Someone mailed this file to me a while ago, abck when 3.1.1 (I think) was the current version... So some of the bug info is wrong. In fact, just skimming through it myself, I see a number of thing wrong, but it's pretty good. I was tempted to start modifying it, but there's so much to know about this game it'd take forever. Here it is: Spoiler version 1.00 for nh3.1 and nh3.1.1 by Mari Seppa This is a spoiler, or actually a hint file, for nethack 3.1(.1). It has been compiled from postings on rec.games.hack and might contain errors. Inform me of those errors. This is the first and very plain and short version. I will add on to it every day, but I decided to post this first form to ask for ideas and to know the needs of people. What do you need to have on this hint list? E-mail me: zarr@snakemail.hut.fi I have spoiler files (longer and shorter version) of nethack for earlier versions. Mine here is more of a hint file, those are real time hard spoilers and will help playing even the new version. If you want them, email me. Contents: - How to Explore Part one: - Actions 1) Blessing - What to Bless 2) Eating - Armor - Rings - General 3) Polymorphing 4) Polypiling - How to Polypile - General 5) Praying 6) Proofing - Fireproofing - Rustproofing - Waterproofing 7) Stoning and Cockatrice 8) Writing a scroll - How Many Charges Does It Take 9) Wishing - Weapon - Armor - Rings - Reading - Others - And General Stuff 10) General - Confusing - Dipping - Identifying - Protecting - Regenerating - Stealing from a Vault - Teleporting - Beings 1) Medusa 2) Pets - How to Obtain a Pet - Powerful Pet - Succubus as a Pet - Why a Pet - General 3) Wizard (The) - How to Fight Him - How to Find His Sanctum - Killing him on a Water Square - General 4) General - Places 1) Altars - Converting - Offering 2) Fort Ludios - How to Disarm Landmines - Drawbridge - General 3) Mines - When to Enter - Why to Enter - General 4) Planes - Air - Astral - Earth - General 5) Quest 6) Shops - Bugs to Help Rob a Shop - General - Things 1) Amulet (The) 2) Armor - Cursed Boots of Levitation - Dragon Scale Mail - Enchanting - General 3) Artifacts - Bug for Mjollnir - Obtaining - Special About Artifacts - Tsurugi of Muramasa - General 4) Bags 5) Gems 6) Lamps 7) Potions 8) Scrolls - Genocide - Traps and Portals - General 9) Three Objects - Bell - Book - Candelabrum - General 10) Unicorn Horns 11) Wands - Cancellation - General 12) Weapons 13) General - Amulets - Stethoscope - Towel - Others 1) Intrinsics - Aggrivate Monster - Lycantropy - Teleport - Warning - General 2) Punishment - Get Rid of the Ball - General 3) Stats - Con - Dex - Str - Wis - And General Stuff 3) General - Sickness - Sinks - Traps - Luckstone Part Two: - Artifacts spoiler by someone (someone claim this!) - Artifact Damage Spoiler by Henri Block (block@klaava.helsinki.fi) ------------------------------------------------------------------------------- HOW TO EXPLORE ===---OO---=== To explore the possibilities of nethack without appearing on the scoreboard: - start the game with "nethack -u wizard -D" - press ^W and wish for the anything you want - press ^V to teleport - start the game with "nethack -X" - you start with a wand of wishing - press ^X in game to enter discovery mode ------------------------------------------------------------------------------- PART ONE ######## ACTIONS ==-O-== Blessing ======== What to bless ------------- - bless bunch of uncursed waters and then you have a lot of holy water - luckstone - unicorn horn - blessed unicorn horn will cure more than one thing at one a)pplying. It will also restore ability faster. - scrolls of genocide, charging, enchant something, remove curse - magic marker (you may want to have an uncursed magic marker for (cursed) scroll of genocide, enchant weapon and armor) Eating ====== Armor ----- If you eat helm of brilliance while wearing it, you have 100% chance of gaining brilliance. You do not gain power, if you eat gauntlents of power. You do not gain reflection, if you eat a shield of reflection. Rings ----- (Someone posted this list, who are you?) If you eat a ring, you have 1/3 of a chance of gaining an intrinsic of the rings capability. If you wear the ring you eat, you have 100% of gaining the intrinsic and 1/3 of a chance of doubling the gain. Ring Name Material Eaten by --------- -------- -------- wooden wood Gelatinous cubes granite mineral black onyx mineral moonstone mineral tiger eye gemstone jade gemstone agate gemstone topaz gemstone sapphire gemstone ruby gemstone diamond gemstone pearl iron Metal Eating iron iron Metal Eating brass copper Metal Eating copper copper Metal Eating silver silver Metal Eating gold gold Metal Eating ivory 0 Gelatinous cubes emerald gemstone wire iron Metal Eating engagement iron Metal Eating granite mineral Rock mole There are three monsters which are metal eating: - rock moles - rust monster - xorn Eating a ring of protection works once. Make sure the protection level is the highest possible. Do not eat ring of conflict. A ring of increase damage increases your strength when eaten. General ------- Don't eat old corpses. Corpses of monsters rot except for a few exceptions, acid blobs and lizards. Bless corpses to make them last longer or but them into an ice box to keep them freezed until it's dinner time. Eating eggs is dangerous. If you store egg for later eating in your pack, egg will hatch and you have a monster to fight, but if you eat it before it hatches, you might eat an egg of cockatrice and turn to stone. Eating a spring of wolfsbane stops lycanthropy (polymorphing). Eating a lizard corpse can un-confuse you if you are confused. Eat wraiths to gain levels. Eating mind flayers will increase your INT if you already have intrinsic telepathy (from a floating eye). You cannot eat amulets or wands to gain intrinsic. Polymorphing ============ Polymorp into a monster and have fun: - mind flayer (when eating someone's brain, you are being fed, good messages) - Jabberwock (flies over traps but picks up items, good strength) It seems as though that if you are overtaxed, polymorphing doesn't always succeed. Only with blessed ring of polymorph and polymorph control you can polymorph into a titan and will always be polymorphed into a monster you want. You cannot stay polymorphed. The length of time you stay polymorphed is proportional to (your level)/(monster level). Polypiling ========== How to polypile --------------- Gather as much stuff into one big pile as possible. Zap it with wand of polymorph and all the things will have polymorphed into different things in the same class. General ------- Not everything will survive the polypiling and if the polypile is huge, and if you polypile too much of the same type (metal, leather), a golem of that type will raise from the pile. Things will retain their cursed/ uncursed/blessed status, their plusses and charges when polymorphed. Spellbooks