nethack spoiler site http://www.nethack.de/ Maintainer: Sascha Wostmann (sascha@nethack.de) ----------------------------------------------------------- tool-322.txt Final version 3 for NetHack 3.2.2 Compiled by Kevin Hugo . TOOL COST WGT PROB CHG APPEARANCE ~~~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~ ~~~~~~~~~~ Containers : : sack : $ 2 15 35 : bag large box : 8 350 40 : -- chest : 16 600 35 : -- ice box : 42 900 5 : -- bag of holding : 100 15 20 : bag bag of tricks : 100 15 20 : 20+ bag oilskin sack : 100 15 5 : bag Unlocking tools : : credit card* : 10 1 15 : -- lock pick (osaku) : 20 4 60 : -- skeleton key : 10 3 80 : key Light sources : : tallow candle : 10 2 20 : candle wax candle : 20 2 5 : candle brass lantern : 12 30 30 :1500 -- oil lamp : 10 20 45 :1500 lamp magic lamp : 50 20 15 : lamp Candelabrum of Invocation : 3000 10 0 : candelabrum Instruments : : tin whistle : 10 3 105 : whistle magic whistle : 10 3 30 : whistle bugle : 15 10 4 : -- wooden flute : 12 5 4 : flute magic flute : 36 5 2 : 8+ flute tooled horn : 15 18 5 : horn frost horn : 50 18 2 : 8+ horn fire horn : 50 18 2 : 8+ horn horn of plenty : 50 18 2 : 20+ horn leather drum : 25 25 4 : drum drum of earthquake : 25 25 2 : 8+ drum wooden harp (koto) : 50 30 4 : harp magic harp : 50 30 2 : 8+ harp bell : 50 30 2 : -- Bell of Opening : 1000 10 0 : 5- silver bell Traps : : beartrap : 60 200 0 : -- land mine : 180 300 0 : -- Weapon-Tools : : pick-axe : 50 100 20 : -- unicorn horn : 100 20 0 : -- Other tools : : expensive camera* : 200 12 15 : -- mirror : 10 13 45 : looking glass crystal ball : 60 150 15 : 6- glass orb blindfold : 20 2 55 : -- towel : 50 2* 50 : -- leash : 20 12 70 : -- stethoscope : 75 4 25 : -- tinning kit : 30 100 15 : -- tin opener : 30 4 35 : -- can of grease : 20 15 15 : 25+ -- figurine : 80 50 25 : -- magic marker : 50 2 15 :100! -- Tools are listed above by category. The COST field denotes the base price of each item. WGT specifies the weight (100 zorkmids weighs 1). The existance of some items depends on options chosen when the program was compiled; they are noted with an asterisk (*). Tools comprise 8% of all randomly-generated items in the main dungeon, 0% in containers, 0% in Roguelike bones piles, and 12% in hell. PROB is the relative probability of each subtype. See below for more details on item generation. If the CHG field is not blank, then the tool can be charged by a scroll of charging or the Platinum Yendorian Express Card. A number followed by a plus (+) indicates the maximum number of initial charges; there is no limit to the number of charges for the object or the number of times it is recharged. If the number in the column is followed by a minus (-), it specifies the maximum number of charges that the object can take (although it can be recharged any number of times); the initial charge is a random number that is less than this amount. The exclamation (!) denotes an item that can be recharged only once; the maximum number of initial charges is shown. Finally, some items have a different APPEARANCE until they are identified. Note that many tools share the same appearance with other types of tools. Using containers ~~~~~~~~~~~~~~~~ Containers are generated with the CONTENTS described below. Containers in your initial inventory will be empty. If the container can be LOCKED, then there is an 80% chance that it will be generated locked and a different 10% chance that it will be trapped. Not all containers FIT into other containers. Some containers have special EFFECTS. All of the containers except ice boxes can be eaten by gelatinous cubes. CONTAINER CONTENTS LOCKED FIT EFFECTS ~~~~~~~~~~~~~~ ~~~~~~~~~~~~ ~~~~~~ ~~~ ~~~~~~~ sack 1 item No Yes -- large box 1-3 items Yes No -- chest 1-5 items Yes No -- ice box 1-20 corpses No No Suspends rotting of corpses. bag of holding 1 item No Yes May reduce weight. bag of tricks 1-20 charges No Yes Bites you / creates monsters. oilskin sack 1 item No Yes May prevent water damage. Quantum