If your web browser formats this page incorrectly, try viewing the
page source. In netscape 4, click the view menu, then click page source.
this is a spoiler for the game of nethack. This is
mainly information which I did not see in other people's spoilers.
GETTING STARTED
Start nethack with "nethack -X". You will begin with a wand of wishing
with three wishes. Wish for "3 blessed scrolls of charging", "blessed +3
gray dragon scale mail", and "blessed rustproof +3
long sword named Frost Brand". Use one of the scrolls of charging to
recharge the wand of wishing, and wish for "blessed fireproof +3 speed
boots" and "blessed rustproof +3 gauntlets of power"
Whenever you are not sure what to do, save and exit. Then run
"nethack", and choose to keep the save file. Try something. If
whatever you tried did not work, quit or die. Do not save;
if you save, you will overwrite the old save file. When you quit or die,
nethack will identify the stuff you are carrying and
your attributes. Run "nethack" again, and you will be back at where you
last saved, and you can try something different this time, and use the
information about your stuff and attributes. This is cheating, but this is
the best way to learn how to play nethack. Learning to
play nethack without cheating is no fun because it is too difficult. After
you have learned how to play nethack you can try playing nethack without
cheating.
At the very beginning of nethack, if you stay on the first dungeon level
where the monsters are few and weak, you will probably starve to death. If
you go down to lower dungeon levels in search of food, the more powerful
monsters will probably kill you. The solution is to stay
on the first dungeon level, and let your god feed you. Do not eat any of
your food. Let your pet eat most monster corpses. When you are weak or
fainting from hunger, pray.
When attacked by multiple monsters, retreat into a hallway so only one
monster can attack you at a time.
ASTRAL PLANE
There are three high altars on the astral plane. One is on the left, one
is on the right, and one is in the middle. You do not know which
high alter belongs to your god until you stand on top of the alter and look.
Other spoilers say you cannot convert a high alter.
Wands of death and spells of finger of death are not effective against the
priests and angels, but the priests and angels can be teleported away.
Death, Pestilence, and Famine cannot be teleported away. Wands
of death and spells of finger of death are effective against
Pestilence and Famine, but not against Death. Wands and spells of death
make Death stronger. Hitting Death/Pestilence/Famine with a cockatrice
corpse has little effect. A +7 bow and +7 arrows and expert skill level in
bow is effective against Death, and allows you to kill Death
before Death can get close enough to hurt you. The problem with Death,
Pestilence, and Famine is that they come back to
life a few turns after you kill them, like trolls. If you just want to get
to the high alter of your god and end the game, that is not a problem. But
if you want to clear the level, then you should be prepared for Death,
Pestilence, and Famine to come back to life.
If you attempt to pick up, polymorph, teleport, tin, or roll a boulder
over the corpse of Death, Pestilence, or Famine; then they come back to
life right away. If you attempt to eat the corpses of Death, Pestilence,
or Famine; then you die unless you are wearing an amulet of
life saving, and they come back to life right away. You
cannot sacrifice the corpses of Death, Pestilence, or Famine because you
cannot sacrifice anything on the high alter without picking it up. You
cannot lock Death, Pestilence, and Famine in a room because Death,
Pestilence, and Famine can open locked doors.
If you go into another room after killing Death/Pestilence/Famine, so that
Death/Pestilence/Famine is not in your line of sight, then
Death/Pestilence/Famine will probably not follow you. But if you are
clearing a room or defending a doorway, then you probably do not want to
go into another room, and Death/Pestilence/Famine will come back to life
right beside you.
You can trap Death/Pestilence/Famine with boulders. But scrolls of earth
do not work on the astral plane, so the only way to get a boulder is
from a giant. You cannot move the corpse of Death/Pestilence/Famine;
so you must lure them into the trap, then kill them, then push the
boulders into position. Usually the other mosters get in your
way. And there is no guarantee that some other monster will not move the
boulders and release Death/Pestilence/Famine. You may be able to use
nonmoving monsters like trappers in place of boulders, but nonmoving
monsters will move once in a while. If you only have one boulder, you can
go into a room; wait for Death/Pestilence/Famine to follow you in;
kill them; leave the room; and block the door with a
boulder. But new monsters may appear in the room, and you will have to get
past Death/Pestilence/Famine if you want to go back in the room and
kill the new monsters. If you have two boulders, you can
trap Death/Pestilence/Famine in the alley behind a temple.
Push the first boulder into position, lead Death/Pestilence/Famine
into the trap, kill Death/Pestilence/Famine, move out of the trap,
push the second boulder into position, push the second boulder
into Death/Pestilence/Famine so that Death/Pestilence/Famine comes back to
life, wait for Death/Pestilence/Famine to move back, then push the
second boulder further in. If you can push the
second boulder all the way in, so that Death/Pestilence/Famine has
no empty spaces to move to, then no new monsters will appear in the trap
because there are no empty spaces in the trap. And you may be able
to use the second boulder in the trap as the first boulder in a second trap.
If you drop a scroll of scare monster and push a boulder over the scroll
of scare monster, would the scroll of scare monster keep monsters from
moving the boulder?
You can use a boulder to help defend a doorway. Push the boulder
onto the space on your side of the doorway. Stand beside the boulder so
that you are diagonal to the doorway. Kill any monster which moves
into the doorway. If the monster is especially dangerous, move back and
kill the monster with a distance weapon. After you have killed several
monsters in the doorway, push the boulder to the side, move into the
doorway, pick up the stuff, then move back and push the boulder back.
When you get to the astral plane, you get a guardian angel for a
pet. You guardian angel has a shield of reflection and a long sword. Maybe
you should give your guardian angel more armor, or maybe angels cannot
wear more armor.
If you put on a ring of conflict, the guardian angel is replaced with four
avenging angels, which you have to kill. I think a ring of conflict is not
helpful on the astral plane. If you are in a hurry, teleport the
monsters out of your way. If you are trying for a high score, kill all the
monsters yourself so you can gain more points. It is easy to stand
behind a doorway and fight monsters one at a time as the monsters come
through the doorway, and prevent many monsters from attacking you at the
same time.
No holes can be dug in the walls, even by umber hulks. Doors can be broken,
and you can repair broken doors with wand of locking or spell of
wizard lock.
When you are ready to sacrifice the amulet of yendor, you do not
drop the amulet of yendor on the high alter like a monster sacrifice on an
ordinary alter. If you want to sacrifice something on the high
alter, you must hold it up. If you want to sacrifice a monster on the high
alter, you must pick up the monster corpse. Leave the amulet of yendor
in your backpack, and #offer, nethack will ask what you want to offer, and
you select the amulet of yendor. You get more points for more pets, so you
might want to do the spell of create familar to create more pets just
before you sacrifice the amulet of yendor.
