A Practical Guide to Nethack: The Whole Dungeon Catalog: Magic Items Version 2 by R2 Last updated 9-24-07 ========================================================================== ========================================================================== Contents Section I: About This Guide Section II: Scrolls Section III: Spellbooks Section IV: Potions Section V: Rings Section VI: Amulets Section VII: Wands Section VIII: EoD/Copyright Notice ========================================================================== ========================================================================== Section I: About This Guide So you're going into the Dungeons of Doom to retrieve the Amulet of Yendor. Good for you! But a sword and a sneer won't get you through the dungeon alive -- you'll need magic on your side. Lucky for you there are items you can use for just this purpose. This guide covers a multitude of items: magic scrolls, wands, and tomes; magical accessories like rings and amulets; and magic wands. This guide assumes you're already familiar with Nethack, and was written for NetHack 3.4 for Windows. If you're hardcore enough to use Unix, you're probably hardcore enough to figure out what, from this guide, applies to you and what does not. In this guide, when I'm talking about specific commands, I'll wrap the keystrokes in square brackets. For instance, [t] means to press the "e" key (to eat an item). [E] means to hold Shift and press the "e" key, just like you were typing a capital letter. There are some long commands that are preceded by pound signs in the game, and will be transcribed as such. If I say to #offer something, that means to sacrifice a corpse at an altar. If I say to offer a tripe ration to a hostile dog, that doesn't involve the #offer command. ========================================================================== ========================================================================== : Scrolls Any role can [r]ead a scroll to reap the effects; they require no ability to cast spells. Reading a scroll destroys it when the effects take place, but the scroll will be identified so you'll know it later when you find another one. Naturally, you must not be blind to read a scroll. When you find a scroll, only the magic words are known to you. The scroll will be called one of the following names until it's identified: ZELGO MER, JUYED AWK YACC, NR 9, XIXAXA XOXAXA XUXAXA, PRATYAVAYAH, DAIYEN FOOELS, LEP GEX VEN ZEA, PRIRUTSENIE, ELBIB YLOH, VERR YED HORRE, VENZAR BORGAVVE, THARR, YUM YUM, KERNOD WEL, ELAM EBOW, DUAM XNAHT, TEMOV, ANDOVA BEGARIN, KIRJE, VE FORBRYDERNE, HACKEM MUCHE, VELOX NEB, GARVEN DEH, FOOBIE BLETCH, READ ME The exception is blank paper, which is always an "Unlabeled Scroll". When scrolls get wet, the ink runs off. This turns any other kind of scroll into a Scroll of Blank Paper. If you have a stock of scrolls you don't want to read, #dip them into potions of water, pools, or fountains to blank them. You may then use a Magic Marker to write your own scrolls. Scrolls have the following information: Name: The name of the scroll. Until identified, the name will be one of the nonsense strings listed above. Marker: The maximum number of magic marker charges needed to write the scroll on blank paper. You will spend anywhere between half the number listed to the full number with each attempt. Blessed: What a blessed scroll does when read. Uncursed: What an uncursed scroll does when read. Cursed: What a cursed scroll does when read. Confused: If you read a scroll while confused, you will mispronounce the magic words. This often has a different effect than usual. Scrolls are listed in order of probability -- when you find a scroll, it's more likely to be one from the top of the list than the bottom. -------------------------------------------------------------------------- Scroll of Identify Marker: 14 Blessed: You can identify items in your inventory, including their b/u/c status, numerical enchantment, and name. There's a one in five chance you identify either one, two, three, four, or all the unidentified items in your inventory. Uncursed: You identify items in your inventory. Chances are remote you get to identify more than one. Cursed: You identify one item in your inventory. Confused: You identify only the scroll. Scrolls of Identify are the cheapest and most abundant scrolls in the game; you're twice as likely to find a Scroll of Identify as a Scroll of Light, the next most likely scroll to be randomly generated. Scroll of Light Marker: 8 Blessed: Nine panels in every direction from your character become lit. Uncursed: Five panels in every direction from your character become lit. Cursed: Five panels in every direction from your character become dark. Confused: Five panels (nine if blessed) in every direction from your character become dark. Lamps, lanterns, candles, and other light sources in your inventory other than the artifact weapon Sunsword are snuffed out. Reading a Scroll of Light has no effect if you are swallowed, engulfed, or underwater. Scroll of Enchant Weapon Marker: 16 Blessed: The weapon you're wielding increases its numerical enchantment and, if it was cursed, becomes uncursed. If the weapon is already enchanted past +5, it has a 2/3 chance to evaporate and be forever lost. Otherwise, the worse the enchantment on the weapon when you read the scroll, the more you're likely to get out of it. If you're wielding a worm tooth, it becomes a Crysknife but gets no additional numerical enchantment. Uncursed: The weapon you're wielding increases its numerical enchantment by 1 and, if it was cursed, becomes uncursed. If the weapon was already enchanted past +5, there's a 2/3 chance it evaporates and is destroyed. If you're wielding a worm tooth, it becomes a Crysknife but gets no additional numerical enchantment. Cursed: The weapon you're wielding decreases its numerical enchantment by 1. If it's enchanted down past -5, there's a 2/3 chance it evaporates and is destroyed, but it was pretty much a lost cause by then anyway. If you're wielding a Crysknife, it reverts to a worm tooth. Confused: If the scroll is uncursed, your weapon is repaired of any damage and becomes fire- or rustproof. If you're wielding a Crysknife, it becomes fixed. If cursed, your weapon loses any fire- or rustproofing. If you're not wielding a weapon, a Scroll of Enchant Weapon will only exercise your Dexterity. Generally, you'll want to use these scrolls to enchant your weapon up to +5, then read only one more blessed Scroll of Enchant Weapon to get the numerical enchantment up to +7 (if it becomes only +6, read a cursed scroll to drop it back down to +5 before you read another blessed scroll.) It sounds complex, but these scrolls are common enough that you'll be able to find enough by the end of the game to enchant your favorite weapon up to +7, and probably enough extras to get a secondary weapon up to at least +5, if not all the way to +7. Scroll of Remove Curse Marker: 16 Blessed: All cursed items in your inventory become uncursed. Removes a ball and chain if you're punished. Uncursed: All wielded weapons, worn armor, quivered items, [a]pplied leashes, and loadstones are uncursed. Removes a ball and chain if you're punished. Cursed: Removes a ball and chain if you're punished, but nothing else. Confused: If the scroll is blessed, all uncursed items in your inventory have a 25% chance to become either blessed or cursed. If the scroll is uncursed, only wielded and worn items (as above) have the 25% chance to become blessed or cursed. If the scroll is cursed, nothing happens. Scroll of Enchant Armor Marker: 16 Blessed: One piece of armor currently being worn increases its numerical enchantment and becomes blessed. If the armor was enchanted past +3 when the scroll is read, it will probably be vaporized and lost. If you're wearing Dragon Scales, they fuse into +1 Dragon Scale Mail of the same color. Uncursed: One piece of armor currently being worn increases its numerical enchantment by +1 and, if it was cursed, becomes uncursed. If the armor was enchanted past +3 when the scroll is read, it will probably be vaporized and lost. If you're wearing Dragon Scales, they fuse into Dragon Scale Mail. Cursed: One piece of armor currently being worn loses 1 point of numerical enchantment and becomes cursed. If the armor was already worse than -3, it will probably be destroyed. Since anything with -4 or worse enchantment is probably cursed, destroying it probably does you a favor anyway. Confused: If the scroll isn't cursed, any damage to one piece of worn armor has all damage repaired and becomes rust- or fireproof. If the scroll is cursed, one piece of armor loses rust- or fireproofing. If you're not wearing armor, reading a Scroll of Enchant Armor will only exercise your Constitution. The Cornuthaum, Elven Mithril-Coat, Elven shield, Elven Helm, Elven boots, and Elven cloak may be safely enchanted up to +5 (or -5 if you're into that kind of thing). After enchanting them past +5, reading a Scroll of Enchant Weapon will probably disintegrate the armor, as it would any other piece of armor enchanted past +3. If you're wearing armor that would be destroyed if enchanted further (anything at +4 or more, except the Cornuthaum and Elven armors, in which case the cutoff is at +6 or more), take it off before you read the scroll. The scroll will only enchant armor you're wearing. Practically speaking, the best numerical enchantment you can get onto a single piece of armor is +5 (the safe limit of +3, plus one more Blessed scroll to bump it up to +5). But you can wear armor in seven different slots (shirt, suit, cloak, shield, helmet, gloves, boots). If you enchant all of those to +5, you're at armor class -25 before you even consider the bonuses from the pieces themselves! Scroll of Teleportation Marker: 16 Blessed: You will be asked if you wish to teleport. If you say yes, you'll be teleported to a random place on the same dungeon level. Uncursed: You will teleport to a random place on the dungeon level. Cursed: You will teleport to another dungeon level! Confused: You will teleport to another dungeon