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# NetHackWiki:About
NetHackWiki
About NetHackWiki, WikiNode
Copyrights, Disclaimers
Policy, Scope
Style guide, How to help
Administrators
Categories, Templates
Stubs, SLASH'EM stubs
Current projects, Wanted pages
Pages to be improved, Pages to be merged, Pages to be deleted
Advanced search
This is the NetHackWiki, an unofficial resource and community site for NetHack, the roguelike computer game. It contains game information, spoilers, and other information related to both NetHack, and related games such as SLASH'EM. NetHackWiki has many volunteer authors... including you, should you choose to help! This web site is a wiki; you can edit any page to improve it.
NetHackWiki, like most NetHack sites on the Internet, has no official affiliation with NetHack or NetHack's DevTeam (although several members of the Dev Team do have accounts here).
Contents
1 But what is NetHack?
2 What is a wiki?
3 Free as in freedom
4 For more information
But what is NetHack?
NetHack is a one-player fantasy game for your computer. It is a multiplatform game, and runs on BeOS, DOS, Mac OS, Windows, Unix, and some others. You can visit its official site at http://www.nethack.org to download the game and its source code. Or instead of downloading the game, you can play on a public server such as nethack.alt.org.
Like many roguelike games, NetHack emphasises gameplay over graphics; the entire game is drawn in ASCII. (There are, however, a few versions using graphical tiles.) You, the player, who most of the time appears as an @, must descend the staircases into the dungeon to search for and retrieve the Amulet of Yendor for your god. (In most games, a monster will kill you!)
What is a wiki?
A wiki is a web site that allows users to change any page using a web browser, with out needing complicated technical knowledge.
When you edit here, MediaWiki will save your IP address, unless you
register a username and password and login. We strongly recommend that frequent editors login so that we can recognise you by name.
The easiest way to see what other users are doing is to visit the recent changes.
Free as in freedom
NetHack is free software: the NetHack General Public License provides that, "Specifically, we want to make sure that you have the right to give away copies of NetHack, that you receive source code or else can get it if you want it, that you can change NetHack or use pieces of it in new free programs, and that you know you can do these things." Likewise, this wiki is free documentation: the text of the GNU Free Documentation License provides that each NetHackWiki page gives everyone "the effective freedom to copy and redistribute it, with or without modifying it, either commercially or noncommercially."
For more information
Visit the Main Page to start exploring this wiki.
Communicate with other NetHackWiki editors in the Community Portal.
Visit #nethackwiki on Libera IRC network.
Email [email protected] to reach User:dtype and User:paxed regarding wiki hosting issues. |
# NetHack
Wikipedia has an article about:
NetHack
Official NetHack logo
This is the page on the culture, development, and historic aspects of NetHack. For information on how to play the game and a start to the game mechanics, see Guidebook.
NetHack is a roguelike computer game, and the most famous and popular of its kind. The latest version is 3.6.7, released on February 16, 2023. NetHack can be downloaded at the official NetHack download page. It is also available in other languages. Many variants and patches are also available.
Vanilla NetHack refers to the version as it was released by the DevTeam, without any additional patches.
Contents
1 Screenshots
2 Why do people like NetHack?
3 Graphical user interfaces
4 Title
5 Popular culture
6 History
7 Download
7.1 Official version
7.2 Computer-like platforms
7.3 Other platforms
7.4 Other interfaces
7.5 Other languages
8 External links
Screenshots
Text-mode
Text-mode, with special characters
Tile-mode on Windows
Your sacrifice is consumed in a flash of light!--More-- ######## #* -.--......%..........--(-----..-.### #.....)- ##**#### ###*|................................#((###########....).| *####### ###%%-----...----........-----......### #########))..%.)| ###*#####..|.(.|...|.+|........|[..|......# #%#.....<| %######%#%##..|*.*|...|..|........|.(.|......# ###....).- #############..|**.|...|).)........|...|.....| #### ### .......*###*#..|(*[|...|)--*....(..--|--.....| # # ### .......######..-+---....)W.....).....+.......| ### ### .......######.......))....).)).*.*..H.%......| *# #* ### .......######........*...).T[...[..H..f.......#(###### ###### .......####*#...........).....000[)...........# ## ##########.....- .......######....)......%....*0(0..)H........|### # ## ##....)| .......######..............|.[0@0)[)..........###############..)^.| #####*#######.................0P0.)...........###############+.)))| #*########(##...........(......P?%..[......)..#####%##%)#####.>.)). ###*#*#######.................PPP............| ------ #(###)*###..*........-..-..PPP...---------- LemurUNC the Shogun St:25 Dx:18 Co:18 In:18 Wi:18 Ch:18 Lawful S:1528297 Dlvl:8 $:0 HP:310(310) Pw:136(136) AC:-33 Xp:30/116683604 T:50036 Satiated
Why do people like NetHack?
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:
"I think this page should be a kind of FAQ, as it may be the first place strangers will visit upon seeing the Main Page."
NetHack enjoys popularity in niches. Mathematicians, programmers, physicists, engineers, linguists and writers all feel a strong pull, though anyone with an eye for detail, a sense of completeness, a respect for complexity, and a head for numbers will be at home.
On the surface, the game is a hack'n'slash Dungeons and Dragons clone, but its subtle sense of humor and intellectual rigor elevate it from the faintly nerdy to the sharply geeky.
Just as a mathematician seeks elegant expressions over fuzzy generalities, NetHack eschews graphics in favor of perfectly crafted, well-defined ASCII characters. While other games are dated by their interfaces, NetHack is preserved in ascetic purity.
The programmer is drawn to NetHack as an extension of the operating system. Its culture is deeply intertwined with that of the Unix systems, and indeed is a staple fixture on any good Unix system - a known quantity, ageless, familiar, and soothing; whatever hairy command-line tasks are required, nethack(6) is always there.
NetHack is hard: while other games can be completed in an afternoon, you may go years without finishing NetHack.
NetHack is unforgiving: if you die, you stay dead. There is no save-and-reload crutch here. Put simply, NetHack is a harsh mistress, whose respect you must earn. In time, you learn to respect it back.
NetHack is deep: in your first game, you will die quickly, and come back worrying about how to survive. You will learn, eventually, and move onto higher concerns. You will stop worrying about your score, and start considering questions of optimality, efficiency, and elegance. You will consult tables and guides in search of an edge because everyone knows the best way to have fun in a game is to take 20 until you beat an impossible DC, rather than try to actually succeed at something hard yet possible. You may dive into the very source code, looking to explain that one-in-a-thousand shot you just pulled off. You will probably learn some C, and possibly get into heated debates about the merits of pseudorandom number generators, expected returns, inconsistencies between competing mythologies, and the ethics of exploiting bugs.
NetHack is history: Descending from Rogue, NetHack has 38 years of development behind it. It is one of the few computer games widely played by people who are younger than it. From this history arises a kind of authority.
Graphical user interfaces
Main article: Graphical user interface
As well as the standard ASCII interface, many official and unofficial graphical user interfaces are available. Using a graphical interface allows the game to be played with tiles instead of ASCII graphics. The best known are probably the officially supported ports for Windows, Mac and Linux:
Microsoft Windows (the standard NetHackW.exe available from nethack.org, or available on the Windows Store)
Qt for Linux and Mac
X11 for Linux (and Mac if developer tools are installed)
Notable unofficial graphical interfaces are:
Web terminals, allowing the player to play on a public server with either ASCII graphics or tiles in their browser without downloading anything. Available on NAO and Hardfought.
NetHack for Android
iNetHack for iOS
Falcon's Eye and Vulture, offering a 3D isometric view of the map. Note that neither of these is supported anymore.
Title
The title is properly spelled "NetHack", with two capital letters. "nethack" is also correct when used to refer to the name of the game binary. "Nethack" is a common misspelling, even having been used by members of the DevTeam in comments in the source code.
Popular culture
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:
"Gads this begs to be longer."
In its legacy, NetHack has directly and indirectly been referenced in many sources.
NetHack quotes, on the Bash Quote Database.
The game Deus Ex has a reference to beating a future version of NetHack in the distant future.
Dudley's Dungeon, a webcomic set in NetHack.
Dungeons of Dredmor is a newer, sprite animated dungeon crawler with a more in-your-face sense of humor that nonetheless feels almost like a GUI rewrite of NetHack, and features direct quotes from NetHack like "You hear the sounds of a cash register."
In the game FreedroidRPG, you can play an ultra-simplified version of NetHack as a game-within-a-game (much easier to beat than actual NetHack).
The Screen terminal emulator has idiosyncratic messages from NetHack, such as "Suddenly, the dungeon collapses." when the program crashes.
The game Spelunky, which has some similarities to NetHack and is inspired by classic roguelikes, dungeon crawlers, and adventure games including NetHack, has NetHack references such as Vlad, his tower, and the camera.
History
Main article: Game history
NetHack's first version, 1.3d, was released in July 1987, descending directly from Jay Fenlason and Andries Brouwer's Hack. Subsequent early versions of NetHack, namely 1.4f, 2.2a and 2.3e were released through 1987 and 1988.
In 1989, the first release of NetHack's current incarnation, 3.0.0, was posted to Usenet. It featured a massive expansion over the previous versions.
NetHack 3.1.0 was released in 1993, bringing several big changes, such as the introduction of Gehennom in place of Hell, and the introduction of the invocation ritual.
Three years later, NetHack 3.2.0 was released, dedicated to the memory of Izchak Miller.
Several forks of NetHack were produced through the lifespan of both 3.1 and 3.2. The current version is 3.6.6, but 3.4.3 continues to be popular considering that it was the only version available for a long time.
In addition, many variants that are much more open about their development, such as UnNetHack or NetHack 4, are popular.
Download
For downloading the wiki itself, see NetHackWiki:Download.
You can also play online on a public server, e.g., nethack.alt.org.
Official version
Official NetHack download page (Tiles and text interfaces are available for Windows, Linux, Mac, and other systems)
Computer-like platforms
NetHack Patch Database
nethack-nacl, NetHack 3.4.3 for Google Native Client (NaCl)
NetHack RPMs for Linux
Atari Binaries
NetBSD packages
NetHack for RISC OS
NetHack 3.3.1 for the Agenda VR3
NetHack 3.4.1 packages for RedHat on S/390
NetHack 3.1.2 for Windows NT 4.0 MIPS
NetHack 3.4.3 for Windows CE 2.11 x86
Old to ancient versions of Hack and NetHack for MS-DOS
Other platforms
iNetHack for iOS, available from the App Store
NetHack for PSP
NetHack for Psion 5/5MX
NetHack for Android (port by gurr)
NetHack for Android (port by Fredrik Franstrom)
NetHax, an internet browser version of NetHack created in Ajax
Other interfaces
Main article: Graphical user interface
Vulture, a 3D display for NetHack 3.4.3 (see also Vulture)
noegnud, alternate UI system for NetHack (see also noegnud)
NetHack for the gtk2 window system
glHack (see also glHack)
NetHack 3D
Other languages
Main article: NetHack in other languages
NetHack in Japanese, based on NetHack 3.4.3
Other variants, Japanese translation
NetHack-De, NetHack in German (work in progress)
NetzHack, NetHack in German
NetHack 3.4.3 in Spanish
External links
Official NetHack site
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. |
# User:Jubilex
Yes, I know it is Juiblex, but I feel like Jubilex is acceptable.
I am pretty new to nethack... I am still exited to make it to the quest.
I have ascended twice, as a dwarven Valkyrie and as an elven wizard.
Click here to see the ideas that I have created
Inventory keys which are mostly constant through games:
a: primary weapon
b: secondary weapon
e: light source (while I still have them)
O: Bag (of holding) -- This comes from one of my first games with a BoH, an it kind of stuck after clearing a lepercaun hall (sequence aOib. happened a lot)
z: when trying to wrest a charge from a WoW, #adjust the WoW to z is quite useful
First Ascension
You offer the Amulet of Yendor to Tyr... An invisible choir sings, and you are bathed in radiance... --More--
3
---------
|.......|
5|..@....|
|...@...|
|.......| 4
| |..V....|5 |
|. ----.---- .|
|.5...3.5.....|
---.54......---
-----@-----
- 5 1 -- ----+--
54$3 -------- |
1 A | |
% -- -------
- A$ -- |
----|---- ---
% $ |
-----------------
Tobit the Swashbuckler St:18/51 Dx:18 Co:20 In:9 Wi:15 Ch:8 Lawful
Astral Plane $:0 HP:156(181) Pw:19(19) AC:-21 Exp:20
Notable items:
amulet of reflection named reflectoban
the blessed rustproof +6 Excalibur (weapon in hand)
a +6 silver saber (wielded in other hand)
+4 red dragon scale mail (Yep... red was the only dragon to give scales in the castle)
the uncursed Book of the Dead
the Bell of Opening (0:2)
the uncursed Candelabrum of Invocation (7 candles, lit)
cursed ring of invisibility named first ring for mortal men
cursed ring of invisibility named second ring for mortal men
cursed ring of invisibility named third ring for mortal men
cursed ring of invisibility named fourth ring for mortal men
cursed ring of invisibility named fifth ring for mortal men
Vanquished creatures:
Asmodeus
Baalzebub
Juiblex
The Wizard of Yendor (9 times)
Famine
Medusa
...
5 Nazguls
...
68 soldiers
...
Vlad the Impaler
...
1822 creatures vanquished
No Points Name Hp [max]
1 3476854 tobit-Val-Dwa-Fem-Law ascended to demigoddess-hood. 156 [181]
Other fun things!
I found Mojindir in Gehenom, so when I passed the portal to the quest, I donated it to the norn... Maybe it will help them later
I donated $30000 to the priest of Moloch, paying for the Amulet of Yendor
Second Ascencion
You offer the Amulet of Yendor to Anhur... An invisible choir sings, and you are bathed in radiance...--More--
A @
@
A
-----
A A...| V A @ A
---------..-- D @
|.......|[email protected] A A @
|.......|...@-- @ S D A@A @
|..@@..%-%%A%_% V @ A @ &@ @ A A
|.......|A.A.-- &% %@ @ @ A@V A @ A @ @
@|...@...|.)%-- a @ @
A---------..-- -)-- A
....| A%----- @ @
------ A &%% @ @
---- D@
@
A A
Merlin the Necromancer St:18 Dx:18 Co:16 In:24 Wi:23 Ch:13 Chaotic
Astral Plane $:28 HP:91(130) Pw:244(396) AC:-27 Xp:22/20024091 T:28680 Blind |
# User talk:129.97.213.197
Welcome!
Welcome!
Hi, welcome to NetHackWiki! Thanks for your edit to the Undead 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.
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? 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! -- ZeroOne (Talk) 04:55, 24 March 2009
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] |
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06:37 Black light (diff | hist) . . (+181) . . Umbire the Phantom (talk | contribs) (→Variants: Grunt) |
# Talk:Alignment record
Alignment gains/losses from killing
It is stated that a neutral, potentially-peaceful monster (a gnome or air elemental, for instance) causes no alignment change. Is this true if you are neutral? That contradicts the table above regarding co-aligned monsters (note the "max(3, malign)"). I'll check the source unless someone else does it first. -Actual-nh (talk) 23:31, 18 May 2021 (UTC)
The table is correct. -Actual-nh (talk) 02:40, 19 May 2021 (UTC) |
# File:Baby orange dragon.png
File
File history
File usageNo higher resolution available.
Baby_orange_dragon.png (16 × 16 pixels, file size: 230 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the monster 'baby orange dragon'.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current09:12, 1 August 200616 × 16 (230 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'baby orange dragon'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following 17 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
Orange dragon
User:EasterlyIrk/Scratchpad |
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m 11:49 Object materials (diff | hist) . . (+20) . . Umbire the Phantom (talk | contribs) (lede, word choice)
09:21 Elven leather helm (diff | hist) . . (-30) . . Umbire the Phantom (talk | contribs) (→dNetHack: word choice, potholes) |
# Talk:Shopkeeper services
Added services after initial shop generation
Does anyone know if shops have a chance of getting new services after their initial generation?
For example, one weapon shop had fixing as the only service, then after buying a few items and selling a few others, it offered poisoning. (didn't sell him poisoned weapons, so that can't be it)
Seems like it only happens to me with weapon shops and poisoning, and also only rarely.
Thoughts?
- AileTheAlien 19:29, 6 February 2011 (UTC)
A quick look through the source isn't showing anything that'd suggest that the available services can ever change. It looks like the services are only set when the shopkeeper is created (all done in shknam.c), and only read afterwards, never changed. Are you sure you didn't just not notice that he always provided poisoning? -- Qazmlpok 19:43, 6 February 2011 (UTC)
99.999% certain. It's very possible this is a bug somewhere else, possibly even with the default GUI, which is what I use. - AileTheAlien 20:31, 6 February 2011 (UTC)
Well, it's certainly possible I'm missing something or that the code is buggy. For example, the code clearly shows that shops should only rarely offer both basic and premium identification (but always something). I've never seen a shop that didn't offer both, although I do only play on public servers. Whatever the cause, I can't explain it and I've never seen it happen myself. -- Qazmlpok 20:40, 6 February 2011 (UTC)
Looks like only sharp weapons can be poisoned; Choosing the weapon works option with a blunt weapon will not show the poison option. Someone verify with source? - AileTheAlien 17:11, 11 February 2011 (UTC) |
# User:Kilty
Kilty on NAO (stats, games, deaths, dumplogs, ttyrecs) |
# File:Macrosystem.jpg
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current07:44, 29 May 2011440 × 500 (45 KB)Bhaak (talk | contribs)
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Macro |
# Pick-axe
(
Name
pick-axe
Appearance
pick-axe
Damage vs. small
1d6
Damage vs. large
1d3
To-hit bonus
+0
Weapon skill
pick-axe
Size
one-handed
Base price
50 zm(+10/positive enchant)
Weight
100
Material
iron
A pick-axe is a kind of tool that appears in NetHack. It is made of iron. While classified as a tool and designed for digging, it can also be used as a weapon - the dwarvish mattock is a similar weapon-tool primarily classified as a weapon.
Contents
1 Generation
2 Pick-axe skill
3 Description
3.1 Shops and pick-axes
3.2 Pick-axes and the watch
4 Strategy
4.1 As a weapon
4.2 Finding a pick-axe
4.3 Conduct
4.4 Digging for victory
5 History
6 SLASH'EM
7 Encyclopedia
8 See also
9 References
Generation
Pick-axes make up about 0.5% of randomly generated tools (on the floor, as death drops and in shops). With the exception of bones files, they always generate uncursed.
All Archeologists start with a +0 pick-axe.[1]
Dwarves have a 1⁄4 chance of being generated with a pick-axe.[2] Elvenkings have a 2⁄3 chance of generating with a pick-axe; the guaranteed Elvenking on the Plane of Earth will always generate with one.[3]
Pick-axe skill
Pick-axe
Max
Role
Basic
Caveman, Knight, Ranger, Tourist
Skilled
Barbarian, Valkyrie
Expert
Archeologist
The pick-axe and the dwarvish mattock use the pick-axe skill.
Description
Main article: Digging
You can apply a pick-axe to tunnel through walls or the floor, dig through doors and smash boulders and statues. If you apply it upward, a rock will fall from the ceiling and bonk you on the head. If you have the autodig option enabled and are currently wielding a pick-axe, you can dig into walls or the ground by simply walking into them (or pressing >); this does not work for boulders, statues, or doors. You can dig faster by enchanting the pick-axe, playing as a dwarf and/or using other available methods - somewhat unusually, your skill level in pick-axe has no bearing on your digging speed.
Attacking with a pick-axe gives a +2 to-hit bonus against xorns.
Shops and pick-axes
Shopkeepers will attempt to block off the entrance of their shops if you have a pick-axe in your inventory. You can drop it at the entrance to the shop (not counting the doorway), place it into a container, or try to force your way in by moving behind another monster. Trying to throw a pick-axe in diagonally will cause the shopkeeper to swiftly catch it; pulling out a pick-axe from a container you are carrying while already in the shop will cause the shopkeeper to yell at you - there is no other effect, however, and you can continue to shop as normal. Digging a pit in the floor will have them warn you about falling through; the real danger is that if you make the pit into a hole, objects on that square and adjacent squares can fall through the hole - this counts as theft and will anger the shopkeeper.
Pick-axes and the watch
Watchmen do not appreciate you digging up the level on their watch, and will warn you if they see you trying to dig through doors or walls with a pick-axe. Continuing immediately after being warned will cause the watch to become hostile.
Strategy
Pick-axes are generally the long-term digging tool of choice after a wand of digging. One of the more common early uses for a pick-axe is finding and looting vaults for gold to use in shops and/or at temples. You may also unearth gems and gold embedded in the walls - while finding vaults will suffice most times, searching for random gold and gems with the aid of object detection (usually via a potion) is a viable option for those attempting a protection racket, particularly Archeologists.
Another general use is to cut a cleaner and/or shorter path between staircases on a dungeon level, as well as smashing boulders blocking your path; this is particularly worthwhile with Gehennom mazes, especially for navigating your way through later on during the ascension run. A pick-axe can be used to break stuck and/or obstructive boulders in Sokoban - note that breaking boulders here causes a -1 Luck penalty, unless you are on a level you have already solved. Still another use is to break statues and get at their potential contents. Smashed boulders and statues will also crumble into rocks, which you can throw or sling as projectiles or turn into meatballs via stone to flesh
Pick-axes can be used to steal from shops by picking up all of the shop's merchandise and digging out of the shop, then through the floor - this will only work if the shop is big enough for you to get enough distance from the shopkeeper, and you may need to place additional obstructions between you and them (e.g., a scroll of earth); a wand of digging may be more ideal. You can also dig straight through the floor, but obstructing the shopkeeper is far more necessary, or they will otherwise steal every non-worn and non-wielded item in your inventory as you fall. Stealing will naturally anger the shopkeeper, and Keystone Kops will begin to generate when you return to that dungeon level, so plan accordingly.
Pick-axes are fairly heavy at 100 aum, which can prove inconvenient - especially if you start with a low carry cap due to weak strength and/or constitution. A non-cursed bag of holding makes them far more tolerable to keep with you long-term; the wand of digging and wand of striking may be preferred over a pick-axe in certain instances, such as digging through non-Gehennom mazes, though they have limited charges.
As a weapon
Pick-axes generally have low damage output and are usually not sought out as a primary weapon by most characters. Archaeologists start with a pick-axe and Basic skill, and can use their pick-axe effectively against thick-skinned monsters such as mimics that their otherwise-better +2 bullwhip cannot damage.
Unlike attacking with a non-weapon tool such as a magic lamp, attacking monsters with a pick-axe does not produce a "You begin bashing monsters with your..." warning message. If monsters seem to be taking longer than expected to die after digging, check to make sure you remembered to un-wield your pick-axe and or re-wield your primary weapon.
Finding a pick-axe
Pick-axes are fairly common within the dungeon despite their low generation rate - as dwarves are tunneling monsters and very common in the Gnomish Mines, you will usually hear them digging before you see them. Dwarven players, gnomish players and lawful-aligned characters unwilling to risk early alignment penalties can have a pet attack a peaceful dwarf and kill them to obtain one. Other alignments and races instead must contend with fighting off dwarves digging towards their positions, as their digging can disrupt use of chokepoints; pets are still more than useful in this scenario, though dwarves are somewhat tougher for them to kill.
Conduct
Players who are aiming for the weaponless conduct must be very careful when using pick-axes: bumping into a monster while digging or forgetting to unwield the pickaxe before (re-)entering combat will break the conduct. This is so easy to do that some players recommend not using a pick-axe at all if attempting the conduct.
Digging for victory
Main article: Digging for victory
Finding a pick-axe is one of the primary goals in attempts to "dig for victory".
History
The pick-axe first appears in Hack 1.0.2.
Pick-axes were subject to a few bugs in NetHack 3.4.3, a couple of which are listed here:
The shopkeeper does not charge the hero for an unsold boulder that is destroyed with a pick-axe. This was bug C343-396, and is fixed as of September 2009.
A badly formed message may be produced if a monster removes a boulder while a pick-axe is being applied to that boulder. This was bug C343-397, and is fixed as of September 2009; see commit e450ca.
SLASH'EM
In SLASH'EM, pick-axes weigh just 75 aum.
SLASH 6, a predecessor to SLASH'EM, had the Gnome role, whose quest artifact was a pick-axe called The Pick of Flandal Steelskin. While both the role and artifact are defunct in modern SLASH'EM, a pick-axe can be found in the Mine king level.
Encyclopedia
The mine is full of holes;
With the wound of pickaxes.
But look at the goldsmith's store.
There, there is gold everywhere.
[ Divan-i Kebir Meter 2, by Mevlana Celaleddin Rumi ]
See also
Crystal pick, a new tool that uses the pick-axe skill in UnNetHack
References
↑ src/u_init.c in NetHack 3.6.7, line 35
↑ src/makemon.c in NetHack 3.6.7, line 384: a pick-axe is given 1⁄3 of 3⁄4 of the time, and a mattock is given 1⁄2 of 1⁄4 of the time
↑ src/makemon.c in NetHack 3.6.7, line 254 |
# File:Silver saber.png
File
File history
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Silver_saber.png (16 × 16 pixels, file size: 194 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the object 'silver saber'.
File history
Click on a date/time to view the file as it appeared at that time.
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current10:58, 1 August 200616 × 16 (194 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'silver saber'. Category:16x16 tiles
You cannot overwrite this file.
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The following 18 pages uses this file:
Grayswandir
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
Silver saber
Sword
Weapon
Werebane |
# File:Plate mail.png
File
File history
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Plate_mail.png (16 × 16 pixels, file size: 222 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the object 'plate mail'.
File history
Click on a date/time to view the file as it appeared at that time.
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current11:09, 1 August 200616 × 16 (222 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the object 'plate mail'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following 14 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
Plate mail |
# Talk:Object properties |
# Blood bloater
b blood bloater File:Blood bloater.png
Difficulty
13
Attacks
Bite 3d8 vampiric, Passive 0d0 rust
b blood bloater File:Blood bloater.png
Difficulty
13
Attacks
Bite 3d8 vampiric, Passive 0d0 rust
Base level
10
Base experience
221
Speed
12
Base AC
6
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
900
Nutritional value
250
Size
large
Resistances
cold, shock, poison, acid, petrification
Resistances conveyed
cold, shock, poison
A blood bloater:
can swim.
can flow under doors.
can survive underwater.
does not breathe.
has no eyes.
has no hands.
has no limbs.
has no head.
is mindless.
is acidic to eat.
is carnivorous.
is herbivorous.
is omnivorous.
is neither male nor female.
is normally generated hostile.
appears only in Gehennom.
normally appears in large groups.
cannot be tamed.
The blood bloater is an amorphous monster that can be encountered in dNetHack. It has a vampiric level drain attack, which is not blocked by magic cancellation. If a blood bloater successfully drains a level, it will divide into two. |
# User:Popscythe
Contents
1 Nethack Quaffing Game
1.1 Aug 20, 2009
1.2 Aug 26, 2009
1.3 Pages I've edited
Nethack Quaffing Game
A dream of mine and many other Hack addicts has begun to come to fruition. Check it out and add your own YANIs at Nethack Quaffing Game! To keep everyone happy, please don't add links to Nethack Quaffing Game in articles outside itself or user pages. Thanks and <3!
Aug 20, 2009
Hello!
I've been playing nethack for about ten years. I'm currently playing vulture's claw and trying to get a lot of people I know into nethack/slashem by feeding them the kiddie version. Slash'em is a real riot, I was excited to learn of it when I started playing again after a while.
I've never Ascended. Nope! In fact, the furthest I've gotten was the Neutral Alignment quest in Slash'em, netting ~185k when some electric jelly exploded and brought some of my inventory up in a magical explosion.
Aug 26, 2009
I'm up to 234k. Chaotic monk. Brown pudding farm w/o sacrificing. I've been experimenting with digging a level into a big room lately with Necromancers, seems to have interesting possibilities for battling large groups of monsters. Hunger is an issue, but I've been playing vampire mostly for the regeneration and hunger's always an issue with vampires. If I can get a big room + altar going, I think I might be in the money as it were.
Pages I've edited
User contributions |
# User:Miguelius!
About me
This is your user page. Please edit this page to tell the community about yourself!
My contributions
User contributions
My favorite pages
Add links to your favorite pages on the wiki here!
Favorite page #2
Favorite page #3 |
# Gnoll (dNetHack)
The gnoll is a type of monster included in dNetHack, with quite a few differences from the gnolls of SLASH'EM. They have relatively damaging attacks and are generated with weapons.
As Yeenoghu is considered the demon prince of gnolls, many are found in the dun savanna in Gehennom.
Contents
1 Encyclopedia
2 Gnoll
3 Gnoll ghoul
4 Gnoll matriarch
5 Anubite
5.1 Anuban jackal
Encyclopedia
We are born and we die.
No one cares, no one remembers,
and it doesn't matter.
This is why we laugh.
[ The Gnoll Credo, by J. Stanton ]
Gnoll
h gnoll
Difficulty
16
Attacks
Weapon 1d8 physical, Weapon 1d8 physical, Bite 2d2 physical
h gnoll
Difficulty
16
Attacks
Weapon 1d8 physical, Weapon 1d8 physical, Bite 2d2 physical
Base level
14
Base experience
341
Speed
12
Base AC
5
Base MR
10
Alignment
−5 (chaotic)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
1600
Nutritional value
400
Size
medium
Resistances
Resistances conveyed
A gnoll:
has a head, a couple of arms, and a torso.
is poisonous to eat.
is carnivorous.
is normally generated hostile.
likes gold.
likes gems.
can pick up weapons and food.
can pick up magical items.
has infravision.
appears only in Gehennom.
normally appears in small groups.
may turn against you when tame.
cannot be tamed.
This basic gnoll warrior is strong by most standards, but will probably not be a huge threat to a character capable of reaching and surviving in the depths of Gehennom.
Gnoll ghoul
Z gnoll ghoul
Difficulty
15
Attacks
Weapon 1d8 physical, Claw 1d4 physical, Bite 2d2 paralysis
Z gnoll ghoul
Difficulty
15
Attacks
Weapon 1d8 physical, Claw 1d4 physical, Bite 2d2 paralysis
Base level
12
Base experience
279
Speed
12
Base AC
0
Base MR
0
Alignment
−2 (chaotic)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
400
Nutritional value
50
Size
medium
Resistances
cold, sleep, poison
Resistances conveyed
A gnoll ghoul:
can survive underwater.
does not breathe.
is mindless.
has a head, a couple of arms, and a torso.
is poisonous to eat.
does not eat. (*)
is undead.
is normally generated hostile.
wanders randomly.
can pick up weapons and food.
has infravision.
appears only in Gehennom.
never leaves a corpse.
resists death magic.
cannot be tamed.
does not naturally regenerate HP.
This undead gnoll trades HP and melee damage for a paralyzing bite attack. However, the bite attack is blocked by MC. Players killed by one revive as ghouls.
Gnoll matriarch
H gnoll matriarch
Difficulty
12
Attacks
Cast 0d0 clerical spell, Bite 3d2 physical
H gnoll matriarch
Difficulty
12
Attacks
Cast 0d0 clerical spell, Bite 3d2 physical
Base level
10
Base experience
221
Speed
3
Base AC
5
Base MR
10
Alignment
−5 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
1800
Nutritional value
100
Size
large
Resistances
Resistances conveyed
A gnoll matriarch:
has a head, a couple of arms, and a torso.
can see invisible creatures.
is poisonous to eat.
is carnivorous.
is not a valid polymorphable form.
is a giant.
is normally generated hostile.
likes gold.
likes gems.
can pick up weapons and food.
can pick up magical items.
has infravision.
cannot be tamed.
Found only on the dun savanna, gnoll matriarchs summon gnolls at an alarming rate.
Matriarchs can cast blindness, paralysis, confusion, ranged mass cure allies, and open wounds.
Anubite
h anubite
Difficulty
20
Attacks
Weapon 2d8 physical, Weapon 2d8 physical, Bite 2d4 physical
h anubite
Difficulty
20
Attacks
Weapon 2d8 physical, Weapon 2d8 physical, Bite 2d4 physical
Base level
18
Base experience
496
Speed
14
Base AC
5
Base MR
10
Alignment
−10 (chaotic)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
1800
Nutritional value
400
Size
large
Resistances
Resistances conveyed
An anubite:
has a head, a couple of arms, and a torso.
can see invisible creatures.
is poisonous to eat.
is carnivorous.
is not a valid polymorphable form.
can change between human and animal forms.
is normally generated hostile.
can pick up weapons and food.
can pick up magical items.
has infravision.
appears only in Gehennom.
normally appears in small groups.
may turn against you when tame.
cannot be tamed.
Anubites are stronger and faster than regular gnolls, but are still not a huge threat. As lycanthropes, they can summon werejackals. They do not summon regular jackals, but the summoned werejackals certainly can.
_Ardeth Bay: I am sorry if I alarmed your son. But you must
understand, now that the bracelet is on his wrist, we have
only seven days before the Scorpion King awakens!
_Rick: We? What we?
_Ardeth: If he is not killed, he will raise the Army of Anubis!
_Jonathan: I take it that's not a good thing?
_Rick: Oh, he'll wipe out the world.
_Jonathan: Ah, the old "Wipe-Out-The-World" ploy.
Anuban jackal
d anuban jackal
Difficulty
21
Attacks
Bite 2d20 physical
d anuban jackal
Difficulty
21
Attacks
Bite 2d20 physical
Base level
18
Base experience
532
Speed
18
Base AC
−7
Base MR
0
Alignment
−10 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
600
Nutritional value
300
Size
medium
Resistances
Resistances conveyed
An anuban jackal:
has no hands.
is an animal.
can see invisible creatures.
is carnivorous.
is not a valid polymorphable form.
can change between human and animal forms.
is normally generated hostile.
can be seen through infravision.
normally appears in small groups.
may turn against you when tame.
cannot be tamed.
Anuban jackals are the alternate form of Anubites. Unlike other lycanthropes, their bite does not transmit lycanthropy.
The Egyptian Jackal (_Canis aureus lupaster_) also
known as the African Wolf or Wolf Jackal is currently
listed as a subspecies of the golden jackal, but may be
a subspecies of grey wolf or a unique species in its
own right. It is native to Egypt, Libya, and Ethiopia,
though its post Pleistocene range once encompassed the
Palestine region.
[ Wikipedia ]
|
# Talk:Domestic animal
What food tames animals?
The article claims hostile animals are not "hungry", and therefore accept only treats DOGFOOD (and not "acceptable food" ACCFOOD). However, I routinely tame cats and dogs with food rations. Somehow, Source:Dog.c#line781 seems to evaluate EDOG(mtmp)->hungrytime as zero for non-tame monsters. Why? --Tjr
Looks like that branch is only taken if the monster is tame to begin with (line 776). The relevant check for taming new pets seems to be on line 808 (don't tame if dogfood(mtmp, obj) >= MANFOOD, or equivalently tame if code>dogfood(mtmp, obj) <= ACCFOOD). --Ilmari Karonen 18:08, 6 January 2011 (UTC)
Food quality and curse message
I think cursed royal jelly, cream pies, and other cursed non-vegan people food is good enough food to suppress the "reluctantly" message from a dog (Source:Dogmove.c#line377), but not good enough for it to eat it (Source:Dogmove.c#line297, Source:Dogmove.c#line675). Can anybody confirm this? --Tjr 23:20, 10 January 2011 (UTC) |
# Category:Cheating
This category is for the dubious exploitation of bugs, abuse of game mechanics, and other behaviors that are generally frowned upon. If it's unclear as to whether a behavior falls under the term cheating, it should probably be included anyway.
Pages in category "Cheating"
The following 9 pages are in this category, out of 9 total.
1
1-turn ascensionA
Astral call bugC
CheatingN
Naming artifactsP
Pudding farmingS
Save scumming
Start scummingT
TrickeryW
Wizard mode ascension |
# User talk:Mackeyth
Welcome!
Welcome!
Hi, Mackeyth! 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) 23:46, 16 March 2020 (UTC)
dNetHack redirects
Hi, I noticed you marked a lot of dNetHack redirects for deletion; but when I go to see what links to those redirects I see they're still widely used. Can you make sure a redirect is unused (all things linking to it changed to the new redirect/page) before marking it ready for deletion? --Phol ende wodan (talk) 21:48, 13 October 2021 (UTC)
Sure thing, I'll make sure to track down all links to a page before marking it for deletion going forward. --Mackeyth (talk) 19:22, 14 October 2021 (UTC) |
# Portal detection methods
A user has suggested this page be merged with "Trap#Detection"
There are several ways to detect portals. Portals count as a trap and can be found any way that a trap could be. This is most important on the Elemental Planes, where finding the portals quickly is important. The usual methods are:
Read a blessed or uncursed scroll of gold detection while confused. This will find and display all traps on the screen as if you had seen them.
Read a cursed scroll of gold detection. This will show a pile of gold at every trap location. It should also be noted that the gold will disappear when you come within line-of-sight of it, making it fine on the Plane of Earth and Plane of Air if you can memorize the location it was at, but not terribly useful on the Plane of Water, where the portal moves, nor on the Plane of Fire, where there are many fire traps and moving light sources (you'll see gold on the traps and on the portal until the gold becomes visible).
