Wands
wan1-330.txt Update version 2 for NetHack 3.3.0
Compiled for 3.2.2 by Kevin Hugo.
Revised and updated for 3.3.0 by Dylan O'Donnell <dylanw@demon.net>
WAND COST WGT PROB CHG TYPE
~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~ ~~~~
light : $100 7 95 : 15 NODIR
nothing : 100 7 25 : 15 IMMED
digging : 150 7 55 : 8 RAY
enlightenment : 150 7 15 : 15 NODIR
locking : 150 7 25 : 8 IMMED
magic missile : 150 7 50 : 8 RAY
make invisible : 150 7 45 : 8 IMMED
opening : 150 7 25 : 8 IMMED
probing : 150 7 30 : 8 IMMED
secret door detection : 150 7 50 : 15 NODIR
slow monster : 150 7 50 : 8 IMMED
speed monster : 150 7 50 : 8 IMMED
striking : 150 7 75 : 8 IMMED
undead turning : 150 7 50 : 8 IMMED
cold : 175 7 40 : 8 RAY
fire : 175 7 40 : 8 RAY
lightning : 175 7 40 : 8 RAY
sleep : 175 7 50 : 8 RAY
cancellation : 200 7 45 : 8 IMMED
create monster : 200 7 45 : 15 NODIR
polymorph : 200 7 45 : 8 IMMED
teleportation : 200 7 45 : 8 IMMED
death : 500 7 5 : 8 RAY
wishing : 500 7 5 : 3! NODIR
Wands are listed above by increasing price, then alphabetically. The
COST field denotes the base price of each item. WGT specifies the weight
(100 zorkmids weighs 1).
Wands comprise 4% of all randomly-generated items in the main dungeon,
6% in containers, 5% on the Rogue level, and 8% in hell. PROB is
the relative probability of each subtype. They appear 1/34 cursed,
16/17 uncursed, and 1/34 blessed.
The CHG field specifies the maximum number of charges that a wand
normally has. An exclamation (!) denotes that a wand of wishing may only
be recharged once. Wands of wishing start with 1 to 3 charges; otherwise,
the wand starts with a number of charges at most 4 less than its maximum.
Each time you (z)ap or (E)ngrave with a wand, you use one charge. A wand
with zero charges left has a 1 in 121 chance of wresting a last charge
and then turning to dust each time it is zapped (this won't happen if the
wand was cancelled but not recharged). Cancelling a wand will make it
uncursed and (except for wands of cancellation) it will get zero charges.
Wands may be recharged by scrolls of charging or by the Platinum Yendorian
Express Card. Previously-recharged wands have a chance of exploding (up
to a maximum of 100% for a 7:x wand or a wand of wishing); see scrl-330.txt.
A cursed scroll will have no effect on a blessed wand or a wand with no
charges; otherwise, "Your <wand> vibrates briefly" and it gets zero charges.
An uncursed scroll will bring the number of charges to a random number
from 1 to a random number from 5 to the maximum charges shown above, or for
a wand of wishing a random number from 1 to 3 for a wand of wishing); a
blessed scroll will bring the number of charges in the wand to a random
number from 5 to the maximum charges shown above, or for a wand of wishing
to three charges. If it already has that number of charges, it gains one
more charge. A wand of wishing charged beyond three charges will explode.
"Your <wand> <glows/vibrates> briefly." if the new enchantment is below the
maximum; "Your <wand> <glows blue/vibrates> for a moment." otherwise.
The TYPE of wand denotes the behavior when it is zapped. NODIR wands do
not ask for a direction. IMMED wands ask for a direction, but do not
show a beam when zapped. RAY wands produce a beam which is animated on
the screen; if you are unblind when you zap the wand, you will also
identify that type of wand.
The appearances of wands are randomized from the following descriptions:
glass balsa crystal maple pine
oak ebony marble tin brass
copper silver platinum / iridium zinc
aluminum uranium iron steel hexagonal
short runed long curved forked
spiked jeweled
Zapping wands
~~~~~~~~~~~~~
Nondirectional wands will be identified if you saw their effect (e.g., you
found a secret door with a wand of secret door detection). If the wand
produces a ray, you will identify the wand if you were unblind. The range of
the ray will be 7 to 13 squares; this range may be lessened by the ray
causing effects or bouncing. Zapping a RAY wand upwards or downwards is
equivalent to restricting the ray to a range of 1. IMMED wands have a range
of 6 to 13 (other than digging), which can similarly be lessened, and will
not bounce; they will be identified if you observe an effect caused by them.
Cursed wands have a 1% chance of exploding when zapped; this does 1 to
6 points of damage for each charge in the wand, plus an additional 2
to 12 points of damage, and abuses your strength.
cancellation (IMMED)
zap monster
Some monsters may resist.
Clay golems are killed
"Some writing vanishes from <monster's> head!"
Weremonsters return to human form.
The monster is cancelled.
zap downwards
Any engraving at the location is removed.
zap object
Object is cancelled.
zap self
All items in your inventory are cancelled.
