Wan1-343.txt

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wan1-343.txt Last edited 2003-12-17 for NetHack 3.4.3 Wands and their effects in NetHack 3.4 Compiled for 3.2.2 by Kevin Hugo. Revised and updated for 3.4.3 by Dylan O'Donnell .

WAND                   COST  WGT  PROB   CHG  TYPE : ~   ~ :   ~ light                 : $100   7    95  : 15   NODIR nothing              :  100   7    25  : 15   BEAM digging              :  150   7    55  :  8   RAY enlightenment        :  150   7    15  : 15   NODIR locking              :  150   7    25  :  8   BEAM magic missile        :  150   7    50  :  8   RAY make invisible       :  150   7    45  :  8   BEAM opening              :  150   7    25  :  8   BEAM probing              :  150   7    30  :  8   BEAM secret door detection : 150   7    50  : 15   NODIR slow monster         :  150   7    50  :  8   BEAM speed monster        :  150   7    50  :  8   BEAM striking             :  150   7    75  :  8   BEAM undead turning       :  150   7    50  :  8   BEAM cold                 :  175   7    40  :  8   RAY fire                 :  175   7    40  :  8   RAY lightning            :  175   7    40  :  8   RAY sleep                :  175   7    50  :  8   RAY cancellation         :  200   7    45  :  8   BEAM create monster       :  200   7    45  : 15   NODIR polymorph            :  200   7    45  :  8   BEAM teleportation        :  200   7    45  :  8   BEAM death                :  500   7     5  :  8   RAY wishing              :  500   7     5  :  3! NODIR

Wands are listed above by increasing price, then alphabetically. The COST field denotes the base price of each item. WGT specifies the weight (100 zorkmids weighs 1).

Wands comprise 4% of all randomly-generated items in the main dungeon, 6% in containers, 5% on the Rogue level, and 8% in hell. PROB is the relative probability of each subtype. They appear 1/34 cursed, 16/17 uncursed, and 1/34 blessed.

The CHG field specifies the maximum number of charges that a wand normally has. An exclamation (!) denotes that a wand of wishing may only be recharged once. Wands of wishing start with 1 to 3 charges; otherwise, the wand starts with a number of charges at most 4 less than its maximum.

Each time you (z)ap or (E)ngrave with a wand, you use one charge. A wand with zero charges left has a 1 in 121 chance of wresting a last charge and then turning to dust each time it is zapped (this won't happen if the wand was cancelled but not recharged). Cancelling a wand will make it uncursed and (except for wands of cancellation) it will get zero charges.

Wands may be recharged by scrolls of charging or by the Platinum Yendorian Express Card. Previously-recharged wands have a chance of exploding (up to a maximum of 100% for a 7:x wand or a wand of wishing); see scrl-343.txt. A cursed scroll will have no effect on a blessed wand or a wand with no charges; otherwise, "Your vibrates briefly" and it gets zero charges. An uncursed scroll will bring the number of charges to a random number from 1 to a random number between 5 and the maximum charges shown above (or for a wand of wishing a random number from 1 to 3); a blessed scroll will bring the number of charges in the wand to a random number from 5 to the maximum charges shown above, or for a wand of wishing to three charges. If it already has that number of charges, it gains one more charge. A wand of wishing charged beyond three charges will explode. "Your  briefly." if the new enchantment is below the maximum; "Your  for a moment." otherwise.

The TYPE of wand denotes the behavior when it is zapped. NODIR wands do not ask for a direction. BEAM wands ask for a direction, but do not show a visibly animated effect when zapped. RAY wands produce a ray which is animated on the screen; if you are unblind when you zap the wand, you will also identify that type of wand.

The appearances of wands are randomized from the following descriptions: glass      balsa       crystal     maple       pine oak        ebony       marble      tin         brass copper     silver      platinum    iridium     zinc aluminum   uranium     iron        steel       hexagonal short      runed       long        curved      forked spiked     jeweled

Zapping wands ~ Nondirectional wands will be identified if you saw their effect (e.g., you found a secret door with a wand of secret door detection). If the wand produces a visible ray or beam, you will identify the wand if you were unblind. The range of a RAY will be 7 to 13 squares; this range may be lessened by the ray causing effects or bouncing. Zapping a RAY wand upwards or downwards is equivalent to restricting the ray to a range of 1. BEAM wands have a range of 6 to 13 (other than digging), which can similarly be lessened, and will not bounce; they will be identified if you observe an effect caused by them.

