=== Potions === sickness + sleeping = gain level ? sickness into sleeping → glows and evaporates || confusion into speed → glows and evaporates | blessed sickness into blessed sleeping → diluted sickness || blessed sleeping into blessed sickness → BOOM (tired) || blessed sleeping into blessed sickness → diluted sickness | blessed sleeping into blessed sickness → water | holy water into diluted uncursed booze → BOOM | acid into paralysis → BOOM ||| acid into oil → diluted sickness cancel sickness → fruit juice || cancel gain level → water | "You have a peculiar feeling for a moment, then it passes." Potion of invisibility while already invisible. "Your legs get new energy." Potion of speed when already very fast. "Ooph! This tastes like liquid fire!" potion of booze "You have an uneasy feeling..." cursed potion of enlightenment "Ulch! That potion tasted foul!" cursed potion of gain ability === Gems === 1 dilithium crystal (worth 4500 zorkmids), 1 diamond (worth 4000 zorkmids), 1 ruby (worth 3500 zorkmids), 1 jacinth stone (worth 3250 zorkmids), 1 sapphire (worth 3000 zorkmids), 1 black opal (worth 2500 zorkmids), 1 emerald (worth 2500 zorkmids), 1 turquoise stone (worth 2000 zorkmids), 1 aquamarine stone (worth 1500 zorkmids), 1 citrine stone (worth 1500 zorkmids), 1 amber stone (worth 1000 zorkmids), 1 topaz stone (worth 900 zorkmids), 1 jet stone (worth 850 zorkmids), 1 opal (worth 800 zorkmids), 1 chrysoberyl stone (worth 700 zorkmids), 1 garnet stone (worth 700 zorkmids), 1 amethyst stone (worth 600 zorkmids), 1 jasper stone (worth 500 zorkmids), 1 fluorite stone (worth 400 zorkmids), 1 jade stone (worth 300 zorkmids), 1 agate stone (worth 200 zorkmids), 1 obsidian stone (worth 200 zorkmids), 1 amulet of reflection (worth 150 zorkmids), loadstone 0 === Points === The Book of the Dead (worth 10000 zorkmids and 25000 points) The Platinum Yendorian Express Card (worth 7000 zorkmids and 17500 points) The Candelabrum of Invocation (worth 5000 zorkmids and 12500 points) The Bell of Opening (worth 5000 zorkmids and 12500 points) The Eye of the Aethiopica (worth 4000 zorkmids and 10000 points) Vorpal Blade (worth 4000 zorkmids and 10000 points) Frost Brand (worth 3000 zorkmids and 7500 points) Sunsword (worth 1500 zorkmids and 3750 points) Cleaver (worth 1500 zorkmids and 3750 points) === Actions === Level 30 is the maximum level at XP 100000000. Cursed magic whistle: "You produce a high-pitched humming noise." sometimes. Drink a potion of unholy water, as chaotic: "You feel quite proud of yourself." ??? Throw a ruby to a unicorn. Minor consultation/fortune cookie: It might be a good idea to offer the unicorn a ruby. Fortune cookie: They say that you are lucky if you can get a unicorn to catch a ruby. Fortune cookie: They say that unicorns are fond of precious gems. The gray unicorn catches the red gem. The gray unicorn gratefully accepts your gift. Was neutral, to peaceful gray unicorn. "You are lucky." Was neutral, to peaceful gray unicorn. "You are very lucky." Was neutral, to peaceful gray unicorn. "You are extremely lucky." ruby: "the white unicorn hesitatingly accepts your gift" worthless piece of red glass: "the white unicorn graciously accepts your gift" (was chaotic) "The black unicorn catches the red gem. The black unicorn hesitatingly accepts your gift." "You are lucky." "You have extra luck." (was lawful) "Watch out! Bad things can happen on Friday the 13th." "As you read the scroll, it disappears. Your Mitre of Holiness glows silver for a while. Your Mitre of Holiness suddenly vibrates unexpectedly." ??? Added +3 to my Mitre of Holiness. Wield a lizard corpse against a cockatrice. Scares it? Fortune cookie: David London sez: "Hey guys, *WIELD* a lizard corpse against a cockatrice!" Apply a bullwhip. You wrap your bullwhip around the goblin's crude dagger. You yank the crude dagger from the goblin's hand! Major consultations give you experience??? Seemed to gain level 8 from the first one once. First minor consultation gives you 1 or 2 exp. Or 5 exp. Bless a luckstone. Removes "Bad luck does not time out for you." Fortune cookie: They say that in time a blessed luckstone can make your god happy. Ring of sustain ability prevents you from gaining Str from royal jelly. Polymorph to a bat, you are permanently Stun, ha ha. Had lost a point of Str from eating a poisonous snake. Ate a tin of spinach, Str rose to 18. You can pray in the Vampire's tower. Greasing your helmet makes it harder for a mind flayer to suck you. Wield a tool in order to uncurse it with remove curse. Gain poison resistance while wearing a ring of poison resistance: "You feel especially healthy." Nazgul carry a cursed ring of invisibility. Zap a scroll with a wand of polymorph. Always becomes a scroll of identify? Seemingly can't charge a magic marker more than once. "Nothing happens." Tried it twice in a row. Loadstones cost 1 gold in a shop. Luckstone cost 90 gold at Ch:6. "The cool draught refreshes you." from a fountain means it reduced your hunger. Holy water cures the "Ill" condition caused by Juiblex. Status of Juiblex (chaotic): Level 22 HP 45(88) AC -7, engulfed you. Juiblex is not carrying anything. "You hear bubbling water." ??? ??? "The scroll fades. A feeling of loss comes over you. The fountain dries up!" Was a blessed scroll of food detection. Maybe it means the fountain was going to give me an upgrade? ??? "As you read the scroll, it disappears. Your Magicbane glows blue for a moment. Your right hand itches!" Read an uncursed scroll of enchant weapon. blessed rustproof +0 Magicbane → blessed rustproof +1 Magicbane blessed rustproof +1 Magicbane → blessed rustproof +2 Magicbane blessed rustproof +2 Magicbane → blessed rustproof +3 Magicbane blessed rustproof +3 Magicbane → blessed rustproof +4 Magicbane Eat a tengu corpse. "You feel in control of yourself." "You have teleport control." Eat a black naga hatchling corpse. "You have a very bad case of stomach acid. This black naga hatchling corpse tastes terrible!" Increased Str from 16 to 17. You give the priestess of Crom all your gold. "Thy devotion has been rewarded." ??? You give the priestess of Crom all your gold. "Thou art indeed a pious individual." "I bestow upon thee a blessing." Clairvoyance. Status of david (piously neutral): Level 12 HP 123(123) AC -6, fast, invisible. You give the priestess of Crom all your gold. "Thy selfless generosity is deeply appreciated." ??? Status of david (piously neutral): Level 12 HP 128(128) AC -6, very fast, invisible. Status of the Wizard of Yendor (chaotic): Level 30 HP 137(137) AC -8. Invoke the Amulet of Yendor. "Nothing happens." Famine's corpse tastes terrible! Eating that is instantly fatal. Enter the Astral Plane without a ring of conflict, get a tame angel: A voice whispers: "Thou hast been worthy of me!" An angel appears near you. "You feel a strange vibration under your feet." Below the wizard, level 47, in the labyrinth. Tried zapping a wand of digging downward, just made a pit. Couldn't dig through the floor. "You ring the Bell of Opening. The Bell of Opening issues an unsettling shrill sound..." Didn't seem to do anything. (Had Candelabrum of Invocation (7 candles attached), no book.) "The Candelabrum of Invocation's candles burn brightly! The candles are being rapidly consumed!" "You feel a strange vibration under your feet. The Candelabrum of Invocation glows with a strange light!" "You ring the Bell of Opening. The Bell of Opening issues an unsettling shrill sound..." After killing the Wizard of Yendor. - a papyrus spellbook "You begin to recite the runes. You turn the pages of the Book of the Dead... The headstones in the cemetery begin to move!" Did in order: light (apply) the candelabrum, ring (apply) the bell, read the book. "You begin to recite the runes. You turn the pages of the Book of the Dead... The floor shakes violently under you!--More--" "The walls around you begin to bend and crumble!--More--" "You are standing at the top of a stairwell leading down! The quantum mechanic drowns." Created a ring of fire traps, then empty tiles, then water around me. Went to to level 48. Read the book in a cemetery: "You begin to recite the runes. You turn the pages of the Book of the Dead... Oh my! Your name appears in the book!" Search around the central room for a door (I found it on left side). The high priest intones: "Infidel, you have entered Moloch's Sanctum!" "Be gone!" Status of the high priestess of Moloch (chaotic): Level 28 HP 63(112) AC 2. Carrying the Amulet of Yendor. After casting a spell, "You feel the amulet draining your energy away." Wizard can shapeshift: c a cockatrice (Wizard of Yendor) Return to quest leader: ==== "Congratulations, david. I always knew that if anyone could succeed in defeating the Wizard of Yendor and his minions, it would be you. "Go now, and take the Amulet to the astral plane. Once there, present the Amulet on the altar of Thoth. Along the way you shall pass through the four elemental planes. These planes are like nothing you have ever experienced before, so be prepared! "For this you were born, brother! I am very proud of you." ==== "Beware, there will be no return! Still climb? [yn] (n)" Say yes. "Well done, mortal! But now thou must face the final Test... Prove thyself worthy or perish!--More--" "A voice booms out... "So thou thought thou couldst kill me, fool."" "You activated a magic portal! You feel dizzy for a moment, but the sensation passes. What a strange feeling! You notice that there is no gravity here.--More--" In the air plane, put on ring of levitation: "You gain control over your movements." "You activated a magic portal! You feel dizzy for a moment, but the sensation passes. You arrive on the Astral Plane!" "Here the High Temples of the aligned gods are located. You sense alarm, hostility, and excitement in the air!--More--" "A voice booms: "Thy desire for conflict shall be fulfilled!"" "You offer the Amulet of Yendor to Anhur... Anhur accepts your gift, and gains dominion over Thoth... Thoth is enraged...--More--" "Fortunately, Anhur permits you to live... A cloud of orange smoke surrounds you...--More--" === Major consultations === Almost all adventurers who come this way hope to pass the dread Medusa. To do this, the best advice is to keep thine eyes blindfolded and to cause the creature to espy its own reflection in a mirror. Though the shopkeepers be wary, thieves have nevertheless stolen much by using their digging wands to hasten exits through the pavement. It is customarily known among travelers that extra-healing draughts may clear thy senses when thou art addled by delusory visions. But never forget, the lowly potion which makes one sick may be used for the same purpose. If thou hast had trouble with rust on thine armor or weapons, thou shouldst know that thou canst prevent this by, while in a confused state, reading the magical parchments which normally are used to cause their enchantment. Unguents of lubrication may provide similar protection, albeit of a transitory nature. If thy wand hath run out of charges, thou mayst zap it again and again; though naught will happen at first, verily, thy persistence shall be rewarded, as one last charge may yet be wrested from it! Behold the cockatrice, whose diminutive stature belies its hidden might. The cockatrice can petrify any ordinary being it contacts--save those wise adventurers who eat a dead lizard or blob of acid when they feel themselves slowly turning to stone. At times, the gods may favor worthy supplicants with named blades whose powers echo throughout legend. Learned wayfarers can reproduce blades of elven lineage, hated of the orcs, without the need for such intervention. And where it is written "ad aerarium", diligent searching will often reveal the way to a trap which sends one to the Magic Memory Vault, where the riches of Croesus are stored; however, escaping from the vault with its gold is much harder than getting in. The meat of enchanted creatures ofttimes conveyeth magical properties unto the consumer. A fresh corpse of floating eye doth fetch a high price among wizards for its utility in conferring