scrl-330.txt Update version 2 for
NetHack 3.3.0
Compiled for 3.2.2 by Kevin Hugo
Updated for 3.3.0 by Dylan O'Donnell
Converted to html by Boudewijn Waijers
| Scroll | Cost ($) | Wgt | Prob | Mrkr | Appearance |
|---|---|---|---|---|---|
| 0 | 5 | 0 | 2 | stamped | |
| identify | 20 | 5 | 180 | 14 | |
| light | 50 | 5 | 90 | 8 | |
| blank paper | 60 | 5 | 28 | 0 | unlabeled |
| enchant weapon | 60 | 5 | 80 | 16 | |
| enchant armor | 80 | 5 | 63 | 16 | |
| remove curse | 80 | 5 | 65 | 16 | |
| confuse monster | 100 | 5 | 53 | 13 | |
| destroy armor | 100 | 5 | 45 | 10 | |
| fire | 100 | 5 | 30 | 8 | |
| food detection | 100 | 5 | 25 | 8 | |
| gold detection | 100 | 5 | 33 | 8 | |
| magic mapping | 100 | 5 | 45 | 8 | |
| scare monster | 100 | 5 | 35 | 20 | |
| teleportation | 100 | 5 | 55 | 20 | |
| amnesia | 200 | 5 | 35 | 8 | |
| create monster | 200 | 5 | 45 | 10 | |
| earth | 200 | 5 | 18 | 8 | |
| taming | 200 | 5 | 15 | 20 | |
| charging | 300 | 5 | 15 | 16 | |
| genocide | 300 | 5 | 15 | 30 | |
| punishment | 300 | 5 | 15 | 10 | |
| stinking cloud | 300 | 5 | 15 | 20 |
Scrolls 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).
Scrolls comprise 16% of all randomly-generated items in the main dungeon, 18% in containers, 22% in Rogue level, and 1% in hell. Prob is the relative probability of each subtype. Scrolls appear 1/8 cursed, 3/4 uncursed, and 1/8 blessed.
Scrolls of mail exist only if this ability was compiled into your copy of the game, and if you have the "mail" option enabled. When new email arrives (or every 1999+d(3000) turns if playing on an Amiga or DOS platform), the "mail daemon" will deliver a scroll of mail. All of these scrolls are considered uncursed, and they cannot be changed into another object in any way.
Mrkr specifies the maximum number of magic marker charges needed to write a scroll of that type, or zero if it cannot be written. The actual number of charges used will be a random amount from mrkr/2 to mrkr-1. Wizards have a base 1/3 chance of writing an unknown scroll, and all other classes have a base 1/15 chance; your chance improves with your luck. You can only write scrolls on blank paper, which can be made by getting any scroll wet (except mail) or cancelling any scroll (except mail). You can select non-blank scrolls to write on, but this will abuse your wisdom and you will be told, "That scroll is not blank!"
Some types of scrolls have the same appearance when unidentified. The appearance of the remaining scrolls are are randomized from the following descriptions: ZELGO MER, JUYED AWK YACC, NR 9, XIXAXA XOXAXA XUXAXA, PRATYAVAYAH, DAIYEN FOOELS, LEP GEX VEN ZEA, PRIRUTSENIE, ELBIB YLOH, VERR YED HORRE, VENZAR BORGAVVE, THARR, YUM YUM, KERNOD WEL, ELAM EBOW, DUAM XNAHT, ANDOVA BEGARIN, KIRJE, VE FORBRYDERNE, HACKEM MUCHE, VELOX NEB, FOOBIE BLETCH, TEMOV, GARVEN DEH, READ ME.
(Adapted from the spoiler "scrolls", by Ian Burrell.)
In order to read a scroll, you must either be unblind or know the appearance of the scroll. When a scroll is read, it will be used up and disappear (except blank paper). The effects depend on the blessing of the scroll. Non-cursed means either blessed or uncursed. If you are confused while reading the scroll, "you mispronounce the magic words" and may obtain a different effect. Some scrolls have a different message for "beginners"; a character is considered a beginner until accumulating 2000 score points (1000 for Wizards).
cursed or you are not confused
You forget all of the current level.
non-cursed and confused
You forget 6/7 of the current level.
