The following is a segment of Revision 8.00 of the WCST Nethack Spoilers. PLEASE NOTE THAT REVISION 8.00 IS NOT YET COMPLETE. I am posting various parts of Revision 8.00 as I complete them, and will then do a complete post of the official Revision 8.00. Since the segments that are being posted are not necessarily contiguous, please refer to the Table of Contents that has already been posted for the order in which they go. The Table of Contents will periodically be reposted. If you miss a segment, please do not ask me to e-mail you a copy. I'm sure that you understand that if I spent all my time mailing out copies of parts that people missed, I'd never get Revision 8.00 done. This segment of the WCST Nethack Spoilers is Copyright (C) 1993, Paul Waterman, with all rights reserved. Distribution is to be governed by the WCST Nethack Spoiler License Agreement. Summarized, the WCST Nethack Spoiler License Agreement states that you may distribute this file freely in unmodified format so long as you do not make money from it. For the complete text of the WCST Nethack Spoiler License Agreement please send electronic mail to the following address: water@wheaton.wheaton.edu Alternately, you may send normal mail to the following address: Paul Waterman WCST 1361 Westchester Drive Glendale Heights, IL 60139 If you wish to be placed on WCST's e-mailing list, you may send e-mail to the address above requesting to be placed on the list. Please include your e- mail address in the text of the message, as some mail sites strip or improperly format the return address in the message headers. ----------------------------------------------------------------------------- Carrying Capacity: ----------------------------------------------------------------------------- In version 3.1 of Nethack, how much you can ------------------------------ carry and how you are affected by the | Actual Strength | Use | amount you are carrying have radically |-------------------|--------| changed. The formula for determining your | 1-18 | Actual | carrying capacity is actually quite simple: | 18/01 - 18/31 | 19 | | 18/32 - 18/81 | 20 | Take the following figure (ignoring | 18/82 - 18/** | 21 | fractions) and multiply it by 50: | 25 | 25 | [(Strength + Constitution)/2]+1 ------------------------------ Check the table to the right to determine what value you should use for Strength in the computation. Exceptional strengths (i.e. a strength of 18/nn) are mapped into the range of 19-21. That will give you your carrying capacity, with a few minor rules: Maximum carrying capacity is 1,000. If the computation yields a higher result, make it 1,000 instead. Additionally, subtract 100 for each leg that is currently wounded (i.e. from stepping on a land mine, kicking chests, etc.). Now then, although this computation will tell you what your carrying capacity is, it is not the absolute maximum that you can carry. (Strange, eh? Well, bear with me - I'll explain it.) You may have noticed that in version 3.1 you can have different statuses related to how much you're carrying. These include "burdened," "stressed," "strained," "overtaxed," and "overloaded." Well, these are determined by how much you are carrying in relation to your carrying capacity. The chart below at left shows how these relate. --------------------------------------------------- | Amount Carried | Status | |----------------------------------|--------------| | <= capacity | Unencumbered | | capacity+1 to (1.5*capacity)-1 | Burdened | | 1.5*capacity to (2*capacity)-1 | Stressed | | 2*capacity to (2.5*capacity)-1 | Strained | | 2.5*capacity to (3*capacity)-1 | Overtaxed | | 3*capacity | Overloaded | --------------------------------------------------- Here's an example because it's a little tricky to understand: If a character had a carrying capacity of 1,000, he or she would be unencumbered carrying up to 1,000 weight worth of items. Between 1,001 and 1,499 that character would be burdened. He or she would be stressed if carrying between 1,500 and 1,999. Between 2,000 and 2,499 he or she would be strained, and between 2,500 and 2,999 he or she would be overtaxed. At 3,000, the character would be overloaded, and would be totally unable to pick up anything more or even do anything other than drop stuff, for that matter. ----------------------------------------------------------------------------- Character Stats: ----------------------------------------------------------------------------- In