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. ----------------------------------------------------------------------------- Damage: ----------------------------------------------------------------------------- If you would like to figure out how much damage you can do to a given monster upon a successful hit, this section will tell you how. Please note that all computations will involve ranges, so you will end up with a minimum and maximum amount of damage you can do to a monster. The following formula can be used to compute damage when attacking a monster (see the explanations below for what the various things are): weapon damage value + weapon enchantment - erosion + undead/demon bonus + axe vs. wooden bonus + silver bonus + artifact damage bonus + boomerang bonus + poison bonus + ring bonus + strength bonus ----------------------- total damage done Weapon damage value: The weapon damage value will be listed in the Weapons section as a minimum and maximum value. Just look up the weapon that you're using and take either the small or large monster value depending upon what type of monster you're fighting. If the "weapon" you're using isn't really a weapon, but is some other object, look at the chart below for information on the damage value: --------------------------------------------- | Object | Dam | |------------------------------------|------| | bare hands | 1-2 | | boulder | 1-20 | | bow (any type when used to bash) | 1-2 | | clove of garlic (undead will flee) | 1 | | egg | 1 | | corpse (depends on size) | 1-5 | | heavy iron ball | 1-25 | | mirror (also -2 luck) | 1 | | potion | 1 | --------------------------------------------- Cameras and cream pies never do any damage. All other objects use a weapon damage value based upon their weight: damage value = object weight/100 (minimum of 1, maximum of 6) Weapon enchantment: This is whatever the "plus" on the weapon is. For instance, if it's a +3 crysknife, you can add another +3 here. Erosion: If the weapon is eroded (rusted, etc.), take one point of damage off. Undead/demon bonus: If the weapon you are fighting with is blessed, and the monster you are fighting is undead or a demon, you will do an extra 1 to 4 points of damage. Axe vs. wooden bonus: If the weapon you are fighting with is an axe or a battle axe, and the monster you have hit is made of wood (some types of golems, for instance), add another 1 to 4 points of damage here. Silver bonus: If the weapon you are fighting with is silver, and the monster you are fighting is of a type that silver will do extra damage to, add 1 to 20 points of damage here. Specific creatures that are done extra damage by silver are shades, all lycanthropes (were-creatures), vampires, demons, and minor demons other than tengus. Artifact damage bonus: The artifact damage bonus is only figured in for artifacts (named weapons). See the section on Artifacts to look up the damage bonus on a named weapon. Also, please note that if "x2" is listed for the relative damage bonus, it means to total everything up to the artifact damage bonus in the above equation and double it. Then you can continue adding the other bonuses. Boomerang bonus: If the object you are wielding is a boomerang, and you are not throwing it, there is a chance that it will splinter when you hit a monster. If it does splinter, it adds 1 more point of damage. Poison bonus: If the weapon you are using is poisoned, there is a 10% chance that it will kill any non-poison-resistant monster outright. Otherwise, it will do an additional 1 to 6 points of damage to non-poison-resistant monsters. Ring bonus: The ring bonus is only figured in if you are wearing a ring of increase damage. If so, take the enchantment on the ring (for instance, 2 if you're wearing a +1 ring of increase damage) and add it in here. Strength bonus: Your strength can also affect how much damage you do. The higher your strength, the larger the bonus you can add it in. See the Character Stats section for a chart showing how much extra damage is done based on strength. ----------------------------------------------------------------------------- Fountain Effects: ----------------------------------------------------------------------------- A new type of fountain has been added to Nethack 3.1. This is a special type of fountain called a "blessed" or a "magic" fountain. Whenever a fountain