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# User talk:Hacknet
Welcome, Hacknet!
Welcome!
Hi! Welcome, and thanks for joining NetHackWiki!
The How to help and Style guide pages are excellent starting points.
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This is an automated greeting. -- The Welcome Bot 15:40, 21 Jul 2023 (UTC) |
# User:Progo
Due to technical restrictions, this page's title is incorrect. The correct title is progo.
Hi, I am a bastard nethacker from icy Finland trying to achieve some goals such as ascending all 13 roles and so on...
It began on Oct. 2006. I made my first ascension with the classy fighters, barbarians. Since then I have moved and ascended valks, tourists, wizards, knights and samurais. I have ascended 10 times with some of the ascensions having conducts like wishless polypileless and that kind of stuff. Mostly done with RL luck, but anyways. I think my ultimate goal is to do every conduct and every role. Perhaps some more stupid ascension tricks as well, we'll see if I get bored to this ever.
My current target is to ascend a Caveman or an Arc. My cavemen seem to always get mattock early on and they can use them better than arcs, who still can get pick-axe to Expert which obviously should matter, but not. I'd love to try gnomish arc but I hate peaceful Mines. A lot of good'n'easy XP is wasted when you can't slaughter the peabags called gnomes.
Hiscores
My hiscore list (local). I try to update it whenever I do anything notable there. Nowadays I play a lot on NAO because I'm getting used to the lag which can be enormous at times.
Points Name Hp [max]
1 10248298 progo-Val-Hum-Fem-Neu ascended to demigoddess-hood. 473 [473]
2 6510272 progo-Bar-Hum-Mal-Neu ascended to demigod-hood. 579 [579]
3 4633134 progo-Tou-Hum-Mal-Neu ascended to demigod-hood. 290 [354]
4 4141024 progo-Kni-Hum-Mal-Cha ascended to demigod-hood. 212 [257]
5 3442772 progo-Bar-Orc-Mal-Law ascended to demigod-hood. 175 [325]
6 3258414 progo-Val-Dwa-Fem-Cha ascended to demigoddess-hood. 237 [253]
7 3112254 progo-Rog-Orc-Mal-Cha ascended to demigod-hood. 258 [258]
8 3055470 progo-Wiz-Elf-Fem-Cha ascended to demigoddess-hood. 66 [92]
9 2378903 progo-Bar-Hum-Mal-Neu died in The Dungeons of Doom on
level 11 [max 46]. Killed by the invisible Wizard of
Yendor. - [273]
10 1137492 progo-Tou-Hum-Mal-Neu escaped the dungeon [max level
37]. 300 [300]
Please have a look to my nethack site site. It may be down and sometimes very slow because of the connection (and location), but has some info, such as my YAAPs (most of them are in Finnish, unfortunately), but the recent ones are written in English (and with bad syntax).
My English isn't too great, so there sure are some grammar errors and such. |
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23 July 2023
08:18
Black market (SLASH'EM) (4 changes | history)
. .
(-135) . .
[Umbire the Phantom; Ion frigate (3×)]
08:18
(cur | prev) . . (-140) . . Umbire the Phantom (talk | contribs) (improve level description)
07:03
(cur | prev) . . (+5) . . Ion frigate (talk | contribs) (really use show preview to fix link)
07:03
(cur | prev) . . (+1) . . Ion frigate (talk | contribs) (really fix link)
07:02
(cur | prev) . . (-1) . . Ion frigate (talk | contribs) (fix link)
22 July 2023
23:38 Wish (diff | hist) . . (+547) . . Umbire the Phantom (talk | contribs) (→GruntHack: copyedit + add some IRC recommendations)
21 July 2023
m 17:58 Elbereth (diff | hist) . . (-3) . . Silverwing235 (talk | contribs) (→History: typo/grammar, punctuation)
20 July 2023
01:28 Erosion (diff | hist) . . (+141) . . Tomsod (talk | contribs) (→Strategy: blessing may be enough)
19 July 2023
21:34
Black dragon scale mail (2 changes | history)
. .
(-53) . .
[Noisytoot (2×)]
21:34
(cur | prev) . . (-67) . . Noisytoot (talk | contribs) (Simply say "source of reflection" instead of listing sources of reflection)
21:32
(cur | prev) . . (+14) . . Noisytoot (talk | contribs) (The advice to give a pet black DSM if a source of reflection is unavailable is not vampire-lord-specific. Also, vampire lords can wear SDSM because it is not actually made of silver.)
18 July 2023
06:14 Scroll of genocide (diff | hist) . . (+415) . . Ardub23 (talk | contribs) (→Variants: Hack'EM info) |
# File:Executioner.png
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Executioner.png (16 × 16 pixels, file size: 252 bytes, MIME type: image/png)
Modified from Charon and battle-axe tiles.
--Wikid (talk) 09:54, 16 March 2014 (UTC)
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current09:58, 16 March 201416 × 16 (252 bytes)Wikid (talk | contribs)Modified from Charon and battle-axe tiles. Corrected spelling of Charon. --~~~~
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# Vorpal jabberwock
The vorpal jabberwock is an unused monster in vanilla NetHack which has been implemented in SLASH'EM, GruntHack, UnNetHack, SpliceHack, and EvilHack.
In every incarnation, the vorpal jabberwock is a more powerful version of the regular jabberwock, appearing as J. Like the regular jabberwock, it is especially vulnerable to being beheaded by Vorpal Blade (and other methods of decapitation, depending on the variant).
Contents
1 GruntHack
2 UnNetHack
3 EvilHack
4 SLASH'EM
5 SpliceHack
6 Encyclopedia entry
GruntHack
J vorpal jabberwock
Difficulty
27
Attacks
Bite 3d10, Bite 3d10, Claw beheading 3d10, Claw beheading 3d10
J vorpal jabberwock
Difficulty
27
Attacks
Bite 3d10, Bite 3d10, Claw beheading 3d10, Claw beheading 3d10
Base level
20
Base experience
809
Speed
12
Base AC
-2
Base MR
50
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
1300
Nutritional value
600
Size
Large
Resistances
None
Resistances conveyed
None
A vorpal jabberwock:
can fly.
is an animal.
is carnivorous.
is normally generated hostile.
is nasty.
is strong.
can pick up weapons and food.
can be seen through infravision.
The vorpal jabberwock possesses multiple beheading attacks, each with a 5% chance of instantly beheading you on every successful hit (100% chance if you are polymorphed into a jabberwock or vorpal jabberwock yourself; 0% if you are currently headless or amorphous). Additionally, jabberwocks can grow up into vorpal jabberwocks.
UnNetHack
In UnNetHack, the vorpal jabberwock behaves very similarly to GruntHack's version, except that the chance of beheading is only 2.5% per hit, and canceling the vorpal jabberwock prevents it from beheading anything.
This page is a stub. Should you wish to do so, you can contribute by expanding this page.
A user has suggested improving this page or section as follows:
"Please verify: beheading chance seems more like 20% and cancelling seems to not be possible"
EvilHack
In EvilHack, the vorpal jabberwock behaves very similarly to GruntHack's version. Additionally, it is one of the alternate forms the Wizard of Yendor may take on, monsters may use a wish for a figurine of a vorpal jabberwock, and they cannot be genocided.
SLASH'EM
J vorpal jabberwock
Difficulty
27
Attacks
Bite 3d10, Bite 3d10, Claw 3d10, Claw 3d10
J vorpal jabberwock
Difficulty
27
Attacks
Bite 3d10, Bite 3d10, Claw 3d10, Claw 3d10
Base level
20
Base experience
809
Speed
12
Base AC
-2
Base MR
50
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
1300
Nutritional value
600
Size
Large
Resistances
None
Resistances conveyed
None
A vorpal jabberwock:
can fly.
is an animal.
is carnivorous.
is normally generated hostile.
is nasty.
is strong.
can pick up weapons and food.
can be seen through infravision.
does not appear in Gehennom.
hits creatures as a +3 weapon.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line2683
The SLASH'EM version of the vorpal jabberwock possesses no beheading attack, will not grow up from a regular jabberwock, does not generate in Gehennom, and is not especially vulnerable to being decapitated by Vorpal Blade.
SpliceHack
SpliceHack's vorpal jabberwock acts mostly like SLASH'EM's version, except that Vorpal Blade will still always decapitate it.
Encyclopedia entry
"Beware the Jabberwock, my son!
The jaws that bite, the claws that catch!
Beware the Jubjub bird, and shun
The frumious Bandersnatch!"
He took his vorpal sword in hand;
Long time the manxome foe he sought --
So rested he by the Tumtum tree,
And stood awhile in thought.
And, as in uffish thought he stood,
The Jabberwock, with eyes of flame,
Came whiffling through the tulgey wood,
And burbled as it came!
One, two! One, two! And through and through
The vorpal blade went snicker-snack!
He left it dead, and with its head
He went galumphing back.
[ Jabberwocky, by Lewis Carroll ] |
# Forum:Can you wish for an altar
i was just reading about wishing and was wondering dose anebody know if you can wish for am alter???
Only in wizard mode, where you can wish for most dungeon features (lava, pools of water, fountains, etc). In a normal game, you can't. There's always a convertible altar in minetown; if you have a spare wish you can wish for a means to kill the priest if he's cross-aligned, such as a wand of death or a figurine of an Archon, and then convert the altar. -Ion frigate 02:32, August 25, 2010 (UTC)
Neither the wand of death or the figurine is absolutely failsafe, though; the figurine might not turn out tame, and the priest has a small chance of being generated with a cloak of magic resistance (which eliminates the wand of death -- I had a scary experience with the High Priest of Moloch resisting my death zaps once, but that's another story). The aligned priest page has information about converting temples (probably the best way is to use a scroll of earth to make a boulder fort, have reflection, and kill the priest from a distance). I don't do this, though, so don't take my advice too much. -- Slandor 16:44, August 25, 2010 (UTC)
< Forum:Watercooler |
# Kick
In NetHack, you can kick objects, monsters, and dungeon features using ctrl + d (or k, if the number_pad option is on). Kicking anything (an object, a monster, or a dungeon feature) makes noise that wakes up nearby monsters and attracts pets.
Some monsters kick as part of their attack sequence. If you are polymorphed into such a monster, you will kick enemies automatically when you attack them in melee - you can use the kick command if you only want to kick the enemy without using other attacks such as a pony's bite or a unicorn's headbutt.
Monks and Samurai get a bonus to kicking because of their martial arts training.
Contents
1 Restrictions on kicking
2 Kicking objects
2.1 Maximal distance
3 Kicking dungeon features
4 Kicking monsters
4.1 Limitations to kicking monsters
5 See also
6 References
Restrictions on kicking
You can't kick if:
You are carrying too much (stressed or greater).
You are trapped in a pit, web, or bear trap.
One of your legs is wounded.
You are polymorphed into a reptile, a monster that is tiny or one that lacks legs (e.g. a slithy creature).
Trying to kick while underwater has a 50% chance of failing ("Your slow motion kick doesn't hit anything.")[1]
If you kick while levitating and hit something (a monster, a wall), you will hurtle in the opposite direction.
If you are riding, the only thing you can kick is your steed, and the game will ask you if you want to do so. Kicking your steed is one way to make it temporarily move faster, but at the cost of reducing its tameness.
Kicking objects
If you kick an object, it flies in the direction of kicking, possibly hitting the monsters, except the following:
Target
Effect
Pile of objects
Only the top object in pile is kicked.
Stack of gold
Scatters the gold pieces across surrounding tiles.[2]
Immobile objects (too heavy, against a wall, fixed in place)
May wound your leg for a short time, making you unable to kick and reducing your carrying capacity.
Heavy object
"Thump!" The object does not move. This has a chance of doing damage to you as if you kicked a wall. Whether the object is heavy or not, determined by it's weight, player's strength, and other factors (see #maximal distance below).
Fragile object
Causes it to shatter. If the object is a potion, you will inhale its vapors and experience their effects.
Locked container
May break the lock. This is also likely to break fragile items like potions inside it, ("You hear a muffled shatter.")
Mimic disguised as an object
Reveals the mimic.
Object embedded in a wall
May release the object ("The
<item> comes loose!") and deposit it on the floor where you are standing. This is an alternative to digging the object loose.
Cockatrice corpse
If you are not wearing boots, results in immediate stoning.
Kicking a cursed scroll of scare monster will not cause it to crumble, as picking it up would. This is one way to move scrolls that have become cursed.
Maximal distance
The distance the kicked object moves is S/2 - W/40[3], where S is the player's strength, W is the object's weight, with the following caveats:
If the player's strength is 18/01 to 18/31, S=18[4]
If the player's strength is 18/32 to 19 inclusively, S is effectively 20
Each of the following adds 1-3 to the kicking distance:
The object is in air (at Plane of Air) or on ice
The object is greased, and not underwater or in air
The player is a Samurai or Monk, wearing kicking boots, or polymorphed to a sasquatch.
If the object is under water, the distance is D/3 + 1, where D is the distance it would move otherwise.
The distance is from the player, so a distance of 1 or less means that the object does not move at all. In this case it is considered too heavy: the player receives a "Thump!" message and possibly wounds their legs.
Otherwise, the object moves the distance unless stopped by an obstacle.
Kicking dungeon features
A user has suggested improving this page or section as follows:
"Per 3.6.3: "When players injure themselves kicking an altar, the relevant god's wrath is no longer ignored." This implies significant effects on anger, and the article should be updated accordingly."
Target
Effect
Empty space
Has a chance of abusing strength and wounding your leg. ("Dumb move! You strain a muscle.")
Closed door
May break the door, leaving an empty doorway. Breaking a shop door will anger the shopkeeper unless you immediately pay 400 zorkmids. The act of kicking exercises dexterity. Successfully breaking doors exercises strength.
Sink
May create a foocubus (always of the opposite gender), a black pudding, or a random ring. Only one of each can come from a given sink.
Altar
With a 1/3 probability, hurts you as if you were kicking a wall. Otherwise, if co-aligned, immediately reduces your wisdom by one point; if cross-aligned, reduces luck by one point.
Tree
May create some fruit (e.g. apples or pears), or a swarm of killer bees. Either event can only happen once per tree.
Throne
May knock loose some gold and gems (only once per throne) or send you to a lower dungeon level. If the throne has already produced gems and gold or your luck is negative, kicking may destroy it.
Wall
Does a small amount of damage to you ("Ouch! That hurts!") with a chance of hurting your leg.
Secret door
May reveal the door. "Crash! You kick open a secret door!" or "Crash! You uncover a secret door!" If your luck is low, this may be a faster way to make a suspected secret door appear than searching.
Kicking monsters
Kicking monsters can damage them.
The base kicking damage is based on your strength, constitution, dexterity and whether you are wearing kicking boots. The exact formula is
where is 5 if wearing kicking boots and 0 otherwise.
Usually, this will come up to 1d7 - 1d8 with kicking boots or 1d2 - 1d3 without.
If your kick is 'clumsy', this base damage is halved. (This is not quite the same thing as "Your clumsy kick does no damage", but related.) Kicks can be clumsy if you are:
Wearing bulky body armor (dragon scales and dragon scale mail are considered bulky, as is any form of body armor that weighs 350 or more; all other body armors are non-bulky)
Wearing a large shield, which is also considered bulky
Carrying a heavy load (more than 70% of your carrying capacity, with higher probability to be clumsy at 80%, and guaranteed at 90%)
Fumbling.
If you are a martial artist (monk or samurai), there is a random damage bonus between 0 and half your dexterity. This exercises the martial arts skill, but the skill level does not affect the amount of bonus damage.
If you are wearing blessed boots, you deal an additional 1d4 damage against demons and undead creatures.
The enchantment of your boots is added to the total damage amount, plus the enchantment of any rings of increase damage you are wearing or have eaten.
Thick-skinned monsters like dragons and mumakil take no base damage from a kick. Rings of increase damage, enchanted boots, and blessed boots will still cause their normal damage.[5]
If you attempt to kick a shade with unblessed boots, your foot will pass through it, doing no damage. You can only damage a shade by kicking if your boots are blessed, and even then the only damage comes from the 1d4 bonus versus undead.
If you are polymorphed into a sasquatch, you will get a bonus to kicking because you are (a) 'bigfoot'.
There is a +1 to hit bonus to kicking, even if you are unskilled in martial arts, so it may be a useful strategy for fighting a monster you are having trouble hitting (like a ghost).
Kicking a sleeping monster will wake it up. (As usual, the noise from kicking wakes up all sleeping monsters nearby.)
When levitating, kicking larger monsters will propel you farther, and very small monsters will be more difficult to hit.
With the right training or equipment, you can sometimes send smaller monsters reeling back a square—perhaps into a trap.
Limitations to kicking monsters
Kicking monsters can displace them to a random point adjacent to you, even if they couldn't normally reach that spot: "The monster jumps (or swoops, slides, etc.), nimbly avoiding your kick." This is more likely to happen if you are fumbling or burdened. It is also more likely to happen with flying monsters such as bats.
Kicking a cockatrice without wearing boots will result in stoning.
Kicking a pet is considered abuse.[6]
See also
Kicking boots
References
↑ src/dokick.c in NetHack 3.6.0, line 791
↑ src/dokick.c in NetHack 3.6.0, line 634
↑ src/dokick.c in NetHack 3.6.0, line
↑ src/attrib.c in NetHack 3.6.0, line
↑ src/dokick.c in NetHack 3.6.0, line 49
↑ src/dokick.c in NetHack 3.6.0, line 75
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.0. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-360}} tag to the current version's tag or {{noversion}} as appropriate.
</item> |
# User talk:Robindouglasjohnson
Welcome!
Welcome!
Hi, Robindouglasjohnson! Welcome, and thanks for joining NetHackWiki!
The How to help and Style guide pages are excellent starting points.
Special:Recentchanges is a great first stop, because you can see what other people are editing right this minute, and where you can help.
Questions? Need help? You can ask at the Community Portal, the forum, or on the discussion page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature.
You can put {{NAOplayer|NAO player account}} on your user page to link to your NAO player account. Capitalization matters.
We are really happy to have you here, and look forward to working with you!
This is an automated greeting.
-- New user message (talk) 09:47, 13 April 2020 (UTC) |
# Robe (SLASH'EM)
In SLASH'EM, robes in general are fairly different from their vanilla cousins. Firstly, they are no longer cloaks, but instead fill the body armor slot. Lighter even than leather armor, they do not interfere with spellcasting (as all other armors do in SLASH'EM, even dragon scale mail) or a monk's melee abilities or AC bonus (but will remove a doppelganger's AC bonus). Secondly, there are now magic robes, and all robes have a randomized appearance. Lastly, no robe provides any magic cancellation.
The randomized appearances for robes are red, orange, green and blue robes.
Contents
1 Robe
2 Robe of protection
3 Robe of weakness
3.1 Strategy
4 Robe of power
Robe
The most basic robe is simply a piece of armor. It is the only robe that can be distinguished by price, costing 25 zm instead of 50. It is also frequently found being worn by wraiths.
[ [ [ [ robe
Appearance
randomized
Slot
body armor
AC
1
Special
(none)
Base price
25 zm
Weight
40
Material
leather
Robe of protection
[ [ [ [ robe of protection
Appearance
randomized
Slot
body armor
AC
5
Special
(none)
Base price
50 zm
Weight
40
Material
leather
A robe of protection has a considerably higher base AC than other robes, but confers no special abilities. Its chief use is that it provides a decent amount of AC and does not interfere with spellcasting or a monk's martial arts abilities. Most characters will prefer a good mithril suit or dragon scale mail, but a monk or an early wizard might find one of these robes desirable.
Robe of weakness
[ [ [ [ robe of weakness
Appearance
randomized
Slot
body armor
AC
1
Special
sets strength to 3
Base price
50 zm
Weight
40
Material
leather
A robe of weakness is not a desirable item to wear: it sets your strength to 3. Its effect will cancel if combined with gauntlets of power.
Strategy
Unfortunately, it is not possible to distinguish these robes from robes of power or protection through price identification. Moreover, these robes are usually generated cursed, so trying on random base-cost 50 robes is not a good idea. In general, one should use an altar to identify cursed robes to avoid these; 3 strength is a major handicap.
If you can get one that is not cursed, you can use it to make exercise of strength more effective.
Robe of power
[ [ [ [ robe of power
Appearance
randomized
Slot
body armor
AC
1
Special
enhancedspellcasting
Base price
50 zm
Weight
40
Material
leather
Like its vanilla counterpart, a robe of power robe enhances your spellcasting ability, but not as much. Its enchantment makes no difference. |
# User talk:Wikid/Writings of Jack Vance
Why does this exist in the main namespace? It's just a list of names, with no real connection to NetHack. Better would be to put it under your user page. --paxed (talk) 06:46, 6 August 2019 (UTC)
All done now. I'm glad just to be able to post my theories somewhere. This wiki is an awesome resource. I guess your mileage may vary as to the perception of connections or otherwise. I'd respond by saying "this is your history". Thanks for commenting. Wikid (talk) 07:58, 6 August 2019 (UTC)
Thanks! I'm not opposed to people putting up their own stuff, if it is even tangentially NetHack related, as long as it doesn't "pollute" the main namespace - eg. Special:Random picks articles from there. --paxed (talk) 08:01, 6 August 2019 (UTC)
Aha! Thanks, I see what you mean about Special:Random, and confess I hadn't thought of it. I appreciate the namespace sensitivity. Nethack is complex enough already! Wikid (talk) 08:10, 6 August 2019 (UTC)
The "unusual hoon" actually exists in SLEX already and it's a grue :) I'm looking forward to seeing what all those other cool-sounding monsters could be though, because those names sound so alien that I have no idea what they're all about (never read the literature they're based on)! --Bluescreenofdeath (talk) 09:27, 6 August 2019 (UTC)
I'll have to go back to the source myself. It's about time I revisited it. Pretty much all I can remember is that deodands wore a leather harness. Also in Old English (and until 1846 in English law), deodand was an object that had been instrumental in killing someone. Wikid (talk) 09:42, 6 August 2019 (UTC) |
# User talk:67.186.240.179
Welcome!
Welcome!
Hi! Welcome, and thanks for contributing to NetHackWiki!
Please sign in, if you haven't already, and create a user name! It's free, and it'll help you keep track of all your edits.
The How to help and Style guide pages are excellent starting points.
Recent changes is a great first stop, because you can see what other people are editing right this minute, and where you can help.
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# Options
Contents
1 Configuration file
2 In-game
3 Command line
4 Options
4.1 AUTOCOMPLETE
4.2 acoustics
4.3 align
4.4 autodescribe
4.5 autodig
4.6 autoopen
4.7 autopickup
4.8 AUTOPICKUP_EXCEPTION
4.9 autoquiver
4.10 BIND
4.11 blind
4.12 bones
4.13 boulder
4.14 catname
4.15 character
4.16 checkpoint
4.17 checkspace
4.18 CHOOSE
4.19 clicklook
4.20 cmdassist
4.21 confirm
4.22 dark_room
4.23 disclose
4.24 dogname
4.25 extmenu
4.26 female
4.27 fixinv
4.28 force_invmenu
4.29 fruit
4.30 gender
4.31 goldX
4.32 help
4.33 herecmd_menu
4.34 hilite_pet
4.35 hilite_pile
4.36 hilite_status
4.37 hitpointbar
4.38 horsename
4.39 ignintr
4.40 implicit_uncursed
4.41 legacy
4.42 lit_corridor
4.43 lootabc
4.44 mail
4.45 male
4.46 mention_walls
4.47 menucolors
4.48 menustyle
4.49 menu_deselect_all
4.50 menu_deselect_page
4.51 menu_first_page
4.52 menu_headings
4.53 menu_invert_all
4.54 menu_invert_page
4.55 menu_last_page
4.56 menu_next_page
4.57 menu_objsyms
4.58 menu_overlay
4.59 menu_previous_page
4.60 menu_search
4.61 menu_select_all
4.62 menu_select_page
4.63 menu_tab_sep
4.64 msghistory
4.65 msg_window
4.66 MSGTYPE
4.67 name
4.68 news
4.69 nudist
4.70 null
4.71 number_pad
4.72 packorder
4.73 paranoid_confirmation
4.74 perm_invent
4.75 pettype
4.76 pickup_burden
4.77 pickup_thrown
4.78 pickup_types
4.79 pile_limit
4.80 playmode
4.81 pushweapon
4.82 race
4.83 rest_on_space
4.84 role
4.85 roguesymset
4.86 rlecomp
4.87 runmode
4.88 safe_pet
4.89 sanity_check
4.90 scores
4.91 showexp
4.92 showrace
4.93 showscore
4.94 silent
4.95 sortloot
4.96 sortpack
4.97 SOUND
4.98 sparkle
4.99 standout
4.100 status_updates
4.101 statushilites
4.102 statuslines
4.103 suppress_alert
4.104 symset
4.105 time
4.106 timed_delay
4.107 tombstone
4.108 toptenwin
4.109 travel
4.110 verbose
4.111 vt_tiledata
4.112 whatis_coord
4.113 whatis_filter
4.114 whatis_menu
4.115 whatis_moveskip
4.116 windowtype
4.117 wizkit
4.118 zerocomp
5 Window Port Customization Options
5.1 align_message
5.2 align_status
5.3 ascii_map
5.4 color
5.5 eight_bit_tty
5.6 font_map
5.7 font_menu
5.8 font_message
5.9 font_status
5.10 font_text
5.11 font_size_map
5.12 font_size_menu
5.13 font_size_message
5.14 font_size_status
5.15 font_size_text
5.16 fullscreen
5.17 large_font
5.18 map_mode
5.19 mouse_support
5.20 player_selection
5.21 popup_dialog
5.22 preload_tiles
5.23 scroll_amount
5.24 scroll_margin
5.25 selectsaved
5.26 softkeyboard
5.27 splash_screen
5.28 tile_width
5.29 tile_height
5.30 tile_file
5.31 tiled_map
5.32 use_darkgray
5.33 use_inverse
5.34 vary_msgcount
5.35 windowcolors
5.36 wraptext
6 Platform-specific Customization options
6.1 altkeyhandler
6.2 altmeta
6.3 BIOS
6.4 DECgraphics
6.5 flush
6.6 IBMgraphics
6.7 MacGraphics
6.8 page_wait
6.9 rawio
6.10 soundcard
6.11 subkeyvalue
6.12 video
6.13 videocolors
6.14 videoshades
7 References
The game options affect the look and feel of the game.
They can be changed:
permanently in the configuration file at one of the following locations:
Windows (as of Nethack 3.6.2): .nethackrc located in %USERPROFILE%\NetHack\)
DOS and Windows (before 3.6.2): defaults.nh in the same directory as nethack.exe or nethackW.exe)
Unix (unix-based or unix-like systems, including macOS and Linux): ~/.nethackrc
pre-OSX-Mac and BeOS: NetHack Defaults
Amiga, Atari, OS/2 and VMS: NetHack.cnf
temporarily by using the in-game options screen, accessible by pressing shift + o in the game
each time the game is run, on the command line.
when the game is compiled.
There are two types of options, boolean and compound options. Boolean options toggle a setting on or off, while compound options take more diverse values.
Configuration file
Options are usually prefixed by 'OPTIONS=' on each line.
Name a boolean option in the configuration file to turn it on, and prefix it with 'no' or '!' to turn it off. Options can be combined into one line for brevity:
OPTIONS=boulder:0, color, autodig, !cmdassist, norest_on_space
For compound options, the option name and value are separated by a colon:
OPTIONS=catname:Mirri
The above two lines set boulder to 0, enable color and autodig, disable cmdassist and rest_on_space, and set your cat's name to Mirri.
Any line beginning with a '#' is a comment; i.e. the line is ignored.
Persistent options: Some options are marked persistent, and are saved and reloaded along with the game. Changing a persistent option in the configuration file applies only to new games.
If a configuration file does not exist, create a new one that's appropriate for your system with a text file editor. (For Mac macOS Terminal, use ~/.nethackrc instead of NetHack Defaults)
In-game
The in-game configuration menu is brought up by pressing shift + o. It is similar to an item selection menu, where you use alphabetic letters to select which options to change. Boolean options are toggled on or off, while you are prompted to enter new values for compound options.
Some options cannot be changed in-game.
Command line
You can also set options from the command line by setting the NETHACKOPTIONS environment variable. If the value starts with '\' or '/' or '@', it is considered to be a config file name. For example:
NETHACKOPTIONS=boulder:0, color, autodig
or
NETHACKOPTIONS=@/home/username/.nethackrc
Options
AUTOCOMPLETE
Enable or disable autocompletion when entering particular extended commands. Listing them in a comma-separated list enables, prefixing with ! disables. Example:
AUTOCOMPLETE=zap,!annotate
acoustics
Enable messages about what your character hears. Boolean option, defaults to TRUE.
align
Your starting alignment. Compound option, with possible values of lawful, neutral, chaotic, or random. The first letter may be given alone. Prefix with ! to exclude that alignment from being picked randomly. Cannot be set in-game. Example that excludes chaotic:
OPTIONS=align:!c
autodescribe
Automatically describe the terrain under cursor when asked to get a location on the map. The whatis_coord option controls whether the description includes map coordinates. It can be toggled by typing # while targeting.
autodig
Automatically dig, if you're wielding a digging tool and moving into a place that can be dug. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
autoopen
Walking into a door attempts to open it. Boolean option, defaults to TRUE. Persistent.
autopickup
Main article: Autopickup
Automatically pick up things onto which you move. See also pickup_types, pickup_burden, pickup_thrown, and Autopickup_exceptions. Boolean option, defaults to TRUE. Can be set in-game.
AUTOPICKUP_EXCEPTION
Main article: Autopickup_exception
Autopickup exceptions allow you to specify particular expression matches for more nuanced autopickup usage. See the main article for usage information.
autoquiver
Automatically quiver some suitable weapon if your quiver empties when firing. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
BIND
Change the key bindings of special keys, menu accelerators, or extended commands. You can specify multiple bindings for a single command. The format is a comma-separated list, with colon-separated keybinding and command. A binding overrides an existing key usage. Example:
BIND=!:loot,^v:untrap,M-x:terrain
See Binding keys for a more detailed description and a list of bindable special commands.
blind
Start the character permanently blind. Boolean option, defaults to FALSE. Persistent.
bones
Allow saving and loading bones files. Boolean option, defaults to TRUE. Persistent.
boulder
Set the symbol used to display boulders. For example boulder:0
Compound option with default value of `. Can be set in-game.
Can also be defined using ASCII value, and without the OPTIONS prefix simply as
BOULDER=48
For example, BOULDER=64 would be equal to OPTIONS=boulder:@.
See also Custom map symbols#BOULDER
This option has been superseded by the SYMBOLS= format described in the symset option, though this method still functions.
catname
Set the name of your starting cat. Compound option, and it cannot be set within game. See also dogname and horsename. Example:
OPTIONS=catname:Whiskers
character
Synonym for role.
checkpoint
Save game state after each level change, for possible recovery after program crash. Boolean option, defaults to TRUE. Can be set in-game.
checkspace
Check free disk space before writing files to disk. You may have to turn this off if you have more than 2 GB free space on the partition used for your save and level files. A boolean option, defaults to on. Only applies when MFLOPPY was defined during compilation.
CHOOSE
Choose at random one of the comma-separated parameters as an active section name. Lines in other sections are ignored. This allows for a fine-tuned options set for particular roles. Example:
CHOOSE=char A,char B
[char A]
OPTIONS=role:arc,race:dwa,align:law,gender:fem
[char B]
OPTIONS=role:wiz,race:elf,align:cha,gender:mal
clicklook
Allows looking at things on the screen by navigating the mouse over them and clicking the right mouse button. Boolean option, defaults to FALSE.
cmdassist
NetHack provides some additional command assistance when it detects some anticipated mistakes. Boolean option, defaults to TRUE. Can be set in-game.
confirm
Have user confirm attacks on peaceful creatures. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
dark_room
Draw unseen (line-of-sight blocked) areas of lit rooms as if they were unlit. Boolean value, defaults to FALSE. Persistent.
disclose
Controls the prompts at the end of the game. Possible values are
i - disclose your inventory
a - disclose your attributes
v - summarize monsters you've killed
g - list genocided monsters
c - display conduct
o - display dungeon overview
Each of those values can be preceded with a value that tells how it behaves. The possible values are
y - prompt, defaults to yes
n - prompt, defaults to no
+ - disclose without prompting
- - don't disclose, don't prompt
The listing of killed monsters can be sorted, so there are two additional choices for v:
? - prompt you and default to ask on the prompt;
# - disclose it without prompting, ask for sort order.
For example
OPTIONS=disclose:yi na +v -g -c -o
Persistent.
dogname
Set the name of your starting dog. Compound option, and it cannot be set within game. See also catname and horsename. Example:
OPTIONS=dogname:Cujo
extmenu
Does extended commands interface pop up a menu? Boolean option, defaults to FALSE. Only implemented for the TTY windowport.
female
An obsolete synonym for gender:female. Cannot be set in-game.
A user has suggested improving this page or section as follows:
"Since it is "obsolete" can we delete this section? It is handled by the gender option."
fixinv
An object's inventory letter sticks to it when it's dropped, so when you pick it up again, it will have the same inventory letter, unless there is already another item in your inventory using that letter. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
force_invmenu
Commands asking for an inventory item will show a menu instead of a text query with possible menu letters. Boolean option, default is FALSE.
fruit
Set the name of the user-definable fruit. Compound option, takes a string, with a default value of slime mold. Can be set in-game.
gender
Sets the gender of your character. A compound option, with possible values of male, female, or random. Default value is to pick an appropriate gender randomly. Cannot be set in-game.
goldX
When filtering objects based on blessed/cursed state (BUCX), this options specifices whether to include gold as X (unknown state) when on, and U (uncursed) when off. Default is off.
help
If more information is available for an object looked at with the what is / command, ask if you want to see it. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
herecmd_menu
When using a windowport that supports mouse and clicking on yourself or next to you, show a menu of possible actions for the location. Same as herecmdmenu and therecmdmenu commands.
hilite_pet
Visually distinguish pets from similar animals (This includes both your starting pet and any monsters you happen to tame along the way). Boolean option, defaults to FALSE. Can be set in-game.
hilite_pile
Visually distinguish piles of objects from individual objects. Boolean option, defaults to FALSE.
hilite_status
If the statushilites option is set, this option allows you to customize your game display by setting thresholds to change the color or appearance of fields in the status bar.
This is an "experimental feature" in NetHack 3.6.0 (in particular, it is missing from all official binaries, but most public servers enable it). In NetHack 3.6.1, it has been changed significantly and uses some different syntax.
For a full guide on configuring status hilites, see Status hilites.
The whole feature can be disabled by turning the statushilites option off.
hitpointbar
Show a hit point bar graph behind your name and title. Only available for TTY and Windows GUI, and only when statushilites is on.
horsename
Set the name of your starting horse. Compound option, and it cannot be set within game. See also catname and dogname.
ignintr
Ignore interrupt signals, including breaks. Boolean option, defaults to FALSE. Not implemented on Mac. Can be set in-game. Persistent.
implicit_uncursed
Omit "uncursed" from inventory lists, if possible. Boolean option, defaults to TRUE.
legacy
Display an introductory message when starting the game. Boolean option, defaults to TRUE. Cannot be set in-game.
lit_corridor
Distinguish visually between lit and unlit corridors. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
lootabc
Use the old a, b and c keyboard shortcuts in the looting menu. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
mail
Enable mail delivery during the game. Boolean option, defaults to TRUE. Only meaningful if NetHack was compiled with MAIL. Can be set in-game.
male
An obsolete synonym for gender:male. Cannot be set in-game.
A user has suggested improving this page or section as follows:
"Since it is "obsolete" can we delete this section? It is handled by the gender option."
mention_walls
Give feedback when walking against a wall. Boolean value, defaults to FALSE.
menucolors
Main article: Menucolors
Enable coloring menu lines. Boolean value, defaults to FALSE. See main article for how to set menucolors with particular expression matches.
menustyle
Controls the interface used when you need to choose various objects (in response to the Drop command, for instance). Persistent. Compound option, with following possible values:
Option
Description
traditional
prompt for object class characters, followed by an object-by-object prompt for all matching items
combination
prompt for object classes of interest, then display a menu of matching objects
partial
skip the object class filtering and immediately display a menu of all objects
full
display a menu of object classes, and then a menu of matching objects
menu_deselect_all
Menu character accelerator to deselect all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '-'. Cannot be set in-game.
menu_deselect_page
Menu character accelerator to deselect all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '\'. Cannot be set in-game.
menu_first_page
Menu character accelerator to jump to the first page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '^'. Cannot be set in-game.
menu_headings
Controls how the headings in a menu are highlighted. Compound option, with possible values of none, bold, dim, underline, blink, or inverse. Not all ports can actually display all types.
menu_invert_all
Menu character accelerator to toggle the selections in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '@'. Cannot be set in-game.
menu_invert_page
Menu character accelerator to toggle the selection on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '~'. Cannot be set in-game.
menu_last_page
Menu character accelerator to jump to the last page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '|'. Cannot be set in-game.
menu_next_page
Menu character accelerator to goto the next page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '>'. Cannot be set in-game.
menu_objsyms
Show object symbols in menu headings in menus where the object symbols act as menu accelerators. Boolean option, defaults to FALSE.
menu_overlay
Do not clear the screen before drawing menus, and align menus to the right edge of the screen. Only for the TTY windowport. Boolean option, defaults to TRUE.
menu_previous_page
Menu character accelerator to goto the previous page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of '<'. Cannot be set in-game.
menu_search
Menu character accelerator to search for a menu item. Implemented by the Amiga, Gem and X11 ports. Compound option, with default of ':'. Cannot be set in-game.
menu_select_all
Menu character accelerator to select all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of '.'. Cannot be set in-game.
menu_select_page
Menu character accelerator to select all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of ','. Cannot be set in-game.
menu_tab_sep
Use tabs to separate menu names from their values. This option is only shown when in wizard-mode, and is only meant for testing purposes.
msghistory
Number of message-window messages to save. Compound option, takes a positive number, with default of 20. Maximum and minimum values depend on the window port; For the TTY, X11 and Gem ports the minimum is 20 and maximum 60. Cannot be set in-game.
msg_window
How to show the latest messages recalled with ^P. Compound option, with the following possible values:
Option
Description
single
show single message
combination
two messages as single, then as full
full
full window, oldest message first
reversed
full window, newest message first
You can use the first letter of an option to specify that option. For backwards compatibility, no value needs to be given; in that case defaults to 'full', or it can be negated like a boolean option, in which case defaults to 'single'.
Can be set in-game only if playing the TTY windowport.
MSGTYPE
Main article: MSGTYPE
Can be used to hide obnoxious messages or emphasize dangerous ones. See main article for how to use MSGTYPEs.
name
The name of your character. Compound option, defaults to your user name. If set to player, then NetHack will ask for the user name, even on systems where it normally wouldn't. If suffixed with dash and character role letter (one of -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W), then also defines the character role, or if suffixed with -@, then selects a random role.
Cannot be set in-game.
news
Read the NetHack news file at start of game, if present. Boolean option, defaults to TRUE.
nudist
Start the character with no armor. Boolean option, defaults to FALSE. Persistent.
null
Send padding NULLs to terminal. A boolean, defaults to FALSE. Only used if you compiled NetHack with TERMCAP and without TIMED_DELAY. Persistent.
number_pad
Use the number keys to move instead of hjklyubn. Valid options are:
Option
Description
0
move by letters; 'yuhjklbn'
1
move by numbers; digit 5 acts as G movement prefix
2
like 1 but 5 works as g prefix instead of as G
3
by numbers using phone key layout; 123 above, 789 below
4
combines 3 with 2; phone layout plus MSDOS compatibility, where 5 means g, alt + 5 means G, and alt + 0 mean I
-1
by letters but use z to go northwest, y to zap wands (for German keyboards)
With number_pad set to 1, 2, 3, or 4, counts need to be prefixed with n (n50s to search 50 times). Also, some extended commands are available in a short form (l performs #loot, u performs #untrap, etc).
For backwards compatibility, number_pad without a value is synonymous to number_pad:1.
packorder
Sets the order of item classes shown in inventory. Compound option, takes a string of up to 14 characters, with default values of ")[%?+!=/(*`0_. Omitted types are filled in at the end from the previous order. Can be set in-game. Persistent.
paranoid_confirmation
A space-separated list of specific situations where alternate prompting is desired. The default is paranoid_confirmation:pray.
Option
Description
Confirm
for any prompts which are set to require "yes" rather than 'y', also require "no" to reject instead of accepting any non-yes response as no
quit
require "yes" rathern than 'y' to confirm quitting the game or switching into non-scoring explore mode
die
require "yes" rather than 'y' to confirm dying (applies only to explore mode)
bones
require "yes" rather than 'y' to confirm saving bones data when dying in debug mode
attack
require "yes" rather than 'y' to confirm attacking a peaceful monster
pray
require 'y' to confirm an attempt to pray rather than immediately praying; on by default
wand-break
require "yes" rather than 'y' to confirm breaking a wand. (NetHack 3.6.2 only)
Were-change
require "yes" rather than 'y' to confirm changing form due to lycanthropy when hero has polymorph control. (NetHack 3.6.2 only)
Remove
require selection from inventory for R and T commands even when wearing just one applicable item
all
turn on all of the above
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
This commit introduces paranoid_confirmation:swim, which will prevent you from walking onto water or lava unless you prefix the movement with m.
By default, the pray choice is enabled, the others disabled. To disable it without setting any of the other choices, use paranoid_confirmation:none. To keep it enabled while setting any of the others, include it in the list:
OPTIONS=paranoid_confirmation:attack pray Remove
perm_invent
Show permanent inventory window. Boolean option, defaults to FALSE. Not used on TTY. Can be set in-game. Persistent.
pettype
Sets your preferred pet type. A compound option, with possible value of cat, dog, or use none to start a game without a pet. Cannot be set in-game.
pickup_burden
Prompt for confirmation before picking up items that will push the character's encumbrance past a given level -- Unencumbered, Burdened, streSsed, straiNed, Overtaxed, or overLoaded. This will not prompt the player when picking up a loadstone.[1] Defaults to S. Persistent.
pickup_thrown
If this option is on and autopickup is also on, try to pick up things that you threw, even if they aren't in pickup_types or match an autopickup exception. Boolean option, defaults to TRUE. Persistent.
pickup_types
Specify the object types to be picked up when autopickup is on. Default is all to pick up all types. For example "pickup_types:?!/" would pick up all scrolls, potions and wands. Persistent.
pile_limit
When walking across a pile of objects on the floor, threshold at which the message "there are few/several/many objects here" is given instead of showing a popup list of those objects. A value of 0 means "no limit" (always list the objects); a value of 1 effectively means "never show the objects" since the pile size will always be at least that big; default value is 5. Persistent.
playmode
Values are normal, explore, or debug. Allows selection of explore mode (also known as discovery mode) or debug mode (also known as wizard mode) instead of normal play. Debug mode might only be allowed for someone logged in under a particular user name (on multi-user system) or it might be disabled entirely. Requesting it when not allowed or not possible results in explore mode instead. NAO has both Explore and Debug modes disabled entirely. Default is normal play.
pushweapon
If you wield something when you are already wielding something else, the old weapon is pushed into the alternate weapon slot. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
race
Set your character's race. A compound option, with possible values of human, elf, dwarf, gnome, orc, or random, with default of random. If you prefix a ! to the value, you can exclude that race from being picked randomly. Cannot be set in-game. Persistent.
rest_on_space
Space waits for a turn. This is considered by some as a very easy way to get killed.
Boolean option, defaults to FALSE. Can be set in-game. Persistent.
role
Set your character's role. Can also be random. A compound option. See name option for an alternate method of specifying your role. Normally only the first letter of the value is examined, with r being the exception with Rogue, Ranger, and random values. If you prefix an option with !, you can exclude that role from being picked randomly. Cannot be set in-game. Persistent.
roguesymset
This option may be used to select one of the named symbol sets found within the symbols file to alter the symbols displayed on the screen on the rogue level.
rlecomp
When writing out a save file, perform a run length compression of the map. Not all ports support run length compression. It has no effect on reading an existing save file.
runmode
Set the screen updating interval for multi-turn actions, eg. running or traveling. Can be set in-game. Compound option with the following possible values:
Option
Description
teleport
update the map after movement has finished
run
update the map after every seven or so steps (default)
walk
update the map after each step
crawl
like walk, but pause briefly after each step
safe_pet
Prevents you from (knowingly) attacking your pet by moving into it. TRUE is the best setting as attacking a pet, should you wish to, is easily accomplished using the fight command. Boolean option, defaults to TRUE. Can be set in-game.
sanity_check
This option turns on debugging output, and is only available in wizard mode. Boolean option, defaults to FALSE.
scores
Control what part of hiscore list to show at the end of game. Compound option. Can be set in-game. Persistent. Accept the following options, separated by spaces:
o - show my own score. Can be prefixed with ! to not show own score.
Xa - show X scores around own score
Xt - show X scores from the top
For example:
OPTIONS=scores:10t 2a o
showexp
Displays the exact number of experience points next to your experience level on the status line. Useful for seeing how close you are to the next level, but it may increase the length of the status line a lot, pushing important notifications (like Hungry, Ill, FoodPois, etc.) off the end.
Boolean option, defaults to FALSE. Can be set in-game. Persistent.
showrace
Uses the symbol for your race instead of @. That's h for dwarves, o for orcs and G for gnomes. Elves are still @. This could be useful for reminding you not to genocide your racial glyph but is not widely used. Boolean option, defaults to FALSE. Can be set in-game.
showscore
Shows your approximate accumulated score on the bottom line. Boolean option, defaults to FALSE. Can be set in-game. Persistent. Only available if NetHack was compiled with SCORE_ON_BOTL.
silent
Stops your terminal's bell sounding. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
sortloot
Controls the sorting behavior of the pickup lists for inventory and #loot commands and some others. Persistent. The possible values are:
Option
Description
full
always sort the lists
loot
only sort the lists that don't use inventory letters, like with the #loot and pickup commands
none
show lists the traditional way without sorting
sortpack
Groups similar kinds of objects in your inventory. TRUE is highly recommended. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
SOUND
Main article: User sounds
Allows user-defined sound file to be played when a message is shown.
sparkle
Display sparkly effect for resisted magical attacks (e.g. a fire attack on a fire-resistant monster). It can be helpful to turn this off on the Plane of Fire, otherwise a dozen or more sparkles will occur per turn. See also timed_delay.
Boolean option, defaults to TRUE. Can be set in-game. Persistent.
standout
Uses standout mode (reverse video) for displaying "--More--". Boolean option, defaults to FALSE. Can be set in-game. Persistent.
status_updates
Allow updates to the status lines at the bottom of the screen (default true).
statushilites
Controls how many turns status hilite behaviors highlight the field. If negated or set to zero, disables status hiliting.
Only useful when you have status hilite rules configured; see the hilite_status option for more information.
statuslines
Allows you to choose whether your status bar has 2 or 3 lines. Can also be set during the game. Your user interface must support at least 25 rows, when using the value of 3. This is especially useful in Curses interface.
suppress_alert
Prevent alert notification messages about feature changes in a NetHack version and the previous versions. Compound option, accepts a string describing a NetHack version. Can be set in-game. Currently only one use, which is to prevent the quiver and quit-command changes:
OPTIONS=suppress_alert:3.3.1
symset
Main article: symset
Select the symbols used to display the game. Replaces the DECgraphics, IBMgraphics, and MACgraphics options.
NHAccess (Recommended for blind players)
MACgraphics
IBMGraphics_2
IBMGraphics_1
IBMgraphics
DECgraphics
Individual symbols may be set using the following format:
SYMBOLS=S_boulder:0
SYMBOLS=S_golem:7
SYMBOLS=S_ghost:8
For a complete list of symbol names, please see the symset article.
time
Displays elapsed game time, in turns, on the status line. Very useful for estimating prayer timeouts, spell lifespan, and more. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
timed_delay
On TTY interfaces (unix and VMS), use a timer instead of sending extra screen output when attempting to pause for a display effect. On MSDOS without the termcap lib, chooses whether or not to pause for visual effect. See also sparkle.
Boolean option, defaults to TRUE if configured into the program. Can be set in-game. Persistent.
tombstone
Prints an ASCII tombstone when you die. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
toptenwin
Prints the top ten high scores in a window rather than stdout. This isn't very useful unless you are using a GUI version. Boolean option, defaults to FALSE. Can be set in-game. Persistent.
travel
Enables the travel command. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
verbose
Chooses whether or not to display certain non-essential messages, such as doors being destroyed. Boolean option, defaults to TRUE. Can be set in-game. Persistent.
vt_tiledata
Main article: vt_tiledata
Boolean option. Turning it on will output extra information in the datastream in the form of escape code "ESC [ ... z", meant for graphical frontends. See also EbonHack.
whatis_coord
When using the / (what is) or ; (far look) commands to look around on the map with autodescribe on, display coordinates after the description. Also works in other situations where you are asked to pick a location.
The possible settings are:
c - compass ('east' or '3s' or '2n,4w')
f - full compass ('east' or '3south' or '2north,4west')
m - map
<x,y> (map column x=0 is not used)
s - screen [row,column] (row is offset to match tty usage)
n - none (no coordinates shown). Default.
The whatis_coord option is also used with the sub-commands m, M, o, and O when using /, where the 'none' setting is overridden with 'map'.
whatis_filter
When using the m, o, d, x or a keys to select a location on the map, allows filtering the possible targets. It can be set by typing " while targeting. It can be set to:
n - no filtering (default)
v - in view only
a - in same area only (e.g. same room or same corridor)
The area-filter tries to be slightly predictive; if you're standing on a doorway, it will consider the area on the side of the door you were last moving toward.
whatis_menu
When using the m, o, d, x or a keys to select a location on the map, uses a menu to pick a target. Otherwise, typing a lowercase letter will cycle through targets from nearest to furthest, and an uppercase letter from furthest to nearest. It can be toggled by typing ! while targeting. Boolean, default off.
whatis_moveskip
When selecting a location on the map, and using shifted movement keys or meta-digit keys to fast-move, instead of moving 8 units at a time, move by skipping the same glyphs. It can be toggled by typing * while targeting. Boolean, default off.
windowtype
Select which windowing system to use, such as tty or X11 (default depends on version). Cannot be set in-game. Example:
OPTIONS=windowtype:tty
wizkit
Wizard mode-only option. Specifies the path to a text file that contains a list of item names, one per line, up to a maximum of 128 lines. Each line is processed by the function that handles wishing.
For example, if you enter this path to a text file in your config:
WIZKIT=wizkit.txt
And the contents of wizkit.txt are:
blessed monster detection
ring of levitation
amulet of yendor
2 blessed genocide
Then your character start with those items in their inventory, in addition to the normal starting items.
zerocomp
When writing out a save file, perform zero-comp compression of the contents. Not all ports support zero-comp compression. It has no effect on reading an existing save file.
Window Port Customization Options
align_message
Where to align or place the message window. Compound option, with possible values of top, bottom, left, or right. Cannot be set in-game.
align_status
Where to align or place the status window. Compound option, with possible values of top, bottom, left, or right. Cannot be set in-game.
ascii_map
NetHack should display an ASCII character map if it can. Boolean option. Can be set in-game.
color
Main article: colors
NetHack should display color if it can for different monsters, objects, and dungeon features. This option matters only for the TTY windowport. Boolean option, defaults to TRUE on most systems including Windows and Mac. Can be set in-game.
In case the default color scheme is hard to distinguish on your monitor, you might want to edit the color preferences in your terminal emulator.
