Wand

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Wands are limited-use magical items in NetHack that may be zapped or engraved with. Any character can zap a wand, but all wands have a specific number of charges. When all charges have been used, the wand will either do nothing or function one last time and then turn to dust (1/121 chance) – this is known as wresting a last charge out of the wand. A wand can also be recharged.

When a wand is identified, additional information is displayed in parentheses Wand of X (Y:Z). Y = number of times it has been recharged. Z = current number of charges. A current charge count of -1 is a special case indicating that the wand has been cancelled.

A wand's effect is not known before it is identified: they only appear by description, such as "an ivory wand" (see § Appearance).

All wands have a weight of 7.

Wands (other than the wand of lightning) have a 1 in 3 chance of exploding when subjected to shock damage.[1]

Types of wands

Wand Cost Starting charges Prob Type
light 100 11–15 9.5% non-directional
nothing 100 varies 2.5% varies
digging 150 4–8 5.5% ray
enlightenment 150 11–15 1.5% non-directional
locking 150 4–8 2.5% beam
magic missile 150 4–8 5% ray
make invisible 150 4–8 4.5% beam
opening 150 4–8 2.5% beam
probing 150 4–8 3% beam
secret door detection 150 11–15 5% non-directional
slow monster 150 4–8 5% beam
speed monster 150 4–8 5% beam
striking 150 4–8 7.5% beam
undead turning 150 4–8 5% beam
cold 175 4–8 4% ray
fire 175 4–8 4% ray
lightning 175 4–8 4% ray
sleep 175 4–8 5% ray
cancellation 200 4–8 4.5% beam
create monster 200 11–15 4.5% non-directional
polymorph 200 4–8 4.5% beam
teleportation 200 4–8 4.5% beam
death 500 4–8 .5% ray
wishing 500 1–3 .5% non-directional

Generation

Wands make up for 4% of all randomly-generated items in the main dungeon, 6% in containers, 5% on the Rogue level, and 8% in Gehennom. The Prob column above is the relative probability of each subtype. They appear 134 (~3%) cursed, 1617 (~94%) uncursed, and 134 (~3%) blessed.

Wands are generated with a random number of charges depending on their type, according to the table below:[2]

Wand type Starting charges
Wand of wishing 1 to 3
Other non-directional wand 11 to 15
Directional wand 4 to 8

Wands are generated with their recharge counter set to 0.

Wands are also generated in the inventories of monsters, for their use, with a probability depending on the monster's type, level, and monster difficulty:

The Castle always contains a wand of wishing in one of its tower rooms.

Appearance

The appearances of wands are randomized from the following descriptions:

glass       balsa       crystal     maple       pine
oak         ebony       marble      tin         brass
copper      silver      platinum    iridium     zinc
aluminum    uranium     iron        steel       hexagonal
short       runed       long        curved      forked
spiked      jeweled

Only marble wands turn to meat sticks when hit by the spell of stone to flesh, and only glass or crystal ones shatter from a force bolt. Wielded silver wands will do silver damage. The appearance of a wand also affects its susceptibility to erosion, which is largely cosmetic and has no implications on its functioning. (Erode-proof wands are very rare but can be wished for.) Iron, steel, hexagonal, short, runed, long, curved, spiked, and jeweled wands can rust or corrode; copper ones corrode; and wooden wands (oak, balsa, ebony, maple, pine, and forked) might also erode with fire and/or rot, but this has not yet been verified.

Direction, beams, and rays

The type of wand denotes the behavior when it is zapped. Non-directional wands do not ask for a direction. Beam wands ask for a direction, but do not show a visibly animated effect when zapped. Ray wands produce a ray that is animated on the screen; if you are unblind when you zap the wand, you will also identify that type of wand. Rays may bounce off walls or be reflected.