version 3.1 of Nethack there has been at least one major change to how stats work. Different actions that you may perform in the game will either exercise or abuse different stats (kicking a wall abuses your dexterity, for instance). Periodically, the game will check to see if you've been abusing or exercising a stat, and will either decrease it or increase it accordingly. The moral of the story is that it's necessary to be more careful of what you do in version 3.1, because almost anything can have ramifications. Note that in addition to the various items listed for each stat that will exercise or abuse that stat, there are a number of potions and scrolls which, will either exercise or abuse a stat. See the Potion Quaffing Effects, Potion Vapor Effects, Scroll Effects, and Confused Scroll Effects sections for more details. The following is information about each of the major character stats. They are listed in the order in which they appear on the status line - not in alphabetical order. All stats can be increased by quaffing potions of gain ability. --------------------------- St (Strength): | Strength | Hit | Dam | Strength affects various aspects of combat in |-------------|-----|-----| Nethack (see the Hit Probability and Damage | 3-5 | -2 | -1 | sections for details on how these bonuses work). | 6-7 | -1 | +0 | Additionally, strength affects your carrying | 8-15 | +0 | +0 | capacity (see Carrying Capacity section for more | 16 | +0 | +1 | details). The distance you can throw objects, | 17 | +1 | +1 | your chances of bashing down a door or kicking | 18 | +1 | +2 | open a lock, and your chances of opening a stuck | 18/01-18/50 | +1 | +3 | door (among other things) are all also affected | 18/51-18/75 | +2 | +3 | by your strength. It is possible to increase | 18/76-18/90 | +2 | +4 | strength by eating royal jelly, giant corpses, | 18/91-18/99 | +3 | +5 | or wearing gauntlets of power. | 18/**-25 | | +6 | --------------------------- The following activities exercise your strength: - Attacking a monster - Quaffing a potion of healing or extra healing - Kicking open a non-booby trapped door - Throwing an iron ball - Moving or throwing a boulder - Trying to open or close a door and failing - Being hit by a nurse - If you "feel restored to health" after an encounter with a succubus/incubus - Reading a blessed or uncursed scroll of enchant armor when not wearing any armor - Carrying enough so that you are "stressed" or "strained" - Regenerating - Being hit by electricity or fire if you're an iron golem The following activities abuse your strength: - Allowing yourself to become weak from hunger - Losing grip on an iron ball and getting smacked by it - Doubly abused if you then get dragged downstairs by the iron ball - Kicking stairs, a ladder, a wall, empty space, or a booby-trapped door - Attempting to kick while levitating - Taking damage from an explosion (exploding chest, mixed potions exploding, exploding wand, booby-trapped door, etc.) - Being choked or crushed (i.e. by an owlbear, etc.) - Having your leg pricked by a xan - Taking damage from any acid attack if not acid resistant - Being digested by a monster that has swallowed you - Being pummeled with debris by a creature that has engulfed you - If you "feel exhausted" after an encounter with a succubus/incubus - Breaking out of your armor by polymorphing into a large creature - Reading a cursed scroll of enchant armor when not wearing any armor - Reading a scroll of destroy armor when not wearing any armor - Being strangled by an amulet of strangulation - Being hit by a falling rock trap - Falling into a pit trap - When hit by acid from a "passive" attack (i.e. acid blob) - Zapping yourself with a force bolt or wand of striking - Being hit by magic missiles from a magic attack - Being hit for more than 1 hp and dividing when you are a black or brown pudding Dx (Dexterity): ------------------ Your dexterity is your ability to dodge, your agility, and | Dext | Hit | your manual dexterity, all rolled into one. Dexterity |----------|-----| affects how likely you are to hit (see Hit Probability for | 3 | -3 | more information). Note that on the table to the right, | 4-5 | -2 | to hit bonuses are different for melee than they are for | 6-7 | -1 | missile weapons. In other words, if you are fighting hand | 8-14 | +0 | to hand, you receive a different bonus that if you are | 15 | +1 | using a