If you are looking for colors of the wiki itself, see Category:Function_templates and User:Paxed/ReplaceCharsBlock.
eight_bit_tty
NetHack should pass eight-bit character values straight through to your terminal. Boolean option, defaults to FALSE. Can be set in-game.
font_map
NetHack should use a font by the chosen name for the map window.
font_menu
NetHack should use a font by the chosen name for menu windows.
font_message
NetHack should use a font by the chosen name for the message window.
font_status
NetHack should use a font by the chosen name for the status window.
font_text
NetHack should use a font by the chosen name for text windows.
font_size_map
NetHack should use this size font for the map window.
font_size_menu
NetHack should use this size font for menu windows.
font_size_message
NetHack should use this size font for the message window.
font_size_status
NetHack should use this size font for the status window.
font_size_text
NetHack should use this size font for text windows.
fullscreen
NetHack should try and display on the entire screen rather than in a window. Boolean option, defaults to false. Cannot be set in-game.
If the game cannot be displayed in fullscreen through this option and you are using the tty interface, you can usually adjust your terminal emulator configuration to achieve a similar effect (e.g. by increasing the font size).
large_font
NetHack should use a large font.
map_mode
NetHack should display the map in the manner specified. Used in Windows port to choose between tiles or different sizes of ASCII. Consult defaults.nh for possible options.
mouse_support
Use mouse for moving around. A boolean, defaults to FALSE. Is displayed, but cannot be set in-game.
player_selection
NetHack should pop up dialog boxes, or use prompts for character selection. Compound option. Cannot be set in-game.
popup_dialog
NetHack should pop up dialog boxes for input. Boolean option, defaults to false. Can be set in-game.
preload_tiles
NetHack should preload tiles into memory. Boolean option, defaults to true. Cannot be set in-game.
scroll_amount
NetHack should scroll the display this many map cells when the hero reaches the scroll_margin. A compound option, accepts a positive number. Cannot be set in-game.
scroll_margin
NetHack should scroll the display when the hero or cursor is this number of cells away from the edge of the window. A compound option, accepts a positive number. Cannot be set in-game.
selectsaved
NetHack should display a menu of existing saved games for the player to choose from at game startup, if it can. Not all ports support this option.
softkeyboard
Display an on-screen keyboards; handhelds are most likely to support this. Boolean option, defaults to off. Cannot be set in-game.
splash_screen
NetHack should display an opening splash screen when it starts up. Boolean option, defaults to yes.
tile_width
Specify the preferred width of each tile in a tile capable port. Compound option, accepts a positive number. Cannot be set in-game.
tile_height
Specify the preferred height of each tile in a tile capable port. Compound option, accepts a positive number. Cannot be set in-game.
tile_file
Specify the name of an alternative tile file to override the default. Compound option. Cannot be set in-game.
tiled_map
NetHack should display a tiled map if it can. Boolean option, Cannot be set in-game.
use_darkgray
Use bold black instead of blue for black glyphs (TTY only). Boolean option.
use_inverse
Displays certain things in reverse video. Boolean option, defaults to FALSE on non-Win32 platforms. Can be set in-game.
vary_msgcount
NetHack should display this number of messages at a time in the message window. Compound option, accepts a positive number. Cannot be set in-game. Implemented only for the Atari GEM, Win32 GUI and WinCE builds.
windowcolors
NetHack should display windows with the specified foreground/background colors if it can. Compound option. Cannot be set in-game.
OPTIONS=windowcolors:wintype fground/bground
where wintype is one of menu, message, status, text,
and fground and bground are colors, either a hexadecimal #rrggbb,
one of the named colors (black, red, green, brown,
blue, magenta, cyan, orange, brightgreen, yellow, brightblue,
brightmagenta, brightcyan, white, trueblack, gray, purple,
silver, maroon, fuchsia, lime, olive, navy, teal, aqua),
or one of Windows UI colors (activeborder, activecaption,
appworkspace, background, btnface, btnshadow, btntext,
captiontext, graytext, greytext, highlight, highlighttext,
inactiveborder, inactivecaption, menu, menutext, scrollbar,
window, windowframe, windowtext).
Example:
OPTIONS=windowcolors:menu white/black message green/yellow status white/blue text #ffffff/#000000
wraptext
NetHack port should wrap long lines of text if they don't fit in the visible portion of the window. Boolean, defaults to false. Can be set in-game.
Platform-specific Customization options
altkeyhandler
Select an alternate keystroke handler dll to load. The name of the handler is specified without the .dll extension and without any path information. Win32 only. Cannot be set in-game. NetHack comes with nhdefkey.dll, nhraykey.dll, and nh340key.dll. If you are using a non-US keyboard layout and cannot type the dollar sign or the hash mark, try nhraykey.
altmeta
Enables extended command shortcuts, such as alt + d to dip.[2] Boolean option, default is off, except on Amiga. Can be set in-game. Is saved into the savefile.[3]
BIOS
Use BIOS calls to update the screen display quickly and to read the keyboard (allowing the use of arrow keys to move) on machines with an IBM PC compatible BIOS ROM. Boolean option, default off. OS/2, PC, and ST NetHack only. Cannot be set in-game.
DECgraphics
Use DEC line-drawing characters. Won't work for all terminals. Boolean option, defaults to TRUE. Can be set in-game. Turning this on sets IBMgraphics to FALSE.
Starting with NetHack 3.6.0, this option is equivalent to symset:DECgraphics.
flush
Prevent typeahead. Boolean option, defaults to off. Only usable on Amiga. Can be set in-game.
IBMgraphics
Main article: IBMgraphics
Use IBM extended characters. Won't work for all terminals. Boolean option, defaults to FALSE. Only implemented for the TTY windowport. Can be set in-game.
Starting with NetHack 3.6.0, this option is equivalent to symset:IBMgraphics.
MacGraphics
Use Mac-specific character set to display map. A boolean, Mac-only, defaults to on. See also IBMgraphics and DECgraphics.
Starting with NetHack 3.6.0, this option is equivalent to symset:MACgraphics.
page_wait
Show --more-- after a page of messages. A boolean, Macs only, defaults to on.
rawio
Force raw (non-cbreak) mode for faster output and more bulletproof input (MS-DOS sometimes treats `^P' as a printer toggle without it) Default off, OS/2, PC, and ST NetHack only.
Note: DEC Rainbows hang if this is turned on. Cannot be set in-game.
soundcard
Compound option, defaults to on. Only for the PC NetHack. Cannot be set in-game.
subkeyvalue
(Win32 tty NetHack only). May be used to alter the value of keystrokes that the operating system returns to NetHack to help compensate for international keyboard issues. OPTIONS=subkeyvalue:171/92 will return 92 to NetHack, if 171 was originally going to be returned. You can use multiple subkeyvalue statements in the config file if needed. Cannot be set in-game.
video
Set the video mode used. PC NetHack only. Values are autodetect, default, or vga. Setting vga (or autodetect with vga hardware present) will cause the game to display tiles.
Cannot be set in-game.
videocolors
Set the color palette for PC systems using NO_TERMS (default 4-2-6-1-5-3-15-12-10-14-9-13-11, PC NetHack only). The order of colors is red, green, brown, blue, magenta, cyan, bright.white, bright.red, bright.green, yellow, bright.blue, bright.magenta, and bright.cyan.
Cannot be set in-game.
Note: If the #version-command shows screen control via foo, where foo is one of mactty, BIOS, DJGPP fast, VGA graphics or WIN32 console I/O, then your version of NetHack supports setting videocolors.
videoshades
Set the intensity level of the three gray scales available (default is videoshades:dark-normal-light, PC NetHack only). If the game display is difficult to read, try adjusting these scales; if this does not correct the problem, try !color.
Possible values are the 3 brightnesses (dark, normal, light) separated by hyphens, eg. videoshades:dark-normal-light or videoshades:normal-dark-normal.
Cannot be set in-game.
References
↑ src/pickup.c in NetHack 3.6.6, line 1404
↑ esc followed by d on unix systems also works
↑ src/options.c in NetHack 3.6.0, line 54
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.1. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate.
</x,y> |
# Arrow
)
Name
arrow
Appearance
arrow
Damage vs. small
1d6
Damage vs. large
1d6
To-hit bonus
+0
Weapon skill
bow
Size
one-handed
Base price
2 zm(+10/positive enchant)
Weight
1
Material
iron
An arrow is a projectile that can be thrown but is best used with a bow.
Besides the standard arrow shown here, there are several other types:
elven arrow
orcish arrow
silver arrow
ya (samurai arrow)
It is easy to obtain a large supply of arrows by untrapping an arrow trap.
As with many projectiles, arrows may break and disappear when they hit a monster. See Projectile#Breakage for more information.
Contents
1 Using arrows
1.1 Multishot
2 Average damage calculation
3 Encyclopedia entry
4 References
Using arrows
Although not necessary to throw or fire arrows, the best use of arrows is with an appropriate launcher.
The character must wield a bow and then throw arrows for them to be most effective. This process can be streamlined by quivering arrows and then using the fire command, but this is simply a convenience and is not necessary. However, crossbow bolts will not be fired from a wielded bow—they must be used with a crossbow instead.
The range for an arrow is when you are wielding a bow[1][2], and when you are not[3]:
Strength:
3
4, 5
6, 7
8, 9
10, 11
12, 13
14, 15
16, 17
18–18/31
18/31–21
22, 23
24, 25
Range of arrow (with wielded bow)
2
3
4
5
6
7
8
9
10
11
12
13
Range of arrow (without wielded bow)
0
1
1
2
2
3
3
4
4
5
5
6
Along with other cursed missile weapons or launchers, cursed arrows occasionally "slip from your hand" when you throw or fire them, and end up on the ground.
Since arrows are used with a bow, they are affected by bow skill.
Bow
Max
Role
Basic
Barbarian, Knight, Priest, Tourist
Skilled
Caveman
Expert
Ranger, Samurai
Multishot
The number of arrows shot at once depends on the character's bow skill. You will shoot 1 arrow at a time at unskilled or basic skill, up to 2 arrows at skilled, and up to 3 at expert. There is a +1 bonus to this counter for rangers, and an additional +1 for elven characters shooting elven arrows from an elven bow, orcish characters shooting orcish arrows from an orcish bow, and samurai shooting ya from a yumi. This means, for example, an elven ranger using elven arrows and an elven bow can fire up to 5 arrows at once.
Average damage calculation
The average damage calculations in the following table do not include bonuses from weapon skills or from using a blessed weapon against undead or demons. However, these bonuses apply per arrow, so they may cause far more damage than when attacking in melee.
The calculations for poisoned arrows assume the monster is not poison resistant.
Weapon
Number of arrows fired at once
1
1d2 (average 1.5)
1d3 (average 2)
1d4 (average 2.5)
+0 arrows
+7 arrows
poisoned +0 arrows
poisoned +7 arrows
Encyclopedia entry
I shot an arrow into the air,
It fell to earth, I knew not where;
For, so swiftly it flew, the sight
Could not follow it in its flight.
I breathed a song into the air,
It fell to earth, I knew not where;
For who has sight so keen and strong
That it can follow the flight of song?
Long, long afterward, in an oak
I found the arrow still unbroke;
And the song, from beginning to end,
I found again in the heart of a friend.
[ The Arrow and the Song,
by Henry Wadsworth Longfellow ]
References
↑ dothrow.c in NetHack 3.6.1, line 1177
↑ dothrow.c in NetHack 3.6.1, line 1197
↑ dothrow.c in NetHack 3.6.1, line 1202
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.1. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate. |
# Attack spells
Attack spells deal direct damage to monsters, with some having secondary effects.
The following roles can gain skills in the Attack school:
Attack spells
Max
Role
Basic
Archeologist, Barbarian, Caveman, Monk, Samurai, Valkyrie
Skilled
Knight
Expert
Wizard
Role
Skill
Archeologist
Basic
Barbarian
Basic
Caveman
Basic
Knight
Skilled
Monk
Basic
Samurai
Basic
Valkyrie
Basic
Wizard
Expert
The following spellbooks teach you Attack spells:
Spellbook
Spell level
Direction
Relative probability
Probability conditional on price
Actions to read
Skill changes
Spellbook of force bolt
1
beam
3.56%
12.2%
4
Spellbook of drain life
2
beam
1.01%
4.3%
4
Spellbook of magic missile
2
ray
4.58%
19.1%
4
Spellbook of cone of cold
4
ray (distant if skilled)
1.01%
8.3%
23
S
Spellbook of fireball
4
ray (distant if skilled)
2.03%
16.7%
14
S
Spellbook of finger of death
7
ray
0.5%
25.0%
82
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.2. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-362}} tag to the current version's tag or {{noversion}} as appropriate. |
# The Computer Level
The Computer Level is a special level present in NetHack: The Next Generation, which has also been added to SlashTHEM.
The Computer Level is notable for its hostile computers, and for several items which in NHTNG are only generated on the level.
Contents
1 Layout
2 Items
2.1 Ring of timely backup
2.2 Scroll of root password detection
2.3 Amulet of data storage
2.4 Wand of bugging
Layout
|--------------------------------------------------------------------------||<...|.....................................................................||-+--|.....................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||..........................................................................||.....................................................................|--+-||.....................................................................|...>||--------------------------------------------------------------------------|
The layout of the Computer Level is simple: a big room with the upstairs and downstairs in small enclosures in opposite corners.
Randomly located throughout the level are a PDP-9, PDP-11, VAX, and a Cray (all using the x symbol); a news daemon, a printer daemon, and a UNIX Kernel (all using the & symbol), and six bugs and two heisenbugs (all x).
At random locations on the ground are a ring of timely backup, a scroll of root password detection, amulet of data storage, and a wand of bugging.
In SlashTHEM there is a second variation of this level in which the designated computers and bugs are replaced by random monsters that use the x symbol, and the daemons and UNIX Kernel are replaced by random &. A third contains the original monsters as well as: a random I, two random sea monsters, and a number of boulders, eggs, scrolls, corpses, and other items.
Items
In NHTNG these items are only generated on the Computer Level, and are all (with the exception of the wand of bugging) nonfunctional, only displaying a humorous message when worn/read. They will disappear from your inventory if you leave the level with them.
In SlashTHEM these items may be randomly generated, do not disappear from your inventory, and have more serious implications for gameplay.
Ring of timely backup
=
Name
timely backup
Appearance
random
Base price
300 zm
Weight
3
Probability out of rings
3.57%
Probability out of items in:
containers
Rogue level
Gehennom
Elsewhere
0.179%
0.179%
0.286%
0.107%
Putting on the ring of timely backup returns the message "You feel absolutely safe." This sense of security is misleading, as the ring does not affect you in any way, except occupying one of your ring slots.
In SlashTHEMmonsters can use the ring of timely backup to heal themselves, reducing its enchantment by one point each time.
Scroll of root password detection
?
Name
root password detection
Appearance
random
Base price
300 zm
Weight
5
Ink to write
4-7
Monster use
May be used defensively by monsters.
Reading the scroll of root password detection reveals the supposed "root password" of your computer: "xyzzy" if uncursed, "memalezu" if blessed, and "jsdfljfdsh" if cursed. This revelation does not impact your gameplay in any way, except using up a turn.
In SlashTHEM a monster that reads this scroll can levelport. Many unique monsters (including demon princes and lords) will be generated with this scroll, which they will use to escape the player if their health gets low.
XYZZY is also the random text label associated with this scroll in the code, though as the scroll appearance is randomized this will rarely be its actual appearance. "Xyzzy" is a reference to Colossal Cave Adventure, one of the first adventure video games. Entering the command "xyzzy" in a certain room of the cave sends the player immediately to another room some distance away, effectively serving as a shortcut. The word has been referenced in many games (and even some non-game programs) as an homage to this early game.
Amulet of data storage
"
Name
data storage
Appearance
random
Base price
150 zm
Weight
20
Putting on the amulet of data storage returns the message: "You feel full of knowledge." and taking it off will display "You feel intellectually poor." As ominous as this may sound, it does not affect you in any way.
In SlashTHEM (post version 0.7.0) the amulet slows spell memory loss to 2/3 of its usual rate and protects against the effects of amnesia, when worn by the player. This function is inspired by the Ring of Memory patch.
Wand of bugging
/
Name
bugging
Appearance
random
Base price
500 zm
Weight
7
Type
non-directional
Maximum charges
{{{maxcharges}}}
Monster use
Will not be used by monsters.
Zapping a wand of bugging creates 1-6 creatures, each of which has a 66% chance of being a bug and a 33% chance of being a heisenbug. |
# Talk:Patching
Can someone please expand on this? As a windoze programmer I have never used patch and am trying to apply the vs2005 patch and it keeps failing and I do not understand why...
missing header for context diff at line 13 of patch
I assume you're speaking of this patch. I unpacked nethack's sources, and downloaded the vc2005-file in the source root directory, and typed
patch -p0 < vc2005
in the command line, which seems to work ok for me, but I'm on linux... Haven't tried compiling nethack with that patch either. --Paxed 14:59, 19 July 2007 (UTC)
Using cygwin helps. I tried using a windows binary of patch, but that didn't work too well. I eventually installed cygwin and used that to apply a patch (menucolors) and it worked.Addps4cat 13:31, 7 September 2007 (UTC)
Contents
1 Now what?
2 What?
3 Great tutorial, but...
4 How???
5 Thoughts on expanding this article, help for source-diving newbies
Now what?
Well everything went all right, except that none of the patches still took any effect. I concluded that they'd have no way of knowing where my SLASH'EM is, so I copy-pasted all them files to the source directory. Still no effect.
What did I do wrong?
What?
I'd like to use this moment to say: WHAT?! This instruction is completely incomprehensible!
"note: On MS-Windows, the patchfile must be a text file, i.e. CR-LF must be used as line endings. A file with LF may give the error: "Assertion failed, hunk, file patch.c, line 343," unless the option '--binary' is given."
What's the patchfile? What does CR-LF mean? What does "line ending" mean? What option "--binary"? What the hell is going on here? I know that the majority of NetHack players are Computer geeks, but you don't have to make it even harder for normal people than it already is!
MC-Dirty 12:27, 31 July 2009 (UTC)
Great tutorial, but...
I've followed the compile article to the letter and vanilla NH complies just fine. I've followed this one as well, but I get this message when I try to compile:
Linking....
o/wintty.o: In function `get_menu_coloring':
c:\nh343\src/../win/tty/wintty.c:1146: undefined reference to `_imp__regexec'
o/options.o: In function `add_menu_coloring':
c:\nh343\src/../src/options.c:1071: undefined reference to `_imp__regcomp'
c:\nh343\src/../src/options.c:1074: undefined reference to `_imp__regerror'
o/save.o: In function `free_menu_coloring':
c:\nh343\src/../src/save.c:969: undefined reference to `_imp__regfree'
collect2: ld returned 1 exit status
mingw32-make: *** [../binary/NetHack.exe] Error 1
Can anyone help? I'm trying to make a menucolors+statuscolors version. The one I found linked on the patch database wasn't compiled with autopickup exceptions...
-Tekuromoto 17:31, 24 May 2011 (UTC)
How???
After I start "patch.exe -p1 < file", the only thing tat came out was this blank cmd screen.What went wrong??I'm am using Win7.--WillyPillow (talk) 09:54, 19 July 2012 (UTC)
Windows 7 (and Vista) require administrative privileges to run any file with "patch" in the name, this breaks the "patch.exe -p1 < file" command. This works as a workaround:
1. Rename patch.exe to patsh.exe.
2. Then create patch.bat in the same directory containing the following command:
@patsh.exe %*
http://jameswynn.com/2010/03/gnu-patch-in-windows-7-or-vista/
--86.156.170.102 23:56, 30 November 2013 (UTC)
Thoughts on expanding this article, help for source-diving newbies
I'm considering applying "stub" to this article, because it seems like we can do a lot to expand it. I don't know enough about modifying the source code to do it myself. In particular, it seems like these two big areas aren't being considered in this article:
Patching on non-Windows operating systems
Building a diff file (thus creating, rather than applying a patch)
The second point is a big one because even though we have a page on diff I can't find any tutorials on how to use it, and when I tried using rdiff in cygwin it threw back an error because it's only useful for individual files and not directories. I'm understandably annoyed because this means rdiff is useless for larger projects.
For an open-source project, you'd think there would be a lot more documentation on modifying NetHack's source code. - Crawldragon (talk|nao|wiki) 16:55, 19 October 2014 (UTC) |
# End Game
For the stage in the game, see Ascension Run.
The End Game is the term NetHack uses to refer to the dungeon branch containing the Elemental Planes and the Astral Plane. The branch is internally referred to as the Elemental Planes, although the Astral Plane is considered separate from them.
To enter the End Game, you must take the up staircase on the the first floor of the dungeon or else quaff a cursed potion of gain level while holding the Amulet of Yendor. Once you enter this branch, you cannot return to the Dungeons of Doom. All of the Planes are no-teleport and have undiggable floors, so it is impossible to move backwards to an earlier plane or to return to any of the earlier dungeon branches.
The term "Endgame" also refers to the predecessor of the Astral Plane, present in the game from NetHack 3.0.0 to 3.0.10. |
# Manticore
Wikipedia has an article about:
Manticore
f manticore File:Manticore.png
Difficulty
12
Attacks
Claw 2d4 physical, Claw 2d4 physical, Bite 1d8 physical, Sting 1d4 poison (strength), Arrow 1d6 paralysis
f manticore File:Manticore.png
Difficulty
12
Attacks
Claw 2d4 physical, Claw 2d4 physical, Bite 1d8 physical, Sting 1d4 poison (strength), Arrow 1d6 paralysis
Base level
8
Base experience
183
Speed
12
Base AC
3
Base MR
30
Alignment
−1 (chaotic)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
800
Nutritional value
600
Size
huge
Resistances
poison
Resistances conveyed
poison
A manticore:
can fly.
has no hands.
is an animal.
can see invisible creatures.
is poisonous to eat.
is carnivorous.
is nasty.
is strong.
can be seen through infravision.
appears only in Gehennom.
cannot be tamed.
The manticore is a feline in dNetHack with multiple melee attacks, a poisonous sting, and a paralyzing ranged attack. Without free action or some other means of resistance, the manticore's ranged paralysis attack is not to be taken lightly, as a player could be quickly incapacitated and killed.
The manticore is a true monster, with a leonine torso and legs,
batlike wings, a man's head, a tail tipped with iron spikes, and
an appetite for human flesh.
The manticore stands 6 feet tall at the shoulder and measures 15
feet in length. It has a 25-foot wingspan. Each section of the
manticore closely resembles the creature it imitates. The leonine
torso has a tawny hide, the mane is a lion's brown-black color,
and the batlike wings are a dark brown with sparse hair. All
manticores have heads that resemble human males; the mane
resembles a heavy beard and long hair.
In combat, the manticore fires volleys of 1-6 tail spikes.
The spikes are coated in a paralyzing venom.
[ Dungeons and Dragons 2nd Edition
Complete Monstrous Manual ] |
# Hobgoblin
o hobgoblin
Difficulty
3
Attacks
Weapon 1d6
o hobgoblin
Difficulty
3
Attacks
Weapon 1d6
Base level
1
Base experience
13
Speed
9
Base AC
10
Base MR
0
Alignment
-4 (chaotic)
Frequency (by normal means)
2 (Quite rare)
Genocidable
Yes
Weight
1000
Nutritional value
200
Size
Medium
Resistances
None
Resistances conveyed
None
A hobgoblin:
has a head, a couple of arms, and a torso.
is omnivorous.
is an orc.
is strong.
can pick up weapons and food.
has infravision.
can be seen through infravision.
Reference
monst.c#line668
The hobgoblin, o, is a monster in NetHack.
Contents
1 Generation
2 Strategy
3 Origin
4 Encyclopedia entry
5 References
Generation
Hobgoblins are frequently found in throne rooms. They will be generated with an orcish helm 50% of the time, and they also have a 50% chance of receiving a weapon (either an scimitar or an orcish dagger with equal chance). [1]
Strategy
Hobgoblins are relatively weak and slow, and thus usually not a significant threat. As orcish monsters, they are especially useful as sacrifice fodder for orc characters to convert altars with, especially if a throne room occurs on the same floor.
Origin
Wikipedia has an article about:
Hobgoblin
The hobgoblin was originally a helpful spirit of the hearth in folklore once considered helpful, but the spread of Christianity gave it a reputation as a mischievous prankster.
NetHack hobgoblins are borrowed from the works of J. R. R. Tolkien, where the name is used to describe a larger kind of orc. In the preface of The Hobbit, he states that "Orc is not an English word. It occurs in one or two places but is usually translated goblin (or hobgoblin for the larger kinds)".
Encyclopedia entry
Hobgoblin. Used by the Puritans and in later times for
wicked goblin spirits, as in Bunyan's "Hobgoblin nor foul
friend", but its more correct use is for the friendly spirits
of the brownie type. In "A midsummer night's dream" a
fairy says to Shakespeare's Puck:
Those that Hobgoblin call you, and sweet Puck,
You do their work, and they shall have good luck:
Are you not he?
and obviously Puck would not wish to be called a hobgoblin
if that was an ill-omened word.
Hobgoblins are on the whole, good-humoured and ready to be
helpful, but fond of practical joking, and like most of the
fairies rather nasty people to annoy. Boggarts hover on the
verge of hobgoblindom. Bogles are just over the edge.
One Hob mentioned by Henderson, was Hob Headless who haunted
the road between Hurworth and Neasham, but could not cross
the little river Kent, which flowed into the Tess. He was
exorcised and laid under a large stone by the roadside for
ninety-nine years and a day. If anyone was so unwary as to
sit on that stone, he would be unable to quit it for ever.
The ninety-nine years is nearly up, so trouble may soon be
heard of on the road between Hurworth and Neasham.
[ A Dictionary of Fairies, by Katharine Briggs ]
References
↑ makemon.c in NetHack 3.4.3, line 329 |
# Talk:Mines' End
By 'E' at the end, to do you mean Elbereth, a monster with the letter E? Just wondering if this could be made clearer, maybe with a link.
I used a scroll of teleportation and it threw me one floor above. I think it should be mentioned... K00pa 14:28, 30 December 2008 (UTC)
Cursed scrolls of teleportation will cause you to level teleport. This can put you any number of floors up (or down) the same branch of the dungeon you are in, with "zero" teleporting you around on the same level. It is not an effect unique to the level of Mine's End. -- Kalon 21:43, 30 December 2008 (UTC)
In the Mimic Of The Mines I found a barrow wight behind one of the secret doors. 89.161.1.116 12:35, 16 July 2009 (UTC)
Catacombs strategy
Is there a recommended strategy to get the luck and/or flintstones off the level teleport traps in the Catacombs? If you use autopickup exceptions, and you don't have "gray stones" as one of your always-pickups (which it seems like you shouldn't), without a CoMR or GDSM to block the effect of the traps, I am not sure how to do it. Delbow 03:48, 6 February 2011 (UTC)
Jump into the trap. If you walk into a level porter, it gets destroyed. So any source of teleport control or MR will let you get to the stone without incident, otherwise you just need to run around the map some more. The real problem is that it isn't just flint stones and luck stones; you might get a load stone that you can't do a kick test for. A wand of teleportation will move the stone someplace where you can probably kick it (you might need a pickaxe) - this will also let you circumvent the trap itself, but you'll need to find the stone afterwards. A wand of cancellation will uncurse a potential loadstone before you pick it up, and anything else for removing a curse afterwards. Be sure to #name the stone if you pick up a load stone! -- Qazmlpok 04:02, 6 February 2011 (UTC)
Undead Monsters in Catacombs
I've noticed that, aside from mentioning the 2 random V, there is no special mention of undead in the catacombs. I'm just working from many past experiences here, but aren't there a few others? Is monster generation biased towards undead? I won't add anything though because I don't know the exact nature. 108.196.206.15 02:38, 1 July 2013 (UTC)
Reading the MONSTER lines at the end of Source:NetHack 3.4.3/dat/mines.des#Catacombs there are:
5 random M
an ettin mummy
2 random V
5 random Z
4 random e
--Tungtn (talk) 04:24, 1 July 2013 (UTC) |
# Category:DNethack Chaos Quest
Subcategories
This category has only the following subcategory.
D
► DNethack Mithardir Quest (6 P)
Pages in category "DNethack Chaos Quest"
The following 9 pages are in this category, out of 9 total.
C
Chaos Quest (dNethack)
Chaos Temple Quest
User:Chris/dNetHack/dNethack Chaos Temple
User:Chris/dNetHack/dNethack Nightmare Temple
User:Chris/dNetHack/dNethack Ruined Temple
Crystals (dNetHack)F
First Key of Chaos spoilerM
Mithardir Quest
Mordor Ruins Quest |
# Amoeboid (SLASH'EM)
SLASH'EM adds several types of amoeboid monsters.
Contents
1 Blobs
1.1 Jiggling blob
1.2 Lava blob
1.3 Static blob
1.4 Burbling blob
2 Puddings
2.1 Moldy pudding
2.2 Shoggoth
2.3 Giant shoggoth
3 Encyclopedia entry
Blobs
Jiggling blob
b jiggling blob
Difficulty
11
Attacks
Touch 2d8, Passive 2d4 acid
b jiggling blob
Difficulty
11
Attacks
Touch 2d8, Passive 2d4 acid
Base level
10
Base experience
224
Speed
6
Base AC
8
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
200
Nutritional value
100
Size
Large
Resistances
sleep, poison
Resistances conveyed
poison (67%)
A jiggling blob:
has no eyes.
has no limbs.
has no head.
is mindless.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
wanders randomly.
does not appear in Gehennom.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line289
The jiggling blob possesses an acidic passive attack and a standard touch attack. It is not actually acidic and therefore is safe to eat.
Lava blob
b lava blob
Difficulty
12
Attacks
Touch 4d4 fire, Passive 2d6 fire
b lava blob
Difficulty
12
Attacks
Touch 4d4 fire, Passive 2d6 fire
Base level
10
Base experience
234
Speed
6
Base AC
8
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
200
Nutritional value
100
Size
Large
Resistances
sleep, fire
Resistances conveyed
fire (67%)
A lava blob:
has no eyes.
has no limbs.
has no head.
is mindless.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
wanders randomly.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line297
The lava blob has a damaging fire attack and a passive fire attack. The attacks are harmless with fire resistance, and the corpse has a high chance of conveying fire resistance.
Static blob
b static blob
Difficulty
14
Attacks
Touch 3d8 shock, Passive 3d4 shock
b static blob
Difficulty
14
Attacks
Touch 3d8 shock, Passive 3d4 shock
Base level
12
Base experience
306
Speed
6
Base AC
8
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
200
Nutritional value
100
Size
Large
Resistances
sleep, poison, electricity
Resistances conveyed
poison (40%), electricity (40%)
A static blob:
has no eyes.
has no limbs.
has no head.
is mindless.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
wanders randomly.
does not appear in Gehennom.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line305
The static blob is similar to the lava blob, but has more damaging attacks and deals shock damage instead of fire. The corpse has a high chance of conferring poison or shock resistance.
Burbling blob
b burbling blob
Difficulty
15
Attacks
Touch 2d8, Passive 5d4 acid
b burbling blob
Difficulty
15
Attacks
Touch 2d8, Passive 5d4 acid
Base level
14
Base experience
348
Speed
6
Base AC
8
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
200
Nutritional value
100
Size
Large
Resistances
sleep, poison
Resistances conveyed
poison (93%)
A burbling blob:
has no eyes.
has no limbs.
has no head.
is mindless.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
wanders randomly.
does not appear in Gehennom.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line313
The burbling blob is a more powerful version of the jiggling blob, possessing a much more powerful acidic passive attack. Like the jiggling blob, the corpse is not actually acidic and is therefore safe to eat.
Puddings
Moldy pudding
P moldy pudding
Difficulty
9
Attacks
Engulfing 4d4 decays organic items
P moldy pudding
Difficulty
9
Attacks
Engulfing 4d4 decays organic items
Base level
8
Base experience
116
Speed
3
Base AC
8
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
Yes
Weight
500
Nutritional value
250
Size
Medium
Resistances
death magic, cold, electricity, poison, acid, petrification
Resistances conveyed
poison (18%), cold (18%), electricity (18%), Cures stoning
A moldy pudding:
can flow under doors.
does not breathe.
has no eyes.
has no limbs.
has no head.
is mindless.
is acidic to eat.
is omnivorous.
is neither male nor female.
is normally generated hostile.
does not appear in Gehennom.
hits creatures as a +1 weapon.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line2960
The moldy pudding is similar to a brown pudding or ochre jelly. It possesses an engulfing attack that will decay organic items in your inventory.
Shoggoth
See Shoggoth
Giant shoggoth
See Giant shoggoth
Encyclopedia entry
These giant amoeboid creatures look like nothing more than
puddles of slime, but they both live and move, feeding on
metal or wood as well as the occasional dungeon explorer to
supplement their diet.
But we were not on a station platform. We were on the track ahead
as the nightmare, plastic column of fetid black iridescence oozed
tightly onward through its fifteen-foot sinus, gathering unholy
speed and driving before it a spiral, re-thickening cloud of the
pallid abyss vapor. It was a terrible, indescribable thing vaster
than any subway train -- a shapeless congeries of protoplasmic
bubbles, faintly self-luminous, and with myriads of temporary eyes
forming and unforming as pustules of greenish light all over the
tunnel-filling front that bore down upon us, crushing the frantic
penguins and slithering over the glistening floor that it and its
kind had swept so evilly free of all litter.
[ At the Mountains of Madness, by H.P. Lovecraft ]
This page is a stub. Should you wish to do so, you can contribute by expanding this page. |
# Spellbook of command undead
spellbook of + command undead
Appearance
random
Base price
500 zm
Weight
50
Turns to read
35
Ink to write
25–49
Spell type
attack
Level
5
Power cost
25 Pw
Direction
non-directional
Allows you to learn the command undead spell, new to SLASH'EM. This spell is equivalent to charm monster, except that it only affects undead. Necromancers begin with a spellbook of command undead.
See also
List of SLASH'EM spellbooks
This page is a SLASH'EM related stub. Should you wish to do so, you can contribute by expanding this page. |
# Talk:Uranium imp
MON("uranium imp", S_IMP,
LVL(9, 12, 2, 20, -7), (G_GENO|G_NOCORPSE),
A(ATTK(AT_CLAW, AD_PHYS, 4, 4),
NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK),
SIZ(90, 10, 0, MS_LAUGH, MZ_TINY), 0, 0,
M1_REGEN, M2_WANDER|M2_STALK|M2_HOSTILE|M2_MAGIC,
M3_INFRAVISIBLE|M3_INFRAVISION, CLR_BRIGHT_GREEN),
Could someone turn this into a data-table on the article?
Thanks
--Ozymandias (talk) 16:42, 1 September 2013 (UTC)
It is planned that uranium imps will get a 4/13 chance to ignore teleport control, but has not yet been implemented. Should the article reflect that? |
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This edit created a new page (also see list of new pages)
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22:42 Weapon (diff | hist) . . (+495) . . Cathartes (talk | contribs) (→Description: weapon use by monsters; also a note for the "weapon (n)d(y)" format that this wiki uses in monster infoboxes since I don't know where else in the wiki to put this info)
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# Talk:Chameleon
Taming in Domestic Form
Under the SLASH'EM section, the article says:
If a chameleon polymorphs into a domestic animal, then you can tame it with a
treat.
Okay, that's great, but the thing is, I just tamed a chameleon "pony" in Vanilla! I'm thinking, maybe this should be moved to the main section of the article...?
--Gneek 00:52, 23 May 2008 (UTC)
I agree. I just tamed a chameleon "housecat" in Vanilla.
Yidda 03:12, 20 September 2008 (UTC)
Encyclopedia bug
Bad translation from the Dutch: "Name of a family ... and !race ..." should read "Name of a family and genus".91.22.128.184 12:41, 26 December 2014 (UTC) |
# Large shield
[ large shield
Appearance
large shield
Slot
shield
AC
2
Special
(none)
Base price
10 zm
Weight
100
Material
iron
The large shield is a kind of shield.
Generation
Large shields are normally found on watchmen and soldiers.
Strategy
Main article: Shield#Strategy
Large shields are rarely used by adventurers. The identical dwarvish roundshield is common in the Gnomish Mines. The better shields in the game include the small shield, elven shield and shield of reflection. |
# User:MadDawg2552
MadDawg2552 has been playing NetHack for several years. He has never had a legitimate ascension, only being able to ascend using Wizard Mode. The farthest he has ever made it without cheating was to the castle.
He found WikiHack on October 18th, 2006, made an account, and started contributing immediately. |
# Talk:Luckstone
Does a luckstone in a bag still function? For example, if I have found a cursed luckstone, in a bones file, say, can I stash it in a bag without penalty until i can uncurse it? Or would I have to drop it? Also, if someone could look into how luck timeout works, that would be awesome. Thanks! --Andronikus 21:18, 17 September 2007 (UTC)
I just tried it in wizard mode. Luckstones (both good and bad) in containers are ignored. Addps4cat 23:08, 17 September 2007 (UTC)
Nice, I thought I remembered seeing that information on this page, but I wanted to make sure and it wasn't there. Thanks! --Andronikus 00:35, 18 September 2007 (UTC) |
# File:Nethack.gif
File
File history
File usageNo higher resolution available.
Nethack.gif (640 × 400 pixels, file size: 6 KB, MIME type: image/gif)
Licensing:
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current02:16, 26 November 2009640 × 400 (6 KB)AjbRad (talk | contribs)
02:14, 26 November 2009640 × 400 (6 KB)AjbRad (talk | contribs)
You cannot overwrite this file.
File usage
There are no pages that use this file. |
# File:Cyan potion.png
File
File history
File usageNo higher resolution available.
Cyan_potion.png (16 × 16 pixels, file size: 196 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the object 'cyan potion'.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current12:13, 1 August 200616 × 16 (196 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'cyan potion'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following 13 pages uses this file:
List of vanilla NetHack tiles
NetHack 3.2.0
NetHack 3.2.1
NetHack 3.2.2
NetHack 3.2.3
NetHack 3.3.0
NetHack 3.3.1
NetHack 3.4.0
NetHack 3.4.1
NetHack 3.4.2
NetHack 3.4.3
NetHack 3.6.0
NetHack 3.7.0 |
# User talk:24.239.174.223
Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --ZeroOne 08:37, 14 September 2006 (UTC)
This is the discussion page for an anonymous user who has not created an account yet or who does not use it. We therefore have to use the numerical IP address to identify him/her. Such an IP address can be shared by several users. If you are an anonymous user and feel that irrelevant comments have been directed at you, please create an account or log in to avoid future confusion with other anonymous users.
[WHOIS • RDNS • RBLs • Traceroute • TOR check] · [RIRs: America · Europe · Africa · Asia-Pacific · Latin America/Caribbean] |
# File:Kop Sergeant.png
File
File history
File usageNo higher resolution available.
Kop_Sergeant.png (16 × 16 pixels, file size: 223 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the monster 'Kop Sergeant'.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current09:28, 1 August 200616 × 16 (223 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'Kop Sergeant'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following 16 pages uses this file:
Keystone Kop
List of vanilla NetHack tiles
Monster
Monsters (by size)
NetHack 3.2.0
NetHack 3.2.1
NetHack 3.2.2
NetHack 3.2.3
NetHack 3.3.0
NetHack 3.3.1
NetHack 3.4.0
NetHack 3.4.1
NetHack 3.4.2
NetHack 3.4.3
NetHack 3.6.0
NetHack 3.7.0 |
# User talk:Eidolos
lol eidolos
GreyKnight 18:32, 4 August 2006 (UTC)
lol i hacked your page
Contents
1 You are now sysop!
2 Super-HP Ascension
3 Elbereth
4 ttyrecc
5 De-admin
You are now sysop!
Based on the decision in, NetHackWiki:Community Portal#Style guide on sidebar; More admins and bureaucrats?, you are now a "sysop" = "administrator". This gives you access to a few extra wiki features to help maintain the wiki. It is one way of thanking you for your contributions to NetHackWiki. If you need help with something, you could check w:Help:Administrators' how-to guide or you could ask me, ZeroOne, or Jayt. --Kernigh 02:21, 8 September 2006 (UTC)
Super-HP Ascension
On NAO, you ascended as number 7 on the score list with 1007555/1007555 HP? How the heck do you do that? Fredil Yupigo 23:14, 31 January 2008 (UTC)
I'm guessing Eidolos made a bot to farm puddings and pray. That does sort of abuse game mechanics and server bandwidth, which is why there's only one instance. --75.177.119.118 09:58, 22 February 2008
Actually it was the polyself bug. Eidolos is so naughty. ContraDuck 12:39, 22 February 2008 (UTC)
Hehehe. I saw that ttyrec, why did he keep stoning and unstoning Medusa? Does that do anything at XL30? Fredil Yupigo 00:35, 18 March 2008 (UTC)
For a billion points in only a few hours. People like telling me they've found my corpses and statues (because I'm in the top ten high score list). Eidolos 02:52, 18 March 2008 (UTC)
Elbereth
The Internet Troll turns to flee! — Preceding unsigned comment added by 74.128.32.90 (talk • contribs) 17 February 2009
ttyrecc
I found those two instructional ttyrecs and I think a link should be put somewhere here so that they don't get lost.
drawbridge
Master Kaen
I put the link to Kaen ttyrec to Master Kaen#Drain_life page.
De-admin
Hi, since you've been absent quite some time, I've removed your admin rights. If you ever want them back, please just say so. You'll get them, no questions asked. --Tjr 00:15, 1 October 2011 (UTC) |
# User:Chris/dNetHack/dNethack Roles/Binder/Echidna
Contents
1 Echidna, Mother of Monsters
1.1 Binding Ritual
1.2 Taboo
1.3 Mark
1.3.1 Detection
1.3.2 Disguise
1.4 Immunity
1.5 Skill
1.6 Active Powers
1.7 Passive Powers
Echidna, Mother of Monsters
The goddess fierce Echidna who is half a nymph with glancing eyes and fair cheeks, and half again a huge snake,[1] great and awful, with speckled skin, eating raw flesh beneath the secret parts of the holy earth. And there she has a cave deep down under a hollow rock far from the deathless gods and mortal men. There, then, did the gods appoint her a glorious house to dwell in: and she keeps guard in Arima beneath the earth, grim Echidna, a nymph who dies not nor grows old all her days.
[ Theogony, by Hesiod]
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.
Detection
Your odd legs can be seen from a distance.
Disguise
Wear boots and a cloak or torso armor.
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 is modified by your Constitution.
Acid Blood: Monsters that attack you in melee take acid damage.
Mother of Monsters: Pets follow more closely. |
# Clockwork Automaton (starting race)
Source: Biodiversity patch(modified)
Contents
1 Racial benefits and restrictions
2 Stats
3 Upgrades
4 Encyclopaedia entry
Racial benefits and restrictions
Clockwork Automata may be Archeologists, Binders, Knights, Monks, Priests, Samurai or Troubadours. (As androids, they can be Anachrononauts.) They are neutrally or lawfully aligned.
Clockwork automata do not recover HP normally, instead they must stand still ('.') and repair themselves. They will recover HP faster as they gain levels. They may also use potions or other magic to recover hp. Their stats can't be abused or exercised, but they can use potions of gain ability as normal.
Clockwork automata do not eat food, meaning that the ring of slow digestion has no effect. Rather, they must be wound up using any skeleton key. They are not able to do this themselves, instead they must either have one of their allies do it or pay another monster with hands to have it done. Each turn is worth 10 nutrition.
Clockwork automata can drink potions, and potions of oil provide some healing and nutrition. Blood potions may provide resistances.
Clockwork automata can adjust their clockspeed with the #monster command. High speed doubles the automaton's moves per turn, but increases nutrition loss by 4x. Low speed halves the automaton's moves per turn, but reduces normal nutrition use to 1/10 turns. Switching to high speed burns 10 nutrition, while switching to other speeds does not carry a nutrition penalty. Over-wound automata can't maintain low clockspeed, and under-wound automata can't maintain high speed.
Clockwork automata do not breathe and start out with resistance to stoning, poison and sickness. They gain shock res at XL5, cold res at XL10 and fire res at XL15.
Clockwork automatons may sacrifice with impunity (other than gifted pets). They're not specifically exempt from same-race sacrifice, but since all normally spawning clockwork monsters also don't leave corpses, it never becomes an issue.
Clockwork do not benefit from the normal effects of booze, including sanity restoration and your drunkenness counter.
Clockwork automatons interact differently with seduction attacks performed by foocubi and other monsters, with a different set of positive and negative effects that can occur afterward. For foocubi:
If your combined intelligence and charisma are lower than a randomly generated number between 1 and 34, you will either lose an experience level or have a single item stolen from you by the foocubus, with an equal probability of each.
Otherwise, there is a 1⁄5 chance of gaining a level from the encounter - the remaining 4⁄5 of the time, the foocubus will offer to wind you up if you are below half of your maximum nutrition.
Stats
Characterrace
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Clockwork Automaton
18/**
18
18
18
18
18
Upgrades
Upgrades are not mutually exclusive: you can have one of each and some can be taken multiple times. Any upgrade action consumes an upgrade kit, and other components where applicable as noted below:
Phase engine: Walk through walls, at the cost of 10x nutrition consumption. Activate and deactivate via the #monster menu.
Requires: subethaic component
Stove upgrades: Gain the ability to eat or drink certain kinds of items, in combination with potions of water, to gain nutrition. If you do not drink water while using these upgrades, you will heat up instead of gaining nutrition, adding extra damage to your attacks, but potentially damaging your inventory and melting yourself.
Oil Stove: Gain nutrition from drinking potions of oil in combination with potions of water
Requires: nothing
Wood Stove: Gain nutrition from eating woody corpses or dried tins in combination with potions of water.
Requires: tinning kit
Hellfire Furnace: Gain nutrition from eating almost anything in combination with water, but only 1/10 the normal amount
Requires: hellfire component
Switch Upgrades: Alter how switching clockspeeds using the #monster command works.
Efficient Switch: Switching to high speed mode no longer consumes 10 nutrition
Requires: crossbow
Fast Switch: Switching speeds no longer costs a turn.
Requires: nothing
Armor Plating: Your natural AC bonus goes from 3 to 10.
Requires: archaic plate mail
Magic Furnace: Consume magic items to gain magic energy. Destroys the consumed item
Requires: disenchanter corpse
Scrap Maw: Eat rustable items to regain HP.
Requires: scrap
High Tension Spring: Increase your maximum nutrition by 2000. This upgrade can be take multiple times.
Requires: nothing
Encyclopaedia entry
I am not an unimaginable thing
My thoughts are tangible
though they're full of springs
I don't have the heart to send you untruthful words
My skin is cold to the touch and made from the earth
[ Automatonic Electronic Harmonics, Music & Lyrics By David Michael Bennett ] |
# The Master Key of Thievery
( The Master Key of Thievery
Base item
skeleton key
Affiliation
chaoticRogueintelligent
When carried
warningteleport controlhalf physical damage
When applied
gives random rumor
When invoked
untraps with100% success
Base price
3500 zm
Weight
3
The Master Key of Thievery is the Rogue quest artifact. It is the prize for completing the Rogue quest, and is chaotic-aligned. Its base item type is a skeleton key.
Contents
1 Description
2 Strategy
3 History
4 Encyclopedia entry
5 References
Description
When carried, the Master Key of Thievery confers warning, teleport control and half physical damage. Using the Master Key of Thievery for unlocking always succeeds, and a Rogue carrying the Key has improved chances to disarm traps.[1] Invoking it removes all traps in a door or container.[2] When applied or invoked, the Master Key will speak a random rumor: the rumor will be true if the Key is blessed, false if cursed, and either if uncursed.
The Master Key of Thievery has additional effects when blessed (and/or uncursed for Rogues):[3] Locking or unlocking a trapped door or container with the Key automatically detects and offers to remove the trap, which is guaranteed to succeed;[4] monsters using the Key will untrap any door the monster is trying to open.[5] Additionally, untrapping doors and chests manually always succeeds as well.[6] Finally, wielding the Key without gloves will give you clues about adjacent traps of any kind (it will feel "warm" or "hot").[7]
Strategy
See also: Invoke § Optimum invocation schedule
Half physical damage is a rare property and is very useful, which makes the Master Key a good wish for a chaotic character, particularly considering its low weight. It should be wished for early, because artifact wishing depends on the number of artifacts in existence already—in fact, a chaotic character may want to hold back on sacrificing before their first wish, because an artifact wish is only guaranteed if there are 2 or fewer artifacts generated. Also be sure to be able to withstand the blasting damage; you need at least 41 HP (21 with magic resistance). Once the Key is in your inventory, you should avoid dropping it, since picking it up again will blast you another time. Keep a normal skeleton key or lockpick for mundane unlocking purposes, since applying the Master Key will also blast you.
As with all quest artifacts, cross-aligned characters can only pick up the Master Key via appropriate use of a helm of opposite alignment (or permanent conversion at an altar). This is usually not worth the trouble, since non-chaotic adventurers are better off with an artifact that grants magic resistance, and neutrals can obtain half physical damage from the Orb of Fate.
History
The Master Key of Thievery is introduced along with most of the other quest artifacts in NetHack 3.1.0.
The artifact's special effects when blessed were added in NetHack 3.6.1.
Encyclopedia entry
This skeleton key was fashioned in ages past and imbued with
a powerful magic which allows it to open any lock. When
carried, it grants its owner warning, teleport control, and
reduces all physical damage by half. Finally, when invoked,
it has the ability to disarm any trap.
References
↑ trap.c in NetHack 3.4.3, line 3020
↑ artifact.c in NetHack 3.4.3, line 1250
↑ is_magic_key in artifact.c
↑ src/lock.c in NetHack 3.6.1, line 111
↑ src/monmove.c in NetHack 3.6.1, line 1260
↑ src/trap.c in NetHack 3.6.1, line 4276
↑ mkot_trap_warn in artifact.c
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.4. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-364}} tag to the current version's tag or {{noversion}} as appropriate. |
# Hellish seal
+
Hellish seals (also commonly referred to as hell vaults) are a dungeon feature added in dNetHack. Being a feature of the floor, they do not block line of sight or otherwise obstruct the square. Indeed, the only way to interact with a hellish seal is to break it by digging downwards over the seal.
Hellish seals are generated as part of random level generation in random gehennom mazes. They are generated in small, closed 3x3 rooms found within larger rooms. A specific monster is sealed away within each hellish seal. The precise monster type can only be learned by breaking the seal, but the broad category can be learned by observing the statue placed on top of the seal.
Contents
1 Seal types (by indicator statue)
1.1 Strange larva: Tanninim
1.2 Ancient nupperibo: Ancient
1.3 Angel: Mad angels
1.4 Lemure: Pit Fiend
1.5 Manes: Shayateen
2 Seal treasure
Seal types (by indicator statue)
Strange larva: Tanninim
Akkabish tannin
Shalosh tannah
Nachash tannin
Khaamnun tannin
Raglayim tannin
Teraphim tannah
Sartan tannin
Ancient nupperibo: Ancient
Ancient of blessings
Ancient of vitality
Ancient of corruption
Ancient of the burning wastes
Ancient of thought
Ancient of death
Angel: Mad angels
Mad angel
Apocalypse angel
Harrower of Zariel
Jrt Netjer
Lemure: Pit Fiend
Pit fiend
Manes: Shayateen
Shayateen
Seal treasure
Each hellish seal also contains a metallic chest containing between 9 and 36 (9d4) random magical items. Approximately 1/3rd of these items will be armor, 1/3rd of them will be weapons, and the remaining 1/3rd will be random magic items. Armor and weapons may be highly enchanted, may generate as artifacts, and may generate with object properties. It will likely be necessary to dig the chest out of the ground beneath the seal. The chest is always locked and trapped. |
# Golem (SLASH'EM)
SLASH'EM introduces numerous new golems, most of which are much more dangerous than their vanilla counterparts. This page covers those golems which are in SLASH'EM, but not in vanilla. SLASH'EM also introduces a unique golem, Frankenstein's Monster, covered on a separate page. Note that all golems in SLASH'EM are immune to drain life, including the attacks of Stormbringer.