When a wand asks you for a direction, you can answer with any of the standard directions, including the cardinal directions, up, down, or self. If you refuse to answer a direction, then the wand glows and fades, and the zap is lost.[3]

If a ray hits a wall orthogonally or at an internal corner it will bounce straight back. If it hits a wall diagonally or an external corner, there is a 5% chance it will bounce straight back, otherwise it will change direction 90 degrees, with equal chances of being deflected left or right. Note that on diagonal wall bounces, the ray actually penetrates the wall one square, possibly hitting any phasing monsters in the wall.[4]

A directional wand (or spell) may affect not only the first object or creature it hits, but several others behind it. An example of this is healing your pet and a few hostile monsters as well—or zapping not only your pet with a wand of speed monster, but also a shopkeeper, angering him.

Range

The range of a beam wand is 6 to 13 squares.[5] For each monster hit, range decreases 3.[6] For each square in which objects are affected, range decreases 1.[7] Beams don't bounce and can't be reflected.

The range of a ray wand is 7 to 13 squares.[8] For each monster hit, range decreases 2.[9] If fire passes over water or a fountain, or cold passes over water or lava, the ray may stop entirely or have its range decreased 1 or 3. If fire passes over scrolls or spellbooks, some may burn, but range isn't decreased.[10] Each time it bounces off a wall, range decreases by 1.[11] Reflection off a monster or you reverses the direction of travel, but range doesn't decrease.[12]

Hitting and missing

Most beam wands always hit, but the monster may resist.[13][14]

When engulfed by a monster, non-digging ray wands[15] and wands of striking will always hit. Otherwise, the chance of hitting depends on the target's AC.

A wand of striking never hits targets with an AC of −9 or lower, always hits targets with an AC of 11 or higher, and for intermediate AC values has a (9 + AC) in 20 chance of hitting.[16][17][18]

Both against you and against monsters, the odds of hitting with a ray wand is exclusively determined by armor class.[19]

The table below shows the chance of a monster or player being hit by a ray from a wand (not accounting for possible rebounds).

AC range Hit chance AC Hit chance Example monsters
Fraction Decimal
11 and above 1
10 to 3 0.945 + AC200 10 199200 0.995 Scorpius
6 3940 0.975 minotaur, kraken
5 97100 0.97 couatl, python, mind flayer
2 to 1 0.795 + (11 × AC)200 2 181200 0.905 Lord Surtur, Medusa, elementals
0 to −1 0.8 + (10 × AC)200 0 45 0.8 Other quest nemeses, master mind flayer, shopkeeper
−1 34 0.75 Ixoth, giant eel
−2 to −14 0.775 + (5 × AC)200 −2 2940 0.725 Nalzok, Minion of Huhetotl
−3 710 0.7 titan, electric eel, Vlad the Impaler
−5 1320 0.65 Riders
−8 2340 0.575 Wizard of Yendor
−10 2140 0.525 disenchanter
−12 1940 0.475 Master Kaen wearing a +0 robe
−15 and below −6AC
Graph of wand and spell hitting probabilities given various target ACs and spell_bonus values

Because the chance of spells hitting is affected by the player's Dexterity and skill level in the appropriate spell school, one may choose to attack a monster using a spell instead of the corresponding wand: for example, against Master Kaen wearing a +0 robe, a monk with 23 Dexterity who has reached Basic in Enchantment spells will hit with the sleep spell 86.25% of the time, whereas a wand of sleep only hits 47.5% of the time.

Attack wand damage

To calculate the damage done by an attack wand, first the base damage is calculated:

If the wand is a wand of fire and the target is cold resistant, 7 additional points of damage are added.[26]

If the wand is a wand of cold and the target is fire resistant, 6d3 additional points of damage are added.[27][22]

Fire, cold, and shock resistant monsters will take no damage from fire, cold, and lightning wands respectively.[28][29][30] Monsters with player-style magic resistance will take no damage from striking and magic missile.[31][32] All monsters have a chance, based on their level and monster magic resistance, of resisting and taking half damage.[33]

Attack wands (other than striking and magic missile) can also destroy inventory items:

  • Fire can damage burnable armor and destroy scrolls, potions and spellbooks.[34]
  • Cold can destroy potions.[35]
  • Lightning can destroy rings and wands.[36]

Using wands

You may zap or Engrave with a wand. That consumes one charge each time. Covered below, apply destroys wands.

