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Usenet 1994 October
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volume13
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nh-spoilers3
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part04
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spoilers.xae
Wrap
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1992-01-13
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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.
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Food:
Name Prob Wt Nutr. Special effects
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| 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 |
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* Variable
** These may also be a monster type: i.e. floating eyes will give esp.
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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.
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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 |
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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 |
---------------------------------
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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."
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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.
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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."
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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.
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Rings:
Name Cost
----------------------------------------
| adornment | 100 |
| aggravate monster | 150 |
| cold resistance | 150 |
| conflict | 300 |
| fire resistance | 200 |
| gain strength | 150 |
| hunger | 100 |
| increase damage | 150 |