nethack spoiler site http://www.nethack.de/ Maintainer: Sascha Wostmann (sascha@nethack.de) ----------------------------------------------------------- wand-322.txt Final version 2 for NetHack 3.2.2 Compiled by Kevin Hugo . WAND COST WGT PROB CHG TYPE ~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~ ~~~~ light : $100 7 95 : 15 NODIR nothing : 100 7 25 : 15 NODIR digging : 150 7 55 : 8 RAY locking : 150 7 25 : 8 IMMED magic missile : 150 7 50 : 8 RAY make invisible : 150 7 45 : 8 IMMED opening : 150 7 25 : 8 IMMED probing : 150 7 30 : 8 IMMED secret door detection : 150 7 50 : 15 NODIR slow monster : 150 7 55 : 8 IMMED speed monster : 150 7 55 : 8 IMMED striking : 150 7 75 : 8 IMMED undead turning : 150 7 55 : 8 IMMED cold : 175 7 40 : 8 RAY fire : 175 7 40 : 8 RAY lightning : 175 7 40 : 8 RAY sleep : 175 7 50 : 8 RAY cancellation : 200 7 45 : 8 IMMED create monster : 200 7 45 : 15 NODIR polymorph : 200 7 45 : 8 IMMED teleportation : 200 7 45 : 8 IMMED death : 500 7 5 : 8 RAY wishing : 500 7 5 : 3! NODIR Wands are listed above by increasing price, then alphabetically. The COST field denotes the base price of each item. WGT specifies the weight (100 zorkmids weighs 1). Wands comprise 4% of all randomly-generated items in the main dungeon, 6% in containers, 5% in Roguelike bones piles, and 8% in hell. PROB is the relative probability of each subtype. They appear 1/34 cursed, 16/17 uncursed, and 1/34 blessed. The CHG field specifies the maximum number of charges that a wand normally has. An exclamation (!) denotes that a wand of wishing may only be rechaged once. Wands of wishing start with 1 to 3 charges; otherwise, the wand gets from 5 to its maximum number of charges. Each time you (z)ap or (E)ngrave with a wand, you use one charge. A wand with zero charges left has a 1 in 121 chance of wresting a last charge and then turning to dust each time it is zapped (this won't happen if the wand was cancelled but not recharged). Cancelling a wand will make it uncursed and (except for wands of cancellation) it will get zero charges. Wands may be recharged by scrolls of charging or by the Platinum Yendorian Express Card. A cursed scroll will have no effect on a blessed wand or a wand with no charges; otherwise, "Your vibrates briefly" and it gets zero charges. An uncursed scroll will add one charge to the wand ("Your briefly."). A blessed scroll will bring the number of charges in the wand to a random number from 5 to the maximum charges shown above ("Your for a moment"); if it already has that number of charges, it gains one more charge. A blessed scroll gives a wand of wishing three charges. Except for a wand of wishing, there is no limit to the number of charges or the number of times that a wand is charged. The TYPE of wand denotes the behavior when it is zapped. NODIR wands do not ask for a direction. IMMED wands ask for a direction, but do not show a beam when zapped. RAY wands produce a beam which is animated on the screen; if you are unblind when you zap the wand, you will also identify that type of wand. The appearances of wands are randomized from the following descriptions: glass balsa maple pine oak ebony marble tin brass copper silver platinum iridium zinc aluminum uranium iron steel hexagonal short runed long curved forked spiked jeweled Identifying wands ~~~~~~~~~~~~~~~~~ There are 3 ways to identify wands: by price, engraving with them, and zapping them. You can drop a wand in most shops to learn its price, and then compare it to the bast costs listed above. Use the (E)ngrave command to engrave with a wand. It will use one charge (possibly wresting the last) from the wand. Depending on the type of the wand, you can get one of the messages below if you are unblinded, not levitating, and over a writable floor. Some messages are the same for different types of wands, some messages require an engraving already on that square, and some wands will not provide any means of identification this way. Nondirectional wands will act as if they were zapped. If you didn't wrest the last charge from the wand, you can write a message in the dust (or engrave if specified below). WAND ENGRAVING ~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~ light Same effect as zapping wand. nothing Same effect as zapping wand -- no message! digging "This is a wand of digging!" You can engrave a message. locking No message. magic missile You can write a message in the dust, after which "The is riddled by bullet holes!" make invisible If there already is an engraving, it is erased: "The engraving on the vanishes!" opening No message. probing No message. secret door detection Same effect as zapping wand. slow monster "The bugs on the slow down!" speed monster "The bugs on the speed up!" striking "The wand unsuccessfully fights your attempt to write!" undead turning No message. cold If a burned-in engraving exists, it is erased: "The engraving on the vanishes!" After writing in the dust: "A few ice cubes drop from the wand." fire "This is a wand of fire!" You can burn a message. lightning "This is a wand of lightning!" You can burn a message, and you are blinded. sleep "The bugs on the stop moving!" (Same as death.) cancellation If there already is an engraving, it is erased: "The engraving on the vanishes!" create monster Same effect as zapping wand. polymorph If an engraving already exists, it becomes a randomly chosen engraving; otherwise, no message. teleportation If there already is an engraving, it is teleported: "The engraving on the vanishes!" death "The bugs on the stop moving!" (Same