level. Teleport control might not function properly in this case. Some dungeon levels disallow teleporting; this scroll has no effect on levels with such restrictions. Carrying the Amulet of Yendor blocks teleporting within the same level about a third of the time and completely blocks teleportation between levels. If you have teleport control, you may choose where you wish to teleport within the same dungeon level, or to which dungeon level you'd like to go if the scroll is cursed. Scroll of Confuse Monster Marker: 12 Blessed: The next 2-9 monsters you strike in melee become confused. You may read multiple scrolls; the effects add onto one another, allowing you to confuse many monsters in a row. Uncursed: The next monster you strike in melee will become confused. Cursed: You become confused for up to 100 turns! Confused: If blessed, you're no longer confused. If uncursed or cursed, the duration of your confusion is increased by up to 100 turns. If you're polymorphed into any creature other than an @, the effect will be as though the scroll was cursed, even if it wasn't. Scroll of Destroy Armor Marker: 10 Blessed: Destroys one random piece of worn armor. Uncursed: Destroys one random piece of worn armor. Cursed: Chooses one piece random piece of worn armor. If the armor isn't cursed, it's destroyed. If the armor is cursed, it's not destroyed (argh!) and you're stunned for 10-20 turns. Confused: If the scroll is blessed or uncursed, one random piece of worn armor loses rust- and fireproofing. If the scroll is cursed, one random piece of armor becomes rust- and fireproof, although any preexisting damage remains. If you're not wearing any armor when you read the scroll, you abuse your Constitution. This scroll is useful for getting rid of cursed armor you can't get shed any other way. Otherwise it's just a headache. Scroll of Magic Mapping Marker: 8 Blessed: The entire dungeon level is revealed. Uncursed: The entire dungeon level is revealed. Cursed: About one seventh of the dungeon level is revealed. Confused: About one seventh of the dungeon level is revealed. Some levels cannot be magically mapped. If this is the case, you are confused for up to 30 turns by the interference. Scroll of Create Monster Marker: 10 Blessed: Creates one hostile monster in an adjacent square. Uncursed: Creates one hostile monster in an adjacent square most of the time, but there's a remote chance you get up to five hostile monsters instead. Cursed: Surrounds you with 13 hostile monsters. There's a chance you are surrounded with up to 17 monsters instead. Confused: Surrounds you with 13 acid blobs, with a chance of getting up to 17 as above. If you're outnumbered and confused, the acid blobs make an effective barrier around you to keep other, more dangerous creatures away, but that's about the extent of this scroll's usefulness. More helpful to enemies than it is to you, since the monsters that are summoned in will be hostile no matter what. Not bad if you have an altar nearby to #offer the corpses on, though... Scroll of Scare Monster Marker: 20 Blessed: Monsters within visual range will flee. Some monsters resist. Uncursed: Monsters within visual range will flee. Some monsters resist. Cursed: Monsters within your visual range are awakened, unparalyzed, and unscared. Confused: Monsters within your visual range are awakened, unparalyzed, and unscared. Is unscared even a word? When dropped onto the ground, the panel the scroll is in has the same effect as if "Elbereth" had been [E]ngraved into that square. When you pick up a Scroll of Scare Monster, it will unbless itself if it was blessed, or turn to dust in your hands if it was uncursed. Scroll of Amnesia Marker: 8 Blessed: You forget all of the current dungeon level. There's a chance you forget chunks of every other dungeon level, and another chance that up to 25% of the items you've identified before will become un-identified again. This means you might not even recognize the next Scroll of Amnesia you come across, unless you remember what the unidentified label of the scroll is! Uncursed: You forget all of the current dungeon level. You will also forget some of your spells. There's a chance you forget chunks of every other dungeon level, and another chance that up to 25% of the items you've identified before will become un-identified again. Cursed: You forget all of the current dungeon level. You will also forget some of your spells. There's a chance you forget chunks of every other dungeon level, and another chance that up to 25% of the items you've identified before will become un-identified again. Confused: If the scroll was not cursed, you forget only most of the current dungeon level. If the scroll was cursed, you forget all of the dungeon level. You will also forget some of your spells. There's a chance you forget chunks of every other dungeon level, and another chance that up to 25% of the items you've identified before will become un-identified again. The Scroll of Amnesia is proof that the DevTeam hates you, personally, and wants you to die. The Maud in question is a reference to a woeful poem tangentially about memory by Alfred, Lord Tennyson. Scroll of Gold Detection Marker: 8 Blessed: You locate any gold pieces, gold objects (like golden rings), and gold golems on the level. If there isn't any gold around, there's no effect. Uncursed: You locate any gold pieces, gold objects (like golden rings), and gold golems on the level. If there isn't any gold around, there's no effect. Cursed: You detect all traps (^ symbols, including portals) on the level, and they appear to you as piles of gold pieces. Confused: You detect all traps on the level, and they appear to be traps. A few cursed Scrolls of Gold Detection are good to take along into the upper planes, so you can find the magic portals that take you to the next plane. Scroll of Fire Marker: 8 Blessed: Deals 2-5 fire damage to you and all surrounding monsters. Your equipment may burn away. Uncursed: Deals 2-3 fire damage to you and all surrounding monsters. Your equipment may burn away. Cursed: Deals 1-2 fire damage to you and all surrounding monsters. Your equipment may burn away. Confused: The scroll catches fire and burns your hands for 1 fire damage. Being fire resistant will, of course, protect you from the damage from a Scroll of Fire. The only particularly useful application of a Scroll of Fire is burning the slime from your body when you're getting slimed to death. Scroll of Blank Paper Always appears as an "Unlabeled scroll". When you try to read the scroll, you identify it, but the scroll isn't consumed. [a]pply a magic marker to a Scroll of Blank Paper to turn it into another kind of scroll. Scroll of Food Detection Marker: 8 Blessed: You detect any comestibles on the dungeon level. You also get the Food Warning intrinsic, which will warn you the next time you try to eat anything harmful or that will break a conduct. Uncursed: You detect any comestibles on the dungeon level. Cursed: You detect any potions on the dungeon level. Confused: You detect any potions on the dungeon level. Scroll of Earth Marker: 8 Blessed: You create a boulder in each of the eight squares around you. Uncursed: You create a boulder in each of the eight squares around you, and a boulder falls on your head for 1-20 damage (1-2 if you wear a metal helmet). Cursed: A boulder falls on your head for 1-20 damage (1-2 if you wear a metal helmet). Confused: As non-confused, but you only get piles of rocks instead of boulders. Rocks do 1-3 damage if they fall on your head, or 1-2 if you wear a metal helmet. Reading a Scroll of Earth has no effect on the Rogue level or in any of the Upper Planes other than the Plane of Earth. Reading a Scroll of Earth on any level of Sokoban carries a -1 luck penalty. Sometimes it makes it a whole lot easier to solve the puzzle, and if bad luck times out for you (which it usually does), it's worth it if it means you get to score one of the totally sweet end-of-Sokoban rewards. Scroll of Taming Marker: 20 Blessed: Tames monsters in adjacent squares; some monsters resist. Also capable of calming angry shopkeepers. Uncursed: Tames monsters in adjacent squares; some monsters resist. Also capable of calming angry shopkeepers. Cursed: Angers monsters in an 11x11 square. Confused: If blessed or uncursed, will tame all monsters in an 11x11 area. That's a lot of pets! Also capable of calming shopkeepers. If cursed, same effect as if you weren't confused. It's a lot of fun (but somewhat impractical) to chug a Potion of Confusion and read an uncursed Scroll of Taming in a treasure zoo, throne room, cockatrice nest, or other huge assortment of random creatures. If you're Confused when a creature summons more monsters against you, you can quickly turn the tables on it. Scroll of Charging Marker: 16 Blessed: When you read the scroll, you'll be prompted to select an item. If the item has the potential to be charged, anything from a wand to an oil lamp to a tinning kit, you'll add charges to it. Can also be used to increase the numerical enchantment on rings, if the ring can hold a numerical enchantment. Uncursed: You're prompted to select an item to add charges to, as above. You'll get fewer charges than if the scroll was blessed. Cursed: You're prompted to select an item. The item's charges are set to zero, or if you're charging a ring, it loses 1-2 points of numerical enchantment. Confused: You recharge yourself, increasing your energy to maximum. If your energy is already at maximum, your maximum increases by 5-20. In all cases, recharged wands and numerically-enchanted rings may explode. The first time you recharge a wand, it will not explode. After that, a Wand of Wishing will always explode, and other wands have a small chance. The more you recharge a wand, the more likely it is to explode; the second time carries an almost negligible chance, but you're up to a one in five chance the fifth time you recharge, one in three the sixth time, two in three the seventh time, and certainty the eighth time. When you charge a ring, there's an X in 7 chance it will explode, where X is the numerical enchantment of the ring before