wand-322.txt  Final version 2 for NetHack 3.2.2
Compiled by Kevin Hugo <hugo@cae.wisc.edu>.

WAND                    COST  WGT  PROB   CHG  TYPE
~~~~~~~~~~~~~~~~~~~~~ : ~~~~  ~~~  ~~~~ : ~~~  ~~~~
light                 : $100   7    95  : 15   NODIR
nothing               :  100   7    25  : 15   NODIR
digging               :  150   7    55  :  8   RAY
locking               :  150   7    25  :  8   IMMED
magic missile         :  150   7    50  :  8   RAY
make invisible        :  150   7    45  :  8   IMMED
opening               :  150   7    25  :  8   IMMED
probing               :  150   7    30  :  8   IMMED
secret door detection :  150   7    50  : 15   NODIR
slow monster          :  150   7    55  :  8   IMMED
speed monster         :  150   7    55  :  8   IMMED
striking              :  150   7    75  :  8   IMMED
undead turning        :  150   7    55  :  8   IMMED
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   IMMED
create monster        :  200   7    45  : 15   NODIR
polymorph             :  200   7    45  :  8   IMMED
teleportation         :  200   7    45  :  8   IMMED
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% in Roguelike bones piles, 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 rechaged once.  Wands of wishing start with 1 to 3 charges; otherwise,
the wand gets from 5 to its maximum number of charges.

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.  A cursed scroll will have no effect on a blessed wand or a
wand with no charges; otherwise, "Your <wand> vibrates briefly" and it
gets zero charges.  An uncursed scroll will add one charge to the wand
("Your <wand> <glows/vibrates> briefly.").  A blessed scroll will bring
the number of charges in the wand to a random number from 5 to the
maximum charges shown above ("Your <wand> <glows blue/vibrates> for a
moment"); if it already has that number of charges, it gains one more
charge.  A blessed scroll gives a wand of wishing three charges.  Except
for a wand of wishing, there is no limit to the number of charges or the
number of times that a wand is charged.

The TYPE of wand denotes the behavior when it is zapped.  NODIR wands do
not ask for a direction.  IMMED wands ask for a direction, but do not
show a beam when zapped.  RAY wands produce a beam 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       maple       pine        oak
    ebony       marble      tin         brass       copper
    silver      platinum    iridium     zinc        aluminum
    uranium     iron        steel       hexagonal   short
    runed       long        curved      forked      spiked
    jeweled


Identifying wands
~~~~~~~~~~~~~~~~~
There are 3 ways to identify wands: by price, engraving with them, and
zapping them.  You can drop a wand in most shops to learn its price, and
then compare it to the bast costs listed above.

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).

WAND                   ENGRAVING
~~~~~~~~~~~~~~~~~~~~~  ~~~~~~~~~
light                  Same effect as zapping wand.

nothing                Same effect as zapping wand -- no message!

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

locking                No message.

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

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

opening                No message.

probing                No message.

secret door detection  Same effect as zapping wand.

slow monster           "The bugs on the <floor> slow down!"

speed monster          "The bugs on the <floor> speed up!"

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

undead turning         No message.

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

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

lightning              "This <wand> is a wand of lightning!"
                       You can burn a message, and you are blinded.

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

cancellation           If there already is an engraving, it is erased:
                       "The engraving on the <floor> vanishes!"

create monster         Same effect as zapping wand.

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

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

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

wishing                Same effect as zapping wand.


Another means of identifying wands is to simply zap them.  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 ray, you will identify the wand if you were unblind.  Most immediate
wands, however, require you to zap them at an object, monster, corpse, or
doorway and note the effect.

Sometimes combining two or more techniques is helpful.  For example, if
engraving with a wand causes existing writing to disappear, it may be
make invisible, cancellation, or teleportation.  If you then zap it at a
(preferably worthless) cursed object, then the object will become
uncursed if it was cancellation, disappear to another spot on the level
if it was teleportation, and remain unchanged if it was make invisibile.
Finally, you can also identify some wands by breaking them (see next
section); however, this is usually a bad idea.


Breaking wands
~~~~~~~~~~~~~~
(Adapted from a spoiler by Jeffrey Robertson <jeffr@nortel.ca>.)

You can destroy a wand by (a)pplying it.  You will be prompted for
confirmation, and you must have hands and a strength of at least 10.
Wands with no charges and some wands listed below have no effect ("But
nothing else happens...").

Most wands will produce an explosion when broken.  The explosion causes
damage to yourself and any monsters that were in the adjacent squares
when you broke the wand.  This damage can be reduced or eliminated if
you (or the monster) has an appropriate resistance.  Damage is also
reduced to 1/2 for Healers and Knights and to 1/5 for Priests and
Wizards.  Further effects can occur as if you had zapped yourself with
the wand.  The explosion can also affect objects in your inventory, on
your square, and on adjacent squares.  Finally, some types of wands
have explosions that make you identify the wand.

