1
wan1-343.txt Last edited 2003-12-17 for NetHack 3.4.3
2
Wands and their effects in NetHack 3.4
3
Compiled for 3.2.2 by Kevin Hugo.
4
Revised and updated for 3.4.3 by Dylan O'Donnell <psmith@spod-central.org>.
6
WAND COST WGT PROB CHG TYPE
7
~~~~~~~~~~~~~~~~~~~~~ : ~~~~ ~~~ ~~~~ : ~~~ ~~~~
8
light : $100 7 95 : 15 NODIR
9
nothing : 100 7 25 : 15 BEAM
10
digging : 150 7 55 : 8 RAY
11
enlightenment : 150 7 15 : 15 NODIR
12
locking : 150 7 25 : 8 BEAM
13
magic missile : 150 7 50 : 8 RAY
14
make invisible : 150 7 45 : 8 BEAM
15
opening : 150 7 25 : 8 BEAM
16
probing : 150 7 30 : 8 BEAM
17
secret door detection : 150 7 50 : 15 NODIR
18
slow monster : 150 7 50 : 8 BEAM
19
speed monster : 150 7 50 : 8 BEAM
20
striking : 150 7 75 : 8 BEAM
21
undead turning : 150 7 50 : 8 BEAM
22
cold : 175 7 40 : 8 RAY
23
fire : 175 7 40 : 8 RAY
24
lightning : 175 7 40 : 8 RAY
25
sleep : 175 7 50 : 8 RAY
26
cancellation : 200 7 45 : 8 BEAM
27
create monster : 200 7 45 : 15 NODIR
28
polymorph : 200 7 45 : 8 BEAM
29
teleportation : 200 7 45 : 8 BEAM
30
death : 500 7 5 : 8 RAY
31
wishing : 500 7 5 : 3! NODIR
33
Wands are listed above by increasing price, then alphabetically. The
34
COST field denotes the base price of each item. WGT specifies the weight
35
(100 zorkmids weighs 1).
37
Wands comprise 4% of all randomly-generated items in the main dungeon,
38
6% in containers, 5% on the Rogue level, and 8% in hell. PROB is
39
the relative probability of each subtype. They appear 1/34 cursed,
40
16/17 uncursed, and 1/34 blessed.
42
The CHG field specifies the maximum number of charges that a wand
43
normally has. An exclamation (!) denotes that a wand of wishing may only
44
be recharged once. Wands of wishing start with 1 to 3 charges; otherwise,
45
the wand starts with a number of charges at most 4 less than its maximum.
47
Each time you (z)ap or (E)ngrave with a wand, you use one charge. A wand
48
with zero charges left has a 1 in 121 chance of wresting a last charge
49
and then turning to dust each time it is zapped (this won't happen if the
50
wand was cancelled but not recharged). Cancelling a wand will make it
51
uncursed and (except for wands of cancellation) it will get zero charges.
53
Wands may be recharged by scrolls of charging or by the Platinum Yendorian
54
Express Card. Previously-recharged wands have a chance of exploding (up
55
to a maximum of 100% for a 7:x wand or a wand of wishing); see scrl-343.txt.
56
A cursed scroll will have no effect on a blessed wand or a wand with no
57
charges; otherwise, "Your <wand> vibrates briefly" and it gets zero charges.
58
An uncursed scroll will bring the number of charges to a random number from
59
1 to a random number between 5 and the maximum charges shown above (or for
60
a wand of wishing a random number from 1 to 3); a blessed scroll will bring
61
the number of charges in the wand to a random number from 5 to the maximum
62
charges shown above, or for a wand of wishing to three charges. If it
63
already has that number of charges, it gains one more charge. A wand of
64
wishing charged beyond three charges will explode.
65
"Your <wand> <glows/vibrates> briefly." if the new enchantment is below the
66
maximum; "Your <wand> <glows blue/vibrates> for a moment." otherwise.
68
The TYPE of wand denotes the behavior when it is zapped. NODIR wands do
69
not ask for a direction. BEAM wands ask for a direction, but do not show
70
a visibly animated effect when zapped. RAY wands produce a ray which is
71
animated on the screen; if you are unblind when you zap the wand, you
72
will also identify that type of wand.
