nethack spoiler site http://www.nethack.de/ Maintainer: Sascha Wostmann (sascha@nethack.de) ----------------------------------------------------------- spel-322.txt Final version 3 for NetHack 3.2.2 Compiled by Kevin Hugo . SPELLBOOK COST WGT PROB LVL READ MRKR BONUS APPEARANCE ~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~ ~~~~ ~~~~ ~~~~~ ~~~~~~~~~~ blank paper : $ 0 50 20 : 0 0 0 plain detect monsters : 100 50 45 : 1 1 10 force bolt : 100 50 35 : 1 2 10 healing : 100 50 40 : 1 2 10 + knock : 100 50 36 : 1 1 10 light : 100 50 45 : 1 1 10 sleep : 100 50 50 : 1 1 10 confuse monster : 200 50 37 : 2 2 20 create monster : 200 50 37 : 2 3 20 cure blindness : 200 50 27 : 2 2 20 + detect food : 200 50 37 : 2 3 20 magic missile : 200 50 45 : 2 3 20 W slow monster : 200 50 37 : 2 2 20 wizard lock : 200 50 35 : 2 3 20 cause fear : 300 50 25 : 3 6 30 charm monster : 300 50 20 : 3 6 30 T clairvoyance : 300 50 15 : 3 6 30 S cure sickness : 300 50 32 : 3 6 30 H+ detect unseen : 300 50 20 : 3 8 30 E extra healing : 300 50 35 : 3 10 30 + haste self : 300 50 33 : 3 8 30 B detect treasure : 400 50 25 : 4 15 40 R fireball : 400 50 20 : 4 18 40 invisibility : 400 50 32 : 4 15 40 levitation : 400 50 20 : 4 12 40 restore ability : 400 50 25 : 4 15 40 + cone of cold : 500 50 10 : 5 40 50 V dig : 500 50 22 : 5 30 50 C identify : 500 50 25 : 5 40 50 magic mapping : 500 50 18 : 5 35 50 A remove curse : 500 50 25 : 5 25 50 P+ create familiar : 600 50 10 : 6 42 60 polymorph : 600 50 10 : 6 48 60 teleport away : 600 50 15 : 6 36 60 turn undead : 600 50 17 : 6 48 60 K cancellation : 700 50 15 : 7 64 70 finger of death : 700 50 5 : 7 80 70 Book of the Dead : 3500 20 0 : 7 0 0 papyrus Spellbooks are listed above by increasing level, then alphabetically. The COST field denotes the base price of each item. WGT specifies the weight (100 zorkmids weighs 1). Spellbooks comprise 4% of all randomly-generated items in the main dungeon, 12% in containers, 0% in Roguelike bones piles, and 0% in hell. PROB is the relative probability of each subtype. They appear 1/34 cursed, 16/17 uncursed, and 1/34 blessed. There is also a chance of obtaining a spellbook (one you don't know yet if possible) from praying when your god is pleased. The level (LVL) of a spell controls how difficult it is to cast and how much energy is required. Normal spellbooks cost 100 times their level. READ indicates the number of turns needed to successfully read a particular spellbook. MRKR specifies the maximum number of magic marker charges needed to write a spellbook of that type, or zero if it cannot be written. You may note that this number is 10 times the spell level. The actual number of charges used will be a random amount from MRKR/2 to MRKR-1. Wizards have a 1/3 chance of writing an unknown spellbook, and all other classes have a 1/15 chance; your chance improves with your luck. You can only write on spellbooks of blank paper, which can be made by getting any spellbook wet, cancelling any spellbook (except spellbooks of cancellation), or reading a spellbook until it is too faint to be read anymore. The Book of the Dead can't be blanked by any means. You can select non-blank spellbooks to write on, but this will abuse your wisdom and you will be told, "That spellbook is not blank!" Some spells provide a BONUS against spell failure. Each character class has a particular spell that they are good at casting (noted with capital letters). In addition, the spells marked with a plus (+) are emergency spells that grant an additional bonus. See the section on calculating spell failure below for details. Note that this column does NOT list which spellbooks a character may start with. Some types of spellbooks have the same APPEARANCE when unidentified. The appearance of the remaining spellbooks are are randomized from the following descriptions: parchment vellum ragged dog eared mottled stained cloth leather white pink red orange yellow light green dark green turquoise cyan light blue dark blue indigo magenta purple violet tan plaid light brown dark brown gray wrinkled dusty bronze copper silver gold glittering shining dull thin thick Reading spellbooks ~~~~~~~~~~~~~~~~~~ Each spellbook takes a certain number of turns to READ it, noted above. If the spellbook is cursed, you will fail to learn the spell, will be paralyzed for the given number of turns, and will be teleported, aggravate monsters, be blinded, lose your gold, become confused, be poisoned, get radiated by explosive energy, or get your inventory randomly cursed. There is a 1/3 chance that the book then crumbles to dust. If the spellbook is uncursed, there is a random chance of the above happening depending on your intelligence, your