                            Features of the Dungeon
                            ~~~~~~~~~~~~~~~~~~~~~~~

Largely written and entirely collected by Jonathan Ellis for NetHack 3.2.3:
"doors" written by Jonathan Ellis
"traps" adapted from two files on Sascha Wostmann's spoilers site
"floors" written by Jonathan Ellis from posts to rec.games.roguelike.nethack
"fountains" quoted from the WCST spoilers by Paul Waterman
"sinks" adapted from a Usenet article by Dylan O'Donnell
"thrones" adapted from one file on Sascha Wostmann's site, with reference 
     also to Roy Stead's "NetHack A-Z".

As you wander around the dungeon, you may notice that there are several 
different terrain features. You might find pools of water, ice or lava or 
traps (which the player need merely walk into to encounter), or such 
strange objects as thrones, fountains, and even the proverbial kitchen 
sink. Even the ordinary common-or-garden door offers possibilities to 
surprise the unwary...

(1) Doors 
(2) Traps
(3) Different Floor Types
(4) Fountains
(5) Sinks
(6) Thrones
______________________________________________________________________________

1. Doors
~~~~~~~~

   Doors may be open, shut, broken, locked, booby-trapped, secret, 
visible etc. If a door is simply "closed" or "open" you may open or 
close it respectively, but it may resist (dungeon doors are often stuck 
and need some forcing - a higher strength helps.) 

   If a door is locked, you must have a key to open it (by "a"pplying the
key to it): or alternatively you must "k"ick it down - which you can also 
do to doors that are closed but not locked, if you wish to exercise your
strength. (Kicking a shopkeeper's door down is a Very Bad Idea.) A wand 
of opening opens the door, a wand of striking will break the door as if
you had kicked it down. (The same applies to chests and boxes: you have 
to unlock them or kick them open. In that case, kicking them may break 
any potions contained therein.) 

   If a door is open and you want it locked (say, to discourage pursuit), 
you will need to "a"pply a key to the door or use a wand of locking.
If it is broken (it will appear as a normal floor space, but the game 
will say "there is a broken door here" as you pass it), a wand of locking
will mend, close and lock the door, but a key will do nothing.

   If a door (or, indeed, a chest) is booby-trapped, there will be an 
explosion when you open it, by whatever means. You will take damage and 
be stunned for several turns if you were standing next to the door (a 
wand of opening or striking from a distance will avoid this.)

   Secret doors, like traps (and booby traps on doors), may be found by
"s"earching. If you have intrinsic searching, you are considered to 
"search" once each turn without taking any time.

   Magic portals share the "^" symbol with traps, but should really 
be considered more as doors than as traps. There is a magic portal 
somewhere between levels 11-18 that leads to the Quest levels: you will 
arrive on the spot where there is a magic portal to return you back to 
the main dungeon. Likewise, at any time between level 10 and the Medusa 
level there will be a permanent magic portal which transports the 
character between a "Magic Memory" 2x2 vault containing loads of gold 
(in the main dungeon) and Fort Ludios. 
   There are some single-use one-way-only magic portals on levels which
contain a normal Magic Memory Vault, which will take the character (or 
whatever blunders into them first) to the Vault. You can then pick up all
the gold there, but be sure to have a way out (by teleport or digging),
otherwise you will have to wait for the Vault's guard to appear. If the 
guard interrupts you while digging your way out, he will ask who you are:
if you speak the name of the correct owner of the vault (clue - he's in 
the dungeon somewhere: who was it that owned all that gold?) he will go 
away. If you speak any other name, he will not let you out until you have 
dropped *all* your gold in the vault - be careful, this may be your only 
way out.
   Finally, there are one-way-only portals between the Elemental Planes
in the Endgame levels: when you have the Amulet of Yendor, you need to 
find the portal on the Plane of Earth to reach the Plane of Air, and 
cannot then return, etc.
______________________________________________________________________________

2. Traps
~~~~~~~~

   There exist many types of trap in the game of Nethack - some are 
simple and straightforward, others have strange effects. Normally a 
levitating character will not be affected, though some are exceptions.
Any trap may be discovered by using a crystal ball to search for the 
symbol "^" (which will also pick up magical portals), by reading a 
non-cursed scroll of gold detection while confused (which will show 
traps as traps), or a cursed scroll of gold detection at any time
(which will cause traps to appear, looking like the gold symbol $.)

