is of another type.
-
- Unicorn horns will not rust, and they enchant well, so they make ideal
- weapons, especially against rust monsters, acid blobs, etc.
-
- -----------------------------------------------------------------------------
- Wishes:
-
- There are five ways to get wishes. These are:
-
- 1. A wand of wishing (Note for poly-pilers here: It is no longer possible
- to polymorph another wand into a wand of wishing.)
- 2. A magic lamp - djinni appears and is grateful for his release (Also no
- longer possible to create via a polymorph.)
- 3. A fountain - water demon appears and is sometimes grateful for his release
- (see FOUNTAIN EFFECTS for more information).
- 4. Occasionally, a glowing potion will have a djinni in it who is grateful
- for his release.
- 5. Sitting on a throne can occasionally give you a wish. (See THRONE
- EFFECTS)
-
- To wish effectively, you should wish for an item (or items) that can
- (literally) be placed in your inventory. You could wish for a "wide sword"
- and get one. Better yet, you could wish for a "+3 wide sword" and you would
- at least get a wide sword. Whether you get the asked for enchantments
- depends on a random factor. You may wish for an enchantment as high as you
- want, but your chances of getting it go exponentially downwards after +3, and
- to zero after +5. Thus, you're better off wishing for "+2 gray dragon scale
- mail" than let's say "blessed +4 gray dragon scale mail." In either case you
- would get at least +0 gray dragon scale mail (although it might be cursed).
- If the item is one that often comes in multiples (scrolls or potions, for
- example) instead of having an enchantment, you can wish for several (i.e. 3
- scrolls) and have a good chance of getting them. The exceptions to this rule
- are gold, which you can wish for a lot of, and rocks, which you can wish for
- as many as you like.
-
- The general modifiers to use when wishing are, of course, "blessed,"
- "uncursed," and "cursed." A specific modifier for small missile weapons is
- "poisoned" (as it appears in your inventory). Also there are named weapons
- (artifacts), as in a "blessed +3 wide sword named Stormbringer."
-
- Here's a few useful items and the exact wording you need to use to get them:
-
- "blessed +3 war hammer named Mjollnir"
- "blessed +3 broadsword named Stormbringer"
- "blessed +3 katana named Snickersnee"
- "blessed +3 long sword named Excalibur"
- "blessed +3 gray dragon scale mail"
- "blessed +3 helm of telepathy"
- "blessed +3 pair of speed boots"
- "blessed +3 gauntlets of power"
- "blessed +3 shield of reflection"
- "blessed +3 cloak of displacement"
- "blessed +3 Hawaiian shirt"
- "blessed amulet of life saving"
- "3 blessed potions of gain ability"
- "3 blessed scrolls of genocide"
- "3 cursed scrolls of genocide" (caution is advised)
- "blessed spellbook of identify" (you never get more than one spellbook)
- "blessed ring of levitation"
- "wand of polymorph"
- "blessed tinning kit" (makes blessed tins)
- "figurine of a gray dragon" (for that pet gray dragon you always wanted)
-
-
- ----------------------------------------------------------
- | The Items |
- ----------------------------------------------------------
- -----------------------------------------------------------------------------
- Amulets:
-
- Note: for all item lists, the "Prob" column lists the relative probability
- of that particular item being randomly generated (when a level is created, a
- monster is killed, an item is polymorphed, etc.).
-
- Name Effect Prob Weight
- --------------------------------------------------------------
- | amulet of change | Polymorph (change sex) | 150 | 2 |
- | amulet of esp | Telepathy | 190 | 2 |
- | amulet of life saving | Life saved | 90 | 2 |
- | amulet of reflection | Reflecting | 90 | 2 |
- | amulet of restful sleep | Sleep | 150 | 2 |
- | amulet of strangulation | Strangled | 150 | 2 |
- | amulet versus poison | Poison resistance | 180 | 2 |
- | Amulet of Yendor | ----- | 0 | 0 |
- --------------------------------------------------------------
-
- Amulet of esp - gives intrinsic telepathy.
