arr-343.txt Alignment, Role, and Race spoiler. Compiled by Jove (Joe Bednorz) This spoiler is almost entirely derived from spoilers written by others. Caveat: The raw data herein should all be good. Interpretations and advice may not be so good. Weapon skills differentiate classes in several ways: - Ability to twoweapon (cannot be granted during a game.) - Multishot missile weapons (Cannot be granted during a game). - +-2 to the average damage done by an artifact weapon - Longbow of Diana average damage with +0 arrows ranges from 1 to 19.9 due to multiplier effect of multishot at higher skill levels. General Instructions for use: - Each role has its own section. Search to find the one you want. - Almost all of the alignment, role, and race spoiler data is available in this one document, separated out for each role. The major exception is: "HP and power starting values, level increases, and regeneration in NetHack 3.4" There are other spoilers simply included in this document. Instead of jumping back and forth from webpage to webpage to get all of the information pertinent to a given role/race/alignment combination, you can jumping around in this document. - Most of the information from the race and alignment spoilers has been included in here somewhere. Until that data is fully integrated with each of the roles, it is suggested that you search this document for the race/alignment info pertinent to each class. Information on race has not been fully localized. I.e. It's still scattered in several different locations. Keep searching until you're sure you've found all the pertinent data. ======================================================================== Getting artifact weapons "If you #dip a single ordinary long sword in a fountain, are at least experience level 5, and Excalibur doesn't already exist in your game, then there is a 1/6 chance of something special happening to your long sword. If you are lawful, the long sword is converted into the blessed, rustless, uncorroded, damageproof Excalibur and you exercise your wisdom. If you are neutral or chaotic, your long sword is cursed, loses its rustproofing, may lose an enchantment, and you abuse your wisdom." Other ways to get an artifact weapon: - Individually name an Elven dagger Sting. - Individually name an Elven broadsword Orcrist. - Get crowned. c If you pray and your god is very pleased, you may be crowned and get a good artifact, though Wizards and Monks may instead receive a spellbook of finger of death or restore ability respectively. If a lawful character is wielding an ordinary long sword when crowned, it becomes Excalibur. Neutrals get Vorpal Blade, regardless of what they are wielding (if already wielding it, it goes "snicker-snack!"). Chaotics get Stormbringer, regardless of what they are wielding. You can only be crowned once. If you were restricted to unskilled in the weapon class of your alignment's artifact, the restriction is removed so you may advance to basic skill. ========================================================================  "** Time out! I step away from the computer and go have a smoke so that I don't do anything stupid, like hit any keys. After collecting my thoughts, and confident that I will take my time, I go back... **" - Krysia's Krusader WEAPONS. Much cribbed and reformatted from: Weapon attacks, and attacks in general, have two important attributes: damage and "to hit." If you can't hit it, you can't hurt it, no matter how much damage could happen if you did hit it. Based on the two Strength tables below, Gauntlets of Power look like the best early find for any character: +6 damage and +3 to-hit bonuses. Each character class has a limit to the amount of skill that can be obtained in each weapon class. The maximum skill level is noted under the ABCH KMPRaRo STVW columns: '-' for restricted (cannot advance beyond unskilled), 'b' for basic skill, 's' for skilled, 'E' for expert, 'M' for master, 'G' for grand master. Weapon skills are explained further below. In the following table, a hit only counts if at least one point of damage is done. With the -2 damage bonus for "unskilled" skill, weapons that cause low damage can take a lot of hits to get one hit that actually causes damage. The -4 "to hit" bonus for unskilled can make getting those hits even harder. (NB: If you are swallowed or engulfed by a monster, then direct or thrown attacks always succeed, although you will be unable to kick or apply polearms.) NB: The "EXP" header under "NEEDED" means incremental skill slot cost, i.e. The number of skill slots needed to advance to that skill level from the previous skill level. The following tables were extracted from the unified Strength and Dexterity table in weap-343.txt. NEEDED SKILL LEVEL HITS EXP ~~~~~~~~~~~ ~~~~ ~~~ Unskilled 0 0 Basic 20 1 Skilled 80 2 Expert 180 3 WEAPON SKILL LEVEL +HIT +DAM ~~~~~~~~~~~ ~~~~ ~~~~ Unskilled -4 -2 Basic 0 0 Skilled +2 +1 Expert +3 +2 2-WEAP SKILL LEVEL +HIT +DAM ~~~~~~~~~~~ ~~~~ ~~~~ Unskilled -9 -3 Basic -7 -1 Skilled -5 0 Expert -3 +1 The following three tables were extracted for clarity from the unified table in weap-343.txt. STRENGTH +DAM STRENGTH +HIT ~~~~~~~~~~~~~ ~~~~ ~~~~~~~~~~~~~ ~~~~ 3 to 5 -1 3 to 5 -2 6 to 15 0 6 to 7 -1 16 to 17 +1 8 to 16 0 18 +2 17 to 18/50 +1 18/01 - 18/75 +3 18/51 - 18/99 +2 18/76 - 18/90 +4 18/** +3 18/91 - 18/99 +5 19-25 +3 18/** +6 19 to 25 +6 DEXTERITY +HIT ~~~~~~~~~~~~~ ~~~~ 3 -3 4 to 5 -2 6 to 7 -1 8 to 14 0 15 +1 16 +2 17 +3 18 +4 19 +5 20 +6 21 +7 22 +8 23 +9 24 +10 25 +11 Weapons with intrinsic to-hit bonuses. Important to those roles that start unskilled with the weapon and wish to improve, and those roles that are restricted with the weapon and wish to use it anyway. ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~~~ ~~~~ WEAPON (Table 2) ABCH KMPRaRo STVW +HIT SDAM SAVG LDAM LAVG ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~~~ ~~~~ Dagger : bbbs b--E E bEEE orcish dagger : +2 d3 2.0 d3 2.0 dagger : +2 d4 2.5 d3 2.0 silver dagger : +2 d4 2.5 d3 2.0 athame : +2 d4 2.5 d3 2.0 elven dagger : +2 d5 3.0 d3 2.0 Knife : b-sE b--s E ss-s scalpel : +2 d3 2.0 d3 2.0 crysknife : +3 d10 5.5 d10 5.5 dwarvish mattock : -1 d12 6.5 d8+2d6 11.5 Long sword : -s-- E--- s EbE- katana : +1 d10 5.5 d12 6.5 Two-handed sword : -E-- s--- b EbE- tsurugi : +2 d16 8.5 d8+2d6 11.5 Bow : -bs- b-bE - Eb-- ya : +1 d7 4.0 d7 4.0 Shuriken : ---s -bbs s Eb-b shuriken : +2 d8 4.5 d6 3.5 Boomerang : E-E- --bE - -b-- +4 (only if thrown) boomerang : d9 5.0 d9 5.0 Unicorn horn : s-bE --s- - -s-- unicorn horn : +1 d12 6.5 d12 6.5 Weight & rough damage estimate of the major types of the weapon are in parentheses. (* denotes a two-handed weapon) WEAPON ABCH KMPRaRo STVW Artifacts ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~~~~~ ~~~~ -------------- Whip (20,1) : E--- ---b - -b-- apply to Disarm opponents Axe (60,3.5)(120,7.0) : -Es- s--s - -bEs Cleaver* Pick-axe(100,3.5)(120,7.0): Esb- b--b - -bs- Short sword (30,4) : bE-s s--b E EEsb Broadsword (40,5)(70,6) : -s-- s--- s sbs- Orcrist, Dragonbane Long sword (40,5) : -s-- E--- s EbE- Demonbane,Excalibur,Snickersnee,Sunsword, Giantslayer,Vorpal Blade,Frost Brand, Fire Brand Scimitar (40,4.5) : ss-b b--- s bsb- Saber (40,4.5)) : Eb-b s--- s bsb- Grayswandir, Werebane Club (15,3)(30,3) : ssEs b-E- s ---s Mace (30,4) : -sEb s-E- s -b-b Scepter of Might(Q) Morning star (120,5) : -sb- s-Eb b -b-- Trollsbane Flail (15,5)(30,2) : -bs- b-Es b sb-- Hammer (50,3) : -Es- b-Eb b -bE- Ogresmasher, Mjollnir Trident (25,6.0) : -ssb b-sb - -bbb Dagger (10,2.5) | bbbs b--E E bEEE Magicbane, Sting, Grimtooth Quarterstaff (40,3.5) : sbEE -bEb - bbbE Staff of Aesculapius(Q)* Two-handed sword (60,10) : -E-- s--- b EbE- Tsuguri of Muramasa* (150,8) Weapons that "stack" ABCH KMPRaRo STVW ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~~~~~ ~~~~ Knife (5,2)(20,5.5) : b-sE b--s E ss-s No multishot Spear (30,3.5)(35,4.5) : -sEb sbss b bbsb No multishot Javelin (20,3.5) : --sb sbsE - bbbb No multishot Two-handed weapons ABCH KMPRaRo STVW ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~~~~~ ~~~~ Polearm (50-150,3.5-5.5) : --sb s-ss b sbss Unicorn horn (20,6.5) : s-bE --s- - -s-- NB: - A wielded cursed two-handed weapon completely prevents looting, applying a container, or casting a spell. - You cannot wear a shield while using a two-handed weapon. (An elven shield can be safely enchanted at +5. So a +7 Elven shield is possible, for a total AC reduction of 8 points. If you want to cast spells, a +5 small shield will give 6 points of AC.) Pure Missile Weapons ABCH KMPRaRo STVW ----------------------+ ---- ------- ---- ------------------------------ Dart(1,2) | b--E --bE E -E-E Stack, poison, multi, ranged, vanish, replenish from monsters or dart traps Shuriken(1,4) | ---s -bbs s Eb-b Stack, poison, multi, ranged vanish. Difficult to replenish Boomerang(5,5) | E-E- --bE - -b-- Stack, unwieldable, NO multi, ranged. Can hit "off-line" Difficult to find. Special Cases: | ABCH KMPRaRo STVW ----------------------+ ---- ------- ---- ------------------------------- Sling(3,1.5)/ | s-Es --bE - -bbs Rocks(10,2.0) glass(1,2) | or gems(1,2) Lance (180,4.0) | ---- E-b- - sbs- Can be applied. Is NOT two-handed The following weapons REQUIRE wielded launchers: Launcher/Missile Weapons ABCH KMPRaRo STVW ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~~~~~ ~~~~ Bow(30,1.5)/Arrows(1,3.5) : -bs- b-bE - Eb-- Longbow of Diana(Q) Crossbow(50,1.5)/Bolts(1,4): ---- sbbE E -b-- Miscellaneous ABCH KMPRaRo STVW --------------------------------------------- Two weapon combat : bb-- s--- E Ess- Riding : bb-- E--b b sbsb Bare-handed combat : EMMb E-bb E -sEb Martial arts : ---- -G-- - M--- Hitting with a weapon when wielded vs hitting with a weapon by throwing it. Any weapon can be thrown. It will do the same amount of damage if it hits as if it was wielded, unless it requires a launcher. Two-handed weapons and twoweaponing prevent you from wearing a shield. To twoweapon: 'w'ield secondary weapon, 'x' to switch, 'w'ield primary weapon, #twoweapon Missile weapons: 'f'ire and autoquiver lets Nethack automatically reload as necessary. Alternatively, #adjusting your primary missile stack to 'Q' makes manually reloading easy: 'QQ'. Wielded weapons: #adjust to 'w' to make re-wielding simple: 'ww'. WEAPON +------------------+-------------------------------------------------- | Whip | Can be wielded or applied. Applying lets you | | steal/unwield a monster's wielded weapon. Disarming | | your opponent is a good thing. Arch starting weapon. +------------------+-------------------------------------------------- | Axe | Wielded. Artifact: Cleaver +------------------+--------------------------------------------------- | Pick-axe | Wielded, one-handed, classified as a tool, can dig | | with it. "autodig" is useful. +------------------+--------------------------- | Short sword | Wielded +------------------+--------------------------- | Broadsword | Wielded, Artifact: Orcrist, Dragonbane +------------------+--------------------------- | Long sword | Wielded, Demonbane, Excalibur, Snickersnee, | | Sunsword, Giantslayer, Vorpal Blade, Frost Brand, | | Fire Brand, +------------------+--------------------------- | Scimitar | Wielded +------------------+--------------------------- | Saber | Wielded, Grayswandir, Werebane +------------------+--------------------------- | Club | Wielded +------------------+--------------------------- | Mace | Wielded, Scepter of Might(Q) +------------------+--------------------------- | Morning star | Wielded. Artifact: Trollsbane +------------------+--------------------------- | Flail | Wielded. +------------------+--------------------------- | Hammer | Wielded: Artifact: Ogresmasher, Mjollnir. A Valk wearing | | Gauntlets of power that throws Mjollnir will have | | it return to their hand a large percentage of the time. +------------------+--------------------------------------------------- | Dagger | Stackable, can be wielded or thrown. Stackable, | | multishot. Artifacts: Magicbane, Grimtooth, Sting +------------------+-------------------------------------------------- | Knife | Stackable, can be wielded or thrown +------------------+--------------------------------------------------- | Spear | Stackable, can be wielded or thrown +------------------+----------------------------------------------------- | Javelin | Stackable, can be wielded or thrown +------------------+----------------------------------------------------- | Quarterstaff | Two-handed melee weapon. Artifact: Staff of Aesculapius(Q) +------------------+--------------------------------------------------- | Polearm | Two handed wielded weapon. Only useful if | | 'a'pplied at a range of about two. Experiment. +------------------+---------------------------------------------------- | Unicorn horn | Two-handed melee range weapon. Classified as a | | tool. Has other, non-weapon uses +------------------+---------------------------------------------------- | Two-handed sword | Two-handed melee range weapon. Tsurugi Muramasa +------------------+---------------------------------------------------- | Trident | One-handed wielded. Non-stackable. +------------------+----------------------------------------------------- | Lance | Knights can joust with this if riding. Otherwise | | acts like a polearm for all roles. One-handed +------------------+------------------------------------------------------ | Dart | Missile weapon only, stacks, multishot at higher | | skill levels. Can be lost when it hits a monster. +------------------+------------------------------------------------------- | Shuriken | Missile weapon only, no launcher , stacks, can be | | lost when it hits a monster, multishot at higher | | skill levels +------------------+------------------------------------------------------- | Boomerang | Missile weapon, no launcher, can break if used as | | a wielded weapon, stacks, no multishot +------------------+------------------------------------------------------- | Bow | Arrow launcher, must be wielded for fired arrows | | to be effective missile weapons. See: arrows. | | Artifact: Longbow of Diana(Q) +------------------+--------------------------------------------------------- | Sling | Optional launcher for rocks, gems, flint, Heart of Ahriman, | | etc. Makes multishot possible for rocks. Rocks do d3 damage, which means a range of 1 to 3, average of two. -2 damage bonus for unskilled means only about every third hit will cause as much as a single point of damage. -4 to hit bonus at unskilled means you won't hit very often. Getting from unskilled to basic in sling seems like a difficult, and potentially dangerous, process. Note that simply throwing rocks without a launcher will do d3 damage per hit and won't have the -4 to hit bonus. +------------------+--------------------------- | Crossbow | Launcher, must be wielded to make firing crossbow | | bolts effective. Multishot at higher skill | | levels. No artifact version. Two weapon combat : Two wielded weapons,done by 'w', 'x', 'w' Riding : Requires saddled rideable steed. 'a'pply to saddle steed, #loot to remove Bare-handed combat : Martial arts : ######################################################################## Notes: This spoiler aims to achieve its goal by being accurate, precise, clear, and concise, in that order. The average value of a roll of an sided die is (n+1)/2. "If you are wearing a ring of free action, a wielded potion of paralysis may be the most deadly melee weapon in the game." Wearing a ring of conflict can do more damage to monsters at range than any attack in the game. ######################################################################## Appendix B: Abbeviations NB: Latin for Nota Bene: Note Well. i.e. Abbreviation for "id est," which is latin for "that is". Used in this spoiler when the accurate, precise and concise answer is, or can be, unclear. cf infra: See below, i.e. look later in the document. ======================================================================== Food and Hunger: The following spoiler does not explicitly say so, but strongly implies that normal hunger is one nutrition point per game turn. (NB: One game turn does not necessarily correspond to one player move.) Note that other causes of hunger can increase nutrition use to a maximum of 64 points every 20 game turns, i.e. over three-fold. So an 800 nutrition point food ration should last between 250 and 800 game turns. Wearing a ring of slow digestion with no other drains on nutrition will reduce hunger to one point every twenty game turns. In that situation an 800 nutrition point food ration can supply nutrition needs for 16000 game turns. From: Hunger and nutrition ~~~~~~~~~~~~~~~~~~~~ (Adapted from the spoiler "food" by Bryan Butler and J. Ali Harlow.) Each of the following conditions is checked on the turns shown; if it is the case, then you lose one more point of nutrition that turn. Rings and amulets cause additional hunger as shown; the only exception is a ring that can be charged but is at +0. A ring of slow digestion prevents base ordinary food consumption, but still causes ring hunger. You can therefore consume a maximum of 64 nutrition in 20 turns (if all of these conditions were met). HOW OFTEN CAUSE ~~~~~~~~~~~~~ ~~~~~ Each turn Ordinary food consumption, if carnivorous or herbivorous and not wearing a ring of slow digestion. When asleep, only about 10% as much is needed. Odd turns Regeneration from anything other than an artifact. Odd turns Encumbrance is stressed or worse. Even turns Hunger intrinsic (e.g., from a ring). Even turns Conflict from anything other than an artifact. Turn 4 of 20 Ring worn on left hand (except a +0 ring). Turn 8 of 20 Amulet worn. Turn 12 of 20 Ring worn on right hand (except a +0 ring). Turn 16 of 20 Carrying the Amulet of Yendor. Naturally, eating some food will make you gain the amount of nutrition in the food. Your level of nutrition is described as follows: 2000 or more Death from choking (under certain circumstances) 1000 or more Satiated 150 to 999 Not hungry 50 to 149 Hungry 0 to 49 Weak Below zero Fainting Below (-200)-(20*CON) Death from starvation ======================================================================== Class differentiations. Notes: 1. Restricted weapon skills are not listed. 2. Weapons with a maximum of basic skill are marked with a b. Quest Artifacts: Some Quest artifacts are invocable. After being invoked, these artifacts will ignore subsequent attempts at being invoked, for a variable amount of time. A nearly optimal invocation strategy is invoking once every 78 turns. Race-specific equipment is as follows: HUMAN ELF GNOME ORC ~~~~~ : ~~~ : ~~~~~ : ~~~ short sword : : : orcish short sword ring mail : : : orcish ring mail dagger : elven dagger : dagger : orcish dagger bow : elven bow : crossbow : orcish bow arrow : elven arrow : crossbow bolt : orcish arrow In addition, all non-Wizard orcs get 2 to 4 additional random food items; and elven Priests and Wizards get a random uncursed musical instrument, one of wooden flute, tooled horn, wooden harp, bell, bugle, and leather drum. The following items will never be created in initial inventory: Scrolls of amnesia, blank paper, or fire Spellbooks of blank paper, or of level higher than 3 Potions of acid or hallucination Rings of aggravate monster, hunger, or levitation Wands of nothing or of wishing (except as guaranteed by explore mode) The combination of potions/rings/spellbooks/wands of polymorph with a ring of polymorph control is also excluded. Racial alignment restrictions: Elves and Orcs always start chaotic. Gnomes always start Neutral. Dwarves always start Lawful. ------------------------------------------------------------------------ ======================================================================== ************************************************************************ *** Archeologist ************************************************************************ Archeologist ~~~~~~~~~~~~ Trick(s): - 'a'pply the bullwhip to disarm opponents. - Indiana Jones style. - Can use uncursed touchstones as blessed. - Can identify precious gems to sell to some shopkeepers. - Can identify worthless glass to use as missile weapons. - tinning kit - Removes poison from tinned corpses. - Tinned corpses still have same chance of conferring a resistance as the corpse itself. - tin opener (if any) permits eating a tin in one turn if wielded. - Do not forget to re-wield your weapon afterwards. - When lawful can dip a longsword for Excalibur (XL > 4 recommended) - Any character that is currently lawful can do this. Starting Archeologists should adjust their pick-axe to 'w' for wielding and their bullwhip to 'a' for applying. (This is a special case.) bullwhip This weapon can also be applied to get yourself out of a pit, unwield or steal another monster's weapon, hit a monster, whip your steed into a gallop, or grab objects off the floor while levitating. Gods, Races, Alignments: Archeologist (Central American) Lawful: Quetzalcoatl (humans, dwarves) Neutral: Camaxtli (humans, gnomes) Chaotic: Huhetotl Achaeologist Starting Equipment: WGT +2 bullwhip 20 +0 leather jacket (AC: 1) 30 +0 fedora (AC: 1) 3 3 to 6 uncursed food rations (800 nutrition ea.) 20 ea. +0 pick-axe 50 uncursed tinning kit (30 to 99 charges) 100 uncursed touchstone 10 uncursed sack 15 Following chances of ONE of: 10% uncursed tin opener 4 22.5% uncursed oil lamp 20 6.75% uncursed magic marker (30 to 99 charges) 2 A +2 bullwhip should average 3.5 dmg against "small" monsters, and 3 dmg against "large" monsters. Anything up to and including human size is considered "small" for this purpose. From : "[The (base+enchantment)] damage done by a bullwhip is set to zero if attacking thick-skinned creature with item made of venom, wax, food, paper, cloth, or leather (namely, a bullwhip). Thick-skinned creatures include: gargoyle, winged gargoyle, all mimics, mumak, titanothere, baluchitherium, mastodon, all baby and adult dragons (D), earth elemental, all baby and adult nagas (N), xorn, skeleton, gold golem, wood golem, clay golem, stone golem, glass golem, iron golem, horned devil, barbed devil, shark, crocodile, salamander, Chromatic Dragon, and Ixoth." I.e.: A bullwhip is useless against the thick-skinned creatures listed in the above paragraph. From : "tinning kit Created with 30 to 99 charges. An uncursed scroll of charging will add 10 to 20 charges, and then bring the kit to a minimum of 50 charges. A blessed scroll of charging will add 15 to 30 charges, and then bring the kit to a minimum of 50 charges (75 if between 51 and 74). A tinning kit may never have more than 127 charges. You can convert corpses into tins. The corpse must be uneaten and have non-zero 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." The initial statistics for the various classes are computed as follows: 1. 