74
The appearances of wands are randomized from the following descriptions:
75
glass balsa crystal maple pine
76
oak ebony marble tin brass
77
copper silver platinum iridium zinc
78
aluminum uranium iron steel hexagonal
79
short runed long curved forked
85
Nondirectional wands will be identified if you saw their effect (e.g., you
86
found a secret door with a wand of secret door detection). If the wand
87
produces a visible ray or beam, you will identify the wand if you were
88
unblind. The range of a RAY will be 7 to 13 squares; this range may be
89
lessened by the ray causing effects or bouncing. Zapping a RAY wand
90
upwards or downwards is equivalent to restricting the ray to a range of 1.
91
BEAM wands have a range of 6 to 13 (other than digging), which can
92
similarly be lessened, and will not bounce; they will be identified if you
93
observe an effect caused by them.
95
Cursed wands have a 1% chance of exploding when zapped; this does 1 to
96
6 points of damage for each charge in the wand, plus an additional 2
97
to 12 points of damage, and abuses your strength.
99
Monsters are not angered by wands of digging, locking, nothing, opening,
100
probing, or undead turning (if not undead and none of their inventory was
101
affected); being zapped with (or missed by) other wands will cause peaceful
102
monsters to become hostile if you were the zapper.
106
Some monsters may resist.
107
Clay golems are killed.
108
"Some writing vanishes from <monster's> head!"
109
Weremonsters return to human form.
110
The monster is cancelled.
112
Any engraving at the location is removed.
116
All items in your inventory are cancelled.
117
If you are polymorphed into a clay golem, you revert to your normal
118
form unless you have unchanging.
119
"Some writing vanishes from your head!" (if not blind)
120
"Your amulet grows hot for a moment, then cools." (unchanging)
124
The location of the monster is revealed, if unseen.
125
If monster is cold resistant, no effect.
126
Otherwise, does 6 to 36 damage. It does an additional 6 to 18 damage
127
if the monster is fire resistant.
128
Some monsters may resist and take half damage.
129
Potions in the monster's inventory may be destroyed.
130
"The bolt of cold rips into the <monster>." (if swallowed)
131
"The bolt of cold hits the <monster>." (otherwise)
133
If you are not cold resistant, does 12 to 72 damage.
134
"You imitate a popsicle!" (not cold resistant)
135
"You feel a little chill." (cold resistant)
136
May freeze potions in your inventory.
138
If water, it freezes (except on Plane of Water).
139
"The water freezes." (normal water, in sight)
140
"The moat is bridged with ice!" (moat, in sight)
141
"You hear a crackling sound." (water, out of sight)
142
"The water freezes for a moment." (Plane of Water, in sight)
143
"You hear a soft crackling." (Plane of Water, out of sight)
144
If lava, it solidifies.
145
"The lava cools and solidifies." (lava, in sight)
146
If closed door, it is destroyed. The ray is halted.
147
"The door freezes and shatters!" (in sight)
148
"You feel cold." (otherwise)
150
If you are riding a non-reflective monster, 1/3 chance of hitting
151
your steed instead. (Effects as "zap monster" above.)
152
If you are not cold resistant, does 6 to 36 damage.
153
"You don't feel cold." (cold resistant)
154
Potions in your inventory may be destroyed.
156
create monster (NODIR)
158
22/23 chance of creating a monster adjacent to you.
159
1/23 chance of creating 2 to 8 monsters around you.
161
Creates a monster adjacent to the monster. If you are both in
162
water, the monster created will be a giant eel; if it is in water
163
and you are on land, it will be a crocodile; otherwise the monster
168
If monster is Death, his maximum HP are increased by 50% (to a limit
169
of 999) and he is healed to maximum HP.
170
If monster is magic resistant, a demon, or non-living, no effect.
171
Otherwise, kills the monster.
172
"The death ray rips into the <monster>." (if swallowed)
173
"The death ray hits the <monster>." (otherwise)
175
If closed door, halts ray.
176
"The door absorbs your bolt!"
178
If you are a demon or a non-living monster, no effect.
179
"The wand shoots an apparently harmless beam at you."
181
"You irradiate yourself with pure energy! You die."
183
If you are magic resistant or polymorphed into a demon or a
184
non-living monster, no effect.
185
"You aren't affected." (magic resistant)
186
"You seem unaffected." (demon or non-living)
191
If swallowed by a non-vortex non-elemental, you are expelled and
192
the monster is reduced to 1 hit point.
