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 @kleptonomania.gmail.com.

Any help with corrections is greatly appreciated!

Notepad


Binder die size advancement
Level range Rank Title Die size Soul lens
1-2 Exile d1 d2
3-5 Heretic d2 d4
6–9 Cultist d3 d6
10–13 Binder d4 d8
14–17 Akousmatikoi d5 d10
18–21 Mathematikoi d6 d12
22–25 Doctor d7 d14
26–29 Unbinder d8 d16
30 Gnostikos d9 d18
Tables
Tableification of the spirits page.
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 the same but in my own words and with a lot of my own input.
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 damaging spirit powers.
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'
Unedited notes taken after my first dnh ascension
  • 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
Binder-specific rc file settings

Binder QoL. My rc file.


#vikeys-incompatible binder/dnh specific hotkeys.
Bind=K:seal
Bind=L:power
Bind=U:ward
#To prevent accidentally unbinding eurynome. Beware of mimics.
Bind=.:search
#Only really necessary if you use Andrealphus often.
OPTIONS=!autodig
#To prevent accidentally unbinding otiax.
MSGTYPE=stop "Lock it?*"

Yanis

Boiling pot.

These ideas are still raw


Wormdogs are slithy worm-class insight monsters that become visible at 10 insight and above and are minions to some of the more Cthulhu mythos adjacent deities. They will randomly mock characters and have a conflict aura effect which they themselves are immune to, such that only they won’t be attacked by their own allies. Monsters that don’t normally leave behind corpses are immune to this effect.

Wormdogs don’t eat fresh corpses, but gain nutrition from 1) their sanity draining attack, and 2) an additional CON draining attack above 27 insight. Wormdogs can be tamed with any “B” corpse but won’t eat them even if they are rotten or when starving. Worms, dogs and other wormdog corpses are considered treats to them, and will cause them to gain a level after being eaten.

Wormdog
Base level 10, AC 8, DR 2, MR 0, Align -7. Normal speed
Resists poison and sickness.
Corpse conveys poison resistance.
Mechanics: valid polymorph form, stalks you.
Wards: Heptagram, Elbereth, Gorgoneion, Elder sign, eye of Yggdrasil.
Mechanics: valid polymorph form, stalks you.
Attacks:
1d6 butt - physical;
1d6 butt - physical;
1d4 sting - poison (STR);
1d6 bite - drain (san);
1d8 tentacle - drain constitution;
1d8 tentacle - drain constitution;


Mockery:
“Death to the edifice.”
“The Powers pity you.”
“The pits await their son below.”
“Maker hath sent its shrike for you.”
“Fear thy soul, fear the flame.”
“Sing thy song, canary.”
“Step on. The hearse awaits.”
“Such delight thou forsaketh, two-legs.”
“No, never, not the bones. We shan’t feast without thee.”


Sounds:

You hear whispers far from below. 
You hear the flapping of leather wings up from above. 

Sanity draining attack:

The wormdog bites your leg! You feel the need to retch.

Vorpal effect
If taken below 10% hp a wormdog may be subject to a spontaneous death effect as if it had been hit by a vorpal weapon with a chance of 110:

The wormdog whimpers! (Once per turn, noisy) 
A rain of red feathers falls on the wormdog far from above. (110) 
The wormdog is impaled (on a tree branch!*|by a metal spike!) (if near a tree) 

If the character is blind:

You hear some strange whimper! 
You hear the melodious sigh of some great flock of birds. Sounds of leather wings flapping echoes up from above. 
You hear a terrible sound of grating metal! The noise sets your teeth on edge. 

If hallucinating:

The wormdog seems at peace. 
You see six cold eyes form in the (clouds|rocks|aviary*) far up above. (if outside and > 1 trees) 
A rotten cradle forms under the wormdog and dissapears in a sea of pitch. A head is spat out. 

The corpse left behind is considered stuck as if it was stuck in a solid wall but can be kicked down from the stake. If left to rot for 50 turns:

A great pair of wings envelops the wormdog corpse. You hear crunching noises. 

After which the corpse disappears.

Fluff

Shiny. From various media


The way is shut. It was made by those who are Dead, and the Dead keep it, until the time comes. The way is shut. -- LoTR


The Wood grows around the walls of the Mansus. As any student of Histories knows, the Mansus has no walls. (Christopher Illopoly, Travelling at Night.) -- CS


"The cold, silent land was lightening as the human figure walked up to the ridge." ... What's "land"? -- Blame


"...too bad we are the witnesses. maybe we are participants, too. It's a miracle we've lived to see this day.
"But what comes next is a terrible secret. Looks like we're in for birds raining from the sky.
"Will you read my fortune from a book?