Contents
1 New golems
1.1 Wax golem
1.2 Plastic golem
1.3 Ruby golem
1.4 Diamond golem
1.5 Sapphire golem
1.6 Steel golem
1.7 Crystal golem
2 Hit points
3 Strategy
New golems
Wax golem
' wax golem
Difficulty
5
Attacks
Claw 1d2, touch 1d4 fire
' wax golem
Difficulty
5
Attacks
Claw 1d2, touch 1d4 fire
Base level
3
Base experience
48
Speed
12
Base AC
9
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
400
Nutritional value
0
Size
large
Resistances
sleep, poison
Resistances conveyed
none
A wax golem:
does not breathe.
is mindless.
has a head, a couple of arms, and a torso.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
never leaves a corpse.
gives out radius-1 light.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line3489
Wax golems are typically seen in the early levels of SLASH'EM. Their attacks can destroy scrolls and potions, but otherwise they are not a huge threat. They drop wax candles when destroyed. This makes them potentially valuable as a non-conduct-violating source of candles in those games where Izchak's lighting store doesn't have enough.
Plastic golem
' plastic golem
Difficulty
5
Attacks
Claw 1d3, Claw 1d3
' plastic golem
Difficulty
5
Attacks
Claw 1d3, Claw 1d3
Base level
4
Base experience
56
Speed
12
Base AC
9
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
400
Nutritional value
0
Size
large
Resistances
sleep, poison
Resistances conveyed
none
A plastic golem:
does not breathe.
is mindless.
has a head, a couple of arms, and a torso.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
never leaves a corpse.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line3496
Plastic golems are another golem frequently seen in SLASH'EM's early game. They are slightly tougher than the other golems seen then, but not significantly so. They drop credit cards when destroyed.
Ruby golem
' ruby golem
Difficulty
28
Attacks
Weapon 4d10, Breath fire 5d6
' ruby golem
Difficulty
28
Attacks
Weapon 4d10, Breath fire 5d6
Base level
24
Base experience
795
Speed
12
Base AC
3
Base MR
60
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
2000
Nutritional value
0
Size
large
Resistances
fire, cold, shock, sleep, poison
Resistances conveyed
none
A ruby golem:
does not breathe.
is mindless.
has a head, a couple of arms, and a torso.
has a thick hide.
is poisonous to eat.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
is strong.
can pick up weapons and food.
never leaves a corpse.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line3579
Ruby golems are the first of SLASH'EM's highly dangerous gemstone golems. They do large amounts of physical damage, and resist most magical attacks. Fortunately, they are not very fast, and any player with speed can outrun them. They always drop rubies; in general, the gemstone golems are quite useful to identify valuable gems.
Diamond golem
' diamond golem
Difficulty
30
Attacks
Weapon 5d10, Breath magic missile 5d6
' diamond golem
Difficulty
30
Attacks
Weapon 5d10, Breath magic missile 5d6
Base level
26
Base experience
909
Speed
12
Base AC
3
Base MR
60
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
2000
Nutritional value
0
Size
large
Resistances
fire, cold, shock, sleep, poison
Resistances conveyed
none
A diamond golem:
does not breathe.
is mindless.
has a head, a couple of arms, and a torso.
has a thick hide.
is poisonous to eat.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
is strong.
can pick up weapons and food.
never leaves a corpse.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line3587
More dangerous than a ruby golem, as they are magic resistant on top of being stronger. They drop diamonds when destroyed.
Sapphire golem
' sapphire golem
Difficulty
32
Attacks
Weapon 6d10, Breath lightning 5d8
' sapphire golem
Difficulty
32
Attacks
Weapon 6d10, Breath lightning 5d8
Base level
28
Base experience
1031
Speed
12
Base AC
3
Base MR
60
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
2000
Nutritional value
0
Size
large
Resistances
fire, cold, shock, sleep, poison
Resistances conveyed
none
A sapphire golem:
does not breathe.
is mindless.
has a head, a couple of arms, and a torso.
has a thick hide.
is poisonous to eat.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
is strong.
can pick up weapons and food.
never leaves a corpse.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line3595
Similar to the previous two, only still more dangerous. Their bodies also have reflection.
Steel golem
' steel golem
Difficulty
34
Attacks
Weapon 6d10, Breath cold 5d8, passive disenchant
' steel golem
Difficulty
34
Attacks
Weapon 6d10, Breath cold 5d8, passive disenchant
Base level
30
Base experience
1164
Speed
15
Base AC
3
Base MR
60
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
2000
Nutritional value
0
Size
large
Resistances
fire, cold, shock, sleep, poison
Resistances conveyed
none
A steel golem:
does not breathe.
is mindless.
has a head, a couple of arms, and a torso.
has a thick hide.
is poisonous to eat.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
is strong.
can pick up weapons and food.
never leaves a corpse.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line3603
Steel golems are probably the largest threat of SLASH'EM's new golems. While they do slightly less damage than the crystal golem, they more than make up for it with their passive disenchant attack. They are sufficiently dangerous that it is difficult to use a junk weapon (such as a pick-axe) to destroy them, but they will generally be able to remove some enchantment from your main weapon if you attack them with it. Fortunately, they appear rarely enough that you should only need a couple of spare scrolls of enchant weapon or magic markers handy. They drop iron chains when destroyed.
Crystal golem
' crystal golem
Difficulty
36
Attacks
Weapon 8d12, Random breath weapon 6d8
' crystal golem
Difficulty
36
Attacks
Weapon 8d12, Random breath weapon 6d8
Base level
32
Base experience
1271
Speed
15
Base AC
3
Base MR
60
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
2000
Nutritional value
0
Size
large
Resistances
fire, cold, shock, sleep, poison
Resistances conveyed
none
A crystal golem:
does not breathe.
is mindless.
has a head, a couple of arms, and a torso.
has a thick hide.
is poisonous to eat.
does not eat. (*)
is neither male nor female.
is normally generated hostile.
is strong.
can pick up weapons and food.
never leaves a corpse.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line3611
Crystal golems do massive amounts of physical damage, and their random breath weapon can occasionally be a blast of disintegration, which can be unpleasant if you don't have reflection. They are best fought alone, if possible. Destroying them produces a pile of random valuable gems. Note that they have intrinsic magic resistance, in the same way that a gray dragon does.
Hit points
Like in Vanilla NetHack, golems in SLASH'EM are generated with a fixed number of hit points. However, even for golems that exist in Vanilla NetHack, that number of hit points is higher in SLASH'EM, as shown in the following table:
Golem
Hit points (Vanilla NetHack)
Hit points (SLASH'EM)
paper golem
20
36
straw golem
20
40
wax golem
—
40
rope golem
30
60
plastic golem
—
60
gold golem
40
80
leather golem
40
80
wood golem
50
100
flesh golem
40
120
glass golem
60
140
clay golem
50
150
stone golem
60
180
iron golem
80
240
ruby golem
—
250
diamond golem
—
270
sapphire golem
—
280
steel golem
—
290
crystal golem
—
300
Frankenstein's Monster
—
400
Strategy
All of the gemstone golems are highly dangerous; a crystal golem, in one-on-one combat with a character fully prepared for SLASH'EM's lategame, can still deal 120-150 damage before being destroyed. For this reason, they are all best fought alone if at all possible. Since they are all slower than a character in speed boots, this should not be too difficult. Stoning them is a valid option, as it will turn them into less-dangerous stone golems. The dropped gemstones can be quite useful, particularly for getting wishes from gypsies, which start appearing with some frequency around the same time. |
# File:Watchman.png
File
File history
File usageNo higher resolution available.
Watchman.png (16 × 16 pixels, file size: 227 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the monster 'watchman'.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current10:27, 1 August 200616 × 16 (227 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'watchman'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following 16 pages uses this file:
List of vanilla NetHack tiles
Monster
Monsters (by size)
NetHack 3.2.0
NetHack 3.2.1
NetHack 3.2.2
NetHack 3.2.3
NetHack 3.3.0
NetHack 3.3.1
NetHack 3.4.0
NetHack 3.4.1
NetHack 3.4.2
NetHack 3.4.3
NetHack 3.6.0
NetHack 3.7.0
Watchman |
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[Umbire the Phantom; Coz]
m
20:27
(cur | prev) . . (-29) . . Umbire the Phantom (talk | contribs) (we have *enough* Grays links. Stormbringer is fine, but honestly needs to be mentioned way earlier in this strategy section)
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# Drowning
Drowning is a means of instantaneous death caused by being submerged in water when you are neither breathless nor amphibious.
Common forms of drowning are:
Stepping or falling into water when you have too much encumbrance to escape.
Falling into water with no adjacent, non-occupied land tile to escape to. This could be caused by a foocubus or nymph removing your boots of water walking, levitation, or ring of levitation.
Being pulled under water by a monster's drowning attack.
Less common forms of drowning include displacing a flying pet away from water onto the only dry land available:
| }} |x}} |@D} |x}} | }}
If the dragon D is a pet flying over water, then displacing it will likely prove fatal for our hero, who has no place to step back onto dry land. The more pets there are, the more confusing the situation is, and the more dangerous. Do not try to navigate Juiblex's swamp with a swarm of pet bees.
This link describes the tale of a player who was blanking potions on the Castle level by repeatedly walking into the moat while holding junk potions, and who drowned because a giant threw a boulder at him. Since the boulder suddenly occupied the only dry land tile adjacent to the water, YASD by drowning ensued.
If you can teleport, you will attempt to teleport away with a certain probability (before crawling out), provided you have sufficient energy. If you also have teleport control, you will always attempt to do so. However, it will not work on a no-teleport level.
As a side note, if you have teleportitis, random teleports will only place you in water if you are breathless or amphibious.
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.1. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate. |
# dNetHack artifacts
Contents
1 Wishable artifacts
1.1 Vanilla Crowning Gifts
1.1.1 Excalibur
1.1.2 Vorpal Blade
1.1.3 Stormbringer
1.2 Nameable artifacts
1.2.1 Orcrist
1.2.2 Sting
1.2.3 Grimtooth
1.2.4 Carnwennan
1.2.5 Slave to Armok
1.2.6 Claideamh
1.3 Banes
1.3.1 Dragonlance
1.3.2 Nodensfork
1.3.3 Gaia's Fate
1.3.4 Demonbane
1.3.5 Werebane
1.3.6 Giantslayer
1.3.7 Vampire Killer
1.3.8 Kingslayer
1.3.9 Peace Keeper
1.3.10 Ogresmasher
1.3.11 Trollsbane
1.4 First gifts
1.4.1 Xiuhcoatl
1.4.2 Cleaver
1.4.3 Atlantean Royal Sword
1.4.4 The Pen of the Void
1.4.5 Luck Blade
1.4.6 Rhongomyniad
1.4.7 The Rod of Lordly Might
1.4.8 The Marauder's Map
1.4.9 Kiku-ichimonji
1.4.10 Jinja Naginata
1.4.11 The Singing Sword
1.4.12 Mjollnir
1.4.13 Magicbane
1.5 Double-damage artifacts
1.5.1 Grayswandir
1.5.2 Frost Brand
1.5.3 Fire Brand
1.5.4 Golden Sword of Y'ha-Talla
1.5.5 Mirror Brand
1.5.6 Sunsword
1.5.7 Axe of the Dwarvish Lords
1.5.8 Windrider
1.5.9 Rod of the Ram
1.5.10 Atma Weapon
1.5.11 Limited Moon
1.5.12 The Black Arrow
1.5.13 Tensa Zangetsu
1.6 Utility artifacts
1.6.1 Sode no Shirayuki
1.6.2 Tobiume
1.6.3 Lance of Longinus
1.6.4 The Arkenstone
1.6.5 Release from Care
1.6.6 The Lifehunt Scythe
1.6.7 The Holy Moonlight Sword
1.6.8 Bloodletter
1.6.9 The Silence Glaive
1.6.10 The Garnet Rod
1.6.11 Helping Hand
1.6.12 Blade Singer's Saber
1.6.13 Blade Dancer's Dagger
1.6.14 Limb of the Black Tree
1.6.15 The Lash of the Cold Waste
1.6.16 Ramiel
1.6.17 Spineseeker
1.6.18 Quicksilver
1.6.19 Sky Render
1.6.20 Fuma-itto no Ken
1.6.21 Callandor
1.6.22 Staff of Necromancy
1.6.23 Green Dragon Crescent Blade
1.6.24 Hellfire
1.6.25 The Unstoppable
1.6.26 Plague
1.6.27 Epoch's Curve
1.6.28 Fluorite Octet
1.6.29 Wallet of Perseus
1.6.30 Hellrider's Saddle
1.7 Artifact armors
1.7.1 Tie-Dye Shirt of Shambhala
1.7.2 Soulmirror
1.7.3 The Scorpion Carapace
1.7.4 Beastmaster's Duster
1.7.5 Aegis
1.7.6 Grandmaster's Robe
1.7.7 Cloak of the Unheld One
1.7.8 Mirrorbright
1.7.9 Shield of the All-Seeing
1.7.10 Shield of Yggdrasil
1.7.11 Whisperfeet
1.7.12 Water Flowers
1.7.13 Hammerfeet
1.7.14 Seven League Boots
1.7.15 Frost Treads
1.7.16 Helm of Undeath
1.7.17 Stormhelm
1.7.18 Apotheosis Veil
1.7.19 Shield of the Resolute Heart
1.7.20 Gauntlets of Spell Power
1.7.21 Premium Heart
1.7.22 Godhands
1.7.23 Grappler's Grasp
2 Non-wishable artifacts
2.1 Role-specific artifacts: Android
2.1.1 The Eyes of the Oracle
2.2 Role-specific artifacts: Archeologist
2.2.1 The Mask of Tlaloc
2.2.2 Macuahuitl of Quetzalcoatl
2.2.3 Ehecailacocozcatl
2.2.4 Amhimitl
2.2.5 The Tecpatl of Huhetotl
2.3 Role-specific artifacts: Convict
2.3.1 The Iron Ball of Levitation
2.4 Role-specific artifacts: Healer
2.4.1 Hermes's Sandals
2.4.2 Poseidon's Trident
2.5 Role-specific artifacts: Knight
2.5.1 Dirge
2.5.2 Clarent
2.6 Role-specific artifacts: Madman
2.6.1 Sickle of Thunderblasts
2.6.2 Spear of Peace
2.6.3 War-helm of the Dreaming
2.6.4 Star-emperor's Ring
2.6.5 Ibite Arm
2.7 Role-specific artifacts: Noble
2.7.1 Avenger
2.7.2 The Crown of the Saint King
2.7.3 The Helm of the Dark Lord
2.8 Role-specific artifacts: default Pirate
2.8.1 Reaver
2.9 Role-specific artifacts: default Ranger
2.9.1 Sunbeam
2.9.2 Veil of Latona
2.9.3 Moonbeam
2.10 Role-specific artifacts: Samurai
2.10.1 Yoichi no yumi
2.11 Role-specific artifacts: Valkyrie
2.11.1 Gungnir
2.11.2 Sol Valtiva
2.11.3 The Bow of Skadi
2.12 Role-specific artifacts: female drow Priest, Ranger, Rogue, and Wizard
2.12.1 Silver Starlight
2.12.2 Wrathful Spider
2.12.3 Tentacle Rod
2.12.4 Crescent Blade
2.12.5 The Web of Lolth
2.12.6 The Claws of the Revenancer
2.12.7 Sickle Moon
2.13 Role-specific artifacts: male drow Priest, Ranger, Rogue, and Wizard
2.13.1 Darkweaver's Cloak
2.13.2 Spidersilk
2.13.3 Tentacle Rod
2.13.4 Webweaver's Crook
2.13.5 Lolth's Fang
2.14 Role-specific artifacts: female drow Noble
2.14.1 The Sceptre of Lolth
2.14.2 The Web of the Chosen
2.14.3 The Web of Lolth
2.14.4 The Claws of the Revenancer
2.14.5 Liecleaver
2.15 Role-specific artifacts: male drow Noble
2.15.1 The Death-Spear of Vhaerun
2.15.2 Cloak of the Consort
2.15.3 The Ruinous Descent of Stars
2.15.4 Lolth's Fang
2.15.5 Liecleaver
2.16 Role-specific artifacts: dwarf Knight
2.16.1 Glamdring
2.16.2 The Armor of Erebor
2.16.3 The Arkenstone
2.17 Role-specific artifacts: dwarf Noble
2.17.1 The Armor of Khazad-dum
2.17.2 The War-mask of Durin
2.17.3 Durin's Axe
2.18 Role-specific artifacts: elf Noble, Priest, Ranger, and Wizard
2.18.1 The Rod of the Elvish Lords
2.18.2 The Palantir of Westernesse
2.18.3 Belthronding
2.18.4 Arcor Kerym
2.18.5 Aryfaern Kerym
2.18.6 Aryvelahr Kerym
2.19 Role-specific artifacts: gnomish Ranger
2.19.1 The Rogue Gear-spirits
2.19.2 The Steel Scales of Kurtulmak
2.19.3 The Glitterstone
2.19.4 Great Claws of Urdlen
2.20 Role-specific artifacts: female half-dragon Noble
2.20.1 The Profaned Greatscythe
2.20.2 Friede's Scythe
2.20.3 Yorshka's Spear
2.20.4 Dragonhead Shield
2.20.5 Crucifix of the Mad King
2.20.6 Ringed Brass Armor
2.20.7 Painting Fragment
2.21 Law quest artifacts
2.21.1 The Rod of Seven Parts
2.21.2 Field Marshal's Baton
2.22 Chaos quest artifacts
2.22.1 Werebuster
2.22.2 Masamune
2.22.3 The Black Crystal
2.22.4 The Water Crystal
2.22.5 The Fire Crystal
2.22.6 The Earth Crystal
2.22.7 The Air Crystal
2.22.8 Nighthorn
2.22.9 Mantle of Wrath
2.22.10 The Heart of Shadow
2.22.11 Shard from Morgoth's Crown
2.23 Artifact books
2.23.1 The Necronomicon
2.23.2 The Book of Lost Names
2.23.3 The Book of Infinite Spells
2.24 Artifacts of the Archmagi
2.24.1 Staff of Wild Magic
2.24.2 Robe of the Archmagi
2.24.3 Hat of the Archmagi
2.25 Neutral Quest artifacts
2.25.1 Infinity's Mirrored Arc
2.25.2 The Staff of Twelve Mirrors
2.25.3 Sansara Mirror
2.25.4 The Mirrored Mask
2.25.5 The Spell-warded Wrappings of Nitocris
2.25.6 The Hand-Mirror of Cthylla
2.25.7 The Silver Key
2.26 Quest artifacts
2.26.1 Itlachiayaque
2.26.2 The Annulus
2.26.3 The Heart of Ahriman
2.26.4 The Lyre of Orpheus
2.26.5 The Sceptre of Might
2.26.6 The Iron Spoon of Liberation
2.26.7 The Staff of Aesculapius
2.26.8 The Magic Mirror of Merlin
2.26.9 The Eyes of the Overworld
2.26.10 The Star of Hypernotus
2.26.11 The Mantle of Heaven
2.26.12 The Vestment of Hell
2.26.13 The Mitre of Holiness
2.26.14 The Treasury of Proteus
2.26.15 The Longbow of Diana
2.26.16 The Master Key of Thievery
2.26.17 The Tsurugi of Muramasa
2.26.18 The Platinum Yendorian Express Card
2.26.19 The Orb of Fate
2.26.20 The Eye of the Aethiopica
2.27 High-level artifacts
2.27.1 The Kusanagi no Tsurugi
2.27.2 Snickersnee
2.28 Dragon Lord Artifacts
2.28.1 Platinum Dragon Plate
2.28.2 Chromatic Dragon Scales
2.29 Artifacts of the Lords of the Nine
2.29.1 Genocide
2.29.2 Rod of Dis
2.29.3 Avarice
2.29.4 Fire of Heaven
2.29.5 Diadem of Amnesia
2.29.6 Shadowlock
2.29.7 Thunder's Voice
2.29.8 Serpent's Tooth
2.29.9 Unblemished Soul
2.29.10 Wrath of Heaven
2.29.11 All-seeing Eye of the Fly
2.29.12 Cold Soul
2.29.13 Sceptre of the Frozen Floor of Hell
2.29.14 Caress
2.29.15 The Iconoclast
2.30 Artifacts of the Lords of the Abyss
2.30.1 The Three-Headed Flail
2.30.2 Heartcleaver
2.30.3 Wrathful Wind
2.30.4 Thorns
2.30.5 Sting of the Poison Queen
2.30.6 Scourge of Lolth
2.30.7 Doomscreamer
2.30.8 Wand of Orcus
2.31 Artifacts of the Empyrial Lords
2.31.1 Sword of Erathaol
2.31.2 Saber of Sabaoth
2.31.3 Sword of Onoel
2.31.4 Glaive of Shamsiel
2.31.5 Lance of Uriel
2.31.6 Hammer of Barquiel
Artifacts in dNetHack can be divided into two broad categories: wishable and non-wishable. Wishable artifacts include those artifacts that can be given as divine gifts, including the vanilla crowning gifts but excluding new crowning gifts. Non-wishable artifacts include any, as well as any first gifts for race-specific role/race combinations (dwarf noble, drow shared, etc.). Artifacts belonging to late-game enemies like demon or devil lords are unwishable, as are any found on alignment quests.
Randomly found artifacts do not affect the odds of gifted or wished artifacts later. For the rules for wishing for artifacts, see dNetHack artifact wishing. (Spoilers!)
This page is currently being revised due to many updates changing artifact effects. Everything including and above the listed artifact has been revised and is accurate to the current version: Xiuhcoatl
Wishable artifacts
Vanilla Crowning Gifts
Excalibur
lawful intelligent knight-favoring long sword
Can be wished for as any material or size valid for a normal long sword, since an Excalibur with those properties could be obtained from dipping regardless
+1d20 to hit, +1d10 damage
Grants drain resistance and searching while wielded
Boosts the success rate of all searches performed, depending on its enchantment
If blessed, grants +7 to-hit and +3d7 damage vs holy-haters
Angers demon lords if approached while wielded
Vorpal Blade
neutral long sword
+1d5 to hit, +1 damage
Rolls 2d8+2 or 2d12+2 for each hit, dice are exploding dice adding 1d8+1 for each explosion
Randomly beheads targets (5%)
100% chance against jabberwocks
Stormbringer
chaotic intelligent runesword
Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
+1d5 to hit, +1d2 drain damage
Drains target's levels on hit
Gains +1d8 damage vs non-life-drain-resistant targets, reducing the target's maximum HP by the extra damage dealt, and healing you for half the extra damage dealt
Occasionally (10%) converts its entire base damage to level drain damage, rolling one d8 per per 4 points of damage
Grants drain resistance when wielded
Always counts as cursed for unholy damage, and does an extra 4d9 unholy damage vs. unholy haters
Grants 25 Str and 25 Con when wielded in main hand.
Ignores equipped armor for calculating hits and DR and deals full damage to insubstantial targets (shades, sharab kamerel)
Nameable artifacts
Orcrist
chaotic elf-favoring elven broadsword
Against orcs and demons grants 1d5 to hit, 2x damage, and warning while carried
Does not resist being held second to other artifacts
However, it is too heavy to use in the offhand without suffering a −20 penalty to hit, unless you are Large.
Sting
chaotic elf-favoring elven dagger
Against orcs and spiders grants +1d5 to hit, 2x damage, and warning while carried
Cuts through spiderwebs in a single turn
Does not resist being held second to other artifacts
Grimtooth
chaotic orc-favoring orcish dagger
Against elves and humans, grants +1d5 to hit, 2x damage, and warning while carried
Does not resist being held second to other artifacts
Carnwennan
lawful knight-favoring dagger
Can be named by any character than began the game as lawful
Against fey and monsters that pick up magic items, grants +1d5 to hit, +1d10 damage, and warning while carried
Grants stealth when wielded
Invoke to toggle invisibility
Slave to Armok
lawful dwarf-favoring dwarvish mattock
Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
Against elves, orcs, always-peaceful monsters, and monster lords, grants +1d5 to hit and 2x damage
Claideamh
unaligned long sword
Against elves, fey, giants, elementals, and primordials, grants +1d5 to hit, 2x damage, and warning while wielded
Banes
Dragonlance
Unaligned lance
Against dragons and reptilians, grants +1d10 to hit, +1d20 damage, and warning while carried
10% chance of attempting to cancel its hated targets when struck. This rolls against MR
Grants dragonbreath reflection when wielded
Can't break when used to joust
Nodensfork
unaligned silvered shell trident
Against primordials (elementals and similar), aliens (mind flayers, U (unknown abominations), and some others), telepathic monsters, and natives of R'lyeh, grants slotless warning, +1d10 to hit, +1d20 damage and warning while carried
10% chance of attempting to cancel its hated targets when struck. This rolls against MR
Grants shock resistance while carried
Reduces sanity loss to 1/10 of normal when wielded in the main hand and always make sanity saves successfully
Gaia's Fate
unaligned sickle
Does not resist being held second to other artifacts
However, the character must be skilled enough in Two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
Against plants, insects, arachnids, avians, reptilians, animals, fey, elves, and elementals, grants +1d10 to hit, +1d20 damage, and warning while carried
10% chance of attempting to cancel its hated targets when struck. This rolls against MR
Demonbane
lawful silver saber
Does not resist being held second to other artifacts
However, the character must be Expert in two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
Against demons, grants +1d10 to hit, +1d20 damage, and warning while carried
10% chance of attempting to cancel its hated targets when struck. This rolls against MR
Blocks demons' passive summoning abilities
Werebane
unaligned silver saber
Does not resist being held second to other artifacts
However, the character must be Expert in two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
Against lycanthropes and demihumans, grants slotless warning, +1d10 to hit, +1d20 damage, and warning while carried
10% chance of attempting to cancel its hated targets when struck. This rolls against MR
Demihumans include minotaurs, gnolls, nagas, mind flayers, deep ones, centaurs, and Medusa
Protects against lycanthropy while wielded
Giantslayer
unaligned axe
Does not resist being held second to other artifacts
However, the character must be a Grand Master in two-weapon fighting to use it in the off-hand without suffering −20 to-hit. In practice, only Monks can do this.
Does +1d4 vs small, +2d4 to large
Against large creatures, grants +1d10 to-hit, +1d20 damage.
10% chance of attempting to cancel its hated targets when struck. This rolls against MR
Against giants and boulder-throwing enemies, deducts 6 movement points on hit and grants warning while carried
Vampire Killer
lawful bullwhip
Does not resist being held second to other artifacts
Deals +12 damage vs. smallc reatures and +1d12 damage vs large creatures
Against undead, demons, and werecreatures, grants +1d10 to hit and +1d20 damage
10% chance of attempting to cancel its hated targets when struck. This rolls against MR
Deals +7 holy damage to holy-haters
Grants drain resistance and protects against lycanthropy when wielded
Invoke to bless, repair erosion, set erodeproof, and raise enchantment to +3 if 2 or lower.
Kingslayer
chaotic stiletto
Does not resist being held second to other artifacts
Against monster lords and princes (including demon and devil lords and princes), grants +1d10 to hit, +1d20 damage, and warning while carried.
10% chance of attempting to cancel its hated targets when struck. This rolls against MR
Permanently poisoned
Peace Keeper
lawful silvered athame
Does not resist being held second to other artifacts
Against always hostile creatures, grants +1d5 to hit, +1d10 damage, and warning while carried
10% chance of attemptinh to cancel its hated targets when struck. This rolls against MR
Ogresmasher
unaligned war hammer
Does not resist being held second to other artifacts
However, the character must be a Master in two-weapon fighting to use it in the off-hand without suffering −20 to-hit. In practice, only Monks can do this.
Against ogres, grants +1d10 to-hit and smashes them on hit, instantly killing them
10% chance of attempting to cancel its hated targets when struck, not that it matters. This would roll against MR
Smashing ogres exercises strength and wisdom
Sets strength and constitution to 25 when wielded or in offhand weapon slot (even if not currently two-weaponing)
Trollsbane
unaligned silvered morning star
Does not resist being held second to other artifacts
However, it is too heavy to use it in the off-hand without suffering −20 to-hit.
Against trolls and any other monsters that naturally regenerate health, grants +1d10 to hit and +1d20 damage
10% chance of attempting to cancel its hated targets when struck. This rolls against MR
Grants +1d10 to hit, +2d20 damage plus doubled enchantment again vs covetous monsters (those "nasty trolls that pop in to ruin your day")
Counts as a sunlight-emitting artifact, instantly killing some trolls and gremlins on hit
First gifts
Xiuhcoatl
lawful archeologist-favoring atlatl / bullwhip
Whip form has 1d2+1d4 base dice
As an atlatl, can fire javelins just like throwing works, but adds double strength bonus and has no maximum range
Has 1d3 to hit and deals 1d12 extra fire damage (in melee as a bullwhip, in ranged combat when firing javelins as an atlatl) and grants fire resistance when wielded
Can be #invoked to change between atlatl and bullwhip at no cost
In atlatl form, can be #invoked to generate javelins, which has a cooldown
Cleaver
neutral Barbarian-favoring battle axe
First gift given to Barbarians starting with a battle axe
+1d3 to hit, 2x damage
will automatically shatter the weapons of weapon wielding targets
Atlantean Royal Sword
neutral Barbarian-favoring two-handed sword
First gift given to Barbarians starting with a two-handed sword
+1d3 to hit, 2x damage
will automatically shatter the weapons of weapon wielding targets
The Pen of the Void
neutral Binder-favoring athame
First gift given to Binders
Does not resist being held second to other artifacts
+1d5 to-hit
After the Binder quest has been completed, also does 2x damage
Can hold a summoned spirit, granting various special effects. An explanation of this mechanic can be found here.
Resists being placed in containers and can't be destroyed ala other unique items
Luck Blade
chaotic Convict-favoring short sword
First gift given to Convicts
+1d7 to hit, +1d7 damage, and uses luck-biased damage dice
Acts as a luckstone when carried
Rhongomyniad
lawful knight-favoring lance
First gift given to Knights
Grants +1d3 to hit, 2x damage
Does not break when used to joust
If gifted, also unrestricts riding and martial arts skill (along with lance skill). A saddle is also gifted.
The Rod of Lordly Might
lawful Noble-favoring mace/axe/lance/rapier/spear (variable)
First gift given to Nobles
Grants +1d3 to-hit, 2x damage
Fast engraving: the Rod engraves as an athame while in rapier form.
Invoke for a variety of effects
At will: The Rod can be ordered to assume a different form as often as desired.
Become Mace
Become Axe
Become Rapier
Become Spear
Become Lance
Limited: these powers are limited by the artifact's invoke cooldown. Once you invoke one of them, you can't invoke any of these powers for rnz(100) turns.
Become Ladder (Rod must be a mace):
Prior to gaining the Amulet: Similar to quaffing a cursed potion of gain level, allows you to escape through the ceiling to the level above.
After gaining the Amulet: Similar to zapping a wand of digging downward, allows you to escape through the floor to the level below.
While swallowed: Similar to zapping a wand of digging, the extending ladder seriously injures physical monsters engulfing you.
Show Me My Surroundings: Maps local area using clairvoyance.
Inspire Fear: Scares nearby monsters that can see you.
Give Me Your Life (Rod must be a spear): Drains two levels from one adjacent monster, healing you for 4d8 HP.
Kneel: Paralyzes one adjacent monster.
The Marauder's Map
chaotic Pirate-favoring scroll of magic mapping
Invoke for object and artifact detection
Read to map local area of the dungeon (as clairvoyance)
Is not consumed by being read.
Kiku-ichimonji
lawful Samurai-favoring katana
First gift given to male Samurai
Does not resist being held second to other artifacts by Samurai
However, the character must be Expert in two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
+1d4 to hit, +1d12 damage
Jinja Naginata
lawful Samurai-favoring naginata
First gift given to female Samurai
+1d4 to hit, +1d12 damage
When blessed, an extra +5 to-hit and +1d12 damage vs holy-haters
When wielded, grants a bonus to AC equal to 2+enchantment, doubled from the normal naginata AC bonus
The Singing Sword
unaligned Bard-favoring long sword
Can be named by Troubadours, elves, and anyone who has bound Orthos
+1 to hit, +1 damage
Uses the musicalize spell skill instead of the long sword skill.
Passively learns songs while wielded, and can be instructed to sing a known song via #invoke. An explanation of this mechanic can be found here.
Mjollnir
neutral Valkyrie-favoring war hammer
First gift given to Valkyries
Does not resist being held second to other artifacts by Valkyries
However, it is too heavy to use it in the off-hand without suffering −20 to-hit.
+1d5 to hit and +2d4+2 to small and +2d4 to large, in addition to +1d24 electrical damage
Randomly fires 6d6 lightning bolts on hit, including thrown hits.
Can be thrown by a Valkyrie wearing Gauntlets of Power. It will return to the hand of the wielder when thrown. As long as the Valkyrie is not confused, stunned, etc. and Mjollnir is not cursed, it will always be successfully caught.
Magicbane
neutral Wizard-favoring athame
First gift given to Wizards
Does not resist being held second to other artifacts by Wizards
+1d3 to hit, +1d4 damage
Grants magic resistance and curse protection when wielded
Additional magic effects based on enchantment
Magicbane's magic fanfare effects are more frequent against magic-resistant creatures (unlike in vanilla, where they are less frequent)
Magicbane's magic fanfare effects deal increased damage to magic-resistant creatures (+6d6 vs +1d4)
+0 to +2 enchantment maximizes damage against magic-resistant foes (average damage is the same for +0, +1, and +2)
+7 enchantment is best vs magic sensitive foes.
Double-damage artifacts
Grayswandir
lawful silver saber
+1 to hit, 2x damage
Grants hallucination resistance while wielded
Grants warning while carried
Frost Brand
unaligned glass bladed weapon
Type varies per game, but will always be consistent for both Fire and Frost Brand.
Can be wished for or found as nonmagical gauntlets, or any weapon that's a bladed weapon, not a charged weapon (vibro- or force-) and whose base size isn't two-handed. Any valid object has the normal artifact spawn chance. Once either Brand has spawned, the other Brand will only spawn from the matching object type.
When given as a gift, has a 1/3 chance of being a long sword. Otherwise it is equally likely to be: saber, scimitar, gauntlets, broadsword, axe, short sword, athame
+1 to hit, 2x cold damage
Base dice damage are dealt as explosion damage, so it is rarely resisted
Grants cold resistance while wielded
Fire Brand
unaligned obsidian bladed weapon
Type varies per game, but will always be consistent for both Fire and Frost Brand. Once either Brand has spawned, the other Brand will only spawn from the matching object type.
Can be wished for or found as nonmagical gauntlets, or any weapon that's a bladed weapon, not a charged weapon (vibro- or force-) and whose base size isn't two-handed. Any valid object has the normal artifact spawn chance.
When given as a gift, has a 1/3 chance of being a long sword. Otherwise it is equally likely to be: saber, scimitar, gauntlets, broadsword, axe, short sword, athame
+1 to hit, 2x fire damage
Base dice damage are dealt as explosion damage, so it is rarely resisted
Grants fire resistance while wielded
Golden Sword of Y'ha-Talla
unaligned scimitar or bullwhip
+1d5 to hit, 2x poison damage
Whip form deals 1d2+1d4 base dice
Permanently poisoned
Grants poison resistance while wielded
Invoke for a variety of effects
At will: The Sword can be ordered to assume a different form as often as desired.
Become Sword
Become Scorpion Whip
Limited: this power is limited by the artifact's invoke cooldown. Once you invoke it, you can't use it again for rnz(100) turns.
Strike: Deal 5d6 poison damage to single chosen adjacent monster's HP and max HP.
Mirror Brand
"Mirror Brand" redirects here. For xNetHack's artifact of the same name, see xNetHack § Artifact changes.
neutral silver long sword
Against non-neutral targets, grants +1 to hit, 2x damage, and triggers extra magical effects like Magicbane
Deals an extra 2d10 damage when a magic effect is triggered
Grants reflection while wielded
Sunsword
lawful silvered gold long sword
If you are more skilled in short swords than in long swords, uses the short sword skill
Against undead and demons, +1 to hit and 2x damage
Grants searching and resistance to blindness when wielded
Acts as a light source when wielded, radius 1/2/3 when cursed/uncursed/blessed
As a light-emitting artifact, instantly kills some trolls and gremlins on hit
May blind struck targets
Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
Axe of the Dwarvish Lords
lawful battle axe
+1 to hit, 2x damage
Grants teleport control when wielded
Grants X-ray vision to dwarves when wielded
Can be thrown by dwarves, and returns to their hands
Can be used to dig with
Windrider
unaligned boomerang
+1 to hit, 2x damage
Returns to the quiver when thrown and can be multishot
Does not shatter if wielded in melee
Rod of the Ram
neutral mace
+1 to hit, 2x damage
Knocks back struck creatures, subtracting 10 movement points and stunning in the process
Atma Weapon
unaligned beamsword (uses broadsword skill)
Base damage is 3d10+(3x enchantment) to both large and small creatures.
Apply the Atma Weapon to turn it on and off.
If used to attack with while off, damage drops to 1d2.
Against nasty monsters, grants +1d6 to hit and +3d6 damage
If you are not life drain resistant, Atma Weapon
Adds d(current level) extra damage
Severely reduces your natural healing rate
Scales its damage by your current hp percentage
When Atma Weapon is wielded while cursed and activated, or attempted to be activated while either cursed or uncharged, it will drain a level and uncurse / charge itself (only applies if you don't have drain resistance)
If you are drain resistant, its base damage is decreased to 2d10+(2x enchantment)
Otherwise follows lightsaber rules.
Limited Moon
chaotic silver two-handed moon axe
+1 to hit, 3x damage
Bonus damage is adjusted by your current energy percentage, so being at 50% of max Pw would be 2x damage, ranging from 1x to 3x at empty to full
Drains 3 Pw per hit
The Black Arrow
unaligned ancient arrow
+1000 to hit, 4x base damage followed by additional +108 damage
Instantly kills Smaug
Tensa Zangetsu
neutral tsurugi
+1 to hit and 2x damage
Halves spell damage when wielded
Grants basic armor if torso armor or a cloak is not worn
If wearing both cloak and torso armor, adds half enchantment to AC
If wearing either cloak or body armor, but not both, adds 1.5x enchantment to AC
If wearing neither cloak nor body armor, adds 2x enchantment to AC
Adds half enchantment to DR slots covered by cloak if no cloak is worn, and half enchantment to DR slots covered by body armor if no body armor is worn
Can be invoked for a Speed Bankai, a force bolt dealing (level+enchantment)d12 damage
When wielded, reduces movement cost for movement actions (walking, running, and auto-travel) to 1 movement point, and adds +12 movement points to your total movement points available per turn
Drains an extra 9 nutrition per turn, for a total of 10, but the extra drain is blocked by slow digestion
Can only be used safely for 1 turn per level. One safe turn is regained for every 10 turns Tensa Zangetsu is not wielded.
If overused, will check for a worn mask. If you are wearing a mask of an undead monster, it will erode the mask (this cannot be fixed) and will give you a number of safe turns equal to the level of the monster the mask belongs to.
If a mask is eroded 3 times, the 4th erosion will shatter the mask, but still give the safe turns
If overused, drains 5 hp each turn, 1 max hp every other turn, and abuses strength and constitution every turn.
Utility artifacts
Sode no Shirayuki
lawful silver katana
+1 to hit
Grants cold resistance when wielded
Can be invoked to activate 3 separate abilities, each on its own timer:
First dance: Creates a (level+enchantment) damage cold element blast.
Second dance: Fires a cold element ray doing (level+enchantment) damage, range of 7+enchantment.
Third dance: Repairs damage to the sword, and allows 2x cold damage for enchantment+level turns.
Adds enchantment to charisma when wielded
When wielded, reduces movement cost for movement actions (walking, running, and auto-travel) to 3 movement points
Tobiume
chaotic metallic long sword
+1 to hit, +1 fire damage, but suffers from -2 damage to small and -3 damage to large targets
Grants fire resistance when wielded
Automatically disarms weapon wielding targets.
Invoke to cast the fireball spell, using the higher of your attack magic skill and your longsword skill
If your skill permits, casts firestorm instead. This triggers (2*skill)+d(2*skill) fire explosions, where skill is 1 for basic, 2 for skilled, and 3 for expert, using higher of long sword and attack spell skill. Damage is (level/2)+10+enchantment per explosion
If a target is killed by Tobiume, their body is launched backwards and explodes as a fireball.
If enchantment is above 0, adds enchantment to AC
When wielded, reduces movement cost for movement actions (walking, running, and auto-travel) to 4 movement points
Lance of Longinus
lawful silver spear
When wielded, conveys half physical and spell damage, magic resistance, and reflection.
Deals an extra 3d7 holy damage or 3d9 unholy damage when blessed/cursed against those who hate holy/unholy
Grants drain resistance when carried
Toggles water walking when invoked.
The Lance of Longinus angers demon lords when wielded, following the same rules that Excalibur does.
The Arkenstone
chaotic diamond
Acts as a light source and grants aggravate monster when carried
Invoke to toggle conflict
Release from Care
unaligned scythe
+1 to hit, +1d10 damage
Can behead target
Grants life drain resistance while wielded
Grants cold resistance while carried
Invoke for healing, healing you by half of the health needed to get to your maximum and curing illness, slime, and blindness
The Lifehunt Scythe
large chaotic scythe
First gift for female half-dragons
Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
Against living or undead creatures (ie, not golems and other non-living creatures):
+1d6 to hit and 1d6 damage
Target gains studied debuff equal to damage dealt (cumulative).
You recover HP equal to 1⁄2 damage dealt.
You gain studied debuff equal to 1⁄4 damage dealt (cumulative).
Triggers sneak attack against targets that don't know where you are, but only if you have sneak attack (i.e., are an unpolymorphed Rogue or have Andromalius bound)
Capable of beheading target if and only if sneak attacking, with normal beheading chance per hit
Grants double dexterity bonus in addition to double strength bonus to damage, for +16 when you have 25 in both stats
Grants life drain resistance and stealth while wielded
Grants cold resistance while carried
Invoke to toggle invisibility
Can be enchanted to +10
The Holy Moonlight Sword
unaligned metallic long sword
When unlit, is silvered, and grants +1d20 to hit, +1d10+enchantment holy damage vs holy-haters
Apply to light up and become a huge long sword that deals 2x damage to magic-sensitive targets. While lit:
Effective size increases from medium to huge (2 steps)
Size increase makes the sword two-handed for most characters
Size increase improves damage by 4 die faces (1d8/1d12 → 1d12/1d16)
Grants clairvoyance while wielded
Using the #fire command will launch an explosive magic projectile and attack in the indicated direction (costs 25 energy). The explosion does 2d12+2xEnchantment.
Note that the explosion from the projectile can damage the player character and any pets adjacent to the target. Player-style MR prevents this damage
Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
Converts base dice to explosion damage, bypassing most resistances
Invoke for enlightenment.
Heals you for a portion of base damage dealt. Heals 30% rounded up when lit, 10% rounded up when unlit.
The heal amount is calculated before the double damage to magic-sensitive targets, or any silver/holy bonus damage. It DOES include the increased die size from a lit sword.
Counts as an insight weapon, gaining extra bonus damage when used by a Madman
Can be enchanted to +10.
Bloodletter
unaligned iron morning star
+1d8 to hit and +1d12 blood damage
Blood damage triggers versus targets with blood, and has a flat bonus equal to the target's level. Bloodletter only grants the extra damage when activated.
At under 1/4 of your maximum health, deals an extra 2d12 blood damage, or an extra 1d12 at under 1/2 of your maximum health but above 1/4. This does not multiply the base damage or flat blood bonus, only the d12 extra, but does not require Bloodletter to be activated.
Can be #invoked to activate it, dealing damage to you equal to 1/5 of your max health and coating it in blood for 20 + 2d10 turns.
While active, grants the bonus damage based on the target's level, but successfully triggering the extra blood damage will reduce the turns remaining by anywhere from
<target's level="">/10 to <target's level="">/10 - 4. This will never add time.
While wielded and active, invoking it again or applying it will slam Bloodletter down. This shakes off the blood on it, ending the active effect but causing a 6d6 rotten blood damage explosion of radius 1 centered on the player, hitting you and all adjacent squares. Nothing (including you) is entirely immune to this explosion, but creatures without blood will not take the level-based bonus damage.
Counts as an insight weapon, gaining extra bonus damage when used by a Madman
Can be enchanted to +10.
The Silence Glaive
unaligned glaive
+1 to hit, +1 life drain damage
Drains one level from the target on hit
Grants drain resistanc when wielded
Offers a variety of special effects when invoked
Invoke and specify direction: magic missile attack, using attack skill
Invoke and press up: protection, using clerical skill
Invoke and press down: kills all genocide-susceptible creatures on the current level. Yourself included. Polymorphing into a non-genocide susceptible monster (i.e. titan) will not help you survive. An amulet of life saving will save you however, but leaves the other creatures dead. Also triggers three earthquakes.
The Garnet Rod
unaligned silver key
When wielded, grants energy regeneration and health regeneration, and adds +6 movement points per turn, but drains 9 extra nutrition per turn.
The extra nutrition is blocked by slow digestion and does not apply to undead
Acts as a universal spellcasting focus when wielded
Offers a variety of special effects when invoked
Invoke and specify direction: magic missile attack
Invoke and press up: time stop (120 free movement points, equivalent to 12 free moves). Also initiates a 5-turn petrification timer on you (ie, you will turn to stone and die 5 clock-ticks after the time stop ends).
A stoning resistance does not prevent this, though the stoning can be cured via a lizard corpse or acid as normal.
Helping Hand
lawful grappling hook
Invoke to untrap specified square
Grants searching, stealth, and warning when wielded
Boosts the success rate of all searches performed, depending on its enchantment
Grants curse protection when carried
Can be used to rapidly engrave (as athame)
Blade Singer's Saber
unaligned silver rakuyo (or rakuyo-saber)
Grants +1d8 to hit and +1d8 damage
If gifted, unrestricts saber, dagger, and two-weaponing skills
When unlatched, Blade Dancer's Dagger replaces the normal rakuyo-dagger
Has all the normal benefits/penalties of a rakuyo/rakuyo-saber, including insight bonuses
Grants +4 movement points on a hit, up to once per turn
When Blade Dancer's Dagger is offhanded (regardless of two-weaponing), grants another +2 points per hit for +6 total
When invoked:
Heals up to 1/4 lost hp from max (1/2 if invoking singer with dancer offhanded), scaled with enchantment (so full 1/4 at +10, 1/8 at +5, etc.)
Makes you very fast for d(level)+50 (+50 again if singer with dancer offhanded)
Casts protection with a duration of ((Level)*2(if invoking singer with dancer offhanded) * (30|15|5|)(for B|U|C))/30. After this duration, protection begins falling off at a rate of one ever 10|5|1 turns (determined by B|U|C)
As a rakuyo, counts as an insight weapon, gaining extra bonus damage when used by a Madman
Blade Dancer's Dagger
unaligned silver rakuyo-dagger
Grants +1d4 to hit and +1d4 damage
Can't be wished for, gifted, or otherwise obtained except from bones and unlatching Blade Singer's Saber
Does not count toward artifacts generated
Has all the normal benefits/penalties of a rakuyo-dagger, including insight bonuses
Grants +4 movement points on a hit, up to once per turn
When Blade Singer's Saber is offhanded (regardless of two-weaponing), grants another +2 points per hit for +6 total
Shares an invoke with Blade Singer's Saber
As a rakuyo, counts as an insight weapon, gaining extra bonus damage when used by a Madman
Limb of the Black Tree
chaotic club
Grants +1d4 to hit and +1 fire damage
Grants Fire Resistance when carried
Causes a 6d6 fiery explosion whenever it strikes a target
The Lash of the Cold Waste
chaotic onyx (mineral) bullwhip
As an onyx bullwhip, deals 1d4 to small and 1d3 to large
+1d4 to hit, +1 cold damage
Grants sleep resistance while wielded
Grants cold resistance while carried
Causes a 6d6 cold explosion whenever it strikes a target
Deals extra damage depending on your insight and level, up to 1d(insight) or 1d(level), whichever stat is lower
Counts as an insight weapon, gaining extra bonus damage when used by a Madman
Ramiel
lawful partisan
Grants +1d4 to hit and +1 electrical damage
When used at range, causes a 6d6 shocking explosion whenever it strikes a target
When used in melee on horseback, fires a 6d6 lightning bolt whenever it strikes a target
Spineseeker
chaotic short sword
Grants +1 to hit and +1d6 damage
Grants stealth while wielded
Allows wielder to make sneak attacks like a Rogue and does extra sneak attack damage when used to attack a foe from behind
Quicksilver
unaligned silver flail
Grants +1d4 to hit and +1d8 damage
Gains an extra attack at xp level 16, however the extra attack is made with a -15 to-hit penalty
Invoke to toggle extrinsic (very fast) speed
Sky Render
lawful silvered katana
Grants +1d10 to hit and +1d10 damage
Grants displacement while carried
Fuma-itto no Ken
chaotic broadsword (Ninja-to)
Against cross-aligned targets, grants +1 to-hit and +1d8 damage
Invoke to create shuriken
Permanently poisoned
Callandor
lawful crystal sword
For anybody who did not start the game as a male, it is merely a normal crystal sword
Otherwise, grants 1/2 spell damage, 2x damage to beam and ray spells, and energy regeneration
When casting spells with it wielded, grants a bonus to failure rate, but each cast has a 5% chance of costing 1d * (spell level) sanity.
Will only ever be given to male characters
Staff of Necromancy
chaotic bone quarterstaff
+1d5 to hit and 2x life draining damage
Grants cold resistance while wielded
Invoke to raise a corpse as a skeletal minion
The corpse must have had bones in life, not be unique, and be tameable
Being a skeleton makes the monster undead, as well as granting -2 AC (harder to hit), cold/sleep/poison resistance, and suffering a 3/4 speed penalty (min 6). The monster also loses blunt resistance (if it had it), but gains piercing and slashing resistance.
Green Dragon Crescent Blade
lawful naginata
+1 to hit and +1d25+1d12 damage
Deals blunt damage in addition to slashing
Weighs 150 aum (same as a two-handed sword, twice a normal naginata)
Staggers enemies when struck with a (skill)/20 chance, where skill is 1/2/3 for skilled/basic/expert
Shatters the weapons of enemies with a (skill+2)/20 chance
Hellfire
chaotic crossbow
Grants bolts fired from it +1d4 to hit and +1 fire damage
Causes a 6d6 fiery explosion whenever a bolt fired from it strikes a target, consuming the bolt in the process
Grants fire resistance while wielded
The Unstoppable
neutral crossbow
+1d8 to hit, +1d12 damage
Fired bolts pierce enemies on hit or miss
Plague
chaotic bone bow
+1d5 to hit, +1d7 poison damage to arrows fired
All arrows fired are treated as poisoned (with normal poison)
When invoked, arrows are treated as filth-crusted instead for the next 13 turns, with the filth having a double chance of instantly killing non-resistant monsters (20% instead of 10%)
Filth-based instant kills during the invoke duration will cause a virulent explosion, dealing 6d6 damage to surrounding monster. The radius is loosely dependent on size - tiny monsters have a radius 0 explosion, gigantic monsters have a radius 2, and other sizes have radius 1.
Confers poison resistance and sickness resistance while wielded
Epoch's Curve
unaligned wooden bow
appears as "white ash longbow" when un-identified
+5 to hit, +1d6 to damage
Grants teleport control when wielded
Invoke for hungerless teleport
If not worn, it will teleport away without you.
If on a no-teleport level, will first try to lift you up one level, and if that fails drop you one
If an arrow fired by it is not destroyed, it will jump back to your inventory after 5 turns
Fluorite Octet
8 unaligned blue fluorite gems
The full set is called the Fluorite Octet
A single gem is called a Fluorite Octahedron
Multiple gems are called Fluorite Octahedra
The Fluorite Octet is a throwing weapon.
Each gem deals 1d8 damage. Throwing the full set therefore deals 8d8 damage.