will become more used when polypiled. No wands of wishing or polypiling or magic lamps will be in the polypiled stuff. Praying ======= Always, when your god grants you something (except luck it seems), it is as though you have prayed. In the other words, you cannot pray for food or anything else without angering your god for the prayer time out (600-800? turns). Being crowned "Hand of Elbereth" will make your prayer timeout longer. When you used to be able to pray every 600-800 turns, you cannot after crowning. Killing the wizard increases your prayer timeout. To be able to pray sooner, #offer corpses to the god. "You have a hopeful feeling" means you shouldn't pray, and "You have a feeling of reconciliation" means you can. When angering god by praying within the prayer time out (600-800? turns from last praying) or when your god is otherwise angry at you and you pray, you lose _all_ your intrinsic bonuses to armor class. Your change of getting an artifact by praying becomes exponentially more difficult with more artifacts in existance. chance_to_get_artifact = 2 / (number_of_artifacts_already_existing) You cannot pray in Gehennom, you just get "I believe it not." Proofing ======== Fireproofing ------------ How to fireproof: - while confused read enchant armor or weapon - pray Rustproofing ------------ To temporarily rustproof an item, a)pply grease on it. The grease disappears, but protects your weapon or armor from rusting while doing so. a)pply new greasing for further rustproofing. How to remove rust from your weapon: - read a scroll of enchant weapon while confused - pray How to rusproof your weapon: - read a scroll of enchant weapon while confused - pray Waterproofing ------------- How to waterproof scrolls, potions and spellbooks or your armor - You can't. Put them into an oilskin sack (best put your entire bag of holding in) or wear an oilskin coat to have the effect of waterproofing. Stoning and Cockatrices ======================= You get stoned from touching and eating cockatrice corpse (or while polymorphed, biting one). If cockatrice hisses, it doesn't mean you are being stoned, but if your limbs stiffen then you are turning to stone. Some monsters aren't affected by cockatrice, those monsters list as cockatrices, lizards, lithic monsters (xorn), acidic monsters (acid blobs, gelatinuos cubes and yellow dragons). Don't polymorph into a monster that engulfs monsters when attacking a cackatrice. Once you engulf him, you'll turn to stone. You can use cockatrice as your weapon if you have gloves, it leaves just statues behind. Avoid pits when fighting with a cackatrice corpse, your weapon can fall on you and turn you to stone. (Wear a blindfold?) Cockatrice turns flesh golem into a stone golem. How to stop stoning: - eat an acid blob or lizard corpse (they don't rot, so carry one with you) - pray - Praying takes more time than eating lizard corpse. Writing a Scroll ================ You cannot write a scroll you haven't identified first. You just lose the scroll and the amount of charges from your magic marker that it takes to write the scroll you wanted. How many charges of magic marker does writing use: (This is from the code and I have to thank someone on the net for posting this, (give me your name, I'll add it here, because this is your work)) Scrolls first: these cost 8 uses each. LIGHT GOLD_DETECTION: FOOD_DETECTION: MAGIC_MAPPING: AMNESIA: FIRE: these cost 10 each: DESTROY_ARMOR: CREATE_MONSTER: PUNISHMENT: this on costs 12: CONFUSE_MONSTER: this one costs 14: IDENTIFY: these cost 16 each: ENCHANT_ARMOR: REMOVE_CURSE: ENCHANT_WEAPON: CHARGING: these cost 20 each: SCARE_MONSTER: TAMING: TELEPORTATION: and the granddaddy of them all costs 30 uses!! GENOCIDE: Writing spellbooks costs 10 times the spell level. here are the spells by level: /* level 1 spells */ HEALING: DETECT_MONSTERS: FORCE_BOLT: LIGHT: SLEEP: KNOCK: /* level 2 spells */ MAGIC_MISSILE: CONFUSE_MONSTER: SLOW_MONSTER: CURE_BLINDNESS: CREATE_MONSTER: DETECT_FOOD: WIZARD_LOCK: /* level 3 spells */ HASTE_SELF: CAUSE_FEAR: CURE_SICKNESS: DETECT_UNSEEN: EXTRA_HEALING: CHARM_MONSTER: CLAIRVOYANCE: /* level 4 spells */ LEVITATION: RESTORE_ABILITY: INVISIBILITY: FIREBALL: DETECT_TREASURE: /* level 5 spells */ REMOVE_CURSE: MAGIC_MAPPING: CONE_OF_COLD: IDENTIFY: DIG: /* level 6 spells */ TURN_UNDEAD: POLYMORPH: CREATE_FAMILIAR: TELEPORT_AWAY: /* level 7 spells */ CANCELLATION: FINGER_OF_DEATH: Wishing ======= Don't wish for your quest item. What you should wish for depends very much on your situation and position in game. Here are some suggested wishes (should be in the right wishing format): Weapon ------ - decent blessed rustproof weapon of your own alignment - blessed rustproof +3 Excalibur (lawful) - blessed rustproof +3 Vorpal Blade (neutral) - blessed rustproof +3 Stormbringer (chaotic) - blessed rustproof +3 Mjollnir (neutral) - blessed rustproof +3 Tsurugi of Muramusa (lawful) - blessed rustproof +3 Grayswandir (lawful) - blessed rustproof +3 Fire Brand (neutral) - blessed rustproof +3 Frost Brand (neutral) Armor ----- - blessed rustproof +3 gray (or grey) dragon scale mail (magic resistance) - blessed fireproof +3 pair of speed boots - blessed rustproof +3 shield of reflection (if you don't have sleep, fire, and cold resistance) - blessed fireproof +3 gauntlets of power (or dex if strong but clumsy) - blessed fireproof +3 cloak of displacement - blessed fireproof boots of water walking (or ring of levitation) - blessed fireproof +3 helm of telepathy (or brilliance if low int) - blessed fireproof +3 Hawaiian shirt (wear under armor) - helm of opposite alignment (for end game and altars) Rings ----- - blessed +3 ring of increase damage - blessed ring of levitation - blessed ring of conflict - blessed ring of teleport control (or eat tengu) - blessed ring of regeneration (not useful after exp. level 30) - blessed ring of searching (for characters that don't gain the intrinsic) - you could also polypile for them Reading ------- - blessed spellbook of identify - blessed spellbook of fireball - 3 blessed scrolls of charging (wand of wishes) - 3 cursed scrolls of genocide (tengus, wraiths, and nurses) - 3 blessed scrolls of remove curse - 3 blessed scrolls of gold detection (confuse yourself and read, get all ^) Spellbooks are risky for characters low on INT. Others ------ - blessed amulet of life saving - blessed magic marker (blessed one will raise the blessing level of the scroll or spellbook by one) - blessed amulet of magical breathing (your stuff will still rust if you use it under water) - blessed unicorn horn (bless the one gained by killing a unicorn) - blessed bag of holding (you most likely find one) - blessed platinum yendorian express card (magic resistance and ESP, will recharge all charges when you invoke it, for neutral and tourist only) - blessed luckstone (find one in Gnimish Mines) - blessed figurine of archon (good pet) - blessed tinning kit - blessed crystal ball (3) (useful in Elemental levels to find ^) - 3 potions of unholy water (for cursing (i.e. bell of opening)) - ice box (store corpses) - magic flute (or harp) - wand of cancellation (cancel monsters' (Wizard's) instrincs) - blessed wand of sleep Chance to get an artifact becomes more difficult with more artifacts in existance. chance_to_get_artifact = 2 / (number_of_artifacts_already_existing) If your wish fails, you get the message "For a moment, you feel something in your hands, but it disappears!" and the wish is used up! General ======= Confusing --------- To get confused - carry around potions of confusion - cast a spell repeatedly until repeating it makes you confused Dipping ------- #dip a scroll once to blank it and a potion twice to make uncursed water. #dip your Hawaiian T-shirt, if you are playing a valkyrie. Identifying ----------- If many monsters attack you at one time, to know which one is holding you, use "/" to identify him. You can also name the monsters and figure out the same problem that way. Protecting ---------- Pile the stuff, which might be dangerous in the hands of a monster, you don't necessarily need, or cannot carry, and engrave a protecting "Elbereth". Regenerating ------------ To regenerate: - wear a ring of regeneration (will use a lot of food) - wield a weapon which conveys regeneration (doesn't affect food) - polymorph into a regenerating monster (doesn't affect food) Ring of regeneration is useless after level 30 (you will regenerate faster without it). Stealing from a Vault --------------------- If you accidentally teleport into a vault - teleport out - with a ring of teleport, intrinsic teleport or because of reading a spell- book and failing to do so - pick-axe your way out Otherwise you have to drop all your cold, when the guard comes in. If you still want more time to fool around in the vault, answer "Croesus" when the guard asks who you are. It doesn't help to hide the gold in a bag or sack. Teleporting ----------- You can level teleport with The Orb of Fate and The Eye of The Aethiopica. Teleport doesn't work in valley of the dead, elemental planes and astral plane. You cannot teleport to level 55. While climbing to level one, you will be level teleported back down un- willingly. Wearing a ring of levitation when climbing up stairs makes the level teleporting go away. BEINGS =-OO-= Medusa ====== Wear a blindfold, otherwise Medusa will stone you. Kill Medusa by reflecting back to her her own face (use looking glass). Be careful of electric eels on Medusa level. They might zap your wands and rings, including you ring of levitation. Pets ==== How to Obtain a pet ------------------- - use tripe rations on dogs and cats - apply a (preferably blessed) figurine - cast a 'create familiar' spell - cast a 'charm monster' spell - read a non-cursed scroll of taming - use a magic harp - smoky potions and non-blessed magic lamps might give you a tame djinni - polymorph into a dragon, nagas (not hatchling), spiders, snakes, cockatrices, crocodiles, eels, ants, long worms, purple worms, and scorpions and lay eggs with #sit - polymorph into a were-anything and summon help (#monster) - polymorph into some minor demon and sometimes you get some other tame demons ported in for you Powerful Pet ------------ How to stop a powerful pet from killing everyone? - leash it - lock it into a room - put it behind a boulder - put it behind an "Elbereth", a cursed item (will cross it when hungry) or scare monster scroll Succubus as a Pet ----------------- (Someone wrote this, give me your name and I'll give you gredit): Why to have succubus as a pet: - They are tough enough to stay around. (That is, you won't lose her to a rock trap.) - They don't eat corpses. - They are NOT tough enough to cause problems. (They won't attack that friendly priest, for example. They also won't kill _everything_ on a level before you can get XP for it, and they aren't a real threat if they become unfriendly. - They steal stuff from monsters they attack, just like nymphs do. - Headaches GO AWAY after a while! The headache she gets after you've had your fun very obviously has a time out feature. Furthermore, it is a FAST time out, only 100 turns or so! - A tame succubus never charges you for "services rendered". Why a Pet --------- Why to have a pet: - they help stealing stores - they kill peaceful monsters (that have stuff you want) General ------- Don't kill your pets. That's bad luck. The message, "You feel embarrassed for a moment" comes when you have killed your pet that you couldn't see. If your pet is too winpy, polymoph it. Iron golems do not eat corpses, but they do rust. Consider having a Vampire Lord as a pet. Vampire Lords will attack shopkeepers and win. Wizard ====== How to Fight Him ---------------- - it will help if you zap wizard with want of cancellation - corner wizard or stand on stairs so he cannot teleport down the stairs to heal - polymorph him - zap him with wand of death - use a cockatrice against him Wizard will summon monsters. Be ready and have ring of conflict. He often summons many devils and demons. Best artifact for fighting them is Grayswandir that does silver damage. How to Find His Sanctum ----------------------- How to find Widard of Yendom's sanctum: Wizard of Yendor's tower occupies three consecutive levels of Gehennom. It is the big square of undiggable walls at the center of the screen. The entrance to the Wizard's tower is not on the same level as the tower itself. It is on another level, usually below, within one of the small plus-shaped rooms. It's just a regular portal. If you cannot find an entrance, polymoph into a xorn and go through the walls. Killing Him on a Water Square ----------------------------- How to get the stuff wizard carries, if he is killed in a water square: - put on amulet of magic breathing (your armor and weapon will rust) - ice it with horn or wand of cold and then break it with pick-axe (?) - vaborize the moat (book of dead doesn't burn) General ------- You can usually get teleport control from eating the Wizard's corpse, if you haven't got intrinsic teleport control (without a ring). It will make all of the monsters on the level converge on you, but has no other known bad effects. Killing Wizard and carrying the Amulet will cause random items cursed. Killing the wizard increases your prayer timeout. General ======= The monsters which appear on the level are generally proportional to you experience level. Monsters cannot use wish oriented objects (magic lamp, wand of wishing). If a monster is invisible, drop something that will attract the monster, wait till s/he picks it up to locate him/her and then zap him/her to death. Archon will "stun you with their blinding radience", so use a blindfold. Demons will get angry, if you wear a cloak of displacement and they talk to the displaced image about "protection" money. To help you survive krakens and eels (except on Medusa and Juiblex level), zap them with wand of teleport. That will most likely teleport them to a dry square, which will help you deal with them. You can also wear a ring of levitation, which is useful except with electric eels. Trolls will resurrect, if you don't eat, tin or sacrifice them. Shades can steal your speed intrinsic. PLACES =-OO-= Altars ====== Converting ---------- How to convert an altar: - Drag a fresh corpse over to the altar and #offer it. If you haven't actively annoyed your god, you will try to convert the altar. Your chance of failure (from v3.0j) is 5/your exp. level+8, so a 2nd level character has a 50% chance of failure, while a 17th level character has only a 20% chance. Each time you fail, your god gets slightly miffed (subtracts some small amount from your alignment). To convert altar to chaotic, sacrifice a human (converts you to chaotic also) and annoys your god. Offering -------- What are the effects of #offering: - Improving your luck (you see a four-leaf clover) - Getting a named weapon - Blessing potions of water - Getting spellbooks - Blessing / uncursing items - Getting your items rustproofed (rust will also disappear) #offer a human corpse and you'll invite a demon, if you are not chaotic. God will be angry of human (and werething) #offerings, if you are not chaotic. General ------- It might anger your god to spill blood inside your own temple. Monsters don't attack you, when you are in your own temple. Don't attack a priest/priestess in an temple. You might get scales over your eyes, which will blind you and make you lose your intrinsic telepathy. If you get scales on your eyes for attacking a priest or priestess, a)pply unicorn horn. You get your vision back, but your intrinsic of telepathy if gone. When killing a priestess or priest in an altar room, you get messages such as: - "You have an eerie feeling" - "You feel you are being watched" and a ghost will appear, which you have to kill. Giving 400*your exp. level of gold or all the gold you have (the gold you don't want to give, hide) to the priest of your alingment will usually give you something good, you might get a rustproofing or some intrinsic AC. Fort Ludios =========== How to Disarm Landmines ----------------------- How to disarm landmines in the treasure room of Fort Ludios: - Put on your ring of levitation and move several times over it while searching. - If you have polymorph and polymorph control polymorph, into a Vampire Lord. You levitate, but can still pick up things. - create monsters inside the room Drawbridge ---------- The drawbridge in 3.1 is very dangerous up or down. You should find another way across the moat (wand or horn of cold is useful for making an ice bridge). Don't use wands on the drawbridge, but play the right notes. General ------- It is dangerous to enter the fort without reflection. Soldiers have a lot of wands of sleep and death. Magic portal to Fort Ludios can most likely be found between levels 18-22 in a magic memory vaul. It doesn't always exist though. Mines ===== When to Enter ------------- When to enter the Gnomish Mines: - you have at least 50 hit points - a decent weapon (longsword or something similar) - an AC no higher than three But this is just a rule of thumb and feel free to alter if you feel that you have enough good stuff to compensate for any deficiencies in the above. Why Enter -------- What good there is in the Gnomish Mines: - town with an altar and at least three shops - a luckstone - Loadstones and luckstones are both gray. Kick the stone before picking it up, if it says *THUMP*, it's a loadstone (don't pick it up). - treasure room - Look for a secret door at the bottom of the mines. It might be somewhere in the middle and in the top half of the screen. Inside the secret room, search for another secret door and behind it you will find a room full of gems and luckstone. General ------- The bottom of gnomish mines is always the same. Planes ====== Air --- Have a way to levitate on the Air Plane. How to move about on the Air Plane easily: - have teleportation + teleport control - have levitation (works on all planes except earth) One way to move on the Plane of Air is to throw something backward (Mjollnir) while levitating. On Plane of Air casting of identify spell will make you faint from hunger. Astral ------ If you are at least stridently aligned, you will receive a pet Guardian Angel when you reach Astral Plane (don't use a ring of conflict then or at all on Astral Plane). Teleport is allowed on Astral plane. Earth ----- You need a lot of wands of digging on the Earth Plane. The monsters on Earth Plane have no heads; no benefit from using Vorbal Blade. General ------ How to find portals in elemental planes: - use blessed crystal ball to find ^ - Amulet will help, if you wear it - scroll of gold detection read while confused or if it is cursed - watch for message like: "The suddenly disappears!" Orb of Detection is unclear in its visions on plane levels. Quest ===== Quest starts from level 11-15. You have to complete the quest to get the Bell of Opening. To return from the quest, step on the space you teleported to when you stepped on magic portal to enter the quest. Sure way to get out of guest is to walk into every portal (^). Shops ===== Bugs to Help Rob a Shop ----------------------- One (for 3.1 only): t)hrow any unpaid item to the floor with the direction > and the shopkeeper will pay you as though you were selling the item. Throw many same items one at a time and the shopkeeper pays you first for one, then for two, and three and... Two: If you find a a bag with money inside it in a shop, you will owe the shopkeeper money of the amount inside the bag if you pick the bag up. If you d)rop the bag down, your dept will be erased and the shopkeeper will pay for the bag. Three: In this one, drop all items that have (unpaid) (from stealing a shop previously) outside a shop. Unpaid items will cause the game to grash. When you have dropped the items proceed in the following way. - gather all the useful items next to the door in a pile (helps if you put them into a bag if you have a lot to steal - save the game (the recovery is less painless, if needed and it seems segmentation faults happens less often) - when you play again, C)all the shopkeeper with a new name - exit the shop, come back and go out again until you get: "This shop appears to be deserted". Will most likely happen on the second entry, if you saved the game. - enter the shop, pick up the items that you piled next to the door and exit (without paying). If you are impatient and don't get the "This shop appears to be deserted" within few tries, try to C)all the shopkeeper again with a new name. If that still doesn't succeed, enter the shop and pick up the items even if it says: "Welcome to 's store". Two things might happen; items aren't marked unpaid and you can leave the shop without paying or shopkeeper charges you for the items, but let's you leave without paying. In the later situation, the Kops will appear. Will this method there might be a segmentation fault. Make sure that you have access to recover command before you try this (except if you try it with a wasteble character). In UNIX the recover can be made the following way: path/of/recover/recover /path/of/your/playing/files/base* In my HP's account, I give the following line: /p/contrib/lib/nethackdir3.1.1/recover /p/contrib/lib/nethackdir3.1.1/*zarr.