wan2-331.txt Update version 1 for NetHack 3.3.1 Compiled for 3.2.2 by Kevin Hugo. Updated for 3.3.1 by Dylan O'Donnell Breaking wands ~~~~~~~~~~~~~~ (Adapted from a spoiler by Jeffrey Robertson .) 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 are blinded for (charges+1)d25 turns; surrounding monsters may also be blinded, and gremlins take 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 (in your case, a 10% chance of its being permanent, a 90% chance of it lasting for (charges) to (250*charges) (more) turns). 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 ~~~~~~~~~~ (Adapted from the spoiler "cancel", by Boudewijn Waijers .) 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 monster is automatically cancelled as well. Cancelled monsters cannot use most of their special attacks against you: Blind you with light Cast spells at you Charm you Confuse you Drain your constitution Drain your dexterity Explode in your face Paralyse you Poison you Put you to sleep Rust, rot or disenchant something, offensive or defensive Seduce you Slime you Slow you down Spit at you Steal an item (other than the game artifacts) Steal intrinsics Steal your gold Stun you Teleport you away Use a wand of make invisible on itself Use acid offensively 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 by hitting 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 Note that some attacks aren't susceptible to cancellation: Defensive acid splashing Disease attacks Famine's hunger attack Mind-flaying attacks Nurses' healing attacks Physical blinding attacks Physical damage attacks The Oracle's magic defences Touch of Death Wizard or Quest Nemesis stealing the Amulet, Bell, Book or Candelabrum 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/", 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 once. 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. Scrolls of mail will never merge or shudder. There are some limitations to polypiling. You can't change scrolls of mail, wands of polymorph, potions of polymorph, spellbooks of polymorph, 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 non-cursed 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 potions of polymorph spellbooks of polymorph Acknowledgements ~~~~~~~~~~~~~~~~ Thanks to Bruce Cox for proofreading the original version of this file. Clarification for polypiling rocks due to Oberon . Jason Parker inquired about polypiling charges. Irina Rempt corrected polysinks and polying dragons.