The gems' damage dice are luck-biased and exploding.
At 13 luck, each lucky exploding 1d8 deals an average of 19 damage.
Fewer gems may be thrown using the same system as for throwing a specified amount of gold (for example, n4t or 4t, depending on control scheme)
The gems may also be used as sling ammo.
As a gem, may be slotted into non-artifact lightsabers, beamswords, and double lightsabers.
Doing so, even unlit, turns their damage dice into luck-biased exploding d8s
The formula for the expected value of exploding lucky dice is given by:
is die size (8 for the Fluorite Octet)
is luck, if X>15, or luck/3, if X<=15
Wallet of Perseus
unaligned bag of holding
Contents are lighter than normal, with 1/3 and 1/6 when uncursed/blessed, up from 1/2 and 1/4. When cursed, multiplies the weight by 4 (up from 2).
Hellrider's Saddle
unaligned saddle
grants reflection and MR to both steed and rider
Invoke to toggle invisibility
Artifact armors
Tie-Dye Shirt of Shambhala
unaligned t-shirt
Read to cure afflictions (as unicorn horn). Blocked by non-crystal body armor.
Invoke for enlightenment
Greatly increases carrying capacity, 1.5x when blessed, 1.25x when uncursed, .75x when cursed.
Can be enchanted to +7
Enhances charisma if worn without torso armor
Enhances wisdom if worn with torso armor
Soulmirror
neutral mithril plate mail (functionally standard plate mail but lighter)
grants reflection, MC3, and life drain resistance while worn
Can be enchanted to +7
The Scorpion Carapace
unaligned chitin scale mail
Grants poison resistance when worn
Adds a 1d4 poison sting attack wearer's attack chain
Can enchant to +7
Rare drop from scorpion enemies
Beastmaster's Duster
lawful leather jacket
Will sometimes blast cross-aligned characters when they are hit in combat (1⁄10 chance per hit)
Invoke to pull something out of your pockets (chosen via menu)
magic whistle
leash
saddle
tripe ration
apple
banana
Can be enchanted to +7
If gifted, unrestricts beast mastery skill
Aegis
lawful leather cloak / leather roundshield
Lawful crowning gift for Healers, but still wishable
Can be applied to change forms
Grants reflection and half physical damage when worn
After Medusa or her equivalent that game has been killed, #invoke to channel her power
Invoking downwards will burn up to three Gorgoneia onto the floor (based on BUC)
Invoking at a monster will attempt to stone that monster with a (MR⁄2)% chance. If that fails or the monster is petrification resistant, the monster will be stunned, confused, and crazed.
Can be enchanted to +7
Grandmaster's Robe
neutral robe
Martial arts attacks use exploding dice and get extra damage (50% chance per hit of an extra 1d4)
Can be enchanted to +7
Grants double the normal robe effect
Can be #named by level 30 characters with Grand Master martial arts
If gifted, unrestricts martial arts skill
Cloak of the Unheld One
neutral intelligent oilskin cloak
Grants sleep resistance while carried
Grants free action while worn
Grants magic resistance while worn
Grants MC3 while worn
Invoke to teleport
If not worn, it will teleport away without you.
If on a no-teleport level, will first try to lift you up one level, and if that fails drop you one
Can enchant to +7
Mirrorbright
chaotic silver roundshield
Resist hallucinations while worn
Grants reflection while worn
Invoke to toggle conflict
Can enchant to +7
Shield of the All-Seeing
unaligned orc-favoring orcish shield
Automatic searching
Adds enhancement bonus to search attempts
Grants warning vs elves when worn
Grants fire resistance when worn
Toggles protection from shape changers when invoked
Can enchant to +7
Shield of Yggdrasil
unaligned elf-favoring elven shield
Invoke for healing
Grants regeneration when worn
Grants poison resistance when worn
Can enchant to +7
Whisperfeet
chaotic boots of speed
Invoke to toggle invisibility
Grants stealth when worn
Can enchant to +7
Water Flowers
chaotic silvered water walking boots
Adds silver damage to kick attacks
Invoke for hungerless teleport
If not worn, they will teleport away without you.
If on a no-teleport level, will first try to lift you up one level, and if that fails drop you one
Grants displacement when worn
Can enchant to +7
Hammerfeet
chaotic kicking boots
If a target is damaged by a kick, knock back target 10 squares, subtract 10 movement points, and stun.
Doubles kicking damage
Kicking damage still applies to thick-skinned monsters, but not the knockback.
Can enchant to +7
Seven League Boots
unaligned jumping boots
Grant very fast speed when worn
Reduces movement cost for movement actions (walking, running, and auto-travel) to 2 movement points
Invoke for a jump with a 7 tile range
Can enchant to +7
Frost Treads
unaligned water walking boots
Grants cold resistance while worn
+1 to hit and +1d8 cold damage when kicking
Freezes water and lava underfoot
Helm of Undeath
chaotic bone war hat
Grants drain resistance while worn
Grants lifesaving while worn
Is consumed on use
Permanently polymorphs player into a Death Knight
Can be enchanted to +7
Stormhelm
chaotic helm of brilliance
Grants Shock resistance while carried
Grants cold resistance while worn
Allows casting of the lightning storm spell while worn, which is the AoE version of the lightning bolt spell.
Can be enchanted to +7
Apotheosis Veil
unaligned crystal helm
Grants see invisible while worn
Grants drain resistance while worn
Grants the ability to see in both light and dark while worn
Grants hungerless spellcasting at a -4 INT penalty while worn
Invoke for enlightenment
Can be enchanted to +7
Shield of the Resolute Heart
unaligned gauntlets of dexterity
Half physical damage when worn
Invoke to bless, clear erosion, raise enchantment to +3
Can enchant to +7
Gauntlets of Spell Power
unaligned silvered gauntlets of power
Adds silver damage to unarmed attacks
Base item material is still iron, so they will give regeneration penalties to elves/drow but not vampires
Grants +1 skill level all spells (does not affect failure rates)
2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)
Grants half spell damage
Inflicts a spell-casting penalty due to being based on the metal gauntlets of power (this is deliberate)
Premium Heart
unaligned gauntlets of power
Also increase dexterity by enchantment, identical to gauntlets of dexterity
Can be enchanted to +7
+1 to hit and 2x damage to unarmed
Unarmed attacks have greatly increased chance of a staggering blow
(skill level)⁄20, rather than (skill level)⁄100
Damaged multiplier increased by +1x for each status ailment currently afflicting you
HP at less than 1⁄4 maximum
HP at less than 1⁄16 maximum
Blindness
Confusion
Hallucinating
Wounded legs
Stunned
Sickness
Gradual stoning
Strangulation
Vomiting
Slimed
Fumbling
If gifted, unrestricts martial arts skill
Godhands
lawful golden gauntlets of power
Set Dexterity to 25
Can be enchanted to +7
+1d20 to-hit and +1d10 damage to unarmed
Deals an extra 3d7 holy/unholy damage to holy/unholy haters when blessed/cursed, in addition to 1d20/2d9 holy/unholy damage from the base item
Grants drain resistance when worn
Grappler's Grasp
unaligned gauntlets of power
+1 to hit and +1d6 damage
Grabs monsters when you make a successful unarmed attack against them
While grabbed, monsters take crushing damage every turn. Damage is Xd6, where X is 1 at unskilled/basic, 2 at skilled/expert, and 3 at master/grandmaster. X is increased by 1 if you know martial arts.
Non-wishable artifacts
Role-specific artifacts: Android
The Eyes of the Oracle
neutral intelligent human eyeballs
Grants half spell damage and magic resistance when carried
Can be invoked to act as a crystal ball
Found on the Android quest
Role-specific artifacts: Archeologist
The Mask of Tlaloc
lawful Archeologist-favoring intelligent mask of a god
Found occasionally (10%) on the Archeologist quest locate level
Grants cold resistance, shock resistance, magic resistance, and half spell damage when carried.
Protects vs water damage when worn.
Macuahuitl of Quetzalcoatl
lawful Archeologist-favoring macuahuitl
Found occasionally (10%) on the Archeologist quest locate level
+1d5 to hit and double damage
Can bisect opponents ala the Tsurugi of Muramasa
Ehecailacocozcatl
lawful archeologist favoring amulet of magical breathing
Crowning gift for lawful archeologists
Grants reflection and energy regeneration when worn
Invoke to summon tame high level wind elementals
Amhimitl
neutral bone javelin
Crowning gift for neutral archeologists
1d5 to hit and 1d8 fire damage
Deals an extra 3d4 holy or unholy damage when blessed or cursed respectively
Can be multishot and returns to quiver when fired
Note - it will occasionally misfire when cursed, unless the wielder is weldprood
The Tecpatl of Huhetotl
chaotic bone tecpatl
Crowning gift for chaotic archeologists
As a tecpatl, deals 1d8 to small and 1d6 to large
Has 1d5 to hit and deals 1d8 extra damage
Deals an extra 1d4 unholy damage even when uncured or blessed, and 2d4 unholy damage when cursed (for 3d4 total)
If the monster has blood, deals an extra 2d4 damage. If this kills the monster, your prayer timeout and god's anger are reduced by the same amount you would gain from sacrificing the corpse (no luck or any other effects though)
Role-specific artifacts: Convict
The Iron Ball of Levitation
chaotic Convict-favoring intelligent heavy iron ball
Given to Convicts by the quest leader at the start of the quest
Grants +1d5 to hit and +1d10 damage
Grants life drain resistance and warning while carried
Grants stealth while wielded
Invoke to toggle levitation
Grants increased carrying capacity equal to its current weight
Acts as a luckstone.
Role-specific artifacts: Healer
Hermes's Sandals
neutral flying boots
Neutral crowning gift for Healers
Makes you very fast
Can be enchanted up to +7
Poseidon's Trident
chaotic trident
Chaotic crowning gift for Healers
Has +1d3 to hit and deals triple damage
Invoke and select adjacent square to create a pool there
Role-specific artifacts: Knight
Dirge
chaotic knight-favoring intelligent long sword
+1d5 to hit, +1d10 acid damage
Grants an additional +6 unholy damage vs. unholy-haters
Permanently acid-coated
Can be created via same-race sacrifice as a permanently converted chaotic Knight on a chaotic altar, while wielding a long sword. Any non-artifact long sword (regardless of size or material) will be converted, removing erosion, erosionproofing, and removing any negative enchantment.
Clarent
lawful Knight-favoring long sword
Given to knights as a crowning gift
Does not resist being held second to other artifacts by Knights
However, in practice is is too heavy to use in the off-hand without suffering −20 to-hit.
Against thick-skinned targets it does +1d4 to hit and +1d8 damage
Can cut through stone
Can be invoked to pinpoint the location of pets and increase their tameness
When wielded or kept in the secondary weapon slot, it doubles the bonus pets receive from the beast mastery skill.
Role-specific artifacts: Madman
Sickle of Thunderblasts
lawful intelligent Madmen-favoring sickle
Lawful crowning gift for Madmen
+1d3 to hit and triple damage
Bonus damage is reduced based on your sanity (100 sanity yields 3x damage, 50 sanity yields 2x damage, 0 sanity yields 1x damage)
Deals 1x damage and knocks back all enemies around the primary target.
Stuns, confuses, and deafens all targets
Returns to the hand when thrown and can be multishot
Spear of Peace
neutral intelligent Madmen-favoring wooden spear
neutral crowning gift for Madmen
Grants clear thoughts, confusion immunity, hallucination resistance, half spell damage, and half physical damage when carried
Invoke for three turns of invulnerability
If blessed, grants +1d20 damage vs holy-haters
If cursed, grants +1d20 damage vs unholy-haters
War-helm of the Dreaming
chaotic intelligent Madmen-favoring faceless helm
chaotic crowning gift for Madmen
Grants magical breathing and nightmares when worn
Nightmares blocks the effects of clear thoughts from any source, but reduces your sanity penalty to 1/5 of what it should be - so having 80 sanity becomes 96, 60 becomes 92, and 0 becomes 80. This affects the effects of madnesses as well as their chances to trigger.
It also attempts to apply the effects of your madnesses to all monsters around you, doing similar effects to the ones you would suffer. This chance is rolled once per turn for any monster that can see you. To trigger, a normal madness effect roll is made but based on your actual sanity instead of your Nightmare-aware sanity, and so is a linear roll comparing a d100 against your sanity. If this passes, then you next roll 2d<your level=""> against the monster's level, and if your roll is higher than their monster level then they are affected by any and all madnesses you have. The practicality of this depends on the madnesses being applied.
Invoke to refill energy
Star-emperor's Ring
unaligned intelligent elf-favoring Madmen-favoring ring of wishes
Found on the Stranger for Elf Madmen only
Always spawns with 2 stars
Can be used to make an additional artifact wish, separate from any other artifacts used or unlocked
Allows you to summon up to 2 constellation pets. These pets are summoned just like from candles of invocation, but have the constellation monster template applied. This template makes them insubstantial, mindless, unholy-hating, silent, and grants them all resistances and the ability to fly. It also boosts their speed by 4 movement points, or the minimum of 12 (normal speed), and removes any natural armor bonuses they may have had. Only two constellations can ever be summoned, they are loyal so don't count as pet cap and will never traitor, and summoning them does not use up any of the stars on the ring. It is an entirely separate counter.
While worn, turns your bare-handed attacks into 4d8 starlight rapier attacks, which do not get any skill or bare-handed bonuses. It also attempts to make automatic starlight rapier attacks against adjacent hostile monsters once per turn. These automatic attacks will not trigger enemy contact-requiring passive effects and deal 4d4 damage. Each monster around you has a 66% chance to be attacked, and up to level/10 attacks are performed per monster.
While worn, also grants a bonus level/10 DR to your head slot.
Ibite Arm
unaligned madmen-favoring gigantic flesh arm
+1d20 to hit and double acid damage
Deals 2d4 bonus water damage. Water damage is doubled vs. flaming and iron targets
During gibbous moons, wields a flame that adds 1d16 plus enchantment damage. The flame can burn scrolls, spellbooks, and potions as normal
Gains a bonus damage die based on your bare-handed combat skill. The die size is equal to 1/5th of your charisma score plus 2x your bare-handed combat damage skill bonus.
As a flesh club, it will do greatly reduced damage to thick-skinned targets. The hand portion of the artifact does not suffer from this penalty, dealing full damage to thick-skinned targets.
Deals full damage to insubstantial targets.
Is an insight weapon, gaining additional powers based on insight.
Role-specific artifacts: Noble
Avenger
lawful nobleman-favoring long sword
Is always generated as blessed and at least +3, as well as having both the unholy and holy object properties
+1d12 to hit, +1d7 damage
Grants magic resistance while wielded
Grants drain resistance while carried
Carried by the Rebel Ringleader
The Crown of the Saint King
lawful Noble-favoring intelligent gold circlet (random magic helm)
Crowing gift for lawful and neutral (non-vampire) nobles
Causes all pets on the level to follow you between levels
Can be invoked to pinpoint the location of pets and increase their tameness
Can be enchanted to +7
Warning: Both this and its vampire noble counterpart (The Helm of the Dark Lord) can be helms of opposite alignment. Be wary about trying them on.
The Helm of the Dark Lord
chaotic Noble-favoring intelligent visored helmet (random magic helm)
Crowing gift for chaotic and vampire nobles
Causes all pets on the level to follow you between levels
Can be invoked to pinpoint the location of pets and increase their tameness
Can be enchanted to +7
Warning: Both this and its non-vampire noble counterpart (The Crown of the Saint King) can be helms of opposite alignment. Be wary about trying them on.
Role-specific artifacts: default Pirate
Reaver
chaotic Pirate-favoring intelligent scimitar (cutlass)
Crowing gift for Pirates
+1d5 to hit
+2d8 damage
Steals one item per hit from target.
You will be asked whether you want to keep the item. Should you decline, you may throw the item in any direction.
Role-specific artifacts: default Ranger
Sunbeam
lawful Ranger-favoring intelligent golden arrow(s)
Crowning gift for lawful human, incantifier and half-dragon Rangers. 20 Sunbeams are given to crowned characters.
+1d10 to hit
2x damage
Permanently covered in poison and filth
Is never lost
Petrifies trolls and dusts gremlins
Grants life drain resistance when carried
Will automatically return to the quiver after being fired, on a cooldown of rnz(20)
Veil of Latona
neutral Ranger-favoring intelligent cloak of invisibility
Crowning gift for neutral human, incantifier and half-dragon Rangers.
Grants life drain resistance when carried
Grants magic resistance and reflection alongside invisibility when worn
Moonbeam
chaotic Ranger-favoring intelligent silver arrow(s)
Crowning gift for chaotic human, incantifier and half-dragon Rangers. 20 Moonbeams are given to crowned characters.
+1d10 to hit
2x damage
Permanently covered in sleeping poison
Is never lost
Petrifies trolls and dusts gremlins
Grants life drain resistance when carried
Will automatically return to the quiver after being fired, on a cooldown of rnz(20)
Role-specific artifacts: Samurai
Yoichi no yumi
lawful yumi
Crowning gift for Samurai
Grants +1d20 to hit and 2x damage to ya fired from it
Invoke to create ya
Role-specific artifacts: Valkyrie
Gungnir
lawful valkyrie-favoring intelligent atgeir
+1d20 to hit, +1d12 damage
Can be created via a successful prayer by a lawful or neutral pious Valkyrie, while wielding a non-artifact spear-like (spear skill) weapon that is at least +5. Beatitude and erosion do not matter. The spear will be turned into Gungnir with no other changes made, including to base type.
Sol Valtiva
chaotic fire giant-favoring two-handed sword.
Lord Surtur's weapon
+1d5 to hit, +1d24 fire damage.
May cause a 6d6 fiery explosion centered on the target
Petrifies trolls and dusts gremlins
May blind targets
Serves as a light source
Can be applied like a polearm.
The Bow of Skadi
lawful Valkyrie-favoring bow
Crowning gift for Valkyries
+1 to-hit
+1d24 cold damage
Causes a 6d6 freezing explosion whenever an arrow fired from it strikes a target, consuming the arrow in the process
Read to learn the spell Cone of Cold
Role-specific artifacts: female drow Priest, Ranger, Rogue, and Wizard
Silver Starlight
Original quest object
Drow-favoring intelligent silvered rapier
Grants +1d4 to hit and +1d4 damage
Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
Grants +2d4 precision damage (vs corporeal, non-amorphous, non-stationary targets).
Grants 2d20 silver damage, rather than 1d20
Increases the size of your sneak-attack damage die by 50%.
Invoke to bless and generate a small stack of throwing stars
Throwing stars count as silver as long as you are wielding Silver Starlight
Apply to play as a magic flute
If invoke cooldown is active, drains a point of enchantment
Otherwise, sets invoke cooldown.
Wrathful Spider
Original alternate quest object
Chaotic, drow-favoring droven crossbow
No bonus to attack or damage
Fires 1d8 bolts in a single volley (You can tell it to shoot no more than n bolts by nf instead of f)
Each bolt gets 1⁄2 the normal damage bonus
Total damage therefore is close to 2x base
Crossbows get 3x the normal damage bonus from skill, and at expert get 3x the normal damage dice as well
Invoke to generate a small stack of droven bolts
Grants stealth while wielded
Tentacle Rod
Traitor's quest object
Drow-favoring intelligent flail
+1d7 to-hit and +1 to damage
Receives no damage bonus from your skill or its enhancement (you still get the to-hit bonus)
Receives 1⁄2 normal damage bonus from strength
Decreases spell failure while wielded
Absorbs curses while wielded
Acts as a living weapon when wielded or held in offhand slot. When there are hostile monsters nearby, has a 1/4 chance of lashing out against each adjacent monster.
Attacks up to 7 times per swing
If it hits 3 or more times it blinds, stuns, or confuses the target.
If it hits 6 or more times, it also slows, paralyzes, or drives the target insane.
If it hits 7 times, it also does an up to an additional 7d7 damage of various types.
1d7 per missing resistance of: shock, acid, poison, drain, magic, in addition to 2d7 if the monster doesn't resist both fire and cold.
Crescent Blade
Traitor's alternate quest object
Lawful, drow-favoring intelligent silver saber
Grants +1d4 to-hit, 2x fire damage.
Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
Grants reflection while carried
Can behead targets (as Vorpal Blade)
The Web of Lolth
Chaotic crowning gift
Chaotic, drow-favoring intelligent silvered elven mithril coat
As a metal (mithril) armor, still has a spellcasting penalty equal to a normal elven mithril coat
Grants warning vs elves when worn
Grants drain resistance while worn
2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)
Grants magic resistance while carried
Invoke to refill energy
The Claws of the Revenancer
Neutral crowning gift
Silver gauntlets of dexterity
Adds life draining to your unarmed attacks
Invoke to resurrect corpses on a square or in a monster's inventory on an adjacent square. Does not turn undead as in the damaging effect, but otherwise identical to the unturn dead effects of the turn undead spell
Dig up graves while wearing to recruit undead. If the grave would spawn a random zombie or mummy when dug up, the monster will become tame instead of hostile
Grants energy regeneration, drain resistance, cold resistance, regeneration, fixed abilities, poison resistance, and see invisible when worn
Fills your right ring slot when worn, in addition to being gauntlets
Sickle Moon
Lawful crowning gift
Silvered sickle
+1 to+hit, 2x damage throwing weapon
Returns to the quiver when thrown
Can be multishot
Gains a multishot bonus for Elf and Drow (may fire an additional time)
Role-specific artifacts: male drow Priest, Ranger, Rogue, and Wizard
Darkweaver's Cloak
Drow-favoring intelligent droven cloak
Original quest object
Grants magic resistance when worn, and is a droven cloak, so MC3
Can be enchanted to +7 (and will self-enchant to that level, see below)
When applied, releases a patch of darkness if standing in light, or of light if standing in darkness.
Releasing darkness reduces the enchantment of the cloak, releasing light increases it.
This will never disintegrate the cloak.
Spidersilk
Chaotic, drow-favoring intelligent spider-silk droven chain mail
As spidersilk, is effectively cloth base material. Spidersilk (the artifact) gains +2 AC and +2 DR to compensate for the loss of protection from being cloth, for a total of 3 AC/4 DR, down from the normal material 4 AC/5 DR
Original alternate quest object
2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)
Prevents you from being trapped in webs (you will pass through the square as if it were floor)
Does not conflict with the Black Web's bonus AC for being trapped in a web, simply standing on a web with Spidersilk will suffice
Adds sleep poison to unarmed attacks.
Tentacle Rod
Traitor's quest object
See above
Webweaver's Crook
Traitor's alternate quest object
Lawful, drow-favoring fauchard
Grants +1 to-hit and 2x damage
Adds sleep, blinding, and paralysis poison to strikes
This will not cause an alignment penalty
Ensnares target in webbing
Can be used in melee
Lolth's Fang
Chaotic/Neutral crowning gift
Lawfuls learn the seal of the Black Web spirit, which grants shadow-based powers when bound
Drow-favoring intelligent silvered droven short sword
Adds +1d5 to-hit and +1d10 acid damage
Permanently poisoned
Grants life drain resistance while wielded
Role-specific artifacts: female drow Noble
The Sceptre of Lolth
First gift
Chaotic, Noble-favoring silvered khakkhara, droven greatsword, droven spear, droven lance, or eclipse moon axe (variable)
Grants +1 to-hit, 2x damage
Fast engraving: the Sceptre engraves as an athame while in greatsword form.
Invoke for a variety of effects
At will: The Sceptre can be ordered to assume a different form as often as desired.
Become Silver Khakkhara
Become Moon Axe
Become Greatsword
Become Spear
Become Lance
Limited: these powers are limited by the artifact's invoke cooldown. Once you invoke one of them, you can't invoke any of these powers for rnz(100) turns.
Become Ladder (Sceptre must be a silver khakkhara):
Prior to gaining the amulet: Similar to quaffing a cursed potion of gain level, allows you to escape through the ceiling to the level above.
After gaining the amulet: Similar to zapping a wand of digging downward, allows you to escape through the floor to the level below.
While swallowed: Similar to zapping a wand of digging, the extending ladder seriously injures physical monsters engulfing you.
Show Me My Surroundings: Maps local area using clairvoyance.
Inspire Fear: Scares nearby monsters that can see you.
Give Me Your Life (Sceptre must be a silver khakkhara or a spear): Drains two levels from one adjacent monster, healing you for 4d8 HP.
Kneel: Paralyzes one adjacent monster.
The Web of the Chosen
Quest object
Chaotic, Noble-favoring intelligent silvered droven cloak
Grants reflection, half spell damage, and acid resistance while worn
Grants 2x the normal AC bonus from enchantment
Grants shock resistance while carried
The Web of Lolth
Chaotic crowning gift
See above
The Claws of the Revenancer
Neutral crowning gift
See above
Liecleaver
Lawful crowning gift
Lawful drow-favoring droven crossbow
Grants +1d5 to-hit and +1d10 damage
In melee combat, does 1d12+1d10 damage and is a 2x damage scimitar
Deals blunt damage in addition to slashing
Invoke to generate a small stack of droven bolts
Grants life drain resistance when wielded
Gives automatic searching and improved searching when wielded
Cuts through webs while wielded
Grants hallucination resistance when carried
Role-specific artifacts: male drow Noble
The Death-Spear of Vhaerun
First gift for male droven nobles
Neutral drow noble favoring intelligent silvered droven spear
1d12 to all but two-handed, made of obsidian
+1d10 to-hit and +1d12 damage
Grants magic resistance when carried
Invoke in a direction to instantly kill an adjacent monster, as long as that monster isn't non-living, a demon, or an angel
Cloak of the Consort
Quest artifact
Neutral drow noble favoring intelligent droven cloak
Grants life drain resistance when worn
Grants half physical damage when worn
Grants cold resistance when carried
The Ruinous Descent of Stars
Chaotic crowning gift
Chaotic, drow-favoring intelligence silvered morning star
Grants +1 to-hit and 2x damage
Invoke to cause up to 1d4 (1d(level⁄10 + 1)) clusters of fiery explosions and earthquakes at random places on the current level
Grants magic resistance when carried
Lolth's Fang
Neutral crowning gift
See above
Liecleaver
Lawful crowning gift
See above
Role-specific artifacts: dwarf Knight
Glamdring
First gift
Lawful, noble-favoring elven broadsword
Grants +1d5 to-hit and +1d10 damage
Grants +1d20 damage vs orcs and demons
Grants warning of orcs and demons when wielded
Can't be knocked out of your hands
The Armor of Erebor
Quest artifact
Lawful, dwarf-Noble-favoring plate mail
Grants magic resistance, half physical damage, +10 AC, and fire and cold resistance when worn.
The Arkenstone
Crowning gift
See above
Role-specific artifacts: dwarf Noble
The Armor of Khazad-dum
First gift
Lawful, dwarf-noble-favoring intelligent dwarvish mithril coat
Grants magic resistance when worn
Grants +4 AC when worn
Can be enchanted to +7
The War-mask of Durin
Quest artifact
Lawful, dwarf-noble-favoring intelligent mask
Grants half spell damage when worn
Grants +5 to-hit and damage with axes when worn by a dwarf
Grants fire, acid, and poison resistance when worn
Durin's Axe
Crowning gift
Lawful, noble-favoring intelligent silvered axe
Grants +1d5 to-hit, +1d10 damage
Grants life drain resistance when wielded
Grants automatic searching and improved searching when wielded
Can be used to dig with
Role-specific artifacts: elf Noble, Priest, Ranger, and Wizard
The Rod of the Elvish Lords
First gift for elvish Nobles
Lawful, elf-noble-favoring elven mace, elven sickle, elven lance, elven broadsword, or elven spear (variable)
Grants +1d3 to-hit, 2x damage
Fast engraving: the Rod engraves as an athame while in broadsword form.
Invoke for a variety of effects
At will: The Rod can be ordered to assume a different form as often as desired.
Become Mace
Become Sickle
Become Broadsword
Become Spear
Become Lance
Limited: these powers are limited by the artifact's invoke cooldown. Once you invoke one of them, you can't invoke any of these powers for rnz(100) turns.
Become Ladder (Rod must be a mace):
Prior to gaining the amulet: Similar to quaffing a cursed potion of gain level, allows you to escape through the ceiling to the level above.
After gaining the amulet: Similar to zapping a wand of digging downward, allows you to escape through the floor to the level below.
While swallowed: Similar to zapping a wand of digging, the extending ladder seriously injures physical monsters engulfing you.
Show Me My Surroundings: Maps local area using clairvoyance.
Inspire Fear: Scares nearby monsters that can see you.
Give Me Your Life (Rod must be a spear): Drains two levels from one adjacent monster, healing you for 4d8 HP.
Kneel: Paralyzes one adjacent monster.
The Palantir of Westernesse
Quest artifact
Chaotic, elf-favoring intelligent crystal ball
Invoke to tame nearby monsters
Grants x-ray vision when carried
Grants telepathy when carried
Grants warning when carried
Grants reflection when carried
Belthronding
Alternate quest artifact
Chaotic, elf-favoring intelligent elven bow
Grants +1d5 to-hit and +1d6 damage
Invoke to create a small stack of elven arrows
Grants displacement when carried
Grants stealth when wielded
Arcor Kerym
Lawful crowning gift
Lawful, elf-favoring intelligent iron crystal sword
Base dice are 2d6/2d10, due to losing the +2 modifier from crystal material
Grants +1d20 to-hit and 1d10 damage
Invoke for healing
Grants life drain resistance when wielded
Grants light when wielded
Aryfaern Kerym
Neutral crowning gift
Neutral, elf-favoring intelligent runesword
Grants +1d5 to-hit and +1d10 electrical damage
Grants Shock resistance when wielded
Grants light when wielded
Grants 2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)
Aryvelahr Kerym
Chaotic crowning gift
Chaotic, elf-favoring intelligent silver long sword
Grants +1d5 to-hit and 2x damage
Grants life drain resistance when wielded
Grants reflection when wielded
Grants light when wielded
Role-specific artifacts: gnomish Ranger
The Rogue Gear-spirits
Neutral Gnomish Ranger-favoring intelligent crossbow.
Gnomish Ranger quest item
Grants +1d5 to hit and 2x damage
Shoots 2 bolts instead of 1
If there is no ammo quivered, will automatically create and fire +0 bolts
In melee combat, does 1d2 vs small, 1d4 vs large damage and is a 2x damage pick-axe
Deals piercing and blunt damage in combat
Grants warning, telepathy, and fire resistance while carried.
Grants automatic searching and adds enhancement bonus to search attempts while wielded.
Can speak.
Apply to dig like a pick-axe.
Invoke to untrap target square.
The Steel Scales of Kurtulmak
Lawful gnome crowning gift
Lawful kobold-favoring iron grey dragon scales
Will blast gnomish characters in combat
Since it's iron, it will weigh a lot and block spellcasting.
Grants reflection when worn
Grants half physical damage when worn, in addition to half spell damage from the base item
When given, unrestricts riding to expert
The Glitterstone
Neutral gnome crowning gift
Neutral gnome-favoring amber gemstone
Grants energy regeneration while carried
Invoke for charging
Emits light while carried
When given, unrestricts enchantment, healing, and divination spells to expert
Great Claws of Urdlen
Chaotic gnome crowning gift
Chaotic gauntlets of power
Grants +1d10 to-hit and 2x damage in unarmed combat
Adds enchantment to unarmed damage
Doubles unarmed damage die size (from 1d4 to 1d8 normally)
Invoke to cause an earthquake
Can be used to dig with
When given, unrestricts martial arts to grandmaster
Role-specific artifacts: female half-dragon Noble
The Profaned Greatscythe
Lawful, noble-favoring huge stone scythe
Reward for killing the quest nemesis, the Bastard of the Boreal Valley, despite not being the official quest artifact
Against living or undead creatures (i.e., not golems and other non-living creatures):
Grants +1d8 to-hit
Grants +1d30 fire damage (does not damage items)
Target gains studied debuff equal to 1⁄4 damage dealt (cumulative).
Grants fire resistance while carried
Grants robe bonus to spellcasting while wielded
Can be two-weaponed with Friede's Scythe despite being two-handed
Can be enchanted to +10
Friede's Scythe
Lawful, noble-favoring small metallic scythe
Official quest artifact for female half-dragon nobles, found alongside the Profaned Greatscythe
Has half damage bonus from strength, but gains bonus for dexterity and intelligence (capping at +8 each, +20 total)
Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
+6 to hit and +1d6 magic damage
Doubles damage for non-cold-resistant targets; multiplies damage by 2.5 for fire-resistant, non-cold-resistant targets
Grants magic resistance and cold resistance while carried
Can be two-weaponed and held second to The Profaned Greatscythe
Can be enchanted to +10
Yorshka's Spear
Lawful, noble-favoring spear
Found on the corpse of your quest leader
In addition to the damage bonus from strength, gains bonus for dexterity and wisdom (capping at +8 each, +24 total)
Deals blunt damage in addition to piercing damage.
Drains energy and increases spell cooldowns of monsters (if you are attacked with it, drains 14 from energy (minimum 0) and increases your breath cooldown by 1)
Can be enchanted to +10
Dragonhead Shield
lawful intelligent noble-favoring huge stone dragon shield
Crowning gift for lawful female half-dragon nobles
Grants cold resistance, disintegration resistance, and stoning resistance when worn.
Acts as a living shield when worn, having a chance per turn to lash out if there is a hostile monster within 2 squares. Randomly chooses one of three equally likely attacks:
Roars, reducing the movement speed of all adjacent monsters by 12 movement points, and reducing your study by 10.
Bites, hitting a random hostile adjacent monster for 5d8 physical damage with no miss chance.
Breathes, breathing a 10d10 fire blast in the direction of a random hostile monster within 4 squares. The blast is 4 squares long and counts as dragonbreath. The blast will not bounce off walls.
Invoking the shield will perform a random effect immediately.
Can be enchanted to +10
Crucifix of the Mad King
neutral intelligent noble-favoring large metallic halberd
Crowning gift for neutral female half-dragon nobles
Has +1 to hit and deals +1d10 dark damage.
Acts as a living weapon when wielded or held in offhand slot, having a chance per turn to lash out if there is a hostile monster within 2 squares. Randomly chooses one of three equally likely attacks:
Screams, reducing the movement speed of all adjacent monsters by 12 movement points and knocking them back one square if possible.
Bless, reducing the wielder's study by 8 and encouraging them by 8.
Curses, summoning a vexing orb to fight for the wielder. The orb will vanish after 4-7 turns, and explode in a radius 2 (greater than a normal fireball or explosion) 5d10 dark explosion.
Invoking the weapon will perform a random effect immediately.
Can be enchanted to +10.
Ringed Brass Armor
chaotic intelligent noble-favoring copped plate mail
Crowning gift for chaotic female half-dragon nobles
Acts as a living item when worn, having a chance per turn to lash out if there is a hostile monster within 2 squares. Randomly chooses one of three equally likely attacks:
Awakens, lighting up with either fire or lunar energy for the next 20-40 turns. While active, has a chance per turn to make random elemental fire tentacle or magical bite attacks to nearby enemies.
Nurtures, either healing or restoring energy up to 1/3 of the maximum, capped at 100. On a monster, will clear cooldowns on special abilities instead of restoring energy.
Summons, emitting either a flaming orb or 5 pursuers. Each monster times out after 4-7 turns. Flaming orbs have a gaze attack to summon spheres, and a 6d6 fiery explosion on death. Pursuers have a 2d10 dark damage sphere-like explosion.
Invoking the weapon will perform a random effect immediately.
Can be enchanted to +10.
Painting Fragment
unaligned noble-favoring scroll of blank paper
Replaces the quest entrance portal for female half-dragon nobles. Instead of a normal portal, the fragment is found on the floor where it would be. No message is given upon entering the level where the fragment resides.
Invoking sends you to the first level of the quest, where you enter originally. This drops the artifact on the square you departed from, and the quest exit portal (found on the locate level) will take you back to that square. Effectively, this makes the fragment function as a portable quest portal.
Law quest artifacts
The Rod of Seven Parts
lawful intelligent metallic spear
+1d7 to-hit
+1d20 damage vs non-lawful creatures
Grants extra holy/unholy damage based on beatitude
When blessed, does +1d20 damage to holy-haters
When uncursed, does +1d10 damage to both holy- and unholy-haters
When cursed, does +1d20 damage to unholy-haters
Can be used to joust, will not break when used to joust.
Grants life drain resistance when wielded
Cannot be enchanted past +7, but will never evaporate when attempting to do so
Increases in power when used in combat (every 7th successful hits increases the enchantment by 1, up to a maximum)
Invoke to use a variety of command-word activated effects (spoiler page)
Read to study writing engraved on weapon (gives clues about command words)
Angers demon lords when wielded, following the same rules that Excalibur does.
Field Marshal's Baton
lawful mace
Grants warning versus mercenaries
Invoke for a cannonade attack
Does not count toward total number of artifacts generated
Chaos quest artifacts
Werebuster
unaligned long sword
+1d10 to-hit and +1d20 damage vs werebeasts
does not count toward total number of artifacts generated
It is guaranteed at the Chaos quest, but likely isn't even worth picking up.
Masamune
unaligned intelligent silvered tsurugi
Generated with abnormally high enchantment
Invoke to bless and raise enchantment to +3
Does not count toward total number of artifacts generated
If enchantment is above 0, adds enchantment to AC
The Black Crystal
chaotic crystal ball
Grants magic resistance and slotless warning when carried
Invoke to cast an area-effect death spell (flavored as a disintegration field, acts similarly to the effect of breaking a wand of death)
Deals 2x damage when thrown
Weighs only 30 units (vs 150 units for a regular crystal ball)
The Water Crystal
unaligned crystal ball
Grants cold resistance when carried
Invoke to cast an area-effect ice spell
Does not count toward total number of artifacts generated
Weighs only 40 units (vs 150 units for a regular crystal ball)
The Fire Crystal
unaligned crystal ball
Grants fire resistance when carried
Invoke to cast an area-effect fire spell
Does not count toward total number of artifacts generated
Weighs only 10 units (vs 150 units for a regular crystal ball)
The Earth Crystal
unaligned crystal ball
Half physical damage when carried
Invoke to cast earthquake spell
Does not count toward total number of artifacts generated
Weighs only 100 units (vs 150 units for a regular crystal ball)
The Air Crystal
unaligned crystal ball
Grants shock resistance when carried
Invoke to cast an area-effect shocking spell
Does not count toward total number of artifacts generated
Weighs only 20 units (vs 150 units for a regular crystal ball)
Nighthorn
chaotic intelligent unicorn horn
Grants +1d12 to-hit and +1d24 fire
Causes a fiery explosion when it strikes a target
Grants fire resistance when wielded
Invoke to toggle levitation
Counts as luckstone
For chaotic players only, acts as scroll of scare monster vs non-chaotic creatures
Will always blast its user
Will blast and evade the grasp of lawfuls
Mantle of Wrath
chaotic orcish cloak
Can be safely enchanted to +7
Grants fire resistance while carried
Grants acid resistance and half spell damage while worn
While carried grants aggravate monster, but when worn blocks all sources of aggravate monster
The Heart of Shadow
chaotic intelligent huge obsidian battle-axe
Always generated with the unholy object property
+1d20 to hit, +1d10 fire damage
Grants magic resistance while carried
Invoke to create darkness around you
Shard from Morgoth's Crown
chaotic iron ring (actual ring type varies per game)
Has the base type of whatever the "iron ring" appearance is. If iron rings are polymorph in the current game, becomes a twisted ring instead
Grants shock resistance while worn (even if the base type is shock resistance)
Grants magic resistance while carried
When worn on either hand, grants +6 to all attribute scores (maximum 25, bypassing racial maximums)
Artifact books
One artifact book is always given to Illurien of the Myriad Glimpses, along with the first alhoon. In addition, the true wizard's tower, Moloch's Sanctum, and the Library of Law (the lair of Axus) each have a 10% chance of having one of the artifact books.
In all locations, the artifact book placed will be any of the three that has not be generated yet. If more than 3 are placed, a normal spellbook of secrets will be there instead (which is completely useless).
All of the artifact books are unwishable and will never be given as a sacrifice gift.
The Necronomicon
unaligned spellbook of secrets
Read to find and use a variety of magic formula (spoiler page).
The Book of Lost Names
unaligned spellbook of secrets
Read for one of the following effects:
Try to learn the name of a random spirit.
You will always learn a name the first time you try.
After this, you may fail to learn a new name, and instead lose a level. Your failure chance is (number names known)⁄31.
Bind your soul to one of the spirits learned from the text without any ritual. Does not work with otherwise learned seals, i.e. ones learned from leveling up as a binder or from the Necronomicon.
Non-binders can bind only one spirit at a time.
Binders can bind up to their normal limit.
The Book of Infinite Spells
unaligned spellbook of secrets
Stores a random spell inside
Can be read to learn the spell
Can be #invoked (timeout applies to both options) to either:
turn the page, which randomly switches to another spell (includes the otherwise nearly unobtainable lightning bolt and poison spray)
book-cast the spell with no power cost
Artifacts of the Archmagi
These are found with a 10% chance inside the true wizard's tower. It's a 10% chance for them all to spawn together, not for each.
Staff of Wild Magic
unaligned Wizard-favoring intelligent quarterstaff
Grants +1d20 to-hit and +1d4 damage
Additional magic effects based on enchantment
Knocks targets back, subtracts 10 movement points, and stuns
May cause explosions centered on target
Can be used as a digging instrument
Grants automatic searching, luck, and displacement when wielded
Invoke to refill Energy
Robe of the Archmagi
unaligned Wizard-favoring intelligent robe
In addition, the chaotic monk crowning gift
Grants warning and magic resistance while worn
Invoke to refill energy
Can be enchanted to +7
Hat of the Archmagi
unaligned Wizard-favoring intelligent cornuthaum
Grants warning and X-ray vision while worn
Can speak
Invoke to refill energy
Neutral Quest artifacts
Infinity's Mirrored Arc
neutral double lightsaber
Grants up to 3x damage
0x (unlit saber): Wielder is in total darkness
1x: Wielder is in a dark square lit by a light source
2x: Wielder is in a lit square
3x: Wielder is in a lit square lit further by a light source
Grants reflection and displacement while wielded
Allows use and training of Niman while wielded
Adds enchantment to Niman die when casting spells
Grants robe bonus to spellcasting while wielded
Invoke to toggle between single and double blade mode
Adds blunt damage in addition to the regular damage
The Staff of Twelve Mirrors
neutral silver khakkhara
Grants +1d5 to-hit and +2d6 damage (for base damage total 3d6)
Makes two attacks in melee
Deals a total of 3d6 + enchantment + (d3)d20 silver damage + (d3)d4 holy damage or (d3)d9 unholy damage, per attack
Noisy
Noisy spellcasting: Casting spells wakes up nearby monsters
Noisy melee: Wakes nearby monsters whenever used to make a melee attack
Also blocks stealth (as a normal khakkhara)
Grants dragon breath reflection and redirection
Grants improved spellcasting while wielded
Sansara Mirror
neutral gold mirrorblade
Grants +1d8 to-hit and +1d8 damage
Grants double multishot with any projectile when wielded or offhanded (including crossbow bolts on a crossbow)
stacks with launcher or skill bonus, applies before the bonuses from Wrathful Spider and the Pen of the Void (with Eve), and doesn't stack with the Rogue-gear Spirits
Grants counterattack in melee (50% chance)
Grants half physical damage while wielded
Grants reflection while wielded
The Mirrored Mask
neutral silver mask
Grants reflection and half spell damage while worn
Invoke while wielded or worn against a target adjacent creature to attempt to transform into that creature
If the creature is below 1/3rd hp (1/6th for uniques), this kills them leaving no corpse, and the Mask then assumes the shape of the slain monster
When worn (or immediately, if it was invoked while worn), polymorphs you into the form of the Mask, including for monsters you can't normally polymorph into
The duration of the polymorph is dependent on the relative level of the player to the monster, reduced significantly for normally unpolymorphable monsters. Unchanging cannot be used to make the effect permanent.
While polymorphed, the mask can be re-invoked to end the effect early.
The Spell-warded Wrappings of Nitocris
neutral mummy wrapping
Grants magic resistance when worn
The Hand-Mirror of Cthylla
unaligned mirror
Replaces The Silver Key for binders, others cannot get it besides bones
Grants automatic searching while carried
Grants teleport control while carried
If its invocation timeout is good, a creature (including you) that sees its reflection in the mirror takes 15d15 damage.
Otherwise, it acts as an ordinary mirror.
The Silver Key
neutral universal key
When wielded, the invocation ritual can be performed without the Bell of Opening
Refuses to be placed in bags
Is indestructible.
Grants fast energy recovery when carried
Grants automatic searching when carried
Grants teleport control when carried
Grants polymorph control when carried
Invoke for branchport
Quest artifacts
Itlachiayaque
lawful Archeologist-favoring intelligent obsidian roundshield
Archeologist quest item (from Archeologist patch)
Grants fire resistance and dragonbreath reflection when equipped
Grants magic resistance, telepathy, and half spell damage when carried
Invoke to cast stinking cloud
The Annulus
chaotic Anachrononaut-favoring silver chakram
Anachrononaut quest item
Can transform without limit into:
silver chakram
Grants +1d5 to-hit and 2x damage
Returns to the hand when thrown, can be thrown multiple times in one attack.
While wielded, grants the ability to cast force bolt and magic missile at 0% spell failure. Force bolt deals an additional +level⁄2 (round up) d12 damage.
silver ring
Does whatever silver rings do in the current game.
Doubles unarmed attack damage and applies 2x its enchantment to unarmed attacks. This effect stacks with other unarmed-attack-boosting items.
khakkhara
A silver staff with extra (1–3)d20 silver damage.
Grants +1d5 to-hit and 2x damage
Invoke in this form to duplicate the effects of the Bell of Opening, including the invocation.
lightsaber
Can ignite two blades, is still one-handed.
Grants +1d5 to-hit and +1 damage.
As a lightsaber, grants 3x damage.
Returns to the hand when thrown.
Invoke in this form for charging.
BFG
A firearm with extremely high multishot. Can shoot any form of ammunition.
Grants +1d5 to-hit and 2x damage
Invoke in this form for silver bullets or a disintegration beam.
Secondary invocations (like charging, making bullets etc) in a certain form have a long invoke timeout. Changing the shape of the item itself is unaffected and can be done at will.
The Heart of Ahriman
neutral Barbarian-favoring intelligent ruby
Barbarian quest item
Grants half spell damage, magic resistance, reflection and life drain resistance when carried
Invoke to remove curse
Grants +1d10 to hit and 2x damage if used as a projectile
The Lyre of Orpheus
neutral Troubadour-favoring intelligent magic harp
Troubadour quest item
Can play any song
Grants magic resistance when carried
Causes all pets on the level to follow you between levels
Can speak
Invoke for taming
The Sceptre of Might
lawful Caveman-favoring intelligent mace
Caveman quest item
Grants +1d5 to-hit and 2x damage
Sets strength to 25 when wielded
Knocks struck enemies back, subtracts 10 movement points, and stuns
Grants magic resistance when carried
Invoke to toggle conflict
The Iron Spoon of Liberation
chaotic Convict-favoring intelligent iron spoon
Convict quest item
Grants +1d5 to hit and 2x damage
As a spoon, allows Convicts to make sneak attacks when used as a weapon
Can be used to dig
Engraves fast like an athame
Grants free action when carried
Grants stealth while wielded
Automatic searching when carried
Adds enhancement bonus to search attempts
Invoke to phase through walls
Acts as a luckstone.
The Staff of Aesculapius
neutral Healer-favoring intelligent silver-shod quarterstaff
Healer quest item
Grants +1 to hit and 2x negative-energy damage.
Grants drain resistance while wielded.
Grants hungerless regeneration while wielded.
Invoke for healing
The Magic Mirror of Merlin
lawful Knight-favoring intelligent mirror
Knight quest item
Grants magic resistance, telepathy, and improved spellcasting while carried.
The Eyes of the Overworld
neutral Monk-favoring intelligent glasses
Monk quest item
Grants magic resistance while carried.
Invoke for enlightenment.
Wear for X-ray vision.
The Star of Hypernotus
neutral Madmen-favoring intelligent sapphire amulet versus curses
Madmen quest
Grants clear thoughts and confusion immunity while carried
Causes the Stranger to stalk you when picked up for the first time
The Mantle of Heaven
lawful Noble-favoring intelligent ornamental cope (randomized cloak)
Non-vampire Noble quest item
Grants cold resistance while carried.
Grants shock resistance while worn.
Provides double the normal AC bonus.
Allows for the use of the Noble's throne, notably a free wish and a free single-species genocide.
The Vestment of Hell
chaotic Noble-favoring intelligent opera cloak (randomized cloak)
Vampire Noble quest item
Grants fire resistance while carried.
Grants shock resistance while worn.
Provides double the normal AC bonus.
Allows for the use of the Noble's throne, notably a free wish and a free single-species genocide.
The Mitre of Holiness
lawful Priest-favoring intelligent helm of brilliance
Priest quest item
Grants fire resistance while carried.
Grants warning of undead.
Invoke to refill energy.
Can be enchanted to +7
The Treasury of Proteus
chaotic Pirate-favoring intelligent chest
Pirate quest item
Grants magic resistance while carried.
Grants resistance to curses while carried.
Polymorphs its contents randomly.
Is much lighter than a normal chest (50 units, 1⁄3 the weight of a crystal ball).
The Longbow of Diana
chaotic Ranger-favoring intelligent silvered bow.
Ranger quest item
Grants +1d5 to hit and +1d6 damage.
Grants reflection while wielded.
Invoke to create ammo.
Grants a +1 multishot bonus, or +2 to Rangers.
Arrows have no maximum range.
The Master Key of Thievery
chaotic Rogue-favoring intelligent skeleton key.
Rogue quest item
Grants warning, teleport control, and half physical damage while carried.
Can speak.
Invoke to untrap target square.
The Tsurugi of Muramasa
lawful Samurai-favoring intelligent tsurugi.
Samurai quest item
Bloodthirsty (attacks peaceful monsters without prompting for confirmation)
Grants +1d2 to hit, 2x damage.
Grants automatic searching and luck.
Bisects targets (10%).
The Platinum Yendorian Express Card
neutral Tourist-favoring intelligent silvered credit card.
Tourist quest item
Grants telepathy, magic resistance, and half spell damage while carried.
Invoke for charging.
The Orb of Fate
neutral Valkyrie-favoring intelligent crystal ball.
Valkyrie quest item
Grants warning, half spell and half physical damage when carried.
Acts as a luckstone.
Invoke for levelport.
The Eye of the Aethiopica
neutral Wizard-favoring intelligent amulet of ESP.
Wizard quest item
Grants fast energy regeneration, magic resistance, and half spell damage while carried.
Invoke for branchport.
High-level artifacts
These are artifacts that can be #named by a specific role at a specific level.
The Kusanagi no Tsurugi
lawful Samurai-favoring intelligent long sword
Can be named at level 22 by Samurai, but only used as a weapon at level 30
Grants +1d20 to-hit and +1d12 damage
May behead targets
Destroys elementals
Grants energy regeneration while wielded
Grants searching, seeking, and luck while carried
Snickersnee
unaligned Samurai-favoring intelligent knife
Can be named at level 19 or once quest is done by Tourists (not Samurai)
Does not resist being held second to other artifacts by Samurai or Tourists
However, the character must be Skilled in two-weapon fighting to use it in the off-hand without suffering −20 to-hit.
Has substantially increased damage over a normal knife. The base dice are doubled and exploding, like Vorpal Blade, dealing 2d5/2d3 base damage. It also has an additional +d10 bonus damage, for a total of 2d5+1d10 versus small and 2d3+1d10 versus large.
May behead targets
Dragon Lord Artifacts
Platinum Dragon Plate
unaligned silver dragon scale mail
Grants fire, cold, shock, disintegration, and sleep resistance, free action, magic resistance, and reflection
Counts as dragon armor for breath attack purposes, matching any other silver, white, red, blue, orange, black, or gray dragon armors.