If you are polymorphed into a clay golem, you revert to your normal
form.
"Some writing vanishes from your head!" (if not blind)
cold (RAY)
zap monster
The location of the monster is revealed, if unseen.
If monster is cold resistant, no effect.
Otherwise, does 6 to 36 damage. It does an additional 6 to 18 damage
if the monster is fire resistant.
Some monsters may resist and take half damage.
Potions in the monster's inventory may be destroyed.
"The bolt of cold rips into the <monster>." (if swallowed)
"The bolt of cold hits the <monster>." (otherwise)
zap self
If you are not cold resistant, does 12 to 72 damage.
"You imitate a popsicle!" (not cold resistant)
"You feel a little chill." (cold resistant)
May freeze potions in your inventory.
zap location
If water, it freezes (except on Plane of Water).
"The water freezes." (normal water, in sight)
"The moat is bridged with ice!" (moat, in sight)
"You hear a crackling sound." (water, out of sight)
"The water freezes for a moment." (Plane of Water, in sight)
"You hear a soft crackling." (Plane of Water, out of sight)
If lava, it solidifies.
"The lava cools and solidifies." (lava, in sight)
If closed door, it is destroyed. The ray is halted.
"The door freezes and shatters!" (in sight)
"You feel cold." (otherwise)
monster zaps you
If you are riding a non-reflective monster, 1/3 chance of hitting
your steed instead. (Effects as "zap monster" above.)
If you are not cold resistant, does 6 to 36 damage.
"You don't feel cold." (cold resistant)
Potions in your inventory may be destroyed.
create monster (NODIR)
zap
22/23 chance of creating a monster adjacent to you.
1/23 chance of creating 2 to 8 monsters around you.
monster zaps
Creates a monster adjacent to the monster. If you are both in
water, the monster created will be a giant eel; if it is in water
and you are on land, it will be a crocodile; otherwise the monster
will be random.
death (RAY)
zap monster
If monster is Death, his maximum HP are increased by 50% (to a limit
of 999) and he is healed to maximum HP.
If monster is magic resistant, a demon, or nonliving, no effect.
Otherwise, does damage equal to the monsters HP plus one.
Some monsters may resist and take half damage.
"The death ray rips into the <monster>." (if swallowed)
"The death ray hits the <monster>." (otherwise)
zap location
If closed door, halts ray.
"The door absorbs your bolt!"
zap self
If you are a demon or a non-living monster, no effect.
"The wand shoots an apparently harmless beam at you."
Otherwise, you die.
"You irradiate yourself with pure energy! You die."
monster zaps you
If you are magic resistant or polymorphed into a demon or a
non-living monster, no effect.
"You aren't affected." (magic resistant)
"You seem unaffected." (demon or non-living)
Otherwise, you die.
digging (RAY)
zap monster
If swallowed by a non-vortex non-elemental, you are expelled and
the monster is reduced to 1 hit point.
"You pierce <monster's> stomach wall!" (if animal)
zap upwards
If not on the Planes of Air or Water or underwater, causes a rock
to fall on your head doing 1 to 6 damage (1 to 2 if wearing a
metal helmet).
"The beam bounces off the <stairs> and hits the <ceiling>!" (on stairs)
"You loosen a rock from the <ceiling>. It falls on your <head>."
zap downwards
If standing on stairs, same effect as zapping upwards.
If in a pit or another trap on a hard-floored level, or a magic
portal on any level, or phasing within a wall on a level with
non-diggable walls, no effect.
"The <floor> here is too hard to dig in."
If on an altar or throne, no effect.
"The <throne/altar> is too hard to break apart."
If on a sink, turns it into a fountain.
"The pipes break! Water spurts out!"
If on a fountain, creates a number of pools nearby.
"Water gushes forth from the overflowing fountain!" (made at least one)
"Water sprays all over you." (didn't)
If over, on or in water or lava, wakes nearby monsters.
"The <water> sloshes furiously for a moment, then subsides."
If on a lowered drawbridge or its portcullis, it is destroyed. Things
in the vicinity are very likely to die.
"The drawbridge collapses into the <moat>!" (if still moat or lava)
"The drawbridge disintegrates!" (if iced or dried up)
"You are blown apart by flying debris." (died standing on portcullis)
"You are hit by a huge chunk of metal!" (died on drawbridge)
If standing on same spot as a boulder, it is destroyed. An existing
pit has a 50% chance of just having any spikes removed; otherwise any
trap is destroyed.
"The boulder settles into the pit." (existing pit, 50% chance).
"KADOOM! The boulder falls in!" (otherwise)
If on a grave, it is excavated.
Otherwise, digs a pit if on a hard-floored level, or a hole if not.
"You dig a <pit/hole> in the <floor>." (pit)
zap sideways
The range of the digging ray is 8 to 25 squares through open space.
Doors and walls count as 3 spaces; stone as two. If not in a
non-mazelike Dungeon level or the Plane of Earth, the ray will halt
after the first obstacle against which it has taken effect; on those
levels it will continue.