mechanics may carry a large box containing either a live or dead housecat named Schroedinger's Cat. There is nothing special about this cat; it is just a silly physics joke. The weight of a bag of holding (wgt) -- including the 15 for the bag itself -- depends on the weight of its contents (cwgt) and its blessed status: blessed: wgt = 15 + cwgt/4 + 1 uncursed: wgt = 15 + cwgt/2 + 1 cursed: wgt = 15 + cwgt*2 You will also lose items when you take something out of a cursed bag of holding. Putting any of the following (and ONLY the following) items into any bag of holding will cause it to explode: (another) bag of holding bag of tricks (with nonzero charge) wand of cancellation (with nonzero charge) It is sometimes possible to put one of these items into nested sacks and/or oilskin sacks and then place them safely inside a bag of holding. The chance of an explosion occurring then depends on the amount of nesting: sacks: 0 1 2 3 4 5 6 7 8 n odds: 1/1 2/2 3/4 4/8 5/16 6/32 7/64 8/128 9/128 n+1/128 When a bag of tricks is #looted, it will bite you (1 to 10 hit points damage) and become identified. If you (a)pply it and it has charges left, it will create one monster 22 out of 23 times, and create 2 to 9 monsters 1 out of 23 times. "Nothing happens" when you apply a bag with zero charges. When bags get wet, their contents may also get wet. A noncursed oilskin sack will prevent this; if the oilskin sack is cursed, there is a 1/3 chance that the contents can get wet. Boxes and chests are all waterproof. Using unlocking tools ~~~~~~~~~~~~~~~~~~~~~ Each of the tools, wands, and spells listed below can be used for locking and unlocking doors, large boxes, and chests. Not all methods can LOCK or UNLOCK. PROB represents the probability (in percent) of succeeding each turn; it may be based on your Dexterity and you will fail after 50 turns. ROGUEs may get an additional percentile bonus for using an implement. The per-turn probability of picking the lock is halved if you use a cursed credit card, lock pick, or skeleton key. TOOL LOCK UNLOCK PROB ROGUE ~~~~~~~~~~~~~~~ ~~~~ ~~~~~~ ~~~~~~ ~~~~~ credit card No Yes Dex 20 lock pick Yes Yes 4*Dex 25 skeleton key Yes Yes 75+Dex 0 wand/spell open No Yes 100 0 wand spell lock Yes No 100 0 Using any of the first three types will exercise your dexterity, even if you don't succeed. Please note that a credit card has no special effects in shops, although you can unlock a shop "Closed for inventory" and you can buy and sell it like any other item. If a watchman or watch captain sees you pick a door with any tool, he may get upset. Wands of opening and closing and the spells of opening and wizard lock always work in one turn and can be performed from a distance. A wand/ spell of opening will also open doors in the same turn, will open drawbridges, and can remove a ball and chain. A wand/spell of closing will close a door in the same turn (if there are no objects in the way) and will close drawbridges. You can also attempt to break a lock by #forcing it with your weapon. This will exercise your dexterity or strength, but may also destroy your weapon. Using light sources ~~~~~~~~~~~~~~~~~~~ Light sources are generated to stay lit for the number of TURNS noted below. They are GENERATED in the quantity and blessed state shown. Cursed light sources will sometimes not light. LIGHT SOURCE TURNS GENERATED ~~~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~ tallow candle 200 1 to 7; 10% blessed, 80% uncursed, 10% cursed wax candle 400 1 to 7; 10% blessed, 80% uncursed, 10% cursed brass lantern 500 to 1500 10% blessed, 80% uncursed, 10% cursed oil lamp 500 to 1500 10% blessed, 80% uncursed, 10% cursed magic lamp Infinite 25% blessed, 50% uncursed, 25% cursed potion of oil 400 1/8 blessed, 3/4 uncursed, 1/8 cursed Candles can also be applied to the Candelabrum of Invocation. Brass lanterns and oil lamps can be refilled to by a scroll of charging. Oil lamps can also be refilled with potions of oil, getting twice of the remaining