50% heavier than normal dragon scale (225 units vs the normal 150)
Causes spell penalties as metal armor
Drops from the Platinum Dragon. The Platinum Dragon's fortress appears above the Law quest in 1⁄8 of games.
Chromatic Dragon Scales
unaligned black dragon scales
Can be converted to Chromatic Dragon Scale Mail or Chromatic Dragon Scale Shield via the usual methods.
Grants fire, cold, shock, disintegration, poison, life drain, sickness, acid, and stone resistance
Counts as dragon armor for breath attack purposes, matching any other black, white, red, blue, yellow, or green dragon armors.
50% heavier than normal dragon scale (225 units vs the normal 150)
Drops from the Chromatic Dragon. The Chromatic Dragon is the Caveman quest nemesis, and appears in Gehennom in 1⁄8 of (non-Caveman) games.
Artifacts of the Lords of the Nine
None of these artifacts count for the priests of an unknown god.
Genocide
lawful intelligent large two-handed sword, wielded by Bael
Grants +1d10 to-hit, +1d20 fire damage
When hitting a monster, deals 6d6 extra fire damage to all similar monsters on the level
Applies to all non-fire-resistant creatures of similar type to the struck monster, based off of race for monsters like elves and soldiers. If no race applies, goes off exact monster type.
If that fire damage kills the monster, makes a 6d6 explosion around the monster as well. The normal fire damage will not burn items, but the explosion may.
Rod of Dis
lawful intelligent mace, wielded by Dispater
Grants +1d10 to-hit, +1d8 damage
Invoke for taming
Knocks targets back, subtracts 10 movement points, and stuns
Avarice
lawful intelligent large short sword, wielded by Mammon
Grants +1d10 to-hit, +1 damage
Steals items from struck targets
Fire of Heaven
lawful intelligent silvered trident, wielded by Belial
Grants +1 to-hit, 2x fire damage
Causes fiery explosions centered on struck target
Causes electrical explosions centered on struck target with a 1/4 chance
Diadem of Amnesia
lawful intelligent huge dunce cap, worn by Leviathan
Invoke to toggle conflict
Shadowlock
lawful intelligent rapier, wielded by Levistus
Grants +1d20 to-hit, 2x damage
Ignores equipped armor for calculating hits and DR, deals full damage to insubstantial targets (shades, sharab kamerel)
Also deals 2d6 cold damage
Can be applied like a polearm
May behead target
Deals 4d6 + enchantment damage to the wielded with every hit
If the wielder is not immune to cold, also deals 2d6 cold damage to the wielder with every hit, which may freeze potions.
Thunder's Voice
lawful intelligent silver dagger, wielded by Daughter Lilith
Grants +1d6 to-hit, +1d6 electrical damage
Causes electrical explosions centered on struck target with a 1/4 chance
Serpent's Tooth
lawful intelligent athame, wielded by Mother Lilith
permanently poisoned
Unblemished Soul
lawful intelligent large silvered unicorn horn, wielded by Crone Lilith
Wrath of Heaven
lawful intelligent large silver long sword, wielded by Baalzebub
Grants +1 to-hit, 2x electrical damage
Causes electrical explosions centered on struck target
Causes fiery explosions centered on struck target with a 1/4 chance
All-seeing Eye of the Fly
lawful intelligent large helm of telepathy, worn by Baalzebub
Grants monster detection when worn
While worn, farlooking monsters will show their DR breakdown as well as their current inventory
Invoke to cast an area-effect death spell (flavored as a disintegration field, acts similarly to the effect of breaking a wand of death)
Cold Soul
lawful intelligent large ranseur, wielded by Mephistopheles
Causes fiery, cold, and electrical explosions centered on struck target with a 1/4 chance each
Sceptre of the Frozen Floor of Hell
lawful intelligent metallic quarterstaff, wielded by Baalphegor
Grants +1 to-hit, 2x cold damage
Causes cold explosions centered on struck target
Invoke to cast an area-effect ice spell
Caress
lawful intelligent bullwhip, wielded by Glasya
Grants +1 to-hit, +1d20 electrical damage vs elves, humans, and dwarves
Grants shock resistance while wielded
The Iconoclast
lawful intelligent silver saber, wielded by Daemon
Grants +1d9 to-hit, +1d99 damage vs elves, humans, dwarves, and gnomes
Grants magic resistance when wielded
Artifacts of the Lords of the Abyss
None of these artifacts count for the priests of an unknown god.
The Three-Headed Flail
chaotic large intelligent flail, wielded by Yeenoghu
Makes two bonus attacks against a struck target, each doing normal weapon damage (damage dice + enchantment). If both bonus attacks hit, the target is stunned and confused.
Heartcleaver
chaotic intelligent halberd, wielded by Baphomet
Grants +1 to-hit and 2x damage
Can be used in melee combat
Wrathful Wind
chaotic intelligent huge silvered club, wielded by Kostchtchie
Grants +1d10 to-hit and 2x cold damage
Causes cold explosions centered on struck target with a 1/4 chance
Thorns
chaotic intelligent flower-woven bullwhip wielded by Malcanthet
Appears as a "thorned whip" when unidentified
Grants +1 to-hit and +1d10 shock damage
Shreds armor as a flaying weapon, but 1+1d6 times instead of 1+1d4.
Sting of the Poison Queen
chaotic intelligent large flail, wielded by Shaktari
Grants +1d4 to-hit, +1d12 damage
Permanently poisoned
Grants magic resistance when wielded
Scourge of Lolth
chaotic intelligent silver 8-headed viperwhip, wielded by the Avatar of Lolth
Grants +1 to hit and double damage vs elves (but not drow)
Grants warning of elves when carried
Uses exploding dice
Doomscreamer
chaotic intelligent two-handed sword, wielded by Graz'zt
Grants +1 to-hit, 2x damage against non-acid resistant monsters
Grants acid resistance when wielded
Wand of Orcus
chaotic intelligent huge wand of death, wielded by Orcus
Bloodthirsty and uses mace skill when wielded as a melee weapon
1d4 base damage, +d20 to hit, +d12 life-drain, and drains a level on hit
Can be recharged indefinitely
Cannot be wrested or broken
If its invocation timer is good, allow a free zap despite 0 charges left
Artifacts of the Empyrial Lords
The first eight generated Throne Archons will spawn with a random one of these, with Sunsword and Demonbane possible as well. There is no specific order to the spawns.
All of the angelic weapons are lawful intelligent, silver, and are large size. They all have +1d7 to hit and +1d10 damage, and grant protection vs blinding. They all will dust gremlins and stone trolls, and blind struck targets with a 1/3 chance. They all grant searching when wielded, and light up like Sunsword.
Sword of Erathaol
lawful intelligent large silver long sword
Grants +1d7 to-hit and +1d10 damage
Grants protection against blinding and searching when wielded
May blind struck targets
Serves as a light source
Turns gremlins to dust and trolls to stone
Saber of Sabaoth
lawful intelligent large silver saber
Grants +1d7 to-hit and +1d10 damage
Grants protection against blinding and searching when wielded
May blind struck targets
Serves as a light source
Turns gremlins to dust and trolls to stone
Sword of Onoel
lawful intelligent large silver two-handed sword
Grants +1d7 to-hit and +1d10 damage
Grants protection against blinding and searching when wielded
May blind struck targets
Serves as a light source
Turns gremlins to dust and trolls to stone
Glaive of Shamsiel
lawful intelligent large silver glaive
Grants +1d7 to-hit and +1d10 damage
Grants protection against blinding and searching when wielded
May blind struck targets
Serves as a light source
Turns gremlins to dust and trolls to stone
Lance of Uriel
lawful intelligent large silver lance
Grants +1d7 to-hit and +1d10 damage
Grants protection against blinding and searching when wielded
May blind struck targets
Serves as a light source
Turns gremlins to dust and trolls to stone
Hammer of Barquiel
lawful intelligent large silver lucern hammer
Grants +1d7 to-hit and +1d10 damage
Grants protection against blinding and searching when wielded
May blind struck targets
Serves as a light source
Turns gremlins to dust and trolls to stone
</your></target's></target's> |
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# File:Red robe.png
File
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Red_robe.png (16 × 16 pixels, file size: 159 bytes, MIME type: image/png)
A red robe in SLASH'EM.
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
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current23:12, 4 December 201016 × 16 (159 bytes)Ilmari Karonen (talk | contribs)A red robe in SLASH'EM. Category:16x16 tiles Category:SLASH'EM items {{NGPL}}
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[Umbire the Phantom; Noisytoot]
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# User talk:Disperse
Welcome!
Welcome!
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# Farming
Farming is a general gaming term used to define any kind of repetitive behavior designed for a specific benefit, usually in the form of better loot or an increased level and stats. Opinions on the practice vary widely, from being a common and accepted practice to being discouraged as against the spirit of the game.
In a game like NetHack, some of these opinions are more polarized than usual, due to the age of the game as well as the ways in which some of the more common methods of farming can trivialize much of the gameplay (e.g., by removing most of the challenge from assembling an ascension kit). However, there are still elements of the game that can pose a significant threat to all but the most dedicated farmers, and players electing to farm for a given purpose must weigh the amount of time and resources spent in return for the desired reward(s).
Contents
1 Changes to farming in NetHack
2 List of current farming methods
2.1 Altar scumming
2.2 Gremlin farming
2.3 Medusa farming
2.4 Quest farming
2.4.1 Giant farming
2.5 Throne looting
2.6 Werecreature farming
2.7 Wraith farming
2.8 Vault guard farming
3 List of deprecated methods
3.1 Kraken farming
3.2 Pudding farming
3.3 Throne farming
3.4 Death farming
4 References
Changes to farming in NetHack
The types of farming possible in NetHack are many and varied; major changes made by the DevTeam in the transition from NetHack 3.4.3 to 3.6.0 were designed to address certain exploits and other methods that certain kinds of farming were reliant on. These changes limited the benefits that can be derived from most of them - and in a couple of cases, rendering them completely useless. For example, many farming methods rely upon cloned monsters; in 3.6.0, a bitfield labeled mcloned is added that tracks how the monster was generated; among other things, this prevents the splitting of monsters if the split monster is rendered extinct (though the splitting itself does not respect extinction).[1][2]
List of current farming methods
The methods listed in this section are usable in current versions, though they may undergo significant changes as the game is updated.
Altar scumming
Main article: Altar farming
Hanging around an altar and sacrificing anything that comes along is a natural part of many legitimate games of NetHack, but some feel that taking this to extremes is scumming, particularly when combined with any of the other applicable farming methods detailed below.
Gremlin farming
That's a lot of gremlins...
While gremlins normally stop dividing once their hit point maximum falls to 1, it's possible to induce them to divide indefinitely by using a ring of conflict. This works because whenever a monster kills something, such as another gremlin, its hit point maximum is increased, which allows it to divide again.[3] Since on average a gremlin gains more than one maximum hit point when it kills another gremlin, more gremlins can easily be created provided they are given enough time to heal and divide. As indicated previously, gremlin division also does not respect extinction.
Gremlins will not death drop most items due to their size, but can still drop valuables such as gems, rings, and even the normally-rare magic marker. Cloned monsters in 3.6.0 and later versions cannot leave death drops at all and give diminishing experience returns;[4][5] gremlin farming is thus much less effective for loot, but still viable as they leave corpses that can be used for sacrificing.
To "breed" gremlins effectively, the following steps are advisable:
Use an open, watery level. You need lots of pools for the gremlins to divide in, and an open area for conflict to be most effective.
Try to keep the level clear of other monsters and traps. Remember that fully divided gremlins only have one hit point, and therefore die very easily.
Don't keep the ring of conflict on all the time. Instead, only put it on for one turn, take it off again immediately, and wait several turns for the surviving gremlins to fully heal and divide before putting it on again. This also keeps you less hungry and the gremlins less vulnerable to attacks by other monsters.
Don't do this at night. Even if you stand on Elbereth or a scroll of scare monster, the gremlins will still sometimes hit you when you wear conflict, risking your intrinsics in the process.
Medusa farming
Characters with a source of reflection or a mirror and the stone to flesh spell can easily stone and revive Medusa as many times as they like. No death drops are generated this way, but it does provide an easy source of experience points.
This trick has also been nerfed in NetHack 3.6.0, as repeatedly killing a revived monster eventually starts yielding diminishing XP rewards.
Quest farming
Giant farming
If you are playing as a Valkyrie, you can hang out on the home level of your quest and kill giants for strength gain and death drops. This can be done easily by waiting in the building with the Norn using the numeric prefix command and then venturing out to kill and consume a giant when you become hungry.
Throne looting
#Looting a throne while confused will generate a throne room monster and give it a fraction of your gold if no chest is on the level; a forgotten spell is a reliable, unlimited source of confusion. If throne monsters are rendered extinct, ordinary random monsters are generated instead. In 3.6.0 and later versions, creating a monster now has a 10% chance of marking the throne as "looted", which will prevent it from any new monsters; additionally, confused looting now consumes a turn. Throne looting is thus still possible, but is no longer farmable to anywhere near the same extent.
Werecreature farming
Since werecreatures in their animal form can summon animals when attacking you, they can be used as a inexhaustible monster source. A reasonably safe farm is somewhat tedious to set up, but it can be a viable (and conduct-proof) alternative to the usual monster creation methods, since it has not yet been nerfed as of 3.6.1.
.| .| .|# .|d .+# .+` .| .|
A farm made out of a closet
The main idea is to trap the werecreature in a locked space connected diagonally to a door. Since monsters cannot move diagonally through a doorway, but can attack, you can easily "switch" the monster creation process by moving in and out of the doorway. You can use an existing closet as the base -- simply dig a square to the side, trap the monster there, and block the original closet square with a boulder. If you have a wand of locking, you can construct the farm in pretty much any room (including near an altar).
Luring the werecreature into the trap can be troublesome. The easiest way is to temporarily tame it, but illiterates may find it difficult. Since werecreatures are not followers, moving them between levels without taming is also difficult. (You can get them to fall down holes, or kill them and undead turn their corpse.)
Once in place, you just need to endure its attacks. You will inevitably be infected by lycanthropy, so you need some way of managing it: either Werebane, an amulet of unchanging, or a ring of polymorph control (make sure to turn paranoid_confirmation:Were-change on if using the ring). It helps to have a means of curing it, as well (like prayer). Anyway, after a few turns of attacking you the monster will summon help, after which you should step aside and deal with them.
Summoned monsters can be used for most usual purposes (food, death drops, sacrifice, etc.) but note that being infected with lycanthropy makes eating them cannibalism and reduces the chance of a prayer boon, because your god will prioritize fixing the lycanthropy first. If you have Werebane, however, this is not a concern.
All three kinds of werecreatures can be used, but wererats summon rats which have poisonous attacks and rarely leave corpses, and werewolves can summon winter wolves whose rays of cold can cause unwanted destruction (like the death of the original werewolf). If you can deal with them, however, they can give cold resistance (but mind the cannibalism penalty). Wolves leave corpses very often but are tougher in general, making werejackals an optimal choice for low-level characters.
Overall, it's a tedious and somewhat situational strategy, but if you're sacrificing for a powerful artifact and have gotten Werebane instead, it can be considered.
Wraith farming
First, retrieve the Book of the Dead. This works best if you refrain from killing the Wizard of Yendor, because then he won't randomly appear until you perform the Invocation Ritual. Reading the cursed Book can summon wraiths (as well as other undead, including liches, so genocide what you cannot deal with). However, it also marks the current level as a graveyard. This means that you should lead wraiths to another (nongraveyard) level before killing them for their corpses. Recall that eating a wraith corpse at experience level 30 will still increase your maximum HP and power.
Vault guard farming
Since guards generate without limit, it is possible to farm guards by entering a vault and killing guards. You can summon guards if you are inside a vault by blowing a cursed tin whistle (which you can obtain from the first guard that comes). Killing the guards yourself will subject you to a murder penalty (if you are not chaotic) and decrease your alignment record (for killing a peaceful monster, regardless of your alignment). If have a helm of opposite alignment and are or can become chaotic, you can avoid the murder penalty and reset your alignment record when you are done farming by putting on or removing the helm.
You can also have a strong pet kill guards for you to avoid penalties, but you will not receive death drops this way, limiting spoils to the offensive items, defensive items, and miscellaneous items that guards may generate with. You may want to use the menu_search key binding (default :) to search for items when you are in the pick up menu to avoid scrolling through a list of the dead guards' junk weapons and armor.
List of deprecated methods
Due to the major divergence between versions, the following methods detailed below are either mostly inapplicable to current versions, or else severely reduced in effectiveness. They are still applicable to 3.4.3 at latest, as well as many variants based on pre-3.6 versions; changes made from the 3.6 series forward and their effects on the strategy are noted where appropriate.
Kraken farming
In 3.4.3, kraken can be killed trivially when on dry land, and their corpses can be revived using undead turning. This means you can continue killing the same monsters near-indefinitely, racking up a very high score with very little effort. To get the most out of such farming, you can trap kraken by digging walls in the following pattern:
# # # # # # # ## # ; ; ; ; ; ; # ; ; ; ; ; ; ## ; ; ; ; ; ; # ; ; ; ; ; ; # ## # # # # # # #
This allows a farmer to repeatedly cast undead turning and finger of death along the diagonals with copy-and-paste - kraken are huge monsters, and so cannot squeeze diagonally between walls.
3.6.0 and later versions make this strategy vastly more dangerous, if not impossible - kraken will no longer revive while on land, and leaving them in water puts the player at risk of instadeath by drowning attack.
Pudding farming
Main article: Pudding farming
In 3.4.3, a common tactic was to advance your character to the point where they could easily defeat black puddings, then carefully use weak weapons to divide them without killing them; this allowed players to "farm" by killing as many puddings as they wish for death dropped items, and their corpses can be sacrificed for a variety of benefits. Players can continue this process (and even automate it) until they possess thousands of hit points, maximum AC, and hundreds of wands of wishing—at a point where a player is considering this and has the means to do so, the only primary obstacle is the amount of effort they are willing to dedicate (which ironically proved an effective deterrent).
3.6.0's changes rendered this method of farming completely ineffective by removing the majority of its benefits. One such major change is the mcloned bitfield that tracks cloned monsters, used to prevent them from leaving death drops of any kind. Another such change is the addition of globs, which replace regular corpses as the remains of black puddings; these are left behind in a special method similar to golems, and thus puddings can no longer provide any death drops or sacrifice material.
Throne farming
Throne farming was once perhaps the fastest way in the game to generate lots of monsters, and the only method available without breaking any conducts; monster generation would also not use up a turn or risk any damage to the throne, allowing indefinite farming for whatever items you desire (from dragon scales to convert into mail to various potions, wands and scrolls. This is no longer possible as of 3.6.0, since confused looting now uses up a turn and has a 10% change of marking the throne as "looted", preventing further monster generation from that throne.
For 3.4.3, earlier versions and some variants based on them, undiggable no-teleport levels work best to prevent monsters from ruining your setup; at most, you will only have to use up one charge from a wand of teleportation to send a troublesome monster off. Each quest home level generates the quest leader on a suitable throne - you can make them wander away if you move adjacent on a free turn, and then say no to the "really attack?" prompt. You might want to engrave concentric circles of Elbereth (as done when farming dragon scales and/or use a boulder fort to protect yourself from ranged attacks. Illiterate conduct players can get a monster to read the scroll of earth, then stand on a scroll of scare monster and confuse themselves, using a cursed unicorn horn if they did not start with a spell to forget.
At this point, the only threat left is the potential of sickness; the chance of dying to terminal illness can be almost completely removed by polymorphing into a ghoul to gain sickness resistance beforehand, or applying a preferably-blessed unicorn horn to cure it. Unattended copy-paste farming is only possible if you confuse yourself with an expired spell or are permanently a ghoul; setting menustyle=traditional in your config file can make the paste script execute the spellcasting faster.
Death farming
This is only borderline scumming, as any character capable of doing it is more than capable of ascending. The goal might be to gain large numbers of exotic items to ascend with, to gain billions of points, or (most commonly) to impress onlookers.
Eat rings of increase damage until you have a high enough intrinsic damage bonus to kill Death in one hit (+60 should work).
Clear the Astral plane of all distractions.
Increase your polearm proficiency to skilled.
Trap Death in a corner on the Astral plane, like so:
----|&j.|j`@|jj.
In this example, Death is trapped between blue jellies and a boulder. He cannot move, but you can hit him with a polearm while he is in line of sight. Once he's dead (in one hit), attempt to push the boulder over his corpse. This will revive him. You can then repeat the procedure. You can work out the exact sequence of key strokes used in a complete cycle of this process (in this case, for example, "aahy.jyk"), and copy this line a few thousand times in a text editor, then paste the whole lot into the NetHack interface.
The result will be many thousand death-dropped items and a very high score. If the number of death-dropped items exceeds 32,767 on the same square, the game will probably crash,[6] so periodically checking Death's square and redistributing the items (possibly by teleporting them away, or polymorphing them together) is necessary. This is because the number of items present on a square is stored in a signed short when the items are listed.
This method no longer works as of 3.6.0, because Riders can displace other monsters; thus, the jelly fort will not work to contain Death. It is still possible to kill Death (or other Riders) arbitrarily many times, but not with this method of automation. Additionally, revived monsters give diminishing experience points and score, down to 1⁄64 of the base value, which means that it will take much longer to achieve billions of points.
References
↑ src/makemon.c in NetHack 3.6.0, line 766
↑ src/mhitu.c in NetHack 3.6.0, line 2739
↑ src/makemon.c in NetHack 3.6.6, line 1831: hit points gained after killing another monster
↑ src/mon.c in NetHack 3.6.0, line 2202
↑ src/exper.c in NetHack 3.6.0, line 133
↑ RGRN thread: [BUG menucolors patch segfaults] |
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# Talk:Xorn
If the Xorn is unbreathing, what stops it from walking through water? --66.23.133.52 19:15, 21 May 2007 (UTC)
The article is wrong. A quick test in Wizard mode indicates Xorns can indeed walk through water. I'll fix it now. Djao 22:04, 21 May 2007 (UTC)
Note that he doesn't walk through water, but over the water. (He can't reach bottom) 84.47.46.87 05:35, 23 May 2007 (UTC)
How come then that Xorns cannot cross the water in the castle level? Because that is what I witnessed in every game of mine. I'm confused now. Azzkikr 10:00, 25 September 2007 (UTC)
Cant move boulders while polymorphed into a xorn
Is there any way to push boulders when polymorphed into a xorn?
--Esteron (talk) 21:20, 17 June 2017 (UTC) |
# User:Testbutt
Contents
1 Variants
1.1 FIQhack
1.2 UnNetHack
1.3 Fourk
1.4 dnethack
1.5 Splicehack
Variants
They are great! If you haven't tried variants, you might be surprised how easy most of them are to play; they don't require a whole new skillset. In fact, many of them are less frustrating to play than Vanilla, because they give you a yes/no prompt before allowing you to do something foolish.
Here are some fun things you can try if you want to sample a variant!
FIQhack
did you forget something? well then, press ctrl + c to watch a replay of your most recent actions... WITHOUT LEAVING THE GAME! or, press ctrl + f to search for objects on the floor (or glyphs/features). it searches the whole dungeon for that thing you lost! Dungeonwide search is, as far as i know, completely unique to FIQhack, and extremely helpful.
as you play, you'll start to notice that the UI is trying to help you, instead of getting in your way. select an item from your inventory to see every possible way you can interact with that item!
try a monk! thanks to FIQhack's power regen formulas, you can actually use your starting spells regularly!
Also fun: play a gnome tourist, and try to do the protection racket. Much more fun than doing the racket as a healer! And you'll be pleasantly surprised what a tourist can see in the shops.
UnNetHack
most variants change game balance quite a bit. UN likes to stick pretty closely to vanilla's "balance" (as much as nethack can claim to be any kind of balanced - perhaps "difficulty level" is a more accurate term).
As such, you can play UN pretty much the same way you'd play vanilla, but you'll find more varied terrain, more useable artifact gifts, and some neat little QoL features tucked here and there in the game.
While you can't use early wishes (if you get early wishes) to wish for a standard DSM, you'll find that the Black market (UnNetHack) is very well stocked and can supply several of the things you might otherwise have wished for.
Fourk
valkyries have intrinsic flying. very convenient, very cool, very fun.
a sylph healer starts with a magic harp. if you were to say, use a fountain or a smoky potion to wish for a PYEC, then you can get a nice little army of pals to fight for ya!
Fourk has some of the UI features from fiqhack, including the in-game replay.
dnethack
A dwarf anachrononaut can gun down a shopkeeper with just their starting machine gun. Go have fun in minetown! Generally, any anachrononaut will start the game with something fun and powerful: drow have vicious unarmed strikes and some magical powers (press ctrl + f), incantifiers have a lightsaber, elves have reflection, etc...
If you play other races and roles, especially binders you might have other kinds of supernatural powers, press ctrl + g to check, and ctrl + w to draw a ward. (Wards replace Elbereth in DNH)
Splicehack
a dragonmaster's starting pet can usually take out most shopkeepers by itself, especially shopkeepers that spawn in early Dungeon floors.
you can not only play the ever-popular vampires and convicts, but there's some really neat original ideas: angels, infernals, cartomancers, and dancers! And merfolk are just solid, they stand well alongside normal races but have their own nice twists. more info here: Roles_and_races_(SpliceHack)
note that right now, changelings and lycanthropes are pretty painful to play, but they have big changes coming in the 0.8.0 release.
If you think you have to "master" vanilla first, you're missing out! Suggestion: after you get 1 vanilla win, win 1 game in each variant you're interested in, instead of forcing yourself to win every single vanilla role first. (Due to ascension kit requirements, all vanilla roles play extremely similar anyways!) |
# User talk:Noveno colono
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# User talk:24.147.13.228
Welcome!
Welcome!
Hi, welcome to NetHackWiki! Thanks for your edit to the Stoning page.
Please sign in and create a user name! It's an easy way to keep track of your contributions and helps you communicate with the rest of the community.
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Questions? Need help? Please leave a message on my talk page if I can help with anything!
I'm really happy to have you here, and look forward to working with you! -- Paxed (Talk) 21:25, 4 July 2009
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# File:Spazmburrrrp.jpg
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# User:Ryan Dorkoski
== Ryan Dorkoski here!
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Catch me as RyanDorkoski on NAO. Check out my stats here.
I'm a game developer. Check out my team here.
I'm also on Steam all the time. Friend me!
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# Sunsword
) Sunsword
Base item
long sword
Damage vs. small
1d8 x2
Damage vs. large
1d12 x2
To-hit bonus
+1d5
Bonus versus
undead
Weapon skill
long sword
Size
one-handed
Affiliation
lawful
When carried
(none)
When wielded
light sourceprevents light-based blinding
When invoked
(none)
Base price
1500 zm
Weight
40
Material
iron
Sunsword is an artifact weapon that appears in NetHack. It is lawful, and its base item is a long sword.
Contents
1 Generation
2 Description
3 Strategy
3.1 As a light source
4 History
5 Messages
6 Variants
6.1 NetHack: The Next Generation
6.2 SLASH'EM
6.3 dNetHack
6.4 FIQHack
6.5 SpliceHack
6.6 EvilHack
6.7 SlashTHEM
7 Encyclopedia entry
8 References
Generation
Sunsword can be received as a sacrifice gift by lawful characters. Angels and Aleaxes have a 5% chance of their normal starting erodeproof long sword being Sunsword; Archons generated normally have a 50% chance of generating with either Sunsword or Demonbane, with a rustproof long sword replacing either artifact if it was already generated.
Description
Sunsword has +1d5 to-hit and does double damage against undead, and prevents blinding from lights while wielded. It also acts as a light source when wielded, with a radius centered around the wielder based on its beatitude: 3 if blessed, 2 if uncursed, and 1 if cursed. It will unlight when unwielded.[1] The light from Sunsword repels gremlins and adds +1d8 damage when hitting them with Sunsword.[2]
Strategy
Sunsword's use as a light source is generally considered more important than its damage bonus, though it is a viable choice in the absence of a better artifact weapon. Sunsword does hit a far wider range of monsters than most Bane-style artifacts - liches and the stronger vampires are among the strongest (and most relevant) targets, and become relatively more common when passing through the Valley of the Dead and into Gehennom. Priests face many undead on their quest, making the double damage especially useful for them in theory.
However, since obtaining it as a sacrifice gift unrestricts the long sword skill, Excalibur becomes available and will almost always supercede Sunsword as the primary weapon. Players attempting the genocide-less conduct may still find Sunsword especially useful against liches.
As a light source
Blessed
..........................xxx.......xxxxx.....xxxxxxx....xxx@xxx....xxxxxxx.....xxxxx.......xxx..........................
Uncursed
.....................................xxx.......xxxxx......xx@xx......xxxxx.......xxx.....................................
Cursed
................................................xxx........x@x........xxx................................................
x represents the squares lit by Sunsword.
History
Sunsword first appears in NetHack 3.0.0.
In NetHack 3.4.3 and previous versions, including some variants based on them, the light range does not depend on beatitude and always has a radius of 2; a magic lamp was often preferred as a light source in these versions. Sunsword was also ineffective against shades, who are undead but heavily resist damage from non-silver weapons.
In NetHack 3.6.0, the effects of beatitude on the light radius is introduced, and Sunsword was adjusted so that its bonus damage against undead overrode shades' resistance to non-silver damage. The light's additional effects on gremlins were added in NetHack 3.6.2.
Messages
Sunsword begins to shine [dimly/brightly/brilliantly]!
You wielded Sunsword, and it is now giving off light.
Sunsword stops shining.
You unwielded Sunsword.
Sunsword shines [brighter/less brightly].
The beatitude status of Sunsword changed while it was wielded.
Light begins shining
<nearby distance="" in="" the="">.
A monster wielded Sunsword and its light shone within your range of vision, with the range determining which phrase is used.
Suddenly, the only light left comes from Sunsword!
You were wielding Sunsword while either reading a scroll of light that was cursed, or reading any scroll of light while confused.
Variants
NetHack: The Next Generation
In NetHack: The Next Generation, Sunsword can be requested from Duri at The Forge for 7000zm.
SLASH'EM
In SLASH'EM, Sunsword is easier to obtain, particular;y for lawfuls - Priests and Undead Slayers receive it as their second guaranteed sacrifice gift, and lawful characters can also receive A minions as sacrifice gifts that are likely to be generated carrying it. Minion gifts are not affected by previous gifts as with artifacts - once a minion with Sunsword generates, it can be easily and safely disarmed with a bullwhip.
Furthermore, it has a much wider use case due to the addition of far more dangerous undead such as spellcasting vampire mages and ghoul mages, fast and hard-hitting gugs, and regenerating troll mummies. Sunsword competes for usage with the Holy Spear of Light, an artifact silver spear with a similar, weaker bonus against undead (which is incidentally the Undead Slayer's first sacrifice gift) - though it does not act as a light source, it can damage demons due to being made of silver and can be invoked to permanently illuminate an area around the player, damaging undead caught in the burst of light.
SLASH'EM also makes it possible to twoweapon artifacts, though Sunsword will only provide light if wielded in the primary hand.
dNetHack
In dNetHack, Sunsword additionally deals double damage to demons, petrifies trolls and gremlins, and may also blind struck enemies. It now uses (and trains) the higher of the two between short swords and long sword skills, which makes it effective even for roles that are restricted in long swords.
FIQHack
In FIQHack, Sunsword blocks blindness, much like The Eyes of the Overworld. Its double damage is replaced by a +1d20 damage bonus.
SpliceHack
In SpliceHack, Sunsword is made of crystal gemstone, and its base item is chosen at random from one-handed swords, including the long sword.
EvilHack
In EvilHack, Sunsword is also made of crystal, and has a chance to completely destroy any undead that it hits. Additionally, killing zombies while wielding Sunsword causes their corpses to evaporate, preventing their revival.
Sunsword can be forged together with Demonbane to create the Hammer of the Gods, an artifact silver heavy war hammer that retains Sunsword's bonuses and warning versus undead and its ability to emit light while wielded.
SlashTHEM
In SlashTHEM, in addition to retaining SLASH'EM details, the Forge from NetHack: The Next Generation is added - Sunsword can be requested from Duri for 7000zm as before.
Encyclopedia entry
What you seek is a blade of light, a weapon for vengeance.
[ Expedition to Castle Ravenloft, by Bruce Cordell and James Wyatt ]
References
↑ src/light.c in NetHack 3.6.1, line 676
↑ src/weapon.c in NetHack 3.6.2, line 328
</nearby> |
# SLASH'EM 0.0.7E7F2 source code
This page contains links to the source code of SLASH'EM 0.0.7E7F2.
Header files
SLASH'EM 0.0.7E7F2/align.h
SLASH'EM 0.0.7E7F2/amiconf.h
SLASH'EM 0.0.7E7F2/artifact.h
SLASH'EM 0.0.7E7F2/artilist.h
SLASH'EM 0.0.7E7F2/attk.h
SLASH'EM 0.0.7E7F2/attrib.h
SLASH'EM 0.0.7E7F2/beconf.h
SLASH'EM 0.0.7E7F2/bitmfile.h
SLASH'EM 0.0.7E7F2/color.h
SLASH'EM 0.0.7E7F2/config1.h
SLASH'EM 0.0.7E7F2/config.h
SLASH'EM 0.0.7E7F2/coord.h
SLASH'EM 0.0.7E7F2/decl.h
SLASH'EM 0.0.7E7F2/def_os2.h
SLASH'EM 0.0.7E7F2/dgn_file.h
SLASH'EM 0.0.7E7F2/display.h
SLASH'EM 0.0.7E7F2/dlb.h
SLASH'EM 0.0.7E7F2/dungeon.h
SLASH'EM 0.0.7E7F2/edog.h
SLASH'EM 0.0.7E7F2/egyp.h
SLASH'EM 0.0.7E7F2/emin.h
SLASH'EM 0.0.7E7F2/engrave.h
SLASH'EM 0.0.7E7F2/epri.h
SLASH'EM 0.0.7E7F2/eshk.h
SLASH'EM 0.0.7E7F2/extern.h
SLASH'EM 0.0.7E7F2/file.h
SLASH'EM 0.0.7E7F2/flag.h
SLASH'EM 0.0.7E7F2/func_tab.h
SLASH'EM 0.0.7E7F2/gem_rsc.h
SLASH'EM 0.0.7E7F2/global.h
SLASH'EM 0.0.7E7F2/hack.h
SLASH'EM 0.0.7E7F2/lev.h
SLASH'EM 0.0.7E7F2/load_img.h
SLASH'EM 0.0.7E7F2/mac-carbon.h
SLASH'EM 0.0.7E7F2/macconf.h
SLASH'EM 0.0.7E7F2/macpopup.h
SLASH'EM 0.0.7E7F2/mac-qt.h
SLASH'EM 0.0.7E7F2/mac-term.h
SLASH'EM 0.0.7E7F2/mactty.h
SLASH'EM 0.0.7E7F2/macwin.h
SLASH'EM 0.0.7E7F2/mail.h
SLASH'EM 0.0.7E7F2/md5.h
SLASH'EM 0.0.7E7F2/mfndpos.h
SLASH'EM 0.0.7E7F2/micro.h
SLASH'EM 0.0.7E7F2/mkroom.h
SLASH'EM 0.0.7E7F2/monattk.h
SLASH'EM 0.0.7E7F2/mondata.h
SLASH'EM 0.0.7E7F2/monflag.h
SLASH'EM 0.0.7E7F2/monst.h
SLASH'EM 0.0.7E7F2/monsym.h
SLASH'EM 0.0.7E7F2/mttypriv.h
SLASH'EM 0.0.7E7F2/nhlan.h
SLASH'EM 0.0.7E7F2/nhxdr.h
SLASH'EM 0.0.7E7F2/ntconf.h
SLASH'EM 0.0.7E7F2/objclass.h
SLASH'EM 0.0.7E7F2/obj.h
SLASH'EM 0.0.7E7F2/os2conf.h
SLASH'EM 0.0.7E7F2/patchlevel.h
SLASH'EM 0.0.7E7F2/pcconf.h
SLASH'EM 0.0.7E7F2/permonst.h
SLASH'EM 0.0.7E7F2/prop.h
SLASH'EM 0.0.7E7F2/proxycb.h
SLASH'EM 0.0.7E7F2/proxycom.h
SLASH'EM 0.0.7E7F2/prxyclnt.h
SLASH'EM 0.0.7E7F2/qt_clust.h
SLASH'EM 0.0.7E7F2/qtext.h
SLASH'EM 0.0.7E7F2/qt_kde0.h
SLASH'EM 0.0.7E7F2/qttableview.h
SLASH'EM 0.0.7E7F2/qt_win.h
SLASH'EM 0.0.7E7F2/qt_xpms.h
SLASH'EM 0.0.7E7F2/quest.h
SLASH'EM 0.0.7E7F2/rect.h
SLASH'EM 0.0.7E7F2/region.h
SLASH'EM 0.0.7E7F2/rm.h
SLASH'EM 0.0.7E7F2/skills.h
SLASH'EM 0.0.7E7F2/spell.h
SLASH'EM 0.0.7E7F2/sp_lev.h
SLASH'EM 0.0.7E7F2/system.h
SLASH'EM 0.0.7E7F2/tcap.h
SLASH'EM 0.0.7E7F2/tech.h
SLASH'EM 0.0.7E7F2/tile2x11.h
SLASH'EM 0.0.7E7F2/timeout.h
SLASH'EM 0.0.7E7F2/tosconf.h
SLASH'EM 0.0.7E7F2/tradstdc.h
SLASH'EM 0.0.7E7F2/trampoli.h
SLASH'EM 0.0.7E7F2/trap.h
SLASH'EM 0.0.7E7F2/unixconf.h
SLASH'EM 0.0.7E7F2/vault.h
SLASH'EM 0.0.7E7F2/vision.h
SLASH'EM 0.0.7E7F2/vmsconf.h
SLASH'EM 0.0.7E7F2/wceconf.h
SLASH'EM 0.0.7E7F2/winami.h
SLASH'EM 0.0.7E7F2/wingem.h
SLASH'EM 0.0.7E7F2/winGL.h
SLASH'EM 0.0.7E7F2/winGnome.h
SLASH'EM 0.0.7E7F2/winGTK.h
SLASH'EM 0.0.7E7F2/winprocs.h
SLASH'EM 0.0.7E7F2/winproxy.h
SLASH'EM 0.0.7E7F2/wintty.h
SLASH'EM 0.0.7E7F2/wintype.h
SLASH'EM 0.0.7E7F2/winX.h
SLASH'EM 0.0.7E7F2/xwindow.h
SLASH'EM 0.0.7E7F2/xwindowp.h
SLASH'EM 0.0.7E7F2/you.h
SLASH'EM 0.0.7E7F2/youprop.h
Source files
SLASH'EM 0.0.7E7F2/allmain.c
SLASH'EM 0.0.7E7F2/alloc.c
SLASH'EM 0.0.7E7F2/apply.c
SLASH'EM 0.0.7E7F2/artifact.c
SLASH'EM 0.0.7E7F2/attrib.c
SLASH'EM 0.0.7E7F2/ball.c
SLASH'EM 0.0.7E7F2/bones.c
SLASH'EM 0.0.7E7F2/borg.c
SLASH'EM 0.0.7E7F2/botl.c
SLASH'EM 0.0.7E7F2/cmd.c
SLASH'EM 0.0.7E7F2/dbridge.c
SLASH'EM 0.0.7E7F2/decl.c
SLASH'EM 0.0.7E7F2/detect.c
SLASH'EM 0.0.7E7F2/dig.c
SLASH'EM 0.0.7E7F2/display.c
SLASH'EM 0.0.7E7F2/dlb.c
SLASH'EM 0.0.7E7F2/do.c
SLASH'EM 0.0.7E7F2/dog.c
SLASH'EM 0.0.7E7F2/dogmove.c
SLASH'EM 0.0.7E7F2/dokick.c
SLASH'EM 0.0.7E7F2/do_name.c
SLASH'EM 0.0.7E7F2/dothrow.c
SLASH'EM 0.0.7E7F2/do_wear.c
SLASH'EM 0.0.7E7F2/drawing.c
SLASH'EM 0.0.7E7F2/dungeon.c
SLASH'EM 0.0.7E7F2/eat.c
SLASH'EM 0.0.7E7F2/end.c
SLASH'EM 0.0.7E7F2/engrave.c
SLASH'EM 0.0.7E7F2/exper.c
SLASH'EM 0.0.7E7F2/explode.c
SLASH'EM 0.0.7E7F2/extralev.c
SLASH'EM 0.0.7E7F2/files.c
SLASH'EM 0.0.7E7F2/fountain.c
SLASH'EM 0.0.7E7F2/gypsy.c
SLASH'EM 0.0.7E7F2/hack.c
SLASH'EM 0.0.7E7F2/hacklib.c
SLASH'EM 0.0.7E7F2/invent.c
SLASH'EM 0.0.7E7F2/light.c
SLASH'EM 0.0.7E7F2/lock.c
SLASH'EM 0.0.7E7F2/mail.c
SLASH'EM 0.0.7E7F2/makemon.c
SLASH'EM 0.0.7E7F2/mapglyph.c
SLASH'EM 0.0.7E7F2/mcastu.c
SLASH'EM 0.0.7E7F2/mhitm.c
SLASH'EM 0.0.7E7F2/mhitu.c
SLASH'EM 0.0.7E7F2/minion.c
SLASH'EM 0.0.7E7F2/mklev.c
SLASH'EM 0.0.7E7F2/mkmap.c
SLASH'EM 0.0.7E7F2/mkmaze.c
SLASH'EM 0.0.7E7F2/mkobj.c
SLASH'EM 0.0.7E7F2/mkroom.c
SLASH'EM 0.0.7E7F2/mon.c
SLASH'EM 0.0.7E7F2/mondata.c
SLASH'EM 0.0.7E7F2/monmove.c
SLASH'EM 0.0.7E7F2/monst.c
SLASH'EM 0.0.7E7F2/mplayer.c
SLASH'EM 0.0.7E7F2/mthrowu.c
SLASH'EM 0.0.7E7F2/muse.c
SLASH'EM 0.0.7E7F2/music.c
SLASH'EM 0.0.7E7F2/objects.c
SLASH'EM 0.0.7E7F2/objnam.c
SLASH'EM 0.0.7E7F2/o_init.c
SLASH'EM 0.0.7E7F2/options.c
SLASH'EM 0.0.7E7F2/pager.c
SLASH'EM 0.0.7E7F2/pickup.c
SLASH'EM 0.0.7E7F2/pline.c
SLASH'EM 0.0.7E7F2/polyself.c
SLASH'EM 0.0.7E7F2/potion.c
SLASH'EM 0.0.7E7F2/pray.c
SLASH'EM 0.0.7E7F2/priest.c
SLASH'EM 0.0.7E7F2/quest.c
SLASH'EM 0.0.7E7F2/questpgr.c
SLASH'EM 0.0.7E7F2/read.c
SLASH'EM 0.0.7E7F2/rect.c
SLASH'EM 0.0.7E7F2/region.c
SLASH'EM 0.0.7E7F2/restore.c
SLASH'EM 0.0.7E7F2/rip.c
SLASH'EM 0.0.7E7F2/rnd.c
SLASH'EM 0.0.7E7F2/role.c
SLASH'EM 0.0.7E7F2/rumors.c
SLASH'EM 0.0.7E7F2/save.c
SLASH'EM 0.0.7E7F2/shk.c
SLASH'EM 0.0.7E7F2/shknam.c
SLASH'EM 0.0.7E7F2/sit.c
SLASH'EM 0.0.7E7F2/sounds.c
SLASH'EM 0.0.7E7F2/spell.c
SLASH'EM 0.0.7E7F2/sp_lev.c
SLASH'EM 0.0.7E7F2/steal.c
SLASH'EM 0.0.7E7F2/steed.c
SLASH'EM 0.0.7E7F2/tech.c
SLASH'EM 0.0.7E7F2/teleport.c
SLASH'EM 0.0.7E7F2/timeout.c
SLASH'EM 0.0.7E7F2/topten.c
SLASH'EM 0.0.7E7F2/track.c
SLASH'EM 0.0.7E7F2/trap.c
SLASH'EM 0.0.7E7F2/uhitm.c
SLASH'EM 0.0.7E7F2/u_init.c
SLASH'EM 0.0.7E7F2/vault.c
SLASH'EM 0.0.7E7F2/version.c
SLASH'EM 0.0.7E7F2/vision.c
SLASH'EM 0.0.7E7F2/weapon.c
SLASH'EM 0.0.7E7F2/were.c
SLASH'EM 0.0.7E7F2/wield.c
SLASH'EM 0.0.7E7F2/windows.c
SLASH'EM 0.0.7E7F2/wizard.c
SLASH'EM 0.0.7E7F2/worm.c
SLASH'EM 0.0.7E7F2/worn.c
SLASH'EM 0.0.7E7F2/write.c
SLASH'EM 0.0.7E7F2/zap.c
Other files
SLASH'EM 0.0.7E7F2/rumors.tru
SLASH'EM 0.0.7E7F2/rumors.fal |
# Forum:Are there any tournaments or servers where i can use tiles?
< Forum:Watercooler
I want to play on a server or tournament, but I have grown accustomed to tiles view, and i haven't found one that uses tiles |
# User talk:AlphaPikachu578
Welcome!
Welcome!
Hi! Welcome, and thanks for contributing to NetHackWiki!
The How to help and Style guide pages are excellent starting points.
Recent changes is a great first stop, because you can see what other people are editing right this minute, and where you can help.
Questions? Need help? You can ask on Help Desk forum, on my talk page, at the Community Portal or on the talk page associated with each article! Just remember to sign those posts with four tildes: ~~~~. That will expand to create a signature.
I'm really happy to have you here, and look forward to working with you! -- Tjr (Talk) 06:27, June 19, 2010
Note: This is an automatic greeting. |
# God
Religion in NetHack
priests
alignment
alignment record
altars
atheism
anger
gods
sacrifice
prayer
turn undead
This article is about NetHack's deities. For the item known as “GoD”, see gauntlets of dexterity.
In NetHack, the role of your adventurer determines the pantheon of gods that appear during the game. Each role's pantheon contains one lawful, one neutral, and one chaotic god; there is no functional difference in gameplay between gods of different alignments outside of which one you serve and which ones oppose you. These divine pantheons are listed as follows:
Lawful
Neutral
Chaotic
Archaeologist
Quetzalcoatl
Camaxtli
Huhetotl
Barbarian
Mitra
Crom
Set
Caveman
Anu
Ishtar
Anshar
Healer
Athena
Hermes
Poseidon
Knight
Lugh
Brigit
Manannan Mac Lir
Monk
Shan Lai Ching
Chih Sung-tzu
Huan Ti
Priest
random
random
random
Ranger
Mercury
Venus
Mars
Rogue
Issek
Mog
Kos
Samurai
Amaterasu Omikami
Raijin
Susanowo
Tourist
Blind Io
The Lady
Offler
Valkyrie
Tyr
Odin
Loki
Wizard
Ptah
Thoth
Anhur
Unaligned
Marduk · Moloch · Elbereth · Arioch
Your task is to retrieve the Amulet of Yendor for the god of your alignment - to ascend and win the game, you must sacrifice the amulet at your god's high altar, and you can sometimes #pray to your god in times of need. The pantheon for a priest(ess) is randomly selected from another single role; if a priest's lawful god is Blind Io, the neutral god is always going to be The Lady.
Contents
1 Unaligned gods
2 Origin
2.1 Other deities
3 Variants
3.1 SLASH'EM
3.2 Convict patch
3.3 Pirate patch
3.4 SpliceHack
4 Encyclopaedia entry
Unaligned gods
The unaligned god is always Moloch, who holds dominion over prayers and altars in Gehennom.
Of the other "unaligned" gods, Marduk is described in the introductory text as the Creator, from whom Moloch stole the Amulet of Yendor. Elbereth is the name of an elf-goddess that can be #engraved to frighten most monsters, not including humans or elves.
Atheist conduct tries to avoid actions directly involving the gods and other aspects of religion.
Origin
The NetHack pantheons (and related quests) for each role are derived from a mix of real-world and fictional sources:
Archeologist: Aztec mythology
Barbarian: Robert E. Howard's Conan mythos
Caveman: Mesopotamian mythology
Healer: Greek mythology
Knight: Celtic mythology
Monk: Chinese mythology
Ranger: Roman mythology
Rogue: Fritz Leiber's Fafhrd and the Gray Mouser mythos
Samurai: Japanese mythology
Tourist: Terry Pratchett's Discworld mythos
Valkyrie: Norse mythology
Wizard: Egyptian mythology
Other deities
Marduk: Babylonian mythology
Moloch: Ammonite mythology (in the Bible in the form "Molech," q.v. 1 Kings 11:7; Moloch is the Greek form of the Hebrew מֹּֽלֶךְ found in LXX in 2 Kings 23:10)
Elbereth: J.R.R. Tolkien's Middle-earth mythos
Arioch: Michael Moorcock's Elric of Melniboné mythos
Variants
SLASH'EM
Lawful
Neutral
Chaotic
Undead Slayer
Seeker
Osiris
Seth
Flame Mage
Earth
Fire
Ash
Ice Mage
Air
Frost
Smoke
Yeoman
His Majesty
His Holiness
The Commons
Necromancer
Nharlotep
Zuggothobal
Gothuulbe
Convict patch
The Convict patch adds the Convict as a new role with its own pantheon, based on the Forgotten Realms mythology.
Lawful
Neutral
Chaotic
Convict
Ilmater
Grumbar
Tymora
Pirate patch
The Pirate patch adds the Pirate as a new role with its own pantheon
Lawful
Neutral
Chaotic
Pirate
Davy Jones
the deep blue sea
the storm
SpliceHack
SpliceHack incorporates the Convict patch and Pirate patch. It has some original roles with their own pantheons.
Role
Lawful
Neutral
Chaotic
Source
Cartomancer
Johnny
Spike
Timmy
Magic the Gathering archetypes
Dragon rider
Enki
Enlil
Ereshkigal
Sumerian
Encyclopaedia entry
Goddesses and Gods operate in ones, threesomes, or whole
pantheons of nine or more (see Religion). Most of them claim
to have made the world, and this is indeed a likely claim in
the case of threesomes or pantheons: Fantasyland does have
the air of having been made by a committee. But all Goddesses
and Gods, whether they say they made the world or not, have
very detailed short-term plans for it which they are determined
to carry out. Consequently they tend to push people into the
required actions by the use of coincidence or Prophecy, or just
by narrowing down your available choices of what to do next:
if a deity is pushing you, things will go miserably badly until
there is only one choice left to you.
[ The Tough Guide to Fantasyland, by Diana Wynne Jones ] |
# File:LinkFA-star.png
File
File history
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File history
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File usage
The following file is a duplicate of this file (more details):
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The following 82 pages uses this file:
/dev/null/nethack tournament
AceHack
Alchemy
Alignment
Alignment/ko
Altar
Archeologist
Archeologist/ru
Armor
Ascension kit
Autopickup exception
Bad Idea
Barbarian
Bones
Charging
Cockatrice
Container
Curse removal
Curses interface
Demogorgon
Digging for victory
Elbereth
Engraving
EvilHack
Foocubus
Fountain
Fountain/ko
Gem
Genocide
Genocide/ko
GruntHack
Hack'EM
Hit points
Identification
Jay Fenlason's Hack
Junethack
Knight
Magic cancellation
Mazes of Menace
Mimic
Mind flayer
Mines' End
Mjollnir
Monk
NetHack 3.6.0
NetHack units
Nymph
Pacifist
Planetar and Solar
Polearm
Pony
Potion of holy water
Property
Protection racket
Ranger
Riders
Rogue level
Samurai
Score
Scroll
Sokoban
Speed
Speed ascension
Spellbook of fireball
SpliceHack
Statue
Stealing from shops
The Eye of the Aethiopica
Touchstone
Tourist
Twoweapon
UnNetHack
Unicorn horn
Unofficial conduct
Upgrading objects
Wand
Wand/ko
Wish
Wish/ko
Wizard
Wizard of Yendor
Template:Featured |
# User:Chris/dNetHack/dNethack Roles/Binder/Balam
Contents
1 Balam, the Last Sacrifice
1.1 Binding Ritual
1.2 Taboo
1.3 Mark
1.3.1 Detection
1.3.2 Disguise
1.4 Immunity
1.5 Skill
1.6 Active Powers
1.7 Passive Powers
Balam, the Last Sacrifice
My God, my God, why have you forsaken me? Why are you so far from saving me, so far from my cries of anguish?