Known, closed doors will be destroyed; secret doors and diggable walls
will be converted into empty doorways; diggable stone into open
corridor spaces.
"The door is razed!" (closed door)
"The wall glows then fades." (undiggable wall)
"The rock glows then fades." (undiggable rock)
monster zaps
If monster is on level 1 upstairs, fountain, throne, sink, grave,
altar or drawbridge, no effect.
"The digging ray is ineffective."
If level has hard floors, no effect.
"The floor here is too hard to dig in." (if in sight)
Otherwise, creates a hole and falls through it.
"You hear something crash through the floor." (out of sight)
"<Monster> has made a hole in the floor.
<Monster> <falls> through..." (otherwise)
enlightenment (NODIR)
zap
Same effect as quaffing an uncursed potion of enlightenment.
fire (RAY)
zap monster
The location of the monster is revealed, if unseen.
If monster is fire resistant, no effect.
Otherwise, does 6 to 36 damage. It does an additional 7 damage if the
monster is cold resistant.
Some monsters may resist and take half damage.
Flammable armour worn by the monster may be burnt, and flammable
objects in the monster's inventory may be destroyed.
"The bolt of fire rips into the <monster>." (if swallowed)
"The bolt of fire hits the <monster>." (otherwise)
zap location
If ice, it melts.
"The ice crackles and melts." (in sight)
No message (otherwise)
If a pool, evaporates to leave a pit.
"The water evaporates." (in sight)
"You hear hissing gas." (otherwise)
If other water, no effect.
"Some water evaporates." (in sight)
"You hear hissing gas." (otherwise)
If fountain, it dries up.
"Steam billows from the fountain." (in sight)
No message (otherwise).
If closed door, it is destroyed. The ray is halted.
"The door is consumed in flames!" (in sight)
"You smell smoke." (otherwise)
zap object
If scroll or spellbook, may be destroyed. Scrolls of fire, spellbooks
of fireball and the Book of the Dead will resist.
"You see a puff of smoke." (not blind)
"You smell a whiff of smoke." (blind)
zap self
If you are not fire resistant, does 12 to 72 points of damage.
"You've set yourself afire!" (not fire resistant)
"You feel rather warm" (fire resistant)
If polymorphed into an iron golem, restores 12 to 72 hit points
and exercises your strength.
"Strangely, you feel better than before."
May cause fire damage to worn armour and destroy flammable items in
inventory. Burns away slime.
monster zaps you
If you are riding a non-reflective monster, 1/3 chance of hitting
your steed instead. (Effects as "zap monster" above.)
If you are not fire resistant, does 6 to 36 damage.
"You don't feel hot!" (fire resistant)
If polymorphed into an iron golem, restores 6 to 36 hit points
and exercises your strength.
"Strangely, you feel better than before."
May cause fire damage to worn armour and destroy flammable items in
inventory. Burns away slime.
light (NODIR)
zap
Same effect as reading an uncursed scroll of light.
lightning (RAY)
zap monster
The location of the monster is revealed, if unseen.
If not swallowed and monster is not blinding resistant, blinds monster
for 1 to 50 (more) turns (to a maximum of 127 more turns).
If monster is not shock resistant, does 6 to 36 damage.
Some monsters may resist and take half damage.
Rings and wands in the monster's inventory may be destroyed.
"The bolt of lightning rips into the <monster>." (if swallowed)
"The bolt of lightning hits the <monster>." (otherwise)
zap location
If closed door, it is broken. The ray is halted.
"The door splinters!" (in sight)
"You hear crackling." (otherwise)
zap self
If you are not shock resistant, does 12 to 72 damage and abuses your
constitution.
"You shock yourself!" (not shock resistant)
"You zap yourself, but seem unharmed." (shock resistant)
If polymorphed into an iron golem, restores 2 to 12 hit points and
exercises your strength.
"Strangely, you feel better than before."
May explode wands and rings in your inventory.
If you do not resist blinding, you are blinded for 1 to 100 turns.
"You are blinded by the flash!"
monster zaps you
If you are riding a non-reflective monster, 1/3 chance of hitting
your steed instead. (Effects as "zap monster" above; you may still be
blinded as below.)
If you are not shock resistant, does 6 to 36 damage and abuses your
constitution.
"You aren't affected." (shock resistant)
If polymorphed into an iron golem, restores 1 to 6 hit points and
exercises your strength.
"Strangely, you feel better than before."
May explode wands and rings in your inventory.
If you do not resist blinding, you are blinded for 6 to 300 turns.
"You are blinded by the flash!"
locking (IMMED)
zap downwards
If on a lowered drawbridge or its portcullis, it is destroyed. Things
in the vicinity are very likely to die.
"The drawbridge collapses into the <moat>!" (if still moat or lava)
"The drawbridge disintegrates!" (if iced or dried up)
"You are blown apart by flying debris." (died standing on portcullis)
"You are hit by a huge chunk of metal!" (died on drawbridge)
Otherwise, no effect.
zap upwards
If on a portcullis, destroys the drawbridge as 'zap downwards' above.