you read the scroll. Even cursed scrolls count as an attempt to recharge a wand or ring, so keep careful count or #name your items with the number of times they've been recharged. Scroll of Genocide Marker: 30 Blessed: You're asked what class of creatures you wish to genocide. Enter the symbol for a class of creature, and those creatures are wiped out from the game. Those that exist already will be destroyed, and no more will ever be created. Good choices are L because they can curse your items, ; because they can drown you, T because they're so annoying to kill, and P because they can damage your equipment. Uncursed: You're asked what kind of creatures you wish to genocide. Enter the specific name of a creature and that creature is wiped out. Good choices are Mind Flayer, Rust Monster, Disenchanter, and Cockatrice. Cursed: You're asked what kind of creatures you wish to genocide, as though the scroll were uncursed. But instead of wiping out that creature, you're surrounded by 4-6 of them! Cleverly read, these have their advantages -- try asking for Nurses or Wraiths for the benefits of their attacks and corpses, or ask for a bunch of Krakens and let them flop around on dry land until they're down to 1 hit point for some easy experience. Confused: If the scroll is cursed, you send in several hostile @ of your own role. If the scroll isn't cursed, you automatically genocide your own role. Unless you're polymorphed into something else, this is fatal. Some players try to complete the game without genociding any creatures. So in all cases, you may enter "none" to avoid activating the scroll's effect. In the event of cursed scrolls the result is an attack by several random monsters. If you try to genocide your own role or @, you'll kill yourself, dumbass. Even if you manage to polymorph yourself before you read the scroll, you'll die immediately if you ever revert to your natural form. Scroll of Punishment Marker: 10 Blessed: No effect. That's a good thing. Uncursed: You are chained to a heavy iron ball and must lug it around. If you're an amorphous or incorporeal creature, the ball appears but isn't chained to you. If you've already been punished, the ball gets heavier. Cursed: You are chained to a heavy iron ball, as above. If you had been punished already, the iron ball gets much heavier. Confused: No effect. You may pick up the iron ball with [,] as though it were any other item. If you are strong enough to [t]hrow or [k]ick an iron ball around, the chain will drag you with it. If you fall down a trap door, hole, or stairway while holding an iron ball, there's a good chance you'll wonk yourself on the head and die. There are a few ways to get rid of punishment. A Scroll of Remove Curse works, but anything that gets rid of an iron item works, too. Try feeding your ball to a rust monster! You can polymorph into an amorphous or incorporeal monster to slip out of the chain, or use a spell of Open or the Bell of Opening to release the bonds. The most reliable way to destroy an iron ball is to find a boulder adjacent to a pit; feel free to read Scrolls of Earth and use a pickaxe to create your own. Shove the iron ball into the pit, then move around the boulder and push it into the pit on top of your iron ball. The boulder will fill the pit and the iron ball will be destroyed. Scroll of Stinking Cloud Marker: 20 Blessed: You're prompted to choose a center of the cloud. The cloud spreads to cover an area in a four-space radius around the panel you've chosen. It lasts for 8-10 turns, blinding and dealing 6-17 poison damage to all creatures inside the cloud. Uncursed: As blessed, but the cloud is only a three-panel radius around the center point you choose, lasts for 6-8 turns, and deals 6-13 poison damage. Cursed: As blessed, but the cloud is only a two-panel radius around the center point you choose, lasts for only 4-6 turns, and deals only 5-9 poison damage a turn. ..... If your character is the @ symbol in this diagram, you may ....... center the stinking cloud in any space denoted by a period. ......... Because the effect is a poisonous cloud, creatures caught ........... in the cloud must be living, breathing, and not poison- ........... resistant to take any of the damage. .....@..... The damage from a stinking cloud is lessened as the cloud ........... dissipates. Clouds from blessed scrolls do 6-11 poison ........... damage four and three rounds before they disappear and ......... 6-8 the last two turns. Clouds from uncursed scrolls do ....... 6-9 poison damage the last two turns they exist. Cursed ..... scrolls don't weaken as they disappear; they just do crummy damage all the time. ========================================================================== Section III: Spellbooks Spellbooks allow your character to memorize and cast spells. Identified spellbooks are named after the spell they teach when [r]ead. Unidentified spellbooks are given a random appearance, except for blank spellbooks, which are "plain" (and the Book of the Dead, which is "Papyrus"). Reading a spellbook carries some risk unless the book is blessed. If the spellbook is cursed, you will always suffer some bad effect. If the spellbook is uncursed, you might still suffer a bad effect, depending on your experience level, the level of the spell you're trying to learn, and your Intelligence. Lenses make this less likely; Wizards will be warned if there's a chance of a bad effect. If you're confused, you cannot learn any spell from a spellbook and might destroy it. The bad effects are one of the following: - You teleport randomly. - You lose all your gold. - You are blinded for 250-350 turns. - You are confused for 16-22 turns. - You take 1-10 poison damage and might lose Strength. - You take 7-25 damage. - All monsters on the dungeon level are awakened and unparalyzed. After the effect, the spellbook has a 1/3 chance of being destroyed. If you successfully read a spellbook, you are granted use of that spell for 20,000 turns (you'll be warned if you try to cast the spell within 1000 turns of this duration running out). After that, the spell will fade from your memory and you will only stun and confuse yourself trying to cast it. Reading the spellbook again will refresh your memory and give you another 20,000 turns to cast the spell. Reading (or polymorphing) the same spellbook more than five times will fade the writing on its pages, turning it into a Blank Spellbook. Wetting a spellbook will also blank its pages. Since the effects of reading a book are identical (as listed above, only the spell you learn changes from book to book), only the number of turns it takes to read the book and the number of charges from a Magic Marker needed to write the book are listed. Spellbooks are arranged by spell class, then by the level of the spell they teach. -------------------------------------------------------------------------- Blank Spellbook A book of blank paper, attained by getting any other spellbook wet. If you have any spellbooks you don't need, you may #dip them into pools of water, uncursed potions of water, or fountains to blank them. You may then write another spell into the spellbook with a Magic Marker. -------------------------------------------------------------------------- Attack Spells Spellbook of Force Bolt Level: 1 Read: 2 Marker: 10 Spellbook of Drain Life Level: 2 Read: 2 Marker: 20 Spellbook of Magic Missile Level: 2 Read: 2 Marker: 20 Spellbook of Cone of Cold Level: 4 Read: 21 Marker: 40 Spellbook of Fireball Level: 4 Read: 12 Marker: 40 Spellbook of Finger of Death Level: 7 Read: 80 Marker: 70 -------------------------------------------------------------------------- Healing Spells Spellbook of Healing Level: 1 Read: 2 Marker: 10 Spellbook of Cure Blindness Level: 2 Read: 2 Marker: 20 Spellbook of Cure Sickness Level: 3 Read: 6 Marker: 30 Spellbook of Extra Healing Level: 3 Read: 10 Marker: 30 Spellbook of Stone to Flesh Level: 3 Read: 2 Marker: 30 Spellbook of Restore Ability Level: 4 Read: 15 Marker: 40 -------------------------------------------------------------------------- Divination Spells Spellbook of Detect Monsters Level: 1 Read: 1 Marker: 10 Spellbook of Light Level: 1 Read: 1 Marker: 10 Spellbook of Detect Food Level: 2 Read: 3 Marker: 20 Spellbook of Clairvoyance Level: 3 Read: 6 Marker: 30 Spellbook of Detect Unseen Level: 3 Read: 8 Marker: 30 Spellbook of Identify Level: 3 Read: 12 Marker: 30 Spellbook of Detect Treasure Level: 4 Read: 15 Marker: 40 Spellbook of Magic Mapping Level: 5 Read: 35 Marker: 50 -------------------------------------------------------------------------- Enchantment Spells Spellbook of Sleep Level: 1 Read: 1 Marker: 10 Spellbook of Confuse Monster Level: 2 Read: 2 Marker: 20 Spellbook of Slow Monster Level: 2 Read: 2 Marker: 20 Spellbook of Cause Fear Level: 3 Read: 6 Marker: 30 Spellbook of Charm Monster Level: 3 Read: 6 Marker: 30 -------------------------------------------------------------------------- Clerical Spells Spellbook of Protection Level: 1 Read: 3 Marker: 10 Spellbook of Create Monster Level: 2 Read: 3 Marker: 20 Spellbook of Remove Curse Level: 3 Read: 10 Marker: 30 Spellbook of Create Familiar Level: 6 Read: 42 Marker: 60 Spellbook of Turn Undead Level: 6 Read: 48 Marker: 60 -------------------------------------------------------------------------- Escape Spells Spellbook of Jumping Level: 1 Read: 3 Marker: 10 Spellbook of Haste Self Level: 3 Read: 8 Marker: 30 Spellbook of Invisibility Level: 4 Read: 15 Marker: 40 Spellbook of Levitation Level: 4 Read: 12 Marker: 40 Spellbook of Teleport Away Level: 6 Read: 36 Marker: 60 -------------------------------------------------------------------------- Matter Spells Spellbook of Knock Level: 1 Read: 1 Marker: 10 Spellbook of Wizard Lock Level: 2 Read: 3 Marker: 20 Spellbook of Dig Level: 5 Read: 30 Marker: 50 Spellbook of Polymorph Level: 6 Read: 48 Marker: 60 Spellbook of Cancellation Level: 7 Read: 64 Marker: 70 ========================================================================== Section IV: Potions Potions are either mundane liquids like water, acid, or alcohol, or they're vials of magically-enchanted fluid that