- Amulet of life saving - will save your life once. After you die it brings
- you back up to max hp. Note that if you choke on something while
- wearing one of these, you're liable to keep right on eating and choke
- again. Also, this won't save you if you genocide whatever you are.
- Amulet of Yendor - no effect from wearing. When in your possession prevents
- level teleport, often prevents normal teleports, randomly maps out
- blocks of level around you, and causes spell casting to take more
- energy.
- Amulet of restful sleep - waits many turns, and then causes you to go to
- sleep (against your will).
-
- -----------------------------------------------------------------------------
- Identifying Amulets:
-
- Identifying amulets is a process of elimination, starting with determining
- whether or not the amulet is cursed. Determining whether it's cursed is easy
- enough if you're a priest or have a pet on hand. If the amulet is cursed,
- don't wear it - there are too many nasty things cursed amulets can do. If
- the amulet isn't cursed, it's probably either an amulet of esp, life saving,
- reflection, or versus poison. However, watch out - amulets of change often
- aren't cursed. So, if you don't mind risking the possibility of changing
- sexes (and character name), try it on and see what it does. To see if it's
- an amulet of esp, get blinded (put on a blindfold, quaff a potion of
- blindness, etc.). If you can suddenly see all the monsters on the level,
- that's what it is. Next, find a room away from all the monsters, and zap a
- wand at the wall so that it bounces at you (do this with a wand that you're
- immune to, or something non-harmful like a sleep ray). If your medallion
- reflects the ray, it's an amulet of reflection. Finally, try eating
- something poisonous. If it doesn't do you any harm, it's vs. poison. If
- none of these are the case, you know it's an amulet of life saving - one of
- the most valuable items in the game.
-
- -----------------------------------------------------------------------------
-
- Armor:
- AC
- Name Description Wt Cost Mod Rust
- ---------------------------------------------------------------------------
- | banded mail | | 8 | 90 | -6 | Y |
- | bronze plate mail | | 9 | 400 | -6 | N |
- | chain mail | | 6 | 75 | -5 | Y |
- | cloak of displacement | | 2 | 50 | -1 | N |
- | cloak of invisibility | | 2 | 60 | -1 | N |
- | cloak of magic resistance | | 2 | 60 | -1 | N |
- | cloak of protection | | 2 | 50 | -3 | N |
- | crystal plate mail | | 9 | 820 | -7 | N |
- | dragon scale mail | | 5 | 1000 | -9 | N |
- | dwarvish cloak | colorful hooded cloak | 2 | 50 | 0 | N |
- | dwarvish iron helm | hard hat | 3 | 20 | -2 | Y |
- | dwarvish mithril-coat | | 2 | 240 | -6 | N |
- | dwarvish roundshield | large round shield | 4 | 7 | -2 | Y |
- | elven boots | | 3 | 8 | -1 | N |
- | elven cloak | | 2 | 60 | -1 | N |
- | elven mithril-coat | | 2 | 240 | -5 | N |
- | elven shield | blue and green shield | 2 | 3 | -2 | Y |
- | fumble boots | | 4 | 30 | -1 | N |
- | gauntlets of dexterity | | 2 | 50 | -1 | N |
- | gauntlets of fumbling | | 2 | 50 | -1 | N |
- | gauntlets of power | | 2 | 50 | -1 | Y |
- | orcish chain mail | black chain mail | 6 | 75 | -5 | Y |
- | orcish cloak | black mantelet | 2 | 40 | 0 | N |
- | orcish helm | black cap | 3 | 10 | -1 | Y |
- | orcish ring mail | black ring mail | 5 | 80 | -2 | Y |
- | orcish shield | red-eyed shield | 3 | 3 | -1 | Y |
- | fedora | | 1 | 8 | -1 | N |
- | hawaiian shirt | | 2 | 5 | 0 | N |
- | helmet | | 2 | 10 | -1 | Y |
- | helm of brilliance | | 2 | 50 | -1 | Y |
- | helm of opposite alignment | | 2 | 50 | -1 | Y |
- | helm of telepathy | | 2 | 50 | -1 | Y |
- | high boots | jackboots | 4 | 12 | -2 | N |
- | iron shoes | hard shoes | 5 | 16 | -2 | Y |
- | jumping boots | | 4 | 50 | -1 | N |