Otherwise, no effect.
zap location
If lowered drawbridge or portcullis, raises drawbridge. Things in the
vicinity are very likely to die.
"You see a drawbridge <coming/going> up!"
If doorway on Rogue level, becomes secret door if clear of obstruction.
"A cloud of dust springs up in the older, more primitive doorway."
"The cloud quickly dissipates." (if obstructed)
"The doorway vanishes!" (otherwise)
If empty doorway with trap, no effect.
"A cloud of dust springs up in the doorway, but quickly dissipates."
If an empty doorway, broken door, or open or closed door, becomes locked
door.
"A cloud of dust springs up and assembles itself into a door!" (empty)
"The broken door reassembles and locks!" (broken)
"The door swings shut and locks!" (open)
"The door locks!" (closed)
Otherwise, no effect.
zap object
If chest or large box, is locked (and lock mended if broken).
"Klunk!" (if not already locked)
Otherwise, no effect.
magic missile (RAY)
zap monster
The location of the monster is revealed, if unseen.
If monster is magic resistant, no effect.
Otherwise, does 2 to 12 damage.
Some monsters may resist and take half damage.
"The magic missile rips into the <monster>." (if swallowed)
"The magic missile hits the <monster>." (otherwise)
zap location
If closed door, halts ray.
"The door absorbs your bolt!"
zap self
If you are magic resistant, no effect.
"The missiles bounce!"
Otherwise, does 4 to 24 damage.
"Idiot! You've shot yourself!"
monster zaps you
If you are riding a non-reflective monster, 1/3 chance of hitting
your steed instead. (Effects as "zap monster" above.)
If you are magic resistant, no effect.
"The missiles bounce off!"
Otherwise, does 2 to 12 damage (1 to 6 if half spell damage) and
abuses your strength.
"The magic missile hits you!"
make invisible (IMMED)
zap monster
If not already invisible, the monster becomes invisible.
"<Monster> turns transparent!" (not already invisible, and you can
see invisible or otherwise still sense the monster)
No message. (otherwise, or if swallowed)
zap downwards
Any engraving at the location is removed.
zap object
No effect. (There is stub code for invisible objects, but it is not
yet implemented)
zap self
If you are wearing a mummy wrapping, no effect.
"You feel rather itchy under your <mummy wrapping>."
Otherwise, gain permanent invisibility.
No message (if blind or already invisible)
"Gee! All of a sudden, you can't see yourself." (not hallucinating)
"Gee! All of a sudden, you can see right through yourself."
(not hallucinating, see invisible)
"Far out, man! You can't see yourself." (hallucinating)
"Far out, man! You can see right through yourself." (hallucinating,
see invisible)
monster zaps itself
Monster becomes invisible.
"Suddenly you cannot see <monster>." (no see invisible)
"<Monster's> body takes on a strange transparency." (not hallucinating,
see invisible.)
"<Monster's> body takes on a normal transparency." (hallucinating, see
invisible.)
nothing (IMMED)
zap
No effect.
opening (IMMED)
zap monster
If you are being swallowed, you are expelled.
"<Monster> opens its mouth!" (animal, not blind)
"You feel a sudden rush of air!" (animal, blind)
Otherwise, no effect.
zap downwards
If on Quest home level and not permitted to descend, no effect (nice try).
"The stairs seem to ripple momentarily."
If phasing through closed portcullis, drawbridge opens.
"You see a drawbridge going down!"
zap upwards
If phasing through closed portcullis, as 'zap downwards' above.
zap location
If secret door, it is revealed (but still closed).
"A door appears in the wall!"
If locked door, it is unlocked (but still closed).
"The door unlocks!"
Otherwise, no effect.
zap object
If iron chain attached to you, it is removed and you become unpunished.
No message.
If chest or large box, it becomes unlocked, or lock mended if broken.
"Klick!" (if locked)
No message for fixing lock.
Otherwise, no effect.
zap self
No effect.
"Your chain quivers for a moment." (if punished)
polymorph (IMMED)
zap monster
If the monster is magic resistant or resists, no effect.
Otherwise, 1/25 chance of monster dying from system shock.
"<Monster> shudders!"
If no system shock, monster polymorphs into a new form.
No message.
zap downwards
Any engraving at the location is changed into a randomly chosen
engraving.
zap object
Object may be polymorphed into a new object. Some objects may
resist.
zap self
If you are not unchanging, you polymorph into a new form.
monster zaps itself
Monster polymorphs into a new form.
probing (IMMED)
zap monster
The location of the monster is revealed, if unseen.
Shows the status of the monster, and lists its inventory.
zap upwards
No effect.
"You probe towards the <ceiling>. Your probe reveals nothing."
zap downwards
Will zap objects even if buried.
"You probe beneath the <floor>."
zap object
Shows contents of the object, if any, and supplies its appearance if
unknown.
zap self
Shows your status. The appearance of any object in inventory that
has not been seen is supplied.
secret door detection (NODIR)
zap
Secret doors and corridors, traps and hidden monsters in an area of
radius 8 are revealed.
sleep (RAY)
zap monster
The location of the monster is revealed, if unseen.