193
"You pierce <monster's> stomach wall!" (if animal)
195
If not on the Planes of Air or Water or underwater, causes a rock
196
to fall on your head doing 1 to 6 damage (1 to 2 if wearing a
198
"The beam bounces off the <stairs> and hits the <ceiling>!" (on stairs)
199
"You loosen a rock from the <ceiling>. It falls on your <head>."
201
If standing on stairs, same effect as zapping upwards.
202
If in a pit or another trap on a hard-floored level, or a magic
203
portal on any level, or phasing within a wall on a level with
204
non-diggable walls, no effect.
205
"The <floor> here is too hard to dig in."
206
If on an altar or throne, no effect.
207
"The <throne/altar> is too hard to break apart."
208
If on a sink, turns it into a fountain.
209
"The pipes break! Water spurts out!"
210
If on a fountain, creates a number of pools nearby.
211
"Water gushes forth from the overflowing fountain!" (made at least one)
212
"Water sprays all over you." (didn't)
213
If over, on or in water or lava, wakes nearby monsters.
214
"The <water> sloshes furiously for a moment, then subsides."
215
If on a lowered drawbridge or its portcullis, it is destroyed. Things
216
in the vicinity are very likely to die.
217
"The drawbridge collapses into the <moat>!" (if still moat or lava)
218
"The drawbridge disintegrates!" (if iced or dried up)
219
"You are blown apart by flying debris." (died standing on portcullis)
220
"You are hit by a huge chunk of metal!" (died on drawbridge)
221
If standing on same spot as a boulder, it is destroyed. An existing
222
pit has a 50% chance of just having any spikes removed; otherwise any
224
"The boulder settles into the pit." (existing pit, 50% chance).
225
"KADOOM! The boulder falls in!" (otherwise)
226
If on a grave, it is excavated.
227
"You dig a pit in the grave."
228
Otherwise, digs a pit if on a hard-floored level, or a hole if not.
229
"You dig a <pit/hole> in the <floor>."
231
The range of the digging ray is 8 to 25 squares through open space.
232
Doors and walls count as 3 spaces; stone as two. If not in a
233
non-mazelike Dungeon level or the Plane of Earth, the ray will halt
234
after the first obstacle against which it has taken effect; on those
235
levels it will continue.
236
Known, closed doors will be destroyed; secret doors and diggable walls
237
will be converted into empty doorways; diggable stone into open
239
"The door is razed!" (closed door)
240
"The wall glows then fades." (undiggable wall)
241
"The rock glows then fades." (undiggable rock)
243
If monster is on level 1 upstairs, fountain, throne, sink, grave,
244
altar or drawbridge, no effect.
245
"The digging ray is ineffective."
246
If level has hard floors, no effect.
247
"The <floor> here is too hard to dig in." (if in sight)
248
Otherwise, creates a hole and falls through it.
249
"You hear something crash through the <floor>." (out of sight)
250
"<Monster> has made a hole in the <floor>.
251
<Monster> <falls> through..." (otherwise)
253
enlightenment (NODIR)
255
Same effect as quaffing an uncursed potion of enlightenment.
259
The location of the monster is revealed, if unseen.
260
If monster is fire resistant, no effect.
261
Otherwise, does 6 to 36 damage. It does an additional 7 damage if the
262
monster is cold resistant.
263
Some monsters may resist and take half damage.
264
Flammable armour worn by the monster may be burnt, and flammable
265
objects in the monster's inventory may be destroyed.
266
"The bolt of fire rips into the <monster>." (if swallowed)
267
"The bolt of fire hits the <monster>." (otherwise)
270
"The ice crackles and melts." (in sight)
271
No message (otherwise)
272
If a pool, evaporates to leave a pit.
273
"The water evaporates." (in sight)
274
"You hear hissing gas." (otherwise)
275
If other water, no effect.
276
"Some water evaporates." (in sight)
277
"You hear hissing gas." (otherwise)
278
If fountain, it dries up.
279
"Steam billows from the fountain." (in sight)
280
No message (otherwise).
281
If closed door, it is destroyed. The ray is halted.
282
"The door is consumed in flames!" (in sight)
283
"You smell smoke." (otherwise)
284
If a web, it burns away.
285
"A web bursts into flames!" (in sight)
286
No message (otherwise).
288
If scroll or spellbook, may be destroyed. Scrolls of fire, spellbooks
289
of fireball and the Book of the Dead will resist.
290
"You see a puff of smoke." (not blind)
291
"You smell a whiff of smoke." (blind)
293
If you are not fire resistant, does 12 to 72 points of damage.