In addition, if uncursed or cursed you forget any number of spells.
In every case, you have a 1/3 chance of forgetting up to 25% of all known level maps and a
separate 1/3 chance of forgetting up to 25% of object identities. You forget all traps on
your current level, forget whether you are punished, and abuse your wisdom.
"Your mind releases itself from mundane concerns." (hallucinating)
"As your mind turns inward on itself, you forget everything else." (your
characterer's name is Maud)
"Who was that Maud person anyway?" (otherwise, 50%)
"Thinking of Maud you forget everything else." (otherwise, 50%)
You identify the scroll; it will not be used up.
"This scroll seems to be blank." (unblind)
"You don't remember there being any magic words on this scroll." (blind)
You identify the scroll and select an item.
"This is a charging scroll."
If the item can't be charged,
"You have a feeling of loss."
Otherwise, the item is charged by a larger amount.
"Your <ring> spins clockwise for a moment."
"Your <item> glows blue for a moment." (unblind)
"Your <item> vibrates for a moment." (blind)
You identify the scroll and select an item.
"This is a charging scroll."
If the item can't be charged,
"You have a feeling of loss."
Otherwise, the item is charged by a smaller amount.
"Your <ring> spins clockwise for a moment."
"Your <tool> glows white for a moment." (unblind)
"Your <wand of wishing> glows blue for a moment." (unblind)
"Your <item> glows briefly." (unblind)
"Your <item> vibrates briefly." (blind)
You identify the scroll and select an item.
"This is a charging scroll."
If the item is blessed or has no charges,
"Nothing happens."
If it is a ring, it loses 1 to 2 enchantments.
"Your <ring> spins counterclockwise for a moment."
Otherwise, it gets zero charges.
"Your <item> vibrates briefly."
If your energy is at maximum, you gain 5d4 maximum energy. Your energy is increased to
maximum.
"You feel charged up!"
Previously-recharged wands have a chance of exploding if made a target of an unconfused
scroll; wands of wishing will always explode, others have a chance depending on the number
of times (x) recharged: (x^3)/(7^3).
| Prev rchg | explode | cumulative |
| 0 | 0.00% | 0.00% |
| 1 | 0.29% | 0.29% |
| 2 | 2.33% | 2.62% |
| 3 | 7.87% | 10.28% |
| 4 | 18.66% | 27.02% |
| 5 | 36.44% | 53.62% |
| 6 | 62.97% | 82.83% |
| 7 | 100% | 100% |
You will confuse the next 2 to 9 (more) monsters you hit.
"Your hands glow a brilliant red." (unblind)
"Your hands glow an even more brilliant red." (unblind, more)
"Your hands tingle very sharply." (blind)
"Your hands tingle even more sharply." (blind, more)
You will confuse the next (one more) monster you hit.
"Your hands begin to glow red." (unblind)
"Your hands begin to glow red even more." (unblind, more)
"Your hands begin to tingle." (blind)
"Your hands begin to tingle even more." (blind, more)
You are confused for 1 to 100 (more) turns.
"You feel confused."
You are no longer confused.
"A faint glow surrounds your head." (unblind)
"A faint buzz surrounds your head." (blind)
You are confused for 1 to 100 (more) turns.
"Your hands begin to glow purple." (unblind)
"Your hands begin to tingle." (blind)
Creates one monster beside you.
Creates one (72/73 chance) or 2 to 5 (1/73 chance) monsters around you.
Creates 13 (72/73 chance) or 14 to 17 (1/73 chance) monsters around you.
Creates 13 (72/73 chance) or 14 to 17 (1/73 chance) acid blobs around you.
No messages. The scroll is identified if the new monsters are seen.
Abuses your strength and constitution.
