User:Klepto

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About

Hi! I like dnh and binders. Here's where you can find me: u/Haunting_Concept_670 on reddit and klepto on hardfought. You can also just e-mail me.

Tables

Here's a rough table-ification of all the info on the Spirits page. First, a gargantuan general table with everything summarized and explained (v2). Then, damage calculations for XL.1 & 30. (WIP) Other things I'm considering if these first three turn out well is making a table just for immunities, marks and binding requirements but for now this will have to do.

Any help with corrections is greatly appreciated!


Level range Rank Title Die size
1-2 Exile 1
3-5 Heretic d2
6–9 Cultist d3
10–13 Binder d4
14–17 Akousmatikoi d5
18–21 Mathematikoi d6
22–25 Doctor d7
26–29 Unbinder d8
30 Gnostikos d9
This is just everything that's on the spirits page crammed into a table.
Spirit Binding ritual Taboo Mark Immunity Skill Active power Passive powers
Ahazu Binding Ritual Ahazu's seal must be drawn in a square containing a pit trap. Taboo You must not become weak with hunger while bound to Ahazu. Mark There is a starry void in the back of your throat. This mark won't be detected from a distance, and can be hidden by wearing a mask or R'lyehian faceplate. Immunity You are immune to engulfing attacks. Skill Flails, including iron balls. Hitting with an iron ball will train flail skill as it does for Convicts. Active Powers *Abduction: Attempt to remove single adjacent monster from the game. You must have injured the monster with a melee attack or a thrown or fired projectile. The monster is not killed, so this will not count as it being slain for any purposes, it merely vanishes. You do not receive any experience, the monster is not counted as killed for quest or other purposes (including the Temple of Chaos artifacts), and there is no way to bring it back. All of their inventory vanishes with them, except unique items or indestructible artifacts - which only includes alignment keys, the Annulus, the Silver Key & the Pen of the Void. Your prayer timeout or god's anger is decreased as though you had sacrificed the victim, and you gain any beneficial effects that you would have gained from eating their corpse, while avoiding any harmful effects. You do not gain any nutrition from abducted creatures. Passive Powers *Engulf: Creatures you attack in melee will be abducted at 10% hp or less. This is meant to be as much a hindrance as a help.*Shadow Well: Creatures you attack in melee have a 20% chance of losing their next move. *Swallow: You can eat any meal in 1 turn. You still suffer any negative effects of the food (acidic, poisonous, etc.) unlike abduction.*Hunger: You lose nutrition at an increased rate (1 extra point per 10 turns).
Amon Binding Ritual Amon can be contacted from anywhere; however, if there is an altar on the level the contract is immediately broken, draining a level and setting the spirit timeout. Taboo You must not pray or donate to priests. The full atheist conduct is not required, other actions such as altar-testing are allowed. 'Mark You grow a large pair of horns. The horns can easily be seen from a distance, but will merge with any metal helm to become disguised. Immunity You are immune to cold damage. Skill Amon grants skill in clerical spellcasting. Active Powers *Fire Breath: Breathe a ray of fire, much like a red dragon. The ray deals 5 dice of fire damage to all creatures it hits, but requires to-hit rolls. Passive Powers *Horns: Your horns grant you an extra melee attack, a headbutt dealing 1d9 physical damage. *See in Darkness: You can see perfectly in darkness (Reversed for drows who can see perfect in light instead).
Andrealphus Binding Ritual Andrealphus exists in corners. His seal must be drawn in the corner of a room, and you must #chat to the seal such that the corner is across from you. Taboo You must not dig through walls. It is permissible to dig through rough stone. MarkYour shadow takes on the semblance of depth. From a distance, the strangeness of your shadow can't be seen, and it can be hidden by standing in a dark square. Immunity You gain teleport control. Skill Andrealphus grants skill in escape spells. Active Powers *Transdimensional Ray: Fire an invisible beam that passes through walls, teleports struck monsters, and deals 1d5 dice of damage to them. *Teleport: Hungerless teleport. Passive Powers *Angle-fighter: When you stand in a corner, you get a (lvl/2)+1 bonus to AC. *Strange angles: You can always fit through narrow openings, regardless of your current carried weight.
Andromalius Binding Ritual Andromalius's seal must contain any two of the following: a sack, a silver key, a golden ring, a coin, a dagger, an apple, a scroll, a tin whistle, a mirror, an egg (any kind), a potion, a dead cave spider, a dead member of your own race, a dead elf/dwarf/gnome/orc/hobbit/human/or primate, a spellbook, a bell, a set of lockpicks, a live sewer rat. The chosen objects are removed from the game. In their place, Andromalius gives you a third item drawn from the list. You may receive a tame sewer rat as your third item. Taboo You must not make use of any item that was stolen from a shopkeeper, nor directly steal from a shop. Warning: the binder's starting food and weapons are stolen, so (for example) eating the starting food will immediately unbind Andromalius. Mark Your facial features take on the rigidity of a bad disguise. Your odd face will not be noticed from a distance. You can also wear a mask or stay out of the light to disguise it. Immunity You are immune to theft. This applies to both item and gold stealing theft attacks. This does apply to seduction theft attacks from nymphs and similar, but not standard seduction attacks from foocubi and similar. Skill Andromalius grants skill in daggers. Active Powers *Jester's Mirth: Immobilize a single adjacent monster with laughter. If they pass a monster MR check, it will freeze them for 1 turn. Otherwise, freezes them for turns equal to a single binder die roll. They will be vulnerable to sneak attacks while immobilized. *Thief's Instincts: Detect hidden doors and traps. Passive Powers
  • Detect Thieves: You gain warning against all monsters with a theft attack. Which may be less useful than it sounds, given that they can't steal from you. *Sneak attack: You may make sneak attacks like a Rogue. *Know Stolen: Any stolen items in your inventory are known to be stolen.
Astaroth Binding Ritual An eroded item (rusty, corroded, rotted, or burnt) item must be placed in the seal. The item is repaired as part of the ritual. Negative enchantment is also fixed, but a negatively enchanted item is not sufficient for the ritual to proceed, the item must also be eroded. Astaroth's ritual is different when binding him into the Pen of the Void. In the Pen's ritual, the Pen itself must be rusty or corroded. Taboo You must not deliberately break inventory items. Breaking non-inventory items such as doors and iron bars is permissible. Fired ammunition mulching counts as deliberately broken. Mark You weep tears of black oil. Your tears can be easily seen from a distance, so you must wear a blindfold, towel, or a mask to keep them hidden. Immunity While Astaroth is bound to you: *You have shock resistance. *You are breathless. Skill Astaroth grants skill in crossbows and shuriken. Active Powers *Astaroth's Assembly: Projects an invisible beam up to 5 spaces in the chosen direction. A electrical explosion centers on the first target struck. This explosion looses 1 die of damage per square traveled, causing a maximum of 5 dice of damage when centered in an adjacent square, and a minimum of 1 die of damage when centered in a square 5 spaces away. You gain 1 point of protection as per the spell for each square that the beam travels without exploding, to a maximum of 5 points. 1 point of this protection wears off every 5 turns. *Astaroth's Shards: Fires a barrage of shuriken along random ranks. The barrage consists of shuriken equal to your die size + your level/10 + 1. You take damage equal to your die size. The barrage may be concentrated by activating it while standing in a corridor or other narrow space. Passive Powers *Rusting: You take 1 damage per turn from being underwater.