ENDGAME
The endgame consists of these levels, in this order: plane of earth, plane
of air, plane of fire, plane of water, astral plane.
When you go up from level one to the endgame, you can not return to get
more stuff, so you need to make sure you have all your stuff before you go
up to the endgame. You can increase your score by
bringing gold, gems, named weapons, quest objects, the book
of the dead, the candelabra of invocation, the bell of
opening, and pets. I suggest blessing your luckstone and unicorn horn
before going to the endgame because monsters will have more difficulty
cursing them. As you go to each plane, you can not return to the
previous plane. You should bring some blessed scrolls of remove curse in
case your unicorn horn becomes cursed, because you cannot use a spell of
remove curse to uncurse a unicorn horn, because a spell of remove curse
only uncursed worn and wielded items, and if you wield a
cursed unicorn horn, you will not have any free hands to cast the spell.
Magic mapping is useless in the endgame. Scrolls
of teleportation are useless in the endgame. Teleport control is useless
in the endgame. You cannot teleport, but you can teleport monsters away
from you.
The amulet of yendor makes spells more difficult, but you can evade that
by dropping the amulet of yendor, making your spell, and then picking
up the amulet of yendor. Or you can drop the amulet of yendor
somewhere, and leave the amulet of yendor there until you are ready
to leave that plane. A monster may pick up the amulet of yendor, and
then you will have to kill the monster to get the amulet of
yendor back, but this is not a big problem.
Make sure you do not accidently walk into the magic portal
before you are ready to go the next plane. You can prevent yourself from
accidently walking into the magic portal by dropping the amulet of yendor.
There are many monsters on the planes, and the monsters are hard
to kill, but you probably have enough armor class and hit points
that the monsters can not hurt you much. So you may want to ignore the
monsters and move straight to the magic portal to the next
plane. Use wands of teleportation to teleport monsters out of your way.
If you want a high score, you should stay in the endgame a long time and
kill as many monsters as possible, because the monsters in the endgame are
worth a lot of points.
If you want to clear a level in the endgame, you probably want to gather
up the stuff from the dead monsters to prevent other monsters from picking
the stuff up and using the stuff against you, but the stuff is heavy
to carry around, and you are probably carrying a lot of stuff already.
So you should probably drop your bag of holding as soon as you come to the
plane, and kill all the nearby monsters, stash the stuff in your bag of
holding, locate the magic portal, pick up your bag of holding, move to a
space beside the magic portal, drop the bag of holding, and then
finish clearing the level.
There are five ways to find the magic portal. You can move around and
search for the magic portal. This is slow. You can use a crystal ball to
detect traps. But a crystal ball is heavy. You can use a blessed or
uncursed scroll of gold detection while confused. You can use a cursed
scroll of gold detection. This marks all traps as gold. If there are
multiple traps, you have to figure out which is the magic portal. The gold
symbols disappear as soon as you can see that there is no gold there,
so you must remember where the gold symbols were. You can watch for
monsters to accidently walk into the magic portal. When nethack says
some monster suddenly disappeared, and if you can remember where
that monster was, then that is where the magic portal is. Some
spoilers say a wand of secret door detection or spell of detect unseen
will detect traps, but in my experience this is wrong.
FOUNTAIN
before using a fountain, become powerful enough to fight
sucubus/incubus, stash gold, stash anything which you do not want to
become cursed, be poison resistant, and be lucky. Drop everything except
your armor a safe distance away. quaff from the fountain until you get a
message other than "The cool draught refreshes you." Pick up all
your stuff except your gold. Dip things like scrolls, potions, and
cursed objects in the fountain until the fountain disappears.
LAMP
When you find a lamp, call it lamp1. When you find a lamp which is not
lamp1, call it lamp2. When you find a lamp, apply the lamp. If the
lamp flickers and goes out, apply the lamp again. If the lamp runs out
of oil after a while, the lamp is an oil lamp. If you have many of one
kind of lamp and very few of the other kind of lamp, the common type of
lamp is oil lamp. The other kind of lamp is magic lamp. When you
have a magic lamp, make the magic lamp blessed, then #rub the magic lamp.
MONSTERS
getting intrinsics from eating monsters
cold resistance "You feel full of hot air"
spoilers: Asmodeus,baby white dragon,black pudding,blue jelly,brown mold,
brown pudding,demilich,flesh golem,freezing sphere,frost giant,
gelatinous cube,ice troll,lich,master lich,valkyrie,white dragon,
winter wolf,xorn,yeti
confirmed: blue jelly, gelatinous cube, yeti
disintregation resistance
spoilers: baby black dragon,black dragon
confirmed: black dragon
fire resistance "You feel a momentary chill"
spoilers: Asmodeus,Baalzebub,baby red dragon,balrog,barbed devil,bone devil,
Cerberus,fire ant,fire giant,flesh golem,gelatinous cube,hell hound,
hell hound pup,master lich,red dragon,red mold,red naga,
red naga hatchling,Wizard of Yendor,xorn
confirmed: fire ant,gelatinous cube
phase
spoilers: xorn
confirmed: I do not think that you can get intrinic phase by eating xorns.