75 points are divided among the six attributes based on the following table: Player Class STR INT WIS DEX CON CHA REM ~~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~ Archeologist 7-20 10-20 10-20 7-10 7-20 7-10 27 The number before the dash gives the minimum value for the attributes. The REMaining points are distributed between the six attributes using the number after the dash as percentage probabilities between different attributes. XL 1 : Infravision (Dwarves and Gnomes only.) XL 1 : Stealth XL 1 : Speed XL 10: Searching "You feel perceptive." XL 12: Can use the ^T command to teleport at will with teleportitis intrinsic. (No message.) Can use two-weapon combat. Can use uncursed touchstones as blessed. Quest Artifact: The Orb of Detection (lawful* Archeologist crystal ball) Carried Confers magic resistance and telepathy. Half damage when attacked by spells. Invoked Toggles invisibility on/off. WEAPON A Artifacts ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~ Whip | Expert Pick-axe | Expert mattock* (broad pick) Short sword : b Scimitar | skilled Saber | Expert Grayswandir, Werebane Club | skilled Dagger : b Magicbane, Sting, Grimtooth Knife : b Quarterstaff* | skilled Staff of Aesculapius(Q)* Unicorn horn* | skilled Dart : b Boomerang | Expert Sling | skilled Two weapon combat : b Riding : b Bare-handed combat | Expert _______________________________________________________________________ Ranged weapon(s): MSPVL Multishot - Multiple projectiles thrown per firing. Stack - Important for multishot, inventory slots, enchanting. Poisonable - Can be poisoned. Vanish - Projectiles may vanish when they strike Launcher - Must be wielded, no strength damage bonus (except for sling) (Restricted weapons are not shown) | A | MSPVL |S| ---------------------+---+-------+-+----------------------- Dart(1,2,2) | b | YYYYN |N| Replenish: monsters, traps Dagger (10,2.5,.25) | b | YYNNN |Y| Also useable wielded. Sling(3,1.5) | s | MYNYM |N| Multishot ONLY w/OPTIONAL launcher Rocks(10,2,.2) | | | | Stone golems replenish. Glass(1,2,2) | | | | Glass golems replenish. Gems (1,2,2) | | | | Boomerang(5,5,1) | E | NYNNN |N| Can hit "off-line" | | | | Difficult to find. RETURNS Knife(5,2,.4)(20,5.5)| b | NYNNN | | Useable wielded Polearm (50-150,3-5) | - | NNNNN |N| Can be applied at range 2 (.1 to .03) | | | | Two-handed | | | | Not useable wielded _______________________________________________________________________ "All classes besides Wizards have a base 1/15 chance of writing an unknown book; your chance generally improves with higher luck, to a maximum of about 32% for non-Wizard classes." Archeologists start out unskilled in all spell schools. Spell school skill limits. (Restricted schools are not listed.) School Arc ~~~~~~ ~~~ attack : b healing : b divination : E matter : b Special spell: Magic Mapping (Divination). Base spell ability: 5 (Lower is better, range is from 1-14.) Spellcasting Stat: Int Boost for Emergency class spells: 0 (Lower is better, from -3 to 2.) ------------------------------------------------------------------------ ======================================================================== ************************************************************************ *** Barbarian ************************************************************************ Barbarian ~~~~~~~~~ Trick(s): - Starts off with poison resistance. - Can 'a'pply starting (battle) axe to - chop through locked doors. - May not wake nearby sleeping monsters. - chop down trees. - Will get a vegetarian flora food item. - kick the tree first for more vegetarian flora food items. - will only work once. - my "summon" bees. Gods, Races, Alignments: Barbarian (Hyborian) Lawful: Mitra Neutral: Crom (humans) Chaotic: Set (humans, orcs) Barbarian Orcs are exempt from penalties for cannibalism and eating domestic animals. Barbarian Starting Equipment: 50% chance of: +0 two-handed sword +0 axe otherwise: +0 battle-axe +0 short sword +0 ring mail 1 or 2 uncursed food rations 17% chance of uncursed oil lamp XL 1 : Infravision (Orcs only) XL 1 : Poison resistance XL 7 : speed "You feel quick!" XL 12: Can use the ^T command to teleport at will with teleportitis intrinsic. (No message.) XL 15: Stealth "You feel stealthy!" Can use two-weapon combat. Quest Artifact: The Heart of Ahriman (neutral* Barbarian luckstone) Carried Confers stealth. +d5 to hit if thrown or slung at a monster; x2 damage if slung. Invoked Levitation; you can stop this levitation with '>' at will, or by invoking the Heart again. The initial statistics for the various classes are computed as follows: 1. 75 points are divided among the six attributes based on the following table: Player Class STR INT WIS DEX CON CHA REM ~~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~ Barbarian 16-30 7- 6 7- 7 15-20 16-30 6- 7 8 The number before the dash gives the minimum value for the attributes. The REMaining points are distributed between the six attributes using the number after the dash as percentage probabilities between different attributes. WEAPON B ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~ Axe | Expert Cleaver* Pick-axe | skilled Short sword | Expert Broadsword | skilled Orcrist, Dragonbane, Stormbringer Long sword | skilled Demonbane,Excalibur,Snickersnee,Sunsword, Giantslayer,Vorpal Blade,Frost Brand, Fire Brand Scimitar | skilled Saber : b Grayswandir, Werebane Club | skilled Mace | skilled Scepter of Might(Q) Morning star | skilled Trollsbane Flail : b Hammer | Expert Ogresmasher, Mjollnir Dagger : b Magicbane, Sting, Grimtooth Spear | skilled Quarterstaff : b Staff of Aesculapius(Q)* Two-handed sword | Expert Tsuguri of Muramasa* Trident | skilled Bow : b Two weapon combat : b Riding : b Bare-handed combat : MASTER ________________________________________________________________________ Ranged weapon(s): Weight, a rough damage estimate of the major types of the weapon, and the damage per weight are in parentheses. MSPVL Multishot - Multiple projectiles thrown per firing. Stack - Important for multishot, inventory slots, enchanting. Poisonable - Can be poisoned. Vanish - Projectiles may vanish when they strike Launcher - Must be wielded, no strength damage bonus (except for sling) | B | MSPVL |S| ---------------------+---+-------+-+----------------------- Dagger (10,2.5,.25) | b | YYNNN |Y| Also useable wielded. Bow(30,1.5) | b | YYYYY | | Replenish: monsters, traps Arrows(1,3.5,3.5) | | |Y| Spear(30,3.5)(35,4.5)| s | NYNNN |Y| Also useable wielded Polearm (50-150,3-5) | - | NNNNN |N| Can be applied at range 2 (.1 to .03) | | | | Two-handed | | | | Not useable wielded __________________________________________________________________________________ "All classes besides Wizards have a base 1/15 chance of writing an unknown book; your chance generally improves with higher luck, to a maximum of about 32% for non-Wizard classes." Barbarians start out unskilled in all spell schools. Spell school skill limits. (Restricted schools are not listed.) School Bar ~~~~~~ ~~~ attack : s Special spell: Haste self (Escape: restricted school) Base spell ability: 14 (Lower is better, range is from 1-14.) Spellcasting Stat: Int Boost for Emergency class spells: 0 (Lower is better, from -3 to 2.) ------------------------------------------------------------------------ ======================================================================== ************************************************************************ *** Caveman ************************************************************************ Cave(wo)man ~~~~~~~~~~~ Trick(s): - Exempt from penalties for cannibalism and eating domestic animals. - When lawful can dip a longsword for Excalibur (XL > 4 recommended) - Can get to Expert with boomerang. So aborigines apparently count as Cavemen. Boomerang's 5.0 base damage makes it the best ranged weapon for a Caveman. If one can be found. Gods, Races, Alignments: Cave(wo)man (Babylonian) Lawful: Anu (humans, dwarves) Neutral: Ishtar (humans, gnomes) Chaotic: Anshar +1 club +2 sling 10 to 20 flint stones 18 to 33 uncursed rocks +0 leather armor Gnomish Cave(wo)men can use uncursed touchstones as blessed. XL 1 : Infravision (Dwarves and Gnomes only) XL 7 : Speed "You feel quick!" XL 12: Can use the ^T command to teleport at will with teleportitis intrinsic. (No message.) XL 15: Warning "You feel sensitive!" Exempt from penalties for cannibalism and eating domestic animals. The Sceptre of Might (lawful* Caveman mace) Carried Confers magic resistance. Wielded +d5 to hit and x2 damage only against monsters not of its alignment. Invoked Toggles conflict on/off. ---------------------+---+-----+--+----+--+--------------------------- | C |EDMSP|VL|D/W |+H| Max| | | | | | |Exp| Ra | ---------------------+---+-----+--+----+--+---+----------------------- Dart(1,2,2) | - |YYYYY|YN|2.0 |+2| Replenish: monsters, traps Shuriken(1,4,4) | - |YYYYY|YN|4.0 |+2| Difficult to replenish Dagger (10,2.5,.25) | b |YYYYN|NN|0.25|+2| Also useable wielded. +2 to hit Sling(3,1.5) | E |NYMYN|YM| | | Multishot ONLY w/OPTIONAL launcher Rocks(10,2,.2) | | | |0.2 | |Easily replenished. Glass(1,2,2) | | | |2.0 | |Glass golems replenish. Gems (1,2,2) | | | |2.0 | | Bow(30,1.5) | s |YNYYY|YY| | |Replenish: monsters, traps Arrows(1,3.5,3.5) | | | |3.5 | | ya (bamboo) |3.5 |+1| Crossbow(50,1.5) | - |YNYYY|YY| | |Replenish: monsters Bolts(1,4,4) | | | |4.0 | | ---------------------+---+-----+--+----+--+----------------------- | C |EDMSP|VL| |+H| WEAPON C ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~ Axe | skilled Cleaver* Pick-axe : b Club | Expert Mace | Expert Scepter of Might(Q) Morning star : b Trollsbane Flail | skilled Hammer | skilled Ogresmasher, Mjollnir Dagger : b Magicbane, Sting, Grimtooth Knife | skilled Spear | Expert Javelin | skilled Quarterstaff | Expert Staff of Aesculapius(Q)* Polearm | skilled Unicorn horn : b Trident | skilled Boomerang | Expert Bow | skilled Sling | Expert Bare-handed combat : MASTER The initial statistics for the various classes are computed as follows: 1. 75 points are divided among the six attributes based on the following table: Player Class STR INT WIS DEX CON CHA REM ~~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~ Caveman 10-30 7- 6 7- 7 7-20 8-30 6- 7 30 The number before the dash gives the minimum value for the attributes. The REMaining points are distributed between the six attributes using the number after the dash as percentage probabilities between different attributes. ________________________________________________________________________ Ranged weapon(s): Weight, a rough damage estimate of the major types of the weapon, and the damage per weight are in parentheses. MSPVL Multishot - Multiple projectiles thrown per firing. Stack - Important for multishot, inventory slots, enchanting. Poisonable - Can be poisoned. Vanish - Projectiles may vanish when they strike Launcher - Must be wielded, no strength damage bonus (except for sling) | C | MSPVL |S| ---------------------+---+-------+-+----------------------- Dagger (10,2.5,.25) | b | YYNNN |Y| Also useable wielded. Sling(3,1.5) | E | MYNYM |N| Multishot ONLY w/OPTIONAL launcher Rocks(10,2,.2) | | | | Stone golems replenish. Glass(1,2,2) | | | | Glass golems replenish. Gems (1,2,2) | | | | Bow(30,1.5) | s | YYYYY | | Replenish: monsters, traps Arrows(1,3.5,3.5) | | |Y| Boomerang(5,5,1) | E | NYNNN |N| Can hit "off-line" | | | | Difficult to find. RETURNS Knife(5,2,.4)(20,5.5)| s | NYNNN | | Useable wielded Spear(30,3.5)(35,4.5)| E | NYNNN |Y| Also useable wielded Javelin (20,3.5,.2) | s | NYNNN | | Also useable wielded. Polearm (50-150,3-5) | s | NNNNN |N| Can be applied at range 2 (.1 to .03) | | | | Two-handed | | | | Not useable wielded ________________________________________________________________________ "All classes besides Wizards have a base 1/15 chance of writing an unknown book; your chance generally improves with higher luck, to a maximum of about 32% for non-Wizard classes." Cavemen start out unskilled in all spell schools. Spell school skill limits. (Restricted schools are not listed.) School Cav ~~~~~~ ~~~ attack : b matter : s Special spell: Dig (Matter) Base spell ability: 12 (Lower is better, range is from 1-14.) Spellcasting Stat: Int Boost for Emergency class spells: 0 (Lower is better, from -3 to 2.) ------------------------------------------------------------------------ ======================================================================== ************************************************************************ *** Healer ************************************************************************ Healer ~~~~~~ Trick(s): - Starts with poison resistance. - Should never starve with spell of stone to flesh - Starting stethoscope, healing spells, and spell of stone to flesh are great for an army of pets. (Use stethoscope to know when to use healing spells on pets.) - Spell of stone to flesh on rocks create meatballs. Pets will stick close if you're carrying a meatball in open inventory. They're also great for taming dogs and cats. - Use starting apples for taming ponies, horses and warhorses. - Starting stethoscope can be used to detect secret doors and hidden corridors. Can also monitor Hp of hostile monsters. - Can get to Expert with darts (Jabbing their patients with sharp objects. Hypodermic needles, get it?) - Save the starting wand of sleep for the Quest Nemesis, if possible. - Ascension weapon will probably be the Quest Artifact: the Staff of Aesculapius. The Staff is a two-handed weapon, i.e. no shield and a deathtrap if cursed. Rodney will try to steal it so have unicorn horn skill at basic as emergency backup. Healers should use their pets as ranged weapons. Stone to flesh on rocks gives pet treats. Stone to flesh on boulders means never starving (though you might choke). Healers get to expert in darts for throwing. (Stab the patients with needles, get it?) Expert thrown darts do 2x damage. Poison has a 10% chance of instakill, almost 20% for thrown expert poisoned darts. Downside is non-blessed +0 darts disappear 2/3 of the time they hit. Not much use. Daggers can get to skilled. Useful both as wielded weapon and missile weapon d2 per fling at skilled. Downside is Healers start without any daggers and unskilled in them. Still, wizards do the same and can manage to build up skills for Magicbane. NB: +0 non-blessed darts will disappear 2/3 of the time they hit. Crysknife uses knife skill. Crysknife is one of the best non-artifact weapons in the game. (But a crysknife is probably a long way away) Gods, Races, Alignments: Note: Healers always start out neutral. (Medics don't take sides.) Healer (Greek) Lawful: Athena Neutral: Hermes (humans, gnomes) Chaotic: Poseidon Crowning Gift: for Neutrals is Vorpal blade. Unlocks long sword skill to basic. +1 damage and 5% chance of beheading. Instakill on Jabberwocks. Healer Starting Equipment: 1001 to 2000 gold pieces +0 scalpel +1 leather gloves 5 to 10 uncursed apples blessed spellbook of healing blessed spellbook of extra healing blessed spellbook of stone to flesh 4 potions of healing 4 potions of extra healing wand of sleep (4 to 8 charges) uncursed stethoscope 4% chance of uncursed oil lamp (Regarding the oil lamp: See Florence Nightengale, aka "The Lady with the Lamp.") Healers start with basic skill in healing and knives. Healers start with three spellbooks. Spellbooks can be read four times before they become too faint to read. A Healer starts with 20,000 turns of knowledge in each of the three starting spells. Since reading a spellbook gives 20,000 turns of knowledge of that spell, a Healer has effectively 100,000 turns of knowledge of each of the three starting spells. Gnomish Healers can use uncursed touchstones as blessed. XL 1 : Infravision (Gnomes only.) XL 1 : Poison resistance XL 12: Can use the ^T command to teleport at will with teleportitis intrinsic. (No message.) XL 15: Warning "You feel sensitive!" A possible skill slot strategy for weapons and spells: Dagger to Skilled asap: 3 slots. Temporary wielded weapon. Permanent ranged weapon even with the Staff or a unicorn horn. Two for the price of one. Healing spells to Skilled: 1 slot. (Spell skills are different from weapon skills in this regard.) Quarterstaff to skilled: 3 slots. Wait until getting the Staff of Aesculapius if you don't get an enchanted quarterstaff before then. Unihorn to basic: 1 slot as emergency backup even if not used as primary weapon. Cheap at the price. That's a total of 8 skill slots. Enough left over to do darts to Expert and unihorn to Skilled if you like (Based on XL:14 for the Quest). Or #enhance both Healing and Quarterstaff to Expert. Quest: ----- Nemesis ------- Will try to drain your XL with the Quest Artifact. Artifact -------- The Staff of Aesculapius (neutral Healer quarterstaff) Carried No effect. Wielded x2 damage to all non-level-drain-resistant monsters (all except undead, demons, were-creatures, and Death). Drains levels (1 to 8 hp) from non-level-drain-resistant monsters. Confers hungerless regeneration and protection from level drain. Invoked Heals half hp loss, cures sickness, unblinds (except from cream or venom) and unslimes. Neutral or Unaligned artifact weapons (eligible as divine gifts). Receiving these as a divine gift from #offering at an altar will unlock the appropriate weapon skill to basic. Giantslayer(N) long sword, Mjollnir(N) war hammer, Dragonbane(U) long sword, Fire Brand(U) long sword, Frost Brand(U) long sword, Ogresmasher(U) war hammer, Trollsbane(U) morning star, WEAPON WGT H +HIT SDAM SAVG LDAM LAVG ~~~~~~~~~~~~~~~~~~~~~~~~~~~: ~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ Short sword | skilled orcish short sword 30: d5 3.0 d8 4.5 short sword (wakizashi)30: d6 3.5 d8 4.5 dwarvish short sword 30: d7 4.0 d8 4.5 elven short sword 30: d8 4.5 d8 4.5 Scimitar : b scimitar 40: d8 4.5 d8 4.5 Saber : b Grayswandir(L), Werebane(U) silver saber 40: d8 4.5 d8 4.5 Club | skilled club 30: d6 3.5 d3 2.0 Mace : b Scepter of Might(LQ) mace 30: d6+1 4.5 d6 3.5 Dagger (wield or ranged multishot) | skilled Magicbane(N), Sting(C), Grimtooth(C) orcish dagger (ms) 10: +2tw d3 2.0 d3 2.0 dagger (ms) 10: +2tw d4 2.5 d3 2.0 silver dagger (ms) 12: +2tw d4 2.5 d3 2.0 athame (ms) 10: +2w d4 2.5 d3 2.0 elven dagger (ms) 10: +2tw d5 3.0 d3 2.0 Knife | Expert worm tooth 20: d2 1.5 d2 1.5 knife (shito) (s) 5: +2t d3 2.0 d2 1.5 stiletto (s) 5: +2t d3 2.0 d2 1.5 scalpel (s) 5: +2w d3 2.0 d3 2.0 crysknife 20: +3tw d10 5.5 d10 5.5 Spear : b orcish spear (s) 30: +2t d5 3.0 d8 4.5 spear (s) 30: +2t d6 3.5 d8 4.5 silver spear (s) 36: +2t d6 3.5 d8 4.5 elven spear (s) 30: +2t d7 4.0 d8 4.5 dwarvish spear (s) 35: +2t d8 4.5 d8 4.5 Javelin : b javelin (s) 20: +2t d6 3.5 d6 3.5 Quarterstaff* | Expert Staff of Aesculapius(NQ)* quarterstaff* 40: d6 3.5 d6 3.5 Unicorn horn* | Expert unicorn horn* 20: +1 d12 6.5 d12 6.5 Trident : b trident 8: d6+1 4.5 3d4 7.5 Dart (Ranged multishot) | Expert dart (mps) 1: +2t d3 2.0 d2 1.5 Shuriken (Ranged multishot)| skilled shuriken (mps) 1: +2t d8 4.5 d6 3.5 Sling (Ranged multishot) | skilled sling 3: Launcher flintstone (lsn) 10: d6 3.5 d6 3.5 rocks (lsn) 10: d3 2.0 d3 2.0 other gems/glass(lsn) 1: d3 2.0 d3 2.0 Polearm (Range 2 weapon) : b partisan* 80: d6 3.5 d6+1 4.5 fauchard* 60: d6 3.5 d8 4.5 glaive* (naginata) 75: d6 3.5 d10 5.5 bec-de-corbin* 100: d8 4.5 d6 3.5 spetum* 50: d6+1 4.5 2d6 7.0 lucern hammer* 150: 2d4 5.0 d6 3.5 guisarme* 80: 2d4 5.0 d8 4.5 ranseur* 50: 2d4 5.0 2d4 5.0 voulge* 125: 2d4 5.0 2d4 5.0 bill-guisarme* 120: 2d4 5.0 d10 5.5 bardiche* 120: 2d4 5.0 3d4 7.5 halberd* 150: d10 5.5 2d6 7.0 Bare-handed combat : b The initial statistics for the various classes are computed as follows: 1. 