 - Arrow traps and dart traps are simple enough: you will be shot at, and 
often hit, by an arrow or dart, which may or may not be poisoned. These
traps can be #untrapped and the arrows and darts picked up for use by you.

 - Falling rock traps will hit you on the head. If you are wearing a hard
helmet, you will take no damage. (The same, incidentally, goes for hidden
monsters that drop from the ceiling - rock and iron piercers, lurkers 
above.) These may not be untrapped.

 - Squeaky boards, if trodden on, will waky up sleeping monsters and alert
them to your position. A squeaky board may be untrapped by "a"pplying a 
potion of oil.

 - Bear traps will close on your foot and leave you stuck to the spot 
unable to move until you escape several turns later. (You may also escape 
by teleporting, and you may cast spells or attack physically.) You can 
#untrap a bear trap when standing next to it (though you may set it off 
in doing so), and will then be able to set it somewhere else at your
own choice.

 - Rust traps will shoot a gush of water out at you. This gush will hit
a random part of your body, and if you are wearing an item on that part
of the body (left arm for shields, right arm for weapons, either arm for 
gauntlets, head for helmets, body for to your outermost item of body 
armor - shirt, armor or cloak) it will rust if the item is capable of 
rusting. Blessed items have a 1/4 chance of resisting. (Iron golems will
be completely destroyed by the rust if they wander into it, and gremlins
will multiply: if you are polymorphed into an iron golem your golem form
will be destroyed and force you back into human form, and if you are 
a gremlin then you will multiply - i.e. your hit points will be reduced 
by half and a tame gremlin with the same number of hit points as you
will be created.)

 - Pits and trapdoors may be concealed until something (usually you) 
falls into them. You will take damage: a pit may, furthermore, have 
spikes in the bottom which may or may not be poisoned, and you will 
take several turns to climb out. Trapdoors will dump you down to the 
next dungeon level (or perhaps even more than one level down), unless 
(1) you have a pet, (2) it is on a leash, and (3) it is not standing 
next to you. Trapdoors and pits may be filled in and thus disarmed
by pushing boulders into them: the same applies for holes in the floor
made by a wand of digging or dug with a pick-axe.

 - Some traps are teleportation traps. There are normal teleportation 
traps, which will teleport you within the level, and there are level-
teleportation traps which will teleport you to a different level. 
Teleport control will allow you to choose your position on the level
(for a normal teleport trap), or the level to be teleported to (for a
level-teleport trap.) Magic resistance will prevent the teleportation.

 - Rolling boulder traps: when you stand on one, a boulder will roll 
in a straight line through the spot you are standing on and hit you.
If you step on it a second time, it will roll back to its original 
location and hit you again. If the boulder is ever destroyed or pushed 
off the line it was rolling along, the trap is disarmed.

 - Sleeping gas traps may be ignored with sleep resistance.

 - Landmines will blow up if you step on them, giving you damage, 
wounding your legs and creating an open pit. If you discover a 
landmine without setting it off, you may #untrap it to disarm it,
then pick it up and "a"pply it to set it somewhere else.

 - Spider webs will trap and hold you for a few turns until you can
free yourself. If you are wearing gauntlets of power or polymorphed 
into a giant, you will sweep them aside and destroy them (as also will
any enemy giants that blunder through them.)

 - Statue traps appear like statues, but will come alive if touched.
You can tell the difference between a normal statue and a statue trap
with a stethoscope (it will say that the statue is in "extraordinary" 
health if it is a trap, and "excellent" health if it is just a statue.)

