_ _ _ ____ ____ _____ | | | | | __| | __| |_ _| ----------- | | | | | |__ |__ | | | ANNOUNCES |_____| |____| |____| |_| ----------- -------------------------------------------------------------- The absolute best resource file for nethack just got better! -------------------------------------------------------------- PRESENTING: The Nethack Spoilers Revision 7.00 Copyright 1991, Paul Waterman This file contains revision 7.00 of the WCST Spoilers. Revision 7.00 incorporates more changes than any previous release of the spoiler files. Many new sections have been added, and the entire file has been re-arranged for maximum usefulness. In addition, extensive formatting changes have been done in order to make the tables and text as readable as possible. Essentially, the entire file has been revised. For revision 7.00, we will be trying something unique. We will be releasing the spoiler files in ASCII format on rec.games.hack and comp.sources.games (and we have an ongoing commitment to continue doing so in future releases). However, in addition, we will be offering a laser printed version of the spoilers for sale. The commercial version is beautifully formatted on a desktop publishing system, and includes "extras" that the public release doesn't have such as page numbers, a table of contents, a complete index, and eye-pleasing graphics. The entire 100+ pages is spiral bound with durable covers for those late night hacking sessions. Additionally, the commercial version includes a useful command summary sheet and several "cheat sheets." One of these cheat sheets has a complete summary of all objects available within the game, and there are also cheat sheets for each object type, which include complete price lists, check-off lists, and identifying information. This commercial version is available for $13, plus $2.00 postage and handling. Also, quantity discounts are available with as few as five copies, so get together with some fellow nethackers from your site and take advantage of the lowest price you can get. Simply fill out the following form and send it in to get your copy of the WCST Nethack Spoilers: ----------------------------------------------------------------- Remit to: Paul Waterman WCST Spoilers, 817 College Ave. #1, Wheaton, IL 60187 Phone: (708) 682-5085 ----------------------------------------------------------------- Quantity Item Price ________ WCST Spoiler File @ $13 each (1-4 copies) $________ @ $12 each (5-10 copies) @ $11 each (11-15 copies) @ $10 each (16+ copies) Postage and Handling (U.S. and Canada) @ $2 each (1-15 copies) @ FREE (16+ copies) (Foreign) @ $5 each (1-15 copies) @ $2 each (16+ copies) $________ TOTAL $________ Check or money order payable in U.S. dollars accepted. Name: ________________________________________________________ Address: ________________________________________________________ ________________________________________________________ ________________________________________________________ _ _ _ ____ ____ _____ | | | | | __| | __| |_ _| | | | | | |__ |__ | | | |_____| |____| |____| |_| -| |- -| |- [-_-_-_-_-_-_-_-] -| |- [-_-_-_-_-] | | [-_-_-_-_-] | o o | | o o o | | o o | | | | | | | | |__-__| |__-__| | | o | | o | | o | | | o o | _____ | o o | | _____----- | | | |:::| | | | -----_____ | | | |:::| | | | _-_-|_____|-----|____|:::|____|-----|_____|-_-_ ( (__________---_________________---__________) ) ------------- PRESENTS... ------------- The Nethack Spoilers Revision 7.00 Copyright 1991, Paul Waterman All Rights Reserved Copyright Paul Waterman, 1991. All rights reserved. This document (hereafter referred to as the "public" version of the WCST Nethack Spoiler File, or just "the spoilers") is copyrighted material and is *not* in the public domain. Permission is hereby granted to you (the user) to distribute copies of this document, subject to the following conditions: 1) The spoilers may be electronically distributed only in unmodified form. Any such distribution must contain the complete document, including the title page, copyright notices, and this section. 2) The spoilers may be distributed in other than electronic form, (specifically, in the form of a printout) only as a direct, unmodified dump of the complete document. For instance, if you were to print out a copy of the spoilers for distribution, that printout must be an unmodified dump of the complete document. Reformatting this document to include multiple fonts, graphics, or line drawing, for instance, for distribution is specifically prohibited. 3) No fee may be charged for the copying or distribution of the spoilers other than compensation which shall match the cost of materials for that distribution (i.e., you cannot charge for time/labor), not to exceed $5 US. (Examples: If you were to print the spoilers out for a friend and the paper cost you $0.25, you could ask your friend for $0.25 - not a penny more.) 4) The spoilers may not be distributed free in conjunction with any other product without the written consent of the author. This document has been compiled from various sources (including play, usenet e-mail and news groups, long term experience, source code, and general hearsay). Information in this file has been verified as well as possible. However, information in this document is not guaranteed to be correct, is subject to change without notice, and does not represent a commitment on the part of the author. Paul Waterman and WCST are not affiliated with any other group, including but not limited to the Nethack Development Team or Wheaton College. Special thanks to: Alan Light, for the original compilation of rec.games.hack postings. Dan Reifsnyder, for the great graphics. Ken Roth, for proving that a human could beat my script to play nethack. Laura Waterman, for constant encouragement and intelligent questions. Peter Waterman, for showing me what a great artist you are. ----------------------------------------------------------------------------- Table of Contents: The Beginning Introduction Revision Numbers Credits Using The Spoilers Commonalities and Generalities Common Questions General Hints The Character Alignment Carrying Capacity Character Classes Character Stats Score Status Line The Beasts Monster Attacks Monster Information The Dungeon Castle Level Special Levels The Game Damage Fountain Effects Game Messages Hit Probability Kicking Luck Magic Pets Praying Removing Curses Robbing Shops Sink Effects Survival Throne Effects Unicorn Horns Wishes The Items Amulets Identifying Amulets Armor Armor Effects Identifying Armor Food Food - Corpses Gems Potions Potion Quaffing Effects Potion Throwing Effects Potion Vapor Effects Identifying Potions Ring Effects Identifying Rings Scrolls Scroll Effects Confused Scroll Effects Identifying Scrolls Spellbooks Tools Tool Effects Identifying Tools Wands Wand Effects Identifying Wands Weapons Artifacts Appendices Nethack Abuse Expected In Version 3.1 ---------------------------------------------------------- | The Beginning | ---------------------------------------------------------- ----------------------------------------------------------------------------- Introduction: Once upon a time, there was a game called hack. Hack was a pretty good game, and a lot of people really enjoyed playing it. Then a strange and wonderful creature called "The Dev Team" got hold of it, and hack was never the same again. For starters, it suddenly got a name change, and was called nethack. But the biggest change was in the game itself. No longer was it a fun afternoon show to watch in black and white on a nine inch set. It suddenly became a three dimensional color holovision show with dolby surround sound and much, much more. (Our thanks to the dev team for a job well done.) The problem with this is that people started getting addicted to the action, the adventure, their character getting killed over and over again... In order to prevent the untimely demise of characters whose rated lifespan was about double the actual lifespan, a bunch of people came together and began giving each other hints about how to dodge that nasty shopkeeper, and how to get rid of that awful wizard, and this worked well... for a time. There was still a problem with this, though, for once the suggestion was given, unless carefully hoarded away, it was gone forever, and there were always new people who hadn't heard the suggestions. Thus, the nethack spoiler file was created. Within this file is a large collection of lore about the game of nethack. Some of it may not be true, but we have made the best effort possible to verify all of the information contained herein. Much of it has been verified, corrected, or added since the original posting of revision one on the net. Also, we would like to request that any corrections, modifications, suggestions, etc. be e-mailed directly to nhspoil@wheaton.UUCP and not posted to the net. We will attempt to verify any information sent us and then we will both add it to the spoiler file (for the next release) and post an official correction/addition to rec.games.hack. Note: Please do not send e-mail to us asking for a copy of the spoilers or for a copy of nethack itself (or the source code, etc.). We do not honor these requests, and often just ignore them. Be warned: If you use the knowledge contained herein, your game will never be the same. Your horizons will suddenly be expanded, but you may end up thinking that the game is less than it once was. That is the risk you must take if you choose to read this file. Good luck, and happy hacking! ----------------------------------------------------------------------------- Revision Numbers: In order to keep a decent idea of how the spoiler file is progressing, we have set up an official policy on how Revision Numbers will change. Any minor revisions corrections or amplifications will advance the revision number by .01. New sections added (such as this one), or complete re-writes of existing sections will advance the revision number by .10. Any complete rewrite of the entire file (just in case - it might actually happen) will advance the revision number to the next integer. ----------------------------------------------------------------------------- Credits: Well, this should actually be a very large list. Among others, it should include almost everyone who has posted any hints of value to the net within about the last year (or even longer in some cases). Some people who have made contributions to the cause of these spoilers above and beyond the call of duty, however, are listed here: Kenneth Arromdee Bill de Beaubien Alan Edwards Walter Fergusson David Goldfarb Laurence Gordon Kate Gregory Dolf Grunbauer David Hairston Michael Heggen Douglas Henke Greg Hudson Lucas B. Kruijswijk Alan Light Stephen Marino Andrew Pearce Robert Potter Ken Roth Brajesh K. Singh C. G. J. Thompson, et.al David Throop Steve Warren Laura C. Waterman Dominik Zemmler If any of the rest of you out there know you contributed something to the cause, but don't see your name listed here - don't get us wrong. It's not that we're ungrateful! We probably just nuked your name by mistake! Note: All names are listed in alphabetical order by last name, and not by order of importance of contribution. ----------------------------------------------------------------------------- Using The Spoilers: There's really not much to say on this subject, other than a few intuitive pointers. How you use the spoilers is simple: You read them, and apply the knowledge contained within to your game of nethack. Those of you who are using the commercial version of the spoilers will have a complete index at your disposal, which should aid greatly in looking up just about anything you'd like to know about. For those of you who are using the public version, however, we do have one major hint for getting at what you want within the file quickly. The section titles tend to be fairly unique, and are always followed by a colon. This should make it very simple to get to whatever section you