Telepathy, by which the sightless may locate surrounding minds. The name of Elbereth may strike fear into the hearts of thine enemies, if thou dost write it upon the ground at thy feet. If thou maintainest the utmost calm, thy safety will be aided greatly, but beware lest thy clumsy feet scuff the inscription, cancelling its potence. If thou wouldst travel quickly between distant locations, thou must be able to control thy teleports, and in a confused state misread the scroll which usually teleports thyself locally. Daring adventurers have also performed the same feat sans need for scrolls or potions by stepping into a particular ambuscade. There are many stories of a mighty amulet, the origins of which are said to be ancient Yendor. This amulet doth have awesome power, and the gods desire it greatly. Mortals mayst tap only portions of its terrible abilities. The stories tell of mortals seeing what their eyes cannot see and seeking places of magical transportation, while having this amulet in their possession. Others say a mortal must wear the amulet to obtain these powers. But verily, such power comes at great cost, to preserve the balance. The detection of blessings and curses is in the domain of the gods. They will make this information available to mortals who request it at their places of worship, or elsewhere for those mortals who devote themselves to the service of the gods. While the consumption of lizard flesh or water beloved of the gods may clear the muddled head, the application of the horn of a creature of utmost purity can alleviate many other afflictions as well. The Oracle scornfully takes all your money and says: "...it is rather disconcerting to be confronted with the following theorem from [Baker, Gill, and Solovay, 1975]. Theorem 7.18 There exist recursive languages A and B such that (1) P(A) == NP(A), and (2) P(B) != NP(B) This provides impressive evidence that the techniques that are currently available will not suffice for proving that P != NP or that P == NP." [Garey and Johnson, p. 185.] === Minor consultations === !sort -t\" -k 2 -i True to her word, the Oracle casually says: "A crystal plate mail will not rust." True to her word, the Oracle says: "A crystal plate mail will not rust." True to her word, the Oracle casually says: "Always sweep the floor before engraving important messages." True to her word, the Oracle offhandedly says: "A magic vomit pump could be useful for gourmands." True to her word, the Oracle nonchalantly says: "A priestess and a virgin you might be, but that unicorn won't care." True to her word, the Oracle offhandedly says: "Concise conquest: Control, confuse, conjure, condemn." True to her word, the Oracle says: "Dogs of ghosts aren't angry, just hungry." True to her word, the Oracle nonchalantly says: "Dragons never whip their children; they wouldn't feel it!" True to her word, the Oracle says: "Eating a tengu is like eating a nymph." True to her word, the Oracle nonchalantly says: "Eating unpaid leprechauns may be advantageous." True to her word, the Oracle says: "Ever tried reading while confused?" True to her word, the Oracle casually says: "Expensive cameras have penetrating flash lights." True to her word, the Oracle says: "Gods expect the best from their priesthood." True to her word, the Oracle says: "Gods expect the best from their priesthood." True to her word, the Oracle nonchalantly says: "Holy water has many uses." True to her word, the Oracle offhandedly says: "If you kill the Wizard, you get promoted to demi-god." True to her word, the Oracle nonchalantly says: "If you want to hit, use a dagger." True to her word, the Oracle offhandedly says: "Inside a shop you better take a look at the price tags before buying anything." True to her word, the Oracle offhandedly says: "Leather is waterproof. Ever see a cow with an umbrella?" True to her word, the Oracle nonchalantly says: "Playing billiards pays when you are in a shop." True to her word, the Oracle offhandedly says: "Playing billiards pays when you are in a shop." True to her word, the Oracle nonchalantly says: "Shopkeepers accept credit cards, as long as you pay cash." True to her word, the Oracle says: "Tainted meat is even more sickening than poison!" True to her word, the Oracle offhandedly says: "The orc swings his orcish broadsword named Elfrist at you. You die..." True to her word, the Oracle nonchalantly says: "There has always been something mystical about mirrors." True to her word, the Oracle casually says: "There is nothing like eating a mimic." True to her word, the Oracle casually says: "They say that a blessed tin of quasit meat is a quick meal." True to her word, the Oracle casually says: "They say that a cursed scroll of teleportation could land you in trouble." True to her word, the Oracle casually says: "They say that a diamond is another kind of luck stone." True to her word, the Oracle nonchalantly says: "They say that a giant gets strong by eating right, try it!" True to her word, the Oracle nonchalantly says: "They say that a lucky amulet will block poisoned arrows." True to her word, the Oracle nonchalantly says: "They say that a lucky amulet will block poisoned arrows." True to her word, the Oracle casually says: "They say that antique dealers are always interested in precious stones." True to her word, the Oracle nonchalantly says: "They say that a wizard is even more powerful the second time around." True to her word, the Oracle nonchalantly says: "They say that by listening carefully, you can hear a secret door!" True to her word, the Oracle says: "They say that carrots and carrot juice may improve your vision." True to her word, the Oracle casually says: "They say that disturbing a djinni can be a costly mistake." True to her word, the Oracle says: "They say that disturbing a djinni can be a costly mistake." True to her word, the Oracle nonchalantly says: "They say that eating a cram ration is a smart move." True to her word, the Oracle nonchalantly says: "They say that feeling an unexpected draft of air is sort of a breakthrough." True to her word, the Oracle nonchalantly says: "They say that gaining a level is an experience that can raise your sights." True to her word, the Oracle offhandedly says: "They say that garter snake meat rarely tastes good but it's still healthy." True to her word, the Oracle says: "They say that gauntlets of dexterity have a hidden enchanted touch." True to her word, the Oracle nonchalantly says: "They say that going to heaven is just another way of escaping the dungeon." True to her word, the Oracle casually says: "They say that golden nagas are law-abiding denizens as long as you are too." True to her word, the Oracle offhandedly says: "They say that having polymorph control won't shock you." True to her word, the Oracle nonchalantly says: "They say that if you start at the bottom the only place to go is up." True to her word, the Oracle says: "They say that in a shop you can be charged for old charges." True to her word, the Oracle says: "They say that in the dungeon breaking a mirror can be seven years bad luck." True to her word, the Oracle nonchalantly says: "They say that nothing can change the fact that some potions contain a ghost." True to her word, the Oracle says: "They say that only an experienced wizard can do the tengu shuffle." True to her word, the Oracle says: "They say that only an experienced wizard can do the tengu shuffle." True to her word, the Oracle casually says: "They say that only chaotics can kill shopkeepers and get away with it." True to her word, the Oracle casually says: "They say that only female monsters can lay eggs." True to her word, the Oracle offhandedly says: "They say that sinks run hot and cold and many flavors in between." True to her word, the Oracle offhandedly says: "They say that sinks run hot and cold and many flavors in between." True to her word, the Oracle casually says: "They say that some eggs could hatch in your pack, lucky or not." True to her word, the Oracle says: "They say that some eggs could hatch in your pack, lucky or not." True to her word, the Oracle says: "They say that some humanoids are nonetheless quite human." True to her word, the Oracle casually says: "They say that something very special would be in a well-protected place." True to her word, the Oracle casually says: "They say that some yetis are full of hot air." True to her word, the Oracle casually says: "They say that that which was stolen once can be stolen again, ask any nymph." True to her word, the Oracle says: "They say that that which was stolen once can be stolen again, ask any nymph." True to her word, the Oracle offhandedly says: "They say that the gods are happy when they drop objects at your feet." True to her word, the Oracle casually says: "They say that the lady of the lake now lives in a fountain somewhere." True to her word, the Oracle says: "They say that the lady of the lake now lives in a fountain somewhere." True to her word, the Oracle says: "They say that the lady of the lake now lives in a fountain somewhere." True to her word, the Oracle casually says: "They say that the Leprechaun King is rich as Croesus." True to her word, the Oracle offhandedly says: "They say that there are at least 15 ways to lose a pair of levitation boots." True to her word, the Oracle casually says: "They say that throwing glass gems is the same as throwing rocks." True to her word, the Oracle casually says: "They say that trespassing a boulder is probably beneath you." True to her word, the Oracle nonchalantly says: "They say that what goes down the drain might come back up." True to her word, the Oracle casually says: "They say that what goes down the drain might come back up." True to her word, the Oracle casually says: "They say that you can't break an amulet of reflection." True to her word, the Oracle casually says: "Valkyries come from the north, and have commensurate abilities." True to her word, the Oracle casually says: "Valkyries come from the north, and have commensurate abilities." True to her word, the Oracle nonchalantly says: "They say that garter snake meat rarely tastes good but it's still healthy." True to her word, the Oracle casually says: "What is a cockatrice going to eat when it gets hungry?" True to her word, the Oracle casually says: "Money lost, little lost; honor lost, much lost; pluck lost, all lost." True to her word, the Oracle nonchalantly says: "They say that you should always be prepared for a final challenge." True to her word, the Oracle nonchalantly says: "Be careful! The Wizard may plan an ambush!" True to her word, the Oracle nonchalantly says: "They say that finding a cursed gray stone is always bad luck." True to her word, the Oracle says: "They say that the experienced character knows how to convert an altar." True to her word, the Oracle offhandedly says: "There has always been something mystical about mirrors." True to her word, the Oracle casually says: "A nymph knows how to unlock chains." True to her word, the Oracle offhandedly says: "A potion of blindness lets you see invisible things." True to her word, the Oracle offhandedly says: "Booksellers never read scrolls; they might get carried away." True to her word, the Oracle offhandedly says: "Elbereth has quite a reputation around these parts." True to her word, the Oracle casually says: "Ever tried reading while confused?" True to her word, the Oracle nonchalantly says: "Getting hungry? Stop wearing rings!" True to her word, the Oracle says: "Hunger is a confusing experience for a dog!" True to her word, the Oracle says: "Inside a shop you better take a look at the price tags before buying anything." True to her word, the Oracle offhandedly says: "Most monsters can't swim." True to her word, the Oracle casually says: "Nymphs can unlink more than your chain mail." True to her word, the Oracle nonchalantly says: "Polymorphing your dog probably makes you safer." True to her word, the Oracle says: "Shopkeepers value money more than revenge." True to her word, the Oracle nonchalantly says: "There is a big treasure hidden in the zoo!" True