Balam Binding Ritual Balam's seal must be drawn on an icy square. You must wield a weapon when addressing Balam. Taboo You must not sacrifice intelligent creatures. Mark Freezing water leaks from deep wounds in your wrists, ankles, and neck. Balam's mark can be seen at a distance, and is harder to disguise up close. A cloak or torso armor is sufficient at a distance, but up close you will also require gloves and boots to disguise it. Immunity You gain half spell damage. Skill Balam grants skill in whips. Active Powers *Icy Glare: Deals 5 dice of ice damage to the first target in the indicated direction, and half damage to all targets in a ~90 degree wedge centered on the chosen direction. Blinds you for 5 turns. Also freezes water in the wedge. This power's range is 1 square/2 levels. *Balam's Anointing: Makes a touch attack (requiring a to-hit roll) against a single adjacent creature. Target takes 5 dice of cold damage. A target with a head and without thick skin may be killed outright (10% chance). A target with a head, eyes, and thick skin instead takes double damage and is blinded. Otherwise, this power has no extra effect. Passive Powers *Balam's Martyrdom: When you have DR above 10, you roll twice for DR when hit.
Berith Binding Ritual Berith requires that his seal be drawn around a set of riding gloves, riding boots, a saddle, a saber, a longsword, a bow, or a lance. Alternatively, the binder must wear a blessed silver ring on their left hand while chatting to the seal. Taboo You must not kill a pet or former pet. Mark You appear drenched in blood, as does your mount (if any). The blood can be easily seen from a distance. If you wear torso armor, gloves, boots, and a helm the red color will take the form of enamel, rather than blood. You must dismount from your steed, however. Immunity Your mount (if any) benefits from some of your resistances. Resistances to fire, cold, shock, poison, acid, sleep, disintegration, stoning, drain, magic, death (ala Ose), and sickness are carried over. Notably, reflection is not. Skill Berith grants skill in lances, sabers, and riding. He also increases your BAB to full (i.e. +1 to-hit per level), and makes you regenerate health twice as fast as normal. Active Powers *Blood Mercenary: Fires an invisible beam dealing 5 dice of damage in a chosen direction. Damage is non-elemental, but must be financed by your visible gold; i.e., you lose gold equal to the total damage dealt by this attack. *Sow Discord: Monsters on the level attack each other for 5 turns + your die size. Passive Powers *Blood-price: Monsters may drop gold instead of corpses.
Buer Binding RitualThere are no restrictions or requirements to bind Buer. Taboo You must not use death magic (wands of death and finger of death) Mark Your legs bifurcate into four cloven hooved feet. Your strange feet can be seen from a distance, but they can be hidden by wearing boots. Immunity You gain extra health regeneration, approximately 6 * spirit die size hp per 90 turns. This is affected by a lit Atma Weapon as normal. Skill Buer grants skill in healing spells and martial arts. Binding Buer once will permanently teach you martial arts. Active Powers *Gift of Healing: Heal single adjacent target of 5 dice of damage. May also be used to heal yourself. Is perhaps best used to keep your pets alive, as monster healing is MUCH slower than PC healing (1 hp per 20 turns). *Gift of Health: Clear most status ailments from single target. On yourself, cures sickness, blindness (including cream), hallucination, vomiting, confusion, stun, and wounded legs, in addition to restoring abilities as a blessed potion. Passive Powers *Keen Nose: You gain food appraisal.
Chupoclops Binding Ritual Chupoclops requires that her seal be drawn around a corpse of your race, or a grave. Taboo You must not engrave wards. Mark You grow a pair of chelicerae in your mouth. The chelicerae can't be seen from a distance, and may by hidden up close by wearing a mask to hide your mouth. Immunity You are immune to sleep and being trapped in a web. Skill Chupoclops grants skill in knives. Active Powers *Throw Webbing: Throw a ball of webbing in a chosen direction. Passive Powers *Poisonous Bite: You gain a 2d4 poisonous bite attack. *Grave Eater: You can eat tainted corpses safely. *Aura of Despair: Monsters move somewhat slower near you. If a monster is within 5 squares, they lose (your level)/10+1 movement points. *Ethereal Strike: When attacking, your hits ignore armor and can always hit intangible foes (shades, sharab kamerel, etc.)
Dantalion Binding Ritual Dantalion's seal must be drawn around a throne. Taboo You must not destroy thrones (including by having them "disappear in a puff of logic" after sitting on them). Mark You grow extra faces on your chest. The faces can be seen from a distance, so you must wear a shirt, torso armor, or a cloak. Crystal plate mail is transparent and does not help. Immunity As long as your extra faces are uncovered, you are immune to blindness. Skill Dantalion grants skill in two-handed swords, broadswords, and scimitars. Active Powers *Thought Travel: Teleport to chosen creature you can currently sense telepathically. Works like covetous warping, e.g. warps next to chosen creature, bypassing noteleport levels. This power is blocked on the Astral Plane, and also cannot be used to get in or out of the Wizard's Tower directly. *Dread of Dantalion: Cause all monsters in line-of-sight to flee from you. Passive Powers *Read Thoughts: Gain a to-hit bonus against creatures you can sense telepathically. *Telepathy: You benefit from extrinsic telepathy (similar to a helm of telepathy). *Perfect Strikes: You add your Intelligence bonus to attacks made, along with any Strength or Dexterity bonus. This bonus applies to all attacks, even ones that wouldn't normally get attribute-based bonus damage.
Echidna Binding Ritual Echidna can only be contacted in the Gnomish Mines. Taboo You must not throw or eat eggs. Mark Your legs become serpents' tails. Your odd legs can be seen from a distance, so you must wear boots and a cloak or torso armor to disguise them. Immunity You are immune to acid. In addition, you gain the thick-skinned attribute. Skill Echidna grants skill with unicorn horns. Active Powers *Echidna's Venom: Spit acid in the chosen direction. The glob of acid deals 5 dice of damage to the struck target, and requires a to-hit roll. *Lullaby: Attempt to tame chosen adjacent monster. Monsters must not be mindless and must be an animal or monstrous (snake-like or have no hands). Passive Powers *Squamous: Your AC and DR are granted bonuses based on your Constitution. *Acid Blood: Monsters that attack you in melee take 1 dice of acid damage. *Mother of Monsters: Pets follow you more closely. *Monstrous Claws: Doubles the size of unarmed damage dice (d2 to d4 with bare-handed combat, or d4 to d8 with martial-arts). Is superseded by half-dragon claws and does not stack.
Eden Binding Ritual Eden's seal must be drawn in a square with a fountain. Taboo You must not destroy trees or fountains. Mark A dome of cerulean crystal is embedded in the crown of your head. A garden can be seen through the crystal. The dome can be seen from a distance if you are tiny or smaller. It can be seen up close unless you are large or larger. Any hat or helm can be used to cover the dome. Immunity You gain dragonbreath reflection. Skill Eden grants skill in long swords. Active Powers *Purifying Blast: Powerful multi-hit attack. Deals 10 dice of damage with a 25 square knockback, followed by a 10d fireball fired along the same line. The blast must charge for 5 turns after the direction is specified, during which the character is immobile. While the character is immobile, their AC is improved by 7 points. *Recall to Eden: Attempts to remove 1 adjacent target from the game. Probability of success is based on your relative HP totals. You will recover some HP if the attack succeeds, but you will not gain XP for the kill, and much of the monster's inventory will disappear with it. *Stargate: Branchport. Drains your energy. This must charge for 5 turns, during which the character is immobile. While the character is immobile, their AC is improved by 7 points. Passive Powers *Silver Hull: Your body sears silver-hating creatures that attack you in melee.
