tool-322.txt  Final version 3 for NetHack 3.2.2
Compiled by Kevin Hugo <hugo@cae.wisc.edu>.

TOOL                          COST  WGT  PROB   CHG  APPEARANCE
~~~~~~~~~~~~~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~~~ : ~~~  ~~~~~~~~~~
Containers                  :                 :
  sack                      : $  2   15   35  :      bag
  large box                 :    8  350   40  :      --
  chest                     :   16  600   35  :      --
  ice box                   :   42  900    5  :      --
  bag of holding            :  100   15   20  :      bag
  bag of tricks             :  100   15   20  : 20+  bag
  oilskin sack              :  100   15    5  :      bag
Unlocking tools             :                 :
  credit card*              :   10    1   15  :      --
  lock pick         (osaku) :   20    4   60  :      --
  skeleton key              :   10    3   80  :      key
Light sources               :                 :
  tallow candle             :   10    2   20  :      candle
  wax candle                :   20    2    5  :      candle
  brass lantern             :   12   30   30  :1500  --
  oil lamp                  :   10   20   45  :1500  lamp
  magic lamp                :   50   20   15  :      lamp
  Candelabrum of Invocation : 3000   10    0  :      candelabrum
Instruments                 :                 :
  tin whistle               :   10    3  105  :      whistle
  magic whistle             :   10    3   30  :      whistle
  bugle                     :   15   10    4  :      --
  wooden flute              :   12    5    4  :      flute
  magic flute               :   36    5    2  :  8+  flute
  tooled horn               :   15   18    5  :      horn
  frost horn                :   50   18    2  :  8+  horn
  fire horn                 :   50   18    2  :  8+  horn
  horn of plenty            :   50   18    2  : 20+  horn
  leather drum              :   25   25    4  :      drum
  drum of earthquake        :   25   25    2  :  8+  drum
  wooden harp        (koto) :   50   30    4  :      harp
  magic harp                :   50   30    2  :  8+  harp
  bell                      :   50   30    2  :      --
  Bell of Opening           : 1000   10    0  :  5-  silver bell
Traps                       :                 :
  beartrap                  :   60  200    0  :      --
  land mine                 :  180  300    0  :      --
Weapon-Tools                :                 :
  pick-axe                  :   50  100   20  :      --
  unicorn horn              :  100   20    0  :      --
Other tools                 :                 :
  expensive camera*         :  200   12   15  :      --
  mirror                    :   10   13   45  :      looking glass
  crystal ball              :   60  150   15  :  6-  glass orb
  blindfold                 :   20    2   55  :      --
  towel                     :   50    2*  50  :      --
  leash                     :   20   12   70  :      --
  stethoscope               :   75    4   25  :      --
  tinning kit               :   30  100   15  :      --
  tin opener                :   30    4   35  :      --
  can of grease             :   20   15   15  : 25+  --
  figurine                  :   80   50   25  :      --
  magic marker              :   50    2   15  :100!  --

Tools are listed above by category.  The COST field denotes the base
price of each item.  WGT specifies the weight (100 zorkmids weighs 1).
The existance of some items depends on options chosen when the program
was compiled; they are noted with an asterisk (*).

Tools comprise 8% of all randomly-generated items in the main dungeon,
0% in containers, 0% in Roguelike bones piles, and 12% in hell.  PROB is
the relative probability of each subtype.  See below for more details
on item generation.

If the CHG field is not blank, then the tool can be charged by a scroll
of charging or the Platinum Yendorian Express Card.  A number followed
by a plus (+) indicates the maximum number of initial charges; there is
no limit to the number of charges for the object or the number of times
it is recharged.  If the number in the column is followed by a minus (-),
it specifies the maximum number of charges that the object can take
(although it can be recharged any number of times); the initial charge
is a random number that is less than this amount.  The exclamation (!)
denotes an item that can be recharged only once; the maximum number of
initial charges is shown.

Finally, some items have a different APPEARANCE until they are identified.
Note that many tools share the same appearance with other types of tools.


Using containers
~~~~~~~~~~~~~~~~
Containers are generated with the CONTENTS described below.  Containers
in your initial inventory will be empty.  If the container can be LOCKED,
then there is an 80% chance that it will be generated locked and a
different 10% chance that it will be trapped.  Not all containers FIT
into other containers.  Some containers have special EFFECTS.  All of the
containers except ice boxes can be eaten by gelatinous cubes.
  CONTAINER       CONTENTS      LOCKED  FIT  EFFECTS
  ~~~~~~~~~~~~~~  ~~~~~~~~~~~~  ~~~~~~  ~~~  ~~~~~~~
  sack            1 item        No      Yes  --
  large box       1-3 items     Yes     No   --
  chest           1-5 items     Yes     No   --
  ice box         1-20 corpses  No      No   Suspends rotting of corpses.
  bag of holding  1 item        No      Yes  May reduce weight.
  bag of tricks   1-20 charges  No      Yes  Bites you / creates monsters.
  oilskin sack    1 item        No      Yes  May prevent water damage.