If monster is sleep resistant, no effect.
Otherwise, monster falls asleep for 6 to 127 (more) turns (to a
maximum of 127 more turns).
"The sleep ray rips into the <monster>." (if swallowed)
"The sleep ray hits the <monster>." (otherwise)
zap location
If closed door, halts ray.
"The door absorbs your bolt!"
zap self
If you have sleep resistance, no effect.
"You don't feel sleepy!"
Otherwise, fall asleep for 1 to 50 turns.
"The sleep ray hits you!"
monster zaps you
If you are riding a non-reflective monster, 1/3 chance of hitting
your steed instead. (Effects as "zap monster" above.)
If you are not sleep resistant, fall asleep for 6 to 300 turns.
"You don't feel sleepy." (sleep resistant)
slow monster (IMMED)
zap monster
The monster becomes slow, or normal speed if fast. If you are engulfed
by a vortex or air elemental, you are expelled. Some monsters may
resist.
"You disrupt <monster>! A huge hole opens up..." (expelled)
No message otherwise.
zap self
If you currently have the speed intrinsic, it is lost.
"You slow down" (not wearing speed boots)
"Your quickness feels less natural." (wearing speed boots)
speed monster (IMMED)
zap monster
The monster becomes fast, or normal speed if slow. Some monsters may
resist.
No message.
zap self
If you don't currently have the speed intrinsic, gain it and exercise
dexterity.
"You speed up." (not very fast)
"Your quickness feels more natural" (very fast)
Otherwise, any temporary speed is made permanent.
No message.
monster zaps itself
The monster becomes fast.
No message.
striking (IMMED)
zap monster
The location of the monster is revealed, if unseen.
If the monster is magic resistant, no effect.
If monster's AC is less than a random number between -9 and 10, and
it is not swallowing you, the strike misses.
"The wand misses <monster>."
Otherwise, does 2 to 24 points of damage (4 to 48 if you are a Knight
with the Magic Mirror of Merlin). Some monsters may resist and take
half damage. Fragile objects in monster's inventory may be broken,
as 'zap object' below.
"The wand hits <monster>."
zap downwards
If on a lowered drawbridge or its portcullis, it is destroyed. Things
in the vicinity are very likely to die.
"The drawbridge collapses into the <moat>!" (if still moat or lava)
"The drawbridge disintegrates!" (if iced or dried up)
"You are blown apart by flying debris." (died standing on portcullis)
"You are hit by a huge chunk of metal!" (died on drawbridge)
Any engraving at the location is corrupted.
zap upwards
If on the portcullis of an open drawbridge, it is destroyed. Effects
as 'zap downwards' above.
Otherwise, if not on the Planes of Air or Water, there is a 2/3 chance
of causing a rock to fall on your head doing 1 to 6 damage (1 to 2 if
wearing a metal helmet).
"A rock is dislodged from the ceiling and falls on your <head>."
zap location
If drawbridge or its portcullis, it is destroyed. Effects as 'zap
downwards' above.
If secret door or closed door, door is broken, waking nearby monsters;
trapped doors are additionally destroyed, waking slightly less nearby
monsters.
"A door appears in the wall!" (secret door, in sight)
"The door crashes open!" (untrapped, in sight)
"You hear a crashing sound." (untrapped, not in sight)
"KABOOM!! You see a door explode." (trapped, in sight)
"You hear a distant explosion." (trapped, not in sight)
zap object
Statue traps will be activated.
"Instead of shattering, the statue suddenly comes alive!"
Non-trapped statues and boulders will be broken into 8 to 66 rocks.
Breaking a boulder in Sokoban has a -1 penalty to Luck.
No message.
Fragile objects may be broken. Breaking a mirror has -2 penalty
to Luck. Breaking your own eggs has a -1 penalty to Luck per egg
(to a maximum of 5).
"<object> shatters!" (potion, in sight)
"<object> shatters into a thousand pieces!" (tool, in sight)
"You hear something shatter!" (potion or tool, out of sight)
"Splat!" (egg)
"What a mess!" (cream pie, in sight)
zap self
If you have magic resistance, no effect.
"Boing!"
Otherwise, does 2 to 24 points of damage and abuses strength.
"You bash yourself!"
monster zaps you
Does 2 to 12 points of damage (1 to 6 if half spell damage).
"The wand hits you!"
teleportation (IMMED)
zap monster
A priest(ess) in his or her temple resists.
"<Monster> resists your magic!"
Riders have a 12/13 chance of being teleported to a square next to you.
Otherwise, the monster is teleported to a random location on the same
level.
No message.
If the monster is unseen and does not move, its location is revealed.
zap downwards
Any engraving on the location will be teleported to a random position
on the same level.
zap object
The object is teleported to a random location on the same level.
zap self
If you are on a non-teleport level, no effect.
"A mysterious force prevents you from teleporting!"