[Psalm 22]
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.
Detection
Balam's mark can be seen at a distance, and is harder to disguise up close.
Disguise
Distance: Wear a cloak or torso armor.
Close: Additionally wear gloves and boots.
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 negative AC, you roll twice for effective AC and use the lower result. |
# Non-teleport level
"A mysterious force prevents you from teleporting!"
A non-teleport level is any level that prevents all forms of self-teleportation within the same level, whether from the scroll of teleportation, teleportitis, or any other such method. There are generally no restrictions on level teleporting or branchporting with the Eye of the Aethiopica. However, you cannot levelport from Sokoban, or in the quest without your quest leader's permission. And you cannot leave the End Game in any other way than the portals.
On a non-teleport level, you will not be able to escape the monsters by teleporting yourself, but neither will the monsters escape from you. Thus you might need to change from your usual strategy.
Even in 3.4.3, monsters have to learn teleport restrictions through personal experience. Monsters frequently waste one scroll of teleportation trying to escape you. Nymphs, nurses and foocubi will still try to teleport away from you, but will always fail. Once an individual monster has attempted teleportation by such methods, or stepped on a teleport trap, on a non-teleport level, it does not do so again.[1][2][3] Such a wised-up monster will also try not to wander onto any teleport trap (except to escape),[4] and has a 75% chance of escaping traps it walks onto.[5]
On non-teleport levels, you can still teleport monsters and items; the only restrictions on teleporting are that creatures (including the player) cannot teleport themselves, and the quantum mechanic's teleport attack does not work. Therefore, a wand of teleportation is an incredibly effective defense in high-density levels such as Moloch's Sanctum and the Astral Plane.
Covetous monsters will still be able to warp to the up-staircase. Covetous monsters include master and arch-liches, Quest nemeses, and named demons. Many levels where master liches tend to appear, such as demon lairs, are non-teleport. If you have telepathy, you can easily see where such monsters are warping. However, even if you have teleport control, you will not be able to follow them by teleporting. You will have to walk to the up staircase and endure injury while the monster warps and heals. Once you can reach the up staircase, stand on it to block it. This tactic does not work on the Astral Plane—covetous monsters will simply teleport to retreat a few spaces.
If you are engulfed on a non-teleport level, you cannot escape by teleporting yourself; however, if you teleport the engulfing monster, you will stay put and the monster will be teleported away. This is in contrast to regular levels, where you go with the engulfing monster.
List of non-teleport levels
All of Sokoban
The Quest home level
The Rogue and Samurai Quest goal levels
Fort Ludios
Medusa's Island
The Castle
The Valley of the Dead
Demon lairs (Asmodeus, Baalzebub, Juiblex, and Orcus)
All of Vlad's Tower
The Gehennom levels with wizard towers
Moloch's Sanctum
The Endgame
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
Demon lairs are no longer non-teleport, but demon lords and princes suppress the teleportation of you or any monster that isn't a demon lord or prince, in Gehennom.
SLASH'EM
In addition, the following SLASH'EM levels are also no-teleport:
Grund's Stronghold
The Lawful Quest
The black market
The Yeoman quest nemesis level
The additional demon lairs (Yeenoghu, Geryon, Dispater, and Demogorgon)
However, teleportation is allowed in the Valley of the Dead.
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.
References
↑ muse.c in NetHack 3.4.3, line 457
↑ muse.c in NetHack 3.4.3, line 583
↑ trap.c in NetHack 3.4.3, line 1171
↑ mon.c in NetHack 3.4.3, line 1188
↑ trap.c in NetHack 3.4.3, line 1706 |
# Related changes
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# Related changes
Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold.
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# Eel
The eels are sea monsters; they are comprised of the giant eel and electric eel. The kraken is sometimes categorised with them as well. They are referred to as a group by virtue of the drowning attack they share.
Encyclopaedia entry
The behaviour of eels in fresh water extends the air of mystery surrounding them. They move freely into muddy, silty bottoms of lakes, lying buried in the daylight hours in summer. [...] Eels are voracious carnivores, feeding mainly at night and consuming a wide variety of fishes and invertebrate creatures. Contrary to earlier thinking, eels seek living rather than dead creatures and are not habitual eaters of carrion.
[ Freshwater Fishes of Canada, by Scott and Crossman ]
This is a disambiguation page: a list of articles associated with the same title.
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate. |
# File:Hexagonal amulet.png
File
File history
File usageNo higher resolution available.
Hexagonal_amulet.png (16 × 16 pixels, file size: 208 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the object 'hexagonal amulet'.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current12:01, 1 August 200616 × 16 (208 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'hexagonal amulet'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following 13 pages uses this file:
List of vanilla NetHack tiles
NetHack 3.2.0
NetHack 3.2.1
NetHack 3.2.2
NetHack 3.2.3
NetHack 3.3.0
NetHack 3.3.1
NetHack 3.4.0
NetHack 3.4.1
NetHack 3.4.2
NetHack 3.4.3
NetHack 3.6.0
NetHack 3.7.0 |
# Scroll of food detection
?
Name
food detection
Appearance
random
Base price
100 zm
Weight
5
Ink to write
4-7
Monster use
Will not be used by monsters.
The scroll of food detection reveals the location of all comestibles on the level.
Contents
1 Effects
2 Strategy
3 Messages
Effects
Reading an uncursed scroll of food detection detects and reveals the location of all comestibles on the level, including those on the ground and in monster inventories; if blessed, you additionally acquire the food appraisal intrinsic. If the scroll is cursed, or you are confused regardless of the BUC-status of the scroll, you will detect potions instead. Detecting either food or potions using this scroll will auto-identify it.
Strategy
The most obvious use is to efficiently track down food if you are hungry and/or short on comestibles; remember that the scroll will display all comestibles, including corpses that are tainted from age, poisoned, or otherwise harmful (e.g. petrification from a footrice corpse). Unless you have food appraisal (e.g. from a blessed scroll), you will not get any warning before eating such a corpse, so do not chow down carelessly. The food appraisal intrinsic from the scroll is also useful to prevent breaking conducts; however, it will only warn you once before the intrinsic is lost and will need to be reapplied.
The potion-detecting capability of cursed and/or confused readings of the scroll have a niche application for finding useful potions, such as smoky potions or a potion of gain level, before a monster can grab it, or else kill a monster before they can use it; this functionality can be duplicated by other means, however.
Once you learn the spell of detect food or are at a point where food is not much of a concern anymore, this scroll is a good candidate for blanking.
Messages
A user has suggested improving this page or section as follows:
"These are the messages for the spell. Where are the messages for the scroll?"
Replace
<nose> in the messages with the appropriate equivalent based on your current form.
Your <nose> starts to tingle.
You cast the spell at skilled or expert level and gained the food appraisal intrinsic. This is printed following any of the other messages when casting the spell at skilled level or higher, with exceptions noted below.
Your <nose> starts to tingle and you smell food.
You cast the spell at skilled or expert level, there are comestibles on the level, and you gain the food appraisal intrinsic.
Your <nose> continues to tingle and you smell food.
As above, but you already have the food appraisal intrinsic.
Your <nose> twitches then starts to tingle.
You cast the spell at skilled level or higher, but there were no comestibles on the level, and you gain the food appraisal intrinsic.
Your <nose> twitches.
You cast the spell at any level, and there were no comestibles on the level; additionally, you cast the spell at skilled level or higher, and already have the food appraisal intrinsic.
You smell food nearby.
You cast the spell, and the only comestibles on the level are on your square.
You sense a lack of food nearby.
You cast the spell after previously detecting comestibles on the level, but they are gone now. The additional message for gaining the food appraisal intrinsic at skilled level or higher is not included.
You have a strange feeling for a moment, then it passes.
You cast the spell as a beginner, and there are no comestibles on the level.
You have a normal feeling for a moment, then it passes.
As above while hallucinating.
This page is based on a spoiler by Dylan O'Donnell. The original license is:
Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met:
The original contributors to any spoiler must continue to be credited.
Any modifications to the spoiler must be acknowledged and credited.
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.
</nose></nose></nose></nose></nose></nose> |
# NetHack 1.4f source code
Source code
1.0 - 1.3d - 1.4f - 2.2a - 2.3e - 3.0.0 - 3.1.0 - 3.2.0 - 3.3.0 - 3.4.0 - 3.4.3 - 3.6.0 - 3.6.1 - 3.6.2
Statistics - Source diving - Annotations
This page contains links to the source code of NetHack 1.4f. This is an old release; for the latest release, see Source code.
This set of files is from the distribution found here.
Header files
NetHack 1.4f/config.h
NetHack 1.4f/date.h
NetHack 1.4f/edog.h
NetHack 1.4f/eshk.h
NetHack 1.4f/extern.h
NetHack 1.4f/flag.h
NetHack 1.4f/func_tab.h
NetHack 1.4f/gen.h
NetHack 1.4f/gold.h
NetHack 1.4f/hack.h
NetHack 1.4f/mfndpos.h
NetHack 1.4f/mkroom.h
NetHack 1.4f/monst.h
NetHack 1.4f/msdos.h
NetHack 1.4f/objclass.h
NetHack 1.4f/objects.h
NetHack 1.4f/obj.h
NetHack 1.4f/permonst.h
NetHack 1.4f/rm.h
NetHack 1.4f/spell.h
NetHack 1.4f/trap.h
NetHack 1.4f/wseg.h
NetHack 1.4f/you.h
Source files
NetHack 1.4f/alloc.c
NetHack 1.4f/apply.c
NetHack 1.4f/bones.c
NetHack 1.4f/cmd.c
NetHack 1.4f/decl.c
NetHack 1.4f/do.c
NetHack 1.4f/dog.c
NetHack 1.4f/dogmove.c
NetHack 1.4f/do_name.c
NetHack 1.4f/dothrow.c
NetHack 1.4f/do_wear.c
NetHack 1.4f/eat.c
NetHack 1.4f/end.c
NetHack 1.4f/engrave.c
NetHack 1.4f/fight.c
NetHack 1.4f/fountain.c
NetHack 1.4f/hack.c
NetHack 1.4f/invent.c
NetHack 1.4f/ioctl.c
NetHack 1.4f/lev.c
NetHack 1.4f/makedefs.c
NetHack 1.4f/makemon.c
NetHack 1.4f/mhitu.c
NetHack 1.4f/mklev.c
NetHack 1.4f/mkmaze.c
NetHack 1.4f/mkobj.c
NetHack 1.4f/mkshop.c
NetHack 1.4f/mon.c
NetHack 1.4f/monmove.c
NetHack 1.4f/monst.c
NetHack 1.4f/msdos.c
NetHack 1.4f/objnam.c
NetHack 1.4f/o_init.c
NetHack 1.4f/options.c
NetHack 1.4f/pager.c
NetHack 1.4f/pcmain.c
NetHack 1.4f/pctty.c
NetHack 1.4f/pcunix.c
NetHack 1.4f/polyself.c
NetHack 1.4f/potion.c
NetHack 1.4f/pray.c
NetHack 1.4f/pri.c
NetHack 1.4f/prisym.c
NetHack 1.4f/read.c
NetHack 1.4f/rip.c
NetHack 1.4f/rnd.c
NetHack 1.4f/rumors.c
NetHack 1.4f/save.c
NetHack 1.4f/search.c
NetHack 1.4f/shk.c
NetHack 1.4f/shknam.c
NetHack 1.4f/sit.c
NetHack 1.4f/spell.c
NetHack 1.4f/steal.c
NetHack 1.4f/termcap.c
NetHack 1.4f/timeout.c
NetHack 1.4f/topl.c
NetHack 1.4f/topten.c
NetHack 1.4f/track.c
NetHack 1.4f/trap.c
NetHack 1.4f/u_init.c
NetHack 1.4f/unixmain.c
NetHack 1.4f/unixtty.c
NetHack 1.4f/unixunix.c
NetHack 1.4f/vault.c
NetHack 1.4f/version.c
NetHack 1.4f/wield.c
NetHack 1.4f/wizard.c
NetHack 1.4f/worm.c
NetHack 1.4f/worn.c
NetHack 1.4f/write.c
NetHack 1.4f/zap.c
Other files
NetHack 1.4f/rumors.base
NetHack 1.4f/rumors.kaa
NetHack 1.4f/rumors.mrx |
# Deferred and defunct features (SlashTHEM)
SlashTHEM was once a variant of Slash'EM Extended v75 - from the v0.8.0 release up until v0.9.3 and 0.9.4, a "Great Cleanup" occurred that either reverted or removed many of those features in order to bring the game much closer to vanilla SLASH'EM, though with some influence from earlier versions of Slash'EM Extended remaining, and subsequently iterate from that point. Some of these removed and reverted features from Slash'EM Extended still remain in the code in a partial form - these deferred and defunct features for SlashTHEM are listed below.
For the sake of brevity, this article will focus on features that still have code in the most recent post-"Great Cleanup" version; as of October 5th, 2022, the latest version of SlashTHEM is v0.9.7.
Contents
1 Quests and artifacts
2 Starting races
2.1 Asgardian
2.2 Gigant
2.3 Ogro
2.4 Trollor
3 Starting roles
3.1 Goff
3.2 Psion
3.3 Pokemon
3.4 Zyborg
4 Techniques
4.1 Appraisal
4.2 Create ammo
4.3 Invoke deity
4.4 World fall
5 References
Quests and artifacts
These racial quests and artifacts from SLASH 6, as well as their associated monsters, were originally deferred in SLASH'EM and removed at some point during SlashTHEM's lifespan; they were reintroduced in commit c1f38b8 and slated for possible future use. SlashTHEM currently has a Lunatic role that acts as a successor to the lycanthrope starting race - as Lunatics use the lycanthrope's racial quest, their quest artifact, leader, guardians, and nemesis are all unchanged.
All the listed features below are defunct unless marked otherwise.
Race
Quest
Quest artifact
Quest leader
Quest guardian
Quest nemesis
Doppelganger
Doppelganger quest
The Medallion of Shifters
Master Shifter
Shifter
Transmuter
Drow
Drow quest
The Tentacle Staff
Lolth
drow†
Earendil
Dwarf
Dwarf quest
The Arkenstone
Thorin
dwarf warrior
Smaug
Gnome
Gnome quest
The Pick of Flandal Steelskin
Ruggo the Gnome King†
gnome warrior†
Lareth
Hobbit
Hobbit quest
The One Ring
Bilbo Baggins
proudfoot
Gollum
Lycanthrope
Lycanthrope quest
The Staff of Withering†
High Lycanthrope†
Fiend†
Sir Lorimar†
(†) Not defunct
Starting races
While many of the starting races from Slash'EM Extended were cut, some still have remnants of code left behind, and some others that are present in SlashTHEM were renamed and still retain some of their previous traits.
Asgardian
The Asgardian was a playable race that, among other things, had a 30% chance to gain a random intrinsic the first time they reached a given experience level.
Gigant
Main article: Giant (starting race)#SlashTHEM
The gigant was a starting race that corresponded to playable giants; they were renamed to "giant" in SlashTHEM v0.9.3-0.9.4.
Ogro
Main article: Ogre (starting race)
The ogro was a starting race that corresponded to playable ogres; they were renamed to "ogre" in SlashTHEM v0.9.3-0.9.4.
Trollor
Main article: Troll (starting race)
The trollor was a starting race that corresponded to playable trolls; they were renamed to "troll" in SlashTHEM v0.9.3-0.9.4.
Starting roles
While many roles were removed, some roles previously in Slash'EM Extended are still present in the code of SlashTHEM; two roles in particular were deferred pending a complete rewrite, according to comments by the developer.[1][2] Quest nemeses and other monsters tied to some of these roles can be found within the code of monst.c as well.
Goff
The Goff was a role derived from My Immortal, an infamous Harry Potter fanfiction known for its convoluted narrative and constant digressions, and commonly cited as one of the worst works of fanfiction ever written; the work has also been speculated to be a satire or elaborate "troll" hoax. The work's author self-identified as "Tara Gilesbie" - this name was used for the Goff quest nemesis, T, who still exists within the code of monst.c in SlashTHEM.[3]
Psion
The Psion was a role that does not seem to be related to the Psions of ZAPM, and is slated for a potential rewrite in the future.[2]
The data of monst.c contains entries for the Psion quest leader and quest nemesis: the leader is the Psi Master, @, and the nemesis is Master Sabrina, @.[4][5] Master Sabrina may be based on Sabrina, a Psychic-type Gym Leader from the Pokémon franchise.
Pokemon
The Pokemon was a role with a signature poke ball technique that it could use to try and tame monsters, and is slated for a potential rewrite in the future.[1] The poke ball technique had an increased chance of working on monsters with the M3_PETTY and M3_POKEMON tags, both of which are also unused in SlashTHEM, and references to the technique exist in the role's deferred data and a few other files within the game.
The data of monst.c contains entries for the Pokemon quest leader and quest nemesis, as well as the quest guardians: the leader is Dr. Wusiji, @, the nemesis is Ho-Oh, B, and the guardians are Pokemon trainers, @.[6][7][8]
In the Pokémon franchise, Pokémon trainers are people who catch the eponymous monsters to collect them and/or battle alongside them; the poke ball technique is meant to simulate the Poké Balls used to catch and store Pokémon. Ho-Oh is based on the legendary Pokémon of the same name from the franchise, while Dr. Wusiji is the name used for Professor Elm in Pokémon Vietnamese Crystal, a bootleg of one of the games infamous for its poor translation job.
Zyborg
The Zyborg was a role that gained random techniques from leveling up, among other traits. Their quest nemesis is Master Brain, @, who still exists within the code of monst.c, and is based on the Masterbrain from Fallout 3.[9]
Techniques
Of the techniques that were introduced in Slash'EM Extended, only a handful remain. Four of them - appraisal, booze, create ammo and world fall - are still listed among the defined techniques inherited from Slash'EM Extended in include/tech.h, with a reminder to possibly remove them at some point. However, the booze technique is still actively used, and serves as the signature technique of the Drunk role - the others are among the unused techniques listed below.
Appraisal
Appraisal is a technique that was available to nearly every race; unlike create ammo and worldfall, the functions of the technique were preserved, but are not used by any race or role in SlashTHEM.
Using this technique would allow you to determine the enchantment value or amount of charges for your currently wielded item. Its main use was for weapons, though their enchantment could also be determined via the weapon practice technique on occasion; upon appraising a weapon, there would be a 200-turn timeout, and if used on something other than a weapon, it would take about 2000 turns instead. This timeout would still apply if the wielded item could not have an enchantment value or any amount charges (e.g. potions), or if the enchantment or charge amount was already known.
Create ammo
Create ammo is a a technique that was available to a few roles, including the Pokemon. The technique would add (techlevel+1) bullets to the inventory, unless it was full; every individual bullet had its own chance of being blessed, cursed or having a random positive or negative enchantment. After use, the player would have to wait a random time in order to use it again; the timeout was usually around 500 turns.
Invoke deity
Invoke deity is a commented-out technique that was available to nearly every race; when used, it would hurt or heal you based on your alignment record. A positive alignment record resulted in healing and decreased timeout for prayer, while a negative alignment record resulted in taking damage and increased prayer timeout - if you alignment record was exactly zero, nothing happened. Using this technique broke atheist conduct, and had a timeout of about 3000 turns; negative effects would not (further) anger your god.
World fall
World fall is a technique that was available to a few roles, including the Pokemon. The technique would kill all monsters on the current level, hostile and otherwise, with a level is lower than the technique's level; unique monsters and quest nemeses were immune. The cooldown length was a random number of turns, but usually it would take at least 10,000 turns to recharge.
References
↑ 1.0 1.1 SlashTHEM 0.9.7 role.c, line 952
↑ 2.0 2.1 SlashTHEM 0.9.7 role.c, line 1009
↑ SlashTHEM 0.9.7 monst.c, line 6955
↑ SlashTHEM 0.9.7 monst.c, line 6535
↑ SlashTHEM 0.9.7 monst.c, line 7061
↑ SlashTHEM 0.9.7 monst.c, line 6461
↑ SlashTHEM 0.9.7 monst.c, line 7222
↑ SlashTHEM 0.9.7 monst.c, line 7325
↑ SlashTHEM 0.9.7 monst.c, line 7061 |
# NetHackWiki:Next version pool 3.4.3
After NetHack 3.4.3 had been released in December 2003 it took 12 years for the next version to come out. The DevTeam traditionally provides no schedule other than "when it's ready", so people began to pass the time by speculating wildly. In September 2014 some work-in-progress code was leaked, firing up a fresh round of discussions. The long awaited birth of NetHack 3.6.0 finally happened on December 7, 2015 (of course allowing new speculation to commence). This page documents people's guesses over the years:
Contents
1 2006
2 2007
3 2008
4 2009
5 2010
6 2011
7 2012
8 2013
9 2014
10 2015
11 2016
12 2017
13 2018
14 2019
15 2022
16 2038
17 2056
18 292277026596
19 Never
20 Already
2006
January 4th --Jayt 14:07, 14 Oct 2005 (UTC)
November 13th --Eidolos 03:33, 10 June 2006 (UTC)
December 21st --ZeroOne 00:51, 7 May 2006 (UTC)
2007
January 4th --Jayt 21:55, 4 June 2006 (UTC)
February 3rd --FalseLobster 18:47, 15 October 2006 (UTC)
March 9th --Entropy 20:56, 16 September 2006 (UTC)
March 15th --MadDawg2552 05:07, 8 January 2007 (UTC)
March 29th --SGrunt 01:57, 17 September 2006 (UTC)
April 1st --Paxed 13:20, 14 September 2006 (UTC)
July 7th --Mogri 08:43, 8 January 2007 (UTC)
July 28th --SaidinUnleashed 04:11, 25 October 2006 (UTC) (20th anniversary of the 1st public release)
August 24th -- 65.78.27.5 18:52, 24 July 2007 (UTC)
November 17th --EkiM 13:02, 14 September 2006 (UTC)
November 28th --Intx13 20:01, 8 January 2007 (UTC) (a birthday gift for me from the DevTeam)
November 30th -- Calamarain 05:34 12 November 2006 (GMT)
December 21st --ZeroOne 19:41, 8 January 2007 (UTC)
2008
Jan 1st -- Dez 19:54, 1 August 2007 (UTC) (Too obvious?)
May 19th -- Thyra 11:30, 13 December 2006 (UTC)
July 1 -- Fredil Yupigo 22:44, 7 June 2008 (UTC)
October 31st -- domob 11:21, 19 February 2008 (Just for DevNull 2008)
December 21st -- ZeroOne 11:25, 27 April 2008 (UTC)
2009
June 18th -- Addps4cat 21:03, 6 December 2007 (UTC) (Best b-day present ever)
December 8th -- 24.174.121.77 01:32, 23 May 2008 (UTC)
December 17th -- Rast 71.200.102.171 18:50, 22 June 2008 (UTC) (25th anniversary of Hack 1.0.0)
December 21st —ZeroOne (talk / @) 18:29, 15 January 2009 (UTC)
2010
April 1st -- Karadoc 23:58, 22 June 2009 (GMT+10) (Is it real, or is it a prank?)
April 10th -- praur 09:15, March 30, 2010 (UTC) (my birthday ~_~)
April 11th -- Narg 19:45, 9 November 2006 (CST)
July 1st --Kernigh 14:59, 25 October 2006 (UTC)
September 17th -- Kdgarris 12:32, May 21, 2010 (UTC)
October 10th -- Pix 13:08, 5 August 2008 (GMT+1)
December 8th -- Velkon 14:24 28 January 2010 (CST)
2011
April 1st; The source code will not be released until the next day, and the game will just produce a "April fools!" message until then. !!!!
June 15th -- Darth l33t 09:08, 30 January 2011 (UTC) (the day after Duke Nukem Forever)
December 9th -- my birthday --AtH 22:16, 26 November 2011 (UTC)
2012
April 2 --Ais523 19:43, 11 February 2012 (UTC)
December 20th -- anttil 13:41, 13 March 2009 (UTC)
December 21st --Snicker 16:09, 18 September 2007 (UTC)
December 22nd --PsyMar 05:41, 11 February 2012 (UTC) (Cause of the end of the world.)
December 23rd --MadDawg2552 15:12, 11 January 2008 (UTC) (The day after the end of the world.)
December 24th --Feagradze 03:56, June 28, 2010 (UTC) Two days after the end of the world, it will be announced that NetHack version 4.0 is actually a Hollywood slapstick action-comedy starring Izchak Miller as the player character. Slogan: "You'll laugh. You'll cry. You'll think. You'll die." It will be availble via Astral Plane Motion Pictures (APMP, for short).
2013
December 8th --PeterGFin 10:30, 10 October 2011 (UTC) 10th Anniversary edition, complete with birthday candles, party hats and toy shops (maybe!).
2014
September 14th -- Pteriforever 21:27, 11 February 2011 (AEDST) It's a date with significance involving the milkshake incident.
September 15th. Closest without going over. --99.239.146.253 06:12, 27 September 2011 (UTC)
2015
December 25th
-- This guess was made by Belarian on 3 December 2015.
NetHack 3.6.0 actually was released 7 December 2015.
2016
Changing to April first. I have a feeling that they want to surprise us. Elronnd (talk) 18:31, 16 April 2015 (UTC)Elronnd
July 27. No particular reason, but given that the next version source code has been leaked and still needs work, I figure another two years of development is a good bet. - Crawldragon (talk|rog) 16:47, 30 October 2014 (UTC)
2017
September 29. Because it is my birthday. lol --NDos (talk) 03:27, 31 January 2015 (UTC)
LOL that's my birthday too!!!! -- Elronnd
2018
I assume that they've just realized that since they showed something that the NetHack community is on to the fact that they're doing something, but they want to keep us in suspense for a couple more years.——209.151.235.14 19:12, 8 March 2015 (UTC)Elronnd
2019
August -- Axlexk - 15 years after the last release, after the DevTeam announces their official support for another group to take over the true, non-variant production of the game, and in the next year, NetHack's remaining faithful supporters will spend the next year coding frantically, somberly, and joyously.
2022
August (15 +- 20 days) --Bildramer 10:57, September 5, 2009 (UTC) (Polynomial extrapolation for 3.5.0)
2038
January 19 at 03:14:07 UTC -- Afabbro 14:05, 04 December 2008 (PST)
2056
June 10 --Kahran042 16:37, 22 July 2008 (UTC) (The day before I die)
292277026596
15:30:08 UTC on Sunday, 4 December --97.85.92.139 07:00, 17 October 2012 (UTC)
Never
Someone ought to say it. The DevTeam has made one hell of a great game, and I think they're done. Whatever comes after NetHack will come from a different direction entirely.--Ckbryant 16:26, 28 January 2008 (UTC)
I agree. I guess they are working on something way too big for them, and either someone else will preemt them or the remaining fan base will be too diehard conservative to accept their work when / if it is released. There should be a wiki page "currently visible development" that tracks all of the variants and how playable they are, together with a note the Devteam hasn't delivered since 2004 (but a hell of a game until then). -Tjr 16:23, 22 June 2009 (UTC)
I agree as well... I don't think they are going to release anything new. I've moved on to Dwarf Fortress personally... Magma flood anyone?
Sign me up for "never", too; at this point, with 3.4.3 having been released in *2003*, more than six years ago, it seems increasingly unlikely to me there'll ever be any more releases: otherwise, I'd at least have expected a 3.4.4 bugfix release that'd take care of things like the astral call bug. My personal guess would be that the dev team, one by one, will move on to other things, and the current trunk will perish in some private repo somewhere without anyone ever seeing it. ...but hey, on the upside, if this turns out to not be true, I can only be positively surprised. :) -- Schnee 22:22, April 22, 2010 (UTC)
I must agree as well, probably never. Although, it remains to be seen if something like Linley's Dungeon Crawl -> Stone Soup will happen. Probably not, but it's not impossible. -Ion frigate 07:41, 5 January 2011 (UTC)
Time to let Vanilla go. UnNetHack and SporkHack are in active development and are not shy about providing access to the latest code (as opposed to the "dev team" that wouldn't even release bug fixes, even though they have 468 bugs marked as "fixed").
Let's consider the possibility that, since TDTTOE, they are counting on the eventuality of the unofficial development community producing enough useable ideas and even new content to suddenly swoop down from on high and incorporate it into the next version- unless they all die of old age first, in which case not only do we not get a next official version, but we'll have to change the acronym to TDTTOAE. EvilM00s 0954 CST, 17 August 2012
Almost ten years without releasing even bugfixes? It is safe to assume that vanilia is dead - fortunately there is still UnNetHack and other active variants Bulwersator (talk) 17:41, 26 March 2013 (UTC)
It seems highly unlikely. The news about leaked versions from 21 Sep 2014 just confirms that they still exist, but they're being as obscure about releasing new versions as ever. And even if there was a new version, how much different from 3.4.3. could it really be? If there were any major changes I'd probably just port them over to Slash'EM Extended and continue playing that. :) --Bluescreenofdeath (talk) 10:57, 23 September 2014 (UTC)
No offense, but that's rather conceited of you (and I mean that in the best possible way). I mean, in a purely objective sense, the exact same features will be completely different in Slash'EM Extended and in NetHack. Basically what I'm saying is that even if you ported over the features exactly as they appeared in NetHack next version, they would play differently because everything else is different.
209.151.236.12 19:19, 10 February 2015 (UTC)Elronnd
Already
What if they released it on some obscure website no one here knows about? 22:30, August 6, 2010 (UTC)
They'd have announced it in RGRN.
Not even! They would have announced it on nethack.org!! |
# User:Quantum Immortal
I guess I should do what most people do on their userpage here...
I started playing nethack relatively recently.
I didn't like the explore mode much. I learned the game by cheating as hell by savescuming, that was the first ascension.
After the learning curve, I normally ascended: Valkyrie, samurai, wizard, barbarian, tourist. In deed, The Heart of Ahriman was a worthless peace of crap B[ .
I almost ascended an archaeologist, but the day I changed keyboard, I made a typo near the end of Gehemon and put everything in the bag of Holding. Including my +7 Graywandir, orb of detection and .... my wand of cancellation O_O . I just quit it :( .
Now I just started with SLASH'EM. I first ascended a savescumed neutral dopleganger valkyrie. I normally ascended a lawful human valkyrie. Right now I'm at the castle as a chaotic human Wizard. I'll probably ascend him too. |
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. .
(+420) . .
[Umbire the Phantom (2×); Ion frigate (6×)]
m
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(cur | prev) . . (0) . . Umbire the Phantom (talk | contribs) (ack)
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# Conical hat
A conical hat might be one of two different helms:
Cornuthaum, cost 80 zm
Dunce cap, cost 1 zm
This is a disambiguation page: a list of articles associated with the same title.
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# File:Ladder down.png
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A 16x16 vanilla NetHack tile of the item 'ladder down'.
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current12:32, 1 August 200616 × 16 (231 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the item 'ladder down'. Category:16x16 tiles
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# File:Drider.png
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Enemy tile from dnethack
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current14:17, 1 September 202216 × 16 (228 bytes)Gabriel cmf (talk | contribs)Enemy tile from dnethack
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# Cold resistance
Cold resistance is a fairly important resistance to have. It will protect against most cold attacks and reduce slipping on ice. However, most cold attacks will still freeze potions, destroying them.
Cold resistance is fairly easy to obtain through eating corpses. White dragons provide cold resistance, as do most "cold" monsters, like blue jellies and winter wolves. The Valkyrie starts out with intrinsic cold resistance, being from the frigid Northlands, and Monks get cold resistance at XL 13; any character may gain resistance by crowning. Extrinsic sources of cold resistance include white dragon scales, white dragon scale mail, and the ring of cold resistance, as well as Frost Brand when wielded.
Monsters that are resistant to cold but not to fire are considered vulnerable to fire and take double damage from fireballs[1] and 7 more points of damage from rays of fire.[2] This never applies to your character, even while polymorphed.
Contents
1 Sources
2 Messages
3 External links
4 References
Sources
Intrinsic cold resistance can be obtained from eating the following corpses and globs:
Monster
Conduct
Difficulty
Chance
Notes
brown mold
vegan
2
3%
gray ooze
vegetarian
4
7%
acidic
brown pudding
vegetarian
6
7%
acidic
black pudding
meaty
12
7%
acidic
gelatinous cube
vegan
6
10%
acidic
flesh golem
meaty
10
12%
blue jelly
vegan
5
13%
Chromatic Dragon
meaty
23
17%
poisonous, Caveman quest nemesis
winter wolf cub
meaty
7
33%
yeti
meaty
7
33%
frost giant
meaty
13
33%
winter wolf
meaty
9
47%
ice troll
meaty
12
60%
white dragon
meaty
20
100%
Messages
You feel full of hot air.
You gained intrinsic cold resistance by eating a corpse or tin.
You feel warm!
You gained intrinsic cold resistance by gaining a level.
You feel cooler!
You lost intrinsic cold resistance due to level drain or a gremlin attack.
You feel mildly chilly.
You were frozen, but suffered no damage due to cold resistance.
External links
Eating Corpses For Food And Intrinsics
References
↑ src/explode.c in NetHack 3.6.2, line 436
↑ src/zap.c in NetHack 3.6.2, line 3589
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# File:NetHackWiki Wikia Spotlight.gif
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# Eye
Eye can refer to:
A floating eye monster
The Eye of the Aethiopica, which is the quest artifact for Wizards
The Eyes of the Overworld, the quest artifact for Monks
Your eyes
In SLASH'EM, one of several additional eye monsters
This is a disambiguation page: a list of articles associated with the same title. |
# Clerical spells
For clerical spells cast by monsters, see Monster spell#Clerical spells.
Clerical spells are those used to interact with the divine and the act of creation. Using them does not, however, break the atheist conduct.
The following roles can gain skills in the Clerical school:
Clerical spells
Max
Role
Skilled
Knight, Monk, Samurai, Wizard
Expert
Priest
Role
Skill
Knight
Skilled
Monk
Skilled
Priest
Expert
Samurai
Skilled
Wizard
Skilled
The following spellbooks teach you Clerical spells:
Spellbook
Spell level
Direction
Relative probability
Probability conditional on price
Actions to read
Skill changes
Spellbook of protection
1
non-directional
1.83%
6.3%
5
E
Spellbook of create monster
2
non-directional
3.56%
14.9%
5
Spellbook of remove curse
3
non-directional
2.54%
10.8%
12
S
Spellbook of create familiar
6
non-directional
1.01%
19.6%
44
Spellbook of turn undead
6
beam
1.62%
31.4%
50
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# File:Gas spore (dnethack).png
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# Source:NetHack 3.6.1/src/hack.c
Below is the full text to hack.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/hack.c#line123]], for example.
Contents
1 Top of file
2 uint_to_any
3 long_to_any
4 monst_to_any
5 obj_to_any
6 revive_nasty
7 moverock
8 still_chewing
9 movobj
10 dosinkfall
11 may_dig
12 may_passwall
13 bad_rock
14 cant_squeeze_thru
15 invocation_pos
16 test_move
17 wiz_debug_cmd_traveldisplay
18 findtravelpath
19 is_valid_travelpt
20 trapmove
21 u_rooted
22 domove
23 overexertion
24 invocation_message
25 switch_terrain
26 pooleffects
27 spoteffects
28 monstinroom
29 in_rooms
30 in_town
31 move_update
32 check_special_room
33 dopickup
34 lookaround
35 doorless_door
36 crawl_destination
37 monster_nearby
38 nomul
39 unmul
40 maybe_wail
41 losehp
42 weight_cap
43 inv_weight
44 calc_capacity
45 near_capacity
46 max_capacity
47 check_capacity
48 inv_cnt
49 money_cnt
Top of file
/* NetHack 3.6 hack.c $NHDT-Date: 1518861490 2018/02/17 09:58:10 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.182 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Derek S. Ray, 2015. */
/* NetHack may be freely redistributed. See license for details. */
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
#include "hack.h"
/* #define DEBUG */ /* uncomment for debugging */
STATIC_DCL void NDECL(maybe_wail);
STATIC_DCL int NDECL(moverock);
STATIC_DCL int FDECL(still_chewing, (XCHAR_P, XCHAR_P));
STATIC_DCL void NDECL(dosinkfall);
STATIC_DCL boolean FDECL(findtravelpath, (int));
STATIC_DCL boolean FDECL(trapmove, (int, int, struct trap *));
STATIC_DCL void NDECL(switch_terrain);
STATIC_DCL struct monst *FDECL(monstinroom, (struct permonst *, int));
STATIC_DCL boolean FDECL(doorless_door, (int, int));
STATIC_DCL void FDECL(move_update, (BOOLEAN_P));
#define IS_SHOP(x) (rooms[x].rtype >= SHOPBASE)
/* mode values for findtravelpath() */
#define TRAVP_TRAVEL 0
#define TRAVP_GUESS 1
#define TRAVP_VALID 2
static anything tmp_anything;
uint_to_any
anything *
uint_to_any(ui)
unsigned ui;
{
tmp_anything = zeroany;
tmp_anything.a_uint = ui;
return &tmp_anything;
}
long_to_any
anything *
long_to_any(lng)
long lng;
{
tmp_anything = zeroany;
tmp_anything.a_long = lng;
return &tmp_anything;
}
monst_to_any
anything *
monst_to_any(mtmp)
struct monst *mtmp;
{
tmp_anything = zeroany;
tmp_anything.a_monst = mtmp;
return &tmp_anything;
}
obj_to_any
anything *
obj_to_any(obj)
struct obj *obj;
{
tmp_anything = zeroany;
tmp_anything.a_obj = obj;
return &tmp_anything;
}
revive_nasty
boolean
revive_nasty(x, y, msg)
int x, y;
const char *msg;
{
register struct obj *otmp, *otmp2;
struct monst *mtmp;
coord cc;
boolean revived = FALSE;
for (otmp = level.objects[x][y]; otmp; otmp = otmp2) {
otmp2 = otmp->nexthere;
if (otmp->otyp == CORPSE
&& (is_rider(&mons[otmp->corpsenm])
|| otmp->corpsenm == PM_WIZARD_OF_YENDOR)) {
/* move any living monster already at that location */
if ((mtmp = m_at(x, y)) && enexto(&cc, x, y, mtmp->data))
rloc_to(mtmp, cc.x, cc.y);
if (msg)
Norep("%s", msg);
revived = revive_corpse(otmp);
}
}
/* this location might not be safe, if not, move revived monster */
if (revived) {
mtmp = m_at(x, y);
if (mtmp && !goodpos(x, y, mtmp, 0)
&& enexto(&cc, x, y, mtmp->data)) {
rloc_to(mtmp, cc.x, cc.y);
}
/* else impossible? */
}
return revived;
}
moverock
STATIC_OVL int
moverock()
{
register xchar rx, ry, sx, sy;
register struct obj *otmp;
register struct trap *ttmp;
register struct monst *mtmp;
sx = u.ux + u.dx, sy = u.uy + u.dy; /* boulder starting position */
while ((otmp = sobj_at(BOULDER, sx, sy)) != 0) {
/* make sure that this boulder is visible as the top object */
if (otmp != level.objects[sx][sy])
movobj(otmp, sx, sy);
rx = u.ux + 2 * u.dx; /* boulder destination position */
ry = u.uy + 2 * u.dy;
nomul(0);
if (Levitation || Is_airlevel(&u.uz)) {
if (Blind)
feel_location(sx, sy);
You("don't have enough leverage to push %s.", the(xname(otmp)));
/* Give them a chance to climb over it? */
return -1;
}
if (verysmall(youmonst.data) && !u.usteed) {
if (Blind)
feel_location(sx, sy);
pline("You're too small to push that %s.", xname(otmp));
goto cannot_push;
}
if (isok(rx, ry) && !IS_ROCK(levl[rx][ry].typ)
&& levl[rx][ry].typ != IRONBARS
&& (!IS_DOOR(levl[rx][ry].typ) || !(u.dx && u.dy)
|| doorless_door(rx, ry)) && !sobj_at(BOULDER, rx, ry)) {
ttmp = t_at(rx, ry);
mtmp = m_at(rx, ry);
/* KMH -- Sokoban doesn't let you push boulders diagonally */
if (Sokoban && u.dx && u.dy) {
if (Blind)
feel_location(sx, sy);
pline("%s won't roll diagonally on this %s.",
The(xname(otmp)), surface(sx, sy));
goto cannot_push;
}
if (revive_nasty(rx, ry, "You sense movement on the other side."))
return -1;
if (mtmp && !noncorporeal(mtmp->data)
&& (!mtmp->mtrapped
|| !(ttmp && ((ttmp->ttyp == PIT)
|| (ttmp->ttyp == SPIKED_PIT))))) {
if (Blind)
feel_location(sx, sy);
if (canspotmon(mtmp)) {
pline("There's %s on the other side.", a_monnam(mtmp));
} else {
You_hear("a monster behind %s.", the(xname(otmp)));
map_invisible(rx, ry);
}
if (flags.verbose)
pline("Perhaps that's why %s cannot move it.",
u.usteed ? y_monnam(u.usteed) : "you");
goto cannot_push;
}
if (ttmp) {
/* if a trap operates on the boulder, don't attempt
to move any others at this location; return -1
if another boulder is in hero's way, or 0 if he
should advance to the vacated boulder position */
switch (ttmp->ttyp) {
case LANDMINE:
if (rn2(10)) {
obj_extract_self(otmp);
place_object(otmp, rx, ry);
newsym(sx, sy);
pline("KAABLAMM!!! %s %s land mine.",
Tobjnam(otmp, "trigger"),
ttmp->madeby_u ? "your" : "a");
blow_up_landmine(ttmp);
/* if the boulder remains, it should fill the pit */
fill_pit(u.ux, u.uy);
if (cansee(rx, ry))
newsym(rx, ry);
return sobj_at(BOULDER, sx, sy) ? -1 : 0;
}
break;
case SPIKED_PIT:
case PIT:
obj_extract_self(otmp);
/* vision kludge to get messages right;
the pit will temporarily be seen even
if this is one among multiple boulders */
if (!Blind)
viz_array[ry][rx] |= IN_SIGHT;
if (!flooreffects(otmp, rx, ry, "fall")) {
place_object(otmp, rx, ry);
}
if (mtmp && !Blind)
newsym(rx, ry);
return sobj_at(BOULDER, sx, sy) ? -1 : 0;
case HOLE:
case TRAPDOOR:
if (Blind)
pline("Kerplunk! You no longer feel %s.",
the(xname(otmp)));
else
pline("%s%s and %s a %s in the %s!",
Tobjnam(otmp, (ttmp->ttyp == TRAPDOOR)
? "trigger"
: "fall"),
(ttmp->ttyp == TRAPDOOR) ? "" : " into",
otense(otmp, "plug"),
(ttmp->ttyp == TRAPDOOR) ? "trap door" : "hole",
surface(rx, ry));
deltrap(ttmp);
delobj(otmp);
bury_objs(rx, ry);
levl[rx][ry].wall_info &= ~W_NONDIGGABLE;
levl[rx][ry].candig = 1;
if (cansee(rx, ry))
newsym(rx, ry);
return sobj_at(BOULDER, sx, sy) ? -1 : 0;
case LEVEL_TELEP:
case TELEP_TRAP: {
int newlev = 0; /* lint suppression */
d_level dest;
if (ttmp->ttyp == LEVEL_TELEP) {
newlev = random_teleport_level();
if (newlev == depth(&u.uz) || In_endgame(&u.uz))
/* trap didn't work; skip "disappears" message */
goto dopush;
}
if (u.usteed)
pline("%s pushes %s and suddenly it disappears!",
upstart(y_monnam(u.usteed)), the(xname(otmp)));
else
You("push %s and suddenly it disappears!",
the(xname(otmp)));
if (ttmp->ttyp == TELEP_TRAP) {
(void) rloco(otmp);
} else {
obj_extract_self(otmp);
add_to_migration(otmp);
get_level(&dest, newlev);
otmp->ox = dest.dnum;
otmp->oy = dest.dlevel;
otmp->owornmask = (long) MIGR_RANDOM;
}
seetrap(ttmp);
return sobj_at(BOULDER, sx, sy) ? -1 : 0;
}
default:
break; /* boulder not affected by this trap */
}
}
if (closed_door(rx, ry))
goto nopushmsg;
if (boulder_hits_pool(otmp, rx, ry, TRUE))
continue;
/*
* Re-link at top of fobj chain so that pile order is preserved
* when level is restored.
*/
if (otmp != fobj) {
remove_object(otmp);
place_object(otmp, otmp->ox, otmp->oy);
}
{
#ifdef LINT /* static long lastmovetime; */
long lastmovetime;
lastmovetime = 0;
#else
/* note: reset to zero after save/restore cycle */
static NEARDATA long lastmovetime;
#endif
dopush:
if (!u.usteed) {
if (moves > lastmovetime + 2 || moves < lastmovetime)
pline("With %s effort you move %s.",
throws_rocks(youmonst.data) ? "little"
: "great",
the(xname(otmp)));
exercise(A_STR, TRUE);
} else
pline("%s moves %s.", upstart(y_monnam(u.usteed)),
the(xname(otmp)));
lastmovetime = moves;
}
/* Move the boulder *after* the message. */
if (glyph_is_invisible(levl[rx][ry].glyph))
unmap_object(rx, ry);
movobj(otmp, rx, ry); /* does newsym(rx,ry) */
if (Blind) {
feel_location(rx, ry);
feel_location(sx, sy);
} else {
newsym(sx, sy);
}
} else {
nopushmsg:
if (u.usteed)
pline("%s tries to move %s, but cannot.",
upstart(y_monnam(u.usteed)), the(xname(otmp)));
else
You("try to move %s, but in vain.", the(xname(otmp)));
if (Blind)
feel_location(sx, sy);
cannot_push:
if (throws_rocks(youmonst.data)) {
boolean
canpickup = (!Sokoban
/* similar exception as in can_lift():
when poly'd into a giant, you can
pick up a boulder if you have a free
slot or into the overflow ('#') slot
unless already carrying at least one */
&& (inv_cnt(FALSE) < 52 || !carrying(BOULDER))),
willpickup = (canpickup && autopick_testobj(otmp, TRUE));
if (u.usteed && P_SKILL(P_RIDING) < P_BASIC) {
You("aren't skilled enough to %s %s from %s.",
willpickup ? "pick up" : "push aside",
the(xname(otmp)), y_monnam(u.usteed));
} else {
/*
* willpickup: you easily pick it up
* canpickup: you could easily pick it up
* otherwise: you easily push it aside
*/
pline("However, you %seasily %s.",
(willpickup || !canpickup) ? "" : "could ",
(willpickup || canpickup) ? "pick it up"
: "push it aside");
sokoban_guilt();
break;
}
break;
}
if (!u.usteed
&& (((!invent || inv_weight() <= -850)
&& (!u.dx || !u.dy || (IS_ROCK(levl[u.ux][sy].typ)
&& IS_ROCK(levl[sx][u.uy].typ))))
|| verysmall(youmonst.data))) {
pline(
"However, you can squeeze yourself into a small opening.");
sokoban_guilt();
break;
} else
return -1;
}
}
return 0;
}
still_chewing
/*
* still_chewing()
*
* Chew on a wall, door, or boulder. Returns TRUE if still eating, FALSE
* when done.
*/
STATIC_OVL int
still_chewing(x, y)
xchar x, y;
{
struct rm *lev = &levl[x][y];
struct obj *boulder = sobj_at(BOULDER, x, y);
const char *digtxt = (char *) 0, *dmgtxt = (char *) 0;
if (context.digging.down) /* not continuing previous dig (w/ pick-axe) */
(void) memset((genericptr_t) &context.digging, 0,
sizeof (struct dig_info));
if (!boulder && IS_ROCK(lev->typ) && !may_dig(x, y)) {
You("hurt your teeth on the %s.",
(lev->typ == IRONBARS)
? "bars"
: IS_TREE(lev->typ)
? "tree"
: "hard stone");
nomul(0);
return 1;
} else if (context.digging.pos.x != x || context.digging.pos.y != y
|| !on_level(&context.digging.level, &u.uz)) {
context.digging.down = FALSE;
context.digging.chew = TRUE;
context.digging.warned = FALSE;
context.digging.pos.x = x;
context.digging.pos.y = y;
assign_level(&context.digging.level, &u.uz);
/* solid rock takes more work & time to dig through */
context.digging.effort =
(IS_ROCK(lev->typ) && !IS_TREE(lev->typ) ? 30 : 60) + u.udaminc;
You("start chewing %s %s.",
(boulder || IS_TREE(lev->typ) || lev->typ == IRONBARS)
? "on a"
: "a hole in the",
boulder
? "boulder"
: IS_TREE(lev->typ)
? "tree"
: IS_ROCK(lev->typ)
? "rock"
: (lev->typ == IRONBARS)
? "bar"
: "door");
watch_dig((struct monst *) 0, x, y, FALSE);
return 1;
} else if ((context.digging.effort += (30 + u.udaminc)) <= 100) {
if (flags.verbose)
You("%s chewing on the %s.",
context.digging.chew ? "continue" : "begin",
boulder
? "boulder"
: IS_TREE(lev->typ)
? "tree"
: IS_ROCK(lev->typ)
? "rock"
: (lev->typ == IRONBARS)
? "bars"
: "door");
context.digging.chew = TRUE;
watch_dig((struct monst *) 0, x, y, FALSE);
return 1;
}
/* Okay, you've chewed through something */
u.uconduct.food++;
u.uhunger += rnd(20);
if (boulder) {
delobj(boulder); /* boulder goes bye-bye */
You("eat the boulder."); /* yum */
/*
* The location could still block because of
* 1. More than one boulder
* 2. Boulder stuck in a wall/stone/door.
*
* [perhaps use does_block() below (from vision.c)]
*/
if (IS_ROCK(lev->typ) || closed_door(x, y)
|| sobj_at(BOULDER, x, y)) {
block_point(x, y); /* delobj will unblock the point */
/* reset dig state */
(void) memset((genericptr_t) &context.digging, 0,
sizeof (struct dig_info));
return 1;
}
} else if (IS_WALL(lev->typ)) {
if (*in_rooms(x, y, SHOPBASE)) {
add_damage(x, y, SHOP_WALL_DMG);
dmgtxt = "damage";
}
digtxt = "chew a hole in the wall.";
if (level.flags.is_maze_lev) {
lev->typ = ROOM;
} else if (level.flags.is_cavernous_lev && !in_town(x, y)) {
lev->typ = CORR;
} else {
lev->typ = DOOR;
lev->doormask = D_NODOOR;
}
} else if (IS_TREE(lev->typ)) {
digtxt = "chew through the tree.";
lev->typ = ROOM;
} else if (lev->typ == IRONBARS) {
digtxt = "eat through the bars.";
dissolve_bars(x, y);
} else if (lev->typ == SDOOR) {
if (lev->doormask & D_TRAPPED) {
lev->doormask = D_NODOOR;
b_trapped("secret door", 0);
} else {
digtxt = "chew through the secret door.";
lev->doormask = D_BROKEN;
}
lev->typ = DOOR;
} else if (IS_DOOR(lev->typ)) {
if (*in_rooms(x, y, SHOPBASE)) {
add_damage(x, y, SHOP_DOOR_COST);
dmgtxt = "break";
}
if (lev->doormask & D_TRAPPED) {
lev->doormask = D_NODOOR;
b_trapped("door", 0);
} else {
digtxt = "chew through the door.";
lev->doormask = D_BROKEN;
}
} else { /* STONE or SCORR */
digtxt = "chew a passage through the rock.";
lev->typ = CORR;
}
unblock_point(x, y); /* vision */
newsym(x, y);
if (digtxt)
You1(digtxt); /* after newsym */
if (dmgtxt)
pay_for_damage(dmgtxt, FALSE);
(void) memset((genericptr_t) &context.digging, 0,
sizeof (struct dig_info));
return 0;
}
movobj
void
movobj(obj, ox, oy)
register struct obj *obj;
register xchar ox, oy;
{
/* optimize by leaving on the fobj chain? */
remove_object(obj);
newsym(obj->ox, obj->oy);
place_object(obj, ox, oy);
newsym(ox, oy);
}
static NEARDATA const char fell_on_sink[] = "fell onto a sink";
dosinkfall
STATIC_OVL void
dosinkfall()
{
register struct obj *obj;
int dmg;
boolean lev_boots = (uarmf && uarmf->otyp == LEVITATION_BOOTS),
innate_lev = ((HLevitation & (FROMOUTSIDE | FROMFORM)) != 0L),
ufall = (!innate_lev && !(HFlying || EFlying)); /* BFlying */
if (!ufall) {
You(innate_lev ? "wobble unsteadily for a moment."