Specific effects are detailed below.  In any case, you destroy the wand
and owe the cost if it was unpaid.

WAND                   EFFECTS
~~~~~~~~~~~~~~~~~~~~~  ~~~~~~~
light                  There is an explosion from 1 to (4*charges) damage.
                       You and surrounding monsters can be blinded,
                       taking (charges+1)d25 damage.
                       The room is lit.

nothing                No effects.

digging                There is an explosion from 1 to (4*charges) damage.
                       You are surrounded by pits and holes.

locking                No effects.

magic missile          There is an explosion of magic missiles with
                       (4 * charges) damage.
                       You identify the wand.

make invisible         There is an explosion from 1 to (4*charges) damage.
                       You and surrounding monsters are made invisible.

opening                No effects.

probing                No effects.

secret door detection  No effects.

slow monster           There is an explosion from 1 to (4*charges) damage.
                       You and surrounding monsters are slowed.

speed monster          There is an explosion from 1 to (4*charges) damage.
                       You and surrounding monsters are sped up.

striking               "A wall of force smashes down around you!"
                       There is an explosion from 1 to (charges+1)d6
                       damage.
                       You and surrounding monsters are hit by a force
                       bolt.
                       Fragile objects in your and adjacent squares may
                       be destroyed.

undead turning         There is an explosion from 1 to (4*charges) damage.
                       Monsters and objects in the affected squares are
                       turned.

cold                   There is an explosion of cold with (8 * charges)
                       damage.
                       Potions may freeze.
                       You identify the wand.

fire                   There is an explosion of fire with (8 * charges)
                       damage.
                       Armor, scrolls and spellbooks may burn.
                       Potions may boil.
                       You identify the wand.

lightning              There is an explosion of lightning with (16 *
                       charges) damage.
                       Rings and other wands may explode.
                       You are blinded.
                       You identify the wand.

sleep                  There is an explosion from 1 to (4*charges) damage.
                       You and surrounding monsters may be put to sleep.

cancellation           There is an explosion from 1 to (4*charges) damage.
                       Monsters and objects in the affected squares are
                       cancelled.

create monster         There is an explosion from 1 to (4*charges) damage.
                       You are surrounded by monsters.

polymorph              There is an explosion from 1 to (4*charges) damage.
                       Monsters and objects in the affected squares are
                       polymorphed.

teleportation          There is an explosion from 1 to (4*charges) damage.
                       Monsters and objects in the affected squares are
                       teleported.

death                  There is an explosion of death with (16 * charges)
                       damage.
                       Monsters in the affected area may be immediately
                       killed.
                       You identify the wand.

wishing                No effects.  Not really a good idea.


Cancelling
~~~~~~~~~~
(Parts quoted from the spoiler "cancel", by Boudewijn Wayers
<kroisos@win.tue.nl>.)

Monsters (including you) can be cancelled when hit by wands or spells of
cancellation, and sometimes by Magicbane.  The monster may resist.  Also,
when a gremlin (including you) manages to steal an intrinsic from a
monster, the gremlin is automatically cancelled as well.  Cancelled
monsters cannot use their special attacks against you:
  Blind you
  Cast spells at you
  Charm you
  Confuse you
  Drain your constitution
  Drain your dexterity
  Explode in your face
  Paralyse you
  Poison you
  Rust or rot something, offensive or defensive
  Seduce you
  Slow you down
  Spit at you
  Steal an item
  Steal intrinsics
  Steal your gold
  Stun you
  Teleport you away
  Turn you to sleep
  Use a wand of make invisible on itself
  Use acid against you
  Use its breath weapon
  Use its cold attack, offensive or defensive
  Use its electricity attack, offensive or defensive
  Use its fire attack, offensive or defensive
  Wrap itself around you
Many monsters also lose abilities specific to their species as well:
  Medusa's gaze cannot turn you to stone
  Medusa cannot be turned to stone with a reflecting item
  A black or brown pudding cannot divide
  A chameleon cannot polymorph
  A clay golem will die
  A cockatrice won't turn you to stone
  A demon cannot summon other demons
  A floating eye cannot be paralysed with a mirror
  A lycanthrope cannot change you into another one
  A lycanthrope cannot summon help
  A nymph or succubus won't steal your mirror if you apply it
  A tengu cannot teleport
  An umber hulk cannot be confused with a mirror
  A xan's prick doesn't weaken you

When a monster cannot use a certain attack on you, it normally cannot
use it on another monster either.