Otherwise, one-third of the time if you are carrying the Amulet of
Yendor, no effect.
"You feel disoriented for a moment."
Otherwise, you teleport to a random or controlled position on the same
level.
monster zaps itself
If you are on a non-teleport level, no effect.
"A mysterious force prevents <monster> from teleporting!"
Otherwise, the monster is teleported to a random location on the same
level.
monster zaps you
[This will only be used if the monster is carrying the Amulet of Yendor]
Same as 'zap self' above.
undead turning (IMMED)
zap monster
Corpses in monster's inventory revive, eggs are rejuvenated.
Undead monsters take 1 to 8 points of damage (2 to 16 if you are a
Knight with the Magic Mirror of Merlin), their location is revealed if
unseen, and they flee if they do not resist.
No message.
zap object
Eggs are rejuvenated.
Corpses are revived.
No messages.
zap self
Corpses in your inventory revive, eggs are rejuvenated.
If you are undead, you are stunned for 1 to 30 (more) turns.
"You feel frightened and stunned." (not already stunned)
"You feel frightened and even more stunned." (already stunned)
Otherwise, no effect.
"You shudder in dread."
wishing (NODIR)
zap
You receive a wish unless your luck is less than a random number
between -4 and 0.
Engraving with wands
~~~~~~~~~~~~~~~~~~~~
Use the (E)ngrave command to engrave with a wand. It will use one charge
(possibly wresting the last) from the wand. Depending on the type of the
wand, you can get one of the messages below if you are unblinded, not
levitating, and over a writable floor. Some messages are the same for
different types of wands, some messages require an engraving already on
that square, and some wands will not provide any means of identification
this way. Nondirectional wands will act as if they were zapped. If you
didn't wrest the last charge from the wand, you can write a message in
the dust (or engrave if specified below). These messages provide (perhaps
in combination with judicious zapping) a safe method of identifying many
wands.
WAND ENGRAVING
~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~
cancellation If there already is an engraving, it is erased:
"The engraving on the <floor> vanishes!"
cold If a burned-in engraving exists, it is erased:
"The engraving on the <floor> vanishes!"
After writing in the dust:
"A few ice cubes drop from the wand."
create monster Same effect as zapping wand.
death "The bugs on the <floor> stop moving!"
(Same as sleep.)
digging "This <wand> is a wand of digging!"
You can engrave a message.
enlightenment Same effect as zapping wand.
fire "This <wand> is a wand of fire!"
You can burn a message.
light Same effect as zapping wand.
lightning "This <wand> is a wand of lightning!"
You can burn a message, and you are blinded for
1 to 50 turns.
locking No message.
magic missile You can write a message in the dust, after which
"The <floor> is riddled by bullet holes!"
make invisible If there already is an engraving, it is erased:
"The engraving on the <floor> vanishes!"
nothing Same effect as zapping wand -- no message!
opening No message.
polymorph If an engraving already exists, it becomes a
randomly chosen engraving; otherwise, no message.
probing No message.
secret door detection Same effect as zapping wand.
sleep "The bugs on the <floor> stop moving!"
(Same as death.)
slow monster "The bugs on the <floor> slow down!"
speed monster "The bugs on the <floor> speed up!"
striking "The wand unsuccessfully fights your attempt to
write!"
teleportation If there already is an engraving, it is teleported:
"The engraving on the <floor> vanishes!"
undead turning No message.
wishing Same effect as zapping wand.
Acknowledgements
~~~~~~~~~~~~~~~~
Thanks to Bruce Cox <mathetes@tig.com.au> for proofreading the original
version of this file.
Eva Myers <erm1001@cam.ac.uk> corrected the chance of wands of striking
missing monsters, and teleporting in the Wizard's tower.
--
Dylan O'Donnell : "For the sun will rise, and the moon will set,
Demon Internet : And you learn how to settle for what you get.
Resident, Forgotten Office : It will all go on, if we're here or not,
http://www.fysh.org/~psmith/ : So who cares? So what?" -- Fred Ebb, "Cabaret"
wan2-330.txt Update version 2 for NetHack 3.3.0
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.3.0 by Dylan O'Donnell <dylanw@demon.net>
Breaking wands
~~~~~~~~~~~~~~
(Adapted from a spoiler by Jeffrey Robertson <jeffr@nortel.ca>.)
You can destroy a wand by (a)pplying it. You will be prompted for
confirmation, and you must have hands and a strength of at least 10.
Wands with no charges and some wands listed below have no effect ("But
nothing else happens...").
Most wands will produce an explosion when broken. The explosion causes
damage to yourself and any monsters that were in the adjacent squares
when you broke the wand. This damage can be reduced or eliminated if
you (or the monster) has an appropriate resistance. Damage is also
reduced to 1/2 for Healers and Knights and to 1/5 for Monks, Priests and
Wizards. Further effects can occur as if you had zapped yourself with
the wand. The explosion can also affect objects in your inventory, on
your square, and on adjacent squares, and affect locations as if they were
zapped. Finally, some types of wands have explosions that make you
identify the wand.
