<!--{{{-->
<link rel='alternate' type='application/rss+xml' title='RSS' href='index.xml' />
<!--}}}-->
Background: #fff
Foreground: #000
PrimaryPale: #8cf
PrimaryLight: #18f
PrimaryMid: #04b
PrimaryDark: #014
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88
/*{{{*/
body {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}

a {color:[[ColorPalette::PrimaryMid]];}
a:hover {background-color:[[ColorPalette::PrimaryMid]]; color:[[ColorPalette::Background]];}
a img {border:0;}

h1,h2,h3,h4,h5,h6 {color:[[ColorPalette::SecondaryDark]]; background:transparent;}
h1 {border-bottom:2px solid [[ColorPalette::TertiaryLight]];}
h2,h3 {border-bottom:1px solid [[ColorPalette::TertiaryLight]];}

.button {color:[[ColorPalette::PrimaryDark]]; border:1px solid [[ColorPalette::Background]];}
.button:hover {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::SecondaryLight]]; border-color:[[ColorPalette::SecondaryMid]];}
.button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::SecondaryDark]];}

.header {background:[[ColorPalette::PrimaryMid]];}
.headerShadow {color:[[ColorPalette::Foreground]];}
.headerShadow a {font-weight:normal; color:[[ColorPalette::Foreground]];}
.headerForeground {color:[[ColorPalette::Background]];}
.headerForeground a {font-weight:normal; color:[[ColorPalette::PrimaryPale]];}

.tabSelected{color:[[ColorPalette::PrimaryDark]];
	background:[[ColorPalette::TertiaryPale]];
	border-left:1px solid [[ColorPalette::TertiaryLight]];
	border-top:1px solid [[ColorPalette::TertiaryLight]];
	border-right:1px solid [[ColorPalette::TertiaryLight]];
}
.tabUnselected {color:[[ColorPalette::Background]]; background:[[ColorPalette::TertiaryMid]];}
.tabContents {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::TertiaryPale]]; border:1px solid [[ColorPalette::TertiaryLight]];}
.tabContents .button {border:0;}

#sidebar {}
#sidebarOptions input {border:1px solid [[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel {background:[[ColorPalette::PrimaryPale]];}
#sidebarOptions .sliderPanel a {border:none;color:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:hover {color:[[ColorPalette::Background]]; background:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:active {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::Background]];}

.wizard {background:[[ColorPalette::PrimaryPale]]; border:1px solid [[ColorPalette::PrimaryMid]];}
.wizard h1 {color:[[ColorPalette::PrimaryDark]]; border:none;}
.wizard h2 {color:[[ColorPalette::Foreground]]; border:none;}
.wizardStep {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];
	border:1px solid [[ColorPalette::PrimaryMid]];}
.wizardStep.wizardStepDone {background:[[ColorPalette::TertiaryLight]];}
.wizardFooter {background:[[ColorPalette::PrimaryPale]];}
.wizardFooter .status {background:[[ColorPalette::PrimaryDark]]; color:[[ColorPalette::Background]];}
.wizard .button {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryLight]]; border: 1px solid;
	border-color:[[ColorPalette::SecondaryPale]] [[ColorPalette::SecondaryDark]] [[ColorPalette::SecondaryDark]] [[ColorPalette::SecondaryPale]];}
.wizard .button:hover {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Background]];}
.wizard .button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::Foreground]]; border: 1px solid;
	border-color:[[ColorPalette::PrimaryDark]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryDark]];}

.wizard .notChanged {background:transparent;}
.wizard .changedLocally {background:#80ff80;}
.wizard .changedServer {background:#8080ff;}
.wizard .changedBoth {background:#ff8080;}
.wizard .notFound {background:#ffff80;}
.wizard .putToServer {background:#ff80ff;}
.wizard .gotFromServer {background:#80ffff;}

#messageArea {border:1px solid [[ColorPalette::SecondaryMid]]; background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]];}
#messageArea .button {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::SecondaryPale]]; border:none;}

.popupTiddler {background:[[ColorPalette::TertiaryPale]]; border:2px solid [[ColorPalette::TertiaryMid]];}

.popup {background:[[ColorPalette::TertiaryPale]]; color:[[ColorPalette::TertiaryDark]]; border-left:1px solid [[ColorPalette::TertiaryMid]]; border-top:1px solid [[ColorPalette::TertiaryMid]]; border-right:2px solid [[ColorPalette::TertiaryDark]]; border-bottom:2px solid [[ColorPalette::TertiaryDark]];}
.popup hr {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::PrimaryDark]]; border-bottom:1px;}
.popup li.disabled {color:[[ColorPalette::TertiaryMid]];}
.popup li a, .popup li a:visited {color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:active {background:[[ColorPalette::SecondaryPale]]; color:[[ColorPalette::Foreground]]; border: none;}
.popupHighlight {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
.listBreak div {border-bottom:1px solid [[ColorPalette::TertiaryDark]];}

.tiddler .defaultCommand {font-weight:bold;}

.shadow .title {color:[[ColorPalette::TertiaryDark]];}

.title {color:[[ColorPalette::SecondaryDark]];}
.subtitle {color:[[ColorPalette::TertiaryDark]];}

.toolbar {color:[[ColorPalette::PrimaryMid]];}
.toolbar a {color:[[ColorPalette::TertiaryLight]];}
.selected .toolbar a {color:[[ColorPalette::TertiaryMid]];}
.selected .toolbar a:hover {color:[[ColorPalette::Foreground]];}

.tagging, .tagged {border:1px solid [[ColorPalette::TertiaryPale]]; background-color:[[ColorPalette::TertiaryPale]];}
.selected .tagging, .selected .tagged {background-color:[[ColorPalette::TertiaryLight]]; border:1px solid [[ColorPalette::TertiaryMid]];}
.tagging .listTitle, .tagged .listTitle {color:[[ColorPalette::PrimaryDark]];}
.tagging .button, .tagged .button {border:none;}

.footer {color:[[ColorPalette::TertiaryLight]];}
.selected .footer {color:[[ColorPalette::TertiaryMid]];}

.sparkline {background:[[ColorPalette::PrimaryPale]]; border:0;}
.sparktick {background:[[ColorPalette::PrimaryDark]];}

.error, .errorButton {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Error]];}
.warning {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryPale]];}
.lowlight {background:[[ColorPalette::TertiaryLight]];}

.zoomer {background:none; color:[[ColorPalette::TertiaryMid]]; border:3px solid [[ColorPalette::TertiaryMid]];}

.imageLink, #displayArea .imageLink {background:transparent;}

.annotation {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border:2px solid [[ColorPalette::SecondaryMid]];}

.viewer .listTitle {list-style-type:none; margin-left:-2em;}
.viewer .button {border:1px solid [[ColorPalette::SecondaryMid]];}
.viewer blockquote {border-left:3px solid [[ColorPalette::TertiaryDark]];}

.viewer table, table.twtable {border:2px solid [[ColorPalette::TertiaryDark]];}
.viewer th, .viewer thead td, .twtable th, .twtable thead td {background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::Background]];}
.viewer td, .viewer tr, .twtable td, .twtable tr {border:1px solid [[ColorPalette::TertiaryDark]];}

.viewer pre {border:1px solid [[ColorPalette::SecondaryLight]]; background:[[ColorPalette::SecondaryPale]];}
.viewer code {color:[[ColorPalette::SecondaryDark]];}
.viewer hr {border:0; border-top:dashed 1px [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::TertiaryDark]];}

.highlight, .marked {background:[[ColorPalette::SecondaryLight]];}

.editor input {border:1px solid [[ColorPalette::PrimaryMid]];}
.editor textarea {border:1px solid [[ColorPalette::PrimaryMid]]; width:100%;}
.editorFooter {color:[[ColorPalette::TertiaryMid]];}

#backstageArea {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::TertiaryMid]];}
#backstageArea a {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstageArea a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; }
#backstageArea a.backstageSelTab {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
#backstageButton a {background:none; color:[[ColorPalette::Background]]; border:none;}
#backstageButton a:hover {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstagePanel {background:[[ColorPalette::Background]]; border-color: [[ColorPalette::Background]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]];}
.backstagePanelFooter .button {border:none; color:[[ColorPalette::Background]];}
.backstagePanelFooter .button:hover {color:[[ColorPalette::Foreground]];}
#backstageCloak {background:[[ColorPalette::Foreground]]; opacity:0.6; filter:'alpha(opacity:60)';}
/*}}}*/
/*{{{*/
* html .tiddler {height:1%;}

body {font-size:.75em; font-family:arial,helvetica; margin:0; padding:0;}

h1,h2,h3,h4,h5,h6 {font-weight:bold; text-decoration:none;}
h1,h2,h3 {padding-bottom:1px; margin-top:1.2em;margin-bottom:0.3em;}
h4,h5,h6 {margin-top:1em;}
h1 {font-size:1.35em;}
h2 {font-size:1.25em;}
h3 {font-size:1.1em;}
h4 {font-size:1em;}
h5 {font-size:.9em;}

hr {height:1px;}

a {text-decoration:none;}

dt {font-weight:bold;}

ol {list-style-type:decimal;}
ol ol {list-style-type:lower-alpha;}
ol ol ol {list-style-type:lower-roman;}
ol ol ol ol {list-style-type:decimal;}
ol ol ol ol ol {list-style-type:lower-alpha;}
ol ol ol ol ol ol {list-style-type:lower-roman;}
ol ol ol ol ol ol ol {list-style-type:decimal;}

.txtOptionInput {width:11em;}

#contentWrapper .chkOptionInput {border:0;}

.externalLink {text-decoration:underline;}

.indent {margin-left:3em;}
.outdent {margin-left:3em; text-indent:-3em;}
code.escaped {white-space:nowrap;}

.tiddlyLinkExisting {font-weight:bold;}
.tiddlyLinkNonExisting {font-style:italic;}

/* the 'a' is required for IE, otherwise it renders the whole tiddler in bold */
a.tiddlyLinkNonExisting.shadow {font-weight:bold;}

#mainMenu .tiddlyLinkExisting,
	#mainMenu .tiddlyLinkNonExisting,
	#sidebarTabs .tiddlyLinkNonExisting {font-weight:normal; font-style:normal;}
#sidebarTabs .tiddlyLinkExisting {font-weight:bold; font-style:normal;}

.header {position:relative;}
.header a:hover {background:transparent;}
.headerShadow {position:relative; padding:4.5em 0em 1em 1em; left:-1px; top:-1px;}
.headerForeground {position:absolute; padding:4.5em 0em 1em 1em; left:0px; top:0px;}

.siteTitle {font-size:3em;}
.siteSubtitle {font-size:1.2em;}

#mainMenu {position:absolute; left:0; width:10em; text-align:right; line-height:1.6em; padding:1.5em 0.5em 0.5em 0.5em; font-size:1.1em;}

#sidebar {position:absolute; right:3px; width:16em; font-size:.9em;}
#sidebarOptions {padding-top:0.3em;}
#sidebarOptions a {margin:0em 0.2em; padding:0.2em 0.3em; display:block;}
#sidebarOptions input {margin:0.4em 0.5em;}
#sidebarOptions .sliderPanel {margin-left:1em; padding:0.5em; font-size:.85em;}
#sidebarOptions .sliderPanel a {font-weight:bold; display:inline; padding:0;}
#sidebarOptions .sliderPanel input {margin:0 0 .3em 0;}
#sidebarTabs .tabContents {width:15em; overflow:hidden;}

.wizard {padding:0.1em 1em 0em 2em;}
.wizard h1 {font-size:2em; font-weight:bold; background:none; padding:0em 0em 0em 0em; margin:0.4em 0em 0.2em 0em;}
.wizard h2 {font-size:1.2em; font-weight:bold; background:none; padding:0em 0em 0em 0em; margin:0.4em 0em 0.2em 0em;}
.wizardStep {padding:1em 1em 1em 1em;}
.wizard .button {margin:0.5em 0em 0em 0em; font-size:1.2em;}
.wizardFooter {padding:0.8em 0.4em 0.8em 0em;}
.wizardFooter .status {padding:0em 0.4em 0em 0.4em; margin-left:1em;}
.wizard .button {padding:0.1em 0.2em 0.1em 0.2em;}

#messageArea {position:fixed; top:2em; right:0em; margin:0.5em; padding:0.5em; z-index:2000; _position:absolute;}
.messageToolbar {display:block; text-align:right; padding:0.2em 0.2em 0.2em 0.2em;}
#messageArea a {text-decoration:underline;}

.tiddlerPopupButton {padding:0.2em 0.2em 0.2em 0.2em;}
.popupTiddler {position: absolute; z-index:300; padding:1em 1em 1em 1em; margin:0;}

.popup {position:absolute; z-index:300; font-size:.9em; padding:0; list-style:none; margin:0;}
.popup .popupMessage {padding:0.4em;}
.popup hr {display:block; height:1px; width:auto; padding:0; margin:0.2em 0em;}
.popup li.disabled {padding:0.4em;}
.popup li a {display:block; padding:0.4em; font-weight:normal; cursor:pointer;}
.listBreak {font-size:1px; line-height:1px;}
.listBreak div {margin:2px 0;}

.tabset {padding:1em 0em 0em 0.5em;}
.tab {margin:0em 0em 0em 0.25em; padding:2px;}
.tabContents {padding:0.5em;}
.tabContents ul, .tabContents ol {margin:0; padding:0;}
.txtMainTab .tabContents li {list-style:none;}
.tabContents li.listLink { margin-left:.75em;}

#contentWrapper {display:block;}
#splashScreen {display:none;}

#displayArea {margin:1em 17em 0em 14em;}

.toolbar {text-align:right; font-size:.9em;}

.tiddler {padding:1em 1em 0em 1em;}

.missing .viewer,.missing .title {font-style:italic;}

.title {font-size:1.6em; font-weight:bold;}

.missing .subtitle {display:none;}
.subtitle {font-size:1.1em;}

.tiddler .button {padding:0.2em 0.4em;}

.tagging {margin:0.5em 0.5em 0.5em 0; float:left; display:none;}
.isTag .tagging {display:block;}
.tagged {margin:0.5em; float:right;}
.tagging, .tagged {font-size:0.9em; padding:0.25em;}
.tagging ul, .tagged ul {list-style:none; margin:0.25em; padding:0;}
.tagClear {clear:both;}

.footer {font-size:.9em;}
.footer li {display:inline;}

.annotation {padding:0.5em; margin:0.5em;}

* html .viewer pre {width:99%; padding:0 0 1em 0;}
.viewer {line-height:1.4em; padding-top:0.5em;}
.viewer .button {margin:0em 0.25em; padding:0em 0.25em;}
.viewer blockquote {line-height:1.5em; padding-left:0.8em;margin-left:2.5em;}
.viewer ul, .viewer ol {margin-left:0.5em; padding-left:1.5em;}

.viewer table, table.twtable {border-collapse:collapse; margin:0.8em 1.0em;}
.viewer th, .viewer td, .viewer tr,.viewer caption,.twtable th, .twtable td, .twtable tr,.twtable caption {padding:3px;}
table.listView {font-size:0.85em; margin:0.8em 1.0em;}
table.listView th, table.listView td, table.listView tr {padding:0px 3px 0px 3px;}

.viewer pre {padding:0.5em; margin-left:0.5em; font-size:1.2em; line-height:1.4em; overflow:auto;}
.viewer code {font-size:1.2em; line-height:1.4em;}

.editor {font-size:1.1em;}
.editor input, .editor textarea {display:block; width:100%; font:inherit;}
.editorFooter {padding:0.25em 0em; font-size:.9em;}
.editorFooter .button {padding-top:0px; padding-bottom:0px;}

.fieldsetFix {border:0; padding:0; margin:1px 0px 1px 0px;}

.sparkline {line-height:1em;}
.sparktick {outline:0;}

.zoomer {font-size:1.1em; position:absolute; overflow:hidden;}
.zoomer div {padding:1em;}

* html #backstage {width:99%;}
* html #backstageArea {width:99%;}
#backstageArea {display:none; position:relative; overflow: hidden; z-index:150; padding:0.3em 0.5em 0.3em 0.5em;}
#backstageToolbar {position:relative;}
#backstageArea a {font-weight:bold; margin-left:0.5em; padding:0.3em 0.5em 0.3em 0.5em;}
#backstageButton {display:none; position:absolute; z-index:175; top:0em; right:0em;}
#backstageButton a {padding:0.1em 0.4em 0.1em 0.4em; margin:0.1em 0.1em 0.1em 0.1em;}
#backstage {position:relative; width:100%; z-index:50;}
#backstagePanel {display:none; z-index:100; position:absolute; width:90%; margin:0em 3em 0em 3em; padding:1em 1em 1em 1em;}
.backstagePanelFooter {padding-top:0.2em; float:right;}
.backstagePanelFooter a {padding:0.2em 0.4em 0.2em 0.4em;}
#backstageCloak {display:none; z-index:20; position:absolute; width:100%; height:100px;}

.whenBackstage {display:none;}
.backstageVisible .whenBackstage {display:block;}
/*}}}*/
/***
StyleSheet for use when a translation requires any css style changes.
This StyleSheet can be used directly by languages such as Chinese, Japanese and Korean which need larger font sizes.
***/
/*{{{*/
body {font-size:0.8em;}
#sidebarOptions {font-size:1.05em;}
#sidebarOptions a {font-style:normal;}
#sidebarOptions .sliderPanel {font-size:0.95em;}
.subtitle {font-size:0.8em;}
.viewer table.listView {font-size:0.95em;}
/*}}}*/
/*{{{*/
@media print {
#mainMenu, #sidebar, #messageArea, .toolbar, #backstageButton, #backstageArea {display: none ! important;}
#displayArea {margin: 1em 1em 0em 1em;}
/* Fixes a feature in Firefox 1.5.0.2 where print preview displays the noscript content */
noscript {display:none;}
}
/*}}}*/
<!--{{{-->
<div class='header' macro='gradient vert [[ColorPalette::PrimaryLight]] [[ColorPalette::PrimaryMid]]'>
<div class='headerShadow'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
<div class='headerForeground'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
</div>
<div id='mainMenu' refresh='content' tiddler='MainMenu'></div>
<div id='sidebar'>
<div id='sidebarOptions' refresh='content' tiddler='SideBarOptions'></div>
<div id='sidebarTabs' refresh='content' force='true' tiddler='SideBarTabs'></div>
</div>
<div id='displayArea'>
<div id='messageArea'></div>
<div id='tiddlerDisplay'></div>
</div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar [[ToolbarCommands::ViewToolbar]]'></div>
<div class='title' macro='view title'></div>
<div class='subtitle'><span macro='view modifier link'></span>, <span macro='view modified date'></span> (<span macro='message views.wikified.createdPrompt'></span> <span macro='view created date'></span>)</div>
<div class='tagging' macro='tagging'></div>
<div class='tagged' macro='tags'></div>
<div class='viewer' macro='view text wikified'></div>
<div class='tagClear'></div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar [[ToolbarCommands::EditToolbar]]'></div>
<div class='title' macro='view title'></div>
<div class='editor' macro='edit title'></div>
<div macro='annotations'></div>
<div class='editor' macro='edit text'></div>
<div class='editor' macro='edit tags'></div><div class='editorFooter'><span macro='message views.editor.tagPrompt'></span><span macro='tagChooser excludeLists'></span></div>
<!--}}}-->
To get started with this blank TiddlyWiki, you'll need to modify the following tiddlers:
* SiteTitle & SiteSubtitle: The title and subtitle of the site, as shown above (after saving, they will also appear in the browser title bar)
* MainMenu: The menu (usually on the left)
* DefaultTiddlers: Contains the names of the tiddlers that you want to appear when the TiddlyWiki is opened
You'll also need to enter your username for signing your edits: <<option txtUserName>>
These InterfaceOptions for customising TiddlyWiki are saved in your browser

Your username for signing your edits. Write it as a WikiWord (eg JoeBloggs)

<<option txtUserName>>
<<option chkSaveBackups>> SaveBackups
<<option chkAutoSave>> AutoSave
<<option chkRegExpSearch>> RegExpSearch
<<option chkCaseSensitiveSearch>> CaseSensitiveSearch
<<option chkAnimate>> EnableAnimations

----
Also see [[AdvancedOptions]]
<<importTiddlers>>
You may encounter bags, boxes, and chests in your travels. A tool of this sort can be opened with the "#loot" extended command when you are standing on top of it (that is, on the same floor spot), or with the 'a' (apply) command when you are carrying it. However, chests are often locked, and are in any case unwieldy objects. You must set one down before unlocking it by using a key or lock-picking tool with the 'a' (apply) command, by kicking it with the '^D' command, or by using a weapon to force the lock with the "#force" extended command.

Some chests are trapped, causing nasty things to happen when you unlock or open them. You can check for and try to deactivate traps with the "#untrap" extended command.
Any object that you find may be cursed, even if the object is otherwise helpful. The most common effect of a curse is being stuck with (and to) the item. Cursed weapons weld themselves to your hand when wielded, so you cannot unwield them. Any cursed item you wear is not removable by ordinary means. In addition, cursed arms and armor usually, but not always, bear negative enchantments that make them less effective in combat. Other cursed objects may act poorly or detrimentally in other ways.

Objects can also be blessed. Blessed items usually work better or more beneficially than normal uncursed items. For example, a blessed weapon will do more damage against demons.

There are magical means of bestowing or removing curses upon objects, so even if you are stuck with one, you can still have the curse lifted and the item removed. Priests and Priestesses have an innate sensitivity to this property in any object, so they can more easily avoid cursed objects than other character roles.

An item with unknown status will be reported in your inventory with no prefix. An item which you know the state of will be distinguished in your inventory by the presence of the word "cursed", "uncursed" or "blessed" in the description of the item.
Doorways connect rooms and corridors. Some doorways have no doors; you can walk right through. Others have doors in them, which may be open, closed, or locked. To open a closed door, use the 'o' (open) command; to close it again, use the 'c' (close) command.

You can get through a locked door by using a tool to pick the lock with the 'a' (apply) command, or by kicking it open with the '^D' (kick) command.

Open doors cannot be entered diagonally; you must approach them straight on, horizontally or vertically. Doorways without doors are not restricted in this fashion.

Doors can be useful for shutting out monsters. Most monsters cannot open doors, although a few don't need to (ex. ghosts can walk through doors).

Secret doors are hidden. You can find them with the 's' (search) command. Once found they are in all ways equivalent to normal doors.
If you see a monster and you wish to fight it, just attempt to walk into it. Many monsters you find will mind their own business unless you attack them. Some of them are very dangerous when angered. Remember: discretion is the better part of valor.

If you can't see a monster (if it is invisible, or if you are blinded), the symbol 'I' will be shown when you learn of its presence. If you attempt to walk into it, you will try to fight it just like a monster that you can see; of course, if the
monster has moved, you will attack empty air. If you guess that the monster has moved and you don't wish to fight, you can use the 'm' command to move without fighting; likewise, if you don't remember a monster but want to try fighting anyway, you can use the 'F' command.
Recently, you have begun to find yourself unfulfilled and distant in your daily occupation. Strange dreams of prospecting, stealing, crusading, and combat have haunted you in your sleep for many months, but you aren't sure of the reason. You wonder whether you have in fact been having those dreams all your life, and somehow managed to forget about them until now. Some nights you awaken suddenly and cry out, terrified at the vivid recollection of the strange and powerful creatures that seem to be lurking behind every corner of the dungeon in your dream. Could these details haunting your dreams be real? As each night passes, you feel the desire to enter the mysterious caverns near the ruins grow stronger. Each morning, however, you quickly put the idea out of your head as you recall the tales of those who entered the caverns before you and did not return. Eventually you can resist the yearning to seek out the fantastic place in your dreams no longer. After all, when other adventurers came back this way after spending time in the caverns, they usually seemed better off than when they passed through the first time. And who was to say that all of those who did not return had not just kept going?

Asking around, you hear about a bauble, called the Amulet of Yendor by some, which, if you can find it, will bring you great wealth. One legend you were told even mentioned that the one who finds the amulet will be granted immortality by the gods. The amulet is rumored to be somewhere beyond the Valley of Gehennom, deep within the Mazes of Menace. Upon hearing the legends, you immediately realize that there is some profound and undiscovered reason that you are to descend into the caverns and seek out that amulet of which they spoke. Even if the rumors of the amulet's powers are untrue, you decide that you should at least be able to sell the tales of your adventures to the local minstrels for a tidy sum, especially if you encounter any of the terrifying and magical creatures of your dreams along the way. You spend one last night fortifying yourself at the local inn, becoming more and more depressed as you watch the odds of your success being posted on the inn's walls getting lower and lower.

In the morning you awake, collect your belongings, and set off for the dungeon. After several days of uneventful travel, you see the ancient ruins that mark the entrance to the Mazes of Menace. It is late at night, so you make camp at the entrance and spend the night sleeping under the open skies. In the morning, you gather your gear, eat what may be your last meal outside, and enter the dungeon...
Options may be set in a number of ways. Within the game, the 'O' command allows you to view all options and change most of them. You can also set options automatically by placing them in the NETHACKOPTIONS environment variable or in a configuration file. Some versions of NetHack also have front-end programs that allow you to set options before starting the game.
Several aspects of shop behavior might be unexpected.
*The price of a given item can vary due to a variety of factors.
*A shopkeeper treats the spot immediately inside the door as if it were outside the shop.
*While the shopkeeper watches you like a hawk, he will generally ignore any other customers.
*If a shop is "closed for inventory", it will not open of its own accord.
*Shops do not get restocked with new items, regardless of inventory depletion.
The bottom two lines of the screen contain several cryptic pieces of information describing your current status. If either status line becomes longer than the width of the screen, you might not see all of it. Here are explanations of what the various status items mean (though your configuration may not have all the status items listed below):
; Rank
: Your character's name and professional ranking (based on the experience level, see below).
; Strength
: A measure of your character's strength; one of your six basic attributes. A human character's attributes can range from 3 to 18 inclusive; non-humans may exceed these limits (occasionally you may get super-strengths of the form 18/xx, and magic can also cause attributes to exceed the normal limits). The higher your strength, the stronger you are. Strength affects how successfully you perform physical tasks, how much damage you do in combat, and how much loot you can carry.
; Dexterity
: Dexterity affects your chances to hit in combat, to avoid traps, and do other tasks requiring agility or manipulation of objects.
; Constitution
: Constitution affects your ability to recover from injuries and other strains on your stamina.
; Intelligence
: Intelligence affects your ability to cast spells and read spellbooks.
; Wisdom
: Wisdom comes from your practical experience (especially when dealing with magic). It affects your magical energy.
; Charisma
: Charisma affects how certain creatures react toward you. In particular, it can affect the prices shopkeepers offer you.
; Alignment
: Lawful, Neutral, or Chaotic. Often, Lawful is taken as good and Chaotic as evil, but legal and ethical do not always coincide. Your alignment influences how other monsters react toward you. Monsters of a like alignment are more likely to be non-aggressive, while those of an opposing alignment are more likely to be seriously offended at your presence.
; Dungeon Level
: How deep you are in the dungeon. You start at level one and the number increases as you go deeper into the dungeon. Some levels are special, and are identified by a name and not a number. The Amulet of Yendor is reputed to be somewhere beneath the twentieth level.
; Gold
: The number of gold pieces you are openly carrying. Gold which you have concealed in containers is not counted.
; Hit Points
: Your current and maximum hit points. Hit points indicate how much damage you can take before you die. The more you get hit in a fight, the lower they get. You can regain hit points by resting, or by using certain magical items or spells. The number in parentheses is the maximum number your hit points can reach.
; Power
: Spell points. This tells you how much mystic energy (mana) you have available for spell casting. Again, resting will regenerate the amount available.
; Armor Class
: A measure of how effectively your armor stops blows from unfriendly creatures. The lower this number is, the more effective the armor; it is quite possible to have negative armor class.
; Experience
: Your current experience level and experience points. As you adventure, you gain experience points. At certain experience point totals, you gain an experience level. The more experienced you are, the better you fight and withstand magical attacks. Many dungeons show only your experience level here.
; Time
: The number of turns elapsed so far, displayed if you have the time option set.
; Hunger status
: Your current hunger status, ranging from Satiated down to Fainting. If your hunger status is normal, it is not displayed.

Additional status flags may appear after the hunger status: Conf when you're confused, FoodPois or Ill when sick, Blind when you can't see, Stun when stunned, and Hallu when hallucinating.
You can throw just about anything via the 't' command. It will prompt for the item to throw; picking '?' will list things in your inventory which are considered likely to be thrown, or picking '*' will list your entire inventory. After you've chosen what to throw, you will be prompted for a direction rather than for a specific target. The distance something can be thrown depends mainly on the type of object and your strength. Arrows can be thrown by hand, but can be thrown much farther and will be more likely to hit when thrown while you are wielding a bow.

You can simplify the throwing operation by using the 'Q' command to select your preferred "missile", then using the 'f' command to throw it. You'll be prompted for a direction as above, but you don't have to specify which item to throw each time you use 'f'. There is also an option, autoquiver, which has NetHack choose another item to automatically fill your quiver when the inventory slot used for 'Q' runs out.

Some characters have the ability to fire a volley of multiple items in a single turn. Knowing how to load several rounds of ammunition at once -- or hold several missiles in your hand -- and still hit a target is not an easy task. Rangers are among those who are adept at this task, as are those with a high level of proficiency in the relevant weapon skill (in bow skill if you're wielding one to shoot arrows, in crossbow skill if you're wielding one to shoot bolts, or in sling skill if you're wielding one to shoot stones). The number of items that the character has a chance to fire varies from turn to turn. You can explicitly limit the number of shots by using a numeric prefix before the 't' or 'f' command. For example, "2f" (or "n2f" if using number_pad mode) would ensure that at most 2 arrows are shot even if you could have fired 3. If you specify a larger number than would have been shot ("4f" in this example), you'll just end up shooting the same number (3, here) as if no limit had been specified. Once the volley is in motion, all of the items will travel in the same direction; if the first ones kill a monster, the others can still continue beyond that spot.
The top line of the screen is reserved for messages that describe things that are impossible to represent visually. If you see a "{{{--More--}}}" on the top line, this means that NetHack has another message to display on the screen, but it wants to make certain that you've read the one that is there first. To read the next message, just press the space bar.
There are traps throughout the dungeon to snare the unwary delver. For example, you may suddenly fall into a pit and be stuck for a few turns trying to climb out. Traps don't appear on your map until you see one triggered by moving onto it, see something fall into it, or you discover it with the 's' (search) command. Monsters can fall prey to traps, too, which can be a very useful defensive strategy.

There is a special pre-mapped branch of the dungeon based on the classic computer game "Sokoban." The goal is to push the boulders into the pits or holes. With careful foresight, it is possible to complete all of the levels according to the traditional rules of Sokoban. Some allowances are permitted in case the player gets stuck; however, they will lower your luck.
The NETHACKOPTIONS variable is a comma-separated list of initial values for the various options. Some can only be turned on or off. You turn one of these on by adding the name of the option to the list, and turn it off by typing a '!' or "no" before the name. Others take a character string as a value. You can set string options by typing the option name, a colon or equals sign, and then the value of the string. The value is terminated by the next comma or the end of string.

For example, to set up an environment variable so that "autoquiver" is on, "autopickup" is off, the name is set to "Blue Meanie", and the fruit is set to "papaya", you would enter the command
{{{% setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"}}}
in csh (note the need to escape the ! since it's special to the shell), or
{{{$ NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"}}}
{{{$ export NETHACKOPTIONS}}}

in sh or ksh.
You will have varying degrees of skill in the weapons available. Weapon proficiency, or weapon skills, affect how well you can use particular types of weapons, and you'll be able to improve your skills as you progress through a game, depending on your role, your experience level, and use of the weapons.

For the purposes of proficiency, weapons have been divided up into various groups such as daggers, broadswords, and polearms. Each role has a limit on what level of proficiency a character can achieve for each group. For instance, wizards can become highly skilled in daggers or staves but not in swords or bows.

The '#enhance' extended command is used to review current weapons proficiency (also spell proficiency) and to choose which skill(s) to improve when you've used one or more skills enough to become eligible to do so. The skill rankings are "none" (sometimes also referred to as "restricted", because you won't be able to advance), "unskilled", "basic", "skilled", and "expert". Restricted skills simply will not appear in the list shown by '#enhance'. (Divine intervention might unrestrict a particular skill, in which case it will start at unskilled and be limited to basic.) Some characters can enhance their barehanded combat or martial arts skill beyond expert to "master" or "grand master".

Use of a weapon in which you're restricted or unskilled will incur a modest penalty in the chance to hit a monster and also in the amount of damage done when you do hit; at basic level, there is no penalty or bonus; at skilled level, you receive a modest bonus in the chance to hit and amount of damage done; at expert level, the bonus is higher. A successful hit has a chance to
boost your training towards the next skill level (unless you've already reached the limit for this skill). Once such training reaches the threshold for that next level, you'll be told that you feel more confident in your skills. At that point you can use '#enhance' to increase one or more skills. Such skills are not increased automatically because there is a limit to your total overall skills, so you need to actively choose which skills to enhance and which to ignore.
Given a chance, most monsters in the Mazes of Menace will gratuitously try to kill you. You need weapons for self-defense (killing them first). Without a weapon, you do only 1-2 hit points of damage (plus bonuses, if any). Monk characters are an exception; they normally do much more damage with bare hands than they do with weapons.

There are wielded weapons, like maces and swords, and thrown weapons, like arrows and spears. To hit monsters with a weapon, you must wield it and attack them, or throw it at them. You can simply elect to throw a spear. To shoot an arrow, you should first wield a bow, then throw the arrow. Crossbows shoot crossbow bolts. Slings hurl rocks and (other) stones (like gems).

Enchanted weapons have a "plus" (or "to hit enhancement" which can be either positive or negative) that adds to your chance to hit and the damage you do to a monster. The only way to determine a weapon's enchantment is to have it magically identified somehow. Most weapons are subject to some type of damage like rust. Such "erosion" damage can be repaired.

The chance that an attack will successfully hit a monster, and the amount of damage such a hit will do, depends upon many factors. Among them are: type of weapon, quality of weapon
(enchantment and/or erosion), experience level, strength, dexterity, encumbrance, and proficiency (see below). The monster's armor class -- a general defense rating, not necessarily due to wearing of armor -- is a factor too; also, some monsters are particularly vulnerable to certain types of weapons.

Many weapons can be wielded in one hand; some require both hands. When wielding a two-handed weapon, you can not wear a shield, and vice versa. When wielding a one-handed weapon, you can have another weapon ready to use by setting things up with the 'x' command, which exchanges your primary (the one being wielded) and alternate weapons. And if you have proficiency in the "two weapon combat" skill, you may wield both weapons simultaneously as primary and secondary; use the '#twoweapon' extended command to engage or disengage that. Only some types of characters (barbarians, for instance) have the necessary skill available. Even with that skill, using two weapons at once incurs a penalty in the chance to hit your target compared to using just one weapon at a time.

There might be times when you'd rather not wield any weapon at all. To accomplish that, wield '-', or else use the 'A' command which allows you to unwield the current weapon in addition to taking off other worn items.

Those of you in the audience who are AD&D players, be aware that each weapon which existed in AD&D does roughly the same damage to monsters in NetHack. Some of the more obscure weapons (such as the aklys, lucern hammer, and bec-de-corbin) are defined in an appendix to Unearthed Arcana, an AD&D supplement.

The commands to use weapons are 'w' (wield), 't' (throw), 'f' (fire, an alternative way of throwing), 'Q' (quiver), 'x' (exchange), '#twoweapon', and '#enhance' (see below)
You have just begun a game of NetHack. Your goal is to grab as much treasure as you can, retrieve the Amulet of Yendor, and escape the Mazes of Menace alive.

Your abilities and strengths for dealing with the hazards of adventure will vary with your background and training:

Archeologists understand dungeons pretty well; this enables them to move quickly and sneak up on the local nasties. They start equipped with the tools for a proper scientific expedition.

Barbarians are warriors out of the hinterland, hardened to battle. They begin their quests with naught but uncommon strength, a trusty hauberk, and a great two-handed sword.

Cavemen and Cavewomen start with exceptional strength but, unfortunately, with neolithic weapons.

Healers are wise in medicine and apothecary. They know the herbs and simples that can restore vitality, ease pain, anesthetize, and neutralize poisons; and with their instruments, they can divine a being's state of health or sickness. Their medical practice earns them quite reasonable amounts of money, with which they enter the dungeon.

Knights are distinguished from the common skirmisher by their devotion to the ideals of chivalry and by the surpassing excellence of their armor.

Monks are ascetics, who by rigorous practice of physical and mental disciplines have become capable of fighting as effectively without weapons as with. They wear no armor but make up for it with increased mobility.

Priests and Priestesses are clerics militant, crusaders advancing the cause of righteousness with arms, armor, and arts thaumaturgic. Their ability to commune with deities via prayer occasionally extricates them from peril, but can also put them in it.

Rangers are most at home in the woods, and some say slightly out of place in a dungeon. They are, however, experts in archery as well as tracking and stealthy movement.

Rogues are agile and stealthy thieves, with knowledge of locks, traps, and poisons. Their advantage lies in surprise, which they employ to great advantage.

Samurai are the elite warriors of feudal Nippon. They are lightly armored and quick, and wear the dai-sho, two swords of the deadliest keenness.

Tourists start out with lots of gold (suitable for shopping with), a credit card, lots of food, some maps, and an expensive camera. Most monsters don't like being photographed.

Valkyries are hardy warrior women. Their upbringing in the harsh Northlands makes them strong, inures them to extremes of cold, and instills in them stealth and cunning.

Wizards start out with a knowledge of magic, a selection of magical items, and a particular affinity for dweomercraft. Although seemingly weak and easy to overcome at first sight, an experienced Wizard is a deadly foe.

You may also choose the race of your character:

Dwarves are smaller than humans or elves, but are stocky and solid individuals. Dwarves' most notable trait is their great expertise in mining and metalwork. Dwarvish armor is said to be second in quality not even to the mithril armor of the Elves.

Elves are agile, quick, and perceptive; very little of what goes on will escape an Elf. The quality of Elven craftsmanship often gives them an advantage in arms and armor.

Gnomes are smaller than but generally similar to dwarves. Gnomes are known to be expert miners, and it is known that a secret underground mine complex built by this race exists within the Mazes of Menace, filled with both riches and danger.

Humans are by far the most common race of the surface world, and are thus the norm by which other races are often compared. Although they have no special abilities, they can succeed in any role.

Orcs are a cruel and barbaric race that hate every living thing (including other orcs). Above all others, Orcs hate Elves with a passion unequalled, and will go out of their way to kill one at any opportunity. The armor and weapons fashioned by the Orcs are typically of inferior quality.
You start the game with a little dog ('d'), cat ('f'), or pony ('u'), which follows you about the dungeon and fights monsters with you. Like you, your pet needs food to survive. It usually feeds itself on fresh carrion and other meats. If you're worried about it or want to train it, you can feed it, too, by throwing it food. A properly trained pet can be very useful under certain circumstances.

Your pet also gains experience from killing monsters, and can grow over time, gaining hit points and doing more damage. Initially, your pet may even be better at killing things than you, which makes pets useful for low-level characters.

Your pet will follow you up and down staircases if it is next to you when you move. Otherwise your pet will be stranded and may become wild. Similarly, when you trigger certain types of traps which alter your location (for instance, a trap door which drops you to a lower dungeon level), any adjacent pet will accompany you and any non-adjacent pet will be left behind. Your pet may trigger such traps itself; you will not be carried along with it even if adjacent at the time.
Lots of unfriendly things lurk about; you need armor to protect yourself from their blows. Some types of armor offer better protection than others. Your armor class is a measure of this protection. Armor class (AC) is measured as in AD&D, with 10 being the equivalent of no armor, and lower numbers meaning better armor. Each suit of armor which exists in AD&D gives the same protection in NetHack. Here is an (incomplete) list of the armor classes provided by various suits of armor:

| Armor | Class |
| dragon scale mail | 1 |
| plate mail | 3 |
| crystal plate mail | 3 |
| bronze plate mail | 4 |
| splint mail | 4 |
| banded mail | 4 |
| dwarvish mithril-coat | 4 |
| elven mithril-coat | 5 |
| chain mail | 5 |
| orcish chain mail | 6 |
| scale mail | 6 |
| studded leather armor | 7 |
| ring mail | 7 |
| orcish ring mail | 8 |
| leather armor | 8 |
| leather jacket | 9 |
| no armor | 10 |

You can also wear other pieces of armor (ex. helmets, boots, shields, cloaks) to lower your armor class even further, but you can only wear one item of each category (one suit of armor, one cloak, one helmet, one shield, and so on) at a time.

If a piece of armor is enchanted, its armor protection will be better (or worse) than normal, and its "plus" (or minus) will subtract from your armor class. For example, a +1 chain mail would give you better protection than normal chain mail, lowering your armor class one unit further to 4. When you put on a piece of armor, you immediately find out the armor class and any "plusses" it provides. Cursed pieces of armor usually have negative enchantments (minuses) in addition to being unremovable.

Many types of armor are subject to some kind of damage like rust. Such damage can be repaired. Some types of armor may
inhibit spell casting.

The commands to use armor are 'W' (wear) and 'T' (take off). The 'A' command can also be used to take off armor as well as other worn items.
In general, each level in the dungeon will have a staircase going up ('<') to the previous level and another going down ('>') to the next level. There are some exceptions though. For instance, fairly early in the dungeon you will find a level with two down staircases, one continuing into the dungeon and the other branching into an area known as the Gnomish Mines. Those mines eventually hit a dead end, so after exploring them (if you choose to do so), you'll need to climb back up to the main dungeon.

When you traverse a set of stairs, or trigger a trap which sends you to another level, the level you're leaving will be deactivated and stored in a file on disk. If you're moving to a previously visited level, it will be loaded from its file on disk and reactivated. If you're moving to a level which has not yet been visited, it will be created (from scratch for most random
levels, from a template for some "special" levels, or loaded from the remains of an earlier game for a "bones" level as briefly described below). Monsters are only active on the current level; those on other levels are essentially placed into stasis.

Ordinarily when you climb a set of stairs, you will arrive on the corresponding staircase at your destination. However, pets (see below) and some other monsters will follow along if they're close enough when you travel up or down stairs, and occasionally one of these creatures will displace you during the climb. When that occurs, the pet or other monster will arrive on the staircase and you will end up nearby.
Some types of creatures in the dungeon can actually be ridden if you have the right equipment and skill. Convincing a wild beast to let you saddle it up is difficult to say the least. Many a dungeoneer has had to resort to magic and wizardry in order to forge the alliance. Once you do have the beast under your control however, you can easily climb in and out of the saddle with the '#ride' command. Lead the beast around the dungeon when riding, in the same manner as you would move yourself. It is the beast that you will see displayed on the map.

Riding skill is managed by the '#enhance' command. See the section on Weapon proficiency for more information about that.
The rest of the screen is the map of the level as you have explored it so far. Each symbol on the screen represents something. You can set various graphics options to change some of the symbols the game uses; otherwise, the game will use default symbols. Here is a list of what the default symbols mean:
; - and |
: The walls of a room, or an open door. Or a grave (|).
; .
: The floor of a room, ice, or a doorless doorway.
; #
: A corridor, or iron bars, or a tree, or possibly a kitchen sink (if your dungeon has sinks), or a drawbridge.
; >
: Stairs down: a way to the next level.
; <
: Stairs up: a way to the previous level.
; +
: A closed door, or a spellbook containing a spell you may be able to learn.
; @
: Your character or a human.
; $
: A pile of gold.
; ^
: A trap (once you have detected it).
; )
: A weapon.
; [
: A suit or piece of armor.
; %
: Something edible (not necessarily healthy).
; ?
: A scroll.
; /
: A wand.
; =
: A ring.
; !
: A potion.
; (
: A useful item (pick-axe, key, lamp...).
; "
: An amulet or a spider web.
; *
: A gem or rock (possibly valuable, possibly worthless).
; `
: A boulder or statue.
; 0
: An iron ball.
; _
: An altar, or an iron chain.
; {
: A fountain.
; } 
: A pool of water or moat or a pool of lava.
; \
: An opulent throne.
; a-zA-Z and other symbols
: Letters and certain other symbols represent the various inhabitants of the Mazes of Menace. Watch out, they can be nasty and vicious. Sometimes, however, they can be helpful.
; I
: This marks the last known location of an invisible or otherwise unseen monster. Note that the monster could have moved. The 'F' and 'm' commands may be useful here.

You need not memorize all these symbols; you can ask the game what any symbol represents with the '/' command (see the next section for more info).
Any line in the configuration file starting with '#' is treated as a comment. Any line in the configuration file starting with "OPTIONS=" may be filled out with options in the same syntax as in NETHACKOPTIONS. Any line starting with "DUNGEON=", "EFFECTS=", "MONSTERS=", "OBJECTS=", "TRAPS=", or "BOULDER=" is taken as defining the corresponding dungeon, effects, monsters, objects traps or boulder option in a different syntax, a sequence of decimal numbers giving the character position in the current font to be used in displaying each entry. A zero in any entry in such a sequence leaves the display of that entry unchanged; this feature is not available using the option syntax. Such a sequence can be continued to multiple lines by putting a '\' at the end of each line to be continued.

If your copy of the game included the compile time AUTOPICKUP_EXCEPTIONS option, then any line starting with "AUTOPICKUP_EXCEPTION=" is taken as defining an exception to the pickup_types option. There is a section of this Guidebook that discusses that.

The default name of the configuration file varies on different operating systems, but NETHACKOPTIONS can also be set to the full name of a file you want to use (possibly preceded by an '@').
On the screen is kept a map of where you have been and what you have seen on the current dungeon level; as you explore more of the level, it appears on the screen in front of you.

When NetHack's ancestor rogue first appeared, its screen orientation was almost unique among computer fantasy games. Since then, screen orientation has become the norm rather than the exception; NetHack continues this fine tradition. Unlike text adventure games that accept commands in pseudo-English sentences and explain the results in words, NetHack commands are all one or two keystrokes and the results are displayed graphically on the screen. A minimum screen size of 24 lines by 80 columns is recommended; if the screen is larger, only a 21x80 section will be used for the map.

NetHack can even be played by blind players, with the assistance of Braille readers or speech synthesisers. Instructions for configuring NetHack for the blind are included later in this document.

NetHack generates a new dungeon every time you play it; even the authors still find it an entertaining and exciting game despite having won several times.

NetHack offers a variety of display options. The options available to you will vary from port to port, depending on the capabilities of your hardware and software, and whether various compile-time options were enabled when your executable was created. The three possible display options are: a monochrome character interface, a color character interface, and a graphical interface using small pictures called tiles. The two character interfaces allow fonts with other characters to be substituted, but the default assignments use standard ASCII characters to represent everything. There is no difference between the various display options with respect to game play. Because we cannot reproduce the tiles or colors in the Guidebook, and because it is common to all ports, we will use the default ASCII characters from the monochrome character display when referring to things you might see on the screen during your game.

In order to understand what is going on in NetHack, first you must understand what NetHack is doing with the screen. The NetHack screen replaces the "You see ..." descriptions of text adventure games. Figure 1 is a sample of what a NetHack screen might look like. The way the screen looks for you depends on your platform.
{{{
--------------------------------------------------------------------
           The bat bites!

               ------
               |....|    ----------
               |.<..|####...@...$.|
               |....-#   |...B....+
               |....|    |.d......|
               ------    -------|--

Player the Rambler     St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15  Neutral
           Dlvl:1 $:0  HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak
--------------------------------------------------------------------
}}}
| Figure 1 |c
You may encounter the shades and corpses of other adventurers (or even former incarnations of yourself!) and their personal effects. Ghosts are hard to kill, but easy to avoid, since they're slow and do little damage. You can plunder the deceased adventurer's possessions; however, they are likely to be cursed. Beware of whatever killed the former player; it is probably still lurking around, gloating over its last victory.
Commands are initiated by typing one or two characters. Some commands, like "search", do not require that any more information be collected by NetHack. Other commands might require additional information, for example a direction, or an object to be used. For those commands that require additional information, NetHack will present you with either a menu of choices or with a command line prompt requesting information. Which you are presented with will depend chiefly on how you have set the menustyle option.

For example, a common question, in the form "What do you want to use? [a-zA-Z ?*]", asks you to choose an object you are carrying. Here, "a-zA-Z" are the inventory letters of your possible choices. Typing '?' gives you an inventory list of these items, so you can see what each letter refers to. In this example, there is also a '*' indicating that you may choose an object not on the list, if you wanted to use something unexpected. Typing a '*' lists your entire inventory, so you can see the

inventory letters of every object you're carrying. Finally, if you change your mind and decide you don't want to do this command after all, you can press the ESC key to abort the command.

You can put a number before some commands to repeat them that many times; for example, "10s" will search ten times. If you have the number_pad option set, you must type 'n' to prefix a count, so the example above would be typed "n10s" instead. Commands for which counts make no sense ignore them. In addition, movement commands can be prefixed for greater control (see below). To cancel a count or a prefix, press the ESC key.

The list of commands is rather long, but it can be read at any time during the game through the '?' command, which accesses a menu of helpful texts. Here are the commands for your reference:
; ?
: Help menu: display one of several help texts available.
; /
: Tell what a symbol represents. You may choose to specify a location or type a symbol (or even a whole word) to explain. Specifying a location is done by moving the cursor to a particular spot on the map and then pressing one of '.', ',', ';', or ':'. '.' will explain the symbol at the chosen location, conditionally check for "More info?" depending upon whether the help option is on, and then you will be asked to pick another location; ',' will explain the symbol but skip any additional information; ';' will skip additional info and also not bother asking you to choose another location to examine; ':' will show additional info, if any, without asking for confirmation. When picking a location, pressing the ESC key will terminate this command, or pressing '?' will give a brief reminder about how it works.

Specifying a name rather than a location always gives any additional information available about that name.
; &
: Tell what a command does.
; <
: Go up to the previous level (if you are on a staircase or ladder).
; >
: Go down to the next level (if you are on a staircase or ladder).
; [yuhjklbn]
: Go one step in the direction indicated (see Figure 2). If you sense or remember a monster there, you will fight the monster instead. Only these one-step movement commands cause you to fight monsters; the others (below) are "safe."
{{{
                                    y  k  u          7  8  9
                                     \ | /            \ | /
                                    h- . -l          4- . -6
                                     / | \            / | \
                                    b  j  n          1  2  3
                                              (if number_pad is set)
}}}
Figure 2
; [YUHJKLBN]
: Go in that direction until you hit a wall or run into something.
; m[yuhjklbn]
: Prefix: move without picking up objects or fighting (even if you remember a monster there)
; F[yuhjklbn]
: Prefix: fight a monster (even if you only guess one is there)
; M[yuhjklbn]
: Prefix: move far, no pickup.
; g[yuhjklbn]
: Prefix: move until something interesting is found.
; G[yuhjklbn] or <CONTROL->[yuhjklbn]
: Prefix: same as 'g', but forking of corridors is not considered interesting.
; _
: Travel to a map location via a shortest-path algorithm. The shortest path is computed over map locations the hero knows about (e.g. seen or previously traversed). If there is no known path, a guess is made instead. Stops on most of the same conditions as the 'G' command, but without picking up objects, similar to the 'M' command. For ports with mouse support, the command is also invoked when a mouse-click takes place on a location other than the current position.
; .
: Rest, do nothing for one turn.
; a
: Apply (use) a tool (pick-axe, key, lamp...).
; A
: Remove one or more worn items, such as armor. Use 'T' (take off) to take off only one piece of armor or 'R' (remove) to take off only one accessory.
; ^A
: Redo the previous command.
; c
: Close a door.
; C
: Call (name) an individual monster.
; ^C
: Panic button. Quit the game.
; d
: Drop something. Ex. "d7a" means drop seven items of object a.
; D
: Drop several things.
: In answer to the question "What kinds of things do you want to drop? [!%= BUCXaium]" you should type zero or more object symbols possibly followed by 'a' and/or 'i' and/or 'u' and/or 'm'. In addition, one or more of the blessed/uncursed/cursed groups may be typed.
: DB -- drop all objects known to be blessed.
: DU -- drop all objects known to be uncursed.
: DC -- drop all objects known to be cursed.
: DX -- drop all objects of unknown B/U/C status.
: Da -- drop all objects, without asking for confirmation.
: Di -- examine your inventory before dropping anything.
: Du -- drop only unpaid objects (when in a shop).
: Dm -- use a menu to pick which object(s) to drop.
: D%u -- drop only unpaid food.
; ^D
: Kick something (usually a door).
; e
: Eat food.
; E
: Engrave a message on the floor. Engraving the word "Elbereth" will cause most monsters to not attack you hand-to-hand (but if you attack, you will rub it out); this is often useful to give yourself a breather. (This feature may be compiled out of the game, so your version might not have it.)
: E- write in the dust with your fingers.
; f
: Fire one of the objects placed in your quiver. You may select ammunition with a previous 'Q' command, or let the computer pick something appropriate if autoquiver is true.
; i
: List your inventory (everything you're carrying).
; I
: List selected parts of your inventory.
: I* -- list all gems in inventory;
: Iu -- list all unpaid items;
: Ix -- list all used up items that are on your shopping bill;
: I$ -- count your money.
; o
: Open a door.
; O
: Set options. A menu showing the current option values will be displayed. You can change most values simply by selecting the menu entry for the given option (ie, by typing its letter or clicking upon it, depending on your user interface). For the non-boolean choices, a further menu or prompt will appear once you've closed this menu. The available options are listed later in this Guidebook. Options are usually set before the game rather than with the 'O' command; see the section on options below.
; p
: Pay your shopping bill.
; P
: Put on a ring or other accessory (amulet, blindfold).
; ^P
: Repeat previous message. Subsequent ^P's repeat earlier messages. The behavior can be varied via the msg_window option.
; q
: Quaff (drink) something (potion, water, etc).
; Q
: Select an object for your quiver. You can then throw this using the 'f' command. (In versions prior to 3.3 this was the command to quit the game, which has now been moved to '#quit'.)
; r
: Read a scroll or spellbook.
; R
: Remove an accessory (ring, amulet, etc).
; ^R
: Redraw the screen.
; s
: Search for secret doors and traps around you. It usually takes several tries to find something.
; S
: Save (and suspend) the game. The game will be restored automatically the next time you play.
; t
: Throw an object or shoot a projectile.
; T
: Take off armor.
; ^T
: Teleport, if you have the ability.
; v
: Display version number.
; V
: Display the game history.
; w
: Wield weapon.
; w-
: wield nothing, use your bare hands.
; W
: Wear armor.
; x
: Exchange your wielded weapon with the item in your alternate weapon slot. The latter is used as your secondary weapon when engaging in two-weapon combat. Note that if one of these slots is empty, the exchange still takes place.
; X
: Enter explore (discovery) mode, explained in its own section later.
; ^X
: Display your name, role, race, gender, and alignment as well as the various deities in your game.
; z
: Zap a wand. To aim at yourself, use '.' for the direction.
; Z
: Zap (cast) a spell. To cast at yourself, use '.' for the direction.
; ^Z
: Suspend the game (UNIX(R) versions with job control only).
; :
: Look at what is here.
; ;
: Show what type of thing a visible symbol corresponds to.
; ,
: Pick up some things. May be preceded by 'm' to force a selection menu.
; @
: Toggle the autopickup option on and off.
; ^
: Ask for the type of a trap you found earlier.
; )
: Tell what weapon you are wielding.
; [
: Tell what armor you are wearing.
; =
: Tell what rings you are wearing.
; "
: Tell what amulet you are wearing.
; (
: Tell what tools you are using.
; *
: Tell what equipment you are using; combines the preceding five type-specific commands into one.
; $
: Count your gold pieces.
; +
: List the spells you know. Using this command, you can also rearrange the order in which your spells are listed. They are shown via a menu, and if you select a spell in that menu, you'll be re-prompted for another spell to swap places with it, and then have opportunity to make further exchanges.
; \
: Show what types of objects have been discovered.
; !
: Escape to a shell.
{{{
__________
          (R)UNIX is a registered trademark of AT&T.
}}}
; #
: Perform an extended command. As you can see, the authors of NetHack used up all the letters, so this is a way to introduce the less frequently used commands. What extended commands are available depends on what features the game was compiled with.
; #adjust
: Adjust inventory letters (most useful when the fixinv option is "on").
; #chat
: Talk to someone.
; #conduct
: List which challenges you have adhered to. See the section below entitled "Conduct" for details.
; #dip
: Dip an object into something.
; #enhance
: Advance or check weapons and spell skills.
; #force
: Force a lock.
; #invoke
: Invoke an object's special powers.
; #jump
: Jump to another location.
; #loot
: Loot a box or bag on the floor beneath you, or the saddle from a horse standing next to you.
; #monster
: Use a monster's special ability (when polymorphed into monster form).
; #name
: Name an item or type of object.
; #offer
: Offer a sacrifice to the gods.
; #pray
: Pray to the gods for help.
; #quit
: Quit the program without saving your game.
; #ride
: Ride (or stop riding) a monster.
; #rub
: Rub a lamp or a stone.
; #sit
: Sit down.
; #turn
: Turn undead.
; #twoweapon
: Toggle two-weapon combat on or off. Note that you must use suitable weapons for this type of combat, or it will be automatically turned off.
; #untrap
: Untrap something (trap, door, or chest).
; #version
: Print compile time options for this version of NetHack.
; #wipe
: Wipe off your face.
; #?
: Help menu: get the list of available extended commands.

If your keyboard has a meta key (which, when pressed in combination with another key, modifies it by setting the 'meta' [8th, or 'high'] bit), you can invoke many extended commands by meta-ing the first letter of the command. In NT, OS/2, and PC NetHack, the 'Alt' key can be used in this fashion.
; M-?
: #? (not supported by all platforms)
; M-2
: #twoweapon (unless the number_pad option is enabled)
; M-a
: #adjust
; M-c
: #chat
; M-d
: #dip
; M-e
: #enhance
; M-f
: #force
; M-i
: #invoke
; M-j
: #jump
; M-l
: #loot
; M-m
: #monster
; M-n
: #name
; M-o
: #offer
; M-p
: #pray
; M-q:
: #quit
; M-r
: #rub
; M-s
: #sit
; M-t
: #turn
; M-u
: #untrap
; M-v
: #version
; M-w
: #wipe

If the number_pad option is on, some additional letter commands are available:
; h
: Help menu: display one of several help texts available, like "?".
; j
: Jump to another location. Same as "#jump" or "M-j".
; k
: Kick something (usually a door). Same as '^D'.
; l
: Loot a box or bag on the floor beneath you, or the saddle from a horse standing next to you. Same as "#loot" or "M-l".
; N
: Name an item or type of object. Same as "#name" or "M-n".
; u
: Untrap a trap, door, or chest. Same as "#untrap" or "M-u".
Here are explanations of what the various options do. Character strings that are too long may be truncated. Some of the options listed may be inactive in your dungeon.
; align
: Your starting alignment (align:lawful, align:neutral, or align:chaotic). You may specify just the first letter. The default is to randomly pick an appropriate alignment. Cannot be set with the 'O' command.
; autodig
: Automatically dig if you are wielding a digging tool and moving into a place that can be dug (default false).
; autopickup
: Automatically pick up things onto which you move (default on). See pickup_types to refine the behavior.
; autoquiver
: This option controls what happens when you attempt the 'f' (fire) command with an empty quiver. When true, the computer will fill your quiver with some suitable weapon. Note that it will not take into account the blessed/cursed status, enchantment, damage, or quality of the weapon; you are free to manually fill your quiver with the 'Q' command instead. If no weapon is found or the option is false, the 't' (throw) command is executed instead. (default false)
; boulder
: Set the character used to display boulders (default is rock class symbol).
; catname
: Name your starting cat (ex. "catname:Morris"). Cannot be set with the 'O' command.
; character
: Pick your type of character (ex. "character:Monk"); synonym for "role". See "name" for an alternate method of specifying your role. Normally only the first letter of the value is examined; the string "random" is an exception.
; checkpoint
: Save game state after each level change, for possible recovery after program crash (default on).
; checkspace
: Check free disk space before writing files to disk (default on). You may have to turn this off if you have more than 2 GB free space on the partition used for your save and level files. Only applies when MFLOPPY was defined during compilation.
; cmdassist
: Have the game provide some additional command assistance for new players if it detects some anticipated mistakes (default on).
; confirm
: Have user confirm attacks on pets, shopkeepers, and other peaceable creatures (default on).
; DECgraphics
: Use a predefined selection of characters from the DEC VT-xxx/DEC Rainbow/ANSI line-drawing character set to display the dungeon/effects/traps instead of having to define a full graphics set yourself (default off). This option also sets up proper handling of graphics characters for such terminals, so you should specify it when appropriate even if you override the selections with your own graphics strings.
; disclose
: Controls options for disclosing various information when the game ends (defaults to all possibilities being disclosed). The possibilities are:
: i -- disclose your inventory.
: a -- disclose your attributes.
: v -- summarize monsters that have been vanquished.
: g -- list monster species that have been genocided.
: c -- display your conduct.
: Each disclosure possibility can optionally be preceded by a prefix which let you refine how it behaves. Here are the valid prefixes:
: y -- prompt you and default to yes on the prompt.
: n -- prompt you and default to no on the prompt.
: + -- disclose it without prompting.
: - -- do not disclose it and do not prompt.

(ex. "disclose:yi na +v -g -c") The example sets inventory to prompt and default to yes, attributes to prompt and default to no, vanquished to disclose without prompting, genocided to not disclose and not to prompt, conduct to not disclose and not to prompt. Note that the vanquished monsters list includes all monsters killed by traps and each other as well as by you.
; dogname
: Name your starting dog (ex. "dogname:Fang"). Cannot be set with the 'O' command.
; dungeon
: Set the graphics symbols for displaying the dungeon (default "{{{ |--------||.-|++##.##<><>_|\\#{}.}..## #} }}}"). The dungeon option should be followed by a string of 1-41 characters to be used instead of the default map-drawing characters. The dungeon map will use the characters you specify instead of the default symbols, and default symbols for any you do not specify. Remember that you may need to escape some of these characters on a command line if they are special to your shell.

Note that NetHack escape-processes this option string in conventional C fashion. This means that '\' is a prefix to take the following character literally. Thus '\' needs to be represented as '\\'. The special escape form '\m' switches on the meta bit in the following character, and the '^' prefix causes the following character to be treated as a control character.

The order of the symbols is: solid rock, vertical wall, horizontal wall, upper left corner, upper right corner, lower left corner, lower right corner, cross wall, upward T wall, downward T wall, leftward T wall, rightward T wall, no door, vertical open door, horizontal open door, vertical closed door, horizontal closed door, iron bars, tree, floor of a room, dark corridor, lit corridor, stairs up, stairs down, ladder up, ladder down, altar, grave, throne, kitchen sink, fountain, pool or moat, ice, lava, vertical lowered drawbridge, horizontal lowered drawbridge, vertical raised drawbridge, horizontal raised drawbridge, air, cloud, under water.

You might want to use '+' for the corners and T walls for a more aesthetic, boxier display. Note that in the next release, new symbols may be added, or the present ones rearranged.

Cannot be set with the 'O' command.
; effects
: Set the graphics symbols for displaying special effects (default "{{{ |-\\/*!)(0#@*/-\\||\\--\\| |\\-/ }}}"). The effects option should be followed by a string of 1-29 characters to be used instead of the default special-effects characters. This string is subjected to the same processing as the dungeon option.

The order of the symbols is: vertical beam, horizontal beam, left slant, right slant, digging beam, camera flash beam, left boomerang, right boomerang, four glyphs giving the sequence for magic resistance displays, the eight surrounding glyphs for swallowed display, nine glyphs for explosions. An explosion consists of three rows (top, middle, and bottom) of three characters. The explosion is centered in the center of this 3 by 3 array.

Note that in the next release, new symbols may be added, or the present ones rearranged.

Cannot be set with the 'O' command.
; extmenu
: Changes the extended commands interface to pop-up a menu of available commands. It is keystroke compatible with the traditional interface except that it does not require that you hit Enter. It is implemented only by the tty port (default off), when the game has been compiled to support tty graphics.
; female
: An obsolete synonym for "gender:female". Cannot be set with the 'O' command.
; fixinv
: An object's inventory letter sticks to it when it's dropped (default on). If this is off, dropping an object shifts all the remaining inventory letters.
; fruit
: Name a fruit after something you enjoy eating (ex. "fruit:mango") (default "slime mold"). Basically a nostalgic whimsy that NetHack uses from time to time. You should set this to something you find more appetizing than slime mold. Apples, oranges, pears, bananas, and melons already exist in NetHack, so don't use those.
; gender
: Your starting gender (gender:male or gender:female). You may specify just the first letter. Although you can still denote your gender using the "male" and "female" options, the "gender" option will take precedence. The default is to randomly pick an appropriate gender. Cannot be set with the 'O' command.
; help
: If more information is available for an object looked at with the '/' command, ask if you want to see it (default on). Turning help off makes just looking at things faster, since you aren't interrupted with the "More info?" prompt, but it also means that you might miss some interesting and/or important information.
; horsename
: Name your starting horse (ex. "horsename:Trigger"). Cannot be set with the 'O' command.
; IBMgraphics
: Use a predefined selection of IBM extended ASCII characters to display the dungeon/effects/traps instead of having to define a full graphics set yourself (default off). This option also sets up proper handling of graphics characters for such terminals, so you should specify it when appropriate even if you override the selections with your own graphics strings.
; ignintr
: Ignore interrupt signals, including breaks (default off).
; legacy
: Display an introductory message when starting the game (default on).
; lit_corridor
: Show corridor squares seen by night vision or a light source held by your character as lit (default off).
; lootabc
: Use the old 'a', 'b', and 'c' keyboard shortcuts when looting, rather than the mnemonics 'o', 'i', and 'b' (default off).
; mail
: Enable mail delivery during the game (default on).
; male
: An obsolete synonym for "gender:male". Cannot be set with the 'O' command.
; menustyle
: Controls the interface used when you need to choose various objects (in response to the Drop command, for instance). The value specified should be the first letter of one of the following: traditional, combination, partial, or full. Traditional was the only interface available for earlier versions; it consists of a prompt for object class characters, followed by an object-by-object prompt for all items matching the selected object class(es). Combination starts with a prompt for object class(es) of interest, but then displays a menu of matching objects rather than prompting one-by-one. Partial skips the object class filtering and immediately displays a menu of all objects. Full displays a menu of object classes rather than a character prompt, and then a menu of matching objects for selection.
; menu_deselect_all
: Menu character accelerator to deselect all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Default '-'.
; menu_deselect_page
: Menu character accelerator to deselect all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Default '\'.
; menu_first_page
: Menu character accelerator to jump to the first page in a menu. Implemented by the Amiga, Gem and tty ports. Default '^'.
; menu_headings
: Controls how the headings in a menu are highlighted. Values are 'bold', 'inverse', or 'underline'. Not all ports can actually display all three types.
; menu_invert_all
: Menu character accelerator to invert all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Default '@'.
; menu_invert_page
: Menu character accelerator to invert all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Default '~'.
; menu_last_page
: Menu character accelerator to jump to the last page in a menu. Implemented by the Amiga, Gem and tty ports. Default '|'.
; menu_next_page
: Menu character accelerator to goto the next menu page. Implemented by the Amiga, Gem and tty ports. Default '>'.
; menu_previous_page
: Menu character accelerator to goto the previous menu page. Implemented by the Amiga, Gem and tty ports. Default '<'.
; menu_search
: Menu character accelerator to search for a menu item. Implemented by the Amiga, Gem and X11 ports. Default ':'.
; menu_select_all
: Menu character accelerator to select all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Default '.'.
; menu_select_page
: Menu character accelerator to select all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Default ','.
; monsters
: Set the characters used to display monster classes (default "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ@ '&;:~]"). This string is subjected to the same processing as the dungeon option. The order of the symbols is ant or other insect, blob, cockatrice, dog or other canine, eye or sphere, feline, gremlin, humanoid, imp or minor demon, jelly, kobold, leprechaun, mimic, nymph, orc, piercer, quadruped, rodent, arachnid or centipede, trapper or lurker above, horse or unicorn, vortex, worm, xan or other mythical/fantastic insect, light, zruty, angelic being, bat or bird, centaur, dragon, elemental, fungus or mold, gnome, giant humanoid, invisible monster, jabberwock, Keystone Kop, lich, mummy, naga, ogre, pudding or ooze, quantum mechanic, rust monster, snake, troll, umber hulk, vampire, wraith, xorn, apelike creature, zombie, human, ghost, golem, demon, sea monster, lizard, long worm tail, and mimic. Cannot be set with the 'O' command.
; msghistory
: The number of top line messages to save (and recall with ^P) (default 20). Cannot be set with the 'O' command.
; msg_window
: Allows you to change the way recalled messages are displayed. (It is currently implemented for tty only.) The possible values are:
: s -- single message (default, this was the behavior before 3.4.0).
: c -- combination, two messages as 'single', then as 'full'.
: f -- full window, oldest message first.
: r -- full window, newest message first.

For backward compatibility, no value needs to be specified (which defaults to 'full'), or it can be negated (which defaults to 'single').
; name
: Set your character's name (defaults to your user name). You can also set your character's role by appending a dash and one or more letters of the role (that is, by suffixing one of -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W). If -@ is used for the role, then a random one will be automatically chosen. Cannot be set with the 'O' command.
; news
: Read the NetHack news file, if present (default on). Since the news is shown at the beginning of the game, there's no point in setting this with the 'O' command.
; null
: Send padding nulls to the terminal (default off).
; number_pad
: Use the number keys to move instead of [yuhjklbn] (default 0 or off). (number_pad:2 invokes the old DOS behavior where '5' means 'g', meta-'5' means 'G', and meta-'0' means 'I'.)
; objects
: Set the characters used to display object classes (default "{{{ ])[="(%!?+/$*`0_. }}}"). This string is subjected to the same processing as the dungeon option. The order of the symbols is illegal-object (should never be seen), weapon, armor, ring, amulet, tool, food, potion, scroll, spellbook, wand, gold, gem or rock, boulder or statue, iron ball, chain, and venom. Cannot be set with the 'O' command.
; packorder
: Specify the order to list object types in (default "{{{ ")[%?+!=/(*`0_ }}}"). The value of this option should be a string containing the symbols for the various object types. Any omitted types are filled in at the end from the previous order.
; perm_invent
: If true, always display your current inventory in a window. This only makes sense for windowing system interfaces that implement this feature.
; pettype
: Specify the type of your initial pet, if you are playing a character class that uses multiple types of pets; or choose to have no initial pet at all. Possible values are "cat", "dog" and "none". Cannot be set with the 'O' command.
; pickup_burden
: When you pick up an item that would exceed this encumbrance level (Unburdened, Burdened, streSsed, straiNed, overTaxed, or overLoaded), you will be asked if you want to continue. (Default 'S').
; pickup_types
: Specify the object types to be picked up when autopickup is on. Default is all types. If your copy of the game has the experimental compile time option AUTOPICKUP_EXCEPTIONS included, you may be able to use autopickup_exception configuration file lines to further refine autopickup behavior.
; prayconfirm
: Prompt for confirmation before praying (default on).
; pushweapon
: Using the 'w' (wield) command when already wielding something pushes the old item into your alternate weapon slot (default off).
; race
: Selects your race (for example, "race:human"). Default is random. Cannot be set with the 'O' command.
; rest_on_space
: Make the space bar a synonym for the '.' (rest) command (default off).
; role
: Pick your type of character (ex. "role:Samurai"); synonym for "character". See "name" for an alternate method of specifying your role. Normally only the first letter of the value is examined; 'r' is an exception with "Rogue", "Ranger", and "random" values.
; runmode
: Controls the amount of screen updating for the map window when engaged in multi-turn movement (running via shift+direction or control+direction and so forth, or via the travel command or mouse click). The possible values are:
: teleport -- update the map after movement has finished;
: run -- update the map after every seven or so steps;
: walk -- update the map after each step;
: crawl -- like walk, but pause briefly after each step.
: This option only affects the game's screen display, not the actual results of moving. The default is 'run'; versions prior to 3.4.1 used 'teleport' only. Whether or not the effect is noticeable will depend upon the window port used or on the type of terminal.
; safe_pet
: Prevent you from (knowingly) attacking your pets (default on).
; scores
: Control what parts of the score list you are shown at the end (ex. "scores:5 top scores/4 around my score/own scores"). Only the first letter of each category ('t', 'a', or 'o') is necessary.
; showexp
: Show your accumulated experience points on bottom line (default off).
; showrace
: Display yourself as the glyph for your race, rather than the glyph for your role (default off). Note that this setting affects only the appearance of the display, not the way the game treats you.
; showscore
: Show your approximate accumulated score on bottom line (default off).
; silent
: Suppress terminal beeps (default on).
; sortpack
: Sort the pack contents by type when displaying inventory (default on).
; sound
: Enable messages about what your character hears (default on). Note that this has nothing to do with your computer's audio capabilities. This option is only partly under player control. The game toggles it off and on during and after sleep, for example.
; sparkle
: Display a sparkly effect when a monster (including yourself) is hit by an attack to which it is resistant (default on).
; standout
: Boldface monsters and "{{{--More--}}}" (default off).
; suppress_alert
: This option may be set to a NetHack version level to suppress alert notification messages about feature changes for that and prior versions (ex. "suppress_alert:3.3.1").
; time
: Show the elapsed game time in turns on bottom line (default off).
; timed_delay
: When pausing momentarily for display effect, such as with explosions and moving objects, use a timer rather than sending extra characters to the screen. (Applies to "tty" interface only; "X11" interface always uses a timer based delay. The default is on if configured into the program.)
; tombstone
: Draw a tombstone graphic upon your death (default on).
; toptenwin
: Put the ending display in a NetHack window instead of on stdout (default off). Setting this option makes the score list visible when a windowing version of NetHack is started without a
parent window, but it no longer leaves the score list around after game end on a terminal or emulating window.
; traps
: Set the graphics symbols for displaying traps (default "^^^^^^^^^^^^^^^^^"^^^^"). The traps option should be followed by a string of 1-22 characters to be used instead of the default traps characters. This string is subjected to the same processing as the dungeon option.

The order of the symbols is: arrow trap, dart trap, falling rock trap, squeaky board, bear trap, land mine, rolling boulder trap, sleeping gas trap, rust trap, fire trap, pit, spiked pit, hole, trap door, teleportation trap, level teleporter, magic portal, web, statue trap, magic trap, anti-magic field, polymorph trap.

Cannot be set with the 'O' command.
; travel
: Allow the travel command (default on). Turning this option off will prevent the game from attempting unintended moves if you make inadvertent mouse clicks on the map window.
; verbose
: Provide more commentary during the game (default on).
; windowtype
: Select which windowing system to use, such as "tty" or "X11" (default depends on version). Cannot be set with the 'O' command.
!04. Food ('%')
Food is necessary to survive. If you go too long without eating you will faint, and eventually die of starvation. Some types of food will spoil, and become unhealthy to eat, if not protected. Food stored in ice boxes or tins ("cans") will usually stay fresh, but ice boxes are heavy, and tins take a while to open.

When you kill monsters, they usually leave corpses which are also "food." Many, but not all, of these are edible; some also give you special powers when you eat them. A good rule of thumb is "you are what you eat."

Some character roles and some monsters are vegetarian. Vegetarian monsters will typically never eat animal corpses, while vegetarian players can, but with some rather unpleasant side-effects.

You can name one food item after something you like to eat with the fruit option.

The command to eat food is 'e'.
/%
Note: The '%' sign in a title causes an error. 
/%
Ladders serve the same purpose as staircases, and the two types of inter-level connections are nearly indistinguishable during game play.
Rooms and corridors in the dungeon are either lit or dark. Any lit areas within your line of sight will be displayed; dark areas are only displayed if they are within one space of you. Walls and corridors remain on the map as you explore them.

Secret corridors are hidden. You can find them with the 's' (search) command.
Scrolls are labeled with various titles, probably chosen by ancient wizards for their amusement value (ex. "READ ME," or "THANX MAUD" backwards). Scrolls disappear after you read them (except for blank ones, without magic spells on them).

One of the most useful of these is the scroll of identify, which can be used to determine what another object is, whether it is cursed or blessed, and how many uses it has left. Some objects of subtle enchantment are difficult to identify without these.

A mail daemon may run up and deliver mail to you as a scroll of mail (on versions compiled with this feature). To use this feature on versions where NetHack mail delivery is triggered by electronic mail appearing in your system mailbox, you must let NetHack know where to look for new mail by setting the "MAIL" environment variable to the file name of your mailbox. You may also want to set the "MAILREADER" environment variable to the file name of your favorite reader, so NetHack can shell to it when you read the scroll. On versions of NetHack where mail is randomly generated internal to the game, these environment variables are ignored. You can disable the mail daemon by turning
off the mail option.

The command to read a scroll is 'r'.
Occasionally you will run across a room with a shopkeeper near the door and many items lying on the floor. You can buy items by picking them up and then using the 'p' command. You can inquire about the price of an item prior to picking it up by using the "#chat" command while standing on it. Using an item prior to paying for it will incur a charge, and the shopkeeper won't allow you to leave the shop until you have paid any debt you owe.

You can sell items to a shopkeeper by dropping them to the floor while inside a shop. You will either be offered an amount of gold and asked whether you're willing to sell, or you'll be told that the shopkeeper isn't interested (generally, your item needs to be compatible with the type of merchandise carried by the shop).

If you drop something in a shop by accident, the shopkeeper will usually claim ownership without offering any compensation. You'll have to buy it back if you want to reclaim it.

Shopkeepers sometimes run out of money. When that happens, you'll be offered credit instead of gold when you try to sell something. Credit can be used to pay for purchases, but it is only good in the shop where it was obtained; other shopkeepers won't honor it. (If you happen to find a "credit card" in the dungeon, don't bother trying to use it in shops; shopkeepers will not accept it.)

The '$' command, which reports the amount of gold you are carrying (in inventory, not inside bags or boxes), will also show current shop debt or credit, if any. The 'Iu' command lists unpaid items (those which still belong to the shop) if you are
carrying any. The 'Ix' command shows an inventory-like display of any unpaid items which have been used up, along with other shop fees, if any.
Here are explanations of the various options that are used to customize and change the characteristics of the windowtype that you have chosen. Character strings that are too long may be truncated. Not all window ports will adjust for all settings listed here. You can safely add any of these options to your config file, and if the window port is capable of adjusting to suit your preferences, it will attempt to do so. If it can't it will silently ignore it. You can find out if an option is supported by the window port that you are currently using by checking to see if it shows up in the Options list. Some options are dynamic and can be specified during the game with the 'O' command.
; align_message
: Where to align or place the message window (top, bottom, left, or right)
; align_status
: Where to align or place the status window (top, bottom, left, or right).
; ascii_map
: NetHack should display an ascii character map if it can.
; color
: NetHack should display color if it can for different monsters, objects, and dungeon features
; eight_bit_tty
: NetHack should pass eight-bit character values (for example, specified with the traps option) straight through to your terminal (default off).
; font_map
: NetHack should use a font by the chosen name for the map window.
; font_menu
: NetHack should use a font by the chosen name for menu windows.
; font_message
: NetHack should use a font by the chosen name for the message window.
; font_status
: NetHack should use a font by the chosen name for the status window.
; font_text
: NetHack should use a font by the chosen name for text windows.
; font_size_map
: NetHack should use this size font for the map window.
; font_size_menu
: NetHack should use this size font for menu windows.
; font_size_message
: NetHack should use this size font for the message window.
; font_size_status
: NetHack should use this size font for the status window.
; font_size_text
: NetHack should use this size font for text windows.
; fullscreen
: NetHack should try and display on the entire screen rather than in a window.
; hilite_pet
: Visually distinguish pets from similar animals (default off). The behavior of this option depends on the type of windowing you use. In text windowing, text highlighting or inverse video is often used; with tiles, generally displays a heart symbol near pets.
; large_font
: NetHack should use a large font.
; map_mode
: NetHack should display the map in the manner specified.
; mouse_support
: Allow use of the mouse for input and travel.
; player_selection
: NetHack should pop up dialog boxes, or use prompts for character selection.
; popup_dialog
: NetHack should pop up dialog boxes for input.
; preload_tiles
: NetHack should preload tiles into memory. For example, in the protected mode MSDOS version, control whether tiles get preloaded into RAM at the start of the game. Doing so enhances performance of the tile graphics, but uses more memory. (default on). Cannot be set with the 'O' command.
; scroll_amount
: NetHack should scroll the display by this number of cells when the hero reaches the scroll_margin.
; scroll_margin
: NetHack should scroll the display when the hero or cursor is this number of cells away from the edge of the window.
; softkeyboard
: Display an onscreen keyboard. Handhelds are most likely to support this option.
; splash_screen
: NetHack should display an opening splash screen when it starts up (default yes).
; tiled_map
: NetHack should display a tiled map if it can.
; tile_file
: Specify the name of an alternative tile file to override the default.
; tile_height
: Specify the preferred height of each tile in a tile capable port.
; tile_width
: Specify the preferred width of each tile in a tile capable port
; use_inverse
: NetHack should display inverse when the game specifies it.
; vary_msgcount
: NetHack should display this number of messages at a time in the message window.
; windowcolors
: NetHack should display windows with the specified foreground/background colors if it can.
; wraptext
: NetHack port should wrap long lines of text if they don't fit in the visible area of the window.
Monsters you cannot see are not displayed on the screen. Beware! You may suddenly come upon one in a dark place. Some magic items can help you locate them before they locate you (which some monsters can do very well).

The commands '/' and ';' may be used to obtain information about those monsters who are displayed on the screen. The command 'C' allows you to assign a name to a monster, which may be useful to help distinguish one from another when multiple monsters are present. Assigning a name which is just a space will remove any prior name.

The extended command "#chat" can be used to interact with an adjacent monster. There is no actual dialog (in other words, you don't get to choose what you'll say), but chatting with some monsters such as a shopkeeper or the Oracle of Delphi can produce useful results.
Here are explanations of options that are used by specific platforms or ports to customize and change the port behavior.
; altkeyhandler
: Select an alternate keystroke handler dll to load (Win32 tty NetHack only). The name of the handler is specified without the .dll extension and without any path information. Cannot be set with the 'O' command.
; altmeta
: (default on, AMIGA NetHack only).
; BIOS
: Use BIOS calls to update the screen display quickly and to read the keyboard (allowing the use of arrow keys to move) on machines with an IBM PC compatible BIOS ROM (default off, OS/2, PC, and ST NetHack only).
; flush
: (default off, AMIGA NetHack only).
; MACgraphics
: (default on, Mac NetHack only).
; page_wait
: (default on, Mac NetHack only).
; rawio
: Force raw (non-cbreak) mode for faster output and more bulletproof input (MS-DOS sometimes treats '^P' as a printer toggle without it) (default off, OS/2, PC, and ST NetHack only). Note: DEC Rainbows hang if this is turned on. Cannot be set with the 'O' command.
; soundcard
: (default on, PC NetHack only). Cannot be set with the 'O' command.
; subkeyvalue
: (Win32 tty NetHack only). May be used to alter the value of keystrokes that the operating system returns to NetHack to help compensate for international keyboard issues. OPTIONS=subkeyvalue:171/92 will return 92 to NetHack, if 171 was originally going to be returned. You can use multiple subkeyvalue statements in the config file if needed. Cannot be set with the 'O' command.
; video
: Set the video mode used (PC NetHack only). Values are 'autodetect', 'default', or 'vga'. Setting 'vga' (or 'autodetect' with vga hardware present) will cause the game to display tiles. Cannot be set with the 'O' command.
; videocolors
: Set the color palette for PC systems using NO_TERMS (default 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order of colors is red, green, brown, blue, magenta, cyan, bright.white, bright.red, bright.green, yellow, bright.blue, bright.magenta, and bright.cyan. Cannot be set with the 'O' command.
; videoshades
: Set the intensity level of the three gray scales available (default dark normal light, PC NetHack only). If the game display is difficult to read, try adjusting these scales; if this does not correct the problem, try !color. Cannot be set with the 'O' command.
Potions are distinguished by the color of the liquid inside the flask. They disappear after you quaff them.

Clear potions are potions of water. Sometimes these are blessed or cursed, resulting in holy or unholy water. Holy water is the bane of the undead, so potions of holy water are good things to throw ('t') at them. It is also sometimes very useful to dip ("#dip") an object into a potion.

The command to drink a potion is 'q' (quaff).
There is an experimental compile time option called AUTOPICKUP_EXCEPTIONS. If your copy of the game was built with that option defined, you can further refine the behavior of the autopickup option beyond what is available through the pickup_types option.

By placing autopickup_exception lines in your configuration file, you can define patterns to be checked when the game is about to autopickup something.
; autopickup_exception
: Sets an exception to the pickup_types option. The autopickup_exception option should be followed by a string of 1-80 characters to be used as a pattern to match against the singular form of the description of an object at your location.
: You may use the following special characters in a pattern:
: * -- matches 0 or more characters.
: ? -- matches any single character.
: In addition, some characters are treated specially if they occur as the first character in the string pattern, specifically:
: < -- always pickup an object that matches the pattern that follows.
: > -- never pickup an object that matches the pattern that follows.
: Can be set with the 'O' command, but the setting is not preserved across saves and restores.
; Here's a couple of examples of autopickup_exceptions:
: autopickup_exception="<*arrow"
: autopickup_exception=">*corpse"
: autopickup_exception=">* cursed*"

The first example above will result in autopickup of any type of arrow. The second example results in the exclusion of any corpse from autopickup. The last example results in the exclusion of items known to be cursed from autopickup. A 'never pickup' rule takes precedence over an 'always pickup' rule if both match.
When you find something in the dungeon, it is common to want to pick it up. In NetHack, this is accomplished automatically by walking over the object (unless you turn off the autopickup option (see below), or move with the 'm' prefix (see above)), or manually by using the ',' command.

If you're carrying too many items, NetHack will tell you so and you won't be able to pick up anything more. Otherwise, it will add the object(s) to your pack and tell you what you just picked up.

As you add items to your inventory, you also add the weight of that object to your load. The amount that you can carry depends on your strength and your constitution. The stronger you are, the less the additional load will affect you. There comes a point, though, when the weight of all of that stuff you are carrying around with you through the dungeon will encumber you. Your reactions will get slower and you'll burn calories faster, requiring food more frequently to cope with it. Eventually, you'll be so overloaded that you'll either have to discard some of what you're carrying or collapse under its weight.

NetHack will tell you how badly you have loaded yourself. The symbols 'Burdened', 'Stressed', 'Strained', 'Overtaxed' and 'Overloaded' are displayed on the bottom line display to indicate your condition.

When you pick up an object, it is assigned an inventory letter. Many commands that operate on objects must ask you to find out which object you want to use. When NetHack asks you to choose a particular object you are carrying, you are usually presented with a list of inventory letters to choose from (see Commands, above).

Some objects, such as weapons, are easily differentiated. Others, like scrolls and potions, are given descriptions which vary according to type. During a game, any two objects with the same description are the same type. However, the descriptions will vary from game to game.

When you use one of these objects, if its effect is obvious, NetHack will remember what it is for you. If its effect isn't extremely obvious, you will be asked what you want to call this type of object so you will recognize it later. You can also use the "#name" command for the same purpose at any time, to name all objects of a particular type or just an individual object. When you use "#name" on an object which has already been named, specifying a space as the value will remove the prior name instead of assigning a new one.
Magic wands usually have multiple magical charges. Some wands are directional -- you must give a direction in which to zap them. You can also zap them at yourself (just give a '.' or 's' for the direction). Be warned, however, for this is often unwise. Other wands are nondirectional -- they don't require a direction. The number of charges in a wand is random and decreases by one whenever you use it.

When the number of charges left in a wand becomes zero, attempts to use the wand will usually result in nothing happening. Occasionally, however, it may be possible to squeeze the last few mana points from an otherwise spent wand, destroying it in the process. A wand may be recharged by using suitable magic, but doing so runs the risk of causing it to explode. The chance for such an explosion starts out very small and increases each time the wand is recharged.

In a truly desperate situation, when your back is up against the wall, you might decide to go for broke and break your wand. This is not for the faint of heart. Doing so will almost certainly cause a catastrophic release of magical energies.

When you have fully identified a particular wand, inventory display will include additional information in parentheses: the number of times it has been recharged followed by a colon and then by its current number of charges. A current charge count of -1 is a special case indicating that the wand has been cancelled.

The command to use a wand is 'z' (zap). To break one, use the 'a' (apply) command.
As if winning NetHack were not difficult enough, certain players seek to challenge themselves by imposing restrictions on the way they play the game. The game automatically tracks some of these challenges, which can be checked at any time with the #conduct command or at the end of the game. When you perform an action which breaks a challenge, it will no longer be listed. This gives players extra "bragging rights" for winning the game with these challenges. Note that it is perfectly acceptable to win the game without resorting to these restrictions and that it is unusual for players to adhere to challenges the first time they win the game.

Several of the challenges are related to eating behavior. The most difficult of these is the foodless challenge. Although creatures can survive long periods of time without food, there is a physiological need for water; thus there is no restriction on drinking beverages, even if they provide some minor food benefits. Calling upon your god for help with starvation does not violate any food challenges either.

A strict vegan diet is one which avoids any food derived from animals. The primary source of nutrition is fruits and vegetables. The corpses and tins of blobs ('b'), jellies ('j'), and fungi ('F') are also considered to be vegetable matter. Certain human food is prepared without animal products; namely, lembas wafers, cram rations, food rations (gunyoki), K-rations, and C-rations. Metal or another normally indigestible material eaten while polymorphed into a creature that can digest it is also considered vegan food. Note however that eating such items still counts against foodless conduct.

Vegetarians do not eat animals; however, they are less selective about eating animal byproducts than vegans. In addition to the vegan items listed above, they may eat any kind of pudding ('P') other than the black puddings, eggs and food made from eggs (fortune cookies and pancakes), food made with milk (cream pies and candy bars), and lumps of royal jelly. Monks are expected to observe a vegetarian diet.

Eating any kind of meat violates the vegetarian, vegan, and foodless conducts. This includes tripe rations, the corpses or tins of any monsters not mentioned above, and the various other chunks of meat found in the dungeon. Swallowing and digesting a monster while polymorphed is treated as if you ate the creature's corpse. Eating leather, dragon hide, or bone items while polymorphed into a creature that can digest it, or eating monster brains while polymorphed into a mind flayer, is considered eating an animal, although wax is only an animal byproduct.

Regardless of conduct, there will be some items which are indigestible, and others which are hazardous to eat. Using a swallow-and-digest attack against a monster is equivalent to eating the monster's corpse. Please note that the term "vegan" is used here only in the context of diet. You are still free to choose not to use or wear items derived from animals (e.g. leather, dragon hide, bone, horns, coral), but the game will not keep track of this for you. Also note that "milky" potions may be a translucent white, but they do not contain milk, so they are compatible with a vegan diet. Slime molds or player-defined "fruits", although they could be anything from "cherries" to "pork chops", are also assumed to be vegan.

An atheist is one who rejects religion. This means that you cannot #pray, #offer sacrifices to any god, #turn undead, or #chat with a priest. Particularly selective readers may argue that playing Monk or Priest characters should violate this conduct; that is a choice left to the player. Offering the Amulet of Yendor to your god is necessary to win the game and is not counted against this conduct. You are also not penalized for being spoken to by an angry god, priest(ess), or other religious figure; a true atheist would hear the words but attach no special meaning to them.

Most players fight with a wielded weapon (or tool intended to be wielded as a weapon). Another challenge is to win the game without using such a wielded weapon. You are still permitted to throw, fire, and kick weapons; use a wand, spell, or other type of item; or fight with your hands and feet.

In NetHack, a pacifist refuses to cause the death of any other monster (i.e. if you would get experience for the death). This is a particularly difficult challenge, although it is still possible to gain experience by other means.

An illiterate character cannot read or write. This includes reading a scroll, spellbook, fortune cookie message, or t-shirt; writing a scroll; or making an engraving of anything other than a single "x" (the traditional signature of an illiterate person). Reading an engraving, or any item that is absolutely necessary to win the game, is not counted against this conduct. The identity of scrolls and spellbooks (and knowledge of spells) in your starting inventory is assumed to be learned from your teachers prior to the start of the game and isn't counted.

There are several other challenges tracked by the game. It is possible to eliminate one or more species of monsters by genocide; playing without this feature is considered a challenge. When the game offers you an opportunity to genocide monsters, you may respond with the monster type "none" if you want to decline. You can change the form of an item into another item of the same type ("polypiling") or the form of your own body into another creature ("polyself") by wand, spell, or potion of polymorph; avoiding these effects are each considered challenges. Polymorphing monsters, including pets, does not break either of these challenges. Finally, you may sometimes receive wishes; a game without an attempt to wish for any items is a challenge, as is a game without wishing for an artifact (even if the artifact immediately disappears). When the game offers you an opportunity to make a wish for an item, you may choose "nothing" if you want to decline.
Some platforms allow you to define sound files to be played when a message that matches a user-defined pattern is delivered to the message window. At this time the Qt port and the win32tty and win32gui ports support the use of user sounds.

The following config file entries are relevant to mapping user sounds to messages:
; SOUNDDIR
: The directory that houses the sound files to be played.
; SOUND
: An entry that maps a sound file to a user-specified message pattern. Each SOUND entry is broken down into the following parts:
; MESG
: message window mapping (the only one supported in 3.4).
: pattern -- the pattern to match.
: sound file -- the sound file to play.
: volume -- the volume to be set while playing the sound file.

The exact format for the pattern depends on whether the platform is built to use "regular expressions" or NetHack's own internal pattern matching facility. The "regular expressions" matching can be much more sophisticated than the internal NetHack pattern matching, but requires 3rd party libraries on some platforms. There are plenty of references available elsewhere for explaining "regular expressions". You can verify which pattern matching is used by your port with the #version command.

NetHack's internal pattern matching routine uses the following special characters in its pattern matching:
: * -- matches 0 or more characters.
: ? -- matches any single character.

Here's an example of a sound mapping using NetHack's internal pattern matching facility:
{{{SOUND=MESG "*chime of a cash register*" "gong.wav" 50}}}
specifies that any message with "chime of a cash register" contained in it will trigger the playing of "gong.wav". You can have multiple SOUND entries in your config file.
Rings are very useful items, since they are relatively permanent magic, unlike the usually fleeting effects of potions,
scrolls, and wands.

Putting on a ring activates its magic. You can wear only two rings, one on each ring finger.

Most rings also cause you to grow hungry more rapidly, the rate varying with the type of ring.

The commands to use rings are 'P' (put on) and 'R' (remove).
NetHack can be set up to use only standard ASCII characters for making maps of the dungeons. This makes the MS-DOS versions of NetHack completely accessible to the blind who use speech and/or Braille access technologies. Players will require a good working knowledge of their screen-reader's review features, and will have to know how to navigate horizontally and vertically character by character. They will also find the search capabilities of their screen-readers to be quite valuable. Be certain to examine this Guidebook before playing so you have an idea what the screen layout is like. You'll also need to be able to locate the PC cursor. It is always where your character is located. Merely searching for an @-sign will not always find your character since there are other humanoids represented by the same sign. Your screen-reader should also have a function which gives you the row and column of your review cursor and the PC cursor. These co-ordinates are often useful in giving players a better sense of the overall location of items on the screen.

While it is not difficult for experienced users to edit the defaults.nh file to accomplish this, novices may find this task somewhat daunting. Included in all official distributions of NetHack is a file called NHAccess.nh. Replacing defaults.nh with this file will cause the game to run in a manner accessible to the blind. After you have gained some experience with the game and with editing files, you may want to alter settings to better suit your preferences. Instructions on how to do this are included in the NHAccess.nh file itself. The most crucial settings to make the game accessible are:
; IBMgraphics
: Disable IBMgraphics by commenting out this option.
; menustyle:traditional
: This will assist in the interface to speech synthesizers.
; number_pad
: A lot of speech access programs use the number-pad to review
the screen. If this is the case, disable the number_pad option and use the traditional Rogue-like commands.
; Character graphics
: Comment out all character graphics sets found near the bottom of the defaults.nh file. Most of these replace NetHack's default representation of the dungeon using standard ASCII characters with fancier characters from extended character sets, and these fancier characters can annoy screen-readers.
Due to variations in personal tastes and conceptions of how NetHack should do things, there are options you can set to change how NetHack behaves.
Spellbooks are tomes of mighty magic. When studied with the 'r' (read) command, they transfer to the reader the knowledge of a spell (and therefore eventually become unreadable) -- unless the attempt backfires. Reading a cursed spellbook or one with mystic runes beyond your ken can be harmful to your health!

A spell (even when learned) can also backfire when you cast it. If you attempt to cast a spell well above your experience level, or if you have little skill with the appropriate spell type, or cast it at a time when your luck is particularly bad, you can end up wasting both the energy and the time required in casting.

Casting a spell calls forth magical energies and focuses them with your naked mind. Some of the magical energy released comes from within you, and casting several spells in a row may tire you. Casting of spells also requires practice. With practice, your skill in each category of spell casting will improve. Over time, however, your memory of each spell will dim, and you will need to relearn it.

Some spells are directional -- you must give a direction in which to cast them. You can also cast them at yourself (just give a '.' or 's' for the direction). Be warned, however, for this is often unwise. Other spells are nondirectional -- they don't require a direction.

Just as weapons are divided into groups in which a character can become proficient (to varying degrees), spells are similarly grouped. Successfully casting a spell exercises the skill group; sufficient skill may increase the potency of the spell and reduce the risk of spell failure. Skill slots are shared with weapons skills. (See also the section on "Weapon proficiency".)

Casting a spell also requires flexible movement, and wearing various types of armor may interfere with that.

The command to read a spellbook is the same as for scrolls, 'r' (read). The '+' command lists your current spells, their levels, categories, and chances for failure. The 'Z' (cast) command casts a spell.
NetHack maintains a list of the top scores or scorers on your machine, depending on how it is set up. In the latter case, each account on the machine can post only one non-winning score on this list. If you score higher than someone else on this list, or better your previous score, you will be inserted in the proper place under your current name. How many scores are kept can also be set up when NetHack is compiled.

Your score is chiefly based upon how much experience you gained, how much loot you accumulated, how deep you explored, and how the game ended. If you quit the game, you escape with all of your gold intact. If, however, you get killed in the Mazes of Menace, the guild will only hear about 90% of your gold when your corpse is discovered (adventurers have been known to collect finder's fees). So, consider whether you want to take one last hit at that monster and possibly live, or quit and stop with whatever you have. If you quit, you keep all your gold, but if you swing and live, you might find more.

If you just want to see what the current top players/games list is, you can type nethack -s all on most versions.
Tools are miscellaneous objects with various purposes. Some tools have a limited number of uses, akin to wand charges. For example, lamps burn out after a while. Other tools are containers, which objects can be placed into or taken out of.

The command to use tools is 'a' (apply).
Amulets are very similar to rings, and often more powerful. Like rings, amulets have various magical properties, some beneficial, some harmful, which are activated by putting them on.

Only one amulet may be worn at a time, around your neck.

The commands to use amulets are the same as for rings, 'P' (put on) and 'R' (remove).
NetHack is an intricate and difficult game. Novices might falter in fear, aware of their ignorance of the means to survive. Well, fear not. Your dungeon may come equipped with an "explore" or "discovery" mode that enables you to keep old save files and cheat death, at the paltry cost of not getting on the high score list.

There are two ways of enabling explore mode. One is to start the game with the -X switch. The other is to issue the 'X' command while already playing the game. The other benefits of explore mode are left for the trepid reader to discover.
The original hack game was modeled on the Berkeley UNIX rogue game. Large portions of this paper were shamelessly cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy and Kenneth C. R. C. Arnold. Small portions were adapted from Further Exploration of the Dungeons of Doom, by Ken Arromdee.

NetHack is the product of literally dozens of people's work. Main events in the course of the game development are described below:

Jay Fenlason wrote the original Hack, with help from Kenny Woodland, Mike Thome and Jon Payne.

Andries Brouwer did a major re-write, transforming Hack into a very different game, and published (at least) three versions (1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet.

Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS, producing PC HACK 1.01e, added support for DEC Rainbow graphics in version 1.03g, and went on to produce at least four more versions (3.0, 3.2, 3.51, and 3.6).

R. Black ported PC HACK 3.51 to Lattice C and the Atari 520/1040ST, producing ST Hack 1.03.

Mike Stephenson merged these various versions back together, incorporating many of the added features, and produced NetHack 1.4. He then coordinated a cast of thousands in enhancing and debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.

Later, Mike coordinated a major rewrite of the game, heading a team which included Ken Arromdee, Jean-Christophe Collet, Steve Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threepoint, and Janet Walz, to produce NetHack 3.0c.

NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three of them and Kevin Darcy later joined the main development team to produce subsequent revisions of 3.0.

Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm Meluch, Stephen Spackman and Pierre Martineau designed overlay code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the Macintosh. Along with various other Dungeoneers, they continued to enhance the PC, Macintosh, and Amiga ports through the later revisions of 3.0.

Headed by Mike Stephenson and coordinated by Izchak Miller and Janet Walz, the development team which now included Ken Arromdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Raymond, and Eric Smith undertook a radical revision of 3.0. They re-structured the game's design, and re-wrote major parts of the code. They added multiple dungeons, a new display, special individual character quests, a new endgame and many other new
features, and produced NetHack 3.1.

Ken Lorber, Gregg Wonderly and Greg Olson, with help from Richard Addison, Mike Passaretti, and Olaf Seibert, developed NetHack 3.1 for the Amiga.

Norm Meluch and Kevin Smolkowski, with help from Carl Schelin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported NetHack 3.1 to the PC.

Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack 3.1 for the Macintosh, porting it for MPW. Building on their development, Barton House added a Think C port.

Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith ported NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua Delahunty, was responsible for the VMS version of NetHack 3.1. Michael Allison ported NetHack 3.1 to Windows NT.

Dean Luick, with help from David Cohrs, developed NetHack 3.1 for X11. Warwick Allison wrote a tiled version of NetHack for the Atari; he later contributed the tiles to the DevTeam and tile support was then added to other platforms.

The 3.2 development team, comprised of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, released version 3.2 in April of 1996.

Version 3.2 marked the tenth anniversary of the formation of the development team. In a testament to their dedication to the game, all thirteen members of the original development team remained on the team at the start of work on that release. During the interval between the release of 3.1.3 and 3.2, one of the founding members of the development team, Dr. Izchak Miller, was diagnosed with cancer and passed away. That release of the game was dedicated to him by the development and porting teams.

During the lifespan of NetHack 3.1 and 3.2, several enthusiasts of the game added their own modifications to the game and made these "variants" publicly available:

Tom Proudfoot and Yuval Oren created NetHack++, which was quickly renamed NetHack -- . Working independently, Stephen White wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and his own NetHack -- to produce SLASH. Larry Stewart-Zerba and Warwick Allison improved the spell casting system with the Wizard Patch. Warwick Allison also ported NetHack to use the Qt interface.

Warren Cheung combined SLASH with the Wizard Patch to produce Slash'em, and with the help of Kevin Hugo, added more features. Kevin later joined the DevTeam and incorporated the best of these ideas in NetHack 3.3.

The final update to 3.2 was the bug fix release 3.2.3, which was released simultaneously with 3.3.0 in December 1999 just in time for the Year 2000.

The 3.3 development team, consisting of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August of 2000.

Version 3.3 offered many firsts. It was the first version to separate race and profession. The Elf class was removed in preference to an elf race, and the races of dwarves, gnomes, and orcs made their first appearance in the game alongside the familiar human race. Monk and Ranger roles joined Archeologists, Barbarians, Cavemen, Healers, Knights, Priests, Rogues, Samurai, Tourists, Valkyries and of course, Wizards. It was also the first version to allow you to ride a steed, and was the first version to have a publicly available web-site listing all the bugs that had been discovered.

Despite that constantly growing bug list, 3.3 proved stable enough to last for more than a year and a half.

The 3.4 development team initially consisted of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul Winner, with Warwick Allison joining just before the release of NetHack 3.4.0 in March 2002.

As with version 3.3, various people contributed to the game as a whole as well as supporting ports on the different platforms that NetHack runs on:

Pat Rankin maintained 3.4 for VMS.

Michael Allison maintained NetHack 3.4 for the MS-DOS platform. Paul Winner and Yitzhak Sapir provided encouragement.

Dean Luick, Mark Modrall, and Kevin Hugo maintained and enhanced the Macintosh port of 3.4.

Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas, and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft Windows platform. Alex Kompel contributed a new graphical interface for the Windows port. Alex Kompel also contributed a Windows CE port for 3.4.1.

Ron Van Iwaarden maintained 3.4 for OS/2.

Janne Salmijarvi and Teemu Suikki maintained and enhanced the Amiga port of 3.4 after Janne Salmijarvi resurrected it for 3.3.1.

Christian "Marvin" Bressler maintained 3.4 for the Atari after he resurrected it for 3.3.1.

There is a NetHack web site maintained by Ken Lorber at http:www.nethack.org/.

----

From time to time, some depraved individual out there in netland sends a particularly intriguing modification to help out with the game. The Gods of the Dungeon sometimes make note of the names of the worst of these miscreants in this, the list of Dungeoneers:
|! Dungeoneers |>|>|
| Adam Aronow | Izchak Miller | Mike Stephenson |
| Alex Kompel | J. Ali Harlow | Norm Meluch |
| Andreas Dorn | Janet Walz | Olaf Seibert |
| Andy Church | Janne Salmijarvi | Pasi Kallinen |
| Andy Swanson | Jean-Christophe Collet | Pat Rankin |
| Ari Huttunen | Jochen Erwied | Paul Winner |
| Barton House | John Kallen | Pierre Martineau |
| Benson I. Margulies | John Rupley | Ralf Brown |
| Bill Dyer | John S. Bien | Ray Chason |
| Boudewijn Waijers | Johnny Lee | Richard Addison |
| Bruce Cox | Jon W{tte | Richard Beigel |
| Bruce Holloway | Jonathan Handler | Richard P. Hughey |
| Bruce Mewborne | Joshua Delahunty | Rob Menke |
| Carl Schelin | Keizo Yamamoto | Robin Johnson |
| Chris Russo | Ken Arnold | Roderick Schertler |
| David Cohrs | Ken Arromdee | Roland McGrath |
| David Damerell | Ken Lorber | Ron Van Iwaarden |
| David Gentzel | Ken Washikita | Ronnen Miller |
| David Hairston | Kevin Darcy | Ross Brown |
| Dean Luick | Kevin Hugo | Sascha Wostmann |
| Del Lamb | Kevin Sitze | Scott Bigham |
| Deron Meranda | Kevin Smolkowski | Scott R. Turner |
| Dion Nicolaas | Kevin Sweet | Stephen Spackman |
| Dylan O'Donnell | Lars Huttar | Stephen White |
| Eric Backus | Malcolm Ryan | Steve Creps |
| Eric Hendrickson | Mark Gooderum | Steve Linhart |
| Eric R. Smith | Mark Modrall | Steve VanDevender |
| Eric S. Raymond | Marvin Bressler | Teemu Suikki |
| Erik Andersen | Matthew Day | Tim Lennan |
| Frederick Roeber | Merlyn LeRoy | Timo Hakulinen |
| Gil Neiger | Michael Allison | Tom Almy |
| Greg Laskin | Michael Feir | Tom West |
| Greg Olson | Michael Hamel | Warren Cheung |
| Gregg Wonderly | Michael Sokolov | Warwick Allison |
| Hao-yang Wang | Mike Engber | Yitzhak Sapir |
| Helge Hafting | Mike Gallop |
| Irina Rempt-Drijfhout | Mike Passaretti |

Brand and product names are trademarks or registered trademarks of their respective holders.
Some gems are valuable, and can be sold for a lot of gold. They are also a far more efficient way of carrying your riches. Valuable gems increase your score if you bring them with you when you exit.

Other small rocks are also categorized as gems, but they are much less valuable. All rocks, however, can be used as projectile weapons (if you have a sling). In the most desperate of cases, you can still throw them by hand.
Statues and boulders are not particularly useful, and are generally heavy. It is rumored that some statues are not what they seem. Very large humanoids (giants and their ilk) have been known to use boulders as weapons.
Gold adds to your score, and you can buy things in shops with it. There are a number of monsters in the dungeon that may be influenced by the amount of gold you are carrying (shopkeepers aside).
!Guidebook for NetHack
Eric S. Raymond
(Extensively edited and expanded for 3.4)
/%
Description: [[Guidebook v3.43|http://www.nethack.org/v343/Guidebook.html]]
%/
NetHack, being the addictive game that it is, obviously leaves the player vastly less time to write messages for newsgroups than would otherwise be the case. As a result, the Usenet newsgroup rec.games.roguelike.nethack is liable to be full of cryptic acronyms and abbreviations.

This document contains a list of all the more popular (and some of the less popular) acronyms that you might find while reading the newsgroup. Some people may consider knowledge of some of the item names mentioned to be spoilers; such people are hereby warned. Acronyms and abbreviations in common use across Usenet as a whole are not covered; there are plenty of other FAQs out there that explain those.
!!Some general abbreviations and usages
; rgrn
: rec.games.roguelike.nethack (also r.g.r.n.).
; SLASH
: Super Lotsa Added Stuff Hack - a variant of NetHack.
; SLASH'EM
: Super Lotsa Added Stuff Hack: Extended Magic - another, and the most commonly played, variant of NetHack.
; NHTNG
: NetHack - The Next Generation - another variant of NetHack.
; vanilla
: Not a variant of NetHack. The official DevTeam release version (the "default" flavour of the game for discussion).
; YKYBPTMNW...
: You Know You've Been Playing Too Much NetHack When... (also YKYPNTLW... You know you've played NetHack too long (or: late) when...).
; IDHTS[C]IFOM
: I Don't Have The Source [Code] In Front Of Me.
; UTSL
: Use The Source, Luke.
; TDTTOE
: The DevTeam Think of Everything.
; NHIN[A]D&D
: NetHack Is Not [Advanced] Dungeons & Dragons (so don't expect it to necessarily work the same way).
; NHINRL
: NetHack Is Not Real Life (so don't expect it to necessarily work that way either).
; DYWYPI?
: Do You Want Your Possessions Identified?
; ESP
: Extra-Sensory Perception; a synonym for telepathy.
; RNG
: Random Number Generator (also Random Number God).
; foo
: Metasyntactic variable replacing whatever's appropriate for the context. Eg, 'fooproof' means 'rustproof or fireproof or corrodeproof or rotproof'.
; b/u/c, buc
: blessed/uncursed/cursed.
; MMV
: Magic Memory Vault.
; MR
: Magic resistance.
; MC
: Magic cancellation (not the same thing).
; AK
: Ascension Kit (the gear you consider indispensable for winning the game).
; NAO nethack.alt.org, a public NetHack server.
!!Yet another...
; YASD
: Yet Another Stupid Death.
; YAAD
: Yet Another Annoying Death.
; YAAP
: Yet Another Ascension Post.
; YAFAP
: Yet Another First Ascension Post.
; YAFM
: Yet Another Funny Message.
; YAFMC
: Yet Another Funny Message Combination.
; YAFP
: Yet Another Funny Prompt.
; YANI
: Yet Another New/Nifty Idea/Item.
; YAOI
: Yet Another Old Idea/Item (a standard riposte to YANI. No relation to Japanese _yaoi_).
!!Monsters, gods
; WoY, Wiz, Rodney
: Wizard of Yendor (Yendor spelled backwards = Rodney).
; foocubus
: incubus or succubus (also *cubus).
; footrice
: chickatrice or cockatrice (also 'trice, *trice).
; A.O.
: Amaterasu Omikami (Samurai lawful goddess).
!!Levels and places
; VotD
: Valley of the Dead.
; VS
: Vibrating Square.
!!A note on object abbreviations
The following convention has become popular amongst many rgrn posters for object abbreviations: the (ASCII) symbol used within the game to represent the object precedes the abbreviation to make things clearer. So, for example, a potion of confusion would be abbreviated to "!PoC". However, the redundancy involved offends some people's sense of elegance, and you will find both PoC and !oC (not to mention PoConf) as alternative representations of the same item. Also, a lowercase 'b', 'u' or 'c' may sometimes be prepended to the abbreviation to denote blessed/uncursed/cursed status; for example, 'b?SoG' might be used to indicate a blessed scroll of genocide.

The lists below only include the items most commonly referred to by abbreviations; but any object might be referred to by an abbreviation on the same general schema (usually only once context for it has been established).
!!!Amulets
; "AoESP
: Amulet of ESP
; "AoLS
: Amulet of Life Saving
; "AoMB
: Amulet of Magical Breathing
; "AoY
: Amulet of Yendor
; "EotA
: Eye of the Aethiopica (aka "Eye of the Tapioca")
!!!Weapons
; *Brand
: Fire Brand or Frost Brand
; Mojo
: Mjollnir
; Stormy
: Stormbringer
; ToM
: Tsurugi of Muramasa
; Vorpy
: Vorpal Blade
!!!Armour
; [DSM, [GDSM
: Dragon scale mail, with the colour specified as required.
; [SDSM, etc.
: Beware, there are two G ones (Gray and Green; the former is usually meant) and two B ones (Black and Blue, ditto; and yes, we've heard all the succubus/bullwhip/iron chain jokes already).
; [LB, [BoL
: Levitation Boots (Boots of Levitation)
; [SB, [BoS
: Speed Boots (Boots of Speed)
; [WWB, [BoWW
: Water Walking Boots (Boots of Water Walking)
; [CoMR
: Cloak of Magic Resistance
; [GoD
: Gauntlets of Dexterity
; [GoP
: Gauntlets of Power
; [HoB
: Helm of Brilliance
; [HoOA
: Helm of Opposite Alignment
; [HoT
: Helm of Telepathy
; [SoR
: Shield of Reflection
!!!Scrolls
; ?SoC
: Scroll of Charging
; ?SoCM
: Scroll of Create Monster or Scroll of Confuse Monster (make clear which one you mean!)
; ?SoEA
: Scroll of Enchant Armour
; ?SoEW
: Scroll of Enchant Weapon
; ?SoG
: Scroll of Genocide
; ?SoI, ?SoID
: Scroll of Identify
; ?SoMM
: Scroll of Magic Mapping
; ?SoRC
: Scroll of Remove Curse
!!!Spells and spellbooks
; +FoD
: Finger of Death
; +StF
: Stone to Flesh
; +BotD
: Book of the Dead
!!!Potions
; !PoEH
: Potion of Extra Healing
; !PoFH
: Potion of Full Healing
; !PoGA
: Potion of Gain Ability
; !PoGL
: Potion of Gain Level
; !PoOD
: Potion of Object Detection
!!!Rings
; =RoC
: Ring of Conflict
; =RoL
: Ring of Levitation
; =RoPC
: Ring of Polymorph Control
; =RoTC
: Ring of Teleport Control
!!!Wands
; /WoW
: Wand of Wishing
; /WoC
: Wand of Cancellation or Wand of Cold (make clear which one you mean!)
; /WoCM
: Wand of Create Monster
; /WoD
: Wand of Death or Wand of Digging (make clear which one you mean!)
; /WoP
: Wand of Polymorph or Wand of Probing (make clear which one you mean!)
; /WoT
: Wand of Teleportation
; /WoUT
: Wand of Undead Turning
!!!Tools
; (BoH
: Bag of Holding
; (UH
: Unicorn Horn
; (EotO
: Eyes of the Overworld
; (OoF
: Orb of Fate
; (PYEC
: Platinum Yendorian Express Card
; (BoO
: Bell of Opening
/%
Description: [[abbr-343.txt|http://www.spod-central.org/~psmith/nh/abbr-343.txt]]
Last-edited: 2006-08-01 for NetHack 3.4.3
Original: by Satoshi Asami.
Revised: for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.
Acknowledgments: Revised, corrected, added to, pruned, and updated by Boudewijn Waijers, Adam Dawes, and Sascha Wostmann.
%/
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! ('"')
|! Amulet |! Cost |! Weight |! Probability |! Edible? |
| amulet of change | $150 | 20 | 130c | Y |
| amulet of ESP | 150 | 20 | 175 | Y |
| amulet of life saving | 150 | 20 | 75 | |
| amulet of magical breathing | 150 | 20 | 65 | Y |
| amulet of reflection | 150 | 20 | 75 | |
| amulet of restful sleep | 150 | 20 | 135c | Y |
| amulet of strangulation | 150 | 20 | 135c | Y |
| amulet of unchanging | 150 | 20 | 45 | Y |
| amulet versus poison | 150 | 20 | 165 | Y |
| imitation AoY | 0 | 20 | 0 | |
| Amulet of Yendor | 30000 | 20 | 0 | |
| Amulets are listed in alphabetical order. <br> The //Cost// field denotes the base price of each amulet. <br> //Weight//: 100 zorkmids weighs 1. |c
Amulets comprise 1% of all randomly-generated items in the main dungeon, 1% in containers, and 4% in hell. PROB is the relative probability of each subtype; the suffix specifies the chance of blessed/cursed:
|! |! Blessed |! Uncursed |! Cursed |
|! c | 0.5% | 9% | 90.5% |
|! otherwise | 5% | 90%  | 5% |
Imitation Amulets of Yendor may be found on the bones pile of the Rogue level (50% chance), with "double trouble" Wizards of Yendor when you don't have the real Amulet (50% chance), and with the player-monsters on the Astral Plane (100%). The real Amulet of Yendor is carried by the high priest(ess) of Moloch.

Except as noted below, the effects of amulets are controllable by putting on and removing the amulet. If the EAT field is Y, then it is possible to obtain an effect permanently by polymorphing into a metallivore (rock mole, rust monster, or xorn) and eating the amulet. There is only a 1/5 chance of obtaining the effect this way ("Magic spreads through your body as you digest the amulet."). Eating an amulet of unchanging will not confer unchanging, but instead return you to your natural form ("un-change" you).

The appearances of the first nine types of amulets are randomized from the following descriptions:
| circular | spherical | oval |
| triangular | pyramidal | square |
| concave | hexagonal | octagonal |
Both the imitation and real Amulets of Yendor appear as an "Amulet of Yendor"; they can be distinguished by identifying each individual copy, naming the real one, or by placing each inside a container (the real one will not fit). The possible imitation Amulet on the Rogue level is always pre-identified.