Use a crystal ball and choose to search for ^. Note that this will leave you immobile for d10 turns, which can be dangerous if you're low on HP or are being attacked, and has a chance of failing if your intelligence is less than 20.[1] Because of the paralyzing effect, it's not a preferred method to detect the portals on the Planes, but it's workable if you have no scrolls of gold detection or are going for the illiterate conduct. (Getting engulfed by a vortex before attempting to use a crystal ball on the Plane of Air or Plane of Fire is a wise move--if you're engulfed by an air elemental while helpless, you may lose a lot of HP.)
Zap a wand of secret door detection or the detect unseen spell, which will detect the portal (and all other hidden traps and doors) if it is within radius of 8.
Apply a charged Bell of Opening -- this will work the same way as the wand of secret door detection.
Wield or wear the Amulet of Yendor -- this works only on the Planes, and only detects portals, not traps. There is a 1/15 chance each turn that you will get messages ("The Amulet of Yendor feels warm.") if within 12 squares of the portal.[2] See the Amulet of Yendor article for more details.
References
↑ src/detect.c in NetHack 3.4.3, line 864
↑ src/wizard.c in NetHack 3.4.3, line 65
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:Neferet the Green.png
File
File history
File usageNo higher resolution available.
Neferet_the_Green.png (16 × 16 pixels, file size: 240 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the monster 'Neferet the Green'.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current10:44, 1 August 200616 × 16 (240 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'Neferet the Green'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following 11 pages uses this file:
List of historic vanilla NetHack tiles
List of vanilla NetHack tiles
Monster
Monsters (by size)
Neferet the Green
NetHack 3.4.0
NetHack 3.4.1
NetHack 3.4.2
NetHack 3.4.3
NetHack 3.6.0
NetHack 3.7.0 |
# Object materials (SpliceHack)
SpliceHack and SpliceHack-Rewrite are among the many variants with an object materials system, allowing items of the same type to be made of many different materials[1] - for example, skeleton keys can occur in iron, plastic and mithril forms among others.
Contents
1 Material properties
2 Materials by percentage
3 Material hatred
4 Changing materials
5 New materials
5.1 Adamantine
5.2 Orichalcum
5.3 Shadeweave
5.4 Gelatinous
6 References
Material properties
As with most object properties systems, the materials available to objects in SpliceHack have their weight and AC adjusted relative to already-existing materials such as iron, with bonuses and penalties to AC and damage depending on the material of the weapon or armor. Different materials are also subject to different types of erosion, while some are inherently proofed against erosion; some materials may be organic, metallic, or neither, and materials considered flimsy in vanilla NetHack remain unchanged in SpliceHack.[2][3][4][5][6][7][8][9][10]
Some materials have a different name in-game than in the source code.
Id
Material
Name
Density
AC
Damage
Erosion Type
Category
0
undefined
mysterious
?
?
burn, rot
organic
1
liquid
10
0
organic
2
wax
15
1
burn, rot
organic
3
veggy
organic
10
1
burn, rot
organic
4
flesh
10
3
burn, rot
organic
5
paper
5
1
-2
burn, rot
organic
6
cloth
10
2
burn, rot
organic
7
leather
15
3
burn, rot
organic
8
wood
30
4
-1 for blades
burn, rot
organic
9
bone
25
4
10
dragon hide
20
10
11
iron
80
5
corrode, rust
metallic
12
metal
70
5
metallic
13
copper
85
4
corrode
metallic
14
silver
90
5
metallic
15
gold
120
3
+2 for blunt weapons
metallic
16
platinum
120
4
+2 for blunt weapons
metallic
17
adamantine
60
7
+3 for sharp weapons
metallic
18
cold iron
80
5
rust
metallic
19
mithril
50
6
metallic
20
orichalcum
90
6
21
plastic
20
3
-2
burn
22
slime
gelatinous
50
3
-4
23
glass
60
5
+3 for sharp weapons
24
gemstone
crystal
55
7
+3 for sharp weapons
25
shadow
shadeweave
1
3
26
mineral
stone
70
6
+1 for blunt weapons
Materials by percentage
The tables in this section show the probabilities of items being generated as a different material than normal.[11]
The table immediately below applies to most weapons, weapon-tools and armor. Chests, large boxes and masks also count as "normally wooden", while skeleton keys, lock picks and tin openers count as "normally metal".
Material
Normally iron or metal
Normally wooden
Normally cloth
Normally leather
keep default
74.0
wax
0.1
0.1
0.1
0.1
paper
0.1
1.0
2.7
1.0
cloth
79.9
17.0
leather
10.0
74.7
wood
5.0
78.8
bone
1.0
3.0
iron
4.9
5.0
copper
3.0
1.0
silver
5.0
1.0
gold
1.0
adamantine
0.1
cold iron
0.1
mithril
3.0
orichalcum
0.1
plastic
0.8
7.0
6.9
slime
0.1
0.1
0.1
0.1
glass
1.0
gemstone
0.1
shadow
0.1
0.2
0.2
mineral
0.5
10.0
In the following table, "shiny" items include the shield of reflection, resonant shield, ornate mace, chakram, and most amulets. "Resonant" items are the bugle, lantern, oil lamp, magic lamp, magic whistle, flute, magic flute, harp, magic harp and lute.
Material
shiny
resonant
keep default
54.3
iron
12.0
5.0
metal
5.0
copper
22.0
25.0
silver
29.5
6.0
gold
10.0
3.0
platinum
1.8
1.0
adamantine
0.5
0.1
mithril
7.0
5.0
orichalcum
0.1
0.1
slime
0.1
glass
12.0
gemstone
0.5
The following table applies to all dwarven items and elven items except the elven helm (and lembas wafer).
Material
dwarven
elven
wood
79.9
iron
84.5
copper
2.0
10.0
silver
1.0
3.0
gold
1.0
2.0
platinum
0.9
adamantine
0.2
mithril
9.8
5.0
orichalcum
0.1
gemstone
0.5
shadow
0.1
The following table has a couple of exceptions for specific groups of items.
Material
firearms
horns
elven helm
bows
leather
70.0
wood
5.0
9.9
75.0
bone
68.5
4.0
iron
64.5
7.0
copper
12.5
10.0
20.0
4.0
silver
12.5
5.0
2.0
gold
1.0
1.5
1.0
platinum
1.0
adamantine
0.5
0.5
mithril
7.0
8.0
5.0
orichalcum
1.0
0.5
plastic
2.0
gemstone
0.5
shadow
0.5
0.1
Finally, the bullwhip, flaming lash and all items not categorized above are only generated in their base materials. This means all comestibles, potions, scrolls and spellbooks are only available in their base materials.
Material hatred
Certain monsters receive extra damage when attacked by specific materials.[12] [13]
Material
Extra damage
Monster
silver
d20
demons, vampires (even when shapeshifted), werecreatures, infernal players
iron, cold iron
d20
elves, nymphs, minor demons, baobhan-sith
copper
d6
fungi, monsters with disease or sickness attacks
Changing materials
Items can change materials through contact with a transmuter or the reading of a scroll of change material.
New materials
Adamantine
Wikipedia has an article about:
Adamant
Adamantine is a new material in SpliceHack. It is a metal with higher weight and armor class than mithril. Edged weapons made of adamantine have a +3 damage bonus. It is probably based on the "adamant" and "adamantine" materials mentioned in Greek mythology and in Paradise Lost.
Orichalcum
Wikipedia has an article about:
Orichalcum
Orichalcum is a new material in SpliceHack. It offers the same armor class as mithril but is heavier. It is mentioned in some ancient Greek writings, and is often associated with the lost city of Atlantis. The ancient legends and the above materials percentages would suggest that orichalcum is a metal: however, it is internally treated as non-metallic.
Shadeweave
Shadeweave is a new material in SpliceHack. Shadeweave items are extremely lightweight.
Gelatinous
For the gelatinous cube monster, see gelatinous cube.
Gelatinous is a new material in SpliceHack, notable for having a -4 damage penalty when used for weapons.
References
↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/include/objclass.h#L12
↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/decl.c#L107-L114
↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L1538
↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L1667
↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/weapon.c#L62-L63
↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/weapon.c#L510-L546
↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/include/objclass.h#L93-L97
↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L1960-L1983
↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/include/objclass.h#L87-L89
↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/include/obj.h#L390-L391
↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mkobj.c#L3194-L3443
↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mondata.c#L317
↑ https://github.com/NullCGT/SpliceHack/blob/Spl-R-1.1.0/src/mondata.c#L347 |
# Revive
Reviving the corpse of a dead monster is a means of bringing it back to life. Trolls and the Riders have the ability to revive themselves;[1] that is, they will often resurrect a few turns after they are killed. See their articles for strategies on how to prevent this and kill them permanently.
Most actions that try to dispose of a Rider corpse will instead instantly resurrect it. Among other actions, this includes teleporting it, tinning it, or picking it up.
You may also revive any corpse with the spell of turn undead or wand of undead turning. Corpses can also be revived with the cursed Book of the Dead (possible for illiterates), but this method has drawbacks. If you revive a dead adventurer's corpse in a bones level, the ghost will inhabit its original form and disappear, and the corpse will be revived.[citation needed]
When a monster is revived, it is restored to full health, with maximum hit points; part of that is then deducted if the corpse was partly eaten. It will have no status afflictions.[citation needed]
Pets that died while tame usually have a 1 in (tameness+1) chance of becoming untame upon revival. If it becomes untame, it will become either hostile or peaceful with a 1⁄2 chance of each. However, if you killed the pet or abused it more than 2 times, it will never revive tame, and will most often be hostile.[2]
Similar to revival, statues can be brought back to life with stone to flesh or a statue trap.
Messages
In the following messages, substitute the names of the involved monsters for the monsters of your choice.
Reviving a corpse by zapping a wand of undead turning, casting the spell of turn undead, or reading the cursed Book of the Dead will produce one of these messages:[3]
Your
<monster> corpse suddenly comes alive!
Your inventory was affected by revival magic, and the <monster> corpse in your inventory came to life. The <monster> spawns as close as possible to you. (If you were zapped with the wand or spell, the following message is often "You shudder in dread.")
The <living monster="">'s <monster> corpse suddenly comes alive!
A monster's inventory was affected by revival magic, and the <monster> corpse in its inventory came to life. The <monster> spawns as close as possible to the <living monster="">.
A <monster> suddenly appears!
This may indicate that an unseen monster's inventory was affected by revival magic, and its <monster> corpse came to life where you can see it.
<player>'s ghost is suddenly drawn into its former body!
A bones file corpse that had a ghost adjacent to it was revived.
When a corpse revives itself, one of these messages may appear:[4]
A <monster> rises from the dead!
This is the most common message; trolls often will come back to life soon after death.
You feel squirming in your backpack!
Some corpse in your inventory (not being wielded) came to life. The monster will spawn as close as possible to you. The message does not name the monster.
The <monster> corpse writhes out of your grasp!
You were wielding the <monster> corpse when it came to life. The <monster> spawns as close as possible to you.
Startled, the <living monster=""> drops a <monster> corpse as it revives!
The <monster> will spawn as close as possible to the <living monster="">.
A <monster> suddenly appears!
This may indicate that a <monster> corpse, in the inventory of an unseen monster, came to life where you can see it.
A <monster> writhes out of a sack in your pack!
The player had a <monster> inside a sack as it returned from the dead.
A <monster> writhes out of a sack!
A <monster> corpse was in a sack as it came alive.
A <monster> escapes from a <container>!
A <monster> was dead in an unlocked container on the ground when it returned to life.
SLASH'EM
Some fungi and molds can revive themselves in SLASH'EM. You might just kill the fungus repeatedly, or drop its corpse where the revived fungus will not block the way.
More interestingly, as other types of corpses rot, then mold may grow on them, and the corpse may revive as a mold. This typically produces the "rises from the dead" or "squirming in your backpack" message, as the corpse disappears and the mold spawns.
This screenshot, of the Vulture's interface for SLASH'EM, shows a green mold emerging from the inventory of a Samurai.
References
↑ mondata.h in NetHack 3.4.3, line 142
↑ src/dog.c in NetHack 3.6.6, line 982
↑ src/zap.c in NetHack 3.6.6, line 959: function unturn_dead
↑ revive_corpse in do.c
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.
</monster></container></monster></monster></monster></monster></monster></monster></monster></living></monster></monster></living></monster></monster></monster></monster></player></monster></monster></living></monster></monster></monster></living></monster></monster></monster> |
# Category:Pirate patch
Features present in the Pirate patch.
Pages in category "Pirate patch"
The following 14 pages are in this category, out of 14 total.
B
Blackbeard's GhostD
Damned pirateG
Githyanki pirateM
Marauder's Map
Mayor CummerbundP
Parrot (Pirate patch)
Pirate
Pirate (player monster)
Pirate brother
Pirate questR
ReaverS
Skeletal pirateT
The Treasury of ProteusW
Wandering pirate |
# Erosion
Erosion in NetHack is an attribute that can apply to some items depending on their material. Eroded weapons (including weapon-tools) and armor suffer from degraded performance—weapons have their damage decreased, and armor's intrinsic AC bonus will be reduced by one for each level of erosion (in neither case affecting enchantment, and never reducing intrinsic damage or AC below zero). This means a +0 dwarvish iron helm's AC is −2, while a thoroughly rusty +1 dwarvish iron helm's AC is −1. Erosion does not affect an item's other enchantment-based effects; a thoroughly rusty +2 helm of brilliance still provides +2 to intelligence and wisdom. The following types of erosion exist:
Rust affects only items made from iron. It is caused by wetting (from a potion, fountain, pool, etc.) or by the attack of a rust monster or gray ooze.
Corrosion affects copper or iron items. It is caused by exposure to acidic environments (potions or some monsters).
Burning affects wood, leather, cloth, and plastic. It is caused by fire.
Rotting affects wood, leather, and cloth. It is caused by exposure to brown puddings.
Items can suffer up to three levels of erosion, for example: rusty, very rusty, and thoroughly rusty. The types of damage do not add; rather the greater damage is used. Thus, a very rusty corroded short sword has a −2 penalty rather than −3. An item can be both thoroughly rusty and thoroughly corroded, but it will never suffer more than 3 points of damage.
Contents
1 Other erodable items
2 Prevention and repair
3 Strategy
4 History
5 SLASH'EM
6 References
Other erodable items
If you are polymorphed into an iron golem, rust traps will kill your monster form (even if unchanging, unless you have the half physical damage extrinsic).[1] All iron golems suffer this fate. Similarly, a wood golem can be rotted and destroyed.
Prevention and repair
Many objects can be protected from erosion, and any existing erosion can be repaired. A metal object that is so protected identifies as rustproof, and an organic or plastic object identifies as fireproof. The procedure is the same for both types:
A weapon or weapon-tool can be protected from erosion and have any damage repaired by wielding it and reading a non-cursed scroll of enchant weapon while confused.
Any armor can be protected from erosion and have any damage repaired by wearing it, removing all other armor, and reading a non-cursed scroll of enchant armor while confused.
Any armor can also be protected from erosion by wearing it, removing all other armor, and reading a cursed scroll of destroy armor while confused. This procedure does not repair existing damage.
Successfully dipping for Excalibur will remove any existing erosion on the long sword and make it rustproof.
Any wishable item can be wished for in an unerodable state. (Any of the "-proof" adjectives can be used to erode-proof any item; a common choice is "fixed", which is intended for crysknives but shares the same bit in the object data structure as erode-proofing.)
Items retain their erode-proof status when polymorphed. One can create a fireproof bag of holding or magic marker this way, whose presence (as seen in a dump file, for example) would normally indicate a wish.
If the scroll of enchant weapon or armor is cursed, this procedure instead strips the item of any protection from erosion, and has no effect on existing erosion.
No erosion event will ever affect body armor worn under a cloak, nor a shirt worn under body armor or a cloak. One might choose, then, to wear a junk cloak such as a dwarvish cloak to protect a banded mail from rust.
Objects can be temporarily protected from rust or corrosion by greasing them. An event which would normally rust or corrode the item will instead have a chance of removing the grease. Also, one level of rust or corrosion can be removed from a weapon by dipping it into a potion of oil.
Erosion can be removed from a wielded weapon as a prayer boon, but this does not erode-proof it.
In addition to erode-proofing, blessed items may resist erosion, with a chance dependent on your Luck.[2]
Strategy
In most cases, using scrolls of enchant armor to erode-proof armor is a waste of resources. Since erosion only affects the object's base AC, and most items don't have more than 1 or 2 base AC, scrolls are usually better spent increasing the enchantment of your gear (unless you are unable to enchant your gear safely any more and don't have enough markers to make use of blanking the surplus scrolls). Additionally, blessed scrolls will bless the enchanted item for free, which (with high Luck) already provides adequate protection. Many forms of body armor grant 3 or more AC, but usually the only suits you should consider enchanting are dragon scale mail and perhaps mithril-coats, neither of which can erode. Using extra scrolls to fix erosion is an option, however. It might also be worthwhile to fire-proof speed boots, jumping boots, or water walking boots, as any of these will be destroyed should you accidentally step into lava. This applies particularly to Valkyries, whose quest contains lava in abundance. A cloak of protection may also be worth erodeproofing, since its base AC is 3.
In contrast, you generally will want an erode-proof main weapon, particularly since the erosion penalty is doubled for double-damage weapons. However, it is rarely necessary to do the erode-proofing yourself; artifact weapons from sacrifice will always be erode-proof, while those from wishes can be explicitly wished for erode-proof. However, in the case of a good weapon found randomly in the dungeon (for example Fire and Frost Brand), it is worth spending a scroll of enchant weapon to make it rustproof. Also, cavemen using the Sceptre of Might will also want to make it rustproof, as it is not generated so.
History
Before NetHack 3.1.0, items did not have erosion as such; rather, damage operated by reducing the enchantment. Thus a rust monster attacked rather like a modern disenchanter, except that its attack was blocked by rustproofing rather than magic cancellation.
In NetHack 3.6.0 and earlier versions, metal wands, rings, and tools such as stethoscopes and skeleton keys could rust and corrode, but this was purely cosmetic and did not affect their performance.
SLASH'EM
In SLASH'EM, rust may also be removed from a weapon by applying a whetstone while standing over a water source.
References
↑ src/trap.c in NetHack 3.6.0, line 1070
↑ rnl in rnd.c |
# User talk:Prometheus77
Contents
1 Welcome!
2 "(verify?)"
3 Edit summaries
4 uploading lots of little files
Welcome!
Welcome!
Hi, Prometheus77! 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. -- The Welcome Bot 16:59, 24 Jul 2023 (UTC)
-- New user message (talk) 11:11, 16 August 2012 (UTC)
"(verify?)"
In your recent edit to the Lawful Quest page you added "(verify?)" after a statement. Please don't do that. There's {{fact}} for most of these cases (and {{todo}} for worse cases); in case you're not sure about whether something is true at all, just leave a note on the talk page.
The issue with adding "(verify?)" is that it's basically saying "I'm not sure, actually, perhaps this should be verified?" which isn't a great message. {{fact}} does have a bit of this, too, but it's more "this still needs a reference, don't rely on it too much yet". (Also, it doesn't jump out at the reader as much.)
Much more importantly, though, {{fact}} is a template; (verify?) is not, and for the reasons mentioned above likely wouldn't be a really good template. (A wiki filled with information that noone knows to be correct/incorrect isn't really helpful, after all.) This means it's easy for anyone to look at Special:WhatLinksHere/Template:Fact (specifically, the list of transclusions) and go through the pages listed there and "verify" the marked statements (or rather, add a source code reference – or remove the incorrect bit if it turns out to be incorrect, of course, though this shouldn't happen as much). Similar things apply to {{todo}}, though of course that's for greater issues.
Thanks! —bcode talk | mail 21:37, 22 February 2013 (UTC)
Edit summaries
I noticed your recent edit to the Special level (SLASH'EM) page. Please add an edit summary when changing an article this much, especially (but not limited to) when removing this many bytes. (Of course, using edit summaries is generally a good idea, but this kind of edit might need them the most.)
In this case, other edits show that this was eliminating redundant information after it had been copied to more specific pages, but without looking at those, the edit would seem rather strange, IMHO. —bcode talk | mail 22:22, 8 April 2013 (UTC)
Thanks, will do so in the future. --Prometheus77 (talk) 14:05, 9 April 2013 (UTC)
uploading lots of little files
Conversation moved to Template_talk:Alternate_tilesets |
# File:Satiated.png
File
File history
File usageNo higher resolution available.
Satiated.png (40 × 40 pixels, file size: 1 KB, MIME type: image/png)
Icon displayed when the adventurer is satiated.
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
current08:09, 3 September 200640 × 40 (1 KB)Ray Chason (talk | contribs)Icon displayed when the adventurer is satiated. {{NGPL}}
You cannot overwrite this file.
File usage
The following 2 pages uses this file:
List of qt xpms.h images
Source:NetHack 3.4.3/include/qt xpms.h |
# 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. |
# Ward against lightning
Ward against lightning is a technique in SLASH'EM that monks get at level 15. This technique is given instead of intrinsic shock resistance, as in vanilla nethack. The technique gives shock resistance for 50-149 + the level of the technique turns. It can be used again after 500-1499 turns.
There is no effect if you possess intrinsic shock resistance.
Messages
You invoke the ward against lightning!
You activated the technique.
You feel a little static cling.
The technique has expired and you do not have another source of shock resistance. |
# Canine
Contents
1 Jackal
1.1 Encyclopedia entry
2 Fox
2.1 Encyclopedia entry
3 Coyote
3.1 List of coyote names
3.2 Encyclopedia entry
4 Dingo
4.1 Encyclopedia entry
5 Wolf
5.1 Encyclopedia entry
6 Warg
6.1 Encyclopedia entry
7 Winter wolf
8 Winter wolf cub
9 Hell hound
9.1 History
9.2 Encyclopedia entry
10 Hell hound pup
11 See also
12 References
Canine, usually short for dog or other canine, refers to a class of monster in NetHack. Represented by d, they have a wide variety of characteristics. Only domestic dogs can be tamed with food, but it is possible to acquire other canines as pets as with any other monster type.
Canines in NetHack fall into four major categories:
Domestic dogs:
d little dog
d dog
d large dog
Lycanthropes:
d werejackal (animal)
d werewolf (animal)
Ordinary canines:
d jackal
d fox
d coyote
d dingo
d wolf
d warg
Breath-using canines:
d winter wolf cub
d winter wolf
d hell hound pup
d hell hound
Jackal
Wikipedia has an article about:
Jackal
d jackal
Difficulty
1
Attacks
Bite 1d2
d jackal
Difficulty
1
Attacks
Bite 1d2
Base level
0
Base experience
1
Speed
12
Base AC
7
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
3 (Rare)
Genocidable
Yes
Weight
300
Nutritional value
250
Size
Small
Resistances
None
Resistances conveyed
None
A jackal:
has no hands.
is an animal.
is carnivorous.
is normally generated hostile.
can be seen through infravision.
normally appears in small groups.
Reference
monst.c#line198
Jackals appear early in the game and in packs, making them one of the more dangerous level zero monsters. However, they have relatively low HP and should not be too greatly feared. Position yourself in a hallway so that you can engage in melee combat without being surrounded. Once in this position, it may be beneficial to use a long-range weapon, such as a dagger or an attack wand which can hit more than one monster per turn.
A werejackal can summon more jackals to assist in the attack and will be inclined to do so when close to death. In these situations, it is smart to kill the werejackal as soon as possible so that it cannot summon more. When polymorphed into a werejackal, it is possible to summon your own jackal pets, which will remain tame after you have returned to your original form even once lycanthropy has been healed.
Jackals are the most common cause of death on nethack.alt.org, more so than even dwarves or soldier ants.
Encyclopedia entry
In Asiatic folktale, jackal provides for the lion; he scares up game, which the lion kills and eats, and receives what is left as reward. In stories from northern India he is sometimes termed "minister to the king," i.e. to the lion. From the legend that he does not kill his own food has arisen the legend of his cowardice. Jackal's heart must never be eaten, for instance, in the belief of peoples indigenous to the regions where the jackal abounds. ... In Hausa folktale, Jackal plays the role of sagacious judge and is called "O Learned One of the Forest." The Bushmen say that Jackal goes around behaving the way he does "because he is Jackal".
[ Funk & Wagnalls Standard Dictionary of Folklore ]
Fox
Wikipedia has an article about:
Fox
d fox
Difficulty
1
Attacks
Bite 1d3
d fox
Difficulty
1
Attacks
Bite 1d3
Base level
0
Base experience
4
Speed
15
Base AC
7
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
300
Nutritional value
250
Size
Small
Resistances
None
Resistances conveyed
None
A fox:
has no hands.
is an animal.
is carnivorous.
is normally generated hostile.
can be seen through infravision.
Reference
monst.c#line205
A fox is one of the earliest monsters a NetHack character will encounter. Out of the early monsters, it is one of the more difficult ones due to its speed, and can be dangerous for weak level 1 characters. However, more experienced characters and fighter types will have few problems with the fox.
Encyclopedia entry
One hot summer's day a Fox was strolling through an orchard till he came to a bunch of Grapes just ripening on a vine which had been trained over a lofty branch. "Just the thing to quench my thirst," quoth he. Drawing back a few paces, he took a run and a jump, and just missed the bunch. Turning round again with a One, Two, Three, he jumped up, but with no greater success. Again and again he tried after the tempting morsel, but at last had to give it up, and walked away with his nose in the air, saying: "I am sure they are sour."
[ Aesop's Fables ]
Coyote
Wikipedia has an article about:
Coyote
d coyote
Difficulty
2
Attacks
1d4
d coyote
Difficulty
2
Attacks
1d4
Base level
1
Base experience
8
Speed
12
Base AC
7
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
300
Nutritional value
250
Size
Small
Resistances
None
Resistances conveyed
None
A coyote:
has no hands.
is an animal.
is carnivorous.
is normally generated hostile.
can be seen through infravision.
normally appears in small groups.
Reference
monst.c#line212
A coyote is an easy creature to defeat, most likely found in the early levels of the dungeon. Coyotes usually appear in packs. Each coyote has a humorous species name, which is visible with the far look or what is commands; these names, and the encyclopedia entry, play off the Road Runner cartoon skits.
List of coyote names
Reference: do_name.c#coyotename
Carnivorous Vulgaris
Road-Runnerus Digestus
Eatibus Anythingus
Famishus-Famishus
Eatibus Almost Anythingus
Eatius Birdius
Famishius Fantasticus
Eternalii Famishiis
Famishus Vulgarus
Famishius Vulgaris Ingeniusi
Eatius-Slobbius
Hardheadipus Oedipus
Carnivorous Slobbius
Hard-Headipus Ravenus
Evereadii Eatibus
Apetitius Giganticus
Hungrii Flea-Bagius
Overconfidentii Vulgaris
Caninus Nervous Rex
Grotesques Appetitus
Nemesis Riduclii
A cancelled coyote will always be displayed as Canis latrans,[1] the actual Latin name of the species.
Encyclopedia entry
This carnivore is known for its voracious appetite and inflated view of its own intelligence.
Dingo
Wikipedia has an article about:
Dingo
d dingo
Difficulty
5
Attacks
Bite 1d6
d dingo
Difficulty
5
Attacks
Bite 1d6
Base level
4
Base experience
44
Speed
16
Base AC
5
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
400
Nutritional value
200
Size
Medium
Resistances
None
Resistances conveyed
None
A dingo:
has no hands.
is an animal.
is carnivorous.
is normally generated hostile.
can be seen through infravision.
Reference
monst.c#line247
A dingo is a relatively easy-to-defeat monster that can be found anywhere from early in the game to the player's last level spent in the dungeons. A couple of dingos will provide a decent meal, as each has a nutritional value of 200. It is identical to a dog, except that it cannot be tamed by feeding, and its corpse is safe to eat.
Encyclopedia entry
A wolflike wild dog, Canis dingo, of Australia, having a reddish- or yellowish-brown coat, believed to have been introduced by the aborigines.
[Webster's Encyclopedic Unabridged Dictionary of the English Language]
Wolf
Wikipedia has an article about:
Gray Wolf
d wolf
Difficulty
6
Attacks
Bite 2d4
d wolf
Difficulty
6
Attacks
Bite 2d4
Base level
5
Base experience
56
Speed
12
Base AC
4
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
2 (Quite rare)
Genocidable
Yes
Weight
500
Nutritional value
250
Size
Medium
Resistances
None
Resistances conveyed
None
A wolf:
has no hands.
is an animal.
is carnivorous.
is normally generated hostile.
can be seen through infravision.
normally appears in small groups.
Reference
monst.c#line254
A wolf is a relatively easy to deal with monster that appears in the second half of the early game. Wolves are not a dangerous threat to a moderately prepared player. Far more dangerous are winter wolves. However, as of version 3.6.0 a wolf may actually be a shapeshifted vampire lord, and resurrect in that form after being killed.
Encyclopedia entry
The ancestors of the modern day domestic dog, wolves are powerful muscular animals with bushy tails. Intelligent, social animals, wolves live in family groups or packs made up of multiple family units. These packs cooperate in hunting down prey.
Warg
Wikipedia has an article about:
Warg
d warg
Difficulty
8
Attacks
Bite 2d6
d warg
Difficulty
8
Attacks
Bite 2d6
Base level
7
Base experience
92
Speed
12
Base AC
4
Base MR
0
Alignment
-5 (chaotic)
Frequency (by normal means)
2 (Quite rare)
Genocidable
Yes
Weight
850
Nutritional value
350
Size
Medium
Resistances
None
Resistances conveyed
None
A warg:
has no hands.
is an animal.
is carnivorous.
is normally generated hostile.
can be seen through infravision.
normally appears in small groups.
Reference
monst.c#line268
A warg is basically a big wolf. Wargs appear in packs, and while not terribly fast, can do enough damage as a group to warrant a mention. By the time the player encounters them, however, they should not pose much of a danger.
Encyclopedia entry
Suddenly Aragorn leapt to his feet. "How the wind howls!" he cried. "It is howling with wolf-voices. The Wargs have come west of the Mountains!"
"Need we wait until morning then?" said Gandalf. "It is as I said. The hunt is up! Even if we live to see the dawn, who now will wish to journey south by night with the wild wolves on his trail?"
"How far is Moria?" asked Boromir.
"There was a door south-west of Caradhras, some fifteen miles as the crow flies, and maybe twenty as the wolf runs," answered Gandalf grimly.
"Then let us start as soon as it is light tomorrow, if we can," said Boromir. "The wolf that one hears is worse than the orc that one fears."
"True!" said Aragorn, loosening his sword in its sheath. "But where the warg howls, there also the orc prowls."
[ The Fellowship of the Ring, by J.R.R. Tolkien ]
Winter wolf
Wikipedia has an article about:
Winter wolf
d winter wolf
Difficulty
9
Attacks
Bite 2d6, Breathes cold 2d6
d winter wolf
Difficulty
9
Attacks
Bite 2d6, Breathes cold 2d6
Base level
7
Base experience
102
Speed
12
Base AC
4
Base MR
20
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
700
Nutritional value
300
Size
Large
Resistances
Cold
Resistances conveyed
Cold (47%)
A winter wolf:
has no hands.
is an animal.
is carnivorous.
is normally generated hostile.
is strong.
does not appear in Gehennom.
Reference
monst.c#line281
Winter wolves are the adult versions of winter wolf cubs. Unlike the cubs, winter wolves do not ordinarily appear until after the player has gained cold resistance. They are still very dangerous, however, traveling in packs and dealing long range damage that can shatter potions.
A pet winter wolf will attack watchmen and aligned priests if they are given the opportunity; however, they are very likely to win.
Winter wolf cub
d winter wolf cub
Difficulty
7
Attacks
Bite 1d8, Breathes cold 1d8
d winter wolf cub
Difficulty
7
Attacks
Bite 1d8, Breathes cold 1d8
Base level
5
Base experience
64
Speed
12
Base AC
4
Base MR
0
Alignment
-5 (chaotic)
Frequency (by normal means)
2 (Quite rare)
Genocidable
Yes
Weight
250
Nutritional value
200
Size
Small
Resistances
Cold
Resistances conveyed
Cold (33%)
A winter wolf cub:
has no hands.
is an animal.
is carnivorous.
is normally generated hostile.
does not appear in Gehennom.
normally appears in small groups.
Reference
monst.c#line275
A winter wolf cub is a young winter wolf. These monsters are particularly dangerous because they appear in the dungeons early enough that the player might not have cold resistance, and appear in packs. Winter wolf cubs have a long range frost attack which can shatter potions and inflict significant damage on the player. Wand them quickly.
Winter wolf cubs respect Elbereth, but have no aversion to attacking you with the frost ray from afar.
In SLASH'EM, an Ice Mage starts with a winter wolf cub as a pet.
Hell hound
Wikipedia has an article about:
Hellhound
d hell hound
Difficulty
14
Attacks
Bite 3d6, fire breath 3d6
d hell hound
Difficulty
14
Attacks
Bite 3d6, fire breath 3d6
Base level
12
Base experience
290
Speed
14
Base AC
2
Base MR
20
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
600
Nutritional value
300
Size
Medium
Resistances
Fire
Resistances conveyed
Fire (80%)
A hell hound:
has no hands.
is an animal.
is carnivorous.
is normally generated hostile.
is strong.
can be seen through infravision.
appears only in Gehennom.
Reference
monst.c#line295
In NetHack and SLASH'EM, a hell hound, d, is a monster associated with fire. In SLASH'EM, it is most familiar as the pet of a Flame Mage, after it grows from a pup d. Hell hounds typically fight in melee, like other dogs.
History
In versions of NetHack from Hack 1.0.2 through NetHack 3.0.10, a hell hound can be found inside the room in which the Wizard of Yendor is hiding with the Amulet of Yendor. These hell hounds did not have breath weapons until NetHack 3.0.0.
Encyclopedia entry
Hell hounds are fire-breathing canines from another plane of existence brought here in the service of evil beings. A hell hound resembles a large hound with rust-red or red-brown fur, and red, glowing eyes. The markings, teeth, and tongue are soot black. It stands two to three feet high at the shoulder and has a distinct odour of smoke and sulphur. The baying sounds it makes have an eerie, hollow tone that sends a shiver through any who hear them.
Hell hound pup
d hell hound pup
Difficulty
9
Attacks
Bite 2d6, fire breath 2d6
d hell hound pup
Difficulty
9
Attacks
Bite 2d6, fire breath 2d6
Base level
7
Base experience
102
Speed
12
Base AC
4
Base MR
20
Alignment
-5 (chaotic)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
200
Nutritional value
200
Size
Small
Resistances
Fire
Resistances conveyed
Fire (47%)
A hell hound pup:
has no hands.
is an animal.
is carnivorous.
is normally generated hostile.
can be seen through infravision.
appears only in Gehennom.
normally appears in small groups.
Reference
monst.c#line288
A hell hound pup is a young version of a hell hound. If you are discovering hell hound pups, you are no doubt about to discover hell hounds. With fire resistance these monsters are not too difficult.
In SLASH'EM, a Flame Mage starts with a hell hound pup as a pet.
See also
Dog
Werejackal
Werewolf
Feline
References
↑ do_name.c#1038 If the coyote is cancelled, the last name in the list is always chosen
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. |
# Deva
The devas are a group of angelic beings added in SLASH'EM. They are all characterized by strong physical attacks, high speed, and clerical spellcasting, similar to aligned priests. They are most often encountered as minions, either given to lawful characters through prayer[1] or sacrifice,[2] or created when attempting to convert a lawful altar. As minions, they are quite powerful, and can be a useful source of shields of reflection or even artifact weapons (Sunsword and Demonbane), which they have a chance of starting with.
Contents
1 SLASH'EM
1.1 Movanic deva
1.2 Monadic deva
1.3 Astral deva
1.4 Strategy
1.4.1 As pets
2 dNetHack
2.1 Movanic Deva
2.2 Monadic Deva
2.3 Astral Deva
2.4 Graha Deva
2.5 Surya Deva
2.5.1 Dancing blade
2.6 Mahadeva
3 Origin
4 Encyclopedia entry
5 References
SLASH'EM
Movanic deva
A movanic deva
Difficulty
21
Attacks
Weapon fire 3d4, Weapon fire 3d4, Claw 3d4, Spellcasting (clerical) 2d6
A movanic deva
Difficulty
21
Attacks
Weapon fire 3d4, Weapon fire 3d4, Claw 3d4, Spellcasting (clerical) 2d6
Base level
12
Base experience
422
Speed
18
Base AC
−5
Base MR
90
Alignment
15 (lawful)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
1450
Nutritional value
400
Size
Medium
Resistances
death magic
Resistances conveyed
None
A movanic deva:
can fly.
has a head, a couple of arms, and a torso.
can see invisible creatures.
does not eat. (*)
is not a valid polymorphable form.
can follow you to other levels.
is nasty.
is strong.
has infravision.
can be seen through infravision.
does not appear in Gehennom.
never leaves a corpse.
requires a +1 weapon to hit.
Reference
SLASH'EM 0.0.7E7F2/monst.c#line1945
The movanic deva is the weakest of the devas. It is still a formidable opponent, particularly if one lacks fire resistance, as its attacks will then burn you. It is able to cast clerical spells, including possibly curse items and summon insects.