* If my help doesn't work with the recover, ask the person who put up the game in your system (if that was you, ask rec.games.hack ;-) General ------- Shops that are closed for inventory and locked can be entered without harm if you have a way to unlock the door. Don't kick the door, if you don't want to pay for the damages. If you kick the door of a shop and do not want to pay, try to survive as long as the door reappears. The new door most likely will be unlocked. Cursed items cost more than blessed and uncursed. If you #chat while standing on an object for sale in a shop, the shopkeeper tells you how much it costs so you don't have to pick it up. Stealing shops: - have a pet and magic whistle Calm shopkeeper with money. THINGS =-OO-= Amulet ====== The amulet increases your food consumption, helps you to a limited magic mapping and will help find magic portals on elemental levels. The amulet summons monsters. A sack will help you determine, if the amulet you are carrying is The Real Amulet or just a cheap imitation. The Real Amulet cannot be put into a sack (or bag). Give the amulet to a monster and then turn the monster to stone. Use a pick-axe later to get the amulet out of the statue. Armor ===== Cursed Boots of Levitation -------------------------- To get rid of cursed boots of levitation: - "walk" over a sink - pray - #dip the boots into holy water - read a destroy armor scroll when you have removed everything else - read a remove curse scroll - read a blessed enchant armor scroll - let a nymph steal your boots (drop everything else first) - polymorph into a monster that cannot wear armor (rat) Dragon Scale Mail ----------------- To have Dragon Scale Mail: - kill appropriate dragon - wear his scales (and only them), if he left them - read scroll of enchant armor Dragon scale mail will not rot, burn, nor rust. Enchanting ---------- If your armor or weapon has a high enchantment it is safer to enchant it with uncursed enchant armor/weapon scroll than with blessed. When you enchant armor/weapon and it gives you a message: "Your [armor/weapon] suddenly vibrates unexpectedly" but doesn't disappear, it's a warning that further enchantment could cause vanishing of the item. General ------- It is better to survive water with waterboots, because, when you get back to the dry land, you can pick up items which is not true for ring of levitation. Artifacts ========= Bug for Mjollnir ---------------- If you're standing next to a wall, and you throw Mjollnir at that wall, it flies off the screen and the program segmentation faults. Obtaining --------- How to obtain a named weapon: - Name it: Sting (elven dagger) and Orcrist (elven broadsword) only - Praying and wishing for artifacts becomes exponentially difficult with more artifacts in your game. - Dip a long sword into a fountain (this yields Excalibur, only for Lawful characters and characters above level 5) - If you sacrafice enough monsters to your god, the god might grant you a weapon - Wish for it Speacial about the artifacts ---------------------------- Excalibur gives intrinsic of automatic searching and will guard against level draining and is automatically rustproof if gained by #dipping a longsword. Stormbringer attacks peaceful monsters, but guards against level draining. Grayswandir gives intrinsic of resist hallucinations and does silver damage. Vorbal Blade beheads. Good with shades and gremlins. You can throw Mjollnir with gauntlets of power when you are a Valkyrie. Be careful of throwing Mjollnir while levitating. Tsurugi of Muramasa ------------------- - The Tsurugi is already blessed and rustproof when you get it - It *always* hits! - Damage on a normal hit (i.e. no special message) rivals or exceeds even Mjollnir, damage is usually 30 to 40 points per hit. - It is a two-handed weapon and cannot be used with a shield General ------- You will sustain damage from wielding a weapon of another alignment. Be wise about what you wish for: chance_to_get_artifact = 2 / (number_of_artifacts_already_existing) The magic of luckstones, artifacts and such will not work if they are placed in your sack or bag. Bags ==== Gold weights a lot. Put it in your bag of holding. Don't put bag of tricks, wand of cancellation or another bad of holding into bag of holding. There are three kinds of bags. Bag of tricks (will create monsters, when a)pplied), bag of holding (will help you carry just a bit more that your strength would imply) and regular sacks. // Theres also oilskin sacks... for preventing rust I guess? To make sure your blessed bag of holding doesn't get cursed, put it inside a sack. Gems ==== To help with identifying a real gem engrave with the gem. If it engraves, it is definitely a gem. If it writes in the dust, it *may* be a piece of glass, but it *may* be a softer/non-faceted gem (e.g. a piece of amber or jade). Now it is up to you, if you want to identify the 'writing' gems first to get rid of the pieces of glass and their weight or the 'engraving' gems to get money for them in the shops. >From WCST Spoiler: Name Prob Wt Value Engrave? Colour ------------------------------------------- | amber | 11 | 1 | 1000 | no yellowish brown | amethyst | 19 | 1 | 600 | no violet | aquamarine | 10 | 1 | 1500 | yes green | blue glass | 131 | 1 | 0 | no blue | diamond | 4 | 1 | 4000 | yes white | dilithium crystal | 3 | 1 | 4500 | no white | emerald | 7 | 1 | 2500 | yes green | fluorite | 22 | 1 | 400 | no violet | garnet | 17 | 1 | 700 | yes red | green glass | 131 | 1 | 0 | no green | jade | 23 | 1 | 300 | no green | jasper | 21 | 1 | 500 | no red | loadstone | 10 | 50 | 1 | no grey | luckstone | 10 | 1 | 60 | no grey | opal | 15 | 1 | 800 | no white | red glass | 131 | 1 | 0 | no red | ruby | 5 | 1 | 3500 | yes red | sapphire | 6 | 1 | 3000 | yes blue | topaz | 13 | 1 | 900 | yes yellowish brown | turquoise | 8 | 1 | 2000 | no green | violet glass | 131 | 1 | 0 | no violet | white glass | 131 | 1 | 0 | no white | yellowish brown glass | 131 | 1 | 0 | no yellow brown ------------------------------------------- If it is blue and it does not engrave, it's worthless. Polypile rocks to get gems. Lamps ===== Magic lamp never runs out of oil. Use it as a lamp until you can bless it and use the wish. After wishing, magic lamp turns into normal oil lamp so they cannot be