as sleep.) wishing Same effect as zapping wand. Another means of identifying wands is to simply zap them. Nondirectional wands will be identified if you saw their effect (e.g., you found a secret door with a wand of secret door detection). If the wand produces a ray, you will identify the wand if you were unblind. Most immediate wands, however, require you to zap them at an object, monster, corpse, or doorway and note the effect. Sometimes combining two or more techniques is helpful. For example, if engraving with a wand causes existing writing to disappear, it may be make invisible, cancellation, or teleportation. If you then zap it at a (preferably worthless) cursed object, then the object will become uncursed if it was cancellation, disappear to another spot on the level if it was teleportation, and remain unchanged if it was make invisibile. Finally, you can also identify some wands by breaking them (see next section); however, this is usually a bad idea. Breaking wands ~~~~~~~~~~~~~~ (Adapted from a spoiler by Jeffrey Robertson .) You can destroy a wand by (a)pplying it. You will be prompted for confirmation, and you must have hands and a strength of at least 10. Wands with no charges and some wands listed below have no effect ("But nothing else happens..."). Most wands will produce an explosion when broken. The explosion causes damage to yourself and any monsters that were in the adjacent squares when you broke the wand. This damage can be reduced or eliminated if you (or the monster) has an appropriate resistance. Damage is also reduced to 1/2 for Healers and Knights and to 1/5 for Priests and Wizards. Further effects can occur as if you had zapped yourself with the wand. The explosion can also affect objects in your inventory, on your square, and on adjacent squares. Finally, some types of wands have explosions that make you identify the wand. Specific effects are detailed below. In any case, you destroy the wand and owe the cost if it was unpaid. WAND EFFECTS ~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~ light There is an explosion from 1 to (4*charges) damage. You and surrounding monsters can be blinded, taking (charges+1)d25 damage. The room is lit. nothing No effects. digging There is an explosion from 1 to (4*charges) damage. You are surrounded by pits and holes. locking No effects. magic missile There is an explosion of magic missiles with (4 * charges) damage. You identify the wand. make invisible There is an explosion from 1 to (4*charges) damage. You and surrounding monsters are made invisible. opening No effects. probing No effects. secret door detection No effects. slow monster There is an explosion from 1 to (4*charges) damage. You and surrounding monsters are slowed. speed monster There is an explosion from 1 to (4*charges) damage. You and surrounding monsters are sped up. striking "A wall of force smashes down around you!" There is an explosion from 1 to (charges+1)d6 damage. You and surrounding monsters are hit by a force bolt. Fragile objects in your and adjacent squares may be destroyed. undead turning There is an explosion from 1 to (4*charges) damage. Monsters and objects in the affected squares are turned. cold There is an explosion of cold with (8 * charges) damage. Potions may freeze. You identify the wand. fire There is an explosion of fire with (8 * charges) damage. Armor, scrolls and spellbooks may burn. Potions may boil. You identify the wand. lightning There is an explosion of lightning with (16 * charges) damage. Rings and other wands may explode. You are blinded. You identify the wand. sleep There is an explosion from 1 to (4*charges) damage. You and surrounding monsters may be put to sleep. cancellation There is an explosion from 1 to (4*charges) damage. Monsters and objects in the affected squares are cancelled. create monster There is an explosion from 1 to (4*charges) damage. You are surrounded by monsters. polymorph There is an explosion from 1 to (4*charges) damage. Monsters and objects in the affected squares are polymorphed. teleportation There is an explosion from 1 to (4*charges) damage. Monsters and objects in the affected squares are teleported. death There is an explosion of death with (16 * charges) damage. Monsters in the affected area may be immediately killed. You identify the wand. wishing No effects. Not really a good idea. Cancelling ~~~~~~~~~~ (Parts quoted from the spoiler "cancel", by Boudewijn Wayers .) Monsters (including you) can be cancelled when hit by wands or spells of cancellation, and sometimes by Magicbane. The monster may resist. Also, when a gremlin (including you) manages to steal an intrinsic from a monster, the gremlin is automatically cancelled as well. Cancelled monsters cannot use their special attacks against you: Blind you Cast spells at you Charm you Confuse you Drain your constitution Drain your dexterity Explode in your face Paralyse you Poison you Rust or rot something, offensive or defensive Seduce you Slow you down Spit at you Steal an item Steal intrinsics Steal your gold Stun you Teleport you away Turn you to sleep Use a wand of make invisible on itself Use acid against you Use its breath weapon Use its cold attack, offensive or defensive Use its electricity attack, offensive or defensive Use its fire attack, offensive or defensive Wrap itself around you Many monsters also lose abilities specific to their species as well: Medusa's gaze cannot turn you to stone Medusa cannot be turned to stone with a reflecting item A black or brown pudding cannot divide A chameleon cannot