is generated, there is a 14.3% chance (1 in 7) that it will be a blessed fountain. There are basically two things you can do at a fountain. You can either quaff of dip something. Different effects can occur when you do these as follows: Quaffing at a blessed fountain: When you quaff at a blessed fountain, your luck must be greater than zero. Otherwise, the effects are the same as quaffing from a normal fountain (see below). If your luck is greater than zero, there is a 66% chance that the fountain will act as a blessed potion of restore ability, restoring all lost stats. It will also work as a gain ability, raising a random stat or more (based on luck). If your luck is high enough, you can have all of your stats raised. Finally, your wisdom will be exercised. It should also be noted that if you achieve the above effects, the fountain will become a normal fountain. Quaffing at a normal fountain: ----------------------------------------------------------------------------- |Chance | Effect | |-------|-------------------------------------------------------------------| | 30.0% | "The cool draught refreshes you." | | | You gain 1-10 nutrition points (i.e. makes you less hungry). | |-------|-------------------------------------------------------------------| | 30.0% | "This tepid water is tasteless." | | | Nothing happens. | |-------|-------------------------------------------------------------------| | 3.3% | "You feel self knowledgeable..." | | | Shows you all of your intrinsics and exercises your wisdom. | |-------|-------------------------------------------------------------------| | 3.3% | "The water is foul! You gag and vomit!" | | | You lose 11-30 nutrition points (i.e. makes you hungrier). | |-------|-------------------------------------------------------------------| | 3.3% | "The water is contaminated!" | | | If you are poison resistant, you will lose 1-4 hit points. | | | Otherwise, you will lose 1-10 hit points and 3-6 points of | | | strength, as well as abuse your constitution. | |-------|-------------------------------------------------------------------| | 3.3% | "An endless stream of snakes pour forth!" | | | "You hear something hissing!" (if blind) | | | "The fountain bubbles furiously for a moment, then calms." (if | | | water moccasins have been genocided) | | | Creates 2-6 water moccasins around you. | |-------|-------------------------------------------------------------------| | 3.3% | "You have unleashed a water demon!" | | | "You feel the presence of evil." (if blind) | | | This creates a water demon. The water demon will give you a wish | | | (20 - dungeon level)% of the time. | |-------|-------------------------------------------------------------------| | 3.3% | "This water's no good!" | | | Each item you have has a 20% chance of being cursed. | | | Additionally, you will lose 11-30 nutrition points (i.e. become | | | more hungry), and abuse your constitution. | |-------|-------------------------------------------------------------------| | 3.3% | "You see an image of someone stalking you. But it disappears." | | | You gain the intrinsic of see invisible and exercise your wisdom. | |-------|-------------------------------------------------------------------| | 3.3% | "You sense the presence of monsters." | | | You detect monsters, as the spell or potion of detect monster. | |-------|-------------------------------------------------------------------| | 3.3% | "You spot a gem in the sparkling waters." | | | A gem appears where the fountain is. | |-------|-------------------------------------------------------------------| | 3.3% | "You have attracted a water nymph!" | | | "You hear a seductive voice." (if blind) | | | "A large bubble rises to the surface and pops." (if nymphs have | | | been genocided) | | | "You hear a loud pop." (if blind and nymphs are genocided) | | | Creates a water nymph next to you. | |-------|-------------------------------------------------------------------| | 3.3% | "This water gives you bad breath." | | | All monsters will flee from you for one round. | |-------|-------------------------------------------------------------------| | 3.3% | "Water gushes forth from the overflowing fountain." | | | Just exactly like it sounds - creates several pools in the room. | ----------------------------------------------------------------------------- Dipping an