"You have a strange feeling for a moment, then it passes." (beginner not
hallucinating)
"You have a normal feeling for a moment, then it passes." (beginner
hallucinating)
"Your bones itch." (confused)
"Your skin itches." (not confused)
Destroys one random worn piece of armor.
"Your cloak crumbles and turns to dust!"
"Your armor turns to dust and falls to the <floor>!"
"Your shirt crumbles into tiny threads and falls apart!"
"Your helmet turns to dust and is blown away!"
"Your gloves vanish!"
"Your boots disintegrate!"
"Your shield crumbles away!"
Selects one random worn piece of armor. If the armor is not cursed, then same effect as
an uncursed scroll. Otherwise, you are stunned for 10 to 19 (more) turns and your armor
loses one enchantment if it is -6 or greater.
"Your <armor> vibrates."
Removes rust/fireproofing from one random worn piece of armor.
"Your <armor> glows purple for a moment." (unblind)
"Your <armor> vibrates for a moment." (blind)
Makes one random worn armor rustproof/fireproof.
"Your <armor> glows purple for a moment." (unblind)
"Your <armor> vibrates for a moment." (blind)
Does not repair damage.
Creates a boulder on each open square around you.
"The ceiling rumbles around you!"
Creates a boulder on the same square as you and on each open square
around you.
"The ceiling rumbles above you!"
Creates a boulder on the same square as you.
"The ceiling rumbles above you!"
Creates 2-6 rocks on each open square around you.
"The ceiling rumbles around you!"
Creates 2-6 rocks on the same square as you and each open square around you.
"The ceiling rumbles above you!"
Creates 2-6 rocks on the same square as you.
"The ceiling rumbles above you!"
No effect on the Rogue level or in the endgame outside the Plane of Earth. Boulders do d20 damage, rocks d3 each; damage is capped at 2 if the monster/player underneath is wearing a metal helmet. Only solid, non-amorphous, non-phasing creatures are damaged.
Exercises (abuses if cursed) strength and constitution.
"You have a strange feeling for a moment, then it passes." (beginner not
hallucinating)
"You have a normal feeling for a moment, then it passes." (beginner
hallucinating)
"Your skin glows then fades." (unblind)
"Your skin feels warm for a moment." (blind)
One random worn armor is selected. If enchantment already above +3 (+5 for elven armor
or a wizard's cornuthaum), there is a 1 in (current enchantment) chance that it won't
be vaporized. If it is vaporized:
"Your <armor> violently glows silver for a while, then evaporates."
Dragon scales become dragon scale mail, gain one enchantment, and are blessed.
"Your <scales> merges and hardens!"
Other armor can gain several enchantments:
| Current enchantment | -3 to -1 | 0 to 2 | 3 to 5 | 6 to 8 | 9 or more |
|---|---|---|---|---|---|
| Additional possible | 1 to 4 | 1 to 3 | 1 or 2 | 1 | none or 1 |
"Your <armor> glows silver for a moment." (+1)
"Your <armor> glows silver for a while." (more than +1)
"Your <armor> violently glows silver for a moment." (+0)
The armor is blessed.
If your armor is enchanted beyond the safe limit, it may vibrate:
"Your <armor> suddenly vibrates unexpectedly." (unblind)
"Your <armor> suddenly vibrates again." (blind)
Note: If you were blind, then "glows silver" is replaced by
"vibrates".
One random worn armor is selected. If enchantment already above +3 (+5 for elven armor
or a wizard's cornuthaum), there is a 1 in (current enchantment) that it won't be
vaporized. If it is vaporized:
"Your <armor> violently glows silver for a while, then evaporates."
Dragon scales become dragon scale mail.
"Your <scales> merges and hardens!"
Other armor gains +1 enchantment (only a chance if already +9 or more).
"Your <armor> glows silver for a moment." (+1)
"Your <armor> violently glows silver for a moment." (+0)
If your armor is enchanted beyond the safe limit, it may vibrate:
"Your <armor> suddenly vibrates unexpectedly." (unblind)
"Your <armor> suddenly vibrates again." (blind)
Note: If you were blind, then "glows silver" is replaced by
"vibrates".