bow, sling, etc.) Dexterity also affects how well | 16 | +2 | you can use a harp. To increase your dexterity, wear | 17 | +3 | gauntlets of dexterity. | * | * | | 25 | +11 | * Each bonus in the chart continues to increase by one as ------------------ the stat increases by one, up to +11 at 25, which is the maximum the stat can reach. The following activities exercise your dexterity: - Successfully kicking a monster - Kicking open a door or secret door - Kicking a throne and destroying it - Kicking an altar - Kicking a sink - Catching a returning boomerang - Hitting a monster with a missile weapon, an iron ball, or a boulder - Getting the "It's hard to walk in thin air" message on the air level - Attemping to pick a lock - Playing a wooden flute, magic flute, wooden harp, or magic harp - Spinning a web when polymorphed into a spider - Trying to disarm a trap - Fighting monsters - Stealing gold when polymorphed into a leprechaun - Sucking a monster's brain when polymorphed into a mind-flayer - Zapping a wand or spell of speed monster at yourself The following activities abuse your dexterity: - Being satiated - Being heavily or extensively encumbered - Wounding your legs - Fumbling - Getting stunned - Missing a kick at a very small non-flying monster while levitating (esoteric, eh?) - Kicking a sink badly (i.e. "Ouch! That hurts!") - Kicking open space - Falling onto a sink (i.e. trying to levitate over one) - Tumbling in place on the air level - Bumping into a door - Being paralyzed by a monster attack (i.e. floating eye) - Getting your legs pricked by a xan - Being hit by a monster that slows you down - Getting stoned (turning to stone) - Getting caught in a bear trap or a pit - Getting paralyzed by a chest trap - Zapping a wand or spell of slow monster at yourself Co (Constitution): ------------------ Constitution is a measure of how healthy you are. | Const. | +HP | Constitution affects how quickly your character heals, but |----------|-----| the major benefit of constitution is extra hit points as | 3 | -2 | each level is gained. When a character gains a higher | 4-6 | -1 | experience level, the character's current and maximum hit | 7-14 | +0 | points are raised by a random amount. This random amount | 15-16 | +1 | is modified by a bonus which is determined by the | 17 | +2 | constitution of the character (see the table to the | 18 | +3 | right). ------------------ The following activities exercise your constitution: - Keeping from being hungry - Being hit beneficially by a nurse - When "you feel raised to your full potential" or "you feel good enough to do it again" after an encounter with a succubus/incubus - Digesting a monster when polymorphed into a monster which can egulf others. The following activities abuse your constitution: - Passing out from exertion when carrying too much - Fainting - Being extensively encumbered - Being sick or vomiting - Drinking contaminated water from a fountain if not poison resistant - Drinking water that's "no good" from a fountain. - Falling onto a weapon on a sink (i.e. levitating over one and crashing) - Being hit by a monster attack which causes disease - Becoming lycanthropic (i.e. "You feel feverish") - Being hit by the monster Famine - When "you feel drained of energy" or "you are down in the dumps" after an encounter with a succubus/incubus - Being hit by a silver arrow if lycanthropic or polymorphed into a vampire, demon, minor demon (except tengus), or shade - When you have system shock from polymorphing (i.e. "You shudder for a moment") - Polymorphing - Sitting in a throne and having electricity shoot through your body - Getting caught in a cloud of poison gas or getting pricked by a poison needle from a chest trap - Being hit by lightning from a wand of lightning In (Intelligence): Intelligence plays an important part in determining if you will be able to memorize a spell by reading a spellbook. It also is factored into your chances of casting any given spell that you have memorized (see Magic for more details on both of these). Finally, intelligence determines how often your power will recharge. Your intelligence can also be increased by wearing a helm of brilliance. Note that intelligence is one of the two stats which cannot be exercised or abused. Wi (Wisdom): Wisdom is taken into account when you pray to your god. It also affects how many energy points you will gain when you go up an experience level, and how many power points you