poison resistance "You feel healthy"
spoilers: air elemental,baby green dragon,barbarian,barrow wight,black naga,
black naga hatchling,black pudding,black unicorn,blue jelly,brown mold,
brown pudding,cave spider,cobra,flesh golem,giant beetle,giant spider,
golden naga,golden naga hatchling,gray ooze,gray unicorn,green dragon,
guardian naga,guardian naga hatchling,healer,homunculus,killer bee,
kobold zombie,Medusa,nurse,pit viper,python,quasit,quivering blob,
red mold,red naga,red naga hatchling,snake,soldier ant,tengu,
violet fungus,water moccasin,white unicorn,Wizard of Yendor,wraith,xan,
yellow mold
confirmed: gray ooze,brown mold,white unicorn, soldier ant
shock resistance "Your health currently feels amplified"
spoilers: baby blue dragon,black pudding,blue dragon,brown pudding,
electric eel,flesh golem,gelatinous cube,temple priest,temple priestess
confirmed: black pudding,flesh golem,brown pudding,gelatinous cube
sleep resistance "You feel wide awake"
spoilers: acid blob,baby orange dragon,elf,elf-lord,Elvenking,
gelatinous cube,Green-elf,Grey-elf,homunculus,orange dragon,
Woodland-elf
confirmed: grey elf,homunculus, green elf
telepathy
spoilers: floating eye
confirmed: floating eye
teleport
spoilers: leprechaun,mountain nymph,quantum mechanic,tengu,
water nymph,Wizard of Yendor,wood nymph
confirmed: tengu,leprechaun,nymph
teleport control
spoilers: tengu,Wizard of Yendor
confirmed: tengu
Monster corpses rot at random. Fresh monster corpses are less likely to be
rotten than old monster corpses, but fresh monster corpses may be
rotten and old monster corpses may be not rotten. So you should try to eat
fresh monster corpses instead of old monster
corpses, but you can eat old monster corpses if you need to. You
cannot completely avoid eating rotten monster corpses because there is
no way to determine if a monster corpse is rotten or not except by
eating the monster corpse. If you eat a rotten monster corpse, you may
lose hit points, become blind, become confused, become stunned, or
become unconcious. These are temporary; you should rest and you will
recover, unless you are attacked by another monster before you
recover. The worst thing that can happen when you eat a rotten monster
corpse is that you might get food poisoning. Food poisoning means you will
die in a few turns. If you want to live, you must cure the food
poisoning. A unicorn horn or potion of extra healing will cure
food poisoning. Food rations may also be rotten.
If you eat something rotten, and stop eating because it is rotten,
then eat the rest of it because often the rest of it is not rotten.
A food ration has more nutrition than most monster corpses. Thus you can
gain nutrition by polymorphing monster corpses into food rations. Or tin
monster corpses and polymorph the pile of tins into food rations. The only
types of monster corpses which have more nutrition than
food rations are adult dragons and krakens.
dont eat: kobold, yellow mold, homunculus, killer bee, soldier
ant, giant beetle. These are poisonous, and you will lose 1-30 hit
points and 0-5 strength. If your hit points are low, you might lose enough
hit points to kill you. If your hit points are high, losing hit points
is not a problem because your hit points will soon regenerate. If you have
intrinsic poison resistance or a ring or amulet of poison resistance,
poison is not a problem. If you have a unicorn horn, losing strength
is not a problem. You can regain lost strength by applying a unicorn horn.
If you have gauntlets of power, losing strength is not a problem. If you
do not have poison resistance, a unicorn horn, or gauntlets of power, then
you should not eat poisonous monster corpses. Usually you need
to avoid poisonous monster corpses in the beginning of
nethack, until you acquire
poison resistance. There are other poisonous monsters, but usually you
have acquired poison resistance by the time you meet them.
dont eat: kitten, housecat, cat, large cat, small dog, dog, large dog. You
will gain intrinsic aggravate monster.
dont eat chameleons. You will polymorph.
If you are lawful or neutral, do not kill peaceful
monsters which are the same species as you, or you will lose
telepathy, luck, and alignment. Shokeepers, temple priests, and minetown
watchmen are humans, so it is easier to kill shopkeepers, temple
priests, and minetown watchmen if you are nonhuman. Orcs and cavemen might
be exempt from this rule because they are cannibals. You can evade this
rule by making yourself chaotic by putting on a helm of opposite
alignment, by polymorphing the monster into a different species, by
allowing your pet to kill the monster, or by inducing a different monster
to kill the monster by using a ring of conflict. You cannot evade this
rule by making the monster angry first, including making a monster angry
by attacking or throwing things at it, making a shopkeeper angy by robbing
the shop, or making a temple priest angry by converting the alter. You
cannot evade this rule by polymorphing yourself into a different kind of
monster.
Do not eat your own species, including similar species, because eating
your own species is cannibalism. Nethack displays a message saying you
cannibal, you will regret this, but I am not sure what the penalty is. You
can evade this rule by polymorphing the corpse into a food ration, or by
allowing your pet to eat the corpse. Or you can pick the corpse up and
drop the corpse again, and then if a monster
eats the corpse, the monster will become your pet. Cavemen and
orcs are allowed to be cannibals. Shopkeepers, temple priests, the oracle,
watchmen, soldiers, keystone kops, human zombies, and nurses are humans. I
think you cannot evade this rule by polymorphing yourself into a different
kind of monster.
Do not sacrifice your own species, including similar
species, because sacrificing your own species is sacrilege. Sacrilege
will make your god very angry and a major demon will appear and attack you.
Wererats, werejackals, werewolves, and dopplegangers are human. It
is sacrilege for a human to sacrifice wererats,
werejackals, werewolves, and dopplegangers. However, it is not cannibalism
for a human to eat wererats, werejackals, and werewolves (but it will give
you lycanthropy, which is also bad). I am not sure if it is cannibalism to
for a human to eat a doppleganger (but I think it will cause you
to polymorph).
The list of monsters which you should not sacrifice is similar but not
identical to the list of monsters which you should not eat.
& succubus attack
A succubus will seduce a male player character, and steal stuff. A succbus
will not seduce a female player character.
make sure there are no other monsters nearby. hide gold.
if male, hide rings of adornment. if female, wear rings of adornment.
if you have a weapon which protects against level drain, wield it.
if you have something which protects with magic cancellation, get rid
of it. if the succubus does not try to seduce you, #chat
with the succubus. allow the succubus to remove cloak, suit of
armor, and shirt. Hopefully you gain experience or stats. If you lost
stats, use unicorn horn to restore. If you lost experience, kill anything
to restore.
If the succubus is magically canceled, the succubus is worthless; kill the
succubus. If the succubus has a temporary headache, go away for a while.
otherwise, play with the succubus again.
You may gain or lose an experience level by succubus. So succubus is
best later in the game, when each experience level is worth more. Also it
is best if you recently gained an experience level, so losing one
experience level is few experience points.
& demon prince
Demon princes resist wands of death and polymorph. When the hit points
of a demon prince get low, the demon prince will teleport to the
up stairs, wait for hit points to regenerate, then teleport back
to you and attack again, even on a no teleport level. If the demon prince
is already on the up stairs, the demon prince will go up the stairs to the
next dungeon level. So to kill a demon prince you need to be on the up
stairs to prevent the demon prince from escaping. When you come down
to a new dungeon level, if there is a demon prince on that level, wait
on the up stairs for the demon prince to come attack you. However,
most demon princes are peaceful until you come near, so you will
probably have to first go near the demon prince, then go back to the
up stair, then wait for the demon prince to attack you. Or you could use a
weapon which can kill in one blow, like vorpal blade or a cockatrice corpse.