One random worn armor is selected. If enchantment already below -3 (-5 for elven armor
or a wizard's cornuthaum), there is a 1 in (current absolute enchantment) that it won't
be vaporized. If it is vaporized:
"Your <armor> violently glows black for a while, then evaporates."
Otherwise armor loses one enchantment and is cursed.
"Your <armor> glows black for a moment." (unblind)
"Your <armor> vibrates for a moment." (blind)
Makes one random worn armor rustproof/fireproof.
"Your <armor> is covered by a shimmering golden shield/layer!" (unblind)
"Your <armor> feels warm for a moment." (blind)
If that armor had damage, it is repaired.
"Your <armor> looks good as new!" (unblind)
"Your <armor> feels good as new!" (blind)
Removes rust/fireproofing from one random worn piece of armor.
"Your <armor> is covered by a mottled black glow!" (unblind)
"Your <armor> feels warm for a moment." (blind)
If the armor's enchantment was affected, then you identify the scroll as well.
Exercises (abuses if cursed) dexterity.
"You have a strange feeling for a moment, then it passes." (beginner not
hallucinating)
"You have a normal feeling for a moment, then it passes." (beginner
hallucinating)
"Your <hands> twitch." (noncursed)
"Your <hands> itch." (cursed)
If your weapon was cursed, it is made uncursed.
If your weapon is a worm tooth, it becomes an unfixed crysknife.
"Your weapon seems sharper now."
Otherwise, weapons currently enchanted above +5 have a 2/3 chance of being destroyed.
"Your <weapon> violently glows blue for a while and then evaporates."
(unblind)
"Your <weapon> evaporates." (blind)
Other weapons can gain several enchantments:
| Current enchantment | -3 to -1 | 0 to 2 | 3 to 5 | 6 to 8 | 9 or more |
|---|---|---|---|---|---|
| Additional possible | 1 to 4 | 1 to 3 | 1 or 2 | 1 | none or 1 |
"Your <weapon> glows blue for a moment." (+1 unblind)
"Your <weapon> glows blue for a while." (more than +1 unblind)
"Your <weapon> violently glows blue for a while." (+0 unblind)
Magicbane warns you if it is enchanted to +0 or above.
"Your right <hand> itches!" (now +0 or +1)
"Your right <hand> flinches!" (now +2 or more)
Elven weapons, artifacts, and sometimes other weapons vibrate when they are enchanted
above +5.
"Your <weapon> suddenly vibrates unexpectedly."
If your weapon was cursed, it is made uncursed.
If your weapon is a worm tooth, it becomes an unfixed crysknife.
"Your weapon seems sharper now."
Otherwise, weapons currently enchanted above +5 have a 2/3 chance of being destroyed.
"Your <weapon> violently glows blue for a while and then evaporates."
(unblind)
"Your <weapon> evaporates." (blind)
Other weapons gain +1 enchantment (only a chance if already +9 or more).
"Your <weapon> glows blue for a moment." (+1 unblind)
"Your <weapon> violently glows blue for a while." (+0 unblind)
Magicbane warns you if it is enchanted to +0 or above.
"Your right <hand> itches!" (now +0 or +1)
"Your right <hand> flinches!" (now +2 or more)
Elven weapons, artifacts, and sometimes other weapons vibrate when they are enchanted
above +5.
"Your <weapon> suddenly vibrates unexpectedly."
If your weapon is a crysknife, it becomes a worm tooth.
"Your weapon seems duller now."
Artifacts (except Sting and Orcrist) will resist.
"Your <weapon> faintly glows black." (unblind)
Otherwise, weapons currently enchanted below -5 have a 2/3 chance of being destroyed.
"Your <weapon> violently glows blue for a while and then evaporates."
(unblind)
"Your <weapon> evaporates." (blind)
Other weapons lose one enchantment.