Quantum mechanics may carry a large box containing either a live or
dead housecat named Schroedinger's Cat.  There is nothing special about
this cat; it is just a silly physics joke.

The weight of a bag of holding (wgt) -- including the 15 for the bag
itself -- depends on the weight of its contents (cwgt) and its blessed
status:
  blessed:   wgt = 15 + cwgt/4 + 1
  uncursed:  wgt = 15 + cwgt/2 + 1
  cursed:    wgt = 15 + cwgt*2
You will also lose items when you take something out of a cursed bag of
holding.  Putting any of the following (and ONLY the following) items
into any bag of holding will cause it to explode:
  (another) bag of holding
  bag of tricks (with nonzero charge)
  wand of cancellation (with nonzero charge)
It is sometimes possible to put one of these items into nested sacks
and/or oilskin sacks and then place them safely inside a bag of holding.
The chance of an explosion occurring then depends on the amount of
nesting:
  sacks:  0    1    2    3    4     5     6      7      8       n
  odds:  1/1  2/2  3/4  4/8  5/16  6/32  7/64  8/128  9/128  n+1/128

When a bag of tricks is #looted, it will bite you (1 to 10 hit points
damage) and become identified.  If you (a)pply it and it has charges
left, it will create one monster 22 out of 23 times, and create 2 to
9 monsters 1 out of 23 times.  "Nothing happens" when you apply a bag
with zero charges.

When bags get wet, their contents may also get wet.  A noncursed oilskin
sack will prevent this; if the oilskin sack is cursed, there is a 1/3
chance that the contents can get wet.  Boxes and chests are all
waterproof.


Using unlocking tools
~~~~~~~~~~~~~~~~~~~~~
Each of the tools, wands, and spells listed below can be used for locking
and unlocking doors, large boxes, and chests.  Not all methods can LOCK
or UNLOCK.  PROB represents the probability (in percent) of succeeding
each turn; it may be based on your Dexterity and you will fail after 50
turns.  ROGUEs may get an additional percentile bonus for using an
implement.  The per-turn probability of picking the lock is halved if you
use a cursed credit card, lock pick, or skeleton key.
  TOOL             LOCK  UNLOCK  PROB    ROGUE
  ~~~~~~~~~~~~~~~  ~~~~  ~~~~~~  ~~~~~~  ~~~~~
  credit card      No     Yes    Dex      20
  lock pick        Yes    Yes    4*Dex    25
  skeleton key     Yes    Yes    75+Dex    0
  wand/spell open  No     Yes    100       0
  wand spell lock  Yes    No     100       0

Using any of the first three types will exercise your dexterity, even if
you don't succeed.  Please note that a credit card has no special effects
in shops, although you can unlock a shop "Closed for inventory" and you
can buy and sell it like any other item.  If a watchman or watch captain
sees you pick a door with any tool, he may get upset.

Wands of opening and closing and the spells of opening and wizard lock
always work in one turn and can be performed from a distance.  A wand/
spell of opening will also open doors in the same turn, will open
drawbridges, and can remove a ball and chain.  A wand/spell of closing
will close a door in the same turn (if there are no objects in the way)
and will close drawbridges.

You can also attempt to break a lock by #forcing it with your weapon.
This will exercise your dexterity or strength, but may also destroy your
weapon.


Using light sources
~~~~~~~~~~~~~~~~~~~
Light sources are generated to stay lit for the number of TURNS noted
below.  They are GENERATED in the quantity and blessed state shown.
Cursed light sources will sometimes not light.
  LIGHT SOURCE   TURNS        GENERATED
  ~~~~~~~~~~~~~  ~~~~~~~~~~~  ~~~~~~~~~
  tallow candle          200  1 to 7; 10% blessed, 80% uncursed, 10% cursed
  wax candle             400  1 to 7; 10% blessed, 80% uncursed, 10% cursed
  brass lantern  500 to 1500  10% blessed, 80% uncursed, 10% cursed
  oil lamp       500 to 1500  10% blessed, 80% uncursed, 10% cursed
  magic lamp       Infinite   25% blessed, 50% uncursed, 25% cursed
  potion of oil          400  1/8 blessed, 3/4 uncursed, 1/8 cursed

Candles can also be applied to the Candelabrum of Invocation.  Brass
lanterns and oil lamps can be refilled to by a scroll of charging.
Oil lamps can also be refilled with potions of oil, getting twice of
the remaining turns in the potion of oil.  No lamp can be filled beyond
1500 turns.

Magic lamps never run out of power, and may summon a djinni and lead to
a wish when #rubbed.  Each time you rub the lamp, there is a 1/3 chance
that "You see a puff of smoke" and another 1/3 chance that "Nothing
happens"; in either case, just try again.

The remaining 1/3 of the time a djinni appears, the lamp is identified
and turned into an oil lamp, and one of five outcomes can occur.  The
relative chance of these outcomes depends on whether the lamp was
blessed, uncursed, or cursed:
  BLESSED  UNCURSED  CURSED  OUTCOME
  ~~~~~~~  ~~~~~~~~  ~~~~~~  ~~~~~~~
    80%       20%       5%   Grants one wish, then dissappears.
                             "I am in your debt.  I will grant one wish!"
     5%       20%       5%   Remains as a pet.
                             "Thank you for freeing me!"
     5%       20%       5%   Remains as a peaceful monster.
                             "You freed me!"
     5%       20%       5%   Speaks, then vanishes.
                             "It is about time!"
     5%       20%      80%   Remains as a hostile monster.
                             "You disturbed me, fool!"
NOTE: There is no way to get a wish from a djinni other than the first
outcome above.