can cure your wounds, make you sick, or myriad other effects. Potions are typically [q]uaffed. But some are better [t]hrown, and many have special effects when objects are #dipped into them. Potions of water are always "Clear potions", but all the other potions are randomly described as being either black, white, golden, yellow, orange, pink, sky blue, brilliant blue, cyan, purple-red, dark green, brown, puce, magenta, dark, ruby, emerald, milky, swirly, bubbly, fizzy, cloudy, smoky, murky, or effervescent. [q]uaffing a potion described as "smoky" has a chance of summoning a djinni, as though you had #rubbed a Magic Lamp (with the same djinni moods depending on the b/u/c status of the potion). If a monster [q]uaffs the potion, the djinni will either remain peaceful or leave. The potion does not have its usual effect; it was really a bottle full of smoke, not an potion that looked like smoke. [q]uaffing a potion described as "milky" may summon a ghost, this will paralyze you (or the monster that did the [q]uaffing) for 3 turns if you are not blind. Again, the potion does not have its normal effect. Potions that get wet become diluted; this does not change their effects (except for Booze and Fruit Juice). Getting a diluted potion wet again converts it to water. When Acid gets wet, it deals 1-10 acid damage to you as a little bit of the caustic liquid seeps out of the bottle. Potion listings have the following information: Name: The name of the potion. Blessed: The effect of [q]uaffing the potion when it's blessed. Uncursed: The effect of [q]uaffing the potion when it's uncursed. Cursed: The effect of [q]uaffing the potion when it's cursed. Thrown: The effect of hitting a monster with the thrown potion (or if monsters are capable of throwing the potion at you, the effects of getting hit yourself). Vapors: When a potion breaks, the vapors might have a lesser effect on nearby monsters. The vapors will get into the eyes of creatures that do not breathe for the same effect; only creatures that do not breathe and have no eyes are immune. #dip: What happens when objects are #dipped into the potion. #dipping one potion into another combines the potions, this is colloquially known as alchemy. Many combinations have set effects, these are described under the #dip section of each potion. The resulting potion is always diluted. If you attempt alchemy with a diluted potion, you will always get Water. If you #dip one potion into another and there's no set result, there's a 10% chance of an explosion that destroys both potions, abuses your Strength, and affects you with the vapors of the dipped potion. Cursed potions and acid will always explode. If there's no explosion, you have a 1/2 chance of losing the potion, a 1/4 chance of getting a Potion of Sickness, a 1/8 chance of getting Water, and a 1/8 chance of getting any random potion. Potions are listed by probability; you're more likely to find the ones at the top of the list than the ones at the bottom. Exceptions are made for Holy Water and Unholy Water, since they're subsets of the Potion of Water. -------------------------------------------------------------------------- Potion of Water Uncursed: Restores 10 nutrition. Thrown: Gremlins multiply and Iron Golems take 1-6 damage, but nothing happens to other creatures. #dip: The dipped item gets wet -- scrolls and spellbooks blank, potions dilute, iron items rust, and so on. Holy Water Holy Water is what blessed Potions of Water are called once they've been identified. Blessed: All sickness is cured and you exercise your Constitution and Wisdom. If your alignment is chaotic or you've been polymorphed into an undead or demonic creature, you instead abuse your Constitution and take 2-12 damage. In either case, lycanthropy is removed from your character. Thrown: An effective grenade against demons and undead, it does 2-12 damage to such creatures. Lycanthropes are forced into their @ form. Vapors: Lycanthropes are forced into their @ form. #dip: The item you dip becomes uncursed if it was cursed, or becomes blessed if it was uncursed. If you find an altar of your same alignment, have uncursed Potions of Water, and can safely pray, you may drop the water onto the altar and pray to turn them into Holy Water. If you have several uncursed Potions of Water, you may #dip the whole stack into a single vial of Holy Water to bless them all. Never run out of Holy Water again! Unholy Water Unholy Water is what cursed Potions of Water are called once they've been identified. Cursed: If you are chaotic or polymorphed into a demon or undead, you heal 2-12 hit points. Other characters abuse their Constitution, and Lawful creatures take 2-12 damage, too. Thrown: Chaotic creatures, demons, and undead are healed for 2-12 hit points. Lycanthropes are forced into their animal form. Vapors: Lycanthropes are forced into their animal form. #dip: The item you dip becomes cursed if it was uncursed, or uncursed if it was blessed. -------------------------------------------------------------------------- Potion of Healing Blessed: You gain 8-32 hit points. If this would bring your hit points above maximum, your hit point maximum is increased by 1. You also exercise your Constitution and cure sickness and blindness. Uncursed: You gain 6-24 hit points. If this would bring your hit points above maximum, your hit point maximum is increased by 1. You also exercise your Constitution and cure blindness. Cursed: You gain 6-24 hit points and exercise your Constitution. Thrown: The creature's hit points are completely restored, unless that creature is Pestilence. His hit points are halved instead. Vapors: You heal 1 hit point and exercise your Constitution. #dip: #dip a poisoned weapon into a Potion of Healing to remove the poisonous coating. #dip a Potion of Healing into a Potion of Gain Level, Gain Energy, or Speed to turn it into a Potion of Extra Healing. If another creature [q]uaffs a Potion of Healing, it always removes blindness has a chance of increasing its maximum hit points as though the potion was uncursed. Chuck these at your wounded pets to heal them. Potion of Extra Healing Blessed: You gain 8-64 hit points. If this would bring your hit points above maximum, your hit point maximum is increased by 5. You also exercise your Constitution and Strength and cure hallucination, sickness, and blindness. Uncursed: You gain 6-48 hit points. If this would bring your hit points above maximum, your hit point maximum is increased by 2. You also exercise your Constitution and Strength and cure hallucination, sickness, and blindness. Cursed: You gain 4-32 hit points, cure blindness and hallucination, and exercise your Strength and Constitution. Thrown: The creature's hit points are completely restored, unless that creature is Pestilence. His hit points are halved instead. Vapors: You heal 2 hit points and exercise your Constitution. #dip: #dip a poisoned weapon into a Potion of Extra Healing to remove the poisonous coating. #dip a Potion of Extra Healing into a Potion of Gain Level or Gain Energy to turn it into a Potion of Full Healing. If another creature [q]uaffs a Potion of Extra Healing, it always removes blindness has a chance of increasing its maximum hit points by 2 as though the potion was uncursed even if it's cursed. If the potion is blessed, its maximum hit points go up by 5 as usual. Fling these at wounded pets to perk 'em right up. Potion of Booze/Sake Blessed: Restores 30 nutrition. If undiluted, you heal 1 hit point. Uncursed: Restores 20 nutrition. If undiluted, you heal 1 hit point. In either case, you are confused for 3-24 turns and abuse your Wisdom. Cursed: Restores 10 nutrition. If undiluted, you heal 1 hit point. You pass out for 1-15 turns and are confused for 3-24 turns (so you will probably be confused when you wake up from your bender). You abuse your Wisdom. Thrown: The monster becomes confused. Vapors: You become confused for 1-5 turns. Must be pretty strong stuff. #dip: #dipping a Potion of Booze into a Potion of Enlightenment results in a Potion of Confusion. #dipping a Potion of Booze into a Potion of Gain Level or Gain Ability results in a Potion of Hallucination. If you #dip an amethyst gem into a Potion of Booze, the potion turns into Fruit Juice (this is a pun, "a methyst" is Latin for "not intoxicated"). Potion of Confusion Blessed: You are confused for 8-14 turns. Uncursed: You are confused for 16-22 turns. Cursed: You are confused for 24-30 turns. Thrown: The creature becomes confused. Vapors: You are confused for 1-5 turns. #dip: #dip a Unicorn Horn into a Potion of Confusion to turn the potion into uncursed Water. #dipping a Potion of Confusion into a Potion of Gain Energy or Gain Level has a 1/3 chance of resulting in a Potion of Enlightenment and a 2/3 chance of resulting in a Potion of Booze. Hostile creatures will often throw Potions of Confusion at you. If you're hit by a potion and "feel somewhat dizzy", it was a Potion of Confusion. (You're asked to name the potion if it hasn't been identified, so here you go.) Potion of Fruit Juice Blessed: Restores 30 nutrition. Uncursed: Restores 20 nutrition. Cursed: Restores 10 nutrition. #dip: #dip a Potion of Fruit Juice into a Potion of Enlightenment or Speed to turn it into Booze. #dip Fruit Juice into a Potion of Gain Energy or Gain Level to get a Potion of See Invisible. Combining Fruit Juice with Sickness results in more Sickness. The nutrition gained from Fruit Juice is halved if the potion is diluted. Potion of Gain Ability Blessed: Your Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma are all increased by 1. If you have the Sustain Ability intrinsic, nothing happens (argh!). Uncursed: One of the above statistics chosen at random is increased by 1. If the statistic can't be increased further, the game will randomly determine another statistic, up to six times. If a raisable statistic is cannot be generated or you have Sustain Ability, nothing happens. Cursed: Nothing happens. Thrown: The creature is restored to maximum hit points. Vapors: Capable of restoring ability damage to all statistics (if the potion was blessed) or one statistic (if uncursed). Nothing