item at a fountain: Dipping an item at a fountain is no different whether the fountain is a blessed fountain or a regular fountain. For information on how to get Excalibur, see below. For all other types of dipping you might be interested in, see the chart below for possible effects of dipping an item in a fountain: ----------------------------------------------------------------------------- |Chance | Effect | |-------|-------------------------------------------------------------------| | 53.3% | "The [object name] gets wet." | | | Nothing happens. | |-------|-------------------------------------------------------------------| | 13.3% | "The water glows for a moment." | | | "A feeling of loss comes over you." (if dipped item is not | | | cursed) | | | The dipped item will become uncursed if it is currently cursed. | |-------|-------------------------------------------------------------------| | 3.3% | No message. | | | The item becomes cursed. | |-------|-------------------------------------------------------------------| | 3.3% | A water demon is summoned (same messages and effects as in | | | quaffing). | |-------|-------------------------------------------------------------------| | 3.3% | A water nymph is summoned (same messages and effects as in | | | quaffing). | |-------|-------------------------------------------------------------------| | 3.3% | Water moccasins are created (same messages and effects as in | | | quaffing). | |-------|-------------------------------------------------------------------| | 3.3% | You find a gem (same message and effect as in quaffing) | |-------|-------------------------------------------------------------------| | 3.3% | The fountain overflows (same message and effect as in quaffing). | |-------|-------------------------------------------------------------------| | 3.3% | "A strange tingling runs up your arm." | | | Nothing happens. | |-------|-------------------------------------------------------------------| | 3.3% | "You feel a sudden chill." | | | Nothing happens. | |-------|-------------------------------------------------------------------| | 3.3% | "An urge to take a bath overwhelms you." (only if gold > 10...) | | | If you have ten or less gold pieces, nothing else happens. If | | | you have between 11 and 99 gold pieces, you will lose 10% of it. | | | If you have 100 or more gold pieces, you will lose between 1 and | | | 1,000 gold pieces, up to 10% of the amount of gold that you | | | have. This also abuses your wisdom. | |-------|-------------------------------------------------------------------| | 3.3% | "Far below, you see coins glistening in the water." | | | You will find some gold (the lower the dungeon level number, the | | | greater the treasure). This also exercises your wisdom. | ----------------------------------------------------------------------------- Trying for Excalibur: Getting Excalibur used to be a fairly simple matter of dipping a longsword in a fountain once you were at the fifth experience level or higher. It's become a bit tougher in 3.1. If a) the item you are dipping is a longsword, b) there is only one of them (i.e., they've fixed the bug that let you dip "6 long swords" to get "6 long swords named Excalibur"), c) you are at experience level 5 or higher, d) the item you are dipping is not an artifact, and e) Excalibur does not currently exist anywhere in your dungeon, then there is a 16.7% chance (1 in 6) that the following effects will occur (otherwise, treat it as a normal dip, and see above): If you are not lawful, the lady of the lake will get a wee bit peeved at you. She'll curse the sword, remove any rustproofing on it, and there's a 33% chance that she'll take a point of enchantment off it just for good measure. Needless to say, this abuses your wisdom. You'll get the following message when this happens: "A freezing mist rises from the water and envelopes the sword." On the other hand, if you are lawful, the lady of the lake will express her appreciation. She'll turn the sword into Excalibur, bless it, remove any rust on the blade, and make it rustproof. This also exercises your wisdom. The following message is given when this happens: "From the murky depths, a hand reaches up to bless the sword." In either of these cases, the fountain will disappear afterwards. ----------------------------------------------------------------------------- Scrolls: ----------------------------------------------------------------------------- --------------------------------------------- | Scroll Name | Prob | Cost | |-------------------------|--------|--------| | amnesia | 3.5 % | 200 | | blank paper | 2.8 % | 60 | | charging | 1.5 % | 300 | | confuse monster | 5.3 % | 100 | | create monster | 4.5 % | 200 | | destroy armor | 4.5 % | 100 | | enchant armor | 6.3 % | 80 | | enchant weapon | 8.5 % | 60 | | fire | 4.8 % | 100 | | food detection | 2.5 % | 100 | | genocide | 1.5 % | 300 | | gold detection | 3.3 % | 100 | | identify | 18.5 % | 20 | | light | 9.5 % | 50 | | magic mapping | 4.5 % | 100 | | mail | 0 % | 0 | | punishment | 1.5 % | 300 | | remove curse | 6.5 % | 80 | | scare monster | 3.5 % | 100 | | taming | 1.5 % | 200 | | teleportation | 5.5 % | 100 | --------------------------------------------- ----------------------------------------------------------------------------- Spellbooks: ----------------------------------------------------------------------------- ------------------------------------------- | Spellbook Name | Prob | Level | |-------------------------|-------|-------| | blank paper | 2.0 % | 0 | | cancellation | 1.5 % | 7 | | cause fear | 2.5 % | 3 | | charm monster | 2.0 % | 3 | | clairvoyance | 1.5 % | 3 | | cone of cold | 1.0 % | 5 | | confuse monster | 3.7 % | 2 | | create familiar | 1.0 % | 6 | | create monster | 3.7 % | 2 | | cure blindness | 2.7 % | 2 | | cure sickness | 3.2 % | 3 | | detect food | 3.7 % | 2 | | detect monsters | 4.5 % | 1 | | detect treasure | 2.5 % | 4 | | detect unseen | 2.0 % | 3 | | dig | 2.2 % | 5 | | extra healing | 3.5 % | 3 | | finger of death | 0.5 % | 7 | | fireball | 2.0 % | 4 | | force bolt | 3.5 % | 1 | | haste self | 3.3 % | 3 | | healing | 4.0 % | 1 | | identify | 2.5 % | 5 | | invisibility | 3.2 % | 4 | | knock | 3.6 % | 1 | | levitation | 2.0 % | 4 | | light | 4.5 % | 1 | | magic mapping | 1.8 % | 5 | | magic missile | 4.5 % | 2 | | polymorph | 1.0 % | 6 | | remove curse | 2.5 % | 5 | | restore ability | 2.5 % | 4 | | sleep | 5.0 % | 1 | | slow monster | 3.7 % | 2 | | teleport away | 1.5 % | 6 | | turn undead | 1.7 % | 6 | | wizard lock | 3.5 % | 2 | | Book of the Dead | 0 % | N/A | ------------------------------------------- ----------------------------------------------------------------------------- Tools: ----------------------------------------------------------------------------- ------------------------------------------------------ | Tool Name | Prob | Weight | Cost | |-------------------------|--------|--------|--------| | bag of holding | 2.0 % | 15 | 100 | | bag of tricks | 2.0 % | 15 | 100 | | bell | 0.2 % | 30 | 50 | | blindfold | 5.5 % | 2 | 20 | | brass lantern | 3.0 % | 100 | 10 | | bugle | 0.4 % | 10 | 15 | | can of grease | 1.5 % | 15 | 20 | | chest | 3.5 % | 600 | 16 | | credit card | 1.5 % | 1 | 10 | | crystal ball | 1.5 % | 150 | 60 | | drum of earthquake | 0.2 % | 25 | 25 | | expensive camera | 1.5 % | 30 | 200 | | figurine | 2.5 % | 50 | 80 | | fire horn | 0.2 % | 18 | 50 | | frost horn | 0.2 % | 18 | 50 | | horn of plenty | 0.2 % | 18 | 50 | | ice box | 0.5 % | 900 | 42 | | large box | 4.0 % | 350 | 8 | | leash | 7.0 % | 12 | 20 | | leather drum | 0.4 % | 25 | 25 | | lock pick | 6.0 % | 4 | 20 | | magic flute | 0.2 % | 5 | 36 | | magic harp | 0.2 % | 30 | 50 | | magic lamp | 1.5 % | 80 | 50 | | magic marker | 1.5 % | 2 | 50 | | magic whistle | 3.0 % | 3 | 10 | | mirror | 4.5 % | 13 | 10 | | oil lamp | 4.5 % | 80 | 10 | | oilskin sack | 0.5 % | 15 | 100 | | pick-axe | 2.0 % | 100 | 50 | | sack | 3.5 % | 15 | 2 | | skeleton key | 8.0 % | 3 | 10 | | stethoscope | 2.5 % | 4 | 75 | | tallow candle | 2.0 % | 2 | 10 | | tin opener | 3.5 % | 4 | 30 | | tin whistle | 10.5 % | 3 | 10 | | tinning kit | 1.5 % | 100 | 30 | | tooled horn | 0.5 % | 18 | 15 | | towel | 5.0 % | 2 | 50 | | unicorn horn | 0 % | 20 | 100 | | wax candle | 0.5 % | 2 | 20 | | wooden flute | 0.4 % | 5 | 12 | | wooden harp | 0.4 % | 30 | 50 | ------------------------------------------------------ ----------------------------------------------------------------------------- Wands: ----------------------------------------------------------------------------- ----------------------------------------------------- | Wand Name | Prob | Cost | Effect | |-------------------------|-------|--------|--------| | cancellation | 4.5 % | 200 | Target | | cold | 4.0 % | 175 | Ray | | create monster | 4.5 % | 200 | Area | | death | 0.5 % | 500 | Ray | | digging | 5.5 % | 150 | Ray | | fire | 4.0 % | 175 | Ray | | light | 9.5 % | 100 | Area | | lightning | 4.0 % | 175 | Ray | | locking | 2.5 % | 150 | Target | | magic missile | 5.0 % | 150 | Ray | | make invisible | 4.5 % | 150 | Target | | nothing | 2.5 % | 100 | Target | | opening | 2.5 % | 150 | Target | | polymorph | 4.5 % | 200 | Target | | probing | 3.0 % | 150 | Target | | secret door detection | 5.0 % | 150 | Area | | sleep | 5.0 % | 175 | Ray | | slow monster | 5.5 % | 150 | Target | | speed monster | 5.5 % | 150 | Target | | striking | 7.5 % | 150 | Target | | teleportation | 4.5 % | 200 | Target | | undead turning | 5.5 % | 150 | Target | | wishing | 0.5 % | 500 | Area | ----------------------------------------------------- ----------------------------------------------------------------------------- Weapons: ----------------------------------------------------------------------------- For information about how to compute hit probabilities and possible damage for each listed weapon, see the two sections on Hit Probability and Damage. ----------------------------------------------------------------------------- | Weapon Name | Description | Prob | Wt. |Cost | S-dam | L-dam | |-------------------|--------------------|------|-----|-----|-------|-------| | aklys | thonged club | 0.8% | 15 | 4 | 1-6 | 1-3 | | arrow | | 4.2% | 1 | 2 | 1-6 | 1-6 | | athame | | 0% | 10 | 4 | 1-4 | 1-3 | | axe | | 4.0% | 60 | 8 | 1-6 | 1-4 | | bardiche | long poleaxe | 0.8% | 120 | 7 | 2-8 | 3-12 | | battle-axe | double-headed axe | 1.0% | 120 | 40 | 2-12 | 3-14 | | bec de corbin | beaked polearm | 0.8% | 100 | 8 | 1-8 | 1-6 | | bill-guisarme | hooked polearm | 0.8% | 120 | 7 | 2-8 | 1-10 | | boomerang | | 1.5% | 5 | 20 | 1-9 | 1-9 | | bow | | 2.4% | 60 | 30 | arrow | arrow | | broadsword | | 0.8% | 70 | 10 | 2-8 | 2-7 | | bullwhip | | 0.2% | 20 | 4 | 1-2 | 1-1 | | club | | 1.2% | 30 | 3 | 1-6 | 1-3 | | crossbow | | 4.5% | 50 | 40 | bolt | bolt | | crossbow bolt | | 5.0% | 1 | 2 | 2-5 | 2-7 | | crysknife | | 0% | 20 | 100 | 1-10 | 1-10 | | dagger | | 2.5% | 10 | 4 | 1-4 | 1-3 | | dart | | 6.0% | 1 | 2 | 1-3 | 1-2 | | dwarvish mattock | heavy pick | 1.3% | 120 | 50 | 1-12 | 3-20 | | dwarvish short | broad short sword | 0.2% | 30 | 10 | 1-7 | 1-8 | | sword | | | | | | | | dwarvish spear | stout spear | 1.2% | 35 | 3 | 1-8 | 1-8 | | elven arrow | runed arrow | 1.0% | 1 | 2 | 1-7 | 1-6 | | elven bow | runed bow | 1.2% | 30 | 60 | arrow | arrow | | elven broadsword | runed broadsword | 0.4% | 70 | 10 | 2-10 | 2-7 | | elven dagger | runed dagger | 0.8% | 10 | 4 | 1-5 | 1-3 | | elven short sword | runed short sword | 0.2% | 30 | 10 | 1-8 | 1-8 | | elven spear | runed spear | 1.0% | 30 | 3 | 1-7 | 1-8 | | fauchard | pole sickle | 1.1% | 60 | 5 | 1-6 | 1-8 | | flail | | 4.0% | 15 | 4 | 2-7 | 2-8 | | glaive | single-edged | 1.5% | 75 | 6 | 1-6 | 1-10 | | | polearm | | | | | | | guisarme | pruning hook | 1.1% | 80 | 5 | 2-8 | 1-8 | | halberd | angled poleaxe | 1.6% | 150 | 10 | 1-10 | 2-12 | | javelin | throwing spear | 1.0% | 20 | 3 | 1-6 | 1-6 | | katana | samurai sword | 0.4% | 40 | 80 | 1-10 | 1-12 | | knife | | 2.0% | 5 | 4 | 1-3 | 1-2 | | lance | | 0.8% | 180 | 10 | 1-6 | 1-8 | | long sword | | 5.0% | 40 | 15 | 1-8 | 1-12 | | lucern hammer | pronged polearm | 1.0% | 150 | 7 | 2-8 | 1-6 | | mace | | 4.0% | 30 | 5 | 2-7 | 1-6 | | morning star | | 1.2% | 120 | 10 | 2-8 | 2-7 | | orcish arrow | crude arrow | 1.1% | 1 | 2 | 1-5 | 1-6 | | orcish bow | crude bow | 1.2% | 30 | 60 | arrow | arrow | | orcish dagger | crude dagger | 1.0% | 10 | 4 | 1-3 | 1-3 | | orcish short | crude short sword | 0.3% | 30 | 10 | 1-5 | 1-8 | | sword | | | | | | | | orcish spear | crude spear | 1.3% | 30 | 3 | 1-5 | 1-8 | | partisan | vulgar polearm | 1.0% | 80 | 10 | 1-6 | 2-7 | | quarterstaff | staff | 1.1% | 40 | 5 | 1-6 | 1-6 | | ranseur | hilted polearm | 1.0% | 50 | 6 | 2-8 | 2-8 | | rubber hose | | 0% | 20 | 3 | 1-4 | 1-3 | | runesword | runed broadsword | 0% | 40 | 300 | 1-4 | 1-6 | | scalpel | | 0% | 5 | 4 | 1-3 | 1-3 | | scimitar | curved sword | 1.5% | 40 | 15 | 1-8 | 1-8 | | short sword | | 0.8% | 30 | 10 | 1-6 | 1-8 | | shuriken | throwing star | 3.5% | 1 | 5 | 1-8 | 1-6 | | silver arrow | | 