nethack spoiler site http://www.nethack.de/ Maintainer: Sascha Wostmann (sascha@nethack.de) ----------------------------------------------------------------- damages by wands, spells, breaths and special attacks by Kevin Hugo I've summarized damages by wands, spells, breaths, and special attacks by both players and monsters below. This table does not include zapping yourself, zapping down, traps, or beam effects on objects. Monsters who are cold resistant but not fire resistant get an extra 7 HP damage by fire beams. Monsters who are fire resistant but not cold reisistant get d9 damage instead of d6 damage by cold beams. Death has his maximum hitpoints increased by 50% and is fully healed when hit by a death or disintegration beam. The chance of a beam hitting a monster depends on the monster's armor class. Some artifacts can half physical or spell damage. Type: Describes the type of attack. May have different names between wands, spells, and breaths. Wand: The damage caused by a player or monster zapping a wand. Physical damage. Spell: The damage caused by a player or monster casting a spell. Spell damage depends on L = (caster's experience level)/2 + 1. EXCEPTION: If a monster casts a spell from a distance, the spell has the damage of a wand beam. Spell damage. Breath: The damage caused by player or monster breath. Physical damage. Attack: Special monster attacks (e.g., cold attack from a blue jelly). Physical damage. Misc: Ways a monster can resist a beamed attack and other notes. XdY: Damage is equal to X number of dice, each of which can range from 1 to Y. *: Number or size of dice are determined by the monster's class. (): Healing instead of damage. Type Wand Spell Breath Attack Misc --------------- ------------------------------- ---------------------------- Death Death Death -- Death Magic resist, demon, or dead Disintegration -- -- Death -- Disintegration resist Magic missle 2d6 Ld6 *d6 -- Magic resist Fire 6d6 Ld6 *d6 *d* Fire resist Cold 6d6 Ld6 *d6 *d* Cold resist Sleep 0 0 0 *d* Sleep resist Lightning 6d6 Ld6 *d6 *d* Shock resist Poison 6d6 Ld6 *d6 *d* Poison resist Acid 6d6 Ld6 *d6 *d* Acid resist Striking/F Bolt 2d12 2d12 -- -- Magic resist Slow monster 0 0 -- *d* Speed monster 0 0 -- -- Turn undead 1d8 1d8 -- -- Undead only Polymorph 0 0 -- -- Magic resist Cancellation 0 0 -- -- Teleport (away) 0 0 -- *d* Temple priests resist Make invisible 0 -- -- -- Nothing 0 -- -- -- Probing 0 -- -- -- Opening/Knock 0 0 -- -- Gets you expelled Healing -- (4d6) -- (1d7) Extra healing -- (8d6) -- -- (Wizard) Lock 0 0 -- -- Light 0 0 -- -- Dig 0 0 -- --