Cursed wands have a 1% chance of exploding when zapped; this does 1 to 6 points of damage for each charge in the wand, plus an additional 2 to 12 points of damage, and abuses your strength.

Monsters are not angered by wands of digging, locking, nothing, opening, probing, or undead turning (if not undead and none of their inventory was affected); being zapped with (or missed by) other wands will cause peaceful monsters to become hostile if you were the zapper.

cancellation (BEAM) zap monster Some monsters may resist. Clay golems are killed. "Some writing vanishes from  head!" Weremonsters return to human form. The monster is cancelled. zap downwards Any engraving at the location is removed. zap object Object is cancelled. zap self All items in your inventory are cancelled. If you are polymorphed into a clay golem, you revert to your normal form unless you have unchanging. "Some writing vanishes from your head!" (if not blind) "Your amulet grows hot for a moment, then cools." (unchanging)

cold (RAY) zap monster The location of the monster is revealed, if unseen. If monster is cold resistant, no effect. Otherwise, does 6 to 36 damage. It does an additional 6 to 18 damage if the monster is fire resistant. Some monsters may resist and take half damage. Potions in the monster's inventory may be destroyed. "The bolt of cold rips into the ." (if swallowed) "The bolt of cold hits the ." (otherwise) zap self If you are not cold resistant, does 12 to 72 damage. "You imitate a popsicle!" (not cold resistant) "You feel a little chill." (cold resistant) May freeze potions in your inventory. zap location If water, it freezes (except on Plane of Water). "The water freezes." (normal water, in sight) "The moat is bridged with ice!" (moat, in sight) "You hear a crackling sound." (water, out of sight) "The water freezes for a moment." (Plane of Water, in sight) "You hear a soft crackling." (Plane of Water, out of sight) If lava, it solidifies. "The lava cools and solidifies." (lava, in sight) If closed door, it is destroyed. The ray is halted. "The door freezes and shatters!" (in sight) "You feel cold." (otherwise) monster zaps you If you are riding a non-reflective monster, 1/3 chance of hitting your steed instead. (Effects as "zap monster" above.) If you are not cold resistant, does 6 to 36 damage. "You don't feel cold." (cold resistant) Potions in your inventory may be destroyed.

create monster (NODIR) zap 22/23 chance of creating a monster adjacent to you. 1/23 chance of creating 2 to 8 monsters around you. monster zaps Creates a monster adjacent to the monster. If you are both in   water, the monster created will be a giant eel; if it is in water and you are on land, it will be a crocodile; otherwise the monster will be random.

death (RAY) zap monster If monster is Death, his maximum HP are increased by 50% (to a limit   of 999) and he is healed to maximum HP. If monster is magic resistant, a demon, or non-living, no effect. Otherwise, kills the monster. "The death ray rips into the ." (if swallowed) "The death ray hits the ." (otherwise) zap location If closed door, halts ray. "The door absorbs your bolt!" zap self If you are a demon or a non-living monster, no effect. "The wand shoots an apparently harmless beam at you." Otherwise, you die. "You irradiate yourself with pure energy! You die." monster zaps you If you are magic resistant or polymorphed into a demon or a   non-living monster, no effect. "You aren't affected." (magic resistant) "You seem unaffected." (demon or non-living) Otherwise, you die.