[Open to the beginning]

"...'The dead shall risk and speak, but none will heed their words.' "

Why do you need this knowledge? No matter how much we've looked at others, we've got nothing but caricatures. --NINAT


All is well, and all manner of things shall be well.
None will live a thousand years.
Speak not of it. The men in the roof will disapprove.
"I am that old Fury!"
Empty nets, empty holds, empty house.
Offer your thoughts at the altar. Falling castles - A dead wind which blew from the north. A hungry sun rode the wind. It made of memories a castle. There are mirrors in the ice. A thousand doors and none. The end of the chain is horizon's beginning. Horizon's beginning. -- SS


Pyromancy is the art of casting fire. Produce flame, then channel it; just as our ancestors did. A pyromancer must be in tune with nature herself. My home, the Great Swamp, is an abundant store of nature. You will understand, one day; it only takes time.
Pyromancy has a, well... rather primitive aspect to it. It meshes poorly with advanced culture, and pyromancers are considered rather unsavoury. Which is fine, as I never got along with anybody anyway. So, for me, turning Undead didn't change a thing! Hah hah hah hah
A pyromancer's flame is a part of his own body. The flame develops right along with his skill…. When I gave you that flame, I gave you a part of myself. Please take good care of it.
My teacher, whom I imagine still resides in the Great Swamp, had a funny way of putting it. He said that "Pyromancy is the ultimate fantasy... We are born into Dark, and warmed by Fire, but this Fire we cannot touch. Those whose fascination with Fire persists, learn to hold it in their own hand." He rather had a way with words, the old withering frog!
In this land, pyromancers earn a certain respect. The Witch of Izalith, one of the legendary Lords, is the godmother of pyromancy. So, the day I became Undead, I was ecstatic. I felt as if I'd been chosen to attune myself to the ancient arts. ...Of course, it wasn't all that romantic in the end...
Ah, hello, there. You've been a stranger these days. Why, what spectacular pyromancy. Tell me about it. I have never seen anything like it.
... I see. I suppose I was mistaken. In any case, I definitely trust you. Apologies, my friend. Forget that I said anything.  -- DS1

And all of your time
Is swallowed in the heat of the sun
Tell me did you find it alright?
Scrounging the bins after dark
As your mind falls apart?

And did you wish for a home?
Or are you fine on your own?

You swear you saw a God
Staring through the eyes of a dog
Tell me is your mind much too far gone?
Was it the sun or the booze?
All those comforts you refused
When your mind
Has led your limbs astray
In the ephemeral haze

Are you still marking time?
And did you wish for a home?
Or are you fine on your own? -- Kiltro
More Yanis
Note: I sincerely don't remember what some of these mean.

Language YANI (SMOP) Intelligent monsters of the same class speak the same language and a character that does not speak it will only hear gibberish, consisting of randomly generated strings pulled from tables grouped by a monster group’s phonology. Languages with full languages (elvish, orcish) instead use those.

All starting races know their own language. Humans know +(INT/3 -12), at least 1, checked at game start. While polymorphed into a telepathic monster the character can understand all languages, but must be blind to benefit from this if they cannot see the speaker.

Listening to a monster speak has a ((int + wis)/3 - 20)% chance to advance a character’s understanding of a language. Doing so 3 times will teach the character the language. Intermediary steps either A) have words randomly be understood, some not B) Have slices of lists from both plain text and the monster language be pulled at random. Eating ; class monsters has a base 5% chance of instantly teaching a new language, scaled up based on monster difficulty.

Exceptions: Shopkeepers will default to sign language. Priests will gesture to a donation box. Vault guards will shout angrily and gesture at your gold purse. Telepathic monsters are always understood. Quest leaders and guardians are always understood. All unique monsters are always understood. Priests and shopkeepers charge a 10% upcharge if they do not.

Additional pyromancy spells:

  • Improved flame sphere (faster and higher damaging, does not damage you if you are caught in it)
  • Flame wall (flame trap effect in a line, scales on XL)
  • Flash burn (Burn items in a monster’s inv.)
  • Heat metal (deal 3d4 fire for each metallic piece of armor worn)
  • Cauterize (Healing school, cures bleeding, 6d4 half with fire res)
  • Pyroclastic cloud (mithardir clouds, fire damage no sickness)
  • Pyre (sacrifice corpse, increase luck and
  • Earth pierce (create lava as with dug fountain, prefer empty squares w/o items)
  • Nourish (lose base 100 XP and 10 hp, gain fire resistance for base 100 turns, +20% per XL and 1/2 XL AC)
  • Haze (lose base 10 hp and gain base 50 turns of displacement, +20% per XL)
  • Ring of fire (walking towards a monster deals 4d4 fire damage. Walking away from a hostile monster incurs it)
  • Crack (single target. 10d4 piercing damage, blind and deafen. Bloodless, amorphous, nonliving are unaffected.)
  • Pyromancy trick (frigthen animal monsters)
  • Living flame (sets organic objects in your vicinity [8 squares] ablaze, follows to the nearest organic object. Can only be cast while wielding a candle, which the living flame can be recalled to by applying. If there are no organics within range returns to the candle. Automatically resumes once in range. The spell ends once it has nothing more to burn or has been snuffed. Starts timer on object after which it burns away. Duration based on weight, intensity on material.
  • Martyr (choose pet and one enemy. A) kill the pet B) send it to the sanctum and untame. for every pet level deal 1d12 fire damage)
  • Emblazon (choose one armor piece. if worn, every 2 tuns -1 enchantment and +spe fire damage.)
  • Burning hands (as balam’s but fire damage)
  • Incinerate (3d2 fire scroll effects, touch)
  • Scorch (very lessened earthquake, fire traps instead of pits)

Fire whips, the jjk blood beam, meteor storm, aoe horizontal sweep, long range glare(?) (intra-level hit), fire pillar, carpet bomb, hellfire (components?), brand, ray mustang’s glove/lighter, purifying flame, flame meditation, inner self ds1, dragon breath - confuse monster style stacking effect - f to use fire scroll effect,

Frenzy flame specific:

  • Scorch (25T timer, power not spell, blind and craze adjacent, +san self)

berserk yani start timer -> upscale damage and speed every kill counts as 1.25 for xp vals + HD of each killed monster is recorded tally total HD/XP. XL - HD or XP * 10 dmg applied to PC If non-negative its damage. if its negative it heals "The wolves take their fair share." "Ravenous maws tear at your flesh!" "Blood covers your flesh. Your wounds knit themselves together. "Your bloodlust recedes."

language yani:

each race in the DoD has its own language. you start with your race's language +1 random language if starting int > 16. some events change what language you speak. (the translator fish from hitchhiker's should make an appearance)

  • eat a fish grilled over a campfire (1 per game random chance of map inclusion) reference to the nordic (?) tale of the guy gaining omniscience after eating the fish of knowledge
  • eating mindflayers (5% maybe)
  • chatting with a peaceful/tame monster with a blank scroll and magic marker prompts to make a scroll of comprehend language. only way to get it
  • rarely while hallucinating
  • non-humans will still be able to speak to shopkeepers and the like but their speech will be output using alternative spellings based on the word's phonetic eg ghoti for fish
  • telepathic messages are always understood (mind flayers[who should taunt you] quest messages and the gods)

faction of the dead yani The way is shut. It was made by those who are Dead, and the Dead keep it, until the time comes. The way is shut. "The dead will come and tell. And he will not be believed."/"The dead shall risk and speak, but none will heed their words."

ring of the ancestor yani - into the abyss "in radiance, may we find our victory." "darkness closes in, haunting the hearts of men."

Eventually you will come to admire the swift elegance of a retreating nymph. They say that finding a winning strategy is a deliberate move on your part.

just the flavor type yanis

Zulfiqar/Dhulfaqar(Dhu al-Faqar) scimitar arti cuz they need it all the possible names are absolute bangers ⦁ the star-splitter sword ⦁ orion's star-splitter sword ⦁ the spine-splitter sword / vertebrae severer ⦁ notched sword (as in serrated) / bloodletting sword (rumor has it that the fuller is to let blood flow) ⦁ split-tongued sword

birds to signify death - (honestly just cus im hearing birds at my windows rn) ⦁ ravens ⦁ crows ⦁ magpies ⦁ vultures

misc ⦁ spear of the non-believer, closely related to the lance of longinus - from the scp ouroboros cycle ⦁ curse sword, appearing as an - aki's katana ⦁ unmaker - hand jumper ⦁ railroad-spike spitter - armored core


Full ideas: Camp fires The unease you feel is just the gnaw of scratching at the mask. You can tear it off but part of you will go with it. You will put something new in its place. It is as much a part of you as your own skin. Feel around it's edges and you might see where the seam is and that will cause discomfort. The sun rises because you are there to see it. If you did not see it rise it's because you're not here anymore. That is you. You are the lens to the world.

There sits a man on a chair whose shadow spins threads of sanity from strands of madness. They crown him stemming from his scalp and lie flat against his back in flowing streams. When they pass through their hands they twist them together and from nothing comes something.

Dream I had: The deer one. Chasing down some hallway. Liminal at first. Dark but soothing. Pool rooms. Go around this corner that loops itself 2 to 3 times. See deer hiding in a locker. (I have a vivid imagination remembrance of them being bunnies but my mind is telling me it's deer). [...] It's a deer. It's on the ground. We can't see it very well in the dim lighting but we can hear it's vocalizations clearly. It's moaning, apparently in pain. It's moth is moving in an unnervingly human fashion but it be noted everything in this section is not only vivid but also mostly grounded, no dream logic. The deer crawls towards us dragging itself, it's legs clearly of no use it collapses under its weight but keeps pushing itself to move. It has antlers but it resembles a doe in complexion. It's antlers are small, and it seems young overall. There is something covering parts under its eyes and on its undercarriage smeared over the short fur, (blood?).

A train drives down a dark tunnel, reverberation cause the ground around it to shake up dust. There's a light at the end of the tunnel. The train is spat out of the tube but doesn't fall. Somewhere in the blame megastructure it's driving on thin air, and with no clear destination or stops.

New bard monsters. Cursed fey flautist. New magic. Listen to monsters to obtain bits of inspiration. Create music. Monster choirs. Insight songs. Il maestro del rancore. A great shift occurs as the song dawns on your mind. More notes than you've ever heard fall into place in the great composition. A veil is lifted from your mind. The noise in your head resolved into the distant sound of church bells. You hear a great orchestra. The conductor weaves a somber tune.

Component magic. Apotropaic. Lesser to some extent, utility focused. Druidic/shamanic. Always tied to specific actions/rituals. Accessible to most roles, penalties for law/neu priests. Sticks to snakes spells Engrave puzzle check the floor & open door accordingly eg

Made in abyss spinoff - sea world edition Ring Cross shaped brutalist megastructure Each n/s/w/e is a wing, upper level city. Think soviet cold war era bunkers turned communal dwelling space. Cheery, like soviet dream kinda vibe. Must look nice when it rains

Nh diving yani. New item: diving suit old school bell diving gear. Rusts, slowly. Use lit/age to track breathing time left. Attachable drill (upgrade kit) bioshock. Comes in pair with: diving lamp. Works underwater. Radius -> Shallow water: 10 Banks: 8 Cliffs: 6 (Underwater) Lakes: 4 The Iris: 1 The giant eye from ss. At the very bottom, in the center is a circular black spot. Moves occasionally. Standing in the center allows to "see outside the eyeball", into whatever is outside.