recharged to give another wish. When an unidentified lamp flickers and goes out eventually, #name the category 'oil'. If you later find a lamp that is not named oil, it is a magic lamp. Potions ======= Blessed potions of enlightenment will increase WIS and INT, but blessed potions of gain ability are better. To make holy water, put potions of water on an altar of your alignment and #pray. If your god is pleased, she will bless them. To get unholy water put potions of uncursed water on non-aligned altar, stand on the alter and pray. Your god will not like this. You can also get lich to curse the potion. Scrolls ======= Genocide -------- What to genocide (the ones marked with * I haven't tried to genocide, so might be that they aren't genocidable): Be careful of cursed scrolls of genocide. You will be surrounded with the monsters you are trying to genocide (good for nurses and #offering). - rust monsters (rust your weapon and armor) - black puddings (rot -> rust) - gray oozes (*) (rust your items) - gremlins (steal your intrinsics) - (master) liches (curse items) - black dragons (disintegration rays) - (different) nymphs (steal you stuff) - leprechauns (steal your money) - gelatinous cubes (paralyzation) - floating eyes (*) (give telepathy but paralyze) - cockatrices (*) (stone you) - yellow lights (*) (blind you) - krakens (drown you) - eels You aren't permitted to genocide: - titans - shopkeepers - other @s // some @'s like soldiers and kinds of elves can be genocided - trolls (will resurrect) Traps and portals ----------------- Reading a cursed scroll of gold detection shows all traps (and magic portal) and gold as gold. Reading a scroll of gold detection while confused will give the message "You feel entrapped." and reveal the location of all traps. General ------- Blessed scrolls of remove curse remove curses from all the items you are carrying, not just the ones you are wielding/wearing. (Does not uncurse items in you sack or bag.) Scroll of magic mapping does not work on some levels (Quest start level and the valley of the dead). Three Objects ============= Bell ---- You get the bell from completing the Quest. Cursed Bell of Opening summons wraiths and wampires when a)pplied. Eat wraiths to gain levels. If your Bell of Opening have been eating by some monster, you have to wish for it. Book ---- To get the Book of the Dead kill Moloch. He is in hell. The book summons monsters and curses items. Candelabrum ----------- You need seven candles for the candelabrum. If you cannot find enough or buy enough (from the Gnomish Town shop), you have to polypile or wish for them. To find this, look for extra set of stairs in Gehennom (tower of Vlad). General ------- To correctly use "Candelabrum of Invocation", "Bell of Opening", and "Book of the Dead" all of the three have to be at least uncursed. Correct order to use the three things: - apply the Candelabrum (with 7 candles in it) - ring the bell - read THE spellbook all while standing on the vibrating square. Vibrating space is somewhere on the last level (with no stairs down). Step on every square to find it. If you want to avoid extra hassle, find candelabrum first, then the vibrating square, and afterwards the book. None of the three objects will have their effect, if placed in a sack or bag. Unicorn Horns ============= a)pply unicorn horn on potions like potion of sickness, booze, hallucination and they will be turned to water. Others will only produce 'interesting..' effect. The blessed unicorn horn will cure you of all ailments at once, instead of one at a time, and will restore a point off all drained stats immediately instead of 1 in 6. You can get poisoned from a cursed unicorn horn even if you have poison resistance. Wands ===== Cancellation ------------ Wand of cancellation will turn potions into water, turn scrolls blank, make all weapons and armor +0, even the shield of reflection. Wand of cancellation will not remove instrinsics or the name of the named weapon. Don't put wand of cancellation into bag of holding (and therefore unidentified wands). General ------- Wand of digging doesn't do anything to boulders, but a wand of striking does. Keep zapping your wand after you get "Nothing happens". It will give you one more zap and turn to dust after many tries. Weapons ======= Turn warmtooth into +1 (or more) cryknife by wielding it and reading enchant weapon. Silver does extra 1 to 20 points of damage against several critters, including demons. Silver saber called Grayswandir is the only artifact with this kind of advantage. When you enchant armor/weapon and it gives you a message: "Your [armor/weapon] suddenly vibrates unexpectedly" but doesn't disappear, it's a warning that further enchantment could cause vanishing of the item. Things ====== Amulets ------- You can use amulet of magical breathing for water. Be careful of rusting, though. Stethoscope ----------- Use stethoscope to probe. Towel ----- How to use a towel: - p)ut one on and it will serve as a blindfold - a)pply tower to clean you face from cream pie or your hands to clean then from the grease after eating deep-fried monster OTHERS =-OO-= Intrinsics ========== Aggrivate Monster ----------------- You get aggrivate monster as your intrinsic, if you eat a human, cat, or dog corpse. To remove intrinsic of aggrivate monster, be in good relations with your god. #offer and give the priest/priestess of your god money. Lycantropy ---------- To get rid of lycantropy: - drink holy water - pray - eat spring of wolfsbane - let monsters kill you (you return to your human form, but will be later polymorphed again) To controls lycantropy: - have a ring of polymorph control Teleport -------- To get rid of teleport: - get a gremlin to steal it (most likely will steal other instrinsic as well) To control teleport: - eat ring of teleport control, tengu or other appropriate monsters - wear ring of teleport control - wizard will get teleport control on level 17 - eat the corpse of Wizard of Yendor's If you teleport while confused, you will be level teleported. Warning ------- You can get warning as your intrinsic. You will get messages similar to "You feel apprehensive as you sense a pink flash" The colors go from piece of cake to run like hell: - white, pink, red, ruby, purple, and run at black General ------- One does not lose telepathy for attacking friendly humans. You get intrinsic of sleep resistance from eating elves. Eat a black dragon to get disintegration resistance intrinsic. Scales, which you receive from fighting with a priest/priestess, will blind you and make you lose intrinsic telepathy. Intrinsics are permanent. They can be lost (due to a gremlin attack) but they don't fade or wear out. The exception to this is if a temple priest gives you clairvoyance. In that case, clairvoyance will wear off after some turns. Punishment ========== Get Rid of the Ball ------------------- To get rid of the