Greetings: This is a draft version of a spoiler for the results of applying (ie, breaking) various wand types. Corrections are welcome. Distribution and posting to WWW/FTP sites welcome, as long as my name stays attached. NetHack 3.2.0 Spoiler Applying (Breaking) Wands Jeffrey Robertson (jeffr@nortel.ca) If you "a"pply a wand in NetHack 3.2.0, you are asked if you want to break it. This is possible only if you have hands, and if your strength is greater than 10. If the wand has no charges, breaking it has no effect, other than destroying it. (Of course, if the wand was unpaid for, you still owe for it.) Basic damage (B) for destroying a wand is 4x the number of charges. Wishing, Nothing, Locking, Probing, Opening, and Secret Door Detection: No damage. No effects. Death, Lightning: 4x damage Fire, Cold: 2x damage Magic Missle: 1x damage Striking: "A wall of force smashes down around you!" Basic damage (B) is replaced by (n+1)d6 where n=# of charges. Recall that the damage from zapping this wand is 2d12. Actual damage is 1dB. It also affects objects in the adjacent squares. Cancellation, Polymorph, Teleportation, Undead Turning: Damage is 1dB. These wands can affect objects in the adjacent squares. Digging: Damage is 1dB. Pits or holes may be dug in adjacent squares. Probability is based on the charges in the wand. Create Monster: Damage is 1dB. Monsters appear in each adjacent square. Light: Damage is 1dB. The room is lit. Sleep: No effect on adjacent squares/monsters. Priests and Wizards take only one fifth the damage other classes do. Healers and Knights take only half damage. In addition to this explosion damage, you also suffer effects similar to zapping yourself with the appropriate wand. The following summarizes this, and assumes you are not resistant to the damage. Striking: Damage is (n+1d6). You abuse your strength and identify the wand. No damage if you're magic resistant. Lightning: Damage is 12d6, unless resistant. You're blinded, and wands and rings may be lost. Fire: Damage is 12d6, unless resistant. Armor, scrolls, spellbooks, and potions may burn. Cold: Damage is 12d6, unless resistant. Potions may freeze. Magic Missile: Damage is 4dg, unless resistant. Make Invisible: Temporary, with 10% chance of permanence. Light: Damage is (n+1)d25. You are blinded. Polymorph, Cancellation Sleep, Teleport, Death, Undead Turning: Normal self-zapping effect.