- | large shield | | 4 | 7 | -2 | Y |
- | leather armor | | 2 | 5 | -2 | N |
- | leather gloves | | 2 | 8 | -1 | N |
- | levitation boots | | 4 | 30 | -1 | N |
- | low boots | walking shoes | 3 | 8 | -1 | N |
- | mummy wrapping | | 2 | 2 | 0 | N |
- | plate mail | | 9 | 600 | -7 | Y |
- | ring mail | | 4 | 100 | -3 | Y |
- | scale mail | | 5 | 45 | -4 | Y |
- | shield of reflection | polished silver shield | 3 | 50 | -2 | N |
- | small shield | | 2 | 3 | -1 | Y |
- | speed boots | | 4 | 50 | -1 | N |
- | splint mail | | 8 | 80 | -6 | Y |
- | studded leather armor | | 3 | 15 | -3 | N |
- | Uruk-hai shield | white-handed shield | 4 | 3 | -1 | Y |
- | water walking boots | | 4 | 50 | -1 | N |
- ---------------------------------------------------------------------------
-
- -----------------------------------------------------------------------------
- Armor Effects:
-
- Cloak of displacement - displaces you, causing first hit against you by a
- monster to miss and other hits to be at a severe disadvantage.
- Cloak of invisibility - makes you invisible.
- Cloak of magic resistance - gives you resistance against magic, such that
- certain spells won't work against you and magic based traps like
- teleport and polymorph traps won't have any effect on you.
- Cloak of protection - makes your AC better.
- Dragon scale mail - depending upon the type of dragon scale mail (red, gray,
- etc.) it will give you a different immunity. See FOOD - CORPSES for
- information about what immunity each dragon type provides.
- Elven boots - gives you stealth (i.e. if you walk into a room, a monster that
- Elven cloak - gives you stealth.
- Fumble boots - makes you drop your weapon, stumble and fall occasionally,
- etc. Tends to be cursed.
- Gauntlets of dexterity - increases your dexterity by the defense bonus.
- Gauntlets of fumbling - makes you drop your weapon, stumble and fall
- occasionally, etc. Tends to be cursed.
- Gauntlets of power - increases your strength to 25.
- Helm of brilliance - adds bonus to your intelligence and wisdom (i.e. a +1
- helm will add one point to each).
- Helm of opposite alignment - changes your alignment to opposite, or if
- neutral to random alignment. It can be removed to return to the original
- alignment.
- Helm of telepathy - gives you telepathy, as the intrinsic, but you don't have
- to be blind to use it. When not blind, only gives telepathy in
- vicinity, not for the entire screen.
- Jumping boots - allows you to jump up to two squares away.
- Levitation boots - causes you to levitate. (Nasty if cursed)
- Shield of reflection - ray attacks (like lightning, fire, gas) are reflected,
- and also prevents gaze attacks where the monster gazes at you. Note
- that this will not help if you look at the monster (i.e. the medusa).
- Especially useful against dragons and floating eyes.
- Speed boots - doubles your speed. Allows you to have more attacks and be
- able to run away better.
- Water walking boots - allows you to safely walk on water.
-
- -----------------------------------------------------------------------------
- Identifying Armor:
-
- Identifying armor is usually pretty simple. First, make sure the armor isn't
- cursed (again, simple enough if you're a priest of have a pet on hand).
- Then, simply try it on. Any bonuses will immediately be identified for you.
- Certain items will also do other things, as listed above, and these effects
- will show up immediately. The only two types of armor that are somewhat
- difficult to identify are water walking boots and jumping boots. Jumping
- boots can be identified by trying to #jump once you've put them on. If you
- can jump, that's what they are. Water walking boots are only positively
- identifiable (short of a scroll of identify or equivalent) by taking a step
- of faith and trying to tread on the wet stuff.