digging (RAY) zap monster If swallowed by a non-vortex non-elemental, you are expelled and the monster is reduced to 1 hit point. "You pierce  stomach wall!" (if animal) zap upwards If not on the Planes of Air or Water or underwater, causes a rock to fall on your head doing 1 to 6 damage (1 to 2 if wearing a   metal helmet). "The beam bounces off the and hits the !" (on stairs) "You loosen a rock from the . It falls on your ." zap downwards If standing on stairs, same effect as zapping upwards. If in a pit or another trap on a hard-floored level, or a magic portal on any level, or phasing within a wall on a level with non-diggable walls, no effect. "The here is too hard to dig in." If on an altar or throne, no effect. "The  is too hard to break apart." If on a sink, turns it into a fountain. "The pipes break! Water spurts out!" If on a fountain, creates a number of pools nearby. "Water gushes forth from the overflowing fountain!" (made at least one) "Water sprays all over you." (didn't)   If over, on or in water or lava, wakes nearby monsters. "The sloshes furiously for a moment, then subsides." If on a lowered drawbridge or its portcullis, it is destroyed. Things in the vicinity are very likely to die. "The drawbridge collapses into the !" (if still moat or lava) "The drawbridge disintegrates!" (if iced or dried up) "You are blown apart by flying debris." (died standing on portcullis) "You are hit by a huge chunk of metal!" (died on drawbridge) If standing on same spot as a boulder, it is destroyed. An existing pit has a 50% chance of just having any spikes removed; otherwise any trap is destroyed. "The boulder settles into the pit." (existing pit, 50% chance). "KADOOM! The boulder falls in!" (otherwise) If on a grave, it is excavated. "You dig a pit in the grave." Otherwise, digs a pit if on a hard-floored level, or a hole if not. "You dig a  in the ." zap sideways The range of the digging ray is 8 to 25 squares through open space. Doors and walls count as 3 spaces; stone as two. If not in a   non-mazelike Dungeon level or the Plane of Earth, the ray will halt after the first obstacle against which it has taken effect; on those levels it will continue. Known, closed doors will be destroyed; secret doors and diggable walls will be converted into empty doorways; diggable stone into open corridor spaces. "The door is razed!" (closed door) "The wall glows then fades." (undiggable wall) "The rock glows then fades." (undiggable rock) monster zaps If monster is on level 1 upstairs, fountain, throne, sink, grave, altar or drawbridge, no effect. "The digging ray is ineffective." If level has hard floors, no effect. "The here is too hard to dig in." (if in sight) Otherwise, creates a hole and falls through it. "You hear something crash through the ." (out of sight) " has made a hole in the .        through..." (otherwise) enlightenment (NODIR) zap Same effect as quaffing an uncursed potion of enlightenment.

fire (RAY) zap monster The location of the monster is revealed, if unseen. If monster is fire resistant, no effect. Otherwise, does 6 to 36 damage. It does an additional 7 damage if the monster is cold resistant. Some monsters may resist and take half damage. Flammable armour worn by the monster may be burnt, and flammable objects in the monster's inventory may be destroyed. "The bolt of fire rips into the ." (if swallowed) "The bolt of fire hits the ." (otherwise) zap location If ice, it melts. "The ice crackles and melts." (in sight) No message (otherwise) If a pool, evaporates to leave a pit. "The water evaporates." (in sight) "You hear hissing gas." (otherwise) If other water, no effect. "Some water evaporates." (in sight) "You hear hissing gas." (otherwise) If fountain, it dries up. "Steam billows from the fountain." (in sight) No message (otherwise). If closed door, it is destroyed. The ray is halted. "The door is consumed in flames!" (in sight) "You smell smoke." (otherwise) If a web, it burns away. "A web bursts into flames!" (in sight) No message (otherwise). zap object If scroll or spellbook, may be destroyed. Scrolls of fire, spellbooks of fireball and the Book of the Dead will resist. "You see a puff of smoke." (not blind) "You smell a whiff of smoke." (blind) zap self If you are not fire resistant, does 12 to 72 points of damage. "You've set yourself afire!" (not fire resistant) "You feel rather warm" (fire resistant) If polymorphed into an iron golem, restores 12 to 72 hit points and exercises your strength. "Strangely, you feel better than before." May cause fire damage to worn armour and destroy flammable items in   inventory. Burns away slime. monster zaps you If you are riding a non-reflective monster, 1/3 chance of hitting your steed instead. (Effects as "zap monster" above.) If you are not fire resistant, does 6 to 36 damage. "You don't feel hot!" (fire resistant) If polymorphed into an iron golem, restores 6 to 36 hit points and exercises your strength. "Strangely, you feel better than before." May cause fire damage to worn armour and destroy flammable items in   inventory. Burns away slime.