want quickly. Just load the file into your editor (or if you're on a unix system, even use 'more' for that matter), and use the search function to look for the section. For instance, from within more or vi, use the slash key ("/") and what you'd like to search for ("Armor:" for example). This technique is also very useful for finding every reference to a particular topic. If you'd like to know about wishing for instance, just search for every occurance of the word "wish" in the file. ---------------------------------------------------------- | Commonalities and Generalities | ---------------------------------------------------------- ----------------------------------------------------------------------------- Common Questions: Q: I've made it to the first level of hell (probably by falling through a trap in the castle level), but I can't find any down staircases? How can I get down farther? A: You'll find that if you're confused and read a scroll of teleportation you'll get teleported to a different level. Cursed scrolls of teleportation and level teleporters also do this. If you have teleport control (via a ring or intrinsic), you can choose what level to teleport to. Teleport down to about level fifty and then work your way up. Q: I've got the amulet, and I'm on my way up through the levels of Hell, but I'm stuck. I'm in a relatively small area in the middle of the level, I can't find a way out, and there's no stairway up - only one going back down. A: Sounds like you've found Vlad's Tower. Try going back down two levels and exiting from the base of the tower. Then try looking in the upper left hand corner of the maze for another stairway going up. The tower levels always have an up staircase placed there. See the section on SPECIAL LEVELS for more information. Q: I've got the amulet, and I'm on my way up, but the Wizard keeps popping in and I'm tired of killing him. Is there anything I can do to get him off of my case? A: Most things you can do won't stop him from coming after you again. I saw a post once on rec.games.hack that had about thirty suggestions, but none of them would work. Basically, the only way to stop him from coming after you is to exploit a "feature" of the game. Wait near the up staircase for him. Then, throw a potion of paralysis at him. During the 1-15 turns that he will be paralyzed, go up the staircase. He won't come after you any more. The reason for this is that the game only updates the paralysis counters for creatures on the same level as you - thus, it realizes that the Wizard is still around, but paralyzed, and it won't un-paralyze him unless you go back to that level. (Incidentally, don't count on this working in the next version of nethack.) Q: I'm in the endgame and I'm in a long hallway that runs north-south. I can't seem to find a secret door, though, and I can't teleport. How do I get to the other side of the level? A: Be patient and keep searching. There's a secret door in the upper left wall of the corridor. However, there's a lot of nasty creatures in the center of the endgame level, so if you're willing to sacrifice the experience, and you can polymorph, it might be better to turn into a xorn and go around the center area. Q: I've heard a lot about "named weapons," but I can't seem to get one. How can I get one? A: Well, there are five ways of getting named weapons, also known as artifacts. The first, and perhaps most obvious one, is to wish for it. When you are asked what you want to wish for, type "a (blessed) (+n) [weapon type] named [name]," where blessed and +n (be sure to substitute a number for n!) are optional, and the weapon type is correct for that named weapon (see the ARTIFACTS section and WISHING section for more information). Another way to get a named weapon is to have it given to you by your deity. If you sacrifice (#offer) enough, eventually you will probably see an object appear at your feet. This will be a named weapon. A third way to get a named weapon is to find it. Some of them will just be randomly generated (although very rare), so be on the lookout. You will know it's named when you pick it up - it's not necessary to identify it. You can also gain some of the named weapons by simply finding the appropriate weapon type and using the #name command. Sting and Orcrist are notable in this regard. Finally, you can get Excalibur by #dipping a normal longsword in a fountain (see FOUNTAIN EFFECTS for more details about this). Q: I was playing a character and he/she got polymorphed into a new human. I was asked to give the character a different name, and now I can't get the character back. What do I do? A: Nethack allows you to have multiple characters with different names, and whenever nethack saves a character it always uses the character's name, regardless of whether that character used to have a different name. In order to access a character of a particular name (or start one with a different name), the easiest thing is to give nethack a -u flag and your name. For instance, type "nethack -u name" where "name" is your character's name ("Endiel" in my case - and I'll send you updates to the spoilers if you can figure out where it came from). Q: I was playing nethack when I hit the '!' key by mistake. Now I'm sitting at my prompt, and I don't know what's happened to my game. What gives? A: In nethack, the '!' key will create a shell for you. What this does is allow you to quickly pop out of nethack in order to do stuff, without messing up your nethack game. On most systems, you can exit the shell and get back to your nethack game by typing "exit." Q: I've found a hawaiian shirt lying around, and I've heard them mentioned in the spoilers. What use are they? A: Basically, Hawaiian shirts let you effectively drop your AC by several more points, as they can be worn under a suit of armor (the more pieces of armor, the better the possible AC). When not enchanted, they don't do much good (and actually can do harm, as shopkeepers will try to cheat you if they see it). But if it's enchanted and under a suit of armor or cloak (where the shopkeeper can't see it), it can be quite useful. Q: I've been punished, and I can't stand lugging around this ball and chain. What can I do to get rid of it? A: There are several ways to accomplish this. In the meantime, though, unless you have a pretty good weapon, pick up the iron ball and wield it. To get it off, try reading a scroll (or casting a spell) of remove curse. Or, try feeding it to a rust monster, rock mole, or iron golem. A nymph may steal it. Or, you can polymorph into a rust monster, rock mole, or iron golem, and eat it yourself. Finally, you can polymorph into a nymph and remove it. Note that lock-picks and keys won't work to get it off. Q: I've come up with some cool ideas for additions/modifications to nethack. What should I do with them? A: You should send your ideas (also bugs) to nethack-bugs@linc.cis.upenn.edu. Don't expect to receive back a confirmation that they received it - the nethack-bugs account receives a lot of mail. Q: I'm interested in making some modifications to nethack (or already have done so), and think they would make a cool addition to the game. I'd like to make these modifications/additions public. What should I do? A: Once again, send some e-mail to nethack-bugs@linc.cis.upenn.edu. Here's some hints as to what all you should send: 1) If you have already made the modifications, make sure it is well documented with comments, and then send the changes (*not* the whole source code) to the Dev Team (at nethack-bugs...). 2) Send a description of the planned (or finished) code changes and how this affects other sections of the code. 3) Include a description of how you think the idea will impact the game, and why you think your idea is good or necessary. 4) Be prepared for a rejection on grounds that appear totally arbitrary to you. If you do, consider the reasons given and think about re-working your ideas and repeating the process. 5) If you really think your ideas are worthwhile but the Dev Team refuses to agree (possible, but unlikely), consider distributing them as optional add-ons through net newsgroups such as rec.games.hack and comp.sources.games. Q: I have these spoilers, but where can I get a copy of nethack from? A: Please don't send e-mail to us! We're not in the habit of sending out copies of nethack, and rarely reply to messages asking where to get it from. Information is posted on a regular basis on rec.games.hack about where to get the latest version of nethack. Q: I was playing nethack via modem from my personal computer when I lost the connection. I dialed back into the system immediately, and my login was sitting there idle, still playing nethack. What should I do to get it to save out? A: This problem tends to happen only on unix systems. If you're non- technical, and don't know much about unix, you should contact the games administrator, system administrator, or any person with superuser priveleges and ask them to "please send a hangup signal to my nethack process." If you know a little more, you might want to try doing this yourself. First of all, find the process ID (PID) of the nethack process. This can be accomplished with the 'ps' command (see your manual for more information about the ps command). Next, use the 'kill' command to send a 'HUP' (hangup) to the process (again, see your manual for more information about the kill command). Don't send a 'KILL' signal, as this will cause the game to die instantly and not save. Sending a 'HUP' should cause the program to exit, saving your game, and you should then be able to load it in again normally. If the computer won't allow you to kill the process, your nethack game is probably running with special priveleges, and you'll need to contact the games administrator, system administrator, or a superuser in order to send it a hangup signal. ----------------------------------------------------------------------------- General Hints: Lizard corpses, like food rations, won't ever spoil. It is a great idea to give like-aligned priests 400*your level in gold. If you attack a rival priest in his temple, his god will fight for him, so make it your temple first (i.e. convert the altar). A guaranteed way to change your alignment is to kill a unicorn of your alignment and offer the fresh corpse at an altar of the god whose alignment you wish to convert to. Friendly monsters may become tame if you give them the right food (try tripe). Zombie and mummy corpses are already old corpses, so can't be sacrificed (however, they can be eaten before they spoil). The bigger the sacrifice, the better the reward. Eating a clove of garlic cures lycanthropy. Prayer can too. A ring of warning warns: white, pink, red, ruby, purple, and run at black. Kicking is great for killing monsters at low levels (especially for Samurais and Priests). Don't kick in shop doors that are closed for inventory. A wand of digging makes a quick way down (use '>' for the direction). Fill trap doors with boulders. You can also cross water this way. When dipping in holy water, amber means uncursed, light blue means blessed. Dipping a corpse in holy water will make it take longer to rot. Dipping a dart may identify a potion of sickness (it poisons the dart). To make a scroll blank and or holy/unholy water normal, zap a wand of cancellation at it. To use a wand on yourself, use '.' for the direction. Blessed magic lamps always give wishes if they have a charge. When you run into a great number of statues, don't look out. Zap monsters that engulf you with a wand of digging. To find the mimics in a shop, walk in, then back out. To create a scroll with a magic marker just write the name of the scroll on a blank scroll (i.e. "magic mapping"). If you are wearing dragon scale mail and get polymorphed, you will polymorph into the same type of dragon as your dragon scale mail. Being magic resistant prevents teleport traps from working properly. You cannot pick up items while levitating, therefore