-
- -----------------------------------------------------------------------------
- Food:
-
- Name Prob Wt Nutr. Special effects
- -----------------------------------------------------------------------------
- | apple | 10 | 1 | 50 | |
- | banana | 7 | 1 | 80 | |
- | candy bar | 7 | 1 | 100 | |
- | carrot | 15 | 1 | 50 | Cures blindness |
- | cram ration | 20 | 3 | 600 | |
- | cream pie | 25 | 1 | 100 | Throw to blind monsters |
- | clove of garlic | 5 | 1 | 40 | Scares off vampires |
- | egg | 75 | 1 | 80 | Could be deadly! |
- | food ration | 385 | 4 | 800 | |
- | fortune cookie | 55 | 1 | 40 | Gives hints, some true |
- | K-ration | 0 | 1 | 400 | |
- | lembas wafer | 20 | 1 | 800 | |
- | lump of royal jelly | 0 | 1 | 200 | Increases strength & fixes bad legs |
- | melon | 7 | 1 | 100 | |
- | orange | 7 | 1 | 80 | |
- | pancake | 40 | 1 | 200 | |
- | pear | 7 | 1 | 50 | |
- | slime mold | 75 | 1 | 250 | |
- | tin | 75 | 1 | * | Spinach increases strength** |
- | tripe ration | 150 | 2 | 200 | Feed to pets |
- -----------------------------------------------------------------------------
-
- * Variable
- ** These may also be a monster type: i.e. floating eyes will give esp.
-
- -----------------------------------------------------------------------------
- Food - Corpses:
-
- Eating certain dead monsters (monster corpses) can confer intrinsics or have
- other effects. Generally intrinsics are conferred by eating a monster with
- that intrinsic, although certain individual monsters or monster types can
- also confer intrinsics or have other effects.
-
- If you eat a monster with one of the following intrinsics, you will have a
- chance of gaining that intrinsic yourself. The major exception in all cases
- are baby dragon corpses, which can never confer intrinsics (so as to prevent
- polymorph abuse via laying of eggs). Note also that each monster corpse may
- only confer one of these intrinsics, and they are tested for in the order in
- which they are listed.
-
- Monster
- Intrinsic Chance of gaining
- Teleport - monster level / 10
- Tel. Cont. - monster level / 15
- Fire Res - monster level / 15
- Cold Res - monster level / 15
- Disin Res - monster level / 15
- Pois Res - monster level / 15 (killer bee and scorpion are 1/4)
- Shock Res - monster level / 15
- Sleep Res - monster level / 15 (undead cannot confer this)
-
- In addition, eating the following monster corpses can also have effects as
- noted:
-
- bat - You become stunned for 30 rounds.
- chameleon - Polymorphs you.
- floating eye - You gain telepathy.
- giant bat - You become stunned for 60 rounds.
- giant mimic - You mimic a pile of gold for 50 rounds.
- large mimic - You mimic a pile of gold for 40 rounds.
- lizard - Cures stunning and confusion, and will stop you from
- turning to stone.
- nurse - Restores all lost hit points
- quantum mechanic - If you are currently fast, will bring your speed to
- normal. Otherwise, doubles your speed.
- small mimic - You mimic a pile of gold for 20 rounds.
- stalker - If you are already invisible, you will gain intrinsic
- invisibility and intrinsic see infisible. Otherwise,
- you will become invisible for a random time period.
- Also, you will be stunned for 60 rounds in either case.
- violet fungus - Makes you hallucinate for 200 rounds.
- werejackal - You catch lycanthropy (i.e. become a werejackal)
- wererat - You catch lycanthropy (i.e. become a wererat)
- werewolf - You catch lycanthropy (i.e. become a werewolf)
- wraith - Gain one experience level, up to level 30
- yellow light - You become stunned for 60 rounds.
-
- Finally, other intrinsics or effects may be conferred as follows:
-
- Monsters which attack via stunning will cause you to hallucinate for 200
- rounds if their corpse(s) are eaten.
-
- If you eat a giant corpse, your strength will be increased.