light (NODIR) zap Same effect as reading an uncursed scroll of light.

lightning (RAY) zap monster The location of the monster is revealed, if unseen. If not swallowed and monster is not blinding resistant, blinds monster for 1 to 50 (more) turns (to a maximum of 127 more turns). If monster is not shock resistant, does 6 to 36 damage. Some monsters may resist and take half damage. Rings and wands in the monster's inventory may be destroyed. "The bolt of lightning rips into the ." (if swallowed) "The bolt of lightning hits the ." (otherwise) zap location If closed door, it is broken. The ray is halted. "The door splinters!" (in sight) "You hear crackling." (otherwise) zap self If you are not shock resistant, does 12 to 72 damage and abuses your constitution. "You shock yourself!" (not shock resistant) "You zap yourself, but seem unharmed." (shock resistant) If polymorphed into a flesh golem, restores 2 to 12 hit points and exercises your strength. "Strangely, you feel better than before." May explode wands and rings in your inventory. If you do not resist blinding, you are blinded for 1 to 100 turns. "You are blinded by the flash!" monster zaps you If you are riding a non-reflective monster, 1/3 chance of hitting your steed instead. (Effects as "zap monster" above; you may still be   blinded as below.) If you are not shock resistant, does 6 to 36 damage and abuses your constitution. "You aren't affected." (shock resistant) If polymorphed into a flesh golem, restores 1 to 6 hit points and exercises your strength. "Strangely, you feel better than before." May explode wands and rings in your inventory. If you do not resist blinding, you are blinded for 6 to 300 turns. "You are blinded by the flash!"

locking (BEAM) zap downwards If on a lowered drawbridge or its portcullis, raises drawbridge. Things in the vicinity are very likely to die. "You see a drawbridge  up!" "You tumble towards the closed portcullis!" (standing on drawbridge) "The drawbridge closes in..." (died) "You pass through it!" (phasing) "You are crushed by the falling portcullis!" (died standing under       portcullis) If on a trap door, closes and removes the trap door. "A trap door beneath you closes up then vanishes." "You see a swirl of beneath you." (not previously seen) "You hear a twang followed by a thud." (blind) Otherwise, no effect. zap upwards If on a portcullis, raises the drawbridge as 'zap downwards' above. Otherwise, no effect. zap location If lowered drawbridge or portcullis, raises drawbridge. Things in the vicinity are very likely to die. "You see a drawbridge  up!" If doorway on Rogue level, becomes secret door if clear of obstruction. "A cloud of dust springs up in the older, more primitive doorway." "The cloud quickly dissipates." (if obstructed) "The doorway vanishes!" (otherwise) If empty doorway with trap, no effect. "A cloud of dust springs up in the doorway, but quickly dissipates." If an empty doorway, broken door, or open or closed door, becomes locked door. "A cloud of dust springs up and assembles itself into a door!" (empty) "The broken door reassembles and locks!" (broken) "The door swings shut and locks!" (open) "The door locks!" (closed) Otherwise, no effect. zap object If chest or large box, is locked (and lock mended if broken). "Klunk!" (if not already locked) Otherwise, no effect.

magic missile (RAY) zap monster The location of the monster is revealed, if unseen. If monster is magic resistant, no effect. Otherwise, does 2 to 12 damage. Some monsters may resist and take half damage. "The magic missile rips into the ." (if swallowed) "The magic missile hits the ." (otherwise) zap location If closed door, halts ray. "The door absorbs your bolt!" zap self If you are magic resistant, no effect. "The missiles bounce!" Otherwise, does 4 to 24 damage. "Idiot! You've shot yourself!" monster zaps you If you are riding a non-reflective monster, 1/3 chance of hitting your steed instead. (Effects as "zap monster" above.) If you are magic resistant, no effect. "The missiles bounce off!" Otherwise, does 2 to 12 damage (1 to 6 if half spell damage) and abuses your strength. "The magic missile hits you!"