 - Polymorph traps will polymorph you, your pet or any other monster 
that steps on them, if you do not have magic resistance. They can be 
useful if you have polymorph control, for turning into something that 
can eat rings to gain the ring's power - or deadly if they polymorph an 
enemy newt into a master lich...

 - Fire traps appear in Gehennom, and will trigger even if the character
is levitating. They do damage to your current and maximum hps (2d4 
current, a random number between 0 and the "current" damage reduces your 
max HP) and burn your equipment and inventory.

 - Anti-magic traps will drain your magical energy if you do not
have magic resistance.

 - Magic traps may do any of the following (magic resistance does not
   protect the character):

1/30 chance: "You are caught in a magical explosion!". Lose d10 HP; 
             if you survive, "Your body absorbs some of the magical
             energy!". Power points increased to max+2, and the trap 
             vanishes.

     If this does not happen, then the trap does not vanish. Instead, you
will get one of the following possible effects:

 ## 9/20 chance: "You are momentarily blinded by a flash of light!" (If
                already blind, "You hear a deafening roar!"; if blinding
                resistant (Sunsword, poly), "You see a flash of light!".)
                Blinds for 9+d5 turns, creates 1d4 monsters around you.

 ## 1/20 chance: Same as fire trap ("A tower of flame erupts from the
                floor!". If not fire resistant, lose 2d4 HP, max HP is
                reduced by a number between 0 and the HP you lost.
                Chance of armour being damaged and flammables in
                inventory being burnt/boiled.)

 ## 1/20 chance: "You feel charismatic!" Gain 1 CHA, and tame the monsters
                immediately around you.
 
 ## 1/20 chance: "You feel like someone is helping you." (Hallucinating: 
                "You feel in touch with the Universal Oneness.") Acts 
                as uncursed scroll of remove curse; uncurse loadstones, 
                worn and wielded items. Remove ball and chain if being 
                punished. Does not uncurse carried items except loadstones.

 ## 2/20 chance: Nothing happens, and does it quietly.

 ## 6/20 chance: Nothing happens. Equal chances of the following messages:
        (1)  "A shiver runs up and down your spine!" 
        (2)  "You hear a distant howling." (Hallucinating: "You hear the 
                  moon howling at you.")
        (3)  "Your pack shakes violently!"
        (4)  "You smell charred flesh." (Hallucinating: "You smell 
                  hamburgers."), 
        (5)  "You feel tired."
        (6)  Or a reference to your homeland: usually "You suddenly 
             yearn for your distant homeland." (Hallucinating: "You
             suddenly yearn for Cleveland.")
                If on the Quest portal level, or in the Quest below 
                the Home level, "You suddenly yearn for your nearby
                homeland." 
                If on the Quest Home level itself, "You feel like the 
                prodigal son."; if not male, "You feel oddly like 
                the prodigal son.")

If you encounter a trapped hostile monster (say, a naga in a pit) and 
try to #untrap it, it may become friendly or peaceful. Or it may just
get angrier and bite you.

Which traps can be generated on which dungeon level? 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

   The following traps may not be generated until the character has 
reached the dungeon depth stipulated:

Level 1: arrow traps, d
art traps, rock traps, squeaky boards, bear 
   traps, rust traps, pits, holes, trapdoors, teleporters, magic traps,
   antimagic traps
Level 2: rolling boulders, sleeping gas
Level 5: level teleporters, spiked pits
Level 6: landmines
Level 7: webs
Level 8: statue traps, polymorph traps
Gehennom: fire traps (which will be 20% of all random traps in Gehennom, 
plus several fixed traps - surrounding Moloch's temple, and surrounding 
the staircase created on the vibrating square.)