Enki Binding Ritual Enki's seal must be drawn in the center of at least a 5x5 open space. Taboo You must not refuse any seduction attempts, although you can use an engagement ring to ward them off. Mark Water runs off your body in steady rivulets. The water can be seen from a distance, so wear either a cloak or torso armor to disguise it. Immunity Enki protects your inventory from water damage. Skill Enki grants skill in short swords, hammers, sling, dart, and boomerang. He also increases your BAB to 3/4 (i.e. +0.75 to-hit per level). He permanently teaches you how to swim after binding him once. Active Powers *Walker of Thresholds: Teleport to a chosen doorway. *Geyser: Summon a geyser from the abzu against a chosen target. Tries to make a to-hit roll, if it passes deals 8 dice of damage, otherwise deals 1d5 dice of damage. Also wets inventories. Targets wearing water walking boots are resistant. Passive Powers *City-Dweller: Grants +2 speed when there are least 4 monsters nearby, and +4 speed when at least 8 monsters are nearby. *Alley-Fighter: +1 AC per adjacent wall *Fruits of Civilization: Eating non-corpse prepared food (slime molds don't count, but rations do) heals you by the amount of nutrition gained, drinking booze heals you by your level*10. Clockwork Automatons may drink potions of booze and are affected by it normally while Enki is bound.
Eurynome Binding Ritual Eurynome's seal must be drawn next to a pool of water or a moat. When you #chat to the seal you must face the water square across the seal. Taboo You must not skip a turn by resting with '.' Clockwork automatons are permitted to repair themselves with '.', but must be careful not to keep holding '.' Mark Your shadow becomes that of a dancing nymph. Your dancing shadow can be seen from a distance if you are standing in a lit square. It can still be seen up close if you're standing in a dark square that is illuminated by a light source. Immunity You gain free action and water walking. Skill Eurynome grants skill in unarmed combat. She also increases your BAB to full (i.e. +1 to-hit per level), but only when wielding no weapon in your main hand. Active Powers *Vengeance: Damage all adjacent creatures that have damaged you with their attacks, dealing 5 dice of damage. *Shape the Wind: Creates a number of temporary pets. These pets vanish after five turns. Passive Powers *Retaliation: Creatures that attack you may provoke two barehanded counterattacks, using your barehanded combat modifiers, regardless of your wielded weapons. The odds of this happening is 20%, with a maximum of one time per round. *Water Dancer: You gain increased speed while on water. It's 33% faster than floor with no speed bonus, 15% faster than floor with intrinsic speed, and 7.5% faster with extrinsic speed. *Form Dancer: Your unarmed attacks use randomly sized exploding dice. Your die sizes are increased up to 2*d5 + 2*multiplier. Your multiplier is always 0 if you're not a martial artist, 3 if you're a half-dragon, 2 if you have Echidna also bound, and 1 for other martial artists. This means a non-martial artist will have die sizes of d2-d10, and a normal martial artist will have die sizes of d4-d12, re-rolling the size on every attack made. If the size rolled is lower than your normal (without Eurynome bound) die size, your normal die size will be used instead.
Eve Binding Ritual Eve's seal must be drawn next to a tree, which the binder must face during the ritual. Taboo You must not eat fruit while bound to Eve. Mark You bear bloody wounds on your feet and stomach. The wounds can be seen from a distance, and can be hidden with boots and a cloak. Immunity You take half physical damage. Skill Eve grants skill in scythes, sickles, and bows. Active Powers *Barrage: Fire a large number of projectiles. The barrage consists of the maximum number of projectiles you could multishoot, plus 1/10 your level. *Thorns and Stones: You create a small stack (1 die + 1d5) of ammunition for your currently wielded ranged weapon. You take damage equal to your die size. Passive Powers *Harvester: Your attacks deal double damage to plants. *Hunter-gatherer: Creatures are more likely to leave corpses (roll the corpse-chance twice), kicked trees yield half again more fruit.
Fafnir Binding Ritual Fafnir's binding ritual must be performed in a vault, or his seal must contain 1000 gold pieces per level. Taboo You must have at least 1 gold in your open inventory at all times (including immediately after the binding ritual, so don't drop ALL your gold on his seal!). Note: this means you must be able to dig or teleport out of the vault. The guard will otherwise demand all the money in your open inventory, and you will be forced to drop it (breaking the seal). Mark There is a ring-shaped burn scar on your right ring-finger. The burn can only be seen close up, and can be covered by wearing gloves or a ring on your right finger. Immunity Fafnir confers fire resistance. Skill Fafnir grants skill with pick-axes. Active Powers *Breath Poison: Creates a stinking cloud centered at the chosen location *Ruinous Strike: Digs out and untraps target adjacent square, or moderately damages target adjacent nonliving creature, or destroys target adjacent golem. Passive Powers *Flame Aura: Inflicts one dice of fire damage on creatures that strike you in melee combat.
  • Infravision: You gain infravision. *Dragon's Hoard: Your carrying capacity increases by 1% per xlvl.
Huginn and Muninn Binding Ritual Huginn and Muninn's seal may be drawn anywhere. The binding ritual reduces the binder's Int and Wis by one (though not below 3). Taboo Do not fall asleep or be subject to an amnesia attack. Mark You have a raven nesting in each ear. The ravens can only be seen from close up, and wearing a helmet will cover them. Immunity Huginn and Muninn grant immunity to hallucination. They also grant immunity to one instance of sleep or amnesia (breaks taboo). Skill Huginn and Muninn grant skill with spears. Active Powers *Ravens' Talons: Permanently blinds single adjacent target, while dealing 1d5+5 dice of damage. Deals only 1d5 dice of damage against a blind or sightless target. Passive Powers *Gallows-Sense: Grants warning. *Memory and Thought: Grants 25 int and wis for the duration of the binding.
Iris Binding Ritual The spirit's seal must be in a stinking cloud (it is not necessary for the cloud to be present while drawing the seal, nor for the binder to also be in the cloud). Taboo You must not look in a mirror. This includes seeing your reflection in a reflecting monster you attack. To prevent that, blind yourself before attacking those monsters. Mark The veins on your arms bulge and shine with rainbow iridescence. When you attack in melee, the flesh on your arms opens, and the rainbows form tentacles that lash your foe. The veins and tentacles can be seen from a distance. As long as at least 5 turns have passed since you last attacked in melee, you need only torso armor or a cloak to hide the veins. If at least one turn has passed, you need a cloak to hide the tentacles. The tentacles can't be hidden in the first turn an attack is made. Immunity Iris grants resistance to disease. Skill Iris grants skill with morning stars. Active Powers *Horrid Wilting: You suck moisture out of a single adjacent target, dealing 5d(spirit dice) healing yourself for a like amount. Nonliving and anhydrous creatures are immune to this attack, but water elementals, fog clouds, and Illurien take double damage. *Horrid Rainbow: You turn animals, humanoids, and humans near you (as turn undead). This freezes you for 5 turns. Passive Powers *Wilting Tentacles: You gain extra tentacle attacks, dealing 1d4 physical damage per hit. Struck creatures may be affected by Horrid Wilting (5% chance per hit). You make one tentacle attack to start, adding another if you're two-weaponing or wielding a two-handed weapon, and adding 2 if you have Miska's extra arms active.