: "gain control of your flight.");
} else {
long save_ELev = ELevitation, save_HLev = HLevitation;
/* fake removal of levitation in advance so that final
disclosure will be right in case this turns out to
be fatal; fortunately the fact that rings and boots
are really still worn has no effect on bones data */
ELevitation = HLevitation = 0L;
You("crash to the floor!");
dmg = rn1(8, 25 - (int) ACURR(A_CON));
losehp(Maybe_Half_Phys(dmg), fell_on_sink, NO_KILLER_PREFIX);
exercise(A_DEX, FALSE);
selftouch("Falling, you");
for (obj = level.objects[u.ux][u.uy]; obj; obj = obj->nexthere)
if (obj->oclass == WEAPON_CLASS || is_weptool(obj)) {
You("fell on %s.", doname(obj));
losehp(Maybe_Half_Phys(rnd(3)), fell_on_sink,
NO_KILLER_PREFIX);
exercise(A_CON, FALSE);
}
ELevitation = save_ELev;
HLevitation = save_HLev;
}
/*
* Interrupt multi-turn putting on/taking off of armor (in which
* case we reached the sink due to being teleported while busy;
* in 3.4.3, Boots_on()/Boots_off() [called via (*afternmv)() when
* 'multi' reaches 0] triggered a crash if we were donning/doffing
* levitation boots [because the Boots_off() below causes 'uarmf'
* to be null by the time 'afternmv' gets called]).
*
* Interrupt donning/doffing if we fall onto the sink, or if the
* code below is going to remove levitation boots even when we
* haven't fallen (innate floating or flying becoming unblocked).
*/
if (ufall || lev_boots) {
(void) stop_donning(lev_boots ? uarmf : (struct obj *) 0);
/* recalculate in case uarmf just got set to null */
lev_boots = (uarmf && uarmf->otyp == LEVITATION_BOOTS);
}
/* remove worn levitation items */
ELevitation &= ~W_ARTI;
HLevitation &= ~(I_SPECIAL | TIMEOUT);
HLevitation++;
if (uleft && uleft->otyp == RIN_LEVITATION) {
obj = uleft;
Ring_off(obj);
off_msg(obj);
}
if (uright && uright->otyp == RIN_LEVITATION) {
obj = uright;
Ring_off(obj);
off_msg(obj);
}
if (lev_boots) {
obj = uarmf;
(void) Boots_off();
off_msg(obj);
}
HLevitation--;
/* probably moot; we're either still levitating or went
through float_down(), but make sure BFlying is up to date */
float_vs_flight();
}
may_dig
/* intended to be called only on ROCKs or TREEs */
boolean
may_dig(x, y)
register xchar x, y;
{
struct rm *lev = &levl[x][y];
return (boolean) !((IS_STWALL(lev->typ) || IS_TREE(lev->typ))
&& (lev->wall_info & W_NONDIGGABLE));
}
may_passwall
boolean
may_passwall(x, y)
register xchar x, y;
{
return (boolean) !(IS_STWALL(levl[x][y].typ)
&& (levl[x][y].wall_info & W_NONPASSWALL));
}
bad_rock
boolean
bad_rock(mdat, x, y)
struct permonst *mdat;
register xchar x, y;
{
return (boolean) ((Sokoban && sobj_at(BOULDER, x, y))
|| (IS_ROCK(levl[x][y].typ)
&& (!tunnels(mdat) || needspick(mdat)
|| !may_dig(x, y))
&& !(passes_walls(mdat) && may_passwall(x, y))));
}
cant_squeeze_thru
/* caller has already decided that it's a tight diagonal; check whether a
monster--who might be the hero--can fit through, and if not then return
the reason why: 1: can't fit, 2: possessions won't fit, 3: sokoban
returns 0 if we can squeeze through */
int
cant_squeeze_thru(mon)
struct monst *mon;
{
int amt;
struct permonst *ptr = mon->data;
/* too big? */
if (bigmonst(ptr)
&& !(amorphous(ptr) || is_whirly(ptr) || noncorporeal(ptr)
|| slithy(ptr) || can_fog(mon)))
return 1;
/* lugging too much junk? */
amt = (mon == &youmonst) ? inv_weight() + weight_cap()
: curr_mon_load(mon);
if (amt > 600)
return 2;
/* Sokoban restriction applies to hero only */
if (mon == &youmonst && Sokoban)
return 3;
/* can squeeze through */
return 0;
}
invocation_pos
boolean
invocation_pos(x, y)
xchar x, y;
{
return (boolean) (Invocation_lev(&u.uz)
&& x == inv_pos.x && y == inv_pos.y);
}
test_move
/* return TRUE if (dx,dy) is an OK place to move
* mode is one of DO_MOVE, TEST_MOVE, TEST_TRAV, or TEST_TRAP
*/
boolean
test_move(ux, uy, dx, dy, mode)
int ux, uy, dx, dy;
int mode;
{
int x = ux + dx;
int y = uy + dy;
register struct rm *tmpr = &levl[x][y];
register struct rm *ust;
context.door_opened = FALSE;
/*
* Check for physical obstacles. First, the place we are going.
*/
if (IS_ROCK(tmpr->typ) || tmpr->typ == IRONBARS) {
if (Blind && mode == DO_MOVE)
feel_location(x, y);
if (Passes_walls && may_passwall(x, y)) {
; /* do nothing */
} else if (Underwater) {
/* note: if water_friction() changes direction due to
turbulence, new target destination will always be water,
so we won't get here, hence don't need to worry about
"there" being somewhere the player isn't sure of */
if (mode == DO_MOVE)
pline("There is an obstacle there.");
return FALSE;
} else if (tmpr->typ == IRONBARS) {
if ((dmgtype(youmonst.data, AD_RUST)
|| dmgtype(youmonst.data, AD_CORR)) && mode == DO_MOVE
&& still_chewing(x, y)) {
return FALSE;
}
if (!(Passes_walls || passes_bars(youmonst.data))) {
if (mode == DO_MOVE && iflags.mention_walls)
You("cannot pass through the bars.");
return FALSE;
}
} else if (tunnels(youmonst.data) && !needspick(youmonst.data)) {
/* Eat the rock. */
if (mode == DO_MOVE && still_chewing(x, y))
return FALSE;
} else if (flags.autodig && !context.run && !context.nopick && uwep
&& is_pick(uwep)) {
/* MRKR: Automatic digging when wielding the appropriate tool */
if (mode == DO_MOVE)
(void) use_pick_axe2(uwep);
return FALSE;
} else {
if (mode == DO_MOVE) {
if (is_db_wall(x, y))
pline("That drawbridge is up!");
/* sokoban restriction stays even after puzzle is solved */
else if (Passes_walls && !may_passwall(x, y)
&& In_sokoban(&u.uz))
pline_The("Sokoban walls resist your ability.");
else if (iflags.mention_walls)
pline("It's %s.",
(IS_WALL(tmpr->typ) || tmpr->typ == SDOOR) ? "a wall"
: IS_TREE(tmpr->typ) ? "a tree"
: "solid stone");
}
return FALSE;
}
} else if (IS_DOOR(tmpr->typ)) {
if (closed_door(x, y)) {
if (Blind && mode == DO_MOVE)
feel_location(x, y);
if (Passes_walls) {
; /* do nothing */
} else if (can_ooze(&youmonst)) {
if (mode == DO_MOVE)
You("ooze under the door.");
} else if (Underwater) {
if (mode == DO_MOVE)
pline("There is an obstacle there.");
return FALSE;
} else if (tunnels(youmonst.data) && !needspick(youmonst.data)) {
/* Eat the door. */
if (mode == DO_MOVE && still_chewing(x, y))
return FALSE;
} else {
if (mode == DO_MOVE) {
if (amorphous(youmonst.data))
You(
"try to ooze under the door, but can't squeeze your possessions through.");
if (flags.autoopen && !context.run && !Confusion
&& !Stunned && !Fumbling) {
context.door_opened = context.move =
doopen_indir(x, y);
} else if (x == ux || y == uy) {
if (Blind || Stunned || ACURR(A_DEX) < 10
|| Fumbling) {
if (u.usteed) {
You_cant("lead %s through that closed door.",
y_monnam(u.usteed));
} else {
pline("Ouch! You bump into a door.");
exercise(A_DEX, FALSE);
}
} else
pline("That door is closed.");
}
} else if (mode == TEST_TRAV || mode == TEST_TRAP)
goto testdiag;
return FALSE;
}
} else {
testdiag:
if (dx && dy && !Passes_walls
&& (!doorless_door(x, y) || block_door(x, y))) {
/* Diagonal moves into a door are not allowed. */
if (mode == DO_MOVE) {
if (Blind)
feel_location(x, y);
if (Underwater || iflags.mention_walls)
You_cant("move diagonally into an intact doorway.");
}
return FALSE;
}
}
}
if (dx && dy && bad_rock(youmonst.data, ux, y)
&& bad_rock(youmonst.data, x, uy)) {
/* Move at a diagonal. */
switch (cant_squeeze_thru(&youmonst)) {
case 3:
if (mode == DO_MOVE)
You("cannot pass that way.");
return FALSE;
case 2:
if (mode == DO_MOVE)
You("are carrying too much to get through.");
return FALSE;
case 1:
if (mode == DO_MOVE)
Your("body is too large to fit through.");
return FALSE;
default:
break; /* can squeeze through */
}
} else if (dx && dy && worm_cross(ux, uy, x, y)) {
/* consecutive long worm segments are at
<ux,y> and <x,uy> */
if (mode == DO_MOVE)
pline("%s is in your way.", Monnam(m_at(ux, y)));
return FALSE;
}
/* Pick travel path that does not require crossing a trap.
* Avoid water and lava using the usual running rules.
* (but not u.ux/u.uy because findtravelpath walks toward u.ux/u.uy) */
if (context.run == 8 && (mode != DO_MOVE)
&& (x != u.ux || y != u.uy)) {
struct trap *t = t_at(x, y);
if ((t && t->tseen)
|| (!Levitation && !Flying && !is_clinger(youmonst.data)
&& is_pool_or_lava(x, y) && levl[x][y].seenv))
return (mode == TEST_TRAP);
}
if (mode == TEST_TRAP)
return FALSE; /* do not move through traps */
ust = &levl[ux][uy];
/* Now see if other things block our way . . */
if (dx && dy && !Passes_walls && IS_DOOR(ust->typ)
&& (!doorless_door(ux, uy) || block_entry(x, y))) {
/* Can't move at a diagonal out of a doorway with door. */
if (mode == DO_MOVE && iflags.mention_walls)
You_cant("move diagonally out of an intact doorway.");
return FALSE;
}
if (sobj_at(BOULDER, x, y) && (Sokoban || !Passes_walls)) {
if (!(Blind || Hallucination) && (context.run >= 2)
&& mode != TEST_TRAV) {
if (mode == DO_MOVE && iflags.mention_walls)
pline("A boulder blocks your path.");
return FALSE;
}
if (mode == DO_MOVE) {
/* tunneling monsters will chew before pushing */
if (tunnels(youmonst.data) && !needspick(youmonst.data)
&& !Sokoban) {
if (still_chewing(x, y))
return FALSE;
} else if (moverock() < 0)
return FALSE;
} else if (mode == TEST_TRAV) {
struct obj *obj;
/* never travel through boulders in Sokoban */
if (Sokoban)
return FALSE;
/* don't pick two boulders in a row, unless there's a way thru */
if (sobj_at(BOULDER, ux, uy) && !Sokoban) {
if (!Passes_walls
&& !(tunnels(youmonst.data) && !needspick(youmonst.data))
&& !carrying(PICK_AXE) && !carrying(DWARVISH_MATTOCK)
&& !((obj = carrying(WAN_DIGGING))
&& !objects[obj->otyp].oc_name_known))
return FALSE;
}
}
/* assume you'll be able to push it when you get there... */
}
/* OK, it is a legal place to move. */
return TRUE;
}
#ifdef DEBUG
static boolean trav_debug = FALSE;
wiz_debug_cmd_traveldisplay
/* in this case, toggle display of travel debug info */
int wiz_debug_cmd_traveldisplay()
{
trav_debug = !trav_debug;
return 0;
}
#endif /* DEBUG */
findtravelpath
/*
* Find a path from the destination (u.tx,u.ty) back to (u.ux,u.uy).
* A shortest path is returned. If guess is TRUE, consider various
* inaccessible locations as valid intermediate path points.
* Returns TRUE if a path was found.
*/
STATIC_OVL boolean
findtravelpath(mode)
int mode;
{
/* if travel to adjacent, reachable location, use normal movement rules */
if ((mode == TRAVP_TRAVEL || mode == TRAVP_VALID) && context.travel1
&& distmin(u.ux, u.uy, u.tx, u.ty) == 1
&& !(u.ux != u.tx && u.uy != u.ty && NODIAG(u.umonnum))) {
context.run = 0;
if (test_move(u.ux, u.uy, u.tx - u.ux, u.ty - u.uy, TEST_MOVE)) {
if (mode == TRAVP_TRAVEL) {
u.dx = u.tx - u.ux;
u.dy = u.ty - u.uy;
nomul(0);
iflags.travelcc.x = iflags.travelcc.y = -1;
}
return TRUE;
}
if (mode == TRAVP_TRAVEL)
context.run = 8;
}
if (u.tx != u.ux || u.ty != u.uy) {
xchar travel[COLNO][ROWNO];
xchar travelstepx[2][COLNO * ROWNO];
xchar travelstepy[2][COLNO * ROWNO];
xchar tx, ty, ux, uy;
int n = 1; /* max offset in travelsteps */
int set = 0; /* two sets current and previous */
int radius = 1; /* search radius */
int i;
/* If guessing, first find an "obvious" goal location. The obvious
* goal is the position the player knows of, or might figure out
* (couldsee) that is closest to the target on a straight path.
*/
if (mode == TRAVP_GUESS || mode == TRAVP_VALID) {
tx = u.ux;
ty = u.uy;
ux = u.tx;
uy = u.ty;
} else {
tx = u.tx;
ty = u.ty;
ux = u.ux;
uy = u.uy;
}
noguess:
(void) memset((genericptr_t) travel, 0, sizeof(travel));
travelstepx[0][0] = tx;
travelstepy[0][0] = ty;
while (n != 0) {
int nn = 0;
for (i = 0; i < n; i++) {
int dir;
int x = travelstepx[set][i];
int y = travelstepy[set][i];
static int ordered[] = { 0, 2, 4, 6, 1, 3, 5, 7 };
/* no diagonal movement for grid bugs */
int dirmax = NODIAG(u.umonnum) ? 4 : 8;
boolean alreadyrepeated = FALSE;
for (dir = 0; dir < dirmax; ++dir) {
int nx = x + xdir[ordered[dir]];
int ny = y + ydir[ordered[dir]];
/*
* When guessing and trying to travel as close as possible
* to an unreachable target space, don't include spaces
* that would never be picked as a guessed target in the
* travel matrix describing hero-reachable spaces.
* This stops travel from getting confused and moving
* the hero back and forth in certain degenerate
* configurations of sight-blocking obstacles, e.g.
*
* T 1. Dig this out and carry enough to not be
* #### able to squeeze through diagonal gaps.
* #--.--- Stand at @ and target travel at space T.
* @.....
* |.....
*
* T 2. couldsee() marks spaces marked a and x
* #### as eligible guess spaces to move the hero
* a--.--- towards. Space a is closest to T, so it
* @xxxxx gets chosen. Travel system moves @ right
* |xxxxx to travel to space a.
*
* T 3. couldsee() marks spaces marked b, c and x
* #### as eligible guess spaces to move the hero
* a--c--- towards. Since findtravelpath() is called
* b@xxxx repeatedly during travel, it doesn't
* |xxxxx remember that it wanted to go to space a,
* so in comparing spaces b and c, b is
* chosen, since it seems like the closest
* eligible space to T. Travel system moves @
* left to go to space b.
*
* 4. Go to 2.
*
* By limiting the travel matrix here, space a in the
* example above is never included in it, preventing
* the cycle.
*/
if (!isok(nx, ny)
|| ((mode == TRAVP_GUESS) && !couldsee(nx, ny)))
continue;
if ((!Passes_walls && !can_ooze(&youmonst)
&& closed_door(x, y)) || sobj_at(BOULDER, x, y)
|| test_move(x, y, nx-x, ny-y, TEST_TRAP)) {
/* closed doors and boulders usually
* cause a delay, so prefer another path */
if (travel[x][y] > radius - 3) {
if (!alreadyrepeated) {
travelstepx[1 - set][nn] = x;
travelstepy[1 - set][nn] = y;
/* don't change travel matrix! */
nn++;
alreadyrepeated = TRUE;
}
continue;
}
}
if (test_move(x, y, nx - x, ny - y, TEST_TRAV)
&& (levl[nx][ny].seenv
|| (!Blind && couldsee(nx, ny)))) {
if (nx == ux && ny == uy) {
if (mode == TRAVP_TRAVEL || mode == TRAVP_VALID) {
u.dx = x - ux;
u.dy = y - uy;
if (mode == TRAVP_TRAVEL
&& x == u.tx && y == u.ty) {
nomul(0);
/* reset run so domove run checks work */
context.run = 8;
iflags.travelcc.x = iflags.travelcc.y = -1;
}
return TRUE;
}
} else if (!travel[nx][ny]) {
travelstepx[1 - set][nn] = nx;
travelstepy[1 - set][nn] = ny;
travel[nx][ny] = radius;
nn++;
}
}
}
}
#ifdef DEBUG
if (trav_debug) {
/* Use of warning glyph is arbitrary. It stands out. */
tmp_at(DISP_ALL, warning_to_glyph(1));
for (i = 0; i < nn; ++i) {
tmp_at(travelstepx[1 - set][i], travelstepy[1 - set][i]);
}
delay_output();
if (flags.runmode == RUN_CRAWL) {
delay_output();
delay_output();
}
tmp_at(DISP_END, 0);
}
#endif /* DEBUG */
n = nn;
set = 1 - set;
radius++;
}
/* if guessing, find best location in travel matrix and go there */
if (mode == TRAVP_GUESS) {
int px = tx, py = ty; /* pick location */
int dist, nxtdist, d2, nd2;
dist = distmin(ux, uy, tx, ty);
d2 = dist2(ux, uy, tx, ty);
for (tx = 1; tx < COLNO; ++tx)
for (ty = 0; ty < ROWNO; ++ty)
if (travel[tx][ty]) {
nxtdist = distmin(ux, uy, tx, ty);
if (nxtdist == dist && couldsee(tx, ty)) {
nd2 = dist2(ux, uy, tx, ty);
if (nd2 < d2) {
/* prefer non-zigzag path */
px = tx;
py = ty;
d2 = nd2;
}
} else if (nxtdist < dist && couldsee(tx, ty)) {
px = tx;
py = ty;
dist = nxtdist;
d2 = dist2(ux, uy, tx, ty);
}
}
if (px == u.ux && py == u.uy) {
/* no guesses, just go in the general direction */
u.dx = sgn(u.tx - u.ux);
u.dy = sgn(u.ty - u.uy);
if (test_move(u.ux, u.uy, u.dx, u.dy, TEST_MOVE))
return TRUE;
goto found;
}
#ifdef DEBUG
if (trav_debug) {
/* Use of warning glyph is arbitrary. It stands out. */
tmp_at(DISP_ALL, warning_to_glyph(2));
tmp_at(px, py);
delay_output();
if (flags.runmode == RUN_CRAWL) {
delay_output();
delay_output();
delay_output();
delay_output();
}
tmp_at(DISP_END, 0);
}
#endif /* DEBUG */
tx = px;
ty = py;
ux = u.ux;
uy = u.uy;
set = 0;
n = radius = 1;
mode = TRAVP_TRAVEL;
goto noguess;
}
return FALSE;
}
found:
u.dx = 0;
u.dy = 0;
nomul(0);
return FALSE;
}
is_valid_travelpt
boolean
is_valid_travelpt(x,y)
int x,y;
{
int tx = u.tx;
int ty = u.ty;
boolean ret;
int g = glyph_at(x,y);
if (x == u.ux && y == u.uy)
return TRUE;
if (isok(x,y) && glyph_is_cmap(g) && S_stone == glyph_to_cmap(g)
&& !levl[x][y].seenv)
return FALSE;
u.tx = x;
u.ty = y;
ret = findtravelpath(TRAVP_VALID);
u.tx = tx;
u.ty = ty;
return ret;
}
trapmove
/* try to escape being stuck in a trapped state by walking out of it;
return true iff moving should continue to intended destination
(all failures and most successful escapes leave hero at original spot) */
STATIC_OVL boolean
trapmove(x, y, desttrap)
int x, y; /* targetted destination, <u.ux+u.dx,u.uy+u.dy> */
struct trap *desttrap; /* nonnull if another trap at <x,y> */
{
boolean anchored = FALSE;
const char *predicament, *culprit;
char *steedname = !u.usteed ? (char *) 0 : y_monnam(u.usteed);
if (!u.utrap)
return TRUE; /* sanity check */
switch (u.utraptype) {
case TT_BEARTRAP:
if (flags.verbose) {
predicament = "caught in a bear trap";
if (u.usteed)
Norep("%s is %s.", upstart(steedname), predicament);
else
Norep("You are %s.", predicament);
}
/* [why does diagonal movement give quickest escape?] */
if ((u.dx && u.dy) || !rn2(5))
u.utrap--;
if (!u.utrap)
goto wriggle_free;
break;
case TT_PIT:
if (desttrap && desttrap->tseen
&& (desttrap->ttyp == PIT || desttrap->ttyp == SPIKED_PIT))
return TRUE; /* move into adjacent pit */
/* try to escape; position stays same regardless of success */
climb_pit();
break;
case TT_WEB:
if (uwep && uwep->oartifact == ART_STING) {
u.utrap = 0;
pline("Sting cuts through the web!");
break; /* escape trap but don't move */
}
if (--u.utrap) {
if (flags.verbose) {
predicament = "stuck to the web";
if (u.usteed)
Norep("%s is %s.", upstart(steedname), predicament);
else
Norep("You are %s.", predicament);
}
} else {
if (u.usteed)
pline("%s breaks out of the web.", upstart(steedname));
else
You("disentangle yourself.");
}
break;
case TT_LAVA:
if (flags.verbose) {
predicament = "stuck in the lava";
if (u.usteed)
Norep("%s is %s.", upstart(steedname), predicament);
else
Norep("You are %s.", predicament);
}
if (!is_lava(x, y)) {
u.utrap--;
if ((u.utrap & 0xff) == 0) {
u.utrap = 0;
if (u.usteed)
You("lead %s to the edge of the %s.", steedname,
hliquid("lava"));
else
You("pull yourself to the edge of the %s.",
hliquid("lava"));
}
}
u.umoved = TRUE;
break;
case TT_INFLOOR:
case TT_BURIEDBALL:
anchored = (u.utraptype == TT_BURIEDBALL);
if (anchored) {
coord cc;
cc.x = u.ux, cc.y = u.uy;
/* can move normally within radius 1 of buried ball */
if (buried_ball(&cc) && dist2(x, y, cc.x, cc.y) <= 2) {
/* ugly hack: we need to issue some message here
in case "you are chained to the buried ball"
was the most recent message given, otherwise
our next attempt to move out of tether range
after this successful move would have its
can't-do-that message suppressed by Norep */
if (flags.verbose)
Norep("You move within the chain's reach.");
return TRUE;
}
}
if (--u.utrap) {
if (flags.verbose) {
if (anchored) {
predicament = "chained to the";
culprit = "buried ball";
} else {
predicament = "stuck in the";
culprit = surface(u.ux, u.uy);
}
if (u.usteed) {
if (anchored)
Norep("You and %s are %s %s.", steedname, predicament,
culprit);
else
Norep("%s is %s %s.", upstart(steedname), predicament,
culprit);
} else
Norep("You are %s %s.", predicament, culprit);
}
} else {
wriggle_free:
if (u.usteed)
pline("%s finally %s free.", upstart(steedname),
!anchored ? "lurches" : "wrenches the ball");
else
You("finally %s free.",
!anchored ? "wriggle" : "wrench the ball");
if (anchored)
buried_ball_to_punishment();
}
break;
default:
impossible("trapmove: stuck in unknown trap? (%d)",
(int) u.utraptype);
break;
}
return FALSE;
}
u_rooted
boolean
u_rooted()
{
if (!youmonst.data->mmove) {
You("are rooted %s.",
Levitation || Is_airlevel(&u.uz) || Is_waterlevel(&u.uz)
? "in place"
: "to the ground");
nomul(0);
return TRUE;
}
return FALSE;
}
domove
void
domove()
{
register struct monst *mtmp;
register struct rm *tmpr;
register xchar x, y;
struct trap *trap = NULL;
int wtcap;
boolean on_ice;
xchar chainx = 0, chainy = 0,
ballx = 0, bally = 0; /* ball&chain new positions */
int bc_control = 0; /* control for ball&chain */
boolean cause_delay = FALSE; /* dragging ball will skip a move */
u_wipe_engr(rnd(5));
if (context.travel) {
if (!findtravelpath(FALSE))
(void) findtravelpath(TRUE);
context.travel1 = 0;
}
if (((wtcap = near_capacity()) >= OVERLOADED
|| (wtcap > SLT_ENCUMBER
&& (Upolyd ? (u.mh < 5 && u.mh != u.mhmax)
: (u.uhp < 10 && u.uhp != u.uhpmax))))
&& !Is_airlevel(&u.uz)) {
if (wtcap < OVERLOADED) {
You("don't have enough stamina to move.");
exercise(A_CON, FALSE);
} else
You("collapse under your load.");
nomul(0);
return;
}
if (u.uswallow) {
u.dx = u.dy = 0;
u.ux = x = u.ustuck->mx;
u.uy = y = u.ustuck->my;
mtmp = u.ustuck;
} else {
if (Is_airlevel(&u.uz) && rn2(4) && !Levitation && !Flying) {
switch (rn2(3)) {
case 0:
You("tumble in place.");
exercise(A_DEX, FALSE);
break;
case 1:
You_cant("control your movements very well.");
break;
case 2:
pline("It's hard to walk in thin air.");
exercise(A_DEX, TRUE);
break;
}
return;
}
/* check slippery ice */
on_ice = !Levitation && is_ice(u.ux, u.uy);
if (on_ice) {
static int skates = 0;
if (!skates)
skates = find_skates();
if ((uarmf && uarmf->otyp == skates) || resists_cold(&youmonst)
|| Flying || is_floater(youmonst.data)
|| is_clinger(youmonst.data) || is_whirly(youmonst.data)) {
on_ice = FALSE;
} else if (!rn2(Cold_resistance ? 3 : 2)) {
HFumbling |= FROMOUTSIDE;
HFumbling &= ~TIMEOUT;
HFumbling += 1; /* slip on next move */
}
}
if (!on_ice && (HFumbling & FROMOUTSIDE))
HFumbling &= ~FROMOUTSIDE;
x = u.ux + u.dx;
y = u.uy + u.dy;
if (Stunned || (Confusion && !rn2(5))) {
register int tries = 0;
do {
if (tries++ > 50) {
nomul(0);
return;
}
confdir();
x = u.ux + u.dx;
y = u.uy + u.dy;
} while (!isok(x, y) || bad_rock(youmonst.data, x, y));
}
/* turbulence might alter your actual destination */
if (u.uinwater) {
water_friction();
if (!u.dx && !u.dy) {
nomul(0);
return;
}
x = u.ux + u.dx;
y = u.uy + u.dy;
}
if (!isok(x, y)) {
nomul(0);
return;
}
if (((trap = t_at(x, y)) && trap->tseen)
|| (Blind && !Levitation && !Flying && !is_clinger(youmonst.data)
&& is_pool_or_lava(x, y) && levl[x][y].seenv)) {
if (context.run >= 2) {
if (iflags.mention_walls) {
if (trap && trap->tseen) {
int tt = what_trap(trap->ttyp);
You("stop in front of %s.",
an(defsyms[trap_to_defsym(tt)].explanation));
} else if (is_pool_or_lava(x,y) && levl[x][y].seenv) {
You("stop at the edge of the %s.",
hliquid(is_pool(x,y) ? "water" : "lava"));
}
}
nomul(0);
context.move = 0;
return;
} else
nomul(0);
}
if (u.ustuck && (x != u.ustuck->mx || y != u.ustuck->my)) {
if (distu(u.ustuck->mx, u.ustuck->my) > 2) {
/* perhaps it fled (or was teleported or ... ) */
u.ustuck = 0;
} else if (sticks(youmonst.data)) {
/* When polymorphed into a sticking monster,
* u.ustuck means it's stuck to you, not you to it.
*/
You("release %s.", mon_nam(u.ustuck));
u.ustuck = 0;
} else {
/* If holder is asleep or paralyzed:
* 37.5% chance of getting away,
* 12.5% chance of waking/releasing it;
* otherwise:
* 7.5% chance of getting away.
* [strength ought to be a factor]
* If holder is tame and there is no conflict,
* guaranteed escape.
*/
switch (rn2(!u.ustuck->mcanmove ? 8 : 40)) {
case 0:
case 1:
case 2:
pull_free:
You("pull free from %s.", mon_nam(u.ustuck));
u.ustuck = 0;
break;
case 3:
if (!u.ustuck->mcanmove) {
/* it's free to move on next turn */
u.ustuck->mfrozen = 1;
u.ustuck->msleeping = 0;
}
/*FALLTHRU*/
default:
if (u.ustuck->mtame && !Conflict && !u.ustuck->mconf)
goto pull_free;
You("cannot escape from %s!", mon_nam(u.ustuck));
nomul(0);
return;
}
}
}
mtmp = m_at(x, y);
if (mtmp && !is_safepet(mtmp)) {
/* Don't attack if you're running, and can see it */
/* It's fine to displace pets, though */
/* We should never get here if forcefight */
if (context.run && ((!Blind && mon_visible(mtmp)
&& ((mtmp->m_ap_type != M_AP_FURNITURE
&& mtmp->m_ap_type != M_AP_OBJECT)
|| Protection_from_shape_changers))
|| sensemon(mtmp))) {
nomul(0);
context.move = 0;
return;
}
}
}
u.ux0 = u.ux;
u.uy0 = u.uy;
bhitpos.x = x;
bhitpos.y = y;
tmpr = &levl[x][y];
/* attack monster */
if (mtmp) {
/* don't stop travel when displacing pets; if the
displace fails for some reason, attack() in uhitm.c
will stop travel rather than domove */
if (!is_safepet(mtmp) || context.forcefight)
nomul(0);
/* only attack if we know it's there */
/* or if we used the 'F' command to fight blindly */
/* or if it hides_under, in which case we call attack() to print
* the Wait! message.
* This is different from ceiling hiders, who aren't handled in
* attack().
*/
/* If they used a 'm' command, trying to move onto a monster
* prints the below message and wastes a turn. The exception is
* if the monster is unseen and the player doesn't remember an
* invisible monster--then, we fall through to attack() and
* attack_check(), which still wastes a turn, but prints a
* different message and makes the player remember the monster.
*/
if (context.nopick && !context.travel
&& (canspotmon(mtmp) || glyph_is_invisible(levl[x][y].glyph))) {
if (mtmp->m_ap_type && !Protection_from_shape_changers
&& !sensemon(mtmp))
stumble_onto_mimic(mtmp);
else if (mtmp->mpeaceful && !Hallucination)
/* m_monnam(): "dog" or "Fido", no "invisible dog" or "it" */
pline("Pardon me, %s.", m_monnam(mtmp));
else
You("move right into %s.", mon_nam(mtmp));
return;
}
if (context.forcefight || !mtmp->mundetected || sensemon(mtmp)
|| ((hides_under(mtmp->data) || mtmp->data->mlet == S_EEL)
&& !is_safepet(mtmp))) {
/* try to attack; note that it might evade */
/* also, we don't attack tame when _safepet_ */
if (attack(mtmp))
return;
}
}
if (context.forcefight && levl[x][y].typ == IRONBARS && uwep) {
struct obj *obj = uwep;
if (breaktest(obj)) {
if (obj->quan > 1L)
obj = splitobj(obj, 1L);
else
setuwep((struct obj *)0);
freeinv(obj);
}
hit_bars(&obj, u.ux, u.uy, x, y, TRUE, TRUE);
return;
}
/* specifying 'F' with no monster wastes a turn */
if (context.forcefight
/* remembered an 'I' && didn't use a move command */
|| (glyph_is_invisible(levl[x][y].glyph) && !context.nopick)) {
struct obj *boulder = 0;
boolean explo = (Upolyd && attacktype(youmonst.data, AT_EXPL)),
solid = !accessible(x, y);
int glyph = glyph_at(x, y); /* might be monster */
char buf[BUFSZ];
if (!Underwater) {
boulder = sobj_at(BOULDER, x, y);
/* if a statue is displayed at the target location,
player is attempting to attack it [and boulder
handling below is suitable for handling that] */
if (glyph_is_statue(glyph)
|| (Hallucination && glyph_is_monster(glyph)))
boulder = sobj_at(STATUE, x, y);
/* force fight at boulder/statue or wall/door while wielding
pick: start digging to break the boulder or wall */
if (context.forcefight
/* can we dig? */
&& uwep && dig_typ(uwep, x, y)
/* should we dig? */
&& !glyph_is_invisible(glyph) && !glyph_is_monster(glyph)) {
(void) use_pick_axe2(uwep);
return;
}
}
/* about to become known empty -- remove 'I' if present */
unmap_object(x, y);
if (boulder)
map_object(boulder, TRUE);
newsym(x, y);
glyph = glyph_at(x, y); /* might have just changed */
if (boulder) {
Strcpy(buf, ansimpleoname(boulder));
} else if (Underwater && !is_pool(x, y)) {
/* Underwater, targetting non-water; the map just shows blank
because you don't see remembered terrain while underwater;
although the hero can attack an adjacent monster this way,
assume he can't reach out far enough to distinguish terrain */
Sprintf(buf, (Is_waterlevel(&u.uz) && levl[x][y].typ == AIR)
? "an air bubble"
: "nothing");
} else if (solid) {
/* glyph might indicate unseen terrain if hero is blind;
unlike searching, this won't reveal what that terrain is
(except for solid rock, where the glyph would otherwise
yield ludicrous "dark part of a room") */
Strcpy(buf, (levl[x][y].typ == STONE) ? "solid rock"
: glyph_is_cmap(glyph)
? the(defsyms[glyph_to_cmap(glyph)].explanation)
: (const char *) "an unknown obstacle");
/* note: 'solid' is misleadingly named and catches pools
of water and lava as well as rock and walls */
} else {
Strcpy(buf, "thin air");
}
You("%s%s %s.",
!(boulder || solid) ? "" : !explo ? "harmlessly " : "futilely ",
explo ? "explode at" : "attack", buf);
nomul(0);
if (explo) {
wake_nearby();
u.mh = -1; /* dead in the current form */
rehumanize();
}
return;
}
(void) unmap_invisible(x, y);
/* not attacking an animal, so we try to move */
if ((u.dx || u.dy) && u.usteed && stucksteed(FALSE)) {
nomul(0);
return;
}
if (u_rooted())
return;
if (u.utrap) {
if (!trapmove(x, y, trap))
return;
}
if (!test_move(u.ux, u.uy, x - u.ux, y - u.uy, DO_MOVE)) {
if (!context.door_opened) {
context.move = 0;
nomul(0);
}
return;
}
/* Move ball and chain. */
if (Punished)
if (!drag_ball(x, y, &bc_control, &ballx, &bally, &chainx, &chainy,
&cause_delay, TRUE))
return;
/* Check regions entering/leaving */
if (!in_out_region(x, y))
return;
/* now move the hero */
mtmp = m_at(x, y);
u.ux += u.dx;
u.uy += u.dy;
/* Move your steed, too */
if (u.usteed) {
u.usteed->mx = u.ux;
u.usteed->my = u.uy;
exercise_steed();
}
/*
* If safepet at destination then move the pet to the hero's
* previous location using the same conditions as in attack().
* there are special extenuating circumstances:
* (1) if the pet dies then your god angers,
* (2) if the pet gets trapped then your god may disapprove,
* (3) if the pet was already trapped and you attempt to free it
* not only do you encounter the trap but you may frighten your
* pet causing it to go wild! moral: don't abuse this privilege.
*
* Ceiling-hiding pets are skipped by this section of code, to
* be caught by the normal falling-monster code.
*/
if (is_safepet(mtmp) && !(is_hider(mtmp->data) && mtmp->mundetected)) {
/* if trapped, there's a chance the pet goes wild */
if (mtmp->mtrapped) {
if (!rn2(mtmp->mtame)) {
mtmp->mtame = mtmp->mpeaceful = mtmp->msleeping = 0;
if (mtmp->mleashed)
m_unleash(mtmp, TRUE);
growl(mtmp);
} else {
yelp(mtmp);
}
}
/* seemimic/newsym should be done before moving hero, otherwise
the display code will draw the hero here before we possibly
cancel the swap below (we can ignore steed mx,my here) */
u.ux = u.ux0, u.uy = u.uy0;
mtmp->mundetected = 0;
if (mtmp->m_ap_type)
seemimic(mtmp);
else if (!mtmp->mtame)
newsym(mtmp->mx, mtmp->my);
u.ux = mtmp->mx, u.uy = mtmp->my; /* resume swapping positions */
if (mtmp->mtrapped && (trap = t_at(mtmp->mx, mtmp->my)) != 0
&& (trap->ttyp == PIT || trap->ttyp == SPIKED_PIT)
&& sobj_at(BOULDER, trap->tx, trap->ty)) {
/* can't swap places with pet pinned in a pit by a boulder */
u.ux = u.ux0, u.uy = u.uy0; /* didn't move after all */
if (u.usteed)
u.usteed->mx = u.ux, u.usteed->my = u.uy;
} else if (u.ux0 != x && u.uy0 != y && NODIAG(mtmp->data - mons)) {
/* can't swap places when pet can't move to your spot */
u.ux = u.ux0, u.uy = u.uy0;
if (u.usteed)
u.usteed->mx = u.ux, u.usteed->my = u.uy;
You("stop. %s can't move diagonally.", upstart(y_monnam(mtmp)));
} else if (u.ux0 != x && u.uy0 != y && bad_rock(mtmp->data, x, u.uy0)
&& bad_rock(mtmp->data, u.ux0, y)
&& (bigmonst(mtmp->data) || (curr_mon_load(mtmp) > 600))) {
/* can't swap places when pet won't fit thru the opening */
u.ux = u.ux0, u.uy = u.uy0; /* didn't move after all */
if (u.usteed)
u.usteed->mx = u.ux, u.usteed->my = u.uy;
You("stop. %s won't fit through.", upstart(y_monnam(mtmp)));
} else {
char pnambuf[BUFSZ];
/* save its current description in case of polymorph */
Strcpy(pnambuf, y_monnam(mtmp));
mtmp->mtrapped = 0;
remove_monster(x, y);
place_monster(mtmp, u.ux0, u.uy0);
newsym(x, y);
newsym(u.ux0, u.uy0);
You("%s %s.", mtmp->mtame ? "swap places with" : "frighten",
pnambuf);
/* check for displacing it into pools and traps */
switch (minliquid(mtmp) ? 2 : mintrap(mtmp)) {
case 0:
break;
case 1: /* trapped */
case 3: /* changed levels */
/* there's already been a trap message, reinforce it */
abuse_dog(mtmp);
adjalign(-3);
break;
case 2:
/* drowned or died...
* you killed your pet by direct action, so get experience
* and possibly penalties;
* we want the level gain message, if it happens, to occur
* before the guilt message below
*/
{
/* minliquid() and mintrap() call mondead() rather than
killed() so we duplicate some of the latter here */
int tmp, mndx;
u.uconduct.killer++;
mndx = monsndx(mtmp->data);
tmp = experience(mtmp, (int) mvitals[mndx].died);
more_experienced(tmp, 0);
newexplevel(); /* will decide if you go up */
}
/* That's no way to treat a pet! Your god gets angry.
*
* [This has always been pretty iffy. Why does your
* patron deity care at all, let alone enough to get mad?]
*/
if (rn2(4)) {
You_feel("guilty about losing your pet like this.");
u.ugangr++;
adjalign(-15);
}
break;
default:
pline("that's strange, unknown mintrap result!");
break;
}
}
}
reset_occupations();
if (context.run) {
if (context.run < 8)
if (IS_DOOR(tmpr->typ) || IS_ROCK(tmpr->typ)
|| IS_FURNITURE(tmpr->typ))
nomul(0);
}
if (hides_under(youmonst.data) || youmonst.data->mlet == S_EEL
|| u.dx || u.dy)
(void) hideunder(&youmonst);
/*
* Mimics (or whatever) become noticeable if they move and are
* imitating something that doesn't move. We could extend this
* to non-moving monsters...
*/
if ((u.dx || u.dy) && (youmonst.m_ap_type == M_AP_OBJECT
|| youmonst.m_ap_type == M_AP_FURNITURE))
youmonst.m_ap_type = M_AP_NOTHING;
check_leash(u.ux0, u.uy0);
if (u.ux0 != u.ux || u.uy0 != u.uy) {
u.umoved = TRUE;
/* Clean old position -- vision_recalc() will print our new one. */
newsym(u.ux0, u.uy0);
/* Since the hero has moved, adjust what can be seen/unseen. */
vision_recalc(1); /* Do the work now in the recover time. */
invocation_message();
}
if (Punished) /* put back ball and chain */
move_bc(0, bc_control, ballx, bally, chainx, chainy);
if (u.umoved)
spoteffects(TRUE);
/* delay next move because of ball dragging */
/* must come after we finished picking up, in spoteffects() */
if (cause_delay) {
nomul(-2);
multi_reason = "dragging an iron ball";
nomovemsg = "";
}
if (context.run && flags.runmode != RUN_TPORT) {
/* display every step or every 7th step depending upon mode */
if (flags.runmode != RUN_LEAP || !(moves % 7L)) {
if (flags.time)
context.botl = 1;
curs_on_u();
delay_output();
if (flags.runmode == RUN_CRAWL) {
delay_output();
delay_output();
delay_output();
delay_output();
}
}
}
}
overexertion
/* combat increases metabolism */
boolean
overexertion()
{
/* this used to be part of domove() when moving to a monster's
position, but is now called by attack() so that it doesn't
execute if you decline to attack a peaceful monster */
gethungry();
if ((moves % 3L) != 0L && near_capacity() >= HVY_ENCUMBER) {
int *hp = (!Upolyd ? &u.uhp : &u.mh);
if (*hp > 1) {
*hp -= 1;
} else {
You("pass out from exertion!");
exercise(A_CON, FALSE);
fall_asleep(-10, FALSE);
}
}
return (boolean) (multi < 0); /* might have fainted (forced to sleep) */
}
invocation_message
void
invocation_message()
{
/* a special clue-msg when on the Invocation position */
if (invocation_pos(u.ux, u.uy) && !On_stairs(u.ux, u.uy)) {
char buf[BUFSZ];
struct obj *otmp = carrying(CANDELABRUM_OF_INVOCATION);
nomul(0); /* stop running or travelling */
if (u.usteed)
Sprintf(buf, "beneath %s", y_monnam(u.usteed));
else if (Levitation || Flying)
Strcpy(buf, "beneath you");
else
Sprintf(buf, "under your %s", makeplural(body_part(FOOT)));
You_feel("a strange vibration %s.", buf);
u.uevent.uvibrated = 1;
if (otmp && otmp->spe == 7 && otmp->lamplit)
pline("%s %s!", The(xname(otmp)),
Blind ? "throbs palpably" : "glows with a strange light");
}
}
switch_terrain
/* moving onto different terrain;
might be going into solid rock, inhibiting levitation or flight,
or coming back out of such, reinstating levitation/flying */
STATIC_OVL void
switch_terrain()
{
struct rm *lev = &levl[u.ux][u.uy];
boolean blocklev = (IS_ROCK(lev->typ) || closed_door(u.ux, u.uy)
|| (Is_waterlevel(&u.uz) && lev->typ == WATER));
if (blocklev) {
/* called from spoteffects(), skip float_down() */
if (Levitation)
You_cant("levitate in here.");
BLevitation |= FROMOUTSIDE;
} else if (BLevitation) {
BLevitation &= ~FROMOUTSIDE;
if (Levitation)
float_up();
}
/* the same terrain that blocks levitation also blocks flight */
if (blocklev) {
if (Flying)
You_cant("fly in here.");
BFlying |= FROMOUTSIDE;
} else if (BFlying) {
BFlying &= ~FROMOUTSIDE;
float_vs_flight(); /* maybe toggle (BFlying & I_SPECIAL) */
/* [minor bug: we don't know whether this is beginning flight or
resuming it; that could be tracked so that this message could
be adjusted to "resume flying", but isn't worth the effort...] */
if (Flying)
You("start flying.");
}
}
pooleffects
/* extracted from spoteffects; called by spoteffects to check for entering or
leaving a pool of water/lava, and by moveloop to check for staying on one;
returns true to skip rest of spoteffects */
boolean
pooleffects(newspot)
boolean newspot; /* true if called by spoteffects */
{
/* check for leaving water */
if (u.uinwater) {
boolean still_inwater = FALSE; /* assume we're getting out */
if (!is_pool(u.ux, u.uy)) {
if (Is_waterlevel(&u.uz))
You("pop into an air bubble.");
else if (is_lava(u.ux, u.uy))
You("leave the %s...", hliquid("water")); /* oops! */
else
You("are on solid %s again.",
is_ice(u.ux, u.uy) ? "ice" : "land");
} else if (Is_waterlevel(&u.uz)) {
still_inwater = TRUE;
} else if (Levitation) {
You("pop out of the %s like a cork!", hliquid("water"));
} else if (Flying) {
You("fly out of the %s.", hliquid("water"));
} else if (Wwalking) {
You("slowly rise above the surface.");
} else {
still_inwater = TRUE;
}
if (!still_inwater) {
boolean was_underwater = (Underwater && !Is_waterlevel(&u.uz));
u.uinwater = 0; /* leave the water */
if (was_underwater) { /* restore vision */
docrt();
vision_full_recalc = 1;
}
}
}
/* check for entering water or lava */
if (!u.ustuck && !Levitation && !Flying && is_pool_or_lava(u.ux, u.uy)) {
if (u.usteed
&& (is_flyer(u.usteed->data) || is_floater(u.usteed->data)
|| is_clinger(u.usteed->data))) {
/* floating or clinging steed keeps hero safe (is_flyer() test
is redundant; it can't be true since Flying yielded false) */
return FALSE;
} else if (u.usteed) {
/* steed enters pool */
dismount_steed(Underwater ? DISMOUNT_FELL : DISMOUNT_GENERIC);
/* dismount_steed() -> float_down() -> pickup()
(float_down doesn't do autopickup on Air or Water) */
if (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz))
return FALSE;
/* even if we actually end up at same location, float_down()
has already done spoteffect()'s trap and pickup actions */
if (newspot)
check_special_room(FALSE); /* spoteffects */
return TRUE;
}
/* not mounted */
/* drown(),lava_effects() return true if hero changes
location while surviving the problem */
if (is_lava(u.ux, u.uy)) {
if (lava_effects())
return TRUE;
} else if (!Wwalking
&& (newspot || !u.uinwater || !(Swimming || Amphibious))) {
if (drown())
return TRUE;
}
}
return FALSE;
}
spoteffects
void
spoteffects(pick)
boolean pick;
{
static int inspoteffects = 0;
static coord spotloc;
static int spotterrain;
static struct trap *spottrap = (struct trap *) 0;
static unsigned spottraptyp = NO_TRAP;
struct monst *mtmp;
struct trap *trap = t_at(u.ux, u.uy);
/* prevent recursion from affecting the hero all over again
[hero poly'd to iron golem enters water here, drown() inflicts
damage that triggers rehumanize() which calls spoteffects()...] */
if (inspoteffects && u.ux == spotloc.x && u.uy == spotloc.y
/* except when reason is transformed terrain (ice -> water) */
&& spotterrain == levl[u.ux][u.uy].typ
/* or transformed trap (land mine -> pit) */
&& (!spottrap || !trap || trap->ttyp == spottraptyp))
return;
++inspoteffects;
spotterrain = levl[u.ux][u.uy].typ;
spotloc.x = u.ux, spotloc.y = u.uy;
/* moving onto different terrain might cause Levitation to toggle */
if (spotterrain != levl[u.ux0][u.uy0].typ || !on_level(&u.uz, &u.uz0))
switch_terrain();
if (pooleffects(TRUE))
goto spotdone;
check_special_room(FALSE);
if (IS_SINK(levl[u.ux][u.uy].typ) && Levitation)
dosinkfall();
if (!in_steed_dismounting) { /* if dismounting, we'll check again later */
boolean pit;
/* if levitation is due to time out at the end of this
turn, allowing it to do so could give the perception
that a trap here is being triggered twice, so adjust
the timeout to prevent that */
if (trap && (HLevitation & TIMEOUT) == 1L
&& !(ELevitation || (HLevitation & ~(I_SPECIAL | TIMEOUT)))) {
if (rn2(2)) { /* defer timeout */
incr_itimeout(&HLevitation, 1L);
} else { /* timeout early */
if (float_down(I_SPECIAL | TIMEOUT, 0L)) {
/* levitation has ended; we've already triggered
any trap and [usually] performed autopickup */
trap = 0;
pick = FALSE;
}
}
}
/*
* If not a pit, pickup before triggering trap.
* If pit, trigger trap before pickup.
*/
pit = (trap && (trap->ttyp == PIT || trap->ttyp == SPIKED_PIT));
if (pick && !pit)
(void) pickup(1);
if (trap) {
/*
* dotrap on a fire trap calls melt_ice() which triggers
* spoteffects() (again) which can trigger the same fire
* trap (again). Use static spottrap to prevent that.
* We track spottraptyp because some traps morph
* (landmine to pit) and any new trap type
* should get triggered.