(Level) teleporters will never be created on non-teleport levels;
trapdoors and holes won't be created on levels where the floor's too
hard to dig, apart from the set trapdoors to the Valley of the Dead 
from the Castle.
______________________________________________________________________________

3. Different Floor Types
~~~~~~~~~~~~~~~~~~~~~~~~

   Most of the squares you walk across in the dungeon will be open floor, 
whether in a room or a corridor. In some cases, however, you may find 
yourself in other terrain, such as water, lava, ice, elemental air or, 
if you are unlucky, trapped in solid rock.

Water
~~~~~
   Pools of water may appear in the dungeon: either as lakes on some levels 
(Medusa's Isle), in a swamp room or level (including Juiblex's lair), or when
a fountain overflows, or on the Elemental Plane of Water, or as a moat (round
the Castle or Fort Ludios.) 
   If you step into water and are not wearing boots of water walking (in which 
case you will walk on the water), levitating (in which case you float above 
the water) or polymorphed into a flying or swimming monster, you will sink to 
the bottom. You may be able to teleport out (the game will do this 
automatically, if you are not on a non-teleporting level) or crawl out
(a chance dependent on how much you are carrying, and only if you are adjacent 
to land), otherwise you will drown if you do not have magical breathing. 
   If you are in water: any items of body armor which can rust may do so, 
unless they are rustproofed or you have "a"pplied a can of grease to them, 
or unless you are wearing an oilskin cloak (which will not protect your 
weapon, helmet, gloves or boots.) 
   Items in your inventory may (depending on your luck) also be water-damaged 
if not inside an oilskin sack, or a sack which has been greased: potions will 
dilute, scrolls and spellbooks will blank. 
   Items dropped in water will sink and cannot be picked up by a flying, 
levitating or water-walking character: you must sink to the bottom yourself 
while breathing magically. This is especially something to beware of if you 
kill the Wizard of Yendor over the moat surrounding his inner sanctum within 
his tower (the Book of the Dead will not blank.) Pushing a boulder into water 
will fill it up and make it into dry land: zapping a wand, spell or breath 
of cold at it will freeze it into ice.

Ice
~~~
   Ice may exist in the dungeon: if you zap a wand of cold over a pool of
water, or on the Valkyrie quest. 
   Corpses on ice rot at only half the normal speed (for eating purposes: 
they still get older at the same rate for sacrificing purposes.) 
   Kicked objects will slide an extra 1d3 spaces. 
   If you are cold-resistant, you have a 1 in 3 chance of fumbling, otherwise 
there is a 1 in 2 chance per turn: wearing snow boots will prevent this. 
(Note that "snow boots" is not a special type of boots, but is in the 
"appearance" column in the item tables: in other words, it is random - snow 
boots may be boots of speed, levitation, water walking, fumbling, jumping or 
elven boots.)
   Ice may be melted into water with a wand, spell or breath of fire.

Air
~~~
   This terrain occurs only on the Elemental Plane of Air.
   In elemental air, you cannot jump, engrave, push boulders or dig. 
   If you are not levitating, there is only a small chance each turn that 
you will be able to move through air.
   If you kick against something or throw something, you will float in the
opposite direction.
   Your carrying capacity is maximized: you are not slowed down so much by 
being burdened.

Lava
~~~~
   This terrain occurs mainly (possibly only?) on the Elemental Plane of Fire.
   If you are in lava, you will get stuck. If you are not fire-resistant, you 
die: if you are, you lose 1d6 hp per turn, and all of your non-fireproof 
belongings are destroyed, and after 256 turns you sink into it and drown.
   If you have water walking, you will not get stuck. You do, however, take
1d6 points of damage per turn, 3d6 if not fireproof, and your boots will burn
(if you have not fireproofed them), along with your spellbooks and scrolls, 
and your potions will boil away and explode. In either case, #sitting will get
you an extra 2d10 points of damage.
   If you have levitation, you will not get stuck and your boots will not burn.
   You cannot engrave in lava.
   Pushing a boulder into a lava pool has a 10% chance of making it solid
ground, otherwise the boulder is lost.
   Digging next to a lava pool makes the new pit fill with lava.
   Digging in lava wakes nearby monsters.
   You can get out of lava by the following: #jumping (possible but not 
certain), praying (if your god is in a good mood) or throwing an iron ball 
which is attached to you.
   If you zap a wand, spell or breath of cold, lava will freeze to make a 
solid floor. If you are trapped in the lava when this happens, you become
trapped in the rock.

Solid rock
~~~~~~~~~~
   If you are stuck in solid rock (by freezing lava when trapped in it, or
by unpolymorphing when you were moving through rock polyed into an earth
elemental or xorn), you cannot jump out (if you try, you will damage both
legs as if hit twice by a xan.) There is a small chance of getting free each 
turn, or you can polymorph into a xorn or earth elemental again, or you can
pray.
______________________________________________________________________________