to her word, the Oracle says: "They say that a cursed scroll of teleportation could land you in trouble." True to her word, the Oracle says: "They say that a giant gets strong by eating right, try it!" True to her word, the Oracle casually says: "They say that antique dealers are always interested in precious stones." True to her word, the Oracle casually says: "They say that a potion of healing can cancel a potion of sickness." True to her word, the Oracle offhandedly says: "They say that a potion of healing can cancel a potion of sickness." True to her word, the Oracle casually says: "They say that a unicorn might bring you luck." True to her word, the Oracle nonchalantly says: "They say that dragon scales can be quite enchanting." True to her word, the Oracle offhandedly says: "They say that dragon scales can be quite enchanting." True to her word, the Oracle offhandedly says: "They say that if it's hard getting your food down another bite could kill." True to her word, the Oracle nonchalantly says: "They say that if you notice a loose board beneath you, don't step on it." True to her word, the Oracle casually says: "They say that in the dungeon you don't usually have any luck at all." True to her word, the Oracle nonchalantly says: "They say that it's not blind luck if you catch a glimpse of Medusa." True to her word, the Oracle offhandedly says: "They say that most monsters find flute recitals extremely boring." True to her word, the Oracle says: "They say that naturally a wand of wishing would be heavily guarded." True to her word, the Oracle casually says: "They say that shopkeepers don't like pick-axes." True to her word, the Oracle offhandedly says: "They say that shopkeepers don't like pick-axes." True to her word, the Oracle nonchalantly says: "They say that shopkeepers don't mind you bringing your pets in the shop." True to her word, the Oracle nonchalantly says: "They say that shopkeepers often have a large amount of money in their purses." True to her word, the Oracle casually says: "They say that teleport traps are the devil's work." True to her word, the Oracle says: "They say that teleport traps are the devil's work." True to her word, the Oracle offhandedly says: "They say that tengu never steal gold although they would be good at it." True to her word, the Oracle nonchalantly says: "They say that the experienced character knows how to convert an altar." True to her word, the Oracle says: "They say that the gods are happy when they drop objects at your feet." True to her word, the Oracle says: "They say that the only door to the vampire's tower is on its lowest level." True to her word, the Oracle casually says: "They say that there are at least 15 ways to lose a pair of levitation boots." True to her word, the Oracle casually says: "They say that the walls in shops are made of extra hard material." True to her word, the Oracle casually says: "They say that the walls in shops are made of extra hard material." True to her word, the Oracle nonchalantly says: "They say that the walls in shops are made of extra hard material." True to her word, the Oracle casually says: "They say that wielded, a long sword named Fire Brand makes you feel cooler." True to her word, the Oracle says: "Those who wield a cockatrice corpse have a rocky road ahead of them." True to her word, the Oracle offhandedly says: "To a full belly all food is bad." True to her word, the Oracle nonchalantly says: "Try using your magic marker on wet scrolls." True to her word, the Oracle says: "Why do you suppose they call them MAGIC markers?" True to her word, the Oracle nonchalantly says: "You may want to dip into a potion of bottled blessings." True to her word, the Oracle offhandedly says: "An elven cloak protects against magic." True to her word, the Oracle casually says: "They say that the walls in shops are made of extra hard material." True to her word, the Oracle says: "The magic marker is mightier than the sword." True to her word, the Oracle casually says: "They say that the unicorn horn rule is if it ain't broke then don't fix it." True to her word, the Oracle nonchalantly says: "They say that an altar can identify blessings." True to her word, the Oracle casually says: "They say that grid bugs only exist in a strictly Cartesian sense." True to her word, the Oracle nonchalantly says: "Trolls are described as rubbery: they keep bouncing back." === Fortune cookies === Acid blobs should be attacked bare-handed. A dead cockatrice is just a dead lizard. A fading corridor enlightens your insight. A magic vomit pump could be useful for gourmands. A monstrous mind is a toy forever. An elven cloak is always the height of fashion. An elven cloak protects against magic. Any small object that is accidentally dropped will hide under a larger object. A winner never quits. A quitter never wins. Be careful! The Wizard may plan an ambush! Being digested is a painfully slow process. Beware: there's always a chance that your wand explodes as you try to zap it! Beyond the 23rd level lies a happy retirement in a room of your own. Concise conquest: Control, confuse, conjure, condemn. Death is just life's way of telling you you've been fired. Direct a direct hit on your direct opponent, directing in the right direction. Dragons never whip their children; they wouldn't feel it! Eat 10 cloves of garlic and keep all humans at a two-square distance. Elven cloaks cannot rust. Ever wondered why one would want to dip something in a potion? Gods expect the best from their priesthood. Half Moon tonight. (At least it's better than no Moon at all.) Housecats have nine lives, kittens only one. Hungry? There is an abundance of food on the next level. If you can't learn to do it well, learn to enjoy doing it badly. If you want to feel great, you must eat something real big. If you want to rob a shop, train your dog. I guess you've never hit a mail daemon with the Amulet of Yendor... Increase mindpower: Tame your own ghost! I once knew a hacker who ate too fast and choked to death. Keep a clear mind: quaff clear potions. Latest news? Put `rec.games.roguelike.nethack' in your .newsrc! Liquor sellers do not drink; they hate to see you twice. Lizard corpses protect against cockatrices. Meeting your own ghost decreases your luck considerably! Money to invest? Take it to the local branch of the Magic Memory Vault! Monsters sleep because you are boring, not because they ever get tired. Never ask a shopkeeper for a price list. Old hackers never die: young ones do. Orcs and killer bees share their lifestyle. Reading scrolls after drinking booze can give confusing results. Shopkeepers might raise their prices for tourists. Shopkeepers sometimes die from old age. Shopkeepers value money more than revenge. Stormbringer doesn't steal souls. People steal souls. The Leprechaun Gold Tru$t is no division of the Magic Memory Vault. The magic marker is mightier than the sword. There is a trap on this level! There is no harm in praising a large dog. They say a gelatinous cube can paralyze you... Those who wield a cockatrice corpse have a rocky road ahead of them. Throwing food at a wild dog might tame him. Tired? Try a scroll of charging on yourself. Tourists wear shirts loud enough to wake the dead. Warning: fortune reading can be hazardous to your health. Whatever can go wrong, will go wrong. When in a maze follow the right wall and you will never get lost. Zap yourself and see what happens... Eating a killer bee is like eating a scorpion. Taming a mail daemon may cause a system security violation. Dogs are superstitious; they never step on cursed items. A chameleon imitating a mail daemon often delivers scrolls of fire. Austin Powers says: My Mojo is back! Yeah, baby! Only female monsters can lay eggs. Eventually you will come to admire the swift elegance of a retreating nymph. Always attack a floating eye from behind! Dogs are attracted by the smell of tripe. Orcs do not procreate in dark rooms. A ring of dungeon master control is a great find. A wish? Okay, make me a fortune cookie! Attacking an eel where there is none is usually a fatal mistake! Try using your magic marker on wet scrolls. Wanted: shopkeepers. Send a scroll of mail to Mage of Yendor/Level 35/Dungeon. Archeologists find more bones piles. Only adventurers of evil alignment think of killing their dog. If you need a wand of digging, kindly ask the minotaur. The meek shall inherit your bones files. A wand of vibration might bring the whole cave crashing about your ears. There once was a Knight named Lancelot who liked to ride with his lance a lot. A wand of deaf is a more dangerous weapon than a wand of sheep. Kicking the terminal doesn't hurt the monsters. Offering a unicorn a worthless piece of glass might prove to be fatal! Money to invest? Take it to the local branch of the Magic Memory Vault! Only a wizard can use a magic whistle. It might be a good idea to offer the unicorn a ruby. If you want to float, you'd better eat a floating eye. Plain nymphs are harmless. Gods look down their noses at demigods. Handle your flasks carefully -- there might be a ghost inside! A cockatrice corpse is guaranteed to be untainted! You will encounter a tall, dark, and gruesome creature... An umber hulk can be a confusing sight. They say that an attic is the best place to hide your toys. Bandaging wounds helps keep up appearances. When a piercer drops in on you, you will be tempted to hit the ceiling! Beyond the 23rd level lies a happy retirement in a room of your own. Spinach, carrot, and jelly -- a meal fit for a nurse! They say that abusing a credit card could shock you sooner or later. They say that a diamond is another kind of luck stone. They say that a giant gets strong by eating right, try it! They say that a gold doubloon is worth more than its weight in gold. They say that a gypsy could tell your fortune for a price. They say that a hacker named David once slew a giant with a sling and a rock. They say that a hacker named Dorothy once rode a fog cloud to Oz. They say that a lock pick by any other name is still a lock pick. They say that a manes won't mince words with you. They say that an amulet of strangulation is worse than ring around the collar. They say that applying a unicorn horn means you've missed the point. They say that a scroll of summoning has other names. They say that a spear will hit a neo-otyugh. (Do YOU know what that is?) They say that a summoned demon could improve your game. They say that a wand of cancellation is not like a wand of polymorph. They say that a wood golem named Pinocchio would be easy to control. They say that carrots and carrot juice may improve your vision. They say that cave spiders are not considered expensive health food. They say that collapsing a dungeon often creates a panic. They say that dipping an eel and brown mold in hot water makes bouillabaisse. They say that dragon scales can be quite enchanting. They say that dropping coins into a fountain will not grant you a wish. They say that eating a cram ration is a smart move. They say that greased objects will slip out of monsters' hands. They say that hackers often feel jumpy about eating nymphs. They say that in lighter moments you could think of ways to pass a stone. They say that in the dungeon breaking a mirror can be seven years bad luck. They say that in the dungeon you don't need a watch to tell time. They say that in time a blessed luckstone can make your god happy. They say that Juiblex is afraid of a wand of digging. They say that kicking a heavy statue is really a dumb move. They say that no one plays NetHack just for the fun of it. They say that once an Olog-Hai is canned it never shows its face again. They say that once upon a time xans would never scratch your boots. They say that only chaotics can kill shopkeepers and get away with it. They say that shopkeepers are insured by Croesus himself! They say that shopkeepers often remember things that you might forget. They say that some guards' palms can be greased. They say that some monsters may kiss your boots to stop your drum playing. They say that some stones are