Monadic deva
A monadic deva
Difficulty
23
Attacks
Weapon 3d4, Weapon 6d4, Spellcasting (clerical) 3d4
A monadic deva
Difficulty
23
Attacks
Weapon 3d4, Weapon 6d4, Spellcasting (clerical) 3d4
Base level
15
Base experience
531
Speed
18
Base AC
−4
Base MR
90
Alignment
15 (lawful)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
1450
Nutritional value
400
Size
Medium
Resistances
death magic
Resistances conveyed
None
A monadic deva:
can fly.
has a head, a couple of arms, and a torso.
can see invisible creatures.
does not eat. (*)
is not a valid polymorphable form.
can follow you to other levels.
is nasty.
is strong.
has infravision.
can be seen through infravision.
does not appear in Gehennom.
never leaves a corpse.
requires a +1 weapon to hit.
Reference
SLASH'EM 0.0.7E7F2/monst.c#line1954
Monadic devas are slightly stronger than movanic devas, and are distinctive in that their physical attacks do only normal damage. Still, they are quite formidable opponents, similar in level to an Angel but much faster. They are also able to cast all clerical spells, including fire pillar (same effect as a scroll of fire) and geyser.
Astral deva
A astral deva
Difficulty
27
Attacks
Weapon 3d12, Weapon stun 1d4, Spellcasting (clerical) 3d4
A astral deva
Difficulty
27
Attacks
Weapon 3d12, Weapon stun 1d4, Spellcasting (clerical) 3d4
Base level
18
Base experience
676
Speed
18
Base AC
−6
Base MR
90
Alignment
15 (lawful)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
1450
Nutritional value
400
Size
Medium
Resistances
death magic
Resistances conveyed
None
An astral deva:
can fly.
has a head, a couple of arms, and a torso.
can see invisible creatures.
does not eat. (*)
is not a valid polymorphable form.
can follow you to other levels.
is nasty.
is strong.
has infravision.
can be seen through infravision.
does not appear in Gehennom.
never leaves a corpse.
requires a +1 weapon to hit.
Reference
SLASH'EM 0.0.7E7F2/monst.c#line1962
The toughest of the devas, astral devas are almost equivalent to an Archon in difficulty. They do similar amounts of physical damage, and while the astral deva cannot stun and blind with its gaze, it can stun with its physical attacks. The astral deva is also slightly faster than the Archon, with a speed of 18 over the Archon's 16. They are almost the same base level (18 for the astral deva versus 19 for the Archon), and are both spellcasters. Luckily, the astral deva is unable to summon nasties, as it can only cast clerical spells, which summon nasties fortunately is not. It can, however, summon insects, which is somewhat dangerous given some of SLASH'EM's new insects, such as the assassin bug or killer beetle.
Strategy
The devas, with the Planetars and Solars, constitute one of the chief reasons that lawful alignment is very nice in SLASH'EM. Not only are these dangerous monsters always peaceful to you, but you have a very good chance of receiving a number of them as pets, both from altars and occasionally from praying while in trouble. Additionally, receiving them as minions from sacrificing does not increase your prayer timeout, and so does not even require that much time or nutrition.
If you are not lawful, these are all formidable opponents. It should be noted that, "in the wild", these monsters are all quite rarely seen, particularly since they cannot appear in Gehennom and are relatively high-level. However, one should think twice about converting lawful altars in SLASH'EM. It is better to convert altars at lower experience levels, since then easier couatls and Aleaxes will be created instead of devas. It is best, in fact, to convert altars below experience level 4, since then no minions will be created.
In combat, it is good to keep in mind that devas are not guaranteed a shield of reflection, unlike Archons, although they do have a reasonable chance of having one. They all resist death rays, but no other types of damage. Thus, attack wands work well against them, although their high MR of 90 means that wands of sleep, striking, and magic missile are likely to be ineffective. If they do have a shield of reflection, wands of draining and wands of fireball are good choices against them, since they resist neither and neither can be reflected. Stoning is also a good choice if it is available; since they do not summon nasties, however, a cockatrice corpse is less likely to be around. Escape items, in particular wands or scrolls of teleportation, are recommended as a back-up plan, in light of their high speed and the fact that they will follow you from level to level if adjacent to you.
As pets
Devas can make very powerful pets. They are very fast, can heal themselves, don't eat, and unlike the most powerful pets (Solars and giant shoggoths), are medium-sized and can thus wear armor and cloaks. This can be particularly useful to a pacifist character, as it is much easier to give devas magic resistance, either with a cloak of magic resistance or gray dragon scale mail. Contrast this to large monsters, which can only gain extrinsic magic resistance by wielding Magicbane. Devas can thus gain immunity to polymorph traps, making them much more reliable pets. Also, an astral deva wearing a fully-enchanted set of armor will have an AC of around −59, about the best achievable for any monster. Still, an astral deva can only reach level 27 without potions of gain level; while it will be powerful and difficult to kill, it still will not engage the tougher monsters in SLASH'EM without conflict.
While useful, devas gained as minions through sacrifice or prayer cannot pick up or use any items other than the ones they start with. In particular, this means that disarming one (perhaps because it is carrying Sunsword) will disarm it permanently, somewhat decreasing its damage potential, and making it unable to attack petrifying monsters at all. However, for lawfuls, it is possible to gain large numbers of these minions, who in combination with a magic whistle can be very useful.
dNetHack
In dNetHack, Devas are the most common type of neutral angel. As with most other angelic monsters, Devas will only be generated in the Planes, or as minions for altars when attempting to convert.
Movanic Deva
0 Movanic Deva File:Movanic Deva.png
Difficulty
14
Attacks
Weapon 2d6 physical, Weapon 4d6 fire, Cast 0d6 quest artifact theft
0 Movanic Deva File:Movanic Deva.png
Difficulty
14
Attacks
Weapon 2d6 physical, Weapon 4d6 fire, Cast 0d6 quest artifact theft
Base level
8
Base experience
212
Speed
12
Base AC
0
Base MR
30
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
1450
Nutritional value
400
Size
medium
Resistances
cold, sleep, shock, poison, acid, petrification
Resistances conveyed
sleep
A Movanic Deva:
can fly.
has a head, a couple of arms, and a torso.
can see invisible creatures.
does not eat. (*)
is not a valid polymorphable form.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
can be seen through infravision.
normally appears in small groups.
never leaves a corpse.
cannot be tamed.
Monadic Deva
0 Monadic Deva File:Monadic Deva.png
Difficulty
15
Attacks
Weapon 2d8 physical, Weapon 2d8 physical, Gaze attack 4d8 (null)
0 Monadic Deva File:Monadic Deva.png
Difficulty
15
Attacks
Weapon 2d8 physical, Weapon 2d8 physical, Gaze attack 4d8 (null)
Base level
10
Base experience
331
Speed
14
Base AC
−5
Base MR
30
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
1450
Nutritional value
400
Size
medium
Resistances
fire, cold, sleep, disintegration, shock, poison, acid, petrification, level drain, disease
Resistances conveyed
sleep
A Monadic Deva:
can fly.
has a head, a couple of arms, and a torso.
can see invisible creatures.
does not eat. (*)
is not a valid polymorphable form.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
can be seen through infravision.
normally appears in small groups.
never leaves a corpse.
resists level drain.
cannot be tamed.
Astral Deva
0 Astral Deva File:Astral Deva.png
Difficulty
18
Attacks
Weapon 2d8 physical, Weapon 2d8 physical, Cast 0d6 quest artifact theft
0 Astral Deva File:Astral Deva.png
Difficulty
18
Attacks
Weapon 2d8 physical, Weapon 2d8 physical, Cast 0d6 quest artifact theft
Base level
12
Base experience
406
Speed
16
Base AC
−9
Base MR
30
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
1450
Nutritional value
400
Size
medium
Resistances
cold, sleep, shock, poison, acid, petrification
Resistances conveyed
sleep
An Astral Deva:
can fly.
has a head, a couple of arms, and a torso.
can see invisible creatures.
does not eat. (*)
is not a valid polymorphable form.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
can be seen through infravision.
normally appears in small groups.
never leaves a corpse.
cannot be tamed.
Graha Deva
0 Graha Deva File:Graha Deva.png
Difficulty
22
Attacks
Weapon 3d6 physical, Weapon 3d6 physical, Cast 0d6 quest artifact theft
0 Graha Deva File:Graha Deva.png
Difficulty
22
Attacks
Weapon 3d6 physical, Weapon 3d6 physical, Cast 0d6 quest artifact theft
Base level
17
Base experience
616
Speed
16
Base AC
−9
Base MR
30
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
2225
Nutritional value
400
Size
large
Resistances
cold, sleep, shock, poison, acid, petrification
Resistances conveyed
sleep
A Graha Deva:
can fly.
has a head, a couple of arms, and a torso.
can see invisible creatures.
does not eat. (*)
is not a valid polymorphable form.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
can be seen through infravision.
never leaves a corpse.
cannot be tamed.
gives out radius-2 light.
Graha Devas cast a wider variety of spells than is typical.
Surya Deva
0 Surya Deva
Difficulty
30
Attacks
Weapon 2d8 physical, Weapon 2d8 physical, Gaze attack 5d6 blinding, Arrow 1d1 silver, Cast 0d9 quest artifact theft
0 Surya Deva
Difficulty
30
Attacks
Weapon 2d8 physical, Weapon 2d8 physical, Gaze attack 5d6 blinding, Arrow 1d1 silver, Cast 0d9 quest artifact theft
Base level
22
Base experience
904
Speed
16
Base AC
−9
Base MR
30
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
3000
Nutritional value
800
Size
large
Resistances
cold, sleep, shock, poison, acid, petrification
Resistances conveyed
sleep
A Surya Deva:
can fly.
has a head, a couple of arms, and a torso.
can see invisible creatures.
does not eat. (*)
is not a valid polymorphable form.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
can be seen through infravision.
never leaves a corpse.
gives out light.
cannot be tamed.
Surya Devas favor fire pillar and mass cure. In addition, each Surya is paired with a dancing blade, which stays near its Deva and attacks its foe. Killing a Surya Deva also destroys its dancing blade. Destroying a dancing blade directly doesn't hurt the Deva, but the blade will not be replaced.
Dancing blade
' dancing blade File:Dancing blade.png
Difficulty
26
Attacks
Claw 3d6 physical, Claw 3d6 physical, Claw 3d6 physical, Claw 3d6 physical
' dancing blade File:Dancing blade.png
Difficulty
26
Attacks
Claw 3d6 physical, Claw 3d6 physical, Claw 3d6 physical, Claw 3d6 physical
Base level
22
Base experience
0
Speed
24
Base AC
−20
Base MR
125
Alignment
0 (neutral)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
1500
Nutritional value
0
Size
medium
Resistances
fire, cold, sleep, disintegration, shock, poison, acid, petrification, level drain, disease
Resistances conveyed
sleep
A dancing blade:
can fly.
can survive underwater.
does not breathe.
cannot pick up items.
has no eyes.
has no hands.
has no limbs.
has no head.
is mindless.
regenerates HP quickly.
does not eat. (*)
is not a valid polymorphable form.
never leaves a corpse.
resists death magic.
resists level drain.
cannot be tamed.
Mahadeva
0 Mahadeva File:Mahadeva.png
Difficulty
34
Attacks
Deva Arms 2d8 physical, Cast 0d8 (null)
0 Mahadeva File:Mahadeva.png
Difficulty
34
Attacks
Deva Arms 2d8 physical, Cast 0d8 (null)
Base level
30
Base experience
1391
Speed
18
Base AC
−10
Base MR
90
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
3000
Nutritional value
400
Size
large
Resistances
fire, cold, sleep, disintegration, shock, poison, acid, petrification, level drain, disease
Resistances conveyed
sleep
A Mahadeva:
can fly.
has a head, a couple of arms, and a torso.
regenerates HP quickly.
can see invisible creatures.
does not eat. (*)
is not a valid polymorphable form.
is a lord to its kind.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
can pick up magical items.
can be seen through infravision.
never leaves a corpse.
resists level drain.
cannot be tamed.
Mahadevas are extremely dangerous to targets with poor AC. Their Deva arms weapon attack repeats until it misses, meaning that it can hit a poorly defended target dozens of times in a single turn. Mahadevas also cast ice storm and arrow rain, which are best resisted by strongly negative AC.
Origin
The devas in this form originate from Dungeons & Dragons. They are devas in Buddhism, Hinduism and new age religions. The new age deva inspired D&D.
The new age devas are spirits or beings that contribute in the functioning of nature. The monadic and astral devas probably refer to devas of the respective monadic and astral planes. The movanic deva origin wasn't found. In D&D, movanic devas are concerned with the mortal world, monadic devas with the ethereal and elemental planes, and astral devas with the astral and outer planes.
The Planetar and Solar are also new age devas.
Encyclopedia entry
Devas are the descendants of plane-touched aasimon. They have
feathery wings that may be vestigial or functional.
Movanic devas are the most frequently seen by mortals. Their
milky skin and slender build distinguishes them from the
dark and muscular monadic devas. The latter are rarely encountered
except in the inner planes. It is said they are able to breathe
elements other than air.
[ adapted from Aasimar, by David Roberts and Brynn ]
References
↑ pray.c in SLASH'EM 0.0.7E7F2, line 1203
↑ pray.c in SLASH'EM 0.0.7E7F2, line 1167 |
# Talk:You feel like someone is helping you
This shouldn't redirect to scroll of remove curse. There are other ways to get this message - spells, magic traps, etc. Lotte 17:15, 24 October 2006 (UTC) |
# Monster spell
A monster spell is a category of spells that only spell-casting monsters can make use of. Some are unique to this category, while others share properties with other magical items.
Contents
1 Description
2 List of spells
2.1 Mage spells
2.2 Clerical spells
2.3 Ray-type spells
3 Messages
4 Variants
4.1 SLASH'EM
4.2 FIQHack
4.3 EvilHack
5 See also
6 References
Description
Monsters can only cast spells if they are not cancelled and at least level one, and can only cast once every (10 − (monster's level)) turns to a minimum of two turns;[1] they will attempt to cast spells if these conditions are not met, producing a "curse" message.[2] Even with these conditions satisfied, there is a 2 in (monster's level) chance of the spell failing (with five times that chance if the monster is confused).[3]
Monsters that are scared (e.g., by Elbereth) or are not adjacent to you[4] will not use directed spells. If a monster uses a directed spell at you, but you are on a different square than the monster expected, the spell will fail and produce a "curse" message.
Monsters will never cast spells (even not directed at you) if they're more than 7 squares away from you.[5]
List of spells
There are three categories of spells that monsters can cast: ray-type spells, mage spells, and clerical spells. No monster will cast spells in more than one category. With the exception of Double Trouble (which is exclusive to the Wizard of Yendor) and ray-type spells, monsters that cast spells from a given category can use any spell in that category that is available at or below their current level. A monster subjected to any form of life drain can lose its ability to cast higher-level spells; however, many higher-level spellcasters are immune, and those that aren't generally have a very high MR score. Stormbringer and the Staff of Aesculapius bypass monster MR, with the caveat that it is possible to kill a non-resistant target before any effect on their spellcasting is noticeable.
In the tables below, Min. level refers to the minimum level required for the monster to be able to cast that spell. The monsters that use the type of spells in each table are listed in the two Monsters column. In the Monsters (at lowest level) column, we assume that the monster is generated at its base level minus one, which is the lowest possible level at which a monster will be randomly generated. In the Monsters (at highest level) column, we assume that the monster is generated at its base level times 1.5, which is the highest possible level at which a monster will be randomly generated. In both cases, each monster can cast the spell on the line it appears, as well as every spell above it.
As an example, a golden naga is guaranteed to cast psi bolt, cure self, haste self, stun, disappear, drain strength and destroy armor. It may be able to cast curse items and aggravate, if it is generated at a high enough level. Monsters are capable of casting spells that appear below their names in the table, provided they drink enough potions of gain level.
Mage spells
Spell
Min. level
Directed
Monsters (at lowest level)
Monsters (at highest level)
Psi bolt
1
Y
kobold shaman
Cure self
2
barrow wight, orc shaman, gnomish wizard
Haste self
3
kobold shaman
Stun
4
Y
guide, apprentice
barrow wight, orc shaman, gnomish wizard
Disappear
5
Drain strength
7
Y
guide, apprentice
Destroy armor
9
Y
golden naga, lich, nalfeshnee
Curse items
11
Y
demilich
Aggravate
14
ki-rin, titan, Ixoth, Dark One, Minion of Huhetotl, Thoth Amon, Chromatic Dragon, Nalzok
golden naga
Summon nasties
16
master lich, Archon, Neferet the Green
lich, nalfeshnee
Touch of death
21
Y
arch-lich, Orcus, Dispater, Demogorgon
demilich, master lich, arch-lich, ki-rin, titan, Archon, Ixoth, Dark One, Minion of Huhetotl, Thoth Amon, Chromatic Dragon, Nalzok, Neferet the Green, Orcus, Dispater, Demogorgon
Double Trouble
19/unique
Wizard of Yendor
Wizard of Yendor
Clerical spells
Spell
Min. level
Directed
Monsters (at lowest level)
Monsters (at highest level)
Open wounds
1
Y
Cure self
2
Confuse
3
Y
abbot, acolyte
Paralyze
5
Y
Blind
6
Y
abbot, acolyte
Summon insects
9
Curse items
10
Y
aligned priest
Lightning
12
Y
Fire pillar
13
Y
Geyser
14
Y
high priest, Grand Master, Master Kaen, Arch Priest
aligned priest, high priest, Grand Master, Master Kaen, Arch Priest
Ray-type spells
Ray-type spells come in three varieties[6] (though only two are in use). They can be cast from afar, and when used this way, act the same as wands or breath weapons. When cast from an adjoining square, they act as melee attacks and cannot be reflected, but the appropriate resistance will still nullify them.
Three creatures use magic missile: Angels, Yeenoghu and the Oracle (the Oracle's version is passive and will only occur in response to a melee attack). Magic resistance is proof against this attack. The message is, "You are hit by a shower of missiles!" "The missiles bounce off!" if you have magic resistance.
Asmodeus has a cold attack. "You are covered in frost" when hit by this attack. Cold resistance nullifies it.
The source code supports an unused fire attack. "You are enveloped in flames" when hit by this attack, and fire resistance nullifies it.
Messages
<monster> points at you, then curses.
<monster> points all around, then curses.
The monster attempted to cast a spell before they were able to do so.
<monster> points and curses in your general direction.
As above, but the monster cannot see you.
<monster> points and curses at your displaced image.
As above, but you are displaced.
You hear a mumbled curse.
As above, but you cannot see the monster.
The air crackles around <monster>.
The monster cast a spell when able to do so, but the spell failed.
<monster> casts a spell!
<monster> casts a spell at you!
The monster successfully cast a spell.
<monster> casts a spell at a spot near you!
As above, but the monster cannot see you.
<monster> casts a spell at your displaced image!
As above, but you are displaced.
Variants
SLASH'EM
SLASH'EM has many new spellcasting monsters, including fire vampires which use the previously-unimplemented fire ray spell. It also introduces two new mage spells:
Call undead, which can be used by all liches (and no other monsters);
Create pool, which can be used by monsters of level 13 or higher.
FIQHack
In FIQHack, monsters use the same spellcasting system as the player, and can also read spellbooks to acquire new spells. This makes higher-level spellcasting monsters much more dangerous. Low-level spellcasting monsters (kobold shamans, orc shamans and gnomish wizards) no longer approach you due to lacking melee ability, and will instead attempt to line up with you in order to cast spells.
EvilHack
In EvilHack, if you are polymorphed into a monster with spellcasting attacks in their routine and you have enough spare power, attacking in melee will cause you to randomly use one of their available spells; the spellcasting attack fails if you do not have enough power.
See also
List of monster spells
References
↑ mcastu.c in NetHack 3.4.3, line 214
↑ mcastu.c in NetHack 3.4.3, line 208
↑ mcastu.c in NetHack 3.4.3, line 232
↑ src/mhitu.c in NetHack 3.6.1, line 772: if monster is at range, buzzmu() is chosen which only handles ray-type spells
↑ src/monmove.c in NetHack 3.6.1, line 570
↑ mcastu.c in NetHack 3.4.3, line 270
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.
</monster></monster></monster></monster></monster></monster></monster></monster></monster> |
# Category:16x16 tiles
This is an index of all tile images from 16x16 tileset. The List of vanilla NetHack tiles lists only the tiles (not associated images), the items they represent, and links to associated topics.
The 16x16 tiles are compiled into vanilla NetHack and therefore available on every platform with a GUI interface. Here be screenshots of the tiles in action on Amiga, X Windows, and MS Windows
The tiles themselves are stored as text files encoded in a variation on the XPM image format. In the NetHack source tree they are located in the '
<root>\win\share' directory.
monsters.txt contains monster tiles.
objects.txt contains all the game items, weapons, scrolls, rings, etc.
other.txt contains dungeon map, special effects, and miscellaneous tiles.
Pages in category "16x16 tiles"
The following 2 pages are in this category, out of 2 total.
L
List of historic vanilla NetHack tilesList of vanilla NetHack tiles
Media in category "16x16 tiles"
The following 200 files are in this category, out of 1,133 total.
(previous page) (next page)
Abbot.png
16 × 16; 223 bytes
Acid blob.png
16 × 16; 235 bytes
Acid venom.png
16 × 16; 178 bytes
Acid worm.png
16 × 16; 407 bytes
Acolyte.png
16 × 16; 213 bytes
Agate ring.png
16 × 16; 199 bytes
Air elemental.png
16 × 16; 221 bytes
Air.png
16 × 16; 153 bytes
Aklys.png
16 × 16; 188 bytes
Alchemy smock.png
16 × 16; 196 bytes
Aleax.png
16 × 16; 250 bytes
Aligned priest.png
16 × 16; 242 bytes
Altar.png
16 × 16; 192 bytes
Aluminum wand.png
16 × 16; 194 bytes
Amulet of Yendor.png
16 × 16; 199 bytes
Angel.png
16 × 16; 214 bytes
Anti-magic field.png
16 × 16; 230 bytes
Ape.png
16 × 16; 243 bytes
Apple.png
16 × 16; 204 bytes
Apprentice.png
16 × 16; 219 bytes
Arc bug.png
16 × 16; 966 bytes
Arch Priest.png
16 × 16; 243 bytes
Arch-lich.png
16 × 16; 225 bytes
Archeologist.png
16 × 16; 225 bytes
Archon.png
16 × 16; 225 bytes
Arrow trap.png
16 × 16; 229 bytes
Arrow.png
16 × 16; 212 bytes
Ashikaga Takauji.png
16 × 16; 219 bytes
Asian pear.png
16 × 16; 136 bytes
Asmodeus.png
16 × 16; 238 bytes
Asphynx.png
16 × 16; 397 bytes
Assassin bug.png
16 × 16; 447 bytes
Assault rifle.png
16 × 16; 163 bytes
Astral deva.png
16 × 16; 299 bytes
Athame.png
16 × 16; 201 bytes
Athol.png
16 × 16; 404 bytes
Attendant.png
16 × 16; 216 bytes
Auto shotgun.png
16 × 16; 199 bytes
Axe.png
16 × 16; 207 bytes
Baalzebub.png
16 × 16; 237 bytes
Babau.png
16 × 16; 411 bytes
Baby black dragon.png
16 × 16; 222 bytes
Baby blue dragon.png
16 × 16; 233 bytes
Baby crocodile.png
16 × 16; 215 bytes
Baby deep dragon.png
16 × 16; 445 bytes
Baby dragons.png
160 × 16; 1 KB
Baby gray dragon.png
16 × 16; 231 bytes
Baby green dragon.png
16 × 16; 233 bytes
Baby long worm.png
16 × 16; 195 bytes
Baby orange dragon.png
16 × 16; 230 bytes
Baby purple worm.png
16 × 16; 192 bytes
Baby red dragon.png
16 × 16; 228 bytes
Baby shimmering dragon.png
16 × 16; 268 bytes
Baby Shimmering Dragon.png
16 × 16; 227 bytes
Baby silver dragon.png
16 × 16; 230 bytes
Baby white dragon.png
16 × 16; 228 bytes
Baby yellow dragon.png
16 × 16; 230 bytes
Bad egg.png
16 × 16; 380 bytes
Bag.png
16 × 16; 216 bytes
Balrog.png
16 × 16; 256 bytes
Balsa wand.png
16 × 16; 195 bytes
Baluchitherium.png
16 × 16; 215 bytes
Bamboo arrow.png
16 × 16; 215 bytes
Bamboo wand.png
16 × 16; 141 bytes
Banana.png
16 × 16; 208 bytes
Bandage.png
16 × 16; 140 bytes
Banded mail.png
16 × 16; 232 bytes
Bar-lgura.png
16 × 16; 484 bytes
Barbarian.png
16 × 16; 217 bytes
Barbed devil.png
16 × 16; 253 bytes
Bardiche.png
16 × 16; 215 bytes
Barking spider.png
16 × 16; 441 bytes
Barrow wight.png
16 × 16; 224 bytes
Baseball bat.png
16 × 16; 143 bytes
Basilisk.png
16 × 16; 440 bytes
Bat.png
16 × 16; 199 bytes
Battle-axe.png
16 × 16; 205 bytes
Bear trap.png
16 × 16; 233 bytes
Bearded devil.png
16 × 16; 410 bytes
Beartrap.png
16 × 16; 205 bytes
Bec de corbin.png
16 × 16; 209 bytes
Beholder.png
16 × 16; 240 bytes
Bell of Opening.png
16 × 16; 215 bytes
Bell.png
16 × 16; 213 bytes
Big spellbook.png
16 × 16; 185 bytes
Bill-guisarme.png
16 × 16; 226 bytes
Black dragon scale mail.png
16 × 16; 227 bytes
Black dragon scales.png
16 × 16; 205 bytes
Black dragon.png
16 × 16; 227 bytes
Black gem.png
16 × 16; 186 bytes
Black gloves.png
16 × 16; 164 bytes
Black light.png
16 × 16; 191 bytes
Black mold.png
16 × 16; 402 bytes
Black naga hatchling.png
16 × 16; 197 bytes
Black naga.png
16 × 16; 216 bytes
Black onyx ring.png
16 × 16; 199 bytes
Black potion.png
16 × 16; 191 bytes
Black pudding.png
16 × 16; 198 bytes
Black rat.png
16 × 16; 320 bytes
Black spellbook.png
16 × 16; 149 bytes
Black troll.png
16 × 16; 462 bytes
Black unicorn.png
16 × 16; 224 bytes
Black wand.png
16 × 16; 132 bytes
Black wasp.png
16 × 16; 400 bytes
Blindfold.png
16 × 16; 201 bytes
Blinding venom.png
16 × 16; 178 bytes
Blinking eye.png
16 × 16; 456 bytes
Blood imp.png
16 × 16; 352 bytes
Blood-red potion.png
16 × 16; 155 bytes
Bloodshot eye.png
16 × 16; 480 bytes
Bloodworm.png
16 × 16; 353 bytes
Blue dragon scale mail.png
16 × 16; 233 bytes
Blue dragon scales.png
16 × 16; 204 bytes
Blue dragon.png
16 × 16; 254 bytes
Blue gem.png
16 × 16; 203 bytes
Blue jelly.png
16 × 16; 218 bytes
Blue robe.png
16 × 16; 157 bytes
Bone devil.png
16 × 16; 237 bytes
Boomerang.png
16 × 16; 205 bytes
Boulder.png
16 × 16; 220 bytes
Bow.png
16 × 16; 206 bytes
Brass lantern.png
16 × 16; 202 bytes
Brass ring.png
16 × 16; 190 bytes
Brass wand.png
16 × 16; 193 bytes
Brilliant blue potion.png
16 × 16; 198 bytes
Broadsword.png
16 × 16; 207 bytes
Bronze plate mail.png
16 × 16; 220 bytes
Bronze ring.png
16 × 16; 189 bytes
Bronze spellbook.png
16 × 16; 232 bytes
Bronze wand.png
16 × 16; 143 bytes
Brown mold.png
16 × 16; 219 bytes
Brown potion.png
16 × 16; 198 bytes
Brown pudding.png
16 × 16; 218 bytes
Brownie.png
16 × 16; 393 bytes
Bubbly potion.png
16 × 16; 204 bytes
Buckled boots.png
16 × 16; 222 bytes
Bugbear.png
16 × 16; 230 bytes
Bugle.png
16 × 16; 209 bytes
Bull.png
16 × 16; 401 bytes
Bullet.png
16 × 16; 109 bytes
Bullwhip.png
16 × 16; 218 bytes
Burbling blob.png
16 × 16; 387 bytes
Byakhee.png
16 × 16; 436 bytes
C-ration.png
16 × 16; 231 bytes
Can of grease.png
16 × 16; 191 bytes
Candelabrum of Invocation.png
16 × 16; 224 bytes
Candle.png
16 × 16; 202 bytes
Candy bar.png
16 × 16; 207 bytes
Canvas spellbook.png
16 × 16; 180 bytes
Captain.png
16 × 16; 222 bytes
Carnivorous ape.png
16 × 16; 244 bytes
Carrion crawler.png
16 × 16; 501 bytes
Carrot.png
16 × 16; 213 bytes
Caterwaul.png
16 × 16; 341 bytes
Catoblepas.png
16 × 16; 479 bytes
Cave spider.png
16 × 16; 216 bytes
Caveman.png
16 × 16; 226 bytes
Cavewoman.png
16 × 16; 226 bytes
Centipede.png
16 × 16; 224 bytes
Ceramic wand.png
16 × 16; 141 bytes
Cerberus.png
16 × 16; 240 bytes
Chain mail.png
16 × 16; 231 bytes
Chameleon.png
16 × 16; 235 bytes
Charon.png
16 × 16; 219 bytes
Chasme.png
16 × 16; 405 bytes
Cheese.png
16 × 16; 154 bytes
Chest.png
16 × 16; 233 bytes
Chickatrice.png
16 × 16; 201 bytes
Chicken.png
16 × 16; 373 bytes
Chief Yeoman Warder.png
16 × 16; 434 bytes
Chieftain.png
16 × 16; 220 bytes
Chromatic Dragon.png
16 × 16; 264 bytes
Circular amulet.png
16 × 16; 198 bytes
Clay golem.png
16 × 16; 223 bytes
Clay ring.png
16 × 16; 202 bytes
Clear jelly.png
16 × 16; 396 bytes
Clear potion.png
16 × 16; 197 bytes
Closed door.png
16 × 16; 226 bytes
Cloth spellbook.png
16 × 16; 232 bytes
Cloud.png
16 × 16; 217 bytes
Cloudy potion.png
16 × 16; 203 bytes
Clove of garlic.png
16 × 16; 187 bytes
Club.png
16 × 16; 209 bytes
Cobra.png
16 × 16; 202 bytes
Cockatoo.png
16 × 16; 388 bytes
Cockatrice.png
16 × 16; 232 bytes
Colonel Blood.png
16 × 16; 451 bytes
Combat boots.png
16 × 16; 214 bytes
Concave amulet.png
16 × 16; 211 bytes
Conical hat.png
16 × 16; 217 bytes
Convict.png
16 × 16; 282 bytes
Copper ring.png
16 × 16; 186 bytes
Copper spellbook.png
16 × 16; 240 bytes
Copper wand.png
16 × 16; 193 bytes
Coral ring.png
16 × 16; 190 bytes
Corpse.png
16 × 16; 255 bytes
Couatl.png
16 × 16; 235 bytes
Count Dracula.png
16 × 16; 467 bytes
Cow.png
16 × 16; 389 bytes
Coyote.png
16 × 16; 216 bytes
(previous page) (next page)
</root> |
# User talk:173.21.242.185
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.
Questions? Need help? You can ask at the Community Portal or on the discussion page associated with each article!
I'm really happy to have you here, and look forward to working with you! —ZeroOne (talk / @) 23:17, 16 February 2009 (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] |
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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) |
# Projectile
Projectiles are any objects thrown or kicked by you or a monster, or shot with a launcher. Related but separate are ranged weapons, which are weapons monsters will attack you with from a distance.
To throw a projectile you can either throw t it, or quiver Q a stack of it and then fire f from that stack. There is no bonus or penalty for using the fire command; it is merely a convenience. (Gold is an exception.)
The autoquiver option can make firing simpler and works only with f.
A greased projectile has a chance of slipping when thrown or fired. A cursed projectile may also slip or misfire.
Contents
1 Thrown objects
2 Launchers and their ammunitions
3 Breakage
3.1 Longevity
4 Multishot
5 Launchers and missiles in melee
6 Wishing
7 Strategy
8 References
Thrown objects
Any item can be thrown (and thus be considered a projectile) if the entity throwing it is strong enough. Use the throw command to provide a list of readily-thrown items. You can expand this list to include your entire inventory by pressing *.
Some objects however are designed to be thrown:
boomerangs
daggers
darts
javelins
knives
shuriken
spears
The artifact weapon Mjollnir requires a strength of 25 to throw.[1] If thrown by a Valkyrie, it will usually return to her hand.[2] If that fails or if you are blind, fumbling, confused, stunned, or hallucinating[3][4] Mjollnir falls at your feet or you get hit.
Since 3.6.1 the humble aklys is a proper thrown weapon with a Mjollnir-like behavior. It has no strength or role requirements but also averages far less damage (including possibly to yourself) than the artifact. Some roles restricted in ranged weapon fighting but with the club skill may find it useful.
These objects are unaffected by the use of a launcher.
Launchers and their ammunitions
Other objects, called ammunition projectiles, or shot projectiles, are designed to be used with a launcher.
Launchers and their ammunitions
Launcher
Ammunition allowed
Sling
rocks, gems, flint stones, and other gray stones
Bow
arrows, elven arrows, orcish arrows, silver arrows, and ya.
Crossbow
crossbow bolts
To get the most out of the ammunition projectiles, you need to wield w the corresponding launcher before attempt to shoot the projectiles. Then you may throw t or quiver Q and fire f them just as you would the thrown projectiles.
These shot projectiles can also be thrown in the absence of a launcher, but they will be less effective.
Breakage
Some projectiles may break (or mulch) when they score a hit. Misses and projectiles that do not cross paths with any monsters never break.
Glass objects, including potions, may also break when thrown regardless of whether they hit anything, but this is handled by a different code path which prints "An <object> shatters into a thousand pieces!". Other projectile breakage of non-fragile objects is silent and prints nothing.
The projectiles subject to breaking are:
arrows, orcish arrows, elven arrows, silver arrows, and ya
crossbow bolts
darts
shuriken
all gems, rocks, and flint stones
All other thrown objects, such as daggers, spears, javelins, knives, boomerangs, and the other gray stones, never break when thrown.
Blessing these projectiles lowers the chance of them breaking by an amount that depends on your Luck. Enchanting them also reduces this chance. Stones and gems cannot be enchanted, but if they are blessed they will benefit from the reduced chance of breaking due to Luck.
The chance of breakage can be calculated as follows:
Compute chance = 3 + erosion - enchantment, where erosion is 3 if thoroughly eroded, 2 if very eroded, 1 if just eroded, and 0 otherwise. If the projectile has both types of erosion for its material, use the greater erosion only; erosions do not stack.
If chance is at least 2, the projectile has a (chance-1)/chance chance of breakage. Otherwise, it has a 1/4 chance. This effectively means that all non-eroded projectiles that are +2 or higher will always have this base 1/4 chance of breakage; enchanting it further will not help.
If the projectile is blessed, it further decreases the chance of breaking, dependent on the character's luck. Specifically, if rnl(4) evaluates to 0, the projectile will not break. \[5\] Multiply the value from step 2 by the value from the table below. The result is the total chance of the projectile breaking.
Luck Range
Approximate chance of breakage (rnl(4) > 0)
-13 to -1
99.3%
0 to 1
75%
2 to 4
50.5%
5 to 7
26.2%
8 to 13
1.8%
Longevity
If you have projectiles and is the chance of a projectile breaking on a single hit, the chance of the stack of projectiles lasting exactly hits (where ) is:
The median total number of uses you will get is approximately a little less than
For instance, if you have 50 projectiles, each with a 25% chance of breaking on each hit, you will get around 200 hits out of them. However, the distribution is fairly wide, so results may vary significantly.
Multishot
Main article: Multishot
Multiple daggers, darts, shuriken, arrows, crossbow bolts, spears, gems, rocks, and gray stones can be fired or thrown in one turn.
Launchers and missiles in melee
If a launcher (bow, sling, or crossbow), a launcher's ammo (arrow, bolt, etc.), or a missile (boomerang, shuriken, dart) is used in melee, only 1d2 damage is usually done (regardless of enchantment), and the skill will not be trained.\[6\]
Wishing
Main article: Wish\#Quantity
All forms of arrows, as well as darts, crossbow bolts, shuriken, boomerangs, and rocks may be wished for up to 20 at a time. Gems and gray stones cannot be wished for in this way. (Note that this is generally not an effective use of wishes, although silver arrows may be an exception under some circumstances.)
Strategy
In fact, anything can be used as a projectile. Cockatrice eggs make popular missiles, and so do various potions. (Bashing monsters with a wielded one is more likely to score a hit, and will not petrify you.)
Projectiles are good for softening targets from afar. Almost anything can even be shot and thrown past boulders, which is often advantageous in Sokoban. There is a major exception: when you are levitating, you cannot throw arrows or crossbow bolts past boulders unless you are wielding the appropriate launcher.
You can throw almost anything at floating eyes or other enemies with only a passive attack (even your primary weapon, just be careful) if you lack the resistances needed to attack them in melee.
To exercise your skill with a projectile weapon designed to be thrown or shot from a launcher, you must throw t or fire f it and successfully hit an enemy, dealing at least 1 damage. Spears, javelins, knives, aklyses and daggers are the exceptions. Those skills are also exercised by wielding the weapon and striking foes in melee.