4. Fountains
~~~~~~~~~~~~

There are basically two things you can do at a fountain: you can either 
"q"uaff or #dip something. If the dipped item is a long sword, it may be
turned into the artifact long sword Excalibur under certain circumstances. 
Other possible effects are as follows...

Quaffing at a normal fountain
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

-----------------------------------------------------------------------------
|Chance | Effect                                                            |
|-------|-------------------------------------------------------------------|
| 30.0% | "The cool draught refreshes you."                                 |
|       | You gain 1-10 nutrition points (i.e. makes you less hungry).      |
|-------|-------------------------------------------------------------------|
| 30.0% | "This tepid water is tasteless."                                  |
|       | Nothing happens.                                                  |
|-------|-------------------------------------------------------------------|
|  3.3% | "You feel self knowledgeable..."                                  |
|       | Shows you all of your intrinsics and exercises your wisdom.       |
|-------|-------------------------------------------------------------------|
|  3.3% | "The water is foul!  You gag and vomit!"                          |
|       | You lose 11-30 nutrition points (i.e. makes you hungrier).        |
|-------|-------------------------------------------------------------------|
|  3.3% | "The water is contaminated!"                                      |
|       | If you are poison resistant, you will lose 1-4 hit points.        |
|       | Otherwise, you will lose 1-10 hit points and 3-6 points of        |
|       | strength, as well as abuse your constitution.                     |
|-------|-------------------------------------------------------------------|
|  3.3% | "An endless stream of snakes pour forth!"                         |
|       | "You hear something hissing!"  (if blind)                         |
|       | "The fountain bubbles furiously for a moment, then calms."  (if   |
|       | water moccasins have been genocided)                              |
|       | Creates 2-6 water moccasins around you.                           |
|-------|-------------------------------------------------------------------|
|  3.3% | "You have unleashed a water demon!"                               |
|       | "You feel the presence of evil."  (if blind)                      |
|       | This creates a water demon.  The water demon will give you a wish |
|       | (20 - dungeon level)% of the time, may occasionally be peaceful,  |
|       |  but will usually be hostile.                                     |
|-------|-------------------------------------------------------------------|
|  3.3% | "This water's no good!"                                           |
|       | Each item you have has a 20% chance of being cursed.              |
|       | Additionally, you will lose 11-30 nutrition points (i.e. become   |
|       | more hungry), and abuse your constitution.                        |
|-------|-------------------------------------------------------------------|
|  3.3% | "You see an image of someone stalking you.  But it disappears."   |
|       | You gain the intrinsic of see invisible and exercise your wisdom. |
|-------|-------------------------------------------------------------------|
|  3.3% | "You sense the presence of monsters."                             |
|       | You detect monsters, as the spell or potion of detect monster.    |
|-------|-------------------------------------------------------------------|
|  3.3% | "You spot a gem in the sparkling waters."                         |
|       | A gem appears where the fountain is.                              |
|-------|-------------------------------------------------------------------|
|  3.3% | "You have attracted a water nymph!"                               |
|       | "You hear a seductive voice."  (if blind)                         |
|       | "A large bubble rises to the surface and pops."  (if nymphs have  |
|       | been genocided)                                                   |
|       | "You hear a loud pop."  (if blind and nymphs are genocided)       |
|       | Creates a water nymph next to you.                                |
|-------|-------------------------------------------------------------------|
|  3.3% | "This water gives you bad breath."                                |
|       | All monsters will flee from you for one round.                    |
|-------|-------------------------------------------------------------------|
|  3.3% | "Water gushes forth from the overflowing fountain."               |
|       | Just exactly like it sounds - creates several pools in the room.  |
-----------------------------------------------------------------------------

In any case, the fountain may dry up after use. Or not, as the case may be.

Dipping an item at a fountain
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Dipping an item at a fountain is no different whether the fountain is a 
blessed fountain or a regular fountain.  For information on how to get 
Excalibur, see below.  For all other types of dipping you might be interested 
in, see the chart below for possible effects of dipping an item in a 
fountain: 

-----------------------------------------------------------------------------
|Chance | Effect                                                            |
|-------|-------------------------------------------------------------------|
| 53.3% | "The [object name] gets wet."                                     |
|       | Nothing happens.                                                  |
|-------|-------------------------------------------------------------------|
| 13.3% | "The water glows for a moment."                                   |
|       | "A feeling of loss comes over you."  (if dipped item is not       |
|       | cursed)                                                           |
|       | The dipped item will become uncursed if it is currently cursed.   |
|-------|-------------------------------------------------------------------|
|  3.3% | No message.                                                       |
|       | The item becomes cursed.                                          |
|-------|-------------------------------------------------------------------|
|  3.3% | A water demon is summoned (same messages and effects as in        |
|       | quaffing).                                                        |
|-------|-------------------------------------------------------------------|
|  3.3% | A water nymph is summoned (same messages and effects as in        |
|       | quaffing).                                                        |
|-------|-------------------------------------------------------------------|
|  3.3% | Water moccasins are created (same messages and effects as in      |
|       | quaffing).                                                        |
|-------|-------------------------------------------------------------------|
|  3.3% | You find a gem (same message and effect as in quaffing)           |
|-------|-------------------------------------------------------------------|
|  3.3% | The fountain overflows (same message and effect as in quaffing).  |
|-------|-------------------------------------------------------------------|
|  3.3% | "A strange tingling runs up your arm."                            |
|       | Nothing happens.                                                  |
|-------|-------------------------------------------------------------------|
|  3.3% | "You feel a sudden chill."                                        |
|       | Nothing happens.                                                  |
|-------|-------------------------------------------------------------------|
|  3.3% | "An urge to take a bath overwhelms you."  (only if gold > 10...)  |
|       | If you have ten or less gold pieces, nothing else happens.  If    |
|       | you have between 11 and 99 gold pieces, you will lose 10% of it.  |
|       | If you have 100 or more gold pieces, you will lose between 1 and  |
|       | 1,000 gold pieces, up to 10% of the amount of gold that you       |
|       | have.  This also abuses your wisdom.                              |
|-------|-------------------------------------------------------------------|
|  3.3% | "Far below, you see coins glistening in the water."               |
|       | You will find some gold (the lower the dungeon level number, the  |
|       | greater the treasure).  This also exercises your wisdom.          |
-----------------------------------------------------------------------------

Magical Fountains
~~~~~~~~~~~~~~~~~
Whenever a fountain is generated, there is a 14.3% chance (1 in 7) that it 
will be a "blessed" fountain or "magic" fountain. If you quaff from one and 
your luck is greater than zero, there is a 66% chance that the fountain will
act as a blessed potion of restore ability (restoring all lost stats) and as
a potion of gain ability (raising one random stat - or more, based on your 
luck: you can have all your stats raised if your luck is high enough.) If 
you get the magical effect, it will become a normal fountain immediately,
with the message "A wisp of vapor escapes the fountain..."  