much much heavier than others. They say that that which was stolen once can be stolen again, ask any nymph. They say that the best time to save your game is now before it's too late. They say that the best time to save your game is now before it's too late. They say that the gods are happy when they drop objects at your feet. They say that the only good djinni is a grateful djinni. They say that the priesthood are specially favored by the gods. They say that the Three Rings are named Vilya, Nenya and Narya. They say that trap doors should always be marked `Caution: Trap Door'. They say that trap doors should always be marked `Caution: Trap Door'. They say that trap doors should always be marked `Caution: Trap Door'. They say that what goes down the drain might come back up. They say that wielded, a long sword named Fire Brand makes you feel cooler. They say that you are what you eat. They say that you can only kill a lich once and then you'd better be careful. They say that you can't break an amulet of reflection. They say that you really can use a pick-axe unless you really can't. They say that you should be careful while climbing the ladder to success. They say that kicking a valuable gem doesn't seem to make sense. They say that a floating eye can defeat Medusa. They say that you should remove your armor before sitting on a throne. They say that the biggest obstacle in NetHack is your mind. They say that you can't break an amulet of reflection. They say that the Delphic Oracle knows that lizard corpses aren't confusing. They say that a succubus named Suzy will sometimes warn you of danger. They say that in the dungeon you don't usually have any luck at all They say that a fortune only has 1 line and you can't read between it. They say that using an amulet of change isn't a difficult operation. They say that you should religiously give your gold away. They say that Vlad lives!!! ... in the mazes. They say that antique dealers are always interested in precious stones. They say that the thing about genocide is that it works both ways. They say that a bag of holding can't hold everything. They say that a fortune only has 1 line, but you can read between it. They say that a cursed scroll of teleportation could land you in trouble. They say that a polymorph trap is magic and magic protection prevents it. They say that mummy corpses are not well preserved. They say that there are at least 15 ways to lose a pair of levitation boots. They say that some humanoids are nonetheless quite human. They say that playing NetHack is like walking into a death trap. They say that a polymorph trap is magic and magic protection prevents it. They say that a wand of cancellation is not like a wand of polymorph. They say that in the dungeon the boorish customer is never right. They say that if you don't wear glasses why bother with carrots? They say that if you play like a monster you'll have a better game. They say that you really can use a pick-axe unless you really can't. They say that a lembas wafer is a very light snack. They say that if you're lucky you can feel the runes on a scroll. They say that you should ask a dwarf to let you into a locked shop. They say that iron golem plate mail isn't worth wishing for. They say that gauntlets of dexterity have a hidden enchanted touch. They say that a hacker named David once slew a giant with a sling and a rock. They say that a black sheep has 3 bags full of wool. They say that going to heaven is just another way of escaping the dungeon. === Graffiti === <- A.S < A.S. A.S -> Som o e once saic t?at what gcc? up < mig t core dcwn ?. When in ? naze follcw tne ?ic?t wall and yo? will neve? get lo??. Th?y say that you ?ro?lc call your armor `r?stp???f' Yo? car make ho?y watcr |? boilirg thc h?ll cut of it. They ?ay that the gocs ar? nappv when ?hc? drop objec?? ?t y? ? fcet. Tney say ?hat wie?ding ? ?ricc?n horn ta ?s ?trength. I? would be pec?l??r y sad ?ere y?ur c?g turned t? stcne. Hellc Wcr|d! They say that ?om mcnster? may ki?s ycur boo?s to stop yo?r dr?n plav?nc. Tney ? y tnat ir ?he dungeor b?eaking a mirror can be ?even ycar? ba| |?ck. ?rey say that ?n ?he cu?geon i? s nct w?at you kn?w that rea|lv matters. They say th?t you c?r't break ?n ?m?le? of ??flcc?ion. Thcy say that booze can ?e ??lu?ed ?ut nc can?ell?d. ?here ?s ? big tre?su?e hid|er in the zoo! |hey ?ay th?? ? ?ong s??rd is not a licht swcrd. They say ?ha? thc viev from a fog c ouc is rea|ly verv ?oving. Po?ymorp?ing a ??opkcepe might m?ke y?u safcr. You ve gc? mail! Thcy say ?ha? there are nc black c? wh?t? store?, only g av. ? bl ndfo?d can be verv ?seful if you're tcle ??nic. |et ycur ?incers dc tne ?alkirg cn thc yu|kjhnb |eys E|be?cth A c?n|e|ab?um af?ixec w?t? ?even candles shcws the way v?th a magical ?i?h?. Gala|ricl They say th?t in the | ?geon roon r?cks are really d?litnium ?rvstals They s?y that a fl?ati?g e?c can defcat Mcdu?a They say ?h?t a na?ker nam?d D?vic or?e ?lcw ? giar? vitn a sling and a ?ock. There is a |asternind deep in t e durce?n. We|l Ccme ney say that ??eed boots are?'t f?s? e?ough tc |et you wa|k on vater. Cre homun?ulus a d?y keeps the docto awa?. Tney say that a pcticr of o?l is |iffic?lt o grasp. Fcr ? ccoc time ca?l 8?7-5309 Tney say that d?pp?ng a bac cf tricks in fou?t?in won't make it ar ??ebox. They say th ? you can orlv k l? a li?h oncc and then yo?'d better |e c?ref?|. They ?y th?t a gol| do?bloon i? w?rth nc?e than i?s weigh? in gcld They say that b?nd?circ onc ? wound ?e?ps to keep ?p onc's appearance. === T-shirts === Hey, black dragon! Disintegrate THIS! It's not the size of your sword, it's how #enhance'd you are with it. Is that Mjollnir in your pocket or are you just happy to see me? Hel-LOOO, Nurse! === Artifacts === Minor consultation: A candelabrum affixed with seven candles shows the way with a magical light. It is said that thou mayst gain entry to Moloch's sanctuary, if thou darest, from a place where the ground vibrateth in the deepest depths of Gehennom. Thou needs must have the aid of three magical items. The pure sound of a silver bell shall announce thee. The terrible runes, read from Moloch's book, shall cause the earth to tremble mightily. The light of an enchanted candelabrum shall show thee the way. === Rings === adornment: The faucets flash brightly for a moment. aggravate monster: Several flies buzz angrily around the sink. cold resistance: The cold water faucet flashes brightly for a moment. conflict: You hear loud noises coming from the drain. fire resistance: The hot water faucet flashes brightly for a moment. free action: You see the ring slide right down the drain! gain constitution: The water flow seems lesser/greater now. gain strength: The water flow seems weaker/stronger now. hunger: You hear the ring bouncing down the drainpipe. increase accuracy: The water flow misses/hits the drain. increase damage: The water's force seems smaller/greater now. invisibility: You don't see anything happen to the sink. levitation: The sink quivers upward for a moment. poison resistance: You smell rotten slime molds. polymorph control: The sink momentarily looks like a regularly erupting geyser. polymorph: The sink momentarily looks like a fountain. protection from shape changers: The sink looks nothing like a fountain. protection: The sink glows black for a moment. regeneration: The sink looks as good as new. searching: You thought your ring got lost in the sink, but there it is! see invisible: You see some air in the sink. shock resistance: Static electricity surrounds the sink. slow digestion: The ring is regurgitated! stealth: The sink seems to blend into the floor for a moment. sustain ability: The water flow seems fixed. teleport control: The sink looks like it is being beamed aboard somewhwere. warning: The sink glows white for a moment. ???: The sink momentarily vanishes. ???: The sink glows silver for a moment. +1 increase damage: "small damage bonus" +4 increase damage: "moderate damage bonus" +5 increase damage: "moderate damage bonus" +4+5 increase damage: "large damage bonus" === Spellbooks === $300 Ch:7 spellbook of detect food $266 Ch:9 spellbook of detect food $150 Ch:17 uncursed spellbook of create monster $375 Ch:17 uncursed spellbook of dig "You have a strange feeling for a moment, then it passes." -- detect food detects no food? === Spells === Name Level Category cause fear 3 enchantment charm monster 3 enchantment clairvoyance 3 divination confuse monster 2 enchantment create familiar 6 clerical cure sickness 3 healing detect food 2 divination detect monsters 1 divination dig 5 matter extra healing 3 healing fireball 4 attack force bolt 1 attack healing 1 healing identify 3 divination invisibility 4 escape knock 1 matter magic mapping 5 divination magic missile 2 attack polymorph 6 matter protection 1 clerical remove curse 3 clerical sleep 1 enchantment sleep 1 enchantment slow monster 2 enchantment stone to flesh 3 healing turn undead 6 clerical === Scrolls === # sort -s -k 1.2n -k 3 $30 Ch:7 scroll of identify $39 Ch:7 scroll of identify $75 Ch:7 scroll of light $90 Ch:7 scroll of blank paper $90 Ch:7 scroll of enchant weapon $99 Ch:7 uncursed scroll of light $120 Ch:7 uncursed scroll of enchant armor $120 Ch:7 uncursed scroll of enchant weapon $150 Ch:7 scroll of magic mapping $150 Ch:7 scroll of teleportation $150 Ch:7 uncursed scroll of confuse monster $150 Ch:7 uncursed scroll of gold detection $159 Ch:7 uncursed scroll of enchant armor $199 Ch:7 uncursed scroll of magic mapping $300 Ch:7 scroll of earth $399 Ch:7 scroll of earth $399 Ch:7 uncursed scroll of create monster $450 Ch:7 cursed scroll of charging $450 Ch:7 cursed scroll of punishment $450 Ch:7 uncursed scroll of genocide $106 Ch:8 scroll of remove curse $133 Ch:8 scroll of confuse monster $26 Ch:9 scroll of identify $34 Ch:9 scroll of identify $66 Ch:9 scroll of light $80 Ch:9 scroll of blank paper $80 Ch:9 scroll of enchant weapon $88 Ch:9 uncursed scroll of light $106 Ch:9 uncursed scroll of enchant armor $106 Ch:9 uncursed scroll of enchant weapon $133 Ch:9 scroll of magic mapping $133 Ch:9 scroll of teleportation $133 Ch:9 uncursed scroll of confuse monster $133 Ch:9 uncursed scroll of gold detection $141 Ch:9 uncursed scroll of enchant armor $177 Ch:9 uncursed scroll of magic mapping $266 Ch:9 scroll of earth $354 Ch:9 scroll of earth $354 Ch:9 uncursed scroll of create monster $400 Ch:9 cursed scroll of charging $400 Ch:9 cursed scroll of punishment $400 Ch:9 uncursed scroll of genocide $26 Ch:10 scroll of identify $66 Ch:10 cursed scroll of light $66 Ch:10 uncursed scroll of light $80 Ch:10 uncursed scroll of blank paper $106 Ch:10 cursed scroll of enchant weapon $106 Ch:10 uncursed scroll of enchant armor $133 Ch:10 uncursed scroll of gold detection $133 Ch:10 uncursed scroll of teleportation $133 Ch:10 uncursed scroll of scare monster $266 Ch:10 uncursed scroll of create monster $354 Ch:10 uncursed scroll of amnesia $354 Ch:10 uncursed scroll of create monster $400 Ch:10 uncursed scroll of stinking cloud $26 Ch:10 uncursed scroll of remove curse $5 Ch:10 cursed scroll of identify $266 Ch:13 uncursed scroll of amnesia $66 Ch:14 scroll of light $80 Ch:14 scroll of enchant weapon $266 Ch:14 scroll of taming $15 Ch:16 scroll of identify $15 Ch:17 scroll of identify $20 Ch:17 scroll of identify $38 Ch:17 uncursed scroll of light $45 Ch:17 uncursed scroll of enchant weapon $60 Ch:17 blessed scroll of remove curse $60 Ch:17 uncursed scroll of remove curse $75 Ch:17 cursed scroll of confuse monster $75 Ch:17 uncursed scroll of destroy armor $75 Ch:17 uncursed scroll of gold detection $75 Ch:17 uncursed scroll of teleportation $80 Ch:17 cursed scroll of remove curse $100 Ch:17 cursed scroll of teleportation $150 Ch:17 uncursed scroll of amnesia $150 Ch:17 uncursed scroll of create monster $150 Ch:17 uncursed scroll of earth $200 Ch:17 cursed scroll of taming $225 Ch:17 cursed scroll of stinking cloud $225 Ch:17 cursed scroll of stinking cloud $225 Ch:17 uncursed scroll of punishment $10 Ch:18 blessed scroll of identify $10 Ch:18 uncursed scroll of identify $67 Ch:18 scroll of magic mapping === Scrolls whilst confused === confuse monster Your hands begin to glow purple. No effect? magic mapping A map coalesces in your mind! Only shows fragments of the map. earth The ceiling rumbles above you! You are hit by 6 rocks! Your elven leather helm does not protect you. Piles of rocks fall instead of boulders. remove curse You feel like you need some help. Curses a bunch of armor. enchant weapon Your long sword is covered by a shimmering golden shield! Makes your weapon rustproof. punishment blessed punishment You feel guilty. No effect? create monster Creates a ton of acid blobs. amnesia Thinking of Maud you forget everything else. Forgets part of the map. cursed stinking cloud You have found a scroll of stinking cloud! Where do you want to center the cloud? (For instructions type a ?) Lets you put a normal stinking cloud? light You are surrounded by darkness! Makes it dark around you. teleportation Level teleport. destroy armor Your set of yellow dragon scales glows purple for a moment. ? enchant armor Your set of yellow dragon scales is covered by a shimmering golden shield! Rustproofs your armor. gold detection As you read the scroll, it disappears. Being confused, you mispronounce the magic words... Your toes stop itching. ? scare monster You hear sad wailing in the distance. ? trap detection "You feel entrapped." Finds traps anyway? food detection "Your nose tingles and you smell something." Highlighted a potion being carried by a shopkeeper. To make dragon scale mail, read a scroll of enchant armor when *not* confused. === Cursed scrolls === confuse monster You feel confused. Confuses you. gold detection You feel worried about your future financial situation. Maybe nothing? gold detection You feel greedy Marks traps as if they were gold. === Armor === +0 mummy wrapping +0 Hawaiian shirt +0 dwarvish cloak +0 cornuthaum +0 fedora +1 small shield +1 elven cloak +1 oilskin cloak (The carnivorous ape grabs you, but cannot hold onto your slippery oilskin cloak!) +1 pair of gauntlets of power (St:25) +1 elven leather helm ($10, Ch:8) +1 helmet +1 pair of leather gloves +1 cloak of displacement (You are displaced.) +1 iron skull cap +1 elven boots +1 cloak of invisibility +1 pair of speed boots +1 leather jacket +1 alchemy smock (apron) +2 dwarvish roundshield +2 dwarvish iron helm ($15 sell $10, Ch:17) +2 robe +2 iron shoes +2 polished silver shield +3 studded leather armor ($12 sell $7, Ch:17) +3 set of yellow dragon scales +3 cloak of protection +4 ring mail ($75 sell $50, Ch:17) +4 scale mail ($34 sell $22, Ch:17) +5 chain mail ($57, Ch:17) +5 elven mithril-coat +6 banded mail +6 dwarvish mithril-coat +6 splint mail +6 bronze plate mail ($300 sell $200, Ch:17) +7 plate mail (sell $305 (+1 blessed), Ch:17) +7 crystal plate mail ($615 sell $410, Ch:17; $615 sell $410, Ch:16) +9 dragon scale mail (sell $450, Ch:18) ring mail ($133 Ch:8) orcish chain mail ($100 Ch:8) ($57 sell $37, Ch:17) studded leather armor ($20 Ch:8) alchemy smock (apron) You are acid resistant. helm of brilliance increases Int and Wis by 1 point for each 1 point of enchantment. helm of brilliance doesn't encumber with respect to spell casting. === Weapons === two-handed sword ($66 Ch:8) === The Hand of Elbereth === You begin praying to Tyr. You are surrounded by a shimmering light. You finish your prayer. You feel that Tyr is well-pleased. The voice of Tyr booms: "I crown thee... The Hand of Elbereth!" Your sword shines brightly for a moment. You are the Hand of Elbereth. You are piously aligned. You are fire resistant. You are cold resistant. You are sleep resistant. You are shock resistant. You are poison resistant. You are level-drain resistant. Uncursed rusty +1 long sword became the blessed rustproof +1 Excalibur. (Lawful valkyrie) === Fountains === "You see an image of someone stalking you. But it disappears." You see invisible. "This water's no good!" Curses a bunch of your stuff. === Highest skills === Archaeologist two weapon combat [Basic] Barbarian bare handed combat [Master] two weapon combat [Basic] dagger [Basic] axe [Expert] pick-axe [Skilled] short sword [Expert] long sword [Skilled] scimitar [Skilled] saber [Basic] bow [Basic] attack spells [Skilled] Caveman dagger [Basic] unicorn horn [Basic] Knight bare handed combat [Expert] two weapon combat [Skilled] knife [Basic] long sword [Expert] bow [Basic] Healer dagger [Skilled] knife [Expert] unicorn horn [Skilled]+ Monk martial arts [Grand Master] axe [Basic] quarterstaff [Basic] spear [Basic] crossbow [Basic] attack spells [Basic] divination spells [Basic] enchantment spells [Basic] Wizard bare handed combat [Basic] riding [Basic] dagger [Skilled]+ quarterstaff [Expert] attack spells [Expert] healing spells [Skilled] divination spells [Expert] enchantment spells [Skilled] clerical spells [Skilled] escape spells [Expert] Rogue dagger [Expert] short sword [Expert] morning star [Basic] Tourist two weapon combat [Skilled] dagger [Expert] long sword [Basic] two-handed sword [Basic] quarterstaff [Basic] dart [Expert] divination spells [Basic] enchantment spells [Basic] Valkyrie long sword [Expert] saber [Basic] hammer [Expert] attack spells [Basic] Priest bare handed combat [Basic] dagger [Basic] broadsword [Basic] mace [Expert] dart [Basic] unicorn horn [Skilled] healing spells [Expert] divination spells [Expert] clerical spells [Expert] Ranger short sword [Basic] bow [Expert] === Touchstone === "scratch marks" ⇒ worthless "streaks" ⇒ worthful You see brown streaks on the stone. an uncursed topaz stone You see green streaks on the stone. an uncursed emerald an uncursed turquoise stone You see magenta streaks on the stone. an uncursed fluorite stone an uncursed amethyst stone You see orange streaks on the stone. an uncursed agate stone You see red streaks on the stone. an uncursed garnet stone an uncursed ruby You see white streaks on the stone. an uncursed diamond You see yellow streaks on the stone. an uncursed citrine stone You make scratch marks on the stone. an uncursed worthless piece of white glass an uncursed worthless piece of red glass === Prayer === You have a hopeful feeling. You realize that the gods are not like you and I. (Hallucinating.) Not safe to pray. You have a feeling of reconciliation. You glimpse a four-leaf clover at your feet. Safe to pray. === Alignment === Neutral : The Lady (s,c) You are nominally aligned. Chaotic : Set (s,c) You are fervently aligned. Chaotic : Mars (s,c) You are fervently aligned. Neutral : Odin (s,c) You are nominally aligned. Chaotic : Anhur (s,c) You are nominally aligned. Neutral : Camaxtli (s,c) You are fervently aligned. Lawful : Tyr (s,c) You are haltingly aligned. === Corpses === ==== Cold resistance "You feel full of hot air." ==== flesh golem yeti winter wolf cub gray ooze ==== Fire resistance "You feel a momentary chill." ==== fire ant gray ooze red dragon red naga ==== Poison resistance "You feel healthy." ==== cave spider black naga hatchling black naga gray ooze (pickled, in a tin) quivering blob ==== ??? "Your health currently feels amplified!" ==== brown pudding electric eel ==== Shock resistance "You feel a mild buzz." ==== (Or not?) newt ==== Disintegration resistance "You feel very firm." ==== black dragon ==== Telepathy "You feel a strange mental acuity." ==== mind flayer floating eye ==== Sleep resistance "You feel wide awake." ==== Grey-elf gelatinous cube Woodland-elf ==== Teleportation "You feel very jumpy." ==== leprechaun ==== ???? ==== This master mind flayer corpse tastes terrible! You finish eating the master mind flayer corpse. For some reason, that tasted bland. Maybe because I was already at Int:18? === Drawbridge === "tumbler click": right note, wrong position. "gear turn": right note, right position. === Quests === ==== Priest ==== You find yourself standing in sight of the Great Temple. Something is obviously wrong here. The doors to the Great Temple, which usually stand open, are closed. Strange human shapes shamble around outside. You realize that the Arch Priest needs your assistance! "Ah, david, my son. You have returned to us at last. A great blow has befallen our order; perhaps you can help us. First, however, I must determine if you are prepared for this great challenge." "Alas, david, it is not yet to be. A mere Priest could never withstand the might of Nalzok. Go forth, again into the world, and return when you have attained the post of Curate." "Again, my son, you stand before me. Are you ready now to help us?" "Yes, david. You are truly ready now. Attend to me and I shall tell you of what has transpired: "At one of the Great Festivals a short time ago, Nalzok and a legion of undead invaded the Great Temple. Many Acolytes were killed, including the one carrying the Mitre of Holiness. "As a final act of vengefulness, Nalzok desecrated the altar here. Without it, we could not mount a counter-attack. Now, there are barely enough Acolytes left to keep the undead at bay. "We need you to find the Temple of Nalzok, then, from there, travel to Nalzok's lair. If you can manage to defeat Nalzok and return the Mitre of Holiness here, we can then drive off the legions of undead that befoul the land. "Go with Manannan Mac Lir as your guide, david." "Call upon Manannan Mac Lir when your need is greatest. You will be answered." "You can prevail, if you rely on Manannan Mac Lir." "The undead legions are weakest during the daylight hours." "You may be able to affect Nalzok with magical cold." "Acquire and wear the Mitre of Holiness if you can. It will aid you against Nalzok." "Be pure, my son." You stand facing a large graveyard. The sky above is filled with clouds that seem to get thicker closer to the center. You sense the presence of undead in larger numbers than you have ever encountered before. You remember the descriptions of the Temple of Nalzok, given to you by The Arch Priest. It is ahead that you will find Nalzok's trail. The stench of brimstone is all about you, and the shrieks and moans of tortured souls assault your psyche. Ahead, there is a small clearing amidst the bubbling pits of lava... "Ah, so The Arch Priest has sent another acolyte to retrieve the Mitre of Holiness. "No, I see you are no acolyte. Perhaps I shall have some fun today after all. Prepare to die, Canon! You shall never regain the Mitre of Holiness." Status of Nalzok (chaotic): Level 16 HP 75(75) AC -2. Nalzok's possessions: Armor a - a blessed plumed helmet named The Mitre of Holiness Scrolls b - a cursed scroll of teleportation Tools c - a silver bell (end) You feel a wrenching shift in the ether as Nalzok's body dissolves into a cloud of noxious gas. Suddenly, a voice booms out: Thou hast defeated the least of my minions, Canon. Know now that Moloch is aware of thy presence. As for thee, Nalzok, I shall deal with thy failure at my leisure. You then hear the voice of Nalzok, screaming in terror... As you pick up the Mitre of Holiness, you feel the essence of Manannan Mac Lir fill your soul. You know now why Nalzok stole it from the Great Temple, for with it, a Priest of Manannan Mac Lir could easily defeat his plans. You sense a message from Manannan Mac Lir. Though not verbal, you get the impression that you must return to The Arch Priest as soon as possible. "You have returned, david. And with the Mitre of Holiness, I see. Congratulations. "I have been in meditation, and have received direction from a minion of Manannan Mac Lir. Manannan Mac Lir commands that you retain the Mitre of Holiness. With it, you must recover the Amulet of Yendor. "Go forth, and let Manannan Mac Lir guide your steps." "You have prevailed, david! Manannan Mac Lir is surely with you. Now, you must take the amulet, and sacrifice it on Manannan Mac Lir's altar on the Astral plane. I suspect that I shall never see you again in this life, but I hope to at Manannan Mac Lir's feet." ==== Knight ==== You materialize in the shadows of Camelot Castle. Immediately, you notice that something is wrong. The fields around the castle are trampled and withered, as if some great battle has been recently fought. Looking closer, you see long gouges in the walls of Camelot