0.8% | 1 | 2 | 1-6 | 1-6 | | silver saber | | 0.6% | 40 | 75 | 1-8 | 1-8 | | sling | | 4.0% | 3 | 20 | stone | stone | | spear | | 5.0% | 30 | 3 | 1-6 | 1-8 | | spetum | forked polearm | 1.0% | 50 | 5 | 2-7 | 2-12 | | stiletto | | 0.5% | 5 | 4 | 1-3 | 1-2 | | trident | | 0.8% | 25 | 5 | 2-7 | 3-12 | | tsurugi | long samurai sword | 0% | 60 | 500 | 1-16 | 3-20 | | two-handed sword | | 2.2% | 150 | 50 | 1-12 | 3-18 | | voulge | pole cleaver | 0.8% | 125 | 5 | 2-8 | 2-8 | | war hammer | | 1.5% | 50 | 5 | 2-5 | 1-4 | | worm tooth | | 0% | 20 | 2 | 1-2 | 1-2 | | ya | bamboo arrow | 0.5% | 1 | 4 | 1-7 | 1-7 | | yumi | long bow | 0% | 30 | 60 | arrow | arrow | ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- Artifacts: ----------------------------------------------------------------------------- In Nethack 3.1, there are two major types of artifacts: There are "named weapons," which are ancient weapons of incredible power, forged in the forgotten fires of gods or demons of old. Many of these named weapons have been carried over from previous versions of Nethack, but there are a number of new ones as well. In addition to that, there are "quest artifacts." These are various powerful items created in ancient days and passed down through the ages. Each character is given a quest within Nethack, and the quest artifacts for your particular class is the object you will seek. Named Weapons The named weapons are shown below. The first chart shows the combat capabilities of each weapon. The weapon column tells you what type of weapon each named weapon is. The hit and damage bonus columns tell you what the to hit and damage bonuses of the named weapon are. Note that in most cases these are given as a range. The actual number is determined randomly on a per hit basis with a flat probability curve. The damage type column tells you if there is a particular type of damage that the weapon does (fire damage, for instance). If a monster you are fighting is immune to the type of damage that a named weapon does, the named weapon will fight as a normal weapon (no to hit or damage bonuses as shown below - normal magical bonuses still apply). Finally, the monster column tells you what type of monster the named weapon can affect. Some named weapons will only get their special bonuses against a particular monster or type of monster. -------------------------------------------------------------------------- | | |Hit |Damage| Damage | Monster | | Name | Weapon |Bonus|Bonus | Type | | |--------------|------------------|-----|------|----------|--------------| | Cleaver | battle axe | 1-3 | 1-6 | | all | | Demonbane | long sword | 1-5 | *2 | | demons | | Dragonbane | broadsword | 1-5 | *2 | | dragons | | Excalibur | long sword | 1-5 | 1-10 | | all | | Fire Brand | long sword | 1-5 | *2 | fire | all | | Frost Brand | long sword | 1-5 | *2 | cold | all | | Giantslayer | long sword | 1-5 | *2 | | giants | | Grayswandir | silver sabre | 1-5 | *2 | | all | | Grimtooth | orcish dagger | 1-2 | 1-6 | | all | | Magicbane | athame | 1-3 | 1-4 | stun | all | | Mjollnir | war hammer | 1-5 | 1-24 | electric | all | | Ogresmasher | war hammer | 1-5 | *2 | | ogres | | Orcrist | elven broadsword | 1-5 | *2 | | orcs | | Snickersnee | katana | 0 | 1-8 | | all | | Sting | elven dagger | 1-5 | *2 | | orcs | | Stormbringer | runesword | 1-5 | 1-2 | | all | | Sunsword | long sword | 1-5 | *2 | | undead | | Trollsbane | morning star | 1-5 | *2 | | trolls | | Vorpal Blade | long sword | 1-5 | +1 | | all | | Werebane | silver sabre | 1-5 | *2 | | lycanthropes | -------------------------------------------------------------------------- The second chart gives a little bit more information about the named weapons. The aln column shows the alignment of the weapon (C for chaotic, N for neutral, and L for lawful). The class column tells if there is a particular class that is associated with the weapon. If a class is listed, only characters of that class can get that weapon by sacrificing. The special column shows any special abilities that the weapon has. These are explained below. Additionally, some named weapons will defend against a particular thing when you wield them (effectively giving an intrinsic). This is shown in the defense column. Finally, the last three columns will tell you whether that type of named weapon can be generated as a random item (in a shop, for