Trying for Excalibur
~~~~~~~~~~~~~~~~~~~~

Getting Excalibur used to be a fairly simple matter of dipping a longsword in
a fountain once you were at the fifth experience level or higher.  It's 
become a bit tougher in 3.1 and subsequent versions... 

If a) the item you are dipping is a longsword, b) there is only one of them 
(i.e., they've fixed the bug that let you dip "6 long swords" to get "6 long 
swords named Excalibur"), c) you are at experience level 5 or higher, d) the 
item you are dipping is not an artifact, and e) Excalibur does not currently 
exist anywhere in your dungeon, then there is a 16.7% chance (1 in 6) that 
the following effects will occur (otherwise, treat it as a normal dip, and 
see above): 

If you are not lawful, the lady of the lake will get a wee bit peeved at you. 
She'll curse the sword, remove any rustproofing on it, and there's a 33% 
chance that she'll take a point of enchantment off it just for good measure. 
Needless to say, this abuses  your wisdom.  You'll get the following message 
when this happens: 
      "A freezing mist rises from the water and envelopes the sword."

On the other hand, if you are lawful, the lady of the lake will express her 
appreciation.  She'll turn the sword into Excalibur, bless it, remove any 
rust on the blade, and make it rustproof.  This also exercises your wisdom.  
The following message is given when this happens: 
      "From the murky depths, a hand reaches up to bless the sword."

In either of these cases, the fountain will disappear afterwards.
______________________________________________________________________________

5. Kitchen Sinks
~~~~~~~~~~~~~~~~