"Your <weapon> glows black for a moment." (unblind)
Elven weapons, artifacts, and sometimes other weapons vibrate if they are still enchanted
above +5.
"Your <weapon> suddenly vibrates unexpectedly."
Rustproofs/fireproofs your weapon. If it is a crysknife, it becomes fixed.
"Your <weapon> is covered by a shimmering golden shield!" (unblind)
"Your weapon feels warm for a moment." (blind)
If it had damage, it is repaired.
"Your <weapon> looks good as new!" (unblind)
"Your <weapon> feels good as new!" (blind)
Removes rust/fireproofing from your weapon.
"Your <weapon> is covered by a mottled purple glow!" (unblind)
"Your weapon feels warm for a moment." (blind)
Note: The grammar of the above messages is changed if more than one item is wielded.
You always identify the scroll.
An explosion of fire occurs, causing 3 to 5 hit points of damage to you and surrounding
monsters if not fire resistant. Armor, scrolls, and spellbooks may burn; potions may
explode; slime is burnt away.
"The water around you vaporizes violently!" (under water)
"The scroll erupts in a tower of flame!" (otherwise)
An explosion of fire occurs. causing 2 to 3 hit points of damage to you and surrounding
monsters if not fire resistant. Armor, scrolls, and spellbooks may burn; potions may
explode; slime is burnt away.
"The water around you vaporizes violently!" (under water)
"The scroll erupts in a tower of flame!" (otherwise)
An explosion of fire occurs. causing 1 to 2 hit points of damage to you and surrounding
monsters if not fire resistant. Armor, scrolls, and spellbooks may burn; potions may
explode; slime is burnt away.
"The water around you vaporizes violently!" (under water)
"The scroll erupts in a tower of flame!" (otherwise)
If fire-resistant,
"Oh, look, what a pretty fire in your <hands>." (unblind)
"You feel a pleasant warmth in your <hands>." (blind)
Otherwise, you lose 1 hit point.
"The scroll catches fire and you burn your <hands>."
If no food on that level,
"You sense a lack of food nearby." (saw some before)
"You have a strange feeling for a moment, then it passes." (beginner not
hallucinating)
"You have a normal feeling for a moment, then it passes." (beginner
hallucinating)
"Your nose twitches." (otherwise)
Otherwise, you detect comestibles on that level.
"You smell food nearby." (if just on your square)
"Your nose tingles and you smell food." (if elsewhere)
If no potions on that level,
"You sense a lack of food nearby." (saw some before)
"You have a strange feeling for a moment, then it passes." (beginner not
hallucinating)
"You have a normal feeling for a moment, then it passes." (beginner
hallucinating)
"Your nose twitches." (otherwise)
Otherwise, you detect potions on that level.
"You smell food nearby." (if just on your square)
"Your nose tingles and you smell food." (if elsewhere)
If no potions on that level,
"You sense a lack of something nearby." (saw some before)
"You have a strange feeling for a moment, then it passes." (beginner not
hallucinating)
"You have a normal feeling for a moment, then it passes." (beginner
hallucinating)
"Your nose twitches." (otherwise)
Otherwise, you detect potions on that level.
"You smell something nearby." (if just on your square)
"Your nose tingles and you smell something." (if elsewhere)
Always identified.
"You have found a scroll of genocide!"
You can genocide an entire class of monsters (all species with the same symbol).
"What class of monsters do you wish to genocide?"
"Wiped out all <monster>."
Note: Not all species can be genocided.
You can genocide one species.
"What monster do you want to genocide? [type the name]"
"Wiped out all <monster>."
If hallucinating, "Wiped out all <your role>" but you are unharmed.
Note: Not all species can be genocided.
You are surrounded by 4 to 6 monsters of one species, if they are not already genocided
or extinct (more than 9 Nazgul, 3 erinyes, or 120 other killed). The monsters will carry
nothing.
"What monster do you want to genocide? [type the name]"
"Sent in some <monster>."
You genocide your own role.