75 points are divided among the six attributes based on the following table: Player Class STR INT WIS DEX CON CHA REM ~~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~ Healer 7-15 7-20 13-20 7-15 11-25 16- 5 14 The number before the dash gives the minimum value for the attributes. The REMaining points are distributed between the six attributes using the number after the dash as percentage probabilities between different attributes. ________________________________________________________________________ Ranged weapon(s): Weight, a rough damage estimate of the major types of the weapon, and the damage per weight are in parentheses. MSPVL Multishot - Multiple projectiles thrown per firing. Stack - Important for multishot, inventory slots, enchanting. Poisonable - Can be poisoned. Vanish - Projectiles may vanish when they strike Launcher - Must be wielded, no strength damage bonus (except for sling) Silver | H | MSPVL |S| ---------------------+---+-------+-+----------------------- Dart(1,2,2) | E | YYYYN |N| Replenish: monsters, traps Shuriken(1,4,4) | s | YYYYN |N| Difficult to replenish Dagger (10,2.5,.25) | s | YYNNN |Y| Also useable wielded. Sling(3,1.5) | s | MYNYM |N| Multishot ONLY w/OPTIONAL launcher Rocks(10,2,.2) | | | | Stone golems replenish. Glass(1,2,2) | | | | Glass golems replenish. Gems (1,2,2) | | | | Knife(5,2,.4)(20,5.5)| E | NYNNN | | Useable wielded Spear(30,3.5)(35,4.5)| b | NYNNN |Y| Also useable wielded Javelin (20,3.5,.2) | b | NYNNN | | Also useable wielded. Polearm (50-150,3-5) | b | NNNNN |N| Can be applied at range 2 (.1 to .03) | | | | Two-handed | | | | Not useable wielded ________________________________________________________________________ "All classes besides Wizards have a base 1/15 chance of writing an unknown book; your chance generally improves with higher luck, to a maximum of about 32% for non-Wizard classes." Spell school skill limits. (Restricted schools are not listed.) School Hea ~~~~~~ ~~~ healing : E Special spell: Cure Sickness (Healing) Base spell ability: 3 (Lower is better, range is from 1-14.) Spellcasting Stat: Wis (Can be improved by exercising it.) Boost for Emergency class spells: -3 (Lower is better. From -3 to 2.) ------------------------------------------------------------------------ ======================================================================== ************************************************************************ *** Knight ************************************************************************ Knight ~~~~~~ Trick(s): - Drop the lance on turn 1. It's just too heavy. - Don't #ride. It's a DevTeam deathtrap. - If you drop the lance and don't ride you have a well armored character with a great pet. - Knight #jumping permits quick escape and tactical maneuvering. And crossing moats, lava, pits, #jumping out of pits(?). - #applying the lance lets it be used at range of two with no risk of breakage. - #jumping and 'a'pplying should make it possible to hit without being hit back. (Beware nutrition cost.) - Mounted knights get the speed of their mount: pony 16 horse 20 warhorse 24 - When the mount is starving, leave the level until it goes untame, then return and retame with one item of the starting food. (This is not always easy.) - Food ration: 800 nutrition - Apple: 50 nutrition - Fortune cookie: 40 nutrition - #dip longsword into fountain for Excalibur - XL > 4 recommended. - All lawfuls can do this. - Magic Mirror of Merlin doubles the damage done by the spell of Magic Missile. At XL 14 that should average (8 * 3.5 * 2) = 56 pts of damage per hit, at range, with multiple hits possible on one or more monsters. - turn undead (Need more information on this.) Gods, Races, Alignments: Knight (Celtic) Lawful: Lugh (humans) Neutral: Brigit Chaotic: Manannan Mac Lir Race(s): Human Starting Alignment(s): Lawful Knight Starting Equipment: +1 long sword +1 lance +1 ring mail +0 helmet +0 small shield +0 leather gloves 10 to 20 uncursed apples 10 to 20 uncursed carrots (And their pony starts with an uncursed saddle) XL 7 : Speed "You feel quick!" XL 12: Can use the ^T command to teleport at will with teleportitis intrinsic. (No message.) Can jump as chess knight. Can #turn undead. Can use two-weapon combat. The Magic Mirror of Merlin (lawful Knight mirror) Carried Confers magic resistance and telepathy. Knights get double damage when: turning undead in any way; using a spell of force bolt, magic missile, unskilled/basic cone of cold, or drain life; or using a wand of striking. Applied or wielded Speaks to you (gives random rumour, from the true file if blessed, the false file if cursed, or either if uncursed). The initial statistics for the various classes are computed as follows: 1. 75 points are divided among the six attributes based on the following table: Player Class STR INT WIS DEX CON CHA REM ~~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~ Knight 13-30 7-15 14-15 8-10 10-20 17-10 6 The number before the dash gives the minimum value for the attributes. The REMaining points are distributed between the six attributes using the number after the dash as percentage probabilities between different attributes. WEAPON K ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~ Axe | skilled Cleaver* Pick-axe : b Short sword | skilled Broadsword | skilled Orcrist, Dragonbane Long sword | Expert Demonbane,Excalibur,Snickersnee,Sunsword, Giantslayer,Vorpal Blade,Frost Brand, Fire Brand Scimitar : b Saber | skilled Grayswandir, Werebane Club : b Mace | skilled Scepter of Might(Q) Morning star | skilled Trollsbane Flail : b Hammer : b Ogresmasher, Mjollnir Dagger : b Magicbane, Sting, Grimtooth Knife : b Spear | skilled Javelin | skilled Polearm | skilled Two-handed sword | skilled Tsuguri of Muramasa* Trident : b Lance | Expert Bow : b Crossbow | skilled Two weapon combat | skilled Riding | Expert Bare-handed combat | Expert ________________________________________________________________________ Ranged weapon(s): Weight, a rough damage estimate of the major types of the weapon, and the damage per weight are in parentheses. MSPVL Multishot - Multiple projectiles thrown per firing. Stack - Important for multishot, inventory slots, enchanting. Poisonable - Can be poisoned. Vanish - Projectiles may vanish when they strike Launcher - Must be wielded, no strength damage bonus (except for sling) | K | MSPVL |S| ---------------------+---+-------+-+----------------------- Dagger (10,2.5,.25) | b | YYNNN |Y| Also useable wielded. Bow(30,1.5) | b | YYYYY | | Replenish: monsters, traps Arrows(1,3.5,3.5) | | |Y| Crossbow(50,1.5) | s | YYYYY | | Replenish: monsters Bolts(1,4,4) | | |N| Knife(5,2,.4)(20,5.5)| b | NYNNN | | Useable wielded Spear(30,3.5)(35,4.5)| s | NYNNN |Y| Also useable wielded Javelin (20,3.5,.2) | s | NYNNN | | Also useable wielded. Lance (180,4.0,.02) | E | NNNNN |N| Can be applied at range 2 | | | | Useable wielded Polearm (50-150,3-5) | s | NNNNN |N| Can be applied at range 2 (.1 to .03) | | | | Two-handed | | | | Not useable wielded ________________________________________________________________________ "All classes besides Wizards have a base 1/15 chance of writing an unknown book; your chance generally improves with higher luck, to a maximum of about 32% for non-Wizard classes." Knights start out unskilled in all spell schools. Spell school skill limits. (Restricted schools are not listed.) School Kni ~~~~~~ ~~~ attack : s healing : s clerical : s Special spell: Turn Undead (Clerical) Base spell ability: 8 (Lower is better, range is from 1-14.) Spellcasting Stat: Wis (Can be improved by exercising it.) Boost for Emergency class spells: -2 (Lower is better. From -3 to 2.) ------- Kremti's post about knights --------------------- Path: newsspool2.news.atl.earthlink.net!stamper.news.atl.earthlink.net!stamper.news.pas.earthlink.net!elnk-nf2-pas!newsfeed.earthlink.net!newshub.sdsu.edu!postnews.google.com!g14g2000cwa.googlegroups.com!not-for-mail From: "Kremti" Newsgroups: rec.games.roguelike.nethack Subject: A horse, a horse, my kingdom for a horse... Date: 3 May 2005 08:41:35 -0700 Organization: http://groups.google.com Lines: 76 Message-ID: <1115134895.856145.264450@g14g2000cwa.googlegroups.com> NNTP-Posting-Host: 65.199.190.132 Mime-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" X-Trace: posting.google.com 1115134900 22023 127.0.0.1 (3 May 2005 15:41:40 GMT) X-Complaints-To: groups-abuse@google.com NNTP-Posting-Date: Tue, 3 May 2005 15:41:40 +0000 (UTC) User-Agent: G2/0.2 Complaints-To: groups-abuse@google.com Injection-Info: g14g2000cwa.googlegroups.com; posting-host=65.199.190.132; posting-account=ztRm5g0AAACHHPVW0WPdZ6k2j0xbTEDV Xref: news.earthlink.net rec.games.roguelike.nethack:287033 X-Received-Date: Tue, 03 May 2005 08:41:41 PDT (newsspool2.news.atl.earthlink.net) I decided I really like knights in the early game. My latest knight is doing pretty well. Went down to DL20 and emptied Ludios. Working towards the medusa and the castle. Have SDSM, cloak of MR, and crowned and disintegrated resistance. Successfully brought naked AL down to 1 early. AL now down to -27ish. Note that comments below only applies to early to mid game... Likes: Jumping is a good way to run away in the early game. Cute. Watch me hop away from those mob of monsters... Pony is better than kittens and puppies. A lot better in fact. Not only do they have slightly better stats especially once they grew up to be a warhorse, but they are also herbivore, which makes it much easier for you to manage hunger situation very early in the game before sokoban. Also, they don't stop fighting to eat that corpse of gnome when there are 3 more gnomes and a gnome lord bearing down on you in the mines. The only downside of the horses compared to the other kind of domesticated pets is that maxxed out warhorses will attack shopkeepers and you'll have to make sure they don't end up dead (from shopkeepers, or the subsequent mimic attacks). Riding is super. According to the spoiler, the chance of riding increases as the animal gets tamer, so you can ride with fair confidence at XL 1 given the pony munchied on enough of that carrots you start out with. And horses are fast! Warhorses without any outside help starts with 24 speed. It's like having a speed boots at that point. With a shot of wand of speed, they go up faster than speed boots. Add that with jumping, you can basically outrun anything. Lance and jousting is also great in the early-mid game. Jousting adds 2d10 to your damage according to the spoiler, and it's a huge bonus in the early game. Then, jousting pushback becomes valuable when the monsters get a bit bigger and they don't die to the first jousting hit since lance can attack from 2 squares away. I've had many occasions where I hit a monster at 2 squares away, monster move in, joust it back, and hit it again from 2 squares away, never letting the monster actually attack. Also the fact that the lance distance attack doesn't have to be a straight line can made to work with the shopkeeper and monster at the door. Dislikes: The biggest dislike I have is the low intelligent knights start with. I was playing a wizard before the knight and I really hate the power points being wasted as unused resource now. I am having tough time learning spells with the low intelligence, even with lvl spells. A healing spell would have been *so* nice trying to keep my horses alive when they decide to chomp on the shopkeepers. Alignment hit due to hitting scared/sleeping monsters haven't been an issue. This is due to the fact that early part of the game is spent with my horse doing all the fighting. Starting with Ludios, I'm slowly hitting the wall with my steeds. My warhorse died 3 times there, and I had to abanduned him later when I no longer had a wand of turn undead. My silver dragon is much sturdier, but slow. Painfully slow even after the shot of speed monster. I really would like to go back to warhorses, but everytime I catch one, I haven't been able to raise them to their full-potential (partly because I lack the healing spells and stethoscopes...). I also expect to have the lance lag behind in the late game compared to two-weaponing and hard hitting weapons like Greyswandir. Plus jousting knockback also is a bit less useful when I'm dealing with massive amount of monsters, and I don't think it works against large monsters. I also don't have the lance broken yet and according to the spoiler, it could happen when jousting. I have some backups, but I'd have *really* hated to lose it before I picked up some spare lances. All in all, I find knights very good in the early game. I like when my combat doesn't consist of pressing the same key over and over again... -K -----------Kremti's post about barding (horse armor)------------------- Path: newsspool2.news.atl.earthlink.net!stamper.news.atl.earthlink.net!stamper.news.pas.earthlink.net!elnk-nf2-pas!newsfeed.earthlink.net!newshub.sdsu.edu!postnews.google.com!z14g2000cwz.googlegroups.com!not-for-mail From: "Kremti" Newsgroups: rec.games.roguelike.nethack Subject: YANI? Barding Date: 3 May 2005 08:59:36 -0700 Organization: http://groups.google.com Lines: 18 Message-ID: <1115135976.804314.174480@z14g2000cwz.googlegroups.com> NNTP-Posting-Host: 65.199.190.132 Mime-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" X-Trace: posting.google.com 1115135982 21037 127.0.0.1 (3 May 2005 15:59:42 GMT) X-Complaints-To: groups-abuse@google.com NNTP-Posting-Date: Tue, 3 May 2005 15:59:42 +0000 (UTC) User-Agent: G2/0.2 Complaints-To: groups-abuse@google.com Injection-Info: z14g2000cwz.googlegroups.com; posting-host=65.199.190.132; posting-account=ztRm5g0AAACHHPVW0WPdZ6k2j0xbTEDV Xref: news.earthlink.net rec.games.roguelike.nethack:287034 X-Received-Date: Tue, 03 May 2005 08:59:45 PDT (newsspool2.news.atl.earthlink.net) So, playing a knight for a while with lots of riding made me think about this idea... Barding. Works like the saddle in terms of riding. But it adds AC to the monster that's applied on. Can be enchanted with enchant armor or charging or something? Blessed does something too? Magic barding. The steed is not attacked unless it's an area of effect (breath, fire trap, explosion, etcs) attack? Or, if blessed, and skilled in Riding skill, you get to choose to be attacked/have the steed take it if the steed would have been the target of the attack otherwise? Just brainstorming. My horses are starting to need some help... -K ------------------------------------------------------------------------ ======================================================================== ************************************************************************ *** Monk ************************************************************************ Monk ~~~~ Trick(s): - Martial Arts unarmed combat. - Kicking - gets martial arts bonus - exercises martial arts skill - avoids shield and body armor encumbrance penalties. - gets +5 damage when wearing kicking boots! - "You kick the newt. The newt reels from the blow." even when wearing body armor. - Monsters "jumping nimbly aside" can move to the other side of you in a corridor. Like displacing them. Kicking does Zero base vs thick-skinned creatures: Thick-skinned creatures include: gargoyle, winged gargoyle, all mimics, mumak, titanothere, baluchitherium, mastodon, all baby and adult dragons (D), earth elemental, all baby and adult nagas (N), xorn, skeleton, gold golem, wood golem, clay golem, stone golem, glass golem, iron golem, horned devil, barbed devil, shark, crocodile, salamander, Chromatic Dragon, and Ixoth. - Is this how monks were always meant to be played? - Resistances gained per XL - Exercise wisdom by fasting (Weak or worse) - #dip longsword into fountain for Excalibur when lawful - XL > 4 recommended. - All lawfuls can do this. ----------------------------- Path: newsspool2.news.atl.earthlink.net!stamper.news.atl.earthlink.net!stamper.news.pas.earthlink.net!elnk-nf2-pas!newsfeed.earthlink.net!newshub.sdsu.edu!border1.nntp.dca.giganews.com!border2.nntp.dca.giganews.com!nntp.giganews.com!cyclone1.gnilink.net!spamkiller.gnilink.net!gnilink.net!trnddc04.POSTED!98e3a29f!not-for-mail From: Yashichi Subject: Re: suggested weaponless monk ascension kit Message-Id: Newsgroups: rec.games.roguelike.nethack References: Reply-To: devnull@127.0.0.1 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Lines: 35 Date: Tue, 31 May 2005 05:32:39 GMT NNTP-Posting-Host: 68.160.247.13 X-Complaints-To: abuse@verizon.net X-Trace: trnddc04 1117517559 68.160.247.13 (Tue, 31 May 2005 01:32:39 EDT) NNTP-Posting-Date: Tue, 31 May 2005 01:32:39 EDT Xref: news.earthlink.net rec.games.roguelike.nethack:288309 X-Received-Date: Mon, 30 May 2005 22:32:40 PDT (newsspool2.news.atl.earthlink.net) On Mon, 30 May 2005 19:07:13 -0500, Haakon Studebaker wrote: > At the moment I'm planning on attempting to ascend a weaponless, vegan > monk. After reading http://www.steelypips.org/nethack/monk_faq.html, it > seems that weaponless monks don't do that much in damage. > > Right now the only plans I have are to outfit a monk with gauntlets of > power, a highly enchanted ring of increase damage and kicking boots. > Unfortunately kicking boots make speed a problem. I'm not inclined to rely > upon potions of speed. Are the bonuses provided by kicking boots worthy > enough to forego speed boots? > > Any suggestions? I like to take advantage of the monk's robe and make mine into significant spellcasters. So I'd forgo the gauntlets of power in favor of dex, and get a helm of brilliance. Rapunagvat gurfr vapernfrf lbhe fgngf nf jryy nf NP. Onfr znkvzhz xvpx qnzntr vf gur nirentr bs fge, qrk, naq pba, nqqvat +5 sbe xvpxvat obbgf; fb vs znkrq lbh pna rvgure trg (25+18+18)/3 jvgu TbC be (18/00+23+18)/3 jvgu TbQ. (Juvpu ortf gur dhrfgvba: bj qbrf gung 18/00 nirentr va naljnl? nf 18.0, 18.99? 19?) Nf sbe gur fcrrq/xvpxvat dhrfgvba, vg'f n znggre bs ~q20 if ~q20+5. Abg vafvtavsvpnag, ohg V'q gnxr gur punapr sbe na rkgen nggnpx jvgubhg gur +5 obahf, rfcrpvnyyl ng Rkcreg yriry va znegvny negf. Of course, I've never been able to ascend a monk, either. I can only hope YMMV. ----------------------------- Path: archiver1.google.com!news2.google.com!fu-berlin.de!newsfeed.stueberl.de!newsr1.ipcore.viaginterkom.de!news-peer1!btnet!demorgan.zen.co.uk!murdoch.zen.co.uk!zen.net.uk!fuller.zen.co.uk!lovejoy.zen.co.uk.POSTED!not-for-mail Sender: psm...@strackenz.spod-central.org Newsgroups: rec.games.roguelike.nethack Subject: Re: kicking spoiler request References: <8fda272e.0403171032.d195f5f@posting.google.com> From: psmithn...@spod-central.org (Dylan O'Donnell) Reply-To: psm...@spod-central.org Date: 17 Mar 2004 20:31:58 +0000 Message-ID: <86n06fuse9.fsf@strackenz.spod-central.org> Organization: Spod Central User-Agent: Gnus/5.09 (Gnus v5.9.0) Emacs/21.1 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Lines: 63 NNTP-Posting-Host: 82.68.34.86 X-Trace: 1079555518 lovejoy.zen.co.uk 31683 82.68.34.86 X-Complaints-To: abuse@zen.co.uk stevenso...