it is not always good to be levitating. However, vampire lords levitate but can pick up objects. If you want to stop levitating, just fly over a sink, and you will. Mirrors may be used to scare some monsters. They also, of course, kill Medusa. If you cannot eat it now, tin it or freeze it. You can wield a cockatrice corpse if you're wearing gloves, but don't go down stairs while carrying one, especially if you are overloaded. They are wonderful for clearing out zoos, barracks, and throne rooms. To determine whether an item is blessed, regular, or cursed, drop it on an altar. If the glow is amber, it's blessed. Black means cursed. Dropping water or unholy water at a lawful altar will turn it into holy water. Dropping water (holy or unholy) at a neutral altar will make it normal water. Dropping water or holy water at a chaotic altar will make it unholy water. A ring of levitation will protect you from a xan (they're real short). It is possible to lose telepathy if you are not chaotic and you kill a peaceful human. Gremlins can steal intrinsics from you. It is possible to jump through an escaped trapdoor by hitting '>'. ---------------------------------------------------------- | The Character | ---------------------------------------------------------- ----------------------------------------------------------------------------- Alignment: Every character and monster in nethack has an alignment. Even some objects (specifically artifacts, or named weapons) have alignments. Describing exactly what alignment is and what it entails is tricky, however. Expressed simply, alignment is what side you've aligned yourself with - good, evil, or neither. What is considered "good" and "evil" in nethack is very much the traditional medieval picture of good and evil. Thus, a brief description of the three alignments and the behavior expected from a character of that alignment follows: Chaotic: A chaotic character has basically aligned him/herself with the side of evil. He/she likes doing things that would normally be considered "bad" just for the joy of it. Chaotics tend to have the attitude of "looking out for number one." A chaotic character will probably kill anything that walks, just for fun, and will tend to rob shops as a principle. Neutral: Neutrality tends to be a refusal to take sides. The attitude of a neutral is basically "live and let live." A character who is neutral probably won't kill creatures that aren't bothering it, but won't have any qualms about killing those that do. A neutral character won't really care about robbing from shops, as long as it will benefit him/her. Lawful: A lawful character has aligned him/herself with the side of good. He/she will tend to follow societal rules, even if it won't benefit him/her. A lawful character will have the attitude that "there is a higher good." Lawful characters usually will try to befriend other creatures, but may attempt to hunt down and kill those creatures that are by their very nature "evil." (Chaotic monsters especially would be considered to be "evil" by a lawful type.) A lawful character would never even think of robbing a shop. Now, here's how alignment works in nethack: There is a number associated with your alignment, which will determine if you are "stridently aligned," etc. This number is increased for every action you perform which is in keeping with your alignment, and decreased for every action you perform which would be against your alignment. Thus, if a lawful character were to rob a shop or kill a lawful creature, this alignment would be decreased. If a chaotic character, on the other hand, were to do the very same thing, the number would be increased. ----------------------------------------------------------------------------- Carrying Capacity: In order to compute the carrying capacity of a character, you need to know three things: the character's strength, level, and if either leg is wounded. Strength is divided into two parts, and is shown as str/nn. Str ranges from 1 to 18 (and can jump to 25 with gauntlets of power), and nn ranges from 01 to ** (** is used since 100 won't fit in the two digit space). There are two different methods for computing your carrying capacity, depending on how your game of nethack was originally compiled. On most systems, nethack is compiled with the HARD option set to on. If that is the case on your system, use Method 1 for computing your carrying capacity. If your system has HARD set to off, use Method 2 for computing your carrying capacity. In either case, how strength affects carrying capacity varies depending upon the strength. The character's level is always multiplied by five and added into the carrying capacity (although in Method 1, you only can count the first 16 levels for this), and finally, for each wounded leg (either the left, right, or both can be wounded) you have to subtract ten from the carrying capacity. Thus, the formulae for figuring out your carrying capacity are as follows: Method 1: ----------------------------------------------------------------------------- | Strength | Capacity | |---------------------------------------------------------------------------| | 1-18 | 5*level + 5*str - 10*(wounded legs) | | 18/01-25 | 5*level(up to level 16) + 40 - 10*(wounded legs) | ----------------------------------------------------------------------------- Method 2: ----------------------------------------------------------------------------- | Strength | Capacity | |---------------------------------------------------------------------------| | 1-18 | 5*level + 5*str - 10*(wounded legs) | | 18/01-18/50 | 5*level + 90 + nn - 10*(wounded legs) | | 18/51-18/75 | 5*level + 140 + 2*(nn-50) - 10*(wounded legs) | | 18/76-18/90 | 5*level + 190 + 3*(nn-75) - 10*(wounded legs) | | 18/91-18/95 | 5*level + 235 + 5*(nn-90) - 10*(wounded legs) | | 18/96-18/99 | 5*level + 260 + 10*(nn-95) - 10*(wounded legs) | | 18/** | 5*level + 410 - 10*(wounded legs) | | 25 | 5*level + 380 - 10*(wounded legs) | ----------------------------------------------------------------------------- Interestingly enough, with Method 2, a strength of 25 doesn't allow as much of a carrying capacity as 18/** does. In either case, when you are levitating, your carrying capacity is automatically at maximum. ----------------------------------------------------------------------------- Character Classes: The Archeologist ----------------------------------------------------- | Starting equipment: | | 1 uncursed or blessed +2 bull whip | | 1 uncursed of blessed +0 leather armor | | 1 uncursed or blessed +0 fedora | | 3 uncursed food rations | | 1 uncursed or blessed +(random) pick axe | | 1 uncursed or blessed tinning kit | | 1 uncursed sack | | 10% chance of 1 uncursed tin opener - otherwise | | 25% chance of 1 uncursed lamp - otherwise | | 10% chance of 1 uncursed magic marker | |---------------------------------------------------| | Level | Title | Intrinsics | |---------------------------------------------------| | 1 | Digger | speed, stealth | | 2 | Digger | | | 3-5 | Field Worker | | | 6-9 | Investigator | | | 10 | Exhumer | searching | | 11-13 | Exhumer | | | 14-17 | Excavator | | | 18-21 | Spelunker | | | 22-25 | Speleologist | | | 26-29 | Collector | | | 30 | Curator | | ----------------------------------------------------- Alignment: Lawful The archeologist in nethack is basically an Indiana Jones clone. The clothing is the same, the abilities are the same, and to all intents and purposes, the goals are the same: Survive, explore, and bring back lots of exotic treasures! The archeologist starts with the innate ability to identify any gem. The Barbarian ----------------------------------------------------- | Starting Equipment: | | 1 uncursed or blessed +0 two-handed sword | | 1 uncursed or blessed +0 axe | | 1 uncursed or blessed +0 ring mail | | 1 uncursed food ration | | 17% chance of 1 uncursed lamp | |---------------------------------------------------| | Level | Title | Intrinsics | |---------------------------------------------------| | 1 | Plunderer | poison resistance | | 2 | Plunderer | | | 3-5 | Pillager | | | 6 | Bandit | | | 7 | Bandit | speed | | 8-9 | Bandit | | | 10-13 | Brigand | | | 14 | Raider | | | 15 | Raider | searching | | 16-17 | Raider | | | 18-21 | Reaver | | | 22-25 | Slayer | | | 26-29 | Chieftain | | | 30 | Conqueror | | ----------------------------------------------------- Alignment: Chaotic Conan was, is, and always will be the classic example of a barbarian. Good wine, good food, good money, and good women are what a barbarian considers to be the most important aspects of life, and they will do almost anything in their pursuit of these things, including delving deep into the dungeons of nethack. The Caveman ----------------------------------------------------- | Starting Equipment: | | 1 uncursed or blessed +1 club | | 1 uncursed or blessed +1 bow | | 13-42 uncursed or blessed +0 arrows | | 1 uncursed or blessed +0 leather armor | |---------------------------------------------------| | Level | Title | Intrinsics | |---------------------------------------------------| | 1-2 | Troglodyte | | | 3-5 | Aborigine | | | 6 | Wanderer | | | 7 | Wanderer | speed | | 8-9 | Wanderer | | | 10-13 | Vagrant | | | 14 | Wayfarer | | | 15 | Wayfarer | warning | | 16-17 | Wayfarer | | | 18-21 | Roamer | | | 22-25 | Nomad | | | 26-29 | Rover | | | 30 | Pioneer | | ----------------------------------------------------- Alignment: Lawful "You Jane, Me Stupid." That about sums up the eloquent vocabulary, stunning personality, and puissant brain-power of a caveman. The Elf ----------------------------------------------------- | Starting Equipment: | | 1 uncursed or blessed +0 elven short sword | | 1 uncursed or blessed +0 elven bow | | 16-35 uncursed or blessed +0 elven arrows | | 50% chance of 1 uncursed or blessed +0 mithril | | otherwise 1 uncursed or blessed +0 elven cloak | | 2 uncursed lembas wafers | | 20% chance of 1 uncursed blindfold - otherwise | | 17% chance of 1 uncursed lamp | |---------------------------------------------------| | Level | Title | Intrinsics | |---------------------------------------------------| | 1 | Edhel | searching, see invis. | | | | sleep res., speed | | 2-5 | Edhel | | | 6-9 | Ohtar | | | 10-13 | Kano | | | 14-17 | Arandur | | | 18-21 | Hir | | | 22-25 | Aredhel | | | 26-29 | Ernil | | | 30 | Elentar | | ----------------------------------------------------- Alignment: Lawful Elves are hardy folk of humanoid stock. Nethack elves are fashioned after Tolkien's elves, and as such are tall, thin, and light of foot. Elves have excellent vision, and thus are more likely to notice things like secret doors. The Healer ----------------------------------------------------- | Starting Equipment: | | 1 uncursed or blessed +0 scalpel | | 1 uncursed or blessed +1 pair of leather gloves | | 1 uncursed stethoscope | | 4 uncursed or blessed potions of healing | | 4 uncursed or blessed potions of extra healing | | 1 uncursed or blessed wand of sleep | | 1 blessed spellbook of healing | | 1 blessed spellbook of extra healing | | 5 uncursed apples | | 4% chance of 1 uncursed lamp | |---------------------------------------------------| | Level | Title | Intrinsics | |---------------------------------------------------| | 1-2 | PreMed | poison resistance | | 3-5 | Med Student | | | 6-9 | Medic | | | 10-13 | Intern | | | 14 | Doctor | | | 15 | Doctor | warning | | 16-17 | Doctor | | | 18-21 | Physician | | | 22-25 | Specialist | | | 26-29 | Surgeon | | | 30 | Chief Surgeon | | ----------------------------------------------------- Alignment: Lawful The healer has dedicated his life to medicine and have the capability to restore hit points through their spells. Healers are not trained in the skills of fighting, but when in need, healers can turn their sharpened scalpel against a foe. The Knight ----------------------------------------------------- | Starting Equipment: | | 1 uncursed or blessed +0 long sword | | 1 uncursed or blessed +2 spear | | 1 uncursed or blessed +1 ring mail | | 1 uncursed or blessed +0 helmet | | 1 uncursed or blessed +0 small shield | | 1 uncursed or blessed +0 pair of leather gloves | |---------------------------------------------------| | Level | Title | Intrinsics | |---------------------------------------------------| | 1-2 | Gallant | | | 3-5 | Esquire | | | 6 | Bachelor | | | 7 | Bachelor | speed | | 8-9 | Bachelor | | | 10-13 | Sergeant | | | 14-17 | Knight | | | 18-21 | Banneret | | | 22-25 | Chevalier | | | 26-29 | Seignieur | | | 30 | Paladin | | ----------------------------------------------------- Alignment: Lawful The knight is considered by many to be one of the hardest nethack characters to play. The knight does not start with exceptional items, does not gain much as he goes along, and is constrained by many more rules than normal characters, because of the code of chivalry that a knight must follow. The Priest ----------------------------------------------------- | Starting Equipment: | | 1 blessed +1 mace | | 1 uncursed or blessed +0 chain mail | | 1 uncursed or blessed +0 small shield | | 4 potions of holy water | | 1 uncursed clove of garlic | | 2 uncursed or blessed random spellbooks * | | 10% chance of 1 uncursed magic marker - otherwise | | 10% chance of 1 uncursed lamp | |---------------------------------------------------| | Level | Title | Intrinsics | |---------------------------------------------------| | 1-2 | Aspirant | | | 3-5 | Acolyte | | | 6 | Adept | | | 7 | Adept | warning | | 8-9 | Adept | | | 10-13 | Priest | | | 14-17 | Curate | | | 18-19 | Canon | | | 20 | Canon | fire resistance | | 21 | Canon | | | 22-25 | Lama | | | 26-29 | Patriarch | | | 30 | High Priest | | ----------------------------------------------------- Alignment: Neutral The priest is a cleric who has set him/herself apart for service to his/her deity. Priests begin the game blessed with the ability to immediately determine whether items are cursed, uncursed, or blessed. Also, since many orders have injunctions against the shedding of blood, priests are trained in kicking instead, and get bonuses when doing so. The Rogue: ----------------------------------------------------- | Starting Equipment: | | 1 uncursed or blessed +0 short sword | | 6-15 uncursed +0 daggers | | 1 uncursed or blessed +1 leather armor | | 1 uncursed potion of sickness | | 1 uncursed lock pick (9 charges) | | 1 uncursed sack | | 20% chance of 1 uncursed blindfold | |---------------------------------------------------| | Level | Title | Intrinsics | |---------------------------------------------------| | 1 | Footpad | stealth | | 2 | Footpad | | | 3-5 | Cutpurse | | | 6-9 | Rogue | | | 10 | Pilferer | searching | | 11-13 | Pilferer | | | 14-17 | Robber | | | 18-21 | Burglar | | | 22-25 | Filcher | | | 26-29 | Magsman | | | 30 | Thief | | ----------------------------------------------------- Alignment: Chaotic The rogue is an outlaw, a bandit who makes his living off of the misery of others. Killing, maiming, and despoiling passing strangers gives a rogue great glee. The Samurai ----------------------------------------------------- | Starting Equipment: | | 1 uncursed or blessed +0 katana (long sword) | | 1 uncursed or blessed +0 wakizashi (short sword) | | 9 uncursed or blessed shurikens (throwing stars) | | 1 uncursed or blessed +0 splint mail | | 3 uncursed or blessed fortune cookies | | 20% chance of 1 uncursed blindfold | |---------------------------------------------------| | Level | Title | Intrinsics | |---------------------------------------------------| | 1 | Chigo | speed | | 2 | Chigo | | | 3-5 | Bushi | | | 6-13 | Genin | | | 14 | Chunin | | | 15 | Chunin | stealth | | 16-21 | Chunin | | | 22-30 | Jonin | | ----------------------------------------------------- Alignment: Lawful The samurai is an ancient order of Japanese warrior, the oriental equivalent of a european knight. The samurai follows the code of bushido, much like the knight follows the code of chivalry. Samurai get bonuses when kicking due to their martial arts training. The Tourist ----------------------------------------------------- | Starting Equipment: | | 21-40 uncursed or blessed +2 darts | | 10 uncursed random food items | | 2 uncursed or blessed potions of extra healing | | 4 uncursed or blessed scrolls of magic mapping | | 1 uncursed expensive camera | | 1 uncursed or blessed +0 hawaiian shirt | | 1 uncursed credit card | | 4% chance of 1 uncursed tin opener - otherwise | | 4% chance of 1 uncursed magic marker - otherwise | | 4% chance of 1 uncursed leash | |---------------------------------------------------| | Level | Title | Intrinsics | |---------------------------------------------------| | 1-2 | Rambler | | | 3-5 | Sightseer | | | 6-9 | Excursionist | | | 10 | Peregrinator | searching | | 11-13 | Peregrinator | | | 14-17 | Traveler | | | 18-19 | Journeyer | | | 20-21 | Journeyer | poison resistance | | 22-25 | Voyager | | | 26-29 | Explorer | | | 30 | Adventurer | | ----------------------------------------------------- Alignment: Neutral "Oh Wanda! Take a look at that beautiful lake! (*CLICK*)" Tourists are just what they sound like - loud, hungry, overweight people carrying cameras and wearing ugly clothing who have no business being where they are. As adventurers, it must be said that playing a tourist is truly a challenge. The Valkyrie ----------------------------------------------------- | Starting Equipment: | | 1 uncursed or blessed +1 long sword | | 1 uncursed or blessed +0 dagger | | 1 uncursed or blessed +3 small shield | | 1 uncursed food ration | | 17% chance of 1 uncursed lamp | |---------------------------------------------------| | Level | Title | Intrinsics | |---------------------------------------------------| | 1 | Stripling | stealth, cold res. | | 2 | Stripling | | | 3-5 | Skirmisher | | | 6 | Fighter | | | 7 | Fighter | speed | | 8-9 | Fighter | | | 10-13 | Woman-at-arms | | | 14-17 | Warrior | | | 18-21 | Swashbuckler | | | 22-25 | Heroine | | | 26-29 | Champion | | | 30 | Lady | | ----------------------------------------------------- Alignment: Chaotic These women warriors out of norse mythology are among the fiercest fighters known. This, of course, is because their main mission in life is to fight glorious battles and then escort the fallen warriors to the halls of Valhalla. The Wizard ------------------------------------------------------ | Starting Equipment: | | 1 blessed +1 athame | | 1 uncursed or blessed +0 cloak of magic resistance | | 1 uncursed or blessed random wand * | | 2 uncursed or blessed random rings * | | 3 uncursed or blessed random potions * | | 3 uncursed or blessed random scrolls * | | 1 uncursed or blessed random spellbook * | | 20% chance of 1 uncursed magic marker | | 20% chance of 1 uncursed blindfold | |----------------------------------------------------| | Level | Title | Intrinsics | |----------------------------------------------------| | 1-2 | Evoker | | | 3-5 | Conjurer | | | 6-9 | Thaumaturge | | | 10-13 | Magician | | | 14 | Enchanter | | | 15 | Enchanter | warning | | 16 | Enchanter | | | 17 | Enchanter | teleport control | | 18-21 | Sorcerer | | | 22-25 | Necromancer | | | 26-29 | Wizard | | | 30 | Mage | | ------------------------------------------------------ Alignment: Neutral Wizards are considered by many to be a difficult character to play, because they are very poor fighters when they start. However, with a little bit of luck, a wizard can end up being one of the most powerful characters in the game. * There some are limitations on the generation of random magic items. These are delineated as follows: 1. No "useless" items will be generated. The following items are considered (by the game) to be useless items: potion of hallucination scroll of amnesia scroll of fire ring of aggravate monster ring of hunger wand of nothing 2. No ring of levitation will be generated. 3. It is impossible to begin the game with both polymorph and polymorph control. In other words, if your character has a ring, wand, or spellbook of polymorph, he/she will not have a ring of polymorph control, and vice-versa. 4. Two of the same ring will not be generated. ----------------------------------------------------------------------------- Character Stats: The following is information about each of the major character stats. They are listed in the order in which they appear on the status line - not in alphabetical order. All stats can be increased by quaffing potions of gain ability. St (Strength): --------------------- Strength affects various aspects of combat in nethack |St. |Hit|Dam | (see the HIT PROBABILITY and DAMAGE sections for |-------------------| details on how these bonuses work). Additionally, |01-05 |-2 | -1 | strength affects your carrying capacity (see CARRYING |06-07 |-1 | 0 | CAPACITY section for more details). Also, the |08-15 | 0 | 0 | distance you can throw objects, your chances of |16 | 0 | +1 | bashing down a door or kicking open a lock, and your |17 |+1 | +1 | chances of opening a stuck door (among other things) |18 |+1 | +2 | are affected by your strength. It is possible to |18/01-18/50|+1 | +3 | increase strength by eating royal jelly, giant |18/51-18/75|+2 | +3 | corpses, or wearing gauntlets of power. |18/76-18/90|+2 | +4 | |18/91-18/99|+2 | +5 | |18/**-25 |+3 | +6 | ---------------------- -------------------- Dx (Dexterity): |Dx. | Mle | Msl | Your dexterity is your ability to dodge, your agility, |------------------| and your manual dexterity, all rolled into one. |01-03 | -3 | -3 | Dexterity affects how likely you are to hit (see HIT |04-05 | -2 | -2 | PROBABILITY for more information). Note that on the |06-07 | -1 | -1 | table to the right, to hit bonuses are different for |08-14 | 0 | 0 | melee than they are for missile weapons. In other |15 | +1 | 0 | words, if you are fighting hand to hand, you receive a |16 | +2 | +1 | different bonus that if you are using a bow, sling, |17 | +3 | +2 | etc.) Dexterity also affects how well you can use a |* | * | * | harp. To increase your dexterity, wear gauntlets of |25 | +11 | +10 | dexterity. -------------------- * Each bonus continues to increase by one as the stat increases by one, up to 25, which is the maximum the stat can reach. Co (Constitution): ---------------- Constitution is a measure of how healthy you are. |Co. |HP+| Constitution affects how quickly your character heals, but |--------------| the major benefit of constitution is extra hit points as |3 |-2 | each level is gained. When a character gains a higher |4-6 |-1 | experience level, the character's current and maximum hit |7-14 | 0 | points are raised by a random amount. This random amount |15-16 |+1 | is modified by a bonus which is determined by the |17 |+2 | constitution of the character (see the table to the right). |18 |+3 | ---------------- In (Intelligence) Intelligence plays an important part in determining if you will be able to memorize a spell by reading a spellbook. It also is factored into your chances of casting any given spell that you have memorized (see MAGIC for more details on both of these). Finally, intelligence determines how often your power will recharge (wisdom determined how many points recharge each time). Your intelligence can also be increased by wearing a helm of brilliance. Wi (Wisdom) Wisdom is taken into account when you pray to your god. It also affects how many energy points you will gain when you go up an experience level, and how many power points you will recharge each time you recharge (intelligence affects how often they recharge). Wisdom can be increased by wearing a helm of brilliance. Ch (Charisma): ------------------ "Beauty is only skin deep." Well, in nethack beauty is |Ch. | Mod | charisma, and charisma affects a couple of key things in |----------------| the game. First of all, charisma affects the prices a |3-5 | *2.00 | shopkeeper will give you in a shop (see the table to the |6-7 | *1.66 | right for price modifiers). The other major affect