Zapping a wand with zero charges left usually yields "Nothing happens". But with a 1 in 121 chance, it instead wrests one last zap and then turns the wand to dust.[37] A cancelled wand is shown as "-1" charges and will always turn to dust ineffectively if you use it.

Cursed wands have a 1% chance of exploding if zapped [38] but they otherwise function as normal. Since NetHack 3.6.0, cursed wands may also explode when used to engrave.[39]

Engraving with a wand is a good way to work out its identity. Also, engraving with a wand of fire or lightning is the only way to make truly permanent writing. E.g. an Elbereth that cannot degrade. How many characters you engrave determines how many turns it takes, but it always costs one charge.

You can zap or break with a wand without free hands, e.g. when wielding a cursed two-handed weapon; engraving requires hands.

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.

Though this is still true, you can no longer zap a wand if polymorphed into a form that lacks hands. You cannot apply anything, including wands, in this situation either.

Recharging wands

Main article: Charging#Wands

Wands may be recharged by scrolls of charging or by the Platinum Yendorian Express Card. Previously-recharged wands have a chance of exploding (up to a maximum of 100% for a 7:x wand or a 1:x wand of wishing).

A cursed scroll will not change the number of charges in a blessed wand or a wand with no charges; otherwise, "Your <wand> vibrates briefly" and its charges is set to zero. An uncursed scroll will bring the number of charges to a random number from 1 to a random number between 5 and the maximum charges shown above (or for a wand of wishing a random number from 1 to 3); a blessed scroll will bring the number of charges in the wand to a random number from 5 to the maximum charges shown above, or for a wand of wishing to three charges. If it already has that number of charges, it gains one more charge. A wand of wishing charged beyond three charges will explode. "Your <wand> <glows/vibrates> briefly" if the new enchantment is below the maximum; "Your <wand> <glows blue/vibrates> for a moment" otherwise.

Cancelled wands can be recharged the same way as empty wands. It effectively uncancels wands.

Breaking wands

You can destroy a wand by applying it. You will be prompted for confirmation, and you must have hands and enough strength. Balsa wands require 5 strength to break; other wands require 10. Wands with no charges and some wands listed below have no effect ("But nothing else happens..."). Breaking a wand with no charges may (with the usual 1/121 probability) wrest some final charges from it, in which case it will act like a wand with between one and three charges.[40]

Most wands will produce an explosion when broken. The explosion causes damage to yourself and any monsters that were in the adjacent squares when you broke the wand. This damage can be reduced or eliminated if you (or the monster) has an appropriate resistance. Damage is also reduced to half for Healers and Knights and to 15 for Monks, Priests and Wizards. Further effects can occur as if you had zapped yourself with the wand. The explosion can also affect objects in your inventory, on your square, and on adjacent squares, and affect locations as if they were zapped. Finally, some types of wands have explosions that make you identify the wand.