Jack Binding Ritual Jack's seal must be drawn outside of Gehennom and the planes. Taboo You must not enter Gehennom or the planes. Additionally, you must not die (see Immunity). Mark An old, old man rides on your back. The man can be seen from a distance, but can be covered by a cloak. Immunity You are protected from death (as an Amulet of Life Saving). Dying drains a level from the broken pact. Skill None. Active Powers *Hellfire blast: Creates a moderately-damaging explosion of fire centered on the chosen square. Requires you to wield a lit potion of oil, oil lamp, or lightsaber. *Refill lantern: Add some fuel to a wielded oil lamp or lightsaber. Passive Powers *None
Malphas Binding Ritual Malphas's seal must be drawn around a fresh (sacrificeable) corpse. Taboo You must not harm crows. (ie, you must hold to pacifist conduct with respect to crows). Mark Numerous crow beaks appear in your mouth. The beaks can only be seen from up close. They can be hidden with a mask. Immunity Malphas grants immunity to punishment and the penalties for murder. Skill Malphas grant skill in beast mastery. Active Powers *Call Murder: Summons a tame crow. The crow's level is based on your level. Passive Powers *Murderer: +2 AC and to-hit for each adjacent crow. *One of the Flock: When a tame crow eats a corpse, you gain the same amount experience you would've gained from killing the monster, even if you killed it in the first place.
Marionette Binding Ritual Marionette requires that her seal be drawn in the Valley of the Dead or in a graveyard. Taboo You must not quaff holy water or remove curses. Mark Metal wires sprout from your elbows and the backs of your knees. The wires can be seen from a distance, but will merge with metallic torso armor. Immunity You are immune to stoning. Skill Marionette grants skill with axes and matter spells. Active Powers *Root Shout: Fires a beam of force in the chosen direction, dealing (d5)d(spirit dice) damage. The beam digs through walls as a wand of digging. *Yank Wires: Flings you in the chosen direction (As a thrown heavy iron ball). Should be used with great care around water and other hazardous terrain, or when stuck in a bear trap. Passive Powers *Marionette Shadow: Your melee weapon attacks also target the square behind your target. *Marionette's Edge: Your melee weapons have their die sizes increased by 2 when attacking non-adjacent targets. *Root Fingers: You can destroy stuck boulders by trying to push them.
Mother Binding Ritual The Great Mother must be addressed while blind. Taboo You must not genocide any monsters. Mark You develop eyes on your hands. The eyes can be seen from a distance, and can be covered with gloves or a mummy wrapping. Immunity Mother grants magic resistance and clairvoyance. Skill Mother grants skill in divination magic. Active Powers *Disgusted Gaze: One chosen target is struck by lightning, dealing 5d(spirit dice) shock damage. You must not be wearing non-crystal gloves or a mummy wrapping. If the target is nearby, it may be paralyzed. Drops currently wielded weapon, and if you are two-weaponing your offhand as well. Grants an extra move. Passive Powers *Evaluate: Gives an indication of the HP of living creatures.
Naberius Binding Ritual Naberius must be addressed by one with at least 14 Int and Wis, while confused or having drunk at least one potion of booze per level. Taboo You must have drunk at least one potion of booze per three levels in order to keep Naberius bound. Drinking more than 3 potions of booze per level will not be counted in your drunkenness score, and will thus not help keep Naberius bound (nor be as useful for restoring Sanity). Mark Your tongue becomes forked. Your forked tongue can only be seen up close, and wearing a mask can hide your mouth. Immunity Naberius grants see invisible. Skill Naberius grants skill in attack spells and quarterstaff. Active Powers *Bloody Tongue: Causes chosen single adjacent monster to flee. Does not count as a hostile act. *Silver Tongue: Attempts to tame chosen single adjacent monster. Note that the cap of 1 pet per 3 points of Cha applies. Excess pets will quickly untame. Passive Powers *Crimson Fangs: Adds an extra 1d6 bite to your attacks. This attack heals you by d8 when used on a fleeing target, or stun and confuse a peaceful target. *Rhetoric of Magic: Naberius enhances spellcasting. Explosions are larger (5x5), rays are longer (2x), and spells do more damage (+50%). This stacks with double spell damage ala the Magic Mirror of Merlin. *Arts and Sciences: Naberius causes all skills to be treated as at least basic, even if restricted. This includes lightsaber forms.
Orthos Binding Ritual Othos's seal must be drawn in front of a square with a hole, such that the Binder is facing the hole across the seal when attempting to bind the spirit. Taboo You must not be in the dark while blind or not carrying a light. Having Darkvision will keep Orthos bound. There is also a grace penalty of a few turns before the spirit is unbound. Mark Strange winds tug on your clothes. The motion of your clothes can be seen from a distance. Do not wear a cloak, other than a mummy wrapping, to stay disguised. Immunity Orthos grants disintegration resistance. Skill Orthos grants the musicalize skill. Active Powers *Exhalation of the Rift: You exhale a line of wind in the chosen direction. The line is three squares wide, and struck targets are knocked back. Targets in the center of the line take 5d(spirit dice) damage, targets along the edges take (d5)d(spirit dice) damage. Passive Powers *Flickering outline: You gain displacement. *Void Sight: You gain astral vision.
Ose Binding Ritual In most of the dungeon, Ose's seal must be drawn underwater, and can only be addressed by a submerged binder. The water is drained away as part of the ritual. The seal may be drawn and used on dry land in the Lost Cities. Taboo You must not fall into water. Mark Your gaze carries tangible weight. The force of your gaze can be felt from a distance. Blind yourself, or wear a metallic helm that is not a helm of telepathy. For all players except Wizards and Incantifiers, a cornuthaum will work as well. Immunity Ose grants immunity to death effects. Skill Ose grants skill with tridents. Active Powers *Querient Thoughts: You release a blast of psychic static that damages all telepathic monsters on the level, and may damage other monsters (20% chance per monster). *Great Leap: You level teleport, losing 625 nutrition in the process. Passive Powers *Plain Leap: You can jump. *Maddening Thoughts: You gain a bonus to certain weapons based on your insight, as if you were a Madman. *Opened Mind: You cast spells using your Charisma score.
Otiax Binding Ritual Otiax's seal must be drawn in a doorway, and the door closed prior to addressing the seal. Taboo You must not lock doors, nor kick down an unlocked door. Mark You are surrounded by a thin mist. Reaching tendrils form from this mist to attack your foes. Your mist tendrils can be seen from a distance, and the mist around you remains formed into tendrils for 5 turns after you make a tendril attack. Immunity None. Skill None. Active Powers *Open: Opens a door in any solid surface, regardless of whether there was actually a door there. Damages monsters, with a chance of instantly killing them by releasing their innards. Passive Powers *Tendrils: You make extra mist tendril attacks as part of your attack routine. You make the lesser of your die size and d5 tendril attacks, each dealing 1d5 damage. Each attack also has a 10% chance of stealing an item from the target. *Fingers of Mist: You have automatic searching. *Concealing Mist: 20% of melee attacks directed at you automatically miss. *Mist Key: Can use #force to use the mist fingers to unlock doors/containers. *Key to the Gate: Required to be bound to perform the invocation as a Binder.