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:
"Something should be added, at least about skills. Exactly how does enhancing skill effect missile use? Does the damage you deal when wielding an arrow increase with higher bow skill? Perhaps the strategy section could feature more inter-missile comparisons?"
References
↑ dothrow.c in NetHack 3.4.3, line 85
↑ dothrow.c in NetHack 3.4.3, line 1021
↑ dothrow.c in NetHack 3.4.3, line 867
↑ dothrow.c in NetHack 3.4.3, line 1026
↑ dothrow.c in NetHack 3.6.0, line 1522: Breakage: Blessed projectiles
↑ uhitm.c in NetHack 3.4.3, line 568
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.
</object> |
# Twoweapon
Twoweaponing is the act of wielding two weapons simultaneously to perform additional damage at the cost of overall accuracy, skill points, and time spent in training the ability. Twoweaponing is not available to all roles.
Contents
1 Beginning two-weapon combat
1.1 Restrictions and prerequisites
1.2 Two-weapon combat while polymorphed
2 Fighting with two weapons
3 Two weapon combat skill
3.1 Skill strategy
4 Strategy
4.1 Choosing a secondary weapon
5 Variants
5.1 SLASH'EM
5.2 SporkHack
5.3 dNethack
6 References
Beginning two-weapon combat
To begin two-weapon combat, you must have your main-hand weapon wielded and your off-hand weapon in your secondary weapon slot. The easiest way to achieve this is usually to wield w your off-hand weapon, use x to swap your weapons, and then wield w your main-hand weapon. Finally, use shift + x to bring your intended off-hand weapon into your off-hand and start dual-wielding. If successful, you have a DEX/20 chance of not using a turn.[1]
Restrictions and prerequisites
Two weapon combat
Max
Role
Basic
Archeologist, Barbarian
Skilled
Knight, Tourist, Valkyrie
Expert
Rogue, Samurai
If you are not polymorphed, your role must be one that can reach at least Basic in the two weapon combat skill. If you are polymorphed, it must be into a form that can fight with two weapons.
The two items you try to wield must both be weapons or weapon-tools, and they must both be one-handed. You cannot wield two weapons while wearing a shield.
If your secondary weapon is cursed or you have greasy hands, it will slip to the floor when you try to dual-wield. If your secondary weapon becomes cursed while you are dual-wielding it, it will slip from your hand instead of being welded to it.
If you wield an artifact weapon as a secondary weapon and attempt to twoweapon, you will not be able to engage in two-weapon combat in vanilla NetHack. A message will appear saying “Your
<artifact weapon=""> resists being held second to another weapon!”
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.
You can no longer dual-wield launchers (bows, crossbows, slings), ammo (arrows, crossbow bolts) or missiles (darts, shuriken, boomerangs).
Two-weapon combat while polymorphed
You can twoweapon while polymorphed only if your polymorphed form has two weapon attacks, regardless of role restrictions.[2] Most monsters with this property are not valid polymorphable forms. The complete list of polymorphable monsters that can twoweapon is:
h dwarf lord
h dwarf king
o orc-captain
A Aleax
H ettin
@ elf-lord
@ Elvenking
& marilith
& pit fiend
& balrog
Fighting with two weapons
To-hit bonus
Skill level
One weapon
Two weapons
Unskilled
−4
−9
Basic
0
−7
Skilled
+2
−5
Expert
+3
−3
Damage bonus
Skill level
One weapon
Two weapons
Unskilled
−2
−3
Basic
0
−1
Skilled
+1
0
Expert
+2
+1
You will always attempt to hit with the primary weapon first, and then the secondary.
As of version 3.6.0, each weapon acts independently. Even if the first weapon misses, you will still attempt to hit with the second.
However, there are some exceptions: you won't attempt to hit with the second weapon if the target was killed or knocked to another location, or if the first weapon was Stormbringer overriding the confirmation to attack peaceful or tame monsters. [3]
The skill used by twoweapon is the lesser of your twoweapon skill and your skill in the weapon used. While twoweaponing, only your twoweapon skill is trained, not the skills of your primary or secondary weapons.[4]
Note that twoweaponing skill bonuses for both to-hit and damage differ from single-weaponing skill bonuses (See Skills for details).
Two weapon combat skill
Two weapon combat
Max
Role
Basic
Archeologist, Barbarian
Skilled
Knight, Tourist, Valkyrie
Expert
Rogue, Samurai
When fighting with two weapons, your effective two-weapon skill level for each hand is the lesser of your two-weapon combat skill level and the relevant weapon skill level.
The two-weapon combat skill is considered a weapon skill, in that it costs two skill slots to advance it from Basic to Skilled, and three more skill slots to advance to Expert.[5]
Only roles able to reach at least Basic can engage in two weapon combat.
Skill strategy
Because the two-weapon to-hit bonus and damage bonus calculations always use the lesser of the two-weapon combat skill level and the appropriate weapon skill level, there is no point raising your two-weapon skill higher than those of the weapons you actually intend to use. In particular, Rogues should not advance to Expert if they intend to use long swords or sabers, and Tourists should consider not advancing to Skilled if they intend to use long swords.
Similarly, there is little benefit in raising your weapon skills higher than your two-weapon skill if you intend to dual-wield. Knights and Valkyries can reach Expert in long swords, for example, but only Samurai can actually wield two of them at that skill level.
When wielding two weapons, to-hit calculations are only performed for the main-hand weapon. This means that off-hand weapon skill level is only used to determine the two-weapon bonus damage inflicted by your off-hand weapon. Raising your secondary weapon's skill level to Basic gives you +2 damage for one skill slot, but spending another two slots to reach Skilled's further +1 damage is often not worthwhile.
Strategy
As a general rule, most roles capable of two-weapon combat should switch to it eventually. Only rogues benefit from wielding a single one-handed weapon, and even they often prefer dual-wielding over backstab damage. Unlike two-handed weapons, a cursed off-hand weapon will slip from your hand instead of being welded to it.
Choosing a secondary weapon
When fighting with two weapons, an obvious choice for the first weapon is your favorite artifact weapon. For the second weapon, popular choices include:
Weapon
Class
Damage (Small/Large)
Comment
Silver saber(Saber)
Expert: Archeologist
Skilled: Knight, Rogue, Tourist
Basic: Barbarian, Samurai, Valkyrie
1d8+(1d20)
1d8+(1d20)
Very useful for fighting demons in Gehennom
Silver spear(Spear)
Expert: None
Skilled: Barbarian, Knight, Samurai, Valkyrie
Basic: Rogue, Tourist
1d6+(1d20)
1d8+(1d20)
Very useful for fighting demons in Gehennom
Trident(Trident)
Expert: None
Skilled: Barbarian
Basic: Knight, Tourist, Valkyrie
1d6+1
3d4
High damage versus large monsters
Crysknife(Knife)
Expert: Rogue
Skilled: Samurai, Tourist
Basic: Archeologist, Knight
1d10
1d10
Good damage versus small monsters, but hard to make and keep
Katana(Long sword)
Expert: Knight, Samurai, Valkyrie
Skilled: Barbarian, Rogue
Basic: Tourist
1d10
1d12
High damage, and uses the long sword skill
Elven broadsword(Broadsword)
Expert: None
Skilled: Barbarian, Rogue, Samurai, Knight, Valkyrie
Basic: Tourist
1d6+1d4
1d6+1
Easy to find and hits small monsters hard
Variants
SLASH'EM
For SLASH'EM players, the commands to activate the two-handed combat skill are #twoweapon or #2weapon. In SLASH'EM, artifacts do not refuse to be two weaponed in a secondary position, and two artifacts can be wielded at once (although, this forfeits the off-hand artifact's on-wield abilities). This introduces some interesting weapon combinations.
Only certain roles and certain races can fight two-handed. Of the game's many races, only humans, elves and dwarves can twoweapon. Annoyingly, other races might still see "two-handed combat" in their #enhance screen even though they cannot use it. Attempting to activate two-handed combat produces the message, "<your race=""> <your role=""> aren't able to use two weapons at once."[6][7]
SLASH'EM roles that can twoweapon, in addition to those in vanilla NetHack, are Flame Mage, Ice Mage, and Yeoman. All can reach Skilled proficiency. Duergars and bearded devils can also twoweapon.
SporkHack
In SporkHack, there are a number of significant changes to two-weapon fighting. First, Rangers and Cavemen can fight two-handed, albeit only at basic skill. Second, and more significantly, there are restrictions on what weapons can be wielded in the off hand, based on the player's twoweapon skill. At basic or unskilled, you can use daggers, knives, and other weapons that weigh 10 or less. At skilled, you can use maces, short swords, spears, and others weighing 20 or less, and at expert, long swords, broadswords, and sabers become available. Several weapons have had their weights adjusted to fit into this scheme.
Wielding a too-heavy weapon in your off hand leads to heavy to-hit penalties, on the order of −20. This is much more significant than it would be in vanilla NetHack since SporkHack has altered the to-hit mechanics and given late-game monsters better armor class.
This seriously alters weapon selection, especially for classes like Archaeologists and Barbarians. Particularly, Rogues and Samurai will now be the only roles likely to wield an off-hand silver saber, which was formerly among the strongest off-hand choices. To compensate somewhat, a few new weapons including the silver short sword have been added.
dNethack
dNethack ported off-hand weight restrictions from SporkHack.
References
↑ wield.c in NetHack 3.4.3, line 542
↑ mondata.h in NetHack 3.4.3, line 107
↑ uhitm.c in NetHack 3.4.3, line 508
↑ weapon.c in NetHack 3.4.3, line 1282
↑ slots_required in weapon.c
↑ wield.c in SLASH'EM 0.0.7E7F2, line 506
↑ mondata.h in SLASH'EM 0.0.7E7F2, line 123
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.
</your></your></artifact> |
# User:The Cheshire Cat
File:Placeholder 220px
About me
This is your user page. Please edit this page to tell the community about yourself!
My favorite pages
Add links to your favorite pages on the wiki here!
Favorite page #2
Favorite page #3 |
# Category:Artifacts
Artifacts are rare and unique objects.
Subcategories
This category has the following 7 subcategories, out of 7 total.
A
► Artifact weapons (1 C, 35 P)
D
► DNetHack artifacts (10 P)
E
► EvilHack artifacts (8 P)
H
► Hack'EM artifacts (2 P)
Q
► Quest artifacts (25 P)
S
► SLASH'EM Artifacts (1 C, 31 P)
U
► Unique items (7 P)
Pages in category "Artifacts"
The following 4 pages are in this category, out of 4 total.
ArtifactA
Artifact blastB
Base itemI
Intelligent artifact |
# Recluse spider
s recluse spider
Difficulty
5
Attacks
Bite 1d4 poison
s recluse spider
Difficulty
5
Attacks
Bite 1d4 poison
Base level
3
Base experience
31
Speed
12
Base AC
3
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
50
Nutritional value
50
Size
Tiny
Resistances
poison
Resistances conveyed
poison (20%)
A recluse spider:
can hide under items.
has no hands.
is an animal.
can lay eggs.
is carnivorous.
is normally generated hostile.
does not appear in Gehennom.
normally appears in small groups.
Reference
SLASH'EM_0.0.7E7F2/monst.c#line1502
A recluse spider is a monster added in SLASH'EM.
Biology
A real family of poisonous spiders. Most of them are unremarkable. But the bite of some species can cause a nasty necrotic skin lesion taking months to heal or more rarely being even deadly.
Encyclopedia Entry
Eight legged creature capable of spinning webs to trap prey.
"You mean you eat flies?" gasped Wilbur.
"Certainly. Flies, bugs, grasshoppers, choice beetles, moths, butterflies, tasty cockroaches, gnats, midges, daddy longlegs, centipedes, mosquitoes, crickets - anything that is careless enough to get caught in my web. I have to live, don't I?"
"Why, yes, of course," said Wilbur.
[ Charlotte's Web, by E.B. White ]
This page is a stub. Should you wish to do so, you can contribute by expanding this page. |
# Talk:Biodiversity patch
The link to its homepage doesn't seem to work anymore... Delbow 23:55, 19 November 2011 (UTC) |
# Skill
The term "master" redirects here. For the rank title of a Monk at experience level 30, see Monk#Rank titles.
NetHack's skill system allows different roles to attain different proficiencies in the use of different weapons and spells. Skills can be advanced using the #enhance command. When you become able to advance a skill, you will see the message "You feel more confident in your (weapon/fighting/spell casting) skills." If you have just advanced a skill and still have more that can be advanced, you will get the message "You feel you could be more dangerous!" Skills are not advanced automatically because each skill takes up skill slots, which are finite and gained by leveling up..
Contents
1 Training
1.1 Technical details
2 Effects
2.1 Spellcasting
2.2 Weapons
2.2.1 Weapon skill levels and bonuses
2.3 Riding
3 Skill tables
3.1 Weapon skills
3.2 Other combat skills
3.3 Spell skills
4 Variants
4.1 SLASH'EM
4.2 UnNetHack
5 References
Training
Most skills in NetHack have four possible levels: Unskilled, Basic, Skilled and Expert. Martial arts and Bare hands have two levels beyond expert: Master and Grand Master. Generally speaking, characters start at basic skill in the weapons and spells they begin their adventure with, and unskilled in all others.
Use the #enhance command at any time to get a list of skills which you can train. If a skill does not appear on this list, your role is restricted in this skill, meaning that no amount of training will enable it to advance beyond unskilled. However, if you receive an artifact weapon from your god, you will be "unrestricted" in the appropriate skill if necessary, which can then be advanced to Basic. #enhance will also indicate which of the listed skills have been trained up to their maximum levels. Tables of maximum skill levels can be found in Dylan O'Donnell's spoilers weap-343.txt and spl1-343.txt.
Combat skills are generally trained through dealing more than 1 damage using a given weapon while wielded in melee, and projectiles are thrown or else fired from the launcher they are designed for - some melee weapons (spear, javelin, knife, dagger, and aklys) can double as projectiles, and either use trains the appropriate skill. Spellcasting skills are trained by successfully casting a spell; a common training strategy is to use low-level spells such as light or knock to raise the skill for another desired spell in that spellcasting school.
Technical details
To advance a skill, you need to have enough free skill slots and to have practiced it enough. You gain a skill slot each time you gain an experience level, and being crowned also grants one skill slot - this means there is a maximum of 30 skill slots available. Higher skill levels require more skill slots.
Skills that are non-weapon based (spellcasting, bare-handed combat, and riding) use half as many skill slots as weapon-based skills.[1] If you lose an experience level, you will also lose a skill slot, which may result in losing your most recently earned skill.
The table below shows the total number of successful uses of a skill required to reach each level and the skill slots required to advance. If you start with a skill at Basic, you are also precredited with 20 successful uses of that skill.
Skill level
Successful uses
Slots required for weapons
Slots required for non-weapons
Unskilled
0
Basic
20
1
1
Skilled
80
2
1
Expert
180
3
2
Master
320
2
Grand Master
500
3
Hitting a monster for more than one point of damage (including from a distance) counts as a successful use of a weapon skill. For bare-handed combat, a successful use is only scored 50% of the times you hit a monster; for martial arts, 75%.[2][3] As with weapon attacks, a check is made to see if your skill damage bonus applies (see below). Riding a total distance of 101 squares counts as a successful use of the riding skill.[4] Successfully casting a level n spell counts as n successful uses of the corresponding spell casting skill.[5]
Effects
Spellcasting
Improving spellcasting skills improves your chances of casting spells in that school successfully. Certain spells also have better effects when cast at skilled level or above. Cone of cold and fireball create explosions rather than a ray;[6] and detect monsters, confuse monster, levitation, remove curse, detect food, cause fear, identify, haste self, detect treasure, and restore ability all have the effect of a blessed potion or scroll.[7][8] Protection takes twice as long to decay if cast as expert.[9] Jumping allows you to jump farther based on your skill level, with a bonus even for Basic skill.[10] To-hit chance of most ray-type spells (sleep, magic missile, unskilled/basic cone of cold, and finger of death) also depends on your skill level.[11]
Weapons
Improving weapon skills improve your to-hit and damage bonuses. Bare hands combat and martial arts skills are an exception to this rule: In 3.4.3 they never granted a to-hit bonus,[12] and in both 3.4.3 and 3.6.0 their damage bonus applies only to 50% and 75% (respectively) of all hits.[13][14]
Quoting from Kate Nepveu's spoilers:
Weapon skill levels and bonuses
Needed
Weapon
Two-weapon
Skill level
Hits
Exp
+Hit
+Dam
+Hit
+Dam
Unskilled
0
0
−4
−2
−9
−3
Basic
20
1
0
0
−7
−1
Skilled
80
2
2
1
−5
0
Expert
180
3
3
2
−3
1
Needed
Riding
Bare-hand
Martial
Skill level
Hits
Exp
+Hit
+Dam
+Hit
+Dam
+Hit
+Dam
Unskilled
0
0
−2
0
+1
0
+2
+1
Basic
20
1
−1
0
+1
+1
+3
+3
Skilled
80
1
0
+1
+2
+1
+4
+4
Expert
180
2
0
+2
+2
+2
+5
+6
Master
320
2
—
—
+3
+2
+6
+7
Grand Master
500
3
—
—
+3
+3
+7
+9
Riding
Your skill at riding affects your chances of successfully applying a saddle.[15] It also affects your chance of hitting[16] and the damage you inflict[17] when riding. Also, you need at least Basic skill to pick up items or loot a container on the ground[18] or search one for traps,[19] dip something into a pool,[20] set a trap[21] or disarm one[22] or engrave on the floor[23] while riding. Also, if your steed is capable of lifting (and moving over) boulders, you need Basic skill to make them use this ability.[24]
Skill tables
Key
-
Restricted
b
Basic
S
Skilled
E
Expert
M
Master
GM
Grand Master
Weapon skills
RoleSkill
Arc
Bar
Cav
Hea
Kni
Mon
Pri
Rog
Ran
Sam
Tou
Val
Wiz
dagger
b
b
b
S
b
-
-
E
E
b
E
E
E
knife
b
-
S
E
b
-
-
E
S
S
S
-
S
axe
-
E
S
-
S
-
-
-
S
-
b
E
S
pick-axe
E
S
b
-
b
-
-
-
b
-
b
S
-
short sword
b
E
-
S
S
-
-
E
b
E
E
S
b
broadsword
-
S
-
-
S
-
-
S
-
S
b
S
-
long sword
-
S
-
-
E
-
-
S
-
E
b
E
-
two-handed sword
-
E
-
-
S
-
-
b
-
E
b
E
-
scimitar
S
S
-
b
b
-
-
S
-
b
S
b
-
saber
E
b
-
b
S
-
-
S
-
b
S
b
-
club
S
S
E
S
b
-
E
S
-
-
-
-
S
mace
-
S
E
b
S
-
E
S
-
-
b
-
b
morning star
-
S
b
-
S
-
E
b
b
-
b
-
-
flail
-
b
S
-
b
-
E
b
S
S
b
-
-
RoleSkill
Arc
Bar
Cav
Hea
Kni
Mon
Pri
Rog
Ran
Sam
Tou
Val
Wiz
hammer
-
E
S
-
b
-
E
b
b
-
b
E
-
quarterstaff
S
b
E
E
-
b
E
-
b
b
b
b
E
polearms
-
-
S
b
S
-
S
b
S
S
b
S
S
spear
-
S
E
b
S
b
S
b
E
S
b
S
b
trident
-
S
S
b
b
-
S
-
b
-
b
b
b
lance
-
-
-
-
E
-
b
-
-
S
b
S
-
bow
-
b
S
-
b
-
b
-
E
E
b
-
-
sling
S
-
E
S
-
-
b
-
E
-
b
b
S
crossbow
-
-
-
-
S
b
b
E
E
-
b
-
-
dart
b
-
-
E
-
-
b
E
E
-
E
-
E
shuriken
-
-
-
S
-
b
b
S
S
E
b
-
b
boomerang
E
-
E
-
-
-
b
-
E
-
b
-
-
whip
E
-
-
-
-
-
-
-
b
-
b
-
-
unicorn horn
S
-
b
E
-
-
S
-
-
-
S
-
-
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.
The scimitar skill has been deleted, and merged into the saber skill. Barbarians have their saber skill raised from Basic to Skilled.
Other combat skills
RoleSkill
Arc
Bar
Cav
Hea
Kni
Mon
Pri
Rog
Ran
Sam
Tou
Val
Wiz
bare hands
E
M
M
b
E
-
b
E
b
-
S
E
b
two weapon combat
b
b
-
-
S
-
-
E
-
E
S
S
-
riding
b
b
-
-
E
-
-
b
b
S
b
S
b
martial arts
-
-
-
-
-
GM
-
-
-
M
-
-
-
Spell skills
RoleSkill
Arc
Bar
Cav
Hea
Kni
Mon
Pri
Rog
Ran
Sam
Tou
Val
Wiz
attack
b
b
b
-
S
b
-
-
-
b
-
b
E
healing
b
-
-
E
S
E
E
-
b
-
-
-
S
divination
E
-
-
-
-
b
E
S
E
b
b
-
E
enchantment
-
-
-
-
-
b
-
-
-
-
b
-
S
clerical
-
-
-
-
S
S
E
-
-
S
-
-
S
escape
-
b
-
-
-
S
-
S
b
-
S
b
E
matter
b
-
S
-
-
b
-
S
-
-
-
-
E
Variants
SLASH'EM
In SLASH'EM, advancing a spell skill costs as much as weapon skills.[25]
UnNetHack
UnNetHack changes the number of successful uses of a skill required to reach each level. These values are:
Skill level
Successful uses
Old value
Unskilled
0
0
Basic
100
20
Skilled
200
80
Expert
400
180
Master
800
320
Grand Master
1600
500
Spell skills, however, advance four times as fast until the player is Skilled in the relevant skill, after that, the skill only advances twice as fast as shown in the table above.
References
↑ weapon.c, function slots_required
↑ uhitm.c in NetHack 3.4.3, line 546
↑ uhitm.c in NetHack 3.4.3, line 907
↑ steed.c in NetHack 3.4.3, line 357
↑ spell.c in NetHack 3.4.3, line 960
↑ spell.c in NetHack 3.4.3, line 829
↑ spell.c in NetHack 3.4.3, line 901
↑ spell.c in NetHack 3.4.3, line 917
↑ spell.c in NetHack 3.4.3, line 673
↑ spell.c in NetHack 3.4.3, line 950
↑ spell_hit_bonus in zap.c
↑ uhitm.c in NetHack 3.4.3, line 283: uwep is false if no weapon is wielded
↑ uhitm.c in NetHack 3.4.3, line 546
↑ uhitm.c in NetHack 3.4.3, line 904
↑ steed.c in NetHack 3.4.3, line 112
↑ weapon.c in NetHack 3.4.3, line 1147
↑ weapon.c in NetHack 3.4.3, line 1216
↑ pickup.c in NetHack 3.4.3, line 1468
↑ trap.c in NetHack 3.4.3, line 3494
↑ potion.c in NetHack 3.4.3, line 1554
↑ apply.c in NetHack 3.4.3, line 2031
↑ trap.c in NetHack 3.4.3, line 3110
↑ engrave.c in NetHack 3.4.3, line 139
↑ hack.c in NetHack 3.4.3, line 269
↑ Source:SLASH'EM_0.0.7E7F2/weapon.c#line990
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It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.
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Rogue (2 changes | history)
. .
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[Umbire the Phantom; Coz]
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# Talk:Helm of opposite alignment
So, are lawfuls-turned-chaotic not penalized for murder? Aeronflux 00:12, 1 March 2009 (UTC)
Behavior is always rewarded or penalized based on your current alignment. As long as you're Chaotic at the moment you commit murder, you aren't punished. --Auraseer 03:57, 1 March 2009 (UTC)
multiconduct benefits
steal as a chaotic and repay as a lawful to gain alignment record. Relevant to atheist pacifist.
dip Excalibur for pets
sanctuary in an originally cross-aligned temple. Though it's not so clear why that is good.
dig up graves as a born non-lawful. Relevant to atheist pacifists, who have a hard time raising alignment.
the mines are easier for lawul non-pacifists because so many monsters are peaceful. But for pacifists, pets will still deplete their HP on peacefuls.
Placed here because I wasn't sure this article's readership is the right target audience. --Tjr (talk) 22:24, 4 May 2013 (UTC)
Helm alignment for neutral characters
do_wear.c function Helmet_on(): uchangealign((u.ualign.type != A_NEUTRAL) ? -u.ualign.type : (uarmh->o_id % 2) ? A_CHAOTIC : A_LAWFUL, 1);
"o_id" is the internal ID number of the item, and if I'm not mistaken a newly generated item will always have an ID number that is 1 higher than the last one generated, so by quickly wishing for two helms in succession a neutral character will be almost guaranteed to have both a "lawful" and a "chaotic" helmet. --Bluescreenofdeath (talk) 13:49, 25 January 2016 (UTC)
Just checked with a debugger, and yeah. As long as nothing else in generated in between (Which can always happen due to monster generation, it'll just be rare), two consecutive wishes will work. -- Qazmlpok (talk) 14:01, 25 January 2016 (UTC) |
# File:Barbarian.png
File
File history
File usageNo higher resolution available.
Barbarian.png (16 × 16 pixels, file size: 217 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the monster 'barbarian'.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current10:38, 1 August 200616 × 16 (217 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'barbarian'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following 16 pages uses this file:
Barbarian (player monster)
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 |
# Psi bolt
Psi bolt is the internal name for a monster spell (though it is never referred to in the game as such). This spell can be cast by any monster that uses mage spells.
Contents
1 Damage
2 Frequency
3 Messages
4 SLASH'EM
5 References
Damage
This spell will deal (monster's level/2)d6 damage, plus additional damage based on the monster that cast the spell: +8d6 for Orcus and Demogorgon, +6d6 for Dispater, +4d6 for Archons and golden naga, +2d6 for ki-rin and +1d6 for other monsters. Neferet the Green is an exception: her Psi bolt spell does (her level/2 + 2)d8 damage. [1]
The damage can be halved by half spell damage and by magic resistance; if you have both, you will only suffer one quarter of the damage (rounded up).
Frequency
Because of the way monsters select their spells, the relative frequency of this spell decreases as the monster's level increases from 1 to 23, but the relative frequency increases as the monster's level increases from 23 to 50.[2] Thus, spellcasting monsters with a very high level (such as Demogorgon) will use this spell very often, which can be dangerous to the hero, as they can do a lot of damage with this spell (for example, 33d6 base damage for Demogorgon).
Messages
Message
Damage dealt
"You get a slight
<head>ache."
0-5
"Your brain is on fire!" (not to be confused with intelligence drain)
6-10
"Your <head> suddenly aches painfully!"
11-20
"Your <head> suddenly aches very painfully!"
21+
SLASH'EM
In SLASH'EM, there are many new spellcasting monsters. For the ones that can cast mage spells, the additional damages values (as explained above) are the following: +6d6 for ghoul mages, +5d6 for Solars, +4d6 for Planetars and ghoul queens, +2d6 for vampire mages, and +1d6 for all others.
References
↑ mcastu.c in NetHack 3.4.3, line 261
↑ mcastu.c in NetHack 3.4.3, line 83
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.
</head></head></head> |
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# Quest
In NetHack, the Quest is a great journey upon which all seekers of the Amulet must embark. It is the only way to obtain the Bell of Opening, which is in turn necessary in order to get the Amulet, so it is impossible to win NetHack without completing the Quest.
The Quest involves recovering a magic artifact stolen from your people by a powerful nemesis. Once this task is complete, you are ready to return to your mission to get the Amulet.
Contents
1 Access
2 Quest branch
3 Monsters
4 Quest leaders and nemeses
5 Quest difficulty statistics
6 Variants
6.1 SLASH'EM
6.2 UnNetHack
6.3 dNetHack
6.3.1 Role quests
6.3.2 Racial quests
6.3.3 Alignment quests
6.4 Other variants
7 Encyclopaedia entry
8 References
Access
Somewhere between the dungeon levels 11 and 16, 6 or 7 levels below the Oracle, you will receive a message from your quest leader, pleading for your help. On this level is a magic portal that, when found, leads to a new branch of the dungeon. You will find the quest leader in the first level of this branch, and must speak to them before proceeding to subsequent levels. You must be of your original alignment, have at least 20 alignment record, and have at least experience level 14 to receive permission; see the section on quest leaders below for some more detail.
The entrance to the quest proper will be a down stair on the same level as your quest leader. On the bottom level you will encounter your quest nemesis, with the artifact and a silver bell. You cannot go down or level teleport from the Quest home level, even with prior permission, if you are not of your original alignment. Unlike the initial permission requirement, this can be overcome with a helm of opposite alignment.
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.
You can gain access to the Quest by killing your Quest Leader. Doing so gives +7 to god anger and -20 to Luck, and causes your Luck to time out to -4. You also forfeit the alignment record bonus from killing your Quest Nemesis.
Quest branch
The exact composition and inhabitants of the Quest depend on your role, but all Quests share some common features. The Quest always takes place in a separate branch of the dungeon with at least five levels:
Home level: The first level has a layout that is mostly the same in every game played as a given role. It contains your Quest leader (see below) and several Quest guardians, friendly monsters present to add flavor. From the home level, you can return to the Dungeons of Doom through a second magic portal, or you can embark on the Quest through a down staircase on the level. The home level prohibits teleporting, and the walls and floor are non-diggable.
Upper filler level: The second level is a randomly-generated filler level. Depending on your role, it may be a room-and-corridor level, a cavern, or a special type of level.
Locate level: The third level also has a layout that is mostly the same for your role, and a message will be displayed each time you enter it until the Quest nemesis is killed. The walls and floor are non-diggable. Other than that, there is nothing special about it.
Lower filler level(s): Below the Locate level are one to three more filler levels, which may be the same as or different from the upper filler level.
Goal level: The last level is the "Goal" level. Like the Home level, its layout is mostly fixed, and a message will be displayed each time you enter it until the Quest nemesis is killed. The nemesis is generated asleep or meditating, carrying the Bell of Opening, and the quest artifact is on the floor of the square the nemesis occupies. The walls and floor are non-diggable in all Goal levels; the Goal level in the Rogue and Samurai Quests is also no-teleport.
The locate and filler levels are eligible to leave bones; the home and goal levels are not.
Every time you enter the quest portal level, you'll get a purely cosmetic message about your leader needing your help. If you want to switch it off, #chat with your quest leader while you are carrying the Bell of Opening and the quest artifact.
Monsters
While monsters are still randomly-generated, monster generation in the Quest is biased toward monsters that fit its theme (i.e. "quest monsters"). See the following section for a list of quest-specific monsters. Internally, every role has two quest monsters and two quest monster classes; typically, these enemy classes are the classes of the enemy monster, but that is not mandatory (for example, the Rogue quest breaks this pattern). Monster generation in the Quest uses the following distribution:
96/175 (55%) first specific quest monster
24/175 (14%) first quest class
24/175 (14%) second specific quest monster
6/175 (3%) second quest class
1/7 (14%) normal random monster
This "biased" part of monster generation is not subject to extinction where it specifies an individual species, as opposed to a monster class. If an individual monster has been genocided (or does not exist at all, such as in the Archaeologist quest), monsters of the associated class will be generated instead. If the class is also genocided or extinct, the quest monsters will be replaced with ordinary random monsters.[1] It is possible to make use of this mechanism by genociding a quest monster to increase the number of other monsters of the associated class; see the article on genocide for more details.
Quest leaders and nemeses
The quest leader is the non-player character who verifies that you are ready to undertake the quest and assigns you the mission. If you are not XL 14, but otherwise fulfill the requirements for the quest, you are simply teleported back to the main branch, and can re-enter the quest portal later on. However, if you attack the quest leader,[2] have converted your alignment,[3] or fail the alignment test more than seven times,[4] you will be expelled from the quest and the magic portal will be removed. At this point, if you can branchport back in, you can still pacify them and obtain permission to do the quest; otherwise, the game is unwinnable.
All quest leaders are generated meditating, and those of some roles sit on a throne. To make them move away before you can get permission, you need to become at least fast, move next to them on a free turn, and either #chat to them or say no at the prompt for whether to melee them. Once you are teleported out and then re-enter the level, they will move around the area like any other NPC.
The quest nemesis is the non-player character you must defeat to reclaim your quest artifact and the Bell of Opening. It's possible to ascend without killing your quest nemesis, but this is exceedingly rare. Every quest nemesis resists stoning; nemeses represented by @ do not respect Elbereth, but those belonging to other classes do.
Quest
Leader
Nemesis
Monsters
Classes
Archeologist
@ Lord Carnarvon
& The Minion of Huhetotl
M human mummy
S snake, M mummy
Barbarian
@ Pelias
@ Thoth Amon
O ogre, T troll
O ogre, T troll
Caveman
@ Shaman Karnov
D The Chromatic Dragon
h bugbear, H hill giant
h humanoid, H giant humanoid
Healer
@ Hippocrates
H The Cyclops
r giant rat, S snake
r rodent, Y apelike creature
Knight
@ King Arthur
D Ixoth
i quasit, j ochre jelly
i imp or minor demon, j jelly
Monk
@ The Grand Master
@ Master Kaen
E earth elemental, X xorn
E elemental, X xorn
Priest
@ The Arch Priest
& Nalzok
Z human zombie, W wraith
Z zombie, W wraith
Ranger
@ Orion
s Scorpius
C forest centaur, s scorpion
C centaur, s arachnid or centipede
Rogue
@ The Master of Thieves
@ The Master Assassin
l leprechaun, N guardian naga
n nymph, N naga
Samurai
@ Lord Sato
@ Ashikaga Takauji
d wolf, E stalker
d dog or other canine, E elemental
Tourist
@ Twoflower
@ The Master of Thieves
s giant spider, C forest centaur
s arachnid or centipede, C centaur
Valkyrie
@ The Norn
H Lord Surtur
a fire ant, H fire giant
a ant or other insect, H giant humanoid
Wizard
@ Neferet the Green
@ The Dark One
B vampire bat, X xorn
B bat or bird, W wraith
Quest difficulty statistics
The following table is an attempt to quantify quest difficulty by role based on statistics from nethack.alt.org, as of June 21, 2013. The count of players who died in the quest does not include players who completed the quest first.
Role
Completed quest
Died in quest
Total
Completion rate (%)
Wizard
3941
323
4264
92.42
Knight
765
80
845
90.53
Tourist
1110
129
1239
89.59
Caveman
604
78
682
88.56
Archeologist
806
122
928
86.85
Rogue
646
99
745
86.71
Ranger
772
176
948
81.43
Priest
920
213
1133
81.20
Samurai
1155
296
1451
79.60
Healer
736
242
978
75.26
Valkyrie
2822
941
3763
74.99
Barbarian
1022
471
1493
68.45
Monk
849
549
1398
60.73
Variants
SLASH'EM
In addition to the quests above, SLASH'EM also has quests for the new roles of SLASH'EM and for the different alignments. For a general overview, see SLASH'EM quests and alignment quest. For individual quests, see:
Flame Mage quest
Ice Mage quest
Necromancer quest
Undead Slayer quest
Yeoman quest
Lawful Quest
Neutral Quest
Chaotic Quest
Also, the quest entry level can be deeper.
UnNetHack
UnNetHack adds the Convict quest, and allows all roles to enter the quest at experience level 10.
dNetHack
In addition to quests for the new roles in dNetHack, there are also alternative quests for some role/race combinations, as well as alignment quests accessible to all players.
Role quests
Role
Leader
Nemesis
Anachrononaut
@ Sara, the Last Oracle
None
Binder
M Strange corpse
L Acererak
Convict
@ Robert the Lifer
@ Warden Arianna
Noble (default/human)
@ old Gypsy woman
@@@@ Rebel leaders
Pirate
@ Mayor Cummerbund
. Blackbeard's Ghost
Troubadour (Bard)
@ Pindar
n Aglaope
Racial quests
Some role/race combinations in dNetHack get special alternative quests with unique quest artifacts:
Race+Role
Leader
Nemesis
Dwarf Noble
h Dain II Ironfoot
& Durin's Bane
Dwarf Knight
h Thorin II Oakenshield
Do Smaug and Bolg
Gnomish Ranger
Å Damaged arcadian avenger
k Great High Shaman of Kurtulmak
Elf Noble, Priest, Ranger, or Wizard
@ Galadriel
W Necromancer (Quest Nemesis)
Female Drow Priest, Ranger, Rogue, or Wizard
@ Eclavdra (possible nemesis)
@ Seyll Auzkovyn (possible leader)
Male Drow Priest, Ranger, Rogue, or Wizard
@ Eclavdra (possible nemesis)
@ Daruth Xaxox (possible leader)
Female Drow Noble
@ Mother
U Elder brain
Male Drow Noble
@ Drow novice
@ A'salom
Anachrononauts, Binders, Convicts, Pirates, and Troubadours do not get racial quests.
See here for a table of combinations that indicates which ones have special quests.
The Drow racial quests are interesting in that they give the player the option of changing sides after meeting their nemesis, and killing their original quest leader to get a different quest artifact. Either the original or the traitor's quest artifact can then be traded for another artifact, so male and female drow each have a total of four options for their quest artifact. The Drow Noble quests are an exception; nobles cannot change sides.