Castle. You know of only one creature that makes those kinds of marks... Once again you stand in the shadows of Camelot Castle. "Ah, david. We see thou hast received Our summons. We are in dire need of thy prowess. But first, We must needs decide if thou art ready for this great undertaking." "Verily, david, thou hast done well. That thou hast survived thus far is a credit to thy valor, but thou art yet unprepared for the demands required as Our Champion. A Sergeant, no matter how pure, could never hope to defeat the foul Ixoth. "Journey forth from this place, and hone thy skills. Return to Our presence when thou hast attained the noble title of Knight." ==== Wizard ==== You are suddenly in familiar surroundings. You notice what appears to be a large, squat stone structure nearby. Wait! That looks like the tower of your former teacher, Neferet the Green. However, things are not the same as when you were last here. Mists and areas of unexplained darkness surround the tower. There is movement in the shadows. Your teacher would never allow such unaesthetic forms to surround the tower... unless something were dreadfully wrong! "Come closer, david, for my voice falters in my old age. Yes, I see that you have come a long way since you went out into the world, leaving the safe confines of this tower. However, I must first determine if you have all of the skills required to take on the task I require of you." "Yes, david, you truly are ready for this dire task. Listen, carefully, for what I tell you now will be of vital importance. "Since you left us to hone your skills in the world, we unexpectedly came under attack by the forces of the Dark One. As you know, we thought the Dark One had perished at the end of the last age, but, alas, this was not the case. "The Dark One sent an army of abominations against us. Among them was a minion, mindless and ensorcelled, and thus, in the confusion, it was able to penetrate our defenses. Alas, this creature has stolen the Eye of the Aethiopica and I fear it has delivered the Eye of the Aethiopica to the Dark One. "Over the years, I had woven most of my power into this amulet, and thus, without it, I have but a shadow of my former power, and I fear that I shall soon perish. "You must travel to the Tower of Darkness, and within its dungeons, find and overcome the Dark One, and return the Eye of the Aethiopica to me. "Go now, with Anhur, and complete this quest before it is too late." Wisps of fog swirl nearby. You feel that the Dark One's lair is close. You believe that you may once again invade the Tower of Darkness. You feel your mentor's presence; perhaps the Eye of the Aethiopica is nearby. You kill the Dark One!--More-- The Dark One croaks out, as his body begins to shrivel up: I shall haunt your progress until the end of time. A thousand curses on you and Neferet the Green. Then, the body bursts into a cloud of choking dust, and blows away. As you touch the Eye of the Aethiopica, its comforting power infuses you with new energy. You feel as if you can detect others' thoughts flowing through it. Although you yearn to wear the Eye of the Aethiopica and attack the Wizard of Yendor, you know you must return it to its rightful owner, Neferet the Green. Neferet the Green notices the Eye of the Aethiopica in your possession, beams at you and says: I knew you could defeat the Dark One and retrieve the Eye of the Aethiopica. We shall never forget this brave service. Take the Eye of the Aethiopica with you in your quest for the Amulet of Yendor. I can sense that it has attuned itself to you already. May Anhur guide you in your quest, and keep you from harm. ==== Valkyrie ==== You materialize at the base of a snowy hill. Atop the hill sits a place you know well, the Shrine of Destiny. You immediately realize that something here is very wrong! In places, the snow and ice have been melted into steaming pools of water. Fumaroles and pools of bubbling lava surround the hill. The stench of sulphur is carried through the air, and you see creatures that should not be able to live in this environment moving towards you. "Ah, david, my daughter. You have returned to the Shrine of Destiny at last. We are in dire need of your aid, but I must determine if you are yet ready for such an undertaking. "Let me read your fate..." "It is not clear, david, for my sight is limited without the Orb of Fate. But it is now likely that you can defeat Lord Surtur, and recover the Orb of Fate. "A short time ago, Lord Surtur and his minions attacked this place. They opened the huge volcanic vents you see about the hill, and attacked. I knew that this was to come to pass, and had asked Tyr for a group of Warriors to help defend this place. The few you see here are the mightiest of Valhalla's own, and are all that are left of one hundred Tyr sent. "Despite the great and glorious battle we fought, Lord Surtur managed at last to steal the Orb of Fate. This has upset the balance of the universe, and unless the Orb of Fate is returned into my care, Lord Surtur may start Ragnarok. "You must find the entrance to the cave of Surtur. Travel downward from there and you will find Lord Surtur's lair. Defeat him and return the Orb of Fate to me." The ice and snow gives way to a valley floor. You see ahead of you a huge round hill surrounded by pools of lava. This then is the entrance to the cave of Surtur. It looks like you're not going to get in without a fight though. Through clouds of sulphurous gasses, you see a rock palisade surrounded with a moat of bubbling lava. You remember the description from something that the Norn said. This is the lair of Lord Surtur. A look of surprise and horror appears on Lord Surtur's face. No!!! the Orb of Fate has lied to me! I have been misled! Suddenly, Lord Surtur grasps his head and screams in agony, then dies. As you pick up the Orb of Fate, your mind is suddenly filled with images, and you perceive all of the possibilities of each potential choice you could make. As you begin to control and channel your thoughts, you realize that you must return the Orb of Fate to The Norn immediately. As you approach, The Norn rises and touches the Orb of Fate. "You may take the Orb of Fate with you, david. I have removed from it the power to foretell the future, for that power no mortal should have. Its other abilities, however, you have at your disposal. "You must now begin in Tyr's name to search for the Amulet of Yendor. May your steps be guided by Tyr, my daughter." ==== Rogue ==== Unexpectedly, you find yourself back in Ransmannsby, where you trained to be a thief. Quickly you make the guild sign, hoping that you AND word of your arrival reach the Master of Thieves' den. "Well, look who it is boys -- david has come home. You seem to have fallen behind in your dues. I should kill you as an example to these other worthless cutpurses, but I have a better plan. If you are ready maybe you could work off your back dues by performing a little job for me. Let us just see if you are ready..." "In the time that you've been gone you've only been able to master the arts of a Pilferer? I've trained ten times again as many Robbers in that time. Maybe I should send one of them, no? Where would that leave you, david? Oh yeah, I remember, I was going to kill you!" ==== Tourist ==== "Is it really you, david! I had given up hope for your return. As you can see, we are desperately in need of your talents. Someone must defeat the Master of Thieves if our town is become what it once was. "Let me see if you are ready to be that someone." "You have indeed proven yourself a worthy Tourist, david. "But now your kinfolk and I must ask you to put aside your travels and help us in our time of need. After you left us we elected a new mayor, the Master of Thieves. He proved to be a most heinous and vile creature. "Soon after taking office he absconded with the Platinum Yendorian Express Card and fled town, leaving behind his henchmen to rule over us. In order for us to regain control of our town, you must enter the Thieves' Guild Hall and recover the Platinum Yendorian Express Card. "Do not be distracted on your quest. If you do not return quickly I fear that all will be lost. Let us both pray now that The Lady will guide you and keep you safe." You breathe a sigh of relief as you find yourself back in the familiar surroundings of Ankh-Morpork. You quickly notice that things do not appear the way they did when you left. The town is dark and quiet. There are no sounds coming from behind the town walls, and no campfires burning in the fields. As a matter of fact, you do not see any movement in the fields at all, and the crops look as though they have been untended for many weeks. Only your faith in The Lady keeps you from trembling. You see the handiwork of the Master of Thieves' henchlings everywhere. You sense the presence of the Platinum Yendorian Express Card. You gain confidence, knowing that you may soon be united with the Platinum Yendorian Express Card. Status of the Master of Thieves (chaotic): Level 19 HP 94(94) AC 0, meditating. The Master of Thieves' possessions: Coins a - 46 gold pieces Wands b - a wand of cold Tools c - a silver bell "So, david, Twoflower thinks that you can wrest the Platinum Yendorian Express Card from me! "It only proves how desperate he has become that he sends a Traveler to try and defeat me. When this day is over, I will have you enslaved in the mines where you will rue the day that you ever entered the Thieves' Guild Hall." "These meetings come to bore me. You disturb my workings with the Platinum Yendorian Express Card. "If you do not run away now, I will inflict so much suffering on you that Twoflower will feel guilty for ever having sent his son to me!" You turn in the direction of the Master of Thieves. As his earthly body begins to vanish before your eyes, you hear him curse: You shall never be rid of me, david! I will find you where ever you go and regain what is rightly mine. As you pick up the Platinum Yendorian Express Card, you feel a great weight has been lifted from your shoulders. Your only thoughts are to quickly return to Ankh-Morpork and find Twoflower. As Twoflower detects the presence of the Platinum Yendorian Express Card, he almost smiles for the first time in many a full moon. As he looks up from the Platinum Yendorian Express Card he says: You have recovered the Platinum Yendorian Express Card. You are its owner now, but not its master. Let it work with you as you continue your journey. With its help, and The Lady to guide you on the neutral path, you may yet recover the Amulet of Yendor. "Stand back and let me look at you, david. Now that you have recovered the Amulet of Yendor, I'm afraid living out your days in Ankh-Morpork would seem pretty tame. "You have come too far to stop now, for there are still more tasks that our oral history foretells for you. Forever more, though, your name shall be spoken by the Guides with awe. You are truly an inspiration to your sisters!" ==== Barbarian ==== Warily you scan your surroundings, all of your senses alert for signs of possible danger. Off in the distance, you can see the familiar shapes of the Camp of the Duali Tribe. But why, you think, should Pelias be there? Suddenly, the hairs on your neck stand on end as you detect the aura of evil magic in the air. Without thought, you ready your weapon, and mutter under your breath: "By Crom, there will be blood spilt today." "Ah, david. You have returned at last. The world is in dire need of your help. There is a great quest you must undertake. "But first, I must see if you are ready to take on such a challenge." "david, I fear that you are as yet too inexperienced to face Thoth Amon. Only a Raider with the help of Crom could ever hope to defeat him." "david, you are back. Are you ready now for the challenge?" "The world is in great need of your assistance, david. "About six months ago, I learned that a mysterious sorcerer, known as Thoth Amon, had begun to gather a large group of cutthroats and brigands about him. "At about the same time, these people you once rode with `liberated' a potent magical