Paimon Binding Ritual Paimon requires that her seal be drawn around a spellbook. The summoner must face toward the northwest during the ritual, so that they are standing southeast. Note that summoning Paimon will consume the spellbook. Taboo You must not read scrolls while confused. Mark A crown floats above your head. The crown can be seen from a distance. Wearing a helmet will cause the crown to seem supported. Immunity Paimon grants MC 3 and hungerless casting ala wizards (50% cost at int 15, 25% cost at 16-19, and no cost for int >20). She also grants skill in wand damage. Skill None. Active Powers *Read Spell: Read a spell from a wielded spellbook. You don't have to pay the energy cost, and there is no chance of spell failure. *Book Telepathy: Detect spellbooks on the current level. Passive Powers *Lives to Pages: Targets struck with a wielded spellbook may lose a level, returning a reading to the book (10% chance per hit). *Power of Learning: When wielding a spellbook as a weapon, it deals damage equal to your power damage die plus the spellbook's level. For example, a 14th level binder wielding a spellbook of fireball deals 1d5+4 damage. A 30th level binder with the same book deals 1d9+4 damage. *Warning against magic: You gain warning against spellcasting monsters. *Master Magician: You gain a bonus to spell failure chance equivalent to wearing a robe without metallic body armor. This bonus stacks with the bonus from an actual robe.
Shiro Binding Ritual Shiro's seal must be drawn in a ring (a 3x3 box) of 8 stones. Taboo You must not wear a mummy wrapping while bound to Shiro. Mark You are invisible. This will never cause negative effects, aside from shopkeepers refusing to let invisible characters into their shops. Immunity None Skill Shiro grants skill in polearms. Active Powers *Earth Swallow: Create a pit in target adjacent square, then throw a boulder into the pit. Can be used to cheat at Sokoban. Passive Powers *Stone Choir: Creatures you target in melee are also struck by a volley of stones. *As a stone: You are invisible and have stealth.
Simurgh Binding Ritual Simurgh's seal must be drawn outdoors (windowless tower level 1, or some parts of quests). Taboo You must not fall through trap doors or holes. Mark You gain iron claws and prismatic feathers around your head. Your claws and feathers can be seen from a distance. The feathers can be hidden with a helm and the claws with either gloves or a cloak. Immunity You are immune to falling through trap doors, pit traps, and holes (currently ineffective to the Earthquake spell due to a bug). Skill Simurgh grants skill in Enchantment magic. Active Powers *Unite the Earth and Sky: Creates a tree or fills a pit with water in the chosen adjacent square. *Hook in the Sky: You rise through the ceiling (as a quaffed cursed potion of gain level). Doesn't work if you have the Amulet. *Enlightenment: You benefit from enlightenment. Passive Powers *Lion's Claws: Your iron claws deal additional damage to some sensitive creatures. *Siræng's Radiance: Deals your binder hit dice extra damage if the target lacks one of 15 resistances selected by random from: Fire, Cold, Shock, Acid, Petrification, Drain, Disintegration, Invisibility, Lack of invisibility, Undead, Fungus, Has infravision, Emits light.
Tenebrous Binding Ritual Tenebrous's seal must be drawn in darkness. Tenebrous's seal is always generated on the spot where Orcus is killed. Taboo You must not spread light (e.g. zap or break a wand of light, or read a scroll of light). Mark Your shadow is unnaturally dark and pools close to you. Your unnatural shadow can be seen from a distance. Don't stand in illuminated squares to keep the shadow hidden. Immunity Tenebrous grants immunity to life drain. Skill Tenebrous grants skill with maces. Active Powers *Damning Darkness: Damage all non-undead, non-demonic, non-drain resistant creatures (friend or foe) standing near the character (exact radius is level-dependent). Creatures in a lit square are heavily damaged (5 dice), creatures in a dark square are moderately damaged (1d5 dice). Makes the surrounding squares dark. *Echos of the Last Word: Remove target adjacent non-unique life-drain resistant, non-genocidable, or demonic creature from the game. Teleports target adjacent unique life-drain resistant, non-genocidable, or demonic creature to a random dungeon level. Does NOT work on Dread Seraphs, and in fact will unbind Tenebrous when used on a Dread Seraph. *Touch of the Void: Drain levels from target adjacent creature. Requires a to-hit roll. Passive Powers *Vital Sense: You sense all living things on the level.
Ymir Binding Ritual Ymir's seal must be drawn around a rotting, poisonous corpse. Taboo You must not eat or sacrifice giants. Mark You begin to rot. This mark gets progressively worse the more time you have spent in the Mazes of Menace. Your rot can be detected from a distance, but can be hidden with concealing clothing. Immunity Ymir grants immunity to poison. Skill Ymir grants skill with clubs. Active Powers *Poison Gaze: Deal 5 dice of damage to a single target creature with a poison-elemental gaze attack. *Gap Step: You begin levitating. The duration is equal to Ymir's remaining binding period, plus a 5 turn safety margin. You may also cease levitating at will by pressing '>'. Passive Powers *Footsteps of Giants: You can move over and pick up boulders as a giant. *Poison-born: Quaff potions of sickness to heal. *Putrescent Life: Ability score damage quickly heals. *Formidable Stature: You count as one size higher for the purpose of wielding weapons.



This is (almost) that same table but in my own words and with a lot of my own input. I'm hoping that this can be simplified & corrected so I can use this as a faster look-up for spirits.
Spirit Active power Active power Active power Passive power Passive power Passive power Passive power Immunity Skills Taboo
Ahazu Abduction. Tries to remove adjacent monster from the game along with its inventory. Must have hit the monster in melee/ranged. Doesn't count as you killing it, i.e. no XP gain. Acts as if you had sacrificed it's corpse, and and have a chance at its intrinsics while avoiding negative effects. Doesn't give you any nutrition. If the monster had a alignment key or item needed for the invocation ritual, drops the item where the monster disapeared. Engulf Shadow Well. When attacking monster lose their next turn with a 20% chance. Swallow. Eat any meal in 1 turn, including trolls. Doesn't protect negative effects from the corpse. Hunger. Same as in the intrinsic. Engulfing. E.g. fog cloud & Illurien. Flails & Iron balls. Must not get weak with hunger. It's best to avoid being hungry.
Amon Fire breath. Shoots a ray of fire. Horns. Make a 1d9 butt attack additionally to your melee one. See in darkness. See everything as though it were a lit square (corridors, dark levels, mines etc.). If playing a drow allows you to see in light, superseding the need for invoke darkness. Cold damage. Clerical spellcasting. Praying.
Andrealphus Transdimensional ray. Fire invisible ray attack that can hit through walls and rock up to maximum distance. Teleport. Same as the spell. Is controlled. Angle-fighter. Gain (XL/2)+1 AC while standing in corners. Strange angles. Always fit through diagonal gaps ignoring weight. Same as greased cloak, useful in mines & Arcadia. Teleport control. Escape spells Digging walls, but not rock. Any room or vault and similar count.
Andromalius Jester's Mirth. Make adjacent monster helpless w/ laughter. Is die dependent. Thief's instincts. Detect hidden doors and traps. Detect thieves. Gain warning against monsters with theft attacks. Sneak attack. Same as rogue Know stolen. Stolen items will say so in their description. Use this to avoid the taboo. Immune to theft attacks, e.g l and n. Doesn't protect from seduction. Daggers. Using stolen items, e.g. zapping, eating, reading/quaffing consumables. (Applying as well?)