Alignment quests
The dNetHack alignment quests are similar to those in SLASH'EM: three branches connected to the main dungeon by portals, which all players can enter regardless of alignment, with unique enemies carrying alignment keys and useful artifacts. However, the dNetHack alignment quests are much longer than those in SLASH'EM, consisting of multiple levels instead of a single one. Instead of just one artifact key per alignment, each dNetHack quest has three associated alignment keys, for a total of nine. Three alignment keys are needed in order to access Gehennom. These can be any of the nine, so players can explore one quest in its entirety or try out portions of more than one quest. There is a special Junethack trophy for those who manage to find all nine keys.
The Silver Key, an artifact found at the end of the Neutrality Quest, can be used instead of the Bell of Opening to perform the invocation. Therefore, it is possible for characters to ascend even if they are expelled from their role quests, if they are able to survive the Neutrality Quest. Binders are an exception: they will never be permanently expelled from their role quest, but will find the Hand Mirror of Cthylla (which cannot be used for the invocation) in place of the Silver Key. Anachrononauts are also special: due to the lack of their quest artifact, they will be unable perform a full-scoring ascension if they fail their role quest, but they can still perform a half-score ascension by using the Silver Key to complete the invocation ritual.
Other variants
Similarly to UnNetHack, in FIQHack and xNetHack the quest becomes available at XL10, not XL14.
In FIQHack killing your quest leader will open the portal to the quest[5].
Encyclopaedia entry
Many, possibly most, Tours are organized as a Quest. This is like a large-scale treasure hunt, with clues scattered all over the continent, a few false leads, Mystical Masters as game-show hosts, and the Dark Lord and the Terrain to make the Quest interestingly difficult. [...]
In order to be assured of your future custom, the Management has a further Rule: Tourists, far from being rewarded for achieving their Quest Object, must then go on to conquer the Dark Lord or set about Saving the World, or both. And why not? By then you will have had a lot of practice in that sort of thing and, besides, the Quest Object is usually designed to help you do it.
[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]
References
↑ Makemon.c#line1090, Makemon.c#line1428, Questpgr.c#qt_montype, You.h#line103, Role.c#line2016, example: wizards Role.c#line561
↑ src/quest.c in NetHack 3.6.0, line 320
↑ src/quest.c in NetHack 3.6.0, line 285
↑ src/quest.c in NetHack 3.6.0, line 290
↑ https://github.com/FredrIQ/fiqhack/blob/33e95f977761f66186a1f9aea1ca5e5d262912a2/libnethack/src/quest.c#L109
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. |
# Binder (dNetHack role)
The Binder is a role specific to dNetHack. Binders are spellcasters who conduct rituals and observe special conducts in return for power. They face a difficult early game, but can eventually achieve great power. The abilities of dNetHack Binders are almost completely dependent on what spirits they have bound.
Binders always follow the gnostic alignment: no creatures are naturally friendly towards them. They can be of any race. Their quest artifact is The Pen of the Void.
Binders are peasants who have come under the influence of
the spirits of the outer void. The begin with substandard weapons
and a small supply of stolen food. Over time, they can gain
significant power.
Binders are poor fighters initially, starting with poor quality weapons and low ability stats. The spirits they bind give them great flexibility in the mid- to late game.
Contents
1 Starting equipment
2 Abilities
2.1 Gnosis Premonition
3 Skills
4 Stats
5 Invocation Ritual
6 Binders and religion
6.1 Gods
6.1.1 The Order of Seropaenes
6.1.2 The Binder pantheon
6.2 Prayer and Sacrifice
7 Quest
8 Strategy
8.1 Early game
8.2 Mid game
8.3 Late game
8.3.1 Melee
8.3.2 Bare-handed
8.3.3 Spellcasting
8.3.4 Projectiles
9 History
Starting equipment
Dwarvish Binders start with the following:
a +0 axe
a +0 dagger
a +0 club
a +0 knife
a +0 thoroughly rusty chain mail
a +0 burnt dwarvish cloak
a +0 burnt leather gloves
a +0 burnt high boots
a cram ration (with the usual chance of getting a stack)
a stack of apples
a stack of tripe rations
a small stack of rocks
a flint stone
Elven Binders start with the following:
a +0 burnt elven dagger
a +0 burnt elven sickle
a +0 burnt elven spear
a +0 burnt elven toga
a lembas wafer (with the usual chance of getting a stack)
a stack of apples
a stack of tripe rations
a small stack of rocks
a flint stone
Vampire Binders start with the following:
a +0 rusty iron rapier
a +0 rusty knife
a +0 tattered gentleman's suit or gentlewomen's dress
a +0 tattered ruffled shirt or victorian underwear
a stack of apples
a stack of potions of blood
Female droven Binders start with the following:
a +0 drug-coated droven dagger
a +0 stolen black dress
a +0 droven cloak
a stolen cram ration (with the usual chance of getting a stack)
a stolen stack of slime molds (named mushroom cakes)
a potion of sleeping
a drug-injecting black signet ring
a small stack of rocks
a flint stone
Male droven Binders start with the following:
a +0 drug-coated droven dagger
a +0 drug-coated obsidian voulge
a +0 droven cloak
a stolen cram ration (with the usual chance of getting a stack)
a stolen stack of slime molds (named mushroom cakes)
a potion of sleeping
a drug-injecting black signet ring
a small stack of rocks
a flint stone
Other Binders start with the following:
a +0 rusty knife
a +0 rusty sickle
a +0 leather cloak
a stolen cram ration (with the usual chance of getting a stack)
a stolen stack of apples
a stolen stack of tripe rations
a +0 shepherd's crook
a small stack of rocks
a flint stone
Other unlisted racial modifications are sizing for gnomes and chiropterans, iron items converted to mithril for yuki-onna, spellbooks for incantifiers, and any racial items substitutions for equipment like knives to orcish daggers.
Abilities
Binders are almost completely dependent on the spirits they bind. Binding is done by engraving the spirit's seal in a square, stepping to one side, and #chatting to the seal. In order for the binding to be successful, most spirits' seals must be drawn in a specific location, or when a specific type of item is lying on the square. For information about the spirits possible to bind, see Spirits (dNetHack).
Binders have a certain number of spirit slots for them per level, while non-Binders can bind a maximum of one Spirit of the Near Void at a time. Binders learn a certain number of seals of spirits of the Near Void as they level up, eventually learning all 31.
Level range
Binder rank title
Max spirits bound
Total seals known
1
Exile
1
3
2
5
3
Heretic
2
7
4
10
5
12
6
Cultist
14
7
17
8
19
9
21
10
Binder
3
24
11
26
12
28
13
31
14–17
Akousmatikoi
18–21
Mathematikoi
4
22–25
Doctor
26–29
Unbinder
5
30
Gnostikos
Gnosis Premonition
A Binder of 2nd level or higher without any spirits bound can temporarily bind any spirit whose seal they know for 5 turns. This power may be used once every 125 turns. Spirits bound with Gnosis Premonition are not unbound if their taboo is broken.
Gnosis Premonition is used via ^F or #power.
Skills
Binders can advance in no skills innately, their bound spirits again determine what their abilities are.
Most spirits unrestrict one or more skills. While that spirit is bound, the Binder receives a +1 skill rank bonus in the noted skill, and can advance the skill to Skilled (for a cumulative maximum score of Expert).
A user has suggested improving this page or section as follows:
"Does spirit binding raise skill ranks (as well as unrestricting the skills) for non-Binders?"
Skills are permanently unrestricted, but if the Binder advances beyond Basic, they lose access to those additional skill ranks while not bound to the spirit. Skills will be restored to the previous skill level when and if the spirit is rebound. When the spirit is unbound, the skill slots are freed up to allow enhancing other skills, but spirit-specific skill levels will be restored if you rebind the spirit. The special spirit Numina allows access to all skills up to Skilled, but does not grant bonuses in any skill.
Stats
Binders have very bad starting stats. While most classes have 75 stat points distributed among the six ability scores, Binders have only 55. They start restricted in all skills, giving them −2 to-hit and −4 to damage, on top of their already substandard ability scores.
They start with a base 11 HP, with a racial bonus: +2 for humans, +4 for dwarves, and +1 for gnomes. You gain 1d10 each level below level 15, and 2 HP thereafter.
They start with a base power of 5, with a racial bonus: +2 for gnomes and +1 for humans. You gain 1 energy each time you gain a level.
A user has suggested improving this page or section as follows:
"Clarify spellcasting armor penalties, special spell, casting stat?"
Invocation Ritual
Binders use the Book of the Dead and Candelabrum of Invocation, but don't have the Bell of Opening. Instead, they must have Otiax bound (not into the Pen) and invoke the double-bladed Pen. This duplicates the effect of ringing the bell, and the Binder can then light the Candelabrum and read the Book in the normal way.
Binders cannot get the Silver Key; instead they get the Hand-Mirror of Cthylla, which cannot perform the invocation as the Key can. For this reason, a Binder must complete the quest to ascend.
Binders and religion
A user has suggested improving this page or section as follows:
"More regarding binders and alignment record, please? E.g., any alignment boost - as with chaotics - for same-race sacrifice?"
All Binders worship the Void, a distant deity not recognized by any of the world's religions. For this, they are hunted by the servants of law, chaos, and neutrality alike, and are listed as belonging to the 'gnostic' alignment.
Gods
All Binders must deal with two sets of gods over the course of the game.
The Order of Seropaenes
No altars to the Void will be generated in the dungeon. At the beginning of the game, lawful, neutral, and chaotic gods are chosen from among the viable PC alignment-role combinations. Each god is chosen from a different pantheon.
Altars belonging to these gods may be converted as normal, resulting in altars to the Void. Binders cannot convert to another alignment (including using these altars), nor can other classes convert to the Void using a binder-converted altar in a bones file.
Hostile quest guardians and player monsters belonging to the roles corresponding to the chosen gods will appear in the Binder quest.
The Binder pantheon
A user has suggested improving this page or section as follows:
"Are some neutral beings on the Astral Plane friendly to Binders, or are they all (effectively?) renegades?"
The true pantheon is revealed only when the player reaches the Astral Plane:
Lawful: Yaldabaoth
Neutral: the Void
Chaotic: Sophia
(All angels and priests encountered on the Astral Plane will be of either one of these or Moloch.) Binders may only ascend at the neutral high altar, even with a helm of opposite alignment. It is a Bad Idea to try to ascend at a non-void altar.
Prayer and Sacrifice
The Void cannot become angry at all. This makes prayer much safer, since a prayer too early will not anger the Void (but it still fails and won't grant protection). You can still make unholy water, it just will not anger the Void as a side effect.
Moloch is unable to block the influence of the Void; Binders may therefore pray as normal within gehennom.
Binders may sacrifice without any negative consequences for same-race sacrifice, and cannot permanently convert to another alignment.
Quest
Main article: Binder quest (dNetHack)
The Binder quest sees you fighting Acererak. Unlike other roles, the quest reward may be given before you actually complete the quest through sacrificing, but otherwise Acererak will generate with the Pen of the Void.
A Binder cannot be permanently barred from the quest. Bad alignment will just send them away, but the number of failed attempts has no effect. This is to make the game always winnable, since the Silver Key doesn't appear for Binders.
Strategy
Early game
In the early game you want spirits with offensive powers that do not require attack rolls, as the early game Binder is pretty weak and has difficulty hitting targets. Your limited resources will also make some binding conditions difficult to meet. Of course, there is no guarantee that you will start the game knowing any of these, but the odds of knowing or quickly learning at least one are pretty good. Also a object to engrave with is needed so you want to find one fast.
Spirit
Binding notes
Other notes
Amon
The Gnomish Mines, or any level you've fully explored, are good places for binding. It's possible to die from failing to bind Amon at level 1.
Amon's taboo is prayer, which some races like clockworks may rely on. Remember that you can still hurt yourself with reflected fire breath. Darkvision is helpful for the mines.
Andrealphus
Very easy, all you need is the corner of a room.
Very good for increasing your survivability, not so good for killing enemies. One of the better level 1 spirits.
Buer
Very easy, just draw the seal anywhere
No offensive powers, but increases survivability immensely. Martial arts means that you don't have to start searching for a better weapon just yet. Quite possibly the best early-game spirit possible.
Echidna
Can be bound on the first mine level.
Her offensive power requires a to-hit roll; her reflexive attack is low-damage but early-game enemies don't have a lot of HP. Synergizes well with Buer or Eurynome for increased unarmed damage.
Eden
You need a fountain to bind Eden, which may only come at the Oracle or Minetown. Remember you can #untrap water/rust traps that you may find in the mines.
Reflection prevents death by GWTWOD. Branchport becomes usable as soon as the mines are entered. Eden's offensive power is strong, but works best on slow targets. Overall, perhaps better as a second spirit than as a first spirit.
Enki
A large room isn't that hard to find.
Enki's Geyser is acceptable damage, and he gives you multiple early-game weapon options. His teleportation can be used to escape in a pinch, but is not quite as useful in the Mines.
Eurynome
Shallow water can be used to bind Eurynome, or the ground floor of the Windowless Tower.
If you're careful with the taboo, Eurynome's unarmed damage can be quite nice. In a pinch, her Shape the Wind can help you.
Huginn and Muninn
Just draw the seal anywhere.
Their melee power doesn't require an attack roll, but blinds the target - unfortunately rendering them immune to wards.
Mother
You need a way to blind yourself, which is RNG-dependent.
Her gaze attack is powerful, and paralyzes close targets. Magic resistance makes the lower mines substantially safer.
Shiro
You need 8 rocks to bind him, which is (only) 3 more than you start with.
He grants invisibility and stealth, which are useful for avoiding foes, and his stone choir ability augments the offensive power of early game characters fairly well. He can also be used to cheat at Sokoban by filling the holes.
Tenebrous
Any corridor can be used to bind Tenebrous.
Tenebrous grants multiple attack powers that work vs. a variety of targets. However, his mark is difficult to hide, as it requires you to stand in darkness. Moreover, his early-game weapon skills and actives aren't always incredibly effective.
Ymir
You need the rotting corpse of a poisonous monster, so any kobold with do (wait at least 50 turns unless the corpse is from a zombie).
His mark isn't visible until at least 5000 turns have passed, so he does not block the use of any early shops you may find.
Mid game
At this point in the game, you will find that the damage output of your offensive spirit powers starts to lag behind enemy HP totals. Spirits' secondary powers, as well as the skills they grant, become correspondingly more important. By this point, you can probably bind any spirit you want.
Spirit
Notes
Eden
Since this spirit grants reflection, it may be necessary to keep it bound until you can find an alternate source of reflection. Branchporting can be quite helpful to travel around.
Mother
Magic resistance is almost essential if you haven't found another source yet.
Tenebrous
This spirit grants drain resistance. His Echos of the Last Word power is also useful for countering liches and vampires. Helpful for the quest, so that Acererak can't drain you to death.
Late game
At this point, you should probably have mastered an additional means of fighting beyond your spirit powers.
Melee
Six spirits (Amon, Chupoclops, Iris, Naberius, Otiax, and Simurgh) grant extra melee attacks.
Miska allows twoweaponing and gives you a maximum of 4 different weapon attacks.
Echidna, Eden, Eurynome, and Fafnir grant retaliatory or passive attacks against foes that strike you in melee.
Marionette causes your weapon attacks to strike two squares instead of one.
Finally, Ahazu effectively reduces enemy HP by 10% in melee combat.
Bare-handed
A subset of bare-handed combat, but can be equally as effective.
Buer grants regeneration, improves your barehanded attacks to martial arts, and grants skill in bare-handed combat.
Eurynome increases the size of your unarmed attack's damage-dice and grants skill in bare-handed fighting.
Dahlver-Nar increases the damage dealt by your unarmed attacks as you take damage.
If both Buer and Eurynome are bound, you can advance your hand-to-hand fighting skill up to Grand Master. If only one is bound, you are limited to Expert. This can let you name (the) Grandmaster's Robe once you reach level 30.
Miska will still grant extra attacks, but to prevent his arms from choosing weapons, you must have no valid weapons or weapon-tools in open inventory.
Spellcasting
Being able to advance at least one of the magic skills is probably important:
Attack spells: Naberius
Clerical spells: Amon
Divination spells: Mother
Enchantment spells: Simurgh
Escape spells: Andrealphus
Healing spells: Buer
Matter spells: Iris
Naberius: Grants huge bonuses to spells, both in damage and sizes. He is almost essential for any spellcaster.
Huginn and Muninn: Adjust both Int and Wis to 25, although binding them does drain 1 point from your true ability scores.
Paimon can increase the lifespan of spellbooks by draining enemies' lives into the books, or to cast directly from books, without using energy. She also grants hungerless spellcasting and boosts your failure rates, making her quite helpful.
The Unknown God: Increases energy regeneration rate, you recover 1 energy per turn. Not essential, but possibly the most useful of the alignment spirits for a spellcaster.
Binders don't strictly use either their wisdom or intelligence for spellcasting; it depends on what spirits they have bound. Wisdom spirits are Amon, Buer, Mother, and Simurgh, and intelligence spirits are Andrealphus, Naberius, Ose, and Paimon. If the Binder has more wisdom than intelligence spirits they'll use wisdom, and vice versa. If they've got equal, then they'll use the max of the two scores. If they have none bound, they will use the minimum of the two scores. With Numina bound, they will use the max with either equal numbers of int and wis spirits or one less for either (2 and 3, or 3 and 4, but not 2 and 4).
Projectiles
Eve's barrage power allows you to put a lot of ammo in the air when it counts. Her Thorns and Stones power creates ammo for your current weapon.
Andrealphus's Teleport power allows you to easily relocate yourself, and his Transdimensional Ray can send away monsters that get too close for comfort.
Astaroth grants skill in crossbows and shuriken, which opens up more weapon possibilities.
Dantalion's Dread of Dantalion power frightens nearby enemies, potentially giving you some additional breathing room. His damage bonus applies to all attacks, including ranged ones, unlike a standard strength bonus.
Orthos's Exhalation of the Rift knocks back targets in a 3-square wide line, allowing you to keep your targets at range.
Nudziarth makes certain kinds of ammo explode, and can be helpful with a droven crossbow.
History
The Binder is based on the class of the same name from the DnD 3.5 Tome of Magic. Tome of Magic Binders were, in turn, based on medieval magical traditions such as that found in the Lesser Key of Solomon. |
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# Potion of water
!
Name
water
Appearance
clear potion
Base price
varies
Weight
20
Monster use
Will not be used by monsters.
A potion of water is, as one would expect, water. Potions of water can be created by diluting any potion (except acid) twice in a fountain or body of water such as a pool. Water produced this way will always be uncursed.
Contents
1 Effects
1.1 Dipping
2 Identification
3 Strategy
4 See also
Effects
Quaffing an uncursed potion of water gives you d10 nutrition and displays the message "This tastes like water".
Changing the BUC of an uncursed potion of water can create a potion of holy water or unholy water. Usually this requires dropping the water on an altar and praying.
Dipping
Main article: wet
If you dip an object into an uncursed potion of water, it will become wet. (Metal objects rust, potions of acid explode, scrolls become blank...) This is typically useless, because you can just dip into a different source of water such as a fountain or pool.
Dipping an object into either holy or unholy water does not make the object wet. In brief, holy water will uncurse or bless an object, while unholy water will unbless or curse an object; then the potion is used up and disappears (or you have one less potion in your stack). You can dip an entire stack of objects each time.
Identification
The Guidebook states that every clear potion is a potion of water. Thus water is the one type of potion that you can identify by appearance. (No one expects water to be red or smoky.)
Uncursed potions of water have a base price of 0; they are commonly sold for about 5 zorkmids. Potions of holy water and unholy water have a base price of 100.
Formally identifying any clear potion will provide discoveries knowledge that all clear potions are potions of water. Once discovered, every identified-blessed clear potion is listed as a potion of holy water, while every identified-cursed clear potion is listed as a potion of unholy water.
Strategy
Many players accumulate potions of water in order to produce large amounts of holy water or unholy water. This is much more useful than dipping items into water or quaffing the water.
See also
potion of holy water (blessed clear potion)
potion of unholy water (cursed clear potion)
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. |
# Rogue level
Rogue level
Location
Level 15–18 of theDungeons of Doom
Bones
Yes
Mappable
Yes
Teleportable
Yes
Diggable floor
Yes
Diggable walls
Yes
NetHack is a roguelike game, but there is one special level that is more like Rogue than the others. This Rogue level is a reincarnation of the original Rogue. The welcoming message you receive is: You enter what seems to be an older, more primitive world.
This special level is guaranteed somewhere in each dungeon, between levels 15 and 18 inclusive of the main dungeon. Here is a list of traits from the older Hack and Rogue games that you can also find in the Rogue level of NetHack.
The level consists of a 3 × 3 grid, each cell of which may contain a room or a corridor node.
All monsters are represented as uppercase letters.
NetHack achieves this by not spawning any lowercase-letter monsters at this special level. It is still possible to bring lowercase-letter monsters like pets from other levels to this level.
Doors, represented by + (plus sign), act like open doorways, meaning that you can not walk diagonally through them. There is no way to close or destroy these doors. Magical locking will turn them into secret doors instead.[1]
There are no DECgraphics or color. Rogue and Hack lacked these features. NetHack, at least when playing the tty port, disables these options during the special level.
IBMgraphics has an interesting effect. Especially for DOS users, NetHack replaces several characters with the ones used in a DOS port of Rogue. See IBMgraphics § Rogue level for more information.
Stairs are represented as % (percent sign).
Hack uses < (left angle bracket) and > (right angle bracket), like NetHack normally does.
In Rogue, there was always one stairway: down if you had not found the Amulet of Yendor, or up if you had found it. Hack and NetHack introduced an innovation where old levels were saved to disk, allowing you to freely travel up and down. Thus, the roguelike level of NetHack contains two percent signs.
Food is represented as : (colon).
Hack uses % (percent sign).
Since NetHack uses : (colon) for food and corpses at this level, some players might mistake these things as newts or other lizard-like monsters.
Monsters do not leave corpses[2] nor death drops.[3] Rogue did not implement corpses. Troll corpses brought to the level can still rise, however.
Armor is represented as ] (right square bracket).
Many players don't even notice the difference because NetHack uses the similar-looking [ (left square bracket).
Zorkmids and gold pieces are represented as * (asterisk) instead of $ (dollar sign).
Hostile monsters are unable to tunnel through rock.[4] (This is perhaps related to bug C343-4.)
When selecting dungeon features at the farlook or travel command prompt, the keys work as usual. For example, stairs are < and > despite display as % etc.
Astral vision's illumination as granted by The Eyes of the Overworld does not seem to work here, possibly due to a bug, or possibly intentionally to remain true to Rogue.
There will also be a named ghost on this level, guarding a fake bones pile, possibly including a cheap plastic imitation of the Amulet of Yendor. By default the ghost will be named after one of the creators of Rogue, either Michael Toy, Kenneth Arnold, or Glenn Wichman, but the ghost's name can be changed using the environment variable ROGUEOPTS. For example, if the variable is set to name=X, then the ghost's name will be X. The loot being guarded by the ghost includes:
d7 food rations (75% chance)
either a mace (enchantment +1 to +3) or a two-handed sword (enchantment −1 to +3)
a +1 bow
25 to 34 +0 arrows
either a ring mail (enchantment +0 to +2) or a plate mail (enchantment −1 to +3); 1⁄3 chance of being rustproof
an identified cheap plastic imitation of the Amulet of Yendor (50% chance)
Each of these items except the food and the amulet has a 75% chance of being cursed. In Rogue, the player's starting weapon was a mace, which accounts for its presence here.
The Rogue level is eligible to leave bones files, and may contain the quest portal.
Contents
1 Variants
1.1 SLASH'EM
1.2 UnNetHack
2 References
Variants
Some variants may elect to remove the Rogue level entirely in order to maintain gameplay variation and avoid player confusion.
SLASH'EM
In SLASH'EM, the Rogue level is removed.
UnNetHack
In UnNetHack, the Rogue level is removed starting in version 5.3.2 to make more space for levels within the dungeon and maintain variation.
References
↑ src/lock.c in NetHack 3.6.1, line 953
↑ src/mon.c in NetHack 3.6.1, line 2016
↑ src/mon.c in NetHack 3.6.1, line 2295
↑ src/monmove.c in NetHack 3.6.1, line 800
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 3.6.1. 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. |
# User:Ih fek
I started playing an early version of Hack called "Amulet of Yendor" at the age of 6 on my mom's CGA-card 8086 machine. She brought me the 5 1/4" floppy along with a batch of other shareware games from the library (anyone ever play "Cavequest"? That game needs a console makeover, right now). Everything was yellow. The classes were Fighter, Wizard, Knight, Tourist, Caveman, and Speleologist, but Caveman was the obvious choice because they had the highest strength, and strength was the only attribute. You had to pick something up to eat it or to figure out what was underneath it. And shop prices were randomly reassessed each time you picked something up. The minotaur (m) sat in the center of a maze on level 26, 27, or 28, on top of a wand of digging, which you needed to carve a path behind a boulder that lay on top of the Amulet of Yendor. It was a big day in grade 4 when I figured this out. What I now know to be called "save scumming" was de rigeur. Not sure if I ever actually ascended without it. I wrote a series of short stories called the "Amulet Adventure" series between the ages of 9 and 12 in which I accessed a hidden "level 29" in the game that sucked me into the gameworld so I could play as myself. As I recall, the portal was activated by accident when I inadvertently depressed the control, alt, and shift keys. I lost the game files when I accidentally deleted *.* in the directory rather than *.bon. (Why did I hate ghosts so much?) Years later, in high school, I found NetHack, then again in college, and again in grad school....
I only started reading spoilers a year ago (though I had ascended several times--legitimately--by then), mainly in an effort to cure myself of my cyclical addiction to this game. No dice. Things I had not figured out on my own included wishing for artifacts (which I assumed was impossible the first time something slipped out of my hands) and the many uses of alchemy (my college roommate and I tended to put our potions into the waterworks system).
More recently I've been really into SLASH'EM and I don't think I'll be going back. Unlike a lot of mods, it actually feels like a better-balanced and more exciting game--especially for those of us who have already been spoiled. I like to think of it as NetHack if it were designed by Alan Moore: it references and plays with the conventions of NetHack while at the same time building on and enriching it. As I play I'm writing about spoilers and strategies on these pages. This is an exercise in vanity masquerading as public service.
I'm really glad this Wiki is here! I especially love the more unusual takes like the Tinning Kit and 1-Turn Ascension articles. I think when you get really familiar with something it's fun to start exploring and experimenting with the parameters of the system, and this seems like a great place to do that. Although I think there's an important distinction between good and bad tips, I don't think this wiki should be just for information. We're writing about a game so let's make it fun.
My Contributions (In whole or in part)
Standard Strategy - SLASH'EM
Necromancer
Ice Mage
Flame Mage
Undead Slayer
Spellbook of flame sphere
Vampire (starting race)
User contributions |
# User talk:Btimofeev
Welcome!
Welcome!
Hi, Btimofeev! 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) 18:45, 18 April 2015 (UTC) |
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m
20:29
(cur | prev) . . (+4) . . Umbire the Phantom (talk | contribs) (→Strategy: word choice)
m 17:58 Elbereth (diff | hist) . . (-3) . . Silverwing235 (talk | contribs) (→History: typo/grammar, punctuation)
20 July 2023
03:12 User:Chris/dNethack/dNethack Items (diff | hist) . . (+140) . . Noisytoot (talk | contribs) (Add deep dragon scale and shields and make "shimmering dragon scale mail" a link)
01:28 Erosion (diff | hist) . . (+141) . . Tomsod (talk | contribs) (→Strategy: blessing may be enough) |
# Talk:Vorpal Blade
I have met once a shapelifter carrying vorpal blade on the castle level. I hint that any payer monster has a change of carrying ot of not created and
that the shapeshifter that would be created as a player monster also has a chance (the same ?) to carry vorpal blade. Can anyone confirm this ?
I would doubt it; player monsters are generated differently on Astral than everywhere else. Everywhere else, they carry a few standard (non-artifact) weapons, different for every class, and generally pretty similar to what you would start with if you played that class. The major (and useful) difference is that wizard player-monsters carry athames instead of quarterstaves.
With that in mind, though, as a general thing, do people think it would be appropriate to add to the article a section on what to do if you do encounter a monster wielding Vorpal Blade, perhaps in order of risk? I can think of, from most safe to least:
Kill it at a distance with projectiles/spells
Use Elbereth (not safe for player-monsters!)
Polymorph into something without a head (a trapper/lurker above seems like a good choice, as they can instakill anything with their digestion attack)
Stone it
Ignore it, possibly immobilizing it/slowing it to prevent it following you (most viable on Astral, where you're going to ascend soon anyway)
Attempt to disarm it with a bullwhip
Melee it, hoping to kill it quickly enough
— Preceding unsigned comment added by Ion frigate (talk • contribs)
In my opinion, such a list would be wikiclutter here because none of this is really specific to Vorpal Blade and the actual problem is quite rare. I just don't think people would come here looking for this information. -Tjr 13:43, April 6, 2010 (UTC)
Thiefbane
@Ion frigate - "Thiefbane is not better than Vorpal Blade, not by any means". Perhaps You are right, I forgot that Thiefbane beheads only "@". But what about it's level draining and cancellation? In combat with monsters without heads, it can be better weapon, but monsters with heads is propably more, more frequent. --S.K. 22:05, 18 December 2011 (UTC)
In combat against creatures without heads... use a different weapon. If the monster isn't an @ Thiefbane is no more effective than an (enchanted if you didn't wish for it) long sword. There aren't any @ (AFAIK) without heads, so there's no situation where you can take advantage of level draining but not beheading. Additionally, Thiefbane always has a chance to blast you because it's shopkeeper aligned, so switching to it when confronting a swarm of @ isn't the best idea anyways. -- Qazmlpok 22:12, 18 December 2011 (UTC)
On the usefulness of Vorpal
anselmus and I had a long debate tonight about the relative strength of certain artifact weapons. Mainly vorpal blade, frost brand, and grayswandir. I'm going to brain dump some of discussion here.
I'm also planning to add columns to that table on this page that show how much cumulative damage other artifact weapons would have done. aaxelb pointed out that excalibur is a good yardstick here, since it's damage is simple and consistent, and everyone has probably used and loved it. I'll get to this in the next day or so.
Silver saber vs. demons is (1d8 + 1d20 + enchant), demonbane vs demons is 2*(1d12 + enchant). Demonbane becomes better at enchant >=3.
It's not about survivability post castle, it's about minimum tedium. No one cares that grays cuts down asmo. Anything cuts down asmo unless you are insane and fight him without cold resistance off E. But the fact that grays cuts down normal &&&&&&&&&&& spam is awesome.
anselmus points out that no weapon combination lets you just mow everything easily; though I would say that that's basically what +7 grays/excal twoweaponed, dagger/arrowstorm, and magic missile come close to doing. Massive damage against everything in general.
I wondered idly how much item loss frosty/flamey _really_ caused; but without looking into it much. Burning up a bunch of crappy scrolls you don't need doesn't really count as item loss. And a lot of the potions would have been thrown or drunk anyway.
Some figures:
minotaur average hitpoints = avg(15d8) = 67.5
at +0 frostbrand averages 13 damage
at +7 27
that's 5.2 / 2.5 hits to kill the average minotaur
a 23%/12% chance for vorpal to behead it first
demo hp = 200
7.4 hits to kill with +7 frosty on average
32% chance for vorpal to get him first
5% beheading is fun; but doubling a +7 enchant for guaranteed damage against a good portion of the monsters in the game is better. But then you have the cold resistant monsters:
6.3 hits to kill archons (which have cold res) with +7 frosty on avg
or 13.1 for +0
27%/49% chance for vorpal to get the behead in that number of attacks
Vorpal is your preferred Archon killer, over frosty/flamey.
Vorpal is more consistent across monster types; there being few headless monsters; but less consistent across fights.
quipyowert had the interesting idea that Vorpal's behead chance should be luck dependent.
< anselmus> it's really a question of how fast each weapon kills over the entirety of the game
< anselmus> which would seem to me to be a studependously complicated statistical problem
< anselmus> as long it's granted that vorpy CAN be better against some monsters, i'll be happy
Perhaps that's the real point. We should have harder discussions on weapon choice in Nethack. Many roles have a weapon they do and should gravitate towards; like excal for valk, excal for samurai, excal for knight; stormy or bow/dagger for ranger, dagger for rogue; etc. Other classes (priest, tourist, monk) are less obvious.
Nethack has plenty of weapons, like giantslayer/demonbane, which we often portray as being complete crap. Giantslayer is a perfectly serviceable long sword with an unimportant to-hit bonus, nothing more, nothing less. Demonbane/vorpal/sunsword are slightly better than normal long swords. As someone once said to me: Grimtooth is almost a long sword with the form factor of a dagger (5.5 avg for Grimtooth vs 4.5/6.5 for long sword small/large).
And ultimately, a good part of the reason that giantslayer/demonbane/sunsword/grimtooth never get used isn't because they are terrible, but because they have no use-case. "I need a strong melee weapon!" Are you lawful? Excal. Are you neutral/chaotic? Did you get frosty/flamey/stormy? Yes? Use one. No? Keep saccing. Unless you FOUND one of those swords very early game (unlikely) and aren't able to sac yet, and are not a magic-wizard, dagger-rogue, dagger/arrow-ranger, using them isn't even a consideration. They might as well not exist.
Trollsbane, at 5/4.5, really IS floor trash. It should NOT be used. But here's what the Trollsbane page says: "Trollsbane is an artifact weapon that does double damage and +1d5 to-hit against trolls." Could be a bit clearer no? (The sarcasm is biting, but only if you know Trollsbane sucks.)
The role-specific pages do a better job of discussing weapon choice. Maybe some of that discussion needs to propagate into the weapon pages themselves.
Like I said, brain dump.
Blackcustard (talk) 03:26, 9 October 2012 (UTC)
Mean damage calculations are available at Artifact_weapon
Demonslayer/Vorpal/Sunsword are good for pets: you can enchant it and be sure your pet won't ever swap it out for an unenchanted but preferred-base-item weapon.
Fire- and Frost Brand will not destroy death drops, only the monster starting inventory. So all you loose are scrolls of teleportation/create monster/earth and various mostly-healing potions.
Orcrist and Sting can be named to guarantee Stormbringer as your first sacrifice gift.
--Tjr (talk) 08:36, 9 October 2012 (UTC)
Something else for vorpal blade's favor: healing. Even regeneration isn't going to help the monster much in normal combat (7.4 expected hit to kill demogorgon would mean 8 additional HP), but it's a big deal when dealing with covetous monsters. Demogorgon isn't going to let you hit him 8 times in a row unless you're on the upstairs. However, with vorpal blade, you don't need to hit him multiple times in a row; all you need to do is keep hitting him and eventually he'll be instakilled. This is probably more useful against the regular demon princes, as you can't teleport to the upstairs on their levels, and this would allow you to kill the prince without needing to backtrack to the start of the level, constantly trading blows but not doing any lasting damage. -- Qazmlpok (talk) 12:44, 9 October 2012 (UTC)
The Logic of Probabilities
The article now says, "For example, after you hit a monster ten times, there is a 40% chance that you have beheaded it." That's not true. If VB has a 5% chance per hit of beheading a monster, then after the tenth hit, there is a 5% chance that the monster has been beheaded. Because if you behead it on hit 1, 2, ..., or 9, then you don't *get* a tenth hit.
While the sentence is apparently intended to say something meaningful, possibly even useful, as it stands it is nonsense.
I'd go on, but NetHack does not allow you to flog a dead horse. Netzhack (talk) 20:28, 26 May 2016 (UTC)
No reaction ... so I changed that sentence and the one following it to fix the logic. Netzhack (talk) 22:21, 14 November 2016 (UTC) |
# User:Flag On The Moon/Temples
The Biodiversity patch provides alternate Priest quest home levels for most of the vanilla pantheons. Here are a few quest home levels I've designed around various themes and stylistic motifs. As designed they include the quest leader, guardians, and monsters of the Priest quest, but can easily be adapted to quests for other roles.
Contents
1 The Abbey
2 The Chapel on the Sea
3 Atargateion
4 Raven Temple
The Abbey
.............................................................................^....................--------------------------------............................................|...@...............+..library.|............................................|..-.-.-.-.-.-.-.-..|..........|............................................#...................------------............................................|..-..#.....#....-..|..|..|..|(|.---#---....................................|.........{.........|..|@.|..|.|--.....--...................................|..-....#.....#..-..-+--+--+--+--.......|...................................#...................+..........+....@...#...........>.......................|..-.-.-.-.-.-.-.-..-------------.......|...........................|...|...|.............@.....+...........--.....--..........................------------------------------.....@.....------------.......................g|...........................#...........#[email protected][email protected][email protected][email protected][email protected]...|...........|............--....................+..{...@...........................@..........@.._.....|[email protected][email protected][email protected][email protected][email protected]...|...........|............--....................g|...........................#...........#..........---.....................------------------------------.....@.....------------........................|...|...|...|...|...|...|...|...........|...............................................................-------------.....................
The High Priest occupies a throne; in addition, there are a few pilgrims (possibly a knight and some squires) in the sanctuary. The 'facade' of the sanctuary includes two gargoyle statue traps.
The nave of the sanctuary contains paired statues of knights, aligned priests, angels, etc.
The upper rooms include a small garden, a library with random scrolls, and a chest containing a saddle (property of the pilgrims).