turns in the potion of oil. No lamp can be filled beyond 1500 turns. Magic lamps never run out of power, and may summon a djinni and lead to a wish when #rubbed. Each time you rub the lamp, there is a 1/3 chance that "You see a puff of smoke" and another 1/3 chance that "Nothing happens"; in either case, just try again. The remaining 1/3 of the time a djinni appears, the lamp is identified and turned into an oil lamp, and one of five outcomes can occur. The relative chance of these outcomes depends on whether the lamp was blessed, uncursed, or cursed: BLESSED UNCURSED CURSED OUTCOME ~~~~~~~ ~~~~~~~~ ~~~~~~ ~~~~~~~ 80% 20% 5% Grants one wish, then dissappears. "I am in your debt. I will grant one wish!" 5% 20% 5% Remains as a pet. "Thank you for freeing me!" 5% 20% 5% Remains as a peaceful monster. "You freed me!" 5% 20% 5% Speaks, then vanishes. "It is about time!" 5% 20% 80% Remains as a hostile monster. "You disturbed me, fool!" NOTE: There is no way to get a wish from a djinni other than the first outcome above. There is a limit of 120 djinn per game. Beyond this limit, they are extinct and no more can be created. If you get a magic lamp from wishing, it will never light or grant you a wish, but you can identify it and you can fill it with oil to make an oil lamp. Using instruments ~~~~~~~~~~~~~~~~~ All instruments are generated uncursed. In this section, "nearby" means within some distance from you that depends on your experience level. Depending on your system, configuration, and options, sounds may also be produced on your system's speaker. tin whistle Wakes nearby monsters and calls nearby pets. "You produce a high whistling sound." (noncursed) "You produce a shrill whistling sound." (cursed) magic whistle noncursed Teleports pets next to you. "You produce a strange whistling sound." (not hallucinating) "You produce a normal whistling sound." (hallucinating) cursed Wakes nearby monsters and calls nearby pets. "You produce a high-pitched humming noise." horn of plenty Created uncursed with 1 to 20 charges. No effect if no charges. Creates some food (including royal jelly) or a potion of water, fruit juice, booze, or oil. The blessed/uncursed/cursed state of the object produced is the same as the horn. bell Doesn't work under water or when swallowed. noncursed Wakes nearby monsters and calls nearby pets. cursed A nymph with no inventory is summoned (if they aren't already genocided or extinct). There is a chance that the bell breaks, you are paralyzed, or the nymph is made fast. Wakes nearby monsters and calls nearby pets. The following instuments can be used to play notes to open drawbridges. You will hear one "gear turn" for each correct note in the right position and one "tumbler click" for each correct note in the wrong position. However, if you improvise, you will get the EFFECT shown; some monsters may resist. Charged instruments are created with 5 to 8 charges. INSTRUMENT EFFECT ~~~~~~~~~~~~~~~~~~ ~~~~~~ bugle Awaken nearby soldiers and guards, abuse wisdom. wooden flute Make nearby snakes peaceful (if enough dexterity), exercise dexterity. magic flute Put nearby monsters to sleep, exercise dexterity. tooled horn Awaken and may scare nearby monsters, abuse wisdom. frost horn Same as a wand of cold. fire horn Same as a wand of fire. leather drum Awaken and may scare nearby monsters, abuse wisdom. drum of earthquake Create nearby pits, awaken whole level. wooden harp (koto) Make nearby nymphs peaceful (if enough dexterity), exercise dexterity. magic harp Tame nearby monsters, exercise dexterity. Using other tools ~~~~~~~~~~~~~~~~~ Unless noted, all items in this section are generated uncursed. beartrap or land mine If you succesfully #untrap one of these traps, the trap becomes a tool. You can pick up the tool and later re-arm the trap at your current location by (a)pplying the tool. bullwhip This weapon can also be applied to get yourself out of a pit, unwield or steal another monster's weapon, hit a monster, or grab objects off