will recharge each time you recharge (intelligence affects how often they recharge). Wisdom can be increased by wearing a helm of brilliance. The following activities exercise your wisdom: - Being clairvoyant - Finding a secret door, passage, or a trap - Finding a hidden or invisible monster - Kicking a sink and finding a ring - Engraving Elbereth - Spotting a gem in a fountain - Drinking from a magic fountain (i.e. "A wisp of vapor escapes the fountain....") - Gaining self knowledge, intrinsic see invisible, or detecting monsters by drinking from a fountain - Getting Excalibur by dipping a longsword in a fountain - Finding some coins when dipping an item in a fountain - When you have a "very educational experience" with a succubus/incubus, or "will always remember the incubus/succubus" - Trying to find the right tune to get into the castle - Trying to polymorph into something that's been genocided ("You feel rath x-ish") - Polymorphing - Summoning creatures when lycanthropic - Sacrificing - Sacrificing a human corpse if you are polymorphed into a demon - Converting an altar - Being given something (i.e. an artifact or spellbook) by a deity - Using your turn undead ability if a priest of knight. - Talking to a coaligned priest when you have no money - Giving between half your gold and 200 times your experience level in gold to a coaligned priest - Touching a quest artifact for the first time - Being rejected from the Quest for other than alignment problems - Being accepted on the Quest - Hearing a true rumor (i.e. fortune cookie or Oracle) - Studying a spellbook - Trying to cast a spell - Writing a scroll - Zapping a wand The following activities abuse your wisdom: - Touching an artifact of opposite alignment ("You feel a blast of power") - Being confused - Hallucinating - Trying to cheat the lady of the lake (i.e. dipping to get Excalibur if not lawful) - Losing some gold when dipping an item in a fountain - Having your brain eaten by a mind flayer - When "your senses are dulled" after an encounter with a succubus/incubus - Playing a tooled horn, bugle, or leather drum - Touching the corpse of a rider - Sacrificing a human corpse if not chaotic or polymorphed into a demon - Attempting to convert an altar and failing - Trying to turn undead when your God is mad at you or you're non-chaotic and polymorphed into a demon or undead creature - Attacking a temple priest(ess) - Hearing a false rumor (i.e. fortune cookie) Ch (Charisma): ------------------ "Beauty is only skin deep." Well, in Nethack beauty is | Char | Mod | charisma, and charisma affects a couple of key things in |--------|-------| the game. First of all, charisma affects the prices a | 3-5 | *2.00 | shopkeeper will give you in a shop (see the table to the | 6-7 | *1.50 | right for price modifiers). The other major affect is | 8-10 | *1.33 | that charisma adds to your chances of having a beneficial | 11-15 | *1.00 | encounter when faced with a succubus/incubus. It is | 16-17 | *0.75 | possible to increase charisma with a ring of adornment | 18 | *0.66 | (which nymphs happen to love). Charisma is one of the two | 19+ | *0.50 | stats that cannot be exercised or abused. ------------------ ----------------------------------------------------------------------------- Character Classes: ----------------------------------------------------------------------------- The Archeologist Alignment: Lawful The archeologist in Nethack is basically an Indiana Jones clone. The clothing is the same, the abilities are the same, and to all intents and purposes, the goals are the same: Survive, explore, and bring back lots of exotic treasures! Archeologists start with the innate ability to identify any gem. This makes it a lot easier to figure out what's worthless glass and what's literally a diamond in the rough. Archeologists can be especially useful to play in the Gnomish Mines. --------------------------------------------- | Level | Title | Intrinsics | |--------|-----------------|----------------| | 1-2 | Digger | speed, stealth | | 3-5 | Field Worker | | | 6-9 | Investigator | | | 10-13 | Exhumer | searching | | 14-17 | Excavator | | | 18-21 | Spelunker | | | 22-25 | Speleologist | | | 26-29 | Collector | | | 30 | Curator | | --------------------------------------------- Starting equipment: 1 uncursed or blessed +2 bull whip 1 uncursed of blessed +0 leather armor 1 uncursed or blessed +0 fedora 3 uncursed food rations 1 uncursed or blessed +(random) pick axe 1 uncursed or blessed tinning kit 1 uncursed sack 10% chance of 1 uncursed tin opener - otherwise... 