iron ball: - pray - drop everything and kick a nymph - polymorph into a nymph and remove it yourself - let a rust monster, rock mole or xorn eat your ball (hah!) - read a scroll of remove curse - move the ball into the pit and drop a boulder into the pit - polymorp into a metal eating monster and eat the ball and chain (rust monster) General ------- The iron ball from your punishment is a really good weapon. Dragging it around will raise your stats. If you throw it you will follow it, make more damage and move faster. With the ball you can steal shops (but you'll set off the alarm). Shopkeeper won't be standing in your way, you can move two squares in one turn by throwing the ball. Stats ===== Michael Smith's (smith@pell.anu.edu.au), post has helped with making sense of stats. INT goes up only by drinking appropriate potions. CHA you effect by drinking potions and stepping into magic traps (while wearing magic resistance). Everything else can be altered by what you do. There's no physical exercise while you are polymorphed. A +stat means that the action/event is a positive exercising of that stat. A -stat means that the action/event was either damaging to or indicated a Some reasonably obvious things have been left out. Hunger check every 10 moves not hungry: +con satiated: -dex weak: -str faint(ing/ed): -con Encumber check every 10 moves moderate: +str heavy: +str -dex extreme: -dex -con General check every 5 moves regenerating +str clairvoyant +wis sick or vomiting -con wounded legs/fumb/stun -dex confused or halluc. -wis CON --- -con quaffed bad water DEX --- +dex good kick +dex attempted to pick lock (succeeded or failed) +dex caught boomerang, hit monster by throwing +dex tried to force lock, failed +dex charmed/calmed something with music +dex hit monster +dex successfully forced lock +/-dex you speed up/slow down -dex broke weapon while forcing lock -dex bad kick -dex bump into door -dex wounded legs -dex you are frozen! STR --- +str pushed heavy object (boulder) +str threw heavy ball, boulder +str shattered door or kicked it open +str pulled at door that resisted +str tried to force lock, failed +str successfully forced lock -str hit, dragged down stairs by iron ball -str kicked wall (Ouch! That hurts!), strained muscle -str exploding door -str being burnt -str being crushed or choked -str wounded legs -str hit by falling rock WIS --- +wis detecting gold, food +wis magic mapping level +wis finding secret doors, hidden/invisible monsters, trap +wis kicked sink and found ring +wis engraved Elbereth +wis good things from fountain (knowledge, Excalibur, gems..) +wis found ring in sink +wis tried to open drawbridge with instrument +wis sacrificing on altar +wis read scroll +wis study spellbook +wis writing scroll/spellbook +wis use scroll/spell/wand +/-wis read true/false rumor -wis bad things from fountain (cursed item, lost gold..) -wis woke things up with load "music" -wis mind attack succeeded Basically, stats increase from physical labor and learning experiences and will go down from, for example, hallucinating, starving, vomiting, and injuring one's leg. General ======= Sickness -------- To cure yourself from sickness: - drink holy water - pray - cast spell of cure sickness Sinks ----- Kicking a sink only seems to produce one Black pudding/sink. Traps ----- Stepping on magic trap: - curses one of the items in your pack Magic portals is shown on the screen as traps (^). Crystal ball will detect traps. Luckstones ---------- Carrying multible luckstones does not increase your luck. You can still keep an extra in your bag, if the one you are carrying in your pack gets cursed. The magic of luckstones, artifacts and such will not work if they are placed in your sack or bag. ------------------------------------------------------------------------------- PART TWO ######## Artifacts Spoiler ----------------- This list is not necessarily complete or correct, but it's a good basic guide. Info comes from my understanding of the source. (Highly suspect :-) The 'mundane' artifacts. Lawful and neutral much more variety than chaotics. Note the changes to some of the types of weapon when wishing, e.g. Stormbringer is now a 'runesword' not a broadsword or ninja-to. A class of monster in the Special column indicates bonuses against those monsters only. The two columns '+hit' and '+dam' are the same as those used in the Wheaton College Spoilers. I *think* they mean + to hit and + to damage, but not sure. Name Type Align +hit +dam Special ------------------------------------------------------------------------------ Excalibur long sword L 5 10 seek, search, defend Stormbringer runesword C 5 2 drain level, defend Mjollnir war hammer N 5 24 electrical damage Cleaver battle axe N 3 6 Grimtooth orcish dagger C 2 6 Orcrist elven broadsword L 5 0 orcs Sting elven dagger L 5 0 orcs, warning Magicbane athame N 3 4 stuns opponent Frost Brand long sword N 5 0 cold damage Fire Brand long sword N 5 0 fire damage Dragonbane broadsword N 5 0 dragons Demonbane long sword L 5 0 demons Werebane silver saber L 5 0 were-things Grayswandir silver saber L 5 0 (silver damage also) Giantslayer long sword N 5 0 giants Ogresmasher war hammer N 5 0 ogres Trollsbane morning star L 5 0 trolls Vorpal Blade long sword N 5 1 beheads! Snickersnee katana L 0 8 Sunsword long sword L 5 0 undead ------------------------------------------------------------------------------ Now the special artifacts - you can always get one of these if you are the right class. Watch out for the guardians...they're as tough as the Wizard himself in some cases. wielded: means that the effects take place when the thing is wielded. carried: effects take place while the thing is in your posession. Name and special bonuses type Class Invoke effect ------------------------------------------------------------------------------ The Sceptre of Might quarterstaff C conflict wielded: Attack bonus on non-aligned monsters The Orb of Detection crystal ball A invisibility carried: ESP 1/2 spell damage to player The Heart of Ahriman luckstone B levitation carried: Stealth The Palantir of Westernesse crystal ball E taming carried: ESP Regeneration 1/2 spell damage to player The Staff of Aesculapius quarterstaff H healing wielded: Drains levels Regeneration The Magic Mirror of Merlin mirror K carried: ESP The Mitre of Holiness helm of brilliance P energy boost worn: Attack bonus against undead The Master Key of Thievery skeleton key R untrap wielded: speaks? carried: Warning Teleport control 1/2 physical damage to player The Tsurugi of Muramasa tsurugi S wielded: Bisects monsters - chance for instant kill! Increase luck The Platinum Yendorian Express Card credit card T charging wielded: defends? carried: ESP 1/2 spell damage to player The Orb of Fate crystal ball V level teleport wielded: Increase Luck carried: Warning 1/2 spell damage to player 1/2 physical damage to player The