Wearing an amulet will increase the rate at which you get hungry (see food-343.txt).
! Amulet effects
; amulet of change
: When either worn or eaten, it toggles your character's gender between male and female. Gender has the following effects in the game:
:: Only female monsters can lay eggs.
:: Eggs in a male character's inventory may hatch tame monsters.
:: Males are seduced by succubi, females are seduced by incubi.
:: Nymphs "seduce" males and "charm" females.
:: The Cave(wo)man and Priest(ess) classes have different names.
:: It determines how you are addressed (purely cosmetic).
: If you are polymorphed into a single-sex monster, your base gender will be altered but not your current one, with the exception that an incubus will change into a succubus and vice versa.
:: "You are suddenly very feminine/masculine!"
:: "You don't feel like yourself." (polymorphed into single-sex monster, but character's base sex has changed) 
:: "The amulet disintegrates!"
; amulet of ESP
: When worn, you will see monsters that have a brain when they are nearby, or anywhere on the level when you are blind. If eaten, the intrinsic telepathy only works when blind. No messages.
; amulet of life saving
: When worn, your life will be saved if you die; the amulet then disintegrates. No message when put on. No effect when eaten (nice try).
; amulet of magical breathing
: When either worn or eaten, you gain amphibiousness and unbreathing. You can swim under water and cannot be strangled or choked. No messages.
; amulet of reflection
: When worn, rays from wands, spells, and breath attacks can be reflected. No message when put on. No effect when eaten (nice try).
; amulet of restful sleep
: When worn or eaten, you will fall asleep within 1 to 100 turns. You awaken within 1 to 20 turns or when disturbed. If you continue wearing an amulet of restful sleep, the cycle will repeat. No message.
; amulet of strangulation
: When worn, you are strangled to death in 6 turns. When eaten, you instantly choke, with 1/20 chance of survival. Exceptions are made if you have unbreathing from an amulet of magical breathing or polyself.
:: "It constricts your throat!"
; amulet of unchanging
: When worn, you are prevented from changing your current form by polymorph or other means, and are also protected from being slimed; any sliming in progress is halted. No message when put on. When eaten, you are "un-changed" to your natural form.
; amulet versus poison
: When either worn or eaten, you gain poison resistance. No message.
; cheap plastic imitation of the Amulet of Yendor
: No effect or message when put on.
: Cannot be eaten.
; Amulet of Yendor
: When carried, you get all of the following (mostly bad):
:: You get clairvoyance, if it is not blocked.
:: When casting spells, your energy is drained.
:: Hunger is increased (additional to normal amulet hunger).
:: Your luck timeout is increased.
:: Monster difficulty will depend on your deepest level reached, not your current dungeon level.
:: Monsters are less likely to be generated asleep.
:: You cannot level teleport.
:: Teleportation within the level is blocked 1/3 of the time.
:: The Wizard can teleport or level teleport to find you.
:: The Wizard will try to steal the Amulet.
:: You are permitted to enter the Plane of Earth by taking the upstairs, or quaffing a cursed potion of gain level, from dungeon level 1.
:: You can activate the endgame portals.
:: When going up levels in Gehennom, you may teleport down 0 to 3 levels instead. The chance depends on your alignment:
|! UP |! Lawful |! Neutral |! Chaotic |
| +1 | 75.00% | 75.00% | 75.00% |
| 0 | 6.25% | 8.33% | 12.50% |
| -1 | 6.25% | 8.33% | 12.50% |
| -2 | 6.25% | 8.33% | 0.00% |
| -3 | 6.25% | 0.00% | 0.00% |
:: When worn or wielded, you get messages about the amulet getting "hotter" as you approach magic portals. No message when putting on. Cannot be eaten. (Would you sacrifice yourself, then?)
! Acknowledgements
Thanks to Bruce Cox for proofreading the original version of this file. Further corrections and clarifications by Philipp Lucas, Jeff MacDonald, obscurity, Darshan Shaligram, Donald Welsh, and Yoshi348.
/%
Title: Amulets and their properties in NetHack 3.4
Description: [[amul-343.txt|http://www.spod-central.org/~psmith/nh/amul-343.txt]]
Last-edited: 2004-02-06 for NetHack 3.4.3
Compiled: for 3.2.2 by Kevin Hugo.
Updated: for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.
%/
! ('[')
|! ARMOR |c
|!Shirts |! COST |! WGT |! PR |! AC |! M |! EFFECT |! APPEARANCE |
| Hawaiian shirt | 3 | 5 | 8 | 0 | C | Shops | -- |
| T-shirt | 2 | 5 | 2 | 0 | C | Shops | -- |
|!Suits |! COST |! WGT |! PR |! AC |! M |! EFFECT |! APPEARANCE |
| leather jacket | 10 | 30 | 12 | 1 | L | -- | -- |
| leather armor | 5 | 150 | 82 | 2 | L | -- | -- |
| orcish ring mail | 80 | 250 | 20 | 2 | I | # | crude ring mail |
| studded leather armor | 15 | 200 | 72 | 3 | L | # | -- |
| ring mail | 100 | 250 | 72 | 3 | I | -- | -- |
| scale mail | 45 | 250 | 72 | 4 | I | -- | -- |
| orcish chain mail | 75 | 300 | 20 | 4 | I | # | crude chain mail |
| chain mail | 75 | 300 | 72 | 5 | I | # | -- |
| elven mithril coat | 240 | 150 | 15 | 5 | M | ### | -- |
| splint mail | 80 | 400 | 62 | 6 | I | # | -- |
| banded mail | 90 | 350 | 72 | 6 | I | -- | -- |
| dwarvish mithril coat | 240 | 150 | 10 | 6 | M | ### | -- |
| bronze plate mail | 400 | 450 | 25 | 6 | B | -- | -- |
| plate mail (tanko) | 600 | 450 | 44 | 7 | I | ## | -- |
| crystal plate mail | 820 | 450 | 10 | 7 | G | ## | -- |
|!Dragon suits |! COST |! WGT |! PR |! AC |! M |! EFFECT |! APPEARANCE |
| red dragon scales | 500 | 40 | 0 | 3 | D | Fire | -- |
| white dragon scales | 500 | 40 | 0 | 3 | D | Cold | -- |
| orange dragon scales | 500 | 40 | 0 | 3 | D | Sleep | -- |
| blue dragon scales | 500 | 40 | 0 | 3 | D | Elec | -- |
| green dragon scales | 500 | 40 | 0 | 3 | D | Poison | -- |
| yellow dragon scales | 500 | 40 | 0 | 3 | D | Acd | -- |
| black dragon scales | 700 | 40 | 0 | 3 | D | Disint | -- |
| silver dragon scales | 700 | 40 | 0 | 3 | D | Reflect | -- |
| gray dragon scales | 700 | 40 | 0 | 3 | D | Magic | -- |
| red dragon scale mail | 900 | 40 | 0 | 9 | D | Fire | -- |
| white dragon scale mail | 900 | 40 | 0 | 9 | D | Cold | -- |
| orange dragon scale mail | 900 | 40 | 0 | 9 | D | Sleep | -- |
| blue dragon scale mail | 900 | 40 | 0 | 9 | D | Elec | -- |
| green dragon scale mail | 900 | 40 | 0 | 9 | D | Poison | -- |
| yellow dragon scale mail | 900 | 40 | 0 | 9 | D | Acd | -- |
| black dragon scale mail | 1200 | 40 | 0 | 9 | D | Disint | -- |
| silver dragon scale mail | 1200 | 40 | 0 | 9 | D | Reflect | -- |
| gray dragon scale mail | 1200 | 40 | 0 | 9 | D | Magic | -- |
|!Cloaks |! COST |! WGT |! PR |! AC |! M |! EFFECT |! APPEARANCE |
| mummy wrapping | 2 | 3 | 0 | 0 | C | #Vis | -- |
| orcish cloak | 40 | 10 | 8 | 0 | C | ## | coarse mantelet |
| dwarvish cloak | 50 | 10 | 8 | 0 | C | ## | hooded cloak |
| leather cloak | 40 | 15 | 8 | 1 | L | # | -- |
| cloak of displacement | 50 | 10 | 10 | 1 | C | ##Displ | *piece of cloth |
| oilskin cloak | 50 | 10 | 10 | 1 | C | ###Water | slippery cloak |
| alchemy smock | 50 | 10 | 9 | 1 | C | #Poi+Acd | apron |
| cloak of invisibility | 60 | 10 | 10 | 1 | C | ##Invis | *opera cloak |
| cloak of magic resistance | 60 | 10 | 2 | 1 | C | ###Magic | *ornamental cope |
| elven cloak | 60 | 10 | 8 | 1 | C | ###Stlth | faded pall |
| robe | 50 | 15 | 3 | 2 | C | ###Spell | -- |
| cloak of protection | 50 | 10 | 9 | 3 | C | ###Prot | *tattered cape |
|!Helmets |! COST |! WGT |! PR |! AC |! M |! EFFECT |! APPEARANCE |
| fedora | 1 | 3 | 0 | 0 | C | -- | -- |
| dunce cap | 1 | 4 | 3 | 0 | C | Stupid | conical hat |
| cornuthaum | 80 | 4 | 3 | 0 | C | ##Clair | conical hat |
| dented pot | 8 | 10 | 2 | 1 | I | -- | -- |
| elven leather helm | 8 | 3 | 6 | 1 | L | -- | leather hat |
| helmet (kabuto) | 10 | 30 | 10 | 1 | I | -- | *plumed helmet |
| orcish helm | 10 | 30 | 6 | 1 | I | -- | iron skull cap |
| helm of brilliance | 50 | 50 | 6 | 1 | I | Int+Wis | *etched helmet |
| hm of opposite alignment | 50 | 50 | 6c | 1 | I | Align | *crested helmet |
| helm of telepathy | 50 | 50 | 2 | 1 | I | ESP | *visored helmet |
| dwarvish iron helm | 20 | 40 | 6 | 2 | I | -- | hard hat |
|!Gloves |! COST |! WGT |! PR |! AC |! M |! EFFECT |! APPEARANCE |
| leather gloves (yugake) | 8 | 10 | 16 | 1 | L | -- | *old gloves |
| gauntlets of dexterity | 50 | 10 | 8 | 1 | L | Dex | *padded gloves |
| gauntlets of fumbling | 50 | 10 | 8c | 1 | L | Fumble | *riding gloves |
| gauntlets of power | 50 | 30 | 8 | 1 | I | Str | *fencing gloves |
|!Shields |! COST |! WGT |! PR |! AC |! M |! EFFECT |! APPEARANCE |
| small shield | 3 | 30 | 6 | 1 | W | -- | -- |
| orcish shield | 7 | 50 | 2 | 1 | I | -- | red-eyed |
| Uruk-hai shield | 7 | 50 | 2 | 1 | I | -- | white-handed |
| elven shield | 7 | 40 | 2 | 2 | W | -- | blue and green |
| dwarvish roundshield | 10 | 100 | 4 | 2 | I | -- | large round |
| large shield | 10 | 100 | 7 | 2 | I | -- | -- |
| shield of reflection | 50 | 50 | 3 | 2 | S | Reflect | polished silver |
|!Boots |! COST |! WGT |! PR |! AC |! M |! EFFECT |! APPEARANCE |
| low boots | 8 | 10 | 25 | 1 | L | -- | walking shoes |
| elven boots | 8 | 15 | 12 | 1 | L | Stlth | *mud boots |
| kicking boots | 8 | 15 | 12 | 1 | I | Kick | *buckled boots |
| fumble boots | 30 | 20 | 12c | 1 | L | Fumble | *riding boots |
| levitation boots | 30 | 15 | 12c | 1 | L | Lev | *snow boots |
| jumping boots | 50 | 20 | 12 | 1 | L | Jump | *hiking boots |
| speed boots | 50 | 20 | 12 | 1 | L | Speed | *combat boots |
| water walking boots | 50 | 20 | 12 | 1 | L | WWalk | *jungle boots |
| high boots | 12 | 20 | 15 | 2 | L | -- | jackboots |
| iron shoes | 16 | 50 | 7 | 2 | I | -- | hard shoes |
| Armor is listed above by category -- increasing armor class -- increasing price. <br> Alternative Japanese names for items are given in parentheses (). <br> The COST field denotes the base price of each item. <br> WGT specifies the weight (100 zorkmids weighs 1). |c

Armor comprises 10% of all randomly-generated items in the main dungeon, 0% in containers, 12% on the Rogue level, and 20% in hell. PR is the relative probability of each subtype; the suffix specifies the chance of blessed/cursed:
|! |! Blessed |! Uncursed |! Cursed |
|! c | 1% | 9% | 90% |
|! otherwise | 8.64% | 78.18% | 13.18% |
Initial enchantment depends on whether the item was blessed or cursed, and is exponentially distributed. Armor is never generated erodeproof except for: splint mail at the start of the game for a Samurai, or on the Samurai Quest; as equipment for certain monsters; and sometimes in Rogue level bones piles. Dragon armor is sometimes randomly generated for player-monsters on the Astral Plane, but is otherwise never randomly generated.

The base amount that your armor class is reduced (disregarding enchantment or damage) is shown in the AC field. The material of each piece of armor, described by M, affects whether the item can be damaged. In addition, metallic armor may increase your spell failure rate (see spl1-343.txt), and iron helmets protect from falling rock traps. The materials are as follows:
|!M |!DESCRIPTION |!ERODES? |!HINDERS SPELLCASTING? |
| B | Bronze or copper | Corrodes | Yes |
| C | Cloth | Burns/Rots | No |
| D | Dragon hide | No | No |
| G | Glass | No | No |
| I | Iron | Rusts/Corrodes | Yes |
| L | Leather | Burns/Rots | No |
| M | Mithril | No | Yes |
| S | Silver | No | Yes |
| W | Wood | Burns/Rots | No |
(All shields hinder spellcasting to an extent based on their size, regardless of their material; helms of brilliance do not, despite being metal.)

Some armors have EFFECTS. The number of hash signs (#) in this column describes the degree of magic cancellation (see below). Other effects are also possible: 
; Acd 
: Gives acid resistance 
; Align 
: Changes your alignment, removes protection, and auto-curses. 
; Clair 
: Wizards get clairvoyance and +1 charisma, others block clairvoyance and get -1 charisma. 
; Cold 
: Gives cold resistance. 
; Dex 
: Adds armor's enchantment to your dexterity. 
; Disint
: Gives disintegration resistance. 
; Displ 
: Gives displacement. 
; Elec 
: Gives electric shock resistance. 
; ESP 
: Gives telepathy. 
; Fire 
: Gives fire resistance. 
; Fumble
: You will occasionally fumble. 
; Int+Wis
: Adds armor's enchantment to your intelligence and wisdom. 
; Invis 
: Gives invisibility. 
; Jump
: Gives jumping at will. The special restrictions for Knights do not apply while this item is worn. In the figures below, you (@) can jump to the places marked 'X':
{{{
                 Knights without boots    Anyone with boots
                 ~~~~~~~~~~~~~~~~~~~~~    ~~~~~~~~~~~~~~~~~
                                                 X
                         X.X                   XXXXX
                        X...X                  XXXXX
                        ..@..                 XXX@XXX
                        X...X                  XXXXX
                         X.X                   XXXXX
                                                 X 
}}}
; Kick 
: Kicking does additional damage, and grants martial arts bonuses. 
; Lev 
: Causes levitation. Does NOT prevent your being drowned by monsters. 
; Magic 
: Gives magic resistance. Does NOT affect magic cancellation. 
; Poison 
: Gives poison resistance. 
; Prot 
: An armor with good AC adjustment and magic cancellation. The protection intrinsic it confers doesn't have any effect beyond this. 
; Reflect 
: Gives reflection. 
; Shops 
: If not covered by body armor or cloak, shopkeepers buy and sell at the same rate as inexperienced (level < 15) Tourists: buy at 1/3 of and sell at 4/3 of the normal price. 
; Sleep 
: Gives sleep resistance. 
; Speed 
: Makes you very fast, the same as a potion of speed or spell of haste self. This is better than a wand of speed or eating a quantum mechanic. 
; Spell 
: Spellcasting is more likely to succeed, and reduces the penalty for metallic armour. 
; Stlth 
: Gives stealth. 
; Str 
: Increases your strength to 25. 
; Stupid 
: Your intelligence and wisdom are fixed at 6; auto-curses; shopkeepers buy and sell at the inexperienced Tourist rate. 
; Vis 
: Overrides invisibility so you are again visible. 
; Water 
: Protects metal body armor from rusting/corroding and prevents grabbing attacks. If cursed, only 2/3 chance of being effective. 
; WWalk 
: Allows you to walk on water or lava. Does NOT prevent your being drowned by monsters, or the heat of lava destroying non-fireproof boots.
Finally, some types of armor have a different APPEARANCE when unidentified. Those listed with an asterisk (*) are randomized within their armor category. Boots with the appearance "snow boots" make ice act like normal terrain (but the Fumble armor property still happens at its normal rate). Gloves and boots with the appearance "riding gloves" and "riding boots" give a (non-cumulative) bonus to the chance of successfully saddling a steed. Helmets with the appearance "visored helmet" provide defence against the blinding attack of ravens and the spitting attack of cobras. 
! Armor erosion and enchantment
(Adapted from the spoiler "enchant.lim" by Peter Snelling and Boudewijn Waijers.)

Your armor class is reduced by the base amount shown above. However, if armor is damaged, that amount of reduction is lowered by the greatest degree of erosion (damaged = 1, very damaged = 2, and thoroughly damaged = 3), but that will not lower the AC reduction beyond zero. The armor's material determines what types of attacks can cause damage (see above).

There are several ways to prevent erosion. Samurai, Angels, lawful demons, player-monsters, and Roguelike bones piles may be generated with erodeproof armor. Specify "erodeproof","rustproof", "corrodeproof", "fireproof", or "rotproof" when wishing for an armor (any of these will do, and will be ignored if not applicable). You can temporarily prevent rust and corrosion damage by (a)pplying grease to your armor from a can of grease. An item can also be permanently erodeproofed by reading a non-cursed scroll of enchant armor while confused (also removes damage) or a cursed scroll of destroy armor while confused (does not remove damage). Blessed armour is less likely to become damaged (to an extent dependent on your luck).

Your AC is then further reduced by the enchantment (e.g., +1) of the armor. The enchantment may be changed by reading scrolls of enchant armor while wearing the armor. One exterior piece of worn armor is semi-randomly selected, so you should remove or cover armor you don't want enchanted. A blessed scroll may add several enchantments, an uncursed scroll adds one enchantment, and a cursed scroll removes one enchantment. Other effects are possible -- notably, dragon scales can be converted to dragon scale mail -- please refer to the spoiler "scrl-343.txt". The enchantment of armor may also be affected by wands or spells of cancellation, spell of drain life if not currently in inventory, or by a disenchanter's special attack.

If armor is enchanted above +3 (+5 for cornuthaums if you are a Wizard or for elven armor), then there is a chance of it being destroyed if it is enchanted further. Thus, the maximum safe enchantment is +5 (+7). This is obtained by reading uncursed or blessed scrolls until +3 (+5) is reached, and then reading a blessed scroll. If by chance this results in +4 (+6), you could bring the enchantment back down to +3 (+5) -- by reading a cursed scroll of enchant armor -- before trying again. 
!Magic cancellation
(Adapted from the spoiler "protect", by Peter Snelling, Boudewijn Waijers, and Michal Pawlak.)

Magic cancellation affects the chance of success of the following special melee attacks: fire, cold, electricity, sleep, poison, paralysis, level drain, lycanthropy, teleport, intrinsic speed stealing (shades and skeletons), energy drain, slime, disenchanting, and "sticking to" ("You cannot escape from the mimic!" -- but not grab-attacks by, for example, owlbears or krakens). Note that it does NOT affect the success probability of ray attacks, nor does it help against "defensive attacks" (like a floating eye's paralysis). It does help protect monsters wearing armour with magic cancellation against these attacks by other monsters or by a polymorphed player.

The chances of any one of the above special attacks succeeding are calculated in the following way:

# The attack must first hit (i.e. pass your AC). You take the associated physical damage (if any) if the hit is successful and you are not resistant to that type of attack.
** Some of the attacks succeed only sometimes anyway:
*** 1/3 Drain level and paralysis
*** 1/4 Lycanthropy, steal speed, and drain energy
*** 1/5 Sleep
*** 1/8 Poison
# The attack must finally pass the cancellation test. The probability of this depends on the greatest cancellation factor (the number of #s above) among all your armor:
; None
: 150/150 (100%)
; #
: 101/150 (~67%)
; ##
: 52/150 (~35%)
; ###
: 3/150 (2%)
; Monster cancelled
: 0/150 (0%)

If all the above tests have been passed, then you suffer the effect of the special attack. For example: if you are wearing a gray dragon scale mail, and are attacked by a vampire, then 1/3 of his successful bites will end in you losing a level. If you however wear a lowly orcish cloak over your armour (MC=2), the probability will immediately drop to about 1/9 (1/3 * 52/150) and an oilskin cloak will reduce the probability to below 1%.

Note that the magical cancellation is different from intrinsic resistances for fire/cold/electricity attacks. If you are hit by a fire attack while fire resistant you get no physical damage, but there's still a chance of losing your scrolls/spellbooks/potions. If you are protected from a fire attack by cancellation, the attack fails and your equipment is safe.

Incidentally, if you wondered about the similarity between the name of this property ("magic cancellation") and the name of a certain wand and spell -- it is no accident. Zapping the attacker with the wand/spell of cancellation makes the last test always fail and you will never suffer from special attacks by this creature.

Do NOT confuse this property with magic resistance, which is something entirely different; see the spoiler drgn-343.txt.
!Acknowledgements
Thanks to Bruce Cox for proofreading the original version of this file. Further corrections and clarifications provided by Joe Bednorz, Mitch Gold, Topi Linkala, Moi, Pat Rankin, Adrian Rowley, Stanislav Traykov, Warrendy, Eric Wright, and Sascha Wostmann.
}}}
/%
Description: [[armr-343.txt|http://www.spod-central.org/~psmith/nh/armr-343.txt]]
Last-edited: 2006-08-26 for NetHack 3.4.3
Compiled: 3.2.2 by Kevin Hugo.
Updated: 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.
%/
Boolean options not under specific compile flags (with default values in []): (You can learn which options exist in your version by checking your current option setting, which is reached via the 'O' cmd.)

|! Option |! Description |! [Default] |
| autodig | dig if moving and wielding digging tool | [FALSE] |
| autopickup | automatically pick up objects you move over | [TRUE] |
| autoquiver | when firing with an empty quiver, select some suitable inventory weapon to fill the quiver | [FALSE] |
| BIOS | allow the use of IBM ROM BIOS calls | [FALSE] |
| cmdassist | give help for errors on direction & other commands | [TRUE] |
| confirm | ask before hitting tame or peaceful monsters | [TRUE] |
| DECgraphics | use DEC/VT line-drawing characters for the dungeon | [FALSE] |
| eight_bit_tty | send 8-bit characters straight to terminal | [FALSE] |
| extmenu | use a menu for selecting extended commands (#) | [FALSE] |
| fixinv | try to retain the same letter for the same object | [TRUE] |
| help | print all available info when using the / command | [TRUE] |
| IBMgraphics | use IBM extended characters for the dungeon | [FALSE] |
| ignintr | ignore interrupt signal, including breaks | [FALSE] |
| legacy | print introductory message | [TRUE] |
| lit_corridor | show a dark corridor as lit if in sight | [FALSE] |
| lootabc | use a/b/c rather than o/i/b when looting | [FALSE] |
| mail | enable the mail daemon | [TRUE] |
| null | allow nulls to be sent to your terminal try turning this option off (forcing NetHack to use its own delay code) if moving objects seem to teleport across rooms | [TRUE] |
| number_pad | use the number keys to move instead of yuhjklbn | [FALSE] |
| perm_invent | keep inventory in a permanent window | [FALSE] |
| prayconfirm | use confirmation prompt when #pray command issued | [TRUE] |
| pushweapon | when wielding a new weapon, put your previously wielded weapon into the secondary weapon slot | [FALSE] |
| rawio | allow the use of raw I/O | [FALSE] |
| rest_on_space | count the space bar as a rest character | [FALSE] |
| safe_pet | prevent you from (knowingly) attacking your pet(s) | [TRUE] |
| showrace | show yourself by your race rather than by role | [FALSE] |
| silent | don't use your terminal's bell sound | [TRUE] |
| sortpack | group similar kinds of objects in inventory | [TRUE] |
| sound | enable messages about what your character hears (note: this has nothing to do with your computer's audio capabilities, and the game resets it periodically) | [TRUE] |
| sparkle | display sparkly effect for resisted magical attacks (e.g. fire attack on fire-resistant monster) | [TRUE] |
| standout | use standout mode for --More-- on messages | [FALSE] |
| time | display elapsed game time, in moves | [FALSE] |
| tombstone | print tombstone when you die | [TRUE] |
| toptenwin | print topten in a window rather than stdout | [FALSE] |
| travel | enable the command to travel to a map location via a shortest-path algorithm, usually invoked by '_'. | [TRUE] |
| verbose | print more commentary during the game | [TRUE] |
----


!!There are further boolean options controlled by compilation flags.

!!!Boolean option if INSURANCE was set at compile time:
;checkpoint
:save game state after each level change, for possible recovery after program crash [TRUE]

!!!Boolean option if NEWS was set at compile time:
;news
:print any news from game administrator on startup        [TRUE] 

!!!Boolean option if MFLOPPY was set at compile time:
;checkspace
:check free disk space before writing files to disk       [TRUE] 

!!!Boolean option if EXP_ON_BOTL was set at compile time:
;showexp
:display your accumulated experience points               [FALSE] 

!!!Boolean option if SCORE_ON_BOTL was set at compile time:
;showscore
:display your approximate accumulated score               [FALSE] 

!!!Boolean options if TEXTCOLOR was set at compile time:
;color
:use different colors for objects on screen     [TRUE for micros] 
;hilite_pet
:display pets in a highlighted manner                     [FALSE] 

!!!Boolean option if TIMED_DELAY was set at compile time (tty interface only):
;timed_delay 
:on unix and VMS, use a timer instead of sending extra screen output when attempting to pause for display effect.  on MSDOS without the termcap lib, whether or not to pause for visual effect.      [TRUE] 

;Boolean option
:if USE_TILES was set at compile time (MSDOS protected mode only):
;preload_tiles
: control whether tiles get pre-loaded into RAM at the start of the game.  Doing so enhances performance of the tile graphics, but uses more memory.          [TRUE] 

{{{Any Boolean option can be negated by prefixing it with a '!' or 'no'.}}}
[[Cancellation Spoiler|http://www.nethack.de/spoiler330/cancellation.txt]]
{{{
;Date sent:      	Fri, 21 Jan 2000 23:07:23 +0100 (CET)
From:           	Raisse the Thaumaturge <raisse@rempt.xs4all.nl>
Subject:        	Cancellation spoiler


Cancelling objects
==================

by Raisse the Thaumaturge (raisse@valdyas.org) (a.k.a. Irina Rempt)

Being the Almost Ultimate NetHack 3.3.0 Spoiler Dealing with the
Cancelling of Objects, Doing Away with a Few Common Fallacies.

I'll go by the order of the itemlist:


)  All weapons become uncursed and +0. 

   This goes for artifact weapons as well; the blessed +7 Mjollnir
   doesn't become an uncursed +0 war hammer, but the uncursed +0
   Mjollnir.

   It doesn't make a difference whether you've named the artifact
   yourself (Sting, Orcrist).

)  A crysknife that you have in your inventory cancels to an uncursed
   +0 crysknife; it doesn't go back to worm tooth unless you drop it
   (no cancellation needed for that). Fixed crysknives stay fixed.

   Rust, corrosion and fooproofing are not affected by cancellation.


[  All armor becomes uncursed and +0. Dragon scale mail doesn't go
   back to dragon scales. T-shirts don't blank (would be a nice
   touch, but there are no blank T-shirts).

   Rust, corrosion and fooproofing are not affected by cancellation.

   Self-cursing armour (helm of opposite alignment, dunce cap) will
   become uncursed when cancelled but curse themselves again when you
   put them on.


(  Ah, this is a tricky one. Someone thought that bags of
   tricks/holding cancelled to ordinary sacks; this is not true. 

   A bag of holding is not an ordinary bag that's been enchanted;
   it's a magically made bag. This also means that you can't make a
   bag of holding out of a sack by enchanting or charging it.

   Putting a wand of cancellation with more than zero charges into a
   bag of holding makes it explode, and you lose the bag and the wand
   and everything that's in the bag.
   
   Cancelling a bag of holding makes it uncursed. This means that
   zapping a blessed bag of holding with a wand of cancellation
   actually makes it heavier, and zapping a cursed bag of holding
   with a wand of cancellation makes it lighter. Also, cancelling a
   cursed bag of holding stops objects disappearing when you #loot or
   (a)pply it.

   To dismiss another common fallacy: nothing disappears from a bag
   of holding when you cancel it, except the bless/curse status of
   the bag itself. All objects inside are unchanged, don't disappear,
   aren't blanked or converted to water, and keep their bless/curse
   status.

   The same goes for a bag of tricks: an empty bag of tricks is not a
   sack, but "a bag of tricks (n:0)". Cancelling a bag of tricks
   makes it uncursed/unblessed and empty, but doesn't change the fact
   that it's a bag of tricks.

   An empty (or non-empty, for that matter) bag of tricks can be
   charged, making it "full" again. A bag of tricks is the only bag
   that can be charged, because it has charges. All other bags can
   only be cursed or blessed (and greased, if you like), not charged.
   No bag can ever be enchanted.


That's the thorny bag chapter; now for the easy ones:

(  A magic lamp becomes an uncursed magic lamp (not an oil lamp).

(  A magic whistle becomes an uncursed magic whistle (not a tin
   whistle).

(  Magic markers are put at n:0 charges and uncursed. If n=0 you can
   recharge it as if you used it all up.

(  Horns of plenty, frost/fire horns, magic harps, drums of
   earthquake and any chargeable magical tools that I may have
   forgotten are put at n:0 and can be recharged normally.

(  Cans of grease and tinning kits are just made uncursed, even
   though they have charges. The same goes for non-magical lamps and
   lanterns.


*  All gems, luckstones and flint stones become uncursed.

*  Loadstones become uncursed but curse themselves the moment you
   pick them up.


" All amulets become uncursed.


?  All scrolls become uncursed scrolls of blank paper, except scrolls
   of mail (to prevent abuse).


+  All spellbooks become uncursed spellbooks of blank paper, except
   the Book of the Dead (to prevent being accidentally screwed up)


!  Water (including holy and unholy water), booze (sake), fruit juice
   and oil become uncursed.

   Sickness and see invisible cancel to uncursed fruit juice. 

   All other potions (including acid, strangely) become uncursed
   potions of water.


=  All rings become uncursed and, if chargeable, +0. This makes it
   impossible to identify a cancelled ring of adornment or gain <foo>
   by simply putting it on.


/  A wand of cancellation can't be cancelled. It retains its charges,
   but becomes uncursed if it was blessed or cursed.

   All other wands become (n:-1) where "n" is the number of times
   already charged (in other words, this is not affected). A wand at
   -1 can be normally recharged if rechargeable, but it's impossible
   to wrest out the last charge. 


%  All food items become uncursed. Corpses are not refreshed; an old
   corpse that you cancel will still give you food poisoning.


0  Cancellation doesn't remove an iron ball.

}}}

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<g transform="translate(100)" >
<g transform="rotate(180,50,20)" >
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'>>
{{{
<<SVG "<circle r='50' cx='50' cy='50' fill='green'/>">> 
}}}
<<SVG "<circle r='50' cx='50' cy='50' fill='green'/>">> 
{{{
<<SVG "<circle r='50' cx='50' cy='50' fill='green'/>">> <<SVG "<rect x='20' y='20' rx='0' ry='0' width='160' height='160' fill='blue' />">>
}}}
<<SVG "<circle r='50' cx='50' cy='50' fill='green'/>">> <<SVG "<rect x='20' y='20' rx='0' ry='0' width='160' height='160' fill='blue' />">>

This spoiler doesn't attempt to list the various class and racial modifiers to game activities; just the abilities peculiar to each.
! Archeologist
* Can use two-weapon combat.
* Can use uncursed touchstones as blessed.
; XL 1
: Stealth
: Speed
; XL 10
: Searching
! Barbarian
* Can use two-weapon combat.
; XL 1
: Poison resistance
; XL 7
: Speed
; XL 15
: Stealth
! Cave(wo)man
* Exempt from penalties for cannibalism and eating domestic animals.
; XL 7
: Speed
; XL 15
: Warning
! Healer
; XL 1
: Poison resistance
; XL 15
: Warning
! Knight
* Can jump as chess knight.
* Can #turn undead.
* Can use two-weapon combat.
; XL 7
: Speed
! Monk
* Exercise wisdom by fasting.
; XL 1
: Speed
: Sleep resistance
: See invisible
; XL 3
: Poison resistance
; XL 5
: Stealth
; XL 7
: Warning
; XL 9
: Searching
; XL 11
: Fire resistance
; XL 13
: Cold resistance
; XL 15
: Shock resistance
; XL 17
: Teleport control
! Priest(ess)
* Can see objects' blessed/uncursed/cursed status.
* Can #turn undead.
; XL 15
: Warning
; XL 20
: Fire resistance
! Ranger
; XL 1
: Searching
; XL 7
: Stealth
; XL 15
: See invisible
! Rogue
* Can use two-weapon combat.
; XL 1
: Stealth
; XL 10
: Searching
! Samurai
* Can use two-weapon combat.
; XL 1
: Speed
; XL 15
: Stealth
! Tourist
* Can use two-weapon combat.
; XL 10
: Searching
; XL 20
: Poison resistance
! Valkyrie
* Can use two-weapon combat.
* A thrown Mjollnir (requires strength 25) will usually return to the hand.
; XL 1
: Cold resistance
; XL 1
: Stealth
; XL 7
: Speed
! Wizard
* Gets bonuses rather than penalties for wearing cornuthaums.
* Warned before reading uncursed spellbooks with possibility of failure.
; XL 15
: Warning
; XL 17
: Teleport control
! dwarf
; XL 1
: Infravision
! elf
; XL 1
: Infravision
; XL 4
: Sleep resistance
! gnome
* Can use uncursed touchstones as blessed.
; XL 1
: Infravision
! orc
* Exempt from penalties for cannibalism and eating domestic animals.
; XL 1
: Infravision
: Poison resistance
! Acknowledgments
Corrections and clarifications provided by nyra.
/%
Title: Class- and race-dependent abilities and gained intrinsics in NetHack 3.4
Description: [[abil-343.txt|http://www.spod-central.org/~psmith/nh/abil-343.txt]]
Last-edited 2003-12-17 for NetHack 3.4.3
Compiled: by Dylan O'Donnell <psmith@spod-central.org>.
%/
Compound options are written as {{{option_name:option_value.}}}
!!!Compound options which can be set during the game are:
|! Option |! Description |! [Default] |
| boulder | override the default boulder symbol with another default:| [`] |
| disclose | the types of information you want offered at the end of the game | [ni na nv ng nc] |
| fruit | the name of a fruit you enjoy eating (basically a whimsy which NetHack uses from time to time). | [slime mold] |
| packorder | a list of default symbols for kinds of objects that gives the order in which your pack will be displayed<br>(If you specify only some kinds of items, the others from the default order will be appended to the end.)| [")[%?+!=/(*`0_] |
| pickup_burden | when you pick up an item that exceeds this encumberance level (Unburdened, Burdened, streSsed, straiNed, overTaxed, or overLoaded), you will be asked if you want to continue.| [S] |
| pickup_types | a list of default symbols for kinds of objects to autopickup when that option is on | [all] |
| runmode | controls how often the map window is updated when performing<br> multi-step movement (various running modes or travel command):<br> teleport -- don't update map until movement stops;<br> run -- periodically update map (interval is seven steps);<br> walk -- update map after every step;<br> crawl -- like walk, but delay after making each step.<br> (This only affects screen display, not actual movement.) | [run] |
| scores | the parts of the score list you wish to see when the game ends You choose a combination of top scores, scores around the top scores, and all of your own scores. | [!own/3 top/2 around] |
| suppress_alert | disable various version-specific warnings about changes in game play or the user interface, such as notification given for the 'Q' command that quitting is now done via #quit (e.g., use suppress_alert:3.3.1 to stop that and any other notifications added in that version or earlier) default:| [(none)] |

;menustyle
:user interface for selection of multiple objects:
::Traditional -- one object at a time prompting;
::Combination -- prompt for classes of interest, then menu;
::Partial -- skip class prompt, use menu of all objects;
::Full -- menu for classes of interest, then object menu;
::only the first letter ('T','C','P','F') matters; 'N' (None)is a synonym for 'T', as is boolean style negation 
:::[Full]


!!!Compound options which may be set only on startup are:
| align | Your starting alignment (align:lawful, align:neutral, or align:chaotic). You may specify just the first letter. | [RANDOM] |
| catname | the name of your first cat | [NONE] |
| dogname | the name of your first dog | [NONE] |
| gender | Your starting gender (gender:male or gender:female). <br> You may specify just the first letter. Although you can still denote your gender using the "male" and "female" options, the "gender" option will take precedence. | [RANDOM] |
| horsename | the name of your first horse | [NONE] |
| monsters | like dungeon, but for monster symbols | default: abcdefghijklmnopqrstuvwxyz <br> ABCDEFGHIJKLMNOPQRSTUVWXYZ@\ \\&;:~] |
| msghistory | number of top line messages to save| [20] |
| name | the name of your character | [obtained by asking the system or the player] |
| objects | like dungeon, but for object symbols | default: {{{ ])[="(%!?+/$*`0_. }}}|
|pettype | your preferred type of pet (cat or dog), if your character class uses both types; or none for no pet | [RANDOM] |
| race | Your starting race (e.g., race:Human, race:Elf). | [RANDOM] |
| role | Your starting role (e.g., role:Barbarian, role:Valk). <br> Although you can specify just the first letter(s), it will choose only the first role it finds that matches; thus, it is recommended that you spell out as much of the role name as possible. You can also still denote your role by appending it to the "name" option (e.g., name:Vic-V), but the "role" option will take precedence. | [RANDOM] |
| traps | like dungeon, but for trap symbols<br> arrow_trap dart_trap falling_rock_trap squeaky_board bear_trap land_mine rolling_boulder_trap sleeping_gas_trap rust_trap fire_trap pit spiked_pit hole trap_door teleportation_trap level_teleporter magic_portal web statue_trap magic_trap anti_magic_trap polymorph_trap | default: ^^^^^^^^^^^^^^^^^"^^^^ |
| windowtype | windowing system to be used | [depends on operating system] |

;dungeon
:a list of symbols to be used in place of the default ones for drawing the dungeon. The symbols are subjected to a fair amount of processing, so that you can use C-style escapes such as \n or \081 as well as indicate control characters by ^x or meta characters by \Mx. As usual, \ can force the next character to be taken literally. Since many of the default symbols are overloaded, they are given here by name instead of symbol, with some added notes:
::stone (solid rock, normally ' ')
::vwall hwall tlcorn trcorn blcorn brcorn (room boundaries)
::crwall tuwall tdwall tlwall trwall (wallified maze characters)
::nodoor vodoor hodoor (no, vertical, horizontal open door)
::vcdoor hcdoor (vertical, horizontal closed door)
::ironbars tree room darkcorr litcorr
::upstair dnstair upladder dnladder
::altar grave throne sink fountain pool ice lava 
::vodbridge hodbridge (vertical, horizontal open drawbridge) vcdbridge hcdbridge (vertical, horizontal closed drawbridge)
::air cloud water
:::default: \ |--------||.-|++##.##<><>_\\#{}.}..##\ #}

;effects
:like dungeon, but for special effects symbols
::vbeam hbeam lslant rslant (generic zap beams)
::digbeam flashbeam (special beams for digging and cameras)
::boomleft boomright (boomerangs)
::ss1 ss2 ss3 ss4 (shielding sequence)
::sw_topl, sw_topm, sw_topr, (swallow, top row)
::sw_midl, sw_midr, (swallow, middle row [no center])
::sw_botl, sw_botm, sw_botr (swallow, bottom row)
::extl extm extr (explosion matrix top row)
::exml exmm exmr (explosion matrix middle row)
::exbl exbm exbr (explosion matrix bottom row)
:::default: {{{|-\\/*!)(0#@*/-\\||\\-//-\\|\ |\\-/}}}


;menu_*
:create single character accelerators for menu commands. Below is a list of all commands. Each is followed by a list of window ports that implement them: 'x' is X11, 't' is tty, 'g' is Gem, 'a' is Amiga. 
::menu_deselect_all deselect all items in a menu [-](gxta)
::menu_deselect_page deselect all items on this page of a menu [\](gta)
::menu_first_page jump to the first page in a menu [^](gta)
::menu_invert_all invert all items in a menu [@](gxta)
::menu_invert_page invert all items on this page of a menu [~](gta)
::menu_last_page jump to the last page in a menu [|](gta)
::menu_next_page goto the next menu page [>](gta)
::menu_previous_page goto the previous menu page [<](gta)
::menu_search search for a menu item [:](gxa)
::menu_select_all select all items in a menu [.](gxta) 
::menu_select_page select all items on this page of a menu [,](gta)


!!!Compound option if TTY_GRAPHICS was set at compile time:
;msg_window:
:the type of message window to use:
::single -- One message at a time
::full -- Full window with all saved top line messages
::reverse -- Same as full, but messages printed most-recent-first
::combination -- Two single messages, then as full
::default: single
/***
|Name|CopyTiddlerPlugin|
|Source|http://www.TiddlyTools.com/#CopyTiddlerPlugin|
|Version|3.2.2|
|Author|Eric Shulman - ELS Design Studios|
|License|http://www.TiddlyTools.com/#LegalStatements <br>and [[Creative Commons Attribution-ShareAlike 2.5 License|http://creativecommons.org/licenses/by-sa/2.5/]]|
|~CoreVersion|2.3|
|Type|plugin|
|Requires||
|Overrides||
|Description|Quickly create a copy of any existing tiddler|
!!!Usage
<<<
This plugin automatically updates the default (shadow) ToolbarCommands slice definitions to insert the ''copyTiddler'' command (which appears as ''copy'' in the tiddler toolbar).

When you select the ''copy'' command, a new tiddler is opened with a title of "{{{TiddlerName (n)}}}" containing copies of the text/tags/fields from the original //source tiddler//, where ''(n)'' is the next available number (starting with 1, of course).  Note: If you copy while //editing// a tiddler, the current values that are displayed in the existing tiddler editor are used (including any unsaved changes you may have made to those values), and the new tiddler is immediately opened for editing.

Note: if you are already using customized toolbar definitions, you will need to manually add the ''copyTiddler'' toolbar command to your existing ToolbarCommands tiddler, e.g.:
{{{
|EditToolbar|... copyTiddler ... |
}}}
The plugin also provides a macro that allows you to embed a ''copy'' command directly in specific tiddler content:
{{{
<<copyTiddler TidderName label:"..." prompt:"...">>
}}}
where
* ''TiddlerName'' (optional)<br>specifies the //source// tiddler to be copied.  If omitted, the current containing tiddler (if any) will be copied.
* ''label:"..."'' (optional)<br>specifies text to use for the embedded link (default="copy TiddlerName")
* ''prompt:"..."'' (optional)<br>specifies mouseover 'tooltip' help text for link
//Note: to use non-default label/prompt values with the current containing tiddler, use "" for the TiddlerName//
<<<
!!!Revisions
<<<
2009.02.13 [3.2.2] in click(), fix calls to displayTiddler() to use current tiddlerElem and use getTiddlerText() to permit copying of shadow tiddler content
2009.01.30 [3.2.1] fixed handling for copying field values when in edit mode
2009.01.23 [3.2.0] refactored code and added {{{<<copyTiddler TiddlerName>>}}} macro
2008.12.18 [3.1.4] corrected code for finding next (n) value when 'sparse' handling is in effect (thanks to RussThomas for identifying and diagnosing the problem)
2008.11.14 [3.1.3] added optional 'sparse' setting (avoids 'filling in' missing numbers that may have been previously deleted)
2008.11.14 [3.1.2] added optional 'zeroPad' setting
2008.11.14 [3.1.1] moved hard-coded '(n)' regex into 'suffixPattern' object property so it can be customized
2008.09.26 [3.1.0] changed new title generation to use '(n)' suffix instead of 'Copy of' prefix
2008.05.20 [3.0.3] in handler, when copying from VIEW mode, create duplicate array from existing tags array before saving new tiddler.
2007.12.19 [3.0.2] in handler, when copying from VIEW mode, duplicate custom fields before saving new tiddler. Thanks to bug report from Ken Girard.
2007.09.26 [3.0.1] in handler, use findContainingTiddler(src) to get tiddlerElem (and title).  Allows 'copy' command to find correct tiddler when transcluded using {{{<<tiddler>>}}} macro or enhanced toolbar inclusion (see [[CoreTweaks]])
2007.06.28 [3.0.0] complete re-write to handle custom fields and alternative view/edit templates
2007.05.17 [2.1.2] use store.getTiddlerText() to retrieve tiddler content, so that SHADOW tiddlers can be copied correctly when in VIEW mode
2007.04.01 [2.1.1] in copyTiddler.handler(), fix check for editor fields by ensuring that found field actually has edit=='text' attribute
2007.02.05 [2.1.0] in copyTiddler.handler(), if editor fields (textfield and/or tagsfield) can't be found (i.e., tiddler is in VIEW mode, not EDIT mode), then get text/tags values from stored tiddler instead of active editor fields.  Allows use of COPY toolbar directly from VIEW mode (based on a request from LaurentCharles)
2006.12.12 [2.0.0] completely rewritten so plugin just creates a new tiddler EDITOR with a copy of the current tiddler EDITOR contents, instead of creating the new tiddler in the STORE by copying the current tiddler values from the STORE.
2005.xx.xx [1.0.0] original version by Tim Morgan
<<<
!!!Code
***/
//{{{
version.extensions.CopyTiddlerPlugin= {major: 3, minor: 2, revision: 2, date: new Date(2009,2,13)};

// automatically tweak shadow EditTemplate to add 'copyTiddler' toolbar command (following 'cancelTiddler')
config.shadowTiddlers.ToolbarCommands=config.shadowTiddlers.ToolbarCommands.replace(/cancelTiddler/,'cancelTiddler copyTiddler');

config.commands.copyTiddler = {
	text: 'copy',
	hideReadOnly: true,
	tooltip: 'Make a copy of this tiddler',
	handler: function(event,src,title) { return config.macros.copyTiddler.click(src,event); }
};

config.macros.copyTiddler = {
	label: 'copy',
	prompt: 'Make a copy of %0',
	notitle: 'this tiddler',
	prefix: '',
	suffixText: ' (%0)',
	suffixPattern: / \(([0-9]+)\)$/,
	zeroPad: 0,
	sparse: false,
	handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		var title=params.shift();
		params=paramString.parseParams('anon',null,true,false,false);
		var label	=getParam(params,'label',this.label+(title?' '+title:''));
		var prompt	=getParam(params,'prompt',this.prompt).format([title||this.notitle]);
		var b=createTiddlyButton(place,label,prompt,
			function(ev){return config.macros.copyTiddler.click(this,ev)});
		b.setAttribute('from',title||'');
	},
	click: function(here,ev) {
		var tiddlerElem=story.findContainingTiddler(here);
		var template=tiddlerElem?tiddlerElem.getAttribute('template'):null;
		var title=here.getAttribute('from');
		if (!title || !title.length) {
			if (!tiddlerElem) return false;
			else title=tiddlerElem.getAttribute('tiddler');
		}
		var root=title.replace(this.suffixPattern,''); // title without suffix
		// find last matching title
		var last=title;
		if (this.sparse) { // don't fill-in holes... really find LAST matching title
			var tids=store.getTiddlers('title','excludeLists');
			for (var t=0; t<tids.length; t++) if (tids[t].title.startsWith(root)) last=tids[t].title;
		}
		// get next number (increment from last matching title)
		var n=1; var match=this.suffixPattern.exec(last); if (match) n=parseInt(match[1])+1;
		var newTitle=this.prefix+root+this.suffixText.format([String.zeroPad(n,this.zeroPad)]);
		// if not sparse mode, find the next hole to fill in...
		while (store.tiddlerExists(newTitle)||document.getElementById(story.idPrefix+newTitle))
			{ n++; newTitle=this.prefix+root+this.suffixText.format([String.zeroPad(n,this.zeroPad)]); }
		if (!story.isDirty(title)) { // if tiddler is not being EDITED
			// duplicate stored tiddler (if any)
			var text=store.getTiddlerText(title,'');
			var newtags=[]; var newfields={};
			var tid=store.getTiddler(title); if (tid) {
				for (var t=0; t<tid.tags.length; t++) newtags.push(tid.tags[t]);
				store.forEachField(tid,function(t,f,v){newfields[f]=v;},true);
			}
	                store.saveTiddler(newTitle,newTitle,text,
				config.options.txtUserName,new Date(),newtags, newfields, true); // clear changecount
			story.displayTiddler(tiddlerElem,newTitle,template);
		} else {
			story.displayTiddler(tiddlerElem,newTitle,template);
			var fields=config.macros.copyTiddler.gatherFields(tiddlerElem); // get current editor fields
			var newTiddlerElem=document.getElementById(story.idPrefix+newTitle);
			for (var f=0; f<fields.length; f++) {  // set fields in new editor
				if (fields[f].name=='title') fields[f].value=newTitle; // rename title in new tiddler
				var fieldElem=config.macros.copyTiddler.findField(newTiddlerElem,fields[f].name);
				if (fieldElem) {
					if (fieldElem.getAttribute('type')=='checkbox')
						fieldElem.checked=fields[f].value;
					else 
						fieldElem.value=fields[f].value;
				}
			}
		}
		story.focusTiddler(newTitle,'title');
		return false;
	},
	findField: function(tiddlerElem,field) {
		var inputs=tiddlerElem.getElementsByTagName('input');
		for (var i=0; i<inputs.length; i++) {
			if (inputs[i].getAttribute('type')=='checkbox' && inputs[i].field == field) return inputs[i];
			if (inputs[i].getAttribute('type')=='text' && inputs[i].getAttribute('edit') == field) return inputs[i];
		}
		var tas=tiddlerElem.getElementsByTagName('textarea');
		for (var i=0; i<tas.length; i++) if (tas[i].getAttribute('edit') == field) return tas[i];
		var sels=tiddlerElem.getElementsByTagName('select');
		for (var i=0; i<sels.length; i++) if (sels[i].getAttribute('edit') == field) return sels[i];
		return null;
	},
	gatherFields: function(tiddlerElem) { // get field names and values from current tiddler editor
		var fields=[];
		// get checkboxes and edit fields
		var inputs=tiddlerElem.getElementsByTagName('input');
		for (var i=0; i<inputs.length; i++) {
			if (inputs[i].getAttribute('type')=='checkbox')
				if (inputs[i].field) fields.push({name:inputs[i].field,value:inputs[i].checked});
			if (inputs[i].getAttribute('type')=='text')
				if (inputs[i].getAttribute('edit')) fields.push({name:inputs[i].getAttribute('edit'),value:inputs[i].value});
		}
		// get textareas (multi-line edit fields)
		var tas=tiddlerElem.getElementsByTagName('textarea');
		for (var i=0; i<tas.length; i++)
			if (tas[i].getAttribute('edit')) fields.push({name:tas[i].getAttribute('edit'),value:tas[i].value});
		// get selection lists (droplist or listbox)
		var sels=tiddlerElem.getElementsByTagName('select');
		for (var i=0; i<sels.length; i++)
			if (sels[i].getAttribute('edit')) fields.push({name:sels[i].getAttribute('edit'),value:sels[i].value});
		return fields;
	}
};
//}}}
The [[DisableWikiLinksList]] tiddler will disable Wikification of words listed here
/***
|Name|DisableWikiLinksPlugin|
|Source|http://www.TiddlyTools.com/#DisableWikiLinksPlugin|
|Version|1.6.0|
|Author|Eric Shulman - ELS Design Studios|
|License|http://www.TiddlyTools.com/#LegalStatements <br>and [[Creative Commons Attribution-ShareAlike 2.5 License|http://creativecommons.org/licenses/by-sa/2.5/]]|
|~CoreVersion|2.1|
|Type|plugin|
|Requires||
|Overrides|Tiddler.prototype.autoLinkWikiWords, 'wikiLink' formatter|
|Options|##Configuration|
|Description|selectively disable TiddlyWiki's automatic ~WikiWord linking behavior|
This plugin allows you to disable TiddlyWiki's automatic ~WikiWord linking behavior, so that WikiWords embedded in tiddler content will be rendered as regular text, instead of being automatically converted to tiddler links.  To create a tiddler link when automatic linking is disabled, you must enclose the link text within {{{[[...]]}}}.
!!!!!Usage
<<<
You can block automatic WikiWord linking behavior for any specific tiddler by ''tagging it with<<tag excludeWikiWords>>'' (see configuration below) or, check a plugin option to disable automatic WikiWord links to non-existing tiddler titles, while still linking WikiWords that correspond to existing tiddlers titles or shadow tiddler titles.  You can also block specific selected WikiWords from being automatically linked by listing them in [[DisableWikiLinksList]] (see configuration below), separated by whitespace.  This tiddler is optional and, when present, causes the listed words to always be excluded, even if automatic linking of other WikiWords is being permitted.  

Note: WikiWords contained in default ''shadow'' tiddlers will be automatically linked unless you select an additional checkbox option lets you disable these automatic links as well, though this is not recommended, since it can make it more difficult to access some TiddlyWiki standard default content (such as AdvancedOptions or SideBarTabs)
<<<
!!!!!Configuration
<<<
<<option chkDisableWikiLinks>> Disable ALL automatic WikiWord tiddler links
<<option chkAllowLinksFromShadowTiddlers>> ... except for WikiWords //contained in// shadow tiddlers
<<option chkDisableNonExistingWikiLinks>> Disable automatic WikiWord links for non-existing tiddlers
Disable automatic WikiWord links for words listed in: <<option txtDisableWikiLinksList>>
Disable automatic WikiWord links for tiddlers tagged with: <<option txtDisableWikiLinksTag>>
<<<
!!!!!Revisions
<<<
2008.07.22 [1.6.0] hijack tiddler changed() method to filter disabled wiki words from internal links[] array (so they won't appear in the missing tiddlers list)
2007.06.09 [1.5.0] added configurable txtDisableWikiLinksTag (default value: "excludeWikiWords") to allows selective disabling of automatic WikiWord links for any tiddler tagged with that value.
2006.12.31 [1.4.0] in formatter, test for chkDisableNonExistingWikiLinks
2006.12.09 [1.3.0] in formatter, test for excluded wiki words specified in DisableWikiLinksList
2006.12.09 [1.2.2] fix logic in autoLinkWikiWords() (was allowing links TO shadow tiddlers, even when chkDisableWikiLinks is TRUE).  
2006.12.09 [1.2.1] revised logic for handling links in shadow content
2006.12.08 [1.2.0] added hijack of Tiddler.prototype.autoLinkWikiWords so regular (non-bracketed) WikiWords won't be added to the missing list
2006.05.24 [1.1.0] added option to NOT bypass automatic wikiword links when displaying default shadow content (default is to auto-link shadow content)
2006.02.05 [1.0.1] wrapped wikifier hijack in init function to eliminate globals and avoid FireFox 1.5.0.1 crash bug when referencing globals
2005.12.09 [1.0.0] initial release
<<<
!!!!!Code
***/
//{{{
version.extensions.DisableWikiLinksPlugin= {major: 1, minor: 6, revision: 0, date: new Date(2008,7,22)};

if (config.options.chkDisableNonExistingWikiLinks==undefined) config.options.chkDisableNonExistingWikiLinks= false;
if (config.options.chkDisableWikiLinks==undefined) config.options.chkDisableWikiLinks=false;
if (config.options.txtDisableWikiLinksList==undefined) config.options.txtDisableWikiLinksList="DisableWikiLinksList";
if (config.options.chkAllowLinksFromShadowTiddlers==undefined) config.options.chkAllowLinksFromShadowTiddlers=true;
if (config.options.txtDisableWikiLinksTag==undefined) config.options.txtDisableWikiLinksTag="excludeWikiWords";

// find the formatter for wikiLink and replace handler with 'pass-thru' rendering
initDisableWikiLinksFormatter();
function initDisableWikiLinksFormatter() {
	for (var i=0; i<config.formatters.length && config.formatters[i].name!="wikiLink"; i++);
	config.formatters[i].coreHandler=config.formatters[i].handler;
	config.formatters[i].handler=function(w) {
		// supress any leading "~" (if present)
		var skip=(w.matchText.substr(0,1)==config.textPrimitives.unWikiLink)?1:0;
		var title=w.matchText.substr(skip);
		var exists=store.tiddlerExists(title);
		var inShadow=w.tiddler && store.isShadowTiddler(w.tiddler.title);
		// check for excluded Tiddler
		if (w.tiddler && w.tiddler.isTagged(config.options.txtDisableWikiLinksTag))
			{ w.outputText(w.output,w.matchStart+skip,w.nextMatch); return; }
		// check for specific excluded wiki words
		var t=store.getTiddlerText(config.options.txtDisableWikiLinksList);
		if (t && t.length && t.indexOf(w.matchText)!=-1)
			{ w.outputText(w.output,w.matchStart+skip,w.nextMatch); return; }
		// if not disabling links from shadows (default setting)
		if (config.options.chkAllowLinksFromShadowTiddlers && inShadow)
			return this.coreHandler(w);
		// check for non-existing non-shadow tiddler
		if (config.options.chkDisableNonExistingWikiLinks && !exists)
			{ w.outputText(w.output,w.matchStart+skip,w.nextMatch); return; }
		// if not enabled, just do standard WikiWord link formatting
		if (!config.options.chkDisableWikiLinks)
			return this.coreHandler(w);
		// just return text without linking
		w.outputText(w.output,w.matchStart+skip,w.nextMatch)
	}
}

Tiddler.prototype.coreAutoLinkWikiWords = Tiddler.prototype.autoLinkWikiWords;
Tiddler.prototype.autoLinkWikiWords = function()
{
	// if all automatic links are not disabled, just return results from core function
	if (!config.options.chkDisableWikiLinks)
		return this.coreAutoLinkWikiWords.apply(this,arguments);
	return false;
}

Tiddler.prototype.disableWikiLinks_changed = Tiddler.prototype.changed;
Tiddler.prototype.changed = function()
{
	this.disableWikiLinks_changed.apply(this,arguments);
	// remove excluded wiki words from links array
	var t=store.getTiddlerText(config.options.txtDisableWikiLinksList,"").readBracketedList();
	if (t.length) for (var i=0; i<t.length; i++)
		if (this.links.contains(t[i]))
			this.links.splice(this.links.indexOf(t[i]),1);
};
//}}}
{{{
<<SVG '<ellipse cx="100" cy="100" rx="90" ry="80" fill="blue" />'>>
}}}
<<SVG '<ellipse cx="100" cy="100" rx="90" ry="80" fill="blue" />'>>
http://www.helsinki.fi/~vviitane/spoilers/enchant.limits
{{{
                   Enchanting Weapons to high values
                          (Enchantment Limits)
                  ===================================

                  by Peter Snelling (snelling@bnr.ca),
               and Boudewijn Wayers (dedos4@win.tue.nl).


> Can you enchant a weapon safely when it is already at +5? Or is +4
> the limit?

When a weapon is at +5 it may be safely enchanted. Beyond +5, there is
a 2/3 chance that it will vapourise. If you have a +5 weapon, and
enchant it:

- If you read an uncursed scroll of enchant weapon it will go to +6.
- If you read a blessed scroll of enchant weapon, it will go to +6 or
  +7 (random).

So the safest you can possibly enchant a weapon to is +7. If you only
get it to +6, but have another blessed scroll of enchant weapon, you
can safely try to get it to +7 by first "E"ngraving one (ONLY ONE!!!)
letter on the ground with your weapon. Engraving with an edged weapon
will remove one enchantment for each letter engraved -- once it's back
at +5, read the blessed enchant weapon scroll again (instead of
engraving, you could read a cursed scroll of enchant weapon). If it's
still only at +6, repeat.

Notes:

- Engraving to dull a weapon only works with edged weapons, so it won't
  work with Mjollnir. It also won't work with Magicbane, since athames
  don't dull (but you shouldn't enchant Magicbane).
- Reading a scroll of enchant weapon while confused to rustproof your
  weapon can safely be done regardless of enchantment.
- When artifacts or elven weapons are enchanted past +5, they vibrate
  warningly. This doesn't damage the weapon: it is only to warn you
  about further enchantments (so if you haven't identified your weapon,
  you can safely enchant it until you get this warning).
- Magicbane is not like other weapons. It doesn't like being enchanted:
  its magical properties will become less frequent if it is enchanted.
  Things like probing, purging, or cancelling are most frequent if
  Magicbane is only +0, so you might want to reconsider enchanting
  Magicbane. Blessing or rustproofing it doesn't harm its special
  abilities. Enchanting it does not hamper its ability to absorb curses
  thrown at you.

Also note that if you are willing to take chances past +5, when you're
at +6 or more, an uncursed scroll works as well as a blessed scroll.
Also, past +8, there is an ever increasing chance that nothing will
happen if the weapon doesn't explode.

> Can you enchant armour safely when it is already at +5? Or is +4
> the limit?

Actually, even when the armour is at +4, it's already risky. When a
piece of armour is at +3, it can safely be enchanted. Beyond that,
there is a 1/2 chance that it will vapourise. If you have a +3 piece of
armour and enchant it:

- If you read an uncursed scroll of enchant armour it will go to +4.
- If you read a blessed scroll of enchant armout it will go to +4 or +5
  (random).

So the safest you can possibly enchant a piece of armour to is +5. If
you only get it to +4, but have another blessed scroll of enchant
armour, you can safely try to get it to +5 by first reading a CURSED
scroll of enchant armour, which will remove one "plus", bringing the
piece of armour back to +3. Once it's back at +3, read the blessed
scroll of enchant armour scroll again. If it's still only at +4,
repeat.

Notes:

- Reading a scroll of enchant armour while confused to rustproof your
  armour can safely be done regardless of enchantment.
- The only exception to the above rules is the elven mithril coat,
  which can be enchanted two plusses more than all other armour.
- When you enchant any elven armour to +3 or higher, or your elven
  mithril coat is enchanted to +5 or higher, it vibrates warningly.
  This doesn't damage the elven armour: it is only to warn you about
  further enchantments (so if you haven't identified your elven armour,
  you can safely enchant it until you get this warning).
- Any other armour than elven armour has a small chance of giving the
  above warning as well (only one-in-seven, so don't count on it...).

}}}


These are the things which you can do which will gradually increase (exercise) or decrease (abuse) your statistics. Intelligence and Charisma cannot be exercised. If you are polymorphed, only Wisdom can be exercised.

The game maintains an exercise counter for each stat to keep track of your exercise state. Each time you do one of the things on these lists, there is a chance that the counter may increase or decrease. If you abuse a stat, there is a 50% chance the exercise counter will decrease by one. If you exercise a stat there is a (18-current_stat)/19 chance the counter will increase by one.

When the check is made, each counter is divided by two. Then a random number between 1 and 50 is chosen; if this is less than the absolute value of two-thirds of the exercise counter, the stat increases or decreases by one. (For Wisdom the full exercise counter is used instead.) You cannot increase a stat if its base value is 18 or more. If a stat is changed, the exercise counter for that stat is set to zero.

The first check is always made at the 600th move. Each next check is made 800-1000 moves later (determined at random). When a game is saved and restarted this will make the interval longer.
! Strength
; The following activities exercise your strength:
* Attacking a monster
* Kicking open a non-booby trapped door
* Trying to open or close a door and failing
* Attempting to force open a lock with a blunt weapon
* Throwing an iron ball
* Moving or throwing a boulder
* Being hit by electricity or fire if you're an iron golem
* Being hit by a nurse
* If you "feel restored to health" after an encounter with a succubus or incubus
* Reading a blessed or uncursed scroll of enchant armor when not wearing any armor
* Carrying enough so that you are "stressed" or "strained"
* Regenerating
* Drinking a potion of extra or full healing 

; The following activities abuse your strength:
* Allowing yourself to become weak from hunger
* Losing grip on an iron ball and getting smacked by it
* Doubly abused if you then get dragged downstairs by the iron ball
* Kicking stairs, a ladder, a wall, a drawbridge, empty space, or a booby-trapped door
* Kicking a sink badly
* Kicking at empty space and pulling a muscle
* Attempting to kick while levitating
* Taking damage from an explosion (exploding chest, mixed potions exploding, exploding wand, booby-trapped door, etc.)
* Being choked or crushed (i.e. by an owlbear, etc.)
* Having your leg pricked by a xan
* Taking damage from any acid attack (active or passive) if not acid resistant
* Being digested by a monster that has swallowed you
* Being pummeled with debris by a creature that has engulfed you
* Being hit by magic missiles from a magic attack
* Being hit for more than 1 hp and dividing when you are a black or brown pudding
* If you "feel exhausted" after an encounter with a succubus or incubus
* Breaking out of your armor by polymorphing into a large creature
* Reading a cursed scroll of enchant armor when not wearing any armor
* Reading a scroll of destroy armor when not wearing any armor
* Being strangled by an amulet of strangulation
* Being hit by a falling rock trap
* Falling into a pit trap
* Sitting on an iron spike (Ouch!)
* Zapping yourself with a force bolt or wand of striking 
! Dexterity
; The following activities exercise your dexterity:
* Fighting monsters
* Successfully kicking a monster
* Kicking open a door or secret door
* Kicking a throne and destroying it
* Kicking an altar
* Kicking a sink or fountain
* Kicking and uncovering a secret passage
* Kicking a tree and finding fruit
* Catching a returning boomerang
* Hitting a monster with a missile weapon, an iron ball, or a boulder
* Sucking a monster's brain when polymorphed into a mind-flayer
* Stealing gold when polymorphed into a leprechaun
* Getting the "It's hard to walk in thin air" message on the Plane of Air
* Attempting to pick a lock
* Attempting to force a locked chest with a bladed weapon
* Playing a wooden flute, magic flute, wooden harp, or magic harp
* Spinning a web when polymorphed into a spider
* Trying to disarm a trap
* Gaining intrinsic speed
* Reading a non-cursed scroll of enchant weapon while not wielding a weapon 
; The following activities abuse your dexterity:
* Being satiated
* Being strained or overtaxed
* Wounding your legs
* Fumbling
* Getting stunned
* Bumping into a door
* Tumbling in place on the Plane of Air
* Missing a kick at a very small non-flying monster while levitating (esoteric, eh?)
* Kicking the stairs, a ladder, wall, or drawbridge
* Kicking a sink badly (i.e. "Ouch! That hurts!")
* Kicking open space
* Falling onto a sink (i.e. trying to levitate over one)
* Being paralyzed by a monster attack, chest trap or potion
* Being hit by a monster that slows you down
* Getting your legs pricked by a xan
* Getting stoned (turning to stone)
* Turning into green slime
* Getting caught in a bear trap or a pit
* Getting hit by a landmine
* Losing intrinsic speed
* Breathing the vapors of potions of paralysis or sleep
* Reading a cursed scroll of enchant weapon while not wielding a weapon 
! Constitution
; The following activities exercise your constitution:
* Keeping from being hungry
* Being hit beneficially by a nurse
* When "you feel raised to your full potential" or "you feel good enough to do it again" after an encounter with a succubus or incubus
* Digesting a monster (other than a green slime) when polymorphed into a monster which can engulf others
* Drinking unholy water while undead, demonic or chaotic
* Drinking holy water while not undead, demonic or chaotic
* Drinking or breathing the vapors of a potion of healing, extra healing or full healing
* Reading non-cursed scroll of enchant armor while wearing no armor 
; The following activities abuse your constitution:
* Passing out from exertion when carrying too much
* Failing to throw something because of too little stamina (heavily burdened and low HP)
* Attempting to move with too little stamina
* Being extensively encumbered (overtaxed)
* Fainting from hunger
* Being sick or vomiting
* Choking on food
* Drinking contaminated water from a fountain if not poison resistant
* Drinking water that's "no good" from a fountain.
* Drinking holy water while undead, demonic or chaotic
* Drinking unholy water while non-chaotic
* Drinking or breathing vapors from a potion of sickness
* Drinking a potion of acid without acid resistance
* Breathing vapors of potions of acid or polymorph
* Falling onto a weapon on a sink (i.e. levitating over a sink and crashing)
* Sitting in a throne and having electricity shoot through your body
* Getting caught in a cloud of poison gas or getting pricked by a poison needle from a chest trap
* Being hit by a monster attack which causes disease
* Being hit by lightning from a wand of lightning
* Becoming lycanthropic ("You feel feverish.")
* Being hit by the monster Famine
* When "you feel drained of energy" or "you are down in the dumps" after an encounter with a succubus or incubus
* Being hit by a silver arrow if lycanthropic or polymorphed into a vampire, major demon, or minor demon (except tengu)
* Getting system shock from polymorphing ("You shudder for a moment.")
* Polymorphing
* Being turned by a god while undead
* Reading cursed scroll of enchant armor or a scroll of destroy armor while wearing no armor 

! Wisdom
; The following activities exercise your wisdom:
* Being clairvoyant
* Engraving "Elbereth"
* As a monk, being weak with hunger (fasting)
* Trying to find the right tune to get into the castle
* Finding a secret door, passage, or a trap
* Finding a trap on a chest or door
* Finding a hidden, invisible or mimicking monster
* Finding a statue trap
* Kicking a tree and finding fruit
* Kicking a sink and finding a ring
* Detecting gold, objects, food, or monsters
* Mapping the level via scroll, spell or throne
* Zapping a wand of enlightenment
* Discovering the type of an item
* Spotting a gem in a fountain
* Drinking from a magic fountain ("A wisp of vapor escapes the fountain....")
* Drinking from a sink and finding a ring
* Drinking holy water while not undead, demonic or chaotic
* Drinking non-cursed potion of enlightenment or gain energy
* Gaining self knowledge, intrinsic see invisible, or detecting monsters by drinking from a fountain
* Getting Excalibur by dipping a longsword in a fountain
* Finding some coins in a fountain
* When you have a "very educational experience" with a succubus or incubus, or "will always remember the succubus/incubus"
* Trying to polymorph into something that's been genocided ("You feel rather x-ish")
* Polymorphing
* Sucking a monster's brain
* Summoning creatures when lycanthropic
* Summoning demonic hell-p
* Sacrificing
* Sacrificing a corpse of your race if you are polymorphed into a demon
* Converting an altar
* Being given something (an artifact or spellbook) by a deity
* Using your turn undead ability if a priest or knight
* Talking to a coaligned priest when you have no money
* Giving between half your gold and 200 times your experience level in gold to a coaligned priest
* Touching a quest artifact for the first time
* Being rejected from the Quest for other than alignment problems
* Being accepted on the Quest
* Hearing a true rumor (from fortune cookie or Oracle)
* Receiving a major consultation from the Oracle
* Studying a spellbook
* Trying to cast a spell
* Writing a scroll or spellbook
* Zapping a wand
* Eating a non-cursed trident ("That was pure chewing satisfaction!")
* Repairing a weapon with oil
* Filling an unlit oil lamp with oil 
; The following activities abuse your wisdom:
* Touching an artifact of opposite alignment ("You feel a blast of power")
* As a monk, being satiated
* Being confused
* Hallucinating
* Digging into a grave
* Engraving on a gravestone
* Drinking a potion of booze
* Drinking cursed potion of enlightenment
* Drinking a potion of oil
* Filling a lit lamp
* Trying to cheat the lady of the lake (i.e. dipping to get Excalibur if not lawful)
* Losing gold in a fountain
* Having your brain eaten by a mind flayer
* Forgetting a spell from amnesia
* Reading a scroll of amnesia
* When "your senses are dulled" after an encounter with a succubus or incubus
* Playing a tooled horn, bugle, or leather drum
* Touching the corpse of a rider
* Sacrificing a corpse of your race if not chaotic or polymorphed into a demon
* Attempting to convert an altar and failing
* Trying to turn undead when your god is mad at you or you're non-chaotic and polymorphed into a demon or undead creature
* Attacking a temple priest(ess)
* Attempting to saddle an succubus or incubus ("Shame on you!")
* Hearing a false rumor (i.e. fortune cookie)
* Attempting to get a major consultation from the Oracle with insufficient money
* Trying to sit while trapped
* Trying to aim a spell while swallowed
* Teleporting oneself
* Hitting a monster with an egg
* Attempting to write on a non-blank scroll or spellbook 

! References
This spoiler is an updated version of one written by Mitch45678.
It also contains some information from Boudewijn Waijer's Nethack Workout Regimen.
Corrections provided by Sam Dennis.
/%
Description: [[exercise.htm|http://www.geocities.com/dcorbett42/nethack/exercise.htm]]
Original: by Mitch45678
Updated: for NetHack 3.4.3 by David Corbett
Last-changed: 25 June, 2004
%/
! ('%')
! ('*')
!Gradients do not yet work
!!!!This code works in an SVG file (in Firefox)
{{{
<?xml version="1.0" standalone="no"?>
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">

<svg width="100%" height="100%" version="1.1" xmlns="http://www.w3.org/2000/svg">

<defs>
<linearGradient id="orange_red" x1="0%" y1="0%" x2="100%" y2="0%">
<stop offset="0%" style="stop-color:rgb(255,255,0); stop-opacity:1"/>
<stop offset="100%" style="stop-color:rgb(255,0,0); stop-opacity:1"/>
</linearGradient>
</defs>

<ellipse cx="200" cy="190" rx="85" ry="55" style="fill:url(#orange_red)"/>

</svg> 
}}}
!!!!Doesn't pull the reference and default to a fill of black
{{{
<<SVG '<defs>
<linearGradient id="orange_red" x1="0%" y1="0%" x2="100%" y2="0%">
<stop offset="0%" style="stop-color:rgb(255,255,0); stop-opacity:1"/>
<stop offset="100%" style="stop-color:rgb(255,0,0); stop-opacity:1"/>
</linearGradient>
</defs>

<ellipse cx="200" cy="190" rx="85" ry="55" style="fill:url(#orange_red)"/> '>>
}}}
<<SVG '<defs>
<linearGradient id="orange_red" x1="0%" y1="0%" x2="100%" y2="0%">
<stop offset="0%" style="stop-color:rgb(255,255,0); stop-opacity:1"/>
<stop offset="100%" style="stop-color:rgb(255,0,0); stop-opacity:1"/>
</linearGradient>
</defs>

<ellipse cx="200" cy="190" rx="85" ry="55" style="fill:url(#orange_red)"/> '>>
!This Works
{{{
<<SVG '<g id="group1" fill="green" opacity="0.9" >
<rect x="20" y="20" width="100" height="100" opacity="0.5" />
<rect x="80" y="80" width="100" height="100" fill="gray" />
</g>'>>
}}}
<<SVG '<g id="group1" fill="green" opacity="0.9" >
<rect x="20" y="20" width="100" height="100" opacity="0.5" />
<rect x="80" y="80" width="100" height="100" fill="gray" />
</g>'>>
!This does not
{{{
<<SVG '<defs>
<g id="group1" fill="green" opacity="0.9" >
<rect x="20" y="20" width="100" height="100" opacity="0.5" />
<rect x="80" y="80" width="100" height="100" fill="gray" />
</g>
</defs>
<use x="0" y="0" width="200" height="200" xlink:href="#group1" />
<use x="0" y="0" width="200" height="200" xlink:href="#group1" transform="rotate(70, 100, 100)" /> '>>
}}}
<<SVG '<defs>
<g id="group1" fill="green" opacity="0.9" >
<rect x="20" y="20" width="100" height="100" opacity="0.5" />
<rect x="80" y="80" width="100" height="100" fill="gray" />
</g>
</defs>
<use x="0" y="0" width="200" height="200" xlink:href="#group1" />
<use x="0" y="0" width="200" height="200" xlink:href="#group1" transform="rotate(70, 100, 100)" /> '>>
/***
|Name:|HideWhenPlugin|
|Description:|Allows conditional inclusion/exclusion in templates|
|Version:|3.1 ($Rev: 3919 $)|
|Date:|$Date: 2008-03-13 02:03:12 +1000 (Thu, 13 Mar 2008) $|
|Source:|http://mptw.tiddlyspot.com/#HideWhenPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
For use in ViewTemplate and EditTemplate. Example usage:
{{{<div macro="showWhenTagged Task">[[TaskToolbar]]</div>}}}
{{{<div macro="showWhen tiddler.modifier == 'BartSimpson'"><img src="bart.gif"/></div>}}}
***/
//{{{

window.hideWhenLastTest = false;

window.removeElementWhen = function(test,place) {
	window.hideWhenLastTest = test;
	if (test) {
		removeChildren(place);
		place.parentNode.removeChild(place);
	}
};


merge(config.macros,{

	hideWhen: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( eval(paramString), place);
	}},

	showWhen: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !eval(paramString), place);
	}},

	hideWhenTagged: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( tiddler.tags.containsAll(params), place);
	}},

	showWhenTagged: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !tiddler.tags.containsAll(params), place);
	}},

	hideWhenTaggedAny: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( tiddler.tags.containsAny(params), place);
	}},

	showWhenTaggedAny: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !tiddler.tags.containsAny(params), place);
	}},

	hideWhenTaggedAll: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( tiddler.tags.containsAll(params), place);
	}},

	showWhenTaggedAll: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !tiddler.tags.containsAll(params), place);
	}},

	hideWhenExists: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( store.tiddlerExists(params[0]) || store.isShadowTiddler(params[0]), place);
	}},

	showWhenExists: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !(store.tiddlerExists(params[0]) || store.isShadowTiddler(params[0])), place);
	}},

	hideWhenTitleIs: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( tiddler.title == params[0], place);
	}},

	showWhenTitleIs: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( tiddler.title != params[0], place);
	}},

	'else': { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !window.hideWhenLastTest, place);
	}}

});

//}}}


 * 
/***
|''Name:''|IsDirtyPlugin|
|''Description:''|When the TiddlyWiki needs to be saved the tiddler named IsDirty contains ' * ' else it is empty. IsDirty tiddler is also appended in front of the browser page title.<br>Hint: Put it in front of your SiteTitle in your PageTemplate or in your MainMenu as an indicator.<br>For now IsDirty: <<tiddler IsDirty>>|
|''Version:''|1.0.1|
|''Date:''|Mar 20, 2007|
|''Source:''|http://tiddlywiki.bidix.info/#IsDirtyPlugin|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''[[License]]:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0|
***/
//{{{
version.extensions.IsDirtyPlugin = {
	major: 1, minor: 0, revision: 1, 
	date: new Date("Mar 20, 2007"),
	source: 'http://tiddlywiki.bidix.info/#IsDirtyPlugin',
	author: 'BidiX (BidiX (at) bidix (dot) info',
	coreVersion: '2.2.0'
};

if (!window.bidix) window.bidix = {}; // bidix namespace
if (!bidix.core) bidix.core = {};
bidix.setDirty = TiddlyWiki.prototype.setDirty;
bidix.initIsDirty = function()
{
	var tags = "[[excludeLists]] [[excludeSearch]]";
	var tiddler = store.getTiddler("IsDirty");
	if (!tiddler) {
		tiddler = new Tiddler("IsDirty");
		//tiddler.set(title,text,modifier,modified,tags,created,fields)
		tiddler.set(null,null,null,null,tags,null,null);
		store.addTiddler(tiddler);
	}
	tiddler.set(null,"",null,null,null,null,null);
	return tiddler;
};

TiddlyWiki.prototype.setDirty = function(dirty)
{
	var indic = " * ";
	var oldDirty = this.isDirty ();
	bidix.setDirty.apply(this,arguments);
	var tiddler = bidix.initIsDirty();
	if (dirty)
		tiddler.set(null,indic,null,null,null,null,null);
	else
		tiddler.set(null," ",null,null,null,null,null);
	story.refreshTiddler(tiddler.title);
	store.notify(tiddler.title, true);	
	refreshPageTitle();
};

bidix.refreshPageTitle = function()
{
	document.title = wikifyPlain("IsDirty") + wikifyPlain("SiteTitle") + " - " + wikifyPlain("SiteSubtitle");
};

bidix.core.refreshPageTitle = refreshPageTitle ;
refreshPageTitle  = bidix.refreshPageTitle;
bidix.initIsDirty();
//}}}
!Move commands:
{{{
y k u   7 8 9
 \|/     \|/
h-.-l   4-.-6
 /|\     /|\
b j n   1 2 3
      numberpad
}}}
; yuhjklbn
: go one step in specified direction
; YUHJKLBN
: go in specified direction until you hit a wall or run into something
; g<dir>
: run in direction <dir> until something interesting is seen
; G<dir> or [ctrl]<dir>
: same, except a branching corridor isn't considered interesting (the ^ in this case means the Control key, not a caret)
; m<dir>
: move without picking up objects/fighting
; F<dir>
: fight even if you don't sense a monster
; < up
; > down
If the number_pad option is set, the number keys move instead. Depending on the platform, Shift number (on the numberpad), Meta number, or Alt number will invoke the YUHJKLBN commands. Control <dir> may or may not work when number_pad is enabled, depending on the platform's capabilities.

! General commands:
; ? help
: display one of several informative texts
; #quit quit
: end the game without saving current game
; S save
: save the game (to be continued later) and exit
; ! sh
: escape to some SHELL (if allowed)
; ^Z suspend
: suspend the game (independent of your current suspend char)
; O options
: set options
; / whatis
: tell what a map symbol represents
; \ known
: display list of what's been discovered
; v version
: display version number
; V history
: display game history
; X explore
: switch the game to explore (discovery) mode
; ^A again
: redo the previous command (^A denotes the keystroke CTRL-A)
; ^R redraw
: redraw the screen
; ^P prevmsg
: repeat previous message (subsequent ^P's repeat earlier ones)
; #
: introduces an extended command (#? for a list of them)
! Game commands:
; ^D kick
: kick (a door, or something else)
; ^T 'port
: teleport (if you can)
; ^X show
: show your attributes
; a apply
: apply or use a tool (pick-axe, key, camera, etc.)
; A armor
: take off all armor
; c close
: close a door
; C call
: name an individual monster (ex. baptize your dog)
; d drop
: drop an object. d7a: drop seven items of object 'a'
; D Drop
: drop selected types of objects
; e eat
: eat something
; E engrave
: write a message in the dust on the floor (E- use fingers)
; f fire
: fire ammunition from quiver
; F fight
: followed by direction, fight a monster
; i invent
: list your inventory (all objects you are carrying)
; I Inven
: t list selected parts of your inventory
:: Iu: list unpaid objects
:: Ix: list unpaid but used up items
:: I$: count your money
; o open
: open a door
; p pay
: pay your bill (in a shop)
; P puton
: put on an accessory (ring, amulet, etc)
; q quaff
: drink something (potion, water, etc)
; Q quiver
: select ammunition for quiver
; r read
: read a scroll or spellbook
; R remove
: remove an accessory (ring, amulet, etc)
; s search
: search for secret doors, hidden traps and monsters
; t throw
: throw or shoot a weapon
; T takeoff
: take off some armor
; w wield
: wield a weapon (w- wield nothing)
; W wear
: put on some armor
; x xchange
: swap wielded and secondary weapons
; z zap
: zap a wand
; Z Zap
: cast a spell
; < up
: go up the stairs
; > down
: go down the stairs
; ^ trap_id
: identify a previously found trap
; ),[,=,",(
: ask for current items of specified symbol in use
; *
:ask for combination of ),[,=,",( all at once
; $ gold
: count your gold
; + spells
: list the spells you know; also rearrange them if desired
; _ travel
: move via a shortest-path algorithm to a point on the map
; . rest
: wait a moment
; , pickup
: pick up all you can carry
; @
:toggle "pickup" (auto pickup) option on and off
; : look
: look at what is here
; ; farlook
: look at what is somewhere else by selecting a map symbol
!Keyboards that have a meta key can also use these extended commands via the meta modifier instead of the # prefix:
; M-?
:Display extended command help (if the platform allows this)
; M-2 twoweapon
: toggle two-weapon combat (unless number_pad is enabled)
; M-a adjust
: adjust inventory letters
; M-c chat
: talk to someone
; M-d dip
: dip an object into something
; M-e enhance
: advance or check weapons skills
; M-f force
: force a lock
; M-i invoke
: invoke an object's special powers
; M-j jump
: jump to another location
; M-l loot
: loot a box on the floor
; M-m monster
: use a monster's special ability
; M-n name
: name an item or type of object
; M-o offer
: offer a sacrifice to the gods
; M-p pray
: pray to the gods for help
; M-q quit
: stop playing
; M-r rub
: rub a lamp or a stone
; M-s sit
: sit down
; M-t turn
: turn undead
; M-u untrap
: untrap something
; M-v version
: print compile time options for this version
; M-w wipe
: wipe off your face
!If the "number_pad" option is on, these additional variants are available:
; n
: followed by number of times to repeat the next command
; h help
: display one of several informative texts, like '?'
; j jump
: jump to another location
; k kick
: kick something (usually a door)
; l loot
: loot a box on the floor
; N name
: name an item or type of object
; u untrap
: untrap something (usually a trapped object)
Where possible without ambiguity, the maps use the same symbols that NetHack itself uses in the ASCII tty interface (and documented in the Guidebook). The symbols used in the Gazetteer are as follows:
; | -
: Vertical or horizontal walls
; .
: Open floor
; <
: An upstair or upladder
; >
: A downstair or downladder
; +
: A door (open or closed)
; ^
: A trap or magic portal
; }
: A pool or moat
; {
: A fountain
; _
: An altar
; \
: A throne
; B
: Iron bars
; C
: A cloud
; D
: A drawbridge (open or closed)
; I
: Ice
; K
: A sink
; L
: Lava
; S
: A secret door
; T
: A tree
; %
: Food items
; ?
: Scrolls
; !
: Potions
; *
: Gems
; `
: A boulder or statue
Unless otherwise specified, blank space represents solid rock; lowercase letters are labels for special rooms, or else 'x marks the spot'.
{{{
<<SVG '<line x1="10" y1="10" x2="190" y2="190" stroke="blue" stroke-width="4" />'>>
}}}
<<SVG '<line x1="10" y1="10" x2="190" y2="190" stroke="blue" stroke-width="4" />'>>
/***
|''Name:''|LoadRemoteFileThroughProxy (previous LoadRemoteFileHijack)|
|''Description:''|When the TiddlyWiki file is located on the web (view over http) the content of [[SiteProxy]] tiddler is added in front of the file url. If [[SiteProxy]] does not exist "/proxy/" is added. |
|''Version:''|1.1.0|
|''Date:''|mar 17, 2007|
|''Source:''|http://tiddlywiki.bidix.info/#LoadRemoteFileHijack|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0|
***/
//{{{
version.extensions.LoadRemoteFileThroughProxy = {
 major: 1, minor: 1, revision: 0, 
 date: new Date("mar 17, 2007"), 
 source: "http://tiddlywiki.bidix.info/#LoadRemoteFileThroughProxy"};

if (!window.bidix) window.bidix = {}; // bidix namespace
if (!bidix.core) bidix.core = {};

bidix.core.loadRemoteFile = loadRemoteFile;
loadRemoteFile = function(url,callback,params)
{
 if ((document.location.toString().substr(0,4) == "http") && (url.substr(0,4) == "http")){ 
 url = store.getTiddlerText("SiteProxy", "/proxy/") + url;
 }
 return bidix.core.loadRemoteFile(url,callback,params);
}
//}}}
[[Magic Trap Effects|http://www.nethack.de/spoiler/magic_trap_messages.txt]]
{{{
From: dylanw@demon.net (Dylan O'Donnell)
Subject: Re: "You feel lethargic"
Date: 24 Jul 1999 15:01:20 +0100

Magic trap messages:


1/30 chance: "You are caught in a magical explosion!". Lose d10 HP; 
             if you survive, "Your body absorbs some of the magical
             energy!". Power points increased to max+2, and the trap 
             vanishes.

Otherwise:

9/20 chance: "You are momentarily blinded by a flash of light!" (If
             already blind, "You hear a deafening roar!"; if blinding
             resistant (Sunsword, poly), "You see a flash of light!".)
             Blinds for 9+d5 turns, creates d4 monsters around you.

1/20 chance: Same as fire trap ("A tower of flame erupts from the
             floor!". If not fire resistant, lose 2d4 HP, max HP is
             reduced by a number between 0 and the HP you lost.
             Chance of armour being damaged and flammables in
             inventory being burnt/boiled.)

1/20 chance: "You feel charismatic!" Gain 1 CHA, and tame the monsters
             immediately around you.

1/20 chance: "You feel like someone is helping you." (Hall., "You feel
             in touch with the Universal Oneness.") Acts as uncursed
             scroll of remove curse; uncurse loadstones, worn and
             wielded items. Remove ball and chain if being punished.

2/20 chance: Nothing happens, and does it quietly.

6/20 chance: Nothing happens. Equal chances of the following messages:
             "A shiver runs up and down your spine!", "You hear a 
             distant howling." (Hall., "You hear the moon howling at
             you."), "Your pack shakes violently!", "You smell charred
             flesh." (Hall., "You smell hamburgers."), "You feel
             tired.", or a reference to your homeland: usually "You
             suddenly yearn for your distant homeland." (Hall, "You
             suddenly yearn for Cleveland."); if on the Quest portal
             level or in the Quest below Home level, "You suddenly
             yearn for your nearby homeland.". If on the Quest Home
             level itself, "You feel like the prodigal son."; if
             not male, "You feel oddly like the prodigal son.")
}}}
[[Rogue Basin|http://roguebasin.roguelikedevelopment.org/index.php?title=Main_Page]]
<<tagglyTagging MainMenu>>
http://www.nethack.org/common/license.html
{{{
Copyright 1989 M. Stephenson)}}}

(Based on the BISON general public license, copyright 1988 Richard M. Stallman)
}}}

Everyone is permitted to copy and distribute verbatim copies of this license, but changing it is not allowed. You can also use this wording to make the terms for other programs.

The license agreements of most software companies keep you at the mercy of those companies. By contrast, our general public license is intended to give everyone the right to share NetHack. To make sure that you get the rights we want you to have, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. Hence this license agreement.

Specifically, we want to make sure that you have the right to give away copies of NetHack, that you receive source code or else can get it if you want it, that you can change NetHack or use pieces of it in new free programs, and that you know you can do these things.

To make sure that everyone has such rights, we have to forbid you to deprive anyone else of these rights. For example, if you distribute copies of NetHack, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must tell them their rights.

Also, for our own protection, we must make certain that everyone finds out that there is no warranty for NetHack. If NetHack is modified by someone else and passed on, we want its recipients to know that what they have is not what we distributed.

Therefore we (Mike Stephenson and other holders of NetHack copyrights) make the following terms which say what you must do to be allowed to distribute or change NetHack.


!COPYING POLICIES

#You may copy and distribute verbatim copies of NetHack source code as you receive it, in any medium, provided that you keep intact the notices on all files that refer to copyrights, to this License Agreement, and to the absence of any warranty; and give any other recipients of the NetHack program a copy of this License Agreement along with the program.
#You may modify your copy or copies of NetHack or any portion of it, and copy and distribute such modifications under the terms of Paragraph 1 above (including distributing this License Agreement), provided that you also do the following:
##cause the modified files to carry prominent notices stating that you changed the files and the date of any change; and
##cause the whole of any work that you distribute or publish, that in whole or in part contains or is a derivative of NetHack or any part thereof, to be licensed at no charge to all third parties on terms identical to those contained in this License Agreement (except that you may choose to grant more extensive warranty protection to some or all third parties, at your option)
##You may charge a distribution fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee.
#You may copy and distribute NetHack (or a portion or derivative of it, under Paragraph 2) in object code or executable form under the terms of Paragraphs 1 and 2 above provided that you also do one of the following:
##accompany it with the complete machine-readable source code, which must be distributed under the terms of Paragraphs 1 and 2 above; or,
##accompany it with full information as to how to obtain the complete machine-readable source code from an appropriate archive site. (This alternative is allowed only for noncommercial distribution.)
##For these purposes, complete source code means either the full source distribution as originally released over Usenet or updated copies of the files in this distribution used to create the object code or executable.
#You may not copy, sublicense, distribute or transfer NetHack except as expressly provided under this License Agreement. Any attempt otherwise to copy, sublicense, distribute or transfer NetHack is void and your rights to use the program under this License agreement shall be automatically terminated. However, parties who have received computer software programs from you with this License Agreement will not have their licenses terminated so long as such parties remain in full compliance.

;Stated plainly:
:You are permitted to modify NetHack, or otherwise use parts of NetHack, provided that you comply with the conditions specified above;
:in particular, your modified NetHack or program containing parts of NetHack must remain freely available as provided in this License Agreement. In other words, go ahead and share NetHack, but don't try to stop anyone else from sharing it farther.
[[NetHack Homepage|http://www.nethack.org/]]
[[NetHack Wikipedia Entry|http://en.wikipedia.org/wiki/NetHack]]
[[Nethack@Roguebasin|http://roguebasin.roguelikedevelopment.org/index.php?title=NetHack]]
[[Search for NetHack Spoilers|http://www.google.com/search?q=Nethack+Spoilers]]
[[List of NetHack Spoilers|http://www.statslab.cam.ac.uk/~eva/nethack/spoilerlist.html]]
[[NetHack 3.4 Spoilers|http://www.spod-central.org/~psmith/nh/]]
[[Yet Another NetHack Site|http://www.steelypips.org/nethack/]]
[[Nethack Wiki|http://nethackwiki.com/wiki/Main_Page]]
[[NetHack Wiki (Old)|http://nethack.wikia.com/wiki/Main_Page]]
[[Sascha's and Ralph's nethack site|http://www.nethack.de/]]



/%
Description: [[A Gazetteer of NetHack 3.4|http://www.spod-central.org/~psmith/nh/gazetteer/]]
%/
/%
Description: [[Nethack 3.4 Spoilers|http://www.spod-central.org/~psmith/nh/]]
%/
/***
|Name:|NewHerePlugin|
|Description:|Creates the new here and new journal macros|
|Version:|3.0 ($Rev: 3861 $)|
|Date:|$Date: 2008-03-08 10:53:09 +1000 (Sat, 08 Mar 2008) $|
|Source:|http://mptw.tiddlyspot.com/#NewHerePlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License|http://mptw.tiddlyspot.com/#TheBSDLicense|
***/
//{{{
merge(config.macros, {
	newHere: {
		handler: function(place,macroName,params,wikifier,paramString,tiddler) {
			wikify("<<newTiddler "+paramString+" tag:[["+tiddler.title+"]]>>",place,null,tiddler);
		}
	},
	newJournalHere: {
		handler: function(place,macroName,params,wikifier,paramString,tiddler) {
			wikify("<<newJournal "+paramString+" tag:[["+tiddler.title+"]]>>",place,null,tiddler);
		}
	}
});

//}}}

Save and bones files created with version 3.4.0, or 3.4.1, or 3.4.2 should work with 3.4.3. Save and bones files created with versions earlier than 3.4.0 definitely won't.

;For the tty nethack.exe binary:
:Also, you can load an alternative keystroke handler dll by placing the dll in the directory with the NetHack executable and adding    {{{OPTIONS=altkeyhandler:myhandler}}} -- {{{nh340key}}}, {{{nhdefkey}}}, and {{{nhraykey}}} (Ray Chason's code) are included.
:You can alter the value of keystrokes that the system will return to NetHack in defaults.nh.{{{OPTIONS=subkeyvalue:171/92}}} will return 92 to NetHack, if 171 was originally going to be returned. You can use multiple subkeyvalue statements in {{{defaults.nh}}} if needed.
;The option number_pad can be specified with or without a value in the config file.  Legal values are 0, 1, or 2 as follows:
:0 turns off number_pad support
:1 turns on number_pad support with NetHack default mappings
:2 turns on number_pad support with mappings compatible with DOS and older win32 versions: 5=g alt-5=G alt-0=I

Note that NetHack 3.4.x has a bunch of new defaults.nh options for controlling layout and fonts used in the "NetHack for Windows - Graphical Inteface."  
The best source of information about those at the present time is the Windows specific help from within the game.

recover.exe is no longer bundled into the binary distribution because recover functionality has been included in NetHack itself for win32 platforms.

perm_invent support did not make it into either win32 interface for NetHack 3.4.

Save files and bones files should be completely compatible between the graphical and tty versions.

The Guidebook is stored in the binary distribution as Guidebook.txt.

Send Bug reports to nethack-bugs (a) nethack.org 
Contact the NetHack Development Team at devteam (a) nethack.org
;Some sample options lists are:
:!autopickup,!tombstone,name:Gandalf,scores:own/3 top/2 around
:female,nonews,dogname:Rover,dungeon: |--------||.-|++.##<><>_\\#{}.}..## #}
:rest_on_space,!verbose,menustyle:traditional
{{{
<<SVG "<text style='fill:black; text-anchor:middle;' x='100' y='25'>Hello World!</text>
<rect x='10' y='5' width='20' height='20' fill='blue' />
<rect x='20' y='10' width='160' height='20' fill='green' opacity='0.5' />
<rect x='170' y='25' width='20' height='20' fill='blue' />">>
}}}
<<SVG "<text style='fill:black; text-anchor:middle;' x='100' y='25'>Hello World!</text>
<rect x='10' y='5' width='20' height='20' fill='blue' />
<rect x='20' y='10' width='160' height='20' fill='green' opacity='0.5' />
<rect x='170' y='25' width='20' height='20' fill='blue' />">>
/***
|''Name:''|PasswordOptionPlugin|
|''Description:''|Extends TiddlyWiki options with non encrypted password option.|
|''Version:''|1.0.2|
|''Date:''|Apr 19, 2007|
|''Source:''|http://tiddlywiki.bidix.info/#PasswordOptionPlugin|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0 (Beta 5)|
***/
//{{{
version.extensions.PasswordOptionPlugin = {
	major: 1, minor: 0, revision: 2, 
	date: new Date("Apr 19, 2007"),
	source: 'http://tiddlywiki.bidix.info/#PasswordOptionPlugin',
	author: 'BidiX (BidiX (at) bidix (dot) info',
	license: '[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D]]',
	coreVersion: '2.2.0 (Beta 5)'
};

config.macros.option.passwordCheckboxLabel = "Save this password on this computer";
config.macros.option.passwordInputType = "password"; // password | text
setStylesheet(".pasOptionInput {width: 11em;}\n","passwordInputTypeStyle");

merge(config.macros.option.types, {
	'pas': {
		elementType: "input",
		valueField: "value",
		eventName: "onkeyup",
		className: "pasOptionInput",
		typeValue: config.macros.option.passwordInputType,
		create: function(place,type,opt,className,desc) {
			// password field
			config.macros.option.genericCreate(place,'pas',opt,className,desc);
			// checkbox linked with this password "save this password on this computer"
			config.macros.option.genericCreate(place,'chk','chk'+opt,className,desc);			
			// text savePasswordCheckboxLabel
			place.appendChild(document.createTextNode(config.macros.option.passwordCheckboxLabel));
		},
		onChange: config.macros.option.genericOnChange
	}
});

merge(config.optionHandlers['chk'], {
	get: function(name) {
		// is there an option linked with this chk ?
		var opt = name.substr(3);
		if (config.options[opt]) 
			saveOptionCookie(opt);
		return config.options[name] ? "true" : "false";
	}
});

merge(config.optionHandlers, {
	'pas': {
 		get: function(name) {
			if (config.options["chk"+name]) {
				return encodeCookie(config.options[name].toString());
			} else {
				return "";
			}
		},
		set: function(name,value) {config.options[name] = decodeCookie(value);}
	}
});

// need to reload options to load passwordOptions
loadOptionsCookie();

/*
if (!config.options['pasPassword'])
	config.options['pasPassword'] = '';

merge(config.optionsDesc,{
		pasPassword: "Test password"
	});
*/
//}}}
{{{
<<SVG '<path d="M40,140 L40,100 10,100 C10,10 90,10 90,100 L60,100 60,140 M140,50 C70,180 195,180 190,100 " stroke="darkgreen" stroke-width="4" fill="url(#hill)" />'>>
}}}
<<SVG '<path d="M40,140 L40,100 10,100 C10,10 90,10 90,100 L60,100 60,140 M140,50 C70,180 195,180 190,100 " stroke="darkgreen" stroke-width="4" fill="tan" />'>>
{{{
<<SVG '<path d="M50,50 Q-30,100 50,150 100,230 150,150 230,100 150,50 100,-30 50,50" stroke="darkblue" stroke-width="4" fill="lightgreen" />'>>
}}}
<<SVG '<path d="M50,50 Q-30,100 50,150 100,230 150,150 230,100 150,50 100,-30 50,50" stroke="darkblue" stroke-width="4" fill="lightgreen" />'>>

<<SVG '<path d="M10,150 A15 15 180 0 1 70 140 A15 25 180 0 0 130 130 A15 55 180 0 1 190 120" stroke="lightgreen" stroke-width="4" fill="none" marker-mid="url(#marker2)" marker-end="url(#marker1)" />'>>
!Pattern doesn't work either - since it uses a reference, sadly no surprise
{{{
<<SVG '<defs>
<pattern id="checkerPattern" patternUnits="userSpaceOnUse" x="0" y="0" width="20" height="20" viewBox="0 0 10 10">
<rect x="0" y="0" width="5" height="5" fill="lightblue"/>
<rect x="5" y="5" width="5" height="5" fill="lightblue"/>
</pattern>
</defs>
<rect x="0" y="0" width="100%" height="100%" fill="url(#checkerPattern)"/> '>>
}}}
<<SVG '<defs>
<pattern id="checkerPattern" patternUnits="userSpaceOnUse" x="0" y="0" width="20" height="20" viewBox="0 0 10 10">
<rect x="0" y="0" width="5" height="5" fill="lightblue"/>
<rect x="5" y="5" width="5" height="5" fill="lightblue"/>
</pattern>
</defs>
<rect x="0" y="0" width="100%" height="100%" fill="url(#checkerPattern)"/> '>>
{{{
<<SVG '<polygon points="100,10 40,180 190,60 10,60 160,180 100,10" stroke="blue" fill="darkblue" stroke-width="4" fill-rule="nonzero" />'>>
}}}
<<SVG '<polygon points="100,10 40,180 190,60 10,60 160,180 100,10" stroke="blue" fill="darkblue" stroke-width="4" fill-rule="nonzero" />'>>
{{{
<<SVG '<polyline points="10,190 20,190 20,150 50,150 50,190 80,190 80,110 110,110 110,190 140,190 140,70 170,70 170,190 190,190" stroke="blue" fill="darkblue" stroke-width="4" />'>>
}}}
<<SVG '<polyline points="10,190 20,190 20,150 50,150 50,190 80,190 80,110 110,110 110,190 140,190 140,70 170,70 170,190 190,190" stroke="blue" fill="darkblue" stroke-width="4" />'>>
! ('!')
/***
|Name:|QuickOpenTagPlugin|
|Description:|Changes tag links to make it easier to open tags as tiddlers|
|Version:|3.0.1 ($Rev: 3861 $)|
|Date:|$Date: 2008-03-08 10:53:09 +1000 (Sat, 08 Mar 2008) $|
|Source:|http://mptw.tiddlyspot.com/#QuickOpenTagPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
***/
//{{{
config.quickOpenTag = {

	dropdownChar: (document.all ? "\u25bc" : "\u25be"), // the little one doesn't work in IE?

	createTagButton: function(place,tag,excludeTiddler) {
		// little hack so we can do this: <<tag PrettyTagName|RealTagName>>
		var splitTag = tag.split("|");
		var pretty = tag;
		if (splitTag.length == 2) {
			tag = splitTag[1];
			pretty = splitTag[0];
		}
		
		var sp = createTiddlyElement(place,"span",null,"quickopentag");
		createTiddlyText(createTiddlyLink(sp,tag,false),pretty);
		
		var theTag = createTiddlyButton(sp,config.quickOpenTag.dropdownChar,
                        config.views.wikified.tag.tooltip.format([tag]),onClickTag);
		theTag.setAttribute("tag",tag);
		if (excludeTiddler)
			theTag.setAttribute("tiddler",excludeTiddler);
    		return(theTag);
	},

	miniTagHandler: function(place,macroName,params,wikifier,paramString,tiddler) {
		var tagged = store.getTaggedTiddlers(tiddler.title);
		if (tagged.length > 0) {
			var theTag = createTiddlyButton(place,config.quickOpenTag.dropdownChar,
                        	config.views.wikified.tag.tooltip.format([tiddler.title]),onClickTag);
			theTag.setAttribute("tag",tiddler.title);
			theTag.className = "miniTag";
		}
	},

	allTagsHandler: function(place,macroName,params) {
		var tags = store.getTags(params[0]);
		var filter = params[1]; // new feature
		var ul = createTiddlyElement(place,"ul");
		if(tags.length == 0)
			createTiddlyElement(ul,"li",null,"listTitle",this.noTags);
		for(var t=0; t<tags.length; t++) {
			var title = tags[t][0];
			if (!filter || (title.match(new RegExp('^'+filter)))) {
				var info = getTiddlyLinkInfo(title);
				var theListItem =createTiddlyElement(ul,"li");
				var theLink = createTiddlyLink(theListItem,tags[t][0],true);
				var theCount = " (" + tags[t][1] + ")";
				theLink.appendChild(document.createTextNode(theCount));
				var theDropDownBtn = createTiddlyButton(theListItem," " +
					config.quickOpenTag.dropdownChar,this.tooltip.format([tags[t][0]]),onClickTag);
				theDropDownBtn.setAttribute("tag",tags[t][0]);
			}
		}
	},

	// todo fix these up a bit
	styles: [
"/*{{{*/",
"/* created by QuickOpenTagPlugin */",
".tagglyTagged .quickopentag, .tagged .quickopentag ",
"	{ margin-right:1.2em; border:1px solid #eee; padding:2px; padding-right:0px; padding-left:1px; }",
".quickopentag .tiddlyLink { padding:2px; padding-left:3px; }",
".quickopentag a.button { padding:1px; padding-left:2px; padding-right:2px;}",
"/* extra specificity to make it work right */",
"#displayArea .viewer .quickopentag a.button, ",
"#displayArea .viewer .quickopentag a.tiddyLink, ",
"#mainMenu .quickopentag a.tiddyLink, ",
"#mainMenu .quickopentag a.tiddyLink ",
"	{ border:0px solid black; }",
"#displayArea .viewer .quickopentag a.button, ",
"#mainMenu .quickopentag a.button ",
"	{ margin-left:0px; padding-left:2px; }",
"#displayArea .viewer .quickopentag a.tiddlyLink, ",
"#mainMenu .quickopentag a.tiddlyLink ",
"	{ margin-right:0px; padding-right:0px; padding-left:0px; margin-left:0px; }",
"a.miniTag {font-size:150%;} ",
"#mainMenu .quickopentag a.button ",
"	/* looks better in right justified main menus */",
"	{ margin-left:0px; padding-left:2px; margin-right:0px; padding-right:0px; }", 
"#topMenu .quickopentag { padding:0px; margin:0px; border:0px; }",
"#topMenu .quickopentag .tiddlyLink { padding-right:1px; margin-right:0px; }",
"#topMenu .quickopentag .button { padding-left:1px; margin-left:0px; border:0px; }",
"/*}}}*/",
		""].join("\n"),

	init: function() {
		// we fully replace these builtins. can't hijack them easily
		window.createTagButton = this.createTagButton;
		config.macros.allTags.handler = this.allTagsHandler;
		config.macros.miniTag = { handler: this.miniTagHandler };
		config.shadowTiddlers["QuickOpenTagStyles"] = this.styles;
		store.addNotification("QuickOpenTagStyles",refreshStyles);
	}
}

config.quickOpenTag.init();

//}}}


NetHack is Copyright (C) Stichting Mathematisch Centrum, Amsterdam and M. Stephenson. NetHack may be freely redistributed. See license for details.

!NetHack for Windows
{{{		 (last revision: $Date: 2003/10/15 11:00:01 $)}}}

!!Hello ..., Welcome to NetHack 3.4.3!
NetHack for Windows platforms is available in source code distribution from http://www.nethack.org/ or in a ready-to-run binary format.

The NetHack 3.4.3 official binary distribution of NetHack for Windows 3.4.3 contains two separate executables inside it.

There is the "NetHack for Windows - tty interface" which will run on any platform offering the win32 Console I/O support. This is the executable that was included in NetHack releases prior to 3.4.0.

NetHack 3.4 also includes the  "NetHack for Windows - Graphical Interface" which should run on any of the platforms listed below, with the following restrictions noted via the asterisk:

*Windows 95*
*Windows 98
*Windows Me (untested)
*Windows NT 4.0*
*Windows 2000
*Windows XP

(* indicates that it requires updated common control libraries. The minimal common control library versions required is 4.71. You can get that version or greater by downloading the common control library from Microsoft at this URL (valid at time of production of this document:      http://www.microsoft.com/downloads/details.aspx?FamilyID=6f94d31a-d1e0-4658-a566-93af0d8d4a1e&DisplayLang=en As well, please refer to the notes for this binary at: http://www.nethack.org/)

!!Release notes about NetHack for Windows 3.4.3

Save and bones files created with version 3.4.0, 3.4.1, or 3.4.2 should work with 3.4.3. Save and bones files created with versions earlier than 3.4.0 definitely won't work.

As with earlier 3.4.x versions, 3.4.3 has a whole bunch of defaults.nh options for controlling layout and fonts used in the "NetHack for Windows - Graphical Inteface."  The best source of information about those at the present time is the Windows specific help from within the game.

recover.exe is no longer bundled into the binary distribution because recover functionality has been included in NetHack itself for Windows platforms.

Check the Guidebook, news file, and defaults.nh for information on working with international keyboards, and the "altkeyhandler" and "subkeyvalue" config file options.

perm_invent support did not make it into either win32 interface in time for the 3.4 release.

!!How to set up the game:
In order to install this particular version of NetHack, you will need a PC running one of the versions of Windows listed earlier.  Let it be known that we, on the development and win32 porting teams, have not actually tried to use the binary on a Windows Me platform.  We are not aware of any reason that it won't work, but let us know if it doesn't.

The most straightforward method of setting up the game is to unzip all of the NetHack files into a single directory - C:\GAMES\NETHACK would be a typical choice, but certainly not a required one.

To invoke "NetHack for Windows - Tty Interface" run the nethack.exe executable.

To invoke "NetHack for Windows - Graphical Interface" run the nethackw.exe executable.

Save files and bones files should be completely compatible between the graphical and tty versions.

Next, you quite likely want to poke around in the file "defaults.nh" with a text editor to set up pragmatic things (like where to store saved games or bones files), aesthetic things (like whether to use traditional ASCII characters or graphical tiles, which font etc.), and Fun Stuff (like the name of your character and your pet).

With luck the comments in "defaults.nh" should be adequate to at least get your started figuring out how things work. Oh, and by the way, read the Guidebook and the in-game Windows help.  It's The Guidebook is stored in the binary distribution as Guidebook.txt.

!!Contacts:

If you discover a bug and wish to report it, or if you have comments or suggestions we recommend using our "Contact Us" web page at: http://www.nethack.org/common/contact.html

If you don't have access to the web, or you want to send us a patch to the NetHack source code feel free to drop us a line c/o:     DevTeam (at) nethack.org

Happy NetHacking!

Please mention which of the 'official' nh3.4.3 binaries you are using, assuming that you are.  If you aren't, please be sure to mention that fact. When you do, also mention exactly what you changed and what steps you followed between the time you downloaded the source, and you contacted us.

!!Frequently asked questions:
;You asked:
:I try to start up "NetHack for Windows - Graphical Interface", but it keeps starting as the tty version. How do I get the 	graphics?

;Our RTFM expert replies:
:There are two executable programs included in the binary distribution. You have to run the one called "nethackw.exe" to get the graphical version.  If you ran "nethack.exe", you'll get the tty version. Do it over, and do it right this time.

;You asked: Ok the game works.
:Where do I begin to learn how to play?

;A passing strange person replies:
:Of course it works.  What do you think I am, a radio?
:Once you've got into the game, some good commands to try (and they don't even count as moves!) are ? and /.  At risk of sounding like a marketing blurb, the HELP key (which on your terminal will be marked with a question mark - and be warned that you may have to depress the shift key to activate this function!) gives you instant access to our online help facility.  It's kind of a menu with lovely options like "c" (where you get to see MY NAME in the history of NetHack!), "i" (which gives you all the important legal blurb which tells you about your rights and responsibilities as a NetHack licensee), and the more boring items "a" and "b" which merely explain all the commands and the display symbols and uninteresting stuff like that.  What the hell.  It's there, you can use it.
:The / key is pretty good, too.  If there's something on the screen that you don't know what it is, well, it's probably a letter or a symbol or something.  That's wisdom, see?  But to get onto the Eternal Verities, suppose you want to know what it MEANS?  Aha!  Hit /, say "y", I want to specify it by cursor (cursors are blinking underscores, and if you're British like me you can curse them with your numeric bloody keypad, too -- Americans needn't understand this joke), whatever it is, and then you can point out the object of your confusion and have it explicated in frabjous detail.  Helps you avoid getting your face et, sometimes, that.  Always nice, not having your face et.
:Oh, right, I almost forgot.  There's the Guidebook, too, for the quiche-eaters in our midst....  You may have got one with your game in the form of a file called Guidebook.txt.

;You asked:
:Are ASCII characters my only choice for representing things on the display?

;A worker tiling our floor responds:
:I've been in this business for twenty years.  All the people today want to change things!  There's a lot to be said for the traditional way of doing things.  On the other hand I can provide you with a set of NetHack tiles, that will give your display a completely different look.
:If you want to try tiles on the NetHack display, place an {{{OPTION=map_mode:tiles}}} line into the "defaults.nh" file and run nethackw.exe. If you have a custom set of tiles, such as a 32x32 tile set called {{{chozo32b.bmp}}}, then you should also add the following line to your "defaults.nh": {{{OPTION=OPTIONS=tile_file:chozo32b.bmp, tile_width:32, tile_height:32}}}

;You asked:

:I like the graphical version, because I get to use my mouse for more than just a paper-weight.  But I *like* ASCII characters. I've been using ASCII characters for NetHack since I was in high school.  Can't I have my cake and eat it too?

;The baker dropping off our daily doughnut supply says:
:Did somebody mention cake?  Have I got a recipe for you! 
*Take (1) {{{defaults.nh}}} 
*Add  (1) lines of {{{OPTION=map_mode:ascii8x12}}}
*Save it, and stir. Presto - an ASCII display on the graphical screen...or is that a graphical display on the ASCII screen...I can't remember - try it yourself.

;You asked:
:Eeewwww. I hate the font the graphical version is using on the message window.  I like the {{{PrestoWizBang}}} font that I got last week. Can 	you change it for the next version, please?

;Our staff Salesperson replies:
:Why wait?  You can have it now!  Don't delay, add an {{{OPTIONS=font_message:PrestoWizBang, font_size_message:10}}} PrestoWiz corporation assumes no responsibility for the use of their font on NetHack, and all such use is without warranty and at your own risk.  If you act now, I can throw in a couple of Ginsu knives at no extra cost.

;You asked:
:Wow this is a really neat game.  Is there any way to explore it without dying so much?

;Our staff schizophrenic replies:
:Gentle Reader, I fear this is a most delicate question.  It is a frequent theme in fantasy literature that it is far easier to be granted a wish than it is to decide upon a good wish to make.  But I am no djinn, and I am willing to advise you on this point as well. And so I shall make the observation that, no matter what transpires, you will always die the same amount, viz: once.  (Unless of course some sort of magic intervenes.)  Perhaps what you want is a way to avoid dying so soon?
:As it happens, this latter can be accomplished.  Death, as it transpires, is characterisable as _finitely avoidable_ in NetHack, for there is a Mystic Prompt known to those who have read the Man Page of Doom, the words of which, it is sometimes whispered, are as follows: {{{Die? [yn]}}}
:The benefit of being asked this question at the, shall we say, appropriate, crucial moments is available -- for a price.
:Classically, an acceptable consideration would be the player's soul; but since according to the hallowed doctrines of most major religions, @-signs don't have souls to sell, we will be contented with your score....  For lo!  The game contains an X command, and by the strangely inexplicable power of the elder gods this X standeth for the word Discover (or EXplore, in the ancient tongue), and the typing of this Mystic Device shall effect the deal as described above, paragraphs 2 and 3.
:Furthermore, and alternately, IF YOU ORDER IMMEDIATELY at the outset of a game, AS AN ADDED FREE BONUS YOU WILL RECEIVE A GENUINE HAND-CRAFTED WAND OF THREE WISHES!  Just type {{{NETHACK -X}}} (or {{{NETHACKW -X}}} if you are more graphically inclined) on the command line and, since NetHack is freely distributable, SEND NO MONEY NOW.  As a variation on this theme, the -D flag will put the game into its debugging mode, IF you are a wizard... "Speak, wizard, and enter", to paraphrase the Old Master.

;You asked:
:I was playing along with my 400 hitpoint level 8 Barbarian named Gorp and my dog Gumby, having a wonderful evening bashing heads, eating eye corpses, and generally running amok in the dungeon and all of a sudden the (1) the lights go out, (2) I hit the power cord with my sword, (3)  lightning struck, or (4) the game actually crashed.  Now what do I do?
;Our resident disaster recovery expert replies:
:WHAT? Damn, hmmm, lets see now. Where is the plan, you know what I mean, the PLAN! Wait, now calm down, let me think. Hmm. Hmm. Oh yea! You have INSURANCE don't you. I mean you compiled the game with INSURANCE didn't you. Well then you are in safe hands, so to speak. Included at no extra charge to you is a recovery feature. 
:Its sole purpose in life is to save your behind in cases like this. Don't go getting the idea that you can cheat by turning off your machine just when you are about to die and using it to resurrect your Wizard. The recovery mechanism can tell you are cheating and will delete your high score list and give you bad luck for twenty games.

:To engage the recovery feature after a crash just start your game with the same player name as you used with the one that crashed. 
:Forgotton what player name you used? Go to your NETHACK directory and check to see if you have a bunch of files ending in a number.
Like so: {{{ELVIS-PRESLEY.0 ELVIS-PRESLEY.1 ELVIS-PRESLEY.2}}} and so on. Your player name is the part after the '-', and before the '.'.
:Example you say:
:{{{nethack -uPRESLEY}}}
:NetHack should detect the earlier failed game and ask you if you want to recover. Answer yes. Works.
:Good enough?

!!DISCLAIMERS:
Throughout this document, the word "NetHack" refers to a rather jolly game involving a small @-sign getting its face et by dragons, and is in no way to be construed as relating to the theory or practise of gaining unauthorised use of or access to data or data processing equipment (except maybe if a few of us play the game at work, something which I want to go on record as saying is very, very naughty indeed and not the sort of thing you want to get involved with at all), and if any security-establishment types are reading this, remember it's YOU folks who do the cloak-and-dagger stuff, we're responsible professionals with real jobs and self respect and stuff like that.

Secondly, all references to animal sacrifice, Donny Osmond (who?), dynamic linking, Microsoft Corporation, okapi, claviprondrophony and so forth are made purely for the entertainment of the reader and if you think we meant something by it, that's your problem.  Research has shown that what people say and what they mean have so little to do with each other that you can actually get PAID to figure out why people say, "can you reach the salt?" when as a matter of fact they don't give a pair of dingo's kidneys what the answer to the question is, so long as
someone provides them with some small white crystals in the near future and look! you came up with *that* interpretation all by yourself now didn't you.