experience level, and the spellbooks's level. Blessed spellbooks never cause these bad effects. You will never learn a spellbook while confused, and attempting while you are has a 1/3 chance of destroying the spellbook (except the Book of the Dead). If you are interrupted while reading, you may continue your efforts by reading the same spellbook again. When you succesfully read a spellbook, there are four outcomes. If you do not yet know the spell, "You add the spell to your repertoire", identify the spellbook, get a number of uses of the spell equal to 30 minus the spell's level, and increment the number of times you've studied that particular spellbook. For spells already known, there is a (spell level + number of times you've studied that particular book) in 30 chance that "This spellbook is too faint to be read anymore" and the spellbook turns into blank paper. Otherwise, if your number of uses left of the spell was less than 20 minus the spell's level, then "Your knowledge of that spell is keener", you get 10 minus the spell's level more uses of the spell, you exercise your wisdom, and the number of times you've studied that particular spellbook is incremented. But if "You know that spell quite well already", then there is no further effect and the number of times you've read the spellbook is unchanged. Reading a spellbook will give you a certain number of attempts to use the spell. This number can be predicted from the above information. As you use the spell, you will get warning messages when the number of uses left approaches zero: 7 or more No message. 4 to 6 "This spell is starting to be over-used." 1 to 3 "Your nerves tingle warningly." When you have no uses left, "...you have overloaded and burned out this spell" and will become confused for a number of turns equal to three times the spell's level. Of course, you may read the spellbook again to get more uses of the spell. Spell failure ~~~~~~~~~~~~~ Starting in Nethack 3.2.0, shields and metallic armor began to hinder spellcasting. Many characters would have 100% spell failure even for low-level spells. The solution is simple: take off the troublesome armor before spellcasting. There are some preliminary needs that must be met for any spellcasting. The spell must be already known and have at least one use left. You need at least 10 nutrition (weak, near fainting) unless you are casting a spell of detect food. You must have a strength of at least 4, must have a free hand (both can't be welded to weapons and/or a shield), and must not be overtaxed. Finally, each attempt to cast a spell drains energy equal to 5 times the spell's level (randomly up to three times this amount if you have the Amulet). Your hunger increases by twice the amount of energy drained, but it will not make you faint. There are three factors that cause spells to fail: - Your armor. Metallic body armor, metallic helmets (except helm of brilliance), metallic gloves, metallic shoes, and any shield (although a small shield is not as bad) will penalize you. Fighter- type classes are not penalized as much as the other classes. The following items are "safe" for spellcasting: All shirts All dragon scales and dragon scale mails Leather jacket, leather armor, studded leather armor Crystal plate mail All cloaks Elven leather helm, fedora, helm of brilliance Cornuthaum All gloves except gauntlets of power All boots except iron shoes So the "best" armor class you could achieve for spellcasting -- not including your intrinsic protection or item enchantments -- is with any shirt, any dragon scale mail, a cloak of protection, a helm of brilliance, gauntlets of dexterity, and high boots. Of course, there are other combinations that yield a lower AC or spellcasting ability but have strategic advantages. - The level of the spell, as shown above (LVL). - If you are confused, the spell will always fail. There are five factors that improve spellcasting success: + Your class. Each class has its own base ability, armor penalties, bonuses for emergency spells, and a spell that they are especially good at. See the table below. + Your intelligence (ABCERSTW) or wisdom (HKPV). + Your experience level. + Certain "emergency" spells get an extra bonus. They are noted with a plus (+) in the above BONUS column. The amount of the bonus depends on your class. Note that the tourist is actually penalized for these spells. + If you have the teleport intrinsic ("teleportitis"), you may be able to perform a self-teleport (^T) without using the teleport away spell. You also must be at least experience level 12 (8 if a wizard) or be polymorphed into a teleporting monster, may not be overtaxed, must have at least 6 strength, and