Specific effects are detailed below. In any case, you destroy the wand
and owe the cost if it was unpaid.
WAND EFFECTS
~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~
cancellation There is an explosion from 1 to (4*charges) damage.
Monsters and objects in the affected squares are
cancelled.
cold There is an explosion of cold with (8 * charges)
damage.
Potions may freeze.
You identify the wand.
create monster There is an explosion from 1 to (4*charges) damage.
You are surrounded by monsters.
death There is an explosion of death with (16 * charges)
damage.
Monsters in the affected area may be immediately
killed.
You identify the wand.
digging There is an explosion from 1 to (4*charges) damage.
You are surrounded by pits and holes.
enlightenment No effects.
fire There is an explosion of fire with (8 * charges)
damage.
Armor, scrolls and spellbooks may burn.
Potions may boil.
Burns away slime.
You identify the wand.
light There is an explosion from 1 to (4*charges) damage.
You and surrounding monsters can be blinded,
taking (charges+1)d25 damage.
The room is lit.
lightning There is an explosion of lightning with (16 *
charges) damage.
Rings and other wands may explode.
You are blinded.
You identify the wand.
locking No effects.
magic missile There is an explosion of magic missiles with
(4 * charges) damage.
You identify the wand.
make invisible There is an explosion from 1 to (4*charges) damage.
You and surrounding monsters are made invisible.
nothing No effects.
opening No effects.
polymorph There is an explosion from 1 to (4*charges) damage.
Monsters and objects in the affected squares are
polymorphed.
probing No effects.
secret door detection No effects.
sleep There is an explosion from 1 to (4*charges) damage.
You and surrounding monsters may be put to sleep.
slow monster There is an explosion from 1 to (4*charges) damage.
You and surrounding monsters are slowed.
speed monster There is an explosion from 1 to (4*charges) damage.
You and surrounding monsters are sped up.
striking "A wall of force smashes down around you!"
There is an explosion from 1 to (charges+1)d6
damage.
You and surrounding monsters are hit by a force
bolt.
Fragile objects in your and adjacent squares may
be destroyed.
teleportation There is an explosion from 1 to (4*charges) damage.
Monsters and objects in the affected squares are
teleported.
undead turning There is an explosion from 1 to (4*charges) damage.
Monsters and objects in the affected squares are
turned.
wishing No effects. Not really a good idea.
Cancelling
~~~~~~~~~~
(Parts quoted from the spoiler "cancel", by Boudewijn Waijers
<kroisos@win.tue.nl>.)
Monsters (including you) can be cancelled when hit by wands or spells of
cancellation, and sometimes by Magicbane. The monster may resist. Also,
when a gremlin (including you) manages to steal an intrinsic from a
monster, the gremlin is automatically cancelled as well. Cancelled
monsters cannot use their special attacks against you:
Blind you
Cast spells at you
Charm you
Confuse you
Drain your constitution
Drain your dexterity
Explode in your face
Paralyse you
Poison you
Rust, rot or disenchant something, offensive or defensive
Seduce you
Slime you
Slow you down
Spit at you
Steal an item
Steal intrinsics
Steal your gold
Stun you
Teleport you away
Turn you to sleep
Use a wand of make invisible on itself
Use acid against you
Use its breath weapon
Use its cold attack, offensive or defensive
Use its electricity attack, offensive or defensive
Use its fire attack or gaze, offensive or defensive
Wrap itself around you
Many monsters also lose abilities specific to their species as well:
Medusa's gaze cannot turn you to stone
Medusa cannot be turned to stone with a reflecting item
A black or brown pudding cannot divide
A chameleon, doppelganger or sandestin cannot polymorph
A clay golem will die
A chickatrice or cockatrice won't turn you to stone
A demon cannot summon other demons
A floating eye cannot be paralysed with a mirror
A lycanthrope cannot change you into another one
A lycanthrope cannot summon help
A lycanthrope cannot polymorph into their wereform
A mimic cannot revert to mimicking an object
A nymph or succubus won't steal your mirror if you apply it
A tengu cannot teleport
An umber hulk cannot be confused with a mirror
A xan's prick doesn't weaken you
When a monster cannot use a certain attack on you, it normally cannot
use it on another monster either.
A wand or spell of cancellation will also affect objects on the floor, or
objects in your inventory if you zap yourself. However, it does not
affect other monster's inventories or the contents of containers.
Affected objects will always become uncursed. Specific effects are
described below:
OBJECT RESULT
~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~
weapon uncursed +0 weapon, same erodeproofing
armor uncursed +0 armor, same erodeproofing
scroll of mail uncursed scroll of mail
other scrolls uncursed scroll of blank paper
spellbook of cancellation uncursed spellbook of cancellation
Book of the Dead uncursed Book of the Dead
other spellbooks uncursed spellbook of blank paper
potion of sickness uncursed potion of fruit juice, same dilution
potion of see invisible uncursed potion of fruit juice, same dilution
potion of fruit juice uncursed potion of fruit juice, same dilution
potion of booze uncursed potion of booze, same dilution
other potions uncursed potion of water
charged ring uncursed +0 ring
wand of cancellation uncursed, still charged
other wands uncursed, uncharged, can't wrest last charge
Bell of Opening uncursed Bell of Opening (0)
Candelabrum of Invocation uncursed, same number of candles attached
charged magic tools uncursed, uncharged
charged non-magic tools uncursed, still charged
uncharged tools uncursed, unaltered
containers uncursed, still same type, contents unchanged
Note that cancellation won't work on corpses; if it is resurrected, the
monster will still function exactly the same as if the monster had
not been cancelled when it was still alive.