----
Special thanks to stephen p spackman who wrote the original version of this text and who will live forever in our memories.  (Nope, he isn't dead, just moved on to a higher calling).
----

This document is Copyright (C) 1991 Stephen P Spackman and Kevin D Smolkowski (1993).  It constitutes part of the documentation of the PC and Windows versions of the NetHack game, and may be distributed freely subject to the same terms set forth in the NetHack license.  Thank you for having a very nice day indeed.  Hack On!
{{{
<<SVG "<rect x='20' y='20' rx='0' ry='0' width='160' height='160' fill='blue' />">>
}}}
<<SVG "<rect x='20' y='20' rx='0' ry='0' width='160' height='160' fill='blue' />">>
/***
|Name:|RenameTagsPlugin|
|Description:|Allows you to easily rename or delete tags across multiple tiddlers|
|Version:|3.0 ($Rev: 5501 $)|
|Date:|$Date: 2008-06-10 23:11:55 +1000 (Tue, 10 Jun 2008) $|
|Source:|http://mptw.tiddlyspot.com/#RenameTagsPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License|http://mptw.tiddlyspot.com/#TheBSDLicense|
Rename a tag and you will be prompted to rename it in all its tagged tiddlers.
***/
//{{{
config.renameTags = {

	prompts: {
		rename: "Rename the tag '%0' to '%1' in %2 tidder%3?",
		remove: "Remove the tag '%0' from %1 tidder%2?"
	},

	removeTag: function(tag,tiddlers) {
		store.suspendNotifications();
		for (var i=0;i<tiddlers.length;i++) {
			store.setTiddlerTag(tiddlers[i].title,false,tag);
		}
		store.resumeNotifications();
		store.notifyAll();
	},

	renameTag: function(oldTag,newTag,tiddlers) {
		store.suspendNotifications();
		for (var i=0;i<tiddlers.length;i++) {
			store.setTiddlerTag(tiddlers[i].title,false,oldTag); // remove old
			store.setTiddlerTag(tiddlers[i].title,true,newTag);  // add new
		}
		store.resumeNotifications();
		store.notifyAll();
	},

	storeMethods: {

		saveTiddler_orig_renameTags: TiddlyWiki.prototype.saveTiddler,

		saveTiddler: function(title,newTitle,newBody,modifier,modified,tags,fields,clearChangeCount,created) {
			if (title != newTitle) {
				var tagged = this.getTaggedTiddlers(title);
				if (tagged.length > 0) {
					// then we are renaming a tag
					if (confirm(config.renameTags.prompts.rename.format([title,newTitle,tagged.length,tagged.length>1?"s":""])))
						config.renameTags.renameTag(title,newTitle,tagged);

					if (!this.tiddlerExists(title) && newBody == "")
						// dont create unwanted tiddler
						return null;
				}
			}
			return this.saveTiddler_orig_renameTags(title,newTitle,newBody,modifier,modified,tags,fields,clearChangeCount,created);
		},

		removeTiddler_orig_renameTags: TiddlyWiki.prototype.removeTiddler,

		removeTiddler: function(title) {
			var tagged = this.getTaggedTiddlers(title);
			if (tagged.length > 0)
				if (confirm(config.renameTags.prompts.remove.format([title,tagged.length,tagged.length>1?"s":""])))
					config.renameTags.removeTag(title,tagged);
			return this.removeTiddler_orig_renameTags(title);
		}

	},

	init: function() {
		merge(TiddlyWiki.prototype,this.storeMethods);
	}
}

config.renameTags.init();

//}}}

! ('=')
/***
|Name|SaveAsPlugin|
|Source|http://www.TiddlyTools.com/#SaveAsPlugin|
|Documentation|http://www.TiddlyTools.com/#SaveAsPluginInfo|
|Version|2.4.3|
|Author|Eric Shulman - ELS Design Studios|
|License|http://www.TiddlyTools.com/#LegalStatements <br>and [[Creative Commons Attribution-ShareAlike 2.5 License|http://creativecommons.org/licenses/by-sa/2.5/]]|
|~CoreVersion|2.1|
|Type|plugin|
|Requires||
|Overrides||
|Description|Save current document to a different path/filename|
This plugin automatically adds a 'save as' command to the TiddlyWiki 'backstage' menu that allows you to quickly create an exact copy of the current TiddlyWiki document.  The plugin also defines a macro that you can use to place a "save as..." command link into your sidebar/mainmenu/any tiddler (or wherever you like).
>//Note: This plugin now supersedes [[NewDocumentPlugin]], which has been retired and is no longer being distributed.  In addition, the HTML+CSS "snapshot" functionality previous provided by that plugin has been moved to a separate plugin.  Please see [[SnapshotPlugin]] for additional information.//
!!!!!Documentation
<<<
see [[SaveAsPluginInfo]]
<<<
!!!!!Revisions
<<<
2008.09.29 [2.4.3] in getData(), convert existing TW file from UTF8 to Unicode before merging to correct handling of international characters and symbols.
| Please see [[SaveAsPluginInfo]] for additional revision details |
2006.02.03 [1.0.0] Created.
<<<
!!!!!Code
***/
//{{{
version.extensions.SaveAsPlugin= {major: 2, minor: 4, revision: 2, date: new Date(2008,9,28)};

config.macros.saveAs = {
	label: "save as...",
	labelparam: "label:",
	prompt: "Save current document to a different path/file",
	promptparam: "prompt:",
	filePrompt: "Please select or enter a target path/filename",
	targetparam: "target:",
	defaultFilename: "new.html",
	filenameparam: "filename:",
	currfilekeyword: "here",
	typeparam: "type:",
	type_TW: "tw", type_PS: "ps", type_TX: "tx", type_NF: "nf", // file type tokens
	type_map: { // map filetype param alternatives/abbreviations to token values
		tiddlywiki:"tw", tw:"tw", wiki: "tw",
		purestore: "ps", ps:"ps", store:"ps",
		plaintext: "tx", tx:"tx", text: "tx",
		newsfeed:  "nf", nf:"nf", xml:  "nf", rss:"nf"
	},
	replaceparam: "replace",
	mergeparam: "merge",
	quietparam: "quiet",
	openparam: "open",
	askParam: "ask",
	askMsg: "Enter a tag filter (use * for all tiddlers, 'none' for blank document)",
	emptyParam: "none",
	confirmmsg: "Found %0 tiddlers matching\n\n'%1'\n\nPress OK to proceed",
	mergeprompt: "%0\nalready contains tiddler definitions.\n"
		+"\nPress OK to add new/revised tiddlers to current file contents."
		+"\nPress Cancel to completely replace file contents",
	mergestatus: "Merged %0 new/revised tiddlers and %1 existing tiddlers",
	okmsg: "%0 tiddlers written to %1",
	failmsg: "An error occurred while creating %1",
	filter: "",
	handler: function(place,macroName,params) {
		if (params[0] && params[0].substr(0,this.labelparam.length)==this.labelparam)
			var label=params.shift().substr(this.labelparam.length);
		if (params[0] && params[0].substr(0,this.promptparam.length)==this.promptparam)
			var prompt=params.shift().substr(this.promptparam.length);
		if (params[0] && params[0].substr(0,this.targetparam.length)==this.targetparam)
			var target=params.shift().substr(this.targetparam.length);
		if (params[0] && params[0].substr(0,this.filenameparam.length)==this.filenameparam)
			var filename=params.shift().substr(this.filenameparam.length);
		if (params[0] && params[0].substr(0,this.typeparam.length)==this.typeparam)
			var filetype=this.type_map[params.shift().substr(this.typeparam.length).toLowerCase()];
		var q=(params[0] && params[0]==this.quietparam);   if (q) params.shift();
		var o=(params[0] && params[0]==this.replaceparam); if (o) params.shift();
		var m=(params[0] && params[0]==this.mergeparam);   if (m) params.shift();
		var a=(params[0] && params[0]==this.openparam);    if (a) params.shift();
		var btn=createTiddlyButton(place,label||this.label,prompt||this.prompt,
			function(){config.macros.saveAs.go(
				this.getAttribute('target'),
				this.getAttribute('filename'),
				this.getAttribute('filetype'),
				this.getAttribute('filter'),
				this.getAttribute('quiet')=="true",
				this.getAttribute('overwrite')=="true",
				this.getAttribute('merge')=="true",
				this.getAttribute('autoopen')=="true");  return false;}
		);
		if (target) btn.setAttribute("target",target);
		if (filename) btn.setAttribute("filename",filename);
		btn.setAttribute("filetype",filetype||this.type_TW);
		btn.setAttribute("filter",params.join(" "));
		btn.setAttribute("quiet",q?"true":"false");
		btn.setAttribute("overwrite",o?"true":"false");
		btn.setAttribute("merge",m?"true":"false");
		btn.setAttribute("autoopen",a?"true":"false");
	},
	go: function(target,filename,filetype,filter,quiet,overwrite,merge,autoopen) {
		var cm=config.messages; // abbreviation
		var cms=config.macros.saveAs; // abbreviation
		if (window.location.protocol!="file:") // make sure we are local
			{ displayMessage(cm.notFileUrlError); return; }

		// get tidders, confirm filtered results
		var tids=cms.selectTiddlers(filter);
		if (tids===false) return; // cancelled by user
		if (cms.filter!=cms.emptyParam && cms.filter.length && !quiet)
			if (!confirm(cms.confirmmsg.format([tids.length,cms.filter]))) return;

		// get target path/filename
		if (!filetype) filetype=this.type_TW;
		target=target||cms.getTarget(filename,filetype==this.type_TX?'txt':'html');
		if (!target) return; // cancelled by user

		var link="file:///"+target.replace(/\\/g,'/');
		var samefile=link==decodeURIComponent(window.location.href);
		var p=getLocalPath(document.location.href);
		if (samefile) {
			if (config.options.chkSaveBackups) { var t=loadOriginal(p);if(t)saveBackup(p,t); }
			if (config.options.chkGenerateAnRssFeed && saveRss instanceof Function) saveRss(p);
		}
		var notes="";
		var total={val:0};
		var out=this.assembleFile(target,filetype,tids,notes,quiet,overwrite,merge,total);
		var ok=saveFile(target,out);
		if (ok && autoopen) {
			if (!samefile) window.open(link).focus();
			else { store.setDirty(false); window.location.reload(); }
		}
		if (!quiet || !(ok && autoopen))
			displayMessage((ok?this.okmsg:this.failmsg).format([total.val,target]),link);
	},
	selectTiddlers: function(filter) {
		var cms=config.macros.saveAs; // abbreviation
		cms.filter=filter||"";
		if (filter==cms.emptyParam) return [];
		if (!filter||!filter.length) return store.getTiddlers("title");
		// get filtered tiddlers
		if (filter==config.macros.saveAs.askParam) {
			filter=prompt(config.macros.saveAs.askMsg,"");
			if (!filter) return false;  // cancelled by user
			cms.filter=filter=="*"?"":filter;
			if (filter=="*") return store.getTiddlers("title");
		}
		return store.filterTiddlers("[tag["+filter+"]]");
	},
	getTarget: function(defName,defExt) {
		var cms=config.macros.saveAs; // abbreviation
		// get new target path/filename
		var newPath=getLocalPath(window.location.href);
		var slashpos=newPath.lastIndexOf("/"); if (slashpos==-1) slashpos=newPath.lastIndexOf("\\"); 
		if (slashpos!=-1) newPath=newPath.substr(0,slashpos+1); // trim filename
		if (!defName||!defName.length) { // use current filename as default
			var p=getLocalPath(window.location.href);
			var s=p.lastIndexOf("/"); if (s==-1) s=p.lastIndexOf("\\"); 
			if (s!=-1) defName=p.substr(s+1);
		}
		var defFilename=(defName||cms.defaultFilename).replace(/.html$/,'.'+defExt);
		var target=cms.askForFilename(cms.filePrompt,newPath,defFilename,defExt);
		if (!target) return; // cancelled by user
		// if specified file does not include a path, assemble fully qualified path and filename
		var slashpos=target.lastIndexOf("/"); if (slashpos==-1) slashpos=target.lastIndexOf("\\");
		if (slashpos==-1) target=target+(defName||cms.defaultFilename).replace(/.html$/,'.'+defExt);
		return target;
	},
	askForFilename: function(msg,path,file,defExt) {
		if(window.Components) { // moz
			try {
				netscape.security.PrivilegeManager.enablePrivilege('UniversalXPConnect');
				var nsIFilePicker = window.Components.interfaces.nsIFilePicker;
				var picker = Components.classes['@mozilla.org/filepicker;1'].createInstance(nsIFilePicker);
				picker.init(window, msg, nsIFilePicker.modeSave);
				var thispath = Components.classes['@mozilla.org/file/local;1'].createInstance(Components.interfaces.nsILocalFile);
				thispath.initWithPath(path);
				picker.displayDirectory=thispath;
				picker.defaultExtension=defExt||'html';
				picker.defaultString=file;
				picker.appendFilters(nsIFilePicker.filterAll|nsIFilePicker.filterText|nsIFilePicker.filterHTML);
				if (picker.show()!=nsIFilePicker.returnCancel) var result=picker.file.persistentDescriptor;
			}
			catch(e) { alert('error during local file access: '+e.toString()) }
		}
		else { // IE
			try { // XP/Vista only
				var s = new ActiveXObject('UserAccounts.CommonDialog');
				s.Filter='All files|*.*|Text files|*.txt|HTML files|*.htm;*.html|';
				s.FilterIndex=(defExt=='txt')?2:3; // default to HTML files;
				s.InitialDir=path;
				s.FileName=file;
				if (s.showOpen()) var result=s.FileName;
			}
			catch(e) { var result=prompt(msg,path+file); } // fallback for non-XP IE
		}
		return result;
	},
	plainTextHeader:
		 '// Source'+':\n//\t%0\n'
		+'// Title:\n//\t%1\n'
		+'// Subtitle:\n//\t%2\n'
		+'// Created:\n//\t%3 by %4\n'
		+'// Application:\n//\tTiddlyWiki %5 / %6 %7\n',
	plainTextTiddler:
		'\n// ----- %0 (by %1 on %2) -----\n\n%3',
	plainTextFooter:
		'',
	newsFeedHeader:
		 '<'+'?xml version="1.0"?'+'>\n'
		+'<rss version="2.0">\n'
		+'<channel>\n'
		+'<title>%1</title>\n'
		+'<link>%0</link>\n'
		+'<description>%2</description>\n'
		+'<language>en-us</language>\n'
		+'<copyright>Copyright '+(new Date().getFullYear())+' %4</copyright>\n'
		+'<pubDate>%3</pubDate>\n'
		+'<lastBuildDate>%3</lastBuildDate>\n'
		+'<docs>http://blogs.law.harvard.edu/tech/rss</docs>\n'
		+'<generator>TiddlyWiki %5 / %6 %7</generator>\n',
	newsFeedTiddler:
		'\n%0\n',
	newsFeedFooter:
		'</channel></rss>',
	pureStoreHeader:
		 '<html><body>'
		+'<style type="text/css">'
		+'	#storeArea {display:block;margin:1em;}'
		+'	#storeArea div {padding:0.5em;margin:1em;border:2px solid black;height:10em;overflow:auto;}'
		+'	#pureStoreHeading {width:100%;text-align:left;background-color:#eeeeee;padding:1em;}'
		+'</style>'
		+'<div id="pureStoreHeading">'
		+'	TiddlyWiki "PureStore" export file<br>'
		+'	Source'+': <b>%0</b><br>'
		+'	Title: <b>%1</b><br>'
		+'	Subtitle: <b>%2</b><br>'
		+'	Created: <b>%3</b> by <b>%4</b><br>'
		+'	TiddlyWiki %5 / %6 %7<br>'
		+'	Notes:<hr><pre>%8</pre>'
		+'</div>'
		+'<div id="storeArea">',
	pureStoreTiddler:
		'%0\n%1',
	pureStoreFooter:
		'</div><!--POST-BODY-START-->\n<!--POST-BODY-END--></body></html>',
	assembleFile: function(target,filetype,tids,notes,quiet,overwrite,merge,total) {
		var revised="";
		var now = new Date().toLocaleString();
		var src=convertUnicodeToUTF8(document.location.href);
		var title = convertUnicodeToUTF8(wikifyPlain("SiteTitle").htmlEncode());
		var subtitle = convertUnicodeToUTF8(wikifyPlain("SiteSubtitle").htmlEncode());
		var user = convertUnicodeToUTF8(config.options.txtUserName.htmlEncode());
		var twver = version.major+"."+version.minor+"."+version.revision;
		var v=version.extensions.SaveAsPlugin; var pver = v.major+"."+v.minor+"."+v.revision;
		var headerargs=[src,title,subtitle,now,user,twver,"SaveAsPlugin",pver,notes];
		switch (filetype) {
			case this.type_TX: // plain text
				var header=this.plainTextHeader.format(headerargs);
				var footer=this.plainTextFooter;
				break;
			case this.type_NF: // news feed (XML)
				headerargs[0]=store.getTiddlerText("SiteUrl","");
				var header=this.newsFeedHeader.format(headerargs);
				var footer=this.newsFeedFooter;
				break;
			case this.type_PS: // PureStore (no code)
				var header=this.pureStoreHeader.format(headerargs);
				var footer=this.pureStoreFooter;
				break;
			case this.type_TW: // full TiddlyWiki
			default:
				var currPath=getLocalPath(window.location.href);
				var original=loadFile(currPath);
				if (!original) { alert(config.messages.cantSaveError); return; }
				var posDiv = locateStoreArea(original);
				if (!posDiv) { alert(config.messages.invalidFileError.format([currPath])); return; }
				var header = original.substr(0,posDiv[0]+startSaveArea.length)+"\n";
				var footer = "\n"+original.substr(posDiv[1]);
				break;
		}
		var out=this.getData(target,filetype,tids,quiet,overwrite,merge);
		var revised = header+convertUnicodeToUTF8(out.join("\n"))+footer;
		// if full TW, insert page title and language attr, and reset MARKUP blocks as needed...
		if (filetype==this.type_TW) {
			var newSiteTitle=convertUnicodeToUTF8(getPageTitle()).htmlEncode();
			revised=revised.replaceChunk("<title"+">","</title"+">"," " + newSiteTitle + " ");
			revised=updateLanguageAttribute(revised);
			var titles=[]; for (var i=0; i<tids.length; i++) titles.push(tids[i].title);
			revised=updateMarkupBlock(revised,"PRE-HEAD",
				titles.contains("MarkupPreHead")? "MarkupPreHead" :null);
			revised=updateMarkupBlock(revised,"POST-HEAD",
				titles.contains("MarkupPostHead")?"MarkupPostHead":null);
			revised=updateMarkupBlock(revised,"PRE-BODY",
				titles.contains("MarkupPreBody")? "MarkupPreBody" :null);
			revised=updateMarkupBlock(revised,"POST-SCRIPT",
				titles.contains("MarkupPostBody")?"MarkupPostBody":null);
		}
		total.val=out.length;
		return revised;
	},
	formatItem: function(s,f,t,u) {
		if (f==this.type_TW) var r=s.getSaver().externalizeTiddler(s,t);
		if (f==this.type_PS) var r=this.pureStoreTiddler.format([t.title,s.getSaver().externalizeTiddler(s,t)]);
		if (f==this.type_NF) var r=this.newsFeedTiddler.format([t.saveToRss(u)]);
		if (f==this.type_TX) var r=this.plainTextTiddler.format([t.title,t.modifier,t.modified.toLocaleString(),t.text]);
		return r||"";
	},
	getData: function(target,filetype,tids,quiet,overwrite,merge) {
		// output selected tiddlers and gather list of titles (for use with merge)
		var out=[]; var titles=[];
		var url=store.getTiddlerText("SiteUrl","");
		for (var i=0; i<tids.length; i++) {
			out.push(this.formatItem(store,filetype,tids[i],url));
			titles.push(tids[i].title);
		}
		// if TW or PureStore format, ask to merge with existing tiddlers (if any)
		if (filetype==this.type_TW || filetype==this.type_PS) {
			if (overwrite) return out; // skip merge... forced overwrite
			var text=loadFile(target);
			if (text && text.length) {
				var remoteStore=new TiddlyWiki();
				if (remoteStore.importTiddlyWiki(convertUTF8ToUnicode(text))
					&& (merge||confirm(this.mergeprompt.format([target])))) {
					var existing=remoteStore.getTiddlers("title");
					for (var i=0; i<existing.length; i++)
						if (!titles.contains(existing[i].title))
							out.push(this.formatItem(remoteStore,filetype,existing[i],url));
					if (!quiet) displayMessage(this.mergestatus.format([tids.length,out.length-tids.length]));
				}
			}
		}
		return out;
	}
};
//}}}
//{{{
// automatically add saveAs to backstage
config.tasks.saveAs = {
	text: "saveAs",
	tooltip: config.macros.saveAs.prompt,
	action: function(){ clearMessage(); config.macros.saveAs.go(); }
}
config.backstageTasks.splice(config.backstageTasks.indexOf("save")+1,0,"saveAs");
//}}}
/***
|Name:|SaveCloseTiddlerPlugin|
|Description:|Provides two extra toolbar commands, saveCloseTiddler and cancelCloseTiddler|
|Version:|3.0 ($Rev: 5502 $)|
|Date:|$Date: 2008-06-10 23:31:39 +1000 (Tue, 10 Jun 2008) $|
|Source:|http://mptw.tiddlyspot.com/#SaveCloseTiddlerPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
To use these you must add them to the tool bar in your EditTemplate
***/
//{{{
merge(config.commands,{

	saveCloseTiddler: {
		text: 'done/close',
		tooltip: 'Save changes to this tiddler and close it',
		handler: function(ev,src,title) {
			var closeTitle = title;
			var newTitle = story.saveTiddler(title,ev.shiftKey);
			if (newTitle)
				closeTitle = newTitle;
			return config.commands.closeTiddler.handler(ev,src,closeTitle);
		}
	},

	cancelCloseTiddler: {
		text: 'cancel/close',
		tooltip: 'Undo changes to this tiddler and close it',
		handler: function(ev,src,title) {
			// the same as closeTiddler now actually
			return config.commands.closeTiddler.handler(ev,src,title);
		}
	}

});

//}}}

! ('?')
/***
|Name|SetUserNamePlugin|
|Source|http://www.TiddlyTools.com/#SetUserNamePlugin|
|Version|1.0.0|
|Author|Eric Shulman - ELS Design Studios|
|License|http://www.TiddlyTools.com/#LegalStatements <br>and [[Creative Commons Attribution-ShareAlike 2.5 License|http://creativecommons.org/licenses/by-sa/2.5/]]|
|~CoreVersion|2.1|
|Type|plugin|
|Requires||
|Overrides||
|Description|prompt for TiddlyWiki username|
!!!!!Usage
<<<
{{{
<<setUserName force>>
}}}
This macro prompts for a new username if the default username ("YourName") is currently set.  Use optional 'force' keyword to trigger a prompt even if username has already been set.

If you are using the default (shadow) EditTemplate definition, it will be updated to invoke this macro, via the following template syntax:
{{{
<span macro='setUserName'></span>
}}}
so that whenever a user attempts to edit/create a tiddler AND have not yet entered a username, they will be automatically prompted to enter a new username.  If you are using a customized EditTemplate, you will need to edit it yourself to add the above.
<<<
!!!!!Revisions
<<<
2006.12.01 [1.0.0] initial release - converted from SetUserName inline script
<<<
!!!!!Code
***/
//{{{
version.extensions.SetUserNamePlugin= {major: 1, minor: 0, revision: 0, date: new Date(2006,12,1)};

config.macros.setUserName = {
	msg: "Please set your username",
	handler: function(place,macroName,params) {
		// only prompt when needed or forced
		var force=params[0]&&params[0].toLowerCase()=="force";
		if (!force && (readOnly || config.options.txtUserName!="YourName")) return;
		var opt="txtUserName";
		var who=prompt(this.msg,config.options[opt]);
		if (!who||!who.trim().length) return; // cancelled by user
		config.options[opt]=who;
		saveOptionCookie(opt);
		config.macros.option.propagateOption(opt,"value",config.options[opt],"input");
	}
}

// add trigger to default shadow EditTemplate (custom templates: add this by hand)
config.shadowTiddlers.EditTemplate+="<span macro='setUserName'></span>";
//}}}
Faq's, Manuals, and spoilers
~NetHack
! ('+')
/***
|Name:|TagglyTaggingPlugin|
|Description:|tagglyTagging macro is a replacement for the builtin tagging macro in your ViewTemplate|
|Version:|3.3.1 ($Rev: 6100 $)|
|Date:|$Date: 2008-07-27 01:42:07 +1000 (Sun, 27 Jul 2008) $|
|Source:|http://mptw.tiddlyspot.com/#TagglyTaggingPlugin|
|Author:|Simon Baird <simon.baird@gmail.com>|
|License:|http://mptw.tiddlyspot.com/#TheBSDLicense|
!Notes
See http://mptw.tiddlyspot.com/#TagglyTagging
***/
//{{{

merge(String.prototype,{

	parseTagExpr: function(debug) {

		if (this.trim() == "")
			return "(true)";

		var anyLogicOp = /(!|&&|\|\||\(|\))/g;
		var singleLogicOp = /^(!|&&|\|\||\(|\))$/;

		var spaced = this.
			// because square brackets in templates are no good
			// this means you can use [(With Spaces)] instead of [[With Spaces]]
			replace(/\[\(/g," [[").
			replace(/\)\]/g,"]] "). 
			// space things out so we can use readBracketedList. tricky eh?
			replace(anyLogicOp," $1 ");

		var expr = "";

		var tokens = spaced.readBracketedList(false); // false means don't uniq the list. nice one JR!

		for (var i=0;i<tokens.length;i++)
			if (tokens[i].match(singleLogicOp))
				expr += tokens[i];
			else
				expr += "tiddler.tags.contains('%0')".format([tokens[i].replace(/'/,"\\'")]); // fix single quote bug. still have round bracket bug i think

		if (debug)
			alert(expr);

		return '('+expr+')';
	}

});

merge(TiddlyWiki.prototype,{
	getTiddlersByTagExpr: function(tagExpr,sortField) {

		var result = [];

		var expr = tagExpr.parseTagExpr();

		store.forEachTiddler(function(title,tiddler) {
			if (eval(expr))
				result.push(tiddler);
		});

		if(!sortField)
			sortField = "title";

		result.sort(function(a,b) {return a[sortField] < b[sortField] ? -1 : (a[sortField] == b[sortField] ? 0 : +1);});
		
		return result;
	}
});

config.taggly = {

	// for translations
	lingo: {
		labels: {
			asc:        "\u2191", // down arrow
			desc:       "\u2193", // up arrow
			title:      "title",
			modified:   "modified",
			created:    "created",
			show:       "+",
			hide:       "-",
			normal:     "normal",
			group:      "group",
			commas:     "commas",
			sitemap:    "sitemap",
			numCols:    "cols\u00b1", // plus minus sign
			label:      "Tagged as '%0':",
			exprLabel:  "Matching tag expression '%0':",
			excerpts:   "excerpts",
			descr:      "descr",
			slices:     "slices",
			contents:   "contents",
			sliders:    "sliders",
			noexcerpts: "title only",
			noneFound:  "(none)"
		},

		tooltips: {
			title:      "Click to sort by title",
			modified:   "Click to sort by modified date",
			created:    "Click to sort by created date",
			show:       "Click to show tagging list",
			hide:       "Click to hide tagging list",
			normal:     "Click to show a normal ungrouped list",
			group:      "Click to show list grouped by tag",
			sitemap:    "Click to show a sitemap style list",
			commas:     "Click to show a comma separated list",
			numCols:    "Click to change number of columns",
			excerpts:   "Click to show excerpts",
			descr:      "Click to show the description slice",
			slices:     "Click to show all slices",
			contents:   "Click to show entire tiddler contents",
			sliders:    "Click to show tiddler contents in sliders",
			noexcerpts: "Click to show entire title only"
		},

		tooDeepMessage: "* //sitemap too deep...//"
	},

	config: {
		showTaggingCounts: true,
		listOpts: {
			// the first one will be the default
			sortBy:     ["title","modified","created"],
			sortOrder:  ["asc","desc"],
			hideState:  ["show","hide"],
			listMode:   ["normal","group","sitemap","commas"],
			numCols:    ["1","2","3","4","5","6"],
			excerpts:   ["noexcerpts","excerpts","descr","slices","contents","sliders"]
		},
		valuePrefix: "taggly.",
		excludeTags: ["excludeLists","excludeTagging"],
		excerptSize: 50,
		excerptMarker: "/%"+"%/",
		siteMapDepthLimit: 25
	},

	getTagglyOpt: function(title,opt) {
		var val = store.getValue(title,this.config.valuePrefix+opt);
		return val ? val : this.config.listOpts[opt][0];
	},

	setTagglyOpt: function(title,opt,value) {
		if (!store.tiddlerExists(title))
			// create it silently
			store.saveTiddler(title,title,config.views.editor.defaultText.format([title]),config.options.txtUserName,new Date(),"");
		// if value is default then remove it to save space
		return store.setValue(title,
			this.config.valuePrefix+opt,
			value == this.config.listOpts[opt][0] ? null : value);
	},

	getNextValue: function(title,opt) {
		var current = this.getTagglyOpt(title,opt);
		var pos = this.config.listOpts[opt].indexOf(current);
		// a little usability enhancement. actually it doesn't work right for grouped or sitemap
		var limit = (opt == "numCols" ? store.getTiddlersByTagExpr(title).length : this.config.listOpts[opt].length);
		var newPos = (pos + 1) % limit;
		return this.config.listOpts[opt][newPos];
	},

	toggleTagglyOpt: function(title,opt) {
		var newVal = this.getNextValue(title,opt);
		this.setTagglyOpt(title,opt,newVal);
	}, 

	createListControl: function(place,title,type) {
		var lingo = config.taggly.lingo;
		var label;
		var tooltip;
		var onclick;

		if ((type == "title" || type == "modified" || type == "created")) {
			// "special" controls. a little tricky. derived from sortOrder and sortBy
			label = lingo.labels[type];
			tooltip = lingo.tooltips[type];

			if (this.getTagglyOpt(title,"sortBy") == type) {
				label += lingo.labels[this.getTagglyOpt(title,"sortOrder")];
				onclick = function() {
					config.taggly.toggleTagglyOpt(title,"sortOrder");
					return false;
				}
			}
			else {
				onclick = function() {
					config.taggly.setTagglyOpt(title,"sortBy",type);
					config.taggly.setTagglyOpt(title,"sortOrder",config.taggly.config.listOpts.sortOrder[0]);
					return false;
				}
			}
		}
		else {
			// "regular" controls, nice and simple
			label = lingo.labels[type == "numCols" ? type : this.getNextValue(title,type)];
			tooltip = lingo.tooltips[type == "numCols" ? type : this.getNextValue(title,type)];
			onclick = function() {
				config.taggly.toggleTagglyOpt(title,type);
				return false;
			}
		}

		// hide button because commas don't have columns
		if (!(this.getTagglyOpt(title,"listMode") == "commas" && type == "numCols"))
			createTiddlyButton(place,label,tooltip,onclick,type == "hideState" ? "hidebutton" : "button");
	},

	makeColumns: function(orig,numCols) {
		var listSize = orig.length;
		var colSize = listSize/numCols;
		var remainder = listSize % numCols;

		var upperColsize = colSize;
		var lowerColsize = colSize;

		if (colSize != Math.floor(colSize)) {
			// it's not an exact fit so..
			upperColsize = Math.floor(colSize) + 1;
			lowerColsize = Math.floor(colSize);
		}

		var output = [];
		var c = 0;
		for (var j=0;j<numCols;j++) {
			var singleCol = [];
			var thisSize = j < remainder ? upperColsize : lowerColsize;
			for (var i=0;i<thisSize;i++) 
				singleCol.push(orig[c++]);
			output.push(singleCol);
		}

		return output;
	},

	drawTable: function(place,columns,theClass) {
		var newTable = createTiddlyElement(place,"table",null,theClass);
		var newTbody = createTiddlyElement(newTable,"tbody");
		var newTr = createTiddlyElement(newTbody,"tr");
		for (var j=0;j<columns.length;j++) {
			var colOutput = "";
			for (var i=0;i<columns[j].length;i++) 
				colOutput += columns[j][i];
			var newTd = createTiddlyElement(newTr,"td",null,"tagglyTagging"); // todo should not need this class
			wikify(colOutput,newTd);
		}
		return newTable;
	},

	createTagglyList: function(place,title,isTagExpr) {
		switch(this.getTagglyOpt(title,"listMode")) {
			case "group":  return this.createTagglyListGrouped(place,title,isTagExpr); break;
			case "normal": return this.createTagglyListNormal(place,title,false,isTagExpr); break;
			case "commas": return this.createTagglyListNormal(place,title,true,isTagExpr); break;
			case "sitemap":return this.createTagglyListSiteMap(place,title,isTagExpr); break;
		}
	},

	getTaggingCount: function(title,isTagExpr) {
		// thanks to Doug Edmunds
		if (this.config.showTaggingCounts) {
			var tagCount = config.taggly.getTiddlers(title,'title',isTagExpr).length;
			if (tagCount > 0)
				return " ("+tagCount+")";
		}
		return "";
	},

	getTiddlers: function(titleOrExpr,sortBy,isTagExpr) {
		return isTagExpr ? store.getTiddlersByTagExpr(titleOrExpr,sortBy) : store.getTaggedTiddlers(titleOrExpr,sortBy);
	},

	getExcerpt: function(inTiddlerTitle,title,indent) {
		if (!indent)
			indent = 1;

		var displayMode = this.getTagglyOpt(inTiddlerTitle,"excerpts");
		var t = store.getTiddler(title);

		if (t && displayMode == "excerpts") {
			var text = t.text.replace(/\n/," ");
			var marker = text.indexOf(this.config.excerptMarker);
			if (marker != -1) {
				return " {{excerpt{<nowiki>" + text.substr(0,marker) + "</nowiki>}}}";
			}
			else if (text.length < this.config.excerptSize) {
				return " {{excerpt{<nowiki>" + t.text + "</nowiki>}}}";
			}
			else {
				return " {{excerpt{<nowiki>" + t.text.substr(0,this.config.excerptSize) + "..." + "</nowiki>}}}";
			}
		}
		else if (t && displayMode == "contents") {
			return "\n{{contents indent"+indent+"{\n" + t.text + "\n}}}";
		}
		else if (t && displayMode == "sliders") {
			return "<slider slide>\n{{contents{\n" + t.text + "\n}}}\n</slider>";
		}
		else if (t && displayMode == "descr") {
			var descr = store.getTiddlerSlice(title,'Description');
			return descr ? " {{excerpt{" + descr  + "}}}" : "";
		}
		else if (t && displayMode == "slices") {
			var result = "";
			var slices = store.calcAllSlices(title);
			for (var s in slices)
				result += "|%0|<nowiki>%1</nowiki>|\n".format([s,slices[s]]);
			return result ? "\n{{excerpt excerptIndent{\n" + result  + "}}}" : "";
		}
		return "";
	},

	notHidden: function(t,inTiddler) {
		if (typeof t == "string") 
			t = store.getTiddler(t);
		return (!t || !t.tags.containsAny(this.config.excludeTags) ||
				(inTiddler && this.config.excludeTags.contains(inTiddler)));
	},

	// this is for normal and commas mode
	createTagglyListNormal: function(place,title,useCommas,isTagExpr) {

		var list = config.taggly.getTiddlers(title,this.getTagglyOpt(title,"sortBy"),isTagExpr);

		if (this.getTagglyOpt(title,"sortOrder") == "desc")
			list = list.reverse();

		var output = [];
		var first = true;
		for (var i=0;i<list.length;i++) {
			if (this.notHidden(list[i],title)) {
				var countString = this.getTaggingCount(list[i].title);
				var excerpt = this.getExcerpt(title,list[i].title);
				if (useCommas)
					output.push((first ? "" : ", ") + "[[" + list[i].title + "]]" + countString + excerpt);
				else
					output.push("*[[" + list[i].title + "]]" + countString + excerpt + "\n");

				first = false;
			}
		}

		return this.drawTable(place,
			this.makeColumns(output,useCommas ? 1 : parseInt(this.getTagglyOpt(title,"numCols"))),
			useCommas ? "commas" : "normal");
	},

	// this is for the "grouped" mode
	createTagglyListGrouped: function(place,title,isTagExpr) {
		var sortBy = this.getTagglyOpt(title,"sortBy");
		var sortOrder = this.getTagglyOpt(title,"sortOrder");

		var list = config.taggly.getTiddlers(title,sortBy,isTagExpr);

		if (sortOrder == "desc")
			list = list.reverse();

		var leftOvers = []
		for (var i=0;i<list.length;i++)
			leftOvers.push(list[i].title);

		var allTagsHolder = {};
		for (var i=0;i<list.length;i++) {
			for (var j=0;j<list[i].tags.length;j++) {

				if (list[i].tags[j] != title) { // not this tiddler

					if (this.notHidden(list[i].tags[j],title)) {

						if (!allTagsHolder[list[i].tags[j]])
							allTagsHolder[list[i].tags[j]] = "";

						if (this.notHidden(list[i],title)) {
							allTagsHolder[list[i].tags[j]] += "**[["+list[i].title+"]]"
										+ this.getTaggingCount(list[i].title) + this.getExcerpt(title,list[i].title) + "\n";

							leftOvers.setItem(list[i].title,-1); // remove from leftovers. at the end it will contain the leftovers

						}
					}
				}
			}
		}

		var allTags = [];
		for (var t in allTagsHolder)
			allTags.push(t);

		var sortHelper = function(a,b) {
			if (a == b) return 0;
			if (a < b) return -1;
			return 1;
		};

		allTags.sort(function(a,b) {
			var tidA = store.getTiddler(a);
			var tidB = store.getTiddler(b);
			if (sortBy == "title") return sortHelper(a,b);
			else if (!tidA && !tidB) return 0;
			else if (!tidA) return -1;
			else if (!tidB) return +1;
			else return sortHelper(tidA[sortBy],tidB[sortBy]);
		});

		var leftOverOutput = "";
		for (var i=0;i<leftOvers.length;i++)
			if (this.notHidden(leftOvers[i],title))
				leftOverOutput += "*[["+leftOvers[i]+"]]" + this.getTaggingCount(leftOvers[i]) + this.getExcerpt(title,leftOvers[i]) + "\n";

		var output = [];

		if (sortOrder == "desc")
			allTags.reverse();
		else if (leftOverOutput != "")
			// leftovers first...
			output.push(leftOverOutput);

		for (var i=0;i<allTags.length;i++)
			if (allTagsHolder[allTags[i]] != "")
				output.push("*[["+allTags[i]+"]]" + this.getTaggingCount(allTags[i]) + this.getExcerpt(title,allTags[i]) + "\n" + allTagsHolder[allTags[i]]);

		if (sortOrder == "desc" && leftOverOutput != "")
			// leftovers last...
			output.push(leftOverOutput);

		return this.drawTable(place,
				this.makeColumns(output,parseInt(this.getTagglyOpt(title,"numCols"))),
				"grouped");

	},

	// used to build site map
	treeTraverse: function(title,depth,sortBy,sortOrder,isTagExpr) {

		var list = config.taggly.getTiddlers(title,sortBy,isTagExpr);

		if (sortOrder == "desc")
			list.reverse();

		var indent = "";
		for (var j=0;j<depth;j++)
			indent += "*"

		var childOutput = "";

		if (depth > this.config.siteMapDepthLimit)
			childOutput += indent + this.lingo.tooDeepMessage;
		else
			for (var i=0;i<list.length;i++)
				if (list[i].title != title)
					if (this.notHidden(list[i].title,this.config.inTiddler))
						childOutput += this.treeTraverse(list[i].title,depth+1,sortBy,sortOrder,false);

		if (depth == 0)
			return childOutput;
		else
			return indent + "[["+title+"]]" + this.getTaggingCount(title) + this.getExcerpt(this.config.inTiddler,title,depth) + "\n" + childOutput;
	},

	// this if for the site map mode
	createTagglyListSiteMap: function(place,title,isTagExpr) {
		this.config.inTiddler = title; // nasty. should pass it in to traverse probably
		var output = this.treeTraverse(title,0,this.getTagglyOpt(title,"sortBy"),this.getTagglyOpt(title,"sortOrder"),isTagExpr);
		return this.drawTable(place,
				this.makeColumns(output.split(/(?=^\*\[)/m),parseInt(this.getTagglyOpt(title,"numCols"))), // regexp magic
				"sitemap"
				);
	},

	macros: {
		tagglyTagging: {
			handler: function (place,macroName,params,wikifier,paramString,tiddler) {
				var parsedParams = paramString.parseParams("tag",null,true);
				var refreshContainer = createTiddlyElement(place,"div");

				// do some refresh magic to make it keep the list fresh - thanks Saq
				refreshContainer.setAttribute("refresh","macro");
				refreshContainer.setAttribute("macroName",macroName);

				var tag = getParam(parsedParams,"tag");
				var expr = getParam(parsedParams,"expr");

				if (expr) {
					refreshContainer.setAttribute("isTagExpr","true");
					refreshContainer.setAttribute("title",expr);
					refreshContainer.setAttribute("showEmpty","true");
				}
				else {
					refreshContainer.setAttribute("isTagExpr","false");
					if (tag) {
        				refreshContainer.setAttribute("title",tag);
						refreshContainer.setAttribute("showEmpty","true");
					}
					else {
        				refreshContainer.setAttribute("title",tiddler.title);
						refreshContainer.setAttribute("showEmpty","false");
					}
				}
				this.refresh(refreshContainer);
			},

			refresh: function(place) {
				var title = place.getAttribute("title");
				var isTagExpr = place.getAttribute("isTagExpr") == "true";
				var showEmpty = place.getAttribute("showEmpty") == "true";
				removeChildren(place);
				addClass(place,"tagglyTagging");
				var countFound = config.taggly.getTiddlers(title,'title',isTagExpr).length
				if (countFound > 0 || showEmpty) {
					var lingo = config.taggly.lingo;
					config.taggly.createListControl(place,title,"hideState");
					if (config.taggly.getTagglyOpt(title,"hideState") == "show") {
						createTiddlyElement(place,"span",null,"tagglyLabel",
								isTagExpr ? lingo.labels.exprLabel.format([title]) : lingo.labels.label.format([title]));
						config.taggly.createListControl(place,title,"title");
						config.taggly.createListControl(place,title,"modified");
						config.taggly.createListControl(place,title,"created");
						config.taggly.createListControl(place,title,"listMode");
						config.taggly.createListControl(place,title,"excerpts");
						config.taggly.createListControl(place,title,"numCols");
						config.taggly.createTagglyList(place,title,isTagExpr);
						if (countFound == 0 && showEmpty)
							createTiddlyElement(place,"div",null,"tagglyNoneFound",lingo.labels.noneFound);
					}
				}
			}
		}
	},

	// todo fix these up a bit
	styles: [
"/*{{{*/",
"/* created by TagglyTaggingPlugin */",
".tagglyTagging { padding-top:0.5em; }",
".tagglyTagging li.listTitle { display:none; }",
".tagglyTagging ul {",
"	margin-top:0px; padding-top:0.5em; padding-left:2em;",
"	margin-bottom:0px; padding-bottom:0px;",
"}",
".tagglyTagging { vertical-align: top; margin:0px; padding:0px; }",
".tagglyTagging table { margin:0px; padding:0px; }",
".tagglyTagging .button { visibility:hidden; margin-left:3px; margin-right:3px; }",
".tagglyTagging .button, .tagglyTagging .hidebutton {",
"	color:[[ColorPalette::TertiaryLight]]; font-size:90%;",
"	border:0px; padding-left:0.3em;padding-right:0.3em;",
"}",
".tagglyTagging .button:hover, .hidebutton:hover, ",
".tagglyTagging .button:active, .hidebutton:active  {",
"	border:0px; background:[[ColorPalette::TertiaryPale]]; color:[[ColorPalette::TertiaryDark]];",
"}",
".selected .tagglyTagging .button { visibility:visible; }",
".tagglyTagging .hidebutton { color:[[ColorPalette::Background]]; }",
".selected .tagglyTagging .hidebutton { color:[[ColorPalette::TertiaryLight]] }",
".tagglyLabel { color:[[ColorPalette::TertiaryMid]]; font-size:90%; }",
".tagglyTagging ul {padding-top:0px; padding-bottom:0.5em; margin-left:1em; }",
".tagglyTagging ul ul {list-style-type:disc; margin-left:-1em;}",
".tagglyTagging ul ul li {margin-left:0.5em; }",
".editLabel { font-size:90%; padding-top:0.5em; }",
".tagglyTagging .commas { padding-left:1.8em; }",
"/* not technically tagglytagging but will put them here anyway */",
".tagglyTagged li.listTitle { display:none; }",
".tagglyTagged li { display: inline; font-size:90%; }",
".tagglyTagged ul { margin:0px; padding:0px; }",
".excerpt { color:[[ColorPalette::TertiaryDark]]; }",
".excerptIndent { margin-left:4em; }",
"div.tagglyTagging table,",
"div.tagglyTagging table tr,",
"td.tagglyTagging",
" {border-style:none!important; }",
".tagglyTagging .contents { border-bottom:2px solid [[ColorPalette::TertiaryPale]]; padding:0 1em 1em 0.5em;",
"  margin-bottom:0.5em; }",
".tagglyTagging .indent1  { margin-left:3em;  }",
".tagglyTagging .indent2  { margin-left:4em;  }",
".tagglyTagging .indent3  { margin-left:5em;  }",
".tagglyTagging .indent4  { margin-left:6em;  }",
".tagglyTagging .indent5  { margin-left:7em;  }",
".tagglyTagging .indent6  { margin-left:8em;  }",
".tagglyTagging .indent7  { margin-left:9em;  }",
".tagglyTagging .indent8  { margin-left:10em; }",
".tagglyTagging .indent9  { margin-left:11em; }",
".tagglyTagging .indent10 { margin-left:12em; }",
".tagglyNoneFound { margin-left:2em; color:[[ColorPalette::TertiaryMid]]; font-size:90%; font-style:italic; }",
"/*}}}*/",
		""].join("\n"),

	init: function() {
		merge(config.macros,this.macros);
		config.shadowTiddlers["TagglyTaggingStyles"] = this.styles;
		store.addNotification("TagglyTaggingStyles",refreshStyles);
	}
};

config.taggly.init();

//}}}

/***
InlineSlidersPlugin
By Saq Imtiaz
http://tw.lewcid.org/sandbox/#InlineSlidersPlugin

// syntax adjusted to not clash with NestedSlidersPlugin
// added + syntax to start open instead of closed

***/
//{{{
config.formatters.unshift( {
	name: "inlinesliders",
	// match: "\\+\\+\\+\\+|\\<slider",
	match: "\\<slider",
	// lookaheadRegExp: /(?:\+\+\+\+|<slider) (.*?)(?:>?)\n((?:.|\n)*?)\n(?:====|<\/slider>)/mg,
	lookaheadRegExp: /(?:<slider)(\+?) (.*?)(?:>)\n((?:.|\n)*?)\n(?:<\/slider>)/mg,
	handler: function(w) {
		this.lookaheadRegExp.lastIndex = w.matchStart;
		var lookaheadMatch = this.lookaheadRegExp.exec(w.source)
		if(lookaheadMatch && lookaheadMatch.index == w.matchStart ) {
			var btn = createTiddlyButton(w.output,lookaheadMatch[2] + " "+"\u00BB",lookaheadMatch[2],this.onClickSlider,"button sliderButton");
			var panel = createTiddlyElement(w.output,"div",null,"sliderPanel");
			panel.style.display = (lookaheadMatch[1] == '+' ? "block" : "none");
			wikify(lookaheadMatch[3],panel);
			w.nextMatch = lookaheadMatch.index + lookaheadMatch[0].length;
		}
   },
   onClickSlider : function(e) {
		if(!e) var e = window.event;
		var n = this.nextSibling;
		n.style.display = (n.style.display=="none") ? "block" : "none";
		return false;
	}
});

//}}}

!Does not work as of the moment
{{{
<<SVG '<script type="text/ecmascript"> <![CDATA[
        var lsx = 100;
        var lsy = 75;

        var rsx = 310;
        var rsy = 75;
        
    function mouseMove (evt) {
        var document = evt.target.ownerDocument;
		var rootElem = document.rootElement;
		
        var trans = rootElem.currentTranslate;
        var scale = rootElem.currentScale;
        var p = rootElem.createSVGPoint();
        // Remove the current pan and zoom from the mouse coordinate
        p.x = ( evt.clientX - trans.x ) / scale;
        p.y = ( evt.clientY - trans.y ) / scale;
                
        var newY = (p.y - lsy) / 4 + lsy;
        var newX = (p.x - lsx) / 3 + lsx;
        if (newX > 170) {
            newX = 170;
        }
        document.getElementById("leftEye").setAttributeNS(null, "cx",  newX);
        document.getElementById("leftEye").setAttributeNS(null, "cy",  newY);

        newY = (p.y - rsy) / 4 + rsy;
        newX = (p.x - rsx) / 3 + rsx;
        if (newX < 230) {
            newX = 230;
        }
        document.getElementById("rightEye").setAttributeNS(null, "cx",  newX);
        document.getElementById("rightEye").setAttributeNS(null, "cy",  newY);

        window.status = p.x + " - " + p.y;
    }
    
    ]]></script>	
	
	<!-- Pattern Definition -->
	<defs>
        <clipPath id="eyeLeftPath">
            <ellipse cx="130" cy="75" rx="90" ry="40" transform="skewX(-20)" />
        </clipPath>

        <clipPath id="eyeRightPath">
            <ellipse cx="280" cy="75" rx="90" ry="40" transform="skewX(20)" />
        </clipPath>

        <radialGradient id="eyeGradient">
            <stop offset="0%" stop-color="black" />
            <stop offset="30%" stop-color="black" />
            <stop offset="33%" stop-color="aqua" />
            <stop offset="40%" stop-color="blue" />

            <stop offset="80%" stop-color="mediumblue" />
            <stop offset="95%" stop-color="midnightblue" />
        </radialGradient>
	</defs>
    
    <rect width="100%" height="100%" fill="lavender" onmousemove="mouseMove(evt);" />
    
    <g clip-path="url(#eyeLeftPath)" onmousemove="mouseMove(evt);">
        <rect x="0" y="0" width="100%" height="100%" fill="midnightblue"  />
        <circle id="leftEye" cx="100" cy="75" r="100" fill="url(#eyeGradient)" />
    </g>

    <g clip-path="url(#eyeRightPath)" onmousemove="mouseMove(evt);">
        <rect x="0" y="0" width="100%" height="100%" fill="midnightblue"  />
        <circle id="rightEye" cx="310" cy="75" r="100" fill="url(#eyeGradient)" />
    </g>

    <text x="50%" y="95%" stroke="gray" fill="gray" font-size="15" text-anchor="middle">The eye is upon us!</text>'>>
}}}
<<SVG '<script type="text/ecmascript"> <![CDATA[
        var lsx = 100;
        var lsy = 75;

        var rsx = 310;
        var rsy = 75;
        
    function mouseMove (evt) {
        var document = evt.target.ownerDocument;
		var rootElem = document.rootElement;
		
        var trans = rootElem.currentTranslate;
        var scale = rootElem.currentScale;
        var p = rootElem.createSVGPoint();
        // Remove the current pan and zoom from the mouse coordinate
        p.x = ( evt.clientX - trans.x ) / scale;
        p.y = ( evt.clientY - trans.y ) / scale;
                
        var newY = (p.y - lsy) / 4 + lsy;
        var newX = (p.x - lsx) / 3 + lsx;
        if (newX > 170) {
            newX = 170;
        }
        document.getElementById("leftEye").setAttributeNS(null, "cx",  newX);
        document.getElementById("leftEye").setAttributeNS(null, "cy",  newY);

        newY = (p.y - rsy) / 4 + rsy;
        newX = (p.x - rsx) / 3 + rsx;
        if (newX < 230) {
            newX = 230;
        }
        document.getElementById("rightEye").setAttributeNS(null, "cx",  newX);
        document.getElementById("rightEye").setAttributeNS(null, "cy",  newY);

        window.status = p.x + " - " + p.y;
    }
    
    ]]></script>	
	
	<!-- Pattern Definition -->
	<defs>
        <clipPath id="eyeLeftPath">
            <ellipse cx="130" cy="75" rx="90" ry="40" transform="skewX(-20)" />
        </clipPath>

        <clipPath id="eyeRightPath">
            <ellipse cx="280" cy="75" rx="90" ry="40" transform="skewX(20)" />
        </clipPath>

        <radialGradient id="eyeGradient">
            <stop offset="0%" stop-color="black" />
            <stop offset="30%" stop-color="black" />
            <stop offset="33%" stop-color="aqua" />
            <stop offset="40%" stop-color="blue" />

            <stop offset="80%" stop-color="mediumblue" />
            <stop offset="95%" stop-color="midnightblue" />
        </radialGradient>
	</defs>
    
    <rect width="100%" height="100%" fill="lavender" onmousemove="mouseMove(evt);" />
    
    <g clip-path="url(#eyeLeftPath)" onmousemove="mouseMove(evt);">
        <rect x="0" y="0" width="100%" height="100%" fill="midnightblue"  />
        <circle id="leftEye" cx="100" cy="75" r="100" fill="url(#eyeGradient)" />
    </g>

    <g clip-path="url(#eyeRightPath)" onmousemove="mouseMove(evt);">
        <rect x="0" y="0" width="100%" height="100%" fill="midnightblue"  />
        <circle id="rightEye" cx="310" cy="75" r="100" fill="url(#eyeGradient)" />
    </g>

    <text x="50%" y="95%" stroke="gray" fill="gray" font-size="15" text-anchor="middle">The eye is upon us!</text>'>>
/***
|Name|TiddlerEncryptionPlugin|
|Author|Lyall Pearce|
|Source|http://www.Remotely-Helpful.com/TiddlyWiki/TiddlerEncryptionPlugin.html|
|License|[[Creative Commons Attribution-Share Alike 3.0 License|http://creativecommons.org/licenses/by-sa/3.0/]]|
|Version|3.2.1|
|~CoreVersion|2.4.0|
|Requires|None|
|Overrides|store.getSaver().externalizeTiddler(), store.getTiddler() and store.getTiddlerText()|
|Description|Encrypt/Decrypt Tiddlers with a Password key|

!!!!!Usage
<<<
* Tag a tiddler with Encrypt(prompt)
** Consider the 'prompt' something to help you remember the password with. If multiple tiddlers can be encrypted with the same 'prompt' and you will only be asked for the password once.
* Upon save, the Tiddler will be encrypted and the tag replaced with Decrypt(prompt).
** Failure to encrypt (by not entering a password) will leave the tiddler unencrypted and will leave the Encrypt(prompt) tag in place. This means that the next time you save, you will be asked for the password again.
** To have multiple tiddlers use the same password - simply use the same 'prompt'.
** Tiddlers that are encrypted may be automatically tagged 'excludeSearch' as there is no point in searching encrypted data - this is configurable by an option - you still may want to search the titles of encrypted tiddlers
** Tiddlers that are encrypted may be automatically tagged 'excludeLists', if you have them encrypted, you may also want to keep them 'hidden' - this is configurable by an option.
** Automatic removal of excludeLists and excludeSearch tags is performed, if the above two options are set, only if these two tags are the last 2 tags for a tiddler, if they are positioned somewhere else in the tags list, they will be left in place, meaning that the decrypted tiddler will not be searchable and/or will not appear in lists.
** Encrypted tiddlers are stored as displayable hex, to keep things visibly tidy, should you display an encrypted tiddler. There is nothing worse than seeing a pile of gobbledy gook on your screen. Additionally, the encrypted data is easily cut/paste/emailed if displayed in hex form.
* Tiddlers are decrypted only if you click the decrypt button or the decryptAll button, not when you load the TiddlyWiki
** If you don't display a tiddler, you won't have the option to decrypt it (unless you use the {{{<<EncryptionDecryptAll>>}}} macro)
** Tiddlers will re-encrypt automatically on save.
** Decryption of Tiddlers does not make your TiddlyWiki 'dirty' - you will not be asked to save if you leave the page.
* Errors are reported via diagnostic messages.
** Empty passwords, on save, will result in the tiddler being saved unencrypted - this should only occur with new tiddlers, decrypted tiddlers or with tiddlers who have had their 'prompt' tag changed.
** Encrypted tiddlers know if they are decrypted successfully - failure to decrypt a tiddler will ''not'' lose your data.
** Editing of an encrypted (that has not been unencrypted) tiddler will result in loss of that tiddler as the SHA1 checksums will no longer match, upon decryption. To this end, it is best that you do not check the option. You can, however edit an encrypted tiddler tag list - just do ''not'' change the tiddler contents.
** To change the password on a Tiddler, change the Encrypt('prompt') tag to a new prompt value, after decrypting the tiddler.
** You can edit the tags of an encrypted tiddler, so long as you do not edit the text.
** To change the password for all tiddlers of a particular prompt, use the {{{<<EncryptionChangePassword ["button text" ["tooltip text" ["prompt string" ["accessKey"]]]]>>}}} macro.
** To decrypt all tiddlers of a particular "prompt string", use the {{{<<EncryptionDecryptAll ["button text" ["tooltip text" ["prompt string" ["accessKey"]]]]>>}}} macro - this will make tiddlers encrypted with "prompt string" searchable - or prompt for all 'prompt strings', if none is supplied.
<<<
!!!!!Configuration
<<<
Useful Buttons: 
<<EncryptionChangePassword>> - Change passwords of encrypted tiddlers.
<<EncryptionDecryptAll>> - Decrypt ALL tiddlers - enables searching contents of encrypted tiddlers.
<<option chkExcludeEncryptedFromSearch>> - If set, Encrypted Tiddlers are excluded from searching by tagging with excludeSearch. If Clear, excludeSearch is not added and it is also removed from existing Encrypted Tiddlers only if it is the last Tag. Searching of Encrypted Tiddlers is only meaningful for the Title and Tags.
<<option chkExcludeEncryptedFromLists>> - If set, Encrypted Tiddlers are excluded from lists by tagging with excludeLists. If Clear, excludeLists is not added and it is also removed from existing Encrypted Tiddlers only if it is the last Tag. Preventing encrypted tiddlers from appearing in lists effectively hides them.
<<option chkShowDecryptButtonInContent>> - If set, Encrypted Tiddlers content is replaced by <<EncryptionDecryptThis>> button. This has consequences, in the current version as, if you edit the tiddler without decrypting it, you lose the contents.
<<<
!!!!!Revision History
<<<
* 3.2.1 - Returned the <<EncryptionDecryptThis>> button as an option.
* 3.2.0 - Ditched the 'Decrypt' button showing up in the tiddler contents if the tiddler is encrypted. It caused too much pain if you edit the tiddler without decrypting it - you lost your data as it was replaced by a Decrypt Macro call!  Additionally, a 'decrypt' button will now appear in the toolbar, just before the edit button, if the tiddler is encrypted. This button only appears if using core TiddlyWiki version 2.4 or above.
* 3.1.1 - Obscure bug whereby if an encrypted tiddler was a certain length, it would refuse to decrypt.
* 3.1.0 - When creating a new Encrypt(prompt) tiddler and you have not previously decrypted a tiddler with the same prompt, on save, you will be prompted for the password to encrypt the tiddler. Prior to encrypting, an attempt to decrypt all other tiddlers with the same prompt, is performed. If any tiddler fails to decrypt, the save is aborted - this is so you don't accidentally have 2 (or more!) passwords for the same prompt. Either you enter the correct password, change the prompt string and try re-saving or you cancel (and the tiddler is saved unencrypted).
* 3.0.1 - Allow Enter to be used for password entry, rather than having to press the OK button.
* 3.0.0 - Major revamp internally to support entry of passwords using forms such that passwords are no longer visible on entry. Completely backward compatible with old encrypted tiddlers. No more using the javascript prompt() function.
<<<
!!!!!Additional work

***/
//{{{
version.extensions.TiddlerEncryptionPlugin = {major: 3, minor: 2, revision: 1, date: new Date(2008,10,26)};

// where I cache the passwords - for want of a better place.
config.encryptionPasswords = new Array();
config.encryptionReEnterPasswords = false;

if(config.options.chkExcludeEncryptedFromSearch == undefined) config.options.chkExcludeEncryptedFromSearch = false;
if(config.options.chkExcludeEncryptedFromLists == undefined) config.options.chkExcludeEncryptedFromLists = false;
if(config.options.chkShowDecryptButtonInContent == undefined) config.options.chkShowDecryptButtonInContent = false;

config.macros.EncryptionChangePassword = {};
config.macros.EncryptionChangePassword.handler = function(place,macroName,params,wikifier,paramString,tiddler) {
    var theButton = createTiddlyButton(place,
				       (params[0] && params[0].length > 0) ? params[0] : "Change Passwords", 
				       (params[1] && params[1].length > 0) ? params[1] : "Change Passwords" + (params[2] ? " for prompt "+params[2] : ""), 
				       onClickEncryptionChangePassword,
				       null,
				       null,
				       params[3]);
    if(params[2] && params[2].length > 0) {
	theButton.setAttribute("promptString", params[2]);
    }
};

config.macros.EncryptionDecryptAll = {};
config.macros.EncryptionDecryptAll.handler = function(place,macroName,params,wikifier,paramString,tiddler) {
    var theButton = createTiddlyButton(place,
				       (params[0] && params[0].length > 0) ? params[0] : "Decrypt All", 
				       (params[1] && params[1].length > 0) ? params[1] : "Decrypt All Tiddlers" + ((params[2] && params[2].length > 0) ? " for prompt "+params[2] : " for a given 'prompt string'"), 
				       onClickEncryptionDecryptAll,
				       null,
				       null,
				       params[3]);
    if(params[2] && params[2].length > 0) {
	theButton.setAttribute("promptString", params[2]);
    }
};

config.macros.EncryptionDecryptThis = {};
config.macros.EncryptionDecryptThis.handler = function(place,macroName,params,wikifier,paramString,tiddler) {
    var theButton = createTiddlyButton(place,
				       (params[0] && params[0].length > 0) ? params[0] : "Decrypt", 
				       (params[1] && params[1].length > 0) ? params[1] : "Decrypt this Tiddler", 
				       onClickEncryptionDecryptThis,
				       null,
				       null,
				       params[3]);
    if(params[2] && params[2].length > 0) {
	theButton.setAttribute("theTiddler", params[2]);
    }
};
// toolbar button to decrypt tiddlers.
config.commands.decryptThis = {
  text: "decrypt",
  tooltip: "Decrypt this tiddler",
  isEnabled : function(tiddler) {
	// Only show decrypt button if tiddler is tagged as Decrypt(
	if(tiddler.tags.join().indexOf('Decrypt(') == -1)  {
	    return false;
	} else {
	    return true;
	}
    },	
  handler: function(event, src, title) {
	encryptionGetAndDecryptTiddler(title);
	return false; 
    }
};
// core version 2.4 or above get a 'decrypt' button in the toolbar.
if(config.shadowTiddlers && config.shadowTiddlers.ToolbarCommands  && config.shadowTiddlers.ToolbarCommands.indexOf('decryptThis') == -1) {
    // put our toolbar button in before the edit button.
    // won't work if editTiddler is not the default item (prefixed with plus)
    config.shadowTiddlers.ToolbarCommands.replace(/\+editTiddler/,'decryptThis +editTiddler');
}


// Called by the EncryptionChangePassword macro/button
// Also invoked by the callback for password entry
function onClickEncryptionChangePassword(eventObject) {
    var promptString;
    if(!promptString && this.getAttribute) {
	promptString = this.getAttribute("promptString");
    }
    // I do call this function directly
    if(!promptString && typeof(eventObject) == "string") {
	promptString = eventObject;
    }
    if(!promptString) {
	promptString = prompt("Enter 'prompt string' to change password for:","");
    }
    if(!promptString) {
	return;
    }
    if(! config.encryptionPasswords[promptString]) {
	var changePasswordContext = {changePasswordPromptString: promptString,
				     callbackFunction: MyChangePasswordPromptCallback_TiddlerEncryptionPlugin};
	MyPrompt_TiddlerEncryptionPlugin(promptString,"",changePasswordContext);
	return;
	// Callback function will re-invoke this function
    }

    // Decrypt ALL tiddlers for that prompt
    onClickEncryptionDecryptAll(promptString);
    // Now ditch the cached password, this will force the re-request for the new password, on save.
    displayMessage("Save TiddlyWiki to set new password for '"+promptString+"'");
    config.encryptionPasswords[promptString] = null;
    // mark store as dirty so a save will be requrested.
    store.setDirty(true);
    autoSaveChanges(); 
    return;
};
// Called by the password entry form when the user clicks 'OK' button.
function MyChangePasswordPromptCallback_TiddlerEncryptionPlugin(context) {
    config.encryptionPasswords[context.passwordPrompt] = context.password;
    onClickEncryptionChangePassword(context.changePasswordPromptString);
    return;
}
// Called by the EncryptionDecryptThis macro/button
function onClickEncryptionDecryptThis() {
    var theTiddler = this.getAttribute("theTiddler");
    if(!theTiddler) {
	return;
    }
    encryptionGetAndDecryptTiddler(theTiddler);
    return;
};

function encryptionGetAndDecryptTiddler(title) {
    config.encryptionReEnterPasswords = true;
    try {
	theTiddler = store.getTiddler(title);
	config.encryptionReEnterPasswords = false;
	story.refreshAllTiddlers();
    } catch (e) {
	if(e == "DecryptionFailed") {
	    displayMessage("Decryption failed");
	    return;
	}
    } // catch
    return;
};

// called by the EncryptionDecryptAlll macro/button
// Also called by the callback after the user clicks 'OK' button on the password entry form
function onClickEncryptionDecryptAll(eventObject) {
    var promptString;
    if(!promptString && this.getAttribute) {
	promptString = this.getAttribute("promptString");
    }
    // I do call this function directly
    if(!promptString && typeof(eventObject) == "string") {
	promptString = eventObject;
    }
    if(!promptString) {
	promptString = "";
    }

    // Loop through all tiddlers, looking to see if there are any Decrypt(promptString) tagged tiddlers
    // If there are, check to see if their password has been cached.
    // If not, ask for the first one that is missing, that we find
    // the call back function will store that password then invoke this function again, 
    // which will repeat the whole process. If we find all passwords have been cached
    // then we will finally do the decryptAll functionality, which will then
    // be able to decrypt all the required tiddlers, without prompting.
    // We have to do this whole rigmarole because we are using a 'form' to enter the password
    // rather than the 'prompt()' function - which shows the value of the password.
    var tagToSearchFor="Decrypt("+promptString;
    config.encryptionReEnterPasswords = true; 
    var promptGenerated = false;
    store.forEachTiddler(function(store,tiddler) {
	    // Note, there is no way to stop the forEachTiddler iterations
	    if(!promptGenerated && tiddler && tiddler.tags) {
		for(var ix=0; ix<tiddler.tags.length && !promptGenerated; ix++) {
		    if(tiddler.tags[ix].indexOf(tagToSearchFor) == 0) {
			var tag = tiddler.tags[ix];
			var lastBracket=tag.lastIndexOf(")");
			if(lastBracket >= 0) {
			    // Ok, tagged with Encrypt(passwordPrompt)
			    // extract the passwordPrompt name
			    var passwordPromptString=tag.substring(8,lastBracket);
			    if(!config.encryptionPasswords[passwordPromptString]) {
				// no password cached, prompt and cache it, rather than decryptAll
				// callback from prompting form will resume decryptAll attempt.
				var decryptAllContext = {decryptAllPromptString: promptString,
							 callbackFunction: MyDecryptAllPromptCallback_TiddlerEncryptionPlugin};
				MyPrompt_TiddlerEncryptionPlugin(passwordPromptString,"",decryptAllContext);
				promptGenerated = true;
			    } // if(!config.encryptionPasswords
			} // if(lastBracket
		    } // if(tiddler.tags[ix]..
		} // for
	    } // if
	}); // store.forEachTiddler
    // If we get here, all passwords have been cached.
    if(!promptGenerated) {
	config.encryptionReEnterPasswords = false;
	// Now do the decrypt all functionality
	try {
	    store.forEachTiddler(function(store,tiddler) {
		    // Note, there is no way to stop the forEachTiddler iterations
		    if(tiddler && tiddler.tags) {
			for(var ix=0; ix<tiddler.tags.length; ix++) {
			    if(tiddler.tags[ix].indexOf(tagToSearchFor) == 0) {
				try {
				    CheckTiddlerForDecryption_TiddlerEncryptionPlugin(tiddler);
				} catch (e) {
				    displayMessage("Decryption of '"+tiddler.title+"' failed.");
				    // throw e;
				}
			    } // if(tiddler.tags
			} // for
		    } // if
		}); // store.forEachTiddler
	    displayMessage("All tiddlers" + (promptString != "" ? " for '"+promptString+"'" : "") + " have been decrypted");
	} catch (e) {
	    if(e == "DecryptionFailed") {
		return;
	    }
	} // catch
    }
    return;
};

function MyDecryptAllPromptCallback_TiddlerEncryptionPlugin(context) {
    config.encryptionPasswords[context.passwordPrompt] = context.password;
    // restart the decryptAll process again after the user has entered a password.
    onClickEncryptionDecryptAll(context.decryptAllPromptString);
    return;
}

saveChanges_TiddlerEncryptionPlugin = saveChanges;
saveChanges = function(onlyIfDirty,tiddlers) {
    // Loop through all tiddlers, looking to see if there are any Encrypt(string) tagged tiddlers
    // If there are, check to see if their password has been cached.
    // If not, ask for the first one that is missing, that we find
    // the call back function will store that password then invoke this function again, 
    // which will repeat the whole process. If we find all passwords have been cached
    // then we will finally call the original saveChanges() function, which will then
    // be able to save the tiddlers.
    // We have to do this whole rigmarole because we are using a 'form' to enter the password
    // rather than the 'prompt()' function - which shows the value of the password.
    config.encryptionReEnterPasswords = true; 
    var promptGenerated = false;
    store.forEachTiddler(function(store,tiddler) {
	    if(!promptGenerated && tiddler && tiddler.tags) {
		for(var ix=0; ix<tiddler.tags.length && !promptGenerated; ix++) {
		    if(tiddler.tags[ix].indexOf("Encrypt(") == 0) {
			var tag = tiddler.tags[ix];
			var lastBracket=tag.lastIndexOf(")");
			if(lastBracket >= 0) {
			    // Ok, tagged with Encrypt(passwordPrompt)
			    // extract the passwordPrompt name
			    var passwordPrompt=tag.substring(8,lastBracket);
			    if(!config.encryptionPasswords[passwordPrompt]) {
				// no password cached, prompt and cache it, rather than save
				var saveContext = {onlyIfDirty: onlyIfDirty, 
						   tiddlers: tiddlers, 
				                   callbackFunction: MySavePromptCallback_TiddlerEncryptionPlugin};
				MyPrompt_TiddlerEncryptionPlugin(passwordPrompt,"",saveContext);
				promptGenerated = true;
			    } // if(!config.encryptionPasswords
			} // if(lastBracket
		    } // if(tiddler.tags[ix]..
		} // for
	    } // if
	}); // store.forEachTiddler
    // If we get here, all passwords have been cached.
    if(!promptGenerated) {
	config.encryptionReEnterPasswords = false;
	saveChanges_TiddlerEncryptionPlugin(onlyIfDirty,tiddlers);
    }
    return;
}

function MySavePromptCallback_TiddlerEncryptionPlugin(context) {
    config.encryptionPasswords[context.passwordPrompt] = context.password;
    // validate the password entered by attempting to decrypt all tiddlers
    // with the same encryption prompt string.
    onClickEncryptionDecryptAll(context.passwordPrompt);

    // restart the save process again
    saveChanges(context.onlyIfDirty, context.tiddlers);
    return;
}

store.getSaver().externalizeTiddler_TiddlerEncryptionPlugin = store.getSaver().externalizeTiddler;
store.getSaver().externalizeTiddler = function(store, tiddler) {
    // Ok, got the tiddler, track down the passwordPrompt in the tags.
    // track down the Encrypt(passwordPrompt) tag
    if(tiddler && tiddler.tags) {
	for(var g=0; g<tiddler.tags.length; g++) {
	    var tag = tiddler.tags[g];
	    if(tag.indexOf("Encrypt(") == 0) {
		var lastBracket=tag.lastIndexOf(")");
		if(lastBracket >= 0) {
		    // Ok, tagged with Encrypt(passwordPrompt)
		    // extract the passwordPrompt name
		    var passwordPrompt=tag.substring(8,lastBracket);
		    // Ok, Encrypt this tiddler!
		    var decryptedSHA1 = Crypto.hexSha1Str(tiddler.text);
		    var password =  GetAndSetPasswordForPrompt_TiddlerEncryptionPlugin(passwordPrompt);
		    if(password) {
			var encryptedText = TEAencrypt(tiddler.text, password);
			encryptedText = StringToHext_TiddlerEncryptionPlugin(encryptedText);
			tiddler.text = "Encrypted("+decryptedSHA1+")\n"+encryptedText;
			// Replace the Tag with the Decrypt() tag
			tiddler.tags[g]="Decrypt("+passwordPrompt+")";
			// let the store know it's dirty
			store.setDirty(tiddler.title, true);
			// prevent searches on encrypted tiddlers, still nice to search on title though.
			if(config.options.chkExcludeEncryptedFromSearch == true) {
			    tiddler.tags.push("excludeSearch");
			}
			// prevent lists of encrypted tiddlers
			if(config.options.chkExcludeEncryptedFromLists == true) {
			    tiddler.tags.push("excludeLists");
			}
		    } else {
			// do not encrypt - no password entered
		    }
		    break;
		} // if (lastBracket...
	    } // if(tag.indexOf(...
	} // for(var g=0;...
    } // if(tiddler.tags...
    
    // Then, finally, do the save by calling the function we override.

    return store.getSaver().externalizeTiddler_TiddlerEncryptionPlugin(store, tiddler);
};

function CheckTiddlerForDecryption_TiddlerEncryptionPlugin(tiddler) {
    if(tiddler && tiddler.tags) {
	for(var g=0; g<tiddler.tags.length; g++) {
	    var tag = tiddler.tags[g];
	    if(tag.indexOf("Decrypt(") == 0) {
		var lastBracket=tag.lastIndexOf(")");
		if(lastBracket >= 0) {
		    if(tiddler.text.substr(0,10) == "Encrypted(") {
			var closingSHA1Bracket = tiddler.text.indexOf(")");
			var decryptedSHA1 = tiddler.text.substring(10, closingSHA1Bracket);
			// Ok, tagged with Decrypt(passwordPrompt)
			// extract the passwordPrompt name
			var passwordPrompt=tag.substring(8,lastBracket);
			// Ok, Decrypt this tiddler!
			var decryptedText = tiddler.text.substr(closingSHA1Bracket+2);
			decryptedText = HexToString_TiddlerEncryptionPlugin(decryptedText);
                        // prompt("Decryption request for Tiddler '"+tiddler.title+"'");
			var password = GetAndSetPasswordForPromptToDecrypt_TiddlerEncryptionPlugin(passwordPrompt);
			if(password) {
			    decryptedText = TEAdecrypt(decryptedText, password );
			    var thisDecryptedSHA1 = Crypto.hexSha1Str(decryptedText);
			    if(decryptedSHA1 == thisDecryptedSHA1) {
				tiddler.text = decryptedText;
				// Replace the Tag with the Encrypt() tag
				tiddler.tags[g]="Encrypt("+passwordPrompt+")";
				if(tiddler.tags[tiddler.tags.length-1] == 'excludeLists') {
				    // Remove exclude lists only if it's the last entry
				    // as it's automatically put there by encryption
				    tiddler.tags.length--;
				}
				if(tiddler.tags[tiddler.tags.length-1] == 'excludeSearch') {
				    // Remove exclude search only if it's the last entry
				    // as it's automatically put there by encryption
				    tiddler.tags.length--;
				}
			    } else {
				// Did not decrypt, discard the password from the cache
				config.encryptionPasswords[passwordPrompt] = null;
				config.encryptionReEnterPasswords = false;
				throw "DecryptionFailed";
			    }
			} else {
			    // no password supplied, dont bother trying to decrypt
			    config.encryptionReEnterPasswords = false;
			    throw "DecryptionFailed";
			}
		    } else {
			// Tagged as encrypted but not expected format, just leave it unchanged
		    }
		    break; // out of for loop
		} // if (lastBracket...
	    } // if(tag.indexOf(...
	} // for(var g=0;...
    } // if (tiddler && tags)
    return tiddler;
};

store.getTiddler_TiddlerEncryptionPlugin = store.getTiddler;
store.getTiddler = function(title) {
    var tiddler = store.getTiddler_TiddlerEncryptionPlugin(title);
    if(tiddler) { // shadow tiddlers are not expected to be encrypted.
	try {
	    return CheckTiddlerForDecryption_TiddlerEncryptionPlugin(tiddler);
	} catch (e) {
	    if (config.options.chkShowDecryptButtonInContent == true) {
		if(e == "DecryptionFailed") {
		    var tiddler = store.getTiddler("DecryptionFailed");
		    if(!tiddler) {
			tiddler = new Tiddler();
			tiddler.set(title,
				    "<<EncryptionDecryptThis \"Decrypt\" \"Decrypt this tiddler\" \""+title+"\">>",
				    config.views.wikified.shadowModifier,
				    version.date,[],version.date);
		    } 
		    return tiddler;
		} // if(e)
	    }
	    return(tiddler);
	} // catch
    } // if(tiddler) {
    return null;
};

store.getTiddlerText_TiddlerEncryptionPlugin = store.getTiddlerText;
store.getTiddlerText = function(title,defaultText) {
    // Simply retrieve the tiddler, normally, if it requires decryption, it will be decrypted
    var decryptedTiddler = store.getTiddler(title);
    if(decryptedTiddler) {
	return decryptedTiddler.text;
    }
    //Ok, rather than duplicate all the core code, the above code should fail if we reach here
    // let the core code take over.
    return  store.getTiddlerText_TiddlerEncryptionPlugin(title,defaultText);
};

// Given a prompt, search our cache to see if we have already entered the password.
// Can return null if the user enters nothing.
function MyPrompt_TiddlerEncryptionPlugin(promptString,defaultValue,context) {
    if(!context) {
	context = {};
    }
    context.passwordPrompt = promptString;
    PasswordPrompt.prompt(MyPromptCallback_TiddlerEncryptionPlugin, context);
    return;
}

function MyPromptCallback_TiddlerEncryptionPlugin(context) {
    if(context.callbackFunction) {
	context.callbackFunction(context);
    } else {
	config.encryptionPasswords[context.passwordPrompt] = context.password;
	story.refreshAllTiddlers(true);
    }
    return;
}

function GetAndSetPasswordForPrompt_TiddlerEncryptionPlugin(promptString) {
    if(!config.encryptionPasswords[promptString]) {
	config.encryptionPasswords[promptString] = MyPrompt_TiddlerEncryptionPlugin(promptString, "");
    }
    return config.encryptionPasswords[promptString]; // may be null, prompt can be cancelled.
}

function GetAndSetPasswordForPromptToDecrypt_TiddlerEncryptionPlugin(promptString) {
    if(config.encryptionReEnterPasswords) {
	return GetAndSetPasswordForPrompt_TiddlerEncryptionPlugin(promptString);
    } else {
	return config.encryptionPasswords[promptString];
    }
}

// Make the encrypted tiddlies look a little more presentable.
function StringToHext_TiddlerEncryptionPlugin(theString) {
    var theResult = "";
    for(var i=0; i<theString.length; i++) {
	var theHex = theString.charCodeAt(i).toString(16);
	if(theHex.length<2) {
	    theResult += "0"+theHex;
	} else {
	    theResult += theHex;
	}
	if(i && i % 32 == 0)
	    theResult += "\n";
    }
    return theResult;
}

function HexToString_TiddlerEncryptionPlugin(theString) {
    var theResult = "";
    for(var i=0; i<theString.length; i+=2) {
	if(theString.charAt(i) == "\n") {
	    i--;	// cause us to skip over the newline and resume
	    continue;
	}
	theResult += String.fromCharCode(parseInt(theString.substr(i, 2),16));
    }
    return theResult;
}
//
// Heavily leveraged from http://trac.tiddlywiki.org/browser/Trunk/contributors/SaqImtiaz/verticals/Hesperian/PasswordPromptPlugin.js  Revision 5635
//
PasswordPrompt ={
  prompt : function(callback,context){
	if (!context) {
	    context = {};
	}
	var box = createTiddlyElement(document.getElementById("contentWrapper"),'div','passwordPromptBox');
	box.innerHTML = store.getTiddlerText('PasswordPromptTemplate');
	box.style.position = 'absolute';
	this.center(box);
	document.getElementById('promptDisplayField').value = context.passwordPrompt;
	var passwordInputField = document.getElementById('passwordInputField');
	passwordInputField.onkeyup = function(ev) {
	    var e = ev || window.event;
	    if(e.keyCode == 10 || e.keyCode == 13) { // Enter
		PasswordPrompt.submit(callback, context);
	    }
	};
	passwordInputField.focus();
	document.getElementById('passwordPromptSubmitBtn').onclick = function(){PasswordPrompt.submit(callback,context);};
	document.getElementById('passwordPromptCancelBtn').onclick = function(){PasswordPrompt.cancel(callback,context);};
    },     
 	       
  center : function(el){
	var size = this.getsize(el);
	el.style.left = (Math.round(findWindowWidth()/2) - (size.width /2) + findScrollX())+'px';
	el.style.top = (Math.round(findWindowHeight()/2) - (size.height /2) + findScrollY())+'px';
    },
 	       
  getsize : function (el){
	var x = {};
	x.width = el.offsetWidth || el.style.pixelWidth;
	x.height = el.offsetHeight || el.style.pixelHeight;
	return x;
    },
 	       
  submit : function(cb,context){
	context.passwordPrompt = document.getElementById('promptDisplayField').value;
	context.password = document.getElementById('passwordInputField').value;
	var box = document.getElementById('passwordPromptBox');
	box.parentNode.removeChild(box);
	cb(context);
	return false;
    },

  cancel : function(cb,context){
	var box = document.getElementById('passwordPromptBox');
	box.parentNode.removeChild(box);
	return false;
    },
 	       
  setStyles : function(){
	setStylesheet(
	    "#passwordPromptBox dd.submit {margin-left:0; font-weight: bold; margin-top:1em;}\n"+
	    "#passwordPromptBox dd.submit .button {padding:0.5em 1em; border:1px solid #ccc;}\n"+
	    "#passwordPromptBox dt.heading {margin-bottom:0.5em; font-size:1.2em;}\n"+
	    "#passwordPromptBox {border:1px solid #ccc;background-color: #eee;padding:1em 2em;}",'passwordPromptStyles');
    },
 	       
  template : '<form action="" onsubmit="return false;" id="passwordPromptForm">\n'+
  '    <dl>\n'+
  '        <dt class="heading">Please enter the password:</dt>\n'+
  '        <dt>Prompt:</dt>\n'+
  '        <dd><input type="text" readonly id="promptDisplayField" class="display"/></dd>\n'+
  '        <dt>Password:</dt>\n'+
  '        <dd><input type="password" tabindex="1" class="input" id="passwordInputField"/></dd>\n'+
  '        <dd class="submit">\n'+
  '            <a tabindex="2" href="javascript:;" class="button" id="passwordPromptSubmitBtn">OK</a>\n'+
  '            <a tabindex="3" href="javascript:;" class="button" id="passwordPromptCancelBtn">Cancel</a>\n'+
  '        </dd>\n'+
  '    </dl>\n'+
  '</form>',
 	                         
  init : function(){
	config.shadowTiddlers.PasswordPromptTemplate = this.template;
	this.setStyles();
    }
};
 	
PasswordPrompt.init();

// http://www.movable-type.co.uk/scripts/tea-block.html
//
// TEAencrypt: Use Corrected Block TEA to encrypt plaintext using password
//             (note plaintext & password must be strings not string objects)
//
// Return encrypted text as string
//
function TEAencrypt(plaintext, password)
{
    if (plaintext.length == 0) return('');  // nothing to encrypt
    // 'escape' plaintext so chars outside ISO-8859-1 work in single-byte packing, but keep
    // spaces as spaces (not '%20') so encrypted text doesn't grow too long (quick & dirty)
    var asciitext = escape(plaintext).replace(/%20/g,' ');
    var v = strToLongs(asciitext);  // convert string to array of longs
    if (v.length <= 1) v[1] = 0;  // algorithm doesn't work for n<2 so fudge by adding a null
    var k = strToLongs(password.slice(0,16));  // simply convert first 16 chars of password as key
    var n = v.length;

    var z = v[n-1], y = v[0], delta = 0x9E3779B9;
    var mx, e, q = Math.floor(6 + 52/n), sum = 0;

    while (q-- > 0) {  // 6 + 52/n operations gives between 6 & 32 mixes on each word
        sum += delta;
        e = sum>>>2 & 3;
        for (var p = 0; p < n; p++) {
            y = v[(p+1)%n];
            mx = (z>>>5 ^ y<<2) + (y>>>3 ^ z<<4) ^ (sum^y) + (k[p&3 ^ e] ^ z);
            z = v[p] += mx;
        }
    }

    var ciphertext = longsToStr(v);

    return escCtrlCh(ciphertext);
}

//
// TEAdecrypt: Use Corrected Block TEA to decrypt ciphertext using password
//
function TEAdecrypt(ciphertext, password)
{
    if (ciphertext.length == 0) return('');
    var v = strToLongs(unescCtrlCh(ciphertext));
    var k = strToLongs(password.slice(0,16)); 
    var n = v.length;

    var z = v[n-1], y = v[0], delta = 0x9E3779B9;
    var mx, e, q = Math.floor(6 + 52/n), sum = q*delta;

    while (sum != 0) {
        e = sum>>>2 & 3;
        for (var p = n-1; p >= 0; p--) {
            z = v[p>0 ? p-1 : n-1];
            mx = (z>>>5 ^ y<<2) + (y>>>3 ^ z<<4) ^ (sum^y) + (k[p&3 ^ e] ^ z);
            y = v[p] -= mx;
        }
        sum -= delta;
    }

    var plaintext = longsToStr(v);

    // strip trailing null chars resulting from filling 4-char blocks:
    plaintext = plaintext.replace(/\0+$/,'');

    return unescape(plaintext);
}


// supporting functions

function strToLongs(s) {  // convert string to array of longs, each containing 4 chars
    // note chars must be within ISO-8859-1 (with Unicode code-point < 256) to fit 4/long
    var l = new Array(Math.ceil(s.length/4));
    for (var i=0; i<l.length; i++) {
        // note little-endian encoding - endianness is irrelevant as long as 
        // it is the same in longsToStr() 
        l[i] = s.charCodeAt(i*4) + (s.charCodeAt(i*4+1)<<8) + 
               (s.charCodeAt(i*4+2)<<16) + (s.charCodeAt(i*4+3)<<24);
    }
    return l;  // note running off the end of the string generates nulls since 
}              // bitwise operators treat NaN as 0

function longsToStr(l) {  // convert array of longs back to string
    var a = new Array(l.length);
    for (var i=0; i<l.length; i++) {
        a[i] = String.fromCharCode(l[i] & 0xFF, l[i]>>>8 & 0xFF, 
                                   l[i]>>>16 & 0xFF, l[i]>>>24 & 0xFF);
    }
    return a.join('');  // use Array.join() rather than repeated string appends for efficiency
}

function escCtrlCh(str) {  // escape control chars etc which might cause problems with encrypted texts
    return str.replace(/[\0\t\n\v\f\r\xa0'"!]/g, function(c) { return '!' + c.charCodeAt(0) + '!'; });
}

function unescCtrlCh(str) {  // unescape potentially problematic nulls and control characters
    return str.replace(/!\d\d?\d?!/g, function(c) { return String.fromCharCode(c.slice(1,-1)); });
}

//}}}
Tiddly Wiki Word would not normally be cross-referenced by {{{TiddlyWiki}}} however the {{{[[Tiddly Wiki Word]]}}} syntax will force [[Tiddly Wiki Word]] to be cross-referenced.
The [[TiddlyWikiAdmin]] tag is an unofficial repository for Administrative help information
<<list filter [tag[TiddlyWikiAdmin]]>>
!!Blockquotes
{{{<<<}}}
<<<
Blockquote
All items as needed.
<<<
{{{<<<}}}
Done

!Nested Blockquotes
{{{>}}}Level 1
> Level 1
{{{>>}}}Level 2
>>Level 2
{{{>>>}}}Level 3
>>>Level 3
Done
Convenient Javascript Bookmarklets for editing ~TiddlyWiki from http://lewcid.org/tiddlywiki-bookmarklets/
*Editing
**[[Enable Edit|javascript:(function(){if(window.version&&window.version.title=='TiddlyWiki'){readOnly=false;if(window.backstage){if(!backstage.button)backstage.init();backstage.show();}config.options.chkAnimate=false;refreshDisplay();}})()]]
**[[Setusername|javascript:(function(){if(window.version&&window.version.title=='TiddlyWiki'){var%20g=prompt('Enter%20the%20desired%20user%20name',config.options.txtUserName);var%20t=store.getTiddlers();store.suspendNotifications();for(var%20i=0;i<t.length;i++)t[i].modifier=g;store.resumeNotifications();story.refreshAllTiddlers();}})()]]
**[[Rename Tag|javascript:(function(){if(window.version&&window.version.title=='TiddlyWiki'){var%20oldTag=prompt('Enter%20the%20tag%20to%20rename','oldTag');var%20newTag=prompt('Rename%20tag%20'+oldTag+'%20to:','newTag');var%20t=store.getTaggedTiddlers(oldTag);store.suspendNotifications();for(var%20i=0;i<t.length;i++){t[i].tags.remove(oldTag);t[i].tags.pushUnique(newTag);}store.resumeNotifications();refreshDisplay();}})()]]
**[[Delete All Tagged|javascript:void(eval(decodeURIComponent("(function()%257B%250A%2509if(window.version%2520%2526%2526%2520window.version.title%2520%253D%253D%2520'TiddlyWiki')%257B%250A%2509%2509var%2520tag%2520%253D%2520prompt('Delete%2520tiddlers%2520with%2520the%2520tag%253A'%252C'')%253B%250A%2509%2509store.suspendNotifications()%253B%250A%2509%2509var%2520t%2520%253D%2520store.getTaggedTiddlers(tag)%253B%250A%2509%2509for(var%2520i%253D0%253Bi%253Ct.length%253Bi%252B%252B)%250A%2509%2509%2509store.removeTiddler(t%255Bi%255D.title)%253B%250A%2509%2509store.resumeNotifications()%253B%250A%2509%2509refreshDisplay()%253B%2509%2509%250A%2509%257D%250A%257D)()")))]]
**[[View Shadow Tiddler|javascript:void(eval(decodeURIComponent("(function()%257Bif(window.version%2526%2526window.version.title%253D%253D'TiddlyWiki')%257Bvar%2520shadow%253Dprompt('View%2520the%2520shadow%2520tiddler%2520called%253A')%253Bvar%2520w%253Dwindow.open()%253Bw.document.open()%253Bw.document.write('%253Chtml%253E%253Cbody%253E')%253Bw.document.write('%253Cpre%253E'%252Bconfig.shadowTiddlers%255Bshadow%255D.htmlEncode()%252B'%253C%252Fpre%253E')%253Bw.document.write('%253C%252Fbody%253E%253C%252Fhtml%253E')%253Bw.document.close()%253B%257D%257D)()")))]]
*Rescue and Maintenance
**[[Restore Shadow Tiddlers|javascript:(function(){if(window.version&&window.version.title=='TiddlyWiki'){for(var%20n%20in%20config.shadowTiddlers){store.suspendNotifications();store.removeTiddler(n);store.resumeNotifications();refreshAll();}}})()]]
**[[Safe Mode|javascript:(function(){if(window.version&&window.version.title=='TiddlyWiki'){window.location.hash='start:safe';window.location.reload(true);}})()]]
**[[Super Safe Mode|javascript:(function(){if(window.version&&window.version.title=='TiddlyWiki'){window.location.hash='start:safe';window.location.reload(true);for(var%20n%20in%20config.shadowTiddlers){store.suspendNotifications();store.removeTiddler(n);store.resumeNotifications();refreshAll();}}})()]]
**[[Remove Cookies|javascript:void(eval(decodeURIComponent("(function()%257BC%253Ddocument.cookie.split(%2522%253B%2520%2522)%253Bfor(d%253D%2522.%2522%252Blocation.host%253Bd%253Bd%253D(%2522%2522%252Bd).substr(1).match(%252F%255C..*%2524%252F))for(sl%253D0%253Bsl%253C2%253B%252B%252Bsl)for(p%253D%2522%252F%2522%252Blocation.pathname%253Bp%253Bp%253Dp.substring(0%252Cp.lastIndexOf('%252F')))for(i%2520in%2520C)if(c%253DC%255Bi%255D)%257Bdocument.cookie%253Dc%252B%2522%253B%2520domain%253D%2522%252Bd.slice(sl)%252B%2522%253B%2520path%253D%2522%252Bp.slice(1)%252B%2522%252F%2522%252B%2522%253B%2520expires%253D%2522%252Bnew%2520Date((new%2520Date).getTime()-1e11).toGMTString()%257D%257D)()%250A")))]]
**[[Scrub Tiddler Fields|javascript:(function(){if(window.version&&window.version.title=='TiddlyWiki'){store.forEachTiddler(function(title,tiddler){tiddler.fields={};});refreshDisplay();}})()]]
*Miscellaneous
**[[Tiddler Info|javascript:(function(){if(window.version&&window.version.title=='TiddlyWiki'){alert('TiddlyWiki%20version:%20'+version.major+'.'+version.minor+'.'+version.revision+(version.beta?'%20(beta%20'+version.beta+')':'')+'\nLast%20modified:%20'+document.lastModified);}})()]]
**[[Raw Document|javascript:void(eval(decodeURIComponent("(function()%257Bif(window.version%2526%2526window.version.title%253D%253D'TiddlyWiki')%257Bvar%2520w%253Dwindow.open()%253Bw.document.open()%253Bw.document.write('%253Chtml%253E%253Cbody%253E%253Cpre%253E')%253Bw.document.write(store.allTiddlersAsHtml().htmlEncode())%253Bw.document.write('%253C%252Fpre%253E%253C%252Fbody%253E%253C%252Fhtml%253E')%253Bw.document.close()%253B%257D%257D)()")))]]
**[[Tiddler HTML|javascript:void(eval(decodeURIComponent("(function()%257Bif(window.version%2526%2526window.version.title%253D%253D'TiddlyWiki')%257Bvar%2520title%253Dprompt('Tiddler%2520to%2520view%2520as%2520html%253A')%253Bvar%2520t%253Dstore.getTiddler(title)%253Bvar%2520stat%253DwikifyStatic(t.text%252Cnull%252Ct)%253Bvar%2520w%253Dwindow.open()%253Bw.document.open()%253Bw.document.write('%253Chtml%253E%253Cbody%253E')%253Bw.document.write('%253Cpre%253E'%252Bstat.htmlEncode()%252B'%253C%252Fpre%253E')%253Bw.document.write('%253C%252Fbody%253E%253C%252Fhtml%253E')%253Bw.document.close()%253B%257D%257D)()")))]]
**[[Tidder Raw JavaScript|javascript:void(eval(decodeURIComponent("%250A%2509if(window.version%2520%2526%2526%2520window.version.title%2520%253D%253D%2520'TiddlyWiki')%257B%250A%2509%2509var%2520title%2520%253D%2520prompt('Tiddler%2520to%2520view%2520as%2520JavaScript%2520string%253A')%253B%250A%2509%2509var%2520text%2520%253D%2520store.getTiddlerText(title).replace(%252F%2522%252Fg%252C'%255C%255C%2522').split(%2522%255Cn%2522).join('%255C%255Cn%2522%252B%255Cn%2520%2522')%253B%250A%2509%2509var%2520w%253Dwindow.open()%253B%250A%2509%2509w.document.open()%253B%250A%2509%2509w.document.write('%253Chtml%253E%253Cbody%253E')%253B%250A%2509%2509w.document.write('%253Cpre%253E'%252Btext.htmlEncode()%252B'%253C%252Fpre%253E')%253B%250A%2509%2509w.document.write('%253C%252Fbody%253E%253C%252Fhtml%253E')%253B%250A%2509%2509w.document.close()%253B%2509%2509%250A%2509%257D")))]]
|! Browser |! Compatible |! Tweaks |
| Firefox 3.x | yes | To turn off requests for permission set security.fileuri.strict_origin_policy to 'false' in about:config |
| Chrome | readonly | Write access requires the [[TiddlySaver.jar|http://www.tiddlywiki.com/TiddlySaver.jar]] Java file (Same Folder) |
|! [[excludeSearch]] |! [[excludeLists]] |! [[excludeMissing]] |! [[excludeWikiLinks]] |
|excludes a tiddler from search results |excludes a tiddler from the lists in the sidebar tabs (e.g. Timeline), as well as from the generated RSS feed  |excludes a tiddler from the processing that generates the Missing Tiddlers list  | excludes a tiddler from automatically wikifying words. Also overrides any auto-wikification of words listed in it as a tiddler |
|<<list filter [tag[excludeSearch]]>> |<<list filter [tag[excludeLists]]>> |<<list filter [tag[excludeMissing]]>> |<<list filter [tag[excludeWikiLinks]]>> |

!!!!See Also: 
TiddlyWikiSystemTags
|! Format |! Format Style |! Output |! Notes |
| Monospace (Unformatted) | {{{ {{{ }}} {{{Monospaced}}} {{{ }}} }}} | {{{Monospaced}}} | No Space required; Inaccuracy due to Using Monospace to format itself |
| Wikification Off | {{{"""No TiddlyWiki [[Wikification]]"""}}} | """No TiddlyWiki [[Wikification]]""" |
| | {{{<nowiki>No TiddlyWiki [[Wikification]]</nowiki>}}} | <nowiki>No TiddlyWiki [[Wikification]]</nowiki> |
| Bold | {{{ ''Bold'' }}} | ''Bold'' | Two pair of single quotes, //not// one pair of double quotes |
| Strikethrough | {{{ --Strikethrough-- }}} | --Strikethrough-- |
| em-dash | {{{--}}} | -- | Note: {{{--}}}"Character" Initiates Strikethrough; {{{--}}} with spaces on either side is an em-dash |
| Underline | {{{ __Underlined__ }}} | __Underlined__ |
| Italics | {{{ //Italic// }}} | //Italic// |
| Superscript | {{{2^^3^^ = 8}}} | 2^^3^^ = 8 |
| Subscript | {{{a~~ij~~ = -a~~ji~~}}} | a~~ij~~ = -a~~ji~~ |
| Highlighted Text | {{{@@Highlighted Text@@}}} | @@Highlighted Text@@ | This actually accesses CSS Classes. Obviously to someone of skill much more power is available. |
| Color Text | {{{@@color(red):Red colored text@@}}} | @@color(red):Red colored text@@ |~|
| Invisible Tiddler Comment | {{{/%Invisible Tiddler Comment%/}}} | /% Invisible Tiddler Comment%/ |
| HTML Comment | {{{<!----- HTML comment ------>}}} |  | These cause Formatting issues, not including in Output |
| Multiline Comment | {{{/* TiddlyWikiWord */}}} |
| Multiline comment with Wikification | {{{/*** TiddlyWikiWord ***/}}} |
| Tiddly Wiki Text Formatting |c
{{{!}}}Header 1
!Header 1

{{{!!}}}Header 2
!!Header 2

{{{!!!}}}Header 3
!!!Header 3
{{{----}}} Horizontal Rule
----
The [[TiddlyWikiHelp]] Tag is an unofficial repository for General help information
<<list filter [tag[TiddlyWikiHelp]]>>
|! Link Style |! Format |! Example |! Notes |
|>|>|>| Internal Links (~Cross-Referencing) |
| Standard ~WikiWord | {{{TiddlyWikiWord}}} | TiddlyWikiWord | {{{TiddlyWiki}}} automatically cross-references all words mixing lowercase/capitals beyond the first letter |
| Forced ~WikiWord | {{{[[Tiddly Wiki Word]]}}} | [[Tiddly Wiki Word]] | This forces {{{TiddlyWiki}}} to cross-reference an word |
| Named ~WikiWord | {{{[[This Tiddly Wiki Word|TiddlyWikiWord]]}}} | [[This Tiddly Wiki Word|TiddlyWikiWord]] | This links a Title to a Wikiword; It also forces the cross-reference if none already existed |
| Non ~WikiWord | {{{ ~TiddlyWikiWord}}} | ~TiddlyWikiWord | Force {{{TiddlyWiki}}} to not cross-reference a word that would normally be crossreference |
| Missing ~WikiWord | | TiddlyWikiHelp | Any cross-reference that has no active content will appear as here; If the word corresponds to a tag, tiddler's so tagged will be automatically listed |
| Inline SVG | {{{<<SVG "<svg code>">>}}} | <<SVG "<circle r='50' cx='50' cy='50' fill='green'/>">> | Requires the [[inlineSVG]] Plugin. <br> There is some question how much this will do - this has only been tested on firefox, <br> and there are some indications of issues with some SVG effects.  |
|>|>|>| External Links |
| Standard Link | {{{http://www.domain.tld/path}}} | http://www.tiddlywiki.com | |
| Named Link | {{{[[Website|http://www.domain.tld/path]]}}} | [[Tiddly Wiki Homepage|http://www.tiddlywiki.com]] |
| Image link | {{{[img[picturename|http://www.domain.tld/path]]}}} | [img[Google Logo|http://www.google.com/intl/en_ALL/images/logo.gif]] | |
| SVG Image | {{{<html>}}}<br>{{{<object data="}}}URL{{{" type="image/svg+xml" width="}}}y{{{" height="}}}x{{{">}}}<br>{{{<embed src="}}}URL{{{" type="image/svg+xml" width="}}}y{{{" height="}}}x{{{" />}}}<br>{{{ </object>}}}<br>{{{</html>}}} | <html> <object data="http://openclipart.org/people/oksmith/oksmith_penguin.svg" type="image/svg+xml" width="200" height="100"> <embed src="http://openclipart.org/people/oksmith/oksmith_penguin.svg" type="image/svg+xml" width=100" height="50" /> </object> </html> | First, there seems to be a lot of this you can cull, but I haven't figured out the interactions yet, even withing Firefox, nevermind other browsers. Second, there seem to be ways to inline svg into Tiddlywiki internally, which would be *really* cool, but sadly all the examples I've come across are interactive systems I have yet to figure out. If anyone figures out how to do simple, non-interactive SVG inline, I'd appreciate a heads-up [[Pugugly]] |
|>|>|>| Local Links: File Links use the same format as other external links; The file path must be preceded by the {{{file:///}}} prefix |
| {{{TiddlyWiki}}} Link Formats |c
!!Bulleted lists
{{{*}}}Dots
{{{**}}}Circles
{{{***}}}Squares
*Dots
**Circles
***Squares

!!Numbered lists
{{{#}}}Numeric
{{{##}}}Alphabetic
{{{###}}}Roman Numerals
#Numeric
##Alphabetic
###Roman Numerals

!!Definitions
{{{;Definition Term, Term}}}
{{{:Definition List, Description}}}

;Definition Term, Term
:Definition List, Description
{{{TiddlyWiki}}} and it's plugins allow for macros to be added into any tiddler via the {{{ <<macro>> }}} syntax - all 'buttons' and many other items are actually macros initiated via ~JavaScript.

|!syntax |!Result |!Notes|
| {{{<<toolbar cancelTiddler>>}}} | <<toolbar cancelTiddler>> | Abandons any pending edits to the current tiddler and switches it the default view|
| {{{<<toolbar closeOthers>>}}} | <<toolbar closeOthers>> | Closes all other open tiddlers except for any that are being edited|
| {{{<<toolbar closeTiddler>>}}} | <<toolbar closeTiddler>> | Closes the current tiddler regardless of whether it is being edited|
| {{{<<toolbar deleteTiddler>>}}} | <<toolbar deleteTiddler>> | Deletes the current tiddler|
| {{{<<toolbar editTiddler>>}}} | <<toolbar editTiddler>> | Switches the current tiddler to the current edit view|
| {{{<<toolbar jump>>}}} | <<toolbar jump>> | Offers a pop-up menu to jump directly to any of the currently open tiddlers|
| {{{<<toolbar permalink>>}}} | <<toolbar permalink>> | Changes the browser address bar to a permalink to the current tiddler|
| {{{<<toolbar references>>}}} | <<toolbar references>> | Offers a pop-up menu displaying the tiddlers that link to the current one|
| {{{<<toolbar saveTiddler>>}}} | <<toolbar saveTiddler>> | Saves any pending edits to the current tiddler, and switches it to the default view|

!!!!More Information:
http://tiddlywiki.org/wiki/Core_Macros
http://www.tiddlywiki.com/#Macros
<<newTiddler label:"New Plugin" prompt:"Create a new Plugin" title:"New Plugin" focus:title text:"This will need need systemconfig added to activate it:" tag:systemConfigRegistry tag:excludeLists tag:excludeSearch>>
//Any other new Plugin should be added to {{{systemConfigRegistry}}} manually//
@@The {{{systemConfigRegistry}}} tag is //not// a system tag, and imported Plugins are not automatically registered to it;@@
To Activate a Plugin, add the systemConfig tag and reload; 
to Deactivate a plugin remove systemConfig tag and reload;
|! [[systemConfigRegistry]] |! [[systemConfig]] |
|<<list filter [tag[systemConfigRegistry]]>> |<<list filter [tag[systemConfig]]>> |
<<<
Note: @@By it's nature, once initiated, Hardcoding the readonly option to "true" is //not// trivial to revert.@@
<<<
<<<
Note: There is a minor, but problematic conflict between TiddlyLockPlugin and the SetUserNamePlugin. ~TiddlyLock will 'lock' the directory *before* setusername forces you to change your name from "~YourName"
This will of course mean your username does not match the username documented in the lock file, so you cannot edit or save. Changing your username between the time you start editing and save changes has the same results.
You must then delete the *.lck file in order to free the system back up.
If you save changes, change username, then edit again, there should not be an issue.
<<<

!!!!See Also: 
TiddlyWikiSystemTags
PluginManager
ImportTiddlers  
!!!!More Information:
[[Importing Plugins|http://tiddlywiki.org/wiki/ImportTiddlers]] 
[[Tiddly Vault|http://tiddlyvault.tiddlyspot.com/]]
Additional Resources
*~Semi-Official
**[[Official TiddlyWiki website|http://www.tiddlywiki.com]]
**[[TiddlyWiki.org|http://tiddlywiki.org/wiki/Main_Page]]
**[[Community-based TiddlyWiki documentation|http://doc.tiddlywiki.org]]
**[[TiddlyWiki development|http://trac.tiddlywiki.org/]]
**[[Wikipedia Entry|http://en.wikipedia.org/wiki/TiddlyWiki]]
**[[Specifications|http://www.wikimatrix.org/show/TiddlyWiki]]
*Tutorials
**[[TwiddleWiki for the Rest of Us|http://www.giffmex.org/twfortherestofus.html]]
**[[A Cheatsheet (PDF) |http://nothickmanuals.info/doku.php/cheatsheets]]
**[[TiddlyWiki guides|http://tiddlywikiguides.org]] 
*Customization
**[[TiddlyWiki themes|http://tiddlythemes.com]]
*[[TiddlySpot Wiki's|http://tiddlyspot.com]]
**[[GTDTiddlyWiki|http://shared.snapgrid.com/index.html]]
**[[MonkeyGTD|http://monkeygtd.tiddlyspot.com]]
**[[TiddlyWiki FAQ|http://twfaq.tiddlyspot.com/]]
**[[TW Help|http://twhelp.tiddlyspot.com/]]
**[[MonkeyPirateTiddlyWiki|http://mptw.tiddlyspot.com/]]
*Blogs/Lists
**[[TiddlyWiki Google group|http://groups.google.com/group/TiddlyWiki/topics]]
**[[A Software Blog|http://softwareas.com/tag/tiddlywiki]]
**[[Tiddly Learning|http://lewcid.org/category/tiddlywiki/]]
**[[Tiddly Bookmarklets|http://lewcid.org/tiddlywiki-bookmarklets/]]
TiddlyWiki has no built in SVG support, but basic SVG can be implemented with the [[inlineSVG]] plugin and  {{{<<SVG "<svg code>">>}}} macro.
!!!SVG Information/Tutorials on the Web
*[[Scalable Vector Graphics (SVG) 1.1 Specification|http://www.w3.org/TR/SVG/]]
*[[W3C SVG Tutorial|http://www.w3schools.com/svg/default.asp]]
*[[Pike's SVG Tutorial|http://apike.ca/prog_svg.html]] (From which most of the examples here have been stolen)
!!!Examples/Tests
<<list filter [tag[TiddlyWikiSVG]]>>
{{{TiddlyWiki}}} can accept commands via the HTML "#" anchor to modify startup conditions; 
Some Examples

|!Command |!Description |!Example |
| start:safe | Switches to ~SafeMode; Holds all plugins and cookies | [[Restart in Safe Mode|#start:safe]] |
| readOnly:yes | Opens a new copy in readOnly mode | [[Read Only Mode|#readOnly:yes]] |
| open:title | Opens the tiddler with the specified title | [[Tiddly Wiki Startup|#open:TiddlyWikiStartup]] |
| search:text | Performs a search for the specified text | [[Search for jwest|#search:jwest]] |
| Firefox Search | Firefox will with a defined keyword, perform a search | [[Firefox Search URL|#search:%s]] |
| IE Search | This [[Microsoft Website|http://www.microsoft.com/windows/ie/searchguide/en-en/default.mspx]] will convert search 'TEST' to an XML plugin | [[IE Search URL|#search:TEST]] |
| tag:text | Displays tiddlers tagged with the specified tag | [[Help listing|#tag:TiddlyWikiHelp]] |
| newTiddler:title | Opens a new tiddler with the specified title in edit mode | [[New Entry|#newTiddler:"New Entry"]] |
| newJournal:titleFormat | Opens a new tiddler with the specified ~DateFormatString | [[New Journal|#newJournal:"YYYY MMM DD"]] |

Many of these can be generated automatically via the permaview [[macro|TiddlyWikiMacros]]: <<permaview>>

!!!!More Information:
http://tiddlywiki.org/wiki/Startup_Parameters
http://www.tiddlywiki.com/#StartupParameters
|! [[systemConfig]] |! [[systemConfigDisable]] |! [[systemConfigForce]] |! [[systemServer]] |! [[systemTheme]] |
|marks tiddlers containing ~JavaScript code that should be executed on startup (usually plugins or macros) |prevents tiddler contents from being executed on startup (takes precedence over systemConfig and systemConfigForce) |force tiddler contents to be executed on startup |indicates that the respective tiddler contains server details for importing |Indicates themes |
|<<list filter [tag[systemConfig]]>> |<<list filter [tag[systemConfigDisable]]>> |<<list filter [tag[systemConfigForce]]>> |<<list filter [tag[systemServer]]>> |<<list filter [tag[systemTheme]]>> |

!!!!See Also:
TiddlyWikiExcludeTags
TiddlyWikiPlugins
!!!!More Information:
http://tiddlywiki.org/wiki/Tags
|! {{{|!Table heading 1 |}}} |! {{{!Table heading 2 |}}} |! {{{|!Table heading 3 |}}} |
|>|{{{|>| Span +1 Column) | }}} |
|>|>|{{{|>|>| Span +2 Columns) | }}} |
| {{{ Span +1 Row |}}} {{{|~|}}} |{{{|Align Left |}}} |
|~| {{{| Align Right| }}}|
|bgcolor(#a0ffa0):{{{| bgcolor(#a0ffa0): text |}}} | {{{| Align Center |}}} |
| {{{| Caption Table |c}}} |c


!!!!More Information:
http://tiddlywiki.org/wiki/Tables
TiddlyWikiWord is automatically cross-referenced by {{{TiddlyWiki}}} however the {{{~TiddlyWikiWord}}} syntax will force ~TiddlyWikiWord to not be cross-referenced.
! ('(')
{{{
<<SVG '<g transform="scale(5) translate(15, 15) rotate(20) skewX(20) skewY(5)" >
<rect x="10" y="10" width="5" height="5" fill="firebrick" />
<circle r="10" fill="seagreen" stroke="blue"/>
<rect x="5" y="5" width="12" height="2" fill="gray" stroke="silver"/>
</g>'>>
}}}
<<SVG '<g transform="scale(5) translate(15, 15) rotate(20) skewX(20) skewY(5)" >
<rect x="10" y="10" width="5" height="5" fill="firebrick" />
<circle r="10" fill="seagreen" stroke="blue"/>
<rect x="5" y="5" width="12" height="2" fill="gray" stroke="silver"/>
</g>'>>
/***
Description: Contains the stuff you need to use Tiddlyspot
Note, you also need UploadPlugin, PasswordOptionPlugin and LoadRemoteFileThroughProxy
from http://tiddlywiki.bidix.info for a complete working Tiddlyspot site.
***/
//{{{

// edit this if you are migrating sites or retrofitting an existing TW
config.tiddlyspotSiteId = 'nethack';

// make it so you can by default see edit controls via http
config.options.chkHttpReadOnly = false;
window.readOnly = false; // make sure of it (for tw 2.2)
window.showBackstage = true; // show backstage too

// disable autosave in d3
if (window.location.protocol != "file:")
	config.options.chkGTDLazyAutoSave = false;

// tweak shadow tiddlers to add upload button, password entry box etc
with (config.shadowTiddlers) {
	SiteUrl = 'http://'+config.tiddlyspotSiteId+'.tiddlyspot.com';
	SideBarOptions = SideBarOptions.replace(/(<<saveChanges>>)/,"$1<<tiddler TspotSidebar>>");
	OptionsPanel = OptionsPanel.replace(/^/,"<<tiddler TspotOptions>>");
	DefaultTiddlers = DefaultTiddlers.replace(/^/,"[[WelcomeToTiddlyspot]] ");
	MainMenu = MainMenu.replace(/^/,"[[WelcomeToTiddlyspot]] ");
}

// create some shadow tiddler content
merge(config.shadowTiddlers,{

'WelcomeToTiddlyspot':[
 "This document is a ~TiddlyWiki from tiddlyspot.com.  A ~TiddlyWiki is an electronic notebook that is great for managing todo lists, personal information, and all sorts of things.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //What now?// &nbsp;&nbsp;@@ Before you can save any changes, you need to enter your password in the form below.  Then configure privacy and other site settings at your [[control panel|http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/controlpanel]] (your control panel username is //" + config.tiddlyspotSiteId + "//).",
 "<<tiddler TspotControls>>",
 "See also GettingStarted.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Working online// &nbsp;&nbsp;@@ You can edit this ~TiddlyWiki right now, and save your changes using the \"save to web\" button in the column on the right.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Working offline// &nbsp;&nbsp;@@ A fully functioning copy of this ~TiddlyWiki can be saved onto your hard drive or USB stick.  You can make changes and save them locally without being connected to the Internet.  When you're ready to sync up again, just click \"upload\" and your ~TiddlyWiki will be saved back to tiddlyspot.com.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Help!// &nbsp;&nbsp;@@ Find out more about ~TiddlyWiki at [[TiddlyWiki.com|http://tiddlywiki.com]].  Also visit [[TiddlyWiki.org|http://tiddlywiki.org]] for documentation on learning and using ~TiddlyWiki. New users are especially welcome on the [[TiddlyWiki mailing list|http://groups.google.com/group/TiddlyWiki]], which is an excellent place to ask questions and get help.  If you have a tiddlyspot related problem email [[tiddlyspot support|mailto:support@tiddlyspot.com]].",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Enjoy :)// &nbsp;&nbsp;@@ We hope you like using your tiddlyspot.com site.  Please email [[feedback@tiddlyspot.com|mailto:feedback@tiddlyspot.com]] with any comments or suggestions."
].join("\n"),

'TspotControls':[
 "| tiddlyspot password:|<<option pasUploadPassword>>|",
 "| site management:|<<upload http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/store.cgi index.html . .  " + config.tiddlyspotSiteId + ">>//(requires tiddlyspot password)//<br>[[control panel|http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/controlpanel]], [[download (go offline)|http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/download]]|",
 "| links:|[[tiddlyspot.com|http://tiddlyspot.com/]], [[FAQs|http://faq.tiddlyspot.com/]], [[blog|http://tiddlyspot.blogspot.com/]], email [[support|mailto:support@tiddlyspot.com]] & [[feedback|mailto:feedback@tiddlyspot.com]], [[donate|http://tiddlyspot.com/?page=donate]]|"
].join("\n"),

'TspotSidebar':[
 "<<upload http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/store.cgi index.html . .  " + config.tiddlyspotSiteId + ">><html><a href='http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/download' class='button'>download</a></html>"
].join("\n"),

'TspotOptions':[
 "tiddlyspot password:",
 "<<option pasUploadPassword>>",
 ""
].join("\n")

});
//}}}
| !date | !user | !location | !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |
| 01/11/2009 03:41:11 | NetHack | [[/|http://nethack.tiddlyspot.com/]] | [[store.cgi|http://nethack.tiddlyspot.com/store.cgi]] | . | [[index.html | http://nethack.tiddlyspot.com/index.html]] | . | failed |
| 01/11/2009 03:41:54 | NetHack | [[/|http://nethack.tiddlyspot.com/]] | [[store.cgi|http://nethack.tiddlyspot.com/store.cgi]] | . | [[index.html | http://nethack.tiddlyspot.com/index.html]] | . |
| 01/11/2009 21:44:29 | NetHack | [[/|http://nethack.tiddlyspot.com/]] | [[store.cgi|http://nethack.tiddlyspot.com/store.cgi]] | . | [[index.html | http://nethack.tiddlyspot.com/index.html]] | . |
| 10/07/2011 16:02:02 | NetHack | [[/|http://nethack.tiddlyspot.com/]] | [[store.cgi|http://nethack.tiddlyspot.com/store.cgi]] | . | [[index.html | http://nethack.tiddlyspot.com/index.html]] | . | ok |
| 10/07/2011 17:43:33 | NetHack | [[/|http://nethack.tiddlyspot.com/]] | [[store.cgi|http://nethack.tiddlyspot.com/store.cgi]] | . | [[index.html | http://nethack.tiddlyspot.com/index.html]] | . | ok |
| 10/07/2011 21:01:59 | NetHack | [[/|http://nethack.tiddlyspot.com/]] | [[store.cgi|http://nethack.tiddlyspot.com/store.cgi]] | . | [[index.html | http://nethack.tiddlyspot.com/index.html]] | . |
| 10/07/2011 22:27:00 | NetHack | [[/|http://nethack.tiddlyspot.com/]] | [[store.cgi|http://nethack.tiddlyspot.com/store.cgi]] | . | [[index.html | http://nethack.tiddlyspot.com/index.html]] | . |
| 12/07/2011 23:30:06 | NetHack | [[/|http://nethack.tiddlyspot.com/]] | [[store.cgi|http://nethack.tiddlyspot.com/store.cgi]] | . | [[index.html | http://nethack.tiddlyspot.com/index.html]] | . |
| 14/07/2011 08:55:34 | NetHack | [[/|http://nethack.tiddlyspot.com/]] | [[store.cgi|http://nethack.tiddlyspot.com/store.cgi]] | . | [[index.html | http://nethack.tiddlyspot.com/index.html]] | . | ok |
| 14/07/2011 09:24:27 | NetHack | [[/|http://nethack.tiddlyspot.com/]] | [[store.cgi|http://nethack.tiddlyspot.com/store.cgi]] | . | [[index.html | http://nethack.tiddlyspot.com/index.html]] | . |
/***
|''Name:''|UploadPlugin|
|''Description:''|Save to web a TiddlyWiki|
|''Version:''|4.1.3|
|''Date:''|Feb 24, 2008|
|''Source:''|http://tiddlywiki.bidix.info/#UploadPlugin|
|''Documentation:''|http://tiddlywiki.bidix.info/#UploadPluginDoc|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0|
|''Requires:''|PasswordOptionPlugin|
***/
//{{{
version.extensions.UploadPlugin = {
	major: 4, minor: 1, revision: 3,
	date: new Date("Feb 24, 2008"),
	source: 'http://tiddlywiki.bidix.info/#UploadPlugin',
	author: 'BidiX (BidiX (at) bidix (dot) info',
	coreVersion: '2.2.0'
};

//
// Environment
//

if (!window.bidix) window.bidix = {}; // bidix namespace
bidix.debugMode = false;	// true to activate both in Plugin and UploadService
	
//
// Upload Macro
//

config.macros.upload = {
// default values
	defaultBackupDir: '',	//no backup
	defaultStoreScript: "store.php",
	defaultToFilename: "index.html",
	defaultUploadDir: ".",
	authenticateUser: true	// UploadService Authenticate User
};
	
config.macros.upload.label = {
	promptOption: "Save and Upload this TiddlyWiki with UploadOptions",
	promptParamMacro: "Save and Upload this TiddlyWiki in %0",
	saveLabel: "save to web", 
	saveToDisk: "save to disk",
	uploadLabel: "upload"	
};

config.macros.upload.messages = {
	noStoreUrl: "No store URL in parmeters or options",
	usernameOrPasswordMissing: "Username or password missing"
};

config.macros.upload.handler = function(place,macroName,params) {
	if (readOnly)
		return;
	var label;
	if (document.location.toString().substr(0,4) == "http") 
		label = this.label.saveLabel;
	else
		label = this.label.uploadLabel;
	var prompt;
	if (params[0]) {
		prompt = this.label.promptParamMacro.toString().format([this.destFile(params[0], 
			(params[1] ? params[1]:bidix.basename(window.location.toString())), params[3])]);
	} else {
		prompt = this.label.promptOption;
	}
	createTiddlyButton(place, label, prompt, function() {config.macros.upload.action(params);}, null, null, this.accessKey);
};

config.macros.upload.action = function(params)
{
		// for missing macro parameter set value from options
		if (!params) params = {};
		var storeUrl = params[0] ? params[0] : config.options.txtUploadStoreUrl;
		var toFilename = params[1] ? params[1] : config.options.txtUploadFilename;
		var backupDir = params[2] ? params[2] : config.options.txtUploadBackupDir;
		var uploadDir = params[3] ? params[3] : config.options.txtUploadDir;
		var username = params[4] ? params[4] : config.options.txtUploadUserName;
		var password = config.options.pasUploadPassword; // for security reason no password as macro parameter	
		// for still missing parameter set default value
		if ((!storeUrl) && (document.location.toString().substr(0,4) == "http")) 
			storeUrl = bidix.dirname(document.location.toString())+'/'+config.macros.upload.defaultStoreScript;
		if (storeUrl.substr(0,4) != "http")
			storeUrl = bidix.dirname(document.location.toString()) +'/'+ storeUrl;
		if (!toFilename)
			toFilename = bidix.basename(window.location.toString());
		if (!toFilename)
			toFilename = config.macros.upload.defaultToFilename;
		if (!uploadDir)
			uploadDir = config.macros.upload.defaultUploadDir;
		if (!backupDir)
			backupDir = config.macros.upload.defaultBackupDir;
		// report error if still missing
		if (!storeUrl) {
			alert(config.macros.upload.messages.noStoreUrl);
			clearMessage();
			return false;
		}
		if (config.macros.upload.authenticateUser && (!username || !password)) {
			alert(config.macros.upload.messages.usernameOrPasswordMissing);
			clearMessage();
			return false;
		}
		bidix.upload.uploadChanges(false,null,storeUrl, toFilename, uploadDir, backupDir, username, password); 
		return false; 
};

config.macros.upload.destFile = function(storeUrl, toFilename, uploadDir) 
{
	if (!storeUrl)
		return null;
		var dest = bidix.dirname(storeUrl);
		if (uploadDir && uploadDir != '.')
			dest = dest + '/' + uploadDir;
		dest = dest + '/' + toFilename;
	return dest;
};