example), whether it is possible to name the weapon using the #name command, and whether or not the weapon is intelligent. ------------------------------------------------------------------------- | Name |Aln| Class | Special | Defense |Nm |Rnd|Int| |--------------|---|-----------|---------------|------------|---|---|---| | Cleaver | N | Barbarian | | | N | Y | N | | Demonbane | L | | | | N | Y | N | | Dragonbane | N | | | | N | Y | N | | Excalibur | L | Knight | seek, search | drain life | N | N | Y | | Fire Brand | N | | | fire | N | Y | N | | Frost Brand | N | | | cold | N | Y | N | | Giantslayer | N | | | | N | Y | N | | Grayswandir | L | | halluc. res. | | N | Y | N | | Grimtooth | C | | | | Y | N | N | | Magicbane | N | Wizard | | magic msl. | N | Y | N | | Mjollnir | N | Valkyrie | | | N | Y | N | | Ogresmasher | L | | | | N | Y | N | | Orcrist | L | Elf | | | Y | Y | N | | Snickersnee | L | Samurai | | | N | Y | N | | Sting | L | | warning | | Y | Y | N | | Stormbringer | C | | drains life | drain life | N | Y | Y | | Sunsword | L | | | | N | Y | N | | Trollsbane | L | | | | N | Y | N | | Vorpal Blade | N | | beheads | | N | Y | N | | Werebane | L | | | | N | Y | N | ------------------------------------------------------------------------- For you munchkins out there, below is a comparative damage chart for the various weapons. Minimum, maximum, and average damage are shown for each of the named weapons vs. small and large creatures. This takes into account the weapon type, special modifiers, etc. Additionally, each entry assumes that you are fighting against a creature that is not immune to the named weapon, and that it is a monster of a type affected by the named weapon. It should also be stressed that although Stormbringer and Vorpal Blade look wimpy on the chart below, that is because the chart does not reflect their special abilities. For comparison purposes, add 8 to each column on Stormbringer, to show its level draining capabilities. In actuality, this is a random number between 1 and 8, so you might want to add 1 to the minimum, 8 to the maximum, and 4.5 to the average. However, do remember that even if a monster isn't at 0 hit points, it will die once it has had all of its levels drained. Snickersnee has a 10% chance of killing outright (via beheading) any creature that has a head. I have absolutely no clue how to figure that into the chart below, so I'll leave that up to you. ---------------------------------------------------------------------------- | | | Small | Large | | Name | Aln | Min Ave Max | Min Ave Max | |--------------|-----|--------------------------|--------------------------| | Cleaver | N | 3 | 10.5 | 18 | 4 | 12.0 | 20 | | Demonbane | L | 2 | 9.0 | 16 | 2 | 13.0 | 24 | | Dragonbane | N | 4 | 10.0 | 16 | 4 | 9.0 | 14 | | Excalibur | L | 2 | 10.0 | 18 | 2 | 12.0 | 22 | | Fire Brand | N | 2 | 9.0 | 16 | 2 | 13.0 | 24 | | Frost Brand | N | 2 | 9.0 | 16 | 2 | 13.0 | 24 | | Giantslayer | N | 2 | 9.0 | 16 | 2 | 13.0 | 24 | | Grayswandir | L | 2 | 9.0 | 16 | 2 | 9.0 | 16 | | Grimtooth | C | 2 | 5.0 | 9 | 2 | 5.0 | 9 | | Magicbane | N | 2 | 5.0 | 8 | 2 | 4.0 | 7 | | Mjollnir | N | 3 | 16.0 | 29 | 2 | 15.0 | 28 | | Ogresmasher | L | 4 | 7.0 | 10 | 2 | 5.0 | 8 | | Orcrist | L | 4 | 12.0 | 20 | 4 | 9.0 | 14 | | Snickersnee | L | 2 | 10.0 | 18 | 2 | 11.0 | 20 | | Sting | L | 2 | 6.0 | 10 | 2 | 3.0 | 6 | | Stormbringer | C | 2 | 4.0 | 6 | 2 | 5.0 | 8 | | Sunsword | L | 2 | 9.0 | 16 | 2 | 13.0 | 24 | | Trollsbane | L | 4 | 10.0 | 16 | 4 | 9.0 | 14 | | Vorpal Blade | N | 2 | 5.5 | 9 | 2 | 7.5 | 13 | | Werebane | L | 2 | 9.0 | 16 | 2 | 9.0 | 16 | ---------------------------------------------------------------------------- Quest Artifacts In pursuit of the final goal of attaining the Amulet of Yendor, each character must go on a quest. The goal of each quest is an ancient artifact of great power. These artifacts are each described below. Archeologist: The Orb of Detection, Lawful This Orb is a crystal ball of exceptional powers. When carried, it grants ESP, limits damage done by spells to half what it normally would be, and protects the carrier from magic missiles. When invoked, it allows the carrier to become invisible. Barbarian: The Heart of Ahriman, Neutral This luckstone has been passed down from ancient times. In addition to the standard powers of a luckstone, it grants stealth