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

Wand Effect when broken
cancellation There is an explosion causing from 1 to (4 × charges) damage.
Monsters and objects in the affected squares are cancelled.
cold There is an explosion of cold with (8 × charges) damage.
Potions may freeze.
You identify the wand.
create monster There is an explosion causing from 1 to (4 × charges) damage.
A total of 9 monsters (or groups of monsters, for monsters like hill orcs that normally spawn in groups) are spawned adjacent to you. (Note that this is independent from the number of charges left in the wand.)
death There is an explosion of death with (16 × charges) damage.
Non-living monsters and demons resist this damage.
This will not cause instadeath.
You identify the wand.
digging There is an explosion causing from 1 to (4 × charges) damage.
Your square, and adjacent squares, are filled with pits (with 3/charges probability) and holes (otherwise). Any liquid will immediately flow into and fill the pits and holes.
enlightenment No effect. Will not grant enlightenment.
fire There is an explosion of fire with (8 × charges) damage.
Armor, scrolls and spellbooks may burn.
Potions may boil.
Burns away slime.
You identify the wand.
light There is an explosion causing from 1 to (4 × charges) damage.
You are blinded for (charges+1)d25 turns; surrounding monsters may also be blinded, and gremlins take damage.
The room is lit.
lightning There is an explosion of lightning with (16 × charges) damage.
Rings and other wands may explode.
You identify the wand.
locking No effect.
magic missile There is an explosion of magic missiles with (4 × charges) damage.
You identify the wand.
make invisible There is an explosion causing from 1 to (4 × charges) damage.
You and surrounding monsters are made invisible; for you, this has a 10% chance of being permanent and a 90% chance of lasting for (charges) to (250 × charges) (more) turns.
nothing No effect.
opening No effect.
polymorph There is an explosion causing from 1 to (4 × charges) damage.
Monsters and objects in the affected squares are polymorphed.
probing No effect.
secret door detection No effect. Will not detect secret doors nearby.
sleep There is an explosion causing from 1 to (4 × charges) damage.
You and surrounding monsters may be put to sleep from (*1 + charges*) to 12 turns.
slow monster There is an explosion causing from 1 to (4 × charges) damage.
You and surrounding monsters are slowed.
speed monster There is an explosion causing from 1 to (4 × charges) damage.
You and surrounding monsters are sped up.
striking "A wall of force smashes down around you!"
There is an explosion causing from 1 to (charges+1)d6 damage.
You and surrounding monsters are hit by a force bolt.
Fragile objects in your and adjacent squares may be destroyed.
teleportation There is an explosion causing from 1 to (4 × charges) damage.
Monsters and objects in the affected squares are teleported.
undead turning There is an explosion causing from 1 to (4 × charges) damage.
Monsters and objects in the affected squares are turned.
wishing No effect. Will not grant any wishes.

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.

Your hands now need to be free to break a wand. Glass wands can now be broken with 5 strength, like balsa wood wands.

Identifying wands

Engrave-identification

The easiest and safest way to identify with a wand is to engrave with it. To do so, first write something in the dust with your fingers ("Elbereth" is a good safe default choice that exercises Wisdom to boot; illiterate characters can use "x"), then engrave something else with the wand. You may get a message or effect giving a clue as to what the wand is.

This won't work if you are blind, levitating, or not on a writable floor.

Engraving with a wand uses up one charge (possibly wresting the last), but if the wand is nondirectional, it performs its usual effect.

Message/effect Possible wand Notes
"The engraving on the <floor> vanishes!" cancellation

teleportation (the engraving is moved elsewhere in the level)
make invisible
cold (if the existing engraving is a burned one)

no message if no existing engraving
"A few ice cubes drop from the wand." cold
"The bugs on the <floor> stop moving!" sleep
death

"This <wand> is a wand of digging!"

"Gravel flies up from the floor!"

digging wand self-identifies
"This <wand> is a wand of fire!" fire wand self-identifies
"Lightning arcs from the wand. You are blinded by the flash!"

"This <wand> is a wand of lightning!"

lightning wand self-identifies
"A lit field surrounds you!" light wand self-identifies
"The <floor> is riddled by bullet holes!" magic missile
"The engraving now reads: <random message>" polymorph no message if no existing engraving
"The bugs on the <floor> slow down!" slow monster
"The bugs on the <floor> speed up!" speed monster
"The wand unsuccessfully fights your attempt to write!" striking
"The wand is too worn out to engrave." wand is exhausted (x:0)
No message or effect locking
opening
probing
undead turning
nothing
secret door detection (self-identifies if secrets are detected)
wand is cancelled (x:-1)

Create monster, enlightenment, light, and wishing perform their usual effect and will self-identify prior to the game giving you the engraving prompt; wands of secret door detection also self-identify, but only if they find anything. A wand of lightning will blind you if you engrave with it; you can either cure the blindness promptly, or else abort when prompted for the text you want to engrave and avoid it entirely. This also works for a wand of create monster if you are standing on a functional Elbereth and the monster you generated warrants its use.