is |8-10 | *1.33 | that charisma adds to your chances of having a beneficial |11-15 | *1.00 | encounter when faced with a succubus/incubus. It is |16-17 | *0.75 | possible to increase charisma with a ring of adornment |18 | *0.66 | (which nymphs happen to love). |19+ | *0.50 | ------------------ ----------------------------------------------------------------------------- Score: The following formula can be used to compute what any character's score is: player gold (see explanation) + real experience (see explanation) + max dungeon level bonus (see formula) ------------------------------------------------------------------- * ascension bonus (see explanation) + gem values (see explanation) + amulet values (see explanation) + pet bonus (see explanation) ------------------------------------------------------------------- score Player gold: Take the amount of gold the character has in his/her possession, and subtract 10% if the character died or was killed (not if the character ascended, escaped, or quit). Real experience: This is the number of experience points that have actually been gained from slaying monsters, not including experience points that may have been gained via potions of gain level, eating wraith corpses, etc. Max dungeon level bonus: Compute this bonus as follows: (50 * maximum dungeon level visited) + 1000 for each level between 21 and 30 attained (a level is considered "attained" if the maximum dungeon level visited is greater than that level) Ascension bonus: If the character has ascended to demigod(dess)hood, multiply the score computed up to this point by 2. Otherwise, just keep it the way it is. Gem values: If you escaped or ascended, add the gold value of each gem currently possessed by the character to the score (see GEMS section for exact gold values). Amulet values: If you escaped or ascended, add 2 points for each amulet possessed with a negative value (i.e. a -2 amulet of protection), add 500 points for each non-negative amulet possessed (i.e. an amulet of reflection), and add 5000 points if the Amulet of Yendor is in your character's possession. Pet bonus: If you escaped or ascended, and you did so with pets, add the maximum hit points of each pet. ----------------------------------------------------------------------------- Status Line: At the bottom of the nethack screen appears a status line. This status line (which is really two lines) will give you a lot of information about the character being played at a glance. The following is a sample status line: Endiel the Evoker St:9 Dx:16 Co:15 In:15 Wi:10 Ch:13 Neutral S:132 Dlvl:3 G:325 HP:21(35) Pw:8(11) AC:4 Xp:3/53 T:461 Now, item by item we will describe what each part of the status line means: 1. "Endiel the Evoker" is the name and rank of the character. The name will be either your account name or a name that you have chosen (see COMMON QUESTIONS for more information about how to name your character). The rank is dependent upon your character class (i.e. wizard, samurai, barbarian, etc.) and your experience level (see CLASS RANKS for a list of the ranks). 2. "St: 9 Dx:16 Co:15 In:15 Wi:10 Ch:13" is a listing of what the character's stats are. Respectively, this line would mean that the character's strength is 9, dexterity is 16, constitution is 15, intelligence is 15, wisdom is 10, and charisma is 13 (see CHARACTER STATS for more information about what these stats mean). 3. "Neutral" is the character's alignment. Alignment can be one of three things: "Chaotic," "Neutral," or "Good." Alignment is a tricky subject, but in general it determines whether you tend to be on the side of "good" or "evil" or just sit the fence, and your character's actions are judged accordingly. Alignment is initially determined by character class, but can also be changed during play via several different methods (see ALIGNMENT for more details). 4. "S:132" is the character's score. If the character were to quit the game at this moment, the score listed would be the score received. There is a score penalty for dying. Some compilations of nethack will not show score. (For more information on how to compute score, see SCORE.) 5. "Dlvl:3" means that this character is on dungeon level three, or the third level down. In nethack, dungeon levels are counted downwards, so the first level you encounter is level one, and then you go down through levels two, three, four, and so on. Level fifty is the lowest level in the dungeon. 6. "G:325" is the amount of gold ($) the character has. This character has 325 gold pieces in his/her possession. 7. "HP:21(35)" is two measurements: the character's current and maximum hit points (HP). The current hit points are how many you have right now, and the maximum is what you can raise your current hit points to. Basically, hit points are a measure of how alive you are. Your current hit points are decreased when you are hit by a monster, caught in a trap, or do many other things that damage you. Hit points are healed naturally over time, or can be increased via potions of healing, praying, etc. Maximum hit points is raised automatically whenever you go up an experience level, or may be increased via praying, quaffing healing potions while your current hit points are equal to the maximum, etc. 8. "Pw:8(11)" is also two measurements: your current and maximum power. Current power is used to cast spells that have been memorized from spell books. It is regenerated naturally over time, or can be increased via potions of gain energy. Maximum power is increased whenever the character increases an experience level, or can be increased by quaffing potions of gain energy while current energy is at maximum. 9. "AC:4" is the character's armor class. Armor class (AC) is a measure of how well protected the character is against blows from hostile monsters. Armor class starts at 10, and goes downwards as it gets better. Thus, a character with an AC of -10 would be much better than a character with an AC of 5. AC can be improved by wearing more or better or more enchanted armor, by wearing rings of protection, by having your deity grant you intrinsic protection, or by other methods. 10. "Xp:3/53" is, once again, two measurements: the character's experience level and experience points. Experience points (always the second and larger figure) are gained by killing monsters, quaffing potions of gain level, etc., and are the determining factor for what your experience level is. Experience points also affect your score. A character's experience level (or just "level" for short) determines many other factors about the character, such as maximum hit points, power, some intrinsics, ability to convert altars, etc. In general, the higher the character's experience level, the better the character is. 11. "T:461" shows the "time," or the number of moves that the character has made. Every time the character does anything, this counter is incremented by one. This timer is optional, and can be turned on or off by using the "O" key for the options command. In most compilations of nethack it is set to off by default. ---------------------------------------------------------- | The Beasts | ---------------------------------------------------------- ----------------------------------------------------------------------------- Monster Attacks: This section details the number and types of attacks each monster has, as well as how much damage they can do for each attack, and what type of damage is done. Each monster can have from one to five attacks (except the mail daemon, which doesn't attack). These attacks are listed in the order in which they will occur, in the following format: Attack-type Damage (Damage type) Attack types, damage, and damage types are explained below the chart. Name Attacks ----------------------------------------------------------------------------- | acid blob | Defensive LEVd8 (Acid) | | air elemental | Engulf 2d10 | | ape | Claw 1d3, Claw 1d3, Bite 1d6 | | archeologist | Weapon 1d6 | | Asmodeus | Claw 4d4, Magic 6d6 (Cold) | | Baalzebub | Bite 2d6 (Str.), Gaze 2d6 (Stun) | | baby black dragon | Bite 2d6 | | baby blue dragon | Bite 2d6 | | baby crocodile | Bite 1d4 | | baby gray dragon | Bite 2d6 | | baby green dragon | Bite 2d6 | | baby long worm | Bite 1d6 | | baby orange dragon | Bite 2d6 | | baby purple worm | Bite 1d6 | | baby red dragon | Bite 2d6 | | baby white dragon | Bite 2d6 | | baby yellow dragon | Bite 2d6 | | balrog | Weapon 8d4, Weapon 4d6 | | baluchitherium | Claw 5d4, Claw 5d4 | | barbarian | Weapon 1d6 | | barbed devil | Claw 2d4, Claw 2d4, Sting 3d4 | | barrow wight | Claw 1d4, Magic 0d0 (Spell), | | | Weapon 0d0 (Drain Life) | | bat | Bite 1d4 | | black dragon | Breath 4d10 (Disint./Death), Bite 3d8, | | | Claw 1d4, Claw 1d4 | | black naga | Bite 2d6, Spit 1d25 (Acid) | | black naga hatchling | Bite 1d4 | | black pudding | Bite 3d8 (Rust), Defensive 0d0 (Rust) | | black unicorn | Butt 1d12, Kick 1d6 | | blue dragon | Breath 4d6 (Shock), Bite 3d8, Claw 1d4, | | | Claw 1d4 | | blue jelly | Defensive (LEV+1)d6 (Cold) | | bone devil | Weapon 3d4, Sting 2d4 (Str.) | | brown mold | Defensive (LEV+1)d6 (Cold) | | brown pudding | Bite 0d0 (Decay) | | bugbear | Weapon 2d4 | | captain | Weapon 4d4, Weapon 4d4 | | carnivorous ape | Claw 1d4, Claw 1d4, Hug 1d8 | | cave spider | Bite 1d2 | | caveman | Weapon 2d4 | | cavewoman | Weapon 2d4 | | Cerberus | Bite 3d6, Bite 3d6, Bite 3d6 | | chameleon | Bite 4d2 | | Charon | Weapon 1d8, Touch 1d8 (Paralyze) | | clay golem | Claw 3d10 | | cobra | Bite 2d4 (Str.), Spit 1d25 (Blind) | | cockatrice | Bite 1d3, Touch 0d0 (Petrify), | | | Defensive 0d0 (Petrify) | | crocodile | Bite 4d2, Claw 1d12 | | demilich | Touch 3d4 (Cold), Magic 0d0 (Spell) | | Demogorgon | Magic 8d6 (Spell), Sting 1d4 (Drain Life), | | | Claw 1d6 (Disease), Claw 1d6 (Disease) | | demon | Weapon 1d4, Claw 1d4, Bite 1d4 | | Dispater | Weapon 4d6, Magic 6d6 (Spell) | | djinni | Weapon 2d8 | | dog | Bite 1d6 | | dust vortex | Engulf 2d8 (Blind) | | dwarf | Weapon 1d8 | | dwarf king | Weapon 2d6, Weapon 2d6 | | dwarf lord | Weapon 2d4, Weapon 2d4 | | earth elemental | Claw 4d6 | | electric eel | Bite 4d6 (Shock), Touch 0d0 (Wrap) | | elf | Weapon 1d8 | | elf mummy | Claw 2d4 | | elf zombie | Claw 1d7 | | elf-lord | Weapon 2d4, Weapon 2d4 | | Elvenking | Weapon 2d4, Weapon 2d | | energy vortex | Engulf 1d6 (Shock), Engulf 0d0 (Drain Energy), | | | Defensive (LEV+1)d4 (Shock) | | erinyes | Weapon 2d4 (Str.) | | ettin | Weapon 2d8, Weapon 3d6 | | ettin mummy | Claw 2d6, Claw 2d6 | | ettin zombie | Claw 1d10, Claw 1d10 | | fire ant | Bite 1d4 (Fire) | | fire elemental | Claw 3d6 (Fire), Defensive (LEV+1)d4 (Fire) | | fire giant | Weapon 2d10 | | fire vortex | Engulf 1d10 (Fire), Defensive (LEV+1)d4 (Fire) | | flesh golem | Claw 2d8, Claw 2d8 | | floating eye | Defensive (LEV+1)d70 (Paralyze) | | fog cloud | Engulf 1d6 | | forest centaur | Weapon 1d8, Kick 1d6 | | freezing sphere | Explode 4d6 (Cold) | | frost giant | Weapon 2d12 | | garter snake | Bite 1d2 | | gecko | Bite 1d3 | | gelatinous cube | Touch 2d4 (Paralyze), | | | Defensive (LEV+1)d4 (Paralyze) | | Geryon | Claw 3d6, Claw 3d6, Sting 2d4 (Str.) | | ghost | Touch 1d1 | | giant | Weapon 2d10 | | giant ant | Bite 1d4 | | giant bat | Bite 1d6 | | giant beetle | Bite 3d6 | | giant eel | Bite 3d6, Touch 0d0 (Wrap) | | giant mimic | Claw 3d6 (Stick), Claw 3d6 (Stick) | | giant mummy | Claw 3d4, Claw 3d4 | | giant rat | Bite 1d3 | | giant spider | Bite 2d4 (Str.) | | giant zombie | Claw 2d8, Claw 2d8 | | gnome | Weapon 1d6 | | gnome king | Weapon 2d6 | | gnome lord | Weapon 1d8 | | gnome mummy | Claw 1d6 | | gnome zombie | Claw 1d5 | | gnomish wizard | Magic 0d0 (Spell) | | goblin | Weapon 1d4 | | golden naga | Bite 2d6, Magic 4d6 (Spell) | | golden naga hatchling | Bite 1d4 | | gray dragon | Breath 4d6 (Mag. Mis.), Bite 3d8, Claw 1d4, | | | Claw 1d4 | | gray ooze | Bite 2d8 (Rust) | | gray unicorn | Butt 1d12, Kick 1d6 | | green dragon | Breath 4d6 (Str.), Bite 3d8, Claw 1d4, Claw 1d4 | | green