Probably added to the game in response to comments such as "this game has 
everything but the kitchen sink"... there are four useful things you can do 
with a sink.

(1) Drop a ring down it. It may give off some clue as to which ring it is: 
   see the "rings.txt" spoiler for more information.
(2) Quaff from it. 
(3) Kick it.
(4) If you are levitating, float over it and you will sink to the ground.
   You may now remove cursed levitation boots or rings.

If you quaff from a sink or kick it, the following may happen:

Quaffing from sinks
~~~~~~~~~~~~~~~~~~~

- 1/20 "You take a sip of scalding hot water.". If fire resistant, "It
seems quite tasty." (no effect), otherwise lose d6 HP.
- 1/20 If sewer rats are genocided or extinct, "The sink seems quite
dirty." (no effect). Otherwise, "Eek! There's a sewer rat in the
sink!" ("something squirmy" if blind), and a sewer rat is generated.
- 1/20 "Some <potion appearance> liquid flows from the faucet." ("odd
liquid" if blind). Has the effect of a random uncursed potion.
- 1/20 "You find a ring in the sink!". Creates a random ring and exercises
wisdom. Only one ring per sink (from quaffing or kicking);
thereafter, "Some dirty water backs up in the drain." (no effect).
- 1/20 "The pipes break! Water spurts out!". Sink becomes a fountain.
- 1/20 "The water moves as though of its own will!". If water elementals
are extinct, "But it quiets down." (no effect); otherwise, creates
a water elemental.
- 1/20 "Yuck, this water tastes awful". You gain 1 XP.
- 1/20 "Gagg... this tastes like sewage! You vomit". You vomit.
- 1/20 "This water contains toxic wastes!". You polymorph into a new form.
- 11/20 No effect. Messages: "You take a sip of <temperature> water."
("warm", "(very) hot", "(very) cold"). "You hear clanking from
the pipes...". "You hear snatches of song from among the
sewers...". "From the murky drain, a hand reaches up...
--oops--" (this last only if hallucinating).


Kicking sinks
~~~~~~~~~~~~~

- 4/5 "Klunk! The pipes vibrate noisily." Exercise dexterity.
- 1/5 Something else, as follows:

   - 1/3 chance of a black pudding being generated if they aren't extinct 
   or genocided. "A <black> ooze gushes up from the drain!" (if blind, 
   "You hear a gushing sound."), and dexterity exercised.

   - If you didn't get a pudding and haven't yet had a dish washer, 1/3
   chance of getting one of those (an incubus if a female humanoid,
   otherwise a succubus). ("The dish washer returns!" ("Something
   returns!" if blind), and dexterity exercised. (Total probability: 
   2/9).