happens if the potion was cursed. Potion of Gain Energy Blessed: Your energy and maximum energy are increased by 7-11, and you exercise your Wisdom. Uncursed: Your energy and maximum energy are increased by 2-6, and you exercise your Wisdom. Cursed: Your energy and maximum energy are decreased by 2-6, but oddly, you still exercise your Wisdom. #dip: Potions of Gain Energy can energize other potions! When #dipped into Booze, you get Hallucination. #dipping into Fruit Juice nets you See Invisible. Healing turns into Extra Healing; Extra Healing turns into Full Healing; Full Healing turns into Gain Ability. Confusion has a 1/3 chance of becoming Enlightenment and a 2/3 chance of turning into Booze. Potion of Levitation Blessed: You levitate for 250-299 turns. You may use [>] to float to the floor; this ends the potion's effect. Uncursed: You levitate for 10-149 turns. You cannot use [>] to float to the floor unless you have the ability to control flight from another source. Cursed: You levitate for 10-149 turns, and upon [q]uaffing the potion, you float up and hit your head on the ceiling for 1-10 damage. The damage is reduced to 1 if you're wearing a helmet, and negated if you're on an upstair -- you just go up to the dungeon level above. Even if you have the ability to end flight with [>], it's suppressed until the potion wears off. #dip: #dip a Potion of Levitation into a Potion of Enlightenment and there's a 2/3 chance you get a Potion of Gain Level. Otherwise, it's treated as though there's no set combination. Potion of Object Detection Blessed: You discern the location of all objects on the dungeon level and exercise your Wisdom. Uncursed: You discern the location of all objects on the dungeon level and exercise your Wisdom. Cursed: You discern the location of all objects on the dungeon level -- and mimics appear as whatever items they're mimicing. You also exercise your Wisdom. Potion of Paralysis Blessed: You are paralyzed for 13-22 turns and abuse your Dexterity. Uncursed: You are paralyzed for 25-34 turns and abuse your Dexterity. Cursed: You are paralyzed for 37-46 turns and abuse your Dexterity. Thrown: The creature hit is paralyzed for 1-25 turns. Vapors: You are paralyzed for 1-5 turns and abuse your Dexterity. Potion of See Invisible Blessed: You permanently gain the See Invisible intrinsic. Cures blindness. Uncursed: You can see invisible for 750-849 turns. Cures blindness. Cursed: You can see invisible for 750-849 turns. Potion of Sickness Blessed: You lose 1 hit point. Cures hallucination. Uncursed: If you are poison resistant, one of your ability scores drops by 1. If you are not poison resistant, one of your ability scores drops by 3-6, you take 1-10 damage, and your Constitution is abused. Cures hallucination. Cursed: If you are poison resistant, one of your ability scores drops by 1. If you are not poison resistant, one of your ability scores drops by 3-6, you take 6-15 damage, and your Constitution is abused. Cures hallucination. Thrown: The creature's current and maximum hit points are halved. Vapors: You lose 5 hit points and abuse your Constitution. #dip: #dip a Unicorn Horn into a Potion of Sickness to turn the potion into uncursed Fruit Juice. #dip any stack of arrows, crossbow bolts, or sling stones into a Potion of Sickness to poison the missiles. #dipping a Potion of Sickness into a Potion of Fruit Juice just contaminates the juice and results in another Potion of Sickness. Healers are immune to the ill effects of Potions of Sickness. The endgame rider Pestilence increases his maximum hit points by 4, is completely healed, and is unblinded by quaffing or being hit by a Potion of Sickness. Potion of Sleeping Blessed: You fall asleep for 13-22 turns. Uncursed: You fall asleep for 25-34 turns. Cursed: You fall asleep for 37-46 turns. Thrown: The creature falls asleep for 1-12 turns. Vapors: You are paralyzed for 1-5 turns and abuse your Dexterity. Monsters just love to throw around Potions of Sleeping. You cannot fall asleep if you have Sleep Resistance or Free Action. Potion of Speed Blessed: You become very fast for 160-169 turns and any wounds on your legs heal. You exercise your Dexterity. Uncursed: You become very fast for 100-109 turns and any wounds on your legs heal. You exercise your Dexterity. Cursed: You become very fast for 40-49 turns and exercise your Dexterity. Vapors: You become very fast for 1-5 turns and exercise your Dexterity. #dip: What do you get when you use Speed to hasten the time passing for a Potion of Fruit Juice? Fermentation! The result is Booze. Turbocharge a Potion of Healing with Speed to turn it into a Potion of Extra Healing. Potion of Blindness Blessed: You are blinded for 125-134 turns. Uncursed: You are blinded for 250-499 turns. Cursed: You are blinded for 375-574 turns. Thrown: The creature is blinded for 64-126 turns. Vapors: You are blinded for 1-5 turns. #dip: #dip a Unicorn Horn into a Potion of Blindness to turn the potion into uncursed Water. Potion of Hallucination Blessed: You hallucinate for 300-499 turns. Uncursed: You hallucinate for 600-799 turns. Cursed: You hallucinate for 900-1099 turns. #dip: #dip a Unicorn Horn into a Potion of Hallucination to turn the potion into uncursed Water. Potion of Invisibility Blessed: You become permanently invisible. Uncursed: You become invisible for 31-45 turns. Cursed: You become invisible for 31-45 turns, but get Aggravate Monster to all monsters in the area. If another creature [q]uaffs a cursed Potion of Invisibility, you will awaken and the creature's location will be pointed out to you ("You feel aggravated at" the creature.) If you have the See Invisible intrinsic, you're told that you can see through yourself or invisible monsters when you or they turn invisible. If a creature wears a mummy wrapping when they turn invisible, the effect of the potion is suppressed until the wrapping is removed. Potion of Monster Detection Blessed: You detect the location of creatures for 21-60 turns. It's like Telepathy, only you don't have to be blind and it keeps track of mindless creatures, too. You exercise your Wisdom. Neat! Uncursed: You're given the location of all creatures on the level, but lose track of them the next turn. You exercise your Wisdom. Cursed: You're given the location of all creatures on the level, but lose track of them the next turn. All creatures that are asleep or paralyzed are awakened and able to move. You exercise your Wisdom. Potion of Restore Ability Blessed: If you've taken ability damage to your statistics, all statistics are restored completely. Uncursed: Restores one statistic's damage to its maximum amount. Cursed: No effect. Thrown: The creature is restored to maximum hit points. Vapors: If cursed, nothing happens. If uncursed, you recover one point of ability damage from one statistic. If blessed, you recover one point of ability damage from all statistics. Potion of Oil Blessed: You abuse your Wisdom. Uncursed: You abuse your Wisdom. Cursed: You abuse your Wisdom. Thrown: No effect, but see below about lighting the potion. #dip: Dipping an oil lamp into oil recharges the lamp. Dipping a magic lamp into oil diffuses the magic and turns it into a charged oil lamp. Dipping a damaged weapon into oil removes one level of damage from the weapon. This doesn't work for armor! Dipping an undamaged weapon into oil gives it a temporary protective coating just like a Can of Grease would. Dipping a weapon into cursed oil will give you greasy fingers. A Potion of Oil is flammable; it may be lit by [a]pplying it. A lit potion of oil doesn't give off enough light to function as a light source, and will burn out after a few hundred turns. [q]uaffing a lit potion will burn you for 3-12 fire damage (unless you're polymorphed into a fiery creature, in which case the refreshing drink exercises your Wisdom). Throwing a lit Potion of Oil is an effective grenade; it makes an explosion for 4-16 fire damage. A Potion of Oil can be used to #untrap a squeaky board. Potion of Gain Level Blessed: You gain an experience level! You get all the benefits of gaining an experience level, some hit points and energy are restored, and your current experience is set to halfway what you need to gain another level. Uncursed: You gain an experience level! You get all the benefits of gaining an experience level and restore some hit points and energy. Cursed: You gain a dungeon level! You rise up and float through the ceiling, leaving you on the floor above where you were when you drank the potion. Has no effect if you can't go to the floor above, such as when you're at the top of Sokoban or a Tower dungeon branch. #dip: Potions of Gain Level can level up other potions! A Gain Level #dipped into Booze results in a seriously strong brew; you get a Potion of Hallucination. #dipping into Fruit Juice nets you See Invisible. Healing turns into Extra Healing; Extra Healing turns into Full Healing; Full Healing turns into Gain Ability. Confusion has a 1/3 chance of becoming Enlightenment and a 2/3 chance of turning into Booze. Creatures will occasionally quaff Potions of Gain Level. They will appear "more experienced" if the potion was blessed or uncursed, and rise up through the ceiling if the potion was cursed. Creatures might change form when they gain a level -- ogres turn into ogre lords, for instance. If you've already genocided the creature it becomes (in this case, ogre lords), the creature will die immediately upon reaching this form. Potion of Enlightenment Blessed: Your Intelligence and Wisdom both go up by a point, you exercise your Wisdom, and see your attributes. Uncursed: You exercise your Wisdom and see your attributes. Cursed: You abuse your Wisdom. #dip: #dipping Enlightenment into Fruit Juice turns it into Booze. #dipping Enlightenment into Booze results in Confusion. #dip Enlightenment into Levitation and there's a 2/3 chance you get a Potion of Gain Level. Otherwise, it's treated as though there's no set combination. Potion of Acid Blessed: You take 1-4 acid damage. Uncursed: You take 1-8 acid damage. Cursed: You take 2-16 acid damage. Thrown: The creature takes damage as though it had [q]uaffed the potion. Vapors: You abuse your Constitution. #dip: You'd think the item you dip into acid would corrode, but that's not the case. Huh. #dipping another potion into acid will always cause an explosion. If this killed you, the high score table will say that you were "killed by elementary chemistry". Potion of Full Healing Blessed: You gain 400 hit points! If this puts you above your maximum (and unless you've been nurse dancing or quaffing a lot of these, it will), your hit point maximum increases by 8. You regain one experience level that has been drained (such as by a vampire's bite). Cures blindness, sickness, and hallucination and exercises your Strength and Constitution. Uncursed: You gain 400 hit points! If this puts you above your maximum, your hit point maximum increases by 4. Cures blindness, sickness, and hallucination and exercises your Strength and Constitution. Cursed: You gain 400 hit points. Cures blindness, sickness, and hallucination and exercises your Strength and Constitution. Thrown: The creature is restored to maximum hit points. Vapors: You heal 1-3 hit points and exercise your Constitution. #dip: #dip a poisoned weapon into a Potion of Full Healing to remove the poisonous coating. #dipping Full Healing into Gain Level or Gain Energy will result in a Potion of Gain Level. Neat! As with lesser potions of healing, monsters that [q]uaff a Potion of Full Healing get all the hit point gain, but their maximum hit points increase by 4 even if the potion was cursed. If Pestilence is hit by a Potion of Full Healing, it halves his hit points, both current and maximum. Potion of Polymorph Blessed: You polymorph randomly. Uncursed: You polymorph randomly. Cursed: You polymorph randomly. Thrown: The creature polymorphs randomly. Vapors: Abuses your Constitution. #dip: The item you #dip polymorphs into another item of the same item class (weapon, tool, scroll, etc.). ========================================================================== ========================================================================== Section V: Rings After you find them, you may wear up to two rings at a time -- one on each hand. You can only wear two rings even if you polymorph into a creature with multiple arms or hands. Wearing a ring increases the rate at which you become hungry; you lose one nutrition every 20 rounds for each ring you wear. When identified, rings either boost a statistic or give you an intrinsic. When not identified, rings have a random appearance; one of wooden, granite, opal, clay, coral, black onyx, moonstone, tiger eye, jade, agate topaz, sapphire, ruby, diamond, ivory, emerald, bronze, brass, copper, silver, gold, pearl, iron, twisted, steel, wire, engagement, or shiny. Certain monsters can eat certain rings; if you've been polymorphed, you might gain intrinsics from the process. See "Eating Things That Aren't Food" in my Food guide. Rings are split into three categories for the purposes of this guide: those that can be charged, those that are usually cursed, and others. Any ring you find has an equal chance of being any ring on the list, so they're listed alphabetically rather than in order of likelihood. Most rings are identical, so there's little statistical information to put into a guide. But rings can be identified by the message you get when you drop the ring down a sink. You'll probably lose the ring, so this is only helpful if you have more than one, and sometimes the trick requires that you have another (preferably useless) item on the sink when you drop the ring. -------------------------------------------------------------------------- Chargeable Rings These rings carry a numerical enchantment. This enchantment may be increased by reading a Scroll of Charging (or decreased if the scroll is cursed). When you charge a ring, there's an X in 7 chance it will explode, where X is the numerical enchantment of the ring before you read the scroll. It's up to you whether it's worth the chance. Rings that have a numerical enchantment of +0 do not make you hungry when worn. Just like armor, rings with a negative enchantment are often cursed. When you remove the ring, you lose the ability boost (or penalty) it gave you. Ring of Adornment This ring increases or decreases your Charisma score by the numerical enchantment on the ring. Sink message: "The faucets flash brightly for a moment." Ring of Gain Constitution This ring increases or decreases your Constitution score by the numerical enchantment on the ring. Sink message: "The water flow seems greater now." if the ring had positive enchantment. "The water flow seems lesser now." if the ring had negative enchantment. Ring of Gain Strength This ring increases or decreases your Strength score by the numerical enchantment on the ring. Sink message: "The water flow seems stronger now." if the ring had positive enchantment. "The water flow seems weaker now." if the ring had negative enchantment. Ring of Increase Accuracy You get a bonus or penalty to hit creatures in melee and ranged combat equal to the numerical enchantment on the ring. Sink message: "The water flow hits the drain." if the ring had positive enchantment. "The water flow misses the drain." if the ring had negative enchantment. Ring of Increase Damage You get a bonus to damage with all weapons and unarmed attacks equal to the numerical enchantment on the ring. Sink message: "The water's force seems greater now." if the ring had positive enchantment. "The water's force seems lesser now." if the ring had negative enchantment. Ring of Protection You get a bonus or penalty to your armor class equal to the numerical enchantment on the ring. Sink message: "The sink glows silver for a moment." if the ring had positive enchantment. "The sink glows black for a moment." if the ring had negative enchantment. -------------------------------------------------------------------------- Cursed Rings These rings are usually generated cursed, so that when you put them on, you can't take them off again afterwards. There's only a 10% chance the rings aren't cursed. If you manage to remove the ring, the intrinsic it gave you no longer applies. Ring of Aggravate Monster You gain the Aggravate Monster intrinsic, so that pets become untame more quickly and sleeping monsters awake when you approach unless you have Stealth. Sink message: "Several flies buzz angrily around the sink." Ring of Hunger You become hungry far more quickly. Sink message: "Suddenly, vanishes from the sink!" This only works if you bothered to drop another item onto the sink first. Cannot be used to get rid of an iron ball you've been punished with (nice try, though). Ring of Polymorph Every turn, there's a 1% chance that you polymorph into a random creature for 500 to 999 turns (unless you polymorph into something else first). You'll revert sooner if the monster form you get is significantly more powerful than your character is normally. Sink message: "The sink momentarily looks like a fountain." Ring of Teleportation You get the teleportitis intrinsic, teleporting randomly every once in a while. Sink message: "The sink momentarily vanishes." -------------------------------------------------------------------------- Other Rings Ring of Cold Resistance You gain the Cold Resistance intrinsic, reducing the cold damage you take. Sink message: "The cold water faucet flashes brightly for a moment." Ring of Conflict You gain the Conflict intrinsic. Monsters within your line of sight will attack each other with no regard for their own safety, pets will attack you and become untame, and steeds will try to throw you. If you make it to the Astral Plane, you don't get a guardian Angel; 1-4 hostile Angels appear instead. Wearing a Ring of Conflict has the same effects as a Ring of Hunger, too. It's not one that you'll want to wear all the time, but it's quite helpful when you have to take down a crowd of monsters or are fighting a monster that summons groups of creatures in to kill you. Sink message: "You hear loud noises coming from the drain." Ring of Fire Resistance You gain the Fire Resistance intrinsic, reducing the fire damage you take. Sink message: "The hot water faucet flashes brightly for a moment." Ring of Free Action Protects you against all sorts of paralysis effects; even those paralysis effects that get through will only work for a single round. One of the better rings to keep on your finger at all times (your other hand can be kept free for circumstantial needs, like Levitation, Invisibility, or Conflict). Sink message: "You see the ring slide right down the drain!" Ring of Invisibility You become invisible. Sink message: "You don't see anything happen to the sink." Ring of Levitation How about the power of flight? That do anything for ya? That's levitation. Sink message: "The sink quivers upward for a moment." Ring of Poison Resistance You gain the Poison Resistance intrinsic, reducing damage from poisonous stings and weapons, stinking clouds, and Potions of Sickness. Sink message: "You smell rotten .", where is the name of your favorite fruit. If you haven't changed it in your "defaults.nh" options file, it's "slime mold". Ring of Polymorph Control You gain the Polymorph Control intrinsic, allowing you to control what form you take when polymorphed. Sink message: "The sink momentarily looks like a regularly erupting geyser." Ring of Protection from Shape Changers Shapechanging monsters have a hard time with you: chameleons, doppelgangers, and sandestins are forced to take their natural forms; mimics don't mimic items; and lycanthropes are forced into their human forms and can't summon help. You cannot be afflicted with lycanthropy. Rings of Protection from Shape Changers have a very narrow use, but it's extremely helpful when that use comes up. Sink message: "The sink looks nothing like a fountain." Ring of Regeneration You recover hit points rapidly when wearing this ring, but at the cost of increased food consumption, as it also mimics the effects of a Ring of Hunger. If you eat a Ring of Regeneration, you exercise your Strength every five turns. Sink message: "The sink looks as good as new." Ring of Searching