need 100 nutrition and 19 energy (both of which are consumed). If you fall into water with teleportitis or as a teleporting monster, you may automatically attempt to cast a self-teleport to get out. Finally, players with teleportitis will always teleport at random intervals. To calculate spell failure, you first need to sum together the penalties marked with a number sign (#) below. An increasing total penalty is worse for spellcasting, and is limited to a maximum of 20. # The "BASE" value from the table below, depending on the character's class. # If an "emergency" spell (noted with a + above), the "EMERG" field. # If wearing any shield, the amount in the "SHIELD" field. # If wearing metallic body armor, the amount in the "SUIT" field. # If wearing metallic helmets other than the helm of brilliance, add 4. (Metal helmets interfere with the mind.) # Metallic gloves add 6 (casting channels through the hands). # Metallic boots add 2 (all metal interferes to some degree). # Add -4 if the spell is special to that class (see table). CLASS BASE EMERG SHIELD SUIT STAT SPECIAL SPELL ~~~~~ ~~~~ ~~~~~ ~~~~~~ ~~~~ ~~~~ ~~~~~~~~~~~~~ A 5# 0# 2# 10# Int Magic mapping B 14# 0# 0# 8# Int Haste self C 12# 0# 1# 8# Int Dig E 5# 0# 1# 10# Int Detect unseen H 3# -3# 2# 10# Wis Cure sickness K 8# -2# 0# 9# Wis Turn undead P 3# -2# 2# 10# Wis Remove curse R 8# 0# 1# 9# Int Detect treasure S 10# 0# 0# 8# Int Clairvoyance T 5# 1# 2# 10# Int Charm monster V 10# -2# 0# 9# Wis Cone of cold W 1# 0# 3# 10# Int Magic missile Next, calculate a base chance of success, which is 5.5 times your intelligence or wisdom STAT, depending on your class. Now, you need to gain 4 experience levels for each spell level (e.g., 1 for a level 1 spell, 5 for a level 2 spell, 9 for a level 3 spell). Your chance will be reduced by 7 times the square of this difference if you haven't, and increased with diminishing returns if you have. The result is clipped to the range of 0% to 120% success. If you are wearing a shield larger than a small shield, the chance is reduced to 1/4 its amount (except if it is your class' special spell -- then it is only halved). Finally, the chance of success is adjusted by your total penalty using the following formula: chance = (chance * (20-penalty) / 15) - penalty The result is clipped to the range of 0% to 100% success. Spell effects ~~~~~~~~~~~~~ cancellation Same effect as a wand of cancellation. cause fear Same effect as reading an uncursed scroll of scare monster: You will cause monsters within your visual range to flee. Some monsters can resist the effect. "You hear maniacal laughter in the distance." (no creature affected) charm monster Same effect as an uncursed scroll of taming: Tames monsters within a one square radius. Also calms shopkeepers. Some monsters can resist. clairvoyance You immediately map a rectangle around you up to 12 rows by 20 columns. Clairvoyance can be blocked. "You sense a pointy hat on top of your ." (if wearing cornuthaum) cone of cold Same effect as a wand of cold. confuse monster If not human/elf, You are confused for 1 to 100 (more) turns. "You feel confused." Otherwise, same effect as uncursed scroll of confuse monster: You will confuse the next (one more) monster you hit. "Your hands glow red." (unblind) "Your hands glow red even more." (unblind, more) "Your hands tingle." (blind) "Your hands tingle even more." (blind, more) create familiar A monster of your preferred pet type (dog or cat; 1/3 chance) or random monster (2/3 chance) is created. In any case, it becomes your pet if it is capable of being tamed. create monster Same effect as an uncursed scroll of create monster: Creates one (72/73 chance) or 2 to 5 (1/73 chance) monsters around you. cure blindness Cures all forms of blindness not due to a blindfold or towel. "Far out! Everything is all cosmic again!" (hallucinating) "You can see again." (not hallucinating) cure sickness Cures all forms of sickness, including illness and food poisoning. "What a relief!" detect food Same effect as an uncursed scroll of food detection: If no food on that level, "You sense a lack of food nearby." (saw some before) "You have a strange feeling for a moment, then it passes." (beginner not hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "Your nose twitches." (otherwise) Otherwise, you detect comestibles on that level. "You smell food nearby." (if just on your square) "Your nose tingles and you smell food." (if elsewhere) detect monsters If no monsters on the level (other than you), no effect. "You have a strange feeling for a moment, then it passes." (beginner not hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "You feel threatened." (not hallucinating) "You