Also, be careful concerning the identical message for wands of make invisible, teleportation, and cancellation; you don't want to end up teleporting yourself or cancelling a pet by accident. The safest way to find out the exact identity is using the wand on a non-blank scroll or non-clear potion you neither need nor care if a monster picks it up (for example, scroll of light). If nothing happens, it's make invisible; if the item disappears, it's teleport; if the item blanks/clears (or turns into fruit juice if you're using potion of sickness), it's cancellation.

One "optimal" method to identify a wand with no message is to line up the corpse of a monster and a container in front of a door, with either the door or the container locked and the other unlocked, and zap the wand in that direction. If the corpse is revived, the wand is undead turning; if the contents of the container are revealed, the wand is probing, and will be formally identified as such; if the container (or the door) locks, it is locking, and will be formally identified as such; and if the door (or the container) unlocks, it is opening, and will be formally identified as such. Otherwise, the wand is nothing, and will remain unidentified. If the wand does not prompt you for a direction, it is either secret door detection, or, in some games, nothing.

Identification by zapping

A good way to determine the identity of a wand that makes engravings vanish—at the cost of using a second charge—is to do this: line up an item and a monster and zap them. If they both vanish it was teleportation, if the monster vanishes it was make invisible, and if neither vanishes it was cancellation. You can also place a junk scroll on the ground and zap it. If it disappears, the wand is teleportation. If the scroll is blanked, the wand is cancellation. If nothing happens, it's make invisible. This technique doesn't result in an invisible monster.

Many wands will self-identify on zapping. A single zap under the right circumstances can identify nearly all of these: stand in a room where you know there is an undetected trap or door (messages such as Vlad was here or ad aerarium indicate such a door), and another door that is closed but unlocked. Drop an object that can be recognizably cancelled (such as a junk scroll) on a diagonal to the door (to prevent dangerous beams from hitting you), and lure a visible undead monster onto the same diagonal line. Zap toward the object, monster, and door. If both object and monster vanish, the wand is teleportation; if the monster vanishes and the object doesn't, it is make invisible; if the scroll is blank, it was cancellation; if the door opens, it was opening; if the door is now locked, it was locking; if the monster flees, it was turn undead; if the hidden door appears, it was secret door detection. If nothing happens, it was a wand of digging or of nothing, or it was empty of charges. If it was any other kind of wand, it will self-identify.

Price-identification

Almost any class of items can be price-identified, but there are two groups of wands for which this is exceptionally useful. Wands of wishing and wands of death are covered in the price identification article; both have base cost 500. In addition, the four wands with base cost 175 are all very useful in the early or middle game. Wands of cold, fire, and lightning provide a powerful ranged attack. Wands of fire and lightning offer an instant method of engraving Elbereth. Freezing water with a wand of cold is one way to cross it or to deal with sea monsters and their dreaded instakill. And wands of sleep are great all the time.

Strategy

Main article: Wand strategy

Polypiling

Main article: Polypiling

Non-directional wands come with lots of charges, which are preserved on polymorph. Polypile them if you lack powerful offense, teleportation, or cancellation wands.

Wands are quirky when polymorphed; unlike many other objects, where the greatest risk is sundering and golem generation, their quality will quickly degrade. The most useful wands are wishing (to wish for a wand of death), death (to clear a five-lane highway to the Castle's wand of wishing), polymorph, digging, secret door detection, cold, and teleportation. Most others, by the time the player has a means to polymorph objects, have long since become useless. The two most useful—wishing and polymorph—will never appear in polymorphs, so don't try.