@hotmail.com (Ste) writes: > What are the differences between kicking and hitting with Martial Arts > (MA)? (Both for monks and roles restricted in MA). In particular: I really need to take the kicking information out of weap-343.txt; it's incomplete and inaccurate both. I'll try to work up a kick-343.txt soonish (a break from trap-343.txt will do me good). In the meantime: > 1) Does kicking use the MA to-hit and damage modifier? (It seems so, > from weap-343.txt). Not directly. Being a martial artist (having martial arts skill rather than bare-handed, regardless of proficiency, or wearing kicking boots) gets you (different) to-hit and damage bonuses, and can cause the monster to "reel from the blow". > 2) Does kicking exercise the MA (and/or barehanded) skill? Martial arts; bare-handed if you're wearing kicking boots. > 3) What are the probabilities for a "your clumsy kick does no damage" > and " jumps, easily evading your (clumsy) kick"? Do they > depend on your skill, monster AC or ML? They depend primarily on your encumbrance and whether you're a martial artist. > 4) Is there the penalty for wearing a shield, when you kick? (No > reeling blow). No. There can be a penalty for wearing bulky body armour, but there's a dexterity roll to overcome that. > 5) When you kick with a role restricted in MA, are there the penalties > for restricted MA even if you have some skill in barehanded combat? You won't get the advantages of being a martial artist (unless you're wearing kicking boots); bare-handed will be exercised, but your skill level in it doesn't matter. > This questions stem from a possible bug I found (see thread "kicking > with monks (bug?)"), and I'm not sure if I should submit it to the > DevTeam. > By now, I feel like cheating if, as a body-armor wearing monk, I kick > a monster (without the huge usual to-hit penalty!). As noted, there _is_ an armour penalty (potentially for all classes), but it's nothing near the -20 for melee. > Many many thanks, and sorry if I post this again, but by now my monk > game is ruined by this problem... (I don't want to abuse a possible > spoiler-bug!!!) I don't know that it's a _bug_ as such (there's a few peculiarities that I'll be asking the DevTeam about); the two forms of combat are implemented entirely differently, that's all. -- : Dylan O'Donnell http://www.spod-central.org/~psmith/ : : Gostacus dosces distimmet. : : Dosces gostaco distimmentur. : : Gostacus distimmitor doscium est. : From the monk FAQ: "When you attack a monster with martial arts, you receive certain bonuses to your chance to hit the monster and the damage you do to the monster. These bonuses also apply to kicking a monster; thus, if you are playing barehanded and are wearing footwear, you could kick the cockatrice to death, if necessary. Kicking also exercises your skill in martial arts." ########################## Path: newsspool2.news.atl.earthlink.net!stamper.news.atl.earthlink.net!stamper.news.pas.earthlink.net!elnk-pas-nf1!elnk-nf2-pas!newsfeed.earthlink.net!newshub.sdsu.edu!newsfeed00.sul.t-online.de!t-online.de!fr.ip.ndsoftware.net!news.newsland.it!aioe.org!not-for-mail From: jorge estrada Newsgroups: rec.games.roguelike.nethack Subject: Re: Help needed - very early wand of wishing Date: Tue, 19 Apr 2005 09:14:26 +0200 Organization: Aioe.org NNTP Server Lines: 90 Message-ID: References: <8f5ca221.0504180959.46457bbe@posting.google.com> NNTP-Posting-Host: KyCGt44MQiKLf2H51WX9JA.domitilla.aioe.org Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7Bit X-Complaints-To: abuse@aioe.org NNTP-Posting-Date: Tue, 19 Apr 2005 07:10:29 +0000 (UTC) User-Agent: KNode/0.7.7 Xref: news.earthlink.net rec.games.roguelike.nethack:286295 X-Received-Date: Tue, 19 Apr 2005 00:10:46 PDT (newsspool2.news.atl.earthlink.net) Matthew Lahut wrote: > On Mon, 18 Apr 2005, Mike wrote: > >> My plea to the group, help me spend some wishes :) >> > > The identify spell is very nice at low levels. However, it costs 15 > mana, which you don't have yet, so even if you can get it at a good > failure rate, you may need to prepare for a lot of sitting around > waiting for mana to come back. (i.e. get lots of food, camp at dlvl > 1 for awhile with the doors locked) He will gain levels fast enough and he doesn't have to sit around to recharge his spellpoints. He can explore while they recharge. Even so, with and early wish, i wouldn't wish for id. > How confident are you that you can finish Sokoban? This will give > either an amulet of reflection or a bag of holding, both potential > wish candidates. Yes, but he is at lvl 2 i think. Not having reflection until sokobon might kill him. The Boh he can put off until after soko and minetown. > You'll get magic resistance from your quest artifact, so a cloak of > magic resistance may not be your highest priority, since you'd be > throwing it away after the quest. He needs to survive until the quest. Plus it is a bad idea to have MR only from your quest artifact. > Master Key of Thievery is a fine choice for a chaotic monk, since > your AC will probably be worse than par for much of the game. > Magicbane is a poor choice IMO because in general you'll do better > punching things than poking them. You can always use the kick command. Then magic bane is MR and a curse catcher > Unfortunately, being a monk, you're not in a position to wish for a > dragon scale mail, since that'll stick a -20 on your chance to hit. > Maybe later in the game, when you're very high level. Wrong. Use the kick command. This exercises martial arts skill as well. #################3 Gods, Races, Alignments: Monk (Chinese) Lawful: Shan Lai Ching (humans) Neutral: Chih Sung-tzu (humans) Chaotic: Huan Ti (humans) Race(s): Human Starting Alignment(s): Chaotic, Lawful, Neutral Monk Starting Equipment: +2 leather gloves +1 robe 3 to 6 uncursed food rations 5 to 10 apples 5 to 10 oranges 3 to 6 fortune cookies random scroll (not enchant weapon) 33% chance each of: blessed spellbook of healing blessed spellbook of protection blessed spellbook of sleep 3 potions of healing Following chances of ONE of: 20% uncursed magic marker (30 to 99 charges) 8% uncursed oil lamp XL 1 : Speed XL 1 : Sleep resistance XL 1 : See invisible XL 3 : Poison resistance "You feel healthy!" XL 5 : Stealth "You feel stealthy!" XL 7 : Warning "You feel sensitive!" XL 9 : Searching "You feel perceptive!" XL 11: Fire resistance "You feel a momentary chill" XL 12: Can use the ^T command to teleport at will with teleportitis intrinsic. (No message.) XL 13: Cold resistance "You feel warm." XL 15: Shock resistance "Your feel insulated!" XL 17: Teleport control "You feel controlled!" Exercise wisdom by fasting. A Monk will usually receive a blessed spellbook of restore ability when crowned. Quest ----- Nemesis: ------- Artifact: -------- The Eyes of the Overworld (neutral* Monk lenses) Carried Confer magic resistance. Worn Confer astral vision (X-ray vision and blinding immunity). Prevent stunning effect of Archons' radiant gaze. Invoked Enlightenment. WEAPON M ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~ Spear : b Javelin : b Quarterstaff : b Staff of Aesculapius(Q)* Shuriken : b Crossbow : b Martial arts : GRANDMASTER! Strength: 18 Str+2 Rng ARTIFACT SKILL M DEMON DAVE Str+2 ----- ~~~ ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~ ~ ~~~~~ ~~~~ ---- 14.0 1 +7 Magicbane (MB) Dagger - 12.0 14.0 14.0 1 +7 Stormbringer (SB) Broadsword - 11-19 12.0 14.0 14.0 1 +7 runesword Broadsword - 11-19 12.0 14.0 15.0 1 +7 Grimtooth Dagger - 12-22 13.0 15.0 15.0 1 +7 spear spear b 13.0 15.0 15.5 1 +7 Staff Aesculapius* Quarterstaff b 12-19 13.5 15.5 15.5 1 +7 katana Long sword - 11-24 13.5 15.5 16.0 1 +7 Fire Brand Long sword - 11-25 14.0 16.0 16.0 1 +7 Sunsword Long sword - 11-25 14.0 16.0 17.0 1 +7 Vorpal Blade Long sword - 12-26 15.0 17.0 20.5 1 +7 Snickersnee Long sword - 12-33 18.5 20.5 21.5 1 +7 Cleaver* Axe - 14-33 19.5 21.5 21.5 1 +7 Excalibur (EX) Long sword - 12-35 19.5 21.5 22.5 1 +7 silver dagger(wield) Dagger - 12-37 20.5 22.5 24.0 1 +7 Sceptre of Might Mace - 20-32 22.0 24.0 24.5 1 +7 Mjollnir (MJ) Hammer - 12-41 22.5 24.5 24.5 1 +7 Werebane Saber - 12-41 22.5 24.5 24.5 1 +7 silver saber Saber - 12-41 22.5 24.5 25.5 1 +7 Tsurugi Muramasa* Two-hand swd - 14-41 23.5 25.5 25.5 1 +7 silver spear Spear b 12-39 23.5 25.5 26.5 1 blessed silver ring barehanded Monk at Grandmaster level 28.0 1 +7 Demonbane Long sword - 20-44 24.0 28.0 28.0 1 +7 Frost Brand (FB) Long sword - 20-44 24.0 28.0 29.0 10 Spell of magic missile cast by XL 15 character. 34.5 1 +7 Grayswandir (GS) Saber - 20-56 30.5 34.5 58.0 5 Bounced spell of magic missile cast by XL 15 character. 58.0 10 Spell of magic missile cast by XL 30 character. 60.0 10 Unskilled/Basic cone of cold by XL 15 char with Int:19+ [(3.5 * 8) + 2] * 2 112.0 5 Bounced Spell of magic missile cast by XL 30 character 120.0 5 Bounced Unskilled/Basic cone of cold by XL 15 char with Int:19+ [(3.5 * 8) + 2] * 2 ________________________________________________________________________ Ranged weapon(s): Weight, a rough damage estimate of the major types of the weapon, and the damage per weight are in parentheses. Key to "EDMSP VL +H" Enchant - Can be enchanted with ?oEA Damage - Get strength damage and to-hit bonus Multishot - Multiple projectiles thrown per firing. Stack - Important for multishot, inventory slots, enchanting. Poisonable - Can be poisoned. Vanish - Projectiles may vanish when they strike Launcher - Must be wielded, no strength damage bonus (except for sling) D/W - Base Damage per weight ratio (Roughly). +H - to hit bonus if thrown. (Not fired from a launcher if one is required.) Y means Yes N means No M means Maybe (stones, gems, etc. don't require launchers, but are potentially multi-shot if a sling is wielded. They get the STR damage bonus only if NOT fired from a launcher.) The ideal missile weapon will have the attributes YYYYY NN. No missile currently does. YYYYNNN, YYYYYYN are currently about the best. SKILL LEVEL +HIT +DAM ~~~~~~~~~~~ ~~~~ ~~~~ Unskilled -4 -2 Basic 0 0 Skilled +2 +1 Expert +3 +2 Darts look to be the best "no-hands" + 1 if you are a Ranger, a Rogue throwing daggers, or a Samurai firing ya from a yumi. + 1 if you are an elf firing elven arrows from an elven bow. + 1 if you are an orc firing orcish arrows from an orcish bow. Damage Totals are for one 'f'iring: Expert skill, Str: 25 or 18/** (if applicable) +7 enchantment (if possible), poisoned (if possible) + racial damage bonus + racial multishot bonus x average number fired at Expert skill ---------------------+---+-----+--+----+--+--------------------------- | M |EDMSP|VL|D/W |+H| Max|Dmg/ | | | | | |Exp| Ra |100wt ---------------------+---+-----+--+----+--+---+----+------------------ Dart(1,2,2) | - |YYYYY|YN|2.0 |+2| 41| 50 |2050| Replenish: monsters, traps Shuriken(1,4,4) | b |YYYYY|YN|4.0 |+2| 45| 56 |2250| Difficult to replenish Dagger (10,2.5,.25) | - |YYYYN|NN|0.25|+2| 35| 44R| 1,85| Also useable wielded. +2 to hit Sling(3,1.5) | - |NYMYN|YM| | | 5| 12 |500/50| Multishot ONLY w/OPTIONAL launcher Rocks(10,2,.2) | | | |0.2 | | 8| 8 | 4|Easily replenished. Glass(1,2,2) | | | |2.0 | | 8| 8 | 800|Glass golems replenish. Gems (1,2,2) | | | |2.0 | | 8| 8 | 800| Bow(30,1.5) | - |YNYYY|YY| | | |Replenish: monsters, traps Arrows(1,3.5,3.5) | | | |3.5 | | 32| 40 |1120| ya (bamboo) |3.5 |+1| 32| 40 | | Crossbow(50,1.5) | b |YNYYY|YY| | | |Replenish: monsters Bolts(1,4,4) | | | |4.0 | | 33| 41 | 825| Two weapon combat | - | ---------------------+---+-----+--+----+--+----------------------- | M |EDMSP|VL| |+H| ---------------------+---+-----+--+----+--+----------------------- Boomerang(5,5,1) | - |YYNYN|NN|1.0 |+4| 20| 20 |2000| Can hit "off-center" | | | | | | Difficult to find. RETURNS Knife | - |YYNYN|NN| |+2| 20| 20 | 100|Useable wielded Crysknife(20,5.5,.4) N |0.4 |-2|Crysknives don't stack, Wormtooth(20,1.5,.1) N |0.1 |-2|but do use knife skill. Other (5,2,.4) Spear(33,4.0) | b |YYNYN|NN|4.0 |+2| 19| 19 | 57|Wieldable Javelin (20,3.5,.2) | b |YYNYN|NN|0.2 |+2| 18| 18 | 100|Wieldable Hammer (50,3) : - |YYNNN|NN|0.06|+2| 18| 18 | 36|Ogresmasher, Mjollnir Wieldable Club : - club (30,3,.1) : |YYNNN|NN|0.1 |-2| 18| 18 | 54| aklys (15,3,.2) : |YYNNN|NN|0.2 |+2| 18| 18 | 100| ---------------------+---+-----+--+----+--+----------------------- | M |EDMSP|VL| |+H| ---------------------+---+-----+--+----+--+----------------------- Lance (180,4.0,.02) | - |YYNNN|NN|+18 | | Can be applied at range 2 | | | | | | Useable wielded Polearm (50-150,3-5) | - |YYNNN|NN|18.5| | Can be applied at range 2 (.1 to .03) | | | |20.5| | Two-handed | | | | | | Not useable wielded at melee range. Polearms are a special case of a ranged attack. They tend to work best across impassible obstacles or on trapped monsters. ________________________________________________________________________ "All classes besides Wizards have a base 1/15 chance of writing an unknown book; your chance generally improves with higher luck, to a maximum of about 32% for non-Wizard classes." Monks start with basic skill in the healing spell school. Spell school skill limits. (Restricted schools are not listed.) School Mon ~~~~~~ ~~~ attack : b healing : E divination : b enchantment : b clerical : s escape : b matter : b Special spell: Restore ability (Healing) Base spell ability: 8 (Lower is better, range is from 1-14.) Spellcasting Stat: Wis (Can be improved by exercising it.) Boost for Emergency class spells: -2 (Lower is better. From -3 to 2.) The initial statistics for the various classes are computed as follows: 1. 75 points are divided among the six attributes based on the following table: Player Class STR INT WIS DEX CON CHA REM ~~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~ Monk 10-25 7-10 8-20 8-20 7-15 7-10 28 The number before the dash gives the minimum value for the attributes. The REMaining points are distributed between the six attributes using the number after the dash as percentage probabilities between different attributes. ------------------------------------------------------------------------ ************************************************************************ *** Priest ************************************************************************ Priest(ess) ~~~~~~~~~~~ Ranged attack(s): - Turn undead (affects undead in visible range) - Darts look like the best of a bad lot: - Light weight - Stackable, so can enchant many at once. - Obtain from monsters, dart traps, weapons shops - No launcher required - Poisonable - Vanish - Can't get to multishot skill levels Trick(s): - Can tell blessed/uncursed/cursed status of all items. - Intrinsic ability to # turn undead - #dip longsword into fountain for Excalibur when lawful - XL > 4 recommended. - All lawfuls can do this. From: weap-343.txt "whereas Priests are restricted from edged weapons but are good with bludgeons and missiles." The part about being good with missiles is simply not true. Priests cannot get as far as Skilled with a single multi-shot missile weapon. Gods, Races, Alignments: ----------------------- Priest(ess) (Random) Priests are assigned the pantheon of one of the other roles at random on starting the game. Thus a human Priest can worship any of the 36 gods; elven Priests are always chaotic. Race(s): Elf, Human Starting Alignment: Chaotic, Lawful, Neutral Priest Starting Equipment blessed +1 mace +0 robe +0 small shield 1 or 2 uncursed cloves of garlic 1 or 2 uncursed sprigs of wolfsbane 2 random different spellbooks (healing, divination or clerical only) 4 potions of holy water Following chances of ONE of: 10% uncursed magic marker (30 to 99 charges) 9% uncursed oil lamp Elven Priests get a random uncursed musical instrument, one of wooden flute, tooled horn, wooden harp, bell, bugle, and leather drum. Priests start with two spellbooks. Spellbooks can be read four times before they become too faint to read. A Priest starts with 20,000 turns of knowledge in each of the two starting spells. Since reading a spellbook gives 20,000 turns of knowledge of that spell, and since , a Priest has effectively 100,000 turns of knowledge of each of the two starting spells. Priests start with basic skill in the clerical spell school. XL 1: Infravision (Elves only.) XL 4: Sleep resistance "You feel awake!" (Elves only.) XL 12: Can use the ^T command to teleport at will with teleportitis intrinsic. (No message.) XL 15: Warning "You feel sensitive!" XL 20: Fire resistance "You feel a momentary chill" Can see objects' blessed/uncursed/cursed status. Can #turn undead. The Mitre of Holiness (lawful* Priest helm of brilliance) Carried Confers fire resistance. Worn Priests take half damage from undead and demons. Undead include all liches (L), all mummies (M), all vampires (V), all wraiths/wights (W), all zombies/ghouls (Z), ghosts, and shades. Demons are all & except Death, Pestilence, Famine, the mail daemon, djinn, and sandestins. Increase in intelligence and wisdom (normal helm effects). Invoked Boost in spell energy. The initial statistics for the various classes are computed as follows: 1. 75 points are divided among the six attributes based on the following table: Player Class STR INT WIS DEX CON CHA REM ~~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~ Priest 7-15 7-10 10-30 7-15 7-20 7-10 30 The number before the dash gives the minimum value for the attributes. The REMaining points are distributed between the six attributes using the number after the dash as percentage probabilities between different attributes. Attacks ------- #turn undead! Ranged attack in lit rooms. No #twoweaponing. No multishot missiles. Base is an average of small and large damage. WEAPON Priest Base Sk+Bs ~~~~~~~~~~~~~~~~~~~~ : ~~~~~~~ ~~~~ ~~~~ Club | Expert 3.0 5.0 Mace | Expert 4.0 6.0 Scepter of Might(Q) Morning star | Expert 4.0 6.0 Trollsbane Flail | Expert 4.75 6.75 Hammer | Expert 3.0 5.0 Ogresmasher, Mjollnir Spear | skilled 4.0 5.0 (Stack) silver spear 4.0 5.0 +10.5 vs silverhater dwarvish spear 4.5 5.5 Javelin | skilled 3.5 4.5 (Stack) Weight: 20 Quarterstaff* | Expert 3.5 5.5 Staff of Aesculapius(Q)* Polearm* | skilled 4-6 5-7 Only useable at range 2 Unicorn horn* | skilled 6.5 7.5 Trident | skilled 6.0 7.0 Lance : b 4.0 4.0 (Can also apply at range 2) Dart : b 2.0 2.0 (Stack, poison, vanish) Shuriken : b 4.5 4.5 (Stack, poison, vanish) Boomerang : b 5.0 5.0 (Stack) No multishot. Bow : b 3.5 3.5 Elves w/ elven bow/arrows get +1 to multishot & damage Elves:elven bow/arrow b 5.0 7.5 Sling : b 2.0 2.0 No strength bonus, no multishot Crossbow : b 4.0 4.0 No strength bonus, no multishot Bare-handed combat : b 1.5 1.5 Strength bonus * denotes twohanded weapons. These cost a shield and can be deadly to you if cursed. If you get the Staff of Aesculapius(Q)*, and you're neutral, you can use it. Wielded x2 damage to all non-level-drain-resistant monsters (all except undead, demons, were-creatures, and Death). Drains levels (1 to 8 hp) from non-level-drain-resistant monsters. Confers hungerless regeneration and protection from level drain. Invoked Heals half hp loss, cures sickness, unblinds (except from cream or venom) and unslimes If you get the Sceptre of Might and you're lawful, you can use it: - MR when wielded. - +d5 to hit and x2 damage against chaotic and neutral monsters - Invoked: Toggles conflict on/off. (Very nice indeed.) If you get Mjollnir, use it. +d5 to hit and +d24 damage against monsters that are NOT shock- resistant. May explode rings (other than shock resistance) or wands (other than lightning) carried by the target. Note: Does NOT provide shock resistance! ________________________________________________________________________ Ranged weapon(s): Darts - +2 to hit when thrown - basic skill (+0) - No multishot at basic - Strength bonus - Easy to find: - dart traps (including 2 in the VotD) - Can be poisoned. - Light (Weight 1) - Base damage of 2 - stack - multi-enchant - multi-bless. - multi-poison - save inventory slots. Javelins: - +2 to hit when thrown - Strength bonus - Can't be poisoned. - Can get to skilled (+1 dmg) - Can be used as wielded weapon. - stack - multi-enchant - multi-bless. - save inventory slots. - weigh 20 - Are harder to find - no multishot. Weight, a rough damage estimate of the major types of the weapon, and the damage per weight are in parentheses. MSPVL Multishot - Multiple projectiles thrown per firing. Stack - Important for multishot, inventory slots, enchanting. Poisonable - Can be poisoned. Vanish - Projectiles may vanish when they strike Launcher - Must be wielded, no strength damage bonus (except for sling) | P | MSPVL |S| ---------------------+---+-------+-+----------------------- Dart(1,2,2) | b | YYYYN |N| Replenish: monsters, traps Shuriken(1,4,4) | b | YYYYN |N| Difficult to replenish Sling(3,1.5) | b | MYNYM |N| Multishot ONLY w/OPTIONAL launcher Rocks(10,2,.2) | | | | Stone golems replenish. Glass(1,2,2) | | | | Glass golems replenish. Gems (1,2,2) | | | | Bow(30,1.5) | b | YYYYY | | Replenish: monsters, traps Arrows(1,3.5,3.5) | | |Y| Elves with Elven bow/arrow get +to-hit and +1 chance to multi-shot. Crossbow(50,1.5) | b | YYYYY | | Replenish: monsters Bolts(1,4,4) | | |N| Boomerang(5,5,1) | b | NYNNN |N| Can hit "off-line" | | | | Difficult to find. RETURNS Spear(30,3.5)(35,4.5)| s | NYNNN |Y| Also useable wielded Javelin (20,3.5,.2) | s | NYNNN | | Also useable wielded. Lance (180,4.0,.02) | b | NNNNN |N| Can be applied at range 2 | | | | Useable wielded Polearm (50-150,3-5) | s | NNNNN |N| Can be applied at range 2 (.1 to .03) | | | | Two-handed | | | | Not useable wielded ________________________________________________________________________ "All classes besides Wizards have a base 