talisman, the Heart of Ahriman, from a Turanian caravan. "Thoth Amon and his Black Horde swept down upon the Duali Oasis and defeated the people there, driving them out into the desert. He has taken the Heart of Ahriman, and seeks to bend it to his will. I detected the subtle changes in the currents of fate, and joined these people. Then I sent forth a summons for you. "If Thoth Amon can bend the Heart of Ahriman to his will, he will become almost indestructible. He will then be able to enslave the minds of men across the world. You are the only hope. The gods smile upon you, and with Crom behind you, you alone can defeat Thoth Amon. "You must go to the Duali Oasis. From there, you can track down Thoth Amon, defeat him, and return the Heart of Ahriman to us. Only then will the world be safe." The scent of water comes to you in the desert breeze. You know that you have located the Duali Oasis. Yet again you have a chance to infiltrate the Duali Oasis. The hairs on the nape of your neck lift as you sense an energy in the very air around you. You fight down a primordial panic that seeks to make you turn and run. This is surely the lair of Thoth Amon. Yet again you feel the air around you heavy with malevolent magical energy. "So. This is what that second rate sorcerer Pelias sends to do his bidding. I have slain many before you. You shall give me little sport. "Prepare to die, Barbarian." "I have wasted too much time on you already. Now, you shall die." Thoth Amon falls to the ground, and utters a last curse at you. Then his body fades slowly, seemingly dispersing into the air around you. You slowly become aware that the overpowering aura of magic in the air has begun to fade. As you pick up the Heart of Ahriman, you feel the power of it flowing through your hands. It seems to be in two or more places at once, even though you are holding it. When Pelias sees the Heart of Ahriman, he smiles, and says: Well done, david. You have saved the world from certain doom. What, now, should be done with the Heart of Ahriman? These people, brave as they are, cannot hope to guard it from other sorcerers who will detect it, as surely as Thoth Amon did. Take the Heart of Ahriman with you, david. It will guard you in your adventures, and you can best guard it. You embark on a quest far greater than you realize. Remember me, david, and return when you have triumphed. I will tell you then of what you must do. You will understand when the time comes. "This is wondrous, david. I feared that you could not possibly succeed in your quest, but here you are in possession of the Amulet of Yendor! "I have studied the texts of the magi constantly since you left. In the Book of Skelos, I found this: Crom will cause a child to be sent into the world. This child is to be made strong by trial of battle and magic, for Crom has willed it so. It is said that the child of Crom will recover the Amulet of Yendor that was stolen from the Creator at the beginning of time. "As you now possess the amulet, david, I suspect that the Book speaks of you. The child of Crom will take the Amulet, and travel to the Astral Plane, where the Great Temple of Crom is to be found. The Amulet will be sacrificed to Crom, there on His altar. Then the child will stand by Crom as champion of all Barbarians for eternity. "This is all I know, david. I hope it will help you." === Endgame #invoke Heart of Ahriman You start to float in the air! Amulets n - the blessed Eye of the Aethiopica (being worn) O - an uncursed amulet of reflection Weapons a - a blessed +4 quarterstaff (weapon in hands) Armor ────┐ e - a blessed +3 pair of speed boots (being worn) ···│ l - an uncursed +2 pair of gauntlets of power (being worn) A┌───────┐··└┐ ───── r - an uncursed fireproof +0 cloak of magic resistance (being worn) │·····@·│··a└┐ ·%%···· G - an uncursed +0 gray dragon scale mail (being worn) │·······│·a··└┬┘··%······ R - an uncursed +0 pair of water walking boots @│···@@·a%aa·@·&aa···a·····││ Spellbooks │···@···│a@··┌┴┐··%··)···┌┘└─┐ L - the uncursed Book of the Dead │·······│···┌┘ └┐·%%····┌┘ └┬── Rings └───────┘··┌┘ └─┬─+─┬─┘ ┌┘ i - an uncursed ring of conflict @ @ A ···│ │ └─────┬┘ y - an uncursed ring of teleportation ────┘ │ % %%`·%│ T - an uncursed ring of invisibility (on right hand) └─────┐%%·└┐ Y - an uncursed ring of levitation │·)··└┐ Wands └─┐)%·└───▒── g - a wand of striking (0:6) │%·%%·$%%%· q - a wand of lightning (0:5) └────────── w - a wand of digging (0:4) David the Necromancer St:25 Dx:17 Co:18 In:19 Wi:18 Ch:11 Neutral z - a wand of cold (0:5) Astral Plane $:57 HP: K - a wand of create monster (0:14) Tools b - an uncursed bag of holding c - an uncursed bag of holding k - an uncursed skeleton key t - an uncursed wooden flute u - a +0 unicorn horn A - the Bell of Opening (1:0) B - the uncursed Candelabrum of Invocation (7 candles attached) J - an uncursed towel V - a +0 pick-axe Z - a cursed oil lamp Gems N - an uncursed luckstone (end) Contents of the bag of holding: 2 blessed scrolls of blank paper an uncursed spellbook of light an uncursed spellbook of magic missile a blessed spellbook of finger of death ────┐ an uncursed spellbook of sleep ···│ an uncursed spellbook of remove curse A┌───────┐··└┐ ───── an uncursed spellbook of clairvoyance │·····@·│··a└┐ ·%%···· an uncursed spellbook of blank paper │·······│·a··└┬┘··%······ an uncursed spellbook of identify @│···@@·a%aa·@·&aa···a·····││ an uncursed spellbook of detect monsters │···@···│a@··┌┴┐··%··)···┌┘└─┐ an uncursed spellbook of detect treasure │·······│···┌┘ └┐·%%····┌┘ └┬── an uncursed spellbook of drain life └───────┘··┌┘ └─┬─+─┬─┘ ┌┘ an uncursed spellbook of slow monster @ @ A ···│ │ └─────┬┘ an uncursed spellbook of dig ────┘ │ % %%`·%│ an uncursed ring of polymorph control └─────┐%%·└┐ a wand of striking (0:1) │·)··└┐ a wand of create monster (0:7) └─┐)%·└───▒── a wand of teleportation (0:5) │%·%%·$%%%· a rusty wand of wishing (0:3) └────────── 5 blessed tallow candles David the Necromancer St:25 Dx:17 Co:18 In:19 Wi:18 Ch:11 Neutral a magic marker (1:6) Astral Plane $:57 HP:154(229) Pw:35(337) AC:-7 Xp:25/51342733 T:65113 Hungry --More-- Contents of the bag of holding: 3 uncursed opals 4 uncursed amber stones an uncursed obsidian stone 4 uncursed agate stones ────┐ 4 uncursed sapphires ···│ 4 uncursed garnet stones A┌───────┐··└┐ ───── 2 uncursed rubies │·····@·│··a└┐ ·%%···· an uncursed jasper stone │·······│·a··└┬┘··%······ an uncursed dilithium crystal @│···@@·a%aa·@·&aa···a·····││ 4 uncursed diamonds │···@···│a@··┌┴┐··%··)···┌┘└─┐ 7 uncursed aquamarine stones │·······│···┌┘ └┐·%%····┌┘ └┬── an uncursed jasper stone └───────┘··┌┘ └─┬─+─┬─┘ ┌┘ an uncursed opal @ @ A ···│ │ └─────┬┘ 2 uncursed fluorite stones ────┘ │ % %%`·%│ 2 uncursed chrysoberyl stones └─────┐%%·└┐ 6 uncursed topaz stones │·)··└┐ 3 uncursed turquoise stones └─┐)%·└───▒── 4 uncursed amber stones │%·%%·$%%%· 5 uncursed obsidian stones └────────── an uncursed aquamarine stone David the Necromancer St:25 Dx:17 Co:18 In:19 Wi:18 Ch:11 Neutral 3 uncursed topaz stones Astral Plane $:57 HP:154(229) Pw:35(337) AC:-7 Xp:25/51342733 T:65113 Hungry 4 uncursed fluorite stones an uncursed sapphire an uncursed ruby 2 uncursed jacinth stones an uncursed black opal an uncursed citrine stone an uncursed garnet stone an uncursed jade stone --More-- Final Attributes: You were the Envoy of Balance. You were piously aligned. You were fire resistant. You were cold resistant. ────┐ You were sleep resistant. ···│ You were disintegration-resistant. A┌───────┐··└┐ ───── You were shock resistant. │·····@·│··a└┐ ·%%···· You were poison resistant. │·······│·a··└┬┘··%······ You were magic-protected. @│···@@·a%aa·@·&aa···a·····││ You saw invisible. │···@···│a@··┌┴┐··%··)···┌┘└─┐ You were telepathic. │·······│···┌┘ └┐·%%····┌┘ └┬── You were warned. └───────┘··┌┘ └─┬─+─┬─┘ ┌┘ You had infravision. @ @ A ···│ │ └─────┬┘ You were invisible to others. ────┘ │ % %%`·%│ You had teleport control. └─────┐%%·└┐ You were very fast. │·)··└┐ You were extremely lucky. └─┐)%·└───▒── You had extra luck. │%·%%·$%%%· Bad luck did not time out for you. └────────── Good luck did not time out for you. David the Necromancer St:25 Dx:17 Co:18 In:19 Wi:18 Ch:11 Neutral You survived after being killed 93 times. Astral Plane $:57 HP:154(229) Pw:35(337) AC:-7 Xp:25/51342733 T:65113 Hungry --More-- Vanquished creatures: Orcus Yeenoghu Juiblex The Wizard of Yendor (7 times) Pestilence (thrice) a high priest 3 mastodons Medusa Croesus 15 krakens an Archon 5 iron golems a ki-rin 21 storm giants 2 titans 4 glass golems 2 balrogs 15 purple worms 5 gray dragons 3 silver dragons 15 red dragons 9 white dragons 3 orange dragons 12 black dragons 9 blue dragons 8 green dragons 3 yellow dragons 9 minotaurs 5 jabberwocks The Dark One 9 baluchitheria 12 Angels 2 demiliches Vlad the Impaler 14 stone golems 11 Olog-hai 6 Nazguls 15 pit fiends 3 sandestins 11 hell hounds 10 titanotheres 6 trappers a baby black dragon 3 disenchanters 40 vampire lords 5 skeletons 16 aligned priests 13 captains 6 shades 5 liches a water troll 4 clay golems 2 nurses 11 ice devils 5 nalfeshnees 9 lurkers above 2 Aleaxes a frost giant 11 ettins a golden naga 3 black puddings 38 vampires 8 lieutenants a watch captain 38 ghosts an archeologist a healer 3 queen bees 8 winged gargoyles 13 giant mimics 12 zruties 6 fire giants 14 ogre kings an ice troll 20 rock trolls 6 umber hulks 6 flesh golems 18 Elvenkings 6 doppelgangers 27 hezrous 15 bone devils 10 large mimics 4 wumpuses 7 fire vortices 2 baby purple worms 20 long worms 11 couatls 25 stalkers 19 air elementals 8 fire elementals 5 earth elementals 23 water elementals 14 hill giants 4 giant mummies 8 black nagas 20 xorns 27 giant zombies 32 elf-lords 28 sergeants 10 barbed devils 4 vrocks 7 salamanders 16 wargs 3 winter wolves 6 hell hound pups 16 small mimics 4 glass piercers 9 warhorses 11 steam vortices 22 xans 6 ettin mummies 13 ogre lords 13 quantum mechanics 19 trolls 3 sasquatches 2 wood golems 3 erinyes 5 mariliths 4 djinn 8 sharks 8 electric eels 15 gelatinous cubes 5 pyrolisks 5 large dogs 7 freezing spheres 8 flaming spheres 15 shocking spheres 6 large cats 10 tigers 5 gargoyles 10 tengu 20 ochre jellies 21 leocrottas 10 energy vortices 6 mountain centaurs 7 stone giants 7 elf mummies 9 human mummies 3 red nagas 3 green slimes 12 pit vipers 5 pythons 16 cobras 57 wraiths 6 carnivorous apes 19 ettin zombies 4 leather golems 38 Grey-elves 122 soldiers 4 watchmen 9 horned devils 8 succubi 6 incubi 13 chameleons 7 crocodiles 20 giant beetles 8 quivering blobs 31 cockatrices 23 wolves 13 winter wolf cubs 10 lynxes 5 panthers 53 gremlins 4 spotted jellies 37 leprechauns 7 orc-captains 4 iron piercers 7 mumakil 12 giant spiders 13 scorpions 2 horses 2 ice vortices 7 black lights 64 vampire bats 8 forest centaurs 4 gnome kings 10 orc mummies 4 dwarf mummies 8 ogres 2 brown puddings 5 rust monsters 14 owlbears 15 yetis 7 gold golems a werewolf 20 Green-elves 6 piranhas 26 giant eels 19 lizards 9 chickatrices 2 dingos 7 housecats 3 jaguars 11 blue jellies a white unicorn a black unicorn 7 dust vortices 20 ravens 11 plains centaurs 5 gnome mummies 11 snakes 10 apes 21 human zombies 8 rope golems 9 Woodland-elves 24 soldier ants 31 fire ants 21 bugbears 5 imps 4 lemures 20 quasits 5 wood nymphs 8 water nymphs 6 mountain nymphs 12 Mordor orcs 13 Uruk-hai 4 orc shamans 9 rock piercers 5 rock moles 5 ponies 8 fog clouds 21 yellow lights 7 shriekers 6 violet fungi 6 gnome lords a gnomish wizard 5 kobold mummies a red naga hatchling a guardian naga hatchling 5 gray oozes 9 barrow wights 18 elf zombies 20 ghouls 4 straw golems 6 paper golems 9 jellyfish 2 baby crocodiles 34 giant ants 2 little dogs 16 floating eyes 3 kittens 2 dwarves 8 homunculi 4 kobold lords a kobold shaman 28 hill orcs 18 rothes 3 rabid rats a centipede 12 giant bats 2 monkeys 13 orc zombies 16 dwarf zombies 4 wererats 4 werejackals 10 iguanas 54 killer bees 21 acid blobs 5 coyotes 2 gas spores 5 hobbits 33 manes 4 large kobolds 19 hobgoblins 14 giant rats 4 cave spiders 6 yellow molds 2 green molds 4 red molds 9 gnomes 8 garter snakes 19 gnome zombies 11 geckos 11 jackals 2 foxes 4 kobolds 10 goblins 2 sewer rats 8 grid bugs 10 bats 11 lichens 11 kobold zombies 2 newts 2985 creatures vanquished. --More-- Goodbye david the Wizard... You escaped from the dungeon with 2467690 points, The Eye of the Aethiopica (worth 4000 zorkmids and 10000 points) The Bell of Opening (worth 5000 zorkmids and 12500 points) The Candelabrum of Invocation (worth 5000 zorkmids and 12500 points) The Book of the Dead (worth 10000 zorkmids and 25000 points) 9 topaz stones (worth 8100 zorkmids), 8 aquamarine stones (worth 12000 zorkmids), 8 amber stones (worth 8000 zorkmids), 6 fluorite stones (worth 2400 zorkmids), 6 obsidian stones (worth 1200 zorkmids), 5 sapphires (worth 15000 zorkmids), 5 garnet stones (worth 3500 zorkmids), 4 diamonds (worth 16000 zorkmids), 4 opals (worth 3200 zorkmids), 4 agate stones (worth 800 zorkmids), 3 rubies (worth 10500 zorkmids), 3 turquoise stones (worth 6000 zorkmids), 2 jacinth stones (worth 6500 zorkmids), 2 chrysoberyl stones (worth 1400 zorkmids), 2 jasper stones (worth 1000 zorkmids), 1 dilithium crystal (worth 4500 zorkmids), 1 black opal (worth 2500 zorkmids), 1 citrine stone (worth 1500 zorkmids), 1 jade stone (worth 300 zorkmids), 1 amulet of reflection (worth 150 zorkmids), and 57 pieces of gold, after 65113 moves. You were level 25 with a maximum of 229 hit points when you escaped. === Crash === You destroy the human mummy!Aborted david@happy:~$ ----------------------- | | | | ^ | | |.