You automatically search the squares surrounding your character every turn. Sink message: "You thought your ring got lost in the sink, but there it is!" You get the ring back. Ring of See Invisible You can see invisible creatures, including yourself if you're invisible. Sink message: "You see some air in the sink." Ring of Shock Resistance You gain the Electricity Resistance intrinsic, reducing the electricity damage you take. Sink message: "Static electricity surrounds the sink." Ring of Slow Digestion You no longer lose one nutrition every turn, but you do lose nutrition for other reasons (like wearing the ring in the first place). You are protected from digestion attacks, and cannot digest monsters if you polymorph into something with a digestion attack (like a purple worm or lurker above). If you have a Ring of Digestion, you can afford to be picky about what kinds of food you carry around; you don't need to eat very often, so you can save tins and rations and give up on nasty-tasting corpses. Sink message: "The ring is regurgitated!" You get the ring back. Ring of Stealth You get the Stealth intrinsic, allowing you to sneak up on sleeping creatures without waking them. Helpful in zoos, graveyards, and swamps, but not against ettins, who have a 90% chance of waking up anyway. Sink message: "The sink seems to blend into the floor for a moment." Ring of Sustain Ability The base value of your ability scores is fixed at where it is and will not increase or decrease. This is good if your brain is getting sucked out by a mind flayer, but bad if you just found a Potion of Gain Ability or regularly exercise your abilities. Sink message: "The water flow seems fixed." Ring of Teleport Control Whenever you teleport randomly or level teleport, the game will ask you where you want to go. Sink message: "The sink looks like it is being beamed aboard somewhere." Ring of Warning You gain the Warning intrinsic, allowing you to sense nearby monsters. Sink message: "The sink glows white for a moment." ========================================================================== ========================================================================== Section VI: Amulets You can wear one amulet at a time, around your neck. This is true even if you get polymorphed into a creature with multiple heads, such as an ettin. Amulets are powerful magical items (with, uh, one exception), capable of either granting you extremely useful abilities or ending your game almost immediately. Amulets are sorted by probability. Also listed is whether the amulet is edible by metallivorous creatures; if this is the case, there's a one in five chance you get the effect listed. -------------------------------------------------------------------------- Amulet of ESP You gain the Telepathy intrinsic, allowing you to locate creatures when they are nearby, or anywhere on the level when you are blind. Only works on creatures with a mind. Edible: Yes, permanent Telepathy Amulet Versus Poison You gain the Poison Resistance intrinsic, reducing damage from poisonous stings and weapons, stinking clouds, and Potions of Sickness. Edible: Yes, permanent Poison Resistance Amulet of Restful Sleep You fall asleep within 100 turns and remain asleep for 1-20 turns. When you awaken, the cycle repeats until you take off the amulet. Unfortunately, Amulets of Restful Sleep are usually cursed. Edible: Yes, you sleep for up to 100 turns. Amulet of Strangulation Unless you're polymorphed into something that doesn't breathe, you're strangled to death in six turns. Surprise, the amulet is usually cursed so you can't take it off! Edible: Yes, there's a one in twenty chance you DON'T choke on it and die. Amulet of Change You switch genders, then the amulet disintegrates so you can't switch back. Edible: Yes, you switch genders. Amulet of Life Saving When you die, the amulet disintegrates and you're restored to life. Hostile creatures have an annoying habit of wearing these. Edible: No Amulet of Reflection Beam attacks from wands, spells, and breath weapons will bounce off of you with no effect. Edible: No Amulet of Magical Breathing You can swim under water and cannot be choked (by eating an Amulet of Strangulation or by eating until your Nutrition is above 2000). You are considered to be amphibious and unbreathing. Edible: Yes, permanent Amphibious and Doesn't Breathe attributes. Amulet of Unchanging You cannot be polymorphed or slimed to death. Edible: Yes, you revert to your own form (you're un-changed, as it were). ========================================================================== ========================================================================== Section VII: Wands Wands are enchanted sticks that have a magical effect when [z]apped. Wands may also be [a]pplied to snap them in half, releasing all the magical energy inside in one burst; this requires a Strength of at least 10 and at least one charge in the wand. This usually hurts a whole lot, but Healers and Knights take half damage and Monks, Priests, and Wizards take only one-fifth damage. The wand usually has its usual effects on your square and all surrounding squares, too. It is also possible to [E]ngrave with most wands; this is a quick way to get text into the floor and often gives a message that's helpful in identifying the wand (this is most helpful if there's already some text [E]ngraved, even if it's just written in the dust with your fingertip). When zapped, wands will either produce a burst effect, a beam effect, or a ray effect. Bursts will affect all applicable targets within a certain radius of the creature that zapped the wand. Beam effects are invisible and do not bounce. Rays have a graphic effect on the screen when zapped, and will bounce off of walls. If a creature zaps you with a wand and you're riding a mount, the spell might hit and affect your mount instead of you. Blessed wands have little benefit over uncursed wands; they resist the effects of a cursed Scroll of Charging but little else. Cursed wands have a 1% chance of exploding each time they are zapped. This does 2-12 damage plus 1-6 damage for each charge in the wand and abuses your Strength. Wands all have a random appearance, chosen from balsa, maple, pine, oak, ebony, marble, glass, crystal, iron, steel, tin, brass, silver, platinum, copper, aluminum, zinc, uranium, iridium, short, long, curved, forked, runed, jeweled, spiked, or hexagonal. Wands are listed with the following information: Name: The name of the wand. Area: Whether the wand is a burst, beam, or ray. Apply: What happens when the wand is broken. Engrave: The message you get when you [E]ngrave with the wand. Creature: What happens when a creature is zapped. Object: What happens when an object or dungeon feature is zapped. Self: What happens when your character is zapped, if different from the Creature entry. Other effects of the wand are listed afterward. -------------------------------------------------------------------------- Wand of Light Area: Burst Apply: Does up to 4 damage for each charge remaining in the wand and blinds you for up to 25 rounds for each remaining charge. Creatures surrounding you are also blinded, and nearby gremlins take damage. The room is lit. Engrave: Same as zap. Lights all panels in a 5x5 radius around your character. Wand of Striking Area: Beam Apply: Deals up to six damage for each remaining charge in the wand and has the effect of hitting each monster and object with a Force Bolt (which might break items, for instance). Engrave: "The wand unsuccessfully fights your attempt to write!" Creature: The creature takes 2-24 damage and fragile objects in its inventory might break. Always hits a monster that has swallowed you if zapped from inside the creature. Other creatures might resist or dodge. Object: Breaks apart doors, statues, boulders, and fragile objects. If zapped downwards at the Castle drawbridge or portcullis, it will blow those things apart. Creatures in the vicinity will very likely die, including you. If zapped upward at a ceiling, a rock will fall on your head for 1-6 damage. Wand of Digging Area: Beam Apply: Does up to 4 damage for each charge remaining in the wand. You are surrounded by holes and pits. Engrave: "This wand is a Wand of Digging!" Creature: If you've been engulfed, you are spat out and the creature that engulfed you is reduced to 1 hit point. Object: The ray will make holes in the dungeon walls and floors and break fountains, traps, and boulders. Zapped sinks turn into fountains. Graves turn into pits and occasionally have items inside. Wands of Digging affect the Castle drawbridge and ceilings similarly to Wands of Striking. Wand of Magic Missiles Area: Ray Apply: Does up to 4 damage for each charge remaining in the wand. Engrave: "The floor is riddled by bullet holes!" Creature: The creature takes 2-12 damage. Self: You take 4-24 damage and the game calls you an idiot. Why you so stupid, stupid? Wand of Secret Door Detection Area: Burst Apply: Nothing happens. Engrave: Same as zap. The wand reveals any secret doors and corridors, as advertised, as well as any traps, mimics, and invisible monsters in an eight-panel radius. Wand of Sleep Area: Ray Apply: Does up to 4 damage for each charge remaining in the wand and puts all creatures in the area to sleep. Engrave: "The bugs on the floor stop moving!" Creature: The creature falls asleep for 6-127 turns. Self: If you zap yourself, you fall asleep for 1-50 turns. If another creature zaps you, you fall asleep for 6-300 turns. A closed door will stop a Sleep ray. The message you get by [E]ngraving with a Wand of Sleep is the same as for a Wand of Death, but you're ten times more likely to get Sleep than Death (unless you looted the wand from Orcus's corpse). You might just let the probability take its course and assume you have Sleep until you can find a good monster to shoot with it. Wand of Slow Monster Area: Beam Apply: Does up to 4 damage for each charge remaining in the wand and slows all creatures in the area. Engrave: "The bugs on the floor slow down!" Creature: The creature slows down. If you're zapping the wand from the inside of an air elemental