the floor while levitating. pick-axe You can dig by (a)pplying a pick-axe. Specify > to dig downward (first makes a pit, then a hole). unicorn horn Blessed horns aren't as good -- and cursed horns aren't as bad -- in Nethack 3.2 compared to previous versions. Unicorn horns don't fix stoning, strangulation, or wounded legs. noncursed Randomly fixes one or more of the following troubles: sickness, blindness, hallucination, vomiting, confusion, stunning, and loss of an attribute. The chances of fixing a certain number of troubles is shown here: # Troub: 0 1 2 3 4 5 6 7 blessed: 16/80 16/80 15/80 13/80 10/80 6/80 3/80 1/80 uncursed: 4/12 4/12 3/12 1/12 0 0 0 0 cursed You get one of the following: sickness, blindness, confusion, stunning, hallucination, or a decremented attribute. #dipping a unicorn horn in a potion of blindness, confusion, or hallucination turns the potion in uncursed water. Dipping it in a potion of sickness produces nonblessed fruit juice. Unicorn horns also make a fairly good weapon. They are two-handed. expensive camera You can get several humorous messages by applying it in certain situations. A cursed camera has a 50% chance of blinding you when applied. Otherwise, you can blind monsters. mirror Cursed mirrors only work half of the time. You can get several humorous messages by applying it in certain situations (especially hallucinating; try underwater or at yourself while polymorphed into a floating eye). You can use a mirror to make a monster's gaze attacks work against itself (if the monster isn't cancelled): vampire or ghost No reflection Medusa Turns to stone floating eye Paralyzed, if it is not invisible umber hulk Confused nymph or succubus Steals the mirror, if she is not invisible Otherwise, you have a 4 out of 5 chance of scaring the monster in that direction for 2 to 8 turns. The monster cannot be a unicorn or humanoid, must have eyes and be unblind, and must be able to see invisible if it is invisible. crystal ball Generated with 1 to 5 charges; 25% blessed, 50% uncursed, and 25% cursed. There are several humorous messages if used when hallucinating. noncursed You may look for an object or symbol (including traps and portals, ^). There is an (intelligence in 20) chance of success; otherwise, you suffer the same effects as a cursed crystal ball. cursed One of the following happens: nothing, you are confused, you are blinded, you hallucinate, or the ball explodes (not if an artifact). blindfold You can controllably blind yourself by (a)pplying it or (P)utting it on. A cursed blindfold cannot be removed by yourself. towel You can controllably blind yourself (like a blindfold) by (P)utting it on. A cursed towel cannot be removed by yourself. When (a)pplied, a towel can clean greasy hands (e.g., from a tin of greasy food) or clean a cream pie off your face. A cursed towel has a 1/3 chance of causing each of these problems, or else it works normally. If you (E)ngrave with a towel, you can rub out writing in the dust. leash You can (a)pply it to a tame monster to keep it nearby. Once you have leashed a monster, you can release it by (R)emoving the leash. A cursed leash can't be removed by yourself. stethoscope A stethoscope can be (a)pplied once each turn without taking any time. If you use it more than that, each application takes one turn. You can get several humorous messages by applying it in certain situations. A cursed stethoscope has a 50% chance of only hearing your own heartbeat. Otherwise, you can use it like a wand of probing on monsters and find secret doors and passages. tinning kit You can convert corpses into tins. The corpse must be uneaten and have nonzero nutrition. The resulting tin is blessed/uncursed/cursed the same way as the tinning kit that produced it. Blessed tins are not poisonous or rotten, and can be opened in one turn. Cursed tins always contain rotten food. Tins have the same chance of giving an intrinsic as the equivalent corpse; the blessed/cursed status of the tin does NOT affect