| | | | ------- | |---- | |.| | | | | | | | |.----| --- | ----| | | | | . | | | | | | | -.----- | | | ----- |..>.@... |` | |--.- -*** Error in `/usr/lib/games/nethack/nethack-console': malloc(): memory corruption (fast): 0x0000000001690690 *** | . |.M | --- | ----- | | | | | --- | --- | | | | | | | ---%| | | | | |% | | | ------- | | | * | ------------- David the Slayer St:18/87 Dx:19 Co:18 In:12 Wi:18 Ch:9 Neutral Dlvl:44 $:10153 HP:364(364) Pw:52(73) AC:-12 Xp:22/20004102 T:59312 NetHack, Copyright 1985-2003 By Stichting Mathematisch Centrum and M. Stephenson. See license for details. There is already a game in progress under your name. Destroy old game? [yn] https://nethackwiki.com/wiki/Recover sudo /usr/lib/games/nethack/recover -d /var/games/nethack 1000david === First ascension === Wed May 25 22:34:19 PDT 2016 Do you want your possessions identified? [ynq] (n) y Amulets j - an amulet of life saving w - an amulet of life saving F - an amulet of life saving (being worn) Weapons a - a rustproof +5 mace r - the rustproof +5 Stormbringer (weapon in hand) Armor c - a blessed +3 silver dragon scale mail (being worn) s - a greased +5 pair of speed boots (being worn) x - a blessed greased fireproof +5 pair of leather gloves (being worn) O - a fireproof +4 cloak of magic resistance (being worn) U - a greased burnt +0 pair of levitation boots W - the blessed greased +4 Mitre of Holiness (being worn) Comestibles Q - a partly eaten food ration Scrolls p - a cursed scroll of create monster Spellbooks P - the Book of the Dead Potions m - a potion of holy water q - a potion of full healing G - a blessed potion of full healing Rings g - a blessed ring of slow digestion (on left hand) K - a ring of regeneration M - a +2 ring of gain strength (on right hand) Wands d - a wand of wishing (1:0) e - a wand of make invisible (0:2) h - a wand of create monster (0:14) o - a wand of enlightenment (0:0) t - a wand of teleportation (0:6) v - a blessed wand of sleep (0:0) y - a wand of light (0:8) A - a blessed wand of death (0:1) E - a wand of create monster (0:6) H - a wand of polymorph (0:3) I - a wand of sleep (0:3) J - a wand of magic missile (0:4) L - a wand of digging (0:5) N - a blessed wand of magic missile (0:0) R - a wand of speed monster (0:0) S - a wand of speed monster (0:5) Tools f - the Candelabrum of Invocation (7 candles attached) i - a tooled horn k - a skeleton key l - an expensive camera (0:42) u - a +4 unicorn horn z - a blessed bag of holding C - a blindfold T - a magic whistle X - the Bell of Opening (0:2) Y - an oil lamp (lit) Gems Z - a luckstone Contents of the bag of holding: 359 gold pieces an amulet of ESP an amulet of magical breathing the rustproof +0 Dragonbane a blessed scroll of blank paper a spellbook of sleep a spellbook of extra healing a spellbook of force bolt a spellbook of light a spellbook of magic missile a spellbook of remove curse a spellbook of protection a spellbook of identify a potion of unholy water a ring of conflict a ring of teleport control a ring of protection from shape changers a ring of teleportation a wand of digging (0:2) a wand of digging (0:5) a wand of digging (0:1) a wand of digging (0:3) a wand of digging (0:5) a magic marker (1:4) 2 jade stones 10 rubies 3 citrine stones 5 sapphires 4 agate stones 7 opals 9 diamonds 5 obsidian stones 3 aquamarine stones 2 dilithium crystals 3 jet stones 9 black opals 10 emeralds a jasper stone 4 fluorite stones 3 topaz stones 12 garnet stones 13 amethyst stones 2 turquoise stones 6 jacinth stones 6 chrysoberyl stones Do you want to see your attributes? [ynq] (n) y Final Attributes: You were the Glory of Arioch. You were piously aligned. You were fire resistant. You were cold resistant. You were sleep resistant. You were disintegration-resistant. You were shock resistant. You were poison resistant. You were level-drain resistant. You were magic-protected. You saw invisible. You were telepathic. You were warned. You had infravision. You were invisible to others. You were stealthy. You had slower digestion. You were protected. You were very fast. You had reflection. Your life would have been saved. You were extremely lucky. You had extra luck. Bad luck did not time out for you. Good luck did not time out for you. You survived. Do you want an account of creatures vanquished? [ynq] (n) y Vanquished creatures: Orcus Yeenoghu Juiblex The Wizard of Yendor (6 times) Pestilence (twice) Famine 2 high priests 10 mastodons Medusa Croesus 3 Archons 15 iron golems 2 master liches 6 ki-rin 5 storm giants 8 titans 2 glass golems 5 balrogs Nalzok 16 purple worms 7 gray dragons 4 silver dragons 20 red dragons 7 white dragons 5 orange dragons 20 black dragons 9 blue dragons 15 green dragons 21 yellow dragons 28 minotaurs 12 jabberwocks 27 baluchitheria 28 Angels 20 demiliches Vlad the Impaler 17 stone golems 10 master mind flayers 23 Olog-hai 6 Nazguls 14 pit fiends 2 sandestins 8 hell hounds 13 titanotheres 14 trappers a baby silver dragon a baby white dragon a baby orange dragon 7 guardian nagas 20 disenchanters 55 vampire lords 5 skeletons a shopkeeper 39 aligned priests 23 captains 6 shades a water troll 3 clay golems 8 nurses 15 ice devils 3 nalfeshnees 7 lurkers above 3 Aleaxes 6 frost giants 15 ettins 3 golden nagas 7 black puddings 47 vampires 18 lieutenants 121 ghosts 2 archeologists a cavewoman a samurai a wizard 4 queen bees 17 winged gargoyles 15 mind flayers 18 giant mimics 23 zruties 23 fire giants 20 ogre kings 5 ice trolls 36 rock trolls 23 umber hulks 10 flesh golems 17 Elvenkings 4 doppelgangers 12 hezrous 19 bone devils 9 large mimics 4 wumpuses 10 fire vortices 3 baby purple worms 13 long worms 26 couatls 41 stalkers 20 air elementals 37 fire elementals 36 earth elementals 22 water elementals 9 hill giants 7 giant mummies 5 black nagas 19 xorns 39 giant zombies 10 elf-lords 36 sergeants a water demon 15 barbed devils 10 vrocks 9 salamanders 16 wargs 4 winter wolves 9 hell hound pups 22 small mimics 9 glass piercers 16 warhorses 12 steam vortices 32 xans 3 ettin mummies 9 ogre lords 27 quantum mechanics 54 trolls 4 sasquatches 3 wood golems 3 erinyes 4 mariliths 2 djinn 4 sharks 6 electric eels 11 gelatinous cubes 9 pyrolisks 7 large dogs 9 freezing spheres 12 flaming spheres 14 shocking spheres 10 large cats 6 tigers 16 gargoyles 2 dwarf kings 12 tengu 25 ochre jellies 26 leocrottas 12 energy vortices 2 mountain centaurs 12 stone giants 8 elf mummies 5 human mummies 3 red nagas 13 green slimes 15 pit vipers 12 pythons 22 cobras 161 wraiths 17 carnivorous apes 63 ettin zombies 8 leather golems 4 Grey-elves 113 soldiers 4 watchmen 13 horned devils 13 succubi 8 incubi 17 chameleons 5 crocodiles 52 giant beetles 9 quivering blobs 34 cockatrices 19 wolves 19 winter wolf cubs 7 lynxes 4 panthers 107 gremlins 9 spotted jellies 60 leprechauns 8 orc-captains 10 iron piercers 7 mumakil 14 giant spiders 17 scorpions 15 horses 3 ice vortices 11 black lights 23 vampire bats 9 forest centaurs 9 gnome kings 8 orc mummies 4 dwarf mummies 6 ogres 10 brown puddings 19 rust monsters 24 owlbears 13 yetis 5 gold golems 4 werewolves 3 Green-elves 8 giant eels 24 lizards 21 chickatrices 5 dogs 5 dingos 4 housecats 10 jaguars 8 dwarf lords 9 blue jellies 6 white unicorns 5 gray unicorns 10 dust vortices 12 ravens 12 plains centaurs 8 gnome mummies 11 snakes 3 water moccasins 9 apes 209 human zombies 6 rope golems 3 Woodland-elves 44 soldier ants 20 fire ants 27 bugbears 19 lemures 2 quasits 5 wood nymphs 15 water nymphs 13 mountain nymphs 14 Mordor orcs 43 Uruk-hai 5 orc shamans 18 rock piercers 5 rock moles 6 ponies 15 fog clouds 25 yellow lights 3 shriekers 12 violet fungi 31 gnome lords 15 gnomish wizards 7 kobold mummies a red naga hatchling 4 black naga hatchlings a guardian naga hatchling 12 gray oozes 9 barrow wights 54 elf zombies 38 ghouls 7 straw golems 5 paper golems 3 jellyfish 52 giant ants 4 little dogs 15 floating eyes 5 kittens 29 dwarves 3 homunculi 7 kobold lords 10 kobold shamans 56 hill orcs 27 rothes 8 rabid rats 3 centipedes 11 giant bats 2 Kop Sergeants 3 monkeys 63 orc zombies 64 dwarf zombies 4 wererats 4 werejackals 22 iguanas 118 killer bees 5 acid blobs 13 hobbits 29 manes 4 large kobolds 46 hobgoblins 6 giant rats 12 cave spiders 2 brown molds 7 yellow molds 3 green molds 3 red molds 72 gnomes 12 Keystone Kops 10 garter snakes 64 gnome zombies 9 geckos 15 jackals 4 foxes 2 kobolds 15 goblins 11 sewer rats 7 grid bugs 8 bats 10 lichens 53 kobold zombies 12 newts 4748 creatures vanquished. Do you want a list of species genocided? [ynq] (n) y Genocided species: hobbits dwarves bugbears dwarf lords dwarf kings mind flayers master mind flayers liches master liches arch-liches jellyfish piranhas sharks giant eels electric eels krakens 16 species genocided. Do you want to see your conduct? [ynq] (n) n Goodbye david the Demigod... You went to your reward with 5968868 points, The Candelabrum of Invocation (worth 5000 zorkmids and 12500 points) Stormbringer (worth 8000 zorkmids and 20000 points) Dragonbane (worth 500 zorkmids and 1250 points) The Book of the Dead (worth 10000 zorkmids and 25000 points) The Mitre of Holiness (worth 2000 zorkmids and 5000 points) The Bell of Opening (worth 5000 zorkmids and 12500 points) 13 amethyst stones (worth 7800 zorkmids), 12 garnet stones (worth 8400 zorkmids), 10 rubies (worth 35000 zorkmids), 10 emeralds (worth 25000 zorkmids), 9 diamonds (worth 36000 zorkmids), 9 black opals (worth 22500 zorkmids), 7 opals (worth 5600 zorkmids), 6 jacinth stones (worth 19500 zorkmids), 6 chrysoberyl stones (worth 4200 zorkmids), 5 sapphires (worth 15000 zorkmids), 5 obsidian stones (worth 1000 zorkmids), 4 fluorite stones (worth 1600 zorkmids), 4 agate stones (worth 800 zorkmids), 3 citrine stones (worth 4500 zorkmids), 3 aquamarine stones (worth 4500 zorkmids), 3 topaz stones (worth 2700 zorkmids), 3 jet stones (worth 2550 zorkmids), 2 dilithium crystals (worth 9000 zorkmids), 2 turquoise stones (worth 4000 zorkmids), 2 jade stones (worth 600 zorkmids), 1 jasper stone (worth 500 zorkmids), 3 amulets of life saving (worth 450 zorkmids), 1 amulet of ESP (worth 150 zorkmids), 1 amulet of magical breathing (worth 150 zorkmids), and 359 pieces of gold, after 84214 moves. You were level 27 with a maximum of 389 hit points when you ascended. You made the top ten list! No Points Name Hp [max] 1 5968868 david-Pri-Elf-Mal-Cha ascended to demigod-hood. 389 [389] 2 2764296 david-Wiz-Elf-Fem-Cha died on the Plane of Fire. Burned by molten lava. - [430] 3 2199104 david-Bar-Hum-Mal-Neu died on the Astral Plane. Killed by an Angel of Crom, while helpless (with the Amulet). - [405]