mold | Defensive LEVd4 (Acid) | | Green-elf | Weapon 2d4 | | gremlin | Claw 1d6, Claw 1d6, Bite 1d4, Claw 0d0 (Curse) | | Grey-elf | Weapon 2d4 | | grid bug | Bite 1d1 (Shock) | | guard | Weapon 4d10 | | guardian naga | Bite 1d6 (Paralyze), Hug 2d4, Spit 1d6 (Str.) | | guardian naga hatchling | Bite 1d4 | | healer | Weapon 1d6 | | hell hound | Bite 3d6, Breath 3d6 (Fire) | | hell hound pup | Bite 2d6, Breath 2d6 (Fire) | | hezrou | Claw 1d3, Claw 1d3, Bite 4d4 | | hill giant | Weapon 2d8 | | hill orc | Weapon 1d6 | | hobbit | Weapon 1d6 | | hobgoblin | Weapon 1d6 | | homunculus | Bite 1d3 (Sleep) | | horned devil | Weapon 1d4, Claw 1d4, Bite 2d3, Sting 1d3 | | housecat | Bite 1d6 | | human | Weapon 1d6 | | human mummy | Claw 2d4, Claw 2d4 | | human zombie | Claw 1d8 | | ice devil | Claw 1d4, Claw 1d4, Bite 2d4, Sting 3d4 (Cold) | | ice troll | Claw 2d6, Claw 2d6 (Cold), Bite 2d6 | | ice vortex | Engulf 1d6 (Cold) | | iguana | Bite 1d4 | | imp | Claw 1d4 | | incubus | Bite 0d0 (Seduce), Claw 1d3, Claw 1d3 | | iron golem | Weapon 4d10, Breath 4d6 (Str.) | | iron piercer | Bite 3d6 | | jabberwock | Bite 2d10, Bite 2d10, Claw 2d10, Claw 2d10 | | jackal | Bite 1d2 | | jackalwere | Bite 1d4 (Lycanthropy) | | jaguar | Claw 1d4, Claw 1d4, Bite 1d8 | | Juiblex | Engulf 4d10 (Disease), Spit 3d6 (Acid) | | Keystone Kop | Weapon 1d4 | | killer bee | Sting 1d3 (Str.) | | kitten | Bite 1d6 | | knight | Weapon 1d6 | | kobold | Weapon 1d4 | | kobold lord | Weapon 2d4 | | kobold mummy | Claw 1d4 | | kobold shaman | Magic 0d0 (Spell) | | kobold zombie | Claw 1d4 | | Kop Kaptain | Weapon 2d6 | | Kop Lieutenant | Weapon 1d8 | | Kop Sergeant | Weapon 1d6 | | kraken | Claw 2d4, Claw 2d4, Hug 2d6 (Wrap), Bite 5d4 | | large cat | Bite 2d4 | | large dog | Bite 2d4 | | large kobold | Weapon 1d6 | | large mimic | Claw 3d4 (Stick) | | leather golem | Claw 1d6, Claw 1d6 | | lemure | Claw 1d3 | | leocrotta | Claw 2d6, Bite 2d6, Claw 2d6 | | leprechaun | Claw 1d2 (Steal $) | | lich | Touch 1d10 (Cold), Magic 0d0 (Spell) | | lieutenant | Weapon 3d4, Weapon 3d4 | | little dog | Bite 1d6 | | lizard | Bite 1d6 | | long worm | Bite 1d4 | | lurker above | Engulf 1d8 (Digest) | | mail daemon | | | manes | Claw 1d3, Claw 1d3, Bite 1d4 | | marilith | Weapon 2d4, Weapon 2d4, Weapon 2d4, Weapon 2d4, | | | Weapon 2d4 | | master lich | Touch 3d6 (Cold), Magic 0d0 (Spell) | | Medusa | Claw 1d8, Gaze 0d0 (Petrify), Bite 1d6 (Str.), | | | Weapon 2d4 | | minotaur | Claw 3d10, Claw 3d10, Butt 2d8 | | Mordor orc | Weapon 1d6 | | mountain centaur | Weapon 1d10, Kick 1d6, Kick 1d6 | | mountain nymph | Claw 0d0 (Steal), Claw 0d0 (Seduce) | | mumakil | Butt 4d12, Bite 2d6 | | nalfeshnee | Claw 1d4, Claw 1d4, Bite 2d4, Magic 0d0 (Spell) | | Nazgul | Weapon 1d4 (Drain Life), Breath 0d0 (Sleep) | | newt | Bite 1d2 | | nurse | Claw 2d6 (Heal) | | ochre jelly | Engulf 3d6 (Acid), Defensive LEVd6 (Acid) | | ogre | Weapon 2d5 | | ogre king | Weapon 3d5 | | ogre lord | Weapon 2d6 | | Olog-hai | Claw 2d8, Weapon 3d6, Bite 2d6 | | oracle | Defensive (LEV+1)d4 (Mag. Mis.) | | orange dragon | Breath 4d25 (Sleep), Bite 3d8, Claw 1d4, | | | Claw 1d4 | | orc | Weapon 1d8 | | orc mummy | Claw 1d6 | | orc shaman | Magic 0d0 (Spell) | | orc zombie | Claw 1d6 | | orc-captain | Weapon 2d4, Weapon 2d4 | | Orcus | Magic 8d6 (Spell), Weapon 3d6, Claw 3d4, | | | Claw 3d4, Sting 2d4 (Str.) | | owlbear | Claw 1d6, Claw 1d6, Hug 2d8 | | pit fiend | Weapon 4d2, Weapon 4d2, Hug 2d4 | | pit viper | Bite 1d4 (Str.), Bite 1d4 (Str.) | | plains centaur | Weapon 1d6, Kick 1d6 | | priest | Weapon 1d6 | | priestess | Weapon 1d6 | | purple worm | Bite 2d8, Engulf 1d10 (Digest) | | python | Bite 1d4 (Str.), Hug 2d4 (Wrap) | | quantum mechanic | Claw 1d4 (Teleport) | | quasit | Claw 1d2 (Dex.), Claw 1d2 (Dex.), Bite 1d4 | | queen bee | Sting 1d8 (Str.) | | quivering blob | Touch 1d8 | | rabid rat | Bite 2d4 (Con.) | | ratwere | Bite 1d4 (Lycanthropy) | | red dragon | Breath 6d6 (Fire), Bite 3d8, Claw 1d4, Claw 1d4 | | red mold | Defensive (LEV+1)d4 (Fire) | | red naga | Bite 2d4, Breath 2d6 (Fire) | | red naga hatchling | Bite 1d4 | | rock mole | Bite 1d6 | | rock piercer | Bite 2d6 | | rock troll | Claw 2d8, Weapon 3d6, Bite 2d6 | | rogue | Weapon 1d6 | | rope golem | Claw 1d6, Hug 6d1 | | rothe | Claw 1d3, Bite 1d3, Bite 1d8 | | rust monster | Touch 0d0 (Rust), Touch 0d0 (Rust), | | | Defensive 0d0 (Rust) | | samurai | Weapon 1d8 | | scorpion | Claw 1d2, Claw 1d2, Sting 1d4 (Str.) | | sergeant | Weapon 2d6 | | sewer rat | Bite 1d3 | | shopkeeper | Weapon 4d4, Weapon 4d4 | | small mimic | Claw 3d4 | | snake | Bite 1d6 (Str.) | | soldier | Weapon 1d8 | | soldier ant | Bite 2d4, Sting 3d4 (Str.) | | spotted jelly | Defensive LEVd6 (Acid) | | stalker | Claw 4d4 | | steam vortex | Engulf 1d8 (Fire) | | stone giant | Weapon 2d10 | | stone golem | Claw 3d8 | | straw golem | Claw 1d2, Claw 1d2 | | succubus | Bite 0d0 (Seduce), Claw 1d3, Claw 1d3 | | temple priest | Weapon 4d10, Kick 1d4, Magic 0d0 (Cleric Spl) | | temple priestess | Weapon 4d10, Kick 1d4, Magic 0d0 (Cleric Spl) | | tengu | Bite 1d7 | | tiger | Claw 2d4, Claw 2d4, Bite 1d10 | | titan | Weapon 2d8, Magic 0d0 (Spell) | | titanothere | Claw 2d8 | | tourist | Weapon 1d6 | | trapper | Engulf 1d10 (Digest) | | troll | Claw 4d2, Claw 4d2, Bite 2d6 | | umber hulk | Claw 3d4, Claw 3d4, Bite 2d5, | | | Gaze 0d0 (Confuse) | | unarmored soldier | Weapon 1d8 | | Uruk-hai | Weapon 1d8 | | valkyrie | Weapon 1d8 | | vampire | Claw 1d6, Bite 1d6 (Drain Life) | | vampire bat | Bite 1d6, Bite 0d0 (Str.) | | vampire lord | Claw 1d8, Bite 1d8 (Drain Life) | | violet fungus | Touch 1d4, Touch 0d0 (Stick) | | Vlad the Impaler | Weapon 1d6, Bite 1d6 (Drain Life) | | vrock | Claw 1d4, Claw 1d4, Claw 1d8, Claw 1d8, | | | Bite 1d6 | | warg | Bite 2d6 | | water demon | Weapon 1d3, Claw 1d3, Bite 1d3 | | water elemental | Claw 5d6 | | water moccasin | Bite 1d6 (Str.) | | water nymph | Claw 0d0 (Steal), Claw 0d0 (Seduce) | | water troll | Claw 2d8, Claw 2d8, Bite 2d6 | | werejackal | Weapon 2d4 | | wererat | Weapon 2d4 | | werewolf | Weapon 2d4 | | white dragon | Breath 4d6 (Cold), Bite 3d8, Claw 1d4, Claw 1d4 | | white unicorn | Butt 1d12, Kick 1d6 | | winter wolf | Bite 2d6, Breath 2d6 (Cold) | | wizard | Weapon 1d6 | | Wizard of Yendor | Claw 2d12 (Amulet), Magic 0d0 (Spell) | | wolf | Bite 2d4 | | wolfwere | Bite 2d6 (Lycanthropy) | | wood golem | Claw 3d4 | | wood nymph | Claw 0d0 (Steal), Claw 0d0 (Seduce) | | Woodland-elf | Weapon 2d4 | | wraith | Touch 1d6 (Drain Life) | | wumpus | Bite 3d6 | | xan | Sting 1d4 (Legs) | | xorn | Claw 1d3, Claw 1d3, Claw 1d3, Bite 4d6 | | Yeenoghu | Weapon 3d6, Weapon 2d8 (Confuse), | | | Weapon 1d6 (Paralyze), Magic 2d6 (Mag. Mis.) | | yellow dragon | Breath 4d6 (Acid), Bite 3d8, Claw 1d4, Claw 1d4 | | yellow light | Explode 10d20 (Blind) | | yellow mold | Defensive (LEV+1)d4 (Stun) | | yeti | Claw 1d6, Claw 1d6, Bite 1d4 | | zruty | Claw 3d4, Claw 3d4, Bite 3d6 | ----------------------------------------------------------------------------- Attack types: The various attack types possible for an attack are listed below, with a brief explanation for each. Attack Type Description ------------------------------------------------------------------------ Bite The monster will attempt to bite you. Breath With this attack type, the monster will breathe at you, usually breathing a gas, liquid, fire, or the like. The classical example of this is the fire breathing dragon (a red dragon in nethack and most fantasy role playing games). Butt The monster will head-butt you, much in the same way that a bull would, usually in order to bring a horn into play. Claw The monster attacks using its claws. Defensive This attack type will only occur if you successfully attack (i.e. hit) the monster in question. I.E. this is a retributive strike. Engulf The monster will attempt to engulf you. This can involve swallowing you whole, as a purple worm would do, or simply surrounding you, as a fog cloud would. Explode With this attack type, the monster will literally explode if you come within range of it, and the explosion does the damage. Gaze The monster will look at you in order attack. Usually you have to meet the monster's gaze in order for the attack to be successful. Hug With this attack type, the monster will use a crushing bear- like hug in order to incapacitate you as well as prevent you from running away. Kick The monster will kick you. For example, a horse (if it were a nethack monster) would probably kick you. Temple priest(ess)s also use kicking attacks. Magic The monster will use a magic spell to attack. Spit The monster will spit at you, and if the liquid that is spat touches you, the attack is successful. A prime example of this type of attack would be the spitting cobra. Sting The monster will attempt to sting you with a stinger. Touch In order to successfully attack with this attack type, the monster need only touch you. Weapon The monster in question will use a weapon of some type in order to do the damage listed. Thus, monsters with this attack type will always be generated with weapons. Damage: Damage is listed in the format xdy. In this format, x is the number of dice rolled to determine the damage, and y is the number of faces on each die rolled. Thus, if '1d6' were listed, it would mean that one six-sided die would be rolled to determine the damage, giving a possible range of 1-6. If '3d8' were listed, it would mean that three eight-sided dice would be rolled to determine the damage, giving a possible range of 3-24. Note: where "LEV" is listed (i.e. "LEVd4" or "(LEV+1)d4"), substitute the monster's level. Note that with some damage types, the damage indicated here will not be used for actual hit point damage to the character, but may be used (for example) to determine the length of paralyzation or blindness, etc. Damage types: The various damage types possible for an attack are listed below, with a brief explanation for each. The default damage type (i.e. if no damage type is listed for the attack) is "Physical." Damage Type Description ------------------------------------------------------------------------ Acid The damage done in this case is via acid. Thus, if you are acid resistant (only certain monsters are), you would take no damage. Amulet Monsters with this damage type (basically the Wizard of Yendor only) will attempt to steal the Amulet of Yendor (assuming you have it). Blind This damage type is used in conjuction with the engulf, explode, and spit attack types. With the engulf attack type, normal damage is done, and you will be blinded until you manage to kill the creature or are expelled from it. With the explode attack type, you will be blinded for a number of rounds equal to the listed damage, but no damage will be taken. For the spit attack type, you will take normal damage and be blinded for 1-25 rounds. Cleric Spl Monsters with this damage type will cast a random cleric spell, having random effects depending upon the spell cast. Cold The damage is done via cold or freezing. Thus, if you are cold resistant, no damage will be done. However, this type of damage also has a chance of destroying potions. Con. Damage of this type has the possibility of being poisoned. If the attack is poisoned, your character will lose 3 to 5 points of constitution in addition to the normal damage taken. Confuse An attack doing damage of this type will confuse you for the number of rounds that would normally be damage. (i.e. if 1d6 is listed for damage, you would be confused for 1d6 rounds). No normal damage is received, however. Curse If an attack using this damage type succeeds, the attacking monster will "steal" one of your intrinsics. Decay This damage type, in addition to doing normal damage, has the capability of decaying organic material. Thus, it can damage armor that is organic in nature (i.e. robes, leather armor, etc.). Dex. Damage of this type has the possibility of being poisoned. If the attack is poisoned, your character will lose 3 to 