A wand or spell of cancellation will also affect objects on the floor, or
objects in your inventory if you zap yourself.  However, it does not
affect other monster's inventories or the contents of containers.
Affected objects will always become uncursed.  Specific effects are
described below:
  OBJECT                     RESULT
  ~~~~~~~~~~~~~~~~~~~~~~~~~  ~~~~~~
  weapon                     uncursed +0 weapon, same erodeproofing
  armor                      uncursed +0 armor, same erodeproofing
  scroll of mail             uncursed scroll of mail
  other scrolls              uncursed scroll of blank paper
  spellbook of cancellation  uncursed spellbook of cancellation
  Book of the Dead           uncursed Book of the Dead
  other spellbooks           uncursed spellbook of blank paper
  potion of sickness         uncursed potion of fruit juice, same dilution
  potion of see invisible    uncursed potion of fruit juice, same dilution
  potion of fruit juice      uncursed potion of fruit juice, same dilution
  potion of booze            uncursed potion of booze, same dilution
  other potions              uncursed potion of water
  charged ring               uncursed +0 ring
  wand of cancellation       uncursed, still charged
  other wands                uncursed, uncharged, can't wrest last charge
  Bell of Opening            uncursed Bell of Opening (0)
  Candelabrum of Invocation  uncursed, same number of candles attached
  magic lamp without djinni  uncursed, still no djinni
  charged tools              uncursed, uncharged
  containers                 uncursed, still same type, contents unchanged

Note that cancellation won't work on corpses; if it is resurrected, the
monster will still function exactly the same as if the monster had
not been cancelled when it was still alive.


Polymorphing
~~~~~~~~~~~~
You can use a wand or spell of polymorph on both monsters and objects.
The beam acts over a maximum distance of 8 to 13 squares, and cannot be
reflected.  Polymorph traps may also affect monsters, but not objects.

When a monster (including you) is hit, the monster may change into a
different species.  Magic resistance will prevent a monster from
polymorphing, unless the monster zapped itself (or yourself).  Some
monsters may also resist the attack, as well.  Objects in the monster's
or your inventory are not affected.

There are several special cases when you are polymorphed.  If you have
polymorph control, you can choose the creature you wish to be polymorphed
into.  If you are wearing dragon armor, you will become that type of
dragon (even with polymorph control) and will lose your cloak and shirt.
If you have lycanthropy, you turn into that were-creature (or vice
versa); if you are a vampire, you become a vampire bat (or vice versa).
If you have none of the above, you have a (Constitution in 20) chance of
NOT getting system shock ("You shudder for a moment", lose 1 to 30 hit
points, and abuse your constitution).  If you become a "new man/woman/elf",
then your level, hit points, energy, and statistics will be randomly
adjusted.

How long you are polymorphed depends on your experience level and the
level of the monster you became (this prevents abuse by low-level
characters).  You can always return to your natural form by losing all of
your hit points, such as by throwing objects upwards (<) and letting them
hit you.  Other monsters remain the same species indefinitely (except
true chameleons).

You can also polymorph objects.  Many people call this "polypiling",
because they painstakingly collect items, line them up into several
piles, and polymorph them all at one.  Each item may become a new item
in the same object class with roughly the same probability as random
generation.  The objects retain their blessed/cursed state, erosion,
erosionproofing, traps, and poisoning.  Wands keep their number of
charges, whereas weapons and armor keep their enchantment; this is
not a significant abuse, since any resulting items have a chance of
being charged/enchanted to that level anyways.

You will eventually lose some objects.  Items appearing in quantities of
2 or more have a (quantity in 1000) chance of merging into one object.
Items also have a probability of "shuddering": 1/3 if a wand or cursed,
1/8 if uncursed, 1/12 if blessed, and twice the chance if in quantities
greater than 4.  This will decrease the quantity of the item randomly,
and has a one in (luck + 45) chance of creating a golem from the material
of the shuddered item.

There are some limitations to polypiling.  You can't change scrolls of
mail, the invocation artifacts, or the Amulet of Yendor.  Eggs laid by
you become other types of eggs, still laid by you.  Spellbooks will
become more faded.  Crocodile corpses become low boots.  Containers lose
all of their contents; newly created containers will be locked.  There
are limits to converting stones (e.g. rocks and luckstones) into
non-stones (e.g. valuable gems); you won't get more than four.  Note
that balls and chains become (surprise!) balls and chains.  You can
never create the following objects through polypiling:
  magic lamps   wands of wishing   wands of polymorph


Acknowledgements
~~~~~~~~~~~~~~~~
Thanks to Bruce Cox <bruce@maths.usyd.edu.au> for proofreading this file.
Clarification for polypiling rocks due to Oberon <oberon@nospam.erols.com>.
Jason Parker <ph330812@student.uq.edu.au> inquired about polypiling charges.