So you have first go to the demon prince's room to annoy the demon prince,
then go to the up stairs to block the demon prince's retreat, and then
fight and kill the demon prince. Start at the top and work your way down
through the dungeon. When you come to a level with a demon prince, dig a
hole and go down to the level below. Go to the up stairs and go up
to the demon prince's room to annoy the demon prince, then
continue going down. When you are sure you are below all demon princes,
with all demon princes annoyed, level teleport back up
to above all demon princes, and start down again. When you come to a level
with a demon prince, wait at the upstairs for the annoyed demon prince to come
attack you.
B giant bat attack
If you eat a giant bat, you will be stunned.
c cockatrice attack
If a cockatrice touches you, not much happens. If a cockatrice bites
you, you will turn to stone and die very soon. Hints say you can
stop yourself from turning to stone by eating a lizard corpse, or by
eating something acid, like an acid blob corpse. Prayer may also work.
What about a unicorn horn?
If you are bitten by a cockatrice, you need to stop whatever you are doing
and immediately do something to stop yourself from turning to stone. But
if you stop attacking the cockatrice, what will keep the cockatrice from
biting you again? If you try to escape from the cockatrice, by teleporting
or engraving Elbereth, or try to kill the cockatrice, before you eat
some acid, then you will probably be unable to eat acid soon enough to
keep yourself from turning to stone.
The best way to fight a cockatrice is to attack the cockatrice with
distance weapons, and kill the cockatrice before the
cockatrice comes close enough to bite you. If a cockatrice attacks
you, maybe you should escape to a distance before attacking the cockatrice.
If you eat a cockatrice, you will turn to stone and die. If you pick up a
cockatrice corpse without gloves, you will turn to stone and die.
If you tin a cockatrice corpse without gloves, you will immediately turn
to stone and die.
There is a hint that a cockatrice corpse is useful for clearing a zoo, but
how? Throwing a cockatrice does little. A cockatrice corpse rots away as
fast as any other corpse, so it is hard to save a cockatrice
corpse for later. I tried wielding a cockatrice corpse and attacking a
jelly, but the cockatrice corpse was not an effective weapon.
If you polymorph into a dragon and bite a cockatrice, you will turn to
stone, and the cockatrice will not be killed.
chameleon
if you eat a chameleon, you are polymorphed
e floating eye defend
If you attack a floating eye, it will stare at you and
paralyze you for a few turns. This does not hurt you, but
some other monster may attack and kill you while you are paralyzed.
If you eat a floating eye, you will gain telepathy. This is very useful.
If you are blind or blindfolded, the floating eye cannot do anything to
you. If you attack with thrown weapons, like darts or arrows, the floating
eye will not do anything to you, even if you are in the adjacent
space. If you apply a mirror to a floating eye, the floating
eye will stare at and paralyze itself; the floating eye might or might not
be paralyzed for long enough for you to kill it.
The best way to fight a floating eye is to put on a blindfold and
attack the floating eye with your sword. The second best way to fight a
floating eye is to stand beside the floating eye and throw arrows at the
floating eye. The third best way to fight a floating eye is to let
your pet attack the floating eye, and then try to eat the
floating eye corpse before your pet does.
Floating eyes follow you slowly. If you are ignoring a floating
eye, but the floating eye is blocking your way, move back slowly and
lead the floating eye to a place which is wide enough to pass.
Or you can wait and eventually the floating eye will move back. You can
lose the floating eye by moving quickly.
j blue jelly defend
A blue jelly attacks with cold. Armour is no protection. A blue jelly does
not move. If you ignore a blue jelly, the blue jelly will ignore you.
If you have cold resistance, you can attack a blue jelly with your sword.
If you do not have cold resistance, attack a blue jelly with a
distance weapon from at least one space away. If you have neither cold
resistance nor a distance weapon, then ignore blue jellies.
j spotted jelly defend
A spotted jelly attacks with acid. A spotted jelly does not move. If you
ignore a spotted jelly, the spotted jelly will ignore you.
Attack a spotted jelly with a distance weapon from at least one space away.
j ochre jelly attack
An ochre jelly will move, which is different than a blue jelly
or a spotted jelly. An ochre jelly cannot be detected with telepathy.
An ochre jelly attacks with cold. Armour is no protection.
An ochre jelly may engulf you and burn you with acid, and this will
cost you a lot of hit points. You might want to carry a wand of digging
with you at all times so you can dig your way out of an ochre jelly.
You can teleport out of an ochre jelly.
K big kobold attack
like a small kobold (k), but bigger.
k kobold attack
Kobolds are poisonous. If you eat a kobold, you will
lose something like 10 hit points, but will gain resistance to poison.
Do not eat kobolds if your hit points are low, because you might die. Do
eat kobolds if your hit points are high, because it is good to
be resistant to poison.
L lich
Liches will curse objects which you are carrying and reduce your
experience level. But liches need to be next to you to do these things, so
you should try to kill liches at a distance.
n nymph attack
Nymphs attack by seducing and robbing you. Nymphs do not injure
you, but may steal your weapons and armor, and then something else may
attack you. Nymphs usually steal one item, then teleport to somewhere else
on the same dungeon level.
Nymphs seduce both male and female player characters.
If you eat a nymph corpse, you may acquire random uncontrolled
teleportation. This is useful but risky because you might teleport
into a zoo. It is safer to avoid teleportation until after you have
acquired teleportation control.
You can attack nymphs, but it may take several hits to kill a
nymph, and usually nymphs rob you and teleport before you can do more than
one hit. Then you have to search the current level for the
nymph, and you may have to attack by kicking if the nymph stole your sword.
If you apply a mirror to a nymph, the nymph will steal the
mirror and teleport away. This is better than losing your sword.
If you can teleport, then you might want to teleport away before the nymph
can seduce you. Teleport a short distance away
to where you can throw daggers at the nymph.
Nymphs are much easier to fight if you have telepathy and a blindfold,
because you know where the nymphs are. You can choose to avoid the nymphs.
You can choose a good position to attack a nymph. If the nymph is in a
dark room or hallway, you can throw daggers at the nymph from a distance.
If the nymph is in a room, you can go around to the far side of the room
to throw daggers at the nymph from a distance. When a nymph
teleports, you know where the nymph teleported to.
If you have nothing to steal, nymphs avoid you.
Nymphs often do not move and do not notice you, so you may be able to
ignore nymphs.
The best way to fight nymphs is go to a space several spaces
from the nymph and throw daggers at the nymph.