Yani nameable rifle named chekhov's gun.  Possible effects:

  • +dmg & guaranteed hit on invoke
  • Invoke: Shot w/o bullet req. & mon counts as vulnerable (only once)
  • Warning of paper/spell golems (and gods?)
  • +chance of writing unknown scrolls/sb
  • +free scroll write no marker needed but the rifle dissappears

Once wielded must be shot, at least once, and within 2 turns. This resets after being invoked. If it is not, you "hear scratching sounds coming from inside the barrel" at 2 turns; at 1 turn it "looks two-dimensional for a moment" and  then "dissappears in a flurry of strike outs." on turn 3.

Places or some shit The stars below A vacant/staccato heartchamber - machinery themed The cat Prince's palace A place of no return A vast ruin/labyrinth/desert The 74th layer of the abyss - Wells of darkness The streets/a bustling metropolis/the thoroughfare/home - bad insight eff. Low s. Visit the court of the hanged King A place of darkness/a dying ember A faraway place/the outer reaches/the mountains of madness A distant past (ana excl.  time portal) - scarlet king chains place? Eden? A great cavernous corpse The bloodsoaked battlefields - berith

The depths/a red reality/the pearly gates/the summit/the empty throne/the scarlet door/the tower/pandesmos/a great prison/a higher reality/the mind's eye/the great white plane(moon)/a great maze(backrooms/blame)/grasslands(blame mainframe fields)/a hidden chamber/a great tomb(of horrors)/the castle in tbe sky/a place of learning/a great sage/a peaceful underbringing/

Somplace you have been before (1 time branchport) Ig a lot of these could be a deck of many things effect. That should be an arti

A warm breeze/wholeness/a steady hand/warm embrace/a vision of azure depths all around/the smell of wood and old carpets/fresh clothes/new bedsheets/the sun's kiss/warmth/a weight all over

Ravenous yani Replace you eat w/ "you tear into the % corpse" and "you swallow the (food ration) in one bite" Higher hunger cap (hungrier for higher satiation values) but lower fainting cap. When fainting, barehanded combat attempts a grapple "you bite into the kicking %! % screams!" For some low nutrition gain. Always has the hunger intrinsic. Cannot choke on food (!= magical breathing), will always vomit voluminously. Vomiting increases satiation cap by 100, eg can extend their satiation bar by overeating. Being hungry exercises con. Being satiated abuses it.

Karaka inspired race. Metal bands all the way down. Got a central core from which all the other ones spring so perhaps drop into a "small dense many-layered metal core" form ala eladrin when low hp. Upon completing hp regen receive (hp regend/hpmax)×20 clockwork components to represent the cut/broken metal ribbons ripped out to make way for new ones "you finish pruning your frayed outer shell." Can maybe shoot out a ribbon at hp cost as a iron piercing attack. Scale with XL.

Include "speak of the devil" type insight events. Engrave "Faustus" and a devil will appear and strike a deal (bribe but instead prompt like vault guard w "what do you offer to the fiend?" Recieve according boon. Bloody mary when engraving the name and erasing it thrice over a square containing a mirror. Applying a whistle at night has a chance tk call forth a skin walker/forest demon.

Parasite yani. From eating rotten corpses, replace ill on 4/10s. Randomize movement as if confused on occasion. Cured by pot of sickness

Weird insight yani. Subderma monster. Metamorphosis. Humanoid face mask. Rich red complexion. Gaunt features. "Chisselled" look, the uncanny doll kind. Sharp features/bone structure. No mouth/eye/ear holes (half face mask). Overtime gradually stretches tbe useds skin, setting it closer to the body. Ar first, just tbe face, can be taken of still. Permanent once fised witb the skin. Terrible bursts of tbe skin stretching occasionally, always pulling towards the mask from all extremities. Looks weirdly twisted in this middle phase. "The skin around your face is being tugged. It feels like it's being pressed flat." "Your skin is pulled taut/close to the bone" "Your chest contracts witb the movement" "The skin on your back feels like it's being ripped apart by fish hooks." "You wail! you spasm as Your skin twists unnaturally. Your can feel your bones poking out from under tbe sloughed skin." "There are folds like a wrung towel everywhere in your skin now." Lastly the skin resettled, leaving only skin and bone. "Your skin flattens again. You feel lithe"

Murder town yani Alternate mine town, maybe up at vlads Resi village style Shpk/fortune teller Murderer out for them Sheriff who gives clues as to the nature of the serial killers mo 4-5 suspects. Different minetown guards with sometimes true, sometimes false alibis. Some accounts should be verifiable If cornered, fight ensues. If killed unprovoked, guards turn on you About 1000 turns or so before the murderer springs to action. Maybe with some other victims beforehand, and more accounts ensuing

Scrapyard vulture yani Start w banged up mecha suit Constantly malfunctioning, causing stiff to blow up, need to be winded (by yourself or others), watered (this one for speed boosts ala train water cooling), screwed tight, or jettisoned if its beyond salvaging. Watered - built in boosters only work in short spurts, but if done with correct timing (message indicates), grants 50-100 turns of +fire damage/can be chained to keep dashing Wound - suspensions are bust, snapped in half. using a wind up monkey wrench to keep the thing anchored. Loses stability at times, causing the mecha to jump at random, dex check to manually jam the wrench before it fails, get whipped by the suspension on fail. When properly wound, +4 speed Harpoon - attached to the back of tbe mecha. The retraction mechanism is bust, needs to be fetched after being fired, and re-placed in the firing mechanism manually Engine - whole engine is touch and go. Idling for longer than 10-15 turns turns the whole thing off, but any pf the other move effects can still trigger Ignition - keys are long gone. Needs a sharp to fiddle with the keyhole until it sparks, or some electric damage/current Retrovisors & windshield - grimed, retrovisors all gone, side view mirrors as well. Possibly introduce cone of vision. Otherwise, repairable w looking glasses to undo -acc Cooling system - completely scrap. Engine overheats constantly, cooling has to be done there. Possibly fixable witb juryriged icebox and and at least 100 aum cold res corpse/migo projector/wand of cold (drained overtime)