294
"You've set yourself afire!" (not fire resistant)
295
"You feel rather warm" (fire resistant)
296
If polymorphed into an iron golem, restores 12 to 72 hit points
297
and exercises your strength.
298
"Strangely, you feel better than before."
299
May cause fire damage to worn armour and destroy flammable items in
300
inventory. Burns away slime.
302
If you are riding a non-reflective monster, 1/3 chance of hitting
303
your steed instead. (Effects as "zap monster" above.)
304
If you are not fire resistant, does 6 to 36 damage.
305
"You don't feel hot!" (fire resistant)
306
If polymorphed into an iron golem, restores 6 to 36 hit points
307
and exercises your strength.
308
"Strangely, you feel better than before."
309
May cause fire damage to worn armour and destroy flammable items in
310
inventory. Burns away slime.
314
Same effect as reading an uncursed scroll of light.
318
The location of the monster is revealed, if unseen.
319
If not swallowed and monster is not blinding resistant, blinds monster
320
for 1 to 50 (more) turns (to a maximum of 127 more turns).
321
If monster is not shock resistant, does 6 to 36 damage.
322
Some monsters may resist and take half damage.
323
Rings and wands in the monster's inventory may be destroyed.
324
"The bolt of lightning rips into the <monster>." (if swallowed)
325
"The bolt of lightning hits the <monster>." (otherwise)
327
If closed door, it is broken. The ray is halted.
328
"The door splinters!" (in sight)
329
"You hear crackling." (otherwise)
331
If you are not shock resistant, does 12 to 72 damage and abuses your
333
"You shock yourself!" (not shock resistant)
334
"You zap yourself, but seem unharmed." (shock resistant)
335
If polymorphed into a flesh golem, restores 2 to 12 hit points and
336
exercises your strength.
337
"Strangely, you feel better than before."
338
May explode wands and rings in your inventory.
339
If you do not resist blinding, you are blinded for 1 to 100 turns.
340
"You are blinded by the flash!"
342
If you are riding a non-reflective monster, 1/3 chance of hitting
343
your steed instead. (Effects as "zap monster" above; you may still be
345
If you are not shock resistant, does 6 to 36 damage and abuses your
347
"You aren't affected." (shock resistant)
348
If polymorphed into a flesh golem, restores 1 to 6 hit points and
349
exercises your strength.
350
"Strangely, you feel better than before."
351
May explode wands and rings in your inventory.
352
If you do not resist blinding, you are blinded for 6 to 300 turns.
353
"You are blinded by the flash!"
357
If on a lowered drawbridge or its portcullis, raises drawbridge.
358
Things in the vicinity are very likely to die.
359
"You see a drawbridge <coming/going> up!"
360
"You tumble towards the closed portcullis!" (standing on drawbridge)
361
"The drawbridge closes in..." (died)
362
"You pass through it!" (phasing)
363
"You are crushed by the falling portcullis!" (died standing under
365
If on a trap door, closes and removes the trap door.
366
"A trap door beneath you closes up then vanishes."
367
"You see a swirl of <dust> beneath you." (not previously seen)
368
"You hear a twang followed by a thud." (blind)
369
Otherwise, no effect.
371
If on a portcullis, raises the drawbridge as 'zap downwards' above.
372
Otherwise, no effect.
374
If lowered drawbridge or portcullis, raises drawbridge. Things in the
375
vicinity are very likely to die.
376
"You see a drawbridge <coming/going> up!"
377
If doorway on Rogue level, becomes secret door if clear of obstruction.
378
"A cloud of dust springs up in the older, more primitive doorway."
379
"The cloud quickly dissipates." (if obstructed)
380
"The doorway vanishes!" (otherwise)
381
If empty doorway with trap, no effect.
382
"A cloud of dust springs up in the doorway, but quickly dissipates."
383
If an empty doorway, broken door, or open or closed door, becomes locked
385
"A cloud of dust springs up and assembles itself into a door!" (empty)
386
"The broken door reassembles and locks!" (broken)
387
"The door swings shut and locks!" (open)
388
"The door locks!" (closed)
389
Otherwise, no effect.
391
If chest or large box, is locked (and lock mended if broken).
392
"Klunk!" (if not already locked)
393
Otherwise, no effect.
397
The location of the monster is revealed, if unseen.
398
If monster is magic resistant, no effect.
399
Otherwise, does 2 to 12 damage.