make invisible (BEAM) zap monster If not already invisible, the monster becomes invisible. " turns transparent!" (not already invisible, and you can       see invisible or otherwise still sense the monster) No message. (otherwise, or if swallowed) zap downwards Any engraving at the location is removed. zap object No effect. (There is stub code for invisible objects, but it is not   yet implemented) zap self If you are wearing a mummy wrapping, no effect. "You feel rather itchy under your ." Otherwise, gain permanent invisibility. No message (if blind or already invisible) "Gee! All of a sudden, you can't see yourself." (not hallucinating) "Gee! All of a sudden, you can see right through yourself." (not hallucinating, see invisible) "Far out, man! You can't see yourself." (hallucinating) "Far out, man! You can see right through yourself." (hallucinating,       see invisible) monster zaps itself Monster becomes invisible. "Suddenly you cannot see ." (no see invisible) " body takes on a strange transparency." (not hallucinating, see invisible.) " body takes on a normal transparency." (hallucinating,         see invisible.)

nothing (BEAM) zap No effect.

opening (BEAM) zap monster If you are being swallowed, you are expelled. " opens its mouth!" (animal, not blind) "You feel a sudden rush of air!" (animal, blind) If the monster is saddled, the saddle is dropped. No message. Otherwise, no effect. zap downwards If on Quest home level and not permitted to descend, no effect (nice try). "The stairs seem to ripple momentarily." If phasing through closed portcullis, drawbridge opens. "You see a drawbridge going down!" zap upwards If phasing through closed portcullis, as 'zap downwards' above. zap location If closed drawbridge, it is opened. Anything in its moat square is   quite likely to die. "You see a drawbridge  down!" "You are crushed underneath the drawbridge." (died) If secret door, it is revealed (but still closed). "A door appears in the wall!" If locked door, it is unlocked (but still closed). "The door unlocks!" Otherwise, no effect. zap object If iron chain attached to you, it is removed and you become unpunished. No message. If chest or large box, it becomes unlocked, or lock mended if broken. "Klick!" (if locked) No message for fixing lock. Otherwise, no effect. zap self No effect. "Your chain quivers for a moment." (if punished)

polymorph (BEAM) zap monster If the monster is magic resistant or resists, no effect. Otherwise, 1/25 chance of monster dying from system shock unless it   is a natural shapeshifter. "<Monster> shudders!" If no system shock, monster polymorphs into a new form. No message. zap downwards Any engraving at the location is changed into a randomly chosen engraving. zap object Object may be polymorphed into a new object. Some objects may resist. zap self If you are not unchanging, you polymorph into a new form. monster zaps itself Monster polymorphs into a new form.

probing (BEAM) zap monster The location of the monster is revealed, if unseen. Shows the status of the monster, and lists its inventory. zap upwards No effect. "You probe towards the . Your probe reveals nothing." zap downwards Will zap objects even if buried. "You probe beneath the ." zap object Shows contents of the object, if any, and supplies its appearance if   unknown. zap self Shows your status. The appearance of any object in inventory that has not been seen is supplied.

secret door detection (NODIR) zap Secret doors and corridors, non-statue traps, mimics, and hidden and invisible monsters in an area of radius 8 are revealed.

sleep (RAY) zap monster The location of the monster is revealed, if unseen. If monster is sleep resistant or resists, no effect. Otherwise, monster falls asleep for 6 to 127 (more) turns (to a   maximum of 127 more turns). "The sleep ray rips into the ." (if swallowed) "The sleep ray hits the ." (otherwise) zap location If closed door, halts ray. "The door absorbs your bolt!" zap self If you have sleep resistance, no effect. "You don't feel sleepy!" Otherwise, fall asleep for 1 to 50 turns. "The sleep ray hits you!" monster zaps you If you are riding a non-reflective monster, 1/3 chance of hitting your steed instead. (Effects as "zap monster" above.) If you are not sleep resistant, fall asleep for 6 to 300 turns. "You don't feel sleepy." (sleep resistant)