1/15 chance of writing an unknown book; your chance generally improves with higher luck, to a maximum of about 32% for non-Wizard classes." Spell school skill limits. (Restricted schools are not listed.) School Pri ~~~~~~ ~~~ healing : E divination : E clerical : E Spells: 12 skill slots needed to max out. Mitre of Holiness is a Helm of Brilliance, great for spell casting. Can be invoked for mana. Clerical - Expert - Remove curse - create monster - Create familiar - turn undead - protection Healing - Expert: - cure blindness, - cure sickness, - extra healing - healing, - restore ability - stone to flesh Divination - Expert: - clairvoyance - Detect food - Detect monsters - Detect Treasure - Detect Unseen - Identify - Light - Magic mapping Special spell: Remove Curse (Clerical) Base spell ability: 3 (Lower is better, range is from 1-14.) Spellcasting Stat: Wis (Can be improved by exercising it.) Boost for Emergency class spells: -2 (Lower is better. From -3 to 2.) ------------------------------------------------------------------------ ======================================================================== ************************************************************************ *** Ranger ************************************************************************ Ranger ~~~~~~ Ranged attack(s): Chance of extra projectile when firing any arrows from any bow, bolts from any crossbow, stones from a sling, daggers, darts, or shuriken NB: Arrows do about ten times as much damage per weight as daggers, and can be poisoned. Daggers don't disappear. Rangers can get to Expert in divination spells. Skilled+ spell of Detect monsters lasts. With range up to 11 that's critical spotting radar. (Think tracking radar for anti-aircraft guns.) Spellbooks of Detect Monster can always be wished for. Gods, Races, Alignments: Ranger (Roman) Lawful: Mercury Neutral: Venus (humans, gnomes) Chaotic: Mars (humans, elves, orcs) Race(s): Elf, Gnome, Human, Orc Start Alignment: Chaotic, Neutral Ranger starting Equipment: +1 dagger +1 bow 50 to 59 +2 arrows (1% chance poisoned if chaotic) 30 to 39 +0 arrows (1% chance poisoned if chaotic) +2 cloak of displacement (elves: +2 elven cloak) 4 to 8 uncursed cram rations (elves: 4 to 8 uncursed lembas wafers) Trick(s): - Starts out with intrinsic searching. Play a little slower to take advantage of this. - When wearing a cloak of displacement monsters have trouble finding you to hit you. When they hit you they've found you. They know that and remember where you are. Move after being hit so that the monster has to go through the whole search process again. There is a comment in monmove.c which reads: > /* Note: if your image is displaced, the monster sees the Elbereth > * at your displaced position, thus never attacking your displaced > * position, but possibly attacking you by accident. If you are > * invisible, it sees the Elbereth at your real position, thus never > * running into you by accident but possibly attacking the spot > * where it guesses you are. > */ - Displacement can make Elbereth ineffective, since the monster may not "see" you on the square with the Elbereth. Drop an item on the Elbereth square to make Elbereth effective in that case. - An engraved Elbereth with no item on it can still make monsters "flee" if you're standing near it wearing a cloak of displacement. That's because the monster may "see" you on the Elbereth square. - All of the these apply equally to invisibility, for monsters that can't see invisible. - Elven cloaks confer stealth. "Stealth is health." You won't wake sleeping monsters just by moving around or fighting if you have stealth. (Kicking down doors is a great way to wake up monsters. It's also a great way to alert all monsters in the vicinity that you're coming for dinner.) XL 1 : Searching XL 7 : Stealth "You feel stealthy!" XL 12: Can use the ^T command to teleport at will with teleportitis intrinsic. (No message.) XL 15: See invisible (No message.) The Longbow of Diana (chaotic* Ranger bow) Carried Confers telepathy. Wielded Confers reflection. +d5 to hit when firing arrows against all monsters. Invoked Creates 7-16 uncursed arrows if uncursed, 7-21 blessed arrows if blessed, 6-11 cursed arrows if cursed. Rangers fighting in melee should be wielding an elven bow until they get the Longbow of Diana. Then they should wield the Longbow. Project Arrowstorm works at melee range. So does project DaggerStorm. Arrowstorm requires a wielded bow. DaggerStorm works no matter what you're wielding. Also see how Project ArrowStorm can make Grayswandir look wimpy: WEAPON Ra ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~ Whip : b Axe | skilled Cleaver* Pick-axe : b Short sword : b Morning star : b Trollsbane Flail | skilled Hammer : b Ogresmasher, Mjollnir Dagger | Expert Magicbane, Sting, Grimtooth Knife | skilled Spear | skilled Javelin | Expert Quarterstaff : b Staff of Aesculapius(Q)* Polearm | skilled Trident : b Dart | Expert Shuriken | skilled Boomerang | Expert Bow | Expert Sling | Expert Crossbow | Expert Riding : b Bare-handed combat : b ________________________________________________________________________ Ranged weapon(s): Weight, a rough damage estimate of the major types of the weapon, and the damage per weight are in parentheses. MSPVL Multishot - Multiple projectiles thrown per firing. Stack - Important for multishot, inventory slots, enchanting. Poisonable - Can be poisoned. Vanish - Projectiles may vanish when they strike Launcher - Must be wielded, no strength damage bonus (except for sling) | Ra | MSPVL |S| Notes |Ranger Bonus ---------------------+----+-------+-+------------------------------------+------------- Dart(1,2,2) | E | YYYYN |N| Replenish: monsters, traps | +1 Shuriken(1,4,4) | s | YYYYN |N| Difficult to replenish | +1 Dagger (10,2.5,.25) | E | YYNNN |Y| Also useable wielded. | +1 Sling(3,1.5) | E | MYNYM |N| Multishot ONLY w/OPTIONAL launcher | +1 Rocks(10,2,.2) | | | | Stone golems replenish. | Glass(1,2,2) | | | | Glass golems replenish. | Gems (1,2,2) | | | | | Bow(30,1.5) | E | YYYYY | | Replenish: monsters, traps | +1 Arrows(1,3.5,3.5) | | |Y| | Crossbow(50,1.5) | E | YYYYY | | Replenish: monsters | +1 Bolts(1,4,4) | | |N| | Boomerang(5,5,1) | E | NYNNN |N| Can hit "off-line" | | | | | Difficult to find. RETURNS | | Knife(5,2,.4)(20,5.5)| s | NYNNN | | Useable wielded | Spear(30,3.5)(35,4.5)| s | NYNNN |Y| Also useable wielded | Javelin (20,3.5,.2) | E | NYNNN | | Also useable wielded. | | Polearm (50-150,3-5) | s | NNNNN |N| Can be applied at range 2 | (.1 to .03) | | | | Two-handed | | | | | Not useable wielded | ________________________________________________________________________ | "All classes besides Wizards have a base 1/15 chance of writing an unknown book; your chance generally improves with higher luck, to a maximum of about 32% for non-Wizard classes." Rangers start out unskilled in all spell schools. Spell school skill limits. (Restricted schools are not listed.) DAVE is average damage against demons when blessed and used at Expert skill. * indicates two-handed weapon The table also indicates the damage range of each artifact against typical SMALL creatures, LARGE creatures, and major DEMONs. The damage calculations assume that the artifact is enchanted as shown, you have expert skill, and that the artifact's special attacks apply to the monster; the Longbow of Diana assumes that you are using normal +0 arrows fired at a rate of up to 4 a round (expert Ranger). Damage against major demons further assumes that the weapon is blessed and that the demon hates silver, is fire-resistant, and is drain-resistant. Finally, the table summarizes the average damage against major demons (DAVE), which are often the nastiest creatures in the dungeon. Magicbane's actual damage is slightly greater due to its special attacks, but it doesn't make a difference here. AVG is from DAVG, less 1 point for blessed damage and removing silver damage. ARTIFACT SKILL Ra AVG skill Str+6 ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~ ~~ ~~~~ ~~~ ~~~~ +2 Magicbane (MB) Dagger E 9.5 11.0 15.5 +7 Stormbringer (SB) Broadsword - 16.0 12.0 18.0 +7 Staff Aesculapius* Quarterstaff b 15.5 13.5 19.5 +7 Sunsword Long sword - 18.0 14.0 20.0 +7 Fire Brand Long sword - 18.0 14.0 20.0 +7 Magicbane (MB) Dagger E 13.4 13.4 19.4 +7 Vorpal Blade Long sword - 19.0 15.0 21.0 +7 Grimtooth Dagger E 17.0 17.0 23.0 +7 Snickersnee Long sword - 22.5 18.5 24.5 +7 Excalibur (EX) Long sword - 23.5 19.5 25.5 +7 Sceptre of Might Mace - 26.0 22.0 28.0 +7 Cleaver* Axe s 23.5 22.5 28.5 +7 Mjollnir (MJ) Hammer b 26.5 22.5 28.5 +7 Tsurugi Muramasa* Two-hand swd - 27.5 23.5 29.5 +7 Demonbane Long sword - 32.0 28.0 34.0 +7 Frost Brand (FB) Long sword - 32.0 28.0 34.0 +0 Longbow Diana+7arw Bow E1 35 35 35.0 +7 Grayswandir (GS) Saber - 38.5 30.5 36.5 +7 dart dart E1 43.0 43.0 52.0 +7 Shuriken shuriken E1 45 E1 means Expert plus class missile bonus. (Missile weapons at Expert skill double the extra point of damage blessed weapons do to demons.) Base Skill Str Poison Enchant Total Expert Ranger Dmg Dmg 25 # Ttl # Ttl Darts 2 2 6 3.5 +7 20.5 2 41 2.5 50 Shuriken 4 2 6 3.5 +7 22.5 2 45 2.5 56 Dagger 2.5 2 6 0.0 +7 18.5 2 37 2.5 46R Sling 2.0 2 0 0.0 +0 4.0 2 8 2.5 12 Rocks+ 2.0 0 6 0.0 +0 10.0 2 10 2.5 10 Arrows 3.5 2 0 3.5 +7 16.0 2 32 2.5 40 AllElf(+1) 4.0 2 0 3.5 +7 18.5 2.5 46 3.0 55.5 Quarrels 4.0 2 0 3.5 +7 16.5 2 33 2.5 41 School Ran ~~~~~~ ~~~ healing : b divination : E escape : b Special spell: Invisibility (Escape) Base spell ability: 9 (Lower is better, range is from 1-14.) Spellcasting Stat: Int Boost for Emergency class spells: -2 (Lower is better. From -3 to 2.) The initial statistics for the various classes are computed as follows: 1. 75 points are divided among the six attributes based on the following table: Player Class STR INT WIS DEX CON CHA REM ~~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~ Ranger 13-30 13-10 13-10 9-20 13-20 7-10 7 The number before the dash gives the minimum value for the attributes. The REMaining points are distributed between the six attributes using the number after the dash as percentage probabilities between different attributes. [Table above shows AVE DMG for Magic bane at +2 is 9.48, +2 for expert gives 11.48] [+7 Magicbane would average 15.0 damage.] ARTIFACT SKILL ABCH KMPRaRo STVW SMALL LARGE DEMON DAVE Str+6 -2res ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~ ~~~~ ~~~~~~~ ~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~ +2exp +2 Magicbane (MB) Dagger bbbs b--E E bEEE 6-12 6-11 7-15 11.0 17.0 +7 Magicbane (MB) Dagger bbbs b--E E bEEE 6-12 6-11 7-15 15.0 21.0 +7 Staff Aesculapius* Quarterstaff sbEE -bEb - bbbE 19-36 19-36 12-19 15.5 21.5 +7 Stormbringer (SB) Broadsword -s-- s--- s sbs- 13-27 13-26 12-20 16.0 22.0 +7 Grimtooth Dagger bbbs b--E E bEEE 11-18 11-18 12-22 17.0 23.0 +7 Sunsword Long sword -s-- E--- s EbE- 10-17 10-21 11-25 18.0 24.0 +7 Fire Brand Long sword -s-- E--- s EbE- 18-32 18-40 11-25 18.0 24.0 +7 Vorpal Blade Long sword -s-- E--- s EbE- 11-18 11-22 12-26 19.0 25.0 +7 Longbow Diana Bow -bs- b-bE - Eb-- 1-32 1-32 2-48 19.9 25.9 +7 Snickersnee Long sword -s-- E--- s EbE- 11-27 11-29 12-33 22.5 28.5 +7 Excalibur (EX) Long sword -s-- E--- s EbE- 11-27 11-31 12-35 23.5 29.5 +7 Cleaver Axe -Es- s--s - -bEs 12-27 13-29 14-33 23.5 29.5 +7 Sceptre of Might Mace -sEb s-E- s -b-b 20-30 18-28 20-32 26.0 32.0 +7 Mjollnir (MJ) Hammer -Es- b-Eb b -bE- 12-38 11-37 12-41 26.5 32.5 +7 Mjollnir(shockres) Hammer -Es- b-Eb b -bE- 12.0 32.5 +7 Tsurugi Muramasa Two-hand swd -E-- s--- b EbE- 11-32 13-37 14-41 27.5 33.5 +7 Demonbane Long sword -s-- E--- s EbE- 10-17 10-21 20-44 32.0 38.0 +7 Frost Brand (FB) Long sword -s-- E--- s EbE- 18-32 18-40 20-44 32.0 38.0 +7 Grayswandir (GS) Saber Eb-b s--- s bsb- 18-32 18-32 20-56 38.5 50.5 ------------------------------------------------------------------------ ======================================================================== ************************************************************************ *** Rogue ************************************************************************ Rogue ~~~~~ Ranged attack(s): Thrown daggers Trick(s): - Rogues get the chance of throwing an additional dagger when throwing daggers. Up to d4 at Expert dagger skill. - Start with Stealth. "Stealth is Health." - So don't wake up monsters by kicking things. - Rogues get a backstab bonus of XL/2 when hitting fleeing monsters. - When they do NOT twoweapon. - Scare monsters with: - 'a'pplying: - mirror - tooled horn - leather drum - drum of earthquake - expensive camera - Hit with Magicbane - Engrave Elbereth - Dust - Athame - Plain - Magicbane - Wand of fire/lightning - Spell of cause fear: - Any monster in visual range. - Downside: Rogues are restricted in enchantment school. - A Rogue - with XL:14 - Int:18 - No metallic armor - Wearing a robe - Has 56% failure rate with the spell of cause fear. - This is fine given that the spell attacks every monster in visual range. - Fight in a co-aligned temple. - Starting lockpick means - Never have to kick doors or containers - Stealthier - shops are never closed to Rogues! Note that orcish Rogues start with - poison resistance - potion of sickness. Untrap the first dart trap and poison the resulting darts. Skill isn't as important as the 10% chance of instakill vs poisonable monsters. No worries about instakill via return-of-dart due to starting poison resistance. Throwing 7 poison darts at a mumak gives a 50% chance of a poison instakill. Even if no instakill the poison will have done an extra 22 points of damage. Just found this about Rogues in weap-343.txt + If you are a Rogue in natural form hitting a fleeing monster, aren't stuck or using two weapons, and subtotal B is more than one point, you strike from behind with an additional random damage from 1 to your experience level. If you don't #twoweapon you get +d[XL] when hitting a fleeing monster. No exception is made for thrown weapons. Scare the monster with Elbereth. Throw daggers. XL Backstab Damage Dagger Avg Avg Bonus Skill Daggers Bonus 1 +1.5 Basic 1.5 1.0 2 +3 Skilled 2.0 1.5 3 +4 Skilled 2.0 2.0 4 +5 Skilled 2.0 2.5 5 +6 Skilled 2.0 3.0 6 +9 Expert 2.5 3.5 7 +10 Expert 2.5 4.0 11 +15 Expert 2.5 6.0 15 +20 Expert 2.5 8.0 20 +26 Expert 2.5 10.5 30 +40 Expert 2.5 16.0 Rogue (Nehwon) Lawful: Issek Neutral: Mog Chaotic: Kos (humans, orcs) Race(s): Human, Orc Starting Alignment: Chaotic, Neutral Rogue Starting Equipment: +0 short sword 6 to 15 uncursed +0 daggers +1 leather armor uncursed potion of sickness uncursed lock pick uncursed sack 20% chance of uncursed blindfold XL 1 : Stealth XL 10: Searching "You feel perceptive!" XL 12: Can use the ^T command to teleport at will with teleportitis intrinsic. (No message.) Can use two-weapon combat. Essentially fourweaponing with the advantages of being able to wear a shield, being ranged attack, being able to wield any weapon, only one skill to enhance, and not limited to the lesser of twoweapon and primary weapon skill. Just one stack of daggers to enchant and foo-proof as well. The Master Key of Thievery (chaotic Rogue skeleton key) Carried Confers warning and teleport control. Half damage when attacked physically. Applied or wielded Speaks to you (gives random rumour, from the true file if blessed, the false file if cursed, or either if uncursed). Invoked Untraps boxes and doors with 100% success. WEAPON Ro ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~ Short sword | Expert Broadsword | skilled Orcrist, Dragonbane Long sword | skilled Demonbane,Excalibur,Snickersnee,Sunsword, Giantslayer,Vorpal Blade,Frost Brand, Fire Brand Scimitar | skilled Saber | skilled Grayswandir, Werebane Club | skilled Mace | skilled Scepter of Might(Q) Morning star : b Trollsbane Flail : b Hammer : b Ogresmasher, Mjollnir Dagger | Expert Magicbane, Sting, Grimtooth Knife | Expert Spear : b Polearm : b Two-handed sword : b Tsuguri of Muramasa* Dart | Expert Shuriken | skilled Crossbow | Expert Two weapon combat | Expert Riding : b Bare-handed combat | Expert ________________________________________________________________________ Ranged weapon(s): Weight, a rough damage estimate of the major types of the weapon, and the damage per weight are in parentheses. MSPVL Multishot - Multiple projectiles thrown per firing. Stack - Important for multishot, inventory slots, enchanting. Poisonable - Can be poisoned. Vanish - Projectiles may vanish when they strike Launcher - Must be wielded, no strength damage bonus (except for sling) | Ro | MSPVL |S| ---------------------+----+-------+-+----------------------- Dart(1,2,2) | E | YYYYN |N| Replenish: monsters, traps Shuriken(1,4,4) | s | YYYYN |N| Difficult to replenish Dagger (10,2.5,.25) | E | YYNNN |Y| Also useable wielded. Rogue Bonus Crossbow(50,1.5) | E | YYYYY | | Replenish: monsters Bolts(1,4,4) | | |N| Knife(5,2,.4)(20,5.5)| E | NYNNN | | Useable wielded Spear(30,3.5)(35,4.5)| b | NYNNN |Y| Also useable wielded Polearm (50-150,3-5) | b | NNNNN |N| Can be applied at range 2 (.1 to .03) | | | | Two-handed | | | | Not useable wielded ________________________________________________________________________ "All classes besides Wizards have a base 1/15 chance of writing an unknown book; your chance generally improves with higher luck, to a maximum of about 32% for non-Wizard classes." Rogues start out unskilled in all spell schools. Spell school skill limits. (Restricted schools are not listed.) School Rog ~~~~~~ ~~~ divination : s escape : s matter : s Special spell: Detect treasure (Divination) Base spell ability: 8 (Lower is better, range is from 1-14.) Spellcasting Stat: Int (Cannot be improved by exercising it.) Boost for Emergency class spells: 0 (Lower is better. From -3 to 0.) The initial statistics for the various classes are computed as follows: 1. 75 points are divided among the six attributes based on the following table: Player Class STR INT WIS DEX CON CHA REM ~~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~ Rogue 7-20 7-10 7-10 10-30 7-20 6-10 31 The number before the dash gives the minimum value for the attributes. The REMaining points are distributed between the six attributes using the number after the dash as percentage probabilities between different attributes. ------------------------------------------------------------------------ Path: newsspool2.news.pas.earthlink.net!stamper.news.pas.earthlink.net!elnk-nf2-pas!newsfeed.earthlink.net!newshub.sdsu.edu!postnews.google.com!i42g2000cwa.googlegroups.com!not-for-mail From: "Link" Newsgroups: rec.games.roguelike.nethack Subject: Re: bear traps Date: 26 Sep 2006 06:40:54 -0700 Organization: http://groups.google.com Lines: 28 Message-ID: <1159278053.939722.213890@i42g2000cwa.googlegroups.com> References: <1159221234.166170.134530@m7g2000cwm.googlegroups.com> NNTP-Posting-Host: 65.199.155.32 Mime-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" X-Trace: posting.google.com 1159278059 17377 127.0.0.1 (26 Sep 2006 13:40:59 GMT) X-Complaints-To: groups-abuse@google.com NNTP-Posting-Date: Tue, 26 Sep 2006 13:40:59 +0000 (UTC) In-Reply-To: <1159221234.166170.134530@m7g2000cwm.googlegroups.com> User-Agent: G2/1.0 X-HTTP-UserAgent: Mozilla/4.0 (compatible; MSIE 6.0; Windows NT 5.1; SV1; .NET CLR 1.1.4322; .NET CLR 2.0.50727; InfoPath.1),gzip(gfe),gzip(gfe) X-HTTP-Via: 1.0 MKA42 Complaints-To: groups-abuse@google.com Injection-Info: i42g2000cwa.googlegroups.com; posting-host=65.199.155.32; posting-account=45mAzQ0AAABAq2UTSSrBPux6AromFimw Xref: news.earthlink.net rec.games.roguelike.nethack:331115 X-Received-Date: Tue, 26 Sep 2006 06:40:59 PDT (newsspool2.news.pas.earthlink.net) Doug Freyburger wrote: > Damien Sullivan wrote: > > > > This may be old old news but I don't remember it in spoilers. When > > caught in a bear trap, digging down with a pick-axe replaces being in a > > bear trap with being in a pit. Zapping with a wand of digging makes a > > hole and you fall through. In both cases the bear trap is gone, which > > arguably makes sense -- trap has been destroyed by the demolition work. > > I'm not sure if it's faster in game to dig and escape from the pit than > > to escape from the bear trap, but it feels faster as a player. > > #untrap on it may be slow, but the resulting beartrap is a tool > that can be (a)pplied at a specific location. There are certain > locations where it's VERY nice to have monsters get caught > one by one as they advance. But once you have one beartrap > in your near stash that's easy to get to, the rest are pickaxe > fodder. 1) Beartraps work on '@', which is good because Elbereth doesn't work on '@'. 