400
Some monsters may resist and take half damage.
401
"The magic missile rips into the <monster>." (if swallowed)
402
"The magic missile hits the <monster>." (otherwise)
404
If closed door, halts ray.
405
"The door absorbs your bolt!"
407
If you are magic resistant, no effect.
408
"The missiles bounce!"
409
Otherwise, does 4 to 24 damage.
410
"Idiot! You've shot yourself!"
412
If you are riding a non-reflective monster, 1/3 chance of hitting
413
your steed instead. (Effects as "zap monster" above.)
414
If you are magic resistant, no effect.
415
"The missiles bounce off!"
416
Otherwise, does 2 to 12 damage (1 to 6 if half spell damage) and
417
abuses your strength.
418
"The magic missile hits you!"
420
make invisible (BEAM)
422
If not already invisible, the monster becomes invisible.
423
"<Monster> turns transparent!" (not already invisible, and you can
424
see invisible or otherwise still sense the monster)
425
No message. (otherwise, or if swallowed)
427
Any engraving at the location is removed.
429
No effect. (There is stub code for invisible objects, but it is not
432
If you are wearing a mummy wrapping, no effect.
433
"You feel rather itchy under your <mummy wrapping>."
434
Otherwise, gain permanent invisibility.
435
No message (if blind or already invisible)
436
"Gee! All of a sudden, you can't see yourself." (not hallucinating)
437
"Gee! All of a sudden, you can see right through yourself."
438
(not hallucinating, see invisible)
439
"Far out, man! You can't see yourself." (hallucinating)
440
"Far out, man! You can see right through yourself." (hallucinating,
443
Monster becomes invisible.
444
"Suddenly you cannot see <monster>." (no see invisible)
445
"<Monster's> body takes on a strange transparency."
446
(not hallucinating, see invisible.)
447
"<Monster's> body takes on a normal transparency." (hallucinating,
456
If you are being swallowed, you are expelled.
457
"<Monster> opens its mouth!" (animal, not blind)
458
"You feel a sudden rush of air!" (animal, blind)
459
If the monster is saddled, the saddle is dropped.
461
Otherwise, no effect.
463
If on Quest home level and not permitted to descend, no effect (nice try).
464
"The stairs seem to ripple momentarily."
465
If phasing through closed portcullis, drawbridge opens.
466
"You see a drawbridge going down!"
468
If phasing through closed portcullis, as 'zap downwards' above.
470
If closed drawbridge, it is opened. Anything in its moat square is
472
"You see a drawbridge <coming/going> down!"
473
"You are crushed underneath the drawbridge." (died)
474
If secret door, it is revealed (but still closed).
475
"A door appears in the wall!"
476
If locked door, it is unlocked (but still closed).
478
Otherwise, no effect.
480
If iron chain attached to you, it is removed and you become unpunished.
482
If chest or large box, it becomes unlocked, or lock mended if broken.
484
No message for fixing lock.
485
Otherwise, no effect.
488
"Your chain quivers for a moment." (if punished)
492
If the monster is magic resistant or resists, no effect.
493
Otherwise, 1/25 chance of monster dying from system shock unless it
494
is a natural shapeshifter.
495
"<Monster> shudders!"
496
If no system shock, monster polymorphs into a new form.
499
Any engraving at the location is changed into a randomly chosen
502
Object may be polymorphed into a new object. Some objects may
505
If you are not unchanging, you polymorph into a new form.
507
Monster polymorphs into a new form.
511
The location of the monster is revealed, if unseen.
512
Shows the status of the monster, and lists its inventory.
515
"You probe towards the <ceiling>. Your probe reveals nothing."
517
Will zap objects even if buried.
518
"You probe beneath the <floor>."
520
Shows contents of the object, if any, and supplies its appearance if
523
Shows your status. The appearance of any object in inventory that
524
has not been seen is supplied.
526
secret door detection (NODIR)
528
Secret doors and corridors, non-statue traps, mimics, and hidden and
529
invisible monsters in an area of radius 8 are revealed.
533
The location of the monster is revealed, if unseen.
534
If monster is sleep resistant or resists, no effect.
535
Otherwise, monster falls asleep for 6 to 127 (more) turns (to a
536
maximum of 127 more turns).
537
"The sleep ray rips into the <monster>." (if swallowed)
538
"The sleep ray hits the <monster>." (otherwise)
540
If closed door, halts ray.
541
"The door absorbs your bolt!"