polymorph A clay golem will die A cockatrice won't turn you to stone A demon cannot summon other demons A floating eye cannot be paralysed with a mirror A lycanthrope cannot change you into another one A lycanthrope cannot summon help A nymph or succubus won't steal your mirror if you apply it A tengu cannot teleport An umber hulk cannot be confused with a mirror A xan's prick doesn't weaken you When a monster cannot use a certain attack on you, it normally cannot use it on another monster either. A wand or spell of cancellation will also affect objects on the floor, or objects in your inventory if you zap yourself. However, it does not affect other monster's inventories or the contents of containers. Affected objects will always become uncursed. Specific effects are described below: OBJECT RESULT ~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~ weapon uncursed +0 weapon, same erodeproofing armor uncursed +0 armor, same erodeproofing scroll of mail uncursed scroll of mail other scrolls uncursed scroll of blank paper spellbook of cancellation uncursed spellbook of cancellation Book of the Dead uncursed Book of the Dead other spellbooks uncursed spellbook of blank paper potion of sickness uncursed potion of fruit juice, same dilution potion of see invisible uncursed potion of fruit juice, same dilution potion of fruit juice uncursed potion of fruit juice, same dilution potion of booze uncursed potion of booze, same dilution other potions uncursed potion of water charged ring uncursed +0 ring wand of cancellation uncursed, still charged other wands uncursed, uncharged, can't wrest last charge Bell of Opening uncursed Bell of Opening (0) Candelabrum of Invocation uncursed, same number of candles attached magic lamp without djinni uncursed, still no djinni charged tools uncursed, uncharged containers uncursed, still same type, contents unchanged Note that cancellation won't work on corpses; if it is resurrected, the monster will still function exactly the same as if the monster had not been cancelled when it was still alive. Polymorphing ~~~~~~~~~~~~ You can use a wand or spell of polymorph on both monsters and objects. The beam acts over a maximum distance of 8 to 13 squares, and cannot be reflected. Polymorph traps may also affect monsters, but not objects. When a monster (including you) is hit, the monster may change into a different species. Magic resistance will prevent a monster from polymorphing, unless the monster zapped itself (or yourself). Some monsters may also resist the attack, as well. Objects in the monster's or your inventory are not affected. There are several special cases when you are polymorphed. If you have polymorph control, you can choose the creature you wish to be polymorphed into. If you are wearing dragon armor, you will become that type of dragon (even with polymorph control) and will lose your cloak and shirt. If you have lycanthropy, you turn into that were-creature (or vice versa); if you are a vampire, you become a vampire bat (or vice versa). If you have none of the above, you have a (Constitution in 20) chance of NOT getting system shock ("You shudder for a moment", lose 1 to 30 hit points, and abuse your constitution). If you become a "new man/woman/elf", then your level, hit points, energy, and statistics will be randomly adjusted. How long you are polymorphed depends on your experience level and the level of the monster you became (this prevents abuse by low-level characters). You can always return to your natural form by losing all of your hit points, such as by throwing objects upwards (<) and letting them hit you. Other monsters remain the same species indefinitely (except true chameleons). You can also polymorph objects. Many people call this "polypiling", because they painstakingly collect items, line them up into several piles, and polymorph them all at one. Each item may become a new item in the same object class with roughly the same probability as random generation. The objects retain their blessed/cursed state, erosion, erosionproofing, traps, and poisoning. Wands keep their number of charges, whereas weapons and armor keep their enchantment; this is not a significant abuse, since any resulting items have a chance of being charged/enchanted to that level anyways. You will eventually lose some objects. Items appearing in quantities of 2 or more have a (quantity in 1000) chance of merging into one object. Items also have a probability of "shuddering": 1/3 if a wand or cursed, 1/8 if uncursed, 1/12 if blessed, and twice the chance if in quantities greater than 4. This will decrease the quantity of the item randomly, and has a one in (luck + 45) chance of creating a golem from the material of the shuddered item. There are some limitations to polypiling. You can't change scrolls of mail, the invocation artifacts, or the Amulet of Yendor. Eggs laid by you become other types of eggs, still laid by you. Spellbooks will become more faded. Crocodile corpses become low boots. Containers lose all of their contents; newly created containers will be locked. There are limits to converting stones (e.g. rocks and luckstones) into non-stones (e.g. valuable gems); you won't get more than four. Note that balls and chains become (surprise!) balls and chains. You can never create the following objects through polypiling: magic lamps wands of wishing wands of polymorph Acknowledgements ~~~~~~~~~~~~~~~~ Thanks to Bruce Cox for proofreading this file. Clarification for polypiling rocks due to Oberon . Jason Parker inquired about polypiling charges.