"Wiped out all <role>."
"You feel dead inside." (while polymorphed)
You are surrounded by 4 to 6 monsters of your own role. The monsters will carry
nothing.
"Sent in some <role>."
If no gold on that level,
"You have a strange feeling for a moment, then it passes." (beginner not
hallucinating)
"You have a normal feeling for a moment, then it passes." (beginner
hallucinating)
"You feel materially poor." (otherwise)
Otherwise, you detect gold on that level.
"You notice some gold between your <feet>." (if just on your square)
"You feel very greedy, and sense gold!" (if elsewhere)
If no traps on that level,
"You have a strange feeling for a moment, then it passes." (beginner not
hallucinating)
"You have a normal feeling for a moment, then it passes." (beginner
hallucinating)
"Your <toes> stop itching." (otherwise)
Otherwise, you detect traps (spaces with the ^ symbol) on that level. If the scroll is
cursed, the traps are shown as gold ($ symbol); if you are hallucinating, they will appear
as random objects; otherwise, they appear as known traps. The vibrating square is not
shown.
"Your <toes> itch." (if just on your square)
"You feel very greedy" (cursed)
"You feel entrapped." (otherwise)
You can identify items from your inventory:
| # items | 1 | 2 | 3 | 4 | all |
|---|---|---|---|---|---|
| chance | 1/5 | 1/5 | 1/5 | 1/5 | 1/5 |
If your luck is positive, then 1 item becomes 2 items.
"This is an identify scroll."
You can identify items from your inventory:
| # items | 1 | 2 | 3 | 4 | all |
|---|---|---|---|---|---|
| chance | 21/25 | 1/25 | 1/25 | 1/25 | 1/25 |
"This is an identify scroll."
You can identify one item from your inventory.
"This is an identify scroll."
You merely identify the scroll.
"You identify this as an identify scroll."
No area is actually lit or darkened.
"It seems even darker in here than before." (cursed or confused)
"<monster>'s stomach is lit. " (animal)
"<monster> shines briefly." (whirly monster)
"<monster> glistens." (other swallowed)
An area of radius 9 is lit.
"A lit field surrounds you!"
An area of radius 5 is lit.
"A lit field surrounds you!"
An area of radius 5 (9 if blessed) is darkened.
Light sources in your inventory are snuffed out.
"You are surrounded by darkness!"
If unblind, you identify the scroll.
If the Rogue level, rooms are lit/darkened instead of areas.
You become confused for 1 to 30 (more) turns.
"Your mind is filled with crazy lines!"
"Wow! Modern art." (hallucinating)
"Your head spins in bewilderment." (not hallucinating)
You map the entire level.
"A map coalesces in your mind!"
Blessed scrolls also reveal secret doors.
You map 1/7 of the squares of the level.
"A map coalesces in your mind!"
"Unfortunately, you can't grasp the details." (cursed but not confused)
Note: You must have the MAIL option compiled into your program and the 'mail' option
enabled.
If found in a bones pile:
"This seems to be junk mail addressed to the finder of the Eye of Larn."
On a system capable of checking new mail, is only generated when mail is received: you
read your new mail with the program specified in the MAILREADER environment variable.
On an Amiga or DOS platform, is generated every 1999+d(3000) turns (the first time, after
99+d(2000) turns. The message is randomly chosen:
"It reads: "Please disregard previous letter.""
"It reads: "Welcome to NetHack.""
"It reads: "Report bugs to <devteam@nethack.org>.""
"It reads: "Only Amiga makes it possible."" (Amiga)
"It reads: "CATS have all the answers."" (Amiga)
"Unfortunately you cannot see what it says." (blind)
The scroll cannot be converted to another type by any means.
No effect.
"You feel guilty."
"You are being punished for your misbehavior!"
If you were already being punished, the ball's weight increases by 160. Else if
polymorphed into an amorphous, swirly, or nonsolid creature, a heavy iron ball drops to
the floor.
"A ball and chain appears, then falls away."