Or you could use a sword powerful enough to kill a nymph in one hit. Go to
one space away from the nymph, and wait for the nymph to move to a space
beside you, and kill the nymph before the nymph can rob you.
Or you can use speed boots, or speed yourself, or slow the nymph. Wait for
the nymph to move beside you, hit the nymph, retreat one space,
wait for the nymph to move beside you, hit the nymph, retreat one space,
etc. Or you can let your pet fight the nymph.
You can use nymphs to remove cursed weapons and armor.
Move towards the nymph until you are a few spaces away. Take off and drop
everything except the cursed object. Move beside the nymph. If the nymph
is asleep, kick the nymph. The nymph will seduce you, steal the cursed
object, and teleport away. Go back to the stuff you took off and
dropped, and pick up and put on everything. The only problem with this
is that you might be attacked by another monster before you recover your
stuff.
p iron piercer attack
An iron piercer hides in the ceiling and usually does nothing. An iron
piercer which is hidden in the ceiling is invisible unless you
have telepathy. If you walk under an iron piercer, the iron piercer will
drop on you, land beside you, and attack you. If you do not walk under
or attack an iron piercer, the iron piercer will probably do
nothing. There is a very small chance that an iron piercer will
move towards you and attack you, even if you have not disturbed the iron
piercer and are far away. If you leave an iron piercer, the iron piercer
will probably hide in the ceiling and become invisible.
Sometimes an iron piercer will eat a metal object and create a
gem.
I tried use an iron piercer to convert my surplus metal objects
into gems. I used telepathy to find an iron piercer. I disturbed the
iron piercer. I dropped a metal object and retreated, and waited for the
iron piercer to move towards me and eat the metal object. After the iron
piercer moved towards me, I dropped another metal object and retreated
again. This did not work. The iron piercer did not want to chase me. The
iron piercer mostly ignored me and kept going back into the ceiling. The
iron piercer did not eat any of my metal objects. Maybe this would
have worked better if I had a ring of aggravate monster, and had
killed all other monsters on that level first.
R rust monster attack
A rust monster rusts your weapons and armor, but otherwise does not hurt
you. If you have nothing that can rust, then a rust monster cannot hurt
you. If you hit a rust monster with your sword, your sword
will rust. Weapons and armor will become rusty, and will work
less well, but will still work. Weapons and armor will not rust away
completely. Rust can be removed by reading a scroll of enchant
weapon/armor while you are confused.
Rust monsters are fast. You cannot run away from a rust monster unless you
have speed boots.
The best way to fight a rust monster is to remove all
your metal weapons and armor. Use a nonmetal weapon
like a unicorn horn. You can fight a rust monster with no weapons or armor
at all. But be careful that some other monster does not
attack you while you are fighting the rust monster. The second best way to
fight a rust monster is to kill the rust monster from a distance.
I tried using a rust monster to remove cursed armor. When I met the rust
monster, I teleported away. I removed and dropped everything
except the cursed armor. I went back to the rust monster and waited. The
rust monster rusted the cursed armor until the cursed armor was completely
rusty, but the armor was still cursed and still could not be removed.
PLANE OF EARTH
The plane of earth is rock with a few caves, with no tunnels
connecting the caves. You start in one cave and need to dig tunnels
or phase to move to the magic portal. You start in the same cave
as the wizard of yendor with a spellbook of dig, and a monster
with a pickax. And if you dig to another cave, you will probably
find a monster with a wand of digging. And if you wait long enough,
monsters will dig tunnels to you. So you can do the plane of earth even if
you forget to bring digging stuff. If you dig with a pickax, tunnels may
collapse on you, and the rubble may come to life. If you dig with a wand
or spell of digging, tunnels will not collapse on you and the rubble
will not come to life. Once you have finished the plane of
earth, you can leave your digging stuff behind, because there is nothing
on the other planes which you can dig (you could break doors or boulders
on the astral plane, but there is no need).
PLANE OF AIR
On the plane of air, you need to levitate. If you cannot levitate, you
do not fall, but most attempts to move fail. You can pick
up stuff while you are levitating on the plane of air, unlike everywhere
else in the dungeon. You cannot use thrown weapons like arrows or spears
on the plane of air. You cannot move away from air elementals which attack
you because the air elementals engulf you. A wand of teleportation
or a spell of teleportation will teleport air elementals away from you
even if you are engulfed. Drop your load and speed yourself up
before fighting an air elemental. A wand or spell of sleep
is effective against an air elemental.
PLANE OF FIRE
The plane of fire has a lot of lava. You will fall in the lava if you try
to walk on the lava, and it will take you several turns to pull
yourself out of the lava, and then you will fall in the lava in the next
space. So you probably want to levitate over the lava. Or you can walk
around the lava. A cursed scroll of gold detection
is useless for finding the magic portal on the plane of fire because there
are many fire traps on the plane of fire. A cursed scroll of
gold detection finds all the traps, but you have no idea which
is the magic portal. And the gold symbols soon
disappear, because you can easily see there is no gold there.
PLANE OF WATER
There are three ways to move around in the plane of water. You can
levitate over the water. You can use an amulet of magical breathing and
move through the water. You can walk inside the bubble; the bubble and the
magic portal move randomly, so the magic portal will be inside the
bubble sometime, but you may have to wait a long time. The magic
portal moves, and the map symbol will disappear if the new location is not
in sight. So you might not want to find the magic
portal until you are ready to go to the next plane. Anything you drop will
probably get wet and will move, so you will have trouble finding dropped
stuff again. If you use an amulet of magical breathing to move through the
water, the stuff you carry will get wet. Wet stuff will rust/erase/dilute,
so you may want to put your bag of holding inside an oilskin bag to keep
stuff dry.
POLYMOPRH
If you are polymorphed into a monster, and if you acquire an intrinsic
like aggravate monster or teleportitis, you will keep the intrinsic
when you return to your normal species. If you are polymorphed
into a monster, it is cannibalism if you eat your normal species, and it
is not cannibalism if you eat the species which you are polymorphed into.
If you polymorph into your normal form, then the polymorphing is
permanent. You will never return to your previous form. You will get
slightly different stats and experience levels, maybe better
than before, maybe worse than before.
POLYPILE
If you are using a wand of polymorph, try six piles in a row. Polymorph
from one end, then from the other end, then from the first end, then
from the other end, etc. If you are using a spell of polymorph, try twelve
piles. A spell of polymorph seems to polymorph more piles than a wand of
polymorph.