25% chance of 1 uncursed lamp - otherwise... 10% chance of 1 uncursed magic marker The Barbarian Alignment: Neutral Conan was, is, and always will be the classic example of a barbarian. Good wine, good food, good money, and good women are what a barbarian considers to be the most important aspects of life, and they will do almost anything in their pursuit of these things, including delving deep into the dungeons of Nethack. ------------------------------------------------ | Level | Title | Intrinsics | |--------|-----------------|-------------------| | 1-2 | Plunderer/ess | poison resistance | | 3-5 | Pillager | | | 6 | Bandit | | | 7-9 | Bandit | speed | | 10-13 | Brigand | | | 14 | Raider | | | 15-17 | Raider | searching | | 18-21 | Reaver | | | 22-25 | Slayer | | | 26-29 | Chieftain(ess) | | | 30 | Conqueror/ess | | ------------------------------------------------ Starting Equipment: 50% chance of 1 uncursed or blessed +0 two-handed sword otherwise 1 uncursed or blessed +0 battle axe 50% chance of 1 uncursed or blessed +0 axe otherwise 1 uncursed or blessed +0 short sword 1 uncursed or blessed +0 ring mail 1 uncursed food ration 17% chance of 1 uncursed lamp The Caveman Alignment: Lawful "You Jane, Me Stupid." That about sums up the eloquent vocabulary, stunning personality, and puissant brain-power of a caveman. In the game of Nethack, cavemen really don't have much going for them. They don't start with very good equipment, and they're not very intelligent. About the only thing they have going for them is their brute strength and incredible constitution. If you really want a challenge in the game of Nethack, try playing a caveman all the way through sometime. ----------------------------------------- | Level | Title | Intrinsics | |--------|-----------------|------------| | 1-2 | Troglodyte | | | 3-5 | Aborigine | | | 6 | Wanderer | | | 7-9 | Wanderer | speed | | 10-13 | Vagrant | | | 14 | Wayfarer | | | 15-17 | Wayfarer | warning | | 18-21 | Roamer | | | 22-25 | Nomad | | | 26-29 | Rover | | | 30 | Pioneer | | ----------------------------------------- Starting Equipment: 1 uncursed or blessed +1 club 1 uncursed or blessed +1 bow 13-42 uncursed or blessed +0 arrows 1 uncursed or blessed +0 leather armor Yes, believe it or not, that's all the starting equipment! The Elf Alignment: Chaotic Elves are hardy folk of humanoid stock. Nethack elves are fashioned after Tolkien's elves, and as such are tall, thin, and light of foot. Elves have excellent vision, and thus are more likely to notice things like secret doors. ----------------------------------------------------------- | Level | Title | Intrinsics | |--------|--------------------|---------------------------| | 1-5 | Edhel/Elleth | searching, see invisible, | | | | sleep resistance, speed | | 6-9 | Ohtar/Ohtie | | | 10-13 | Kano/Kanie | | | 14-17 | Arandur/Aranduriel | | | 18-21 | Hir/Hiril | | | 22-25 | Aredhel/Arwen | | | 26-29 | Ernil/Elentariel | | | 30 | Elentar/Elentari | | ----------------------------------------------------------- Starting Equipment: 1 uncursed or blessed +0 elven short sword 1 uncursed or blessed +0 elven bow 16-35 uncursed or blessed +0 elven arrows 50% chance of 1 uncursed or blessed +0 elven mithril armor - otherwise 1 uncursed or blessed +0 elven cloak - and 20% chance of wooden flute, tooled horn, wooden harp, bell, bugle, or leather drum 2 uncursed lembas wafers 20% chance of 1 uncursed blindfold - otherwise 17% chance of 1 uncursed lamp The Healer Alignment: Neutral The healer has dedicated his or her life to medicine. They have the capability to restore hit points through their spells (learned, of course, from their spellbooks). Healers are not well versed in the skills of fighting, but when in need they can turn their sharpened scalpel against a foe. ----------------------------------------------- | Level | Title | Intrinsics | |-------|-----------------|-------------------| | 1-2 | Barber/Midwife | poison resistance | | 3-5 | Leech | | | 6-9 | Embalmer | | | 10-13 | Dresser | | | 14 | Bone Setter | | | 15-17 | Bone Setter | warning | | 18-21 | Herbalist | | | 22-25 | Apothecary | | | 26-29 | Physician | | | 30 | Chirurgeon | | ----------------------------------------------- Healer Starting Equipment: 1 uncursed or blessed +0 scalpel 1 uncursed or blessed +1 