-
- Monsters that are acidic when eaten will stop you from turning to stone.
-
- -----------------------------------------------------------------------------
- Gems:
-
- Name Prob Wt Value
- -------------------------------------------
- | amber | 11 | 1 | 1000 |
- | amethyst | 19 | 1 | 600 |
- | aquamarine | 10 | 1 | 1500 |
- | blue glass | 131 | 1 | 0 |
- | diamond | 4 | 1 | 4000 |
- | dilithium crystal | 3 | 1 | 4500 |
- | emerald | 7 | 1 | 2500 |
- | fluorite | 22 | 1 | 400 |
- | garnet | 17 | 1 | 700 |
- | green glass | 131 | 1 | 0 |
- | jade | 23 | 1 | 300 |
- | jasper | 21 | 1 | 500 |
- | loadstone | 10 | 50 | 1 |
- | luckstone | 10 | 1 | 60 |
- | opal | 15 | 1 | 800 |
- | red glass | 131 | 1 | 0 |
- | ruby | 5 | 1 | 3500 |
- | sapphire | 6 | 1 | 3000 |
- | topaz | 13 | 1 | 900 |
- | turquoise | 8 | 1 | 2000 |
- | violet glass | 131 | 1 | 0 |
- | white glass | 131 | 1 | 0 |
- | yellowish brown glass | 131 | 1 | 0 |
- -------------------------------------------
-
- -----------------------------------------------------------------------------
- Potions:
-
- Name Prob Cost
- ---------------------------------
- | blindness | 45 | 150 |
- | booze | 45 | 50 |
- | confusion | 45 | 100 |
- | enlightenment | 20 | 200 |
- | extra healing | 50 | 100 |
- | fruit juice | 70 | 50 |
- | gain ability | 45 | 300 |
- | gain energy | 45 | 150 |
- | gain level | 20 | 300 |
- | hallucination | 45 | 100 |
- | healing | 65 | 100 |
- | invisibility | 45 | 150 |
- | levitation | 45 | 200 |
- | monster detection | 45 | 150 |
- | object detection | 45 | 150 |
- | paralysis | 45 | 300 |
- | restore ability | 45 | 100 |
- | see invisible | 45 | 50 |
- | sickness | 45 | 50 |
- | speed | 45 | 200 |
- | water (clear) | 125 | 100 |
- ---------------------------------
-
- -----------------------------------------------------------------------------
- Potion Quaffing Effects:
-
- Cur = cursed potion (unless specifically mentioned, same as regular)
- Reg = regular potion quaffed
- Bls = blessed potion (unless specifically mentions, same as regular)
- Cnf = potion quaffed while confused
- Bld = potion quaffed while blind
- Hal = potion quaffed while hallucinating
-
- Blindness
- Reg - You become blind for a random time period.
- "A cloud of darkness falls upon you."
- Hal - "Bummer! Everything is dark! Help!"
- Booze
- Bls - No effect.
- Reg - You are confused for a random time period.
- "Ooph! This tastes like liquid fire!"
- Cur - Knocks you unconscious for a time.
- "You pass out. You awake with a headache."
- Hal - "Ooph! This tastes like furniture polish!"
- Confusion
- Reg - You are confused for a random time period.
- "Huh, What? Where am I?"
- Hal - "What a trippy feeling!"
- Enlightenment
- Cur - No effect.
- "You have an uneasy feeling."
- Reg - Know intrinsics.
- "You feel self-knowledgeable..."
- Bls - Know intrinsics and adds one to Int and Wis.
- Extra healing
- Reg - Heals you (or adds 2 points to max. if at max.), and cures blindness
- and sickness.
- "You feel much better."
- Bls - Heals you (or adds 5 pts. to max if at max), and cures blindness and
- sickness.
- Fruit juice
- Cur - "Yecch! This tastes rotten."
- Reg - Gives small amount of sustenance.
- "This tastes like [fruit] juice."
- Hal - "Yecch! This tastes overripe."
- "This tastes like 10% real [fruit] juice all-natural beverage."