Dio mask Invoke to draw blood and trigger the mask Wield and hit on good invoke to thrall a monster/create hostile While worn and taking damage/blooded trigger mask

Creekle kobold room (what is it?) W the hallu message being "you hear a poker game being played" (wtf are poker sounds? How does one even play it?) As a nod to the dogs playing poker painting

Deep blue sea yani. New sacc/generic god messages. Arti gem of the sea. Saphire that looks like it has an ocean bespeckled by rays of sunlight under its surface. Looking at it is uneasy for thalasso pcs. Becomes dark as the stygian abyss when invoked. Sea of fallen stars aka dbs + ghaun?

Arti sword that does 1d8 water 1d8 cold damage. Insight, higher insight slowly tips it towards 1x water 4d8 cold. "For a moment, you feel water lapping at your ankles. You see some seaweed drift by. Blind: Something slimy brushes against your leg." "Dazed, sun kissing your face. Endless depths below you but the cool water against your back make you feel at peace. You are lost in wonder whilst you float"

"At once, watery depths surround you and direction loses meaning. You breathe easily, and rays of light shine from seemingly everywhere."

"You are raptured to cold depths far below the sea's mirror. You notice large shapes hunting schools of fish. A faint taste of iron remains as the vision fades." 

"All warmth leaves you as water rushes around you. Your eyes struggle to adjust to the low light. You feel yourself slowly sinking as your limbs are as stone."

"You witness an abyssal valley of mud. Strange lights illuminate creatures you have never seen before!"

"The biting cold and darkness take you. A pulse of light from below illuminates a gargantuan thing for a fraction of a second. And it seems to encompass all." Blind: "You feel uneasy"

Component based magic - how would it work without being a collectathon? Change magic failure rates to be practice based/quality of magic focus based? Steal from monstergarden for insight based magic mechanics? Steampunk magic. Main issues: ○ Its annoying. Hitting Z-(fuckass letter)-direction every time is annoying. Quivering solves this but still
○ Spell memory is annoying. Yog solves this BUT only for neutrals
○ Finding spells is annoying. No, its not fun that i have to go fetch this stupid marker to do my magic because magic academy only taught me how to do fucking street magic lightshows
○ No, BoIS is not a solution to this. Nor would getting them gifted be fun, altar camping ISNT fun when thats the optimal play
○ Its too rigid. Here is everything you can do with magic
○ attack, poorly. This is annoying bc unlike melee dudes youre a schmuck who needs to take a breather every time you run out of magic juice.
○ ○ DOUBLY so bc every wizard ever will almost without fail end up being a knockoff rouge during some stage of the game
○ do what wands do. Admittedly, doing it better wherever possible. But why is this thr best we get? Wow im so glad my level 30 wizard managed to pull the miraculous feat of cancelling this black dragon. Shame he got his face
eaten off bc his dps is dogshit and he can't even hit for shit in tbe first place
○ do what scrolls/potions do. Not even an upgrade in some cases. No comments. Like sure, useful, but why are we going the redundancy with a reskin route.
○ actually unique shit. Your abjurations/create familiars etc. Lots a good stuff here idea wise even if some of em are just not good spells overall, at least they're unique