//
// uploadOptions Macro
//

config.macros.uploadOptions = {
	handler: function(place,macroName,params) {
		var wizard = new Wizard();
		wizard.createWizard(place,this.wizardTitle);
		wizard.addStep(this.step1Title,this.step1Html);
		var markList = wizard.getElement("markList");
		var listWrapper = document.createElement("div");
		markList.parentNode.insertBefore(listWrapper,markList);
		wizard.setValue("listWrapper",listWrapper);
		this.refreshOptions(listWrapper,false);
		var uploadCaption;
		if (document.location.toString().substr(0,4) == "http") 
			uploadCaption = config.macros.upload.label.saveLabel;
		else
			uploadCaption = config.macros.upload.label.uploadLabel;
		
		wizard.setButtons([
				{caption: uploadCaption, tooltip: config.macros.upload.label.promptOption, 
					onClick: config.macros.upload.action},
				{caption: this.cancelButton, tooltip: this.cancelButtonPrompt, onClick: this.onCancel}
				
			]);
	},
	options: [
		"txtUploadUserName",
		"pasUploadPassword",
		"txtUploadStoreUrl",
		"txtUploadDir",
		"txtUploadFilename",
		"txtUploadBackupDir",
		"chkUploadLog",
		"txtUploadLogMaxLine"		
	],
	refreshOptions: function(listWrapper) {
		var opts = [];
		for(i=0; i<this.options.length; i++) {
			var opt = {};
			opts.push();
			opt.option = "";
			n = this.options[i];
			opt.name = n;
			opt.lowlight = !config.optionsDesc[n];
			opt.description = opt.lowlight ? this.unknownDescription : config.optionsDesc[n];
			opts.push(opt);
		}
		var listview = ListView.create(listWrapper,opts,this.listViewTemplate);
		for(n=0; n<opts.length; n++) {
			var type = opts[n].name.substr(0,3);
			var h = config.macros.option.types[type];
			if (h && h.create) {
				h.create(opts[n].colElements['option'],type,opts[n].name,opts[n].name,"no");
			}
		}
		
	},
	onCancel: function(e)
	{
		backstage.switchTab(null);
		return false;
	},
	
	wizardTitle: "Upload with options",
	step1Title: "These options are saved in cookies in your browser",
	step1Html: "<input type='hidden' name='markList'></input><br>",
	cancelButton: "Cancel",
	cancelButtonPrompt: "Cancel prompt",
	listViewTemplate: {
		columns: [
			{name: 'Description', field: 'description', title: "Description", type: 'WikiText'},
			{name: 'Option', field: 'option', title: "Option", type: 'String'},
			{name: 'Name', field: 'name', title: "Name", type: 'String'}
			],
		rowClasses: [
			{className: 'lowlight', field: 'lowlight'} 
			]}
};

//
// upload functions
//

if (!bidix.upload) bidix.upload = {};

if (!bidix.upload.messages) bidix.upload.messages = {
	//from saving
	invalidFileError: "The original file '%0' does not appear to be a valid TiddlyWiki",
	backupSaved: "Backup saved",
	backupFailed: "Failed to upload backup file",
	rssSaved: "RSS feed uploaded",
	rssFailed: "Failed to upload RSS feed file",
	emptySaved: "Empty template uploaded",
	emptyFailed: "Failed to upload empty template file",
	mainSaved: "Main TiddlyWiki file uploaded",
	mainFailed: "Failed to upload main TiddlyWiki file. Your changes have not been saved",
	//specific upload
	loadOriginalHttpPostError: "Can't get original file",
	aboutToSaveOnHttpPost: 'About to upload on %0 ...',
	storePhpNotFound: "The store script '%0' was not found."
};

bidix.upload.uploadChanges = function(onlyIfDirty,tiddlers,storeUrl,toFilename,uploadDir,backupDir,username,password)
{
	var callback = function(status,uploadParams,original,url,xhr) {
		if (!status) {
			displayMessage(bidix.upload.messages.loadOriginalHttpPostError);
			return;
		}
		if (bidix.debugMode) 
			alert(original.substr(0,500)+"\n...");
		// Locate the storeArea div's 
		var posDiv = locateStoreArea(original);
		if((posDiv[0] == -1) || (posDiv[1] == -1)) {
			alert(config.messages.invalidFileError.format([localPath]));
			return;
		}
		bidix.upload.uploadRss(uploadParams,original,posDiv);
	};
	
	if(onlyIfDirty && !store.isDirty())
		return;
	clearMessage();
	// save on localdisk ?
	if (document.location.toString().substr(0,4) == "file") {
		var path = document.location.toString();
		var localPath = getLocalPath(path);
		saveChanges();
	}
	// get original
	var uploadParams = new Array(storeUrl,toFilename,uploadDir,backupDir,username,password);
	var originalPath = document.location.toString();
	// If url is a directory : add index.html
	if (originalPath.charAt(originalPath.length-1) == "/")
		originalPath = originalPath + "index.html";
	var dest = config.macros.upload.destFile(storeUrl,toFilename,uploadDir);
	var log = new bidix.UploadLog();
	log.startUpload(storeUrl, dest, uploadDir,  backupDir);
	displayMessage(bidix.upload.messages.aboutToSaveOnHttpPost.format([dest]));
	if (bidix.debugMode) 
		alert("about to execute Http - GET on "+originalPath);
	var r = doHttp("GET",originalPath,null,null,username,password,callback,uploadParams,null);
	if (typeof r == "string")
		displayMessage(r);
	return r;
};

bidix.upload.uploadRss = function(uploadParams,original,posDiv) 
{
	var callback = function(status,params,responseText,url,xhr) {
		if(status) {
			var destfile = responseText.substring(responseText.indexOf("destfile:")+9,responseText.indexOf("\n", responseText.indexOf("destfile:")));
			displayMessage(bidix.upload.messages.rssSaved,bidix.dirname(url)+'/'+destfile);
			bidix.upload.uploadMain(params[0],params[1],params[2]);
		} else {
			displayMessage(bidix.upload.messages.rssFailed);			
		}
	};
	// do uploadRss
	if(config.options.chkGenerateAnRssFeed) {
		var rssPath = uploadParams[1].substr(0,uploadParams[1].lastIndexOf(".")) + ".xml";
		var rssUploadParams = new Array(uploadParams[0],rssPath,uploadParams[2],'',uploadParams[4],uploadParams[5]);
		var rssString = generateRss();
		// no UnicodeToUTF8 conversion needed when location is "file" !!!
		if (document.location.toString().substr(0,4) != "file")
			rssString = convertUnicodeToUTF8(rssString);	
		bidix.upload.httpUpload(rssUploadParams,rssString,callback,Array(uploadParams,original,posDiv));
	} else {
		bidix.upload.uploadMain(uploadParams,original,posDiv);
	}
};

bidix.upload.uploadMain = function(uploadParams,original,posDiv) 
{
	var callback = function(status,params,responseText,url,xhr) {
		var log = new bidix.UploadLog();
		if(status) {
			// if backupDir specified
			if ((params[3]) && (responseText.indexOf("backupfile:") > -1))  {
				var backupfile = responseText.substring(responseText.indexOf("backupfile:")+11,responseText.indexOf("\n", responseText.indexOf("backupfile:")));
				displayMessage(bidix.upload.messages.backupSaved,bidix.dirname(url)+'/'+backupfile);
			}
			var destfile = responseText.substring(responseText.indexOf("destfile:")+9,responseText.indexOf("\n", responseText.indexOf("destfile:")));
			displayMessage(bidix.upload.messages.mainSaved,bidix.dirname(url)+'/'+destfile);
			store.setDirty(false);
			log.endUpload("ok");
		} else {
			alert(bidix.upload.messages.mainFailed);
			displayMessage(bidix.upload.messages.mainFailed);
			log.endUpload("failed");			
		}
	};
	// do uploadMain
	var revised = bidix.upload.updateOriginal(original,posDiv);
	bidix.upload.httpUpload(uploadParams,revised,callback,uploadParams);
};

bidix.upload.httpUpload = function(uploadParams,data,callback,params)
{
	var localCallback = function(status,params,responseText,url,xhr) {
		url = (url.indexOf("nocache=") < 0 ? url : url.substring(0,url.indexOf("nocache=")-1));
		if (xhr.status == 404)
			alert(bidix.upload.messages.storePhpNotFound.format([url]));
		if ((bidix.debugMode) || (responseText.indexOf("Debug mode") >= 0 )) {
			alert(responseText);
			if (responseText.indexOf("Debug mode") >= 0 )
				responseText = responseText.substring(responseText.indexOf("\n\n")+2);
		} else if (responseText.charAt(0) != '0') 
			alert(responseText);
		if (responseText.charAt(0) != '0')
			status = null;
		callback(status,params,responseText,url,xhr);
	};
	// do httpUpload
	var boundary = "---------------------------"+"AaB03x";	
	var uploadFormName = "UploadPlugin";
	// compose headers data
	var sheader = "";
	sheader += "--" + boundary + "\r\nContent-disposition: form-data; name=\"";
	sheader += uploadFormName +"\"\r\n\r\n";
	sheader += "backupDir="+uploadParams[3] +
				";user=" + uploadParams[4] +
				";password=" + uploadParams[5] +
				";uploaddir=" + uploadParams[2];
	if (bidix.debugMode)
		sheader += ";debug=1";
	sheader += ";;\r\n"; 
	sheader += "\r\n" + "--" + boundary + "\r\n";
	sheader += "Content-disposition: form-data; name=\"userfile\"; filename=\""+uploadParams[1]+"\"\r\n";
	sheader += "Content-Type: text/html;charset=UTF-8" + "\r\n";
	sheader += "Content-Length: " + data.length + "\r\n\r\n";
	// compose trailer data
	var strailer = new String();
	strailer = "\r\n--" + boundary + "--\r\n";
	data = sheader + data + strailer;
	if (bidix.debugMode) alert("about to execute Http - POST on "+uploadParams[0]+"\n with \n"+data.substr(0,500)+ " ... ");
	var r = doHttp("POST",uploadParams[0],data,"multipart/form-data; ;charset=UTF-8; boundary="+boundary,uploadParams[4],uploadParams[5],localCallback,params,null);
	if (typeof r == "string")
		displayMessage(r);
	return r;
};

// same as Saving's updateOriginal but without convertUnicodeToUTF8 calls
bidix.upload.updateOriginal = function(original, posDiv)
{
	if (!posDiv)
		posDiv = locateStoreArea(original);
	if((posDiv[0] == -1) || (posDiv[1] == -1)) {
		alert(config.messages.invalidFileError.format([localPath]));
		return;
	}
	var revised = original.substr(0,posDiv[0] + startSaveArea.length) + "\n" +
				store.allTiddlersAsHtml() + "\n" +
				original.substr(posDiv[1]);
	var newSiteTitle = getPageTitle().htmlEncode();
	revised = revised.replaceChunk("<title"+">","</title"+">"," " + newSiteTitle + " ");
	revised = updateMarkupBlock(revised,"PRE-HEAD","MarkupPreHead");
	revised = updateMarkupBlock(revised,"POST-HEAD","MarkupPostHead");
	revised = updateMarkupBlock(revised,"PRE-BODY","MarkupPreBody");
	revised = updateMarkupBlock(revised,"POST-SCRIPT","MarkupPostBody");
	return revised;
};

//
// UploadLog
// 
// config.options.chkUploadLog :
//		false : no logging
//		true : logging
// config.options.txtUploadLogMaxLine :
//		-1 : no limit
//      0 :  no Log lines but UploadLog is still in place
//		n :  the last n lines are only kept
//		NaN : no limit (-1)

bidix.UploadLog = function() {
	if (!config.options.chkUploadLog) 
		return; // this.tiddler = null
	this.tiddler = store.getTiddler("UploadLog");
	if (!this.tiddler) {
		this.tiddler = new Tiddler();
		this.tiddler.title = "UploadLog";
		this.tiddler.text = "| !date | !user | !location | !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |";
		this.tiddler.created = new Date();
		this.tiddler.modifier = config.options.txtUserName;
		this.tiddler.modified = new Date();
		store.addTiddler(this.tiddler);
	}
	return this;
};

bidix.UploadLog.prototype.addText = function(text) {
	if (!this.tiddler)
		return;
	// retrieve maxLine when we need it
	var maxLine = parseInt(config.options.txtUploadLogMaxLine,10);
	if (isNaN(maxLine))
		maxLine = -1;
	// add text
	if (maxLine != 0) 
		this.tiddler.text = this.tiddler.text + text;
	// Trunck to maxLine
	if (maxLine >= 0) {
		var textArray = this.tiddler.text.split('\n');
		if (textArray.length > maxLine + 1)
			textArray.splice(1,textArray.length-1-maxLine);
			this.tiddler.text = textArray.join('\n');		
	}
	// update tiddler fields
	this.tiddler.modifier = config.options.txtUserName;
	this.tiddler.modified = new Date();
	store.addTiddler(this.tiddler);
	// refresh and notifiy for immediate update
	story.refreshTiddler(this.tiddler.title);
	store.notify(this.tiddler.title, true);
};

bidix.UploadLog.prototype.startUpload = function(storeUrl, toFilename, uploadDir,  backupDir) {
	if (!this.tiddler)
		return;
	var now = new Date();
	var text = "\n| ";
	var filename = bidix.basename(document.location.toString());
	if (!filename) filename = '/';
	text += now.formatString("0DD/0MM/YYYY 0hh:0mm:0ss") +" | ";
	text += config.options.txtUserName + " | ";
	text += "[["+filename+"|"+location + "]] |";
	text += " [[" + bidix.basename(storeUrl) + "|" + storeUrl + "]] | ";
	text += uploadDir + " | ";
	text += "[[" + bidix.basename(toFilename) + " | " +toFilename + "]] | ";
	text += backupDir + " |";
	this.addText(text);
};

bidix.UploadLog.prototype.endUpload = function(status) {
	if (!this.tiddler)
		return;
	this.addText(" "+status+" |");
};

//
// Utilities
// 

bidix.checkPlugin = function(plugin, major, minor, revision) {
	var ext = version.extensions[plugin];
	if (!
		(ext  && 
			((ext.major > major) || 
			((ext.major == major) && (ext.minor > minor))  ||
			((ext.major == major) && (ext.minor == minor) && (ext.revision >= revision))))) {
			// write error in PluginManager
			if (pluginInfo)
				pluginInfo.log.push("Requires " + plugin + " " + major + "." + minor + "." + revision);
			eval(plugin); // generate an error : "Error: ReferenceError: xxxx is not defined"
	}
};

bidix.dirname = function(filePath) {
	if (!filePath) 
		return;
	var lastpos;
	if ((lastpos = filePath.lastIndexOf("/")) != -1) {
		return filePath.substring(0, lastpos);
	} else {
		return filePath.substring(0, filePath.lastIndexOf("\\"));
	}
};

bidix.basename = function(filePath) {
	if (!filePath) 
		return;
	var lastpos;
	if ((lastpos = filePath.lastIndexOf("#")) != -1) 
		filePath = filePath.substring(0, lastpos);
	if ((lastpos = filePath.lastIndexOf("/")) != -1) {
		return filePath.substring(lastpos + 1);
	} else
		return filePath.substring(filePath.lastIndexOf("\\")+1);
};

bidix.initOption = function(name,value) {
	if (!config.options[name])
		config.options[name] = value;
};

//
// Initializations
//

// require PasswordOptionPlugin 1.0.1 or better
bidix.checkPlugin("PasswordOptionPlugin", 1, 0, 1);

// styleSheet
setStylesheet('.txtUploadStoreUrl, .txtUploadBackupDir, .txtUploadDir {width: 22em;}',"uploadPluginStyles");

//optionsDesc
merge(config.optionsDesc,{
	txtUploadStoreUrl: "Url of the UploadService script (default: store.php)",
	txtUploadFilename: "Filename of the uploaded file (default: in index.html)",
	txtUploadDir: "Relative Directory where to store the file (default: . (downloadService directory))",
	txtUploadBackupDir: "Relative Directory where to backup the file. If empty no backup. (default: ''(empty))",
	txtUploadUserName: "Upload Username",
	pasUploadPassword: "Upload Password",
	chkUploadLog: "do Logging in UploadLog (default: true)",
	txtUploadLogMaxLine: "Maximum of lines in UploadLog (default: 10)"
});

// Options Initializations
bidix.initOption('txtUploadStoreUrl','');
bidix.initOption('txtUploadFilename','');
bidix.initOption('txtUploadDir','');
bidix.initOption('txtUploadBackupDir','');
bidix.initOption('txtUploadUserName','');
bidix.initOption('pasUploadPassword','');
bidix.initOption('chkUploadLog',true);
bidix.initOption('txtUploadLogMaxLine','10');


// Backstage
merge(config.tasks,{
	uploadOptions: {text: "upload", tooltip: "Change UploadOptions and Upload", content: '<<uploadOptions>>'}
});
config.backstageTasks.push("uploadOptions");


//}}}

! ('/')
! (')')
| Lawful Artifacts |c
|! ARTIFACT|! ITEM|! COST|!GENER|!ALN|!+HIT|!+DAM|!ATTACK|!DEFEND |
| Demonbane | long sword | 2500 | aborw | L | +d5 | x2 | demons | -- |
| Excalibur | long sword | 4000 | bcdw | L ! | +d5 | +d10 | -- | lev, search |
| Grayswandir | silver saber | 8000 | borw | L | +d5 | x2 | silver | hallu |
| Snickersnee | katana | 1200 | borw | LS | +0 | +d8 | -- | -- |
| Sunsword | long sword | 1500 | aborw | L | +d5 | x2 | undead | -- |
| O Detection | crystal ball | 2500 | bq w | LA! | -- | -- | -- | mgc, spell |
| S Might | mace | 2500 | bq w | LC! | +d5 | x2 | align | mgc |
| M Mirr Merlin | mirror | 1500 | bq w | LK! | -- | -- | -- | mgc |
| Mitre Holiness | helm brllnce | 2000 | bq w | LP! | -- | -- | -- | undead, fire |
| T Muramasa | tsurugi | 4500 | bq w | LS! | +0 | +d8 | bisect | luck |

| Neutral Artifacts |c
|! ARTIFACT|! ITEM|! COST|!GENER|!ALN|!+HIT|!+DAM|!ATTACK|!DEFEND |
| Cleaver | battle axe | 1500 | b orw | NB | +d3 | +d6 | -- | -- |
| Giantslayer | long sword | 200 | b orw | N | +d5 | x2 | giants | -- |
| Magicbane | athame | 3500 | b orw | NW | +d3 | +d4 | magic | mgc, curse |
| Mjollnir | war hammer | 4000 | b orw | NV | +d5 | +d24 | elec | -- |
| Vorpal Blade | long sword | 4000 | bcorw | N | +d5 | +d1 | behead | -- |
| H Ahriman | luckstone | 2500 | b q w | NB! | +5 | x2 | luck | stealth |
| S Aesculapius | quarterstaff | 5000 | b q w | NH! | +0 | x2 | lev | lev, regen |
| Eyes Overworld | lenses | 2500 | b q w | NM! | -- | -- | -- | mgc |
| PYEC | credit card | 7000 | b q w | NT! | -- | -- | -- | mgc, spell |
| Orb of Fate | crystal ball | 3500 | b q w | NV! | -- | -- | luck | spell, phys |
| Eye Aethiopica | amulet ESP | 4000 | b q w | NW! | -- | -- | -- | mgc, spell |

| Chaotic Artifacts |c
|! ARTIFACT|! ITEM|! COST|!GENER|!ALN|!+HIT|!+DAM|!ATTACK|!DEFEND |
| Grimtooth | orcish dagger | 300 | b orw | C | +d2 | +d6 | -- | -- |
| Orcrist | elv brdswd | 2000 | bnorw | C | +d5 | x2 | orcs | -- |
| Sting | elv dagger | 800 | bnorw | C | +d5 | x2 | orcs | warn, web |
| Stormbringer | runesword | 8000 | bcorw | C ! | +d5 | +d2 | lev | lev |
| L Diana | bow | 4000 | b q w | CRa! | +d5 | 0 -- | reflect |
| M Key Thievery | skeleton key | 3500 | b q w | CRo! | -- | -- | -- | warn, phys |

| Unaligned Artifacts |c
|! ARTIFACT|! ITEM|! COST|!GENER|!ALN|!+HIT|!+DAM|!ATTACK|!DEFEND |
| Dragonbane | broadsword | 500 | borw | -- | +d5 | x2 | dragon | -- |
| Fire Brand | long sword | 3000 |  borw | -- | +d5 | x2 | fire | fire |
| Frost Brand | long sword | 3000  | borw | -- | +d5 | x2 | cold | cold |
| Ogresmasher | war hammer | 200 | borw | -- | +d5 | x2 | ogres | -- |
| Trollsbane | morning star | 200 | borw | -- | +d5 | x2 | trolls | -- |
| Werebane | silver saber | 1500 | borw | -- | +d5 | x2 | were | were |

| Relics |c
|! ARTIFACT|! ITEM|! COST|!GENER|!ALN|!+HIT|!+DAM|!ATTACK|!DEFEND |
| Bell Opening | silver bell | 5000 | g | -- | -- | -- | -- | -- |
| Can Invocation | candelabrum | 5000 | g | -- | -- | -- | -- | -- |
| Book Dead | papyrus spbk | 10000 | g | -- | -- | -- | -- | -- |
| Amulet Yendor | amulet Yendor | 30000 | g | -- | -- | -- | -- | -- |

Artifacts are listed above by alignment, then alphabetically with the Quest Artifacts listed later. The name of each ARTIFACT may have been abbreviated to fit in the table above; see below for the official name. Artifacts are special instances of ordinary objects, and have all of the behaviors and properties of the ordinary ITEM in addition to those granted by the particular artifact; they are however considerably more valuable, as indicated by the COST field.

The GENER field specifies all of the possible ways that a particular artifact may be generated. Each artifact can only be generated //once// per game -- it cannot be generated again, even if the player never found the artifact, if the artifact is stolen, or if the artifact is destroyed. Note that in some cases, an ordinary object may be converted into an artifact, but no artifact will be converted into another artifact. The meaning of the letters are as follows:
; a
: Humanoid angelic species have a 5% chance of being generated with a blessed, rustproof Demonbane or Sunsword; 100% for Archons.
; b
: All artifacts on the current level are saved when a character dies and creates a bones file. If a new character visits the same level and loads the bones file, the same artifacts will be created, except under the following conditions. If the artifact was already created in the new player's game or is the new player's Quest Artifact, then the artifact reverts to its ordinary object. The Unique Items (Bell of Opening, Candelabrum of Invocation, Book of the Dead, and Amulet of Yendor) will revert into ordinary objects (cursed bell, pile of used candles, cursed spellbook of blank paper, and cursed fake amulet of Yendor, respectively).
; 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.
; d
: 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.
; g
: This Unique Item is an essential part of the game, and can only be obtained by killing (or stealing it from) the appropriate Nemesis. These items are specially protected from being destroyed. They also do not count toward the number of artifacts that have been generated.
; n
: An ordinary item can be converted into this artifact by #naming it. The item must be singular, not already an artifact, of the same type as the new artifact, and the new artifact must not already exist. Answer that you want to #name a single item, and provide the short name of the artifact (i.e. "Sting" instead of "elven dagger named Sting").
; o
: This item may be given (non-cursed, and erodeproof if applicable) as a gift from your god when #offering corpses. You must sacrifice a fresh corpse at a co-aligned altar, be in good standing with your god, have non-negative luck, and be at least experience level 3. You will only get artifacts that are of your alignment or none, and some classes get certain artifacts as their first gift (if available). Your first gift will always be co-aligned. Orcs will never receive elven weapons, or vice versa. The chance that you will be given a gift depends on the number of artifacts already created in the game and how many of them were gifts; the chance is 1/(10+(2*artifacts*gifts)). If you receive a weapon artifact this way and were restricted in its weapon class to unskilled, the restriction is removed so you may advance to basic skill.
; r
: This artifact may be randomly generated in place of a regular item (1/20 chance for each weapon). In particular, antique weapons outlets appear to frequently carry artifacts because a large number of weapons are randomly generated there. The player-monsters on the Astral Plane also have a 50% chance that the weapon they are generated will be upgraded to one of these random artifacts.
; q
: This is a Quest Artifact. If you are of the same class as the artifact, you can only obtain it by completing your Quest. Otherwise it can only be obtained by bones levels or wishing. If you are neither the same class nor the same alignment, you cannot pick it up, wield it, or wear it.
; w
: This artifact can be wished for. You may specify either the short name of the artifact (e.g. "Magicbane") or the long name ("athame named Magicbane"); capitalization does not matter. You cannot wish for Unique Items or your own Quest Artifact; there are also limitations on wishing for other classes' Quest Artifacts based on your class and alignment (see "q" above). The chance of getting an artifact from each wish depends on the number of artifacts already created in the game:
| Wish: Chance to receive Artifact |c
| |! ARTIFACTS | 0 | 1 | 2 | 3 | 4 | 5 | 6 | n |
| |! CHANCE | 100% | 100% | 2/3 | 2/4 | 2/5 | 2/6 | 2/7 | 2/(n+1) |
The first letter of the ALN column indicates the alignment of the artifact (Lawful, Neutral, or Chaotic), if any.  When playing a class which can have multiple alignments, the alignment of the Quest Artifact will be adjusted to match the character's starting alignment. A second letter specifies the class aligned to the artifact; alignments of these artifacts will also be adjusted if necessary. It also indicates which Quest Artifact belongs to each class, and for artifacts available as sacrifice gifts denotes that the artifact is the guaranteed first gift for that class. Intelligent artifacts are indicated with a ! symbol. All three conditions are considered each time you attempt to wish for, pick up, wield, wear, invoke, apply, or steal an artifact:
* If the artifact is intelligent, then in order to touch the artifact safely, you must have the same alignment as the artifact, must be of the same class (or no class is specified), must have non-negative alignment, and must not be in the form of something the artifact specially attacks. Otherwise, you will be blasted by the artifact's power, sustain 4d10 damage (2d10 if you have magic resistance), and abuse your wisdom. If you are of the wrong class and fail at least one of the other conditions above, then the artifact will furthermore "evade your grasp!" and you will not be able to use it at all. 
* If the artifact is not intelligent, then you have only a 1/4 chance of being blasted if you have a different alignment from the artifact or have negative alignment (these two criteria not applying for unaligned artifacts), or are in the form of something the artifact specially attacks; damage is 4d4 (2d4 if you have magic resistance). In any case, you will be able to use the artifact.
* Orcrist and Sting will never blast non-orcs. Intelligent artifacts furthermore have an 80% chance of resisting being cursed by "malignant aura"-type curses.
The +HIT column specifies any bonuses when calculating to-hit, and +DAM lists any bonuses or multiplier to damage. For some artifacts, these adjustments only apply when hitting a specific type of monster. See weap-343.txt to find out how these values are used in weapons calculations. Additional damage due to level drain, bisecting, or beheading are not included in the table above, but are listed in the weapon descriptions below. Note that the chance of certain weapon artifact effects are based on your to-hit die roll. This means that if you always hit a monster, the effect occurs with the published percentage; however, if you only hit a monster 1 in 20, then every hit you make causes the effect.

The ATTACK and DEFEND fields list a brief summary of the offensive and defensive effects of each artifact; see the sections below for full descriptions of each artifact's abilities. The effects of the Bell of Opening, Candelabrum of Invocation, and Book of the Dead are documented in tool-343.txt. The powers of the Amulet of Yendor are listed in amul-343.txt.
!Lawful artifacts
[Adapted from the spoilers "artifacts" by Boudewijn Waijers and "damages" by Henri Block and Hisashi Yoshida.]
; Demonbane
: (lawful long sword)
: Carried
:: No effect.
: Wielded
:: +d5 to hit and x2 damage only against demons (all & except Death, Pestilence, Famine, the mail daemon, sandestins, and djinn).
: Invoked
:: No effect.
; Excalibur
: (lawful long sword)
: Carried
:: No effect.
: Wielded
:: +d5 to hit and +d10 damage to all monsters.
:: Confers level drain resistance and automatic searching.
:: Manual and automatic searching have their chance of success modified by Excalibur's enchantment.
:: Even eyeless monsters will be able to locate you.
:: Demon princes will be generated hostile.
: Invoked
:: No effect.
; Grayswandir
: (lawful silver saber)
: Carried
:: No effect.
: Wielded
:: +d5 to hit and x2 damage to all monsters.
:: Confers hallucination resistance.
:: Silver damage against silver-hating creatures (a normal effect of silver sabers).
: Invoked
:: No effect.
; Snickersnee
: (lawful katana)
: Carried
:: No effect.
: Wielded
:: +d8 damage to all monsters.
: Invoked
:: No effect.
: Note: Do not confuse this artifact with Vorpal Blade.
; Sunsword
: (lawful long sword)
: Carried
:: No effect
: Wielded
:: +d5 to hit and x2 damage only against undead (ghosts, shades, and all LMVWZ).
:: Acts as a light source.
:: Prevents blinding from light-based sources.
: Invoked
:: No effect.
; 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.
; 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.
; 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).
: Invoked
:: No effect.
; The Mitre of Holiness
: (lawful* Priest helm of brilliance)
: Carried
:: Confers fire resistance.
: Worn
:: Priests take half damage from undead (ghosts, shades, and all LMVWZ) and demons (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 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.
! Neutral artifacts
[Adapted from the spoilers "artifacts" by Boudewijn Waijers and "damages" by Henri Block and Hisashi Yoshida.]
; Cleaver
: (neutral* battle axe)
: Carried
:: No effect.
: Wielded
:: +d3 to hit and +d6 damage to all monsters.
: Invoked
:: No effect.
; Giantslayer
: (neutral long sword)
: Carried
:: No effect.
: Wielded
:: +d5 to hit and x2 damage only against giants, stone giants, hill giants, fire giants, frost giants, storm giants, giant mummies, giant zombies, Cyclops, and Lord Surtur. Note that it does not affect ettins or titans.
: Invoked
:: No effect.
; Magicbane
: (neutral* athame)
: Carried
:: No effect.
: Wielded
:: +d3 to hit to all monsters; +d4 damage to monsters that do not resist.
:: May also probe, stun, scare, cancel, or confuse (see art2-343.txt).
:: Confers magic resistance.
:: Protects inventory against 95% of curses.
: Invoked
:: No effect.
: Note: You can also engrave "Elbereth" with any non-cursed athame and it won't dull the weapon.
; Mjollnir
: (neutral* war hammer)
: Carried
:: No effect.
: Wielded
:: +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.
:: Can only be thrown when you have strength 25 (such as with gauntlets of power) and you are wielding it. When thrown by Valkyries there is a 99% chance that the artifact will return to you: if you are not confused, stunned, blind, hallucinating, or fumbling, there is a further 99% chance it will return directly to your hand, otherwise it will either land at your feet or hit you (50/50 chance).
:: Can only be kicked one square.
: Invoked
:: No effect.
: Note: Does NOT provide shock resistance!
; Vorpal Blade
: (neutral long sword)
: Carried
:: No effect.
: Wielded
:: +d5 to hit and +1 damage to all monsters.
:: Instantly kills Jabberwocks.
:: 5% chance (based on your to-hit roll) of instantly killing monsters by beheading. Monster must not be headless, amorphous, non-corporeal, or swallowing you. Worms must be hit on their head segment.
: Invoked
:: No effect.
: Note: Do not confuse this artifact with Snickersnee.
; 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 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.
; 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.
; 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.
; 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.
; 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.
! Chaotic artifacts
[Adapted from the spoilers "artifacts" by Boudewijn Waijers and "damages" by Henri Block and Hisashi Yoshida.]
; Grimtooth
: (chaotic orcish dagger)
: Carried
:: No effect.
: Wielded
:: +d2 to hit and +d6 damage to all monsters.
: Invoked
:: No effect.
; Orcrist
: (chaotic elven broadsword)
: Carried
:: No effect.
: Wielded
:: +d5 to hit and x2 damage only against orcs (all o, orc mummies, and orc zombies).
: Invoked
:: No effect.
; Sting
: (chaotic elven dagger)
: Carried
:: No effect.
: Wielded
:: +d5 to hit and x2 damage only against orcs (all o, orc mummies, and orc zombies).
:: Confers the warning intrinsic, specifically attuned to orcs.
:: Cuts through all webs.
: Invoked
:: No effect.
; Stormbringer
: (chaotic runesword)
: Carried
:: No effect.
: Wielded
:: Attacks tame and peaceful monsters without confirmation.
:: +d5 to hit and +d2 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, healing the wielder by half (rounded down) the damage so inflicted.
:: Protects from level drain.
: Invoked
:: No effect.
; 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.
; 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.
! Unaligned artifacts
[Adapted from the spoilers "artifacts" by Boudewijn Waijers and "damages" by Henri Block and Hisashi Yoshida.]
; Dragonbane
: (unaligned broadsword)
: Carried
:: No effect.
: Wielded
:: +d5 to hit and x2 damage only against dragons (all D).
: Invoked
:: No effect.
; Fire Brand
: (unaligned long sword)
: Carried
:: No effect.
: Wielded
:: +d5 to hit and x2 damage against monsters that are NOT fire-resistant. May boil potions or burn paper (other than scrolls of fire, spellbooks of fireball, or the Book of the Dead) carried by the target.
:: Confers fire resistance.
: Invoked
:: No effect.
; Frost Brand
: (unaligned long sword)
: Carried
:: No effect.
: Wielded
:: +d5 to hit and x2 damage against monsters that are NOT cold-resistant. May freeze potions (other than oil) carried by the target.
:: Confers cold resistance.
: Invoked
:: No effect.
; Ogresmasher
: (unaligned war hammer)
: Carried
:: No effect.
: Wielded
:: +d5 to hit and x2 damage only against ogres (all O).
: Invoked
:: No effect.
; Trollsbane
: (unaligned morning star)
: Carried
:: No effect.
: Wielded
:: +d5 to hit and x2 damage only against trolls (all T).
: Invoked
:: No effect.
; Werebane
: (unaligned silver saber)
: Carried
:: No effect.
: Wielded
:: +d5 to hit and x2 damage only against were-creatures in both human and creature forms.
:: Attacks of were-creatures will not transfer lycanthropy.
:: Silver damage against silver-hating creatures (a normal effect of silver sabers).
: Invoked
:: No effect.

* These artifacts are adjusted if necessary to match the starting alignment of a player of their class.

! Acknowledgements
Corrections and clarifications provided by Joe Bednorz, Patrick Clot, Bruce Cox, David Damerell, Kieron Dunbar, Rob Ellwood, Harold Hill, Scott Hill, Olli Mannisto, Greg Nowak, Jaakko Rajakallio, Pat Rankin, Martin Read, Newell Rose, Darshan Shaligram, and Stanislav Traykov.
/%
Description: [[art1-343.txt|http://www.spod-central.org/~psmith/nh/art1-343.txt]]
Last-edited: 2006-10-24 for NetHack 3.4.3
Compiled: for 3.2.2 by Kevin Hugo.
Updated: for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.
%/
{{{
Magicbane
~~~~~~~~~
[Adapted from a spoiler courtesy of David Grabiner.]

Magicbane has several special effects when wielded that make this
artifact a very useful item.  It resists 95% of curses thrown at you,
gives magic resistance, and can engrave without dulling.  As a weapon,
it may (depending on the monster's magic resistance saving throw) add
additional damage and magical effects.

  ENCHANT  NORMAL  PROBE  STUN   SCARE  SCARE   SCARE   SCARE  AVE DMG
                                        +STUN  +CANCL  +ST+CN
  ~~~~~~~  ~~~~~~  ~~~~~  ~~~~   ~~~~~  ~~~~~  ~~~~~~  ~~~~~~  ~~~~~~~
  Damage    2d4     3d4    4d4    4d4    5d4     5d4     6d4      --
  Ave dmg   5.0     7.5   10.0    10.0   12.5    12.5    15.0     --
    +0      60%     1.8%  18.2%   0.9%   9.1%    0.9%    9.1%    7.66
    +1      60%     3.6%  16.4%   1.8%   8.2%    1.8%    8.2%    8.57
    +2      60%     5.5%  14.5%   2.7%   7.3%    2.7%    7.3%    9.48
    +3      60%    10.9%  19.1%   1.8%   3.2%    1.8%    3.2%   10.01
    +4      60%    13.6%  16.4%   2.3%   2.7%    2.3%    2.7%   10.92
    +5      60%    16.4%  13.6%   2.7%   2.3%    2.7%    2.3%   11.83
    +6      60%    22.3%  12.7%   3.2%   1.8%      0%      0%   12.49
    +7      60%    25.5%   9.5%   3.6%   1.4%      0%      0%   13.40
    +8      60%    28.6%   6.4%   4.1%   0.9%      0%      0%   14.31
    +9      60%    36.4%   3.6%     0%     0%      0%      0%   15.09
   more     60%      40%     0%     0%     0%      0%      0%    6.00+bonus

The above table describes the chance that each of the magical attacks
will occur, assuming that the monster fails the magic resistance
saving throw it gets to reduce their probability.  The ENCHANTment of
Magicbane affects these probabilities; note that higher enchantments
reduce the likelihood of the better attacks. (Negative enchantments
have the same probabilities as at +0.)  Even the NORMAL, non-magical
damage that occurs 60% of the time has an extra d4 damage above that
of a normal athame unless the monster resists.  If any magical attacks
occur, additional d4s of damage are added; at most one of the
individual attacks may cause a magical effect as detailed below.

The PROBE attack usually does nothing special beyond adding the d4 for
the magical attack; if no other effect has occurred, there is a 1 in
(3 * (absolute value of enchantment)) chance that the probe is
insightful, giving the effect of a wand of probing. A probe is always
insightful if Magicbane is at +0.
  "The magic-absorbing blade probes <monster>!"
  "The magic-absorbing blade prods <monster>!" (hallucinating)

The STUN attack causes an additional d4 damage; if none of the later
effects have occurred and been successful, it stuns the monster (or
you, for 3 (more) turns, if you are being attacked by Magicbane).
  "The magic-absorbing blade stuns <monster>!"
  "The magic-absorbing blade amazes <monster>!" (hallucinating)

The SCARE attack causes an additional d4 damage; if not combined with
a CANCEL attack, causes the monster to flee for 3 (more) turns; the
monster has a 50% chance of being given an opportunity to resist this
effect. If you are being attacked by Magicbane and aren't
magic-resistant, this effect paralyses you for 3 (more) turns.
  "The magic-absorbing blade scares <monster>!"
  "The magic-absorbing blade tickles <monster>!" (hallucinating)

Finally, the CANCEL attack causes another additional d4 damage and has
the same effect as a spell of cancellation (but with a fixed level of
10 for resistance saving throw purposes). If the monster has the
ability to cast spells, the effect adds one to your current and
maximum spell energy. The monster may resist. If you are hit with
Magicbane and you don't have magic-resistance, you are cancelled and
lose one current and maximum spell energy.
  "The magic-absorbing blade cancels <monster>!"
  "The magic-absorbing blade purges <monster>!"

In addition, any magical attack has a 1 in 12 chance of confusing the
defender.

The AVE DMG column in the table above summarizes the expected average
damage for each enchantment level; it includes bonuses due to
enchantment but not to weapon skills (athames are in the dagger
class). (Again, note that a monster with a high base magic resistance
saving throw may reduce the severity of the attacks that occur, as
well as averting the potential magical effects; the quoted figures are
for monsters with 0 MR.)  The Damage row lists the amount of damage
each type of attack causes; the average of each attack type is given
in the Ave dmg row.

For those source divers who are interested in how the above values were
obtained, the following table may help:
    Enchant      +0   +1   +2   +3   +4   +5   +6   +7   +8   +9   more
    * Probes/11   1    2    3    4    5    6    7    8    9   10   11
    * Stuns/11   10    9    8    7    6    5    4    3    2    1    0
    Scare roll    4    4    4    2    2    2    1    1    1    0    0
    Cancel roll   2    2    2    1    1    1    0    0    0    0    0
    Die roll 1   Can  Can  Can  Can  Can  Can  Sca  Sca  Sca   *    *
    Die roll 2   Can  Can  Can  Sca  Sca  Sca   *    *    *    *    *
    Die roll 3   Sca  Sca  Sca   *    *    *    *    *    *    *    *
    Die roll 4   Sca  Sca  Sca   *    *    *    *    *    *    *    *
    Roll 5-8      *    *    *    *    *    *    *    *    *    *    *
    Roll 9-20    ----------- Normal, non-magical damage -------------

What is the best enchantment for Magicbane?  If you simply want to cause
the most damage, then the table indicates that you should enchant it as
high as possible (safely to +7).  Fortunately, your odds of magic-
resistance, curse-resistance, and engraving do not depend upon the
enchantment.  However, if you want to maximize the best magical attacks
of this artifact, it should be enchanted to +2.  Note that the only
difference in the magical attacks between the +0 and the +2 Magicbane is
a 3.7% change between probing and stunning.

Magicbane is generally not the best weapon for combat, although
medium-level characters with good dagger skill and poor skills in other
weapon may find it their best choice.  Higher-level characters may want
to wield it as their regular weapon to absorb curses while they are
travelling through the dungeon, switching to something else to fight
powerful monsters.


Which artifact should I choose?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[Adapted from a spoiler courtesy of David Grabiner.]

If you get an early wish and decide to use it for a weapon, or if you
have accumulated several artifact weapons, which weapon you should wield
depends highly on your class because of the class limits on weapon
skills.

ARTIFACT weapons that are worth keeping are listed in the table below.
Some artifacts are not listed, because they are only effective against
a small subset of monsters.  The SKILL category of each artifact is
listed, as well as the maximum skill level for each class (ABCH KMPRaRo
STVW): - means restricted to unskilled, b means basic skill, s means
skilled, and E means expert.  Note that if you receive an artifact as a
gift by crowning or sacrificing, any restriction on its weapon class will
be removed and you will be able to advance to basic skill.

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.

ARTIFACT              SKILL         ABCH KMPRaRo STVW  SMALL LARGE DEMON DAVE
~~~~~~~~~~~~~~~~~~~~  ~~~~~~~~~~~~  ~~~~ ~~~~~~~ ~~~~  ~~~~~ ~~~~~ ~~~~~ ~~~~
+2 Magicbane    (MB)  Dagger        bbbs b--E E  bEEE   6-12  6-11  7-15 11.0
+7 Staff Aesculapius  Quarterstaff  sbEE -bEb -  bbbE  19-36 19-36 12-19 15.5
+7 Stormbringer (SB)  Broadsword    -s-- s--- s  sbs-  13-27 13-26 12-20 16.0
+7 Grimtooth          Dagger        bbbs b--E E  bEEE  11-18 11-18 12-22 17.0
+7 Sunsword           Long sword    -s-- E--- s  EbE-  10-17 10-21 11-25 18.0
+7 Fire Brand         Long sword    -s-- E--- s  EbE-  18-32 18-40 11-25 18.0
+7 Vorpal Blade       Long sword    -s-- E--- s  EbE-  11-18 11-22 12-26 19.0
+7 Longbow Diana      Bow           -bs- b-bE -  Eb--   1-32  1-32  2-48 19.9
+7 Snickersnee        Long sword    -s-- E--- s  EbE-  11-27 11-29 12-33 22.5
+7 Excalibur    (EX)  Long sword    -s-- E--- s  EbE-  11-27 11-31 12-35 23.5
+7 Cleaver            Axe           -Es- s--s -  -bEs  12-27 13-29 14-33 23.5
+7 Sceptre of Might   Mace          -sEb s-E- s  -b-b  20-30 18-28 20-32 26.0
+7 Mjollnir     (MJ)  Hammer        -Es- b-Eb b  -bE-  12-38 11-37 12-41 26.5
+7 Tsurugi Muramasa   Two-hand swd  -E-- s--- b  EbE-  11-32 13-37 14-41 27.5
+7 Demonbane          Long sword    -s-- E--- s  EbE-  10-17 10-21 20-44 32.0
+7 Frost Brand  (FB)  Long sword    -s-- E--- s  EbE-  18-32 18-40 20-44 32.0
+7 Grayswandir  (GS)  Saber         Eb-b s--- s  bsb-  18-32 18-32 20-56 38.5

Six artifacts are particularly good all-purpose weapons and will be
considered further.  

* Magicbane (MB) has several magical effects (see section above) that
  make it a good weapon even though it doesn't cause much damage
  (particularly if you are limiting its enchantment to +2 to maximise
  its special attacks). Magicbane is also good if you don't have
  magic resistance or are short of ways to remove curses.
* Stormbringer (SB) permanently drains levels from monsters --
  although some species are resistant, including major demons -- and
  will attack tame or peaceful creatures without confirmation, so it's
  bad if you're trying to keep a pet.
* Excalibur (EX) is easy to get if you are lawful (dip a long sword in
  a fountain), has automatic searching, and is a somewhat effective
  weapon.
* Mjollnir (MJ) causes lightning damage, and when thrown by a Valkyrie
  with strength 25, will usually return to your hand. Being a hammer,
  it is good for classes who are restricted from blades. However, it
  may destroy useful wands and rings carried by monsters.
* Frost Brand (FB) causes cold damage, which makes it an excellent
  all-around weapon. However, it may freeze useful potions carried by
  monsters. Although Fire Brand similarly causes fire damage, most
  major demons are fire-resistant.
* Grayswandir (GS) doubles most of its damage (working best when fully
  enchanted) and causes silver damage. Even though Grayswandir causes
  the most damage to major demons, Frost Brand is slightly better
  against ordinary large monsters.

The table below compares these six artifacts for each character CLASS.
The EARLY GAME recommendation assumes that you will quickly reach maximum
skill in the weapon and that the weapon is enchanted to +2, which
might be expected from wishing or limited enchantment.  The LATE GAME
recommendation assumes that you are maximally skilled and that the weapon
is enchanted as in the above table.  If a weapon is listed with a slash,
this means that several are comparable and the choice may depend on other
factors.  An artifact is listed in parentheses if its skill starts as
restricted; you will usually want to obtain it or a weapon of its class
as a divine gift in order to unrestrict the skill before using it.

The weapons listed include any weapon which could reasonably be the best
for that class, as well as weapons which may be obtained without a wish
and which are close in quality:

* Excalibur is a good weapon early in the game for lawful characters,
  because it does almost as much damage as Frost Brand and can be
  obtained without a wish; its lack of double damage makes it inferior
  later, as Frost Brand's damage and strength bonuses will be doubled.
* The Staff of Aesculapius and the Tsurugi of Muramasa, Quest
  Artifacts for Healers and Samurai, are powerful weapons; they have
  the disadvantage of requiring two hands, but both do more damage
  early in the game than any other available weapon.  The Tsurugi
  becomes inferior late in the game, because its damage bonus is not
  doubled; the Staff is at a disadvantage in Gehennom because it will
  lose its double damage against level-drain-resistant demons.
* The Longbow of Diana, Quest Artifact for Rangers, is a highly useful
  back-up weapon for fighting at a distance, but has the disadvantage
  of extremely variable damage depending on the vagaries of multiple
  shots, and the fact that the supply of arrows is unenchanted.

    CLASS  EX  FB  GS  MB  MJ  SB  EARLY GAME      LATE GAME
    ~~~~~  ~~  ~~  ~~  ~~  ~~  ~~  ~~~~~~~~~~~~~~  ~~~~~~~~~
     Arc   -   -   E   b   -   -   GS              GS
     Bar   s   s   b   b   E   s   MJ              FB
     Cav   -   -   -   b   s   -   MJ/(FB)/(EX)    (FB)/(GS)/MJ
     Hea   -   -   b   s   -   -   SoA/MB/(MJ)/GS  SoA/(FB)/GS
     Kni   E   E   s   b   b   s   FB/MJ/EX        FB
     Mon   -   -   -   -   -   -   None            None
     Pri   -   -   -   -   E   -   MJ/(FB)/(EX)    (FB)/MJ/(GS)
     Ran   -   -   -   E   b   -   MB/LoD          MJ
     Rog   s   s   s   E   b   s   MJ/SB/MB        FB/GS
     Sam   E   E   b   b   -   s   ToM/FB/EX       FB
     Tou   b   b   s   E   b   b   MJ/MB           GS/FB
     Val   E   E   b   E   E   s   MJ/EX           FB/MJ
     Wiz   -   -   -   E   -   -   MB              (FB)/(GS)

It's interesting that Magicbane does so well early in the game; this is
a side effect of the weapon skills.  Even for those classes which don't
have it listed, it's a good artifact to wish for because it serves other
useful purposes (magic resistance, engraving, and curse resistance).
It's a useful weapon to keep as your main weapon after you have killed
the Wizard; you can switch to Frost Brand when a lot of nasties appear,
because Magicbane takes a long time to kill them, and powerful creatures
will resist Magicbane's special attacks.


Acknowledgements
~~~~~~~~~~~~~~~~
Thanks again to David Grabiner.
Corrections and clarifications provided by Joe Bednorz, Steven Bush,
Andreas Dorn, Kate Nepveu, Mike Ruskai, Darshan Shaligram, and
Boudewijn Waijers.
}}}
/%
Description: [[art2-343.txt|http://www.spod-central.org/~psmith/nh/art2-343.txt]]
Last-edited: 2006-05-04 for NetHack 3.4.3
Compiled: for 3.2.2 by Kevin Hugo.
Updated: for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.
%/
{{{
While NetHack is a single-player game, a certain amount of interaction
between games (and, on a multi-user system, between players) is provided
by bones files; levels on which a previous character has died being loaded
into a new game for a new character to encounter, complete with the ghost
of the former adventurer and their belongings (or indeed ghosts, since
bones levels can be themselves left as bones should you die there).

On any given system, only one bones file can be waiting at any time for
each distinct level. For this purpose, special levels are considered
distinct from normal ones; for example, an Oracle level at DL 6 can leave
bones despite the prior presence of a stored bones file for a regular
Dungeons level at that depth, and can be loaded in at a different depth if
that's where the Oracle happens to be located in the new game.


Leaving bones files
~~~~~~~~~~~~~~~~~~~
Some levels are ineligible to be saved as bones under any circumstances,
and should you die on these levels you will never leave a bones file:

Dungeons of Doom levels 1-3*              Medusa's Island
The Castle                                Gnomish Mines level 1 (maybe)**
Mines' End                                Sokoban (all levels)
Quest home and goal levels                Fort Ludios
Wizard's Tower top and bottom levels      Fake Wizard's Tower with portal
Vibrating Square level                    Moloch's Sanctum
Vlad's Tower top and bottom levels        Endgame (all levels)
Any level with a dungeon branch

* This is a consequence of the formula given below
** If at DL3, as a consequence of the formula given below

This means that the following levels are eligible to leave bones and have
bones files loaded for them (provided they don't contain the entrance to
another dungeon branch):

Dungeons of Doom (normal) DL 4+           Oracle
Big Room                                  Rogue Level
Gnomish Mines (normal) DL 4+*             Minetown
Quest locate and filler levels            Gehennom (normal)
Valley of the Dead                        Asmodeus' Lair
Juiblex' Swamp                            Baalzebub's Lair
Orcus-town                                Wizard's Tower middle level
Fake Wizard's Tower without portal        Vlad's Tower middle level

* Stored bones for Mines level 1 may be loaded at DL3, but not left
  at that depth.

If you die on a level that is eligible to leave bones and for which there
is not currently a bones file on the system, the chance of one being
created is dependent on the depth of that level: 1-(1/(1+(DL/4))) (note that
this, combined with NetHack's use of integer arithmetic, means that no level
above DL 4 will ever leave bones). The only other factor is that you will
not leave bones if you were swallowed or engulfed when you died; "Nothing
else. Not how you died, not what level you were, not what's in your
inventory, not whether it was loaded as bones, not any intrinsics or god
status or nearby monster." (from a Usenet article).

When bones are saved, you and your possessions are saved along with them,
along with the level layout, objects, and monsters. There are, however,
certain modifications made:

You leave a corpse, under most circumstances. If you were polymorphed and
unchanging, it will be that of your monster form (if that can leave
corpses); otherwise, it will be that of your race. No corpse will be left
if you are disintegrated, burned to death, die while unchanging and
polymorphed into a monster that does not leave corpses, or arise from the
dead as a different monster as detailed below. If you are stoned, you will
instead leave a statue containing your possessions.

If you leave a corpse, a grave is created (with the tombstone bearing your
character's name and manner of death) if the location is one where a grave
can occur (a non-trapped "floor of a room" square of open space).

You become a ghost, under most circumstances. If you died by sliming, you
instead arise from the dead as a green slime. If you were killed by any W,
you arise from the dead as a wraith; by any M, as a mummy of your race; by
any V and you are human, as a vampire; by a ghoul, as a ghoul. In each
case, the monster you arise as will be carrying your possessions. If you
are stoned, no ghost is created.

Items that were in your character's main inventory each have an 80% chance
of becoming cursed, if they weren't already. Items that were inside
containers are unaffected, whether the container is cursed or not.

Some monsters will never be saved in bones: the Wizard of Yendor, your
Quest Nemesis and Leader, Vlad the Impaler, and Medusa.


Loading bones files
~~~~~~~~~~~~~~~~~~~
When you first arrive at a level for which bones are eligible to be loaded
and for which a stored bones file exists on the system, there is a flat 1/3
chance that that file will be loaded.

The monsters on the level will have their peaceful status adjusted to suit
the character arriving there (for example, just because the dwarves and
gnomes on a Mines level were peaceful towards the dwarvish character that
died there, doesn't mean they'll be peaceful towards your orc who's found
those bones). In particular, this means that the previous character's pets
will often be found hostile. Monsters in the bones file that are extinct
or genocided in the new game will be removed.

Artifacts in the bones file that exist or have existed in the new game will
be converted to an ordinary non-artifact object of their type, as will the
Quest Artifact for the new character's role. The four Unique Items will
become normal items: the Amulet of Yendor a cursed cheap plastic imitation,
the Bell of Opening a cursed bell, the Book of the Dead a cursed blank
spellbook, and the Candelabrum of Invocation a number of cursed partly-used
wax candles corresponding to the number of candles (of any type) as had
been in the Candelabrum (at least one). Tins of unique monsters will become
empty.


Bones compatibility
~~~~~~~~~~~~~~~~~~~
Generally, bones files created by different versions of NetHack, or builds
on different platforms or with different compile options, will not be
compatible with each other. Bones created by a sufficiently similar build
of the same version on a sufficiently similar platform may be compatible
enough to be loaded; you can move them into place manually, or use a bones
exchange service such as Hearse (http://hearse.krollmark.com/).


Acknowledgements
~~~~~~~~~~~~~~~~
Corrections and clarifications provided by Kristoffer Björkman, John Cater,
Dayv, Jukka Lahtinen, and Spike.
}}}
/%
Description: [[bone-343.txt|http://www.spod-central.org/~psmith/nh/bone-343.txt]]
Last-edited: 2005-06-22 for NetHack 3.4.3
Compiled: by Dylan O'Donnell <psmith@spod-central.org>
%/
/***
|''Name:''|configAdvancedOptionsHardcodePlugin|
|''Description:''|Creates an [[AdvancedOptionsHardcode]] ShadowTiddler to permanently set options normally saved by cookies. Creates shadow tiddlers for important tags. |
|''Version:''|1.0|
|''Date:''|May 07, 2009|
|''Source:''|http://storywiki.tiddlyspot.com |
|''Author:''|[[Pugugly001|mailto:pugugly001@gmail.com]] |
|''License:''|Publicly Documented Tweak|
|''~CoreVersion:''|2.2.0|
|''Notes:''|This Tiddler needs to be at or near the end of the loadout since it can only document environmental variables that exist when it loads. Any Variables created or modified after this tiddler is executed will not be reflected in the variable listing. It is worth noting that this plug-in happily grabs every variable under config.options[x], including sliders, tabs, and other trivia. |
***/
//{{{
//----------------------------------------------------------------------------------------------------
// This Plug-in name
var ThisPlugin='configAdvancedOptionsHardcodePlugin';
//----------------------------------------------------------------------------------------------------
// Target Shadowtiddler name 
var TargetShadowTiddler='AdvancedOptionsHardcode';
//----------------------------------------------------------------------------------------------------
// AdvancedOptionsHardcode Headers
var header='';
header+= '/***';
header+= '\n|!\'\'Name:\'\'|Generated by ['+'['+ThisPlugin+']]|';
header+= '\n|!\'\'Description:\'\'|This Generated "~ShadowPlugin" can be used as a template for saving any and all configuration options nominally saved by cookies: simply edit as required and add the relevant tags to this shadowtiddler. |';
header+= '\n|!\'\'Version:\'\'|1.0 |';
header+= '\n|!\'\'Date:\'\'|May 07, 2009 |';
header+= '\n|!\'\'Author:\'\'|Dynamically Generated |';
header+= '\n|!\'\'License:\'\'|Dynamically Generated |';
header+= '\n|!\'\'~CoreVersion:\'\'|2.2.0|';
header+= '\n***/';
config.shadowTiddlers[TargetShadowTiddler] = header;
//----------------------------------------------------------------------------------------------------
// Generated Javascript
var body='';
body += '\n//{{{';
var x;
for (x in config.options)
     {
     tab = 50;
     var line = '\n';
     var quotes;
     if (typeof(config.options[x])=="string")
          {quotes='"'}
     else
          {quotes=''}
     line += '//config.options.'+x;
     while (line.length<tab){ line += " ";}
     line += ' = '+quotes+config.options[x]+quotes+';';
     if (config.optionsDesc[x] != undefined) {
          tab+=20
          while (line.length<tab){ line += " ";}
          line += ' // Description: '+config.optionsDesc[x]
          }
     body+=line
     }
body+= '\n//}}}';
config.shadowTiddlers[TargetShadowTiddler]+= body
//----------------------------------------------------------------------------------------------------
// Adding hidden but important tags to the shadow-tiddlers, plus my unofficial repositories.
// Since I prefer to have almost all of these on the 'excludeLists' search,
// I have set them to include their own listings automatically rather than relying on tagglytagging.
//----------------------------------------------------------------------------------------------------
config.shadowTiddlers.configTiddlers='These Tiddlers are used internally by the the TiddlyWiki Configuration process';

//----------------------------------------------------------------------------------------------------
//If Tagglytagging is *not* installed, use this.
//config.shadowTiddlers.excludeLists='Items tagged with ['+'[excludeLists]] are automatically excluded from most Lists\n<<list filter [tag[excludeLists]]>>';
//----------------------------------------------------------------------------------------------------
config.shadowTiddlers.excludeLists='Items tagged with ['+'[excludeLists]] are automatically excluded from most Lists\n(Filtered List redundant due to Taggly Tagging Plugin)';
config.shadowTiddlers.configTiddlers+='\n<<slider chkexcludeLists excludeLists "excludeLists »" "excludeLists">>';

//----------------------------------------------------------------------------------------------------
config.shadowTiddlers.excludeSearch='Items tagged with ['+'[excludeSearch]] are automatically excluded from Searches\n<<list filter [tag[excludeSearch]]>>';
config.shadowTiddlers.configTiddlers+='\n<<slider chkexcludeSearch excludeSearch "excludeSearch »" "excludeSearch">>';

//----------------------------------------------------------------------------------------------------
config.shadowTiddlers.excludeMissing='Items tagged with ['+'[excludeMissing]] are automatically excluded from "Missing Tiddler" Processing\n<<list filter [tag[excludeMissing]]>>';
config.shadowTiddlers.configTiddlers+='\n<<slider chkexcludeMissing excludeMissing "excludeMissing »" "excludeMissing">>';

//----------------------------------------------------------------------------------------------------
config.shadowTiddlers.systemConfig='Javascript Plugins tagged with ['+'[systemConfig]] are automatically run during Start-up\n<<list filter [tag[systemConfig]]>>';
config.shadowTiddlers.configTiddlers+='\n<<slider chksystemConfig systemConfig "systemConfig »" "systemConfig">>';

//----------------------------------------------------------------------------------------------------
config.shadowTiddlers.systemConfigDisable='Javascript Plugins tagged with ['+'[systemConfigDisable]] are automatically shut-down during Startup\n<<list filter [tag[systemConfigDisable]]';
config.shadowTiddlers.configTiddlers+='\n<<slider chksystemConfigDisable systemConfigDisable "systemConfigDisable »" "systemConfigDisable">>';

//----------------------------------------------------------------------------------------------------
config.shadowTiddlers.systemConfigForce='Javascript Plug-ins tagged with ['+'[systemConfigForce]] are forced to run, despite version information, during Start-up\n<<list filter [tag[systemConfigForce]]>>';
config.shadowTiddlers.configTiddlers+='\n<<slider chksystemConfigForce systemConfigForce "systemConfigForce »" "systemConfigForce">>';

//----------------------------------------------------------------------------------------------------
config.shadowTiddlers.systemServer='Servers tagged with ['+'[systemServer]] are automatically made available during the import tiddler process\n<<list filter [tag[systemServer]]>>';
config.shadowTiddlers.configTiddlers+='\n<<slider chksystemServer systemServer "systemServer »" "systemServer">>';

//----------------------------------------------------------------------------------------------------
config.shadowTiddlers.systemTheme='The ['+'[systemTheme]] tag is a repository for Style sheet and layout designs\n<<list filter [tag[systemTheme]]>>';
config.shadowTiddlers.configTiddlers+='\n<<slider chksystemThemre systemTheme "systemTheme »" "systemTheme">>';

//----------------------------------------------------------------------------------------------------
config.shadowTiddlers.systemConfigRegistry='The ['+'[systemConfigRegistry]] tag is an unofficial repository for plug-ins that are installed, but may or may not currently be active\n<<list filter [tag[systemConfigRegistry]]>>';
config.shadowTiddlers.configTiddlers+='\n<<slider chksystemConfigRegistry systemConfigRegistry "systemConfigRegistry »" "systemConfigRegistry">>';

//----------------------------------------------------------------------------------------------------
config.shadowTiddlers.TiddlyWikiAdmin='The ['+'[TiddlyWikiAdmin]] tag is an unofficial repository for Administrative help information\n<<list filter [tag[TiddlyWikiAdmin]]>>';
config.shadowTiddlers.configTiddlers+='\n<<slider chkTiddlyWikiAdmin TiddlyWikiAdmin "TiddlyWikiAdmin »" "TiddlyWikiAdmin">>';

//----------------------------------------------------------------------------------------------------
config.shadowTiddlers.TiddlyWikiHelp='The ['+'[TiddlyWikiHelp]] Tag is an unofficial repository for General help information\n<<list filter [tag[TiddlyWikiHelp]]>>';
config.shadowTiddlers.configTiddlers+='\n<<slider chkTiddlyWikiHelp TiddlyWikiHelp "TiddlyWikiHelp »" "TiddlyWikiHelp">>';

//}}}
{{{
When you pray a lot of nice things can happen. If you are in good
standing with your god ("piously aligned"; at least +20) and
sufficiently lucky ("extremely lucky"; at least +10), one of these
things is that you may be "crowned" by your god.

If this happens, you are not only granted a title (visible with
enlightenment or at the end of the game), but some other effects (most
of them beneficial) happen as well. The title you will gain is the
following:

Lawful:  Hand of Elbereth
Neutral: Envoy of Balance
Chaotic: Glory of Arioch

Then, you gain some useful intrinsics (if you didn't have them already,
of course):

* cold resistance
* fire resistance
* poison resistance
* sleep resistance
* shock resistance
* see invisible

Next, you may gain an item, depending on your class and alignment:

* Wizards will receive a (blessed) spellbook of finger of death unless they
  are already carrying one, or are wielding Vorpal Blade or Stormbringer.
* Monks will receive a (blessed) spellbook of restore ability unless they
  are already carrying one, or are wielding an artifact.

If these classes do not receive a spellbook, or for any other class:

* Lawful:  If you are wielding (as primary, if two-weaponing) a
           non-artifact long sword, it is changed into Excalibur if
           that does not yet exist in your game.
* Neutral: If Vorpal Blade does not yet exist in your game, it is
           created at your feet.
* Chaotic: If Stormbringer does not yet exist in your game, it is
           created at your feet.

If you received a weapon gift, it is blessed, unrusted and made
rustproof, and set to at least +1. If you received no gift (or you
received a spellbook gift of a spell that you already knew), your
currently-wielded (primary) weapon (or weapon-tool) receives the same
enhancements, and your skill in it is unrestricted. In all cases, your
skill in the appropriate alignment gift weapon is unrestricted whether
you got it or not: long sword for lawfuls and neutrals, broad sword
for chaotics.

There is, of course, a disadvantage to balance all this generosity:
after crowning, your average prayer time-out (the time you have to
wait between prayers) is greatly increased. So, if you already have a
decent weapon and the above intrinsics, being named is a BAD thing. If
you pray often enough, it WILL happen eventually, though.

Acknowledgements
~~~~~~~~~~~~~~~~
Corrections and clarifications provided by Annie Kang.
}}}
/%
Description: [[ crwn-343.txt |http://www.spod-central.org/~psmith/nh/crwn-343.txt]]
Last-edited: 2004-03-10 for NetHack 3.4.3
Compiled: for 3.1.3 by Boudewijn Waijers.
Updated: for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>
%/
{{{
# Sample config file for win32 NetHack
# A '#' at the beginning of a line means the rest of the line is a comment.
#
# Some options MUST be set in this file, other options can be toggled while
# playing.  For a list of options available see the <opthelp.> file.
#
# To change the configuration, comment out the unwanted lines, and
# uncomment the configuration you want.

# *** OPTIONS ***
#
# Use the IBM character set rather than just plain ascii characters
# for tty window-port.
OPTIONS=IBMGraphics

# Keyboard handling
# Different keyboard handlers can be loaded.
# Default is nhdefkey.dll but you can override that.
# Ray Chason's keyboard handler
# OPTIONS=altkeyhandler:nhraykey.dll
#
# NetHack 3.4.0 keyboard handling
# OPTIONS=altkeyhandler:nh340key.dll

# *** Personal Preferences ***
# Some options to set personal preferences.  Uncomment and change these to
# suit your personal preference.  If several people are to use the same
# configuration, options like these should not be set.
#
#OPTIONS=name:Janet,role:Valkyrie,race:Human,gender:female,align:lawful
#OPTIONS=dogname:Fido,catname:Morris,fruit:guava
#OPTIONS=horsename:Silver
#OPTIONS=autopickup,pickup_types:$"=/!?+
#OPTIONS=packorder:")[%?+/=!(*0_`
#OPTIONS=scores:10 top/2 around/own
#OPTIONS=nolegacy,noverbose
#OPTIONS=menustyle:traditional

#
# General options.  You might also set "silent" so as not to attract
# the boss's attention.
#
# number_pad option can have an optional value of 0 (off), 1 (on), 
# or 2(on,legacy-mode) which causes 5='g', alt-5='G', alt-0='I'
OPTIONS=time,noshowexp,number_pad:2,lit_corridor
#
# If you want to get rid of "use #quit to quit..." use:
OPTIONS=suppress_alert:3.3.1
#
# Note: the rest_on_space in the next line may not be
#       appropriate for a beginning NetHack player, since
#       it could result in use of a turn unintentionally.
#       If you're new to NetHack, leave it commented it out.
#OPTIONS=rest_on_space
#
# Set some options to control graphical window-port (these will
# be safely and silently ignored by the tty port)
#
# Map window settings
# possible map_mode options include: tiles|ascii4x6|ascii6x8|ascii8x8|ascii16x8|
#                                    ascii7x12|ascii8x12|ascii16x12|ascii12x16|
#                                    ascii10x18|fit_to_screen
OPTIONS=map_mode:tiles,scroll_margin:5

# Message window settings
OPTIONS=font_message:Arial,font_size_message:9,align_message:top

# Menu settings
OPTIONS=font_menu:Arial,font_size_menu:9

# Text settings
OPTIONS=font_text:Courier New,font_size_text:9

# Status window settings
OPTIONS=font_status:Courier New,font_size_status:9

# Other
OPTIONS=hilite_pet,!toptenwin
#OPTIONS=!splash_screen,player_selection:prompts

# Status/message window colors
# Possible color options include:
# six digit hexadecimal RGB color value ("#8F8F8F"), black, red, green, brown,
# blue, magenta, cyan, gray (or grey), orange, brightgreen, yellow, brightblue,
# brightmagenta, brightcyan, white, trueblack, purple, silver, maroon, fuchsia,
# lime, olive, navy, teal, aqua, activeborder, activecaption, appworkspace,
# background, btnface, btnshadow, btntext, captiontext, graytext, highlight,
# highlighttext, inactiveborder, inactivecaption, menu, menutext, scrollbar,
# window, windowframe, windowtext.
#OPTIONS=windowcolors:status windowtext/window message windowtext/window

# *** LOCATIONS ***
# IMPORTANT: If you change any of these locations, the directories they
# point at must exist.  NetHack will not create them for you.
#
# HACKDIR is the default location for everything.
# Note: On Windows HACKDIR defaults to the location 
#       of the NetHack.exe or NetHackw.exe file so
#       setting HACKDIR below to override that is 
#       not usually necessary or recommended.
#HACKDIR=c:\games\nethack
#
# The location that level files in progress are stored (default=HACKDIR, writeable)
#LEVELDIR=c:\nethack\levels
#
# The location where saved games are kept (default=HACKDIR, writeable)
#SAVEDIR=c:\nethack\save
#
# The location that bones files are kept (default=HACKDIR, writeable)
#BONESDIR=c:\nethack\save
#
# The location that file synchronization locks are stored (default=HACKDIR, writeable)
#LOCKDIR=c:\nethack\levels
#
# The location that a record of game aborts and self-diagnosed game problems
# is kept (default=HACKDIR, writeable)
#TROUBLEDIR=c:\nethack\trouble

# Finnish keyboards might need these modifications uncommented. 
# For  \, @, $, [, |
#OPTIONS=subkeyvalue:171/92
#OPTIONS=subkeyvalue:178/64
#OPTIONS=subkeyvalue:180/36
#OPTIONS=subkeyvalue:184/91
#OPTIONS=subkeyvalue:188/124

#
# *** CHARACTER GRAPHICS ***
#
# See the on-line help or the Guidebook for which symbols are in which
# positions.
#
# If you merely set the IBMgraphics option as above, NetHack will use IBM
# extended ASCII for dungeon characters.  If you don't like the selections,
# you can make up your own via these graphics options, but you should still
# set IBMgraphics if you are using IBM graphics characters to get the correct
# processing.
#
# ================================================
# An example using the IBM graphics character set:
#DUNGEON=  032 179 196 218 191 192 217 197 193 194 \
#	   180 195 249 239 239 254 254 240 241 249 \
#	   177 177 060 062 060 062 220 124 190 035 \
#	   244 247 249 247 042 042 186 205 046 035 \
#	   247
#
#TRAPS=    094 094 094 094 094 094 094 094 094 094 \
#	   094 094 094 094 232 232 232 157 094 094 \
#	   094 094
#
#EFFECTS=  179 196 092 047 042 033 041 040	   \
#	   048 035 064 042			   \
#	   047 045 092 058 058 092 045 047	   \
#	   047 045 092 058 032 058 092 045 047
#
# ================================================
# Some alternatives:
#DUNGEON=  032 186 205 201 187 200 188 206 202 203 \
#	   185 204 249 239 239 254 254 240 241 249 \
#	   177 177 060 062 060 062 095 124 092 035 \
#	   244 247 249 247 042 042 179 196 046 035 \
#	   247
#
#TRAPS=    094 094 094 094 094 094 094 094 094 094 \
#	   094 094 094 094 094 034 094 094 094 094 \
#	   094 094

# ================================================
# Here is a recommendation sent in by Michael Feir
# for use by blind NetHack players.
#
#DUNGEON=  032 124 045 124 124 124 124 045 045 045 \
#          124 124 046 045 124 043 043 046 035 035 \
#          060 062 060 062 095 092 035 126 126 126 \
#          126 042 042 035 035 032 035 126
#
#TRAPS=    094 094 094 094 094 094 094 094 094 094 \
#          094 094 094 094 094 094 094 094 094 094 \
#          094 094
#
#EFFECTS=  124 095 092 047 042 033 041 040         \
#          048 035 064 042                         \
#          047 045 092 058 058 092 045 047         \
#          047 045 092 058 032 058 092 045 047
}}}
{{{
# Sample config file for win32 NetHack
# A '#' at the beginning of a line means the rest of the line is a comment.
#
# Some options MUST be set in this file, other options can be toggled while
# playing.  For a list of options available see the <opthelp.> file.
#
# To change the configuration, comment out the unwanted lines, and
# uncomment the configuration you want.

# *** OPTIONS ***
#
# Use the IBM character set rather than just plain ascii characters
# for tty window-port.
OPTIONS=IBMGraphics

# Keyboard handling
# Different keyboard handlers can be loaded.
# Default is nhdefkey.dll but you can override that.
# Ray Chason's keyboard handler
# OPTIONS=altkeyhandler:nhraykey.dll
#
# NetHack 3.4.0 keyboard handling
# OPTIONS=altkeyhandler:nh340key.dll

# *** Personal Preferences ***
# Some options to set personal preferences.  Uncomment and change these to
# suit your personal preference.  If several people are to use the same
# configuration, options like these should not be set.
#

## Startup
## On Unix-like systems name:player forces nethack to allow you to name the character rather than defaulting to the login username.
## On Windows this creates a character named player.
## nethack -u name-ppp-rrr-aaa-ggg (Name-Profession(aka Role)-Race-Alignment-Gender) overrides these settings.
## nethack -p ppp (@ for Random) overrides Role
## nethack -r rrr (@ for Random) overrides  Race
#OPTIONS=name:player
#OPTIONS=role:random
#OPTIONS=race:random
#OPTIONS=align:random
#OPTIONS=gender:random
#OPTIONS=nolegacy

OPTIONS=horsename:Silver
OPTIONS=dogname:Fido
OPTIONS=catname:Morris
OPTIONS=fruit:vitamins
## Leave Fluffy at home or the ASPCA will getcha. I would think there's a conduct for this, but there's not.
OPTIONS=pettype:none

#Character Actions
OPTIONS=autodig
# use this version if autopickup is *not* compiled. a loadstone in particular is *not* worth the risk.
#OPTIONS=autopickup,pickup_types:$"=/!?+
#otherwise  --
OPTIONS=autopickup,pickup_types:$"=/!?+(%*
OPTIONS=autoquiver
# So much not worth the Stress
OPTIONS=pickup_burden:Burdened
OPTIONS=pushweapon
# Note: the rest_on_space in the next line may not be
#       appropriate for a beginning NetHack player, since
#       it could result in use of a turn unintentionally.
#       If you're new to NetHack, leave it commented it out.
OPTIONS=rest_on_space

# Interface
OPTIONS=lit_corridor
OPTIONS=packorder:")[%?+/=!(*0_`
OPTIONS=perm_invent
#OPTIONS=noverbose
OPTIONS=showexp
#OPTIONS=showrace
OPTIONS=showscore
OPTIONS=sortpack
OPTIONS=time
# If you want to get rid of "use #quit to quit..." use:
OPTIONS=suppress_alert:3.3.1
#   Use the number keys to move instead of [yuhjklbn] (default 0 or off). (number_pad:2 invokes the old DOS behavior where '5' means 'g', meta-'5' means 'G', and meta-'0' means 'I'.)
OPTIONS=number_pad:2

#Game Over
OPTIONS=disclose:+i +a +v +g +c
#OPTIONS=disclose:-i -a -v -g -c
#OPTIONS=scores:10 top/2 around/own


#From http://www.mindspring.com/~jove/Spoilers/autopickup.txt
#  Try using autopickup_exceptions in your Nethack options file. (default.nh on MS Windows.)  Autopickup will pickup things up for you automatically.  All you have to do is step on the square.  It saves a turn as well. 
#
#  - the '@' command toggles autopickup on/off within the game.
#  - 'O  j  ' will bring you to the in-game menu for changing autopickup types.
#  - 'O  n  ' will bring you to the in-game menu for changing autopickup exceptions
# To turn on autopickup, and specify autopickup for gold, amulets, rings, wands, potions, scrolls, spellbooks, tools, food and gems.
# OPTIONS=autopickup,pickup_types:$"=/!?+(%*


#  The autopickup for tools, food and gems would cause a lot of problems if left as is.  That's where autopickup_exceptions comes in:

# Exclude heavy tools 
AUTOPICKUP_EXCEPTION=">*box*"
AUTOPICKUP_EXCEPTION=">*bugle*"
AUTOPICKUP_EXCEPTION=">*chest*"
AUTOPICKUP_EXCEPTION=">*pick*"


# Exclude corpses
AUTOPICKUP_EXCEPTION=">*corpse*"


# Exclude possible loadstones, plain rocks, and known (or named)
# worthless glass.
AUTOPICKUP_EXCEPTION=">*gray*stone*"
AUTOPICKUP_EXCEPTION=">*loadstone*"
AUTOPICKUP_EXCEPTION=">*rock*"
AUTOPICKUP_EXCEPTION=">*worthless*"

# Exclude the Bell of Opening (identified or named).
#AUTOPICKUP_EXCEPTION=">*Opening*"


#  Now, to pick up arrows.
#  - autopickup has to be on.  That's all.  The specific object
#  types picked up don't affect the exceptions.  In fact, you can just 
#  have exceptions listed, with no object types picked up automatically 
#  at all.
AUTOPICKUP_EXCEPTION="<*arrow*"

#  Aside from the sheer convenience, you can also use
#  autopickup_exceptions to search through stacks of items for you. 
#  Boomerangs are fun weapons to play with.  If you add them to your
#  autopickup_exceptions the game will keep an eye out for them, and save
#  you a lot of trouble.

AUTOPICKUP_EXCEPTION="<*boomerang*"
AUTOPICKUP_EXCEPTION="<*silver dagger*"

#OPTIONS=menustyle:traditional



#
# Set some options to control graphical window-port (these will
# be safely and silently ignored by the tty port)
#
# Map window settings
# possible map_mode options include: tiles|ascii4x6|ascii6x8|ascii8x8|ascii16x8|
#                                    ascii7x12|ascii8x12|ascii16x12|ascii12x16|
#                                    ascii10x18|fit_to_screen
OPTIONS=map_mode:tiles,scroll_margin:5

# Message window settings
OPTIONS=font_message:Arial,font_size_message:9,align_message:top

# Menu settings
OPTIONS=font_menu:Arial,font_size_menu:9

# Text settings
OPTIONS=font_text:Courier New,font_size_text:9

# Status window settings
OPTIONS=font_status:Courier New,font_size_status:9

# Other
OPTIONS=hilite_pet,!toptenwin
#OPTIONS=!splash_screen,player_selection:prompts

# Status/message window colors
# Possible color options include:
# six digit hexadecimal RGB color value ("#8F8F8F"), black, red, green, brown,
# blue, magenta, cyan, gray (or grey), orange, brightgreen, yellow, brightblue,
# brightmagenta, brightcyan, white, trueblack, purple, silver, maroon, fuchsia,
# lime, olive, navy, teal, aqua, activeborder, activecaption, appworkspace,
# background, btnface, btnshadow, btntext, captiontext, graytext, highlight,
# highlighttext, inactiveborder, inactivecaption, menu, menutext, scrollbar,
# window, windowframe, windowtext.
#OPTIONS=windowcolors:status windowtext/window message windowtext/window

# *** LOCATIONS ***
# IMPORTANT: If you change any of these locations, the directories they
# point at must exist.  NetHack will not create them for you.
#
# HACKDIR is the default location for everything.
# Note: On Windows HACKDIR defaults to the location 
#       of the NetHack.exe or NetHackw.exe file so
#       setting HACKDIR below to override that is 
#       not usually necessary or recommended.
# HACKDIR=c:\games\nethack
#
# The location that level files in progress are stored (default=HACKDIR, writeable)
LEVELDIR=c:\nethack\levels
#
# The location where saved games are kept (default=HACKDIR, writeable)
SAVEDIR=c:\nethack\saves
#
# The location that bones files are kept (default=HACKDIR, writeable)
BONESDIR=c:\nethack\bones
#
# The location that file synchronization locks are stored (default=HACKDIR, writeable)
LOCKDIR=c:\nethack\locks
#
# The location that a record of game aborts and self-diagnosed game problems
# is kept (default=HACKDIR, writeable)
TROUBLEDIR=c:\nethack\trouble
}}}
{{{
There are nine basic colours of dragon in NetHack 3.4. These breathe
eight different types of dragonbreath; a resistance can be acquired
(either intrinsic or extrinsic) to each of these types, and these are
therefore sometimes referred to as the "dragon resistances". This
spoiler discusses how to acquire these resistances and the protection
they give. Note that, as a general rule, any intrinsics acquired solely
by experience level can be lost by being drained below that level.


acid resistance
  acquired by
    Wearing:
      yellow dragon scales or scale mail, or an alchemy smock.
    Being polymorphed into:
      spotted or ochre jelly, glass piercer, (baby) yellow dragon, green
      mold, black naga (hatchling), gold or glass golem, or any of bmyP.
  protects against
    Acid attacks of ochre jellies, *yellow dragons, black nagas, Juiblex,
    and the *Chromatic Dragon.
   *Passive acid attacks of acid blobs, spotted and ochre jellies, and green
    molds.
    Damage from eating acidic corpses (acid blob, gelatinous cube,
    spotted or ochre jelly, (baby) yellow dragon, green mold, black naga
    (hatchling), and all P).
    Damage from thrown or quaffed potions of acid.
   * = may still corrode armour.

cold resistance
  acquired by
    Wearing:
      white dragon scales or scale mail, or a ring of cold resistance.
    Eating:
      gelatinous cube, winter wolf (cub), blue jelly, white dragon, brown
      mold, frost giant, gray ooze, brown or black pudding, ice troll, yeti,
      flesh golem, or the Chromatic Dragon; ring of cold resistance.
        "You feel full of hot air."
    Polymorphing into:
      gelatinous cube, winter wolf (cub), freezing sphere, blue jelly, ice
      vortex, Aleax, (baby) white dragon, silver dragon, earth elemental,
      brown mold, frost giant, ice troll, xorn, yeti, flesh or iron golem,
      ice devil, or any of yLMPWZ.
    Reaching:
      XL 1 as Valkyrie; XL 13 as Monk.
        "You feel warm!"
        "You feel cooler!" (level drain loss)
    Wielding:
      Frost Brand.
    Granted when crowned.
    May be lost by night-time gremlin attack.
      "You feel cooler."
  protects against
   *Cold attacks of winter wolf (cub)s, freezing spheres, ice vortices,
    silver and white dragons, all liches, ice trolls, ice devils, Asmodeus,
    and the Chromatic Dragon.
    Passive cold attacks of blue jellies and brown molds.
   *Damage from Frost Brand's cold attack.
   *Damage from zapped or broken wands of cold and the cone of cold spell.
    Reduces slipping on ice.
   * = may still freeze potions.

disintegration resistance
  acquired by
    Wearing:
      black dragon scales or scale mail.
    Eating:
      black dragon or the Chromatic Dragon.
        "You feel very firm."
        "You feel totally together, man." (hallucinating)
    Polymorphing into:
      energy vortex, black or yellow light, (baby) black dragon.
  protects against
    Disintegration attacks of black dragons and the Chromatic Dragon.
   *Wide-angle disintegration beams of angry gods.
   * = May still disintegrate armour.

fire resistance
  acquired by
    Wearing:
      red dragon scales or scale mail, or a ring of fire resistance.
    Eating:
      fire ant, gelatinous cube, pyrolisk, hell hound (pup), red dragon,
      red mold, fire giant, red naga (hatchling), gray ooze, flesh golem,
      the Wizard of Yendor, salamander, the Chromatic Dragon, Ixoth, or
      Lord Surtur; ring of fire resistance.
        "You feel a momentary chill."
        "You be chillin'." (hallucinating)
    Polymorphing into:  
      fire ant, gelatinous cube, pyrolisk, hell hound (pup), flaming
      sphere, steam or fire vortex, black or yellow light, (baby) red
      dragon, fire elemental, red mold, fire giant, master lich, arch-lich,
      red naga (hatchling), gray ooze, xorn, flesh or iron golem, horned
      devil, succubus, incubus, barbed devil, marilith, vrock, hezrou,
      bone devil, ice devil, nalfeshnee, pit fiend, balrog, or salamander.
    Reaching:
      XL 11 as Monk; XL 20 as Priest.
        "You feel cool!"
        "You feel warmer!" (level drain loss)
    Wielding:
      Fire Brand.
    Carrying:
      The Mitre of Holiness.
    Granted when crowned.
    May be lost by night-time gremlin attack.
      "You feel warmer."
  protects against
   *Fire attacks of fire ants, pyrolisks, hell hound (pup)s, flaming
    spheres, steam and fire vortices, red dragons, fire elementals, red
    nagas, salamanders, the Chromatic Dragon, and Ixoth.
    Passive fire attacks of fire elementals and red molds, 
   *Damage from Fire Brand's fire attack.
   *Damage from scrolls and zapped or broken wands of fire, and fireball
    spell.
    Damage from scalding hot water from a sink and lit potions of oil.
   *Damage from the pillar of fire spell cast by monster.
   *Reduces damage from fire traps and chest fire traps, and lava.
   * = may still boil potions and burn armour, scrolls and spellbooks.

magic resistance
  acquired by
    Wearing:
      gray dragon scales or scale mail, or a cloak of magic resistance.
    Polymorphing into:
      (baby) gray dragon.
    Wielding:
      Magicbane.
    Carrying:
      Orb of Detection, Sceptre of Might, Magic Mirror of Merlin, Eyes of
      the Overworld, Platinum Yendorian Express Card, or Eye of the
      Aethiopica.
  protects against
    Magic missile attacks of Angels, gray dragons, Yeenoghu, and the
    Chromatic Dragon.
    Passive magic missile attack of the Oracle.
    Prevents instadeath and reduces chance of damage from death attack
    of Death.
    Zapped wands of death.
    Damage from zapped or broken wands of striking, magic missiles, and
    broken wands of cancellation, create monster, digging, light
    make invisible, polymorph, sleep, slow monster, speed monster,
    teleportation, and undead turning; and spells of force bolt, magic
    missile, and finger of death.
    Scaring attacks of Magicbane; reduces chance of special effects.
    "Touch of death", destroy armour, drain strength, and confusion spells
    cast by monsters; paralysis and stunning spells' effect reduced to one
    turn; psi bolt's and open wounds' damage halved.
    Thrown potions of polymorph.
    Damage from exploding spellbooks.
    Polymorph, antimagic, teleport, and level teleport traps.
    Reduces damage from cross-aligned artifact blast.
    Reduces number of objects cursed from a "malignant aura"-type curse.

poison resistance
  acquired by
    Wearing:
      green dragon scales or scale mail, an alchemy smock, a ring of
      poison resistance, or an amulet versus poison.
    Eating:
      killer or queen bee, soldier ant, giant beetle, quivering blob, 
      gremlin, homunculus, quasit, tengu, blue jelly, white or gray or
      black unicorn, xan, green dragon, brown or yellow or red mold,
      shrieker, violet fungus, gray ooze, black or brown pudding, snake,
      water moccasin, pit viper, cobra, flesh golem, nurse, Medusa, the
      Wizard of Yendor, jellyfish, the Chromatic Dragon, Master Kaen, or
      any of csN; amulet versus poison; ring of poison resistance.
        "You feel healthy."
        "You feel especially healthy." (already poison resistant through XL)
    Polymorphing into:
      killer or queen bee, soldier ant, giant beetle, werejackal, werewolf,
      wererat, gremlin, manes, homunculus, lemure, quasit, tengu, blue
      jelly, rabid rat, white or gray or black unicorn, couatl, Aleax,
      vampire bat, (baby) green dragon, air or earth or fire or water
      elemental, brown or yellow or red mold, shrieker, violet fungus, 
      quantum mechanic, snake, water moccasin, pit viper, cobra, horned
      devil, succubus, incubus, barbed devil, marilith, vrock, hezrou,
      bone devil, ice devil, nalfeshnee, pit fiend, balrog, jellyfish, or
      any of bcksvxyLMNPVWZ'.
    Reaching:
      XL 1 as Barbarian, Healer or an orc; XL 3 as Monk; XL 20 as Tourist.
        "You feel healthy!" (Monk)
        "You feel hardy!" (Tourist)
    Granted when crowned.
    May be lost by night-time gremlin attack.
      "You feel a little sick!"
  protects against
    Poison attacks of killer and queen bees, soldier ants, quasits, rabid
    rats, centipedes, giant spiders, scorpions, couatls, vampire bats,
    green dragons, guardian nagas, snakes, water moccasins, pit vipers,
    cobras, iron golems, Medusa, erinyes, bone devils, Orcus, Geryon,
    Baalzebub, jellyfish, the Chromatic Dragon, and the Master Assassin. 
    Effects of eating poisonous corpses: killer or queen bee, soldier ant,
    giant beetle, werejackal, werewolf, wererat, gremlin, homunculus, rabid
    rat, giant spider, scorpion, xan, vampire bat, (baby) green dragon,
    yellow mold, guardian naga, green slime, quantum mechanic, snake, water
    moccasin, pit viper, cobra, Medusa, jellyfish, salamander, the Chromatic
    Dragon, Scorpius, and all k.
    Damage from stinking clouds.
    Prevents instakill and reduces damage from poisoned weapons and poison
    dart traps, poison-spike pits, and poison gas/needle chest traps.
    Reduces damage from "contaminated water" from a sink.
    Reduces effects of potions of sickness and contact-poisoned spellbooks.

shock resistance
  acquired by
    Wearing:
      blue dragon scales or scale mail, or a ring of shock resistance.
    Eating:
      gelatinous cube, blue dragon, storm giant, black or brown pudding,
      flesh golem, electric eel, or the Chromatic Dragon; ring of shock
      resistance.
        "Your health currently feels amplified!"
        "You feel grounded in reality." (hallucinating)
    Polymorphing into:
      gelatinous cube, shocking sphere, energy vortex, grid bug, black or
      yellow light, Aleax, (baby) blue dragon, storm giant, arch-lich, black
      or brown pudding, green slime, flesh or iron golem, or electric eel.
    Reaching:
      XL 15 as Monk.
        "You feel insulated!"
        "You feel conductive!" (level drain loss)
    Granted when crowned.
  protects against
   *Electricity attacks of shocking spheres, energy vortices, grid bugs,
    blue dragons, electric eels, and the Chromatic Dragon.
    Passive electricity attacks of energy vortices.
   *Damage from Mjollnir's electricity attack.
   *Damage from zapped or broken wands of lightning.
   *Damage from lightning bolt spell cast by monster.
    Lightning bolts from angry gods.
   *Electricity traps on chests.
    Reduces damage from electric-chair thrones.
   * = may still destroy wands and rings.

sleep resistance
  acquired by
    Wearing:
      orange dragon scales or scale mail.
    Eating:
      gelatinous cube, homunculus, orange dragon, flesh golem, elf,
      Woodland-elf, Green-elf, Grey-elf, elf-lord, Elvenking, or the
      Chromatic Dragon; ring of free action.
        "You feel wide awake."
    Polymorphing into:
      manes, homunculus, lemure, Aleax, vampire bat, (baby) orange dragon,
      Woodland-elf, Green-elf, Grey-elf, elf-lord, Elvenking, salamander,
      or any of bvyLMVWZ'
    Reaching:
      XL 1 as Monk; XL 4 as an elf.
        "You feel awake!"
        "You feel tired!" (level drain loss)
    Granted when crowned.
  protects against
    Sleep attacks of homunculi, orange dragons, Nazgul, and the Chromatic
    Dragon.
    Spells of sleep, and the sleep effect of zapped or broken wands of
    sleep.
    Amulets of restful sleep.
    Quaffed and thrown potions of sleeping.
    Sleeping gas traps.


Acknowledgements
~~~~~~~~~~~~~~~~
Corrections and clarifications provided by Michael Gusovsky, Nathan Moore,
Joseph S. Myers, Kate Nepveu, and Irina Rempt.
}}}
/%
Description: [[drgn-343.txt|http://www.spod-central.org/~psmith/nh/drgn-343.txt]]
Last-edited: 2005-06-03 for NetHack 3.4.3
Compiled: by Dylan O'Donnell <psmith@spod-central.org>.
%/
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{{{
FOOD                      COST  WGT  PROB   NUTR  NUTR/WGT  TIME
~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~~~ : ~~~~  ~~~~~~~~  ~~~~
Meat                    :                 :
  meatball              : $  5    1    0  :    5      5       1
  meat ring             :    5    1    0  :    5      5       1
  meat stick            :    5    1    0  :    5      5       1
  egg                   :    9    1   85  :   80     80       1
  tripe ration          :   15   10  140  :  200     20       2
  huge chunk of meat    :  105  400    0  : 2000      5      20
  corpse                :    5  vary   0  : vary    vary    vary
Fruits and vegetables   :                 :
  kelp frond            :    6    1    0  :   30     30       1
  eucalyptus leaf       :    6    1    3  :   30     30       1
  clove of garlic       :    7    1    7  :   40     40       1
  sprig of wolfsbane    :    7    1    7  :   40     40       1
  apple                 :    7    2   15  :   50     25       1
  carrot                :    7    2   15  :   50     25       1
  pear                  :    7    2   10  :   50     25       1
  banana                :    9    2   10  :   80     40       1
  orange                :    9    2   10  :   80     40       1 
  melon                 :   10    5   10  :  100     20       1
  slime mold            :   17    5   75  :  250     50       1
People food             :                 :
  fortune cookie        :    7    1   55  :   40     40       1
  candy bar             :   10    2   13  :  100     50       1
  cream pie             :   10   10   25  :  100     10       1
  lump of royal jelly   :   15    2    0  :  200    100       1
  pancake               :   15    2   25  :  200    100       2
  C-ration              :   20   10    0  :  300     30       1
  K-ration              :   25   10    0  :  400     40       1
  cram ration           :   35   15   20  :  600     40       3
  food ration (gunyoki) :   45   20  380  :  800     40       5
  lembas wafer          :   45    5   20  :  800    160       2
  tin                   :    5   10   75  : vary    vary    vary

Comestibles are listed above by category, then by increasing nutrition.
Japanese names of items are listed in parentheses ().  The COST field
denotes the base price of each item.  WGT specifies the weight (100
zorkmids weighs 1).

Food comprises 20% of all randomly-generated items in the main dungeon,
15% in containers, 22% on the  Rogue level, and 16% in hell.  PROB is the
relative probability of each subtype.  Eggs not laid by you have a
roughly 1/3 probability of hatching.  Tins are 1/6 spinach and are 5%
blessed, 90% uncursed, and 5% cursed.  All other comestibles will be
generated uncursed.

The nutrition of each item is listed under NUTR.  The cost of all items
are based on the nutrition by the formula COST = (NUTR / 20) +5, with
fractions rounded off.  Note that several previously archived spoilers
did not correctly round their costs.  The ratio of nutrition to weight
is listed in the NUTR/WGT column; lembas wafers have the best ratio.
The amount of time needed to completely eat an item is given under TIME.


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


Corpses
~~~~~~~
(Adapted from the spoiler "corpses", by Boudewijn Waijers and
Peter Snelling.)

When a monster is killed, the probability of leaving a corpse depends on
several factors:
  PROB  CONDITIONS
  ~~~~  ~~~~~~~~~~
    0%  Killed by digestion or disintegration.
    0%  Killed by stoning (creates a statue instead).
    0%  Corpses are never generated on the Rogue level.
    0%  Non-flesh golems leave objects instead of a corpse.
    0%  Some monsters never leave a corpse (e.g., Vlad, liches).
  100%  Lizards, monsters of large size or bigger.
  100%  The Riders and player-monsters on the Astral Plane.
   1/2  Frequent monster that is not tiny
   1/3  Monster appears infrequently or is tiny (but not both).
   1/4  Monster both appears infrequently and is tiny.
There is a further reduction of the above chances for undead creatures
that die on a graveyard level: by 1/9 if it was killed by you or by
1/3 if it was not killed by you (e.g., by a trap or another monster).  
This means that wraiths have a better chance of leaving a corpse if you
lead them to a stairway and let them follow you to a non-graveyard
level, a technique called "wraith luring". For this purpose, the
Castle and all levels of the Priest Quest are considered graveyard
levels, as is any level on which undead have been summoned by the 
cursed Book of the Dead or Bell of Opening.

The nutrition, weight, and time needed to eat corpses is determined by
the type of monster.  The blessed/cursed status of corpses adjusts how
fast they become tainted; corpses on an ice surface age half as fast,
corpses do not age while in iceboxes, and lizard and lichen corpses
never become tainted (though they do become too old for sacrifice).
Vampires, mummies, and zombies leave corpses that are already considered
old.  Tainted corpses do not provide either nutrition or intrinsics.

(Adapted from a spoiler by Sascha Wostmann.)

You can acquire useful intrinsics by eating certain corpses or tins.
The blessed/cursed status does *not* change the likelihood of getting
an intrinsic.  If the monster has more than one conferrable intrinsic,
one is randomly picked, with equal probability among all possible.
The CHANCE that the picked intrinsic is conferred varies among the
different intrinsics; some are based on the level of the monster (LEV).
If you get the intrinsic, you will get a MESSAGE (the second one if
you are hallucinating).
  INTRINSIC          CHANCE  MESSAGE
  ~~~~~~~~~~~~~~~~~  ~~~~~~  ~~~~~~~
  Fire resistance    LEV/15  "You feel a momentary chill."
                             "You be chillin'."
  Sleep resistance   LEV/15  "You feel wide awake"
  Cold resistance    LEV/15  "You feel full of hot air"
  Disintegration     LEV/15  "You feel very firm."
    resistance               "You feel totally together, man."
  Shock resistance   LEV/15  "Your health currently feels amplified!"
                             "You feel grounded in reality."
  Poison resistance  LEV/15  "You feel healthy."
                             ("You feel especially healthy." if you had
                             previously acquired non-permanent poison
                             resistance by other means.)
                             Note: 25% better chance if killer bee or
                             scorpion.
  Teleport           LEV/10  "You feel very jumpy."
                             "You feel diffuse."
  Teleport control   LEV/12  "You feel in control of yourself."
                             "You feel centered in your personal space."
  Telepathy           100%   "You feel a strange mental acuity."
                             "You feel in touch with the cosmos."
        
Some corpses or tins have additional effects:
  :bjDFNP  If you eat a lizard or any acidic monster, a possible stoning
           process is stopped.
           "You feel limber" (non-hallucinating)
           "What a pity - you just ruined a future piece of art!"
           (hallucinating with charisma <= 15)
           "What a pity - you just ruined a future piece of fine art!"
           (hallucinating with charisma > 15)

  :  Eating a lizard has the supplemental effect of reducing stunning
     or confusion timeouts to 2 turns, if higher.

  :  Eating a newt ("eye of newt") may cause you to gain 1 to 3 energy
     (2/3 chance, always if at two-thirds maximum energy or below). If
     this would take you above your maximum energy, there is a 1/3 chance
     that your maximum energy will be increased by one.
       "You feel a mild buzz."

  :@ Eating a chameleon or doppelganger makes you polymorph once.
     (Eating doppelgangers may also be considered cannibalism if you
     are human.)

  h  a (master) mind flayer has a 50% chance of increasing your INT by
     one. Otherwise, it confers telepathy.

  m  Eating a mimic makes you mimic a pile of gold (or, if hallucinating,
     an orange) for some turns, unless you have unchanging. The larger the
     mimic the longer you imitate. During this time, you are shown as a
     $-sign or %-sign.  If you are attacked, you revert to your previous
     form.

  yB Eating a bat will make you stunned for 30 (more) turns, or 60 (more)
     turns for a giant bat.  In theory, this also holds for yellow lights
     (but they don't leave corpses in recent versions).

  E  When you eat a stalker's corpse and you are not invisible, you'll
     become invisible for 50 to 149 turns. If you're already invisible,
     you become permanently invisible and get the "see invisible"
     intrinsic.  In both cases, you are stunned for 60 (more) turns.

  F@ If the monster has a stun or hallucination attack or is a violet
     fungus, you get hallucination for (another) 200 turns.

  H  Eating a giant, stone giant, hill giant, fire giant, frost giant,
     storm giant, or Lord Surtur will increase your strength.  If you
     had less than 18 strength, then you have a 19/24 chance of gaining
     one point, or a 1/24 chance each of gaining 2 to 6 points.  If you
     had 18 strength or more, then you gain 1 to 10 points (equally
     likely), or just one point if you had strength 18/85 or more, up to
     18/** (or your racial maximum if lower).

  P  Eating a green slime's corpse (unless polymorphed into a green slime,
     a salamander, a flaming sphere, or a fire vortex or elemental; or you
     have unchanging or were being slimed already) will slime you to death
     in 10 turns.

  Q  A quantum mechanic's corpse makes you toggle your speed.  If you
     were not currently fast, you'll get fast; otherwise, you lose the
     speed.

  W  Eating a wraith's corpse lets you gain a level (unless the corpse
     is rotten and rots away completely).

  df If you eat any of little dog, dog, large dog, kitten, housecat, or
     large cat, you'll get the intrinsic "aggravate monster" unless you
     are a Caveman or an orc.  "You feel that eating the <monster> was a
     bad idea."

  c@ If you eat a cockatrice, chickatrice, or Medusa's corpse and you
     are neither stoning resistant nor are you polymorphed into a golem,
     you'll be instantly killed by stoning.

  @hGK  Eating something of your own species (Kops are human) is 
        considered cannibalism unless you are a Caveman or an orc.  You
        get the intrinsic "aggravate monster" and lose 2 to 5 luck.

  @  Eating a were-creature makes you a lycanthrope of the same kind and
     may be considered cannibalism if you are human.

  @  Eating a nurse heals you up to max hitpoints and may be considered
     cannibalism if you are human.

  &  Eating Death, Pestilence or Famine is instantly fatal.


Tins
~~~~
(Adapted from a spoiler by Sascha Wostmann.)

You get up to 50 moves to open a tin; otherwise, you give up. If you are
wielding a tin opener, it takes one turn; any dagger or crysknife, 3
turns; or a pick-axe or axe, 6 turns. Failing this, if you have greasy
fingers the tin will be dropped (if carried), otherwise it will take
10+d(500/(DEX+STR)) turns to open (18/xx strengths being mapped to the
range 19-21).  Blessed tins "open like magic" in one turn.  Cursed tins
have a 1/8 chance of exploding and will always contain rotten food, so
they won't give any nutrition but will make you even more hungry. 

Tins made by you with a tinning kit are always homemade if not cursed. 
All other tins are one of these fifteen possibilities: pureed (500),
deep fried (60), homemade (50), pickled (40), soup (20), stir fried (80),
candied (100), boiled (50), dried (55), szechuan (70), french fried (40),
sauteed (95), broiled (80), smoked (50), or rotten (-50).  The number in
the parentheses is the nutrition value of each.  You cannot tell in
advance what type a given tin is.

When you eat deep fried or french fried food, you get slippery fingers
for up to 15 rounds, making you drop your wielded weapon.  You can shorten
the time by (a)pplying a towel.  Don't forget to pick your weapon up again.

You can obtain intrinsics from eating tins, with the same chance that
you would have from eating the monster's corpse.  Note that the chance
of getting an intrinsic does not change if the tin is blessed or
cursed.

One of the most useful tins is the tin of spinach. If the tin is cursed,
you lose strength equivalent to eating a giant corpse.  Otherwise,
eating the spinach "makes you feel like Popeye" (or Swee'pea while
hallucinating) and gives you more strength equivalent to a giant corpse.
Tins of spinach have a nutrition of 600.


Other food
~~~~~~~~~~
(Adapted from a spoiler by Sascha Wostmann.)

Eating a spring of wolfsbane cures lycanthropy.

A carrot cures blindness.  Ever seen a rabbit with glasses? (It won't
help with being creamed or envenomed, though.)

Eating a fortune cookie gives you a rumor. You can also just (r)ead it
without eating the cookie. The rumour is from the true file if the
cookie is blessed, the false file if cursed, or either if uncursed.

Eating a lump of royal jelly increases (decreases if cursed) your
strength by one. If the jelly was cursed, you lose up to 20 hit points,
otherwise you gain up to 20 HP and your wounded legs heal. If your
actual HP would become higher than your maximum HP, there is a 1/17
chance of increasing your maximum HP by one.

Eating a cockatrice egg is a real bad idea if you're not polymorphed
into something that resists stoning.  However, they are very useful when
thrown at monsters.

Eating green slime is also an extremely bad idea unless you're polymorphed
into something fiery or a slime yourself (or have unchanging).

Eating a eucalyptus leaf cures sickness or vomiting. They can also be
a)pplied to give the effect of a tin whistle (cursed or uncursed) or a
magic whistle (blessed; this has a 1/49 chance of unblessing the leaf).

Eating tripe may make you vomit (50% chance) unless you are a Caveman
or an orc, or polymorphed into a carnivorous non-humanoid.

In addition to eating them, cream pies may be thrown to blind their target,
or you can a)pply one directly to blind yourself.


Eating objects
~~~~~~~~~~~~~~
(Adapted from a spoiler by Sascha Wostmann.)

There are some conditions before you can eat an object. If you are
polymorphed into a metallivore (rock mole, rust monster, or xorn), you
may eat objects made of metal.

If you are polymorphed into a gelatinous cube, the object is organic,
and the object doesn't contain other objects, you may eat it.  This is
different for real gelatinous cubes, which can eat a container and hold
the non-organic contents of that container engulfed.  So when such a
beasty eats your chest with all the artifacts, you may find them on its
corpse.

You can never eat Unique Items such as the Amulet or the invocation
artifacts.

Eating something that isn't actually food always takes only one move.
The code addresses this issue by stating, "[We don't want] to deal with
partly eaten plate mails, players who polymorph back to human in the
middle of their metallic meal, etc...."

Eating rings has a 1/3 chance of conferring the intrinsic of the ring.
Eating amulets has a 1/5 chance of having an effect.  Not all intrinsics
can be acquired this way.  See the spoilers "amul-343.txt" and
"ring-343.txt".

When you eat a leash with a monster on the other side, this monster gets
unleashed.

If you eat the iron ball or the chain while you are punished, the
punishment is gone. If you eat the chain, the ball is still available to
use as a weapon or to throw.

When you try to eat something rustproof while being polymorphed into a
rust monster, you spit it out non-rustproof and get stunned a few rounds.

Eating a poisoned weapon has the same effect as eating poisonous corpses.
You get poisoned if you're not resistant.

Eating a non-cursed trident exercises wisdom. (This is apparently a
US-centric pun having something to do with a brand of chewing gum.)
"That was pure chewing satisfaction!"

Eating a non-cursed flint stone exercises constitution. "Yabba-dabba
delicious!" (Note however that there are no monsters capable of eating
flint stones in the present version.)

Acknowledgements
~~~~~~~~~~~~~~~~
Thanks to Bruce Cox for proofreading the original version of this file.
Further corrections and clarifications by Kieron Dunbar, Stephen S. Lee,
Topi Linkala, Jim Monk, Ryan Murray, Rast, Robert R. Schneck, StarChaser,
Mike Stevenson, and Boudewijn Waijers.
}}}
/%
Description: [[food-343.txt|http://www.spod-central.org/~psmith/nh/food-343.txt]]
Last-edited 2005-04-12 for NetHack 3.4.3
Compiled: for 3.2.2 by Kevin Hugo.
Updated: for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.
%/
{{{
Quaffing from fountains
~~~~~~~~~~~~~~~~~~~~~~~
Any randomly-generated fountain will have a 1/7 chance of being "magic",
or "blessed"; there is no way to tell if a given fountain is magic or not.

Quaffing from a magic fountain, non-negative Luck:

3/10: Your hunger is reduced slightly.
        "The cool draught refreshes you." 

7/10: Your wisdom is exercised, and all your attributes are restored to
      their maximum (same effect as a blessed potion of restore ability).
      One attribute is increased by 1 (uncursed potion of gain ability
      effect); if your Luck is 4 or higher, this last effect will increase
      all your attributes by 1 (blessed potion effect). After this effect,
      the fountain is no longer magical.
        "Wow! This makes you feel great!"
        "A wisp of vapor escapes the fountain..."


Quaffing from a non-magic fountain, or magic with negative Luck:

9/30: Your hunger is reduced slightly. (Same as above.)
        "The cool draught refreshes you." 

9/30: No effect.
        "This tepid water is tasteless."

1/30: You see your attributes and exercise your wisdom (as with a
      wand or uncursed potion of enlightenment).
        "You feel self-knowledgeable..."
        "The feeling subsides..."

1/30:  You vomit and your hunger is increased.
         "The water is foul!  You gag and vomit."

1/30: If you are poison resistant, you lose d4 HP; otherwise, you lose
      d10 HP and d4+2 STR and your constitution is abused.
        "The water is contaminated!"
        "Perhaps it is runoff from the nearby <fruit> farm."
           (if poison resistant)

1/30: d5+1 water moccasins are created.
        "An endless stream of snakes pour forth!" (unblind)
        "You hear something hissing!" (blind)
        "The fountain bubbles furiously for a moment, then calms."
           (moccasins genocided)

1/30: A water demon is summoned. It has a 80+DL/100 chance of being
      hostile (100% if you have the Amulet); if not hostile, he'll grant
      one wish and then vanish.
        "You unleash a water demon!" (unblind)
        "You feel the presence of evil." (blind)
        "Grateful for his release, he grants you a wish!" (peaceful)
        "The fountain bubbles furiously for a moment, then calms."
          (summoning failed)        

1/30: A water nymph is summoned.
        "You attract a water nymph!" (unblind)
        "You hear a seductive voice." (blind)
        "A large bubble rises to the surface and pops." (unblind, water
          nymphs genocided or extinct)
        "You hear a loud pop." (blind, water nymphs genocided or extinct)

1/30: Each item in your inventory has 1/5 chance of being cursed outright;
      your hunger is increased and your constitution is abused.
        "This water's no good!"
      
1/30: You gain see invisible and your wisdom is exercised.
        "You see an image of someone stalking you.  But it disappears."
           (unblind)
        "You feel transparent." (blind, invisible)
        "You feel very self-conscious.  Then it passes." (blind, not invisible)

1/30: You briefly see monsters on that level and exercise your wisdom.
        "You sense the presence of monsters."
      If no monsters on the level (other than you), no visible effect.
        "You have a strange feeling for a moment, then it passes."
          (beginner not hallucinating)
        "You have a normal feeling for a moment, then it passes."
          (beginner hallucinating)
        "You feel threatened."  (not hallucinating)
        "You get the heebie jeebies."  (hallucinating)

1/30: You find a random valuable gem or piece of worthless glass and your
      wisdom is exercised. If you have already acquired gems or gold from
      this fountain, a nymph is summoned instead (as above).
        "You spot a gem in the sparkling waters!" (unblind)
        "You feel a gem here!" (blind)

1/30: Monsters on the level flee you for a while.
        "This water gives you bad breath!"

1/30: A number of pools may be created in your vicinity. (Never two
      orthogonally adjacent, never on your square, the more likely the
      closer to you.)
        "Water gushes forth from the overflowing fountain!" (pool created)
        "Your thirst is quenched." (no pools created)

Finally, the fountain has a 1/3 chance of drying up (except
in Minetown, where you'll always get one warning).


Dipping items in fountains
~~~~~~~~~~~~~~~~~~~~~~~~~~
From art1-343.txt:

    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.

The fountain then disappears; this will anger the Minetown Watch
whether you've been warned or not, if that's where you happen to be.

In any other case, the dipping is handled normally. First, the object
gets wet and does the appropriate things (scrolls and spellbooks blank,
potions dilute, iron objects rust, lit objects go out, grease washes
off). Then special effects can happen (only 50% chance if wetting
object already caused an effect):

18/30: No special effect.   
        "A strange tingling runs up your arm." (1/18 chance)
        "You feel a sudden chill." (1/18 chance)
        No message (16/18 chance)

4/30: The dipped item is uncursed if cursed.
        "The water glows for a moment." (uncursed, unblind)
        "A feeling of loss comes over you." (item not cursed)

1/30: The dipped item is cursed outright.
        No message.

1/30: d5+1 water moccasins are created.
        "An endless stream of snakes pour forth!" (unblind)
        "You hear something hissing!" (blind)
        "The fountain bubbles furiously for a moment, then calms."
           (moccasins genocided)

1/30: A water demon is summoned. It has a 80+DL/100 chance of being
      hostile (100% if you have the Amulet); if not hostile, he'll grant
      one wish and then vanish.
        "You unleash a water demon!" (unblind)
        "You feel the presence of evil." (blind)
        "Grateful for his release, he grants you a wish!" (peaceful)
        "The fountain bubbles furiously for a moment, then calms."
          (summoning failed)        

1/30: A water nymph is summoned.
        "You attract a water nymph!" (unblind)
        "You hear a seductive voice." (blind)
        "A large bubble rises to the surface and pops." (unblind, water
          nymphs genocided or extinct)
        "You hear a loud pop." (blind, water nymphs genocided or extinct)

1/30: A number of pools may be created in your vicinity. (Never two
      orthogonally adjacent, never on your square, the more likely the
      closer to you.)
        "Water gushes forth from the overflowing fountain!" (pool created)
        "Water sprays all over you." (no pools created)

1/30: You find a random valuable gem or piece of worthless glass and your
      wisdom is exercised. If you have already acquired a gem or gold from
      this fountain, pools may be created instead (as above).
        "You spot a gem in the sparkling waters!" (unblind)
        "You feel a gem here!" (blind)

1/30 You lose some gold and your wisdom is abused. The amount you lose
     depends on the amount (GP) you have, as follows:
             GP <= 10    : 0 zorkmids
             GP <  100   : GP/10 zorkmids
             GP <= 10000 : d(GP)/10 zorkmids
             GP >  10000 : d(10000)/10 zorkmids
     Gems and gold can now be found in this fountain again.
       "An urge to take a bath overwhelms you."
       "You lost some of your gold in the fountain!"       

1/30 You find (2 * d(height + 1)) + 5 zorkmids, where "height" is your
     height above the bottom level of the current dungeon branch; your
     wisdom is exercised. If you have already acquired a gem or gold
     from this fountain, there is no effect.
       "Far below you, you see coins glistening in the water." (unblind)
      
    
Finally, the fountain has a 1/3 chance of drying up (except
in Minetown, where you'll always get one warning); 1/6 if wetting
the object caused an effect.


Other fountain effects
~~~~~~~~~~~~~~~~~~~~~~

Digging down in a fountain square may create a number of pools in your
vicinity. (Never two orthogonally adjacent, never on your square, the more
likely the closer to you.) The fountain will then dry up (without warning
in Minetown).
  "Water gushes forth from the overflowing fountain!" (pool created)
  "Water sprays all over you." (no pools created)
Gremlins may multiply in a fountain (you can use the #monster command to
do so if you are polyselfed into one).


Acknowledgements
~~~~~~~~~~~~~~~~
Corrections and clarifications provided by David Damerell, 
Intoxicated astral medic, and Topi Linkala.
}}}
/%
Description: [[foun-343.txt|http://www.spod-central.org/~psmith/nh/foun-343.txt]]
Last-edited: 2006-11-16 for NetHack 3.4.3
Compiled: Dylan O'Donnell <psmith@spod-central.org>.
%/
[[gems-343.txt|http://www.spod-central.org/~psmith/nh/gems-343.txt]]
{{{
gems-343.txt  Last edited 2008-01-11 for NetHack 3.4.3
Gems, stones, and luck in NetHack 3.4
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.

GEMS AND STONES           COST  WGT  PROB    ENGR  COLORS
~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~~~  : ~~~~  ~~~~~~
Valuable gems           :                  :
  dilithium crystal     :$4500    1   27*  : soft  white
  diamond               : 4000    1   24*  : hard  white
  ruby                  : 3500    1   21*  : hard  red
  jacinth               : 3250    1   18*  : hard  orange
  sapphire              : 3000    1   15*  : hard  blue
  black opal            : 2500    1   12*  : hard  black
  emerald               : 2500    1    9*  : hard  green
  turquoise             : 2000    1    6*  : soft  green, blue
  aquamarine            : 1500    1    1*  : hard  green, blue
  citrine               : 1500    1    3*  : soft  yellow
  amber                 : 1000    1    1*  : soft  yellowish brown
  topaz                 :  900    1    1*  : hard  yellowish brown
  jet                   :  850    1    1*  : soft  black
  opal                  :  800    1    1*  : soft  white
  chrysoberyl           :  700    1    1*  : soft  yellow
  garnet                :  700    1    1*  : soft  red
  amethyst              :  600    1    1*  : soft  violet
  jasper                :  500    1    1*  : soft  red
  fluorite              :  400    1    1*  : soft  green, blue, white, violet
  jade                  :  300    1    1*  : soft  green
  agate                 :  200    1    1*  : soft  orange
  obsidian              :  200    1    1*  : soft  black
Worthless gems          :                  :
  black glass           :    0    1   76   : soft  black
  blue glass            :    0    1   77   : soft  blue
  green glass           :    0    1   77   : soft  green
  orange glass          :    0    1   76   : soft  orange
  red glass             :    0    1   77   : soft  red
  violet glass          :    0    1   77   : soft  violet
  white glass           :    0    1   77   : soft  white
  yellow glass          :    0    1   77   : soft  yellow
  yellowish brown glass :    0    1   77   : soft  yellowish brown
Stones                  :                  :
  luckstone             :   60   10   10   : soft  gray stone
  touchstone            :   45   10    8   : soft  gray stone
  flintstone            :    1   10   10   : soft  gray stone
  loadstone             :    1  500   10   : soft  gray stone
  rock                  :    0   10  100   : soft  rock

Gems and stones are listed above by category, then by decreasing price.
The COST field denotes the base price of each item.  WGT specifies the
weight (100 zorkmids weighs 1).

Gems comprise 8% of all randomly-generated items in the main dungeon,
18% in containers, 0% on the Rogue level, and 10% in hell.  PROB
is the relative probability of each subtype, except for those marked
with an asterisk (valuable gems); the figures so marked instead
represent the first level on which the gems can occur (this limitation
only applying to the main dungeon, and these restrictions are only
reviewed when creating a new level).  Permissible valuable gems have
roughly equal probabilities of being generated among themselves, always
set such that the total for the category as a whole is 171.

Loadstones are always generated cursed (except potentially in containers),
all others are uncursed.  Rocks appear in piles of 6 to 11.  Valuable gems,
worthless gems, touchstones, and flint stones have a 1/6 chance of appearing
in a pile of 2.

The ENGR field denotes how the gem appears when you attempt to engrave
with it (see below).  COLORS specifies the possible appearance of the
gem.  If more than one color is possible, then one will be randomly
chosen for the appearance.


Identifying stones
~~~~~~~~~~~~~~~~~~

There are five different types of non-gem stones, and four of them
are indistinguishably gray.

rock
  Rocks are immediately identified on examination, and pose little
  difficulty or challenge to the adventurer. They make a cheap and usually
  plentiful source of ammunition, should you lack or wish to conserve other
  ranged attacks. ("Good ol' rock. Nothing beats that." -- Bart Simpson)

touchstone
  Touchstones are most readily distinguished by their effect when rubbed
  with something hard, such as an iron weapon; they will make a "scritch,
  scritch" sound. Their primary use is rubbing them with other gems and
  stones (and, once identified, this is all they _can_ be used for); if
  blessed (or also if uncursed, for Archeologists and gnomes), the object
  rubbed with will be identified. The complete table of results that
  distinguish them is as follows:

  GRAY STONE        GEM       GLASS     HARD     RING
  ~~~~~~~~~~~~~~~~  ~~~~~~~~  ~~~~~~~~  ~~~~~~~  ~~~~
  good touchstone   ID        ID        scritch  streak
  bad touchstone    streak    scratch   scritch  streak
  other gray stone  cscratch  cscratch  scratch  cscratch

  where "streak" denotes coloured streaks, "scratch" uncoloured scratch
  marks, "cscratch" coloured scratch marks, and "scritch" the sound
  "scritch scritch".

  Other types of object may produce coloured streaks or scratches, but
  will not provide any further useful information.

  Note that being rubbed on a cursed touchstone may shatter gems or rocks
  (but not other gray stones).


luckstone
  Luckstones can be identified by their effect (see "Luck" below) with the
  help of enlightenment, by their valuation by shopkeepers, or by the
  presence of the guaranteed luckstone at the top of a gems cache in the
  Gnome King's Wine Cellar version of the bottom level of the Gnomish Mines.
  (Or, indeed, by the Heart of Ahriman being one).

loadstone
  As noted above, loadstones are almost always generated cursed; furthermore,
  they autocurse on being dropped or otherwise leaving the main inventory,
  and a cursed loadstone cannot be let go of. It is therefore best to
  identify them while they lie on the ground; kicking them will usually
  elicit a "Thump!" rather than movement across the floor, but being
  extremely strong (at least 22 strength; 18/** is not sufficient) while
  wearing kicking boots or being a Samurai or Monk may allow some movement
  (watch how far it goes).
  
flint stone
  These exist primarily to make it hard to identify touchstones, loadstones
  and luckstones, and are best identified by elimination of the other three.
  They have few special properties, but do inflict somewhat more damage than
  other stones or gems when used as sling ammunition.


Identifying gems
~~~~~~~~~~~~~~~~
(Quoted in part from the spoiler "gems" by Bryan Butler.)