pair of leather gloves 1 uncursed stethoscope 4 uncursed or blessed potions of healing 4 uncursed or blessed potions of extra healing 1 uncursed or blessed wand of sleep 1 blessed spellbook of healing 1 blessed spellbook of extra healing 5 uncursed apples 1001-2000 gold pieces 4% chance of 1 uncursed lamp The Knight Alignment: Lawful The knight is considered by many to be one of the hardest Nethack characters to play. The knight does not start with exceptional items, does not gain much as he goes along, and is constrained by many more rules than normal characters, because of the code of chivalry that a knight must follow. In the game of Nethack, Knights have inherited chess-like mobility. They have the ability to jump, unlike any other character class. ------------------------------------ | Level | Title | Intrinsics | |-------|-----------|--------------| | 1-2 | Gallant | | | 3-5 | Esquire | | | 6 | Bachelor | | | 7-9 | Bachelor | speed | | 10-13 | Sergeant | | | 14-17 | Knight | | | 18-21 | Banneret | | | 22-25 | Chevalier | | | 26-29 | Seignieur | | | 30 | Paladin | | ------------------------------------ Starting Equipment: 1 uncursed or blessed +0 long sword 1 uncursed or blessed +2 spear 1 uncursed or blessed +1 ring mail 1 uncursed or blessed +0 helmet 1 uncursed or blessed +0 small shield 1 uncursed or blessed +0 pair of leather gloves The Priest Alignment: Random (any) The priest is a cleric who has set him/herself apart for service to his/her deity. Priests begin the game blessed with the ability to immediately determine whether items are cursed, uncursed, or blessed. Also, since many orders have injunctions against the shedding of blood, priests are trained in kicking instead, and get bonuses when doing so. ---------------------------------------------------- | Level | Title | Intrinsics | |-------|---------------------|--------------------| | 1-2 | Aspirant | | | 3-5 | Acolyte | | | 6-9 | Adept | | | 10-13 | Priest(ess) | | | 14 | Curate | | | 15-17 | Curate | warning | | 18-19 | Canon(ess) | | | 20-21 | Canon(ess) | fire resistance | | 22-25 | Lama | | | 26-29 | Patriarch/Matriarch | | | 30 | High Priest(ess) | | ---------------------------------------------------- Starting Equipment: 1 blessed +1 mace 1 uncursed or blessed +0 chain mail 1 uncursed or blessed +0 small shield 4 potions of holy water 1 uncursed clove of garlic 1 uncursed sprig of wolfsbane 2 uncursed or blessed random spellbooks * 10% chance of 1 uncursed magic marker - otherwise 10% chance of 1 uncursed lamp * See the limitations on the random creation of magic items at the end of this section. The Rogue: Alignment: Chaotic The rogue is an outlaw, a bandit who makes his living off of the misery of others. In short, rogues are thieves, and usually of the common sort. Killing, maiming, and despoiling passing strangers gives a rogue great glee. -------------------------------------------- | Level | Title | Intrinsics | |-------|-----------------|----------------| | 1-2 | Footpad | stealth | | 3-5 | Cutpurse | | | 6-9 | Rogue | | | 10-13 | Pilferer | searching | | 14-17 | Robber | | | 18-21 | Burglar | | | 22-25 | Filcher | | | 26-29 | Magsman | | | 30 | Thief | | -------------------------------------------- 1 uncursed or blessed +0 short sword 6-15 uncursed +0 daggers 1 uncursed or blessed +1 leather armor 1 uncursed potion of sickness 1 uncursed lock pick (9 charges) 1 uncursed sack 20% chance of 1 uncursed blindfold The Samurai Alignment: Lawful The Samurai is an ancient order of Japanese warrior, the oriental equivalent of a knight. Samurai have a long, glorious, and honorable history of following the code of Bushido. The code of Bushido is a very strict moral and behavioral code, much like the code of chivalry followed by European knights. Several terms should be known to players who wish to become Samurai. Most important are the words katana and wakizashi. The katana is the Japanese long sword, a beautiful, slightly curved weapon with a wicked blade about 32" in length. The wakizashi is the companion short sword, a smaller version with a blade about 17" in length. The yumi is the Japanese long bow, and you shoot ya, or bamboo arrows from it. ------------------------------------- | Level | Title | Intrinsics | |-------|-------------|-------------| | 1-2 | Hatamoto | speed | | 3-5 | Ronin | | | 6-9 | Ninja | | | 10-13 | Joshu | | | 14 | Ryoshu | | | 15-17 | Ryoshu | stealth | | 18-21 | Kokushu | | | 