If you polypile a set of items, the number of items may be reduced. You
will lose fewer items if you never polypile multiple items. If you want to
polypile a set of blessed scrolls of blank paper, name the scrolls a, drop
one scroll, name the scrolls b, drop one scroll, etc. If you are
polypiling rocks, try dropping two rocks at a time, because that is less
work than dropping one rock at a time, and it is not a problem if you lose
rocks, and dropping more than two rocks at a time seems to result in fewer
gems.
Try two screens of armor and weapons, half a screen of amulets and
rings, half a screen of food, half a screen of potions, half a screen
of scrolls and spellbooks, half a screen of wands, two screens of
tools, two screens of rocks. A screen is as much as can be displayed
on the computer display screen, which is something like 22.
POTIONS
The number is the number of zorkmids which a shopkeeper will offer you.
This is different from most spoilers, which give the base price from the
source code, which is twice as much as my numbers. This chart starts
with the price, then says what types of potions it could be.
25 booze, fruit juice, see invisible, sickness
50 confusion, extra healing, hallucination, healing, restore ability,
sleeping, water
75 blindness, gain energy, invisibility, monster detection,
object detection
100 enlightenment, full healing, levitation, polymorph, speed
125 acid, oil
150 gain ability, gain level, paralysis
clear potions are water
potions in the gnome king's wine cellar are booze
potions from nymphs are usually object detection
125 potions which do not cancel to water are oil
25 potions which do not cancel and which other potions cancel to instead
of to water are fruit juice
other 25 potions which do not cancel are booze
The most useful potions are uncursed and blessed gain energy, blessed gain
ability, blessed extra healing, uncursed and blessed full healing, and all
gain level.
Cursed gain level potions should be saved until the end of the game, to be
used to rapidly ascend with the amulet of yendor, especially
on no-teleport levels. But if you are not in a hurry to ascend, then
cursed potions of gain level are not useful.
Uncursed and blessed potions of gain level should be saved
at the beginning of the game, because they give you more experience points
if you already have high experience. Once you have reached
experience level 14-16 and have given all your gold to a
priest for protection, wait until you gain another experience level,
then quaff all uncursed potions of gain level, then quaff one blessed
potion of gain level. Save the rest of your blessed potions of
gain level until you are experience level 30.
Apply a unicorn horn several times before quaffing blessed potions of gain
ability. Quaff blessed potions of gain ability until your dexterity,
intelligence, and wisdom are 18. You can increase your strength by
eating giant corpses. You can increase your charisma by playing
with magic traps. Constitution and charisma are less important and
do not need to be 18. Additional potions of gain ability are useless.
Uncursed and blessed potions of gain energy should be quaffed immediately.
Or you could save uncursed potions of gain energy until you have many,
#dip in a potion of holy water, and then quaff.
Blessed and uncursed potions of full healing, and blessed potions of extra
healing should be saved until your hit points are at maximum, then quaffed.
Or you could save up uncursed potions of extra healing and full
healing until you have many, #dip into a potion of holy water, and
then quaff.
gather potions until you have a wand of cancellation and a wand of
polymorph. When convenient, check the price of every type of potion, and
drop every potion on an alter to find out blessed/uncursed/cursed. Use
scrolls of identify to identify gain ability, gain level, extra healing,
full healing, and gain energy. Save all potions of gain level,
cursed potions of water, and uncursed potions of full healing. Put other
uncursed and cursed potions in a pile. Zap with a wand
of cancellation. Identify the booze,
oil, and fruit juice potions which did not cancel to water. You can save
these for later, polymorph them into other potions which will cancel,
or dip them into fountains until they are uncursed or cursed potions
of water. Pick up the uncursed potions of water and drop them on an alter
to your god. Pray. Polymorph the blessed potions of water and
your other nonuseful blessed potions into various
blessed potions. Pick up the useful blessed potions and polymorph the
others again.
When you polymorph potions, you lose some potions. So if you try
to polymorph a potion into a better potion, you might get a
better potion, and you might get nothing. What are the odds? I do not know.
For example, if you have an uncursed potion of gain level, you could
cancel, bless, and polymorph the potion and hope to get a blessed potion
of gain level. I guess the probability of losing the
potion is greater than the probability of getting a better potion.
My guess is that uncursed potions of gain level, uncursed potions of
full healing, and blessed potions of extra healing should not
be polymorphed into better potions, and that uncursed potions of extra
healing, uncursed potions of healing, and blessed potions of healing
should be polymorphed into better potions. But my guess might be wrong.
Vapor test: This will help you identify potions if a monster throws a
potion at you, if fire causes a potion to explode, if you kick a
potion and the potion breaks, or if you stand next to a wall and throw the
potion at the wall. Note if your stats (strength, etc), hit points,
or magic power points change.
"For an instant you could see through yourself!" potion is invisibility
"It suddenly gets dark." potion is blindness
"Something seems to be holding you." potion is paralysis
"Ulch! That potion smells terrible!" potion is cursed gain ability or
cursed restore ability
"You feel somewhat dizzy" potion is booze or confusion
"You have a momentary vision" potion is hallucination
"You have a vision for a moment." potion is hallucination
"Your knees seem more flexible now." potion is speed
"You smell a peculiar odor" and no other message, potion is anything other
than the above (probably all potions except water have a peculiar oder)
if you are temporarily blinded, the potion is blindness
if you are temporarily confused, the potion is confusion or booze
if you are temporarily paralyzed, the potion is paralysis
if your hit points increase by one, the potion is healing or extra healing
if one stat (strength, etc) increases by one, the potion is blessed or
uncursed restore or gain ability.
if several stats increase by one, the potion is blessed gain or
restore ability
if hit points decline, potion is sickness
if you move faster, potion is speed
if magic power points increase, potion is gain energy
if magic power points decrease, potion is cursed gain energy
if nothing happens:
if hit points are one, potion may be sickness
if no stats (strength, etc) are below maximum, potion may be restore ability
Quaffing unknown potions: Note if your stats (strength, etc), hit points,
or magic power points change when you quaff the unknown potion.