    "I shall, with cultured taste,
     Distinguish gems from paste..."
         -- Reginald Bunthorne, in Gilbert and Sullivan's "Patience"

There are now nine methods to identify gems: engraving, throwing at
unicorns, killing glass golems, spell of stone to flesh, collecting a
large number, scrolls or spells of identify, a touchstone, dipping
an amethyst in potions of booze, and finding pre-placed gems.

1.  Engraving with gems

If a gem is listed as "hard" above, then you will see the following
message when you attempt to (E)ngrave with the gem:
    "You engrave in the <floor> with the <gem>."
where <gem> is the appearance of the gem.  All hard gems are valuable,
although some colors may have more than one possible identity.

If the gem is "soft," you will see this message:
    "You write in the dust with the <gem>."
Soft gems may be valuable or worthless, so you will need an additional
method to identify these gems.

In either case, you can abort the engraving process by pressing Escape.
If you choose to write a message, it will take one turn per character
to engrave.  Not all types of floor can be engraved upon.  You may choose
to #name a gem once you know its hardness (e.g., "soft blue").

2.  Throwing gems at unicorns

Throwing a gem to a non-tame unicorn can change your luck in one of several
ways, depending on whether the gem is worthless or valuable, whether you
are the same alignment as the unicorn (white = lawful, gray = neutral,
and black = chaotic), and whether the gem type is already identified or
named.

  VALUE  ALIGN  KNOWN       ADVERB        LUCK CHANGE
  ~~~~~  ~~~~~  ~~~~~~~~~~  ~~~~~~~~~~~~  ~~~~~~~~~~~
  glass  other  unknown     graciously         0
  glass  other  named       (see below*)       0
  glass  other  identified  (see below*)       0
  glass  same   unknown     graciously         0
  glass  same   named       (see below*)       0
  glass  same   identified  (see below*)       0
   gem   other  unknown     hesitatingly   -1 to +1
   gem   other  named       hesitatingly   -1 to +1
   gem   other  identified  hesitatingly   -3 to +3
   gem   same   unknown     gratefully        +1
   gem   same   named       gratefully        +2
   gem   same   identified  gratefully        +5

In most cases, the message sequence is as follows:
    "The <unicorn> neighs!  The <unicorn> catches the <gem>."
    "The <unicorn> <ADVERB> accepts your gift."
where the color of the unicorn and the color of the gem are appropriate
for the situation. <ADVERB> comes from the table above, except where
the column has a *, in which case there is a different message sequence:
    "The <unicorn> neighs!"
    "The <unicorn> catches the <glass>."
    "The <unicorn> is not interested in your junk."
after which the unicorn will promptly drop the "gem".

3. Killing glass golems

When a glass golem is destroyed, it leaves behind 2 to 8 worthless
pieces of glass (each of which can be any of the colours), and
never gems.

4. Spell of stone to flesh

The spell of stone to flesh will turn gemstones into meatballs, but
leave worthless pieces of glass intact; #name a gem 'valuable' or
similar before zapping the spell at it (and rename it afterwards should
it be proven untrue), since it won't be around to #name after.

5.  Collecting a large number of gems

If you wait long enough, you'll accumulate a large number of gems.
Since the probabilities of getting worthless pieces of glass are so
much higher than getting true gems, you'll acquire them much faster
than other gems. So, if you just wait long enough, and look at all of
the gems of a certain color that you have, more often than not the gem
of which you have the most is the worthless piece of glass. This is a
bit risky, and usually takes much more time than other methods.

6. Scrolls and spells of identify

You can always use a scroll or spell of identify to determine whether a
gem is valuable.  You will then recognize all gems of that same type,
although you can lose this knowledge from a scroll of amnesia or (master)
mind flayer attack. Shopkeepers will buy identified gems
based on their full price; this is a good way to get money.

7.  Rubbing on a touchstone

Being rubbed on a blessed touchstone (or also uncursed for Archeologists,
who start with one, and gnomes) will immediately identify any gem, as
detailed under "touchstones" above.

8.  Dipping amethysts into potions of booze

When you dip an amethyst into a potion(s) of booze, the potion will turn
into fruit juice ("a-methyst" means not intoxicated).  You can use this
very special case to identify this type of soft violet gems.

9.  Pre-placed gems

Certain levels are guaranteed to be generated with diamonds, rubies,
emeralds, and amethysts in well-defined positions.  Two versions of
the bottom level of the Gnomish Mines (the Wine Cellar version and the
Mimic of the Mines version) contain concealed chambers with these four
types of gems and a guaranteed luckstone, together with assorted other
* to confuse identification; the third version's are randomly
scattered across the level.  The four corner rooms of Fort Ludios (if
it is reachable in your game) each contain one of these four types of
valuable gems.  Other levels may also be generated with piles of gems,
but their type is not guaranteed, so these levels are not helpful in
determining the identity of gems.


Luck
~~~~
Luck is included here because of luckstones.

Your luck affects many aspects of the game (too many to mention here),
and is actually the sum of two components.  Base luck changes with events
in the game, and may slowly return to a "baseline" level.  Bonus luck, on
the other hand, is determined by what kind of luckstone (and certain
artifacts) you are carrying.  Only a rough idea of your luck is given
in the enlightenment list; the meaning of the messages is as follows:
  TOTAL LUCK  MESSAGE
  ~~~~~~~~~~  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    <= -10    extremely unlucky
   -9 to -5   very unlucky
   -4 to -1   unlucky
       0      luck is zero (debug mode only)
    1 to 4    lucky
    5 to 9    very lucky
    >= 10     extremely lucky

Your bonus luck -- and whether your base luck will return to its baseline
level -- is controlled by luckstones and certain Quest Artifacts.  The
effect of these "luckitems" depends on the number in your main inventory
that are blessed, uncursed, and cursed (see table below).  Note that you
can't do any better than one blessed luckitem, so you might as well keep
any others in a bag (where they have no effect) as spares in case your
main one is cursed.
  NUMBER OF LUCKITEMS          BAD LUCK    GOOD LUCK   BONUS LUCK
  ~~~~~~~~~~~~~~~~~~~~~~~~~~   ~~~~~~~~~~  ~~~~~~~~~~  ~~~~~~~~~~
  None                         Times out   Times out   0 (no message)
  More cursed than blessed     No timeout  Times out
  Equal cursed and blessed     No timeout  No timeout
  More blessed than cursed     Times out   No timeout
  More cursed than non-cursed                          -3 "reduced luck"
  Equal cursed and non-cursed                          +3 "extra luck"
  More non-cursed than cursed                          +3 "extra luck"
When you are enlightened about your luck, you are also told if you have
bonus luck and if good/bad luck will not time out.

Base luck is adjusted by each of the events described below.  It cannot
be reduced below -10 or increased above +10 beyond the baseline.  In
addition, every 600 turns (or 300 if you have the Amulet of Yendor or have
angered your god), your luck will increase by one if it is less than your
baseline luck and bad luck times out, and your luck will decrease by one if
your luck is greater than your baseline luck and good luck times out.  Your
baseline luck is +1 if you started or restored the game during a full moon,
-1 if started/restored on Friday the 13th, and 0 if neither or both.
  BASE ADJ  EVENT
  ~~~~~~~~  ~~~~~
     +1     Starting or restoring a game during a full moon.
      0     Starting or restoring a game during a new moon.
     -1     Starting or restoring a game on Friday the 13th.
            NOTE: The above three are reversed before saving.
     -2     Break a mirror.
     -n     Breaking n eggs laid by you (at worst -5).
     +1     Sitting on a throne (sometimes).
      0     Throwing a worthless gem at a unicorn.
  -3 to +3  Throwing valuable gem at cross-aligned unicorn.
     +1     Throwing unknown valuable gem at co-aligned unicorn.
     +2     Throwing named valuable gem at co-aligned unicorn.
     +5     Throwing identified valuable gem at co-aligned unicorn.
     -1     Hitting a blind floating eye (1 in 500 chance).
     -1     Jumping in Sokoban.
     -1     Breaking a boulder in Sokoban.
     -1     Casting stone-to-flesh on a Sokoban boulder.
     -1     Polymorphing a Sokoban boulder.
     -1     Reading a scroll of earth in Sokoban.
     -1     Being pulled by a thrown iron ball in Sokoban.
     -1     Hurtling through the air in Sokoban due to Newton's 3rd Law.
     -1     Walking (as a giant) or squeezing past a Sokoban boulder.
     -1     Killing a tame or peaceful (sometimes) monster.
     -2     Killing a peaceful human, and you are not chaotic.
     -5     Killing a co-aligned unicorn.
  -5 to -2  Cannibalism (eating your own species), unless a Caveman or orc.
  Set to 0  Praying with negative base luck (sometimes: "golden glow" boon).
     -3     Praying on wrong altar.
     -3     Praying before your prayer timeout has expired.
     -5     A sacrifice (not your own race) on Moloch's altars in Gehennom.
     -3     Being converted by trying to convert an altar.
     -1     Otherwise unsuccessful at converting altar.
     +1     Successfully converting an altar.
     -1     Desecrating another god's altar.
     +2     Sacrificing your own race on your own chaotic altar.
     -2     Sacrificing your own race on Moloch's altar.
     -5     Sacrificing your own race, you aren't chaotic.
     -1     Sacrificing an unidentified fake Amulet of Yendor.
     -3     Sacrificing an identified fake Amulet of Yendor.
     +1     Sacrificing, slightly mollifying your god, negative luck.
  Set to 0  Sacrificing, mollifying your god, negative luck.
     +1     Sacrificing, having a hopeful feeling, negative luck.
  Set to 0  Sacrificing, reconciling, negative luck.
   0 to +5  Sacrificing, god happy.


Acknowledgements
~~~~~~~~~~~~~~~~
Thanks to Bruce Cox for proofreading the original version of this file.
Further corrections and clarifications provided by David Damerell,
Michael Deutschmann, Rob Ellwood, Yair Friedman, David Grabiner, Adam Kao,
Nick Number, Boudewijn Waijers, and Donald Welsh.
}}}
[[gods-343.txt|http://www.spod-central.org/~psmith/nh/gods-343.txt]]
{{{
gods-343.txt  Last edited 2003-12-17 for NetHack 3.4.3
Gods, races and alignments in NetHack 3.4
Compiled by Dylan O'Donnell <psmith@spod-central.org>.

Gods and alignments
~~~~~~~~~~~~~~~~~~~
The format of this spoiler is as follows:

Role (mythos from which gods are drawn)
Lawful:  Lawful god(dess) (races that can start as lawful in this role)
Neutral: Neutral god(dess)(races that can start as neutral in this role)
Chaotic: Chaotic god      (races that can start as chaotic in this role)


Archeologist (Central American)
Lawful:  Quetzalcoatl      (humans, dwarves)
Neutral: Camaxtli          (humans, gnomes)
Chaotic: Huhetotl

Barbarian (Hyborian)
Lawful:  Mitra
Neutral: Crom              (humans)
Chaotic: Set               (humans, orcs)

Cave(wo)man (Babylonian)
Lawful:  Anu               (humans, dwarves)
Neutral: Ishtar            (humans, gnomes)
Chaotic: Anshar

Healer (Greek)
Lawful:  Athena
Neutral: Hermes            (humans, gnomes)
Chaotic: Poseidon

Knight (Celtic)
Lawful:  Lugh              (humans)
Neutral: Brigit
Chaotic: Manannan Mac Lir

Monk (Chinese)
Lawful:  Shan Lai Ching    (humans)
Neutral: Chih Sung-tzu     (humans)
Chaotic: Huan Ti           (humans)

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.

Ranger (Roman)
Lawful:  Mercury
Neutral: Venus             (humans, gnomes)
Chaotic: Mars              (humans, elves, orcs)

Rogue (Nehwon)
Lawful:  Issek
Neutral: Mog
Chaotic: Kos               (humans, orcs)

Samurai (Japanese)
Lawful:  Amaterasu Omikami (humans)
Neutral: Raijin
Chaotic: Susanowo

Tourist (Discworld)
Lawful:  Blind Io
Neutral: The Lady          (humans)
Chaotic: Offler

Valkyrie (Norse)
Lawful:  Tyr               (humans, dwarves)
Neutral: Odin              (humans)
Chaotic: Loki

Wizard (Egyptian)
Lawful:  Ptah
Neutral: Thoth             (humans, gnomes)
Chaotic: Anhur             (humans, elves, orcs)

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         Wiz 


Acknowledgements
~~~~~~~~~~~~~~~~
Corrections and clarifications provided by Rast.
}}}
[[hppw-343.txt|http://www.spod-central.org/~psmith/nh/hppw-343.txt]]
{{{
hppw-343.txt   Last edited 2003-12-17 for NetHack 3.4.3
HP and power starting values, level increases, and regeneration in NetHack 3.4
Compiled by Dylan O'Donnell <psmith@spod-central.org>.

Initial hit points
~~~~~~~~~~~~~~~~~~
Characters start with a fixed number of hit points according to
their role:

Arc  Bar  Cav  Hea  Kni  Mon  Pri  Ran  Rog  Sam  Tou  Val  Wiz
 11   14   14   11   14   12   12   13   10   13    8   14   10

modified by racial bonuses:

Dwa  Elf  Gno  Hum  Orc
 +4   +1   +1   +2   +1


Hit point gain per level
~~~~~~~~~~~~~~~~~~~~~~~~
This varies according to whether your character is "high level" or not;
more experienced characters generally gain HP more slowly. High level
characters are those that have reached the following experience levels:

Arc  Bar  Cav  Hea  Kni  Mon  Pri  Ran  Rog  Sam  Tou  Val  Wiz
 14   10   10   20   10   10   10   12   11   11   14   10   12

The base HP (and max HP) increment when gaining an experience level is:

      Arc  Bar  Cav  Hea  Kni  Mon  Pri  Ran  Rog  Sam  Tou  Val  Wiz
low:  +d8 +d10  +d8  +d8  +d8  +d8  +d8  +d6  +d8  +d8  +d8  +d8  +d8
high:  +1   +2   +2   +1   +2   +1   +1   +1   +1   +1   +0   +2   +1

with racial modifiers:

      Dwa  Elf  Gno  Hum  Orc
low:  +d3   +1   +1  +d2   +1
high:  +2   +1   +0   +1   +0

and a bonus or penalty for constitution:

    3 : -2
  4-6 : -1
 7-14 : +0
15-16 : +1
   17 : +2
   18 : +3
   19+: +4

You will always gain at least one HP when gaining a level.


Hit point regeneration
~~~~~~~~~~~~~~~~~~~~~~
If your hit points are reduced below their maximum level, they will
usually regenerate over time. HP do not regenerate during the period of
invulnerability while praying to a receptive god.

If you are polymorphed into another monster, you will regain 1 HP every
20 turns provided you are no worse than Burdened (every turn, ignoring
encumbrance, if you have the regeneration intrinsic); the exception is
if you are a sea monster out of water, when you will lose 1 HP each turn
(but never to zero).

If you are in your normal form, the frequency and amount of HP you
regenerate depends on your experience level and constitution. Unless you
have regeneration, you will not regain HP if you are moving or fighting
while Stressed or worse (indeed, doing so while Strained will cause you
to lose 1 HP every 30 turns, every 10 turns while Overtaxed, until you
don't have enough stamina to move or you pass out).

If your experience level (XL) is 10 or less:

  regain 1 HP every number of turns depending on the following table:
       XL:   1   2   3   4   5   6   7   8   9  10
    TURNS:  15  11   9   8   7   6   5   5   4   3

If your experience level (XL) is 11 or greater:

  every 3 turns, regain HP depending on CON. 
  CON = 3-12 : 1 HP.
  CON = 13+ : d(CON), but no more than XL-9.

If you have regeneration:

  gain 1 HP on any turn which you would not otherwise.



Initial power
~~~~~~~~~~~~~
Characters start the game with an amount of magical power dependent
on their role:

Arc  Bar  Cav  Hea  Kni  Mon  Pri  Ran  Rog  Sam  Tou  Val  Wiz
 1    1    1   1+d4 1+d4 2+d2 4+d3  1    1    1    1    1   4+d3

modified by racial bonuses:

Dwa Elf Gno Hum Orc
 +0  +2  +2  +1  +1


Power gain per level
~~~~~~~~~~~~~~~~~~~~
For some roles only, this varies according to whether your character is
"high level" or not; more experienced characters may gain power slightly
more quickly. High level characters are those that have reached the
following experience levels:

Hea  Kni  Mon  Pri  Wiz
 20   10   10   10   12

The amount of power gained is determined by rolling a die with
((WIS / 2) + X) sides. X is usually 1, but is 2 for high level
Healers, Knights, Monks, and Priests, and low level Wizards; and is
3 for high level Wizards. This die-roll is modified by racial bonuses
or penalties:

Dwa Elf Gno Hum Orc
 -1  +2  +1  +1  +0

and the outcome may be subject to a further multiplier:

Bar, Val: x0.75
Hea, Kni: x1.5
Pri, Wiz: x2

It is possible (in the case of dwarves) not to gain power when gaining a
level.


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.


Acknowledgements
~~~~~~~~~~~~~~~~
Corrections and clarifications provided by Christian Cooper and Rast.
}}}
/***
| ''Name:'' | inlineSVG |
| ''Description:'' | A simple macro {{{<<SVG "<svg code>">>}}} to display SVG inline in TiddlyWiki. <br> I.E with all svg code self contained in the wiki |
| ''Author:'' | [[Pugugly|mailto:pugugly001@gmail.com |
| ''Source:'' | http://storywiki.tiddlyspot.com/#inlineSVG |
| ''Version:'' | 1.0 |
| ''Status:'' | Works. The original source for this code had comments regarding some SVG features not working, <br> so I'm uncertain as to the limits of this Macro |
| ''Date:'' | July 29th 2009 |
| ''Comments:'' | Please make comments at http://groups.google.co.uk/group/TiddlyWiki <br> Original code --stolen-- --borrowed-- . . . //gleaned// from http://softwareas.com/inline-svg |
| ''License:'' | [[Creative Commons Attribution-ShareAlike 3.0 License|http://creativecommons.org/licenses/by-sa/3.0/]] |
| ''Bugs:'' | Although xlink references no longer crash the xml parser, they also do not currently resolve properly <br> This breaks everything the relies upon them such as 'use', 'gradient', 'defs', et al. <br> internal scripting does not work at this time, but this may be related to the xlink issue |
| ''To Do:'' | There's no reason this can't be generalized to generic XML <br> Larger images are cutoff - I suspect there is a default height/width/viewbox <br> and I need to implement an easy way to insert x/y info |
***/
//{{{
config.macros.SVG =
 { handler: function (place, macroName, params, wikifier, paramString, tiddler)
   { var svg = params[0]
     var svgObject = document.createElement('object');
     svgObject.setAttribute('type', 'image/svg+xml');
     svgObject.setAttribute('data', 'data:image/svg+xml,'+ '<?xml version="1.0" encoding="ISO-8859-1" standalone="no"?> <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 20010904//EN" "http://www.w3.org/TR/2001/REC-SVG-20010904/DTD/svg10.dtd"><svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" xml:space="preserve" width="100%" height="100%" >'+svg+'</svg>');
     jQuery(place).append(svgObject); 
   }
 };
//}}}
[[intr-343.txt|http://www.spod-central.org/~psmith/nh/intr-343.txt]]
{{{
intr-343.txt  Last edited 2006-03-28 for NetHack 3.4.3
Miscellaneous intrinsics in NetHack 3.4
Compiled by Dylan O'Donnell <psmith@spod-central.org>.

This spoiler covers all the intrinsics that are neither dragon resistances
(see drgn-343.txt) nor conferred by wearing rings (see rint-343.txt). It
does not cover statuses (confusion, hallucination, etc); the dividing line
is sometimes blurry, but as a general rule of thumb if it appears on the
status line it's a status, not an intrinsic. Note that, as a general rule,
any intrinsics acquired solely by experience level can be lost by being
drained below that level.

amphibiousness
  acquired by
    Polymorphing into a floating eye, water elemental, newt, (baby)
    crocodile, or any ;.
  effects
    You can enter water safely.
    Eels' drowning attacks will not drown you.
    Fog clouds' moisture attacks will not harm you.

astral vision
  acquired by
    Wearing the Eyes of the Overworld (Monk Quest Artifact).
  effect
    Spaces within a radius 3 are visible even if dark or if line of sight
    is blocked.
    Blinding has no effect on your ability to see.

blinding resistance
  acquired by
    Wielding Sunsword (light-based only).
    Wearing lenses or a visored helmet (physical-based only).
  effects
    Light-based resistance protects against the blinding attacks of
    yellow lights and Archons, and blinding from lightning bolts,
    engraving with a wand of lightning, failed use of a crystal ball,
    magic traps, and expensive cameras.
    Physical-based resistance protects against the blinding attack of
    ravens and cobras, but not against dust vortices or thrown cream pies.
    Note that being blinded already, or being polymorphed into a form
    that has no eyes, is an absolute defence against blinding.

clairvoyance
  acquired by
    Wearing a cornuthaum as a Wizard.
    Donating between 200*XL and (400*XL)-1 zorkmids, more than 1/3 your
    current visible gold, to a priest (lasts 500 to 999 (more) turns per
    donation).
    Carrying the Amulet of Yendor.
  effects
    Maps a 12x20 rectangle around you every so often (50% chance every
    fifteenth turn). Blocked by wearing a cornuthaum when not a Wizard.
    Exercises wisdom every five turns.

displacement
  acquired by
    Wearing a cloak of displacement.
  effects
    Monsters may believe your location to be in your vicinity rather than
    at your actual location (doesn't fool priests or shopkeepers).
    1/4 chance of finding you anyway, and remembering your location until
    you move away.

flying
  acquired by
    Polymorphing into killer or queen bee, winged gargoyle, (master) mind
    flayer, homunculus, lurker above, xan, couatl, titan, jabberwock,
    wraith, succubus, incubus, balrog, or any of vyBDEV.
    Riding a couatl, ki-rin, jabberwock, or any D.
  effects
    Can pass over pits, holes, trap doors, squeaky boards, bear traps, water
    or lava safely. (Pits and holes in Sokoban will still trap you.)
    Land mines have a chance of not being triggered, and will not wound your
    legs.
    Improved chances of avoiding death by drawbridge.
    Can move freely over ice or on the Plane of Air.
    Wounded legs do not reduce your carrying capacity.
    No ill effects from descending stairs when encumbered, fumbling or
    punished.
    You are out of reach of xans' attacks.
    You escape the dungeon rather than dying by level teleporting to levels
    between -9 and -1.    

food appraisal
  acquired by
    Reading a blessed scroll of food detection or casting a spell of detect
    food at skilled or expert (lasts until you receive a warning).
  effects
    You are warned before eating food that may be tainted, petrify you,
    slime you, be rotten, poison you, break a Monk's vegetarian conduct,
    be acidic, be rustproof if you are polymorphed into a rust monster,
    break vegan conduct, or break vegetarian conduct. Warnings occur in
    that order of preference, and you are given the choice of whether to
    continue eating.

fumbling
  acquired by
    Wearing gauntlets of fumbling or fumble boots.
    Walking on ice without either wearing snow boots or being polyed into
    a monster with cold resistance (not lasting effect).
  effects
    Abuses dexterity every five turns.
    Every d20 turns, you'll slip or trip if you attempt to move that
    turn; if you're carrying more than a certain amount, you'll make
    noise and alert nearby monsters; if you're riding, you'll fall off.
    You fall going downstairs.
    Your dexterity is abused if you try to move through a closed door.
    Saddling ridable monsters is less likely to succeed.
    Attempting to mount a steed will always fail.
    Digging with an implement may not succeed, and may cause it to hit you
    or be dropped.
    Your chance of disarming a dungeon trap is halved.
    You have no chance of disarming a chest or door trap.
    You have no chance of escaping traps.
    Setting traps can cause them to go off.
    Applying cans of grease can cause you to drop them.
    Reduces likelihood of applying a bullwhip having desired effect, and
    can make you drop it instead.
    Kicking monsters or objects is less likely to be successful.
    Mjollnir will hit a Valkyrie's arm rather than be caught on its return.
    Returning boomerangs will hit you rather than be caught.
    The following items will end up on the floor rather than in your
    inventory: potions of oil that you light (if one of several), wished-for
    items, tins made with a tinning kit, food from a horn of plenty, scrolls
    of mail, gems thrown at you while you're a unicorn, items stolen as a
    nymph, weapons snagged with a bullwhip, arrows created by the Longbow of
    Diana, saddles removed from a steed, and written scrolls and
    spellbooks.

half physical damage
  acquired by
    Carrying the Orb of Fate or the Master Key of Thievery (Valkyrie and
    Rogue Quest Artifacts).
    Wearing the Mitre of Holiness (Priest(ess) Quest Artifact) as a
    Priest(ess) (only against physical attacks from demons and undead).
  effects
    Halves damage from physical monster attacks, falling piercers,
    exploding gas spores, effects of poison, thrown/spat objects, and
    bites from carnivorous bags.
    Halves damage from geyser spells cast by monsters.
    Halves damage from rust traps as an iron golem.
    Halves energy drain and exhaustion from bad sex.
    Does not protect against total digestion attacks.

half spell damage
  acquired by
    Carrying the Orb of Detection, the Platinum Yendorian Express Card,
    the Orb of Fate, or the Eye of the Aethiopica (Archeologist, Tourist,
    Valkyrie, and Wizard Quest Artifacts).
  effects
    Halves damage from cold attack of Asmodeus.
    Halves damage from psi bolt, pillar of fire, lightning bolt, and open
    wounds spells cast by monsters.
    Halves duration of stunning, confusion, blinding, and paralysis spells
    cast by monsters.
    Reduces attribute loss from strength drain spells cast by monsters.
    Halves damage from psychic blast of (master) mind flayers.
    Halves damage from wands zapped by monsters.
    Halves damage from scrolls of fire read by monsters.
    Reduces number of objects cursed from a "malignant aura"-type curse.

hallucination resistance
  acquired by
    Wielding Grayswandir.
    Polymorphing into a black light.
  effects
    Protects against hallucination from quaffing potions, applying cursed
    unicorn horns, applying crystal balls, or triggering chest traps.
    Protects against hallucination from eating yellow molds, violet fungi
    or abbots.
    Protects against the hallucination attack of black lights.
    
infravision
  acquired by
    Being an unpolymorphed dwarf, elf, gnome or orc by race.
    Polymorphing into a stalker, pit viper, python, Woodland-elf, Green-elf,
    Grey-elf, elf-lord, Elvenking, horned devil, succubus, incubus, barbed
    devil, marilith, vrock, hezrou, bone devil, ice devil, nalfeshnee,
    pit fiend, balrog, or any of hikoAGHLMOTZ.
  effects
    Warm-blooded, fire-based, or ice-based monsters are visible if in line
    of sight, even if their location is dark.
    
invulnerability
  acquired by
    Praying successfully (for the duration of the prayer).
  effects
    Monsters will not attack; being swallowed has no ill effects.
    No exertion damage suffered from overencumbrance.
    No HP regeneration.
    No hunger increase.
    Teleportitis, polymorphitis, and lycanthropy will not kick in.
    All timers other than luck normalisation are halted.

jumping
  acquired by
    Wearing jumping boots.
    From the start as a Knight.
    Casting the spell 'jump' (temporary).
  effects
    You can use the #jump command to move to distant, visible, open
    squares; how far you can jump depends on the source of the intrinsic.
    Knights can jump as the chess piece; boots allow jumping as if the
    spell were cast at unskilled level ('u' below). Casting the spell
    allows you one jump of a distance depending on the level of the spell.

                                eee
                              esbubse
                              suuuuus
                             ebuuuuube
                             euuu@uuue
                             ebuuuuube
                              suuuuus
                              esbubse
                                eee

    Jumping out of bear traps will wound your leg. Jumping in Sokoban
    carries a -1 luck penalty.


level-drain resistance
  acquired by
    Wielding Excalibur, Stormbringer or the Staff of Aesculapius (Healer
    Quest Artifact).
    Polymorphing into a horned devil, succubus, incubus, barbed devil,
    marilith, vrock, hezrou, bone devil, ice devil, nalfeshnee, pit fiend,
    balrog, or any of LMVWZ.
  effects
    Protects against drain life attacks of Demogorgon, (succubi and incubi
    if #SEDUCE undefined), and all VW.
    Protects against drain life attacks of Stormbringer or the Staff of
    Aesculapius.
    Protects against drain life result from unfavourable succubus or
    incubus encounter.
    Protects against "Thou must relearn thy lessons!" command of angry god.
    Protects against zapping drain life spell at yourself.
    
life saving
  acquired by
    Wearing an amulet of life saving.
  effects
    If you die (other than by genocide or by (master) mind flayer
    intelligence drain), you are revived, at the cost of your amulet.

lycanthropy
  acquired by
    Being bitten by a werejackal, werewolf or wererat in their animal form.
    Eating a werejackal, werewolf or wererat.
    May be lost by eating a sprig of wolfsbane, quaffing a potion of holy
    water, or prayer.
  effects
    Each turn in your natural form, you have a 1/80 chance (1/60 at night)
    of changing into your wereform for 500 to 999 turns.
    Uncontrolled polymorph will cause you to change from animal to natural
    form or vice versa.
    You are immune from system shock.
    Holy water vapour will cause you to return to natural form, but will
    not cure lycanthropy.
    Quaffed or vaporous unholy water will cause you to assume animal
    form.
    In animal form, you can summon 1 to 5 pets with the #monster command:
      wererat:    2/3 sewer rat, 2/9 giant rat, 1/9 rabid rat
      werejackal: jackal
      werewolf:   4/5 wolf, 1/5 winter wolf
      This uses 10 energy and exercises wisdom.

magical breathing
  [See unbreathing]

monster detection
  acquired by
    Quaffing a blessed potion of monster detection or casting a spell of
    detect monster at skilled or expert (for 21 to 60 (more) turns unless
    already at 300 or more turns, whereupon each use only gives 1 more
    turn).
  effects
    All monsters on the level are displayed.

phasing
  acquired by
    Polymorphing into an earth elemental or a xorn.
  effects
    You can enter most walls or stone.
    You are immune from death by drawbridge.
    You can pass through pits safely.
    You can kick objects out of pits (as a xorn).

reflection
  acquired by
    Wearing silver dragon scales or scale mail, a shield of reflection, or
    an amulet of reflection.
    Wielding the Longbow of Diana (Ranger Quest Artifact).
    Polymorphing into a silver dragon.
  effects
    Rays striking you rebound in the direction they came from without
    effect (lightning may still blind you).
    Protects against gaze attack of Medusa, and may stone her in return.
    Protects against passive paralysis attack of floating eyes.

sickness resistance
  acquired by
    Polymorphing into a ghoul, or any F.
  effects
    Protects against disease attacks of Juiblex, Demogorgon, and Scorpius.
    Protects against pestilence attacks of Pestilence.
    Protects against food poisoning from old corpses.
    Protects against illness from applying cursed unicorn horns.

speed
  acquired by
    ("fast"):
      Eating a quantum mechanic.
        "Your velocity suddenly seems very uncertain! You seem faster."
      Praying to a god whom thou hast pleased with thy progress.
      Zapping yourself with a wand of speed monster.
      Reaching XL 7 as a Barbarian, Cave(wo)man, Knight or Valkyrie; or from
      the start as an Archeologist, Monk or Samurai.
        "You feel quick!"
        "You feel slow!" (level drain loss)
    ("very fast"):
      Wearing speed boots.
      Quaffing a potion of speed (lasts 160 to 169 (more) turns if blessed,
      100 to 109 (more) turns if uncursed, 40 to 49 (more) turns if cursed).
      Casting a spell of haste self (lasts 100 to 109 (more) turns if
      unskilled or basic, 160 to 169 (more) turns if skilled or expert).
      Breathing vapours of potion of speed (lasts 1 to 5 (more) turns).
    Intrinsic speed may be lost by night-time gremlin attack ("You feel
    slower."), zapping yourself with a wand of slow monster, the slowing
    attacks of skeletons and shades, the start of the stoning process, part
    of the sliming process, or eating a quantum mechanic ("Your velocity
    suddenly seems very uncertain! You seem slower.").
  effects
    If fast, your average speed is 1/3 greater than normal; if very fast,
    2/3 greater than normal.

stoning resistance
  acquired by
    Polymorphing into an acid blob, gelatinous cube, chickatrice,
    cockatrice, (winged) gargoyle, spotted or ochre jelly, (baby) yellow
    dragon, air, earth, fire or water elemental, green mold, black naga
    (hatchling), wraith, xorn, skeleton, stone golem, lizard, or any of vyP.
  effects
    Protects against stoning attacks of chickatrices, cockatrices and
    Medusa.
    Protects against stoning from eating a chickatrice, cockatrice or Medusa
    corpse, or a cockatrice egg.
    Protects against stoning from biting, stinging, butting, hugging,
    engulfing, tentacling, or attempting to saddle a chickatrice or
    cockatrice, or touching, clawing, striking, or untrapping one
    barehanded, or kicking one barefooted.
    Protects against stoning from barehanded feeling, picking up, tinning,
    sacrificing, snagging, stealing, placement in container, removal from
    container, throwing, or wielding of chickatrice or cockatrice corpses.
    Protects against stoning from barefoot kicking of chickatrice or
    cockatrice corpses.
    Protects against stoning from being hit by a wielded, thrown or
    fallen-on chickatrice or cockatrice corpse.
    Protects against stoning from being hit by a cockatrice egg.

swimming
  acquired by
    Polymorphing into a gremlin, water nymph, woodchuck, water elemental,
    rust monster, water troll, newt, (baby) crocodile, or any of S;.
  effects
    You can move through water on the surface and without hindrance.

telepathy
  acquired by
    Wearing a helm of telepathy or an amulet of ESP (including the
    Eye of the Aethiopica, the Wizard Quest Artifact).
    Praying to a god whom thou hast pleased with thy progress.
    Carrying the Orb of Detection, the Magic Mirror of Merlin, the Longbow
    of Diana, or the Platinum Yendorian Express Card (Archeologist,
    Knight, Ranger, and Tourist Quest Artifacts respectively).
    Eating a floating eye or a (master) mind flayer.
      "You feel a strange mental acuity."
      "You feel in touch with the cosmos." (hallucinating)
    Eating an amulet of ESP.
    Polymorphing into a floating eye or a (master) mind flayer.
    Intrinsic telepathy may be lost by night-time gremlin attack ("Your
    senses fail."), or by killing (formerly) peaceful humans if not chaotic.
  effects
    You can see monsters with minds anywhere on the level when you are
    blind.
    With extrinsic telepathy you can also see nearby monsters with minds
    when not blind (even through walls and in darkness).
    (Master) mind flayers' psychic blasts are more likely to lock on.

unbreathing
  acquired by
    Wearing or eating an amulet of magical breathing.
    Polymorphing into an acid blob, gas spore, freezing, flaming, or
    shocking sphere, (winged) gargoyle, vampire bat, earth elemental, or
    any of jmvyFLMPVWXZ'.
  effects
    [Note that amphibiousness is a subset of these effects.]
    You will vomit rather than choke on excess food.
    You are not affected by stinking clouds.
    You are not affected by sleeping gas traps.
    You are not affected by potion vapours if you are also polymorphed into
    an eyeless monster.
    You can enter water safely.
    Eels' drowning attacks will not drown you.
    Fog clouds' moisture attacks will not harm you (unless you are a
    salamander, flaming sphere, or fire elemental or vortex).
    
unchanging
  acquired by
    Wearing an amulet of unchanging.
  effects
    Prevents polyself from potions, wands, spells, traps, eating chameleons
    or doppelgangers, or quaffing from sinks, 
    Prevents death by cancellation as a clay golem.
    You will not change form as a result of polymorphitis or lycanthropy.
    Eating mimic corpses will not cause you to mimic gold or oranges.
    Existing polyself will not wear off; death is death, and does not
    cause reversion to your natural form.
    You will not revert to your natural form if you genocide your current
    form.
    Protects against sliming attacks of green slimes.
    Protects against being slimed from eating, mindflaying or engulfing a
    green slime.

water walking
  acquired by
    Wearing water walking boots.
  effects
    You can walk safely over water (other than on the Plane of Water);
    you can reach it to dip objects into it.
    You will not sink into lava (though the heat will still affect you
    and your inventory, including burning away non-fireproof boots; in the
    latter case, you will not sink until you move).

wounded legs
  acquired by
    Pricking attack of a xan (1/2 left, 1/2 right; 1 to (60-DEX) turns).
    Land mine explosions (both; 41 to 75 turns).
    Being pulled out of or jumping out of a bear trap (2/3 left, 1/3 right;
    500 to 1499 turns).
    Trying to jump out of solidified lava (both; 11 to 20 turns).
    Fumbling with a cursed digging-tool (right; 6 to 10 turns).
    Kicking things or nothings (right; 6 to 10 turns).
    Falling or being thrown off your steed (both; 5 to 9 turns).
    Note that if you're riding, your steed's legs may be wounded instead
    of yours.
  effects
    Reduces dexterity by one temporarily.
    Abuses dexterity every five turns (if your legs).
    Your carrying capacity is reduced (double if both legs wounded).
    You cannot jump or kick.    
    Attempting to mount a steed will always fail.


Acknowledgements
~~~~~~~~~~~~~~~~
Corrections and clarifications provided by Joe Bednorz, David Corbett,
David Goldfarb, Arien Malec, David Ploog, Jason Short, mana user, and
Boudewijn Waijers.
}}}
[[invt-343.txt|http://www.spod-central.org/~psmith/nh/invt-343.txt]]
{{{
invt-343.txt  Last edited 2004-02-16 for NetHack 3.4.3
Starting inventories by class and race in NetHack 3.4
Compiled by Dylan O'Donnell <psmith@spod-central.org>.

Where unspecified, items can be either blessed or uncursed; multiples
of items may be split between blessed and uncursed items.

Archeologist
  +2 bullwhip
  +0 leather jacket
  +0 fedora
  3 to 6 uncursed food rations
  +0 pick-axe
  uncursed tinning kit (30 to 99 charges)
  uncursed touchstone
  uncursed sack
  Following chances of ONE of:
    10%    uncursed tin opener
    22.5%  uncursed oil lamp
     6.75% uncursed magic marker (30 to 99 charges)

Barbarian
  50% chance of:
    +0 two-handed sword
    +0 axe
  otherwise:
    +0 battle-axe
    +0 <racial> short sword
  +0 <racial> ring mail
  1 or 2 uncursed food rations
  17% chance of uncursed oil lamp

Caveman
  +1 club
  +2 sling
  10 to 20 flint stones
  18 to 33 uncursed rocks
  +0 leather armor

Healer
  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

Knight
  +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)

Monk
  +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

Priest
  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

Ranger
  +1 <racial> dagger
  +1 <racial> bow
  50 to 59 +2 <racial> arrows (1% chance poisoned if chaotic)
  30 to 39 +0 <racial> 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)

Rogue
  +0 <racial> short sword
  6 to 15 uncursed +0 <racial> daggers
  +1 leather armor
  uncursed potion of sickness
  uncursed lock pick
  uncursed sack
  20% chance of uncursed blindfold

Samurai
  +0 katana
  +0 wakizashi
  +0 yumi
  26 to 45 +0 ya
  rustproof +0 splint mail
  20% chance of uncursed blindfold

Tourist
  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)

Valkyrie
  +1 long sword
  +0 dagger
  +3 small shield
  1 or 2 uncursed food rations
  17% chance of uncursed oil lamp

Wizard
  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

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.

Acknowledgements
~~~~~~~~~~~~~~~~
Corrections and clarifications provided by Big Al, Patrick Clot,
Vladimir Florinski, Annie Kang, Pat Rankin, and Rast.
}}}
Select '//new journal//' to start a journal for a game of NetHack. If you use the '//Sign-on//' with a character name, all journals will link back to that character. Using '//new here//' under a character will automatically tag entries to that name as well, making a nice '//tree//'.
[[misc-343.txt|http://www.spod-central.org/~psmith/nh/misc-343.txt]]
{{{
misc-343.txt  Last edited 2006-07-09 for NetHack 3.4.3
Miscellaneous objects in NetHack 3.4
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.

ITEM              COST  WGT   PROB   SYM  DAMAGE  NUTR
~~~~~~~~~~~~~~~ : ~~~~  ~~~~  ~~~~ : ~~~  ~~~~~~  ~~~~
gold piece      : $  1  0.01  1000 :  $       0   0.01
boulder         :    0  6000   100 :  '     d20   2000
statue          :    0  vary   900 :  '    vary   2500
heavy iron ball :   10   480*    0 :  0     d25*   480*
iron chain      :    0   120     0 :  _    d4+1    120
acid venom      :    0     1     0 :  .     2d6      0
blinding venom  :    0     1     0 :  .       0      0

Items are listed here by inventory category.  Venom is generated only
by spitting monsters and cannot be picked up.  The COST field denotes
the base price of each item.  WGT specifies the weight.  If the item
can be randomly generated, then PROB is the relative probability of
the item within that category.  All of these items are generated
uncursed.  SYM is the object symbol.  Damage to small and large
monsters is the DAMAGE field.  Statues do 1 to 6 damage depending on
their weight. An additional +d(x*4) of damage is added to iron balls
for each x times the ball has been made heavier (cursed scrolls of
punishment count double), up to a total damage of 25. If an object
can be eaten, its nutrition value is NUTR.

Iron balls start out at a weight and nutrition of 480; each time you
are further punished, any ball you are chained to has these increased
by 160 (320 in the case of a cursed scroll of punishment).

Finding spellbooks in statues
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Adapted in part from the spoiler "statues" by Bryan Butler and
Boudewijn Waijers.)

Randomly created statues may contain one random spellbook.  The chance
of a spellbook in a statue depends upon the dungeon level on which the
statue was created (if you are visiting a level for the first time while
carrying the Amulet, then the depth of the Sanctum will be used instead):
    Level 1-3   4-5   6-7   8-9  10-11  12-13  20-21  30-31  n*2-(n*2)+1
    Prob   0   1/12  2/13  3/14   4/15   5/16   9/20  14/25  (n-1)/(n+10)
Statues of tiny monsters never contain spellbooks.

Note that the Oracle is located somewhere between levels 5 and 9, so
the average chance on that level that a statue contains a spellbook is
about (1/12 + 2*2/13 + 2*3/14) / 5 = (1790/2184) / 5 = 16.4%.
Since there are always eight centaur statues on that level, the chance
of finding no spellbook there is about 26%. The chance of finding
just one is about 35%, of two about 24%, of three about 11%. The
chances of finding more rapidly approach zero.

Note that the player-monster statues (other than Perseus) on the
Medusa level will always be empty; the seven or eight monster statues
may contain the appropriate monster's starting inventory. Perseus'
statue has a 50% chance of containing a blessed +2 scimitar and a 50%
chance of containing a sack. If the version of the level is the one
with the central island, there is also a 25% chance of +0 levitation
boots and 75% chance of a cursed +0 shield of reflection; on the
version with a titan, these two chances are reversed.

Statues created by stoning a monster contain only the items in the
monster's inventory.  You can break a statue with a pick axe, dwarvish
mattock, wand of striking, or spell of force bolt.  Breaking or animating
historic statues (the centaur statues of Delphi, the statue of Perseus,
the gnome king statue in the Grotto Town version of Minetown, or petrified
unique monsters) carries a -1 alignment penalty for Archeologists.


What to do with iron chains
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Iron chains are the least useful items in the game since they perform no
function as individual objects, have no value to sell to shopkeepers,
aren't heavy enough to be a decent weapon, and will always polypile into
another chain.  Here are several somewhat trivial uses for these objects:

* Throw or kick them as missiles.
* Food for rock moles (a pet or polyself).
* Leave them in the path of hostile metallivores as a distraction.
* Polypile enough of them to make another iron golem.  Turn it into
  your pet or polymorph it into a monster worthy of sacrificing.
* Polypile enough of them to get another iron golem.  Tame it and watch it
  get killed by a rust monster. Get an amusing message.
* Use them to mark the vibrating square.
* Carry them in your main inventory to lower the chance that something
  "good" will be cursed/stolen.
* Leave a bones file that will annoy others (using ASCII):
  "Darn, that's not an altar."


Acknowledgements
~~~~~~~~~~~~~~~~
Thanks to Bruce Cox for proofreading the original version of this file.
Further corrections and clarifications provided by Aero, Kevin Costello,
Philipp Lucas, Pat Rankin, and Rast.
}}}
[[mon1-343.txt|http://www.spod-central.org/~psmith/nh/mon1-343.txt]]
{{{
mon1-343.txt  Last edited 2006-10-20 for NetHack 3.4.3
Monsters and their basic properties and attacks in NetHack 3.4
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.

SPECIES                LEV SPD  AC  MR  RESISTS   ATTACKS
~~~~~~~~~~~~~~~~~~~~~~ ~~~ ~~~  ~~  ~~  ~~~~~~~~  ~~~~~~~
a            giant ant   2  18   3   0            1d4
a           killer bee   1  18  -1   0  P         1d3P
a          soldier ant   3  18   3   0  P         2d4 3d4P
a             fire ant   3  18   3  10  F         2d4 2d4F
a         giant beetle   5   6   4   0  P         3d6
a            queen bee   9  24  -4   0  P         1d8P
b            acid blob   1   3   8   0  spa*      (1d8A)
b       quivering blob   5   1   8   0  sP        1d8
b      gelatinous cube   6   6   8   0  FCSEpa*   2d4. (1d4.)
c          chickatrice   4   4   8  30  P*        1d2 0d0* (0d0*)
c           cockatrice   5   6   6  30  P*        1d3 0d0* (0d0*)
c             pyrolisk   6   6   6  30  FP        G2d6F
d               jackal   0  12   7   0            1d2
d                  fox   0  15   7   0            1d3
d               coyote   1  12   7   0            1d4
d           werejackal   2  12   7  10  p         1d4@
d           little dog   2  18   6   0            1d6
d                  dog   4  16   5   0            1d6
d            large dog   6  15   4   0            2d4
d                dingo   4  16   5   0            1d6
d                 wolf   5  12   4   0            2d4
d             werewolf   5  12   4  20  p         2d6@
d                 warg   7  12   4   0            2d6
d      winter wolf cub   5  12   4   0  C         1d8 B1d8C
d          winter wolf   7  12   4  20  C         2d6 B2d6C
d       hell hound pup   7  12   4  20  F         2d6 B2d6F
d           hell hound  12  14   2  20  F         3d6 B3d6F
e            gas spore   1   3  10   0            [X4d6]
e         floating eye   2   1   9  10            (0d70.)
e      freezing sphere   6  13   4   0  C         X4d6C
e       flaming sphere   6  13   4   0  F         X4d6F
e      shocking sphere   6  13   4   0  E         X4d6E
f               kitten   2  18   6   0            1d6
f             housecat   4  16   5   0            1d6
f               jaguar   4  15   6   0            1d4 1d4 1d8
f                 lynx   5  15   6   0            1d4 1d4 1d10
f              panther   5  15   6   0            1d6 1d6 1d10
f            large cat   6  15   4   0            2d4
f                tiger   6  12   6   0            2d4 2d4 1d10
g              gremlin   5  12   2  25  P         1d6 1d6 1d4 0d0i
g             gargoyle   6  10  -4   0  *         2d6 2d6 2d4
g      winged gargoyle   9  15  -2   0  *         3d6 3d6 3d4
h               hobbit   1   9  10   0            W1d6
h                dwarf   2   6  10  10            W1d8
h              bugbear   3   9   5   0            W2d4
h           dwarf lord   4   6  10  10            W2d4 W2d4
h           dwarf king   6   6  10  20            W2d6 W2d6
h          mind flayer   9  12   5  90            W1d4 2!I 2!I 2!I
h   master mind flayer  13  12   0  90            W1d8 2!I 2!I 2!I 2!I 2!I
i                manes   1   3   7   0  sp        1d3 1d3 1d4
i           homunculus   2  12   6  10  SP        1d3S
i                  imp   3  12   2  20            1d4
i               lemure   3   3   7   0  Sp        1d3
i               quasit   3  15   2  20  P         1d2!D 1d2!D 1d4
i                tengu   6  13   5  30  P         1d7
j           blue jelly   4   0   8  10  CP        (0d6C)
j        spotted jelly   5   0   8  10  a*        (0d6A)
j          ochre jelly   6   3   8  20  a*        E3d6A (3d6A)
k               kobold   0   6  10   0  p         W1d4
k         large kobold   1   6  10   0  p         W1d6
k          kobold lord   2   6  10   0  p         W2d4
k        kobold shaman   2   6   6  10  p         M0d0+
l           leprechaun   5  15   8  20            1d2$
m          small mimic   7   3   7   0  a         3d4
m          large mimic   8   3   7  10  a         3d4m
m          giant mimic   9   3   7  20  a         3d6m 3d6m
n           wood nymph   3  12   9  20            0d0- 0d0-
n          water nymph   3  12   9  20            0d0- 0d0-
n       mountain nymph   3  12   9  20            0d0- 0d0-
o               goblin   0   6  10   0            W1d4
o            hobgoblin   1   9  10   0            W1d6
o                  orc   1   9  10   0            W1d8
o             hill orc   2   9  10   0            W1d6
o           Mordor orc   3   5  10   0            W1d6
o             Uruk-hai   3   7  10   0            W1d8
o           orc shaman   3   9   5  10            M0d0+
o          orc-captain   5   5  10   0            W2d4 W2d4
p         rock piercer   3   1   3   0            2d6
p         iron piercer   5   1   0   0            3d6
p        glass piercer   7   1   0   0  a         4d6
q                rothe   2   9   7   0            1d3 1d3 1d8
q                mumak   5   9   0   0            4d12 2d6
q            leocrotta   6  18   4  10            2d6 2d6 2d6
q               wumpus   8   3   2  10            3d6
q          titanothere  12  12   6   0            2d8
q       baluchitherium  14  12   5   0            5d4 5d4
q             mastodon  20  12   5   0            4d8 4d8
r            sewer rat   0  12   7   0            1d3
r            giant rat   1  10   7   0            1d3
r            rabid rat   2  12   6   0  p         2d4!C
r              wererat   2  12   6  10  p         1d4@
r            rock mole   3   3   0  20            1d6
r            woodchuck   3   3   0  20            1d6
s          cave spider   1  12   3   0  P         1d2
s            centipede   2   4   3   0  P         1d3P
s         giant spider   5  15   4   0  P         2d4P
s             scorpion   5  15   3   0  P         1d2 1d2 1d4P
t         lurker above  10   3   3   0            E1d8d
t              trapper  12   3   3   0            E1d10d
u        white unicorn   4  24   2  70  P         1d12 1d6
u         gray unicorn   4  24   2  70  P         1d12 1d6
u        black unicorn   4  24   2  70  P         1d12 1d6
u                 pony   3  16   6   0            1d6 1d2
u                horse   5  20   5   0            1d8 1d3
u             warhorse   7  24   4   0            1d10 1d4
v            fog cloud   3   1   0   0  sp*       E1d6
v          dust vortex   4  20   2  30  sp*       E2d8b
v           ice vortex   5  20   2  30  csp*      E1d6C
v        energy vortex   6  20   2  30  sdep*     E1d6E E0d0e (0d4E)
v         steam vortex   7  22   2  30  fsp*      E1d8F
v          fire vortex   8  22   2  30  fsp*      E1d10F (0d4F)
w       baby long worm   8   3   5   0            1d6
w     baby purple worm   8   3   5   0            1d6
w            long worm   8   3   5  10            1d4
w          purple worm  15   9   6  20            2d8 E1d10d
x             grid bug   0  12   9   0  ep        1d1E
x                  xan   7  18  -4   0  P         1d4x
y         yellow light   3  15   0   0  fcsdepa*  X10d20b
y          black light   5  15   0   0  fcsdepa*  X10d12h
z                zruty   9   8   3   0            3d4 3d4 3d6
A               couatl   8  10   5  30  p         2d4P 1d3 H2d4w
A                Aleax  10   8   0  30  csep      W1d6 W1d6 1d4
A                Angel  14  10  -4  55  csep      W1d6 W1d6 1d4 M2d6M
A               ki-rin  16  18  -5  90            2d4 2d4 3d6 M2d6+
A               Archon  19  16  -6  80  fcsep     W2d4 W2d4 G2d6b 1d8 M4d6+
B                  bat   0  22   8   0            1d4
B            giant bat   2  22   7   0            1d6
B                raven   4  20   6   0            1d6 1d6b
B          vampire bat   5  20   6   0  sp        1d6 0d0P
C       plains centaur   4  18   4   0            W1d6 1d6
C       forest centaur   5  18   3  10            W1d8 1d6
C     mountain centaur   6  20   2  10            W1d10 1d6 1d6
D     baby gray dragon  12   9   2  10            2d6
D   baby silver dragon  12   9   2  10            2d6
D      baby red dragon  12   9   2  10  f         2d6
D    baby white dragon  12   9   2  10  c         2d6
D   baby orange dragon  12   9   2  10  s         2d6
D    baby black dragon  12   9   2  10  d         2d6
D     baby blue dragon  12   9   2  10  e         2d6
D    baby green dragon  12   9   2  10  p         2d6
D   baby yellow dragon  12   9   2  10  a*        2d6
D          gray dragon  15   9  -1  20            B4d6M 3d8 1d4 1d4
D        silver dragon  15   9  -1  20  c         B4d6C 3d8 1d4 1d4
D           red dragon  15   9  -1  20  F         B6d6F 3d8 1d4 1d4
D         white dragon  15   9  -1  20  C         B4d6C 3d8 1d4 1d4
D        orange dragon  15   9  -1  20  S         B4d25S 3d8 1d4 1d4
D         black dragon  15   9  -1  20  D         B4d10D 3d8 1d4 1d4
D          blue dragon  15   9  -1  20  E         B4d6E 3d8 1d4 1d4
D         green dragon  15   9  -1  20  P         B4d6P 3d8 1d4 1d4
D        yellow dragon  15   9  -1  20  a*        B4d6A 3d8 1d4 1d4
E              stalker   8  12   3   0            4d4
E        air elemental   8  36   2  30  p*        E1d10
E       fire elemental   8  12   2  30  fp*       3d6F (0d4F)
E      earth elemental   8   6   2  30  fcp*      4d6
E      water elemental   8   6   2  30  p*        5d6
F               lichen   0   1   9   0            0d0m
F           brown mold   1   0   9   0  CP        (0d6C)
F          yellow mold   1   0   9   0  P         (0d4s)
F           green mold   1   0   9   0  a*        (0d4A)
F             red mold   1   0   9   0  FP        (0d4F)
F             shrieker   3   1   7   0  P        
F        violet fungus   3   1   7   0  P         1d4 0d0m
G                gnome   1   6  10   4            W1d6
G           gnome lord   3   8  10   4            W1d8
G       gnomish wizard   3  10   4  10            M0d0+
G           gnome king   5  10  10  20            W2d6
H                giant   6   6   0   0            W2d10
H          stone giant   6   6   0   0            W2d10
H           hill giant   8  10   6   0            W2d8
H           fire giant   9  12   4   5  F         W2d10
H          frost giant  10  12   3  10  C         W2d12
H          storm giant  16  12   3  10  E         W2d12
H                ettin  10  12   3   0            W2d8 W3d6
H                titan  16  18  -3  70            W2d8 M0d0+
H             minotaur  15  15   6   0            3d10 3d10 2d8
J           jabberwock  15  12  -2  50            2d10 2d10 2d10 2d10
K         Keystone Kop   1   6  10  10            W1d4
K         Kop Sergeant   2   8  10  10            W1d6
K       Kop Lieutenant   3  10  10  20            W1d8
K          Kop Kaptain   4  12  10  20            W2d6
L                 lich  11   6   0  30  Csp       1d10C M0d0+
L             demilich  14   9  -2  60  Csp       3d4C M0d0+
L          master lich  17   9  -4  90  FCsp      3d6C M0d0+
L            arch-lich  25   9  -6  90  FCsep     5d6C M0d0+
M         kobold mummy   3   8   6  20  csp       1d4
M          gnome mummy   4  10   6  20  csp       1d6
M            orc mummy   5  10   5  20  csp       1d6
M          dwarf mummy   5  10   5  20  csp       1d6
M            elf mummy   6  12   4  30  csp       2d4
M          human mummy   6  12   4  30  csp       2d4 2d4
M          ettin mummy   7  12   4  30  csp       2d6 2d6
M          giant mummy   8  14   3  30  csp       3d4 3d4
N   red naga hatchling   3  10   6   0  FP        1d4
N black naga hatchling   3  10   6   0  Pa*       1d4
N golden naga hatchlin   3  10   6   0  P         1d4
N guardian naga hatchl   3  10   6   0  P         1d4
N             red naga   6  12   4   0  FP        2d4 B2d6F
N           black naga   8  14   2  10  Pa*       2d6 S0d0A
N          golden naga  10  14   2  70  P         2d6 M4d6+
N        guardian naga  12  16   0  50  P         1d6. S1d6P H2d4
O                 ogre   5  10   5   0            W2d5
O            ogre lord   7  12   3  30            W2d6
O            ogre king   9  14   4  60            W3d5
P            gray ooze   3   1   8   0  FCPa*     2d8R
P        brown pudding   5   3   8   0  CEPa*     0d0r
P        black pudding  10   6   6   0  CEPa*     3d8R (0d0R)
P          green slime   6   6   6   0  cepa*     1d4@ (0d0@)
Q     quantum mechanic   7  12   3  10  p         1d4t
R         rust monster   5  18   2   0            0d0R 0d0R (0d0R)
R         disenchanter  12  12 -10   0            4d4" (0d0")
S         garter snake   1   8   8   0            1d2
S                snake   4  15   3   0  P         1d6P
S       water moccasin   4  15   3   0  P         1d6P
S            pit viper   6  15   2   0  P         1d4P 1d4P
S               python   6   3   5   0            1d4 0d0 H1d4w H2d4
S                cobra   6  18   2   0  P         2d4P S0d0b
T                troll   7  12   4   0            W4d2 4d2 2d6
T            ice troll   9  10   2  20  C         W2d6 2d6C 2d6
T           rock troll   9  12   0   0            W3d6 2d8 2d6
T          water troll  11  14   4  40            W2d8 2d8 2d6
T             Olog-hai  13  12  -4   0            W3d6 2d8 2d6
U           umber hulk   9   6   2  25            3d4 3d4 2d5 G0d0c
V              vampire  10  12   1  25  sp        1d6 1d6V
V         vampire lord  12  14   0  50  sp        1d8 1d8V
V     Vlad the Impaler  14  18  -3  80  sp        W1d10 1d10V
W         barrow wight   3  12   5   5  csp       W0d0V M0d0+ 1d4
W               wraith   6  12   4  15  csp*      1d6V
W               Nazgul  13  12   0  25  csp       W1d4V B2d25S
X                 xorn   8   9  -2  20  fc*       1d3 1d3 1d3 4d6
Y               monkey   2  12   6   0            0d0- 1d3
Y                  ape   4  12   6   0            1d3 1d3 1d6
Y              owlbear   5  12   5   0            1d6 1d6 H2d8
Y                 yeti   5  15   6   0  C         1d6 1d6 1d4
Y      carnivorous ape   6  12   6   0            1d4 1d4 H1d8
Y            sasquatch   7  15   6   0            1d6 1d6 1d8
Z        kobold zombie   0   6  10   0  csp       1d4
Z         gnome zombie   1   6  10   0  csp       1d5
Z           orc zombie   2   6   9   0  csp       1d6
Z         dwarf zombie   2   6   9   0  csp       1d6
Z           elf zombie   3   6   9   0  csp       1d7
Z         human zombie   4   6   8   0  csp       1d8
Z         ettin zombie   6   8   6   0  csp       1d10 1d10
Z         giant zombie   8   8   6   0  csp       2d8 2d8
Z                ghoul   3   6  10   0  csp       1d2. 1d3
Z             skeleton  12   8   4   0  csp*      W2d6 1d6<
'          straw golem   3  12  10   0  sp        1d2 1d2
'          paper golem   3  12  10   0  sp        1d3
'           rope golem   4   9   8   0  sp        1d4 1d4 H6d1
'           gold golem   5   9   6   0  spa       2d3 2d3
'        leather golem   6   6   6   0  sp        1d6 1d6
'           wood golem   7   3   4   0  sp        3d4
'          flesh golem   9   8   9  30  FCSEP     2d8 2d8
'           clay golem  11   7   7  40  sp        3d10
'          stone golem  14   6   5  50  sp*       3d8
'          glass golem  16   6   1  50  spa       2d8 2d8
'           iron golem  18   6   3  60  fcsep     W4d10 B4d6P
@                human   0  12  10   0            W1d6
@              wererat   2  12  10  10  p         W2d4
@           werejackal   2  12  10  10  p         W2d4
@             werewolf   5  12  10  20  p         W2d4
@                  elf  10  12  10   2  S         W1d8
@         Woodland-elf   4  12  10  10  S         W2d4
@            Green-elf   5  12  10  10  S         W2d4
@             Grey-elf   6  12  10  10  S         W2d4
@             elf-lord   8  12  10  20  S         W2d4 W2d4
@            Elvenking   9  12  10  25  S         W2d4 W2d4
@         doppelganger   9  12   5  20  s         W1d12
@                nurse  11   6   0   0  P         2d6H
@           shopkeeper  12  18   0  50            W4d4 W4d4
@                guard  12  12  10  40            W4d10
@             prisoner  12  12  10   0            W1d6
@               Oracle  12   0   0  50            (0d4M)
@       aligned priest  12  12  10  50  e         W4d10 1d4 M0d0+
@          high priest  25  15   7  70  fsep      W4d10 2d8 M2d8+ M2d8+
@              soldier   6  10  10   0            W1d8
@             sergeant   8  10  10   5            W2d6
@           lieutenant  10  10  10  15            W3d4 W3d4
@              captain  12  10  10  15            W4d4 W4d4
@             watchman   6  10  10   0            W1d8
@        watch captain  10  10  10  15            W3d4 W3d4
@               Medusa  20  12   2  50  P*        W2d4 1d8 G0d0* 1d6P
@     Wizard of Yendor  30  12  -8 100  FP        2d12- M0d0+
@              Croesus  20  15   0  40            W4d10
                 ghost  10   3  -5  50  csdp*     1d1
                 shade  12  10  10   0  csdp*     2d6. 1d6<
&          water demon   8  12  -4  30  fp        W1d3 1d3 1d3
&         horned devil   6   9  -5  50  fp        W1d4 1d4 2d3 1d3
&             succubus   6  12   0  70  fp        0d0& 1d3 1d3
&              incubus   6  12   0  70  fp        0d0& 1d3 1d3
&               erinys   7  12   2  30  fp        W2d4P
&         barbed devil   8  12   0  35  fp        2d4 2d4 3d4
&             marilith   7  12  -6  80  fp        W2d4 W2d4 2d4 2d4 2d4 2d4
&                vrock   8  12   0  50  fp        1d4 1d4 1d8 1d8 1d6
&               hezrou   9   6  -2  55  fp        1d3 1d3 4d4
&           bone devil   9  15  -1  40  fp        W3d4 2d4P
&            ice devil  11   6  -4  55  fcp       1d4 1d4 2d4 3d4C
&           nalfeshnee  11   9  -1  65  fp        1d4 1d4 2d4 M0d0+
&            pit fiend  13   6  -3  65  fp        W4d2 W4d2 H2d4
&               balrog  16   5  -2  75  fp        W8d4 W4d6
&              Juiblex  50   3  -7  65  fpa*      E4d10# S3d6A
&             Yeenoghu  56  18  -5  80  fp        W3d6 W2d8c 1d6. M2d6M
&                Orcus  66   9  -6  85  fp        W3d6 3d4 3d4 M8d6+ 2d4P
&               Geryon  72   3  -3  75  fp        3d6 3d6 2d4P
&             Dispater  78  15  -2  80  fp        W4d6 M6d6+
&            Baalzebub  89   9  -5  85  fp        2d6P G2d6s
&             Asmodeus 105  12  -7  90  fcp       4d4 M6d6C
&           Demogorgon 106  15  -8  95  fp        M8d6+ 1d4V 1d6# 1d6#
&                Death  30  12  -5 100  fcsep*    8d8z 8d8z
&           Pestilence  30  12  -5 100  fcsep*    8d8z 8d8z
&               Famine  30  12  -5 100  fcsep*    8d8z 8d8z
&               djinni   7  12   4  30  p*        W2d8
&            sandestin  13  12   4  60  *         W2d6 W2d6
;            jellyfish   3   3   6   0  P         3d3P
;              piranha   5  12   4   0            2d6
;                shark   7  12   2   0            5d6
;            giant eel   5   9  -1   0            3d6 0d0w
;         electric eel   7  10  -3   0  E         4d6E 0d0w
;               kraken  20   3   6   0            2d4 2d4 H2d6w 5d4
:                 newt   0   6   8   0            1d2
:                gecko   1   6   8   0            1d3
:               iguana   2   6   7   0            1d4
:       baby crocodile   3   6   7   0            1d4
:               lizard   5   6   6  10  *         1d6
:            chameleon   6   5   6  10            4d2
:            crocodile   6   9   5   0            4d2 1d12
:           salamander   8  12  -1   0  Fs        W2d8 1d6F H2d6 H3d6F
@         archeologist  10  12  10   1            W1d6 W1d6
@            barbarian  10  12  10   1  p         W1d6 W1d6
@              caveman  10  12  10   0            W2d4
@            cavewoman  10  12  10   0            W2d4
@               healer  10  12  10   1  p         W1d6
@               knight  10  12  10   1            W1d6 W1d6
@                 monk  10  12  10   2            1d8 1d8
@               priest  10  12  10   2            W1d6
@            priestess  10  12  10   2            W1d6
@               ranger  10  12  10   2            W1d4
@                rogue  10  12  10   1            W1d6 W1d6
@              samurai  10  12  10   1            W1d8 W1d8
@              tourist  10  12  10   1            W1d6 W1d6
@             valkyrie  10  12  10   1  c         W1d8 W1d8
@               wizard  10  12  10   3            W1d6
@       Lord Carnarvon  20  12   0  30            W1d6
@               Pelias  20  12   0  30  p         W1d6
@        Shaman Karnov  20  12   0  30            W2d4
@          Hippocrates  20  12   0  40  p         W1d6
@          King Arthur  20  12   0  40            W1d6 W1d6
@         Grand Master  25  12   0  70  fsep      4d10 2d8 M2d8+ M2d8+
@          Arch Priest  25  12   7  70  fsep      W4d10 2d8 M2d8+ M2d8+
@                Orion  20  12   0  30            W1d6
@    Master of Thieves  20  12   0  30  *         W2d6 W2d6 2d4-
@            Lord Sato  20  12   0  30            W1d8 W1d6
@            Twoflower  20  12  10  20            W1d6 W1d6
@                 Norn  20  12   0  80  c         W1d8 W1d6
@    Neferet the Green  20  12   0  60            W1d6 M2d8+
&   Minion of Huhetotl  16  12  -2  75  fp*       W8d4 W4d6 M0d0+ 2d6-
@           Thoth Amon  16  12   0  10  p*        W1d6 M0d0+ M0d0+ 1d4-
D     Chromatic Dragon  16  12   0  30  FCSDEPa*  B6d8z M0d0+ 2d8- 4d8 4d8 1d6
H              Cyclops  18  12   0   0  *         W4d8 W4d8 2d6-
D                Ixoth  15  12  -1  20  F*        B8d6F 4d8 M0d0+ 2d4 2d4-
@          Master Kaen  25  12 -10  10  P*        16d2 16d2 M0d0+ 1d4-
&               Nalzok  16  12  -2  85  fp*       W8d4 W4d6 M0d0+ 2d6-
s             Scorpius  15  12  10   0  P*        2d6 2d6- 1d4#
@      Master Assassin  15  12   0  30  *         W2d6P W2d8 2d6-
@     Ashikaga Takauji  15  12   0  40  *         W2d6 W2d6 2d6-
H          Lord Surtur  15  12   2  50  F*        W2d10 W2d10 2d6-
@             Dark One  15  12   0  80  *         W1d6 W1d6 1d4- M0d0+
@              student   5  12  10  10            W1d6
@            chieftain   5  12  10  10  p         W1d6
@          neanderthal   5  12  10  10            W2d4
@            attendant   5  12  10  10  p         W1d6
@                 page   5  12  10  10            W1d6 W1d6
@                abbot   5  12  10  20            8d2 3d2s M0d0+
@              acolyte   5  12  10  20            W1d6 M0d0+
@               hunter   5  12  10  10            W1d4
@                 thug   5  12  10  10            W1d6 W1d6
@                ninja   5  12  10  10            W1d8 W1d8
@                roshi   5  12  10  10            W1d8 W1d8
@                guide   5  12  10  20            W1d6 M0d0+
@              warrior   5  12  10  10            W1d8 W1d8
@           apprentice   5  12  10  30            W1d6 M0d0+


This file was originally automatically generated.  LEV is the base
experience level (hit dice) of the monster; a value of 50 or greater
means the monster will have 2*(LEV-6) hit points.  SPD is the
monster's speed, from 1 (slowest) to 36 (fastest), where a human has a
normal speed of 12.  AC is the armor class.

MR is the base magic resistance saving throw percentage. The actual
chance of a monster's resisting an effect against which it gets a
saving throw is MR/(100 - ML + EL), where ML is the monster's current
level and EL is the effect level (the player's experience level for
spells, 12 for wands and traps, 10 for tools and artifact weapons,
9 for scrolls, 6 for potions, and 5 for rings).

RESISTS lists monster resistances and conveyances.  Lowercase
letters mean that the monster is itself resistant to the attack;
uppercase letters mean that eating the corpse may also convey the
resistance to the player.
  F   Fire
  C   Cold
  S   Sleep
  D   Disintegration (NOT death)
  E   Electric shock
  P   Poison
  A   Acid
  *   Stoning

ATTACKS lists each of the monster's attacks.  The prefix letter,
if any, specifies how the attack is made:
      No letter means a direct attack
  B   Breath
  E   Engulf
  G   Gaze
  H   Hugging or crushing
  M   Magic (spell)
  S   Spit
  W   Uses weapon
  X   Explodes
  ()  Defensive response when the monster is attacked
  []  Defensive response when the monster is killed

A suffix letter, if any, specifies the type of damage:
      No letter means normal physical damage
  A   Acid
  C   Cold
  D   Disintegration (NOT death)
  E   Electric shock
  F   Fire
  H   Heal
  M   Magic missiles
  P   Poison (drains strength)
  R   Rust or corrode metal
  S   Sleep
  V   Drain level
  b   Blind (no physical damage)
  c   Confuse (no physical damge)
  d   Digest
  e   Drain magic energy (no physical damage)
  h   Hallucination
  i   Remove intrinsic
  m   Stick to you
  r   Rot organics
  s   Stun
  t   Teleport you
  w   Wrap and drown you
  x   Prick legs
  z   Special monster attack (see note)
  .   Paralyse
  +   Cast spell (magical or clerical)
  -   Steal something
  "   Disenchant something
  &   Seduce and disrobe you
  <   Slow
  !   Drain ability (C - CON, D - DEX, I - INT)
  #   Disease (see note)
  $   Steal gold
  *   Turn to stone
  @   Lycanthropy or turn to slime

  Note that if a monster has two disease, pestilence or famine attacks
  (not death), no more than one will be effective in a given turn; if the
  first is successful, the second is converted to a stun attack instead.


Acknowledgements
~~~~~~~~~~~~~~~~
Corrections and clarifications provided by Big Al, Joe Bednorz, Bruce Cox,
and Kate Nepveu.
}}}
[[mon2-343.txt|http://www.spod-central.org/~psmith/nh/mon2-343.txt]]
{{{
mon2-343.txt  Last edited 2004-08-12 for NetHack 3.4.3
Monster generation and disposal in NetHack 3.4
Compiled by Dylan O'Donnell <psmith@spod-central.org>.

SPECIES                DIF  FREQ  GRP  ALN  SIZE    WGT   NUTR  GEN  CORPSE%
~~~~~~~~~~~~~~~~~~~~~~ ~~~  ~~~~  ~~~  ~~~  ~~~~~~  ~~~~  ~~~~  ~~~  ~~~~~~~
a            giant ant   4    3   Sml    0  tiny      10    10  Yes     33
a           killer bee   5    2   Lrg    0  tiny       1     5  Yes     33
a          soldier ant   6    2   Sml    0  tiny      20     5  Yes     33
a             fire ant   6    1   Sml    0  tiny      30    10  Yes     25
a         giant beetle   6    3          0  large     10    10  Yes    100
a            queen bee  12    X          0  tiny       1     5  Yes     25
b            acid blob   2    2          0  tiny      30    10  Yes     33
b       quivering blob   6    2          0  small    200   100  Yes     50
b      gelatinous cube   8    2          0  large    600   150  Yes    100
c          chickatrice   7    1   Sml    0  tiny      10    10  Yes     25
c           cockatrice   8    5          0  small     30    30  Yes     50
c             pyrolisk   8    1          0  small     30    30  Yes     33
d               jackal   1    3   Sml    0  small    300   250  Yes     50
d                  fox   1    1          0  small    300   250  Yes     33
d               coyote   2    1   Sml    0  small    300   250  Yes     33
d           werejackal   4    X         -7  small    300   250  No      33#
d           little dog   3    1          0  small    150   150  Yes     33
d                  dog   5    1          0  medium   400   200  Yes     33
d            large dog   7    1          0  medium   800   250  Yes     33
d                dingo   5    1          0  medium   400   200  Yes     33
d                 wolf   6    2   Sml    0  medium   500   250  Yes     50
d             werewolf   7    X         -7  medium   500   250  No      33#
d                 warg   8    2   Sml   -5  medium   850   350  Yes     50
d      winter wolf cub   7    2*  Sml   -5  small    250   200  Yes     50
d          winter wolf   9    1*         0  large    700   300  Yes    100
d       hell hound pup   9    1#  Sml   -5  small    200   200  Yes     33
d           hell hound  14    1#         0  medium   600   300  Yes     33
e            gas spore   2    1          0  small     10     0  Yes      0
e         floating eye   3    5          0  small     10    10  Yes     50
e      freezing sphere   8    2*         0  small     10     0  Yes      0
e       flaming sphere   8    2          0  small     10     0  Yes      0
e      shocking sphere   8    2          0  small     10     0  Yes      0
f               kitten   3    1          0  small    150   150  Yes     33
f             housecat   5    1          0  small    200   200  Yes     33
f               jaguar   6    2          0  large    600   300  Yes    100
f                 lynx   7    1          0  small    600   300  Yes     33
f              panther   7    1          0  large    600   300  Yes    100
f            large cat   7    1          0  small    250   250  Yes     33
f                tiger   8    2          0  large    600   300  Yes    100
g              gremlin   8    2         -9  small    100    20  Yes     50
g             gargoyle   8    2         -9  medium  1000   200  Yes     50
g      winged gargoyle  11    1        -12  medium  1200   300  Yes     33
h               hobbit   2    2          6  small    500   200  Yes     50
h                dwarf   4    3          4  medium   900   300  Yes     50
h              bugbear   5    1         -6  large   1250   250  Yes    100
h           dwarf lord   6    2          5  medium   900   300  Yes     50
h           dwarf king   8    1          6  medium   900   300  Yes     33
h          mind flayer  13    1         -8  medium  1450   400  Yes     33
h   master mind flayer  19    1         -8  medium  1450   400  Yes     33
i                manes   3    1   Lrg   -7  small    100     0  Yes      0
i           homunculus   3    2         -7  tiny      60   100  Yes     33
i                  imp   4    1         -7  tiny      20    10  Yes     25
i               lemure   5    1#  Lrg   -7  medium   150     0  Yes      0
i               quasit   7    2         -7  small    200   200  Yes     50
i                tengu   7    3          7  small    300   200  Yes     50
j           blue jelly   5    2          0  medium    50    20  Yes     50
j        spotted jelly   6    1          0  medium    50    20  Yes     33
j          ochre jelly   8    2          0  medium    50    20  Yes     50
k               kobold   1    1         -2  small    400   100  Yes     33
k         large kobold   2    1         -3  small    450   150  Yes     33
k          kobold lord   3    1         -4  small    500   200  Yes     33
k        kobold shaman   4    1         -4  small    450   150  Yes     33
l           leprechaun   4    4          0  tiny      60    30  Yes     33
m          small mimic   8    2          0  medium   300   200  Yes     50
m          large mimic   9    1          0  large    600   400  Yes    100
m          giant mimic  11    1          0  large    800   500  Yes    100
n           wood nymph   5    2          0  medium   600   300  Yes     50
n          water nymph   5    2          0  medium   600   300  Yes     50
n       mountain nymph   5    2          0  medium   600   300  Yes     50
o               goblin   1    2         -3  small    400   100  Yes     50
o            hobgoblin   3    2         -4  medium  1000   200  Yes     50
o                  orc   3    X   Lrg   -3  medium   850   150  Yes     33
o             hill orc   4    2   Lrg   -4  medium  1000   200  Yes     50
o           Mordor orc   5    1   Lrg   -5  medium  1200   200  Yes     33
o             Uruk-hai   5    1   Lrg   -4  medium  1300   300  Yes     33
o           orc shaman   5    1         -5  medium  1000   300  Yes     33
o          orc-captain   7    1         -5  medium  1350   350  Yes     33
p         rock piercer   4    4          0  small    200   200  Yes     50
p         iron piercer   6    2          0  medium   400   300  Yes     50
p        glass piercer   9    1          0  medium   400   300  Yes     33
q                rothe   4    4   Sml    0  large    400   100  Yes    100
q                mumak   7    1         -2  large   2500   500  Yes    100
q            leocrotta   8    2          0  large   1200   500  Yes    100
q               wumpus   9    1          0  large   2500   500  Yes    100
q          titanothere  13    2          0  large   2650   650  Yes    100
q       baluchitherium  15    2          0  large   3800   800  Yes    100
q             mastodon  22    1          0  large   3800   800  Yes    100
r            sewer rat   1    1   Sml    0  tiny      20    12  Yes     25
r            giant rat   2    2   Sml    0  tiny      30    30  Yes     33
r            rabid rat   4    1          0  tiny      30     5  Yes     25
r              wererat   4    X         -7  tiny      40    30  No      25#
r            rock mole   4    2          0  small     30    30  Yes     50
r            woodchuck   4    X          0  small     30    30  Yes     33
s          cave spider   3    2   Sml    0  tiny      50    50  Yes     33
s            centipede   4    1          0  tiny      50    50  Yes     25
s         giant spider   7    1          0  large    100   100  Yes    100
s             scorpion   8    2          0  small     50   100  Yes     50
t         lurker above  12    2          0  huge     800   350  Yes    100
t              trapper  14    2          0  huge     800   350  Yes    100
u        white unicorn   6    2          7  large   1300   300  Yes    100
u         gray unicorn   6    1          0  large   1300   300  Yes    100
u        black unicorn   6    1         -7  large   1300   300  Yes    100
u                 pony   4    2          0  medium  1300   250  Yes     50
u                horse   7    2          0  large   1500   300  Yes    100
u             warhorse   9    2          0  large   1800   350  Yes    100
v            fog cloud   4    2          0  huge       0     0  Yes      0
v          dust vortex   6    2          0  huge       0     0  Yes      0
v           ice vortex   7    1*         0  huge       0     0  Yes      0
v        energy vortex   9    1          0  huge       0     0  Yes      0
v         steam vortex   9    2#         0  huge       0     0  Yes      0
v          fire vortex  10    1#         0  huge       0     0  Yes      0
w       baby long worm   9    0          0  large    600   250  Yes    100
w     baby purple worm   9    0          0  large    600   250  Yes    100
w            long worm   9    2          0  gigant  1500   500  Yes    100
w          purple worm  17    2          0  gigant  2700   700  Yes    100
x             grid bug   1    3   Sml    0  tiny      15     0  Yes      0
x                  xan   9    3          0  tiny     300   300  Yes     33
y         yellow light   5    4          0  small      0     0  Yes      0
y          black light   7    2          0  small      0     0  Yes      0
z                zruty  11    2          0  large   1200   600  Yes    100
A               couatl  11    1*  Sml    7  large    900     0  No       0
A                Aleax  12    1*         7  medium  1450     0  No       0
A                Angel  19    1*        12  medium  1450     0  No       0
A               ki-rin  21    1*        15  large   1450     0  No       0
A               Archon  26    1*        15  large   1450     0  No       0
B                  bat   2    1   Sml    0  tiny      20    20  Yes     25
B            giant bat   3    2          0  small     30    30  Yes     50
B                raven   6    2          0  small     40    20  Yes     50
B          vampire bat   7    2          0  small     30    20  Yes     50
C       plains centaur   6    1          0  large   2500   500  Yes    100
C       forest centaur   8    1         -1  large   2550   600  Yes    100
C     mountain centaur   9    1         -3  large   2550   500  Yes    100
D     baby gray dragon  13    0          0  huge    1500   500  Yes    100
D   baby silver dragon  13    0          0  huge    1500   500  Yes    100
D      baby red dragon  13    0          0  huge    1500   500  Yes    100
D    baby white dragon  13    0          0  huge    1500   500  Yes    100
D   baby orange dragon  13    0          0  huge    1500   500  Yes    100
D    baby black dragon  13    0          0  huge    1500   500  Yes    100
D     baby blue dragon  13    0          0  huge    1500   500  Yes    100
D    baby green dragon  13    0          0  huge    1500   500  Yes    100
D   baby yellow dragon  13    0          0  huge    1500   500  Yes    100
D          gray dragon  20    1          4  gigant  4500  1500  Yes    100
D        silver dragon  20    1          4  gigant  4500  1500  Yes    100
D           red dragon  20    1         -4  gigant  4500  1500  Yes    100
D         white dragon  20    1         -5  gigant  4500  1500  Yes    100
D        orange dragon  20    1          5  gigant  4500  1500  Yes    100
D         black dragon  20    1         -6  gigant  4500  1500  Yes    100
D          blue dragon  20    1         -7  gigant  4500  1500  Yes    100
D         green dragon  20    1          6  gigant  4500  1500  Yes    100
D        yellow dragon  20    1          7  gigant  4500  1500  Yes    100
E              stalker   9    3          0  large    900   400  Yes    100
E        air elemental  10    1          0  huge       0     0  No       0
E       fire elemental  10    1          0  huge       0     0  No       0
E      earth elemental  10    1          0  huge    2500     0  No       0
E      water elemental  10    1          0  huge    2500     0  No       0
F               lichen   1    4          0  small     20   200  Yes     50
F           brown mold   2    1          0  small     50    30  Yes     33
F          yellow mold   2    2          0  small     50    30  Yes     50
F           green mold   2    1          0  small     50    30  Yes     33
F             red mold   2    1          0  small     50    30  Yes     33
F             shrieker   2    1          0  small    100   100  Yes     33
F        violet fungus   5    2          0  small    100   100  Yes     50
G                gnome   3    1   Sml    0  small    650   100  Yes     33
G           gnome lord   4    2          0  small    700   120  Yes     50
G       gnomish wizard   5    1          0  small    700   120  Yes     33
G           gnome king   6    1          0  small    750   150  Yes     33
H                giant   8    X          2  huge    2250   750  Yes    100
H          stone giant   8    1   Sml    2  huge    2250   750  Yes    100
H           hill giant  10    1   Sml   -2  huge    2200   700  Yes    100
H           fire giant  11    1   Sml    2  huge    2250   750  Yes    100
H          frost giant  13    1*  Sml   -3  huge    2250   750  Yes    100
H          storm giant  19    1   Sml   -3  huge    2250   750  Yes    100
H                ettin  13    1          0  huge    1700   500  Yes    100
H                titan  20    1          9  huge    2300   900  No     100
H             minotaur  17    X          0  large   1500   700  Yes    100
J           jabberwock  18    1          0  large   1300   600  Yes    100
K         Keystone Kop   3    X   Lrg    9  medium  1450   200  Yes     33
K         Kop Sergeant   4    X   Sml   10  medium  1450   200  Yes     33
K       Kop Lieutenant   5    X         11  medium  1450   200  Yes     33
K          Kop Kaptain   6    X         12  medium  1450   200  Yes     33
L                 lich  14    1         -9  medium  1200     0  Yes      0
L             demilich  18    1        -12  medium  1200     0  Yes      0
L          master lich  21    1#       -15  medium  1200     0  Yes      0
L            arch-lich  29    1#       -15  medium  1200     0  Yes      0
M         kobold mummy   4    1         -2  small    400    50  Yes     33*#
M          gnome mummy   5    1         -3  small    650    50  Yes     33*#
M            orc mummy   6    1         -4  medium   850    75  Yes     33*#
M          dwarf mummy   6    1         -4  medium   900   150  Yes     33*#
M            elf mummy   7    1         -5  medium   800   175  Yes     33*#
M          human mummy   7    1         -5  medium  1450   200  Yes     33*#
M          ettin mummy   8    1         -6  huge    1700   250  Yes    100*#
M          giant mummy  10    1         -7  huge    2050   375  Yes    100*#
N   red naga hatchling   4    0          0  large    500   100  Yes    100
N black naga hatchling   4    0          0  large    500   100  Yes    100
N golden naga hatchlin   4    0          0  large    500   100  Yes    100
N guardian naga hatchl   4    0          0  large    500   100  Yes    100
N             red naga   8    1         -4  huge    2600   400  Yes    100
N           black naga  10    1          4  huge    2600   400  Yes    100
N          golden naga  13    1          5  huge    2600   400  Yes    100
N        guardian naga  16    1          7  huge    2600   400  Yes    100
O                 ogre   7    1   Sml   -3  large   1600   500  Yes    100
O            ogre lord   9    2         -5  large   1700   700  Yes    100
O            ogre king  11    2         -7  large   1700   750  Yes    100
P            gray ooze   4    2          0  medium   500   250  Yes     50
P        brown pudding   6    1          0  medium   500   250  Yes     33
P        black pudding  12    1          0  large    900   250  Yes    100
P          green slime   8    1#         0  large    400   150  Yes    100
Q     quantum mechanic   9    3          0  medium  1450    20  Yes     50
R         rust monster   8    2          0  medium  1000   250  Yes     50
R         disenchanter  14    2#        -3  large    750   200  Yes    100
S         garter snake   3    1   Lrg    0  tiny      50    60  Yes     25
S                snake   6    2          0  small    100    80  Yes     50
S       water moccasin   7    X   Lrg    0  small    150    80  Yes     33
S            pit viper   9    1          0  medium   100    60  Yes     33
S               python   8    1          0  large    250   100  Yes    100
S                cobra  10    1          0  medium   250   100  Yes     33
T                troll   9    2         -3  large    800   350  Yes    100
T            ice troll  12    1*        -3  large   1000   300  Yes    100
T           rock troll  12    1         -3  large   1200   300  Yes    100
T          water troll  13    X         -3  large   1200   350  Yes    100
T             Olog-hai  16    1         -7  large   1500   400  Yes    100
U           umber hulk  12    2          0  large   1200   500  Yes    100
V              vampire  12    1         -8  medium  1450   400  Yes     33*#
V         vampire lord  14    1         -9  medium  1450   400  Yes     33*#
V     Vlad the Impaler  18    X        -10  medium  1450     0  No       0
W         barrow wight   7    1         -3  medium  1200     0  Yes      0
W               wraith   8    2         -6  medium     0     0  Yes     50*
W               Nazgul  17    1        -17  medium  1450     0  Yes      0
X                 xorn  11    1          0  medium  1200   700  Yes     33
Y               monkey   4    1          0  small    100    50  Yes     33
Y                  ape   6    2   Sml    0  large   1100   500  Yes    100
Y              owlbear   7    3          0  large   1700   700  Yes    100
Y                 yeti   7    2          0  large   1600   700  Yes    100
Y      carnivorous ape   8    1          0  large   1250   550  Yes    100
Y            sasquatch   9    1          2  large   1550   750  Yes    100
Z        kobold zombie   1    1         -2  small    400    50  Yes     33*#
Z         gnome zombie   2    1         -2  small    650    50  Yes     33*#
Z           orc zombie   3    1   Sml   -3  medium   850    75  Yes     33*#
Z         dwarf zombie   3    1   Sml   -3  medium   900   150  Yes     33*#
Z           elf zombie   4    1   Sml   -3  medium   800   175  Yes     33*#
Z         human zombie   5    1   Sml   -3  medium  1450   200  Yes     33*#
Z         ettin zombie   7    1         -4  huge    1700   250  Yes    100*#
Z         giant zombie   9    1         -4  huge    2050   375  Yes    100*#
Z                ghoul   5    1         -2  small    400     0  Yes      0
Z             skeleton  14    X          0  medium   300     0  No       0
'          straw golem   4    1          0  large    400     0  No       0
'          paper golem   4    1          0  large    400     0  No       0
'           rope golem   6    1          0  large    450     0  No       0
'           gold golem   6    1          0  large    450     0  No       0
'        leather golem   7    1          0  large    800     0  No       0
'           wood golem   8    1          0  large    900     0  No       0
'          flesh golem  10    1          0  large   1400   600  No     100
'           clay golem  12    1          0  large   1550     0  No       0
'          stone golem  15    1          0  large   1900     0  No       0
'          glass golem  18    1          0  large   1800     0  No       0
'           iron golem  22    1          0  large   2000     0  No       0
@                human   2    X          0  medium  1450   400  No      33
@              wererat   3    1         -7  medium  1450   400  No      33
@           werejackal   3    1         -7  medium  1450   400  No      33
@             werewolf   6    1         -7  medium  1450   400  No      33
@                  elf  12    X         -3  medium   800   350  No      33
@         Woodland-elf   6    2   Sml   -5  medium   800   350  Yes     50
@            Green-elf   7    2   Sml   -6  medium   800   350  Yes     50
@             Grey-elf   8    2   Sml   -7  medium   800   350  Yes     50
@             elf-lord  11    2   Sml   -9  medium   800   350  Yes     50
@            Elvenking  11    1        -10  medium   800   350  Yes     33
@         doppelganger  11    1          0  medium  1450   400  Yes     33
@                nurse  13    3          0  medium  1450   400  Yes     50
@           shopkeeper  15    X          0  medium  1450   400  No      33
@                guard  14    X         10  medium  1450   400  No      33
@             prisoner  14    X          0  medium  1450   400  No      33
@               Oracle  13    X          0  medium  1450   400  No      33
@       aligned priest  15    X          0  medium  1450   400  No      33
@          high priest  30    X          0  medium  1450   400  No      33
@              soldier   8    1   Sml   -2  medium  1450   400  Yes     33
@             sergeant  10    1   Sml   -3  medium  1450   400  Yes     33
@           lieutenant  12    1         -4  medium  1450   400  Yes     33
@              captain  14    1         -5  medium  1450   400  Yes     33
@             watchman   8    X   Sml   -2  medium  1450   400  Yes     33
@        watch captain  12    X         -4  medium  1450   400  Yes     33
@               Medusa  25    X        -15  large   1450   400  No     100
@     Wizard of Yendor  34    X          X  medium  1450   400  No      33
@              Croesus  22    X         15  medium  1450   400  No      33
                 ghost  12    X         -5  medium  1450     0  No       0
                 shade  14    X          0  medium  1450     0  No       0
&          water demon  11    X         -7  medium  1450     0  No       0
&         horned devil   9    2#        11  medium  1450     0  No       0
&             succubus   8    1         -9  medium  1450     0  No       0
&              incubus   8    1         -9  medium  1450     0  No       0
&               erinys  10    2#  Sml   10  medium  1450     0  No       0
&         barbed devil  10    2#  Sml    8  medium  1450     0  No       0
&             marilith  11    1#       -12  large   1450     0  No       0
&                vrock  11    2#  Sml   -9  large   1450     0  No       0
&               hezrou  12    2#  Sml  -10  large   1450     0  No       0
&           bone devil  13    2#  Sml   -9  large   1450     0  No       0
&            ice devil  14    2#       -12  large   1450     0  No       0
&           nalfeshnee  15    1#       -11  large   1450     0  No       0
&            pit fiend  16    2#       -13  large   1450     0  No       0
&               balrog  20    1#       -14  large   1450     0  No       0
&              Juiblex  26    X        -15  large   1500     0  No       0
&             Yeenoghu  31    X        -15  large    900     0  No       0
&                Orcus  36    X        -20  huge    1500     0  No       0
&               Geryon  36    X         15  huge    1500     0  No       0
&             Dispater  40    X         15  medium  1500     0  No       0
&            Baalzebub  45    X         20  large   1500     0  No       0
&             Asmodeus  53    X         20  huge    1500     0  No       0
&           Demogorgon  57    X        -20  huge    1500     0  No       0
&                Death  34    X          0  medium  1450     1  No     100
&           Pestilence  34    X          0  medium  1450     1  No     100
&               Famine  34    X          0  medium  1450     1  No     100
&               djinni   8    X          0  medium  1500     0  No       0
&            sandestin  15    1#        -5  medium  1500     0  No       0
;            jellyfish   5    X          0  small     80    20  Yes     33
;              piranha   6    X   Sml    0  small     60    30  Yes     33
;                shark   9    X          0  large    500   350  Yes    100
;            giant eel   7    X          0  huge     200   250  Yes    100
;         electric eel  10    X          0  huge     200   250  Yes    100
;               kraken  22    X         -3  huge    1800  1000  Yes    100
:                 newt   1    5          0  tiny      10    20  Yes     33
:                gecko   2    5          0  tiny      10    20  Yes     33
:               iguana   3    5          0  tiny      30    30  Yes     33
:       baby crocodile   4    0          0  medium   200   200  Yes     33
:               lizard   6    5          0  tiny      10    40  Yes    100
:            chameleon   7    2          0  tiny     100   100  Yes     33
:            crocodile   7    1          0  large   1450   400  Yes    100
:           salamander  12    1#        -9  medium  1500   400  No      33
@         archeologist  12    X          3  medium  1450   400  No     100
@            barbarian  12    X          0  medium  1450   400  No     100
@              caveman  12    X          1  medium  1450   400  No     100
@            cavewoman  12    X          1  medium  1450   400  No     100
@               healer  12    X          0  medium  1450   400  No     100
@               knight  12    X          3  medium  1450   400  No     100
@                 monk  11    X          0  medium  1450   400  No     100
@               priest  12    X          0  medium  1450   400  No     100
@            priestess  12    X          0  medium  1450   400  No     100
@               ranger  12    X         -3  medium  1450   400  No     100
@                rogue  12    X         -3  medium  1450   400  No     100
@              samurai  12    X          3  medium  1450   400  No     100
@              tourist  12    X          0  medium  1450   400  No     100
@             valkyrie  12    X         -1  medium  1450   400  No     100
@               wizard  12    X          0  medium  1450   400  No     100
@       Lord Carnarvon  22    X         20  medium  1450   400  No      33
@               Pelias  22    X          0  medium  1450   400  No      33
@        Shaman Karnov  22    X         20  medium  1450   400  No      33
@          Hippocrates  22    X          0  medium  1450   400  No      33
@          King Arthur  23    X         20  medium  1450   400  No      33
@         Grand Master  30    X          0  medium  1450   400  No      33
@          Arch Priest  30    X          0  medium  1450   400  No      33
@                Orion  22    X          0  medium  1450   400  No      33
@    Master of Thieves  24    X        -20  medium  1450   400  No      33
@            Lord Sato  23    X         20  medium  1450   400  No      33
@            Twoflower  22    X          0  medium  1450   400  No      33
@                 Norn  23    X          0  medium  1450   400  No      33
@    Neferet the Green  23    X          0  medium  1450   400  No      33
&   Minion of Huhetotl  23    X        -14  large   1450     0  No       0
@           Thoth Amon  22    X        -14  medium  1450     0  No       0
D     Chromatic Dragon  23    X        -14  gigant  4500  1700  No     100
H              Cyclops  23    X        -15  huge    1900   700  No     100
D                Ixoth  22    X        -14  gigant  4500  1600  No     100
@          Master Kaen  31    X        -20  medium  1450   400  No      33
&               Nalzok  23    X       -127  large   1450     0  No       0
s             Scorpius  17    X        -15  medium   750   350  No      33
@      Master Assassin  20    X         18  medium  1450   400  No      33
@     Ashikaga Takauji  19    X        -13  medium  1450     0  No       0
H          Lord Surtur  19    X         12  huge    2250   850  No     100
@             Dark One  20    X        -10  medium  1450     0  No       0
@              student   7    X          3  medium  1450   400  No      33
@            chieftain   7    X          0  medium  1450   400  No      33
@          neanderthal   7    X          1  medium  1450   400  No      33
@            attendant   7    X          3  medium  1450   400  No      33
@                 page   7    X          3  medium  1450   400  No      33
@                abbot   8    X          0  medium  1450   400  No      33
@              acolyte   8    X          0  medium  1450   400  No      33
@               hunter   7    X         -7  medium  1450   400  No      33
@                 thug   7    X         -3  medium  1450   400  No      33
@                ninja   7    X          3  medium  1450   400  No      33
@                roshi   7    X          3  medium  1450   400  No      33
@                guide   8    X          0  medium  1450   400  No      33
@              warrior   7    X         -1  medium  1450   400  No      33
@           apprentice   8    X          0  medium  1450   400  No      33


This file was originally automatically generated.

DIF is the monster's difficulty value. Monsters will start being eligible
for random generation when the average of your experience level and your
dungeon level is equal to DIF; they will be considered too weak for
generation when your dungeon level is 7*DIF or greater. (For this purpose,
once you have the Amulet of Yendor your dungeon level is considered to be
that of the Sanctum, and in the endgame to be the depth of the Sanctum
plus half your experience level.) The level of your god's appreciation of
a sacrificed corpse is also dependent on the corpse's DIF.

FREQ is the relative frequency of monster generation. An X in this field
means the monster will not be randomly generated, and only appears in
certain circumstances or on predefined levels. A monster with 0 frequency
will only be randomly generated in a dungeon branch or on a dungeon level
biased towards a specific alignment (not necessarily its own). '*' denotes
monsters that will not be randomly generated in Gehennom; '#' monsters that
will not be randomly generated outside it.

The GRP field indicates if monsters are generated in large groups (2 to 11
monsters at a time) or small groups (2 to 4 monsters at a time). These
groups will be smaller if you are at a low (less than 5) experience level.
Large-group monsters have a 1/3 chance of being generated in a small group
instead; small-group monsters a 1/2 chance of being generated as
singletons.

ALN is the strength of alignment of the monster: positive numbers denote
lawful monsters, negative chaotic, zero neutral. The Wizard of Yendor is
non-aligned. Certain special levels and certain dungeon branches are biased
towards creation of monsters of a specific alignment (see the NetHack
Gazetteer for details); furthermore, lawful monsters will not be randomly
generated in Gehennom.

The SIZE field shows the physical size of the monster. Though establishing
a realistic scale for NetHack isn't something that can be easily done, the
following guidelines are given (metric conversion approximate):
  SIZE  :   tiny      small     medium   large     huge       gigantic
  Scale :   < 2'      2'-4'     4'-7'    7'-12'   12'-25'   "off the scale"
        : (< 0.5m)  (0.5m-1m)  (1m-2m)  (2m-4m)   (4m-8m)

WGT specifies the weight of the monster or its corpse (100 zorkmids weigh
1). Statues of that monster weigh (1.5 * WGT). NUTR specifies the
nutrition value of a corpse when eaten (a monster swallowed whole gives
half its nutrition). GEN indicates if a monster is able to be genocided.

CORPSE% gives the percentage chance of a monster leaving a corpse when
killed (assuming the circumstances are such that it can leave a corpse at
all; not disintegrated, digested, drowned, stoned...). No corpses will be
left by monsters dying on the Rogue level. '#' indicates that the corpse
left will be of a different monster (the human form of lycanthropes, the
basic race for undead). Monsters marked with a '*' are less likely to
leave corpses on levels with graveyards (for this purpose, the Castle and
all levels of the Priest Quest are considered graveyard levels, as is any
level on which undead have been summoned by the cursed Book of the Dead or
Bell of Opening): 1/9 the chance if killed by you, 1/3 otherwise (eg, by a
trap or another monster).


Acknowledgements
~~~~~~~~~~~~~~~~
Corrections and clarifications provided by Roger Carbol, nyra, Shaman,
Dan Shiovitz, Jonas Wolz, and Zwanth.
}}}
[[nethack(6)|http://linux.die.net/man/6/nethack]]
!!NAME
nethack - Exploring The Mazes of Menace

!!SYNOPSIS
{{{
nethack [ -d directory ] [ -n ] [ -p profession (role) ] [ -r race ] [ -[DX] ] [ -u playername ] [ -dec ] [ -ibm ]
nethack [ -d directory ] -s [ -v ] [ -p profession (role) ] [ -r race ] [ playernames ]
}}}
!DESCRIPTION
NetHack is a display oriented Dungeons & Dragons(tm) - like game. The standard tty display and command structure resemble rogue.

Other, more graphical display options exist if you are using either a PC, or an X11 interface.

To get started you really only need to know two commands. The command ? will give you a list of the available commands (as well as other information) and the command / will identify the things you see on the screen.

To win the game (as opposed to merely playing to beat other people's high scores) you must locate the Amulet of Yendor which is somewhere below the 20th level of the dungeon and get it out. Nobody has achieved this yet; anybody who does will probably go down in history as a hero among heros.

When the game ends, whether by your dying, quitting, or escaping from the caves, NetHack will give you (a fragment of) the list of top scorers. The scoring is based on many aspects of your behavior, but a rough estimate is obtained by taking the amount of gold you've found in the cave plus four times your (real) experience. Precious stones may be worth a lot of gold when brought to the exit. There is a 10% penalty for getting yourself killed.

The environment variable NETHACKOPTIONS can be used to initialize many run-time options. The ? command provides a description of these options and syntax. (The -dec and -ibm command line options are equivalent to the decgraphics and ibmgraphics run-time options described there, and are provided purely for convenience on systems supporting multiple types of terminals.)

Because the option list can be very long (particularly when specifying graphics characters), options may also be included in a configuration file. The default is located in your home directory and named .nethackrc on Unix systems. On other systems, the default may be different, usually NetHack.cnf. On DOS or Windows, the name is defaults.nh, while on the Macintosh or BeOS, it is NetHack Defaults. The configuration file's location may be specified by setting NETHACKOPTIONS to a string consisting of an @ character followed by the filename.

The -u playername option supplies the answer to the question "Who are you?". It overrides any name from the options or configuration file, USER, LOGNAME, or getlogin(), which will otherwise be tried in order. If none of these provides a useful name, the player will be asked for one. Player names (in conjunction with uids) are used to identify save files, so you can have several saved games under different names. Conversely, you must use the appropriate player name to restore a saved game.

A playername suffix can be used to specify the profession, race, alignment and/or gender of the character. The full syntax of the playername that includes a suffix is "name- ppp-rrr-aaa-ggg". "ppp" are at least the first three letters of the profession (this can also be specified using a separate -p profession option). "rrr" are at least the first three letters of the character's race (this can also be specified using a separate -r race option). "aaa" are at last the first three letters of the character's alignment, and "ggg" are at least the first three letters of the character's gender. Any of the parts of the suffix may be left out.

-p profession can be used to determine the character role. You can specify either the male or female name for the character role, or the first three characters of the role as an abbreviation. -p @ has been retained to explicitly request that a random role be chosen. It may need to be quoted with a backslash (\@) if @ is the "kill" character (see "stty") for the terminal, in order to prevent the current input line from being cleared.

Likewise, -r race can be used to explicitly request that a race be chosen.

Leaving out any of these characteristics will result in you being prompted during the game startup for the information.


The -s option alone will print out the list of your scores on the current version. An immediately following -v reports on all versions present in the score file. The -s may also be followed by arguments -p and -r to print the scores of particular roles and races only. It may also be followed by one or more player names to print the scores of the players mentioned, by 'all' to print out all scores, or by a number to print that many top scores.

The -n option suppresses printing of any news from the game administrator.

The -D or -X option will start the game in a special nonscoring discovery mode. -D will, if the player is the game administrator, start in debugging (wizard) mode instead.

The -d option, which must be the first argument if it appears, supplies a directory which is to serve as the playground. It overrides the value from NETHACKDIR, HACKDIR, or the directory specified by the game administrator during compilation (usually /usr/games/lib/nethackdir). This option is usually only useful to the game administrator. The playground must contain several auxiliary files such as help files, the list of top scorers, and a subdirectory save where games are saved.

!AUTHORS
Jay Fenlason (+ Kenny Woodland, Mike Thome and Jon Payne) wrote the original hack, very much like rogue (but full of bugs).

Andries Brouwer continuously deformed their sources into an entirely different game.

Mike Stephenson has continued the perversion of sources, adding various warped character classes and sadistic traps with the help of many strange people who reside in that place between the worlds, the Usenet Zone. A number of these miscreants are immortalized in the historical roll of dishonor and various other places.

The resulting mess is now called NetHack, to denote its development by the Usenet. Andries Brouwer has made this request for the distinction, as he may eventually release a new version of his own.

!FILES
All files are in the playground, normally /usr/games/lib/nethackdir. If DLB was defined during the compile, the data files and special levels will be inside a larger file, normally nhdat, instead of being separate files.

|! nethack |! The program itself. |
| data, oracles, rumors | Data files used by NetHack. |
| options, quest.dat | More data files. |
| help, hh | Help data files. |
| cmdhelp, opthelp, wizhelp | More help data files. |
| *.lev | Predefined special levels. |
| dungeon | Control file for special levels. |
| history | A short history of NetHack. |
| license | Rules governing redistribution. |
| record | The list of top scorers. |
| logfile | An extended list of games played. |
| xlock.nnn | Description of a dungeon level. |
| perm | Lock file for xlock.dd. |
| bonesDD.nn | Descriptions of the ghost and belongings of a deceased adventurer. |
| save | A subdirectory containing the saved games. |

!ENVIRONMENT
| USER or LOGNAME | Your login name. |
| HOME | Your home directory. |
| SHELL | Your shell. |
| TERM | The type of your terminal. |
| HACKPAGER or PAGER | Replacement for default pager. |
| MAIL | Mailbox file. |
| MAILREADER | Replacement for default reader (probably /bin/mail or /usr/ucb/mail). |
| NETHACKDIR | Playground. |
| NETHACKOPTIONS | String predefining several NetHack options. |
In addition, SHOPTYPE is used in debugging (wizard) mode.