What we COULD have: ○ nen inspired spells. Especially chrollos conditional copy, killuas chidori, lucky slots.
○ actual apotropaic magic. Salt kills vampires. Cold iron singes undead/fey/vampires. Salt circles protect. Incenses/herbs ward off evil. Knots - saci
○ actual hand seal shenanigans. Where the fun of it is that its not a specific conjunction of spells but each seal just does one specific magic effect, and u can chain em. Then each one has a preferred pairing they are most effective/specific combos perform spells/the "aspect" of the enemy influences the spell <-- mb onto smt
○ your PRACTICE determines spell failure ala rpgs/XL/Knowledge and attunement to the weave which is increased by studying or artis or seeing mon spells
○ emergent spell interactions. All spells are immeadite rn in both casting AND duration. This is boring. I want mfers to cast gas cloud and have that shit explode in their faces. I want mfers to cast rain and get lightnin' bolted and same for PC. If they think that they can get away with using the wrong tool for the job (provided they had the tool in the first place) their ass SHOULD be grass
○ writing spells rework. Hybrid spell combinations that are uniquely only possible to arcane students and are either upgrades or fusions depending on the casters needs. Mons CANT generally cast these. You can't just write fireball now either, you need to learn it elsewhere
○ METAMAGIC. also theres not enough fun variables in casting hunger is lame. What bout god favor boosting clerical casting eg, prot racket mfers cast better/raised when u kill stuff ur god doesn't like? Like actual paladin shit yk.
○ The way that mon casters always have a target on their backs. Like dude, the lack of counterspell is showing. Abjuration is already a good example of how the right tools CAN be useful and fun and make the game more diverse IF it wasnt laden with the PWR, HUNGER, ARMOR/FAILURE, MEMORY systems. These are NOT fun to work around.
○ make pc symmetrical to mons?? Aka take the binder power approach? Just to check if that'd be ass, aka spell cd ala every moba ever and then higher spell lvl == more cool down
○ completely throw out the memory system. It adds nothing. There's nothing fun about something that is already a huge pwr saving minigame to ALSO be a time-check. There are better challenges to pose a spellcaster
○ emergency spells. They're cool. But theyre less cool bc ur probs wishing for them. Make em appear somewhere/be a XL 30 lvlup?
○ change the stupid spell/armor dynamic. Forgoing armor isnt fun if ur doing it bc ur dude is powerless the moment theres a microgram of metal on him. THEORETICALLY, if one were to keep the armor sys synergy, it'd make much more sense for certain armor types to boost certain spells instead of "sorry, this armor isnt wizard approved, get owned, buy mithril, buy dsm or get out"
○ binders/adjacent could get non power spirit magic ala "i invoke the name of xyz" aka shantenkenshun
○ hemomancy is a need to have in my book. Like impurity stuff is all well and good but pyromancy and hemomancy are on top all day everyday
○ I take issues with the lack of linear, or any progression a spellcaster has. No spells on levelup? No way to learn more spells when advancing skill? No guaranteed drops? No way to copy monsters spell? Not even a god gift spellbook (no, the crownig gift does NOT count)? Why are we even using melee weapons at all. No dawg, I dont want to play a worse melee role who can sometimes pull 1 singular party trick out of their ass and then has to wait 100 rounds to recharge
○ word contract magic. I always think theres not enough risk reward in nethack. Let me sign my soul away as an advance and if i dont pay back 200.000 zorkmids its forfeit and I die. Let me use my own blood as medium and if I go down its not bc I ran out of bullets. Let me use ACTUAL combat magic not stardew valley "u know where the exit is" bs thats still overpriced and not even useful
○ theres absolutely no dynamicism to nethacks combat as a whole bc
1) if you gove mons more ways to fight that are dangerous suddenly combat crawls to a halt. Nethack is a very *very* frustrating experience due to lost time to bs mechanics that are "haha gotcha" already
2) the most tactical options in a fight are relegated to roleplay unless you're cheating or actively doing a meme run - never bc the game says "hey. Here's an intuitive problem, think fast" there ARE ways that the necessary info can be given in the heat of battle and not result in an unfair death but instead in interesting game moments IF it can actively be intuitied, prepared for or circumvented (not including warned for bc no, more combat spam is NOT the way before we have fiq message colors)
3) the thing is that, nethack almost always defaults to hit it till it dies, bc thats what everyone's first 50 hours of the game are like. The press rate of the direction keys over all others is fucking gigantic. And meanwhile, #chat, #sit, #kick, #wipe and all the other fun commands are gathering dust. You can't wipe a golems magic engraving (cmon, youre gonna make me waste a cancel charge on a golem?), or reprogram them even if you have magic and a marker, you can't kick a monster in the shins, trip them and skedaddle, you can't plead with a monster for your life, trade, haggle, exchange info, band up, lie to, tame w/words, you can't retreat AT ALL unless you're faster or using a consumable or e wording (no, instruments aren't reliable drops and although I like them I think their early game rarity makes them moot) . In other words, if every obstacle is a fucking nail, then yes, every bastard under the sun will pick the hammer over the screwdriver.
The very very rare exceptions are some od my, and i think a lot of peoples most beloved monsters. Nymphs (not in vanilla), unicorns, guards, shopkeepers, medusa, wild cats/dogs/horses, grid bugs, yellow lights, gas spores, dust vortexes, stalkers, doppelgangers, mimics (dude, door/chest mimics NEED to hapen), weeping angels.

ALL of these dudes are gimmick monsters, yes, but at least they make me THINK. Like, "hey. If you dont kill that doppelganger u might get fucked when he turns." Or "hey. You should throw that tripe ration at that dog." Or "hey. If u attack that nymph In melee she's gonna tele." Luke thats something at least. There's no good archer unit/cover combo but even just when you use an orc as a meatshield while his buddy pelts em with arrows, that's already a step on the right path.

Nen fishes chrollo as revenant type summons ala eury. Mayhap a role, chancely? Idea being that youre forcing spirits to do ur bidding (theyre not happy about it) so the fishes r gonna try to keep dudes alive to whoop ur ass

House of fallen leaves madness. Spaces start to distort, permanently altering dungeon geometry around them. Also have stairways suddenly manifest sometimes, that lead semi-infinitly downwards. "There was a hole here. Its gone now."

Have some blood pots act as ingredients? Like some blood acts as temp intrinsic, great, but theres no way to potentialize it. Think minecraft potion crafting where some ingredients do stuff. Itd be easy to make some more interesting recipes, like needing certain conditions like moon phase be met, use zorkmids(gold) as an ingredient, have an actual alchemical step by step, eg needing to wait for a potion to settle, separate liquids, dilute it before continuing, shake the bottle (apply).

There was a thing now but I can't remember. It spoke of a box, and through it it reached. Even when doors closed and it could not see it could still reach in. When it opened the box there was a path, because there was something in it that always reached. And when it closed the box it dossapears, more than just the thing, people, places, objects too. I believe it might have been wood, those for keeping business cards or fates, or maybe a metal cube, one you'd put something in to lock jt away.