the chance. Some people tin unique monsters as souvenirs. You cannot tin the endgame Riders. tin opener Mostly useless. Wield the tin opener and you can (e)at a tin in one turn. In previous versions, you could enchant the opener to make a modest weapon. This is no longer possible. can of grease Generated with 1 to 25 charges; 5% blessed, 90% uncursed, and 5% cursed. When (a)pplying a can of grease, you have a 50% chance of droppping it if it is cursed or you have fumbling. Otherwise, you can grease an item to prevent it from rusting. If the can of grease is cursed or you specify no object, you get your fingers greasy. You can also use the can of grease or a potion of oil to #untrap a squeaky board. figurine Generated 1/8 blessed, 3/4 uncursed, and 1/8 cursed. Applying a figurine creates that monster in an adjacent square of your chosing. It will fail if the square is occupied, or if the species is extinct or genocided. The chance of a tame or peaceful monster depends on the blessed state of the figurine: blessed uncursed cursed tame 80% 10% 10% peaceful 10% 80% 10% hostile 10% 10% 80% magic marker Generated uncursed with 70 to 99 charges. Can only be recharged once. You can write scrolls and spellbooks from blank ones. See the spoilers "scrl-322.txt" and "spel-322.txt" for details. The blessed/uncursed/ cursed status of the resulting item depends on the marker and scroll/spellbook: blessed uncursed cursed blessed blessed blessed uncursed uncursed blessed uncursed cursed cursed uncursed cursed cursed You can also (E)ngrave in the floor with a magic marker. Invocation artifacts ~~~~~~~~~~~~~~~~~~~~ The three invocation artifacts (Bell, Book, and Candelabrum) cannot be placed in a container or destroyed in any way. They have special effects when (a)pplied or #invoked and you are NOT on the vibrating square: Bell of Opening Obtained from your quest nemesis. uncharged Acts like a regular bell. Will not break. blessed If you are swallowed, you are expelled. " opens its mouth!" Else you unlock and open nearby containers and doors, find nearby secret passages and statue traps, and open nearby drawbridges. Items must be in your visual range. uncursed If you are swallowed, you are expelled. " opens its mouth!" Else same effect as a wand of secret door detection -- you find nearby secret doors, secret passages, statue traps, mimics, and hiding monsters. cursed If you are swallowed, "Nothing happens." Else you summon undead and wake nearby monsters. Candelabrum of Invocation Obtained from Vlad the Impaler. blessed or uncursed The Candelabrum acts like an ordinary light source if at least one candle is applied to it. It will last as many turns as the first candle that was applied would have burned. cursed The Candelabrum won't light. Book of the Dead Obtained from the Wizard of Yendor. blessed Undead creatures in your sight are made peaceful, or tame if they share your alignment. uncursed No effect. "Your ancestors are annoyed with you!" "The headstones in the cemetery begin to move!" "Oh my! Your name appears in the book!" cursed You summon undead and have a 25% chance of generating a master lich. To complete the invocation, you must be standing on the vibrating square and have the noncursed Candelabrum of Invocation with seven candles attached (the candles can be any type, and even cursed), the noncursed Bell of Opening with at least one charge, and the noncursed Book of the Dead. The Candelabrum burns out twice as fast when on the vibrating square. The Bell must be rung within 5 turns before the invocation. The Book must be read last. Sascha Wostmann described a good way to remember the sequence: 1. Make some light, to read by. 2. Ring the bell, to get the attention of an audience. 3. Finally, read the book. Good luck! Acknowledgements ~~~~~~~~~~~~~~~~ Thanks to Bruce Cox for proofreading this file. Dipping unicorn horns noted by Vasilisha . Icebox correction by David Grabiner . Mirror correction by Ivan . Douglas Freyburger inquired about tin openers.