There is a limit of 120 djinn per game.  Beyond this limit, they are
extinct and no more can be created.  If you get a magic lamp from
wishing, it will never light or grant you a wish, but you can identify
it and you can fill it with oil to make an oil lamp.


Using instruments
~~~~~~~~~~~~~~~~~
All instruments are generated uncursed.  In this section, "nearby" means
within some distance from you that depends on your experience level.
Depending on your system, configuration, and options, sounds may also be
produced on your system's speaker.

tin whistle
  Wakes nearby monsters and calls nearby pets.
  "You produce a high whistling sound."  (noncursed)
  "You produce a shrill whistling sound."  (cursed)

magic whistle
  noncursed
    Teleports pets next to you.
    "You produce a strange whistling sound."  (not hallucinating)
    "You produce a normal whistling sound."  (hallucinating)
  cursed
    Wakes nearby monsters and calls nearby pets.
    "You produce a high-pitched humming noise."

horn of plenty
  Created uncursed with 1 to 20 charges.
  No effect if no charges.
  Creates some food (including royal jelly) or a potion of water, fruit
  juice, booze, or oil.
  The blessed/uncursed/cursed state of the object produced is the same as
  the horn.

bell
  Doesn't work under water or when swallowed.
  noncursed
    Wakes nearby monsters and calls nearby pets.
  cursed
    A nymph with no inventory is summoned (if they aren't already
    genocided or extinct).
    There is a chance that the bell breaks, you are paralyzed, or the
    nymph is made fast.
    Wakes nearby monsters and calls nearby pets.

The following instuments can be used to play notes to open drawbridges.
You will hear one "gear turn" for each correct note in the right position
and one "tumbler click" for each correct note in the wrong position.
However, if you improvise, you will get the EFFECT shown; some monsters
may resist.  Charged instruments are created with 5 to 8 charges.
  INSTRUMENT          EFFECT
  ~~~~~~~~~~~~~~~~~~  ~~~~~~
  bugle               Awaken nearby soldiers and guards, abuse wisdom.
  wooden flute        Make nearby snakes peaceful (if enough dexterity),
                      exercise dexterity.
  magic flute         Put nearby monsters to sleep, exercise dexterity.
  tooled horn         Awaken and may scare nearby monsters, abuse wisdom.
  frost horn          Same as a wand of cold.
  fire horn           Same as a wand of fire.
  leather drum        Awaken and may scare nearby monsters, abuse wisdom.
  drum of earthquake  Create nearby pits, awaken whole level.
  wooden harp (koto)  Make nearby nymphs peaceful (if enough dexterity),
                      exercise dexterity.
  magic harp          Tame nearby monsters, exercise dexterity.