slow monster (BEAM) zap monster The monster becomes slow, or normal speed if fast. If you are engulfed by a vortex or air elemental, you are expelled. Some monsters may resist. "You disrupt ! A huge hole opens up..." (expelled) "<Monster> seems to be moving slower." (slowed, not swallowed) zap self If you currently have the speed intrinsic, it is lost. "You slow down" (not wearing speed boots) "Your quickness feels less natural." (wearing speed boots)

speed monster (BEAM) zap monster The monster becomes fast, or normal speed if slow. Some monsters may resist. "<Monster> is suddenly moving faster." (sped up, not swallowed) zap self If you don't currently have the speed intrinsic, gain it and exercise dexterity. "You speed up." (not very fast) "Your quickness feels more natural" (very fast) Otherwise, no effect. monster zaps itself The monster becomes fast. "<Monster> is suddenly moving faster."

striking (BEAM) zap monster The location of the monster is revealed, if unseen. If the monster is magic resistant, no effect. "Boing!" If monster's AC is less than a random number between -9 and 10, and it is not swallowing you, the strike misses. "The wand misses ." Otherwise, does 2 to 24 points of damage (4 to 48 if you are a Knight   with the Magic Mirror of Merlin). Some monsters may resist and take half damage. Fragile objects in monster's inventory may be broken, as 'zap object' below. "The wand hits ." zap downwards If on a lowered drawbridge or its portcullis, it is destroyed. Things in the vicinity are very likely to die. "The drawbridge collapses into the !" (if still moat or lava) "The drawbridge disintegrates!" (if iced or dried up) "You are blown apart by flying debris." (died standing on portcullis) "You are hit by a huge chunk of metal!" (died on drawbridge) Any engraving at the location is corrupted. zap upwards If on the portcullis of an open drawbridge, it is destroyed. Effects as 'zap downwards' above. Otherwise, if not underwater or on the Quest home level or the Plane of   Air or Water, there is a 2/3 chance of causing a rock to fall on your head doing 1 to 6 damage (1 to 2 if wearing a metal helmet). "A rock is dislodged from the ceiling and falls on your ." zap location If drawbridge or its portcullis, it is destroyed. Effects as 'zap downwards' above. If secret door or closed door, door is broken, waking nearby monsters; trapped doors are additionally destroyed, waking slightly less nearby monsters. "A door appears in the wall!" (secret door, in sight) "The door crashes open!" (untrapped, in sight) "You hear a crashing sound." (untrapped, not in sight) "KABOOM!! You see a door explode." (trapped, in sight) "You hear a distant explosion." (trapped, not in sight) zap object Statue traps will be activated. "Instead of shattering, the statue suddenly comes alive!" "Instead of shattering, the statue suddenly disappears!" (invisible) Non-trapped statues and boulders will be broken into 8 to 66 rocks. Breaking a boulder in Sokoban has a -1 penalty to Luck. No message. Fragile objects may be broken. Breaking a mirror has -2 penalty to Luck. Breaking your own eggs has a -1 penalty to Luck per egg (to a maximum of 5). " shatters!" (potion, in sight) " shatters into a thousand pieces!" (tool, in sight) "You hear something shatter!" (potion or tool, out of sight) "Splat!" (egg) "What a mess!" (cream pie, in sight) zap self If you have magic resistance, no effect. "Boing!" Otherwise, does 2 to 24 points of damage and abuses strength. "You bash yourself!" monster zaps you If you have magic resistance, no effect. "Boing!" Otherwise, does 2 to 24 points of damage (1 to 12 if half spell   damage). "The wand hits you!"