Eye of the Aethiopica amulet of ESP W create portal carried: Energy regenration 1/2 spell damage to player ------------------------------------------------------------------------------- Non-monster-specific Artifact Damages For Nethack 3.1.1 by Henri Block (Block@klaava.Helsinki.FI) Data from Robert DeLoura's Weapons Guide and Paul Richardson's artifact list. Also some other peoples have helped. Thank You. These damages are without the ring of increase damage and with STR: 6-15 blessed +3 Cleaver ------------------ vs. small monster vs. large monster vs. major demon 2-12 (battle axe) 3-14 3-14 4-18 (bl. vs. und.) 5-15 (+3) 6-17 7-21 6-21 (artifact) 7-23 8-27 ------------------------------------------------------------------------------- 13.5 (average) 15 17.5 Cleaver is a two-handed weapon. Neurtal. blessed +3 Excalibur -------------------- vs. small monster vs. large monster vs. major demon 1-8 (long sword) 1-12 1-12 2-16 (bl. vs. und.) 4-11 (+3) 4-15 5-19 5-21 (artifact) 5-25 6-29 ------------------------------------------------------------------------------- 13 (average) 15 17.5 Excalibur gives protetction against level-drain. Lawful. blessed +3 Frost/Fire Brand --------------------------- vs. small monster vs. large monster vs. major demon 1-8 (long sword) 1-12 1-12 2-16 (bl. vs. und.) 4-11 (+3) 4-15 5-19 8-22 (artifact) 8-30 8-38 ------------------------------------------------------------------------------- 15 (average) 19 23 Frost Brand does no special damage to cold resistant creatures. Fire Brand does no special damage to fire resistant creatures. Both Neutral. blessed +3 Vorpal Blade ----------------------- vs. small monster vs. large monster vs. major demon 1-8 (long sword) 1-12 1-12 2-16 (bl. vs. und.) 4-11 (+3) 4-15 5-19 5-12 (artifact) 5-16 6-20 ------------------------------------------------------------------------------- 8.5 (average) 10.5 13 Vorpal Blade has a chance of instant killing by beheading the monster. Vorpal Blade always beheads Jabberwocks. Neutral. blessed +3 Grayswandir ---------------------- vs. small monster vs. large monster vs. major demon 1-8 (silver saber) 1-8 1-8 2-12 (bl. vs. und.) 4-11 (+3) 4-11 5-15 8-22 (artifact) 8-22 10-30 11-50 (silver damage) ------------------------------------------------------------------------------- 15 (average) 15 30.5 Grayswandir does silver damage to silver-hating monsters. Lawful. blessed +3 Stormbringer ----------------------- vs. small monster vs. large monster vs. major demon 2-10 (elven broadsword) 2-7 2-7 3-11 (bl. vs. und.) 5-13 (+3) 5-10 6-14 6-15 (artifact) 6-12 7-16 7-23 (level drain) 7-20 ------------------------------------------------------------------------------- 15 (average) 13.5 11.5 Stormbringer drains level from the opponent and gives protection against level drain. Chaotic. blessed +3 Mjollnir ------------------- vs. small monster vs. large monster vs. major demon 2-5 (war hammer) 1-4 1-4 2-8 (bl. vs. und.) 5-8 (+3) 4-7 5-11 6-32 (artifact) 5-31 6-35 ------------------------------------------------------------------------------- 19 (average) 18 20.5 Valkyries with Gauntlets of Power can throw Mjollnir so that it comes back to their hand. Mjollnir does no special damage against shock resistant creatures. Neutral. blessed +3 Grimtooth -------------------- vs. small monster vs. large monster vs. major demon 1-3 (orcish dagger) 1-3 1-3 2-7 (bl. vs. und.) 4-6 (+3) 4-6 5-10 5-12 (artifact) 5-12 6-16 ------------------------------------------------------------------------------- 8.5 (average) 8.5 11 Chaotic. blessed +3 Magicbane -------------------- vs. small monster vs. large monster vs. major demon 1-4 (athame) 1-3 1-3 2-7 (bl. vs. und.) 4-7 (+3) 4-6 5-10 5-11 (artifact) 5-10 6-14 ------------------------------------------------------------------------------- 8 (average) 7.5 10 Magicbane can stun or confuse your opponent. Sometimes it probes the opponent. Neutral. blessed +3 Snickersnee ---------------------- vs. small monster vs. large monster vs. major demon 1-10 (katana) 1-12 1-12 2-16 (bl. vs. und.) 4-13 (+3) 4-15 5-19 5-21 (artifact) 5-23 6-27 ------------------------------------------------------------------------------- 13 (average) 14 16.5 Lawful. blessed +3 Tsurugi of Muramasa ------------------------------ vs. small monster vs. large monster vs. major demon 1-16 (tsurugi) 3-20 3-20 4-24 (bl. vs. und.) 4-19 (+3) 6-23 7-27 (artifact?) ------------------------------------------------------------------------------- 11.5 (average) 14.5 17 The Tsurugi of Muramasa has a chance for instant kill by bisecting the monster if it is small. If the monster is large the Tsurugi can "slice deep" and hence do 50-60 points of extra damage. Only lawfuls or samurais can wield The Tsurugi. Tsurugi is a two-handed weapon. Lawful. blessed +3 Staff of Aesculapius ------------------------------- vs. small monster vs. large monster vs. major demon 1-6 (quaterstaff) 1-6 1-6 2-10 (bl. vs. und.) 4-9 (+3) 4-9 5-13 (artifact?) ------------------------------------------------------------------------------- 7.5 (average) 7.5 9 The Staff of Aesculapius drains life from the opponent. It regenerates the wielder. When invoked it also heals. Only neutrals or healers can wield The Staff. Neutral. blessed +3 Sceptre of Might --------------------------- vs. small monster vs. large monster vs. major demon 1-6 (quaterstaff) 1-6 1-6 2-10 (bl. vs. und.) 4-9 (+3) 4-9 5-13 (artifact?) ------------------------------------------------------------------------------- 7.5 (average) 7.5 9 The Sceptre of Might does special damage against non-aligned monsters (about 20-30 points) Only lawfuls or cave(wo)men can wield The Sceptre. Lawful. About super-weapons vs. small monsters +8 Sceptre of Might 9-14 11.5 +8 Staff of Aesculapius 9-14 11.5 +8 Magicbane 10-16 13 Stuns, etc. +8 Grimtooth 10-17 13.5 +8 Vorpal Blade 10-17 13.5 Beheads! +8 Tsurugi of Muramasa 9-24 16.5 Bisects! +8 Snickersnee 10-26 18 +8 Cleaver 10-26 18 +8 Excalibur 10-26 18 +8 Frost Brand 18-32 20 +8 Stormbringer 12-28 20 Drains levels! +8 Mjollnir 11-37 24 +8 Grayswandir 18-32 25 About super-weapons vs. large monsters +8 Sceptre of Might 9-14 11.5 +8 Staff of Aesculapius 9-14 11.5 +8 Magicbane 10-15 12.5 Stuns, etc. +8 Grimtooth 10-17 13.5 +8 Vorpal Blade 10-21 15.5 Beheads! +8 Stormbringer 12-25 18.5 Drains levels! +8 Snickersnee 10-28 19 +8 Tsurugi of Muramasa 11-28 19.5 S +8 Grayswandir 18-32 25 +8 Frost Brand 18-40 29 About super-weapons vs. major demons +8 Sceptre of Might 9-14 11.5 +8 Staff of Aesculapius 10-18 14 +8 Magicbane 11-19 15 Stuns, etc. +8 Stormbringer 12-21 15.5 +8 Grimtooth 11-21 16 +8 Vorpal Blade 11-25 18 Beheads! +8 Snickersnee 11-32 21.5 +8 Tsurugi of Muramasa 12-32 22 Slices deep! +8 Cleaver 13-32 22.5 +8 Excalibur 11-34 22.5 +8 Mjollnir 11-40 25.5 +8 Frost Brand 20-48 34 +8 Grayswandir 21-60 40.5 -- -Dan DuBois dmd39855@uxa.cso.uiuc.edu "Gravity is a myth. The Earth sucks"