Quick draft of the pyromancer role Current nh/dnh has just fireball w/ either ray or aoe based on skill & firestorm for dnh. There's ways to get more out of it in dnh (goat mutation, choir upgrades)

What'd be cool: more fire spells. Classics like burning hands and prismatic orb come to mind. Stuff like meteor storm already exists (RdOS) so make it a spell. Other possible additions: firewall (either momentary effect or create lava), pillar of fire (single target high damage), heat metal, prestidigitation, dancing lights (themed fire, create flaming sphere ala shlashem, clerical ver makes yellow lights/black lights) I'm forgetting smth Tintenherz

Possessors; people that brcomd inhabited  y spirits. Strong mutualistic bond with it, power and knowledge for their sleep. The person gets more and more restless the longer they're in bond. People from all over flock to them for their abilities. Magic system based on keys and chants; anyone with the right chant can do it and possessors are the first to know. 

Ward replacement idea:

  • Leylines: ala andre potv wards but you can set a teleportation anchor. You engrave an entry point and an exit point (same ward). Its a one way trip (unless its with andre, where it also becomes a 2 way portal), after which the ward auto-erases
  • You can rip the thaumaturgy ward out of spellbooks, turning them into scrolls of x ward. This increases read difficulty and will make them polymorph into blank spellbooks with a 100÷ chance.
  • You can infuse weapons with wards, where it acts like magic bane scare effect for valid monsters
  • You can speak wards (like the words of creation)
  • You need to make a focus for the ward. Maybe have mummies have a semi-rare drop that's a "ritual stick"/papyrus wtv and THEN u can write that on there to either drop it ala staves or read it to engrave the ward ala warding scrolls/that's ur engraving thingie and it engraves the ward when applied
  • Have the ward type and how many times its been read show up on inspect.
  • Put requirements on the wards (stat requirements OR component requirements

Eg 2 zorkmids for acheron. Possibly burn the 2 on hit from monsters of higher level than PC?

Buff type pets yani

  • im thinking of stuff like how singers/secret whisperer give encouragement boosts
  • im excluding spellcaster mons here bc theyre bad unless theyre also tanky (only archons/titans spring to mind)
  • but here, we're talking abt a monster who EXCLUSIVELY gives passive buffs
  • maybe even tie in abilities you only have while theyre around
  • we'd obviously not want them to use standard pet behaviour bc that would suck
  • so we'd need em to either stick to the PC as much as possible (ala high aport) or at least try to stay alive better (flee when hit eg)
  • possible monster summons: wraiths, phoenixes, crows, jellyfish, stalker

Yani symbiotic pet Like byakhee Larva attaches itself to host (you) periodically nibbles at ur hp Depending on what you eat it gains relevant intrinsics + any you had (eating u) On exposure to light/fire/water may molt Causes the larva to violently expand (con/int/str dmg) but gain either set of powerful abilities, template or increase in attacks/dmg/hp whatever. Maybe powerful monster ability? If not able to molt (won't kill host through hp loss) will separate from the host and die a few turns later. If it is separated (trephination) will turn hostile. If fully grown on host and not molted will separate and tame. If molted and fully grown on host will separate and tame. If the host dies and lifesaves the parasite dies. Does not die to death rays if reflected, random chance to survive if resisted. While in larval stage adds a vampiric bite?? Possibly causes missteps (drunken confusion) towards water/while near water and towards upstairs?? (Climb higher is often a final stage in ceremorphosis)

Steampunky thing Heart locket with a mechanical heartbeat keyed to ones own To remind one of the other Dead mans switch?

Almost drowning was quite smth. Or, well, getting swept away for a hot minute. Mouth of the leviathan. Real funny how the surface and even just the topmost layer is already another world. Like being on the cusp. Dnh lifesaving penalty from surviving drowning - pirate deep blue sea effdct?

New among the heavenly powers an ephemeral thing took form. Of an union of the sea and the spear of heaven, lightning. There is nothing on land nor in the depths anywhere that pray to it, and nothing that lives was made in its image. But there are things that answer to it. In depths not measured in fathoms, depths obscured by the haze of endless treatments and false cures.

There is a dream visited upon those locked away to be cured of their own mind, of endless, tubulent, depths. As drowsiness takes them to blissful oblivion they are raptured. At once, the world ceases, and all is bathed in deep, beautiful, blue. Above and below light shines through obscured waters as far as the eye can see. Though they do not notice it at first while their breathing still slows after the fright, they are sinking steadily. They are rapt in the ocean's embrace.

Many awake here, finding themselves oddly disposed when they awake, and with a strange lingering taste of salt and iron on their tongues that does not fade. Never again are they beset by that dream; fishermen that do not stray far from the coast consider it a great blessing of bounty and are oft willing to take persons "born with scales under their skin" along for a spell, giving whatever they do not sell as payment for bountiful catch.

Sometimes, when a ship is lost at sea, the remains of those dead cannot be recovered. Lost too far out where none set foot, broken on crags and asleep deep beneath the world, on sand banks untouched by light and warmth. On nights of storm, as ships are adrift at the sea's mercy, lightning casts eerie glow on the resting place of those damned. Sometimes, those sleeping below the waves may yet dream again one last time, raptured again to depths empty and barren. They will behold deep waters below the world, bereft of all light, so absolutely indiscernible that no light has shone there since the dawn of life. And in their fall that seems endless and colder, colder than they ever felt in life, they will see it: a light. A ray of ghost-light, pale and thin like a strand of hair, reaching up slowly, travelling past them, before dying out. The snaking light will be their companion in a world with only two things. Vanishing, only to appear again elsewhere soon after.