!SEE ALSO
:dgn_comp(6), lev_comp(6), recover(6)

!BUGS
:Probably infinite.
{{{Dungeons & Dragons is a Trademark of Wizards of the Coast, Inc.}}}
{{{ 9 August 2002 NETHACK(6)}}}
/***
|Name:|panel(DisableWikiLinksPlugin)|
|Description:|It's a panel, for use with the DisableWikiLinksPlugin|
|Version:1.0|
|Date:|$Date: 2009-07-31|
|Source:|http://storywiki.tiddlyspot.com/#panel(DisableWikiLinksPlugin)|
|Requires|storyWikiTemplatesPlugin|
|Author:|Pugugly001 <pugugly001@gmail.com>|
***/
//{{{
//----------------------------------------------------------------------------------------------------//
// DisableWikiLinkPlugin Modifications
//----------------------------------------------------------------------------------------------------//
config.shadowTiddlers.SideBarOptions += '<<slider chkSliderWikiWordPanel WikiWordPanel "WikiWord Options »" "Access WikiWord Options">>';

config.shadowTiddlers.WikiWordPanel = '<<option chkDisableWikiLinks>> Disable //all// automatic ~WikiWord tiddler links\n<<option chkAllowLinksFromShadowTiddlers>> allow ~WikiWords contained in //shadow tiddlers//\n<<option chkDisableNonExistingWikiLinks>> Disable automatic ~WikiWord links for non-existing tiddlers\n----\nDisable automatic ~WikiWord links for words listed in: <<option txtDisableWikiLinksList>>\nDisable automatic ~WikiWord links for tiddlers tagged with: <<option txtDisableWikiLinksTag>>';

if (config.options.txtDisableWikiLinksList==undefined) {
config.options.txtDisableWikiLinksList         = "excludeWikiLinks"
     }
if (config.options.txtDisableWikiLinksTag==undefined) {
     config.options.txtDisableWikiLinksTag         = "excludeWikiLinks"
     }
if (config.options.txtDisableWikiLinksList == config.options.txtDisableWikiLinksTag)
     {  
     config.shadowTiddlers[config.options.txtDisableWikiLinksList] ='The ['+'['+config.options.txtDisableWikiLinksList+']] tiddler will disable Wikification of words listed here. It will also disable wikification of all Tiddlers so tagged. \n<<list filter [tag['+config.options.txtDisableWikiLinksTag+']]>>';
     config.shadowTiddlers.configTiddlers+='\n<<slider chk'+config.options.txtDisableWikiLinksList+' '+config.options.txtDisableWikiLinksList+' "'+config.options.txtDisableWikiLinksList+' »" "'+config.options.txtDisableWikiLinksList+'">>';
     } 
else { 
     config.shadowTiddlers[config.options.txtDisableWikiLinksList]='The ['+'['+config.options.txtDisableWikiLinksList+']] tiddler will disable Wikification of words listed here';
     config.shadowTiddlers.configTiddlers+='\n<<slider chk'+config.options.txtDisableWikiLinksList+' '+config.options.txtDisableWikiLinksList+' "'+config.options.txtDisableWikiLinksList+' »" "'+config.options.txtDisableWikiLinksList+'">>';
     config.shadowTiddlers[config.options.txtDisableWikiLinksTag]='The ['+'['+config.options.txtDisableWikiLinksTag+']] tag will disable wikification of all Tiddlers so tagged. \n<<list filter [tag['+config.options.txtDisableWikiLinksTag+']]>>';
     config.shadowTiddlers.configTiddlers+='\n<<slider chk'+config.options.txtDisableWikiLinksTag+' '+config.options.txtDisableWikiLinksTag+' "'+config.options.txtDisableWikiLinksTag+' »" "'+config.options.txtDisableWikiLinksTag+'">>';
     }
//}}}
/***
|Name:|panel(DisableWikiLinksPlugin)|
|Description:|It's a panel, for use with the TiddlerEncryptionPlugin|
|Version:1.0|
|Date:|$Date: 2009-07-31|
|Source:|http://storywiki.tiddlyspot.com/#panel(TiddlerEncryptionPlugin)|
|Requires|storyWikiTemplatesPlugin|
|Author:|Pugugly001 <pugugly001@gmail.com>|
***/
//{{{
//----------------------------------------------------------------------------------------------------//
// TiddlerEncryptionPlugin Modifications
//----------------------------------------------------------------------------------------------------//
config.shadowTiddlers.SideBarOptions += '<<slider chkSliderEncryptionPanel EncryptionPanel "Encryption Options »" "Access Encryption Options">>';
config.shadowTiddlers.EncryptionPanel = '<<EncryptionChangePassword>>\n<<EncryptionDecryptAll>>\n<<option chkExcludeEncryptedFromSearch>> ~DoNotSearch\n<<option chkExcludeEncryptedFromLists>> ~DoNotList\n<<option chkShowDecryptButtonInContent>> ~HideRawEncryption\n----\n['+'[Encryption Plugin|TiddlerEncryptionPlugin]]';
//}}}
/***
|Name:|panel(Tiddlyspot)|
|Description:|It's a panel, for use with the Tiddlyspot|
|Version:|1.0|
|Date:|$Date: 2009-07-31|
|Source:|http://storywiki.tiddlyspot.com/#panel(Tiddlyspot)|
|Requires|storyWikiTemplatesPlugin|
|Author:|Pugugly001 <pugugly001@gmail.com>|
***/
//{{{
//----------------------------------------------------------------------------------------------------//
// Tiddlyspot 
//----------------------------------------------------------------------------------------------------//
config.shadowTiddlers.SideBarOptions += '<<slider chkSliderTiddlySpotPanel TiddlySpotPanel "TiddlySpot Options »" "Access TiddlySpot Controls">><<upload http://' + config.tiddlyspotSiteId + '.tiddlyspot.com/store.cgi index.html . .  ' + config.tiddlyspotSiteId + '>>';

config.shadowTiddlers.TiddlySpotPanel = '~TiddlySpot password:\n<<option pasUploadPassword>>';
config.shadowTiddlers.TiddlySpotPanel += '\n*<<upload http://' + config.tiddlyspotSiteId + '.tiddlyspot.com/store.cgi index.html . .  ' + config.tiddlyspotSiteId + '>>';
config.shadowTiddlers.TiddlySpotPanel += '\n*['+'[download (go offline)|http://' + config.tiddlyspotSiteId + '.tiddlyspot.com/download]]';
config.shadowTiddlers.TiddlySpotPanel += '\n*['+'[control panel|http://' + config.tiddlyspotSiteId + '.tiddlyspot.com/controlpanel]]';
config.shadowTiddlers.TiddlySpotPanel += '\n*['+'[tiddlyspot.com|http://tiddlyspot.com/]]';
config.shadowTiddlers.TiddlySpotPanel += '\n*['+'[FAQs|http://faq.tiddlyspot.com/]]';
config.shadowTiddlers.TiddlySpotPanel += '\n*['+'[blog|http://tiddlyspot.blogspot.com/]]';
config.shadowTiddlers.TiddlySpotPanel += '\n*['+'[support|mailto:support@tiddlyspot.com]]';
config.shadowTiddlers.TiddlySpotPanel += '\n*['+'[feedback|mailto:feedback@tiddlyspot.com]]';
config.shadowTiddlers.TiddlySpotPanel += '\n*['+'[donate|http://tiddlyspot.com/?page=donate]]';
config.shadowTiddlers.TiddlySpotPanel += '\n----\nSee also: ['+'[Tiddly Spot Controls|TspotControls]]';
//}}}
|! Filename: | [[pot1-343.txt|http://www.spod-central.org/~psmith/nh/pot1-343.txt]] |
|! Last edited | 2004-02-16 for NetHack 3.4.3 |
|! Compiled | for 3.2.2 by Kevin Hugo. |
|! Updated | for 3.4.3 by [[Dylan O'Donnell|mailto:psmith@spod-central.org]]. |
{{{
POTION              COST  WGT  PROB   APPEARANCE
~~~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~~~ : ~~~~~~~~~~
booze      (sake) : $ 50   20   42  :
fruit juice       :   50   20   42  :
see invisible     :   50   20   42  :
sickness          :   50   20   42  :
confusion         :  100   20   42  :
extra healing     :  100   20   47  :
hallucination     :  100   20   40  :
healing           :  100   20   57  :
restore ability   :  100   20   40  :
sleeping          :  100   20   42  :
water             :  100   20   92  :  clear
blindness         :  150   20   40  :
gain energy       :  150   20   42  :
invisibility      :  150   20   40  :
monster detection :  150   20   40  :
object detection  :  150   20   42  :
enlightenment     :  200   20   20  :
full healing      :  200   20   10  :
levitation        :  200   20   42  :
polymorph         :  200   20   10  :
speed             :  200   20   42  :
acid              :  250   20   10  :
oil               :  250   20   30  :
gain ability      :  300   20   42  :
gain level        :  300   20   20  :
paralysis         :  300   20   42  :

Potions are listed above by increasing cost, then alphabetically.
Alternative Japanese names for items are given in parentheses (). The
COST field denotes the base price of each item.  WGT specifies the weight
(100 zorkmids weighs 1).

Potions comprise 16% of all randomly-generated items in the main dungeon,
18% in containers, 22% on the Rogue level, and 1% in hell.  PROB is
the relative probability of each subtype.  They appear 1/8 cursed,
3/4 uncursed, and 1/8 blessed.

Some types of potions have the same APPEARANCE when unidentified.  The
appearance of the remaining potions are are randomized from the following
descriptions:
    ruby        pink        orange        yellow          emerald
    dark green  cyan        sky blue      brilliant blue  magenta
    purple-red  puce        milky         swirly          bubbly
    smoky       cloudy      effervescent  black           golden
    brown       fizzy       dark          white           murky


Potion messages and effects
~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Adapted from the WCST spoiler "spoil803".)

What happens when you (q)uaff a potion usually depends on whether the
potion was blessed, uncursed, or cursed.  If a monster can quaff a potion,
the effects upon the monster are documented below; all other potions won't
be quaffed by monsters. 

When a potion hits a monster, the monster will be awoken and has an 80%
chance of losing one hit point (but not killed), and then suffers the
effects described below.  If you didn't see the monster get hit, you will
be told, "Crash!".  Monsters are not angered by potions of (extra|full)
healing, (gain|restore) ability, speed, invisibility, water thrown at
gremlins, or unholy water thrown at werecreatures, demons or undead; other
potions will cause peaceful monsters to become hostile if you were the
thrower.

If a potion hits you, you lose 1 to 2 hit points and get the effects of
breathing vapors described below unless the potion has a specific effect
for hitting you.  You may also breathe vapors if you are near a potion
when it breaks (e.g., it hit a monster, was hit by a wand of striking, or
was kicked). If you are polymorphed into an unbreathing monster, the
vapours will get into your eyes for the same effect. If you are polymorphed
into a monster that neither breathes nor has eyes, vapours will have no
effect.

acid
  Cures stoning.
  If you are acid resistant, no effect.
    "This tastes sour." (not hallucinating)
    "This tastes tangy." (hallucinating)
  blessed
    You lose 1 to 4 hit points, and abuse your constitution.
      "This burns a little!"
  uncursed
    You lose 1 to 8 hit points, and abuse your constitution.
      "This burns like acid!"
  cursed
    You lose 2 to 16 hit points, and abuse your constitution.
      "This burns a lot!"
  hits monster
    The monster loses the same number of hit points as you would on
    quaffing the potion. Some monsters may resist.
      "<monster> shrieks in pain!"
      "<monster> writhes in pain!" (silent monster)
  hits you
    May be thrown by monsters.
    If you are acid resistant, no effect. Otherwise, same effect as
    quaffing potion.
  vapors
    Abuses your constitution.
 
blindness
  blessed
    You are blinded for 125 to 324 (more) turns.
      "A cloud of darkness falls upon you." (was unblind, not hallucinating)
      "Oh, bummer!  Everything is dark!  Help!" (was unblind, hallucinating)
      "You have a peculiar feeling for a moment, then it passes."
        (was blind, not hallucinating)
      "You have a normal feeling for a moment, then it passes."
        (was blind, hallucinating)
      "Your vision seems to dim for a moment but is normal now."
        (blindness overcome by Eyes of the Overworld, not hallucinating)
      "Your vision seems to dim for a moment but is happier now."
        (blindness overcome by Eyes of the Overworld, hallucinating)
  uncursed
    You are blinded for 250 to 449 (more) turns.
      (Same messages as above)
  cursed
    You are blinded for 375 to 574 (more) turns.
      (Same messages as above)
  hits monster
    The monster is blinded for 64 to 126 (more) turns, or 64 to 95 if the
    monster resists.  Monster blindness does not last longer than 127
    turns, and (of course) the monster must have eyes.
  vapors
    May be thrown by monsters.
    You become blind for 1 to 5 (more) turns.
      "It suddenly gets dark."  (were unblind and not asleep)

booze
  blessed
    You gain 30 nutrition.
    You heal one hit point (if necessary; undiluted only).
    You abuse your wisdom.
      "Ooph!  This tastes like liquid fire!"  (undiluted, not hallucinating)
      "Ooph!  This tastes like dandelion wine!"  (undiluted, hallucinating)
      "Ooph!  This tastes like watered down liquid fire!"
        (diluted, not hallucinating)
      "Ooph!  This tastes like watered down dandelion wine!"
        (diluted, hallucinating)
  uncursed
    You gain 20 nutrition.
    You heal one hit point (if necessary; undiluted only).
    You are confused for 3 to 24 (more) turns.
    You abuse your wisdom.
      (Same messages as above)
  cursed
    You gain 10 nutrition.
    You heal one hit point (if necessary; undiluted only).
    You are confused for 3 to 24 (more) turns.
    You pass out for 1 to 15 turns.
    You abuse your wisdom.
      (Same messages as above)
  hits monster
    The monster becomes confused.  Some monsters may resist.
  vapors
    You become confused for 1 to 5 (more) turns.
      "You feel somewhat dizzy."

confusion
  blessed
    You are confused for 8 to 14 (more) turns.
      "Huh, What?  Where am I?"  (not hallucinating, not already confused)
      "What a trippy feeling!"  (hallucinating, not already confused)
      "You have a peculiar feeling for a moment, then it passes."
        (not hallucinating, already confused))
      "You have a normal feeling for a moment, then it passes."
        (hallucinating, already confused))
  uncursed
    You are confused for 16 to 22 (more) turns.
      (Same messages as above)
  cursed
    You are confused for 24 to 30 (more) turns.
      (Same messages as above)
  hits monster
    The monster becomes confused.  Some monsters may resist.
  vapors
    May be thrown by monsters.
    You become confused for 1 to 5 (more) turns.
      "You feel somewhat dizzy."

enlightenment
  blessed
    You gain one point of intelligence and one point of wisdom.
    You see your attributes and exercise your wisdom.
      "You feel self-knowledgeable..."
      "The feeling subsides."
  uncursed
    You see your attributes and exercise your wisdom.
      "You feel self-knowledgeable..."
      "The feeling subsides."
  cursed
    You abuse your wisdom.
      "You have an uneasy feeling..."
  hits monster
    No effect.
  vapors
    No effect.

extra healing
  blessed
    You gain 8 to 64 hit points.  If this would put you above your
    maximum hit points, then your maximum is increased by 5 and your hit
    points become this new maximum.
    Cures sickness, blindness, and hallucination.
    Exercises constitution and strength.
      "You feel much better."
  uncursed
    You gain 6 to 48 hit points.  If this would put you above your
    maximum hit points, then your maximum is increased by 2 and your hit
    points become this new maximum.
    Cures sickness, blindness, and hallucination.
    Exercises constitution and strength.
      "You feel much better."
  cursed
    You gain 4 to 32 hit points, up to your maximum.
    Cures blindness and hallucination.
    Exercises constitution and strength.
      "You feel much better."
  quaffed by monster
    The monster gains the same number of hit points as if you quaffed it.
    If this would put the monster above its maximum hit points, its
    maximum is increased by 2 (even if cursed, 5 if blessed) and its hit
    points become this new maximum.
    The monster is unblinded.
      "<monster> looks much better."  (if seen)
  hits monster
    If Pestilence, its current and maximum hit points are halved.  May
    resist.
      "Pestilence looks rather ill."  (if seen)
    Otherwise, the monster is restored to maximum hit points.
      "<monster> looks sound and hale again."  (if seen)
  vapors
    You heal up to 2 hit points, and exercise your constitution.
    No message.

fruit juice
  blessed
    You gain 30 nutrition (15 if diluted).
      "This tastes like <fruit> juice."  (undiluted, not hallucinating)
      "This tastes like 10% real <fruit> juice all-natural beverage."
        (undiluted, hallucinating)
      "This tastes like reconstituted <fruit> juice."
        (diluted, not hallucinating)
      "This tastes like 10% real reconstituted <fruit> juice all-natural
      beverage."  (diluted, hallucinating)
  uncursed
    You gain 20 nutrition (10 if diluted).
      (Same messages as above)
  cursed
    You gain 10 nutrition (5 if diluted).
      "Yecch!  This tastes rotten."  (not hallucinating)
      "Yecch!  This tastes overripe."  (hallucinating)
  hits monster
    No effect.
  vapors
    No effect.

full healing
  blessed
    You gain 400 hit points.  If this would put you above your maximum
    hit points, then your maximum is increased by 8 and your hit points
    become this new maximum.
    If you have lost any experience levels, one level is restored, to
    a maximum of half the levels you have lost.
    Cures sickness, blindness, and hallucination.
    Exercises constitution and strength.
      "You feel completely healed."
  uncursed
    You gain 400 hit points.  If this would put you above your maximum
    hit points, then your maximum is increased by 4 and your hit points
    become this new maximum.
    Cures sickness, blindness, and hallucination.
    Exercises constitution and strength.
      "You feel completely healed."
  cursed
    You gain 400 hit points, up to your maximum.
    Cures blindness and hallucination.
    Exercises constitution and strength.
      "You feel completely healed."
  quaffed by monster
    The monster's maximum hit points are increased by 4 (even if cursed,
    8 if blessed) and its hit points become this new maximum.
    The monster is unblinded.
      "<monster> looks completely healed."  (if seen)
  hits monster
    If Pestilence, its current and maximum hit points are halved.  May
    resist.
      "Pestilence looks rather ill."  (if seen)
    Otherwise, the monster is restored to maximum hit points.
      "<monster> looks sound and hale again."  (if seen)
  vapors
    You heal up to 3 hit points, and exercise your constitution.
      No message.

gain ability
  blessed
    If you have sustain ability, no effect.
      "You have a peculiar feeling for a moment, then it passes."
        (not hallucinating)
      "You have a normal feeling for a moment, then it passes."
        (hallucinating)
    Otherwise, all statistics are increased by one (up to maximum).
      "You feel strong!"  (strength)
      "You feel smart!"  (intelligence)
      "You feel wise!"  (wisdom)
      "You feel agile!"  (dexterity)
      "You feel tough!"  (constitution)
      "You feel charismatic!"  (charisma)
      "Your cap constricts briefly, then relaxes again."
      (you can't change wisdom or intelligence with dunce cap)
      "You're already as <statistic> as you can get."  (if already maximum)
  uncursed
    If you have sustain ability, no effect.
    Otherwise, one random statistic not at maximum is increased by one.
    Up to six tries to pick a statistic are made.  If only one stat was
    raisable, there is a 33.49% chance that it will do nothing!
      (Same messages as above)
  cursed
    No effect.
      "Ulch!  That potion tasted foul!"
  hits monster
    The monster is restored to maximum hit points.
      "<monster> looks sound and hale again."  (if seen)
  vapors
    If cursed, no effect.
      "Ulch!  That potion smells terrible!"
      "Your eyes sting." (unbreathing)
    If uncursed, one random statistic is RESTORED by one.  No message.
    If blessed, all statistics are RESTORED by one.  No message.

gain energy
  blessed
    Your energy and maximum energy are increased by 7 to 11.
    Your wisdom is exercised.
      "Magical energies course through your body."
  uncursed
    Your energy and maximum energy are increased by 2 to 6.
    Your wisdom is exercised.
      "Magical energies course through your body."
  cursed
    Your energy and maximum energy are decreased by 2 to 6, but not
    below zero.
    Your wisdom is exercised.
      "You feel lackluster."
  hits monster
    No effect.
  vapors
    No effect.

gain level
  blessed
    You get more hit points and energy.
      "You feel more experienced."
    If less than level 30, you gain one experience level and skill
    advancement slot.
      "Welcome to experience level <number>."
    Your experience is set to a random amount midway to the next level (or
    increased by what that would have been, if you're already at XL 30).
  uncursed
    You get more hit points and energy.
      "You feel more experienced."
    If less than level 30, you gain one experience level and skill
    advancement slot.
      "Welcome to experience level <number>."
  cursed
    If you have the Amulet and are on dungeon level 1, you go to the
    Plane of Earth.
      "You rise up, through the <ceiling>!"
    If there is no level directly above you, or you are in Sokoban or
    inside the top level of the Wizard's Tower, nothing happens.
      "You have an uneasy feeling."
    Otherwise, you go to the next higher dungeon level.
      "You rise up, through the <ceiling>!"
  quaffed by monster
    Same effect (and limits) to monster as if you quaffed it, except that
    monsters with the Amulet can't ascend to the Plane of Earth.  Monsters
    gaining experience may grow into a more powerful class of monster; if
    the new class is genocided, the monster is killed!
  hits monster
    No effect.
  vapors
    No effect.

hallucination
  blessed
    You hallucinate for 300 to 499 (more) turns unless you have
    hallucination resistance from wielding Grayswandir.
      "You have a normal feeling for a moment, then it passes."
        (already hallucinating)
      "You have a peculiar feeling for a moment, then it passes."
        (not already hallucinating, hallucination resistance)
      "Oh wow!  Everything looks so cosmic!"
        (not already hallucinating, no hallucination resistance, not blind)
      "Oh wow!  Everything feels so cosmic!"
        (not already hallucinating, no hallucination resistance, blind)
  uncursed
    You hallucinate for 600 to 799 (more) turns.
      (Same messages as above)
  cursed
    You hallucinate for 900 to 1099 (more) turns.
      (Same messages as above)
  hits monster
    No effect.
  vapors
    No effect.
      "You have a momentary vision."

healing
  blessed
    You gain 8 to 32 hit points.  If this would put you above your
    maximum hit points, then your maximum is increased by 1 and your hit
    points become this new maximum.
    Cures sickness and blindness, and exercises constitution.
      "You feel better."
  uncursed
    You gain 6 to 24 hit points.  If this would put you above your
    maximum hit points, then your maximum is increased by 1 and your hit
    points become this new maximum.
    Cures blindness, and exercises constitution.
      "You feel better."
  cursed
    You gain 4 to 16 hit points, up to your maximum.
    Exercises constitution.
      "You feel better."
  quaffed by monster
    The monster gains the same number of hit points as if you quaffed it.
    If this would put the monster above its maximum hit points, its
    maximum is increased by 1 (even if cursed) and its hit points become
    this new maximum.
    The monster is unblinded.
      "<monster> looks better."  (if seen)
  hits monster
    If Pestilence, its current and maximum hit points are halved.  May
    resist.
      "Pestilence looks rather ill."  (if seen)
    Otherwise, the monster is restored to maximum hit points.
      "<monster> looks sound and hale again."  (if seen)
  vapors
    You heal up to 1 hit point, and exercise your constitution.
      No message.

invisibility
  blessed
    You become permanently invisible.
      "You have a peculiar feeling for a moment, then it passes."
        (already invisible, blind or wearing a mummy wrapping, and not
        hallucinating)
      "You have a normal feeling for a moment, then it passes."
        (already invisible or blind or wearing a mummy wrapping, and
        hallucinating)
      "Gee!  All of a sudden, you can't see yourself." (not hallucinating)
      "Gee!  All of a sudden, you can see right through yourself."
        (not hallucinating, see invisible)
      "Far out, man!  You can't see yourself." (hallucinating)
      "Far out, man!  You can see right through yourself." (hallucinating,
        see invisible)
  uncursed
    You become invisible for 31 to 45 (more) turns.
      (Same messages as above)
  cursed
    You become invisible for 31 to 45 (more) turns.
      (Same messages as above)
    You aggravate monsters for a moment.
      "For some reason, you feel your presence is known."
  quaffed by monster
    The monster becomes invisible unless wearing a mummy wrapping.
      "Suddenly you cannot see <monster>."  (can't see invisible)
      "<monster's> body takes on a strange transparency."
        (see invisible and not hallucinating)
      "<monster's> body takes on a normal transparency."
        (see invisible and hallucinating)
    If cursed, you are awoken and told the monster's position.
      "For some reason, <monster's> presence is known to you."
      "You feel aggravated at <monster>."  (already awake)
      "Aggravated, you are jolted into full consciousness."
        (was unconscious)
  hits monster
    The monster becomes invisible unless wearing a mummy wrapping.
  vapors
    No effect.
    "For an instant you couldn't see yourself!"
      (not already invisible, not blind)
    "For an instant you could see right through yourself!"
      (not already invisible, not blind, see invisible)

levitation
  blessed
    You levitate for 250 to 299 (more) turns.
      "You start to float in the air!"  (not hallucinating)
      "Up, up, and awaaaay!  You're walking on air!"  (hallucinating)
      "You float up, out of the pit!"  (were trapped in pit)
      "You float up, only your <leg> is still stuck."
        (still in bear trap)
      "It feels as though you'd lost some weight."  (Water Plane)
      "You gain control over your movements."  (Air Plane)
    You can stop levitating with '>' at will.
  uncursed
    You levitate for 10 to 149 (more) turns.
      (Same messages as above)
  cursed
    You levitate for 10 to 149 (more) turns.
      (Same messages as above)
    You lose any ability to land at will.
    If you were already levitating or on the water level,
      "You have a peculiar feeling for a moment, then it passes."
        (not hallucinating)
      "You have a normal feeling for a moment, then it passes."
        (hallucinating)
    Else if you are on a up staircase or up ladder, the < command is
    attempted.  It might not succeed (e.g., stressed).
    Otherwise, you suffer 1 to 10 points of damage (1 if wearing any hat).
      "You hit your <head> on the <ceiling>."
  hits monster
    No effect.
  vapors
    No effect.

monster detection
  blessed
    You detect monsters for 21 to 60 (more) turns (if already at least 300
    turns, just one more turn) and exercise your wisdom.
      No message if not already detecting monsters.
      "You feel lonely." (no monsters on level)
      "You have a peculiar feeling for a moment, then it passes."
        (already detecting monsters, not hallucinating)
      "You have a normal feeling for a moment, then it passes."
        (already detecting monsters and hallucinating)
  uncursed
    You briefly see monsters on that level and exercise your wisdom.
      "You sense the presence of monsters."
    If no monsters on the level (other than you), no visible effect.
      "You have a strange feeling for a moment, then it passes."
        (beginner not hallucinating)
      "You have a normal feeling for a moment, then it passes."
        (beginner hallucinating)
      "You feel threatened."  (not hallucinating)
      "You get the heebie jeebies."  (hallucinating)
  cursed
    You briefly see monsters on that level and exercise your wisdom.
      (Same messages as above)
    Any monsters that are asleep or paralyzed are awoken.
      "Monsters sense the presence of you."
  hits monster
    No effect.
  vapors
    No effect.

object detection
  If no objects on level and none had appeared on the map, no effect.
    "You have a strange feeling for a moment, then it passes."
      (beginner not hallucinating)
    "You have a normal feeling for a moment, then it passes."
      (beginner hallucinating)
    "You feel a lack of something."  (otherwise)
  If there are only objects in your inventory, you exercise your wisdom.
    "You sense objects nearby."  (not hallucinating)
    "You sense something nearby."  (hallucinating)
  blessed
    You detect objects on that level and exercise your wisdom.
      "You sense the presence of objects."  (not hallucinating)
      "You sense the presence of something."  (hallucinating)
      "You sense the absence of objects."  (not hallucinating)
      "You sense the absence of something."  (hallucinating)
    You know the appearance of all objects on that level (and in your
    inventory) as if you had seen them.
  uncursed
    You detect objects on that level and exercise your wisdom.
      (Same messages as above)
  cursed
    You detect objects on that level and exercise your wisdom.
      (Same messages as above)
    Mimics will appear as objects.
  hits monster
    No effect.
  vapors
    No effect.

oil
  You can #untrap a squeaky board with a potion of oil or can of grease.
  Potions of oil can be lit by (a)pplying them.
  If quaffing a lit potion:
    If you are a monster that likes fire, you exercise your wisdom.
      "Ahh, a refreshing drink."
    Otherwise, you lose 3 to 12 hit points (1 to 4 if fire resistant),
    and abuse your wisdom.
      "You burn your <face>."
  blessed or uncursed
    You abuse your wisdom.
      "That was smooth!"
  cursed
    You abuse your wisdom.
      "This tastes like castor oil."
  hits monster or you
    No effect if unlit.
    If lit, splatters oil, causing an explosion of fire with 4 to 16 damage.
  vapors
    No effect.

paralysis
  blessed
    If you have free action, no effect.
      "You stiffen momentarily."
    Otherwise, you are paralyzed for 13 to 22 turns and abuse your dexterity.
      "You are motionlessly suspended." (levitating or on Air or Water Planes)
      "You are frozen in place!" (riding)
      "Your <feet> are frozen to the <floor>!"  (otherwise)
  uncursed
    If you have free action, no effect; otherwise, you are paralyzed for 25
    to 34 turns and abuse your dexterity.
      (Same messages as above)
  cursed
    If you have free action, no effect; otherwise, you are paralyzed for 37
    to 46 turns and abuse your dexterity.
      (Same messages as above)
  hits monster
    If not already paralyzed, the monster is paralyzed for 1 to 25 turns.
    Otherwise, no effect.
  vapors
    May be thrown by monsters.
    If you have free action, no effect.
      "You stiffen momentarily."
    Otherwise, you are paralyzed for 1 to 5 (more) turns, and your dexterity
    is abused.
      "Something seems to be holding you."

polymorph
  quaffed
    You polymorph into a new monster unless you have unchanging.
      "You feel a little strange." (not hallucinating)
      "You feel a little normal." (hallucinating)
  hits you
    You polymorph into a new monster unless you have unchanging or magic
    resistance.
      "You feel a little strange." (not hallucinating)
      "You feel a little normal." (hallucinating)
  hits monster
    Same effect as a wand of polymorph.
  quaffed by monster
    The monster polymorphs into a new monster.
      "<monster> suddenly mutates!"
  vapors
    Abuses your constitution.

restore ability
  blessed
    Restores all lost statistics to their previous maximum amount.
      "Wow!  This makes you feel great!"
      "Wow!  This makes you feel better!" (other things wrong with you)
  uncursed
    Restores one random lost statistic to its previous maximum amount.
      "Wow!  This makes you feel good!"
  cursed
    No effect.
      "Ulch!  This makes you feel mediocre!"
  hits monster
    The monster is restored to maximum hit points.
      "<monster> looks sound and hale again."  (if seen)
  vapors
    If cursed, no effect.
      "Ulch!  That potion smells terrible!"
      "Your eyes sting." (unbreathing)
    If uncursed, one random statistic is restored by one.  No message.
    If blessed, all statistics are restored by one.  No message.

see invisible
  blessed
    You see invisible permanently and are unblinded.
      "This tastes like <fruit> juice."  (undiluted, not hallucinating)
      "This tastes like 10% real <fruit> juice all-natural beverage."
        (undiluted, hallucinating)
      "This tastes like reconstituted <fruit> juice."
        (diluted, not hallucinating)
      "This tastes like 10% real reconstituted <fruit> juice all-natural
      beverage."  (diluted, hallucinating)
      "You can see through yourself, but you are visible!" 
        (invisible without previous see invisible)
  uncursed
    You see invisible for 750 to 849 (more) turns and are unblinded.
      (Same messages as above)
  cursed
    You see invisible for 750 to 849 (more) turns.
      "Yecch!  This tastes rotten."  (not hallucinating)
      "Yecch!  This tastes overripe."  (hallucinating)
  hits monster
    No effect.
  vapors
    No effect.

sickness
  blessed
    "Yecch!  This stuff tastes like poison."
    "(But in fact it was mildly stale <fruit> juice.)"
    If you are not a Healer, you lose one hit point, even if poison-
    resistant.
    You no longer hallucinate.
      "You are shocked back to your senses!"
  uncursed
    "Yecch!  This stuff tastes like poison."
    If you are a Healer, no effect.
      "Fortunately, you have been immunized."
    If you are poison-resistant, one randomly-chosen statistic drops by
    one unless you have sustain ability, and your constitution is abused.
      "(But in fact it was biologically contaminated <fruit> juice.)"
    Otherwise, one randomly-chosen statistic drops by 3 to 6 unless you
    have sustain ability, you lose 1 to 10 hit points, and you abuse your
    constitution.
    You no longer hallucinate.
      "You are shocked back to your senses!"      
  cursed
    "Yecch!  This stuff tastes like poison."
    If you are a Healer, no effect.
      "Fortunately, you have been immunized."
    If you are poison-resistant, one randomly-chosen statistic drops by
    one unless you have sustain ability, and your constitution is abused.
      "(But in fact it was biologically contaminated <fruit> juice.)"
    Otherwise, one randomly-chosen statistic drops by 3 to 6 unless you
    have sustain ability, you lose 6 to 15 hit points, and you abuse your
    constitution.
    You no longer hallucinate.
      "You are shocked back to your senses!"      
  quaffed by Pestilence
    Its maximum hit points are increased by 4 and its hit points become
    this new maximum.
    It is unblinded.
      "Pestilence looks completely healed."  (if seen)
  hits monster
    If Pestilence, restored to maximum hit points.
      "Pestilence looks sound and hale again." (if seen)
    If monster is poison-resistant, no effect.
      "<monster> looks unharmed." (if seen)
    Otherwise, the monster's current and maximum hit points are halved.
    Some monsters may resist.
      "<monster> looks rather ill."  (if seen)
  vapors
    If you are a Healer, no effect.
    You lose 5 hit points (but not below 1) and abuse your constitution.
      No message.

sleeping
  blessed
   If you have sleep resistance or free action, no effect.
     "You yawn."
   Otherwise, you fall asleep for 13 to 22 turns.
     "You suddenly fall asleep!"
  uncursed
   If you have sleep resistance or free action, no effect.
     "You yawn."
   Otherwise, you fall asleep for 25 to 34 turns.
     "You suddenly fall asleep!"
  cursed
   If you have sleep resistance or free action, no effect.
     "You yawn."
   Otherwise, you fall asleep for 37 to 46 turns.
     "You suddenly fall asleep!"
  hits monster
    The monster falls asleep for 1 to 12 turns. Some monsters may resist.
      "<monster> falls asleep." (if not resisted)
  vapors
    May be thrown by monsters.
    If you have free action or sleep resistance, no effect.
      "You yawn."
    Otherwise, you are paralysed for 1 to 5 turns and your dexterity is
    abused.
      "You feel rather tired."

speed
  blessed
    You become very fast (like speed boots) for 160 to 169 (more) turns
    and exercise your dexterity.
      "You are suddenly moving much faster."  (was slow)
      "You are suddenly moving faster."  (was fast)
      "Your <legs> get new energy."  (was already very fast)
    You heal your legs if wounded.
  uncursed
    You become very fast (like speed boots) for 100 to 109 (more) turns
    and exercise your dexterity.
      "You are suddenly moving much faster."  (was slow)
      "You are suddenly moving faster."  (was fast)
      "Your <legs> get new energy."  (was already very fast)
    You heal your legs if wounded.
  cursed
    You become very fast (like speed boots) for 40 to 49 (more) turns
    and exercise your dexterity.
      "You are suddenly moving much faster."  (was slow)
      "You are suddenly moving faster."  (was fast)
      "Your <legs> get new energy."  (was already very fast)
  quaffed by or hits monster
    If the monster was slow, it gets normal speed.
    If the monster was normal speed, it becomes fast.
      "<monster> is suddenly moving faster."  (seen quaffing)
  vapors
    You become very fast for 1 to 5 (more) turns, and exercise your
    dexterity.
      "Your knees seem more flexible now."  (not already fast)

water
  Note: Water is usually used to dip things into, instead of quaffed.
  blessed
    If you are undead, a demon, or chaotic, you abuse your constitution
    and lose 2 to 12 hit points.
      "This burns like acid!"
    Otherwise, all sicknesses are cured and you exercise your
    constitution and wisdom.
      "You feel full of awe!"
    Lycanthropy is cured.
      "Your affinity to <werecreatures> disappears!"  (chaotic)
      "You feel purified."  (non-chaotic)
  uncursed
    You get 1 to 10 nutrition.
      "This tastes like water."
  cursed
    If you are undead, a demon, or chaotic, you heal 2 to 12 hitpoints
    (but your maximum remains the same) and exercise your constitution.
      "You feel quite proud of yourself."
    Else if you are lawful, you lose 2 to 12 hit points and abuse your
    constitution.
      "This burns like acid!"
    Otherwise, you abuse your constitution.
      "You feel full of dread."
  hits monster
    Gremlins will multiply, with the new gremlin having half as many
    maximum hit points.
    Undead, demons and werecreatures will get 2 to 12 damage from holy
    water, and are healed by 2 to 12 hit points by unholy water;
    werecreatures will be forced into human form by holy water, or
    beast form by unholy water.
      "<monster> shrieks in pain!" (holy water)
      "<monster> writhes in pain!" (holy water, silent monster)
      "<monster> looks healthier." (unholy water)
    Iron golems will take 1 to 6 damage.
       "<monster> rusts." (if seen)
  vapors
    If you are a gremlin, you multiply with the new gremlin having half as
    many maximum hit points as you.
      "You multiply."
    If the potion is holy water and you are a lycanthrope in your wereform,
    you will revert to your @ form.
    If the potion is unholy water and you are a lycanthrope in your @ form,
    you will change to your wereform.


Acknowledgements
~~~~~~~~~~~~~~~~
Thanks to Bruce Cox for proofreading the original version of this file.
Further corrections and clarifications provided by Kirk, Philipp Lucas,
Chris Mears, Greg Nowak, and Joseph S. Myers.
}}}
{{{
pot2-343.txt  Last edited 2006-05-16 for NetHack 3.4.3
Potions, alchemy, and other miscellaneous properties in NetHack 3.4
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.

Smoky and milky potions
~~~~~~~~~~~~~~~~~~~~~~~
Potions with the appearance "smoky" may release a djinni and lead to a
wish.  Each time you or another monster quaff a smoky potion, there is a
chance of creating a djinni, depending on the number of djinn that have
already been created in the game:
  DJINN:  0     1     2     3     4     5        n       >=120
  PROB:  1/13  1/15  1/17  1/19  1/21  1/23  1/(13+2*n)    0

When the djinni appears, the potion is used up and one of five outcomes
can occur.  The relative chance of these outcomes depends on whether the
smoky potion was blessed, uncursed, or cursed:
  BLESSED  UNCURSED  CURSED  OUTCOME
  ~~~~~~~  ~~~~~~~~  ~~~~~~  ~~~~~~~
    80%       20%       5%   Grants one wish, then disappears.
                             "I am in your debt.  I will grant one wish!"
     5%       20%       5%   Remains as a pet.
                             "Thank you for freeing me!"
     5%       20%       5%   Remains as a peaceful monster.
                             "You freed me!"
     5%       20%       5%   Speaks, then vanishes.
                             "It is about time!"
     5%       20%      80%   Remains as a hostile monster.
                             "You disturbed me, fool!"
If the potion had been quaffed by a monster, you will only get a peaceful
or vanishing djinni.  NOTE: There is no way to get a wish from the djinni
other than the first outcome above.

In a similar manner, potions with the appearance "milky" may summon a ghost.
Each time you or another monster quaff a milky potion, there is a chance
of creating a ghost, depending on the number of ghosts that have already
been created in the game:
  GHOSTS:  0     1     2     3     4     5        n       >=120
  PROB:   1/13  1/15  1/17  1/19  1/21  1/23  1/(13+2*n)    0
When the ghost appears, the potion is used up.  If the potion was quaffed
by a monster, that monster is paralyzed for 3 turns.  Otherwise, if you
are unblind, you are paralyzed for 3 turns.

In either case, the effect of the potion does not take place (since there
was no actual potion in the bottle to drink).

There is a limit of 120 djinn (or ghosts) per game.  Beyond this limit,
they are extinct and no more can be created.


Cancelling and diluting potions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There are several ways to turn potions into water.  If potions of sickness,
see invisible, or fruit juice are hit by a wand or spell of cancellation,
they become uncursed potions of fruit juice, with the same amount of
dilution as before the cancellation.  Potions of oil and booze become
uncursed but otherwise remain the same.  Other potions will become uncursed
potions of water.

You can also change potions of blindness, confusion, or hallucination
into uncursed water -- or potions of sickness into fruit juice -- by
#dipping a unicorn horn into these potions.  Note that if you had
quaffed these potions, you would have suffered bad effects that could
have been cured by the unicorn horn in any case.  You can also #dip an
amethyst stone into booze to convert it into fruit juice ("a-methyst"
means not intoxicated.) In either of these cases, only one potion
will be converted, regardless of the number of potions in the inventory
slot.

Finally, you can turn any potion except acid into water by #dipping it
into an uncursed potion of water or fountain (the latter may cause bad
effects as well).  If you are over a pool or moat but not levitating,
you can also #dip into that water.  Furthermore, if you swim under water
or fall into water, your potions have a chance of getting wet. If you
#dip a potion of acid or it gets wet it does 1 to 10 points of damage.

Getting potions wet happens in two stages.  After one dipping, the
potions will become diluted, but will have their same blessed state.
Diluted potions have exactly their same effects as undiluted potions
(with minor exceptions for booze and fruit juice).  Getting diluted
potions wet again then converts them into uncursed water.  Note that
water cannot be diluted.


Holy water
~~~~~~~~~~
(Adapted from the spoiler "water" by Maurice Vliege.)

Once you have potions of water, you can convert them to holy water at an
altar with your same alignment.  Drop any unholy water or uncursed water
that you wish to convert onto the altar, and #pray.  If your god was
pleased with you, they will all be converted to holy water.

To make unholy water, you must find an altar of a different alignment
than your own that is not in Gehennom.  Drop any holy water or uncursed
water that you wish to convert onto the altar, and #pray.  All of the
potions will be converted to unholy water.  It does not matter if your
god was pleased before, but your god will be upset after the prayer.

Holy and unholy water may also be found randomly, may appear in bones
piles from other characters, and can be wished for.  Holy water may be
part of your initial inventory (Priests start with four).  A more obscure
way to acquire holy or unholy water is to wield some uncursed potions of
water, take off all other worn items, and read a non-cursed scroll of
remove curse while confused.  You have a 25% chance of creating holy
water and 25% chance of creating unholy water this way, and it doesn't
need any altars! Blessed scrolls of remove curse will have the same
effect on each item in your inventory individually (try splitting
up the water into different slots by #naming); be careful of other
items in inventory becoming cursed.

Once you have holy water, you can uncurse any cursed item or bless any
uncursed items by the dipping the item into a potion of holy water.
Similarly, dipping a blessed item into unholy water makes it uncursed, and
dipping an uncursed item into unholy water makes it cursed. (Dipping a
blessed item into holy water or a cursed item into unholy water doesn't
do anything in particular: "Interesting...".) In all cases where the
status is changed, one of the potions of (un)holy water is used in the
process.  By dipping several uncursed potions of water into a potion of
(un)holy water, you can continue to make more (un)holy water indefinitely
(as long as you have uncursed water).

Dipping an item in holy or unholy water does NOT rust, blank, dilute,
or otherwise damage it.


Dipping and mixing potions
~~~~~~~~~~~~~~~~~~~~~~~~~~
(Adapted from a posting by Paul Brinkley.)

The effects of #dipping various objects into potions is summarized in the
table below.  You are first prompted for the item to be DIPPED, and then
the potion to dip it INTO.  One of the potions dipped into will be used up,
unless there was no effect or the potions were cancelled by the dipping
(unicorn horn or amethyst).  Except where shown, it doesn't matter if
potions are diluted before dipping.

You can mix two non-water potions (or groups of potions) of different types
by dipping one into the other; this procedure is commonly referred to as
"alchemy".  There is a 10% chance of an explosion (always if the DIPPED is
cursed or acid) which makes you breathe vapors of the DIPPED potion, abuses
your strength, and makes you lose one of each potion.  Otherwise, the
DIPPED potion(s) may become a different type of potion, which will always
be uncursed and diluted, and you use up one of the INTO potions.  The
possible mixtures are also described in the table below.

  DIPPED             INTO               RESULT
  ~~~~~~~~~~~~~~~~~  ~~~~~~~~~~~~~~~~~  ~~~~~~
  cursed object      holy water         uncursed object
  uncursed object    holy water         blessed object
  blessed object     unholy water       uncursed object
  uncursed object    unholy water       cursed object
  acid               uncursed water     potion boils
  undiluted potion   uncursed water     diluted potion
  diluted potion     uncursed water     uncursed water
  scroll/spellbook   uncursed water     blank scroll/spellbook (unless mail)
  iron object        uncursed water     may rust
  any potion         itself             "That is a potion bottle,
                                         not a Klein bottle!"
  any potion         same type          No effect.  "Interesting..."
  ..................................................................
  booze              enlightenment      confusion
  booze              gain energy/level  hallucination
  confusion          gain energy/level  1/3 enlightenment, 2/3 booze
  enlightenment      booze              confusion
  enlightenment      fruit juice        booze
  enlightenment      levitation         2/3 gain level, 1/3 same as
                                        "other combination" below
  extra healing      gain energy/level  full healing
  full healing       gain energy/level  gain ability
  fruit juice        enlightenment      booze
  fruit juice        gain energy/level  see invisible
  fruit juice        sickness           sickness
  fruit juice        speed              booze
  gain energy/level  booze              hallucination
  gain energy/level  confusion          1/3 enlightenment, 2/3 booze
  gain energy/level  extra healing      full healing
  gain energy/level  full healing       gain ability
  gain energy/level  fruit juice        see invisible
  gain energy/level  healing            extra healing
  healing            gain energy/level  extra healing
  healing            speed              extra healing
  levitation         enlightenment      2/3 gain level, 1/3 same as
                                        "other combination" below
  sickness           fruit juice        sickness
  speed              fruit juice        booze
  speed              healing            extra healing
  undiluted potion   other combination  1/2 evaporates, 1/4 sickness,
                                        1/8 random potion, 1/8 water
  diluted potion     other combination  uncursed water
  ....................................................
  unicorn horn       blindness,         uncursed water
                     confusion,         (regardless of cursedness of horn,
                     hallucination      as opposed to below results)
  unicorn horn       sickness           fruit juice (uncursed or cursed)
  amethyst           booze              fruit juice (uncursed or cursed)
  missile weapon     sickness           poisoned weapon
  poisoned weapon    healing,           unpoisoned weapon
                     extra healing,
                     full healing 
  anything (other    polymorph          polymorphed object of same class
  than X of poly)                       (may resist: "Nothing happens."
                                        "Nothing seems to happen." if
                                        polymorphs to same item)
  anything           lit oil            Explosion and/or damage
  weapon             cursed oil         Greasy fingers
  damaged weapon     other oil          May lose one damage depending on type
  oil/magic lamp     other oil          Lamp is filled and made non-magic
  All other combinations                No effect.  "Interesting..."

Acknowledgements
~~~~~~~~~~~~~~~~
Thanks to Bruce Cox for proofreading the original version of this file.
Further corrections and clarifications provided by Big Al, Ken Cuvelier,
David Goldfarb, Alex Pounds, and Irina Rempt.
}}}
{{{
prst-343.txt  Last edited 2003-12-17 for NetHack 3.4.3
Donating to priests in NetHack 3.4
Compiled by Dylan O'Donnell <psmith@spod-central.org>.

Chatting to priests
~~~~~~~~~~~~~~~~~~~
Priests will only be willing to chat if they are still peaceful,
in their own aligned temple, and have freedom of action; trying to
talk to a priest otherwise will arouse his wrath.

If the priest is talkative, #chatting to him can have various results:

If you have no visible money, the priest will not ask for a donation;
if additionally you are co-aligned with him, and your alignment is
non-negative, your wisdom is exercised, and he will give you "two bits
for an ale" (2 zorkmids; just one if that's all he has, or if he has
no money he will "preach the virtues of poverty.)

Otherwise, you will be asked "for a contribution to the temple". The
outcome depends on how much you donate (in relation to your experience
level), and what proportion of your visible gold this represents.

0 zorkmids    :  "Thou shalt regret thine action!" -1 to alignment
              :  if co-aligned, otherwise no effect.

1 zorkmid to  :  If donation less than one-third of current visible gold,
(200*XL)-1    :  "Cheapskate"; otherwise "I thank thee for thy contribution"
              :  and exercise wisdom.

200*XL to     :  "Thou art indeed a pious individual." If donation
(400*XL)-1    :  one-third of current visible gold or less, no further
              :  effect. Otherwise, "I bestow on thee a blessing" and gain
              :  clairvoyance for 500 to 999 (more) turns; additionally,
              :  if co-aligned and alignment -4 or worse, +1 to alignment.

400*XL to     :  A possibility of receiving protection, as detailed below;
(600*XL)-1    :  if protection not granted, same effects as next case.

600*XL or     :  "Thy selfless generosity is deeply appreciated." If
greater       :  co-aligned and donation greater than one-third of current
              :  visible gold, +2 to alignment (or, if alignment negative
              :  and more than 5000 turns since this effect last occurred,
              :  alignment instead restored to 0); otherwise, no effect.


Protection from priests
~~~~~~~~~~~~~~~~~~~~~~~
If you donate between 400 times your experience level in gold and 1
less than 600 times your experience level to any temple priest
(regardless of alignment), you may receive divine protection as a result,
which manifests as an improvement in your armour class. This depends on
your intrinsic (naked, ringless and spell-less) AC as follows:

10           :   AC reduced by 2 to 4.
2 to 9       :   AC reduced by 1.
-9 to 1      :   1/(10-(AC)) chance of AC being reduced by 1.
-10 or less  :   No reduction in AC.

So, intrinsic AC can (with enough money) be easily reduced to 1;
reductions below this point immediately become increasingly unlikely;
and -10 is a hard limit for AC improvement by this method. (Other
means of gaining intrinsic protection, such as divine gift from prayer
or eating rings of protection, will still be available.)

If AC is reduced by donation, "Thy devotion has been rewarded"; otherwise,
"Thy selfless generosity is deeply appreciated", and alignment may be
improved as detailed above.


Acknowledgements
~~~~~~~~~~~~~~~~
Corrections and clarifications provided by Jason Short.
}}}
[[Original|http://www.spod-central.org/~psmith/nh/rgrn-FAQ.txt]]
{{{
The following is a list of Frequently Asked Questions for the newsgroup
rec.games.roguelike.nethack.
(FAQ version 1.7n, last changed: 2008-02-01 (added 2.1)

Corrections and suggestions for new sections or new questions are appreciated; email me at mailto:psmith@spod-central.org.
}}}
!Table of Contents:
; 1: NetHack: The game, the legend...
: 1.1: What is NetHack?
: 1.2: That sounds pretty good, where can I get it? How much does it cost?
: 1.3: What computer is it playable on?
: 1.4: I installed and ran NetHack, now what do all these symbols and stuff mean?
: 1.5: All these letters and things confuse me! Is there a version of NetHack with graphics instead?
: 1.6: Is there a multiplayer version of NetHack?
: 1.7: Why is it called "Net"Hack if you can't play it online against other people?
;2: rec.games.roguelike.nethack
: 2.1: What is rec.games.roguelike.nethack?
: 2.2: What's with the posts labeled "YAAP" or "YASD"?
: 2.3: What's a "spoiler"?
: 2.4: What's a "source diver"?
: 2.5: I'm having trouble with my game, can I post my saved game file so someone can help me out?
: 2.6: What's this "netiquette" that other posters keep mentioning?
: 2.7: What topics should I be careful about discussing?
: 2.8: Anything else I shouldn't post?
: 2.9: I've won! I've won!
;3: Gameplay and Spoilers
: 3.1: This game is really hard! Does anyone win? How?
: 3.2: How much damage does {{{weapon}}} do? What good is an {{{item}}}? How can I fix my {{{armor}}} when it gets damaged?
: 3.3: Why are there TWO stairs leading down (or up)?
: 3.4: I'm stuck! There doesn't seem to be ANY way down/up from the level I'm on!
: 3.5: Why can't I successfully cast any spells? Why are all my failure rates 100%?
: 3.6: Someone just told me to retrieve an artifact; where do I go now?
: 3.7: I'm on a maze level with a sealed-off area in the middle. I've searched and searched, but can't find a secret door. I can't dig or teleport through the walls, how do I get in there?
: 3.8: I'm trying to fight a monster that keeps teleporting away. How do I get it to stop doing that so I can kill it?
: 3.9: I blocked up the trapdoors in this back corridor, and now I can't get down!
: 3.10: There's a monster stuck behind a boulder I particularly want to push somewhere. How do I get rid of it?
;4: Miscellaneous
: 4.1: Did you guys know you can copy your save games and restore them after you die? This makes the game a LOT easier!
: 4.2: How do I get into explore or wizard mode?
: 4.3: What can I do in wizard mode that I can't do in a normal game?
: 4.4: My game crashed and I lost my character! Is there anything I can do?
: 4.5: I found a YAFMC! I found a bell on top of a grave and the headstone said "Saved by the bell." Quite a coincidence, huh?
: 4.6: Who's Schroedinger, and why did this quantum mechanic have his cat in a box?
: 4.7: Why are elves chaotic? The elves in "The Lord of the Rings" seem to be lawful.
: 4.8: I think I found a bug in the game! What should I do?
: 4.9: Has anyone ever written a program to play NetHack automatically (a NetHack "bot")?
: 4.10: What is SLASH'EM?
: 4.11: What is SporkHack?
: 4.12: What are patches, and how do I apply them?
: 4.13: I killed a shopkeeper named Izchak, why is everyone so mad at me?
: 4.14: What websites have general information about NetHack?
;5: Copyright info and acknowledgements
----
! 1: NetHack: The game, the legend...
; 1.1Q: What is NetHack?
; 1.1A:
: "NetHack is a single player dungeon exploration game that runs on a wide variety of computer systems, with a variety of graphical and text interfaces all using the same game engine. Unlike many other Dungeons & Dragons-inspired games, the emphasis in NetHack is on discovering the detail of the dungeon and not simply killing everything in sight - in fact, killing everything in sight is a good way to die quickly. Each game presents a different landscape - the random number generator provides an essentially unlimited number of variations of the dungeon and its denizens to be discovered by the player in one of a number of characters: you can pick your race, your role, and your gender." [From http://www.nethack.org/.]
: "On the screen is kept a map of where you have been and what you have seen on the current dungeon level; as you explore more of the level, it appears on the screen in front of you. When NetHack's ancestor Rogue first appeared, its screen orientation was almost unique among computer fantasy games. Since then, screen orientation has become the norm rather than the exception; NetHack continues this fine tradition. Unlike text adventure games that accept commands in pseudo-English sentences and explain the results in words, NetHack commands are all one or two keystrokes and the results are displayed graphically on the screen." [From the NetHack Guidebook.]
; 1.2Q: That sounds pretty good, where can I get it? How much does it cost?
; 1.2A:
: NetHack is free software. That's right, FREE. Not shareware. Available to you at the price of $0, under a license that permits you to freely modify and distribute it. (Note, however, that NetHack is NOT in the public domain; see the file 'license' or 'license.txt' that comes with NetHack for details.)
:  http://www.nethack.org/ always has the latest version available (currently 3.4.3). Alternatively, you can download it via FTP from ftp://ftp.sourceforge.net/pub/sourceforge/n/ne/nethack.
; 1.3Q: What computer is it playable on?
; 1.3A:
: There are official binary releases for Amiga, Atari, Linux, Macintosh, MS-DOS, OS/2, and 32-bit Windows systems. The source code (written in C) is available as well, which should compile and run on just about every system imaginable (or at least every system that can run a C compiler). There are limitations, however; for example, no-one has yet succeeded in overcoming the difficulty of porting NetHack to the Palm, though other PDA implementations have been managed.
; 1.4Q: I installed and ran NetHack, now what do all these symbols and stuff mean?
; 1.4A:
: Consult the file "Guidebook.txt" (or something similar) that came with NetHack. It's the NetHack Guidebook, and should be able to answer any questions you have about the game display or controls. If you didn't get a copy of Guidebook.txt (or other documentation), download one from http://www.nethack.org/common/info.html#Docs. You can also gain information about symbols onscreen using the "/" or ";" commands.
; 1.5Q: All these letters and things confuse me! Is there a version of NetHack with graphics instead?
; 1.5A:
: Depending on the system you are playing it on, yes. There are graphical (or "tiled") versions of NetHack that use graphics in place of the ASCII characters. Consult the readme file specific to your system for details. If there's no mention of a tiled version, your system probably does not support tiles.
: There are also several "unofficial" versions of NetHack (meaning only that they were not released by the DevTeam) that use enhanced graphical interfaces, among which the more popular are:
* [[Vulture's|http://www.darkarts.co.za/project/vultures/]] (development of Jaakko Peltonen's "Falcon's Eye")
* [[noeGNUd|http://www.darkarts.co.za/project/noegnud/]] (supports a wide range of 2D and 3D character- and tile-based views and game playback)
; 1.6Q: Is there a multiplayer version of NetHack?
; 1.6A:
: No. Nor is there likely to be, according to the DevTeam. "We think you can't do that playably without compromising the basic idea of being able to think as long as you want about what you're doing." [From http://www.nethack.org/.] The only player interaction in NetHack is that of bones files and the score list on a multiplayer system.
; 1.7Q: Why is it called "Net"Hack if you can't play it online against other people?
; 1.7A:
: "The 'Net' in NetHack refers to the way the developers, many of whom have never met in person, organize the work on the program." [From http://www.nethack.org/.]
: You can play NetHack online, just not directly against other people. http://www.nicolaas.net/erebus/index.php?scat=04servers lists several public servers you could try. Try doing a search for "NetHack Servers" in your favorite search engine, and connect to one of the many available.
: There are also ways to add the "bones files" of other adventures to your local copy of NetHack, such as with the "Hearse" program http://hearse.krollmark.com/. Hearse currently supports the official DOS and Windows binary versions, the official Linux non-Qt binary version and compatibly-compiled Unix installations, as well as the unofficial Psion port, the latest SLASH'EM stable and (currently) development versions, and Philipp Lucas' distribution of PatchHack 5.0 (with and without the Hell Patch enabled). Support for other versions may be added if sufficient demand exists.
: ! 2: rec.games.roguelike.nethack
; 2.1Q: What is rec.games.roguelike.nethack?
; 2.1A:
: rec.games.roguelike.nethack, often abbreviated to "rgrn", is a Usenet newsgroup "concerned with NetHack and related games" (from the group charter). It's the successor to the groups net.games.hack and rec.games.hack, and lives in the rec.games.roguelike.* hierarchy, where roguelike games other than NetHack and its variants either have their own groups or fall by default into rec.games.roguelike.misc. Readers of rgrn may also want to read rec.games.roguelike.announce, a moderated group where postings of significant general interest for roguelike players are made.
; 2.2Q: What's with the posts labeled "YAAP" or "YASD"?
; 2.2A:
: rgrn uses some terminology that can be confusing to the uninitiated. For a fairly complete list, please see http://www.spod-central.org/~psmith/nh/abbr-343.txt, but here is a list of the more common abbreviations:
; YAAP: Yet Another Ascension Post
; YAFAP: Yet Another First Ascension Post.
: Someone has completed a game of NetHack (possibly for the first time) and wants to brag/show off. Finishing NetHack is not a trivial accomplishment, so some bragging is probably called for (see 2.9).
; YASD: Yet Another Stupid Death.
; YAAD: Yet Another Annoying Death.
: Get used to this phenomenon if you're going to play NetHack. Someone has died in a particularly amusing or annoying way, and wants pity for his or her stupidity or a shoulder to cry on.
; YAFM: Yet Another Funny Message.
; YAFMC: Yet Another Funny Message Combination
; YAFP: Yet Another Funny Prompt
: Sometimes, the messages NetHack gives you are amusing, or have a strange juxtaposition of several messages or an odd mix of inventory letters. Someone has found a message or combination that they liked.
; YANI: Yet Another New (Nifty) Idea (Item).
: Someone has an idea for an improvement or addition to the game.
; DYWYPI?: Do You Want Your Possessions Identified?
: The first question NetHack asks you if you are killed. Many posters use it as shorthand for "And then the {{{monster/trap/stupid move/typo}}} killed me."
; The DevTeam:
: The DevTeam is the group of programmers responsible for the maintenance and development of NetHack. Remember: The DevTeam Think of Everything! (TDTTOE!)
; The RNG: Random Number Generator -or- Random NetHack God.
: Every game of NetHack is different, thanks to the effects of the random numbers used in the creation of the dungeon. Sometimes it seems like the random numbers have a malicious will of their own and are therefore personified, as in "The RNG was especially cruel to me today."
: As well as abbreviations, rgrn (like any community) has developed its own jargon for frequently-discussed concepts and strategies, for example "pudding farming" and the "protection racket"; Eva Myers has a discussion of these at http://www.statslab.cam.ac.uk/~eva/nethack/rgrnterms.html.
; 2.3Q: What's a "spoiler"?
; 2.3A:
: A "spoiler" is an explanation of something in the game. That explanation may spoil the fun of discovering that something for yourself. Since some people would rather figure things out for themselves, they don't want the answer blurted out. For this reason, if you do post a spoiler, you may wish to buffer it with some blank space (20 lines or so, or a formfeed character) so no one reads it accidentally. Alternatively, and (given the wide variety of newsreader displays) preferably, you can ROT13 encipher the spoiler (a simple cipher where a->n, b->o, ... z->m; see http://www.rot13.com/ if your newsreader doesn't support it natively). If you're starting a spoilersome thread, consider putting "(spoilers)" in the Subject header.
: However, if you read this newsgroup you should accept that you're probably going to come across spoilers whether you want to or not.
; 2.4Q: What's a "source diver"?
; 2.4A:
: The computer code for NetHack is publicly available, unlike that for most games. Someone with programming skill can look through the code (or "source") to get the answers to questions about how the game works. This is called "source diving". For the curious, NetHack is written in C.
; 2.5Q: I'm having trouble with my game, can I post my saved game file so someone can help me out?
; 2.5A:
: No. The posting of binaries (this includes screenshots) to non-binary newsgroups such as rgrn is frowned upon. If you feel you need a map to explain your problem, use an ASCII "screenshot" instead. Besides, saved games won't work across platforms, and depending on the variables set when the game was compiled, may not even work if they are from the same platform. Describe your situation/problem as best you can, and we'll help you out as best we can.
; 2.5Q: What's this "netiquette" that other posters keep mentioning?
; 2.5A:
: "Netiquette" refers to InterNET etIQUETTE, or the polite way of doing things online. Following these conventions is not only polite, but will make your articles much easier to read, and therefore more people are likely to read them. With specific regard to the newsgroup rgrn, there are a few things you should keep in mind when posting:
; Top posting:
: "Top posting" refers to putting your response before the quoted material you are responding to. When you respond to an article, put your response below the text you quote. (If you're responding to several separate points in the same article, put your response below each individually.) This ensures that the later responses stay in proper chronological order, making reading both easier and more logical. Unfortunately, top posting is the default for some newsreaders (notably Microsoft Outlook Express). This doesn't make it correct. (A longer article on good Usenet quoting style can be found at http://web.presby.edu/~nnqadmin/nnq/nquote.html.)
; Quoting:
: Quote appropriate context. Usenet is an asynchronous medium, and you can't be sure that everyone's received, read, or remembered the article you're responding to, so your message should make sense in isolation. Only quote the relevant parts of the article, and cut the rest (including signatures). This keeps articles relatively short, and easy to read. In the same vein, don't cut so much that it's hard to determine who or what you are responding to. Pay particular attention to the attributions, which indicate who said what; if you quote someone's text, attribute it, otherwise remove their attribution. (Again, see the article referred to in the previous paragraph.)
; Line lengths:
: Set your newsreader for line lengths around 70 characters to avoid other newsreaders mangling your post when displayed or quoted.
; Signatures:
: Signatures should only be a few lines long; the "standard" maximum is 4 lines of 80 characters. Make sure that your signature, if you have one, is preceded by a proper sig separator: i.e. "-- ", two hyphens and a space, with nothing else on the line.
; Subject headers:
: Make your subject specific ("Are kobolds poisonous?" is much better than "Question" or "Help") without trying to stuff your entire article into it. Even if the question you're asking or point you're making is in your subject header, repeat it in the body of the message; and ensure that the article is comprehensible without depending on the subject for crucial context. Many newsreaders' displays make reading subject headers in direct conjunction with article text awkward, and having all the relevant content in the body will make quoting for response easier.
; HTML:
: Usenet is a text medium, and as such many newsreaders render HTML messages as practically unreadable gibberish. Plain text only, please.
; Binaries:
: rgrn is a non-binary newsgroup. If you have a binary file that you feel the group would like access to, upload it somewhere and provide a URL.
; Personal attacks and flames:
: Personal attacks have no place in a public forum; if you feel you must flame someone, take it to email.
: Your best bet, as with most newsgroups, is to read the newsgroup for a while and get a feeling for the place before you post.
; 2.7Q: What topics should I be careful about discussing?
; 2.7A:
: Apart from obviously "controversial" things which wouldn't generally be on-topic for rgrn anyway, there are several subjects which you should be cautious about raising. These fall into three main categories:
; Holy wars
: People are unlikely to change their minds on these; argument just tends to lead to bickering and flaming. A by no means comprehensive list:
: vi-keys (hjkl) versus number_pad.
: ASCII versus tiles.
: Arguments from realism versus "NetHack Is Not Real Life".
: The morality of savescumming (see 4.1) and rerolling starting characters.
: Whether NetHack's license is more or less "free" than some other program's license.
; Hardy perennials
: Fine in themselves, these subjects come up often enough that there's little new to say about them. Some examples:
: What background music to play NetHack to.
: What letters to assign inventory to.
: Age/location surveys.
: The succubi/chains/bullwhips/BDSM jokes.
; Cans of worms
: Some suggestions for new features or changes to gameplay are recurrently made, but open up large-scale problems of implementation feasibility or game balance; as a result, they're more or less at the status "show us a working patch that doesn't break the game, then we'll talk". A few examples:
: Potions leaving empty bottles when quaffed.
: Ettins wearing two helmets/amulets, mariliths six rings, etc.
: Facing.
: Arbitrary rather than straight-line targetting.
: Platform- or version-independent savefiles and bonesfiles.
: Please research the archives (Google Groups should be handy here) beforehand and only post on these subjects if you think you have something particularly new to say; and try not to make it inflammatory.
; 2.8Q: Anything else I shouldn't post?
; 2.8A:
: While in general people will be happy to answer genuine queries, it's a good idea to do at least some basic reading before asking them, checking they're not covered in the Guidebook (see 1.4) or this FAQ first. Repeatedly asking questions that are easily answerable on your own falls into the "somewhat annoying" category.
: Posting misinformation is also generally considered a bad idea; while it's not required that you have an in-depth knowledge of the game to be able to post here, if you're answering questions or asserting facts it's better to do so based on what you know or can test rather than half-remembered hearsay. In particular, there are a number of common misconceptions that you should be aware of and not perpetuate: Eva Myers documents many of these at her "Myths and Facts about NetHack" page, http://www.statslab.cam.ac.uk/~eva/nethack/.
; 2.9Q: I've won! I've won!
; 2.9A:
: Congratulations! Feel free to tell us all about how it went; post a YAAP or YAFAP (see 2.2) with a description of the game. (If you're playing a modified version of the game, it's a good idea to make it clear what modifications have been applied.)
: It's conventional for these posts to include some of the information from the endgame disclosure screens (though you'll want to be selective about this: how many monsters you killed in total is interesting, exactly how many giant beetles you killed usually isn't). If you're playing with a text-based interface, you can copy and paste the details from the terminal (under the Win32 tty interface, Edit|Mark from the console's system menu); be careful to only use straight ASCII for "screenshots", not IBMgraphics or DECgraphics. Alternatively, there is a "dump" patch available (see 4.12 for how to apply it, or for details on PatchHack which includes it), allowing you to automatically write out the endgame information to a file, available from Jukka Lahtinen's site: http://www.netsonic.fi/~walker/nethack.html#dump
! 3: Gameplay and Spoilers
; 3.1Q: This game is really hard! Does anyone win? How?
; 3.1A:
: Believe it or not, people can and do "win" NetHack! The main key to winning and not dying is patience. Nothing happens in the game if you don't hit a key; this lets you think each of your moves out carefully. Each time your character meets a grisly or stupid demise, use it as a learning experience, and try not to repeat your mistake the next time you play.
: "The Complete Beginner's Guide to NetHack" contains a great deal of advice on playing NetHack. It's posted to the group frequently, or find it online at http://www.melankolia.net/nethack/nethack.guide.html. It does a good job of balancing advice against spoilers.
; 3.2Q: How much damage does {{{weapon}}} do? What good is an {{{item}}}? How can I fix my armor when it gets rusty?
; 3.2A:
: These questions (and many others like them) all fall under the heading of spoilers, and as such are outside the bounds of this FAQ list. There are numerous websites that will give you all the information you could want about the details of NetHack. Some of the recommended ones include:
* [[Yet Another NetHack Site|http://www.steelypips.org/nethack/]] (by Kate Nepveu):
* [[Dylan O'Donnell's spoiler page|http://www.spod-central.org/~psmith/nh/]]:
* [[Wikihack|http://nethack.wikia.com/]], a publicly-editable wiki:
: Eva Myers has a useful overview index of available spoilers at: http://www.statslab.cam.ac.uk/~eva/nethack/spoilerlist.html
: Of course, if you don't (or can't) find the answer you seek, post your question and we'll do our best to answer it. (If your answer could be considered a "spoiler", see question 2.3).
; 3.3Q: Why are there TWO stairs leading down (or up)?
; 3.3A:
: You've discovered a "branch" off the main dungeon. There are several side trips you can make on your way to the bottom of the Dungeons of Doom. Some of them aren't needed to finish the game, but can garner you useful items and experience.
; 3.4Q: I'm stuck! There doesn't seem to be any way down/up from the level I'm on!
; 3.4A:
: There's always a way onwards. If you're in the main Dungeon, there will be a way down, and a way to reach it; search every wall for secret doors (especially where the walls are near blank areas of the map). Check to make sure the stairs aren't hidden under an item. Move or smash any boulders or statues. If you're still stuck, find (or dig) a hole or trap door and drop down to the next level.
: If you're not in the main dungeon, you may have reached the end of the current branch; time to retrace your steps and carry on by the other route.
; 3.5Q: Why can't I successfully cast any spells? Why are all my failure rates 100%?
; 3.5A:
: "Casting a spell also requires flexible movement, and wearing various types of armor may interfere with that." [From The NetHack Guidebook.] Metal items in particular are very inflexible.
; 3.6Q: Someone just told me to retrieve an artifact; where do I go now?
; 3.6A:
: Downstairs from where you are. If you can't find the staircase, it's probably behind a secret door. It's no use going back through the magic portal to look for it, because that's not where it is.
; 3.7Q: I'm on a maze level with a sealed-off area in the middle. I've searched and searched, but can't find a secret door. I can't dig or teleport through the walls, how do I get in there?
; 3.7A:
: There is a way in, just not from the level you are on. Keep exploring, and on some lower level you'll find a portal that will take you where you want to go.
; 3.8Q: I'm trying to fight a monster that keeps teleporting away. How do I get it to stop doing that so I can kill it?
; 3.8A:
: Two types of monsters do this; lowish-level ones that teleport randomly every so often (and it's just a case of trying to get the kill in while they're in one spot for long enough) or after performing their attack on you (try not to let them), and higher-level boss monsters that teleport away to heal up. In the latter case, find out where the monster goes (it's always the same spot), and get there first. You may need to use teleport yourself to get ahead of it.
; 3.9Q: I blocked up the trapdoors in this back corridor, and now I can't get down!
; 3.9A:
: Those trapdoors were the only way down from that particular special level, and once filled you can't dig through them again. However, you can use level teleport to get to the level immediately beneath; teleport control would be useful here.
; 3.10Q: There's a monster stuck behind a boulder I particularly want to push somewhere. How do I get rid of it?
; 3.10A:
: You can try to kill the monster: thrown or fired weapons will go past the boulder, as will zapped wands or spells (though striking or force bolt will break the boulder, which may not be what you want). Dropping all (or nearly all) your inventory will allow you to squeeze into the same space as the boulder and attack the monster directly; but this leaves you mostly defenceless, probably bare-handed, and can have other undesirable side-effects. Or you can teleport both away in one zap, though you won't be able to control where they end up.
! 4: Miscellaneous
; 4.1Q: Did you guys know you can copy your save games and restore them after you die? This makes the game a LOT easier!
; 4.1A:
: Yes, it does make it easier, but that's not the point. The game is SUPPOSED to be hard. Diabolically hard, as a matter of fact. This tactic is known as "savescumming" around these parts, and will garner you no respect; indeed, the best you can hope for is polite scorn.
: The DevTeam has added a mode to allow you to play without dying, "explore mode" (see question 4.2), but the downside is that your score won't be recorded. How you play is your decision, just don't come here posting YAAP if you did it by savescumming. You should be aware, however, that there is a general consensus that savescumming is actually detrimental to the development of proper playing skills; being able to circumvent the required caution and tough strategic decisions of NetHack may mean never learning to handle them well.
; 4.2Q: How do I get into explore or wizard mode?
; 4.2A:
: To enter explore mode use the "-X" switch on the command line (ie, type "nethack -X" on the command line) or use the "X" command in the game. Be warned that once you switch to Explore mode, there is no returning to a regular game. Starting explore mode from the command line will also grant you a wand of wishing. If you die in explore mode, you can easily revive and try again, but as noted above, your score will not be recorded.
: To enter wizard (or debug; no relation to the Wizard role) mode type "nethack -uwizard -D" on the command line. If this doesn't work, then you might have to enter a different name, be logged in as a different user, or in your copy of the game wizard mode may be disabled. Ask the person who compiled or installed the game about this.
; 4.3Q: What can I do in wizard mode that I can't do in a normal game?
; 4.3A: In addition to the ability to continue after death as in explore mode, the following is a list of wizard mode-specific commands:
: CTRL-E: Detect secret doors and traps
: CTRL-F: Do magic mapping
: CTRL-G: Create monster
: CTRL-I: Identify items in pack
: CTRL-O: Tell locations of special levels
: CTRL-T: Do intra-level teleport
: CTRL-V: Do trans-level teleport
: CTRL-W: Make a wish
: CTRL-X: Show attributes including intrinsic abilities
: There are also a number of additional extended (#) commands, most producing highly technical state information only useful for debugging purposes.
; 4.4Q: My game crashed and I lost my character! Is there anything I can do?
; 4.4A:
: Maybe. There is a program that comes with NetHack called "recover" that may be able to restore a crashed game, depending on how NetHack was compiled. Check for a file called "recover.txt" for an explanation. On some platforms, "recover" may have been incorporated into the game itself, and restarting the game using the same character name will work (if the crash was recoverable from to start with).
; 4.5Q: I found a YAFMC! I found a bell on top of a grave and the headstone said "Saved by the bell." Quite a coincidence, huh?
; 4.5A:
: No, it's not. If the headstone generated for a grave reads "Saved by the bell," then a bell is generated for the grave as well.
; 4.6Q: Who's Schroedinger, and why did this quantum mechanic have his cat in a box?
; 4.6A:
: Erwin Schroedinger (1887-1961) was a physicist who devised a famous thought experiment to translate quantum superposition into the macroscopic classical-mechanical world. It involved an impenetrable box (and, in NetHack, the box shows as empty until it's opened) containing a cat that would be killed by a 50/50 radioactive-decay trigger; the resulting state of the cat, and how it is resolved when the box is opened, depends on the particular school of quantum theory you subscribe to, but one interpretation is that it is both alive and dead until observed.
; 4.7Q: Why are elves chaotic? The elves in "The Lord of the Rings" seem to be lawful.
; 4.7A:
: NetHack draws on more than one source, and there are more elves than Tolkien's (who weren't always as lawful as all that themselves, if you read the "Silmarillion"). Consider, by way of example, Michael Moorcock's Melniboneans (and remember that Stormbringer is also in the game), and Steven Brust's Dragaerans. In addition to these, there's hundreds of years of tradition of the land of Faerie being one where human concepts of law simply do not apply (though it's sometimes divided explicitly into a Seelie and Unseelie Court). For a modern treatment of this concept, read Poul Anderson's "Three Hearts and Three Lions"; or Terry Pratchett's "Lords and Ladies", for that matter.
; 4.8Q: I think I found a bug in the game! What should I do?
; 4.8A:
: Quite possibly you have. If you're playing the latest version (3.4.3) you may want to check the DevTeam's list of known bugs (available at http://www.nethack.org/v343/bugs.html ) to make sure it's a new one. If it's not a new one, the DevTeam may suggest a workaround. If it is a bug that hasn't been caught yet, please contact the DevTeam about it at http://www.nethack.org/common/contact.html, or directly by e-mail at mailto:nethack-bugs@nethack.org. They appreciate knowing about bugs so they can fix them in the next release.
: As well, please do post about it! Chances are, someone will put together a patch pretty quickly if it's really serious. To help work out where exactly the bug might lie, please give all the information you can, including the exact text of any error messages the game produced.
; 4.9Q: Has anyone ever written a program to play NetHack automatically (a NetHack "bot")?
; 4.9A
: Not successfully. People have written "bots", or programs that will play the game by themselves, for some other roguelikes. These bots usually play pretty successfully.
: However, no one has yet written a well-functioning one for NetHack, and the commonly held opinion is that NetHack is too complex for a "bot" that functions well to be currently practicable. If you're not dissuaded by this, you might want to address your efforts to NetHack's predecessor Hack first, as a rather simpler stepping-stone.
; 4.10Q: What is SLASH'EM?
; 4.10A:
: SLASH'EM (Super Lotsa Added Stuff Hack - Extended Magic) is a variant of NetHack with more races, classes and generally just more stuff. Learn more about it at http://www.slashem.org/. Please mark questions about SLASH'EM in rgrn with an "[S]" or "[SLASH'EM]" in the subject line (at the end is best, as some newsreaders strip initial square brackets), so people who only play regular ("vanilla") NetHack can more easily recognize or filter your article.
; 4.11Q: What is SporkHack?
; 4.11A:
: SporkHack is a variant of NetHack by Derek Ray with a number of significant gameplay changes. Unlike SLASH'EM, its focus is less on adding new stuff, and more on improving balance and providing challenge and variety for experienced players. Learn more about it, and play online, at http://sporkhack.nineball.org/. Please mark questions about SporkHack in rgrn with a "[Spork] or "[SPORK]" in the subject line (at the end is best, as some newsreaders strip initial square brackets), so people who only play regular ("vanilla") NetHack can more easily recognize or filter your article.
; 4.12Q: What are patches, and how do I apply them?
; 4.12A:
: There are many "patches" or code changes that people have written to alter or fix something about how NetHack works. These aren't "official" changes to the game, but may include such things as new magic items or different levels for the "Hell" area of NH. Pasi Kallinen maintains a database of published patches at http://bilious.homelinux.org/ ; there is also http://www.juiblex.co.uk/nethack/patches.html, maintained by Ali Harlow, which is no longer updated but contains some patches Pasi's doesn't.
: To use these patches, you need to be able to compile them into your NetHack executable using a C compiler. First, you need to be able to compile the basic game itself: download the source (see 1.3), read the installation instructions for your platform in the appropriate sys/ subdirectory, acquire one of the C compilers those recommend if necessary, and follow the steps for compilation and installation.
: Once this is working, you need a patch utility to apply the patch to the source. For DOS or Windows, you can use the patch program from the djgpp distribution available at http://www.delorie.com/. Use this utility to patch the base code and recompile the game.
; 4.13Q: I killed a shopkeeper named Izchak, why is everyone so mad at me?
; 4.13A:
: Izchak Miller, one of the founding members of the DevTeam, passed away on April 1, 1994 from complications due to cancer. As he was responsible for, among other things, much of the shopkeeper logic, the owner of the lighting shop was named for him as a tribute. The DevTeam dedicated version 3.2 of NetHack to the memory of Izchak Miller. Many players who will happily slay everything else that moves will spare Izchak's life as a sign of respect.
: For a little more info, including a post from Izchak's daughter, check out the following thread from 1996 in rgrn: http://tinyurl.com/r7l23
; 4.14Q: What websites have general information about NetHack?
; 4.14A:
: In addition to the sites mentioned in section 3.2 above, there are several excellent starting places for looking for NetHack web resources.
* [[The DevTeam's links page|http://www.nethack.org/common/links.html]]:
* [[Dion Nicolaas' NetHack Index|http://erebus.nicolaas.net/]]:
* [[Ali Harlow's NetHack Page|http://www.juiblex.co.uk/nethack.html]] (particularly good for SLASH'EM):
: Almost any NetHack webpage of value will be linked to by at least one of these sites.
! 5: Copyright info and acknowledgements
: This document is Copyright 2000-2008 Stephen W. Churchill (original FAQ) and Dylan O'Donnell (later revisions). Permission is hereby given to copy, post, or otherwise distribute it, so long as it remains intact (including this copyright information).
: Please contact mailto:psmith@spod-central.org if you find any errors, or feel something needs to be added.
: Assembled, corrected and adjusted with the assistance of the rgrn community. You know who you are!
{{{
ring-343.txt  Last edited 2005-06-02 for NetHack 3.4.3
Rings and their generic properties in NetHack 3.4 
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.

RING                             COST  WGT  PROB   CHG
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~~~ : ~~~
meat ring                      : $  5   1     0  :
adornment                      :  100   3     1  :  Y
hunger                         :  100   3     1c :
protection                     :  100   3     1  :  Y
protection from shape changers :  100   3     1  :
stealth                        :  100   3     1  :
sustain ability                :  100   3     1  :
warning                        :  100   3     1  :
aggravate monster              :  150   3     1c :
cold resistance                :  150   3     1  :
gain constitution              :  150   3     1  :  Y
gain strength                  :  150   3     1  :  Y
increase accuracy              :  150   3     1  :  Y
increase damage                :  150   3     1  :  Y
invisibility                   :  150   3     1  :
poison resistance              :  150   3     1  :
see invisible                  :  150   3     1  :
shock resistance               :  150   3     1  :
fire resistance                :  200   3     1  :
free action                    :  200   3     1  :
levitation                     :  200   3     1  :
regeneration                   :  200   3     1  :
searching                      :  200   3     1  :
slow digestion                 :  200   3     1  :
teleportation                  :  200   3     1c :
conflict                       :  300   3     1  :
polymorph                      :  300   3     1c :
polymorph control              :  300   3     1  :
teleport control               :  300   3     1  :

Rings are listed in increasing order of base COST, then alphabetically
by name.  WGT specifies the weight (100 zorkmids weighs 1).

Rings comprise 3% of all randomly-generated items in the main dungeon,
5% in containers, 5% on the Rogue level, and 8% in hell.  PROB is
the relative probability of each subtype; the suffix specifies the chance
of blessed/cursed:
    c           90% cursed, 10% uncursed, 0% blessed
    charged     42.93% cursed, 41.33% uncursed, 15.73% blessed
                Courtesy of Bruce Cox:
                                  +ve      +0       -ve
                   blessed   181/1200   1/240    7/3000   =  59/375
                   uncursed       1/3    1/60    19/300   =   31/75
                   cursed     19/1200   1/240   307/750   = 161/375
    otherwise   10% cursed, 90% uncursed, 0% blessed
Rings of invisibility carried by Nazguls are always cursed.

The CHG field is Y if the ring can be charged.  The initial enchantment
has an exponentially-weighted probability, but tends to be in the range
of -3 to +3.  When a ring with a positive enchantment is charged, it
has an (enchantment before) in 7 chance of exploding.  Rings with
enchantments of <= -5 or >= +7 will always explode when charged.
Otherwise, blessed charging adds 1 to 3 points of enchantment, cursed
charging removes 1 to 2 points, and uncursed charging always adds +1.
Therefore, the highest possible enchantment is +9 by charging (and +10
by random generation).  You may repeatedly enchant and unenchant a ring.

The effects of rings are controllable by putting on and removing the
ring.  Most rings will confer an intrinsic or a combat or stat
modifier; see rint-343.txt and drgn-343.txt for descriptions of the
intrinsics involved. It is possible to obtain an effect permanently by
polymorphing into a metallivore or gelatinous cube (depending on the
appearance of the ring; see below) and eating the ring.  There is only
a 1/3 chance of obtaining the effect this way ("Magic spreads through
your body as you digest the ring.").  Note that the effect of eating
rings that affect stats (gain constitution, gain strength, adornment)
will not persist when you change from this form. Eating a ring of free
action will confer sleep resistance instead.  Rings of slow digestion
may not be eaten ("This ring is indigestible!").

Meat rings have no effect when worn, but can be eaten as normal food
(see food-343.txt). The appearances of other rings are randomized from
the following descriptions.
These can be eaten by any metallivore (rock mole, rust monster, or xorn):
    pearl       iron        twisted     steel       wire
    engagement  shiny
The following can additionally be eaten by metallivores not restricted to
rustprone metals (rock mole or xorn):
    bronze      brass       copper      silver      gold
The following can be eaten by gelatinous cubes:
    wooden
These appearances cannot be eaten by any monster:
    granite     opal        clay        coral       black onyx
    moonstone   tiger eye   jade        agate       topaz
    sapphire    ruby        diamond     ivory       emerald
You can determine the appearance of already identified rings using the
discoveries command (\).

Wearing a ring (other than a chargeable ring at +0) will increase the
rate at which you get hungry; see food-343.txt.


Identifying rings using sinks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When a ring is dropped on top of a sink, you will get a message that
can help you identify the ring.  Note that most messages require that
you are not blind, and the ring of hunger requires that there is a
(preferably worthless) object already on the sink; if these are not the
case, you will just get "You hear the ring bouncing down the drain pipe."
Except for the rings of searching and slow digestion, there is a 95% chance
that the ring will fall down the drain and you will lose it forever.

RING                      MESSAGE
~~~~~~~~~~~~~~~~~~~~~~~~  ~~~~~~~
meat ring                 "Several flies buzz around the sink."
                          Works when blind.

adornment                 "The faucets flash brightly for a moment."

hunger                    If you are unblind and there are any items on
                          the sink (except ball or chain) and they fail a
                          resistance roll, they disappear:
                          "Suddenly, <item> vanishes from the sink!"

protection                "The sink glows silver/black for a moment."
                          depending on non-negative/negative enchantment.

prot from shape changers  "The sink looks nothing like a fountain."

stealth                   "The sink seems to blend into the floor for a
                           moment."

sustain ability           "The water flow seems fixed."
                          Works when blind.

warning                   "The sink glows white for a moment."

aggravate monster         "Several flies buzz angrily around the sink."
                          Works when blind.

cold resistance           "The cold water faucet flashes brightly for a
                           moment."

gain constitution         "The water flow seems greater/lesser now."
                          depending on non-negative/negative enchantment.
                          Works when blind.

gain strength             "The water flow seems stronger/weaker now."
                          depending on non-negative/negative enchantment.
                          Works when blind.

increase accuracy         "The water flow hits/misses the drain."
                          depending on non-negative/negative enchantment.
                          Works when blind.

increase damage           "The water's force seems greater/smaller now."
                          depending on non-negative/negative enchantment.
                          Works when blind.

invisibility              "You don't see anything happen to the sink."

poison resistance         "You smell rotten <fruit>."
                          Works when blind.

see invisible             "You see some air in the sink."

shock resistance          "Static electricity surrounds the sink."
                          Works when blind.

fire resistance           "The hot water faucet flashes brightly for a
                           moment."

free action               "You see the ring slide right down the drain!"

levitation                "The sink quivers upward for a moment."
                          Works when blind.

regeneration              "The sink looks as good as new."

searching                 "You thought your ring got lost in the sink,
                           but there it is!"
                          You never lose the ring.
                          Works when blind.

slow digestion            "The ring is regurgitated!"
                          You never lose the ring.
                          Works when blind.

teleportation             "The sink momentarily vanishes."

conflict                  "You hear loud noises coming from the drain."
                          Works when blind.

polymorph                 "The sink momentarily looks like a fountain."

polymorph control         "The sink momentarily looks like a regularly
                           erupting geyser."

teleport control          "The sink looks like it is being beamed aboard
                           somewhere."


Acknowledgements
~~~~~~~~~~~~~~~~
Thanks to Bruce Cox for proofreading the original version of this file.
Further corrections and clarifications provided by Irina Rempt.
}}}
{{{
rint-343.txt  Last edited 2004-10-05 for NetHack 3.4.3
Ring intrinsics in NetHack 3.4
Compiled by Dylan O'Donnell <psmith@spod-central.org>.

This spoiler covers all intrinsics that may be granted by wearing rings,
other than the dragon resistances already dealt with in drgn-343.txt:
how to acquire them (in addition to their ring source), how to lose them,
and what effects they have. Note that, as a general rule, any intrinsics
acquired solely by experience level can be lost by being drained below
that level.

aggravate monster
  acquired by
    Wearing or eating a ring of aggravate monster.
    Eating a corpse of your own natural race (werecorpses and Kops count as
    human), or a little dog, dog, large dog, kitten, housecat or large cat;
    Cave(wo)men and orcs are exempt from this.
    Sacrificing a former pet.
    Intrinsic aggravate monster may be lost by night-time gremlin attack.
      "You feel less attractive."
  effects
    Mistreated pets become untame more quickly.
    Sleeping monsters (other than leprechauns, nymphs, and jabberwocks)
    will always wake up at your approach unless you are stealthy.

cold resistance
  [See drgn-343.txt]

conflict
  acquired by
    Wearing or eating a ring of conflict.
    #invoking the Sceptre of Might (Cave(wo)man Quest Artifact).
  effects
    Increases hunger rate by 50% of normal (except from Sceptre).
    Nearby monsters in line of sight may attack each other instead of you.
    Even peaceful monsters and pets may attack you.
    Steeds may throw you.
    Monsters lose restraint in attacking *trices.
    Pets lose restraint in attacking peaceful monsters.
    Mistreated pets become untame more quickly.
    d4 hostile Angels created on Astral Plane in place of tame guardian
    Angel.

fire resistance
  [See drgn-343.txt]

free action
  acquired by
    Wearing a ring of free action. (Not eating; that confers sleep
    resistance.)
  effects
    Protects against paralysis attacks of gelatinous cubes, guardian nagas,
    ghouls, shades, and Yeenoghu.
    Protects against passive paralysis attacks of gelatinous cubes and
    floating eyes.
    Paralysis and stunning spells cast by monsters have their effect reduced
    to one turn.
    Protects against quaffed or thrown potions of paralysis or sleeping.
    Protects against paralysis effect of chest traps.
    Protects against self-paralysis from looking into a mirror as a
    floating eye.

hunger
 acquired by
   Wearing or eating a ring of hunger.
 effects
   Increases hunger rate by 50% of normal.

invisibility
  acquired by
    Wearing or eating a ring of invisibility.
    Wearing a cloak of invisibility.
    Quaffing a potion of invisibility (lasts 31 to 45 (more) turns if
    non-blessed).
    Zapping a wand of make invisible at yourself.
    Eating a stalker (lasts 50 to 149 turns if not already invisible; if
    only temporarily invisible, made permanent ("You feel hidden!")).
    Polymorphing into a stalker or black light.
    #invoking the Orb of Detection (Archeologist Quest Artifact).
    Intrinsic invisibility may be lost to night-time gremlin attack.
      "You feel paranoid."
  effects
    No effect from looking into a mirror.
    Monsters without see invisible will be less likely to be aware of
    your location for approaching and attacking you.
    Monsters without see invisible have a to-hit penalty when attacking you.
    Shopkeepers will prevent you entering their shop.
    If polymorphed into a monster with a gaze attack or defence, you cannot
    use it against monsters without see invisible.

levitation
  acquired by
    Wearing or eating a ring of levitation (the latter for 10 to 200 turns).
    Wearing levitation boots.
    Quaffing a potion of levitation (lasts 10 to 149 (more) turns if not
    blessed, 250 to 299 (more) turns if blessed).
    Casting a spell of levitation (lasts 10 to 149 (more) turns if unskilled
    or basic, 250 to 299 (more) turns if skilled or expert).
    #invoking the Heart of Ahriman (Barbarian Quest Artifact).
    Polymorphing into any e.
    May be lost by passing over a sink (unless polymorphed into e, or
    acquired by eating a ring).
    If the only source(s) of levitation are from a blessed potion, a
    skilled or expert spell, and/or the Heart of Ahriman, you can stop
    levitating with '>' at will.
  effects
    Cannot jump, set bear traps or land mines, dig downwards with an
    implement, sit, untrap traps, or spin webs.
    Cannot engrave other than with wands of magic missile, digging,
    fire, or lightning.
    Cannot pick up (except possibly by applying a bullwhip), feel, eat,
    sacrifice, loot, lock or unlock items on the floor.
    Cannot dip items into fountains or water.
    Cannot quaff from fountains or sinks.
    Cannot push boulders.
    Cannot mount non-flying steeds unless levitating at will.
    Fragile items will usually break when dropped.
    When punished, iron balls will not drag you into traps they move onto.
    Kicking requires wall, stone or door to brace against; doors cannot
    be kicked open.
    Kicking and throwing may lead to floating in opposite direction.
    Kicking tiny monsters may "miss wildly" and abuse dexterity.
    Can pass over pits, holes, trap doors, squeaky boards, bear traps, water
    or lava safely. (Pits and holes in Sokoban will still trap you.)
    Land mines have a chance of not being triggered, and will not wound your
    legs.
    Engravings will not be eroded by you.
    Improved chances of avoiding death by drawbridge.
    Can move freely when fumbling, over ice or on the Plane of Air.
    Carrying capacity is at maximum.
    Cannot descend stairs or ladders.
    You are out of reach of xans' attacks.
    You escape the dungeon rather than dying by level teleporting to levels
    between -9 and -1.    

poison resistance
  [See drgn-343.txt]

polymorph control
  acquired by
    Wearing or eating a ring of polymorph control.
  effects
    You can choose what monster to become when polymorphed (if that monster
    is available to be polymorphed into at all); still 1/5 chance of "You
    feel like a new <race>!".
    You are immune from system shock.
    You can decline a lycanthropic change of form.

polymorphitis
  acquired by
    Wearing or eating a ring of polymorph.
  effects
    Every turn there is a 1% chance that you will polymorph (for 500 to 999
    turns, unless you polymorph again earlier; reduced if monster form
    higher level than you).

protection
  acquired by
    Wearing or eating a ring of protection.
    Wearing a cloak of protection.
    Casting a spell of protection (temporary).
    Donating between 400 and 600 times your experience level in gold to
    any temple priest.
    Praying to a god whom thou hast pleased with thy progress.
    Intrinsic protection may be lost by night-time gremlin attack ("You
    feel vulnerable."), by angering your god, by changing alignment, by
    killing a co-aligned priest, or by attempting to wear a helm of
    opposite alignment (and being prevented) on the Quest.
  effects
    Your armour class is reduced by the amount of protection.

protection from shape changers
  acquired by
    Wearing or eating a ring of protection from shape changers.
  effects
    Chameleons, doppelgangers, and sandestins take their natural form rather
    than shapeshifting.
    (Giant, large) mimics take their natural form rather than mimicking.
    Werejackals, werewolves, and wererats take their human forms and cannot
    summon help.
    Protects against lycanthropy-infecting attacks of werejackals,
    werewolves, and wererats.

regeneration
  acquired by
    Wearing or eating a ring of regeneration.
    Wielding the Staff of Aesculapius (Healer Quest Artifact).
    Polymorphing into an imp, quasit, vampire bat, or any of LTV.
    Being in animal form while lycanthropic.
  effects
    If in natural form, regain 1 HP on turns you would not normally
    heal up; negates slowing effect of encumbrance on healing.
    If not in natural form, regain 1 HP per turn no matter what.
    Exercises strength every five turns if from eating a ring.
    Increases hunger rate by 50% of normal (if regeneration ring-derived).

searching
  acquired by
    Wearing or eating a ring of searching.
    Wielding Excalibur.
    Reaching XL 9 as a Monk, XL 10 as an Archeologist, Rogue or Tourist; or
    from the start as a Ranger.
      "You feel perceptive!"
  effects
    Automatically search the surrounding squares each turn.

see invisible
  acquired by
    Wearing or eating a ring of see invisible.
    Quaffing a potion of see invisible (lasts 750 to 849 (more) turns if
    non-blessed).
    Quaffing from a fountain (if blind and invisible, "You feel very
    self-conscious"; if blind and not invisible, "You feel transparent";
    if not blind, "You see an image of someone stalking you.").
    Sitting on a throne ("Your vision becomes clear").
    Being crowned.
    Eating a stalker while invisible.
    Polymorphing into a (master) mind flayer, black light, Aleax, any adult
    dragon, stalker, sasquatch, Woodland-elf, Green-elf, Grey-elf, elf-lord,
    Elvenking, marilith, ice devil, pit fiend, or balrog.
    Reaching XL 15 as a Ranger; or from the start as a Monk.
      No message.
    Intrinsic see invisible may be lost by night-time gremlin attack.
      "You thought you saw something!"
      "You tawt you taw a puttie tat!" (hallucinating)
  effects
    You can see monsters which would otherwise not be seen due to their
    invisibility.
    You can see yourself while invisible.

shock resistance
  [See drgn-343.txt]

slow digestion
  acquired by
    Wearing a ring of slow digestion (can't be eaten).
  effects
    Eliminates normal turn-by-turn food consumption.
    Protects against digestion attacks of lurkers above, trappers, and
    purple worms; you do no damage with digestion attacks when polymorphed
    into these monsters.

stealth
  acquired by
    Wearing or eating a ring of stealth.
    Wearing an elven cloak or elven boots.
    Carrying the Heart of Ahriman (Barbarian Quest Artifact).
    Praying to a god whom thou hast pleased with thy progress.
    Reaching XL 5 as a Monk, XL 7 as a Ranger, or XL 15 as a Barbarian or
    Samurai; or from the start as an Archeologist, Rogue or Valkyrie.
      "You feel stealthy!"
    Intrinsic stealth may be lost by night-time gremlin attack.
      "You feel clumsy."
  effects
    Sleeping monsters will not be awakened by your approach (other
    than ettins, who have a 90% chance of overcoming this).
    Monsters in a throne room, zoo, graveyard or swamp will not be
    awakened by your entrance.

sustain ability
  acquired by
    Wearing (not eating) a ring of sustain ability.
  effects
    Your base attributes will not be altered in either direction by anything
    other than polymorph. (The effective value may be modified by extrinsic
    factors, but the base value will be fixed.)

teleport control
  acquired by
    Wearing or eating a ring of teleport control.
    Carrying the Master Key of Thievery (Rogue Quest Artifact).
    Eating a tengu or the Wizard of Yendor.
      "You feel in control of yourself."
      "You feel centered in your personal space." (hallucinating)
    Polymorphing into a tengu.
    Reaching XL 17 as a Monk or Wizard.
      "You feel controlled!"
      "You feel uncontrolled!" (level drain loss)
  effects
    When teleported or level teleported, you can choose the location or
    level you wish to go to (unless unconscious or stunned; confusion
    may result in a level teleport being random).
    You will always try to use teleportitis to escape drowning.

teleportitis
  acquired by
    Wearing or eating a ring of teleportation.
    Eating a tengu, leprechaun, any nymph, or the Wizard of Yendor.
      "You feel very jumpy."
      "You feel diffuse." (hallucinating)
    Polymorphing into a tengu, leprechaun, any nymph, or quantum mechanic.
    Intrinsic teleportitis may be lost by night-time gremlin attack.
      "You feel less jumpy."
  effects
    Each turn you have a 1/85 chance of teleporting.
    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.
    You may attempt to teleport in order to escape drowning.

warning
  acquired by
    Wearing or eating a ring of warning.
    Carrying the Orb of Fate or the Master Key of Thievery (Valkyrie and
    Rogue Quest Artifacts).
    Reaching XL 7 as a Monk, or XL 15 as a Cave(wo)man, Healer, Priest(ess)
    or Wizard.
      "You feel sensitive!"
  effects
    Non-trivial monsters in your vicinity are shown with a symbol
    indicating their difficulty.

warning against specific monsters
  acquired by
    Wielding Sting (specific to orcs).
  effects
    You are able to see monsters against which you are warned specifically
    no matter where they are on the level.


The following rings do not grant intrinsics, but instead alter combat
modifiers by their enchantment when worn or eaten:

increase accuracy (modifies to-hit roll)
increase damage   (modifies damage roll)

The following rings do not grant intrinsics, but instead modify attribute
values when worn or eaten (note that the attribute changes from eating the
rings will not last when polymorphed, so can only affect the metallivore or
gelatinous cube form that ate the ring):

adornment         (Charisma)
gain constitution (Constitution)
gain strength     (Strength)


Acknowledgements
~~~~~~~~~~~~~~~~
Corrections and clarifications provided by Kent Paul Dolan, Samson Gafkjen,
David Goldfarb, Kate Nepveu, Pat Rankin, Jason Short, and Boudewijn Waijers.
}}}
{{{
room-343.txt  Last edited 2003-12-17 for NetHack 3.4.3
Special rooms, shops, and level sounds in NetHack 3.4
Compiled by Dylan O'Donnell <psmith@spod-central.org>.

This spoiler only considers the special rooms that can be generated
randomly in the main Dungeons of Doom. Certain special levels have
their own predefined special rooms (shops in Minetown and the Tourist
Quest, zoos in Sokoban and the Wizard's Tower, and many others).


Special rooms
~~~~~~~~~~~~~
The usual name describing the room is given first, then in brackets
the chance of creation, the range of Dungeon Levels within the
Dungeons of Doom in which the room is eligible to be created, and any
other constraints on generation. Following this is a list of messages
(level sounds) which may be given when on a level which has that room,
and messages given when entering the room (as opposed to greetings
from its occupant, if any).

The chances listed are cumulative; once one type of special room has
been created, no others are eligible to be created, and they are
considered in order. No special rooms from this list will be created
on the Oracle, Big Room, Rogue, Medusa or Castle levels.


Shop (3/DL, DL 2+, not below Medusa, suitable room)
  "You hear someone cursing shoplifters."
  "You hear the chime of a cash register."
  "You hear Neiman and Marcus arguing!" (hallucinating)
  "This shop appears to be deserted." (entering, no shopkeeper)
  Contains a shopkeeper and stock. See the section "Shops" below for
  what that stock may consist of.

Throne room (1/6, DL 5+)
  "You hear the tones of courtly conversation."
  "You hear a sceptre pounded in judgment."
  "Someone shouts "Off with <his/her> head!""
  "You hear Queen Beruthiel's cats!" (hallucinating)
  "You enter an opulent throne room!" (entering)
  Contains a throne and a chest. Filled with sleeping monsters selected
  (according to depth) from the classes koCDGHT and bugbears.

Leprechaun hall (1/8, DL 6+, leprechauns not genocided/extinct)
  No level sounds.
  "You enter a leprechaun hall!" (entering)
  Filled with sleeping leprechauns and gold.

Zoo (1/7, DL 7+)
  "You hear a sound reminiscent of an elephant stepping on a peanut."
  "You hear a sound reminiscent of a seal barking."
  "You hear Doctor Doolittle!" (hallucinating)
  "Welcome to David's treasure zoo!" (entering)
  Filled with random sleeping monsters and gold.

Temple (1/5, DL 9+)
  No level sounds.
  "You have a forbidding feeling." (entering, priest of different 
     alignment to altar) 
  "You have a strange forbidding feeling." (entering, priest present, 
     cross-aligned or your alignment worse than -3) 
  "You experience a strange sense of peace." (entering, priest present
     otherwise)
  "You have an eerie feeling..." (entering, lost priest)
  "You feel like you are being watched." (entering, lost priest)
  "A shiver runs down your <spine>." (entering, lost priest)
  Contains an altar and a priest or priestess aligned with it.
  If in a co-aligned temple and your alignment is better than -4, you
  receive sanctuary; monsters will not enter, and monsters already in
  the temple will not attack you directly (although they can still use
  ranged attacks). Some monsters (Riders, high priests, all A) ignore
  sanctuary.
  
Beehive (1/5, DL 10+, killer bees not genocided/extinct)
  "You hear a low buzzing."
  "You hear an angry drone."
  "You hear bees in your bonnet!" (hallucinating, wearing helmet)
  "You hear bees in your (nonexistent) bonnet!" (hallucinating, no helmet)
  "You enter a giant beehive!" (entering)
  Contains lumps of royal jelly (created on roughly 1/3 squares). Filled
  with sleeping killer bees and one sleeping queen bee.

Graveyard (1/6, DL 12+)
  "You suddenly realize it is unnaturally quiet."
  "The <hair> on the back of your <neck> stands up."
  "The <hair> on your <head> seems to stand up." (hallucinating)
  "You have an uncanny feeling..." (entering between 0100-2359)
  "<Run> away! <Run> away!" (entering between 0000-0059)
  Contains corpses (created on roughly 1/5 of squares), chests or boxes
  (1/10) and graves (1/5). Filled with sleeping monsters selected
  (according to depth) from the classes ZV&, wraiths, and ghosts.

Anthole (1/8, DL 13+)
  No level sounds.
  "You enter an anthole!" (entering)
  Contains food (created on roughly 1/3 of squares). Filled with sleeping
  giant ants, soldier ants or fire ants (equal chances of each).

Barracks (1/4, DL 15+, soldiers not genocided/extinct)
  "You hear blades being honed."
  "You hear loud snoring."
  "You hear dice being thrown."
  "You hear General MacArthur!" (hallucinating)
  "You enter a military barracks!" (entering)
  "You enter an abandoned barracks." (entering, empty)
  Contains chests or boxes (created on roughly 1/20 of squares). Filled
  with sleeping monsters selected (according to depth) from soldiers,
  sergeants, lieutenants, and captains.

Swamp (1/6, DL 16+)
  "You hear mosquitoes!"
  "You smell marsh gas!"
  "You hear Donald Duck!" (hallucinating)
  "It looks rather muddy down here." (entering)
  "It feels rather humid down here." (entering, blind)
  Up to five rooms on the level become swamp rooms, with a chequered
  pattern of pools possibly containing giant eels, electric eels, or
  piranhas, alternating with dry land possibly containing a random
  fungus.

Cockatrice nest (1/8, DL 17+, cockatrices not genocided/extinct)
  No level sounds.
  "You enter a disgusting nest!" (entering)
  Contains statues of player-monsters (created on roughly 1/3 of squares)
  containing up to four random items. Filled with sleeping cockatrices.

Vault (independent approximately 35% chance)
  "You hear the footsteps of a guard on patrol."
  "You hear Ebenezer Scrooge!" (hallucinating)
  "You hear someone searching." (looted)
  "You hear someone counting money." (unlooted)
  "You hear the quarterback calling the play." (unlooted, hallucinating)
  2x2 isolated room containing gold (amount depending on depth). May
  contain the portal to Fort Ludios (1/3 chance for each vault created
  between level 11 and Medusa, except on the level with the Quest portal,
  unless portal already created).

Miscellaneous level sounds
~~~~~~~~~~~~~~~~~~~~~~~~~~
"You hear bubbling water." (fountain)
"You hear water falling on coins." (fountain)
"You hear the splashing of a naiad." (fountain)
"You hear a soda fountain!" (fountain, hallucinating)
"You hear a slow drip." (sink)
"You hear a gurgling noise." (sink)
"You hear dishes being washed!" (sink, hallucinating)
"You hear a strange wind." (Oracle)
"You hear convulsive ravings." (Oracle)
"You hear snoring snakes." (Oracle)
"You hear someone say "No more woodchucks!"" (Oracle, hallucinating)
"You hear a loud ZOT!" (Oracle, hallucinating)


Shops
~~~~~

Shops have a base 3/DL chance of being created between level 2 and
Medusa, provided there is a suitable room to put them in (no stairs,
only one door), and provided that there are enough rooms on the level
to start with (minimum 3, 4 for a branch level). Note that this means
that there will always be a shop on each of levels 2 and 3 if the
conditions are right (which in practice turns out to only be the case
about 45% of the time).

There are eleven types of shop; of these, one (lighting) can only
appear in Minetown. Their probabilities of random creation and their
stock distribution are:

SHOP                            PROB  STOCK
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~:~~~~~:~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
general                        : 44% : 100% random
used armor dealership          : 14  : 90% armour, 10% weapons
second-hand bookstore          : 10  : 90% scrolls, 10% spellbooks
liquor emporium                : 10  : 100% potions
antique weapons outlet         :  5  : 90% weapons, 10% armour
delicatessen                   :  5  : 83% food, 5% fruit juice, 5% water,
                               :     :  4% booze, 3% ice box
jewelers                       :  3  : 85% rings, 10% gems, 5% amulets
quality apparel and accessories: *3  : 90% wands, 5% leather gloves,
                               :     :  5% elven cloak
hardware store                 :  3  : 100% tools
rare books                     : *3  : 90% spellbooks, 10% scrolls
lighting store                 :  0  : 40% tallow candle, 32% wax candle,
                               :     :  10% oil lamp, 5% brass lantern,
                               :     :  3% magic lamp

PROB is the percentage chance of a random shop being of this type.
Shops with probabilities marked * may not be larger than 20 squares;
if they would otherwise be (about half the time), they are converted
into general stores instead.


Acknowledgements
~~~~~~~~~~~~~~~~
Corrections and clarifications provided by Eva Myers, Robert Schneck, and
Seraphim.
}}}
{{{
scor-343.txt  Last edited 2003-12-17 for NetHack 3.4.3
Calculation of player's score in NetHack 3.4
Compiled by Dylan O'Donnell <psmith@spod-central.org>


4*XP points for each monster killed.
10 points for each wand identified by engraving or zapping.
10 points for each potion identified by quaffing.
10 points for each scroll identified by reading.
9 points for each squeaky board oiled/greased.
4 points for each tripe ration eaten when not a carnivorous non-humanoid.
4 points for "Yuk, this water tastes awful" from quaffing from a sink.

The first oracle of each type:

Minor (if not yet major): 21 points.
Minor (if already major): 9 points.
Major (if not yet minor): 210 + (21 * XL) points.
Major (if already minor): 90 + (9 * XL) points.

Then at the end of the game:

1 point for each zorkmid more than starting gold ( * 90% if game 
         ended in death).
50 * (DL-1) points where DL is the deepest level reached.
1000 points for each dungeon level reached beyond 20, to a maximum of
         10000 points.

The score so far is doubled if you ascended. Then, if you escaped the
dungeon or ascended, you receive points for items in inventory:

Value of amulets and valuable gems (see amul-343.txt and gems-343.txt)
Value of artifacts (2.5 * cost of artifact - see art1-343.txt),
including invocation items.

and finally points for adjacent pets equivalent to their total current
hit points.


Acknowledgements
~~~~~~~~~~~~~~~~
Corrections and clarifications provided by Andreas Dorn.
}}}
{{{
scrl-343.txt  Last edited 2006-05-04 for NetHack 3.4.3
Scrolls and their effects in NetHack 3.4
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.

SCROLL            COST  WGT  PROB   MRKR  APPEARANCE
~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~~~ : ~~~~  ~~~~~~~~~~
mail            : $  0   5     0  :   2   stamped
identify        :   20   5   180  :  14
light           :   50   5    90  :   8
blank paper     :   60   5    28  :   0   unlabeled
enchant weapon  :   60   5    80  :  16
enchant armor   :   80   5    63  :  16
remove curse    :   80   5    65  :  16
confuse monster :  100   5    53  :  12
destroy armor   :  100   5    45  :  10
fire            :  100   5    30  :   8
food detection  :  100   5    25  :   8
gold detection  :  100   5    33  :   8
magic mapping   :  100   5    45  :   8
scare monster   :  100   5    35  :  20
teleportation   :  100   5    55  :  20
amnesia         :  200   5    35  :   8
create monster  :  200   5    45  :  10
earth           :  200   5    18  :   8
taming          :  200   5    15  :  20
charging        :  300   5    15  :  16
genocide        :  300   5    15  :  30
punishment      :  300   5    15  :  10
stinking cloud  :  300   5    15  :  20

Scrolls are listed above by increasing price, then alphabetically.  The
COST field denotes the base price of each item.  WGT specifies the
weight (100 zorkmids weighs 1).

Scrolls comprise 16% of all randomly-generated items in the main dungeon,
18% in containers, 22% on the Rogue level, and 1% in hell.  PROB is
the relative probability of each subtype.  Scrolls appear 1/8 cursed,
3/4 uncursed, and 1/8 blessed.

Scrolls of mail exist only if this ability was compiled into your
copy of the game, and if you have the "mail" option enabled.  When
new email arrives (or every 1999+d(3000) turns if playing on an
Amiga or DOS platform), the "mail daemon" will deliver a scroll of mail.
All of these scrolls are considered uncursed, and they cannot be changed
into another object in any way.

MRKR specifies the value used to determine the number of magic marker
charges needed to write a scroll of that type, or zero if it cannot be
written.  The actual number of charges used will be a random amount
from MRKR/2 to MRKR-1; if your marker has fewer than MRKR/2 charges,
you will be unable to attempt to write the scroll.

Wizards have a base 1/3 chance of writing an unknown scroll, and all other
classes have a base 1/15 chance; your chance generally improves with
higher luck, to a maximum of about 98% for Wizards and 32% for other
classes.  You can only write scrolls on blank paper, which can be made by
getting any scroll wet (except mail) or cancelling any scroll (except
mail).  Failure to write the scroll will cause the blank scroll to be used
up.  You can select non-blank scrolls to write on, but this will abuse
your wisdom and you will be told, "That scroll is not blank!"

Some types of scrolls have the same APPEARANCE when unidentified.  The
appearance of the remaining scrolls are are randomized from the following
descriptions:
    ZELGO MER       JUYED AWK YACC  NR 9             XIXAXA XOXAXA XUXAXA
    PRATYAVAYAH     DAIYEN FOOELS   LEP GEX VEN ZEA  PRIRUTSENIE
    ELBIB YLOH      VERR YED HORRE  VENZAR BORGAVVE  THARR
    YUM YUM         KERNOD WEL      ELAM EBOW        DUAM XNAHT
    ANDOVA BEGARIN  KIRJE           VE FORBRYDERNE   HACKEM MUCHE
    VELOX NEB       FOOBIE BLETCH   TEMOV            GARVEN DEH
    READ ME


Scroll messages and effects
~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Adapted from the spoiler "scrolls", by Ian Burrell.)

In order to read a scroll, you must either be unblind or know the
APPEARANCE of the scroll.  When a scroll is read, it will be used up
and disappear (except blank paper).  The effects depend on the blessing
of the scroll.  Non-cursed means either blessed or uncursed.  If you
are confused while reading the scroll, "you mispronounce the magic
words" and may obtain a different effect. Some scrolls have a different
message for "beginners"; a character is considered a beginner until
accumulating 2000 score points (1000 for Wizards).

amnesia
  All Sokoban maps are immune from the effects of amnesia.
  cursed or you are NOT confused
    You forget all of the current level.
  non-cursed and confused
    You forget 6/7 of the current level.
  In addition, if uncursed or cursed
    You forget any number of spells.
  In every case,
    You have a 1/3 chance of forgetting up to 25% of all known level
    maps and a separate 1/3 chance of forgetting up to 25% of object
    identities.
    You forget all traps on your current level, forget whether you are
    punished, and abuse your wisdom.
      "Your mind releases itself from mundane concerns."  (hallucinating)
      "As your mind turns inward on itself, you forget everything else."
        (your character's name is Maud);
      "Who was that Maud person anyway?"  (otherwise, 50%)
      "Thinking of Maud you forget everything else."  (otherwise, 50%)
    The scroll is (re-)identified.

blank paper
  You identify the scroll; it will not be used up.
    "This scroll seems to be blank."  (unblind)
    "You don't remember there being any magic words on this scroll."
    (blind)

charging
  blessed
    You identify the scroll and select an item.
      "This is a charging scroll."
    If the item can't be charged, no effect.
      "You have a feeling of loss."
    Otherwise, the item is charged by a larger amount (see wan1-343.txt,
    tool-343.txt, or ring-343.txt for specifics). Wands and rings may
    explode (see below).
      "Your <ring> spins clockwise for a moment."
      "Your <item> glows blue for a moment."  (unblind)
      "Your <item> vibrates for a moment."  (blind)
  uncursed
    You identify the scroll and select an item.
      "This is a charging scroll."
    If the item can't be charged, no effect.
      "You have a feeling of loss."
    Otherwise, the item is charged by a smaller amount (see wan1-343.txt,
    tool-343.txt, or ring-343.txt for specifics). Wands and rings may
    explode (see below).
      "Your <ring> spins clockwise for a moment."
      "Your <tool> glows white for a moment."  (unblind)
      "Your <wand of wishing> glows blue for a moment."  (unblind)
      "Your <item> glows briefly."  (unblind)
      "Your <item> vibrates briefly."  (blind)
  cursed
    You identify the scroll and select an item.
      "This is a charging scroll."
    If it is a ring, it loses 1 to 2 points of enchantment and may
    explode (see below).
      "Your <ring> spins counterclockwise for a moment."
    For other items, if it is blessed or has zero charges, no effect
    other than incrementing the recharged counter (although wands may
    explode; see below).
      "Nothing happens."
    Otherwise, it is set to zero charges. Wands may explode (see below).
      "Your <item> vibrates briefly."
  confused
    If your energy is at maximum, you gain 5d4 maximum energy.
    Your energy is increased to maximum.
      "You feel charged up!"

  Previously-recharged wands have a chance of exploding if you attempt to
  charge them further; wands of wishing will always explode, others
  have a chance depending on the number of times (x) recharged: 
  (x^3)/(7^3).
  PREV RCHG    %EXPLODE   %CUMULATIVE
  ~~~~~~~~~    ~~~~~~~~   ~~~~~~~~~~~
      0           0           0
      1           0.29        0.29
      2           2.33        2.62
      3           7.87       10.28
      4          18.66       27.02
      5          36.44       53.62
      6          62.97       82.83
      7         100         100
  When a ring with a positive enchantment is charged, it has an
  (enchantment before) in 7 chance of exploding.  Rings with
  enchantments of <= -5 or >= +7 will always explode when charged.

confuse monster
  blessed
    You will confuse the next 2 to 9 (more) monsters you hit. (Once this
    number reaches 40, each blessed scroll will only allow confusion of
    one additional monster.)
      "Your <hands> glow a brilliant red."  (unblind)
      "Your <hands> glow an even more brilliant red."  (unblind, more)
      "Your <hands> tingle very sharply."  (blind)
      "Your <hands> tingle even more sharply."  (blind, more)
  uncursed
    You will confuse the next (one more) monster you hit.
      "Your <hands> begin to glow red."  (unblind)
      "Your <hands> begin to glow red even more."  (unblind, more)
      "Your <hands> begin to tingle."  (blind)
      "Your <hands> begin to tingle even more."  (blind, more)
  cursed or polymorphed into non-@
    You are confused for 1 to 100 (more) turns.
      "You feel confused."
  blessed and confused
    You are no longer confused.
      "A faint glow surrounds your <head>."  (unblind)
      "A faint buzz surrounds your <head>."  (blind)
  uncursed and confused
    You are confused for 1 to 100 (more) turns.
      "Your <hands> begin to glow purple."  (unblind)
      "Your <hands> begin to tingle."  (blind)

create monster
  blessed
    Creates one monster beside you.
  uncursed
    Creates one (72/73 chance) or 2 to 5 (1/73 chance) monsters around
    you.
  cursed
    Creates 13 (72/73 chance) or 14 to 17 (1/73 chance) monsters around
    you.
  confused
    Creates 13 (72/73 chance) or 14 to 17 (1/73 chance) acid blobs
    around you.
  No messages.  The scroll is identified if the new monsters are seen.

destroy armor
  not wearing armor
    Abuses your strength and constitution.
      "You have a strange feeling for a moment, then it passes."
        (beginner not hallucinating)
      "You have a normal feeling for a moment, then it passes."
        (beginner hallucinating)
      "Your bones itch."  (confused)
      "Your skin itches."  (not confused)
  blessed or uncursed
    Destroys one random worn piece of armor.
      "Your cloak crumbles and turns to dust!"
      "Your armor turns to dust and falls to the <floor>!"
      "Your shirt crumbles into tiny threads and falls apart!"
      "Your helmet turns to dust and is blown away!"
      "Your gloves vanish!"
      "Your boots disintegrate!"
      "Your shield crumbles away!"
  cursed
    Selects one random worn piece of armor.  If the armor is not cursed,
    then same effect as an uncursed scroll.  Otherwise, you are stunned
    for 10 to 19 (more) turns and your armor loses one enchantment if it
    is -6 or greater.
      "Your <armor> vibrates."
  non-cursed and confused
    Removes (rust|fire)proofing from one random worn piece of armor.
      "Your <armor> glows purple for a moment."  (unblind)
      "Your <armor> vibrates for a moment."  (blind)
  cursed and confused
    Makes one random worn armor (rust|fire)proof.
      "Your <armor> glows purple for a moment."  (unblind)
      "Your <armor> vibrates for a moment."  (blind)
    Does NOT repair damage.

earth
  blessed
    Creates a boulder on each open square around you.
      "The ceiling rumbles around you!"
  uncursed
    Creates a boulder on the same square as you and on each open square
    around you.
      "The ceiling rumbles above you!"
  cursed
    Creates a boulder on the same square as you.
      "The ceiling rumbles above you!"
  blessed and confused
    Creates 2-6 rocks on each open square around you.
      "The ceiling rumbles around you!"
  uncursed and confused
    Creates 2-6 rocks on the same square as you and each open square
    around you.
      "The ceiling rumbles above you!"
  cursed and confused
    Creates 2-6 rocks on the same square as you.
      "The ceiling rumbles above you!"
  No effect on the Rogue level or in the endgame outside the Plane of Earth.
  In Sokoban, there is a -1 penalty to Luck.  Boulders do d20 damage, rocks
  d3 each; damage is capped at 2 if the monster/player underneath is wearing
  a metal helmet. Only solid, non-amorphous, non-phasing creatures are
  damaged.


enchant armor
  not wearing armor
    Exercises (abuses if cursed) strength and constitution.
      "You have a strange feeling for a moment, then it passes."
      (beginner not hallucinating)
      "You have a normal feeling for a moment, then it passes."
      (beginner hallucinating)
      "Your skin glows then fades."  (unblind)
      "Your skin feels warm for a moment."  (blind)
  blessed
    One exterior piece of worn armor is selected semi-randomly.
    If enchantment already above +3 (+5 for elven armor or a Wizard's
    cornuthaum), there is a 1 in (current enchantment) chance that it
    WON'T be vaporized.  If it is vaporized:
      "Your <armor> violently glows silver for a while, then evaporates."
        (no "silver" if shield of reflection or silver dragon scales or
        scale mail)
    Dragon scales become dragon scale mail, gain one enchantment, and are
    blessed.
      "Your <scales> merges and hardens!"
    Other armor can gain several enchantments:
      Current enchantment  -3 to -1  +0 to +2  +3 to +5  +6 to +8  +9 or more
      ~~~~~~~~~~~~~~~~~~~  ~~~~~~~~  ~~~~~~~~  ~~~~~~~~  ~~~~~~~~  ~~~~~~~~~~
      Additional possible   1 to 4    1 to 3    1 to 2       1       0 to 1

      "Your <armor> glows silver for a moment."  (+1)
      "Your <armor> glows silver for a while."  (more than +1)
      "Your <armor> violently glows silver for a moment."  (+0)
        (no "silver" if shield of reflection or silver dragon scales or
        scale mail)
    The armor is blessed.
    If your armor is enchanted beyond the safe limit, it may vibrate:
      "Your <armor> suddenly vibrates unexpectedly."  (unblind)
      "Your <armor> suddenly vibrates again."  (blind)
    NOTE:  If you were blind, then "glows silver" is replaced by
    "vibrates".
  uncursed
    One exterior piece of worn armor is selected semi-randomly.
    If enchantment already above +3 (+5 for elven armor or a Wizard's
    cornuthaum), there is a 1 in (current enchantment) that it WON'T
    be vaporized.  If it is vaporized:
      "Your <armor> violently glows silver for a while, then evaporates."
        (no "silver" if shield of reflection or silver dragon scales or
        scale mail)
    Dragon scales become dragon scale mail.
      "Your <scales> merges and hardens!"
    Other armor gains +1 enchantment (only a chance if already +9 or
    more).
      "Your <armor> glows silver for a moment."  (+1)
      "Your <armor> violently glows silver for a moment."  (+0)
        (no "silver" if shield of reflection or silver dragon scales or
        scale mail)
    If cursed, the armour is uncursed.
    If your armor is enchanted beyond the safe limit, it may vibrate:
      "Your <armor> suddenly vibrates unexpectedly."  (unblind)
      "Your <armor> suddenly vibrates again."  (blind)
    NOTE:  If you were blind, then "glows silver" is replaced by
    "vibrates".
  cursed
    One exterior piece of worn armor is selected semi-randomly.
    If enchantment already below -3 (-5 for elven armor or a Wizard's
    cornuthaum), there is a 1 in (current absolute enchantment) that it
    WON'T be vaporized.  If it is vaporized:
      "Your <armor> violently glows black for a while, then evaporates."
        (no "black" if black dragon scales or scale mail) 
    Otherwise armor loses one enchantment and is cursed.
      "Your <armor> glows black for a moment."  (unblind)
        (no "black" if black dragon scales or scale mail) 
      "Your <armor> vibrates for a moment."  (blind)
  non-cursed and confused
    One exterior piece of worn armor is selected semi-randomly and made
    (rust|fire)proof.
      "Your <armor> is covered by a shimmering golden shield/layer!"
      (unblind)
      "Your <armor> feels warm for a moment."  (blind)
    If that armor had damage, it is repaired.
      "Your <armor> looks as good as new!"  (unblind)
      "Your <armor> feels as good as new!"  (blind)
  cursed and confused
        One exterior piece of worn armor is selected semi-randomly and any
       (rust|fire)proofing removed.
      "Your <armor> is covered by a mottled black glow!"  (unblind)
      "Your <armor> feels warm for a moment."  (blind)
  If the armor's enchantment was affected, then you identify the scroll
  as well.

enchant weapon
  not wielding a weapon
    Exercises (abuses if cursed) dexterity.
      "You have a strange feeling for a moment, then it passes."
      (beginner not hallucinating)
      "You have a normal feeling for a moment, then it passes."
      (beginner hallucinating)
      "Your <hands> twitch."  (non-cursed)
      "Your <hands> itch."  (cursed)
  blessed
    If your weapon was cursed, it is made uncursed.
    If your weapon is a worm tooth, it becomes an unfixed crysknife.
      "Your weapon seems sharper now."
    Otherwise, weapons currently enchanted above +5 have a 2/3 chance of
    being destroyed.
      "Your <weapon> violently glows blue for a while and then
      evaporates."  (unblind)
      "Your <weapon> evaporates."  (blind)
    Other weapons can gain several enchantments:
      Current enchantment  -3 to -1  +0 to +2  +3 to +5  +6 to +8  +9 or more
      ~~~~~~~~~~~~~~~~~~~  ~~~~~~~~  ~~~~~~~~  ~~~~~~~~  ~~~~~~~~  ~~~~~~~~~~
      Additional possible   1 to 4    1 to 3    1 to 2       1       0 to 1
      "Your <weapon> glows blue for a moment."  (+1 unblind)
      "Your <weapon> glows blue for a while."  (more than +1 unblind)
      "Your <weapon> violently glows blue for a while."  (+0 unblind)
    Magicbane warns you if it is enchanted to +0 or above.
      "Your right <hand> flinches!"  (2 or more added and now at +2 or more)
      "Your right <hand> itches!"  (otherwise)
    Elven weapons, artifacts, and sometimes other weapons vibrate when
    they are enchanted above +5.
      "Your <weapon> suddenly vibrates unexpectedly."
  uncursed
    If your weapon was cursed, it is made uncursed.
    If your weapon is a worm tooth, it becomes an unfixed crysknife.
      "Your weapon seems sharper now."
    Otherwise, weapons currently enchanted above +5 have a 2/3 chance of
    being destroyed.
      "Your <weapon> violently glows blue for a while and then evaporates."
      (unblind)
      "Your <weapon> evaporates."  (blind)
    Other weapons gain +1 enchantment (only a chance if already +9 or
    more).
      "Your <weapon> glows blue for a moment."  (+1 unblind)
      "Your <weapon> violently glows blue for a while."  (+0 unblind)
    Magicbane warns you if it is enchanted to +0 or above.
      "Your right <hand> itches!"
    Elven weapons, artifacts, and sometimes other weapons vibrate when
    they are enchanted above +5.
      "Your <weapon> suddenly vibrates unexpectedly."
  cursed
    If your weapon is a crysknife, it becomes a worm tooth.
      "Your weapon seems duller now."
    Artifacts (except Sting and Orcrist) will resist.
      "Your <weapon> faintly glows black."  (unblind)
    Otherwise, weapons currently enchanted below -5 have a 2/3 chance of
    being destroyed.
      "Your <weapon> violently glows blue for a while and then evaporates."
      (unblind)
      "Your <weapon> evaporates."  (blind)
    Other weapons lose one enchantment.
      "Your <weapon> glows black for a moment."  (unblind)
    Elven weapons, artifacts, and sometimes other weapons vibrate if
    they are still enchanted above +5.
      "Your <weapon> suddenly vibrates unexpectedly."
  non-cursed and confused
    (Rust|Fire)proofs your weapon. If it is a crysknife, it becomes
    fixed.
      "Your <weapon> is covered by a shimmering golden shield!"
      (unblind)
      "Your weapon feels warm for a moment."  (blind)
    If it had damage, it is repaired.
      "Your <weapon> looks as good as new!"  (unblind)
      "Your <weapon> feels as good as new!"  (blind)
  cursed and confused
    Removes (rust|fire)proofing from your weapon.
      "Your <weapon> is covered by a mottled purple glow!"  (unblind)
      "Your weapon feels warm for a moment."  (blind)
  NOTE: The grammar of the above messages is changed if more than one
  item is wielded.

fire
  blessed
    An explosion of fire occurs, causing 3 to 5 hit points of damage to
    you and surrounding monsters if not fire resistant.  Armor, scrolls,
    and spellbooks may burn; potions may explode; slime is burnt away.
      "The water around you vaporizes violently!"  (under water)
      "The scroll erupts in a tower of flame!"  (otherwise)
  uncursed
    An explosion of fire occurs, causing 2 to 3 hit points of damage to
    you and surrounding monsters if not fire resistant.  Armor, scrolls,
    and spellbooks may burn; potions may explode; slime is burnt away.
      "The water around you vaporizes violently!"  (under water)
      "The scroll erupts in a tower of flame!"  (otherwise)
  cursed
    An explosion of fire occurs. causing 1 to 2 hit points of damage to
    you and surrounding monsters if not fire resistant.  Armor, scrolls,
    and spellbooks may burn; potions may explode; slime is burnt away.
      "The water around you vaporizes violently!"  (under water)
      "The scroll erupts in a tower of flame!"  (otherwise)
  confused
    If fire-resistant,
      "Oh, look, what a pretty fire in your <hands>."  (unblind)
      "You feel a pleasant warmth in your <hands>."  (blind)
    Otherwise, you lose 1 hit point.
      "The scroll catches fire and you burn your <hands>."
  You always identify the scroll.

food detection
  blessed
     You acquire the food appraisal intrinsic, which will warn you
     when you next (only) eat food that could be dangerous or would
     break a currently-unbroken conduct.
     If no food on that level,
       "You sense a lack of food nearby."
         (saw some before, already have food appraisal.)
       "You sense a lack of food nearby.  Your <nose> starts to tingle."
          (saw some before, no food appraisal.)
       "You have a strange feeling for a moment, then it passes."
         (beginner hallucinating)
       "You have a normal feeling for a moment, then it passes."
         (beginner hallucinating)
       "Your <nose> twitches then starts to tingle."
         (non-beginner, no current food appraisal)
       "Your <nose> twitches."
         (non-beginner with food appraisal already)
     Otherwise, you detect comestibles on that level.
       "You smell food nearby.  Your <nose> starts to tingle."
         (just on your square, no current food appraisal)
       "You smell food nearby."
         (just on your square, already have food appraisal)
       "Your <nose> starts to tingle and you smell food."
         (elsewhere, no current food appraisal)
       "Your <nose> continues to tingle and you smell food."
         (elsewhere, already have food appraisal)
  uncursed
     If no food on that level,
      "You sense a lack of food nearby."  (saw some before)
      "You have a strange feeling for a moment, then it passes."
      (beginner not hallucinating)
      "You have a normal feeling for a moment, then it passes."
      (beginner hallucinating)
       "Your nose twitches."  (otherwise)
    Otherwise, you detect comestibles on that level.
      "You smell food nearby."  (if just on your square)
      "Your nose tingles and you smell food."  (if elsewhere)
  cursed
    If no potions on that level,
      "You sense a lack of food nearby."  (saw some before)
      "You have a strange feeling for a moment, then it passes."
      (beginner not hallucinating)
      "You have a normal feeling for a moment, then it passes."
      (beginner hallucinating)
      "Your nose twitches."  (otherwise)
    Otherwise, you detect potions on that level.
      "You smell food nearby."  (if just on your square)
      "Your nose tingles and you smell food."  (if elsewhere)
  confused
    If no potions on that level,
      "You sense a lack of something nearby."  (saw some before)
      "You have a strange feeling for a moment, then it passes."
      (beginner not hallucinating)
      "You have a normal feeling for a moment, then it passes."
      (beginner hallucinating)
      "Your nose twitches."  (otherwise)
    Otherwise, you detect potions on that level.
      "You smell something nearby."  (if just on your square)
      "Your nose tingles and you smell something."  (if elsewhere)

genocide
  Always identified when read.
    "You have found a scroll of genocide!"
  blessed (even if confused)
    You can genocide an entire class of monsters (all species with the
    same symbol); or you can choose 'none'.
      "What class of monsters do you wish to genocide?"
      "Wiped out all <monster>."
      "You feel dead inside." (@ or your own race while polymorphed)
    NOTE: Not all species can be genocided.
    NOTE: Even if you don't have 'showrace' selected, dwarf players are
    still considered dwarves ('h'), gnome players gnomes ('G') and orc
    players orcs ('o') and can be self-genocided accordingly.
  uncursed
    You can genocide one species; or you can choose 'none'.
      "What monster do you want to genocide? [type the name]"
      "Wiped out all <monster>."
      "You feel dead inside." (your own role or race while polymorphed)
    If hallucinating, the message will claim "Wiped out all <your role or
    current form>" but you are unaffected (unless you actually did choose
    your role, race, or current form).
    NOTE: Not all species can be genocided.
  cursed
    You are surrounded by 4 to 6 monsters of one species, if they are
    not already genocided or extinct (more than 9 Nazgul, 3 erinyes, or
    120 other already created). If you choose 'none', a monster species
    will be selected at random. The monsters will carry nothing.
      "What monster do you want to genocide? [type the name]"
      "Sent in some <monster>."
  confused and uncursed
    You genocide your own role.
      "Wiped out all <role>."
      "Wiped out all <current form>." (hallucinating and polymorphed)
      "You feel dead inside."  (while polymorphed)
  confused and cursed
    You are surrounded by 4 to 6 monsters of your own role.  The monsters
    will carry nothing.
      "Sent in some <role>."
      "Sent in some <current form>." (hallucinating and polymorphed)

gold detection
  blessed or uncursed
    If no gold, gold objects (if scroll blessed), or gold golems on that
    level outside your inventory, no effect.
      "You have a strange feeling for a moment, then it passes."
        (beginner not hallucinating)
      "You have a normal feeling for a moment, then it passes."
        (beginner hallucinating)
      "You feel like a million zorkmids!" (polymorphed into gold golem)
      "You feel worried about your future financial situation."
        (carrying gold coins)
      "You feel materially poor."  (not carrying gold coins)
    Otherwise, you detect gold (and, if scroll blessed, gold objects),
    even buried or in containers, and gold golems on that level.
      "You notice some gold between your <feet>."
      (if just on your square)
      "You feel very greedy, and sense gold!"  (if elsewhere)
  cursed or confused
    If no traps on that level, no effect.
      "You have a strange feeling for a moment, then it passes."
      (beginner not hallucinating)
      "You have a normal feeling for a moment, then it passes."
      (beginner hallucinating)
      "Your <toes> stop itching."  (otherwise)
    Otherwise, you detect traps (spaces with the ^ symbol) on that level.
    If the scroll is cursed, the traps are shown as gold ($ symbol); if
    you are hallucinating, they will appear as random objects; otherwise,
    they appear as known traps.  The vibrating square is NOT shown.
      "Your <toes> itch."  (if just on your square)
      "You feel very greedy"  (cursed)
      "You feel entrapped."  (otherwise)

identify
  Always identified when read.
  blessed
    You can identify items from your inventory:
      # items:  1    2    3    4   all
      chance:  1/5  1/5  1/5  1/5  1/5
    If your luck is positive, then 1 item becomes 2 items.
    "This is an identify scroll."
  uncursed
    You can identify items from your inventory:
      # items:   1     2     3     4    all
      chance:  21/25  1/25  1/25  1/25  1/25
    "This is an identify scroll."
  cursed
    You can identify one item from your inventory.
    "This is an identify scroll."
  confused
    You merely identify the scroll.
    "You identify this as an identify scroll."

light
  Swallowed, engulfed, or underwater
    No area is actually lit or darkened.
    "It seems even darker in here than before."  (cursed or confused)
      "<monster>'s <stomach> is lit. "  (animal)
      "<monster> shines briefly."  (whirly monster)
      "<monster> glistens."  (other swallowed)
  blessed
    An area of radius 9 is lit.
      "A lit field surrounds you!"
  uncursed
    An area of radius 5 is lit.
      "A lit field surrounds you!"
  cursed or confused
    An area of radius 5 (9 if blessed) is darkened.
    Light sources in your inventory (other than Sunsword) are snuffed out.
      "Suddenly, the only light left comes from Sunsword!" (if wielding it)
      "You are surrounded by darkness!" (otherwise)
  If unblind, you identify the scroll.
  If on the Rogue level, rooms are lit/darkened instead of areas.

magic mapping
  non-mappable level
    You become confused for 1 to 30 (more) turns.
      "Your mind is filled with crazy lines!"
      "Wow!  Modern art." (hallucinating)
      "Your <head> spins in bewilderment."  (not hallucinating)
  blessed or uncursed
    You identify the scroll and map the entire level.
      "A map coalesces in your mind!"
    Blessed scrolls also reveal secret doors.
  cursed or confused
    You identify the scroll and map 1/7 of the squares of the level.
      "A map coalesces in your mind!"
      "Unfortunately, you can't grasp the details." (cursed but not confused)

mail
  Note: You must have the MAIL option compiled into your program and the
  'mail' option enabled.  The scroll is identified when read.
  If found in a bones pile:
    "This seems to be junk mail addressed to the finder of the Eye of Larn."
  On a system capable of checking new mail, is only generated when mail is
  received:
    You read your new mail with the program specified in the MAILREADER
    environment variable.
  On an Amiga or DOS platform, is generated every 1999+d(3000) turns (the
  first time, after 99+d(2000) turns. The message is randomly chosen:
    "It reads: "Please disregard previous letter.""
    "It reads: "Welcome to NetHack.""
    "It reads: "Report bugs to <devteam@nethack.org>.""
    "It reads: "Only Amiga makes it possible."" (Amiga)
    "It reads: "CATS have all the answers."" (Amiga)
    "Unfortunately you cannot see what it says." (blind)
  The scroll cannot be converted to another type by any means.

punishment
  Always identified when read.
  blessed or confused
    No effect.
      "You feel guilty."
  uncursed
    "You are being punished for your misbehavior!"
    If you were already being punished, the ball's weight increases by
    160.  Else if polymorphed into an amorphous, swirly, or non-solid
    creature, a heavy iron ball drops to the floor.
      "A ball and chain appears, then falls away."
    Otherwise, you are chained to a heavy iron ball and chain.
  cursed
      "You are being punished for your misbehavior!"
    If you were already being punished, the ball's weight increases by
    320.  Else if polymorphed into an amorphous, swirly, or non-solid
    creature, a heavy iron ball drops to the floor.
      "A ball and chain appears, then falls away."
    Otherwise, you are chained to a heavy iron ball and chain.

remove curse
  blessed
    All cursed items in your main inventory become uncursed.
    Removes a ball and chain (punishment).
      "You feel like someone is helping you."  (not hallucinating)
      "You feel in touch with the Universal Oneness."  (hallucinating)
  uncursed
    All cursed worn or wielded items (weapons, armor, amulets, rings, and
    eyewear), stackable quivered weapons (or, if wielding a sling, gems or
    stones), applied leashes, and loadstones in main inventory are uncursed.
    Removes a ball and chain (punishment).
      "You feel like someone is helping you."  (not hallucinating)
      "You feel in touch with the Universal Oneness."  (hallucinating)
  cursed
    Removes a ball and chain (punishment).
      "You feel like someone is helping you."  (not hallucinating)
      "You feel in touch with the Universal Oneness."  (hallucinating)
      "The scroll disintegrates."
  blessed and confused
    All UNCURSED items have a 25% chance of being blessed and a 25% chance
    of being cursed.
    You are NOT unpunished.
      "You feel like you need some help."  (not hallucinating)
      "You feel the power of the Force against you!"  (hallucinating)
  uncursed and confused
    All UNCURSED worn or wielded items (weapons, armor, amulets, rings,
    and eyewear), stackable quivered weapons (or, if wielding a sling, gems
    or stones), applied leashes, and loadstones in main inventory have a 25%
    chance of being blessed and a 25% chance of being cursed.
    You are NOT unpunished.
      "You feel like you need some help."  (not hallucinating)
      "You feel the power of the Force against you!"  (hallucinating)
  cursed and confused
    No effect.
      "The scroll disintegrates."
      "You feel like you need some help."  (not hallucinating)
      "You feel the power of the Force against you!"  (hallucinating)

scare monster
  dropped
    Most monsters will become frightened when adjacent to the square, just
    like engraving Elbereth.  Blind or peaceful creatures, minotaurs,
    shopkeepers, vault guards, the Wizard, the endgame Riders, and all A
    and @ are unaffected.
  picked up
    If blessed, becomes uncursed.  Otherwise, if cursed or if previously
    picked up uncursed, the scroll(s) disintegrate.
      "The scroll turns to dust as you pick it up."  (one)
      "The scrolls turn to dust as you pick them up."  (several)
  blessed or uncursed
    You will cause monsters within your visual range to flee.  Some
    monsters can resist the effect.
      "You hear maniacal laughter close by."  (something was affected)
      "You hear maniacal laughter in the distance." (no creature affected)
  cursed or confused
    You will wake up, unparalyze, and unscare monsters within your
    visual range.
      "You hear sad wailing close by."  (something was affected)
      "You hear sad wailing in the distance."  (no creature affected)

stinking cloud
  Always identified when read.
    "You have found a scroll of stinking cloud!"
  Creates a gas cloud around a centre square you specify. This square must
  be visible to you and within the following range:
      .....
     .......
    .........
   ...........
   ...........
   .....@.....
   ...........
   ...........
    .........
     .......
      .....
  or there will be no effect ("You smell rotten eggs.").
  blessed
    The cloud has a radius of 4 around the centre square, and will
    dissipate after d3+7 turns; any living, breathing, non-poison-resistant
    creature within it is blinded and takes d12+5 damage before the last
    four turns of the cloud's life, d6+5 in the penultimate two turns,
    and d3+5 in the last two.
  uncursed 
    The cloud has a radius of 3 around the centre square, and will
    dissipate after d3+5 turns; any living, breathing, non-poison-resistant
    creature within it is blinded and takes d8+5 damage before the last two
    turns of the cloud's life, after which d4+5.
  cursed
    The cloud has a radius of 2 around the centre square, and will
    dissipate after d3+3 turns; any living, breathing, non-poison-resistant
    creature within it is blinded and takes d4+5 damage.

taming
  blessed or uncursed
    Tames monsters within a one square radius.  Also calms shopkeepers.
    Some monsters can resist.
    No messages.
  cursed
    Angers monsters within a one square radius.
      "<Monster> gets angry!"
  non-cursed and confused
    Tames monsters within an 11x11 square area.  Also calms shopkeepers.
    Some monsters can resist.
    No messages.
  cursed and confused
    Angers monsters within an 11x11 square area.
      "<Monster> gets angry!"

teleportation
  blessed
    If you don't have teleport control, you can choose whether to
    teleport.
      "Do you wish to teleport?"
    If you are on a non-teleport level, no effect.
      "A mysterious force prevents you from teleporting!"
    Otherwise, one-third of the time if you are carrying the Amulet of 
    Yendor, no effect.
      "You feel disoriented for a moment."
    Otherwise, you teleport to a random or controlled position on the same
    level.
    You will identify the scroll.
  uncursed
    If you are on a non-teleport level, no effect.
      "A mysterious force prevents you from teleporting!"
    Otherwise, one-third of the time if you are carrying the Amulet of
    Yendor, no effect.
      "You feel disoriented for a moment."
    Otherwise, you teleport to a random or controlled position on the same
    level.
    You identify the scroll if you have teleport control, don't see your
    old position, or are radius 4 or more from your old position.
  cursed or confused
    If you are not carrying the Amulet of Yendor, you teleport to another
    level.  If you have teleport control, you can choose which level
    (with limits); if you are confused, there is a chance that the
    teleport may be random regardless.