or any v, you are expelled. Self: You lose the Speed intrinsic. Wand of Speed Monster Area: Beam Apply: Does up to 4 damage for each charge remaining in the wand and speeds all creatures in the area. Engrave: "The bugs on the floor speed up!" Creature: The creature speeds up. Self: You gain the Speed intrinsic and exercise Dexterity. Wand of Undead Turning Area: Beam Apply: Does up to 4 damage for each charge remaining in the wand and turns all creatures and objects in the area. Engrave: No message. Creature: Undead creatures take 1-8 damage and flee. Corpses and eggs in the creature's inventory are affected normally. Object: Eggs that are too old to hatch have a chance to hatch again. Corpses are raised as living creatures. If the corpse has a ghost on the same dungeon level (i.e. it is the ghost of a player character on a bones level), the ghost disappears and the creature is confused. Self: If you are polymorphed into an undead creature, you are stunned for 1-30 turns. Eggs and corpses in your inventory are affected as above. Wand of Cancellation Area: Beam Apply: Does up to 4 damage for each charge remaining in the wand and cancels all creatures, objects, and panels in the area. Engrave: "The engraving on the floor vanishes!" Only works if there was already writing on the floor. Creature: The creature is cancelled and unable to use many of its special attacks. Items in the creature's inventory aren't affected. Object: Any cancelled object becomes uncursed. Weapons, armor, and chargeable rings become +0, but erodeproofing remains the same. Scrolls and spellbooks turn blank. Wands are reduced to 0 charges. Magical potions turn into Fruit Juice (if Sickness or See Invisible) or Water (anything else). Nonmagical items, such as nonmagical tools and Potions of Fruit Juice, Booze, and Oil are not affected by cancellation. Wands and Spellbooks of Cancellation are likewise immune to canceling. Items inside containers are not cancelled when you cancel the container. Self: All items in your inventory are cancelled. If you are polymorphed into a clay golem, you return to your normal form. One of the more annoying NetHack items because it destroys any Bag of Holding it's placed in. You lose the bag, the wand, and anything else you were carrying inside the bag. The specific attacks that are unusable or ineffective by a cancelled creature are: any magic spell; any acid, blinding, breath, charming, cold, confusion, electricity, explosion, fire, gaze, hissing, paralyzing, poison, sleep, seduction, slowing, spitting, sticking, stunning, teleportation, or wrapping effect; any level or ability drain; any rust, rot, or disenchant effect; and stealing items, intrinsics, or gold. Furthermore, specific monsters have specific struggles with cancellation: lycanthropes are forced into @ form, can't change back to animal form, summon help, or infect you with lycanthropy; a mimic cannot mimic an object; black and brown puddings can't divide; demons can't summon other demons; xan can't wound your legs; nurses can't heal you; tengu can't teleport; and clay golems immediately die. Effects that aren't magical or supernatural still function. Physical attacks still function, as does defensive acid splashing and a mind flayer's brain- sucking attack. Some powerful creatures retain some abilities, namely, the endgame riders can still use their touch attacks, quest nemeses and the Wizard of Yendor can still steal items from you, and the Oracle's magic defenses still function. Wand of Create Monster Area: Burst Apply: Does up to 4 damage for each charge remaining in the wand and surrounds you with monsters. Engrave: Same as zap. You create one (occasionally 2-8) random hostile monsters. Wand of Make Invisible Area: Beam Apply: Does up to 4 damage for each charge remaining in the wand and makes all creatures in the area invisible. You have a 10% chance of becoming permanently invisible; otherwise the effect lasts for up to 250 turns per charge. Engrave: "The engraving on the floor vanishes!" Only works if there was already writing on the floor. Creature: The creature becomes invisible. Suppressed if the target is wearing a mummy wrapping. Wand of Polymorph Area: Beam Apply: Does up to 4 damage for each charge remaining in the wand and polymorphs every creature and object in the area randomly. Engrave: Any existing writing changes to something else. If there's no writing there already, nothing happens. Creature: The creature polymorphs into another random creature. There's a one in twenty-five chance the monster dies outright if it's not a lycanthrope, chameleon, doppelganger, sandestin, or other natural shapeshifter. Object: The object changes into another object in its class. Self: You polymorph into a new form, either by becoming a different creature or by randomly shuffling your ability scores and gender. Wand of Teleportation Area: Beam Apply: Does up to 4 damage for each charge remaining in the wand and teleports all creatures and objects in the area randomly. Engrave: "The engraving on the floor vanishes!" The writing isn't gone, it can be found on another random panel in the same dungeon level. Creature: The creature teleports randomly. Object: The object teleports randomly. Teleport control functions normally. Wand of Cold Area: Ray Apply: Does up to 8 cold damage for each charge remaining in the wand and damages objects with cold. Engrave: "A few ice cubes drop from the wand." Erases any previous writing from a Wand of Fire or other burned-in effect. Creature: Creature takes 6-36 cold damage. The creature takes 6-18 extra cold damage if it is fire resistant. Items in the creature's inventory may be damaged by the cold. Object: Freezes water, solidifies lava, and destroys doors. Self: As Creature, above, but you take 12-72 damage if you zap yourself. Cold resistance functions normally. Wand of Fire Area: Ray Apply: Does up to 8 damage for each charge remaining in the wand and burns objects. Engrave: "This is a wand of fire!" You burn your message into the ground. Creature: Does 6-36 fire damage. Does an additional 7 fire damage if the creature is cold resistant. Items in the creature's inventory may be damaged by the fire. Object: Melts ice into water, evaporates shallow pools into pits, and destroys fountains, doors, and web traps. Scrolls and spellbooks (except Scrolls of Fire, Spellbooks of Fireball, and the Book of the Dead) are likewise destroyed, Self: As above, but burns away slime if you are being slimed to death. If you are polymorphed into an iron golem, you heal 6-36 hit points instead. Fire resistance functions normally. Wand of Lightning Area: Ray Apply: Does up to 16 electrical damage for each charge remaining in the wand, blinds you, and may destroy rings and wands. Engrave: "This is a wand of lightning!" You engrave, but are blinded for 1-50 rounds by the flash. Creature: The creature takes 6-36 electrical damage and may be blinded for 1-50 rounds. Rings and wands in the creature's inventory may be destroyed. Object: Destroys doors. Self: As Creature, but does 12-72 electrical damage, abuses your Constitution, and blinds you for 1-100 turns. If you have been polymorphed into a Flesh Golem, you heal 2-12 hit points and exercise your Strength. (It's alive! It's aliiive!) Wand of Probing Area: Beam Apply: Nothing happens. Engrave: No message. Creature: You examine the creature's status and inventory. Object: You discern the contents of any containers. It's basically a magic stethoscope. Wand of Locking Area: Beam Apply: Nothing happens. Engrave: No message. Object: Closes the Castle portcullis and drawbridge, killing anything nearby. Removes trapdoor traps. Doorways become locked doors even if there was no door or a broken door there previously. Locks boxes and chests even if the lock was previously broken. Wand of Nothing As the name implies, this wand does nothing. Wand of Opening Area: Beam Apply: Nothing happens. Engrave: No message. Creature: If you've been swallowed, you are expelled. Removes any saddle. Object: Opens the Castle drawbridge. Reveals secret doors and unlocks locked doors, but they remain closed. Repairs and unlocks the lock on a box or chest. The chain connecting you to an iron ball will release you, and you are no longer punished. Self: No effect. To remove punishment, zap the chain, not your foot. Wand of Enlightenment Area: Burst (self only, really) Apply: Nothing happens. Engrave: Same as zap. Self: You exercise your Wisdom and see your attributes. Wand of Death Area: Ray Apply: Does up to 16 damage for each charge remaining in the wand. Nonliving and demonic creatures resist. Engrave: "The bugs on the floor stop moving!" Creature: Kills the monster, assuming it was alive to begin with and not a demon. Zapping endgame rider Death with this wand will increase his maximum hit points by 50% (!) and increase his hit points to this new maximum (!!!). Magic resistance is the only reliable way to negate a Wand of Death, so make sure you've got the right equipment before you face Orcus (who always carries one). Wand of Wishing Area: Burst (self only, really) Apply: Nothing happens, and only useful to get rid of the wand after you've recharged it once. Engrave: Same as zap. Self: You get a wish! There is always a Wand of Wishing with one charge in one of the corner rooms of the Castle. A Wand of Wishing may be recharged only once before it explodes. But if you can get even one wish out of it, you should wish for two blessed Scrolls of Charging anyway and make the most of things! Recharge the wand once and make your wishes, then throw away the wand and recharge something else with your other scroll. ========================================================================== ========================================================================== Section VI: EoD/Copyright Notice This guide was compiled with information from Nethack spoilers found on the world wide web, such as those by Kevin Hugo, Dylan O'Donnell et al, combined with my own research. This game guide is copyright 2007 Richard Rouse. Feel free to distribute this guide anywhere you like, but crediting me as the writer would be nice.