Using other tools
~~~~~~~~~~~~~~~~~
Unless noted, all items in this section are generated uncursed.

beartrap or land mine
  If you succesfully #untrap one of these traps, the trap becomes a tool.
  You can pick up the tool and later re-arm the trap at your current
  location by (a)pplying the tool.

bullwhip
  This weapon can also be applied to get yourself out of a pit, unwield
  or steal another monster's weapon, hit a monster, or grab objects off
  the floor while levitating.

pick-axe
  You can dig by (a)pplying a pick-axe.  Specify > to dig downward (first
  makes a pit, then a hole).

unicorn horn
  Blessed horns aren't as good -- and cursed horns aren't as bad -- in
  Nethack 3.2 compared to previous versions.  Unicorn horns don't fix
  stoning, strangulation, or wounded legs.
  noncursed
    Randomly fixes one or more of the following troubles: sickness,
    blindness, hallucination, vomiting, confusion, stunning, and loss of
    an attribute.  The chances of fixing a certain number of troubles is
    shown here:
      # Troub:    0      1      2      3      4     5     6     7
      blessed:  16/80  16/80  15/80  13/80  10/80  6/80  3/80  1/80
      uncursed:  4/12   4/12   3/12   1/12    0     0     0     0
  cursed
    You get one of the following: sickness, blindness, confusion,
    stunning, hallucination, or a decremented attribute.
  #dipping a unicorn horn in a potion of blindness, confusion, or
  hallucination turns the potion in uncursed water.  Dipping it in
  a potion of sickness produces nonblessed fruit juice.
  Unicorn horns also make a fairly good weapon.  They are two-handed.

expensive camera
  You can get several humorous messages by applying it in certain
  situations.
  A cursed camera has a 50% chance of blinding you when applied.
  Otherwise, you can blind monsters.

mirror
  Cursed mirrors only work half of the time.
  You can get several humorous messages by applying it in certain
  situations (especially hallucinating; try underwater or at yourself
  while polymorphed into a floating eye).
  You can use a mirror to make a monster's gaze attacks work against
  itself (if the monster isn't cancelled):
    vampire or ghost   No reflection
    Medusa             Turns to stone
    floating eye       Paralyzed, if it is not invisible
    umber hulk         Confused
    nymph or succubus  Steals the mirror, if she is not invisible
  Otherwise, you have a 4 out of 5 chance of scaring the monster
  in that direction for 2 to 8 turns.  The monster cannot be a
  unicorn or humanoid, must have eyes and be unblind, and must be able
  to see invisible if it is invisible.

crystal ball
  Generated with 1 to 5 charges; 25% blessed, 50% uncursed, and 25%
  cursed.
  There are several humorous messages if used when hallucinating.
  noncursed
    You may look for an object or symbol (including traps and portals, ^).
    There is an (intelligence in 20) chance of success; otherwise, you
    suffer the same effects as a cursed crystal ball.
  cursed
    One of the following happens: nothing, you are confused, you are
    blinded, you hallucinate, or the ball explodes (not if an artifact).

blindfold
  You can controllably blind yourself by (a)pplying it or (P)utting
  it on.  A cursed blindfold cannot be removed by yourself.

towel
  You can controllably blind yourself (like a blindfold) by (P)utting
  it on.  A cursed towel cannot be removed by yourself.
  When (a)pplied, a towel can clean greasy hands (e.g., from a tin of
  greasy food) or clean a cream pie off your face.  A cursed towel has
  a 1/3 chance of causing each of these problems, or else it works
  normally.
  If you (E)ngrave with a towel, you can rub out writing in the dust.

leash
  You can (a)pply it to a tame monster to keep it nearby.
  Once you have leashed a monster, you can release it by (R)emoving the
  leash.  A cursed leash can't be removed by yourself.

stethoscope
  A stethoscope can be (a)pplied once each turn without taking any time.
  If you use it more than that, each application takes one turn.
  You can get several humorous messages by applying it in certain
  situations.
  A cursed stethoscope has a 50% chance of only hearing your own
  heartbeat.
  Otherwise, you can use it like a wand of probing on monsters and find
  secret doors and passages.

tinning kit
  You can convert corpses into tins.  The corpse must be uneaten and
  have nonzero nutrition.  The resulting tin is blessed/uncursed/cursed
  the same way as the tinning kit that produced it.  Blessed tins are
  not poisonous or rotten, and can be opened in one turn.  Cursed tins
  always contain rotten food.  Tins have the same chance of giving an
  intrinsic as the equivalent corpse; the blessed/cursed status of the
  tin does NOT affect the chance.
  Some people tin unique monsters as souvenirs.  You cannot tin the
  endgame Riders.

tin opener
  Mostly useless.  Wield the tin opener and you can (e)at a tin in one
  turn.
  In previous versions, you could enchant the opener to make a
  modest weapon.  This is no longer possible.

can of grease
  Generated with 1 to 25 charges; 5% blessed, 90% uncursed, and 5%
  cursed.
  When (a)pplying a can of grease, you have a 50% chance of droppping it
  if it is cursed or you have fumbling.  Otherwise, you can grease an
  item to prevent it from rusting.  If the can of grease is cursed or
  you specify no object, you get your fingers greasy.
  You can also use the can of grease or a potion of oil to #untrap a
  squeaky board.

figurine
  Generated 1/8 blessed, 3/4 uncursed, and 1/8 cursed.
  Applying a figurine creates that monster in an adjacent square of your
  chosing.  It will fail if the square is occupied, or if the species is
  extinct or genocided.  The chance of a tame or peaceful monster depends
  on the blessed state of the figurine:
              blessed  uncursed  cursed
    tame        80%      10%      10%
    peaceful    10%      80%      10%
    hostile     10%      10%      80%

magic marker
  Generated uncursed with 70 to 99 charges.  Can only be recharged once.
  You can write scrolls and spellbooks from blank ones.  See the spoilers
  "scrl-322.txt" and "spel-322.txt" for details.  The blessed/uncursed/
  cursed status of the resulting item depends on the marker and
  scroll/spellbook:
              blessed   uncursed  cursed
    blessed   blessed   blessed   uncursed
    uncursed  blessed   uncursed  cursed
    cursed    uncursed  cursed    cursed
  You can also (E)ngrave in the floor with a magic marker.


Invocation artifacts
~~~~~~~~~~~~~~~~~~~~
The three invocation artifacts (Bell, Book, and Candelabrum) cannot be
placed in a container or destroyed in any way.  They have special effects
when (a)pplied or #invoked and you are NOT on the vibrating square:

Bell of Opening
  Obtained from your quest nemesis.
  uncharged
    Acts like a regular bell.  Will not break.
  blessed
    If you are swallowed, you are expelled.
      "<monster> opens its mouth!"
    Else you unlock and open nearby containers and doors, find nearby
    secret passages and statue traps, and open nearby drawbridges.  Items
    must be in your visual range.
  uncursed
    If you are swallowed, you are expelled.
      "<monster> opens its mouth!"
    Else same effect as a wand of secret door detection -- you find
    nearby secret doors, secret passages, statue traps, mimics, and
    hiding monsters.
  cursed
    If you are swallowed, "Nothing happens."
    Else you summon undead and wake nearby monsters.

Candelabrum of Invocation
  Obtained from Vlad the Impaler.
  blessed or uncursed
    The Candelabrum acts like an ordinary light source if at least one
    candle is applied to it.  It will last as many turns as the first
    candle that was applied would have burned.
  cursed
    The Candelabrum won't light.

Book of the Dead
  Obtained from the Wizard of Yendor.
  blessed
    Undead creatures in your sight are made peaceful, or tame if they
    share your alignment.
  uncursed
    No effect.
    "Your ancestors are annoyed with you!"
    "The headstones in the cemetery begin to move!"
    "Oh my!  Your name appears in the book!"
  cursed
    You summon undead and have a 25% chance of generating a master lich.

To complete the invocation, you must be standing on the vibrating square
and have the noncursed Candelabrum of Invocation with seven candles
attached (the candles can be any type, and even cursed), the noncursed
Bell of Opening with at least one charge, and the noncursed Book of the
Dead.  The Candelabrum burns out twice as fast when on the vibrating
square.  The Bell must be rung within 5 turns before the invocation.  The
Book must be read last.  Sascha Wostmann described a good way to remember
the sequence:
1. Make some light, to read by.
2. Ring the bell, to get the attention of an audience.
3. Finally, read the book.

Good luck!


Acknowledgements
~~~~~~~~~~~~~~~~
Thanks to Bruce Cox <bruce@maths.usyd.edu.au> for proofreading this file.
Dipping unicorn horns noted by Vasilisha <vasilisha@aol.com>.
Icebox correction by David Grabiner <grabiner@math.lsa.umich.edu>.
Mirror correction by Ivan <pi@sol.wohnheim.uni-ulm.de>.
Douglas Freyburger <dfreybur@world.northgrum.com> inquired about
tin openers.