2) Luring scary monsters into a beartrap might be safer than repeatedly scaring them. 3) Rogues have such a high chance at untrapping beartraps that they could use them very often. (my Rogues use beartraps very often) Path: newsspool2.news.pas.earthlink.net!stamper.news.pas.earthlink.net!stamper.news.atl.earthlink.net!elnk-atl-nf2!newsfeed.earthlink.net!nx01.iad01.newshosting.com!newshosting.com!216.196.98.140.MISMATCH!border1.nntp.dca.giganews.com!nntp.giganews.com!postnews.google.com!d34g2000cwd.googlegroups.com!not-for-mail From: "Link" Newsgroups: rec.games.roguelike.nethack Subject: Re: bear traps Date: 27 Sep 2006 13:00:35 -0700 Organization: http://groups.google.com Lines: 21 Message-ID: <1159387235.004331.38880@d34g2000cwd.googlegroups.com> References: <1159221234.166170.134530@m7g2000cwm.googlegroups.com> <1159278053.939722.213890@i42g2000cwa.googlegroups.com> <1159382371.432922.172670@d34g2000cwd.googlegroups.com> NNTP-Posting-Host: 65.199.155.32 Mime-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" X-Trace: posting.google.com 1159387241 7205 127.0.0.1 (27 Sep 2006 20:00:41 GMT) X-Complaints-To: groups-abuse@google.com NNTP-Posting-Date: Wed, 27 Sep 2006 20:00:41 +0000 (UTC) User-Agent: G2/1.0 X-HTTP-UserAgent: Mozilla/4.0 (compatible; MSIE 6.0; Windows NT 5.1; SV1; .NET CLR 1.1.4322; .NET CLR 2.0.50727; InfoPath.1),gzip(gfe),gzip(gfe) X-HTTP-Via: 1.0 MKA42 Complaints-To: groups-abuse@google.com Injection-Info: d34g2000cwd.googlegroups.com; posting-host=65.199.155.32; posting-account=45mAzQ0AAABAq2UTSSrBPux6AromFimw Xref: news.earthlink.net rec.games.roguelike.nethack:331239 X-Received-Date: Wed, 27 Sep 2006 13:00:41 PDT (newsspool2.news.pas.earthlink.net) Doug Freyburger wrote: > > Link wrote: > > 3) Rogues have such a high chance at untrapping beartraps that they > > could use them very often. > > (my Rogues use beartraps very often) > > I haven't checked - Is this special to rogues or because they start > with higher dexterity? I think it's a class ability. Quoted from "http://www.helsinki.fi/~vviitane/spoilers/class.abilities" Rogues: - are better at untrapping things; - are better with credit cards and lock picks; - can steal without an alignment penalty; - don't get an alignment adjustment when they pay a shopkeeper's damage. ======================================================================== ************************************************************************ *** Samurai ************************************************************************ Samurai ~~~~~~~ Samurai (Japanese) Lawful: Amaterasu Omikami (humans) Neutral: Raijin Chaotic: Susanowo Samurai starting equipment: +0 katana (aka long sword) +0 wakizashi (aka short sword) +0 yumi (aka bow) 26 to 45 +0 ya (aka bamboo arrows) RUSTPROOF +0 splint mail 20% chance of uncursed blindfold XL 1 : Speed XL 12: Can use the ^T command to teleport at will with teleportitis intrinsic. (No message.) XL 15: Stealth "You feel stealthy!" Can use two-weapon combat. The Tsurugi of Muramasa (lawful Samurai tsurugi) Carried Acts as luckstone. Wielded +d8 damage to all monsters. 5% chance (based on your to-hit roll) of extra damage: Monsters engulfing you are instantly killed. Damage is doubled against big monsters. All other monsters are instantly killed. Invoked No effect. WEAPON S ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~ Short sword | Expert Broadsword | skilled Orcrist, Dragonbane Long sword | Expert Demonbane,Excalibur,Snickersnee,Sunsword, Giantslayer,Vorpal Blade,Frost Brand, Fire Brand Scimitar : b Saber : b Grayswandir, Werebane Flail | skilled Dagger : b Magicbane, Sting, Grimtooth Knife | skilled Spear : b Javelin : b Quarterstaff : b Staff of Aesculapius(Q)* Polearm | skilled Two-handed sword | Expert Tsuguri of Muramasa* Lance | skilled Shuriken | Expert Bow | Expert Two weapon combat | Expert Riding | skilled Martial arts | MASTER ________________________________________________________________________ Ranged weapon(s): Weight, a rough damage estimate of the major types of the weapon, and the damage per weight are in parentheses. MSPVL Multishot - Multiple projectiles thrown per firing. Stack - Important for multishot, inventory slots, enchanting. Poisonable - Can be poisoned. Vanish - Projectiles may vanish when they strike Launcher - Must be wielded, no strength damage bonus (except for sling) | S | MSPVL |S| ---------------------+---+-------+-+----------------------- Shuriken(1,4,4) | E | YYYYN |N| Difficult to replenish Dagger (10,2.5,.25) | b | YYNNN |Y| Also useable wielded. Bow(30,1.5) | E | YYYYY | | Replenish: monsters, traps | Samurai +1 bonus Arrows(1,3.5,3.5) | | |Y| | when firing ya from a yumi Knife(5,2,.4)(20,5.5)| s | NYNNN | | Useable wielded Spear(30,3.5)(35,4.5)| b | NYNNN |Y| Also useable wielded Javelin (20,3.5,.2) | b | NYNNN | | Also useable wielded. Lance (180,4.0,.02) | s | NNNNN |N| Can be applied at range 2 | | | | Useable wielded Polearm (50-150,3-5) | s | NNNNN |N| Can be applied at range 2 (.1 to .03) | | | | Two-handed | | | | Not useable wielded ________________________________________________________________________ "All classes besides Wizards have a base 1/15 chance of writing an unknown book; your chance generally improves with higher luck, to a maximum of about 32% for non-Wizard classes." Samurai start out unskilled in all spell schools. Spell school skill limits. (Restricted schools are not listed.) School Sam ~~~~~~ ~~~ attack : s clerical : s Special spell: Clairvoyance Base spell ability: 10 (Lower is better, range is from 1-14.) Spellcasting Stat: Int (Cannot be improved by exercising it.) Boost for Emergency class spells: 0 (Lower is better. From -3 to 0.) The initial statistics for the various classes are computed as follows: 1. 75 points are divided among the six attributes based on the following table: Player Class STR INT WIS DEX CON CHA REM ~~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~ Samurai 10-30 8-10 7- 8 10-30 17-14 6- 8 17 The number before the dash gives the minimum value for the attributes. The REMaining points are distributed between the six attributes using the number after the dash as percentage probabilities between different attributes. ------------------------------------------------------------------------ ======================================================================== ************************************************************************ *** Tourist ************************************************************************ Tourist ~~~~~~~ Tricks: - Use pets. - Improve armor. - Elbereth early and often. - Blind and scare hostiles by 'a'pplying expensive camera at them. - Elbereth no longer works on blinded animals! - It can also be used on - pets to protect them from floating eyes. - floating eyes directly: - "The blind floating eye cannot defend itself." - even on the player when blindness is desired: - pyrolisks! - telepathy - even ESP - Umber hulks - Medusa - Archons - Use credit card for unlocking. - Stores are always open to tourists. - Plenty of food for - eating - taming - treats aka "pet velcro" - Meatballs and tripe rations keep carnivorous pets closer. - apples and pears keep herbivorous pets closer - Can be used for training. - Don't waste treats for taming unless necessary. - making hostile dogs, cats and horses peaceful - Throw the wrong type of food and the hostile becomes peaceful. - dog (any of small dog, dog, or large dog). - cat (any of kitten, housecat, and large cat). - horse (any of pony, horse, warhorse). - tins are perfect for this. - Build up pet by letting it get kills early. - Use darts sparingly but as necessary. - May take a lot of deaths to learn the balance. - Daggers - Get them. - Throw them early and often - #enhance dagger skill to max. - Wield one dagger. - With the credit card - Never have to kick doors or containers - Stealthier - shops are never closed to Tourists! Tourist (Discworld) Lawful: Blind Io Neutral: The Lady (humans) Chaotic: Offler Tourist Starting Equipment: 1 to 1000 gold pieces 21 to 40 +2 darts +0 Hawaiian shirt 10 to 20 random food items 4 scrolls of magic mapping 2 potions of extra healing uncursed expensive camera (30 to 99 charges) uncursed credit card Following chances of ONE of: 4% uncursed tin opener 3.8% uncursed leash 3.7% uncursed towel 3.5% uncursed magic marker (30 to 99 charges) XL 10: Searching "You feel perceptive!" XL 12: Can use the ^T command to teleport at will with teleportitis intrinsic. (No message.) XL 20: Poison resistance "You feel healthy!" Can use two-weapon combat. The Platinum Yendorian Express Card (neutral Tourist credit card) Carried Confers magic resistance and telepathy. Half damage when attacked by spells. Invoked Charges objects like a scroll of charging with the same blessed/ cursed status. Only Tourists can perform blessed charging. Many tricks are possible with the blessed charging from the PYEC. - The following are infinitely rechargeable without risk: - brass lantern - magic marker - frost horn - fire horn - Bag of tricks - crystal ball (glass orb) - oil lamp (Yes, an oil lamp.) - horn of plenty - can of grease - expensive camera - Bell of Opening! - Wands are other main rechargeables. Rings of increase can be repeatedly cancelled and blessed charged until they are +3 with no risk of exploding the ring. - Adornment - Gain constitution - Gain strength - increase accuracy - increase damage - protection WEAPON T ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~ Whip | Basic Axe | Basic Cleaver* Pick-axe | Basic Short sword | Expert Broadsword | Basic Orcrist, Dragonbane Long sword | Basic Demonbane,Excalibur,Snickersnee,Sunsword, Giantslayer,Vorpal Blade,Frost Brand, Fire Brand Scimitar | skilled Saber | skilled Grayswandir, Werebane Mace | Basic Scepter of Might(Q) Morning star | Basic Trollsbane Flail | Basic Hammer | Basic Ogresmasher, Mjollnir Dagger | Expert Magicbane, Sting, Grimtooth Knife | skilled Spear | Basic Javelin | Basic Quarterstaff | Basic Staff of Aesculapius(Q)* Polearm | Basic Unicorn horn | skilled Two-handed sword | Basic Tsuguri of Muramasa* Trident | Basic Lance | Basic Dart | Expert Shuriken | Basic Boomerang | Basic Bow | Basic Sling | Basic Crossbow | Basic Two weapon combat | skilled Riding | Basic Bare-handed combat | skilled ________________________________________________________________________ Ranged weapon(s): Weight, a rough damage estimate of the major types of the weapon, and the damage per weight are in parentheses. Key to "EDMSP VL +H" Enchant - Can be enchanted with ?oEA Damage - Get strength damage and to-hit bonus Multishot - Multiple projectiles thrown per firing. Stack - Important for multishot, inventory slots, enchanting. Poisonable - Can be poisoned. Vanish - Projectiles may vanish when they strike Launcher - Must be wielded, no strength damage bonus (except for sling) D/W - Base Damage per weight ratio (Roughly). +H - to hit bonus if thrown. (Not fired from a launcher if one is required.) Y means Yes N means No M means Maybe (stones, gems, etc. don't require launchers, but are potentially multi-shot if a sling is wielded. They get the STR damage bonus only if NOT fired from a launcher.) The ideal missile weapon will have the attributes YYYYY NN. No missile currently does. YYYYNNN, YYYYYYN are currently about the best. SKILL LEVEL +HIT +DAM ~~~~~~~~~~~ ~~~~ ~~~~ Unskilled -4 -2 Basic 0 0 Skilled +2 +1 Expert +3 +2 Darts look to be the best "no-hands" + 1 if you are a Ranger, a Rogue throwing daggers, or a Samurai firing ya from a yumi. + 1 if you are an elf firing elven arrows from an elven bow. + 1 if you are an orc firing orcish arrows from an orcish bow. Dmg is the damage per 100 units of weight of that weapon carried. (The weight of the launcher is taken into account for bow, crossbow, sling) ---------------------+-------------------+-----+--+----+--+--------------------------- | ABCH KMPRaRo STVW |EDMSP|VL|D/W |+H| Max|Dmg/ | | | | | |Exp| Ra |100wt ---------------------+-------------------+-----+--+----+--+---+----+------------------ Dart(1,2,2) | b--E --bE E -E-E |YYYYY|YN|2.0 |+2| 41| 50 |2050| Replenish: monsters, traps Shuriken(1,4,4) | ---s -bbs s Eb-b |YYYYY|YN|4.0 |+2| 45| 56 |2250| Difficult to replenish Dagger (10,2.5,.25) | bbbs b--E E bEEE |YYYYN|NN|0.25|+2| 37| 46R| 185| Also useable wielded. +2 to hit Sling(3,1.5) | s-Es --bE - -bbs |NYMYN|YM| | | | | | Multishot ONLY w/OPTIONAL launcher Rocks(10,2,.2) | | | |0.2 | | 8| 12 | 4|Easily replenished. Glass(1,2,2) | | | |2.0 | | 8| 12 | 40|Glass golems replenish. Gems (1,2,2) | | | |2.0 | | 8| 12 | 40| Bow(30,1.5) | -bs- b-bE - Eb-- |YNYYY|YY| | | Replenish: monsters, traps Arrows(1,3.5,3.5) | | | |3.5 | | 32| 40 |1600 ya (bamboo) |3.5 |+1| 32| 40 | Crossbow(50,1.5) | ---- sbbE E -b-- |YNYYY|YY| | | Replenish: monsters Bolts(1,4,4) | | | |4.0 | | 33| 41 |1650 ---------------------+-------------------+-----+--+----+--+----------------------- | ABCH KMPRaRo STVW |EDMSP|VL| |+H| ---------------------+-------------------+-----+--+----+--+----------------------- Boomerang(5,5,1) | E-E- --bE - -b-- |YYNYN|NN|1.0 |+4| 20| 20 |2000| Can hit "off-center" | | | | | | Difficult to find. RETURNS Knife | b-sE b--s E ss-s |YYNYN|NN| |+2| 20| 20 | 100|Useable wielded Crysknife(20,5.5,.4) N |0.4 |-2|Crysknives don't stack, Wormtooth(20,1.5,.1) N |0.1 |-2|but do use knife skill. Other (5,2,.4) Spear(33,4.0) | -sEb sbss b bbsb |YYNYN|NN|4.0 |+2| 19| 19 | 57|Wieldable Javelin (20,3.5,.2) | --sb sbsE - bbbb |YYNYN|NN|0.2 |+2| 18| 18 | 100|Wieldable Hammer (50,3) : -Es- b-Eb b -bE- |YYNNN|NN|0.06|+2| 18| 18 | 36|Ogresmasher, Mjollnir Wieldable Club : ssEs b-E- s ---s club (30,3,.1) : |YYNNN|NN|0.1 |-2| 18| 18 | 54| aklys (15,3,.2) : |YYNNN|NN|0.2 |+2| 18| 18 | 100| ---------------------+-------------------+-----+--+----+--+----------------------- | ABCH KMPRaRo STVW |EDMSP|VL| |+H| ---------------------+-------------------+-----+--+----+--+----------------------- Lance (180,4.0,.02) | ---- E-b- - sbs- |YYNNN|NN| | | Can be applied at range 2 | | | | | | Useable wielded Polearm (50-150,3-5) | --sb s-ss b sbss |YYNNN|NN| | | Can be applied at range 2 (.1 to .03) | | | | | | Two-handed | | | | | | Not useable wielded [Table above shows AVE DMG for Magic bane at +2 is 9.48, +2 for expert gives 11.48] [+7 Magicbane would average 15.0 damage.] ARTIFACT SKILL ABCH KMPRaRo STVW SMALL LARGE DEMON DAVE Str+6 -2res ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~ ~~~~ ~~~~~~~ ~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~ +2exp +2 Magicbane (MB) Dagger bbbs b--E E bEEE 6-12 6-11 7-15 11.0 17.0 +7 Magicbane (MB) Dagger bbbs b--E E bEEE 6-12 6-11 7-15 15.0 21.0 +7 Staff Aesculapius* Quarterstaff sbEE -bEb - bbbE 19-36 19-36 12-19 15.5 21.5 +7 Stormbringer (SB) Broadsword -s-- s--- s sbs- 13-27 13-26 12-20 16.0 22.0 +7 Grimtooth Dagger bbbs b--E E bEEE 11-18 11-18 12-22 17.0 23.0 +7 Sunsword Long sword -s-- E--- s EbE- 10-17 10-21 11-25 18.0 24.0 +7 Fire Brand Long sword -s-- E--- s EbE- 18-32 18-40 11-25 18.0 24.0 +7 Vorpal Blade Long sword -s-- E--- s EbE- 11-18 11-22 12-26 19.0 25.0 +7 Longbow Diana Bow -bs- b-bE - Eb-- 1-32 1-32 2-48 19.9 25.9 +7 Snickersnee Long sword -s-- E--- s EbE- 11-27 11-29 12-33 22.5 28.5 +7 Excalibur (EX) Long sword -s-- E--- s EbE- 11-27 11-31 12-35 23.5 29.5 +7 Cleaver Axe -Es- s--s - -bEs 12-27 13-29 14-33 23.5 29.5 +7 Sceptre of Might Mace -sEb s-E- s -b-b 20-30 18-28 20-32 26.0 32.0 +7 Mjollnir (MJ) Hammer -Es- b-Eb b -bE- 12-38 11-37 12-41 26.5 32.5 +7 Mjollnir(shockres) Hammer -Es- b-Eb b -bE- 12.0 32.5 +7 Tsurugi Muramasa Two-hand swd -E-- s--- b EbE- 11-32 13-37 14-41 27.5 33.5 +7 Demonbane Long sword -s-- E--- s EbE- 10-17 10-21 20-44 32.0 38.0 +7 Frost Brand (FB) Long sword -s-- E--- s EbE- 18-32 18-40 20-44 32.0 38.0 +7 Grayswandir (GS) Saber Eb-b s--- s bsb- 18-32 18-32 20-56 38.5 46.5 ________________________________________________________________________ "All classes besides Wizards have a base 1/15 chance of writing an unknown book; your chance generally improves with higher luck, to a maximum of about 32% for non-Wizard classes." Tourists start out unskilled in all spell schools. Spell school skill limits. (Restricted schools are not listed.) School Tou ~~~~~~ ~~~ divination : b enchantment : b escape : s Special spell: Charm Monster (Enchantment) Base spell ability: 5 (Lower is better, range is from 1-14.) Spellcasting Stat: Int (Cannot be improved by exercising it.) Boost for Emergency class spells: 1 (Lower is better. From -3 to 0.) The initial statistics for the various classes are computed as follows: 1. 75 points are divided among the six attributes based on the following table: Player Class STR INT WIS DEX CON CHA REM ~~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~ Tourist 7-15 10-10 6-10 7-15 7-30 10-20 28 The number before the dash gives the minimum value for the attributes. The REMaining points are distributed between the six attributes using the number after the dash as percentage probabilities between different attributes. ------------------------------------------------------------------------ ======================================================================== ************************************************************************ *** Valkyrie ************************************************************************ Valkyrie ~~~~~~~~ Trick(s): - With STR 25 the wielded Mjollnir can be thrown with a high percentage chance of it returning to the thrower's hand. - Starting dagger and basic skill in dagger. - Can get to Expert in Dagger: d3 per fling. Valkyrie (Norse) Lawful: Tyr (humans, dwarves) Neutral: Odin (humans) Chaotic: Loki Valkyrie Starting Equipment: +1 long sword +0 dagger +3 small shield 1 or 2 uncursed food rations 17% chance of uncursed oil lamp Just be careful of energy vortexes. They're immune to the shock damage of Mjollnir and deal out shock damage themselves. (Mjollnir doesn't give shock resistance.) XL 1 : Infravision (Dwarves only) XL 1 : Cold resistance XL 1 : Stealth XL 5 : Can start Dipping starting longsword into fountains to try to get Excalibur. (Lawful only) XL 7 : Speed "You feel quick!" XL 12: Can use the ^T command to teleport at will with teleportitis intrinsic. (No message.) A thrown Mjollnir (requires strength 25) will usually return to the hand. Can use two-weapon combat. The Orb of Fate (neutral* Valkyrie crystal ball) Carried Confers warning and half spell damage. Half damage when attacked physically. Acts as a luckstone. Invoked Level teleport. WEAPON V ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~ Axe : Expert Cleaver* Pick-axe : skilled Short sword : skilled Broadsword : skilled Orcrist, Dragonbane Long sword : Expert Demonbane,Excalibur,Snickersnee,Sunsword, Giantslayer,Vorpal Blade,Frost Brand, Fire Brand Scimitar | Basic Saber : b Grayswandir, Werebane Hammer : Expert Ogresmasher, Mjollnir Dagger : Expert Magicbane, Sting, Grimtooth Spear : skilled Javelin : b Quarterstaff : b Staff of Aesculapius(Q)* Polearm : skilled Two-handed sword : Expert Tsuguri of Muramasa* Trident : b Lance : skilled Sling : b Two weapon combat : skilled Riding : skilled Bare-handed combat : Expert ________________________________________________________________________ Ranged weapon(s): Weight, a rough damage estimate of the major types of the weapon, and the damage per weight are in parentheses. The table also indicates the damage range of each artifact against typical SMALL creatures, LARGE creatures, and major DEMONs. The damage calculations assume that the artifact is enchanted as shown, you have expert skill, and that the artifact's special attacks apply to the [^^^^^??? means subtract 4 for unskilled, -2 for basic skill.] monster; the Longbow of Diana assumes that you are using normal +0 arrows fired at a rate of up to 4 a round (expert Ranger). Damage against major demons further assumes that the weapon is blessed and that the demon hates silver, is fire-resistant, and is drain-resistant. Finally, the table summarizes the average damage against major demons (DAVE), which are often the nastiest creatures in the dungeon. Magicbane's actual damage is slightly greater due to its special attacks, but it doesn't make a difference here. [Table above shows AVE DMG for Magic bane at +2 is 9.48, +2 for expert gives 11.48] [+7 Magicbane would average 15.0 damage.] ARTIFACT SKILL ABCH KMPRaRo STVW SMALL LARGE DEMON DAVE Str+6 -2res ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~ ~~~~ ~~~~~~~ ~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~ +2exp +2 Magicbane (MB) Dagger bbbs b--E E bEEE 6-12 6-11 7-15 11.0 17.0 +7 Magicbane (MB) Dagger bbbs b--E E bEEE 6-12 6-11 7-15 15.0 21.0 +7 Staff Aesculapius* Quarterstaff sbEE -bEb - bbbE 19-36 19-36 12-19 15.5 21.5 +7 Stormbringer (SB) Broadsword -s-- s--- s sbs- 13-27 13-26 12-20 16.0 22.0 +7 Grimtooth Dagger bbbs b--E E bEEE 11-18 11-18 12-22 17.0 23.0 +7 Sunsword Long sword -s-- E--- s EbE- 10-17 10-21 11-25 18.0 24.0 +7 Fire Brand Long sword -s-- E--- s EbE- 18-32 18-40 11-25 18.0 24.0 +7 Vorpal Blade Long sword -s-- E--- s EbE- 11-18 11-22 12-26 19.0 25.0 +7 Longbow Diana Bow -bs- b-bE - Eb-- 1-32 1-32 2-48 19.9 25.9 +7 Snickersnee Long sword -s-- E--- s EbE- 11-27 11-29 12-33 22.5 28.5 +7 Excalibur (EX) Long sword -s-- E--- s EbE- 11-27 11-31 12-35 23.5 29.5 +7 Cleaver Axe -Es- s--s - -bEs 12-27 13-29 14-33 23.5 29.5 +7 Sceptre of Might Mace -sEb s-E- s -b-b 20-30 18-28 20-32 26.0 32.0 +7 Mjollnir (MJ) Hammer -Es- b-Eb b -bE- 12-38 11-37 12-41 26.5 32.5 +7 Tsurugi Muramasa Two-hand swd -E-- s--- b EbE- 11-32 13-37 14-41 27.5 33.5 +7 Demonbane Long sword -s-- E--- s EbE- 10-17 10-21 20-44 32.0 38.0 +7 Frost Brand (FB) Long sword -s-- E--- s EbE- 18-32 18-40 20-44 32.0 38.0 +7 Grayswandir (GS) Saber Eb-b s--- s bsb- 18-32 18-32 20-56 38.5 46.5 ________________________________________________________________________ "All classes besides Wizards have a base 1/15 chance of writing an unknown book; your chance generally improves with higher luck, to a maximum of about 32% for non-Wizard classes." Valkyries start out unskilled in all spell schools. Spell school skill limits. (Restricted schools are not listed.) School Val ~~~~~~ ~~~ attack : b escape : b Special spell: Cone of cold (Attack) Base spell ability: 10 (Lower is better, range is from 1-14.) Spellcasting Stat: Wis (Can be improved by exercising it.) Boost for Emergency class spells: -2 (Lower is better. From -3 to 0.) The initial statistics for the various classes are computed as follows: 1. 