*/
if (!spottrap || spottraptyp != trap->ttyp) {
spottrap = trap;
spottraptyp = trap->ttyp;
dotrap(trap, 0); /* fall into arrow trap, etc. */
spottrap = (struct trap *) 0;
spottraptyp = NO_TRAP;
}
}
if (pick && pit)
(void) pickup(1);
}
/* Warning alerts you to ice danger */
if (Warning && is_ice(u.ux, u.uy)) {
static const char *const icewarnings[] = {
"The ice seems very soft and slushy.",
"You feel the ice shift beneath you!",
"The ice, is gonna BREAK!", /* The Dead Zone */
};
long time_left = spot_time_left(u.ux, u.uy, MELT_ICE_AWAY);
if (time_left && time_left < 15L)
pline("%s", icewarnings[(time_left < 5L) ? 2
: (time_left < 10L) ? 1
: 0]);
}
if ((mtmp = m_at(u.ux, u.uy)) && !u.uswallow) {
mtmp->mundetected = mtmp->msleeping = 0;
switch (mtmp->data->mlet) {
case S_PIERCER:
pline("%s suddenly drops from the %s!", Amonnam(mtmp),
ceiling(u.ux, u.uy));
if (mtmp->mtame) { /* jumps to greet you, not attack */
;
} else if (uarmh && is_metallic(uarmh)) {
pline("Its blow glances off your %s.",
helm_simple_name(uarmh));
} else if (u.uac + 3 <= rnd(20)) {
You("are almost hit by %s!",
x_monnam(mtmp, ARTICLE_A, "falling", 0, TRUE));
} else {
int dmg;
You("are hit by %s!",
x_monnam(mtmp, ARTICLE_A, "falling", 0, TRUE));
dmg = d(4, 6);
if (Half_physical_damage)
dmg = (dmg + 1) / 2;
mdamageu(mtmp, dmg);
}
break;
default: /* monster surprises you. */
if (mtmp->mtame)
pline("%s jumps near you from the %s.", Amonnam(mtmp),
ceiling(u.ux, u.uy));
else if (mtmp->mpeaceful) {
You("surprise %s!",
Blind && !sensemon(mtmp) ? something : a_monnam(mtmp));
mtmp->mpeaceful = 0;
} else
pline("%s attacks you by surprise!", Amonnam(mtmp));
break;
}
mnexto(mtmp); /* have to move the monster */
}
spotdone:
if (!--inspoteffects) {
spotterrain = STONE; /* 0 */
spotloc.x = spotloc.y = 0;
}
return;
}
monstinroom
/* returns first matching monster */
STATIC_OVL struct monst *
monstinroom(mdat, roomno)
struct permonst *mdat;
int roomno;
{
register struct monst *mtmp;
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp))
continue;
if (mtmp->data == mdat
&& index(in_rooms(mtmp->mx, mtmp->my, 0), roomno + ROOMOFFSET))
return mtmp;
}
return (struct monst *) 0;
}
in_rooms
char *
in_rooms(x, y, typewanted)
register xchar x, y;
register int typewanted;
{
static char buf[5];
char rno, *ptr = &buf[4];
int typefound, min_x, min_y, max_x, max_y_offset, step;
register struct rm *lev;
#define goodtype(rno) \
(!typewanted \
|| (typefound = rooms[rno - ROOMOFFSET].rtype) == typewanted \
|| (typewanted == SHOPBASE && typefound > SHOPBASE))
switch (rno = levl[x][y].roomno) {
case NO_ROOM:
return ptr;
case SHARED:
step = 2;
break;
case SHARED_PLUS:
step = 1;
break;
default: /* i.e. a regular room # */
if (goodtype(rno))
*(--ptr) = rno;
return ptr;
}
min_x = x - 1;
max_x = x + 1;
if (x < 1)
min_x += step;
else if (x >= COLNO)
max_x -= step;
min_y = y - 1;
max_y_offset = 2;
if (min_y < 0) {
min_y += step;
max_y_offset -= step;
} else if ((min_y + max_y_offset) >= ROWNO)
max_y_offset -= step;
for (x = min_x; x <= max_x; x += step) {
lev = &levl[x][min_y];
y = 0;
if ((rno = lev[y].roomno) >= ROOMOFFSET && !index(ptr, rno)
&& goodtype(rno))
*(--ptr) = rno;
y += step;
if (y > max_y_offset)
continue;
if ((rno = lev[y].roomno) >= ROOMOFFSET && !index(ptr, rno)
&& goodtype(rno))
*(--ptr) = rno;
y += step;
if (y > max_y_offset)
continue;
if ((rno = lev[y].roomno) >= ROOMOFFSET && !index(ptr, rno)
&& goodtype(rno))
*(--ptr) = rno;
}
return ptr;
}
in_town
/* is (x,y) in a town? */
boolean
in_town(x, y)
register int x, y;
{
s_level *slev = Is_special(&u.uz);
register struct mkroom *sroom;
boolean has_subrooms = FALSE;
if (!slev || !slev->flags.town)
return FALSE;
/*
* See if (x,y) is in a room with subrooms, if so, assume it's the
* town. If there are no subrooms, the whole level is in town.
*/
for (sroom = &rooms[0]; sroom->hx > 0; sroom++) {
if (sroom->nsubrooms > 0) {
has_subrooms = TRUE;
if (inside_room(sroom, x, y))
return TRUE;
}
}
return !has_subrooms;
}
move_update
STATIC_OVL void
move_update(newlev)
register boolean newlev;
{
char *ptr1, *ptr2, *ptr3, *ptr4;
Strcpy(u.urooms0, u.urooms);
Strcpy(u.ushops0, u.ushops);
if (newlev) {
u.urooms[0] = '\0';
u.uentered[0] = '\0';
u.ushops[0] = '\0';
u.ushops_entered[0] = '\0';
Strcpy(u.ushops_left, u.ushops0);
return;
}
Strcpy(u.urooms, in_rooms(u.ux, u.uy, 0));
for (ptr1 = &u.urooms[0], ptr2 = &u.uentered[0], ptr3 = &u.ushops[0],
ptr4 = &u.ushops_entered[0];
*ptr1; ptr1++) {
if (!index(u.urooms0, *ptr1))
*(ptr2++) = *ptr1;
if (IS_SHOP(*ptr1 - ROOMOFFSET)) {
*(ptr3++) = *ptr1;
if (!index(u.ushops0, *ptr1))
*(ptr4++) = *ptr1;
}
}
*ptr2 = '\0';
*ptr3 = '\0';
*ptr4 = '\0';
/* filter u.ushops0 -> u.ushops_left */
for (ptr1 = &u.ushops0[0], ptr2 = &u.ushops_left[0]; *ptr1; ptr1++)
if (!index(u.ushops, *ptr1))
*(ptr2++) = *ptr1;
*ptr2 = '\0';
}
check_special_room
/* possibly deliver a one-time room entry message */
void
check_special_room(newlev)
register boolean newlev;
{
register struct monst *mtmp;
char *ptr;
move_update(newlev);
if (*u.ushops0)
u_left_shop(u.ushops_left, newlev);
if (!*u.uentered && !*u.ushops_entered) /* implied by newlev */
return; /* no entrance messages necessary */
/* Did we just enter a shop? */
if (*u.ushops_entered)
u_entered_shop(u.ushops_entered);
for (ptr = &u.uentered[0]; *ptr; ptr++) {
int roomno = *ptr - ROOMOFFSET, rt = rooms[roomno].rtype;
boolean msg_given = TRUE;
/* Did we just enter some other special room? */
/* vault.c insists that a vault remain a VAULT,
* and temples should remain TEMPLEs,
* but everything else gives a message only the first time */
switch (rt) {
case ZOO:
pline("Welcome to David's treasure zoo!");
break;
case SWAMP:
pline("It %s rather %s down here.", Blind ? "feels" : "looks",
Blind ? "humid" : "muddy");
break;
case COURT:
You("enter an opulent throne room!");
break;
case LEPREHALL:
You("enter a leprechaun hall!");
break;
case MORGUE:
if (midnight()) {
const char *run = locomotion(youmonst.data, "Run");
pline("%s away! %s away!", run, run);
} else
You("have an uncanny feeling...");
break;
case BEEHIVE:
You("enter a giant beehive!");
break;
case COCKNEST:
You("enter a disgusting nest!");
break;
case ANTHOLE:
You("enter an anthole!");
break;
case BARRACKS:
if (monstinroom(&mons[PM_SOLDIER], roomno)
|| monstinroom(&mons[PM_SERGEANT], roomno)
|| monstinroom(&mons[PM_LIEUTENANT], roomno)
|| monstinroom(&mons[PM_CAPTAIN], roomno))
You("enter a military barracks!");
else
You("enter an abandoned barracks.");
break;
case DELPHI: {
struct monst *oracle = monstinroom(&mons[PM_ORACLE], roomno);
if (oracle) {
if (!oracle->mpeaceful)
verbalize("You're in Delphi, %s.", plname);
else
verbalize("%s, %s, welcome to Delphi!",
Hello((struct monst *) 0), plname);
} else
msg_given = FALSE;
break;
}
case TEMPLE:
intemple(roomno + ROOMOFFSET);
/*FALLTHRU*/
default:
msg_given = (rt == TEMPLE);
rt = 0;
break;
}
if (msg_given)
room_discovered(roomno);
if (rt != 0) {
rooms[roomno].rtype = OROOM;
if (!search_special(rt)) {
/* No more room of that type */
switch (rt) {
case COURT:
level.flags.has_court = 0;
break;
case SWAMP:
level.flags.has_swamp = 0;
break;
case MORGUE:
level.flags.has_morgue = 0;
break;
case ZOO:
level.flags.has_zoo = 0;
break;
case BARRACKS:
level.flags.has_barracks = 0;
break;
case TEMPLE:
level.flags.has_temple = 0;
break;
case BEEHIVE:
level.flags.has_beehive = 0;
break;
}
}
if (rt == COURT || rt == SWAMP || rt == MORGUE || rt == ZOO)
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp))
continue;
if (!Stealth && !rn2(3))
mtmp->msleeping = 0;
}
}
}
return;
}
dopickup
/* the ',' command */
int
dopickup()
{
int count, tmpcount;
struct trap *traphere = t_at(u.ux, u.uy);
/* awful kludge to work around parse()'s pre-decrement */
count = (multi || (save_cm && *save_cm == ',')) ? multi + 1 : 0;
multi = 0; /* always reset */
/* uswallow case added by GAN 01/29/87 */
if (u.uswallow) {
if (!u.ustuck->minvent) {
if (is_animal(u.ustuck->data)) {
You("pick up %s tongue.", s_suffix(mon_nam(u.ustuck)));
pline("But it's kind of slimy, so you drop it.");
} else
You("don't %s anything in here to pick up.",
Blind ? "feel" : "see");
return 1;
} else {
tmpcount = -count;
return loot_mon(u.ustuck, &tmpcount, (boolean *) 0);
}
}
if (is_pool(u.ux, u.uy)) {
if (Wwalking || is_floater(youmonst.data) || is_clinger(youmonst.data)
|| (Flying && !Breathless)) {
You("cannot dive into the %s to pick things up.",
hliquid("water"));
return 0;
} else if (!Underwater) {
You_cant("even see the bottom, let alone pick up %s.", something);
return 0;
}
}
if (is_lava(u.ux, u.uy)) {
if (Wwalking || is_floater(youmonst.data) || is_clinger(youmonst.data)
|| (Flying && !Breathless)) {
You_cant("reach the bottom to pick things up.");
return 0;
} else if (!likes_lava(youmonst.data)) {
You("would burn to a crisp trying to pick things up.");
return 0;
}
}
if (!OBJ_AT(u.ux, u.uy)) {
register struct rm *lev = &levl[u.ux][u.uy];
if (IS_THRONE(lev->typ))
pline("It must weigh%s a ton!", lev->looted ? " almost" : "");
else if (IS_SINK(lev->typ))
pline_The("plumbing connects it to the floor.");
else if (IS_GRAVE(lev->typ))
You("don't need a gravestone. Yet.");
else if (IS_FOUNTAIN(lev->typ))
You("could drink the %s...", hliquid("water"));
else if (IS_DOOR(lev->typ) && (lev->doormask & D_ISOPEN))
pline("It won't come off the hinges.");
else
There("is nothing here to pick up.");
return 0;
}
if (!can_reach_floor(TRUE)) {
if (traphere && uteetering_at_seen_pit(traphere))
You("cannot reach the bottom of the pit.");
else if (u.usteed && P_SKILL(P_RIDING) < P_BASIC)
rider_cant_reach();
else if (Blind && !can_reach_floor(TRUE))
You("cannot reach anything here.");
else
You("cannot reach the %s.", surface(u.ux, u.uy));
return 0;
}
return pickup(-count);
}
lookaround
/* stop running if we see something interesting */
/* turn around a corner if that is the only way we can proceed */
/* do not turn left or right twice */
void
lookaround()
{
register int x, y;
int i, x0 = 0, y0 = 0, m0 = 1, i0 = 9;
int corrct = 0, noturn = 0;
struct monst *mtmp;
struct trap *trap;
/* Grid bugs stop if trying to move diagonal, even if blind. Maybe */
/* they polymorphed while in the middle of a long move. */
if (NODIAG(u.umonnum) && u.dx && u.dy) {
You("cannot move diagonally.");
nomul(0);
return;
}
if (Blind || context.run == 0)
return;
for (x = u.ux - 1; x <= u.ux + 1; x++)
for (y = u.uy - 1; y <= u.uy + 1; y++) {
if (!isok(x, y) || (x == u.ux && y == u.uy))
continue;
if (NODIAG(u.umonnum) && x != u.ux && y != u.uy)
continue;
if ((mtmp = m_at(x, y)) != 0
&& mtmp->m_ap_type != M_AP_FURNITURE
&& mtmp->m_ap_type != M_AP_OBJECT
&& (!mtmp->minvis || See_invisible) && !mtmp->mundetected) {
if ((context.run != 1 && !mtmp->mtame)
|| (x == u.ux + u.dx && y == u.uy + u.dy
&& !context.travel)) {
if (iflags.mention_walls)
pline("%s blocks your path.", upstart(a_monnam(mtmp)));
goto stop;
}
}
if (levl[x][y].typ == STONE)
continue;
if (x == u.ux - u.dx && y == u.uy - u.dy)
continue;
if (IS_ROCK(levl[x][y].typ) || levl[x][y].typ == ROOM
|| IS_AIR(levl[x][y].typ)) {
continue;
} else if (closed_door(x, y) || (mtmp && is_door_mappear(mtmp))) {
if (x != u.ux && y != u.uy)
continue;
if (context.run != 1) {
if (iflags.mention_walls)
You("stop in front of the door.");
goto stop;
}
goto bcorr;
} else if (levl[x][y].typ == CORR) {
bcorr:
if (levl[u.ux][u.uy].typ != ROOM) {
if (context.run == 1 || context.run == 3
|| context.run == 8) {
i = dist2(x, y, u.ux + u.dx, u.uy + u.dy);
if (i > 2)
continue;
if (corrct == 1 && dist2(x, y, x0, y0) != 1)
noturn = 1;
if (i < i0) {
i0 = i;
x0 = x;
y0 = y;
m0 = mtmp ? 1 : 0;
}
}
corrct++;
}
continue;
} else if ((trap = t_at(x, y)) && trap->tseen) {
if (context.run == 1)
goto bcorr; /* if you must */
if (x == u.ux + u.dx && y == u.uy + u.dy) {
if (iflags.mention_walls) {
int tt = what_trap(trap->ttyp);
You("stop in front of %s.",
an(defsyms[trap_to_defsym(tt)].explanation));
}
goto stop;
}
continue;
} else if (is_pool_or_lava(x, y)) {
/* water and lava only stop you if directly in front, and stop
* you even if you are running
*/
if (!Levitation && !Flying && !is_clinger(youmonst.data)
&& x == u.ux + u.dx && y == u.uy + u.dy) {
/* No Wwalking check; otherwise they'd be able
* to test boots by trying to SHIFT-direction
* into a pool and seeing if the game allowed it
*/
if (iflags.mention_walls)
You("stop at the edge of the %s.",
hliquid(is_pool(x,y) ? "water" : "lava"));
goto stop;
}
continue;
} else { /* e.g. objects or trap or stairs */
if (context.run == 1)
goto bcorr;
if (context.run == 8)
continue;
if (mtmp)
continue; /* d */
if (((x == u.ux - u.dx) && (y != u.uy + u.dy))
|| ((y == u.uy - u.dy) && (x != u.ux + u.dx)))
continue;
}
stop:
nomul(0);
return;
} /* end for loops */
if (corrct > 1 && context.run == 2) {
if (iflags.mention_walls)
pline_The("corridor widens here.");
goto stop;
}
if ((context.run == 1 || context.run == 3 || context.run == 8) && !noturn
&& !m0 && i0 && (corrct == 1 || (corrct == 2 && i0 == 1))) {
/* make sure that we do not turn too far */
if (i0 == 2) {
if (u.dx == y0 - u.uy && u.dy == u.ux - x0)
i = 2; /* straight turn right */
else
i = -2; /* straight turn left */
} else if (u.dx && u.dy) {
if ((u.dx == u.dy && y0 == u.uy) || (u.dx != u.dy && y0 != u.uy))
i = -1; /* half turn left */
else
i = 1; /* half turn right */
} else {
if ((x0 - u.ux == y0 - u.uy && !u.dy)
|| (x0 - u.ux != y0 - u.uy && u.dy))
i = 1; /* half turn right */
else
i = -1; /* half turn left */
}
i += u.last_str_turn;
if (i <= 2 && i >= -2) {
u.last_str_turn = i;
u.dx = x0 - u.ux;
u.dy = y0 - u.uy;
}
}
}
doorless_door
/* check for a doorway which lacks its door (NODOOR or BROKEN) */
STATIC_OVL boolean
doorless_door(x, y)
int x, y;
{
struct rm *lev_p = &levl[x][y];
if (!IS_DOOR(lev_p->typ))
return FALSE;
/* all rogue level doors are doorless but disallow diagonal access, so
we treat them as if their non-existant doors were actually present */
if (Is_rogue_level(&u.uz))
return FALSE;
return !(lev_p->doormask & ~(D_NODOOR | D_BROKEN));
}
crawl_destination
/* used by drown() to check whether hero can crawl from water to <x,y> */
boolean
crawl_destination(x, y)
int x, y;
{
/* is location ok in general? */
if (!goodpos(x, y, &youmonst, 0))
return FALSE;
/* orthogonal movement is unrestricted when destination is ok */
if (x == u.ux || y == u.uy)
return TRUE;
/* diagonal movement has some restrictions */
if (NODIAG(u.umonnum))
return FALSE; /* poly'd into a grid bug... */
if (Passes_walls)
return TRUE; /* or a xorn... */
/* pool could be next to a door, conceivably even inside a shop */
if (IS_DOOR(levl[x][y].typ) && (!doorless_door(x, y) || block_door(x, y)))
return FALSE;
/* finally, are we trying to squeeze through a too-narrow gap? */
return !(bad_rock(youmonst.data, u.ux, y)
&& bad_rock(youmonst.data, x, u.uy));
}
monster_nearby
/* something like lookaround, but we are not running */
/* react only to monsters that might hit us */
int
monster_nearby()
{
register int x, y;
register struct monst *mtmp;
/* Also see the similar check in dochugw() in monmove.c */
for (x = u.ux - 1; x <= u.ux + 1; x++)
for (y = u.uy - 1; y <= u.uy + 1; y++) {
if (!isok(x, y) || (x == u.ux && y == u.uy))
continue;
if ((mtmp = m_at(x, y)) && mtmp->m_ap_type != M_AP_FURNITURE
&& mtmp->m_ap_type != M_AP_OBJECT
&& (!mtmp->mpeaceful || Hallucination)
&& (!is_hider(mtmp->data) || !mtmp->mundetected)
&& !noattacks(mtmp->data) && mtmp->mcanmove
&& !mtmp->msleeping /* aplvax!jcn */
&& !onscary(u.ux, u.uy, mtmp) && canspotmon(mtmp))
return 1;
}
return 0;
}
nomul
void
nomul(nval)
register int nval;
{
if (multi < nval)
return; /* This is a bug fix by ab@unido */
u.uinvulnerable = FALSE; /* Kludge to avoid ctrl-C bug -dlc */
u.usleep = 0;
multi = nval;
if (nval == 0)
multi_reason = NULL;
context.travel = context.travel1 = context.mv = context.run = 0;
}
unmul
/* called when a non-movement, multi-turn action has completed */
void
unmul(msg_override)
const char *msg_override;
{
multi = 0; /* caller will usually have done this already */
if (msg_override)
nomovemsg = msg_override;
else if (!nomovemsg)
nomovemsg = You_can_move_again;
if (*nomovemsg)
pline1(nomovemsg);
nomovemsg = 0;
u.usleep = 0;
multi_reason = NULL;
if (afternmv) {
int NDECL((*f)) = afternmv;
/* clear afternmv before calling it (to override the
encumbrance hack for levitation--see weight_cap()) */
afternmv = (int NDECL((*))) 0;
(void) (*f)();
}
}
maybe_wail
STATIC_OVL void
maybe_wail()
{
static short powers[] = { TELEPORT, SEE_INVIS, POISON_RES, COLD_RES,
SHOCK_RES, FIRE_RES, SLEEP_RES, DISINT_RES,
TELEPORT_CONTROL, STEALTH, FAST, INVIS };
if (moves <= wailmsg + 50)
return;
wailmsg = moves;
if (Role_if(PM_WIZARD) || Race_if(PM_ELF) || Role_if(PM_VALKYRIE)) {
const char *who;
int i, powercnt;
who = (Role_if(PM_WIZARD) || Role_if(PM_VALKYRIE)) ? urole.name.m
: "Elf";
if (u.uhp == 1) {
pline("%s is about to die.", who);
} else {
for (i = 0, powercnt = 0; i < SIZE(powers); ++i)
if (u.uprops[powers[i]].intrinsic & INTRINSIC)
++powercnt;
pline((powercnt >= 4) ? "%s, all your powers will be lost..."
: "%s, your life force is running out.",
who);
}
} else {
You_hear(u.uhp == 1 ? "the wailing of the Banshee..."
: "the howling of the CwnAnnwn...");
}
}
losehp
void
losehp(n, knam, k_format)
register int n;
register const char *knam;
boolean k_format;
{
if (Upolyd) {
u.mh -= n;
if (u.mhmax < u.mh)
u.mhmax = u.mh;
context.botl = 1;
if (u.mh < 1)
rehumanize();
else if (n > 0 && u.mh * 10 < u.mhmax && Unchanging)
maybe_wail();
return;
}
u.uhp -= n;
if (u.uhp > u.uhpmax)
u.uhpmax = u.uhp; /* perhaps n was negative */
else
context.travel = context.travel1 = context.mv = context.run = 0;
context.botl = 1;
if (u.uhp < 1) {
killer.format = k_format;
if (killer.name != knam) /* the thing that killed you */
Strcpy(killer.name, knam ? knam : "");
You("die...");
done(DIED);
} else if (n > 0 && u.uhp * 10 < u.uhpmax) {
maybe_wail();
}
}
weight_cap
int
weight_cap()
{
long carrcap, save_ELev = ELevitation;
/* boots take multiple turns to wear but any properties they
confer are enabled at the start rather than the end; that
causes message sequencing issues for boots of levitation
so defer their encumbrance benefit until they're fully worn */
if (afternmv == Boots_on && (ELevitation & W_ARMF) != 0L) {
ELevitation &= ~W_ARMF;
float_vs_flight(); /* in case Levitation is blocking Flying */
}
carrcap = 25 * (ACURRSTR + ACURR(A_CON)) + 50;
if (Upolyd) {
/* consistent with can_carry() in mon.c */
if (youmonst.data->mlet == S_NYMPH)
carrcap = MAX_CARR_CAP;
else if (!youmonst.data->cwt)
carrcap = (carrcap * (long) youmonst.data->msize) / MZ_HUMAN;
else if (!strongmonst(youmonst.data)
|| (strongmonst(youmonst.data)
&& (youmonst.data->cwt > WT_HUMAN)))
carrcap = (carrcap * (long) youmonst.data->cwt / WT_HUMAN);
}
if (Levitation || Is_airlevel(&u.uz) /* pugh@cornell */
|| (u.usteed && strongmonst(u.usteed->data))) {
carrcap = MAX_CARR_CAP;
} else {
if (carrcap > MAX_CARR_CAP)
carrcap = MAX_CARR_CAP;
if (!Flying) {
if (EWounded_legs & LEFT_SIDE)
carrcap -= 100;
if (EWounded_legs & RIGHT_SIDE)
carrcap -= 100;
}
if (carrcap < 0)
carrcap = 0;
}
if (ELevitation != save_ELev) {
ELevitation = save_ELev;
float_vs_flight();
}
return (int) carrcap;
}
static int wc; /* current weight_cap(); valid after call to inv_weight() */
inv_weight
/* returns how far beyond the normal capacity the player is currently. */
/* inv_weight() is negative if the player is below normal capacity. */
int
inv_weight()
{
register struct obj *otmp = invent;
register int wt = 0;
while (otmp) {
if (otmp->oclass == COIN_CLASS)
wt += (int) (((long) otmp->quan + 50L) / 100L);
else if (otmp->otyp != BOULDER || !throws_rocks(youmonst.data))
wt += otmp->owt;
otmp = otmp->nobj;
}
wc = weight_cap();
return (wt - wc);
}
calc_capacity
/*
* Returns 0 if below normal capacity, or the number of "capacity units"
* over the normal capacity the player is loaded. Max is 5.
*/
int
calc_capacity(xtra_wt)
int xtra_wt;
{
int cap, wt = inv_weight() + xtra_wt;
if (wt <= 0)
return UNENCUMBERED;
if (wc <= 1)
return OVERLOADED;
cap = (wt * 2 / wc) + 1;
return min(cap, OVERLOADED);
}
near_capacity
int
near_capacity()
{
return calc_capacity(0);
}
max_capacity
int
max_capacity()
{
int wt = inv_weight();
return (wt - (2 * wc));
}
check_capacity
boolean
check_capacity(str)
const char *str;
{
if (near_capacity() >= EXT_ENCUMBER) {
if (str)
pline1(str);
else
You_cant("do that while carrying so much stuff.");
return 1;
}
return 0;
}
inv_cnt
int
inv_cnt(incl_gold)
boolean incl_gold;
{
register struct obj *otmp = invent;
register int ct = 0;
while (otmp) {
if (incl_gold || otmp->invlet != GOLD_SYM)
ct++;
otmp = otmp->nobj;
}
return ct;
}
money_cnt
/* Counts the money in an object chain. */
/* Intended use is for your or some monster's inventory, */
/* now that u.gold/m.gold is gone.*/
/* Counting money in a container might be possible too. */
long
money_cnt(otmp)
struct obj *otmp;
{
while (otmp) {
/* Must change when silver & copper is implemented: */
if (otmp->oclass == COIN_CLASS)
return otmp->quan;
otmp = otmp->nobj;
}
return 0L;
}
/*hack.c*/
</x,y></x,y></u.ux+u.dx,u.uy+u.dy></x,uy></ux,y> |
# File:Black marketeer.png
File
File history
File usageNo higher resolution available.
Black_marketeer.png (16 × 16 pixels, file size: 294 bytes, MIME type: image/png)
Summary
One-eyed Sam from SLASH'EM and UnNetHack.
Licensing:
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current23:18, 4 August 200916 × 16 (294 bytes)Ray Chason (talk | contribs)One-eyed Sam from SLASH'EM and UnNetHack. {{NGPL}}
You cannot overwrite this file.
File usage
The following 4 pages uses this file:
Black market (SLASH'EM)
Black market (UnNetHack)
List of UnNetHack tiles
UnNetHack |
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20:27
Rogue (2 changes | history)
. .
(-21) . .
[Umbire the Phantom; Coz]
m
20:27
(cur | prev) . . (-29) . . Umbire the Phantom (talk | contribs) (we have *enough* Grays links. Stormbringer is fine, but honestly needs to be mentioned way earlier in this strategy section)
14:16
(cur | prev) . . (+8) . . Coz (talk | contribs) (Added more links to Grayswandir and Stormbringer)
20 July 2023
10:30 Rogue (diff | hist) . . (+4) . . Coz (talk | contribs) (Added link to the Master Key of Thievery) |
# Related changes
Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold.
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m
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20:27
Rogue (2 changes | history)
. .
(-21) . .
[Umbire the Phantom; Coz]
m
20:27
(cur | prev) . . (-29) . . Umbire the Phantom (talk | contribs) (we have *enough* Grays links. Stormbringer is fine, but honestly needs to be mentioned way earlier in this strategy section)
14:16
(cur | prev) . . (+8) . . Coz (talk | contribs) (Added more links to Grayswandir and Stormbringer)
20 July 2023
10:30 Rogue (diff | hist) . . (+4) . . Coz (talk | contribs) (Added link to the Master Key of Thievery) |
# Keystone Kop
Wikipedia has an article about:
Keystone Cops
The K Keystone Kop monster class comprises human law enforcers of various ranks. While they are each not very difficult to eliminate on their own, their numbers are quite intimidating, and they can block your path long enough for more dangerous monsters to catch up with you.
There are four kinds of Kops: Keystone Kops, Kop Sergeants, Kop Lieutenants and Kop Kaptains. Keystone Kops will not become extinct after 120 of each kind have been created,[1] though they are genocidable.
Unlike other humans, the Keystone Kop is a valid polyform, and they also respect Elbereth (but only when occupied by the player); although their symbol is K, they are considered human for all other purposes, including sacrificing.
Contents
1 Generation
2 Keystone Kop
3 Kop Sergeant
4 Kop Lieutenant
5 Kop Kaptain
6 Strategy
7 Origin
8 Variants
8.1 Convict patch
8.2 UnNetHack
8.3 SpliceHack
9 Encyclopedia entry
10 References
Generation
Kops are not randomly generated, and normally only appear when you overtly steal from a shop. If you step outside but remain near the shop, one swarm is created around you; if you teleport a long distance away or leave the level, one swarm is created around the shopkeeper and another around the down stairs. Each swarm consists of a number of ordinary Kops equal to the dungeon level plus d5, 1⁄3+1 that many sergeants, 1⁄6 that many lieutenants, and 1⁄12 that many kaptains, rounded down in all cases. If the shopkeeper is pacified by any means, any remaining Kops are removed from the level, along with their inventories, including anything they may have picked up.
The Tourist quest goal level generates several Kops in a "police station" in the left half of the level.
Each Kop has a 1⁄3 chance to receive a club or rubber hose (with equal probability) and a 1⁄4 chance to receive 3 to 4 cream pies. Kops never generate with an offensive item, defensive item, miscellaneous item, or gold, and never leave death drops.
Keystone Kop
K Keystone Kop
Difficulty
3
Attacks
Weapon 1d4
K Keystone Kop
Difficulty
3
Attacks
Weapon 1d4
Base level
1
Base experience
13
Speed
6
Base AC
10
Base MR
10
Alignment
9 (lawful)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
Yes
Weight
1450
Nutritional value
200
Size
Medium
Resistances
None
Resistances conveyed
None
A Keystone Kop:
has a head, a couple of arms, and a torso.
does not eat. (*)
is a human.
is male.
is normally generated hostile.
wanders randomly.
can pick up weapons and food.
can be seen through infravision.
normally appears in large groups.
Reference
monst.c#line1598
Kop Sergeant
K Kop Sergeant
Difficulty
4
Attacks
Weapon 1d6
K Kop Sergeant
Difficulty
4
Attacks
Weapon 1d6
Base level
2
Base experience
22
Speed
8
Base AC
10
Base MR
10
Alignment
10 (lawful)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
Yes
Weight
1450
Nutritional value
200
Size
Medium
Resistances
None
Resistances conveyed
None
A Kop Sergeant:
has a head, a couple of arms, and a torso.
does not eat. (*)
is a human.
is male.
is normally generated hostile.
wanders randomly.
is strong.
can pick up weapons and food.
can be seen through infravision.
normally appears in small groups.
Reference
monst.c#line1605
Kop Lieutenant
K Kop Lieutenant
Difficulty
5
Attacks
Weapon 1d8
K Kop Lieutenant
Difficulty
5
Attacks
Weapon 1d8
Base level
3
Base experience
33
Speed
10
Base AC
10
Base MR
20
Alignment
11 (lawful)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
Yes
Weight
1450
Nutritional value
200
Size
Medium
Resistances
None
Resistances conveyed
None
A Kop Lieutenant:
has a head, a couple of arms, and a torso.
does not eat. (*)
is a human.
is male.
is normally generated hostile.
wanders randomly.
is strong.
can pick up weapons and food.
can be seen through infravision.
Reference
monst.c#line1612
Kop Kaptain
K Kop Kaptain
Difficulty
6
Attacks
Weapon 2d6
K Kop Kaptain
Difficulty
6
Attacks
Weapon 2d6
Base level
4
Base experience
46
Speed
12
Base AC
10
Base MR
20
Alignment
12 (lawful)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
Yes
Weight
1450
Nutritional value
200
Size
Medium
Resistances
None
Resistances conveyed
None
A Kop Kaptain:
has a head, a couple of arms, and a torso.
does not eat. (*)
is a human.
is male.
is normally generated hostile.
wanders randomly.
is strong.
can pick up weapons and food.
can be seen through infravision.
Reference
monst.c#line1619
Strategy
The Kops are a very good source of experience and cream pies.
One minor strategy with shopkeepers is to steal a gold piece from the shop and leave for a distant corner of the dungeon; this will summon a slew of Kops and their equipment, followed by the shopkeeper. After slaughtering the Kops, pay or pacify the shopkeeper. Note that Kops that evaporate in this way don't leave death drops. Warning! If you angered him by something else than stealing, it will take at least 1000 gold to pacify him; make sure you have that much cash.
Another option, if you are strong enough to deal with a mass of Kops but do not want to face an angry shopkeeper, is to push a boulder onto the doorway of the shop before you steal.
Origin
NetHack's Kops got their name from the Keystone Cops, an incompetent bunch of policemen featured in a series of films from 1912 to 1917.
Variants
Convict patch
In the Convict patch, and variants that integrate it, the Convict quest locate level has some Kops.
UnNetHack
In UnNetHack, when a Kop is killed, there is a 1/5 chance that another is summoned near the stairs and a 1/5 chance that one appears on a random part of the level. In addition, the Kops can no longer be genocided.
SpliceHack
K Korrupt Kop File:Korrupt Kop.png
Difficulty
5
Attacks
Weapon 1d8
K Korrupt Kop File:Korrupt Kop.png
Difficulty
5
Attacks
Weapon 1d8
Base level
3
Base experience
33
Speed
10
Base AC
10
Base MR
20
Alignment
11 (lawful)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
1450
Nutritional value
200
Size
Medium
Resistances
None
Resistances conveyed
None
A Kop Lieutenant:
has a head, a couple of arms, and a torso.
does not eat. (*)
is a human.
is male.
is normally generated hostile.
wanders randomly.
is strong.
can pick up weapons and food.
can be seen through infravision.
Reference
SpliceHack 1.1.0 L2562
SpliceHack adds a new Kop, the Korrupt Kop. It is exactly like the Kop Lieutenant, except that it can sometimes be randomly generated.
Encyclopedia entry
The Kops are a brilliant concept. To take a gaggle of inept
policemen and display them over and over again in a series of
riotously funny physical punishments plays equally well to the
peanut gallery and the expensive box seats. People hate cops.
Even people who have never had anything to do with cops hate
them. Of course, we count on them to keep order and to protect
us when we need protecting, and we love them on television shows
in which they have nerves of steel and hearts of gold, but in
the abstract, as a nation, collectively we hate them. They are
too much like high school principals. We're very happy to see
their pants fall down, and they look good to us with pie on
their faces. The Keystone Kops turn up--and they get punished
for it, as they crash into each other, fall down, and suffer
indignity after indignity. Here is pure movie satisfaction.
The Kops are very skillfully presented. The comic originality
and timing in one of their chase scenes requires imagination
to think up, talent to execute, understanding of the medium,
and, of course, raw courage to perform. The Kops are madmen
presented as incompetents, and they're madmen rushing around
in modern machines. What's more, the machines they were operating
in their routines were newly invented and not yet experienced
by the average moviegoer. (In the early days of automobiles,
it was reported that there were only two cars registered in all
of Kansas City, and they ran into each other. There is both
poetry and philosophy in this fact, but most of all, there is
humor. Sennett got the humor.)
[ Silent Stars, by Jeanine Basinger ]
References
↑ propagate in makemon.c: this function never marks non-randomly-generated (G_NOGEN) monsters such as Kops as extinct
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.0. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-360}} tag to the current version's tag or {{noversion}} as appropriate. |
# User:Umbire the Phantom/Warrior
This is a revision draft for the article on the Warrior role. If you could help me fill this out, I'd highly appreciate it!
The Warrior is a role that appears in SlashTHEM. They are a pure fighting-class derived from the Knight, though without their jumping ability and less emphasis on offensive spellcasting and mounted combat - the polearms, lance and spellcasting skills outside of divination spells are restricted to them. They also lack the Knight's jumping ability.
Warriors can be any race or alignment.
Contents
1 Starting equipment
2 Intrinsics
3 Skills
4 Special Rules
5 Gods
6 Quest
7 Rank titles
8 Strategy
9 Origin
10 References
Starting equipment
+1 broadsword
+1 crossbow
up to 50 blessed +0 crossbow bolts
several carrots and apples
+0 small shield
+0 scale mail
+0 pair of low boots
The starting pet is a saddled pony.
Intrinsics
At experience level 7, Warriors gain intrinsic speed.
Skills
Knight skills
Max
Skills
Basic
Weapons: javelin, saber, club
Spells: divination
Skilled
Weapons: dagger, axe, pick-axe, scimitar, mace, flail, hammer, spear
Spells: body
Combat: riding, two weapon combat
Expert
Weapons: short sword, broadsword, long sword, crossbow, two-handed sword
Combat: bare hands
Warriors start with Basic skill in broadsword, crossbow, dagger, and riding, and begin with knowledge of all weapons and non-magical armor.
Special Rules
To be written.
Gods
Main article: Religion
The Warrior's pantheon is derived from Slavic folklore.
Lawful: Dahzbog
Neutral: Yarovit-Yarilo
Chaotic: Svarozhits
Quest
To be written.
Rank titles
The status line shows you to be one of the following ranks when you reach the specified experience level:
XL 1-2: Swordsman
XL 3-5: Longswordsman
XL 6-9: Two-Handed Swordsman
XL 10-13: Legionnaire
XL 14-17: Crusader
XL 18-21: Baron/ess
XL 22-25: Count/ess
XL 26-29: Duke/Duchess
XL 30: Patriarch/Matriarch
Strategy
The Warrior is a combat-oriented role whose high physical stats allow them to utilize a wide array of melee and ranged weapons. However, they lack any combat spellcasting skills, with their skillset focused more on divination and body spells, and they do not learn any techniques outside of those naturally learned by a particular character's race.
Origin
The Warrior is based on the Gauntlet role with the same name. If the Warrior is weak from hunger, the game will display "Warrior needs food, badly!", which is a reference to Gauntlet's low health warning.
References |
# Spellbook of passwall
spellbook of + passwall
Appearance
random
Base price
600 zm
Weight
50
Turns to read
42
Ink to write
30–59
Spell type
body
Level
6
Power cost
30 Pw
Direction
non-directional
In SLASH'EM, the spellbook of passwall allows the player to learn the spell of passwall.
Contents
1 Description
2 Strategy
3 Messages
4 See also
Description
Casting the spell grants temporary intrinsic phasing, allowing you to pass through solid walls and other objects for anywhere between 50 and 149 turns before they become solid again; if you are in a solid object when the phasing wears off, you will be stuck there unless you can dig yourself out, pray, or cast the spell again.
Strategy
Be careful when you cast passwall without enough power to cast it (or, alternatively, dig) again, or at least a pickaxe or mattock to dig yourself out of a wall with; you may find yourself stuck waiting to power up again for a while, leaving yourself open to other phasing monsters such as xorns. On the other hand, if you find yourself being pummeled and there are no such monsters nearby, you can stick yourself in a wall while you wait to heal.
Messages
You feel a little more solid.
Your temporary phasing ability has worn off.
See also
List of SLASH'EM spellbooks
This page is a SLASH'EM related stub. Should you wish to do so, you can contribute by expanding this page. |
# File:Moonstone ring.png
File
File history
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Moonstone_ring.png (16 × 16 pixels, file size: 199 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the object 'moonstone ring'.
File history
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current11:57, 1 August 200616 × 16 (199 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'moonstone ring'. Category:16x16 tiles
You cannot overwrite this file.
File usage
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Eating jewelry
List of vanilla NetHack tiles
NetHack 3.2.0
NetHack 3.2.1
NetHack 3.2.2
NetHack 3.2.3
NetHack 3.3.0
NetHack 3.3.1
NetHack 3.4.0
NetHack 3.4.1
NetHack 3.4.2
NetHack 3.4.3
NetHack 3.6.0
NetHack 3.7.0 |
# File:Sporklogin.jpg
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Sporklogin.jpg (560 × 362 pixels, file size: 44 KB, MIME type: image/jpeg)
Someone's server is up these days!
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current01:49, 17 March 2008560 × 362 (44 KB)Gneek (talk | contribs)Someone's server is up these days!
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SporkHack |
# Colonel Blood
@ Colonel Blood
Difficulty
26
Attacks
Weapon 4d6, Weapon 4d6
@ Colonel Blood
Difficulty
26
Attacks
Weapon 4d6, Weapon 4d6
Base level
20
Base experience
761
Speed
10
Base AC
5
Base MR
10
Alignment
-10 (chaotic)
Frequency (by normal means)
Unique
Genocidable
No
Weight
1450
Nutritional value
400
Size
Medium
Resistances
poison
Resistances conveyed
None
Colonel Blood:
has a head, a couple of arms, and a torso.
is omnivorous.
is not a valid polymorphable form.
is a human.
is male.
is normally generated hostile.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
can pick up magical items.
wants your quest artifact.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line5255
Wikipedia has an article about:
Thomas Blood
@ Colonel Blood is a monster in SLASH'EM. He is the Yeoman quest nemesis, based on Colonel Thomas Blood, a 17th-century rogue. Since the Gnome and Hobbit quests were removed, he is the only quest nemesis without the ability to steal the quest artifact.
This page is a stub. Should you wish to do so, you can contribute by expanding this page. |
# Talk:Wand of digging
What happens when it's cursed? --24.195.160.124 23:41, 23 December 2007 (UTC)
As with any wand, there's a chance that it may explode, but if it doesn't, there's no effect on its operation.--Ray Chason 04:08, 24 December 2007 (UTC)
Should we include that when you zap it at a closed door, the message "The door is razed!" is produced? Aeronflux 22:12, 22 September 2008 (UTC)
Range
Shouldn't there be information about its range here? According to other spoilers (based on Dylan O'Donnels work, I think) the range is 8..25 in open space while doors and walls count as 3 and roch as 2.
I'm always wondering how many /oDig do I need for the Earth plane and I end up taking too many. Also there are some other effects not mentioned here when zapping downwards when standing on some special things (fountains, sinks, thrones, drawbridge/proticullis, etc) Kynde 07:06, April 30, 2010 (UTC)
Effect on xorns
I remember noticing in SLASH'EM that wands of digging halve the hit points of xorns (with a message about digging a hole through the xorn). Can someone with wizard mode check if this is true for vanilla as well? I don't have access to it right now. -Ion frigate 23:53, 16 November 2010 (UTC)
No effect whatsoever. As an aside, I believe WoD will have the same effect on an earth elemental in SLASH'EM. Besides ghosts, does anything else phase through walls? It might affect them too. -- Qazmlpok 01:53, 17 November 2010 (UTC)
Finding it in the source code at Source:SLASH'EM 0.0.7E7F2/mondata.h#line206, it looks like thick-skinned monsters that can pass through walls are affected, as well as statue gargoyles and stone golems. The only other phasing monsters in SLASH'EM are shades and shadows I believe, neither of which are thick-skinned.
As a sidenote, wands of digging will also vaporize boulders in SLASH'EM. This carries the typical -1 luck penalty in Sokoban. I think I'll go ahead and add all this to the article. -Ion frigate 04:14, 17 November 2010 (UTC) |
# Category:UnNetHack dungeon features
This category contains articles about dungeon features that are specific to UnNetHack.
Pages in category "UnNetHack dungeon features"
This category contains only the following page.
D
Dead tree |
# Deferred and defunct features (SlashTHEM)
SlashTHEM was once a variant of Slash'EM Extended v75 - from the v0.8.0 release up until v0.9.3 and 0.9.4, a "Great Cleanup" occurred that either reverted or removed many of those features in order to bring the game much closer to vanilla SLASH'EM, though with some influence from earlier versions of Slash'EM Extended remaining, and subsequently iterate from that point. Some of these removed and reverted features from Slash'EM Extended still remain in the code in a partial form - these deferred and defunct features for SlashTHEM are listed below.
For the sake of brevity, this article will focus on features that still have code in the most recent post-"Great Cleanup" version; as of October 5th, 2022, the latest version of SlashTHEM is v0.9.7.
Contents
1 Quests and artifacts
2 Starting races
2.1 Asgardian
2.2 Gigant
2.3 Ogro
2.4 Trollor
3 Starting roles
3.1 Goff
3.2 Psion
3.3 Pokemon
3.4 Zyborg
4 Techniques
4.1 Appraisal
4.2 Create ammo
4.3 Invoke deity
4.4 World fall
5 References
Quests and artifacts
These racial quests and artifacts from SLASH 6, as well as their associated monsters, were originally deferred in SLASH'EM and removed at some point during SlashTHEM's lifespan; they were reintroduced in commit c1f38b8 and slated for possible future use. SlashTHEM currently has a Lunatic role that acts as a successor to the lycanthrope starting race - as Lunatics use the lycanthrope's racial quest, their quest artifact, leader, guardians, and nemesis are all unchanged.
All the listed features below are defunct unless marked otherwise.
Race
Quest
Quest artifact
Quest leader
Quest guardian
Quest nemesis
Doppelganger
Doppelganger quest
The Medallion of Shifters
Master Shifter
Shifter
Transmuter
Drow
Drow quest
The Tentacle Staff
Lolth
drow†
Earendil
Dwarf
Dwarf quest
The Arkenstone
Thorin
dwarf warrior
Smaug
Gnome
Gnome quest
The Pick of Flandal Steelskin
Ruggo the Gnome King†
gnome warrior†
Lareth
Hobbit
Hobbit quest
The One Ring
Bilbo Baggins
proudfoot
Gollum
Lycanthrope
Lycanthrope quest
The Staff of Withering†
High Lycanthrope†
Fiend†
Sir Lorimar†
(†) Not defunct
Starting races
While many of the starting races from Slash'EM Extended were cut, some still have remnants of code left behind, and some others that are present in SlashTHEM were renamed and still retain some of their previous traits.
Asgardian
The Asgardian was a playable race that, among other things, had a 30% chance to gain a random intrinsic the first time they reached a given experience level.
Gigant
Main article: Giant (starting race)#SlashTHEM
The gigant was a starting race that corresponded to playable giants; they were renamed to "giant" in SlashTHEM v0.9.3-0.9.4.
Ogro
Main article: Ogre (starting race)
The ogro was a starting race that corresponded to playable ogres; they were renamed to "ogre" in SlashTHEM v0.9.3-0.9.4.
Trollor
Main article: Troll (starting race)
The trollor was a starting race that corresponded to playable trolls; they were renamed to "troll" in SlashTHEM v0.9.3-0.9.4.
Starting roles
While many roles were removed, some roles previously in Slash'EM Extended are still present in the code of SlashTHEM; two roles in particular were deferred pending a complete rewrite, according to comments by the developer.[1][2] Quest nemeses and other monsters tied to some of these roles can be found within the code of monst.c as well.
Goff
The Goff was a role derived from My Immortal, an infamous Harry Potter fanfiction known for its convoluted narrative and constant digressions, and commonly cited as one of the worst works of fanfiction ever written; the work has also been speculated to be a satire or elaborate "troll" hoax. The work's author self-identified as "Tara Gilesbie" - this name was used for the Goff quest nemesis, T, who still exists within the code of monst.c in SlashTHEM.[3]
Psion
The Psion was a role that does not seem to be related to the Psions of ZAPM, and is slated for a potential rewrite in the future.[2]
The data of monst.c contains entries for the Psion quest leader and quest nemesis: the leader is the Psi Master, @, and the nemesis is Master Sabrina, @.[4][5] Master Sabrina may be based on Sabrina, a Psychic-type Gym Leader from the Pokémon franchise.
Pokemon
The Pokemon was a role with a signature poke ball technique that it could use to try and tame monsters, and is slated for a potential rewrite in the future.[1] The poke ball technique had an increased chance of working on monsters with the M3_PETTY and M3_POKEMON tags, both of which are also unused in SlashTHEM, and references to the technique exist in the role's deferred data and a few other files within the game.
The data of monst.c contains entries for the Pokemon quest leader and quest nemesis, as well as the quest guardians: the leader is Dr. Wusiji, @, the nemesis is Ho-Oh, B, and the guardians are Pokemon trainers, @.[6][7][8]
In the Pokémon franchise, Pokémon trainers are people who catch the eponymous monsters to collect them and/or battle alongside them; the poke ball technique is meant to simulate the Poké Balls used to catch and store Pokémon. Ho-Oh is based on the legendary Pokémon of the same name from the franchise, while Dr. Wusiji is the name used for Professor Elm in Pokémon Vietnamese Crystal, a bootleg of one of the games infamous for its poor translation job.
Zyborg
The Zyborg was a role that gained random techniques from leveling up, among other traits. Their quest nemesis is Master Brain, @, who still exists within the code of monst.c, and is based on the Masterbrain from Fallout 3.[9]
Techniques
Of the techniques that were introduced in Slash'EM Extended, only a handful remain. Four of them - appraisal, booze, create ammo and world fall - are still listed among the defined techniques inherited from Slash'EM Extended in include/tech.h, with a reminder to possibly remove them at some point. However, the booze technique is still actively used, and serves as the signature technique of the Drunk role - the others are among the unused techniques listed below.
Appraisal
Appraisal is a technique that was available to nearly every race; unlike create ammo and worldfall, the functions of the technique were preserved, but are not used by any race or role in SlashTHEM.
Using this technique would allow you to determine the enchantment value or amount of charges for your currently wielded item. Its main use was for weapons, though their enchantment could also be determined via the weapon practice technique on occasion; upon appraising a weapon, there would be a 200-turn timeout, and if used on something other than a weapon, it would take about 2000 turns instead. This timeout would still apply if the wielded item could not have an enchantment value or any amount charges (e.g. potions), or if the enchantment or charge amount was already known.
Create ammo
Create ammo is a a technique that was available to a few roles, including the Pokemon. The technique would add (techlevel+1) bullets to the inventory, unless it was full; every individual bullet had its own chance of being blessed, cursed or having a random positive or negative enchantment. After use, the player would have to wait a random time in order to use it again; the timeout was usually around 500 turns.
Invoke deity
Invoke deity is a commented-out technique that was available to nearly every race; when used, it would hurt or heal you based on your alignment record. A positive alignment record resulted in healing and decreased timeout for prayer, while a negative alignment record resulted in taking damage and increased prayer timeout - if you alignment record was exactly zero, nothing happened. Using this technique broke atheist conduct, and had a timeout of about 3000 turns; negative effects would not (further) anger your god.
World fall
World fall is a technique that was available to a few roles, including the Pokemon. The technique would kill all monsters on the current level, hostile and otherwise, with a level is lower than the technique's level; unique monsters and quest nemeses were immune. The cooldown length was a random number of turns, but usually it would take at least 10,000 turns to recharge.
References
↑ 1.0 1.1 SlashTHEM 0.9.7 role.c, line 952
↑ 2.0 2.1 SlashTHEM 0.9.7 role.c, line 1009
↑ SlashTHEM 0.9.7 monst.c, line 6955
↑ SlashTHEM 0.9.7 monst.c, line 6535
↑ SlashTHEM 0.9.7 monst.c, line 7061
↑ SlashTHEM 0.9.7 monst.c, line 6461
↑ SlashTHEM 0.9.7 monst.c, line 7222
↑ SlashTHEM 0.9.7 monst.c, line 7325
↑ SlashTHEM 0.9.7 monst.c, line 7061 |
Subsets and Splits