By the time the player seriously considers polypiling, they'll have all the wands of teleportation they're likely to need. The same goes for digging—and additionally, a pick-axe can work in a pinch for a slower means of clearing a pre-amulet fast-track to the Plane of Earth. For many players, secret door detection has one use and one use only—getting through Gehennom and Moloch's Sanctum fire traps that much faster. And there, they may instead opt to carry the Bell of Opening just a few steps further to serve this purpose. Wands of cold are useful for freezing moats and lava, but even there a player is likely to greatly prefer a ring of levitation.

Variants

AceHack

In AceHack, engraving will formally identify the wand if that gives an unambiguous message (e.g. cold or speed monster).

SLASH'EM

In SLASH'EM, cursed wands explode 20% of the time (not just 1%) when zapped, but never explode when engraved with. Curse-test your wand of wishing! Also, exploding wands in SLASH'EM are much more dangerous to anyone caught in the explosion: many wands have their standard effects (cancellation, death etc.) on whoever is inside the explosion's radius. Most attack wands also cause a high amount of elemental damage upon exploding, capable of instakilling a low-level character.

SLASH'EM wands, other than the wand of wishing, generally have 4 more charges than a vanilla NetHack wand would have: [41]

Wand type Starting charges
Wand of wishing 1 to 3
Other non-directional wand 15 to 19
Directional wand 8 to 12

Engrave-identification

In addition to the vanilla table:

Message/effect Possible wand Notes
"The engraving on the <floor> vanishes!" draining (if engraving was short) Given when short engraving is erased; no message if no existing engraving
"The engraving looks different now. draining For longer existing engravings; message is shared with polymorph, but wand erodes engraving instead of changing it
"The bugs on the floor run away!" fear Wand does not self-identify, but message is unambiguous
"The bugs on the floor look healthier!" healing/extra healing Zapping yourself with the wand will then cause it to self-identify.

A wand of create horde will have its usual effect when zapped. This can be dangerous to weaker characters, so having an escape item ready may be a good idea. Wands of create horde are quite rare, however.

SlashTHEM

There are additional wands in SlashTHEM. Some of them automatically identify when engraved with, others will give a message:

Message/effect Possible wand Notes
"The bugs on the <floor> seem to be covered with goo!" acid Wand does not self-identify, but message is unambiguous
"The bugs on the floor are blown away!" wind (also exists in SporkHack) Wand does not self-identify, but message is unambiguous
"The engraving on the <floor> shines brightly for a moment!" solar beam Wand does not self-identify, but message is unambiguous
"The bugs on the <floor> speed up!" haste monster This message is shared by the wand of speed monster. Zap it at yourself to see which one it is: speed monster permanently gives you the "fast" intrinsic, haste monster makes you "very fast" for a period of time.
"The bugs on the <floor> look healthier!" full healing This message is shared by the wands of healing and extra healing. Zap it at yourself or a monster for a less ambiguous message.
"The engraving is blurred, and you think you can see it twice!" clone monster Only appears if there was an existing engraving. There is no other wand that gives this message; the text of the actual engraving doesn't get cloned though.
"You are surrounded by darkness!" darkness You identify the wand, and the area surrounding you becomes unlit.
"You feel insightful!" identify You identify the wand, and can identify some items in your inventory.
No message bugging You identify the wand, and some bugs and heisenbugs are summoned around you to fight.

UnNetHack

When some wands are broken, in addition to the vanilla effect, sometimes a trap is created. The chance of creating a trap is (charges – 3)/(charges – 2), or zero if the wand does not have at least 3 charges.

Wand Effect when broken
cancellation In addition to the explosion, an anti-magic trap is created if allowed by the terrain.
cold In addition to the explosion, an ice trap is created if allowed by the terrain.
death In addition to the explosion, a magic trap is created if allowed by the terrain.
fire In addition to the explosion, a fire trap is created if allowed by the terrain.
lightning In addition to the explosion, a magic trap is created if allowed by the terrain.
magic missile In addition to the explosion, a magic trap is created if allowed by the terrain.
nothing Gives the message, "Suddenly, and without warning, nothing happens."
opening A trap door is also created if allowed by the terrain.
polymorph In addition to the explosion, a polymorph trap is created if allowed by the terrain.
sleep In addition to the explosion, a sleeping gas trap is also created if allowed by the terrain.
teleportation In addition to the explosion, a teleport trap is also created if allowed by the terrain.
wishing Gives the message, "You really wish you hadn't done that."