"A cloud of darkness falls upon you." potion is blindness
"Bummer! Everything is dark! Help!" potion is blindness (if hallucinating)
"Gee! All of a sudden you can't see yourself." potion is invisibility
"Far out, man! You can see right through yourself!"
potion is invisibility (if hallucinating)
"For some reason, you feel your presence is known."
potion is cursed invisibilility
"Huh, What? Where am I?" potion is confusion"
"Magical energies course through your body." potion is gain energy
"Ooph! This tastes like liquid fire!" potion is booze
"Ooph! This tastes like furniture polish!" potion is booze
(if hallucinating)
"Oh wow! Everything looks so cosmic!" potion is hallucination
"That was smooth!" potion is oil
"This tastes like 10% real [fruit] juice all-natural beverage."
potion is fruit juice or see invisible (if hallucinating)
"This tastes like [fruit] juice." potion is fruit juice or see invisible
"Ulch! That potion tasted foul!" potion is cursed gain ability
"Ulch! This makes you feel mediocre!" potion is cursed restore ability
"Yecch! This tastes overripe."
potion is fruit juice or see invisible (if hallucinating)
"Yecch! This tastes rotten."
potion is cursed fruit juice or cursed see invisible
"Yech! This stuff tastes like poison." potion is sickness
"Yech! This stuff tastes like poison. But in fact it was mildly stale
[fruit] juice." potion is blessed sickness
"You are motionlessly suspended." potion is paralysis (if levitating)
"You are shocked back to your senses." potion is sickness (if hallucinating)
"You are suddenly moving much faster." potion is speed
"You begin to feel better." potion is healing
"You detect the presence of objects" potion is object detection
"You feel lackluster." potion is cursed gain energy
"You feel more experienced." potion is gain level
"You feel much better." potion is extra healing
"You feel rather airy." potion is invisibility
"You feel self-knowledgeable..." potion is enlightenment
"You feel threatened." potion is monster detection, with no monsters to detect
"You have an uneasy feeling." potion is cursed enlightenment; but
if you are on level one or have the amulet of yendor, then the
potion might be cursed gain level
"You have a strange feeling." potion is object detection
"You pass out. You awake with a headache." potion is cursed booze
"You rise up, through the ceiling!" potion is cursed gain level
"You sense the presence of monsters." potion is monster detection
"You sense the presence of objects." potion is object detection
"You're floating in the air!" potion is levitation (if hallucinating)
"Your feet are frozen to the floor!" potion is paralysis
"Your legs gain new energy." potion is speed
"What a trippy feeling!" potion is confusion (if hallucinating)
"Wow! This stuff makes you feel good!" potion is uncursed restore ability
"Wow! This stuff makes you feel great!" potion is blessed restore ability
if quaffing had no effect, potion may be blessed potion of booze
or confusion, or cursed potion of healing or extra healing
If quaffing the unknown potion had no effect and the unknown
potion was blessed, the unknown potion was probably harmful. If
quaffing the unknown potion had no effect and the unknown
potion was cursed, the unknown potion was probably beneficial.
RINGS
? meat ring
50 AdorHungProtShapSteaSustWarn: adornment, hunger, protection,
protection from shape changers, stealth, sustain ability, warning
75 AggrColdConsStreAccuDamInviPoiSeeShoc: aggravate monster, cold resistance,
gain constitution, gain strength, increase accuracy, increase damage,
invisibility, poison resistance, see invisible, shock resistance
100 FireFreeLevRegSearSlowTel: fire resistance, free action, levitation,
regeneration, searching, slow digestion, teleportation
150 ConfPolPconTcon: conflict, polymorph, polymorph control, teleport control
50
adornment: auto
hunger: a cursed 50 ring is often hunger.
protection: auto
protection from shape changers: test with mimic
stealth:
sustain ability:
warning: noticeable
75
aggravate monster: test with peaceful monster,
including temple priest, not shopkeeper. A cursed 75
ring is often aggravate monster.
cold resistance: test with blue jelly
gain constitution:
gain strength: auto
increase accuracy:
increase damage:
invisibility: auto. rings acquired from nazguls are often invisibility
poison resistance:
see invisible: test with anything invisible
shock resistance: test with grid bug
100
fire resistance: test with red mold or fire ant
free action: test with floating eyes or gelatinous cubes
levitation: auto
regeneration: test when hit points low
searching: if you are sure it is searching or slow digestion, drop the ring
in a sink. "You thought your ring got lost in the sink, but there
it is!" is searching, "The ring is regurgitated!" is slow digestion.
slow digestion:
teleportation: noticeable. A cursed 100 ring is often teleportation.
150
conflict: noticeable. storekeepers attack you.
polymorph: noticeable, but remove your armor before trying a ring which
might be polymorph. a cursed 150 ring is often polymorph
polymorph control: test with polymorph trap or ring of polymorph
teleport control: test with teleport trap or ring of teleportation
SCROLLS
0 mail
10 identify
25 light
30 blank paper, enchant weapon
40 enchant armor, remove curse
50 confuse monster, destroy armor, fire, food detection, gold detection,
magic mapping, scare monster, teleportation
100 amnesia, create monster, earth, taming
150 charging, genocide, punishment, stinking cloud
An unlabeled scroll is blank paper.
a stamped scroll is mail
If a scroll crumbles to dust when you pick up the scroll, the scroll
is scare monster.
2 scrolls on adjacent spots in the first level of sokoban are earth
blessed,uncursed, and cursed scrolls of genocide cannot be used on golems.
blessed scroll of genocide will eliminate all L, all V except vlad the
impaler, all ;, no ', all H except titans, no A, all Z except
skeletons, all D, all h
SINK
Before using a sink, be powerful enough
to fight sucubus/incubus and black pudding. kick sink until sink
produces one black pudding, one sucubus/incubus, and one ring. Now prepare
to quaff unknown potions: have a unicorn horn in case of confusion
or sickness, put on amulet of unchanging or ring of polymorph control in
case of polymorph. quaff from sink until sink turns into fountain.
STORES
To buy an object from a store, go into the store, pick up the object you
want, and netack will tell you how much gold the storekeeper wants for the
object. If you want to buy, pay; if you do not want to buy,
drop the object. To sell an object to a store, carry the object into the
store, drop the object, and nethack will tell you much
gold the storekeeper is offering you for the object. If you want
to sell, say yes; if you do not want to sell, say no and pick the object up.
A store is also a source of information. The information is not
very useful. You can learn the prices of unknown objects. Usually better
objects have higher prices than worse objects, but not always,
so the price is not much help in figuring out what the unknown objects
are. Also, minor weapons and armor in stores are identified by name, while
minor weapons and armor found outside stores are identified by
description. So you can learn the name of a minor weapon or armor
by looking at it in a store, or by selling it to a store. This does not
work with major pieces of armor or weapons. For example, suppose you have
an object listed as visored helmet. You sell the visored helmet to a
store. The object is now listed as helmet. This means the name of the
object is helmet, and the description of the object
is visored helmet. Since the name of the object is helmet, the object
is not a helm of telepathy. If the visored helmet was still listed
as visored helmet after you sold the visored helmet to the store, then the
visored helmet might be a helm of telepathy; maybe you should have
tested the visored helmet before you sold the visored helmet to the store.