   - If you didn't get either of the above, 1/3 chance of "Flupp! Muddy
   waste pops up from the drain." ("You hear a sloshing sound." if
   blind), and a random ring being created if the sink hasn't yet given
   one through kicking or quaffing: "You see a ring shining in its
   midst." (no message if blind) and exercise dexterity and wisdom.
   (Total probability: 4/27)

   - If you didn't get any of the above, you get a hurt foot. "Ouch! That
   hurts!", abuse dexterity and strength, 1/3 chance of right leg being
   hurt for 5 to 10 turns, and lose 5 HP (3 HP if CON greater than 15).
______________________________________________________________________________

6. Thrones
~~~~~~~~~~

There are two things you can do with a throne: sit on it, or kick it.
The possible outcomes of either action are sometimes affected by your
luck.

Sitting on a throne
~~~~~~~~~~~~~~~~~~~

There is a 1/3 probability that "You feel somehow out of place..." and 
nothing happens.

Otherwise, there is an equal 1/13 probability of one of the
following:
    1.  You lose 3 to 6 points off a random attribute, and
        1 to 10 hit points.  No message.*
    2.  You lose 1 point off a random attribute.*
    3.  If shock resistant, "An electric shock shoots through
        your body!" and you lose 1-6 hit points.  Otherwise,
        "A massive electric shock shoots through your body!"
        and you lose 1-30 hit points.  In both cases, abuse
        your constitution.* (Lightning can destroy your wands
        and rings, but I'm not sure it does in this case.)
    4.  "You feel much, much better."  If you are no more than
        5 hit points below your maximum, the max increases by 4.
        Hit points are then restored to maximum in any case.  
        Also cures blindness, all sickness, and wounded legs.
    5.  If you have any gold in your main inventory, "You notice
        you have no gold!" and it's all taken away.  Otherwise,
        "You feel a strange sensation."**
    6.  If your luck is negative, there is a random chance that
        your luck is increased; "You feel your luck is changing."
        Otherwise, you get to make a wish. This can only happen 
        once per throne. ***
    7.  "Thy audience hath been summoned, Sire/Dame!"
        One to 10 courtroom monsters appear around you.
    8.  "A voice echoes: ``By thy Imperious order, Sire/Dame...''"
        You get to genocide one species, (i.e., like an
        uncursed scroll of genocide when not confused).
        Can only happen once per throne.
    9.  "A curse upon thee for sitting upon this most holy throne!"
        If positive luck, you're blinded for 250-350 (more) turns;
        otherwise, your inventory is randomly cursed.***
    10. If your luck is non-negative and you don't already see
        invisible, you get that intrinsic; "Your vision becomes
        clear."  Otherwise, if the level can be magic-mapped,
        it is; "An image forms in your mind."  Otherwise,
        "A terrible drone fills your head!" and you are confused
        for 1-30 (more) turns.*
    11. If you have negative luck, you aggravate monsters at
        that moment; "You feel threatened."  Otherwise, "You
        feel a wrenching sensation." and are teleported within
        the level.  ***
    12. "You are granted an insight!"  Same effect as a
        blessed scroll of identify (1 to 4 items or everything, 
        1/5 chance of each possible outcome.)
    13. "Your mind turns into a pretzel!"  You are confused
        for 16-23 (more) turns.*
There is always a 1/3 probability that the throne will then
disappear: if not, you can use it again until it does. If you 
haven't teleported, you are told "The throne vanishes in a puff 
of logic." This may happen even if there is no effect from the throne.

So you should prepare ahead of time by doing the following:
*   Keep your unicorn horn or the applicable blessed potion handy,
    and use it afterwards.
**  Put gold in a bag or drop it before sitting on the throne.
    Especially after looting Ludios!
*** Carry a blessed luckstone to avoid negative luck.

Kicking a throne
~~~~~~~~~~~~~~~~

If your luck is positive: 1/3 chance of kicking loose some coins and gems 
(300-500 gold pieces, and up to 6 random gems depending on your luck.) 
Can only happen once.

If your luck is negative: 1/3 chance of destroying the throne and getting 
1-200 gold pieces.

If neither of the above happens: 1/4 chance of a trapdoor opening up 
under you. Otherwise you get a hurt foot (lose some hp, abuse DEX and
STR, and may damage your leg for some turns.)