teleportation (BEAM) zap monster A priest(ess) in his or her temple resists. "<Monster> resists your magic!" Riders have a 12/13 chance of being teleported to a square next to you. Otherwise, the monster is teleported to a random location on the same level. If you were engulfed by it, you go with it, unless you are on a   no-teleport level, in which case you cease to be engulfed and remain at your original location. "You are no longer inside the !" (was engulfed on a no-teleport level) No message (otherwise). If the monster is unseen and does not move, its location is revealed. zap downwards Any engraving on the location will be teleported to a random position on the same level. zap object Rider corpses are immediately revived. Otherwise, the object is teleported to a random location on the same level. zap self If you are on a non-teleport level, no effect. "A mysterious force prevents you from teleporting!" Otherwise, one-third of the time if you are carrying the Amulet of   Yendor, no effect. "You feel disoriented for a moment." Otherwise, you teleport to a random or controlled position on the same level. monster zaps itself If you are on a non-teleport level, no effect. "A mysterious force prevents from teleporting!" Otherwise, the monster is teleported to a random location on the same level. monster zaps you [This will only be used if the monster is carrying the Amulet of Yendor] Same as 'zap self' above.

undead turning (BEAM) zap object Eggs are rejuvenated. Corpses are revived. If the corpse has a ghost on the same level, the ghost is rejoined with the body and the resulting monster is   confused. "<Ghost> is suddenly drawn into its former body!" No messages otherwise. zap monster Corpses in monster's inventory revive (as above), eggs are rejuvenated. Undead monsters take 1 to 8 points of damage (2 to 16 if you are a   Knight with the Magic Mirror of Merlin), their location is revealed if    unseen, and they flee if they do not resist. No message. zap self Corpses in your inventory revive (as above), eggs are rejuvenated. If you are undead, you are stunned for 1 to 30 (more) turns. "You feel frightened and stunned." (not already stunned) "You feel frightened and even more stunned." (already stunned) Otherwise, no effect. "You shudder in dread."

wishing (NODIR) zap You receive a wish unless your luck is less than a random number between -4 and 0. You may wish for "nothing" if you do not want to   receive anything (thus preserving wishless conduct).

Engraving with wands

Use the (E)ngrave command to engrave with a wand. It will use one charge (possibly wresting the last) from the wand. Depending on the type of the wand, you can get one of the messages below if you are unblinded, not levitating, and over a writable floor. Some messages are the same for different types of wands, some messages require an engraving already on that square, and some wands will not provide any means of identification this way. Nondirectional wands will act as if they were zapped. If you didn't wrest the last charge from the wand, you can write a message in the dust (or engrave if specified below). These messages provide (perhaps in combination with judicious zapping) a safe method of identifying many wands.

WAND                  ENGRAVING cancellation          If there already is an engraving, it is erased: "The engraving on the vanishes!"

cold                  If a burned-in engraving exists, it is erased: "The engraving on the vanishes!" After writing in the dust: "A few ice cubes drop from the wand."

create monster        Same effect as zapping wand.

death                 "The bugs on the stop moving!" (Same as sleep.)

digging               "This is a wand of digging!" You can engrave a message.

enlightenment         Same effect as zapping wand.

fire                  "This is a wand of fire!" You can burn a message.

light                 Same effect as zapping wand.

lightning             "This is a wand of lightning!" You can burn a message, and you are blinded for 1 to 50 turns.

locking               No message.

magic missile         You can write a message in the dust, after which "The is riddled by bullet holes!"

make invisible        If there already is an engraving, it is erased: "The engraving on the vanishes!"

nothing               Same effect as zapping wand -- no message!

opening               No message.

polymorph             If an engraving already exists, it becomes a                       randomly chosen engraving; otherwise, no message.

probing               No message.

secret door detection Same effect as zapping wand.

sleep                 "The bugs on the stop moving!" (Same as death.)

slow monster          "The bugs on the slow down!"

speed monster         "The bugs on the speed up!"

striking              "The wand unsuccessfully fights your attempt to                        write!"

teleportation         If there already is an engraving, it is teleported: "The engraving on the vanishes!"

undead turning        No message.

wishing               Same effect as zapping wand.

Acknowledgements ~ Thanks to Bruce Cox for proofreading the original version of this file. Further corrections and clarifications provided by Vladimir Florinski, David Grabiner, Bruce Labbate, Eva Myers, Kate Nepveu, David Wang, and Gary D. Young.