If you go into a store, pick up some stuff, do not pay, and teleport out
of the store; the the storekeeper becomes angry, the keystone kops appear,
the storekeeper leaves the store and moves to your location and attacks
you. If you pay the storekeeper, the storekeeper becomes
peaceful again and the keystone kops disappear.
I tried to tunnel into a store with a pickax, but the rock was too hard.
I tunneled in with a wand of digging, and the storekeeper attacked me.
I stood outside the door to a store, and kicked the door until the
door broke. The storekeeper became angry and attacked me.
I piled up the stuff in a store and zapped the pile with a wand of
teleportation. The storekeeper did not become
angry. The storekeeper charged me for the stuff.
With stuff unpaid, I threw a dart at the
storekeeper. The storekeeper did not move from the space in front of the
door. The dart missed.
I attacked a storekeeper in a mall. The mall guards attacked me. No
keystone kops appeared.
I entered a store through a
tunnel which a monster had made. The storekeeper asked me to leave my
pickax outside. I did NOT leave my pickax outside. The storekeeper stood
in front of the normal entrance and did not seem concerned
that I had a pickax. I was going to try to carry
unpaid goods out through the tunnel, but the
tunnel closed. I did not try digging out or down. I left the store through
the main entrance, with my pickax, with no unpaid goods.
When you find something, nethack gives you a description of the object. If
you pick up the object and drop it in a store, nethack gives you a
name for the object. For example, a curved sword becomes a scimitar.
This works for weapons, some armor, and some tools; but not for potions,
scrolls, gems, rings, or wands.
If you quaff or break a potion in a store, you have to pay for the
potion. I applied a bag of tricks in a store, and the storekeeper
said I had to pay for sampling. So probably you have to pay for any use of
stuff in a store. But in an older version of nethack, I engraved with a
wand in a store, and the storekeeper said nothing. So maybe in older
versions of nethack you could use stuff in stores without paying.
If a monster follows you into a store and you kill the monster, the
corpse belongs to the storekeeper. If you eat the corpse, you have
to pay for the corpse. If you really want
to eat the corpse, leave the store before killing the monster, the monster
will probably follow you out, then
kill and eat the monster outside the store.
I carried a pickax into a store
in a bag and the storekeeper did not object. I took the pickax out
of the bag and dropped the pickax, and the storekeeper paid me for the
pickax.
I went into a store, and threw rocks and darts at the storekeeper. The
storekeeper moved, every throw missed, the storekeeper did not become angry.
A dwarf, rock mole, or other tunneling creature may tunnel into a store.
These tunnels close up after a few turns.
As an invisible neutral wizard, I teleported into a store. The storekeeper
said that invisible customers were not
welcome. The storekeeper did not become angry and did not attack me. The
storekeeper remained in the spot in front of the door. I could buy and
sell things normally. I had to teleport to leave the store because the
storekeeper would not move from the space in front of the door.
STRATEGY
Wait on the first levels. Type n999[space] to wait. When you are weak or
fainting from hunger, #pray. If you are chaotic and have a helm of
opposite alignment, put on the helm of opposite alignment to make yourself
lawful so that you can pray more frequently. Wait some more.
Save any potions of gain level, and try to avoid
incubuses/succubuses and wraiths. When you think you are strong enough, go
down into the mines to minetown, and see if there is anything worth buying
in the stores. Use your pet to rob stores. Go back up to the main dungeon,
and go down to sokoban, and do sokoban. Finish the
mines. Explore the dungeon down to medusa. If you are not already chaotic,
use a helm of opposite alignment to make yourself chaotic. Teleport out of
stores with unpaid stuff, kill keystone kops, storekeepers,
minetown guards, other peaceful monsters but not temple priests. Remove
helm of opposite alignment. Gather up as much gold as you can. Go to a
temple of an alignment other than your own. Give gold to priest
of different alignment to acquire divine protection, convert the alter,
kill the priest, get your gold back. Repeat for each priest of a different
alignment. When there are no more priests of different alignments, give
your gold to a priest of the same alignment. Kill and eat the wraiths, and
flirt with the incubuses/succubuses. Do the quest. Go down and do the
rest of the dungeon.
TEMPLES
If you go into a temple and attack the priest, the god will attack you. If
you convert the altar first, the god will not attack you, but the priest
will become angry and will attack you.
If you stand outside a temple and attack the priest with distance weapons,
the god will not attack you. The priest will become angry and will fight
back, but the priest will not leave the temple. The priest will probably
curse you and summon monsters. If you stand outside a temple and polymorph
the priest into a monster, you can then go into the temple and attack
the monster, and the god will not attack you. But if you are lawful or
neutral, it might be bad to attack a peaceful priest, and would probably
be better to convert the alter first. Maybe the consequences
of killing a peaceful priest are less severe if you are nonhuman.
If you are going to attack a priest from outside the temple, it will
be easier if you dig some holes in the walls first. But you
cannot dig holes in the walls of temples with high altars (one in the
bottom of the dungeon and three on the astral plane). If you stand outside
the temple door, the priest will not move into your line of fire. So you
need to stand near the door, wait for the priest to move
to a space which can be attacked from outside the door, move
to where you can attack the priest, and attack the priest before the
priest can retreat to a safe space. If the priest does move to a safe
space, you must move back and wait again. Meanwhile the priest will
probably curse you and summon monsters. You need to move and attack before
the priest moves, so you need to be fast.
You can give gold to a priest, acquire divine protection, kill the priest,
get your gold back, go to another temple, give the gold to
that priest, and get more divine protection.
If you kill the priest, the temple becomes haunted, but that
is not a big problem.
THRONES
Before using on a throne, stash your gold and have a unicorn horn.
maybe you should also be lucky, able to teleport, shock resistant, able to
remove a curse, and able to pray. maybe you should stash any
object which you do not want to become cursed. Then kick the
throne until you get some gold, then sit on the throne until the
throne disappears.
WANDS
50 light, nothing
75 digging, enlightenment, locking, magic missile, make invisible,
opening, probing, secret door detection, slow monster,
speed monster, striking, undead turning
90 cold, fire, lightning, sleep
100 cancellation, create monster, polymorph, teleportation
250 death, wishing
If you zap a peaceful monster with a wand of probing, the peaceful monster
will not become angry.
If you zap a peaceful monster with a wand of polymorph or
teleportation, the peaceful monster will become angry.