Astaroth Astaroth's assembly. Fires an invisible beam up to 5 squares. Deals damage inversely proportional to distance traveled. Grants protection directly proportional to distance traveled. Astaroth's shards. Is a wide attack. Fires shuriken in the chosen direction. Will be single file in corridors. Deals your die in damage to you. Rusting. As the name implies, you take damage 1 damage per turn being underwater. Crossbows and shuriken. Shock resistance & breathlessness. As in magical breathing. Breaking items. Includes mulching ammo when fired.
Balam Icy glare. Deals damage in a cone in the direction specified. Balam's anointing. Touch attack. Head but no thick skin: 10% chance of instakill. Head, eyes & thick skin: 2x damage + blind. Balam's martyrdom. When you have more than 10 DR in a slot you take the best of two rolls when hit. Half spell damage. Whips. Sacrificing intelligent creatures. Non intelligent creatures are fine to sacrifice.
Berith Blood mercenary. Hits all targets in a line with an invisible ray. Total damage is subtracted from your visible gold, and attacks will fail if you do not have gold in open inventory. Sow discord. As with ring of conflict, for a time limit. Blood-price. Monsters may drop gold instead of corpses. Your mount benefits from the same resistances as you. Includes death resistence but not reflection. Lances, sabers, riding. Increases BAB to 1.0. Doubles normal hp regeneration rate. Killing pets, even former pets. Beware if had you crows from Malphas.
Buer Gift of healing. Heal yourself or a pet. Gift of health. Cures statuses like confusion, stun and even sickness. Notably also cures wounded legs and restores abilities, same as the blessed potion. Does not restore lost ability points, nor do unicorn horns. Keen nose. You permanently gain food appraisal. Increases you health regeneration by a lot. Very useful early on. Healing spells and unarmed. Permanently unlocks martial arts. Using wands of death casting finger of death.
Chupoclops Throw webbing. Throws a web in the chosen direction, stopping when you hit either a wall or monster. Poisonous bite. Add a 2d4 poisonous bite to your attack routine. Grave eater. Eating tainted corpses doesn't afflict you with sickness. Aura of despair. Withing 5 squares of you monsters move slower. Scales with your level. Ethereal strike. Your attacks ignore armor and hit intangible monsters, e.g. shades, sharab kamerel. Sleep and being trapped in webs. Knives. Engraving wards.
Dantalion Thought travel. Teleport next to a creature you can sense telepathically. Works like covetous warping. Works on most no-teleport levels (not astral or wizard's). Dread of Dantalion. Causes all monsters in line-of-sight to flee. Read thoughts. Gain to-hit to monsters you sense telepathically. Telepathy. Extrinsic telepathy. As with helm of telepathy. Perfect strikes. You add your intelligence bonus on top of all other bonuses to any and all attacks you make. Immune to being blinded. Blindfolds and similar still work. Two-handed swords, broadswords, scimitars. Destroying thrones. Includes them dissapearing in a puff of logic.
Echidna Echidna's venom. Spits a glob of acid like with Cobras. Does not blind. Lullaby. Tries to tame adjacent monster. Can't be mindless, have no hands or be snake-like e.g. daughter of naunet. Squamous. Grants bonus AC and DR based on your constitution. Acid blood. Deals acid damage to monsters that hit you. Mother of monsters. Your pets follow you more closely. Monstrous claws. Doubes you damage die for unarmed. d2 to d4 without martial arts, d4 to d8 with. Is superseded by half-dragon claws. Acid immunity and thick skinned. Unicorn horns. Eating or throwing eggs.
Eden Purifying blast. Delayed attack. Fires a fireball in the chosen direction. Needs to charge for 5 turns. Gain 7 AC while charging. WILL blow up in your face if the monster is adjacent to you/crosses the distance during charging. Recall to Eden. Tries to remove a monster from the game, getting rid of their inventory. Doesn't count as you killing it. Is based on relative hp totals. Useful for mandrakes, disenchanters, etc. Stargate. Delayed branchport. Drains most or all of your energy. Needs to charge for 5 turns. Gain 7 AC while charging. Silver Hull. Deals silver damage to monsters that hit you. Dragonbreath reflection. Long swords. Chopping or digging trees and fountains. Includes fountains drying up after dipping/quaffing.
Enki Walker of thresholds. Teleport to an open doorway. Geyser. Moderately damaging attack aimed at a single monster. Wets monster's inventory, as a water nymph's death would. City-dweller. Grants +2 with 4 monsters adjacent to you. +4 if completely surrounded by 8 monsters. Alley-fighter. Per wall adjacent to you add +1. +5 in corners, +6 in corridors. Fruits of civilization. Eating non corpse, non-perishable food e.g. food rations, tins but not slime mold heals you for how much nutrition you gained. Food ration/lembas:800, Cram ration:600, K-ration:400, C-ration:300. Potions of booze heal you by an 10 times your level. Makes you waterproof. Short swords, hammers, slings, darts, boomerangs. Increase BAB to 0.75. Permanently teaches swimming. Saying no to seduction attempts. If you want to avoid seduction use rings of engagement.
Eurynome Vengeance. Moderately damage all adjacent monsters that have hit you in melee. Shape the wind. Creates pets scaled to your level for 5 turns. Retaliation. Automatically make two unarmed attacks against creatures that hit you. Can only happen once per turn, with a 20% per monster that attacked you. Water dancer. You move faster on water. Form dancer. Unarmed attacks now use exploding dice. You now roll for between your base damage and an upper limit for every attack. Increases damage on average. Free action and water walking. Unarmed combat. Sets BAB to 1.0 but only if you're not wielding a weapon in your main hand. Two-weaponing with weapon in offhand is allowed. Resting with '.', but not healing with '.' for clockwork automatons. WILL count as taboo if fully healed and using '.'.
Eve Barrage. Must be wielding a launcher and have ammo. Shoots more than multishot maximum. Thorns and stones. Create appropriate ammo for weapon wielded. Otherwise creates flint. Take 1 die in damage. Harvester. Double damage for all attacks but only against plants. Hunter-gatherer. Creatures leave a corpse more often. Kicked trees drop more fruits. Half physical damage. Very useful. Scythes, sickles, bows Eating any fruit, including slime molds.
Fafnir Breathe poison. Creates a stinking cloud at the chosen location. Same as blessed stinking cloud scroll. Ruinous strike. Digs out adjacent square or untraps if trapped. If used on a non-living creature moderately damages them. Instantly destroys golems. Flame aura. Deals fire damage to monsters that hit you. Infravision. Lets you see monsters in dark squares from any distance. Dragon's hoard. Increase carrying capacity proportionally to XL. 1% per level. Fire resistance. Pick-axes. Not having any gold in open inventory at any moment. Is effective the moment you bind him, so be sure to have some. Use Croesus for guards.
Huginn and Muninn Raven's talons. Damages adjacent monster and permanently blinds them. Deals less damage against blind monsters. Gallow-sense. Grants warning. Memory and thought. Grants 25 INT & WIS while bound. Drains true stats of both by 1 afterwards. Hallucination resistance. Also one instance of sleep or amnesia, however this unbinds the spirit. Spears. Falling asleep (doesn't include Cthulu madness) or getting hit with amnesia by any means e.g. mind flayer, scroll, lethe elemental.