543
If you have sleep resistance, no effect.
544
"You don't feel sleepy!"
545
Otherwise, fall asleep for 1 to 50 turns.
546
"The sleep ray hits you!"
548
If you are riding a non-reflective monster, 1/3 chance of hitting
549
your steed instead. (Effects as "zap monster" above.)
550
If you are not sleep resistant, fall asleep for 6 to 300 turns.
551
"You don't feel sleepy." (sleep resistant)
555
The monster becomes slow, or normal speed if fast. If you are engulfed
556
by a vortex or air elemental, you are expelled. Some monsters may
558
"You disrupt <monster>! A huge hole opens up..." (expelled)
559
"<Monster> seems to be moving slower." (slowed, not swallowed)
561
If you currently have the speed intrinsic, it is lost.
562
"You slow down" (not wearing speed boots)
563
"Your quickness feels less natural." (wearing speed boots)
567
The monster becomes fast, or normal speed if slow. Some monsters may
569
"<Monster> is suddenly moving faster." (sped up, not swallowed)
571
If you don't currently have the speed intrinsic, gain it and exercise
573
"You speed up." (not very fast)
574
"Your quickness feels more natural" (very fast)
575
Otherwise, no effect.
577
The monster becomes fast.
578
"<Monster> is suddenly moving faster."
582
The location of the monster is revealed, if unseen.
583
If the monster is magic resistant, no effect.
585
If monster's AC is less than a random number between -9 and 10, and
586
it is not swallowing you, the strike misses.
587
"The wand misses <monster>."
588
Otherwise, does 2 to 24 points of damage (4 to 48 if you are a Knight
589
with the Magic Mirror of Merlin). Some monsters may resist and take
590
half damage. Fragile objects in monster's inventory may be broken,
591
as 'zap object' below.
592
"The wand hits <monster>."
594
If on a lowered drawbridge or its portcullis, it is destroyed. Things
595
in the vicinity are very likely to die.
596
"The drawbridge collapses into the <moat>!" (if still moat or lava)
597
"The drawbridge disintegrates!" (if iced or dried up)
598
"You are blown apart by flying debris." (died standing on portcullis)
599
"You are hit by a huge chunk of metal!" (died on drawbridge)
600
Any engraving at the location is corrupted.
602
If on the portcullis of an open drawbridge, it is destroyed. Effects
603
as 'zap downwards' above.
604
Otherwise, if not underwater or on the Quest home level or the Plane of
605
Air or Water, there is a 2/3 chance of causing a rock to fall on your
606
head doing 1 to 6 damage (1 to 2 if wearing a metal helmet).
607
"A rock is dislodged from the ceiling and falls on your <head>."
609
If drawbridge or its portcullis, it is destroyed. Effects as 'zap
611
If secret door or closed door, door is broken, waking nearby monsters;
612
trapped doors are additionally destroyed, waking slightly less nearby
614
"A door appears in the wall!" (secret door, in sight)
615
"The door crashes open!" (untrapped, in sight)
616
"You hear a crashing sound." (untrapped, not in sight)
617
"KABOOM!! You see a door explode." (trapped, in sight)
618
"You hear a distant explosion." (trapped, not in sight)
620
Statue traps will be activated.
621
"Instead of shattering, the statue suddenly comes alive!"
622
"Instead of shattering, the statue suddenly disappears!" (invisible)
623
Non-trapped statues and boulders will be broken into 8 to 66 rocks.
624
Breaking a boulder in Sokoban has a -1 penalty to Luck.
626
Fragile objects may be broken. Breaking a mirror has -2 penalty
627
to Luck. Breaking your own eggs has a -1 penalty to Luck per egg
629
"<object> shatters!" (potion, in sight)
630
"<object> shatters into a thousand pieces!" (tool, in sight)
631
"You hear something shatter!" (potion or tool, out of sight)
633
"What a mess!" (cream pie, in sight)
635
If you have magic resistance, no effect.
637
Otherwise, does 2 to 24 points of damage and abuses strength.
640
If you have magic resistance, no effect.
642
Otherwise, does 2 to 24 points of damage (1 to 12 if half spell
648
A priest(ess) in his or her temple resists.
649
"<Monster> resists your magic!"
650
Riders have a 12/13 chance of being teleported to a square next to you.
651
Otherwise, the monster is teleported to a random location on the same
652
level. If you were engulfed by it, you go with it, unless you are on a
653
no-teleport level, in which case you cease to be engulfed and remain
654
at your original location.