The Chapel on the Sea
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The temple is superimposed over the right end of an islands-type random map (i.e. caverns-style with water replacing rock). The portal and downstair are both located on the left side. There are six random traps throughout the level.
The statues along the nave depict sea monsters (shark/piranha, giant eel/electric eel, jellyfish/kraken). The two statues flanking the door are optional historical statues depicting player monsters (e.g. Pirates, Divers, etc.)
The chest contains a guaranteed scroll of gold detection and an oilskin sack.
If appropriate, some or all of the twelve human zombies may be replaced by skeletal pirates.
Atargateion
.............}}}}}}}...}.}.}.}.}.}}}@}}}@}}}}}.}'_'}.}}}}}h}}}h}}}.}.}.@.}.}...}@}}}@}......}}}....
The Atargateion is a map in the form of a partially submerged temple created for aquatic worshippers rather than land-dwellers (see the encyclopedia entry). It was designed as a variant of the Priest quest home level for a watery or Lovecraftian pantheon.
Most of the map is procedurally generated, with the sanctuary, near the center of the map, as the only section with a fixed layout. The sanctuary is surrounded by a randomly generated "inverted" maze where the "passages" are water tiles and the "walls" are floor tiles.
Since the temple is understood to be designed for aquatic creatures, the implication is that for the majority of visitors, who live in the water, this would be a normal maze, while the minority of devotees who live on land are actually walking on the walls of the temple, in a situation analogous to xorns and other phasing creatures.
In addition, 5% of floor tiles outside the sanctuary should be replaced by water to break up some of the paths (including the circuit formed by the outermost "walls" of the maze) and make navigating the maze more challenging. The portal and downstair are located at opposite ends of the level.
The water tiles are lightly seeded with sharks and piranhas but very few grabbing monsters. The temple may be attended not only by human acolytes but also by (peaceful?) deep ones and/or water nymphs.
The map is named after the temples of the Near Eastern goddess Atargatis, who may have been depicted as a human-fish hybrid, and whose temples are known to have contained sacred fish ponds.
atargateion
And there (they trust) there swimmeth One
Who swam ere rivers were begun,
Immense, of fishy form and mind,
Squamous, omnipotent, and kind;
And under that Almighty Fin,
The littlest fish may enter in.
Oh! never fly conceals a hook,
Fish say, in the Eternal Brook,
But more than mundane weeds are there,
And mud, celestially fair;
Fat caterpillars drift around,
And Paradisal grubs are found;
Unfading moths, immortal flies,
And the worm that never dies.
And in that Heaven of all their wish,
There shall be no more land, say fish.
["Heaven", by Rupert Brooke]
Raven Temple
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A temple with a Pacific Northwest theme. The use of the "river" to create a path around the level is inspired by some of the maps in the Lethe Gorge.
The two raven statues are both historic and may be coded as statues made of wood, meaning that they can be 'broken' with an axe as well as a pick.
The temple is besieged not only by human zombies but also by sasquatches. |
# A'salom
@ A'salom File:A'salom.png
Difficulty
16
Attacks
Weapon 2d4 physical, Weapon 2d4 physical, Cast 0d0 clerical spell
@ A'salom File:A'salom.png
Difficulty
16
Attacks
Weapon 2d4 physical, Weapon 2d4 physical, Cast 0d0 clerical spell
Base level
12
Base experience
287
Speed
12
Base AC
10
Base MR
60
Alignment
2 (lawful)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
800
Nutritional value
350
Size
medium
Resistances
sleep
Resistances conveyed
sleep
A'salom:
has a head, a couple of arms, and a torso.
is omnivorous.
is not a valid polymorphable form.
is an overlord to its kind.
is female.
is normally generated hostile.
is strong.
can pick up weapons and food.
waits for you to come.
can be seen through infravision.
may turn against you when tame.
cannot be tamed. |
# User:Fyr/YANI/Subterranean Ocean/Lost Atlantis
Lost Atlantis is one of the special levels in the Subterranean Ocean.
On entering the level for the first time, you will get the message "You feel a wondrous sense of discovery."
Note the two abandoned temples - one flooded, one on dry land - of random different alignments (unless your pantheon is Greek, in which case both temples are automatically Poseidon’s) and the abandoned toolshop and weapon shop. All iron items in the weapons shop are generated thoroughly rusted. There are three historic statues of random player monsters (two marked, the third randomly placed somewhere underwater). Randomly placed in the water are six mermaids and four mermen.
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# Cleaver
) Cleaver
Base item
battle-axe
Damage vs. small
1d8+1d4 +1d6 (3-18)
Damage vs. large
1d6+2d4 +1d6 (4-20)
To-hit bonus
+1d3
Bonus versus
(any)
Weapon skill
axe
Size
two-handed
Affiliation
neutral(Barbarian)
When carried
(none)
When wielded
(none)
When invoked
(none)
Base price
1500 zm
Weight
120
Material
iron
Cleaver is an artifact weapon that appears in NetHack. Its base item is a battle-axe, and it is neutral-aligned. It is the guaranteed first sacrifice gift for Barbarians.
Contents
1 Description
2 Strategy
2.1 Average damage calculation
3 History
4 Variants
4.1 SLASH'EM
4.2 UnNetHack
4.3 FIQHack
4.4 xNetHack
5 Encyclopedia entry
6 References
Description
Cleaver has a +d3 to-hit bonus and does an extra +d6 damage per hit. Uniquely, it can hit multiple monsters in an arc with one swing: each attack will first strike the monster 45 degrees to one side of your target, then the targeted monster, and then the monster 45 degrees to the other side. The direction of attack alternates with each swing.[1] The arc does not discriminate between hostile monsters and pets or peaceful monsters. If attacking while held or engulfed, you can only hit the monster holding or engulfing you.
Like other axes, applying Cleaver in a given direction can chop down trees and destroy doors.
Strategy
Cleaver's arc attack potentially makes it one of the most damaging weapons in the game by a pure damage-per-turn calculation. Moreover, it is most effective in "one vs. many" scenarios, which are also the most dangerous situations for a player to find themselves in. Cleaver's arced strikes can help you in these situations by opening gaps to flee through or to reposition yourself in.
Because your pets are just as much endangered by Cleaver's attack as hostile monsters, it may be prohibitively difficult to keep them around. A magic whistle can help orient them "properly" before you attack, as can blocking them off using doors or cursed items if you are aware of the potential for combat beforehand. Slower pets such as dragons and balrogs are easier to work with, as you can move a few steps away before attacking.
For the same reason, this weapon is also extremely dangerous to wield in peaceful-populated areas such as the Quest, Minetown, shops, and temples - it is particularly advisable to use a different weapon while altar-scumming with a co-aligned priest in the room. In general, combat with Cleaver proves far easier if you can lure your foes away from peaceful targets.
As a two-handed non-intelligent artifact weapon, Cleaver risks being welded to your hands if it becomes cursed. The usual strategies for two-handed weapons apply: make sure to keep some keep curse removal items on hand, including carrying holy water in a spare sack to #tip out if necessary.
Average damage calculation
The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons.
Weapon
Small monsters
Large monsters
+0 Cleaver
+7 Cleaver
History
Cleaver's striking arc is introduced in NetHack 3.6.1, and was adapted from FIQHack.
Variants
SLASH'EM
Like all artifacts with damage bonuses (as opposed to double damage), Cleaver receives a boost in SLASH'EM; it always gives +3 to hit and +6 damage. However, the above strategies regarding two-handed weapons still apply, especially given the proliferation of item-cursing spellcasters in SLASH'EM—ghoul mages, nabassus, vampire mages, devas, and the like. Since SLASH'EM is based on NetHack 3.4.3, Cleaver does not attack monsters in an arc.
However, note that non-human Barbarians have a second guaranteed sacrifice gift in SLASH'EM: Deathsword. This weapon is only particularly effective against humans; for that reason, it mostly gets in the way of getting a better weapon, and some barbarians may find themselves using Cleaver for longer than they might want.
Given that 1⁄3 of neutral sacrifice gifts are non-weapons (Deluder, Gauntlets of Defense, Mirrorbright, and Whisperfeet) and another 1⁄4 are of limited use (Disrupter vs. non-undead, Giantkiller vs. non-giants, and Sword of Balance vs. neutrals), a neutral player who receives Cleaver early should consider himself lucky; only Magicbane and Mjollnir are more powerful as general-use neutral weapons, particularly in the early and midgame where curses are not a significant threat.
UnNetHack
Cleaver in UnNetHack behaves as in 3.6.1, and is also easier to obtain. The Executioner is guaranteed to be generated with Cleaver if it has not yet appeared in-game
FIQHack
In FIQHack, Cleaver has the ability to hit multiple foes, and the behavior was adapted for vanilla; however, it will not hit pets or peacefuls unless they are directly targeted.
xNetHack
In xNetHack's latest version, whether you will attack a peaceful monster in Cleaver's arc depends on whether you pressed F prior to the attack; as it does with other attacks, it allows you to attack a peaceful monster without a query. If you do not press F before the attack, the arc will not include peaceful monsters.[2]
Encyclopedia entry
Hither came Conan, the Cimmerian, black-haired, sullen-eyed,
sword in hand, a thief, a reaver, a slayer, with gigantic
melancholies and gigantic mirth, to tread the jeweled
thrones of the Earth under his sandalled feet.
[ The Phoenix on the Sword, by Robert E. Howard ]
References
↑ hitum_cleave in uhitm.c in NetHack 3.6.1
↑ https://github.com/copperwater/xNetHack/commit/10017fc13b9ea549dabde7e2251bea24957e94cc |
# Brainlessness
This article is about the instadeath. For monsters that have no brain, see mindless.
Brainlessness is an instadeath caused by mind flayers and master mind flayers. These monsters have brain-sucking tentacles that lower the player's intelligence and cause amnesia. Each time a brain-eating attack is successful, you lose 1 or 2 points of intelligence.[1] If a brain-eating attack is successful when your base intelligence is already at its minimum value of 3, you die of brainlessness.[2]
An amulet of life saving will not save you from death by brainlessness; upon reviving, you will simply die again, although you can choose not to die in explore or wizard mode.[3] A dunce cap saves you from the intelligence drop and prevents death by brainlessness, but does not save you from the amnesia effect.[4]
A ring of sustain ability saves you from the intelligence drop, and thus can be used to prevent death by brainlessness, provided you put it on when your base intelligence is still higher than your minimum. However, if you put on the ring when your base intelligence is already at its minimum, then you will die of brainlessness the first time the mind flayer hits you with a successful brain-eating attack. Like the dunce cap, the ring does not save you from forgetting levels and items.
Death by brainlessness is only possible due to a monster attack; other sources of intelligence loss (e.g. thrones, potions of sickness) cannot cause this instadeath.
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.
Brain-eating attacks no longer cause amnesia.
Messages
Your brain is eaten! Your last thought fades away.
You were hit by a successful brain-eating attack when your base intelligence was already at 3. You die of brainlessness.
You feel like a scarecrow.
You are in explore or wizard mode, and you chose not to die of brainlessness. Your base intelligence is set to 5, minus one or two because of the successful brain-eating attack that would have killed you.
Unfortunately your brain is still gone.
You died of brainlessness while wearing an amulet of life saving. The amulet "saved" your life, but you immediately died again of brainlessness.
SLASH'EM
In SLASH'EM, there is a new monster that can drain intelligence and thus cause death by brainlessness: the migo queen. Also, if you are a lycanthrope or a vampire, then you will not die of brainlessness until you are hit by a successful brain-eating attack when your base intelligence is equal to its racial minimum, which is 1 for lycanthropes and 0 for vampires. This makes it slightly harder to die of brainlessness. A base intelligence lower than 3 (which is impossible in Vanilla NetHack) will be displayed as "3", so you will not actually see your intelligence go below 3.
Monsters in SLASH'EM can throw potions of amnesia at you, causing the same amnesia effect as a successful intelligence drain attack. This has no effect on intelligence.
References
↑ mhitu.c in NetHack 3.6.0, line 1088
↑ eat.c in NetHack 3.6.0, line 541
↑ eat.c in NetHack 3.6.0, line 549
↑ mhitu.c in NetHack 3.6.0, line 1078 |
# Wand/ko
Item classes
" Amulets
[ Armor
% Comestibles
$ Coins
* Gems
! Potions
= Rings
? Scrolls
+ Spellbooks
` Statues
( Tools
` Boulders
) Weapons
/ Wands
지팡이는 쏘거나 새길 수 있는 제한된 사용 횟수의 마법 도구입니다. 모든 캐릭터는 지팡이를 쏠 수 있지만, 모든 지팡이에는 정해진 충전 횟수가 있습니다. 충전 횟수가 전부 소모되었다면, 지팡이는 아무것도 하지 않거나 1⁄121의 확률로 한번 더 작동한 후 먼지로 변할 것입니다 – 이는 지팡이에서 마지막 횟수를 쥐어짜낸다는 뜻으로 "레슬링"이라 알려져 있습니다. 또한, 지팡이는 충전될 수 있습니다.
일단 지팡이가 식별되고 나면, 괄호 안에 '재충전된 횟수 : 현재 충전 횟수'로 추가적인 정보가 표시됩니다. 현재 충전 횟수가 -1로 표기되는 것은 지팡이가 차단당했음을 의미합니다.
상아
지팡이의 효과는 식별되기 전에 알 수 없습니다: 이것들은 "상아 지팡이"처럼 서술로만 나타납니다.(§ 외형을 참고하십시오)
모든 지팡이는 7의 무게를 가집니다.
(번개의 지팡이를 제외한) 지팡이들은 전기 피해에 노출됐을 때 1⁄3의 확률로 폭발할 확률이 있습니다. [1]
Contents
1 지팡이의 종류
1.1 생성
1.2 외형
1.3 Direction, beams, and rays
1.4 Range
1.5 명중과 빗나감
1.6 공격 지팡이 피해
2 지팡이 사용
2.1 지팡이 재충전
2.2 지팡이 부수기
3 지팡이 감정
3.1 새기기-감정
3.2 Identification by zapping
3.3 가격-감정
4 전략
4.1 폴리파일링
5 변종
5.1 에이스핵
5.2 슬래시엠
5.2.1 새기기-감정
5.3 슬래시엠 익스텐디드
5.4 언넷핵
5.5 Wand rebalance
6 Encyclopedia entry
7 References
지팡이의 종류
지팡이
가격
초기 충전량
확률
형태
빛
100
11–15
9.5%
비방향성
공백
100
4–8
2.5%
비방향성
굴삭
150
4–8
5.5%
ray
계몽
150
11–15
1.5%
비방향성
잠금
150
4–8
2.5%
beam
마법 미사일
150
4–8
5%
ray
투명화
150
4–8
4.5%
beam
개방
150
4–8
2.5%
beam
탐지
150
4–8
3%
beam
비밀 문 탐지
150
11–15
5%
non-directional
몬스터 감속
150
4–8
5%
beam
몬스터 가속
150
4–8
5%
beam
타격
150
4–8
7.5%
beam
undead turning
150
4–8
5%
beam
냉기
175
4–8
4%
ray
화염
175
4–8
4%
ray
번개
175
4–8
4%
ray
수면
175
4–8
5%
ray
차단
200
4–8
4.5%
beam
몬스터 생성
200
11–15
4.5%
non-directional
폴리모프
200
4–8
4.5%
beam
순간이동
200
4–8
4.5%
beam
죽음
500
4–8
.5%
ray
소원
500
1–3
.5%
비방향성
생성
지팡이가 모든 무작위로 생성된 아이템들 중에서 나타날 확률은 주 던전에서 4%, 상자류에서 6%, 로그 레벨에서 5%, 게헨놈에서 8%를 차지합니다.
위 표에서 '확률' 열은 각 종류에 따른 상대적인 확률입니다.
지팡이들은 1⁄34 (~3%)의 확률로 저주 또는 축복받은 채로, 16⁄17 (~94%)의 확률로 저주받지 않은 채로 만들어집니다.
아래 표처럼, 지팡이는 그것들의 종류에 따라 무작위 숫자의 충전수를 가지고 생성됩니다:[2]
지팡이 종류
초기 충전횟수
소원의 지팡이
1 ~ 3
기타 비방향성 지팡이
11 ~ 15
방향성 지팡이
4 ~ 8
지팡이는 재충전 횟수가 0으로 설정된 채로 생성됩니다.
또한 지팡이는 몬스터가 사용하기 위해 그들의 인벤토리 안에도 생성될 수 있는데, 이때 확률은 몬스터의 종류와 레벨, 그리고 난이도를 따릅니다:
무작위 방어 아이템 (난이도-기반): 순간이동, 몬스터 생성, 굴삭
무작위 공격 아이템 (난이도-기반): 사망, 강타, 매직 미사일, 수면, 화염, 냉기, 번개
무작위 기타 아이템 (난이도-기반): 폴리모프, 몬스터 가속, 투명화
상점주인: 강타 (항상), 매직 미사일 (1⁄4 확률)
미노타우르스: 굴삭 (1⁄3 확률을 가지나, 대지의 정령계에서는 100%)
마스터 리치: nothing (1⁄91 확률)
아스모데우스: 냉기와 화염
디스패터: 강타
오르커스: 사망
The 성채의 타워 방들 중 하나에는 반드시 소원의 지팡이가 있습니다.
외형
지팡이의 외형은 다음 설명들 중에서 무작위로 정해집니다.
유리 발사나무 수정 단풍나무 소나무
오크 나무 흑단나무 대리석 양철 놋쇠 구리 은 백금 이리듐 아연
알루미늄 우라늄 철 강철 육각
짧은 룬이 새겨진 긴 구부러진
끝이 갈라진 못 박힌 보석이 박힌
돌에서 떡으로 주문에 맞았을 때 대리석 지팡이만이 고기 막대로 변하며, 포스 볼트 주문에 맞았을 때 유리와 수정 지팡이만이 산산조각납니다. Wielded silver wands will do silver damage. The appearance of a wand also affects its susceptibility to erosion, which is largely cosmetic and has no implications on its functioning. (Erode-proof wands are very rare but can be wished for.) Iron, steel, hexagonal, short, runed, long, curved, spiked, and jeweled wands can rust or corrode; copper ones corrode; and wooden wands (oak, balsa, ebony, maple, pine, and forked) might also erode with fire and/or rot, but this has not yet been verified.
Direction, beams, and rays
The type of wand denotes the behavior when it is zapped. Non-directional wands do not ask for a direction. Beam wands ask for a direction, but do not show a visibly animated effect when zapped. Ray wands produce a ray that is animated on the screen; if you are unblind when you zap the wand, you will also identify that type of wand. Rays may bounce off walls or be reflected.
If a ray hits a wall orthogonally or at an internal corner it will bounce straight back. If it hits a wall diagonally or an external corner, there is a 5% chance it will bounce straight back, otherwise it will change direction 90 degrees, with equal chances of being deflected left or right. Note that on diagonal wall bounces, the ray actually penetrates the wall one square, possibly hitting any phasing monsters in the wall.[3]
Note that a directional wand (or spell) may affect not only the first object or creature it hits, but several others behind it. An example of this is healing your pet and a few hostile monsters as well—or zapping not only your pet with a wand of speed monster, but also a shopkeeper, angering him.
Range
The range of a beam wand is 6 to 13 squares.[4] For each monster hit, range decreases 3.[5] For each square in which objects are affected, range decreases 1.[6] Beams don't bounce and can't be reflected.
The range of a ray wand is 7 to 13 squares.[7] For each monster hit, range decreases 2.[8] If fire passes over water or a fountain, or cold passes over water or lava, the ray may stop entirely or have its range decreased 1 or 3. If fire passes over scrolls or spellbooks, some may burn, but range isn't decreased.[9] Each time it bounces off a wall, range decreases by 1.[10] Reflection off a monster or you reverses the direction of travel, but range doesn't decrease.[11]
명중과 빗나감
Most beam wands always hit, 몬스터는 저항할 수 있습니다.[12][13]
When engulfed by a monster, non-digging ray wands[14] and wands of striking will always hit. Otherwise, the chance of hitting depends on the target's AC.
A wand of striking never hits targets with an AC of −9 or lower, always hits targets with an AC of 11 or higher, and for intermediate AC values has a (9 + AC) in 20 chance of hitting.[15][16][17]
Both against you and against monsters, the odds of hitting with a ray wand is exclusively determined by armor class.[18]
The table below shows the chance of a monster or player being hit by a ray from a wand (not accounting for possible rebounds).
AC 범위
명중률
AC
명중률Hit chance
몬스터 예시
Fraction
Decimal
11 이상
1
—
10 to 3
0.945 + AC⁄200
10
199⁄200
0.995
Scorpius
6
39⁄40
0.975
minotaur, 크라켄
5
97⁄100
0.97
코아틀, python, mind flayer
2 to 1
0.795 + (11 × AC)⁄200
2
181⁄200
0.905
Lord Surtur, 메두사, 원소들
0 to −1
0.8 + (10 × AC)⁄200
0
4⁄5
0.8
Other quest nemeses, master mind flayer, shopkeeper
−1
3⁄4
0.75
Ixoth, giant eel
−2 to −14
0.775 + (5 × AC)⁄200
−2
29⁄40
0.725
Nalzok, Minion of Huhetotl
−3
7⁄10
0.7
titan, electric eel, Vlad the Impaler
−5
13⁄20
0.65
Riders
−8
23⁄40
0.575
옌도르의 마법사
−10
21⁄40
0.525
디스인챈터
−12
19⁄40
0.475
Master Kaen wearing a +0 robe
−15 and below
−6⁄AC
—
Graph of wand and spell hitting probabilities given various target ACs and spell_bonus values
Because the chance of spells hitting is affected by the player's Dexterity and skill level in the appropriate spell school, one may choose to attack a monster using a spell instead of the corresponding wand: for example, against Master Kaen wearing a +0 robe, a monk with 23 Dexterity who has reached Basic in Enchantment spells will hit with the sleep spell 86.25% of the time, whereas a wand of sleep only hits 47.5% of the time.
공격 지팡이 피해
공격 지팡이에 의한 피해를 계산하기 위해, 먼저 베이스 피해를 계산합니다:
2d12 for striking[19]
magic missile 2d6[20][21]
fire, cold, and lightning 6d6[22][23][24][21]
If the wand is a wand of fire and the target is cold resistant, 7 additional points of damage are added.[25]
If the wand is a wand of cold and the target is fire resistant, 6d3 additional points of damage are added.[26][21]
화염, 냉기, 그리고 전격 저항 몬스터는 각각 화염, 냉기, 그리고 전격으로 부터 피해를 받지 않을 것입니다.[27][28][29] Monsters with player-style magic resistance will take no damage from striking and magic missile.[30][31] All monsters have a chance, based on their level and monster magic resistance, of resisting and taking half damage.[32]
공격 지팡이는 (other than striking and magic missile) 또한 인벤토리 아이템을 파괴할 수 있습니다:
화염은 화염에 탈 수 있는 갑옷을 손상시키고 두루마리, 물약, 마법책을 파괴할 수 있습니다.[33]
냉기는 물약을 파괴할수 있습니다.[34]
전격은 반지와 지팡이를 파괴할수 있습니다.[35]
지팡이 사용
You may zap or Engrave with a wand. That consumes one charge each time. Covered below, apply destroys wands.
Zapping a wand with zero charges left usually yields "Nothing happens". But with a 1 in 121 chance, it instead wrests one last zap and then turns the wand to dust.[36] A cancelled wand is shown as "-1" charges and will always turn to dust ineffectively if you use it.
Cursed wands have a 1% chance of exploding if zapped [37] but they otherwise function as normal. Since NetHack 3.6.0, cursed wands may also explode when used to engrave.[38]
Engraving with a wand is a good way to work out its identity. Also, engraving with a wand of fire or lightning is the only way to make truly permanent writing. E.g. an Elbereth that cannot degrade. How many characters you engrave determines how many turns it takes, but it always costs one charge.
You can zap or break with a wand without free hands, e.g. when wielding a cursed two-handed weapon; engraving requires hands.
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
Though this is still true, you can no longer zap a wand if polymorphed into a form that lacks hands. You cannot apply anything, including wands, in this situation either.
지팡이 재충전
Main article: Charging#Wands
Wands may be recharged by scrolls of charging or by the Platinum Yendorian Express Card. Previously-recharged wands have a chance of exploding (up to a maximum of 100% for a 7:x wand or a 1:x wand of wishing).
A cursed scroll will not change the number of charges in a blessed wand or a wand with no charges; otherwise, "Your
<wand> vibrates briefly" and its charges is set to zero. An uncursed scroll will bring the number of charges to a random number from 1 to a random number between 5 and the maximum charges shown above (or for a wand of wishing a random number from 1 to 3); a blessed scroll will bring the number of charges in the wand to a random number from 5 to the maximum charges shown above, or for a wand of wishing to three charges. If it already has that number of charges, it gains one more charge. A wand of wishing charged beyond three charges will explode. "Your <wand> <glows vibrates=""> briefly" if the new enchantment is below the maximum; "Your <wand> <glows blue="" vibrates=""> for a moment" otherwise.
취소된 지팡이는 빈 지팡이와 같은 방식으로 충전될 수 있습니다. 그것은 사실상 지팡이의 취소를 해제합니다.
지팡이 부수기
You can destroy a wand by applying it. You will be prompted for confirmation, and you must have hands and a strength of at least 10. Wands with no charges and some wands listed below have no effect ("But nothing else happens..."). Breaking a wand with no charges may wrest a charge from it, in which case it will act like a wand with one charge.
많은 지팡이는 부숴졌을때 폭발을 생성할 것입니다. The explosion causes damage to yourself and any monsters that were in the adjacent squares when you broke the wand. This damage can be reduced or eliminated if you (or the monster) has an appropriate resistance. Damage is also reduced to half for Healers and Knights and to 1⁄5 for Monks, Priests and Wizards. Further effects can occur as if you had zapped yourself with the wand. The explosion can also affect objects in your inventory, on your square, and on adjacent squares, and affect locations as if they were zapped. 마지막으로, 어떤 종류의 지팡이는 당신이 그 지팡이를 식별하도록 만드는 폭발을 가지고 있습니다.
특별한 효과는 아래에 자세히 설명되어 있습니다. 어떤 상황이든 당신이 지팡이를 부쉈을때, 그것이 지불되지 않았다면 그 대가를 치러야 합니다.
지팡이
부서졌을때 효과
차단
There is an explosion from 1 to (4 × charges) damage.Monsters and objects in the affected squares are cancelled.
냉기
There is an explosion of cold with (8 × charges) damage.Potions may freeze.You identify the wand.
몬스터 생성
There is an explosion from 1 to (4 × charges) damage. You are surrounded by monsters.
death
There is an explosion of death with (16 × charges) damage.Non-living monsters and demons resist this damage.This will not cause instadeath.You identify the wand.
채굴
There is an explosion from 1 to (4 × charges) damage.You are surrounded by pits and holes.
enlightenment
효과 없음
화염
There is an explosion of fire with (8 × charges) damage.Armor, scrolls and spellbooks may burn.Potions may boil.Burns away slime.You identify the wand.
light
There is an explosion from 1 to (4 × charges) damage.You are blinded for (charges+1)d25 turns; surrounding monsters may also be blinded, and gremlins take damage.The room is lit.
lightning
There is an explosion of lightning with (16 × charges) damage.Rings and other wands may explode.You identify the wand.
잠금
효과 없음.
magic missile
There is an explosion of magic missiles with (4 × charges) damage.You identify the wand.
투명화
There is an explosion from 1 to (4 × charges) damage.You and surrounding monsters are made invisible; for you, a this has a 10% chance of being permanent and a 90% chance of it lasting for (charges) to (250 × charges) (more) turns.
nothing
효과 없음.
개방
효과 없음.
polymorph
There is an explosion from 1 to (4 × charges) damage.Monsters and objects in the affected squares are polymorphed.
probing
효과 없음.
secret door detection
If there is a secret door nearby, it will be detected and the wand will be identified. Otherwise, no effect.
sleep
There is an explosion from 1 to (4 × charges) damage.You and surrounding monsters may be put to sleep.
몬스터 감속
There is an explosion from 1 to (4 × charges) damage.You and surrounding monsters are slowed.
몬스터 가속
There is an explosion from 1 to (4 × charges) damage.You and surrounding monsters are sped up.
striking
"A wall of force smashes down around you!"There is an explosion from 1 to (charges+1)d6 damage.You and surrounding monsters are hit by a force bolt.Fragile objects in your and adjacent squares may be destroyed.
순간이동
There is an explosion from 1 to (4 × charges) damage.Monsters and objects in the affected squares are teleported.
언데드 변환
There is an explosion from 1 to (4 × charges) damage.Monsters and objects in the affected squares are turned.
wishing
효과 없음.
지팡이 감정
새기기-감정
완드를 감정하는 가장 쉽고 안전한 방법은 완드로 새겨보는 것입니다. To do so, first write something in the dust with your fingers ("Elbereth" is a good safe default choice that exercises Wisdom to boot; illiterate characters can use "x"), 그리고 지팡이로 다른 것을 새기면 됩니다. 지팡이가 무엇인지 힌트를 주는 메시지나 효과를 얻을 수 있습니다.
당신이 맹인이거나, 공중 부양 중이거나, 쓸 수 있는 바닥 위가 아닐 경우 이 방법은 먹히지 않을 것입니다.
Engraving with a wand uses up one charge (possibly wresting the last), but if the wand is nondirectional, it performs its usual effect.
메시지/효과
가능한 완드
메모
"<바닥> 위에 새긴 글씨가 사라진다!"
차단
순간이동 (the engraving is moved elsewhere in the level)
투명화
냉기
(if the existing engraving is a burned one)
새긴 글씨가 존재하지 않을 경우 메시지 없음
"완드에서 얼음 큐브가 조금 떨어진다."
냉기
"<바닥>의 벌레가 움직임을 멈춘다!"
sleepdeath
"이 <완드>는 채굴의 완드다!"
"Gravel flies up from the floor!"
채굴
wand self-identifies
"이 <완드>는 화염의 완드다!"
화염
wand self-identifies
"Lightning arcs from the wand. You are blinded by the flash!"
"This <wand> is a wand of lightning!"
lightning
wand self-identifies
"The <floor> is riddled by bullet holes!"
magic missile
"이제 새긴 글씨는 이렇게 읽힌다: <무작위 메시지>"
폴리모프
새긴 글씨가 존재하지 않을 경우 메시지 없음
"<바닥>의 벌레들이 느려진다!"
몬스터 감속
"<바닥>의 벌레들이 빨라진다!"
몬스터 가속
"완드가 당신의 쓰려는 시도에 저항을 실패한다!"
striking
"이 완드는 새기기에는 너무 낡았다."
완드가 고갈됨 (x:0)
메시지나 효과 없음
잠금개방탐지언데드 변환없음비밀문 탐지 (self-identifies if secrets are detected) wand is cancelled (x:-1)
Create monster, enlightenment, light, and wishing perform their usual effect and self-identify when engraved with. Wands of secret door detection self-identify if they find anything; otherwise, no effect or message.
This technique can be dangerous with wands of create monster and lightning, summoning a monster or making you blind, thus overwriting your existing engraving with "Elbereth" can be helpful. Lightning will burn it into the floor making a permanent Elbereth square to wait out your blindness. Alternatively, you can abort at the prompt what text to engrave, and you won't get blinded.
Also, be careful concerning the identical message for wands of make invisible, teleportation, and cancellation; you don't want to end up teleporting yourself or cancelling a pet by accident. The safest way to find out the exact identity is using the wand on a non-blank scroll or non-clear potion you neither need nor care if a monster picks it up (for example, scroll of light). If nothing happens, it's make invisible; if the item disappears, it's teleport; if the item blanks/clears (or turns into fruit juice if you're using potion of sickness), it's cancellation.
To identify a wand that gives no message, zap it at a line containing the following easy-to-acquire objects:
a doorway without a door (eg. one with the door kicked out)
a locked container (chest or large box)
a corpse
If a door is created in the doorway, it's locking. If the container unlocks, it's opening. If the contents of the container are revealed, it's probing,. If the corpse revives, it's undead turning. If it doesn't ask for a direction, it's secret door detection or nothing.
Identification by zapping
A good way to determine the identity of a wand that makes engravings vanish—at the cost of using a second charge—is to do this: line up an item and a monster and zap them. If they both vanish it was teleportation, if the monster vanishes it was make invisible, and if neither vanishes it was cancellation. You can also place a junk scroll on the ground and zap it. If it disappears, the wand is teleportation. If the scroll is blanked, the wand is cancellation. If nothing happens, it's make invisible. This technique doesn't result in an invisible monster.
Many wands will self-identify on zapping. A single zap under the right circumstances can identify nearly all of these: stand in a room where you know there is an undetected trap or door (messages such as Vlad was here or ad aerarium indicate such a door), and another door that is closed but unlocked. Drop an object that can be recognizably cancelled (such as a junk scroll) on a diagonal to the door (to prevent dangerous beams from hitting you), and lure a visible undead monster onto the same diagonal line. Zap toward the object, monster, and door. If both object and monster vanish, the wand is teleportation; if the monster vanishes and the object doesn't, it is make invisible; if the scroll is blank, it was cancellation; if the door opens, it was opening; if the door is now locked, it was locking; if the monster flees, it was turn undead; if the hidden door appears, it was secret door detection. If nothing happens, it was a wand of digging or of nothing, or it was empty of charges. If it was any other kind of wand, it will self-identify.
가격-감정
Almost any class of items can be price-identified, but there are two groups of wands for which this is exceptionally useful. Wands of wishing and wands of death are covered in the price identification article; both have base cost 500. In addition, the four wands with base cost 175 are all very useful in the early or middle game. Wands of cold, fire, and lightning provide a powerful ranged attack. Wands of fire and lightning offer an instant method of engraving Elbereth. Freezing water with a wand of cold is one way to cross it or to deal with sea monsters and their dreaded instakill. And wands of sleep are great all the time.
전략
Main article: Wand strategy
폴리파일링
Main article: Polypiling
Non-directional wands come with lots of charges, which are preserved on polymorph. Polypile them if you lack powerful offense, teleportation, or cancellation wands.
Wands are quirky when polymorphed; unlike many other objects, where the greatest risk is sundering and golem generation, their quality will quickly degrade. The most useful wands are wishing (to wish for a wand of death), death (to clear a five-lane highway to the Castle's wand of wishing), polymorph, digging, secret door detection, cold, and teleportation. Most others, by the time the player has a means to polymorph objects, have long since become useless. The two most useful—wishing and polymorph—will never appear in polymorphs, so don't try.
By the time the player seriously considers polypiling, they'll have all the wands of teleportation they're likely to need. The same goes for digging—and additionally, a pick-axe can work in a pinch for a slower means of clearing a pre-amulet fast-track to the Plane of Earth. For many players, secret door detection has one use and one use only—getting through Gehennom and Moloch's Sanctum fire traps that much faster. And there, they may instead opt to carry the Bell of Opening just a few steps further to serve this purpose. Wands of cold are useful for freezing moats and lava, but even there a player is likely to greatly prefer a ring of levitation.
변종
에이스핵
In AceHack, engraving will formally identify the wand if that gives an unambiguous message (e.g. cold or speed monster).
슬래시엠
In SLASH'EM, cursed wands explode 20% of the time (not just 1%) when zapped, but never explode when engraved with. Curse-test your wand of wishing! Also, exploding wands in SLASH'EM are much more dangerous to anyone caught in the explosion: many wands have their standard effects (cancellation, death etc.) on whoever is inside the explosion's radius. Most attack wands also cause a high amount of elemental damage upon exploding, capable of instakilling a low-level character.
SLASH'EM wands, other than the wand of wishing, generally have 4 more charges than a vanilla NetHack wand would have: [39]
Wand type
Starting charges
Wand of wishing
1 to 3
Other non-directional wand
15 to 19
Directional wand
8 to 12
새기기-감정
In addition to the vanilla table:
Message/effect
Possible wand
Notes
"The engraving on the <floor> vanishes!"
draining (if engraving was short)
Given when short engraving is erased; no message if no existing engraving
"The engraving looks different now.
draining
For longer existing engravings; message is shared with polymorph, but wand erodes engraving instead of changing it
"The bugs on the floor run away!"
fear
Wand does not self-identify, but message is unambiguous
"The bugs on the floor look healthier!"
healing/extra healing
Zapping yourself with the wand will then cause it to self-identify.
A wand of create horde will have its usual effect when zapped. This can be dangerous to weaker characters, so having an escape item ready may be a good idea. Wands of create horde are quite rare, however.
슬래시엠 익스텐디드
There are additional wands in Slash'EM Extended. Some of them automatically identify when engraved with, others will give a message:
Message/effect
Possible wand
Notes
"The bugs on the <floor> seem to be covered with goo!"
acid
Wand does not self-identify, but message is unambiguous
"The bugs on the floor are blown away!"
wind (also exists in SporkHack)
Wand does not self-identify, but message is unambiguous
"The engraving on the <floor> shines brightly for a moment!"
solar beam
Wand does not self-identify, but message is unambiguous
"The bugs on the <floor> speed up!"
haste monster
This message is shared by the wand of speed monster. Zap it at yourself to see which one it is: speed monster permanently gives you the "fast" intrinsic, haste monster makes you "very fast" for a period of time.
"The bugs on the <floor> look healthier!"
full healing
This message is shared by the wands of healing and extra healing. Zap it at yourself or a monster for a less ambiguous message.