Iris Horrid wilting. Deal moderate damage to adjacent monster and heal by the same amount. 2x damage against water E, fog e and Illurien. No damage to nonliving anhydrous. Horrid rainbow. You turn animals, humanoids and humans in line-of-sight. Works like turn undead for these monsters. Very effective against soldiers at higher levels. Freezes you for 5 turns. Wilting tentacles. Gain one tentacle attack, two if two-weaponing or with two-handed weapon, and 4 with Miska's arms active. 1d4 per attack. Disease resistance. Includes that from corpses or demon lords attack. Morning stars. Applying a mirror at yourself or attacking monsters with the "reflecting" attribute. E.g. aoa droplets and aoa.
Jack Hellfire blast. You need to be wielding any lit lantern, potion of oil or lightsaber. Asks where to center the explosion, acting similarly to the fireball spell at skilled. Refill lantern. Refills/charges your lantern or lightsaber. Life saving. When your life is saved by this effect you break the taboo, unbinding and draining a level. Entering Gehennom/the planes or dying. Includes the valley of the dead.
Malphas Call murder. Summons one tame crow next to you. Your pet's level is based on your own XL. Murderer. For every crow adjacent to you at the start of your turn, gain 2 AC. Is very inconsistent unless you have a whistle. One of the flock. When your crows eat a corpse, gain XP as though you had killed it. Works even if it was you who killed the monster. Punishment and murder. Also means you maintain telepathy when incurring murder. Beast mastery. You must not harm crows, i.e. maintain a pacifist conduct with respect to crows.
Marionette Root shout. Fires a digging beam, same as with the wand but also damages monsters in the way. Careful with Andrealphus' taboo. Yank wires. Flings you in the chosen direction as with a thrown Iron ball. After landing again, will ask you five more times. Can be cancelled. Useful for no teleport levels. Works diagonally through doors. Marionette shadow. In melee combat, when you hit a monster will also hit the square behind it and any monsters on it. Works both the orthogonal and diagonal axis'. Useful for crowd control. Deals extra damage (see next power). Marionette's edge. When hitting monsters with Marionette shadow double your melee weapons die sizes. E.g. 1d14 vs. large with long sword. Root fingers. Moving into boulders prompts you to destroy them. Creates a stack of stones in its place and moves you to its square. Stoning. Useful against Acererak's stoning spell. Axes and matter spells. Quaffing - but not dipping into - holy water and removing curses through any means. E.g scroll, prayer, black goat mother.
Mother Disgusted gaze. You must not be wearing gloves other than crystal ones. Also doesn't work with mummy wrappings. When successful, forces you to drop your weapon(s). Asks where to center the lightning bolt, potentially paralyzing struck targets. Useful for getting rid of cursed weapons. Evaluate. Gives an indication of a monsters hp, both in farlook and combat messages. Similar to the android visor. Magic resistance. Also grants clairvoyance. Very useful in the mines to avoid poly traps. Divination magic. Genociding any monsters, e.g. scroll or throne.
Naberius Bloody tongue. Makes a adjacent monster flee. Doesn't anger that creature if it was peaceful. Silver tongue. Tries to tame a adjacent monster. Pet cap applies (1 pet per 3 points of CHA). Crimson fangs. Adds a 1d6 bite to your attack routine. If it hits and the target is fleeing - e.g. via bloody tongue - heals you for 1d8. If used against peaceful monsters, stuns, confuses and angers them. Rhetoric of magic. Explosions are now 5x5, rays are 2x as long and all spells do an additional 50% damage. Stacks with other sources of double spell magic damage, e.g. knight w/ magic mirror of merlin. Arts and sciences. Causes all skills to be treated as at least basic, even if previously restricted. Includes lightsaber forms See invisible. Attack spells and quarterstaff. Naberius will immediately unbind after the confusion passes unless you have drunk 1 potion of booze per level. Drinking 10 will keep Naberius bound at level 30.
Orthos Exhalation of the rift. Is a wide attack. Blasts back monsters caught in the line, damaging the ones in the center line for full damage and at the sides for less. Flickering outline. You gain displacement. Void sight. You gain astral vision. Useful for seeing things behind solid rock, like vaults/magic item vaults. Disintegration. Useful if you don't already have dragonbreath reflection. Musicalize skill. You must not be in the dark, i.e. unlit squares without a light source. There is a grace period, and you will receive messages indicating that the spirit is about to be unbound.
Ose Querient thoughts. Damage all monsters on the level with a 100% chance if the monster is telepathic (e.g. mind flayers), 20% otherwise. Great leap. Allows level teleport but costs 625 nutrition. It's not a good idea to use this while hungry or without food available. Plain leap. You can jump at will, without any cost. Gain the lower of Xl or insight to-hit on your weapon. I.e. not useful until you have more insight. Opened mind. Use your charisma score to cast spells like the madmen role/psionics. Useful if it's higher than your INT/WIS. Death effects. Includes touch of death, death ancients, finger of death, wands and others. Tridents. Falling into water. Effective immediately after binding. Make sure have a way to avoid it, like flying or levitation. Binding eurynome is useful for this.
Otiax Open. Opens a door on a solid surface, like a shop wall. If used against a monster heavily damages them, with a chance to instantly killing them. Tendrils. Add mist tendril attacks to your attack routine. Make either your die size or 1d5 mist tendril attacks, whichever is lower. Each attack deals 1d5 damage and also has a 10% of stealing an item from the monster you attacked, putting the item in your inventory. Fingers of mist. You gain automatic searching. Concealing mist. 20% of all melee attacks made against you automatically miss. Very useful, especially against crowds/monsters with many attacks. Mist key. You can use #force to use the mist fingers to unlock doors/containers. Locking or kicking down unlocked doors. Kicking down locked doors doesn't count.
Paimon Read spell. Need to be wielding a spellbook. Casts the spell associated with the spellbook without energy cost at 0% spell failure. Detect spellbooks. Detect spellbooks on your current level. Works like a scroll of detect gold, but for spellbooks. Lives to pages. Needs to be wielding a spellbook. Monsters struck by the spellbook have a chance of loosing a level (10% chance per hit). When this happens you restore one reading to the book. Useful for restoring spellbooks you've used a lot. Power of learning. When wielding spellbooks your damage is instead the spellbooks level + your die size. E.g. a spellbook of fireball wielded by a 14th level character deals 1d5+4. 1d9+4 at lvl. 30. Warning against magic. You gain warning specifically against spellcasting monsters. Master magician. Gain a bonus to spellcasting failure. Same as a robe, but stacks with wearing an actual robe. MC 3 and hungerless casting. 50% cost at INT 15, 25% at 16-19 and no cost for INT >20. Wand damage. Reading scrolls while confused. It's best to erodeproof your armor before binding her/use shops.
Shiro Earth swallow. Create a pit in a adjacent square and throw a boulder on top. If a monster is on that square, it will get stuck in the pit and buried in you kill it there. Untrap it if you want the loot. Can be used to cheat at sokoban. Stone choir. You add a volley of stones to your attack routine. As a stone. You are invisible and have stealth. Polearms. Becoming visible by wearing mummy wrappings. You can't be affected by spells that remove invisibility while Shiro is bound so this is the only way to loose the invisibility. See the section on bypassing shops for ideas.
Simurgh Unite earth and sky. Create a tree in a adjacent square. If the square has a pit, make a water square instead. Gives you a eucalyptus leaf. Hook in the sky. You rise through the ceiling. Has the same effect as quaffing a cursed potion of gain level. Good escape option. Enlightenment. Has the same effect of quaffing a potion of enlightenment. Lion's calws. Deal extra iron damage with your melee attack. Useful against elves. Siraeng's radiance. Deals your die in extra damage if the target doesn't have one of a long list of resistances. The exact resistance that it checks for is randomized for every hit. Immune to falling down a level through trap doors, pit traps or holes. Enchantment magic. Falling through trap doors or holes, such as pressing '>' over a hole.