- Gain ability
- Cur - No effect.
- "Ulch! That potion tasted foul!"
- Reg - Adds one to random stat.
- Bls - Adds one to all stats.
- Gain energy
- Cur - Removes energy points.
- "You feel lackluster."
- Reg - Adds to max energy points.
- "Magical energies course through your body."
- Gain level
- Cur - Raises you through the ceiling to the level above.
- "You rise up, through the ceiling!"
- Unless you are on level one and don't have the Amulet, or are in the
- endgame, in which case...
- "You have an uneasy feeling."
- Reg - Adds one level (up to max. of level 30)
- "You feel more experienced."
- Bls - Takes you halfway to next level as well (or adds xp at level 30)
- Hallucination
- Reg - You hallucinate for a random time period.
- "Oh wow! Everything looks so cosmic!"
- Healing
- Reg - Heals you (or adds 1 point to max. if at max.) and cures blindness.
- "You begin to feel better."
- Bls - Heals you and cures blindness and sickness.
- Invisibility
- Cur - Aggravates monsters.
- "For some reason, you feel your presence is known."
- Reg - Makes you invisible for a random time period.
- "Gee! All of a sudden you can't see yourself."
- Bls - Player's choice whether permanent or not.
- Bld - "You feel rather airy."
- Hal - "Far out, man! You can see right through yourself!"
- Levitation
- Cur - Bumps your head on the ceiling
- Bls - Asks number of turns (1-300) to levitate.
- Hal - "You're floating in the air!"
- Monster detection
- Reg - You are shown where monsters are on level.
- "You sense the presence of monsters."
- "You feel threatened." (if no monsters on level)
- Cur - They know where you are.
- Object detection
- Cur - All mimics disguised as objects know where you are.
- Reg - You are shown where objects are on level.
- "You sense the presence of objects."
- "You have a strange feeling." (if no objects on level)
- Paralysis
- Reg - You are paralyzed for a random time period.
- "Your feet are frozen to the floor!"
- "You are motionlessly suspended." (if levitating)
- Restore ability
- Cur - No effect.
- "Ulch! This makes you feel mediocre!"
- Reg - One stat restored.
- "Wow! This stuff makes you feel good!"
- Bls - All stats restored.
- "Wow! This stuff makes you feel great!"
- See invisible
- Cur - "Yecch! This tastes rotten."
- Reg - Cures blindness, see invisible for a random time.
- "This tastes like [fruit] juice."
- Bls - Intrinsic see invisible.
- Hal - "Yecch! This tastes overripe."
- "This tastes like 10% real [fruit] juice all-natural beverage."
- Sickness
- Reg - Stats lost, sickness, and lose hp.
- "Yech! This stuff tastes like poison."
- If poison resistant, or a healer, lessened effects.
- "But in fact it was biologically contaminated [fruit] juice."
- "Fortunately, you have been immunized."
- Bls - Does 1 hp damage to you.
- "But in fact it was mildly stale [fruit] juice."
- Hal - Stops hallucination.
- "You are shocked back to your senses."
- Speed
- Reg - Heals wounded legs and doubles movement rate temporarily.
- "You are suddenly moving much faster."
- "Your legs gain new energy." (if already fast)
- Water
- Cur - Unholy water. Will curse items #d)ipped in it.
- "You feel full of dread."
- If undead, demon, or chaotic you gain 2-12 hp:
- "You feel quite proud of yourself."
- If lawful, you lose 2-12 hp:
- "This burns like acid!"
- Reg - Reduces hunger. Will erase scrolls if #d)ipped in it.
- "This tastes like water."
- "This tastes like impure water."
- Bls - Holy water. Cures sickness. Will bless items #d)ipped in it.
- "You feel full of awe."
-
- -----------------------------------------------------------------------------
- Potion Throwing Effects:
-
- All = monster hit with a cursed, regular, or blessed potion
- Cur = monster hit with a cursed potion
- Reg = monster hit with a regular potion
- Bls = monster hit with a blessed potion
- Bld = monster hit with a potion thrown while blind
-
- Blindness
- All - The monster hit becomes temporarily blinded.