"The engraving is blurred, and you think you can see it twice!"
clone monster
Only appears if there was an existing engraving. There is no other wand that gives this message; the text of the actual engraving doesn't get cloned though.
"The engraving on the <floor> vanishes!"
banishment
Only appears if there was an existing engraving and you're not standing on a headstone. This message is shared by the wands of cancellation, make invisible and teleportation; the wand of draining may give the same message if it was used on a very short engraving. Zapping it at an item or monster may help to figure out which one it is; zapping yourself can be very dangerous.
"You summon some undead creatures!"
summon undead
You identify the wand, and some hostile undead creatures are summoned around you to fight.
"You feel entrapped."
entrapping
You identify the wand, and detect traps on the current level.
"You grasp some bits from the current map!"
magic mapping
You identify the wand, and parts of the current level map are filled in.
"You are surrounded by darkness!"
darkness
You identify the wand, and the area surrounding you becomes unlit.
"You feel endangered!!"
trap creation
You identify the wand, and the squares surrounding you are filled with random traps.
No message
detect monsters
You identify the wand, and all monsters on the current level become visible to you for a period of time.
"You detect the presence of objects."
objection
You identify the wand, and detect objects on the current level.
"You feel insightful!"
identify
You identify the wand, and can identify some items in your inventory.
"You feel like someone is helping you!!"
remove curse
You identify the wand, and your inventory items have a chance of becoming uncursed.
"You feel someone is punishing you for your misbehavior!"
punishment
You identify the wand, and are chained to a heavy iron ball, or if you are already punished, the ball gets heavier.
"The bugs on the floor are clearly visible!"
make visible
Wand does not self-identify, but message is unambiguous
No message
bugging
You identify the wand, and some bugs and heisenbugs are summoned around you to fight.
No message
wonder
This wand does not autoidentify upon engraving with it, and there is no clue as to what it does. However, zapping a wand of wonder will identify it. Beware, zapping this wand may have some negative effects like surrounding you with monsters or chaining you to a heavy iron ball!
언넷핵
When some wands are broken, in addition to the vanilla effect, sometimes a trap is created. The chance of creating a trap is (charges – 3)/(charges – 2), or zero if the wand does not have at least 3 charges.
Wand
Effect when broken
cancellation
In addition to the explosion, an anti-magic trap is created if allowed by the terrain.
cold
In addition to the explosion, an ice trap is created if allowed by the terrain.
death
In addition to the explosion, a magic trap is created if allowed by the terrain.
fire
In addition to the explosion, a fire trap is created if allowed by the terrain.
lightning
In addition to the explosion, a magic trap is created if allowed by the terrain.
magic missile
In addition to the explosion, a magic trap is created if allowed by the terrain.
nothing
Gives the message, "Suddenly, and without warning, nothing happens."
opening
A trap door is also created if allowed by the terrain.
polymorph
In addition to the explosion, a polymorph trap is created if allowed by the terrain.
sleep
In addition to the explosion, a sleeping gas trap is also created if allowed by the terrain.
teleportation
In addition to the explosion, a teleport trap is also created if allowed by the terrain.
wishing
Gives the message, "You really wish you hadn't done that."
Wand rebalance
FIQhack and NetHack Fourk rebalances wands to scale on a new skill, wands skill to make several wands that lose usefulness latergame, more useful. For more information on the details, see Wands Balance Patch.
Encyclopedia entry
'Saruman!' he cried, and his voice grew in power and authority.
'Behold, I am not Gandalf the Grey, whom you betrayed. I am
Gandalf the White, who has returned from death. You have no
colour now, and I cast you from the order and from the Council.'
He raised his hand, and spoke slowly in a clear cold voice.
'Saruman, your staff is broken.' There was a crack, and the
staff split asunder in Saruman's hand, and the head of it
fell down at Gandalf's feet. 'Go!' said Gandalf. With a cry
Saruman fell back and crawled away.
[ The Two Towers, by J.R.R. Tolkien ]
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.
References
↑ destroy_item in zap.c
↑ mkobj.c in NetHack 3.4.3, line 577
↑ zap.c in NetHack 3.4.3, line 3476: ray bouncing
↑ zap.c in NetHack 3.4.3, line 2470: beam wand range
↑ zap.c in NetHack 3.4.3, line 2717: beam hit monster
↑ zap.c in NetHack 3.4.3, line 2744: beam hit object(s)
↑ zap.c in NetHack 3.4.3, line 3308: ray wand range
↑ zap.c in NetHack 3.4.3, line 3434: ray hit monster
↑ zap_over_floor in zap.c
↑ zap.c in NetHack 3.4.3, line 3483: ray bounce
↑ zap.c in NetHack 3.4.3, line 3346: reflecting ray
↑ bhitm in zap.c
↑ resist in zap.c
↑ zap.c in NetHack 3.4.3, line 3292: special case for non-digging ray wands when engulfed, to line 3306
↑ zap.c in NetHack 3.4.3, line 128: striking chance of hitting, you zapping monster
↑ muse.c in NetHack 3.4.3, line 1117: striking chance of hitting, monster zapping you
↑ muse.c in NetHack 3.4.3, line 1128: striking chance of hitting, monster zapping monster
↑ zap_hit in zap.c
↑ zap.c in NetHack 3.4.3, line 129: striking damage
↑ zap.c in NetHack 3.4.3, line 2915
↑ 21.0 21.1 21.2 zap.c in NetHack 3.4.3, line 2490: This is passed to the nd parameter of buzz which passes it on to zhitm, determining the number of dice.
↑ zap.c in NetHack 3.4.3, line 2929
↑ zap.c in NetHack 3.4.3, line 2949
↑ zap.c in NetHack 3.4.3, line 3016
↑ zap.c in NetHack 3.4.3, line 2930
↑ zap.c in NetHack 3.4.3, line 2950
↑ zap.c in NetHack 3.4.3, line 2925
↑ zap.c in NetHack 3.4.3, line 2945
↑ zap.c in NetHack 3.4.3, line 3011
↑ zap.c in NetHack 3.4.3, line 125
↑ zap.c in NetHack 3.4.3, line 2911
↑ resist in zap.c
↑ zap.c in NetHack 3.4.3, line 2938
↑ zap.c in NetHack 3.4.3, line 2958
↑ zap.c in NetHack 3.4.3, line 3032
↑ zappable in zap.c
↑ src/zap.c in NetHack 3.4.3, line 1839
↑ src/engrave.c in NetHack 3.6.0, line 630
↑ Source:SLASH'EM_0.0.7E7F2/mkobj.c#line679, compare with vanilla's mkobj.c
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.
</floor></floor></floor></floor></floor></floor></floor></wand></glows></wand></glows></wand></wand> |
# User talk:CakeNinja
Welcome!
Welcome!
Hi, CakeNinja! 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) 17:24, 27 October 2015 (UTC) |
# 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 ] |
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18 July 2023
00:11 Big Room (diff | hist) . . (+16) . . Darth l33t (talk | contribs) (→Big Room #10: a better representation of what the level looks like) |
# Leather golem
' leather golem
Difficulty
7
Attacks
Claw 1d6, Claw 1d6
' leather golem
Difficulty
7
Attacks
Claw 1d6, Claw 1d6
Base level
6
Base experience
73
Speed
6
Base AC
6
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
800
Nutritional value
0
Size
Large
Resistances
sleep, poison
Resistances conveyed
None
A leather 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
monst.c#line2222
Leather golems are a type of golem. When killed they may drop leather armor.
Leather golems are always generated with 40 hit points.[1][2]
References
↑ makemon.c in NetHack 3.4.3, line 918
↑ makemon.c in NetHack 3.4.3, line 1534
This page is a stub. Should you wish to do so, you can contribute by expanding this page.
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. |
# Talk:Dirge
EvilHack - "in good standing"?
Chaotic knights "in good standing" - alignment record? What's the minimum? -Actual-nh (talk) 21:48, 15 September 2021 (UTC)
Your alignment record just needs to be greater than zero and your deity not angry with you. See pray.c starting at around line 1739. K2 (talk) 21:52, 15 September 2021 (UTC) |
# Category:Player monsters
Articles about player monsters.
Pages in category "Player monsters"
The following 18 pages are in this category, out of 18 total.
*
Player monsterA
Archeologist (player monster)B
Barbarian (player monster)C
Caveman (player monster)
Convict (player monster)E
Exile (player monster)H
Healer (player monster)K
Knight (player monster)M
Monk (player monster)N
Noble (player monster)P
Pirate (player monster)
Priest (player monster)R
Ranger (player monster)
Rogue (player monster)S
Samurai (player monster)T
Tourist (player monster)V
Valkyrie (player monster)W
Wizard (player monster) |
# Archives
Stub page for eventual documentation of wiki and other archives of data.
Contents
1 NethackWiki Archives
2 Public Server Archives
2.1 NAO
2.2 ascension.run
2.3 nethack4.org
2.4 em.slashem.me
2.5 hardfought.org
NethackWiki Archives
You can download XML and image archives of the current version of the wiki.
Public Server Archives
NAO
NetHack 3.4.3 archives will be available once NAO stops hosting the game in June.
NetHack 3.6.0 archives will be available once NAO stops hosting the game in June.
Nethack 3.6.1 current xlogfile. Please be kind with aggressive polling of this file and use diff gets ("curl -C -") for regular fetching.
ascension.run
Xlogfiles
nethack4.org
Xlogfile
em.slashem.me
Xlogfiles
hardfought.org
Xlogfiles for US, Europe, and Australia. |
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Video talk
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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)
22 July 2023
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) |
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16:47 Inediate (diff | hist) . . (+41) . . Coz (talk | contribs) (Added gargoyles and wingeds as inediate) |
# Dungeon fern
F dungeon fern
Difficulty
unknown
Attacks
Gaze 0d0 produce spores
F dungeon fern
Difficulty
Attacks
Gaze 0d0 produce spores
Base level
12
Base experience
Speed
2
Base AC
10
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
20
Nutritional value
200
Size
Small
Resistances
None
Resistances conveyed
None
A dungeon fern:
does not breathe.
cannot pick up items.
has no eyes.
has no limbs.
has no head.
is mindless.
does not eat. (*)
is not a valid polymorphable form.
is neither male nor female.
is normally generated hostile.
does not appear in Gehennom.
never leaves a corpse.
does not move.
Reference
[1]
F dungeon fern sprout File:Dungeon fern sprout.png
Difficulty
unknown
Attacks
Gaze 0d0 produce spores
F dungeon fern sprout File:Dungeon fern sprout.png
Difficulty
Attacks
Gaze 0d0 produce spores
Base level
6
Base experience
Speed
2
Base AC
10
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
Yes
Weight
20
Nutritional value
200
Size
Small
Resistances
None
Resistances conveyed
None
A dungeon fern sprout:
does not breathe.
cannot pick up items.
has no eyes.
has no limbs.
has no head.
is mindless.
does not eat. (*)
is not a valid polymorphable form.
is neither male nor female.
is normally generated hostile.
never leaves a corpse.
does not move.
Reference
[2]
e dungeon fern spore File:Dungeon fern spore.png
Difficulty
unknown
Attacks
Explode 2d4 physical, Boom 2d4 physical
e dungeon fern spore File:Dungeon fern spore.png
Difficulty
Attacks
Explode 2d4 physical, Boom 2d4 physical
Base level
1
Base experience
Speed
3
Base AC
5
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
Yes
Weight
10
Nutritional value
10
Size
Small
Resistances
None
Resistances conveyed
None
A dungeon fern spore:
can fly.
does not breathe.
has no limbs.
has no head.
is mindless.
does not eat. (*)
is not a valid polymorphable form.
is neither male nor female.
is normally generated hostile.
never leaves a corpse.
Reference
[3]
The dungeon fern is an unassuming monster appearing originally in UnNetHack, though versions of it have also been incorporated into dNetHack and SlashTHEM. It is sessile and has no physical attacks. However, when approached, it creates dungeon fern spores, the more dangerous cousins of gas spores.
Dungeon fern spores attack their targets directly by bursting into poison clouds; the explosion itself does no harm to the target, and the dangerous effects of the cloud are entirely mitigated by poison resistance or unbreathing. If you do not have either of these, standing at a diagonal to the spore when it bursts will give you a significant chance of being outside of the cloud when it forms. Attacking directly will cause the spore to explode properly, just like a gas spore.
Exploding dungeon fern spores have a 1 in 3 chance of creating a new fern. There is a 1 in 6 chance that it will be a full-grown dungeon fern;[4] otherwise, it will be a dungeon fern sprout, a lower-level dungeon fern which produces spores at a lower rate. It is important to destroy both kinds of ferns quickly unless you possess the means to contain out-of-control growth.
Dungeon fern spores will target other monsters as well as the player, and in turn other monsters will attack fern spores on sight.[5] A careful player can take advantage of this and lure spores toward otherwise difficult monsters without poison resistance.
Contents
1 UnNetHack
1.1 Dungeon fern
1.2 Arctic fern
1.3 Blazing fern
1.4 Swamp fern
1.5 Fern spore
2 Other variants
2.1 dNetHack
2.2 SlashTHEM
3 Origin
4 Encyclopedia entry
5 References
UnNetHack
In UnNetHack, ferns are part of the F monster class, which is defined (according to the what is and farlook commands) as "fungus, mold, or fern". UnNetHack features four different species of fern: the regular dungeon fern, the arctic fern, the blazing fern, and the swamp fern. The main differences among the four species are the types of damage caused by their exploding spores, and the terrain in which they can reproduce.[6]
Dungeon fern
The regular dungeon fern produces spores that deal physical damage when they explode. These spore explosions can produce new ferns and sprouts on floor and muddy swamp tiles.
Arctic fern
The arctic fern (F) resists cold damage, and its spores (e) deal cold damage when they explode. New arctic ferns and sprouts can only grow on water, ice, or swamp tiles.
Blazing fern
The blazing fern (F) resists fire damage, and its spores (e) deal fire damage when they explode. New blazing ferns and sprouts can only grow on lava tiles.
Swamp fern
The swamp fern (F) produces spores (e) that deal physical damage when they explode, like the dungeon fern. However, they will only produce new swamp ferns and sprouts on swamp tiles.
In the Ruins of Moria, there is a 25% chance that a fraction of the tiles on the Forest level will be swamp. If so, four swamp ferns will be generated throughout the level.[7]
Fern spore
In UnNetHack, reading a blessed scroll of stinking cloud while confused will generate up to three nonspecific fern spores (e), which can produce any of the four species of ferns, on appropriate terrain. (Reading a non-blessed scroll produces gas spores instead.[8]) These spores are not otherwise randomly generated.
Other variants
dNetHack
In dNetHack, dungeon ferns are part of the plant class, which uses the { glyph.
Two types of ferns appear as monsters in dNetHack, along with their respective spores and sprouts: the dungeon fern and the swamp fern (here {). The former is identical to its UnNetHack counterpart, but the explosion of the dNetHack swamp fern spore (e) deals 4d8 damage instead of 2d4, and causes fungal diseases.
SlashTHEM
In SlashTHEM they use the % glyph, like the evil food monsters from SLASH'EM.
A user has suggested improving this page or section as follows:
"Any other differences in SlashTHEM?"
Origin
Ferns are a group of real plants with characteristic leaves. They are primitive, having neither seeds nor flowers; they reproduce with spores, hence the spore attack in the game.
Encyclopedia entry
These dreadful weeds have been driven to extinction on the
surface, yet deep within the dark and damp of the dungeon
they still flourish. When it detects the motion of nearby
creatures, the dungeon fern releases a deadly, poisonous
spore, which quickly detonates to propagate the species.
Residents of the dungeon have learned how not to disturb
the dungeon fern, and will attack its spores on sight to
keep them from overtaking their home.
References
↑ src/monst.c in UnNetHack revision 1986, line 3806
↑ src/monst.c in UnNetHack revision 1986, line 3813
↑ src/monst.c in UnNetHack revision 1986, line 3820
↑ src/mon.c in UnNetHack revision 1986, line 1769
↑ src/mon.c in UnNetHack revision 1986, line 1340
↑ src/mon.c in UnNetHack revision 1986, line 1780
↑ dat/moria.des in UnNetHack revision 1986, line 392
↑ src/read.c in UnNetHack revision 1986, line 1615
dNetHack monst.c line 4993 |
# Vi
Unix manual for vi:
FreeBSD
NetBSD
OpenBSD
Linux
Around here, Vi (being vee eye, not six) is most notorious as the origin of the use of [hjkl] for movement. Vi, short for VIsual editor, is a classic but controversial text editor for Unix. Vi's main benefit is that it works with any ordinary terminal. The editor doesn't require a desktop environment, thus it can be used via telnet or ssh - much like nethack.
The programmers of vi did not care much about moving the cursor diagonally. The programmers of Rogue (game) adopted the [hjkl] movement system (likely because their keyboards lacked both numeric keypads and separate arrow keys) and added [yubn] for diagonal movement. NetHack adopts this yuhjklbn system.
These days, the one reason that you might need to know "vi" is if you play on nethack.alt.org or slashem.crash-override.net. If you telnet in and try to edit your nethackrc, you will find yourself in a vi-like editor called virus. If you aren't comfortable using a vi-like program to edit text, NAO also offers a web-based configuration editor.
Usage
Vi has two different modes: one for giving commands to the editor, and one for editing the text. The editor starts out in the command-mode.
Keys
Command
i
Enter editing mode. (Insert)
a
Enter editing mode. (Append)
Esc
Return from editing mode back to command-mode.
h, j, k and l
Move cursor left, down, up and right
$
Move cursor to the end of line.
^
Move cursor to the beginning of line.
G
Move cursor to the end of the file.
:wEnter
Save changes to file.
:q!Enter
Quit without saving changes.
x
Delete the character under the cursor.
dd
Delete the line under the cursor.
p
Paste deleted text.
You will find vi upon many Unix systems, though some GNU/Linux distros (notably Debian and Gentoo) leave it away from of the core system. To learn about vi in general, you could try to start with H2G2's brief description vi, then move to [email protected] for commands and tutorials. Wikipedia:Vi reveals the history of Vi, while Wiki:ViEditor explains how to pronounce "vi" and links to comparisons with Emacs. There is also improved version of Vi called Vim. |
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20:27
Rogue (2 changes | history)
. .
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[Umbire the Phantom; Coz]
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(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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# File:Rocket launcher.png
File
File history
File usageNo higher resolution available.
Rocket_launcher.png (16 × 16 pixels, file size: 172 bytes, MIME type: image/png)
A rocket launcher 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.
File history
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Date/TimeThumbnailDimensionsUserComment
current23:12, 4 December 201016 × 16 (172 bytes)Ilmari Karonen (talk | contribs)A rocket launcher in SLASH'EM. Category:16x16 tiles Category:SLASH'EM items {{NGPL}}
You cannot overwrite this file.
File usage
The following 2 pages uses this file:
Firearm
Rocket launcher |
# User:Keldwud
Hmm.
Keldwud
Never ascended
Started with Rogue on 1200 baud with an Amiga 2000
found wiki. found group server.
Now I have made it farther than I ever have before
so far I like neutral monks, lawful valkryes, and chaotic orcish wizards.
oh and sorry bout the pic. I'll fix it later |
# User talk:Nyx
Welcome!
Welcome!
Hi, Nyx! 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) 11:50, 19 February 2015 (UTC) |
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Couatl (2 changes | history)
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[Umbire the Phantom; Noisytoot]
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Dragon scale mail (3 changes | history)
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(cur | prev) . . (+35) . . Noisytoot (talk | contribs) (dNetHack has deep DSM too)
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(cur | prev) . . (+26) . . Noisytoot (talk | contribs) (Orange DSM also grants hallucination resistance in dNetHack)
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(cur | prev) . . (+118) . . Noisytoot (talk | contribs) (Update dragon scale mails for dNetHack. Red DSM grants flying, shimmering DSM grants infinite range see invisible, and deep DSM grants drain resistance and unchanging.) |
# File:Brown mold.png
File
File history
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Brown_mold.png (16 × 16 pixels, file size: 219 bytes, MIME type: image/png)
A 16x16 vanilla NetHack tile of the monster 'brown mold'.
File history
Click on a date/time to view the file as it appeared at that time.
Date/TimeThumbnailDimensionsUserComment
current09:25, 1 August 200616 × 16 (219 bytes)BotFenix (talk | contribs)A 16x16 vanilla NetHack tile of the monster 'brown mold'. Category:16x16 tiles
You cannot overwrite this file.
File usage
The following 17 pages uses this file:
List of vanilla NetHack tiles
Mold
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:EasterlyIrk/Scratchpad |
# Intelligent artifact
Intelligent artifacts are those that have special usage requirements. To safely use them, you must:
be of the same alignment as the artifact
be of the same role as the artifact (if it is a quest artifact)
have non-negative alignment
Otherwise, you will be blasted by the artifact, sustain 4d10 damage (2d10 if you have magic resistance), and abuse your wisdom. The blast occurs when you pick up or wish for the item, and again if you interact with it in any way except to drop it or put it in a container, as well as every time your alignment changes, until you satisfy all the conditions.
If you are of the wrong role, and also fail any of the other conditions above, then a quest artifact outside your main inventory will "evade your grasp", and you will not be able to pick it up or remove it from a container. Emptying a container with #tip will safely deposit the artifact on the floor. If the artifact is in your main inventory, it will be "beyond your control", unequip itself from you, and you won't be able to equip, apply, or invoke it. Any effects the artifact grants while carried will still work.
It is possible to get around the alignment limitation using a helm of opposite alignment. If, for example, you are lawful, but want to carry The Master Key of Thievery, you can wear the helm, switching to chaotic, then acquire the artifact, then uncurse and take off the helm. You won't be able to touch the key, and if you drop it you won't be able to pick it up again. However, the key still provides its special benefits like half physical damage while carried.
Intelligent artifacts have an 80% chance of resisting the curse items monster spell; this doesn't protect other items the curse may target.
List of intelligent artifacts
All quest artifacts
Excalibur
Stormbringer
SLASH'EM
In SLASH'EM the alignment keys at the end of the alignment quests are also intelligent. Since SLASH'EM's intelligent artifacts blast you for 8d10 damage (6d10 if you have magic resistance), be prepared for some serious HP loss at the end of a cross-aligned quest. This is particularly a concern if you're planning to pick up the quest artifact (most likely to happen with the Hand of Vecna) as well as the key, since these may still blast you for 8d6 damage (6d6 with magic resistance). Be especially careful if you've taken damage on the way there or will take damage on the way back to the portal.
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. |
# Spellbook of astral eyesight
The spellbook of astral eyesight is a new spellbook in FIQHack.
Level 7
Weight: 65
Divination spell
Can be maintained.
When cast, this spell grants the caster astral vision for 21 to 60 (additional) turns. |
# File:Pirate.png
File
File history
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MetadataNo higher resolution available.
Pirate.png (16 × 16 pixels, file size: 344 bytes, MIME type: image/png)
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Date/TimeThumbnailDimensionsUserComment
current20:36, 3 January 201416 × 16 (344 bytes)Chris (talk | contribs)
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The following page uses this file:
Pirate (player monster)
Metadata
This file contains additional information, probably added from the digital camera or scanner used to create or digitize it.
If the file has been modified from its original state, some details may not fully reflect the modified file.
Horizontal resolution37.8 dpcVertical resolution37.8 dpc |
# Eladrin
Wikipedia has an article about:
Eladrin
Eladrin are chaotic angels in dNetHack. Each type has a humanoid form and an energy form. They will shift to the energy form once their HP drops below 50%, and may return to their humanoid forms once their HP goes back above 50%. Eladrin typically don't drop their equipment when changing to their energy form, and will re-equip their weapons and armor automatically as they return to their humanoid forms. Eladrin are typically highly resistant to physical damage. In their humanoid form, they are protected by their armor, in energy form they take 1⁄4 base weapon damage. All Eladrin but Tulani can appear in throne rooms, with an elvenking/elvenqueen presiding over. Some of the types of Eladrin are generated on the Planes as well.
Contents
1 Coure Eladrin
1.1 Mote of light
2 Noviere Eladrin
2.1 Water dolphin
3 Bralani Eladrin
3.1 Singing sand
4 Firre Eladrin
4.1 Dancing flame
5 Shiere Eladrin
5.1 Ball of light
6 Ghaele Eladrin
6.1 Luminous cloud
7 Tulani Eladrin
7.1 Ball of radiance
8 Gae Eladrin
8.1 Warden tree
9 Dracae Eladrin
9.1 Mothering mass
10 Encyclopedia entry (Eladrin)
Coure Eladrin
A Coure Eladrin File:Coure Eladrin.png
Difficulty
4
Attacks
Weapon 1d1 physical, Weapon 1d1 physical
A Coure Eladrin File:Coure Eladrin.png
Difficulty
4
Attacks
Weapon 1d1 physical, Weapon 1d1 physical
Base level
1
Base experience
58
Speed
24
Base AC
−7
Base MR
100
Alignment
−10 (chaotic)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
20
Nutritional value
20
Size
tiny
Resistances
sleep, poison
Resistances conveyed
sleep
A Coure Eladrin:
can fly.
has a head, a couple of arms, and a torso.
can see invisible creatures.
is omnivorous.
is not a valid polymorphable form.
can follow you to other levels.
is nasty.
can pick up weapons and food.
can be seen through infravision.
never leaves a corpse.
cannot be tamed.
Mote of light
y mote of light File:Mote of light.png
Difficulty
3
Attacks
Bite 2d8 physical, Claw 1d8 armor shredding, Claw 1d8 armor shredding
y mote of light File:Mote of light.png
Difficulty
3
Attacks
Bite 2d8 physical, Claw 1d8 armor shredding, Claw 1d8 armor shredding
Base level
1
Base experience
64
Speed
24
Base AC
−15
Base MR
100
Alignment
−10 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
0
Nutritional value
0
Size
tiny
Resistances
sleep, poison
Resistances conveyed
sleep
A mote of light:
can fly.
can survive underwater.
does not breathe.
has no eyes.
has no hands.
has no limbs.
has no head.
does not have a solid form.
regenerates HP quickly.
does not eat. (*)
is not a valid polymorphable form.
is normally generated hostile.
can follow you to other levels.
is nasty.
is strong.
has infravision.
can be seen through infravision.
never leaves a corpse.
cannot be tamed.
gives out radius-1 light.
Noviere Eladrin
A Noviere Eladrin File:Noviere Eladrin.png
Difficulty
10
Attacks
Weapon 1d4 physical
A Noviere Eladrin File:Noviere Eladrin.png
Difficulty
10
Attacks
Weapon 1d4 physical
Base level
8
Base experience
177
Speed
14
Base AC
3
Base MR
20
Alignment
−5 (chaotic)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
800
Nutritional value
350
Size
medium
Resistances
sleep, poison
Resistances conveyed
sleep
A Noviere Eladrin:
can swim.
can survive underwater.
has a head, a couple of arms, and a torso.
can see invisible creatures.
is omnivorous.
is not a valid polymorphable form.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
can be seen through infravision.
never leaves a corpse.
cannot be tamed.
7 Noviere are always generated on the Plane of Water.
Water dolphin
; water dolphin File:Water dolphin.png
Difficulty
10
Attacks
Butt 2d8 physical
; water dolphin File:Water dolphin.png
Difficulty
10
Attacks
Butt 2d8 physical
Base level
8
Base experience
189
Speed
12
Base AC
−3
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
3000
Nutritional value
0
Size
large
Resistances
poison
Resistances conveyed
poison
A water dolphin:
can swim.
can survive underwater.
has no hands.
has no limbs.
has a serpent body.
has a thick hide.
can see invisible creatures.
is omnivorous.
is not a valid polymorphable form.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
can be seen through infravision.
does not appear in Gehennom.
never leaves a corpse.
cannot be tamed.
Bralani Eladrin
A Bralani Eladrin File:Bralani Eladrin.png
Difficulty
13
Attacks
Weapon 1d4 physical, Weapon 1d4 physical
A Bralani Eladrin File:Bralani Eladrin.png
Difficulty
13
Attacks
Weapon 1d4 physical, Weapon 1d4 physical
Base level
10
Base experience
298
Speed
10
Base AC
0
Base MR
30
Alignment
−5 (chaotic)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
900
Nutritional value
350
Size
medium
Resistances
sleep, poison
Resistances conveyed
sleep
A Bralani Eladrin:
can fly.
has a head, a couple of arms, and a torso.
can see invisible creatures.
is omnivorous.
is not a valid polymorphable form.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
can be seen through infravision.
never leaves a corpse.
cannot be tamed.
2 Bralani are always generated on the Plane of Earth.
Singing sand
v singing sand File:Singing sand.png
Difficulty
11
Attacks
Engulf 2d8 blinding, Engulf 1d10 physical
v singing sand File:Singing sand.png
Difficulty
11
Attacks
Engulf 2d8 blinding, Engulf 1d10 physical
Base level
8
Base experience
214
Speed
20
Base AC
−10
Base MR
30
Alignment
−5 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
0
Nutritional value
0
Size
huge
Resistances
sleep, poison, petrification
Resistances conveyed
fire, sleep, poison
A singing sand:
can fly.
can survive underwater.
does not breathe.
has no eyes.
has no hands.
has no limbs.
has no head.
regenerates HP quickly.
can see invisible creatures.
does not eat. (*)
is not a valid polymorphable form.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
never leaves a corpse.
cannot be tamed.
Firre Eladrin
A Firre Eladrin File:Firre Eladrin.png
Difficulty
15
Attacks
Weapon 2d4 physical, Weapon 2d4 physical, Gaze attack 1d10 fire, Passive 0d4 fire
A Firre Eladrin File:Firre Eladrin.png
Difficulty
15
Attacks
Weapon 2d4 physical, Weapon 2d4 physical, Gaze attack 1d10 fire, Passive 0d4 fire
Base level
10
Base experience
334
Speed
12
Base AC
−3
Base MR
30
Alignment
−7 (chaotic)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
800
Nutritional value
350
Size
medium
Resistances
fire, sleep, poison
Resistances conveyed
sleep
A Firre Eladrin:
can fly.
has a head, a couple of arms, and a torso.
can see invisible creatures.
is omnivorous.
is not a valid polymorphable form.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
has infravision.
can be seen through infravision.
never leaves a corpse.
cannot be tamed.
4 Firre are always generated on the Plane of Fire.
It shouldn't be any surprise that there are eladrins who devote themselves to art, music, and magic. The firres (pronounced feers) are creatures who live for beauty; their lives are consumed by a fiery passion for art of any kind, and they strive to make their own existence a living image of wonder and delight.
The firre eladrins live as wandering minstrels and bards in Arborea, attending the courts of more powerful eladrins or tarrying to entertain a circle of coures in a forgotten dell. Their pursuit of beauty leads them to any place where art, skill, or grace is held in high esteem. A body could run across a firre traveling the Outlands or visiting the palaces of neutral-aligned powers just as easily as he'd find one in Arborea. Firres have a deep love and appreciation of mortal art, and often embark on lengthy sojourns on the Prime Material Plane to seek out works of excellence.
In their demihuman, firre eladrins resemble stocky elves with brilliant red hair and fiery red eyes. At first glance, a firre might be taken for a half-elf, but her eyes give her away; they have no iris or pupil, and glow brightly with the firre's inner flame. Firres can also transform themselves into man-size pillars or balls of fire.
[ Monstrous Manual, Planescape Appendix 2 ]
Dancing flame
v dancing flame File:Dancing flame.png
Difficulty
15
Attacks
Touch 3d6 fire, Touch 3d6 fire, Passive 0d4 fire
v dancing flame File:Dancing flame.png
Difficulty
15
Attacks
Touch 3d6 fire, Touch 3d6 fire, Passive 0d4 fire
Base level
10
Base experience
362
Speed
22
Base AC
−13
Base MR
30
Alignment
−7 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
0
Nutritional value
0
Size
huge
Resistances
fire, sleep, poison, petrification
Resistances conveyed
A dancing flame:
can fly.
can survive underwater.
does not breathe.
has no eyes.
has no hands.
has no limbs.
has no head.
does not have a solid form.
regenerates HP quickly.
does not eat. (*)
is an elf.
is normally generated hostile.
can follow you to other levels.
is nasty.
is strong.
has infravision.
can be seen through infravision.
does not appear in Gehennom.
never leaves a corpse.
resists death magic.
cannot be tamed.
gives out radius-2 light.
Shiere Eladrin
A Shiere Eladrin File:Shiere Eladrin.png
Difficulty
15
Attacks
Weapon 2d4 physical, Weapon 2d4 physical
A Shiere Eladrin File:Shiere Eladrin.png
Difficulty
15
Attacks
Weapon 2d4 physical, Weapon 2d4 physical
Base level
12
Base experience
383
Speed
12
Base AC
−4
Base MR
30
Alignment
−8 (chaotic)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
1450
Nutritional value
350
Size
medium
Resistances
cold, sleep, poison
Resistances conveyed
sleep
A Shiere Eladrin:
can fly.
has a head, a couple of arms, and a torso.
can see invisible creatures.
is omnivorous.
is not a valid polymorphable form.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
can be seen through infravision.
never leaves a corpse.
cannot be tamed.
The shiere knights are the second most dangerous eladrin type in the Tower, as they have powerful crystal equipment.
The warriors of Arborea are the shieres, graceful eladrin knights who fight with skill, strength, and honor. They're the defenders of the eladrin courts, a shining host that seeks out evil intruders and ensures that no darkness will trouble the Queen of Stars or her people. By night the shieres gather together in bright companies to ride the wilds of Olympus and drive away any who would do the folk of Arborea harm.
The shieres appear to be exceptionally tall high elves of some kind. They're long-limbed and slender, with lanky frames and long, narrow faces and hands. A shiere's as strong as the mightiest mortal warrior despite his slender build. All shieres are very fair-skinned, with pale golden or silver hair and piercing eyes of blue, green, or violet.
Unlike the other eladrins, shieres're bound more permanently into their demihuman form and can change shape only into a harmless ball of faerie-light, similar to that of a coure eladrin.
[ Monstrous Manual, Planescape Appendix 2 ]
Ball of light
e ball of light File:Ball of light.png
Difficulty
14
Attacks
Passive 0d6 cold
e ball of light File:Ball of light.png
Difficulty
14
Attacks
Passive 0d6 cold
Base level
12
Base experience
408
Speed
16
Base AC
−14
Base MR
30
Alignment
−8 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
0
Nutritional value
0
Size
small
Resistances
fire, sleep, poison
Resistances conveyed
sleep
A ball of light:
can fly.
can survive underwater.
does not breathe.
has no eyes.
has no hands.
has no limbs.
has no head.
does not have a solid form.
regenerates HP quickly.
does not eat. (*)
is an elf.
is normally generated hostile.
can follow you to other levels.
is nasty.
is strong.
has infravision.
can be seen through infravision.
does not appear in Gehennom.
never leaves a corpse.
cannot be tamed.
gives out radius-1 light.
Balls of light have no attacks and do nothing but run away.
Ghaele Eladrin
A Ghaele Eladrin File:Ghaele Eladrin.png
Difficulty
19
Attacks
Weapon 2d6 physical, Weapon 2d6 physical, Gaze attack 2d10 confusion
A Ghaele Eladrin File:Ghaele Eladrin.png
Difficulty
19
Attacks
Weapon 2d6 physical, Weapon 2d6 physical, Gaze attack 2d10 confusion
Base level
15
Base experience
508
Speed
12
Base AC
−5
Base MR
30
Alignment
−10 (chaotic)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
1500
Nutritional value
350
Size
medium
Resistances
sleep, shock, poison
Resistances conveyed
sleep
A Ghaele Eladrin:
can fly.
has a head, a couple of arms, and a torso.
can see invisible creatures.
is omnivorous.
is not a valid polymorphable form.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
can be seen through infravision.
never leaves a corpse.
cannot be tamed.
The ghaeles are the knights errant of the eladrins. Wherever evil and tyranny raise their ugly heads, the ghaeles respond. Working behind the scenes, they quietly muster resistance and offer guidance to any creatures of good heart with the courage to stand against their oppressors. More than any other eladrins, the ghaeles are accustomed to working from behind the veil.
Ghaeles resemble tall, athletic high elves. They might easily be taken noble elves if not for their pearly, opalescent eyes and radiant aura. Of course, a ghaele may be wearing any manner of mortal guise when encountered away from Arborea. Ghaele eladrins can also take the form of an incorporeal cloud of luminous energy.
[ Monstrous Manual, Planescape Appendix 2 ]
Luminous cloud
v luminous cloud File:Luminous cloud.png
Difficulty
23
Attacks
Touch 5d12 shock, Touch 5d12 shock, Cast 8d12 shock, Passive 0d12 shock
v luminous cloud File:Luminous cloud.png
Difficulty
23
Attacks
Touch 5d12 shock, Touch 5d12 shock, Cast 8d12 shock, Passive 0d12 shock
Base level
15
Base experience
636
Speed
6
Base AC
−15
Base MR
30
Alignment
−10 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
0
Nutritional value
0
Size
huge
Resistances
sleep, shock, poison
Resistances conveyed
sleep
A luminous cloud:
can fly.
can survive underwater.
does not breathe.
has no eyes.
has no hands.
has no limbs.
has no head.
does not have a solid form.
regenerates HP quickly.
does not eat. (*)
is an elf.
is normally generated hostile.
can follow you to other levels.
is nasty.
is strong.
has infravision.
can be seen through infravision.
does not appear in Gehennom.
never leaves a corpse.
resists death magic.
cannot be tamed.
gives out radius-1 light.