22-25 | Daimyo | | | 26-29 | Kuge | | | 30 | Shogun | | ------------------------------------- Starting Equipment: 1 uncursed or blessed +0 katana 1 uncursed or blessed +0 wakizashi 1 uncursed or blessed +0 yumi 26-45 uncursed or blessed +0 ya 1 uncursed or blessed +0 splint mail 3 uncursed or blessed fortune cookies 20% chance of 1 uncursed blindfold The Tourist Alignment: Neutral "Oh Wanda! Take a look at that strange creature! (*CLICK*)" Tourists are just what they sound like - loud, hungry, overweight people carrying cameras and wearing ugly clothing who have no business being where they are. As adventurers, it must be said that playing a tourist is truly a challenge. -------------------------------------------------- | Level | Title | Intrinsics | |-------|-------------------|--------------------| | 1-2 | Rambler | | | 3-5 | Sightseer | | | 6-9 | Excursionist | | | 10-13 | Peregrinator/trix | searching | | 14-17 | Traveler | | | 18-19 | Journeyer | | | 20-21 | Journeyer | poison resistance | | 22-25 | Voyager | | | 26-29 | Explorer | | | 30 | Adventurer | | -------------------------------------------------- Starting Equipment: 21-40 uncursed or blessed +2 darts 10 uncursed random food items 2 uncursed or blessed potions of extra healing 4 uncursed or blessed scrolls of magic mapping 1 uncursed or blessed +0 hawaiian shirt 1 uncursed expensive camera 1 uncursed credit card 1-1000 gold pieces 4% chance of 1 uncursed tin opener - otherwise 4% chance of 1 uncursed leash - otherwise 4% chance of 1 uncursed towel - otherwise 4% chance of 1 uncursed magic marker The Valkyrie Alignment: Neutral These women warriors out of Norse mythology are among the fiercest fighters known. This, of course, is because their main mission in life is to fight glorious battles and then escort the fallen warriors to the halls of Valhalla. -------------------------------------------------------- | Level | Title | Intrinsics | |-------|-------------------|--------------------------| | 1-2 | Stripling | stealth, cold resistance | | 3-5 | Skirmisher | | | 6 | Fighter | | | 7-9 | Fighter | speed | | 10-13 | Man/Woman-at-arms | | | 14-17 | Warrior | | | 18-21 | Swashbuckler | | | 22-25 | Hero(ine) | | | 26-29 | Champion | | | 30 | Lord/Lady | | -------------------------------------------------------- Starting Equipment: 1 uncursed or blessed +1 long sword 1 uncursed or blessed +0 dagger 1 uncursed or blessed +3 small shield 1 uncursed food ration 17% chance of 1 uncursed lamp The Wizard Alignment: Neutral Wizards are considered by many to be a difficult character to play, because they are very poor fighters when they start. Wizards do, however, start out with the absolute best selection of magic items -a veritable treasure trove of useful trinkets. With a little bit of luck, a wizard can end up being one of the most powerful characters in the game. ------------------------------------------------ | Level | Title | Intrinsics | |-------|-----------------|--------------------| | 1-2 | Evoker | | | 3-5 | Conjurer | | | 6-9 | Thaumaturge | | | 10-13 | Magician | | | 14 | Enchanter/tress | | | 15-16 | Enchanter/tress | warning | | 17 | Enchanter/tress | teleport control | | 18-21 | Sorcerer(ess) | | | 22-25 | Necromancer | | | 26-29 | Wizard | | | 30 | Mage | | ------------------------------------------------ Starting Equipment: 1 blessed +1 athame 1 uncursed or blessed +0 cloak of magic resistance 1 uncursed or blessed random wand * 2 uncursed or blessed random rings * 3 uncursed or blessed random potions * 3 uncursed or blessed random scrolls * 1 uncursed or blessed random spellbook * 20% chance of 1 uncursed magic marker 20% chance of 1 uncursed blindfold * There some are limitations on the generation of random magic items. These are delineated as follows: 1. No "useless" items will be generated. The following items are considered (by the game) to be useless items: potion of hallucination scroll of amnesia scroll of fire ring of aggravate monster ring of hunger wand of nothing 2. No overly powerful items will be generated. This includes rings of levitation, wands of wishing, and spell books containing spells of higher than third level. 3. It is impossible to begin the game with both polymorph and polymorph control. In other words, if your character has a ring, wand, or spellbook of polymorph, he/she will not have a ring of polymorph control, and vice-versa. 4. Two of the same ring will not be generated.