655
"You are no longer inside the <monster>!"
656
(was engulfed on a no-teleport level)
657
No message (otherwise).
658
If the monster is unseen and does not move, its location is revealed.
660
Any engraving on the location will be teleported to a random position
663
Rider corpses are immediately revived.
664
Otherwise, the object is teleported to a random location on the same
667
If you are on a non-teleport level, no effect.
668
"A mysterious force prevents you from teleporting!"
669
Otherwise, one-third of the time if you are carrying the Amulet of
671
"You feel disoriented for a moment."
672
Otherwise, you teleport to a random or controlled position on the same
675
If you are on a non-teleport level, no effect.
676
"A mysterious force prevents <monster> from teleporting!"
677
Otherwise, the monster is teleported to a random location on the same
680
[This will only be used if the monster is carrying the Amulet of Yendor]
681
Same as 'zap self' above.
683
undead turning (BEAM)
685
Eggs are rejuvenated.
686
Corpses are revived. If the corpse has a ghost on the same level,
687
the ghost is rejoined with the body and the resulting monster is
689
"<Ghost> is suddenly drawn into its former body!"
690
No messages otherwise.
692
Corpses in monster's inventory revive (as above), eggs are rejuvenated.
693
Undead monsters take 1 to 8 points of damage (2 to 16 if you are a
694
Knight with the Magic Mirror of Merlin), their location is revealed if
695
unseen, and they flee if they do not resist.
698
Corpses in your inventory revive (as above), eggs are rejuvenated.
699
If you are undead, you are stunned for 1 to 30 (more) turns.
700
"You feel frightened and stunned." (not already stunned)
701
"You feel frightened and even more stunned." (already stunned)
702
Otherwise, no effect.
703
"You shudder in dread."
707
You receive a wish unless your luck is less than a random number
708
between -4 and 0. You may wish for "nothing" if you do not want to
709
receive anything (thus preserving wishless conduct).
714
Use the (E)ngrave command to engrave with a wand. It will use one charge
715
(possibly wresting the last) from the wand. Depending on the type of the
716
wand, you can get one of the messages below if you are unblinded, not
717
levitating, and over a writable floor. Some messages are the same for
718
different types of wands, some messages require an engraving already on
719
that square, and some wands will not provide any means of identification
720
this way. Nondirectional wands will act as if they were zapped. If you
721
didn't wrest the last charge from the wand, you can write a message in
722
the dust (or engrave if specified below). These messages provide (perhaps
723
in combination with judicious zapping) a safe method of identifying many
727
~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~
728
cancellation If there already is an engraving, it is erased:
729
"The engraving on the <floor> vanishes!"
731
cold If a burned-in engraving exists, it is erased:
732
"The engraving on the <floor> vanishes!"
733
After writing in the dust:
734
"A few ice cubes drop from the wand."
736
create monster Same effect as zapping wand.
738
death "The bugs on the <floor> stop moving!"
741
digging "This <wand> is a wand of digging!"
742
You can engrave a message.
744
enlightenment Same effect as zapping wand.
746
fire "This <wand> is a wand of fire!"
747
You can burn a message.
749
light Same effect as zapping wand.
751
lightning "This <wand> is a wand of lightning!"
752
You can burn a message, and you are blinded for
757
magic missile You can write a message in the dust, after which
758
"The <floor> is riddled by bullet holes!"
760
make invisible If there already is an engraving, it is erased:
761
"The engraving on the <floor> vanishes!"
763
nothing Same effect as zapping wand -- no message!
767
polymorph If an engraving already exists, it becomes a
768
randomly chosen engraving; otherwise, no message.
772
secret door detection Same effect as zapping wand.
774
sleep "The bugs on the <floor> stop moving!"
777
slow monster "The bugs on the <floor> slow down!"
779
speed monster "The bugs on the <floor> speed up!"
781
striking "The wand unsuccessfully fights your attempt to
784
teleportation If there already is an engraving, it is teleported:
785
"The engraving on the <floor> vanishes!"
787
undead turning No message.
789
wishing Same effect as zapping wand.
794
Thanks to Bruce Cox for proofreading the original version of this file.
795
Further corrections and clarifications provided by Vladimir Florinski,
796
David Grabiner, Bruce Labbate, Eva Myers, Kate Nepveu, David Wang, and
b'\\ No newline at end of file'