to anyone who carries it. When invoked, it gives the power of levitation to the invoker. Caveman: The Sceptre of Might, Lawful This quarterstaff was created aeons ago in some unknown cave, and has been passed down from generation to generation of cavemen. It has the abilities shown below, but in addition will protect anyone who carries it from magic missile attacks. When invoked, it causes conflict in the area around it. ----------------------------------------------------------- | Weapon | Hit | Damage | Damage | Monster | | | Bonus | Bonus | Type | | |--------------|-------|--------|------------|------------| | quarterstaff | 0 | *2 | drain life | non-lawful | ----------------------------------------------------------- Elf: The Palantir of Westernesse, Chaotic The elves of long ago created this powerful crystal ball. When carried, it grants ESP, regeneration, and reduces all damage caused by spells to one-half of what it would normally be. When invoked, it tames creatures in its vicinity. Healer: The Staff of Aesculapius, Neutral This staff is considered sacred to all healers, as it truly holds the powers of life an death. When wielded, it protects its user from all life draining attacks, and additionally gives him or her the power of regeneration. When invoked, it will heal the invoker. It also has the abilities as a weapon shown below. ----------------------------------------------------------- | Weapon | Hit | Damage | Damage | Monster | | | Bonus | Bonus | Type | | |--------------|-------|--------|------------|------------| | quarterstaff | 0 | *2 | drain life | all | ----------------------------------------------------------- Knight: The Magic Mirror of Merlin, Lawful This powerful mirror was created by Merlin, the druid, in ages past when trees sang and rocks danced. It is imbued with intelligence, and can talk to whoever uses it. It also protects anyone who carries it from magic missiles, and gives them ESP. Priest: The Mitre of Holiness, Lawful This helm of brilliance performs all of the normal functions of a helm of brilliance, but also has the ability to protect anyone who carries it from fire. When invoked, it boosts the energy of the invoker, allowing them to cast more spells. Rogue: The Master Key of Thievery, Chaotic This skeleton key was fashioned in ages past and imbued with a powerful magic which allows it to open any locks. It also has the ability to talk to the person who uses it. When carried, it grants its owner warning, teleport control, and reduces all physical damage by half. Finally, when invoked, it has the ability to disarm any trap. Samurai: The Tsurugi of Muramasa, Lawful This most ancient of swords has been passed down through the leadership of the Samurai legions for hundreds of years. It is said to grant luck to its wielder, but its main power is terrible to behold. It has the capability to cut in half any creature it is wielded against, instantly killing that creature. (For game purposes, there is a 10% chance per hit of cutting in half a monster.) Tourist: The Platinum Yendorian Express Card, Neutral This is an ancient artifact made of an unknown material. It is rectangular in shape, very thin, and inscribed with unreadable ancient runes. When carried, if grants the one who carries it ESP, and reduces all physical damage done to the carrier by half. It also protects from magic missile attacks. Finally, its power is such that when invoked, it can charge other objects. Valyrie: The Orb of Fate, Neutral Some say that Odin himself created this ancient crystal ball, although others argue that Loki created it and forged Odin's signature on the bottom. In any case, it is a powerful artifact. Anyone who carries it is granted the gift of warning, and all damage, spell and physical alike, is reduced by half. It also gives luck to whoever uses it. Finally, when invoked it has the power to teleport the invoker between levels. Wizard: The Eye of the Aethiopica, Neutral This is a powerful amulet of ESP. In addition to its standard powers, it regenerates the energy of anyone who carries it, allowing them to cast spells more often. It also reduces any spell damage to the person who carries it by half, and protects from magic missiles. Finally, when invoked is has the power to instantly open a portal to any other area of the dungeon, allowing its user to travel quickly between areas.