get the heebie jeebies." (hallucinating) Otherwise, same effect as an uncursed potion of monster detection: You briefly see monsters on that level and exercise your wisdom. "You sense the presence of monsters." detect treasure If no objects on level and none had appeared on the map, no effect. "You have a strange feeling for a moment, then it passes." (beginner not hallucinating) "You have a normal feeling for a moment, then it passes." (beginner hallucinating) "You feel a lack of something." (otherwise) If there are only objects in your inventory, you exercise your wisdom. "You sense objects nearby." (not hallucinating) "You sense something nearby." (hallucinating) Otherwise, same effect as an uncursed potion of object detection: You detect objects on that level and exercise your wisdom. "You sense the presence of objects." (not hallucinating) "You sense the presence of something." (hallucinating) "You sense the absence of objects." (not hallucinating) "You sense the absence of something." (hallucinating) detect unseen Same effect as a wand of secret door detection. dig Same effect as a wand of digging. extra healing When zapped at yourself, You are healed by 6d8 hit points, but not beyond maximum. Blindness is cured. "You feel much better." For each monster hit, Heals monster by 6d8 hit points, but not beyond maximum. Adjusts alignment by +1 for Healers and lawfuls, -1 for chaotics. " looks much better." (if seen) finger of death Same effect as a wand of death. fireball If you zap at yourself, you are caught in a 6d6 explosion. "You explode a fireball on top of yourself!" Otherwise, same effect as a wand of fire. force bolt Same effect as a wand of striking. haste self You become very fast (like speed boots) for 100 to 109 (more) turns and exercise your dexterity. "You are suddenly moving much faster." (was slow) "You are suddenly moving faster." (was fast) "Your get new energy." (was already very fast) healing When zapped at yourself, You are healed by 6d4 hit points, but not beyond maximum. "You feel better." For each monster hit, Heals monster by 6d4 hit points, but not beyond maximum. Adjusts alignment by +1 for Healers and lawfuls, -1 for chaotics. " looks better." (if seen) identify Same effect as a blessed scroll of identify with luck ignored: You can identify items from your inventory: # items: 1 2 3 4 all chance: 1/5 1/5 1/5 1/5 1/5 invisibility Same effect as an uncursed potion of invisibility: You become invisible for 31 to 45 (more) turns. "You have a peculiar feeling for a moment, then it passes." (already invisible or see invisible, and not hallucinating) "You have a normal feeling for a moment, then it passes." (already invisible or see invisible, and hallucinating) "You feel rather airy." (blind or wearing mummy wrapping) "Gee! All of a sudden, you can't see yourself." (not hallucinating) "Far out, man! You can see right through yourself!" (hallucinating) knock Same effect as a wand of opening. levitation Same effect as an uncursed potion of levitation: You levitate for 10 to 149 (more) turns. "You start to float in the air!" (not hallucinating) "Up, up, and awaaaay! You're walking on air!" (hallucinating) "You float up, out of the pit!" (were trapped in pit) "You float up, only your is still stuck." (still in beartrap) "It feels as though you'd lost some weight." (Water Plane) "You gain control over your movements." (Air Plane) light Same effect as a wand of light. magic mapping Non-mappable level: You become confused for 1 to 30 (more) turns. "Your head spins as something blocks the spell!" Otherwise, same effect as an uncursed scroll of magic mapping: You map the entire level. "A map coalesces in your mind!" magic missile Same effect as a wand of magic missile. polymorph Same effect as a wand of polymorph. remove curse Same effect as an uncursed scroll of remove curse: All cursed worn or wielded items (weapons, armor, amulets, rings, and blindfolds) and loadstones are uncursed. Removes a ball and chain (punishment). "You feel like someone is helping you." restore ability Same effect as an uncursed potion of restore ability: Restores one random lost statistic to its previous maximum amount. "Wow! This makes you feel good!" sleep Same effect as a wand of sleep. slow monster Same effect as a wand of slow monster. teleport away Same effect as a wand of teleportation. turn undead Same effect as a wand of undead turning. wizard lock Same effect as a wand of locking. Acknowledgements ~~~~~~~~~~~~~~~~ Thanks to Bruce Cox for proofreading this file. Suggestions by Sascha Wostmann and Petrosky . Create familiar corrected by Dylan O'Donnell . Spelling correction by Monte Mitzelfelt . Luck correction by Pat Rankin .