Wand rebalance

FIQhack and NetHack Fourk rebalance wands to scale on a new skill, the wands skill. The aim is to make several wands more useful for a longer duration of the game. For more details, see Wands Balance Patch.

Encyclopedia entry

'Saruman!' he cried, and his voice grew in power and authority.
'Behold, I am not Gandalf the Grey, whom you betrayed. I am
Gandalf the White, who has returned from death. You have no
colour now, and I cast you from the order and from the Council.'
He raised his hand, and spoke slowly in a clear cold voice.
'Saruman, your staff is broken.' There was a crack, and the
staff split asunder in Saruman's hand, and the head of it
fell down at Gandalf's feet. 'Go!' said Gandalf. With a cry
Saruman fell back and crawled away.

[ The Two Towers, by J.R.R. Tolkien ]

References

  1. destroy_item in zap.c
  2. mkobj.c in NetHack 3.4.3, line 577
  3. src/zap.c in NetHack 3.6.7, line 2238
  4. zap.c in NetHack 3.4.3, line 3476: ray bouncing
  5. zap.c in NetHack 3.4.3, line 2470: beam wand range
  6. zap.c in NetHack 3.4.3, line 2717: beam hit monster
  7. zap.c in NetHack 3.4.3, line 2744: beam hit object(s)
  8. zap.c in NetHack 3.4.3, line 3308: ray wand range
  9. zap.c in NetHack 3.4.3, line 3434: ray hit monster
  10. zap_over_floor in zap.c
  11. zap.c in NetHack 3.4.3, line 3483: ray bounce
  12. zap.c in NetHack 3.4.3, line 3346: reflecting ray
  13. bhitm in zap.c
  14. resist in zap.c
  15. zap.c in NetHack 3.4.3, line 3292: special case for non-digging ray wands when engulfed, to line 3306
  16. zap.c in NetHack 3.4.3, line 128: striking chance of hitting, you zapping monster
  17. muse.c in NetHack 3.4.3, line 1117: striking chance of hitting, monster zapping you
  18. muse.c in NetHack 3.4.3, line 1128: striking chance of hitting, monster zapping monster
  19. zap_hit in zap.c
  20. zap.c in NetHack 3.4.3, line 129: striking damage
  21. zap.c in NetHack 3.4.3, line 2915
  22. 22.0 22.1 22.2 zap.c in NetHack 3.4.3, line 2490: This is passed to the nd parameter of buzz which passes it on to zhitm, determining the number of dice.
  23. zap.c in NetHack 3.4.3, line 2929
  24. zap.c in NetHack 3.4.3, line 2949
  25. zap.c in NetHack 3.4.3, line 3016
  26. zap.c in NetHack 3.4.3, line 2930
  27. zap.c in NetHack 3.4.3, line 2950
  28. zap.c in NetHack 3.4.3, line 2925
  29. zap.c in NetHack 3.4.3, line 2945
  30. zap.c in NetHack 3.4.3, line 3011
  31. zap.c in NetHack 3.4.3, line 125
  32. zap.c in NetHack 3.4.3, line 2911
  33. resist in zap.c
  34. zap.c in NetHack 3.4.3, line 2938
  35. zap.c in NetHack 3.4.3, line 2958
  36. zap.c in NetHack 3.4.3, line 3032
  37. zappable in zap.c
  38. src/zap.c in NetHack 3.4.3, line 1839
  39. src/engrave.c in NetHack 3.6.0, line 630
  40. src/apply.c in NetHack 3.6.6, line 3341
  41. Source:SLASH'EM_0.0.7E7F2/mkobj.c#line679, compare with vanilla's mkobj.c

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