5 points of dexterity in addition to the normal damage taken. Digest This damage type occurs only in conjunction with the attack type "Engulf." Basically, once the monster has swallowed you whole, any damage done if via digestion in the monster's stomach. Disease In addition to the normal damage done, you also have a chance of becoming sick and eventually dying of it. Disint./Death This type of attack will usually kill you outright. However, if the attack is a disintegration beam and you are wearing armor, your outermost layer of armor will be destroyed instead. Drain Energy Damage of this type is done by draining the amount of damage from your store of energy points instead of from hit points. Drain Life Monsters doing this kind of damage have a chance of draining an experience level from you in addition to the normal damage done. Fire The damage is done via fire or heat. Thus, if you are fire resistant, no damage will be done. This type of damage also has a chance of catching scrolls and spellbooks on fire, and causing potions to boil and burst. Heal This is probably the most unique of all the damage types, and is basically reserved for nurses. If you are wearing any type of armor, or are wielding any weapon when this damage type is done to you, normal damage will occur (unless you are a healer, in which case you'll get a fun message). If, however, you aren't wearing any armor, and are not wielding any weapon, you will actually be healed by the attack, and if already at maximum hit points, there is a chance that your maximum will be increased by one point. Legs Monsters doing this type of damage attack and do damage primarily to your legs. Such damage can incapacitate you and prevent you from walking or fighting, especially if you're carrying a heavy load. Lycanthropy Monsters with this damage type have a chance of not only doing normal damage, but also conferring lycanthropy upon you. If you catch lycanthropy (signified by the message, "You feel feverish."), you will periodically change form into a rat, jackal, or wolf, depending upon which type of lycanthrope you got the disease from. Mag. Mis. Attacks with this damage type are made via magic missiles. If you are magic resistant, no damage will be sustained. Paralyze For most attack types, this kind of damage includes not only the normal physical damage, but also the chance of being paralyzed for a random time period. However, for "Defensive" attacks, no damage is done, and you will be paralyzed for the number of rounds listed as damage. Petrify Monsters doing this type of damage have a chance of turning you to stone. Generally the stoning (as it's called) starts with the limbs, and then proceeds to the rest of the body. Physical The damage done is physical in nature (i.e. a cut to the torso, etc.). Rust Damage of this type has the capability of rusting metal. If the attack type is defensive in nature, the weapon you used to attack can rust. Otherwise, any metal armor you might be wearing can rust. Seduce Monsters with this damage type will attempt to seduce you and will steal as many of your items as possible while they are seducing you. Incubi/Succubi have slightly different effects with this damage type, and can have effects ranging from giving you experience to outright killing you. Shock Damage of this type is done via electrical shock. Thus, if you are shock resistant, no damage will be done. However, this damage also has a chance of destroying wands and rings. Sleep If an attack doing sleep damage succeeds, there is a chance that you will be put to sleep for a random time period in addition to the normal damage. Sleep resistance will prevent you from being put to sleep, but you will still sustain the normal damage. Slow Attacks doing damage of this type have the possibility of not only doing normal damage, but also of slowing you down to normal speed if you are moving at faster than normal speed. Spell Monsters with this damage type will cast a random magic- user spell, having varying effects depending upon the spell cast. Steal Monsters with this damage type will attempt to steal an item from your inventory. Steal $ Monsters with this damage type will attempt to steal any gold which you might have. Stick If an attack doing damage of this type succeeds, in addition to doing the normal damage, you will be unable to escape the monster in the next round. Str. Damage of this type has the possibility of being poisoned. If the attack is poisoned, your character will lose 3 to 5 points of strength in addition to the normal damage taken. Stun An attack doing damage of this type will stun you for the number of rounds that would normally be damage. (i.e. if 1d6 is listed for damage, you would be stunned for 1d6 rounds). In addition to stunning you for this time period, you will take damage equal to one-half of the time period you are stunned. (I.e., let's say the monster can do 1d6 damage. Let's say it rolls a 4 for that 1d6. Thus, you would be stunned for 4 rounds, and take 2 hit points of damage.) The exception to all this is "Defensive" attacks, where you will be stunned as per a normal stun attack, but no physical damage is taken. Teleport Monsters doing damage of this type can, in addition to doing normal damage, teleport you to another spot on the level. Wrap This is a special damage type which is similar to "Stick." However, this damage type is reserved for eels, and if successful, in addition to keeping you from running away the next round, there is a chance that you will be dragged into the water. ----------------------------------------------------------------------------- Monster Information: Name Lvl Spd AC MR Aln Wgt Nutr Siz ---------------------------------------------------------------------- | acid blob | 1 | 3 | 8 | 0 | N | 3 | 30 | S | | air elemental | 8 | 36 | 2 | 30 | N | 5 | 0 | L | | ape | 4 | 12 | 6 | 0 | N | 50 | 500 | L | | archeologist | 1 | 10 | 10 | 1 | L | 45 | 400 | L | | Asmodeus | 105 | 12 | -7 | 90 | L | 50 | 500 | L | | Baalzebub | 89 | 9 | -5 | 85 | L | 50 | 500 | L | | baby black dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L | | baby blue dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L | | baby crocodile | 3 | 6 | 7 | 0 | N | 20 | 200 | L | | baby gray dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L | | baby green dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L | | baby long worm | 8 | 3 | 5 | 0 | N | 25 | 250 | L | | baby orange dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L | | baby purple worm | 8 | 3 | 5 | 0 | N | 25 | 250 | L | | baby red dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L | | baby white dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L | | baby yellow dragon | 12 | 9 | 2 | 10 | N | 50 | 500 | L | | balrog | 16 | 5 | -2 | 75 | C | 45 | 450 | L | | baluchitherium | 14 | 12 | 5 | 0 | N | 80 | 800 | L | | barbarian | 1 | 10 | 10 | 1 | C | 45 | 400 | L | | barbed devil | 8 | 12 | 0 | 35 | L | 45 | 450 | L | | barrow wight | 3 | 12 | 5 | 5 | C | 30 | 0 | L | | bat | 0 | 22 | 8 | 0 | N | 2 | 20 | S | | black dragon | 10 | 9 | -1 | 20 | C | 150 | 1500 | L | | black naga | 8 | 14 | 2 | 10 | L | 60 | 400 | L | | black naga hatchling | 3 | 10 | 6 | 0 | N | 20 | 100 | L | | black pudding | 10 | 6 | 6 | 0 | N | 50 | 500 | L | | black unicorn | 4 | 24 | 2 | 70 | C | 30 | 300 | L | | blue dragon | 10 | 9 | -1 | 20 | C | 150 | 1500 | L | | blue jelly | 4 | 0 | 8 | 10 | N | 2 | 20 | L | | bone devil | 9 | 15 | -1 | 40 | C | 45 | 450 | L | | brown mold | 1 | 0 | 9 | 0 | N | 5 | 30 | S | | brown pudding | 5 | 3 | 8 | 0 | N | 50 | 500 | L | | bugbear | 3 | 9 | 5 | 0 | C | 25 | 250 | L | | captain | 12 | 4 | -3 | 15 | C | 45 | 400 | L | | carnivorous ape | 5 | 12 | 6 | 0 | N | 55 | 550 | L | | cave spider | 1 | 12 | 3 | 0 | N | 5 | 50 | S | | caveman | 1 | 10 | 10 | 0 | L | 45 | 400 | L | | cavewoman | 1 | 10 | 10 | 0 | L | 45 | 400 | L | | Cerberus | 12 | 10 | 2 | 20 | C | 50 | 350 | L | | chameleon | 6 | 5 | 6 | 10 | N | 10 | 100 | S | | Charon | 76 | 18 | -5 | 120 | N | 45 | 400 | L | | clay golem | 11 | 7 | 7 | 40 | N | 75 | 0 | L | | cobra | 6 | 18 | 2 | 0 | N | 15 | 100 | L | | cockatrice | 5 | 6 | 6 | 30 | N | 3 | 30 | S | | crocodile | 6 | 9 | 5 | 0 | N | 45 | 400 | L | | demilich | 14 | 9 | -2 | 60 | C | 30 | 100 | L | | Demogorgon | 106 | 15 | -8 | 95 | C | 50 | 500 | L | | demon | 10 | 12 | 4 | 30 | C | 45 | 450 | L | | Dispater | 78 | 15 | -2 | 80 | L | 50 | 500 | L | | djinni | 7 | 12 | 4 | 30 | N | 40 | 400 | L | | dog | 4 | 16 | 5 | 0 | N | 20 | 200 | L | | dust vortex | 4 | 20 | 2 | 30 | N | 20 | 0 | L | | dwarf | 2 | 6 | 4 | 10 | L | 30 | 300 | L | | dwarf king | 6 | 6 | 4 | 20 | L | 30 | 300 | L | | dwarf lord | 4 | 6 | 4 | 10 | L | 30 | 300 | L | | earth elemental | 8 | 6 | 2 | 30 | N | 50 | 0 | L | | electric eel | 7 | 10 | -3 | 0 | N | 10 | 250 | L | | elf | 1 | 12 | 10 | 2 | L | 35 | 350 | L | | elf mummy | 6 | 12 | 4 | 30 | C | 35 | 350 | L | | elf zombie | 3 | 6 | 9 | 0 | C | 35 | 350 | L | | elf-lord | 8 | 12 | 5 | 20 | L | 35 | 350 | L | | Elvenking | 9 | 12 | 5 | 25 | L | 35 | 350 | L | | energy vortex | 6 | 20 | 2 | 30 | N | 20 | 0 | L | | erinyes | 7 | 12 | 2 | 30 | L | 45 | 450 | L | | ettin | 10 | 12 | 3 | 0 | N | 50 | 500 | L | | ettin mummy | 7 | 12 | 4 | 30 | C | 50 | 500 | L | | ettin zombie | 6 | 8 | 6 | 0 | C | 50 | 500 | L | | fire ant | 3 | 18 | 3 | 10 | N | 3 | 30 | S | | fire elemental | 8 | 12 | 2 | 30 | N | 5 | 0 | L | | fire giant | 9 | 12 | 4 | 5 | L | 75 | 750 | L | | fire vortex | 8 | 22 | 2 | 30 | N | 30 | 0 | L | | flesh golem | 9 | 8 | 9 | 30 | N | 60 | 600 | L | | floating eye | 2 | 1 | 9 | 10 | N | 1 | 10 | S | | fog cloud | 3 | 1 | 0 | 0 | N | 10 | 0 | L | | forest centaur | 5 | 18 | 3 | 10 | C | 55 | 600 | L | | freezing sphere | 6 | 13 | 4 | 0 | N | 1 | 10 | S | | frost giant | 10 | 12 | 3 | 10 | C | 75 | 750 | L | | garter snake | 1 | 8 | 8 | 0 | N | 5 | 60 | S | | gecko | 1 | 6 | 8 | 0 | N | 2 | 20 | S | | gelatinous cube | 6 | 6 | 8 | 0 | N | 30 | 300 | L | | Geryon | 72 | 3 | -3 | 75 | L | 50 | 500 | L | | ghost | 10 | 3 | -5 | 50 | C | 45 | 0 | L | | giant | 6 | 6 | 0 | 0 | L | 75 | 750 | L | | giant ant | 2 | 18 | 3 | 0 | N | 1 | 10 | S | | giant bat | 2 | 22 | 7 | 0 | N | 3 | 30 | L | | giant beetle | 5 | 6 | 4 | 0 | N | 1 | 10 | L | | giant eel | 5 | 9 | -1 | 0 | N | 10 | 250 | L | | giant mimic | 9 | 3 | 7 | 20 | N | 60 | 500 | L | | giant mummy | 8 | 14 | 3 | 30 | C | 75 | 750 | L | | giant rat | 1 | 10 | 7 | 0 | N | 3 | 30 | S | | giant spider | 5 | 15 | 4 | 0 | N | 10 | 100 | L | | giant zombie | 8 | 8 | 6 | 0 | C | 75 | 750 | L | | gnome | 1 | 6 | 5 | 4 | N | 10 | 100 | S | | gnome king | 5 | 10 | 2 | 20 | N | 20 | 150 | S | | gnome lord | 3 | 8 | 4 | 4 | N | 15 | 120 | S | | gnome mummy | 4 | 10 | 6 | 20 | C | 10 | 100 | S | | gnome zombie | 1 | 6 | 10 | 0 | C | 10 | 100 | S | | gnomish wizard | 3 | 10 | 4 | 10 | N | 15 | 120 | S | | goblin | 0 | 6 | 6 | 0 | C | 10 | 100 | S | | golden naga | 10 | 14 | 2 | 70 | L | 60 | 400 | L | | golden naga hatchling | 3 | 10 | 6 | 0 | N | 20 | 100 | L | | gray dragon | 10 | 9 | -1 | 20 | L | 150 | 1500 | L | | gray ooze | 3 | 1 | 8 | 0 | N | 50 | 500 | L | | gray unicorn | 4 | 24 | 2 | 70 | N | 30 | 300 | L | | green dragon | 10 | 9 | -1 | 20 | L | 150 | 1500 | L | | green mold | 1 | 0 | 9 | 0 | N | 5 | 30 | S | | Green-elf | 5 | 12 | 5 | 10 | L | 35 | 350 | L | | gremlin | 5 | 12 | 2 | 25 | C | 10 | 30 | S | | Grey-elf | 6 | 12 | 5 | 10 | L | 35 | 350 | L | | grid bug | 0 | 12 | 9 | 0 | N | 5 | 50 | S | | guard | 12 | 12 | -1 | 40 | L | 45 | 400 | L | | guardian naga | 12 | 16 | 0 | 50 | L | 60 | 400 | L | | guardian naga hatchling | 3 | 10 | 6 | 0 | N | 20 | 100 | L | | healer | 1 | 10 | 10 | 1 | L | 45 | 400 | L | | hell hound | 12 | 14 | 2 | 20 | N | 30 | 300 | L | | hell hound pup | 7 | 12 | 4 | 20 | C | 20 | 200 | S | | hezrou | 9 | 6 | -2 | 55 | C | 45 | 450 | L | | hill giant | 8 | 10 | 6 | 0 | C | 70 | 700 | L | | hill orc | 2 | 9 | 6 | 0 | C | 20 | 200 | L | | hobbit | 1 | 9 | 7 | 0 | L | 20 | 200 | S | | hobgoblin | 1 | 9 | 6 | 0 | C | 20 | 200 | L | | homunculus | 2 | 12 | 6 | 10 | C | 20 | 200 | S | | horned devil | 6 | 9 | -5 | 50 | L | 45 | 450 | L | | housecat | 4 | 16 | 5 | 0 | N | 20 | 200 | S | | human | 0 | 12 | 10 | 0 | N | 45 | 400 | L | | human mummy | 6 | 12 | 4 | 30 | C | 40 | 400 | L | | human zombie | 4 | 6 | 8 | 0 | C | 40 | 400 | L | | ice devil | 11 | 6 | -4 | 55 | C | 45 | 450 | L | | ice troll | 9 | 10 | 2 | 20 | C | 40 | 300 | L | | ice vortex | 5 | 20 | 2 | 30 | N | 30 | 0 | L | | iguana | 2 | 6 | 7 | 0 | N | 3 | 30 | S | | imp | 3 | 12 | 2 | 20 | C | 1 | 10 | S | | incubus | 6 | 12 | 0 | 70 | C | 45 | 450 | L | | iron golem | 18 | 6 | 3 | 60 | N | 100 | 0 | L | | iron piercer | 5 | 1 | 0 | 0 | N | 40 | 300 | L | | jabberwock | 15 | 12 | -2 | 50 | N | 60 | 600 | L | | jackal | 0 | 12 | 7 | 0 | N | 25 | 250 | S | | jackalwere | 2 | 12 | 7 | 10 | C | 25 | 250 | S | | jaguar | 4 | 15 | 6 | 0 | N | 30 | 300 | L | | Juiblex | 50 | 3 | -7 | 65 | C | 50 | 250 | L | | Keystone Kop | 1 | 6 | 7 | 10 | L | 45 | 200 | L | | killer bee | 1 | 18 | -1 | 0 | N | 1 | 10 | S | | kitten | 2 | 18 | 6 | 0 | N | 15 | 150 | S | | knight | 1 | 10 | 10 | 1 | L | 45 | 400 | L | | kobold | 0 | 6 | 7 | 0 | C | 10 | 100 | S | | kobold lord | 2 | 6 | 5 | 0 | C | 20 | 200 | S | | kobold mummy | 3 | 8 | 6 | 20 | C | 10 | 100 | S | | kobold shaman | 1 | 6 | 6 | 10 | C | 15 | 150 | S | | kobold zombie | 0 | 6 | 10 | 0 | C | 10 | 100 | S | | Kop Kaptain | 4 | 12 | 4 | 20 | L | 45 | 200 | L | | Kop Lieutenant | 3 | 10 | 5 | 20 | L | 45 | 200 | L | | Kop Sergeant | 2 | 8 | 6 | 10 | L | 45 | 200 | L | | kraken | 20 | 3 | 6 | 0 | C | 100 | 1000 | L | | large cat | 6 | 15 | 4 | 0 | N | 25 | 250 | S | | large dog | 6 | 15 | 4 | 0 | N | 25 | 250 | L | | large kobold | 1 | 6 | 6 | 0 | C | 15 | 150 | S | | large mimic | 8 | 3 | 7 | 10 | N | 40 | 400 | L | | leather golem | 6 | 6 | 6 | 0 | N | 40 | 0 | L | | lemure | 3 | 3 | 7 | 0 | C | 10 | 100 | L | | leocrotta | 6 | 18 | 4 | 10 | N | 50 | 500 | L | | leprechaun | 5 | 15 | 8 | 20 | N | 30 | 300 | S | | lich | 11 | 6 | 0 | 30 | C | 30 | 100 | L | | lieutenant | 10 | 4 | -2 | 15 | C | 45 | 400 | L | | little dog | 2 | 18 | 6 | 0 | N | 15 | 150 | S | | lizard | 5 | 6 | 6 | 10 | N | 1 | 40 | S | | long worm | 8 | 3 | 5 | 10 | N | 50 | 500 | L | | lurker above | 10 | 3 | 3 | 0 | N | 40 | 350 | L | | mail daemon | 56 | 24 | 10 | 127 | N | 30 | 300 | L | | manes | 1 | 3 | 7 | 0 | C | 10 | 100 | S | | marilith | 7 | 12 | -6 | 80 | C | 45 | 450 | L | | master lich | 17 | 9 | -4 | 90 | C | 30 | 100 | L | | Medusa | 20 | 12 | 2 | 50 | C | 45 | 400 | L | | minotaur | 15 | 15 | 6 | 0 | N | 70 | 700 | L | | Mordor orc | 3 | 5 | 6 | 0 | C | 20 | 200 | L | | mountain centaur | 6 | 20 | 2 | 10 | C | 55 | 500 | L | | mountain nymph | 3 | 12 | 9 | 20 | N | 30 | 300 | L | | mumakil | 5 | 9 | 0 | 0 | C | 70 | 500 | L | | nalfeshnee | 11 | 9 | -1 | 65 | C | 45 | 450 | L | | Nazgul | 13 | 12 | 0 | 25 | C | 30 | 0 | L | | newt | 0 | 6 | 8 | 0 | N | 2 | 20 | S | | nurse | 11 | 6 | 0 | 0 | N | 45 | 400 | L | | ochre jelly | 6 | 3 | 8 | 20 | N | 2 | 20 | L | | ogre | 5 | 10 | 5 | 0 | C | 60 | 500 | L | | ogre king | 7 | 14 | 4 | 60 | C | 70 | 750 | L | | ogre lord | 7 | 12 | 3 | 30 | C | 70 | 700 | L | | Olog-hai | 13 | 12 | -4 | 0 | C | 40 | 400 | L | | oracle | 12 | 0 | 0 | 50 | N | 45 | 400 | L | | orange dragon | 10 | 9 | -1 | 20 | L | 150 | 1500 | L | | orc | 1 | 9 | 6 | 0 | C | 15 | 150 | L | | orc mummy | 5 | 10 | 5 | 20 | C | 15 | 150 | L | | orc shaman | 3 | 9 | 5 | 10 | C | 30 | 300 | L | | orc zombie | 2 | 6 | 9 | 0 | C | 15 | 150 | L | | orc-captain | 5 | 5 | 4 | 0 | C | 35 | 350 | L | | Orcus | 66 | 9 | -6 | 85 | C | 50 | 500 | L | | owlbear | 5 | 12 | 5 | 0 | N | 70 | 700 | L | | pit fiend | 13 | 6 | -3 | 65 | C | 45 | 450 | L | | pit viper | 6 | 15 | 2 | 0 | N | 5 | 60 | L | | plains centaur | 4 | 18 | 4 | 0 | N | 50 | 500 | L | | priest | 1 | 10 | 10 | 2 | N | 45 | 400 | L | | priestess | 1 | 10 | 10 | 2 | N | 45 | 400 | L | | purple worm | 15 | 9 | 6 | 20 | N | 70 | 700 | L | | python | 6 | 3 | 5 | 0 | N | 15 | 100 | L | | quantum mechanic* | 7 | 12 | 3 | 10 | N | 2 | 20 | L | | quasit | 3 | 15 | 2 | 20 | C | 20 | 200 | S | | queen bee | 9 | 24 | -4 | 0 | N | 1 | 10 | S | | quivering blob | 5 | 1 | 8 | 0 | N | 20 | 200 | S | | rabid rat | 2 | 12 | 6 | 0 | N | 3 | 10 | S | | ratwere | 2 | 12 | 6 | 10 | C | 3 | 30 | S | | red dragon | 10 | 9 | -1 | 20 | C | 150 | 1500 | L | | red mold | 1 | 0 | 9 | 0 | N | 5 | 30 | S | | red naga | 6 | 12 | 4 | 0 | C | 60 | 400 | L | | red naga hatchling | 3 | 10 | 6 | 0 | N | 20 | 100 | L | | rock mole | 3 | 3 | 0 | 20 | N | 3 | 30 | S | | rock piercer | 3 | 1 | 3 | 0 | N | 20 | 200 | S | | rock troll | 9 | 12 | 0 | 0 | C | 40 | 300 | L | | rogue | 1 | 10 | 10 | 1 | C | 45 | 400 | L | | rope golem | 4 | 9 | 8 | 0 | N | 20 | 0 | L | | rothe | 2 | 9 | 7 | 0 | N | 10 | 100 | L | | rust monster | 5 | 18 | 2 | 0 | N | 50 | 500 | L | | samurai | 1 | 10 | 10 | 1 | L | 45 | 400 | L | | scorpion | 5 | 15 | 3 | 0 | N | 10 | 100 | S | | sergeant | 8 | 4 | 0 | 5 | C | 45 | 400 | L | | sewer rat | 0 | 12 | 7 | 0 | N | 2 | 20 | S | | shopkeeper | 12 | 18 | 0 | 50 | N | 45 | 400 | L | | small mimic | 7 | 3 | 7 | 0 | N | 20 | 200 | L | | snake | 4 | 15 | 3 | 0 | N | 10 | 80 | S | | soldier | 6 | 4 | 3 | 0 | C | 45 | 400 | L | | soldier ant | 3 | 18 | 3 | 0 | N | 2 | 20 | S | | spotted jelly | 5 | 0 | 8 | 10 | N | 2 | 20 | L | | stalker | 8 | 12 | 3 | 0 | N | 40 | 400 | L | | steam vortex | 7 | 22 | 2 | 30 | N | 30 | 0 | L | | stone giant | 6 | 6 | 0 | 0 | L | 75 | 750 | L | | stone golem | 14 | 6 | 5 | 50 | N | 90 | 0 | L | | straw golem | 3 | 12 | 10 | 0 | N | 10 | 0 | L | | succubus | 6 | 12 | 0 | 70 | C | 45 | 450 | L | | temple priest | 12 | 12 | 0 | 50 | L | 45 | 400 | L | | temple priestess | 12 | 12 | 0 | 50 | L | 45 | 400 | L | | tengu | 6 | 13 | 5 | 30 | L | 30 | 300 | S | | tiger | 6 | 12 | 6 | 0 | N | 30 | 300 | L | | titan | 16 | 18 | -3 | 70 | L | 90 | 900 | L | | titanothere | 12 | 12 | 6 | 0 | N | 65 | 650 | L | | tourist | 1 | 10 | 10 | 1 | N | 45 | 400 | L | | trapper | 12 | 3 | 3 | 0 | N | 40 | 350 | L | | troll | 7 | 12 | 4 | 0 | C | 40 | 400 | L | | umber hulk | 9 | 6 | 2 | 25 | N | 50 | 500 | L | | unarmored soldier | 6 | 4 | 10 | 0 | C | 45 | 400 | L | | Uruk-hai | 3 | 7 | 5 | 0 | C | 30 | 300 | L | | valkyrie | 1 | 10 | 10 | 1 | C | 45 | 400 | L | | vampire | 10 | 12 | 1 | 25 | C | 40 | 400 | L | | vampire bat | 5 | 20 | 6 | 0 | N | 3 | 20 | S | | vampire lord | 12 | 14 | 0 | 50 | C | 40 | 400 | L | | violet fungus | 3 | 1 | 7 | 0 | N | 10 | 100 | S | | Vlad the Impaler | 14 | 18 | -3 | 80 | C | 40 | 400 | L | | vrock | 8 | 12 | 0 | 50 | C | 45 | 450 | L | | warg | 7 | 12 | 4 | 0 | C | 35 | 350 | L | | water demon | 8 | 12 | 4 | 30 | C | 45 | 450 | L | | water elemental | 8 | 6 | 2 | 30 | N | 50 | 0 | L | | water moccasin | 4 | 15 | 3 | 0 | N | 10 | 100 | S | | water nymph | 3 | 12 | 9 | 20 | N | 30 | 300 | L | | water troll | 11 | 14 | 4 | 40 | C | 40 | 400 | L | | werejackal | 2 | 12 | 7 | 10 | C | 45 | 400 | L | | wererat | 2 | 12 | 7 | 10 | C | 45 | 400 | L | | werewolf | 5 | 12 | 6 | 20 | C | 45 | 400 | L | | white dragon | 10 | 9 | -1 | 20 | C | 150 | 1500 | L | | white unicorn | 4 | 24 | 2 | 70 | L | 30 | 300 | L | | winter wolf | 7 | 12 | 4 | 0 | N | 30 | 300 | L | | wizard | 1 | 10 | 10 | 3 | N | 45 | 400 | L | | Wizard of Yendor | 30 | 12 | -8 | 100 | C | 45 | 400 | L | | wolf | 5 | 12 | 4 | 0 | N | 25 | 250 | S | | wolfwere | 5 | 12 | 4 | 20 | C | 25 | 250 | L | | wood golem | 7 | 3 | 4 | 0 | N | 50 | 0 | L | | wood nymph | 3 | 12 | 9 | 20 | N | 30 | 300 | L | | Woodland-elf | 4 | 12 | 5 | 10 | L | 35 | 350 | L | | wraith | 6 | 12 | 4 | 15 | C | 30 | 0 | L | | wumpus | 8 | 3 | 2 | 10 | N | 50 | 500 | L | | xan | 7 | 18 | -4 | 0 | N | 30 | 300 | S | | xorn | 8 | 9 | 2 | 20 | N | 70 | 700 | L | | Yeenoghu | 56 | 18 | -5 | 80 | C | 50 | 500 | L | | yellow dragon | 10 | 9 | -1 | 20 | L | 150 | 1500 | L | | yellow light | 3 | 15 | 0 | 0 | N | 1 | 10 | S | | yellow mold | 1 | 0 | 9 | 0 | N | 5 | 30 | S | | yeti | 5 | 15 | 6 | 0 | N | 70 | 700 | L | | zruty | 9 | 8 | 3 | 0 | N | 60 | 600 | L | ---------------------------------------------------------------------- Following is a description of the contents of each column: Lvl This column contains the level of the monster. Level determines items the monster's hit points, how many experience points it's worth, etc. Spd This is the monster's speed. Compare this with your standard character's speed of 10. AC This is the monster's armor class. The lower this is, the harder it will be to hit the monster. MR This is the magic resistance of the monster, and it is the percentage chance that any spell hitting the monster has of failing. Aln This is the monster's alignment. C = Chaotic, N = Neutral, and L = Lawful Wgt This is the weight of the monster. Consequently, it is also the weight of any corpse the monster may leave. Nutr This is the nutritional value that can be gained from the monster's corpse, if eaten. Siz This is the size of the monster, as may be used to compute weapon damage. S is smaller than human size, and L is larger than human size. * Just for the physics types, these are the names of the Quantum Mechanics. How many do you know? Max (Born) Niels (Bohr) Wolfgang (Pauli) Paul (Dirac) Louis (de Broglie) Pascual (Jordan) Erwin (Schroedinger) Dick (Feynman) Werner (Heisenberg) Sam (Beckett) ----------------------------------------------------------------------------- Monster Intrinsics: Name Intrinsics ----------------------------------------------------------------------------- | acid blob | Acid, Amorph., No Eyes, No Limbs, Sleep Res, | | | Stone Res | | air elemental | Fly, No Corpse, No Eyes, No Limbs, Poison, | | | Pois Res | | ape | | | archeologist | No Poly., Tunnel | | Asmodeus | Cold Res, Fire Res, Fly, No Corpse, No Poly., | | | Poison, See Invis | | Baalzebub | Fire Res, Fly, No Corpse, No Poly., Poison, | | | See Invis | | baby black dragon | Disin Res, Fly, No Hands, Thick Hide | | baby blue dragon | Fly, No Hands, Shock Res, Thick Hide | | baby crocodile | No Hands, Swim | | baby gray dragon | Fly, No Hands, Thick Hide | | baby green dragon | Fly, No Hands, Poison, Pois Res, Thick Hide | | baby long worm | No Limbs | | baby orange dragon | Fly, No Hands, Sleep Res, Thick Hide | | baby purple worm | No Limbs | | baby red dragon | Fire Res, Fly, No Hands, Thick Hide | | baby white dragon | Cold Res, Fly, No Hands, Thick Hide | | baby yellow dragon | Acid, Fly, No Hands, Stone Res, Thick Hide | | balrog | Fire Res, Fly, No Corpse, Poison, See Invis | | baluchitherium | No Hands, Thick Hide | | barbarian | No Poly., Poison, Pois Res | | barbed devil | Fire Res, No Corpse, Poison, Thick Hide | | barrow wight | No Corpse, Poison, Pois Res | | bat | Fly, No Hands | | black dragon | Fly, Disin Res, Eggs, No Hands, See Invis, | | | Thick Hide | | black naga | Acid, Eggs, No Limbs, Poison, Pois Res, | | | Stone Res, Thick Hide | | black naga hatchling | No Limbs, Poison, Pois Res, Stone Res, | | | Thick Hide | | black pudding | Amorph., Cold Res, No Eyes, No Limbs, Poison, | | | Pois Res, Shock Res | | black unicorn | No Hands, Poison, Pois Res | | blue dragon | Fly, Eggs, No Hands, See Invis, Shock Res, | | | Thick Hide | | blue jelly | Amorph., Cold Res, No Eyes, No Limbs, Poison, | | | Pois Res | | bone devil | Fire Res, No Corpse, Poison | | brown mold | Cold Res, No Eyes, No Limbs, Poison, Pois Res | | brown pudding | Amorph., Cold Res, No Eyes, No Limbs, Poison, | | | Pois Res, Shock Res | | bugbear | | | captain | No Poly. | | carnivorous ape | | | cave spider | Eggs, No Hands, Poison, Pois Res | | caveman | No Poly. | | cavewoman | No Poly. | | Cerberus | Fire Res, No Hands, No Poly. | | chameleon | No Hands, No Poly. | | Charon | Fire Res, No Corpse, No Poly., Poison, | | | Pois Res, See Invis | | clay golem | No Corpse, Poison, Pois Res, Thick Hide