Tulani Eladrin
A Tulani Eladrin File:Tulani Eladrin.png
Difficulty
26
Attacks
Touch 4d8 silver rapier, Weapon 2d8 physical, Gaze attack 2d10 stunning, Cast 0d6 (null)
A Tulani Eladrin File:Tulani Eladrin.png
Difficulty
26
Attacks
Touch 4d8 silver rapier, Weapon 2d8 physical, Gaze attack 2d10 stunning, Cast 0d6 (null)
Base level
18
Base experience
679
Speed
14
Base AC
−7
Base MR
30
Alignment
−12 (chaotic)
Frequency (by normal means)
1 (Very rare)
Genocidable
No
Weight
1500
Nutritional value
350
Size
medium
Resistances
fire, cold, sleep, shock, poison
Resistances conveyed
sleep
A Tulani Eladrin:
can fly.
can swim.
can survive underwater.
has a head, a couple of arms, and a torso.
can see invisible creatures.
is omnivorous.
is not a valid polymorphable form.
is a lord to its kind.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
has infravision.
can be seen through infravision.
never leaves a corpse.
cannot be tamed.
Tulani are one of the most dangerous Eladrin types. They have powerful equipment, and cast 9d6-damage random element spells (chosen from fire, cold, and shock).
Tulani make good pets, as they are human sized and start with good equipment. They are not generated with a weapon of any kind, so you may need to give them a mattock or two-handed sword. One high-caste Eladrin is always generated on the Plane of Water.
In 50% of games, Gae Eladrin will be the most powerful Eldadrin caste, and Tulani will not spawn naturally.
The greatest of the eladrins are the tulani, or faerie lords. Their courts are scattered throughout Olympus, never staying in the same place more than one night. The tulani are peaceful in nature and take up arms only when Arborea itself is threatened or the direst of emergencies requires their attention.
Tulani're creatures of unearthly beauty and grace; their voices are living music, and their faces shine so brightly that mortals find it difficult to look at them. In form they're tall, stately elven lords dressed in shimmering robes of shifting color. A tulani is surrounded by a magical aura that evil creatures cannot bear to be near. Tulani eladrins can also take the form of an incorporeal globe of eldritch colors, 5' in diameter.
Visitors to Arborea who seek out the tulani courts soon find out that the eladrins aren't easy to find when they want to avoid someone. When a cutter finally gets to meet with a tulani, he's wise to keep his bone-box shut and mind his manners. The tulani don't tolerate insolence or disrespect from mortals, but are gracious hosts when their guests behave themselves.
[ Monstrous Manual, Planescape Appendix 2 ]
Ball of radiance
e ball of radiance File:Ball of radiance.png
Difficulty
31
Attacks
Touch 6d6 fire, Touch 6d6 fire, Touch 3d12 shock, Touch 3d12 shock, Cast 3d12 shock, Passive 0d10 cold
e ball of radiance File:Ball of radiance.png
Difficulty
31
Attacks
Touch 6d6 fire, Touch 6d6 fire, Touch 3d12 shock, Touch 3d12 shock, Cast 3d12 shock, Passive 0d10 cold
Base level
18
Base experience
880
Speed
18
Base AC
-17
Base MR
30
Alignment
−8 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
0
Nutritional value
0
Size
small
Resistances
fire, cold, sleep, shock, poison
Resistances conveyed
sleep
A ball of radiance:
can fly.
can survive underwater.
does not breathe.
has no eyes.
has no hands.
has no limbs.
has no head.
does not have a solid form.
regenerates HP quickly.
does not eat. (*)
is an elf.
is normally generated hostile.
can follow you to other levels.
is nasty.
is strong.
has infravision.
can be seen through infravision.
does not appear in Gehennom.
never leaves a corpse.
cannot be tamed.
gives out radius-2 light.
Gae Eladrin
A Gae Eladrin File:Gae Eladrin.png
Difficulty
23
Attacks
Weapon 2d8 physical, Offhand Weapon 2d8 physical, Lashing vines 4d8 four seasons, Cast 0d0 mage spell
A Gae Eladrin File:Gae Eladrin.png
Difficulty
23
Attacks
Weapon 2d8 physical, Offhand Weapon 2d8 physical, Lashing vines 4d8 four seasons, Cast 0d0 mage spell
Base level
18
Base experience
723
Speed
14
Base AC
6
Base MR
30
Alignment
-12 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
1500
Nutritional value
350
Size
medium
Resistances
fire, cold, sleep, shock, poison
Resistances conveyed
sleep
A Gae Eladrin:
can fly.
can swim.
can survive underwater.
has a head, a couple of arms, and a torso.
can see invisible creatures.
is omnivorous.
is not a valid polymorphable form.
is a lord to its kind.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
has infravision.
can be seen through infravision.
never leaves a corpse.
cannot be tamed.
Gae are one of the most dangerous Eladrin types. They have unique equipment, a unique attack form, and cast single-target elemental spells.
Gae make good pets, as they are human sized and start with good equipment. One high-caste Eladrin is always generated on the Plane of Water.
In 50% of games, Tulani Eladrin will be the most powerful Eldadrin caste, and Gae will not spawn naturally.
Warden tree
{ warden tree File:Warden tree.png
Difficulty
22
Attacks
Reach 4d8 physical, Reach 4d8 physical, Cast 0d0 clerical spell
{ warden tree File:Warden tree.png
Difficulty
22
Attacks
Reach 4d8 physical, Reach 4d8 physical, Cast 0d0 clerical spell
Base level
18
Base experience
736
Speed
18
Base AC
6
Base MR
30
Alignment
-12 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
3000
Nutritional value
350
Size
large
Resistances
fire, cold, sleep, shock, poison
Resistances conveyed
sleep
A warden tree:
can survive underwater.
does not breathe.
cannot pick up items.
has no eyes.
has no hands.
has no limbs.
has no head.
has a thick hide.
can see invisible creatures.
is omnivorous.
is not a valid polymorphable form.
is a lord to its kind.
is neither male nor female.
can follow you to other levels.
is nasty.
has infravision.
never leaves a corpse.
cannot be tamed.
does not move.
Warden trees are stationary, rapidly casting ice storm, geyser, mass cure, and draining spells.
Dracae Eladrin
A Dracae Eladrin File:Dracae Eladrin.png
Difficulty
23
Attacks
Claw 4d8 vorpal, Claw 4d8 vorpal, Butt 6d6 physical, Tentacle 2d6 physical, Tentacle 2d6 physical
A Dracae Eladrin File:Dracae Eladrin.png
Difficulty
23
Attacks
Claw 4d8 vorpal, Claw 4d8 vorpal, Butt 6d6 physical, Tentacle 2d6 physical, Tentacle 2d6 physical
Base level
18
Base experience
741
Speed
7
Base AC
6
Base MR
30
Alignment
-12 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
1500
Nutritional value
350
Size
medium
Resistances
sleep, poison, acid, petrification
Resistances conveyed
sleep
A Dracae Eladrin:
can fly.
can swim.
can flow under doors.
can survive underwater.
has a serpent body.
can see invisible creatures.
is omnivorous.
is not a valid polymorphable form.
is a lord to its kind.
is female.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
has infravision.
can be seen through infravision.
never leaves a corpse.
cannot be tamed.
Dracae Eladrin are semi-unique ancient Eladrin precursors. They are never generated randomly, instead only appear in certain defined locations, and even then only in 1/8th of games. They rapidly birth additional Eladrin with non-standard equipment sets.
Mothering mass
b mothering mass File:Mothering mass.png
Difficulty
23
Attacks
Tentacle 2d6 physical, Tentacle 2d6 physical, Tentacle 2d6 physical, Touch 1d12 sticky, Bearhug 2d12 suction, Passive 2d12 acid
b mothering mass File:Mothering mass.png
Difficulty
23
Attacks
Tentacle 2d6 physical, Tentacle 2d6 physical, Tentacle 2d6 physical, Touch 1d12 sticky, Bearhug 2d12 suction, Passive 2d12 acid
Base level
18
Base experience
753
Speed
14
Base AC
6
Base MR
30
Alignment
-12 (chaotic)
Frequency (by normal means)
0 (Not randomly generated)
Genocidable
No
Weight
1500
Nutritional value
350
Size
medium
Resistances
sleep, poison, acid, petrification
Resistances conveyed
sleep
A mothering mass:
can fly.
can swim.
can flow under doors.
can survive underwater.
has no head.
regenerates HP quickly.
can see invisible creatures.
is acidic to eat.
is omnivorous.
is not a valid polymorphable form.
is a lord to its kind.
is female.
can follow you to other levels.
is nasty.
is strong.
can pick up weapons and food.
has infravision.
can be seen through infravision.
never leaves a corpse.
cannot be tamed.
Mothering masses also make passive 4d4 physical-damage tentacel attacks against any adjacent foes.
When in the form of a mothering mass, Dracae offspring appear in their energy forms.
Encyclopedia entry (Eladrin)
The eladrins are the native race of Arborea, just as the devils are associated with the Nine Hells and the demons with the Abyss. They're wild and free beings who exult in their own existence and live a life of song and celebration. The eladrins aid all people of good hearts against the forces of evil, but seek to do so with individual acts of kindness or heroism.
[ Monstrous Manual, Planescape Appendix 2 ]
|
# Polearm
Contents
1 Generation
2 Comparison table
3 Polearms skill
4 Mechanics
5 Strategy
5.1 Packed rooms
6 Origin
7 Halberd
8 Bardiche
9 Spetum
10 Ranseur
11 Partisan
12 Voulge
13 Glaive
13.1 Encyclopedia entry
14 Fauchard
15 Guisarme
16 Bill-guisarme
17 Lucern hammer
18 Bec-de-corbin
19 SLASH'EM
20 References
A polearm is literally a weapon on a pole. There is an abundance of polearm types in NetHack. This is another feature of the game that echoes early editions of Dungeons & Dragons, which were infamous for giving stats for many exotic polearms, while describing none of them.
Monsters will attempt to use polearms in the following order: halberd, bardiche, spetum, bill-guisarme, voulge, ranseur, guisarme, glaive, lucern hammer, bec de corbin, fauchard, partisan, followed by the lance; and so this list is roughly from best to worst. Polearms can only be used by strong monsters without a shield.
The lance is, in real life, a polearm, but in NetHack it uses the lance skill instead of the polearm skill, due to its very different usage: by mounted soldiers instead of against them.
Generation
Collectively, polearms make up about 6.4% of all randomly generated weapons (on the floor, as death drops, or in shops). The probabilities of each type range from 0.4% to 0.8%.
A few types of polearms are more common because they appear in the starting inventory of certain monsters. Ranseurs, partisans, glaives, and spetums are the usual starting weapons of trolls.[1] Lucern hammers may also be generated as a fall-back starting weapon for strong monsters that lack default weapons.[2]
Watchmen and soldiers in the Yendorian Army often start with a random polearm.[3]
Comparison table
Name
Value
Weight
Prob (%)
Sdmg
Savg
Ldmg
Lavg
Material
Appearance
Tile
Glyph
halberd
10
150
8
d10
5.5
2d6
7
iron
angled poleaxe
)
bardiche
7
120
4
2d4
5
3d4
7.5
iron
long poleaxe
)
bill-guisarme
7
120
4
2d4
5
d10
5.5
iron
hooked polearm
)
ranseur
6
50
5
2d4
5
2d4
5
iron
hilted polearm
)
voulge
5
125
4
2d4
5
2d4
5
iron
pole cleaver
)
guisarme
5
80
6
2d4
5
d8
4.5
iron
pruning hook
)
lucern hammer
7
150
5
2d4
5
d6
3.5
iron
pronged polearm
)
spetum
5
50
5
d6+1
4.5
2d6
7
iron
forked polearm
)
bec-de-corbin
8
100
4
d8
4.5
d6
3.5
iron
beaked polearm
)
glaive (naginata)
6
75
8
d6
3.5
d10
5.5
iron
single-edged polearm
)
fauchard
5
60
6
d6
3.5
d8
4.5
iron
pole sickle
)
partisan
10
80
5
d6
3.5
d6+1
4.5
iron
vulgar polearm
)
Polearms skill
Polearms
Max
Role
Basic
Healer, Rogue, Tourist
Skilled
Caveman, Knight, Priest, Ranger, Samurai, Valkyrie, Wizard
How skill affects range when applying a polearm:
ESUSESXXXSUX@XUSXXXSESUSE
The @ is where your character is standing. Spaces marked with a X are too close to be hit, spaces marked with a U can be hit even while Unskilled, spaces marked with a S can only be hit when Skilled, and spaces marked with a E can only be hit when Expert. No role in vanilla NetHack can become Expert in polearms, but Knights can become Expert in lances, which use the same mechanic.
All of the weapons listed on this page use the polearms skill:
halberd
bardiche
spetum
ranseur
partisan
voulge
glaive
fauchard
guisarme
bill-guisarme
lucern hammer
bec-de-corbin
There are no artifact polearms.
Mechanics
Main article: Pounding
Polearms are capable of attacking enemies from two squares away, but the procedure for using them is different from other weapons. A polearm must be wielded (like any weapon), and then applied via the a command each time you want to strike. Attacking this way doesn't trigger passive attacks, but the polearm itself is still subject to erosion and loss of enchantment from a disenchanter. Pounding with a polearm while standing on Elbereth can cause it to fade and reduce your alignment record, just like attacking in melee.
If you are mounted, you may use polearms for melee attacks in the usual way (which does trigger passive attacks), but simply walking into an opponent on foot will only bash them with the pole; this deals d2 damage, with no bonuses, and does not train polearm skill.
Strategy
A character with a mount could make a polearm their primary weapon. Polearms deal less damage than other two-handed weapons in most circumstances, but they are an attractive option for roles such as Rangers and Wizards, who can ride but are restricted in most of the better melee weapon skills, and the ability to transition from pounding to melee without switching weapons is a tactical advantage. You'll need a backup weapon in case you're dismounted.
One of the great uses of polearms is not for fighting mounted opponents, but for fighting sea monsters, since staying two squares away from water makes a character immune to their drowning attack. If you have no simpler method for dealing with the sea monsters, it can be worthwhile to grab the best polearm you find and spend some time training with it before going to a level with open water.
In terms of differences between polearms, the halberd deals the most damage against small monsters, and the bardiche against large monsters; however, these are also among the heaviest options. The spetum deals high damage to both categories for only 50 weight; the ranseur is also a respectable lightweight polearm. The bec-de-corbin and lucern hammer offer poor damage for such heavy weapons.
Packed rooms
In leprechaun halls, throne rooms, and other rooms where every space is filled with monsters, a character with stealth can use polearms to attack monsters behind other monsters, protecting themselves from being attacked, and in some cases, preventing the target from moving.
Origin
Wikipedia has an article about:
Pole weapon
Polearms were popular in warfare for combating mounted soldiers, and those with heavy armor. The polearms (arms on poles) increased leverage for cutting the armor, and increased reach for reaching above the horse.
As time went on the various different weapon types borrowed heavily from each other and began to look like each other, which has led to a great deal of confusion over classification. Warfare is, after all, a ruthlessly pragmatic matter, and classification is a hobby for comfortable people after the dust has settled. If you search the internet now for examples of these weapons, you are likely to see weapons completely mislabeled as something different.
The term "poleaxe" seems to mean an axe on a pole, and that is how it is used in NetHack's descriptions. However, the term in real life is considered a corruption of "pollax", the "poll" part meaning "head", denoting originally a tool for slaughtering animals by hitting them in the head with a spike (whence the verb "to poleaxe"). As with many other agricultural tools, it became yet another military polearm.
Halberd
)
Name
halberd
Appearance
angled poleaxe
Damage vs. small
d10
Damage vs. large
2d6
To-hit bonus
+0
Weapon skill
polearm
Size
two-handed
Base price
10 zm(+10/positive enchant)
Weight
150
Material
iron
The halberd was a mainstay weapon in many armies for a long time. The halberd is a type of poleaxe in the most literal sense, an axe on a pole. Its main identifying feature is that the blade is always angled slightly downward, which explains NetHack's description of an angled poleaxe. In addition to the axe, halberds also have both a spear tip, and spike or hook on the rear for penetrating armor or hooking, making a versatile three-in-one weapon. Due to the popularity of this weapon, there are a wide variety of different styles, although some were only parade weapons. The halberd is one of the best NetHack weapons, and this is consistent with its role in real warfare.
Bardiche
)
Name
bardiche
Appearance
long poleaxe
Damage vs. small
2d4
Damage vs. large
3d4
To-hit bonus
+0
Weapon skill
polearm
Size
two-handed
Base price
7 zm(+10/positive enchant)
Weight
120
Material
iron
NetHack calls the bardiche a long poleaxe and that is exactly right, if you assume that the "long" applies to "axe" and not "pole". A bardiche is nothing more than a long axe blade on a stick. The cutting blade was typically two feet long or more, and usually attached to the pole in two places (in the middle and the bottom). But it is mounted on one of the shortest poles for a polearm, only about five feet. So "short poleaxe" would be accurate also. This simple weapon's advantage was in its size and weight, not its subtlety. NetHack gets the weight wrong—a bardiche should be heavier than a halberd.
Spetum
)
Name
spetum
Appearance
forked polearm
Damage vs. small
d6+1
Damage vs. large
2d6
To-hit bonus
+0
Weapon skill
polearm
Size
two-handed
Base price
5 zm(+10/positive enchant)
Weight
50
Material
iron
The spetum is a spear with two more knife blades stuck on the sides. NetHack's "forked polearm" is vaguely accurate, but forked weapons, like the military forks shown below, would more typically have side prongs that reach all the way up to the top. Over time variations were added and it more strongly resembled the ranseur. (The spetum may have grown into the ranseur, or they may have been developed independently.) NetHack gives this an advantage with large monsters, which doesn't quite make sense, as it is supposed to be a lighter polearm.
Ranseur
)
Name
ranseur
Appearance
hilted polearm
Damage vs. small
2d4
Damage vs. large
2d4
To-hit bonus
+0
Weapon skill
polearm
Size
two-handed
Base price
6 zm(+10/positive enchant)
Weight
50
Material
iron
The ranseur, the hilted polearm, is essentially a spear with a hilt. The hilt served primarily to block opponents' weapons and possibly trap the weapon for disarming. The hilt was sometimes also used secondarily as an alternate way to attack. The hilt often hooked backwards also, so that it could be used as a hook. The ranseur was probably an all around better weapon than the spetum, but this is not the case in NetHack. In a perfect universe, NetHack would give this weapon an advantage when fighting monsters that use weapons, as that is where the hilt is useful.
Partisan
)
Name
partisan
Appearance
vulgar polearm
Damage vs. small
d6
Damage vs. large
d6+1
To-hit bonus
+0
Weapon skill
polearm
Size
two-handed
Base price
10 zm(+10/positive enchant)
Weight
80
Material
iron
The partisan also winds up looking much like the ranseur and spetum. Originally the partisan was a spear with small double axe blades added below it. This basic form is shown in the first partisan above; however you won't likely ever see a partisan that looks like this. The other forms are more typical. Note that while some of them look like spetums, they present broader protrusions than the knife-like spetum prongs. The partisan is also more likely to have a flat bladed tip, rather than the spiky blade of the spetum and ranseur. Over time partisans (or weapons called partisans) became more ornamental and ceremonial, which may explain why it is one of the weaker polearms, and also why it is referred to as a vulgar polearm.
Perhaps one good way to differentiate between the spetum, the partisan, and the ranseur is to look for the edges on the prongs. Typically, a ranseur would have no edges, a partisan would have edges only facing out, and a spetum would have edges on both sides of the protrusions.
Voulge
)
Name
voulge
Appearance
pole cleaver
Damage vs. small
2d4
Damage vs. large
2d4
To-hit bonus
+0
Weapon skill
polearm
Size
two-handed
Base price
5 zm(+10/positive enchant)
Weight
125
Material
iron
NetHack has it just right referring to the voulge as a pole cleaver, as this weapon probably was invented as a meat cleaver on a pole. The voulge may look somewhat like a bardiche, but the blade is much shorter and the shaft is longer. It also may tend to look like the glaive, but would generally have a broader blade.
Glaive
)
Name
glaive
Appearance
single-edged polearm
Damage vs. small
d6
Damage vs. large
d10
To-hit bonus
+0
Weapon skill
polearm
Size
two-handed
Base price
6 zm(+10/positive enchant)
Weight
75
Material
iron
If you could put a cleaver on a stick, why not just a knife? The glaive is basically just that, a knife on a stick; or as NetHack calls it, a single-edged polearm.
In NetHack the glaive is called a naginata if you are playing as a Samurai. A naginata is a Japanese polearm tipped with a curved blade similar to (although often shorter than) the blade of a katana.
Encyclopedia entry
A Japanese pole-arm, fitted with a curved single-edged blade.
The blades ranged in length from two to four feet, mounted on
shafts about four to five feet long. The naginata were cut
with a series of short grooves near to the tang, above which
the back edge was thinned, but not sharpened, so that the
greater part of the blade was a flattened diamond shape in
section. Seen in profile, the curve is slight or non-
existent near the tang, becoming more pronounced towards the
point.
"With his naginata he killed five, but with the sixth it
snapped asunder in the midst and, flinging it away, he drew
his sword, wielding it in the zigzag style, the interlacing,
cross, reversed dragonfly, waterwheel, and eight-sides-at-
once styles of fencing and cutting down eight men; but as he
brought down the ninth with a mighty blow on the helmet, the
blade snapped at the hilt."
[ Story of Tsutsui no Jomio Meishu from Tales of Heike ]
Fauchard
)
Name
fauchard
Appearance
pole sickle
Damage vs. small
d6
Damage vs. large
d8
To-hit bonus
+0
Weapon skill
polearm
Size
two-handed
Base price
5 zm(+10/positive enchant)
Weight
60
Material
iron
The fauchard, which NetHack calls a pole sickle, is distinguished from other single-edged polearms by having a curved blade with the sharp edge on the inside of the curve. This was not a very effective weapon, and fairly weak in play.
Guisarme
)
Name
guisarme
Appearance
pruning hook
Damage vs. small
2d4
Damage vs. large
d8
To-hit bonus
+0
Weapon skill
polearm
Size
two-handed
Base price
5 zm(+10/positive enchant)
Weight
80
Material
iron
The guisarme, like the voulge, started out as a peasant's weapon, made from a tool on a stick. In this case the tool is a pruning hook, hence the weapon's unidentified description. While it was a somewhat useful cheap weapon, the lack of a spear point was a significant liability. It was good for pulling riders off of their mounts, but what do you do once they're off? It evolved to some degree, sometimes adding a reverse spike, but eventually guisarme became a generic term for any weapon with a hook, such that you had voulge-guisarmes and glaive-guisarmes.
Bill-guisarme
)
Name
bill-guisarme
Appearance
hooked polearm
Damage vs. small
2d4
Damage vs. large
d10
To-hit bonus
+0
Weapon skill
polearm
Size
two-handed
Base price
7 zm(+10/positive enchant)
Weight
120
Material
iron
This leads us to the bill-guisarme. Bills, developed from an agricultural implement called the bill hook (still used today), were English weapons similar in shape to the guisarme, but perhaps with somewhat less hook in general. They followed a different evolution, such that any weapon that was similar to a glaive or fauchard, but with extra bits thrown in, was often called a bill. So, in terms of origination, bill-guisarme would be a bit redundant, but in terms of later meaning, a bill-guisarme was a bladed weapon with multiple sharpened edges and spikes, and with a hook. These weapons were very versatile, and used over long periods of time, second only to the halberd.
There is a lot of confusion out there on guisarmes and bill-guisarmes. Often the bill-guisarme is called simply a guisarme. Also, many pictures purporting to be guisarmes are actually fauchard-forks, which is a fauchard, with a sharp spear point added to the back of the blade.
Lucern hammer
)
Name
lucern hammer
Appearance
pronged polearm
Damage vs. small
2d4
Damage vs. large
d6
To-hit bonus
+0
Weapon skill
polearm
Size
two-handed
Base price
7 zm(+10/positive enchant)
Weight
150
Material
iron
Despite the name, the lucern hammer is not really a hammer, and does not use the hammer skill. This confusion may have been responsible for the creation of Thunderfist. Similar confusion was common among players of the first edition of Advanced Dungeons & Dragons. AD&D cleric characters were denied the use of sharp weapons, restricting them generally to maces and war hammers. Any number of early clerics therefore ended up carrying around a lucern "hammer", which did more damage than a traditional war hammer.
The lucern hammer is vaguely similar to the halberd, only instead of an axe blade, it presents a three-pronged hammer to its victim (hence the pronged polearm designation).
Bec-de-corbin
)
Name
bec-de-corbin
Appearance
beaked polearm
Damage vs. small
d8
Damage vs. large
d6
To-hit bonus
+0
Weapon skill
polearm
Size
two-handed
Base price
8 zm(+10/positive enchant)
Weight
100
Material
iron
The bec-de-corbin (literally "crow's beak") looks extremely similar to the lucern hammer; however the hammer side was sometimes blunt instead of pronged. The distinguishing characteristic though is that the spike was a thick beak-like shape designed only for puncturing (armor, or whatever). This is why it is the beaked polearm. The beak was the primary mode of attack; the hammer or claw was secondary. The spear tip was also generally less pointy than that of the lucern hammer.
SLASH'EM
UUUUUUXXXUUX@XUUXXXUUUUUU
In SLASH'EM, the range of the polearm is expanded and not restricted by skill level.
A new role, the Yeoman, can reach Expert skill at polearms, and begins play with a +1 partisan.
Reaper is a lawful artifact halberd with a high bonus to damage.
References
↑ src/makemon.c in NetHack 3.6.0, line 392
↑ src/makemon.c in NetHack 3.6.0, line 497
↑ src/makemon.c in NetHack 3.6.0, line 196
This page is based on a spoiler by Tom Fine, available at http://hea-www.harvard.edu/~fine/Fun/polearms.html
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# User talk:Esteron
Welcome!
Welcome!
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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.
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# Dog
Little dogs, dogs, and large dogs (all d) are carnivorous domestic animals and can be tamed with tripe, food rations, fortune cookies, or edible corpses if they are fresh. (While in reality dogs are omnivores, in NetHack they are treated as carnivores.)
Eating the corpse of any domestic dog has similar consequences to cannibalism: it will give you the aggravate monster intrinsic, but it will not decrease your luck. Cavemen and orcs are exempt from this penalty. Regardless of your alignment, sacrificing a dog corpse is harmless (though sacrificing a pet corpse is not).
Contents
1 Types of dog
1.1 Little dog
1.2 Dog
1.3 Large dog
2 Pet dogs
2.1 Dog names
3 SLASH'EM
4 Encyclopedia entry
Types of dog
Little dog
d little dog
Difficulty
3
Attacks
Bite 1d6
d little dog
Difficulty
3
Attacks
Bite 1d6
Base level
2
Base experience
20
Speed
18
Base AC
6
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
150
Nutritional value
150
Size
Small
Resistances
None
Resistances conveyed
Intrinsic aggravate monster
A little dog:
has no hands.
is an animal.
is carnivorous.
can be tamed by feeding.
can be seen through infravision.
Reference
monst.c#line226
The little dog is one of the most famous NetHack monsters—it has served as the starting pet for the player ever since Hack 1.0, although in recent times you also have the option of starting with a kitten for a starting pet (knights will get a pony instead). They are capable of growing up into dogs.
The little dog and its more experienced brethren are sometimes better fighters than newly started characters and can be used to fight for you in the early stages of the game. Nevertheless, they may be more vulnerable than newly started characters against passive attacks, such as acidic monsters or floating eyes. They also are extremely vulnerable to falling rock traps and rolling boulder traps and many be killed by one within the first hundred turns of a game.
Dog
d dog
Difficulty
5
Attacks
Bite 1d6
d dog
Difficulty
5
Attacks
Bite 1d6
Base level
4
Base experience
44
Speed
16
Base AC
5
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
400
Nutritional value
200
Size
Medium
Resistances
None
Resistances conveyed
Intrinsic aggravate monster
A dog:
has no hands.
is an animal.
is carnivorous.
can be tamed by feeding.
can be seen through infravision.
Reference
monst.c#line233
The dog is a grown-up little dog and is therefore usually encountered as a player's pet. They are capable of growing up into large dogs.
As with their brethren, they are excellent fighters to have as companions to early game characters, but remain vulnerable to passive attacks. They may have trouble with watch captains in Minetown, although regular watchmen shouldn't pose too much trouble.
Large dog
d large dog
Difficulty
7
Attacks
Bite 2d4
d large dog
Difficulty
7
Attacks
Bite 2d4
Base level
6
Base experience
76
Speed
15
Base AC
4
Base MR
0
Alignment
0 (neutral)
Frequency (by normal means)
1 (Very rare)
Genocidable
Yes
Weight
800
Nutritional value
250
Size
Medium
Resistances
None
Resistances conveyed
Intrinsic aggravate monster
A large dog:
has no hands.
is an animal.
is carnivorous.
can be tamed by feeding.
is strong.
can be seen through infravision.
Reference
monst.c#line240
The large dog is a grown-up dog and is therefore usually encountered as a player's pet (especially with early game characters, as they are easy to obtain by training their little dog).
As with their brethren, they are excellent fighters to have as companions to early-game characters, but remain vulnerable to passive attacks. Eventually, it may be worthwhile to attempt to upgrade your large dog to another monster using a polymorph trap, especially if you have more than one pet.
Pet dogs
Dogs are the iconic NetHack pet. The little dog even made Gamespy's top 10 list of video game sidekicks. Many roles begin the game with one.
Taming wild dogs is usually easy, because all sizes of dog are considered domestic animals. Throwing a meaty treat, a safe fresh meat-based corpse, or processed human food at a hostile or peaceful dog will tame it. Throwing any other comestible at a dog will at least render it peaceful, with the exception of cream pies and eggs (which will break on impact).
As an additional challenge, if it is night and the moon is full, dogs are harder to tame with food; there is only a 1 in 6 chance of success.
All meaty treats can be used to train your dog to fetch.
You can #chat with your dog to get an idea of how it is feeling:
at night when the moon is full, it will always howl.
it will whine if it is hungry, caught in a trap, confused, fleeing, or tameness is getting low.
if the dog is leashed, and there is a trap nearby, it will whine without you #chatting to it. This works even if the trap is undetected.
if it will be hungry soon (1000 turns or less), it will bark.
the rest of the time it will yip.
Pet type
Corpse wt
Can carry unassisted
in uncursed bag of holding
in blessed bag of holding
kitten/little dog
150
51
72
144
housecat/dog
200 / 400
68 / 137
106 / 244
212 / 488
large cat/large dog
250 / 800
1000
1970
3940
Dog names
The classes which always have a dog as a starting pet each have a unique name for their starting little dog. If dogname is not set, the little dog will automatically be given one of these names, according to the player's class.
Class
Dog name
Caveman
Slasher
Ranger
Sirius
Samurai
Hachi
Barbarian*
Idefix
* Barbarians are not limited to only dogs
SLASH'EM
In SLASH'EM, dogs and cats frequency is very high instead of rare.
Encyclopedia entry
A domestic animal, the _tame dog_ (_Canis familiaris_), of
which numerous breeds exist. The male is called a dog,
while the female is called a bitch. Because of its known
loyalty to man and gentleness with children, it is the
world's most popular domestic animal. It can easily be
trained to perform various tasks.
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.
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m 04:53 EvilHack (diff | hist) . . (0) . . K2 (talk | contribs) (build date) |
# User:Paxed/Template:dicemax
This template returns the maximum value a die roll in the standard d-notation can give. This cannot handle more than one d-notation, so no 1d6+1d4. See also User:Paxed/Template:dicemin.
Usage: {{dicemax|AdB+C}}
Where:
A is the number of dice to be rolled. This is optional and defaults to 1 if missing.
B is the number of sides the dices have.
+C is an optional modifier, such as +5 or -2. Should be a simple integer, either plus or minus.
Output:
{{dicemax|4}} shows 4
{{dicemax|-4}} shows -4
{{dicemax|4d}} shows Expression error: Missing operand for *.
{{dicemax|d4}} shows 4
{{dicemax|1d6}} shows 6
{{dicemax|2d10}} shows 20
{{dicemax|3d8}} shows 24
{{dicemax|1d8+5}} shows 13
{{dicemax|2d4-1}} shows 7 |
# File:Artisticprecious.jpg
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The Precious
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# Experience points
Experience points or XP measure your progress toward gaining experience levels. You gain an experience level when your XP crosses the next threshold. They are shown in the status line when the showexp option is on (default: off).
Experience points can be gained by:
Killing monsters, with stronger monsters awarding more points.
Eating tripe, yielding 1 XP (50% chance).
The first minor consultation from the Oracle gives 5 XP.
The first major consultation gives 55 XP or more, depending on your level.
Quaffing from sinks, which can give 1 XP (5% chance).
Untrapping squeaky boards, for 1 XP.
The first novel you read gives 20 XP (Nethack 3.6)
See the oracle page for the precise mechanics, in particular, order matters.
A blessed potion of gain level increases your level by 1, and gives you enough XP to put you part of the way to the next level, while an uncursed potion, a wraith corpse or a "very educational experience" with a foocubus just gives you enough XP needed to gain the one level.
When you lose a level, your XP is set to 1 less than your current level needs.
Experience points from killing monsters
The number of experience points obtained by killing a monster of level ML is computed as follows:[1]
Start with (ML)*(ML) + 1;
Add 3 if the monster's speed is between 13 and 18, and 5 if the monster's speed is at least 19;
Add a bonus for low armor class monsters: +5 for AC 2, +6 for AC 1, +7 for AC 0, and +(14-2*AC) for negative AC;
Add 1000 for a sea monster with a drowning attack, if you don't have magical breathing and are not polymorphed into an amphibious monster;
Add 7*ML if the monster is M2_NASTY;
Add 50 if ML is at least 9;
For each attack that the monster has, add a bonus based on attack type: +10 for spellcasting attacks, +5 for weapon attacks, +3 for all other attack types, except for passive, claw, bite, kick and headbutt attacks, which give no bonus;
For each attack that the monster has, add a bonus based on damage type: +(50-ML) for sliming, stoning or drain life, and +ML for a damage type that is the same as a dragon's breath attack (fire, cold, shock, sleep, disintegration, magic missiles, acid, or strength-draining poison — but not for dexterity- or constitution-draining poison);
For each attack that the monster has, add a +ML bonus if the attack's maximum damage is at least 24.
If the monster has been cloned or revived, there is a penalty to experience gained based on the total number of monsters of that type that have been killed.
No. kills
Xp penalty
1..20
None
21..40
xp/2
41..80
xp/4
81..120
xp/8
121..180
xp/16
181..240
xp/32
241..255+
xp/64
The result is the number of points you earn for killing the monster. Mail daemons are a special case; they are only worth 1 experience point.
This calculation takes into account all attacks listed in the monster's definition from the source code, including attacks that are not implemented (such as the green slime's passive sliming attack). The armor class and speed used in this calculation are the base values; they do not take into account the armor that the monster might have worn, or the extra speed that the monster might have had from a wand of speed monster, a monster spell, etc. On the other hand, the monster level used here is the monster's actual level at the time it was killed, not the base level or the level at which it was created.
References
↑ src/exper.c in NetHack 3.6.0, line 73
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. |
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23:38 Wish (diff | hist) . . (+547) . . Umbire the Phantom (talk | contribs) (→GruntHack: copyedit + add some IRC recommendations) |
# User:Fyr/YANI/One Ring
= Fyr/YANI/One Ring File:Ring of invisibility.png
Base item
ring of invisibility
Affiliation
chaoticintelligent
When carried
magic resistance(special)
When worn
invisibilitysee invisibleautomatic searchingattracts Nazgul
When invoked
(none)
Base price
9000 zm
Weight
3
The Ring of Sauron or the One Ring is an artifact ring of invisibility. It is chaotic for wishing purposes. If not formally identified, it appears as "an engraved [random appearance] ring" or "an engraved ring of invisibility." Formally identifying the artifact automatically identifies rings of invisibility as well.
When carried in your inventory, the One Ring confers magic resistance and special hunger effects: if your nutrition is 150 or higher, it doubles the rate at which you burn nutrition.
When worn, in addition to the base effect (making you invisible), the One Ring also allows you to see other invisible creatures and to find hidden features. Further, it "attracts" Nazgul: if Nazgul are not extinct, then any time the game tries to randomly generate a Wraith while you are wearing the One Ring there is a 10% chance of creating a Nazgul instead.
Finally, the ring is treacherous. Every turn, there is a chance that it will spontaneously remove itself from your finger, drop from your inventory onto the floor, or even teleport itself to a random location on the level. The chances of this happening depend on its beatitude and whether you are wearing it:
BUC status
Worn
Carried
Blessed
Remove 1/256Drop 1/256Teleport 0
Drop 1/256Teleport 1/256
Uncursed
Remove 1/99Drop 1/121Teleport 1/121
Drop 1/256Teleport 1/256
Cursed
Remove 1/66Drop 1/99Teleport 1/99
Drop 1/66Teleport 1/66
Generation
A hobbit will have a 5% chance upon generation of carrying the One Ring, but only after you have chatted to a peaceful or tame hobbit and received the message "The hobbit asks you about the One Ring." In Gehennom this is increased to a 10% chance. |
Subsets and Splits