Tenebrous Damning darkness. Creates darkness around you, like with a cursed scroll of light. Damages monsters (not demons, undead or drain-resistant ones) caught in the radius. More if the squares were lit, less if they were already dark. Echoes of the last word. Removes adjacent monster from the game along with their inventory. Needs to be non-unique, drain-resistant, non-genocidable or demonic. If unique, instead teleports them to a random dungeon level. Doesn't work on Dread seraphs and unbinds Tenebrous if you try. Touch of the void. Drain levels from adjacent monster. Vital sense. Works like monster detection, but lasts for as long as Tenebrous is bound. Life drain aka drain resistance. Maces. Creating lit squares by any means, e.g. scroll of light or wand.
Ymir Poison gaze. Asks what monster you want to gaze at. Deals poison damage to single target. Gap step. You gain levitation. Lasts for the duration of the binding. After unbound grants 5 turn grace period before ceasing. You can cancel levitating with '>'. Footsteps of giants. You can move over and pick up/throw boulders like a giant. Poison-born. Quaffing potions of sickness heals you. Putrescent life. Ability score damage quickly heals over time. Formidable stature. You count as one size higher than your actual height, but only for your weapons. Allows you to dual wield two-handed weapons. Poison resistance. Clubs. Eating or sacrificing giants. Includes tinned giants.
Below are all thirty-one starting spirits listed for active spirit powers. I'm assuming all these calcs are wrong but I'll correct them over time.
Spirit Attack 1 Attack 2 Notes
Ahazu Abduction
Amon 5*1'fire' ray
Andrealphus 1d5 teleport monster
Andromalius
Astaroth 5*1-X* damage. Grants 5-X pts. of protection 1+(XL/10+1) shuriken attack. Line of attack is 3 squares wide Where X = distance from monster
Balam 5*1 'cold' touch attack. 1/2 damage beyond 1st square 5*1 cold. 2x damage against thick skinned
Berith 5d1 'blood mercenary' ray
Buer
Chupoclops
Dantalion
Echidna 5*1 spit 'acid'
Eden 10*1 ray + 10*1 'fireball'
Enki 8*1 'wet' (1d5 on miss)
Eurynome 5*1 'retaliation'
Eve Max multishot + XL/10 shoot projectile
Fafnir ???(approx. ~per round?) (5*1 to nonliving)
Huginn and Muninn 5*1 + 1d5 'blinding'
Iris 5*1 'desiccating'
Jack (approx. to fireball)
Malphas
Marionette d5*1 'digging'
Mother 5*1 'lightning'
Naberius
Orthos 5*1 'exhalation'
Ose (approx. to mind-blast)
Otiax
Paimon
Shiro
Simurgh
Tenebrous 5*1 'darkness' (1d5 in darkness)
Ymir 5*1 'poison'



I'm just gonna copy over the XL 1 table with new numbers once it's done.

Things I would've liked to know from the get-go

(this is all from the top of my head so I'll worry about spit-polishing it later)

  • Playing orcs helps so much, not having to worry about m. res after lvl. 15 is great and their stats are really good for melee. High con also helps bump your max hp. Darkvision I find to be meh, but it's useful early on
  • I like mother amon and buer for the early game, maybe shiro if I'm going straight for the mines or going for shop id. Generally bind eden or berith after I kill the watch captain, and max either long sword or broadsword for a droven broadsword. I've been told that combo-ing Ymir might be interesting too, especially with double droven broadsword... Late game is always a mix of otiax and whatever I don't have from half-phys, drain res, free action, high regeneration and whatever my main weapon skill is
  • Crystal plate just isn't worth it for orcs with max dex. Even fully enchanted it just gives you more DR. I prefer going for elven mithril
  • Balam is super useful against Oona and the bloody rats from the neutral quest. Marionette is a must for me for the Acererak, makes fighting him less of a hassle
  • I always get teleportitis + control as soon as possible, it's a lifesaver sometimes and just great mobility overall
  • Soko 1 is a great stash location, so I always deck it out with an altar and a bunch of stuff for spirits like a tree and some water squares
  • Gehennom is way more dangerous than in vanilla, but has some cool loot. Namely: preservative engine, armor salve and the strange coins aka wages. The first two might be worth a wish
  • The ways to get wishes are: usual vanilla smoky portions and magic lamp, 'ring' of wishing that has to be worn and invoked and candles of invokation that need to be lit and invoked but work like magic lamps with two extra features for other cool stuff
  • There's a bagillion artifacts but I like: lance of longinus for passive resistances, helping hand for carried curse protection, blade singer's rakuyo, aegis, premium heart/godhands and any 2x like Atma or grayswandir
  • The different branches have different mini-prizes: curse protection in lost tomb, magic lamp + AoLS in sunless sea and moloch's gives you a scroll that summons an altar
  • Object properties are few and far between for the good ones. Flaying is situationally useful and whenever some weapon that uses your main weapon skill happens to have something like arcing it's maybe worth it
  • Damage type resistances are only really important at the start, when you encounter zombies, and with bosses that have them. It's not really worth it keeping one of each type unless you know you're gonna fight a boss that has them. Notably, Acererak and Oona do to both slashing and piercing, so it's good to spec into some blunt damage for him like having eurynome bound. Shifted eladrin warrant chupoclocps since they resist all three
  • These are the monsters that you should avoid if you don't want your armor shredded: the Aspect of the Silence, the good neighbour and the demon lords Bael and malcanthet (thx riker)
  • Some marks are just plain impossible to hide, or I just couldn't find how to. Eden never seems to go away and others are just plain difficult to, like any mask one ala malphas or andro... which is why I always enter the shop w/ otiax or shiro with invisibility. Much less fuss
  • Maybe a wards table here? The one in Ward (dNetHack) is too clunky for me
  • The ways to get artifact wishes: one always unlocked at the start of your game, one from specifically sitting on the throne in the castle, which prompts a special message and when gifting to all five unknown priests in lost cities and below. The last is only really worth it if getting the seal was already your goal, so for most games it's just two, that you need to choose carefully
  • If you can, just stay away from demon lords. Keeping up sanity is a hassle and demon lords will definitely make you splat if you give them the chance. Phasing is useful and I bet cursed tele is too
  • There's some cool weapons, like the blade singer's saber that work on insight. Others include the 'twinkling blade' aka blade of mercy and the 'oddly-luminous smth' aka the isamusei, the diskos and bestial claw. Maybe more, i'll see later on the insight page

config stuff: Here's what I use when playing Binders that has helped me immensely. Maybe there's something you like? And here's. my config file.

#utility for binders
Bind=K:seal
Bind=L:power
Bind=U:ward
#avoids accidentally unbinding eurynome, but pressing '.' in shops becomes dangerous bc of mimics.
Bind=.:search
#I play with autodig on but it might be a good idea to turn off if you play with Andrealphus or lightsabers a lot. Don't add this bit unless you actually want autodig.
OPTIONS=autodig
#This will stop you from accidentally unbinding otiax, but can be a bit annoying if you're not used to it.
MSGTYPE=stop "Lock it?*"