- Booze
- All - The monster hit becomes confused.
- Confusion
- All - The monster hit becomes confused.
- Extra healing
- All - The monster hit is healed up to maximum hit points.
- "The [monster name] looks sound and hale again."
- Bld - No message.
- Gain ability
- All - The monster hit is healed up to maximum hit points.
- "The [monster name] looks sound and hale again."
- Bld - No message.
- Healing
- All - The monster hit is healed up to maximum hit points.
- "The [monster name] looks sound and hale again."
- Bld - No message.
- Invisibility
- All - The monster hit becomes invisible.
- Paralysis
- All - The mosnter hit becomes paralyzed for 1-25 turns.
- Restore ability
- All - The monster hit is healed up to maximum hit points.
- "The [monster name] looks sound and hale again."
- Bld - No message.
- Sickness
- All - Hit points and maximum hit points of monster hit are halved.
- "The [monster name] looks rather ill."
- Bld - No message.
- Speed
- All - Slow monsters hit become normal, while normal monsters become fast.
- Water
- Cur - Adds 2-12 hit points to undead or demons when hit.
- "The [monster name] looks healthier."
- Reg - No effect. In a future version will cause gremlins to multiply.
- Bls - Does 2-12 hit points of damage to undead or demons when hit.
-
- -----------------------------------------------------------------------------
- Potion Vapor Effects:
-
- All = cursed, regular, or blessed potion vapor inhaled
- Cur = cursed potion vapor inhaled
- Reg = regular potion vapor inhaled
- Bls = blessed potion vapor inhaled
- Bld = potion vapor inhaled while blind
-
- Blindness
- All - Blinds you for 1-5 turns.
- "It suddenly gets dark."
- Booze
- All - Causes you to be confused for 1-5 turns.
- "You feel somewhat dizzy"
- Confusion
- All - Causes you to be confused for 1-5 turns.
- "You feel somewhat dizzy"
- Extra healing
- All - Increases current hit points by one if under maximum.
- Gain ability
- Cur - No effect.
- "Ulch! That potion smells terrible!"
- Reg - Increases a random stat by one if that stat is under maximum.
- Bls - Increases each stat by one if that stat is under maximum.
- Halluncination
- All - No effect.
- "You have a vision for a moment."
- Healing
- All - Increases current hit points by one if under maximum.
- Invisibility
- All - No effect.
- "For an instant you could see through yourself!"
- Paralysis
- All - Paralyzes you for 1-5 turns.
- "Something seems to be holding you."
- Restore ability
- Cur - No effect.
- "Ulch! That potion smells terrible!"
- Reg - Increases a random stat by one if that stat is under maximum.
- Bls - Increases each stat by one if that stat is under maximum.
- Sickness
- All - Decreases current hit points to 1 if current hit points are under 5.
- Otherwise, decreases current hit points by 5.
- Speed
- All - Speeds you up for 1-5 turns.
- "Your knees seem more flexible now."
-
- -----------------------------------------------------------------------------
- Identifying Potions:
-
- There are several ways of identifying potions, mostly based upon the messages
- listed above. If you quaff a potion, you should be able to tell what it was
- from the info in the quaffing section. Throwing a potion at a monster will
- often tell you what it was from the effects on that monster (especially if
- you have a stethescope to examine it with). Finally, potions can often be
- identified by breaking them and observing the vapor effect. Set the potion
- down and kick it until it smashes. Then pay close attention to what happens.
- Oh, and remember - when that red dragon breathes fire at you and your potion
- boils and explodes, all is not lost. You still get the vapor effect, so you
- can figure out what the next one like that will do.
-
- -----------------------------------------------------------------------------
- Rings:
-
- Name Cost
- ----------------------------------------
- | adornment | 100 |
- | aggravate monster | 150 |
- | cold resistance | 150 |
- | conflict | 300 |
- | fire resistance | 200 |
- | gain strength | 150 |
- | hunger | 100 |
- | increase damage | 150 |
-