75 points are divided among the six attributes based on the following table: Player Class STR INT WIS DEX CON CHA REM ~~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~ Valkyrie 10-30 7- 6 7- 7 7-20 10-30 7- 7 27 The number before the dash gives the minimum value for the attributes. The REMaining points are distributed between the six attributes using the number after the dash as percentage probabilities between different attributes. ************************************************************************ *** Wizard ************************************************************************ Wizard ~~~~~~ Wizard (Egyptian) Lawful: Ptah Neutral: Thoth (humans, gnomes) Chaotic: Anhur (humans, elves, orcs) Race(s): Elf, Gnome, Human, Orc Starting Alignment: Chaotic, Neutral Note: Wizards can get to Expert in dagger, throwing d3 per firing. Wizard Starting Equipment: blessed +1 quarterstaff +0 cloak of magic resistance 3 random scrolls blessed spellbook of force bolt 3 random potions 2 random different rings random wand 1 random other spellbook (any school) Following chances of ONE of: 20% uncursed magic marker (29 to 99 charges) 16% uncursed blindfold Elven Wizards get a random uncursed musical instrument, one of wooden flute, tooled horn, wooden harp, bell, bugle, and leather drum. Wizards start with basic skill in the attack and enchantment spell schools. Wizards start with two spellbooks, one of which is a blessed spellbook of force bolt. Spellbooks can be read four times before they become too faint to read. Since reading a spellbook gives 20,000 turns of knowledge of that spell, and since a wizard starts with 20,000 turns of knowledge in each of the two starting spells, a wizard has effectively 100,000 turns of knowledge of the two starting spells. XL 8: Can use the ^T command to teleport at will with teleportitis intrinsic, or the spell of teleport. (No message.) XL 15: Warning "You feel sensitive!" XL 17: Teleport control "You feel controlled!" Gets bonuses rather than penalties for wearing cornuthaums. Warned before reading uncursed spellbooks with possibility of failure. Crowning -------- "Wizards will receive a (blessed) spellbook of finger of death unless they are already carrying one, or are wielding Vorpal Blade or Stormbringer." "All classes besides Wizards have a base 1/15 chance of writing an unknown book; your chance generally improves with higher luck, to a maximum of about 32% for non-Wizard classes." The Eye of the Aethiopica (neutral* Wizard amulet of ESP) Carried Confers magic resistance and faster energy regeneration. Half damage when attacked by spells. Worn Confers telepathy (normal amulet effect). Invoked Transports you to the closest visited level of any dungeon branch you have already visited. Will not work if you have the Amulet of Yendor or are in the endgame. Wizards guaranteed 1st divine gift is Magicbane. Missiles fired from launchers have range [(Strength/2) + 1] Thrown missiles have range: Strength/2 Melee weapons are range: 1 WEAPON (Table 2) WGT W +HIT SDAM SAVG LDAM LAVG ~~~~~~~~~~~~~~~~~~~~~~~~~~: ~ ~~~~ ~~~~ ~~~~ ~~~~~~ ~~~~ Dagger : E orcish dagger (ms) 10: +2tw d3 2.0 d3 2.0 dagger (ms) 10: +2tw d4 2.5 d3 2.0 silver dagger (ms) 12: +2tw d4 2.5 d3 2.0 athame (ms) 10: +2w d4 2.5 d3 2.0 elven dagger (ms) 10: +2tw d5 3.0 d3 2.0 Knife : s worm tooth 20: d2 1.5 d2 1.5 knife (shito) (s) 5: +2t d3 2.0 d2 1.5 stiletto (s) 5: +2t d3 2.0 d2 1.5 scalpel (s) 5: +2w d3 2.0 d3 2.0 crysknife 20: +3tw d10 5.5 d10 5.5 Axe : s axe 60: d6 3.5 d4 2.5 battle-axe* 120: d8+d4 7.0 d6+2d4 8.5 Pick-axe : - pick-axe 60: d6 3.5 d3 2.0 dwarvish mattock* 120: -1w d12 6.5 d8+2d6 11.5 Short sword : b orcish short sword 30: d5 3.0 d8 4.5 short sword (wakizashi)30: d6 3.5 d8 4.5 dwarvish short sword 30: d7 4.0 d8 4.5 elven short sword 30: d8 4.5 d8 4.5 Broadsword : - broadsword (ninja-to) 70: 2d4 5.0 d6+1 4.5 runesword 40: 2d4 5.0 d6+1 4.5 elven broadsword 70: d6+d4 6.0 d6+1 4.5 Long sword : - long sword 40: d8 4.5 d12 6.5 katana 40: +1w d10 5.5 d12 6.5 Two-handed sword : - two-handed sword* 150: d12 6.5 3d6 10.5 tsurugi* 60: +2w d16 8.5 d8+2d6 11.5 Scimitar : - scimitar 40: d8 4.5 d8 4.5 Saber : - silver saber 40: d8 4.5 d8 4.5 Club : s club 30: d6 3.5 d3 2.0 aklys 15: +2t d6 3.5 d3 2.0 Mace : b mace 30: d6+1 4.5 d6 3.5 Morning star : - morning star 120: 2d4 5.0 d6+1 4.5 Flail : - flail (nunchaku) 15: d6+1 4.5 2d4 5.0 grappling hook 30: d2 1.5 d6 3.5 Hammer : - war hammer 50: +2t d4+1 3.5 d4 2.5 Quarterstaff : E quarterstaff* 40: d6 3.5 d6 3.5 Polearm (apply range 2) : s partisan* 80: d6 3.5 d6+1 4.5 fauchard* 60: d6 3.5 d8 4.5 glaive* (naginata) 75: d6 3.5 d10 5.5 bec-de-corbin* 100: d8 4.5 d6 3.5 spetum* 50: d6+1 4.5 2d6 7.0 lucern hammer* 150: 2d4 5.0 d6 3.5 guisarme* 80: 2d4 5.0 d8 4.5 ranseur* 50: 2d4 5.0 2d4 5.0 voulge* 125: 2d4 5.0 2d4 5.0 bill-guisarme* 120: 2d4 5.0 d10 5.5 bardiche* 120: 2d4 5.0 3d4 7.5 halberd* 150: d10 5.5 2d6 7.0 Spear : b orcish spear (s) 30: +2t d5 3.0 d8 4.5 spear (s) 30: +2t d6 3.5 d8 4.5 silver spear (s) 36: +2t d6 3.5 d8 4.5 elven spear (s) 30: +2t d7 4.0 d8 4.5 dwarvish spear (s) 35: +2t d8 4.5 d8 4.5 Javelin : b javelin (s) 20: +2t d6 3.5 d6 3.5 Trident : b trident 8: d6+1 4.5 3d4 7.5 Lance (apply also) : - lance 180: d6 3.5 d8 4.5 Bow : - orcish bow 30: Launcher bow 30: Launcher elven bow 30: +1e Launcher yumi 30: +1s Launcher orcish arrow (lps) 1: +1r d5 3.0 d6 3.5 arrow (lps) 1: +1r d6 3.5 d6 3.5 silver arrow (lps) 1: +1r d6 3.5 d6 3.5 elven arrow (lps) 1:Ag +1r d7 4.0 d6 3.5 ya (lps) 1:Sg +1l d7 4.0 d7 4.0 Sling : s sling 3: Launcher flintstone (lsn) 10: d6 3.5 d6 3.5 rocks (lsn) 10: d3 2.0 d3 2.0 other gems/glass(lsn) 1: d3 2.0 d3 2.0 Crossbow : - crossbow 50: Launcher crossbow bolt (lps) 1: d4+1 3.5 d6+1 4.5 Dart : E dart (mps) 1: +2t d3 2.0 d2 1.5 Shuriken : b shuriken (mps) 1: +2t d8 4.5 d6 3.5 Boomerang : - boomerang (s) 5: +4t d9 5.0 d9 5.0 Whip : - bullwhip (apply also) 20: d2 1.5 1 1.0 rubber hose 20: d4 2.5 d3 2.0 Unicorn horn (apply also) : - unicorn horn* 20: +1 d12 6.5 d12 6.5 Boulder : - boulder (n) 6000: +6t d20 10.5 d20 10.5 Iron ball : - heavy iron ball (n) 480: +2w d25 13.0 d25 13.0 Iron chain : - iron chain (ns) 120: d4+1 3.5 d4+1 3.5 ~~~~~~~~~~~~~~~~~~~~~~~~~~: ~ ~~~~ ~~~~ ~~~~ ~~~~~~ ~~~~ WEAPON WGT W +HIT SDAM SAVG LDAM LAVG ~~~~~~~~~~~~~~~~~~~~~~~~~~: ~ ~~~~ ~~~~ ~~~~ ~~~~~~ ~~~~ Two weapon combat : - Riding : b Bare-handed combat : b d2 1.5 d2 1.5 Martial arts : - d4 2.5 d4 2.5 WEAPON W Artifacts ~~~~~~~~~~~~~~~~~~~~~~~~~ : ~ ------------------------------------------ Axe : skilled Cleaver* Short sword : b Club : skilled Mace : b Scepter of Might(Q) Dagger : Expert Magicbane, Sting, Grimtooth Knife : skilled Spear : b Javelin : b Quarterstaff : Expert Staff of Aesculapius(Q)* Polearm : skilled Trident : b Dart : Expert Shuriken : b Sling : skilled Riding : b Bare-handed combat : b ________________________________________________________________________ Ranged weapon(s): Weight, a rough damage estimate of the major types of the weapon, and the damage per weight are in parentheses. Key to "EDMSP VL +H" Enchant - Can be enchanted with ?oEA Damage - Get strength damage and to-hit bonus Multishot - Multiple projectiles thrown per firing. Stack - Important for multishot, inventory slots, enchanting. Poisonable - Can be poisoned. Vanish - Projectiles may vanish when they strike Launcher - Must be wielded, no strength damage bonus (except for sling) D/W - Base Damage per weight ratio (Roughly). +H - to hit bonus if thrown. (Not fired from a launcher if one is required.) Y means Yes N means No M means Maybe (stones, gems, etc. don't require launchers, but are potentially multi-shot if a sling is wielded. They get the STR damage bonus only if NOT fired from a launcher.) The ideal missile weapon will have the attributes YYYYY NN. No missile currently does. YYYYNNN, YYYYYYN are currently about the best. SKILL LEVEL +HIT +DAM ~~~~~~~~~~~ ~~~~ ~~~~ Unskilled -4 -2 Basic 0 0 Skilled +2 +1 Expert +3 +2 Darts look to be the best "no-hands" + 1 if you are a Ranger, a Rogue throwing daggers, or a Samurai firing ya from a yumi. + 1 if you are an elf firing elven arrows from an elven bow. + 1 if you are an orc firing orcish arrows from an orcish bow. Damage Totals are for one 'f'iring: Expert skill, Str: 25 or 18/** (if applicable) +7 enchantment (if possible), poisoned (if possible) + racial damage bonus + racial multishot bonus x average number fired at Expert skill ---------------------+---+-----+--+----+--+---+------------------ | W |EDMSP|VL|D/W |+H| Dmg/ | | | | | |Max|100wt ---------------------+---+-----+--+----+--+---+------------------ Dart(1,2,2) | E |YYYYY|YN|2.0 |+2| 41|2050| Replenish: monsters, traps Shuriken(1,4,4) | b |YYYYY|YN|4.0 |+2| 43|2250| Difficult to replenish Dagger (10,2.5,.25) | E |YYYYN|NN|0.25|+2| 37| 1,85| Also useable wielded. +2 to hit Sling(3,1.5) | s |NYMYN|YM| | | 5|500/50| Multishot ONLY w/OPTIONAL launcher Rocks(10,2,.2) | | | |0.2 | | 8| 4|Easily replenished. Glass(1,2,2) | | | |2.0 | | 8| 800|Glass golems replenish. Gems (1,2,2) | | | |2.0 | | 8| 800| Bow(30,1.5) | - |YNYYY|YY| | | |Replenish: monsters, traps Arrows(1,3.5,3.5) | | | |3.5 | | 32|1120| ya (bamboo) |3.5 |+1| 32| | Crossbow(50,1.5) | - |YNYYY|YY| | | |Replenish: monsters Bolts(1,4,4) | | | |4.0 | | 33| 825| ---------------------+---+-----+--+----+--+------------------ | W |EDMSP|VL| |+H| ---------------------+---+-----+--+----+--+------------------ Boomerang(5,5,1) | - |YYNYN|NN|1.0 |+4| 20|2000| Can hit "off-center" | | | | | | Difficult to find. RETURNS Knife | s |YYNYN|NN| |+2| 20| 100|Useable wielded Crysknife(20,5.5,.4) N |0.4 |-2|Crysknives don't stack, Wormtooth(20,1.5,.1) N |0.1 |-2|but do use knife skill. Other (5,2,.4) Spear(33,4.0) | b |YYNYN|NN|4.0 |+2| 19| 19 | 57|Wieldable Javelin (20,3.5,.2) | b |YYNYN|NN|0.2 |+2| 18| 18 | 100|Wieldable Hammer (50,3) : - |YYNNN|NN|0.06|+2| 18| 18 | 36|Ogresmasher, Mjollnir Wieldable Club : s club (30,3,.1) : |YYNNN|NN|0.1 |-2| 18| 18 | 54| aklys (15,3,.2) : |YYNNN|NN|0.2 |+2| 18| 18 | 100| ---------------------+---+-----+--+----+--+----------------------- | W |EDMSP|VL| |+H| ---------------------+---+-----+--+----+--+----------------------- Lance (180,4.0,.02) | - |YYNNN|NN|+14 | | Can be applied at range 2 | | | | | | Useable wielded Polearm (50-150,3-5) | s |YYNNN|NN|17.5| | Can be applied at range 2 (.1 to .03) | | | |19.5| | Two-handed | | | | | | Not useable wielded at melee range. ________________________________________________________________________ The table also indicates the damage range of each artifact against typical SMALL creatures, LARGE creatures, and major DEMONs. The damage calculations assume that the artifact is enchanted as shown, you have expert skill, and that the artifact's special attacks apply to the monster; the Longbow of Diana assumes that you are using normal +0 arrows fired at a rate of up to 4 a round (expert Ranger). Damage against major demons further assumes that the weapon is blessed and that the demon hates silver, is fire-resistant, and is drain-resistant. Finally, the table summarizes the average damage against major demons (DAVE), which are often the nastiest creatures in the dungeon. Magicbane's actual damage is slightly greater due to its special attacks, but it doesn't make a difference here. +skill shows the DAVE at the class's maximum skill with that weapon. Davg ARTIFACT SKILL W +skill Str+6 ~~~~ ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~ ~ 18.0 +7 Stormbringer (SB) Broadsword - 12.0 18.0 20.0 +7 Sunsword Long sword - 14.0 20.0 20.0 +7 Fire Brand Long sword - 14.0 20.0 21.0 +7 Vorpal Blade Long sword - 15.0 21.0 21.5 +7 Staff Aesculapius* Quarterstaff E 15.5 21.5 23.0 +7 Grimtooth Dagger E 17.0 23.0 23.9 +7 Magicbane (MB) Dagger E 17.9 23.9 24.5 +7 Snickersnee Long sword - 18.5 24.5 25.5 +7 Excalibur (EX) Long sword - 19.5 25.5 28.5 +7 Cleaver* Axe s 22.5 28.5 38.5 +7 Mjollnir (MJ) Hammer - 22.5 38.5 29.5 +7 Tsurugi Muramasa* Two-hand swd - 23.5 29.5 30.0 +7 Sceptre of Might(u)Mace b 24.0 30.0 30.5 +7 silver dagger Dagger E 24.5 30.5 34.0 +7 Demonbane Long sword - 28.0 34.0 34.0 +7 Frost Brand (u) Long sword - 28.0 34.0 40.0 +7 daggers(thrown) dagger E 28.0 40.0 42.5 +7 Grayswandir (GS) Saber - 30.5 42.5 NB: The +6 damage bonus from strength 18/** or 25 is presumed to be doubled by Grayswandir. Ditto the +2 expert skill damage bonus. AND THE -2 UNSKILLED DAMAGE BONUS (u) means unreliable. Damage given is highest. Some demons will take half of that damage. "the Longbow of Diana assumes that you are using normal +0 arrows fired at a rate of up to 4 a round (expert Ranger)" * - indicates twohanded weapon (SB) drain attack, attacks peacefuls without warning, level drain resistance. (Q) - Quest artifact - never randomly generated. ________________________________________________________________________ Power regeneration ~~~~~~~~~~~~~~~~~~ When you use power, it slowly returns to its maximum level at a rate dependent on your experience level (XL), role, wisdom, and intelligence. Non-Wizards: every (38 - XL) * 2/3 turns Wizards: every (38 - XL) * 1/2 turns (Or every turn if carrying the Eye of the Aethiopica): regain d(((WIS + INT) / 15) + 1) power points." Writing spellbooks ------------------ Wizards have a base 1/3 chance of writing an unknown book. Your chance generally improves with higher luck, to a maximum of about 98% for Wizards. Reading new spellbooks ---------------------- "If the spellbook is uncursed, there is a random chance of the same effects happening as for a cursed spellbook, depending on your INTelligence, your experience level (XL),and the spellbook's level (LVL): 1 - ((INT + 4 +(XL/2) - (2 * LVL)) / 20) (If you are wearing lenses, the factor of 4 is increased to 6.) Wizards will be warned if this chance is non-zero and given the option to abort the reading attempt." Hunger caused by spellcasting ----------------------------- "Your hunger increases by twice the amount of energy that would be drained for a success[ful spellcast] regardless, but it will not make you faint. For Wizards, this hunger loss is reduced by an amount depending on intelligence; halved for INT of 15, quartered for INT of 16, or eliminated entirely for INT of 17 or greater" Spell school skill limits. (Restricted schools are not listed.) School Wiz ~~~~~~ ~~~ attack : E healing : s divination : E enchantment : s clerical : s escape : E matter : E Special spell: Magic missile Base spell ability: 1 (Lower is better, range is from 1-14.) Spellcasting Stat: Int (Cannot be improved by exercising it.) Boost for Emergency class spells: 0 (Lower is better. From -3 to 0.) The initial statistics for the various classes are computed as follows: 1. 75 points are divided among the six attributes based on the following table: Player Class STR INT WIS DEX CON CHA REM ~~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~ Wizard 7-10 10-30 7-10 7-20 7-20 7-10 30 The number before the dash gives the minimum value for the attributes. The REMaining points are distributed between the six attributes using the number after the dash as percentage probabilities between different attributes. ================================================================ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Racial intrinsics, characteristics, equipment, etc: Race-specific equipment is as follows: HUMAN ELF GNOME ORC ~~~~~ : ~~~ : ~~~~~ : ~~~ short sword : : : orcish short sword ring mail : : : orcish ring mail dagger : elven dagger : dagger : orcish dagger bow : elven bow : crossbow : orcish bow arrow : elven arrow : crossbow bolt : orcish arrow Racial Maxima ------------- Player Race STR INT WIS DEX CON CHA ~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ dwarf 18/** 16 16 20 20 16 elf 18 20 20 18 16 18 gnome 18/50 19 18 18 18 18 human 18/** 18 18 18 18 18 orc 18/50 16 16 18 18 16 Dwarf ~~~~~ XL 1 : Infravision Dwarves always start lawful. Racial Maxima ------------- Player Race STR INT WIS DEX CON CHA ~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ dwarf 18/** 16 16 20 20 16 Elf ~~~ XL 1 : Infravision XL 4 : Sleep resistance "You feel awake!" Elves always start Chaotic. - Elves get +1 projectile possibility bonus when firing elven arrows from an elven bow. - Elven Priests and Wizards get a random uncursed musical instrument, one of wooden flute, tooled horn, wooden harp, bell, bugle, and leather drum. Racial Maxima: Player Race STR INT WIS DEX CON CHA ~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ Elf 18 20 20 18 16 18 Gnome ~~~~~ XL 1 : Infravision Can use uncursed touchstones as blessed. Gnomes always start Neutral. Racial Maxima: Player Race STR INT WIS DEX CON CHA ~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ Gnome 18/50 19 18 18 18 18 Orc ~~~ XL 1 : Infravision XL 1 : Poison resistance Exempt from penalties for cannibalism and eating domestic animals. Orcs always start Chaotic. - Orcs get +1 projectile possibility bonus when firing orcish arrows from an orcish bow. In addition, all non-Wizard orcs get 2 to 4 additional random food items; and Racial Maxima: Player Race STR INT WIS DEX CON CHA ~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ Orc 18/50 16 16 18 18 16 ---------------------------------------- Experience levels and the minimum experience to get there. Notes: 1. When a character loses an experience level, his XP is set to one point below the amount needed to gain the lost experience level. 2. If losing an experience level causes a player to have insufficient skill slots for all of his current skill enhancements, the most recent skill enhancement will be removed. Regaining the experience level will not automatically re-enhance that skill. XL: XP 1: 0 2: 20 3: 40 4: 80 5: 160 6: 320 7: 640 8: 1280 9: 2560 10: 5120 11: 10000 12: 20000 13: 40000 14: 80000 15: 160000 16: 320000 17: 640000 18: 1280000 19: 2560000 20: 5120000 21: 10000000 22: 20000000 23: 30000000 24: 40000000 25: 50000000 26: 60000000 27: 70000000 28: 80000000 29: 90000000 30: 100000000 =================================================================== Appendix Source material: ------------------------------------------------------------------------ Weapons, weapon skills, and combat modifiers: * When firing any arrows from any bow, bolts from a crossbow, stones from a sling, or throwing daggers, darts or shuriken, there may be a chance that several get shot in one turn. The maximum number starts at 1, and receives the following additions: + 1 if you are skilled in the weapon. + 2 if you are expert in the weapon. + 1 if you are a Ranger, a Rogue throwing daggers, or a Samurai firing ya from a yumi. + 1 if you are an elf firing elven arrows from an elven bow. + 1 if you are an orc firing orcish arrows from an orcish bow. + If this results in a maximum higher than the number of missiles you have, the maximum is reduced to that number. The number actually fired on any given turn is d(maximum). This can be capped by giving a numerical prefix to the fire or throw command; doing so will only decrease, never increase the number you fire. ------------------------------------------------------------------------ Class- and race-dependent abilities and gained intrinsics: HP and power starting values, level increases, and regeneration: Starting inventories by class and race: Experience levels and rank titles: ________________________________________________________________________ http://www.spod-central.org/~psmith/nh/rint-343.txt "If you are at least XL 12 (XL 8 if a Wizard), or polymorphed into a teleporting monster, you can use the ^T command to teleport at will." ________________________________________________________________________ Starting attributes: stat-343.txt Last edited 2003-12-17 for NetHack 3.4.3 Starting attributes in NetHack 3.4 Compiled for 3.1.3 by Topi Linkala. Updated for 3.4.3 by Dylan O'Donnell . The initial statistics for the various classes are computed as follows: 1. 