Acknowledgements
~~~~~~~~~~~~~~~~
Thanks to Bruce Cox for proofreading the original version of this file.
Further corrections and clarifications provided by Joe Bednorz,
Christian Cooper, Andreas Dorn, Josh Giesbrecht, Alon Lischinsky,
Kate Nepveu, Pat Rankin, Rast, Martin Read, Irina Rempt, Jason Short,
Hans van der Meulen, and Eric Wright.
}}}
{{{
sink-343.txt  Last edited 2004-07-15 for NetHack 3.4.3
Effects of kicking and quaffing from sinks in NetHack 3.4
Compiled by Dylan O'Donnell <psmith@spod-central.org>.

Quaffing from sinks
~~~~~~~~~~~~~~~~~~~
11/20: No effect. One of the following messages:
        "You take a sip of (very) <hot|warm|cold> water."
        "You hear clanking from the pipes..."
        "You hear snatches of song from among the sewers..."
        "From the murky drain, a hand reaches up... --oops--" (only if
          hallucinating)

1/20: If you are fire resistant, no effect; otherwise, you lose d6 hit
      points.
        "You take a sip of scalding hot water."
        "It seems quite tasty." (fire resistant)

1/20: A sewer rat is generated (unless genocided or extinct).
        "Eek!  There's a sewer rat in the sink!" (unblind)
        "Eek!  There's something squirmy in the sink!" (blind)
        "The sink seems quite dirty." (genocided or extinct)

1/20: You suffer the effect of quaffing a random uncursed potion (other
      than water).
        "Some <potion appearance> liquid flows from the faucet." (unblind)
        "Some odd liquid flows from the faucet." (blind)

1/20: If you have already acquired a ring from this sink (by quaffing or
      kicking), no effect; otherwise, a random ring is created and your
      wisdom exercised.
        "You find a ring in the sink!"
        "Some dirty water backs up in the drain." (already got one)

1/20: The sink becomes a fountain.
        "The pipes break!  Water spurts out!"

1/20: A water elemental is created (unless extinct).
        "The water moves as though of its own will!"
        "But it quiets down." (extinct)

1/20: You gain one experience point.
        "Yuk, this water tastes awful."

1/20: You vomit and your hunger is increased.
        "Gagg... this tastes like sewage!  You vomit."

1/20: If you have unchanging, no effect; otherwise, you polymorph.
        "This water contains toxic wastes!"
        "You undergo a freakish metamorphosis!" (polymorph)


Kicking sinks
~~~~~~~~~~~~~
4/5: Your dexterity is exercised.
       "Klunk!  The pipes vibrate noisily."

1/5: Something else, as follows:

  If you haven't yet got a black pudding from the sink, 1/3 chance of
  one being generated and your dexterity being exercised.
    "A <black> ooze gushes up from the drain!" (unblind)
    "You hear a gushing sound." (blind)

  If you didn't get a pudding and haven't yet had a dish washer, 1/3
  chance of one being summoned (an incubus if a female humanoid,
  a succubus if a male humanoid, otherwise an equal chance of either),
  and your dexterity being exercised.
    "The dish washer returns!" (unblind)
    "Something returns!" (blind), and

  If you didn't get either of the above, 1/3 chance of a random ring
  being created provided the sink hasn't yet given one through kicking or
  quaffing, and your wisdom and dexterity being exercised.
    "Flupp!  Muddy waste pops up from the drain." (unblind)
    "Flupp!  You hear a sloshing sound." (blind)
    "You see a ring shining in its midst." (unblind, ring created)

  If you didn't get any of the above, you get a hurt foot. Your dexterity
  and strength are abused, there is a 1/3 chance of your right leg being
  hurt for 5 to 10 turns, and you lose d5 HP (d3 HP if your constitution
  is greater than 15).
    "Ouch! That hurts!"


Other sink effects
~~~~~~~~~~~~~~~~~~
Sinks, as the name suggests, will cause anything in the air above them
to fall to the floor: thrown weapons, or you when levitating (inflicting
d8 + 24 - CON damage, plus d3 for each weapon or stack of weapons on the
square). Dropping rings onto a sink will usually cause them to be lost
down it, with a message that may enable you to identify the ring; see
ring-343.txt for a list of these effects. Digging down on a sink square
will convert it into a fountain as in the quaffing result above ("The
pipes break!  Water spurts out!").


Acknowledgements
~~~~~~~~~~~~~~~~
Corrections and clarifications provided by Topi Linkala and Seraph.
}}}
{{{
spl1-343.txt  Last edited 2006-03-28 for NetHack 3.4.3
Spells (learning, practising, and casting) in NetHack 3.4
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.

  SPELLBOOK          COST   WGT  PROB   LVL  READ  MRKR  BONUS  APPEARANCE
  ~~~~~~~~~~~~~~~~ : ~~~~~  ~~~  ~~~~ : ~~~  ~~~~  ~~~~  ~~~~~  ~~~~~~~~~~
  blank paper      : $   0   50   18  :  0     0     0          plain
  Book of the Dead : 10000   20    0  :  7     0     0          papyrus
attack             :                  :
  force bolt       :   100   50   35  :  1     2    10
  drain life       :   200   50   10  :  2     2    20
  magic missile    :   200   50   45  :  2     2    20    Wiz
  cone of cold     :   400   50   10  :  4    21    40    Val
  fireball         :   400   50   20  :  4    12    40
  finger of death  :   700   50    5  :  7    80    70
healing            :                  :
  healing          :   100   50   40  :  1     2    10       +
  cure blindness   :   200   50   25  :  2     2    20       +
  cure sickness    :   300   50   32  :  3     6    30    Hea+
  extra healing    :   300   50   27  :  3    10    30       +
  stone to flesh   :   300   50   15  :  3     2    30
  restore ability  :   400   50   25  :  4    15    40    Mon+
divination         :                  :
  detect monsters  :   100   50   43  :  1     1    10
  light            :   100   50   45  :  1     1    10
  detect food      :   200   50   30  :  2     3    20
  clairvoyance     :   300   50   15  :  3     6    30    Sam
  detect unseen    :   300   50   20  :  3     8    30
  identify         :   300   50   20  :  3    12    30
  detect treasure  :   400   50   20  :  4    15    40    Rog
  magic mapping    :   500   50   18  :  5    35    50    Arc
enchantment        :                  :
  sleep            :   100   50   50  :  1     1    10
  confuse monster  :   200   50   30  :  2     2    20
  slow monster     :   200   50   30  :  2     2    20
  cause fear       :   300   50   25  :  3     6    30
  charm monster    :   300   50   20  :  3     6    30    Tou
clerical           :                  :
  protection       :   100   50   18  :  1     3    10
  create monster   :   200   50   35  :  2     3    20
  remove curse     :   300   50   25  :  3    10    30    Pri+
  create familiar  :   600   50   10  :  6    42    60
  turn undead      :   600   50   16  :  6    48    60    Kni
escape             :                  :
  jumping          :   100   50   20  :  1     3    10
  haste self       :   300   50   33  :  3     8    30    Bar
  invisibility     :   400   50   25  :  4    15    40    Ran
  levitation       :   400   50   20  :  4    12    40
  teleport away    :   600   50   15  :  6    36    60
matter             :                  :
  knock            :   100   50   35  :  1     1    10
  wizard lock      :   200   50   30  :  2     3    20
  dig              :   500   50   20  :  5    30    50    Cav
  polymorph        :   600   50   10  :  6    48    60
  cancellation     :   700   50   15  :  7    64    70


Spellbooks are listed above by school, then increasing level.
The COST field denotes the base price of each item.  WGT specifies the
weight (100 zorkmids weighs 1).

Spellbooks comprise 4% of all randomly-generated items in the main
dungeon, 12% in containers, 0% on the Rogue level, and 0% in hell.
PROB is the relative probability of each subtype.  They appear 1/34
cursed, 16/17 uncursed, and 1/34 blessed.  There is also a chance of
obtaining a spellbook (if possible, one you haven't learnt yet and whose
school you're unrestricted in) from praying when your god is pleased.
A Wizard will usually receive a blessed spellbook of finger of death
when crowned; a Monk, a blessed spellbook of restore ability.

The level (LVL) of a spell controls how difficult it is to cast and
how much energy is required.  Normal spellbooks cost 100 times their
level.  READ indicates the number of turns needed to successfully read a
particular spellbook.

MRKR specifies the maximum number of magic marker charges needed to
write a spellbook of that type, or zero if it cannot be written.  You
may note that this number is 10 times the spell level.  The actual
number of charges used will be a random amount from MRKR/2 to MRKR-1.
Wizards have a base 1/3 chance of writing an unknown book, and all
other classes have a base 1/15 chance; your chance generally improves
with higher luck, to a maximum of about 98% for Wizards and 32% for
other classes.  You can only write on spellbooks of blank paper, which
can be made by getting any spellbook wet, cancelling any spellbook
(except spellbooks of cancellation), or reading a spellbook until it
is too faint to be read anymore.  The Book of the Dead can't be
blanked by any means.  You can select non-blank spellbooks to write
on, but this will abuse your wisdom and you will be told, "That
spellbook is not blank!"

Some spells provide a BONUS against spell failure.  Each character
class has a particular spell that they are good at casting (noted with
class identifier).  In addition, the spells marked with a plus (+) are
emergency spells that grant an additional bonus.  See the section on
calculating spell failure below for details.  Note that this column
does NOT list which spellbooks a character may start with.

Some types of spellbooks have the same APPEARANCE when unidentified.
The appearance of the remaining spellbooks are are randomized from the
following descriptions:
    parchment    vellum       ragged       dog eared    mottled
    stained      cloth        leather      white        pink
    red          orange       yellow       velvet       light green
    dark green   turquoise    cyan         light blue   dark blue
    indigo       magenta      purple       violet       tan
    plaid        light brown  dark brown   gray         wrinkled
    dusty        bronze       copper       silver       gold
    glittering   shining      dull         thin         thick


Reading spellbooks
~~~~~~~~~~~~~~~~~~
Each spellbook takes a certain number of turns to READ it, noted above.
(Wearing lenses will reduce this number by, on average, one-third.)

If the spellbook is cursed, you will fail to learn the spell, will be
paralyzed for the given number of turns, and will be subject to a bad
effect (chosen randomly, with worse effects only being able to be caused
by higher-level spells):
  * You are teleported randomly.
      "You feel a wrenching sensation."
  * Monsters on the level are woken and unparalysed.
      "You feel threatened."
  * You are blinded for 250 to 349 turns.
      "A cloud of darkness falls upon you."
      "Oh, bummer!  Everything is dark!  Help!" (hallucinating)
      "Your vision seems to dim for a moment but is normal now"
        (blindness overcome by Eyes of the Overworld)
      "Your vision seems to dim for a moment but is happier now."
        (blindness overcome by Eyes of the Overworld, hallucinating)
  * You lose your gold in inventory, if any.
      "You notice you have no gold!"
      "You feel a strange sensation." (no gold to lose)
  * You become confused for 16 to 22 turns.
      "These runes were just too much to comprehend."
  * You are poisoned (1 to 10 damage, 3 to 6 strength loss; if poison
    resistant, 1 to 6 damage, 1 to 2 strength loss). Gloves will protect
    you from this, but ungreased metal gloves will be corroded.
      "The book was coated with contact poison!"
  * You get blasted by explosive energy (7 to 25 damage unless magic
    resistant).
      "As you read the book, it radiates explosive energy in your <face>!"
      "The book radiates explosive energy, but you are unharmed!"
        (magic resistance)
There is a 1/3 chance that the book then crumbles to dust.

If the spellbook is uncursed, there is a random chance of the 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.

Blessed spellbooks never cause these bad effects.

You will never learn a spellbook while confused, and attempting while
you are has a 1/3 chance of destroying the spellbook (except the Book
of the Dead).
  "Being confused you have difficulties in controlling your actions.
    You accidentally tear the spellbook to pieces." (book destroyed).
  "You find yourself reading the <next/first> line over and over again."
    (book not destroyed)

If you are interrupted while reading, you may continue your efforts by
reading the same spellbook again.

When you successfully read a spellbook, there are four outcomes.  If you do
not yet know the spell, "You add the <spell> to your repertoire", ("You
learn the <spell>" if the first spell you have learnt), identify the
spellbook, get 20000 turns use of the spell, and increment the number of
times you've studied that particular spellbook.  For spells already known,
if the book has four or more times previously been studied or polymorphed,
"This spellbook is too faint to be read anymore" and the spellbook turns
into blank paper.  Otherwise, if you had 1000 or fewer turns use of the
spell remaining, then "Your knowledge of the <spell> is keener", you have
20000 turns' use of the spell again, you exercise your wisdom, and the
number of times you've studied that particular spellbook is incremented.
But if "You know the <spell> quite well already", then there is no further
effect and the number of times you've studied the spellbook is unchanged.

Reading a spellbook will give you 20000 turns during which that spell can be
used freely.  If you use the spell towards the end of this time, you will
get warning messages:
  1001 to 20000 turns left  No message.
  101 to 1000 turns left    "Your knowledge of this spell is growing faint."
  1 to 100 turns left       "You strain to recall the spell."
Expiry of this time is denoted by an asterisk (*) next to the level in the
spell's listing. If you try to cast an expired spell, "Your knowledge of
this spell is twisted" and you will become stunned and/or confused for
a number of turns depending on the spell's level (LVL):
  CHANCE   CONFUSED     STUNNED
  ~~~~~~   ~~~~~~~~~~~  ~~~~~~~ 
    40%    3 * (LVL+1)      0  
    30%    2 * (LVL+1)   (LVL+1)
    20%     (LVL+1)     2 * (LVL+1)
    10%        0        3 * (LVL+1)
You may reset the time left to 20000 turns by rereading the spellbook after
the usage time has been reduced to 1000 turns.

Reading the Book of the Dead has immediate effect. If you are standing on
the vibrating square with a lit Candelabrum of Invocation with its quota of
seven candles, and have rung the Bell of Opening there within the last four
turns, and all three items are uncursed, then the staircase to Moloch's
Sanctum is opened. Otherwise, the invocation fails, and a message is given
to suggest why this may be the case. Outside of an invocation situation, if
the Book is blessed you will tame nearby co-aligned undead, and render any
other undead in sight peaceful and cause them to flee; if it is uncursed,
there is no effect beyond a random message; if it is cursed, some undead
will be summoned, corpses in your inventory revived and eggs in your
inventory rejuvenated.


Spell skills
~~~~~~~~~~~~
Since the integration of the "wizard patch" into NetHack 3.3,
characters have had individual skill levels associated with particular
groups of spells, in a manner analogous to the weapon skills.  As with
weapons, continued use of a spell gives you practice in its spell
school.  With enough practice in a school of magic and experience
levels, you may have the opportunity to advance your skill level in
that school.  This will in turn lead to reduced failure rates and an
improvement in effects caused by spells in that school.

There are specifically two requirements needed to advance a spell school:
a number of successful castings of any spell in the school and a number
of experience levels. Castings to a total of 20 are needed to achieve
basic level, 80 to become skilled, and 180 to become expert, with each
spell cast contributing a number equal to its level to this total.  These
are cumulative from the beginning of the game (though if you start out at
basic level in a school you are precredited with the 20 castings that
would have been needed to achieve it).

The other criterion used to advance skill levels is experience levels.
Each time you gain an experience level, you earn a "skill slot" that is
used up when you an advance a skill.  Thus you can earn a maximum of 29
skill slots, by advancing from level 1 to level 30.  If you lose an
experience level, you lose the associated skill slot; if that skill slot
was used to enhance a skill, you will lose the most recently earned skill
and are refunded the remaining skill slots from that skill level.  Going
from unskilled to basic or basic to skilled costs one slot; going from
skilled to expert costs two slots.  Note that these slots are shared with
weapon skills.

When you start the game, Healers and Monks will have basic skill in the
healing school, Priests in clerical and Wizards in attack and enchantment;
you will be unskilled in all other schools.  When you reach the point when
you can advance a skill category, you will see the message, "You feel more
confident in your spell casting skills."  You can then advance the skill
using the #enhance command (alt-e on some systems).  You may choose to
not advance a skill level if you want to reserve the skill slots for a
different school or weapon class.  After advancing a skill, if you are
ready to advance another skill (possibly the same one), you will get the
message "You feel you could be more dangerous!"  The #enhance command can
also be used at any time to check your current skill levels.

Different classes can reach different maximum levels in the spell schools,
as follows:

School         Arc Bar Cav Hea Kni Mon Pri Ran Rog Sam Tou Val Wiz
~~~~~~         ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~ ~~~
attack      :   b   s   b   -   s   b   -   -   -   s   -   b   E
healing     :   b   -   -   E   s   E   E   b   -   -   -   -   s
divination  :   E   -   -   -   -   b   E   E   s   -   b   -   E
enchantment :   -   -   -   -   -   b   -   -   -   -   b   -   s
clerical    :   -   -   -   -   s   s   E   -   -   s   -   -   s
escape      :   -   -   -   -   -   b   -   b   s   -   s   b   E
matter      :   b   -   s   -   -   b   -   -   s   -   -   -   E

The term "restricted" is used to describe schools in which you are
permanently unskilled.  They do not appear in the #enhance menu, although
you will see schools that are unskilled and can be advanced.


Spell failure
~~~~~~~~~~~~~
There are some preliminary needs that must be met for any spellcasting.
The spell must be already known and have been (re)learnt less than
20000 turns ago.  You need at least 11 nutrition (weak, near fainting)
unless you are casting a spell of detect food.  You must have a strength
of at least 4, must have a free hand (both can't be welded to weapons
and/or a shield), and must not be overtaxed.  Finally, each attempt to
cast a spell drains energy equal to 5 times the spell's level (randomly up
to three times this amount if you have the Amulet) for a successful
casting, or half as much for a failure.  (See hppw-343.txt for details of
how fast you will regain this energy.)  Your hunger increases by twice
the amount of energy that would be drained for a success 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.

There are three factors that cause spells to fail:

-   Your armor.  Metallic body armor, metallic helmets (except helm of
    brilliance), metallic gloves, metallic shoes, and any shield
    (although a small shield is not as bad) will penalize you.  Fighter-
    type classes are not penalized as much as the other classes.  The
    following items are "safe" for spellcasting:
        All shirts
        All dragon scales and dragon scale mails
        Leather jacket, leather armor, studded leather armor
        Crystal plate mail
        All cloaks and robes
        Elven leather helm, fedora, helm of brilliance
        Cornuthaum
        All gloves except gauntlets of power
        All boots except iron shoes and kicking boots

    So the "best" armor class you could achieve for spellcasting -- not
    including your intrinsic protection or item enchantments -- is with
    any shirt, any dragon scale mail, a robe, a helm of brilliance,
    gauntlets of dexterity, and high boots.  Of course, there are other
    combinations that yield a lower AC or spellcasting ability but have
    strategic advantages.

-   The level of the spell, as shown above (LVL).

-   If you are confused, the spell will always fail.

There are seven factors that improve spellcasting success:

+   Your class.  Each class has its own base ability, armor penalties,
    bonuses for emergency spells, and a spell that they are especially
    good at.  See the table below.

+   Your armor.  Robes help offset a penalty for wearing metallic body
    armour, or grant an outright bonus if worn without it.

+   Your intelligence (Arc, Bar, Cav, Ran, Rog, Sam, Tou, Wiz) or
    wisdom (Hea, Kni, Mon, Pri, Val).

+   Your experience level.

+   Your skill in the school of the spell.

+   Certain "emergency" spells get an extra bonus.  They are noted with
    a plus (+) in the above BONUS column.  The amount of the bonus
    depends on your class.  Note that Rangers and Tourists are actually
    penalized for these spells.

+   If you have the teleport intrinsic ("teleportitis"), you may be able
    to perform a self-teleport (^T) without using the teleport away spell.
    You also must be at least experience level 12 (8 if a Wizard) or be
    polymorphed into a teleporting monster, may not be overtaxed, must
    have at least 6 strength, and need 100 nutrition and 19 energy (both
    of which are consumed).  If you fall into water with teleportitis or
    as a teleporting monster, you may automatically attempt to cast a
    self-teleport to get out.  Finally, characters with teleportitis
    will always teleport at random intervals.

To calculate spell failure, you first need to sum together the penalties
marked with a number sign (#) below.  An increasing total penalty is worse
for spellcasting, and is limited to a maximum of 20.

#   The "BASE" value from the table below, depending on the character's
    class.
#   If an "emergency" spell (noted with a + above), the "EMERG" field.
#   If wearing any shield, the amount in the "SHIELD" field.
#   If wearing metallic body armor, the amount in the "SUIT" field.
    If also wearing a robe, only add half the amount (rounded down).
#   If wearing a robe without metallic armour, *subtract* the amount
    in the "SUIT" field.
#   If wearing a metallic helmet other than the helm of brilliance, add 4.
    (Metal helmets interfere with the mind.)
#   Metallic gloves add 6 (casting channels through the hands).
#   Metallic boots add 2 (all metal interferes to some degree).
#   Add -4 if the spell is special to that class (see table).

CLASS   BASE    EMERG   SHIELD  SUIT    STAT    SPECIAL SPELL
~~~~~   ~~~~    ~~~~~   ~~~~~~  ~~~~    ~~~~    ~~~~~~~~~~~~~
 Arc      5#      0#      2#     10#    Int     Magic mapping
 Bar     14#      0#      0#      8#    Int     Haste self
 Cav     12#      0#      1#      8#    Int     Dig
 Hea      3#     -3#      2#     10#    Wis     Cure sickness
 Kni      8#     -2#      0#      9#    Wis     Turn undead
 Mon      8#     -2#      2#     20#    Wis     Restore ability
 Pri      3#     -2#      2#     10#    Wis     Remove curse
 Ran      9#      2#      1#     10#    Int     Invisibility
 Rog      8#      0#      1#      9#    Int     Detect treasure
 Sam     10#      0#      0#      8#    Int     Clairvoyance
 Tou      5#      1#      2#     10#    Int     Charm monster
 Val     10#     -2#      0#      9#    Wis     Cone of cold
 Wiz      1#      0#      3#     10#    Int     Magic missile


Next, calculate a base chance of success, which is 5.5 times your
intelligence or wisdom STAT, depending on your class.  This chance is
modified by the following factors:
#   SKILL level (unskilled = 0, basic = 1, skilled = 2, expert = 3)
#   spell level (LVL)
#   experience level (XL)
according to this formula:
    difficulty = (LVL * 4) - (SKILL * 6) - (XL/3) - 5

If this is positive, your chance is reduced according to another formula:
    chance = base chance - square root of ((900 * difficulty) + 2000)
Otherwise, it will be increased with diminishing returns: the
absolute value is multiplied by (15/LVL), capped at 20, and added to
the base chance.

The resulting chance is clipped to the range of 0% to 120% success.  If
you are wearing a shield larger than a small shield, the chance is then
reduced to 1/4 its amount (except if it is the special spell for your
class -- then it is only halved).

Finally, the chance of success is adjusted by your total penalty using
the following formula:
    chance = (chance * (20-penalty) / 15) - penalty
The result is clipped to the range of 0% to 100% success.


Acknowledgements
~~~~~~~~~~~~~~~~
Thanks to Bruce Cox for proofreading the original version of this file.
Further corrections and clarifications provided by Joe Bednorz, Jason Brown,
Snibor Eoj, Monte Mitzelfelt, Petrosky, Pat Rankin, Pekka Rousu,
Pekka Savola, Robert R. Schneck, Darshan Shaligram, Jason Short, and
Sascha Wostmann.
}}}
{{{
spl2-343.txt  Last edited 2006-03-28 for NetHack 3.4.3
Spell effects in NetHack 3.4
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.

Spell effects
~~~~~~~~~~~~~
Many attack spells have their damage affected by your experience level (XL)
and your INTelligence, according to modifiers referred to in the following
descriptions as 'spell damage' and 'damage bonus'.
spell damage = (XL/2) +1
if INT < 10:               damage bonus = -3
if INT = 14-18 and XL > 4: damage bonus = 1
if INT > 18    and XL > 4: damage bonus = 2
Otherwise:                 damage bonus = 0

Each spell is annotated with its school and its type. NODIR spells do not
ask for a direction.  BEAM spells ask for a direction, but do not show a
visibly animated effect when cast.  RAY spells produce a ray which is
animated on the screen.  DISTANT spells ask for a position at which to
cast the spell.  BEAM and RAY spells cannot be aborted; if you try to
cancel them at the direction prompt, "The magical energy is released!" in
the direction in which you last took an action (possibly towards yourself).

Monsters are not angered by spells of dig, knock, (extra) healing, stone to
flesh (except stone golems), turn undead (if not undead and none of their
inventory was affected), or wizard lock; being zapped (or missed by) other
spells will cause peaceful monsters to become hostile.

cancellation (matter, BEAM)
  Same effect as a wand of cancellation.
  zap monster
    Some monsters may resist.
    Clay golems are killed
      "Some writing vanishes from <monster's> head!"
    Weremonsters return to human form.
    The monster is cancelled.
  zap downwards
    Any engraving at the location is removed.
  zap object
    Object is cancelled.
  zap self
    All items in your inventory are cancelled.
    If you are polymorphed into a clay golem, you revert to your normal
    form.
      "Some writing vanishes from your head!" (if not blind)

cause fear (enchantment, NODIR)
  Same effect as reading an uncursed scroll of scare monster.
  You will cause monsters within your visual range to flee.  Some
  monsters can resist the effect.
    "You hear maniacal laughter in the distance." (no creature affected)
    No message otherwise.

charm monster (enchantment, NODIR)
  Same effect as reading an uncursed scroll of taming.
  Tames monsters within a one square radius.  Also calms shopkeepers.
  Some monsters can resist.
    No messages.

clairvoyance (divination, NODIR)
  You immediately map a rectangle around you up to 12 rows by 20 columns.
  Clairvoyance can be blocked.
    "You sense a pointy hat on top of your <head>."  (if wearing cornuthaum
      and not a Wizard)

cone of cold (attack, RAY/DISTANT)
  unskilled or basic
    Same effect as a wand of cold.
    zap monster
      The location of the monster is revealed, if unseen.
      If monster is cold resistant, no effect.
      Otherwise, does spell damage to (6 * spell damage) damage, plus
      damage bonus.  It does an additional spell damage to (3 * spell
      damage) damage if the monster is fire resistant.  This damage is
      all doubled if you are a Knight with the Magic Mirror of Merlin.
      Some monsters may resist and take half damage.
      Potions in the monster's inventory may be destroyed.
        "The cone of cold rips into the <monster>." (if swallowed)
        "The cone of cold hits the <monster>." (otherwise)
    zap self
      If you are not cold resistant, does 12 to 72 damage.
        "You imitate a popsicle!" (not cold resistant)
        "You feel a little chill." (cold resistant)
      May freeze potions in your inventory.
    zap location
      If water, it freezes (except on Plane of Water).
        "The water freezes." (normal water, in sight)
        "The moat is bridged with ice!" (moat, in sight)
        "You hear a crackling sound." (water, out of sight)
        "The water freezes for a moment." (Plane of Water, in sight)
        "You hear a soft crackling." (Plane of Water, out of sight)
      If lava, it solidifies.
        "The lava cools and solidifies." (lava, in sight)
      If closed door, it is destroyed.  The ray is halted.
        "The door freezes and shatters!" (in sight)
        "You feel cold." (otherwise)
  skilled or expert
    You may choose a location at which to cast explosions of cold.  This
    location may be no more than 10 squares away, and must be in sight and
    open space.  This spell cannot be used underwater or on the Plane of
    Water; if used while swallowed, it is automatically cast on your own
    location.
      "Your mind fails to lock onto that location!" (out of sight)
      "The spell dissipates over the distance!" (too far)
      "You're joking! In this weather?" (underwater)
      "You had better wait for the sun to come out." (Plane of Water)
    2 to 9 explosions follow; the first is centred at the location you
    chose, subsequent ones randomly at any of the nine squares around that
    point (unless swallowed).  Each explosion affects the surrounding
    squares, as above; monsters and yourself will take spell damage plus
    damage bonus damage if not cold resistant (some monsters may resist and
    take half damage); this damage is doubled for fire resistant monsters.
    Potions in inventories may be destroyed.
      "<Monster> is caught in the ball of cold!"
      "You are caught in the ball of cold!"
    Any explosions that would be centred on yourself do not take place,
    but instead do damage as 'zap self' above.

confuse monster (enchantment, NODIR)
  unskilled or basic
    Same effect as an uncursed scroll of confuse monster.
    If polymorphed into non-@, you are confused for 1 to 100 turns.
      "You feel confused."
    Otherwise, you will confuse the next (one more) monster you hit.
      "Your <hands> begin to glow red."  (unblind)
      "Your <hands> begin to glow red even more."  (unblind, more)
      "Your <hands> tingle."  (blind)
      "Your <hands> tingle even more."  (blind, more)
  skilled or expert
    Same effect as a blessed scroll of confuse monster.
    If polymorphed into non-@, you are confused for 1 to 100 turns.
      "You feel confused."
    Otherwise, you will confuse the next 2 to 9 (more) monsters you hit.
    (Once this number reaches 40, each blessed scroll will only allow
    confusion of one additional monster.)
      "Your <hands> glow a brilliant red."  (unblind)
      "Your <hands> glow an even more brilliant red."  (unblind, more)
      "Your <hands> tingle very sharply."  (blind)
      "Your <hands> tingle even more sharply."  (blind, more)

create familiar (clerical, NODIR)
  A monster of your starting pet type (kitten, little dog or pony; 1/3
  chance) or random monster (2/3 chance) is created.  In any case, it
  becomes your pet if it is capable of being tamed.
    No messages.

create monster (clerical, NODIR)
  Same effect as an uncursed scroll of create monster.
  Creates one (72/73 chance) or 2 to 5 (1/73 chance) monsters around you.
    No messages.

cure blindness (healing, NODIR)
  Cures all forms of blindness not due to a blindfold or towel.
  "You can see again."  (not hallucinating)
    "Far out!  Everything is all cosmic again!"  (hallucinating)

cure sickness (healing, NODIR)
  Cures all forms of sickness (both illness and food poisoning), and
  sliming.
    "You are no longer ill." (if sick)
    "The slime disappears!" (if slimed)
    "What a relief!"

detect food (divination, NODIR)
  unskilled or basic
    Same effect as an uncursed scroll of food detection.
    If no food on that level, no effect.
      "You sense a lack of food nearby."  (saw some before)
      "You have a strange feeling for a moment, then it passes." (beginner
        not hallucinating)
      "You have a normal feeling for a moment, then it passes." (beginner
        hallucinating)
      "Your nose twitches."  (otherwise)
    Otherwise, you detect comestibles on that level.
      "You smell food nearby."  (if just on your square)
      "Your nose tingles and you smell food."  (if elsewhere)
    Note that casting this spell does not cause hunger loss.
  skilled or expert
    Same effect as a blessed scroll of food detection.
    You acquire the food appraisal intrinsic, which will warn you
    when you next (only) eat food that could be dangerous or would
    break a currently-unbroken conduct.
    If no food on that level,
      "You sense a lack of food nearby."
        (saw some before, already have food appraisal.)
      "You sense a lack of food nearby.  Your <nose> starts to tingle."
         (saw some before, no food appraisal.)
      "You have a strange feeling for a moment, then it passes."
        (beginner hallucinating)
      "You have a normal feeling for a moment, then it passes."
        (beginner hallucinating)
      "Your <nose> twitches then starts to tingle."
        (non-beginner, no current food appraisal)
      "Your <nose> twitches."
        (non-beginner with food appraisal already)
    Otherwise, you detect comestibles on that level.
      "You smell food nearby.  Your <nose> starts to tingle."
        (just on your square, no current food appraisal)
      "You smell food nearby."
        (just on your square, already have food appraisal)
      "Your <nose> starts to tingle and you smell food."
        (elsewhere, no current food appraisal)
      "Your <nose> continues to tingle and you smell food."
        (elsewhere, already have food appraisal)


detect monsters (divination, NODIR)
  unskilled or basic
    Same effect as an uncursed potion of monster detection.
    You briefly see monsters on that level and exercise your wisdom.
      "You sense the presence of monsters."
    If no monsters on the level (other than you or your steed), no effect.
      "You have a strange feeling for a moment, then it passes." (beginner
        not hallucinating)
      "You have a normal feeling for a moment, then it passes." (beginner
        hallucinating)
      "You feel threatened."  (not hallucinating)
      "You get the heebie jeebies."  (hallucinating)
  skilled or expert
    Same effect as a blessed potion of monster detection.
    You detect monsters for 21 to 60 (more) turns (if already at least 300
    turns, just one more turn) and exercise your wisdom.
      No message if not already detecting monsters.
      "You feel lonely." (no monsters on level other than you or steed)

detect treasure (divination, NODIR)
  Same effect as an uncursed potion of object detection.
  You detect objects on that level and exercise your wisdom.
    "You sense the presence of objects."  (not hallucinating)
    "You sense the presence of something."  (hallucinating)
    "You sense the absence of objects."  (not hallucinating)
    "You sense the absence of something."  (hallucinating)
  If no objects on level and none had appeared on the map, no effect.
    "You have a strange feeling for a moment, then it passes." (beginner
      not hallucinating)
    "You have a normal feeling for a moment, then it passes." (beginner
      hallucinating)
    "You feel a lack of something."  (otherwise)
  If there are only objects in your inventory, you exercise your wisdom.
    "You sense objects nearby."  (not hallucinating)
    "You sense something nearby."  (hallucinating)
  If you are skilled or expert, you additionally know the appearance of all
  objects on that level (and in your inventory) as if you had seen them.

detect unseen (divination, NODIR)
  Same effect as a wand of secret door detection.
  Secret doors and corridors, non-statue traps, mimics, and hidden and
  invisible monsters in an area of radius 8 are revealed.
    No messages.

dig (matter, RAY)
  Same effect as a wand of digging.
  zap monster
    If swallowed by a non-vortex non-elemental, you are expelled and
    the monster is reduced to 1 hit point.
      "You pierce <monster's> stomach wall!" (if animal)
  zap upwards
    If not on the Planes of Air or Water or underwater, causes a rock
    to fall on your head doing 1 to 6 damage (1 to 2 if wearing a
    metal helmet).
      "The beam bounces off the <stairs> and hits the <ceiling>!"
        (on stairs)
      "You loosen a rock from the <ceiling>.  It falls on your <head>."
  zap downwards
    If standing on stairs, same effect as zapping upwards.
    If in a pit or another trap on a hard-floored level, or a magic
    portal on any level, or phasing within a wall on a level with
    non-diggable walls, no effect.
      "The <floor> here is too hard to dig in."
    If on an altar or throne, no effect.
      "The <throne/altar> is too hard to break apart."
    If on a sink, turns it into a fountain.
      "The pipes break!  Water spurts out!"
    If on a fountain, creates a number of pools nearby.
      "Water gushes forth from the overflowing fountain!" (made at least one)
      "Water sprays all over you." (didn't)
    If over, on or in water or lava, wakes nearby monsters.
      "The <water> sloshes furiously for a moment, then subsides."
    If on a lowered drawbridge or its portcullis, it is destroyed.  Things
    in the vicinity are very likely to die.
      "The drawbridge collapses into the <moat>!" (if still moat or lava)
      "The drawbridge disintegrates!" (if iced or dried up)
      "You are blown apart by flying debris." (died standing on portcullis)
      "You are hit by a huge chunk of metal!" (died on drawbridge)
    If standing on same spot as a boulder, it is destroyed.  An existing
    pit has a 50% chance of just having any spikes removed; otherwise any
    trap is destroyed.
      "The boulder settles into the pit." (existing pit, 50% chance).
      "KADOOM! The boulder falls in!" (otherwise)
    If on a grave, it is excavated.
      "You dig a pit in the grave."
    Otherwise, digs a pit if on a hard-floored level, or a hole if not.
      "You dig a <pit/hole> in the <floor>."
  zap sideways
    The range of the digging ray is 8 to 25 squares through open space.
    Doors and walls count as 3 spaces; stone as two.  If not in a
    non-mazelike Dungeon level or the Plane of Earth, the ray will halt
    after the first obstacle against which it has taken effect; on those
    levels it will continue.
    Known, closed doors will be destroyed; secret doors and diggable walls
    will be converted into empty doorways; diggable stone into open
    corridor spaces.
      "The door is razed!" (closed door)
      "The wall glows then fades." (undiggable wall)
      "The rock glows then fades." (undiggable rock)

drain life (attack, BEAM)
  zap monster
    The location of the monster is revealed, if unseen.
    If the monster is drain resistant or resists, no effect.
    Otherwise, does 1 to 8 damage (2 to 16 if a Knight with the Magic
    Mirror of Merlin) plus damage bonus and drains the monster one level.
      "<Monster> suddenly seems weaker!"
  zap object
    Any charges or enchantments on the item will be reduced by one if it
    does not resist.
  zap self
    If you are not drain resistant, you lose one experience level.

extra healing (healing, BEAM)
  zap monster
    The location of the monster is revealed, if unseen.
    If Pestilence, does 1 to 12 damage.
    Otherwise, restores 6 to 48 hit points to monster and unblinds it.
    Mimics using the "strange object" symbol change to using a real one.
      "The <object> seems a more vivid <colour> than before." (mimic
         mimicking object)
      "<Monster> looks much better."  (non-mimic in sight)
    If the monster is tame or peaceful, then if you are a Healer or lawful,
    your alignment increases by 1; if you are a chaotic non-Healer your
    alignment decreases by 1.
  zap self
    You regain 6 to 48 hit points, and blindness is cured.
      "You feel much better."

finger of death (attack, RAY)
  Same effect as a wand of death.
  zap monster
    If monster is Death, his maximum HP are increased by 50% (to a limit
    of 999) and he is healed to maximum HP.
    If monster is magic resistant, a demon, or non-living, no effect.
    Otherwise, kills the monster.
      "The finger of death rips into the <monster>." (if swallowed)
      "The finger of death hits the <monster>." (otherwise)
  zap location
    If closed door, halts ray.
      "The door absorbs your spell!"
  zap self
    If you are a demon or a non-living monster, no effect.
      "You seem no deader than before."
    Otherwise, you die.
      "You irradiate yourself with pure energy! You die."

fireball (attack, RAY/DISTANT)
  unskilled or basic
    zap self
      Explodes as below, on your own location, doing 6 to 36 damage.
        "You explode a fireball on top of yourself!"
    Otherwise, fires a ray that explodes when it reaches a monster (centred
    on its location) or an obstacle (centred on the square immediately
    before it).  The nine surrounding squares are affected thus:
    affected location
      If ice, it melts.
        "The ice crackles and melts." (in sight)
        No message (otherwise)
      If a pool, evaporates to leave a pit.
        "The water evaporates." (in sight)
        "You hear hissing gas." (otherwise)
      If other water, no effect.
        "Some water evaporates." (in sight)
        "You hear hissing gas." (otherwise)
      If fountain, it dries up.
        "Steam billows from the fountain." (in sight)
        No message (otherwise).
      If closed door, it is destroyed.  The ray is halted.
        "The door is consumed in flames!" (in sight)
        "You smell smoke." (otherwise)
      If a spider web, it burns away.
        "A web bursts into flames!" (in sight)
        No message (otherwise)
    object
      If scroll or spellbook, may be destroyed.  Scrolls of fire,
      spellbooks of fireball and the Book of the Dead will resist.
        "You see a puff of smoke." (not blind)
        "You smell a whiff of smoke." (blind)    
    monster or yourself
      Does 12 to 72 damage if not fire resistant (some monsters may resist
      and take half damage); this damage is doubled for cold resistant
      monsters.  Flammable armour may be damaged and flammable items in
      inventories destroyed.  Burns away slime.
        "<Monster> is caught in the fireball!"
        "You are caught in the fireball!"
  skilled or expert
    You may choose a location at which to cast explosions of fire.  This
    location may be no more than 10 squares away, and must be in sight and
    open space.  This spell cannot be used underwater or on the Plane of
    Water; if used while swallowed, it is automatically cast on your own
    location.
      "Your mind fails to lock onto that location!" (out of sight)
      "The spell dissipates over the distance!" (too far)
      "You're joking! In this weather?" (underwater)
      "You had better wait for the sun to come out." (Plane of Water)
    2 to 9 explosions follow; the first is centred at the location you
    chose, subsequent ones randomly at any of the nine squares around that
    point (unless swallowed).  Each explosion affects the surrounding
    squares and monsters (doing spell damage plus damage bonus damage) as
    above. Any explosions that would be centred on yourself do damage as 
    zap self' above.

force bolt (attack, BEAM)
  Same effect as a wand of striking.
  zap monster
    The location of the monster is revealed, if unseen.
    If the monster is magic resistant, no effect.
    If monster's AC is less than a random number between -9 and 10, and
    it is not swallowing you, the strike misses.
      "The spell misses <monster>." 
    Otherwise, does 2 to 24 points of damage (4 to 48 if you are a Knight
    with the Magic Mirror of Merlin) plus damage bonus.  Some monsters may
    resist and take half damage.  Fragile objects in monster's inventory
    may be broken, as 'zap object' below.
      "The spell hits <monster>."
  zap downwards
    If on a lowered drawbridge or its portcullis, it is destroyed.  Things
    in the vicinity are very likely to die.
      "The drawbridge collapses into the <moat>!" (if still moat or lava)
      "The drawbridge disintegrates!" (if iced or dried up)
      "You are blown apart by flying debris." (died standing on portcullis)
      "You are hit by a huge chunk of metal!" (died on drawbridge)
    Any engraving at the location is corrupted.
  zap upwards
    If on the portcullis of an open drawbridge, it is destroyed.  Effects
    as 'zap downwards' above.
    Otherwise, if not underwater or on the Quest home level or the Plane of
    Air or Water, there is a 2/3 chance of causing a rock to fall on your
    head doing 1 to 6 damage (1 to 2 if wearing a metal helmet).
      "A rock is dislodged from the ceiling and falls on your <head>."
  zap location
    If drawbridge or its portcullis, it is destroyed.  Effects as 'zap
    downwards' above.
    If secret door or closed door, door is broken, waking nearby monsters;
    trapped doors are additionally destroyed, waking slightly less nearby
    monsters.
      "A door appears in the wall!" (secret door, in sight)
      "The door crashes open!" (untrapped, in sight)
      "You hear a crashing sound." (untrapped, not in sight)
      "KABOOM!!  You see a door explode." (trapped, in sight)
      "You hear a distant explosion." (trapped, not in sight)
  zap object
    Statue traps will be activated.
      "Instead of shattering, the statue suddenly comes alive!"
      "Instead of shattering, the statue suddenly disappears!" (invisible)
    Non-trapped statues and boulders will be broken into 8 to 66 rocks.
    Breaking a boulder in Sokoban has a -1 penalty to Luck.
      No message.
    Fragile objects may be broken.  Breaking a mirror has -2 penalty
    to Luck.  Breaking your own eggs has a -1 penalty to Luck per egg
    (to a maximum of 5).
      "<object> shatters!" (potion, in sight)
      "<object> shatters into a thousand pieces!" (tool, in sight)
      "You hear something shatter!" (potion or tool, out of sight)
      "Splat!" (egg)
      "What a mess!" (cream pie, in sight)
  zap self
    If you have magic resistance, no effect.
      "Boing!"
    Otherwise, does 2 to 24 points of damage and abuses strength.
      "You bash yourself!"             

haste self (escape, NODIR)
  You become very fast (like speed boots) for 100 to 109 (more) turns
  (160 to 169 (more) turns if skilled or expert) and exercise your
  dexterity.
    "You are suddenly moving much faster."  (was slow)
    "You are suddenly moving faster."  (was fast)
    "Your <legs> get new energy."  (was already very fast)

healing (healing, BEAM)
  zap monster
    The location of the monster is revealed, if unseen.
    If Pestilence, does 1 to 6 damage.
    Otherwise, restores 6 to 24 hit points to monster and unblinds it.
    Mimics using the "strange object" symbol change to using a real one.
      "The <object> seems a more vivid <colour> than before." (mimic
         mimicking object)
      "<Monster> looks much better."  (non-mimic in sight)
    If the monster is tame or peaceful, then if you are a Healer or lawful,
    your alignment increases by 1; if you are a chaotic non-Healer your
    alignment decreases by 1.
  zap self
    You regain 6 to 24 hit points.
      "You feel better."

identify (divination, NODIR)
  Same effect as a blessed scroll of identify with luck ignored.
  You can identify items from your inventory:
    # items:  1    2    3    4   all
    chance:  1/5  1/5  1/5  1/5  1/5

invisibility (escape, NODIR)
  If wearing a mummy wrapping, no effect.
    "You feel rather itchy under your <mummy wrapping>."
  Otherwise, same effect as an uncursed potion of invisibility.
  You become invisible for 31 to 45 (more) turns.
    No message (if blind).
    "Gee!  All of a sudden, you can't see yourself." (not hallucinating)
    "Gee!  All of a sudden, you can see right through yourself." (not
  hallucinating, see invisible)
    "Far out, man!  You can't see yourself." (hallucinating)
    "Far out, man!  You can see right through yourself." (hallucinating,
      see invisible)

jumping (escape, NODIR)
  If you are swallowed, held stuck, underwater, levitating, on the Plane of
  Air or of Water, or have wounded legs, no effect.
    "You bounce around a little." (swallowed)
    "You writhe a little in the grasp of <monster>." (stuck)
    "You swish around a little." (underwater)
    "You flail around a little." (levitating or on Plane of Air/Water)
    "Your <left/right> <leg(s)> is/are in no shape for jumping." (wounded legs)
  If you are mounted and your steed is trapped or has wounded legs, no
  effect.
    "<Steed> is stuck in a trap." (trapped)
    "<Steed> is in no shape for jumping." (wounded legs)
  Otherwise, you can jump.  The maximum DISTANCE (square of hypotenuse of
  x and y distance) depends on your SKILL in escape spells:
  SKILL    :  unskilled  basic  skilled  expert
  DISTANCE :      9       12      15       18
  Jumping out of bear traps will wound your leg. Jumping in Sokoban
  carries a -1 luck penalty.

knock (matter, BEAM)
  Same effect as a wand of opening.
  zap monster
    If you are being swallowed, you are expelled.
      "<Monster> opens its mouth!" (animal, not blind)
      "You feel a sudden rush of air!" (animal, blind)
    If the monster is saddled, the saddle is dropped.
      No message.
    Otherwise, no effect.
  zap downwards
    If on Quest home level and not permitted to descend, no effect (nice try).
      "The stairs seem to ripple momentarily."
    If phasing through closed portcullis, drawbridge opens.
      "You see a drawbridge going down!"
  zap upwards
    If phasing through closed portcullis, as 'zap downwards' above.
  zap location
    If closed drawbridge, it is opened. Anything in its moat square is
    quite likely to die.
      "You see a drawbridge <coming/going> down!"
      "You are crushed underneath the drawbridge." (died)
    If secret door, it is revealed (but still closed).
      "A door appears in the wall!"
    If locked door, it is unlocked (but still closed).
      "The door unlocks!"
    Otherwise, no effect.
  zap object
    If iron chain attached to you, it is removed and you become unpunished.
      No message.
    If chest or large box, it becomes unlocked, or lock mended if broken.
      "Klick!" (if locked)
      No message for fixing lock.
    Otherwise, no effect.
  zap self
    No effect.
      "Your chain quivers for a moment." (if punished)

levitation (escape, NODIR)
  unskilled or basic
    Same effect as an uncursed potion of levitation.
    You levitate for 10 to 149 (more) turns.
      "You start to float in the air!"  (not hallucinating)
      "Up, up, and awaaaay!  You're walking on air!"  (hallucinating)
      "You float up, out of the pit!"  (were trapped in pit)
      "You float up, only your <leg> is still stuck." (still in bear trap)
      "It feels as though you'd lost some weight."  (Water Plane)
      "You gain control over your movements."  (Air Plane)
  skilled or expert
    Same effect as a blessed potion of levitation.
    You levitate for 250 to 299 (more) turns. You can land at will.
      Same messages as above.

light (divination, NODIR)
  Same effect as an uncursed scroll of light.
  If swallowed, engulfed, or underwater no area is actually lit or darkened.
    "<monster>'s <stomach> is lit. "  (animal)
    "<monster> shines briefly."  (whirly monster)
    "<monster> glistens."  (other swallowed)
  Otherwise, an area of radius 5 is lit.
    "A lit field surrounds you!"
  If on the Rogue level, rooms are lit/darkened instead of an area.

magic mapping (divination, NODIR)
  Same effect as an uncursed scroll of magic mapping.
  If on a non-mappable level you become confused for 1 to 30 turns.
    "Your head spins as something blocks the spell!"
  Otherwise, you map the entire level.
    "A map coalesces in your mind!"

magic missile (attack, RAY)
  Same effect as a wand of magic missile.
  zap monster
    The location of the monster is revealed, if unseen.
    If monster is magic resistant, no effect.
    Otherwise, does spell damage to (6 * spell damage) plus damage bonus
    damage, doubled if you are a Knight with the Magic Mirror of Merlin.
    Some monsters may resist and take half damage.
      "The magic missile rips into the <monster>." (if swallowed)
      "The magic missile hits the <monster>." (otherwise)
  zap location
    If closed door, halts ray.
      "The door absorbs your spell!"
  zap self
    If you are magic resistant, no effect.
      "The missiles bounce!"
    Otherwise, does 4 to 24 damage.
      "Idiot!  You've shot yourself!"

polymorph (matter, BEAM)
  Same effect as a wand of polymorph.
  zap monster
    If the monster is magic resistant or resists, no effect.
    Otherwise, 1/25 chance of monster dying from system shock unless it
    is a natural shapeshifter.
      "<Monster> shudders!"
    If no system shock, monster polymorphs into a new form.
      No message.
  zap downwards
    Any engraving at the location is changed into a randomly chosen
    engraving.
  zap object
    Object may be polymorphed into a new object.  Some objects may
    resist.
  zap self
    If you are not unchanging, you polymorph into a new form.

protection (clerical, NODIR)
  You gain a temporary AC bonus determined by a factor based on your
  experience level, decreased by a factor determined by your existing
  amount of protection from this spell (if any) and your existing
  non-spell AC.
    "The <air> around you begins to shimmer with a golden haze."
    "The golden haze around you becomes more dense." (already protected)
    "Your skin feels warm for a moment." (no bonus earnt)
  This bonus is reduced at a rate of 1 point for every 10 turns (every
  20 turns if cast at expert level).
    "The golden haze around you becomes less dense." (bonus reduced) 
    "The golden haze around you disappears." (bonus down to zero)

remove curse (clerical, NODIR)
  unskilled or basic
    Same effect as an uncursed scroll of remove curse.
    All cursed worn or wielded items (weapons, armor, amulets, rings, and
    eyewear), stackable quivered weapons (or, if wielding a sling, gems or
    stones), applied leashes, and loadstones in main inventory are uncursed.
    Removes a ball and chain (punishment).
      "You feel like someone is helping you."  (not hallucinating)
      "You feel in touch with the Universal Oneness."  (hallucinating)
  skilled or expert
    Same effect as a blessed scroll of remove curse.
    All cursed items in your main inventory become uncursed.
    Removes a ball and chain (punishment).
      Same messages as above.

restore ability (healing, NODIR)
  unskilled or basic
    Same effect as an uncursed potion of restore ability.
    Restores one random lost statistic to its previous maximum amount.
      "Wow!  This makes you feel good!"
  skilled or expert
    Same effect as a blessed potion of restore ability.
    Restores all lost statistics to their previous maximum amount.
      "Wow!  This makes you feel great!"
      "Wow!  This makes you feel better!" (other things wrong with you)

sleep (enchantment, RAY)
  Same effect as a wand of sleep.
  zap monster
    The location of the monster is revealed, if unseen.
    If monster is sleep resistant or resists, no effect.
    Otherwise, monster falls asleep for spell damage to (6 * spell damage)
    (more) turns (to a maximum of 127 more turns).   
      "The sleep ray rips into the <monster>." (if swallowed)
      "The sleep ray hits the <monster>." (otherwise)
  zap location
    If closed door, halts ray.
      "The door absorbs your spell!"
  zap self
    If you have sleep resistance, no effect.
      "You don't feel sleepy!"
    Otherwise, fall asleep for 1 to 50 turns.
      "The sleep ray hits you!"

slow monster (enchantment, BEAM)
  Same effect as a wand of slow monster.
  zap monster
    The monster becomes slow, or normal speed if fast.  If you are engulfed
    by a vortex or air elemental, you are expelled.  Some monsters may
    resist.
      "You disrupt <monster>! A huge hole opens up..." (expelled)
      "<Monster> seems to be moving slower." (slowed, not swallowed)
  zap self
    If you currently have the speed intrinsic, it is lost.
      "You slow down" (not wearing speed boots)
      "Your quickness feels less natural." (wearing speed boots)

stone to flesh (healing, BEAM)
  zap monster
    If a stone golem, becomes a flesh golem (unless the latter are extinct
    or genocided).
      "<Monster> turns to flesh!"
      "<Monster> looks rather fleshy for a moment." (no flesh golems)
    Otherwise, no effect.
  zap upwards
    No effect.
      "Nothing happens." (if underwater or on the Quest home level or the
         Plane of Air or Water)
      "Blood drips on your <face>." (otherwise)
  zap downwards
    Any stone (other than headstone) engraving at the location is
    corrupted.
      "The edges on the floor get smoother." (if not hallucinating)
      "The floor runs like butter!" (if hallucinating)
    Otherwise, no effect.
      "Nothing happens." (if under or over water, on ice, or on the Plane
                          of Air or Water)
      "Blood boils at your <feet>." (in lava)
      "Blood boils beneath your <feet>." (levitating over lava)
      "Blood pools at your <feet>." (otherwise)
      "Blood pools beneath your <feet>." (otherwise, levitating)
  zap object
    If object is made of mineral or gemstone material, it is converted into
    a meatball (rock/stone), meat stick (wand), meat ring (ring) or huge
    chunk of meat (boulder). Converting Sokoban boulders to flesh incurs a
    -1 luck penalty.
      "You smell the odor of meat." (if herbivorous)
      "You smell a delicious smell" (otherwise)
    Statues and figurines may be animated if they are of fleshy monsters
    (if of other monsters, will become meatballs as above). The animation
    fails if the monster is genocided (leaving a corpse, or an unchanged
    object if the monster does not leave corpses). If the statue is of a
    unique monster or a quest guardian monster, it will animate as a
    doppelganger unless the statue was created by actually stoning such a
    monster.
      No message if animation fails.
      "The <statue> comes to life!"
      "The <statue> moves!" (non-living monster)
      "The <statue> disappears!" (invisible monster)
      "The figurine animates!"
  zap self
    If you are polymorphed into a stone golem, you turn into a flesh
    golem unless they are genocided.
    If you are being turned to stone, the process is stopped.
      "You feel limber" (non-hallucinating)
      "What a pity - you just ruined a future piece of art!"
       (hallucinating with charisma <= 15)
      "What a pity - you just ruined a future piece of fine art!"
       (hallucinating with charisma > 15)
    Stone objects in your inventory are affected as above.

teleport away (escape, BEAM)
  Same effect as a wand of teleportation.
  zap monster
    A priest(ess) in his or her temple resists.
      "<Monster> resists your magic!"
    Riders have a 12/13 chance of being teleported to a square next to you.
    Otherwise, the monster is teleported to a random location on the same
    level. If you were engulfed by it, you go with it, unless you are on a
    no-teleport level, in which case you cease to be engulfed and remain
    at your original location.
      "You are no longer inside the <monster>!"
        (was engulfed on a no-teleport level)
      No message (otherwise).
    If the monster is unseen and does not move, its location is revealed.
  zap downwards
    Any engraving on the location will be teleported to a random position
    on the same level.
  zap object
    Rider corpses are immediately revived.
    Otherwise, the object is teleported to a random location on the same
    level.
  zap self
    If you are on a non-teleport level, no effect.
      "A mysterious force prevents you from teleporting!"
    Otherwise, one-third of the time if you are carrying the Amulet of Yendor
    or within the Wizard of Yendor's tower, no effect.
      "You feel disoriented for a moment."
    Otherwise, you teleport to a random or controlled position on the same
    level.

turn undead (clerical, BEAM)
  Same effect as a wand of undead turning.
  zap monster
    Corpses in monster's inventory revive, eggs are rejuvenated.
    Undead monsters take 1 to 8 points of damage (2 to 16 if you are a
    Knight with the Magic Mirror of Merlin) plus damage bonus, their
    location is revealed if unseen, and they flee if they do not resist.
      No message.
  zap object
    Eggs are rejuvenated.
    Corpses are revived.
      No messages.
  zap self
    Corpses in your inventory revive, eggs are rejuvenated.
    If you are undead, you are stunned for 1 to 30 (more) turns.
      "You feel frightened and stunned." (not already stunned)
      "You feel frightened and even more stunned." (already stunned)
    Otherwise, no effect.
      "You shudder in dread."

wizard lock (matter, BEAM)
  Same effect as a wand of locking.
  zap downwards
    If on a lowered drawbridge or its portcullis, raises drawbridge.
    Things in the vicinity are very likely to die.
      "You see a drawbridge <coming/going> up!"
      "You tumble towards the closed portcullis!" (standing on drawbridge)
        "The drawbridge closes in..." (died)
        "You pass through it!" (phasing)
      "You are crushed by the falling portcullis!" (died standing under
        portcullis)
    If on a trap door, closes and removes the trap door.
      "A trap door beneath you closes up then vanishes."
      "You see a swirl of <dust> beneath you." (not previously seen)
      "You hear a twang followed by a thud." (blind)
    Otherwise, no effect.
  zap upwards
    If on a portcullis, raises the drawbridge as 'zap downwards' above.
    Otherwise, no effect.
  zap location
    If lowered drawbridge or portcullis, raises drawbridge.  Things in the
    vicinity are very likely to die.
      "You see a drawbridge <coming/going> up!"
    If doorway on Rogue level, becomes secret door if clear of obstruction.
      "You hear a swoosh." (blind)
      "A cloud of dust springs up in the older, more primitive doorway."
      "The cloud quickly dissipates." (if obstructed)
      "The doorway vanishes!" (otherwise)
    If empty doorway with trap, no effect.
      "A cloud of dust springs up in the doorway, but quickly dissipates."
    If an empty doorway, broken door, or open or closed door, becomes locked
    door.
      "A cloud of dust springs up and assembles itself into a door!" (empty)
      "The broken door reassembles and locks!" (broken)
      "The door swings shut and locks!" (open)
      "The door locks!" (closed)
    Otherwise, no effect.
  zap object
    If chest or large box, is locked (and lock mended if broken).
      "Klunk!" (if not already locked)
    Otherwise, no effect.

Acknowledgements
~~~~~~~~~~~~~~~~
Thanks to Bruce Cox for proofreading the original version of this file.
Further corrections and clarifications provided by Michael Allison,
Jules Bean, Joe Bednorz, Vladimir Florinski, David Grabiner, Wes Irby,
Keiran, Bruce Labbate, Philipp Lucas, Monte Mitzelfelt, Kate Nepveu,
Petrosky, Rast, Jason Short, David Wang, and Sascha Wostmann.
}}}
{{{
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 <psmith@spod-central.org>.

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.
}}}
/***
|Name:|storyWikiTemplatesPlugin|
|Description:|Templates to setup StoryWiki|
|Version:|0.0.1|
|Date:|$Date: 2008-07-27 01:42:07 +1000 (Sun, 27 Jul 2008) $|
|Source:|http://storywiki.tiddlyspot.com/|
|Author:|Pugugly001 <pugugly001@gmail.com>|
***/
//{{{

//----------------------------------------------------------------------------------------------------//
// StoryWikiTemplatesPlugin is designed to use systemTheme(StoryWiki)
// this assures the two are in sync when in use.
//----------------------------------------------------------------------------------------------------//
config.options.txtTheme  = "systemTheme(StoryWiki)";

//----------------------------------------------------------------------------------------------------//
// Start Panels
// Double brackets have issues, even inside quotes. 
// Although I'm sure there is a more elegant solution, 
// separating the brackets into two concatenated strings seems to work fine.
//----------------------------------------------------------------------------------------------------//
config.shadowTiddlers.MainMenu = '<<tagglyTagging MainMenu>>';

config.shadowTiddlers.SiteTitle ='~StoryWiki: Click ['+'[here|SiteTitle]] To set Title';
config.shadowTiddlers.SiteSubtitle ='and ['+'[SiteSubtitle]]';
config.shadowTiddlers.DefaultTiddlers='[tag[DefaultTiddlers]]';

//----------------------------------------------------------------------------------------------------//
// Panels and Sidebars
// To override the TiddlySpot version of SidebarOptions, 
// kbTemplatesPlugin must be after TiddlySpot in the load sequence.
// Otherwise the only way to override them *and* use shadowtiddlers 
// appears to be to use the tiddler macro to point them at my new shadow tiddlers.
// **Correction - looks like I can adjust the load order with the headers.
//----------------------------------------------------------------------------------------------------//

config.shadowTiddlers.SideBarOptions  = 'Sign-on:<<option txtUserName>>';

config.shadowTiddlers.SideBarOptions += '<<search>><<slider chkSliderSearchPanel SearchPanel "search options »" "Change Search behavior">>';
config.shadowTiddlers.SearchPanel     = '<<option chkIncrementalSearch>>Incremental Search\n<<option chkRegExpSearch>> Regular Expressions\n<<option chkCaseSensitiveSearch>> Case Sensitive';

config.shadowTiddlers.SideBarOptions += '<<saveChanges>><<slider chkSliderBackupPanel BackupPanel "Backup Options »" "Access TiddlyWiki Backup Settings">>';
config.shadowTiddlers.BackupPanel     = '<<option chkSaveBackups>> Save Backups\n<<option chkAutoSave>> Save Every Change\n<<option chkForceMinorUpdate>> Minor changes\nBackup folder:\n<<option txtBackupFolder>>';

config.shadowTiddlers.SideBarOptions += '<<closeAll>><<permaview>><<newTiddler>><<newJournal "YYYY-0MM-0DD" "journal">>';

config.shadowTiddlers.SideBarOptions += '<<slider chkSliderOptionsPanel OptionsPanel "Misc Options »" "Change TiddlyWiki advanced options">>';

config.shadowTiddlers.OptionsPanel    = '<<newJournal "YYYY-0MM-0DD 0hh:0mm" "journal">>\nThese Interface Options for customising ~TiddlyWiki are saved in your browser\n<<option chkAnimate>> Enable Animations\n<<option chkToggleLinks>> Toggle Tiddlers on and off\n<<option chkAdmin>> Enable Admin Options\n[[Read Only Mode|#readOnly:yes]]\nSee also: ['+'[AdvancedOptions]], and\n['+'[AdvancedOptionsHardcode]].';
//----------------------------------------------------------------------------------------------------//
// New Tabs
//----------------------------------------------------------------------------------------------------//
//config.shadowTiddlers.SideBarTabs = '<<slider chkSliderTabIndex TabIndex "Indices »" "Timelines, Indices, and Helpfiles">>\n<<slider chkSliderTabWriting TabWriting "Story Tabs »" "Authors, Stories, Journals, and Drafts">>\n<<slider chkSliderTabMore TabMore "Admin Tabs »" "Internal ~TiddlyWiki indices and Helpfiles">>';

config.shadowTiddlers.SideBarTabs = '<<slider chkSliderTabIndex TabIndex "Indices »" "Timelines, Indices, and Helpfiles">>\n<<slider chkSliderTabMore TabMore "Admin Tabs »" "Internal ~TiddlyWiki indices and Helpfiles">>';

config.shadowTiddlers.TabAdmin = '~TiddlyWiki Version:<<version>>\n<<newTiddler label:"New Help File" title:"TiddlyWikiHelp.new" focus:title text:"New Helpfile:" tag:TiddlyWikiHelp tag:excludeLists tag:excludeSearch>>\n<<newTiddler label:"New Admin Help File" title:"TiddlyWikiAdmin.new" focus:title text:"New Admin:" tag:TiddlyWikiAdmin tag:excludeLists tag:excludeSearch>>\n<<newTiddler label:"New Hidden Template" title:"TiddlyWikiHiddenTemplates.new" focus:title text:"New Template:" tag:TiddlyWikiHiddenTemplates tag:excludeLists tag:excludeSearch>>\n----\n<<list filter [tag[TiddlyWikiAdmin]]>>';

config.shadowTiddlers.TabMore = '<<tabs txtMoreTab "Missing" "Missing tiddlers" TabMoreMissing "Orphans" "Orphaned tiddlers" TabMoreOrphans "Shadow" "Shadowed tiddlers" TabMoreShadowed "Help" "Administrative Help Files" TabAdmin>>';

config.shadowTiddlers.TabIndex = '<<tabs txtMainTab "Timeline" "Timeline" TabTimeline "All" "All tiddlers" TabAll "Tags" "All tags" TabTags "Help" "Tiddly Wiki Editing Help" TabHelp>>';
config.shadowTiddlers.TabHelp = '<<list filter [tag[TiddlyWikiHelp]]>>';

//----------------------------------------------------------------------------------------------------//
// I have found these extra tab's not as useful as I initially thought they would be, 
// and am trying a different organizational method, 
// throwing away the 'Table of Contents' in favor of simple tagging root directories under 'MainMenu'
// Since I may change my mind, I'm simply commenting these out for the moment.
//----------------------------------------------------------------------------------------------------//
//config.shadowTiddlers.TabKnowledgebase = '<<tabs txtKnowledgebaseTab "Article" "Active Knowledgebase Articles" TabArticles "Review" "Knowledgebase Articles Still under Review" TabReview "Journal" "Dated Journal Entries" TabJournals "Historical" "Old Journal entries" TabOldJournals>>';
//
//config.shadowTiddlers.TabWriting = '<<tabs txtWritingTab "Authors" "Authors and Writers" TabAuthors "Stories" "Stories (May have multiple Chapters" TabStories "Journal" "Dated Journal Entries" TabJournals "Drafts" "Work in Progress" TabDrafts>>';
//
//config.shadowTiddlers.TabAuthors = '<<newTiddler label:"New Author" prompt:"Add a New Author" title:"New Author" focus:title text:"Author:" tag:author>>\n<<list filter [tag[author]]>>';
//
//config.shadowTiddlers.TabStories = '<<newTiddler label:"New Story" prompt:"Start a New Story" title:"New Story" focus:title text:"New Story:" tag:story tag:anonymous>>\n<<list filter [tag[story]]>>';
//
//config.shadowTiddlers.TabDrafts = '<<newTiddler label:"Draft Copy" prompt:"Create a New Draft or Chapter" title:"New Chapter" focus:title text:"New Chapter:" tag:draft tag:anonymous>>\n<<list filter [tag[draft]]>>';
//
//config.shadowTiddlers.TabJournals = '<<newJournal label:"New Journal" title:"YYYY MM DD" tag:journal>><<list filter [tag[journal]]>>';
//
//config.shadowTiddlers.TabOldJournals = '<<list filter [tag[oldjournal]]>>';

//}}}


Javascript Plugins tagged with [[systemConfig]] are automatically run during Start-up
<<list filter [tag[systemConfig]]>>
Javascript Plugins tagged with [[systemConfigDisable]] are automatically shut-down during Startup
<<list filter [tag[systemConfigDisable]]
Javascript Plug-ins tagged with [[systemConfigForce]] are forced to run, despite version information, during Start-up
<<list filter [tag[systemConfigForce]]>>
The [[systemConfigRegistry]] tag is an unofficial repository for plug-ins that are installed, but may or may not currently be active
<<list filter [tag[systemConfigRegistry]]>>
Servers tagged with [[systemServer]] are automatically made available during the import tiddler process
<<list filter [tag[systemServer]]>>
|''Type:''|file|
|''URL:''|http://tiddlywiki.bidix.info/|
|''Workspace:''|(default)|

This tiddler was automatically created to record the details of this server
|''Type:''|file|
|''URL:''|http://mptw.tiddlyspot.com|
|''Workspace:''|(default)|

This tiddler was automatically created to record the details of this server
|''Type:''|file|
|''URL:''|http://storywiki.tiddlyspot.com/|
|''Workspace:''|(default)|

This tiddler was automatically created to record the details of this server
|''Type:''|file|
|''URL:''|http://www.remotely-helpful.com/TiddlyWiki/TiddlerEncryptionPlugin.html|
|''Workspace:''|(default)|

This tiddler was automatically created to record the details of this server
|''Type:''|file|
|''URL:''|http://www.minormania.com/tiddlylock/tiddlylock.html|
|''Workspace:''|(default)|

This tiddler was automatically created to record the details of this server
|''Type:''|file|
|''URL:''|http://www.tiddlytools.com/|
|''Workspace:''|(default)|

This tiddler was automatically created to record the details of this server
The [[systemTheme]] tag is a repository for Style sheet and layout designs
<<list filter [tag[systemTheme]]>>
|Name|systemTheme(StoryWiki)|
|Description|StoryWiki Templates and CSS|
|PageTemplate|##PageTemplate|
|ViewTemplate|##ViewTemplate|
|EditTemplate|##EditTemplate|
|StyleSheet|##StyleSheet|
|~ViewToolbar| +editTiddler deleteTiddler copyTiddler closeOthers closeTiddler |
|~EditToolbar| -cancelTiddler +saveTiddler deleteTiddler|
|~AdminToolbar| fields syncing |
|~AuthorToolbar| copyTiddler newHere newJournal deleteTiddler|
|~ReferenceToolbar| references jump permalink |
|~ReadOnlyToolbar| closeTiddler closeOthers >  permalink references +jump  |
!PageTemplate
<!--{{{-->
<div class='header' macro='gradient vert [[ColorPalette::PrimaryLight]] [[ColorPalette::PrimaryMid]]'>
<div class='headerShadow'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
<div class='headerForeground'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
</div>
<div id='mainMenu' refresh='content' force='true' tiddler='MainMenu'></div>
<div id='sidebar'>
<div id='sidebarOptions' refresh='content' tiddler='SideBarOptions'></div>
<div id='sidebarTabs' refresh='content' force='true' tiddler='SideBarTabs'></div>
</div>
<div id='displayArea'>
<div id='messageArea'></div>
<div id='tiddlerDisplay'></div>
</div>

<!--}}}-->


!ViewTemplate
<!--{{{-->
<!--Setting this to systemTheme(StoryWiki)##ReadOnlyToolbar will effectively lock out the editor-->
[[systemTheme(StoryWiki)##ViewToolbar]]
<div class="tagglyTagged" macro="tags"></div>
<div class='titleContainer'>
	<span class='title' macro='view title'></span>
	<span macro="miniTag"></span>
</div>
<div class='subtitle'><span macro='view modifier link'></span>, <span macro='view modified date'></span> (<span macro='message views.wikified.createdPrompt'></span> <span macro='view created date'></span>)</div>
<div macro="showWhen tiddler.tags.containsAny(['css','html','pre','systemConfig']) && !tiddler.text.match('{{'+'{')">
	<div class='viewer'><pre macro='view text'></pre></div>
</div>
<div macro="else">
	<div class='viewer' macro='view text wikified'></div>
</div>
<div macro="hideWhen tiddler.title == 'MainMenu'">
<div class="tagglyTagging" macro="tagglyTagging"></div>
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{{{
tabs-343.txt  Last edited 2006-05-03 for NetHack 3.4.3
Consolidated item tables for NetHack 3.4
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.

AMULET                        COST   WGT  PROB   EAT
~~~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~~  ~~~  ~~~~ : ~~~
amulet of change            :  $150   20  130c :  Y
amulet of ESP               :   150   20  175  :  Y
amulet of life saving       :   150   20   75  :
amulet of magical breathing :   150   20   65  :  Y
amulet of reflection        :   150   20   75  :
amulet of restful sleep     :   150   20  135c :  Y
amulet of strangulation     :   150   20  135c :  Y
amulet of unchanging        :   150   20   45  :  Y
amulet versus poison        :   150   20  165  :  Y
imitation AoY               :     0   20    0  :
Amulet of Yendor            : 30000   20    0  :


WEAPON (Table 1)            COST  WGT  PROB   MATL  APPEARANCE
~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~~~ : ~~~~  ~~~~~~~~~~
Dagger                    :                 :
  orcish dagger           : $ 4    10   12  : IRON  crude dagger
  dagger                  :   4    10   30  : IRON  --
  silver dagger           :  40    12    3  : SILV  --
  athame                  :   4    10    0  : IRON  --
  elven dagger            :   4    10   10  : WOOD  runed dagger
Knife                     :                 :
  worm tooth              :   2    20    0  : NONE  --
  knife           (shito) :   4     5   20  : IRON  --
  stiletto                :   4     5    5  : IRON  --
  scalpel                 :   6     5    0  : METL  --
  crysknife               : 100    20    0  : MINL  --
Axe                       :                 :
  axe                     :   8    60   40  : IRON  --
  battle-axe              :  40   120*  10  : IRON  double-headed axe
Pick-axe                  :                 :
  pick-axe                :  50   100  tool : IRON  --
  dwarvish mattock        :  50   120*  13  : IRON  broad pick
Short sword               :                 :
  orcish short sword      :  10    30    3  : IRON  crude short sword
  short sword (wakizashi) :  10    30    8  : IRON  --
  dwarvish short sword    :  10    30    2  : IRON  broad short sword
  elven short sword       :  10    30    2  : WOOD  runed short sword
Broadsword                :                 :
  broadsword   (ninja-to) :  10    70    8  : IRON  --
  runesword               : 300    40    0  : IRON  runed broadsword
  elven broadsword        :  10    70    4  : WOOD  runed broadsword
Long sword                :                 :
  long sword              :  15    40   50  : IRON  --
  katana                  :  80    40    4  : IRON  samurai sword
Two-handed sword          :                 :
  two-handed sword        :  50   150*  22  : IRON  --
  tsurugi                 : 500    60*   0  : METL  long samurai sword
Scimitar                  :                 :
  scimitar                :  15    40   15  : IRON  curved sword
Saber                     :                 :
  silver saber            :  75    40    6  : SILV  --
Club                      :                 :
  club                    :   3    30   12  : WOOD  --
  aklys                   :   4    15    8  : IRON  thonged club
Mace                      :                 :
  mace                    :   5    30   40  : IRON  --
Morning star              :                 :
  morning star            :  10   120   12  : IRON  --
Flail                     :                 :
  flail        (nunchaku) :   4    15   40  : IRON  --
  grappling hook          :  50    30  tool : IRON  iron hook
Hammer                    :                 :
  war hammer              :   5    50   15  : IRON  --
Quarterstaff              :                 :
  quarterstaff            :   5    40*  11  : WOOD  staff
Polearm                   :                 :
  partisan                :  10    80*   5  : IRON  vulgar polearm
  fauchard                :   5    60*   6  : IRON  pole sickle
  glaive       (naginata) :   6    75*   8  : IRON  single-edged polearm
  bec-de-corbin           :   8   100*   4  : IRON  beaked polearm
  spetum                  :   5    50*   5  : IRON  forked polearm
  lucern hammer           :   7   150*   5  : IRON  pronged polearm
  guisarme                :   5    80*   6  : IRON  pruning hook
  ranseur                 :   6    50*   5  : IRON  hilted polearm
  voulge                  :   5   125*   4  : IRON  pole cleaver
  bill-guisarme           :   7   120*   4  : IRON  hooked polearm
  bardiche                :   7   120*   4  : IRON  long poleaxe
  halberd                 :  10   150*   8  : IRON  angled poleaxe
Spear                     :                 :
  orcish spear            :   3    30   13  : IRON  crude spear
  spear                   :   3    30   50  : IRON  --
  silver spear            :  40    36    2  : SILV  --
  elven spear             :   3    30   10  : WOOD  runed spear
  dwarvish spear          :   3    35   12  : IRON  stout spear
Javelin                   :                 :
  javelin                 :   3    20   10  : IRON  throwing spear
Trident                   :                 :
  trident                 :   5    25    8  : IRON  --
Lance                     :                 :
  lance                   :  10   180    4  : IRON  --
Bow                       :                 :
  orcish bow              :  60    30   12  : WOOD  crude bow
  bow                     :  60    30   24  : WOOD  --
  elven bow               :  60    30   12  : WOOD  runed bow
  yumi                    :  60    30    0  : WOOD  long bow
  orcish arrow            :   2     1   20  : IRON  crude arrow
  arrow                   :   2     1   55  : IRON  --
  silver arrow            :   5     1   12  : SILV  --
  elven arrow             :   2     1   20  : WOOD  runed arrow
  ya                      :   4     1   15  : METL  bamboo arrow
Sling                     :                 :
  sling                   :  20     3   40  : LEAT  --
  flintstone              :   1    10  gems : MINL  --
  other rocks/gems/glass  : vary  vary gems : vary  --
Crossbow                  :                 :
  crossbow                :  40    50   45  : WOOD  --
  crossbow bolt           :   2     1   55  : IRON  --
Dart                      :                 :
  dart                    :   2     1   60  : IRON  --
Shuriken                  :                 :
  shuriken                :   5     1   35  : IRON  throwing star
Boomerang                 :                 :
  boomerang               :  20     5   15  : WOOD  --
Whip                      :                 :
  bullwhip                :   4    20    2  : LEAT  --
  rubber hose             :   3    20    0  : PLAS  --
Unicorn horn              :                 :
  unicorn horn            : 100    20* tool : BONE  --
Two weapon combat         :  --    --  none : NONE  --
Riding                    :  --    --  none : NONE  --
Bare-handed combat        :  --    --  hand : NONE  --
Martial arts              :  --    --  hand : NONE  --


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   
  worm tooth              :                          d2    1.5  d2      1.5
  knife           (shito) :                          d3    2.0  d2      1.5
  stiletto                :                          d3    2.0  d2      1.5
  scalpel                 :                     +2   d3    2.0  d3      2.0
  crysknife               :                     +3   d10   5.5  d10     5.5
Axe                       : -Es- s--s -  -bEs   
  axe                     :                          d6    3.5  d4      2.5
  battle-axe              :                          d8+d4 7.0  d6+2d4  8.5
Pick-axe                  : Esb- b--b -  -bs-   
  pick-axe                :                          d6    3.5  d3      2.0
  dwarvish mattock        :                     -1   d12   6.5  d8+2d6 11.5
Short sword               : bE-s s--b E  EEsb   
  orcish short sword      :                          d5    3.0  d8      4.5
  short sword (wakizashi) :                          d6    3.5  d8      4.5
  dwarvish short sword    :                          d7    4.0  d8      4.5
  elven short sword       :                          d8    4.5  d8      4.5
Broadsword                : -s-- s--- s  sbs-   
  broadsword   (ninja-to) :                          2d4   5.0  d6+1    4.5
  runesword               :                          2d4   5.0  d6+1    4.5
  elven broadsword        :                          d6+d4 6.0  d6+1    4.5
Long sword                : -s-- E--- s  EbE-   
  long sword              :                          d8    4.5  d12     6.5
  katana                  :                     +1   d10   5.5  d12     6.5
Two-handed sword          : -E-- s--- b  EbE-   
  two-handed sword        :                          d12   6.5  3d6    10.5
  tsurugi                 :                     +2   d16   8.5  d8+2d6 11.5
Scimitar                  : ss-b b--- s  bsb-   
  scimitar                :                          d8    4.5  d8      4.5
Saber                     : Eb-b s--- s  bsb-   
  silver saber            :                          d8    4.5  d8      4.5
Club                      : ssEs b-E- s  ---s   
  club                    :                          d6    3.5  d3      2.0
  aklys                   :                          d6    3.5  d3      2.0
Mace                      : -sEb s-E- s  -b-b   
  mace                    :                          d6+1  4.5  d6      3.5
Morning star              : -sb- s-Eb b  -b--   
  morning star            :                          2d4   5.0  d6+1    4.5
Flail                     : -bs- b-Es b  sb--   
  flail        (nunchaku) :                          d6+1  4.5  2d4     5.0
  grappling hook          :                          d2    1.5  d6      3.5
Hammer                    : -Es- b-Eb b  -bE-   
  war hammer              :                          d4+1  3.5  d4      2.5
Quarterstaff              : sbEE -bEb -  bbbE   
  quarterstaff            :                          d6    3.5  d6      3.5
Polearm                   : --sb s-ss b  sbss   
  partisan                :                          d6    3.5  d6+1    4.5
  fauchard                :                          d6    3.5  d8      4.5
  glaive       (naginata) :                          d6    3.5  d10     5.5
  bec-de-corbin           :                          d8    4.5  d6      3.5
  spetum                  :                          d6+1  4.5  2d6     7.0
  lucern hammer           :                          2d4   5.0  d6      3.5
  guisarme                :                          2d4   5.0  d8      4.5
  ranseur                 :                          2d4   5.0  2d4     5.0
  voulge                  :                          2d4   5.0  2d4     5.0
  bill-guisarme           :                          2d4   5.0  d10     5.5
  bardiche                :                          2d4   5.0  3d4     7.5
  halberd                 :                          d10   5.5  2d6     7.0
Spear                     : -sEb sbss b  bbsb   
  orcish spear            :                          d5    3.0  d8      4.5
  spear                   :                          d6    3.5  d8      4.5
  silver spear            :                          d6    3.5  d8      4.5
  elven spear             :                          d7    4.0  d8      4.5
  dwarvish spear          :                          d8    4.5  d8      4.5
Javelin                   : --sb sbsE -  bbbb
  javelin                 :                          d6    3.5  d6      3.5
Trident                   : -ssb b-sb -  -bbb   
  trident                 :                          d6+1  4.5  3d4     7.5
Lance                     : ---- E-b- -  sbs-   
  lance                   :                          d6    3.5  d8      4.5
Bow                       : -bs- b-bE -  Eb--   
  orcish bow              :                          d2    1.5  d2      1.5
  bow                     :                          d2    1.5  d2      1.5
  elven bow               :                          d2    1.5  d2      1.5
  yumi                    :                          d2    1.5  d2      1.5
  orcish arrow            :                          d5    3.0  d6      3.5
  arrow                   :                          d6    3.5  d6      3.5
  silver arrow            :                          d6    3.5  d6      3.5
  elven arrow             :                          d7    4.0  d6      3.5
  ya                      :                     +1   d7    4.0  d7      4.0
Sling                     : s-Es --bE -  -bbs   
  sling                   :                          d2    1.5  d2      1.5
  flintstone              :                          d6    3.5  d6      3.5
  other rocks/gems/glass  :                          d3    2.0  d3      2.0
Crossbow                  : ---- sbbE E  -b--   
  crossbow                :                          d2    1.5  d2      1.5
  crossbow bolt           :                          d4+1  3.5  d6+1    4.5
Dart                      : b--E --bE E  -E-E   
  dart                    :                          d3    2.0  d2      1.5
Shuriken                  : ---s -bbs s  Eb-b   
  shuriken                :                     +2   d8    4.5  d6      3.5
Boomerang                 : E-E- --bE -  -b--   
  boomerang               :                          d9    5.0  d9      5.0
Whip                      : E--- ---b -  -b--   
  bullwhip                :                          d2    1.5  1       1.0
  rubber hose             :                          d4    2.5  d3      2.0
Unicorn horn              : s-bE --s- -  -s--   
  unicorn horn            :                     +1   d12   6.5  d12     6.5
Two weapon combat         : bb-- s--- E  Ess-   
Riding                    : bb-- E--b b	 sbsb		    
Bare-handed combat        : EMMb E-bb E  -sEb        d2    1.5  d2      1.5
Martial arts              : ---- -G-- -  M---        d4    2.5  d4      2.5


ARMOR                       COST  WGT  PR   AC  M  EFFECT    APPEARANCE
~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~ : ~~  ~  ~~~~~~~~  ~~~~~~~~~~
Shirts                    :               :
  Hawaiian shirt          : $  3    5   8 :  0  C  Shops     --
  T-shirt                 :    2    5   2 :  0  C  Shops     --
Suits                     :               :
  leather jacket          :   10   30  12 :  1  L            --
  leather armor           :    5  150  82 :  2  L            --
  orcish ring mail        :   80  250  20 :  2  I  #         crude ring mail
  studded leather armor   :   15  200  72 :  3  L  #         --
  ring mail               :  100  250  72 :  3  I            --
  scale mail              :   45  250  72 :  4  I            --
  orcish chain mail       :   75  300  20 :  4  I  #         crude chain mail
  chain mail              :   75  300  72 :  5  I  #         --
  elven mithril coat      :  240  150  15 :  5  M  ###       --
  splint mail             :   80  400  62 :  6  I  #         --
  banded mail             :   90  350  72 :  6  I            --
  dwarvish mithril coat   :  240  150  10 :  6  M  ###       --
  bronze plate mail       :  400  450  25 :  6  B            --
  plate mail      (tanko) :  600  450  44 :  7  I  ##        --
  crystal plate mail      :  820  450  10 :  7  G  ##        --
Dragon suits              :               :
  red dragon scales       :  500   40   0 :  3  D  Fire      --
  white dragon scales     :  500   40   0 :  3  D  Cold      --
  orange dragon scales    :  500   40   0 :  3  D  Sleep     --
  blue dragon scales      :  500   40   0 :  3  D  Elec      --
  green dragon scales     :  500   40   0 :  3  D  Poison    --
  yellow dragon scales    :  500   40   0 :  3  D  Acd       --
  black dragon scales     :  700   40   0 :  3  D  Disint    --
  silver dragon scales    :  700   40   0 :  3  D  Reflect   --
  gray dragon scales      :  700   40   0 :  3  D  Magic     --
  red dragon scale mail   :  900   40   0 :  9  D  Fire      --
  white dragon scale mail :  900   40   0 :  9  D  Cold      --
  orange dragon scale mail:  900   40   0 :  9  D  Sleep     --
  blue dragon scale mail  :  900   40   0 :  9  D  Elec      --
  green dragon scale mail :  900   40   0 :  9  D  Poison    --
  yellow dragon scale mail:  900   40   0 :  9  D  Acd       --
  black dragon scale mail : 1200   40   0 :  9  D  Disint    --
  silver dragon scale mail: 1200   40   0 :  9  D  Reflect   --
  gray dragon scale mail  : 1200   40   0 :  9  D  Magic     --
Cloaks                    :               :
  mummy wrapping          :    2    3   0 :  0  C  #Vis      --
  orcish cloak            :   40   10   8 :  0  C  ##        coarse mantelet
  dwarvish cloak          :   50   10   8 :  0  C  ##        hooded cloak
  leather cloak           :   40   15   8 :  1  L  #         --
  cloak of displacement   :   50   10  10 :  1  C  ##Displ   *piece of cloth
  oilskin cloak           :   50   10  10 :  1  C  ###Water  slippery cloak
  alchemy smock           :   50   10   9 :  1  C  #Poi+Acd  apron
  cloak of invisibility   :   60   10  10 :  1  C  ##Invis   *opera cloak
  clk of magic resistance :   60   10   2 :  1  C  ###Magic  *ornamental cope
  elven cloak             :   60   10   8 :  1  C  ###Stlth  faded pall
  robe                    :   50   15   3 :  2  C  ###Spell  --
  cloak of protection     :   50   10   9 :  3  C  ###Prot   *tattered cape
Helmets                   :               :
  fedora                  :    1    3   0 :  0  C            --
  dunce cap               :    1    4   3 :  0  C  Stupid    conical hat
  cornuthaum              :   80    4   3 :  0  C  ##Clair   conical hat
  dented pot              :    8   10   2 :  1  I            --
  elven leather helm      :    8    3   6 :  1  L            leather hat
  helmet         (kabuto) :   10   30  10 :  1  I            *plumed helmet
  orcish helm             :   10   30   6 :  1  I            iron skull cap
  helm of brilliance      :   50   50   6 :  1  I  Int+Wis   *etched helmet
  hm of opposite alignment:   50   50   6c:  1  I  Align     *crested helmet
  helm of telepathy       :   50   50   2 :  1  I  ESP       *visored helmet
  dwarvish iron helm      :   20   40   6 :  2  I            hard hat
Gloves                    :               :
  leather gloves (yugake) :    8   10  16 :  1  L            *old gloves
  gauntlets of dexterity  :   50   10   8 :  1  L  Dex       *padded gloves
  gauntlets of fumbling   :   50   10   8c:  1  L  Fumble    *riding gloves
  gauntlets of power      :   50   30   8 :  1  I  Str       *fencing gloves
Shields                   :               :
  small shield            :    3   30   6 :  1  W            --
  orcish shield           :    7   50   2 :  1  I            red-eyed
  Uruk-hai shield         :    7   50   2 :  1  I            white-handed
  elven shield            :    7   50   2 :  2  W            blue and green
  dwarvish roundshield    :   10  100   4 :  2  I            large round
  large shield            :   10  100   7 :  2  I            --
  shield of reflection    :   50   50   3 :  2  S  Reflect   polished silver
Boots                     :               :
  low boots               :    8   10  25 :  1  L            walking shoes
  elven boots             :    8   15  12 :  1  L  Stlth     *mud boots
  kicking boots           :    8   15  12 :  1  I  Kick      *buckled boots
  fumble boots            :   30   20  12c:  1  L  Fumble    *riding boots
  levitation boots        :   30   15  12c:  1  L  Lev       *snow boots
  jumping boots           :   50   20  12 :  1  L  Jump      *hiking boots
  speed boots             :   50   20  12 :  1  L  Speed     *combat boots
  water walking boots     :   50   20  12 :  1  L  WWalk     *jungle boots
  high boots              :   12   20  15 :  2  L            jackboots
  iron shoes              :   16   50   7 :  2  I            hard shoes


FOOD                      COST  WGT  PROB   NUTR  NUTR/WGT  TIME
~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~~~ : ~~~~  ~~~~~~~~  ~~~~
Meat                    :                 :
  meatball              : $  5    1    0  :    5      5       1
  meat ring             :    5    1    0  :    5      5       1
  meat stick            :    5    1    0  :    5      5       1
  egg                   :    9    1   85  :   80     80       1
  tripe ration          :   15   10  140  :  200     20       2
  huge chunk of meat    :  105  400    0  : 2000      5      20
  corpse                :    5  vary   0  : vary    vary    vary
Fruits and vegetables   :                 :
  kelp frond            :    6    1    0  :   30     30       1
  eucalyptus leaf       :    6    1    3  :   30     30       1
  clove of garlic       :    7    1    7  :   40     40       1
  sprig of wolfsbane    :    7    1    7  :   40     40       1
  apple                 :    7    2   15  :   50     25       1
  carrot                :    7    2   15  :   50     25       1
  pear                  :    7    2   10  :   50     25       1
  banana                :    9    2   10  :   80     40       1
  orange                :    9    2   10  :   80     40       1 
  melon                 :   10    5   10  :  100     20       1
  slime mold            :   17    5   75  :  250     50       1
People food             :                 :
  fortune cookie        :    7    1   55  :   40     40       1
  candy bar             :   10    2   13  :  100     50       1
  cream pie             :   10   10   25  :  100     10       1
  lump of royal jelly   :   15    2    0  :  200    100       1
  pancake               :   15    2   25  :  200    100       2
  C-ration              :   20   10    0  :  300     30       1
  K-ration              :   25   10    0  :  400     40       1
  cram ration           :   35   15   20  :  600     40       3
  food ration (gunyoki) :   45   20  380  :  800     40       5
  lembas wafer          :   45    5   20  :  800    160       2
  tin                   :    5   10   75  : vary    vary    vary


SCROLL            COST  WGT  PROB   MRKR  APPEARANCE
~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~~~ : ~~~~  ~~~~~~~~~~
mail            : $  0   5     0  :   2   stamped
identify        :   20   5   180  :  14
light           :   50   5    90  :   8
blank paper     :   60   5    28  :   0   unlabeled
enchant weapon  :   60   5    80  :  16
enchant armor   :   80   5    63  :  16
remove curse    :   80   5    65  :  16
confuse monster :  100   5    53  :  12
destroy armor   :  100   5    45  :  10
fire            :  100   5    30  :   8
food detection  :  100   5    25  :   8
gold detection  :  100   5    33  :   8
magic mapping   :  100   5    45  :   8
scare monster   :  100   5    35  :  20
teleportation   :  100   5    55  :  20
amnesia         :  200   5    35  :   8
create monster  :  200   5    45  :  10
earth           :  200   5    18  :   8
taming          :  200   5    15  :  20
charging        :  300   5    15  :  16
genocide        :  300   5    15  :  30
punishment      :  300   5    15  :  10
stinking cloud  :  300   5    15  :  20


  SPELLBOOK          COST   WGT  PROB   LVL  READ  MRKR  BONUS  APPEARANCE
  ~~~~~~~~~~~~~~~~ : ~~~~~  ~~~  ~~~~ : ~~~  ~~~~  ~~~~  ~~~~~  ~~~~~~~~~~
  blank paper      : $   0   50   18  :  0     0     0          plain
  Book of the Dead : 10000   20    0  :  7     0     0          papyrus
attack             :                  :
  force bolt       :   100   50   35  :  1     2    10
  drain life       :   200   50   10  :  2     2    20
  magic missile    :   200   50   45  :  2     2    20    Wiz
  cone of cold     :   400   50   10  :  4    21    40    Val
  fireball         :   400   50   20  :  4    12    40
  finger of death  :   700   50    5  :  7    80    70
healing            :                  :
  healing          :   100   50   40  :  1     2    10       +
  cure blindness   :   200   50   25  :  2     2    20       +
  cure sickness    :   300   50   32  :  3     6    30    Hea+
  extra healing    :   300   50   27  :  3    10    30       +
  stone to flesh   :   300   50   15  :  3     2    30
  restore ability  :   400   50   25  :  4    15    40    Mon+
divination         :                  :
  detect monsters  :   100   50   43  :  1     1    10
  light            :   100   50   45  :  1     1    10
  detect food      :   200   50   30  :  2     3    20
  clairvoyance     :   300   50   15  :  3     6    30    Sam
  detect unseen    :   300   50   20  :  3     8    30
  identify         :   300   50   20  :  3    12    30
  detect treasure  :   400   50   20  :  4    15    40    Rog
  magic mapping    :   500   50   18  :  5    35    50    Arc
enchantment        :                  :
  sleep            :   100   50   50  :  1     1    10
  confuse monster  :   200   50   30  :  2     2    20
  slow monster     :   200   50   30  :  2     2    20
  cause fear       :   300   50   25  :  3     6    30
  charm monster    :   300   50   20  :  3     6    30    Tou
clerical           :                  :
  protection       :   100   50   18  :  1     3    10
  create monster   :   200   50   35  :  2     3    20
  remove curse     :   300   50   25  :  3    10    30    Pri+
  create familiar  :   600   50   10  :  6    42    60
  turn undead      :   600   50   16  :  6    48    60    Kni
escape             :                  :
  jumping          :   100   50   20  :  1     3    10
  haste self       :   300   50   33  :  3     8    30    Bar
  invisibility     :   400   50   25  :  4    15    40    Ran
  levitation       :   400   50   20  :  4    12    40
  teleport away    :   600   50   15  :  6    36    60
matter             :                  :
  knock            :   100   50   35  :  1     1    10
  wizard lock      :   200   50   30  :  2     3    20
  dig              :   500   50   20  :  5    30    50    Cav
  polymorph        :   600   50   10  :  6    48    60
  cancellation     :   700   50   15  :  7    64    70


POTION              COST  WGT  PROB   APPEARANCE
~~~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~~~ : ~~~~~~~~~~
booze      (sake) : $ 50   20   42  :
fruit juice       :   50   20   42  :
see invisible     :   50   20   42  :
sickness          :   50   20   42  :
confusion         :  100   20   42  :
extra healing     :  100   20   47  :
hallucination     :  100   20   40  :
healing           :  100   20   57  :
restore ability   :  100   20   40  :
sleeping          :  100   20   42  :
water             :  100   20   92  :  clear
blindness         :  150   20   40  :
gain energy       :  150   20   42  :
invisibility      :  150   20   40  :
monster detection :  150   20   40  :
object detection  :  150   20   42  :
enlightenment     :  200   20   20  :
full healing      :  200   20   10  :
levitation        :  200   20   42  :
polymorph         :  200   20   10  :
speed             :  200   20   42  :
acid              :  250   20   10  :
oil               :  250   20   30  :
gain ability      :  300   20   42  :
gain level        :  300   20   20  :
paralysis         :  300   20   42  :


RING                             COST  WGT  PROB   CHG
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~~~ : ~~~
meat ring                      : $  5   1     0  :
adornment                      :  100   3     1  :  Y
hunger                         :  100   3     1c :
protection                     :  100   3     1  :  Y
protection from shape changers :  100   3     1  :
stealth                        :  100   3     1  :
sustain ability                :  100   3     1  :
warning                        :  100   3     1  :
aggravate monster              :  150   3     1c :
cold resistance                :  150   3     1  :
gain constitution              :  150   3     1  :  Y
gain strength                  :  150   3     1  :  Y
increase accuracy              :  150   3     1  :  Y
increase damage                :  150   3     1  :  Y
invisibility                   :  150   3     1  :
poison resistance              :  150   3     1  :
see invisible                  :  150   3     1  :
shock resistance               :  150   3     1  :
fire resistance                :  200   3     1  :
free action                    :  200   3     1  :
levitation                     :  200   3     1  :
regeneration                   :  200   3     1  :
searching                      :  200   3     1  :
slow digestion                 :  200   3     1  :
teleportation                  :  200   3     1c :
conflict                       :  300   3     1  :
polymorph                      :  300   3     1c :
polymorph control              :  300   3     1  :
teleport control               :  300   3     1  :


WAND                    COST  WGT  PROB   CHG  TYPE
~~~~~~~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~~~ : ~~~  ~~~~
light                 : $100   7    95  : 15   NODIR
nothing               :  100   7    25  : 15   BEAM
digging               :  150   7    55  :  8   RAY
enlightenment         :  150   7    15  : 15   NODIR
locking               :  150   7    25  :  8   BEAM
magic missile         :  150   7    50  :  8   RAY
make invisible        :  150   7    45  :  8   BEAM
opening               :  150   7    25  :  8   BEAM
probing               :  150   7    30  :  8   BEAM
secret door detection :  150   7    50  : 15   NODIR
slow monster          :  150   7    50  :  8   BEAM
speed monster         :  150   7    50  :  8   BEAM
striking              :  150   7    75  :  8   BEAM
undead turning        :  150   7    50  :  8   BEAM
cold                  :  175   7    40  :  8   RAY
fire                  :  175   7    40  :  8   RAY
lightning             :  175   7    40  :  8   RAY
sleep                 :  175   7    50  :  8   RAY
cancellation          :  200   7    45  :  8   BEAM
create monster        :  200   7    45  : 15   NODIR
polymorph             :  200   7    45  :  8   BEAM
teleportation         :  200   7    45  :  8   BEAM
death                 :  500   7     5  :  8   RAY
wishing               :  500   7     5  :  3!  NODIR


TOOL                          COST  WGT  PROB   CHG  APPEARANCE
~~~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~~~ : ~~~  ~~~~~~~~~~
Containers                  :                 :
  sack                      : $  2   15   35  :      bag
  large box                 :    8  350   40  :      --
  chest                     :   16  600   35  :      --
  ice box                   :   42  900    5  :      --
  bag of holding            :  100   15   20  :      bag
  bag of tricks             :  100   15   20  :  20  bag
  oilskin sack              :  100   15    5  :      bag
Unlocking tools             :                 :
  credit card*              :   10    1   15  :      --
  lock pick         (osaku) :   20    4   60  :      --
  skeleton key              :   10    3   80  :      key
Light sources               :                 :
  tallow candle             :   10    2   20  :      candle
  wax candle                :   20    2    5  :      candle
  brass lantern             :   12   30   30  :1499  --
  oil lamp                  :   10   20   45  :1499  lamp
  magic lamp                :   50   20   15  :      lamp
  Candelabrum of Invocation : 5000   10    0  :      candelabrum
Instruments                 :                 :
  tin whistle               :   10    3  100  :      whistle
  magic whistle             :   10    3   30  :      whistle
  bugle                     :   15   10    4  :      --
  wooden flute              :   12    5    4  :      flute
  magic flute               :   36    5    2  :   8  flute
  tooled horn               :   15   18    5  :      horn
  frost horn                :   50   18    2  :   8  horn
  fire horn                 :   50   18    2  :   8  horn
  horn of plenty            :   50   18    2  :  20  horn
  leather drum              :   25   25    4  :      drum
  drum of earthquake        :   25   25    2  :   8  drum
  wooden harp        (koto) :   50   30    4  :      harp
  magic harp                :   50   30    2  :   8  harp
  bell                      :   50   30    2  :      --
  Bell of Opening           : 5000   10    0  :   3  silver bell
Traps                       :                 :
  beartrap                  :   60  200    0  :      --
  land mine                 :  180  300    0  :      --
Weapon-Tools                :                 :
  pick-axe                  :   50  100   20  :      --
  grappling hook            :   50   30    5  :      iron hook
  unicorn horn              :  100   20    0  :      --
Other tools                 :                 :
  expensive camera*         :  200   12   15  :  99  --
  mirror                    :   10   13   45  :      looking glass
  crystal ball              :   60  150   15  :   5  glass orb
  lenses                    :   80    3    5  :      --
  blindfold                 :   20    2   50  :      --
  towel                     :   50    2   50  :      --
  saddle*                   :  150  200    5  :      --
  leash                     :   20   12   65  :      --
  stethoscope               :   75    4   25  :      --
  tinning kit               :   30  100   15  :  99  --
  tin opener                :   30    4   35  :      --
  can of grease             :   20   15   15  :  25  --
  figurine                  :   80   50   25  :      --
  magic marker              :   50    2   15  : 99!  --


GEMS AND STONES           COST  WGT  PROB    ENGR  COLORS
~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~~~  : ~~~~  ~~~~~~
Valuable gems           :                  :
  dilithium crystal     :$4500    1   27*  : soft  white
  diamond               : 4000    1   24*  : hard  white
  ruby                  : 3500    1   21*  : hard  red
  jacinth               : 3250    1   18*  : hard  orange
  sapphire              : 3000    1   15*  : hard  blue
  black opal            : 2500    1   12*  : hard  black
  emerald               : 2500    1    9*  : hard  green
  turquoise             : 2000    1    6*  : soft  green, blue
  aquamarine            : 1500    1    1*  : hard  green, blue
  citrine               : 1500    1    3*  : soft  yellow
  amber                 : 1000    1    1*  : soft  yellowish brown
  topaz                 :  900    1    1*  : hard  yellowish brown
  jet                   :  850    1    1*  : soft  black
  opal                  :  800    1    1*  : soft  white
  chrysoberyl           :  700    1    1*  : soft  yellow
  garnet                :  700    1    1*  : soft  red
  amethyst              :  600    1    1*  : soft  violet
  jasper                :  500    1    1*  : soft  red
  fluorite              :  400    1    1*  : soft  green, blue, white, violet
  jade                  :  300    1    1*  : soft  green
  agate                 :  200    1    1*  : soft  orange
  obsidian              :  200    1    1*  : soft  black
Worthless gems          :                  :
  black glass           :    0    1   76   : soft  black
  blue glass            :    0    1   77   : soft  blue
  green glass           :    0    1   77   : soft  green
  orange glass          :    0    1   76   : soft  orange
  red glass             :    0    1   77   : soft  red
  violet glass          :    0    1   77   : soft  violet
  white glass           :    0    1   77   : soft  white
  yellow glass          :    0    1   77   : soft  yellow
  yellowish brown glass :    0    1   77   : soft  yellowish brown
Stones                  :                  :
  luckstone             :   60   10   10   : soft  gray stone
  touchstone            :   45   10    8   : soft  gray stone
  flintstone            :    1   10   10   : soft  gray stone
  loadstone             :    1  500   10   : soft  gray stone
  rock                  :    0   10  100   : soft  rock


ITEM              COST  WGT   PROB   SYM  DAMAGE  NUTR
~~~~~~~~~~~~~~~ : ~~~~  ~~~~  ~~~~ : ~~~  ~~~~~~  ~~~~
gold piece      : $  1  0.01  1000 :  $       0   0.01
boulder         :    0  6000   100 :  '     d20   2000
statue          :    0  vary   900 :  '     d20   2500
heavy iron ball :   10   480*    0 :  0     d25*   480*
iron chain      :    0   120     0 :  _    d4+1    120
acid venom      :    0     1     0 :  .     2d6      0
blinding venom  :    0     1     0 :  .       0      0


See the related spoiler files for full descriptions of each of the
above fields.
}}}
{{{
thrn-343.txt  Last edited 2004-02-16 for NetHack 3.4.3
Sitting on and kicking thrones in NetHack 3.4
Compiled by Dylan O'Donnell <psmith@spod-central.org>.

Sitting on a throne
~~~~~~~~~~~~~~~~~~~
(Adapted from a spoiler by Kevin Hugo.)

There is a 2/3 chance that nothing happens.
  "You feel somehow out of place..."
  "You feel very comfortable here." (polymorphed into royal monster)
Otherwise, there is an equal 1/13 chance of one of the following:

  *  You lose d4+2 points from a random attribute, and d10 hit points.
       <Usual attribute-loss message>

  *  You gain 1 point to a random attribute.
       <Usual attribute-gain message>

  *  If shock resistant, you lose d6 hit points.
       "An electric shock shoots through your body!"
     Otherwise, you lose d30 hit points.
       "A massive electric shock shoots through your body!"
     In both cases, your constitution is abused. Items in inventory are NOT
     at risk of explosion.

  *  If you are within 5 hit points of maximum, your max HP is increased by
     4; hit points are then restored to maximum whether increased or not.
     Also cures all blindness, all sickness, and wounded legs.
       "You feel much, much better!"

  *  If you have any gold in your main inventory, it's all taken away.
       "You notice you have no gold!"
     Otherwise, no effect.
       "You feel a strange sensation."

  *  If your luck is d5 or more below zero, your luck is increased by one.
       "You feel your luck is changing."
     Otherwise, you get to make a wish.

  *  d10 throneroom monsters appear around you.
       "Thy audience hath been summoned, <Sire/Dame>!"
        
  *  You get to genocide one species, as for an uncursed scroll of
     genocide.
       "A voice echoes: "By thy Imperious order, <Sire/Dame>...""
    
  *  If your luck is positive, you are blinded for 250 to 349 (more)
     turns; otherwise, your inventory is randomly cursed (as for a
     "malignant aura").
       "A curse upon thee for sitting upon this most holy throne!"
  