Polymorphing
~~~~~~~~~~~~
You can use a wand or spell of polymorph on both monsters and objects.
The beam acts over a maximum distance of 6 to 13 squares, and cannot be
reflected. Polymorph traps may also affect monsters, but not objects.
Potions of polymorph can be quaffed to polymorph yourself, thrown at
a target, or used to dip an object into. Quaffing from a sink has a
1/20 chance of polymorphing you.
When a monster (including you) is affected, the monster may change into a
different species. Magic resistance will prevent a monster from
polymorphing, unless the monster zapped itself (or yourself). Some
monsters may also resist the attack, as well. A polymorphing monster has
a 1/25 chance of dying of system shock. Objects in the monster's or your
inventory are not affected.
There are several special cases when you are polymorphed. If you are
wearing an amulet of unchanging or have acquired the intrinsic through
eating one, you will not polymorph. If you have polymorph control, you
can choose the creature you wish to be polymorphed into. If you are
wearing dragon armour, you will become that type of dragon (unless you have
polymorph control) and will lose your cloak and shirt; the armour will
merge with your skin and be unharmed if not broken by a further polymorph.
If you have lycanthropy, you turn into that were-creature (or vice versa);
if you are a vampire, you become a vampire bat (or vice versa). If you
have none of the above, you have a (Constitution in 20) chance of NOT
getting system shock ("You shudder for a moment", lose 1 to 30 HP, and
abuse your constitution). If you become a "new man/woman/<race>",
then your level, hit points, energy, and statistics will be randomly
adjusted.
How long you are polymorphed depends on your experience level and the
level of the monster you became (this prevents abuse by low-level
characters); you will not revert while you have unchanging. You can
always return to your natural form by losing all of your hit points,
in a pinch by throwing objects upwards (<) and letting them hit you,
unless you have unchanging; in this case, you will simply die. Other
monsters remain the same species indefinitely (except true shapeshifters).
You can also polymorph objects. Many people call this "polypiling",
because they painstakingly collect items, line them up into several
piles, and polymorph them all at one. Each item may become a new item
in the same object class. The objects retain their blessed/cursed state,
erosion, erosionproofing, traps, and poisoning. Wands keep their number
of charges, whereas weapons and armor keep their enchantment. Worn items
are removed on polymorphing. Magical objects will tend not to polymorph
into non-magical ones, and vice versa; the probabilities of this for the
object classes that have members of each kind are as below.
class magical -> non-magical non-magical -> magical
~~~~~ : ~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~
armour : 54% 0.6%
gem : 92% negligible
potion : 1.7% 41%
spellbook : negligible 95%
tool : 60% 0.3%
wand : negligible 93%
You will eventually lose some objects. Items appearing in quantities of
2 or more have a (quantity in 1000) chance of merging into one object.
Items also have a probability of "shuddering": 1/3 if a wand or cursed,
1/8 if uncursed, 1/12 if blessed, and twice the chance if in quantities
greater than 4. This will decrease the quantity of the item randomly,
and has a one in (luck + 45) chance of creating a golem from the material
of the shuddered item.
There are some limitations to polypiling. You can't change scrolls of
mail, the invocation artifacts, or the Amulet of Yendor. Eggs laid by
you become other types of eggs, still laid by you. Spellbooks will
become more faded, wands have their recharge count incremented. Magic
markers will be considered to have been recharged once. Crocodile
corpses become noncursed fireproof +0 low boots. Containers lose all of
their contents. There are limits to converting stones (e.g. rocks and
luckstones) into gems and glass; you won't get more than four. Note that
balls and chains become (surprise!) balls and chains. You can never
create the following objects through polypiling:
magic lamps wands of wishing wands of polymorph
Acknowledgements
~~~~~~~~~~~~~~~~
Thanks to Bruce Cox <mathetes@tig.com.au> for proofreading the original
version of this file.
Clarification for polypiling rocks due to Oberon <oberon@nospam.erols.com>.
Jason Parker <ph330812@student.uq.edu.au> inquired about polypiling charges.
Irina Rempt <raisse@valdyas.org> corrected polysinks and polying dragons.
--
Dylan O'Donnell : "For the sun will rise, and the moon will set,
Demon Internet : And you learn how to settle for what you get.
Resident, Forgotten Office : It will all go on, if we're here or not,
http://www.fysh.org/~psmith/ : So who cares? So what?" -- Fred Ebb, "Cabaret"