75 points are divided among the six attributes based on the following table: Player Class STR INT WIS DEX CON CHA REM ~~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~ Archeologist 7-20 10-20 10-20 7-10 7-20 7-10 27 Barbarian 16-30 7- 6 7- 7 15-20 16-30 6- 7 8 Caveman 10-30 7- 6 7- 7 7-20 8-30 6- 7 30 Healer 7-15 7-20 13-20 7-15 11-25 16- 5 14 Knight 13-30 7-15 14-15 8-10 10-20 17-10 6 Priest 7-15 7-10 10-30 7-15 7-20 7-10 30 Monk 10-25 7-10 8-20 8-20 7-15 7-10 28 Ranger 13-30 13-10 13-10 9-20 13-20 7-10 7 Rogue 7-20 7-10 7-10 10-30 7-20 6-10 31 Samurai 10-30 8-10 7- 8 10-30 17-14 6- 8 17 Tourist 7-15 10-10 6-10 7-15 7-30 10-20 28 Valkyrie 10-30 7- 6 7- 7 7-20 10-30 7- 7 27 Wizard 7-10 10-30 7-10 7-20 7-20 7-10 30 The number before the dash gives the minimum value for the attributes. The REMaining points are distributed between the six attributes using the number after the dash as percentage probabilities between different attributes. So, for example, a Ranger gets at least 13/13/13/9/13/7; the sum of those attributes is 68, so 7 points are distributed using 30%, 10%, 10%, 20%, 20%, and 10% as probabilities between the attributes. No attribute can go over the maximum; this depends on race: Player Race STR INT WIS DEX CON CHA ~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ dwarf 18/** 16 16 20 20 16 elf 18 20 20 18 16 18 gnome 18/50 19 18 18 18 18 human 18/** 18 18 18 18 18 orc 18/50 16 16 18 18 16 2. Next, for every attribute there is a 5% chance that it is further adjusted by -2 to +4 points. No attribute can be adjusted over the race maximum or under 3. 3. The last thing that is done is to adjust strength upwards until the character can carry their initial inventory without being burdened; if the character is still burdened at maximum strength, constitution is increased likewise (not beyond maximum). This is especially useful for Tourists, since not only do they have a low strength, their food items also weigh a lot. Acknowledgements ~~~~~~~~~~~~~~~~ Corrections and clarifications provided by Jed Davis and Rast. ------------------------------------------------------------------------ Gods, races and alignments: Summary table: Races and alignments ~~~~~~~~~~~~~~~~~~~~ Races can thus play the following roles: Dwarves (Law): Arc Cav Val Elves (Cha): PriRan Wiz Gnomes (Neu): Arc CavHea Ran Wiz Humans (Law): Arc Cav KniMonPri Sam Val Humans (Neu): ArcBarCavHea MonPriRan TouValWiz Humans (Cha): Bar MonPriRanRog Wiz Orcs (Cha): Bar RanRog W ------------------------------------------------------------------------ Crowning Gifts If a lawful character is wielding an ordinary long sword when crowned, it becomes Excalibur. Neutrals get Vorpal Blade, regardless of what they are wielding (if already wielding it, it goes "snicker-snack!"). Chaotics get Stormbringer, regardless of what they are wielding. ________________________________________________________________________ Class-dependant Intrinsics ============================ by Boudewijn Wayers (dedos4@win.tue.nl). The following are the intrinsic abilities or properties that certain classes have at the start of the game, and which can NOT be gained by the other classes (unless also mentioned here). Archaeologists: - recognise all gems. Barbarians: - always get Cleaver as first present; - recognise all weapons and armour. Cave(wo)men: - never get a cat as starting pet. Elves: - always get Orcrist as first present; - can eat humans without a penalty, but may not eat elves; - can offer humans without a penalty, but may not offer elves (it matters if you are chaotic or not); - get a bonus when trying to hit orcs; - get a bonus when using a bow, extra so if it is an elven bow; - recognise all elven items; - will never meet any peaceful orcs. Healers: - gain +1 alignment when healing tame/peaceful creature with a spell; - get a special treatment by nurses; - get no damage from potions of sickness. Knights: - (when carrying the Magic Mirror of Merlin) inflict double damage when they turn undead in any way, when they use a spell of fireball, force bolt, magic missile, cone of cold, or finger of death, or when they use a wand of striking; - always get Excalibur as first present; - can jump like a chess-knight; - can turn undead without having to use the spell; - get a -1 alignment penalty if they eat when already satiated; - get a -1 alignment penalty when attacking monsters that cannot move or are fleeing; - get an alignment adjustment when they dig in a shop; - recognise all weapons and armour. Priest(esse)s: - are better in kicking (they know martial arts); - can be of any alignment; - can identify objects' curses or blesses by merely looking at them or touching them; - can turn undead without having to use the spell; - receive only half damage from undead if they are wearing the Mitre of Holiness. Rogues: - are better at untrapping things; - are better with credit cards and lock picks; - can steal without an alignment penalty; - don't get an alignment adjustment when they pay a shopkeeper's damage. Samurai: - always get Snickersnee as first present; - are better in kicking (they know martial arts); - get a bonus when using a bow, extra so if it is a yumi; - get an alignment penalty when attacking peaceful creatures; - never get a cat as starting pet; - recognise all weapons and armour; - use Japanese names for some items. Tourists: - pay 33% extra in shops, whether or not wearing a visible Hawaiian shirt, and they get 33% less when they sell something. Valkyries: - always get Mjollnir as first present; - recognise all weapons and armour; - with strength 25 can throw Mjollnir and have it return. Wizards: - always get Magicbane as first present; - get the teleport spell at level 8, instead of at level 12; - have a much better chance of writing unknown spellbooks or scrolls (1/3 versus 1/15 for other classes); - never get a dog as starting pet; - regenerate energy points more quickly (3/4 of other classes' speed). ________________________________________________________________________ ************************************************************************ Stacking: "mrg", second bit in the BITS bitfield(?) structure, is the bit that enables stacking. The fourth parameter passed to the WEAPON #define macro is used as the value for "mrg" in BITS. the second value for All projectiles stack. Projectiles are crossbow bolts and all arrows and crossbow bolts. Bows do not stack. STACK arrows, all boomerangs crossbow bolts daggers, all darts javelins knives scalpels shuriken spears, all stilettos DON'T STACK tridents worm teeth crysknives all axes all short swords scimitars silver sabers all broadswords long swords two-handed swords katana tsurugi runesword all polearms mace morning star war hammer club rubber hose quarterstaff aklys flail bullwhip all bows -------------------------------------------------- From objects.c /* first pass -- object descriptive text */ # define OBJ(name,desc) name,desc # define OBJECT(obj,bits,prp,sym,prob,dly,wt,cost,sdam,ldam,oc1,oc2,nut,color) \ {obj} NEARDATA struct objdescr obj_descr[] = { #else /* second pass -- object definitions */ # define BITS(nmkn,mrg,uskn,ctnr,mgc,chrg,uniq,nwsh,big,tuf,dir,sub,mtrl) \ nmkn,mrg,uskn,0,mgc,chrg,uniq,nwsh,big,tuf,dir,mtrl,sub /* SCO ODT 1.1 c # define OBJECT(obj,bits,prp,sym,prob,dly,wt,cost,sdam,ldam,oc1,oc2,nut,color) \ {0, 0, (char *)0, bits, prp, sym, dly, COLOR_FIELD(color) \ prob, wt, cost, sdam, ldam, oc1, oc2, nut} # ifndef lint # define HARDGEM(n) (n >= 8) # else # define HARDGEM(n) (0) # endif NEARDATA struct objclass objects[] = { #endif /* dummy object[0] -- description [2nd arg] *must* be NULL */ OBJECT(OBJ("strange object",(char *)0), BITS(1,0,0,0,0,0,0,0,0,0,0,P_NON 0, ILLOBJ_CLASS, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), /* weapons ... */ #define WEAPON(name,app,kn,mg,bi,prob,wt,cost,sdam,ldam,hitbon,typ,sub,metal,col OBJECT( \ OBJ(name,app), BITS(kn,mg,1,0,0,1,0,0,bi,0,typ,sub,metal), 0, \ WEAPON_CLASS, prob, 0, \ wt, cost, sdam, ldam, hitbon, 0, wt, color ) #define PROJECTILE(name,app,kn,prob,wt,cost,sdam,ldam,hitbon,metal,sub,color) \ OBJECT( \ OBJ(name,app), \ BITS(kn,1,1,0,0,1,0,0,0,0,PIERCE,sub,metal), 0, \ WEAPON_CLASS, prob, 0, \ wt, cost, sdam, ldam, hitbon, 0, wt, color ) #define BOW(name,app,kn,prob,wt,cost,hitbon,metal,sub,color) \ OBJECT( \ OBJ(name,app), BITS(kn,0,1,0,0,1,0,0,0,0,0,sub,metal), 0, \ WEAPON_CLASS, prob, 0, \ wt, cost, 2, 2, hitbon, 0, wt, color ) /* Note: for weapons that don't do an even die of damage (ex. 2-7 or 3-18) * the extra damage is added on in weapon.c, not here! */ #define P PIERCE #define S SLASH #define B WHACK /* missiles */ PROJECTILE("arrow", (char *)0, 1, 55, 1, 2, 6, 6, 0, IRON, -P_BOW, HI_METAL), PROJECTILE("elven arrow", "runed arrow", 0, 20, 1, 2, 7, 6, 0, WOOD, -P_BOW, HI_WOOD), PROJECTILE("orcish arrow", "crude arrow", 0, 20, 1, 2, 5, 6, 0, IRON, -P_BOW, CLR_BLACK), PROJECTILE("silver arrow", (char *)0, 1, 12, 1, 5, 6, 6, 0, SILVER, -P_BOW, HI_SILVER), PROJECTILE("ya", "bamboo arrow", 0, 15, 1, 4, 7, 7, 1, METAL, -P_BOW, HI_METAL), PROJECTILE("crossbow bolt", (char *)0, 1, 55, 1, 2, 4, 6, 0, IRON, -P_CROSSBOW, HI_METAL), WEAPON("dart", (char *)0, 1, 1, 0, 60, 1, 2, 3, 2, 0, P, -P_DART, IRON, HI_METAL), WEAPON("shuriken", "throwing star", 0, 1, 0, 35, 1, 5, 8, 6, 2, P, -P_SHURIKEN, IRON, HI_METAL), WEAPON("boomerang", (char *)0, 1, 1, 0, 15, 5, 20, 9, 9, 0, 0, -P_BOOMERANG, WOOD, HI_WOOD), /* spears */ WEAPON("spear", (char *)0, 1, 1, 0, 50, 30, 3, 6, 8, 0, P, P_SPEAR, IRON, HI_METAL), WEAPON("elven spear", "runed spear", 0, 1, 0, 10, 30, 3, 7, 8, 0, P, P_SPEAR, WOOD, HI_WOOD), WEAPON("orcish spear", "crude spear", 0, 1, 0, 13, 30, 3, 5, 8, 0, P, P_SPEAR, IRON, CLR_BLACK), WEAPON("dwarvish spear", "stout spear", 0, 1, 0, 12, 35, 3, 8, 8, 0, P, P_SPEAR, IRON, HI_METAL), WEAPON("silver spear", (char *)0, 1, 1, 0, 2, 36, 40, 6, 8, 0, P, P_SPEAR, SILVER, HI_SILVER), WEAPON("javelin", "throwing spear", 0, 1, 0, 10, 20, 3, 6, 6, 0, P, P_JAVELIN, IRON, HI_METAL), WEAPON("trident", (char *)0, 1, 0, 0, 8, 25, 5, 6, 4, 0, P, P_TRIDENT, IRON, HI_METAL), /* +1 small, +2d4 large */ /* blades */ WEAPON("dagger", (char *)0, 1, 1, 0, 30, 10, 4, 4, 3, 2, P, P_DAGGER, IRON, HI_METAL), WEAPON("elven dagger", "runed dagger", 0, 1, 0, 10, 10, 4, 5, 3, 2, P, P_DAGGER, WOOD, HI_WOOD), WEAPON("orcish dagger", "crude dagger", 0, 1, 0, 12, 10, 4, 3, 3, 2, P, P_DAGGER, IRON, CLR_BLACK), WEAPON("silver dagger", (char *)0, 1, 1, 0, 3, 12, 40, 4, 3, 2, P, P_DAGGER, SILVER, HI_SILVER), WEAPON("athame", (char *)0, 1, 1, 0, 0, 10, 4, 4, 3, 2, S, P_DAGGER, IRON, HI_METAL), WEAPON("scalpel", (char *)0, 1, 1, 0, 0, 5, 6, 3, 3, 2, S, P_KNIFE, METAL, HI_METAL), WEAPON("knife", (char *)0, 1, 1, 0, 20, 5, 4, 3, 2, 0, P|S, P_KNIFE, IRON, HI_METAL), WEAPON("stiletto", (char *)0, 1, 1, 0, 5, 5, 4, 3, 2, 0, P|S, P_KNIFE, IRON, HI_METAL), WEAPON("worm tooth", (char *)0, 1, 0, 0, 0, 20, 2, 2, 2, 0, 0, P_KNIFE, 0, CLR_WHITE), WEAPON("crysknife", (char *)0, 1, 0, 0, 0, 20,100, 10, 10, 3, P, P_KNIFE, MINERAL, CLR_WHITE), WEAPON("axe", (char *)0, 1, 0, 0, 40, 60, 8, 6, 4, 0, S, P_AXE, IRON, HI_METAL), WEAPON("battle-axe", "double-headed axe", 0, 0, 1, 10,120, 40, 8, 6, 0, S, P_AXE, IRON, HI_METAL), /* "double-bitted" ? */ /* swords */ WEAPON("short sword", (char *)0, 1, 0, 0, 8, 30, 10, 6, 8, 0, P, P_SHORT_SWORD, IRON, HI_METAL), WEAPON("elven short sword", "runed short sword", 0, 0, 0, 2, 30, 10, 8, 8, 0, P, P_SHORT_SWORD, WOOD, HI_WOOD), WEAPON("orcish short sword", "crude short sword", 0, 0, 0, 3, 30, 10, 5, 8, 0, P, P_SHORT_SWORD, IRON, CLR_BLACK), WEAPON("dwarvish short sword", "broad short sword", 0, 0, 0, 2, 30, 10, 7, 8, 0, P, P_SHORT_SWORD, IRON, HI_METAL), WEAPON("scimitar", "curved sword", 0, 0, 0, 15, 40, 15, 8, 8, 0, S, P_SCIMITAR, IRON, HI_METAL), WEAPON("silver saber", (char *)0, 1, 0, 0, 6, 40, 75, 8, 8, 0, S, P_SABER, SILVER, HI_SILVER), WEAPON("broadsword", (char *)0, 1, 0, 0, 8, 70, 10, 4, 6, 0, S, P_BROAD_SWORD, IRON, HI_METAL), /* +d4 small, +1 large */ WEAPON("elven broadsword", "runed broadsword", 0, 0, 0, 4, 70, 10, 6, 6, 0, S, P_BROAD_SWORD, WOOD, HI_WOOD), /* +d4 small, +1 large */ WEAPON("long sword", (char *)0, 1, 0, 0, 50, 40, 15, 8, 12, 0, S, P_LONG_SWORD, IRON, HI_METAL), WEAPON("two-handed sword", (char *)0, 1, 0, 1, 22,150, 50, 12, 6, 0, S, P_TWO_HANDED_SWORD, IRON, HI_METAL) /* +2d6 large */ WEAPON("katana", "samurai sword", 0, 0, 0, 4, 40, 80, 10, 12, 1, S, P_LONG_SWORD, IRON, HI_METAL), /* special swords set up for artifacts */ WEAPON("tsurugi", "long samurai sword", 0, 0, 1, 0, 60,500, 16, 8, 2, S, P_TWO_HANDED_SWORD, METAL, HI_METAL /* +2d6 large */ WEAPON("runesword", "runed broadsword", 0, 0, 0, 0, 40,300, 4, 6, 0, S, P_BROAD_SWORD, IRON, CLR_BLACK), /* +d4 small, +1 large */ /* +5d2 +d8 from level drain */ /* polearms */ /* spear-type */ WEAPON("partisan", "vulgar polearm", 0, 0, 1, 5, 80, 10, 6, 6, 0, P, P_POLEARMS, IRON, HI_METAL), /* +1 large */ WEAPON("ranseur", "hilted polearm", 0, 0, 1, 5, 50, 6, 4, 4, 0, P, P_POLEARMS, IRON, HI_METAL), /* +d4 both */ WEAPON("spetum", "forked polearm", 0, 0, 1, 5, 50, 5, 6, 6, 0, P, P_POLEARMS, IRON, HI_METAL), /* +1 small, +d6 large */ WEAPON("glaive", "single-edged polearm", 0, 0, 1, 8, 75, 6, 6, 10, 0, S, P_POLEARMS, IRON, HI_METAL), WEAPON("lance", (char *)0, 1, 0, 0, 4,180, 10, 6, 8, 0, P, P_LANCE, IRON, HI_METAL), /* axe-type */ WEAPON("halberd", "angled poleaxe", 0, 0, 1, 8,150, 10, 10, 6, 0, P|S, P_POLEARMS, IRON, HI_METAL), /* +1d6 large */ WEAPON("bardiche", "long poleaxe", 0, 0, 1, 4,120, 7, 4, 4, 0, S, P_POLEARMS, IRON, HI_METAL), /* +1d4 small, +2d4 large */ WEAPON("voulge", "pole cleaver", 0, 0, 1, 4,125, 5, 4, 4, 0, S, P_POLEARMS, IRON, HI_METAL), /* +d4 both */ WEAPON("dwarvish mattock", "broad pick", 0, 0, 1, 13,120, 50, 12, 8,-1, B, P_PICK_AXE, IRON, HI_METAL), /* curved/hooked */ WEAPON("fauchard", "pole sickle", 0, 0, 1, 6, 60, 5, 6, 8, 0, P|S, P_POLEARMS, IRON, HI_METAL), WEAPON("guisarme", "pruning hook", 0, 0, 1, 6, 80, 5, 4, 8, 0, S, P_POLEARMS, IRON, HI_METAL), /* +1d4 small */ WEAPON("bill-guisarme", "hooked polearm", 0, 0, 1, 4,120, 7, 4, 10, 0, P|S, P_POLEARMS, IRON, HI_METAL), /* +1d4 small */ /* other */ WEAPON("lucern hammer", "pronged polearm", 0, 0, 1, 5,150, 7, 4, 6, 0, B|P, P_POLEARMS, IRON, HI_METAL), /* +1d4 small */ WEAPON("bec de corbin", "beaked polearm", 0, 0, 1, 4,100, 8, 8, 6, 0, B|P, P_POLEARMS, IRON, HI_METAL), /* bludgeons */ WEAPON("mace", (char *)0, 1, 0, 0, 40, 30, 5, 6, 6, 0, B, P_MACE, IRON, HI_METAL), /* +1 small */ WEAPON("morning star", (char *)0, 1, 0, 0, 12,120, 10, 4, 6, 0, B, P_MORNING_STAR, IRON, HI_METAL), /* +d4 small, +1 large */ WEAPON("war hammer", (char *)0, 1, 0, 0, 15, 50, 5, 4, 4, 0, B, P_HAMMER, IRON, HI_METAL), /* +1 small */ WEAPON("club", (char *)0, 1, 0, 0, 12, 30, 3, 6, 3, 0, B, P_CLUB, WOOD, HI_WOOD), #ifdef KOPS WEAPON("rubber hose", (char *)0, 1, 0, 0, 0, 20, 3, 4, 3, 0, B, P_WHIP, PLASTIC, CLR_BROWN), #endif WEAPON("quarterstaff", "staff", 0, 0, 1, 11, 40, 5, 6, 6, 0, B, P_QUARTERSTAFF, WOOD, HI_WOOD), /* two-piece */ WEAPON("aklys", "thonged club", 0, 0, 0, 8, 15, 4, 6, 3, 0, B, P_CLUB, IRON, HI_METAL), WEAPON("flail", (char *)0, 1, 0, 0, 40, 15, 4, 6, 4, 0, B, P_FLAIL, IRON, HI_METAL), /* +1 small, +1d4 large */ /* misc */ WEAPON("bullwhip", (char *)0, 1, 0, 0, 2, 20, 4, 2, 1, 0, 0, P_WHIP, LEATHER, CLR_BROWN), /* bows */ BOW("bow", (char *)0, 1, 24, 30, 60, 0, WOOD, P_BOW, HI_WOOD), BOW("elven bow", "runed bow", 0, 12, 30, 60, 0, WOOD, P_BOW, HI_WOOD), BOW("orcish bow", "crude bow", 0, 12, 30, 60, 0, WOOD, P_BOW, CLR_BLACK), BOW("yumi", "long bow", 0, 0, 30, 60, 0, WOOD, P_BOW, HI_WOOD), BOW("sling", (char *)0, 1, 40, 3, 20, 0, LEATHER, P_SLING, HI_LEATHER), BOW("crossbow", (char *)0, 1, 45, 50, 40, 0, WOOD, P_CROSSBOW, HI_WOOD), ------------------------------------------------------------------------ Path: newsspool2.news.atl.earthlink.net!stamper.news.atl.earthlink.net!stamper.news.pas.earthlink.net!elnk-nf2-pas!newsfeed.earthlink.net!newshub.sdsu.edu!peer01.west.cox.net!cox.net!newsfeeds.ihug.co.nz!ihug.co.nz!usenet.net.nz!news.xtra.co.nz!53ab2750!not-for-mail From: David Corbett User-Agent: Mozilla Thunderbird 1.0.2 (Windows/20050317) X-Accept-Language: en-us, en MIME-Version: 1.0 Newsgroups: rec.games.roguelike.nethack Subject: Re: Two-Weapon Combat Questions References: <1117786813.502160.32610@g49g2000cwa.googlegroups.com> In-Reply-To: Content-Type: text/plain; charset=ISO-8859-1; format=flowed Content-Transfer-Encoding: 7bit Lines: 13 Message-ID: Date: Fri, 03 Jun 2005 21:20:26 +1200 NNTP-Posting-Host: 210.86.23.42 X-Complaints-To: abuse@xtra.co.nz X-Trace: news.xtra.co.nz 1117790427 210.86.23.42 (Fri, 03 Jun 2005 21:20:27 NZST) NNTP-Posting-Date: Fri, 03 Jun 2005 21:20:27 NZST Organization: Xtra Xref: news.earthlink.net rec.games.roguelike.nethack:288520 X-Received-Date: Fri, 03 Jun 2005 02:20:47 PDT (newsspool2.news.atl.earthlink.net) Jakob Creutzig wrote: > "Magus Zeal" writes: > > >>Ok, first question, with the one bugging me the most... >>Is it possible to get Wizards (or most classes) to use two-weapon >>combat even, or is it restricted to only a few classes? > > No. Actually, if you polymorph into a form whose second attack is a weapon attack, you can two-weapon. The candidates are: dwarf lord, dwarf king, orc-captain, Aleax, ettin, elf-lord, Elvenking, marilith, pit fiend, balrog. --- Path: newsspool2.news.atl.earthlink.net!stamper.news.atl.earthlink.net!stamper.news.pas.earthlink.net!elnk-nf2-pas!newsfeed.earthlink.net!newshub.sdsu.edu!fr.ip.ndsoftware.net!dedekind.zen.co.uk!zen.net.uk!fuller.zen.co.uk!shaftesbury.zen.co.uk.POSTED!not-for-mail Sender: psmith@strackenz.spod-central.org Newsgroups: rec.games.roguelike.nethack Subject: Re: Two-Weapon Combat Questions References: <1117786813.502160.32610@g49g2000cwa.googlegroups.com> From: psmithnews@spod-central.org (Dylan O'Donnell) Reply-To: psmith@spod-central.org Date: 03 Jun 2005 12:50:47 +0100 Message-ID: <86zmu7k6aw.fsf@strackenz.spod-central.org> Organization: Spod Central User-Agent: Gnus/5.09 (Gnus v5.9.0) Emacs/21.3 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Lines: 29 NNTP-Posting-Host: 82.68.34.86 X-Trace: 1117799447 shaftesbury.zen.co.uk 24500 82.68.34.86:3513 X-Complaints-To: abuse@zen.co.uk Xref: news.earthlink.net rec.games.roguelike.nethack:288530 X-Received-Date: Fri, 03 Jun 2005 04:51:06 PDT (newsspool2.news.atl.earthlink.net) "Boudewijn Waijers" writes: > Jakob Creutzig wrote: > > David Corbett writes: > > >> Actually, if you polymorph into a form whose second attack is a > >> weapon attack, you can two-weapon. The candidates are: dwarf lord, > >> dwarf king, orc-captain, Aleax, ettin, elf-lord, Elvenking, > >> marilith, pit fiend, balrog. > > > Of course, that's right. Hmh, a wizard-like spellcaster-Aleax, > > sounds like real overpowering. Marilith's also neat. I didn't > > know dwarf lords/kings can #twoweapon; must have a closer look > > at them next time. > > Actually, I believe you cannot polymorph into angels or demons... > > But if you could, you would be able to twoweapon, indeed. Some angels and demons are valid polymorph targets: couatls, Aleaxes, horned devils, succubi, incubi, barbed devils, mariliths, vrocks, hezrous, bone devils, ice devils, nalfeshnees, pit fiends, and balrogs. Of these, as David notes, only Aleaxes, mariliths, pit fiends, and balrogs can two-weapon. -- : Dylan O'Donnell http://www.spod-central.org/~psmith/ : : "At the sushi counter of life, you must use the chopsticks of ambition : : to grab the sashimi of accomplishment or you will be left with the : : wasabi of disappointment." -- Dan Shiovitz : ------------------------------------------------------------------------ -------------- XL: XP Log(XP) ~~~~~~~~~~~~~~ 1: 0 1 2: 20 1.3 3: 40 4: 80 5: 160 6: 320 7: 640 8: 1280 3.1 9: 2560 10: 5120 11: 10000 4 12: 20000 13: 40000 14: 80000 15: 160000 16: 320000 17: 640000 18: 1280000 19: 2560000 20: 5120000 21: 10000000 22: 20000000 23: 30000000 24: 40000000 25: 50000000 26: 60000000 27: 70000000 28: 80000000 29: 90000000 30: 100000000 Acknowledgements: Dylan O'Donnell, Eva Myers and the authors/contributors to all the spoilers on their sites. Further corrections/contributions from: L