  *  If your luck is non-negative and you don't already have intrinsic
     see invisible, you acquire that intrinsic.
       "Your vision becomes clear."
     Otherwise, if the level can be magic-mapped, it is.
       "An image forms in your mind."
     Or, if the level cannot be mapped, you are confused for d30 (more)
     turns.
       "A terrible drone fills your head!"

  *  If you have negative luck, you wake all monsters on the level.
       "You feel threatened."
     Otherwise, you are teleported within the level.
       "You feel a wrenching sensation."

  *  You can identify items from your inventory:
         # items:  1    2    3    4   all
         chance:  1/5  1/5  1/5  1/5  1/5
       "You are granted an insight."

  *  You are confused for 15+d7 (more) turns.
       "Your mind turns into a pretzel!"
  
Whether anything happened or not, if you are still sitting on the
throne (haven't teleported away), there is a 1/3 chance that the
throne will then disappear.
  "The throne vanishes in a puff of logic."


Kicking a throne
~~~~~~~~~~~~~~~~

If you have negative luck, or the throne has previously been looted,
there is a 1/3 chance of destroying the throne, leaving behind d200
gold pieces.
  "CRASH!  You destroy the throne."
  "CRASH!  You destroy it." (if blind)

If the throne is not destroyed in this manner, you have positive luck,
and the throne has not previously been looted, there is a 1/3 chance
of dislodging some loot: 300 to 500 gold pieces, and a number (more
with higher luck) of gems.
  "You kick loose some ornamental coins and gems!"
  "You kick something loose!" (if blind)

If neither of the above effects occur, there is a 1/4 chance that you
may trigger a (hidden, and untriggerable any other way) trap door.
  "The floor opens up under you!" followed by "The hole in the ceiling
  above you closes up."

If you didn't get any of the above, you get a hurt foot; your
dexterity and strength, are abused, 1/3 chance of your right leg being
hurt for 6 to 10 turns, and you lose d5 HP (d3 HP if your constitution
is greater than 15).
  "Ouch! That hurts!"
}}}
{{{
time-343.txt  Last edited 2005-10-03 for NetHack 3.4.3
The effects of real-world time, date and moon phase in NetHack 3.4
Compiled for 3.1.3 by Boudewijn Waijers.
Edited for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.

NetHack is aware of the time in the real world (or, at least, what it's
told about it by your system clock). Certain particular times have
effects on gameplay.

Moon phases and dates
~~~~~~~~~~~~~~~~~~~~~
The date is only checked when the game is started or restored; if you
keep playing without saving, you'll continue to see the effects even
after the relevant period has passed (or not see the effects even
though it has been reached). NetHack divides the month into eight
phases of three or four days each: thus the full and new moon will be
reported for a rather longer time than your calendar might depict.

Full moon: - you have a chance of not being able to tame dogs at night
             (but you will still make them peaceful and you may try
             again).
           - your dog won't whine, yip, bark, or growl, but will always
             howl when you chat at it, at night (likewise werecreatures).
           - your baseline luck is increased by one.
           - werecreatures are usually in their wereform, especially
             at night.

New moon:  - there is NO effect on your baseline luck.
           - if you are hit by a cockatrice's or chickatrice's special
             hissing attack, and you are NOT carrying a lizard corpse
             in your main inventory, you will always start turning to
             stone. Normally, there is only a 1/10 chance.

Friday the 13th:
           - your baseline luck is decreased by one. Note that prayers
             will be rejected while you have negative luck, so until
             you manage to redress this, dangerous situations will be
             that much more dangerous.

If Friday 13th happens to be a full moon, the -1 and +1 to baseline
luck will cancel out. See gems-343.txt for more discussion of how luck
is calculated.


Time
~~~~
Night (22:00 - 05:59):
           - your chance of changing into a werecreature when you are a
             lycanthrope is 1/60 instead of 1/80 per move.
           - you have a chance of not being able to tame dogs when
             the moon is full (but you will still make them peaceful
             and you may try again).
           - gremlins can only steal intrinsics at night.
           - werecreatures can summon more easily.
           - your dog won't whine, yip, bark, or growl, but will always
             howl when you chat at it, when it is full moon.
           - werecreatures are more likely to be in their wereform,
             particularly when it is full moon.

Midnight (0:00 - 0:59):
           - undead do twice as much damage;
           - you get a different message when entering a graveyard
             ("Run away!  Run away!" instead of "You have an uncanny
	     feeling...").
}}}
{{{
tool-343.txt  Last edited 2006-11-17 for NetHack 3.4.3
Tools, their properties, and the invocation items in NetHack 3.4
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.

TOOL                          COST  WGT  PROB   CHG  APPEARANCE
~~~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~~~ : ~~~  ~~~~~~~~~~
Containers                  :                 :
  sack                      : $  2   15   35  :      bag
  large box                 :    8  350   40  :      --
  chest                     :   16  600   35  :      --
  ice box                   :   42  900    5  :      --
  bag of holding            :  100   15   20  :      bag
  bag of tricks             :  100   15   20  :  20  bag
  oilskin sack              :  100   15    5  :      bag
Unlocking tools             :                 :
  credit card*              :   10    1   15  :      --
  lock pick         (osaku) :   20    4   60  :      --
  skeleton key              :   10    3   80  :      key
Light sources               :                 :
  tallow candle             :   10    2   20  :      candle
  wax candle                :   20    2    5  :      candle
  brass lantern             :   12   30   30  :1499  --
  oil lamp                  :   10   20   45  :1499  lamp
  magic lamp                :   50   20   15  :      lamp
  Candelabrum of Invocation : 5000   10    0  :      candelabrum
Instruments                 :                 :
  tin whistle               :   10    3  100  :      whistle
  magic whistle             :   10    3   30  :      whistle
  bugle                     :   15   10    4  :      --
  wooden flute              :   12    5    4  :      flute
  magic flute               :   36    5    2  :   8  flute
  tooled horn               :   15   18    5  :      horn
  frost horn                :   50   18    2  :   8  horn
  fire horn                 :   50   18    2  :   8  horn
  horn of plenty            :   50   18    2  :  20  horn
  leather drum              :   25   25    4  :      drum
  drum of earthquake        :   25   25    2  :   8  drum
  wooden harp        (koto) :   50   30    4  :      harp
  magic harp                :   50   30    2  :   8  harp
  bell                      :   50   30    2  :      --
  Bell of Opening           : 5000   10    0  :   3  silver bell
Traps                       :                 :
  beartrap                  :   60  200    0  :      --
  land mine                 :  180  300    0  :      --
Weapon-Tools                :                 :
  pick-axe                  :   50  100   20  :      --
  grappling hook            :   50   30    5  :      iron hook
  unicorn horn              :  100   20    0  :      --
Other tools                 :                 :
  expensive camera*         :  200   12   15  :  99  --
  mirror                    :   10   13   45  :      looking glass
  crystal ball              :   60  150   15  :   5  glass orb
  lenses                    :   80    3    5  :      --
  blindfold                 :   20    2   50  :      --
  towel                     :   50    2   50  :      --
  saddle*                   :  150  200    5  :      --
  leash                     :   20   12   65  :      --
  stethoscope               :   75    4   25  :      --
  tinning kit               :   30  100   15  :  99  --
  tin opener                :   30    4   35  :      --
  can of grease             :   20   15   15  :  25  --
  figurine                  :   80   50   25  :      --
  magic marker              :   50    2   15  : 99!  --

Tools are listed above by category.  The COST field denotes the base
price of each item.  WGT specifies the weight (100 zorkmids weighs 1).
The existence of some items depends on options chosen when the program
was compiled; they are noted with an asterisk (*).

Tools comprise 8% of all randomly-generated items in the main dungeon,
0% in containers, 0% on the Rogue level, and 12% in hell.  PROB is
the relative probability of each subtype.  See below for more details
on item generation.

If the CHG field is not blank, then the tool can be charged by a scroll
of charging or the Platinum Yendorian Express Card. The number shows the
maximum number of initial charges. An exclamation mark (!) indicates
that the tool can only be recharged once.

Finally, some items have a different APPEARANCE until they are identified.
Note that many tools share the same appearance with other types of tools.


Using containers
~~~~~~~~~~~~~~~~
Containers are generated uncursed, with the CONTENTS described below. 
Containers will not be generated containing tools, weapons, armour or
rocks. Containers in your initial inventory will be empty.  If the
container can be LOCKED, then there is an 80% chance that it will be
generated locked and a different 10% chance that it will be trapped.  Not
all containers FIT into other containers.  Some containers have special
EFFECTS.  All of the containers except ice boxes can be eaten by
gelatinous cubes; the contents will be engulfed but unharmed.
  CONTAINER       CONTENTS      LOCKED  FIT  EFFECTS
  ~~~~~~~~~~~~~~  ~~~~~~~~~~~~  ~~~~~~  ~~~  ~~~~~~~
  sack            0-1 items     No      Yes  --
  large box       0-3 items     Yes     No   --
  chest           0-5 items     Yes     No   --
  ice box         0-20 corpses  No      No   Suspends rotting of corpses.
  bag of holding  0-1 items     No      Yes  May reduce weight.
  bag of tricks   1-20 charges  No      Yes  Bites you / creates monsters.
  oilskin sack    0-1 items     No      Yes  May prevent water damage.

Quantum mechanics may carry a large box containing either a live or
dead housecat named Schroedinger's Cat.  The state of the cat is not
determined until the box is opened.  There is nothing special about
this cat; it is just a silly physics joke. 

The weight of a bag of holding (wgt) -- including the 15 for the bag
itself -- depends on the weight of its contents (cwgt) and its blessed
status:
  blessed:   wgt = 15 + cwgt/4 + 1
  uncursed:  wgt = 15 + cwgt/2 + 1
  cursed:    wgt = 15 + cwgt*2

You may also lose items when you use a cursed bag of holding; each item
in the bag has a 1/13 chance of disappearing each time you apply or loot
the bag.

Putting any of the following (and ONLY the following) items into any bag
of holding will cause it to explode:
  (another) bag of holding
  bag of tricks (with non-zero charge)
  wand of cancellation (with non-zero charge)
It is sometimes possible to put one of these items into nested sacks
and/or oilskin sacks and then place them safely inside a bag of holding.
The chance of an explosion occurring then depends on the amount of
nesting:
  sacks:  0    1    2    3    4     5     6      7      8        n
  odds:  1/1  2/2  3/4  4/8  5/16  6/32  7/64  8/128  9/128  (n+1)/128

When a bag of tricks is #looted, it will bite you (1 to 10 hit points
damage) and become identified.  If you (a)pply it and it has charges
left, it will create one monster 22 out of 23 times, and create 2 to
8 monsters 1 out of 23 times.  "Nothing happens" when you apply a bag
with zero charges. Bags of tricks are generated with 1 to 20 charges.
If the bag has more than 10 charges, a blessed scroll of charging will
add 6 to 10 charges, otherwise it will add 6 to 15 charges; an uncursed
scroll will always add 1 to 5 charges.  Cannot be charged higher than 50
charges.

When ungreased bags get wet, their contents may also get wet.  Greasing
a bag will prevent this, but there is a 50% chance each time of the
grease washing off. A non-cursed oilskin sack will also prevent this;
if the oilskin sack is cursed, there is a 1/3 chance that the contents
can get wet.  Boxes and chests are all waterproof.

If a container (other than a bag of holding) is kicked, thrown, or
dropped from a height, fragile contents (glass items (other than
worthless glass) and eggs) may be destroyed. Kicking a locked large
box or chest may also break it open (see below).


Using unlocking tools
~~~~~~~~~~~~~~~~~~~~~
Each of the tools, wands, and spells listed below can be used for locking
and unlocking doors, large boxes, and chests.  Not all methods can LOCK
or UNLOCK.  DOOR and BOX represent the probability (in percent) of
succeeding each turn when attempting to unlock doors and large boxes or
chests respectively; it may be based on your Dexterity and you will fail
after 50 turns.  ROGUEs may get an additional percentile bonus for using an
implement (the numbers before and after the slash being added to DOOR/BOX
respectively).  The per-turn probability of picking the lock is halved if
you use a cursed credit card, lock pick, or skeleton key.  All unlocking
tools are generated uncursed.
  TOOL             LOCK  UNLOCK  DOOR    BOX     ROGUE
  ~~~~~~~~~~~~~~~  ~~~~  ~~~~~~  ~~~~~~  ~~~~~~  ~~~~~
  credit card      No     Yes    2*Dex   Dex     20/20
  lock pick        Yes    Yes    3*Dex   4*Dex   30/25
  skeleton key     Yes    Yes    70+Dex  75+Dex   0/0
  wand/spell open  No     Yes    100     100      0/0
  wand/spell lock  Yes    No     100     100      0/0

Using any of the first three types will exercise your dexterity, even if
you don't succeed.  Please note that a credit card has no special effects
in shops, although you can unlock a shop "Closed for inventory" and you
can buy and sell it like any other item.  If a watchman or watch captain
sees you pick a door with any tool, he may get upset; if he warns you
off, a trap is automatically added to the door in question.

Wands of opening and locking and the spells of knock and wizard lock
always work in one turn and can be performed from a distance.  Zapped
opening will also unlock doors in the same turn, will lower drawbridges,
and can remove a ball and chain (as will ringing the blessed Bell of
Opening).  Zapped closing will close a door in the same turn (if there
are no objects in the way; creating one if necessary) and will raise
drawbridges. 

You can also attempt to break a lock on a large box or chest by #forcing
it with a suitable weapon or kicking it open. This may EXERCISE your
dexterity or strength, but may also destroy any WEAPON you use, the
CONTAINER and/or some of the CONTENTS (possibly restricted to fragile
ones, namely glass items (other than worthless glass) and eggs):
  METHOD        WEAPON  CONTAINER  CONTENTS  EXERCISE 
  ~~~~~~        ~~~~~~  ~~~~~~~~~  ~~~~~~~~  ~~~~~~~~
  Blunt weapon    No       Yes       Yes       STR
  Edged weapon   Yes        No        No       DEX
  Kicking         --        No      Fragile     No   


Using light sources
~~~~~~~~~~~~~~~~~~~
Light sources are generated to stay lit for the number of TURNS noted
below.  They are GENERATED in the quantity and blessed state shown.
Cursed light sources will sometimes not light.
  LIGHT SOURCE   TURNS        GENERATED
  ~~~~~~~~~~~~~  ~~~~~~~~~~~~  ~~~~~~~~~
  tallow candle           200  1 to 7; 10% blessed, 80% uncursed, 10% cursed
  wax candle              400  1 to 7; 10% blessed, 80% uncursed, 10% cursed
  brass lantern  1000 to 1499  10% blessed, 80% uncursed, 10% cursed
  oil lamp       1000 to 1499  10% blessed, 80% uncursed, 10% cursed
  magic lamp       Infinite    25% blessed, 50% uncursed, 25% cursed
  potion of oil           400  1/8 blessed, 3/4 uncursed, 1/8 cursed
  Sunsword         Infinite    10% blessed, 80% uncursed, 10% cursed

Candles can also be applied to the Candelabrum of Invocation.  Brass
lanterns and oil lamps can be refilled by a scroll of charging; a blessed
scroll will refill them to 1500 turns, an uncursed scroll will add 750
turns to a maximum of 1500. Oil lamps with 1000 or fewer turns left can
also be refilled with potions of oil, getting twice the remaining turns
in the potion of oil. (Attempting to refill an oil lamp with a *lit*
potion of oil, or while the lamp is lit, will cause an explosion dealing
6 to 36 points of damage). No lamp can be filled beyond 1500 turns.

The artifact weapon Sunsword will act as a light source whenever wielded,
either by you or by a monster.

If you wish for a magic lamp, you will instead get an ordinary oil lamp.

Magic lamps never run out of power, and may summon a djinni and lead to
a wish when #rubbed.  Each time you rub the lamp, there is a 1/3 chance
that "You see a puff of smoke" and another 1/3 chance that "Nothing
happens"; in either case, just try again.

The remaining 1/3 of the time a djinni appears, the lamp is identified
and turned into an oil lamp, and one of five outcomes can occur.  The
relative chance of these outcomes depends on whether the lamp was
blessed, uncursed, or cursed:
  BLESSED  UNCURSED  CURSED  OUTCOME
  ~~~~~~~  ~~~~~~~~  ~~~~~~  ~~~~~~~
    80%       20%       5%   Grants one wish, then disappears.
                             "I am in your debt.  I will grant one wish!"
     5%       20%       5%   Remains as a pet.
                             "Thank you for freeing me!"
     5%       20%       5%   Remains as a peaceful monster.
                             "You freed me!"
     5%       20%       5%   Speaks, then vanishes.
                             "It is about time!"
     5%       20%      80%   Remains as a hostile monster.
                             "You disturbed me, fool!"
NOTE: There is no way to get a wish from the djinni other than the first
outcome above.

There is a limit of 120 djinn per game.  Beyond this limit, they are
extinct and no more can be created.

Using instruments
~~~~~~~~~~~~~~~~~
All instruments are generated uncursed.  In this section, "nearby" means
within some distance from you that depends on your experience level.
Depending on your system, configuration, and options, sounds may also be
produced on your system's speaker.

tin whistle
  Wakes nearby monsters and calls nearby pets.
    "You produce a high whistling sound."  (non-cursed)
    "You produce a shrill whistling sound."  (cursed)

magic whistle
  non-cursed
    Teleports pets next to you.
      "You produce a strange whistling sound."  (not hallucinating)
      "You produce a normal whistling sound."  (hallucinating)
  cursed
    50% chance of acting as non-cursed; otherwise, wakes nearby monsters
    and calls nearby pets.
      "You produce a high-pitched humming noise."

horn of plenty
  Created with 1 to 20 charges. If more than 10 charges, blessed scrolls of
  charging add 6 to 10 charges, otherwise 6 to 15 charges. Uncursed
  scrolls of charging add 1 to 5 charges. Cannot be charged higher than
  50 charges.
  No effect if no charges.
  Creates some food (including royal jelly) or a potion of water, fruit
  juice, booze, acid, sickness, or oil.
  The blessed/uncursed/cursed state of the object produced is the same as
  the horn.

leather drum
  Awakens and may scare nearby monsters. Abuses wisdom.
    "You beat a deafening row!"

drum of earthquake
  Created with 4 to 8 charges. Blessed scrolls of charging add 2 to 8
  charges; uncursed scrolls 1 to 4 charges.  Drums cannot have more than
  20 charges.
  Creates several pits around you, and angers peaceful monsters in the
  vicinity. Awakens and may scare all monsters on the level.
    "You produce a heavy, thunderous rolling! The entire dungeon is
    shaking around you!"

bell
  Doesn't work under water or when swallowed.
  non-cursed
    Wakes nearby monsters and calls nearby pets.
  cursed
    There is a 1/4 chance of summoning a nymph (with no inventory), if they
    aren't already genocided or extinct. There is a further chance that the
    bell breaks, and/or that you are paralyzed or the nymph is made fast.
    Wakes nearby monsters and calls nearby pets.

The following instruments can be used to play notes to open the Castle
drawbridge. You will hear one "gear turn" for each correct note in the
right position and one "tumbler click" for each correct note in the wrong
position. However, if you improvise, you will get the EFFECT shown; some
monsters may resist.  Charged instruments are created with 4 to 8 charges.
Blessed scrolls of charging add 2 to 8 charges; uncursed scrolls 1 to 4
charges.  They can never have more than 20 charges.
  INSTRUMENT          EFFECT
  ~~~~~~~~~~~~~~~~~~  ~~~~~~
  bugle               Awaken and anger soldiers on level, abuse wisdom.
  wooden flute        Make nearby snakes peaceful (if enough dexterity and
                      experience), exercise dexterity.
  magic flute         May put nearby monsters to sleep, exercise dexterity.
  tooled horn         Awaken and may scare nearby monsters, abuse wisdom.
  frost horn          Same as a wand of cold other than dealing 6 to 66
                      base damage (plus 6 to 33 against fire resistant
                      monsters).
  fire horn           Same as a wand of fire other than dealing 6 to 66
                      base damage (plus 6 to 33 against cold resistant
                      monsters).
  wooden harp (koto)  Make nearby nymphs peaceful (if enough dexterity and
                      experience), exercise dexterity.
  magic harp          May tame nearby monsters, exercise dexterity.


Using other tools
~~~~~~~~~~~~~~~~~
Unless noted, all items in this section are generated uncursed. Not all
of them are actual tools; a few items of other object types can also be
a)pplied.

beartrap or land mine
  If you successfully #untrap one of these traps, the trap becomes a tool.
  You can pick up the tool and later re-arm the trap at your current
  location by (a)pplying the tool.

bullwhip
  This weapon can also be applied to get yourself out of a pit, unwield
  or steal another monster's weapon, hit a monster, whip your steed into a
  gallop, or grab objects off the floor while levitating.

pick-axe
  You can dig by (a)pplying a pick-axe or dwarvish mattock.  Specify > to 
  dig downward (first makes a pit, then a hole), or a direction to dig
  through rock, walls, or doors, or to smash up statues or boulders.

axe or battle-axe
  These weapons can also be applied to chop down doors or trees.

cream pie
  You can apply this food item to blind yourself for 1 to 25 (more) turns.

eucalyptus leaf
  non-blessed
    Acts like a tin whistle (see instruments, above).
  blessed
    Acts like a blessed magic whistle (see instruments, above). Each
    use has a 1/49 chance of unblessing the leaf.

grappling hook
  You can apply this tool to grab an object at a distance, hit a monster
  (or, if small, drag it towards you), drag yourself in a direction, or
  hit yourself for 10 to 19 points of damage. If you are at least skilled
  in flail, you can attempt to choose between the first three options
  (with a 50% chance of accuracy if skilled, 95% if expert); otherwise,
  the effect will be randomly chosen. 

unicorn horn
  non-cursed
    Randomly fixes one or more of the following troubles: sickness,
    blindness, hallucination, vomiting, confusion, stunning, and loss of
    an attribute.  The approximate chances of fixing a certain number of
    troubles are shown here:
      # Troub:    0      1      2      3      4      5      6      7
      blessed:  22.7%  22.7%  19.5%  15.4%  10.7%   5.7%   2.6%   0.8%
     uncursed:  35.4%  35.4%  22.9%   6.3%    0      0      0      0
  cursed
    You get one of the following: illness, blindness, confusion,
    stunning, hallucination, or a decremented attribute.
  Unicorn horns don't fix stoning, sliming, strangulation, or wounded legs.
  #dipping a unicorn horn in a potion of blindness, confusion, or
  hallucination turns the potion into uncursed water.  Dipping it in
  a potion of sickness produces non-blessed fruit juice.
  Unicorn horns also make a fairly good weapon.  They are two-handed.

expensive camera
  Generated with 30 to 99 charges. An uncursed scroll of charging will
  add 10 to 20 charges, and then bring the camera to a minimum of 50
  charges. A blessed scroll of charging will add 15 to 30 charges,
  and then bring the camera to a minimum of 50 charges (75 if between
  51 and 74). A camera may never have more than 127 charges.
  You can get several humorous messages by applying it in certain
  situations.
  A cursed camera has a 50% chance of blinding you when applied.
  Otherwise, you can blind monsters.

mirror
  Cursed mirrors only work half of the time.
  You can get several humorous messages by applying it in certain
  situations (especially hallucinating; try underwater or at yourself
  while polymorphed into a floating eye).
  You can use a mirror to make a monster's gaze attacks work against
  itself (if the monster isn't cancelled):
    vampire or ghost   No reflection
    Medusa             Turns to stone
    floating eye       Paralyzed, if it is not invisible
    umber hulk         Confused
    nymph or succubus  Steals the mirror, if she is not invisible
  Otherwise, you have a 4 out of 5 chance of scaring the monster
  in that direction for 2 to 8 turns.  The monster cannot be a
  unicorn or humanoid, must have eyes and be unblind, and must be able
  to see invisible if it is invisible.
  Breaking any mirror (except by kicking a container) carries a -2 penalty
  to luck.

crystal ball
  Generated 1/4 blessed, 1/2 uncursed, 1/4 cursed.
  Generated with 1 to 5 charges. (If your Quest Artifact is a crystal ball,
  it is always generated with 5 charges.) Blessed scrolls of charging set
  the ball to 6 charges. Uncursed scrolls of charging add one charge, to a
  maximum of 5.
  Applying a crystal ball will cause you to be immobile (in a trance) for 1
  to 10 turns.
  There are several humorous messages if used when hallucinating.
  non-cursed
    You may look for an object, monster or symbol (including traps and
    portals, ^, but not stairs or other dungeon features).  There is an
    (intelligence in 20) chance of success; otherwise, you suffer the same
    effects as a cursed crystal ball.
  cursed
    One of the following happens: nothing, you are confused, you are
    blinded, you hallucinate, or the ball explodes (not if an artifact).

lenses
  These protect you from being blinded by ravens, spat venom or thrown
  cream pies. They increase the effectiveness of searching, and reduce
  the failure rate and time taken to learn spells from spellbooks.

blindfold
  You can controllably blind yourself by (a)pplying it or (P)utting
  it on.  A cursed blindfold cannot be removed by yourself.

towel
  You can controllably blind yourself (like a blindfold) by (P)utting
  it on.  A cursed towel cannot be removed by yourself.
  When (a)pplied, a towel can clean greasy hands (e.g., from a tin of
  greasy food) or clean a cream pie off your face.  A cursed towel has
  a 1/3 chance of causing each of these problems, or else it works
  normally.
  If you (E)ngrave with a towel, you can rub out writing in the dust.

saddle
  You can (a)pply it to a monster (equines, quadrupeds, dragons,
  jabberwocks, ki-rin or couatls) in order to be able to ride it in
  future. Chance of successfully saddling depends on dexterity,
  charisma, tameness of monster and riding skill; Knights receive a
  bonus, as does wearing riding boots or gloves.

leash
  You can (a)pply it to a tame monster to keep it nearby.
  Once you have leashed a monster, you can release it by re-(a)pplying the
  leash.  A cursed leash can't be removed by yourself, and moving too far
  from your pet may cause it to be choked and take damage.

stethoscope
  A stethoscope can be (a)pplied once each turn without taking any time.
  If you use it more than that, each application takes one turn.
  You can get several humorous messages by applying it in certain
  situations.
  A cursed stethoscope has a 50% chance of only hearing your own
  heartbeat.
  Otherwise, you can use it to find the status of adjacent monsters or
  of yourself or your steed (though this latter use may be interfered with
  if engulfed by a monster), and find secret doors and passages.

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.

can of grease
  Generated 5% blessed, 90% uncursed, 5% cursed.
  Created with 1 to 25 charges. If more than 10 charges, blessed
  scrolls of charging add 6 to 10 charges, otherwise 6 to 15 charges.
  Uncursed scrolls of charging add 1 to 5 charges.  Cannot be charged
  higher than 50 charges.
  When a)pplying a can of grease, you have a 50% chance of dropping it
  if it is cursed or you have fumbling.  Otherwise, you can grease an
  item to protect it or its contents from water or acid damage. If the
  can of grease is cursed or you specify no object, you get your fingers
  greasy.
  Greased outer body armour will protect against grabbing attacks,
  and greased helmets will protect against (master) mind flayer's
  tentacles; however, the grease has a 50% chance of wearing off after
  each attack against which it protects, and grease on cursed armour
  will only be effective 1/3 of the time.
  You can also use the can of grease or a potion of oil to #untrap a
  squeaky board.

figurine
  Generated 1/8 blessed, 3/4 uncursed, and 1/8 cursed.
  Applying a figurine creates that monster in an adjacent square of your
  choosing.  It will fail if the square is occupied, or if the species is
  genocided.  The chance of a tame or peaceful monster depends on the
  blessed state of the figurine:
              blessed  uncursed  cursed
    tame        80%      10%      10%
    peaceful    10%      80%      10%
    hostile     10%      10%      80%
  Cursed figurines can spontaneously transform when carried, after
  201 to 9200 turns in inventory.

magic marker
  Generated with 30 to 99 charges.  Can only be recharged once.
  An uncursed scroll of charging will add 10 to 20 charges, and then bring
  the marker to a minimum of 50 charges. A blessed scroll of charging will
  add 15 to 30 charges, and then bring the marker to a minimum of 50
  charges (75 if between 51 and 74).
  You can write scrolls and spellbooks from blank ones.  See the spoilers
  "scrl-343.txt" and "spl1-343.txt" for details.  The blessed/uncursed/
  cursed status of the resulting item depends on the marker and
  scroll/spellbook:
              blessed   uncursed  cursed
    blessed   blessed   blessed   uncursed
    uncursed  blessed   uncursed  cursed
    cursed    uncursed  cursed    cursed
  You can also (E)ngrave graffiti on the floor with a magic marker.


Invocation items
~~~~~~~~~~~~~~~~
The three unique invocation items (Bell, Book, and Candelabrum) cannot be
placed in a container or destroyed in any way.  They have special effects
when (a)pplied or #invoked and you are NOT on the vibrating square:

Bell of Opening
  Obtained from your Quest Nemesis. Created with 3 charges. Blessed
  scrolls of charging add 1 to 3 charges, uncursed scrolls of charging add
  1 charge. Cannot be charged higher than 5 charges.
  uncharged
    Acts like a regular bell.  Will not break.
  blessed
    If you are swallowed, you are expelled.
      "<monster> opens its mouth!" (if animal)
    Else you unlock and open nearby containers and doors, find nearby
    secret passages and non-statue traps, open nearby drawbridges, and
    are unpunished.  Items must be in your visual range.
  uncursed
    If you are swallowed, you are expelled.
      "<monster> opens its mouth!" (if animal)
    Else same effect as a wand of secret door detection -- you find
    nearby secret doors, secret passages, non-statue traps, mimics,
    and hiding and invisible monsters.
  cursed
    If you are swallowed, "Nothing happens."
    Else you summon undead and wake nearby monsters.

Candelabrum of Invocation
  Obtained from Vlad the Impaler.
  blessed or uncursed
    The Candelabrum acts like an ordinary light source if at least one
    candle is applied to it.  It will last as many turns as the first
    candle that was applied would have burned.
  cursed
    The Candelabrum won't light.

Book of the Dead
  Obtained from the Wizard of Yendor.
  blessed
    Undead creatures in your sight are made peaceful; nearby ones sharing
    your alignment may be tamed, others may flee.
  uncursed
    No effect.
    "Your ancestors are annoyed with you!"
    "The headstones in the cemetery begin to move!"
    "Oh my!  Your name appears in the book!"
  cursed
    You summon undead.

To complete the invocation, you must be standing on the vibrating square
and have the non-cursed Candelabrum of Invocation with seven candles
attached (the candles can be any type(s), and even cursed), the non-cursed
Bell of Opening with at least one charge, and the non-cursed Book of the
Dead.  The Candelabrum burns out twice as fast when on the vibrating
square.  The Bell must be rung within 5 turns before the invocation.  The
Book must be read last.  Sascha Wostmann described a good way to remember
the sequence:
1. Make some light, to read by.
2. Ring the bell, to get the attention of an audience.
3. Finally, read the book.

Good luck!


Acknowledgements
~~~~~~~~~~~~~~~~
Thanks to Bruce Cox for proofreading the original version of this file.
Further corrections and clarifications provided by Kevin Buhr, A C,
Paul Collins, Andreas Dorn, Kieron Dunbar, Vladimir Florinski,
Douglas Freyburger, David Goldfarb, David Grabiner, Kaidur Heliste, Ivan,
Philipp Lucas, ManaUser, pervect, Pat Rankin, Irina Rempt, Vasilisha,
David Wescott, and Yoshi348.
}}}
{{{
wan1-343.txt  Last edited 2004-07-18 for NetHack 3.4.3
Wands and their effects in NetHack 3.4
Compiled for 3.2.2 by Kevin Hugo.
Revised and updated for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.

WAND                    COST  WGT  PROB   CHG  TYPE
~~~~~~~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~~~ : ~~~  ~~~~
light                 : $100   7    95  : 15   NODIR
nothing               :  100   7    25  : 15   BEAM
digging               :  150   7    55  :  8   RAY
enlightenment         :  150   7    15  : 15   NODIR
locking               :  150   7    25  :  8   BEAM
magic missile         :  150   7    50  :  8   RAY
make invisible        :  150   7    45  :  8   BEAM
opening               :  150   7    25  :  8   BEAM
probing               :  150   7    30  :  8   BEAM
secret door detection :  150   7    50  : 15   NODIR
slow monster          :  150   7    50  :  8   BEAM
speed monster         :  150   7    50  :  8   BEAM
striking              :  150   7    75  :  8   BEAM
undead turning        :  150   7    50  :  8   BEAM
cold                  :  175   7    40  :  8   RAY
fire                  :  175   7    40  :  8   RAY
lightning             :  175   7    40  :  8   RAY
sleep                 :  175   7    50  :  8   RAY
cancellation          :  200   7    45  :  8   BEAM
create monster        :  200   7    45  : 15   NODIR
polymorph             :  200   7    45  :  8   BEAM
teleportation         :  200   7    45  :  8   BEAM
death                 :  500   7     5  :  8   RAY
wishing               :  500   7     5  :  3!  NODIR

Wands are listed above by increasing price, then alphabetically.  The
COST field denotes the base price of each item.  WGT specifies the weight
(100 zorkmids weighs 1).

Wands comprise 4% of all randomly-generated items in the main dungeon,
6% in containers, 5% on the Rogue level, and 8% in hell.  PROB is
the relative probability of each subtype.  They appear 1/34 cursed,
16/17 uncursed, and 1/34 blessed.

The CHG field specifies the maximum number of charges that a wand
normally has.  An exclamation (!) denotes that a wand of wishing may only
be recharged once.  Wands of wishing start with 1 to 3 charges; otherwise,
the wand starts with a number of charges at most 4 less than its maximum.

Each time you (z)ap or (E)ngrave with a wand, you use one charge.  A wand
with zero charges left has a 1 in 121 chance of wresting a last charge
and then turning to dust each time it is zapped (this won't happen if the
wand was cancelled but not recharged).  Cancelling a wand will make it
uncursed and (except for wands of cancellation) it will get zero charges.

Wands may be recharged by scrolls of charging or by the Platinum Yendorian
Express Card.  Previously-recharged wands have a chance of exploding (up
to a maximum of 100% for a 7:x wand or a wand of wishing); see scrl-343.txt.
A cursed scroll will have no effect on a blessed wand or a wand with no
charges; otherwise, "Your <wand> vibrates briefly" and it gets zero charges.
An uncursed scroll will bring the number of charges to a random number from
1 to a random number between 5 and the maximum charges shown above (or for
a wand of wishing a random number from 1 to 3); a blessed scroll will bring
the number of charges in the wand to a random number from 5 to the maximum
charges shown above, or for a wand of wishing to three charges.  If it
already has that number of charges, it gains one more charge.  A wand of
wishing charged beyond three charges will explode.
"Your <wand> <glows/vibrates> briefly." if the new enchantment is below the
maximum; "Your <wand> <glows blue/vibrates> for a moment." otherwise.

The TYPE of wand denotes the behavior when it is zapped.  NODIR wands do
not ask for a direction.  BEAM wands ask for a direction, but do not show
a visibly animated effect when zapped.  RAY wands produce a ray which is
animated on the screen; if you are unblind when you zap the wand, you
will also identify that type of wand.

The appearances of wands are randomized from the following descriptions:
    glass       balsa       crystal     maple       pine
    oak         ebony       marble      tin         brass
    copper      silver      platinum    iridium     zinc
    aluminum    uranium     iron        steel       hexagonal
    short       runed       long        curved      forked
    spiked      jeweled


Zapping wands
~~~~~~~~~~~~~
Nondirectional wands will be identified if you saw their effect (e.g., you
found a secret door with a wand of secret door detection).  If the wand
produces a visible ray or beam, you will identify the wand if you were
unblind.  The range of a RAY (other than digging) will be 7 to 13 squares;
this range may be lessened by the ray causing effects or bouncing.  Zapping
a RAY wand upwards or downwards is equivalent to restricting the ray to a
range of 1. BEAM wands have a range of 6 to 13, which can similarly be
lessened, and will not bounce; they will be identified if you observe an
effect caused by them.

Cursed wands have a 1% chance of exploding when zapped; this does 1 to
6 points of damage for each charge in the wand, plus an additional 2
to 12 points of damage, and abuses your strength.

Monsters are not angered by wands of digging, locking, nothing, opening,
probing, or undead turning (if not undead and none of their inventory was
affected); being zapped with (or missed by) other wands will cause peaceful
monsters to become hostile if you were the zapper.

cancellation (BEAM)
  zap monster
    Some monsters may resist.
    Clay golems are killed.
      "Some writing vanishes from <monster's> head!"
    Weremonsters return to human form.
    The monster is cancelled.
  zap downwards
    Any engraving at the location is removed.
  zap object
    Object is cancelled.
  zap self
    All items in your inventory are cancelled.
    If you are polymorphed into a clay golem, you revert to your normal
    form unless you have unchanging.
      "Some writing vanishes from your head!" (if not blind)
      "Your amulet grows hot for a moment, then cools." (unchanging)

cold (RAY)
  zap monster
    The location of the monster is revealed, if unseen.
    If monster is cold resistant, no effect.
    Otherwise, does 6 to 36 damage.  It does an additional 6 to 18 damage
    if the monster is fire resistant.
    Some monsters may resist and take half damage.
    Potions in the monster's inventory may be destroyed.
      "The bolt of cold rips into the <monster>." (if swallowed)
      "The bolt of cold hits the <monster>." (otherwise)
  zap self
    If you are not cold resistant, does 12 to 72 damage.
      "You imitate a popsicle!" (not cold resistant)
      "You feel a little chill." (cold resistant)
    May freeze potions in your inventory.
  zap location
    If water, it freezes (except on Plane of Water).
      "The water freezes." (normal water, in sight)
      "The moat is bridged with ice!" (moat, in sight)
      "You hear a crackling sound." (water, out of sight)
      "The water freezes for a moment." (Plane of Water, in sight)
      "You hear a soft crackling." (Plane of Water, out of sight)
    If lava, it solidifies.
      "The lava cools and solidifies." (lava, in sight)
    If closed door, it is destroyed.  The ray is halted.
      "The door freezes and shatters!" (in sight)
      "You feel cold." (otherwise)
  monster zaps you
    If you are riding a non-reflective monster, 1/3 chance of hitting
    your steed instead.  (Effects as "zap monster" above.)
    If you are not cold resistant, does 6 to 36 damage.
      "You don't feel cold." (cold resistant)
    Potions in your inventory may be destroyed.

create monster (NODIR)
  zap
    22/23 chance of creating a monster adjacent to you.
    1/23 chance of creating 2 to 8 monsters around you.
  monster zaps
    Creates a monster adjacent to the monster.  If you are both in
    water, the monster created will be a giant eel; if it is in water
    and you are on land, it will be a crocodile; otherwise the monster
    will be random. 

death (RAY)  
  zap monster
    If monster is Death, his maximum HP are increased by 50% (to a limit
    of 999) and he is healed to maximum HP.
    If monster is magic resistant, a demon, or non-living, no effect.
    Otherwise, kills the monster.
      "The death ray rips into the <monster>." (if swallowed)
      "The death ray hits the <monster>." (otherwise)
  zap location
    If closed door, halts ray.
      "The door absorbs your bolt!"
  zap self
    If you are a demon or a non-living monster, no effect.
      "The wand shoots an apparently harmless beam at you."
    Otherwise, you die.
      "You irradiate yourself with pure energy! You die."
  monster zaps you
    If you are magic resistant or polymorphed into a demon or a
    non-living monster, no effect.
      "You aren't affected."  (magic resistant)
      "You seem unaffected."  (demon or non-living)
    Otherwise, you die.

digging (RAY)        
  zap monster
    If swallowed by a non-vortex non-elemental, you are expelled and
    the monster is reduced to 1 hit point.
      "You pierce <monster's> stomach wall!" (if animal)
  zap upwards
    If not on the Planes of Air or Water or underwater, causes a rock
    to fall on your head doing 1 to 6 damage (1 to 2 if wearing a
    metal helmet).
      "The beam bounces off the <stairs> and hits the <ceiling>!" (on stairs)
      "You loosen a rock from the <ceiling>.  It falls on your <head>."
  zap downwards
    If standing on stairs, same effect as zapping upwards.
    If in a pit or another trap on a hard-floored level, or a magic
    portal on any level, or phasing within a wall on a level with
    non-diggable walls, no effect.
      "The <floor> here is too hard to dig in."
    If on an altar or throne, no effect.
      "The <throne/altar> is too hard to break apart."
    If on a sink, turns it into a fountain.
      "The pipes break!  Water spurts out!"
    If on a fountain, creates a number of pools nearby.
      "Water gushes forth from the overflowing fountain!" (made at least one)
      "Water sprays all over you." (didn't)
    If over, on or in water or lava, wakes nearby monsters.
      "The <water> sloshes furiously for a moment, then subsides."
    If on a lowered drawbridge or its portcullis, it is destroyed.  Things
    in the vicinity are very likely to die.
      "The drawbridge collapses into the <moat>!" (if still moat or lava)
      "The drawbridge disintegrates!" (if iced or dried up)
      "You are blown apart by flying debris." (died standing on portcullis)
      "You are hit by a huge chunk of metal!" (died on drawbridge)
    If standing on same spot as a boulder, it is destroyed.  An existing
    pit has a 50% chance of just having any spikes removed; otherwise any
    trap is destroyed.
      "The boulder settles into the pit." (existing pit, 50% chance).
      "KADOOM! The boulder falls in!" (otherwise)
    If on a grave, it is excavated.
      "You dig a pit in the grave."
    Otherwise, digs a pit if on a hard-floored level, or a hole if not.
      "You dig a <pit/hole> in the <floor>."
  zap sideways
    The range of the digging ray is 8 to 25 squares through open space.
    Doors and walls count as 3 spaces; stone as two.  If not in a
    non-mazelike Dungeon level or the Plane of Earth, the ray will halt
    after the first obstacle against which it has taken effect; on those
    levels it will continue.
    Known, closed doors will be destroyed; secret doors and diggable walls
    will be converted into empty doorways; diggable stone into open
    corridor spaces.
      "The door is razed!" (closed door)
      "The wall glows then fades." (undiggable wall)
      "The rock glows then fades." (undiggable rock)
  monster zaps
    If monster is on level 1 upstairs, fountain, throne, sink, grave,
    altar or drawbridge, no effect.
      "The digging ray is ineffective."
    If level has hard floors, no effect.
      "The <floor> here is too hard to dig in." (if in sight)
    Otherwise, creates a hole and falls through it.
      "You hear something crash through the <floor>." (out of sight)
      "<Monster> has made a hole in the <floor>. 
       <Monster> <falls> through..." (otherwise)
             
enlightenment (NODIR)
  zap
    Same effect as quaffing an uncursed potion of enlightenment.

fire (RAY)
  zap monster
    The location of the monster is revealed, if unseen.
    If monster is fire resistant, no effect.
    Otherwise, does 6 to 36 damage.  It does an additional 7 damage if the
    monster is cold resistant.
    Some monsters may resist and take half damage.
    Flammable armour worn by the monster may be burnt, and flammable
    objects in the monster's inventory may be destroyed.
      "The bolt of fire rips into the <monster>." (if swallowed)
      "The bolt of fire hits the <monster>." (otherwise)
  zap location
    If ice, it melts.
      "The ice crackles and melts." (in sight)
      No message (otherwise)
    If a pool, evaporates to leave a pit.
      "The water evaporates." (in sight)
      "You hear hissing gas." (otherwise)
    If other water, no effect.
      "Some water evaporates." (in sight)
      "You hear hissing gas." (otherwise)
    If fountain, it dries up.
      "Steam billows from the fountain." (in sight)
      No message (otherwise).
    If closed door, it is destroyed.  The ray is halted.
      "The door is consumed in flames!" (in sight)
      "You smell smoke." (otherwise)
    If a web, it burns away.
      "A web bursts into flames!" (in sight)
      No message (otherwise).
  zap object
    If scroll or spellbook, may be destroyed.  Scrolls of fire, spellbooks
    of fireball and the Book of the Dead will resist.
      "You see a puff of smoke." (not blind)
      "You smell a whiff of smoke." (blind)    
  zap self
    If you are not fire resistant, does 12 to 72 points of damage.
      "You've set yourself afire!" (not fire resistant)
      "You feel rather warm" (fire resistant)
    If polymorphed into an iron golem, restores 12 to 72 hit points
    and exercises your strength.
      "Strangely, you feel better than before."
    May cause fire damage to worn armour and destroy flammable items in
    inventory.  Burns away slime.
  monster zaps you
    If you are riding a non-reflective monster, 1/3 chance of hitting
    your steed instead.  (Effects as "zap monster" above.)
    If you are not fire resistant, does 6 to 36 damage.
      "You don't feel hot!" (fire resistant)
    If polymorphed into an iron golem, restores 6 to 36 hit points
    and exercises your strength.
      "Strangely, you feel better than before."
    May cause fire damage to worn armour and destroy flammable items in
    inventory.  Burns away slime.

light (NODIR)
  zap
    Same effect as reading an uncursed scroll of light.

lightning (RAY)
  zap monster
    The location of the monster is revealed, if unseen.
    If not swallowed and monster is not blinding resistant, blinds monster
    for 1 to 50 (more) turns (to a maximum of 127 more turns).
    If monster is not shock resistant, does 6 to 36 damage.
    Some monsters may resist and take half damage.
    Rings and wands in the monster's inventory may be destroyed.
      "The bolt of lightning rips into the <monster>." (if swallowed)
      "The bolt of lightning hits the <monster>." (otherwise)        
  zap location
    If closed door, it is broken.  The ray is halted.
      "The door splinters!" (in sight)
      "You hear crackling." (otherwise)
  zap self
    If you are not shock resistant, does 12 to 72 damage and abuses your
    constitution.
      "You shock yourself!" (not shock resistant)
      "You zap yourself, but seem unharmed." (shock resistant)
    If polymorphed into a flesh golem, restores 2 to 12 hit points and
    exercises your strength.
      "Strangely, you feel better than before."
    May explode wands and rings in your inventory.
    If you do not resist blinding, you are blinded for 1 to 100 turns.
      "You are blinded by the flash!"
  monster zaps you    
    If you are riding a non-reflective monster, 1/3 chance of hitting
    your steed instead.  (Effects as "zap monster" above; you may still be
    blinded as below.)
    If you are not shock resistant, does 6 to 36 damage and abuses your
    constitution.
      "You aren't affected." (shock resistant)
    If polymorphed into a flesh golem, restores 1 to 6 hit points and
    exercises your strength.
      "Strangely, you feel better than before."
    May explode wands and rings in your inventory.
    If you do not resist blinding, you are blinded for 6 to 300 turns.
      "You are blinded by the flash!" 

locking (BEAM)
  zap downwards
    If on a lowered drawbridge or its portcullis, raises drawbridge.
    Things in the vicinity are very likely to die.
      "You see a drawbridge <coming/going> up!"
      "You tumble towards the closed portcullis!" (standing on drawbridge)
        "The drawbridge closes in..." (died)
        "You pass through it!" (phasing)
      "You are crushed by the falling portcullis!" (died standing under
        portcullis)
    If on a trap door, closes and removes the trap door.
      "A trap door beneath you closes up then vanishes."
      "You see a swirl of <dust> beneath you." (not previously seen)
      "You hear a twang followed by a thud." (blind)
    Otherwise, no effect.
  zap upwards
    If on a portcullis, raises the drawbridge as 'zap downwards' above.
    Otherwise, no effect.
  zap location
    If lowered drawbridge or portcullis, raises drawbridge.  Things in the
    vicinity are very likely to die.
      "You see a drawbridge <coming/going> up!"
    If doorway on Rogue level, becomes secret door if clear of obstruction.
      "A cloud of dust springs up in the older, more primitive doorway."
      "The cloud quickly dissipates." (if obstructed)
      "The doorway vanishes!" (otherwise)
    If empty doorway with trap, no effect.
      "A cloud of dust springs up in the doorway, but quickly dissipates."
    If an empty doorway, broken door, or open or closed door, becomes locked
    door.
      "A cloud of dust springs up and assembles itself into a door!" (empty)
      "The broken door reassembles and locks!" (broken)
      "The door swings shut and locks!" (open)
      "The door locks!" (closed)
    Otherwise, no effect.
  zap object
    If chest or large box, is locked (and lock mended if broken).
      "Klunk!" (if not already locked)
    Otherwise, no effect.

magic missile (RAY)
  zap monster
    The location of the monster is revealed, if unseen.
    If monster is magic resistant, no effect.
    Otherwise, does 2 to 12 damage.
    Some monsters may resist and take half damage.
      "The magic missile rips into the <monster>." (if swallowed)
      "The magic missile hits the <monster>." (otherwise)
  zap location
    If closed door, halts ray.
      "The door absorbs your bolt!"
  zap self
    If you are magic resistant, no effect.
      "The missiles bounce!"
    Otherwise, does 4 to 24 damage.
      "Idiot!  You've shot yourself!"
  monster zaps you
    If you are riding a non-reflective monster, 1/3 chance of hitting
    your steed instead.  (Effects as "zap monster" above.)
    If you are magic resistant, no effect.
      "The missiles bounce off!"
    Otherwise, does 2 to 12 damage (1 to 6 if half spell damage) and
    abuses your strength.
      "The magic missile hits you!"

make invisible (BEAM)
  zap monster
    If not already invisible, the monster becomes invisible.
      "<Monster> turns transparent!" (not already invisible, and you can
        see invisible or otherwise still sense the monster)
      No message.  (otherwise, or if swallowed)
  zap downwards
    Any engraving at the location is removed.
  zap object
    No effect.  (There is stub code for invisible objects, but it is not
    yet implemented)
  zap self
    If you are wearing a mummy wrapping, no effect.
       "You feel rather itchy under your <mummy wrapping>."
    Otherwise, gain permanent invisibility.
      No message (if blind or already invisible)
      "Gee!  All of a sudden, you can't see yourself." (not hallucinating)
      "Gee!  All of a sudden, you can see right through yourself."
        (not hallucinating, see invisible)
      "Far out, man!  You can't see yourself." (hallucinating)
      "Far out, man!  You can see right through yourself." (hallucinating,
        see invisible)
  monster zaps itself
    Monster becomes invisible.
      "Suddenly you cannot see <monster>." (no see invisible)
      "<Monster's> body takes on a strange transparency."
         (not hallucinating, see invisible.)
      "<Monster's> body takes on a normal transparency." (hallucinating,
          see invisible.)

nothing (BEAM)  
  zap
    No effect.

opening (BEAM) 
  zap monster
    If you are being swallowed, you are expelled.
      "<Monster> opens its mouth!" (animal, not blind)
      "You feel a sudden rush of air!" (animal, blind)
    If the monster is saddled, the saddle is dropped.
      No message.
    Otherwise, no effect.
  zap downwards
    If on Quest home level and not permitted to descend, no effect (nice try).
      "The stairs seem to ripple momentarily."
    If phasing through closed portcullis, drawbridge opens.
      "You see a drawbridge going down!"
  zap upwards
    If phasing through closed portcullis, as 'zap downwards' above.
  zap location
    If closed drawbridge, it is opened. Anything in its moat square is
    quite likely to die.
      "You see a drawbridge <coming/going> down!"
      "You are crushed underneath the drawbridge." (died)
    If secret door, it is revealed (but still closed).
      "A door appears in the wall!"
    If locked door, it is unlocked (but still closed).
      "The door unlocks!"
    Otherwise, no effect.
  zap object
    If iron chain attached to you, it is removed and you become unpunished.
    No message.
    If chest or large box, it becomes unlocked, or lock mended if broken.
      "Klick!" (if locked)
    No message for fixing lock.
    Otherwise, no effect.
  zap self
    No effect.
      "Your chain quivers for a moment." (if punished)

polymorph (BEAM)   
  zap monster
    If the monster is magic resistant or resists, no effect.
    Otherwise, 1/25 chance of monster dying from system shock unless it
    is a natural shapeshifter.
      "<Monster> shudders!"
    If no system shock, monster polymorphs into a new form.
      No message.
  zap downwards
    Any engraving at the location is changed into a randomly chosen
    engraving.
  zap object
    Object may be polymorphed into a new object.  Some objects may
    resist.
  zap self
    If you are not unchanging, you polymorph into a new form.
  monster zaps itself
    Monster polymorphs into a new form.

probing (BEAM)       
  zap monster
    The location of the monster is revealed, if unseen.
    Shows the status of the monster, and lists its inventory.
  zap upwards
    No effect.
      "You probe towards the <ceiling>.  Your probe reveals nothing."
  zap downwards
    Will zap objects even if buried.
    "You probe beneath the <floor>."
  zap object
    Shows contents of the object, if any, and supplies its appearance if
    unknown.
  zap self
    Shows your status.  The appearance of any object in inventory that
    has not been seen is supplied.

secret door detection (NODIR)
  zap
    Secret doors and corridors, non-statue traps, mimics, and hidden and
    invisible monsters in an area of radius 8 are revealed.

sleep (RAY) 
  zap monster
    The location of the monster is revealed, if unseen.
    If monster is sleep resistant or resists, no effect.
    Otherwise, monster falls asleep for 6 to 127 (more) turns (to a
    maximum of 127 more turns).   
      "The sleep ray rips into the <monster>." (if swallowed)
      "The sleep ray hits the <monster>." (otherwise)
  zap location
    If closed door, halts ray.
      "The door absorbs your bolt!"
  zap self
    If you have sleep resistance, no effect.
      "You don't feel sleepy!"
    Otherwise, fall asleep for 1 to 50 turns.
      "The sleep ray hits you!"
  monster zaps you
    If you are riding a non-reflective monster, 1/3 chance of hitting
    your steed instead.  (Effects as "zap monster" above.)
    If you are not sleep resistant, fall asleep for 6 to 300 turns.
      "You don't feel sleepy." (sleep resistant)

slow monster (BEAM)
  zap monster
    The monster becomes slow, or normal speed if fast.  If you are engulfed
    by a vortex or air elemental, you are expelled.  Some monsters may
    resist.
      "You disrupt <monster>! A huge hole opens up..." (expelled)
      "<Monster> seems to be moving slower." (slowed, not swallowed)
  zap self
    If you currently have the speed intrinsic, it is lost.
      "You slow down" (not wearing speed boots)
      "Your quickness feels less natural." (wearing speed boots)

speed monster (BEAM)
  zap monster
    The monster becomes fast, or normal speed if slow.  Some monsters may
    resist. 
      "<Monster> is suddenly moving faster." (sped up, not swallowed)
  zap self
    If you don't currently have the speed intrinsic, gain it and exercise
    dexterity.
      "You speed up." (not very fast)
      "Your quickness feels more natural" (very fast)
    Otherwise, no effect.
  monster zaps itself
     The monster becomes fast.
       "<Monster> is suddenly moving faster."

striking (BEAM)
  zap monster
    The location of the monster is revealed, if unseen.
    If the monster is magic resistant, no effect.
      "Boing!"
    If monster's AC is less than a random number between -9 and 10, and
    it is not swallowing you, the strike misses.
      "The wand misses <monster>." 
    Otherwise, does 2 to 24 points of damage (4 to 48 if you are a Knight
    with the Magic Mirror of Merlin).  Some monsters may resist and take
    half damage.  Fragile objects in monster's inventory may be broken,
    as 'zap object' below.
      "The wand hits <monster>."
  zap downwards
    If on a lowered drawbridge or its portcullis, it is destroyed.  Things
    in the vicinity are very likely to die.
      "The drawbridge collapses into the <moat>!" (if still moat or lava)
      "The drawbridge disintegrates!" (if iced or dried up)
      "You are blown apart by flying debris." (died standing on portcullis)
      "You are hit by a huge chunk of metal!" (died on drawbridge)
    Any engraving at the location is corrupted.
  zap upwards
    If on the portcullis of an open drawbridge, it is destroyed.  Effects
    as 'zap downwards' above.
    Otherwise, if not underwater or on the Quest home level or the Plane of
    Air or Water, there is a 2/3 chance of causing a rock to fall on your
    head doing 1 to 6 damage (1 to 2 if wearing a metal helmet).
      "A rock is dislodged from the ceiling and falls on your <head>."
  zap location
    If drawbridge or its portcullis, it is destroyed.  Effects as 'zap
    downwards' above.
    If secret door or closed door, door is broken, waking nearby monsters;
    trapped doors are additionally destroyed, waking slightly less nearby
    monsters.
      "A door appears in the wall!" (secret door, in sight)
      "The door crashes open!" (untrapped, in sight)
      "You hear a crashing sound." (untrapped, not in sight)
      "KABOOM!!  You see a door explode." (trapped, in sight)
      "You hear a distant explosion." (trapped, not in sight)
  zap object
    Statue traps will be activated.
      "Instead of shattering, the statue suddenly comes alive!"
      "Instead of shattering, the statue suddenly disappears!" (invisible)
    Non-trapped statues and boulders will be broken into 8 to 66 rocks.
    Breaking a boulder in Sokoban has a -1 penalty to Luck.
    No message.
    Fragile objects may be broken.  Breaking a mirror has -2 penalty
    to Luck.  Breaking your own eggs has a -1 penalty to Luck per egg
    (to a maximum of 5).
      "<object> shatters!" (potion, in sight)
      "<object> shatters into a thousand pieces!" (tool, in sight)
      "You hear something shatter!" (potion or tool, out of sight)
      "Splat!" (egg)
      "What a mess!" (cream pie, in sight)
  zap self
    If you have magic resistance, no effect.
      "Boing!"
    Otherwise, does 2 to 24 points of damage and abuses strength.
      "You bash yourself!"             
  monster zaps you
    If you have magic resistance, no effect.
      "Boing!"
    Otherwise, does 2 to 24 points of damage (1 to 12 if half spell
    damage).
      "The wand hits you!"

teleportation (BEAM)      
  zap monster
    A priest(ess) in his or her temple resists.
      "<Monster> resists your magic!"
    Riders have a 12/13 chance of being teleported to a square next to you.
    Otherwise, the monster is teleported to a random location on the same
    level. If you were engulfed by it, you go with it, unless you are on a
    no-teleport level, in which case you cease to be engulfed and remain
    at your original location.
      "You are no longer inside the <monster>!"
        (was engulfed on a no-teleport level)
      No message (otherwise).
    If the monster is unseen and does not move, its location is revealed.
  zap downwards
    Any engraving on the location will be teleported to a random position
    on the same level.
  zap object
    Rider corpses are immediately revived.
    Otherwise, the object is teleported to a random location on the same
    level.
  zap self
    If you are on a non-teleport level, no effect.
      "A mysterious force prevents you from teleporting!"
    Otherwise, one-third of the time if you are carrying the Amulet of
    Yendor, no effect.
      "You feel disoriented for a moment."
    Otherwise, you teleport to a random or controlled position on the same
    level.
  monster zaps itself
    If you are on a non-teleport level, no effect.
      "A mysterious force prevents <monster> from teleporting!"
    Otherwise, the monster is teleported to a random location on the same
    level.
  monster zaps you
    [This will only be used if the monster is carrying the Amulet of Yendor]
    Same as 'zap self' above.

undead turning (BEAM)
  zap object
    Eggs are rejuvenated.
    Corpses are revived. If the corpse has a ghost on the same level,
    the ghost is rejoined with the body and the resulting monster is
    confused.
      "<Ghost> is suddenly drawn into its former body!"
      No messages otherwise.
  zap monster
    Corpses in monster's inventory revive (as above), eggs are rejuvenated.
    Undead monsters take 1 to 8 points of damage (2 to 16 if you are a
    Knight with the Magic Mirror of Merlin), their location is revealed if
    unseen, and they flee if they do not resist.
      No message.
  zap self
    Corpses in your inventory revive (as above), eggs are rejuvenated.
    If you are undead, you are stunned for 1 to 30 (more) turns.
      "You feel frightened and stunned." (not already stunned)
      "You feel frightened and even more stunned." (already stunned)
    Otherwise, no effect.
      "You shudder in dread."

wishing (NODIR)
  zap
    You receive a wish unless your luck is less than a random number
    between -4 and 0. You may wish for "nothing" if you do not want to
    receive anything (thus preserving wishless conduct).


Engraving with wands
~~~~~~~~~~~~~~~~~~~~
Use the (E)ngrave command to engrave with a wand.  It will use one charge
(possibly wresting the last) from the wand.  Depending on the type of the
wand, you can get one of the messages below if you are unblinded, not
levitating, and over a writable floor.  Some messages are the same for
different types of wands, some messages require an engraving already on
that square, and some wands will not provide any means of identification
this way.  Nondirectional wands will act as if they were zapped.  If you
didn't wrest the last charge from the wand, you can write a message in
the dust (or engrave if specified below).  These messages provide (perhaps
in combination with judicious zapping) a safe method of identifying many
wands.

WAND                   ENGRAVING
~~~~~~~~~~~~~~~~~~~~~  ~~~~~~~~~
cancellation           If there already is an engraving, it is erased:
                       "The engraving on the <floor> vanishes!"

cold                   If a burned-in engraving exists, it is erased:
                       "The engraving on the <floor> vanishes!"
                       After writing in the dust:
                       "A few ice cubes drop from the wand."

create monster         Same effect as zapping wand.

death                  "The bugs on the <floor> stop moving!"
                       (Same as sleep.)

digging                "This <wand> is a wand of digging!"
                       You can engrave a message.

enlightenment          Same effect as zapping wand.

fire                   "This <wand> is a wand of fire!"
                       You can burn a message.

light                  Same effect as zapping wand.

lightning              "This <wand> is a wand of lightning!"
                       You can burn a message, and you are blinded for
                       1 to 50 turns.

locking                No message.

magic missile          You can write a message in the dust, after which
                       "The <floor> is riddled by bullet holes!"

make invisible         If there already is an engraving, it is erased:
                       "The engraving on the <floor> vanishes!"

nothing                Same effect as zapping wand -- no message!

opening                No message.

polymorph              If an engraving already exists, it becomes a
                       randomly chosen engraving; otherwise, no message.

probing                No message.

secret door detection  Same effect as zapping wand.

sleep                  "The bugs on the <floor> stop moving!"
                       (Same as death.)

slow monster           "The bugs on the <floor> slow down!"

speed monster          "The bugs on the <floor> speed up!"

striking               "The wand unsuccessfully fights your attempt to
                        write!"

teleportation          If there already is an engraving, it is teleported:
                       "The engraving on the <floor> vanishes!"

undead turning         No message.

wishing                Same effect as zapping wand.


Acknowledgements
~~~~~~~~~~~~~~~~
Thanks to Bruce Cox for proofreading the original version of this file.
Further corrections and clarifications provided by Vladimir Florinski,
David Grabiner, Bruce Labbate, Eva Myers, Kate Nepveu, David Wang, and
Gary D. Young.
}}}
{{{
wan2-343.txt  Last edited 2006-08-17 for NetHack 3.4.3
Breaking wands, cancelling, and polymorphing in NetHack 3.4
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.

Breaking wands
~~~~~~~~~~~~~~
(Adapted from a spoiler by Jeffrey Robertson.)

You can destroy a wand by (a)pplying it.  You will be prompted for
confirmation, and you must have hands and a strength of at least 10.
Wands with no charges and some wands listed below have no effect ("But
nothing else happens...").

Most wands will produce an explosion when broken.  The explosion causes
damage to yourself and any monsters that were in the adjacent squares
when you broke the wand.  This damage can be reduced or eliminated if
you (or the monster) has an appropriate resistance.  Damage is also
reduced to 1/2 for Healers and Knights and to 1/5 for Monks, Priests,
and Wizards.  Further effects can occur as if you had zapped yourself
with the wand.  The explosion can also affect objects in your inventory,
on your square, and on adjacent squares, and affect locations as if they
were zapped.  Finally, some types of wands have explosions that make you
identify the wand.

Specific effects are detailed below.  In any case, you destroy the wand
and owe the cost if it was unpaid.

WAND                   EFFECTS
~~~~~~~~~~~~~~~~~~~~~  ~~~~~~~
cancellation           There is an explosion from 1 to (4*charges) damage.
                       Monsters and objects in the affected squares are
                       cancelled.

cold                   There is an explosion of cold with (8 * charges)
                       damage.
                       Potions may freeze.
                       You identify the wand.

create monster         There is an explosion from 1 to (4*charges) damage.
                       You are surrounded by monsters.

death                  There is an explosion of death with (16 * charges)
                       damage. Non-living monsters and demons resist this
                       damage.
                       You identify the wand.

digging                There is an explosion from 1 to (4*charges) damage.
                       You are surrounded by pits and holes.

enlightenment          No effects.

fire                   There is an explosion of fire with (8 * charges)
                       damage.
                       Armor, scrolls and spellbooks may burn.
                       Potions may boil.
                       Burns away slime.
                       You identify the wand.

light                  There is an explosion from 1 to (4*charges) damage.
                       You are blinded for (charges+1)d25 turns;
                       surrounding monsters may also be blinded, and
                       gremlins take damage.
                       The room is lit.

lightning              There is an explosion of lightning with (16 *
                       charges) damage.
                       Rings and other wands may explode.
                       You are blinded.
                       You identify the wand.

locking                No effects.

magic missile          There is an explosion of magic missiles with
                       (4 * charges) damage.
                       You identify the wand.

make invisible         There is an explosion from 1 to (4*charges) damage.
                       You and surrounding monsters are made invisible (in
                       your case, a 10% chance of its being permanent, a 90%
                       chance of it lasting for (charges) to (250*charges)
                       (more) turns).

nothing                No effects.

opening                No effects.

polymorph              There is an explosion from 1 to (4*charges) damage.
                       Monsters and objects in the affected squares are
                       polymorphed.

probing                No effects.

secret door detection  No effects.

sleep                  There is an explosion from 1 to (4*charges) damage.
                       You and surrounding monsters may be put to sleep.

slow monster           There is an explosion from 1 to (4*charges) damage.
                       You and surrounding monsters are slowed.

speed monster          There is an explosion from 1 to (4*charges) damage.
                       You and surrounding monsters are sped up.

striking               "A wall of force smashes down around you!"
                       There is an explosion from 1 to (charges+1)d6
                       damage.
                       You and surrounding monsters are hit by a force
                       bolt.
                       Fragile objects in your and adjacent squares may
                       be destroyed.

teleportation          There is an explosion from 1 to (4*charges) damage.
                       Monsters and objects in the affected squares are
                       teleported.

undead turning         There is an explosion from 1 to (4*charges) damage.
                       Monsters and objects in the affected squares are
                       turned.

wishing                No effects.  Not really a good idea.


Cancelling
~~~~~~~~~~
(Adapted from the spoiler "cancel", by Boudewijn Waijers.)

Monsters (including you) can be cancelled when hit by wands or spells of
cancellation, and sometimes by Magicbane.  The monster may resist.  Also,
when a gremlin (including you) manages to steal an intrinsic from a
monster, the monster is automatically cancelled as well.  Cancelled
monsters cannot use most of their special attacks against you (ongoing
effects of previous attacks will continue, however):
  Blind you with light
  Cast spells at you
  Charm you
  Confuse you
  Drain your constitution
  Drain your dexterity
  Explode in your face
  Paralyse you
  Poison you
  Put you to sleep
  Rust, rot or disenchant something, offensive or defensive
  Seduce you
  Slime you
  Slow you down
  Spit at you
  Steal an item (other than the Unique Items)
  Steal intrinsics
  Steal your gold
  Stick to you
  Stun you
  Teleport you away
  Use acid offensively against you
  Use its breath weapon
  Use its cold attack, offensive or defensive
  Use its electricity attack, offensive or defensive
  Use its fire attack or gaze, offensive or defensive
  Wrap itself around you
Many monsters also lose abilities specific to their species as well:
  Medusa's gaze cannot turn you to stone
  Medusa cannot be turned to stone with a reflecting item
  A black or brown pudding cannot divide
  A clay golem will die
  A chickatrice or cockatrice can't turn you to stone by hissing
  A demon cannot summon other demons
  A floating eye cannot be paralysed with a mirror
  A lycanthrope cannot change you into another one
  A lycanthrope cannot summon help
  A lycanthrope cannot polymorph into their wereform by attacking
  A mimic cannot revert to mimicking an object
  A nurse won't heal you with its attack
  A nymph or succubus won't steal your mirror if you apply it
  A tengu cannot teleport
  An umber hulk cannot be confused with a mirror
  A xan's prick doesn't weaken you

Note that some attacks aren't susceptible to cancellation:
  Defensive acid splashing
  Disease attacks
  Famine's hunger attack
  Mind-flaying attacks
  Physical blinding attacks
  Physical damage attacks
  The Oracle's magic defences
  Touch of Death
  Wizard or Quest Nemesis stealing the Amulet, Bell, Book or Candelabrum

When a monster cannot use a certain attack on you, it normally cannot
use it on another monster either.

A wand or spell of cancellation will also affect objects on the floor, or
objects in your inventory if you zap yourself.  However, it does not
affect other monster's inventories or the contents of containers.
Affected objects will always become uncursed.  Specific effects are
described below:
  OBJECT                     RESULT
  ~~~~~~~~~~~~~~~~~~~~~~~~~  ~~~~~~
  weapon                     uncursed +0 weapon, same erodeproofing
  armor                      uncursed +0 armor, same erodeproofing
  scroll of mail             uncursed scroll of mail
  other scrolls              uncursed scroll of blank paper
  spellbook of cancellation  uncursed spellbook of cancellation
  Book of the Dead           uncursed Book of the Dead
  other spellbooks           uncursed spellbook of blank paper
  potion of sickness         uncursed potion of fruit juice, same dilution
  potion of see invisible    uncursed potion of fruit juice, same dilution
  potion of fruit juice      uncursed potion of fruit juice, same dilution
  potion of booze            uncursed potion of booze, same dilution
  potion of oil              uncursed potion of oil, same dilution
  other potions              uncursed potion of water
  charged ring               uncursed +0 ring
  wand of cancellation       uncursed, still charged
  other wands                uncursed, uncharged, can't wrest last charge
  Bell of Opening            uncursed Bell of Opening (0)
  Candelabrum of Invocation  uncursed, same number of candles attached
  charged magic tools        uncursed, uncharged
  charged non-magic tools    uncursed, still charged
  uncharged tools            uncursed, unaltered
  containers                 uncursed, still same type, contents unchanged

Note that cancellation won't work on corpses; if it is resurrected, the
monster will still function exactly the same as if the monster had
not been cancelled when it was still alive.


Polymorphing
~~~~~~~~~~~~
You can use a wand or spell of polymorph on both monsters and objects.
The beam acts over a maximum distance of 6 to 13 squares, and cannot be
reflected.  Polymorph traps may also affect monsters, but not objects.
Potions of polymorph can be quaffed to polymorph yourself, thrown at
a target, or used to dip an object into. Quaffing from a sink has a
1/20 chance of polymorphing you.

When a monster (including you) is affected, the monster may change into a
different species.  Magic resistance will prevent a monster from
polymorphing, unless the monster zapped itself (or yourself).  Some
monsters may also resist the attack, as well.  A polymorphing monster has
a 1/25 chance of dying of system shock, unless it is a natural
shapeshifter.  Objects in the monster's or your inventory are not affected,
nor are objects dropped as a result of the polymorph.

There are several special cases when you are polymorphed.  If you are
wearing an amulet of unchanging, you will not polymorph.  If you have
polymorph control, you can choose the creature you wish to be polymorphed
into.  If you are wearing dragon armour, you will become that type of
dragon (unless you have polymorph control) and will lose your cloak and
shirt; the armour will merge with your skin and be unharmed if not
broken by a further polymorph.  If you have lycanthropy, you turn into
that were-creature (or vice versa); if you are a vampire, you become a
vampire bat (or vice versa).  If you have none of the above, you have
a (19 - Constitution) in 20 chance of getting system shock ("You shudder
for a moment", lose 1 to 30 HP, and abuse your constitution); if this
does not occur, there is a 1/5 chance (which also applies to controlled
polymorphs) that you become a "new man/woman/<race>" rather than a
different monster, and your level, hit points, energy, and statistics will
be randomly adjusted.

How long you are polymorphed depends on your experience level and the
level of the monster you became (this prevents abuse by low-level
characters); you will not revert while you have unchanging.  You can
always return to your natural form by losing all of your hit points
(in a pinch by throwing objects upwards (<) and letting them hit you)
unless you have unchanging; in this case, you will simply die.  Other
monsters remain the same species indefinitely (except true shapeshifters).

You can also polymorph objects.  Many people call this "polypiling",
because they painstakingly collect items, line them up into several
piles, and polymorph them all at once.  Each item may become a new item
in the same object class.  The objects retain their blessed/cursed state,
erosion, erosionproofing, traps, and poisoning.  Wands keep their number
of charges, whereas weapons and armor keep their enchantment.  Worn items
are removed on polymorphing.  Magical objects (see the next section) will
tend not to polymorph into non-magical ones, and vice versa; the
probabilities of this for the object classes that have members of each
kind are as below.

class       magical -> non-magical  non-magical -> magical
~~~~~     : ~~~~~~~~~~~~~~~~~~~~~~  ~~~~~~~~~~~~~~~~~~~~~~
armour    :        54%                        0.6%
gem       :        92%                      negligible
potion    :       1.7%                         41%
scroll    :     negligible                     92%
spellbook :     negligible                     95%
tool      :        60%                        0.3%
wand      :     negligible                     93%

You will eventually lose some objects.  Items appearing in quantities of
2 or more have a (quantity in 1000) chance of merging into one object.
Items also have a probability of "shuddering": 1/3 if a wand or cursed,
1/8 if uncursed, 1/12 if blessed (if in quantities greater than 4, 100%,
1/4, and 1/6, respectively).  This will decrease the quantity of the item
randomly, cause any remainder not to be polymorphed, and has a one in
(luck + 45) chance per object of creating a golem from the material of
the shuddered item (provided at least two items total remain in the pile).
Scrolls of mail will never merge or shudder.

There are some limitations to polypiling.  You can't change scrolls of
mail, wands of polymorph, potions of polymorph, spellbooks of polymorph,
Rider corpses, the invocation items, or the Amulet of Yendor.  Artifacts
have a much higher chance of resisting polymorph than non-artifacts; the
result of a polymorph will never be an artifact.  Eggs laid by you become
other types of eggs, still laid by you.  Spellbooks will become more faded,
wands have their recharge count incremented.  Magic markers will be
considered to have been recharged once.  Crocodile corpses become
non-cursed fireproof +0 low boots.  Containers lose all of their contents.
There are limits to converting stones (e.g. rocks and luckstones) into
gems and glass; you won't get more than four.  Note that balls and chains
become (surprise!) balls and chains.  You can never create the following
objects through polypiling:
  magic lamps           wands of wishing         wands of polymorph
  potions of polymorph  spellbooks of polymorph
and, since the probabilities of the new item are the same as for random
generation of that object class, you'll never get anything you wouldn't
find randomly created in the dungeon either.


Magical objects
~~~~~~~~~~~~~~~
(Adapted from a spoiler by Peter Snelling)

To maximise the results from polymorphing objects, it's useful to know
which objects the game considers "magical" and which not.

Magical armour (all other being non-magical):
  cloak of displacement          dunce cap
  alchemy smock                  cornuthaum
  cloak of invisibility          helm of brilliance
  cloak of magic resistance      helm of opposite alignment
  elven cloak                    helm of telepathy
  robe
  cloak of protection            elven boots
                                 kicking boots
  gauntlets of dexterity         fumble boots
  gauntlets of fumbling          levitation boots
  gauntlets of power             jumping boots
                                 speed boots
  shield of reflection           water walking boots

  all dragon scale mail (but not dragon scales)

Magical tools (all other being non-magical):
  bag of holding                 magic whistle     
  bag of tricks                  magic flute       
  magic lamp                     frost horn	       
  crystal ball                   fire horn	       
  unicorn horn                   horn of plenty    
  figurine                       magic harp	       
  magic marker                   drum of earthquake

Magical stones (the remaining gems and stones are non-magical):
  luckstone
  loadstone
  touchstone

Non-magical potions (all other being magical):
  booze
  fruit juice
  sickness
  water
  acid
  oil

No weapon, food, boulder, or statue is magical.
All non-blank scrolls are magical (except non-polyable scrolls of mail).
All non-blank spellbooks are magical.
All wands except nothing are magical.
All rings (except meat rings, which are food) are magical.
All non-fake amulets are magical.
All Unique Items are magical, but can't be polymorphed anyway.


Acknowledgements
~~~~~~~~~~~~~~~~
Thanks to Bruce Cox for proofreading the original version of this file.
Further corrections and clarifications provided by Joe Bednorz,
Roger Breitenstein, David Corbett, Kent Paul Dolan, Michael Deutschmann,
David Gale, Wes Irby, Toni Keskitalo, Bruce Labbate, Oberon, Jason Parker,
Pat Rankin, Irina Rempt, Stanislav Traykov, and Jeremy Turner.
}}}
{{{
weap-343.txt  Last edited 2007-05-03 for NetHack 3.4.3
Weapons, weapon skills, and combat modifiers in NetHack 3.4
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.

WEAPON (Table 1)            COST  WGT  PROB   MATL  APPEARANCE
~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~~~ : ~~~~  ~~~~~~~~~~
Dagger                    :                 :
  orcish dagger           : $ 4    10   12  : IRON  crude dagger
  dagger                  :   4    10   30  : IRON  --
  silver dagger           :  40    12    3  : SILV  --
  athame                  :   4    10    0  : IRON  --
  elven dagger            :   4    10   10  : WOOD  runed dagger
Knife                     :                 :
  worm tooth              :   2    20    0  : NONE  --
  knife           (shito) :   4     5   20  : IRON  --
  stiletto                :   4     5    5  : IRON  --
  scalpel                 :   6     5    0  : METL  --
  crysknife               : 100    20    0  : MINL  --
Axe                       :                 :
  axe                     :   8    60   40  : IRON  --
  battle-axe              :  40   120*  10  : IRON  double-headed axe
Pick-axe                  :                 :
  pick-axe                :  50   100  tool : IRON  --
  dwarvish mattock        :  50   120*  13  : IRON  broad pick
Short sword               :                 :
  orcish short sword      :  10    30    3  : IRON  crude short sword
  short sword (wakizashi) :  10    30    8  : IRON  --
  dwarvish short sword    :  10    30    2  : IRON  broad short sword
  elven short sword       :  10    30    2  : WOOD  runed short sword
Broadsword                :                 :
  broadsword   (ninja-to) :  10    70    8  : IRON  --
  runesword               : 300    40    0  : IRON  runed broadsword
  elven broadsword        :  10    70    4  : WOOD  runed broadsword
Long sword                :                 :
  long sword              :  15    40   50  : IRON  --
  katana                  :  80    40    4  : IRON  samurai sword
Two-handed sword          :                 :
  two-handed sword        :  50   150*  22  : IRON  --
  tsurugi                 : 500    60*   0  : METL  long samurai sword
Scimitar                  :                 :
  scimitar                :  15    40   15  : IRON  curved sword
Saber                     :                 :
  silver saber            :  75    40    6  : SILV  --
Club                      :                 :
  club                    :   3    30   12  : WOOD  --
  aklys                   :   4    15    8  : IRON  thonged club
Mace                      :                 :
  mace                    :   5    30   40  : IRON  --
Morning star              :                 :
  morning star            :  10   120   12  : IRON  --
Flail                     :                 :
  flail        (nunchaku) :   4    15   40  : IRON  --
  grappling hook          :  50    30  tool : IRON  iron hook
Hammer                    :                 :
  war hammer              :   5    50   15  : IRON  --
Quarterstaff              :                 :
  quarterstaff            :   5    40*  11  : WOOD  staff
Polearm                   :                 :
  partisan                :  10    80*   5  : IRON  vulgar polearm
  fauchard                :   5    60*   6  : IRON  pole sickle
  glaive       (naginata) :   6    75*   8  : IRON  single-edged polearm
  bec-de-corbin           :   8   100*   4  : IRON  beaked polearm
  spetum                  :   5    50*   5  : IRON  forked polearm
  lucern hammer           :   7   150*   5  : IRON  pronged polearm
  guisarme                :   5    80*   6  : IRON  pruning hook
  ranseur                 :   6    50*   5  : IRON  hilted polearm
  voulge                  :   5   125*   4  : IRON  pole cleaver
  bill-guisarme           :   7   120*   4  : IRON  hooked polearm
  bardiche                :   7   120*   4  : IRON  long poleaxe
  halberd                 :  10   150*   8  : IRON  angled poleaxe
Spear                     :                 :
  orcish spear            :   3    30   13  : IRON  crude spear
  spear                   :   3    30   50  : IRON  --
  silver spear            :  40    36    2  : SILV  --
  elven spear             :   3    30   10  : WOOD  runed spear
  dwarvish spear          :   3    35   12  : IRON  stout spear
Javelin                   :                 :
  javelin                 :   3    20   10  : IRON  throwing spear
Trident                   :                 :
  trident                 :   5    25    8  : IRON  --
Lance                     :                 :
  lance                   :  10   180    4  : IRON  --
Bow                       :                 :
  orcish bow              :  60    30   12  : WOOD  crude bow
  bow                     :  60    30   24  : WOOD  --
  elven bow               :  60    30   12  : WOOD  runed bow
  yumi                    :  60    30    0  : WOOD  long bow
  orcish arrow            :   2     1   20  : IRON  crude arrow
  arrow                   :   2     1   55  : IRON  --
  silver arrow            :   5     1   12  : SILV  --
  elven arrow             :   2     1   20  : WOOD  runed arrow
  ya                      :   4     1   15  : METL  bamboo arrow
Sling                     :                 :
  sling                   :  20     3   40  : LEAT  --
  flintstone              :   1    10  gems : MINL  --
  other rocks/gems/glass  : vary  vary gems : vary  --
Crossbow                  :                 :
  crossbow                :  40    50   45  : WOOD  --
  crossbow bolt           :   2     1   55  : IRON  --
Dart                      :                 :
  dart                    :   2     1   60  : IRON  --
Shuriken                  :                 :
  shuriken                :   5     1   35  : IRON  throwing star
Boomerang                 :                 :
  boomerang               :  20     5   15  : WOOD  --
Whip                      :                 :
  bullwhip                :   4    20    2  : LEAT  --
  rubber hose             :   3    20    0  : PLAS  --
Unicorn horn              :                 :
  unicorn horn            : 100    20* tool : BONE  --
Two weapon combat         :  --    --  none : NONE  --
Riding                    :  --    --  none : NONE  --
Bare-handed combat        :  --    --  hand : NONE  --
Martial arts              :  --    --  hand : NONE  --


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   
  worm tooth              :                          d2    1.5  d2      1.5
  knife           (shito) :                          d3    2.0  d2      1.5
  stiletto                :                          d3    2.0  d2      1.5
  scalpel                 :                     +2   d3    2.0  d3      2.0
  crysknife               :                     +3   d10   5.5  d10     5.5
Axe                       : -Es- s--s -  -bEs   
  axe                     :                          d6    3.5  d4      2.5
  battle-axe              :                          d8+d4 7.0  d6+2d4  8.5
Pick-axe                  : Esb- b--b -  -bs-   
  pick-axe                :                          d6    3.5  d3      2.0
  dwarvish mattock        :                     -1   d12   6.5  d8+2d6 11.5
Short sword               : bE-s s--b E  EEsb   
  orcish short sword      :                          d5    3.0  d8      4.5
  short sword (wakizashi) :                          d6    3.5  d8      4.5
  dwarvish short sword    :                          d7    4.0  d8      4.5
  elven short sword       :                          d8    4.5  d8      4.5
Broadsword                : -s-- s--- s  sbs-   
  broadsword   (ninja-to) :                          2d4   5.0  d6+1    4.5
  runesword               :                          2d4   5.0  d6+1    4.5
  elven broadsword        :                          d6+d4 6.0  d6+1    4.5
Long sword                : -s-- E--- s  EbE-   
  long sword              :                          d8    4.5  d12     6.5
  katana                  :                     +1   d10   5.5  d12     6.5
Two-handed sword          : -E-- s--- b  EbE-   
  two-handed sword        :                          d12   6.5  3d6    10.5
  tsurugi                 :                     +2   d16   8.5  d8+2d6 11.5
Scimitar                  : ss-b b--- s  bsb-   
  scimitar                :                          d8    4.5  d8      4.5
Saber                     : Eb-b s--- s  bsb-   
  silver saber            :                          d8    4.5  d8      4.5
Club                      : ssEs b-E- s  ---s   
  club                    :                          d6    3.5  d3      2.0
  aklys                   :                          d6    3.5  d3      2.0
Mace                      : -sEb s-E- s  -b-b   
  mace                    :                          d6+1  4.5  d6      3.5
Morning star              : -sb- s-Eb b  -b--   
  morning star            :                          2d4   5.0  d6+1    4.5
Flail                     : -bs- b-Es b  sb--   
  flail        (nunchaku) :                          d6+1  4.5  2d4     5.0
  grappling hook          :                          d2    1.5  d6      3.5
Hammer                    : -Es- b-Eb b  -bE-   
  war hammer              :                          d4+1  3.5  d4      2.5
Quarterstaff              : sbEE -bEb -  bbbE   
  quarterstaff            :                          d6    3.5  d6      3.5
Polearm                   : --sb s-ss b  sbss   
  partisan                :                          d6    3.5  d6+1    4.5
  fauchard                :                          d6    3.5  d8      4.5
  glaive       (naginata) :                          d6    3.5  d10     5.5
  bec-de-corbin           :                          d8    4.5  d6      3.5
  spetum                  :                          d6+1  4.5  2d6     7.0
  lucern hammer           :                          2d4   5.0  d6      3.5
  guisarme                :                          2d4   5.0  d8      4.5
  ranseur                 :                          2d4   5.0  2d4     5.0
  voulge                  :                          2d4   5.0  2d4     5.0
  bill-guisarme           :                          2d4   5.0  d10     5.5
  bardiche                :                          2d4   5.0  3d4     7.5
  halberd                 :                          d10   5.5  2d6     7.0
Spear                     : -sEb sbss b  bbsb   
  orcish spear            :                          d5    3.0  d8      4.5
  spear                   :                          d6    3.5  d8      4.5
  silver spear            :                          d6    3.5  d8      4.5
  elven spear             :                          d7    4.0  d8      4.5
  dwarvish spear          :                          d8    4.5  d8      4.5
Javelin                   : --sb sbsE -  bbbb
  javelin                 :                          d6    3.5  d6      3.5
Trident                   : -ssb b-sb -  -bbb   
  trident                 :                          d6+1  4.5  3d4     7.5
Lance                     : ---- E-b- -  sbs-   
  lance                   :                          d6    3.5  d8      4.5
Bow                       : -bs- b-bE -  Eb--   
  orcish bow              :                          d2    1.5  d2      1.5
  bow                     :                          d2    1.5  d2      1.5
  elven bow               :                          d2    1.5  d2      1.5
  yumi                    :                          d2    1.5  d2      1.5
  orcish arrow            :                          d5    3.0  d6      3.5
  arrow                   :                          d6    3.5  d6      3.5
  silver arrow            :                          d6    3.5  d6      3.5
  elven arrow             :                          d7    4.0  d6      3.5
  ya                      :                     +1   d7    4.0  d7      4.0
Sling                     : s-Es --bE -  -bbs   
  sling                   :                          d2    1.5  d2      1.5
  flintstone              :                          d6    3.5  d6      3.5
  other rocks/gems/glass  :                          d3    2.0  d3      2.0
Crossbow                  : ---- sbbE E  -b--   
  crossbow                :                          d2    1.5  d2      1.5
  crossbow bolt           :                          d4+1  3.5  d6+1    4.5
Dart                      : b--E --bE E  -E-E   
  dart                    :                          d3    2.0  d2      1.5
Shuriken                  : ---s -bbs s  Eb-b   
  shuriken                :                     +2   d8    4.5  d6      3.5
Boomerang                 : E-E- --bE -  -b--   
  boomerang               :                          d9    5.0  d9      5.0
Whip                      : E--- ---b -  -b--   
  bullwhip                :                          d2    1.5  1       1.0
  rubber hose             :                          d4    2.5  d3      2.0
Unicorn horn              : s-bE --s- -  -s--   
  unicorn horn            :                     +1   d12   6.5  d12     6.5
Two weapon combat         : bb-- s--- E  Ess-   
Riding                    : bb-- E--b b	 sbsb		    
Bare-handed combat        : EMMb E-bb E  -sEb        d2    1.5  d2      1.5
Martial arts              : ---- -G-- -  M---        d4    2.5  d4      2.5
					    
Weapons are listed above first by skill class, then by increasing damage.
Alternative Japanese names are listed in parentheses ().  The COST field
denotes the base price of each weapon.  WGT specifies the weight (100
zorkmids weighs 1); an asterisk (*) signifies that the weapon requires
two hands to wield.

Weapons comprise 10% of all randomly-generated items in the main dungeon,
0% in containers, 12% on the Rogue level, and 20% in hell.  PROB is the
relative probability of each subtype.  If an object is mergable, then
6d6 (6 to 36) quantity is generated.  Weapons have a roughly 10% chance
of being blessed, roughly 10% of being cursed, and roughly 10% chance of
a non-zero enchantment (exponentially distributed).  Poisonable weapons
(all arrows, crossbow bolts, darts, and shuriken) have a 1% chance of
being generated poisoned.  Pick axes, unicorn horns, grappling hooks,
gems, glass, rocks, two-weapon combat, riding, bare-handed combat, and
martial arts are also listed here for their weapon skills and damage,
even though they are not technically weapons.

The MATL column describes the material of the weapon.  This affects
whether the weapon can be damaged (eroded); see the section below to
find out how to repair and prevent damage.

    MATL  DESCRIPTION                      ERODES?
    ~~~~  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  ~~~~~~~
    BONE  Horn or bone                     No
    IRON  Iron                             Rusts/Corrodes
    LEAT  Leather                          Burns/Rots
    METL  Other metal                      No
    MINL  Mineral                          No
    NONE  Not an item or unusual material  No
    PLAS  Plastic or rubber                No
    SILV  Silver                           No
    WOOD  Wood                             Burns/Rots

Some character classes know the true identity of some or all weapons at
the start of the game.  Weapons whose identity has not yet been established
will have the APPEARANCE listed.

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,
and G for grand master.  Weapon skills are explained further below.

Finally, information about each weapon's ability to hit and cause damage
is listed.  A few weapons have an additional bonus to hit, listed in the
+HIT column.  The base amount of damage to small ("tiny", "small", and
"medium") and large ("large", "huge", and "gigantic") monsters is given
in the SDAM and LDAM fields, and is expressed in terms of die rolls.
For example, 2d6 means 2 dice which can each range from 1 to 6, for a
total from 2 to 12.  The average amount of damage (useful for comparing
weapons) against small and large monsters is given under SAVG and LAVG.


Weapon skills
~~~~~~~~~~~~~
    "First lesson," Jon said. "Stick them with the pointy end."
        -- George R.R. Martin, "A Game of Thrones"

The table of weapons above is organized by "skill classes".  Continued
use of a weapon gives you practice in its skill class.  With enough
practice in a skill class and experience levels, you may have the
opportunity to advance your skill level in that skill class.  This will
in turn lead to an improvement in your chance to hit and the damage
produced by weapons in that class.

               NEEDED        WEAPON       2-WEAP   
SKILL LEVEL   HITS  EXP    +HIT +DAM    +HIT +DAM  
~~~~~~~~~~~   ~~~~  ~~~    ~~~~ ~~~~    ~~~~ ~~~~  
Unskilled       0    0      -4   -2      -9   -3   
Basic          20    1       0    0      -7   -1   
Skilled        80    2      +2   +1      -5    0   
Expert        180    3      +3   +2      -3   +1   

               NEEDED        RIDING     BARE-HAND   MARTIAL
SKILL LEVEL   HITS  EXP    +HIT +DAM      +DAM       +DAM
~~~~~~~~~~~   ~~~~  ~~~    ~~~~ ~~~~    ~~~~~~~~~   ~~~~~~~
Unskilled       0    0      -2    0         0         +1 
Basic          20    1      -1    0        +1         +3 
Skilled        80    1       0   +1        +1         +4 
Expert        180    2       0   +2        +2         +6 
Master        320    2      --   --        +2         +7 
Grand master  500    3      --   --        +3         +9 

There are specifically two requirements needed to advance a skill class:
a number of successful hits by any weapon in the skill class and a
number of experience levels.  A hit is considered successful if it
causes more than one point of damage to a monster, regardless if the
weapon is wielded or thrown.  The particular damage value used for this
determination is described in "Calculating damage" below.

The number of HITS needed to advance to a particular SKILL LEVEL is shown
in the tables above; this is cumulative from the beginning of the game
(although if you start at basic level in a skill you will be pre-credited
with the 20 hits needed to achieve it). For advancing riding skill, 100
turns spent moving is equivalent to one hit.

The other criterion used to advance skill levels is experience levels.
Each time you gain an experience level, you earn a "skill slot" that is
used up when you an advance a skill.  Thus you can earn a maximum of 29
skill slots, by advancing from level 1 to level 30.  If you lose an
experience level, you lose the associated skill slot; if that skill slot
was used to enhance a skill, you will lose the most recently earned skill
and are refunded the remaining skill slots from that skill level. 

The tables above also lists the number of additional EXPerience levels
(skill slots) needed to advance to that skill level (note the difference
between the two tables).  Unlike the number of hits, this number is not
cumulative.  Thus, it takes 2 skill slots to advance a weapon from basic
to skilled, no matter if you started with it as basic or unskilled.  Note
that these slots are shared with spell skills.

When you start the game, you will have basic skill for the weapons and
weapon-tools in your initial inventory, have basic skill in bare-handed
combat if you can advance it beyond expert, basic skill in riding if a 
Knight, and will be unskilled in all other weapon categories.  When you
reach the point when you can advance a skill category, you will see the
message, "You feel more confident in your (weapon/fighting) skills."
You can then advance the skill using the #enhance command (alt-e on some
systems).  You may choose to not advance a skill level if you want to
reserve the skill slots for a different skill. After advancing a skill,
if you are ready to advance another skill (possibly the same one), you
will get the message "You feel you could be more dangerous!"  The
#enhance command can also be used at any time to check your current skill
levels.

Of course, there are limits to how much you can advance a particular
skill category.  Each character class has different maximum levels for
each skill category, as can be seen in weapons table 2 above.  These
differences help to distinguish the various character classes late in
the game.  For example, note that many of the fighter classes have skill
with swords, whereas Priests are restricted from edged weapons but are
good with bludgeons and missiles.  Note that you can usually advance your
starting weapons and your Quest Artifact (if it is a weapon) to expert
skill.

The term "restricted" is used to describe skill categories that are
permanently unskilled.  They do not appear in the #enhance menu, although
you will see skills that are unskilled and can be advanced.  If you
receive an artifact weapon from crowning or sacrificing, and the
artifact's skill category is restricted, then the restriction will be
removed and you will be able to advance that skill to basic level; only
hits made after the unrestriction count towards this advancement.

Note that only character classes who are unrestricted in two-weapon
skill are able to use the #twoweapon command in their unpolymorphed
form.

Weapon skills affect your game by adding a bonus to your chance to hit
and your damage.  The WEAPON +HIT and +DAM columns in the table above
shows the amount of this bonus for each skill level. 

If you attack a monster while not wielding any weapon, you will cause
either bare-handed damage (d2) or martial arts (d4) damage.  You only
cause one or the other, depending on your character class.  These skills
can be enhanced just like weapon skills -- even to levels beyond those
of weapons (master and grand master) -- and have their own +DAMage bonuses.
The martial arts bonus also applies when attacking a monster by kicking it.


Calculating the chance to hit
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Adapted from the spoiler "weapons", by Robert DeLoura and
Boudewijn Waijers.)

There are four ways to attack a monster with a weapon.  You can hit the
monster directly by wielding the weapon and stepping into that monster's
square.  If no weapon is wielded, you use your bare-handed or martial
arts skill.  Second, you can use the throw command to throw a weapon or
any other object (just type the object's inventory letter), or the fire
command to throw the object currently in your quiver.  Missiles (such as
arrows) are fired from launchers (such as bows) by wielding the launcher
and throwing the missile.  Third, you can kick an object at a monster, or
just kick a monster in an adjacent square. Finally, you can apply a
wielded polearm (lances are, for combat purposes, considered polearms) at
a monster at a distance: if your skill in that weapon is basic or worse,
the monster must be exactly two squares away orthogonally; if skilled, it
may also be a knight's-move away; if expert (can only apply to lances),
anywhere at two moves' distance.

It is possible that you may hit with more than one weapon in a turn:
* If you are using two-weapon combat, then if your primary weapon hits and
  is not destroyed in the process, and the monster is not dislodged from its
  position, your secondary weapon also automatically hits. 
* 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.

Your chance to hit is based on the sum of the following items.  The larger
the number, the better your chance to hit.

The following are added to all attacks:
+   The target monster's armor class.
+   Your experience level, or your hit dice if you are polymorphed.
+   Your total numerical luck, which can range from -13 to +13.
+   A bonus based on your dexterity (see DEXT +HIT in the table below).
+   Your increase accuracy bonus (such as from rings).
+   1 if you are in elven form and are attacking an orc (any o or orcish
    undead).
+   2 if the target monster was asleep.  It will awaken, whether you hit
    or miss it.
+   4 if the target monster was paralyzed.  There is a 10% chance that
    the monster will be unfrozen.

The following are added only when attacking a monster directly with
a wielded weapon or bare-handed (melee attacks):
+   1 bonus for attacking directly.
+   A bonus based on your strength (see STRENGTH +HIT in the table
    below).
+   1 if you are XL 1 or 2 (game-balancing beginner's luck).
+   -1 if you are burdened, -3 if stressed, -5 if strained.  You cannot
    attack in any way if you are overtaxed or overloaded.
+   -3 if you are trapped.
+   2 if the target monster was stunned.
+   2 if the target monster was fleeing.
+   -20 if you are a Monk wearing body armour.
+   If you are a barehanded Monk not wearing body armour or a shield, 2
    plus your experience level divided by three.

The following are added only when attacking by throwing, firing or
kicking a weapon, or applying a polearm (long- and medium-range attacks):
+   -1 penalty for attacking from a distance.
+   +2 to -4, depending on your distance to the target monster.
+   -2 to +5, depending on the size of the target monster.
+   2 with a heavy iron ball.
+   4 with a boomerang.
+   2 with throwing weapons (daggers (except athames), knives (except
    scalpels and worm teeth), spears, javelins, war hammers, aklys, darts,
    shuriken).
+   -2 with non-throwing weapons.
+   6 with a boulder.
+   1 if you are an elf or Samurai wielding any bow and shooting any arrow.
    This bonus is 2 when an elf uses an elven bow or a Samurai uses a yumi.
+   Some gloves are a hindrance if you wield any bow class.  Gauntlets of
    power are -2, and gauntlets of fumbling are -3.
+   -4 if you throw or kick a missile without wielding a matching
    launcher:
        LAUNCHER(S)                  MISSILE(S)
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        orcish bow, bow, elven bow,  orcish arrow, arrow, silver arrow,
          yumi                         elven arrow, ya
        sling                        gems and stones
        crossbow                     crossbow bolt
+   Enchantment of the launcher you are wielding, if you threw or kicked
    a matching missile.
+   -1 if your launcher is damaged, -2 if it is very damaged, or -3 if
    it is thoroughly damaged.  This only applies when you kick or throw
    a matching missile.
+   An artifact launcher +HIT bonus, if any applies.

If the target monster is being attacked with a weapon or weapon-tool --
your (primary) wielded one when attacking directly or with a polearm, or
the missile if thrown or kicked -- there are additional bonuses based on
that object:
+   The object's enchantment.
+   The object type's to-hit bonus.  See +HIT in weapons table 2.
+   A weapon skill +HIT bonus if not using two weapons; see WEAPON +HIT
    in the weapon skills table above, for the current skill level of
    that weapon.
+   A penalty if using two weapons and/or riding while poorly skilled;
    see 2-WEAP +HIT and RIDING +HIT in the weapon skills table above.
    (For the former purpose, your skill is considered to be the lower of
    your actual two-weapon skill and your skill in your primary weapon.)
+   An additional -2 if using two weapons while riding, regardless of skill.
+   2 for blessed weapon(-tool) against a demon or undead monster.
+   2 for weapons in spear class against X, D, J, N, or H.
+   2 for a trident against snakes or sea monsters out of water.
+   4 for a trident against any swimmer in water.
+   2 for weapons in pick-axe class against xorns and earth elementals.
+   An artifact +HIT bonus, if any applies.

A die from 1 to 20 is rolled and compared to the to-hit total.  If the
die roll is less than the to-hit total (or equal when throwing or
kicking), you hit the monster and inflict damage as described below;
otherwise, you miss the monster.  The die roll is also used in determining
if certain "chance" artifact effects occur (e.g., beheading or Magicbane's
special attacks).

There are also some special cases.  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.  Unicorns will always catch
gems and glass that is thrown or kicked at them, causing no damage. Your
Quest Leader will always catch your Quest Artifact, and return it to you
if peaceful.

Here is the table of attribute adjustments:
                  STRENGTH   DEXT   :                   STRENGTH   DEXT
  ATTRIBUTE      +HIT  +DAM  +HIT   :   ATTRIBUTE      +HIT  +DAM  +HIT
  ~~~~~~~~~~~~~  ~~~~  ~~~~  ~~~~   :   ~~~~~~~~~~~~~  ~~~~  ~~~~  ~~~~
        3         -2    -1    -3    :   18/76 - 18/90   +2    +4    --
     4 to  5      -2    -1    -2    :   18/91 - 18/99   +2    +5    --
     6 to  7      -1     0    -1    :       18/**       +3    +6    --
     8 to 14       0     0     0    :        19         +3    +6    +5
       15          0     0    +1    :        20         +3    +6    +6
       16          0    +1    +2    :        21         +3    +6    +7
       17         +1    +1    +3    :        22         +3    +6    +8
       18         +1    +2    +4    :        23         +3    +6    +9
  18/01 - 18/50   +1    +3    --    :        24         +3    +6   +10
  18/51 - 18/75   +2    +3    --    :        25         +3    +6   +11


Calculating damage
~~~~~~~~~~~~~~~~~~
(Adapted from the spoiler "weapons", by Robert DeLoura and
Boudewijn Waijers.)

If you hit directly without wielding anything, you inflict either bare-
handed base damage (d2) or martial arts base damage (d4). No base damage
occurs against shades. If the base damage is more than one point, you
exercise that weapon skill.  Added to this is a d4 bonus if wearing
blessed gloves while fighting undead or demons, or d20 if wearing a silver
ring(s) and no gloves while fighting a silver-hating monster.  There is
also a small chance of stunning your opponent and causing it to stagger
back a space (if it can); this will only happen if you are wearing neither
body armour nor shield and are in your natural form.

Damage from weapons, weapon-tools, gems, stones, ball, or chain is the
total of the following:
+   Impacting object's base damage (SDAM or LDAM above, accordingly)
+   Impacting object's enchantment (weapon and weapon-tool only)
------------------------------------------------------------------------
=   Subtotal A
#   Subtotal A 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.
#   Subtotal A is set to zero if attacking a shade without silver.
#   Heavy iron ball sets subtotal A to 1-25, depending on weight.
+   d4 if using a blessed item against undead or demon.  Undead include
    all liches (L), all mummies (M), all vampires (V), all wraiths/wights
    (W), all zombies (Z), ghosts, and shades.  Demons are all & except
    Death, Pestilence, Famine, the mail daemon, djinn, and sandestins.
    This bonus can't be doubled.
+   d4 if using an axe or battle axe against a wooden creature (namely,
    wood golems).  This bonus can't be doubled.
+   d20 if silver weapon against silver-hating creature.  These include
    all were-creatures (in both human and creature form); all vampires
    (V); all demons (&) except Death, Pestilence, Famine, the mail
    daemon, djinn, and sandestins; shades; and all imps (i) except 
    tengu.  This bonus can't be doubled.
+   erosion penalty from whichever of rust/fire damage or rot/corrosion
    damage is greater (-1 = damaged, -2 = very damaged, -3 = thoroughly 
    damaged). This won't reduce subtotal B beyond 1.
------------------------------------------------------------------------
=   Subtotal B.  This is the value that must be greater than one for the
    hit to be counted toward a weapon skill.
+   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.
+   2d10 for a successful joust (2d2 if with a secondary weapon). This
    bonus can't be doubled. To joust successfully, you need to hit with a
    lance in melee while riding (and not fumbling or stunned), and the
    chance is dependent on your skill in lance (or, if two-weaponing, the
    lower of your skill in two-weapon combat and in lance): 20% at
    unskilled, 40% at basic, 60% at skilled, 80% at expert. The monster
    will be stunned for a turn and thrown back a square (if possible).
    There is a small chance that the lance will break (dependent on your
    Luck). Successfully jousting will always exercise your weapon skill.
+   1 if you're a Samurai using ya with a yumi, or are an elf using elven
    arrows with an elven bow. Polymorph doesn't count.
+   Artifact damage bonus, doubling, and/or special attacks.  This may
    apply only against certain creatures.  See art1-343.txt.
------------------------------------------------------------------------
=   Total damage
Hitting directly with a launcher, hitting directly with a missile, using
the wrong missile with a launcher, or using a polearm at close range
(unless mounted) causes only d2 damage (zero against shades) and does not
exercise your weapon skill. If you attack directly with a boomerang,
there's a chance (decreasing with higher Luck) that the boomerang
breaks, causing another 1 point of damage (no damage to shades).

Damage from other objects are as follows.  No weapon skills are exercised.
  OBJECT            DAMAGE
  ~~~~~~~~~~~~~~~~  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  corpses           2 to 8, depending on size.  Cockatrice/chickatrice
                    corpses (nicknamed "rubber chickens") turn monsters
                    to stone, or do no damage if monster is stoning-
                    resistant.
  eggs              1, penalize luck if you laid it, and no increase
                    damage bonus.
                    Cockatrice/chickatrice eggs (nicknamed "stoning
                    grenades") turn monsters to stone, or do no damage
                    if monster is stoning-resistant.
  clove of garlic   1, makes undead (but NOT demons) flee for 2d4 (more)
                    turns.
  cream pie,        0, blinds target; no increase damage bonus.
    blinding venom  
  acid venom        2d6 to monsters not acid resistant; no increase
                    damage bonus.
  potions           See pot1-343.txt.
  expensive camera  0, breaks camera, no increase damage bonus.
  mirror            1, breaks mirror (even on shades) with a -2 penalty
                    to your luck.
  boulder           d20.
  heavy iron ball   1 to 25, depending on weight and subject to rusting.
  iron chain        d4+1, subject to rusting.
  other objects     1 to 6, depending on weight. Silver objects receive
                    a +d20 bonus against a silver-hating creature (see
                    above for list).

Additional damage can occur to all of the above attacks (even against
shades; however, the first two bonuses are not applied if your current
damage total is less than one):
+   Your increase damage bonus (such as from rings), unless if noted
    above.
+   The STRENGTH +DAM bonus from the attributes adjustment table above.
    This won't occur if you aren't allowed the increase damage bonus, or
    if you're firing a missile from a launcher.
+   If you scored a hit that exercises a weapon skill, the +DAM bonus
    for that weapon skill or for two-weapon combat skill (and for
    riding skill if applicable, unless using two weapons). If fighting
    with two weapons, your skill for this purpose is considered to be the
    lower of your actual two-weapon skill and your skill in the single
    weapon scoring the hit.
+   If you hit a non-poison-resistant monster with a fired poisoned
    missile, there's a 10% chance of an instant kill, else you inflict d6
    more damage.
Your total damage is limited from being negative.  If you are allowed an
increase damage bonus, you will score at least 1 point of damage.

When you attack a monster and are polymorphed into a creature, you usually
use the attacks of your polymorphed form.  However, if you are in a form
that can use a weapon, are wielding something, and attempt a weapon,
claw, kick, bite, sting, touch, butt, or tentacle attack, then you will
attack with the wielded object instead.

You may sometimes shatter your opponent's weapon if you are wielding a
two-handed weapon, or are a Samurai wielding a katana with nothing in your
off-hand. Your skill with your weapon must be skilled or better.  The chance
depends upon your weapon's erosion and the ability of your opponent's weapon
to resist; it is about 2.5% under the best circumstances.  This attack also
causes the monster to flee for 2d3 (more) turns.

Some monsters fight back passively when attacked.  Also, when a black or
brown pudding is hit directly with an iron weapon, it will be cloned
after taking damage.


What's the relationship between launcher and missile modifiers?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A very brief summary (for the full details, see the above two sections) of
which effects enchantments, erosions, and artifact combat bonuses will have
when using a launcher and missile in the correct combination:

MODIFIER                           TO HIT    DAMAGE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~:~~~~~~~~~~~~~~~~~~
Launcher enchantment            :   YES        NO    
Launcher erosion                :   YES        NO
Launcher artifact to-hit bonus  :   YES        NO
Launcher artifact damage bonus  :   N/A       N/A
Missile enchantment             :   YES       YES
Missile erosion                 :    NO       YES
Missile artifact to-hit bonus   :   YES        NO
Missile artifact damage bonus   :    NO       YES


Choosing an early weapon
~~~~~~~~~~~~~~~~~~~~~~~~
Most players know that the best weapons in NetHack are artifacts (see
art1-343.txt and art2-343.txt).  However, you usually won't find a good
artifact weapon until you are well into a game.  Which weapons should you
use until then?

The best general advice is to use the same weapon preferences that
monsters use.  Their choices of wielded weapons for hand-to-hand combat,
from most to least preferred, are as follows:
  cockatrice/chickatrice corpse, tsurugi, runesword, dwarvish mattock,
  two-handed sword, battle-axe, katana, unicorn horn, crysknife, trident,
  long sword, elven broadsword, broadsword, scimitar, silver saber, morning
  star, elven short sword, dwarvish short sword, short sword, orcish short
  sword, mace, axe, dwarvish spear, silver spear, elven spear, spear,
  orcish spear, flail, bullwhip, quarterstaff, javelin, aklys, club,
  pick-axe, rubber hose, war hammer, silver dagger, elven dagger, dagger,
  orcish dagger, athame, scalpel, knife, worm tooth.

If monsters can attack you from a distance with a ranged weapon or
polearm, they will use them in the following order:
  halberd, bardiche, spetum, bill-guisarme, voulge, ranseur, guisarme,
  glaive, lucern hammer, bec-de-corbin, fauchard, partisan, lance,
  dwarvish spear, silver spear, elven spear, spear, orcish spear, javelin,
  shuriken, ya, silver arrow, elven arrow, arrow, orcish arrow, crossbow
  bolt, silver dagger, elven dagger, dagger, orcish dagger, knife, flint
  stone, rock, loadstone, luckstone, dart, boomerang (not yet implemented),
  cream pie.

Classes that are good fighters usually start with good weapons (for
example, BKRaSV), but other classes may want to switch to a different
type of weapon as soon as possible.  During the first few levels of the
game, you can #untrap dart and arrow traps to get some ranged weapons to
throw.  Daggers (especially elven) are often left by monsters in the
first few levels and in the mines, and have a +2 to-hit bonus.  Pick-axes
(good to practice skill for dwarvish mattock), unicorn horns, and
quarterstaffs (from wood golems) appear somewhat later in the game and
are good choices for certain classes.

Note that you will start out unskilled in weapon categories other than
your starting weapons, which makes fighting with other weapons difficult
until you can advance them to basic.  Using petrifying corpses requires
gloves and has other risks.  Naturally, there are other ways to fight
and defend yourself as well.


Weapon enchantment and erosion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Adapted from the spoiler "enchant.lim" by Peter Snelling and
Boudewijn Waijers.)

Your weapon's enchantment (e.g., -1, +0, +2) affects both your chance to
hit monsters and the amount of damage produced.  However, damage is
reduced if your weapon has been eroded by rust/fire or corrosion/rotting.

Some weapons are made of materials that do not erode (see weapons table 1),
but others must be specially protected to prevent erosion.  This section
explains how to enchant your weapon and protect it from erosion.

All of the weapons and tools listed above can only be enchanted by reading
scrolls of enchant weapon.  You must wield the weapon first.  The effect
is dependent upon the blessed status of the scroll and the weapon's
enchantment before reading the scroll.  A blessed scroll adds 1 or more
enchantments, based on the current enchantment (see table below).  An
uncursed scroll adds only one enchantment.  Cursed scrolls remove one
enchantment; however, artifacts other than Sting or Orcrist are not
affected by cursed scrolls of enchant weapon.
  Current enchantment  -3 to -1  +0 to +2  +3 to +5  +6 to +8  +9 or more
  ~~~~~~~~~~~~~~~~~~~  ~~~~~~~~  ~~~~~~~~  ~~~~~~~~  ~~~~~~~~  ~~~~~~~~~~
  Additional possible   1 to 4    1 to 3    1 to 2       1       0 to 1

A blessed or uncursed scroll will further make a cursed weapon uncursed,
and will convert a worm tooth into a crysknife.  Cursed scrolls will
convert a crysknife into a worm tooth.  There is also a 2/3 chance of
your weapon being destroyed if it was more than +5 (less than -5) before
reading a non-cursed (cursed) scroll.

Thus, the maximum safe enchantment for a weapon is +7.  This is obtained
by reading uncursed or blessed scrolls until +5 is reached, and then
reading a blessed scroll.  If by chance this results in +6, you should
bring the enchantment back down to +5 -- by engraving one letter with
the weapon or by reading a cursed scroll of enchant weapon -- before
trying again.  Note: Engraving works only for weapons with edges, and for
athames only when they are cursed.  Weapons may also lose enchantments
when zapped with a spell of drain life or used to hit a disenchanter, but
may resist; artifacts will resist more than ordinary weapons.

The artifact Magicbane has special attack effects that decrease in
frequency as the enchantment is increased.  See art2-343.txt for a
discussion on why enchantment to +2 is the optimal point to maximise
these.

A special case occurs if you are confused while reading a scroll of
enchant weapon.  Blessed or uncursed scrolls of enchant weapon while
confused will remove any rust, fire, corrosion or rot damage and
erodeproof your weapon.  The weapon's current enchantment does not matter.
In the special case of crysknives, they become "fixed"; unfixed crysknives
have a 100% chance of reverting to a worm tooth when they cease to be
carried (possibly within a container) by you or a monster, fixed only 10%.

Reading a cursed scroll of enchant weapon while confused removes any
erodeproofing but will not otherwise damage your weapon.  You can also
choose a weapon that doesn't damage (such as one made of silver),
temporarily protect your weapon by applying a layer of grease from a
can of grease, or #dip a damaged metallic weapon into a non-cursed
potion of oil to remove one level of each type of damage.


Acknowledgements
~~~~~~~~~~~~~~~~
Corrections and clarifications provided by Joe Bednorz, Aaron Bell,
Mark Bever, Patrick Clot, David Corbett, Kieron Dunbar, David Grabiner,
Troy Holly, Ivan, Eva Myers, nyra, Janis Papanagnou, Pat Rankin,
David Richerby, and Shaman.
}}}
{{{
xplv-343.txt Last edited 2003-12-17 for NetHack 3.4.3
Experience levels and rank titles in NetHack 3.4
Compiled by Dylan O'Donnell <psmith@spod-central.org>.

(Based partly on the 3.1.3 spoiler 'exper' by Boudewijn Waijers)
}}}
|! XL |! XP |! Archeologist |! Barbarian |! Caveman <br> Cavewoman |! Healer |! Knight |! Monk |! Priest <br> Priestess |! Ranger |! Rogue |! Samurai |! Tourist |! Valkyrie |! Wizard |
| 1 | 0 | Digger | Plunderer <br> Plunderess | Troglodyte | Rhizotomist | Gallant | Candidate | Aspirant | Tenderfoot | Footpad | Hatamoto | Rambler | Stripling | Evoker |
| 2 | 20 |~|~|~|~|~|~|~|~|~|~|~|~|~|
| 3 | 40 | Field Worker | Pillager | Aborigine | Empiric | Esquire | Novice | Acolyte | Lookout | Cutpurse | Ronin | Sightseer | Skirmisher | Conjurer |
| 4 | 80 |~|~|~|~|~|~|~|~|~|~|~|~|~|
| 5 | 160 |~|~|~|~|~|~|~|~|~|~|~|~|~|
| 6 | 320 | Investigator | Bandit | Wanderer | Embalmer | Bachelor | Initiate | Adept | Trailblazer | Rogue | Ninja <br> Kunoichi | Excursionist | Fighter | Thaumaturge |
| 7 | 640 |~|~|~|~|~|~|~|~|~|~|~|~|~|
| 8 | 1280 |~|~|~|~|~|~|~|~|~|~|~|~|~|
| 9 | 2560 |~|~|~|~|~|~|~|~|~|~|~|~|~|
| 10 | 5120 | Exhumer | Brigand | Vagrant | Dresser | Sergeant | Student of Stones | Priest <br> Priestess | Reconnoiterer <br> Reconnoiteress | Pilferer | Joshu | Peregrinator <br> Peregrinatrix | Woman-at-arms <br> ^^*^^Man-at-arms | Magician |
| 11 | 10000 |~|~|~|~|~|~|~|~|~|~|~|~|~|
| 12 | 20000 |~|~|~|~|~|~|~|~|~|~|~|~|~|
| 13 | 40000 |~|~|~|~|~|~|~|~|~|~|~|~|~|
| 14 | 80000 | Excavator | Raider | Wayfarer | Medicus ossium <br> Medica ossium | Knight | Student of Waters | Curate | Scout | Robber | Ryoshu | Traveler | Warrior | Enchanter <br> Enchantress |
| 15 | 160000 |~|~|~|~|~|~|~|~|~|~|~|~|~|
| 16 | 320000 |~|~|~|~|~|~|~|~|~|~|~|~|~|
| 17 | 640000 |~|~|~|~|~|~|~|~|~|~|~|~|~|
| 18 | 1280000 | Spelunker | Reaver | Roamer | Herbalist | Banneret | Student of Metals | Canon <br> Canoness | Arbalester | Burglar | Kokushu | Journeyer | Swashbuckler | Sorcerer <br> Sorceress |
| 19 | 2560000 |~|~|~|~|~|~|~|~|~|~|~|~|~|
| 20 | 5120000 |~|~|~|~|~|~|~|~|~|~|~|~|~|
| 21 | 10000000 |~|~|~|~|~|~|~|~|~|~|~|~|~|
| 22 | 20000000 | Speleologist | Slayer | Nomad | Magister <br> Magistra | Chevalier <br> Chevaliere | Student of Winds | Lama | Archer | Filcher | Daimyo | Voyager | Heroine <br> ^^*^^Hero | Necromancer |
| 23 | 30000000 |~|~|~|~|~|~|~|~|~|~|~|~|~|
| 24 | 40000000 |~|~|~|~|~|~|~|~|~|~|~|~|~|
| 25 | 50000000 |~|~|~|~|~|~|~|~|~|~|~|~|~|
| 26 | 60000000 | Collector | Chieftain Chieftainess | Rover | Physician | Seignieur <br> Dame | Student of Fire | Patriarch <br> Matriarch | Sharpshooter | Magsman <br> Magswoman | Kuge | Explorer | Champion | Wizard |
| 27 | 70000000 |~|~|~|~|~|~|~|~|~|~|~|~|~|
| 28 | 80000000 |~|~|~|~|~|~|~|~|~|~|~|~|~|
| 29 | 90000000 |~|~|~|~|~|~|~|~|~|~|~|~|~|
| 30 | 100000000 | Curator | Conqueror <br> Conqueress | Pioneer | Chirurgeon | Paladin | Master | High Priest <br> High Priestess | Marksman <br> (Markswoman) | Thief | Shogun | Adventurer | Lady <br> ^^*^^Lord | Mage |
| ^^*^^Male Valkyries possible via amulet of change or polyself |c
!Acknowledgements
Corrections and clarifications provided by Dayv, Daniel Johnson, and Nelson Lu.
/%
Description: [[xplv-343.txt|http://www.spod-central.org/~psmith/nh/xplv-343.txt]]
Last-edited: Last edited 2003-12-17 for NetHack 3.4.3
Compiled: Dylan O'Donnell <psmith@spod-central.org>.
%/