Reports of great shadows in the water following a storm fill the air. There's a great tumult, and fishermen clutch their hands to find that when they close their eyes a shock runs up their body. Some seem to have a great difficulty going back out to sea, believing that a storm is encroaching and won't pass for at least a week. The older fisherfolk are equally shaken, more eager than usual to tend to their tabacco and stay in the comforts of their home by the fire.

Fuck dude it would be baller if all the trick weps had transform attacks. Like here's the options: 1. Its just an attack chain. Like every third hit will transform the weapon/untransform 2. Its skill based. At higher skill +chance. 3. Ready the weapon (with apply full menu) BEFORE attacking 4. Apply mid combat/adjacent to perform a trick attack. -> benefit of allowing interesting effects + verissimil.

Ghost fishes yani. Crollo nen technique. Specific hard to consistently do off-switch. Binder alt? Summoned (crystal skull) pets ? That provide passive buffs ala secret whisperer/p. archon? Have them be categorically opposed to the pc. Disturbing ths dead type beat.


Vague notions:

  • Annihilation/Nokia red ball mirror soko yani

high level monsters- sword in the dark

  • Nonagressive stalkers that judt ffollow u and like sometimes u can kinda hear em
  • Princess mononoke yani
  • Hiring mercs?
  • Pushback sword style. Yk that scene where guts impaled a kid? Yeah
  • Stepping over tiny monsters instakill
  • Doorman scp mons. Closes door on ur face
  • God differentiation yani
  • Silver strands. It drips down as liquid moonlight from the high heavens.
  • New wish options: Wealth, War, Peace
  • Tog khuns briefcase arti yani
  • Omnidirectional-gear (AoT) arti?
  • What if you made one REALLY big sea monster, big room size, and you could only fight it from underwater. And you'd call it levi (levi leviathan)
  • Metamorfose ambulante - as a nkai merchant. Make them distinct from walking delirium/doppelganger
  • Flying/living castle. Is it doable? Moving parts? Floating islands on aor/air plane? Karsus? Howl's castle? Dishonores2? Laputa? Nausicaa robot?
  • Reading the book of the dead 'weighs your heart' against angel, cockatrice, or naga (feathers).
  • Ghost in the shell arti. Mb smg?invis cape?
  • Artifacts diving suit of lady black? Sunless sea
  • Engrave puzzle check the floor & open door accordingly eg
  • The lying/truthful angel door paradox. Special level Two angels door problem (one who tells only lies, one only truths)
  • It is midnight insight effects. Lower veil seeing reqs. Spirits walk the earth. Dont trust strangers past sundown. Never allow yourself to be followed home.
  • Riding techniques. Drive-by combat. Displace + damage enemies.
  • Force movement. The bloodbending bit. Force a monster to mimic your own movements and to attack allies.
  • Ankle bells accessory -> khakharra stealth override
  • Mustangs gloves invoke for shape of fire explosions -> circles, lines etc
  • Perchance a library branch? Not axus's thing, thats not a library. Like duke's archives type beat. Or JLB babel? Or
  • Arti pet see red horse - arti mech ala nausicaa
  • Move select summon eye/&@" mons around u like glyphs? Override current mknz location. Sans blasters/tog needle type beat
  • Actual hand sign shit like per name? Scroll w/associated animals (bull,ox,horse etc) tl learn
  • Tog lighthouse arti/clone briefcase/knife
  • God shaped hole. Carcosan spell? Death message?
  • Prosthesis upgrade path yani. Need to get ur arm severed by a tengu (sekiro idk) wielding scissorswords. Can chuck it at em and they'll take it off at 1/5th hp cost.
  • Wand skill Id chance based on skill. 0% at restricted, 10% at basic, 20% at skilled, 40% at expert.
  • Pained angel. Atlas type beat where the heavens are upheld by the cruelty enacted on them and the gods are on that omelas grind.
  • Mask of the selfless fool. Naivety.
  • Various tarot associated artis.
  • Death's wedding band. Renewal of vows.
  • Mirror self inspect random events? You don't recognise yourself in the mirror/cult outer god w/highest credit changes it (goats horns, green flaming eyes, silver flame hands)
  • Black mother satyr mutation boon?
  • Emerald tablet yani. Up from above, far from below.
  • The colossus of Rhodes. Rhodian soldier.
  • Unit formations. Phalanxes. Over-the-shoulder shield/archer and shield/spear units. Slingshot and aklys kiting units. Horseback cavalry blitzes. Hit and run tactics. Trick shot wand users. Big monster + tamer units.
  • Mindtwisting - the memeric kill agent is a neural signal, cut off at the eye/cns connection. Alt. puts the kill neural signal in an isolated closed loop/filters *only* the deathly not painful bits hence backlash
  • What results of a doped up abstraction brain mass set lose? Retroactive causality alteration, reflexive timeline changing, lesser psionics
  • Ver the Rat
  • Deathling
  • Manamorphosis
  • Cradling air
  • The stars below
  • The lesser
  • Tears in the rain
  • Double king
  • Curses to the lesser maker
  • Burned out circuitry firing again and again
  • Moon pool submersion. The cold waters all around.
  • Know not/fear not/revere not

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