Otherwise, you are chained to a heavy iron ball and chain.
"You are being punished for your misbehavior!"
If you were already being punished, the ball's weight increases by 320. Else if
polymorphed into an amorphous, swirly, or nonsolid creature, a heavy iron ball drops to
the floor.
"A ball and chain appears, then falls away."
Otherwise, you are chained to a heavy iron ball and chain.
All cursed items in your main inventory become uncursed. Removes a ball and chain
(punishment).
"You feel like someone is helping you." (not hallucinating)
"You feel in touch with the Universal Oneness." (hallucinating)
All cursed worn or wielded items (weapons, armor, amulets, rings, and eyewear) and
loadstones are uncursed. Removes a ball and chain (punishment).
"You feel like someone is helping you." (not hallucinating)
"You feel in touch with the Universal Oneness." (hallucinating)
Removes a ball and chain (punishment).
"The scroll disintegrates."
"You feel like someone is helping you." (not hallucinating)
"You feel in touch with the Universal Oneness." (hallucinating)
"The scroll disintegrates."
All UNCURSED items have a 25% chance of being blessed and a 25% chance of being cursed.
You are not unpunished.
"You feel like you need some help." (not hallucinating)
"You feel the power of the Force against you!" (hallucinating)
All UNCURSED worn or wielded items (weapons, armor, amulets, rings, and eyewear) and
loadstones have a 25% chance of being blessed and a 25% chance of being cursed. You are
NOT unpunished.
"You feel like you need some help." (not hallucinating)
"You feel the power of the Force against you!" (hallucinating)
No effect.
"The scroll disintegrates."
"You feel like you need some help." (not hallucinating)
"You feel the power of the Force against you!" (hallucinating)
Most monsters will become frightened when adjacent to the square, just like engraving Elbereth. Shopkeepers, guards, other humans and elves, demon princes and lords, minotaurs, blind or peaceful creatures, the Wizard, and the endgame Riders are unaffected.
If blessed, becomes uncursed. Otherwise, if cursed or dropped before, the scroll(s)
disintegrate.
"The scroll turns to dust as you pick it up." (one)
"The scrolls turn to dust as you pick them up." (several)
You will cause monsters within your visual range to flee. Some monsters can resist the
effect.
"You hear maniacal laughter close by." (something was affected)
"You hear maniacal laughter in the distance." (no creature affected)
You will wake up, unparalyze, and unscare monsters within your visual range.
"You hear sad wailing close by." (something was affected)
"You hear sad wailing in the distance." (no creature affected)
Creates a gas cloud with radius 3 around a centre square you specify.
This square must be visible to you and within the following range:
.....
.......
.........
...........
...........
.....@.....
...........
...........
.........
.......
.....
or there will be no effect. The cloud dissipates in 6+d3 turns; any
living, breathing, non-poison-resistant creature within it takes d10+5
damage before the last two turns of the cloud's life, after which d5+5.
Tames monsters within a one square radius. Also calms shopkeepers.
Some monsters can resist.
No messages.
Angers monsters within a one square radius.
"<Monster> gets angry!"
Tames monsters within a five square radius. Also calms shopkeepers.
Some monsters can resist.
No messages.
Angers monsters within a five square radius.
"<Monster> gets angry!"
If you don't have teleport control, you can choose whether to teleport.
"Do you wish to teleport?"
You teleport within the same level. If you have teleport control, you can choose where
(with limits).
You will identify the scroll.
You teleport within the same level. If you have teleport control, you can choose where
(with limits).
You identify the scroll if you have teleport control, don't see your old position, or are
radius 4 or more from your old position.
If you are not carrying the Amulet of Yendor, you teleport to another level. If you have teleport control, you can choose which level (with limits).
Thanks to Bruce Cox for proofreading the
original version of this file.
Irina Rempt corrected several things.
Luck correction by Pat Rankin.
Last changed: March 22, 2000
Nethack spoilers: scrolls / Boudewijn Waijers / kroisos@win.tue.nl